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Farsight Studios
Pinball Arcade Tables
Williams Tables - Retired Tables
Whirlwind (1990)
Whirlwind Tactics & Strategies
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<blockquote data-quote="Zaphod77" data-source="post: 96865" data-attributes="member: 2101"><p>Touring the cellar is worth it as well, because TWO extra balls are available from the cellar per run through. My general strategy is.</p><p></p><p>Keep shooting that three toll ramp. It relight the cellar AND spots arrows towards multiball. every time the cellar is lit, shoot it. Hold off shooting that ramp if the cellar is lit, so you don't waste a chance for progress. you may wish to drain the quick multiballs on purpose, because it's just not that lucrative compared to normal multiball, and it's better to just finish off the cellar and collect your two extra balls.</p><p></p><p>The extra ball target requires you to lose control to hit it though. so you just might want to collect it with quick multiball. Once again the game suffers from an exceedingly friendly cellar kickout compared to most real life games.</p><p></p><p>you want the ramp RAISED as much as possible, so it will feed the upper flipper for a shot at the side ramp. SO when it's not just shoot the super cellar door to toggle it.</p><p></p><p>Ignore the skill shot, it's a drain trap. if you really want to show off plunge super weak, and go for the sweep. Instead full plunge. pray it goes up the side ramp. if not it will go around to the upper flipper. shoot the side ramp.</p><p></p><p>Get control of the ball.</p><p>If super cellar door is lit, ALWAYS shoot it. It should be doable from either flipper. </p><p>If you can master left orbit to ramp, use that to relight the super cellar. But if the ramp is down, it's safer to shoot the unlit super cellar to raise it back up, then feed the upper flipper that way.</p><p>If the extra ball is lit, it's worth shooting, though if you are paranoid you might want to hold off till you start a multiball.</p><p></p><p>My multiball strategy is to shoot cellar with one ball, shoot under upper ramp with the other one, and shoot the side ramp, trap the cellar kickout. On POF, the side ramp was ludicrously easy to hit. it's not quite so easy here. Still because of how unpredictable the feed off that ramp is, it's harder to abuse multiball. IF you are good at transferring the ball to the lower right flipper, and shooting the super cellar when the discs are spinning, you can ignore multiball and just keep touring the cellar for the two extra balls and play forever. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> But it's less boring to take those locks and play for real.</p></blockquote><p></p>
[QUOTE="Zaphod77, post: 96865, member: 2101"] Touring the cellar is worth it as well, because TWO extra balls are available from the cellar per run through. My general strategy is. Keep shooting that three toll ramp. It relight the cellar AND spots arrows towards multiball. every time the cellar is lit, shoot it. Hold off shooting that ramp if the cellar is lit, so you don't waste a chance for progress. you may wish to drain the quick multiballs on purpose, because it's just not that lucrative compared to normal multiball, and it's better to just finish off the cellar and collect your two extra balls. The extra ball target requires you to lose control to hit it though. so you just might want to collect it with quick multiball. Once again the game suffers from an exceedingly friendly cellar kickout compared to most real life games. you want the ramp RAISED as much as possible, so it will feed the upper flipper for a shot at the side ramp. SO when it's not just shoot the super cellar door to toggle it. Ignore the skill shot, it's a drain trap. if you really want to show off plunge super weak, and go for the sweep. Instead full plunge. pray it goes up the side ramp. if not it will go around to the upper flipper. shoot the side ramp. Get control of the ball. If super cellar door is lit, ALWAYS shoot it. It should be doable from either flipper. If you can master left orbit to ramp, use that to relight the super cellar. But if the ramp is down, it's safer to shoot the unlit super cellar to raise it back up, then feed the upper flipper that way. If the extra ball is lit, it's worth shooting, though if you are paranoid you might want to hold off till you start a multiball. My multiball strategy is to shoot cellar with one ball, shoot under upper ramp with the other one, and shoot the side ramp, trap the cellar kickout. On POF, the side ramp was ludicrously easy to hit. it's not quite so easy here. Still because of how unpredictable the feed off that ramp is, it's harder to abuse multiball. IF you are good at transferring the ball to the lower right flipper, and shooting the super cellar when the discs are spinning, you can ignore multiball and just keep touring the cellar for the two extra balls and play forever. :) But it's less boring to take those locks and play for real. [/QUOTE]
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