ROADMAP

Overview:
-Estimated trophy difficulty: 9/10
-Offline: 12 (12)
-Online: 3 (1, 1, 1)
-DLC: 6 (2, 4)
-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 and , which is the default. Most people find it very useful to use 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.

[ 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 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

[PS3T Would Like to Thank Vyrastas for this Roadmap]

 

Fantasic Four Table DLC:

Overview and introduction:
-Estimated trophy difficulty: 9/10
-Offline: 3 (2, 1)
-Approximate amount of time to 100%: 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.


This guide will explain what to do in order to achieve the trophies for the latest Marvel Pinball DLC table, themed Fantastic Four.

For the full guide and roadmap of the base game, please refer to the guide by Vyrastas found HERE. For an in-depth description of basic tactics and terminology, go to Skippycue's Zen Pinball guide found HERE.

On a quick note regarding basic tactics, I would like to point out that this table plays very fast. Safely catching a ball is not an easy feat on this table. Furthermore, the table has a 2 nudge only tilt limit. Instead of catching a ball and using the nudge pass maneuver, it will often be wiser to go for combos up the easy ramps in order to get to the desired flippers.
 

Table specifics


Ramps, orbits and sinkholes:
This table has 4 ramps and 3 orbits for you to play with.

The left and right orbit send the ball all the way around the back of the table. They both allow for an easy catch. The BAXTER mini orbit and the TORCH ramp can only be hit using the top left flipper. The easiest way to approach these shots is hitting them after a hit up the mission saucer.

The SIGN ramp, the Thing’s Ramp and the Invisible Woman’s are the 3 main ramps on the table. All 3 can be hit with both of the flippers. If you’re having trouble with either of them, try experimenting with the other flipper. Every first hit up the SIGN ramp will guide the ball through Mister Fantastics machine and towards the left flipper. Every second hit will guide it towards the right flipper.

The Thing’s sinkhole is in the center of the table behind 3 drop targets. Apart from activating the Clobberin’ Multiball, this hole has a very useful second feature. After scoring 40 bumper hits throughout your game, hitting The Thing’s hole will make him give you a random reward. These include Extra balls, x10 multipliers, lots of points, and a whole lot of other goodies.

The Baxter Building sinkhole is located in the far back right of the table, to the right of The Thing. The sinkhole can be hit with both of the flippers. It’s a pretty annoying shot with either of them, so try and figure out what feels the easiest for you. A hit will guide the ball on a ramp back to the right flipper.


Kickbacks and ballsave:
The kickbacks are activated by spelling out FORCE FIELD over the in- and outlanes. You’ll need 2 hits through every lane. The lights can be swapped around using the flippers. The first time you complete them, you’ll activate the left kickback. The second time you’ll activate the right one. Using the Thing’s ramp and the Invisible woman’s ramp is the easiest way to light the letters. Both kickbacks are crucial for a successful game, so make the effort! Unfortunately, the kickbacks are disabled upon losing your ball.

Activating the Negative Zone Ballsave involves 2 steps. During the first step you’ll have to boost the power of the Negative Zone Portal. Do so by hitting The Thing’s ramp and/or the Invisible Woman’s ramp 7 times. The second step requires you to shoot the ball through Mister Fantastic’s machine 4 times in order to stabilise the portal. The machine is reached via the SIGN ramp, but unfortunately every second hit is diverted towards the right flipper and away from the machine. It may seem like a lot of shots, but this ballsave lasts untill it’s used... This makes it a very useful feature on this table.

NOTE:The Mister Fantastic main story mission makes activating the NZ ballsave a bit easier. Every time he picks up one of the balls, he will drop it right into the machine.

The regular ballsave can only be gotten as a random gift from The Thing.


Multipliers and extra balls:
The Multipliers are activated by spelling out FOUR above the bumpers. The lights can be swapped around using the flippers.

Extra balls are obtained through various methods.

  • Spell out FOUR 6 times during 1 ball. Increase your multiplier after reaching x10.
  • Perform a 10-way combo.
  • A random gift form The Thing.
  • Perform a manual Invisible Flip. Spell out INVISIBLE by hitting the left and right orbits to start this mini mode. Hit the right orbit once more and your ball will be stopped by the Invisible Woman. You now have 2 options. Do nothing and let the Sue send your ball towards the TORCH ramp automatically, or choose to make the shot yourself by pressing both of the flippers at the same time. This will send the ball around the orbit. Manage to hit the TORCH ramp straight away and you’ve got yourself an extra ball. Sounds hard, but it seems as though the TORCH ramp is a bit less unforgiving during this mode. Only the first flip you perform awards an extra ball.
  • Beat level 4 in the workshop mini game. This game accessible in the Baxter building after spelling out BAXTER by hitting the mini orbit. You have to try and launch the ball towards the approaching targets using the flipper buttons. Play and win the game 4 times to earn the extra ball. The targets will come towards you at increasingly higher speeds in the later levels.

After any of the requirements has been met, the Extra Ball target next to the Invisible Woman’s ramp will light up. Hit the target and the extra ball is yours.

[PST Would Like to Thank steviej for this Roadmap]

 

Captain America Table DLC:

Overview and Introduction

-Estimated trophy difficulty: 9/10
-Offline: 3 (2, 1)
-Approximate amount of time to 100%: 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.

Welcome to our guide to the trophies on the Captain America DLC table for Marvel Pinball! Enjoy the read and the videos! Hopefully they will help you experience some more of this awesome table's features, and maybe even help you earn some trophies!

For the full guide and roadmap of the base game, please refer to the guide by Vyrastas found HERE.
For an in-depth description of basic tactics and terminology, go to Skippycue's Zen Pinball guide found HERE.


Table Specifics

General features:
This table has 3 main ramps. They will be referred to in the guide as the Left, Right and Center Ramps. The Left Ramp is easily hit from either of the flippers. The Center Ramp is a hidden ramp that can only be hit by using the top right flipper. All 3 of these ramps can have a sinkhole open up in front of them during missions or during "lock is lit". Hitting the Center Ramp during normal gameplay spells ASSAULT. This grants you access to Zemo's castle. For more info on this mini game, check Resistance under the "Total Victory" trophy.

Both the Right and the Center Ramp are part of the same cross-ramp. This neat system of drawbridges will guide the ball over the lanes and towards the flippers. Unfortunately, on some occasions, the bridges won’t function properly and the ball will fly straight back onto the table. What makes this even more annoying is that when it happens during missions, the ramps will not register as being hit.

The Left and Right Orbits will guide the ball around the back of the table. The Center Orbit, is a mini-orbit located above the Center Ramp. It can only be hit using the top right flipper, and will guide the ball right back to it. Hitting the bumpers spells "SOLDIER & SYMBOL & SAVIOUR" and "FRIEND". Complete the words for bigger scores on the bumpers.

The Red Skull Plunger is a ramp to the right of the Right Orbit. Hit it with a very late left flipper shot. It guides the ball up the launcher’s lane and towards the top right flipper. Hit it 8 times to spell RED SKULL and start a multiball challenge.

The 2 Howlers' Targets and the Howlers' Sinkhole are found to the left of the Left Orbit. The 3 Cube Targets are in the back center of the table. Open up the Cosmic Cube, and get a free shot that aides your progress. In addition, you'll also be able to lock a ball in one of the newly opened sinkholes. Lock 3 to start the Sleeper Multiball. The Red Skull Target is located between the Right Ramp and the Right Orbit. You’ll need a clean, hard shot for this one to register. It acts like a saucer, and provides you with an easy way to get to the top right flipper.


Kickbacks and Ballsave:
The kickbacks are easily lit by spelling BUCKY over the flipper lanes. First the left kickback will be activated, and then the right kickback.

The ballsave can only be won as a random reward for completing the Supply Drop mini game.


Multipliers and Extra Balls:
The multipliers can be increased by lighting up all 3 targets beneath the Center Ramp.

The extra balls can be won by either increasing the multipliers to x10, or as a random reward from the Supply Drop mini game. Collect them by hitting the Howlers' sinkhole.


Bucky and the Howling Commandos:
During your game, you can invoke the help of Bucky, or 1 of the Howling Commandos. Each of them offers a different permanent bonus. Unfortunately, only one of them can be selected at any given time. You can switch between the unlocked characters by hitting the captured ball next to the cube. Selection of characters is locked during missions.

  • Bucky: 30% chance of your ball being saved upon draining. Definitely worth the effort !
  • Dum Dum Dugan: 4x bumper scores.
  • Gabe Jones: Much higher Combo scores.
  • Jim Morita: Slows down timers by about 3 times. If you have problems with the timed missions, this guy is the answer!
  • Jacques Dernier: 30x target scores. Play the ASSAULT mission with him activated for some huge scores.

To get Bucky, you’ll have to perform a skill shot. There are 3 exits off the launcher’s ramp. Adjust the force you apply to the launcher according to the exit that’s lit. The back exit requires full force, the center exit requires the tip of the launcher to be visible, and the front one requires a gentle shot. Upon performing a skill shot, a 200.000 points countdown will be displayed on the DMD. Hit the right ramp before the countdown reaches zero to save Bucky. You have to hit the captured ball in order activate Bucky’s ability.

The information about how to find the 4 Commandos can be found under the "The Howling Commandos" trophy.


Supply Drop:
This mini game is played on the top left playfield. It can only be played when the Supply Drop light above the Howlers' sinkhole is lit. It's a red light with a plane in it, and has a bit of a strange place on the table. The indicator will light up for only a few seconds. The first time it lights up will be about 30 seconds in the game. After that, it will take a lot longer. If you have the patience, hold your ball on your right flipper at the start of your game. When the light is lit, hit the Howlers' sinkhole. This, in combination with saving Bucky, could give you a good head start when going in the game.

Alternatively, after finding all 4 commandos, you can call for a Supply Drop yourself by hitting both of the Howlers' targets again. This makes finding them A LOT more worthwhile.

Upon starting the mini game, you’ll find yourself on a small mini playfield on the top left side of the table. The idea is to deflect the balls shot at you with Cap’s shield using the flipper buttons. An easy way to go about this game is to devide the playfield into 3 immaginary sections, each with 3 cannons. If any of the left most cannons light up, press the left flipper button. If any of the 3 central targets light up, do nothing. And if any of the 3 right most targets light up, press the right flipper button. The mission is lost if Cap is hit by 2 shots.

This list of rewards is courtesy of ZS forum user blue! The order and (symbols) match the red lights on the playfield.

  1. (parachute) - Extra Ammo = Awards Extra Ball
  2. (moneybag) - Resupply = Awards 10 million points
  3. (soldier) - Regroup = Awards Howling Commando
  4. (map) - Assault Plan = Starts ASSAULT mission
  5. (jetpack) - New Intel Report = Starts Red Skull multiball
  6. (marked road) - Secure Supply Lines = Lights Bonus Held
  7. (first aid) - Medical Pack = Lights ball saver for 35 seconds
  8. (cosmic cube) - Tactical Support = Unlocks Cosmic Cube

This video by StOrMtRoOpErMx19 shows how to start the main story missions, how to save Bucky, and how to get an early extra ball from the Supply Drop mini game.

[PST Would Like to Thank steviej for this Roadmap]

 

Ghost Rider Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 7/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A
INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Ghost Rider Table which is part of the Vengeance and Virtue DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the Zen Pinball 2: Ghost Rider ~ Trophy Guide

This trophy set includes the MARVEL Pinball: Ghost Rider table. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Ghost Rider trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can earn trophies again.

[PST Would Like to Thank DISCOKING for this Overview]

 

Thor Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 9/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: THOR Table which is part of the Vengeance and Virtue DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: Thor ~ Trophy Guide

This trophy set includes the MARVEL Pinball: THOR. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the THOR trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can earn trophies again.

[PST Would Like to Thank DISCOKING for this Overview]

 

Moon Knight Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 8/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Moon Knight Table which is part of the Vengeance and Virtue DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: Moon Knight ~ Trophy Guide by Eternal21

This trophy set includes the MARVEL Pinball: Moon Knight Table. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Moon Knight trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can earn trophies again.
 

Special Thanks:

Eternal21 For descriptions and tips detailing the trophies Whirlybird and Dark Side of the Moon

[PST Would Like to Thank DISCOKING for this Overview]

 

X-Men Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 8/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A
INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: X-MEN Table which is part of the Vengeance and Virtue DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: X-MEN ~ Trophy Guide

This trophy set includes the MARVEL Pinball: X-MEN table. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the X-Men trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can earn trophies again.

[PST Would Like to Thank DISCOKING for this Overview]

 

The Infinity Gauntlet Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 8/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Infinity Gauntlet Table which is part of the Avengers Chronicles DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the Zen Pinball 2: Infinity Gauntlet ~ Trophy Guide by Eternal21

This trophy set includes the MARVEL Pinball: Infinity Gauntlet. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Infinity Gauntlet trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can earn trophies again.

Special Thanks:

Eternal 21 For pictures, descriptions, and tips detailing the trophies Silver Surfin' and To Infinity.

[PST Would Like to Thank DISCOKING for this Overview]

 

World War Hulk Table DLC:

OVERVIEW:

  • Estimated trophy difficulty: 8/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: World War Hulk Table which is part of the Avengers Chronicles DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: World War Hulk ~ Trophy Guide by Eternal21

This trophy set includes the MARVEL Pinball: World War Hulk. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Fear Itself trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click restore default settings so you can earn trophies again.

Special Thanks:

Eternal21 For pictures, descriptions and tips detailing the trophies. Enter Hulk's Arena and Hulk's Vengeance.

Table Overview by Eternal21:

[PST Would Like to Thank DISCOKING for this Overview]

 

Fear Itself Table DLC:

Overview:

  • Estimated trophy difficulty: 8/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:


This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Fear Itself Table which is part of the Avengers Chronicles DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: Fear Itself ~ Trophy Guide by Eternal21

This trophy set includes the MARVEL Pinball: Fear Itself. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Fear Itself trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click restore default settings so you can earn trophies again.
 

Special Thanks:

Eternal21 For pictures, descriptions, and tips detailing the trophies Army of the Serpent and Prophecy Fulfilled.

Table Overview by Eternal 21:

[PST Would Like to Thank DISCOKING for this Overview]

 

The Avengers Table DLC:

Overview:

  • Estimated trophy difficulty: 5/10 (Personal Opinion)
  • Offline trophies: 3 (3)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent, Min: 1 hour, Max: Many hours.
  • Minimum number of playthroughs: None.
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Avengers Table which is part of the Avengers Chronicles DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2.

Click here if you are looking for the ZEN Pinball 2: Avengers ~ Trophy Guide by Eternal21

This trophy set includes the MARVEL Pinball: Avengers. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and StOrMtRoOpErMx19 as this one only covers the Avengers trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click restore default settings so you can earn trophies again.

