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 Job
Jobs are contracts for the factions. Kineticist starts with Security Detail or Heist, so it can be stacked with the multiball in Step 2. Then open Step 2 - Deconsecrated.
Step 1 - Start with a job
Plunge for the Red Circle back entrance, or the crate VUK. If unsure, full plunge and go for the car or WINSTON.
Why this shotKineticist prefers the Red Circle back entrance if you can make it. The crate VUK helps jobs.
Hit the car.
Why this shotCar hits light car multiballs. Kineticist shoots it at the start of the ball while the ball save runs, backhanding from the right flipper.
Shoot the weapons crate or the crate VUK.
Why this shotThe crate or the VUK next to it lights a job.
Security Detail starts at the left ramp, Heist at the center ramp.
Why this shotSecurity Detail's cashout extends multiballs. Heist stacks well with multiball.
Make the lit shots, then the left eject.
Why this shotEnough lit shots light the left eject. Cashing out gives the faction perk.
Worth knowing
- Four jobs light an extra ball.
- If allies are lit, light one first. See Jobs - Allies.
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 Deconsecrated Multiball
Start it on top of your job. When it ends, open Step 3 - Battle.
Hit the WINSTON captive ball.
Why this shotIt lights the center ramp locks.
On a ProWINSTON is a virtual captive ball.
Shoot the center ramp.
Why this shotThe third lock starts the multiball.
During the multiball
Shoot the lit jackpots.
Why this shotSeven jackpots light the captive ball.
Hit the captive ball over and over.
Why this shot15 seconds of unlimited super jackpots.
Worth knowing
- Multiballs have no normal add-a-ball. Task a Crew gives one per ball on the action button.
- Administration also adds a ball in any 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 a Battle
Battles are where Kineticist's big scores come from. Qualify one before you start a multiball.
Hit the enemies on lit shots.
Why this shotTen enemies in single-ball play qualify a battle.
The bumpers or blood targets change the lit battle.
Why this shotViggo is the easiest. Cassian scores the most with motion sensors on.
Shoot the left eject.
Why this shot40 seconds of ball save, plus 30 if you have an unused blood ball save.
Make enough lit shots, then the blood marker.
Why this shotEach step past the minimum adds +1x, up to 4x.
Worth knowing
- Kineticist: save your ball save for single-ball play like this, not multiball.
- Heist or Assassination cashouts turn on motion sensors for Lights Out.
Not the next step. Open a job only when you are choosing one, or already in it.
4 shots
High-priority jobs
Kineticist's top four.
Left ramp. The lit shot moves right each time you make it.
Why this shotCashout extends multiballs if you drop to one ball.
Center ramp. Stacks well with multiball.
Why this shotCashout turns on motion sensors during Lights Out.
Right orbit. Alternate the ramps, collect at the center ramp (2x on a combo).
Why this shotSix ramp hits light cashout for +20 seconds of Lights Out.
Right ramp. The spinner starts at 200k and rises 100k per shot.
Why this shotFour spinner rips light an add-a-ball cashout.
Worth knowing
- Every job cashes out at the left eject.
Not the next step. Open a job only when you are choosing one, or already in it.
3 shots
Medium-priority jobs
Useful perks, lower scores.
Left eject. Lights all shots without relighting.
Why this shotCashout adds 5 seconds to every ball save for the game.
Left orbit. Three kill shots from the captive ball.
Why this shotCashout lights both outlane ball saves.
Red Circle. Two shots lit.
Why this shotLow-value perk. Better in single ball.
Worth knowing
- Defeating enemies lights an extra ball.
Not the next step. Open a job only when you are choosing one, or already in it.
3 shots
Allies
One ally per job.
Hit the gold coin targets, then a flashing ramp.
Why this shotLight it before starting a job.
Center ramp.
Why this shotThe next enemy hit is killed and replaced. Strong in multiball and Gather Intel.
Right ramp.
Why this shotMoves lit enemies toward combos. Best with Task a Crew.
Worth knowing
- Akira (left ramp) rotates enemies right; hold the left flipper to rotate left.
Deconsecrated Multiball is already in Starting Shots. These pages are for later.
4 shots
Car multiballs
Four of them. Kineticist values Helipad and Bagarre most.
Hit the car.
Why this shotHitting the car also cycles which multiball starts.
On a ProFour car hits light it.
Shoot the left orbit.
Why this shotThe left orbit starts any lit car multiball.
The first car multiball, and a high-value one.
Why this shotNine jackpots, then the car super. 2x super at the left orbit.
Ramps light car jackpots.
Why this shotThe highest value. Four car jackpots, then four supers in a row.
Worth knowing
- Motorcycle Pursuit is the lowest value of the four.
Deconsecrated Multiball is already in Starting Shots. These pages are for later.
3 shots
Excommunicado Multiball
The Red Circle dance club.
Hit the Red Circle and the standups around it.
Why this shotIt advances Excommunicado.
Shoot the lit jackpots.
Why this shotA 15-second build raises jackpots, then they spread out from the ramps.
Shoot the Red Circle.
Why this shot5M, multiplied by the enemies present. 40M is possible early.
Worth knowing
- The Red Circle back entrance skill shot helps build toward it.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Lights Out and ball saves
2x scoring and keeping the ball.
Roll the inlanes and outlanes.
Why this shotIt qualifies Lights Out.
Press the action button.
Why this shot30 seconds of 2x with the playfield dark. Kineticist uses it in a hectic multiball or right before a cashout.
The blood marker lights an outlane ball save.
Why this shotThe flippers move it between outlanes.
Worth knowing
- Motion sensors flash the lights on briefly with a doorbell sound.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
The five battles
Start any of them at the left eject after 10 enemies.
Car and captive ball shots light random shots. Six hits light the blood marker.
Why this shotThe easiest: its pattern is predictable.
Alternate left and right shots. Six light the cashout.
Why this shotAvoid the Red Circle bumper for higher scores.
Blue shots raise a jackpot. Three jackpots light the cashout.
Why this shotWith motion sensors on, cashouts of 500M or more are possible.
Ares: find her, then three red shots. Zero: three combos.
Why this shotAres has the hardest cashout. Zero is combos only, no repeats.
Worth knowing
- Battles can't run with other modes.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Lionsgate. Shot order follows Kineticist's strategy guide (code 0.98); model differences follow Kineticist. Point values move when Stern ships code, so trust the inserts on the machine.