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Pinball Rule Sheets

A repository of rulesheets for pinball machines

Labyrinth

Game Information:

Embark on this pinball adventure into a labyrinth where nothing as it seems. Along the way, encounter a cast of characters, including Hoggle, Sir Didymus, and Ludo, who become your loyal companions “Should you need them” and prove invaluable allies as you navigate the labyrinth.

Skill Shots:

The score a skill shot awards is based on the current ball being started, not the number of times that specific skill shot has been hit. For example, if you take the Worm skill shot on balls 1 and 2, then hit the Target skill shot on ball 3, you’ll earn 1.5m for the Target skill shot even though it’s the first time you’ve hit the Target one.

While I didn’t test beyond a standard 3 balls, it’s presumed skill shot values continue growing at the same cadence.

Modes:

At the start of Ball 1, the lit mode will cycle through all six available modes until the first switch activation. When a mode is not actively running, hitting the Change Mode target will change the lit mode within the row (top/bottom) that is currently active. Spelling “HELP” at the inlanes and outlanes when a mode is not running will light the helping hands scoop. Shoot the scoop to get a choice to stay on the same row or move to the mode on the opposite row. If the mode on the opposite row has already been played, a different mode on that row will be available instead. Letting the timer run out will not change the lit mode. After the choice, LABYRINTH will finish if it is not already complete. The helping hands scoop will no longer light this way after playing the Poisoned Peach mode.

Spell LABYRINTH by completing shots with white arrows to light Mode Start.

First mode: collect one letter Second mode: collect two letters Third mode: collect three letters Fourth mode: collect four letters Fifth mode: collect five letters Sixth mode: collect six letters

When a mode is ready to start, both Mode Start lights will be flashing at either side of the U-turn. Begin the mode by hitting either side of the U-turn or the wiseman scoop if the target is down.

Which side of the U-turn you hit to start the mode typically affects where the ball will eject from once the mode starts. Starting the mode from the left side of the U-turn will have the mode start with the ball ejecting from above the upper flipper; starting the mode from the right side of the U-turn will have the mode start with the ball ejecting from under the left ramp.

Listed clockwise (starting from the left of the top row), the modes are:

Multiballs:

Brick Keeper Multiball:

Dance Magic Dance while collecting Jackpots!

Complete the green targets to light lock: the first one is lit at the left orbit, the second at the center ramp, and then multiball can be started at the right orbit. On default settings, Brick Keeper multiball is also lit at all lock shots at the start of ball 3 if it hasn’t been started yet. (There is an Setting to turn that off)

Shots lit with red arrows are jackpots. Collect jackpots to light the super jackpot on the left orbit - knock the captive ball into the spinner to score the super jackpot and increase its value with each spin. The first super jackpot is lit after 1 jackpot, and you can still collect more regular jackpots to increase the value of the super. Each re-light of the super requires an additional regular jackpot to qualify it.

Friend Multiball:

Upon collecting a jackpot for each of the three friends (Hoggle, Ludo, and Sir Didymus) you will be presented with the option to start Friend Multiball. The arrow at the left scoop will flash green when the lit friend jackpot will also start Friends multiball. You can cancel out if you’d like to collect further levels on your friends for higher jackpot values by holding either flipper before the multiball begins. If you pass on the multiball start, you will get the option to start again any time you collect a friend jackpot.

During the multiball, random shots are lit blue, yellow, and red corresponding to the three friends. For the first jackpot, (on default settings) there are 2 shots for each color, hitting either one will lock in that friend. Subsequent jackpots will reduce the amount of possible shots. Collect all three colors to light the left scoop for the jackpot. The process then resets until the multiball ends.

Tea Time Multiball:

Started via a mystery award (Ello/Worm shot when purple arrow is flashing). First shot will be a hurry up underneath the left ramp (this can timeout, losing the ability to start Tea Time if you wait too long). Then there are three main shots:

Left ramp: collect tea time value Orbits: increase tea time value U-turn: multiply tea time value

Collecting the third jackpot starts a ‘victory laps’ style extension until the multiball ends. One shot at a time will be lit, making that shot will carry on a conversation with Ello and the Missus and light the next random shot.

Wise Man Multiball:

Started by completing the fourth wiseman quest. Shots into the wiseman scoop will score jackpots.

Friends:

The yellow, orange, and blue shots on the playfield will activate and progress your friends. Collecting friends not only provides assistance in the game in the form of rewards but also will work towards Friend Multiball.

Friends have to be ‘found’ - the circle inserts of their color will be flashing when they have not yet been found, and their picture on the display will be in black and white. Beyond level one, you have to complete a combo of 2 shots to ‘find’ the friend. Each level after requires an additional combo.

Once a friend is ‘found’ their insert will be lit solid and hitting those shots will collect items - the positions of these shots can be changed by shooting any lit friend shot, including the target above the right slingshot, which also spots progress if lit via the target below the left orbit. Collect 10 friend items to light extra ball at the Helping Hands scoop on the left.

