Jim Henson's Labyrinth adds one LABYRINTH-letter requirement for each successive mode (one letter for the first mode, then two, up to six). White-arrow shots collect the letters; the Change Mode target changes the selection within its row, and either side of the U-turn or the open Wiseman scoop starts the selected mode. Separately, hit the wall and all four flashing green Fairy targets, then lock at the left orbit and center ramp before shooting the right orbit to start Brick Keeper Multiball.
The goal
Collect LABYRINTH letters for the selected mode, use the wall and Fairy targets for Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.Brick Keeper MultiballRed shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains., or collect Friend Jackpots for Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.Friend MultiballCollect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains..
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How to start a mode
Use the Change Mode target to choose within the active row. Make white-arrow shots to collect LABYRINTH letters (one for the first mode, then one additional letter for each later mode). Shoot either side of the U-turn or the open Wiseman scoop to start the selected mode.
Recommended mode: Knockers
Playing it advances the upper-row set toward Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete., and its yellow-shot sequence is fixed.
How to play it
Shoot the yellow ramps or U-turn sides. At the prompt, hit the Wiseman drop and quickly shoot the scoop. Finish the yellow shots, then shoot the right orbit.
Start Brick Keeper Multiball
Hit the wall target and all four flashing green Fairy targets to light the first lock. Shoot the flashing green left orbit for lock 1, the center ramp for lock 2, and the right orbit to start Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.Brick Keeper MultiballRed shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains..
Alternative route: Friend Multiball
Use this when the Friend circles and Helping Hands are safer than the wall and Fairy targets.
Shoot a flashing Friend circle, then the solid circles of the same color. Shoot Helping Hands when that Friend Jackpot is ready. Collect one Jackpot for each of the blue, yellow, and red Friends.
Shoot Helping Hands after all three Friend Jackpots to start Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.Friend MultiballCollect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains..
Need to know
Main route
Shoot Sir Didymus's first Friend Jackpot to collect the HELP defense.
Long goal
Start all three modes in either row to qualify Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete..
Safer fallback
Ball 3 Brick Keeper consolation: Use this plan when the target returns are unsafe or the first two balls are short.
Jim Henson's Labyrinth opens several routes through six modes, three Friends, several Multiballs, and thirteen specific Orb objectives. Shoot Sir Didymus's first Friend Jackpot to collect the HELP defense. Use white-arrow LABYRINTH letters and a U-turn side or the open Wiseman scoop to play Knockers, Four Guards, and Fireys; playing all three lights Poisoned Peach at the same start shots. When an objective lights Collect Orb, shoot under the upper-right flipper and then a rainbow major shot to assign its permanent multiplier.
The goal
Shoot Sir Didymus's first Friend Jackpot to collect the HELP defense.Play The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.KnockersThe yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode., The two ramps and two orbits are red or blue. The final right U-turn answers the guards.Four GuardsThe two ramps and two orbits are red or blue. The final right U-turn answers the guards., and Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.FireysTwo-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot. to qualify Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete., then complete their exact It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. objectives while preparing Brick Keeper or Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.Friend MultiballCollect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains..
On ball 1, let the selected mode cycle to The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.KnockersThe yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode., The two ramps and two orbits are red or blue. The final right U-turn answers the guards.Four GuardsThe two ramps and two orbits are red or blue. The final right U-turn answers the guards., or Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.FireysTwo-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot., then plunge so the first switch locks that choice. Take the Wiseman scoop and immediate inner bridge loop only when that Super Skill Shot preserves the selection.Wiseman Super Skill Shot scoring details
Wiseman Super Skill Shot: The scoop scores the Skill Shot. The immediate inner bridge-loop shot scores 1,200,000 on ball 1. Values increase on later balls.
Find Level 1 enables the HELP defense post. Level 2 gives one Helping Hands add-a-ball per multiball. Level 3 adds five seconds to major ball saves.Sir DidymusLevel 1 enables the HELP defense post. Level 2 gives one Helping Hands add-a-ball per multiball. Level 3 adds five seconds to major ball saves. at his flashing Friend circle. Collect the solid item shots, then shoot Helping Hands for his first Friend Jackpot.Sir Didymus level 1 scoring details
It enables the HELP defense post at the outlanes. The items persist until the Friend Jackpot spends them.Sir Didymus level 1It enables the HELP defense post at the outlanes. The items persist until the Friend Jackpot spends them.: It enables the HELP defense post at the outlanes. The items persist until the Friend Jackpot spends them.
