Harry Potter
Jersey Jack Pinball, 2025 — shot-by-shot rules and strategy guide.
Open Harry Potter in the Pinball Genie app →Jersey Jack's Harry Potter turns seven school years into a pinball curriculum: attend lessons, win Quidditch, collect allies, and hunt horcruxes toward two separate wizard finales. The layout runs two main flippers plus an upper-right flipper, a left ramp, center ramp, library ramp, right orbit, a Death Eater drop-target hole on the mid-left, wand-lock scoop, and the star piece — a Quidditch upper deck with its own mini flipper, spinner, and standups, reached from the center ramp. Tucked under the upper-right flipper is a sneaky hole shot that even the game's own programmer whiffs on camera.
Core loops
Lessons drive everything: each school year offers a set of class shots, and finishing five in a term lights O.W.L.s — ten total lessons brings the O.W.L.s multiball. Explore Hogwarts multiball builds from banner shots (the green and yellow pairs start pre-spotted, so your first qualification can take as little as two good shots at the center ramp). Quidditch World Cup multiball lives up on the deck: climb the center ramp, work the spinner and standups with the deck's own flipper, and catch the Snitch to cash the round.
The darker half of the game is the horcrux hunt. Wand locks at the scoop stage Golden Trio play, Death Eater raids build danger at the drop target, and each destroyed horcrux marks progress on the seven-piece table. Protego, the outlane save, only lights while a wand lock is already active — plan your risk around it.
Wizard path
Two summits: Deathly Hallows requires earning all three Hallows — no shortcuts — while Battle of Hogwarts asks for any four of the five main multiballs (O.W.L.s counts). Tournament players usually open on the left-ramp skill shot, bank the pre-spotted banners into a fast Explore Hogwarts, and treat the under-flipper hole as a set-up shot from a cradle, never on the fly.
The Action Button on Harry Potter
Center of the lockdown bar; RGB-lit, with a laser-cut spell-form applique on the Collector's Edition.
On this one the button is a chooser, not a weapon -- nearly everything it does is picking between options the game is already offering you. You press it before a plunge to set your skill-shot level, at the scoop to pick a school year, and mid-lesson to cash a Bombtastic Bomb. Several of those jobs run against a timer, so practice finding it without looking down.
- Ball waiting in the shooter lane: Each tap moves the lit skill shot between Level 1, 2 and 3 before you pull the plunger.
- Scoop lit for Start Term: Works with the flipper buttons to choose which school year and term you take on next.
- After spelling DIAGON at the center lane: Steps the lit Diagon Alley shop directly, instead of waiting on Hagrid target hits to rotate it.
- Mid-lesson holding a Bombtastic Bomb: Spends one Bomb and instantly completes whatever lesson is running, hourglass and all.
- Picking your Extra Credit book: Changes the selected book; with the ball in the shooter lane you must hold the left flipper while pressing.
- During the Flourish & Blotts spell test: Supplies inputs alongside the flippers as you repeat the memorized spell order for an O.W.L.s multiplier.
Goals in Harry Potter
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The entry-level pick: cycle to it with the action button before you plunge, then land the ball on the lit shot.
Reward: Base skill-shot value; collecting it arms Level 2
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Collecting Level 1 arms Level 2, which trades the easy options for a longer list that reaches deeper into the playfield -- including the Grand Staircase and the Under-Flipper Hole.
Reward: Higher skill-shot value; arms Level 3
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The advanced tier: fewer options, all of them precise. Center ramp, the Under-Flipper Hole, and the right spinner headline a short, harder list. Level 2 has to be banked before this tier is on offer.
Reward: Top skill-shot value
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Spell all three names -- HARRY at the inlanes, RON at the left 3-bank, HERMIONE at the left 2-bank -- to lock a ball at the wand sculpture for each. Three balls locked starts the multiball and drops them together through the cauldron.
Reward: Character jackpots (blue/Ron, red/Harry, yellow/Hermione) + escalating Wand Jackpots at 2x/3x; Super Jackpot after the third
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Your very first left-ramp shot sends you to the upper deck to set your Quidditch position. From then on, rip the deck spinner to catch the Snitch three separate matches to qualify the World Cup, then shoot the left ramp to start it.
Reward: Green (Ireland) and red (Bulgaria) jackpots; 5 jackpots lights a loopable, escalating Super Jackpot (up to 5x) on the upper-deck ramp -- awards the Diadem horcrux
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Eight banners sit across the top of the display -- four houses, four castle features. Shoot the center ramp and the staircase to lower them; the green pair and the yellow pair (four of the eight) already start spotted, so as few as two solid shots can qualify the very first multiball.
Reward: Four jackpot families (Secret Passages, Classrooms, Castle Grounds, Towers); 4 jackpots lights an escalating, roving Super Jackpot -- awards the Ring horcrux
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Beat two Death Eaters in single combat before the multiball even starts: shoot the drop target, then the hole behind it while it's open, twice each. The second win throws the flippers dark for a moment and the multiball begins.
