Indiana Jones: The Pinball Adventure


This rules compilation is freely distributable. No charge may ever be made for distributing this guide and no one may make a profit from it.
  • Manufacturer: Williams.
  • Release date: August 1993.
  • Video game availability: Pinball FX and Pinball FX3 (Zen Studios), Visual Pinball X, Future Pinball.

All technical information about this pinball machine is on ipdb.org.

Consider all of the information in this guide for a pinball machine with factory default settings and latest ROM (version L-7).

Introduction

Indiana Jones: The Pinball Adventure is a widebody machine released in August 1993 by Williams. It's a 7-ball game ‒ six for regular play and one captive ball.
Produced at 12,716 units, this pinball machine is one of the most iconic of all time.

It was designed by Mark Ritchie and Doug Watson and programmed by Brian Eddy. We owe Mark Ritchie several beloved pinball machines like Fish Tales, Taxi, Diner, Police Force and Big Guns.
The playfield is watched over by an ominous rotating idol that collects balls for the multiball modes. A biplane dogfight pursued by a fighter plane flies over it.

This pinball machine offers to replay the perilous exploits of Indiana Jones in 12 adventure modes from the three blockbuster movies (four from each of the Indiana Jones movies).

Overview

Join your favorite archaeology as he braves treacherous paths on the road to high adventure.

Overview of modes and big awards:

NameTypePoints / AwardsDifficulty *
Orbit AwardsCombo 77 million points per shot maximum.✰✰✰✰✰
Adventures12 main modes:
hurry-up modes, video modes and multiball
35 to 90 million points.
50 million points on average.
✰✰✰✰
Indy FriendsSingle Jackpot 200 million points maximum.✰✰✰✰✰
Hand of FateAwardsAttractive awards, including the lighting of Extra Ball 💡.✰✰
Path of AdventureHurry-up mode 10 million points maximum per lit Passage 🚦💡.
150 million points maximum for the “Pit Award”.
✰✰✰
DogfightHurry-up mode 40 million points maximum.✰✰✰
Super JetsBumper hits 1 million points per hit.
Lost TreasureMultiball 40 million points maximum per Treasure.✰✰✰✰
Idol MultiballMultiball 120 million+ points per Jackpot with 3x multiplier.
100 million+ points per Super Jackpots.
✰✰✰
Eternal LifeWizard mode 10 million points per switch.
1 billion points for the mega jackpot.
✰✰✰✰✰
* Give your feelings about the difficulty by connecting to the Discord Server of this site. Polls are pinned and the results will be updated on this guide.

Playfield Elements

This auto-plunging device is shaped like the grip of Indy's pistol.
Representation of the element

Used to launch the ball on the playfield.

This full-sized flippers are in their usual place.

Without them, it wouldn't be a pinball machine! Master the techniques ‒ like the live catch, the post pass and more ‒ to control the ball and improve your scores.

This mini playfield, placed at the top left, tilts to the right and left using the Flippers 🎮 buttons.
It has 4 Passages 🚦💡 on each side, and two holes in the center ‒ The Pit Hole 🕳️💡 on top and the Extra Ball Hole 🕳️💡 on the bottom.
This mini playfield is accessible from the Right Ramp 🚦 during certain game phases only ‒ using a diverter ‒ and the exit leads the ball to the left Flipper 🎮.

Used:

Between the Left Orbit 🚦 and the Left Ramp 🚦 is a short tunnel with this kick-out saucer at the end, that kicks the ball back onto the left Flipper 🎮.
In front of it are three inserts ‒ Mode Start 💡, Hand of Fate 💡 and Extra Ball 💡.

Used:

This hole is located in the upper middle part of the Tilt-A-Matic Playfield 🎮.
When the ball falls here, it returns to the main playfield through the Left Orbit 🚦.

Used during the Path of Adventure mode.

This hole is located in the lower middle part of the Tilt-A-Matic Playfield 🎮.
When the ball falls here, it returns to the main playfield through the Left Orbit 🚦.

Used to collect an Extra Ball during the Path of Adventure mode.

The direct access to this sinkhole, in the center of the playfield, is protected by the E-N-T Drop Targets 💢💡.
A space at the top right of the E-N-T Drop Targets 💢💡 allows the ball to reach indirectly the Center Hole 🕳️, thanks to a shot on the U-R-E Targets 💢💡 from the left Flipper 🎮. You will hear the audio message "You cheat, Dr. Jones".

