The Walking Dead uses the three left drop targets to qualify Dead Features, collect Supplies, and start Blood Bath. Complete the bank once, then shoot the inner left loop to start Riot. When all three drops stand, wait for a missing Supply to flash, hit one drop to lock it, then finish the bank to collect it; locking a duplicate requires another full bank before a missing Supply can be chosen. Collect First Aid, Weapons, and Food, then complete the bank again to start Blood Bath. Complete the two Prison standups, then shoot the inner left loop into the Tower target for 30 seconds of 2x playfield scoring.
The goal
Use the left drop targets for Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. and This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball., then use the Prison targets and Tower target for timed 2x playfield scoring.
How to start a mode
Complete the three left drop targets to light the Dead Features, then shoot the inner left loop to start Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value..
Recommended mode: Riot
Choose it before multiball because every moving ball can build its switch value.
How to play it
Make switch hits to build the Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. value, then repeat the inner left loop to collect it.
Start and score Blood Bath
When all three left drop targets stand, hit one while an uncollected First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath. flashes, then finish the three-target bank to collect that First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.. Collect First Aid, Weapons, and Food, then finish the bank once more to start This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.. During Multiball, each bank completion scores the Jackpot; the first two also add a ball. Collect all three Supplies again for a Super Jackpot and another add-a-ball.
Start 2x playfield scoring
Hit both standup targets beside the Prison to light 2x, then shoot the inner left loop into the upper Tower target to start timed 2x playfield scoring.
Need to know
Main route
Use the opening ball save on the left drop targets.
Long goal
Make each feature's required shots until every yellow Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury. insert is lit, then shoot Woodbury to start This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball..
Safer fallback
Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout. cashout: Use this plan when the drop bank is rejecting or the left ramp is the safest repeatable shot.
The Walking Dead uses the three left drop targets as a shared path to Dead Features, Supplies, and Blood Bath. Complete the bank once and shoot the inner left loop to start Riot. When all three drops stand, wait for a missing Supply to flash, hit one drop to lock it, then finish the bank to collect it; after First Aid, Weapons, and Food are collected, the next bank completion starts Blood Bath. Blood Bath's switch hits build Riot, so repeat the inner left loop for the Riot collect while using the extra balls to advance Prison or Well Walker. Complete the two Prison standups, then shoot the inner left loop into the Tower target before a large collect for 30 seconds of 2x playfield scoring.
The goal
Use the opening ball save on the left drop targets.Start Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. at the inner left loop, then collect all three Supplies and start This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball. at the drop bank.Add Prison or Well Walker and use the Tower target for 2x on a large collect.
Take the lit top-lane skill shot. On the first safe feed, use the ball save to attack the three left drop targets.
When all three drops stand, wait for an uncollected First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath. to flash. Hit one drop to lock that First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.. Complete the bank to collect it. Collect First Aid, Weapons, and Food.Supply setup details
First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.: First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball..
If you lock a First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath. that is already solid, complete all three drop targets before the bank resets and lets you lock a missing First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath..
After a drop-bank completion lights the Dead Features, shoot the inner left loop to start Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.. Then complete the drop bank with all three Supplies collected to start This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball..Riot and Blood Bath rules
Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.: Switch hits build the Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. value. Repeat the inner left loop to collect it. Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. is the best multiball mode because every moving ball builds the value.
This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.: This is a two-ball switch frenzy with a long ball save. The mode continues until only one ball remains.
During This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball., complete the drop bank. Each completion collects the built jackpot. The first two completions also add a ball.
Collect First Aid, Weapons, and Food again during This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.. The full set scores a Super Jackpot and adds a ball. Repeat the set when control permits.
While This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball. protects the ball, advance the closer second multiball. Hit the Prison to spell PRISON, clear the six Prison Yard shots, then hit the Prison to start Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.. Or hit the Well Walker ten total times to start Switches light W-E-L-L jackpots at the Well Walker. Collect all four, then hit the Well Walker for a Super that repeats their total. Progress does not persist.Well Walker MultiballSwitches light W-E-L-L jackpots at the Well Walker. Collect all four, then hit the Well Walker for a Super that repeats their total. Progress does not persist..Prison Multiball and Well Walker Multiball rules
Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.: Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball..
Switches light W-E-L-L jackpots at the Well Walker. Collect all four, then hit the Well Walker for a Super that repeats their total. Progress does not persist.Well Walker MultiballSwitches light W-E-L-L jackpots at the Well Walker. Collect all four, then hit the Well Walker for a Super that repeats their total. Progress does not persist.: Switches light W-E-L-L jackpots at the Well Walker. Collect all four, then hit the Well Walker for a Super that repeats their total. Progress does not persist.
This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball. can stack with Prison or Well Walker. Prison and Well Walker cannot run together.
Hit both standup targets beside the Prison to light 2x. Shoot the inner left loop into the upper Tower target to start timed 2x playfield scoring. Start it during the multiball stack.
Save the inlane Every second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it.Shot multiplierEvery second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it. for a This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball. Super, a Well Walker Super, a Prison Super, or the final Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout. collect.Shot multiplier scoring details
Every second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it.Shot multiplierEvery second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it.: Every second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it.
The Every second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it.Shot multiplierEvery second Walker kill increases a stored multiplier. A lit inlane arms it. The next scored shot spends it. and 2x playfield multiply each other.
↪Fallback: CDC▶ cashout
Use this plan when the drop bank is rejecting or the left ramp is the safest repeatable shot.
Complete the left drop-target bank until the Dead Feature inserts flash, then shoot the left ramp to start Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout..CDC setup details
Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.: Left-ramp shots build a sum and light red-arrow shots elsewhere on the playfield. A red-arrow shot starts phase two.
