Jim Henson's Labyrinth pinball rules and strategy

The Strategy

Jim Henson's Labyrinth adds one LABYRINTH-letter requirement for each successive mode (one letter for the first mode, then two, up to six). White-arrow shots collect the letters; the Change Mode target changes the selection within its row, and either side of the U-turn or the open Wiseman scoop starts the selected mode. Separately, hit the wall and all four flashing green Fairy targets, then lock at the left orbit and center ramp before shooting the right orbit to start Brick Keeper Multiball.

The goal

Collect LABYRINTH letters for the selected mode, use the wall and Fairy targets for Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains., or collect Friend Jackpots for Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains..

  1. How to start a mode

    Use the Change Mode target to choose within the active row. Make white-arrow shots to collect LABYRINTH letters (one for the first mode, then one additional letter for each later mode). Shoot either side of the U-turn or the open Wiseman scoop to start the selected mode.

    Recommended mode: Knockers

    Playing it advances the upper-row set toward Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete., and its yellow-shot sequence is fixed.

    How to play it

    Shoot the yellow ramps or U-turn sides. At the prompt, hit the Wiseman drop and quickly shoot the scoop. Finish the yellow shots, then shoot the right orbit.

  2. Start Brick Keeper Multiball

    Hit the wall target and all four flashing green Fairy targets to light the first lock. Shoot the flashing green left orbit for lock 1, the center ramp for lock 2, and the right orbit to start Red shots score Jackpots. The first Jackpot lights the forks. Each later Super Jackpot needs one more Jackpot. Extra Jackpots raise the lit Super value. The multiball ends when one ball remains..

Alternative route: Friend Multiball

Use this when the Friend circles and Helping Hands are safer than the wall and Fairy targets.

  1. Shoot a flashing Friend circle, then the solid circles of the same color. Shoot Helping Hands when that Friend Jackpot is ready. Collect one Jackpot for each of the blue, yellow, and red Friends.
  2. Shoot Helping Hands after all three Friend Jackpots to start Collect one blue, one yellow, and one red Friend shot. Shoot Helping Hands for the Friend Jackpot. Repeat until one ball remains..
Need to know
Main route
Shoot Sir Didymus's first Friend Jackpot to collect the HELP defense.
Long goal
Start all three modes in either row to qualify Ramp combos raise the value. The ball returns after drains until time ends or both targets are complete..
Safer fallback
Ball 3 Brick Keeper consolation: Use this plan when the target returns are unsafe or the first two balls are short.

Machine setup

  • Tournament Mode replaces some Mystery awards; do not plan around Extra Ball, Bonus X, or Tea Time unless they remain enabled.
  • Test both U-turns, the Wiseman scoop eject, left-ramp return, forks, and outlane posts before choosing a route.
Sources and references7 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

Jim Henson's Labyrinth playfield

100%