Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
6 shots
Start with Scars
The first shots of a good game. Scars is the encounter to play first on one ball. When it is done, open Step 2 - Jaws Multiball.
Step 1 - Start with Scars
Level 1 is a plunge into the pop bumper. Level 2 is the lane above the mini-flipper without touching the pop bumper. Level 3 is any flashing left target from the flippers, with no other switch first. Take the easy one first.
Why this shotThe level 1 skill shot is a quick 5M and adds 5 seconds of ball save. The next ball then offers level 2 and 3, which also light gear.
The captive ball in the middle. The first hit lights the encounters. Hit it again before you start one to light encounter boosts.
Why this shotOne hit lights shark encounters at all five beach shots. The second hit lights boosts, so the encounter you start gets more time or 2x scoring.
On a ProThe second boost is just another captive ball hit.
The center ramp starts Scars. It U-turns back to the left flipper, so you keep control.
Why this shotScars is the best first encounter. It plays well on one ball and it advances the chum line toward Jaws Multiball while you play it.
Each phase lights shots in blue. Make them, then the center ramp to move on. Stay off the yellow shark tower targets.
Why this shotEvery shark tower target you touch takes millions off the shot value for that phase. Clean shots keep it at the top.
On a ProTwo shots are lit each phase. Make both.
Phase 3 lights the left target bank. Roll a lit inlane first if you have a machete, then hit any of the three targets.
Why this shotPhase 3 is one hit on the left target bank, and it is the best place in the game to spend a machete.
The fin drop target rises. Hit it before it drops. The ball can come back fast off the fin, so be ready.
Why this shotThe fin pays 35% of the mode total and adds a permanent +1x to every machete for the rest of the game. A miss only pays 15%.
Worth knowing
- Boosts disappear if you drain before starting the encounter. Shoot the boat, then start the mode soon after.
- Any shot that feeds the left inlane, followed by the boat, counts as two hits.
- Kineticist's order for encounters: Scars, Raft Attack, Beach Panic, Night Swim, Pond Attack.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
9 shots
Then Jaws Multiball
Only after Scars, or after you skip it. Light Jaws Multiball, start Beach Panic, then start the multiball so the extra balls finish the encounter.
Set it up
The captive ball under the chum bucket, between the wave ramp and center ramp. One hit spawns red arrows.
Why this shotThe chum line is how Jaws Multiball qualifies. One chum bucket hit starts it for the first multiball.
Three red arrows start on the left orbit, wave ramp and center ramp and slide right every few seconds. The chum bucket also adds to the line.
Why this shotThe red shots fill the chum line, and what they score becomes the jackpot value. A machete here is multiplied into the jackpot.
When the chum line is full, the harpoon lane, left orbit and center ramp light yellow. Make one, then hit the fin before it goes down.
Why this shotThis attaches the barrel to Jaws. Multiball 1 needs one barrel.
Two boat hits relight the encounters. A third lights boosts.
Why this shotEncounters need one more boat hit for each one you have played. After Scars that is two.
The wave ramp starts Beach Panic. Do not start the multiball yet.
Why this shotBeach Panic lights all five shots at once. With three balls in play they finish it for you, and the multiball's ball save covers the misses.
On a ProThe wave ramp feeds the mini-flipper. Missed shots fall onto the right ramp.
Shoot a flashing yellow shot. Jaws Multiball 1 is a three-ball.
Why this shotAny shot that feeds the inlanes starts it: harpoon lane, left orbit, center ramp or right ramp. The ball save wraps around the rest of Beach Panic.
While the multiball is running
Shoot anything lit. The fast flasher is 2x. After eight, the wave ramp raises the fin.
Why this shotEight made shots light the wave ramp for the encounter jackpot, worth 50% of the mode total. The fast-flashing shot counts double.
Catch a ball on the mini-flipper and press the action button. It holds for about 20 seconds, once per ball.
Why this shotHolding one ball still turns the multiball into a slower game with fewer balls loose. That is when the hard shots get easier.
Three chum bucket hits during Jaws Multiball 1 add a ball.
Why this shotRefilling the chum line during the multiball adds a ball. Three hits on the first multiball.
Worth knowing
- Jaws Multiball 1 scores little by itself. Kineticist uses it as a tool for encounters and beachgoers, not for its own jackpots.
- Night Swim is the other good encounter to stack here.
