The Walking Dead Remastered
Stern Pinball, 2025 — shot-by-shot rules and strategy guide.
Open The Walking Dead Remastered in the Pinball Genie app →Designer John Borg; code by the late Lyman Sheats Jr., Mark Guidarelli & team. SPIKE 3, 18.5" HD display. Released Premium ($9,699) and LE ($12,999, 500 units) only — no Pro, so every mechanic that was Premium/LE-exclusive on the 2014 original (crossbow, Prison magnet, Well Walker toy, raised Bicycle-Girl ramp target, Flamethrower spinner) ships on every Remaster unit. Gameplay/shots are identical across Premium and LE; LE differences are cosmetic (mirrored backglass, armor, shaker, expression lighting). Code rev ~0.93.
Core system — Walker Kills & Shot Multiplier
- White crosshairs at major shots kill Walkers and bump the counter above the flippers. Three shots stay lit at once, so you can't chain kills on one target.
- Kill 115 Walkers → lights the Last Man Standing wizard mode.
- Shot Multiplier: every 2 kills lights an inlane "X"; roll it for a next-shot 2X. Skip it to bank +1X per extra 2 kills (no known ceiling), but it resets to 2X on use and to nothing on a drain. Flipper buttons choose which inlane/outlane the X is offered at.
- Multi-Kill phases (yellow inserts) kill 2 Walkers per shot regardless of multiplier.
Dead Features (five timed modes)
Qualify by clearing the left drop-target bank (1 completion for the first mode, 2 for each later mode; competition needs only 1). Start by shooting the lit major shot: Barn = left orbit, CDC = left ramp, Riot = Riot/Tower shot, Tunnel = railroad shot, Arena = right ramp. 40s timer, +10s per extra drop clear. Non-mode "crosshair" shots build the running mode +500k. CDC (left-ramp loop) is the top single-ball earner (~30–40M if clean); Arena (right-ramp loop) carries the highest base but is dangerous; Riot grows on switch hits, so it's the best mode to stack into a multiball. Completing all five then re-qualifying lights Escape Terminus (6th feature / mini-wizard, five hurry-ups at ~20% of prior mode scores).
Multiballs
- Prison MB (3-ball): bash doors to spell P-R-I-S-O-N (first 5 letters spotted → only ~3 shots to start). Clear the Prison Yard, collect Walker-head jackpots, then a Super → Phase Two ramp-build. Highest base value; carries a 2X playfield window. Spelling PRISON in two Prison MBs lights Siege.
- Well Walker MB (2-ball): spell WELL via Well shots/switch hits, 5th activation engages the magnet and starts it. Jackpots scale with switch hits (feed the pops). Weak alone.
- Blood Bath MB (2-ball, long ball save): collect a full Supply set (First Aid→Weapons→Food) at the drop bank. The only multiball that stacks freely (even during Prison/Well Walker) and the only one with add-a-balls (two on the first two drop clears). Note: Prison + Well Walker can NOT stack together.
Multipliers
- Shot Multiplier (inlane X, above).
- 2X Playfield: complete the stab targets flanking the Prison to light the Tower standup (reached via a strong Riot shot); starts ~30s of 2X scoring. 10 lit-Tower shots → Extra Ball.
- Bonus Multiplier: completing the top lanes advances Bonus X (max 250X).
Combos (money sequences)
Only four chains register (flashing red arrows, single-ball play): L ramp→L orbit, L ramp→Riot, Tunnel→R ramp→Tunnel (loop), R ramp→Tunnel→R ramp (loop). Each combo = 500k + 37.5k; every 10 combos starts a Multi-Kill.
Wizard / mini-wizard modes
- Last Man Standing (main wizard): kill 115 Walkers → light at Woodbury; 4-ball MB, kill another 115 (1M +400k per kill), 100M completion bonus, loopable.
- Siege: spell PRISON in two Prison MBs; untimed, continues across drains.
- Horde: light all six Multi-Kill inserts → start at Woodbury; a Walker reaching you ends the ball.
- Crossbow Frenzy: 3 successful crossbow shots; 30s ball save, final bonus up to ~200M.
High-score philosophy
Qualify drops → run a strong mode (CDC/Riot) → stack it with a multiball (Prison, then Blood Bath for add-a-balls) → bank Walker kills into a fat X and dump it on a 2X-playfield jackpot → build two Prison spellouts for Siege and 115 kills for Last Man Standing. Bare multiballs are weak; the mode+MB stack with a big X is where every huge game is made.
