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.

  1. Use pop-bumper hits to move the lit mode selection to the story mode you want to play.

  2. Shoot the ramp once to qualify that mode. The scoop becomes the start shot.

  3. 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.

  4. 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.

  5. 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.

  6. 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.
Sources and references4 source links and outbound references.
Contribute to this ruleset!

Your email is stored privately and only used to follow up about this report.

Edit on GitHub

Playbooks

Alice's Adventures in Wonderland playfield

100%