You can also collect large amounts of items for one specific friend during friendzy, which lights all shots to add 1 item for the chosen friend. The selection on which friend starts with whichever friend is the lowest level, followed by which friend has fewer items collected, if there are still multiple options, one is randomly chosen. Friendzy is started after the first and every other completed wiseman quest.

Once you have enough items, the jackpot for that friend will be available at the Helping Hands scoop. The first level jackpot requires 2 items. Item requirements increase as the friend levels up.

Collecting the friend jackpot increases the friend’s level and resets them to a ‘not found’ state.

Additional Features

Orbs:

Completion of Modes, Multiballs, Quests, and Friends will light “Collect Orb” under the upper right flipper for 10M. The next rainbow-colored shot you hit after collecting an orb will have a shot multiplier added to it. You can stack up to three of these multipliers on the same shot. For example, if you place your first Orb on the left ramp, collect a second Orb, and place that second orb also on the left ramp, the left ramp will be at 3x. Once a shot has 3 orbs assigned to it, it will no longer be available in the rainbow-colored assign phase.

If you collect an Orb but drain before hitting a shot to add the Orb multiplier, that multiplier is lost, but the orb still counts for progress towards the wizard mode.

Collect all 13 orbs to battle Jareth in the final showdown!

Wiseman Quests:

Knock down the drop target under the wiseman and then hit the ball into the scoop to start a quest. Each quest will have a different goal, to hit a certain number of a randomly determined shot: this can include ramps, scoops, orbits, etc. Once the required amount of shots has been made, complete the quest at the wiseman scoop to get a reward.

Every wiseman quest completed increases the bonus multiplier. Completing two wiseman quests lights extra ball, and completing six lights an orb for collection. Completing odd-numbered wiseman quests starts friendzy, and completing the fourth wiseman quest starts Wiseman Multiball.

Possible Wiseman Quests:

Mystery:

Light mystery by hitting the targets on either side of the wiseman scoop. Collect mystery awards by shooting under the upper right flipper when lit.

Possible mystery awards include:

Extra Balls:

Extra Balls are collected at the left scoop when lit purple, after:

Wizard Modes:

Poisoned Peach (Mini-Wizard Mode):

After playing all three upper modes (Knockers, Four Guards, and Fireys) or all three lower modes (Cleaners, Oubliette, and Bog), Start Mode will automatically be lit. Hit either Start Mode shot or the wiseman scoop to start Poisoned Peach mini-wizard mode. This is a timed mode that takes priority over any other shots or modes, with a ball save that runs for the duration of the mode - so you’re stuck in the hallucination until it times out, or you break free. You have to hit both drop targets 2 times to break the spell.

Shoot either the Wiseman drop target or the left orbit drop target to collect the current mode value. Shooting either ramp will increase the value; shooting ramp combos will raise the value more than individual shots (watch for the blinking arrow versus solid). If you break the spell before the clock reaches 13, there’s a score bonus based on remaining time.

Goblin City Multiball (Wizard Mode):

After playing all six modes, Goblin City multiball can be started at the left orbit, which will hold the ball at the captive ball post.

If the player fails either the first or second phase, a second chance will be given to complete the phase. The second chance is only given once per Goblin City multiball attempt.

Battle Jareth (Ultimate Wizard Mode):</h3> You must collect all 13 Orbs to Battle Jareth. After the 13th orb is collected and the multiplier assignment shot has been made, you can make your way into Jareth's castle. Both orbits will be lit for a shot to the back left corner where the Goblin King awaits. Once the battle starts, you have to remember the phrase you need to escape, and then once remembered; say the words to earn your freedom. There is a ticking clock always running (in the upper right) and if it strikes 13, you will lose one of your 13 orbs. You also lose an orb if the ball drains -- you'll get the ball back and the clock will reset, *as long as you still have orbs to left to lose*. * **Phase 1 (Remember the words)**: In this phase you're completing a set of yellow shots, and then making a final red shot. The first set is only 1 yellow shot, the second is 2 yellow shots, and so on. If you lose an orb, progress on the current set will step back one position. Making the red shot locks in the current word and resets the ticking clock. Complete all six red shots to move on to phase 2. * **Phase 2 (Say the words)**: For phase 2 you're repeating the 6 red shots in order from the first phase. There are no yellow shots to make, but the clock does not reset on the individual shots as you make them. Completing the 6 shots of phase 2 earns your freedom and you escape the Labyrinth! During the showdown, points are based on how many orbs you have remaining. Each shot loses value every time you lose an orb. If you escape the Labyrinth quickly, there is a time bonus awarded. Whether you escape or become imprisoned forever, the adventure is over once you've faced Jareth. Any remaining balls are lost.