Hit lit lane for skill shot, full plunge to the lanes and pop bumpers
Completing top lanes bank awards Bonus X + 100K points
⭐️ Suitcase Nuke MB
Shoot one left ramp and it lights all three locks on right ramp, subsequent MBs require left ramp before each lock
Shoot all six major shots for flashing JPs
Shoot left lamp to enable lock on right ramp again, lock balls on right ramp or increase value by collecting other shot JPs
When all but 1 ball are locked, left ramp is super JP + add a ball, you can collect 2 more in quick succession with same left ramp shot
Collect 6 victory laps at all major shots, then shoot suitcase for super JP
Nuke JP is most lucrative thing in the game and the normal scoring strat
Sniper MB (7 stages)
Hit pop bumpers to qualify Sniper MB (first time requires 60 pop bumper hits)
To start MB complete Fire Fight hurry up, score by hitting right ramp or shoot the sniper shot repeatedly until you hit the last target (right side shot to the right of the right ramp)
In MB, hit bumpers (15 times) - during this time all major shots are lit for JP and boost sniper value
Once bumpers completed, shoot sniper shot to collect value
Repeat for sniper 2 (20 pops) and sniper 3 (25 pops)
Collect Super JP at left ramp (sum of three collected sniper values)
Finally, orbits are lit for victory laps to spell S N I P E R, then collect super sniper JP at sniper shot
Safe house MB
Knock down drop targets on the sides of the safe house (first time starts at 4 targets)
When safe house is lit on the grid, shoot the saucer underneath the safe house
Then a hurry up starts to shoot the saucer again (500K start) or shoot the drop targets to collect hurry up and start a new hurry up with higher value
Once MB started, hit the drop targets (six) to light a shot at the safe house
Increase super JP value by shooting orbits before completing the drop targets
Super JP is lit at the left ramp
Shoot red flashing arrows for victory laps
Shoot safe house for super JP
Modes
Start first mode by shooting left ramp 4 times
White arrows are the scene shots, left ramp is always the scene ending white shot
Spell M O L E at the stand up targets then hit left ramp to qualify a shot multiplier. Not all major shots have inserts to allow shot X.
These carry over between balls
You can increase the Shot X by doing the M O L E process again
Complete C H L O E stand up targets to spot a mode shot, not the last mode shot however, that has to be left ramp.
The crosshair targets increase the value of the pop bumpers (3K-10k max)