Make white-arrow shots to collect the required LABYRINTH letters. The first mode needs one letter, and each later mode needs one more, up to six. Shoot either side of the U-turn, or the open Wiseman scoop, to start the selected upper-row mode.Mode start machine settings
The Change Mode target moves within the current row. Spell HELP and shoot Helping Hands while no mode runs to change rows. Later modes normally need more LABYRINTH letters. Operator settings can change the count.Mode startThe Change Mode target moves within the current row. Spell HELP and shoot Helping Hands while no mode runs to change rows. Later modes normally need more LABYRINTH letters. Operator settings can change the count.: The Change Mode target moves within the current row. Spell HELP and shoot Helping Hands while no mode runs to change rows. Later modes normally need more LABYRINTH letters. Operator settings can change the count.
In The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.KnockersThe yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode., make the yellow ramps or U-turn sides. At the prompt, hit the Wiseman drop and quickly shoot the scoop. Finish the yellow shots, then shoot the right orbit.Knockers rule details
The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.KnockersThe yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.: The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.
In The two ramps and two orbits are red or blue. The final right U-turn answers the guards.Four GuardsThe two ramps and two orbits are red or blue. The final right U-turn answers the guards., shoot the center ramp or bridge loop to reveal the true color. It is opposite the spoken answer. Make all four major shots in that color, then shoot the right U-turn.Four Guards rule details
The two ramps and two orbits are red or blue. The final right U-turn answers the guards.Four GuardsThe two ramps and two orbits are red or blue. The final right U-turn answers the guards.: The two ramps and two orbits are red or blue. The final right U-turn answers the guards.
In Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.FireysTwo-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot., hit the captive ball to release the trapped ball and add a ball. Make a red shot to relight the forks. Repeat while control lasts. Make five head pops for the roving Super Jackpot.Fireys setup and scoring
Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.FireysTwo-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.: Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.
When a completed mode lights Collect It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected., shoot under the upper-right flipper. Then shoot the left orbit while its rainbow arrow is lit to assign the It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. there.Orb scoring details
It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.: It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. stays collected.
After The yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode.KnockersThe yellow shots find the door. The Wiseman sequence opens it. The right orbit finishes the mode., The two ramps and two orbits are red or blue. The final right U-turn answers the guards.Four GuardsThe two ramps and two orbits are red or blue. The final right U-turn answers the guards., and Two-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot.FireysTwo-ball play starts with one ball held at the forks. Captive-ball hits can produce up to five add-a-balls. Five head pops light a roving Super Jackpot. have all been played, shoot a lit U-turn side or the Wiseman scoop to start Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete.. Make ramp combos to raise its value. Hit the Humongous and Wiseman drops twice each.Poisoned Peach timing details
Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete.: The ball returns after drains until time ends or both targets are complete.
↪Fallback: Ball 3 Brick Keeper consolation
Use this plan when the target returns are unsafe or the first two balls are short.
Preserve the ball. Do not fire repeated shots at the wall or Fairy targets.
On ball 3, check whether all three Brick Keeper lock shots flash green. This is the default consolation setting when the multiball has not started.
Shoot the left orbit, center ramp, and right orbit in that order.
Score one Jackpot. Shoot the left orbit. Hit the captive ball into the spinner for the first Super Jackpot.
↔Alternative: Friends first
Use this route when Friend shots and Helping Hands are safer than the Brick Keeper targets.
Shoot a flashing yellow, orange, or blue Friend circle. Shoot solid circles of the same color to collect items. Shoot Helping Hands when the Friend Jackpot is ready.
Use each Friend's level reward.Hoggle, Ludo, and Sir Didymus rules
Level 1 gives two LABYRINTH letters per white-arrow shot. Level 2 makes Brick Keeper targets easier.HoggleLevel 1 gives two LABYRINTH letters per white-arrow shot. Level 2 makes Brick Keeper targets easier.: Level 1 gives two LABYRINTH letters per white-arrow shot. Level 2 makes Brick Keeper targets easier.
Level 1 enables the HELP defense post. Level 2 gives one Helping Hands add-a-ball per multiball. Level 3 adds five seconds to major ball saves.Sir DidymusLevel 1 enables the HELP defense post. Level 2 gives one Helping Hands add-a-ball per multiball. Level 3 adds five seconds to major ball saves.: Level 1 enables the HELP defense post. Level 2 gives one Helping Hands add-a-ball per multiball. Level 3 adds five seconds to major ball saves.
Collect one Jackpot for all three Friends. Shoot Helping Hands to start Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.Friend MultiballCollect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.. Hold a flipper during the prompt to delay it if you want higher Friend levels.Friend Multiball scoring details
Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.Friend MultiballCollect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.: Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains.
