Shutdown Sequence Final Wizard

SPOILER ALERT!

This final wizard mode is meant to be a secret wizard mode that players have no knowledge of until they achieve it. If you do not like secret game play being spoiled to you, please leave this page immediately.

SPOILER WARNING

This Final Wizard is achieved from the Heart of Mediocrity, having only 1 - 4 objectives in the SPARE state.

You thought you defeated the final boss once and for all. But Lovinity warned of the presence of an evil spirit still lurking in Wallden. Your not-so-good nature has fueled the spirit of the boss to live on, and now the boss seeks revenge by destroying the very fabric of the Wallden universe via targeting its host: the pinball table itself.

Alarms blare. And the table starts glitching out. The boss has triggered a shutdown sequence on the table. And all of Wallden will crumble as the universe "shuts down" with the table. There's nothing you can do to save the universe. But you can at least take everything you can and get out before it collapses.

The Shutdown Sequence Final Wizard is inspired by Johnny Mnemonic's "Powerdown" wizard mode.

Collaborative Play: In collaborative play, the player who had the most remaining HP at the end of the final boss battle is prompted to come to the table for the wizard. In the event of a tie, if one of those players was the one who finished off the boss, they are selected. Otherwise, tied players are prompted to duel by being the first to push a specific button on the game. And the winner gets to go.

Here's how Shutdown Sequence works:

  • 5 balls in play, unlimited ballsave.
  • A Shutdown jackpot is displayed (starts at 0).
  • Everything is lit on the playfield to add to the Shutdown jackpot
    • All shots lit white for +2,000,000 to the Shutdown jackpot.
    • Spelling SNIPER adds +25,000,000 to the jackpot.
    • Spelling DRAGON adds +30,000,000 to the jackpot.
    • Spelling VIKING adds +20,000,000 to the jackpot.
    • Spelling TRAIN adds +5,000,000 to the jackpot.
    • Spelling ESCAPE adds +15,000,000 to the jackpot.
    • Spelling BONUSX (completing bumper inlanes 6 times) adds the end-of-game bonus (without multipler) to the jackpot.
    • Spelling BLACKSMITH adds +20,000,000 to the jackpot.
    • Random captive ball standup lit to add 30X the CHASER jackpot value to the Shutdown jackpot.
    • Pop bumpers lit for +150,000 per hit to the Shutdown jackpot.
    • Spinner adds 500,000 to the Shutdown jackpot per spin.
    • Center hole adds 25,000,000 to the Shutdown jackpot.
    • Orbits divert balls to bumpers unlimited until they shut down.
    • Training is lit for the right scoop (changes a random shot red for +25,000,000 to the jackpot).
    • Power-up triangles are flashing; each shot adds 0.2 seconds towards the Shutdown sequence jackpot timer at the end.
    • Locks are lit for left orbit and right scoop; locking two balls within 5 seconds adds 30,000,000 to the Shutdown jackpot
    • a peg drop is up for +2,500,000 to the Shutdown jackpot
    • The 3-bank +HP drop targets add +5,000,000 to the jackpot per completion.
    • The TRAIN stand-ups add +1,000,000 to the Shutdown jackpot per hit.

Pinball Table Shuts Down

The display is showing the shutdown procedure throughout the wizard mode. A percent complete is also displayed for the shutdown, which increases from 0 to 100% at a rate of 1% every 1.8 seconds (except after 92%, the rate will slow down according to how many power-up shots were made). As the shut down procedure progresses, shots on the table shut down. At 100%, the entire table shuts down and the flippers freeze, ending the Wizard mode.
  • At 16%, the center hole fails and turns off
  • At 22%, the captive ball fails and turns off (no more super jackpots)
  • At 28%, the peg drops fail and go down
  • At 33%, the table announces shut-down is 33% complete, and the table / flippers shake in instability.
  • At 39%, the right scoop fails and turns off (no more training or locking)
  • At 44%, the right orbit and spinner fails and turns off (and no longer diverts balls to the pop bumpers)
  • At 50%, the standups and 3-bank drop targets fail and turn off
  • At 56%, the left orbit fails and turns off (and no longer diverts balls to the pop bumpers)
  • At 61%, the right ramp fails and turns off
  • At 67%, the table announces shutdown is 67% complete, and the table / flippers shake again in instability.
  • At 72%, the pop bumpers and inlanes fail and turn off
  • At 78%, the left horseshoe fails and turns off
  • At 83%, the right horseshoe fails and turns off
  • At 89%, the left ramp fails and turns off
  • At 92%, the entire table begins violently shaking, and the peg drops randomly raise / drop, as it is on the verge of shut-down. The Shutdown jackpot is lit for the center hole for collection. The player must shoot a ball in the hole to collect the jackpot (avoiding the pegs in the process from deflecting the balls) before the shutdown completes (they have about 15 seconds to do so + the time collected from the power-up shots). Alarms are blaring and the table screams at the player repeatedly to shoot the hole.

End of the Wizard

One of two things can happen:
  • The player successfully gets a ball in the center hole when prompted to get the shutdown jackpot:
    • The table goes completely black and the flippers freeze. After a second, the table reboots / starts initializing and beginning the self-test, fooling the players into thinking their entire wizard mode was interrupted by a glitch. But after the self-test starts, it glitches. "SHUTDOWN JACKPOT" begins flashing on the display as the table shakes, every solenoid randomly fires, call-outs from various parts of the game are randomly played, and the table explodes into a spectacle of a show, showing how many points you collected in the shutdown jackpot.
    • Inspiration: Whitewater Vacation Jackpot.
  • The player fails to shoot a ball in the center hole to collect the shutdown jackpot, and the shutdown sequence completes:
    • Just like if the shutdown jackpot was collected, the table suddenly goes black, and the flippers freeze. Initialization starts, and so does the self-test. But part-way in the self-test, an error appears, followed by the callout, "You didn't save your changes before shut-down, did you?". The game shows you earned 0 points from the Shutdown Sequence and shows how many you could have earned.
In both cases, the game awards the end-of-game bonus after the described events and the game ends after some lore about the universe collapsing.