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).
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.
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.
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:
If you drain either of your balls in 2-ball, you fail SNIPER multiball (there are no grace periods). The sniper strikes you with their crossbow resulting in you taking damage, the jackpot resets to 250,000, and you must start over again spelling SNIPER to get back into 2-ball to try again. The damage you take depends on the game difficulty selected:
| Game Difficulty | Damage Taken |
|---|---|
| Zen and Easy | 10 HP |
| Normal | 15 HP |
| Hard and Impossible | 20 HP |
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
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.
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.
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.
Whether you chose spare or kill, the following happens:
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.