Elvira's House of Horrors pinball rules and strategy
The Strategy
Elvira's House of Horrors lets a running Haunt continue into Garage Multiball. Shoot the House to qualify and start a Haunt; the third Garage lock starts Wild Women Multiball. Complete the Trunk and Hand of Fate target banks, then roll through the lit inlane for 30 seconds of 2x scoring.
The goal
Use the House for After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.Werewolf of WashingtonAfter you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation., the Garage for The first Garage drop lights all three locks. The third lock starts the multiball.Wild Women MultiballThe first Garage drop lights all three locks. The third lock starts the multiball., or select Night of the Living Dead as your House Haunt.
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How to start a mode
Shoot the House until its light turns purple. Select After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.Werewolf of WashingtonAfter you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation., then shoot the House again to start it. On the plunge, the Back Door skill shot qualifies a Haunt immediately, or starts it if already qualified. During a Haunt, a Back Door entry spots the next mode shot.
Recommended mode: Werewolf of Washington
Choose it when the orbits, ramps, and House are controlled shots.
How to play it
Shoot an orbit to transform, then shoot the flashing ramps or the House. Complete three transformations and return to the House for the final shot.
Start Wild Women Multiball
Hit the Garage drop target once, then shoot the Garage for three locks. The third lock starts The first Garage drop lights all three locks. The third lock starts the multiball.Wild Women MultiballThe first Garage drop lights all three locks. The third lock starts the multiball..
Alternative route: Night of the Living Dead
Use this when both ramps are safer than the Werewolf orbit shots.
▶Shoot the House until a Haunt is ready, select Night of the Living Dead, then shoot the House to start it. Each ramp can score once for extra points before you shoot the House again to reach stage two.
▶Make four lit shots, alternating rather than immediately repeating the same shot. Shoot the lit Cellar, then shoot the House to finish the Haunt.
Need to know
Main route
Prepare two Wild Women locks.
Long goal
Play or start three Haunts to light House Party.
Safer fallback
Night of the Living Dead: Use this route when the orbits do not support the Werewolf combo timer.
Elvira's House of Horrors lets a Haunt continue into Garage Multiball. Hit Garage drop, lock two balls, then shoot the House until purple; choose Werewolf with flippers and shoot the House again to start. Take third Garage lock for Wild Women, complete five major-shot Jackpots, shoot the House Super, finish three transformations, then return to the House for Werewolf's final shot and Trailer Trash.
The goal
Take two Garage locks, start After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.Werewolf of WashingtonAfter you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation., then collect the third lock during the mode to run The first Garage drop lights all three locks. The third lock starts the multiball.Wild Women MultiballThe first Garage drop lights all three locks. The third lock starts the multiball. with it.
Plunge into either Dead End lane for the skill shot and add 5x to Bonus X.
Hit the Garage drop target once. Lock two balls at the Garage. Do not take the third lock yet.Wild Women Multiball setup details
The first Garage drop lights all three locks. The third lock starts the multiball.Wild Women MultiballThe first Garage drop lights all three locks. The third lock starts the multiball.: The first Garage drop lights all three locks. The third lock starts the multiball.
Shoot the House until its light turns purple. Select After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.Werewolf of WashingtonAfter you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.. Shoot the House to start it.Haunt shortcut setup details
Plunge into the Back Door to qualify a Haunt immediately. If a Haunt is already qualified, this skill shot starts it instead. During a Haunt, a Back Door entry spots the next mode shot.Haunt shortcutPlunge into the Back Door to qualify a Haunt immediately. If a Haunt is already qualified, this skill shot starts it instead. During a Haunt, a Back Door entry spots the next mode shot.: Plunge into the Back Door to qualify a Haunt immediately. If a Haunt is already qualified, this skill shot starts it instead. During a Haunt, a Back Door entry spots the next mode shot.
During Werewolf, shoot an orbit to transform. Then shoot flashing ramps or the House. Make the next combo within seven seconds.Werewolf of Washington scoring and timing
After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.Werewolf of WashingtonAfter you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.: After you shoot a ramp, that shot is no longer lit until you make a different shot. Shooting the Garage or Crypt ends the transformation.
Complete three transformations. Then shoot the House for the final shot.
The mode starts with 45 seconds. Below 15 seconds, a scoring shot resets the timer to 15 seconds.
Take the third Garage lock during Werewolf. Collect one jackpot at each of the five major shots.Wild Women Multiball setup and scoring
The first Garage drop lights all three locks. The third lock starts the multiball.Wild Women MultiballThe first Garage drop lights all three locks. The third lock starts the multiball.: Complete all five major-shot jackpots. Shoot the House for the Super Jackpot.
After the Super Jackpot, either orbit collects more Supers. The multiball ends when one ball remains.
After completing Werewolf, shoot the House before the The collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.Trailer TrashThe collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two. hurry-up expires.Trailer Trash rule details
The collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.Trailer TrashThe collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.: The collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.
The collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.Trailer TrashThe collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two. can run during multiball.
↪Fallback: Night of the Living Dead
Use this route when the orbits do not support the Werewolf combo timer.
Shoot the House until a Haunt is ready, select Night of the Living Dead, then shoot the House to start it. Each ramp can score once for extra points before you shoot the House again to reach stage two.
Make four lit shots, alternating rather than immediately repeating the same shot. Shoot the lit Cellar, then shoot the House to finish the Haunt.
Shoot both ramps before the House collect to raise The collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two.Trailer TrashThe collect is 50 percent with no ramp completion, 75 percent with one, and 100 percent with two. to 100 percent.
↔Alternative: Double Trouble
Use this when the Trunk and Hand of Fate target banks are already close; do not abandon the prepared Haunt and multiball stack to force them.
Complete the Trunk targets and the Hand of Fate targets to light an inlane.
Roll through the lit inlane to start 30 seconds of 2x playfield scoring.
During the timer, complete either target bank to add 10 seconds. Complete the Trunk and Hand of Fate banks again, then roll through the lit inlane while 2x is still running to begin 4x playfield scoring.
↔Alternative: Trunk Multiball stack
Use this route when the Trunk bank and left ramp are safer than the Garage.
Hit a Trunk target to select junk. Complete 36-24-36. Shoot the left ramp to collect the junk and lock a ball.
Start a Haunt before you collect the second lock. Repeat the Trunk process to start the two-ball multiball.
Shoot the two random jackpot shots. Use the Trunk to change them. Complete the bank to light the left-ramp Super Jackpot.Trunk Multiball scoring details
The left-ramp Super Jackpot also awards random junk. The multiball ends when one ball remains.Trunk MultiballThe left-ramp Super Jackpot also awards random junk. The multiball ends when one ball remains.: The left-ramp Super Jackpot also awards random junk. The multiball ends when one ball remains.
◆Builds toward: House Party, Director's Cut, and They Came From Space
Play or start three Haunts to qualify House Party.
Complete four Haunts to qualify Director's Cut.
Start all six Haunts, or five regular Haunts plus one bonus Haunt, to qualify They Came From Space. Follow each lit start shown by the installed display.
Sources and references7 references7 source links and outbound references.