Guardians of the Galaxy
Stern Pinball, 2017 — shot-by-shot rules and strategy guide.
Open Guardians of the Galaxy in the Pinball Genie app →Designer John Borg, SPIKE-2 hardware. Pro / Premium / LE — identical rule flow; edition differences are cosmetic/mech (motorized Orb reveal, sculpted Groot arms, extra magnets, LE shaker/mirror).
The arc: play and complete the 8 character modes and both primary multiballs (Groot, Orb), which gate the wizard modes: Cherry Bomb (4 modes) → Immolation Initiative (≥50% on all 8 modes + both MBs) → Save Xandar (all 8 modes + both MBs).
Modes (started/selected at the right scoop, or pre-picked with flippers)
Antiquities Shop, Knowhere, Escape Kyln, Pod Chase, Quill's Quest, Sanctuary, Sibling Rivalry, Yaka Arrow. Shoot flashing shots; the mode timer never stops (cancel animations with both flippers). Completing a mode adds ~10% of its total to end-of-ball bonus for the rest of the game and turns its shot into a 5x jackpot in Groot MB. Sanctuary alone restarts from scratch on timeout.
Multiballs
- Groot MB: open the jaw (2 flanking standups), lock 3 balls (4+ after) in the mouth; jackpots start 300k +25k, Super at 9th/18th. Re-lock during MB = 2x/3x playfield.
- Orb MB: drop the Orb target + hit standup behind = 1 Orb; collect 3. Hurry-up value (from 2M) locks the jackpot value; shooting the Orb doubles the next jackpot. The high-score engine — but the Orb Super Jackpot must be physically shot (Hadron blocked).
Multipliers (all multiply each other)
- Rocket's Rampage: spell RAMPAGE at Rocket (RAMP spotted free → 3 shots) = 2x playfield 45s, +10s per further Rocket shot (additive).
- Nova Corps: complete 5 red rollovers (top lanes + inlanes), lock 2x on a chosen shot for the ball; roving 3x after.
- Combo: flowed shot-to-shot = 2x that shot.
Support systems
- Hadron Enforcer (action button): 5 yellow standups → 3 charges that spot the left-most lit shot. Can't make Sanctuary/Escape-Kyln-Rocket/Orb-drop-free or any final Super.
- GUARDIANS target: spots letters + advances bonus multiplier; spelling it lights scoop Mystery.
- Ball save: the two Groot standups light a virtual right-outlane kickback.
- Skill shots: standard (top lane 250k), hands-free (2x), super (hold left flipper, full plunge, hit white shot 1M).
- Extra balls: at 3 modes started, then 6 modes completed.
Strategy consensus: make modes, not multiball, the priority — they drive extra balls, Cherry Bomb, bonus carryover, and 5x Groot jackpots. Stack Rampage 2x + Nova 2x onto a big Super for 600M–1.8B.
How Guardians of the Galaxy plays
Guardians of the Galaxy sends the crew across the cosmos to keep the Orb away from Ronan. Run the character missions, build the multiballs, and finish all eight modes plus both multiballs to reach Save Xandar.
The loop
- Bash the two standups by Groot's jaw and the drop target at the Orb to open the game's two multiball locks.
- Queue a character mission with the flippers, start it at the right scoop, and take its upgrade shot back at the scoop first.
- Spell RAMPAGE at the Rocket loop for a doubled playfield, and complete the Nova Corps rollovers to lock a shot multiplier.
- Finish every mission so its shot pays five times over during Groot Multiball, then re-lock for a playfield doubler and dump the multiplied jackpots.
Reading the lights
- Mission Scoop (mode) — lit: A lit right scoop launches whichever character mission you have queued, and each one runs on its own timer once it begins. · then: Drop back into the scoop mid-mission to take that mission's upgrade, since several then light all of their shots so the clock stops mattering, and finishing all eight modes plus both multiballs lights Save Xandar right here. · control: Either flipper button: cycles which of the eight character missions is queued up at the scoop, so you can line up the shortest or safest one before you commit (before you shoot the scoop to start a mission)
- Nova Corps Rollovers (lanes) — lit: A lit Nova Corps rollover is one of five you have not completed, and a rollover already collected stays lit, so only the dark ones are left to chase. · then: Complete all five rollovers to light the shot multipliers, then pin a doubler onto whichever shot you intend to lean on for the remainder of the ball; a roving triple follows once the whole set is qualified. · control: Either flipper button: a flipper tap nudges the lit Nova Corps rollover sideways across the two top lanes and the stacked left inlanes, so you can park it on the rollover the ball is rolling toward and grab the one still missing (before the ball reaches the rollovers, which matters most on the awkward doubled-up left inlane)
- RAMPAGE Loop (letters) — lit: Each Rocket loop shot is a RAMPAGE letter, and because RAMP is spotted for free only three makes are needed to finish the word. · then: Completing RAMPAGE switches on a doubled-playfield window, and another Rocket shot during it stretches the timer, so switch it on just ahead of a major multiball or mission instead of on a bare playfield.
