Avatar
Stern, 2010 — shot-by-shot rules and strategy guide.
Open Avatar in the Pinball Genie app →Avatar's playfield looks empty compared to its contemporaries, and that's by design: almost everything worth shooting is fanned out across the upper third of the table, feeding six parallel features that all report back to one progress ladder. There's no single correct order to play them in. The game just wants every insert on that ladder lit before it will let you anywhere near the finale, so the real skill is juggling six short-term goals instead of grinding one long one.
Getting rolling
The R-D-A lanes at the top hold the skill shot — the D lane flashes by default, worth 250K on the first ball and climbing after. Those same three lanes matter for the rest of the game too: every full R-D-A completion adds to your bonus multiplier and lights one of seven shot multipliers, 2x at first and then a roving 3x once you've doubled all seven. Below that sit the pop bumpers, which build their own value from 3K up to a 20K cap the longer you can keep the ball bouncing.
Na'vi Scoring and the characters
The N-A-V-I bank on the left is the fastest way into the game's main collection mechanic. Spell the word, shoot the bank again, and Na'vi Scoring opens up six flashing arrows — both orbits, the ramp, the link lane, Eywa, and the seeds targets — each one paying a countdown value and lighting a character on the vertical ladder as you go. The Bond inlanes offer a shortcut: roll through all three and one uncollected character's shot flashes on its own for just a couple of seconds, worth grabbing on reflex if you happen to be lined up for it.
Collect all six characters and the N-A-V-I bank itself changes jobs, flashing for Na'vi Multiball instead of Na'vi Scoring. Six jackpots at 150K, four double jackpots at 300K once those are gone, then a Super Jackpot worth the sum of everything — over two million even before any shot multipliers get involved, and it restarts the whole cycle at higher values once collected.
Eywa, Banshee, and the link lock
Eywa's captive ball is worth checking constantly. It lights after a rising number of switch hits and always pays something useful — bonus multiplier bumps, timer extensions, and the game's only source of extra balls, which get collected at the ramp. That same ramp spells out Ride a Banshee (three of its seven letters are given free by default), then turns into a 25-second scoring run in its own right once the word is complete.
The lock lane under Jake's pod is a different kind of commitment. One shot traps a ball there and launches a second into play; hitting the trapped ball free starts Link Multiball, where five shots trade off which is lit for a 250K jackpot (unobtainium always pays double) on the way to a Super Jackpot worth three million or more. Land the re-trapped ball fast enough afterward and that Super doubles before the mode settles into open-ended victory laps.
Amp Suit and Bomber Battle
The motorised three-bank in the middle is the biggest mechanical set piece on the table. Lower it, then land five hits on the battle targets behind — either side target covers the first four, but the fifth has to be the bullseye, which pays two million and launches Amp Suit Multiball. From there it's six single jackpots, three doubles, and a Super Jackpot that can climb past sixteen million with the right multipliers running — and a second Super is available right after the first, at values raised again.
Away from all that, shots to either orbit outside of multiball quietly count down toward Bomber Battle, worth an instant 500K just for qualifying before its own 25-second run even starts. The seeds targets above the right outlane work the same simple way: enough hits to qualify, one more to start, then every switch on the table scores for a fast, low-effort frenzy.
The unobtainium trick, and Final Battle
Here's the one genuinely counterintuitive shot on the table: hitting the forward-facing unobtainium target lights an outlane insert for a growing points award, and the only way to collect it is to actually drain that ball down the lit outlane on purpose. Do it to both sides in the same ball and you double the target's own value in the process.
That same mechanic becomes the whole final act. Qualify all six feature-ladder inserts and the unobtainium target kills the flippers, launches all four balls, and opens Final Battle — a round built on switch-hit thresholds where the modest reward is a points jackpot at the target itself, but the real money is in deliberately losing balls down both lit outlanes for ten and fifteen million apiece before cashing in the fully built target, which relaunches everything you just drained and starts the next round even bigger.
