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"By the Hoary Hosts of Hoggoth! Wong! The battle of our lives awaits..."

- Doctor Strange

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Doctor Strange is one of the Marvel pinball tables originally released in 2013 as a standalone in Zen Pinball 2 and Pinball FX2, then ported to Pinball FX3 in 2017 as part of the Marvel Legends DLC pack. The table is based on the Doctor Strange comic series, featuring the adventures of Stephen Strange and his fights against magical threats taking over the world.

Table overview[]

Under Construction

This article or section is in the process of an expansion or major restructuring.

You are welcome to assist in its construction by editing it as well.

Main objective[]

Complete eight missions to take down Dormammu, Nightmare, and Baron Mordo. Then, take them down again during the Sorcerer Mode.

Missions[]

Shoot either of the two drop targets in front of each sinkhole to lower them, then shoot into the sinkhole to start the mission listed below. Timers for each mission are listed below. All missions prevent side modes from being activated, though perks can still be gained. If a bank of drop targets have been lowered and the ball drains, the targets will reset on the next ball. Winning all eight missions will light Sorcerer Mode at all four of the sinkhole shots.

The values for each mission shot are determined by spelling LEVEL at the left ramp (for Doctor Strange), center ramp (for Dormammu), side ramp (for Nightmare), and right ramp (for Baron Mordo). Mission shots start at 250,000 points and increase by 50,000 points for each LEVEL completion at the aforementioned shots until the ball drains.

25 million is awarded for completing the Tier 1 mission for each set, and 50 million points are awarded for winning the Tier 2 mission for the set. Missions for each sinkhole can be repeatedly played, alternating between tiers 1 and 2, until Sorcerer Mode is started.

Tier 1 Missions[]

  • Doctor Strange - The Book of the Vishanti: Find the location of the Book of Vishanti by shooting six symbols moving around the playfield with the ball. Each symbol is only lit for 20 seconds, and the timer resets for each shot. Hit all six symbols to win the mission.
  • Dormammu - Occupying Dr. Strange's Body!: Dormammu infects the mind of Doctor Strange. Get rid of Dormammu by making 10 flashing shots in a 2-ball multiball, without letting either ball drain. The mission ends after 10 shots, but if the player makes 10 more shots following the end of the mission, an extra ball will be awarded. The orbits will divert to the bumpers during this mission, to increase the shot value by 10,000 points per bump.
  • Nightmare - Prisoner in the Dream Dimension!: Alternate between shooting the flashing left, center, or right ramp, then shoot the ball into the Nightmare sinkhole. Repeat this process 3 times, with 20 seconds allotted per shot, to win the mission and defeat Nightmare. Each ramp can only be shot once to light the sinkhole.
  • Baron Mordo - I'm the New Sorcerer Supreme!: Portals spawn in the dead space above the flippers. Use the flippers to shoot the ball into the correctly colored portals that feed flashing shots, with 20 seconds given per shot. 5 total flashing shots - one to each portal - are required to defeat Mordo for a while...

Tier 2 Missions[]

  • Doctor Strange - Obtain the Book of the Vishanti: Baron Mordo attacks Doctor Strange during his attempt to receive the book. In this 3-ball multiball mode, make all seven shots once, then lock the remaining balls by shooting the three sinkholes for 5, 2, and 1 million points to win the mission. Each sinkhole can only lock one ball, and if a ball drains after locking the first of 3 balls, the mission will end in failure regardless.
  • Dormammu - Invading Manhattan!: 90 seconds. Defeat Dormammu's minions by shooting 3 sinkholes corresponding to the characters on the display in order; either the Doctor Strange, Dormammu, or Nightmare sinkholes. Shooting the wrong sinkhole will cause the sinkhole sequence to reset. Complete three sinkhole shot sequences to win the mission.
  • Nightmare - Doctor Strange Entering the Dream Dimension!: 120 seconds. Defeat Nightmare's shield by shooting the correctly colored sinkhole. Nightmare's shield will alternate colors between blue, red, and green every 15 seconds; to open a sinkhole, shoot any flashing shot, then shoot the sinkhole that corresponds to the color of the shield. Repeat this process 3 times to win the mission. Failing to shoot the correct sinkhole won't count as mission progress.
  • Baron Mordo - Allies From Beyond This Dimension!: Prevent Nightmare & Dormammu from attacking in a 2-ball multiball. Jump ramps will spawn in front of the Dormammu and Nightmare drop targets to send balls into the portals above them; each shot to a portal will decrease the constantly growing size of the portal (starting at 50%) by about 15%, and when the portal size reaches 0%, the portal will disappear. The player must then remove the second portal with the remaining ball to win the mission.

Sorcerer Mode[]

After all eight missions have been won, a shot to any of the lit sinkholes will start Sorcerer Mode. This is a 6-phase wizard mode, divided into the steps listed below. The values for each shot during Sorcerer Mode start at 633,333, and are multiplied by +1x for every completion of the Eye of Agamotto mini-playfield, up to 4x. Winning the Sorcerer Mode scores 100 million points and resets the mission progress.

  • Shoot three random flashing shots, then shoot the Eye of Agamotto sinkhole to summon Baron Mordo.
  • Hit the flashing jump ramp 3 times without missing 5 times to defeat Baron Mordo.
  • A 3-ball multiball will start. Collect 100 bumper hits by shooting the orbits to summon Nightmare, without draining to single-ball play. Then, lock the remaining balls in the Eye of Agamotto sinkhole for 10, 5, and 2.5 million points per ball locked.
  • Hit the flashing jump ramp 3 times without missing 5 times to defeat Nightmare.
  • Shoot three random flashing shots, then shoot the Eye of Agamotto sinkhole to summon Dormammu.
  • Hit the flashing jump ramp 3 times without missing 5 times to defeat Dormammu and win the Sorcerer Mode.

