Alice's Adventures in Wonderland pinball rules and strategy
The Strategy
Shoot the ramp to qualify the selected story mode, then shoot the scoop to start it. Complete EATME and collect at the left orbit first when you can safely add a playfield multiplier.
The goal
Use pop-bumper hits to select a story mode, shoot the ramp to qualify it, and shoot the scoop to begin. Complete EATME and collect its playfield multiplier at the left orbit first when safe. Between modes, build Jabberwocky locks and WONDERS progress.
Use pop-bumper hits to move the lit mode selection to the story mode you want to play.
Shoot the ramp once to qualify that mode. The scoop becomes the start shot.
Before taking the scoop, complete the EATME side targets and shoot the left orbit if the multiplier is ready and the shot is under control.
Shoot the scoop to begin the selected story mode, then follow its flashing shots. The rollover under the clock adds mode time until the machine reaches its cap.
Between modes, hit both ramp targets to activate Jabberwocky locks and send three balls through the right orbit. Starting Jabberwocky also awards a WONDERS letter.
Use Quick Croquet as the shorter side route: hit the main captive ball five times outside a mode, then complete five jackpot shots for its WONDERS letter.
Need to know
- Start a story mode
- Use pop-bumper hits to change the selection, shoot the ramp to qualify it, then shoot the scoop to start it.
- EATME multiplier
- Complete the two side target banks to spell EATME, then shoot the left orbit for a 2X, 3X, or 4X playfield multiplier.
- Jabberwocky Multiball
- Hit the left- and right-ramp targets to activate locks, then shoot the right orbit for each of three locks.
In Alice, qualify a selected story mode at the ramp and start it at the scoop. Build EATME before the start when possible, then collect its playfield multiplier at the left orbit and play the mode under the boost.
The goal
Use pop-bumper hits to select a story mode, shoot the ramp to qualify it, and shoot the scoop to begin.Complete EATME and collect its playfield multiplier at the left orbit first when safe.Between modes, build Jabberwocky locks and WONDERS progress.
- Use pop-bumper hits to move the lit mode selection to the story mode you want to play.
- Shoot the ramp once to qualify that mode. The scoop becomes the start shot.
- Before taking the scoop, complete the EATME side targets and shoot the left orbit if the multiplier is ready and the shot is under control.
- Shoot the scoop to begin the selected story mode, then follow its flashing shots. The rollover under the clock adds mode time until the machine reaches its cap.
- Between modes, hit both ramp targets to activate Jabberwocky locks and send three balls through the right orbit. Starting Jabberwocky also awards a WONDERS letter.
- Use Quick Croquet as the shorter side route: hit the main captive ball five times outside a mode, then complete five jackpot shots for its WONDERS letter.
Builds toward: Queen of Hearts
- Collect all seven WONDERS letters from story modes and side features.
- Start all six story modes; they do not all have to be completed.
- Start Jabberwocky Multiball and collect all four Suits of Wonderland.
- When the requirements are complete, enter the Queen of Hearts showdown and defeat the remaining guards.