The Lord of the Rings

Stern Pinball, 2003 — shot-by-shot rules and strategy guide.

Open The Lord of the Rings in the Pinball Genie app →

Lord of the Rings looks like a shot-arrow game and plays like a bookkeeping game. Almost everything you do feeds one of four independent ledgers: Rings, Souls, Fellowship members and K-E-E-P letters. None of them talk to each other, and the ending sits behind all of them at once.

Rings are the engine

Four shots carry Ring inserts: the left ramp, the inner orbit, the Sword Ramp and the right orbit. At any moment each one shows an Elf, Dwarf or Man insert, and hitting it banks that type. The moment you collect one, every shot lights red for a few seconds for two more of the same type, so a single Ring should always be the first note of a three-shot phrase rather than a shot on its own. The Spot Ring target down the right side gives a free Ring of a random type and is relit by the left inlane, which makes the left inlane feed quietly one of the most productive rollovers in the game.

The six modes, and why you should not save them

Mode Start sits on the Ring shot, which is only reachable by jumping the Ring ramp — a firm shot clears the gap to the backboard, a weak one dribbles into Barad-Dur or the top lanes. Flip either button to change the selected mode before you shoot. Escape the Ringwraiths is a countdown chase with the Sword Ramp always live to top the clock back up. Gandalf vs Saruman rewards back-to-back ramps with doubles. Warg Battle opens on the left ramp and then lights all seven main shots. War of the Ents is the one to prioritise: every shot into Orthanc rides the ball up to the Paths of the Dead, which is the only source of Souls in the game. Attack of Shelob alternates sides and takes a shot off the board each round. Kill the Witchking is pure combo work — the left ramp or right orbit arms the Sword Ramp, and only the Sword Ramp follow-up counts.

Each mode can only be played once per game, win or lose, and everything but the first runs on a 30-second timer. Every mode you actually finish lights a Gift of the Elves at the left orbit, collected at Barad-Dur, and the Gifts include 2X scoring for a full minute, a lit extra ball, five million flat, and Ring Multiball.

Three multiballs, three completely different jobs

Gollum Multiball is different in kind. It adds a ball without stopping anything else, so it stacks with everything, and it flips between doubling and halving all scoring every seven seconds. Time your big shots to the Smeagol half of the cycle. It also has a rescue use: start it during the fanfare at the end of a movie multiball and you get pulled back into two-ball play.

The quiet earners

Gollum's Cave counts your shots into it and hands out Super awards at fixed intervals — Super Spinner, Super Pops, Super Ramps, Super Loops, Super Everything — and those points score regardless of what else is running. Barad-Dur pays on its third, seventh and twelfth hits and relights the Palantir every time. The Palantir is not truly random: the game reads your situation, so shoot it when a mode is about to time out rather than hoarding it.

Destroy the Ring, and the long road past it

Play all three movie multiballs, win or lose, and the Ring qualifies. Take the four Ring shots for one through two and a half million, then the Ring itself for three million — the magnet grabs your ball and a fresh one launches — then knock the trapped ball loose for five million.

Behind that is Valinor, which demands the harder version of everything: all three multiballs genuinely completed, all six modes plus There and Back Again played, all six Gifts collected, and the Ring destroyed. The catch is ordering. Finishing the multiballs qualifies Destroy the Ring, and while it is qualified you cannot start modes at all. So play modes early and hold back the last Two Towers lock, or you will find yourself needing a whole second lap through the multiballs to get another chance at the modes you skipped.

Goals in The Lord of the Rings

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

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