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Marvel Pinball Trophy Guide


Vyrastas

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Credit to DISCOKING for this and several other banners.

 

Like this guide? Then do me a solid and join the forums!

 

ROADMAP

 

Overview:

-Estimated trophy difficulty: 9/10

-Offline: 12 (12(B))

-Online: 3 (1(G), 1(S), 1(B))

-DLC: 6 (2(S), 4(B))

-Approximate amount of time to 100%: 50-100 hours, varies greatly depending on skill

-Minimum number of playthroughs needed: No story mode

-Missable trophies: None

-Glitched trophies: None

-Cheats: You can change control mappings and anything under the "Extra Adjustments" menu. Any other changes to default settings will disable trophies and posted scores.

 

Introduction:

Marvel Pinball is the latest pinball game from ZEN Studios, featuring tables based on Marvel comic book heroes. It uses the same physics engine from ZEN Pinball, but with a revamped and much smoother interface and online features. As usual, many of the trophies in the game are very difficult, and will test your patience, skill and sanity. With four tables in the initial release and four more on the way in the future, Marvel Pinball stands poised to suck many hours out of your life.

 

 

Pinball Basics:

If you want to know more about the basic terminology for pinball machine features, as well as a variety of techniques and skills, I suggest you check the following links:

 

Terminology and Basic Strategy - from the ZEN Pinball Trophy Guide by skippycue

Skills for the Pinball Player - from ipdb.org, the Internet Pinball Database

 

Not all real-world skills and techniques are reproducable on Marvel Pinball, though, so beware. Death saves, however, can be and are very useful at times.

 

 

Controls:

I play with the flippers mapped to :l1: and :r1:, which is the default. Most people find it very useful to use :ls: for nudging, rather than the default Sixaxis motion (which is a bit unpredictable), so I recommend you change that. You also may find it beneficial to alter the upper and lower flipper sensitivities. You can do this in the Operator's Menu (from the pause screen). Once in there, go to Utilities -> Extra Adjustments. In this menu you can change the sensitivity values - the lower the value, the more responsive the flippers are. The lower flippers can be decreased to 0.15 and the upper flippers can be decreased to 0.00. Be careful not to change any other settings in the Operator's Menu - you may disable trophies and high scores.

 

 

Roadmap:

 

[ Step 0: Disclaimer - Before you Begin ]

Some people recommend focusing on one table at a time and not moving on to the next until you have acquired all trophies for that table. Some like to switch tables frequently and take breaks when frustration with a specific table sets in. This roadmap is structured around the difficulty of the individual trophies, regardless of table, so it's more like the second scenario. If you're going for 100%, use whichever method works best for you. If you wish to only focus on one table, you can still use the steps below to determine which order you should do the trophies for that particular table.

 

[ Step 1: Get the Hang of each Table ]

The first thing you should do is just play each table without worrying about trophies. Get used to the layout and physics of each table. All the table-specific trophies are bronzes, and there are a few (in Step 2) that are very easy and you will most likely get them without really trying.

 

Please Note: Each trophy has to be done in a single game. They do not carry across games.

 

For each table below, there are two links. The first leads to an overview of the table, detailing ramps/orbits, kickbacks, ballsaves and table-specific features, which be found in specific trophy guide posts. The second leads to a thread for discussion of that table, with tips and tricks from other users (some of which have been incorporated into the guide).

Please read the overviews, as they provide valuable information on table layouts and terms that are frequently referenced in individual trophies. Certain shots or techniques may not be explained in each trophy explanation itself to avoid repetition.

 

I also highly suggest you read the in-game Rule Sheet (press :start: and select "Help & Options" > "Rule Sheet") for each table after you've played it a little bit. If you read it without first getting familiar with a table, it won't make much sense. The Rule Sheet will explain how to activate many features of the table and get high scores. They usually aren't 100% comprehensive, but are definitely helpful.

 

[ Step 2: Complete the "Easy" Trophies / Team Force ]

You may have already gotten these trophies just from trying out each table in Step 1. If you are missing any still, focus on them now. These trophies are:

  • Blade: Cathari Treasure, Forsaken Shrine
  • Spider-Man: Aunt May's Dinner Party
  • Wolverine: Ninja Technique
  • Captain America (DLC): The Omnipotent

You can also immediately work on the Team Force trophies. These are very easy; you merely need to add friends via the Team Force Friend thread and score as high as you can on each table. See the Friends trophy in the guide for more detail.

 

[ Step 3: Complete the "Medium" Trophies ]

By this point you should be familiar with each table, and thus feel confident enough to try the medium tier of bronze trophies. These trophies generally involve completing a number of missions and tasks in a single game. These trophies are:

  • Iron Man: Tony Stark, Living Legend, The Invincible Iron Man
  • Spider-Man: Smart Move, Clone Chaos
  • Wolverine: Adamantium Bonded, Healing Factor Overloaded
  • Fantastic Four (DLC): Fearsome Foursome, Ignition
  • Captain America (DLC): The Howling Commandos

[ Step 4: Complete the "Hard" Trophies ]

If you've managed to get any of the trophies from Step 3, congratulations, they are not easy. This final step is what gives the game such a high difficulty rating. For these last two trophies you essentially have to complete the "story mode" for two tables. Runs to complete a table can go for hours, so a huge amount of patience and practice is required.

 

The story mode trophies are:

  • Blade: Glorious Sunshine
  • Iron Man: Ultimo
  • Fantastic Four (DLC): Fantastic!
  • Captain America (DLC): Total Victory

Acknowledgements:

 

Major thanks goes to StOrMtRoOpErMx19 for providing vital information on the really difficult trophies.

 

Extra Balls go to the following people for providing crucial tips and details used in this guide, as well as numerous suggestions and feedback:

 

  • 75thDeadMan
  • DiscoKing
  • Mammouth
  • Oskari14
  • Ruldra
  • steviej

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Ramps & Orbits

There are three ramps and two orbits on this table. They are located as follows, from left to right on the table: Citadel ramp, Left orbit, Alley ramp, Right orbit and Sewers ramp.

 

The Citadel ramp is easiest hit by the main right flipper. The other ramps and orbits are all right next to each other and can be a pain to hit consistently. All can be hit from the main left flipper. The Alley ramp can also be hit from a caught position with the butt of the main right flipper.

 

Kickbacks & Ballsave

These are pretty hard to activate on this table. The kickbacks are both activated at the same time by hitting the left orbit 4 times. This is orbit is pretty much the hardest one to hit and coming out of the right orbit, it has a tendency to go straight to the center drain, so be careful. If you hit the left orbit, I suggest you immediately raise the right upper flipper, which will divert the ball away from the center drain.

 

The ballsave is activated by hitting the "hidden hole" to the left of the Citadel ramp (which diverts it to the lower portion of the Citadel ramp) 4 times. This hole is somewhat hard to hit... I've only been able to do it from the tip of the upper right flipper or from bouncing around the bumpers.

