The Evil Dead
Spooky Pinball, 2024 — shot-by-shot rules and strategy guide.
Open The Evil Dead in the Pinball Genie app →The Evil Dead is a boutique, single-trim widebody from Spooky Pinball — the Collector's Edition, limited to 888 units (~$9,999). Because there is only one edition, every machine is fully loaded: every shot and mech below is present on all units (trim = all). Design by Corwin "Bug" Emery and "Spooky Luke" Peverill, art by Christopher Franchi, code by Ben Heck, with Bruce Campbell voice. It's Spooky's most mech-heavy game to date. Note: the ruleset is still evolving (code shipping through v2026.04.01), so exact combo timers and point values for some newer features aren't yet finalized.
The playfield
Two main flippers sit at the bottom. A Hidden Sling Flipper replaces the left slingshot (fired by the upper-left button) and reaches the left orbit, left ramp, left deadite, and drops. An upper-right mini flipper feeds a ramp/loop. Below the main field is an RGB-lit fruit-cellar lower playfield with its own flipper, loop, launch, and drain, reached by opening the Cellar Door (Action button).
Key shots: left, middle (lift), and right ramps (all backhandable; the right ramp has a mode-start scoop beneath it); left/right/inner/rear orbits and a hard-to-find center super spinner; the six inline GROOVY drops; the cabin drops + Cabin VUK lock; three Necklace standups; two pop-up Deadites (Evil Scotty left, Evil Ed right) guarding the ramps; the Evil Ash Hand bash toy; the Necronomicon captive ball (mode selector); the rising Cheryl lift bank; the shotgun/boomstick shell targets; and the Deadite pop cluster hosting the Blood Flood targets and the Good/Bad Linda head.
Skill shots
The Standard Skill Shot roves a lit insert onto the GROOVY targets — plunge to hit it for 1,000,000 + 500,000, which also advances GROOVY. The Super Skill Shot holds the left flipper for a soft plunge; hit the random flashing shot within 5 seconds (the only hard timer in the game) for 2x value.
Scoring multipliers (build these first)
- GROOVY — collect the six drops in order for a 20% boost to all scoring for the rest of the ball, and light Mystery on the right orbit. The highest-leverage repeatable thing each ball.
- Dagger (Kandarian) shot multiplier — inlanes light the opposite orbit to boost it; double-tap the upper flipper button and hit the Launch button for a 10-second build-up. Arm it before firing high-value shots.
- Blood Flood — complete the three targets in the pop-bumper nest for a playfield multiplier. Stacking this under a multiball multiplies every jackpot.
- Inlanes award extra points; same-color fill scores x2.
Combos and the Bonus Ball
A combo is consecutive lit shots inside a window; tighter chains pay a bigger speed bonus (as in Undying Love's ramp→ramp chain). The general-purpose combo runs on the Necklace targets in any mode not otherwise using them. Combos plus the shot multiplier qualify the Bonus Ball — a free timed extra ball at game's end focused on combos and ball locks, the skill-gated reward for clean shooters. The left ramp is the premier repeatable farm (Delta 88 wants 88 shots there).
Multiballs
- Cabin Multiball — the easiest to qualify and the bread-and-butter stack. Drop the cabin targets and lock at the Cabin VUK; lock state persists between balls/players and is stealable. Designed to stack onto a running story mode.
- Double Deadite Multiball — collect orange deadite arrows, both inlanes, and hit the popped deadites. Stacks with all modes and multiballs; knock down a deadite and collect the jackpot behind it, with Deadite Frenzy on the second pass.
- Double-Barrel Boomstick Multiball — load shells, open the cellar (window ~15 seconds or 3 drains), hit Lock and Load in the basement, then fire on the Launch cue; purple shots = jackpots, reload shells to relight the action-button jackpot. High value, high drain risk.
- Cheryl / Henrietta Multiballs — larger mode-driven MBs (two Movie-1 completions qualify Cheryl via the lift bank); both are restartable if missed.
Modes and wizard modes
Story modes qualify off the lit white ramps and start at the scoop under the right ramp; the captive ball selects which. The Movie-1 set (Evil Awakens, Hacked to Bits, It Won't Let Us Leave, Undying Love) is the natural entry point. Wizard/token modes — Kandarian Demon (the multi-phase marquee), Hail to the King (25 deadite hits → global multiplier), Destroy the Book, Hero From The Sky, Delta 88 — are gated by Spooky Tokens: hold the Action button while pressing Start to spend them, ideally with multipliers already up. A Tournament Mode disables the Hail to the King global multiplier by default.
