Completing targets 1 through 6 in Firepower lights the left spinner. That spinner feeds the top F-I-R-E lanes, and each completed F-I-R-E set raises Bonus X. The built bonus scores when the ball ends without a tilt.
The goal
Complete the 1-6 targets to light the left spinner, use that spinner to feed the top F-I-R-E lanes, and finish F-I-R-E repeatedly with Lane Change until Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise. reaches 5x.
Light the left spinner
Hit each numbered 1-6 target once. Completing all six lights the left spinner for 1,000 points per spin for the rest of the ball.
Complete F-I-R-E
Settle the ball on the right flipper and shoot the lit left spinner into the four top F-I-R-E lanes. Before each rollover, tap the right flipper button to move a missing F-I-R-E letter under the ball.
Reach 5x and collect
Repeat the left-spinner and F-I-R-E cycle; each completed F-I-R-E set raises Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise. one step, up to 5x. Target, lane, and bumper hits build base bonus to 29,000; finish the ball without tilting to collect as much as 145,000 at 5x.
Need to know
Main route
Hit each 1-6 target once to light the left spinner, shoot it from the right flipper into the top F-I-R-E lanes, and use Lane Change to complete F-I-R-E repeatedly for 5xEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise..
Long goal
Complete 1-6 once to light the spinner and first lock lamps.
Safer fallback
This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again., targets, and controlled spinner feeds: Use this plan when the direct spinner rejects or the left-flipper transfer is poor.
Firepower is a bonus-building game centered on the 1-6 targets, the left spinner, and F-I-R-E. Complete 1-6, repeat the lit spinner into the top lanes, and use Lane Change to finish F-I-R-E until Bonus X reaches 5x. During Multiball, keep using that same bonus and spinner loop because Multiball adds no Jackpot ladder.
The goal
Hit each 1-6 target once to light the left spinner, shoot it from the right flipper into the top F-I-R-E lanes, and use Lane Change to complete F-I-R-E repeatedly for 5xEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise..
Before the plunge, inspect This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. and the three eject-hole lamps.Shield machine settings
This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.: This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.
A This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. adjustment selects its qualifying targets. The adjustment does not prove that This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. starts lit. Read the lamp.
Read the 1-6 targets. A flashing number is needed. A solid number is collected.
Plunge to an unlit F-I-R-E lane. Rotate the lamps with the right flipper button before the rollover.FIRE and Bonus X rules
This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress.: This four-lane top collection raises Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.. The right flipper button moves the lane progress.
Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.: Each This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.
On the first controlled ball, test the left spinner from the right flipper.
If the spinner is unlit, shoot only the needed 1-6 targets.
Each target scores 1,000. A newly collected flashing target adds one base-bonus advance.
Under factory settings, complete 1-2-3 or 4-5-6 to light This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again..
Complete all of 1-6 once.Complete all of 1-6 once.
The spinner lights for 1,000 per spin for the rest of the ball. It scores 100 per spin before qualification.
Factory three-ball rules also qualify two eject holes for lock.
Transfer the ball to the right flipper. Shoot the lit left spinner.
Use the spinner feed to reach the top FIRE lanes.
Use Lane Change to guide the ball through a missing This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. letter.
Repeat spinner and This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. shots while their returns remain controlled.
Relight This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. with the configured target set after an outlane save spends it.
Let target, lane, and bumper hits build base bonus to 29,000. Finish the ball without tilting to collect as much as 145,000 at 5x.
↪Fallback: Shield, targets, and controlled spinner feeds
Use this plan when the direct spinner rejects or the left-flipper transfer is poor.
Hold a raised flipper so a slow ball settles against it, giving you time to plan your next move.CradleHold a raised flipper so a slow ball settles against it, giving you time to plan your next move.Read the full Cradle technique on the left flipper.
If This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. is off, hit the missing target in 1-2-3 or 4-5-6 under factory settings.
Confirm that This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. lights.
If the spinner is unlit, continue only the missing 1-6 targets.
Stop direct target shots after Shield and the spinner are ready.
Use a controlled transfer to the right flipper.
If the transfer is unsafe, shoot a qualified left eject hole.
If no left hole flashes, use the right orbit to reach the top lanes.
Use Lane Change for a missing This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. letter.
Let the top feed return before another spinner attempt.
↔Alternative: Firepower Multiball
Use this plan when eject-hole feeds are controlled and a three-ball safety net helps the normal scoring route.
Complete 1-6 once and read the flashing eject holes.Lock Lamp and Firepower Multiball rules
This stored qualification belongs to an eject hole. A flashing hole spends one lamp by holding the ball. A lit occupied hole remains filled until multiball or a rule release.Lock LampThis stored qualification belongs to an eject hole. A flashing hole spends one lamp by holding the ball. A lit occupied hole remains filled until multiball or a rule release.: This stored qualification belongs to an eject hole. A flashing hole spends one lamp by holding the ball. A lit occupied hole remains filled until multiball or a rule release.
Three held balls start three-ball play. Normal scoring remains active. There is no jackpot, scoring multiplier, or exclusive multiball shot.Firepower MultiballThree held balls start three-ball play. Normal scoring remains active. There is no jackpot, scoring multiplier, or exclusive multiball shot.: Three held balls start three-ball play. Normal scoring remains active. There is no jackpot, scoring multiplier, or exclusive multiball shot.