 

However, probably the easiest way to activate the kickbacks and ballsave is through the Workshop, where you can use your funds to buy items that give you bonuses. To open the Workshop, hit the targets on either side of the Alley ramp. Once both are hit the Workshop will open - hit the Alley ramp again to divert the ball into the Workshop. In the Workshop, use the flipper buttons to scroll through items and :cross: to purchase the item. To enable both kickbacks, purchase the Kevlar Armor ($80). To enable the ballsave, purchase the Twin Blades ($90).

 

Tip: There is also a Talisman called Jamal's Shades you can collect that will halve the price of items in the Workshop for the duration of the game. You collect Talismans during the Day. Hit the right orbit to open the portcullis on the Citadel ramp. Hit the right orbit again to hit the spinner, which cycles through the available Talismans (i.e. the ones you haven't acquired yet) - whichever is "selected" on the dotmatrix is the one you can acquire. Shoot the Citadel ramp and the ball will divert to a mini playfield which features four plungers in the wall, which are activated by either flipper button. One of them will be flashing. Hit the ball with the flashing plunger when the ball rolls by and you will collect the currently selected Talisman. Jamal's Shades is the fourth plunger in the mini playfield.

 

Extra Ball

Extra Balls are quite easy to come by on this table. The Extra Ball can be lit on the outlanes or the Lair Hole a few ways:

  • Maxing out the bonus multiplier to 10x
  • Spelling BLADE on the table during the Day (see in-game Rule Sheet for details)
  • Retrieving all Darkhold Chapters at Night (8 total)
  • Having an "exceptionally" low score on the first two balls

Once an Extra Ball indicator is lit, hit the requisite outlane or Lair Hole to get your Extra Ball.

 

Table Specifics

 

Day and Night Cycle

The most important feature of this table is the constant change between Day and Night. Darkhold chapters and DRACULA letters / missions can only be done at Night. Night will eventually start if you wait long enough, and you can even accelerate the Day if you are impatient, however – the duration of Night corresponds directly to the amount of Energy you have for Blade. The Energy meter (on the right side of the table) slowly decreases throughout the Night and when it's depleted, Night automatically ends.

 

You can only increase your Energy level during the Day and you do it by hitting unlit holes on the table. They are the same holes used for Cathari Treasure – see that trophy for more information on their locations.

 

In regards to accelerating the Day, you'll probably have noticed a compass of sorts above the left main flipper. This indicates the passage of day (a sun slowly moves across the upper half of the circle). If you have built up enough Energy to your liking and don't feel like playing Day anymore, you can accelerate the Day by holding down the :cross: button. I recommend catching and holding the ball so you don't have to worry about doing two things at once. The sun will speed up and night will soon be upon you.

 

Special Holes

There are three special holes of importance on the table: Lair, Shrine and Mission. The Lair Hole is the front of the bottommost bumper, directly in front of the main left flipper (it says "Extra Ball" and "Treasure Hunt" in front of it). The Shrine Hole is at the very top of the table in the middle. The Mission Hole is above the Shrine Hole and is only reachable at night via the Citadel ramp.

 

 

http://www.ps3trophies.org/images/trophies/813/01.jpg Cathari Treasure (B)

Max out your funds by recovering treasures and vampire stashes on Blade.

 

[Difficulty: Easy]

 

This is very easy and you will most likely get this trophy without really trying. Your funds are maxed out at 99 bucks. The description says to recover treasures or vampire stashes to max out your funds, but you can do it a few other ways as well. You can tell how many funds you have from the dotmatrix, as well as the yellow meter on the right side of the table, next to the energy meter.

 

Here are some different ways you can gain funds (thanks to Steviej for the night methods):

 

VAMPIRE STASHES (day)

These are represented by the three holes to the left of the Shrine Hole, the ones with yellow candelabras in front of them. They are easily hit from the upper right flipper. You can sometimes hit them from the lower right flipper. Hitting holes with a lit candelabra will add to your funds.

 

TREASURE HUNTS (day)

At times you may see "Treasure Hunt" flashing in front of the Lair Hole. Hit the hole while it's flashing and a stash will be illuminated. This stash will be denoted by a flashing yellow candelabra. There are a number of these candelabra holes: three to the left of the Shrine Hole, three on the left side of the table below the lower portion of the Citadel ramp (skill shot holes), and one under Hannibal (ball lock hole). Hit whichever is flashing to find the treasure and add funds. Note that you can have multiple treasure stashes illuminated at the same time.

 

CATCHING A VAMPIRE (night)

At night the Workshop is inaccessible, so when you hit the targets on both sides of the Alley ramp at night, a random ramp will be lit. If you hit it within 25 seconds you will be awarded 50 bucks.

 

CLEARING A DISTRICT (night)

This is the same process as described under the Glorious Sunshine trophy, for the first A in DRACULA (Clear a District). Follow that description and when you complete the video challenge, you'll get 50 bucks.

 

 

http://www.ps3trophies.org/images/trophies/813/02.jpg Forsaken Shrine (B)

Have Blade take a Darkhold chapter to the shrine and suppress it on Blade.

 

[Difficulty: Easy]

 

The description sounds weird, but this trophy is pretty easy. At night, hit the Fortress ramp in order to get access to the mini playfield with the Mission Hole. The 8 drop targets that rotate around the Mission Hole are the Darkhold chapters. When you hit one you have "retrieved" it. You need to hit at least one to complete the trophy.

 

Once hit, in order to suppress the chapter, wait until Daylight. Then shoot the lit Shrine Hole and the trophy will be yours.

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http://www.ps3trophies.org/images/trophies/813/03.jpg Glorious Sunshine (B)

Complete all stages of the Final Mission and defeat Dracula on Blade.

 

[Difficulty: Hard]

 

To even begin fighting Dracula, you have to first spell DRACULA on the dotmatrix. The letters can only be acquired during at Night, except for D, which can be acquired in both the Day and Night.

 

Thanks to steviej and StOrMtRoOpErMx19 for helping with details on each letter. Thanks to StOrMtRoOpErMx19 for the video walkthroughs of each letter.

 

SPELL DRACULA

 

  • D – Activate Visions
    To do this, keep hitting the bumpers in front of Deacon Frost until it spells VISIONS on the dotmatrix. When successful the ball will freeze by one of the bumpers, your controller will vibrate for a long time and Dracula will laugh on the dotmatrix. You will most likely get this one without really trying.

  • R – Clear a Lair
    For this one you have to clean out a lair. At night, hit the Lair Hole light up the Witch Compass. Then hit any ramp or orbit, followed by another hit to the Lair Hole. Whatever ramp/orbit you hit before is now the lair. You need to hit that within 25 seconds to start the mission to clean out the lair.
     
    During this mission you have to kill five vampires, each represented by a lit ramp or orbit. They will rotate counter-clockwise every 2-3 seconds and you'll have 25 seconds to hit each one. So at first everything will be lit, but for each successful hit the ramp or orbit will go out. Once all five have been "killed," you'll get the letter R.

