Stranger Things Rulesheet

Quick Links:

Game Information:

Code rev 1.02 (not all of the scoring details are precise, but this is up to date in every area for 1.02)

Stranger Things is the first Stern Pinball machine designed by Brian Eddy, after a long hiatus from pinball design. The pin is based on the first two seasons of the popular Netflix sci-fi series, and is the first pinball machine from Stern Pinball to feature a projector illuminating playfield features with gameplay-dependent images.

Rules Overview:

  • The six objectives listed on the center of the playfield must be solidly lit to start the final showdown, meaning all missions must be played to access it.
    • Make a 5-way combo - preferably early on, as this adds 10M to end-of-ball bonus.
    • Make three shots to either ramp or orbit to start a chapter from Season 1 or Season 2. Shoot the flashing shots to win the chapter and collect drawings. Wizard modes are qualified after 4, 8, 10, and 12 chapters. Starting enough chapters lights an extra ball.
    • Shoot the DEMODOG targets, then the left standup target, to start a Demodog Attack mode. There are three Demodog Attack modes in total.
    • Spell words at the center drop targets, then shoot the scoop behind them to battle the Demogorgon. The five modes all play slightly differently. Use the action button, once per game, to instantly kill a Demogorgon.
    • Shoot the LIGHT LOCK targets, followed by the left ramp, to lock balls for 3-ball Telekinesis Multiball. Collect jackpots at the flashing blue shots, then shoot the kicker to cash out the super jackpot.
  • Occasionally, the game will switch into Upside Down mode. Shoot the center drop targets to escape. Every other Upside Down requires the major shots to be made.
  • Shoot the Burn it Back loop to advance towards extra ball, Spell of Protection ball save & 2x Scoring at the kicker.
  • Complete the return lanes, which cycle with the flippers, to advance Bonus X and light mystery at the left standup target.




Skill Shots:

There are three skill shots that can be scored once the ball enters the plunger lane:

  • Skill Shot - Plunge for flashing drop target. Awards 5M + 1M per skill shot.
  • Super Skill Shot - Soft plunge towards the flippers, then shoot the kicker. Awards 10M + 2.5M per super skill shot.
  • MXV Super Skill Shot - Make both skill shots on the same plunge! This requires a rebound off the flashing drop target that bounces into the kicker. Along with points from both normal skill shots, this awards 25M + 5M per MXV Super Skill Shot, along with a drawing.

Main Objectives:

Directly above the flippers, six inserts are listed from left to right: 5-Way Combo, Send it Back, Demodog!, Demogorgon!, Light the Fire, and Telekinesis Multiball. Each insert solidly lights once their corresponding task has been completed. Once all inserts are solidly lit, the player will be able to attempt the Final Showdown.

Each objective will be listed in their own section, though Chapters will be grouped together as both sets are started similarly.

5-Way Combo:

This objective solidly lights after collecting a 5-way combo. Combos are collected by shooting shots within 10 seconds of each other. Note that each shot in the combo sequence has to be different from the preceding one, meaning looping the left ramp five times does not count as a 5-way combo. Scoring a 5-Way Combo also adds 10 million points to end-of-ball bonus for the rest of the game.

Credit for the 5-Way Combo objective can also be collected from the mystery award.


The Send it Back and Light the Fire objectives are solidly lit once both sub-wizard modes have been completed. These are qualified after completing all six chapter missions from both seasons, for a total of 12 chapters total.

Start a chapter by completing a set of three inserts on either side of the playfield. The left orbit and left ramp will start season 1 chapters, and the right ramp and right orbit will start season 2 chapters. (Note: until you have started 2 chapters, the left standup lane will spot you progress towards starting modes and will start the modes. It prioritizes the shots that are closest to starting a mode.) Completing a chapter isn’t required to make progress, but both immediate scoring and bonus scoring increase considerably by doing so. Chapters are also a reliable way to collect drawings, with each completed chapter collecting 1 drawing or 2 drawings depending on the method.

Initial chapters lit on each side are random, and each season’s lit mode changes with its side’s slingshot. Season 2 modes also change by shooting the pop bumpers.

