Avengers: Infinity Quest
Stern Pinball, 2020 — shot-by-shot rules and strategy guide.
Open Avengers: Infinity Quest in the Pinball Genie app →Keith Elwin design. Collect the six Infinity Gems through Gem Quests, place them in the Gauntlet, and build toward the Battle for the Gauntlet wizard mode. Central toy is Dr. Strange's motorized spinning disc (spin it to spell S-T-R-A-N-G-E and qualify quests). Three editions — Pro / Premium / LE; only Premium/LE have the physical subway portal ball-lock under the disc (Pro simulates locks virtually).
Core loops
- Gem Quests (Mind, Power, Space, Time, Reality; Soul is earned separately): qualify with STRANGE → shoot right ramp/portal → pick a quest. Quests are untimed but governed by a draining health bar. Fail and Thanos claims that Gem for the final battle.
- Combos: after any major shot, other major shots flash white — chain them. A cumulative counter awards Portal Locks (4 & 10 combos), Combo Jackpots, and Trophies. Hawkeye Combos (right ramp ×3 → upper loop) are a separate track.
- Portal Locks are the primary scoring multiplier: 1 lock = 2×, 2 locks = 3× quest scoring while balls remain in play. Tournament core loop: bank two locks, stack Thor/Iron Man multiball into a quest to keep the 3× alive, finish the quest for Victory Laps, then place the Soul Gem on a leveled Avenger to cash out.
Multiballs
- Thor — spell THOR at the captive ball (easiest, always available from ball 1).
- Iron Man — spell I-R-O-N via disc spins (not lane change), lock 3 balls at the Tower.
- Sanctum/Portal [Premium/LE] — physical subway lock under the disc; brings a multiball into a quest for 2×/3×.
- Black Order, Computer Frenzy, Gem Mania, and celebration Super Victory Laps are later/mini-wizard multiballs.
Multipliers
- Portal Locks → 2×/3× quest scoring. Reality Gem → shot multiplier on a placed shot. Bonus X (max 25×) via pop bumpers + Computer-Grid "+5× Bonus". Avenger Lvl-2 perks give a permanent 2× to that Avenger's shot.
Wizard modes
- Battle for the Gauntlet (Battle Thanos) — attempt all 6 Gem Quests + play all 3 mini-wizards → 4-ball MB, defeat Thanos at the Tower → 6-ball Super Victory Laps.
- Trophy Mania (hidden final) — collect 24 of 32 Trophies, then shoot the right ramp.
How Avengers: Infinity Quest plays
Avengers: Infinity Quest is a race for the six Infinity Gems before Thanos claims them. Win Gem Quests and park each gem on the right hero, farm combos into Portal Locks for tripled quest scoring, assemble the team, and take Thanos at the Tower.
The loop
- Spin the Eye of Agamotto disc to spell S-T-R-A-N-G-E, then shoot the Right Ramp to open mode select and start a Gem Quest.
- Farm the safe Left Ramp and Captain Marvel loop to bank Portal Locks, then begin a quest with balls in play so it scores at two or three times.
- Win the quest, take Collect Gem at the Right Ramp, and place the gem on a hero -- its strength climbs as you level that Avenger's shot.
- Attempt all six quests and play the three mini-wizards to qualify Battle Thanos at the Tower, and bank twenty-four trophies to open the hidden Trophy Mania.
Reading the lights
- STRANGE Disc (letters) — lit: Spinning the Eye of Agamotto disc spells S-T-R-A-N-G-E, and the letters hold until the word is done, which qualifies your next Gem Quest and lights the Sanctum target for its final blow. · then: Roll the Right Inlane before you go to the disc -- it lights the Eye so each spin advances STRANGE at double speed -- then re-spell fast between quests to bank several gems in a single game.