  • A – Clear a District
    To get this letter, shoot the District Hole three times. This initiates a video challenge where you have to find a Doppelganger. Take note of the face they show you at the beginning of the challenge. When they show four different faces, use the flipper buttons to move the cursor to the one that matches what they showed previously and select it with :cross:.
     
    There is a timer, but the first time you do it you only need to find one, and there's more than enough time to do that. You only need to Clear a District once to acquire the letter A.

  • C – Complete "Personal Differences" Mission
    When this starts all three ramps and both orbits will be flashing. Hit a flashing ramp/orbit to "trade an argument" between Blade and Hannibal. You need to trade arguments three times by hitting three different flashing ramps/orbits. Hit all three and the mission will be complete.
     
    There is a fatigue meter on the dotmatrix for this mission, and if you don't hit three ramps/orbits before the meter depletes, then you will fail the mission. Hitting a ramp/orbit refills the meter.

  • U – Complete "Nocturnal Visitors" Mission
    This one isn't too hard. When this starts the entrance to each ramp will be illuminated by icon that says "Strike!", but only one will be flashing. You'll have three attempts to hit the flashing one, as well as a fatigue meter on the dotmatrix that represents a timer. If you hit a solid one, it's a miss and you lose one attempt. You will fail the mission if you miss three times total or the fatigue meter runs out.
     
    If you successfully hit a flashing ramp, a different one will begin to flash and the fatigue meter refills. Once you successfully hit 3 the mission is complete.

  • L – Complete "Mirror Images" Mission
    This is a two ball multiball mission. For this, you need to hit holes, ramps and orbits to defeat Blade and Hannibal doppelgangers. The holes correspond to Hannibal and the ramps/orbits to Blade. You need to defeat three of each. Hannibal is pretty easy as there are holes all over the table.
     
    Once you hit three for both Blade and Hannibal, the Shrine Hole will be lit. Hit the hole to seal the doppelgangers and complete the mission. There is no timer for this mission, but if you lose one of the two balls, the mission automatically fails.

  • A – Complete "Cathari Katana" Mission
    For this, you need to put the pieces of a Katana together. Both the orbits, the Alley ramp and the Sewers ramp will be lit. The orbits count as one piece. Hit one in order to find the piece and light up the Citadel ramp. Hit the Citadel ramp to join the piece of the Katana. Repeat on the other ramps/orbits until you have found and joined all three. The orbits will count as one piece, so regardless of which side you hit, both will deactivate.
     
    There is a fatigue timer running throughout the mission, which is about 30 seconds total in length. Each successful hit to a lit ramp/orbit or the flashing Citadel ramp will partially refill the meter. If you don't complete the mission before the meter runs out or if you lose your ball, you will fail the mission.

[ame=http://www.youtube.com/watch?v=NeFbbI1cMOY]Marvel Pinball / Blade / Missions D-R-A - YouTube[/ame]

 

[ame=http://www.youtube.com/watch?v=kswuxtUI30M]Marvel Pinball / Blade / Missions C-U-L-A - YouTube[/ame]

 

FIGHT DRACULA

 

After you've spelled DRACULA, you have to initiate the fight with Dracula. Do this by hitting the Mission Hole. There are four stages to the Dracula fight. If you fail the fight at any point, you can restart it by hitting the Mission Hole against at Night.

 

Thanks to StOrMtRoOpErMx19 for providing details on this fight and for the video walkthrough below.

 

  • Stage 1
    In this stage you have to hit 15 shots before your energy has been depleted by Dracula. Any ramp, orbit or hole counts as one of the 15 shots. Take your time, try not to get distracted by Dracula and focus on shots that you know you can make consistently. The easier shots to make are the right orbit (from the left flipper), the Alley ramp (from the butt of the right flipper) and the holes to the left of the Shrine Hole (using the upper right flipper after hitting the Alley ramp). Note that these holes will be open for the Dracula fight (normally they are closed at night).

  • Stage 2
    In this stage you have to collect all 4 Talismans from the mini playfield on the lower portion of the Citadel ramp. All you need to do is shoot the Citadel ramp and use the plungers like normal (see the Kickbacks & Ballsave section in the Table Overview for more details on Talismans). The catch is that the gate to the Citadel ramp will constantly open and close. So time your shots carefully. There is no time limit to this stage, so be patient and take your time. Try to avoid actually hitting the gate or a bumper, as your ball with be frozen for a moment, similar to when you activate Visions (the letter D in Dracula).

  • Stage 3
    After completing stage 2, a 3-ball multiball will start. All ramps, orbits and holes are flashing. The specifics of completing this stage are unknown - but those who have completed it say to successfully hit some shots and keep the multiball going and it will eventually complete and move into a "rewards" stage.

  • Stage 4
    This stage continues the multiball and you will earn large point rewards for successful shots. The trophy will pop during this stage. Rewards will last as long as you keep the multiball going.

[ame=http://www.youtube.com/watch?v=7GGphydMc_Q]YouTube - ‪Marvel Pinball / Blade / Glorious Sunshine Trophy‬‏[/ame]

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Ramps & Orbits

There are four ramps and two orbits on this table. They are located as follows, from left to right on the table: Left orbit, Stock Market ramp, Tower ramp, Party ramp, Science ramp and Right orbit.

 

The orbits can be hit from the very tip of the main flippers. The first three ramps are easily hit from the main flippers. The Science ramp can only be hit from the upper left flipper, after a successful shot on the Tower or Science ramps, or the right orbit (the ball will dump past the flipper after the shot).

 

Kickbacks & Ballsave

The kickbacks are very easy to activate and most likely you will easily do so without trying. The left kickback is activated by spelling THR in the left outlanes. The right kickback is activated by spelling UST in the right outlanes. The lit letters can be advanced by using the right flipper.

 

The ballsave can be activated by hitting four small targets situated between each ramp. They are positioned as follows:

  • Left side of Stock Market ramp
  • Between Stock Market and Tower Ramp
  • Between Tower Ramp and Mission Hole drop targets
  • Between Mission Hole drop targets and Party Ramp

Extra Ball

To get an extra ball, you must first build up a 10x multiplier. Increase the multiplier by hitting all the bumper lanes, which are hidden behind the Party ramp (thanks Oskari14 for the tip). Each time both are lit your multiplier will increase by 2.

 

 

http://www.ps3trophies.org/images/trophies/813/04.jpg Tony Stark, Living Legend (B)

Complete all Tony Stark's missions on Iron Man table!

 

[Difficulty: Medium]

 

There are six Tony Stark missions on the Iron Man table. You must complete them all in a single game for the trophy to pop. They can be done in any order. These missions can be accessed at any time outside a Whiplash/Mandarin mission – you do not need to do anything special to initiate them. However, if a Whiplash/Mandarin mission begins, you will either need to complete or fail the mission to continue working on the Tony Stark ones. This can be annoying since there are a few that cannot be failed unless you lose a ball (Whiplash Attack, Whiplash and Mandarin).

