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
- Mayhem — mini-modes light locks; lock 2–6 balls in the twin symbiote vessels (hold the action button after lock 2 to keep stacking). Lock side picks your boss/perks (right-3 = +1X playfield). Jackpot flow: Quick → Main → Super (a Super defeats a Minor Boss).
- Carnage — bash the captive ball into Ravencroft, start at the lit center ramp; escalates Carnage MB → Carnage Hurry-Up → Blood Lust. Stackable on Mayhem.
- Quick Doppelganger (Prem/LE, Gwen/Wolverine) — right-loop post lock.
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
- Playfield (1X→7X): loop the center ramp (2, then 3, 4…) to light the Bell Tower target; hit it lit for +1X. Cash X before firing big combos/hurry-ups. Base boosts from the bottom-left Grid box, right-3 Mayhem lock, and Hybrid (instant 7X).
- Bell Tower Frenzy: 4+ center ramps in a row before hitting the target.
- Shot Multiplier: web combos, up to 5X at a 10-way combo.
- Bonus X (end-of-ball): top lanes, Infected defeated, skill shots (+2/+4), Mystery.
Money Sequences (what point players farm)
- Center ramp → Bell Tower to ratchet playfield to 7X.
- Host Hurry-Up — play Toxin, complete your host's signature 4-way combo, then re-shoot those 4 shots at the scoop as a cascading hurry-up (500M–600M clean; billions under 7X). Flash's combo is best because it avoids the center ramp.
- Web combo to 5X, then dump shots in Rampage/Blood Lust/Toxin.
- Toxin Team-Up escalating jackpots (boost with the Carnage captive ball).
- The full stack: 6-ball Mayhem + stacked Carnage + Host Hurry-Up, all under 7X.
Wizard Modes
- Toxin Team-Up (mini) — Mayhem + Carnage + a Doppelganger defeated.
- Rampage (medium) — 3 Doppelgangers defeated.
- Klyntar Multiball (final) — defeat Knull and complete 8 objectives, then start at the center ramp.
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
- 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.
- 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.
- 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.
- Beat the symbiote battles -- Riot, Phage, Scream, Rampage, and Blood Lust -- as your level and shot multiplier keep climbing.
- 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
- Ball one — Pick your host at the plunge -- Eddie Brock starts with two locks already lit -- and take the safe top-lane skill shot, or gamble the Secret Hideout saucer for far more. Then clear the colored mini-modes to fill the Grid and light your first Mayhem locks. — Choosing Your Host Before the Plunge, Top Lane Skill Shot, Secret Hideout Skill Shot, Tournament Opener: Eddie Ladder
- Building — Lock balls for Mayhem, holding the action button past the second lock to build toward six balls, and loop the center ramp to bank the Bell Tower multiplier. Overlap Carnage onto the Mayhem multiball's opening ball save and cash a Host Hurry-Up while the multiplier is live. — Mayhem Multiball, Build 6-Ball Mayhem, Bell Tower Playfield Multiplier (up to 7X), Carnage Multiball, The Full Stack (Billion-Point Layer)
- The big one — Play Mayhem and Carnage and beat a Doppelganger to open Toxin Team-Up, the mini-wizard. Then clear all eight objectives and defeat Knull to light Klyntar -- a final wizard of sixteen hurry-up shots that pour their values into one another as the playfield goes dark. — Klyntar Multiball (Final Wizard), Toxin Team-Up (Mini-Wizard), Knull Battle
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.
- Any mode running and you are stuck: Hold for Spider-Sense: one random shot flashes white briefly, worth a hurry-up from 25M plus progress in that mode.
- Second Mayhem lock just made: Hold to cancel the auto-start and keep locking, up to six balls and a better set of perks.
- Multiball or battle selection screen: With the flippers, picks which team-up you take into the mode.
- Sleeper active, ball in trouble: Adds a ball during multiball, or buys extra time during a timed battle.
- Hybrid unlocked: One press collects every lit shot and adds +2x to playfield scoring for a short window.
