The Hobbit
Jersey Jack Pinball, 2016 — shot-by-shot rules and strategy guide.
Open The Hobbit in the Pinball Genie app →The Hobbit is a widebody with a lot running at once: 31 modes, two multiballs, a thirteen-dwarf collection, a spinner-fed journey across a map, a four-step Mystery ladder and a third cabinet button called the Ring. There is no instant info screen — the backbox LCD shows everything in quadrants, and learning to read it is most of learning the game. The shot map underneath is simpler than that sounds: two crossing ramps, two outside loops with spinners, three drop banks, two kicker holes and a captive ball.
The layout
- Left ramp — utility. Qualifies Gandalf modes, pages the book, buys mode time, lights the Spider.
- Right ramp — business. Qualifies five Bilbo modes, starts modes, takes Smaug locks, lights the Warg.
- Left and right loops — spinners worth 11 points a spin, both feeding the road to Erebor.
- ELF, DWARF and MAN banks — lower left, upper left, lower right. Each qualifies its own mode family and hides dwarf targets behind it.
- Kicker holes — the right qualifies Radagast modes; the left is walled off by the DWARF bank.
- Captive ball — between the ramps; where Super Spinners is cashed.
- Bag End — pop bumpers upper right that start Super Jets.
Modes: qualify, page, start
Modes come in six families, each with one qualifying shot. Left ramp gives a Gandalf mode, right ramp gives five Bilbo Baggins modes, the right kicker hole gives four Radagast modes, and the ELF, DWARF and MAN banks give three each. Qualified modes queue in the book. Page through them with the left ramp when BOOK is lit, then start the one you want with the right ramp when MODE is lit — and choosing matters, because a one-shot hurry-up sits in the same queue as a frenzy you could stack into a multiball.
Most modes run 30 seconds, and the left ramp is also your clock: TIME lit blue adds ten seconds and turns purple, and purple is worth only three. Mode progress flips it back to blue, so the pattern is score, ramp, score, ramp — not two ramps in a row.
Smaug and Beast Frenzy
Smaug Multiball uses the four L-O-C-K rollovers across the middle of the playfield. Complete them and the right ramp lights for a lock; Smaug takes the ball and returns it from the left kicker hole. The first multiball is generous — one completion arms all three locks. The second makes you complete the rollovers once per lock. From the third on you must complete them and collect the lock before a new set will start.
Beast Frenzy runs off the four inlanes, marked Warg, Orc, Goblin and Spider from left to right. Each beast is a pop-up target woken by its own shot: right ramp for Warg, right loop for Orc, left loop for Goblin, left ramp for Spider. Roll a lit inlane and the target rises for a few seconds — hit it before it drops. All four down starts a two-ball multiball. For your first Beast Frenzy an inlane roll alone lights one; after that only the shots work, though the Light Beasts mystery award will do it for you.
The two multiballs stack, and stacking adds a ball. Beast progress counts during Smaug, and Smaug locks can be lit and cashed during Beast Frenzy — so arm one and hold it while you build the other.
The long games: dwarves and Erebor
Thirteen dwarves sit on thirteen shots — three behind ELF, three behind the A, R and F drops in DWARF, three behind MAN, one on each spinner, one in the left kicker hole and Thorin on the captive ball. Collecting all of them starts Feast Frenzy, where the drop targets themselves score for a short window, then the set resets. Separately, every spinner rip advances a map from the Shire to the Lonely Mountain. Reach it and Super Spinners runs 60 seconds, building a jackpot only the captive ball will cash — and cashing ends the mode, so time it.
The Mystery ladder and the Ring
- Crossing one left inlane and one right inlane advances the ladder a level.
- Level 1 lights the Mystery target — awards include Advance Erebor, Super Jets, Light Kickback, Light Beasts, a spotted dwarf and an extra tilt warning.
- Level 2 lights the captive ball blue for a free dwarf.
- Level 3 lights Load Arrow at the left outlane: stop a swinging power meter with the Ring and fire the kickback at the MAN targets.
