Indiana Jones: The Pinball Adventure

> "Take the Path of Adventure, Indy."
>
> - Sallah

***Indiana Jones: The Pinball Adventure*** is a 1993 pinball machine released by Williams, released for *Pinball FX3* on March 10th, 2022, and released with the launch of the *Pinball FX* reboot. The table depicts events from the first three *Indiana Jones* films; the player can complete missions in search of the treasure of Eternal Life and a billion points, or find treasures during Multiball and score big.

## Objective

Play twelve modes - four per film in the original trilogy - and discover the treasure of Eternal Life.

### Modes

Modes can be started at any time during single-ball play by shooting the mode start saucer. A random mode will be lit at the start of every new game, which can be changed by shooting either ramp before starting a mode. All non-multiball modes have 30-second timers, and don't award their points right away - they are only scored during end-of-ball bonus, so don't tilt.

Starting modes adds 5 million points to the mode total; shooting the mode start saucer while a mode is running will add 1 million points to the total; and shooting the totem drop target while a mode is running will add 2 million points to the total, as long as the shots aren't lit during a mode. Modes can stack with either **multiball**, but modes involving the Path of Adventure will be suspended until the multiball ends. Video modes are the only modes that become more difficult over several gameplay attempts.

Modes are listed in their rotation order - shooting either ramp or orbit will rotate the lit mode one to the right.

* **Castle Grunewald**: Escape the castle by shooting the captive ball three times. The captive ball shots score 5M, 10M, and 15M, for a total of 35M for completing the mode.
* **Tank Chase**: Chase and destroy a tank by making five orbit shots. Each orbit shot during this mode scores a hurry-up value seen on the display, starting at 15M and decreasing to 5M over 30 seconds. Making five orbit shots in the allotted time will cause the tank to fall to its untimely demise and win the mode for a 30M bonus.
* **Three Challenges**: Complete three challenges on the Path of Adventure to find the Holy Grail. 1, 2, then 3 inserts on the Path of Adventure will be flashing; shoot the right ramp, and roll over them all across multiple attempts to score 10M, 20M, and 30M for a total of 60M for winning the mode.
* **Choose Wisely**: Video mode - five Holy Grails are seen on the display, but only one is the correct one. The Grails will rotate between positions on the display for about 10 seconds, and the player must choose the location of the correct Grail using the flippers for a 20M bonus.
* **Monkey Brains**: Both orbits and ramps are lit to score 8M points, a rather gross animation, and a burp. Unlike the other modes, this mode has no scoring cap, meaning as long as you keep making shots, you'll keep scoring points.
* **Steal the Stones**: Shoot the Path of Adventure to steal the stones. All eight inserts will be flashing to steal a stone; each stolen stone scores 5M, with a 20M bonus for stealing all eight stones and winning the mode. On later attempts, the last four stones will rotate between inserts, and the last two stones must be collected on the same run to win the mode.
* **Escape in the Mine Cart**: Video mode - use the flippers to steer the mine cart past obstacles. Every correct turn scores 1M, making 10 correct turns scores a 10M halfway bonus, and winning the mode by making 25 correct turns scores a 30M bonus. The cart gets faster with every turn you make, so be careful!
* **Survive the Rope Bridge**: Shoot the ramps to cross a perilous rope bridge. Each ramp shot scores 10M and advances Indiana Jones across the bridge; the fifth shot will score another 10M, cut the rope, and win the mode. Winning the mode by making all 5 ramp shots will light **extra ball** at the mode start saucer.
* **Get the Idol**: Steal the Chachapoyan Fertility Idol by shooting the center drop targets three times, then shooting the lock. Each shot scores 5M if a single drop target is hit, 10M if two are hit in one shot, and 20M if all three are swept in a single shot. The lock shot will score 20M, win the mode, and lock a ball for **Multiball**.
* **Streets of Cairo**: Find Marion, then deal with the thugs of Cairo. Four boxes are seen on the display, corresponding to one of the major ramps and orbits; a monkey can be seen jumping across the boxes, screeching when it lands on the box Marion is in. Shooting wrong shots scores a one-time bonus of 10M points per shot; shooting the correct shot will light the mode start saucer to finish the mode for 20M.
* **Well of Souls**: Six-ball multiball mode, using any balls that were locked in the idol beforehand. Shoot the lock to burn a room full of snakes and score 2M x the number of balls in play. After six shots, the center drop targets must be shot to gain access to the lock, making further awards more difficult to collect.
* **Raven Bar**: Video mode - take down bad guys in the Raven Bar in search of the medallion. The gun on the display automatically fires at opponents for 1M each, so the player only needs to use the flippers to move the gun's position. Defeating 10 thugs spawns an **extra ball** pickup in one of the doorways, and defeating 20 thugs spawns the medallion to end the mode for a 15M bonus.