- Playing as Venomized Hulk: Once per ball, a press scores every shot on the game and overrides the Hybrid bomb.
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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Plunge straight into the flashing top rollover lane for a safe +2 Bonus Multipliers on any host.
Reward: +2 Bonus Multipliers
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Hard-plunge into the upper hideout hole for the game's biggest skill-shot value and +4 Bonus X.
Reward: 3M (+500k each subsequent) and +4 Bonus Multipliers
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Eddie's 4-way signature combo runs center ramp, left ramp, left loop, right orbit; completing it lights Host Hurry-Up at the scoop.
Reward: Lights Host Hurry-Up at the scoop
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Flash Thompson Signature Combo (Workhorse)
Flash's RR to SC to LR to SC loop is the reliable points engine because it never uses the center ramp, so you can grind it without accidentally starting a battle.
Reward: Lights Host Hurry-Up; battle-safe repeatable scoring
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Black-Suit Spider-Man's 4-way combo LO to LR to 180 to SC lights his Host Hurry-Up.
Reward: Lights Host Hurry-Up
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The single biggest payout: after lighting it via your signature combo, re-shoot the same 4 shots at the scoop as a cascading 4-stage hurry-up where each stage seeds the next.
Reward: 500M-600M clean; billions with 7X playfield active
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Web-Slinging Combo to 5X Shot Multiplier
Chain lit combo arrows before they time out; a 10-way combo caps the shot multiplier at 5X, which also doubles as battle damage.
Reward: Up to 5X shot multiplier (also 5X villain damage)
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The priority multiball: complete mini-modes to light Mayhem locks, lock balls in the twin symbiote vessels, then start (2-6 ball, player-chosen size).
Reward: 2-6 ball multiball; which side you lock picks your boss and perks
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Bash the Carnage captive ball back into Ravencroft to qualify, start at the lit center ramp, then push Carnage back again to light the Super Jackpot at the scoop.
Reward: Super Jackpot at scoop; stackable on Mayhem
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Premium/LE only, with Gwen or Venomized Wolverine as host: repeatedly shoot the right loop until the post lock qualifies a 2-ball Doppelganger multiball.
Reward: 2-ball MB; Super Jackpot equal to the sum of 4 jackpots
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A minor-boss battle: complete a Grid column at level 10+, start at the center ramp, and hit shots lit both red and blue for large hits toward the Special Attack.
Reward: Defeats Riot (progress toward Grendel/Hybrid)
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Minor-boss battle with two states: run the rotating left-ramp combo for large hits, then shoot the lit Bell Tower to enter State 2's 3-shot damage burst.
Reward: Defeats Phage; strong Flame Thrower mode
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Qualify at 20 Infected defeated, and again at 70, then start at the scoop; use the flipper buttons to stop Infected reaching Scream from both sides.
Reward: ~10M start + 10M all-clear bonus (web-combo affected) + XP
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Defeat three Doppelgangers to light Rampage at the center ramp: a timed one-ball mode that builds value on blue shots then cashes it on the Doppelganger.
Reward: Strong Rampage worth 300M+
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Bell Tower Playfield Multiplier (up to 7X)
The multiplier substrate for everything: loop the center ramp to light the Bell Tower target, then hit it for +1X playfield up to 7X.
Reward: Up to 7X playfield multiplier (timed)
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Raise the end-of-ball Bonus Multiplier by completing the top lanes and defeating Infected; skill shots add +2/+4 Bonus X.
Reward: Higher end-of-ball bonus
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Qualify by playing Mayhem, playing Carnage, and defeating a Doppelganger; start at the scoop, then shoot each of 3 flashing jackpot shots twice to light the escalating Super Jackpot 2-ball multiball.
Reward: Escalating Super Jackpots; first Super adds a 2nd ball (2-ball MB)
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Klyntar Multiball (Final Wizard)
Only in a game where you've defeated Knull: complete all 8 objectives, then shoot the center ramp to start a timed 2-ball, ball-save-on multiball across four 4-level hurry-up shots.