 

The Tony Stark missions are listed on the table, in the middle, left and right. For the ramp-based missions, you merely need to hit the ramp 8 times to complete the mission. One hit of the ramp will cause an indicator at the entrance of the ramp to blink, and two hits will make it completely solid. There are four indicators to light up. If you lose your ball while an indicator is blinking (i.e. you've hit an odd number of shots on the ramp), the blinking indicator will go dark and you'll lose the last hit you made.

 

Once you complete the requirements for a mission, the name will light up on the table. The trophy will pop the moment all six are lit.

 

The missions are, in order from bottom-left on the table, running clockwise:

 

  • S.H.I.E.L.D. Target Practice
    For this one, you need to hit both orbits 6 times each. There are 3 shield lights at the entrance to each orbit. When all 6 lights are lit, hit the Stark Tower to divert the ball to the mini-playing field in the upper-right of the table. In this area, there are moving targets in front and to the side two rotating cannons. Use the flipper buttons to launch mini-balls and knock down the targets. You can have three mini-balls on the field at once. There will be a countdown of 2.8 million points... if you don't knock down all the targets before the countdown reaches 0 the mission will fail.
     
    The countdown ends up being 40 seconds long... so don't stress out. There is plenty of time to hit all the targets. I've never once failed this mission.

  • Stock Market
    You merely need to hit the Stock Market ramp 8 times to complete the mission. One hit of the ramp will cause an indicator at the entrance of the ramp to blink, and two hits will make it completely solid. There are four indicators to light up. If you lose your ball while an indicator is blinking (i.e. you've hit an odd number of shots on the ramp), the blinking indicator will go dark and you'll lose the last hit you made. This ramp can easily be hit from the end of the right flipper. It's the easiest ramp on the table to hit.

  • Stark Tower
    Same as Stock Market, except with the Tower ramp. A hit on the ramp to complete the S.H.I.E.L.D. Target Practice mission doesn't count toward the 8 hits. The ramp can be hit from the middle of the right flipper, but the easiest way is straight up from the butt of the left flipper from a caught position.

  • Science Award
    Same as Stock Market, except with the Science ramp. This ramp can only be hit from the upper left flipper. The ball will dump past that flipper after hitting either the right orbit or the Tower ramp. You can easily hit it again after a successful Science ramp hit – hit the ball again from the end of the upper left flipper. If you do it right you can hit the ramp multiple times in a row without the ball falling back down to the bottom of the table.

  • Party
    Same as Stock Market, except with the Party ramp. The easiest way to hit the ramp is straight up from the butt of the right flipper from a caught position. You can do it from the middle of the left flipper, but it's not a consistent shot and the section with the multiball hole (between the Science ramp and right orbit) tends to get in the way.

  • S.H.I.E.L.D. Multiball
    To complete this mission, you need to start the multiball. Do this by locking three balls. The lock is behind two drop targets on the right, between the Science ramp and right orbit. Lower both drop targets, then hit the hole to lock the ball. Be very careful when hitting the drop targets, though – hitting directly between the targets when both are up will send the ball directly into the center drain. Once the third ball is locked, multiball will start. The mission will light up and be "complete" as soon as it starts.

Here is a video by StOrMtRoOpErMx19 showing how to complete each Tony Stark mission:

 

[ame=http://www.youtube.com/watch?v=-WxZcqdM4NY]YouTube - ‪Marvel Pinball / Iron Man / Tony Stark,Living Legend Trophy‬‏[/ame]

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http://www.ps3trophies.org/images/trophies/813/05.jpg The Invincible Iron Man (B)

Complete the Whiplash and Mandarin missions on Iron Man table!

 

[Difficulty: Medium]

 

There are six Whiplash and Mandarin missions on this table. You must complete them all in a single game for the trophy to pop. They will be enabled randomly when you start a mission.

 

START A MISSION

The first step for each mission is to start it. In the center of the table, between the Tower and Party ramps, are three drop targets. Hit all three to gain access to the Mission Hole behind them. Hit the Mission Hole to start a mission – an incomplete mission will be randomly assigned to you. The missions are listed at the bottom center of the table, just above the flippers.

 

COMPLETE EACH MISSION

Each mission has different requirements, which are detailed below. If you lose the ball while any of the missions are active, the mission will automatically fail. Once you complete a mission, its name will light up on the table.

 

Thanks to 75thDeadMan, DiscoKing, Mammouth, Oskari14 and StOrMtRoOpErMx19 for details and tips on these missions.

 

  • Mandarin Flame Blast
    You'll just need to hit the same three drop targets in front of the Mission Hole, just as if you're starting a mission. You only have 20 seconds to hit one, though. Once you hit one, the counter resets to 20 seconds. When all three have dropped, hit the Mission Hole within 20 seconds. At this point holes will appear at the base of both orbits and all ramps except for the Science ramp – five in total. Two cannons will appear from just above the bottom flippers – use a flipper button to shoot the currently lit hole with the cannon. Use the left flipper for the left cannon, right for right. If you hit it you'll get 100K points, the cannon will reload and a different hole will be lit. If you miss or hit an unlit hole, the ball will return to the field of play and you'll need to use the normal flippers to hit the lit hole. Once all five lit holes have been hit, the mission will be complete.

  • Mandarin Impact Beam
    In this one you just need to shoot each ramp and orbit once. All six will be flashing when the mission starts and when you hit one it will stop flashing. You have about 90 seconds between successful flashing ramp hits before the mission automatically fails. Once you hit all six, the drop targets in front of the Mission Hole will drop and the hole will flash. Hit the hole to end the mission.

  • Whiplash Attack
    Here you need to shoot the flashing lanes to attack Whiplash. You need to hit a total of six. There will be three lanes flashing at any one time, and you'll need to hit one of the three within 10 seconds. When the 10 seconds are up, three different lanes will be flashing and the counter resets. This mission will not end unless you complete the mission or lose you ball – there is no overall time limit. So the easiest way to pass the mission is to hold the ball and wait until a lane you can easily hit is lit, then go for it.

  • Mandarin Vortex Beam
    This is probably the toughest one to complete. It's a 4-ball multiball and your task is to hit every ramp and orbit, similar to Mandarin Impact Beam. Balls will be relaunched for about 30 seconds, and then once you lose one, it's gone for good. The hardest ramp to hit here is the Science ramp, as you need to hit it from the upper left flipper after hitting either the right orbit or the Tower ramp. Doing this while trying to keep another ball in play can be tough.
     
    Tip: There is an easy way to hit the Science ramp right at the beginning. Since ballsave is enabled for the beginning of the mission, just let all the balls drain when the multiball starts. They will all relaunch around the orbit and go right by the upper left flipper - shoot the Science ramp immediately from there, then continue with the multiball and the rest of the ramps/orbits (thanks DiscoKing for the tip).
     