Used:

This element can lock 3 balls received from the Center Hole 🕳️. It spins to accept new balls, or to let a ball out to have it kicked back into play.
Balls kicked out cross the right Outlane 🚦 and the Right Outlane Gate 🔩 to quickly roll onto the right Flipper 🎮.

Used:

  • There is a sound effect of an elephants trumpet before each ball is kicked out. This is very useful during multiball modes.
  • In multiplayer mode, the game keeps track of all locked balls for each player, so that another player cannot 'steal' your locked balls.

This one-way gate located between the right Outlane 🚦 and the Right Inlane 🚦 allows balls kicked out by The Idol 🔩 to get to your right Flipper 🎮.
On the opposite side of the right Outlane 🚦 is a post that allows you to save the ball from a drain by bouncing it into the Right Inlane 🚦 through this one-way gate.

The balls pass through this gate:

There are three Jet Bumpers 💢. Balls that enter the I-N-D-Y Lanes 🚦💡 are drained into the bumper area.
Balls leave this area by the Left Orbit 🚦 or the Captive Ball Lane 🚦.

The value of the Jet Bumpers 💢 can be increased by activating the Super Jets mode.

A small target is hidden behind the E-N-T Drop Targets 💢💡.

Used:

The inscription “Raise Jackpot when Flashing” above this target is not related to it. This inscription can be seen on either side of the Center Shot 🚦.
A light, illuminating the entrance of the Center Hole 🕳️ and the Captive Ball Lane 🚦, flashes during Idol Multiball (when you can increase the Jackpots and Super Jackpots) and during the Wheel of Souls Adventure mode (when there is no jackpot to raise).
So this inscription seems a bit confusing.

At the end of the Captive Ball Lane 🚦 is this drop target that protects the Captive Ball 💢.

Used:

The Captive Ball 💢 is located at the end of the Captive Ball Lane 🚦, protected by the Totem Drop Target 💢.

Used:

The Captive Ball 💢 has two switches, one at the front and one at the back.
The one at the back is activated by a strong shot and usually awards higher points.

This three standup targets, on the left side of the playfield, have three inserts in front of them that represent the three letters A-D-V of the word “ADVENTURE”.

The A-D-V Targets 💢💡 are one of the three banks of “ADVENTURE” targets that must be completed for the Activation of the Path of Adventure mode.

This three drop targets, at the center of the playfield, have three inserts in front of them that represent the three letters E-N-T of the word “ADVENTURE”.
They protect the Hidden Target 💢💡 and the Center Hole 🕳️.

Used:

This three standup targets, on the right side of the playfield, have three inserts in front of them that represent the three letters U-R-E of the word “ADVENTURE”.

The U-R-E Targets 💢💡 are one of the three banks of “ADVENTURE” targets that must be completed for the Activation of the Path of Adventure mode.

The ball can cross the Tilt-A-Matic Playfield 🎮 by several passages equipped with rollovers. Yellow inserts placed above the rollovers are associated with each passage.

Used:

Depending on the current mode, when shooting around this orbit, the ball can either:

In front of this ramp is a yellow insert to indicate that this lane is an objective during certain modes.

Used:

This ramp is quite steep and leads the ball to the Left Inlane 🚦 via a habitrail.
In front of this ramp is a yellow insert to indicate that this lane is an objective during certain modes.

Used:

A short lane leads to the Center Hole 🕳️ and contains two inserts ‒ Lock 💡 and Hurry-up 💡.
The direct access to this lane is protected by the E-N-T Drop Targets 💢💡, but a space at the top right allows the ball to reach indirectly the Center Hole 🕳️ ‒ thanks to a shot on the U-R-E Targets 💢💡 from the left Flipper 🎮. You will hear the audio message "You cheat, Dr. Jones".

Used:

The four lanes at the top of the playfield allow you to spell I-N-D-Y.
Balls that enter these lanes are drained into the Jet Bumper 💢 area.

Used:

Lit lanes can be changed with either Flipper 🎮 button.