Season 1 Chapters:

  • Follow The Compass: Shoot the lit shot to advance in the mode - four shots are required to win, for 2.5M each. The spinner moves the lit shot, but the final shot will always be the mystery lane. Minimal points possible in this mode. Collect +2 Drawings by completing the mode without ever shooting the spinner. Minimal value. Approx. points value: 10-15M.
  • Where’s Barb?: All major shots are lit, with the kicker flashing. Shooting any solidly lit shots will score around 1-1.5M and increase with every shot that Barb isn’t occupying; the mode ends in success when Barb has been found. Alternatively, shoot the kicker to reveal where Barb is (one of the lit shots will flash), then shoot the flashing shot to find Barb and finish the chapter. This path is worth much less than winning the chapter without the kicker shot, or finding her on the first shot (for 40M +2 Drawings!). Approx. points value: 5-40M.
  • Monster Hunting: Shoot the strobing center drop targets to kill monsters and collect items. Five shots are needed to finish the mode for around 5M per shot. This is a super dangerous chapter - bringing a multiball into this chapter can be helpful, though. Approx. points value: 20-25M.
  • Get Me Out!: The three center shots (left standup lane, drop targets, Burn it Back) are lit. Shoot any of them to score a base value of 1M + 500K for every two shots made. After completing eight shots, shoot up the center to finish the mode for 5M. Collect +2 Drawings by completing the chapter while only shooting for the center drop targets. Approx. points value: 20M.
  • Bullies: Left orbit, left ramp, right ramp, right orbit are lit for 2.5M points each. The left standup lane will be the last shot of the mode. Collect +2 Drawings by shooting the four shots preceding the left standup lane in this order: right ramp, left ramp, right orbit, left orbit. Minimal value. Approx. points value: 10M - 15M.
  • Operation Mirkwood: Shoot the left and right ramps to collect items. Each ramp shot scores 1M. Making combo shots to the ramps will add +1M to the value; miss, and it resets back to 1M. Collect 10 items to finish the mode, with the 10th item always scoring 10M. Collect +2 Drawings by making a 5-Way Combo during the chapter. Approx. points value: 20-55M.

Season 2 Chapters:

  • Turn Up the Heat: Shoot the flashing orange shots to raise the temperature. Shots to any standup targets will collect the current temperature value without increasing it, while the left standup lane & Burn it Back loop will increase the value and advance the temperature. Complete the mode at the mystery lane once the temperature reaches a certain point. Collect +2 Drawings by completing the chapter with only shots that advance the temperature. Approx. points value: 20-30M.
  • Lure Dart: Left orbit, Burn it Back loop, and right orbit are lit. Shoot each shot once for 300k + 300k per shot, then shoot the left standup lane to finish the mode for 1.5m. Depending on Dart’s current level (increased with the bumpers), the scoring from this mode will be increased. Collect +2 Drawings by shooting the lit shots preceding the left standup lane in the following order: Burn it Back, right orbit, left orbit. Approx. points value: 3M-20M.
  • Quarter Hunt: All switches are worth 50k. Shoot the left and right ramp as a combo to increase the switch value by 25k. Every 50 switch hits will score a level up, worth additional points (1M, 2.5M, 5M, and 10M). Once you have leveled up all the way, concentrate on ripping the spinner and looping ramps. This chapter is the most lucrative in the game, and you can collect +2 Drawings from it by advancing through all four levels. Approx. points value: 20-100M+!
  • Morse Code: Complete the message by shooting the spinner or hitting the bumpers, or by collecting single words with ramp shots. Each word scores 1.5M, and there are 8 words in the message. Collect +2 Drawings by finishing the chapter with only shots to the right orbit. Approx. points value: 15-20M.
  • What Mama Says: Six major shots will light (excluding the saucer and left orbit), and the farthest shot to the left will flash. The flashing shot is worth 2x the value of the other shots and moves from left to right as they are completed. Making 5 shots will win the chapter. Collect +2 Drawings during the chapter by only shooting flashing shots during it. Approx. points value: 15-20M.
  • Save Will: Combo-based chapter. First shoot the right ramp, then left orbit, left ramp, burn it back loop, then a choice between left ramp / left standup lane / center shot as the final shot. Each shot starts as a hurry up that starts at 2M + 250K per shot. Big points here if you can combo all the shots in the mode, as each shot will score double, and completing the entire mode as a combo will score a 50M bonus and +2 Drawings. Approx. points value: 5-75M.