- Gem Quest Select (mode) — lit: With STRANGE spelled, the Right Ramp lights to open Gem Quest select, and the quest inserts stay lit as choices until you commit to one. · then: Choose a quest, work its shots across three rounds, and always take the Final Blow at the lit Sanctum or the quest's finish shot to bank the gem; a quest is untimed and ends only when you drain, but a lost one leaves the gem with Thanos. · control: Either flipper button: the flippers scroll through the available Gem Quests and the action button, or both flippers together, locks in your choice, so you can pick the quest that matches your strongest shot (at the Right Ramp mode-select screen)
- Portal Locks & Combo Counter (multiplier) — lit: The cumulative combo counter climbs as you loop the safe Left Ramp and Captain Marvel; four combos light the first Portal Lock, ten the second, and banked locks hold as your quest multiplier. · then: Bank both Portal Locks, then open a Gem Quest while balls are still loose so it runs at triple value -- that boost lasts only as long as you keep a multiball alive, so close the quest out before you are back to one ball.
- THOR Captive Ball (letters) — lit: Each captive-ball hit adds a letter to T-H-O-R -- the T and H come pre-spotted, so a pair of hits completes the word and the next one launches the multiball -- making it the safest lit shot on the machine. · then: Start Thor Multiball, light all shots for jackpots, and collect the Super Jackpot at the Tower; spell THOR four times across the game and that super is worth twenty times plus a trophy.
- I-R-O-N Return Lanes (lanes) — lit: The two inlanes and two outlanes carry the I-R-O-N letters, and the right inlane also lights the Eye of Agamotto whenever you roll through it. · then: For Iron Man Multiball you advance I-R-O-N by SPINNING the Eye disc, not by tapping the flippers across the lanes, then lock three balls at the Tower and work the phased jackpots up to a Tower super.
- Avengers Assemble & Gem Placement (status) — lit: Each hero levels at their own shot -- Black Widow on the Left Ramp, Hulk on the Left Orbit spinner, Captain America in the pops, Black Panther on the Right Orbit -- and a leveled hero's insert stays lit, carrying that rank until a mini-wizard resets the ladder. · then: Finish an Assemble round to bank hero perks and disc multipliers, and complete all six a second time to light the Black Order mini-wizard; place each won gem on your highest-level hero, since a gem draws its strength from whoever is holding it. · control: Action button: placed gems arm the button: a Mind Gem on a hero lets a press spot lit shots for you (at level two a single press sweeps every lit shot left to right), while shooting a Space Gem's shot lights the button to slide all your placed gems one shot to the right (a Mind or Space Gem is placed on a hero shot)
- Battle Thanos Progress (status) — lit: Progress inserts track the six Gem Quests attempted and the three mini-wizards -- Soul Gem, Black Order Multiball, Black Order Battle Royale -- and each stays lit once it is cleared. · flashing: The Tower flashes for Battle Thanos once every quest is attempted and every mini-wizard played. · then: You only have to ATTEMPT all six quests, not win them, to qualify; spin the disc to rotate the damage colors and defeat Thanos at the Tower for six-ball Super Victory Laps, or walk in holding all six gems and it auto-completes for a billion-point bonus.
- Bonus X & Computer Grid (multiplier) — lit: Shots up the pop-bumper lane step the end-of-ball Bonus multiplier, while the lower-left drop bank fills the Computer Grid, whose lit square roves on its own until you knock a drop down where you want it. · then: Complete a grid three-in-a-row for awards like a Super mode or a jump in Bonus, and push the multiplier toward its twenty-five-times ceiling; a Mystery can Hold Bonus X so it survives the drain instead of resetting.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Take the rollback skill shot -- a medium plunge that just crests the Upper Loop and rolls back for points, the longest ball save on offer, and a free Portal Lock, the multiplier every quest wants. Ready Thor at the captive ball and start looping the safe Left Ramp toward two Portal Locks. — Secret Skill Shot #1, Tournament Opener, Thor Multiball
- Building — Spell STRANGE on the disc, bank two Portal Locks for triple scoring, and start a Gem Quest with a multiball live so every quest shot scores tripled. Win the quest, park its gem on your best hero, and cash Victory Laps before the balls drain. — Portal Lock Quest Multiplier, Stack a Multiball into a Gem Quest, Mind Gem Quest, Iron Man Multiball
- The big one — Attempt all six Gem Quests and play the three mini-wizards to light Battle Thanos at the Tower -- a four-ball fight paying six-ball Super Victory Laps, or an automatic billion if you arrive holding all six gems. Bank twenty-four of the thirty-two trophies across the game to open the hidden final mode, Trophy Mania. — Battle Thanos, Trophy Mania
The Action Button on Avengers: Infinity Quest
Center of the lockdown bar.