Located to the left of the Right Ramp 🚦, this lane ends with the Totem Drop Target 💢 that protects the Captive Ball 💢.
By bouncing on the right side of the lane, the ball can easily go into the Jet Bumper 💢 area.
This lane contains three inserts ‒ Super Jackpot 💡, Lost Treasure 💡, and a yellow insert to indicate this lane as an objective during certain modes.

Used:

This ramp is quite steep and normally leads the ball to the Right Inlane 🚦 via a habitrail. But during some modes, a diverter allows the ball to reach the Tilt-A-Matic Playfield 🎮 or be led directly to the right Flipper 🎮.
In front of this ramp is a yellow insert to indicate that this lane is an objective during certain modes.

Used:

Depending on the current mode, when shooting around this orbit, the ball can either:

In front of this ramp is a yellow insert to indicate that this lane is an objective during certain modes.

Used:

The left inlane, like the Right Inlane 🚦, contains an insert Lites Hand of Fate 💡.

Used:

The right inlane, like the Left Inlane 🚦, contains an insert Lites Hand of Fate 💡.

Used:

Each outlane contains one of the Special Lights 💡.

Used for the Special.

This insert is located between the two Flippers 🎮.

Flashes to indicate when the Ball Save protects from instant ball drains.

In front of the Flippers 🎮, surrounding the representation of Indiana Jones, are 5 inserts representing his friends ans family ‒ Shorty, Willie, Sallah, Marion and his father, Dr. Jones.
At the beginning of the game, one of the Friends 💡 is flashing.

Used:

Four multiplier inserts are located in front of the two Flippers 🎮: 2x, 4x, 6x and “8x Lite Extra Ball”.
None is lit at the beginning of the game. The Bonus Multiplier progresses by 2x at a time.

Used to indicate your current Bonus Multiplier.

In the center of the playfield, there are 6 green inserts with wings that could represent an aviation emblem.

Used during the Activation of the Dogfight hurry-up mode.

There are 12 inserts in the center of the playfield to represent the main Adventures modes of the game.
At the start of the game, a random adventure is flashing.

Used during the Activation of main Adventure modes.

This insert is located in the center of the playfield and represents the 1st jackpot of the Idol Multiball.

Flashes to indicate that you can collect the “Ark Jackpot” or “Ark Super Jackpot” during the Idol Multiball.
Lights solid to indicate that the “Ark Jackpot” or “Ark Super Jackpot” is collected.

This insert is located in the center of the playfield and represents the 2nd jackpot of the Idol Multiball.

Flashes to indicate that you can collect the “Stones Jackpot” or “Stones Super Jackpot” during the Idol Multiball.
Lights solid to indicate that the “Stones Jackpot” or “Stones Super Jackpot” is collected.

This insert is located in the center of the playfield and represents the 3rd jackpot of the Idol Multiball.

Flashes to indicate that you can collect the “Grail Jackpot” or “Grail Super Jackpot” during the Idol Multiball.

Two inserts are located in Left Inlane 🚦 and Right Inlane 🚦.

If these inserts are lit when the ball goes down the Left Inlane 🚦 or the Right Inlane 🚦, Hand of Fate 💡 will light in front of the Kick-out Saucer 🕳️ to collect a Hand of Fate award.

Two inserts are located in the Outlanes 🚦.

Lights up to indicate when to collect the Special.

This insert is located above the left slingshot.

Lights up to indicate that at least one Extra Ball has been earned and that it's possible to shoot again when a ball is drained.

This insert is associated to the Kick-out Saucer 🕳️ and positioned in front of it.

Lights up to indicate that you can collect an Extra Ball in the Kick-out Saucer 🕳️.

This insert is associated to the Kick-out Saucer 🕳️ and positioned in front of it.

Lights up to indicate when a Hand of Fate award can be collected in the Kick-out Saucer 🕳️.

This insert is associated to the Kick-out Saucer 🕳️ and positioned in front of it.

Lights up to indicate that you can start a main Adventure mode in the Kick-out Saucer 🕳️.

A plastic sign is positionned on the Left Ramp 🚦.

Lights up to indicate that you need to make a Left Ramp 🚦 shot to lit the Jackpot 💡 or Super Jackpot 💡 during the Idol Multiball.

This insert pоints to the Center Hole 🕳️.