How The Walking Dead Remastered plays
The Walking Dead is a brutal, wide-gapped survival machine: clear the left drop bank to unlock modes, spell your way into the Prison and Well Walker multiballs, and rack Walker kills the whole time. Kill 115 to reach Last Man Standing, the main wizard, with Siege and Horde as the other two summits.
The loop
- Clear the left drop bank -- it gates every mode, banks Supplies toward Blood Bath, and is the main drain hazard, so hit it from a cradle rather than flailing.
- Start a mode at its own shot -- Barn at the left orbit, CDC at the left ramp, Arena at the right ramp, Riot at the Tower shot -- then loop that shot to farm it.
- Spell PRISON at the center doors and WELL on the captive toy to launch their multiballs, and stack Blood Bath on top for its add-a-balls.
- Kill Walkers on lit crosshairs; every second kill lights an inlane X you can bank and later dump on a jackpot.
- Push the kill count toward 115 for Last Man Standing, spell PRISON all the way through twice for Siege, and light six Multi-Kills for Horde.
Reading the lights
- Left Drop Bank (status) — lit: The left drop bank is the engine of the whole game -- clearing it qualifies your next mode, banks the lit Supply toward Blood Bath, and steps toward that multiball -- and it is also the shot most likely to spit the ball down the middle. · then: Clear it deliberately from a cradle to light a mode, and string the First Aid, Weapons and Food Supplies so the next clear starts Blood Bath -- the only multiball that stacks freely and the only one handing out add-a-balls. Everything else on the machine waits behind this bank, so treat it as the priority shot it is.
- Mode Start Shots (mode) — lit: Once the drops qualify a mode, its start shot lights -- the left orbit for Barn, the left ramp for CDC, the right ramp for Arena, the inner Tower shot for Riot -- and every mode rewards looping that same shot rather than hunting around. · then: Start the one whose shot you are already hitting clean and loop it: Barn stacks the left orbit, CDC lays a row of arrows then re-scores the whole row on its closing ramp, Arena escalates and cashes half at Woodbury, and Riot swells on switch hits. Because Riot climbs on switches, start it and let a multiball's chaos rattle it up before you collect.
- Prison Doors (letters) — lit: Bashing the center Prison doors spells PRISON, and the first crack spots five letters so only a few more shots finish it; the magnet just above the scoop exists to sling the ball straight down the wide center gap. · then: With PRISON spelled and the yard cleared, hit the exposed zombie head to start the three-ball multiball, the highest-base one on the game. Six head jackpots relight Riot for a Super worth every jackpot banked, and spelling PRISON all the way through in two separate multiballs qualifies the untimed Siege.
- Well Walker (letters) — lit: Smashing the Well Walker captive toy spells WELL, and a fifth activation throws the magnet and starts its two-ball multiball; its jackpots grow with switch hits, so it is weak unless you feed the pops between shots. · then: Spell WELL, pump the jackpot size in the bumpers, then take the flashing Well shot to launch it. Each later restart in the same game demands a few more Well shots, and note it will not run stacked with Prison.
- Shot-Multiplier Inlanes (multiplier) — lit: Every second Walker kill lights a shot-multiplier X at one of the two inlanes, and a lit inlane doubles the very next shot you take after rolling through it. · then: Skip the inlane instead of cashing it and you bank another X for every further pair of kills, with no ceiling, then roll it to arm the multiplier and dump a fat X on a monster -- a Prison jackpot under 2X playfield can come back many times its size. The banked X drops to a single double when spent and clears entirely on a drain, so cash a big one before you risk the ball. · control: Either flipper button: a tap of a flipper button moves the lit X across to the other inlane, so you can park it on the return lane the ball is actually going to roll down (before the ball reaches the inlanes)
- Stab Targets & Tower (status) — lit: The two stab standups flanking the Prison light the Tower up above the top lanes, and a strong Riot shot into the lit Tower starts about half a minute of 2X playfield scoring. · then: Double everything while it runs: completing the stab targets again before it starts adds time, and completing them during the window resets the clock. Ten lit-Tower hits banked across the game also light an extra ball.
- Combo Loops (shot arrows) — lit: Red arrows mark the live combo links, and the one repeatable engine is oscillating the Tunnel and the right ramp back and forth; left ramp into left orbit and left ramp into Riot are the other two chains that register. · then: Farm the oscillation, because every ten combos banked lights one of six Multi-Kill inserts, and lighting all six opens Horde at Woodbury. Three left-orbit shots inside Barn light a Multi-Kill too, so the mode and the combo farm feed the same wizard.
