Foo Fighters
Stern Pinball, 2023 — shot-by-shot rules and strategy guide.
Open Foo Fighters in the Pinball Genie app →Theme: The Foo Fighters road-trip across the country in the Tour Van, battling the alien Overlord and its bots, culminating in The Final Battle. Designer Jack Danger. Editions: Pro / Premium / LE (Premium & LE share rules; their key difference from Pro is an Area 51 upper mini-playfield and a physical Deadpost outlane save).
Core loops
- Van Modes (city/song modes): Spell V-A-N with three lit white-arrow shots to light the left ramp (Pat), then shoot it to hold the ball in the Tour Van and select a city. Six song modes — Seattle "This Is A Call", Roswell "Run", Los Angeles "Learn to Fly", New Orleans "I'll Stick Around", Chicago "Something From Nothing", New York "Breakout". The final shot of every mode is always the Overlord. Buff modes first via Van Mods (drop targets → Mod-ulator paddle: Engine=time, Speakers=value, Bomb=spotted shots).
- Combos / band members: Every major shot carries a Combotron insert; chaining lit shots builds combo value. Six named band-member combos (Taylor, Dave, Nate, Chris, Pat, Rami). Combos don't auto-score — you cash out at the Overlord (3× on a normal hit, 5× backhanding the back targets). Six cash-outs light the side ramp (Taylor) for Combotron Multiball.
- Multiballs: Overlord trilogy (All My Life → Monkey Wrench → The Pretender, played in order, jackpots carry across); Area 51 MB (5 right-ramp (Dave) shots to qualify); Combotron MB; plus mini-wizard multiballs FooBot and Toy Time.
Multipliers (stack multiplicatively)
- Playfield 2×/3× via the Rock-O-Meter — 3 right-orbit (Chris) shots fill it for 2× (40 s); refill while running for 3×.
- Ray Gun shot multiplier — hit a return-lane Ray Gun target → next shot 2×; opposite target → 4×.
- FooBot part multipliers — each collected part = permanent 2× at that band member's shot.
- Bonus X at the paddle target, end-of-ball.
FooBot & wizards
Collect all 6 FooBot parts (one per band member, each from a distinct feature) to light the left ramp for FooBot Multiball. The Final Battle (full wizard) requires all 14 van modes + Austin + D.C., all 3 Overlord multiballs, and FooBot MB — a 4-phase battle with ~1-minute unlimited ball saves per phase.
Tournament line
Build the Overlord early (it's the most drain-prone area — backhand the captive ball), mod the van (Engine for time), start New Orleans (all shots lit, side-flipper shots count twice), then stack 2× playfield + van mode + Overlord MB + Area 51 together for the money game. Bot Frenzy 8× spinner and Ray-Gun 4× layer onto the biggest shots.
Newer Stern code may shift exact numbers slightly; structures are stable.
How Foo Fighters plays
Foo Fighters sends the band on tour against an alien Overlord: save cities from the tour van, beat the Overlord across three multiballs, and build a giant FooBot from the six band members' parts. Score everything under the Rock-O-Meter playfield multiplier and reach FooBot Multiball and the four-phase Final Battle.
The loop
- Spell V-A-N on the white-arrow shots, take the Left Ramp to the Tour Van, and pick a city; follow its lit shots and always bank it at the Overlord.
- Cash band-member combos at the Overlord -- backhand the arena targets for the 5x cash-out -- and light Combotron Multiball after six of them.
- Fill the Rock-O-Meter with three Right Orbit shots for 2x playfield, refill it for 3x, and arm the Ray Gun return-lane targets to multiply your single biggest shot.
- Earn all six FooBot parts from the game's big features to light the Left Ramp for FooBot Multiball, then complete every city plus all three Overlord multiballs for The Final Battle.
Reading the lights
- V-A-N & City Modes (mode) — lit: White arrows light the V-A-N shots, and making them lights the Left Ramp, which feeds the Tour Van to hold the ball and let you pick a destination -- one V-A-N is enough for your first city, rising toward three later on. · then: Choose a city and follow its lit shots -- the final shot of every van mode is always the Overlord -- then bank it; completing cities unlocks the Austin and D.C. bonus stops, both required before The Final Battle will light.
- Overlord Lock & Cash-Out (mode) — lit: The three arena targets fronting the Overlord light the lock, then the Overlord shot locks a ball and its captive ball starts the multiball once you have pounded it enough times. · then: Backhand the arena from the right flipper -- it is the most drain-prone spot on the playfield, so never take it on the fly -- for a 5x combo cash-out instead of the Overlord's 3x; once you have banked six cash-outs the Side Ramp lights for Combotron Multiball, and each of the three Overlord multiballs demands a longer qualify than the one before.
