A) Completing all four Major Villain modes to light Villain Escape
B) Shoot the left orbit/“Bat Signal” saucer to start
Phase 1: 30-second single-ball frenzy
All switches increase the “Villain Value”, which is the second phase’s jackpot value. The Turntable stays in the “Batcave” position for the duration of this stage, available to qualify and start Bat Turn and/or playfield multipliers.
Phase 2: 4-ball Multiball
The Turntable spins to the TV position, and the Crane emerges. All Major Villain shots on the playfield are worth the jackpot value. Completing a Villain’s respective shot(s) will light their insert solid on the playfield.
Catwoman: Left and right ramps
Joker: “Villain Vision” TV
Penguin: All 5 crane positions, then Crane scoop.
Riddler: Left and right orbits
Defeating all Villains lights the “Bat Signal” saucer for a Super Jackpot
The SJP value is determined by the SJPs collected in the Major Villain modes. The shots reset with increased jackpots, plus an Add-a-Ball
If you’ve beaten Mr. Freeze (see “Minor Villains” for more details), then all switches will continue increasing the jackpot, regardless of what phase you’re currently in.
Villain Escape ends when the player is down to one or less balls.