Pinball Rule Sheets

A repository of rulesheets for pinball machines

Table of Contents

Game Overview

Rules Overview:

Layout

Pro Premium/LE
Fallout Pro Playfield Layout Fallout Premium/LE Playfield Layout

Character Select

Use the flipper buttons to choose a character before you launch your first ball. Each character has different perks:

Skill Shot

Time your plunge to the flashing Nuka Cola insert on the right inlane to lower the Nuka Cola spinner for a few seconds. Immediately rip the spinner from the right flipper. Rewards a base of 3M point + 75,000 points per spin and 3 seconds of ball save. Additional successful cap stash skill shots add 1M points to the base and 50,000 points for each rip of the spinner.

Quests

Quests are the main modes in the game. The timer for these modes is based on your HP (1 HP = 1 second, with a maximum of 100 HP / 100 seconds). Attacking Radroaches (stand-up targets on the playfield) inflicts you with RAD (radiation), which lowers your maximum HP until you collect radaway.

To qualify for a quest, you must have a minimum of 50 HP.

Each quest completed awards a Legendary Weapon. For the 2-ball multiball modes, this constitutes scoring a super jackpot. Otherwise, making the final shot of any mode will award it.

Quest List

Vault Modes / Find the Lunchbox!

Spell VAULT by shooting the lit “VAULT Letter” shots around the playfield. This will light “Open Vault” at the center ramp.

On Pro model, shoot the center ramp again to start Find the Lunchbox! This mode is timed for 15 seconds (unless playing as Lucy who has longer timers). Multiple shots will be lit blue. Hit one of these shots to light the scoop to open the lunchbox. For sequential rounds of Find the Lunchbox!, the shot you hit will be removed.

On Premium/LE model, shoot the ball to the center ramp to hit the vault door behind it. The ball will be held while the vault door physically opens up. Shoot the ball past the vault door to start a Vault Mode. The lower playfield activates and becomes the focus point for the duration. The pipboy will display how much time you have left.

Lunchboxes provide the following awards in order:

During the opening vault door animation, the number of the vault is displayed. This hints at what specific vault mode you will be playing.

Vault Mode List

Available only on Premium/LE models. There are a total of 6 different vault modes as of version 0.81:

Multiball Modes

Deathclaw Multiballs

Shoot the Deathclaw bash toy to advance towards Deathclaw Multiball. Each successful hit will cripple a limb of the deathclaw. Four insert lights just below the bash toy consistently rotate from left to right and back. These insert lights indicate which limb will be hit. When all four insert lights and “Fire!” are flashing, the multiball is ready and will start the next time you hit the bash toy. With Mr. Handy as the active companion, pressing the action button (once per level) will spot a Deathclaw hit but won’t start the multiball. There are three different Deathclaw multiballs played in the same order each game.

Once a Deathclaw multiball has been played, upgrade your weapon to enable the next one. The timing of each weapon upgrade does not matter i.e. if you upgrade your weapon before playing Deathclaw Multiball 1, then Deathclaw Multiball 2 will be available to work towards straight afterwards.

For Premium/LE models: Hitting a limb of the deathclaw that is already crippled will cause the Deathclaw to fire the ball back to the player. Make sure to time the shot correctly. The “Fire!” insert will indicate when to hit the bash toy.

During any Deathclaw multiball, complete all 4 Radroach targets to add-a-ball and briefly extend the ball save timer.

Wasteland Multiball

Once the player hits all shots in the shooting gallery, Wasteland Multiball will begin. Enemies come out in waves and must be eliminated. Shoot the lit shots, which include the left orbit, U-turn, and right ramp, to eliminate enemies. Jackpots are worth 3M + 500k per shot, and the base super jackpot value is 15M + 2.5M per jackpot scored x wave number. Super jackpot is lit at the upper pipboy ramp after 2 jackpots (+1 per super jackpot scored). On the Pro model, the player must make the center right standup target to score it. On the Premium/LE model, the Fat Man will point towards the 3-bank stand-up target. Aim for the center right standup target and fire with the action button to score the super jackpot. Scoring the first super jackpot in Wasteland Multiball awards a legendary weapon.

The first two super jackpots also add-a-ball to the multiball.