- Groot Mouth Lock (status) — lit: Hitting the two standups flanking Groot opens the motorized jaw, lights the lock and arms the right-outlane save, and a ball fired into the mouth stays put. · then: Lock three balls to start Groot Multiball, where finished-mission shots pay five times over; re-lock a ball while it runs for a doubled then tripled playfield, and Groot's mouth is the Super Jackpot in every multiball and wizard mode.
- The Orb (status) — lit: Drop the Orb target and strike the standup hidden behind it to collect an Orb, and three of them start the multiball, a shot the action button flatly cannot make for you. · then: At the start the drop target banks the hurry-up jackpot value, and a quick Orb during the multiball doubles your next jackpot, so this is where you stack a RAMPAGE window and a Nova doubler for the game's top scores.
- Hadron Enforcer Targets (status) — lit: A lit yellow Hadron standup is one you have yet to sweep, and clearing all five loads the lockbar button with three shot-spot charges. · then: Spend a charge to spot the leftmost lit shot when one is too hard to hit under pressure, but never on a Super Jackpot or the closing Rocket of Escape Kyln, and the button switches off entirely during Sanctuary.
- Yaka Arrow Pops (status) — lit: The three pop bumpers fire Yaka Arrows, spotting a shot every ten hits, and the always-lit Yondu dead-end lane collects whatever the pops have piled up. · then: Run Yaka Arrow early while its values escalate fast, then shoot the dead-end lane once more after completing the mode to recollect the entire total plus fifty Super Pops as a carryover bonus.
Lane change: the flipper buttons move the lit lane. Tap either flipper to nudge the lit Nova Corps rollover sideways across the top lanes and the stacked left inlanes, setting it on the rollover the ball is rolling toward so you collect the one still missing. Complete all five rollovers to light the shot multipliers, then pin a doubler onto the shot you intend to lean on for the remainder of the ball, with a roving triple to follow.
Start scoring
- Ball one — Bank a hands-free skill shot into the flashing top lane, then start an easy mission like Quill's Quest for its free two-ball safety net. Complete the Nova Corps rollovers and lock a shot multiplier onto something you can reliably hit. — Standard / Hands-Free Skill Shot, Quill's Quest, Nova Corps Shot Multipliers
- Building — Clear character missions to bank bonus and make their shots pay five times later, spell RAMPAGE for the doubled playfield, and start both Groot and Orb multiballs. Re-lock in Groot for a playfield doubler and dump multiplied jackpots for the biggest built score on the machine. — Clearing All Eight Modes, Rocket's Rampage (2x Playfield), Groot Multiball, Orb Multiball, Groot Multiball 5x Jackpot Dump
- The big one — Save Xandar is the finale: finish all eight missions and both multiballs to light the scoop, collect every purple jackpot, and cash the ball-adding Super Jackpot. Immolation Initiative and the six-ball Cherry Bomb are the mini-wizards you clear on the way there. — Save Xandar, Immolation Initiative, Cherry Bomb Multiball
The Hadron Enforcer on Guardians of the Galaxy
Center of the lockdown bar.
The lockdown bar button fires the Hadron Enforcer. Sweep the five yellow standups scattered around the playfield and it loads three charges; each press hands you one lit shot for free, always grabbing the leftmost one available. Treat it as a rescue for shots you cannot hit under pressure, not as a way to finish anything big.
- Mode running with a hard shot lit: Spends one charge to spot the leftmost lit shot, and you still get credit for any playfield multiplier.
- Groot or Orb Multiball jackpots lit: Spots an ordinary jackpot, but never the final Super Jackpot of any multiball.
- Escape Kyln's closing Rocket shot: Will not spot it — that last shot has to be made by hand.
- During Sanctuary: Switched off entirely; all five targets must be cleared yourself before the timer runs out.
Goals in Guardians of the Galaxy
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Hold the left flipper and full-plunge around the loop, then quickly hit a flashing white shot for the game's highest-value opener that lands the ball on a live scoring shot.
Reward: 1M, +250k each subsequent super skill shot
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Standard / Hands-Free Skill Shot
Plunge into the flashing top lane; if you land it without touching the flippers it scores double.
Reward: 250k +50k per skill shot made (2x if hands-free)
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Knowhere → Super Loops Orbit Farm
Complete Knowhere to light Super Loops, then farm the left-orbit to right-orbit repeater — the orbits are re-routed to feed the ball straight back to the flipper every shot.
Reward: 10 Super Loop shots at the highest value collected
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Pod Chase → Super Ramps Ramp Loop
Finish Pod Chase to light Super Ramps, then link left-ramp to right-ramp combos — the fundamental repeatable flow of the game.
Reward: 10 Super Ramp shots at highest value (doubled if comboed)
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Yaka Arrow Recollect + Super Pops
Yaka Arrow shots escalate fast (1M +500k); completing it lights the Yondu dead-end to recollect the entire mode total plus 50 Super Pops. Open with this for the carryover bonus.