Lights up to indicate when to lock a ball into The Idol 🔩 by shooting the Center Hole 🕳️ for the Idol Multiball.

This insert pоints to the Center Hole 🕳️.

Flashes during the Dogfight Hurry-up Mode.

The Super Jackpot 💡 insert is located in the Captive Ball Lane 🚦.

Flashes during the Idol Multiball to indicate that you can hit the Captive Ball 💢 to make a Super Jackpot.

This insert is located in the Captive Ball Lane 🚦 and pоints to the Captive Ball 💢.

Lights up during the Lost Treasure multiball to indicate that you can hit the Captive Ball 💢 to collect a Treasure.

The Jackpot 💡 insert is located in the Right Ramp 🚦.

Flashes during the Idol Multiball to indicate that you can shoot the Right Ramp 🚦 to make a Jackpot.

The Path of Adventure 💡 insert is located in the Right Ramp 🚦.

Flashes to indicate that you can acces to the Tilt-A-Matic Playfield 🎮 through the Right Ramp 🚦:

Bonuses, Awards and Other Points

There is no Skill Shot on this table.

While Eternal Life 💡 is flashing, a protection from instant drains is active.
A ball will be automatically plunged back into play if a ball is drained.

  • This feature activates for 15 seconds:

    And it activates for 30 seconds at the beginning of the Eternal Life wizard mode.
  • This ball save can prevent unfair drains of the E-N-T Drop Targets 💢💡 if the game registers an Outlane 🚦 switch immediately after they have been hit.

Limited time ball save.

There is no Kickback mechanic on this table.

To raise the Bonus Multiplier indicated on Bonus Multiplier Lights 💡 by 2x at a time:

When Extra Ball 💡 is lit by raising the multiplier to 8x, collecting this Extra Ball
- or -
spelling I-N-D-Y on I-N-D-Y Lanes 🚦💡,
will cause the Bonus Multiplier to be reset to 1x on the next ball.
This is a good way to collect multiple Extra Balls.

When the ball drains, an End-of-Ball Bonus is earned (except when a tilt has occurred).

  • This bonus can be multiplied up to 8x with the Bonus Multiplier.
  • The total scores from non-multiball Adventures modes started during the ball are awarded following the bonus.
    They are not multiplied by the Bonus Multiplier.

Balls that land in the right Outlane 🚦 and return to play via the Right Outlane Gate 🔩 score a “Narrow Escape”.

A Narrow Escape is worth 1 million points + 1 million points per Narrow Escape previously achieved.
This value is held throughout the game and has no known limit.

Shoot Left Orbit 🚦 or Right Orbit 🚦 when lit to score points.

An orbit shot also lights solid one of the flashing Friends 💡 for the Indy Friends mode.

To achieve an Extra Ball:

Add an extra ball. You can shoot again when a ball is drained.

  • These extra balls (except the last, 250 million points) can be achieve on each of the 3 main balls.
  • [On a real pinball machine], there are different operator settings which allow different numbers of available Extra Balls. For example, some settings allow only one Extra Ball to be collected, whereas in others this is unlimited.

When Special Lights 💡 are lit, drain a ball into one of the 2 Outlanes 🚦.

[On a real pinball machine], offers a Replay.
[On Pinball FX], gives an Extra Ball if you have not yet collected the maximum five Extra Balls during the game (Pinball FX particularity), or scores 50 million points if you have.

[Only on a real pinball machine] Replays can be awarded:

  • 1 by scoring a Special.
  • 1 by reaching a certain score set by the owner of the machine or factory settings.
  • 3 by setting a new Grand Champion score.
  • 1 by winning the random score match during the match feature at the end of the game.

Offer a Replay (or free credit).

Main Modes

Adventures

The story mode invites you to live twelve adventures of the archaeologist ‒ which are the highlights of the three original films.

Activation

Shoot the Kick-out Saucer 🕳️ when Mode Start 💡 is flashing to start the adventure currently flashing on the Adventure Selection 💡.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Main Adventure modes can stack with either multiball, but those involving the Tilt-A-Matic Playfield 🎮 will be suspended until the multiball ends.
  • Video modes are the only modes that become more difficult over several attempts in a game.

Get the Idol

In this 30-second hurry-up mode, steal the Chachapoyan Fertility Idol by shooting the E-N-T Drop Targets 💢💡 four times, and then shoot for Center Hole 🕳️.