Special Thanks:

Eternal21 For pictures, descriptions and tips detailing the trophies Back from the Dead and Avengers Assembled.
 

Table Overview by Eternal21:


Character Balls by Eternal21:

[PST Would Like to Thank DISCOKING for this Overview]

 

Civil War Table DLC:

Overview:

  • Estimated trophy difficulty: 7/10 (Personal Opinion)
  • Offline trophies: 3 (2, 1)
  • Online trophies: N/A
  • Approximate amount of time to 100%: Highly skill dependent (Min:2 hours, Max: 20+ hours.)
  • Minimum number of playthroughs: 2 (must play at least once each as Captain America and Iron Man)
  • Number of missable trophies: 0
  • Glitched trophies: 0
  • Does difficulty affect trophies?: No but changing the in-game settings will disable trophies.
  • Do trophies stack?: N/A
  • Do cheat codes disable trophies?: N/A

INTRODUCTION:

This Guide is for people who own the Marvel Pinball (MP) game (for the PS3 only). These are the trophies from the MP: Civil War Table DLC. Note that the tables in MP have 3 trophies vs. 2 in the Zen Pinball 2 (ZP2) version and the trophies in MP sometimes differ than the ones in ZP2. Click here if you are looking for the Zen Pinball 2: Civil War DLC ~ Trophy Guide: LINK


This trophy set includes the MARVEL Pinball: Civil War DLC table. As with most of the tables in MP, there are 3 trophies usually 2 dealing with various game modes and one that involves taking the table to wizard mode. For an in-depth Overview of pinball, see the Main MARVEL Pinball Guide by Vyrastas and Stormtroopermx19, as this one only covers the Civil War DLC trophies. You can change the in-game settings to give yourself for example 5 balls (lives) instead of the default 3, though doing so will disable trophies. If you do change the settings then simply click "Restore Default Settings" so you can again earn trophies.

Note: Special thanks and credit goes out to all the unknown artists and authors of the banner images I used in the making of this Guide.

[PST Would Like to Thank DISCOKING for this Overview]

Marvel Pinball Trophy Guide

Printable Guide
Show completed trophies
Show secret trophies

48 trophies ( 43  )

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

    [Difficulty: Easy] Overview | Discussion

    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.

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

    [Difficulty: Easy] Overview | Discussion

    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.

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

    [Difficulty: Hard] Overview | Discussion

    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 .

      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.

    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.

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

    [Difficulty: Medium] Overview | Discussion

    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:

  • Complete the Whiplash and Mandarin missions on Iron Man table!

    [Difficulty: Medium] Overview | Discussion

    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:

  • Destroy Ultimo on Iron Man table!

    [Difficulty: Hard] Overview | Discussion

    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:

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

    [Difficulty: Easy] Overview | Discussion

    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.

  • 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] Overview | Discussion

    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.

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

    [Difficulty: Medium] Overview | Discussion

    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



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



    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:

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

    [Difficulty: Easy] Overview | Discussion

    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.

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

    [Difficulty: Medium] Overview | Discussion

    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:

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

    [Difficulty: Medium] Overview | Discussion

    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:

  • Reach 100 Team Force to win this trophy!

    See Friends for more info.

  • Reach 1000 Team Force to win this trophy!

    See Friends for more info.

  • 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.

DLC: Fantastic Four Table

3 trophies

  • Start the Fantastic Four-Ball multiball for the first time on Fantastic Four.

    [Difficulty: Medium] Overview | Discussion

    This trophy is achieved by starting the Fantastic Four-ball multiball mode.

    Spell FAN-TAS-TIC
    In order to get Dr. Doom to lock your balls, you’ll have to first spell out FAN-TAS-TIC. The FAN targets can be found above the left flipper lanes, the TAS targets are the 3 drop targets in front of The Thing’s sinkhole in the center of the table, and the TIC targets are located above the right flipper lanes. The “FAN” and “TIC” targets can be hit with very late flipper shots, but not without risk.

    The lit targets can be swapped around by hitting the flipper bumpers. You can try and switch the difficult to hit “FAN” and “TIC” targets with the much easier “TAS” targets. But unfortunately, it’s not as easy as it sounds. The left bumper rotates the targets to the left, and the right bumper rotates them to the right. Meaning that if a ball is bouncing back and fort between the 2 bumpers, every hit nullifies the previous one.

    Progress is saved after draining your ball.

    Alternatively, The Thing can sometimes light the “lock is lit” light for this multiball as a random gift. Score 40 bumper hits and hit his sinkhole to get a gift.

    Lock Balls
    After spelling FANTASTIC, you will be able to lock balls by shooting the SIGN ramp. Lock 4 to start the Fantastic Four-ball and to win the trophy. Remember that the SIGN ramp can be hit using either of the flippers. I generally prefer to use the left flipper for this shot.

    Here's a video by StOrMtRoOpErMx19.

  • Set the sign of the Fantastic Four on fire with Human Torch on Fantastic Four.

    [Difficulty: Medium] Overview | Discussion

    This trophy is achieved by starting the SIGN multiball.

    Set the ball aflame:
    In order the set the ball on fire, you’ll need to spell out TORCH by hitting the TORCH ramp 5 times. The ramp is easiest to reach after a shot up the mission saucer. This will drop the ball right above the top left flipper. It can take a bit of practice to be able to make the shot somewhat consistent. Progress is saved upon losing your ball.

    Light the sign on fire:
    After hitting the TORCH ramp for the fifth time, your ball will be set on fire. You’ll now need to hit the SIGN ramp 4 times in order to set the entire “4” sign aflame. The ball only remains on fire for 30 seconds, so you will have to be quick about it. The SIGN ramp can be hit with both flippers. Personally, I find hitting the ramp with the left flipper to be easier. Stay away from The Thing’s sinkhole and the Baxter Building, as both sinkholes will extinguish the ball’s fire.

    If the fire does go out, hitting the TORCH ramp again will reignite it.

    NOTE: Playing the Human Torch main story mission also sets the ball aflame. You won’t be able to light the sign using this ball. However, after achieving a Nova Flame, you’ll continue regular play with a fiery ball. If you’ve fully spelled TORCH and have not yet ignited the sign completely, you can use this ball to do so.

    This video by StOrMtRoOpErMx19 shows how it's done.

  • Finish all the main missions, and save the World on Fantastic Four.

    [Difficulty: Hard] Overview | Discussion

    In order to conclude the story mode on Fantastic Four, you’ll have to play through and beat the five main missions listed on the table, and win the final battle against Galactus thereafter.

    The 5 Story Missions:
    Story missions are very easy to start on this table. Hitting the Baxter Building sinkhole lights up the mission saucer. Hitting the saucer allows you to choose any of the uncompleted story missions listed on the table. You can switch between them using the flipper buttons.

    All the videos below are produced by StOrMtRoOpErMx19!

    Mister Fantastic:
    During this mission you will have to help Mister Fantastic gather the parts he needs to assemble a device. He will stretch out his arm, reaching towards the main orbits/ramps or the Thing’s sinkhole. Shoot the ball into his hand to give him a part. Wait too long, and he will move his arm to another location. You’ll need to hit his hand a total of 6 times before the 100 second timer runs out to win the mission. This should be more than enough time, so there’s no need to rush it.

    The mission is lost if the timer reaches 0, or if you lose your ball.

    NOTE: After Mr. Fantastic picks up a ball, he will drop it right in front of the machine used to activate the Negative Zone ballsave. This mission is best played after you’ve maxed out the Negative Zone portal’s power and when you do not have the Negative Zone ballsave activated.

    Invisible Woman:
    During this mission, Dr. Doom will be targeting Jessic...euhm... Invisible Woman. She’ll have to defend herself by creating a force field. As the mission begins a 20 second timer will appear on the DMD and the sign ramp will light up. Hit the ramp to activate a level 1 Force Field and to reset the timer. Two or three random ramps/orbits will light up. Every hit will raise the Force Field’s power level by 1, and every hit will light new ramps/orbits. After your first hit up the Invisible Woman’s ramp, Dr. Doom will continuously attack every 20 seconds. Every attack lowers your power level by 1. So as long as you hit more than 1 ramp/orbit every 20 seconds, your power is increasing. The mission is won upon reach a power level of 6.


    The mission is lost if Dr. Doom attacks you without having a shield, or if you lose your ball.

    Human Torch:
    This mission requires you to increase the heat of the Human Torch until it reaches the Nova Flame state. Do this by spinning the spinner at the beginning of the left orbit. As you start the mission, the DMD will display a countdown from 5000°F. Spin the spinner by shooting either the left or the right orbit. This will set the ball aflame and will drastically increase the temperature displayed on the DMD. In order to win the mission, you’ll need to reach a temperature of 1.000.000°F. This translates in around 6 or 7 shots around the orbits if you don’t mess up too badly.

    On some occasions, the ball will refuse to go around the right orbit entirely and drop down towards the bumpers instead. So if possible, opt for the left orbit. The ball will have a greater speed as it goes through the spinner that way anyway.

    The mission is lost if the temperature drops all the way to 0°F, or if you lose your ball. After the mission is completed, the ball remains ignited for while. This will give you the opportunity to score x40 the points you'd score with a normal ball.

    GLITCH WARNING: If you play this mission last, be very careful not to drain your Nova Flame ball afterwards. A glitch in the game causes this to reset your entire mission progress! (This heads-up comes from KGSoloman8000 on the ZS forums)

    The Thing:
    Dr. Doom sends his Doombots to attack The Thing. Time for some clobberin’! The first shot of this mission is simply one into The Thing’s sinkhole. There’s no timer or anything.

    After this shot, the Doombots will arrive one after the other. Hitting them with your ball will make the Thing throw a punch at them. Wait too long, and they will attack The Thing instead. The mission is won after hitting all 5 of the Doombots. They can be hit directly or via a bounce of the droptargets in front of The Thing’s sinkhole. This makes for a huge target.

    The mission is lost when The Thing’s health bar on the DMD has been fully depleted, or if you lose your ball.

    Dr. Doom:
    This is the hardest mission in the game. Upon starting the mission, a 100 second timer will start running on the DMD. The first shot is one up the Baxter Building. Remember that this hole can be hit from both flippers. I prefer the left flipper, but many seem to prefer the right one. So shoot the Baxter Building by whatever means you're comfortable with. As the ball exits the building, it will be glowing yellow – charged by Dr. Doom’s very own weapon. Use this ball to attack Doom by shooting it up the SIGN ramp. It won’t stay charged all that long, so you’ll have to be quick about it. Remember that the SIGN ramp can be hit with both of the flippers. Every time you hit Doom, he will send 2 charged ball back towards you. As he does so, immideately lift both your flippers and let the balls settle on both of them. Now, hit the SIGN ramp again using whatever flipper your most comfortable with. If you find the multiball too hard, you are allowed to drain all but 1 ball. Remember that every hit adds a ball to the game.

    If a ball is no longer charged, you’ll have to hit the Baxter Building again. Or just sacrifice it if you’e still in multiball.

    The mission is won after hitting Dr. Doom 4 times with a charged ball. Run out of time, or lose all of your balls, and the mission is lost.

    GLITCH WARNING: If you drain your last ball during this mode while having a NZ ballsave activated, a glitch will cause the ballsave to become unuseable and unattainable throughout the rest of the game! (Thanks heathenSauce on the ZS forums for the tip!)

    Final Battle: Galactus!
    After beating the 5 main story missions, the battle against Galactus becomes available at the mission saucer. This final confrontation has multiple steps to it. It is however not timed, so there’s no need to rush things or take unnecessary risks. I recommend you have both kickbacks activated before starting the mission in order to minimise the chances of a drain. The Negative Zone ballsave is deactivated when playing this mission, but you’ll get it back after (or if) you’ve completed it.

    • Step 1:
      The Human Torch has to find the ultimate Nullifier by going through the Negative Zone Portal. Simply shoot the ball through the giant hole in the center of the table.
       
    • Step 2:
      The Thing has to destroy the Energy Converter. Lower the drop targets in front of him, and shoot his sinkhole that’s freed thereafter to do so.
       
    • Step 3:
      This part of the mission is played as the Silver Surfer. Galactus is shooting rays of light at you, and you’ll have to reflect them back at him. The beams will randomly hit any of the four ramps on the table. There is no need to take any chances at this stage. Just pick 1 or 2 ramps you’re absolutely sure you can hit, and wait till he targets those. Reflect 4 beams to advance to the next part. It can take a while for him to target a ramp.
       
    • Step 4:
      In order to allow for a safe return of the Human Torch, Mr. Fantastic will have to prepare his device. Hit the sign ramp 4 times to do so. Remember that you can hit the ramp using either of the flippers.
       
    • Step 5:
      Same as Step 1. Simply shoot the giant wormhole in the center of the table, and the Human Torch will fly back out of it.
       
    • Step 6:
      Get the nullifier back from the Human Torch by shooting the TORCH ramp. An annoying shot, especially this late in the game. Fortunately, it seems your ball does not have to go all the way up the ramp to get the nullifier. The eaiest way to hit the ramp is straight after a shot into the mission saucer.
       
    • Step 7:
      Attack Galactus with the nullifier. Both the SIGN ramp and the Invisible Woman’s ramp will be lit. Hit either of them to conclude the battle and receive the trophy.

    After finally beating Galactus, the game will go into an everything is lit 4-ball multiball. This mode comes with an unlimited ballsaver and lasts for around 45 seconds. When the time runs out all balls will be swallowed up by the wormhole, normal gameplay will resume and your DMD should display a very nice new score.

    The main missions can be done in any order, but I would recommend starting with Dr. Doom’s mission. It’s never a bad idea to get the hardest part out of the way first, and playing the mission before having a NZ ballsave activated negates the chances of having the above mentionned glitch happen to you. Next go for Mr. Fantastic’s mission. Provided you've hit the Thing's ramp or the Invisible Woman's ramp enough times, the Negative Zone Ballsave should activate automatically during the mission. Manage to complete these on your first ball and you’ll have 2/5 missions done, and have an unlimited ballsave to help you through the next 3 missions. Best you don't leave the Human Torch's mission till last so you don't end up suffering the game breaking glitch.

DLC: Captain America Table

3 trophies

  • Clear the way to the Cosmic Cube and grab it for a wish on Captain America!

    [Difficulty: Easy] Overview | Discussion

    Hitting all 3 of the Cosmic Cube’s targets in the back center, will free up a new set of targets. Hitting either one of those new targets will cause them to drop down and make the Cube accessible. Simply hit the Cube with your ball to win the trophy.

    As a reward for making this shot, the game will automatically make a shot that aides your progress. This feature can come in handy when you're having problems hitting a particular target during missions.

    Here's a video, courtesy of StOrMtRoOpErMx19!

  • Gather the Howlers one-by-one by searching through the forests. Unlock Dum Dum Dugan, Gabe Jones, Jim Morita, and Jacques Dernier to aid you during your adventures on Captain America!

