Quick Links:
[Official Rulesheet]
- Game Information
- Layout
- Skill Shot
- Walker Kills / Shot Multiplier
- Dead Features
- Multiballs
- Other Scoring
- Mini-Wizard/Wizard Modes
- Last Man Standing (Wizard Mode)
- Competition Mode Settings
Game Information:
- Lead Designer: John Borg
- Code/Rules: Lyman Sheats (original), Mark Guidarelli (revisions)
- Mechanical Engineers:
- Artwork:
- Display and Animations:
- Sound Design: Jerry Thompson
- Release Date: November 2025
- Wiki Rulesheet based on Code Rev: 0.81
- Edit the Code revision, if applicable, when you make changes
- Original Wiki Rulesheet hosted on Tilt Forums
The Walking Dead Remastered is the second remastered Stern release. Using the original design and code of the 2015 machine’s Premium / LE model as a basis, the game features improved playfield geometry and is the third machine to release using Stern’s SPIKE3 technology. Players must kill as many Walkers as possible while fighting for survival.
Layout:
Premium/LE: |
|---|
Skill Shot:
Plunge the ball with the right timing so that it passes through the rollovers when they light. Then plunge into the flashing lane by cycling it with the flippers to score the skill shot award.
Plunging into the lit lane scores 250k + 500k per skill shot. Each lit rollover adds 150k for the first successful skill shot to the lit lane, 50k each for subsequent successful skill shots to the lit lane. Missing the rollovers has no effect on future skill shots, only making the lit lane which completes the skill shot.
Walker Kills & Shot Multiplier:
While The Walking Dead has modes and multiballs as expected, the main wizard mode, Last Man Standing, doesn’t require any of them to be played. Instead, the player must accumulate a total of 115 Walker kills to light it.
The white crosshairs at all major shots, including the Well Walker, kill Walkers and increase the total kill count seen above the flippers by 1. There will always be 3 shots lit for Walker kills at a time, and the same shot cannot kill a Walker multiple times in a row. Every Walker killed adds 50k to end-of-ball bonus. If a Multi-Kill is running, each shot lit with a yellow circle will kill 2 Walkers regardless of if the crosshair insert is lit.
Every 2 Walkers killed, an inlane will light for “X”. Rolling through the lit inlane, which cycles with the flippers, will multiply the value of the next shot made by 2x. However, if the player ignores the “X” and keeps on killing Walkers, every subsequent 2 Walkers killed will increase the next shot multiplier by +1x. There is no limit to how high the “X” multiplier can go, but it resets back to 2x as soon as it is used.
Killing 5 Walkers (and every 20 Walker kills thereafter) lights the left ramp for Bicycle Girl. Killing a percentage-based (defaults to 10) amount, then 60 Walkers will light the extra ball at the Woodbury lane.
NOTE: There are many different types of Walkers that can be encountered during the game. Unless otherwise noted, the Walker kill count is only incremented by the method listed above.
Dead Features:
Dead Features are the main modes of The Walking Dead. Qualify them by completing the drop targets enough times (1 completion for the first mode, then 2 completions for further modes). On competition mode, Dead Features can only be lit during single-ball play.
The flashing white inserts indicate Dead Features that can be started, while solidly lit inserts indicate ones that have already been played. Making the respective shot starts the mode. If the player drains while Dead Features are lit, they will unlight but only one drop target completion is required to re-light them.
During any Dead Feature, making a shot that isn’t currently lit for mode progress will build the values of the current Dead Feature by +500k. Each mode starts with a 40 second timer that can be extended by 10 seconds with every drop target bank completion. Making enough shots in any Dead Feature will start a Multi-Kill.
The Dead Features are:
- Barn: Started at the left orbit. Shoot the left orbit repeatedly to kill Walkers in the barn. Awards start at 2.5M and increase by 500k per shot. Make 3 left orbit shots for Multi-Kill.
- CDC: Started at the left ramp. Each left ramp shot adds a red arrow on the playfield, from left to right and excluding the left ramp itself, and adds 750k + 25k per left ramp shot to the red arrow value. Shooting a red arrow unlights it, scores the award value, and qualifies the left ramp for two shots to finish the mode; the first shot is worth the award value, and the second shot is worth the total value of all red arrows made. Make any 3 lit shots for Multi-Kill.