Vault Multiball

A 3-ball multiball that starts when awarded from odd-numbered lunchbox awards. Multiple shots are lit blue to score awards, with one shot blinking faster then the others (and having its corresponding “Spell VAULT” insert lit) to score a jackpot worth 2M + previous award values + 500k per jackpot. The jackpot shot moves from left to right with each shot in the following order: lower pipboy shot, upper pipboy shot, U-turn, center jump ramp, right ramp. Once the jackpot is made at the right ramp, either shoot the upper loop (Pro model) or complete all four lower playfield shots (Premium/LE model) to score a double jackpot and then light the center jump ramp for super jackpot worth the total of all prior jackpots. Scoring the first super jackpot in Vault Multiball awards a legendary weapon.

The player’s progress on lighting super jackpot is carried over between Vault Multiballs if the player starts more than one in the same game, and hasn’t scored a super jackpot yet.

Hit the Deathclaw 5 times during Vault Multiball to add-a-ball.

S.P.E.C.I.A.L.

The classic Fallout stat mechanism is present. Earn XP during quest modes, by looting / killing enemies, and by traveling to wasteland locations. When you have collected enough XP to level up, shooting either pipboy ramp while outside of a mode will allow the player to select a SPECIAL perk. Each stat provides a perk for the duration of the game and has a maximum level of 2. The screen on the pipboy informs you what the perk at said level will provide.

Bobbleheads of different types can be earned from sundries as legendary junk trades, or from reaching the third phase of a side quest. Each bobblehead instantly upgrades one stat.

Other Scoring

Radio Modes

Build the radio signal by shooting the radio tower target located next to the Nuka Cola spinner; every time a radio mode is started, one additional radio tower hit is needed. The current strength of the radio signal is displayed at the backboard screen on the top left area. Once the signal is at full strength, each music note insert will light up with different colors. The colors signal which song will be played. The duration of the song determines the timer of the mode. You cannot pause the timer for Radio modes by trapping/cradling the ball.

Songs: As of version 0.81, there are a total of 6 songs that can be played during Radio Mode. Below is the list of songs and includes the duration of the radio mode, the number of shots needed to activate the jackpot, and the corresponding color to hit to start the song.

Fat Man

An iconic weapon of the Wasteland. The player qualifies the Fat Man by shooting the the 3-bank of stand up targets on the right, collecting a mini nuke. Once collected, shoot either lit pipboy ramp to load the launcher. Once all three targets have been hit, Wasteland Multiball begins. Each enemy killed lights the scoop for loot as well.

For the second round, the enemy difficulty increases (requiring two shots to kill), but the value per shot also increases.

The Fat Man also lights once the player has found a glowing radroach. In this case, the launcher will aim towards the lower right radroach target instead of any of the upper playfield shots.

VATS

The Vault-Tec Assisted Targeting System will make it easier to progress the shooting gallery, as it attacks a target for you. Hitting switches collects AP. The amount of AP you have is shown on the backboard screen at the bottom right. Once the AP bar is filled, VATS is ready.

Wasteland Items

The left ramp, U-turn, and right ramp all have rows of three inserts in front of them. Completing all three inserts of the same color gives a wasteland item, and filling out all three rows will light the scoop to start a side quest. After the first side quest, the inserts must be completed by making the shots from left to right.

The awards for each set of inserts are listed below. The inserts are lit in the following order: white, yellow, then blue.

Outlane Ball Save (Stimpak)

Completing the three white inserts will light the right outlane for Stimpak. Stimpaks save the ball when the ball drains down a lit outlane. The location of the lit stimpak changes with hits to the fusion core pop bumper or right slingshot. Stimpaks can also be earned from sundries.

The following SPECIAL perks help with stimpaks:

Trusty Companions

Completing the three yellow inserts will enable a trusty companion. While the third yellow insert is flashing, using the left or right flipper will change the qualified companion clockwise (right flipper) or counterclockwise (left flipper). The player can only have one companion active at a time.

Each companion has a passive and active ability. Press the action button to use the companion’s active ability. Leveling up refreshes the companion’s active ability.

Your four trusty companions are:

Side Quests

Side quests are single-ball modes that take priority over all other game features besides radio modes. To light side quests, complete all three of the blue inserts, and make sure that your HP is above 50. Once available, the scoop will start the next side quest. During side quests, completing each phase will light the scoop to either cash out the current value or continue the mode with time added. Every time the cashout is lit, a bonus award is added: junk, then legendary weapon, then a random bobblehead, then ?.

