Venom

Stern Pinball, 2023 — shot-by-shot rules and strategy guide.

Open Venom in the Pinball Genie app →

Designer: Brian Eddy (layout) · Code: Dwight Sullivan & Raymond Davidson · System: SPIKE 2 · Editions: Pro / Premium / LE. You are Venom; Carnage is the arch-villain trying to return Knull to power. Up to 4 players, up to 7 multiballs, 2 flippers, 2 ramps (3 on Prem/LE).

Host Selection (the key early decision)

Pick a host with the left flipper at ball start (or mid-ball at the lit left ramp). Each host changes starting locks, skill shots, the signature combo, ball-save length, and emphasized rules. Eddie Brock is the consensus opener (2 locks pre-lit, Mayhem scores higher). Flash Thompson unlocks Sleeper immediately, collects the Bell Tower at the left loop, and has a battle-safe scoring combo. Gwen (2X Infected, better Doppelganger) and Peter (unlocks Miles, richer Carnage) are progression picks. Defeating Knull unlocks Venomized Hulk/Cap/Wolverine (each needs two Grid columns).

Progression: Mini-Modes → Grid → Battles

Three color-coded mini-modes always run; each is a 2-shot combo (solid arrow, then the blinking timed one). Completing a mini-mode fills a Grid light and lights a Mayhem lock. Completing a full Grid column lights "change host" and, at level 10+, that host's Battle at the center ramp. Grid 2x2 blocks grant held perks (Extra Time, 2X Web Combos, +1X base playfield, Flame Thrower, 2X XP, Extra Ball Save).

Multiballs

Battles

Minor Bosses Riot / Agony / Phage / Lasher (level 10+) → Grendel (level 20+) → Knull (level 30+). Web-combo shot multiplier doubles as damage multiplier; hit the Bell Tower to add phase time. Defeating Knull unlocks a Venomized host and resets XP.

Multipliers

Money Sequences (what point players farm)

Wizard Modes

Edition Notes (premium-le)

Physical Doppelganger flyaway targets, Quick Doppelganger MB, Million-Plus-Pops, the 3rd ramp/diverter, the raised Bell Tower mech, the Sneaky Hideout drop, and Symbiote Mania playfield morphing are Premium/LE. On Pro, Doppelganger is fought virtually at the left loop and its scoring is web-combo-multiplied. All combos, Host Hurry-Up, and the Bell Tower multiplier are code-identical across editions.

Note: there is no "flame ramp" combo award — the Bell Tower is a target, not a ramp.

How Venom plays

You are a symbiote host fighting through the Marvel rogues' gallery. Pick your host, level up by clearing mini-modes and symbiote battles, drive the Bell Tower playfield multiplier, and push through Knull to the final wizard, Klyntar.

The loop

  1. Pick a host at the plunge, then complete the colored two-shot mini-modes to fill the Grid, raise your level, and light symbiote locks.
  2. Lock balls in the left or right containment vessel for Mayhem Multiball, holding the action button after the second lock to keep locking toward a six-ball start.
  3. Push the Carnage captive ball back into Ravencroft for Carnage Multiball, and loop the center ramp to arm the Bell Tower playfield multiplier up to 7X.
  4. Beat the symbiote battles -- Riot, Phage, Scream, Rampage, and Blood Lust -- as your level and shot multiplier keep climbing.
  5. Clear the eight objectives and defeat Knull to light Klyntar, the final wizard.

Reading the lights

  • Mini-Mode Arrows & Grid (mode) — lit: A solid colored arrow marks the start of a mini-mode; hit it, then hit the blinking arrow it points you to, to complete the pair and fill one square of the Grid. · flashing: The blinking arrow is the second half of the mini-mode you are running -- collect it before it moves on. · then: Filling Grid columns raises your level and lights a symbiote lock. Level ten opens the first battles, and every closed square hands you a standing perk like a longer timer or an extra playfield multiplier.
  • Containment Vessel Locks (mode) — lit: A green arrow at a containment vessel is a lit lock; feed it to trap a ball, with left locks bringing the Agony and Lasher perks and right locks bringing Riot and Phage. · then: Two locks start Mayhem Multiball, but banking more balls first makes it far bigger; if six looks too risky, at least take the right vessel's third lock for a permanent playfield multiplier bump. · control: Action button: after your second lock the button glows blue -- hold it to cancel the automatic Mayhem start and keep locking, all the way up to a six-ball multiball with a stronger set of perks (second Mayhem lock just made)
  • Carnage Captive Ball (status) — lit: Bashing the Carnage captive ball drives him back into Ravencroft, and sinking him fully lights the center ramp red to start Carnage Multiball. · flashing: Once the multiball is running the other shots blink blue to build the Super, which lights over at the scoop. · then: Start it at the center ramp, push Carnage all the way back again to light the Super Jackpot, and collect it at the Daily Bugle scoop. Every push after his multiball also climbs the Blood Lust ladder toward its own battle.
  • Bell Tower Playfield X (multiplier) — lit: Looping the Police Station center ramp -- twice the first time, then three, then four -- lights the Bell Tower target for a playfield multiplier. · then: Hit the lit Bell Tower for +1X, climbing toward 7X, while hitting it unlit only adds time to the multiplier clock. Ratchet the multiplier up first, then fire your Host Hurry-Up and multiballs while it is live -- that overlap is where the billion-point games come from.
  • Symbiote Battle Shots (mode) — lit: Inside a symbiote battle the shots light in moving color sets -- a red set sweeping one way for the big hits, a blue set sweeping back for smaller ones -- and a shot lit both colors at once lands a Special Attack. · then: Time your shots to the sliding colors rather than camping a lane, and hit the Bell Tower to buy more phase time. Winning Riot and Phage feeds your level, and clearing the lesser symbiotes qualifies the Knull battle.
  • Infected Standups (status) — lit: The red Infected standups light to be knocked down, and clearing them triggers Doppelganger attacks and steps your bonus multiplier up. · then: Defeat a full count of Infected to qualify Scream at the scoop, and beat three Doppelgangers to arm Rampage at the center ramp. Both battles pay heavily once your shot multiplier is stacked.
  • Host Signature Combos (shot arrows) — lit: Each host has a four-shot signature combo, and running it lights a Host Hurry-Up over at the scoop. · flashing: When the billboard blinks, the Host Hurry-Up is ready to start at the scoop. · then: Start the hurry-up at the scoop and re-shoot the combo shots to cascade the value, lighting the Bell Tower multiplier first so the whole cascade is multiplied. Chaining web combos beforehand can push a single collect into the billions.

Lane change: not verified for this machine yet.

Start scoring

The Action Button on Venom

Center of the lockdown bar.

Venom leans on the lockdown bar button harder than most Sterns. It is your Spider-Sense, your ball-lock override, your team-up selector, and once Sleeper or Hybrid is unlocked it becomes the emergency button as well. Tap and hold do different jobs, so know which one you want before the ball is in trouble.

Goals in Venom

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

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