The E-N-T Drop Targets 💢💡 reset and block access to the Center Hole 🕳️.
After the fourth hit, the E-N-T Drop Targets 💢💡 remain down when hit, to expose the Center Hole 🕳️.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

It is possible to collect the Idol in the Center Hole 🕳️ while the E-N-T Drop Targets 💢💡 still stand, but there is nothing awarded for doing so.

Streets of Cairo

In this 30-second hurry-up mode, find Marion under boxes, then deal with the thugs of Cairo.
Four boxes are seen on the Dot-Matrix Display, corresponding to Left Orbit 🚦, Left Ramp 🚦, Right Ramp 🚦 and Right Orbit 🚦. A monkey can be seen jumping across the boxes, screeching when it lands on the box Marion is in.
Once you find Marion with the correct shot, the Dot-Matrix Display changes to show Indiana Jones being menaced by a sword wielding person, and Mode Start 💡 lights up. Send the ball into the Kick-out Saucer 🕳️ to have Indy shoot him.

  • It is also possible to kill the sword wielding guy by pulling the trigger on the Ball Launching Pistol Grip 🎮, but this is worth less points.
  • Since the L-6 version of the ROM, you can only collect each box once.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

Remember that this mode is timed, so the sooner you find Marion, the longer you will get to shoot the sword wielding guy.

Wheel of Souls

In this 6-ball multiball, shoot the Center Hole 🕳️ to burn a room full of snakes.

Unlike all the other main Adventure modes, points below are scored instantly.

  • Each shot to the Center Hole 🕳️ is worth 2 million points, multiplied the number of balls in play.
  • There is no points for the end of this mode.

Raven Bar

In this video mode, take down bad guys in the Raven Bar and acquire the medallion.
Use the Flipper 🎮 buttons to aim Indy's gun from left to right on the Dot-Matrix Display. The gun automatically shoots the opponents.
Representation of the DMD

  • The number to the left of the weapon represents your hit points. The more mobile you are, the less times you get hit.
    Your initial hit points will decrease by 1 the next time you launch the mode.
  • The number to the right of the gun represents the number of thugs you have killed.
    At the beginning of the mode it displays “1”, but remains at “1” on your first kill.
  • Defeating 10 thugs spawns an “EB” symbol in one of the doorways.
  • Defeating 20 thugs spawns the medallion when this mode is played for the first time. The 2nd time, you will need to defeat 25 thugs.
  • This mode ends when you either collect the Medallion or the bad guys hit you enough times to deplete your hit points.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • You score 1 million points for each thug killed.
  • Shooting the “EB” symbol gives an Extra Ball.
  • Shooting the medallion scores 15 million points.

Monkey Brains

In this 30-second hurry-up mode, eat monkey brain by shooting Left Orbit 🚦, Left Ramp 🚦, Right Ramp 🚦 or Right Orbit 🚦.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Each shot is worth 8 million points.

Unlike the other non-multiball Adventure modes, this one has no scoring cap. This means that as long as you keep making shots, you keep scoring points.

Steal the Stones

In this 30-second hurry-up mode, steal the eight stones on the Tilt-A-Matic Playfield 🎮 represented by the eight flashing Passages 🚦💡 of this mini-playfield.
Pass through the flashing Passages 🚦💡 to steal the stones.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Each stolen stone scores 5 million points.
  • Stealing all eight stones and thus completing the mode scores 20 million points.

Escape in the Mine Cart

In this video mode, escape from the mine by guiding your mine cart down the non-barricaded paths.
Use the Flipper 🎮 buttons to choose the path to follow and avoid the barricaded ones.
There are 3 possible ways at each intersection: left and right with the corresponding Flipper 🎮 buttons, and straight ahead without using them.
Representation of the DMD

  • You have to make 25 correct turns to escape and win this mode.
  • The mine cart gets faster with every turn you make.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Every correct turn scores 1 million points.
  • Making 10 correct turns scores 10 million extra points.
  • winning the mode by making 25 correct turns scores 30 million extra points.

Survive the Rope Bridge

In this 30-second hurry-up mode, cross a perilous rope bridge by shooting Left Ramp 🚦 or Right Ramp 🚦.