Reward: Final wizard mode; 16 total hurry-up shots plus a time bonus
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Tournament Opener: Eddie Ladder
The safe and efficient early line is the same line: Eddie's spot-a-mini-mode skill shot, clear his mini-modes, feed the center ramp for the Bell Tower, and lock balls.
Reward: Fast, forgiving path to Mayhem and playfield X groundwork
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The core high-score move: after the 2nd lock, hold the action button to cancel the auto-start and keep locking toward a 6-ball Mayhem.
Reward: 6-ball Mayhem (highest jackpot potential); right-3 lock = +1X playfield
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The Full Stack (Billion-Point Layer)
Layer 7X playfield, 6-ball Mayhem, stacked Carnage, and a Host Hurry-Up together so the biggest values all multiply at once.
Reward: Overlapping hurry-up + multiballs + 7X = billion-point games
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The third award on the Carnage captive-ball ladder, after his multiball and his hurry-up: keep driving Carnage back into Ravencroft to qualify Blood Lust, then start it at the lit center ramp. It runs on a flip counter — you only get so many flips before the flippers die — so score the blue shots while looping the center ramp into Carnage to win flips back.
Reward: Large mode payout and one of the eight objectives needed for Klyntar
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The final boss before Klyntar: clear the lesser symbiote battles and push your level high enough to qualify Knull, start him at the center ramp, then work the shot colors — blue is a small hit, yellow a medium one, and red is a large hit that also lights Special Attack — while feeding the Bell Tower for time.
Reward: Defeats Knull, the gate to Klyntar Multiball
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Choosing Your Host Before the Plunge
Before you ever plunge, the machine quietly hands you a choice most players miss: which symbiote host you play as for the ball. The two flippers do different jobs here — one changes your host, the other changes your skill shot — and the plunge locks both in.
Reward: Sets which host you play for the ball — Eddie Brock (Classic Venom), Flash Thompson (Agent Venom), Gwen Stacy (Gwenom), or Peter Parker (Black Suit Spider-Man) — changing your perks and hurry-up shots
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Your level is the spine of this game, not a decoration. Every task you finish feeds experience points, and three numbers decide how far you get: at level 10 a finished mini-mode path lights that host's symbiote battle at the centre ramp, at level 20 a beaten symbiote opens the fight with Grendel, and at level 30 a beaten Grendel opens Knull. Level also sets how hard you punch, so the same battle fought twenty levels higher is a far shorter fight. Sign in to Insider Connected and your level rides along to your next game — right up until you beat Knull, which drops you back to level 1 and starts the climb over.
Reward: Level 10 lights symbiote battles, level 20 plus a beaten symbiote opens Grendel, level 30 plus a beaten Grendel opens Knull — and every level raises the damage you deal
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Team-ups are allies you bring into a fight, and you pick one from a selection screen as a multiball or battle mode starts rather than earning one mid-mode. There are three, and each has its own key. The cheapest key is your opening host: start the game as Flash Thompson and Sleeper is already unlocked, start as Peter Parker and Miles Morales is. Sleeper is a survival tool, Miles is a scoring tool, so which one you want depends on whether you are trying to stay alive or run the combo count up. Spending an ally uses it up — you have to earn it again before you can pick it a second time, while one you never spend waits for your next game if you are signed in.
Reward: Sleeper adds a ball in multiball or time in a battle; Miles Morales makes every combo count twice; Hybrid arms a super bomb on the action button and pushes your playfield multiplier up
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The lights just above the flippers are a progress grid, and each of the four hosts owns one column of three. Finishing a host's three mini-modes fills that host's column — but the rewards sit between the columns, not at the end of any one of them. Close a square of four adjoining lights and you hold the bonus printed inside it for as long as all four stay lit. That is why the strongest line is to finish one host's column, change hosts at the left ramp to a column beside it, and finish that one too: two full columns overlap into squares that a single column can never close on its own.
Reward: A standing bonus for each closed square — longer timers, +1X playfield, 2X web combos, the flamethrower, longer ball saves, or 2X experience
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