Stranger Things

Stern Pinball, 2019 — shot-by-shot rules and strategy guide.

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Brian Eddy's first Stern (after Attack from Mars and Medieval Madness), released December 2019 and based on Netflix Seasons 1–2. It's a two-flipper, six-ball, symmetric fan layout with eight main shots: left orbit, left ramp, left saucer/kicker, center (Demogorgon behind a 4-bank of drops), Burn It Back inner loop, right ramp, right orbit, plus the left standup/mystery lane as the utility/combo-ender. Three editions — Pro / Premium / LE — share the sculpted Demogorgon bash toy, drop-target guard, two hideout scoops, a Demodog spinner, and three ramps. Premium/LE add a first-ever Stern playfield video projector and Eleven's telekinetic magnet ball lock (the Pro locks balls mechanically at the left ramp instead); LE extras are cosmetic.

Skill Shots (chosen on plunge)

One drop roves the 4-bank at ball start. Standard = full plunge into the flashing drop (5M, +1M each). Super = soft-plunge toward the flippers then shoot the saucer (10M, +2.5M each) — safe and sets up a chapter. MXV = do both on one plunge, rebounding off the drop into the saucer (25M, +5M each, +1 Drawing).

The Six Objectives → Final Showdown

All six inserts must be solidly lit to reach the wizard mode: 5-Way Combo, Send It Back (all 6 Season-1 chapters), Demodog! (all 3 Demodog modes), Demogorgon! (all 5 Demogorgon modes), Light the Fire (all 6 Season-2 chapters), and Telekinesis Multiball (collect its Super Jackpot).

5-Way Combo: chain five shots each within a few seconds. The first four are any mix/repeat of left orbit, left ramp, Burn It Back, right ramp; the 5th must be a terminal (saucer, left standup, center, or right orbit). It adds +10M to end-of-ball bonus for the rest of the game — grab it early.

Chapters (12: six Season 1 + six Season 2)

Start any chapter by lighting three inserts on one main shot (left orbit/left ramp = Season 1; right ramp/right orbit = Season 2), then shooting that shot. Pops cycle the selected chapter (left pop = S1, right pop = S2); the left standup can spot progress early. Each chapter awards +1 Drawing (+2 if you meet its restriction). Notable ones: Where's Barb? (saucer reveals the flashing shot), Monster Hunting! (five drop waves), Operation Mirkwood (ramp↔ramp combo, +1M per comboed ramp), Save Will! (fixed five-shot combo for ~50M), Quarter Hunt! (switch frenzy), Lure Dart! (raised by the Dart pop-bumper level).

Multiballs

Demodog Modes (3)

Spell D-E-M-O-D-O-G on the standups (first can be spotted at the saucer), then play Break Out!, Junk Yard!, and It's a Trap! Completing all three lights the Demodog! objective.

Multipliers

Burn It Back Loop

The most-farmed repeatable shot. Loops accumulate all game for an award ladder: Extra Ball (loops 1–10 and at 50), Spell of Protection outlane ball-save (3, 12, 25, then +14 — "like an extra ball"), and 2x Scoring lit at the saucer (7, 18, then +14).

Drawings

Eleven's drawings are a game-long currency: each adds +10M to every wizard-mode starting jackpot and +2M to bonus; 11 Drawings lights an Extra Ball. Earned from MXV skill shot, any chapter, each Demodog mode, the Telekinesis Super, Dart level 4, and a Mystery roll.

Wizard / Mini-Wizard Modes

All start on the next left-ramp shot and open with 10M per Drawing. Total Isolation 1 & 2 qualify after playing chapters on all four main shots (once, then twice) — combo the lit jackpots to double them; the center scoop is the Super. Send It Back and Light the Fire are the season-completion mini-wizards. Final Showdown is the true wizard mode requiring all six objectives lit; completing it launches the Snow Ball Dance victory lap.

Strategy Summary

The safe geography is the left side: the left ramp returns to the left flipper, so open there to arm Telekinesis Multiball under ball-save, then take any stack (Chapter + Demodog + Telekinesis). Grab the 5-Way Combo early, never neglect Burn It Backs, save 2x Scoring for a stack, and max Bonus X before draining. Avoid the Demogorgon center mouth except when required or under multiball — it's the game's danger shot, and bricks kick straight down the middle.

