Fallout

> "There's not even one person here?"
>
> - Sole Survivor

***Fallout*** is one of the three pinball tables in the *Bethesda Pinball* mini table pack, released in 2016 and available for *Zen Pinball 2*, *Pinball FX 2* and *Pinball FX 3*. It is heavily based on the 2015 post-apocalyptic RPG *Fallout 4*, while incorporating elements from previous games in the *Fallout* series. This table chronicles the journey of a Sole Survivor, resident of Vault 111 in the Commonwealth, as they travel across a wasteland many years after a nuclear war, searching for bobbleheads to improve combat and survival skills.

## Table overview

### The upper half of the table

The table features a variety of environments from the game *Fallout 4* and is lined with post-apocalyptic ruins from the destructive aftermath of prior, very destructive conflicts. At the back wall of the table, there is a signature Vault-Tec vault that can be opened to capture the ball, with an exit habitrail right beside its entrance that drops the ball onto a spinning disc near the top of the playfield. Two billboards flank the Vault entrance. Directly in front of the Vault entrance is a series of four rollovers that spell VATS, the abbreviation for the famous Vault-Tec Assisted Targeting System. This area is the apex of the table's main orbit, which is asymmetrical. The right orbit is a normal entry, and balls that travel clockwise through this orbit exit through a one-way secret passageway whose exit lies directly beneath the left ramp, whose entry will pop off from the playfield to allow the ball to roll directly out from under it. The left orbit is only accessible from the upper right flipper, and usually feeds the VATS lanes, although it can send the ball to the right flipper if a combo is active. This left ramp feeds the left inlane, although a ball can also reach that habitrail through a one-way, directly inaccessible vertical upkicker placed next to its halfway point. Three bumpers are placed in front of the ramp's entry, with one of them housing the VUK.

The left orbit is gated with a spinner, and also wraps around a mini-orbit that wraps around an upper flipper and ends directly just in front of the VATS rollovers, where a gate lies that drops the ball right above the upper left flipper so that it can be possible for the player to use it to access a one-way center lane that curves the ball towards the right side of the table and drops it at its right mini-loop. In front of that lane's entrance (whose left side is lined with targets that can be hit to unlock the Vault) there is a spindisk that operates when the ball exits the Vault through the habitrail coming out from the back wall, randomizing its movement once it falls from the habitrail's terminus. A target post shaped into a Nuka-Cola bottle is situated to the left of this otherwise inactive spindisk, to the right of the mini-loop entrance. To the right of the spindisk are a series of four standup targets, which line the left wall of the right ramp, which leads down to the right inlane. Between the right ramp's entry and the right miniloop is the right orbit, which is a tunnel. A figure of a Super Mutant stands directly on top of the covered right orbit, who can also capture balls that stop partway through the right habitrail when a small gate arm swings to stop a ball from reaching the inlane so that it can be locked for Mutant Multiball. A similar, one-way inaccessible VUK is also present beside the right habitrail.

In front of the spindisk is a drop target track where a boss enemy can spawn during battles. In front of that track is a pop-up ramp that can be shot to send the ball into the Vault when it opens to start Vault Quests. Between the rightmost bumper and the left orbit is a target that can be struck for skill shots, critical hits and extra balls. In front of that same bumper is the Faction Sinkhole. There is also a mini-flipper embedded on the left edge of the right miniloop, which is shaped into the letter "D", that can propel a ball to the left orbit or miniloop if it goes up the loop, with a magnet that can assist in lining up cross shots to those lanes by holding it at the miniloop's upper end. There is also a VUK nearby that pops the ball right beside this mini-flipper. There are also three of four target posts that spell the word LOOT at the corners of the right ramp and right orbit. A left miniloop is also present that wraps around the leftmost bumper.

### The lower half of the table

A saucer sits in front of the frontmost bumper. Two tracks of enemy drop targets also appear in front of that saucer, plus an additional pair of enemy drop target tracks on the other side of the table, with one in front of the right lanes and besides the right miniloop and another in front of the right mini-loop's bottom end, where the fourth and final LOOT target post lies. The bottom of the table consists of 5 return lanes, with three left lanes and two right lanes, with each rollover representing a unique Vault Boy figure. There are two Nuka Cola-themed subway kickbacks, one for each outlane. A cymbal alarm toy monkey sits on the left rebound and a digital counter indicating the current bonus multiplier sits on the right rebound. Near the two flippers are two meters, one green and one red, representing health and VATS level. Armor and radioactivity icon lamps also appear to the left of the health bar. A picture of the current companion is placed on the right apron, and the left apron contains a shelf where Vault-Tec bobbleheads are stored, plus the Pip-Boy wrist device that can be used to assign SPECIAL stat points, navigate through the shop interface or play the *Zeta Invaders* minigame.