- Riot: Started at the Riot shot. Shoot the Riot shot to kill riot gear & gas mask Walkers and collect the Riot value, which starts at 1.5M and increases by 25k per switch hit + 2.5k for every Riot shot during the mode. Make 2 Riot shots for Multi-Kill.
- Tunnel: Started at the Tunnel shot. All shots light for 5M. Hitting the Tunnel before making any other lit shot increases all award values by 2.5M. Making any non-Tunnel shot locks in the award value and lights the Tunnel shot to complete the mode. Completing all non-Tunnel shots without hitting the Tunnel relights them and adds 2.5M to each one. Make any 2 lit shots for Multi-Kill.
- Arena: Started at the right ramp. Repeatedly shoot the right ramp to score increasing values worth 3M + 1.1M + (100k per right ramp shot made). If the right ramp is shot out of a repeated combo, the current ramp value will be halved. After any right ramp shot, the Woodbury shot will briefly light to end the mode and collect 50% of the total number of points earned by shooting the ramp. Make 3 right ramp shots for Multi-Kill.
Once all 5 Dead Features have been played, the next Dead Feature will be Escape Terminus. Once Escape Terminus has been played, all Dead Features reset and can be started again.
Multiballs:
Multiballs on The Walking Dead are less about scoring opportunities and more about providing utility to help with killing Walkers and lighting / playing Dead Features, but can be worth large amounts of points if the player makes it far enough into the multiball.
Blood Bath is the only multiball that can be stacked with another multiball; the order in which the multiballs are started does not matter. You can not advance progress towards Prison while Well is running and vice versa. Timed modes like Dead Features started before multiball continue to run during multiball. If one times out during multiball, additional Dead Features can be started by clearing the drop target bank multiple times (default settings only).
Prison Multiball / Clear the Prison Yard:
Prison Multiball is started at the Prison bash toy by shooting the closed doors until PRISON is spelled and then clearing the prison yard. By default, the first five letters of PRISON are spotted for you, so only 3 prison shots are needed to start Clear the Prison Yard the first time; but afterwards, PRISON must be spelled to start it, requiring a total of 7 prison shots. The magnet will engage, and the Walker behind the prison door will be revealed, as soon as the mode starts.
During Clear the Prison Yard, all shots are lit along with the Prison to clear the prison yard of Walkers. Each major shot can be made once to advance PRISON letters again, while shots to the exposed zombie head behind the prison doors will clear a lit shot and advance a letter. Each Walker killed in this phase by making a lit shot scores 500k points + 100k per first aid obtained + 50k per shot. Killing 3 Walkers in very quick succession via any method during this phase scores 1M. Ultimately, spelling PRISON again lights the Walker head for one more hit to start Prison Multiball.
Prison Multiball is a 3-ball multiball. Hitting the prison doors or a major shot scores a cell block 2x jackpot and opens the doors to expose the Walker head. Hitting the Walker head scores a 1x jackpot, adds a letter to PRISON, closes the doors and relights the 2x jackpots. During the multiball, completing the stab targets on both sides of the prison will increase the multiplier on the next jackpot of any time scored. Once six Walker head jackpots are collected, the Riot shot will light for a super jackpot worth the jackpot total, which will begin phase two of prison multiball. The base jackpot value during Prison Multiball is 350k + 30k per PRISON letter lit.
During phase two, the left and right ramps are lit for 500k, and either ramp will award that value and add 50k to the next left or right ramp shot. The value of each ramp shot is also added to a jackpot that is collected by shooting the Prison.
Collect four jackpots of any type during Prison Multiball to start a Multi-Kill. Fully spell PRISON in 2 different Prison Multiballs to light Siege.
Well Walker Multiball:
Spell WELL 5 times to summon the Well Walker - 4 times to spell WELL, then a 5th time to engage the magnet and start the Well Walker mode.
During Well Walker mode, the WELL inserts will start strobing from left to right and back. Each of these shots is worth between 55K and 75K, depending on how many inserts are lit when you hit the Well Walker. The 5th shot, indicated by the light in front of the Well Walker flashing, will score the combined value of every shot and start Well Walker Multiball. Every time the Well Walker mode is started in a game, 3 more Well Walker shots will be required to start the multiball, and the base value per shot increases by 2.5k.
