Hook pinball rules and strategy

The Strategy

In Hook, repeat the Windcoaster ramp to advance its value toward 3 Million Plus. Complete the nine standup targets, lock one ball, then plunge a lit Vortex hole to start three-ball Multiball, where Jackpots alternate between the left and right ramps. Collect Power Scoop and Bangarang when they are ready instead of treating either as required preparation.

The goal

Repeat the Windcoaster ramp while its return is controlled. Otherwise, complete the nine standup targets, lock one ball, plunge a lit Vortex hole to start three-ball Multiball, and alternate the left and right ramps for Jackpots.

  1. Test the left ramp, right ramp, Skull hole, Scoop eject, and Croc Clock return under ball save.

  2. Repeat the Windcoaster ramp while it returns under control and advances toward 3 Million Plus.

  3. Complete the nine standup targets. The top-left Clock Shop shot can spot targets.

  4. Shoot the lit lock to hold one ball, then plunge a lit Vortex hole to start three-ball Multiball.

  5. Shoot the left ramp for the first Jackpot, then the right ramp for the next.

  6. Continue alternating ramps; use standup targets to build value only when the extra balls protect their rebounds.

  7. Return to the currently lit ramp after each collect instead of repeating the same side blindly.

    • Jackpots alternate between the left and right ramps.: Jackpots alternate between the left and right ramps.

Alternative route: Power Scoop awards

Use this when the ramp entrances or lock feed are rejecting.

  1. Shoot the Skull to light the Power Scoop.
  2. Read the award selected by the bumpers.
  3. Collect the lit Scoop only when its eject is known to be safe.
Need to know
Multiball
Complete the nine standup targets, shoot the lock to hold one ball, then plunge a lit Vortex hole to start three-ball play.
Jackpot order
The Multiball Jackpot alternates from the left ramp to the right ramp and back.
Jackpot build
The nine standup targets raise the Jackpot value.

Machine setup

  • Confirm lock qualification, Multiball restart, Power Scoop awards, ball save, Extra Ball conversion, and tournament settings.
  • Test both ramps, the lock bank and release, Skull hold, Scoop eject, Croc Clock, standups, and lane-change behavior.
Sources and references6 source links and outbound references.
Contribute to this ruleset!

Your email is stored privately and only used to follow up about this report.

Edit on GitHub

Playbooks

Hook playfield

100%