- Level 4 lights Precioussss at the right outlane — stop a moving line inside a blue window and a drain gives your ball back.
The Ring charges from switch hits and then does whatever the game needs: fire the kickback, take a free swing at a beast mid-hurry-up, postpone a lock or a mode start, or just pay points. Postponing is what stops locks and mode starts fighting over the same ramp.
What to aim for
An Arkenstone mode lights only once you have completed a mode, started both multiballs, run Super Spinners and collected all thirteen dwarves. The dwarves are usually the last requirement standing, so chip at the drop banks early rather than treating them as mode fodder. The extra ball needs either every mode qualified or five barrels tipped in Super Jets, then both kicker holes hit — clear the DWARF bank before hunting the left one.
How The Hobbit plays
The Hobbit retells the journey to the Lonely Mountain across dozens of story modes. Qualify and run those stories from the book, rouse Smaug and the four beasts for multiball, reunite all thirteen dwarves, and rip the spinners to Erebor to light an Arkenstone mode.
The loop
- Press the Ring to pick one of the four skill shots, then plunge.
- Qualify the six mode families at their own shots - the right ramp is the richest - then page the book forward with the left ramp and start a story with the right.
- Complete L-O-C-K for a Smaug lock and wake the beasts at their inlanes; either multiball still feeds the other, so start one on top of the other for an added ball.
- Rip both spinners to walk the map to Erebor for Super Spinners, and gather all thirteen dwarves for Feast Frenzy.
- Finish a mode outright, get both multiballs running, reach Super Spinners and complete the company - that quartet lights an Arkenstone mode.
Reading the lights
- Mode Family Qualifiers (status) — lit: Each of the six family shots lights up as it queues its stories into the book - the left ramp for Gandalf, the right ramp for Bilbo, the right kicker hole for Radagast, and the ELF, DWARF and MAN banks for their own sets. · then: Spread your shots so every family is stocked, leaning on the right ramp for the deepest run of stories. Those queued stories drive everything else on the machine, and stocking all six is also half of what lights the extra ball.
- The Book Ramps (mode) — lit: With BOOK lit the left ramp pages to the next queued story, and with MODE lit the right ramp starts whatever the book is showing. · flashing: A blue TIME lamp on the left ramp adds a chunk of clock; it dims to purple once used, and mode progress flips it back to blue. · then: Page to the story you actually want before you start it, rather than settling for whatever is open. The right ramp will not start a story while a Smaug lock is lit there or while the Ring is holding the shot off, so clear that traffic first.
- L-O-C-K Rollovers (letters) — lit: The four rollovers across the mid-playfield light one letter at a time; finishing L-O-C-K arms a Smaug lock at the right ramp. · then: Shoot the armed right ramp and Smaug swallows the ball, mocks you, and spits it from the left kicker hole for a virtual lock. Three locks start a three-ball multiball, and the rules tighten each time - later locks want the rollovers redone and cashed before a new set will build.
- The Four Beasts (status) — lit: Each beast rises for only a few seconds when you roll its matching lit inlane, and that inlane is lit by its own major shot - the ramps and loops - not by any flipper tap. · then: Wake a beast and put it down before it drops back under; a kill turns its light yellow. Flatten all four and a second ball launches for Beast Frenzy, where trapping up rotates the set so you can reach the shots you want.
- The Mystery Ladder (ladder) — lit: Crossing one left return lane and one right steps the Mystery ladder a level, and each level lights its own shot in turn - the Mystery target, the captive ball, then the two outlanes. · then: Cash Mystery for anything from Advance Erebor to a spotted dwarf, and keep climbing: the third level arms Load Arrow to fire the parked ball out of the left outlane, and the fourth lights Precioussss so a right-outlane drain becomes a save you can win with the Ring.
- The Road To Erebor (ladder) — lit: Both spinners drive a single trail that climbs toward the Lonely Mountain, and each spin is a few points plus one more step down that road - so a clean rip counts for many times a lazy dribble. · then: It is a long haul of spins, which quietly makes tidy loop shots this machine's endurance event. Reach Erebor and Super Spinners runs for a spell, stacking an uncollected jackpot that you bank - and end the mode - by shooting the captive ball.