Strategy in brief
It is a center-drain game — SDTM control and nudging are the primary survival skills, and the pop-up deadites and the Hand are the main source of dangerous rebounds, so hit them only with a controlled ball. Best opener: standard skill shot → lit ramp to qualify Mode 1 → bank cabin drops/lock (persistent, never wasted) → start a Movie-1 mode → build GROOVY/Blood Flood/Dagger, then stack Cabin MB and Deadite MB on top. Save the risky Boomstick basement run for when multipliers are up.
How The Evil Dead plays
The Evil Dead drops you into the cabin as the dead rise, splitting its story modes across two films you choose at game start. Spell GROOVY for a ball-wide boost, stack modes with multiballs under the Blood Flood and Dagger multipliers, and fight through to the Kandarian Demon.
The loop
- Knock the six inline GROOVY drops down in order for a boost that lifts everything you score for the rest of the ball.
- Qualify a story mode at a lit white ramp, select it on the Necronomicon captive ball, and start it at the scoop under the right ramp.
- Build the Blood Flood playfield multiplier in the pop nest and arm the Dagger shot multiplier off the inlanes before you reach for points.
- Stack Cabin and Double Deadite multiballs onto the running mode so a barrage of jackpots all score several times over.
- Finish your movie's modes for Destroy the Book, pile up deadite hits for Hail to the King, and spend it all in the Kandarian Demon.
Reading the lights
- GROOVY Inline Drops (letters) — lit: A lit GROOVY drop is a letter still standing; take the six inline drops in their fixed spelling order and the boost you earn holds until you drain, so it resets each ball. · then: Complete the word first thing every ball for a boost that lifts all of your scoring for the rest of it, which also lights Mystery at the right orbit -- stop the moving award on the button for points, a save, or a Bad Linda boost.
- Blood Flood Pop Nest (multiplier) — lit: The left orbit and the lift ramp both pour the ball into the pop cluster, where three nested Blood Flood standups wait; the trio stays down once cleared, and clearing all three switches on the playfield multiplier. · then: Turn Blood Flood on before you start anything valuable, because it multiplies the whole stack of modes and multiballs you layer on top of it.
- Kandarian Dagger Multiplier (multiplier) — lit: Rolling an inlane lights the OPPOSITE orbit and a same-color fill scores double, and the lit orbit feeds the dagger's build-up rather than the lane sitting there lit on its own. · then: Roll an inlane to light the far orbit, then arm the multiplier with a quick double press of the upper flipper button plus the Launch button, which opens a short build-up window; cash it on a ramp or a jackpot so your money shot lands multiplied.
- Movie Story Modes (mode) — lit: A lit white ramp qualifies a mode, the Necronomicon captive ball selects which one is queued, and the mode scoop below the right ramp kicks it off; the film you picked at game start decides which modes are even on the table. · then: Complete two of your movie's modes to qualify Cheryl Multiball at the rising lift bank, and finish all four to earn Destroy the Book down in the cellar. · control: Action button: pressing the button defers whichever mode is queued and swaps in a different one, which shuts the right ramp until you light a mode there again (a mode is lit and waiting under the right ramp)
- Cabin Locks (status) — lit: Knocking the cabin front and back drops exposes the lock up-kicker; both the drops and your banked locks persist across balls and players and can even be stolen, so no early progress is ever wasted. · then: Bank the locks and start Cabin Multiball on top of a running story mode, the bread-and-butter stack this game is built around.
- The Deadites (shot arrows) — lit: Collect the orange deadite arrows and roll both inlanes to pop the deadites up; only a popped deadite scores, and knocking a lit one down starts Double Deadite Multiball, which stacks onto anything already running. · then: Run the deadites a second time for Deadite Frenzy, and pile up twenty-five deadite hits across the game -- fastest inside the multiball -- to light Hail to the King, the global scoring multiplier.
- Boomstick & the Cellar (mode) — lit: Bashing the shell sculpts loads the double barrel, and the cellar door drops you to the basement -- a one-flipper lower playfield that drains on its own, so once you are down there you commit. · then: Hit Lock and Load and fire on the audio cue to start Double-Barrel Boomstick Multiball; finishing all four of your movie's modes instead sends you down to hammer the Necronomicon target for Destroy the Book.
