Rules - CHASER

Throughout your adventure, a large ogre chases you and tries to intercept you. You must out-run the chaser when he catches up to you.

This objective equates to the hurry-ups of the game. Out run the chaser 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 in normal gameplay, you spell one letter. The feature begins immediately when CHASER is spelled.

Phases

There are three sequential phases to the CHASER objective. If you complete a phase, then you immediately proceed to the next phase. If you fail a phase, then the CHASER objective ends, you receive damage from the chaser, and you must spell CHASER again to restart the failed phase.

When CHASER begins on phase 2 or 3, you are given a ball shield of Armor Class seconds. However, if the hurry-up value reaches 0 before the ball shield expires, then you still fail the objective. Drained balls in phases 2 and 3 will come back in play (but they will reduce the hurry-up value).

Phase Balls in Play Hurry-up Value Instructions
1 1 Starts at 20,000,000; -750,000 per second; instant 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 move to phase 2.
2 2 Starts at 15,000,000; -500,000 per second; -5,000,000 per ball drain; +10,000,000 after each hurry-up collected A random shot will be flashing green for the hurry-up. Hit the shot before the value reaches 0 to collect the value. You must repeat this three times before you out-run the CHASER and move to phase 3.
3 3 Starts at 5,000,000; -500,000 per second; -2,500,000 per ball drain; +5,000,000 after each hurry-up collected The CHASER brought some friends to also chase you down! You must out-run them all. 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 and complete the CHASER objective.

Failure

In phase 1, you can fail the phase either by draining your ball or failing to collect the hurry-up before its value reaches 0.

In phases 2 or 3, you can only fail the phase if the hurry-up value reaches 0. However, draining a ball will significantly reduce the value.

When you fail a phase, you take damage depending on the level of difficulty at which you are playing:

Additionally, the CHASER feature ends. And you must spell CHASER again to restart the failed phase.

Completing CHASER

After completing phase 3, you proceed to the mini-wizard.

You are prompted on what you want to do with the CHASER. You can either SPARE or KILL him.

A ball is launched in the shooter lane, but the flippers are disabled. If you hit a TRAIN standup, then you attack the CHASER (electing to KILL him). If you miss the standups and let the ball drain, then you choose to SPARE him.

SPARE

CHASER SPARE screenshot

If you choose to spare/humble the CHASER and want to try earning his trust as an ally, then a multiball begins. The CHASER tries to run away from you. Now, you must chase him and use your charisma to convince you that you want him on your side.

  • 5 balls come into play with (3 * armor class) seconds of ball shield.
  • The captive ball is flashing white. Hit a standup in the captive ball to start a hurry-up at a random shot; you can have multiple hurry-ups going at the same time.
  • If you hit the flashing red standup target in the captive ball (which randomizes after every hit), then three hurry-up shots will light instead of just one.
  • Hurry-up values start at 25,000,000 and fall to 0 at a rate of -1,000,000 per second. They are displayed on the DMD and are indicated by how fast the light flashes (faster = less time/value).
  • Hit the flashing green shot to collect its hurry-up value. Additionally, this will turn the shot a solid green.
  • You must turn the ramps, orbits, horseshoe, and scoop green, then finish things off by hitting the flashing green crossbow shot for a finale of 50,000,000 points, to successfully spare the CHASER.

KILL

CHASER KILL screenshot

Unlike in most other objectives, you cannot one-shot the CHASER because you did not damage the CHASER during the phases. Instead, you must fight him.

If you decide to kill the CHASER, the CHASER boss battle begins.

  • 5 balls come into play with (5 * armor class) seconds of ball shield.
  • The CHASER has 100 HP.
  • The captive ball is flashing white. Hit a standup in the captive ball to start a hurry-up at a random shot; you can have multiple hurry-ups going at the same time.
  • If you hit the flashing red standup target in the captive ball (which randomizes after every hit), then three hurry-up shots will light instead of just one.
  • Hurry-up values start at 30,000,000 and fall to 0 at a rate of -1,000,000 per second. They are displayed on the DMD and are indicated by how fast the light flashes (faster = less time/value).
  • Hit the flashing green shot to collect its hurry-up value. Additionally, this will deal 1 HP damage to the CHASER for every 1,000,000 collected (rounded up).
  • You will score a bonus 30,000,000 for defeating the CHASER.

The battle continues even if you are down to one ball. If you lose your last ball, you fail the battle; the CHASER flees, and the objective light registers as purple (ruining your route). You also take drain damage as normal.

Bonus Progress

After the CHASER objective is completed, you can spell CHASER to start another hurry-up (phase 1, except the value starts at 60,000,000 and decreases by 2,000,000 per second). Out-run the chaser quickly before they catch you. Every completed hurry-up will also potentially award you 10 HP towards the Potion Motion Mini-Wizard.