Monster Bash Advanced Strategy Guide by Keith Elwin e-mail: kme1@home.com website: http://members.home.net/kme1 This one is for people who are good players (who wants to do better) and who are familiar with this game. I assume you know what the basics are. This is a text version. A HTML version plus other stuff are available at the webaddress above. Post Pass: Easy Loop Pass: difficult Deathsave: yes Bugs: no Ball control tips: ----------------- Left orbit: A loop pass is possible here but difficult due to the bumpy right orbit. Creature Kickout: 2 possible choices here. To keep the ball at l.flipper hold the l.flipper up when the ball kicks out and let it hit the l.flipper. The ball should go straight up about 3 or 4 ". From here you can do a live catch on the left flipper by keeping it held or let the ball hit the flipper in the down position and it will bounce over to the right (a slight bump to the left side will help) Flipper. If the playfield has just been cleaned then letting the ball hit the l.flipper in the down position straight from the kickout will accomplish the same thing. Franky 2-bank: Direct shots from the r.flipper not recomended. Try to bank off the "drac" standup. Or shoot the left franky target with the l.flipper which will bring the ball to the r.flipper where a drop catch can be performed. If drop catch doesnt work for you then just let the ball hit the r.flipper in the down position to return to the left flipper.(bounce pass) Spinner: (god i miss spinners) When shooting the spinner, let the ball hit the l.flipper in the down position then a live catch can be performed with the right flipper. Scoop kickout: This kickout can be inconsistant. A drop catch, live catch or bounce pass can all be achieved. If kicked to the base-live catch it. If kick in the middle-drop catch. If kicked towards the end of the flipper-bounce pass. Right loop exit/jets: Live catch with r.flipper. Scoring tips: ------------ I prefer to shoot both ramps twice to get "bride" up to "primp". Then go for the drac-frank ricochet or just straight frank shots with the l.flipper. Get frank till head is flashing but try not to open the 2-bank to avoid accidental MB start. Then shoot loops to get wolfman till full moon lit. Then shoot creature using the bounce pass to r.flipper to repeat. Then shoot the RIGHT ramp. It is important to start bride from the left because its easiest due to the fact dracula blocks the right ramp. Now shoot the scoop to start drac and hopefully mummy, but usually not. Then l.ramp to start bride. Then creature, then wolfman last since it has shortest timer. Shoot franky to start multiball. Multiball: At first just shoot the needed shots, creature, bride, wolf, drac. When all completed then shoot frank till organ is spotted. Now concentrate on the ramps. With bride going you get the points for that (million+) plus jackpot +adding to superjackpot. When super gets to 3X then shoot frank. Repeat this strategy till MB is done. Mummy: after MB mummy should be lit. Shooting the ramps during this mode spots bride lights and full moon for the loops. but dont start any more modes yet. Also dont start Monster Bash yet(if you have all instruments except mummy) If missing an instrument then combine mummy with Bash. Otherwise MOR will override bash which will kill some good point chances. Monsters of rock: value starts at 4mil and maxes at 10 mil. Shooting all monters awards MOR jackpot. (5X MOR value) each completed set of monsters adds 1X to the Jackpot maxing out at 10X. Spinner shot spots needed monsters. This is especially useful for spotting mummy which is the hardest to shoot. ------------------------ EXTRA BALL LOOP ALERT!!! ------------------------ Here is the difference of say a 13B game and I dunno 1.6B? Extra ball EVERY 3rd monster mode started. Regardless of whether or not you collected an instrument or not. So Its more important in the beginning to rack up monsters than collecting instruments. Also bash jackpots increase by 500k each bash started. Phantom Flip: Generally avoid PF. But there is a rumor of a way to get PF to not flip and have the ballsave kick the ball into the jets for free mummy hits. If somebody else can confirm this then I'll post how.