I thought it would be cool to have a wiki rulesheet for each new game that comes out. As people figure out the rules, they can add/change/remove them as needed until the rulesheet becomes pretty complete. Over time this would be a pretty cool archive of games. So this is the first one! Almost anyone should be able to edit this, and I've just barely gotten it started. Lets flesh it out as the game comes along!
v1.56 - Skill shot base points: Shooting the lit lane scores 250k first time, 500K+ each subsequent successful skill shot. Hitting the lit roll overs are worth 150k each for the first successful skill shot to the lit lane, 50K+ each for subsequent successful skill shots to the lit lane. If you don't hit the lit lane on the first ball, it stays 250K plus possible 150K for each rollover for max of 550K. Missing rollovers has no effect on future skill shots, only making the lit lane which completes the skill shot.
1st skill shot: 250k base + 150/150 rollover, max 550k
2nd skill shot: 750k base + 200/200 rollover, max 1,150k
3rd skill shot: 1,250k base + 250/250 rollover, max 1,750k
4th skill shot: 1,750k base + 300/300 rollover, max 2,350k
The only multiballs that can be stacked as of v1.28 are Blood Bath and Prison or Well. Prison and Well can not be started at the same time. The order in which the multiballs are started does not matter. You can not advance progress towards Prison while Well is running and vice versa. Modes started before multiball continue to run during multiball. If a mode times out during multiball, additional modes can be started by clearing the drop target bank multiple times. As of v1.28 Crossbow multiball can not be added to any of the other multiballs.
Prison Multiball is started at the center prison feature by bashing the closed doors until PRISON is spelled and then 'clearing the prison yard'. By default, the first few letters of PRISON are spotted for you. Completing PRISON will engage the magnet, expose the zombie head behind the doors, and light shots around the playfield for clearing the yard. Each major shot can be made once to advance PRISON letters again, while shots to the exposed zombie head behind the prison doors clears a shot and letter. Ultimately, spelling PRISON again lights the zombie head for one more hit to start Prison Multiball.
Prison Multiball is a 3 ball multiball. By default there is a medium length ball save period and no add a ball in Prison Multiball. From Prison Multiball, only Blood Bath multiball can be stacked.
During Prison Multiball, hitting the closed doors or a major shot opens the doors to expose the zombie head. Hitting the zombie head closes the doors and relights shots. Rinse and repeat for various jackpots (usually somewhere around 1 million). During the multiball, the value of the prison yard walkers increases each time a prison yard walker is killed while the multiball is running. Each time a jackpot is scored one of the PRISON inserts will light solid. Once six jackpots are collected the Riot shot will become lit for super jackpot which will begin phase two of Prison multiball.
During phase two the left and right ramps are lit for 500k and either ramp will award 500k and add 50k to the next left or right ramp shot. The value of each ramp shot is also added to a jackpot that is collected by shooting the Prison. This jackpot also counts as a walker kill which will progress towards Siege mode. Killing 12 walkers during Prison Multiball lights Siege.
v1.41 - Starting Well Walker Multiball involves hitting the well walker toy quite a few times. Initially each shot to well walker will award 25k and one letter in WELL as shown on the DMD. The well inserts will then quickly strobe between W and L indicating that all letters in WELL have been completed. The next shot will change the behavior of the strobing letters from fast strobing inserts to slower strobing inserts and a new DMD animation will be shown indicating how many shots are needed before multiball begins. Each shot progresses towards multiball start but, also builds a value based on how many inserts are lit when the well walker is hit. If the well walker is hit when one of four inserts are lit 55k is added. If the well walker is hit when all four inserts are lit 75k is added. Once the well walker has been hit five times the total value of these initial hits is shown and multiball begins.
