Because they got wiped out in the first post, here's the rules for Left 4 Dead in their entirety:
Left 4 Dead Table Rules:
This game is about completing objectives and modes, to reach the final mode called Rescue Mode. The following will teach you how to reach each objective and mode in order to get the most points possible
HORDE VALUE (objective)
Getting 100 bumper hits on a single ball is referred to as earning Horde Value. A sound cue will play, and the bumpers will double in value for that ball.
WITCH RAMP (objective)
The ramp is worth 500 points for the first shot, and goes up in value everytime you make a successful shot, up to 5x. Advance to the max of 5x to complete this objective.
KILL SMOKERS (objective)
The four drop targets that are in pairs on the left and right sides of the table in red, are the Smoker targets. Drop all four targets to gain one Smoker kill. For this revision, you need to kill 8 Smokers for this objective. One dead Smoker is worth 2000 points.
START TANK ATTACK (mode)
The big, muscular zombie towards the upper middle of the table is the Tank. Hit his drop target ten times during any moment in game play, and the target will drop, revealing a ball kicker behind it. You will then have roughly a minute and a half to make as many "Tank shots" as possible, each one worth 6000 points. Just starting this mode is enough to count as a completion for it, even if you don't make any Tank shots.
START DODGE THE HUNTER (mode)
The loop with the two spinners is the Hunter loop. You get points for spinning the spinners, plus an additional 300 for making the loop. Shoot the loop six times in one ball to activate Dodge the Hunter. During this mode, the loop and spinners are worth 4x their normal amounts for about one minute. However, pop up targets will alternatively appear at each of the loop's entrances for several seconds at a time, making it slightly difficult to make the shot. It is enough just to start this mode.
START BOOMER MULTIBALL (mode)
Near the obese zombie, is the Boomer lock. A drop target guards the lock, so this needs to be knocked down each time you want to lock a ball. After the third ball, all three locked balls are spat out, starting Boomer multiball. During this, the Witch Ramp's normal function is disabled. Instead, hitting it will increase the jackpot value up to a total of 66000 points, as well as awarding whatever the last Witch Value was before Multiball. This value can be built up gradually from ball to ball. To collect the jackpot, shot a ball into the Boomer lock during Multiball. The drop target will come up and trap the ball for a short while. If you hit the drop target before it goes down again, you can earn a Double Jackpot. Again, you need only start Boomer Multiball to gain it's completion.
RESCUE MODE (Wizard Mode)
Once you have completed all objectives and modes, and are currently NOT IN ANY MODE, the Rescue Mode Ready light will become lit, along with a sound cue. Shoot the ball into the nearby kicker to activate Rescue Mode. Rescue Mode activates a four ball multiball with double scores ontop of all other scoring types, while activating an infinite Tank Attack, 4x loop and spinners without having to dodge Hunters, Boomer jackpots, and maximum Witch Ramp value, along with a lengthy Ball Save. Rack up as many points as possible in this mode, for this is the highest scoring mode in the game. The one thing you can not do is increase the jackpot value using the Witch Ramp. That can only be done during Boomer Multiball. Once you're back down to one ball, or have drained all balls, Rescue Mode ends and you must complete all objectives and modes to start it again.
EXTRA INFORMATION:
-Light the Pill Lanes to gather Pills, in order to light the extra ball. Lighting both pill lanes earns one bottle of pills. The first extra ball requires five pills, and every ball after that will need an additional twenty pills.
-Rollover lanes above the bumpers advance the Bonus Multiplier, but it isn't as simple as that. Each level of bonus require multiple completions. Refer to the following:
2x Needs one rollover
3x Needs two rollovers
4x Needs three rollovers
5x Needs four rollovers
6x Needs five rollovers
7x Needs six rollovers
8x Needs seven rollovers
9x Needs eight rollovers
10x Needs nine rollovers
-Go for the Skillshot. Measure the strength of the plunger carefully, and if it's not too fast or not too slow, the ball will take a slight alternate path to the bumpers, earning a nice 3000 point bonus and advancing the Bonus Mulitplier to the next level. Locking balls in the Boomer lock gives you additional chances to go for more skillshots. Skillshots are also the easy way to advance Bonus Multiplier
-Max out the Bonus Multiplier and then some! After hitting 10x on the Bonus Mulitplier, continue to rollover the lights above the bumper. Each rollover after 10x will earn you 5000 points
Edited by gaminglord, 02 April 2010 - 04:30 AM.