The Mandalorian
Stern Pinball, 2021 — shot-by-shot rules and strategy guide.
Open The Mandalorian in the Pinball Genie app →Designer Brian Eddy, Stern SPIKE 2. Editions: Pro / Premium / LE. The game is built on the "3 M's" — Modes (Missions + Encounters), Multiballs (Razor Crest), and Multipliers — feeding three mini-wizard modes and the This Is The Way wizard mode.
Skill Shots
- Regular Skill Shot: plunged ball feeds the CHILD top lanes; a firm plunge hits the "C" lane. Award 1,000,000, +1M cumulatively each later skill shot, plus a rotating award (+2 Bonus X / Light The Child / +1 Super Pops).
- Super Skill Shot: hold left flipper past the C lane to arm U-Turn → right ramp → one final shot (~5s each). Final shot picks the reward — left scoop starts the lit Mission, left ramp the lit Encounter, center ramp Razor Crest MB/Hurry-Up.
Multiballs — Razor Crest (3 versions)
Qualify by hitting the center Razor Crest uplift target (~3 hits first time, more each subsequent MB); the Boba/Fett targets cycle which is next: (1) Ice Spider, (2) Jetpack, (3) Pirates. Start at the center ramp. Super Jackpots add +2.5M each to end-of-ball bonus. After a MB, complete Hunter to relight the center target for a Razor Crest Hurry-Up. Ambush is a separate value-building multiball/hurry-up (trigger: U-Turn on Pro / right scoop on Prem-LE), cashed at the right ramp (~720M ceiling with all multipliers).
Modes
- Missions (5): Find the Asset, Deceive the Magistrate, Destroy the Imperial Base, Defeat the Mudhorn, Infiltrate the Freighter. Light by shooting both ramps, start at left scoop. 60s timer; completion = 2.5M bonus + 225K × seconds left. Starting 2 lights the Extra Ball. All 5 qualifies I Like Those Odds.
- Encounters (3): qualify via left ramp (1 shot first, +2 each after); fought on the Encounter mini-playfield (Prem/LE = 2 tilting flippers, Pro = 1). All 3 qualifies You Have What I Want.
- Hunter: complete the left standup bank → Hunter lights on an inlane → shoot flashing orbit then opposite orbit. ≥250 Beskar + Orange multiplier.
- Scope: hit three blue arrows (U-Turn, left 2X target, right ramp) → collect at left inlane. Blue multiplier.
Multipliers
Three +1X playfield inserts: Boba Fett → Green (30s), Hunter → Orange (75s), Scope → Blue (75s). All three = +5X for 6X total. Flamethrower adds a one-shot 2X on flaming arrows (stacks → ~12X). This is the "Fire Triangle" high-score play. Bonus X grows +1x per CHILD completion and +2x per skill shot. Completing This Is The Way grants a permanent +1x Signet.
Wizard Path
Complete all three mini-wizards (Precious Cargo, You Have What I Want, I Like Those Odds), then make all six major lit shots + left scoop to start This Is The Way (10M + Signet; resets Missions/MBs/Encounters).
Economy
Beskar currency funds the Foundry (lit at left scoop): buy two adjacent items per visit; each purchase raises that item's cost +50%. Notable: Extra Ball 600, Multiplier 500, Flamethrower 175. The Child/Grogu mystery award (via orbits) grants Beskar, equipment, multipliers, and Light Extra Ball.
Editions differ mainly on the Encounter mini-playfield (rotating dual-flipper on Prem/LE vs single-flipper on Pro), the Grogu Force magnet (Prem/LE only), the up/down inner-loop scoop ramp (Prem/LE), and the Ambush trigger (U-Turn Pro / right scoop Prem-LE).
How The Mandalorian plays
Play the Mandalorian hunting bounties across the galaxy with the Child along for the ride. Take Missions and Encounters, build the three Razor Crest Multiballs, spend Beskar at the Foundry for gear, and work toward the wizard mode This Is The Way.
