How to try it: Hold the ball still on the right lower flipper. Aim through the open channel at the bottom of Left orbit; the ball must pass the entrance switch and continue up the lane. If a weak shot rolls back down the same lane, let it return to a flipper before trying again.
Boat ramp
Six clean climbs light Monster Fish. It is the safest repeatable progress shot.
How to try it: Hold the ball still on the right lower flipper. Aim through the two posts at the bottom of Boat ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
How to try it: Hold the ball still on the right lower flipper. Aim at the dark opening of Fish Finder, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
How to try it: Hold the ball still on the left lower flipper. Aim at the dark opening of Caster’s Club, not at its rim or the nearby posts. After the ball settles in the hole, watch where the machine kicks it back and regain control.
Center ramp
Use a controlled cradle and repeat this ramp until all six inserts are lit.
How to try it: Hold the ball still on the left lower flipper. Aim through the two posts at the bottom of Center ramp and use a firm forehand so the ball climbs the ramp. If it starts up and rolls back, let it reach a flipper before shooting again.
Lower playfield
Dead-bounce safe returns and cradle before choosing the next cast. The slings make rushed flips expensive.
How to try it: This is a status area, not a shot. Read its lamps while the ball is held on a flipper, then aim for the named shot whose lamp is still dark.
First cast
Launch
Launch through an unlit L-I-E lane. While the ball is above the lanes, use the flipper buttons to move the lit letters under it. A completed L-I-E set raises the end-of-ball bonusmultiplier.
If the ball misses the intended lane, do not flip at the first bounce. Let it reach a flipper, settle it, and begin the center-ramp route.
Six climbs wake the monster.Repeat the broad center ramp, then use the left orbit to earn the award.
When the sixth boat-ramp shot lands, Monster Fish lights. Shoot the left orbit to the upper saucer before the timer expires. The value counts down, so receive the award instead of squeezing in another setup shot.
Missed it? Keep shooting the center ramp. The route is simple enough to repeat the required shots without abandoning multiball progress.
Plan the return. The ramp count alternates the lit side. Try to land the sixth climb when its return leaves the ball on the flipper that can reach the left orbit. That makes the timed shot one controlled shot instead of a scramble.
During the opening ball save: attack Caster’s Club immediately. With one ball held, the remaining balls are easier to track. A second held ball doubles the prepared jackpot, but it also leaves only one live ball. Take the double only while the save is active or the remaining ball is under control.
After three jackpots, stop repeating the setup. The captive ball is now the scoring shot. Each hit awards another 100 million until multiball ends.
Three jackpots open the biggest catch.The captive ball becomes the repeatable 100-million target.
A right return can light Fish Finder. Shoot the spinner into its saucer for the displayed award. Treat it as a detour only when the ball is already controlled on the correct flipper.
Stringers
Stringer awards Make progress toward Stretch the Truth. Four completed Stringers make Feeding Frenzy ready. During Feeding Frenzy, make the difficult fish shots first while the ball save and timer give you room.
Rock the Boat
Complete four fish tales to light Rock the Boat. During the round, repeat the broad center ramp. It is safer than forcing the captive ball or a tight orbit while the table is shaking.
Combine compatible progress
playing two features at the same time
Ramp, tale, and Long Cast progress can continue while you advance locks. Finish a nearly ready Stringer or Monster Fish before starting multiball if its final shot will be difficult with several balls moving.
Prepare two goalsLeave Monster Fish or a Stringer one shot from ready while advancing the final lock.
Earn the timed goalTake it before the third lock if its timer would compete with multiball.
The center ramp is the safest shot you can make consistently. Captive-ball and Caster’s Club misses can return quickly through the middle. Shoot them from a cradle, then prepare to catch or dead-bounce instead of flipping again immediately.
In multiball, stop looking at the display after a lock. Find the live balls first. If only one remains in motion, cradle it before aiming at Fish Finder.
Choose the next valuable shot
Scoring
Take Monster FishThe sixth ramp has already done the work. Claim it before the value falls.