Radroaches / Radaway

Radroaches: One of the four radroach stand up targets is always flashing. Hitting this stand-up target kills the radroach and awards points. Another radroach will then spawn at one of the remaining stand-up targets. Killing a radroach causes the insert to remain lit solidly. If you hit the lit stand-up target again, you will be inflicted with RAD (Radiation), resulting in your maximum HP being lowered.

Killing all four radroaches will spawn a Glowing Radroach that can be killed with the Fat Man for 20M + 10M per glowing radroach, or hit directly from the flippers for 1/2 the value. Glowing radroaches can also be looted.

If you collect Dogmeat as your companion, you will have more than one radroach stand-up target active.

Radaway: Upon being inflicted with RAD, a green shot becomes lit at the ramps to indicate that radaway is available. Hitting the green shot rewards hurry-up points and reduces the amount of RAD the player has incurred, which increases their maximum HP. Collecting 3 Radaway shots enables the upper pipboy ramp to start Radaway Hurry-Up. If Rad X was obtained from Sundries, radaway shots will be lit for longer until the next Radaway Hurry-Up is started.

Radaway Hurry-Up / Radaway Jackpot

Once 3 Radaway shots have been been collected, the player is qualified for the Radaway Hurry-Up. Shoot either pipboy ramp in single-ball play to start it. 1 more Radaway shot is required to light subsequent hurry-ups.

To light the Radaway Jackpot, shoot all 3 ramps (upper pipboy ramp, center jump ramp, and right ramp), which score hurry-up values based on the individual value of the prior Radaway shots. Once lit, the Radaway Jackpot, worth the total of all 3 hurry-up values, is lit at the upper loop. Shoot the upper loop from the mutant flipper as many times as possible to score it with each successive shot. The player has 10 seconds to repeat this outer loop shot as many times as they can, and the timer starts as soon as the first Radaway Jackpot is collected.

The value of Radaway Hurry-Up, and thus the Radaway Jackpot, massively increases over the course of the game. Collecting Radaway from Sundries further boosts this value.

Playfield X

There are two types of playfield multipliers. The Power Armor is a timed 2x playfield multiplier while weapon upgrades act as a passive playfield multiplier with no timer.

Power Armor

Charge the Power Armor by hitting the fusion core pop bumper enough times or earning fusion cores from Sundries. Once the fusion core power is at least 50% (shown via the meter near the pop bumper), the Power Armor can be equipped by holding the action button for two seconds. While Power Armor is equipped, all scoring is +100% (2x) multiplied, and this scoring is additive with your weapon multiplier. You can toggle the playfield multiplier on and off by holding the action button while the timer is running.

Weapons

You’ll need production when roaming the wasteland! The game starts you off with a simple weapon that can be upgraded. Upgrading the weapon awards:

Upgrading your weapon requires a certain amount of Junk items of certain quality, becoming more demanding as you continue to upgrade. Once you have the material, shoot the scoop to upgrade your weapon. The junk material requirement for upgrading your weapon is as listed:

Each upgrade also enables the next level of Deathclaw multiball to be played.

The backboard screen displays your current bonus X and playfield X, along with the amount of junk needed to upgrade it at the bottom left.

Loot

After each glowing radroach and enemy in the shooting gallery that you kill, shoot the scoop to loot their corpse and collect 2 to 3 rewards from the list below. The rewards are random:

Various locations found from wasteland loops can also be looted. The items at these locations are the same every time.

Junk

Collect junk items around the wasteland to upgrade your weapon. Each junk item can be one of three qualities, and the higher your luck, the higher the chance of getting a rare or legendary junk piece:

You can collect junk by:

The junk standup target lights once 10 slingshot / bumper hits are made. Hitting the target will award a random piece of common or rare junk. Rolling through the right inlane and then hitting the junk target awards 2 pieces of junk. If the player has Dogmeat as their companion, pressing the lit action button will spot the lit junk target.

Wasteland Locations

Shoot the outer loop shot from the mutant flipper to advance towards wasteland locations, then shoot the scoop to loot the location. This is the main method of lighting Nuka-Cola Quantum at the shot behind the mutant flipper (which doubles XP gain for a short time). The pipboy display shows what awards will be given at enough loop thresholds. Reaching 35 loops qualifies Vault 4 multiball.