    Once you've hit all ramps and orbits, the Mission Hole will open. You'll need to lock your remaining balls in this hole to complete the mission. It's not that easy, though - Mandarin will start a twister/vortex in the middle of the table, which can alter your ball's trajectory. So be careful and time your shots to the Hole carefully.
     
    If you are reduced to one ball during any part of the mission, you will fail the mission.

  • Mandarin Electro-blast
    This one starts with 3 flashing ramps: left orbit, Tower ramp and Science ramp. Once you hit all three, you'll have 60 seconds to increase your energy level. You do this by hitting either orbit and hitting the bumpers in the upper left of the table (under the Tower ramp). This can be a little tricky because you'll go right past the bumpers if you hit the ball into the orbit too hard – you'll need to hit it lighter. The more you hit the bumpers the higher your level goes, as soon on the dotmatrix. Once the gauge is completely full, the mission will be complete.

  • Whiplash and Mandarin
    First thing you need to do is hit three flashing lanes to activate the cannon. The flashing lanes will always be the two orbits and the Science ramp. Once you hit them, holes will open up in the Stock Market and Party ramps. Hit one of them to load the cannon. Once loaded, the perspective will change to that of the cannon and you'll need to hit Whiplash. Press a flipper button to release the ball when the top of the cannon is right at the center of the target – only the top half of the target should be showing (thanks 75thDeadMan for the tip).
     
    To complete the mission you need to hit Whiplash three times with the cannon. After each successful hit a ball is relaunched from the left orbit and you just need to follow the same process as above. There is no time limit during any part of this mission - the only way to fail it is to lose your ball.

Here is a video by StOrMtRoOpErMx19 showing how to complete each Whiplash and Mandarin mission:

 

[ame=http://www.youtube.com/watch?v=XKckJKpKVRE]YouTube - ‪Marvel Pinball / Iron Man / The Invincible Iron Man Trophy‬‏[/ame]

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http://www.ps3trophies.org/images/trophies/813/06.jpg Ultimo (B)

Destroy Ultimo on Iron Man table!

 

[Difficulty: Hard]

 

This is the story mode trophy for the Iron Man table. In order to even begin the Ultimo fight, you will have to first meet all the requirements for the Tony Stark, Living Legend and The Invincible Iron Man trophies in the same game. When those are complete, the battle with Ultimo begins!

 

Ultimo will appear in the center of the table, where the large blue circle is. The fight against him is a 4-ball multiball. To defeat Ultimo, you have to hit him 10 times with a flaming ball. To set a ball aflame, hit a ramp. When the ball comes back down, hit Ultimo with it. You have to do it fast, as the fire only lasts for about 10 seconds. To make things even worse, Ultimo will sometimes catch your balls and throw them back at you.

 

 

StOrMtRoOpErMx19 has a number of tips and suggestions for this fight:

  • Master the Vortex Beam mission from The Invincible Iron Man trophy, as this will give you much needed practice for the Ultimo multiball
  • If you are comfortable with 4-ball multiballs, stick with it, but be aware that with Ultimo in the middle of the table, it will be very hard to keep balls in play as he will either deflect or catch them
  • If you aren't comfortable with 4-ball multiballs, let two drain after the ballsave ends and work only with 2 balls - they are easier to manage
  • Catch the balls and observe the cycle of flashing ramps/orbits as well as Ultimo's animations - the same patterns will repeat
  • Focus on hitting the left orbit, Stock Market ramp and Tower ramp - these are the easiest shots to make during the battle

The only way to fail the fight is to be reduced to one ball or lose your ball entirely. If you fail, everything on the table resets. That's right. You'll have to do all the Tony Stark, Whiplash and Mandarin missions once again to get Ultimo to appear again.

 

Overall, don't expect to beat Ultimo the first time you reach him. You'll need a lot of practice and patience to merely reach him.

 

Here is a video of the battle against Ultimo, courtesy of StOrMtRoOpErMx19:

 

[ame=http://www.youtube.com/watch?v=ljG55Q29FUY]YouTube - ‪Marvel Pinball / Iron Man / Ultimo Trophy‬‏[/ame]

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8OlSdsz.gif

 

Ramps & Orbits

There are five ramps and three orbits on this table. The ones on the main table are located as follows, from left to right: Left orbit, Mysterio ramp, Middle Websling ramp, Daily Bugle orbit, Goblin ramp and Right orbit. There are also two Upper Websling ramps on the mini playfield at the top of the table (accessible via the Mysterio ramp), one each to the left and right of the Doc Ock hole.

 

The main orbits can be hit from the very tip of the main flippers. The Daily Bugle orbit (just beneath the bumpers) can only be hit by the upper left flipper on the main table. The three main table ramps (Mysterio, Lower Websling and Goblin) are easily hit from the main flippers. The Upper Websling ramps can only be hit by the flippers in the mini playfield.

 

Note: The in-game Rule Sheet refers to the Upper Right Websling ramp as the Mysterio ramp. It also refers to that ramp as one of the three Websling ramps for the Aunt May's Dinner Party trophy. I find this confusing, so in this guide that ramp is referred to as the Upper Right Websling ramp and the ramp leading to the mini playfield is referred to as the Mysterio ramp.

 

Kickbacks and Ballsave

These are a bit difficult to enable on this table. You can only activate both kickbacks at the same time – you can't activate them separately. Do this by spelling THWIP in the inlanes and outlanes twice. If both kickbacks are lit, spelling THWIP once again lights the Ball Save.

 

Extra Ball

You can get an Extra Ball a couple of ways:

  • Shoot all three Websling ramps three times each – this is the third Websling Award
  • Light the SPIDEY letters at the entrance to the left orbit - do this by repeatedly hitting the left and right orbits

Table Specifics

 

Special Holes

There are two holes of note on this table: the Doc Ock and Unpredictable Holes.

 

The Doc Ock Hole is right beneath him on the mini playfield. You have to hit this hole using the mini right flipper, which is easily done from hitting the Rooftop and having the ball drain past that flipper. You can still hit it from the other side of the mini playfield though – use the mini left flipper to hit the captive ball for Mysterio (above the upper right flipper) and quickly raise the mini right flipper. You'll catch the ball briefly; if you hit the ball immediately after you can hit the hole. Once you get the hang of it, it's a nice trick.

 

The Unpredictable Hole is right beneath Green Goblin, to the right of the right orbit. It can be hit from the tip of the main left flipper, but it's very tough to do so. Hitting this hole randomly gives you some award. It's also used for activating the Mysterio stages.

 

 

http://www.ps3trophies.org/images/trophies/813/07.jpg Aunt May's Dinner Party (B)

Start Aunt May's Dinner Party by hitting all the Websling ramps two times on Spider-Man table!

 

[Difficulty: Easy]

 

Very easy trophy. This is the second Websling Award mentioned in the Rule Sheet. All you have to do is hit all three Websling ramps twice each on a single ball. You'll have to hit the Mysterio ramp to get access to the mini playfield in order to hit either Upper Websling ramp.