Total Isolation:

Once each shot’s three inserts have been collected, the next shot to the left ramp will begin a Total Isolation multiball mode. Total Isolation 1 is qualified after playing 4 chapters, and Total Isolation 2 is qualified after playing 8 chapters. Normal add-a-ball rules apply to both multiball modes.

  • Total Isolation 1: Multiball similar to Total Annihilation from Attack from Mars, where all the major shots are lit to score Jackpots (albeit they can’t be shot over and over) and the center scoop will score a Super Jackpot worth the total of all the previously collected Jackpots after enough Jackpots have been collected. Jackpots start at 1M increasing by 100K per shot; if jackpots are shot as a combo, they are doubled. 3 Jackpots are required to qualify the first Super Jackpot, increasing by 1 Jackpot each time; and the third Super Jackpot will add a ball. Once all shots are required to collect the Super Jackpot, it reverts back to 6 shots for a Super Jackpot, and only 5-6 shots will be lit instead of all of them.
  • Total Isolation 2: Every major shot flashes for points. Hit a shot and it turns solid; then, shoot it again for a double jackpot. Making combos during this multiball also doubles the jackpot values. Do this for all lit shots to light the Super Jackpot at the center, for the combined value of all shots made.

Send it Back:

After all 6 Season 1 chapters have been played, the next shot to the left ramp will start Send it Back and solidly light its corresponding insert. Starting Send it Back awards a jackpot of 10M per drawing collected.

Alternate shots between the major flashing shots and the center shots (DEMODOG targets, or the center scoop). Repeat this process once per major shot. The Demogorgon will be qualified after all major shots have been made; use the center ramp to bash the Demogorgon (or mouth shot for an instant kill) for a super jackpot worth the total points from the wizard mode. Normal play then resumes.

Light the Fire:

After all 6 Season 2 chapters have been played, the next shot to the left ramp will start Light the Fire and solidly light its corresponding insert. Starting Light the Fire awards a jackpot of 10M per drawing collected.

Shoot the center shots (DEMODOG targets, or the center scoop) over and over. Each shot lights one of the DEMODOG targets. Once all targets are lit, the center becomes unlit. Then you need to complete all the DEMODOG targets. The super jackpot, worth the total points from the wizard mode, can be collected at either the left standup lane or the kicker after completing the DEMODOG targets; the kicker scores double the super jackpot value. Normal play then resumes.

Demodog Attack:

Spelling DEMODOG with direct shots to the standup targets (or the saucer for the first Demodog Attack mode) will light the left standup lane to start Demodog Attack. Each Demodog Attack mode has to be completed before the next one can be started, and all three must be won to solidly light the Demodog! objective’s insert. Winning Demodog Attack modes also awards drawings.

Chapters can’t be started while Demodog Attack modes are running, but if they were started before the Demodog Attack mode, they will continue running. Demogorgon Modes and Telekinesis Multiball can also be progressed towards and started during these modes.

  • Break Out!: 30 sec. timer. All DEMODOG targets are lit to kill a Demodog and score 1M. Value increases, along with the timer, when you complete all pulsing DEMODOG targets - 2M for the second wave, and 4M for the third wave.
  • Junk Yard: Single-ball mode. Shoot either orbit twice for 1M each. Shoot either ramp twice for 2M each. Shoot either inner lane twice for 3M, then 18M to complete the mode.
  • It’s a Trap!: All shots lit. Good value on all shots. Unsure on how the scoring works. Try to combine with MB. I believe you just have a certain amount of time to hit the shots as much as you can.

Demogorgon Modes:

Complete the drop targets to spell words and light Demogorgon Ready - each mode requires one more completion of the drop targets than the last. Once the drop targets are lowered and the purple arrow is strobing, shoot up the middle to start a Demogorgon Mode. Some are single ball and some are multiballs.
(Note - if you can sneak the ball behind the drops before all of them are down and register the center shot, all remaining drops will be spotted and the current word will be awarded). All five Demogorgon Modes must be played in order to solidly light the Demogorgon! objective.

During Demogorgon Modes, the action button flashes red, and pressing the button will use up the Demogorgon Bomb. Only one Demogorgon Bomb is given per game, and using it will kill the currently active Demogorgon for a reduced value. This also locks in the jackpot value during the two multiball Demogorgon Modes, and does not reduce the Super Jackpot value during those modes.

