Scared Stiff

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Join HuffPost Plus. Return of the Deadheads: Light all 3 deadhead lanes to light the tale.

After lighting the tale lighting the 3 deadheads advances the bonus X. Eye of the Boney Beast: 3 shots to the left ramp lights the tale. This ramp also lights the lock. No limit is known at this time. Terror from the Crate: A 2 ball multiball. Each hit to the crate lights 1 of 4 lights on top of the crate. Lighting all 4 allows the crate to be entered and starts multiball. Each shot to the crate scores k. Shots to the left ramp increase the crate value. Ends when 1 ball is left in play.

Scared stiff Synonyms, Scared stiff Antonyms | apefomyquc.tk

Later multiballs require more hits to light each light, up to a maximum of 5 hits per light. Stiff in the Coffin: 3 ball multiball. Shoot the left ramp to light lock then lock the ball in the left orbit.

Locking 3 balls starts multiball. Both ramps are lit for jackpot. After collecting 1 jackpot the lit ramp alternates for each jackpot. Scared Stiff: Lighting all 6 tales lights the T. V for Scared Stiff mode. No other shots are lit. Shoot the crate to start the mode. The object is to raise the Stiff-O-Meter to scared stiff level You raise the level by hitting either the crate or either ramp.

All 3 are lit at the start of the mode and after the first shot, the shots alternate with each hit. The last shot is always the crate. You have 30 seconds to make the shots and each shot adds a few seconds to the timer. If you reach level 10, all lights go off then the game goes crazy. All lights flash and every popper and slingshot starts going off. The display shows rapid fire animation's and random quotes are played. After 10 seconds monster multiball is announced.

This is a 4 ball multiball with all jackpots lit for repeated 1M shots. You also get 5M for starting. This ends when 1 ball is left in play. All tales become unlit and you start again. If you fail to reach level 10 when you reach Scared Stiff mode again the level starts from where you left off before. The Spider Game Shooting the spider hole when lit gives you a chance to play Spin the Spider in the backglass.

The spider wheel has 14 awards and the aim is to stop the spider on the unlit awards. Each award can only be collected once so if you stop on the same award twice, too bad. The awards are: Eyeballs: Light all 3 to light EB. Deadheads: 2 of them. Each one spots a deadhead lane. Light Jackpot: Lights the left ramp for jackpot.

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Double Trouble: All scoring doubled for 20 seconds. Scared Weird Little Guy: Beat the crate mode. The mode lasts 20 seconds. Coffin: Lights a lock or awards lock if it is already lit. Also extends the crate multiball. When 2 or more balls drain, multiball is restarted. Crystal Balls: Awards telepathetic power. Boogie Man: Boogie man boogie mode.

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Frenzy mode with each switch scoring 10k. Each Sinkhole raises the switch value by 5k. The mode ends after 20 seconds. Crate: Spots 1 hit towards terror from the crate. Also extends crate multiball. Leaper: Starts leaper mania. Boney Beast: Hurry-up. Shoot the left ramp to collect. Value starts at k. Lighting all 14 awards starts Spider Mania. This is a 4 ball multiball with everything lit. The spider goes around the wheel spotting all the awards. The 2 crystal balls give a telepathetic special, locking a ball scores k, deadheads and bumpers score k per hit.

The mode ends when 1 ball is left in play. The initials of the last person to play spider mania are displayed in attract mode with the date and time it happened. Tips and Strategies I tend to ignore the skill shot. I always try to plunge the ball into the spider hole instead. If you miss the hole and the ball doesn't hit anything you can relaunch the ball indefinitely. There is a setting which causes the ball to be autolaunched after a ball is locked. If you are quick you can plunge the ball yourself and try for the spider hole. If you can't hit the spider hole consistently, try shooting to the bumpers and landing in the spider hole that way.

A bank shot off the crate sometimes goes down there but it's a lot more prone to SDTM drains. I usually extend the coffin multiball first then go for the eyeballs for EB. After that I just take anything, although double trouble is good to have during multiball.