Credits: Alex Levy on Youtube for posting a video guide explaining the basics (
).
Buckaroo65 for Horse, Fireball, EC and Rescue MB Details
Everyone: As we are all learning this game, please point out inaccuracies, fill in missing details, and build on it by posting below. I'll periodically update this original post to reflect feedback.
*Originally based on 1.12 but as of Oct 4 trying to incorporate updates to 1.21
Skill shot:
Hit one of the lit skill targets, one randomized "BALL" target, witch, or one of the 2 random OZ lanes (can't manually select) (Witch is 5,000 pts to start, goes up incrementally, not sure about the other values)
Emerald City Multiball:
Hit Lion (x4), Scarecrow (x9), and TinMan (x6) rollover targets to light lock 3x and lock 3 balls up ramp to start multiball
* Shoot rollover and ramp combos x3 (Lion, Scarecrow, Tinman)
* Shoot Throne Room
* Shoot Rollover
* Shoot Throne Room to collect prize (first is 25k, then 50k, then 75k)
* Repeat for Lion, Scarecrow, TinMan
Throne Room (Wizard):
* Shoot Throne Room to light WIZARD letter
* Complete WIZARD to get 7,500 points
* There’s mention in the changelogs of a Wizard mystery but I don’t know anything about it (light special, light extra ball, spot character, more points, multiball)
Munchkin Playfield (House):
* Complete RAINBOW spot targets
* Hit center ramp to enter Munchkin playfield
* Complete a certain number (?) of loops to activate a random Munchkin Mode. If you don’t, you have a few seconds to hit the center ramp again for a second chance
* Welcome to Munchkinland
* All shots score 1000
* RAINBOW builds value
* Mode ends after 25 seconds
* Munchkinland Frenzy
* All switches score 100
* RAINBOW builds value
* Mode ends after 25 seconds
* 2 More Munchkin Modes coming
Crystal Ball Modes:
* Complete BALL targets
* Hit Spinner to get mode, will cycle through them so you don’t repeat them:
* Lights Out (2-ball multiball, 2X Scoring)
* Lights On (2-ball multiball, 2X scoring)
* Can be stacked with Munchkin Modes
* More Crystal Ball Modes Coming
Rescue Multiball:
* Hit 2 targets above pop bumpers to light Capture Dorothy
* Hit Loop to Capture Dorothy
* Hit Winkie Guard drop target
* Shoot Winkie Guard VUK
* Hit RESCUE spot targets on upper playfield to open door
* Shooting Search lights a RESCUE letter until they’re all collected, then it says “Rescue Lock”. I believe this is a soft lock that allows you to up the number of balls during multiball from 2 up to 5?
* With RESCUE all lit, shoot through door to start Rescue Multiball
* Super Jackpot at the castle scoop becomes available once you collect three jackpots on at least one of the six jackpot shots. The inserts for each jackpot change from green (single jackpot) to yellow (double jackpot) to red (triple jackpot) to show that you have 3, 2, or 1 jackpot(s) left. The insert is blue once you've completed that shot, and is worth a few points, but less than a single jackpot. Then you go up to the castle mini-playfield, bash down the door, and collect the super. I know the super is tied to the value of the jackpots you've collected. Once you collect a super all of the jackpots reset on the lower playfied. I'm pretty sure the value of the jackpots is tied to how many balls you started rescue multiball with (starting with 5 balls is worth more than starting Rescue with 2 balls) I also think the value of the super can be multiplied if you hit the rescue letters before collecting the super.
Wicked Witch:
* Hit once to start hurry-up (starts at 2,500 points and goes up 100 each time and counts down for about 20s)
* Hit witch to collect hurry-up
* Complete 3 hurry-ups and next time you hit her it starts Fireball Frenzy
Fireball Mode
* Edited from Buckaroo65’s post… Thanks!!! *
* 1-ball mode, and it starts with two random shots lit.
* One of the shots will be lit blue, and the other will be flashing orange/red.
* You want to shoot the blue shot, and avoid the fireball shot.
* If you shoot the blue shot you’ll collect a jackpot that is worth half the total of the 3 hurry-ups that you collected to get to the frenzy. (So if you collected hurry-ups of 1500, 1700, and 2300 your jackpot will be worth 2750). It also adds 500 points to the next blue shot (so in this case the next blue shot will be worth 3250)
*If you hit the fireball shot, the witch throws a fireball at the scarecrow and decreases the available jackpot by 500.
* After either shot is made (blue or flashing red/orange) different random shots light up blue and red.
*As you make blue shots, more fireball shots are added, so it becomes more difficult to avoid hitting fireballs. The mode ends when you hit three fireballs and the scarecrow catches fire, or when you drain your ball in play.
Toto:
* Light 4 TOTO rollovers
* Make timed shot to save ball
There's No Place Like Home
* Light all spot targets
* Complete all 4 stages to save ball
* First: Shoot Rainbow targets
* 2nd: Shoot Crystall Ball and Throne Room
* 3rd: Outer Loop (Right AND Left)
* 4th: Shoot Ramp
*Note: It appears that throughout this mode you continue to collect points one way or another. If you take note of your score before this starts and then afterwards (even if you don’t save your ball) it can go up by quite a lot.
Horse of a Different Color
* Hit four horses then shoot the COLLECT under the right center field flipper which drops the ball back into the plunger.
* Points Breakdown (Taken again from a Buckaroo65 post… Thanks!)
Cow (White): 500 points
Rainbow (RB): 400 points
Red: 350 points
Orange: 300 points
Yellow: 250 points
Green: 200 points
Blue: 150 points
Violet: 100 points
* Add these values up, and then multiply the total based on the following conditions
Success – Each horse is a different color or all horses are the same color
Multiplier: # of horses (4 - 7)
Raises the # of horses to collect the next round. Maximum is 7
Failure – At least two different colors and at least two horses with the same color
Multiplier: 0.5
Decreases the # of horses to collect the next round. Minimum is 4
Rainbow Horse – Acts like a wild card, and is always different from any other horse
Multiplier: 0.5
All One Color – Still counts as Success
Multiplier: 3
All Rainbows – Still counts as Success
Multiplier: 5
*Horse lights are relit and randomized at the top lane (OZ) slingshot
*Scoring Examples
4 RB: 32,000 = (400 + 400 + 400 + 400) * 4 (Success) * 5 (All Rainbows)
Y, G, B, V: 2,800 = (250 + 200 + 150 + 100) * 4 (Success)
Y, G, B, RB: 2,000 = (250 + 200 + 150 + 400) * 4 (Success) * 0.5 (Rainbow)
Y, B, V, V: 300 = (250 + 150 + 100 + 100) * 0.5 (Failure)
V, V, G, RB: 200 = (100 + 100 + 200 + 400) * 0.5 (Failure) * 0.5 (Rainbow)
Haunted Forest
* Hit pop bumpers to light Haunted Forest, collect to start various different bonus point modes
In-lane Hurry-Ups
*Going through inlane while hurry-up is lit activates some kind of hurry-up mode which is different between the left and right inlanes
Post edited by chasosaur : 1.21 Stuff added, Rescue MB and EC MB expanded