Travel to Kitchen first and play that 2-ball mode, then prime Seance MB and start another room mode, bring in the MB. By now you will have completed OPEN, so setup Wheelbarrow Ghost MB and stack with another room mode.
Hit the rotating flashing drop target in the center of the playfield from the plunge, Advance 13 is the best of the three, which spot +3 of the Thirteens Mini-modes. (Shown in the upper right of the display)
The other 2 flashing drops are Call Spirits which completes spelling OPEN which advances you toward Wheelbarrow Ghost MB and Light Mystery which awards maximum spirit energy.
Keys
Collect keys by completing the 3-bank drop targets in the upper left that spell K E Y
You can collect up to 3 keys at a time, use them with the Action Button to open a locked room or skip past a room to build more value
Unlocking a room scores 2M and adds the room to the unlocked room list
Rooms (modes)
Select Phase: The unlocked rooms are shown in the upper left of the display and the color corresponds to the lit “Advance Tour” shot to select a room.
Travel Phase: Once a room is selected a timer is shown on the top of the display. Shoot shots during this time to build mode value (shown at the bottom of the display). After hitting a lit shot, making a flashing white shot will add combo value to the mode.
If you have Run ready (shown in the upper right of the screen) you may hold the Action Button to get to the room faster and avoid angry spirits. Hit switches to rebuild Run action
Outside the Door Phase: Once the timer ends, begin the mode by making any “Advance Tour” shot
You may also skip the room by using a key, this will put you back to the travel phase and hold the value you build for that previously selected room
Once during each mode, you may hit the Help target above the right inlane to spot a shot in the mode
Successfully completing the objectives in a room will light the captive ball cyan to collect a memento
Failing a room will release angry spirits into the house which you may later encounter
Twin Dining Room: Timed mode, shoot cyan shots to complete. More time can be added as a mystery award
Kitchen: 2-ball MB - hit a red shot, then shoot cyan shots to complete. Relight all shots by making the red scoop at the center. After 6 shots made, shoot boot balls into the Seance Room (near the left ramp) to start Seance MB
Venetian Dining Room: timed mode, hit flickering blue shots to keep the match lit, and hit flickering red shots to light a candle. Mode ends when all 6 candles are lit.
Basement: When you hear a screeching sound hold the Action Button, but not long enough to create a flash. During the heartbeat sound shoot flashing red shots to get to the fuse box. Then red shots will start to turn the lights back on.
Seance Room: Complete lit shots before the 13th bell tolls (shown at the top of the display)
The Daisy Bedroom (Lullaby of the Hollow Eyes): Shoot the left ramp to collect an item, then the lit hurry-up shot to deliver the item to a doll. Make or miss hurry-ups 4 to end the mode.
The Daisy Bedroom (The Shattered Threshold): mode available after completing Echoes. Hit the lit white spinner to start, then other white shots while fighting off the spirits (red shots) that are trying to stop you
Grand Ballroom (Echoes): Hit a blue lit target, then a lit lane drop target, then 2 targets and 2 drops, and 2 targets and 3 drops. Next, shoot up the drop target lane to light the final shot at the center. The Help target will spot all need drops.
Hall of Fires: Shoot the blue lit spinner to collect water, then make 4 shots with the red/orange fire on them. If Cinderman relights one of these shots you need to collect water at the blue lit spinner again to continue to put it out. Put out 4 fires to win, or if Cinderman relights 6 you lose.
Spirit Battle
During travel you may encounter angry spirits, this is a hurry-up to make the red shot. Make it to increase the next mode value by 5M, fail and you decrease the next mode by 5M
Spirit Ambush or Reckoning
During travel you may get ambushed. The playfield will change to red and a red shot will be lit. Make the shot to start the ambush. Two shots will be lit, make the blue one to double the value of the red shot, which banishes a spirit. Banish 3 spirits to complete.
Seance Multiball
Can be brought into a mode
Balls are locked at the Seance Room behind the drop targets
You can shoot the drop directly or hit the musical instrument standup targets or drop targets until the captive ball is lit green. Hitting the captive ball will down all inline drop targets for a clean lock shot.
If MB hasn’t been played by the start of ball 3, the inline drops will be down automatically
Collect Jackpots at blue shots until the captive ball is lit red. Shoot the captive ball to light (red) a Super Jackpot at the right ramp.
Wheelbarrow Ghost Multiball
Light all the bottom lanes to spell O P E N, this will light a pulsing cyan shot at the left and right ramps
Hit the lit ramps to spin the turntable at the back of the playfield and start a hurryup, now make the cyan lit shot to lock a ball
During MB, shoot the spinner to lower the pressure on the boiler (increases Jackpot value) and make red shots to banish angry spirits
This is a timed mode and value is based on the number of shots you make and the number of spinner rips, when the countdown ends you are awarded a jackpot
After collecting a Jackpot, shoot the front hall scoop to relight the spinner and begin again
The Help target is an add-a-ball
Playfield Multipliers
Hit any ramp to light the spinner, fill the spirit meter by shooting the lit spinner.
When the spirit meter is at least 1/2 full the X target near the KEY drop targets is lit to begin 2X playfield, hitting the X target again increases to 3X playfield
When in a multiplier the playfield lights will be blue and your scoring is frozen. The spirits are taking your points.
Shoot shots as your spirit meter drains
Once the meter is empty you have 20 seconds to reclaim your stolen points by hitting the right orbit, if you drain or the timer runs out you lose all of those stolen points