Elvira's House of Horrors
Stern Pinball, 2019 — shot-by-shot rules and strategy guide.
Open Elvira's House of Horrors in the Pinball Genie app →Designer: Dennis Nordman (layout) / Lyman Sheats (lead code). Two-flipper, single-level, B-movie house-party theme. No Pro model — shipped as Premium, LE (400), Signature (50), and Blood Red Kiss; all editions share an identical playfield, mechs, and ruleset, so every shot is trim: all.
The core loop — HAUNTS
The spine of the game is starting Haunts (B-movie modes). Repeatedly shoot the House/Mansion Entrance (center) until its insert flashes purple, then the next House shot starts the qualified Haunt; the Super Secret Back Door skill shot instantly qualifies/starts one for free. Haunts run a 45s timer that pauses in the pop bumpers (resets to 15s if you make progress under 15s). There are 6 main Haunts (Night of the Living Dead, Teenagers from Outer Space, The Brain That Wouldn't Die, The Manster, Manos: The Hands of Fate, The Werewolf of Washington) plus 4 Skeleton-Key-locked Haunts. Completing a Haunt qualifies Trailer Trash (hurry-up worth 50%→75%→100% of the Haunt score depending on ramps hit) and advances B-Restorator rank toward Director's Cut.
Skill shots
- Dead End / Top-Lane skill shot (safe): 250k +25k/time plus +5X bonus multiplier.
- Super Secret Back Door (high value): 1M base, +250k/time, max 2.5M, and qualifies/advances a Haunt.
Multiballs
- Garage Multiballs (Wild Women → Add-a-Zombie → Attic Attack) — lock via the gravestone drop target into the Garage.
- Junk in the Trunk — complete the 36-24-36 stand-up bank to open the Trunk, lock via the crate-diverter Left Ramp; 2 balls → Trunk MB; all 4 Junk items → Phone-A-Fiend MB.
- Deadhead Family Crypt — the Crypt Cleaner battle track (defeat Deadheads via crypt/skull hits).
- Freak Fryer → Gappa Angry — charge Freak Fryer with switch hits (5 levels) to light Gappa Angry, a 6-stage lock progression culminating in a 6-ball MB at the Cellar; draining mid-Gappa yields consolation MBs (Pool Party, Dance Fever, Make-Out Mayhem, Scream Test, Run For Your Life).
Multipliers
- Double Trouble — complete the Trunk targets AND Hand of Fate targets, then roll a lit inlane for 2X playfield (30s); re-qualify while running → 4X.
- Bonus multiplier — built +5X per Dead End skill shot; Double Bone-Us (Hand of Fate wheel) doubles the entire end-of-ball bonus.
Side modes / collect systems
Un-Happy Hour (ramps), Drive Me Crazy (orbits), Gar-Goils Gone Wild (Gar-Goil targets + orbits), Hand of Fate wheel (collected at left outlane), Manos Wheel.
Wizard modes
- House Party (mini-wizard) — start 3 Haunts.
- They Came From Space (wizard) — start 6 Haunts; complete all 6 phases = 100M.
- Director's Cut (wizard) — complete 4 Haunts; re-collect films at the Cellar = 100M.
- Wild Market Value (final wizard) — achieve all 7 subsystem requirements; a ~30s hurry-up at the Cellar to "sell the house."
Tournament money: stack a Haunt + a jackpot multiball under a held 4X Double Trouble, loop multiball supers via the House relight, and 100% every Trailer Trash.
How Elvira's House of Horrors plays
Elvira is flipping a haunted house, and you restore and sell it by playing through her library of B-movie Haunts. Build your market value across every mode and multiball, then close the sale for the whole accumulated total in Wild Market Value.
The loop
- Shoot the House entrance until its mansion insert flashes purple, then shoot it again to start a Haunt -- the ramps alone never qualify one.
- Play the Haunt out, dipping into the pop bumpers to pause its timer, then cash it at up to full value with both ramps into the House.
- Lock balls at the Garage, complete the Trunk targets, and battle the Crypt to run the three standard multiballs, stacking them onto a running Haunt.
- Complete the Trunk and Hand of Fate target banks and roll a lit inlane for Double Trouble, then hold 4X so the whole stack is quadrupled.
- Finish four Haunts for Director's Cut, tick off all seven requirements, and sell the house at the Cellar.