↔Alternative: Lower modes and Poisoned Peach▶
Use this route when the orbits and repeatable major shots are safer than the upper targets.
Start The left spinner builds a hurry-up. The right orbit collects it. Three collects finish the 90-second mode.CleanersThe left spinner builds a hurry-up. The right orbit collects it. Three collects finish the 90-second mode.. Rip the left-orbit spinner, then shoot the right orbit before the value resets. Collect three times.Cleaners timing details
The left spinner builds a hurry-up. The right orbit collects it. Three collects finish the 90-second mode.CleanersThe left spinner builds a hurry-up. The right orbit collects it. Three collects finish the 90-second mode.: The left spinner builds a hurry-up. The right orbit collects it. Three collects finish the 90-second mode.
Start Five shots are lit. A different shot becomes the active door after each clear. The mode has no timer.OublietteFive shots are lit. A different shot becomes the active door after each clear. The mode has no timer.. Shoot one lit door twice in a row. Clear all five doors before the ball drains.Oubliette timing details
Five shots are lit. A different shot becomes the active door after each clear. The mode has no timer.OublietteFive shots are lit. A different shot becomes the active door after each clear. The mode has no timer.: Five shots are lit. A different shot becomes the active door after each clear. The mode has no timer.
Start A green shot advances the sequence but does not give a clean completion. The mode ends after the last shot or a drain.BogA green shot advances the sequence but does not give a clean completion. The mode ends after the last shot or a drain.. Make the orange shots in this order: left ramp, right ramp, left orbit, right U-turn, and right orbit.Bog rule details
A green shot advances the sequence but does not give a clean completion. The mode ends after the last shot or a drain.BogA green shot advances the sequence but does not give a clean completion. The mode ends after the last shot or a drain.: A green shot advances the sequence but does not give a clean completion. The mode ends after the last shot or a drain.
After all three lower modes have started, shoot a lit The Change Mode target moves within the current row. Spell HELP and shoot Helping Hands while no mode runs to change rows. Later modes normally need more LABYRINTH letters. Operator settings can change the count.Mode startThe Change Mode target moves within the current row. Spell HELP and shoot Helping Hands while no mode runs to change rows. Later modes normally need more LABYRINTH letters. Operator settings can change the count. for Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete.. Build with ramp combos. Hit the Humongous drop and Wiseman drop twice each.Poisoned Peach scoring and timing
Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete.: Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.
↔Alternative: Brick Keeper first
Use this route when the wall, Fairy targets, and three lock shots are safer than the upper modes.
Hit the wall target and all four flashing green Fairy targets. Each made target turns solid green, and a complete set lights the first Brick Keeper lock.Brick Keeper qualification details
Hoggle level 2 gives nearest-neighbor target credit. The default ball-3 consolation lights all locks if Brick Keeper Multiball has not started. An operator can disable it.Brick Keeper qualificationHoggle level 2 gives nearest-neighbor target credit. The default ball-3 consolation lights all locks if Brick Keeper Multiball has not started. An operator can disable it.: Level 1 gives two LABYRINTH letters per white-arrow shot. Level 2 makes Brick Keeper targets easier.HoggleLevel 1 gives two LABYRINTH letters per white-arrow shot. Level 2 makes Brick Keeper targets easier. level 2 gives nearest-neighbor target credit. The default ball-3 consolation lights all locks if Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.Brick Keeper MultiballRed shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains. has not started. An operator can disable it.
Shoot the flashing green left orbit to lock ball 1. Shoot the flashing green center ramp to lock ball 2. Shoot the flashing green right orbit to start Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.Brick Keeper MultiballRed shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains..
Make one red-arrow Jackpot. Then shoot the left orbit to Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move.CradleHold a raised flipper so a slow ball settles against it, giving you time to plan your next move.Read the full Cradle technique a ball in the forks. Hit the captive ball into the spinner for the Super Jackpot.Brick Keeper Multiball setup and scoring
Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.Brick Keeper MultiballRed shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.: Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains.
Repeat the Jackpot, left-orbit Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move.CradleHold a raised flipper so a slow ball settles against it, giving you time to plan your next move.Read the full Cradle technique, and captive-spinner sequence. Control the loose ball before you shoot the trapped ball.
↔Alternative: Wiseman and Tea Time
Use this route when the Wiseman target, scoop, and Ello lane give controlled returns.
