Pinball Rule Sheets

A repository of rulesheets for pinball machines

Elvira’s House of Horrors

Game Information & Overview:

The mistress of the dark returns in Elvira’s House of Horrors, released by Stern Pinball at the end of 2019. Characters from 26 of the most infamous horror B-movies of all time have invaded a haunted house, and are wreaking havoc that can only be stopped by putting the characters back in the movies where they came from. You’ll also have to put up with Deadheads, Gar-Goils, and other creatures on your quest to clear the house.

Layout

Premium:

Skill Shots

There are two Skill Shots on this game:

Main Objectives

The taunting is over; the haunting begins! Elvira has just moved into a new home that happens to be haunted by all sorts of creatures, some ripped from the silver screen and some spooky refugees from her previous pinball machines. With Elvira’s help the player must sweep the house clean of its horrors and try to sell it once the deed is done.

There are seven tasks the player needs to complete in order to start Wild Market Value and escape the house. Each task is listed below, and each one scores a value starting at 5M & increasing by 5M for each one completed.

Haunts

The characters from some of the most infamous horror movies ever made are causing havoc in Elvira’s house and it’s up to you to get them back to their respective movie. Each mode has a unique introduction from the Mistress of the Dark herself.

Start a Haunt by shooting the House Entrance enough times; when it’s RGB light is flashing purple, the next shot to the House will begin the Haunt. The windows of the House correspond to the Haunts and you can use either flipper to change which room you want to enter (see below). Once you’ve obtained a Skeleton Key from the Trunk, you will be able to access “locked” Haunts by selecting the window at the far right.

Unless otherwise noted below, for each Haunt, the base value per shot starts at 500k and the final shot value starts at 2M. Each shot made during the Haunt collects the base value and increments both the base value and the final shot value.

All Haunts start with 45 seconds on the clock. The timer pauses if the ball enters the bumpers. Making a lit shot to advance the Haunt with less than 15 seconds left will always reset the timer back to 15 seconds.

If you drain or time out during a Haunt, you won’t be able to play it again until They Came From Space is played.

Completing any Haunt will qualify the Trailer Trash hurry-up at the House and advance your B-Restorator rank towards lighting Director’s Cut after four Haunts have been completed. Completing two Haunts lights Extra Ball.

There are six main Haunts in the game. These can be accessed even without the Skeleton Key.

Along with the six main Haunts, there are four Haunts located at the right-most window that can be selected if you’ve obtained the Skeleton Key. Each key earned unlocks one of these four Haunts. The order these Haunts are unlocked is random, except (on default settings) Dracula will always be unlocked first on October 31st, while Santa Claus will always be unlocked first during the entire month of December.

Trailer Trash

This bonus round is awarded after completing any Haunt. The House Entrance will light on a hurry-up timer to award you 50% of the total amount of points you scored during the Haunt again. The value can be increased to 75% by shooting either the left or right ramp, or 100% by shooting both ramps before collecting the value at the House. If Multiball is active when a Haunt has been completed, you will still be able to play Trailer Trash during the Multiball. Progress towards Haunts and other objectives can still be made during Trailer Trash.

Note: The Atomic Raygun cannot be used on the Trailer Trash hurry-up, although it can be used on either of the ramps to boost the value.

Haunt Wizard Modes

There are two Wizard Modes that can be qualified at the House and started the same way as the normal Haunts by starting certain amounts of them. One is qualified after playing three Haunts, and the other is qualified after playing six Haunts (either the main 6 haunts, or 5 + a bonus haunt from the locked window). Starting They Came From Space is required to qualify the final wizard mode.

Director’s Cut

Completing Haunts advances your rank on the B-Restorator, shown above the flippers (and scores 1 million + 500k per additional rank). After advancing to rank 4, the House Entrance will light to start Director’s Cut, which takes precedence over any other behavior in the game. Starting Director’s Cut is one of seven tasks required to qualify the final wizard mode.

Director’s Cut is an extended version of Trailer Trash that allows the player to re-collect the values that were scored from each Haunt. Shoot the lit blue shots to qualify the Cellar to wrap up production on each B-Restorator film and cash out the total value. Repeat this four times, once for each mode that was completed up to this point, to complete the mode and score an 100M bonus.

Deadhead Family Crypt

Hitting the Crypt entrance enough times (1 + 1 hit for each defeated Deadhead) will allow the entrance to lower, revealing a scoop that you can shoot the ball into. A skull head will then lower, which you can shoot several times to hit the Deadhead shown on the display. After enough shots (3 + 2 more hits for each defeated Deadhead), you will be able to shoot into the Crypt one more time to finish the Deadhead off. There are 15 different Deadheads.

Defeating a Deadhead will light Return at the right outlane.

Defeating two Deadheads will light Extra Ball.

The third Deadhead will light Super Head Shot at the Crypt as the final shot, which behaves the same way as a normal final shot but requires the player to aim for the flashing target using the button. Completing the Super Head Shot is one of the requirements to qualify Wild Market Value.

Defeated Deadheads score 250k in end of ball bonus.

Freak Fryer & Gappa Angry!

Every switch hit counts towards the Freak Fryer. Reaching level 1 requires 150 switch hits and awards 1 million points, with each subsequent level requiring 25 more switch hits than the previous level and awarding 500k more:

Level Switch hits (per level) Switch hits (cumulative) Point value
1 150 150 1M
2 175 325 1.5M
3 200 525 2M
4 225 750 2.5M
5 250 1000 3M

After advancing the Freak Fryer to its maximum level, the House Entrance will light to start Gappa Angry!.

