| FinkbraU | 64849952000 |
| FinkbraU | 62829060000 |
| kurkadafcio | 45428199000 |
| kurkadafcio | 34288298000 |
| bognabogna77 | 34005449000 |
| bognabogna77 | 18324347000 |
| WiesiekZ | 16289294000 |
| WiesiekZ | 15319228000 |
| PinballPirat | 14252209000 |
| PiratPinball | 13524019000 |
SKILLSHOTS
This special feature is enabled at the start of each ball. You have a limited amount of time to shoot the flashing ramp. If you succeed, you can collect a large number of points.
MULTIBONUSES
When a ball hits targets, bumpers and slingshots and when you receive a combo, you also get additional points called Bonus. These points are added to your global points counter at the end of the game if you do not tilt. The value added at the end of the game is multiplied by bonus multiplier. At the beginning of the game bonus multiplier equals one and can be increased by shooting Skull ramp. To activate x2 bonus multiplier you have to shoot this ramp twice, for x4 - four times, for x6 - six times and so on. Having activated the bonus multiplier, you have to collect it at Mermaid ball-trap yet. When one skull is flashing at Skull, you can try to increase the bonus multiplier. Activated bonus multiplier is indicated by two rows of blue lamps at the bottom of the screen. Bonus multiplier is reset when each new ball is launched on the table unless the Bonus Held feature has been activated in Award Mode.
LAMPS
While playing the game some lamps flash, another ones are lit, others are inactive yet. General rule is that when a lamp flashes you can get something (collect points, activate a feature, get a special award…) if you shoot a ramp, a ball-trap or a target is indicated by this lamp. When the lamp is lit it can mean:
There is one exception to the basic rules described above: the Kickback lamp. The Kickback lamp is lit when the Kickback is in a state that can be activated by a passing ball. It flashes when it is in 'grace period' and it indicates that it will be made inactive in a few seconds.
KICKBACK
Three green lamps near the compass are called Mermaid lamps. When you shoot all of them, Kickback is activated - the red triangle lamp at the right outer lane is activated. When the ball goes down the outer lane, a special device kicks the ball back onto the table. The kickback will then pass into "grace period" mode - the lamp will flash for a while and then the kickback will be deactivated.
BALLSAVER
This special feature is usually activated at the beginning of the game. If the ball drains when the ball saver is active the ball is saved and redirected to the plunger line. The ball saver is usually active through some period and can be used a limited number of times.
COMBOS
If a player can shoot ramps at least twice in succession he will get a combo award. At the end of the game all combos are converted into points. When the player gets a combo he also gets points and a bonus award. These points and a bonus are multiplied by the number of successive shots so far and this number cannot be greater than the predefined value - usually five. Of course the player has a limited amount of time to complete this task. Having shot the first ramp, the lamps at the ramp entrances start flashing. When they stop, your time is over. When you get a combo, you also get extra time, which can be added if you shoot any lock. If ramps are shot in special sequences you can get special combo awards. There are two such combo awards so try and find them.
PIRANHA POPS
If you hit two Piranha targets, you will activate a special award "Piranha Pops". When this is active, you get Piranha Awards (2,000,000 points) during next ten successive bumper hits.
MAGNASAVER
This special feature helps you when the ball falls through the left outer lane. At the entrance of the left inner lane under the table a special magnet is located that - if Magnasaver is active - it can be activated by pressing Caps-Lock key and it should catch ball and drop it to the left inner lane. Activating Magnasaver is a bit more complicated. First you have to shoot two white Magna Targets that are located at the upper part of the table. If you do it, a Magna lamp at entrance to Mermaid ball-trap should start flashing to indicate that you can activate Magnasaver by shooting there.
THE RIGHT BALL-TRAP
Locking a ball in this trap is usually awarded by special bonus that can be increased in Award Mode.
AWARD MODE
To activate this special video mode you need to have one ball locked in the Cave ball-trap and pass the ball through the left inner lane (when the yellow lamp flashes). When this mode is enabled you can start it by shooting the Award Mode ball-trap. In this mode you try to find a way in very "islandfull" region of the world. You have to track among rocks and small islands - at the left side of the LED you have a map displayed. In this mode, you should try to get the a special award signed by $ mark. At the right bottom corner, the current award is displayed. It is chosen randomly and changes in a while. If you finish this mode successfully, you have to play at least once in any of multiball modes to be able to activate it again. If you fail to get a special award, pass through the left inner lane to activate it once again.
| Super Slingshot | You collect special Bonus points after shooting Right Ball-Trap. Points you get are increased when you get the Increase Special Bonus award. |
| Quickshot | You can check your aiming abilities, try to shoot the flashing ramp. You can get 20,000,000 points if you are successful. Of course the skill shot is active only for a short time. |
| Credit | You get a credit. After the game you will get points for collected credits and you will be able to buy extra balls and play another game. The game played with extra balls is called Buyin Game. |
| Cave Locks | If you receive this award, you will have all available (five) balls locked in the Cave Ball-Trap. |
| Ball Saver | Ball saver is activated. |
| Magna Enabled | The MagnaSave is enabled. |
| Kickback Enabled | Kickback is activated - when the ball goes through right outer lane it can be kicked out. |
| Bonus Held | Bonus Multiplier is held for all the games. It will not be reset for each new ball. |
| Super Punch | When this award is activated, you get a random number of points every time the ball hits the bumper. In a few seconds this feature is deactivated. |
| Collect Bonus | Your bonus is added to your points. Of course you can still collect the bonus at the end of the game. |
| XBall Enabled | You will get an extra ball if you are able to lock the ball in the Mermaid Ball-Trap. |
| 10,000,000 | You get some extra points. |
| Tilt Blocked | If you get this award you can nudge the table without any consequences. |
| Xball Quickshot | When you get this award, one of the ramps starts to flash and if you shoot this ramp (you have the limited amount of time to do it) you will receive an Extra Ball. |
| Super Quickshot | When this award is activated, one of the ramp starts to flash and the inner counter is set. Every five seconds the inner counter decimates. When it reaches zero the award is deactivated. A player should try to shoot the flashing ramp. If he is successful, he collects bonus points multiplied by the value of the above-mentioned counter, then another ramp is activated, the bonus points and inner counter are increased and a player can try to shoot another flashing ramp once again. |