Reward: A four-stage escalating hurry-up-into-jackpots-into-frenzy structure; first Death Eater defeated lights an Extra Ball
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Finish a Final Exam -- six lessons completed for that school year -- and O.W.L.s lights at the center lane. Each spell you finished at Ollivander's along the way is baked into the jackpot multiplier before the ball even drops.
Reward: 2-ball multiball, 30s ball save; base jackpot scales with lessons completed (8 lessons ~= 19M); 5 jackpots lights a Super, and 65 switch hits during it triples the next one
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Repeated center-lane hits spell D-I-A-G-O-N; finishing it lets you pick one of four open shops (a fifth, Borgin & Burkes, unlocks later). Ollivander's is the one that feeds Golden Trio the hardest -- start there.
Reward: Ollivander's: choice of Golden Trio perks (longer ball save / bigger jackpots / easier Wand Jackpots / 2x-3x combos / auto-restart); other shops pay cash, hurry-ups, or Bombtastic Bombs
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Collect Allies: Dumbledore's Army / Order of the Phoenix
Repeated hits on the Allies target under the inner loop cycle through four short timed sub-modes at the inner loop and right orbit. Ten allies collected total, with all four sub-modes played along the way, awards the Locket horcrux.
Reward: Escalating-value repeat shots per sub-mode; 10th ally awards the Locket horcrux
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Chain lit shots in quick succession anywhere on the table -- the insert in front of the scoop flashes when a combo is ready to extend. Each level of Wizard Travel hands out a real reward, and Geminio itself is the game's playfield-wide multiplier.
Reward: L2/L5/L8 arm Geminio at 2x/3x/4x for 30 seconds; L3/L4 light an Extra Ball; L6 is Extra Credit Mania; L7 is a Special
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Any ball that drops into the cauldron starts a potion. The display offers three awards mapped to the left ramp, center ramp, and right orbit -- shoot one to lock it in, then hit that same shot twice more to collect.
Reward: One of twenty-plus possible awards, from a simple ball save to spotting a horcrux outright
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Spell HARRY at the inlanes four separate times in a game -- it doesn't matter whether Golden Trio is already locked or not -- and every switch in the game scores big for 40 seconds while the cast shouts 'Potter!'
Reward: Every switch hit scores a random 50K-100K for 40 seconds
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Fawkes: Arm the Left Outlane Save
Enough right-orbit hits lights Fawkes at the left outlane. Drain there and you get one shot at redemption: three different shots in 20 seconds, or the ball stays gone.
Reward: A saved ball plus a 10-second victory lap on each shot you complete; finishing all three lights a Super Jackpot
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Protego: Arm the Right Outlane Shield
Rolling HARRY at the inlanes lights Protego at the right outlane, but only once the Golden Trio wand lock is already active -- after that it's a simple, no-challenge save that just sits there ready.
Reward: Any right-outlane drain while lit is saved automatically, no extra shots required
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Every year at Hogwarts breaks into a Fall Term, a Spring Term, and a Final Exam -- each a run of short, movie-scene lessons you clear by shooting whatever's blinking red and gold before the hourglass runs out.
Reward: Time bonus (seconds left x25K, plus 25K per lesson cleared in a row); a finished Final Exam lights O.W.L.s
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Seven horcruxes are scattered across the game's biggest features -- one per multiball super jackpot, one for the ally sweep, one for the Diagon Alley bookshop, and one for surviving the Deathly Hallows mini-wizard. All seven lights the final wizard mode.
Reward: All seven lights The Boy Who Lived at the center lane
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Mini-Wizard: The Deathly Hallows
Earn all three Hallows through ordinary play -- HARRY x3 at the inlanes, 200 Quidditch points, and four lessons in one term -- and the scoop lights for a 90-second three-item chase with a real playfield multiplier riding on it.
Reward: Each item collected pays 50M-100M x the running multiplier, plus an extra ball and bonus seconds; the third item awards the Harry horcrux
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Mini-Wizard: The Battle of Hogwarts
Play any four of the five main multiballs in one game and this six-ball mini-wizard lights. Five staged badges count down as you complete banks of spinners, targets, ramps, bumpers, and orbits -- lose it down to one ball and it's over.
Reward: 25M / 50M / 75M for stages 1-3; a timed Protego shield is available under the upper-right flipper throughout
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Final Wizard: The Boy Who Lived
All seven horcruxes down lights the center lane for the endgame: destroy each horcrux in movie order, then finish Voldemort himself.
Reward: The game's biggest single-mode payout; a win is the top of the achievement ladder
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Secret: The Game Changer Difficulty Select
A patent-pending JJP feature hiding in plain sight at the start of every game: scan the QR code on the included fob (or use the on-screen prompt) to hand-pick how forgiving the ruleset is before you ever touch the plunger.
Reward: A full difficulty re-tune (ball saves, timers, requirements) without touching the coin door
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Strategy: First Ball, Keep It Simple
Land an easy skill shot, get a school year running immediately so it keeps paying while you do other things, then bank a couple of Death Eater duels for the extra ball before you go looking for trouble.
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Bank Ollivander's perks before you ever lock a ball, keep a lesson running at all times for free value, and time Golden Trio to land while Explore Hogwarts' Super Jackpot is still roving so one shot can double-dip.
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