Shoot shots lit for Item to start modes. Use the awkwardly-angled standup target just left of the right ramp to change which shot(s) are lit for modes if applicable. The best mode is by far the Skull, which lights Doom Mode at the left orbit: Doom Mode is a 2-ball quick multiball where all shots are lit for a 50,000,000 point jackpot and all scoring + earned extra balls are doubled for the rest of the ball. The bumpers rotate which item will be collected next.
The plunge button on Mystery Castle should send the ball all the way around what becomes the right ramp, dropping the ball into the left in lane. The skill shot is to immediately and fully shoot the right ramp again for 5,000,000 points. The skill shot can be recollected if you continue to loop the right ramp without hitting any switches in between. The skill shot value increases by 1,000,000 each time it is made throughout the game; if there is a limit, it is at least 9,000,000 points. A shot that only goes halfway around the right ramp and falls off the habitrail into the bumpers does not count as a skill shot. Unfortunately, it is somewhat common for a Mystery Castle game to have a launcher that does not consistently send the ball all the way around the ramp, which as far as I have discovered means that the skill shot is simply unavailable for that ball.
One or more shots will almost always be lit for an Item unless a mode or multiball is running. Shoot any of these shots to collect the currently flashing item on the playfield. Pop bumper hits rotate which item is to be collected next. The Change Item target next to the left ramp entrance will change which shot(s) are lit to collect an item. The five shots available to be lit are the Dungeon left orbit, the Bridge left ramp, the Tower upper loop, the Ballroom side ramp, and the Catwalk right ramp. In general, three shots will be lit to start the game; this decreases to two shots once 5 items have been collected, and decreases again to one shot once 10 items have been collected. If you play Crown wizard mode and restart the mode progress, there will only be one shot lit for an item at a time as well. There are a total of 14 mode items to collect, followed by the Crown, which is always last. The modes are:
Megamode is this game's name for multiball. Megamode is lit at either scoop as one of the Mystery awards or by the first right ramp award; a different Mystery award can also award Megamode directly. Megamode is always a 2-ball multiball. Megamode cannot be started during one of the quick multiball item modes, but it can be started during other item modes. The reverse is never true, though; you cannot start an item mode during multiball. During Megamode, all shots are lit for a 25,000,000 point jackpot. Collecting all 5 lights a moving super jackpot worth 100,000,000. Collecting the super jackpots relights the five regular jackpots, and the process repeats.
Hitting the four blue post targets in the upper half of the playfield to light and spell Trap lights the game's scoops for a mystery award. This will almost always give points- 500,000, 1,000,000, 2,000,000, 3,000,000, 5,000,000, 7,000,000, or 10,000,000- and if you're playing the game in tournament mode, it *will* always give points, but in regular arcade play it can also award Light Locks (light the scoops for Megamode), Megamode (instant start), light Catapult kickback, award next item, extra ball, light special, and possibly others that I haven't seen.
The right ramp also (quietly) gives various awards every 3 times a full ramp shot is made. These follow a set order: Start Megamode, Bonus X, Bonus Hold, Bonus X, 5,000,000 points, Award Item, Bonus X, Light Mystery, Bonus X, repeat.
Hitting the three targets in order from top to bottom relights the Catapult kickback in the left out lane if it has been used.
Each target down scores 100,000 points. Clearing any 5 of the 6 targets- you do not need to complete the whole bank- increases the bonus multiplier by 1 and resets the targets. The bonus multiplier is increased by 2 instead if the Mirror has been collected on the current ball. Max bonus X is 10x.
There is no wall behind the L and E targets at the bottom. If those drop targets have been cleared, a precise shot or ricochet can send the ball straight through the target bank and back into the shooter lane. This scores a few million points (usually 3,000,000 or 4,000,000?), and then the game will autoplunge the ball again. If this autoplunge makes it all the way around the back of the game and comes to the left in lane, you get credit for anything lit on the right ramp at the time, including Items, jackpots, and extra balls!
Mystery Castle has a conventional in/out lane setup. Completing the Trap targets once lights one of the out lanes, alternating each time a flipper is pressed. The left out lane is Boulder Bonus, the right out lane is Chopping Block Bonus, but both give 5,000,000 points on your way out. The in lanes can supposedly be lit for Light Extra Ball, but I've never seen this happen- as far as I'm aware, every extra ball in the game is either given directly or lit at the right ramp with no other intermediate steps.
There is a kickback in the left out lane called the Catapult that is lit at the start of each ball, unlights once used, and is relit by the mystery award or completing the lower left standup targets.
There is a center peg between/below the flippers.
Bonus is 10,000 points per switch hit on the current ball, times the bonus multiplier, plus an additional 1,000,000 points for each item collected over the course of the game. The item count does exceed 15 if you collect the Crown, start over, and then earn more items. Bonus multiplier is awarded from Mystery awards, right ramp awards, or by hitting any 5 of the 6 drop targets in the Castle bank in the lower right. Bonus multiplier does seem to always carry over from ball to ball. Bonus can be very worthwhile after a long ball that played a multiball or two, or a game with a lot of items collected- easily in the tens of millions. Care should generally be taken not to tilt away the bonus with the possible exception of trying to save a short ball 1.
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