Alice Cooper's Nightmare Castle pinball rules and strategy
The Strategy
Alice Cooper's Nightmare Castle begins by letting you choose a monster Battle. Hit the center Monster Select targets until Pit Creature is selected. During the skill-shot window, shoot the Crypt to lock a ball and light Secret Passage, then shoot the inner loop to start the Battle. Find the Pit Creature in one of the three scoops, hide the ball in orbits or scoops for 15 seconds, then hit the Monster Select targets to defeat it. Shoot the Crypt again to start Crypt Multiball, and collect the lit left-standup hurry-up when the following Frenzy ends.
The goal
Select The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts., use the Crypt skill shot for a lock, then use the inner loop for the battle and the Crypt for its multiball.
How to start a mode
Hit the center Monster Select targets until The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. is selected. During the skill-shot window, shoot the Crypt to light When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle., then shoot the inner loop to start The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts..
Recommended mode: Pit Creature
Choose it when the three scoops and inner loop are reliable.
How to play it
Shoot the flashing Mystery scoop, center scoop, or Crypt until you find the creature. During its 15-second hiding phase, shoot an orbit or scoop; when the timer reaches zero, hit the center Monster Select targets.
Start Crypt Multiball
The Crypt Super Skill Shot locks one ball. While that ball is still held, shoot the Crypt again to start The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.Crypt MultiballThe three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle..
Alternative route: Vampire
Use this when the upper eyes target is safer than the three The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. scoops.
Use The center targets change the selected monster. The first navigation orbit locks that choice for the current battle.Monster SelectThe center targets change the selected monster. The first navigation orbit locks that choice for the current battle. to choose Three stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.VampireThree stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead., light When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle. with the Crypt Super Skill Shot, then shoot the inner loop to start the battle.
Hit the upper-playfield eyes target three times.
Need to know
Main route
Select The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts..
Long goal
Battle all eight selected monsters and Frankenstein.
Safer fallback
Three stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.VampireThree stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.: Use this plan when the upper eyes target is safer than the three The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. scoops.
Alice Cooper's Nightmare Castle uses room navigation to reach a selected monster Battle, while a lit Secret Passage skips directly to that Battle. Hit the center Monster Select targets until Pit Creature is selected, then shoot the Crypt during the skill-shot window to lock a ball and light Secret Passage. Shoot the inner loop to start Pit Creature, find it in one of the three scoops, hide the ball in orbits or scoops for 15 seconds, then hit the Monster Select targets to defeat it. Shoot the Crypt again to start Crypt Multiball during the Battle, and collect the lit left-standup hurry-up when Frenzy ends.
The goal
Select The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts..Use the Crypt super skill shot to light When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle. and lock a ball.Start The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts., add The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.Crypt MultiballThe three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle., then cash the It starts at the full Frenzy score, with a minimum of 5 million for each monster battled. It counts down quickly.Frenzy hurry-upIt starts at the full Frenzy score, with a minimum of 5 million for each monster battled. It counts down quickly..
Hit the center Monster Select targets until The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. is selected. Do this before an outside orbit locks the selection.Monster Select rule details
The center targets change the selected monster. The first navigation orbit locks that choice for the current battle.Monster SelectThe center targets change the selected monster. The first navigation orbit locks that choice for the current battle.: The center targets change the selected monster. The first navigation orbit locks that choice for the current battle.
During the skill-shot window, shoot the Crypt. This locks a ball and lights When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle. and the outlane SAVE.Secret Passage and SAVE rules
When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle.: When lit, the inner loop skips the room map and starts the selected battle.
SAVE: Complete the four lower S-A-V-E lanes to arm a timed magnetic outlane save. A super skill shot lights it immediately.
Shoot the inner loop to start The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts..
Shoot the flashing Mystery scoop, center scoop, or Crypt until you find the The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts..Pit Creature timing details
The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.: The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.
If the Crypt still holds the skill-shot ball, shoot the Crypt again to start The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.Crypt MultiballThe three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle..Crypt Multiball scoring details
The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.Crypt MultiballThe three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.: The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.
During the 15-second The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. phase, shoot an orbit or scoop. The timer counts down only while the ball is hidden in an orbit, scoop, or subway.
