Sommaire
- 1 GAME START
- 2 The Exorcism Machine
- 3 MULTIBALL MODES
SYNOPSIS
“Charming 1930s mansion for sale, inspired by Hitchcock’s Bates Motel. Spanning three levels, it features delightful spaces with hints of H.P. Lovecraft’s influence. Overall atmosphere blends B-movie vibes with a touch of jazz. Stunning gargoyles adorn the property. Lovely swimming pool with whimsical inflatable floats. Gothic-style family crypt with unique features. Garage, outbuildings, and a caravan tucked away in the park. Unbeatable price below market value. Don’t miss this opportunity! Contact Alternate Realty.”
This is the ad that will hit the real estate section as soon as you help Elvira, Mistress of the Dark, deal with a minor problem…
That’s right! The eccentric hostess Elvira, who has spent much of her life introducing the world to B-horror movies, now faces an unusual predicament: ghouls, ghosts, monsters, and bad actors have escaped from the film reels stored in her mansion, and they’re out for revenge against Elvira and her endless mockery.
In this hilarious and thrilling adventure, you’ll have to tackle various dangers and send this colorful cast of characters back to the films where they belong.
The Elvira’s House of Horrors pinball machine immerses players in a wacky universe filled with B-movie charm and the humor we’ve come to expect from the Mistress of the Dark. Plus, for the first time in a pinball game, you’ll discover exclusive scenes of Elvira, specially created for the experience.
So, he who laughs last laughs best—but for now, enjoy this original and frightfully funny adventure!
GAME START
From the very beginning of the game, your attention will be drawn to the imposing mansion that dominates the playfield background. This mansion is where you’ll trigger HAUNTS, the main missions in Elvira’s House of Horrors. The crypt also plays a crucial role, introducing the DEADHEAD FAMILY, which we’ll cover shortly.
SKILL SHOT
There’s just one SKILL SHOT to perform, and it’s very simple:
- Use the plunger to adjust your shot so the ball lands in the TOP LANES, completing the BUMPERS SKILL SHOT.
- Each successful SKILL SHOT increases its point value.
Super Secret BACK DOOR Unskilled Shot
The SUPER SECRET SKILLSHOT is also relatively straightforward:
- Use the plunger to send the ball just behind the mansion to achieve the SUPER SECRET BACK DOOR UNSKILLED SHOT.
- This shot immediately lights up a HAUNT at the mansion ramp.
What happens next:
- If a HAUNT is already lit, this shot will start it.
- If a HAUNT is already in progress, the shot will advance the HAUNT.
- If the SUPER SECRET BACK DOOR UNSKILLED SHOT is made during GAPPA ANGRY, it awards a JACKPOT and progresses that mode.
Every time you succeed in the SUPER SECRET BACK DOOR UNSKILLED SHOT, its point value increases.ité !
The Exorcism Machine
Elvira’s House of Horrors features a rich and intricate ruleset designed by Lyman Sheats. To fully understand the game mechanics, it’s essential to read and interpret the playfield correctly, helping you navigate through the various modes efficiently.
To assist you, focus on the main element located just above the flippers: the Exorcism Machine.
This feature serves as your primary guide for tracking progress and objectives throughout the game.
It consists of three levels, with the final level further divided into two sections.
B RESTORATOR 2800
To send the unwanted guests back to their respective movies, you’ll rely on the B RESTORATOR 2800! This makeshift machine, designed especially for the occasion, serves as a guide to track your progress.
The B RESTORATOR 2800 is the first level of the Exorcism Machine and focuses solely on HAUNTS:
- The B RESTORATOR 2800 displays your progress in the HAUNTS.
- The more HAUNTS you complete, the higher your levels, symbolized by the four “LEVEL” inserts.
- The DIRECTOR’S CUT insert represents the WIZARD MODE, which you can trigger once all levels are completed.
- The DIRECTOR’S CUT isn’t the only WIZARD MODE linked to HAUNTS.
HAUNTS: STORY MODE
HAUNTS are represented by the inserts on the mansion. Each window corresponds to a haunted room and represents a movie. Horror movie characters wreak havoc in various rooms of Elvira’s mansion, and it’s up to you to return them to their respective films.
Starting a HAUNT
- Shoot the Mansion Ramp several times.
- When completed, its insert will flash purple.
- The next shot to the Mansion Ramp will trigger the HAUNT.
Features of HAUNTS
- Each HAUNT starts with a unique introduction recorded by Elvira specifically for this game.
- Use the flippers to select different windows (and thus different movies).
- The right window can only be selected with the SKELETON KEY.