- Rock-O-Meter Playfield X (multiplier) — lit: Three Right Orbit shots fill the Rock-O-Meter battery; filling it starts 2x playfield for about forty seconds, and filling it again while that runs upgrades to 3x and resets the timer. · then: Relight the battery at the Mod-ulator paddle behind the drops so the next fill is ready, and hold that last orbit shot until a mode and a multiball are already running -- the multiplier is wasted on an empty playfield.
- Ray Gun Shot Multiplier (multiplier) — lit: Hitting a Ray Gun return-lane target arms a 2x on your next shot, immediately hitting the opposite Ray Gun bumps it to 4x, and it stays armed until you take a shot. · then: Point the armed multiplier at your single biggest shot -- an Area 51 or extra-ball shot under 3x playfield can reach nine figures -- since it stacks multiplicatively with the playfield and FooBot multipliers; rolling the return lanes relights the targets between uses.
- UFO Button (status) — lit: The UFO captive ball under the clear dome charges the lockdown-bar button -- yellow for one use, green for two, red for three -- and the charge holds until you spend it. · then: Bank charges by hitting the UFO captive ball -- a quick shot in off the upper flipper doubles the UFO bonus -- and save your presses for the biggest lit shot you cannot reach cleanly on your own. · control: Action button: each stored press collects whatever lit shot is worth the most while a van mode or multiball runs, but a shot handed over this way scores flat, skipping the Ray Gun and playfield multipliers; it will spot an Overlord shot toward the lock, yet never the phase-ending Overlord shot or the arena targets beside it (a van mode or multiball is running with shots lit)
- Area 51 Multiball (mode) — lit: Five Right Ramp shots qualify Area 51 Multiball, and on Premium and LE the ramp then diverts the ball up to the Area 51 mini-playfield. · then: Start it at the Right Ramp and score the divert jackpots; after eight, take the super -- a Right Ramp into the captive ball on Pro, or the hidden secret-files target up top on Premium and LE -- and it stacks on top of any Overlord multiball you have running.
- Bot Standups & Frenzy Spinner (status) — lit: The four bot standups each step the center-spinner value up toward eight times, and the Bot Award target cycles its offer -- ball save, then Mod-ulator Frenzy, then Bot Frenzy -- handing you whichever is lit when you collect. · then: Hit all four bots to build the spinner, collect the third Bot Award to light Bot Frenzy at the Left Ramp, then rip the center spinner once for the whole built-up value -- it drops back down afterward, so rebuild the bots before the next rip, ideally inside a multiball under 3x playfield.
- FooBot Parts & Wizard (status) — lit: Six inserts, one per band member, light as you earn each FooBot part from a different feature -- Torso from Combotron, Head from Area 51, the arms from an Overlord super and Bot Frenzy, the legs from a one-visit city and Supersonic Radio -- and each collected part also grants a 2x at that member's shot. · flashing: The Left Ramp flashes for FooBot Multiball once all six parts are assembled. · then: Assemble all six and start FooBot Multiball off the Left Ramp; then save every city plus Austin and D.C., play all three Overlord multiballs, and clear FooBot to light The Final Battle, the four-phase full wizard.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Soft-plunge the Rock-O-Meter skill shot to set the playfield multiplier climbing, then neutralize the Overlord early -- backhand its captive ball from the right flipper, since it is the game's number-one drain risk. Mod your van for extra mode time at the Mod-ulator and start New Orleans, the easiest city to read. — Rock-O-Meter Skill Shot, Strategy: The First Three Shots, Van Mode: New Orleans — "I'll Stick Around"
- Building — Hold your last Rock-O-Meter shot until an Overlord multiball and a van mode are already running, THEN trigger 2x playfield and layer Area 51 on top -- the signature stack. Arm the Ray Gun pair to point a 4x at your biggest shot inside it. — Playfield Multiplier (Rock-O-Meter 2x/3x), Overlord Multiball: All My Life, Area 51 Multiball, Strategy: The Tournament Stack, Ray Gun Shot Multiplier (2x / 4x)
- The big one — Assemble all six FooBot parts for FooBot Multiball, then satisfy every requirement -- all six cities plus Austin and D.C., all three Overlord multiballs, and FooBot -- to start The Final Battle. Its four phases each run about a minute with unlimited ball save, and finishing it steps every FooBot shot multiplier up for your next game. — The Final Battle (Full Wizard) — Qualification Path, FooBot Multiball (Mini-Wizard) — Qualification Path
The UFO Button on Foo Fighters
Center of the lockdown bar.
