Dune pinball rules and strategy
The Strategy
Dune alternates between day and night. During day, shoot the scoop to start Harvester Battle. To add Fedaykin Multiball, knock down the Sand Trap drop and lock a ball there before the Battle, start Harvester at the scoop, then shoot the Sand Trap until the Fedaykin lamp flashes and shoot it once more. For playfield X, select Thumper before the first item-drop hit, clear all three item drops, then press the Action Button; one Thumper starts 2x, two start 3x, and three start 4x.
The goal
Use the scoop for a Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved., the Sand Trap for It starts only during Harvester Battle. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active., and a collected Thumper for playfield X.
How to start a mode
During the day cycle, shoot the scoop to start Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved..
Recommended mode: Harvester Battle
Play it to build the value used by the The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window..
How to play it
Shoot yellow thopters and red soldiers, damage the Harvester at the worm area, and use a lit blue Lasgun shot for the final hit when available.
Start Fedaykin Multiball
Hit the Sand Trap drop, then shoot the Sand Trap to lock a ball. During the day cycle, shoot the scoop to start Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved.. Shoot the Sand Trap until the Fedaykin lamp flashes, then shoot the Sand Trap again to start It starts only during Harvester Battle. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active..
Start Thumper playfield X
Use the right flipper to select the Thumper before hitting an item drop. Knock down all three item drops before they reset to collect it, then press the Action Button: one Thumper starts 2x, two start 3x, and three start 4x.
Alternative route: Run From Shai-Hulud
Use this when the upper-right side ramp and left orbit are more repeatable than the Sand Trap.
- Complete three gold Sandwalk combos at the side ramp and left orbit. When the side ramp turns solid gold, shoot it five times within 30 seconds.
Need to know
- Main route
- Always load a This is a stored left-outlane ball save. The first item-target hit locks the selected item. Clear all three drops to collect it. The left ramp loads it for use..
- Long goal
- Spell D-U-N-E and play Battle of Arrakeen, Fall of Sietch Tabr, and Liberate Arrakis in any available order.
- Safer fallback
- Harvester, Prophecy, and protection: Use this plan when the side ramp or Desert Power steering is not repeatable.
Dune alternates day Harvester Battles with night Prophecies. A Sand Trap ball locked before Harvester lets the Sand Trap start Fedaykin Multiball during that Battle, and the best Fedaykin Jackpot becomes one base value in Liberate Arrakis. Separately, use the Thumper bumper to light two orbit locks, start the Jackpot Build Phase at the pit, and shoot the worm for Desert Power; its unmultiplied Super Jackpot becomes Liberate's other base value. Keep a Sand Snork loaded, build both values, then complete D-U-N-E and choose Liberate at the scoop. Spend collected Thumpers during Fedaykin or Desert Power because they cannot be activated during Liberate.
The goal
Always load a This is a stored left-outlane ball save. The first item-target hit locks the selected item. Clear all three drops to collect it. The left ramp loads it for use., build a large Its value is the sum of the three collected Jackpots. The front pit entry doubles it. The unmultiplied Super base becomes the Desert Power base in Liberate Arrakis. and The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window., then choose Liberate Arrakis because its jackpots use those two stored values.
- Use the right flipper to select This is a stored left-outlane ball save. The first item-target hit locks the selected item. Clear all three drops to collect it. The left ramp loads it for use. before the first item-target hit. Clear all three item drops before their timer ends. Shoot the yellow left ramp to load it.
Sand Snork rule details
- This is a stored left-outlane ball save. The first item-target hit locks the selected item. Clear all three drops to collect it. The left ramp loads it for use.: This is a stored left-outlane ball save. The first item-target hit locks the selected item. Clear all three drops to collect it. The left ramp loads it for use.
- An unused loaded Snork ejects at the end of the ball. The next ball starts with the left ramp lit so that you can load it again.
- During day, shoot the scoop to start Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved.. Kill yellow thopters and red soldiers. Damage the Harvester at the worm area. Use a blue Lasgun shot when it gives the final hit.
Harvester Battle scoring and timing
- Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved.: Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved.
- The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window. value uses your Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved. performance. The expert route takes thopters and uses Lasguns instead of rushing only the final hit.
- Make the final yellow jump behind the worm, or use a lit blue Lasgun shot, to destroy the Harvester. Collect blue slain-soldier shots for water. Then shoot the worm for the Each unit of water adds 1 million. The worm must eat the ball before it reaches the Harvester area..
Sacrifice Jackpot scoring details
- Each unit of water adds 1 million. The worm must eat the ball before it reaches the Harvester area.: Each unit of water adds 1 million. The worm must eat the ball before it reaches the Harvester area.
- Each destroyed Harvester awards one D-U-N-E letter.
- Before a later Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved., hit the Sand Trap drop and lock a ball in the Sand Trap. Do this early because later locks need more drop hits.
Fedaykin preparation setup details
- Lock a ball in the Sand Trap before the Harvester Battle starts. A ball locked after the battle starts is held for the next battle.: Lock a ball in the Sand Trap before the Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved. starts. A ball locked after the battle starts is held for the next battle.
- Fedaykin requires a Sand Trap lock before Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved. and starts only during that battle.
- During night, use an orbit to select A wrong shot removes the half of the playfield that does not contain the answer. After the midpoint, orange ramps add 1,000 m and blue ramps add 500 m. when available. Shoot the scoop to start. Find the one correct lit shot, then shoot the right ramp for the decision. Continue. Make ramp shots until altitude reaches 5,000 m.
Survive rule details
- A wrong shot removes the half of the playfield that does not contain the answer. After the midpoint, orange ramps add 1,000 m and blue ramps add 500 m.: A wrong shot removes the half of the playfield that does not contain the answer. After the midpoint, orange ramps add 1,000 m and blue ramps add 500 m.