During phase one of Well Walker multiball, each letter is relit by hitting a certain number of switches. W: 25, E: 30, L: 35, L: 40 (although the previous jackpot also counts so it's really 29, 34, 39). The well walker jackpot continues to build for every switch hit. Hitting the walker scores and adds to the bonus the total value collected in the starting phase based on the values of the WELL when hit, e.g. 50k no letters lit, 55k one letter lit up to 75k if all letters were lit. Normally somewhere around 300-350k. Once a letter is completed with the switch hits, the well walker jackpot is lit and hitting the walker collects the current jackpot value and then resets it to zero. Completing all WELL lights and jackpots then lights the Super Jackpot that re-collects all of the jackpots by hitting the walker again. Good time to use a big multiplier. Note: the premium/LE use of the spinner is valuable in this phase compared to the pro. Multi-kill is started once the jackpot is collected for the first L (thus the third jackpot, W-E-L).
Once the super jackpot is collected, phase two begins and continues until multiball ends. During phase two the left and right ramp are lit for 500k and either ramp will award 500k and add 50k to the next left or right ramp shot. The value of each ramp shot is also added to a jackpot that is collected by shooting the Well Walker. Once a jackpot is collected, the jackpot resets to zero until more ramps are hit. The jackpot and ramps can continue to be hit and will raise by 50K each hit until multi-ball ends. Raising jackpots and then collecting via walker with a multiplier can lead to huge jackpots.
Blood Bath multiball is qualified by collecting a full set of supply inserts shown in front of the drop target bank. In single ball play the supply inserts will light in sequence from First aid to Weapons and finally to Food. Whenever any of the drop targets are hit the currently lit supply will be locked in. Once all drops have been completed the lit supply will remain solid to indicate that supply has been collected. Once all supplies have been collected the Blood Bath insert will strobe. Clearing the bank once more will begin blood bath multiball. Blood Bath multiball can be started during prison or well walker multiball.
Blood Bath Multiball is a two ball multiball with a long ball save where each switch is worth 15,000 points initially. Any time the drop target bank is cleared the value of each switch is increased by 2,500 points. Each switch hits' score is added to the blood bath jackpot value, which is collected whenever the drop target bank is cleared. Super jackpots are awarded when all of the supplies are collected during blood bath. Blood bath is the only main multiball as of v1.28 that has an add a ball. There are two add-a-balls available by clearing the drop target bank. However, an unlimited number of add-a-balls is awarded by achieving a super jackpot during blood bath multiball. Add-a-ball ball save time has been significantly reduced in version v1.28.
Gathering a full set of supplies progresses towards Blood Bath multiball. Each individual supply also awards the following:
FIRST AID - Completing the drop targets when "FIRST AID" is lit will permanently increase the value of the prison yard walkers for the remainder of the game. In the Premium/LE, also awards a "Prison Bomb" which can be used to advance 1 hit towards Prison Multiball or collect a jackpot in Prison Multiball.
WEAPONS - lights the Arena ramp for crossbow mode. In the Premium/LE, also awards a "Horde Bomb" which can be used to kill a walker in Horde.
FOOD - increases a shot multiplier for the well. The multiplier is awarded for any hit to the well (letter, well, well multiball), then reset. In the Premium/LE, also awards a "Well Walker Bomb" which can be used to advance 1 hit towards Well Multiball or collect a jackpot in Well Multiball.
Dead Features AKA modes
Completing the drops lights all five mode shots. Shooting one of the five flashing mode shots starts a mode based on that shot. Any time the drop target bank is completed during a mode 10 seconds are added to the mode timer.
Enabling the mode start shots requires one completion of the drop targets. Once a mode is started, thereafter, two completions of the drop targets are required to re-enable the mode start shots. Each mode can be played only once until Escape Terminus is played (see Mini-Wizard modes). The large white inserts (Barn, CDC, Riot, Tunnel, Arena) flash rapidly when the mode start is ready and, once played, light solidly.)
Shooting the left orbit starts Barn. The base value of Barn is 2.5M and increases by 500k with every barn shot made during the mode.
