Fallout

Stern Pinball, 2026 — shot-by-shot rules and strategy guide.

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Keith Elwin's Fallout turns a pinball machine into a role-playing game. Before the first launch you pick Lucy, Maximus or The Ghoul, and each one plays differently: Lucy has an easier time in the vaults, Maximus gets more out of his power armor, and The Ghoul shrugs off radiation. The layout gives you left, center and right ramps, a left loop and right orbit, a Pip-Boy shot on the upper left, a mutated upper flipper that feeds a long outer loop, a Nuka-Cola bottle-cap spinner that rises and falls, a single pop bumper, and a Deathclaw bash toy on the right.

HP, quests and legendary weapons

Your HP is the clock. Every main quest runs one second per point of HP, so you eat at the yellow Pip-Boy shot until you have at least fifty, then start the blinking quest at the right scoop. The quests range from two-ball multiballs like Wedding Day and The Kings to shot modes like Radscorpion Attack, Mind Control, NOVAC and Find the Target. Finishing one earns a Legendary Weapon, a perk that lasts the rest of the game.

Into the vault

Spell VAULT at the lit letter shots and Open Vault lights at the center ramp. On Premium and LE machines the ball is held while a real vault door swings open, and you go through to a lower playfield for one of several vault modes. On the Pro, you bash the door and play Find the Lunchbox instead. Lunchboxes alternate between Vault Multiball, a three-ball march of jackpots from left to right, and another Legendary Weapon.

The wasteland economy

Caps, junk and fusion cores drive everything else. Light both Nuka-Cola inlanes, slide the flashing one under the ball with the flipper buttons, and rip the dropped spinner for caps to spend at the Sundries shop. Junk upgrades your weapon for a permanent playfield multiplier and unlocks the next Deathclaw Multiball. The pop bumper charges your fusion core, and holding the action button puts on power armor for timed double scoring. A short press uses your Trusty Companion's ability instead.

Multiballs and danger

Time your Deathclaw bashes to cripple its four limbs and start Deathclaw Multiball. Clear the shooting gallery with the Fat Man launcher (or, on the Pro, the left flipper and the mini-nuke stand-ups) for Wasteland Multiball. Watch the radroach stand-ups: a blinking one is a kill, but a solid one is a radiation pool that cuts your max HP until you drink radaway.

Editions

Fallout comes as a Pro, Premium and Limited Edition. The Premium and LE add the moving vault door with its magnetic lower playfield and the multi-axis Fat Man firing into an upper target gallery. The software is still early, and its wizard modes are shown on the playfield but have not been added to the game yet.

How Fallout plays

Fallout is a Keith Elwin role-playing game: pick Lucy, Maximus or The Ghoul, keep your HP up, and run quests, vault trips and multiballs while collecting caps, junk and legendary weapons that make you stronger as the game goes on.

The loop

  1. Eat at the yellow Pip-Boy shot to raise HP, because HP is the clock for every quest.
  2. With 50 HP or more, start the lit quest at the right scoop; finishing one earns a Legendary Weapon.
  3. Spell VAULT at the lit letter shots and break into the vault at the center ramp for lunchboxes and Vault Multiball.
  4. In between, gather caps, junk and fusion cores so you can upgrade your weapon and wear power armor -- both multiply everything else.