Goals in Avatar
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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R-D-A Skill Shot
The D lane is flashing for the skill shot at the start of every ball, worth 250K on ball one and climbing 25K on every ball after.
Reward: 250K, +25K per ball
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Light The Shot Multipliers
Every full R-D-A completion adds to your bonus multiplier and lights one of seven shot multipliers — 2x apiece for the first seven times, then a roving 3x that jumps between shots instead of sitting still.
Reward: +1x bonus multiplier, then 2x or 3x on your next shot
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Ride The Bumpers
The pop bumpers build their own value with every hit, starting at 3K and climbing 1K per hit up to a 20K cap.
Reward: 3K climbing to a 20K cap per hit
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Na'vi Scoring
Spell N-A-V-I on the left bank, then shoot it once more to start a countdown mode where six flashing arrows pay real points and build your character collection at the same time.
Reward: A countdown value from 750K down to a 400K floor
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The Bond
Roll through all three Bond-lit inlanes and an uncollected character's shot flashes for just a couple of seconds — a quick side route to a character if the timing lines up.
Reward: 100K for completing the set, 250K-300K for the character shot
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Na'vi Multiball
Collect all six characters and the N-A-V-I bank starts flashing for multiball instead of scoring. Two balls, six jackpots, then double jackpots, then a Super worth well over two million.
Reward: 150K per jackpot, 300K per double jackpot, a scaling Super Jackpot
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Eywa's Mystery Award
The captive ball lights after enough switch hits and pays an instant mystery award — commonly a bonus multiplier bump, points, or a pop bumper boost, and it's the only source of extra balls in the whole game.
Reward: Points, bonus multiplier, timer extension, add-a-ball, or a rare extra ball
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Ride A Banshee
B-A-N are given free by default settings, so four more ramp shots spell out S-H-E-E and launch straight into a 25-second scoring run on that same ramp.
Reward: 200K climbing by 100K per ramp shot
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Link Multiball
Lock a ball under Jake's pod, hit it free, and work five alternating jackpot shots toward a Super Jackpot worth three million or more.
Reward: 250K per jackpot (500K at unobtainium), 3M+ Super Jackpot
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Amp Suit Battle
Lower the motorised A-M-P bank, then land five hits on the battle targets behind it — the first four can come from either side target, but the finisher has to be the bullseye.
Reward: 200K to lower the bank, 300K per battle hit, 2M to finish
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Amp Suit Multiball
Three balls, a magnet, and the biggest payouts in the game — six single jackpots, three doubles, then a Super Jackpot worth well into the millions, twice over.
Reward: 150K per jackpot, 300K per double, a multi-million Super Jackpot twice
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Bomber Battle
Shots to either orbit outside of multiball count down toward Bomber Battle — four the first time, two more every time after. Starting it pays an instant 500K before the timed run even begins.
Reward: 500K to start, then 200K climbing by 50K per shot
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Seeds Fast Scoring
The two seeds targets act as one shot. Enough hits qualify the mode, one more starts it, and then every switch on the table scores for 25 fast seconds.
Reward: 10K per switch, +1K per seeds hit, need 100 hits to complete
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Give It Back
Most outlane inserts are a consolation prize. This one rewards you for actually finding the drain — deliberately, once it's lit.
Reward: 200K climbing to 1M per outlane
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Final Battle
Qualify all six feature ladder inserts, then shoot the unobtainium target to kill the flippers, launch all four balls, and start the wizard mode outright.
Reward: 25K per switch hit, then multi-million outlane awards
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Eywa's Extra Ball
Extra balls and specials only ever come from Eywa, and only ever get collected in one place — the ramp.
Reward: Extra ball or special
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The Feature Ladder
Six inserts track your progress toward Final Battle. A solidly lit insert only counts for the ball you earned it on; a flashing one carries over for the rest of the game.
Reward: Progress toward Final Battle
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