Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
4 shots
Start with a Villain
Villain modes start at the right ramp. You need one for Bond... James Bond. When it is played, open Step 2 - Henchman.
Step 1 - Start with a villain
Hold the left flipper and plunge at full strength, then make the right ramp, side ramp or DB5 eject within 5 switches.
Why this shot2.5M and a smart missile the first time. Smart missiles collect the hardest lit shot for you.
Change the lit villain before you start.
Why this shotThe bumpers or the Goldfinger target change the lit mode.
Shoot the right ramp.
Why this shotEach mode starts at 2.5M plus 250k per shot. Finishing one is worth 7M in bonus.
Follow the lit shots before time runs out.
Why this shotEach villain has its own shots. See Film Modes - Villains.
Worth knowing
- Don't start Feeding Frenzy (Blofeld) while you need Bird One locks. It blocks them.
- Starting all six villains lights a mini-wizard mode.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
3 shots
Then a Henchman
Henchman modes start at the side ramp. When one is played, open Step 3 - Bird One.
Change the lit henchman before you start.
Why this shotThe bumpers or the Goldfinger target change the lit mode.
Shoot the side ramp.
Why this shot2.5M plus 250k per shot.
Follow the lit shots.
Why this shotHe Blew a Fuse (Oddjob) is a set order worth 9M at the end. See Film Modes - Henchmen.
Worth knowing
- Combos pay too: left ramp into right ramp is the Dr. No combo.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Bird One Multiball
Lock three balls at the rocket lane. When it ends, open Step 4 - Jetpack.
Shoot the drop targets.
Why this shotLater Bird One multiballs need the drops completed for each lock.
Shoot the lane to the right of the drops.
Why this shotThe third lock starts the multiball.
On a ProLocks are virtual.
During the multiball
All shots are green jackpots.
Why this shot1M plus 25k per SPECTRE target hit. They go single, double, triple.
Shoot the rocket.
Why this shotThree jackpots light it, up to 300M.
Worth knowing
- Upper flipper shots light double jackpots briefly. Three earn a multiball extension.
Do these in order: Step 1, Step 2, Step 3, Step 4. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Jetpack Multiball
The last piece. With all four done, the left eject and right ramp light Bond... James Bond.
Shoot the left eject.
Why this shotIt lights the left ramp in single-ball play.
Shoot the left ramp.
Why this shotA hurry-up starts at 3M and counts down.
Shoot the center lane.
Why this shotThe center lane sets the jackpot. Five jackpots light a 2x at the left ramp.
Collect the super.
Why this shot10M, plus 5M per extra super. The first super adds a ball.
On a ProA roving shot starting at the DB5 and moving right to left.
Worth knowing
- Bond... James Bond: 70 seconds of unlimited ball save, ten lit shots, then the side ramp. Once per game.
Not the next step. Open a film mode only when you are choosing one, or already in it.
6 shots
Villain modes
Right ramp. Six films.
Bumper lane or right orbit builds the award. Cash it at the Dragon Tank.
Why this shotTen shots in 75 seconds.
Nine major shots, then the left eject and DB5 eject in order.
Why this shot70 seconds.
Seven lit shots, then the DB5 eject.
Why this shot60 seconds. The Goldfinger target changes the set of three.
Left eject, side ramp, right ramp. Ten shots.
Why this shotAfter a ramp, the left eject pays 2x, 4x as a combo.
Nine shots to the rocket or the drops, in 40 seconds.
Why this shotDirect rocket shots score 2x. No Bird One progress in this mode.
Left eject, center loop and right ramp. Nine shots.
Why this shotThe flashing shot is 2x. The spinner moves it.
Worth knowing
- All four modes of one film are worth 25M in bonus.
Not the next step. Open a film mode only when you are choosing one, or already in it.
6 shots
Henchman modes
Side ramp. Six films.
Ten yellow shots in 40 seconds.
Why this shotThe Dragon Tank locks the moving shot. Flashing locked shots are 2x.
The right orbit lights right-side shots for combos. Ten red shots.
Why this shotCombos are 2x.
Left ramp, side ramp, right orbit, right ramp, then the rocket lane.
Why this shot9M at the end.
Left ramp, right ramp, left ramp, right orbit, side ramp, left ramp, DB5 eject.
Why this shotA fixed order.
The three ramps and the upper loop.
Why this shotSix shots light the left or DB5 eject.
Left ramp, then the center lane lights the side and right ramps. Three times.
Why this shotThe lit side ramp is 2x.
Worth knowing
- Starting all six henchmen lights a mini-wizard mode.
Not the next step. Open a film mode only when you are choosing one, or already in it.
3 shots
SPECTRE countdowns
Hurry-ups that give lasting perks. No multiball progress while they run.
Shoot the rocket lane.
Why this shotRocket lane shots light the letters.
Hit the Goldfinger target.
Why this shotCycle the lit weapon first.
Each weapon's shots are lit for 10M hurry-ups.
Why this shotSwimming With Sharks: 2 smart missiles each ball. Outer Space Hijack: add-a-ball on the action button. Deadly Dagger: +7 seconds on ball saves.
Worth knowing
- The side ramp scores 2x in the first three countdowns.
Bird One and Jetpack Multiball are already in Starting Shots. These pages are for later.
4 shots
Q Branch
Gadget modes at the DB5 eject. Some lead to 2-ball multiballs.
Six shots to the left orbit and DB5 eject.
Why this shotThree DB5 shots qualify it. It leads to DB5 Multiball, super at the DB5 eject.
Six left eject shots in 70 seconds.
Why this shotThree left eject shots qualify it. White arrows add to the next multiball's jackpots.
Right orbit, bumpers, right orbit, bumpers, right ramp.
Why this shotSix right orbits qualify it. It leads to Hunted by Helicopter, a 2-ball multiball.
Drops, then the right ramp. Five times.
Why this shot20 rocket shots qualify it.
Worth knowing
- Q Branch progress carries across balls but not into multiball.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
007 Scoring and smart missiles
The big multiplier.
Shoot the upper loop once one is qualified.
Why this shotEach one adds +1x to 007 Scoring, up to 7x.
Press the action button once. Wait until several are lit.
Why this shot20 seconds at 2x up to 70 seconds at 7x. 7x also gives 30 seconds of ball save.
Press the action button when it is blue.
Why this shotThey collect the hardest lit shot. You can hold four.
Worth knowing
- The martini shot (side ramp falling back through the right ramp) gives a smart missile.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Ball saves and extra balls
Keep the ball.
Five Dragon Tank hits light it.
Why this shotThe slingshots move it between outlanes.
Upper loop shots (five by default).
Why this shotAlso from 3, 6, 12 and 18 modes played, a mystery award, or the Bond... James Bond super.
Worth knowing
- Even BOND return lane completions light the High Stakes mystery at the left eject.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
Mini-wizards and the final wizard
Four villain mini-wizards, then On Her Majesty's Secret Service.
Shoot the right ramp. The Goldfinger target changes the choice.
Why this shotLit after all six of villains, henchmen, Q Branch or SPECTRE. Each once per cycle.
After all four mini-wizards.
Why this shotThe side ramp starts with 100 flips, the right ramp with 50. Each mode played adds 10 flips.
Worth knowing
- Finish as many modes as you can first. Each one adds flips.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Eon Productions. No strategy guide has been published, so the shot order follows the game's path to Bond... James Bond from the community rulesheet (code 1.01); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.