 

Once you've hit each twice, the Aunt May's Dinner Party indicator on the table will light up and the trophy will pop.

Edited by Terminator
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http://www.ps3trophies.org/images/trophies/813/08.jpg Clone Chaos (B)

Complete all four stages and lock three balls into Doc Ock hole to start the Wizard Mode: Clone Chaos on Spider-Man table!

 

[Difficulty: Medium]

 

By "four stages" it means you need to at least beat the first stage for each of Doc Ock, Green Goblin, Mysterio and J.J. Jameson. Once that's done, you can lock balls in order to start Clone Chaos.

 

I personally find Mysterio to be the toughest one to complete, so I suggest you do that one first.

 

COMPLETE ALL FOUR STAGES

 

  • Mysterio
    To start the Mysterio Stage, you need to complete the Hurry Up mode three times. To activate this mode, hit the captive ball on the mini playfield. You can easily hit this from the tip of the upper left flipper after hitting the Mysterio ramp. At this point Mysterio will move and take up a position above a ramp – either the Upper Left Websling ramp, left orbit, Goblin ramp or the Unpredictable Hole.
     
    You'll have 15 seconds to hit the feature he's over and "catch" him. Some of them can be tough to hit quickly (like the Unpredictable Hole), so a good strategy is to not bother, wait out the time and hit the captive ball again, hoping he goes somewhere else that's easier to hit. In any event, catch him three times to start the Stage (you'll know because everything will go dark and purple).
     
    To complete the Stage, you have to make three flashing shots: Goblin ramp, Doc Ock Hole and Upper Right Websling ramp. What makes this tricky is that the flippers are reversed, so hitting the right flipper activates the left one. The good thing about this is that you have permanent ball save for the entire stage, so don't worry too much if you lose your ball.
     
    Tip: When this Stage starts, turn the controller upside-down. That way you can use the normal left/right like you're used to. This makes it a little easier for some people.
     
    You'll have only 35 seconds to hit each ramp/hole. When you hit one, the timer resets back to 35 seconds. If you fail to hit all three in time, the Stage fails. The annoying thing about failing Mysterio is that you have to catch him three more times to start the Stage again. So I suggest you work on this one first, as it's by far the hardest of the four to complete.

  • Doc Ock
    You start a Doc Ock Stage by hitting the Doc Ock hole beneath his legs twice using the mini playfield flippers. Once started, Doc Ock will float over the table and slowly advance on you.
     
    During the Stage, hit any of the three Websling ramps to "hurt" him – the easiest to consistently hit is the Middle one on the main table. He will move back every two hits. If too much time passes between successful hits, Doc Ock will advance and it will take two more hits to beat him. Keep going until he completely retreats. The first Stage is pretty easy since he advances slowly and doesn't try to grab your ball.

  • Green Goblin
    This one is easy as well. Hit the Goblin ramp three times to start his Stage. On the first stage, he'll throw a pumpkin ball bomb into the center of the table. Hit this bomb to cause it to drop. You'll now have a two-ball multiball going. You need to hit the ramp Goblin is floating above to "hurt" him – he'll only be above the Middle Websling or Goblin ramps. You'll only have 15 seconds to do this. Once you hit him the Stage is complete.

  • J.J. Jameson
    This one is probably the easiest. Hit the Daily Bugle orbit once to start the Stage. You'll then have around 15 seconds to hit the right orbit. If you do, the Stage will complete.

START WIZARD MODE: CLONE CHAOS

Once all a Stage for each character is complete, "Final Stage" will be lit under the Doc Ock hole. Shoot the hole to start Chaos mode. At this point you have to lock 3 more balls into the Doc Ock Hole to start Clone Chaos and receive the trophy. A multiball will begin after the trophy pops.

 

Thanks to Oskari14, Mammouth and StOrMtRoOpErMx19 for info on this trophy.

Edited by Vyrastas
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http://www.ps3trophies.org/images/trophies/813/09.jpg Smart Move (B)

You can get this Trophy when a pumpkin bomb ball explodes in one of Doctor Octopus' tentacles on Spider-Man table.

 

[Difficulty: Medium]

 

This trophy is tricky and you'll need a little patience to get it. Essentially you need to be fighting Doc Ock and Green Goblin at the same time, and get Goblin's pumpkin bomb ball to explode while Doc Ock is holding it.

 

Here is a strategy with images, courtesy of Ruldra, that is probably the easiest:

 

COMPLETE DOC OCK STAGE 1

Doc Ock won't start picking up balls until you get to his Stage 2, so the first thing you need to do is beat him once (complete Stage 1). See the Clone Chaos trophy for more info on starting and completing a Doc Ock Stage.

 

START DOC OCK STAGE 2 AND GREEN GOBLIN STAGE 1

Once you have completed Stage 1, you'll need to start Doc Ock Stage 2 (start it the same way as before) and Green Goblin Stage 1 (hit the Green Goblin ramp three times) so they are running at the same time. I suggest you get Doc Ock going first, then start Goblin.

 

Regarding Doc Ock in Stage 2 – he will only grab balls when he's in the "checkmate" position of the fight (the starting position at very top of the table). If he's moved down a bit while you were starting the Goblin fight, you'll need to push him back up by hitting Websling ramps.

 

Here are pics of each stance:

 

Non-starting stance – will NOT pick up balls

 

http://i.imgur.com/klW7mTI.jpg

 

Starting stance – will pick up balls – He needs to be in this stance!

 

http://i.imgur.com/RQhTEsE.jpg

 

So make sure Doc Ock is in the proper stance before continuing.

 

GET DOC OCK TO CATCH THE BOMB

With both fights going, there will be two balls on the table: the normal ball and Goblin's pumpkin bomb ball. Catch both, one on each flipper. Since the pumpkin bomb will explode if you lose your normal ball, let the normal ball drain down the center and shoot the pumpkin at Doc Ock right after so he grabs it. If you time it right the bomb will explode while Doc Ock is holding it and voila, trophy!

 

StOrMtRoOpErMx19 has created an excellent video showing how to get this trophy using the above strategy:

 

[ame=http://www.youtube.com/watch?v=Ye1pCWo5suk]YouTube - ‪Marvell Pinball / Spider-Man / Smart Move Trophy‬‏[/ame]

Edited by Terminator
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http://i.imgur.com/rSL7wFd.png

 

Ramps & Orbits

There are four main ramps and two orbits on this table. They are located as follows, from left to right on the table: reverse scoop, left orbit, Samurai ramp, Sentinel ramp, Rage ramp and right orbit. There is also a "dump" ramp that runs across the middle of the table.

 

The orbits can be hit from the tips of the main flippers. The reverse scoop can only be hit by the upper left flipper (to the left of the Rage ramp, below the bumpers). The dump ramp can only be hit from the left plunger.

 

Kickback, Regeneration & Claw Save

The kickback exists only on the left outlane. You activate it by hitting the two drop targets on the right side of the table (above the right outlane). When you hit one, the dotmatrix will say "KICK" and when you hit the other the kickback will be active. You can hit them in either order.

