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 Facility Raid
Kineticist's first mission. Its perk lets you add a ball during multiball. When it is done, open Step 2 - The Future.
Step 1 - Start with Facility Raid
Shoot the uptown ramp off the plunge.
Why this shotIt feeds the left flipper safely and advances Cerebro. Kineticist uses it to set up early Sentinel hits.
Shots into the Danger Room fill its bar. Strong X-Jet orbit shots feed it.
Why this shotLevel 1 makes the next mission score 2x.
Make the white shots, up to four.
Why this shotThey light the blue shot that starts a mission.
Shoot the blue strobing ramp, then pick with the flippers and the action button.
Why this shotCorner missions are harder but score more. Facility Raid's perk makes add-a-ball usable during multiball.
Make seven lit shots.
Why this shotEach lit shot destroys one sentinel. Kineticist loops the center ramp.
Worth knowing
- Three missions light an extra ball, and so do seven.
- Save Bishop's charge for the future (Step 2).
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 escape the Future
Every finished mission sends you to the future. It starts once the ball is held at a post with no multiball running. When you are back, open Step 3 - Sentinel Multiball.
Hit the flashing shots to destroy six sentinels.
Why this shotYou have a short ball save and 30 seconds.
Press the action button if a shot is hard to make.
Why this shotBishop's charge spots the most valuable shot. Kineticist saves it for the future.
Shoot the center ramp.
Why this shotEscaping collects the perk from the mission you finished.
Worth knowing
- Danger Room level 2 means one fewer sentinel to escape.
- Kineticist: clear the shots and escape quickly.
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 Sentinel Multiball
Kineticist goes for an early one. Good runs pass 100M.
Start it
Hit the Sentinel head. Kineticist backhands it from the right flipper.
Why this shotThe first one needs 6 hits. Later ones need more precise hits.
During the multiball
Shoot the Danger Room exit ramp.
Why this shotThe Danger Room exit ramp boosts jackpots to 2x, then 3x.
Collect jackpots.
Why this shotFour jackpots at one shot light the head for the super jackpot.
Hit the Sentinel head.
Why this shotA mouth shot pays 2x. Each new super needs more shots, up to 6.
Worth knowing
- Next: Save the City whenever it is ready. See Multiballs.
- Kineticist's second mission: Genosha Under Siege or Fiery Assault.
Not the next step. Open a mission page only when you are choosing one, or already in it.
4 shots
Standard missions
Four easier missions. Each gives a perk in the future.
Seven red combo shots. The Bishop bumper raises the multiplier up to 5x.
Why this shotPerk: easier action button use.
Four yellow shots against Sabretooth.
Why this shotPerk: longer single-ball save timers.
Up to four red shots, then two blue.
Why this shotPerk: the Gambit multiplier goes to 3x.
Five red shots.
Why this shotPerk: the Danger Room affects future scoring and gives a ball save.
Worth knowing
- One Danger Room training level doubles the next mission.
Not the next step. Open a mission page only when you are choosing one, or already in it.
4 shots
Challenging missions
The four corner missions. Harder, but worth more.
Seven lit shots, one sentinel each.
Why this shotPerk: add-a-ball usable during multiball.
Three damage hits on Pyro.
Why this shotPerk: easier Sentinel Multiball jackpot and a longer multiball.
Ten shots against the Blob.
Why this shotPerk: longer multiball ball save.
Ten red shots against Avalanche and Toad.
Why this shotPerk: a longer mission and longer future timers.
Worth knowing
- Kineticist plays Facility Raid first, then Genosha or Fiery Assault.
Sentinel Multiball is already in Starting Shots. These pages are for later.
4 shots
Save the City
A 4-ball multiball. Kineticist makes it a priority when it is ready.
Hit every ramp and orbit three times.
Why this shotAll six city areas must be green. Progress carries over during other multiballs.
Shoot the midtown ramp when it is lit yellow.
Why this shotIt can only start when no other multiball is running.
Hit anything.
Why this shotStandups, spinner, bumpers, ramps and the Danger Room spinner all score.
Complete every city shot, then the X-Jet orbit, then the spinner.
Why this shotEach spin is worth 1M for 15 seconds.
Worth knowing
- Even a poor run usually scores 70M or more.
Sentinel Multiball is already in Starting Shots. These pages are for later.
3 shots
To Me, My X-Men
The Cerebro multiball.
Hit the purple standups.
Why this shotLit Cerebro shots are at the uptown, highway and Danger Room exit ramps.
Shoot a lit Cerebro ramp.
Why this shotThree advances start it. It can't start during another multiball.
Blue shots score jackpots and bring in X-Men.
Why this shotSix jackpots light uptown red. The Danger Room exit pays 2x. Supers start at 5M.
Worth knowing
- BAMF targets also qualify Cerebro.
Sentinel Multiball is already in Starting Shots. These pages are for later.
3 shots
Berzerker
Wolverine's 3-ball multiball. Kineticist goes for it after Facility Raid.
Destroy 35 sentinels over the game, then shoot the uptown ramp.
Why this shotSentinels from Facility Raid, Sentinel Multiball and the future all count.
Make the lit shots, switching sides.
Why this shotJackpots start at 5M and must be relit by alternating shots.
Shoot the X-Jet orbit.
Why this shotFive jackpots light it, worth everything so far. Combo into the Danger Room exit for 2x.
Worth knowing
- Danger Room level 3 makes all future scoring 2x, which helps here.
Help while you play. If you have to choose, stay on Starting Shots.
2 shots
The Danger Room
A progress bar that resets when you start a new mission.
Each Danger Room shot fills the bar.
Why this shotLevel 1: next mission 2x. Level 2: one fewer sentinel in the future. Level 3: all future scoring 2x. Level 4: Cyclops joins and combo timers grow.
If a ball might enter from somewhere other than the X-Jet, hold the left flipper.
Why this shotIt keeps the ball in the Danger Room. Don't do it when the ball comes off the X-Jet exit.
Worth knowing
- Kineticist: hit the X-Jet early while the ball save is on, if you are comfortable.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Bishop, Beast and Gambit
Helpers on the bumpers and the lab.
Five hits on the left bumper charge it.
Why this shotPress the action button to spot the most valuable shot. Up to three charges.
Combos before the first hit raise it up to level 3.
Why this shotMystery awards such as points or a ball save. Level 3 gives an extra ball the first time.
On a ProA leaper target.
Three hits on the right bumper, or an alley pass into the right inlane.
Why this shotThe next mode or jackpot shot pays 2x, 3x with the perk.
Worth knowing
- Combos at 6, 8 and every 10 after start Sentinel Attack, two hurry-ups of 20M and 25M.
- Aim late at the X-Jet from the right flipper. A standup next to it can drain the ball.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Marvel. Shot order follows Kineticist's strategy guide; model differences follow Kineticist. Point values move when Stern ships code, so trust the inserts on the machine.