### Eternal Life Multiball

After all twelve modes have been played, the next shot to the mode start saucer during single-ball play will start the game's wizard mode, **Eternal Life Multiball**. The goal of this 6-ball multiball, with a 30-second ball saver, is to roll over every single switch on the playfield - including all 8 Path of Adventure switches - to score 1 billion points. Each switch that hasn't been hit yet scores 10 million points, and relight once all 28 switches have been hit. The player can repeat this process as many times as they can until they drain down to a single ball, at which point they must play all twelve modes again to regain access to the wizard mode.

## Side modes

* **Dogfight Hurry-Up**: Rolling over either inlane will light the opposing ramp to score 1M points + 1M per shot in the ramp sequence, and light one of the green inserts in the dead space above the flippers. Lighting all six inserts will begin a hurry-up at either shot behind the center drop targets ("Raise Jackpot" or the lock) for a value starting at 40M and decreasing to 5M. If the "T" drop target is still raised when this hurry-up starts, the value won't decrease until it has been shot.
* **Path of Adventure**: Completing all three sets of ADVENTURE targets will light the right ramp to send balls onto the Path of Adventure; shooting an already lit target or shooting the "Raise Jackpot" target will spot a target that hasn't been collected. Further completions of ADVENTURE while the Path is already qualified will increase the value for rolling over each lit switch, which starts at 5 million, by 1 million.
	+ Complete the lit rollovers on the Path of Adventure to score 10M and light the **extra ball** hole; then, after collecting the extra ball, keep shooting rollovers to light the Pit Award at the Pit hole (starts at 25M and increases by 25M per Path completion to a max of 150M). Collecting the Pit Award will cause the lights on the Path to strobe, and these strobing inserts must be collected to further complete the Path of Adventure sequence for more extra balls and Pit Awards.
	+ Every time the ball exits the Path of Adventure, the player will be given 15 seconds to continue playing the Path by shooting the right ramp; the mode will end if the player drains or the timer runs out, and it can be relit by completing ADVENTURE again. The Path of Adventure remains active during **Quick Two-Ball Multiball**, and all switch values there will be doubled until the quick multiball ends.

## Multiball modes

* **Multiball**: The game's main multiball can be started by locking three balls into the lock behind the center drop targets; the balls will be locked in the idol at the bottom right corner of the machine. Once multiball starts, all three balls will be released to the right flipper, and the player will be tasked with lighting and collecting Jackpots, each corresponding to a major treasure from the trilogy - the Ark, the Stones, and the Grail.
	+ Light the Jackpot at the right ramp by shooting the left ramp or the lock - shooting balls into the lock will multiply the jackpot values for 15 seconds, up to 3x if the player locks 2 balls in the idol at once. If the right ramp is lit for Jackpot, the ball will be sent all the way around to the left flipper and the locked balls will be released. If the player drains down to a single ball but lit a Jackpot, they will have a 15 second grace period to collect the Jackpot during single-ball play.
	+ The Jackpot value for each treasure is 20M + 5M per Jackpot collected - but Jackpots can be increased by 2M by shooting the mode start saucer, 3M from the totem drop target, and 5M from the captive ball.
	+ After collecting all three Jackpots, across multiple attempts if necessary, the captive ball will light to score Super Jackpots for the remainder of the multiball. Super Jackpots are worth 85M, 95M, then 105M for each subsequent Super Jackpot. Once the player drains out of Multiball after collecting at least one Super Jackpot, the Jackpot sequence will reset. Super Jackpots lack the grace period that the normal Jackpots have.
* **Quick Two-Ball Multiball**: Shooting the totem drop target three times +2 per activation, then shooting the captive ball behind it, will launch a second ball into play for a quick multiball. The goal of this quick multiball is to repeatedly shoot the captive ball to collect five treasures, worth 10M each + 5M per treasure; the treasure sequence carries over across quick multiball attempts, until all five treasures have been collected. Shooting the captive ball after collecting all the treasures will score a 40M bonus for the remainder of quick multiball, and light **special** at the outlanes the first time this is collected during a game.

