White Water pinball rules and strategy
The Strategy
In White Water, hit both green targets to light a lock, then shoot No Way Out. Repeat until the third lock starts Multiball. At the start, shoot each released ball into Insanity Falls: two made shots double every later Jackpot, and three triple them. Then repeat No Way Out into Insanity Falls for Jackpots.
The goal
Use the green targets and No Way Out for three locks, then loop No Way Out into Insanity Falls for Jackpots during Multiball.
Start Multiball
Hit both green targets beside No Way Out to light a The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits., then shoot No Way Out to The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. a ball. Repeat the green targets and No Way Out until the third The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. starts Multiball.
Collect the opening Jackpots
At the Multiball start, use the upper flipper to shoot each released ball into Insanity Falls.
Repeat the Jackpot loop
Shoot No Way Out to feed the upper playfield, then shoot Insanity Falls for another The base is 10,000,000 plus 2,000,000 for each completed raft. It stays lit, has no relight shot, and has no Super Jackpot.. Keep one ball controlled while the other repeats that loop.
Alternative route: Whirlpool Challenge
Use this when the regular The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. targets are unsafe and The first shot is 5,000,000. Each later shot adds 2,000,000. The sixth shot also starts a 20,000,000 bonus ladder. is selected.
- Shoot lit Insanity Falls, then shoot Bigfoot Bluff to start two-ball The first shot is 5,000,000. Each later shot adds 2,000,000. The sixth shot also starts a 20,000,000 bonus ladder..
- Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move. one ball. Shoot No Way Out with the other ball, then shoot Bigfoot Bluff into the Whirlpool from the upper-playfield feed.
Need to know
- Main route
- Start multiball.
- Long goal
- Complete After all seven shots, one Travelling Hazard moves between shots for 25 seconds. Collect it for 100,000,000. once.
- Safer fallback
- The first shot is 5,000,000. Each later shot adds 2,000,000. The sixth shot also starts a 20,000,000 bonus ladder.: Use this plan when regular The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. targets are unsafe and The first shot is 5,000,000. Each later shot adds 2,000,000. The sixth shot also starts a 20,000,000 bonus ladder. is selected.
In White Water, the two green targets light each lock at No Way Out, and the third lock starts Multiball. Shoot the released balls into Insanity Falls to set every later Jackpot to 2x or 3x, then repeat No Way Out into Insanity Falls. Completed rafts raise the base Jackpot, so finish a raft only when its shots do not delay a controlled lock or Jackpot.
The goal
Start multiball.Set double or triple jackpots on the Two made shots make all later jackpots double. Three made shots make all later jackpots triple..Then repeat No Way Out to Insanity Falls.
- Soft plunge to the upper playfield. Shoot Insanity Falls with the upper flipper.
- Hit both green targets beside No Way Out to light a The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits.. Graze the targets on a No Way Out shot when possible.
Lock setup details
- The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits.: The first multiball needs one hit on each green target for every lit The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits.. Later multiballs need more hits.
- Shoot No Way Out to The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. a ball. Repeat the green targets and No Way Out until the third The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. starts multiball.
- At the multiball start, shoot each upper-playfield kickout ball into Insanity Falls.
Opening volley scoring details
- Two made shots make all later jackpots double. Three made shots make all later jackpots triple.: Two made shots make all later jackpots double. Three made shots make all later jackpots triple.
- Feed balls into No Way Out. Shoot each feed into Insanity Falls for another The base is 10,000,000 plus 2,000,000 for each completed raft. It stays lit, has no relight shot, and has no Super Jackpot..
Jackpot scoring details
- The base is 10,000,000 plus 2,000,000 for each completed raft. It stays lit, has no relight shot, and has no Super Jackpot.: The base is 10,000,000 plus 2,000,000 for each completed Each set of orange hazards advances the river and raises the regular-multiball jackpot by 2,000,000.. It stays lit, has no relight shot, and has no Super The base is 10,000,000 plus 2,000,000 for each completed raft. It stays lit, has no relight shot, and has no Super Jackpot..
- Keep one ball controlled while the other ball runs the No Way Out to Insanity Falls loop. Multiball ends when one ball remains.
- If The award multiplies normal scoring for 25 seconds. Its jackpot interaction depends on the ROM and tournament settings. is selected, The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits. two balls and stop one green-target hit short of the third The first multiball needs one hit on each green target for every lit lock. Later multiballs need more hits.. Collect 5X. Then hit the last green target and shoot No Way Out before the 25-second timer ends.
Whirlpool award and 5X Playfield rules
- Shoot lit Insanity Falls to light Bigfoot Bluff. Shoot Bigfoot Bluff to collect the award selected by the pop bumpers.: Shoot lit Insanity Falls to light Bigfoot Bluff. Shoot Bigfoot Bluff to collect the award selected by the pop bumpers.
- The award multiplies normal scoring for 25 seconds. Its jackpot interaction depends on the ROM and tournament settings.: The award multiplies normal scoring for 25 seconds. Its The base is 10,000,000 plus 2,000,000 for each completed raft. It stays lit, has no relight shot, and has no Super Jackpot. interaction depends on the ROM and tournament settings.
Builds toward: Vacation Bonus (wizard)
- Complete After all seven shots, one Travelling Hazard moves between shots for 25 seconds. Collect it for 100,000,000. once.
- Reach Class 6 River by completing R-I-V-E-R five times.
River letter rule details
- Shoot the blue R-I-V-E-R standups or roll through a lit inlane. Use lane change before an inlane return.: Shoot the blue R-I-V-E-R standups or roll through a lit inlane. Use lane change before an inlane return.
- Play all six Whirlpool modes.
- Start regular multiball to collect the 200,000,000 Vacation Bonus.