In Whirlwind, complete the flashing compass directions to light two right-ramp locks, then shoot the left 3-Toll ramp to start Multiball. Repeat 3-Toll for rising Million Plus awards. When the lock route is difficult, qualify Quick Multiball and start it at the saucer under the right ramp.
The goal
Complete the compass directions, lock two balls at the right ramp, then start Multiball at the left 3-Toll ramp and repeat it for The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains..
Light the first lock
Complete both targets for each flashing compass Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target.. The left 3-Toll ramp can spot one needed target.
Lock two balls
Shoot the right ramp when Lock is lit. Complete the next Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target. sequence, then shoot the right ramp again for the second lock.
Start Multiball
After two locks, shoot the left 3-Toll ramp to release the balls and start three-ball Multiball.
Score Million Plus
Repeat the left 3-Toll ramp during Multiball. The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains. begins at 2,000,000 and rises by 1,000,000 after each collect.
Alternative route: Quick Multiball
Use this when regular Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target. and lock progress is difficult.
Make consecutive right-ramp shots until the Tornado drop target rises with Light It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball., or select that award at the Super Cellar.
Collect Light It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball., then shoot the cup under the right ramp to start two-ball It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball..
Repeat the left 3-Toll ramp for 1,000,000 until one ball drains.
Need to know
Main route
Complete the compass directions.
Long goal
Collect all seven Super Cellar awards.
Safer fallback
It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball.: Use this plan when regular lock progress is difficult and It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. is lit.
In Whirlwind, complete the flashing compass directions to light two right-ramp locks, then shoot the left 3-Toll ramp to start Multiball. Repeat 3-Toll for rising Million Plus awards. If Quick Multiball is lit while two balls are locked, shoot the saucer under the right ramp to start both Multiballs together and add 1,000,000 to each Million Plus.
The goal
Complete the flashing compass directions, lock two balls at the right ramp, then shoot the left 3-Toll ramp to start Multiball and repeat it for The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains..
Use a full plunge to the upper loop or a very short plunge to the flippers. Test the side ramp, upper loop, and Cellar kickout.
Complete the flashing compass directions to light Lock.Direction setup details
Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target.: Complete both same-color shots. The side ramp spots one needed Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target. target.
The first multiball needs two directions for each lock. Later multiballs need more directions and force them in order.
Shoot the right ramp when Lock is lit. Repeat the Complete both same-color shots. The side ramp spots one needed direction target.DirectionComplete both same-color shots. The side ramp spots one needed direction target. sequence and lock a second ball.
After two locks, shoot the side ramp to start three-ball multiball.Standard multiball machine settings
The first multiball can also start at the saucer under the right ramp on common settings. The side ramp always starts it.Standard multiballThe first multiball can also start at the saucer under the right ramp on common settings. The side ramp always starts it.: The first multiball can also start at the saucer under the right ramp on common settings. The side ramp always starts it.
During multiball, repeat the side ramp. The first The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains. is 2,000,000. Each collect adds 1,000,000, usually to 10,000,000.Million Plus scoring details
The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains.: The value stays raised for the current multiball. The feature ends when one ball remains.
Use the saucer under the right ramp to feed the upper-right flipper. Shoot the side ramp again.
If multiball ends before one The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains., shoot either Cellar within about 15 seconds.Cellar Multiball rule details
This is a two-ball restart. The side ramp uses the standard Million-Plus rules.Cellar MultiballThis is a two-ball restart. The side ramp uses the standard Million-Plus rules.: This is a two-ball restart. The side ramp uses the standard Million-Plus rules.
Top-player proof
At the Bulls&Balls Okayest Weekend 2022, Frank Goeltl and the other finalists built compass and locks, started Multiball under the ramp, and repeatedly shot The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains..
↪Fallback: Quick Multiball
Use this plan when regular lock progress is difficult and It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. is lit.
Make consecutive right-ramp shots to raise the solo drop value to Light It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball.. The value falls about every five seconds.
Hit the solo drop target, or collect Light It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. from the Super Cellar.
Shoot the saucer under the raised right ramp to start two-ball It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball..
Repeat the side ramp for unlimited 1,000,000 shots until one ball drains.Quick Multiball scoring details
It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball.: It has no rising Million-Plus value. It ends when the game returns to one ball.
↔Alternative: Stack both multiballs
Use this plan when two balls are locked and It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. is lit.
Do not start The first multiball can also start at the saucer under the right ramp on common settings. The side ramp always starts it.Standard multiballThe first multiball can also start at the saucer under the right ramp on common settings. The side ramp always starts it. at the side ramp.
Shoot the saucer under the right ramp to start both multiballs together.Shoot the saucer under the right ramp to start both multi…
The stack adds Quick Multiball's 1,000,000 to every rising The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains. instead of leaving It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. as a flat side-ramp award.
An unstacked It has no rising Million-Plus value. It ends when the game returns to one ball.Quick MultiballIt has no rising Million-Plus value. It ends when the game returns to one ball. ended within seconds in the 2022 IFPA 17 final. With both locks ready, use the stack.
Repeat the side ramp. The value stays raised for the current multiball. The feature ends when one ball remains.Million PlusThe value stays raised for the current multiball. The feature ends when one ball remains. starts at 3,000,000 and can reach 11,000,000 on common settings.
↔Alternative: Super Cellar Million
Use this plan when the side ramp is repeatable but lock progress is not safe.
Shoot the side ramp to keep the Super Cellar lit.
Use the right spinner to move the backbox award to Light Million.
Shoot the yellow Super Cellar scoop. Then shoot the side ramp for 1,000,000.
◆Builds toward: Mega Door Bonus
Shoot the left 3-Toll ramp to keep the yellow Super Cellar lit.
Use the right spinner to select an uncollected backbox award, then shoot the yellow Super Cellar scoop. Repeat until all seven awards are collected.
When all seven awards flash, shoot the yellow Super Cellar scoop again to start Mega Door Bonus.
Sources and references12 references12 source links and outbound references.