In Dialed In!, hit QED until the phone turns green, then shoot the Phone Scoop to start a selected Disaster. Complete B-O-B and shoot the lit left orbit for a Crazy Bob award; repeat that pair of actions three times to start Quick Multiball. After one Disaster, press both flipper buttons twice when Multiball Is Lit to defer Under Attack until the next Disaster. Collect each lit SIM Card before the ball drains.
The goal
Use QED and the Phone Scoop for a Disaster, B-O-B and the left orbit for Quick Multiball, or defer Under Attack into the next Disaster.
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How to start a mode
Hit the left side of QED until the phone turns green. Use the flippers to select a Disaster, then shoot the Phone Scoop to start it.
Recommended mode: Flash Fires
Choose it when the left ramp and B-O-B targets are controlled; Shoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots.Earth ShakerShoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots., Hit 5 lit standup targets.Meteor StormHit 5 lit standup targets., or Shoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000.Whirl WindShoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000. are also direct choices on other setups.
How to play it
Alternate the left ramp and B-O-B standup bank for five total shots, then shoot the lit SIM Card Scoop before the ball drains.
Start Quick Multiball
Complete B-O-B, then shoot the lit left orbit to collect Crazy Bob. The third Crazy Bob collect starts Quick Multiball.
Alternative route: Under Attack Multiball
Use this after the first Disaster when the left loop or side ramp is controlled.
▶Shoot the left loop or side ramp to collect the first Under Attack lock. When Multiball Is Lit appears, press both flipper buttons twice to defer it. Shoot the Phone Scoop to start the next Disaster, then shoot the Phone Scoop again to start Under Attack.
Need to know
Main route
Complete easy Disaster modes and collect every lit A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. before the ball drains.
Long goal
Play 6 Disaster modes.
Safer fallback
During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card. mode rescue: Use this plan when the active Disaster has unsafe shots or little time remains.
In Dialed In!, completing a Disaster lights a SIM Card whose collection permanently raises later Disaster payouts. Finish a controllable Disaster, collect every lit SIM Card before the ball drains, then use Quick Multiball or defer Under Attack into the next Disaster for protection. Finish the Disaster and its SIM Card before chasing Multiball Jackpots.
The goal
Complete easy Disaster modes and collect every lit A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. before the ball drains because each card raises later mode payouts, use multiball to protect mode play, and do not chase multiball jackpots instead of a reachable A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings..
On ball 1, time a partial plunge into the lane behind the Theater. The ball returns to the upper flipper. Shoot the side ramp for a Super Skill Shot or the SIM scoop for a Super Duper Skill Shot.Hold award scoring details
A skill-shot Hold keeps the selected Bonus, Drone, Kilowatt, Transit, or Spider value after the ball drains. Holds also raise Quantum Theater Super Jackpot value.Hold awardA skill-shot Hold keeps the selected Bonus, Drone, Kilowatt, Transit, or Spider value after the ball drains. Holds also raise Quantum Theater Super Jackpot value.: A skill-shot Hold keeps the selected Bonus, Drone, Kilowatt, Transit, or Spider value after the ball drains. Holds also raise Quantum Theater Super Jackpot value.
Hit the left side of QED to charge the phone. The first mode needs one QED hit. Later modes can need as many as four.
When the phone is green, use the flippers to select an easy Disaster. Shoot the Phone Scoop to start it. Choose Alternate left ramp and the B-O-B standup bank for 5 total shots.Flash FiresAlternate left ramp and the B-O-B standup bank for 5 total shots., Shoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots.Earth ShakerShoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots., Hit 5 lit standup targets.Meteor StormHit 5 lit standup targets., or Shoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000.Whirl WindShoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000. when available.Flash Fires and related rules
Alternate left ramp and the B-O-B standup bank for 5 total shots.Flash FiresAlternate left ramp and the B-O-B standup bank for 5 total shots.: Alternate left ramp and the B-O-B standup bank for 5 total shots.
Shoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots.Earth ShakerShoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots.: Shoot either of the two adjacent lit shots. The lit pair moves right. Make 4 shots.
Hit 5 lit standup targets.Meteor StormHit 5 lit standup targets.: Hit 5 lit standup targets.
Shoot the side ramp once. Other lit shots raise its value but are not required.Tidal WaveShoot the side ramp once. Other lit shots raise its value but are not required.: Shoot the side ramp once. Other lit shots raise its value but are not required.
Shoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000.Whirl WindShoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000.: Shoot left ramp, right ramp, left orbit, then side ramp. A clean four-shot combo adds 50,000.
Avoid EMP Strike in single-ball play when another mode is available. It needs 3 Theater shots while the magnets are active.
Complete the mode. After a lit mode shot, the next Phone Scoop adds time. Use it only when the remaining mode shots are worth the extra risk.
Shoot the lit SIM Card scoop before the ball drains. If several cards are lit, repeat the scoop until all are collected.SIM Card scoring details
A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.: A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.
Each collected card raises the end-of-mode multiplier for later modes. One card gives 2x, two cards give 3x, and so on. During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card. does not award the multiplier on unmade mode shots.
A completed Disaster or Quick Multiball goal lights a A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.; uncollected cards normally disappear at the end of the ball.
After the first Disaster ends, collect the first Under Attack lock at the left loop or side ramp. When Multiball Is Lit appears, press both flipper buttons twice to defer it. Start the next Disaster. Then shoot the Phone Scoop again to add Under Attack.Under Attack Multiball setup details
The first one needs one lock after a Disaster has played. Later attempts require both ramps, side-ramp locks, and eventually ramp combos.Under Attack MultiballThe first one needs one lock after a Disaster has played. Later attempts require both ramps, side-ramp locks, and eventually ramp combos.: The first one needs one lock after a Disaster has played. Later attempts require both ramps, side-ramp locks, and eventually ramp combos.
The defer command lets the Disaster start before the multiball. This makes multiball protect the mode instead of blocking its start.
During the stack, finish the Disaster and collect its A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. first. Three Phone Scoop shots add one ball to the multiball.
If the mode is safe, shoot red Under Attack jackpots at the left orbit, left ramp, Theater, and right ramp. The side ramp scores 2x. When an attack line appears, hit its QED, Theater, or pop-target origin for the Super.Under Attack Super Jackpot scoring and timing
Its value rises as the attack line approaches a flipper. If the line reaches the flipper, that flipper stops for 1 to 2 seconds and the Super is lost.Under Attack Super JackpotIts value rises as the attack line approaches a flipper. If the line reaches the flipper, that flipper stops for 1 to 2 seconds and the Super is lost.: Its value rises as the attack line approaches a flipper. If the line reaches the flipper, that flipper stops for 1 to 2 seconds and the Super is lost.
Repeat the mode, SIM, and protected-mode cycle. Do not leave a lit A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. behind to chase a small jackpot.
↪Fallback: Big Bang mode rescue
Use this plan when the active Disaster has unsafe shots or little time remains.
Hit the Light Big Bang target enough times to light During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.. The first light needs 3 hits. Later lights need more, up to 6.Big Bang rule details
During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.: During a Disaster, the Big Bang target completes every remaining mode shot and lights its A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings..
Hit During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card. during the Disaster. Then collect the A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. before the ball drains.
Use this as a completion tool, not the highest-value collect. The SIM multiplier applies only to mode shots made before During a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card.Big BangDuring a Disaster, the Big Bang target completes every remaining mode shot and lights its SIM Card..
↔Alternative: Crazy Bob and Quick Multiball
Use this route when the B-O-B bank and left orbit are safer than the side-ramp locks.
Complete B-O-B to relight the left kickback and store a Crazy Bob collect. Shoot the lit left orbit to collect it.Crazy Bob cycle scoring details
The awards are Crazy Mode, +1 Bonus X, Quick Multiball, +1 Bonus X, then repeat. Up to three collects can be stored.Crazy Bob cycleThe awards are Crazy Mode, +1 Bonus X, Quick Multiball, +1 Bonus X, then repeat. Up to three collects can be stored.: The awards are Crazy Mode, +1 Bonus X, Quick Multiball, +1 Bonus X, then repeat. Up to three collects can be stored.
On the third Bob, start the awarded Quick Multiball. Start a Disaster during it; Quick Multiball does not block modes.
Complete the Quick Multiball goal to light a A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.. Then collect that card and the Disaster card.Drones Gone Wild, High Voltage, and Monkey Wrench rules
Hit the Drone target for jackpots. Each jackpot drops the Theater Super. Collect 3 Supers to light a SIM Card.Drones Gone WildHit the Drone target for jackpots. Each jackpot drops the Theater Super. Collect 3 Supers to light a SIM Card.: Hit the Drone target for jackpots. Each jackpot drops the Theater Super. Collect 3 Supers to light a A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings..
