Silverball guide · The Walking Dead
The multiplier grows while you ignore it
Every second walker you kill lights an X above an inlane. Refuse to take it and it climbs, with no ceiling anyone has found. Most of the skill in this machine is deciding what to spend it on.
The shot multiplier is the reason to keep killing
Every two walker kills lights an X above an inlane, and the next shot you make after rolling through it is doubled. If you leave it alone, two more kills makes it three times, two more makes it four, and so on.
You are not forced to take it, because the flipper buttons move which inlane is lit. That is the whole game in one mechanic: kill walkers, decline the small multiplier, and cash a large one into a jackpot that is worth multiplying.
The kills themselves come from almost everywhere: the prison yard, the modes, the multiballs. You are rarely short of walkers. You are usually short of the patience to walk past a lit X.
The drop target bank is where everything starts
Supplies light in front of the bank in sequence, first aid then weapons then food. Hitting any drop locks in whichever is currently lit, and clearing the bank collects it. Collect all three and Blood Bath is ready.
The same bank qualifies the modes: one completion lights the first Dead Feature, two completions for each one after that. If you drain with features qualified but unstarted, it only costs one completion to get them back.
The three supplies are not interchangeable
First aid permanently raises the value of the prison yard walkers for the rest of the game. Weapons lights the Arena ramp for Crossbow. Food gives you a shot multiplier for the well, awarded on your next hit there and then spent.
On the Premium and LE each one also hands you a bomb, which can advance a hit towards a multiball or collect a jackpot inside one.
Five Dead Features, one per shot
Barn is the left orbit, CDC the left ramp, Riot the Riot shot, Tunnel the railroad, Arena the right ramp. Each is started by making its own shot once qualified, and playing all five qualifies Escape Terminus, after which they reset and can be played again.
While a feature is running, shots belonging to features you have already played still score and build the value of the one you are in, and clearing the drop bank buys ten more seconds. So the order you play them in compounds.
Barn and Arena are the two that simply pay you for repeating one shot, so they are the ones to take when your aim is in. Tunnel is the one to take when it is not, because every shot on the playfield is lit for it.
What stacks and what does not
Blood Bath can be started during Prison or during Well Walker, in either order. Prison and Well Walker can never run together, and you cannot make progress towards one while the other is running.
Modes started before a multiball keep running through it, which is the cheap way to double the value of a ball. Start a Dead Feature, then start a multiball on top of it.
Prison, and the second half nobody reaches
Bash the closed doors to spell PRISON, then clear the yard at the lit shots, then spell it again to expose the zombie head for the hit that starts the multiball. In the multiball, doors and major shots open the doors, the head closes them and relights the shots, and each jackpot lights another PRISON insert.
Six jackpots lights the Riot shot for the super jackpot and begins phase two, where the ramps build a value that is collected at the prison. Twelve in total lights Siege, and progress carries from one Prison multiball to the next, so a half-finished one is not wasted.
Well Walker builds on every switch
Spell W-E-L-L and then keep hitting the walker, ten hits in all, to start it. Inside the multiball each letter is relit by a number of switch hits, and the jackpot grows on every switch in the machine, not just on shots.
Completing all four letters and their jackpots lights a super that re-collects the whole lot at the walker. That is the single best place on the machine to spend a big inlane multiplier.
Blood Bath is the one with the extra balls
Two balls, a long ball save, and every switch pays. Clearing the drop bank raises the value of each switch and collects the jackpot you have built.
It is the only main multiball with an add-a-ball, and there are two of them for clearing the bank. Score a super jackpot during it and the add-a-balls stop being limited at all.
Two things worth setting up first
Double playfield scoring comes from the stab targets either side of the barn, and is started by the Tower standup above the top rollovers for twenty seconds. Completing the stab targets more than once before you start it makes those twenty seconds longer.
Crossbow, lit at the right ramp once you have the weapons supply, is worth knowing one rule about: in single ball play certain wrong switches end it, so a stray stab target can finish your mode. During a multiball nothing can disqualify it, which is when to play it.
Where this came from
Silverball wrote this, but not from scratch: it was compiled against the published rules below and checked against them, rather than written up from one person’s games. None of the wording is theirs. Machines get code updates that move the right shot, so a guide has a date on it for a reason.
- The Walking Dead rule sheet (author not recorded in our copy)