- Barrel Hook gear extends the next Jaws Multiball with one more ball after it ends.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
6 shots
Then catch the Mako
Bounty hunts are where big scores come from. Start with the easiest shark every game. Its reward makes every later hunt faster.
Start the hunt
Right ramp to light, right ramp again to start. Pick Mako with the flippers and the action button.
Why this shotThe first right ramp lights the bounty hunt. The second starts it. Fishing reel spins also light it.
Mako wants 80 spins, 3 ramps, 1 bumper hit and 2 chum bucket hits. Only single-ball play counts.
Why this shotBounty hunts run in the background with no timer and keep progress between balls. You only have to finish the list.
When the list is done, shoot the fishing reel. Cradle on the left flipper and flip as the ball rolls over the left edge of the Jaws art between the flippers.
Why this shotThe fishing reel is the start button for bounty hunt multiball. It is the hardest shot on the game, so take it from a cradle.
During bounty multiball
Shoot any green shot, then the boat to weaken him. Repeat. Mako is a two-ball.
Why this shotEach green shot lights the shark. Each shark hit takes 35% off his strength, and he slowly heals between hits.
On a ProHit the captive ball. The shark insert flashes when it is lit.
The fishing reel is always the final green. For Mako the left orbit is too.
Why this shotUnder 36% the next hit drops him to 1% and lights a final green shot. That plus one more shark hit captures him and pays the bounty.
Celebration multiball starts after the capture. Collect green jackpots first. Hit the shark when most of them are gone.
Why this shotIn celebration multiball the super is the jackpot value times the number of greens you have cleared. Hitting the shark early pays a small super.
Worth knowing
- Mako's reward makes the fishing reel count 2x toward later hunts and lengthens flip-lock.
- Before the second hunt, collect the Dart gear. It advances the hunt twice as fast and adds +1x to the bounty.
- Kineticist's view: encounter and bounty hunt completions are the biggest parts of a large score.
Not the next step. Open an encounter only when you are choosing one, or already in it.
5 shots
Scars
Same encounter as Step 1 - Scars. Open this if you are in it and forgot the phases.
Center ramp starts Scars. Shot values start at 6M, 7M and 8M in the three phases.
Why this shotPlay it on one ball, early. It is a controlled mode and it advances the chum line.
Wave ramp and right ramp are lit. Make two, then the center ramp.
Why this shotTwo made shots light the center ramp to advance.
Wave ramp and harpoon lane are lit. Make two, then the center ramp.
Why this shotSame rule, different shots. The value resets to full at the start of each phase.
The shark tower targets sit around every major shot. Aim past them.
Why this shotThe first shark tower hit in a phase takes 2.25M off the shot value. More hits keep cutting it.
Machete on the left target bank, then the fin.
Why this shotOne left target lights the encounter jackpot at 35% of the mode. Missing the fin drops it to 15%.
Worth knowing
- Complete Scars to add a permanent +1x to machete.
Not the next step. Open an encounter only when you are choosing one, or already in it.
4 shots
Raft Attack
The second encounter to learn. It can be finished on one ball, at any point in the game.
The right ramp starts Raft Attack.
Why this shotKineticist rates it one of the easier encounters, and it works on one ball.
Either the wave ramp or the right ramp raises the fin. Then hit the fin.
Why this shotEach fin award is 5M plus 2M for each award before it.
Ramp, then a lit blue shot, then the fin. Right ramp then center ramp is 2x. A ramp then the left orbit is 3x.
Why this shotA lit combo while the fin is up multiplies that award. Wave ramp, harpoon lane, fin is 4x.
Watch the rebound off the fin. The Shark Cage gear saves one drain from it.
Why this shotThree fin awards light the encounter jackpot, 30% of the mode total.
Worth knowing
- Collect Shark Cage gear before this mode if you can.
Not the next step. Open an encounter only when you are choosing one, or already in it.
3 shots
Beach Panic
Same encounter as Step 2. Best played with a multiball running.
The wave ramp starts Beach Panic.
Why this shotAll five shots are lit, which is why it finishes so easily with extra balls.
Any lit shot counts. The fast flasher counts 2x.
Why this shotA made shot goes dark until another shot is made, so alternate.
After eight, the wave ramp raises the fin.
Why this shotThe encounter jackpot is 50% of the mode total. Missing the fin halves it.
Worth knowing
- Start Beach Panic just before Jaws Multiball, not on a lone ball.
