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 New Orleans
Kineticist's first van mode. It is the easiest one to carry into a multiball. When it is done, open Step 2 - Overlord Multiball.
Step 1 - Start with New Orleans
Soft plunge into the Rock-O-Meter lane when the third insert is lit. Or plunge for the drop targets.
Why this shotThe Rock-O-Meter lane gives a playfield multiplier. The drops give a van mod. Kineticist takes the drops on tournament settings with no ball save.
Shoot three white arrows.
Why this shotThey light the left ramp, which picks and starts the next van mode.
Shoot the left ramp and pick New Orleans, the purple one.
Why this shotEverything is lit, so any shot counts. Kineticist says it is the best mode to bring into a multiball.
Pick a shot you can hit, make it, then make it again.
Why this shotRepeating a shot you have already made is how New Orleans scores.
Shoot the Overlord when it is lit.
Why this shotThe last shot of every van mode is the Overlord.
Worth knowing
- Three van modes light the first mini-wizard mode, six the second. You don't have to start them right away.
- Score 50M or more in a van mode for a chance at the upgraded FooBot part.
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 Overlord Multiball
The first one is mostly a tool for finishing your van mode. Start it while New Orleans is running if you can. When it ends, open Step 3 - Rock-O-Meter.
Start it
Lock a ball in the Overlord.
Why this shotThe lock is ready when the Overlord insert turns green.
Hit the Overlord three more times to start the multiball.
Why this shotKineticist backhands the Overlord captive ball from the right flipper for consistency.
During the multiball
Shoot the lit jackpots.
Why this shotThey light in sequence: ramps and spinner, then orbits, then the upper flipper shots.
After the sequence, the Overlord scores the super jackpot.
Why this shotRe-locking a ball while the lock is blue doubles jackpots for a short time.
Worth knowing
- Overlord Multiballs 2 and 3 pay much more. See Multiballs - Overlord.
- Nudge when the ball comes out of the upper loop entrance or off the UFO captive 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.
3 shots
Then fill the Rock-O-Meter
2x playfield for 40 seconds, and 3x if you fill it again in time. Seattle is Kineticist's next van mode.
Shoot the right orbit when the battery insert is lit.
Why this shotThree shots fill the meter.
Fill it three times for 40 seconds of 2x playfield.
Why this shotAnother full meter during the 40 seconds gives 3x.
Light the left ramp and start Seattle.
Why this shotSeattle runs right to left, so it gives you the extra right orbit you need. Kineticist plays Los Angeles here instead if Area 51 is ready.
Worth knowing
- Kineticist's later order: Austin if its jackpot is over 1.5M (otherwise D.C.), then New York stacked with Combotron, then Roswell or Chicago last.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
New Orleans
Purple. Same mode as Step 1 - New Orleans.
Find a shot you can hit, and hit it again.
Why this shotEverything is lit. Make one shot, then repeat it.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Good to bring into a multiball.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
Seattle
Blue. Shoot right to left.
The lit shots go from right to left.
Why this shotUse it when you need one more right orbit for 2x playfield.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Kineticist plays it second.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
Los Angeles
Green. Ramp combos.
Shoot ramp combos.
Why this shotQuick to finish, but a lower average score.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Kineticist picks it over Seattle when Area 51 is ready.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
Roswell
Orange. High scoring, but hard.
Shoot the lit orange and green shots.
Why this shotOnly one orange and one green shot are lit at a time.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Kineticist plays it last. Use multiballs first to build van mods.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
New York
Yellow. The spinner builds the value.
Rip the center spinner.
Why this shotThe spinner raises the value for a 3x shot.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Stacks well with Combotron Multiball.
Not the next step. Open a van mode only when you are choosing one, or already in it.
2 shots
Chicago
Light blue. One shot at a time, like a hurry-up.
Shoot the single lit shot.
Why this shotKineticist skips it unless the first shot is easy.
Shoot the Overlord.
Why this shotThe final shot of every van mode is the Overlord.
Worth knowing
- Play it last if you can.
The first Overlord Multiball is already in Starting Shots. These pages are for later.
3 shots
Overlord Multiballs 2 and 3
Monkey Wrench and The Pretender. More valuable than the first.
Lock a ball, then hit the Overlord three times.
Why this shotLock when the insert is green, then three more Overlord hits.
Make each shot.
Why this shotAll shots light for jackpots after one hit.
Collect it at the Overlord.
Why this shotEach unique jackpot shot made once lights a super jackpot.
Worth knowing
- Use these to build van mods before Roswell or Chicago.
The first Overlord Multiball is already in Starting Shots. These pages are for later.
3 shots
Area 51 Multiball
Best played on its own, not stacked with Overlord.
Shoot the right ramp five times.
Why this shotFive right ramp shots start it.
Shoot the red shots.
Why this shotShots start red as jackpots and turn blue.
Right ramp, then the captive ball.
Why this shotOnce the shots are blue, the right ramp then the captive ball scores the super.
Worth knowing
- If you want to stack Combotron with it, start Combotron first.
The first Overlord Multiball is already in Starting Shots. These pages are for later.
4 shots
Combotron and FooBot
Two more multiballs.
Combotron
Hit the lit combo inserts, then cash them out at the Overlord.
Why this shotSix cashed combos light the side ramp to start it. It is a 3-ball multiball.
Shoot the side ramp once it is lit.
Why this shotStack New York with it.
FooBot
Collect all six FooBot parts, then shoot the left ramp.
Why this shotAll six parts light the left ramp for a 3-ball multiball.
Collect the super jackpot at the Overlord.
Why this shotEnough Overlord shots add a ball. All six shots scored light the super.
Worth knowing
- FooBot is one of the ways scores go past a billion.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Van mods and bots
Boost the next van mode.
Hit the paddle target behind the drops. Hit it again to upgrade.
Why this shotEngine adds 20 seconds, Speakers add points per shot, Bomb spots shots in the next mode.
Hit the bot targets to light the bot award target.
Why this shotBot awards include an extra ball, ball save and Bot Frenzy.
When it lights, the left ramp flashes blue. Kineticist brings it into a multiball.
Why this shotThe spinner scores for 40 seconds, multiplied by bot targets hit. With all four, each spin is 8x.
Worth knowing
- The bot award target is at the lower right.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Radio, mystery and ball saves
Small helpers.
Hit both left radio targets to light mystery, then one again quickly to collect it.
Why this shotFive mystery awards and a maxed radio dial start Supersonic.
Watch which outlane is lit.
Why this shotSaves come from Overdrive at the start of a ball, the radio targets and some bot awards.
Worth knowing
- Kineticist: if your plunge is weak, aim for the radio targets.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Austin and D.C.
The two mini-wizard modes. The white cities are reserved for them.
Austin
Red shots score jackpots. The blue shot scores the super jackpot.
Why this shotThe blue super is multiplied by the red hits before it. The Overlord moves the blue shot.
D.C.
Hit the paddle behind the drops to light a jackpot shot.
Why this shotLeft shots score 2x. Right shots from the side ramp add balls. Six jackpots start victory laps.
Worth knowing
- Kineticist plays Austin if its jackpot is over 1.5M, otherwise D.C.
Check the source
Unofficial card. Not affiliated with Stern Pinball or the Foo Fighters. Shot order follows Kineticist's strategy guide (code 1.03); model differences follow Stern's published Premium features. Point values move when Stern ships code, so trust the inserts on the machine.