Four ramp shots are needed to get Indiana Jones across the bridge.
A fifth and final shot is required to cut the rope.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

Castle Grunewald

In this 30-second hurry-up mode, escape the castle by shooting the Captive Ball 💢 three times.

You will first need to hit Totem Drop Target 💢 to make it drop.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

Tank Chase

In this 30-second hurry-up mode, chase and destroy a tank by making Left Orbit 🚦 or Right Orbit 🚦 shots.

  • The Dot-Matrix Display shows a progressively couting down point value.
  • Five orbit shots are required to destroy the tank.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Each orbit shots scores the point value displayed on the Dot-Matrix Display.
    This value starts at 15 million points and decreases to 5 million points during the first 15 seconds. It remains at its minimum value for the last 15 seconds.
  • Winning the mode by making all five orbit shots is worth 30 million points.

The Three Challenges

In this 30-second hurry-up mode, complete three challenges on the Tilt-A-Matic Playfield 🎮 to find the Holy Grail.
One, two, then three Passages 🚦💡 on the Tilt-A-Matic Playfield 🎮 will be flashing, representing the three challenges. You have to pass through all of them ‒ across multiple attempts per challenge if needed.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • The first challenge is always worth 10 million points.
  • The second challenge is worth 20 million points if you complete the three challenges and/or you pass through the flashing Passages 🚦💡 in one pass.
    The second challenge is worth only 5 million points if you don't complete the three challenges and you don't pass through the flashing Passages 🚦💡 in one pass.
  • The third challenge is always worth 30 million points.

The flashing Passages 🚦💡 depend on whether “Pit Award” has been collected or not during the Path of Adventure mode:

Choose Wisely

In this video mode, five grails are shuffled for 10 seconds on the Dot-Matrix Display.
Only one is the real grail ‒ it flashes at the beginning of the mode.
Keep your eye on it, and choose it with the Flipper 🎮 buttons when the shuffle is over.
Confirm your choice by pulling the trigger on the Ball Launching Pistol Grip 🎮. After 8 seconds, the currently selected grail is automatically validated.
Representation of the DMD

The shuffling speed increases with each new attempt.

All points below are only scored during End-of-Ball Bonus, so don't tilt.

  • Choosing the wrong grail is worth 5 million points.
  • Choosing the real grail is worth 20 million points.

Sides Modes

Indy Friends

Gather the Friends 💡 of Indiana Jones to collect the Friends Jackpot.

Activation

Spell I-N-D-Y on I-N-D-Y Lanes 🚦💡 to make one of the Friends 💡 flash.
Shoot Left Orbit 🚦 or Right Orbit 🚦 when lit, to solidly light one of the flashing Friends 💡.
Once all five Friends 💡 are thus gathered, the Right Ramp 🚦 will light to collect the Friends Jackpot.

These Left Orbit 🚦 and Right Orbit 🚦 shots earn Orbit Awards.

Spell I-N-D-Y on I-N-D-Y Lanes 🚦💡:

Friends Jackpot

Shoot the Right Ramp 🚦 to collect this jackpot.

If the Right Ramp 🚦 is lit for both the Idol Multiball Jackpots and the Friends Jackpot, you will only need to hit the Right Ramp 🚦 once to collect both.

Hand of Fate

When Hand of Fate 💡 is lit, shoot the Kick-out Saucer 🕳️ to earn a random award.
Representation of the DMD

Awards that can be collected are:

Path of Adventure

This mode is played on the Tilt-A-Matic Playfield 🎮.

Activation

Complete the three banks of “ADVENTURE” targets ‒ A-D-V Targets 💢💡, E-N-T Drop Targets 💢💡, U-R-E Targets 💢💡 ‒ to flash the Path of Adventure 💡 and open access to the Tilt-A-Matic Playfield 🎮.

  • Lighting a flashing target scores 500,000 points.
  • A shot on an already lit target scores 100,000 points.

Mode

When Path of Adventure 💡 is flashing, shoot the Right Ramp 🚦 to access the Tilt-A-Matic Playfield 🎮 and start this mode.
Cross the lit Passages 🚦💡 on the Tilt-A-Matic Playfield 🎮 to score points and earn rewards.
Send the ball into the Extra Ball Hole 🕳️💡 when lit to collect an Extra Ball.
Send the ball into The Pit Hole 🕳️💡 when lit to collect the “Pit Award”.