One Multi-Kill is available in Barn mode by making three barn shots.
Shooting the left ramp starts CDC. CDC mode consists of two phases.
In the first build phase, the CDC ramp can be made repeatedly to build the value of the CDC ramp starting at 750k and increasing by 25k with each CDC ramp shot. The value is also shown on the DMD. Every time a left ramp shot is made a solid red arrow will be lit at one of the other mode shots beginning with Barn and ending with Arena. The value of the other shots is increased by the current value of the CDC ramp. For instance the Barn shot will be worth 750k if one ramp shot is made. If two CDC ramps are made, the value of Barn or Riot will be 1.525M. Once any shot is made other than the CDC ramp during this phase the built value is locked in. Any shots not lit with red arrows can not be lit once the value is locked in.
In the second collect phase, the value built shooting repeated CDC ramps is locked in and can be collected by making any shot lit with a red arrow. When a shot is collected it will be unlit until the other shots have been made then all shots will relight. In phase two the first CDC ramp will collect the built value and the second CDC ramp will finish the mode. When the mode is finished the total value of shots lit by arrows is collected. For instance if two ramps were made before locking in the value of all other shots those shots would be worth 1.525M. If you were to shoot one Barn one CDC ramp and one final CDC ramp to finish the mode with the value locked in at 1.525M you would be awarded a total of 3.05M for finishing CDC.
The DMD provides some useful information during CDC. When you are building the value of other shots two people are shown trying to break down a door with axes. If another shot is made the animation will change showing the same two figure breaking through the door.
There are two Multi-Kill's available in the CDC mode. One for making three CDC ramps and one for completing CDC.
Shooting the Riot shot starts Riot. The base value of riot is 1-3M sorry I didn't note this and the value is increased by 75k per switch hit. This value can be increased while multiball is running.
One Multi-Kill is awarded by making three Riot shots.
Shooting the Railroad shot between the Arena ramp and the well walker starts Tunnel mode. Tunnel mode consists of two phases.
In the first build phase, all lit shots including Tunnel are worth 5M. However, shooting the Tunnel before making any of the other lit shots increases the value of all shots, including tunnel, by 2.5M per shot. Shooting any other shot will lock in the value of tunnel. In the second collect phase, all shots are lit to collect whatever value was built in the initial phase of Tunnel. To finish Tunnel mode shoot the Tunnel shot after collecting any other lit shot.
There are two Multi-Kill features available in the Tunnel mode. Shooting any two lit shots other than Tunnel will award one Multi-Kill. Finishing Tunnel mode will award a second Multi-Kill.
Shooting the Arena ramp starts Arena mode. Arena mode consists of two phases. In the first build phase, looping the right ramp repeatedly awards increasing values starting at a base value of 3M and increasing by 1M per shot (4M, 5M, etc.). If the right ramp is shot out of a repeated combo, the value will be halved. For example, making 2 straight shots and shooting the 3rd ramp later (aka "out of combo") will award 3M, 4M, and then 2.5M. In the second collect phase, roughly twenty percent of the total value of all points earned by shooting the Arena ramp are available for collect at the Woodbury shot which also ends the mode. You must make an Arena ramp first before shooting Woodbury. The collect is available only when the dome flasher above the Woodbury/Extra Ball shot is strobing.
There are two Multi-Kill features available in Arena mode. Shooting the Arena ramp twice will award one Multi-Kill. Finishing Arena mode will award a second Multi-Kill.
Shooting the stab targets (targets to either side of the Prison barn) lights 2X playfield. Shooting the Tower standup above the top rollovers starts 2x playfield scoring for 20 seconds. Completing the stab targets repeated times before starting 2X increases its time.