- Give Me Back My Hand (status) — lit: Three hits on the crawling-hand toy trip the trap door; swing at it only off a slowed, controlled ball, since a cold bash sends it straight back down the center more reliably than almost anything else here. · then: The third hit drops the door and starts Hand Multiball; finish the Fingers set to arm the Super Jackpot and cash it with the Dagger already armed so the biggest award of the multiball lands multiplied.
- Ramps & Necklace Combos (shot arrows) — lit: Both ramps backhand cleanly and feed opposite inlanes, and the three Necklace standups chain whenever the running mode is not already using them; a tighter chain pays a bigger speed bonus. · then: Bank eighty-eight left-ramp shots across the game to qualify Delta 88, and keep the ramp-to-ramp and Necklace chains tight to earn the Bonus Ball.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Take the standard skill shot into the roving GROOVY target for guaranteed points and a free letter, then qualify a story mode at a lit white ramp and start it at the scoop. Spell GROOVY across the ball for the boost, and save the pop-up deadites and the Hand for a slowed ball -- cold bashes on those toys are the main drain. — Standard Skill Shot, Beginner: First 30 Seconds, Spell GROOVY (20% Boost)
- Building — Lock in the GROOVY boost, clear the Blood Flood standups for the playfield multiplier, and arm the Dagger before you go for points. Then start a story mode and stack Cabin Multiball and Double Deadite Multiball on top, so the whole jackpot barrage scores multiplied. — Big Points: The Multiplier Stack, Cabin Multiball, Double Deadite Multiball, Complete Blood Flood (Playfield Multiplier)
- The big one — Finish all four of your movie's modes to earn Destroy the Book in the cellar, and rack up twenty-five deadite hits for Hail to the King, the global scoring multiplier. The Kandarian Demon is the marquee multi-phase wizard -- walk in with GROOVY, Blood Flood and Dagger already live, or spend banked Spooky Tokens to jump straight to it, so every phase scores multiplied. — Kandarian Demon (Wizard Mode), Hail to the King, Destroy the Book
The Action Button on The Evil Dead
Center of the lockdown bar.
Evil Dead spreads its controls further than most: flippers, an upper-left button that fires a hidden sling flipper, a Launch button that works the shotgun, and this one. The Action button is the door-and-decision button — it drops you into the fruit cellar, changes which mode you're queuing, and cashes button jackpots.
- Ready to drop to the fruit cellar: Lowers the motorized cellar door to the lower playfield; you get about 15 seconds or 3 drains down there.
- Wrong mode lit under the right ramp: Press to defer it and queue a different one — this closes the right ramp until you re-earn it.
- Shells reloaded in Boomstick Multiball: Reloading relights the button jackpot; press to collect it, then reload and do it again.
- GROOVY spelled, mystery lit at the right orbit: Press to shoot the moving award — points, deadite rollovers, an outlane save, or a Bad Linda boost.
- Spooky Tokens banked, starting a ball: Hold it as you press Start to spend tokens and drop straight into a wizard or sub-wizard mode.
Goals in The Evil Dead
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Plunge into the roving lit GROOVY target for a guaranteed 1M + 500k and free progress toward the 20% GROOVY boost. The safe opener.
Reward: 1,000,000 + 500,000 and one GROOVY letter
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Hold the left flipper for a soft plunge, then hit the random flashing shot before the window closes for double the skill-shot value. High reward, real mishit risk.
Reward: 2x standard skill-shot value
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Left Ramp Loop (Delta 88 Farm)
The premier single-shot farm: backhand the left ramp over and over. Builds combos, lights modes, and drives 88 shots toward Delta 88.
Reward: Combo credit, mode qualification, Delta 88 progress
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Alternate the two backhandable ramps inside the combo window. Faster links pay a bigger speed bonus and feed the shot multiplier and Bonus Ball.
Reward: Speed-bonus combo scoring + Bonus Ball progress
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The always-available combo: chain the three Necklace standups in any mode that isn't already using them. The main path to qualifying the Bonus Ball.
Reward: Combo scoring + Bonus Ball qualification
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During Double Deadite Multiball, knock down a popped deadite and collect the jackpot behind it, then repeat around the cluster. Second pass is Deadite Frenzy.
Reward: Repeating deadite jackpots; Frenzy on the 2nd pass
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In Double-Barrel Boomstick Multiball, hammer the purple jackpot shots and reload shells to relight the action-button jackpot. High value, high drain risk.