- A full completion stores one The Voice right-outlane save on each later ball. Additional saves can carry to future balls.
- At each day or night change, shoot the purple left ramp for the Bene Gesserit award. Do not skip the opportunity; a new cycle replaces it.
- Start a Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved. with the Sand Trap ball already locked. Shoot the Sand Trap until the Fedaykin lamp flashes. Shoot it again to start It starts only during Harvester Battle. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active..
Fedaykin Multiball scoring details
- It starts only during Harvester Battle. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active.: It starts only during Water is its timer. If water reaches zero, the battle stops and resumes on a later day with its damage saved.. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active.
- Shoot the upper-right side ramp for the The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window.. Return to the Sand Trap to relight it. Then shoot the side ramp again. Repeat while you have several balls in play.
Fedaykin Jackpot setup and scoring
- The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window.: The first It starts only during Harvester Battle. It fills the red soldier shots, adds a thopter, boosts battle scoring, and prevents water from falling below 10 while multiball is active. begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window.
- The first The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window. awards one D-U-N-E letter. Its value grows with Harvester performance and the number of balls in play.
- Hit the Thumper bumper until two orbit locks light, then lock two balls. Shoot the pit to start the Jackpot Build Phase. When the Build Phase ends, shoot the worm to start Pit-wall hits add 650,000 and spinner hits add 100,000 to its base. After about 10 seconds, the built value starts to fall toward its floor until the worm starts multiball..
Desert Power Multiball scoring and timing
- Pit-wall hits add 650,000 and spinner hits add 100,000 to its base. After about 10 seconds, the built value starts to fall toward its floor until the worm starts multiball.: Pit-wall hits add 650,000 and spinner hits add 100,000 to its base. After about 10 seconds, the built value starts to fall toward its floor until the worm starts multiball.
- During Desert Power, steer three orange Jackpots to the outer 5x shots. Put a ball in the pit and bash it free. Then enter the pit from the front and hit its spinner for the 2x Super Jackpot.
Desert Power Super scoring details
- Its value is the sum of the three collected Jackpots. The front pit entry doubles it. The unmultiplied Super base becomes the Desert Power base in Liberate Arrakis.: Its value is the sum of the three collected Jackpots. The front pit entry doubles it. The unmultiplied Super base becomes the Desert Power base in Liberate Arrakis.
- After both multiballs have a strong stored value, complete four A destroyed Harvester, a continued Prophecy, the first Desert Power Super, and the first Fedaykin Jackpot are four direct ways to earn the set.. Choose Liberate Arrakis at the scoop.
D-U-N-E letters scoring details
- A destroyed Harvester, a continued Prophecy, the first Desert Power Super, and the first Fedaykin Jackpot are four direct ways to earn the set.: A destroyed Harvester, a continued Prophecy, the first Its value is the sum of the three collected Jackpots. The front pit entry doubles it. The unmultiplied Super base becomes the Desert Power base in Liberate Arrakis., and the first The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window. are four direct ways to earn the set.
- Do not choose Liberate before both multiball values are built. Choose Battle of Arrakeen or Fall of Sietch Tabr first when needed.
- In Liberate, hit the Thumper up to five times to call more worms. Shoot the worm to start three-ball play. Steer the moving red Jackpot window with standup targets and collect the outer 5x shots.
Liberate Desert Power phase scoring details
- The Jackpot base is your best Desert Power Super, with a 20 million minimum. Left spinner and right orbit pay 5x. Left and side ramps pay 3x. Scoop and tunnel pay 2x.: The Jackpot base is your best Its value is the sum of the three collected Jackpots. The front pit entry doubles it. The unmultiplied Super base becomes the Desert Power base in Liberate Arrakis., with a 20 million minimum. Left spinner and right orbit pay 5x. Left and side ramps pay 3x. Scoop and tunnel pay 2x.
- Shoot the Sand Trap to start the Fedaykin phase. Kill 10 red soldiers. Use the Sand Trap to relight them and add balls. Then hit the worm three times, make the Harvester jump, and shoot the left orbit for the final hurry-up.
Liberate Fedaykin phase scoring details
- Its base is your best Fedaykin Jackpot, with a 10 million minimum. Each kill is half that base times the balls in play.: Its base is your best The first Fedaykin Multiball begins with its first Jackpot lit. On later multiball starts, shoot the Sand Trap to light the first Jackpot. Return there after each collect to relight it; each relight refills soldier shots, adds a thopter, and can add a ball during the green Sand Trap window., with a 10 million minimum. Each kill is half that base times the balls in play.
- The final left-orbit hurry-up starts at half of all Jackpots collected in Liberate.
Builds toward: Voice From the Outer World
- Spell D-U-N-E and play Battle of Arrakeen, Fall of Sietch Tabr, and Liberate Arrakis in any available order.
- Spell D-U-N-E a fourth time. Start Paul and Feyd each start with 15 health. A drain removes one Paul health. Losing both balls at once removes three health. The final hurry-up starts at 1 billion and falls to 500 million. at the scoop.
- Keep two balls alive. Put one ball in the pit. While it is held, hit orange targets with the other ball to damage Feyd. Refill the pit timer with pit switches. Re-trap the released ball and repeat.
Voice From the Outer World setup details
- Paul and Feyd each start with 15 health. A drain removes one Paul health. Losing both balls at once removes three health. The final hurry-up starts at 1 billion and falls to 500 million.: Paul and Feyd each start with 15 health. A drain removes one Paul health. Losing both balls at once removes three health. The final hurry-up starts at 1 billion and falls to 500 million.