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Rules - ESCAPE
You are navigating inside a building when the building begins to rumble on the verge of collapse. You must get out in time before it collapses.
This objective equates to a "no room for error" multiball. It can get dangerous if you are prone to draining balls in a multiball.
Spoilers!
This page goes into heavy detail with the ESCAPE objective. It will spoil gameplay and lore. If this is not what you
want, then I'd recommend only reading Rules > Introduction, Disclaimers, Basic Gameplay, and Objectives.
Starting ESCAPE
To start ESCAPE, you must spell ESCAPE by shooting the ramps during normal game play. Shoot them when a letter is flashing to collect and spell the letter. Once you spell ESCAPE, then escape multiball begins immediately.
ESCAPE Multiball
The following happens in escape multiball:
3-ball multiball with armor class seconds of ball shield.
The table shakes periodically during the multiball.
The center hole is flashing orange.
You must shoot all 3 of your balls into the hole to escape the collapsing building. If you do, you succeed and complete the ESCAPE objective.
Each ball you escape will score you 10,000,000 points with a bonus 20,000,000 points if you escape all 3 balls.
Do not drain! If you drain any of your balls at any time when you do not have a ball shield, you immediately fail the multiball and receive drain damage from the collapsing building.
Hint: Try starting ESCAPE when you have a power-up, BLACKSMITH, or HP Multiball close to being complete. You can use any of them to add additional shield time.
Completing the Objective
After getting all 3 balls in the center hole (and escaping the building), you move on to the mini-wizard.
After getting out of the building, you realize there are citizens still trapped inside! You are given the option to SAVE them or ABANDON them.
A ball is launched in the shooter lane, but the flippers are disabled. If you hit a TRAIN standup, then you elect to ABANDON the citizens. If you miss the standups and let the ball drain, then you choose to SAVE them.
SAVE
If you elect to SAVE the citizens, then the Evacuation Mini-Wizard begins.
5-ball multiball with (3 * armor class) seconds of ball shield.
Ramps, orbits, horseshoe, crossbow, and scoop are flashing white. A citizen is trapped under one of these shots.
Periodically, the shot containing the trapped citizen will flash orange for a split second and you'll hear them scream for help.
Once you find the trapped citizen and shoot its shot, all shots turn off and the hole flashes orange for the Evacuation jackpot (4,000,000 * citizen number).
After shooting the hole to save the citizen, the hole turns off and the shots re-light white, except the shots which contained the citizens you already saved will be solid green instead (they do nothing).
Repeat the process of shooting white shots to locate the citizens, then the hole to evacuate them, to rescue all 8 citizens and complete ESCAPE under the SAVE status.
If you drain all 5 balls before evacuating the 8 citizens, you fail completing ESCAPE under SAVE; the citizens die in the collapsing building and it is registered as an abandon (KILL) instead.
ABANDON
If you elect to abandon the building and let it collapse on the citizens and kill them, the Collapse Mini-Wizard begins.
5-ball multiball with (5 * armor class) seconds of ball shield.
Center hole is still lit.
Every time you hit the center hole, a citizen gets crushed to death by the falling debris, and you collect 15,000,000 points; the ball comes back into play.
Once you drain 4 of the 5 balls, a 10-second "last hurrah" begins. The building fully collapses and the mini-wizard ends when the time runs out or you drain your last ball.
Bonus Progress
You can still start ESCAPE multiball after completing the objective. Every successful ESCAPE will potentially earn you 15 HP in the Potion Motion Mini-Wizard.