Devil's Dare uses Cave and Pit locks to create three-ball Multiball, then converts red-target hits into Three-Ball Multi-Mode. Complete the center and left banks for the two locks, release both balls, and build 70,000 from red targets before the countdown begins.
The goal
Prepare The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. by locking one ball in the Cave and one in the Pit, score at least 70,000 from red targets during multiball to qualify Three-Ball Multi-Mode▶, then use the two-ball return-lane combo if the Pit shot is uncontrolled.
Complete the center five-bank. Shoot the lit The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.Captive CaveThe lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball. to lock the first ball.
The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.Captive CaveThe lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.: The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.
A locked ball and completed-bank progress stay ready across player balls until the multiball starts.Lock persistenceA locked ball and completed-bank progress stay ready across player balls until the multiball starts.: A locked ball and completed-bank progress stay ready across player balls until the multiball starts.
Complete the left five-bank. Shoot through the left spinner into the lit The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.Captive PitThe upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it. to lock the second ball.
The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.Captive PitThe upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.: The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.
The shot locks the second ball. The game serves another ball to the shooter lane.Pit lockThe shot locks the second ball. The game serves another ball to the shooter lane.: The shot locks the second ball. The game serves another ball to the shooter lane.
Plunge the third ball. Make the next switch to release both locks and start The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains..
The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.: The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.
During three-ball play, each red standup or drop-target hit scores 3,000 and adds 3,000 to Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.. The award becomes 2,000 when two balls remain.
Two-Ball Multiball and Three-Ball Multiball are separate starts. They do not stack.
During The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains., hit red standups and drop targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 70,000.
Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.: Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.
Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.Three-Ball thresholdReach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.: Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode▶.
If the threshold is not reached, the game adds the stored Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. once. The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.Bonus XThe top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x. does not multiply it.
Keep two or three balls in play while the Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. counts down.
A timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.Multi-ModeA timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.: A timed round after normal multiball. The earned Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. becomes the countdown value and is also awarded as it counts down.
The countdown runs more slowly when more balls are in play. The round ends at zero. The playfield then becomes inactive and all remaining balls drain.
The player turn ends after the drain unless an The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it. remains.
Alternative route: Two-Ball Multi-Mode
Use this route when the Pit shot rejects or a third ball is not worth the risk.
Hit the flashing blue standup on the left. Note which outside return lane lights.
Roll through the lit return lane. Shoot the Cave before another switch registers.
After the Cave locks the ball, plunge the served ball. Make the next switch to start The Cave lock releases after the plunge and next switch. It ends when one ball remains.Two-Ball MultiballThe Cave lock releases after the plunge and next switch. It ends when one ball remains..
Hit red targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 50,000.
Keep both balls in play during It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.Two-Ball Multi-ModeIt starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown..
Need to know
Main route
Prepare The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. first.
Long goal
Lock the first ball in the Cave.
Safer fallback
It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.Two-Ball Multi-ModeIt starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.: Use this route when the Pit shot rejects or a third ball is not worth the risk.
Devil's Dare uses Cave and Pit locks to create three-ball Multiball, then converts red-target hits into Three-Ball Multi-Mode. Store one ball in each location, make the next switch to release them, then use red standups and drops to reach the 70,000 threshold. Preserve all three balls during the countdown.
The goal
Prepare The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. by locking one ball in the Cave and one in the Pit, score at least 70,000 from red targets during multiball to qualify Three-Ball Multi-Mode▶, then use the two-ball return-lane combo if the Pit shot is uncontrolled.
Complete the center five-bank. Shoot the lit The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.Captive CaveThe lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball. to lock the first ball.Captive Cave and Lock persistence rules
The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.Captive CaveThe lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.: The lower ball-lock saucer. The center five-bank lights it. A shot into the lit Cave locks one ball.
A locked ball and completed-bank progress stay ready across player balls until the multiball starts.Lock persistenceA locked ball and completed-bank progress stay ready across player balls until the multiball starts.: A locked ball and completed-bank progress stay ready across player balls until the multiball starts.
Complete the left five-bank. Shoot through the left spinner into the lit The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.Captive PitThe upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it. to lock the second ball.Captive Pit and Pit lock rules
The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.Captive PitThe upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.: The upper ball lock behind the left spinner. A Cave lock and a completed left five-bank light it.
The shot locks the second ball. The game serves another ball to the shooter lane.Pit lockThe shot locks the second ball. The game serves another ball to the shooter lane.: The shot locks the second ball. The game serves another ball to the shooter lane.
Plunge the third ball. Make the next switch to release both locks and start The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains..Three-Ball Multiball scoring details
The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.: The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.
During three-ball play, each red standup or drop-target hit scores 3,000 and adds 3,000 to Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.. The award becomes 2,000 when two balls remain.
Two-Ball Multiball and Three-Ball Multiball are separate starts. They do not stack.
During The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains., hit red standups and drop targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 70,000.Multi-Mode Bonus and Three-Ball threshold rules
Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.: Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.
Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.Three-Ball thresholdReach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode.: Reach 70,000 before normal multiball ends to qualify Three-Ball Multi-Mode▶.
If the threshold is not reached, the game adds the stored Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. once. The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.Bonus XThe top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x. does not multiply it.
Keep two or three balls in play while the Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. counts down.Multi-Mode scoring and timing
A timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.Multi-ModeA timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.: A timed round after normal multiball. The earned Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. becomes the countdown value and is also awarded as it counts down.
The countdown runs more slowly when more balls are in play. The round ends at zero. The playfield then becomes inactive and all remaining balls drain.
