Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Start with a Battle
A battle is lit at the scoop at the start of every ball. The rulesheet's tip: start battles early. When it is won, open Step 2 - Lil' Deadpool.
Step 1 - Start with a battle
Pick the flashing BAM! lane before you launch. For the super, hold the left flipper and shoot the right ramp.
Why this shotThe lane skill shot is 2.5M. The super skill shot is 5M and collects anything lit on the right ramp.
With no mode running, shoot a Team-Up shot twice. The center spinner is Wolverine.
Why this shotWolverine doubles battle damage. Colossus (U-Turn) doubles battle points. The rulesheet spends Team-Ups early.
Shoot the scoop.
Why this shotJuggernaut, Mystique or Sabretooth. Progress is saved if you lose.
Shoot the flashing shots.
Why this shotEach enemy has its own damage shots. See the Battles tab.
After the win, shoot the scoop within 10 seconds.
Why this shotAbout 30M at near-full health. A drain with it lit still counts as a win; a tilt does not.
Worth knowing
- Completing DEAD also lights a battle at the scoop.
- Winning all three battles lights Sauron Multiball.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Lil' Deadpool
Three modes in a fixed order: Multiball, Frenzy, Bounce. The rulesheet runs them during battles. When you have played one, open Step 3 - Ninja Multiball.
Hit the OOF bank.
Why this shotIt shows the Lil' Deadpool target.
Hit the Lil' Deadpool target.
Why this shotTwo hits start a mode, plus one for each mode already played.
Lil' Deadpool Multiball
A new ball is plunged. Hit the bank.
Why this shotThe hurry-up starts at 500k. Hitting the bank releases the captured ball and sets the jackpot.
Five jackpots at the Lil' Deadpool target, then five double jackpots at the red shots.
Why this shotThen lock a ball at the target for spinner super jackpots at 500k per spin.
Worth knowing
- Frenzy: 60 seconds where every switch scores 100k or more.
- Bounce: three lit targets light a jackpot and +1 Playfield X for the ball.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Ninja Multiball
Jackpots grow with Ninja Stars, so collect stars first. It can stack with battles and quests.
Feed the bumpers through the right orbit, then shoot the blue shots.
Why this shotBumpers light blue shots for stars. Jackpots scale with the stars you have.
Shoot the right katana ramp three times.
Why this shotThe locks start lit. Three start the multiball.
Shoot the major shots.
Why this shotEvery jackpot adds to the super jackpot.
Shoot the right ramp.
Why this shotWorth the total of every jackpot so far.
Worth knowing
- After the first, POOL relights locks one at a time.
- Ninjapocalypse: right orbit into the right ramp collects 10 stars and 5M or more.
Not the next step. Open a battle or quest only when you are choosing one, or already in it.
3 shots
Juggernaut
Taunt him, then hit him.
Hit any four DEAD or POOL targets.
Why this shotIt lights the main shots for damage for 20 seconds.
Shoot the lit main shots.
Why this shotTaunt again when the 20 seconds run out.
Shoot the scoop.
Why this shotWithin 10 seconds of winning.
Worth knowing
- Wolverine's Team-Up doubles damage.
Not the next step. Open a battle or quest only when you are choosing one, or already in it.
3 shots
Mystique
Three shots stay lit.
Center spinner, then both ramps.
Why this shotAll three stay lit.
Shoot that Team-Up shot.
Why this shotWhen she poses as a partner, the matching Team-Up shot does big damage.
Shoot the scoop.
Why this shotWithin 10 seconds of winning.
Worth knowing
- Team-Up shots: Dazzler left orbit, Colossus U-Turn, Wolverine center spinner, Domino right orbit.
Not the next step. Open a battle or quest only when you are choosing one, or already in it.
2 shots
Sabretooth
Orbits and the spinner.
Shoot either orbit or the center spinner.
Why this shotOrbit shots also feed the top lanes and bumpers.
Shoot the scoop.
Why this shotWithin 10 seconds of winning.
Worth knowing
- After all three, Level 2 battles bring in Sauron. Shoot both ramps to damage him.
Not the next step. Open a battle or quest only when you are choosing one, or already in it.
4 shots
T-Rex and Megalodon quests
The chimichanga truck lights quests.
Shoot the right orbit.
Why this shotThe first quest needs one right orbit, later ones one more.
Shoot the orange shots.
Why this shotThree light Quest at the scoop, plus one per quest played.
T-Rex
Green shots drop the bank, then hurry to the Lil' Deadpool target.
Why this shotFive bombs, then the scoop.
Megalodon
Hit the strobing red shot.
Why this shotFive hits, then the scoop.
Worth knowing
- Both quests plus Sauron Multiball light Megakrakolodonus Rex.
Lil' Deadpool and Ninja Multiball are already in Starting Shots. These pages are for later.
3 shots
Mechsuit Multiball
A 4-ball multiball from weapons.
Shoot white shots, then the scoop to cash out.
Why this shotIt relights at 150, 250 and 350 weapons.
Shoot the scoop.
Why this shotOnly when no other mode is running.
Jackpots start at 5M.
Why this shotFive jackpots light it at the scoop: 15M plus 250k per jackpot.
Worth knowing
- Every 100 weapons adds +1 Playfield X for the game.
Lil' Deadpool and Ninja Multiball are already in Starting Shots. These pages are for later.
3 shots
Disco and Sauron Multiball
Two more multiballs.
Disco
Spin the left spinner.
Why this shotThen 60 more for each start. It starts only when nothing else is running.
On a ProDisco Multiball.
A random shot starts a super jackpot round. Collect it at the left ramp.
Why this shotThe left spinner raises it.
Sauron
Shoot each ramp twice, then the U-Turn to the Colossal target for the super.
Why this shotWinning all three battles lights it. 3-ball.
Worth knowing
- All three Level 2 battles light Clone Multiball.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
BOOM and Playfield X
Spot shots and multiply them.
Roll the return lanes.
Why this shotThe action button then spots the highest-value shot. Four BOOMs unused make a Big Boom that collects every lit shot.
Rebound the ball into the SNIKT target.
Why this shotA temporary Playfield X boost, up to 5x.
Hit the DEAD and POOL targets.
Why this shotDEAD lights a battle, POOL a Ninja lock, all of them a Mystery. Every three completions light Regeneration ball save.
Worth knowing
- Extra balls: 25 weapons, 50 Ninja Stars, or a rare Mystery.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Mr. Sinister modes
The wizard modes.
Blue shots build jackpots. Then hit the Lil' Deadpool target for 10 seconds of rising jackpots.
Why this shotFifteen hits defeat him and light the scoop.
Four blue shots with a hurry-up from 10M.
Why this shotEach blue shot goes out and has to be relit by a different blue shot.
45 seconds to make all four Team-Up shots, then a 70-second multiball.
Why this shotNeeds both mini-wizards and Mechsuit Multiball. Winning lights Special.
Worth knowing
- Berserker Rage: four center loops light a 45-second spinner mode.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Marvel. Shot order follows the community rulesheet's strategy notes (code 1.10, with later additions); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.