  • Bust Out!: Single-ball mode. A single shot up the middle into the Demogorgon will kill it for 15M, or 10M if you hit the sides at least once before shooting into its mouth. Alternatively, five hits to the side (100K each) will kill it for 5M. Minimal value. Don’t waste your Demogorgon Bomb here.
  • Trap ‘Em!: 2-ball multiball. The Demogorgon is lit to score a hurry-up starting at 5 million and lowering to 500k. A successful shot into the center, or five shots to either side of the Demogorgon, will collect the hurry-up, lock it in, and light all the major shots for Jackpots worth that value. Collecting all the Jackpots will begin a Super Jackpot hurry-up at the Demogorgon, worth the total of all the jackpots combined; it can then be shot again for a second Super Jackpot worth the same value. The Jackpot value then increases, and the sequence resets.
  • What’s That?: Single-ball mode. You have to kill 3 Demogorgons. Each are worth 30M for shots into the mouth on the first try, 20M after any bashes, and 10M if bashed to death.
  • Run Will!: 4-ball multiball. Phase one, shot the Demogorgon during the hurry-up to lock in the jackpot value. Phase two, all the drops are lit for jackpots. Collect those to light the Demogorgon for a Super Jackpot hurry-up worth the total collected jackpot values; however, the ramp leading up to the Demogorgon will lower and raise every second or two. Collect the Super Jackpot to start the jackpot phase again and work towards another Super Jackpot hurry-up.
  • Can’t Stop This!: 5-ball multiball. Unlimited ball save for 60 seconds. Shoot red jackpots lit across the playfield - once all shots have been made once, the ramp will lower for a Super Jackpot at the Demogorgon mouth worth the total combined jackpot values, maxing out at 100M; then the jackpots will relight for another attempt at the Super Jackpot. Try to collect as many Super Jackpots before the timer runs out!

Telekinesis Multiball:

Light locks by shooting the green standup targets on each side of the left ramp. For the first multiball, completing both targets once lights all three locks. For the second and third, completing both targets lights one lock. For the fourth and thereafter, two sets of targets light each lock. Shoot the left ramp to lock balls. 3rd lock starts the multiball. Chapters can be started before activating Telekinesis Multiball, but not during it.

(On the Prem / LE, if another multiball is started while balls have already been locked for Telekinesis Multiball, pressing the action button will swipe a ball, adding a ball to the active multiball. However, swiping a ball will require another shot to the left ramp to lock a ball after multiball ends. There is no limit to how many times this feature can be used.)

During Telekinesis Multiball, shoot 5 lit jackpots to light Super Jackpot at the left saucer for 6M; collect the Super Jackpot to solidly light the Telekinesis Multiball insert and collect a drawing. The left ramp will also be lit to lock a ball for 20 seconds to double the Super Jackpot value (Pro); or up to two balls can be locked on the magnet for 2x / 3x Super Jackpot (Prem / LE). Regular jackpot values start at 1.1 million and go up by 100k per Super Jackpot. All values can be doubled again through 2x Scoring.

Final Showdown:

Once all six objectives have been solidly lit, the next shot to the left ramp will start the Final Showdown. Starting Final Showdown awards a jackpot of 10M per drawing collected. (no spoilers here, though there is a surprise at the end of the game if you complete this mode.)

Other Scoring:

The Upside Down:

At random times (based on switch hits), the game might go into an alternative mode. Although progress towards starting Chapters and Telekinesis Multiball isn’t visible during this mode, they can both be started during Upside Down 1 (but not during Upside Down 2). Upside Down can also start during a chapter.

  • Upside Down 1: Each drop target scores a hurry-up value starting at 7.5M, which doesn’t reset with each shot. Max value if all drops are hit quickly is 30 million.
  • Upside Down 2: The ramps and orbits are lit for a hurry up of 10 million; each shot adds a multiplier to the value, to a max of 4x for the final shot. Carefully combo all these shots for big scoring, especially with 2x Scoring. Max value is around 80 to 90 million.

Burn it Back:

Shots to the Burn it Back loop count up over the course of a game and award certain features after enough shots have been made:

Spell of Protection:

Spell of Protection is lit at the left outlane after every 3 Burn it Back loops, or from a mystery award. When lit, the ball will be saved from a drain down the left outlane.