    [Difficulty: Medium] Overview | Discussion

    As mentioned in the overview, there are 4 Commandos that can assist the Cap. In order to get this trophy, you will have to find all 4 during a single game. Hit the 2 yellow Howlers' Targets above the left flipper lanes to light the Howlers' sinkhole below them. Hitting the sinkhole will start the Howlers' mission. The Plunger, the Center Ramp and the 2 main orbits will light up, and a 40 second timer will start running on the DMD. Hit any 3 of the 4 lit ramps/orbits before the timer runs out to win the mission and get access to a random Commando. Each successful hit adds 5 seconds to the timer. Any sinkhole, including the ones that opened up in front of the Left and Right Ramp will hold enemies. If you happen to hit the ball into one of them, you’ll find yourself on the Supply Drop mini playfield. You’ll have to win this game in order to continue the mission. The mission is lost if the timer runs out, or if you fail the Mini Game. Repeat this mission four times to win the trophy. Saving Bucky has no bearing on this trophy.

    When making the shots to the Howlers' targets, I recommend you have the right kickback enabled. After a hit, the ball will bounce in the direction of the right flipper lanes, and often right into the outlane.

    This video by StOrMtRoOpErMx19 shows how it's done.

  • Complete each mission from Cap and the Red Skull, find at least one of the Howlers and defeat the Red Skull in a series of battles in the Final Clash on Captain America!

    [Difficulty: Hard] Overview | Discussion

    In order to begin the Final Battles against the Red Skull, you’ll have to first complete both the Cap’s story missions and Red Skull and Baron Zemo’s missions. In addition, you’re also required to find at least 1 of the 4 Howling Commandos, or save Bucky.

    Remember that when playing missions, you are unable to switch between commandos. If you intend to take advantage of their abilities, make sure you select one before starting the mission. If available, I recommend you use either Bucky for his ballsave ability, or Jim Morita for his ability to significantly extend the timer.

    All the videos below are produced by StOrMtRoOpErMx19!

    Captain America’s mission:
    These are listed as the 3 left most circles on the table. In order to start them, you’ll have to light up the sinkhole beneath Captain America by hitting the Left Ramp 3 times. The yellow stripes beneath the ramp show your progress. After all 3 stripes are lit, hit the Cap’s Sinkhole. You have 5 seconds to choose the mission you want to play by using the flipper buttons.  

    Resistance:

    After starting this mission, the DMD will display a 40 second countdown. The Howlers' sinkhole and Cap’s sinkhole, as well as the newly opened sinkholes in front of the 3 main ramps will light up. The first part of this missions requires you to find the 2 resistance fractions hidden in any random 2 of the 5 sinkholes. There’s no way of knowing where they’re hidden, but the 40 second timer should be enough to make the five shots worst case scenario.

    The second part requires you cause a little havok in Zemo’s castle. A new 35 second timer will be displayed on the DMD. Hitting the Left Ramp will send the ball to a magnetic mini playfield. To objective here is to hit all 12 targets by manipulating the ball with magnets. Use quick, short bursts with the flipper buttons for the best result. The timer is paused upon entering the playfield.

    The mission is lost if you fail to complete the shots in time, or if you lose your ball.

    Dig Site:
    Upon starting this mission, sinkholes will open up in front of the Left and Right Ramps and a 40 second timer will start running. Hit the sinkholes 2 times each to place the explosive charges, and detonate them by hitting the Red Skull’s target thereafter. The timer is replenished a bit after setting the charges.The mission is lost if the timer runs out, or if you lose your ball.

    Archives:
    This is a mission to test your ability of making skill shots. A 40 second countdown will be running on the DMD, and the Howlers' sinkhole will be lit. Upon hitting the ball up there, you’ll find yourself back on the launcher. 1 of the 3 exits off the ramp will be lit. Adjust the force you apply to the launcher accordingly. The back exit requires full force, the center exit requires the tip of the launcher to be visible, and the front one requires a gentle shot. Make 3 of these skill shots to win the mission.

    The mission is lost if the timer runs out, or if you lose your ball. Even though the DMD will tell you otherwise, mission progress is saved if you lose.

    Red Skull and Zemo’s missions:
    These missions are represented by the 3 center circles on the table. They are available to you after a good firm hit against the Red Skull Target. This shot will open up a sinkhole at the entrance to the Right Ramp. Shoot the ball up there, and you’ll be able to select the mission you’d like to play by using the flipper buttons.

    Adhesive X:
    Baron Zemo is spilling a chemical adhesive all over the table, and it’s up to the Cap to stop him. The Left and Right Ramp, as well as the Plunger will be lit, and a 40 second timer wil run on the DMD. Hit all 3 ramps twice to destroy the canisters holding the Adhesive X and to win the mission. Every successful hit will add 5 seconds to the timer. You’ll still have to be pretty quick about it, since hitting the adhesive slows the ball down A LOT. Don’t worry if you do run out of time though. The progress you’ve made during your first attempt will carry over to the next.

    Sparring:
    The DMD will display both the Captain and the Red Skull with five Health Points. Hitting the Captured Ball and/or the Red Skull Target scores hits on your opponent. Hit any of the sinkholes, including the ones that opened up in front of the main ramps, and you’ll be the one taking damage. Luckily, the sinkholes that opened up in front of the ramps will close after one hit. To make the table a bit more open for play, it may be a wise decission to intentionally take a few hits by hitting the Left and the Right Ramps.

    This mission is not timed in any way so there’s no need to rush through the required shots. Take your time. The mission is lost if your health is depleted completely, or if you lose your ball.

    Death Ray:
    Zemo’s got a new toy. He will be firing at the Captain with his Death Ray every 40 seconds. Increase Cap’s strenght by scoring bumper hits and/or spinning the spinner. 2, or sometimes even a single shot around the Right Orbit should do the trick. Once the bar displayed on the DMD is filled up, the Left Ramp, the Right Ramp and the Center Orbit will light up. Hitting any of them will get Zemo to fire at you straight away. Only this time, Cap will be ready to reflect the beam back at Zemo with his shield. It’s best you let this scene play out before you make your next shot. It takes a few seconds for the uncompleted ramps and/or orbit to light up again. After hitting all 3 lit targets, Zemo will be defeated.

    If you do get hit, wether you’re still on the first part or on the second part, you’ll have to increase your strenght again. Not to worry though, the hits you’ve scored on the second part of the mission will be saved. The only way to lose this mission is by draining your ball.

    Finding a Commando:
    In addition to completing the 6 main missions, you're also required to save one of the commandos. Check the "The Howling Commandos" trophy description for the details. Saving Bucky after a skill shot will also count.

    The Final Battle:
    After all six missions are won, and after you’ve found one of the Commandos, the final mission will be available to you. This mission consists of 4 acts, represented by the 4 right most circles on the table. All 4 acts are 3-ball multiball challenges, none of which are timed. Try to have Bucky assist you during these acts. Since you’re in multiball most of the time, he’ll almost certainly save a few of your balls. Alternatively, if you're confident enough, go with Jacques Dernier. His 30x targets ability will greatly increase your scores.

    After losing your first ball, try catching the remaining balls on both of the flippers. Use one ball to hit the targets, while holding onto the other. All acts continue on after you’ve been reduced to a single ball. If you’ve managed to get here with some spare lives, don’t worry too much if you lose a ball on one of the acts. You can continue from where you left off with your next ball.

    You can start the next in line act simply by shooting the Cube. After beating an act, your flippers will jam and your balls will drain. Don’t worry though, you’ll get them back!

    • Act 1 : The Sleeper
      During the first act, the Red Skull will send out his Sleeper Robot to attack you. A 30 second timer will start running, but you won’t be given your balls untill it reaches 10. Use this time to meditate on the things to come. The objective of this challenge is to hit the Sleeper 10 times by hitting any of the 3 lit Cube Targets. The Sleeper will attack you every 10 seconds he’s not damaged. Apart from lowering the value of a successful hit, his attacks have no bearing on your progress.
       
    • Act 2 : The Cage
      The Red Skull has managed to capture Cap with his Cosmic Cube. In order to free him, you’ll have to hit the captured ball 3 times.
       
    • Act 3 : The Captive Shield
      After having freed the Captain, it’s time to destroy the Cube entirely. The circle of targets beneath the Cube will start rotating. It consists of 9 targets. Light them all to win the mission. When you're reduced to 2 balls, catch them and take some time to study where the unlit targets are. It's a lot easier if you play this mode with only 2, or maybe even only 1 ball. Take your time!
       
    • Act 4 : The Final Clash
      This is the main fight against the Red Skull. Beat him, and this table’s silver trophy is yours! The 3 main ramps and the Right Orbit are lit. Score 15 hits on any of the ramps/orbit to win the final mission. The Red Skull will sometimes shoot a red beam on one of the lit ramps. This doesn’t affect your progress, apart from the hit not counting, and your ball being sent to the launcher.

     

DLC: Vengeance and Virtue

12 trophies

  • Make at least three rounds in a row on the jump ramp of the Ghost Rider table!

    Step 1: Shoot the JUMP ramp in the center of the table to get Ghost Rider to pop a wheelie.
    Step 2: With Ghost Rider popping a wheelie, you now have access to the upper jump orbit. Once again shoot the ball up the jump ramp.
    Step 3: When the ball comes around to the upper left flipper, shoot the ball. The ball will then go around this upper jump orbit. When the ball comes back around, hit it with the upper flipper again. Once it goes around again hit it around this orbit. If you can go around at least three times in a row up there you will earn the trophy.

    Here is Beliskner999 earning the trophy:

  • Collect at least one Super Jackpot during Helluva Multiball on the Ghost Rider table!

    Step 1: You need to shoot the ball into the left orbit to get the ball into the "Pit" area.
    Step 2: When you reach the "Pit", use the upper right flipper to shoot the ball down (The flipper aims down) and lock it in the channel.
    Step 3: Repeat step 1 and 2 to lock a 2nd ball. You need lock 2 balls for the Helluva Multiball Mode. If you only lock one and start it, then you’ve started a different multiball mode not associated with a trophy.
    Step 4: After you have 2 balls locked, then hit the drop target at the bottom of the channel you locked the balls in. This will release them and start the multiball.
    Step 5: After you start multiball, shoot ramps or orbits with the jackpot sign flashing, until you hear "Go for the Super Jackpot!"
    Step 6: Now shoot to the ramp with the Super Jackpot lit up and your balls will be diverted and loaded into the Hellfire Shotgun.
    Step 7: With the shotgun loaded , it will start to move back and forth. Aim at the 4 targets that were on the side of the channel you locked the balls in, they are the ones directly to the right of the JUMP ramp.
    Step 8: Press and you will fire the gun. If you hit one of the targets then you will have earned the trophy.

  • Beat all of the villains including the final boss on the Ghost Rider table!

    To get this trophy you must beat all the missions/villains in one game. Note that if you fail to beat a villain, his name will still light up and you can select any villain you want to fight but you must beat them all in one game. One villain, the 5th (Zadkiel the main boss), is only available if the other 4 villain/missions' lights are lit.

    To start a villain fight:

    Step 1: This table has 4 main missions/villains you gain access to them by shooting the ball around either the left or right orbit. Once you manage to hit it through that you will hear, "One of my Pals wants to play" and underneath Lucifer you will see that the word VILLAIN is lit.
    Step 2: You now need to hit the Lucifer Target. Once you hit it, the target starts moving.
    Step 3: Now shoot the ball into it Lucifer’s fire by avoiding the moving target. You will then begin the process of picking who you want to fight.
    Step 4: After you manage to gain access to the fight selection process, you can cycle through them using your right and left flipper buttons then press to select which one you want to try.

    The Death Race Mission:
    This mission requires you to defeat Death in a street race; therefore, this is a timed mission. You need to get the ball into the lunch lane as fast as you can and then make skill shots by controlling how much power you launch the ball with.

    • Step 1: This is done by hitting the Trick Ramp (directly to the right of the JUMP ramp) after that you will notice that one of the 3 skill shot sinkholes will be lit. The 1st Sink Hole will be lit.
    • Step 2: Shoot the ball out of the launcher with the correct amount of power to get the ball to go into the correct sinkhole that's lit up.
    • Step 3: Repeat steps 1 & 2 two more times for a total of 3 skill shots to win the mission.
    • Note: After each successful sinkhole skill shot is made a bit of time will be added!

    The Scarecrow Mission:
    This mission requires you to defeat Scarecrow and his crows, you will notice that the crows are either flying over the left or right orbit

    • Step 1: To defeat them you will need to shoot the ball around the orbit which they are currently hovering over. After you do this a total of 6 times, the ball will stop, and the crows will pick it up and begin flying in a circle carrying the ball.
    • Step 2: A new ball will be shot out of the launch lane and into your shotgun. You need to shoot the ball at the crows to release the ball they are carrying. You shoot the ball with the button. Try to line up the shot. The crows and the shotgun itself will be moving from side to side. If you miss the crows you will need to get the ball back into the shotgun by hitting the ball up the left Trick Shot ramp (the blue ramp directly left of Lucifer).
    • Step 3: After shooting the crows with the shotgun; the mission will be completed, and you will start a multiball. This is not part of the mission and is just a bonus. You can choose to try and score some points or just hold one ball and let the other drain to continue your progress towards the trophy.

    The Orb Mission:
    This mission requires you to beat the Orb, and is very similar to the first part of the Scarecrow mission. It is similar because you just keep hitting the left orbit & right orbit to win.

    • Step 1: Two successful orbit shots will hit the Orb once. The first shot will adjust a seesaw so that the ball will jump up and hit the Orb. The second shot will actually hit the Orb. Shoot the orbit that is flashing.
    • Step 2: Repeat the process of setting up the seesaw and then hitting the Orb by hitting the flashing orbit until you get a total of 3 hits on him. Three hits on him will complete the mission and defeat the Orb.
    • Note: The Orb will then use his laser to try and stop you. If the laser hits your ball, it will cause the ball to move in wonky way and you can easily lose the ball.

    The Mephisto Mission:
    Hit the flashing ramps. You will see either the left or right trick shot ramps' lights flashing. The left trick shot ramp is blue and directly left of Lucifer. The right trick shot ramp is directly to the right of the JUMP ramp. Just continue to shoot the flashing one to complete this mission.

    The Zadkiel Mission: The Main Boss/Wizard Mode
    This mission is only available if you have at least tried the other 4 missions. This mission has a timer of 90 Seconds. If you don't complete it before the time is up, then you will fail and the table will be reset and you will need to activate the 4 missions again to get another try at Zadkiel. However; remember, you don't need to win those missions just attempt them to get them to light up again.