Bicycle Girl Hurry Up
Achieving 5 zombie kills on default settings lights Bicycle Girl on the CDC ramp. After shooting the CDC ramp, the Bicycle girl light will light on the Pro, or the Left Ramp will raise to reveal a target on the Premium and LE. Loop the CDC ramp or hit the under-ramp target for points shown on the DMD which decrease in value if not made. Bicycle girl is completed by making three CDC ramp shots. 20 kills are needed for successive modes.
One Multi-Kill is awarded by completing the Bicycle Girl Hurry up.
Pop Area/Pop Jackpot
Completing the top lanes adds Bonus X up to 250X and increases the value of Bit. The DMD will show an animation of walkers trying to break through a door with the words Dead Inside written on the door. A number is also displayed which I believe is 40 and increases for subsequent pop jackpots. The yellow rail road insert will strobe when the pops jackpot is available. The value of the jackpot is increased by each pop bumper hit. You can collect the pops jackpot by shooting the Tunnel shot. Unlike the Tunnel mode shot only the first switch above the pops needs to be hit in order to score the jackpot.
Every two walker kills lights the "X" above an inlane. This begins a 2X shot multiplier for the next shot hit after rolling over the X. You can control whether or not you take the shot multiplier by using the flipper buttons to control which outlane is lit. This multiplier advances by 1 every second walker you kill without collecting it. So if you kill 4 walkers without using the shot multiplier, it will be 3X. Two more and it will be 4X. This multiplier will apply to the next shot you hit.
There is no ceiling for multipliers (v1.41) unless it is well above 15 which was tested. Realistically getting to 15 is not likely.
Draining out a lit outlane collects the Bit value. This starts at 500K and increases by 250K with each completion of the top lanes.
Shooting the right ramp three times awards 100,000 from Fish Tank and lights Woodbury (on the Pro version).
Crossbow is lit at the right ramp after the weapons supply insert is collected. The five mode shots are lit for 1M+. Certain switches will disqualify crossbow if a shot is missed. If you are shooting the Tunnel crossbow shot and accidentally hit the well walker the crossbow mode ends. If you are shooting the Riot crossbow shot and hit a stab stand up, the mode ends. During a multiball, no other target hits will disable the Crossbow. Multiple crossbow "attempts" can be stacked at once. If you have collected the weapons supply insert multiple times and shoot the right ramp to light crossbow then shoot the right ramp to collect crossbow the next crossbow mode will start immediately after the right ramp is collected.
On the Premium and LE, the ball will cradle in a shooting arm (similar to Austin Powers), and the button can be used to fire the ball at one of the shots.
Multi-Kill is qualified by completing or making a minimum number of shots during modes, multiballs and other game features. Once qualified a yellow insert will light at one of the five mode shots. The value of each shot is 1/20th your total mode points. To collect the Multi-Kill value shoot the lit shot. Multi-Kill stays active until your current ball is drained. Multi-Kill can be lit on the next ball in the same way and the value is not reset between balls. When a Multi-Kill is qualified, one of the Multi-Kill inserts will become lit. Once all inserts are lit, Horde mode is qualified and started at the Woodbury/Extra Ball shot. Multi-Kills are not active during Horde.
List of game objectives that qualify Multi-Kills:
Three Barn shots during Barn mode.
Three CDC ramps during CDC mode.
Completing CDC mode.
Three Riot shots during Riot mode.
Two Tunnel shots during Tunnel mode.
Completing Tunnel mode.
Two Arena ramps during Arena mode.
Completing Arena mode.
Completing the Bicycle Girl hurryup.
Clearing the drop target bank 10 times.
Clearing the drop target bank three times during Blood Bath.
Scoring three jackpots during Well Walker multiball.
Scoring four jackpots during Prison multiball.
Completing three crossbow shots.
Collecting the Start Multi-Kill award.
Completing three fish tanks.
Completing two Woodbury skill shots.
Making 10 combos.