The player turn ends after the drain unless an The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it. remains.
↪Fallback: Two-Ball Multi-Mode▶
Use this route when the Pit shot rejects or a third ball is not worth the risk.
Hit the flashing blue standup on the left. Note which outside return lane lights.Two-ball lock route setup details
The blue standup lights one outside return lane. A roll through that lane lights the Cave for one immediate shot.Two-ball lock routeThe blue standup lights one outside return lane. A roll through that lane lights the Cave for one immediate shot.: The blue standup lights one outside return lane. A roll through that lane lights the Cave for one immediate shot.
The next switch before the Cave shot removes the light.
Roll through the lit return lane. Shoot the Cave before another switch registers.
After the Cave locks the ball, plunge the served ball. Make the next switch to start The Cave lock releases after the plunge and next switch. It ends when one ball remains.Two-Ball MultiballThe Cave lock releases after the plunge and next switch. It ends when one ball remains..Two-Ball Multiball setup and scoring
The Cave lock releases after the plunge and next switch. It ends when one ball remains.Two-Ball MultiballThe Cave lock releases after the plunge and next switch. It ends when one ball remains.: The Cave lock releases after the plunge and next switch. It ends when one ball remains.
During two-ball play, each red standup or drop-target hit scores 2,000 and adds 2,000 to Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play..
Hit red targets until Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reaches 50,000.
Keep both balls in play during It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.Two-Ball Multi-ModeIt starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown..Two-Ball Multi-Mode scoring and timing
It starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.Two-Ball Multi-ModeIt starts after normal multiball when Multi-Mode Bonus reached 50,000. The stored score becomes the countdown.: It starts after normal multiball when Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play. reached 50,000. The stored score becomes the countdown.
The feature ends when the countdown reaches zero. The playfield becomes inactive and both balls drain.
↔Alternative: Bonus and lit spinners
Use this plan when lock shots are not controlled and the top three-bank is safe.
Complete the top three-bank and one five-bank for 2x Bonus. Complete both five-banks for 3x Bonus.Bonus X scoring details
The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.Bonus XThe top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.: The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.
The top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x.Bonus XThe top three-bank plus either five-bank gives 2x. The top bank plus both five-banks gives 3x. multiplies normal end-of-ball bonus. It does not multiply Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play..
After the top three-bank is complete, roll through a lit inner return lane. Shoot the opposite spinner immediately.Lit Spinner setup and scoring
The top three-bank lights both inner return lanes. A lit inner lane lights the opposite spinner for one immediate shot.Lit SpinnerThe top three-bank lights both inner return lanes. A lit inner lane lights the opposite spinner for one immediate shot.: The top three-bank lights both inner return lanes. A lit inner lane lights the opposite spinner for one immediate shot.
Another switch removes the spinner light. A The top three-bank lights both inner return lanes. A lit inner lane lights the opposite spinner for one immediate shot.Lit SpinnerThe top three-bank lights both inner return lanes. A lit inner lane lights the opposite spinner for one immediate shot. scores 2,000 and adds normal bonus.
Build normal bonus with the upper-right yellow standups and spinners. Protect the 3x collect.
↔Alternative: Ball Save and Extra Ball
Use this plan only after you confirm the tournament award settings.
Complete a drop-target bank to light A one-use manual left-outlane kicker. A completed target bank lights it. Press the separate left-side cabinet button at the correct time to fire it.Ball SaveA one-use manual left-outlane kicker. A completed target bank lights it. Press the separate left-side cabinet button at the correct time to fire it.. Use the cabinet button only when the ball enters the left outlane.Ball Save timing details
A one-use manual left-outlane kicker. A completed target bank lights it. Press the separate left-side cabinet button at the correct time to fire it.Ball SaveA one-use manual left-outlane kicker. A completed target bank lights it. Press the separate left-side cabinet button at the correct time to fire it.: A one-use manual left-outlane kicker. A completed target bank lights it. Press the separate left-side cabinet button at the correct time to fire it.
The top red four-target bank can also light it after two completions. The right-bank requirement changes with three-ball or five-ball settings.
Complete the right red four-target bank. Shoot the center rollunder if The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it. lights.Extra Ball machine settings
The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.: The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.
Tournament settings can replace The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it. with a repeatable 100,000-point award.
Complete the top red four-target sequence twice. Use the right outlane only if the configured The top red sequence lights the right outlane after two completions. The operator can set the award to replay, Extra Ball, or points.SpecialThe top red sequence lights the right outlane after two completions. The operator can set the award to replay, Extra Ball, or points. award is worth the risk.Special machine settings
The top red sequence lights the right outlane after two completions. The operator can set the award to replay, Extra Ball, or points.SpecialThe top red sequence lights the right outlane after two completions. The operator can set the award to replay, Extra Ball, or points.: The top red sequence lights the right outlane after two completions. The operator can set the award to replay, The right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it.Extra BallThe right red bank lights it after one completion in three-ball play or two completions in five-ball play. The center rollunder collects it., or points.
◆Builds toward: Three-Ball Multi-Mode▶
Lock the first ball in the Cave.
Lock the second ball in the Pit.
Start The Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains.Three-Ball MultiballThe Cave and Pit locks release after the plunge and next switch. The feature ends when one ball remains. and hit red targets for 70,000 Red targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play.Multi-Mode BonusRed targets build this stored score during multiball. Each target adds 1,000 times the number of balls in play..
Protect all three balls during the A timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down.Multi-ModeA timed round after normal multiball. The earned Multi-Mode Bonus becomes the countdown value and is also awarded as it counts down. countdown.
Sources and references5 references5 source links and outbound references.