- The center window is activated during the HOUSE PARTY WIZARD MODE.
- HAUNTS are timed at 45 seconds, with the timer pausing when the ball enters the bumpers.
- Completing a HAUNT increases its value for the next one.
Progression and Rewards
- After completing a HAUNT, shoot the Mansion Ramp to trigger TRAILER TRASH and advance toward the DIRECTOR’S CUT.
- Completing two HAUNTS lights up the EXTRA BALL on the Mansion Ramp.
- There are six main HAUNTS accessible without the SKELETON KEY and three HAUNTS requiring it.
DETAILED HAUNT RULES
Main HAUNTS
- The Brain That Wouldn’t Die
- Location: First floor, left window #1.
- Objective:
- Shoot all inserts except white ones to increase the base value.
- Shoot the white insert to find the body, then the Mansion Ramp to lock the base value.
- Make at least two additional shots to qualify the CELLAR (lifted Mansion Ramp).
- Complete left and right ramps to collect base value, then finish at the Mansion entrance.
- The Manster
- Location: First floor, left window #2.
- Objective:
- Shoot the left ramp, GARAGE, Mansion entrance, right ramp, and CRYPT in any order for base value.
- Make at least two shots (except the GARAGE) for additional base values.
- Finish at the CELLAR to complete the mode.
- Teenagers from Outer Space
- Location: Attic, left side.
- Objective:
- Shoot any lit insert except the Mansion entrance to collect increasing base values.
- After two shots (+1 per completed HAUNT), light the right orbit to lock the base value.
- Complete at the Mansion entrance.
- Night of the Living Dead
- Location: Ground floor, right side.
- Objective:
- First, escape to the house by shooting the Mansion entrance to set the base value.
- Boost the value twice by hitting both ramps before entering the Mansion.
- Destroy at least two ghouls by shooting any lit insert for base value.
- Finish at the CELLAR or destroy more ghouls before completing at the Mansion entrance.
- Manos: The Hands of Fate
- Location: First floor, right window.
- Objective:
- Hit three left shots for base value, then light three right shots.
- Light all seven main inserts with red shots to proceed to the next round.
- Complete two red shots to collect increased base value, then finish at the CELLAR and center ramp.
- The Werewolf of Washington
- Location: Attic, right side.
- Objective:
- Hit the left or right orbit (flashing blue inserts) to transform into a werewolf.
- Combo blue shots for higher points.
- Avoid the GARAGE or CRYPT, which darken blue shots.
- After three transformations, finish at the Mansion to complete the mode.
HAUNTS Requiring SKELETON KEY
- Santa Claus Conquers the Martians
- Objective:
- Hit left or right orbits for base value.
- Light left ramp and CRYPT, then GARAGE and right ramp.
- Collect bonus green shots to turn them red, then finish at the Mansion ramp.
- Objective:
- The Satanic Rites of Dracula
- Details unlocked with SKELETON KEY.
- The Giant Gila Monster
- Objective:
- Hit yellow inserts, then paired yellow inserts before finishing at the Mansion Ramp.
- Objective:
TRAILER TRASH
When you complete a HAUNT, you can trigger a TRAILER TRASH bonus mode:
- The Mansion entrance will light up after a short delay, awarding you 50% of the total points scored during the HAUNT.
- This value can be increased to 75% by hitting either the left or right ramp, or to 100% by hitting both ramps before claiming the bonus at the Mansion entrance.
- If a MULTIBALL is active when a HAUNT is completed, you can still play TRAILER TRASH during the MULTIBALL.
- Progression toward other HAUNTs and objectives can continue while TRAILER TRASH is active.
CRYPT CLEANER
Another concern for Elvira is dealing with the DEADHEAD FAMILY, resting in the family crypt, as she must confront all its members.
The CRYPT CLEANER, representing the second level of the Exorcism Machine, tracks your progress in these battles:
- The CRYPT CLEANER displays your advancement in defeating the DEADHEAD FAMILY.
- Defeat members to progress through three phases, symbolized by three inserts.
- Defeating three DEADHEADS lights up the SUPER HEAD SHOT at the crypt scoop.
Note:
- The SUPER HEAD SHOT does not have a dedicated insert on the playfield; its activation is shown on the LCD screen.
DEADHEAD FAMILY CRYPT & SUPER HEAD SHOT
On the mansion grounds lies the DEADHEAD FAMILY CRYPT, home to 15 members of the same family. But if you dare knock on the crypt’s doors, you might awaken them:
- Triggering the Crypt:
- Shoot the Crypt Entrance enough times (1 + 1 additional shot for each DEADHEAD already defeated) to lower the entrance.
