Haunted House pinball rules and strategy

The Strategy

Haunted House uses movement between three floors to raise Monster Bonus. Completing a floor's numbered targets lights Double Scoring for that floor. Complete the Cellar bank twice, return to the Main Floor for its doubled switches, and use the Attic or Cellar only when its flippers and ejects are reliable.

The goal

Move between the Attic and Cellar to build 5x Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x., complete the safer secondary-floor drop bank twice, then score controlled targets on the floors whose local Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff. flags are lit.

  1. Use the plunge to test the Attic and Cellar feeds. Prefer the Cellar only when its flippers and up-kicker work.

  2. Move between the Attic, Main Floor, and Cellar to advance Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x. toward 5x.

    • Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x.: Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x.
  3. Complete the Cellar drop bank once to light its left spot target and Extra Ball at the right side kicker.

  4. Complete the Cellar bank a second time. This lights Main Floor Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff., Attic A prepared top-hole collect activates the matching floor's end-of-ball bonus flag., and the Attic bank for Special.

    • Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff.: Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff.
    • A prepared top-hole collect activates the matching floor's end-of-ball bonus flag.: A prepared top-hole collect activates the matching floor's end-of-ball bonus flag.
  5. Return to the Main Floor and score safe switches while its local Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff. light remains active.

  6. If Special has tournament value, enter the Attic and complete the lit drop bank.

  7. Use Attic and Cellar target hits to build Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x. and the opposite floor's Each floor has its own 2x flag; two Cellar-bank completions light the Main Floor flag without a mid-ball shutoff..

  8. Do not force the right side kicker when Extra Ball toggles off; read the lamp at the moment of the shot.

  9. Protect the 5x Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x. and any active A prepared top-hole collect activates the matching floor's end-of-ball bonus flag. flags at the drain.

Alternative route: Recovery: Attic drops and level changes

Recovery pivot: Use this when the Trap Door, Cellar flippers, or Cellar up-kicker do not work reliably.

  1. Use the plunge or Main Floor ramp to enter the Attic.
  2. Hit Attic drops for score and Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x..
  3. Use the Attic right ramp to return to the Main Floor if the Cellar is unsafe.
  4. Repeat safe level entries to build Qualified Attic and Cellar switches build the drain bonus; most level changes raise its multiplier through 5x..
  5. Protect the multiplied drain bonus.
Need to know
Monster Bonus
Most level changes raise the end-of-ball multiplier through 5x.
Double Scoring
Each floor has a separate 2x scoring flag; these local flags do not multiply scoring on the other floors.
Double Bonus
Each floor has a separate requirement and top-hole collect for its end-of-ball bonus flag.

Machine setup

  • Confirm stock PROM 669/1; the aftermarket PI-80 package uses different rules and is outside this card.
  • Check ball count, bumper values, Attic-bank reset, Extra Ball, and Special settings before deciding which awards are worth pursuing.
  • Test both button sets, every level transfer, all flippers, Cellar up-kicker, Trap Door, drop banks, and right-flipper drain gap.
Sources and references6 source links and outbound references.
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Haunted House playfield

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