How Stranger Things plays

Stranger Things is a fast, dangerous Stern game centered on the Demogorgon in the middle and six objectives that gate the wizard mode. Play out both seasons of chapters, run the Demodog and Demogorgon multiballs, and light all six objectives to reach Final Showdown.

The loop

  1. Fill the three inserts under the left orbit or left ramp for Season 1 chapters, and under the right ramp or right orbit for Season 2, while the pop bumpers cycle which chapter is queued.
  2. Complete the green lock standups and lock three balls at the safe left ramp to start Telekinesis Multiball.
  3. Clear the center drop bank to arm the Demogorgon mouth, then start its two-, four-, and five-ball multiballs there.
  4. Spell D-E-M-O-D-O-G on the standups to run the three Demodog modes, and loop Burn It Back for its Extra Ball, ball-save, and 2x scoring ladder.
  5. Solidly light all six objectives to start Final Showdown at the left ramp.

Reading the lights

  • Season Chapter Lanes (mode) — lit: Three inserts sit under each season lane -- the left orbit and left ramp run Season 1, the right ramp and right orbit run Season 2 -- and a lit insert is one still to fill before that lane's chapter starts. · then: Fill a lane's three inserts, then re-shoot that lane to start the queued chapter, and let the pop bumpers rotate which chapter is next so you can pick the one you want. Finish all six chapters of a season to light its mini-wizard multiball -- Send It Back for Season 1, Light the Fire for Season 2 -- at the left ramp.
  • Telekinesis Locks (status) — lit: The two green lock standups by the left ramp light the Telekinesis locks, so a lit lock is a ball you can bank at the left ramp, which safely returns to your left flipper. · then: Lock three balls to start a three-ball multiball, then collect five jackpots at the lit major shots to light the Super at the left saucer. It is the easiest big-point engine on the game and firmly checks off one of the six objectives that gate Final Showdown.
  • Demogorgon Mouth (mode) — lit: Four center drop targets guard the Demogorgon, so a lit drop is one still standing, and clearing the bank arms the mouth behind it for a mode start. · then: Shoot the mouth to start the two-, four-, and five-ball Demogorgon multiballs, each ending in a Super Jackpot there, with the five-ball opening a sixty-second unlimited ball save. Only take the mouth from a cradle under cover, because a missed drop shot rockets straight back down the center, and running all five modes lights the Demogorgon objective.
  • DEMODOG Targets (letters) — lit: Seven standups spell D-E-M-O-D-O-G, so a lit one is a letter left, and spelling the whole word qualifies a Demodog mode. · then: Start the mode at the left standup lane, then blast the lit Demodog targets through escalating waves for climbing value. Run all three Demodog modes to solidly light that objective for Final Showdown.
  • Burn It Back Loop (ladder) — lit: Burn It Back is the right inner loop and the most farmable shot on the game, and because its return feeds back to a flipper, a lit loop is one you can keep re-shooting. · then: Cumulative loops climb an all-game ladder: an early Extra Ball, then a Spell of Protection save, then 2x Scoring waiting at the saucer. Cash 2x only over a live multiball-and-mode stack, where sixty seconds of doubling is the single biggest swing in the game.
  • 5-Way Combo (shot arrows) — lit: The 5-Way Combo chains five shots in quick succession from the left orbit, left ramp, Burn It Back, and right ramp in any mix, capped by a saucer, standup, center, or orbit. · then: Land the chain to light the game's first objective and bank a permanent +10M that rides your end-of-ball bonus every ball afterward. The first four shots all return to a flipper, so it is really about not hesitating between them.
  • Bonus X Return Lanes (multiplier) — lit: The return lanes build the end-of-ball Bonus X, where every even completion of the pair adds a full multiple and every odd completion lights Mystery at the left standup instead. · then: Cycle the inlanes with the safe left ramp and the bicycle orbit to push Bonus X toward 5x before you drain a loaded bonus. Take Hold Bonus from a lit Mystery to carry that multiplied total into your next ball.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Stranger Things

Center of the lockdown bar.

Quiet for most of a game. The button lights exactly once for the Demogorgon Bomb — a single panic press that kills whichever Demogorgon you're fighting. Premium and LE machines give it a second job stealing balls out of the Telekinesis lock.

Goals in Stranger Things

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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