This is the gem interface. Placed gems hand the button real powers — spotting shots for you, sliding your gems around the playfield — and holding it is how you gamble the Soul Gem for a second bite at a multiball.
- Picking a Gem Quest: Flippers scroll the quests; the button, or both flippers at once, locks your choice in.
- Mind Gem placed on a shot: Press to collect lit shots for you; at level 2 a single press takes every lit shot in every running mode.
- Right after the Space Gem shot: You get 3 seconds — each press slides every placed gem one shot to the right, wrapping around the playfield.
- Change Gems running: Flippers rotate the positions and the button locks each gem down; the window stretches to 20 seconds if you hold the Space Gem.
- Black Order Multiball with the Soul Gem: Hold it to restart the multiball when you drain to one ball — miss the super jackpot and the gem is gone.
- Soul Gem Quest start animation: Hold through it for Hard Mode: 20 flips instead of 30, but ten times the scoring.
Goals in Avengers: Infinity Quest
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Medium plunge so the ball crests and rolls back down the upper loop — the tournament pick, banking points, the longest ball save, and a free Portal Lock.
Reward: 3M+, 10-sec ball save, one free Portal Lock
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Full plunge then immediately shoot Avengers Tower; the ball feeds to the right flipper for an easy catch.
Reward: 1M+, 5-sec save, lights Mystery (first time)
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Black Widow → Captain Marvel Combo Loop
The core early-game farm: loop the two safest ramps to build the cumulative combo counter toward Portal Locks.
Reward: Fast progress to Portal Locks at 4 & 10 combos
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Farm combos to light the Combo Jackpot, then collect it around the full right orbit to re-award all accumulated combo points.
Reward: Re-awards the sum of all combo points scored
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A separate combo track: build the Hawkeye multiplier on the right ramp, then collect at the upper loop.
Reward: Trophies at 10 / 20 / 30 Hawkeye Combos
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Start the Super Combos mode from the Computer Grid, then chain rainbow-lit shots for big points that count double toward awards.
Reward: 300k + 50k/combo, multiplied per shot; 2x award credit
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Combo Ladder to Two Portal Locks
Chain combos to hit the two award rungs that bank Portal Locks — the multiplier engine for gem quests.
Reward: Two Portal Locks (→ 3x quest scoring)
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The easiest multiball, always available from ball 1: spell THOR at the captive ball and shoot it again to start.
Reward: 2-ball multiball; Super Jackpot at Tower = 20x
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Spell I-R-O-N with disc spins (not the flipper lane change), lock 3 balls at the Tower, then work the phased jackpots.
Reward: Jackpots from 1M, +500k per phase
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A mini-wizard 3-ball multiball earned by collecting all six Avengers a second time; build jackpots, then collect at the upper loop.
Reward: Super Jackpot 5M+; returns a lost Soul Gem
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Premium/LE physical subway lock under the disc — stage balls in the portal and drag a multiball into a Gem Quest.
Reward: 2x (2-ball) / 3x (3-ball) quest scoring
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Free mind-controlled Avengers to light the disc, then spin for damage across three rounds and deliver the final blow.
Reward: Mind Gem (Blue)
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A ramp-heavy quest vs Proxima Midnight: shoot left + gauntlet ramps, then the cycling lit drop target, three times.
