Objective: Chaser
Throughout your adventure, a large ogre and his goblins chase you and try to intercept you. You must out-run the chaser and his goblins when they catch up to you.
This objective equates to the hurry-ups of the game. Out run the chaser and goblins in 3 phases to complete this objective.
Starting CHASER
To start a hurry-up phase, you must spell CHASER via the +HP drop targets during normal gameplay. Each time you complete the drop target bank, you spell one letter. The hurry-up begins immediately when CHASER is spelled.
Hurry-up
The hurry-up varies depending on which phase you are on:
Phase # |
Balls in play |
Hurry-up Value |
Instructions |
1 |
1 |
- Starts at 20,000,000
- -1,000,000 per second
- Automatic failure if you drain your ball
|
A random shot will be flashing green. Hit the shot before the value reaches 0 to out-run the CHASER and collect the value. |
2 |
2 |
- Starts at 10,000,000
- -500,000 per second
- -5,000,000 per ball drain
- +10,000,000 to the value after each collected hurry-up
|
This time, the CHASER is joined by 2 of his goblins. A random shot will be flashing green for the hurry-up. You must collect a total of 3 hurry-ups before the value drops to 0 to clear the phase and out-run the CHASER and the goblins. |
3 |
3 |
- Starts at 5,000,000
- -500,000 per second
- -2,500,000 per ball drain
- +5,000,000 after each collected hurry-up
|
You are being ambushed by the Chaser and 7 goblins! The ramps, orbits, scoop, horseshoe, and crossbow shot are flashing green for the hurry-up. Each shot out-runs one of the 8 characters, collects the hurry-up value, and turns the shot off. Turn off all shots before the value reaches 0 to clear the phase. |
Successfully out-running the CHASER and his goblins will continue the CHASER feature and advance the player to the next phase.
Failing to out-run the CHASER or his goblins results in being captured and taking damage depending on your game difficulty (the feature also ends, and you must restart the relevant phase by spelling CHASER again):
- Zen and Easy: -10 HP
- Normal: -15 HP
- Hard and Impossible: -20 HP
Completing CHASER
After completing phase 3, you are asked if you want to spare or kill the CHASER and the goblins. Note that unlike most objectives, both paths have something you must do to succeed instead of just one of them.
Spare
If you choose to spare/humble the CHASER and his goblins and want to try earning their trust as an ally, a multiball begins.
- 5 balls come into play with (3 * armor class) seconds of ballsave.
- The captive ball is flashing white.
- Hit the captive ball to start a hurry-up at a random shot (it will flash green); you can have multiple hurry-ups going at the same time.
- Hit the flashing shot to collect its hurry-up value and light the shot solid green.
- Hurry-up values start at 20,000,000 and quickly fall to 0 at a rate of -1,000,000 per second.
- If you hit the flashing red standup target in the captive ball, the hurry-up will start at 40,000,000 instead.
- You must turn the ramps, orbits, horseshoe, and scoop green, then finish things off by hitting the flashing crossbow standup for a finale of 50,000,000 points, to successfully spare the sniper.
Mini-Wizard continues even when you are down to one ball. If you drain all 5 balls before lighting all 8 shots green, you fail to spare the CHASER. The CHASER and his goblins flee (the objective turns to purple). You also receive drain damage for draining your ball.
Kill: CHASER Boss Battle
If you decide to kill the CHASER, the CHASER calls for backup and the CHASER boss battle begins.
- 5 balls come into play with (5 * armor class) seconds of ballsave.
- The CHASER / goblins have 150 HP.
- The captive ball is flashing.
- Hit the captive ball to start a hurry-up at a random shot; you can have multiple hurry-ups going at the same time.
- Hit the flashing shot to collect its hurry-up value. Additionally, this will deal 1 HP damage to the CHASER for every 1 million collected (rounded up).
- Hurry-up values start at 20,000,000 and quickly fall to 0 at a rate of -1,000,000 per second.
- If you hit the flashing standup target in the captive ball, the hurry-up will start at 40,000,000 instead.
The battle continues even if you are down to one ball. If you lose your last ball, you fail the battle; the CHASER / goblins flee, and the objective light registers as purple. You also take drain damage as normal.
After Objective Completion
After the CHASER objective is completed, you can spell CHASER to start another hurry-up (phase 1, except the value starts at 40,000,000 and decreases by 2,000,000 per second). Out-run the wild goblin quickly before they catch you. Every completed hurry-up will also award you 10 HP towards the Potion Motion Mini-Wizard.