- Shoot the Scoop again to awaken a family member.
- Defeating a DEADHEAD:
- Shoot the Skull Target on the playfield to deal damage to the member displayed on the LCD screen.
- After a sufficient number of shots (3 + 2 additional shots for each defeated DEADHEAD), shoot the crypt once more to finish off the undead.
- Rewards for Defeating DEADHEADs:
- Defeating a DEADHEAD lights the RETURN insert (a BALL SAVE) in the right OUTLANE.
- Defeat 2 DEADHEADs to light the EXTRA BALL.
- Defeat 3 DEADHEADs to activate the SUPER HEAD SHOT in the crypt.
- SUPER HEAD SHOT & Final Battle:
- When the SUPER HEAD SHOT is activated, you’ll face the CLOWN and have the chance to collect JACKPOTS.
FREAK FRYER
At the top level of the Exorcism Machine sits the FREAK FRYER, a monster fryer that charges up every time the ball triggers a SWITCH:
- For every 25 SWITCH hits, the fryer’s power increases by one level.
- Each level awards 1 million points + 500k points per additional level.
- Once the fryer reaches its maximum power, the Mansion Entrance lights up to start GAPPA ANGRY!
Alternative Modes (if GAPPA ANGRY! isn’t triggered):
Each mode uses the Jackpot value accumulated during gameplay and corresponds to different positions on the FREAK FRYER:
- Pool Party:
- Enhanced scoring for the POP BUMPERS.
- Runs in the background, allowing other modes to be activated.
- Dance Fever:
- 2-ball MULTIBALL.
- Mansion, Crypt, and GARG-OILS are lit for JACKPOTS.
- Make-Out Mayhem:
- 3-ball MULTIBALL.
- Left ramp, Mansion Entrance, and Crypt are lit for JACKPOTS.
- Scream Test:
- 4-ball MULTIBALL.
- Left ramp, Mansion Entrance, right ramp, and Crypt are lit.
- A random shot earns a JACKPOT while others multiply it up to 6x.
- Multipliers and targets reset after each JACKPOT.
- Run For Your Life:
- 5-ball MULTIBALL.
- Left orbit, left ramp, Mansion Entrance, right ramp, and right orbit are lit for JACKPOTS.
- Gappa Angry!:
- 6-ball MULTIBALL.
- A chaotic mode with SUPER JACKPOTS.
GARG-OIL GAUGE
Located to the right of the Exorcism Machine, the GARG-OIL GAUGE tracks your progress with the GAR-GOILS:
- Shoot the GAR-GOILS to fill the gauge to maximum.
- Once full, shoot them again to trigger the mode.
- Collect JACKPOTS.
- If enough JACKPOTS are collected, access the SUPER JACKPOT.
JUNK IN THE TRUNK
The TRUNK serves two purposes:
- Item Collection:
- Collect items needed to complete objectives.
- LOCK for MULTIBALL:
- Acts as a lock for the TRUNK MULTIBALL.
How It Works:
- Hit the three stand-up targets below the trunk to open it.
- The left ramp insert lights up, signaling an item can be collected.
- Shoot the left ramp to send the ball to the trunk.
- The trunk grants an item and locks the ball.
Items to Collect:
- SKELETON KEY: Opens all locked doors.
- LAB TEST: Increases Jackpot values.
- ELVIRA’S DAGGER: Adds a bonus.
- ATOMIC RAYGUN: Completes a shot in the current mode.
- PHONE-A-FIEND: Collect all items to trigger this MULTIBALL.
Pro Tip:
If a ball enters the trunk from below, it will lock automatically, even if the ramp wasn’t hit. This also rewards a “Junk” item and advances progress toward the Junk in the Trunk MULTIBALL.
MULTIBALL MODES
GAPPA ANGRY!
As previously mentioned, GAPPA ANGRY! is directly tied to the Freak Fryer. Once the fryer is fully charged, this special one-ball mode begins, leading to a 6-ball MULTIBALL after completing a series of lock sequences.
Steps to Lock Balls and Start MULTIBALL:
- Shoot the Mansion Entrance and lock your ball inside.
- Shoot the left and right ramps, then lock your ball in the Garage.
- Shoot the left and right orbits, the Mansion Entrance, and lock the ball in the Crypt.
- Shoot the left and right ramps, the Mansion Entrance, then the Crypt, and lock your ball in the Trunk.
- Shoot the left and right orbits, the left ramp, the Mansion Entrance, and lock your ball in the Garage.