The Path of Adventure remains active during the Lost Treasure multiball, and all values on the Tilt-A-Matic Playfield 🎮 are doubled until the Lost Treasure multiball ends.

Dogfight

The theme of this hurry-up mode is the red and white dogfight biplane in the center of the playfield.

Activation

Shoot the Left Ramp 🚦 or Right Ramp 🚦 when lit to light one of the six Winged Lights 💡.
Lighting all six Winged Lights 💡 makes the Hurry-up 💡 flash for the Hurry-up Mode.

These Left Ramp 🚦 and Right Ramp 🚦 shots are worth 1 million points + 1 million points per shot in the ramp sequence.

Hurry-up Mode

While Hurry-up 💡 is flashing, shoot the Center Hole 🕳️ or the Hidden Target 💢💡 to collect the “Dogfight” value counting down on the DMD.

The “Dogfight” value starts at 40 million points and decreasing to 5 million points.

If the “T” drop target of the E-N-T Drop Targets 💢💡 is still raised when this hurry-up mode starts, the value won't decrease until it has been shot.
So it is possible to score the whole “Dogfight” value by hitting the Hidden Target 💢💡 or shooting the Kick-out Saucer 🕳️ without hitting the “T” drop target of the E-N-T Drop Targets 💢💡.

Super Jets

Hit the Jet Bumpers 💢 several times to activate the Super Jets mode.

When Super Jets mode is activated, each hit on a Jet Bumper 💢 scores 1 million points.

Multiballs

Lost Treasure

Go on a treasure hunt in this 2-ball multiball.

Activation

Shoot the Totem Drop Target 💢 three times to light Lost Treasure 💡 and expose the Captive Ball 💢 for 20 seconds.
Then hit the Captive Ball 💢 within the time limit to start a 2-ball multiball and attempt to collect Treasures.

  • The first shot on the Totem Drop Target 💢 is worth 1 million points, the second 2 million and the third 3 million points.
  • Hitting the Captive Ball 💢 to start the multiball is worth 5 million points.

Treasures

During this multiball, hit the Captive Ball 💢 to collect five treasures.

The treasure sequence carries over across Lost Treasure multiball attempts, until all five treasures have been collected.

  • Here is what the treasures are worth:
    • “The Idol of The Incas”: 10 million points.
    • “The Diamond of Shanghai”: 15 million points.
    • “The Remains of Nurhachi”: 20 million points.
    • “The Cross of Coronado”: 25 million points.
    • “The Fish of Tayles”: 30 million points.
  • “All Treasures Collected”: after collecting all the treasures, shooting the Captive Ball 💢 scores 40 million points for the remainder of the multiball, and light Special at the Outlanes 🚦 ‒ the first time only that it is collected during a game.
  • Hitting the Captive Ball 💢 with a strong shot ‒ which hits the back switch ‒ adds an extra 10 million points to the above treasures.

During this multiball, the Path of Adventure mode remains active, and all values of this mode on the Tilt-A-Matic Playfield 🎮 are doubled until the multiball ends.

Idol Multiball

This 3-ball multiball takes you on a quest to collect the main artifacts of the trilogy.

Activation

Lock 3 balls into The Idol 🔩 by shooting the Center Hole 🕳️ when Lock 💡 is lit to instantly begin a 3-ball multiball.

Jackpots

In multiball, shoot the Left Ramp 🚦 or the Center Hole 🕳️ when Lite Jackpot 💡 is lit, to light Jackpot 💡 and flash one of the three jackpot inserts to collect ‒ in order: Ark Jackpot 💡, Stones Jackpot 💡 and Grail Jackpot 💡.
Then shoot the Right Ramp 🚦 when Jackpot 💡 is lit to score the currently flashing jackpot.