### The plunger

The plunger is a spring-loaded one that launches the ball up a straight shaft tunnel into the right miniloop, intending to bring the ball to the miniloop's top end. If the ball is plunged with medium strength, it can bring the ball up to the mini-flipper, which can then be used to shoot the Critical target for a skill shot whose value can be raised by 100,000 per spin by hitting the spinner at the left orbit, provided that the ball is shot with enough force to traverse the orbit and return to the mini-flipper for a chance to hit the target. The skill shot value is held between balls regardless of whether or not it has been collected.

A figure of the Sole Survivor walks atop the plunger shaft, which is covered and tunneled, and will appear as a man or woman depending on the player's choice. The right bottom corner of the table features the Red Rocket gas station.

## Objective and Missions

The objective of the table is to gather all seven of the Vault-Tec Bobbleheads from various Vaults and raid Vault 131 to obtain its ultimate secret. To start a Vault Quest, or begin the final Vault Quest that serves as the Wizard Mode, the player must hit any of three targets in front of the Vault hatch at the table's back wall. Doing so will open it and raise a jump ramp in the middle of the table which can be used to send the ball into the Vault.

All Vault Quests except for the Wizard Mode have a nearly identical format, consisting of two phases - searching for the Bobblehead in question within a time limit and fighting the enemies defending it without running out of health. In some of the Vault Quests, the Super Mutant figure may occasionally interfere with the ball's movement during the first phase, which may lead to ball drains. He may do either of the following, depending on the current Quest:

* **Laser gun**: The Super Mutant may shoot a red laser gun onto parts of the playfield to knock the ball off course.
* **Stomp**: The Super Mutant can stomp on the table, shaking the playfield to influence the ball's movement involuntarily. This does not trigger the tilt alarm.

The first phase involves shooting a series of lit target lanes that change every several seconds. Each vault has a different set of lit lanes that need to be shot, and each correct lane shot awards extra time. The second phase is then won by defeating all enemies on the playfield before health is depleted (see "Combat" below for more details).

It is only necessary to start up all Vault Quests to unlock the Wizard Mode. Draining the ball during a Vault Quest skips it. A Vault Quest otherwise fails if the player takes too long to find the bobblehead during the first phase, or falls to the enemies defending it in the second phase. Each Vault can only be visited once before the Wizard Mode starts, and only successfully completing a Vault Quest will collect a Bobblehead. Each Bobblehead grants a perk effective for the entirety of the current Wizard Mode run. Completed modes also reward a bonus of around 8 million points at maximum health.

The following Vaults, which have not appeared in any prior game in the *Fallout* series (with the last one, 113, being cut from the final release edition of *Fallout 4*), must be visited to unlock the final Vault Quest, Vault 131:

After all seven Vaults are visited, the player can enter **Vault 131**, the final Wizard Mode. This is a final multiball mission where the three Vault targets award Jackpots and lit lanes award Super Jackpots for one minute, before the player must lock at least the final ball back into the Vault through the pop-up Vault ramp to finish the mode and win, with each ball returned awarding a Vault Jackpot worth the total value of the jackpots that had been scored during the Multiball. If the player achieved full loyalty to a particular faction prior to entering this Vault, jackpot amounts will increase by an additional 50% and an extra perk will activate, depending on the chosen faction. (see "Factions" below)

### Customization

At the start of each session, the player will be prompted to customize the Sole Survivor and determine who will accompany them on their journey, using the flippers to select choices and the launch button to confirm decisions. The player will first be asked the determine the gender of the Survivor, which may be male or female. This will affect the appearance of the Survivor figure on the table and what kind of voice the Survivor will have. The player is then given 5 stat points and must decide how to allocate them among the 7 character stats commonly used throughout the *Fallout* series: **S**trength, **P**erception, **E**ndurance, **C**harisma, **I**ntelligence, **A**gility and **L**uck. (S.P.E.C.I.A.L.) The effects of the stats, which ultimately define the Survivor's combat mastery, are listed below:

* **Strength**: Increases the Survivor's general offense in combat.
* **Perception**: Increases the amount of time available in the attack phase of battle, giving the Survivor more opportunities to land attacks.
* **Endurance**: Increases the Survivor's general defense in combat, reducing the amount of damage they suffer from enemy attacks.
* **Charisma**: Reduces the prices of items that can be bought at the shop.
* **Intelligence**: Affects how quickly experience can be gained.
* **Agility**: Increases the amount of time available in the defense phase of battle, giving the Survivor more time to evade enemy attacks.
* **Luck**: Increase the likelihood of earning better loot.