Gappa Angry! is a unique single-ball mode with several different outcomes, where you have to make flashing shots and lock balls in a specific order. The shots in each stage start at 500k, increasing by 500k per stage, and increase by 25k for each shot made during the stage. All switch hits add to a Super Jackpot that will be collected if you’re able to lock all six balls.

Make the shots and lock the balls in this order to advance through the scene, build the Jackpot and Super Jackpot values, and potentially start a 6-ball Multiball mode!

There are also other ways to progress through the mode. Making the Back Door Skill Shot will also award you with one shot’s worth of progress through the current level, and if a ball lands in the Trunk while one is already locked (if one was locked before Gappa Angry or after level 4), then the level will instantly be completed for you, awarding all of the shot values as well.

Various modes are available if the player fails to reach the final stage of Gappa Angry!. These modes all utilize the Jackpot value that was built up during the mode and correspond to different positions on the Freak Fryer.

(Need information on building the Jackpot)

Gar-Goils Gone Wild

Complete the Gar-Goil targets two times (increasing up to four times) to advance the Gar-Goil Gauge to its maximum, then complete the targets one more time to start the mode.

Each hit to a Gar-Goil target during this mode scores 50k + 10k increment, with a bonus of 150k + 25k increment for hitting all four targets. Hitting either orbit will score 150k + 150k per shot.

There is also a Super Jackpot during this mode (worth decent points, 20 million maybe?), how is this collected? According to the official Stern Insider instructions page, the orbits feature into this mode in some way.

Garage Multiballs

There are three different Multiball modes that can be started with shots to the Garage. Three balls have to be locked in order to start each Multiball. To light Locks, hit the drop target blocking the Garage a certain number of times: once for the first Multiball (which will light all of the locks), once per lock for the second Multiball, and twice per lock for the third Multiball. These Multiballs can be started during any ongoing Haunt, and are played in the following order:

Junk In The Trunk Collect “Junk” for awards and multiballs. The flashing insert initially cycles through all 4 pieces of Junk, hit any of the Trunk Targets (36-24-36) to lock in the Junk item, then complete the Trunk Targets to light the Trunk, then shoot the left Ramp when lit to collect the selected Junk item and lock a ball. Worth noting - if a ball happens to fall into the lock under the Trunk, it will be locked even though you didn’t shoot the ramp. This will also award a piece of Junk and progress you towards Junk in the Trunk Multiball. Junk Items are…

Lock 2 balls to start Trunk Multiball.

Collect all the junk to qualify Phone-A-Fiend multiball.

Trunk Multiball

This is a 2-ball Multiball. Two Jackpots are lit at random shots, and a hit to any of the Trunk Targets will change the location of the lit Jackpots. Making the targets will also light the left ramp to collect a Super Jackpot and 1 - 3 (a random amount in this range) of a random piece of Junk. This Multiball can be brought into any other mode.

Phone-A-Fiend Multiball

Phone-A-Fiend Multiball is qualified by collecting at least one of all the Junk in the Trunk. Start the multiball by locking two balls in the Trunk as you did before.

Shoot the Trunk targets to light the left ramp to score a jackpot and light all major ramp and orbit shots for 20 seconds. Shoot them to score additional jackpots, then when time runs out, reset the process by shooting the Trunk targets to light the left ramp again. Each jackpot is worth 500k more than the previous.

Other Scoring

Side Modes {#heading–trailertrash} These two modes can be advanced towards and started at any time during play, after making the required amount of shots to start them. These modes can’t be stacked on top of each other, or with Gar-Goils Gone Wild.

Double Trouble

Double Trouble can be a quick way to score many points. Light either inlane for Double Trouble by completing the Trunk targets and the Hand of Fate targets, then roll over the lit inlane to start 2x scoring for 30 seconds; you can extend the timer by another 10 seconds by completing either bank of targets again during the timer. Qualifying and starting Double Trouble again while the 2x timer is running will start 4x scoring and reset the timer!

Hand of Fate & Manos Wheel

The Hand of Fate is lit at the left outlane by completing the right target bank. When triggered by losing the ball down the left outlane, the player is presented with a spinning wheel on the display which they must stop by hitting the lock down bar action button.

The wheel has 6 segments, each containing a different award. The player is awarded the item the wheel is stopped on and the award is replaced with a portion of the image behind the awards. When all awards are collected (and the image is complete), Manos Wheel will start.

No award is collected if the player does not stop the wheel (after 6 seconds) or if the wheel is stopped on an already collected award. Note that the Hand of Fate may be triggered during a multiball. Hand of Fate can still be collected if a ball save is active.

The awards are:

The second wheel:

The third wheel:

Manos Wheel will start after all awards have been collected once. A smaller wheel will start spinning on the display, with six slots corresponding to different point values (250k, 500k, 750k, 1M, 2M, 5M). Hitting any of the Hand of Fate targets will both collect the value and add that value to a Jackpot that can be collected at the left outlane. The mode ends when either the Jackpot is collected or the ball drains; however, the mode will still be available to start if you don’t collect anything off of the Manos Wheel before draining.

Return (Outlane Ball Save)

This is the right outlane ball save lit by defeating a Deadhead.

Extra Balls

Extra Balls are lit to collect at the House by…

End of Ball Bonus

Bonus is determined by:

x Bonus Multiplier (x Double Bone-Us if applicable)

Wild Market Value

This is a final wizard mode where you get to sell the house for a value built up during the game by hitting the wild market value spot target. Once lit this mode is started at the cellar and starts a 30 second hurry-up to hit the wild market value spot target and sell the house.

These are the requirements to light this mode: