Pinball Rule Sheets

A repository of rulesheets for pinball machines

Harry Potter

Game Information & Overview:

Harry Potter is JJP’s 2025 release and Eric Meunier’s fourth table designed for the company. The table is based on Warner Bros’ eight Harry Potter films, following the adventures of a wizard-in-training who attends a school made with them in mind and uncovers the secrets behind the school’s former students and the magic taught by them.

Rules Overview:

Layout:

Collector’s Edition Arcade

Skill Shots:

The game starts off with level 1 skill shots available. Once a level 1 skill shot is made, level 2 skill shots will become available, then level 3.

Press the action button to change the lit skill shot.

Level 1:

Level 2:

Level 3:

School Year Modes / Lessons:

Harry, Ron and Hermione are enrolled at the Hogwarts school of witchcraft and wizardry for 6 years. The year modes reflect this by being a series of 10 mini-modes or “lessons” that end once time runs out or they are completed, concluded by a final exam consisting of another 6 lessons. The final exam starts by hitting the scoop, which will display the total amount of lessons completed or failed up to this point to determine the value per shot.

Shoot the scoop to start a year when lit, and use the flipper buttons and action button to select the desired year. If “start term” isn’t lit, shoot spinners to light it. The lit shots during lessons are colored red & gold (ie. the Gryffindor house emblem). An hour glass near the upper left corner of the screen indicates how much time is left to complete the current lesson. More time can be added by shooting the right time-turner spinner.

Completing each lesson awards a time bonus (seconds remaining x 25k + 25k per each lesson completed in a row). Completing four lessons during a game is one of the three requirements to light the scoop to start The Deathly Hallows.

Weasley’s Wizard Wheezes can award Bombtastic Bombs that allow players to complete a lesson during any term by pressing the action button.

[details=”Lesson shot maps”]

Year 1 (Sorcerer’s / Philosopher’s Stone):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: Privet Drive Right orbit Hagrid target Any HARRY lane  
No Post on Sunday 2 ramp / orbit shots ?    
Ollivander’s 2 center lanes ?    
Platform 9 3/4 2 RON targets Library ramp    
Hogwarts Express RON target 2 Hermione targets ?  
Spring Term: Sorting Hat Center ramp 20 right spins    
Wingardium Leviosa Any ramp / orbit shot Hermione target ?  
Troll Fight RON target ? ? ?
Norbert 2 Hagrid targets ?    
Fluffy Right ramp ? ?  
Final Exam: Devil’s Snare 1 Inner loop ? ?  
Devil’s Snare 2 Right spinner ? ?  
Flying Keys Left ramp ?    
Wizard Chess 1 2 right ramps Inner loop    
Wizard Chess 2 R target O target N target  
Mirror of Erised 3 ramp / orbit shots ? ? ?

Year 2 (Chamber of Secrets):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: The Flying Car 2 RON targets Inner loop    
The Whomping Willow Stairs for jets: 8 jets Any ramp / orbit shot    
Blue Cornish Pixies Any ramp / orbit shot (lit blue) Hermione target    
The Rogue Bludger Left ramp 2 upper playfield ramps    
The Dueling Club 20 right spins Right orbit    
Spring Term: Polyjuice Potion 2 center ramps      
Follow the Spiders 2 left ramps / center lanes / right orbits      
Meeting Aragog 2 under-flipper shots      
Spiders Attack 2 inner loop / library ramps      
Car Rescue Center lane Center ramp ?  
Final Exam: The Chamber of Secrets Center ramp ?    
Opening the Chamber        
Heir of Slytherin        
The Basilisk        
Sword of Gryffindor        
The Diary        

Year 3 (Prisoner of Azkaban):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: Aunt Marge’s Big Mistake 3 ramp / orbit shots      
The Knight Bus 3 ramp / orbit shots      
The Monster Book of Monsters 20 spins of any spinner      
The Dementor Right orbit ? ?  
Boggart in the Wardrobe 2 inner loops ?    
Spring Term: The Patronus ? Right orbit Inner loop  
That Felt Good Hermione target ? ? ?
The Shrieking Shack Stairs for jets: 10 jets Library ramp    
Sirius Black Right orbit ? ? ?
The Dementor’s Kiss Any HARRY lane ? ? ?
Final Exam: The Time Turner Hermione target ?    
Nice Punch Death Eater ?    
Onlookers to the Rescue Hagrid target ?    
Saving Lives 3 ramp / orbit shots      
Forest Chase 2 center ramps ?    
Truly Seen, Truly Free Right ramp Center lane Center ramp Inner loop

Year 4 (Goblet of Fire):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: Port Key 3 RON or Hermione targets Left ramp    
The Dark Mark Death Eater 2 ramp / orbit shots    
The Triwizard Tournament 4 upper playfield ramp / Hagrid target / right orbit shots      
The Four Champions 4 center ramp / right ramp shots      
Transforming Malfoy Death Eater Any HARRY lane Any ramp / orbit shot  
Spring Term: The First Task 1 Center lane Inner loop ?  
The First Task 2 Right orbit Center lane Any ramp / orbit shot  
The Second Task 1 3 ramp / orbit shots      
The Second Task 2 2 HARRY lanes Any ramp / orbit shot    
The Third Task Any ramp / orbit shot ? ?  
Final Exam: Blood of the Enemy Death Eater ? ?  
Reborn        
The Death Eaters        
Almost Forgotten You Were Here        
Duel        
Power Struggle        

Year 5 (Order of the Phoenix):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: Dementor Escape        
12 Grimmauld Place        
The Ministry of Magic        
The High Inquisitor        
Dumbledore’s Army        
Spring Term: Occlumency        
Unquiet Escape        
Grawp        
Snape’s Worst Memory        
Out of the Fire        
Final Exam: Fight & Flight        
Department of Mysteries        
Beyond the Veil 1        
Beyond the Veil 2        
Side by Side 1        
Side by Side 2        

Year 6 (Half-Blood Prince):

Name Shot 1 Shot 2 Shot 3 Shot 4
Fall Term: Under Attack 3 center lanes      
Horace Slughorn 3 right orbits      
Draco’s Detour 3 Death Eater / center lane shots      
That’s For My Father 2 center / left shots Death Eater    
The Half-Blood Prince        
Spring Term: How It Feels        
The Death Eaters Attack        
Perilous Potions        
The Vanishing Cabinet        
Sectumsempra        
Final Exam: The Cave 1        
The Cave 2        
Inferi Attack        
The Astronomy Tower        
Hogwarts in Peril        
Together as One        

[/details]

O.W.L.s Multiball:

After the Final Exam for any of the six years has been played, shoot the center lane to start O.W.L.s (Ordinary Wizarding Level) Multiball. O.W.L.s Multiball is a 2-ball multiball with a 30-second ball saver. The base jackpot value is determined by the number of lessons completed during the school year and the Final Exam. (Ex. When 8 lessons were completed, the base jackpot value was 19M.) Each spell completed at Flourish & Blotts (before playing O.W.L.s multiball) adds +1x multiplier to all points scored in O.W.L.s Multiball.

Shoot 5 red jackpot shots to light super jackpot. 65 switches lights triple jackpot.

Diagon Alley:

Access the shops at Diagon Alley by shooting the center lane three times (+1 per shop, to a maximum of six shots). There are five shops to visit and the lit one can be changed either indirectly by hitting the Hagrid target near the center lane, or directly by pressing the action button.

Allies:

Shoot the allies target below the inner loop to qualify timed modes at the inner loop and right orbit. Each timed mode takes more and more hits to the allies target to light. Collecting 10 allies through the target (playing all 4 timed modes in the process) awards the Locket horcrux.

The four timed modes are:

Explore Hogwarts Multiball:

To qualify Explore Hogwarts multiball, you must spot (i.e., lower) all eight banners displayed at the top of the LCD screen. The banners on the left are blue, yellow, red, and green and correspond to the inserts of the same colors below the center ramp. The banners on the right are green, red, yellow, and blue and correspond to the inserts of the same colors below the right ramp.

Shooting the center ramp will spot the banner(s) of the indicated color on the left side, or on both sides for your first Explore Hogwarts multiball. Similarly, shooting the right ramp will spot the banner(s) of the indicated color on the right side, or on both sides for your first Explore Hogwarts multiball. Once all eight banners have been spotted, the right ramp will start Explore Hogwarts multiball.

Since both green banners and both yellow banners are spotted at the beginning of the game, it is possible to qualify your first Explore Hogwarts multiball with as few as two ramp shots (if you can shoot one ramp shot to spot both red banners and another ramp shot to spot both blue banners.)

During Explore Hogwarts multiball, many shots are lit to score one of four jackpots: Secret Passages, Classrooms, Castle Grounds, or Towers jackpots. Shooting any jackpot unlights that shot. Collect four jackpots to light super jackpot at a roving shot (from left to right). Shooting additional jackpots increases the value of the super jackpot. Shooting the super jackpot collects the Ring horcrux. After shooting the super jackpot, the process repeats.

The super jackpot will remain lit after the multiball ends if a super jackpot hasn’t been scored yet.

The Hagrid standup target (between the center ramp and the center lane) will light green for add-a-ball after scoring 2 jackpots.

Golden Trio Multiball:

Light the wand lock at the right orbit and inner loop by completing the spellouts for each member of the Golden Trio.

Each spellout lights one lock. Once three balls are locked at the wand, Golden Trio multiball will start. See Ollivander’s Wand Shop regarding perks you can earn for your next Golden Trio multiball.

“Make 3 shots for each Golden Trio member with relight at their name. Collect wand jackpot for each. Re-lock balls to light super jackpot for cup horcrux.”

There are three jackpot types: blue jackpots (for Ron on the left), red jackpots (for Harry in the center), and yellow jackpots (for Hermione on the right). After collecting a blue jackpot, hitting a Ron target will relight blue jackpots. Similarly, after collecting a red jackpot, any Harry lane will relight red jackpots. After collecting a yellow jackpot, hitting a Hermione target will relight yellow jackpots.

Scoring three jackpots of the same color (or two jackpots of the same color if you have earned “Easier Wand Jackpots” from Ollivander’s) will light the right orbit, center lane, and inner loop for wand jackpot. If you are down to two balls, then scoring a wand jackpot will add a ball. The second wand jackpot scores 2x and the third wand jackpot scores 3x.

After scoring your third wand jackpot, you have 45 seconds to both:
A) lock the remaining balls (3 balls required to qualify a full-value super jackpot) on the wand, after which one ball will be released, and then B) shoot a randomly chosen shot for super jackpot and the Cup horcrux.

The process then resets with more jackpots required to light wand jackpots.

Death Eater Multiball:

Shoot the left drop target to light Death Eater battle (on a timer for the second battle). During the battle, shoot the hole behind the drop target two times in 20 seconds to score 20M, defeat the Death Eater, and light extra ball the first time one is defeated during a game. Defeating the second Death Eater will light the hole to start Death Eater multiball and kill the flippers. All other game rules are disabled while Death Eater multiball is running.

“Hit D.E. for hurry-up value. Defeat 4 Death Eaters. Hit Purple Super Jackpot 1X, 2X, 3X. Shoot timed frenzy red shots. Collect on Death Eater.”

Death Eater Multiball is split into four stages:

Quidditch World Cup:

At the start of the game, the very first left ramp shot will start Quidditch tryouts. This mode can only be activated once per game - hitting the upper playfield target twice, the ramp twice, the spinner twice, or the snitch / broom shot (which exits the upper playfield to the center ramp to the rotating staircase) once will advance the player’s Quidditch position (from worst to best: beater, chaser, keeper, seeker). After Quidditch tryouts, the player’s Quidditch position can only be advanced by shooting the snitch / broom shot or via the appropriate potion. Your Quidditch position dramatically affects your Quidditch Bonus.

