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
Start with Mini-Modes
Each host has three mini-modes. They advance your host, light Mayhem locks and fill the perk grid. When one is done, open Step 2 - Mayhem Multiball.
Before you plunge
Choose a host at the start of the game.
Why this shotEddie Brock has the most Mayhem locks. Gwen Stacy and Peter Parker combo best. Flash Thompson starts with Sleeper.
Plunge into the saucer at the top of the orbit. Or roll the flashing lane.
Why this shot3M plus 500k per skill shot and +4x bonus. The plain skill shot is +2x bonus.
Mini-modes
Shoot a flashing yellow, blue or white arrow, then quickly the matching colour shot before it times out.
Why this shotEach finished mini-mode advances the host path and lights a Mayhem lock.
Keep finishing mini-modes.
Why this shotA full 2 by 2 square gives a perk: extra time, +1x playfield, 2x web combos, flamethrower, more ball save or 2x XP.
Worth knowing
- Failing a battle clears the grid squares tied to it.
- A full set of mini-modes lets you change host.
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 Mayhem Multiball
Its super jackpot finishes a battle for you. When it ends, open Step 3 - First Battle.
Shoot the green lit lock shots at the left and right canisters.
Why this shotEach canister lock also gives battle credit, 2x XP or +1x playfield. Locks can't be made while a battle is lit.
Phase 1
Alternate the left ramp and the scoop with one ball.
Why this shotQuick jackpots with the ball save on. It ends after a miss, a timeout or nine quick jackpots.
Phase 2
Make all the lit jackpots.
Why this shotAll of them light the super jackpot.
Collect the super jackpot.
Why this shotIt completes a battle instantly. Later supers need double, then triple hits.
Worth knowing
- Hold the action button to skip the start and keep locking, up to 6 balls.
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 open at the center ramp after a mini-mode path and level 10.
Defeat Infected: hit a flashing red target twice.
Why this shotXP comes from Infected, Scream and Mayhem canisters.
Shoot the center ramp.
Why this shotRiot, Agony, Phage or Lasher. Each has two health bars.
Hit the bell tower.
Why this shotBell tower hits add time. Each also adds +1x playfield, up to 7x.
Each battle lights it its own way. See the Battles tab.
Why this shotIt does 5x damage.
Worth knowing
- All four minor bosses unlock Hybrid. Grendel needs level 20, Knull level 30.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
Riot and Agony
Two minor bosses.
Riot
Red and blue shots move in opposite directions. Shoot them.
Why this shotWith both lit you deal big damage and light Special Attack.
Agony
Hit the flashing red shots.
Why this shotBig damage. Don't let green shots take over.
Hit the bell tower.
Why this shotThe bell tower relights Agony's shots.
Worth knowing
- Phase 2 of each battle has fewer shots and stricter timers.
Not the next step. Open a battle only when you are choosing one, or already in it.
3 shots
Phage and Lasher
Two more minor bosses.
Phage
Shoot the left ramp, then keep the combo going.
Why this shotIt starts a combo for big damage.
The right orbit lights the bell tower, which leads to the center shots.
Why this shotSpecial Attack needs all three center shots.
Lasher
Shoot the orbit he is on.
Why this shotLasher jumps between the orbits. Enough shots to one orbit light Special Attack.
Worth knowing
- A Mayhem super jackpot can finish a boss for you.
Mayhem Multiball is already in Starting Shots. These pages are for later.
3 shots
Carnage modes
Three Carnage modes, in order.
Hit the captive ball.
Why this shotEnough captive ball hits lock Carnage in Ravencroft.
Shoot the center ramp.
Why this shot1: Carnage Multiball. 2: Carnage Hurry-Up. 3: Blood Lust.
Hit the captive ball again, then the scoop.
Why this shotRe-locking Carnage lights the super jackpot at the scoop.
Worth knowing
- Peter Parker makes Carnage modes easier and worth more.
Mayhem Multiball is already in Starting Shots. These pages are for later.
3 shots
Toxin and Doppelganger
A mini-wizard and the Doppelganger.
Toxin Team-Up
Lit at the scoop after Mayhem, Carnage Multiball or a Doppelganger.
Why this shotAll six light a 25M super that adds a ball. Shooting Carnage multiplies jackpots.
Doppelganger
He attacks on the right side.
Why this shotThree defeats light Rampage at the center ramp.
On a ProThe left loop defeats him, and web combos multiply the score.
Eight right loop shots lock a ball. Then the 180 ramp starts it.
Why this shotFour jackpots, then a 4x super at the scoop.
On a ProNot on this model.
Worth knowing
- Draining during Toxin's single-ball part ends it.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Infected, bell tower and mystery
Points and multipliers between modes.
Two hits on a flashing red target.
Why this shotEvery 4 add bonus X. 15 and 65 light extra balls. 20 and 70 light Scream at 10M.
The first needs 2 center ramp shots, then 3, and so on.
Why this shotEach hit is +1x playfield, up to 7x.
Three bottom lane completions light it at the scoop.
Why this shotIt can't be collected during Doppelganger.
Hold the action button when danger shows.
Why this shotIt lights a random white shot for a 25M hurry-up.
Worth knowing
- Combos go up to 5x.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Grendel, Knull and Klyntar
The big battles and the final wizard.
His fourth health bar is a 2-ball multiball.
Why this shotNeeds one minor boss and level 20. He reverses the flippers when he attacks.
Five health bars; the last is a 2-ball multiball.
Why this shotNeeds Grendel and level 30. Beating him unlocks a new host.
16 hurry-up shots across four stages.
Why this shotA timed 2-ball with unlimited ball save. Seconds left count as bonus.
Worth knowing
- Beating Knull resets XP and the grid.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Marvel. No strategy guide has been published, so the shot order follows the game's own progression from the community rulesheet (code 1.06); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.