Harry Potter

Jersey Jack Pinball, 2025 — shot-by-shot rules and strategy guide.

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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.

How Harry Potter plays

Harry Potter is Jersey Jack's sprawling castle machine built around seven horcruxes, one banked from each of its biggest features. Assemble the Golden Trio, work through Hogwarts classes and multiballs, and destroy every horcrux to reach The Boy Who Lived.

The loop

  1. Spell HARRY at the inlanes, RON on the left three-bank, and HERMIONE on the two-bank to lock balls at the wands and drop them through the cauldron for Golden Trio Multiball.
  2. Shoot the scoop to start a school year, then clear its blinking red-and-gold lessons before the hourglass empties to build toward O.W.L.s.
  3. Feed the center ramp and the Grand Staircase to lower castle banners, take the opening left ramp up to the Quidditch deck, and duel the Death Eaters -- each feature banks a horcrux.
  4. Chain lit shots for Wizard Travel to arm the Geminio field multiplier, and collect all seven horcruxes to open the final wizard mode, The Boy Who Lived, up the center lane.

Reading the lights

  • Golden Trio Names (letters) — lit: A lit insert is a name letter you have not collected yet -- HARRY rides the two inlanes, RON the lower-left three-bank, HERMIONE the two-bank -- and each completed name locks a ball at its wand sculpture and stays locked. · then: Feed the inner loop or right orbit once a name is done to bank each locked ball, and the third lock sends all three tumbling down through the cauldron to begin the multiball. Chase three same-color character jackpots to light the Wand Jackpot, which climbs to 3x and opens a Super Jackpot window that awards the Cup horcrux.
  • Diagon Alley Letters (letters) — lit: Each center-lane shot lights another letter of D-I-A-G-O-N, the word holds its progress between shots, and finishing it opens one of Diagon Alley's shops. · then: Take Ollivander's first and shoot its flashing double-arrow shots inside the timer to bank Golden Trio perks -- longer ball saves and easier Wand Jackpots that pay off in every later multiball. The bookshop's spell-memory game hands over the Diary horcrux. · control: Action button: press to step the lit shop straight to the one you want -- the Hagrid target rotates it too -- so your next qualifying shot enters that shop (after D-I-A-G-O-N is spelled at the center lane)
  • Explore Hogwarts Banners (status) — lit: Eight banners across the top of the display are the four houses and four castle features, with the green and yellow pairs starting already lowered, so a lit banner is just one still standing. · then: Knock the banners down with the center ramp and the Grand Staircase, then shoot the staircase to start a two-ball multiball. Four jackpots light a roving Super that stays lit into your next ball and awards the Ring horcrux.
  • Quidditch Deck (mode) — lit: Your very first left-ramp shot climbs to the upper deck for tryouts, and from then on the deck spinner lights when the Golden Snitch can be caught during a match. · then: Clear the tryout target to raise your position from beater up to seeker for a bigger end-of-game bonus, then work the upper-deck spinner to snare the Golden Snitch across three separate matches. A third catch arms the World Cup back on the left ramp, whose Super Jackpot awards the Diadem horcrux.
  • Death Eater Duel (mode) — lit: The Death Eater drop target guards a hole; dropping it opens the hole for a duel, and a lit hole means a Death Eater is waiting there. · then: Shoot the open hole twice inside the timer to win a duel -- the motorized Death Eater kicks the ball hard back at you between the two hits -- and the first win lights an Extra Ball. Beat a second Death Eater to start the multiball outright and bank the Nagini horcrux.
  • School-Year Lessons (mode) — lit: The scoop lights for Start Term whenever the right spinner is ripped, and inside a lesson the blinking red-and-gold shots are the current targets, changing from lesson to lesson. · then: Clear the blinking shots before the hourglass empties -- rip the right spinner as a Time-Turner to buy seconds -- and stack lessons back to back for a streak bonus. Six lessons finish a Final Exam and light O.W.L.s Multiball at the center lane, its jackpot already fattened by every lesson you cleared. · control: Action button: press it with the flipper buttons to choose the year and term you play next (with Start Term lit at the scoop)
  • Collect the Allies (mode) — lit: The Allies standup under the inner loop lights to arm the next of four short ally sub-modes, each played at the loops, the spinners, or the bumpers. · then: Hit the Allies target to start a sub-mode, then repeat its lit shot -- the inner loop, the right orbit, the three spinners, or the pop bumpers -- for escalating value. Collect ten allies across all four sub-modes to claim the Locket horcrux.
  • Wizard Travel & Geminio (multiplier) — lit: A combo insert by the scoop lights up the moment a second lit shot sits close enough to chain into, marking a combo ready to extend. · flashing: A flashing combo insert is a live window, so speed matters more than which shot you take next. · then: String lit shots together to climb the Wizard Travel ladder, which hands out Extra Balls, an Extra Credit round, and a Special along the way. Levels two, five, and eight arm Geminio, a thirty-second field multiplier that doubles, triples, then quadruples every switch and grows each time you fire it.

Lane change: not verified for this machine yet.

Start scoring

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.

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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