Shield Targets

Two standups above the left outlane, beside the SHIELDS label. Try a right-flipper forehand; watch for rebounds into the left side.

Stern · 2013 · Limited Edition
Complete missions, build multiballs, and progress through three sets of six challenges.
The six colored missions each have three levels. Finish every first-level mission to qualify Kobayashi Maru, the first mission multiball. All second levels lead to Enterprise Amok; all third levels lead to Five Year Mission.
Start by learning Mission Start, the far-left hole, and Away Team, the lane behind the upper right flipper. They let you choose the next mission.
Use the mission color to separate today's scoring shots from other lamps. Learn two repeatable approaches before chasing every lit award.

Sources: Pinball Land introduction · Craig Pullen tutorial transcript
The installed playfield is the geography reference. Flipper approaches below are practice starting points; the returns have not been tested on your cabinet. Select the full image to enlarge it.


Two standups above the left outlane, beside the SHIELDS label. Try a right-flipper forehand; watch for rebounds into the left side.

Far-left hole below the curved metal eject guide, marked MISSION START. Try a controlled right-flipper forehand. Watch which return the eject uses.

Spinner lane beside the far-left mission lane. Try a right-flipper forehand through the spinner rather than at the target bank above it.






Center lane beneath the large dark ship, guarded by a drop target. Aim from either lower flipper. Be ready for a fast straight return.

Rectangular BLACK HOLE target immediately right of Vengeance. Try a left-flipper forehand, separating it from the adjacent Right Ramp entrance.

Ramp marked BETA QUADRANT, right of the bumper area. Try a left-flipper forehand up the middle of its entrance.

Outer right lane running behind the Enterprise model. Try a left-flipper forehand outside the Right Ramp, then prepare for a return from above.



Choose a mission with the flippers, then press Fire to accept and launch.
On this installed version, Fire uses the right MagnaSave input. The physical plunger also works.
For the Warp skill shot, hold the right flipper while pressing Fire at the opening launch. The ball returns toward the upper right flipper; shoot Warp Ramp.
Watch its arrival before flipping. If the ball strikes a ramp guard, adjust the timing on the next attempt instead of assuming the shot needs a harder launch.
Sources: Stern instruction card · Pinball News LE review

Use an active ball save to attempt dangerous standups. Outside that protection, repeated target rebounds may cost more than the progress is worth.
Sources: Craig Pullen tutorial transcript · Stern instruction card
One successful level-I mission shot normally lights Away Team. Shoot it before the timer ends to change that mission's objective. The qualifying count is adjustable.
Level I lasts thirty seconds. Finish its final lit shot after timeout to record completion. Three, six and nine successful shots earn bronze, silver and gold medals.
Level III retains shot progress after timeout or a drain. Completing a level-III mission awards a permanent shot doubler; its insert identifies the shot.
Level I: Prime Directive clears blue shots. Klingon Battle requires changing red shots. Nero clears purple shots. Space Jump alternates yellow choices. Save the Enterprise shifts three adjacent green shots. Destroy the Drill’s turquoise lights spread rightward; hits push them back.
Galactic Away Team changes Prime Directive to lanes plus orbits, and Save the Enterprise to Warp plus Left Orbit. Space Jump's final center shot raises your medal one grade.
For Space Jump, earn silver before taking Galactic Away Team when practical; its center finish can then deliver gold.
Sources: Stern code history through1.62 · Current rules wiki · Eskaybee rules and observations · Fun With Bonus play observations · Player strategy discussion
Higher-level medals favor multicolored shots. Watch remaining shots and time.

