Total Nuclear Annihilation pinball rules and strategy

The Strategy

Total Nuclear Annihilation is a race through nine Reactors. Fill the keypad, shoot the scoop to start the current Reactor, send the ball through a lit orbit, raise the Reactor status past 99 with upper-playfield switches, then hit every flashing lower-playfield destroy target. Multiball starts separately: lock two balls in the inline lane, then hit the lock target again.

The goal

Destroy Reactors by filling the keypad, shooting the scoop, raising the Reactor past 99, and hitting every flashing destroy target. Separately, lock two balls in the inline lane and hit the lock target again to start Multiball.

  1. How to start a mode

    Fill the center keypad grid with target hits, then shoot the scoop to start the Reactor.

    Recommended mode: The active Reactor

    Reactors follow a fixed progression instead of a mode-selection menu.

    How to play it

    Shoot the lit orbit into the upper Reactor area, build its status past 99 with upper switches, spinners, and 1-2-3 targets, then hit every flashing lower-playfield destroy target.

  2. Start Multiball

    Separately, lock two balls behind the inline lock drops, then hit the lock target again to start three-ball Multiball. Collect the lock drops in order for the 1x, 2x, and 3x Jackpots, then shoot the rear scoop for the 5x Super Jackpot. After Multiball, work through the remaining drops and shoot the rear scoop to relight locks.

Alternative route: stay with the Reactor system

Use this route without preparing the separate Multiball locks.

  1. Fill the keypad grid, start the Reactor at the scoop, shoot the lit orbit, build the Reactor past 99, and finish the flashing destroy targets.
Need to know
Two separate starts
The keypad and scoop start a Reactor. The inline lock lane starts Multiball. Reactor qualification, progress, and collects remain available during Multiball.
Ball-save windows
Use active ball-save time for the dangerous Reactor, inline-lock, and destroy-target shots. Completing S-A-V-E can light an inlane or outlane save that is moved with the flippers.
Sources and references5 source links and outbound references.
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Playbooks

Total Nuclear Annihilation playfield

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