John Wick
Stern Pinball, 2024 — shot-by-shot rules and strategy guide.
Open John Wick in the Pinball Genie app →Designer: Elliot Eismin. Code: Tim Sexton (pre-0.94), then Mike Vinikour. Editions: Pro / Premium / LE. Ian McShane narrates as Winston. The machine has only two flippers — the Red Circle "dance floor" up top is a non-flippered shoot-in arena.
The core loop
John Wick is a video-game-style enemy game layered on a job + battle structure. Enemies spawn from the Red Circle bumper and standup targets (roughly every 50 switch hits) and sit in front of lit shots, where each enemy acts as a +1x shot multiplier (max 3 enemies = 4x). Defeating enemies is the single biggest scoring lever. The winning pattern everyone repeats: spawn/kill enemies → each enemy multiplies job and multiball shots → stack a Job under a Multiball → cash out at the left eject.
Jobs (7 factions)
Charge the Weapons Crate / right VUK until 3 blue lights are solid, shoot a faction shot to choose which job, then the VUK starts it. Each faction maps to a physical shot: Bowery/Night Watch (left eject), NY Continental/Assassination (left orbit), Osaka/Security Detail (left ramp), High Table/VIP Award (Red Circle), Ruska Roma/Heist (center ramp), Marquis de Gramont/Gather Intel (right orbit), Tarasov/Task a Crew (right ramp). Jobs run on a 60-sec base timer (+3s per shot, +30s every 4th job) and cash out at the left eject for 20% of the job total plus a faction perk. Gather Intel and Assassination are the top point jobs; Task a Crew is played early for its add-a-ball perk. Play 3 jobs → extra ball; play all 7 → wizard mode The Staircase.
Multiballs
- Car Multiball — bash the car to qualify (2 hits, 4 on Pro; +1 each subsequent), start at the lit left orbit. Four rotating variants: Helipad Showdown, Taxicab Chase, Motorcycle Pursuit, and the high-value Bagarre à l'Étoile. Base jackpot 2M, supers up to 5x. Pre-load the car jackpot with single-ball car bashes + spinner rips.
- Deconsecrated Multiball — bash the Continental captive ball to spell WINSTON, lighting the center-ramp lock (virtual on Pro, physical on Prem/LE); lock 3 balls to start. Green jackpots scale with enemies; after 7 jackpots the captive ball opens a 15-sec super jackpot burst. Best multiball to stack with a job.
- Excommunicado Multiball — build the Red Circle dance-floor level with the pop bumper and surrounding standups, then start with a Red Circle shot (or the VIP backdoor plunge if lit). 15-sec build phase → 2-ball MB → 5M+ super.
Adversary Battles (5, single-ball only)
Defeat 10 enemies in single-ball play to light the left eject, then start a battle: Viggo, Kirill, Cassian, Ares, Zero. Timer 200 sec, 40-sec ball save; change target via left standups or pop bumper. Each level continued adds +1x (max 4x); cash before you drain. "Be Seeing You" pays 25M + 10M bonus + first-time extra ball. Cassian (switch frenzy) stacked with Lights Out + Heist's motion-sensor perk can cash 500M+. Zero is the combo battle. Play all 5 → wizard mode The Duel.
Combos
There is no global any-shot combo timer — combos are naturally-flowing, non-repeated lit shots. Key named combos: the MXV skill shot (right orbit → right ramp → left eject = 10M + 10 enemies), the Gather Intel ramp combo (left ↔ right ramp doubles the center-ramp jackpot), and Zero cashouts (chain blue shots, collect at the left eject for 2x). The Task a Crew spinner loop (right ramp arms the spinner at 2x, then rip the left-orbit spinner) is a top repeatable farm.
Multipliers
- BABA (bonus X): right flipper cycles the right-inlane rollovers; spell BABA to step the end-of-ball bonus multiplier (max 5x). VIP Award perk starts it at 2x/ball.
- YAGA / Lights Out (playfield X): left flipper cycles the left inlanes; a YAGA letter only lights where a BABA letter already is. Spell YAGA to light Lights Out, then hit the action button to double all scoring for 30 sec.
- Enemy shot multipliers: the +1x-per-enemy layer above, up to 4x per shot.
Skill shots
Baba Yaga (clean plunge, 0 switches → crate VUK): 1.5M + auto-start a job. Super Crate / Crate for sloppier plunges. VIP backdoor: 650k+, and starts Excommunicado if lit. MXV combo: 10M + 10 enemies. Car skill (Prem/LE only): 850k+ toward Car MB.
Wizard modes (in order)
Red Circle Reckoning (mini — 1 job + 1 battle + one of each MB type), The Staircase (all 7 jobs), The Duel (all 5 battles), and Special Assignment (all 6 multiballs — a limited-flip finale that ends the game).