The loop
- Shoot the left and right ramps to light a Mission, start it at the left scoop, and chase its flashing shots on the timer.
- Tap the Razor Crest uplift target to qualify a multiball, set which one loads next at the Boba Fett targets, and start it at the center ramp.
- Light Scope, Hunter, and Green off their shots to stack up to a 6X playfield, then fire the Flamethrower to double your biggest collect.
- Earn Beskar from the Hunter loop and mystery awards, then spend it at the Foundry for equipment that sits behind the action button.
- Clear the three mini-wizards -- all three Razor Crest Multiballs, all three Encounters, and all five Missions -- to light This Is The Way.
Reading the lights
- Mission Ramps & Scoop (mode) — lit: The Chapter and Helix ramps light to arm a bounty Mission; hit one and then the other in any order and the left scoop lights to begin it. · flashing: Inside a Mission the next shot flashes yellow and cyan -- that is the one paying the rising combo value if you chain it quickly. · then: Start the Mission at the scoop and chase the flashing shots on its timer. Play any two Missions in a game and the Extra Ball lights; finish all five to clear one of the three doors into This Is The Way.
- Razor Crest Multiball (mode) — lit: The Razor Crest uplift target lights to qualify a Razor Crest Multiball, and the two Boba Fett targets set which of the three -- Ice Spider, Jetpack, or Pirates -- loads up next. · flashing: During the multiball the U-Turn flashes for the Super Jackpot once you have banked the purple shots. · then: Tap the uplift target a few times, start the multiball at the center ramp, build the Super on the purple shots, then take it at the U-Turn with the Flamethrower firing so that one shot lands doubled. Play all three multiballs to clear Precious Cargo.
- Blue / Orange / Green Multipliers (multiplier) — lit: Three playfield multipliers stack: Blue from finishing Scope at the ramps, Orange from clearing the Hunter bank, and Green from the two Boba Fett targets, running 6X when all three are lit together. · then: Blue and Orange hold for a stretch while Green is short and the only one you can start mid-multiball, so save Green for last. With all three live, start a multiball and fire the Flamethrower to push a single collect toward twelve times its base.
- Hunter Return Lanes (lanes) — lit: Clearing the Hunter standup bank lights one return lane to start Hunter; roll through the lit inlane and the mode runs on a short timer while you trade the two orbits. · then: Line the lit inlane up with the ball and roll through to start Hunter, then shoot the flashing orbit and the opposite orbit to finish it for a pile of Beskar and a fresh Orange multiplier -- and the whole loop is repeatable. · control: Either flipper button: a tap of either flipper button swaps which inlane is lit, so you can slide the lit return under whichever inlane the ball is dropping toward and start Hunter without waiting for one exact feed (Hunter lit, before the ball reaches a return lane)
- Encounter Mini-Playfield (mode) — lit: The Chapter ramp insert flashes red when an Encounter is ready, and once you begin it the left-ramp shots divert the ball up onto the Encounter mini-playfield. · flashing: A flashing red left-ramp insert means the next Encounter is qualified and waiting to start. · then: Clear three waves of targets up top, keeping the ball alive with the tilting mini-flipper, to finish the bonus level. Complete all three Encounters to open You Have What I Want.
- Ambush Hurry-Up (mode) — lit: With no mode running, a ring of shots lights briefly around the U-Turn, and catching two of them starts Ambush. · flashing: During Ambush the U-Turn flashes to lock the countdown, then the ramps flash white to pump the value up. · then: Lock the value at the U-Turn, feed white ramp shots to add time and points, then cash out at the right ramp once the shots have turned blue -- restarting it stacks another playfield multiplier on top.
- CHILD Lanes & HEAL (lanes) — lit: Spelling C-H-I-L-D across the top lanes steps up your end-of-ball bonus multiplier, and orbit shots light HEAL at the outlanes. · then: Keep HEAL lit at both outlanes as a cheap save, since there is no long ball save to lean on, and bank CHILD completions to fatten the bonus your multiplier rides on.