The captive ball under the clear UFO dome charges the lockdown bar button. Bank up to three uses — yellow for one, green for two, red for three — and each press hands you the most valuable lit shot during a van mode or a multiball.
- Van mode running with shots lit: Takes the most valuable lit shot for you, though a spotted shot skips your ray gun and playfield multipliers.
- Working toward Overlord Multiball: Can spot an Overlord shot toward lighting lock, or toward the multiball itself once a ball is locked.
- Final Overlord shot of a phase: Will not spot it, and the targets flanking the Overlord are off limits too.
- Mystery offers Max UFO Button: Fills you straight to three uses.
- Multiball running: The captive ball stops charging new uses unless you hit it right off a left crossover combo.
Goals in Foo Fighters
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Soft-plunge so the ball rolls the Rock-O-Meter switch while the top light blinks — the direct on-ramp to 2x/3x playfield.
Reward: ~100k x lit level, plus meter advances (Lvl 3 = 3x value + 2 advances) toward 2x playfield
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Super Skill Shot (Combo Hi-Five)
Plunge to the left crossover before the timer expires to start a Hi-Five combo chain — up to a 6-way Super Skill Shot.
Reward: ~500k x chain length (up to 6 shots), +3s ball save each
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The one pure self-feeding loop — Nate = Side loop x3 — the easiest repeatable combo to farm for Combotron progress.
Reward: Combo value 25k + 5k/combo x shot level; advances Nate / FooBot Left Arm
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Taylor Combo (Side Ramp / Spinner / Side Ramp)
Scripted band-member combo feeding the FooBot Torso; flows through the center spinner between two side-ramp shots.
Reward: Advances Taylor combo / FooBot Torso; combo value into the cash-out
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Dave Combo (Right Ramp / Left Ramp / Right Orbit)
Three-shot band-member combo spanning the whole playfield; feeds the FooBot Head.
Reward: Advances Dave combo / FooBot Head; combo value into cash-out
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Pat Combo (Left Ramp / Spinner / Side Ramp)
Band-member combo feeding the FooBot Left Leg; left ramp into spinner into side ramp.
Reward: Advances Pat combo / FooBot Left Leg
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Combo Cash-Out Loop (Light Combotron)
The signature Foo Fighters twist: chain a combo, then backhand the Overlord back targets for the 5x cash-out. Six cash-outs light the side ramp for Combotron Multiball.
Reward: 6 cash-outs light Taylor side ramp for Combotron MB; best under 2x/3x playfield
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Overlord Multiball: All My Life
The first and easiest Overlord multiball (2-ball). Light the lock at the arena, lock the ball, then pound the captive ball 3 times to start. Best used as a utility to help a van mode.
Reward: 2-ball MB, starting jackpot ~1M; feeds FooBot Left Arm; jackpots carry to Monkey Wrench/Pretender
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Overlord Multiball: Monkey Wrench
The lucrative 2nd Overlord multiball (3-ball) — a longer qualify: Overlord 2x, side targets 2x, Overlord 2x to light lock, then captive ball 5x.
Reward: 3-ball MB (~1.75M/captive hit); double jackpots by re-shooting lit shots; qualifies FooBot Left Arm
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Hammer the right ramp (Dave) five times to qualify, then start it. Divert shots score jackpots; after 8, the super comes from the right ramp → captive-ball combo (Pro) or the secret-files target (Prem/LE). Stacks with Overlord MB.
Reward: 750k jackpots; super = 1M + 1.25M/lit shot; feeds FooBot Head
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Start and cash out 6 combos at the Overlord to light the side ramp, then shoot it to start this 3-ball MB. Score color-escalating jackpots to red to unlock the Combotron Super at the Overlord.
Reward: 3-ball MB; Super = 20% of combined combo shot values; feeds FooBot Torso
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Van Mode: New Orleans — "I'll Stick Around"
The top tournament starter. Spell V-A-N, pick New Orleans at the Tour Van, then follow the lit shots — all shots start lit and side-flipper shots count twice.
Reward: Award starts 2M / +150-200k; side shots count double; great to stack into a multiball
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Van Mode: Los Angeles — "Learn to Fly"
The fastest mode to complete — a ramp-combo mode where ramp combos multiply awards and the side ramp scores double.
Reward: Award starts 1M / +100k; fastest completion
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Van Mode: Seattle — "This Is A Call"
Two alternating lit shots move right→left→right; the side loop is the value shot (2x progress, 3x value).
Reward: Award starts 2M / +250k; side loop 2x progress + 3x value
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Van Mode: New York — "Breakout"
Rip the center spinner to build value and light a roving 2x/3x shot that cycles across the playfield every 10th spin.