Mini Wizard/Wizard Modes
After all of the Multi-Kill inserts have been lit the Horde insert will strobe as well as the dome flasher above the Woodbury/Extra Ball shot. Shooting Woodbury will begin Horde. Horde begins as a two ball multiball and all mode shots are lit for jackpots. These shots represent walkers that are advancing towards the player. Initially the red arrows are lit and as a walker advances towards the player the remaining inserts will light to indicate how close a walker is. The inserts light from the red arrow to the cross hair insert. The DMD also reflects how close a walker is as they advance.
The first "wave" of Horde requires 3 kills. Once all the required kills have been made, a DMD animation showing a bomb dropping occurs, which clears all walkers, awards a Super Jackpot, and an add-a-ball. Subsequent waves require one added kill before awarding another Super Jackpot and add-a-ball. Each subsequent Super Jackpot is roughly 2M more than the previous, to no known limit.
There are 4 distances before a walker reaches you, and shooting a walker rewards a jackpot multiplied by up to 4x depending on how close the walker is. In addition, the playfield lights under each shot will light up as a walker approaches; the number of lights lit indicates the multiplier. A walker bomb also awards a larger number of points than individual shots. If a walker reaches the player power to the flippers is turned off and the mode ends. The player will be given a new plunge and normal play resumes. As of v1.28 the time needed for a walker to reach the player is well over one minute.
Horde does not end when the player is down to one ball. The only way to end Horde is to either drain your single ball (which obviously ends your ball), or let a walker kill you (which does NOT end your ball).
Start Siege when lit by shooting the prison. 12 walker kills are required during Prison multiball in order to qualify Siege. The mode begins with Barn, Prison and Arena lit for jackpots. Shooting the prison or either lit shot will progress to the next round. In the second phase of Siege all five mode shots and the prison are lit for jackpots. Shooting the prison or any lit shot will award jackpots. Once all available jackpots have been scored, all shots relight. Shooting any of the lit shots or prison will end the mode. The mode does carry on from ball to ball, so you can drain and continue. This mode seems unfinished as of v1.28.
Escape Terminus is the sixth Dead Feature, which is qualified by playing all five Dead Features. Shoot any major Dead Feature shot to begin (they will all be flashing in unison). All five Dead Feature shots are lit for a hurry-up. Shooting a lit shot collects the hurry-up, unlights the shot, and starts a new one. Collect all five hurry-ups to finish. The initial hurry-up values are dependent on your mode scores as follows:
1) 20% of your 5th mode score.
2) 20% of your (5th+4th) mode score.
3) 20% of your (5th+4th+3rd) mode score.
4) 20% of your (5th+4th+3rd+2nd) mode score.
5) 20% of all your combined mode scores.
To score well in this round, it is imperative that you attempt to play out your modes - especially your later ones. All Dead Features will reset and can be played again after this mode.
Hitting all lit crossbow shots during the crossbow mode will start a four ball multiball. As of v1.28 this multiball has no scoring features.
Last Man Standing
(basing this off observations from Keith's videos)
Kill all 115 walkers to light Last Man Standing at the Woodbury shot. Last Man Standing is a four-ball multiball where you must kill 115 walkers yet again. This time, the walker count lights will count down from 115, signifying how many more are remaining. The value of each walker killed seems to gradually ramp up as the mode continues. The number of lights for each shot indicates how many walkers will be killed - some shots will kill one, some two, and some up to three. Also, the most recent shot made will be unlit until another shot is made (leaving that one unlit until the next, and so on). Add-a-balls are available at certain checkpoints throughout the mode.
Last Man Standing does not end when the player is down to a single ball. Killing all 115 walkers will immediately turn everything off, award a 100M completion bonus, and a very cool ending sequence.
Competition Mode Settings
If TWD is set to Competition Mode, then the following noteworthy items are changed:
- Modes cannot be lit during a multiball or as part of the drops completion that begins Bloodbath MB.
- Your accumulated Multi-Kill value does not reset once you've played the Horde mini-wizard mode.
- Extra Ball awards points.