First off, let me say this is my first attempt at a table guide. I will really appreciate anyone adding any information or tips, which I will edit into the guide and give credit. Much of this information was gathered from various sources and message board posts. I do NOT profess to be an expert at this table or even come close, just thought I would put this together for everyone.
Ironman Table Guide
Table Layout
Rollovers (3)
Located above the bumpers, completing the 3 rollover targets advances the multiplier, and once advanced to 10x award the extra ball. Also used for Skillshot. One rollover will be light as you shoot, hitting the lit Rollover will reward 50,000 Points.
Bumpers (3)
Located just below the Rollovers. The March 2011 Patch added much more "Bounce" to these bumpers.
S.H.I.E.L.D. Mini-playfield (1)
Accessed by triggering S.H.I.E..L.D. Target Practice.
Ramps (4)
Stock Market
Stark Tower
Science Award (Normally hit from the upper flipper)
Party
SAVE Targets (4)
Four Small targets located next to the ramps.
Orbits (2)
Both orbits are marked with the S.H.I.E.L.D. Symbols.
Mission Hole (1)
Used to Start Mandarin and Whiplash Missions. Also used to complete various Missions.
Mission Hole Targets (3)
Usually block the mission hole, sometimes used during missions.
S.H.I.E.L.D. Multi-Ball Lock (1)
Used to lock balls (3 needed) to start S.H.I.E.L.D. Multiball
S.H.I.E.L.D. Multi-Ball Targets (2)
Targets the block the Multi-Ball Lock
UNI BEAM Targets (7)
Located in front of Whiplash and Mandarin. Used for End of Ball Bonus
Outlanes (2)
The two “T” lanes used for lighting “Thrust”
Inlanes (4)
H R U S lanes for lighting “Thrust”
Table Basics
Skill Shot
One rollover will be light as you shoot, hitting the lit Rollover will reward 50,000 Points.
Extra Ball
Advancing the Multiplier via the rollovers to 10x will light the Extra Ball. Then shoot the Science Award Ramp to collect it. This is MUCH easier with the March 2011 update as now the bumper have more “bounce” to them. Tips to advancing the multiplier - Firing a light shot on the orbits that drops on the bumpers, nudging the table up as the ball passes over the bumpers and intentionally fail the Electro Blast Mission (see below) so you can repeat it over and over, and use the right orbit diverter from that mission to advance the multiplier. Personal Note - An Extra Ball animation will appear on the UMD when you achieve it but, Honestly, as much effort as it takes, I think there should be a sound clip of Pepper Pots orgasming or something. Just saying.
Kickbacks
Kickbacks are activated by lighting the T H R U S T lanes. Lighting T H R will activate the left lane kickback and lighting U S T will activate the right lane kickback. You can change the lit lane by flipping the flipper, allowing you to light them all without draining a ball down the outlanes. Activating the kickbacks is very easy due to the predictable nature of the ball returns and the amount of time given the chance each lit/unlit lane. Note: The March 2011 Update also changed the Inlane/Outlane so that you can NOT light them by rolling over them "backwards" (i.e. Having the ball roll up from the bottom of the table). Before the update, you could actually relight a kickback by using the kickback to light the final lane.
Ball Save
Hit the four small targets next to the ramps to activate the Ball Save for a short amount of time.
COMBOS
As you will see in most pinball tables, you can acquire combos to gain more points when shooting ramps and orbits. Repeating the same shot again will not advance the combo.
Missions
There are two types of mission – The first type are “true” missions and involve Whiplash and Mandarin. Each successful mission completion is worth 5 Million Points.
The Six missions are -
Mandarin Flame Blast
Mandarin Vortex Storm
Mandarin Impact Beam
Mandarin Electro-Blast
Whiplash Attack
Whiplash and Mandarin
Once missions are complete they will be lit by a solid blue backing light on the table.
These missions involve shooting specific ramps, orbits and targets as dictated until the mission ends in success or your ball drains.
Mandarin Flame Blast
This mission is timed. You must hit the three mission hole targets, lighting them up. Once you have done this, the targets will drop and you must shoot the ball into the mission hole. Once you have done this, holes at the bottom of the ramps will light up, shooting the ball into these holes will Damage Mandarin. Hit a set number of holes to complete the mission.