- Walker Kill Count (ladder) — lit: Walker kills bank on lit crosshairs from shots all over the playfield and ladder toward 115, the master count of the game; at 115 the Woodbury shot lights Last Man Standing. · then: The count carries across balls, so even a short ball leaves progress you keep. Reach 115 and start the main wizard at Woodbury -- a four-ball fight to kill another 115 for a hundred-million completion bonus, where a single shot lighting all five of its inserts takes down five Walkers at once.
- Top Rollover Lanes (lanes) — lit: The top rollover lanes are the standard skill-shot target off the plunge, and in play completing them advances Bonus X toward its cap and lights Bit at an outlane; lighting a Fish Tank first instead arms the Woodbury skill shot, which cycles feature awards as the ball waits. · then: Soft-plunge and steer it into whichever top lane is flashing for points that escalate each ball -- and only the lane still lit when it settles will score. Completing the lanes in play banks Bonus X and lights Bit, a collect that turns an outlane drain into points instead of a lost ball.
Lane change: the flipper buttons move the lit lane. Every second Walker kill lights an X at an inlane; a flipper-button tap slides that lit X to the other inlane so you can set it on the return lane the ball will take. Roll through to arm a doubled next shot, or skip it to bank another X per extra pair of kills -- then cash a big banked X on a jackpot, ideally during 2X playfield.
Start scoring
- Ball one — Survive first, then set up. Cash the top-lane skill shot, clear the drop bank from a cradle for your opening mode, run Barn off the left orbit while banking Walker kills, and take an inlane X early if a drain looks likely. — Standard Skill Shot, Barn Mode (Left Orbit), Shot Multiplier — Bank the Inlane X, Strategy: Safe Beginner Opener (Mode-First)
- Building — Build the shot multiplier by holding the inlane X past a plain double, light the Tower for a 2X-playfield window, and start Prison Multiball -- stack CDC or Blood Bath onto it and spend Blood Bath's two add-a-balls before you start anything else. — Shot Multiplier — Bank the Inlane X, 2X Playfield via the Tower, Prison Multiball, Blood Bath Multiball, Strategy: Multiball Stacking Order
- The big one — Three summits sit at the top. Kill 115 for Last Man Standing and its four-ball hunt for another 115, spell PRISON all the way through in two multiballs for the untimed Siege, and light all six Multi-Kills for Horde at Woodbury. — Wizard: Last Man Standing, Wizard Path: Siege, Wizard: Horde at Woodbury
The Action Button on The Walking Dead Remastered
Center of the lockdown bar.
This one is your bomb trigger. Supplies collected at the drop-target bank load the button with bombs you spend inside the two big multiballs, and the crossbow cannon that parks under the flippers only fires when you press it.
- First Aid supply, prison doors open: Loads a Prison Bomb onto the button so you carry it into Prison Multiball.
- Prison Multiball with a bomb loaded: Spends the bomb: it either moves a jackpot one hit closer or takes the lit one outright.
- Well Walker Multiball with a bomb: Same deal from the Food supply — one hit of progress, or cash the jackpot without a shot.
- Ball parked in the crossbow cannon: Fires the crossbow for 1.5M to 2.5M; three made shots kick off Crossbow Frenzy.
- During Crossbow Frenzy: Every right ramp reloads the cannon, and a made crossbow shot buys you time before the next walker closes in.
- Horde, with a Horde Bomb banked: Cashes a banked bomb to spot a walker kill instead of risking a live shot.
Goals in The Walking Dead Remastered
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Time the plunge so the ball passes the lit top rollovers, then flip it into the flashing top lane for escalating points.
Reward: 250k base +150k/rollover (1st, max 550k); escalates to ~1.75M base on the 4th
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Light a Fish Tank first (right ramp in normal play) to arm the Woodbury skill shot — the plunge then cycles five feature awards, and completing the lit rollover in time banks the one showing.
Reward: 10k / 100k / 1M or a feature (Light Bit, Light Escape, Light X, Light Crossbow, Start Multi-Kill, Light Extra Ball)
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One of only four chains that register as a combo — hit the left ramp then immediately the left orbit while the red arrow flashes.
Reward: 500k + 37.5k per combo
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Second registering chain — left ramp into the Riot/Tower shot in quick succession.
Reward: 500k + 37.5k per combo
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Combo Loop: Tunnel → Right Ramp → Tunnel
The repeatable oscillation combo — bounce Tunnel and Right Ramp to rack combos continuously (the only way to farm combos on this layout).