Hit the moving QED target for 15 jackpots to light a SIM Card.High VoltageHit the moving QED target for 15 jackpots to light a SIM Card.: Hit the moving QED target for 15 jackpots to light a A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings..
Shoot the left ramp past Betty's moving wrench 3 times to light a SIM Card.Monkey WrenchShoot the left ramp past Betty's moving wrench 3 times to light a SIM Card.: Shoot the left ramp past Betty's moving wrench 3 times to light a A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings..
↔Alternative: Quantum Theater Multiball
Use this long route when Theater feeds are safe and skill-shot Holds are already valuable.
Hit QED to raise Kilowatts, the Spider target to raise Spiders, the Drone target to raise Drones, and either ramp to raise Transit. Collect each lit award at the Theater.
Collect each item twice to start its 30-second Theater feature: Kilowatt Drops, Spider Spinner, Drone Captive Ball, and Train Bash.Theater item scoring details
Repeating its matching shots raises the stored value. A skill-shot Hold can preserve it between balls.Theater itemRepeating its matching shots raises the stored value. A skill-shot Hold can preserve it between balls.: Repeating its matching shots raises the stored value. A skill-shot Hold can preserve it between balls.
After all four Theater features have started, shoot the Theater to begin Quantum Theater Multiball. It can stack with another multiball and a Disaster.
Collect jackpots at both ramps, Spider, Drone, and QED. After all four types, shoot the Theater for the Super. Repeat.
◆Builds toward: Chaos, Armageddon▶, and Showdown▶
Play 6 Disaster modes. Shoot the orange Phone Scoop to start This is a mini-wizard multiball. Lit shots score jackpots. Current code also permits SIM Card collections during it.Chaos in Quantum CityThis is a mini-wizard multiball. Lit shots score jackpots. Current code also permits SIM Card collections during it..Chaos in Quantum City scoring details
This is a mini-wizard multiball. Lit shots score jackpots. Current code also permits SIM Card collections during it.Chaos in Quantum CityThis is a mini-wizard multiball. Lit shots score jackpots. Current code also permits SIM Card collections during it.: This is a mini-wizard multiball. Lit shots score jackpots. Current code also permits A completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings.SIM CardA completed Disaster or a completed Quick Multiball goal lights one card at the side scoop. The lit cards are lost at the end of the ball on default settings. collections during it.
Play all 11 Disaster modes. Shoot the Phone Scoop to start Lit arrows score jackpots. Phone or SIM Scoop scores the Super. Playing more complete modes raises its jackpot multiplier.ArmageddonLit arrows score jackpots. Phone or SIM Scoop scores the Super. Playing more complete modes raises its jackpot multiplier..Armageddon setup and scoring
Lit arrows score jackpots. Phone or SIM Scoop scores the Super. Playing more complete modes raises its jackpot multiplier.ArmageddonLit arrows score jackpots. Phone or SIM Scoop scores the Super. Playing more complete modes raises its jackpot multiplier.: Lit arrows score jackpots. Phone or SIM Scoop scores the Super. Playing more complete modes raises its jackpot multiplier.
Collect 8 SIM Cards to spell D-I-A-L-E-D-I-N. Shoot the Theater to start Red jackpot shots damage D.I.E. A lost ball damages you. Ball save is unlimited until one health bar reaches zero. After a win, the save ends after a short grace period and jackpots become victory laps until one ball remains.ShowdownRed jackpot shots damage D.I.E. A lost ball damages you. Ball save is unlimited until one health bar reaches zero. After a win, the save ends after a short grace period and jackpots become victory laps until one ball remains..Showdown scoring details
Red jackpot shots damage D.I.E. A lost ball damages you. Ball save is unlimited until one health bar reaches zero. After a win, the save ends after a short grace period and jackpots become victory laps until one ball remains.ShowdownRed jackpot shots damage D.I.E. A lost ball damages you. Ball save is unlimited until one health bar reaches zero. After a win, the save ends after a short grace period and jackpots become victory laps until one ball remains.: Red jackpot shots damage D.I.E. A lost ball damages you. Ball save is unlimited until one health bar reaches zero. After a win, the save ends after a short grace period and jackpots become victory laps until one ball remains.
Sources and references14 references14 source links and outbound references.