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
Start with the Mummy Lock
Get Mummy Multiball ready first, so you can start it during your first battle. When the lock is made, open Step 2 - Flight of Icarus.
Step 1 - Start with the Mummy lock
Soft plunge into the skill shot target. For the super, hold the left flipper and plunge to the inner orbit, then hit the Super Jackpot target from the upper flipper.
Why this shot1M, an EDDIE letter and 5 seconds of ball save. The super skill shot pays 5M, lights Playfield X and adds 10 seconds.
Hit the Sarcophagus captive ball twice.
Why this shotTwo hits light the Mummy lock. Later Mummy Multiballs need five.
Shoot the lit Mummy lock.
Why this shotOnce locked, spelling MUMMY at the captive ball starts the multiball.
On a ProThe lock is the center ramp.
Worth knowing
- Don't spell MUMMY yet. Start the battle first (Step 2).
- There are at least three secret skill shots.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
6 shots
Then Flight of Icarus
The rulesheet's best stack: Icarus is a ramp battle, and Mummy's first add-a-ball is both ramps. When the battle is won, open Step 3 - Trooper Multiball.
Start the battle
Shoot the white arrows.
Why this shotYou start with two letters. A full EDDIE lights the battle.
Rip the left spinner until Flight of Icarus is flashing.
Why this shotThe left spinner changes the flashing battle until EDDIE is spelled.
Shoot the center ramp.
Why this shotThe Pharaoh starts every battle.
Stack Mummy
Hit the captive ball during the battle.
Why this shotFive more captive ball shots spell it, and the next hit starts Mummy Multiball inside the battle.
Win the battle
Left ramp, right ramp, left ramp.
Why this shot2M, plus 150k per ramp. Combos within 5 seconds multiply it. Both ramps also add a Mummy ball.
Hit the bullseye within 10 seconds.
Why this shotReaching 20M lights a Soul Shard. Hitting the bullseye nearer the center pays 2x or 3x.
Worth knowing
- Soul Shards add to bonus, light Tomb Treasures and power up the wizard modes.
- A drain or an expired hurry-up loses the Soul Shard.
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 Trooper Multiball
Stack it with Hallowed Be Thy Name, the rulesheet's other strong pair.
Start it
Complete the drop targets.
Why this shotThe first time takes two drop target completions. It lights three locks at the orbits.
Shoot the green-arrow orbit shots.
Why this shotThe first one locks at the left orbit and right loop. Three locks start the multiball.
During the multiball
Shoot the lit jackpots.
Why this shotJackpots climb blue, green, yellow, orange, red. Three light the first super.
Complete the drops, then hit the bullseye.
Why this shotIt scores 1 to 3 jackpots by where you hit the bullseye. The first cannon adds a ball.
Worth knowing
- Jackpot levels carry between Trooper Multiballs.
- All jackpots at yellow, or one at red, gives the Level 2 Trooper Eddie card.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
Aces High
A 2-ball multiball battle.
Blue shots defeat fighters at the eight major shots.
Why this shotFour fighters reach stage 2.
Shoot each ramp, then the bullseye.
Why this shotBoth ramps, then the bullseye.
The strobing shot, then the bullseye within 5 seconds.
Why this shotThe jackpot is multiplied by where you hit the bullseye.
Worth knowing
- The first Mystery award gives one add-a-ball.
Not the next step. Open a battle only when you are choosing one, or already in it.
2 shots
Fear of the Dark
A spinner battle.
Hit one of the four purple-arrow shots.
Why this shotIt lights both spinners.
Rip a lit spinner. Do it three times to win.
Why this shotThe REVIVE spinner scores 2x. A right ramp first adds 2x.
Worth knowing
- Single-ball battles can stack with Trooper or Mummy if you start the multiball during the battle.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
Rime of the Ancient Mariner
A 2-ball multiball battle.
Shoot the center shot.
Why this shotThe hurry-up starts at 1M and becomes the shot value.
Shoot the left-side shots.
Why this shotEach left-side shot moves one step toward center for 20 seconds and adds 500k.
Bullseye or the center-ramp scoop.
Why this shotCollect the total, then repeat on the right side, including the drops.
