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 Creature Feature
Kineticist's top priority. Mode timers stop during multiball, so light and start modes first. When it is running, open Step 2 - Wolf Man or Mummy.
Step 1 - Start Creature Feature
Plunge into the lit top lane.
Why this shotIt awards a smart missile, which finishes part of a monster for you.
Shoot the Creature saucer.
Why this shotFour shots to the far-left saucer start it.
Hit all five major shots.
Why this shotThe first shot's hurry-up starts at 1M. Later shots are on a 20-second timer, times the shot number. Up to 15M.
Worth knowing
- Finishing a monster awards its instrument: the Creature plays sax.
- Kineticist: stacking two modes halfway often beats finishing one.
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 Wolf Man or Mummy
Both use the orbits, so work on them together. When one is running, open Step 3 - Frankenstein.
Full Moon Fever
Shoot either orbit four times.
Why this shotEither orbit counts. Four start the Wolf Man.
Shoot the orbits.
Why this shot1M, 2M, 3M, then 4M, each dropping over time. About 10M with a multiball.
Mummy Mayhem
Get 60 bumper hits, then shoot the center scoop.
Why this shotOrbits feed the bumpers, so this builds while you shoot orbits.
45 seconds. Build switches, then cash in on a major shot.
Why this shotSwitches are worth 50k. A major shot pays 500k plus every switch since the last jackpot. 7.5M finishes it.
Worth knowing
- The Tomb Treasure target in front of the left bumper pays 10x the bumper value.
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 Frankenstein Multiball
Kineticist: don't start it without at least two other modes running, unless you only need a few points to win.
Hit the standup under Frankenstein.
Why this shotSeven body parts lower the target and open the ramp.
Shoot the Frankenstein ramp.
Why this shotMode timers stop during multiball, so your other modes get a free ride.
During the multiball
Shoot the lit shots, then Frankenstein.
Why this shotShots start at 400k. Frankenstein is a 1M super; missed supers raise the next one to 2x or 3x.
Worth knowing
- Six body parts from supers award the keyboard.
Not the next step. Open a monster only when you are working on it, or already in it.
2 shots
Ball & Chain (Bride)
A 30-second ramp and spinner mode.
Shoot the left and right ramps three times each.
Why this shotThree each on both non-Frankenstein ramps.
Rip the center spinner, then the ramps.
Why this shotThe spinner resets the clock the first three times. Ramps pay double.
Worth knowing
- Kineticist moves this up if you can alternate the ramps easily.
Not the next step. Open a monster only when you are working on it, or already in it.
2 shots
Drac Attack
Kineticist doesn't chase it: it's easy to finish during a multiball.
Hit the red standups, then the center scoop.
Why this shotOn a second try, D-R-A are already spotted.
Hit the swinging Dracula five times in 30 seconds.
Why this shotHits while he's moving count double. Finishing awards the guitar.
Worth knowing
- Kineticist backhands the scoop from the right flipper.
Frankenstein Multiball is already in Starting Shots. These pages are for later.
3 shots
Mosh Pit Multiball
Risky: a missed spinner shot often drains.
Shoot the center spinner.
Why this shotSix in single-ball play light it at the scoop. Relighting takes 24.
Shoot the center scoop.
Why this shotA 2-ball. All shots are 750k, and the first two spinner hits add balls.
Shoot the Frankenstein ramp.
Why this shotTen Frankenstein ramps score a super.
Worth knowing
- Kineticist only goes for it when one or two spinner shots away.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Monster Bash and Monsters of Rock
Two wizard multiballs.
Shoot the center scoop.
Why this shotStarting the sixth monster lights it. A 4-ball where every shot is 2M.
Shoot the center scoop.
Why this shotAll six instruments light it. The start pays 5M per instrument; it replaces Monster Bash if both are lit.
Worth knowing
- Smart missiles come from the skill shot, every three spinner shots and some mystery awards.
Check the source
Unofficial card. Not affiliated with Williams, Chicago Gaming or Universal. Shot order follows Kineticist's strategy guide, written for the original 1998 rules. Settings change some values, so trust the inserts on the machine.