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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.
Sources and references2 source links and outbound references.
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Captain Hook playfield

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