    Step 1: Once this mode begins you will first need to light the ball with Hell Fire, this is achieved by getting the ball into the Pit playfield. You will see that one of the orbits (either the left or right orbit) will be lit with lights. Shoot the orbit that is flashing. The ball will ignite with Hell Fire and the ball will be returned to you on the right flipper.
    Step 2: You then have a short amount of time to hit the left trick ramp (blue ramp left of Lucifer) to hit Zadkiel with the Hell Fire ball. If you manage to hit that ramp in time Zadkiel will be hit.
    Step 3: You then need to repeat steps 1 and 2 two more times. You need to ignite the ball with Hell Fire and hit the left trick ramp a total of 3 times to defeat Zadkiel.

    Once you have beaten all the villains/missions in one game the trophy will pop.

  • Complete all the Asgard missions on the Thor table!

    In order to receive this trophy you must complete all 5 main Asgard missions. Once you have beaten the 5th mission the trophy will pop. The 5 missions and how to start them are detailed in the The traitor trophy.

  • Wield Mjolnir and defeat Surfur and the hord of Hela on the Thor table!

    To earn this trophy you must complete the 3 side missions on this table.

    Wield Mjolnir:
    Step 1: Shoot the 2 targets under the Ymir mini orbit. You will see the letters Mjolnir. Every time you hit the targets it will light one letter to Mjolnir. To hit the targets trap the ball on the left flipper, let it roll down and then shoot when it's at the tip of the left flipper.
    Step 2: After Spelling Mjolnir, the ragets will go away and you can shoot the orbit behind it. This is you "Wielding" Mjolnir. You will also see a visual signifier on the table when the hammer (Mjolnir), which is by the right flipper, starts having an electric current on it.

    Defeat Surtur:
    Step 1: Hit the bumpers 25 times. Shoot the right orbit and the ball will travel around the back of the table and the ball will land on the bumpers.
    Step 2: Shoot the volcano sink holes 3 times, this will start the mode and a multiball
    Step 3: Now hit Surtur 10 times. Hit Surtur by shooting the balls down the flashing lanes, of which they should all be flashing. Just don't lose your multiball.
    Step 4: After hitting Surtur 10 times you now need to lock the balls at the URU hole. It is straight up the middle where you usually start missions to complete the mode.

    Defeat the Hords of Hera:
    Step 1: Spell URU by shooting the ball up the middle at the URU target. After spelling URU you will light up and have access to two paths. The middle path with a yellow light takes you to Asgard and starts an Asgard mission. However off to the left is a green light which takes you to Hera's side mission.
    Step 2: Shoot the Hera hole 3 times. Access it with a cross shot using the upper right flipper. After the third shot Hera's Hordes will start to appear on the table at the beginning of ramps, lanes or orbits.
    Step 3: Just shoot one of the green horde targets to get credit for having done this mode.

    Once you have done all 3 side missions in any order the trophy will pop.

    Here is StOrMtRoOpErMx19 getting the trophy:

  • Defeat the traitor Loki on the Thor table!

    In order to receive this trophy you must defeat Loki in the Wizard Mode or Final Battle. In order to get to the Final Battle vs. Loki you must first complete all 5 main missions, then take this table to wizard mode and defeat Loki in the wizard mode. This is not an easy task but below I will detail how to start and defeat all 5 main missions.

    Tip: I would try them from hardest to easiest in order to go for this trophy. This is because you could play for an hour completing the easier missions only to fail when you get to the hard ones; thus frustrating you and wasting a lot of time. Try the hard ones first if you fail or lose your balls, then you can just restart the game until you complete the hard ones on ball or two then go for the easy ones you know you can do.

    To start a main mission:
    You must first hit the hit the URU targets 3 times (once for each letter). The URU targets are at the top middle of the playfield. After shooting the targets 3 times the Asgard mission hole will be available. Shoot the ball into that hole and the ball will begin to travel up the Rainbow Bridge and you will be able to cycle through the missions with your flipper buttons. Press to select the mission you would like to try.

    Before you begin I recommend knowing how to do the Lightning Strike Combo:
    It’s important that you learn the Lightning Strike Combo because it helps you complete most of the missions and the Wizard Mode. One shot can end up counting as two or three different orbit/ramp shots. To make full use of this combo you must hit the ball up the Loki Ramp then press this will cause the ball to drop down in front of the upper left flipper. You then need to hit the ball into the Ymir mini orbit then immediately press this will cause the ball to be shot up the cross ramp automatically.

    Now let's get started on defending Asgard! Here are the missions listed from easiest to hardest:

    Mission 1: Brothers Duel

    This mission requires you to defeat Loki. You and Loki both have 7 health points (HP) as shown by the DMD (Dot-Matrix Display). You need to hit 7 ramps, lanes, orbits to hit Loki and take his HP to 0 but if you hit Loki's attack ramps then Thor will be hit.

    Shots you should take to attack and hit Loki:

    • Left Orbit
    • Right Surtur sink hole
    • Ymir Mini-Orbit
    • Destroyer Ramp
    • Asgard Ramp

    Shots you should avoid that attack and hit Thor:

    • Loki Ramp
    • Right Orbit

    Once you have hit 7 of the ramps which attack Loki you complete the mission and the Brother’s Duel light will light up on the playfield.

    Mission 2: The Destroyer

    This mission requires you to deflect the Destroyers beam back at him. You will see a % meter on the DMD of the beams power. It starts at 50% and if it reaches 100% you fail the mission. Your goal is to get the power down to 0%. Each bumper hit brings it down by 1% while the lock hole brings it down by 5-10%.

    To bring the power down hit any of these:

    • Surtur Mini-Orbit
    • Right Surtur/volcano sink hole
    • Right Orbit

    I have found that the easiest/safest way to bring the power down to 0% is to make the ball hit the bumpers. The right orbit is one of the safest shots you can use to complete this mission as it takes the ball to the bumpers with low risk. However, hitting the sink hole will be the quickest way to beat this mission as it will only take a couple of shots. Once it reaches 0% the mission is complete and the Destroyer light will light up on the playfield.

    Mission 3: Ymir's Attack

    Ymir's attack is much like the Brothers Duel mission you will notice that Ymir has 7 HP shown on the DMD. Shoot 7 randomly lit ramps/lanes to attack and damage Ymir. However, you will take damage in timed intervals when Ymir blows his ice breath at you. If your health goes down to 0 you will fail the mission. However, you can recover your health by shooting the ball up the Loki Ramp (right green ramp where the word SERPENT is). You will gain some health back for each successful shot up that ramp. Once you have hit a lit ramp 7 times the mission is complete and Ymir’s Attack light will be lit on the main playfield.

    Mission 4: The Destroyer In Asgard

    This mission requires you to defeat the Destroyer before he destroys Asgard. You and the Destroyer both have 3 HP (see DMD), you are given about 1 minute to take 1 HP off the Destroyer, if you fail to hit all the targets within that time limit you get a HP taken away from you. If you hit the Destroyer; or the Destroyer hits you, the timer will reset and you'll get another whole minute for the next hit. If you are reduced to 0 HPs then you will fail the mission. To take HP away from the Destroyer you must shoot the ball through 3 different targets. They are in this order:

    • 1. Destroyer Ramp (where the word armor is)
    • 2. Ymir Mini-Orbit (hit it with the upper left flipper cross shot)
    • 3. Right Surtur sink hole (volcano)

    Tip: To easily make the first two shots use the Lightning Strike Combo detailed earlier in this guide.

    Mission 5: Ymir Rages Again
    You must hit Ymir 3 times before your health reaches 0. You take damage every time Ymir blows his ice breath at you, which occurs at timed intervals.

    Step 1: Remove the ice
    You will notice that the Asgard Ramp & Loki Ramp have a block of ice at their entrance. This blocks the ball from going up these ramps which are needed to attack Ymir. To remove these you need to shoot the ball into either the left or right Surtur sink hole (the volcanoes). This will turn the ball into a fire ball. After you successfully create a fire ball you then have about 30 seconds to hit the ice blocks in front of the Asgard Ramp and/or the Loki Ramp you will need to hit each block of ice twice to melt it or smash it away. If you fail to remove the ice within that 30 second time limit, then you will need to relight the fireball by hitting either the left or right Surtur sink hole again.

    Step 2: Shoot both ramps to hit Ymir
    Once you have managed to remove the ice from those ramps, you then need to shoot the ball up the ramps to hit Ymir. Once you do that you will remove one HP from Ymir.

    Step 3: Repeat steps 1 & 2 twice more
    Do this a further 2 times and the mission will be completed and the Ymir Rages Again light will be lit on the main playfield.

    Here is a video guide for all 5 missions by StOrMtRoOpErMx19:

    FINAL BATTLE: DEFEAT LOKI
    After finishing the 5 main missions, start up another mission the same way. This will start up the Final Battle vs Loki for the trophy. The Final Battle is a multiball mission, if at any point you lose your multiball and you have only 1 ball in play; then the Wizard Mode fails. Warning: Once started, whether or not you succeed or fail at this mission, the table will reset. In order to reach the Final Battle again you will have to complete all 5 missions again.

    Step 1: To defeat Loki you will have to hit all the flashing lanes. There will only be one or two lit randomly at any given time. After hitting the flashing lane, ramp or orbit a new one will light up. Continue shooting the one that is flashing until Loki has 0 HP. Remember to use and take advantage of the Lightning Strikes Combo mentioned earlier, it may potentially make 1 hit turn into 3-4 hits.

    Step 2: After 8 hits on Loki you will have to lock all your remaining balls at the volcano sinkholes to defeat Loki and earn the trophy. Once you lock your remaining balls, you will have earned a very tough trophy. Congratulations!

    Here is a video guide to defeating Loki in the Final Battle by StOrMtRoOpErMx19:

  • Take off with the Whirlybird on the Moon Knight table.

    This trophy is very easy to unlock. In order to get it, you need to start the Whirlybird Multiball by performing the following steps:

    1. Shoot the Right Ramp 4 times to enable Whirlybird side mission on the little sign above the ramp.
    2. From this point on every shot up the Right Ramp will lock a ball.
    3. Shoot the Right Ramp 3 times to lock 3 balls.
    4. The Whirlybird Multiball mode will start, with the aircraft dropping Ultraviolet balls on the screen. The trophy will pop at this point.
  • Rout at least a hundred thugs on the Moon Knight table.

    This trophy is not cumulative across multiple games so you must defeat 100 thugs in a single game. There are 3 mini-games that allow you to defeat thugs and get your count up to 100:

    METHOD 1: Shooting thugs with crossbow mini game:

    1. Hit the Left Ramp enough times for the sign on top of it to light 'Moon Crossbow'.
    2. You can tell the Crossbow side mission is enabled because a little blue Crossbow icon will start flashing in front of the Right Orbit.
    3. At that point hit the Right Orbit to start the crossbow mini-game.
    4. The goal is to hit 3 thugs, before the time runs out. You aim with your flippers and shoot with the launch button.
    5. You get 10 seconds per hit and each successful hit resets the clock.

    METHOD 2: Rough Customers Dot Matrix Display (DMD) boxing mini game:

    This is one of the 3 Side Missions, accessible via Cycle Hole:

    1. Rough Customers (left triangle light)
    2. Respected Citizen (middle rectangle light)
    3. Silent Pursuit (right triangle light) <- not needed for any letters, avoid activating it

    The first thing you need to do is enable the Cycle Hole missions, by hitting the Right Ramp a few times to switch the sign on top of it to Cycle Hole. You only need to do this once, once Cycle Hole is enabled, it will remain that way for the rest of the game. You know that the cycle hole is enabled, because one of the lights in front of it will be lit. The lit light indicates selected Cycle Hole Mission. You can switch the selected mission by hitting the Right Ramp enough times to switch the sign to Cycle Hole again or by having the ball hit the slingshots on above the flippers.

    1. To start the Rough Customers mission you need to sink 3 balls into Cycle Hole, making sure that when you sink the 3rd ball, Rough Customers mission light is lit.
    2. You will be taken to close view of the dot matrix.
    3. The goal is to hit thugs with the right flipper, and block their hits with the left flipper.

    METHOD 3: Shooting thugs in the Moon mini play field game:

    NOTE: This would be the preferred method as it gives you the opportunity to take out the most thugs (15-18) each time you play it.

    Shoot the left orbit to get your ball to the upper right flipper. Use the upper right flipper to hit the Moon Ramp with 2 times, then you will be taken to a Mini-Playfield inside the moon itself. On this mini-playfield you need to hit all the thug targets which are rotating round the Moon. This has 5 Levels to it, after each Level is complete the ball is returned to the main playfield and you will need to repeat the above to gain access to the Mini-Playfield to gain access to another level. Each level adds more thugs to take out.

    Here is StOrMtRoOpErMx19 earning the trophy:

  • Complete the Final Mission and defeat the evil deity amid the stellar cataclism on the Moon night table.

    To earn this trophy you need to reach the Wizard Mode, and complete it. To get to the Wizard Mode, you need to light up all the MOON KNIGHT letters at the bottom of the table. The letters can be unlocked as following:

    M - Complete 'Morpheus And His Ebony Energy' main mission
    O - Complete 'Bushman Is Back' main mission
    O - Complete 'Black Spectre Vote For Me' main mission
    N - Complete 'Midnight' main mission

    K - Complete 1st level of 'Taxi Around' side mission
    N - Complete 'Respected Citizen' side mission
    I - Complete 1st level of 'Moon Knight Crossbow' side mission
    G - Complete 1st level of 'Rough Customers' side mission
    H - Start the Whirlybird Multiball
    T - Start the Nightmare Multiball

    Here's the most efficient order of tackling these missions:

    1. Complete Nightmare mission first, by launching the ball at 11:25 (see Nightmare Multiball for details).
    2. Focus on side missions but whenever you see the Main Mission sign light up, go for it immediately. Play the Main Missions in the order from hardest to easiest as the following:
      • Black Spectre Vote For Me (hardest)
      • Bushman Is Back
      • Midnight
      • Morpheus And His Ebony Energy (easiest, due to ball save)
    3. Keep hitting the Right Ramp until you enable Cycle Hole Missions. Since the hole is tricky to hit, just focus on it at that point and locking two balls into it then waiting until the right mission in front of it is selected (either Rough Customers or Respected Citizens). Make sure to avoid starting Silent Pursuit (rightmost triangle) mission, because it's not needed for any letters.
    4. You will likely trigger Taxi Around side mission just by playing and hitting Left Ramp enough times. Get it done when it becomes available.
    5. Similar with Crossbow mission, it will be enabled by hitting Left Ramp enough times. Make sure to get it done the moment the crossbow icon starts flashing in front of Right Orbit, otherwise you will be delayed by Hideout Upgrades.
    6. You'll trigger Whirlybird Multiball just by playing and hitting the Right Ramp enough times. You'll likely trigger it more than once during the game. Use that time to enable kickbacks.
    7. If at any point you hear Police Radio chatter, just wait 15 seconds for the time to run out. Police missions are not needed for any letters.