 

The right outlane has Regeneration, which is a little different than a kickback. Spell HEAL in the outlanes and inlanes on both sides of the table to activate this mode. When active, if you lose your ball down the right outlane, you will have a chance to save the ball. A new ball will be launched you'll have to hit the Weapon X ramp within 20 seconds. If successful, the game continues and the ball is saved. If you fail, you lose the ball.

 

Instead of a traditional ballsave you have Claw Save. To activate this, spell SNIKT using the left saucer (i.e. hit it 5 times). With this active, if the ball goes down the center drain a claw will appear and knock it back into play.

 

Extra Ball

There are a couple of ways to get an extra ball on this table:

  • Max out the multiplier to 10x and then collect it once more
  • In Regeneration mode, shoot the reverse scoop instead of the Samurai ramp
  • Initiate the Fastball Special three times in a row (see in-game Rule Sheet for details)

After meeting these requirements, to get the extra ball, hit the upper saucer.

 

 

Table Specifics

 

Saucers

There are two saucers on the table, which factor into two of the three trophies. The left saucer, right above the SNIKT, can be hit from the very tip of the right flipper. The upper saucer, between the Sabretooth wheel and the upper right flipper, can be hit from the middle of the left flipper.

 

You may want to take some time and practice hitting these consistently... both Adamantium Bonded and Healing Factor Overloaded require you to hit them under time constraints. If you can't hit them at a drop of a hat, you will have trouble getting those trophies.

 

 

http://www.ps3trophies.org/images/trophies/813/10.jpg Ninja Technique (B)

Hit one of the Hand ninjas by dumping the ball on him on the Wolverine table.

 

[Difficulty: Easy]

 

This is probably the easiest table-specific trophy in the game.

 

First, you must start the ...Hand mission on the table. Do this by hitting the reverse scoop – the ball will go through the Weapon X cylinder in a different direction and divert to the left plunger. Three ninjas with shields with red handprints on them will rise up in the center of the table (right under the dump ramp) while this is happening.

 

Once at the left plunger, use it like normal and the ball will shoot across the dump ramp. Press the right flipper button while the ball is on the ramp and the ramp will expand, dumping the ball back down to the main table. To get the trophy, you have to hit one of the three ninjas when the ball is dumped.

Edited by Terminator
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http://www.ps3trophies.org/images/trophies/813/11.jpg Adamantium Bonded (B)

Find Adamantium and complete a successful bonding process on the Wolverine table!

 

[Difficulty: Medium]

 

START ADAMANTIUM BALL MODE

The first part of this trophy is to start Adamantium Ball mode, which is a 2-ball multiball. You can do this two ways.

 

One is to spell BOND by hitting the Samurai ramp four times.

 

The second is to hit the upper saucer 3 times in a single ball. This will open the wheel under Sabretooth and start Amnesia mode. Hit the wheel within 20 seconds and it will spin. Eventually it will stop on a "recall" bonus – one of them is Adamantium Ball mode. If you land on that it will immediately start.

 

COMPLETE ADAMANTIUM BALL MODE

Once started, you need hit both saucers (left and upper) in quick succession. The best way to do this is to hit the left saucer first. After the hit it will drop down the left inlane toward the left flipper. Immediately go for the upper saucer with the left one. If you time it right you'll hit both within a few seconds.

 

Once you hit the second one, the other ball will begin to glow. Shoot the Samurai ramp with that glowing ball - it will go into the Weapon X chamber and you'll be awarded with the trophy.

 

Thanks to Oskari14 for info on this trophy.

 

Here is a video from StOrMtRoOpErMx19 showing how to get this trophy:

 

[ame=http://www.youtube.com/watch?v=kAsIHDR5t2E]YouTube - ‪Marvel Pinball / Wolverine / Adamantium Bonded Trophy‬‏[/ame]

 

 

http://www.ps3trophies.org/images/trophies/813/12.jpg Healing Factor Overloaded (B)

Engage Sabretooth in battle and defeat him on the Wolverine table!

 

[Difficulty: Medium]

 

DROP THE CALENDAR TO 0

To engage Sabretooth in battle, you need to drop the calendar of "days until next annual fight" down to 0. To do this, first hit the two drop targets in front of the wheel that Sabretooth is standing above. Once down, hit the ball into the wheel to spin it – the calendar, which starts at 365 days, will decrease depending on how hard you hit the wheel. After it stops the ball will dump back out. Rinse and repeat – hit drop targets, hit spinner – until the countdown drops to 0. It may take 5 or 6 total hits, so be patient.

 

If you hit the other targets next to the drop targets, you can increase the calendar speed so that it counts down quicker when you hit the wheel. Sometimes if you're lucky, you can hit the ball into the wheel with only one drop target down. Also be ready with a nudge as the ball comes out of the wheel... sometimes it can go straight down into the center drain.

 

FIGHT SABRETOOTH

When the calendar drops to 0, Sabretooth will leap down to where Wolverine is standing. At that point you have 85 seconds to hit him four times. To hit Sabretooth, first you must hit one of the two saucers on the table. The left saucer, right above the SNIKT, can be hit from the very tip of the right flipper. The upper saucer, between the Sabretooth wheel and the upper right flipper, can be hit from the middle of the left flipper.

 

When you hit one, a ramp in front of the wheel will rise, giving you access to the four targets behind the wheel that represents Sabretooth's "life." Hit the ramp and you'll hit one of the targets. The target will change color if you successfully hit it. You'll only have about 10 seconds before the ramp drops again. To access the targets you'll need to raise the ramp again by hitting another saucer.

 

Hit all four before time (85 seconds) runs out to defeat Sabretooth and get your trophy.

 

Here is a video from StOrMtRoOpErMx19 showing how to get this trophy:

 

[ame=http://www.youtube.com/watch?v=qZMiwaMqxl0]YouTube - ‪Marvel Pinball / Wolverine / Healing Factor Overloaded Trophy‬‏[/ame]

Edited by Vyrastas
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TEAM FORCE

 

 

http://www.ps3trophies.org/images/trophies/813/13.jpg Partners (B)

Reach 100 Team Force to win this trophy!

 

See Friends for more info.

 

 

http://www.ps3trophies.org/images/trophies/813/14.jpg Comrades (S)

Reach 1000 Team Force to win this trophy!

 

See Friends for more info.

 

 

http://www.ps3trophies.org/images/trophies/813/15.jpg Friends (G)

Reach 5000 Team Force to win this trophy!

 

[Difficulty: Easy]

 

The Team Force trophies are pretty much the easiest ones you can get. All you need to do is score high on each table and have friends who play the game.

 

Your Team Force score is a combination of you and your friends' Hero Scores. Your Hero Score is calculated based on your high score from each table. You get one point for each million of your combined table high scores, which comprises part of your "Core Points." Number of tables played and tournament scores are factored in as well. Tournament scores can only be gained if you play a table while an official tournament is going on (ZEN Studios initiates these).