Mandarin Vortex Storm
Starting this mission will activate a multi-ball. You must then hit every orbit/ramp at least once (this can be done in any order). Once you have done this, the mission hole will light up and you must lock all remaining balls into the mission hole to successfully complete this mission. Tips - During the Vortex Storm, typically the hardest ramp to hit is the Science ramp, which requires using the upper flipper. To get this one consistently, you trap one ball on the left flipper, and the other ball(s) on the right flipper, then use the left flipper to send the ball up the Stark Tower, and left flipper again to shoot it to the Science ramp on the way down, all while holding the other ball(s) on the right flipper. Alternatively, you can let a couple of balls drain while the ball save is active at the very beginning off the mission and nail the science ramp when the game re-shoots the balls into play. Also, you can drain the multi-ball down to 2 or 3 balls before hitting the final ramp. This means less balls to lock in, less chance to lose them.
Mandarin Impact Beam
You must hit the lit ramps and orbits to increase Iron Man's Strength. Each successful shot moves the impact point closer to Mandarin (and earns you 100k points). This is NOT a timed mode. After hitting all the ramps you must lock the ball into the Mission Hole. Mission Complete earns you 5 Million.
Mandarin Electro-Blast
You must restart Iron Man's Suit by shooting the flashing ramps. Once you have hit the flashing ramps, a hurry-up will start. During this mode, you must shoot the spinners and/or hit the bumpers. This is made much easier by the fact a divertor will now deflect orbit shots into the bumpers/roll-overs. Note- Many people will fail this mission on purpose in order to re-start it to advance the multiplier.
Whiplash Attack
Shoot the flashing ramps/Orbits that are blinking to defeat him. Note: Whiplash can “destroy” a ball that passes in front of him by whipping it. If this happens, the game will fire a new ball onto the playing field. Note that the lit ramps cycle every 30 seconds or so and that this mission is NOT timed. If a current lit ramp is a dangerous shot, you can hold the ball and wait for the ramps to cycle to a easier/safer shot. Reward for this mission is 5 million.
Whiplash and Mandarin
You will have to shoot each of the flashing lanes. Upon successfully completing this portion, The Stock Market ramp and Party Ramp will have holes uncovered. Shoot either of those holes to load the cannon/repulsor ray, which you will then fire at Whiplash by pressing the flipper or shoot button. If your timing if off, your shot will be "blocked" and you have to shoot one of the ramps/holes to try again. Three hits are needed to defeat Whiplash. Tips - When the cannon gets loaded, the game puts a target on Whiplash, either high, middle, or low. You want to time your shot so that the top of the cannon is just under this target (if the cannon is moving up).
Ironman Table Guide
Table Layout
Rollovers (3)
Located above the bumpers, completing the 3 rollover targets advances the multiplier, and once advanced to 10x award the extra ball. Also used for Skillshot. One rollover will be light as you shoot, hitting the lit Rollover will reward 50,000 Points.
Bumpers (3)
Located just below the Rollovers. The March 2011 Patch added much more "Bounce" to these bumpers.
S.H.I.E.L.D. Mini-playfield (1)
Accessed by triggering S.H.I.E..L.D. Target Practice.
Ramps (4)
Stock Market
Stark Tower
Science Award (Normally hit from the upper flipper)
Party
SAVE Targets (4)
Four Small targets located next to the ramps.
Orbits (2)
Both orbits are marked with the S.H.I.E.L.D. Symbols.
Mission Hole (1)
Used to Start Mandarin and Whiplash Missions. Also used to complete various Missions.
Mission Hole Targets (3)
Usually block the mission hole, sometimes used during missions.
S.H.I.E.L.D. Multi-Ball Lock (1)
Used to lock balls (3 needed) to start S.H.I.E.L.D. Multiball
S.H.I.E.L.D. Multi-Ball Targets (2)
Targets the block the Multi-Ball Lock
UNI BEAM Targets (7)
Located in front of Whiplash and Mandarin. Used for End of Ball Bonus
Outlanes (2)
The two “T” lanes used for lighting “Thrust”
Inlanes (4)
H R U S lanes for lighting “Thrust”
Table Basics
Skill Shot
One rollover will be light as you shoot, hitting the lit Rollover will reward 50,000 Points.
Extra Ball
Advancing the Multiplier via the rollovers to 10x will light the Extra Ball. Then shoot the Science Award Ramp to collect it. This is MUCH easier with the March 2011 update as now the bumper have more “bounce” to them. Tips to advancing the multiplier - Firing a light shot on the orbits that drops on the bumpers, nudging the table up as the ball passes over the bumpers and intentionally fail the Electro Blast Mission (see below) so you can repeat it over and over, and use the right orbit diverter from that mission to advance the multiplier. Personal Note - An Extra Ball animation will appear on the UMD when you achieve it but, Honestly, as much effort as it takes, I think there should be a sound clip of Pepper Pots orgasming or something. Just saying.