Lastly, the player will then randomly choose which companion will accompany the Survivor on their journey. Each companion has an associated perk that lasts the rest of the game, and a portrait of the selected companion will appear on the table's right apron:

* **Codsworth**: A Mister Handy butler robot who once served the Survivor's family before they were all killed in the intro to *Fallout 4*. He reduces damage from energy attacks.
* **Dogmeat**: A German Shepherd whom the Survivor may adopt as a pet. He reduces the number of shots needed to earn random loot.
* **Strong**: A friendly Super Mutant. He increases melee damage.
* **Nick Valentine**: A synthetic private detective. He awards a bottle cap every time a ramp is shot.
* **John Hancock**: A ghoul who is the mayor of Goodneighbor, a town in the vicinity of Boston. He reduces radiation damage.

### Combat

The world of *Fallout* is far from friendly, as deadly mutants roam the land, preying on the weak and unprepared. In the games, it is essential to master combat to survive the wastelands and collect the bobbleheads, and this pinball rendition of *Fallout* is no exception. Battles will occur during any of the following situations:

* When the first phase of a Vault Quest is completed (and the Bobblehead has been located)
* When Enemy Mode is triggered (see Side Modes below)
* When the Survivor becomes fully loyal to one faction then completes the contact procedure for one of the other hostile factions (see Factions below)

Battles will cycle between attack and defense phases, with every battle beginning with the former. In the former, the player will have the opportunity to attack enemies as drop targets placed throughout the table that move sideways. There are many different ways to attack the enemies present within a time limit (whose length depends on the Survivor's Perception stat) before the battle shifts to defense phase:

 Firearm
 Sniper
 Grenade
 Fatman Nuke
 VATS Attack

Most of the abovementioned attacks can also be boosted if certain lanes or targets are shot:

* **Sneak Attack**: Shooting the center lane will allow the Survivor to enter stealth mode, giving him/her the opportunity to attack enemies by surprise, dealing twice as much damage for 10 seconds.
* **Strong Melee**: Shooting the right miniloop will cause melee attacks to deal double damage for 10 seconds.
* **Critical Hit**: Hitting the critical target beside the right bumper will allow the Survivor to inflict critical blows that deal triple damage for 10 seconds.

The enemy drop targets will also be colored to indicate their health condition, changing from green to yellow to red as it depletes. The score display briefly shows the remaining health of a recently attacked enemy. Possible enemies include a Ghoul, a Mirelurk, a Raider, a Super Mutant or a soldier from a hostile faction member. Possible bosses include a Mirelurk Queen, a Super Mutant Behemoth, a Deathclaw or a Sentry Bot. Bosses appear at the top of the table, have more health than normal and can unleash dangerous attacks that can, for instance, poison the Survivor with radiation.

After the attack phase expires, the drop targets will hide and the defense phase will begin. The player will be given a short time limit (whose length is also determined by the Survivor's Agility stat) to evade an incoming attack from the enemy/enemies by shooting either of the side mini-loops. If the player fails to evade, the Survivor will lose health, with the amount lost depending on the enemies present and how low the Survivor's Endurance stat is. A Fatman Nuke can also be used here to instantly win a battle.

Once all enemies are defeated, the battle is won. If the player's health fully depletes during a battle, it will be lost. Losing the battle in a Vault Quest ends it in failure. Losing any battle will also destroy the Survivor's armor, meaning they will take more damage from enemies in subsequent battles unless it is repaired at the shop, as well as the loss of some Nuka Cola Caps.

## Side modes

The following side modes can be activated during gameplay:

* **Radiation Storm**: The world of *Fallout* has been irradiated by many years of nuclear war, resulting in the presence of dangerous radiation storms, which may occasionally strike at random points in the Survivor's journey. A storm begins when the screen starts to tint green and sounds of rain can be heard. As these storms can poison the Survivor, it is imperative to take shelter from these storms immediately by locking the ball in the Shop saucer. Radiation poisoning will occur if the player takes too long to hit the saucer or hits any of the few, small green clouds of radiation on the table. The effects of the radiation can be indicated by a portion of the health bar turning red indicating the amount of health lost, as well as the ball itself becoming a green color. Storms will end automatically if the player fails to find shelter in time.
* **Enemy Mode**: Improve the Survivor's combat capabilities by fighting one particular enemy, which can be challenged by lighting all 5 Vault Boy figures on the return lane rollovers. Defeating the enemy awards small amounts of points, Nuka Cola Caps and experience.
* **Eyebots**: On occasion, small robots called Eyebots may float around to scout out enemies or broadcast propaganda. They can be destroyed with the ball itself for hurry-up values starting at 10 million million when they briefly visit the table at random times. The third Eyebot the player destroys lights an extra ball.
* **Side Quests**: The Survivor may occasionally be asked to run errands or do particular favors on behalf of certain NPCs (nonplayable characters). A side quest begins by hitting the four targets on the left side of the right ramp, then locking the ball inside a sinkhole revealed when the right ramp's entrance rises promptly after that. Then the player must follow instructions on the scoring display to complete the side quest and earn points (generally, half the total score of a completed mission).
* ***Zeta Invaders***: Among its various, versatile functions, the Pip-Boy can also play old-school video games like the *Space Invaders* clone *Zeta Invaders*. This minigame begins when the player purchases it from the shop, which is then loaded onto the Pip-Boy on the left apron. The player uses the flippers to steer the spaceship and dodge enemy fire, then uses the launch button to fire back at the invaders as they move back and forth and descend towards the earth. The player has 3 lives and must clear 5 stages to win. The first time this minigame is beaten, an extra ball will be lit.

### Factions

In *Fallout 4*, the Survivor can ally with one of four Factions: the Minutemen, the Railroad, the Brotherhood of Steel and the Institute, and this affects how the game will end once it is completed. Achieving full loyalty to one of such factions on this pinball table by completing their four missions before starting the wizard mode will grant buffs to that mode, and renders other factions hostile to the player before it begins. (*It is not necessary to be loyal to one faction to start and beat the Wizard Mode; hence its inclusion in the Side Modes section of the article.*)

Each faction has a "contact procedure" that can be followed to call up that faction and initiate quests for it, amounting to shooting certain lanes or targets a number of times. If the Survivor was not fully loyal to one faction, completing a faction's contact procedure will light the faction sinkhole, making a quest available for that faction. (If multiple factions are contacted, the player can choose which faction quest to tackle once the ball is locked into that hole. The player must follow instructions on the scoring display to successfully complete a quest.) If full loyalty to a faction has been achieved already, completing the contact procedure for an opposing faction will start a battle immediately.

The four factions that the Survivor may choose to join and be loyal to are shown below:

 The Railroad
 The Brotherhood of Steel
 The Institute

### Multiball

There are two multiball modes that can be activated:

* **Mutant Multiball**: The world of *Fallout* is crawling with numerous dangerous mutants, and a multiball can be activated that reflects their immense numbers. To lock a ball for this mode, the player hits the bumpers 20 times, which will cause a small gate at the right ramp to close. Shooting that ramp will cause the ball to stop at that gate, where the Super Mutant figure nearby will pick it up and save it for later. After 3 balls are locked, the multiball begins with the Super Mutant figure throwing them back into play, and jackpot lanes will be lit. Once all jackpot lanes are hit, a Super Jackpot is claimed automatically.
* **Faction Multiball**: Each faction consists of many members. Once a faction quest is successfully completed, the player can lock the ball into the faction sinkhole before any other factions are contacted and store it for the Faction Multiball. Once three balls are locked in this manner, this multiball mode will start and the player is challenged to shoot jackpot lanes that change every several seconds to earn bonus points.

## Perks

The following perks can be acquired during a session:

* **Ball Saver**: A 30-second ball saver activates at the start of each ball and multiball. Once it expires, it can be turned on again either by hitting the spinner at the left orbit 50 times with both kickbacks turned on, or purchasing it from the shop if sufficient Nuka Cola Caps are available.
* **Nuka-Cola Kickbacks**: Nuka Cola, a staple soda produced in the world of *Fallout*, is known for granting a small health boost for cheap. It can also save the ball from outlanes on this table, and each of the two subway kickbacks provided can be activated by 50 spins of the spinner at the left orbit. Once used, a kickback will safely and reliably place the ball on a ramp habitrail.
* **Bonus Multiplier**: Scoring 5-way combos will raise the bonus multiplier by +2x, which is only good for the current ball. The bonus multiplier maxes at 10x and is displayed on the right rebound.
* **Level Up**: The Survivor will have an opportunity to sharpen his/her combat skills after defeating many enemies. Once a sufficient amount of experience is procured from defeating enemies or finishing modes, the next shot to the lit Shop saucer will allow the player to spend one stat point on any of the 7 SPECIAL stats, using the Pip-Boy interface. The current level of the Survivor is seen on the scoring display. Stat points stack until the shop sinkhole has been made; if you’ve leveled up twice without shooting the lit shop, for instance, the next visit will allow you to spend both of the collected stat points.
* **Nuka Cola**: In addition to providing a small health boost, a bottle of Nuka Cola also provides a cap that can be used as money. Hitting the Nuka Cola target post will grant one cap for free, and defeating enemies or finishing missions will award much larger quantities of caps.
* **VATS Activator**: Spelling VATS on the upper rollovers will immediately prime the VATS so that it can be used to inflict maximum damage in battle. Hitting lit rollovers will darken them, however, so careful management of them is needed.
* **Loot**: The world of *Fallout* is filled with secrets and treasures that can aid any Survivor in need, if they are sought for inquisitively. Loot can be found by spelling LOOT on the target posts on the right half of the table, defeating enemies, completing side or faction quests or completing certain tasks. Loot may also spawn as pickups on the table that can be collected with the ball. However, some loot may be booby-trapped or radiated (dangerous loot pickups will be marked in red when they spawn), resulting in the Survivor losing some health or max health. Regardless of its safety, loot always awards some extra points and may contain bottle caps or perks that can usually be bought from the shop. The quality of loot is determined by the Survivor's Luck stat.
* **Extra Ball**: Extra Balls can be lit by successfully beating the *Zeta Invaders* minigame, using a Fatman Nuke successfully for the first time, attacking 20 enemies using the VATS, visiting 3 Vaults or destroying 3 Eyebots. All Extra Balls lit are then collected by hitting the Critical Hit target.

### Shop

Even in the midst of the ruins and destruction, business and bartering is still present in the world of *Fallout* and Survivors may find places to trade Nuka Cola Caps for greater goods. To open the shop for a limited time, the player can take the ball down both the left and right habitrails. The shop can then be visited by hitting the shop saucer before the shop closes.

Once the ball is locked into the saucer, the Pip-Boy will show the products the shop dispenses, the price of each one in caps (affected by the Survivor's Charisma stat) and the amount of caps in the Survivor's possession. The player cycles through products with the flipper buttons and presses the launch button to purchase the item. Once the player is finished with the shop, the player uses the flippers to select the "Exit Shop" option and presses the launch button to release the ball from the shop saucer.

Nuka Cola Caps can be awarded in various ways, including hitting the Nuka Cola target post, completing modes successfully or finding some loot. If Nick Valentine is the Survivor's companion, ramp shots award Nuka Cola Caps. The amount of Caps banked is shown on the scoring display.

The following items can be purchased from the shop:

* **Ball Saver**: Activates the Ball Saver upon shop exit.
* **Kickback**: Activates both kickbacks.
* **Stim-Pack**: Recover extra health.
* **Nuka Cola**: Recovers a small amount of health, but slightly decreases max health due to its irradiation.
* **Resistance Boost**: Boosts either damage, radiation or enemy resistance. Requires fully repaired armor. Each stat can be upgraded up to 10 times.
* **Weapon Upgrade**: Boosts attack power, up to 10 times.
* **Mini-Nuke**: Provides a Fatman Nuke attack that is ready to use in battle (see Combat above)
* **Armor Repair**: Repairs armor if is damaged when the Survivor is defeated (see Combat above)
* **Radiation Cure**: Cures radiation if the Survivor is suffering from it (indicated by loss of max health)
* ***Zeta Invaders* attempt**: Grants the player one attempt at *Zeta Invaders* (see Side Modes above)

## Tips

* Protect the ball from draining by activating or purchasing kickbacks, which will then allow you to activate the ball saver by spinning the flag at the left orbit a number of times as long as both kickbacks are on. (The ball saver can also be bought from the shop.) Also, during battles, attempt melee attacks at your own peril as doing so may bounce the ball into the outlanes or straight between the flippers if one is not cautious.
* There are a few ways to earn extra balls, so make good efforts to earn them because you will need some to get through all 7 Vault Quests and the final Vault. While they lack in variety, their large number will surely test the stamina of those aiming to reach and beat the wizard mode.
* Since time is of the essence to land attacks and dodge enemies (especially when it can be difficult to evade if the ball happens to be far from the flippers when a defense phase starts), it is encouraged to begin each session by spending two of the five starter stat points each on Perception and Agility. Assign one last point to Endurance to help withstand more punishment from radiation storms and successful enemy attacks.

## See also

* Table walkthrough by ShoryukenToTheChin (PDF)