Factory three-ball rules flash two eject holes after the first 1-6 completion.
Shoot a flashing eject hole. It scores 10,000 and holds the ball.
An unlit eject hole scores 1,000 and returns the same ball.
Use the served replacement ball to complete 1-6 a second time.
The second same-ball completion qualifies the third hole and lights all four jets.
Fill the remaining flashing holes. The third lock releases all three balls.
During multiball, use spinner, lane, target, bumper, bonus, and This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. scoring.
Multiball ends when one ball remains. Requalify and fill all three holes for another start.
↔Alternative: FIRE and Extra Ball
Use this plan when spinner or orbit feeds make Lane Change reliable and replay balls have tournament value.
Send the ball through the spinner or right orbit to the top lanes.
Use Lane Change to move a missing This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. letter under the ball.
Each lane scores 1,000. A newly collected lane adds one base-bonus advance.
Roll through all four F-I-R-E lanes; the completed set lights This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. and raises Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise..
Repeat until Each FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise.Bonus XEach FIRE completion raises this end-of-ball multiplier one step, to 5x. Treat it as per-ball progress unless the start lamps prove otherwise. reaches 5x.
Under factory rules, complete This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. once more after 5x.POWER and Extra Ball rules
This three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.POWERThis three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.: This three-target middle-right bank scores 10,000 when complete. It lights This three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.POWERThis three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances. and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.
This replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.Extra BallThis replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.: This replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.
When This replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.Extra BallThis replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain. lights at the center POWER target, hit that target to collect it.
If the This replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.Extra BallThis replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain. insert does not light, leave this route and return to the spinner.
No more than two Extra Balls can be awarded on one ball.
↔Alternative: POWER and Firepower Bonus
Use this plan when the three middle-right targets are safe or complete incidentally.
Complete the three POWER targets.Firepower Bonus setup and scoring
This stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value.Firepower BonusThis stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value.: This stored 10,000, 30,000, or 50,000 award needs both This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. and This three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.POWERThis three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.. Completing the pair collects the lit value. The next pair advances the value.
Complete This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. at the top.
Complete whichever of F-I-R-E or P-O-W-E-R remains; completing the pair collects the current This stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value.Firepower BonusThis stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value..
The factory sequence is 10,000, then 30,000, then 50,000.
Repeat This three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.POWERThis three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances. and This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. for the next value.
After the factory 50,000 collect, read the outlane Special lamps.Special scoring details
This configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points.SpecialThis configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points.: This configured replay award lights one or both outlanes after a selected This stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value.Firepower BonusThis stored 10,000, 30,000, or 50,000 award needs both FIRE and POWER. Completing the pair collects the lit value. The next pair advances the value. collect. It can award a credit, This replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain.Extra BallThis replay award lights at the center POWER target. Hitting the target spends the lit award. SHOOT AGAIN serves the replay ball after the current drain., or points.
Use the This configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points.SpecialThis configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points. only when an outlane This configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points.SpecialThis configured replay award lights one or both outlanes after a selected Firepower Bonus collect. It can award a credit, Extra Ball, or points. lamp is on; one or both outlanes can be active.
Do not shoot P-O-W-E-R solely for This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. unless the This one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. lamp confirms that target set is active.
↔Alternative: Lit-bumper route
Use this scoring only when the ball reaches the jet bumpers naturally.
Complete 1-6 once. Two diagonal jet bumpers light.
Each jet hit changes which two jets are lit.
A lit jet scores 1,000. An unlit jet scores 100.
Complete 1-6 a second time on the same ball.
All four jets light for the rest of that ball.
Do not force a center-target rebound only to enter the jets.
◆Builds toward: 5x, 145,000 bonus, and three-ball multiball
Complete 1-6 once to light the spinner and first lock lamps.
When the left-outlaneThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again.ShieldThis one-use left-outlane kicker returns a ball to play. Complete the configured target set to light it. An outlane save spends it. It can be earned again. lamp is off, complete the active Shield target set shown by the machine's target lamps.
Shoot the lit spinner for 1,000 per spin.
Complete This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. repeatedly to reach 5x.
Use target, lane, and bumper hits to build base bonus to 29,000.
Complete 1-6 again to qualify the third lock.
Fill all three eject holes. Start Three held balls start three-ball play. Normal scoring remains active. There is no jackpot, scoring multiplier, or exclusive multiball shot.Firepower MultiballThree held balls start three-ball play. Normal scoring remains active. There is no jackpot, scoring multiplier, or exclusive multiball shot..
Use multiball to complete This four-lane top collection raises Bonus X. The right flipper button moves the lane progress.FIREThis four-lane top collection raises Bonus X. The right flipper button moves the lane progress. and This three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances.POWERThis three-target middle-right bank scores 10,000 when complete. It lights POWER and both inlanes. Each lit inlane scores 3,000 and adds three base-bonus advances. without a jackpot obligation.
Drain without tilting to collect up to 145,000 bonus.
Sources and references8 references8 source links and outbound references.