Reward: Award starts 500k / +100k per roving shot + 10k/spin (caps 5M)
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Playfield Multiplier (Rock-O-Meter 2x/3x)
The foundation multiplier. Shoot the right orbit x3 to fill the Rock-O-Meter and start 2x playfield; refill while it runs for 3x. Everything else should be scored under it.
Reward: 2x playfield 40s; refill → 3x + timer reset
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Ray Gun Shot Multiplier (2x / 4x)
Aim the multiplier at your biggest shot. Hit a Ray Gun return-lane target → next shot 2x; immediately hit the opposite Ray Gun → next shot 4x. Stacks multiplicatively with playfield and FooBot multipliers.
Reward: Next shot 2x/4x; ceiling ~120M single shot with 3x playfield stacked
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FooBot Multiball (Mini-Wizard) — Qualification Path
Assemble all 6 FooBot parts (one per band member, each earned from a distinct feature) to light the left ramp for FooBot Multiball. Each collected part also gives a 2x at that member's shot.
Reward: 2-ball mini-wizard; jackpot base 3M, cap 10M/shot; parts give permanent 2x when upgraded
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The Final Battle (Full Wizard) — Qualification Path
The full wizard mode: requires all six city van modes + Austin + D.C., all 3 Overlord multiballs, and FooBot MB. Four phases with ~1-minute unlimited ball saves each.
Reward: 4-phase wizard; epilogue steps all FooBot shot multipliers +1x for the next game
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Strategy: The First Three Shots
Neutralize and use the Overlord first (it's the #1 drain risk), mod your van for time, then start New Orleans. The canonical safe, high-EV opener.
Reward: Safe opener that builds the Overlord lock, an Engine van mod, and an easy first mode
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Strategy: The Tournament Stack
The signature money move: with 2x one shot away, first start an Overlord MB + a van mode, THEN take the final right orbit — stacking van mode + Overlord MB + 2x playfield, and layer Area 51 on top.
Reward: Van mode + Overlord MB + 2x/3x playfield + Area 51 all scoring at once — the big-score game
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Strategy: Bot Frenzy 8x Spinner Farm
Hit all four bot standups first (steps spinner 1x→2x→4x→8x), light Bot Frenzy at the 3rd bot award, then rip the center spinner during the 40s window — ideally brought into a spinner-heavy multiball under playfield multiplier.
Reward: Bot standups build the spinner up to 8x, but you get only one rip at that built value; 25M+ in the mode upgrades a FooBot arm
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Overlord Multiball: The Pretender
The third and last Overlord multiball. The qualify cycle repeats once more and longer — Overlord hits, then the arena targets, then more Overlord hits to light the lock, then the most captive-ball hits of the three. Needed for the full wizard.
Reward: Final Overlord multiball; largest jackpot base of the three and the last Overlord requirement for The Final Battle
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Bonus Van Destinations (Austin / Washington D.C.)
Two extra stops sit inside the van system beyond the six cities. Fully complete three van modes and the van offers Austin or D.C. at the top of the left ramp; the other unlocks at six completed modes, and both are required before the full wizard will light.
Reward: Van mini-wizard scoring, van-system progress, and a hard requirement for The Final Battle
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The two amp-cabinet stand-ups on the left advance a radio dial that hands out mystery awards on the way up and Supersonic Radio at the top. This is the feature that earns the Rami leg for the FooBot.
Reward: Mystery awards along the dial, Supersonic Radio at the top, and the Rami FooBot part
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Every Band-Member Combo In One Game
Each band member has a scripted three-shot combo. Running the whole set in one game raises your combo base value, lights an extra ball, and — with every city saved too — qualifies Toy Time Multiball, on top of the cash-outs banked along the way. The FooBot parts themselves come from the game's big features, not from these combos.
Reward: All band combos credited, FooBot parts and shot multipliers, and heavy Combotron progress
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Foo Fighters keeps a menu of alternate ways to play behind the flipper buttons, reachable before a game even starts. Holding both flippers while the machine runs its light show brings up a list that goes well past the standard game, including a standalone run at the final wizard mode.
Reward: Standard, Competition, The Final Battle Challenge with its own high scores, Competition Install, and a DJ Mixer jukebox
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Past the skill shots the game shows you at the start of a ball, Foo Fighters holds back two more it never names on the playfield. One buys extra ball save time and the other lights Overdrive outright, and both come down to how hard you plunge.
Reward: 2,500,000 plus extra ball save time from the left inlane, or 5,000,000 plus Overdrive lit from the left outlane
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