Objective: Sniper
The boss hired an army of snipers to hide around and target any threats to their plans, including you. Take out the snipers before they take you out.
This objective equates to the hurry-ups of the game. Take out the snipers in 3 phases to complete this objective.
Starting Sniper
To start a sniper phase, you must spell SNIPER. During normal game play, hit any of the standup targets in the captive ball to spell a letter of SNIPER. Once SNIPER is spelled, a sniper is detected and sniper begins immediately.
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 strobing. Hit the shot before the value reaches 0 to take out the sniper and collect the value. |
2 |
2 |
- Starts at 20,000,000
- -500,000 per second
- -5,000,000 per ball drain
- +10,000,000 to the value after each collected hurry-up
|
A random shot will be strobing. The shot changes every 5 seconds. Hit the strobing shot to collect the hurry-up value and take out the sniper. You need to take out 3 snipers to complete this phase. |
3 |
3 |
- Starts at 5,000,000
- -250,000 per second
- -1,000,000 per ball drain
- +1,500,000 after each collected hurry-up
|
The ramps, orbits, scoop, horseshoe, and crossbow shot are strobing for the hurry-up. Each shot takes out one of the 8 snipers, collects the hurry-up value, and turns the shot off. Turn off all 8 shots to complete the phase and finish the objective. |
Successfully taking out the sniper will continue the sniper feature and advance the player to the next phase.
A failed take-out of the sniper results in damage being taken according to the game difficulty level; the player must spell SNIPER again to retry the failed phase:
- Zen and Easy: -7 HP
- Normal: -10 HP
- Hard and Impossible: -15 HP
Completing SNIPER
After completing phase 3, you are asked if you want to spare or kill the snipers once and for all.
Spare
If you choose to spare/humble the sniper 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.
- 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 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 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 sniper. The sniper dies and is treated as a kill instead. You also receive drain damage for draining your ball.
Kill: Ambush Mini-Wizard
If you decide to kill the sniper, the sniper calls for backup and the Ambush Mini-Wizard begins.
- 5 balls come into play with (5 * armor class) seconds of ballsave.
- 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 as the jackpot.
- 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.
Once you are down to one ball, a 10-second "Last Hurrah" timer begins, giving you 10 seconds to collect any last hurry-ups before the mini-wizard ends.
After Objective Completion
After the Sniper objective is completed, you become the sniper (hunting for animals). You can spell SNIPER to start another hurry-up (phase 1, except the value starts at 40,000,000 and decreases by 2,000,000 per second). Take out the animal quickly before they take you out. Every completed hurry-up will also award you 10 HP in the Potion Motion Mini-Wizard.