    Main Missions


    There are 4 main missions on this table. To start a mission you need to collect 100 Blue Orbs. You collect orbs just by hitting ramps and orbits so don't worry about them and simply focus on side missions. When you do collect 100 Blue Orbs, the Mission sign will light up in front of the Mission Orbit. Shoot the orbit to select and start one of the following 4 main missions. All missions except for Nightmare Mission are timed but there is no timer displayed on the dot matrix. I believe you have about a minute for each one.

    Morpheus And His Ebony Energy [M]

    1. You'll see black goo flowing down each ramp and orbit.
    2. The goal is to complete the mission before the goo reaches the flippers.
    3. Once the goo touches a flipper, it disables it, which usually means the ball will drain. Luckily draining the ball in this mode doesn't count towards your ball count so this is a very safe mission once you start it.
    4. To complete the mission you need to hit ramps a total of 7 times. Any ramp counts.
    5. Hitting a ramp will retract the goo a bit in it, giving you extra time before it reaches a flipper.

    Tips:

    1. You can focus on the shooting the Right Ramp, and doing it 7 times in quick succession. Each time you hit it, the ball will end up on the Left Flipper again so you can hit it again right away.


    Bushman Is Back [O]

    1. Two holes will open in Left Ramp and Right Ramp.
    2. You need to continue to lock the ball into either one of them, to damage Bushman.
    3. Do your best to avoid any other ramps, as they will damage Moon Knight instead and after a few of those you'll lose the mission.
    4. The mode will end after you lock enough balls. It can be as low as 4, if you do them quickly enough but I've also had to lock 7 at times, if I kept missing the ramps.


    Black Spectre Vote For Me [O]

    1. Random ramps/orbits will be lit.
    2. You need to hit only the lit lanes.
    3. Each time you hit a lit lane, the lit lanes will change, and there will be fewer of them.
    4. You will win the mission after you hit the last lit lane.
    5. If you hit too many non-lit lanes, you will lose the mission.


    Midnight [N]

    1. Midnight character will pop up in front of Right Ramp
    2. Shoot the ball at Midnight to damage him.
    3. Shoot one of the lit ramps on the left side of the table.
    4. Repeat the above steps 3 times.

    Tips:

    1. This mission is not timed so take your time.
    2. Hitting Midnight while the ramps are lit, will cause him to briefly capture the ball but it will just safely land on the Right Flipper. That's a good way to transfer your ball from Left Flipper to Right Flipper if you need to make the lit ramp shots after you hit Midnight.

    Side Missions


    Taxi Around [K]

    1. Start this mission by hitting Left Ramp until the sign on top of it changes to Taxi Around.
    2. You'll hear the character say something about driving around and the Taxi Around side mission will start.
    3. You need to hit a Yellow Circle that will pop up on a random ramp.
    4. After you hit the first Yellow Circle, another will pop up. Hit it again to collect a Fare and light the corresponding letter.


    Respected Citizen [N]

    This is one of the 3 Side Missions, accessible via Cycle Hole:

    1. Rough Customers (left triangle light)
    2. Respected Citizen (middle rectangle light)
    3. Silent Pursuit (right triangle light) <- not needed for any letters, avoid activating it

    The first thing you need to do is enable the Cycle Hole missions, by hitting the Right Ramp a few times to switch the sign on top of it to Cycle Hole. You only need to do this once, once Cycle Hole is enabled, it will remain that way for the rest of the game. You know that the cycle hole is enabled, because one of the lights in front of it will be lit. The lit light indicates selected Cycle Hole Mission. You can switch the selected mission by hitting the Right Ramp enough times to switch the sign to Cycle Hole again, or by having the ball hit the slingshots above the flippers.

    1. To start the Respected Citizen mission you need to sink 3 balls into Cycle Hole, making sure that when you sink the 3rd ball, Respected Citizen mission light is lit.
    2. During the mission you can see stock prices on the dot matrix display.
    3. You want to buy low and sell high.
    4. You can switch between selling/buying by hitting X.
    5. You then need to hit any ramp to either buy or sell stocks.
    6. You only need to buy once at low price (around 30 or so) then wait for the price to go up, now switch to sell and hit any ramp to sell at a profit.
    7. You then need to hit the Cycle Hole to finish the mode and light the corresponding letter.

    Tips:

    1. You can start the mission and not shooting any ramps, waiting for the timer to run out will light the N letter so play it safe and do just that. Start the mission and wait for the timer to run out.


    Moon Knight Crossbow [I]

    1. Hit the Left Ramp enough times for the sign on top of it to light 'Moon Crossbow'.
    2. You can tell the Crossbow side mission is enabled because a little blue Crossbow icon will start flashing in front of the Right Orbit.
    3. At that point hit the Right Orbit to start the crossbow mini-game.
    4. The goal is to hit 3 thugs, before the time runs out. You aim with your flippers and shoot with the launch button.
    5. You get 10 seconds per hit and each successful hit resets the clock so it's very easy to complete the 1st level and light the corresponding letter.


    Rough Customers [G]

    This is one of the 3 Side Missions, accessible via Cycle Hole:

    1. Rough Customers (left triangle light)
    2. Respected Citizen (middle rectangle light)
    3. Silent Pursuit (right triangle light) <- not needed for any letters, avoid activating it

    The first thing you need to do is enable the Cycle Hole missions, by hitting the Right Ramp a few times to switch the sign on top of it to Cycle Hole. You only need to do this once, once Cycle Hole is enabled, it will remain that way for the rest of the game. You know that the cycle hole is enabled, because one of the lights in front of it will be lit. The lit light indicates selected Cycle Hole Mission. You can switch the selected mission by hitting the Right Ramp enough times to switch the sign to Cycle Hole again, or by having the ball hit the slingshots on above the flippers.

    1. To start the Rough Customers mission you need to sink 3 balls into Cycle Hole, making sure that when you sink the 3rd ball, Rough Customers mission light is lit.
    2. You will be taken to close view of the dot matrix.
    3. The goal is to hit thugs with the right flipper and block their hits with the left flipper.
    4. After beating 2 thugs, you will complete the 1st level and light the corresponding letter.

    Tips:

    1. The easiest way to beat a thug is quickly pressing Right Flipper to attack over and over again. Don't bother with blocking.


    Whirlybird Multiball [H]

    1. Shoot the Right Ramp enough times to enable the Whirlybird side mission on the little sign above the ramp.
    2. From this point on every shot up the Right Ramp will lock a ball.
    3. Shoot the Right Ramp 3 more times to lock 3 balls.
    4. The Whirlybird Multiball mode will start, with the aircraft dropping Ultraviolet balls on the screen. The corresponding letter will light up at this point.


    Nightmare Multiball [T]

    1. To start this Multliball mode you need to set the clock in front of the Right Ramp to midnight.
    2. You move the big hand forward by hitting the Left Ramp.
    3. You move the small hand forward by hitting the Right Ramp.
    4. When both hands are at 12, hit the Right Ramp to start the Multiball. The corresponding letter will light at that point.

    Tip:

    1. Setting the clock to the right time can be a pain, but there is an easy workaround. When launching the ball, press and hold and watch the clock face on the table. You will see both hands spinning. Wait for the clock to reach 11:25 and release the ball exactly at that time. If you do it right, the clock will stop at midnight and you will be able to start the mode right away by hitting the Right Ramp. If you are having trouble with this then release the ball slightly earlier, around 11:15 and you will only have to move the big hand once or twice (by shooting the Left Ramp) to start the mode.


    Wizard Mode

    1. Once you light up all MOON KNIGHT letters you will be able to start the Wizard Mode by hitting the Mission Ramp.
    2. Losing the Wizard Mode does not reset the table so if you fail, you will be able to restart it by hitting the Mission Ramp again.
    3. The Wizard Mode has 2 phases.
    4. During the Phase 1 you have about 30-40 seconds to hit the following targets:
      • Left Ramp (hit once)
      • Right Ramp (hit twice)
      • Cycle Hole (hit 4 times)
    5. During Phase 2 a Multiball will start with 3 Ultraviolet balls.
    6. The phase is not timed but you need to keep at least 2 balls at all times, otherwise you will fail.
    7. The goal is to earn 50 orbs. You earn them by hitting anything (ramps/orbits/targets/bumpers)
    8. Once you earn 50 orbs, the trophy will pop.

    Tips:

    1. Phase 1 extremely difficult, due to how short the time is and the fact that you need to hit the Cycle Hole 4 times.
    2. During Phase 1, you want to hit Left Ramp first, to get rid of the black goo that will slow down your ball. After that focus on hitting the Cycle Hole whenever you can. It's a shot that can be made with both Left and Right Flippers.


    Finally, here's a video guide by StOrMtRoOpErMx19:

  • Collect 3 heroes to help Xavier battle against Magneto on the X-Men table.

    Unite or Collect at least 3 X-Men. There is more than one way to get an X-man to join you, I would first use method 1 to collect the easy ones and method 2 to collect the harder or trickier ones because method 2 gives you a lot more time to make the shot.

    METHOD 1:

    Step 1: Shoot the ball up the UNITE Ramp (the left ramp) a total of 5 times to spell UNITE.
    Step 2: Hit the ramp one more time to start Unite an X-Man Mode. After shooting it a 6th time the Unite an X-Man mode will start. You will have a very short time frame to hit any one of the X-Men's flashing ramp, or orbit you wish. You can choose which one you want to collect/unite. Each X-Man gives you a reward.
    Step 3: Shoot any one of the lanes to get an X-Man and a reward. Here they are as they appear on the table from left to right:

    • Wolverine: Hit the Wolverine Orbit (to the left of the UNITE ramp): Reward = Infinite Ball Save for 30 seconds.
    • Jean Grey: Hit the Phoenix Mini-Orbit(to the right of the UNITE ramp): Reward = Right Kickback (can be used 3x).
    • Cyclops: Hit the Cyclops Ramp (the cross ramp accessed by the top right flipper): Reward = Super Skill Shot Activated.
    • Nightcrawler: Hit the Nightcrawler Mini-Orbit (to the left of the ICE ramp): Reward = Left Kickback (can be used 3x).
    • Iceman: Hit the Iceman Ramp (the Ice ramp top center): Reward = Multipliers Held to next Ball.
    • Storm: Hit the Storm Orbit (to the right of the ICE ramp): Reward = Activates the Storm Spinner.
    • Colossus: Hit the Bumpers at the entrance of the Colossus Orbit: Reward = Upgraded Bumpers (more points per bumper hit).

    Step 4: Repeat steps 1-3 to collect 2 more X-Men and earn the trophy. The trophy will pop after you have acquired the 3rd X-Man.


    METHOD 2:

    When you hit the Storm Orbit you will notice that the Dot-Matrix Display (DMD) will display Xavier's Gift, and every time you hit that orbit it will light more of the letters as the ball revolves around the bowl until Xavier's Gift is fully lit. When this is done, you then just need to shoot the ball up the UNITE Ramp once and the Cerebro Hurry Up Mode will begin. It is like the Method 1 except this one will light a random X-Man to be collected instead of you getting to pick and shoot any lane. Furthermore, this method will also give you a lot more time to shoot the selected ramp or orbit needed. This method should be used for getting tricky X-Men with hard to hit ramps or orbits.

    Tip: If you need an extra ball you can spell Xavier's Gift but instead of shooting the UNITE ramp continue to shoot the ball so that it revolves around the bowl. The DMD will then show progress to lighting an extra ball.

  • Spell out X-MEN and bring Magneto to his knees on the X-Men table.

    To get this trophy you must light each letter of "X-MEN" on the main playfield. The letters represent the completion of all of one type of mission. Here is a rundown of what must be done for each letter:

    • X – Unite all 7 X-Men.
    • M – Complete all 4 Magneto Missions
    • E – Complete all 3 Danger Room / Evil Brotherhood Missions
    • N – Complete 3 Upgrades to X-Men Powers

    You can do these in any order and you can mix and match them at any time. For example: I could do one mission of lighting the X letter then do a mission for lighting the M mission so long as eventually you do all missions and light all letters. I will explain how to light each letter and the missions involved in that letter but keep in mind to feel free to do these in any order you choose. However, here is the method I used in obtaining this trophy:

    • I concentrated on getting M first to try and beat the Magneto missions as are the hardest part of this table. All his missions are fairly easy to start too.
    • I then went for the E to finish off the Brotherhood.
    • Once I had M and E I went for X. Just playing for M & E often times I would get 1-3 X-Men on my team anyway so I just tried to collect whatever I had left over at the end.
    • Then N comes pretty much naturally, once you have the 3 X-Men needed for it.

    To Light the X: Unite and collect all 7 X-MEN:

    See Work as a Team on how to Unite the X-Men. When all the X-Men's names are litl shoot the ball up the UNITE ramp to start the "Dark Phoenix" 4 ball multiball. You can go for points and shoot the ramps and orbits or hold one ball and let the rest drain to continue on your quest for the trophy. When you're back to 1 ball, the "X" will be lit.

    To Light the M: Complete all 4 Magneto Missions:

    Mission 1: Brooklynn Bridge

    • Step 1: Hit the Cyclops cross ramp 4 times to activate the mission.
    • Step 2: Hit the Iceman ramp 3 times to make an ice bridge.
    • Step 3: Hit the UNITE ramp to complete the mission and it will light up on the main playfield.

    Mission 2: Phoenix In Peril

    • Step 1: Hit the Phoenix mini orbit 4 times to activate the mission.
    • Step 2: Shoot the Wolverine orbit to release the 2nd ball. This makes it a two ball multiball mission. If at any time you lose one ball and lose the multiball you will fail the mission and have to go back to step 1.
    • Step 3: Shoot either the UNITE or the Iceman ramp.
    • Step 4: Hit one of the unlit Magneto targets in the center of the table under Magneto.
      Step 5: Repeat steps 3 & 4 until you hit and light all the targets and the sinkhole behind the Magneto targets is revealed.
      Step 6: Shoot 1 of the balls into the sinkhole to complete the mission and it will light up on the main playfield. TIP: If you can shoot both balls into the sink hole at the end of the mission you will get the "Power of Love" extra ball.

    Mission 3: Capturing Magneto

    • Step 1: Hit the "Hidden Sinkhole" (it is behind the bumper) 2 times to activate the mission.
    • Step 2: After starting the mission, your ball will be teleported back to the launcher. You must now perform a skill shot by pulling the plunger at the right amount of power to get a skill shot. If done right, then the the ball will be charged and glow red with Cyclops's eye beam power but if you fail to make a skill shot then shoot the Iceman ramp to try again to charge the ball. If charged, you now have 30 seconds of charge time to go to the next step.
    • Step 3: Shoot the 3 randomly placed metal blockers with a charged ball and destroy them. If you shoot one or two and your charge runs out, then shoot the Iceman ramp to charge the ball again. After destroying all 3 metal blockers the mission will be complete and the light will be lit on the main playfield.