Worth knowing
- The first Mystery award gives one add-a-ball.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
Hallowed Be Thy Name
Shots in a fixed order. Pairs well with Trooper Multiball.
Orange arrow, captive ball, orange arrow.
Why this shot3M, 5M, 3M. Each orange arrow goes out once it is made.
Clear the drop targets, then an orange arrow.
Why this shot10M for the drops, 3M for the orange arrow.
Hit the bullseye.
Why this shot10M plus 1M per second left.
Worth knowing
- Finishing any battle lights a Soul Shard at the bullseye.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
2 Minutes to Midnight
The sixth battle, after the other five.
About 60 seconds. Collect all five lit shots.
Why this shotEach pays 1M plus 15% of its battle's points and Soul Shard.
Hit an X target.
Why this shotAn X standup adds 5 seconds, once.
All five light the super. Collect all five again for +1x.
Why this shotStarting it gives the Level 1 Soldier Eddie card. A 2x super gives Level 2.
Worth knowing
- Battles reset after this one.
Mummy and Trooper Multiball are already in Starting Shots. These pages are for later.
3 shots
Mummy Multiball
Jackpots at the captive ball.
Hit the captive ball when the jackpot is lit.
Why this shot10 switch hits (plus 10 per jackpot) light a jackpot. Each jackpot spots a MUMMY letter.
Hit the bullseye.
Why this shotSpelling MUMMY lights it. The first super gives the Level 1 Mummy Eddie card.
Complete all yellow shots at the current level.
Why this shotLevel 1 is both ramps. Level 2 adds both orbits. Up to three per multiball.
Worth knowing
- Third and later Mummy Multiballs need two hits per letter.
Mummy and Trooper Multiball are already in Starting Shots. These pages are for later.
3 shots
Cyborg Multiball
Built from the five Power Features.
Hit a feature until it is active, then count it down.
Why this shotSpinners, orbits, ramps, targets and bumpers. Completing all five lights Cyborg.
Bullseye or center ramp.
Why this shotStarting it gives the Level 1 Cyborg Eddie card.
Shoot the Orb.
Why this shotAll five feature inserts light it at the Orb. Each super adds +1x; the first two add balls.
Worth knowing
- Playfield X only counts if you bring it into the multiball.
Mummy and Trooper Multiball are already in Starting Shots. These pages are for later.
3 shots
Can I Play With Madness
The third Tomb Treasure.
The flippers move the red shot.
Why this shotA 2-ball multiball. Hitting the red shot adds a ball and two more moving reds.
Hit red shots to turn them green.
Why this shotDon't hit green ones again. All reds green adds a ball.
On a ProOnly with Insider Connected.
Shoot the Orb.
Why this shotThe Orb locks lit shots for 10 seconds.
Worth knowing
- Operators can turn this mode off.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Loops, combos and Playfield X
Big multipliers.
Hit the flashing X targets to light a return lane, then roll it.
Why this shot2x, then 3x for 20 seconds plus 5 per X hit. It carries across balls.
Shoot loops. The mini-loop pays 3x.
Why this shotFive loop shots qualify it. 30 loops in a game light an extra ball.
Chain ramps, loops and orbits without reusing a shot.
Why this shotA 6-way combo lights a Tomb Treasure. Super deathblows score 3x.
Spin the left spinner to spell REVIVE.
Why this shotIt lights outlane ball saves. The left spinner is risky, so the rulesheet qualifies it during multiball.
Worth knowing
- Tomb Treasure awards are multiplied by Playfield X: 45M instead of 15M at 3x.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Number of the Beast and Run to the Hills
The wizard modes.
Earn all four cards from the multiballs and 2 Minutes to Midnight.
Why this shotMummy, Cyborg, Trooper and Soldier. Any level qualifies Number of the Beast.
A red shot lights the bullseye. Hit it within 5 seconds, then the yellow shots for 10 seconds.
Why this shot15 counter-attacks win 100M plus your Soul Shards.
The tenth Tomb Treasure starts it.
Why this shotA 6-ball wizard multiball with a generous ball save.
On a ProThe Tomb is the right loop.
Worth knowing
- Level 1 cards are lost if Number of the Beast fails. Level 2 cards are kept.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Iron Maiden. Shot order follows the community rulesheet's strategy notes (code 1.10); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.