Finish six short Tales of Terror. Then shoot the center crate to begin the Stiff-O-Meter and complete ten flashing ramp or crate shots to start four-ball Monster Multiball.
Controls, the monster shots, and the first route that gives a new player a plan.
Act I · Scene 1Start here
Objective
Each Tale of Terror is a small objective tied to a named playfield area. Finish all six Tales, shoot the center crate, and follow the flashing ramp or crate lights until the Stiff-O-Meter reaches ten.
Ball one plan: shoot the left ramp, then the far-left loop to lock a ball in the coffin. If the Spider is lit, choose Coffin first, Crate second, and Double Trouble only when a multiball is ready.
Top lanes finish Return of the Deadheads. Bumpers finish the Monster’s Lab, usually after 20 hits. The three frog targets finish Night of the Leapers.
How to try it: Reach the top lanes with the launch or with a full outside-lane shot. Use the flipper buttons before the ball arrives to move the flashing lane light under the ball.
Left ramp · the Boney Beast
Your first shot with a predictable return. It lights Lock for the coffin and counts toward Eyes of the Boney Beast. Three made left ramps finish that Tale.
How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Left ramp · the Boney Beast and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Deadhead lanes, Lab and Leapers
Dead Head and Lock markings beside the green leaper; rails partly cover the lane.
Use flipper buttons while the ball is up top to move the lane lights. Hit unlit frogs only once, then regain control.
How to try it: Do not aim at the round bumpers themselves; their caps are not targets. Send the ball into the upper area beside Deadhead lanes, Lab and Leapers through an outside lane, then let the bumpers knock it around.
Far-left loop · coffin locks
With Locklit, this loop drops the ball into the coffin. Without Lock, it sends the ball to the top lanes and bumpers.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Far-left loop · coffin locks; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
The actual upper crate and its Warning: Ball Is Wild sign.
Hit the crate until its four lights fill. Shoot inside when it opens to start Terror from the Crate.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Center crate · the other multiball, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Right ramp + Spider scoop
The right ramp lights Spin Spider in single-ball play. Shoot the scoop, then stop the wheel with a flipper button.
How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Right ramp + Spider scoop and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Right loop and Telepathetic target
The loop can send the ball to the crate area. The Telepathetic target toggles a right-outlane award, but that award does not save the ball.
How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Right loop and Telepathetic target; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
How to try it: Watch which flipper receives a successful shot. Let a clean return settle on that flipper; after a rejected shot, regain control before choosing the next target.
Coffin and crate are different. Coffin multiball is three balls with rampjackpots. Crate multiball is two balls with crate jackpots. They do not play at the same time.
A soft plunge can fall into the Spin Spider hole. If it does, stop the wheel on Coffin for your first route. If the ball misses, cradle it on a flipper and go back to the left ramp.
Best startSoft plunge to Spider, pick Coffin, then advance coffin locks.
Skill shotThe right-loop area can score a skill shot, but control matters more than the award.
After a lockThe new ball can be plunged toward Spider again if Spin Spider is lit.
Act I · Scene 5The big fork
Coffin or crate?
Choose Coffin first if you can make the left ramp and far-left loop. Choose Crate first if you can safely hit the center crate and shoot inside when it opens. Bank the matching Spider restart before either start.
Stiff in the Coffin · three balls
How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Left ramp, then left loop and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
How to try it: Hold the ball still on the right lower flipper. Aim at the dark opening of Hit the crate, then shoot inside, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Pick the Spider award that helps the multiball you are about to start.
Act II · Scene 1Use the wheel
Spider strategy
The Spider wheel and its symbols. On the machine it spins on the display above the table.
Light Spin Spider with the right ramp, then shoot the Spider scoop. Aim for an unlit award. Repeating a lit award is usually wasted.
First pick: CoffinRestarts coffin multiball when it falls to one ball.
Second pick: CrateRestarts crate multiball the same way.
Late pick: Double TroubleOnly when a multiball is one shot from starting, because the 20-second timer starts at once.
Act II · Scene 2The wheel
Spider awards
The wheel awards include Coffin restart, Crate restart, three Eyes, bats, pumpkins, Double Trouble, extra-ball progress, and Spider Mania progress. The simple rule: earn unlit symbols, but favor the restart that matches your next multiball.
Advanced Spider notesWhen the whole wheel matters
Lighting every wheel award starts Spider Mania, a separate celebration goal. Its first 20 seconds are doubled. It is worth chasing only after you can relight Spin Spider on purpose with the right ramp.
Act II · Scene 3Overlap goals
playing two features at the same time
Start a restart first, then the matching multiball, then any doubled scoring. Coffin multiball can help finish ramps, frogs, lanes, and bumpers, but crate hits during coffin multiball do not open the crate.
Bank restartCoffin before coffin, Crate before crate.
Add Double TroubleTake it immediately before the start, not while still making the required shots.
Act II · Scene 4Another turn
Extra balls
Lighting an extra ball is not earning it. Shoot the lit extra-ball award lane right of the crate. Spider awards can also move you toward an extra ball, and machine settings can limit or replace extra balls.
Act II · Scene 5Know the saves
Ball saves
Coffin and Crate Spider awards are not regular ball saves. They restart only their matching multiball after it drops to one ball. A launch ball save may return an immediate drain, but do not base a plan on it.
Act II · Scene 6Short features
Modes and finale
The short features are useful only when they support Tales or multiballs. Telepathetic Power gives a random award from the right outlane but does not rescue the ball. Spider Mania is separate from the Stiff-O-Meter finale.
Other useful quirksHold Bonus, left-ramp value, Telepathetic award
Right-ramp shots can turn on helpful side-award lamps. After the Boney Beast Tale is finished, repeated left ramps raise the value until you miss. If the display disagrees with this page, trust the display.
Act II · Scene 7What next?
Priorities
Practical order: learn coffin multiball, learn crate multiball, finish whichever Tales are still dark, then shoot the crate for the Stiff-O-Meter. Do not chase Spider Mania until you can relight Spin Spider deliberately.
This guide follows the Bally rules for Scared Stiff. Settings can change some counts and awards, so trust the display when it disagrees with this page. If you play through a Quest 3, the table may look different from these photographs.
Playfield photograph belongs to its original rights holder. Personal fan tutorial; no affiliation with Bally or the game’s creators.