    Mission 4: Magnetic Frenzy

    • Step 1: Shoot at the Magneto targets and light up all three to reveal the sinkhole behind it.
    • Step 2: Shoot into the sinkhole to activate the mission.
    • Step 3: Now it is similar to mission 2 Phoenix in Peril. It is a 2 Multiball mission and you have to again shoot the UNITE or the Iceman ramp. After hitting one of these ramps…
    • Step 4: Hit the Magneto targets
    • Note: if you fail, and only light a few letters, they'll still be lit when you re-attempt the mission again.
    • Step 5: Repeat steps 3 and 4 until all the metal plates swirling around Xavier are gone. (or you light a letter spelling Magneto – both of these are visual cues on how many shots it takes to win the mode)
    • Step 5: After again revealing the sinkhole underneath Magneto shoot the ball into the sink hole and lock the ball to complete the mission and light the mission light on the main playfield.

    After you completed all 4 Magneto missions the "Final Clash" Wizard mode is available. Shoot the ball into the "Final Clash" sinkhole to start the wizard multiball.

    To win this multiball mode:

    Stage 1: Shoot 20 ramps/orbits & hit the Iceman ramp 3 times.

    Stage 2: Hit the UNITE or the Iceman ramp & hit the Magneto targets.

    Do this until the Magneto sinkhole opens & lock the balls there. When you're back to 1 ball, the "M" will be lit even if you fail or don't complete the mission so for this trophy you could choose to hold one ball and let the rest drain.

    To Light the E: Complete all 3 Brotherhood missions:

    As you complete these Danger Room/Evil Brotherhood Missions it will light up at the back wall of the table.

    Halt the Juggernaut: Iceman vs Juggernaut

    • Step 1: Shoot the Iceman ramp 4 times to activate the mission.
    • Step 2: Shoot the Iceman ramp within 30 seconds 3 times to freeze the Juggernaut. If you fail to shoot the ramp within 30 seconds you will have to restart the mission back to step 1. Each time you hit the ramp the 30 seconds will start over again.
    • Step 5: Shoot the Wolverine orbit to lock the ball and complete the mission.

    Sense the Traitor: Woverine vs Mystique

    • Step 1: Shoot the Wolverine orbit 4 times to activate the mission.
    • Step 2: You have 60 seconds to shoot lit ramps until you find the one randomly hiding Mystique.
    • Step 3: Once you find Mystique complete the mission by shooting the Wolverine orbit to lock the ball.

    Move the Blob: Nightcrawler vs. Blob

    • Step 1: Hit the Nightcrawler orbit 4 times to activate the mission. Note: This mission requires you to hit 4 ramps or orbits in quick succession. The ball will teleport; like Nightcrawler, and the sequence is always the same (you have about 20 seconds for each of the 4 shots, failure to hit any of them result in failure of mission:
    • Step 2: Shoot the Cyclops Ramp. When the mission starts the ball will stop for a second at the entrance of the Storm orbit and it will roll down the top right flipper. This allows you to shoot the ball into the Cyclops cross ramp.
    • Step 3: Shoot the Iceman Ramp. The ball is teleported to the left flipper, time the shot well and hit the Iceman ramp.
    • Step 4: Shoot the Storm Orbit. The ball is teleported to the top left flipper, time the shot well and hit the Storm orbit.
    • Step 5: Shoot the Unite Ramp. The ball is teleported to the right flipper, again time the shot well and hit the UNITE ramp.
    • Step 6: Shoot the Wolverine orbit to lock the ball and complete the mission.

    After 3 balls are locked in the Wolverine orbit, the "Danger Room Multiball" will start. You can go for points and destroy Sentinels by shooting the ramps and orbits or hold one ball and let the rest drain to continue on your quest for the trophy. When you’re back to 1 ball, the "E" will be lit.

    To Light the N: Upgrade 3 X-Men:

    In order to complete the upgrades the following X-Men must be Collected or United: Cyclops, Storm & Colossus. See: Work as a team. Many of these might come from naturally playing so long as you have United the required X-Men.

    Power up Cyclops:

    • Step 1: Once Cyclops is on the team shoot the Iceman ramp
    • Step 2: Make a skill shot. Skill Shots are now upgraded.

    Power up Storm:

    • Hit the "Storm Spinner" until you spell STORM (see DMD for progress).

    Power up Colossus:

    • Hit the bumpers x25.

    After upgrading all 3, shoot the ball up the UNITE ramp to start the "Omega Mutant" Hurry up mode. Shoot the Unite ramp again before the countdown on the DMD reaches zero and "N" will be lit. Once all letters of X-MEN are lit (in any order) the trophy will pop.

  • Defeat Magneto in Final Clash or destroy 2 Sentinels during Danger Room Training on the X-Men table.

    There are 2 ways to earn this trophy. I will explain both ways but I recommend method one because it is the easiest method for obtaining this trophy.

    METHOD 1: Defeat Magneto in the "Final Clash"

    Step 1: Beat all 4 Magneto Missions and get to the Final Clash Wizard Mode (see Lighting up the letter M under Finally Defeat Magneto trophy).

    Step 2: Beat the wizard Mode. Note: If you fail you will have to beat all 4 Magneto Missions to try again. To beat this mode:

    • Stage 1: Shoot 20 ramps/orbits & hit the Iceman ramp 3 times.
    • Stage 2: Hit the UNITE or the Iceman ramp & hit the Magneto targets. Do this until the Magneto sinkhole opens in the center of the table & then lock the balls there. When you're back to 1 ball, the "M" will be lit even if you don't complete or if you fail this mission. However, for this trophy you need to complete this mode or try method 2. If you lose your multiball and fail you will have to go back to step 1 and defeat all 4 Magneto missions again.

    METHOD 2: Destroy 2 Sentinels during Danger Room Training

    Step 1: Complete all 3 Danger Room /Brotherhood Missions and lock your balls to start the Danger Room Multiball Mode (see Lighting up the letter E under Finally Defeat Magneto trophy).

    Step 2: Defeat 2 Sentinels during this mode (this is very hard to do).
    After 3 balls are locked in the Wolverine orbit, the "Danger Room Multiball" will start. You can destroy Sentinels by shooting the ramps and orbits that are lit and flashing. After several hits (I believe one shot in each X-Man's ramp/lane/orbit) you will kill one Sentinel. If you loose your multiball, than you must start over at Step 1 and complete the 3 Danger Room missions again. To succeed you must destroy 2 Sentinels in one go. You can't destroy one, lose your multiball, start it up again and then destroy another. If you manage to destroy 2 in one Danger Room session then you will earn the trophy.

DLC: The Avengers Chronicles

12 trophies

  • Ride the surfboard with the Silver Surfer, and score a Surfer Award on Infinity Gauntlet.

    This is probably one of the easiest trophies that can be found on any Zen Table, and you will most likely earn it on your very first playthrough without even trying. All you need to do is have the ball leave the bumper area through the Silver Surfboard. You need to do it 6 times and the count doesn't reset if you drain a ball. After 6th time the Silver Surfer will move towards middle of the table and you'll earn the trophy. To get the ball into Bumper area you can do one of the following:

    • Hit the ball up Thanos Ramp
    • Launch the ball with the default plunger
    • Have the gauntlet release the ball into gauntlet area (random)

    TIP: If you really want this trophy fast, simply launch the ball and let it drain. The ball-save will let you launch it again for free, which means you will drain via Surfboard 2 times per ball and will get your trophy on the final saved ball 3.

    Here is a video of StOrMtRoOpErMx19 earning the trophy:

  • Trap the souls of the worlds and start the Half of the Universe mode on Infinity Gauntlet.

    nce a mission has ended (either completed or failed), the bumpers go multicolor for about 30 seconds. Each time you hit the bumpers during this time you acquire souls (the score value is the number). You need to get one billion of them. Once you get the required number of souls, the Half of the Universe will be lit up at the Kiss of Death sinkhole (next to the Thanos ramp). Just hit the hole and the trophy is yours.

    Some Tips and Notes about this mode:

     

    • If you win a gem: Shoot the ball up ramp to the bumpers Adam Warlock will keep your ball up there and prevent it from falling down (you can get maybe 200 million souls now.)
    • If you lose a gem mission the bumpers will still be lit, but if you get the ball up there you will have to keep it there on your own using the upper right flipper or it will roll down the surf board.
    • You always get one so shoot full power (Hold down ) when you shoot. Look at Dot Matrix Display, (DMD) as you get random rewards and one is Soul Bumpers. On ball one shoot (let go of ) right after it says Impress Mistress on the DMD. You will get Soul Bumpers and if you shot full power you should be collecting some. Use the upper right flipper to keep the ball up as long as you can. If you fall down, then let the ball drain, because you have ball save and it will go right back up there for more souls. Doing this you can collect 100-200 million souls before even playing.
    • Upon launching ball 2 or 3 the skill shot spinner moves faster so shoot the ball at different times to account for the change in speed.
    • For ball 2. Shoot when the DMD says Impress Mistress to get Soul Bumpers.
    • For ball 3. Shot when the DMD says light the super skill shot to get Soul Bumpers.


    If you successfully complete this mode you will be rewarded with one random gem not yet obtained. This can help you obtain the To Infinity trophy. Here is how to complete this mode to get a "free" gem.

     

    1. Because it is a multiball mode, you need at least 2 balls in play at all times, otherwise you will fail the mode and have to go back to step 1.
    2. Only one ramp will be lit, while all the other ones will be blocked with Red Gates.
    3. You need to shoot a ball into the lit ramp.
    4. That will open up and light another ramp.
    5. Shoot the newly lit ramp.
    6. Repeat the process 5-6 times, until the Monument Ramp opens.
    7. On successful shot up the Monument Ramp you will be awarded the gem.
    8. The gates will then reappear and you can continue to rack up points by repeating the steps above but you will not get another gem, until you restart the mode by earning 1000 million souls again.

    Here is a video of StOrMtRoOpErMx19 earning the trophy:

  • Beat Thanos, and possess the Infinity Gauntlet to rule the Infinity Gems on Infinity Gauntlet.

    The walkthrough for this trophy is so long that it best viewed in the forums: LINK

  • Enter Hulk's Arena on the World War Hulk table!

    This is an extremely easy trophy that you'll most likely get without even trying:

    1. Shoot Arena ramp 5 times to light up all ARENA letters in front of it.
    2. The 6th shot will take you inside the arena and the trophy will pop, you don't even need to beat it.
  • Complete all the Main and Side missions on the World War Hulk table!

    To earn this trophy you need to complete 4 main missions and 3 side missions. You will reach the Wizard Mode that way but you don't need to beat it for this trophy. However, you will have to beat it for the Final Battle Trophy.

    Since the side missions are easy and you start them by hitting certain ramps a number of times, it's best to leave them for the very end and focus on the main missions instead.

    It is recommended that you complete the missions from hardest to easiest:

    1. Dr. Strange (hardest)
    2. X-Men: Wolverine
    3. Fantastic Four: The Thing
    4. Iron Man: The Hulkbuster
    5. Sakaar Ship Multiball
    6. Strength Multiball
    7. Evacuate Manhattan (easiest)

     

    Main Missions


    To start a main mission, do the following:

    1. Hit the gate blocking access to the Mission Sink Hole in top right corner. You need to do this 5 times for the gate to open.
    2. Sink the ball into the Mission Sink Hole to select one of the 4 missions.

    Tips:

    1. The best way to hit the sinkhole is by using your right flipper from trapped position, and shooting the ball straight up. If you time it right, the ball will hit the gate and return right to the flipper. Shooting the ball with left flipper is a bit more risky as it will often end up draining down the middle on its way down.


    Hulk vs The Thing:
    To complete the mission you must hit Hulk with a combo 3 times, using the following steps:

    1. Hit Arena Ramp.
    2. Hit Hulk Ramp, which will bring the ball to the Top Right Flipper.
    3. Hit Hiveling Ramp. If you miss you need to go back to step #1.
    4. Perform above steps a total of 3 times to complete the mission.

    Tips:

    1. Hitting either Warbound ramp will add a little time.


    Hulk vs Hulkbuster Iron Man:
    To complete the mission you must punch Iron Man 6 times (3 right and 3 left punches), using the following steps:

    Left Punch:

    1. Hit Arena Ramp
    2. The ball will end up getting held by a peg next to Right Flipper for 2 seconds, then start rolling down again.
    3. Hit Rage Ramp to lock the ball and left punch Iron Man.
    4. Perform above steps a total of 3 times.

    Right Punch:

    1. Hit Hulk Ramp
    2. The ball will end up getting held by a peg next to Left Flipper for 2 seconds, then start rolling down again.
    3. Hit Strength Ramp to lock the ball into a hole that opens, and right punch Iron Man.
    4. Perform above steps a total of 3 times.

    Tips:

    1. You can press X to release the pegs holding the ball before the flipper, to speed things up.
    2. You can perform punches in any order (you don't need to do 3 lefts first, then 3 rights, you can alternate the punches).


    Hulk vs. Dr. Strange:
    To complete the mission you need to start a multiball and then successfully lock at least 2 balls using the following steps.

    1. Hit either Rage or Strength ramp to unlock 2nd ball.
    2. Hit the ramp you didn't hit above to unlock the 3rd ball.
    3. All orbits will be lit, you need to hit 6 of them, while keeping at least 2 balls in play.
    4. After hitting lit orbits, the Lock lights will turn on and you will be able to lock the remaining balls into either Sakaar or Ship Orbit.


    Hulk vs Wolverine:
    To complete the mission you need to destroy 4 claws blocking the ramps and then shoot the ball through the ramps.

    1. The ramps are blocked with 2 Blue Claws and 2 Green Claws.
    2. In order to destroy Green Claws, you need to turn your ball Green, by hitting it up Gamma Sink Hole. After that you have 20 seconds to hit Green Claws before the ball turns back to Silver and you need to repeat turning it Green again.
    3. In order to destroy Blue Claws, you need to turn your ball Blue, by shooting it into Hulk Ramp. After that you have 20 seconds to hit Blue Claws before the ball turns back to Silver, and you need to repeat turning it Blue again.
    4. You need to shoot the ball through each of the cleared ramps to complete the mission.

    Tips:

    1. Start by destroying the Blue Claw blocking Arena Ramp. After that you can send the ball up the Arena ramp and press X button in order to open a little trap door inside the ramp that will drop the ball right in front of Top Right flipper for an easy Hiveling Ramp shot. That will let you clear the 2nd Blue Claw blocking Hiveling Ramp. Repeat one more time to get the ball through the cleared ramp.

     

    Side Missions:

    You don't need to beat any of the side missions, only activate them. You can tell if you've activated the mission by checking if Hulk's Fist is lit under the ramp you used to start the mission.

