Monster Lab
A Halloween table with three stories to finish: a creature on a slab in the lab, a vampire asleep in his coffin and a witch on her tower. The toys move: the creature sits up and stands, the vampire rises from his coffin and the witch flies round the table.
The creature
- Hit the coils to charge the lab until lightning is lit. Shoot the lab to strike: once to sit him up, again to wake him.
- Waking him starts Creature Multiball, three balls with jackpots at the lab, both ramps and the creature himself.
The vampire
- Knock down the bats to light the lock at the crypt. The crypt kicks the ball into his coffin, a real lock on the playfield.
- Lock a second ball and he rises from the coffin, both balls roll out and Midnight Bite multiball starts.
The witch
Spell W-I-T-C-H to start Witch's Brew, a hurry-up collected at the cauldron on her tower. A ramp leads up to it, and a trapdoor in the playfield opens while the cauldron is lit.
Around the table
- B-O-O lanes raise the playfield multiplier up to 5x. K-I-C-K relights the kickback in the left outlane.
- The vampire ramp climbs over the lanterns to the belfry lanes at the top of the table.
- An upper flipper above the right slingshot sends shots across to the crypt and the bats.
- Every ramp in a ball counts up on the ramp ladder, and the tenth is an extra ball.
All Hallows' Eve
Finish all three stories to start the wizard mode: four balls, and every major shot worth 2,000,000.
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