Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Start with a Quest
Quests are the main modes, and they need health to start. Build HP first, then start one. When it is done, open Step 2 - Weapon Upgrade.
Before you plunge
Before ball 1, the flippers pick Lucy, Maximus or The Ghoul.
Why this shotLucy gets +1 Perception and Luck and longer vault timers. Maximus gets +2 seconds per fusion core level. The Ghoul gains HP from radroaches instead of losing it.
Time the plunge so the ball rolls over the flashing Nuka-Cola insert. The spinner drops for a few seconds; rip it from the right flipper.
Why this shot3M plus 75k per spin and 3 seconds of ball save. Each one after that is worth more.
Build HP
Shoot the left orbit again and again. The right ramp also gives food, but only for the first two quests.
Why this shotA quest needs 50 HP to start, and its timer is 1 second per HP, up to 100. The rulesheet's first tip is to build HP early.
A lit radroach target gives RAD. Green Radaway shots take it away.
Why this shotRAD lowers your max HP, so your quests get shorter.
Start a quest
When the yellow insert under Quests is lit for the one you want, shoot the right scoop. The Junk standup moves to the next lit quest.
Why this shotEvery finished quest awards a Legendary Weapon. Three quests played light an extra ball.
Worth knowing
- Charisma level 2 lets the flippers pick the quest instead of the Junk standup.
- Fallout is new. Stern is still changing the code, so trust the machine's inserts over these numbers.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then upgrade your Weapon
Upgrades unlock Deathclaw Multiball and raise every score. When you have one, open Step 3 - Deathclaw.
Slingshot and bumper hits add junk.
Why this shotJunk pays for upgrades. Ten hits light the Junk standup.
Shoot it once it is lit.
Why this shotIt collects the junk you have built up.
Spend junk at the right scoop. Level 2 needs any 5 junk. Level 3 needs 8 common and 3 rare. Level 4 needs 13 common and 5 rare.
Why this shotEach upgrade adds +0.2x playfield and +1x bonus, and unlocks the next Deathclaw Multiball.
Hit the 3-bank standups for a mini nuke, then load it at a lit Pip-Boy ramp.
Why this shotThe Fat Man finishes some quests and kills the glowing radroach for 20M or more.
On a ProThe Fat Man is fired from the left flipper.
Worth knowing
- Junk also comes from looting and from the Sundries shop at the right scoop.
- Weapon levels above 4 are not documented yet.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
4 shots
Then fight the Deathclaw
Deathclaw Multiball starts at the bash toy once your weapon is upgraded.
Start it
Four inserts rotate under the Deathclaw. When they and Fire! are flashing, the next hit starts the multiball.
Why this shotA hit on Fire! always counts. The rulesheet's tip is to time every shot to it.
Deathclaw Multiball 1
20 seconds of building on the red shots, then 12 seconds to collect.
Why this shotThe jackpot starts at 2M and grows 250k per lit shot. Enough jackpots light the super jackpot.
During any Deathclaw Multiball, kill all four radroach targets.
Why this shotIt adds a ball and extends the ball save.
Deathclaw Multiball 2
Each red shot or switch charges your weapon 20%.
Why this shotFive jackpots light the super jackpot.
Worth knowing
- Deathclaw Multiball 3 is not documented yet.
Not the next step. Open a quest only when you are choosing one, or already in it.
2 shots
Wedding Day
A 2-ball multiball quest.
Right scoop when Wedding Day is lit.
Why this shotTwo-ball quests award their Legendary Weapon through the super jackpot.
Hit the Deathclaw five times.
Why this shotIt adds a ball.
Worth knowing
- Pro details for this quest are not documented yet.
Not the next step. Open a quest only when you are choosing one, or already in it.
2 shots
Radscorpion Attack
Center ramp quest.
Shoot the center jump ramp.
Why this shotIt is worth 2x during this quest: 500k, plus 250k per shot.
Make the final blow.
Why this shotFour center ramp shots light it.
On a ProHit the flashing right standup.
Worth knowing
- A finished quest awards a Legendary Weapon.
Not the next step. Open a quest only when you are choosing one, or already in it.
