Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Start with a Chapter
Chapters are the main modes, 6 per season. Start one first: the rulesheet's best stack is Chapter, then Demodog, then Telekinesis. Then open Step 2 - Demodog Attack.
Step 1 - Start with a chapter
Plunge to hit the flashing drop target. Or soft plunge to the flippers and hit the kicker.
Why this shotThe flashing drop is 5M. The kicker super skill shot is 10M. Both on one plunge is 25M and a drawing.
Light the three inserts under the left orbit, left ramp, right ramp or right orbit.
Why this shotThree lit inserts under a shot let that shot start a chapter.
Bumper hits change the chosen chapter.
Why this shotThe left pop changes Season 1 chapters, the right pop Season 2.
Shoot the shot with three lit inserts.
Why this shotLeft orbit and left ramp start Season 1. Right ramp and right orbit start Season 2.
Worth knowing
- Each chapter gives a drawing, or two if you meet its restriction. Drawings add 10M to every wizard mode start.
- Starting 3 and 6 chapters each light an extra ball.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
3 shots
Then a Demodog Attack
Start it while your chapter is still running. Chapters keep going during it. Then open Step 3 - Telekinesis.
Hit the DEMODOG standups.
Why this shotOnly direct standup hits count. For the first one, the saucer counts too.
Shoot the left standup.
Why this shotBreak Out, Junk Yard and It's a Trap, each 40 seconds.
Follow the lit shots. See Chapters - Demodog Attack.
Why this shotEach one gives a drawing for finishing it.
Worth knowing
- Telekinesis can still start during a Demodog Attack. That is the stack.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then Telekinesis Multiball
The 3-ball multiball. Start it on top of your chapter and Demodog Attack.
Hit both green standups beside the left ramp.
Why this shotThe first time, one completion lights all three locks. Later ones light one each.
Shoot the left ramp.
Why this shotThe third lock starts the multiball.
During the multiball
Shoot the lit jackpots.
Why this shotJackpots start at 1.1M. Five light the super jackpot.
Shoot the left saucer.
Why this shot6M, a drawing, and the TK objective for the Final Showdown.
On a ProLock a ball at the left ramp for 20 seconds first to double the super.
Worth knowing
- A chapter must start before Telekinesis, or on the same shot.
- Premium / LE: the action button adds a held ball to any multiball (Swipe-a-Ball).
Not the next step. Open a chapter only when you are choosing one, or already in it.
6 shots
Season 1 chapters
Left orbit and left ramp.
Shoot the saucer to reveal Barb's shot.
Why this shotBarb's shot is 5M, 10M if saved for last. Finding her first is 40M and a drawing.
Clear the drop targets.
Why this shotFive waves of drops. The final center shot grows with drops on wave 5.
Four shots, then the left standup for 7M.
Why this shotIn order right ramp, left ramp, right orbit, left orbit for a bonus drawing.
Drops and lit shots, then the center shot.
Why this shotDrops-only is the high-scoring route and earns a bonus drawing.
Ramp shots collect 10 items in 70 seconds.
Why this shotRamp combos add 1M. A ramps-only 5-way combo earns a bonus drawing.
The lit shot moves when hit. Then the left standup for 7M.
Why this shotFinish without using the spinner for a bonus drawing.
Worth knowing
- All six Season 1 chapters light Send it Back.
Not the next step. Open a chapter only when you are choosing one, or already in it.
6 shots
Season 2 chapters
Right ramp and right orbit.
Alternate the ramps to raise switch values.
Why this shotEvery 25 switch hits levels it up, to 10M.
Right ramp, left orbit, left ramp, Burn it Back, then a final shot.
Why this shotThe full combo is worth 50M and a drawing.
The flashing shot is 2x and moves. Five shots.
Why this shotOnly flashing shots earns a bonus drawing.
Shots spell out a message.
Why this shotOnly right orbit shots earns a bonus drawing.
Three shots, then the left standup.
Why this shotHigher Dart levels from the bumpers raise its start value.
Raise the heat, then finish at the left standup.
Why this shotFlashing shots raise the temperature fastest.
Worth knowing
- All six Season 2 chapters light Light the Fire.
Not the next step. Open a chapter only when you are choosing one, or already in it.
3 shots
Demodog Attacks
Three 40-second modes.
Hit the targets.
Why this shot15 targets for a drawing. Kills are worth more in later waves.
Orbits, then ramps, then the left standup or Burn it Back.
Why this shotThe same shot twice, or both shots, pays a bonus. Phase 3 gives a drawing.
Eight shots at 3M each.
Why this shotAll eight give a drawing.
Worth knowing
- All three light the Demodog objective for the Final Showdown.
Not the next step. Open a chapter only when you are choosing one, or already in it.
4 shots
Demogorgon modes
Five modes from the drop targets.
Complete the drop targets until Demogorgon Ready is lit.
Why this shotEach mode needs one more drop completion than the last.
Shoot up the middle.
Why this shotWait for the purple arrow to strobe.
Aim for the mouth.
Why this shotA first-try mouth shot pays the most. Bashing it to death pays least.
Press the action button.
Why this shotOnce per game. It kills the Demogorgon for a lower value, or locks a multiball jackpot.
Worth knowing
- Avoid stacking Telekinesis on a single-ball Demogorgon unless your mouth shots are reliable.
Telekinesis Multiball is already in Starting Shots. These pages are for later.
2 shots
Total Isolation
Chapter multiballs at the left ramp.
Start at the left ramp. Major shots are jackpots.
Why this shotUnlocks after four chapters. Jackpots double on combos. The third super adds a ball.
Every major shot flashes. Super jackpot in the center.
Why this shotUnlocks after eight chapters. Hit a shot once to make it solid, again for a double jackpot.
Worth knowing
- Later Telekinesis multiballs need more green standup hits per lock.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
The Burn it Back loop
Don't neglect it. The count builds all game.
Shoot the right inner loop.
Why this shotLoops light an extra ball early and again at 50, Spell of Protection, and 2x Scoring.
Shoot the saucer when it is lit.
Why this shot60 seconds of double scoring. Huge with a good stack.
It lights the left outlane.
Why this shotIt saves a left outlane drain. The rulesheet says it works like an extra ball.
Worth knowing
- Odd return lane completions light mystery at the left standup.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Wizard modes
All start from the left ramp.
Alternate flashing shots with center shots, then bash or mouth-shot the Demogorgon.
Why this shotLit after all Season 1 chapters. 10M per drawing on start.
Center shots light DEMODOG targets. Complete them, then the super.
Why this shotLit after all Season 2 chapters. The kicker pays a double super.
Start it at the left ramp.
Why this shotNeeds all six objectives: 5-way combo, both seasons, Demodogs, Demogorgons and Telekinesis.
Worth knowing
- A 5-way combo adds 10M to end-of-ball bonus for the rest of the game.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Netflix. Shot order follows the community rulesheet's strategy section (code 1.09); model differences follow the rulesheet. Point values move when Stern ships code, so trust the inserts on the machine.