Total Victory Trophy in Marvel Pinball

  • Total Victory

     

    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!

    How to unlock Total Victory

    [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.

     

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