3 shots
The Kings
A 2-ball multiball quest built on combos.
Shoot any lit shot.
Why this shotJackpots start at 500k plus 50k per shot, at 1x.
Make shots back to back.
Why this shotEach killing spree adds +1x.
Hit the flashing right standup.
Why this shotReaching 8x or starting 3 killing sprees lights it.
Worth knowing
- Two-ball quests award their Legendary Weapon through the super jackpot.
Not the next step. Open a quest only when you are choosing one, or already in it.
2 shots
NOVAC
Left orbit and right ramp quest.
Shoot the left orbit and right ramp.
Why this shotEach shot pays 2M plus 250k per shot.
Shoot the Pip-Boy final shot.
Why this shotSix or more shots light it, worth 2x the current value.
Worth knowing
- A finished quest awards a Legendary Weapon.
Not the next step. Open a quest only when you are choosing one, or already in it.
3 shots
Find the Target
Three phases.
Make four different yellow shots.
Why this shotPhase one. Each has to be a different shot.
Right scoop, then the right ramp.
Why this shotPhase two.
Load the Fat Man and hit the random flashing right standup.
Why this shotPhase three ends the quest.
On a ProFire it from the flippers.
Worth knowing
- Mind Control is the other quest: a ramp and spinner mode in three tests.
Deathclaw Multiball is already in Starting Shots. These pages are for later.
3 shots
Wasteland Multiball
Enemies come in waves.
Complete all the shooting gallery shots.
Why this shotCompleting the shooting gallery starts the multiball.
On a ProStarted from the right standup targets.
Shoot the enemies in each wave.
Why this shot3M plus 500k per shot. The super jackpot grows with each wave.
Collect the super jackpot.
Why this shotTwo jackpots light it, plus one more after each super.
On a ProAt the flashing right standup.
Worth knowing
- The super jackpot starts at 15M and grows 2.5M per jackpot, times the wave number.
Deathclaw Multiball is already in Starting Shots. These pages are for later.
3 shots
Vaults and Vault Multiball
Spell VAULT to open the vault at the center ramp.
Make the lit letter shots.
Why this shotIt lights Open Vault at the center ramp.
Shoot the center ramp.
Why this shotOdd-numbered lunchboxes give Vault Multiball. Even ones give a Legendary Weapon.
On a ProShoot it again for Find the Lunchbox, 15 seconds to hit a blue shot, then the scoop.
A 3-ball multiball. Blue shots score awards.
Why this shotThe jackpot moves left to right and grows. A super jackpot at the center ramp pays all jackpots together.
On a ProThe double jackpot is at the upper loop.
Worth knowing
- Each lunchbox you find is removed from later rounds.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Power Armor and perks
Scoring boosts while you play.
Hit the fusion core pop bumper.
Why this shotAt 50% charge or more it can be worn.
Hold the action button for 2 seconds.
Why this shot2x scoring while it is on. Hold again to take it off.
Earned from XP and Pip-Boy ramp shots outside modes.
Why this shotPerks like Strength (easier junk) and Endurance (longer ball save) build up to level 2.
Worth knowing
- Luck gives more caps and better junk. Charisma makes the shop 20% cheaper.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Wasteland items and radio
Small helpers that add up.
Complete three inserts of one colour at the left ramp, U-turn and right ramp.
Why this shotWhite is a stimpak (outlane save), yellow is a companion, blue is a side quest.
Hit the radio tower target, then any music note shot.
Why this shotSix songs, each with its own length and jackpot shots. Holding the ball does not stop the timer.
Kill all four radroaches and a glowing one appears.
Why this shot20M plus 10M per glowing radroach with the Fat Man, half that from the flippers.
Worth knowing
- Each new radio mode needs one more radio tower hit.
- The three wizard modes are not documented yet.
Check the source
Unofficial card. Not affiliated with Stern Pinball or Bethesda. Fallout is new and no strategy guide has been published yet, so the shot order follows the community rulesheet's own tips (code 0.81). Parts of the rules are not documented yet and are left out. Point values move when Stern ships code, so trust the inserts on the machine.