Catacomb pinball rules and strategy
The Strategy
Catacomb uses four colored number sets to fill a 16-number grid, raise Bonus X, and release held balls. Short-plunge Advance Spinner, complete only banks showing missing numbers, then use the 1,500 spinner when the remaining grid choices are poor. The bonus and multiplier carry between balls.
The goal
Short-plunge the far-right Advance Spinner lane, complete drop banks only when they show a missing grid number, use each completed color to raise Each completed color raises the multiplier one step, to 5x. and release held balls for A completed color releases every ball in the hidden lock saucers. There are no jackpots or playfield multipliers. The multiball ends when one ball remains., then use the 1,500 spinner when the grid route becomes unsafe.
Before plunging, check both hidden side lock saucers for captive balls.
Short plunge the far-right top lane.
- Each collect raises the spinner from 100 to 500, then 1,000, then 1,500 per spin.: Each collect raises the spinner from 100 to 500, then 1,000, then 1,500 per spin.
Read the rotating colored number at the A, B, C, and D drop banks. Choose a bank whose number is missing from the 16-number grid.
Complete that three-target bank.
- The last target spots the number lit at that bank. A duplicate number gives no additional grid progress.: The last target spots the number lit at that bank. A duplicate number gives no additional grid progress.
Use a top-left stop lane when a useful red or yellow number is available.
- Far-left stop lane: It can spot #6 and hold all banks on red numbers.
- Near-left stop lane: It can spot #1 and hold all banks on yellow numbers.
Complete all four numbers of one color.
- Each completed color raises the multiplier one step, to 5x.: Each completed color raises the multiplier one step, to 5x.
- A completed color releases every ball in the hidden lock saucers. There are no jackpots or playfield multipliers. The multiball ends when one ball remains.: A completed color releases every ball in the hidden lock saucers. There are no jackpots or playfield multipliers. The multiball ends when one ball remains.
During A completed color releases every ball in the hidden lock saucers. There are no jackpots or playfield multipliers. The multiball ends when one ball remains., continue useful banks and spinner shots. If another ball enters a lock, complete a different color to release it and add a ball again.
When the spinner is 1,500 and few useful grid numbers remain, shoot the spinner instead of forcing a poor bank.
Protect the carried base bonus and Each completed color raises the multiplier one step, to 5x.. A tilt loses the current bonus collect.
After the drain, finish the The left flipper selects a bank color. The right flipper launches the backbox ball toward A, B, C, or D. A new number extends the turn. A duplicate ends it. before the next player starts.
- The left flipper selects a bank color. The right flipper launches the backbox ball toward A, B, C, or D. A new number extends the turn. A duplicate ends it.: The left flipper selects a bank color. The right flipper launches the backbox ball toward A, B, C, or D. A new number extends the turn. A duplicate ends it.
Alternative route: Spinner and carried bonus
Use this plan when the needed grid numbers are difficult or the bank rebounds are unsafe.
- Roll through the far-right top lane to raise the spinner to 1,500.
- Complete a color to raise Each completed color raises the multiplier one step, to 5x., stopping at 4x or higher when practical.
- Shoot the center spinner. A full shot can continue into the B or C bank.
- Return to a bank only when it shows a missing number.
- Protect the carried bonus and multiplier.
Need to know
- Main route
- Short plunge the far-right Advance Spinner lane.
- Long goal
- Complete colored four-number sets to reach 5x.
- Safer fallback
- Spinner and carried bonus: Use this plan when the needed grid numbers are difficult or the bank rebounds are unsafe.