  • Here are the three jackpots to collect:
    • “Ark Jackpot” is worth 20 million points.
    • “Stones Jackpot” is worth 30 million points.
    • “Grail Jackpot” is worth 40 million points and flashes the Super Jackpot 💡 for Super Jackpots.
  • Shooting the Kick-out Saucer 🕳️ adds 2 million points to the jackpot value.
  • Shooting the Totem Drop Target 💢 adds 3 million points to the jackpot value.
  • Hitting the Captive Ball 💢 adds 5 million points to the jackpot value, or 10 million points if you hit it with a strong shot ‒ which hits the back switch.
  • Having one ball in The Idol 🔩 multiplies the jackpot value by 2x.
    Having two ball in The Idol 🔩 multiplies the jackpot value by 3x.
  • The sequence of jackpots is kept from multiball to multiball.
  • Balls are released from The Idol 🔩 when:
    • you collect a jackpot,
    • you have no active balls on the playfield,
    • or when the jackpot multiplier timer expires.
  • If the multiball ends with one ball in play while Jackpot 💡 is lit, you then have a 15-second grace period to collect the jackpot during single-ball play.

Super Jackpots

In multiball, after collecting all three JackpotsSuper Jackpot 💡 flashes ‒ hit the Captive Ball 💢 to score super jackpots for the remainder of the multiball.
Shoot the Left Ramp 🚦 when Lite Jackpot 💡 is lit to make the Super Jackpot 💡 flash again.

  • Here are the super jackpots to collect:
    • “Ark Super Jackpot” is worth 80 million points.
    • “Stones Super Jackpot” is worth 90 million points.
    • “Grail Super Jackpot” and each subsequent super jackpots are worth 100 million points.
  • Shooting the Kick-out Saucer 🕳️ adds 2 million points to the super jackpot value.
  • Shooting the Totem Drop Target 💢 adds 3 million points to the super jackpot value.
  • Hitting the Captive Ball 💢 adds 5 million points to the super jackpot value, or 10 million points if you hit it with a strong shot ‒ which hits the back switch.
  • Super jackpots can't be multiplied
  • If the multiball ends after collecting at least one super jackpot, the Jackpots sequence is reset for the next multiball.
  • There is no grace period to score a super jackpot if the multiball ends with one ball in play while Super Jackpot 💡 is lit.

Wizard Mode

Eternal Life

The wizard mode is a 6-ball multiball.

Activation

After playing the twelve main Adventure modes, shoot the Kick-out Saucer 🕳️ during single-ball play to start the Eternal Life Multiball.

Shooting the Kick-out Saucer 🕳️ does not score any points.

Multiball

In multiball, hit all 28 switches (Outlanes 🚦 are excluded) that are lit on the main playfield and on the Tilt-A-Matic Playfield 🎮 to score a mega jackpot.

  • At the beginning of the multiball, Eternal Life 💡 is flashing and a Ball Save is active for 30 seconds.
  • Once the mega jackpot is collected, all switches are relit.
  • Each switch that hasn't been hit yet scores 10 million points.
  • The mega jackpot is worth 1 billion points.

You can collect the mega jackpot as many times as you can, until the multiball ends.

Strategies

Lup's Club

PAPA

The PAPA Strategy is based on Adrian's guide.

Easter Eggs

Hold the Flippers 🎮 up at the start of the game, and during Escape in the Mine Cart main mode, while successfully navigating the turns, count the number of barriers on the right side of the display and crash into the fourth right barrier you see. This will spawn an ark - which Michigan J. Frog hops out of, doing his famous dance before returning to normal.
Finding this secret scores a “Frog Bonus” worth 20 million points.

During the second phase of Streets of Cairomain mode, instead of shooting the Kick-out Saucer 🕳️ to win the mode, Indiana Jones can simply shoot the thug.
Pulling the trigger on the Ball Launching Pistol Grip 🎮 will win the mode instantly, albeit for 2 million points rather than the 20 million points you'd score by shooting the Kick-out Saucer 🕳️.

A cow can be seen in the hieroglyphics on the display during the “Shoot Again” animation, and the nickname “DOHO” can be seen to the left of the cow.
“DOHO” can also be seen on a crate in the match sequence, and on a road sign in one of the orbit animations.

The fifth Treasure in Lost Treasure multiball is “The Fish of Tayles”, a reference to Mark Ritchie's previous game, Fish Tales.
Multiball in Indiana Jones: The Pinball Adventure is also played very similarly to the multiball in that game.

Discussions

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Credits

This guide was designed and written by FunkySon with contributions from Mercyscene.
These external contents were used:
Many thanks to them to share their works for free and with passion.


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