There is no grace time on the ball save. Once the light goes out, ball save is over. Even if the ball takes a while to find the drain.
Hold Bonus holds the bonus value after being multiplied. Hold Bonus on both ball 1 and 2 can lead to a huge ball 3 bonus with multipliers.
Test cradling the ball on the right flipper and flipping the mini flipper to see if it gives you a good shot at the Arm Nukes hole.
Shooting bug standup targets from the mini-flipper will count as two hits. You can cheat this by quickly flipping it after a normal shot.
Avoid Arm Nukes until you have multiple planets. Planet MB after 1 planet is 2-ball and 1M jackpots. With 5 planets it's 4-ball and 12M JPs.
Arm Nukes hole on left starts Planet MB. 5 lit Nuke shots score JPs, after all JPs, the Warrior lites for a 10x super and relites JPs.
Shoot Warrior repeatedly to reveal hole to start Live Fire 4-ball MB. Ramps are 3M jackpots. Bug standups increase jackpot when lit.
Don't rush the shots on Orbit Multiball. Wait for a plunged ball to make it past the optical sensor before shooting the orbit.
Inlanes light opposite orbits for 5s for O-N-E and T-W-O. Complete both for Orbit MB. Orbits score 5M jackpots, first orbits also add balls.
Flashing BUG rollover at the top scores 1M. Hold left flipper in and shoot right ramp for 5M super skillshot.
Hold the left flipper in for a super skillshot and hit the upper saucer. This leaves both orbits lit for ONE and TWO the rest of the ball.