Well Walker Multiball is a 2-ball multiball where the goal is to collect switch hits to light jackpot at the Well Walker. Each jackpot corresponds to a letter and requires 20, 25, 30, and 35 switch hits to light respectively. The jackpot starts at 25k, increases by 25k per switch hit and by the value of the 5th shot described above per Well Walker hit, and resets once scored. As soon as the fourth jackpot is scored, the next Well Walker shot will score the super jackpot worth the combined value of the prior jackpots, and start phase two of the multiball.
During phase two, the left and right ramps are lit for 500k, and either ramp will award that value and add 50k to the next left or right ramp shot. The value of each ramp shot is also added to a jackpot that is collected by shooting the Well Walker.
Collect three jackpots during Well Walker Multiball to start a Multi-Kill.
Blood Bath:
Blood Bath multiball is qualified by collecting a full set of supplies at the drop target bank. The supply inserts light in sequence from bottom to top and back. Whenever any of the drop targets are hit, the currently lit supply will be locked in. Once all drops have been completed, the lit supply will remain solid to indicate that supply has been collected. Once all supplies have been collected, the Blood Bath insert will strobe, and the next drop target bank completion will start Blood Bath. Subsequent Blood Bath multiballs started in the same game require one more full set of supplies to qualify than before.
Blood Bath is a two ball multiball with a long ball save where each switch is worth 15K points initially. Any time the drop target bank is cleared, the value of each switch is increased by 2.5K points. Each switch hits’ score is added to the blood bath jackpot value, which is collected and resets whenever the drop target bank is cleared. Super jackpots worth the total of all jackpots scored up to this point are awarded when all of the supplies are collected during blood bath. Blood Bath is the only main multiball that has add-a-balls available: two add-a-balls for the first two drop target bank completions, and one add-a-ball every time a super jackpot is scored during the multiball.
Blood Bath can be qualified and started at any time during non-wizard mode play, even during Prison or Well Walker multiballs.
Collect three jackpots during Blood Bath to start a Multi-Kill.
Other Scoring:
Multi-Kills:
Multi-Kills are lit by completing or making a minimum number of shots during modes, multiballs and other game features. Once qualified, a yellow insert will light at one of the five major mode shots. Shooting the shot with a yellow insert lit kills 2 Walkers and 1/20th of the total points scored during Dead Features this game, then moves the shot to another randomly selected shot. Multi-Kill ends only once the ball drains, but can be lit on the next ball in the same way, and the value is not reset between balls.
When a Multi-Kill is qualified, one of the Multi-Kill inserts will become lit. Once all 6 inserts are lit, Horde mini-wizard mode is qualified and can be started at the Woodbury shot. Multi-Kills are not active during Horde.
There are 14 game objectives that qualify Multi-Kills:
| Multi-Kill | Requirement |
|---|---|
| Barn Dead Feature | 3 left orbit shots |
| CDC Dead Feature | 3 lit shots |
| Riot Dead Feature | 2 Riot shots |
| Tunnel Dead Feature | 2 lit shots |
| Arena Dead Feature | 3 right ramp shots |
| Prison Multiball | 4 jackpots |
| Well Walker Multiball | 3 jackpots |
| Blood Bath | 3 jackpots |
| Drop Targets | 10 completions |
| Bicycle Girl | 3 hurry-ups |
| Crossbow | 3 successful shots |
| Fish Tanks | 3 tanks completed |
| Woodbury | Collect Start Multi-Kill |
| Combos | 10 combo shots |
Drop Targets / Supplies:
Along with lighting Dead Features, each drop target completion awards the currently flashing supply. The flashing supply moves from bottom to top, and is locked in once any drop target is hit. Collecting a full set of supplies qualifies Blood Bath multiball, and each individual supply also awards the following:
- First Aid: Increases the value of prison yard Walkers by 100k, and lights the action button for Prison Bomb if the prison doors are open. Prison Bombs can be used to advance 1 hit towards or collect a jackpot during Prison Multiball.
- Weapons: Lights the right ramp for Crossbow and qualifies a Horde Bomb. Horde Bombs can be used to spot a Walker kill during Horde mini-wizard mode.
- Food: Increases the shot multiplier for the Well Walker which resets once used, and lights the action button for Well Walker Bomb if Well Walker mode is active. Well Walker Bombs can be used to advance 1 hit towards or collect a jackpot during Well Walker Multiball.
