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
Start with a Haunt
Haunts are the main modes, one per window of the house. When it is done, open Step 2 - Trailer Trash.
Step 1 - Start with a Haunt
Plunge for the Back Door. The other skill shot is the Dead End lanes, for +5x bonus.
Why this shot1M, and it qualifies a Haunt at the House Entrance, or starts one if it is already qualified.
Shoot the House Entrance until it flashes purple.
Why this shotThe House Entrance light turns purple when a Haunt is ready.
Shoot the House, then pick a window with the flippers.
Why this shotEach window is a different Haunt. The far right window needs a Skeleton Key.
Follow the lit shots for your Haunt. See the Haunts tab.
Why this shot45 seconds. Bumper hits pause it, and a lit shot with under 15 seconds left resets it to 15.
Worth knowing
- A drain or timeout locks that Haunt until They Came From Space.
- Two finished Haunts light an extra ball.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
2 shots
Then Trailer Trash
A bonus lit at the House after every Haunt. When you have it, open Step 3 - Garage Multiball.
Shoot the left and right ramps.
Why this shotIt starts at 50% of the Haunt's points. One ramp raises it to 75%, both ramps to 100%.
Shoot the House.
Why this shotFinishing any Haunt also raises your B-Restorator rank.
Worth knowing
- B-Restorator rank 4 lights Director's Cut at the House Entrance.
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 Garage Multiball
Three Garage locks. The first multiball is Wild Women.
Hit the drop targets.
Why this shotOne drop target lights each lock the first time. Later multiballs need more.
Shoot the Garage when the lock is lit.
Why this shotThree locks start the multiball.
Wild Women
Shoot the lit shots.
Why this shotJackpots start at 350k. Five light the super jackpot at the House.
Shoot the House, then the orbits.
Why this shot1M at the House, then both orbits score super jackpots.
Worth knowing
- Next Garage multiballs: Add-a-Zombie, then Attic Attack.
- After three Haunts, House Party is lit. See Multiballs.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
3 shots
Night of the Living Dead
Right side, basement window.
Shoot the ramps, then the House.
Why this shotRamps first, then the House.
Lit shots, then the Cellar.
Why this shotDestroy four or more ghouls.
Shoot the House Entrance.
Why this shotIt finishes the Haunt.
Worth knowing
- Shots start at 500k and the final shot at 2M. Each shot raises both.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
2 shots
Teenagers from Outer Space
Left side, attic window.
Make the lit shots.
Why this shotThree lit shots, plus one for each Haunt you have finished.
Spin the right spinner, then the House Entrance.
Why this shotThen the House Entrance finishes it.
Worth knowing
- Weak orbit shots into the Back Door spot progress during a Haunt.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
3 shots
The Brain That Wouldn't Die
Left side, left garage window.
The flashing white shot, then the House Entrance.
Why this shotTwo quick stages.
Make the shots, then the Cellar.
Why this shotFour shots, plus one per Haunt finished.
Both ramps, then the House.
Why this shotThe final shot.
Worth knowing
- Back Door shots during a Haunt advance it.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
3 shots
The Manster
Left side, right garage window.
Make five shots, then the House.
Why this shotFive shots, then the House.
Make every lit shot.
Why this shotTurn off all six lit shots.
House, House, then both ramps and the House.
Why this shotThe House twice, then both ramps and the House.
Worth knowing
- Switch hits are worth 10k during this Haunt.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
3 shots
Manos: The Hands of Fate
Right side, middle floor.
Left, right, House.
Why this shotA left shot, a right shot, then the House.
House, House, red shot.
Why this shotThe House twice, then the solid red shot.
House, three shots, then the Cellar. Twice.
Why this shotIn stage 4 the Cellar lights the final House shot.
Worth knowing
- Finishing any Haunt lights Trailer Trash.
Not the next step. Open a Haunt only when you are choosing one, or already in it.
3 shots
The Werewolf of Washington
Right side, attic window.
Shoot either orbit.
Why this shot500k, plus 50k per transformation.
Make flashing shots back to back.
Why this shotEach shot within 7 seconds of the last is worth much more than the one before.
Shoot the House.
Why this shotThe third transformation lights it.
Worth knowing
- The four bonus Haunts each need a Skeleton Key from the Trunk.
Garage Multiball is already in Starting Shots. These pages are for later.
2 shots
House Party
A 4-ball multiball lit after three Haunts.
Shoot the major shots.
Why this shotWorth 25k times the shots you made in your last three Haunts.
Shoot the House Entrance.
Why this shotThe House Entrance scores it.
Worth knowing
- Six Haunts light They Came From Space: a 6-ball multiball worth 100M if you finish all six phases.
Garage Multiball is already in Starting Shots. These pages are for later.
3 shots
The Trunk and its multiballs
Junk items and two multiballs.
Trunk targets pick the item and light the Trunk.
Why this shotSkeleton Key opens a bonus Haunt. Lab Test boosts jackpots. Atomic Raygun spots a shot.
Shoot the left ramp.
Why this shotIt collects the item and locks a ball. Two locks start Trunk Multiball.
Lock two balls in the Trunk, then the Trunk targets light the left ramp.
Why this shotNeeds one of each Junk item. Each jackpot is 500k more than the last.
Worth knowing
- Gappa Angry builds from switch hits through the Freak Fryer, up to a 6-ball multiball.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
The Deadhead Family Crypt
Fifteen Deadheads.
Shoot the Crypt entrance.
Why this shotOne hit, plus one per Deadhead you have beaten.
Make the skull shots.
Why this shotThree, plus two per Deadhead beaten, then one final Crypt shot.
Each one is also worth 250k in bonus.
Why this shotFirst Deadhead: right outlane ball save. Second: extra ball. Third: Super Head Shot.
Worth knowing
- Double Trouble: complete the Trunk and Hand of Fate banks, then roll the lit inlane for 2x.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Wild Market Value
Sell the house. Seven tasks light it.
Start each one. Each is worth 5M, plus 5M per task done.
Why this shotDirector's Cut, the Clown Deadhead, Phone-A-Fiend, Gappa Angry, Gar-Goils Gone Wild, Attic Attack and They Came From Space.
Start it at the Cellar, then hit the Wild Market Value target.
Why this shotA 30-second hurry-up.
Worth knowing
- The Hand of Fate wheel is lit at the left outlane. Stop it with the lockdown bar button.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Elvira, Mistress of the Dark. There is no Pro model. No strategy guide has been published, so the shot order follows the game's own progression from the community rulesheet (code 1.01). Point values move when Stern ships code, so trust the inserts on the machine.