Starting a Lit Round
1. Hit both the
Hangman Targets to Ready a Round.
2. Start the Round by entering the
Hangman's Hill ramp
and the
Hangman's Lock.
3. Starting a Lit Round is worth 1M points.
4.
Super Round If you complete the
Hangman Targets again before beginning the round all scores for the round will be doubled.
Arkham Asylum
Goal: Hit all four targets in the order indicated.
Targets:
Hangman's Hill Ramp
Salem's Road Ramp
Miskatonic River Lanes
Scoring: 10M, 20M, 30M and 50M for each goal
Timer: None
Multi: No
Round Ends: When ball is lost or all targets are hit
Cemetary
Goal: Find the Cthulu Hole, one of the 5 targets shown.
Targets:
Library Entrances
Hangman's Hill Ramp
Salem's Road Ramp
Scoring: 1 x 50M target (Cthulu Hole), the rest are 5M
Timer: 30 seconds
Multi: No
Round Ends: When 50M target hit, timer elapses or ball is lost
Deathwalker
Goal: Hit the two
Ramps for the points shown. Point value decays constantly. Hit both ramps to increase point value by 5M. Counter stops at 1M.
Targets:
Salem's Road Ramp
Hangman's Hill Ramp
Scoring: Each ramp is worth the amount shown on the timer
Timer: Ramp value decreases constantly
Multi: 3-ball
Round Ends: when one ball is left
Soul
Goal: Complete the
Salvation Target to light ExtraBall
Targets:
Salvation Target
Scoring: three targets: 5M, 10M, Light ExtraBall (30M)
Timer: 30 Seconds
Multi: No
Round Ends: When Salvation Target is completed or ball lost
Witchhouse Mystery
Goal: Enter the
Witch House
Targets:
Witch House
Scoring: Random bonus
Timer: None
Multi: No
Round Ends: When
Witchhouse entered or ball lost
Creation
Goal: This one's chaos incarnate!
Targets:
Everything
Scoring: All switches worth 200,000 x balls in play
Timer: None
Multi: 7-ball
Round Ends: When six balls are lost
Special: When 3 or fewer balls are left in play, the
Library Targets will light. Complete the
Libary Targets to restart the 7-ball multi with all seven balls.