- Thorin's Company (status) — lit: All thirteen dwarves are scattered across the playfield, most on touch targets tucked behind the drop banks and the rest on the spinners, the left kicker hole and the captive ball. · then: Track the company down one by one to start Feast Frenzy, a short window where the drop targets themselves pay, so hammer whole banks instead of hunting the hidden targets. Finish it and the dwarves relight for another pass.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Cycle the Ring to a skill shot before you plunge, then stock the book by qualifying mode families - the right ramp gives the most for one shot. Page and start a story you can actually complete, and cross the return lanes to climb the Mystery ladder for its awards and ball saves. — Dwarf Skill Shot, Qualify The Six Mode Families, Page The Book, Start The Mode, The Four Mystery Levels
- Building — Arm L-O-C-K for Smaug Multiball and wake the four beasts for Beast Frenzy, then bring one in on top of the other for the add-a-ball. Grind the spinners toward Super Spinners and round up all thirteen dwarves, and lean on Bag End and the upper flipper to tip barrels toward the extra ball. — Smaug Multiball, Beast Frenzy Multiball, Stack Smaug And Beast, Super Spinner, Collect All Thirteen Dwarves
- The big one — An Arkenstone mode is the destination, and it asks for the lot in one game: complete a story outright, get Smaug Multiball and Beast Frenzy both going, run Super Spinners, and reunite the entire company. Clear that checklist and one of the three Arkenstone stories lights up. — Light An Arkenstone Mode
The The Ring on The Hobbit
A third button on the cabinet, beyond the two flipper buttons.
The Ring is a third cabinet button that changes job constantly. It charges off switch hits and then does whatever the game most needs at that instant, so what a press gets you depends entirely on what is happening. Watch the backbox screen for its state — there is no instant info screen to fall back on.
- Before you plunge: Cycles the four skill shots — Dwarf, Elf, Lock or Inlane. Pick one, then launch.
- Ball held in the left outlane: Fires the Windlance kickback and puts the ball back into play on your terms.
- Load Arrow armed, power meter swinging: Freezes the meter and sets kickback strength. Aim the launch into the MAN drop targets.
- Draining the right outlane with Precioussss lit: Stop the moving line inside the blue window and the ball comes back.
- A beast hurry-up is running: Backstabs the beast — a free crack at the kill without needing the clean shot.
- Lock or mode waiting on the right ramp: Postpones it so you can start what you actually want first.
Goals in The Hobbit
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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One of four skill shots the Ring button can arm before you plunge (Dwarf, Elf, Lock, or Inlane) — this one cycles the raised DWARF drop target for an escalating bonus.
Reward: 10,000, +1,500 per skill shot already made
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Another of the four Ring-selected skill shots: the LOCK rollovers light gold and pay per rollover caught, climbing every time you land one.
Reward: 1,500 x rollovers caught, +500 per skill shot already made
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There are 31 modes split across six families, and each family is unlocked by its own shot. Six shots, six sets of stories — this is the spine of the whole game and everything else hangs off it.
Reward: Modes queued into the book
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Qualified modes queue up in the book on the playfield. Shoot the left ramp while BOOK is lit to page to the next one, then the right ramp while MODE is lit to start it. Most modes run 30 seconds; hurry-up modes are a single shot for 2,500.
Reward: 30 seconds of mode scoring
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Timed modes are short and the left ramp is your clock. With TIME lit blue it adds 10 seconds and turns the light purple; purple only pays 3 seconds, and it goes back to blue as soon as you make progress in the mode itself.
Reward: +10 seconds, then +3
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Complete the L-O-C-K rollovers to arm a lock, then shoot the right ramp. The lock is virtual — Smaug takes the ball, insults you, and spits it out of the left kicker hole. Three locks start a three-ball multiball with jackpots at 3,500 apiece.