Editions
Pro uses virtual locks, a bash-only car, standup-target crate, and an open (plugged) Red Circle. Premium/LE add a physical Deconsecrated lock, a motorized/side-hittable ball-locking car, an opening weapons crate with a hidden shot, a motorized Blood Oath Marker, a controlled Red Circle drop target, 3-ball Car MB, and the Car skill shot. LE extras (lighting, backglass, shaker, armor) are cosmetic.
How John Wick plays
John Wick casts you as the assassin working contract jobs for rival factions, and every major shot on the playfield flies a different faction's flag. Take jobs for game-long perks, farm enemies onto the shots that pay, and climb through your multiballs to the twin wizard modes, The Staircase and The Duel.
The loop
- Charge the Weapons Crate to three lights, touch a faction's shot to swing the queued job to it, then start that job at the crate up-kicker.
- Spawn enemies at the pop bumper and orange targets, and hold a flipper through an ally ramp to herd them onto the shots you are about to hit, so each shot pays up to four times.
- Stack the running job under Car Multiball or Deconsecrated so every enemy kill feeds the job and the jackpots at the same time.
- Cash each finished job at the left eject for a perk that lasts the rest of the game, and rotate through the five adversary battles.
- Complete all seven jobs to light The Staircase, and beat all five adversaries for The Duel.
Reading the lights
- Faction Job Shots (mode) — lit: Each major shot belongs to a faction, and whichever one you touch last swings the queued job over to it; the crate glows blue as you charge it, and three solid blue lights means the up-kicker is ready to start whatever job is queued. · then: Pick your job by hitting its faction shot before you feed the crate, start it at the up-kicker, then cash it at the left eject for a permanent perk -- two keep multiballs alive, two guard the outlanes, two feed the blackout, one fattens your bonus. Finish all seven to light The Staircase.
- Enemies & Shot Multiplier (multiplier) — lit: An enemy parked in front of a lit shot multiplies only THAT shot, stacking to four times once three of them sit there; a fresh wave spawns about every fifty switch hits, and the spinner is cheap fuel at three spins to the switch. · then: Herd enemies onto the shots you are about to cash, then collect those shots for up to quadruple -- the Deconsecrated captive-ball supers scale straight off your total kills, so the farm is where the huge numbers come from. · control: Left flipper button: holding a flipper through an ally ramp steers which way that ally shoves the enemies, so you can herd them onto the job and multiball shots you mean to take instead of leaving them stranded on shots you never hit (as you shoot an ally ramp with a job running)
- BABA / YAGA Inlanes (lanes) — lit: A lit rollover is a letter you have not banked yet -- BABA rides the right inlane and YAGA the left -- and a YAGA letter will only light on top of a BABA letter you already hold, so the right word has to come first. · then: Spell B-A-B-A to step your end-of-ball bonus multiplier toward its ceiling, and spell Y-A-G-A to light the lockbar button for Lights Out -- half a minute with everything you score doubled, dropped over a battle or multiball. Cashing the VIP Award job starts BABA already partway up every ball. · control: Either flipper button: a tap of the right flipper button steps the lit BABA letter across the right inlane rollovers and a tap of the left flipper steps the lit YAGA letter across the left, so you can slot the lit one into whichever return lane the ball is heading for (before the ball drops into a return lane)
- John Wick Muscle Car (shot arrows) — lit: Bashing the muscle car lights the left orbit to start Car Multiball, and the car stays the jackpot toy once the balls are out; every start you earn adds another qualifying hit up to a ceiling. · then: Before you ever start it, backhand the car and rip the spinner in single-ball play to pre-load the jackpot, then dump that stored value inside the multiball -- nine car jackpots light a five-times super in Helipad Showdown.
- WINSTON Captive Ball (letters) — lit: Each bash of the New York Continental captive ball adds a letter toward W-I-N-S-T-O-N; the letters you bank stay lit, and finishing the word lights the lock behind the center ramp, with the count needed climbing after your first go. · then: Lock three balls behind the center ramp to start Deconsecrated Multiball, then after seven jackpots hammer the captive ball again to open a short super burst whose value rides on every enemy you have killed.
- Red Circle Dance Floor (ladder) — lit: Every hit inside the arena -- the lone pop bumper, the back standup bank -- raises the dance-floor level, and the level you have built holds as your progress toward Excommunicado. · then: Max the floor, then shoot the Red Circle entrance to start a short single-ball build into a two-ball multiball; each orange standup you tag during the build adds a few seconds so the super jackpot launches larger.