    Evacuate Manhattan:
    To activate this side mission perform the following steps:

    1. Hit the Rage Ramp 6 times (you will see the rage bar light up as you do it).
    2. The goal of the mission is to load transporters with civilians but you can just play it safe and wait for timer to run out.

    Sakaar Ship Multiball:
    To activate this side mission perform the following steps:

    1. Hit Sakaar Orbit 6 times to lights up 'SAKAAR' sign
    2. Hit Ship Orbit 4 times to light up 'SHIP' sign.
    3. Lock 3 balls into either Sakaar or Ship Orbit.
    4. A multiball will start, drain all but 1 ball to get out of it.

    Strength Multiball:
    To activate this side mission perform the following steps:

    1. Hit the Strength Ramp 5 times (you will see the strength bar light up as you do it).
    2. Hit the sinkhole that will open in front of Strength Ramp.
    3. A multiball will start. Drain all but 1 ball to get out of it.


    Finally, here's a video by StOrMtRoOpErMx19:

  • Fend off the humans' military laser attack on the World War Hulk table!

    To get this trophy you have to beat the wizard mode. To get to wizard mode you need to complete 4 main missions and 3 side missions detailed under the Hulk's Vengeance trophy.

    Step 1: Complete 4 main missions of Hulk vs. and the 3 side missions.
    Step 2: Start another mission - It will be the wizard mode.

    Step 3: Beat wizard mode:
    This is a timed multiball mode. You must fill up Hulk's Rage meter. You will notice all ramps flashing. You fill up the meter by hitting a flashing ramp. However once you shoot that ramp, the light goes out so you must hit different ramps quickly to build up the meter. Speed matters, if you are too slow then you will not fill up the rage fast enough and if time runs out you will fail and the table will reset. If you shoot all the lanes and the rage is not yet high enough they will all light up again for you and you can make more progress in getting the rage up. If you are successful at filling the rage meter you then need to lock the balls into the Arena to complete the wizard mode. You will fail this mode and the table will reset if you fail to reach rage in time or lose your multiball.

    Here is StOrMtRoOpErMx19 earning the trophy:

  • Collect all targets before the walker destroys them during Blitzkrieg USA on the Fear Itself table!

    To earn this trophy you need to complete the 'Blitz USA' hurry up mode. To start the mode, you need to keep hitting your ball into the Sink Hole on the right side of the table. Whenever you do that, you'll be awarded a random reward. One of those rewards is Blitz USA Mode. The rewards are random so you may have to hit the sink hole a number of times before you get lucky. The best way to hit the sinkhole is with the tip of left flipper. Sometimes if you're fast enough, when the ball gets spit out of the sinkhole, you can get it in there again by hitting it right away with the right flipper.

    Once the mode starts, the Green Robot will jump down onto the table. Your objective is to hit 5 1M targets, before the robot destroys them with his gun. The targets are a bit hard to see so I marked them on the image below:

    The best approach is quickly starting with leftmost targets and then moving one by one to the right. That way if you're fast enough you'll be able to get a clear shot on each one, before the robot starts blocking them with his body.

    Here's a video by StOrMtRoOpErMx19 obtaining the trophy:

  • Score a triple jackpot during Avengers' Multiball on the Fear Itself table!

    Step 1: Activate Avengers Multiball Mode
    To activate this Avengers Multiball mode you must hit the hammer switch on the top ramp. Once you hit the hammer, one of the orbits will be lit for ten seconds. Hit that orbit and that will build Captain's Vigor meter and the opposite orbit will be lit. Hit that orbit and the meter will fill some more. Rinse and repeat and the multiball will be lit in no time. If you fail to hit the orbit in time, you'll have to hit the hammer switch again. If you time out and restart it, then hitting the orbit once will get you back to where you left off and the second successful shot advances it. You can keep timing out as long as you hit 2 orbits you'll keep advancing the meter, eventually starting this 3 ball multiball.

    Step 2: Score a Triple Jackpot
    Do all of the following during the multiball:

    1. Shoot the ball into the Random Reward sink hole.
    2. Shoot the ball into the saucer near the upper right flipper. You can access it by either doing a weak shot on the right ramp or shoot the center lane.
    3. Now you just need to hit one of the two jackpot ramps (right or left ramp, which ever is lit).

    Here's a video by StOrMtRoOpErMx19 obtaining the trophy:

  • Beat all of the Worthy and Skadi to confront the Serpent on the Fear Itself table!

    This is a pretty hard trophy. To earn it you need to complete 7 Main Worthy Missions and then The Final Worthy Mission but luckily you do not need to beat the Wizard Mode that follows to earn the trophy.

    To start a mission:
    You need to hit the two mission targets and then hit the hole that opens behind them. The problem is you have to hit the ball pretty hard and straight into the hole, because it needs to travel through a reverse scoop behind it and back onto the table. If it's slightly off it won't count and you'll have to repeat staring the mission again, which can get pretty annoying.

    Assuming you hit the ball just right, it will end up landing in the middle of the table, and you will then have an option to choose the mission you want to play (use flippers). You can also just press launch button and have the game pick a random mission for you. The missions are represented by lights in the middle of the table.

    Further down under the Worthy Missions section of this guide, Are the mission descriptions in the order they appear on the table from left to right. However, directly below is the order from hardest to easiest, which is also how it's recommended to play them. You get an Extra Ball after completing your 4th mission (you claim the ball at the Sinkhole).

    1. Nerkkod (hit lit ramps with bronze & silver multiball)
    2. Greithoth (hit lit ramps with 2 balls before Magnets trap balls)
    3. Skirn (hit each side of the spinner 3 times)
    4. Nul (get the ball through magnetic loop 8 times)
    5. Kurrth (hit targets with Rock Ball)
    6. Mokk (hit lit ramps with Rock Ball)
    7. Angrir (hit the bumpers 100 times)


    Each mission ends with a Worthy Battle and you need to win it in order to complete the mission successfully.
     

    Worthy Battle

    1. Each mission ends with a battle you need to win in order to successfully complete the mission.
    2. There is no time limit so take your time and aim all shots.
    3. A target figure will pop up in the middle of the table, and six lights will start blinking in front of it.
    4. You need to hit the target when it stops in front of a blinking light. You can tell which light you're supposed to hit, because it blinks faster than all the other ones.
    5. If you hit the target at the right time, the light in front of it will stop blinking.
    6. You need to do this for all six lights.

    Tips:

    1. Whenever you hit the target successfully, you'll get a few seconds of Ball Save.
    2. The target always moves in the same pattern, depending on which lights are lit. It will always move between the same two positions so just trap the ball and wait for the right moment.

    Worthy Missions

    Kurrth: Hit targets with Rock Ball

    1. This is a timed mission.
    2. Hit the ball into Sinkhole to get a Rock Ball/
    3. Using the Rock Ball hit the 4 targets on the table. Whenever you hit something with the Rock Ball, you sacrifice it. You are only given 7 balls, and you'll need 4 of them to hit all the targets. That means you can only miss 3 times. Also, Magna save will not work on Rock Balls (they're not metal).
    4. After hitting all the targets you have to win a the Worthy Battle to complete the mission (see Worthy Battle section)


    Tips:

    1. Start by hitting the spinner target first. That way new balls which will be launched won't be spun by it and land on your flippers instead.


    Mokk: Hit lit ramps with Rock Ball

    1. There is no time limit.
    2. You need to hit 4 lit ramps with the rock ball. If you miss the ramp and hit a wall instead, the ball will start disintegrating. After about 3 misses, you'll fail the mission.
    3. After lighting all the ramps you'll have to win the Worthy Battle to complete the mission (see Worthy Battle section)

    Tips:

    1. I suggest hitting the rightmost orbit last, this way the ball will automatically lock itself. Otherwise you'll have to hit that ramp twice. The first time to turn off the light, and the 2nd time to lock the ball.


    Nerkkod: Hit lit ramps with bronze/silver multiball

    1. There is no time limit, but you'll fail the mission if you lose one ball.
    2. When the mission starts Odin will gift you a Bronze Ball.
    3. You will now have to alternate hitting lit ramps using Silver and Bronze balls in the following order:
      a) Silver (Right Orbit)
      b) Bronze (either Left Ramp or Right Ramp (both are lit))
      c) Silver (Right Orbit)
      d) Bronze (either Left Ramp or Right Ramp depending on which one you hit before)
      e) Silver (Right Orbit)
      f) Bronze (Center Ramp)
    4. After hitting all required ramps you have to win a Worthy Battle to complete the mission (see Worthy Battle section)

    Tips:

    1. This is the toughest mission, and you may want to do it first. Working with two balls at one time is hard, so make use of the center ramp, which takes a while to return the ball. Hit the ball you don't need into it, and use the few seconds you gain by sending the other ball through the lit ramp.
    2. You can also make use of the initial Ball Save, drain the Bronze Ball and shoot the Silver Ball into the Right Orbit. It's not much but better than nothing.


    Greithoth: Hit lit ramps with 2 balls before the Magnets get there.

    • There is a time limit, and the longer you take the harder the table becomes. That's because the table gets more and more magnetized and starts to distort your balls' travel paths more often.
    • You will lose the mission if you drain one ball or if both balls get trapped by magnets in the middle of the table.
    • Shoot all lit ramps with the balls.
    • After all lit ramps are completed, you need to shoot the Sinkhole to complete the mission
    • After hitting the Sinkhole you'll have to win a Worthy Battle to complete the mission (see Worthy Battle section)

    Tips

    • Magna save can sometimes dislodge the balls if they get trapped in the middle.
    • If you only have 1 or two lit ramps left, it actually helps if one of the balls gets trapped in the middle because you can then focus on only controlling the other ball.


    Skirn: Hit each side of the spinner 3 times

    • There is a time limit but a timer pauses whenever you make a successful shot on one first side of the spinner.
    • Hit the target in the spinner's center. This can only be done with the tip or right flipper.
    • Once you hit the spinner it will expose its opposite side, the main timer will pause and you'll have 20 seconds or so to hit the spinner again.
    • If you succeed hitting the spinner, it will flip back. You will need to repeat above steps 3 times.
    • If you fail to hit the spinner again, it will flip back (you will hear a laughter audio cue) and you'll have to repeat step one to flip it again.
    • After hitting both sides of the the spinner 3 times you'll have to win a Worthy Battle to complete the mission (see the Worthy Battle section).

    Tips:

    • Ball Save activates briefly whenever you hit the spinner target.


    Angrir : Hit the bumpers 100 times

    1. There is a time limit.
    2. Hit the bumpers a total of 100 times to pass the mission.
    3. You can get to the bumpers through Left or Right Orbit (both are lit).
    4. After hitting the bumpers 100 times you'll have to win a Worthy Battle to complete the mission (see Worthy Battle section)

    Tips:

    1. Hitting Left/Right ramps will multiply each hit you score afterwards by extra 1 but the multiplayer gets reset back once the ball exits the bumper area. I personally found it not worth trying to hit those two ramps on purpose and focusing on just hitting the orbits instead. If you hit the ramp by accident, it's a nice bonus but otherwise not worth the effort, since the time wasted is better spent going for actual bumper hits.


    Nul: Get the ball through Chaos Loop 8 times

    1. There is a time limit.
    2. Hit the Right Orbit (it's lit).
    3. The ball goes around the top of the table and starts falling down the left side.
    4. When the ball is to the left of Captain America's Broken shield, press Left Flipper to activate left side magnet.
    5. A split second later, as the ball is right next to 'F' in 'Fear Itself' sign at the bottom let go of Left Flipper and press Right Flipper.
    6. The ball will travel up the right side,and as it's going up, let go of the Right Flipper.
    7. One of the ADRENALINE letters will light up on the left side of the table.
    8. If you time it just right, the ball will travel all the way around the table, and start falling down the left side again.
    9. Go to Step 3 and repeat the previous actions, until all ADRENALINE letters are lit.
    10. After spelling ADRENALINE you'll have to win a Worthy Battle to complete the mission (see the Worthy Battle section).

    Tips

    1. You want to be careful with the flippers, as pressing either one starts pulling the ball in its direction. The mission seems hard at first but once you get the timing down, you should be able to complete multiple revolutions in a single try without having to hit the ball into the Right Orbit again.


    Skadi: Hit lit ramps

    You will only be able to access this mission once you complete all 7 regular missions. You need to repeat the steps to start a regular mission in order to start the Skadi mission. The table doesn't reset if you fail the mission so you'll be able to start it again, without having to beat all the 7 Worthy Missions again.

    1. Once the mission starts, you need to hit all three lit ramps (Left Ramp, Right Ramp and Hammer Ramp). This section is timed so you need to hurry.
    2. You can hit the Hammer Ramp with the top right flipper, after shooting the ball up the Center Ramp first (it will then roll down the Right Orbit)
    3. You can't wait too long between hitting the ramps, because the Robot will start shooting at them and light them again.
    4. Once all 3 ramps lights are turned off, a target will pop up in the center of the table and the battle is similar to the other Worthy Battles (see the Worthy Battle section) from previous missions, except now a Giant Robot will interfere with your shots.
    5. This stage is no longer timed so you can relax and aim your shots.
    6. After you complete the Final Battle, the trophy will pop and a Wizard Mode will start, you do not need to complete the Wizard Mode.

    Tips:

    1. When hitting all 3 ramps, focus on getting the hardest Hammer Ramp shot first.
    2. The moment you hit all 3 ramps, you want to start hitting the target as many times as you can before the Robot starts obstructing it. It helps that you get a brief Ball Save after each successful hit.
    3. If the target keeps oscillating between two close positions and you can't get a clear shot but it is possible to shoot the ball between Robot's legs. You can also shoot the ball up the Center Ramp, and then hit it with top right flipper on its way down. Even if you miss the target, the ball may sometimes end up in the Chaos Loop then circle around and hit the target on the second pass. Both of these are pretty risky but sometimes it's the only way.


    Here's a video by StOrMtRoOpErMx19 obtaining the trophy:

  • Perform a successful bang back with the Captain America ball. Perform a bang back by nudging the table at the right time as the ball heads down an outlane.

    To unlock this trophy you need to be playing with Captain America ball (2nd one from the left).

    Depending on your luck, you may end up getting this trophy while trying to unlock the other one. You'll find that if you try to get it on purpose, you'll have a hard time getting the ball into the outlane. Luckily there is an easy method to do just that:

    1. Place the ball on the right flipper, and shoot it into Black Widow Ramp (it has black hour-glass symbol on it, it's right to the right of Thor's hammer ramp)
    2. When the ball is on its way down, and is about to cross over the left outlane (to the left top of the blue Avengers sign in the bottom left), nudge the table to the top.
    3. The ball will fall into left oulane and start rolling down.
    4. Lift the left flipper, and nudge the ball with the left stick towards top-right. You need to do it fairly early on, when the ball is underneath the left edge of the left flipper (where its hinge would be). It will feel like you're nudging too early, but that's the only way it will work. If you wait too long the ball will not bounce off the bottom high enough.
    5. Be careful, as the table will TILT if you bump it 3 times in a row.