Lighting Spell of Protection if it has already been lit will increase its value by 250K.

2x Scoring:

2x Scoring is lit at the kicker after every 10 Burn it Back loops. Shoot the kicker when lit to start 60 seconds of double scoring. There is no way to extend the timer.


Completing certain objectives will collect drawings. Certain objectives will collect 2 drawings at once when achieved. Each drawing adds 10M to the jackpot collected at the start of all three wizard modes, and adds 2M to end-of-ball bonus. Collecting 11 drawings in a single game will light an extra ball.

Drawings can be collected by:

  • Scoring an MXV Super Skill Shot (+1 Drawing)
  • Completing a Chapter (+1 Drawing)
  • Completing a Chapter under a certain restriction unique to each chapter (+2 Drawings)
  • Completing a Demodog Attack mode (+1 Drawing)
  • Collecting a Super Jackpot during Telekinesis Multiball (+1 Drawing, +2 for a 2x Super Jackpot, +3 for a 3x Super Jackpot on Prem / LE)
  • Activate Super Jets & fully evolve Dart with 100 bumper hits (+1 Drawing)
  • Random mystery award (+1 Drawing)

Mystery Award:

Odd-numbered completions of the return lanes, which can be cycled with the flippers, light the mystery award at the left standup lane. During timed modes, including 2x Scoring, every other mystery award will add time to the mode; and if ball save isn’t active, the first mystery award during any multiball mode will add a ball.

Mystery is pseudo-random and will generally help the player out, but is deterministic in tournament mode.

The mystery animation shows a 20-sided dice roll, with each side corresponding to a different award:

  1. Light Lock (for Telekinesis Multiball)
  2. Light Extra Ball (15M if EBs are disabled)
  3. 5-Way Combo (credit for objective + a cool animation)
  4. Add-A-Ball
  5. Advance Spinner Value +3k
  6. Start Chapter
  7. Light Burn it Back (for the next award, either Spell of Protection or 2x Scoring)
  8. Stranger Points (11M)
  9. Hold Bonus (Hold Bonus X, will award bonus with multipliers twice if collected on the last ball)
  10. +1x Bonus Multiplier
  11. Eleven (never awarded)
  12. Upside Down
  13. Multiball
  14. Add Time
  15. Advance Dart (+3k bumpers)
  16. Light Demogorgon Ready
  17. Bulls@!t (apparently it’s just that, all switches score BS and some points)
  18. Light Demodog Attack
  19. +1 Drawing
  20. Spell of Protection

Super Jets:

Shots to the bumpers advance Dart’s level and increase the bumper scoring. Once 100 bumper hits have been collected, Dart will fully evolve and a drawing will be awarded. Dart’s level also determines the scoring of the Season 2 chapter, Lure Dart.

Extra Balls:

Extra Ball can be lit at the left standup lane by:

  • Starting 3 Chapters
  • Starting 6 Chapters
  • Scoring between 2 to 10 Burn it Back loops (percentage-based)
  • Scoring 50 Burn it Back loops
  • Rolling 2 on the Mystery Award (percentage-based)

End-of-Ball Bonus:

Bonus automatically carries over between balls (outside of chapter scoring), and is determined by totaling:

Bonus Hold can be awarded from the Mystery Award, which will hold the bonus multipliers to the next ball. If Bonus Hold is awarded on the last ball, the bonus will be awarded twice with multipliers.


Stacking strategies:

  • General modern pinball strat of stacking Telekinesis Multiball onto a running mode applies. Chapter modes must be started either prior to MB, or with the same shot to start MB. An even better stack is to bring Demodog mode to the party, in which case you must use the following sequence: Start Chapter mode → Start Demodog → Start Telekinesis MB.
  • I wouldn’t recommend stacking Telekinesis onto a non-MB Demogorgan mode, unless you know you’re able to consistently kill the Demogorgan with a mouth shot. Otherwise, the big ramp flap gets in the way of your Mystery (Add-a-ball) and the Burn It Back shot.
  • Some Chapter modes are better for stacking a MB onto than others. Figure out which ones work best for you, depending on your play style.

