Baskin-Robbins × Netflix × Stranger Things

Operation Scoop Snoop

An alternate reality game hidden inside an ice cream campaign

Built to run using only technology available in 1985, Operation Scoop Snoop began as a television commercial and became a real-world rabbit hole. Across the first ten days after Stranger Things 3 premiered, fans moved from their screens to Baskin-Robbins stores, decoded physical clues, dialed secret phone numbers and entered an old-school computer network to help close portals to other dimensions.

01

The TV commercial opened the door

At midnight on July 4, cable channels began airing a perfectly ordinary-looking Scoops Ahoy spot featuring Steve and Robin. A phone number appeared at the end. Curious fans who called it heard the first invitation into the game.

02

Then Scoops Ahoy became real

We transformed Baskin-Robbins’ busy Burbank location into the Starcourt Mall ice cream parlor, recreating the nautical fixtures, sailor uniforms, menus and show-inspired flavors—including USS Butterscotch. A custom Scoops Ahoy ice cream truck extended the experience to Dodger Stadium, Santa Monica Pier, the London Hotel and the Stranger Things premiere. Opening-week coverage from BuzzFeed and The Hollywood Reporter helped turn the store into a must-see destination before fans even knew how deep the mystery would go.

Exterior of the Burbank Baskin-Robbins transformed into Scoops Ahoy Boat-shaped counter inside the Scoops Ahoy store Nautical Scoops Ahoy store interior and USS Butterscotch signage Scoops Ahoy ice cream counter and menu
03

The clue was hiding beside the ice cream

The commercial instructed fans to visit a store and find the USS Butterscotch flavor strip. That strip—distributed to every Baskin-Robbins in America—contained a Morse-code message. Nearby, a Russian cipher wheel offered another clue. The physical retail experience was now the trailhead for the ARG.

Russian cipher wheel hidden beside the Baskin-Robbins ice cream case Morse-code message from the USS Butterscotch flavor strip
04

A second call revealed the network

Decoding the strip produced another phone number and a password. The next recording became more ominous, instructing players to grab a pen and write down a command that looked like nonsense until they discovered SSH: a pre-browser way to connect directly to a remote computer.

ssh 34.68.105.48 -p 1985
05

The terminal became the game

Typing the address into Terminal, PowerShell or Command Prompt opened a fully realized 1985 computer world. Players completed onboarding and entered ten days of green-and-black ASCII missions, arcade challenges, research puzzles and cryptic assignments built around Russian operatives opening portals across the globe.

Operation Scoop Snoop ASCII terminal welcome screen Collection of Operation Scoop Snoop terminal missions and interfaces
06

A chatbot made the story personal

More than 160 pages of official story powered the experience. At its center was SHPION7, a conversational chatbot who acted as each player’s handler, assigned daily missions and made the text-only world feel alive. The narrative ran alongside the season without spoiling it, while remaining true to the show’s 1985 technology and tone.

07

Press, Reddit and Discord turned the chase into a live event

On Reddit, players built a running mission log, posted screenshots, traded theories and helped one another decode clues as each noon update arrived. The thread became a gateway to the game’s Discord community, where thousands of daily messages turned individual discoveries into collective progress. At the same time, Adweek introduced readers to the 1985-tech spy game while it was still active, and ARGNet tracked its missions through the July 14 finale. Press and social did more than recap the campaign: they gave new fans a trail to follow, amplified each daily reveal and kept anticipation building between mission drops. Real-time community management guided the growing conversation without breaking the fiction.

08

The finale went fully analog

After closing the final portal, players had to use one last piece of era-appropriate technology: a fax machine. They faxed in the answer to the concluding puzzle for a chance to win a set visit and free ice cream for life. A final leaderboard rewarded the top eleven operatives.

4BEarned impressions
11%Nationwide sales lift

Credits

Agency22Squared Experience Partnerm ss ng p eces DirectorsMike Woods - m ss ng p eces; Hexagram

Awards

Press