Reading the lights
- The House & Cellar (mode) — lit: Every Haunt begins and ends at the House center, and win one and the front-door steps rise away to expose the Cellar underneath, which closes out many Haunts and is the climax shot for the biggest goals. · flashing: A purple-flashing mansion insert means a Haunt is qualified and the next House shot will start it. · then: Loop the House to qualify and start Haunts, and the moment one finishes take both ramps then the House to bank the full Trailer Trash cash-out. Four completed Haunts light Director's Cut here, and the Cellar is where you eventually sell the house for Wild Market Value.
- The Garage (status) — lit: Knocking down the gravestone drop guarding the Garage lights its locks; feed three balls in to start Wild Women Multiball, the cheapest multiball to reach and an easy one to layer over a Haunt. · then: Lock three and farm the jackpot ring -- left orbit, ramps, House, right orbit, Crypt -- shooting the House after five jackpots for the Super, which then lights both orbits for supers. Starting Attic Attack, the third Garage multiball, is one of the seven Wild Market Value requirements.
- Junk in the Trunk (status) — lit: Completing the 36-24-36 standup bank opens the motorized trunk; the left ramp's crate diverter then drops the ball inside to collect a random Junk piece and lock it, and a second lock starts the two-ball Trunk Multiball. · flashing: A flashing trunk insert cycles which of the four collectible Junk items is on offer. · then: Lock through the left ramp and cash its Super Jackpot for one to three Junk pieces. Collecting all four Junk starts Phone-A-Fiend -- another sale requirement -- and pulls out the Atomic Raygun, which the lockdown-bar button fires to spot a shot in your running Haunt.
- Deadhead Family Crypt (mode) — lit: The green crypt is a bash toy: shoot it to lower the mausoleum, wake a Deadhead and batter its skull, then return to the crypt to finish it off, with each successive Deadhead demanding more hits than the last. · then: The first Deadhead lights the right-outlane ball save, the second an extra ball, and the third that Super Head Shot, itself one of the seven sale requirements. Defeated heads are held from ball to ball, so no early crypt work is ever wasted. · control: Action button: aim the flashing Super Head Shot at the crypt -- the third Deadhead cannot be finished any other way (the third Deadhead is up and the Super Head Shot is lit)
- Freak Fryer & Gappa Angry (ladder) — lit: The center Freak Fryer tower charges on switch hits across five levels; topping it out lights Gappa Angry over at the House, which then runs six escalating lock stages that climb the playfield toward the Cellar. · then: Charge the tower, start at the House, and work the staged locks -- House, then both ramps, then both orbits -- up to the Cellar Super Jackpot and a six-ball multiball. Starting Gappa Angry is another of the seven requirements for the final sale.
- Double Trouble Playfield X (multiplier) — lit: Complete the Trunk standup bank and the Hand of Fate target bank and one inlane lights for Double Trouble; the lit inlane is what you roll through to switch on playfield-wide multiplier scoring. · then: Time the lit inlane so it rolls just as a fat scoring window opens and it fires 2X for thirty seconds; re-complete both banks and roll a lit inlane again while it still runs to upgrade to 4X, then work the House and orbit supers with the whole playfield quadrupled. · control: Either flipper button: tap a flipper button to move the lit Double Trouble inlane between the two returns, so the ball rolls through it on the shot you choose (Double Trouble is lit and the ball is heading for the inlanes)
- Gar-Goil Targets (mode) — lit: The row of green Gar-Goil standups fills the Garg-Oil-Gauge as you complete it; filling the gauge starts Gar-Goils Gone Wild, which turns both orbits into escalating value. · then: Complete the targets to start the mode, then farm the orbits for value that climbs each shot up to a Super Jackpot. Starting Gar-Goils Gone Wild is one of the seven boxes you tick for the final sale.
- Hand of Fate Wheel (status) — lit: Completing the Hand of Fate target bank arms a spin and lights Hand of Fate at the left outlane; the next ball to drain that way throws a spinning wheel onto the display instead of just dying. · then: Let a lit-outlane drain feed the wheel and stop it within about six seconds on an award you need -- Double Bone-Us doubles your entire end-of-ball bonus. Collect all six segments and a second wheel opens, which is where the extra ball lives. · control: Action button: press the lockdown-bar button to freeze the wheel wherever you like, so you decide the award rather than leaving it to chance (the wheel is spinning after a ball drains down the lit left outlane)
Lane change: the flipper buttons move the lit lane. Complete the Trunk and Hand of Fate target banks and one inlane lights for Double Trouble; tap a flipper button to move the lit inlane between the two returns so the ball rolls through the one you pick. Rolling it fires 2X playfield scoring, and re-qualifying the banks and rolling a lit inlane again while it runs upgrades you to 4X.