 

Hero Score = (Core Points x Number of Tables Played) + Tournament Bonus

 

So for example, let's say your high scores on each table are (decimals are added, then dropped from the final score):

 

Blade: 12.3 million

Iron Man: 6.6 million

Spider-Man: 10.1 million

Wolverine: 7.3 million

Any Tournament: 5.4 million

 

Your Core Points are: 12.3 + 6.6 + 10.1 + 7.3 = 36.3 = 36

Multiplied by Number of Tables Played: 36 x 4 = 144

Add Tournament Bonus: 144 + 5.4 = 144 + 5 = 149

 

So your Hero Score is 149.

 

Then, just add all your friends' Hero Scores to yours to get your individual Team Force score. The Team Force score updates after every game you finish and trophies pop immediately when you reach the requisite amount of points for each (100, 1000, 5000). As your friends' Hero Scores increase, so will your Team Force score.

 

To find friends for these trophies, check out the Team Force Friend thread. If you have friends with really high scores, you'll have these trophies in no time.

Edited by Vyrastas
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Last Reserve.

 

Incomplete

 

Blade

· Personal Differences – failure conditions

 

Iron Man

· Mandarin Vortex Beam – what happens after all ramps are hit?

· Whiplash and Mandarin – what happens after you hit Whiplash with the cannon?

 

 

Spider-Man

· Specifics on what happens when all four Stages are complete

 

 

 

I also plan on adding a screenshot of each table with features indicated so it's a little easier to understand which are which for the uninitiated. Would also like to eventuall expand this to have special tips/tricks for each table if possible. We'll see.

 

Working on this :D

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Awesome guide Vyrastas! :) :applause:

 

I don't know about Blade, but have you checked this guide?:

Marvel Pinball: BLADE Table Guide - Zen Studios Forums

 

Corrections:

 

COMPLETE ADAMANTIUM BALL MODE

Once started, you need hit both saucers (left and upper) in quick succession. Do it fast enough and you'll "find Adamantium" and procure the trophy.

No. when you hit both saucers, the other ball starts glowing. You have to hit that glowing ball into the Bond ramp for the Trophy.

 

· Whiplash and Mandarin – what happens after you hit Whiplash with the cannon?
The table will launch Another ball. You have to hit whiplash 3 times. After you hit Whiplash with the cannon 3 times, You beat that mission.

 

· Mandarin Vortex Beam – what happens after all ramps are hit?
Lock all remainig balls into the mission hole.

 

· Specifics on what happens when all four Stages are complete
The dmd says that the lock is lit. Lock 3 balls for the clone chaos.

 

· Point countdown on SHIELD Target Practice

I'm not sure. I think it was 2 or 1,5 million points.

 

Hope I helped. :)

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Blade

· Personal Differences – failure conditions

Mission is failed only if you lose the ball

 

Iron Man

· Mandarin Vortex Beam – what happens after all ramps are hit?

· Whiplash and Mandarin – what happens after you hit Whiplash with the cannon?

Mandarin Vortex Beam : after all ramps are hit, you must shot the mission hole with all remain balls

Whiplash and Madarin : you need to hit whiplash 3 times with the cannon. Mission is success after the third hit.

 

Spider-Man

· Specifics on what happens when all four Stages are complete

Under the Doc Ock Hole, "Final Stage" is lit. Shot the ball in the Doc Ock Hole to activate the "ball lock". Shot the Doc Ock Hole 3 times again to lock 3 balls in it. The trophy is granted when the third ball is locked.

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Thanks for the feedback and corrections, you guys. I'll be updating the guide with that info shortly.

 

Awesome guide Vyrastas! :) :applause:

 

I don't know about Blade, but have you checked this guide?:

Marvel Pinball: BLADE Table Guide - Zen Studios Forums

 

No, I haven't seen that... I've only looked in the PS3 forum there, didn't think to look under the Pinball FX-2 forum. I'll check it out and make sure my info is consistent with that one.

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COMPLETE ADAMANTIUM BALL MODE

Once started, you need hit both saucers (left and upper) in quick succession. Once you hit the second one, the other ball will begin to glow. Shoot the Samurai ramp with that glowing ball - it will go into the Weapon X chamber and you'll be awarded with the trophy.

 

Thanks to Oskari14 for info on this trophy.

 

I think that you still have to correct this. You have to shoot the BOND ramp, not samurai ramp.

 

E: Hey, when the guide is ready, can you post it into the Zen studios Forums' Marvel pinball area? :)

Edited by Oskari14
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Wolverine

· Activating Ballsave

· How to get Extra Balls

 

To activate ball save, you need to shoot the snikt saucer 5 times. Also worth mentioning that ball save doesn't go off until you use it.

 

As for extra ball, it's been a while since I last played so I don't really remember, but you need to do something then shoot the amnesia saucer to get it. Should be written in the rule sheet.

 

Also, what exactly do you mean by table specifics on Iron Man? Aside from ball save, extra balls and kickbacks, I don't think there are more specifics worth mentioning.

 

I think that you still have to correct this. You have to shoot the BOND ramp, not samurai ramp.

 

The samurai ramp is also the BOND ramp (the left one). No need to fix that.

Edited by Ruldra
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I think that you still have to correct this. You have to shoot the BOND ramp, not samurai ramp.

 

The samurai ramp is also the BOND ramp (the left one). No need to fix that.

 

Yeah it's the same ramp. I thought they referred to it on the Rule Sheet as the Samurai ramp, that's why I used that term... I'll double check next time I play and see which it is and use that.

 

E: Hey, when the guide is ready, can you post it into the Zen studios Forums' Marvel pinball area? :)

 

I was planning on it, I thought about just putting a link to this site there, but I may repost it completely.

 

To activate ball save, you need to shoot the snikt saucer 5 times. Also worth mentioning that ball save doesn't go off until you use it.

 

Also, what exactly do you mean by table specifics on Iron Man? Aside from ball save, extra balls and kickbacks, I don't think there are more specifics worth mentioning.

 

I thought the SNIKT was for clawsave? Or is there no ballsave, it's just clawsave? I don't really focus on enabling those (usually just kickbacks), so for that table I wasn't entirely sure.

 

Yeah I don't think there are really any specifics for Iron Man like there are for the other tables. I just have it as a placeholder for now and may just remove it if there's nothing worth mentioning.

 

As for other incomplete parts, I'm using StormtrooperMx19's tips on Dracula/Ultimo (from the discussion threads), but if anyone else has details or tips on those fights, feel free to post them here.

Edited by Vyrastas
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The countdown for S.H.I.E.L.D. target practice starts at 2,800,000 you have 40 seconds to shoot all the targets.

 

Cool, thanks man.

 

EDIT: Okay, I guess Wolverine just has the Claw Save, and no normal ballsave. At least it's not mentioned in the Rule Sheet.

 

Added info for Extra Balls on Wolverine.

Edited by Vyrastas
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