Not the next step. Open an encounter only when you are choosing one, or already in it.
4 shots
Night Swim
Lots of shots on a tight timer. Save it for a multiball.
The left orbit starts Night Swim. Values climb by 750K with each blue shot.
Why this shotKineticist calls it a prime candidate for multiball stacking because of the shot count and timer.
Blue shots light on the far left and right. After four, shoot the left orbit, right ramp or harpoon gate to move on.
Why this shotFast-blinking shots count double toward the four.
Two blue shots move side to side. Shoot them as they pass.
Why this shotThree hits on the cyan or roving blue shots light the final shot.
The left orbit lights the fin for the encounter jackpot.
Why this shotThe jackpot is 35% of the mode total, 20% if you miss the fin.
Worth knowing
- Stack Night Swim with Jaws Multiball or a bounty multiball.
Not the next step. Open an encounter only when you are choosing one, or already in it.
3 shots
Pond Attack
Last on the list. Only worth it if you can hit the fishing reel reliably.
Shoot lit shots before going to the reel.
Why this shotEvery lit shot adds 100K to the award waiting at the reel.
Fishing reel starts the mode and collects each award.
Why this shotThe reel collects the award. Three of them light the jackpot.
Make the reel, then the harpoon lane right away.
Why this shotThe harpoon lane right after the reel doubles the award, up to 4x on a strong shot.
Worth knowing
- If your reel shot is shaky, play another encounter first.
Jaws Multiball 1 and the Mako bounty are already in Starting Shots. These pages are for later.
4 shots
Jaws Multiballs 2 and 3
After the first Jaws Multiball, the next two need more chum and more barrels. These are where the multiball scoring is.
Fill the chum line, complete the left target bank, then the harpoon lane or left orbit, then the fin.
Why this shotFrom Multiball 2 on, a full chum line lights Ready Barrel at the left target bank. Multiball 2 needs two barrels, 3 needs three.
Rip the left orbit spinner to light the shots, then collect them. A jackpot at all five, then 90 more switches, lights 20M supers at the boat for 10 seconds.
Why this shotSwitch hits light jackpots. The spinner on the left orbit is the fast way. Kineticist calls this one much more valuable than the first.
Nothing else stacks with Cage Dive. Play it out.
Why this shotRed shots build a jackpot you cash at the boat. After three jackpots, 50M supers light at the fin and each fin hit multiplies them.
See On the side - Endgame.
Why this shotThe center ramp lights Smile, You Son of A… after Multiball 3. Choose Keep Chumming if you want to play other goals first.
Worth knowing
- Adding a ball takes 8 chum bucket hits in Multiball 2 and 5 in Multiball 3.
Jaws Multiball 1 and the Mako bounty are already in Starting Shots. These pages are for later.
3 shots
The other sharks
After Mako. Same steps each time, longer lists.
Thresher: 6 ramps, 3 target banks, 5 boat shots, 4 chum hits. Hammerhead: 150 spins, 6 banks, 4 bumpers, 2 mini-lanes. Tiger: 6 banks, 5 bumpers, 10 boat hits, 4 mini-lanes.
Why this shotKineticist ranks them Mako, Thresher, Hammerhead, Tiger, easiest to hardest. Each catch on the first try adds +1x to machete.
They light at the chum bucket or the mini-lane. Take them when you see them.
Why this shotLit Advance Bounty shots add 2.5M times the sharks you have caught to the bounty. They stay lit for 10 seconds.
Thresher: two tries at each Quint's Challenge knot and 2x multiball scoring while flip-locked. Hammerhead: closed beach values held all game. Tiger: unlimited flip-lock.
Why this shotEach shark changes the rules for the rest of the game.
Worth knowing
- A failed catch can be revisited with half the shots, for less money.
Jaws Multiball 1 and the Mako bounty are already in Starting Shots. These pages are for later.
4 shots
Close the beaches
Background work that pays an extra ball and leads to Rescue or Search Multiball.
Hit a tower target, then the major shot with a flashing orange circle.
Why this shotThe yellow shark tower targets put beachgoers on the shots next to them.
Collect three at one beach and shoot it again quickly.
Why this shotThe Beach Closed hurry-up starts at 15M, and 20% of what you collect is added to that shot for the rest of the wave. Machete multiplies the collect.
Binoculars gear lights two beachgoers per tower hit.
Why this shotThe 8th beachgoer also lights gear.