Start scoring
- Ball one — Soft-plunge behind the mansion into the Super Secret Back Door for a fat score and a Haunt handed to you free, or take the near-riskless top-lane skill shot for points and a bonus-multiplier bump. Start the Haunt at the House, then dip into the pop bumpers to pause its timer while you learn the shots. — Super Secret Back Door Unskilled Shot, Dead End Top-Lane Skill Shot, Safe Beginner Opener
- Building — Start a Haunt first, then stack a Garage Multiball on top, since you can pull a multiball into a running Haunt but never start a Haunt once a multiball is going. Pre-bank the Trunk and Hand of Fate targets so you can roll a lit inlane for Double Trouble and hold 4X across the whole stack. — The Core Stack: Haunt + Multiball + 4X, Garage Multiball (Wild Women), Double Trouble (2X → 4X Playfield)
- The big one — Complete four Haunts for Director's Cut, worth around a hundred million for all four films. Then tick off all seven requirements -- Director's Cut, the Super Head Shot, Phone-A-Fiend, Gappa Angry, Gar-Goils Gone Wild, Attic Attack and They Came From Space -- and sell the house at the Cellar in Wild Market Value, a hurry-up paying your entire accumulated total. — Wild Market Value (Final Wizard), Director's Cut (Wizard)
The Action Button on Elvira's House of Horrors
On the lockdown bar.
Three jobs, all worth knowing. It stops the Hand of Fate wheel on the award you actually want, it fires the Atomic Raygun you pull out of the Trunk, and it aims the Super Head Shot at the Crypt.
- Ball heading down the lit left outlane: Stops the spinning wheel on the display — where it lands is your choice, not luck. No press, no award.
- Holding the Atomic Raygun from the Trunk: Spots a shot in your most recently started Haunt; the button lights in whatever color that shot is.
- Third Deadhead, Super Head Shot lit: Aims at the flashing target at the Crypt — the shot cannot be finished without it.
Goals in Elvira's House of Horrors
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The safe skill shot: plunge into the lit top rollover lane for points and a +5X bonus multiplier, feeding into the low-risk bumpers.
Reward: 250k (+25k each success) plus +5X bonus multiplier
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Super Secret Back Door Unskilled Shot
The high-EV opener: soft-plunge behind the mansion into the Back Door for big points and a free Haunt qualify.
Reward: 1M base, +250k each (max 2.5M), and qualifies/advances a Haunt
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The fundamental beginner loop runs through the front door: keep shooting the House Entrance until its insert flashes purple, and the very next shot into the House starts the Haunt — the Left Ramp does not qualify one.
Reward: Lights and starts Haunts → Trailer Trash → Director's Cut
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After finishing any Haunt, hit both ramps then the House to collect 100% of the Haunt's score on a hurry-up.
Reward: 100% of the completed Haunt's score (50% House-only, 75% one ramp)
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Werewolf of Washington Quadratic Combo
The only formal combo engine in the game: chain the flashing blue shots within 7 seconds each; value scales quadratically and the House holds all shots lit.
Reward: base + 125K × (N²−N) on the Nth chained shot
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Flow Loops (Left Ramp → Trunk, Left Orbit → Left Ramp)
Two flow loops that build shot value and feed safely: the Left Ramp into the Trunk, and the Left Orbit backhanded into the Left Ramp.
Reward: Builds shot value and shot multipliers; safe feeds
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The game's canonical jackpot ring: Left Orbit → Left Ramp → Garage → House → Right Ramp → Right Orbit → Crypt, farmed during multiballs.
Reward: Sweeps every lit jackpot in a single pass
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Knock down the gravestone drop to light Garage locks, lock three balls, and start Wild Women Multiball; loop orbit supers via the House relight.
Reward: 350k jackpots (+25k), 1M House super, then 800k orbit supers
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Complete the 36-24-36 targets to open the Trunk, collect and lock via the crate-diverter Left Ramp, and start the 2-ball Trunk Multiball.
Reward: Two roving jackpots; Left Ramp Super Jackpot awards 1–3 random Junk pieces
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The Crypt Cleaner track: lower the crypt, awaken a Deadhead, batter the skull, and return to the Crypt to defeat it.