Every 10 completions of the drop targets, at any time during play, starts a Multi-Kill.
Bicycle Girl Hurry-Up:
Killing 5 Walkers (then every subsequent 20 kills) on default settings lights the left ramp to start Bicycle Girl. After shooting the left ramp, the entrance to the ramp will raise to reveal a target. Shoot the under-ramp target for points shown on the DMD which decrease in value to 250k if not made: 1.25M, then 1.5M, then 1.75M, then 2M. Once all 4 hurry-ups are scored, a hurry-up times out, or the ball drains, the mode ends.
Making the first 3 hurry-up shots starts a Multi-Kill.
2x Playfield:
Completing the stab targets on both sides of the Prison lights the Tower target to start 30 seconds of 2x playfield. The Tower can only be hit with a strong enough shot to the Riot shot. Completing the stab targets repeated times before starting 2x increases its timer by 10 seconds, and repeating the process while 2x playfield is running resets the timer.
Shooting the lit Tower 10 times through this method lights extra ball.
Pop Bumper Jackpot:
Each pop bumper scores 10,470 points (+500 per pop bumper completion). To “complete” the current bumper level, 50 (+5 per completion) bumper hits must be registered, which will light the Tunnel shot to score the pop bumper jackpot and increase the bumper value to 25k for as long as the jackpot is lit. The jackpot starts at 1.5M and increases by 125k each time one is scored in a game. Scoring the jackpot resets the bumper count so another jackpot can be scored.
To score the jackpot, the player must make a full shot that goes all the way through the Tunnel shot and exits out the left orbit.
Fish Tanks / Woodbury:
Shoot the right ramp to light the heads in the Governor’s fish tank. The first tank requires only one head to be lit, but subsequent fish tanks require one more head to be lit than before to a maximum of 3. Completing any fish tank lights Woodbury. Completing 3 fish tanks in the same game starts a Multi-Kill. Woodbury can also be lit by shooting the drop target in front of the Woodbury lane enough times (2 hits + 1 per Woodbury lit through this method).
Woodbury uses the three rollovers and two top lanes that are also part of the skill shot. Multiple awards are shown on the display; the left flipper changes which rollover will give an award, while the right flipper changes which awards are lit at which rollover. The player must complete the lit rollover or lane within 5 seconds of plunging the ball to collect the award. Every time the player scores an award from Woodbury, more valuable ones are available the next time they shoot the lit Woodbury lane.
(Need info about Woodbury award ladder)
Crossbow:
Crossbow is lit at the right ramp after the weapons supply insert is collected during single-ball play. The next time the right ramp is shot, the ball will be cradled in a cannon located below the flippers, and the player will be prompted to press the action button to fire the crossbow for an award between 1.5M to 2.5M points. Multiple crossbow “attempts” can be stacked at once if you have collected the weapons supply insert multiple times.
Once three crossbow shots have been successfully made, Multi-Kill will start and a timed crossbow mode will also start where every right ramp shot loads the cannon. The scoring is based on the values scored in crossbow shots before starting the timed mode. The first crossbow during the mode recollects crossbow award 1, the second recollects crossbow awards 1 & 2, etc. The mode ends if the player hasn’t shot the right ramp within 30 seconds, or drains the ball.
Flamethrower Jackpot:
Hit the Woodbury drop target twice (+1 per activation) to light Woodbury and light the spinners at both the left orbit and Woodbury lane. While lit, every spinner spin adds 15k to the Flamethrower jackpot that can be scored by making a shot to the Woodbury lane that makes it all the way to the plunger.
Every time a Flamethrower jackpot is scored in a game, the per spin value increases by 1k.
Combos:
Shoot the flashing red arrow shots during single-ball play to score combos. Even if the combo display isn’t visible due to another display interrupting it, combos will still count so long as a red arrow is flashing. As many of the shots on this machine feed the bumpers, combos are rare to come across, and can only be scored for the following sequences:
- Left ramp - left orbit
- Left ramp - riot shot
- Tunnel shot - right ramp - tunnel shot etc.
- Right ramp - tunnel shot - right ramp - etc.
Every 10 combos scored during a game will start a Multi-Kill.
Bit:
Light Bit by completing the top lanes. Draining down an outlane lit for Bit scores 500k + 250k each time the top lanes are completed while Bit is already available, and resets the value. The lit outlane cannot be changed by any means. Every time Bit is scored during a game, the top lanes will add +25k more to the value than before.