Reward: Purple jackpots + relit action-button jackpot
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The easiest multiball to qualify and the bread-and-butter stack under a story mode. Drops and locks persist between balls and are stealable.
Reward: Cabin Multiball (stacks onto a running mode)
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The other stacking workhorse — stacks with all modes and multiballs. Collect orange deadite arrows, both inlanes, and hit the popped deadites.
Reward: Double Deadite Multiball, then Deadite Frenzy
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Double-Barrel Boomstick Multiball
High-value cellar multiball. Load shells, drop into the basement, hit Lock and Load, and fire the double barrel. Start it once multipliers are built.
Reward: Double-Barrel Boomstick Multiball
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The larger mode-driven multiball. Complete two Movie-1 story modes to qualify it via the rising Cheryl lift bank. Now restartable if missed.
Reward: Cheryl Multiball (Phase-2 variant chosen by performance)
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The natural entry point into the code. One lit ramp qualifies a mode; the captive ball selects which; the scoop under the right ramp starts it.
Reward: Story mode (Evil Awakens / Hacked to Bits / etc.)
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A 2-ball mode-multiball built on red shots and the Necklace targets. Chain the two ramps fast for a speed-bonus jackpot on Linda.
Reward: Undying Love jackpots (speed-bonus scaled)
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A left-ramp endurance mode. Eighty-eight left ramps in a single game qualify it, so every backhand you take is banked progress toward it — and what you get is a two-phase drive in the Delta 88, not more ramp repetition.
Reward: Delta 88 mode scoring
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The single highest-leverage repeatable thing each ball: collect the six inline GROOVY drops in order for a 20% boost to ALL scoring for the rest of the ball.
Reward: +20% ball-wide scoring; lights Mystery
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The Kandarian-dagger shot multiplier. Control the inlanes to light the opposite orbit, then arm the build-up before firing your high-value shots.
Reward: Boosted shot multiplier for ~10 seconds
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The marquee multi-phase wizard mode, gated by Spooky Tokens. Earn tokens through mode/multiball play, then spend them with the demon multipliers already stacked.
Reward: Multi-phase Kandarian Demon wizard mode
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The global-scoring-multiplier wizard driven by 25 deadite hits — the biggest casual scoring lever (disabled by default in Tournament Mode).
Reward: Global scoring multiplier
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The safest high-value opener — skill shot, a lit ramp to qualify Mode 1, cabin lock progress banked, then start a mode you can stack Cabin MB onto.
Reward: Mode running + Cabin lock banked for a stack
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A linear, low-risk beginner path — take the safe skill shot, qualify and start a mode via the ramps and scoop, and let background meters build. Avoid bashing toys cold.
Reward: Safe progression into your first mode + multiball
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Big Points: The Multiplier Stack
The bread-and-butter scoring engine: build every live multiplier first, then layer a story mode with Cabin MB and Deadite MB on top of Blood Flood.
Reward: Multiplied jackpot barrage
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Complete Blood Flood (Playfield Multiplier)
Feed the pop cluster and pick off the three nested Blood Flood standups to switch on the playfield multiplier before you start anything valuable.
Reward: Playfield multiplier enabled for your stack
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Give Me Back My Hand Multiball
Bash the crawling-hand toy three times to trip the trap door and start its multiball, then finish the Fingers set to light and cash the Super Jackpot.
Reward: Hand multiball, then its Super Jackpot
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The fruit-cellar wizard mode, unlocked by finishing all four Movie 1 modes: open the cellar door, then beat on the Necronomicon target down there until the book is done.
Reward: Destroy the Book wizard mode completion
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Buried inside the story modes are hidden lost tapes, and finding one drops the game out of pinball entirely. What replaces it is a retro action game on the display where you steer a character through the undead.
Reward: A standalone retro action game; the points are minimal next to the rest of the game
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Spooky Tokens: Skip Straight to a Wizard Mode
The Evil Dead runs a currency most players never notice. Tokens banked during ordinary play can be spent at the moment a game starts to jump straight into a sub-wizard or wizard mode instead of earning the way there shot by shot.
Reward: Direct entry to a sub-wizard or wizard mode without meeting its normal requirements
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The Evil Dead splits its story content across two films, and which one you are playing is settled at the very start of the game rather than during it. That single choice decides which modes are on the table for the rest of the game.
Reward: Sets which half of the story modes is available for the whole game
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