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.
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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Standard Skill Shot
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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Woodbury Skill Shot
The remaster-enhanced 5-option skill shot: light a Fish Tank, then work the rollovers/top lanes to grab a feature award like Light Escape or Light X.
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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Combo: Left Ramp → Left Orbit
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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Combo: Left Ramp → Riot
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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Prison Multiball
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 PRISON letter; Super Jackpot = jackpot total; carries a 2X playfield window
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Well Walker Multiball
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 ~300–350k scaling with switch hits; Super = sum of prior jackpots
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Blood Bath Multiball
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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CDC Mode (Left Ramp)
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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Arena Mode (Right Ramp)
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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Barn Mode (Left Orbit)
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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Riot Mode (Tower / Riot Shot)
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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2X Playfield via the Tower
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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Wizard: Last Man Standing
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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Wizard Path: Siege
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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Wizard: Horde at Woodbury
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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