(Topic ID: 106132)

TWD Club, only walkers not welcome !!!

By pinball_erie

9 years ago


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  • 11,804 posts
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  • Latest reply 20 hours ago by rx2006je
  • Topic is favorited by 270 Pinsiders

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Topic index (key posts)

14 key posts have been marked in this topic, showing the first 10 items.

Display key post list sorted by: Post date | Keypost summary | User name

Post #129 Link to EL wire kit from Pinball Refinery. Posted by Tmezel (9 years ago)

Post #236 Link to custom rules cards. Posted by gweempose (9 years ago)

Post #404 Burning barn mod. Posted by Tmezel (8 years ago)

Post #690 Evil Dead sound package link. Posted by ezeltmann (8 years ago)

Post #783 Link to LE/Premium sound replacement options. Posted by ezeltmann (8 years ago)

Post #2893 Link to rules doc for v1.60, still being updated as of May 2018. Posted by e4mafia (7 years ago)

Post #3005 ATLpb's TWD Audio Mod (NIN + Radiohead) Posted by ATLpb (7 years ago)

Post #4216 Guide to Walker Bombs! Posted by ezeltmann (7 years ago)


Topic indices are generated from key posts and maintained by Pinside Editors. For more information, or to become an editor yourself read this post!

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#4466 7 years ago
Quoted from chuckwurt:

Shows on the dmd, but also after hitting the second to last shot the game had an audio cue that you're one shot away. Something like "were getting close"

I'm going to have to listen closely for that audio cue! As you mentioned, it is displayed on the DMD, but -only- if the prison yard isn't opened.

If the prison doors are opened, those animations seem to trump the well walker, and I sometimes lose track of how many I have to go. (Which is a super bummer if I have a walker bomb at the ready.)

7 months later
#5585 6 years ago
Quoted from Olbighoss48:

Thanks Chambahz! I have played it 10 times or so at the distributor’s. I will definitely need to read the rules.

Make sure mylar is installed under the bicycle girl ramp.

If you get flipper hop on either flipper — mine was on the right — then the thin titan flipper rubbers can fix it.

Prision and Well Walker bombs are as important as VIP passes are in ACDC.

It’s a great game; enjoy!

#5592 6 years ago
Quoted from Hazoff:

does that mean they are important or useless? I thought bombs were only used in Horde.

Oh, man, you haven’t seen anything yet! Completing weapons gets you a Horde bomb, but completing First Aid gets you a prison bomb, and Food will get you a Well Walker bomb. (Once you’ve opened the prison doors, or qualified Well Walker.)

They give you credit for one shot towards each multiball, so they can be as valuable as an extra ball. Get one shot away from
prison MB, and then you can’t lose the ball! If you drain, just hit the button and prison MB will start. Works similarly for well. Enjoy!

Quoted from Olbighoss48:

Thanks Knoler, I will check for the mylar.

Should be there from the factory at this point; it was on mine. Check it every so many games and make sure it’s doing it’s job. There should also be little pads under the ramp.

It’s Lyman’s best game, IMO, especially with the new code; you’re in for a treat!

#5603 6 years ago
Quoted from Hazoff:

any links for custom rule cards, the yellow has to go. Thanks

While you’re at it, go for black flipper bats! Looks great with red rubber. I’ve always found the yellow flipper bats out of place, personally.

#5618 6 years ago
Quoted from Maken:

Wouldn't recommend this as it decreases the playability of your machine. The yellow bats are easier for the eyes to pick up.

That's an interesting idea. I might try an experiment and play ten games with yellow, ten with black, and see how the numbers shake out. Since the flippers are in a fixed position on the playfield, I don't think I need to track them the way I do the ball. I'd be curious if I can see any quantitative difference in scores.

Good news is that it's easy to change flipper bats!

4 months later
#6378 5 years ago
Quoted from HIPPY:

Anyone seen any air-balls? I just installed a 13 piece plastics protectors set fron Pinbits. Not easy, but, worth it.

I regularly get airballs if I combo tunnel into arena on the fly; the ball will fly right off the arena ramp. If there’s a fix for that, I’m all ears!

1 week later
#6408 5 years ago
Quoted from Damien:

The most I've had is 54, and I've been to Horde and I'm very close to Terminus. Considering Terminus is pretty tough to reach, and even at that point, you might be at 40-50 zombies, it's insane to think you're still not even halfway.

I’m currently actively trying for LMS, and have been ignoring score and prioritizing zombie kills.

One key piece of rule knowledge is that zombie kill shots that are ALSO multi-kill collects (ie, the yellow insert is lit) gives you TWO zombie kills, not one.

So, strategically, make sure to get a multikill going ASAP, and then collect as many walker kill/multi kill shots as possible. Each one brings you two kills closer.

Play WW and Prison MB focused on collecting kills or advancing to the next Blood Bath. (But do NOT stack them.)

Don’t play your first Blood Bath until you’ve played the first Prison and WW multiballs. Then, use Blood Bath to get yourself close to the next prison and WW multiball.

If you’re on a premium or LE, take full advantage of prison / walker bombs. Get one shot away from starting that multiball, then focus on nothing but walker kills until you drain, then using the bomb to save yourself and start the multiball.

You can’t collect walker kills in Horde, so have fun, but make sure to not lose your ball in Horde; time it out or “escape” to preserve your ball and go for more walker kills.

If you want to make things easier, increase the number of shots simultaneously lit for zombie kills from 4 to 5.

I started using this strat last week on a premium, and have one game with 80 kills, and two in the 70s. Getting there!

It’s going to be hard to do on a pro, without the prision and walker bombs, no matter what; good luck!

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