Earthshaker pinball rules and strategy
The Strategy
Earthshaker uses completed zones to light two locks and start three-ball Multiball. Repeat the Fault ramp to spot difficult zones, finish each building, take the Shelter or Fault locks, then shoot center ramp followed by Fault for the Jackpot.
The goal
Repeat the Fault ramp to spot difficult zones, complete the predicted zones, lock once at the Shelter or Fault, finish the new zones and lock at the Fault, then shoot the center ramp followed by Fault for the Multiball Jackpot.
Test the Fault ramp and center-ramp returns during the first ball.
Repeat the Fault ramp to score miles and spot the lowest incomplete zone.
Complete the remaining predicted zones. Lock the first ball at the Shelter or Fault when the game permits it.
Complete the new predicted zones, then shoot the Fault ramp to lock the second ball and start three-ball play.
During Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it., shoot the center ramp once. Then shoot the Fault ramp for the Jackpot.
- Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it.: Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it.
- A ball in the Shelter can stay there until another ball drains. Use this only when it improves control.: A ball in the Shelter can stay there until another ball drains. Use this only when it improves control.
After one ball remains, shoot the Shelter before the The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies. timer ends. Repeat center ramp, then Fault, for another Jackpot attempt.
- The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies.: The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies.
Alternative route: Fault and center ramps
Use this when one zone shot, the Shelter, or the captive ball is unsafe.
- Repeat the Fault ramp to spot incomplete zones.
- Loop the center ramp for miles and increasing ramp value.
- Use incidental switches to complete the easier zones.
- Return to the building lock only when its start feed is controlled.
Need to know
- Zones
- Complete the current predicted zones to light the next lock; later rounds require more zones and a stricter order.
- Fault ramp
- The right ramp spots the lowest incomplete zone, locks a ball, and collects the lit Multiball Jackpot.
- Earthshaker Multiball
- Complete a building and lock two balls so the next plunge starts three-ball play.
Earthshaker uses completed zones to light two locks and start three-ball Multiball. Use Fault to spot the lowest incomplete zone, finish the required buildings, and take both locks. During Multiball shoot center ramp then Fault; after it ends, use the short Shelter window for Aftershock only when the feed is controlled.
The goal
Repeat the Fault ramp to spot difficult zones, complete the predicted zones, lock once at the Shelter or Fault, finish the new zones and lock at the Fault, then shoot the center ramp followed by Fault for the Multiball Jackpot.
- Test the Fault ramp and center-ramp returns during the first ball.
- Repeat the Fault ramp to score miles and spot the lowest incomplete zone.
- Complete the remaining predicted zones. Lock the first ball at the Shelter or Fault when the game permits it.
- Complete the new predicted zones, then shoot the Fault ramp to lock the second ball and start three-ball play.
- During Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it., shoot the center ramp once. Then shoot the Fault ramp for the Jackpot.
Earthshaker Multiball and Ball park rules
- Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it.: Two locks start three-ball play. The center ramp lights the Jackpot. The Fault ramp collects it.
- A ball in the Shelter can stay there until another ball drains. Use this only when it improves control.: A ball in the Shelter can stay there until another ball drains. Use this only when it improves control.
- After one ball remains, shoot the Shelter before the The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies. timer ends. Repeat center ramp, then Fault, for another Jackpot attempt.
Aftershock scoring and timing
- The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies.: The Shelter starts two-ball play for about 15 seconds after standard Multiball ends. The standard Jackpot light-and-collect sequence applies.
Builds toward: Later buildings and maximum end-of-ball bonus
- Complete each building and collect its Multiball Jackpot.
- Complete another building to raise the persistent end-of-ball Bonus X by one step.
- Continue miles toward End of Road scoring.
- Expect later buildings to require all nine zones in numerical order.