Reward: Yondu dead-end recollects the mode total (multipliable) + 50 Super Pops
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Sibling Rivalry Ramp Recollect
The game's dedicated combo/flow mode: make 10 ramp shots (upgrade lamp blinks faster when a combo is available), then a single right-ramp shot re-collects all mode points.
Reward: Right ramp re-collects all mode points (multipliable)
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Groot Multiball 5x Jackpot Dump
The biggest built score: finish character modes first so their shots pay 5x jackpots, then re-lock in Groot for a 2x/3x playfield window and dump multiplied shots into it.
Reward: 5x completed-mode jackpots under a 2x/3x playfield doubler; Super at 9th/18th jackpot
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Shoot Groot's mouth to light the lock, then shoot into the mouth to lock balls; with the multiball running every shot is lit for three jackpots, building to a Super at the mouth.
Reward: Jackpots 300k +25k; Super Jackpot at 9th/18th (max 25M)
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Drop the Orb target and hit the standup behind it to collect Orbs; three Orbs starts the multiball with a locked hurry-up jackpot value — the game's high-score engine.
Reward: Jackpots = locked hurry-up value (from 2M); Orb-doubled; Super Jackpot adds a ball
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Mini-wizard reward: complete 4 modes to light the red-pulsing right scoop, then start a 6-ball, 60-second, unlimited-ball-save frenzy where every shot pays big.
Reward: All 9 shots pay 3M first hit (1M repeat); Super Jackpot at Groot's moving mouth
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Great learner mode: the first play grants an automatic 2-ball multiball as a safety net; collect 12 hurry-ups from two random shots plus the scoop.
Reward: 500k hurry-up +250k/shot; Super = huge hurry-up starting at 10% of score
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Complete the flashing Nova Corps lanes and Groot, then finish with a Rocket shot that must be made naturally — the Hadron Enforcer cannot spot it.
Reward: Free Nova Corps shot multiplier; Super Lanes for 10 shots
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Complete all 5 Hadron standups before the 68s timer — but the Hadron button is disabled here and a timeout restarts the mode from scratch, so never leave it hanging.
Reward: Completion grants 3 free Hadron activations; Super Targets for 20 shots
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Switch-based mode: 20 switch hits spot a shot; hit the flashing shots centered on the Orb with alternating second shots to advance.
Reward: 500k +250k/shot; Super boosts each switch value for the next 100 hits
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Rocket's Rampage (2x Playfield)
Spell RAMPAGE at the Rocket shot (RAMP is spotted free, so only 3 shots needed) to turn on 2x playfield for 45s. Light it right before a big multiball or mode, never on an empty playfield.
Reward: 2x playfield 45s; each Rocket shot during it extends +10s (additive on top of other multipliers)
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Complete the 5 red Nova Corps rollovers (top lanes + inlanes), then lock a 2x onto the shot you plan to hammer for the rest of the ball; a roving 3x follows once all are qualified.
Reward: 2x on a chosen shot for the rest of the ball; roving 3x afterward
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Mini-wizard #2: reach at least 50% progress on all 8 modes AND both Groot and Orb multiballs, then start the 3-ball multiball at the right scoop.
Reward: Super Jackpot at Groot's moving mouth adds a ball, unlimited times
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The final wizard mode: complete all 8 modes AND both multiballs to light the right scoop, then collect all purple jackpots for the Super at the scoop.
Reward: Super Jackpot at the scoop adds a ball, unlimited times
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Super-skill-shot the right ramp for points and ball control, then start Quill's Quest for a free 2-ball multiball, take the upgrade shot first, and learn shots safely.
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Pre-select Sibling Rivalry — ten ramp shots, but they chain as combos for a higher value per shot — take the upgrade shot, clear the ramps to bank +10–40M to bonus, then immediately start the next easy mode. Chip Rampage and Hadron standups in between.
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Complete Yaka Arrow early for carryover bonus, build Rampage + Nova 2x, then fire Rampage right before an Orb Multiball with the 2x on the Orb, double jackpots off the Orb, and convert multiplied Supers with a Hadron charge.
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Charging and Spending the Hadron Enforcer
Sweeping the five yellow standups loads the action button with three shot-spots. Bank them, then spend them on the shots that are hardest to hit under pressure — never on the Orb Super Jackpot, which the button cannot make.
Reward: 3 button-spotted shots per completed standup bank
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Order the modes by shot count: pre-select the ramp-based ones with the flippers, always take the scoop upgrade shot first, and save Sanctuary for a ball where you can commit, since a timeout wipes its progress.
Reward: Completed-mode shots pay 5x during Groot Multiball and qualify the wizard modes
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Upgrade the Mode You're Playing
Every mode here has a second layer you switch on yourself. With a mode already running, drop the ball in the right scoop to collect that mode's Upgrade. What you actually get is written into each mode separately: a couple of them hand you the entire shot set at once so the clock stops being the problem, while another leaves the shots exactly as they were and simply makes them pay more. Learning which mode gives which is the whole skill.
Reward: A mode-specific Upgrade: Knowhere and Pod Chase light their shots for an easier finish, Quill's Quest raises the hurry-up value, Sibling Rivalry opens up combo chains
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