Woodbury can light both outlanes for Bit or double the current Bit value.
Extra Balls:
Light extra ball at the Woodbury lane by:
When extra ball is lit, the drop target will always lower to allow it to be collected.
End-of-Ball Bonus:
Bonus is calculated as 50k x Walkers defeated over the course of the game x the bonus multiplier, which increases by +1x to a maximum of 250x with every top lane completion.
If the player has reached Last Man Standing, the 115 Walkers that were killed to get there will be consolidated into a burning pile & award 5.75M base bonus.
Mini-Wizard Modes:
Horde:
Don’t get bit!
After all 6 Multi-Kill inserts have been lit, the Horde insert will strobe as well as the dome flasher above the Woodbury lane. Shooting Woodbury at any time during single-ball play will begin Horde and end all currently active modes.
Horde begins as a 2-ball multiball where the five mode shots are lit for jackpots. These shots represent Walkers that are advancing towards the player. Initially the red arrows are lit, and as a Walker advances towards the player, the remaining inserts will light to indicate how close they are. Every Horde shot awards the current Multi-Kill value x the number of lit inserts at that shot (to a maximum of 4x with all 4 inserts lit). If the Walker catches up to the player, however, they will be “bit” and the mode will automatically end (also ending the current ball in play in competition mode). Walkers can also be killed by using Horde Bombs awarded from the weapons supply insert.
The first “wave” of Horde requires 3 kills. Once all the required kills have been made, a bomb will drop that clears all Walkers, awards a super jackpot worth the sum of each Walker killed this wave, and an add-a-ball. Subsequent waves require one added kill before awarding another Super Jackpot and add-a-ball.
When only one ball remains, if a certain number of “waves” have been completed (default: 3), the Woodbury lane will light to escape from the Horde. Pressing the left flipper will continue Horde, while pressing the right flipper will award the “escape value” (which starts at 1M + (100k + 25k per wave completed per switch) and end the mode, returning to normal single-ball play and resetting Multi-Kill progress.
Siege:
Spell PRISON by scoring 12 jackpots in two different Prison Multiballs to light this untimed mini-wizard mode that starts with an additional Prison shot.
The mode begins with the left orbit, Prison and right ramp lit for jackpots (2.5M for outer shots, 5M for prison). Shooting the prison or either lit shot will progress to the next phase. In the second phase of Siege, all five mode shots and the prison are lit for jackpots worth 2.5M + 250k per shot. Shooting the prison or any lit shot will award jackpots. Once all available jackpots have been scored, all shots relight, and shooting any of the lit shots or prison will complete the mode.
If the player drains during Siege, the mode will continue during the next ball.
Escape Terminus:
Escape Terminus is the sixth Dead Feature, which is qualified by playing all five Dead Features, and relighting them afterwards via the drops. Shoot any flashing Dead Feature shot to begin the mode.
All five Dead Feature shots are lit for a hurry-up. Shooting a lit shot collects the hurry-up, unlights the shot, and starts a new one. Collect all five hurry-ups to finish. The initial hurry-up values are dependent on your mode scores:
- 20% of your 5th mode score.
- 20% of your (5th + 4th) mode score.
- 20% of your (5th + 4th + 3rd) mode score.
- 20% of your (5th + 4th + 3rd + 2nd) mode score.
- 20% of all your combined mode scores.
All Dead Features will reset and can be played again after this mode.
Last Man Standing (Wizard Mode):
Kill all 115 Walkers to light Last Man Standing at the Woodbury shot. The wizard mode cancels out all other currently active modes if they are running.
Last Man Standing is a 4-ball multiball where you must kill another 115 walkers yet again. This time, though, the walker count lights will count down from 115, signifying how many more are remaining. The value per Walker killed starts at 1M and increases by 400k per kill. Any shot with all five of its inserts lit will kill 5 Walkers, and the most recent shot made will be unlit until another shot is made. Add-a-balls are available at every 10 Walkers killed during the mode. If all 4 balls are in play already, this will add 5 seconds of ball save.
Last Man Standing does not end when the player is down to a single ball. Killing all 115 Walkers will immediately turn everything off, award a 100M completion bonus, and allows you to keep playing with your Walker count reset (though end-of-ball bonus will still keep track of it).