Rescue: shoot the blue shark shot to keep him off beachgoers. Search: two balls, fin jackpots, then shark jackpots at the boat.
Why this shotThe 5th hurry-up has a ball save and starts Rescue or Search Multiball when it ends.
Worth knowing
- Beachgoers can't be collected during a multiball.
Help while you play. If you have to choose, stay on Starting Shots.
5 shots
Machete and the life ring
Do these in the cracks between shots.
Complete the left target bank. Machete lights at an inlane. The flippers move it between lanes.
Why this shotMachete multiplies the next shot after you roll through the lit inlane. Kineticist says it can drastically increase scoring.
Good targets: Beach Closed hurry-ups, encounter jackpots, the last Scars shot, the last feeding frenzy target, chum line shots.
Why this shotIt is one shot. Wasting it on a yellow target or the chum bucket gives up the multiplier for nothing.
Get the harpoon lane out of the way early.
Why this shotOnce the base machete is 4x, the harpoon lane must be made to relight it.
Hit the target under the bumper, then again while it flashes. Wait until the ball is heading into the left outlane, then press the action button.
Why this shotIt saves a left outlane drain, but only if you press the button just before the ball gets there.
Nudge as the ball drops, without tilting.
Why this shotA small nudge can bounce a right outlane drain back into play.
Worth knowing
- The first life ring of the game has a grace period. After that the window gets shorter.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Gear and quickshots
Quickshots light gear, and gear makes everything else safer.
Then shoot the harpoon lane from the mini-flipper.
Why this shotRolling the lane above the mini-flipper lights the harpoon lane for a quickshot.
Shoot the fin quickly after the harpoon lane. The window shrinks with each one.
Why this shotEach quickshot raises the multiplier up to 7x and lights gear. A miss resets it to 1x. Three quickshots is an extra ball.
The right flipper cycles the gear. The right ramp collects the flashing one.
Why this shotKineticist's picks: Shark Cage for the fin ball save, Binoculars for beachgoers, Barrel Hook for a longer Jaws Multiball.
With all six found, the right ramp offers the sale.
Why this shotSelling pays more for unused gear, from 3x for one up to 25x for six, and qualifies the Great White hunt.
Worth knowing
- Each knot tied in Quint's Challenge adds 50M to the gear sale.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Feeding frenzy and fish finder
Smaller scoring you'll start by accident. Know how to cash it.
Two sets of shark tower targets start the first one. For 30 seconds every switch builds the value. Flashing towers pay 1x, 2x, then 3x.
Why this shotThe frenzy total is paid in bonus at the end of every ball for the rest of the game, so frenzy on ball 1 pays three times.
Then shoot a flashing left target from the mini-flipper.
Why this shotThe left target bank qualifies it. The lane above the mini-flipper activates it.
On a ProJust hit the left targets. Three hits for the first award.
A timed round on the target under the bumper.
Why this shotEach life ring target hit scores 10M plus 5M per shot. Machete it.
Center ramp and right ramp. One shot each.
Why this shotThe count-up resets to 1M after 30M. Kineticist shoots when the display reaches about 20M.
Worth knowing
- Don't tilt. A tilt loses the frenzy bonus for that ball.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Wizard modes
The long goals. Ignore them for your first several games.
Shoot the lit beach shots before their timers close them. Don't repeat a shot more than twice. The harpoon lane resets all timers. 25 fireworks light the boat super.
Why this shotStarting all five encounters lights it at the center ramp. Completed encounters afterward pay double as challenges.
Pick it from bounty selection, finish its list, then the fishing reel.
Why this shotUnlocked by catching all four sharks or selling your gear. A six-ball with a 30-second ball save.
A 60-second three-ball with the ball save on the whole time.
Why this shotPremium / LE only. Score all five Orca wheel awards to light it at the center ramp.
On a ProNot on this model.
Phase 1 alternates lit shots and the shark. Phase 2 is the fish finder targets then three shark hits. Phase 3 alternates the fin and shark tower targets.
Why this shotThe final wizard mode, lit after Jaws Multiball 3. Three phases, then Super Celebration Multiball.
Worth knowing
- Each mode above adds a perk to Super Celebration Multiball at the end.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Universal. Shot order follows the community rulesheet and Kineticist's strategy guide; model differences follow Stern's Pro and Premium manuals. Point values move when Stern ships code, so trust the inserts on the machine.