- Adversary Battles (mode) — lit: Killing ten enemies in single-ball play lights the left eject white to start a battle, and the lower-left Blood Oath standups rotate which of the five adversaries is lit, so you can pick them off in any order. · then: Win a battle by finishing its objective, not just starting it -- Cassian is a switch frenzy that, stacked under Lights Out with the Heist motion sensors, can pay past five hundred million. Beat all five to light The Duel.
- Gold Coin Targets (status) — lit: A hit on the gold-coin stack lights a random shot for a coin or raises its value; you only actually bank the coin by making that lit shot, and every banked coin also drops a million into your end-of-ball bonus. · then: Lean on the right ramp as a safe reset back to the coins, and reach ten in one game for an extra ball -- coins double as ally qualifiers, so the farm pays twice.
Lane change: the flipper buttons move the lit lane. Tapping a flipper button steps the lit inlane rollover: the right button moves the lit BABA letter across the right inlane, the left button moves the lit YAGA letter across the left. Line the lit one up with whichever return lane the ball is heading for -- BABA steps your end-of-ball bonus multiplier, and YAGA lights the lockbar button for the Lights Out playfield double.
Start scoring
- Ball one — Take the Baba Yaga skill shot: a clean plunge that trips no switches pays out and auto-starts a lit job. Pick a controllable job at the left or center ramp, grab gold coins for the Charon ally, and get the fast orbit returns under control before you start reaching for the car. — Baba Yaga Skill Shot, Beginner First 30 Seconds, Car Multiball
- Building — Start a job and stack Car Multiball over it so every enemy kill scores the job and the jackpots together, while you herd enemies onto the shots you are about to take for up to quadruple. Light Lights Out with YAGA and drop it over the stack. Playing one job, one battle and one of each multiball opens the easy mini-wizard, Red Circle Reckoning. — Best Opener: Stack a Job with a Multiball, Enemy Multiplier Farming, Lights Out (Playfield X), Red Circle Reckoning (Mini-Wizard)
- The big one — Complete all seven faction jobs to light The Staircase, three escalating levels that top out near two hundred eighty million. Beat all five adversaries for The Duel, the final wizard. The single biggest cashout on the road there is a Cassian battle run under Lights Out with the Heist motion sensors, which can break five hundred million. — The Staircase (Wizard 1), The Duel (Wizard 2), Cassian Battle
The Action Button on John Wick
Center of the lockdown bar.
This is the score-doubler switch and the multiball lifeline in one. Spell YAGA at the inlanes to light it, then press for Lights Out — the playfield goes dark and everything you score doubles for half a minute. Perks you cash out from jobs bolt extra functions onto the same button.
- YAGA spelled and the button lit: Starts Lights Out: 30 seconds of doubled scoring, plus 20 more if Gather Intel was cashed out.
- Playfield dark, shots hard to read: With motion sensors earned from the Heist job, a press briefly relights everything; it recharges in five seconds.
- Down to the last ball in a multiball: Hold, don't tap, to add a ball — once per ball, and only after Task a Crew was cashed out.
- Balls locked, another multiball running (Prem/LE): Press to swipe a ball out of the Deconsecrated lock; the next set of locks gets harder.
- Caine duel, crosshair sliding across the screen: Time the press to dead center for up to 25M; the window shuts after about five seconds.
Goals in John Wick
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The premium beginner skill shot: a clean plunge that hands you 1.5M and instantly starts a lit Job with zero setup.
Reward: 1.5M + auto-starts any lit Job
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The scoring skill shot for confident players: a 3-shot plunge combo worth 10M that banks 10 enemies for later shot multipliers.
Reward: 10M + 10 enemies added to the next spawn
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The cleanest repeatable point pump in the game: combo the two ramps to build a jackpot, then collect it doubled at the center ramp.
Reward: Doubled (2x) center-ramp jackpot, repeatable
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Zero is the dedicated combo battle: chain distinct blue shots, then cash out at the left eject for double value.
Reward: 750k +100k/combo +250k per pre-collect shot, doubled at left eject
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Tarasov's job: arm the spinner off the right ramp then rip the left-orbit spinner, and cash out for an add-a-ball that boosts every later multiball.
Reward: Add-a-ball perk usable in any multiball
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NY Continental's job, tied for the best-scoring job: hit green shots to light the captive ball for repeated kill shots.
Reward: Both-outlane ball save + top-tier job points
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Fatten the car jackpot before multiball: bash the car in single-ball play and rip the spinner, then dump it inside a car MB.
Reward: A pre-loaded car jackpot to cash as a 5x super in Helipad, or as four 5x supers in Bagarre
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The most accessible multiball. Bash the car to qualify, shoot the lit left orbit to start, then work the car for jackpots and supers.
Reward: 2M base jackpots scaling to 5x supers
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The best multiball to stack with a job. Spell WINSTON on the captive ball to light the center-ramp lock, lock 3 balls, then farm captive-ball supers.
