Rules - 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.

The SNIPER objective is this table's equivalent to the regular multiball. To complete the objective, take out the snipers by collecting a cumulative 50 jackpots in SNIPER multiballs (multiplied jackpots count as multiple jackpots. For example, a 20X jackpot counts as collecting 20 jackpots).

Jackpot

The jackpot value starts at 250,000 points. The pop bumpers increase the jackpot at any time by 5,000 per hit.

The jackpot will reset to 250,000 either when chaser 2-ball is started and failed, or SNIPER multiball is finished.

Readying SNIPER

To ready the scoop or left orbit for SNIPER 2-ball, you must spell SNIPER at the crossbow; every hit of the crossbow in normal gameplay will spell one letter. Once SNIPER is spelled, both the left orbit and the right scoop are flashing orange to lock your ball and start SNIPER 2-ball.

SNIPER 2-ball/Standoff Multiball

To start SNIPER 2-ball (also known as Standoff multiball), shoot the scoop or left orbit when it is lit orange for a SNIPER lock. A second ball will come onto the playfield, and a ball shield of Armor Class seconds will begin. And all main shots will be flashing white to score a quick 100,000 points each.

Additionally, the following happens in Standoff Multiball:

SNIPER Multiball

When you start the main multiball, it turns into a 3-ball with a (2 * armor class) seconds of ball shield, and one of 10 different multiball variations listed below will be randomly selected. The jackpots depend on which variation you are given:

TODO

Summon a Team Member (Add-a-Ball)

You can add a ball to multiball (summon a team member) via deploying a power-up with the action button during SNIPER multiball. This also activates an Armor Class seconds ball shield. However, if you already have 5 balls in play, this will award 20X jackpot instead.

Last Hurrah

When you drain all but one ball in SNIPER multiball, you receive a 10-second "Last Hurrah" grace period, which gives you 10 seconds to make any last attempts at jackpots before multiball ends. If you deploy a power-up to add a ball during Last Hurrah, it is canceled and multiball continues.

Objective Completion

Once you collect a total of 50 jackpots (multipliers included), you defeat the Sniper, and you proceed to the Mini-Wizard.

Once you defeat the Sniper, the flippers freeze/multiball ends. You are asked if you want to spare/humble the snipers in an attempt to gain them as allies, or you can kill them.

A ball is launched in the shooter lane, but the flippers are disabled. If you hit a TRAIN standup, then you deal the final blow and KILL the Snipers. If you miss the standups and let the ball drain, then you choose to SPARE them.

SPARE or KILL

SNIPER SPARE or KILL screenshot

Whether you chose spare or kill, the following happens:

  • A 5-ball multiball begins
  • A ball shield activates equal to (5 * armor class) seconds.
  • Ramps, orbits, horseshoe, and right scoop are all lit green for 1X jackpot.
  • Hitting the captive ball standup that is flashing red scores a 20X jackpot. The yellow ones score a 5X jackpot.
  • If you chose to SPARE, you must collect 100 jackpots (multipliers included) to gain the trust of the snipers. Mini-wizard continues even when you are down to one ball. Draining all balls before accomplishing your goal means the snipers will die (which counts as a kill instead; you will also receive drain damage for draining).
  • If you chose to kill, mini-wizard continues until you are down to one ball. Then, you get a 10-second "Last Hurrah" to collect jackpots before mini-wizard ends.

Bonus Progress (TODO)

After completing the SNIPER objective, you can continue starting SNIPER multiballs. However, These SNIPER multiballs come with a ball shield of 3 * Armor Class seconds instead of 2 * AC.

Every additional jackpot collected (including multipliers) will earn you a potential 1 HP towards Potion Motion Mini-Wizard.