Bonus can be HUGE. If you’ve done a decent amount of achievements that impact EOB Bonus, consider spamming your favorite ramp shot(s) to get inlane completions toward maxing out your BonusX.

Don’t ignore/neglect your Burn It Backs! Getting the Spell of Protection is like an Extra Ball, and well-time 2x Scoring can be massive with a good stack or well-played high-value mode.

Premium: Use the Swipe-a-Ball


Added some scoring details to TKMB.

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Shit. I think I overwrote what you added Chris. Take a look and see if you need to add more.

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Dang it, someone beat me to making the rulesheet this time. :stuck_out_tongue:

I’m liking what I’m seeing so far! Getting an AFM vibe from this game for sure.


So far I’m having a blast playing it. It has some cool homages to AFM (5 way combo, total isolation, and the extra ball animation). Shoots so good and the inner right orbit to left orbit return is one of the best shots in pinball.

I also like how the left saucer fires the ball up the playfield. Wish it hit the inner right orbit more consistently though.

Main gripe with the game so far is the demogorgon mouth is IMPOSSIBLE to hit. You really have to get lucky to make it. Good luck getting through all those modes.

I wasn’t wild about what I saw from the leaked pics and teaser/trailer. But after seeing how it shot on the DeadFlip stream, it looks like a lot of fun to shoot.
I hope that the eventual polished call-outs also include a lot of the humor from Stranger Things. We need more humor in pinball! That’s part of what makes AFM, MM, etc so great.


on your one the left inner loop goes to left flipper? The one I played a clean shot goes to right flipper. Also the saucer seemed to shoot the drops on the DF stream but it usually clipped the far right drop or hit that inner loop more often then not. The code is also old on the one at the location I played - did they show what version was being played on DF?

Thanks to everyone for hanging out with us last night!
Here are the VODs from last night.
We also hit a pretty big milestone… our show has been see over 4 MILLION times!
<3 <3 Thanks for the support, Pinheads :smiley:

TWITCH: (if you like to see the live chat)



The shot to the left of the drops goes to straight back to a standup. Think the bell shot on ACDC pro.

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What does the action button do? :wink:


If anyone has a line to the stern team can you ask how the upside down is supposed to behave in comp mode? It could be due to the early code, but still seems pretty random. I recall on stream it should be deterministic in some way.

How do you increase Bonus X?

Every other bottom lane completion (it alternates between Light Mystery and +1 Bonus X).


So is it possible to stack Telekinesis Multiball with Total Isolation? Because I noticed that the locks can still be collected if Total Isolation has been qualified.

Not sure but you can definitely make progress towards modes and multiball while in the upside down.


Did not realize that. I’ve only played it twice, but just assumed that upside down shut everything else off. So you’re just making progress in the dark then?

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Yup, all the inserts are turned off. You just have to rely on the display to see your progress.

This really doesn’t feel right.

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Has to be a code issue. Here is the excerpt from Stern about the Upside Down:

The Upside Down mode happens throughout the game at random times – just like in the show, you’ll flip into the Upside Down. During this mode there are high point hurry up shots to make, then you’ll flip back into the real world. No progress will be made for other modes during the Upside Down mode.


Welp, there’s our first bug to fix. :stuck_out_tongue:

I also knew that on early code the “Double Scoring Timed Out” notification would stay on screen instead of reverting to the screen showing Demogorgon progress.

Played a bit more today and focused on looping the left orbit for lane completions to build bonus x if I had made a bunch of game progress. Had a few bonuses in the 300-400M range. Definitely seems to be an overpowering strat at the moment.

I was able to make mode/lock progress in the Upside Down some of the time, but not all of the time. It always seems to allow progress early in the game, but not always later. Maybe just before the first TKMB? Not sure, but it doesn’t seem to be consistent.

Definitely had a couple left outlane Spell of Regenerations that failed to actually save the ball. Light turned off, then went end of ball on the drain. Related, is it intended behavior to exhaust this when ball save is still running? I noticed one time it did when ball save was still active from a mystery award.

Anyone noticing any sloppy inlane feeds from the ramp returns? The ball kind of rattles down the inlane guide and doesn’t feed clean to the flipper about 1 in 3 times. I’ve only played one machine, so it could be specific to that one but it’s annoying and messes with my shot timing. Hopefully it’s not a universal issue.