Reward: 500k + 37.5k per combo, repeating; 10 combos start a Multi-Kill
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Combo Loop: Right Ramp → Tunnel → Right Ramp
The other repeatable oscillation combo — start from the right ramp and bounce through the Tunnel and back.
Reward: 500k + 37.5k per combo, repeating
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Combo Farm: 10 Combos → Multi-Kill
Grind the repeatable ramp↔tunnel loops to reach 10 combos in a game, which lights a Multi-Kill insert toward Horde.
Reward: Lights one of the six Multi-Kill inserts (toward Horde)
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Spell PRISON at the doors (first 5 letters spotted), clear the Prison Yard, then hit the zombie head to launch the 3-ball multiball — the highest-base MB and the path to Siege.
Reward: Base jackpot 350k +30k per lit PRISON letter; six Walker-head jackpots light Riot for a Super Jackpot = total of the jackpots banked. Playfield 2X is not part of this multiball — bring it in off the stab targets and Tower.
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Spell WELL by smashing the Well Walker toy, then a 5th activation engages the magnet and starts the 2-ball multiball; jackpots scale with switch hits, so feed the pops.
Reward: Jackpots start at 25k, +25k per switch hit; the four need 20/25/30/35 hits to light; Super = sum of prior jackpots
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Collect a full Supply set at the drop bank (First Aid→Weapons→Food), then clear the drops to start the 2-ball multiball — the only MB with add-a-balls and the only one that stacks freely.
Reward: Switches 15k each; Super = total of all jackpots; two add-a-balls on first two clears, +1 per Super
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The strongest single-ball mode and the #1 farm — clear the drops, start at the left ramp, then loop the left ramp and cash out the accumulated arrows.
Reward: 750k +25k per cumulative ramp; Phase 2 second shot re-scores the total of all arrows (~30–40M if clean)
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Highest base value of the modes but dangerous — start at the right ramp and loop it, collecting at the Woodbury lane between shots.
Reward: 3M + 1.1M + 100k per cumulative right-ramp shot; Woodbury collects ~50% of total to end the mode
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The safest first mode — start at the left orbit and repeatedly loop it; three left-orbit shots also light a Multi-Kill.
Reward: Starts 2.5M, +500k per shot
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The best mode to stack into a multiball — value grows on switch hits, so start it then let multiball chaos rattle switches while you feed the Riot shot.
Reward: Starts 1.5M–3M, +25k per switch hit +2.5k per Riot shot (accumulates between collects)
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Shot Multiplier — Bank the Inlane X
Every 2 Walker kills lights an inlane X; skip it to bank +1X per extra 2 kills with no ceiling, then dump a huge X on a monster jackpot.
Reward: Next-shot 2X (or 4x–6x+ banked); resets to 2X on use, to zero on a drain
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Complete the stab targets flanking the Prison to light the Tower, then hit the Tower with a strong Riot shot to start ~30 seconds of 2X scoring.
Reward: ~30s of 2X playfield scoring; 10 lit-Tower hits light Extra Ball
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The main wizard mode — kill all 115 Walkers to light it at Woodbury, then a 4-ball multiball where you kill another 115 for a 100M completion bonus.
Reward: 1M +400k per kill; 100M completion bonus + 5.75M consolidated end-of-ball bonus; loopable
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Fully spell PRISON in two separate Prison Multiballs (~12 total jackpots) to qualify the untimed Siege mini-wizard, which continues across drains.
Reward: Phase 1 jackpots 2.5M/5M; Phase 2 all five shots +Prison at 2.5M +250k per shot
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Strategy: Safe Beginner Opener (Mode-First)
A survival-first opening line: cash the skill shot, settle the ball, clear the drops for a mode, then run Barn while banking Walker kills.
Reward: Establishes Dead-Feature progress, walker count, and an early X safely
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Strategy: Tournament Stack Toward Prison/Siege
The scoring line: skill shot for a safety award, clear drops, run CDC, then start Prison with CDC still running and dump a banked X during 2X playfield.
Reward: A CDC+Prison stack with a 4x+ X on a 2X jackpot; feeds toward Siege
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Strategy: Multiball Stacking Order
Pro stacking sequence — start Prison, add Blood Bath and spend both its add-a-balls, and hold Well Walker until the end (never Prison+Well Walker together).
Reward: Maximum balls in play before the highest-jackpot multiball
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Light all six yellow Multi-Kill inserts from different sources, then start the Horde multiball at the Woodbury shot.
Reward: Multiball with escalating kill values; each lit Multi-Kill insert banked also feeds end-of-ball bonus
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