Reward: 3-ball multiball, 3,500 jackpots
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The lock rules tighten with each Smaug Multiball. The first one is a gift; the second makes you complete L-O-C-K once per lock; the third and beyond make you complete the rollovers and cash the lock before the next set will even start.
Reward: Repeat Smaug Multiballs
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Four beasts match the four inlanes: Warg, Orc, Goblin and Spider from left to right. Each is woken up by its own major shot — right ramp for Warg, right loop for Orc, left loop for Goblin, left ramp for Spider.
Reward: Beast hurry-ups, +25 bonus each
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Put down all four beasts and a second ball launches. Beasts keep popping out of the playfield for 1,000 a hit. Trap up for a moment and the targets rotate, which opens a window to make a mode start or a mode shot instead.
Reward: 2-ball multiball, 1,000 per beast hit
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The two multiballs are not exclusive. Smaug Multiball still lets you build beast progress, and Beast Frenzy still lets you light and cash Smaug locks. Starting one on top of the other adds a ball.
Reward: Add-a-ball and doubled scoring windows
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Thorin's whole company is scattered across thirteen different shots, most of them touch targets hiding behind drop targets. Getting all thirteen starts Feast Frenzy, and the set then resets so you can do it again.
Reward: Starts Feast Frenzy
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The reward for reuniting the company. For a short window the drop targets themselves are worth real points, so hammer banks rather than hunting for the touch targets behind them. When it ends the dwarves can be collected again.
Reward: Timed drop target scoring
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Both spinners feed a map that runs from the Shire to the Lonely Mountain. Every spin is 11 points and a step along the trail. It takes a very large number of spins, which makes clean loop shots the quiet long game of this machine.
Reward: 11 points a spin, progress to Super Spinner
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Reach Erebor on the map and Super Spinners runs for 60 seconds. Every further spin stacks a jackpot that is sitting there uncollected — and the only way to bank it is to shoot the captive ball, which also ends the mode.
Reward: 60 seconds of spinner value plus a stored jackpot
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Cross one left inlane and one right inlane to step the Mystery ladder. Level one lights the Mystery target, level two lights the captive ball, level three lights Load Arrow at the left outlane, and level four lights Precioussss at the right outlane.
Reward: Mystery awards, a spotted dwarf, and a ball save
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One of the Mystery awards adds a tilt warning on top of the normal allowance. It is easy to skip past, but it is genuinely the most valuable thing in the pool — it buys you a hard save you could not otherwise risk.
Reward: One more nudge before you tilt
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Mystery level three turns the left outlane into a weapon. At the start of your next mode the kickback strength is shown on a swinging power meter — stop it with the Ring, and the ball fires out of the outlane at the MAN targets for points.
Reward: Points off the kickback launch
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The top of the Mystery ladder and the best ball save in the game. With the right outlane lit, draining there brings up a moving line and a blue window. Stop the line inside the window with the Ring and your ball comes back.
Reward: The ball back from a right outlane drain
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Enough hits in Bag End starts Super Jets. From then on jet hits load dwarves into barrels, and the barrels are knocked over by hitting the flashing DWARF target with the upper right flipper. Five knocked over is half of what you need for the extra ball.
Reward: Progress toward the lit extra ball
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The extra ball has two prerequisites and two collect shots. Qualify every mode in the game and tip five barrels during Super Jets, and the extra ball lights — then you have to hit both kicker holes to actually take it.
Reward: Extra ball
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The Ring button charges from switch hits and then does whatever is most useful right then. It fires the kickback, gives you a free swing at a beast, holds off a lock or a mode start, and when nothing else applies it just pays 1,000 with a growing bonus.
Reward: Backstabs, postponed shots, or escalating points
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The end of the road. Finish a mode, start both Smaug Multiball and Beast Frenzy, reach Super Spinners, and collect all thirteen dwarves — then an Arkenstone mode lights. One of three will be waiting: Into the Fire, Barrel Escape, Battle of the Five Armies.
Reward: One of three Arkenstone modes
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