If the player fails any phase of Sorcerer Mode (and still has a ball remaining if they drained during a single-ball phase), a "second chance" will activate and the player can shoot any sinkhole to restart the wizard mode. If they fail the second chance, mission progress will automatically reset.

Side modes[]

Various side modes are available during normal play; 4 of the side modes lead up to a multiball mode, and a standalone multiball mode can also be activated.

Sorcery Side Modes & Sorcerer Supreme Frenzy[]

All four ramps and the center orbit are marked with five inserts spelling LEVEL. Shooting any of these shots five times to complete LEVEL will start a mode associated with that shot and increase the jackpot value for one of the mission sets by 50,000 points. Once the four side modes have been played, Sorcerer Supreme Frenzy will be qualified to start at the left ramp. Side modes are listed from the left to right side of the playfield.

  • A&A Multiball: Spelling LEVEL at both the left and center ramps will start a 2-ball multiball and light a hurry-up at the aforementioned ramps, starting at 1 million points (+500,000 per activation to a max of 5 million) and decreasing to 100,000. As soon as the player makes either ramp shot or the value decreases, all seven major shots will light for jackpots worth the hurry-up value. Shooting all seven shots will relight the jackpots again for the same value. Other side modes can be activated during A&A Multiball; Eye of Agamotto can be qualified, but can't be started until the player returns to single-ball play.
  • Eye of Agamotto: Spelling LEVEL at the center orbit will activate the Eye of Agamotto sinkhole, which sends the ball to the Eye of Agamotto mini-playfield to complete a stage and increase the jackpot values for Sorcerer Mode. The player must shoot all four ramps a total of three times to complete the stage and score 5 million points. A center post is active between the flippers and will lower when the ball hits it; it can be raised again by completing the four blue standup targets on the mini-playfield. The mode ends when the player completes all the lit shots or drains out of the mini-playfield.
  • Spirit Hurry-Up: Spelling LEVEL at the side ramp will light all seven major shots for a hurry-up value starting at 3 million points and decreasing to 0, over the course of about 30 seconds. The mode ends once time runs out or the player shoots all seven lit shots.
  • Intelligence Hurry-Up: Spelling LEVEL at the right ramp will light the right ramp for a hurry-up value starting at 1 million points (+500,000 per activation to a max of 5 million) and decreasing to 0, over the course of about 30 seconds. Shoot the right ramp to collect the hurry-up value and end the mode.

Sorcerer Supreme Frenzy itself is a 2-ball multiball mode with a 60 second timer, where all seven major shots will light to score jackpots worth 1 million (+1 million points per activation). The mode ends once either the player makes all seven shots, the player returns to single-ball play, or the timer runs out.

Shuma-Gorath Multiball[]

Shooting both orbits three times will light the center ramp to lock a ball for Shuma-Gorath Multiball; the creature in the table's back wall will pick up and lock the ball. Collecting 3 locks starts the 3-ball Shuma-Gorath Multiball and lights all seven shots for jackpots worth 1 million points (+500,000 per activation), with an opportunity for a super jackpot worth 5x the jackpot value moving from the left to right side of the playfield and back after each wave of jackpots has been collected.

Perks[]

  • Ball Save: Every 50 bumper hits will activate the ball save for 15 seconds; the ball save is also activated at the start of each multiball mode. During multiball, only the first ball that drains will be saved.
  • Kickbacks: Spelling MYSTIC and POWERS at the return lanes, which cycle with the flippers, activates the left and right kickbacks respectively. Kickbacks aren't carried over across balls.
  • Bonus Multiplier: Completing the three top rollover lanes, which cycle with the flippers, increases the bonus multiplier by +2x to a maximum of 10x. Reaching 10x bonus will collect an extra ball as well.
  • Double Scoring: Shoot the left orbit six times on a single ball, then shoot it again to start 30 seconds of 2x playfield scoring.
  • Random Award: Every seven shots to the right orbit on a single ball will score a random award from the following list: points (1 or 5 million), +2x bonus multiplier, ball save, activating either kickback, or extra ball. Awards that contradict the current status of the game won't be collected.
  • Combos: Repeatedly making any of the seven major shots within 10 seconds of each other will score combo points worth 100,000 points + 100,000 per combo. After six shots are made in a combo and the 600,000 point value is scored, the value will reset.
  • Extra Ball: Extra balls can be collected by making 10 additional shots after winning the Tier 1 Dormammu mission, after reaching a bonus multiplier of 10x, and as a random award.

Tips[]

  • When in doubt, play the missions. While the shots during missions don't score much, 25 million / 50 million for winning a mission is a very large amount of points on this game and is the most consistent way to reach high scores. Remember to light the kickbacks if you have low stamina.
  • Sorcerer Mode is a very difficult mode and scores just as much as completing two Tier 2 missions for winning it - it might not be worth the risk of playing for. However, the third phase of the mode can make it very easy to reach 10x bonus and score an extra ball.
  • Double scoring can similarly boost scoring on this game, and is most effectively used at the very end of any Tier 2 mission to score 100 million points.

External links[]

Marvel
A-Force · Ant-Man · The Avengers · Avengers: Age of Ultron · Blade · Captain America · Champions · Civil War · Deadpool · Doctor Strange · Fantastic Four · Fear Itself · Ghost Rider · Guardians of the Galaxy · The Infinity Gauntlet · Iron Man · Moon Knight · Spider-Man · Thor · Venom · Wolverine · World War Hulk · X-Men
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