Reading the lights

  • QUEST Inserts (status) — lit: The yellow QUESTS inserts on both sides of the playfield are the main quests; the BLINKING one is the next quest the scoop will start. The yellow Pip-Boy shot is lit while food is on offer. · flashing: The blinking quest insert is the one queued for the scoop. · then: Get above 50 HP at the Pip-Boy shot, then hit the right scoop to start the blinking quest. HP becomes its timer, one second per point. Finish it for a Legendary Weapon -- a permanent perk for the rest of the game. · control: Either flipper button: the flipper buttons pick which quest is queued (only once Charisma reaches level 2 -- before that, hitting the Junk target is how you swap the queued quest)
  • VAULT Letters (letters) — lit: A lit VAULT letter insert marks a shot that will give you the next letter; once all five are in, OPEN VAULT lights on the center ramp. · then: Take the lit letter shots until VAULT is spelled, then shoot the center ramp. Premium/LE holds the ball, swings the door open and sends you through to a vault mode in the lower playfield; Pro plays Find the Lunchbox. Every lunchbox pays: odd ones start Vault Multiball, even ones give a Legendary Weapon.
  • Deathclaw Limbs + FIRE! (ladder) — lit: The four limb inserts under the Deathclaw sweep left and right; the lit one is the limb your next bash will cripple. Crippled limbs stay crippled. · flashing: All four plus FIRE! flashing means the multiball is ready -- the next bash starts it. · then: Time each bash for an uncrippled limb (on Premium/LE, hitting a crippled one fires the ball back at you). Cripple all four, then bash once more for Deathclaw Multiball. Upgrading your weapon unlocks the next Deathclaw Multiball.
  • Nuka-Cola Inlanes (lanes) — lit: Each Nuka-Cola inlane light stays on once you roll through it. With both lit, the Cap Stash is ready and one of them FLASHES. · flashing: The flashing Nuka-Cola is the lane that drops the spinner. · then: Roll the flashing inlane and the Nuka-Cola spinner drops. Rip it from the right flipper for caps; it stays down while it keeps spinning and rises after a pause. Caps buy fusion cores, stimpaks, radaway and junk at Sundries. · control: Either flipper button: a tap of a flipper button moves the flashing Nuka-Cola to the other inlane so you can put it under the ball (once both inlanes are lit and Cap Stash is ready)
  • Companion / Stimpak Inserts (shot arrows) — lit: These three shots carry flashing inserts for two different awards: YELLOW is a Trusty Companion and WHITE is the stimpak outlane save. · then: Make all three while yellow flashes to recruit a companion (each has a perk plus an action-button ability). Make them while white flashes to light an outlane ball save.
  • Radroach Targets (shot arrows) — lit: A SLOW-BLINKING radroach light is a live radroach. A SOLID one is a pool of radiation left by a kill. · then: Kill the blinking one for points and loot at the scoop -- another spawns somewhere else. Stay off the solid ones: they give you RAD, which cuts your max HP until you drink radaway. Kill all four for a glowing radroach.
  • Green Radaway Shots (shot arrows) — lit: A green arrow on a ramp means radaway is on offer after you've taken RAD. Its value counts down, so sooner pays more. · then: Drink it to restore max HP. Three radaways flash the green Pip-Boy shot for the Radaway Hurry-Up: make all three ramps, then repeat the outer loop from the mutated flipper for 10 seconds.
  • Fusion Core Meter (ladder) — lit: The column of lights next to the pop bumper is your fusion core charge; it climbs as you hit the bumper and drains while power armor is on. · then: Suit up when a good shot sequence is coming: armor adds +1x to the playfield on top of your weapon multiplier until the core runs out. · control: Action button: hold to put power armor on, hold again to take it off and save what's left (once the core has the minimum charge)
  • Music-Note Inserts (status) — lit: When the radio signal is at full strength, the music-note inserts light up in different colors. Each color is a different song, and so a different radio mode. · then: Hit the music-note shot showing the color of the song you want to start it, then make enough shots during the song to light the radio jackpot. The song length is the timer and you can't stop it by holding the ball.

Lane change: the flipper buttons move the lit lane. Once both Nuka-Cola inlanes are lit, a tap of a flipper button moves the flashing Nuka-Cola light to the other inlane. Put it under the ball, roll through, and the Nuka-Cola spinner drops so you can rip it for caps.

Start scoring

The Action Button on Fallout

Center of the lockdown bar.

Fallout's action button does two jobs, set by how long you hold it. A short press fires your Trusty Companion's ability; a long press puts on (or takes off) power armor. On Premium/LE it also fires the Fat Man.

Goals in Fallout

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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