Beetlejuice uses three purple-lit major shots to qualify a Story mode. Use the Mode Change switch to choose one, press Launch to lock the choice, then shoot the right orbit to start it. For Couch Multiball, repeat the Upper Loop around the couch and lock three balls at the raised right ramp. For Lost Souls playfield X, hit the pop bumpers to spawn a soul, shoot its random lit shot, then shoot the front door of the center scoop; repeat that sequence, then shoot the scoop's back door to start the multiplier.
The goal
Use three purple shots and the right orbit for a story mode, the couch loop and right ramp for Couch Multiball, and Lost Souls for playfield X.
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How to start a mode
Shoot any purple-lit major shot three times. Use the Mode Change switch to choose a mode, press Launch to confirm it, then shoot the right orbit to start it.
Recommended mode: As Seen on TV
Choose it for a straightforward set of seven lit shots followed by the captive ball.
How to play it
Shoot seven lit shots, then hit the captive ball. Hold the Action Button when you need to stop the shot value from falling.
Start Couch Multiball
Repeat the Upper Loop around the couch to light locks. Shoot the raised right ramp for each lock; the third lock starts Couch Multiball.
×
Start Returning Souls playfield X
Hit the pop bumpers to spawn a Lost Soul, shoot its random lit shot, then shoot the front door of the center scoop. Repeat until Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x. is ready, then shoot the back door of the center scoop to start it.
Alternative route: Strange and Unusual Multiball
Use this when the Upper Loop or raised right ramp is not reliable.
Roll through an inlane to light the two center Camera targets, then hit each lit Camera target once to start The two center Camera targets start it after both have been hit while lit.Strange and Unusual MultiballThe two center Camera targets start it after both have been hit while lit..
Need to know
Main route
Ready Couch Multiball, bank a useful Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.Wheel SuperSuper Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose., and arm Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x..
Long goal
Complete 2 purple modes, or start 4 purple modes, to light the mini-wizard multiball.
Safer fallback
The two center Camera targets start it after both have been hit while lit.Strange and Unusual MultiballThe two center Camera targets start it after both have been hit while lit.: Use this plan when the Upper Loop or raised right ramp is not reliable.
Beetlejuice uses three purple-lit major shots, the Mode Change switch, Launch, and the right orbit to qualify, select, and start a Story mode. Finish the mode before Multiball because another mode cannot qualify or start during multiball. For the main stack, prepare the third Couch lock, return Lost Souls through the center scoop's front door, and collect a useful 5x Wheel Super. Shoot the scoop's back door to start Lost Souls playfield X, then take the third raised-right-ramp lock for Couch Multiball. Build the Jackpot at the Upper Loop, relock one ball, and collect the Super while both multipliers are running.
The goal
Ready Couch Multiball, bank a useful Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.Wheel SuperSuper Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose., and arm Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x..Start the three features together.Build the Jackpot at the Knock loop, relock a ball, and collect the Super while the multiplier is active.
Time the plunge for the lit Standard Skill Shot. If the Super Skill Shot lights, shoot the left ramp, right ramp, then spinner while their arrows are lit.Super Skill Shot rule details
Super Skill Shot: This is a three-shot award after a successful plunge. A miss on the plunge is normally caught by the center magnet without using your stored The center magnet throws a draining ball back into play. It is ready at the start of each ball. The default game allows it to be requalified more than once.Magna-SaveThe center magnet throws a draining ball back into play. It is ready at the start of each ball. The default game allows it to be requalified more than once..
Repeat the left ramp for one or two Wheel spins. Press the Action Button to stop the wheel. Prefer the 5x award that matches a shot you can repeat.Wheel Super scoring details
Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.Wheel SuperSuper Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.: Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.
Repeat the Upper Loop around the couch to light locks. Shoot the raised right ramp for two couch locks. Leave the third lock ready.Afterlife Couch Multiball setup details
The Upper Loop lights Knock locks. Each raised right-ramp shot puts a ball on the couch. Lock 3 starts the three-ball multiball.Afterlife Couch MultiballThe Upper Loop lights Knock locks. Each raised right-ramp shot puts a ball on the couch. Lock 3 starts the three-ball multiball.: The Upper Loop lights Knock locks. Each raised right-ramp shot puts a ball on the couch. Lock 3 starts the three-ball multiball.
Arm Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.. Hit the pops to spawn a Lost Soul. Hit its random lit shot. Then shoot the front door of the center scoop. Repeat when safe.Returning Souls scoring and timing
Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.: Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.
The front door is the center-scoop entrance from the lower playfield. The back door is the entrance under the upper flipper.
When lock 3, Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x., and a useful Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.Wheel SuperSuper Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose. are ready, collect the Wheel award. Do not delay if its 5x timer starts.
Shoot the back door of the center scoop to start Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.. Then shoot the raised right ramp for lock 3 and Couch Multiball.
During Couch Multiball, shoot the green jackpots and repeat the Knock loop to build value. Re-lock one ball to light the Super at the Spinner or Juno Scoop, then follow the lit Super shot.Couch Super Jackpot scoring and timing
The re-lock lights this award. Take it while Returning Souls and the matching Wheel Super are active.Couch Super JackpotThe re-lock lights this award. Take it while Returning Souls and the matching Wheel Super are active.: The re-lock lights this award. Take it while Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x. and the matching Super Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose.Wheel SuperSuper Pops, Ramps, Spinner, or Worm scores that feature at 5x. The wheel can also award points, an Extra Ball, or You Lose. are active.
The playfield multiplier starts at its highest stored level. It then falls by 1x after each 30-second stage until normal scoring returns.
Lost Souls playfield X can reach 5x and falls by one level after each 30-second stage.
