Captain Hook pinball rules and strategy
Strategy summary
The goal
Complete A, B and C to increase the bonus multiplier. The drop-target banks light 25,000-point targets, while letter targets build the CAPTAIN HOOK bonus.
A, B and C: Roll through all three top lanes to score an extra 10,000 points and advance the bonus multiplier one position, up to 5X. A lights the left pop bumper, B lights the spinner, and C lights the right pop bumper.
1–2–3–4 targets: Knock down all four numbered drop targets to flash the left target's 25,000-point light. Hit that flashing target to score 25,000 and reset the bank. Hitting the fixed target behind the bank also resets the drops.
T–A–I–N targets: Hit a lit letter drop target to score 5,000 and light its bonus letter. Complete the bank to flash the right target's 25,000-point light. Hit the flashing target for 25,000 and reset the bank; the fixed target behind the drops also resets them.
C–A–P targets: Hit a lit target for 5,000 and its bonus letter. Complete both inlanes on the same ball to light Spots Letter. While it flashes, hit any C, A or P target to spot the next missing CAPTAIN HOOK letter.
Spinner and bumpers: Roll through B to light the spinner for 1,000 points per spin. Roll through A or C to light the corresponding left or right pop bumper for 1,000 per hit. Unlit spinner spins and pop-bumper hits score 100.
Need to know
- Bonus letters
- Each lit bonus letter is worth 5,000 points at bonus collection, multiplied by the lit bonus multiplier. Bonus letters and the multiplier normally reset between balls; the numbered drop targets can award features that save them.
- Target resets
- A completed drop-target bank stays down until its fixed target or corresponding 25,000-point target resets it. The left and right 25,000-point targets score 5,000 when they are not flashing.