## Perks

* **Eternal Life**: Every new ball launched starts with a 15-second ball saver that automatically launches balls back into play if they drain. Eternal Life can also be activated off of a **Hand of Fate** award, is activated the first time either **multiball** mode is started, and can prevent unfair drains off the center drop targets if the game registers an outlane switch immediately after they have been hit.
* **Narrow Escape**: Balls that return to play via the right outlane gate score a Narrow Escape bonus, worth 1M + 1M per Narrow Escape to no known limit.
* **Bonus Multiplier**: Completing INDY at the top rollover lanes increases the bonus multiplier by +2x, lights the return lanes for **Hand of Fate**, and lights one of Indy's **Friends** above the flippers; raising the multiplier to 8x lights an **extra ball**, and further completions on the same ball will award a 10M bonus. The bonus multiplier is automatically held across balls until 8x bonus is reached.
* **Super Jets**: 75 bumper hits activates Super Jets, and each bumper hit will score 1M points until the ball drains; while this is active, all orbit shots will send the ball to the bumpers, as well. Further activations of Super Jets during a game require 50 more bumper hits than the previous activation.
* **Friends, Orbit Scoring & Loop Jackpot**: Shooting either orbit when lit through a return lane scores 1M + (2M x number of lit **Friends**), maxing out at 11M, and lights a Friend if they aren't already lit; repeatedly shooting the orbits in succession multiplies these values up to 7x. Once all five Friends are lit, the right ramp will light to collect a **Loop Jackpot** worth the sum total of lit orbit awards this session, to a maximum of 200M.
* **Hand of Fate**: At the beginning of each ball, or by completing the INDY rollovers, the return lanes will be lit to qualify Hand of Fate at the mode start saucer for 10 seconds. Hand of Fate is a random award that displays four awards, before awarding a random one from the four. Once 8x bonus has been reached, Hand of Fate cannot be qualified again until the next ball, when the bonus multiplier resets. Awards that can be collected are:
	+ Points (10M or 20M)
	+ Light **extra ball** (if seen on the display, this is always awarded)
	+ **Eternal Life** for 15 seconds
	+ **Quick Two-Ball Multiball**
	+ +2x **bonus multiplier**
	+ **Dogfight Hurry-Up**
	+ Spotting one of Indy's **Friends**
	+ Locking a ball for **Multiball**
	+ Lighting the **Path of Adventure**
	+ Starting **Super Jets**
* **Extra Ball**: Extra balls can be lit at the mode start saucer by winning the **Survive the Rope Bridge** mode, increasing the **bonus multiplier** to 8x, and from a random **Hand of Fate** award. They can also be lit at the lower hole on the **Path of Adventure**, by completing the Path the first time and every subsequent time after cashing out the Pit Award. During the **Raven Bar** mode, after defeating half of the required bad guys, an extra ball will spawn as a symbol that can be picked up by moving the gun over it.
* **Special**: Collecting all five treasures during **Quick Two-Ball Multiball**, then shooting the captive ball again, will light both outlanes to collect the Special. Special scores 50 million points.
* **End-of-ball bonus**: Bonus is calculated from switch hits x the bonus multiplier. The total scores from **modes** started during the ball are awarded following the switch bonus.

## Tips

* Like many Williams tables before it, this table encourages the player to combine strategies in order to score the most points. The four main strategies involve playing for modes, playing for Multiball, playing for Dogfight, and playing for Path of Adventure.
* The feed from the mode start saucer reliably hits the left slingshot. Instead of holding up the left flipper, wait for the ball to bounce over to the right flipper before transferring the ball between flippers. However, if the ball hits the upper portion of the slingshot, holding up the left flipper can often be more safe.
* The top rollover lanes have many uses and are more important to complete than you'd think - they light Friends which can lead to a valuable jackpot, light Hand of Fate at the return lanes, and increase the bonus multiplier which can lead to an extra ball. These are tougher to complete during modes, as the orbit gates will typically send the ball all the way around, but starting super jets guarantees that each orbit shot will enter the bumpers.

## Tournament mode changes

* Hand of Fate always awards 10M when collected.
* The Path of Adventure is more difficult to complete, starting with 4 inserts lit. As extra balls are disabled in tournament play, the new goal of the Path of Adventure is solely to light and collect Pit Awards.

## Glitches

* Rarely, Hand of Fate will award Quick 2-Ball Multiball at a time where it can't be started. The game will then ignore this award.
* If Hand of Fate awards Dogfight Hurry-Up, two of the dogfight inserts might be flashing at once after the hurry-up is scored, though the ramp sequence will continue as normal.
* If Multiball is started during a mode that requires the Path of Adventure (Three Challenges or Steal the Stones), ramp shots will continue to change the flashing mode, and the flashing mode will be solidly lit when the mode ends. This can cost you an attempt at any of the other 10 modes.
* After the aforementioned modes are played once, subsequent attempts at the modes are impossible to win as the game fails to give credit for the roving Path of Adventure switch. Seven switches can be hit during later attempts at Steal the Stones, but the last one will not count.
* If the mode start shot that ends Streets of Cairo is also the shot that starts Eternal Life Multiball, a ball search will be triggered.
* Rarely, Eternal Life Multiball will fail to award the billion points for hitting all 28 switches despite showing the animation. This seems to occur if the player has scored over a billion points before starting Eternal Life Multiball. Subsequent collections of the billion during the same game are properly awarded.

## Easter Eggs

* A cow can be seen in the hieroglyphics on the display during the "Shoot Again" animation, and "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 Quick Two-Ball 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.
* Hold both flippers at the start of the game, and during **Escape in the Mine Cart**, 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 20M.
* During the second phase of **Streets of Cairo**, instead of shooting the mode start saucer to win the mode, Indiana Jones can simply shoot the thug. Pressing the launch button will win the mode instantly, albeit for 2M rather than the 20M you'd score by shooting the saucer.