Fallout pinball rules and strategy

Strategy summary

The goal

Choose a character, collect supplies, and use your health to start Quests. Vaults lead to lunchboxes and multiball; bottle caps buy items, while weapons and Power Armor increase scoring.

  1. Character choice: Choose Lucy, the Ghoul, or Maximus before plunging. Lucy starts with a VAULT letter and can steal any shop item. Radiation heals the Ghoul. Maximus can use Power Armor with less charge and keeps it running longer.

    • Lucy gets into Vault features sooner. The Ghoul gains quest time from Radroach hits instead of losing health to radiation. Maximus can activate Power Armor with any available charge; other characters need at least half a charge.
    • Read the Pip-Boy during shop and perk selections for item effects. Earning XP enables S.P.E.C.I.A.L. perks; the characters begin with different advantages.
  2. Skill shot: The bottle-cap lights in both inlanes alternate on a timer. Time your plunge so the ball reaches the right inlane while its bottle-cap light is lit. This awards the skill shot and lowers the Nuka-Cola spinner; shoot the spinner to collect caps.

  3. Quests: Shoot the white Wasteland shots to collect food and water and raise your HP. Reach at least 50% health to light Quests. Shoot the Sundries scoop when Quest is lit to begin a quest.

    • Health acts as the quest timer, so more HP gives you more time. There are six main quests based on scenes from the show. Follow the main display for the active quest’s shots.
    • In Radscorpion Attack on Pro, shoot a lit shot to light a boss scorpion at the Jump Ramp, then shoot the Jump Ramp. Shooting additional lit shots before the Jump Ramp increases the boss award.
  4. Cap Stash: Complete the inlanes to light Cap Stash. Roll through the flashing inlane to lower the Nuka-Cola spinner. Shoot the lowered spinner; it collects bottle caps while it spins.

  5. Sundries: Shoot the Sundries scoop to enter the shop. Spend your bottle caps on the displayed items; read the Pip-Boy for each item’s effect.

    • A Fusion Core supplies Power Armor. Nuka-Cola completes the inlanes. Buffout extends multiball. The shop’s inventory changes, so check which items are available.
    • If you steal and get caught, shoot the right ramp before the escape timer ends. Escaping lets you keep the item but raises later prices. Failing can cost your remaining caps and Fusion Core.
    • Lucy starts with Perception, allowing theft of any displayed item. Without that perk, theft is restricted to the bottom item. The shop displays the chance of success.
  6. Fallout Radio: Hit the Radio Tower target to light colored music-note shots. Shoot a lit note to start its song. Follow the song’s scoring instructions, then hit the Radio Tower when its Radio Jackpot light flashes.

    • The songs have different scoring patterns. Some Enchanted Evening rewards loops. A Radio Jackpot can also appear as a last chance near the end of a song; collect it before that opportunity expires.
  7. Power Armor: Buy a Fusion Core in the Sundries shop. Hold the Action Button to put on Power Armor and increase playfield scoring.

    • The targets around the left pop bumper also charge your Fusion Core. Watch its charge meter. Maximus can activate with any charge; Lucy and the Ghoul need at least half a charge.
    • Holding the Action Button again can turn Power Armor off, but costs some remaining charge. A short press uses your companion instead.
  8. Weapon upgrades: Hit the Junk target to collect junk. Collect junk to upgrade your weapon; weapon upgrades increase playfield scoring.

    • Watch the weapon and junk counters on the display. Junk can also come from looting. If you have legendary junk, shoot Sundries to see the special trade offered for it.
  9. Vault multiball — Pro: Shoot the Jump Ramp into the Vault door to collect VAULT letters. After spelling VAULT, shoot Sundries. Shoot a blue-lit shot to find the lunchbox, then shoot Sundries again to open it and start Vault multiball.

    • Lucy starts with V already collected. Later lunchboxes remove previously used blue shots from the available choices; use a remaining blue-lit shot. The Pro’s door stays closed and has no lower playfield.
  10. Vault Experiments — Premium/LE: Shoot the Jump Ramp into the Vault door to collect VAULT letters. After spelling VAULT, shoot through the open door to enter the lower playfield. Complete its experiment to earn a lunchbox and reach Vault multiball.

    • Use the flipper buttons to control Magna-Flip in the lower playfield. Press and hold to catch the ball at a magnet; release, then time the next press to aim the ball toward a required target.
    • Each experiment has its own objective. A radiation-leak experiment requires the loop; a raider experiment requires defeating the raider targets. Follow the experiment’s display rather than treating every Vault as the same mode.
  11. Vault jackpots: During Vault multiball, shoot the quickly flashing blue shot marked with a VAULT insert to advance the jackpot sequence. Other blue award shots increase the jackpot value; they do not replace the required shot.

    • Entering a Vault pauses an active Quest. The Quest resumes alongside Vault multiball after you finish the Vault sequence.
  12. Fat Man — Premium/LE: Hit the Mini Nuke targets to light the Fat Man. Shoot the Pip-Boy ramp to load the launcher. Time the button press as the launcher aims at the required shooting-gallery target.

    • Switch hits fill the AP meter. With V.A.T.S. enabled, the Fat Man automatically aims at a selected target; press the button to fire. Pro has no physical launcher or shooting gallery.
  13. RadAway hurry-ups: Hit the Radroach targets to start RadAway hurry-ups. Shoot the flashing RadAway shot before its countdown ends to collect the award.

    • During Deathclaw multiball on Pro, hit all the Radroach targets to add a ball.
  14. Wasteland loops: Shoot the upper loop repeatedly to explore Places of Interest. On Pro, shoot Sundries when Vault 4 is lit to start its story multiball.

    • Vault 4 starts with two balls. Completing a phase adds another ball. This is a separate Wasteland exploration feature from spelling VAULT for lunchbox multiball.
Need to know
Stealing
The shop also offers theft. Getting caught can cost your bottle caps and items; successful theft raises prices on future visits.
Model differences
The pictured playfield is Pro, with a stationary Vault door. Premium and LE add the opening Vault door, lower playfield, Fat Man launcher, and shooting gallery. Their Vault Experiment instructions are labeled separately.
Companion ability
With a companion active and its ability lit, tap the Action Button to use it. Victor lowers the bottle-cap spinner; Mr. Handy can help with Deathclaw multiball. Leveling up restores a companion ability.

Playbooks

Fallout playfield

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