When the hide timer reaches zero, hit the center Monster Select targets to kill the creature.
During the 30-second A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up., shoot lit major shots. Prioritize the three scoops because they also score Crypt jackpots and can find the The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. again.Frenzy scoring and timing
A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.: A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.
As A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up. ends, shoot the left standup above the Mystery scoop.Frenzy hurry-up scoring details
It starts at the full Frenzy score, with a minimum of 5 million for each monster battled. It counts down quickly.Frenzy hurry-upIt starts at the full Frenzy score, with a minimum of 5 million for each monster battled. It counts down quickly.: It starts at the full A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up. score, with a minimum of 5 million for each monster battled. It counts down quickly.
↪Fallback: Vampire▶
Use this plan when the upper eyes target is safer than the three The creature hides in one of the three scoops. After you find it, a 15-second hide timer starts.Pit CreatureThe creature hides in one of the three scoops. After you find it, a 15-second hide timer starts. scoops.
Select Three stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.VampireThree stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.. During the skill-shot window, shoot the Crypt to light When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle., then shoot the inner loop to start the battle.
Hit the eyes target on the upper playfield three times.Vampire setup and scoring
Three stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.VampireThree stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.: Three stakes defeat it. The upper eyes target scores a stake. Five ramp shots light the center Monster Select targets to score one stake instead.
During A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up., prioritize the upper eyes and both orbits. The orbits score double jackpots.
Shoot the left standup as A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up. ends to collect the hurry-up.
↔Alternative: Alice Cooper battle▶
Use this plan when the Guillotine shot is repeatable.
Select Alice Cooper. Reach the battle through When lit, the inner loop skips the room map and starts the selected battle.Secret PassageWhen lit, the inner loop skips the room map and starts the selected battle. or the room map.
Shoot the upper Guillotine three times.Alice Cooper battle setup details
Three Guillotine shots defeat Alice. Five ramp shots light the center Monster Select targets to spot one Guillotine hit.Alice Cooper battleThree Guillotine shots defeat Alice. Five ramp shots light the center Monster Select targets to spot one Guillotine hit.: Three Guillotine shots defeat Alice. Five ramp shots light the center Monster Select targets to spot one Guillotine hit.
During A defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up.FrenzyA defeated monster starts 30 seconds of scoring with unlimited ball save. Its points build a separate hurry-up., repeat the Guillotine and lit major shots. Then collect the left-standup hurry-up.
↔Alternative: Frankenstein and Crypt stack
Use this plan only after the battle, both locks, and both multiballs are ready.
Lock the first Frankenstein ball at the left ramp. Hit the upper drop or eyes target. Shoot the upper-left ramp behind the drop for the second lock.
Lock one ball in the Crypt. Start the selected monster battle before either multiball.
Start Other shots build the jackpot. Jackpots remain available while the Guillotine Super Jackpot is lit.Frankenstein MultiballOther shots build the jackpot. Jackpots remain available while the Guillotine Super Jackpot is lit. first. Then shoot the Crypt to start The three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.Crypt MultiballThe three scoops score jackpots. After all three, hit the right X standup to relight them as Super Jackpots. It can stack with any monster battle.. Crypt cannot join Frankenstein if Crypt starts first.
During Frankenstein, shoot either lower ramp for jackpots. After three jackpots, shoot the Guillotine for the Super Jackpot.Frankenstein Multiball scoring details
Other shots build the jackpot. Jackpots remain available while the Guillotine Super Jackpot is lit.Frankenstein MultiballOther shots build the jackpot. Jackpots remain available while the Guillotine Super Jackpot is lit.: Other shots build the jackpot. Jackpots remain available while the Guillotine Super Jackpot is lit.
During Crypt, collect all three scoop jackpots. Hit the right X standup, then collect the three Super Jackpots.
◆Builds toward: Billion Dollar Babies
Battle all eight selected monsters and Frankenstein. Kills add life points for the wizard mode.
During Billion Dollar Babies, hit blue shots to climb 20 floors, add time, and raise the escape value.
Avoid red shots because each one removes a life. Shoot a green scoop to pause and accept the current escape value.
Reach the top floor for 1 billion. If time or life reaches zero before a collect, the mode awards nothing and the game ends.
Sources and references11 references11 source links and outbound references.