Kickbacks
Kickbacks are activated by lighting the T H R U S T lanes. Lighting T H R will activate the left lane kickback and lighting U S T will activate the right lane kickback. You can change the lit lane by flipping the flipper, allowing you to light them all without draining a ball down the outlanes. Activating the kickbacks is very easy due to the predictable nature of the ball returns and the amount of time given the chance each lit/unlit lane. Note: The March 2011 Update also changed the Inlane/Outlane so that you can NOT light them by rolling over them "backwards" (i.e. Having the ball roll up from the bottom of the table). Before the update, you could actually relight a kickback by using the kickback to light the final lane.
Ball Save
Hit the four small targets next to the ramps to activate the Ball Save for a short amount of time.
COMBOS
As you will see in most pinball tables, you can acquire combos to gain more points when shooting ramps and orbits. Repeating the same shot again will not advance the combo.
Missions
There are two types of mission – The first type are “true” missions and involve Whiplash and Mandarin. Each successful mission completion is worth 5 Million Points.
The Six missions are -
Mandarin Flame Blast
Mandarin Vortex Storm
Mandarin Impact Beam
Mandarin Electro-Blast
Whiplash Attack
Whiplash and Mandarin
Once missions are complete they will be lit by a solid blue backing light on the table.
These missions involve shooting specific ramps, orbits and targets as dictated until the mission ends in success or your ball drains.
Mandarin Flame Blast
This mission is timed. You must hit the three mission hole targets, lighting them up. Once you have done this, the targets will drop and you must shoot the ball into the mission hole. Once you have done this, holes at the bottom of the ramps will light up, shooting the ball into these holes will Damage Mandarin. Hit a set number of holes to complete the mission.
Mandarin Vortex Storm
Starting this mission will activate a multi-ball. You must then hit every orbit/ramp at least once (this can be done in any order). Once you have done this, the mission hole will light up and you must lock all remaining balls into the mission hole to successfully complete this mission. Tips - During the Vortex Storm, typically the hardest ramp to hit is the Science ramp, which requires using the upper flipper. To get this one consistently, you trap one ball on the left flipper, and the other ball(s) on the right flipper, then use the left flipper to send the ball up the Stark Tower, and left flipper again to shoot it to the Science ramp on the way down, all while holding the other ball(s) on the right flipper. Alternatively, you can let a couple of balls drain while the ball save is active at the very beginning off the mission and nail the science ramp when the game re-shoots the balls into play. Also, you can drain the multi-ball down to 2 or 3 balls before hitting the final ramp. This means less balls to lock in, less chance to lose them.
Mandarin Impact Beam
You must hit the lit ramps and orbits to increase Iron Man's Strength. Each successful shot moves the impact point closer to Mandarin (and earns you 100k points). This is NOT a timed mode. After hitting all the ramps you must lock the ball into the Mission Hole. Mission Complete earns you 5 Million.
Mandarin Electro-Blast
You must restart Iron Man's Suit by shooting the flashing ramps. Once you have hit the flashing ramps, a hurry-up will start. During this mode, you must shoot the spinners and/or hit the bumpers. This is made much easier by the fact a divertor will now deflect orbit shots into the bumpers/roll-overs. Note- Many people will fail this mission on purpose in order to re-start it to advance the multiplier.
Whiplash Attack
Shoot the flashing ramps/Orbits that are blinking to defeat him. Note: Whiplash can “destroy” a ball that passes in front of him by whipping it. If this happens, the game will fire a new ball onto the playing field. Note that the lit ramps cycle every 30 seconds or so and that this mission is NOT timed. If a current lit ramp is a dangerous shot, you can hold the ball and wait for the ramps to cycle to a easier/safer shot. Reward for this mission is 5 million.
Whiplash and Mandarin
You will have to shoot each of the flashing lanes. Upon successfully completing this portion, The Stock Market ramp and Party Ramp will have holes uncovered. Shoot either of those holes to load the cannon/repulsor ray, which you will then fire at Whiplash by pressing the flipper or shoot button. If your timing if off, your shot will be "blocked" and you have to shoot one of the ramps/holes to try again. Three hits are needed to defeat Whiplash. Tips - When the cannon gets loaded, the game puts a target on Whiplash, either high, middle, or low. You want to time your shot so that the top of the cannon is just under this target (if the cannon is moving up).
Comment