    Here's a video of Eternal21 doing it:

  • Start all game modes with each Avenger character ball that correspond to the character whose game mode is being played.

    To unlock this trophy you need to start 6 missions with the correct character ball. The important things to remember are:

    • You do not need to complete any of the missions, only start them.
    • You MUST use the correct ball(s) to start a specific mission.
    • All missions with exception of Thor vs Loki time out so the safest strategy is to simply hold the ball with the flipper and wait for the time to run out.

    After each mission ends, you are awarded a single letter in the ASSEMBLE sign at the bottom of the table. The trophy will pop when all letters in the ASSEMBLE sign light and you must have used the correct ball.

    Here are the 6 missions, their corresponding letters and the character ball needed to start each mission for the trophy

    1. A = Quinjet [Hawkeye and Black Widow]
    2. S = Repair The Engines [Captain America and Iron Man]
    3. S = Hulk vs. Loki [Hulk]
    4. E = Thor vs Loki [Thor]
    5. M = Thor vs Hulk [Thor or Hulk]
    6. BLE = Interrogation [Black Widow]

    You can tell which missions you've already started by looking at the 6 mission displays above the flippers, or the ASSEMBLE sign in the lower center of the table.

    See Avengers Assembled for a break down of each mission.

    Switching Between Character Balls

    Method 1: You can select a new ball by hitting Shield ramp (3rd one from the left with an Eagle Emblem on it) 4 times and then hitting Shield HQ hole on the right (It's right next to Iron Man figure).

    Method 2: You also get to pick the next ball or character you want to launch whenever you drain (lose) your ball.

    Method 3: If you are struggling to switching balls at using the Shield method, and you don't want to lose your ball, there is another way using the Quinjet mission as a two ball multiball. After the mission starts, hold both balls. Choose one to keep and let the other one drain then put the ball you kept, back into the quinjet. You will now be able to select another character ball at the launcher.

    Here is a step by step path to getting the trophy:

    1. Start with Black Widow do her mission (Interrogation) first.
    2. Lock her in the jet. Only 2 shots for black widow to get into the jet.
    3. Pick Hawkeye lock him in jet. Several shots on his ramp.
    4. When multiball starts, hold balls 1 on each flipper wait for mission to end then let Hawkeye drain.
    5. Shoot Black Widow back into the jet to lock her up.
    6. Pick Capt. America lock him into middle for his mission (Repair engines)
    7. Pick Iron Man start his and Caps mission to Repair the engines.
    8. When multiball starts hold 1 ball on each flipper. When it ends let 1 ball drain (doesn't matter which one)
    9. Choose to change balls through shield sink hole or Lock the ball you have in jet & start the jet multiball mission again and let the cap or iron man ball drain, while again keeping Black Widow or let your ball drain.
    10. *** If you chose the Quinjet method, then put the Black Widow back up in the jet.
    11. Pick Thor's ball and do the Thor vs Loki mission.
    12. Keeping Thor's ball, now do Thor vs Hulk
    13. Switch to Hulk ball whatever method you choose from above.
    14. Do the Hulk's mission.

    After all missions are done with the correct ball, then the trophy will pop.

    Note: If you do the Black Widow first and complete her mission; you can then shoot her orbit over and over. Each time you do you increase your mission score bonuses. For example: You could get 9 million for each successful shot in a mission and if you use the correct character ball for the mission the points double so you could get 18 million for 1 shot. This helps in getting over 150 million for the pinball fanatic one of the gold trophies for the core game.

  • Assemble the Avengers and start the Wizard mode against Loki and his army.

    Mission Overview:

    To unlock this trophy you need to start 6 missions. The important things to remember are:

    • You do not need to complete any of the missions, only start them.
    • You can use any ball to start any mission (though using specific balls, makes some missions easier to start).
    • All missions with exception of Thor vs Loki will time out so the safest strategy is to simply hold the ball with the flipper and wait for the time to run out.

    After each mission ends, you are awarded a single letter in the ASSEMBLE sign at the bottom of the table. The trophy will pop when all letters in the ASSEMBLE sign light up.

    Mission Details:

    1. Quinjet Mission

    You get extra points for using the character balls mentioned in the steps below but any ball will work:

    1. Hit Hawkeyes ball into Hawkeye's Ramp 4 times.
    2. The Quinjet will unlock.
    3. Hit the ball into Hawkeye's Ramp 1 more time.
    4. Lock the ball into the Quinjet by tilting it with your flippers (the ball pops out of hole with red light)
    5. After locking the first ball, pick Black Widow ball (first ball from the left)
    6. Hit the ball into Hawkeye's Ramp 1 time.
    7. The Quinjet will unlock.
    8. Hit the ball into Hawkeye's Ramp 1 more time.
    9. Lock the ball into Quinjet by tilting it with your flippers.

    When you're done, the jet will fly to the middle of the table and the mission will start. I recommend playing it safe and simply holding the ball with the flipper until the time runs out.

    2. Repair The Engines Mission

    As usual, any ball will work but I will list the steps and the recommended balls.

    1. Select the mission by picking Captain America ball (2nd ball from left) or rolling the ball up the Captain America ramp.
    2. The lights in front of Middle Loki Target will start blinking.
    3. Hit Middle Loki Target with Captain America ball.
    4. The lights in front of Left and Right Loki Targets will start blinking.
    5. Sink Captain America ball into either Left or Right Loki Target behind blinking lights.
    6. The game will ask you to pick another ball - pick Iron Man ball (2nd ball from the right)
    7. The lights in front of Middle Loki Target will start blinking.
    8. Hit Middle Loki Target with Iron Man ball.
    9. The lights in front of either Left or Right Loki Target will start blinking (depending on where you locked Captain America ball)
    10. Sink Iron Man ball into the Target behind blinking lights.

    The table will start shaking and turn red and the mission will begin. As usual - play it safe, hold the ball and wait for it to time out.

    3. Hulk vs. Loki

    1. Select the mission by picking Hulk ball or rolling the ball up Hulk ramp (all the way on the right).
    2. The lights in front of Loki Targets will start blinking.
    3. You need to hit the moving 'Hulk' target when it's in front of blinking lights.
    4. Once all 3 columns of blinking lights are lit, a hole will open in the center target.
    5. Sink the ball into the center target.

    Hulk will jump on top of the table, and the mission will start. Again - hold on to the ball and wait for mission to end.

    4. Thor vs. Loki

    1. Select the mission by picking Thor ball (last ball on the right), or rolling the ball up Thor ramp (all the way on the left).
    2. Loki Targets will display 3 Hammers and the lights in front of them will start blinking.
    3. You need to hit any of the Loki Targets to light up one row of lights.
    4. Once all lights are lit, Thor will attack Loki and the mission will start.

    This is the only mission that doesn't time out if you just hold the ball, so you need to actually play it a little. I wasn't able to see identify what exactly allows this mission to finally end but as long as you just charge the hammer (hit Thor ramp),and hit Loki target once, you should be able to just hold the ball and wait for the mission to time out.

    5. Thor vs. Hulk

    1. You need to light up THOR and HULK signs shown on the LED display in the top left corner.
    2. To light up THOR letters you need to hit Thor Ramp (all the way on the left) multiple times.
    3. Using Thor ball helps as the THOR letters will start lighting up faster.
    4. To light up HULK letters you need to hit Hulk bumpers located behind Hulk ramp (all the way on the right)
    5. Using Hulk ball helps as the HULK letters will start lighting up faster.
    6. When both THOR and HULK LED display signs are lit, Thor and Hulk will start fighting and the mission will start.

    As usual, trap the ball with a flipper and wait for the mission to end.

    6. Interrogation

    1. Select the mission by picking Black Widow ball (first ball on the left) or rolling the ball up Black Widow ramp (2nd from the left).
    2. Loki Targets will display Black Widow symbol.
    3. You have to hit any of the Loki Targets about 5 times.
    4. You need to keep hitting Loki Targets until all lights in front of them are lit solid.
    5. At that point the center row of lights will start blinking and you can sink your ball into the Center Loki Target.

    Natasha will ask 'Why are you here?' and the mission will start. Hold on to the ball and wait for the timer to run out.

    Here is a video of Beliskner earning both Just Like the Movie and Avengers Assembled trophies:

DLC: Civil War Table

3 trophies

  • Break into the Prison and start the Ambush with Captain America on Civil War.

    Step 1: After the Stanford multiball (in the beginning of the game) you must choose a side. For this trophy you must join Captain America's side. Use your flipper buttons to change sides and the button to select your choice.

    Notice when the game starts that there are 3 robot guards blocking the entrance to where the Raft Prison (blue swirl area) is (at the top center of the table)

    Step 2: Shoot the Robot guard with the ball. After you hit and knock down the 1st target; Wolverine will say "Hurry up!"

    Step 3: You now have a timer to shoot the ball into the left "Flash Lane" To do this shoot for the left S.H.E.I.L.D. sink hole off the tip of the right flipper. If you shoot the S.H.E.I.L.D. sink hole, the ball will automatically travel around the "Flash Lane". This disables the first guard and it won't stand back up. If you fail to shoot the "Flash Lane" in time the robot guard will be back protecting the prison again.

    Step 4: Shoot the second target (robot guard) and you will again get the message to "Hurry up!"

    Step 5: This time shoot the right "Flash Lane" before time runs out. Shoot for the right S.H.E.I.L.D. sink hole off the tip of the left flipper. When you successfully shoot it, the ball will travel around the right "Flash Lane". This disables the second guard so that it won't stand back up.

    Step 6: Shoot the ball up to the prison again and hit the 3rd target (guard). The prison (blue swirl) is now open.

    Step 7: Shoot the ball into the prison. The trophy pops when ball goes into the blue swirl.

  • Lead a successful ambush with Iron Man on Civil War.

    Step 1: After the Stanford multiball (in the beginning of the game) you must choose a side. For this trophy you must join Iron Man's side. Use your flipper buttons to change sides and the button to select your choice.

    Step 2: Keep hitting the "safe house" two targets quickly in rapid succession quickly, until the safe house opens up.

    Step 3: When it opens, hit the ball in from the top right flipper. This starts a Multiball mode. During this mode you have to shoot (lock) three balls into the "Raft Prison" (blue swirl area). The trophy will pop after you shoot (lock) your 1st ball into the prison (blue swirl area).

    For each ball you hit in the swirl will do one of two things:

    1. If Captain America has any allies you will turn them back to neutral.
    2. If Captain America has no allies then every ball you put in to the blue swirl will give you one ally.

    Example 1: Captain America has 2 allies. I start this mode and shoot all 3 balls into the swirl. Captain America would now have 0 allies and I would have 1 new one.

    or

    Example 2: Captain America has 0 allies. I start this mode and shoot all 3 balls into the swirl. Captain America would now have 0 allies and I would have 3 new ones.

    TIP: If you start Iron Man's ambush mode early in the game then that could be 3 potential allies, which could help you obtain the silver trophy for this table.

  • Unite all of the heroes on your side then start the wizard mode on Civil War.

    Step 1: Get all allies to your side
    TIP: I recommend Choosing Iron Man if going for this trophy. There are several methods to get allies and you will most likely have to utilize all methods to obtain all the allies. However, I find that Iron Man can accumulate them easier and faster (read below).

    Method 1: In the beginning: The Stanford Multiball: Every time you rescue 10 citizens, you will get 1 ally. Locate citizens by making successful ramp or orbit shots. Then you have to shoot either the left or right hole by hitting the ball off the tip of either flipper to save the citizens. This is very hard and I only managed to recruit one ally at most (this is after several tries) so don't worry if you don't get any allies here.

    Method 2: Hit ramps and orbits frequently you will get combos. After 4 hit combo you will trigger a super combo. During the super combo the flippers will automatically hit the ball a few more times and then give you an ally but each subsequent super combo requires one more hit. Therefore after a 4-hit combo (your first super combo), you would need a 5 hit combo to trigger another super combo and so on.

    Method 3: If the ball goes down your flipper in lane, you have 5 seconds to immediately hit an orbit for an ally. For example: The ball goes down your left flipper in-lane, it rolls over a trigger and lights up "REG" (for registration). You now have five seconds to shoot the Right Orbit (GAIN ALLY will be lit up on the orbit) and if you make the shot then you will have a new ally.

    Method 4 (For Iron Man Only):
    Shoot the blue swirl area in the center (The Raft Prison). Keep shooting it over and over will capture villains. The first one is Task Master. Every time you capture, you gain an ally. This is by far the easiest method.

    Method 5 - Start a fight:
    Step 1. Spell FUTURE (if you are Iron Man) or Freedom (if you are Captain America).

    To spell these words shoot any ramp (2 main red ramps or 1 blue cross ramp accessed by top right flipper. Each shot on a ramp gives you a letter. You can check your progress below the flippers. Below left flipper is the red FUTURE for Iron Man. Below the Right flipper is the blue FREEDOM for Captain America. Notice that "FUTURE" is minus one letter, meaning less shots to be made for Iron Man.

    Step 2. Hit fight lane to start a fight.

    Step 3. Hit flashing lanes to win There will be 3 phases. Each phase consists of you shooting a flashing lane or orbit. They are randomly selected. Look for flashing lights to indicate to you which ramp or orbit to shoot at. If you win the fight you take one of the enemy's allies and turn him to your side but if you lose you will lose an ally to the other side.

    Method 6 - Start Iron Man's ambush mission (For Iron Man only):

    Step 1. Keep hitting the "safe house" two targets quickly in rapid succession quickly, until the safe house opens up.

    Step 2. When it opens, hit the ball in from the top right flipper. This starts a Multiball mode you have to lock three balls into the prison (blue swirl area).

    For each ball you hit in the swirl will do one of two things:

    1. If Captain America has any allies you will turn them back to neutral.
    2. If Captain America has no allies then every ball you put in to the blue swirl will give you one ally.

    Example 1: Captain America has 2 allies. I start this mode and shoot all 3 balls into the swirl. Captain America would now have 0 allies and I would have 1 new one.

    or

    Example 2: Captain America has 0 allies. I start this mode and shoot all 3 balls into the swirl. Captain America would now have 0 allies and I would have 3 new ones.

    TIP: If you start Iron Man's ambush mode (Method 6) early in the game then that could be 3 potential allies.


    Step 2: Shoot the Fight Lane
    After you have all the allies lit up on your side; the Black Panther & Storm circle lights up in the center of the table. Shoot the fight lane. This will start the wizard mode and the trophy pops once you hit the fight lane.

    The wizard mode is a 4-ball multiball with an infinite ball save. Just score as many points as you can by shooting ramps, orbits and lanes. When it's over, you flip sides and now everyone is against you on the other side and you have to try to get them back.

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  • Vyrastas, StOrMtRoOpErMx19, steviej, DISCOKING

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