Light the spinner and advance bonus multiplier by spelling LIZARD on the standup targets on the lower playfield. Bonus has a max of 10x!
Scoring is multiplied by the number of balls in play, which means that two-ball multiball is 2x scoring, and three-ball is 3x.
The upper playfield left orbit is called the Cave. Value is advanced by knocking down the leftmost drop targets. Four caves lights an EB.
Both ramp shots can come right back down through the spinner. Not completing the right ramp will send the ball toward the center drain.
Max bonus is 39K, so hitting 6 risky targets for Bonus X is usually worth 1 lit spinner, 1 lit cave, 1 SPEED50 shot, or 1 lock.
Always check to see what is lit before plunging. Locked balls and other features may have been held over from a previous ball or player.
All 3 upper left targets and the cave shot can be hit with the upper left flipper.
Flashing the magnets can save your ball and your magna-save time. The magnets swirl and shouldn't be trusted completely.
Don't stress about completing the 4-bank; scoring it is gravy. Also, you can shoot the cave to delay the timer and advance the 4-bank value.
A combo that goes through the cave and hits the upper right standup awards 50K points.
Locks are just to the right of the left ramp. To start multiball, lock three balls or hit the right standing target on the upper playfield.
Avoid collecting the special from the upper left drop targets. Collecting the special resets the cave value to 3K.
To get back to the upper playfield, just lock a ball.
Lighting bonus holdover in the center earns you two bonus countdowns on ball 3. This can make shooting LIZARD during multiball worthwhile.
Spell ARD on the lower playfield to add time to the magna save.
Lock stealing game.
Multiball has no ball save, so starting it by hitting the upper right spot target is preferable. Also, this can start 2-ball or 3-ball play.
You might be able to bounce the ball off of the "I" target into the lock shot! Best is backhanding from the left flipper, though.