Use the Action Button if the ball heads for an outlane or the center. After a use, hit the Handbook target. Press the button when the fly and button are green to requalify the save.Magna-Save setup details
The center magnet throws a draining ball back into play. It is ready at the start of each ball. The default game allows it to be requalified more than once.Magna-SaveThe center magnet throws a draining ball back into play. It is ready at the start of each ball. The default game allows it to be requalified more than once.: The center magnet throws a draining ball back into play. It is ready at the start of each ball. The default game allows it to be requalified more than once.
↪Fallback: Strange and Unusual Multiball
Use this plan when the Upper Loop or raised right ramp is not reliable.
Roll through an inlane to light the center Camera targets.
Hit each Camera target once to start the two-ball multiball.Strange and Unusual Multiball setup details
The two center Camera targets start it after both have been hit while lit.Strange and Unusual MultiballThe two center Camera targets start it after both have been hit while lit.: The two center Camera targets start it after both have been hit while lit.
Shoot the ramps for jackpots. Complete each flashing Camera-target set to add a ball.
Use the extra ball in play to finish a purple mode or prepare Each returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x.Returning SoulsEach returned soul raises the stored playfield multiplier by 1x and adds 30 seconds. The maximum is 5x. after the multiball ends.
↔Alternative: Purple story mode
Use this route before multiball when three safe purple shots are available.
Hit any purple-lit major shot three times. Use the Mode Change switch to select a mode. Press Launch to lock the choice. Shoot the right orbit to start it.As Seen on TV and related rules
Make 7 lit shots. Then hit the captive ball. Hold the Action Button to stop the shot value from falling.As Seen on TVMake 7 lit shots. Then hit the captive ball. Hold the Action Button to stop the shot value from falling.: Make 7 lit shots. Then hit the captive ball. Hold the Action Button to stop the shot value from falling.
Make 3 scoop shots, the headstone, the ramps, then the right orbit.Grave DigMake 3 scoop shots, the headstone, the ramps, then the right orbit.: Make 3 scoop shots, the headstone, the ramps, then the right orbit.
The game controls the flippers. Lit shots keep the mode alive and add balls. Pops, slings, couch, Sandworm, and Beetlejuice hits raise its multiplier. The flippers stop when time ends.Day-O Dinner PartyThe game controls the flippers. Lit shots keep the mode alive and add balls. Pops, slings, couch, Sandworm, and Beetlejuice hits raise its multiplier. The flippers stop when time ends.: The game controls the flippers. Lit shots keep the mode alive and add balls. Pops, slings, couch, Sandworm, and Beetlejuice hits raise its multiplier. The flippers stop when time ends.
Build switch hits, distract the Sandworm, collect the jackpot, then repeat.Head ShrinkBuild switch hits, distract the Sandworm, collect the jackpot, then repeat.: Build switch hits, distract the Sandworm, collect the jackpot, then repeat.
White shots reveal colors. Find 3 matching pairs. Then collect the hurry-up.CharadesWhite shots reveal colors. Find 3 matching pairs. Then collect the hurry-up.: White shots reveal colors. Find 3 matching pairs. Then collect the hurry-up.
Make 3 pop hits, 30 spinner spins, and 3 ramp shots.Beetle SnakeMake 3 pop hits, 30 spinner spins, and 3 ramp shots.: Make 3 pop hits, 30 spinner spins, and 3 ramp shots.
Shoot blue shots. The spinner raises the multiplier. The right ramp raises shot value. Hit the drop target or right orbit four times to interrupt the ceremony.'Til DeathShoot blue shots. The spinner raises the multiplier. The right ramp raises shot value. Hit the drop target or right orbit four times to interrupt the ceremony.: Shoot blue shots. The spinner raises the multiplier. The right ramp raises shot value. Hit the drop target or right orbit four times to interrupt the ceremony.
Hit the Handbook target, clear the green shots, then hit the Handbook again.Otho's SeanceHit the Handbook target, clear the green shots, then hit the Handbook again.: Hit the Handbook target, clear the green shots, then hit the Handbook again.
Finish the mode before you start the main stack. A new mode cannot qualify or start during multiball.
↔Alternative: It's Showtime Multiball
Use this route when yellow shots are easy and you can delay the selected purple mode.
Shoot any purple-lit major shot three times, but leave the flashing right-orbit start uncollected. Shoot yellow major shots to spell S-H-O-W-T-I-M-E.
Shoot the right orbit. Press the Action Button to start the multiball.
Make 3 jackpots, then one more after each completed set. Shoot the right orbit to lock a ball. Hit its drop target to ricochet the locked ball into the vari-target.Strength Test Super Jackpot scoring details
The drop-target ricochet scores it. The first Super also adds a ball.Strength Test Super JackpotThe drop-target ricochet scores it. The first Super also adds a ball.: The drop-target ricochet scores it. The first Super also adds a ball.
↔Alternative: Sandworm Battle
Use this route when the three wall targets are safe or when the worm is already damaged.
Clear the three wall targets to start a Sandworm Battle.
Follow the battle instruction to lower the wall and place the mouth. In Walk With Rhythm, press the Action Button rapidly.
Shoot the mouth to remove health. Current code keeps lost health after a failed battle.
◆Builds toward: Singing in the Stairwell
Complete 2 purple modes, or start 4 purple modes, to light the mini-wizard multiball.
Start This is the current mini-wizard multiball.Singing in the StairwellThis is the current mini-wizard multiball.. Use its built-in add-a-balls to keep more than one ball alive.Singing in the Stairwell rule details
This is the current mini-wizard multiball.Singing in the StairwellThis is the current mini-wizard multiball.: This is the current mini-wizard multiball.
Shoot the Juno Scoop and press the Action Button to collect its Super Jackpot.
Sources and references10 references10 source links and outbound references.