Hit the Wiseman drop. Shoot the scoop. Complete the shown Quest shots. Return to the scoop.Wiseman Quest setup details
Odd completions start Friendzy. Quest 2 lights Extra Ball. Quest 4 starts Wiseman Multiball. Quest 6 lights its Orb.Wiseman QuestOdd completions start Friendzy. Quest 2 lights Extra Ball. Quest 4 starts Wiseman Multiball. Quest 6 lights its Orb.: Odd completions start Friendzy. Quest 2 lights Extra Ball. Quest 4 starts The Wiseman scoop is the Jackpot shot. It ends when one ball remains.Wiseman MultiballThe Wiseman scoop is the Jackpot shot. It ends when one ball remains.. Quest 6 lights its It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected..
During The Wiseman scoop is the Jackpot shot. It ends when one ball remains.Wiseman MultiballThe Wiseman scoop is the Jackpot shot. It ends when one ball remains., shoot the Wiseman scoop for Jackpots until one ball remains.Wiseman Multiball scoring details
The Wiseman scoop is the Jackpot shot. It ends when one ball remains.Wiseman MultiballThe Wiseman scoop is the Jackpot shot. It ends when one ball remains.: The Wiseman scoop is the Jackpot shot. It ends when one ball remains.
Complete both Mystery targets in one ball. Shoot the Ello lane under the upper-right flipper. Tournament Mode alternates points and bonus X.
If Mystery lights Tea Time, shoot under the left ramp before the start hurry-up ends. Shoot orbits to raise the value. Shoot either U-turn side to multiply it. Collect at the left ramp.Tea Time Multiball timing details
The third left-ramp collect starts single-lit-shot victory laps. It ends when one ball remains.Tea Time MultiballThe third left-ramp collect starts single-lit-shot victory laps. It ends when one ball remains.: The third left-ramp collect starts single-lit-shot victory laps. It ends when one ball remains.
◆Builds toward: Poisoned Peach▶, Goblin City, and Battle Jareth▶
Start all three modes in either row to qualify Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete.Poisoned PeachRamp combos raise the value. The ball returns after drains until time ends or both targets are complete.. Start it at a U-turn side or the Wiseman scoop.
Start all six modes to qualify It advances from single-ball play to three-ball locks, then five-ball Jackpot play. Each later Super Jackpot needs one more Jackpot. The last phase ends when one ball remains.Goblin CityIt advances from single-ball play to three-ball locks, then five-ball Jackpot play. Each later Super Jackpot needs one more Jackpot. The last phase ends when one ball remains.. Shoot the left-orbit forks to start it.
In phase 1, alternate a ramp and Humongous three times, then shoot under the left ramp. In phase 2, make four blue shots and lock at the center ramp, Wiseman, and Helping Hands. In phase 3, score a Jackpot and shoot Wiseman for the Super.Goblin City setup and scoring
It advances from single-ball play to three-ball locks, then five-ball Jackpot play. Each later Super Jackpot needs one more Jackpot. The last phase ends when one ball remains.Goblin CityIt advances from single-ball play to three-ball locks, then five-ball Jackpot play. Each later Super Jackpot needs one more Jackpot. The last phase ends when one ball remains.: It advances from single-ball play to three-ball locks, then five-ball Jackpot play. Each later Super Jackpot needs one more Jackpot. The last phase ends when one ball remains.
Collect the 13 Orbs from the displayed mode, Friend, multiball, and Quest goals. Shoot under the upper-right flipper when Collect It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. is lit. Then shoot one rainbow major shot to assign its multiplier.Orb scoring details
It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.: It adds a permanent multiplier to one major shot. An unassigned multiplier is lost at the drain, but the It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. stays collected.
After It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. 13 is assigned, shoot either lit orbit to start A drain or the clock reaching 13 removes one Orb and returns the ball while an Orb remains. The game ends after phase 2.Battle JarethA drain or the clock reaching 13 removes one Orb and returns the ball while an Orb remains. The game ends after phase 2.. Store six words by completing each growing yellow set and its red collect. Then repeat the six red shots in order.Battle Jareth rule details
A drain or the clock reaching 13 removes one Orb and returns the ball while an Orb remains. The game ends after phase 2.Battle JarethA drain or the clock reaching 13 removes one Orb and returns the ball while an Orb remains. The game ends after phase 2.: A drain or the clock reaching 13 removes one It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. and returns the ball while an It adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected.OrbIt adds a permanent multiplier to one major shot, up to 4x. An unassigned multiplier is lost at the drain, but the Orb stays collected. remains. The game ends after phase 2.
Sources and references8 references8 source links and outbound references.