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JLP Pinball Cards

Fire

Williams 1987
Strategy updated: June 22nd, 2026

Strategy

On ball plunge a hurry up begins to put out the fire at the lit bank, starting at 10X. Unlit orbits spot a lit target to put out a fire, lit orbits are on fire and score more, so concentrate on shooting orbits as much as possible. Work toward MB by locking ball via the orbits after completions the left or right stand up target bank. Then shoot horseshoe to raise center ramp, make that shot to start MB. During MB, put out all fires for 1M.

Skill Shot

Plunge just enough to make the 100K rollover in the plunge lane. A full plunge will score 1K

The plastic cover on the lane doesn't always line up with where the switches are, you want to shoot for the 4th switch in the lane (100K) which has a yellow ring around the roller over switch

Ruleset

The center post (Fire Plug) will pop up on a successful skill shot for about 10 seconds

  • On ball 3, the fire plug remains for about 30 seconds

After plunge, one of the 4 stand-up target banks will have all three targets lit indicating a fire. The goal is to put the fire out as quickly as possible by hitting these targets.

  • One target is spotted by hitting the orbit

  • An entire bank is spotted by getting a lit in-lane (1 is always lit, toggled by the slings)

  • Hitting a lit target in a bank score (5K, 5K, 10K) and adds 1K to bonus

  • The quicker a fire is extinguished the higher the multiplier for the 3rd (last) target, indicated by the 2X-10X red inserts on the PF

  • Fire multiplier is reset at the start of a MB

  • Fires can also appear at the orbits, indicated by fire insert light

Hitting the rescue ramps on either side awards 10K and starts a hurry-up (100K-10K). There is no indication of the step down hurry up.

  • Hitting the target at the top once will light one of the ramps for EB. Slings alternate the ramps, collect by hitting the lit ramp. They can be stacked

Shooting the orbit will raise the Fire Plug, spot a lit fire target, and raise the opposite ramp flap

The turnaround at the center upper PF can be lit for clockwise, counterclockwise, or both directions. Shooting a lit direction scores 63K and raises the center ladder ramp for 25 seconds, unlit scores 26K - lit or unlit raises the fire plug for 10 seconds.

  • Shoot the center ramp after a turnaround to have fire plug help with ball save

Shoots to the center ramp score 50K and potentially lock a ball if rolled toward an empty lock

Multiball - 3 ball

  • ❗️MB lock theft is available

  • Qualify raising the ramps by putting out fires at either the left or right standup targets

    • Then shoot the opposite orbit to get the ball locked

  • Or, shoot the center horseshoe via the lit path to raise the center ramp

    • Then shoot the center ramp to lock a ball on one of the sides

  • After 2 locked balls, shoot the back horseshoe to raise the center ladder ramp

    • Shoot the ladder ramp to "break the window" to start MB

  • Put out all fires for 1M - remember orbit shots spot fire targets

  • Also, the fire multiplier is reset to 10X and will reduce with time

Earned 2X, 3X, or 4X bonus is carried over, above that value it reduces to 2X bonus holdover

fire.jpeg playfield