Repeat the left ramp to build the sum. Before the timer expires, shoot one red-arrow shot other than the left ramp to enter phase two.
Shoot the remaining red-arrow shots. Each scores the phase-one sum; completing the set relights the red arrows.
Shoot the left ramp once to score the sum. Shoot it a second time to repeat all phase-two points and end Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout..
Arm the inlane multiplier before the second left-ramp collect.
↔Alternative: Horde race
Use this when Prison, Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value., and the Dead Features are close enough to justify the full Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury. route.
Hit the Prison until PRISON is complete. Clear the six Prison Yard shots and leave the final Prison start ready.Prison Multiball and Riot rules
Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.: This is a three-ball multiball. Alternate a new major-shot Jackpot with the Prison; six Jackpots light the Riot shot for the Super Jackpot.
Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.: Every switch builds the value. Shoot the inner left loop to collect it repeatedly while the multiball supplies switches and ball-save time.
Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball. can protect Riot's switch building and repeat inner-loop collects.
Complete the left drop bank and leave Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. flashing at the inner left loop. Start Prison, then shoot the inner left loop for Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.. If this copy blocks mode starts during multiball, start Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. first.
Complete the left drop-target bank until Repeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill.BarnRepeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill. flashes, shoot the left orbit to start Repeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill.BarnRepeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill., then finish the prepared Supply bank to add This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball..Barn and Blood Bath rules
Repeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill.BarnRepeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill.: Repeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury..
This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.Blood BathThis is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.: This is a two-ball switch frenzy with a long ball save. Drop-bank completions raise and collect its Jackpot; the first two also add a ball.
The extra balls protect the timed Barn shots while both features build separate Multi-Kills.
For each remaining Dead Feature, complete the left drop-target bank and shoot its labeled start shot. Make that feature's required shots until every yellow Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury. insert is lit.CDC and Multi-Kill rules
Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.: Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.
Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.: Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball. at Woodbury.
Choose Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout. over a more dangerous feature when its left-ramp shots are already close. Bicycle Girl can First Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath.SupplyFirst Aid raises Prison Walker values. Weapons lights Crossbow. Food multiplies the next Well Walker hit. One full set qualifies Blood Bath. another Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury. after three left-ramp hurry-up shots.
Shoot Woodbury to start This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.. Clear each walker wave and use its add-a-ball to extend the attempt.Horde setup and scoring
This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.: This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball. and, on competition settings, the ball.
Completing a wave scores its Super Jackpot and adds a ball. Later waves need one more kill.
When This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball. reaches one ball and Escape is offered, take Escape instead of risking the built value.Horde Escape scoring details
After enough completed waves, choosing Escape safely ends Horde and awards its accumulated Escape value. Choose Fight only when the extra ceiling is worth the risk.Horde EscapeAfter enough completed waves, choosing Escape safely ends Horde and awards its accumulated Escape value. Choose Fight only when the extra ceiling is worth the risk.: After enough completed waves, choosing Escape safely ends This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball. and awards its accumulated Escape value. Choose Fight only when the extra ceiling is worth the risk.
↔Alternative: Prison control line
Use this plan when the Prison registers cleanly and the magnet return is known.
Hit the Prison until PRISON is complete. Hit it once more to open the Prison Yard.
Collect each of the five major shots and the Prison. Extra Prison hits can spot uncollected Yard shots.
Hit the Prison again to start the three-ball Alternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball.Prison MultiballAlternate one new major-shot jackpot with the Prison. Six jackpots light a Super at the inner left loop. Progress persists to the next Prison Multiball..
Alternate a new major-shot jackpot with the Prison. After six jackpots, shoot the inner left loop for the Super.
In phase two, use ramps to build the Prison collect. Shoot the Prison to collect it. Twelve total phase collects qualify Siege.
↔Alternative: Well Walker value line
Use this plan only when Well Walker hits return safely on the local copy.
Hit the Well Walker ten total times. The first four spell WELL. The next hit starts the count-down. Five more hits start multiball.
During the two-ball multiball, make switches until a WELL letter flashes. Hit the Well Walker for that jackpot.
Collect all four letter jackpots. Hit the Well Walker again for the Super Jackpot.
After the Super, shoot ramps to build a new collect. Shoot the Well Walker to take it.
◆Builds toward: Horde, Siege, Escape Terminus, and Last Man Standing
Make each feature's required shots until every yellow Completing enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury.Multi-KillCompleting enough shots in a mode, multiball, or other feature lights one yellow shot insert. Lighting the full set qualifies Horde at Woodbury. insert is lit, then shoot Woodbury to start This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball..
During This begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball.HordeThis begins as a two-ball multiball. Each advancing walker raises its shot from 1x to 4x, but reaching the player can end Horde and, on competition settings, the ball., let a Walker move closer for up to 4x, then shoot its lane. Complete each wave for a Super and add-a-ball.
Collect 12 Prison phase jackpots across Prison Multiballs to light Siege.
Start Repeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill.BarnRepeat the left orbit. The awards rise with each Barn shot, and three successful shots qualify its Multi-Kill. at the left orbit, Repeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout.CDCRepeat the left ramp to build the red-arrow value. Make a red-arrow shot other than the left ramp, then return to the left ramp twice for the cashout. at the left ramp, Switch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value.RiotSwitch hits build the Riot value. Repeat the inner left loop to collect it. Riot is the best multiball mode because every moving ball builds the value. at the inner left loop, Tunnel at the right orbit, and Arena at the right ramp to light Escape Terminus.
Shoot 115 white crosshair shots to register 115 Walker kills and light Last Man Standing.
Sources and references9 references9 source links and outbound references.