Table of contents
HP Multiball
The +HP drop targets are responsible for helping you heal HP. But there is a bit of a "secret" feature that you can activate for more HP healing called the "HP Multiball".
To trigger HP multiball, you must soft-lock 3 balls via the left orbit.
Lighting a lock
Every completion of the +HP drop targets progresses you one step closer towards lighting a lock. Additionally, when the drop targets stay down for 10 seconds, each hit of the leaf switch will progress you another step closer to lighting a lock.
If you have not started an HP multiball yet, you need 2 progressions to light a lock. After each HP multiball, this requirement increases by 3 up to a maximum of 20.
Locking a ball
Once you satisfied the number of completions of +HP drop targets / leaf switches, the left orbit lock light will flash red. Shoot the orbit to soft-lock a ball in the VUK. This can be done at any time so long as no other feature is occupying the left orbit lock (e.g. VIKING, CHASER). Once you soft-lock 3 balls, HP multiball begins.
HP Multiball Game Play
When you start HP Multiball, a ball shield equal to AC * 2 seconds is started (or added to existing shield time). There are exceptions / special rules to this:- TRAIN sessions
The remaining mode time is also added to the ball shield, and the mode clock is dropped; the training session continues for the duration of HP Multiball. - During an infinite (green) ball shield
Triggering HP Multiball will instead add 20 seconds to the active feature's mode time. - During a rainbow ball shield
No time is added anywhere in this case (because we do not need to
).
Additionally, if there are not at least 3 balls in play, the table will launch balls until 3 are in play, except if HP Multiball was stacked on these features:
- BLACKSMITH boss battle mini-wizard
No balls added, and HP Multiball simply runs for the remainder of the battle. There are specific rules in this battle as to how many balls need to be in play. - ESCAPE
No balls added, and HP Multiball simply runs for the remainder of ESCAPE. Adding balls would be detrimental to ESCAPE given it is a "no room for error" multiball.
Note: If you complete ESCAPE, then HP Multiball will continue into its mini-wizard or into regular game play (re-triggering 3-ball). - POTION MOTION
Potion Motion is intended to be a single ball feature. Therefore, HP Multiball does not add any more balls but will add AC * 2 seconds of mode time. And HP Multiball lasts for the remainder of the mode.
During HP Multiball, every completion of the +HP drop targets will award 3 (+ the n'th time you triggered the multiball minus one, so for example the second multiball is 4 HP each, third multiball is 5 HP each, etc) HP instead of 1 HP. And every hit of the leaf switch behind the targets will reduce your drain damage by 1 (but the game does not allow your stat to go below 5).
Stacking
HP Multiball will be stacked on top of any ongoing feature when started. However, it must be started after the other features; if you start HP multiball in normal game play, it locks out being able to progress other features until HP Multiball ends. Be strategic here; if you want HP multiball on top of another feature, start that feature first before locking your third ball for HP Multiball. To help with this, anything else that utilizes the left orbit lock will take priority over locking a ball for HP Multiball. That way, you can start those features first before starting HP Multiball.
While HP Multiball can be started on almost all features, it cannot be progressed nor started on FINAL BOSS nor any of the JUDGMENT victory wizards.
