Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Start with Returning Souls
Returning lost souls builds a playfield multiplier up to 5x, which boosts everything after it. When you have one, open Step 2 - Beetlejuice Mode.
Step 1 - Build a multiplier
Launch when a point value is lit.
Why this shotMake it, then quickly the left ramp, right ramp and spinner for the super skill shot. A miss is caught by the magnet.
Feed the pop bumpers.
Why this shotPop bumper hits release a soul onto a random shot.
Shoot the lit lost soul shot.
Why this shotHit the shot where the soul is lit.
Shoot the center scoop's front door.
Why this shotEach soul returned is +1x and 30 seconds, up to 5x.
Shoot the center scoop's back door, under the upper flipper.
Why this shotThe top level runs 30 seconds, then drops by 1x every 30 seconds.
Worth knowing
- You start each ball with a Magna-Save. Press the action button when the ball heads for the outlane.
- The handbook target and the green action button relight Magna-Save.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
3 shots
Then a Beetlejuice Mode
The main modes. Start one while your multiplier is running if you can. Then open Step 3 - Afterlife Multiball.
Shoot the purple shots with Beetlejuice face inserts three times.
Why this shotThey light mode start. Not during multiball or a Juno mode.
The mode change switch near the left slingshot cycles the mode.
Why this shotPressing Launch locks a blinking mode so the slingshot can't change it.
Shoot the right orbit.
Why this shotEach mode has its own shots. See the Beetlejuice Modes tab.
Worth knowing
- Collecting S-H-O-W-T-I-M-E with the yellow shots only works before a mode starts.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Afterlife Multiball
Lock three balls on the couch.
Shoot the upper loop around the couch.
Why this shotIt lights the knock inserts and the locks.
Shoot the right ramp when the lock is up.
Why this shotThree locks on the couch start the multiball.
Shoot the green shots.
Why this shotThe knock loop builds their value.
Collect it at the spinner or the Juno scoop.
Why this shotRe-locking a ball on the couch lights the super jackpot.
Worth knowing
- The Juno scoop also starts Take a Number for the Waiting Room modes.
Not the next step. Open a mode only when you are choosing one, or already in it.
4 shots
As Seen on TV to Head Shrink
Four of the Beetlejuice modes.
Seven easy shots, then the captive ball to stop Lydia and score jackpots.
Why this shotHolding the action button keeps the current shot value.
Three scoop shots, then the headstone, the ramps and the right orbit.
Why this shotA set order.
Make the lit shots to stay alive and add balls.
Why this shotThe machine works the flippers. Pops, slings, couch, Sandworm and Beetlejuice raise the multiplier.
Build switch hits, distract the Sandworm, then shoot the jackpot.
Why this shotRepeat for more jackpots.
Worth knowing
- Lock the mode you want with the Launch button before the slingshot changes it.
Not the next step. Open a mode only when you are choosing one, or already in it.
4 shots
Charades to Otho's Séance
The other four Beetlejuice modes.
White shots reveal colours. Match three pairs.
Why this shotThe final shot is a hurry-up.
Three pop hits, 30 spinner spins and three ramp shots.
Why this shotThree tasks in any order.
Blue shots gather witnesses. Then the drop target or right orbit four times.
Why this shotThe spinner raises the multiplier, the right ramp the shot value.
Handbook target, the green shots, then the handbook target again.
Why this shotThe handbook target starts and ends it.
Worth knowing
- Waiting Room: Juno scoop, then couch targets, then Now Serving targets for a Juno mode.
Afterlife Multiball is already in Starting Shots. These pages are for later.
3 shots
Strange and Unusual, It's Showtime
Two more multiballs.
Strange and Unusual
Roll the inlanes to light the camera targets, then hit each one.
Why this shotHitting each once starts this 2-ball multiball. Ramps score jackpots.
It's Showtime
Make the yellow shots, then the right orbit.
Why this shotYellow shots spell it before a Beetlejuice mode starts. The right orbit starts it.
Make 3 jackpots, lock a ball at the right orbit, then hit the right orbit drop target into the vari-target.
Why this shotThe first super adds a ball.
Worth knowing
- Sandworm Multiball: orange shots, find the door, red shots, then the Worm for supers.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Sandworm, the wheel and mystery
Extra balls and awards.
Hit the three wall targets, then shoot the Worm's mouth.
Why this shotBeating enough Sandworms lights an extra ball.
Repeated left ramp shots light the wheel. Stop it with the action button.
Why this shotSuper pops, ramps, spinner or Worm, an extra ball, or points.
Collect it at the right scoop.
Why this shotLock, points up to 50M, Now Serving advance, a ball save or a video mode.
Worth knowing
- The extra ball target is just below the left entrance to the upper loop.
Check the source
Unofficial card. Not affiliated with Spooky Pinball or Warner Bros. No strategy guide has been published, so the shot order follows the game's own systems from the community rulesheet. Its wizard modes aren't documented yet and are left out. Point values move when the code is updated, so trust the inserts on the machine.