Reward: Time Gem (Orange)
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Best played during multiball: spin the disc to light shots yellow, then collect yellow arrows to defeat Ebony Maw.
Reward: Reality Gem (Yellow)
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A critical-hit quest: build value on the spinner and disc, hit cycling crit shots (center = biggest), then the left-orbit final blow.
Reward: Power Gem (Red)
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The game's primary multiplier: bank Portal Locks from combos, then start a quest with balls in play for 2x/3x scoring.
Reward: 2x (1 lock) / 3x (2 locks) quest scoring
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Raise the end-of-ball Bonus multiplier by shooting the pop bumper lane and by collecting the +5x award off the Computer Grid, up to a max of 25x.
Reward: Up to 25x end-of-ball bonus
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The main wizard mode: attempt all six Gem Quests and play all three mini-wizards, then defeat Thanos at the Tower in a 4-ball multiball.
Reward: 6-ball Super Victory Laps (1 Billion if holding all 6 Gems)
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The hidden final wizard mode: bank 24 of 32 Trophies, then shoot the right ramp to start an RGB trophy-jackpot frenzy.
Reward: Highest-ceiling final mode; stacking bingo super jackpots
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Concrete first ~30 seconds: take the free-portal-lock skill shot, ready Thor, and build combos toward two Portal Locks.
Reward: Portal lock + Thor ready before the first quest
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Stack a Multiball into a Gem Quest
The defining high-score loop: hold 3x with a multiball, run your best quest shots, and cash Victory Laps before balls drain.
Reward: 3x quest scoring + Victory Laps
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Win the Soul Gem and park it on a leveled-up Avenger to re-cash a chunk of your quest points.
Reward: Re-cash 50–150% of previous Gem Quest score
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An orbit duel with Corvus: parry first at the right orbit or upper loop to light the left orbit, then rip it to attack; three attacks light the final blow at the left ramp and right orbit (right pays more).
Reward: Space Gem (Purple)
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A mini-wizard timing test: eight lit shots must be made in order with a limited flip budget, so take the safest route.
Reward: Soul Gem (Green) + a jackpot you can park on an Avenger
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Level up each hero at their own shot to complete an Assemble round; a second full round lights the Black Order mini-wizard.
Reward: Hero perks, disc multipliers, mini-wizard qualification
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Hawkeye Challenge and Extra Ball
Clear the round bullseye standups, use the inner loop for the moving target, and cash the extra ball at the Sanctum once it lights.
Reward: Extra ball after three completions
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Knock down the lower-left drop bank to fill grid squares; each three-in-a-row pays an award such as a Super mode or a bonus multiplier jump.
Reward: Super modes, +5x bonus, other grid awards
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The third mini-wizard: face the surviving Black Order members back-to-back, damaging each at its lit shot before the timer runs out.
Reward: Large mode score; required for the main wizard mode
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How to stack multiple gems in one game: re-spell STRANGE fast, pick the quest that matches your best shot, and always take the final blow.
Reward: Several gems banked plus wizard-mode progress
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Game Style Select (Attract-Mode Menu)
This machine keeps an alternate-rules menu behind the attract screen — a stripped-down competition ruleset, an easier run at the game's biggest battle, even a jukebox — that only exists in the window before a game actually starts.
Reward: Switches the game into Competition, Challenge (an easier version of Black Order Battle Royale), or DJ Mixer instead of Standard rules
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Winning a Gem Quest is only half the work. The gem then has to be parked on a playfield shot, and where you park it decides what it is worth, because a gem draws its strength from how far along the Avenger holding it is. Park badly and you get a shrug. Park well and one shot carries the whole game.
Reward: Each placed gem gives an ongoing perk on the shot it sits on, at full strength on a level 2 Avenger
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Rank on an Avenger is a fragile thing. The Power Gem is the answer to that: park it on a hero and that hero climbs twice as fast and, more importantly, remembers where they got to after the ball is gone.
Reward: Double level-up progress on one Avenger, and that Avenger's rank surviving a drain
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