Every ending has a beginning. The gate is open, and the clock is ticking in Hawkins. Are you ready to face the music?
Explore the mysteries of Hawkins, Indiana. Select a tape to reveal the chapters.
The beginning of the end. The group must navigate a new threat as the dimensions collide.
History repeats itself in Hawkins as a new disappearance rocks the Wheeler family.
An ambush sets the party back, forcing unlikely alliances to form in the face of danger.
Eleven discovers a new depth to her powers, but the cost might be too high.
A transmission from the outside world brings hope, but also attracts unwanted attention.
Trapped in a nightmare, the party must fight their way out of a twisted reality.
The final pieces fall into place as the barrier between worlds begins to crumble.
The epic conclusion. Hawkins will never be the same again.
Mike and Dustin join a new D&D club. Max struggles with a dark new reality.
A plane brings Hopper to Russia. The police find a terrifying scene at the trailer park.
Murray and Joyce fly to Alaska. Robin and Nancy investigate a dark secret.
Max is in grave danger and running out of time. Hopper works on the railroad.
Owens takes El to Nevada to confront her past. The kids search the Creel house.
A risky rescue mission starts behind the Iron Curtain. Steve dives into the lake.
Hopper prepares to battle a monster. El recalls a buried memory that changes everything.
Nancy has sobering visions. The party in Hawkins gathers supplies for war.
Metal clashes with magic as the heroes fight to save Hawkins from total destruction.
Summer brings new jobs. Radio silence is broken by a Russian transmission.
Steve and Robin stumble onto a secret operation at Starcourt Mall.
El and Max go looking for Billy. Will declares a day without girls.
A code red brings the gang back together to face a frighteningly familiar evil.
Strange surprises lurk inside an old farmhouse and deep beneath Starcourt Mall.
Dr. Alexei reveals what the Russians are building. Dustin and Erica stage a rescue.
With time running out, the Mind Flayer attacks the group at the cabin.
Terror reigns in the food court. The Mind Flayer comes to collect.
As the town preps for Halloween, a high-scoring rival shakes things up in the arcade.
Will sees something terrible on trick-or-treat night. Nancy wrestles with the truth about Barb.
Dustin adopts a strange new pet. Eleven grows increasingly impatient in the cabin.
Will opens up to Joyce. Hopper digs into the mystery of the rotting pumpkins.
Nancy and Jonathan swap conspiracy theories with a new ally. Hopper discovers the tunnels.
Will's connection to the shadow monster grows stronger. Dustin and Steve bond.
Psychic whispers lead Eleven to a gang of violent outcasts and a figure from her past.
A deadly development puts Hawkins Lab on lockdown, trapping Will and several others inside.
Eleven returns to finish what she started. The party turns up the heat on the Mind Flayer.
On his way home, young Will sees something terrifying. Nearby, a secret lurks in a government lab.
Lucas, Mike, and Dustin try to talk to the girl they found. Joyce hears a strange phone call.
An increasingly desperate Joyce uncovers a way to communicate with her son using lights.
Refusing to believe Will is dead, Joyce tries to connect with her son. The boys give El a makeover.
Hopper breaks into the lab. The boys ask Mr. Clarke how to travel to another dimension.
A frantic Jonathan looks for Nancy in the darkness. Hopper and Joyce uncover the truth.
Eleven struggles to reach Will telepathically. The group builds a sensory deprivation tank.
Dr. Brenner holds Hopper and Joyce for questioning. The boys face the Demogorgon at school.
Meet the brave souls facing the darkness.
The Mage. Telekinetic powerhouse and the only one who can close the gate.
The Paladin. The heart of the party and a natural leader.
The Cleric. The Boy Who Lived. True Sight into the Upside Down.
The Babysitter. Hair icon turned monster hunter with a nail bat.
The Bard. Science wiz, radio operator, and demogorgon tamer.
The Ranger. Pragmatic strategist with a mean wrist-rocket aim.
The Zoomer. Arcade queen who faced Vecna's curse head-on.
The Chief. A hardened protector who fought his way back from Russia.
The Mom. Fiercely protective and never gives up on the truth.
The Journalist. Relentless investigator with a steady aim.
The Outsider. Protective brother and quiet observer.
The Mastermind. Fluent in four languages and sarcasm.
The Capitalist. You can't spell America without Erica.
The Sorcerer. The puppet master pulling the strings from the dark.
It began not in the quiet town of Hawkins, but in the minds of twin brothers Matt and Ross Duffer. Raised on a steady diet of Spielberg's wonder, King's horror, and Carpenter's synth-heavy scores, the brothers sought to resurrect the vanished magic of 80s cinema.
They conceived a love letter to a generation—a tale where bicycle rides lead to government conspiracies, and Dungeons & Dragons campaigns become terrifying reality. As the creators, directors, and showrunners, the Duffer Brothers didn't just write a show; they opened a gate.
From the flickering Christmas lights to the Mind Flayer's shadow, every nightmare was crafted to remind us that friendship is the only weapon strong enough to push back the dark.