- Collect the SUPER JACKPOT in the Cellar to start the 6-ball MULTIBALL.
GARAGE MULTIBALL
The Garage hosts three different MULTIBALL modes, activated in sequence. Each requires locking three balls:
How to Light the Locks:
- Hit the drop target blocking the Garage entrance:
- Once for the first MULTIBALL (all locks lit).
- Once per lock for the second MULTIBALL.
- Twice per lock for the third MULTIBALL.
MULTIBALL Modes (played in order):
- Wild Women MULTIBALL
- Add-A-Zombie MULTIBALL
- Attic Attack MULTIBALL
TRUNK MULTIBALL
A 2-ball MULTIBALL where two JACKPOTS are lit at random. Hitting a Trunk target changes the JACKPOT location. If you hit the Trunk targets, the left ramp lights up for a SUPER JACKPOT. This MULTIBALL can run concurrently with other modes.
Phone-A-Fiend Phone-A-Thon MULTIBALL
This MULTIBALL activates after collecting all items in the Trunk.
ADDITIONAL MODES
UN-HAPPY HOUR
- Shoot 5 (+2 for each subsequent activation) ramp shots to start this timed mode.
- Each ramp shot scores 350k + 25k per shot for 30 seconds.
DRIVE ME CRAZY
- Shoot 5 (+2 for each subsequent activation) orbit shots to start this timed mode.
- Each orbit shot scores 300k + 25k per shot for 30 seconds.
GAR-GOILS GONE WILD
- Triggered when the GAR-GOIL gauge is full.
- Collect JACKPOTS and SUPER JACKPOTS.
DOUBLE TROUBLE
- Activate by hitting the stand-up targets below the Trunk or the HAND OF FATE targets.
- The mode grants a 2x multiplier for 30 seconds, extendable by 10 seconds per bank reset.
- If triggered again while active, the multiplier increases to 4x, resetting the timer.
HAND OF FATE & MANOS WHEEL
HAND OF FATE
- Hit the HAND OF FATE stand-up targets to light the HAND OF FATE insert in the left outlane.
- When the ball enters the lit outlane, a mini video mode starts on the LCD:
- A spinning wheel with six segments offering rewards:
- 5M points
- 2M points
- Bonus 2x
- Ball Save
- Extend Garage MULTIBALL
- Extend Trunk MULTIBALL
- A spinning wheel with six segments offering rewards:
- Collecting all rewards completes the wheel image and activates MANOS WHEEL.
MANOS WHEEL
- Starts once all HAND OF FATE rewards are collected.
- A smaller wheel spins with values (250k to 5M).
- Hit HAND OF FATE targets to collect the value and add it to the JACKPOT, collectable in the left outlane.
EXTRA BALLS
There are two ways to light the EXTRA BALL insert at the Mansion ramp:
- Complete 2 HAUNTS.
- Defeat 2 DEADHEADS.
END OF BALL BONUS
The end-of-ball bonus is calculated as:
- 250k per DEADHEAD defeated.
- 5k per HAUNT shot.
- Base value.
- Bonus multiplier.
WIZARD MODES
HOUSE PARTY
- Unlock by completing 3 HAUNTS.
- A 4-ball MULTIBALL with all inserts lit for JACKPOTS.
- Collect the SUPER PARTY JACKPOT at the Mansion ramp, which awards all previous JACKPOTS.
- During the SUPER JACKPOT phase, hit the ramp when the roof’s eye is visible for an ADD-A-BALL (once per mode).
THEY CAME FROM SPACE
- Unlock by completing 6 HAUNTS.
- A 6-ball MULTIBALL to defeat bizarre alien invaders.
- Collect JACKPOTS and SUPER JACKPOTS across multiple phases.
- Completing all phases awards a 100M bonus.
DIRECTOR’S CUT
- Advance through the B RESTORATOR to LEVEL 4 by completing HAUNTS.
- Trigger the mode at the Mansion Entrance.
- Overrides all other modes.
WILD MARKET VALUE
- The final WIZARD MODE, available after clearing the mansion.
- Triggered in the CELLAR for a 30-second HURRY-UP. Hit the WILD MARKET VALUE target to sell the mansion.
Requirements:
Start THEY CAME FROM SPACE
Start DIRECTOR’S CUT.
Defeat the CLOWN DEADHEAD (SUPER HEAD SHOT).
Start PHONE-A-FIEND MULTIBALL.
Start GAPPA ANGRY.
Start GAR-GOILS GONE WILD.
Start ATTIC ATTACK MULTIBALL.
NOW READ THE TEST : Elvira’s House of Horrors