Lane change: the flipper buttons move the lit lane. Once the Hunter bank is down and a return lane lights to start Hunter, tapping either flipper button swaps which inlane is lit. Slide it under the return the ball is taking and roll through to start the mode -- a short timer worth a pile of Beskar and a fresh Orange multiplier -- and the loop repeats.
Start scoring
- Ball one — Go for the Super Skill Shot -- hold the left flipper through the plunge, then hit the U-Turn, right ramp, and center ramp -- or fall back to the C-lane skill shot to light The Child. Then shoot both ramps into the left scoop to start a Mission, and keep HEAL lit at the outlanes since there is no safety net. — Super Skill Shot, Regular Skill Shot, Start a Mission, Ball-One Opener
- Building — Stack a Mission with a Razor Crest Multiball, and light Scope, Hunter, and Green together for a 6X playfield. Farm the Hunter loop for Beskar and spend it at the Foundry, buying two adjacent items to keep the price ladder cheap. — Mission + Razor Crest MB Stack, Light All Three Playfield Multipliers (6X), Hunter Loop, Beskar & Foundry Farming
- The big one — Clear the three mini-wizards -- Precious Cargo for the three Razor Crest Multiballs, You Have What I Want for the three Encounters, and I Like Those Odds for all five Missions -- to light This Is The Way. It pays ten million and a permanent Signet multiplier, the top of the whole game. — This Is The Way (Wizard Mode), Precious Cargo (Mini-Wizard), You Have What I Want (Mini-Wizard), I Like Those Odds (Mini-Wizard)
The Action Button on The Mandalorian
Center of the lockdown bar.
The lockdown bar button is where your gear sits. Four of the five items you buy at the Foundry wait behind it and its color tells you which one is ready to spend. Collecting the gear is the easy half; picking the moment is the hard half, because a wasted press costs you the item until you earn another.
- Any multiball, ball save expired: Amban Rifle adds a ball. The button will not light green for it until the opening ball save has run out.
- Mission running with shots flashing: Whistling Birds collects every flashing shot at once, and lit jackpots too during a multiball.
- Before a big shot in single-ball play: Hold for the Flamethrower: fire spreads right to left and stops when you release. Each burning shot pays double once.
- Stuck on an Encounter wave: Rising Phoenix finishes the current level outright; on Premium and LE it also levels the mini playfield.
- Question mark bought at the Foundry: Stops the racing selector — whatever it lands on is what you walk away with.
Goals in The Mandalorian
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Land the plunged ball in the lit CHILD lane for a ratcheting 1M award plus a rotating bonus.
Reward: 1,000,000 (+1M cumulative each skill shot) + rotating award
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Hold the left flipper past the C lane, then run U-Turn → right ramp → a chosen final shot to launch straight into a feature.
Reward: Immediately starts a Mission, Encounter, or Razor Crest MB
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While a Mission runs, chain the next yellow/cyan-lit shot quickly for escalating mission scoring.
Reward: Escalated mission-shot value for fast chaining
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Build all three +1X playfield multipliers to 6X, add the Flamethrower for ~12X, then dump into a multiball.
Reward: 6X playfield (→ ~12X with Flamethrower) on multiball shots
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Build the Jetpack Super Jackpot during multiball, then collect it 2X with the Flamethrower at the U-Turn.
Reward: Single Super Jackpot up to ~600M
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Repeatable orbit-to-orbit loop that farms Beskar and keeps the Orange multiplier alive.
Reward: ≥250 Beskar + Orange +1X relight, fully repeatable
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Mission + Razor Crest MB Stack
Start a Mission then a Razor Crest Multiball on top of it for layered, relatively safe points.
Reward: Mission scoring + jackpots + combos + multiplier at once
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Razor Crest Multiball (Ice Spider)
Qualify the center ramp with the Razor Crest target and start the first (Ice Spider) multiball.