Complete the three green Lock Targets, then collect lit locks at Mission Start or Vengeance. The third lock starts three-ball play.
Before your first Klingon Multiball, each completed bank lights two locks; afterward, one. Unused lit locks disappear when multiball starts.
Collect all six jackpots, then the Super Jackpot. Repeat for another Super Jackpot, collect the traveling double jackpots, and shoot Warp Ramp for the double Super Jackpot. The sequence then repeats.
It ends when only one ball remains. Rebuild locks for another start.
Ten damaging shots light the final Vengeance shot. Torpedoes cannot make that finishing hit. One ball remaining ends multiball; build the next Vengeance feature.
Sources: Stern instruction card · Current rules wiki · Fun With Bonus play observations · Craig Pullen tutorial transcript · Pinball Land introduction
Qualifying the three Vengeance features normally needs five, then six, then seven hits. Later qualifications stay at seven.
The second feature is a one-ball hurry-up: hit Vengeance five times to destroy it and earn an extra ball.
For the third feature, first finish the required Vengeance hits. In Sudden Death, knock down its target, then shoot inside before it rises again. The finish pays 10% of your score, increased by active multipliers. Failure to enter in time means knocking the target down again; draining during Sudden Death ends the attempt.
Sources: Stern code history through1.62 · Pinball Land introduction
Complete all six Red Matter Targets to light Black Hole for a mystery award.
During multiball, its first lit collection normally adds a ball. Other awards include points, bonus help and extra balls.
Complete both Shield Targets to relight Rescue, the LE's left-outlane kickback. Check its lamp before trusting an outlane exit.
Complete three same-level missions in a line: the left side awards Super Pops, the right side Super Ramps, and the bottom Super Spinner.
Repeated Warp Ramp shots advance the Warp Factor. Reaching 9.1 starts a sixty-second playfield double score.
Warp 9.9 also doubles scoring. Its double does not become fourfold merely because the earlier double is still running.
Warp 9.9 adds a ball. The Warp ladder can repeat, but its extra-ball award cannot.
Sources: Stern instruction card · Pinball News LE review · Pinball Land introduction · Player strategy discussion · Stern code history through1.62 · Current rules wiki
BEAM–ME–UP lanes advance the bonus multiplier.
Start a mission before Klingon Multiball; the final lock at Mission Start can start both together. Galactic Away Team can be activated during multiball and adds twenty seconds. Red Matter is easier to attack with several balls protecting your turn. Vengeance Scoring and Battle allow mission starts; Vengeance Multiball does not.
A ready mission finale blocks new Vengeance features. Take the finale start before trying to advance Vengeance again.
Klingon Battle and Klingon Multiball both use red arrows. Remember which objective you started; identical colors can obscure what each shot is collecting.
Sources: Fun With Bonus play observations · Stern code history through1.62 · Player strategy discussion
Warp progress, mission progress and Black Hole can award extra balls.
Collect a lit extra ball at Vengeance.
Check the display's current requirement; operator settings can change thresholds and availability.
Sources: Stern instruction card · Pinball Land introduction · Current rules wiki

Completing six, twelve and eighteen missions qualifies the three successive mission finales.
After all level-I missions, shoot Vengeance. Two balls: hit each of six main shots twice; Warp is excluded.
Clearing the shots returns to normal play while preserving the remaining balls.
All level-II missions completed: shoot Vengeance. Two balls; build switch hits, then collect white shots. Six rounds add balls through the fifth. Finish at Vengeance; normal play resumes.
Completing all level-III missions qualifies Five Year Mission.
Start at Vengeance for four balls and lit major shots.
The available current-code rules stop at this opening. The precise super-jackpot sequence, finish and retry behavior remain unverified; follow the display. This guide has not been validated through a cabinet playthrough.
Medals improve the finale's opening reward. Finishing missions with useful medals can pay more than deliberately waiting out every timer.
Sources: Stern instruction card · Current rules wiki · Fun With Bonus play observations · Pinball Land introduction · Player strategy discussion
In multiball, try holding one ball while shooting another. When multiball ends, deliberately return to controlled single-ball play; the next loose rebound still needs your attention.
For Vengeance, watch the ball rather than its ship animation. After a miss, track which side the rebound reaches before preparing another center shot.
Sources: Craig Pullen tutorial transcript
A quick combo lights a red shot multiplier. Take that shot promptly for double its value.
Prepare a scoring stack before collecting the final Klingon lock: a running mission plus Galactic Away Team gives the extra balls useful work.
Warp Ramp can return to the upper right flipper for another attempt. Watch the feed and repeat only when you have control.
Compare your Ramp success rate with your target rebounds. If a bonus plan repeatedly loses balls before collection, use the more reliable mission route while practicing that shot separately.

Sources: Pinball Land introduction · Fun With Bonus play observations · Pinball News LE review
This is Stern's 2013 Limited Edition, recreated in VPX v1.09 with ROM st_162h, code 1.62. It is a different game from Star Trek: The Next Generation. Operator settings and physical feeds have not been gameplay-verified.