Trapdoor
At the start, one Trapdoor loop opens the door for about eight seconds; the open door pays 500,000. After award, it takes two loops for 750,000, then three loops for 1,000,000.
The rulesheet does not say whether that progressive value resets on a new ball or after Midnight Multiball. Every loop and door hit also adds ten minutes.
If the door is open and the ball crosses the loop sensor behind it, you get the door value anyway. If the machine opens everything while searching for a lost ball, a wrong-time Trapdoor hit scores 100,000.
The Trapdoor is switched off during Quick Multiball. During Midnight Multiball, it is the Million+ shot.
Gangways
Three things set a Gangway flashing: inside right inlane flashes the left Gangway; Trapdoor loop or left inlane flashes the right Gangway; and shooting an unlit Gangway sets it flashing too.
A flashing Gangway pays 150,000, then 200,000, then 250,000, then 250,000 again and lights Extra Ball on the Hidden Hallway. Shoot fast; flashing lasts only a few seconds.
The Gangway value carries between balls until the extra ball has been lit. After that, it resets to 75,000 at the start of every ball.
The Steps
You reach the Steps plunger two ways: the center ramp when the blue STEPS light at its entrance is lit, which the Mirror’s “Steps Gate Open” or a ball into the manhole switches on; or a ball going down the left outlane after “Steps Gate Open”, which means the left outlane stops being a way to lose the ball.
The Steps ramp has three lit awards. At the start, only Light Frenzy is lit. The four blue S-T-E-P targets light the next unlit step: Light Frenzy, then 500K, then Light Extra Ball.
Fire the Steps plunger so the ball lands on a flashing step. That awards the award and turns its light off. An unlit step is 100,000.
Send the ball to the top of the ramp for twenty seconds of Superdog. The rulesheet does not say how much pull reaches each step.
“Light Frenzy” opens the Trapdoor and lights its Frenzy light, which stays on until you earn it. “Light Extra Ball” lights the Extra Ball on the Hidden Hallway for the rest of that ball only, and it can only be earned once a game; when you earn it, the 500K step light goes out as well.
Superdog
Superdog starts from the top of the Steps ramp or the Mirror. For twenty seconds, each Superdog target pays 200,000, then 225,000, then 250,000, rising with each hit.
Earn Superdog again while it is running and twenty seconds are added. The timer pauses in the Wind Tunnel, on the Steps ramp, and in the Hidden Hallway, though up to three seconds can tick first.
Frenzy and Super Frenzy
Frenzy starts when you hit the Trapdoor while its Frenzy light is lit. Super Frenzy starts when you shoot the Wind Tunnel after earning all six Mirror awards.
A Frenzy Bonus starts at 120,000, or 1,500,000 for Super. For twenty seconds, every target adds 50,000 to it, or 100,000 for Super.
The bonus is paid at end of ball, so a tilt loses it; keep nudges gentle. The clock will not pass 11:25 during Frenzy, and the Frenzy timer pauses where Superdog’s does.
Earn Frenzy again while one is running and twenty seconds are added. Super Frenzy on top of a plain Frenzy adds twenty seconds and turns it into Super. Plain Frenzy on top of Super adds twenty seconds and leaves it Super.
3-Way and 4-Way Combo
A combo is a fast ordered sequence. Center ramp, right Gangway, then Trapdoor loop is the 500,000 3-Way Combo.
Center ramp, Steps plunger, then Trapdoor loop twice also counts. Hit Rudy’s jaw quickly after a 3-Way and it becomes the 1,000,000 4-Way.