Reward: Multiball + Super Jackpots (+2.5M each to bonus)
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The single-big-shot money multiball: build jackpots, get add-a-ball from the mini-PF, collect at U-Turn.
Reward: Add-a-ball + large Super Jackpot
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Clear escalating waves of lit jackpot shots to stabilize the rhydonium and reach the Wave 3 Super Jackpot.
Reward: Wave-based jackpots + Super Jackpot
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Trigger the Ambush value-builder, lock and grow the value across stages, then cash out at the right ramp.
Reward: Built value up to ~720M with all multipliers
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Shoot both ramps to light the Mission, then start it at the left scoop for timer points and Beskar.
Reward: Timer points + Beskar; 2 Missions light Extra Ball
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Complete the standup bank, start Hunter from an inlane, then shoot orbit and opposite orbit.
Reward: ≥250 Beskar + Orange 75s playfield multiplier
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Hit the three blue-arrow shots to light Scope at the left inlane, then collect within the timer.
Reward: Beskar/points + Blue 75s playfield multiplier
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Qualify via the left ramp, then fight three waves of targets on the Encounter mini-playfield.
Reward: Completing all 3 Encounters qualifies 'You Have What I Want'
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Light All Three Playfield Multipliers (6X)
Combine the Scope, Hunter, and Boba Fett +1X inserts for the full +5X / 6X total before a multiball.
Reward: 6X total playfield multiplier
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Grow the end-of-ball Bonus multiplier by spelling CHILD and making skill shots.
Reward: Higher end-of-ball bonus (Base × Bonus X)
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I Like Those Odds (Mini-Wizard)
Play all 5 Missions to qualify this 6th-mission mini-wizard, ending in a 4-ball frenzy multiball.
Reward: Mini-wizard toward This Is The Way
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Start all three mini-wizards, then make the six major shots plus the left scoop to earn your signet.
Reward: 10,000,000 + permanent +1x Signet
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Concrete first-30-seconds line: skill shot, then stack a Mission toward your first multiball with HEAL insurance.
Reward: Mission stacked toward multiball with an outlane save
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Light Green last, start a multiball at 6X, then Flamethrower a single big shot before the multiplier expires.
Reward: ~12X base on a Super Jackpot collect
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Bank Beskar from Hunter loops and Child awards, then spend at the Foundry for Extra Balls, Flamethrowers, and multipliers.
Reward: Beskar economy → Extra Ball, extra Flamethrower, +1x
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Play all three Razor Crest Multiballs in one game, then run the mini-wizard that unlocks toward the final wizard mode.
Reward: Precious Cargo mini-wizard completed (one of the three requirements for This Is The Way)
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You Have What I Want (Mini-Wizard)
Clear all three Encounters, then hammer the left ramp repeatedly to finish the mini-wizard they qualify.
Reward: You Have What I Want completed (one of the three requirements for This Is The Way)
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The Mandalorian ships with a whole second rule set behind the attract-mode flippers, and nothing on the cabinet points to it. A group can turn an ordinary game into a shared hunt, a team battle, a punishing hard mode, or a straight run at the final wizard mode.
Reward: Standard, Competition, Cooperation, Team Play, Impossible Play, Monster Play, Challenge Mode, and a DJ Mixer jukebox
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Building Your Equipment Loadout
Five pieces of gear change what you can do with a ball in play. Four of them sit waiting behind the action button until you spend them; the fifth just works in the background. Collecting them is the easy half. The hard half is picking the moment - hold the rifle a beat too long and a rescue turns into a drain.
Reward: Five equipment pieces with distinct effects: four action-button powers plus a passive ball-save extension
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Foundry Prices and the Question Mark
Beskar is the currency and the Foundry is where it becomes an advantage. The catch is built-in inflation: every item you buy raises its own price for the next time you want it, so the order you spend in matters as much as the total you bank. One slot on the board is a flat-rate gamble that ignores the price list entirely.
Reward: Cheaper unlocks through smart buying order, plus a 100-Beskar gamble that can start a two-ball multiball or push the playfield to 6x
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