Reward: Green jackpots + a 15-sec captive-ball super jackpot burst
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The hardest multiball to start but high value. Max the Red Circle dance-floor level, then start it with a Red Circle shot (or the VIP backdoor plunge).
Reward: 2-ball MB, 6 jackpots to a 5M+ super
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A defensive job worth playing for its perk: light and collect 6 major shots to unlock motion sensors during Lights Out.
Reward: Motion-sensor perk (enables the 500M Cassian stack)
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Osaka Continental's job. Chase a roving blinking red target 7 times; the perk saves a draining multiball.
Reward: Multiball-extend perk (once per ball when down to 1 ball)
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The switch-frenzy adversary battle. Stacked with Lights Out and motion sensors it can produce cashouts of 500M+.
Reward: 500M+ potential cashout
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Qualify & Start an Adversary Battle
The gateway to all 5 battles and 'The Duel' wizard: defeat 10 enemies in single-ball play, then start at the left eject.
Reward: 200-sec battle with a 40-sec ball save; path to 'The Duel'
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The end-of-ball bonus multiplier, cycled by the right flipper at the inlane rollovers up to 5x.
Reward: Up to 5x end-of-ball bonus (progress carries across balls)
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The playfield multiplier: spell YAGA at the left inlanes to light Lights Out, then double all scoring for 30 seconds.
Reward: 2x ALL scoring for 30 seconds
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The main wizard mode, qualified by completing all 7 faction jobs. Three escalating levels then a 2-ball repeat.
Reward: Up to 280M at Level 3
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Red Circle Reckoning (Mini-Wizard)
The easiest wizard mode: qualify with 1 job + 1 battle + one of each multiball type, then a 60-sec 4-ball hunt.
Reward: 30M finale shot + an extra ball
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Best Opener: Stack a Job with a Multiball
The whole scoring engine: start a job, then stack Car Multiball over it so enemy kills inflate both the job and the MB at once.
Reward: The core scoring loop, active inside ~30 seconds
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A concrete, low-risk opener that gets a new player into the job+multiball loop with allies and safe shots.
Reward: Safe, controllable entry into the scoring loop
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The single biggest scoring lever: spawn enemies, kill the ones parked in front of lit shots for up to 4x, then cash multiplied shots in a multiball.
Reward: Up to 4x on every major shot
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Turn the arena multiball into a payday: collect all six jackpots around the Red Circle, then cash the super at the entrance.
Reward: 5M+ arena super jackpot
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The most reliable extra ball on the machine: farm gold coins off the right side while you play everything else.
Reward: Extra ball at 10 coins, plus 1M each in end-of-ball bonus
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Wizard mode two, not the last - Special Assignment still waits beyond it. Qualified by beating all five adversaries, it opens as a 2-ball multiball with a long ball save: hit the Red Circle, then the left and center ramps, then the left orbit and right ramp, then lock both balls at the left eject and the crate within ten seconds of each other. Keep both balls alive throughout and every score in the mode is doubled.
Reward: The game's final wizard mode
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John Wick hides a rules switch behind the flipper buttons themselves. Holding both while the machine idles opens a short menu that decides how the next game will be played, and nothing on the cabinet points a player toward it.
Reward: Standard, Competition, Competition Install, and a DJ Mixer jukebox
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Tick Tock, Mr. Wick (Hourglass Topper Hurry-Up)
Cabinets fitted with the hourglass topper carry a scoring feature that simply does not exist without it. Combos made during ordinary play tip the physical hourglass forward, and that progress carries across every player and every game on the machine until somebody finally cashes it in.
Reward: A 1,000,000 hurry-up counting down over three minutes, +100,000 to the running total per shot, shot multipliers to 5x, and a 60-second unlimited ball save
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Jobs are not dealt out to you. Each of the seven major shots belongs to a faction, and each faction owns one job. Hitting a major shot swings the queued job over to that faction, so what you touch before the crate is ready decides what you play - and which permanent perk you are playing for.
Reward: You choose which job runs, and therefore which game-long perk it pays
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Seven Jobs, Seven Permanent Perks
Every job pays out a different upgrade when you cash it, and that upgrade stays with you for the rest of the game. Two keep multiballs alive, two harden you against draining, two feed the blackout, and one fattens your bonus. Learn which shot buys which and you can shop the menu instead of taking whatever turns up.
Reward: Seven distinct game-long upgrades, one per job cashed out
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Allies Move the Enemies Where They Pay
An enemy multiplies exactly one thing: the shot it is parked in front of. A playfield full of enemies sitting on shots you are never going to hit is worth nothing. That is what the three allies are for - each ramp moves enemies a different way, and you get one of them per job.
Reward: One ally per job, each relocating enemies a different way
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