The loop thresholds and locations are:

Caps & Sundries

Cap Stash: Caps are the currency of the wasteland. The amount of caps the player has is displayed at the top right of screen on the backboard. The main method of earning Caps is by lighting both Nuka Cola inlanes to qualify Cap Stash, then rolling through the flashing inlane (which can be lane changed) to drop the Nuka Cola spinner. Rip the spinner to collect caps and score more and more points. One cap stash rip is also available as the skill shot at the start of each ball. With Victor as your companion, pressing the action button once per level will lower the spinner for one cap stash rip.

Sundries (The Shop): The player can spend their caps at Sundries. Hit the right scoop when qualified to enter the shop. The shop will sell 4 items at most with each visit. Certain items have a quantity listed. This indicates how many times you can buy the item in a single game.

You have the option to steal items. The success rate will be displayed.

Upon failing to steal an item, the player has 10 seconds to escape by shooting the right ramp.

List of Items at Sundries:

Item Function Cost Requirements
Fusion Core (33%) Adds Power Armor 75 Caps  
Fusion Core (66%) Adds Power Armor 120 Caps  
Fusion Core (83%) Adds Power Armor 150 Caps  
New Fusion Core Max Power Armor 250 Caps  
Sugar Bombs Max HP 80 Caps  
Mentats (3) Advanced Hacking (next mystery award is improved) 80 Caps Intelligence must not be at level 2
Rad X (2) Longer Timer (on lit radaway shots, resets when radaway hurry-up is played) 80 Caps  
Nuka Cola (4) Award Inlanes 30 Caps Cap stash must not be lit
Radaway (3) Resets Rads (+1 shot towards radaway hurry-up) 80 Caps  
Stimpak (2) Outlane Ball Save 80 Caps  
Nuka Quantum Lights 2x XP (or extends timer if Nuka Quantum is already active) 150 Caps  
Buffout (2) Extend Multiball 150 Caps Player can only possess 1 Buffout at once
Psycho Add tilt warning 120 Caps Must have used one tilt warning already
Various Common Junk +1 to common junk counter 30 Caps  
Various Rare Junk +1 to rare junk counter 100 Caps  
Grognak the Barbarian Issue 300M Points (non-multipliable) Legendary Junk  
Gold Pinball Extra Ball Legendary Junk  
Various Bobbleheads +1 level to SPECIAL perk for this bobblehead type Legendary Junk  
Holotape Red Menace video mode Legendary Junk  

Hacking

Hacking is the game’s mystery award. Shoot either pipboy ramp to light the lower left stand-up target for the award. Without mentats or level 2 intelligence, though, hacking has an approx. 50% chance of failure and scoring nothing. Possible awards are:

Legendary Weapons

There are various legendary weapons to collect within the wasteland. These award perks for the rest of the game. Collect legendary weapons by…

In standard play, the perks are psuedo-random (first 4 are weak, then subsequent ones are chosen from the others). In competition mode, they are chosen in the same order every game. After finding all 11 legendary weapons, subsequent ones will give point awards.

Extra Balls

Extra balls can be collected at the stand-up target that is located on the side area of the lower pipboy ramp. Extra balls can be lit by:

On competition mode, extra balls are worth 15M and subject to multipliers from power armor and weapons.

End-of-Ball Bonus

When the player drains, a bonus will be awarded based on the following.

Base Bonus:

Bonus Multiplier (Bonus X):

Wizard Modes

Vault 4 Multiball (Mini-Wizard Mode)

Make a total of 35 wasteland loops to qualify the scoop (Pro model) or center jump ramp (Premium/LE model) to start Vault 4 multiball when no other modes are running.

Vault 4 is a phase-based multiball where each completed phase adds a ball. The jackpots are multiplied based on # of balls in play.

If the player drains down to a single ball during any phase, a 20-second last chance is given to score any remaining jackpots and attempt to start the next phase. Normal play resumes once the timer expires.

What Makes YOU Special (Mini-Wizard Mode)

TBD

Observatory (Mini-Wizard Mode)

TBD

Cold Fusion (Wizard Mode)

TBD