Reward: 250k per Deadhead (held ball-to-ball); 1st lights RETURN, 2nd Extra Ball, 3rd Super Head Shot
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Freak Fryer → Gappa Angry (6-Ball)
Charge Freak Fryer with switch hits to light Gappa Angry, then run the six escalating lock stages to the Cellar for the 6-ball multiball.
Reward: Stages 500k (+500k/stage, +25k/shot); Cellar Super Jackpot + 6-ball MB
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Haunt: Night of the Living Dead
A three-stage main Haunt: shoot ramps then House, destroy 4+ ghouls across the lit shots, then finish at the House via the Cellar.
Reward: Shots 500k → 2M final; completing qualifies Trailer Trash and advances B-Restorator
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Haunt: Teenagers from Outer Space
Make a scaling set of lit shots excluding the House, then use the right spinner to build the base value before the House final.
Reward: Spinner raises base value ~1% of final per hit; House lights the final shot
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Un-Happy Hour (Ramp Side Mode)
Qualify with a scaling number of ramp shots, then farm ramps for 30 seconds.
Reward: Ramp shots 350k (+25k) for 30s
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Charge the Garg-Oil-Gauge by completing the Gar-Goil targets, then farm the orbits for escalating value (a Wild Market Value requirement).
Reward: Targets 50k (+10k), all-4 bonus 150k (+25k), orbit shots 150k (+150k), orbit Super Jackpot
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Double Trouble (2X → 4X Playfield)
Complete the Trunk targets and Hand of Fate targets, roll a lit inlane for 2X, then re-qualify while it runs to upgrade to 4X.
Reward: 2X scoring for 30s (+10s per re-complete); re-arm while running → 4X
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Stack bonus multiplier via top-lane skill shots, then collect Double Bone-Us on the Hand of Fate wheel to double the entire end-of-ball bonus.
Reward: +5X bonus per skill shot; Double Bone-Us doubles the whole bonus on top
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Complete 4 Haunts to reach B-Restorator Rank 4, lighting Director's Cut at the House; re-collect each film by shooting lit blue shots to qualify the Cellar.
Reward: ~100M for completing all 4 films; takes precedence over other modes
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Wild Market Value (Final Wizard)
The ultimate goal: tick off all seven requirements, start the sale at the Cellar, then beat a 30-second hurry-up to the Wild Market Value spot target - the same target that has been building the price all game.
Reward: ~30s Cellar hurry-up paying your total accumulated market value
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Back Door skill shot for a free Haunt, start and play it while arming Double Trouble, then 100% Trailer Trash under 2X/4X.
Reward: Front-loads points and fast-tracks Director's Cut
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Take the near-zero-risk top-lane skill shot, then run the Left Ramp → House Haunt loop, only battering targets in multiball.
Reward: Builds bonus X cheaply; Extra Ball at 2 Haunts
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The Core Stack: Haunt + Multiball + 4X
The money strategy: start a Haunt, layer a jackpot multiball on top, and hold 4X Double Trouble so everything on the playfield is quadrupled.
Reward: The highest sustained scoring window in the game
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Extra Ball is not on the first Hand of Fate wheel, so this is a long path rather than a quick one. Complete the Hand of Fate target bank to light Hand of Fate at the left outlane, then stop the wheel with the lockdown bar action button when a ball drains there. The first wheel holds Ball Save, Extend Garage Multiball, Extend Trunk Multiball, 5 Million, 2 Million and Double Bone-Us; only once all six are collected does a second wheel open, and that is the one carrying Extra Ball.
Reward: Extra ball when the wheel lands on it
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All Three Multiballs in One Game
Route a single game through every standard multiball: Garage locks, the Trunk targets, and the Crypt battle.
Reward: Three multiballs plus the stacking value of layering them over Haunts and 4X
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Hand of Fate: Stop the Wheel Yourself
This machine runs a reflex mini-game off a drained ball, and it is easy to mistake for a random consolation prize. Complete the right target bank to light Hand of Fate at the left outlane, and the next ball that drains there puts a spinning wheel on the display — the lockdown bar button, not luck, decides where it stops.
Reward: Your pick of six wheel segments: Ball Save, Extend Garage Multiball, Extend Trunk Multiball, 5 Million, 2 Million, or Double Bone-Us. Collect them all and a second wheel opens, with a third after that, and completing every Hand of Fate award starts the Manos Wheel.
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