After Quiddich tryouts, make enough spinner hits on the upper playfield to start a Quidditch match. A Quidditch match lasts until you catch the “Golden Snitch” (by any method described in the bullet points below), drain, or the match times out (40 seconds for 1st match, 30 seconds for second match…). A random shot’s snitch insert will light for a few seconds before roaming to an adjacent shot (easier) or just “teleporting” to any other random shot (harder). (There are 21 tiny snitch inserts on the main playfield and 3 on the upper playfield.) To catch the snitch and successfully complete a match you need to either:

Catching the “Golden Snitch” earns 150 Quidditch points (see The Resurrection Stone and Quidditch Bonus regarding Quidditch points). Also, during a match, each ramp shot on the upper playfield scores a goal which earns 10 Quidditch points.

After successfully completing three matches (one against each rival house) by catching three Golden Snitches, the next left ramp shot will start Quidditch World Cup multiball. Progress toward Quidditch World Cup multiball is tracked by the three Golden Snitch inserts visible under the transparent left ramp.

“Hit 5 jackpots to light loopable super jackpot on upper playfield for Diadem horcrux. Switch team jackpots via left ramp for increased value.”

During Quidditch World Cup multiball, shooting green shots scores jackpots. Shooting the left ramp will switch the jackpots shots to red, which score somewhat more than green jackpots. (The green colors represent the Ireland Quidditch team, and the red colors represent the Bulgaria Quidditch team.) After scoring enough jackpots to qualify the super jackpot (five jackpots the first time, ? the second, etc.), all jackpot shots will only increase the value of the super jackpot.

Once qualified, the super jackpot is scored with one or more shots to the ramp on the upper playfield with a multiplier that increases every time the ramp shot is looped, to a maximum of 5x. Scoring the super jackpot also earns the Diadem horcrux.

An add-a-ball seems to be available from the upper playfield at some point.

If you fail to earn the Horcrux in Quidditch Multiball:

Other Scoring:

Wizard Combo Travel (Geminio / Playfield X)

Shooting lit shots in quick succession around the playfield awards combos and progresses towards lighting one of the inserts in front of the scoop. Once this insert is flashing, shooting the scoop will give the award associated with the current Wizard Travel level the player is at. The player starts the game qualifying level 1 (Broomstick) and the methods of travel & awards increase in value over the course of the game.

Geminio as listed in this section is a “duplication charm” represented by a playfield multiplier that lasts 30 seconds and increases in value every time it is used during a game. While Geminio is active, trophies will cover the display with every switch hit, and disappear once time runs out. The awards are as follows:

Potions:

During single-ball play, whenever the ball falls into the hole near the cauldron, it will advance one shot towards starting Potions. The first Potions mode requires two hole shots to start, increasing by 1 each time the process is started.

Potions are this game’s mystery award. Three awards are shown on the display corresponding to a different shot on the playfield: from left to right, the left ramp, center ramp, and right orbit. Shooting any of the three shots will “lock in” the potion, and hitting the locked-in shot two more times will complete the potion and give the labelled award.

Many different awards are available from Potions that can heavily impact the game state:

Potter Frenzy:

This mode starts after spelling HARRY at the return lanes 4 times, regardless of whether his Golden Trio lock is lit or not. For the next 40 seconds, all switches score a random value between 50k and 100k points, and a different voice clip from the movies of a character saying “Potter”.

Fawkes (Left Outlane Ball Save):

Shoot the right orbit enough times to light Fawkes at the left outlane. If the ball drains down the left outlane, Fawkes will start and the player must hit three unique shots within 20 seconds to save their ball.

If the player hits all three shots, victory laps will start for +10 additional seconds at the shots that were used to save the ball. A super jackpot is available after completing all three shots.

Protego (Right Outlane Ball Save):

Spell HARRY at the inlanes to light Protego. Protego will save any ball at the right outlane and is indicated by the colored LEDs below the shield flashing.

Protego will also automatically activate from weak right spinner shots, or if the ball drains down the right outlane while ball save is active. These activations don’t count towards disabling Protego.

Horcruxes:

As in the books and movies, there are seven horcruxes, which are the key to Voldemort’s survival. Collecting each of the seven is accomplished by reaching specific goals within the game:

The horcruxes can be collected in any order. Collecting all seven horcruxes activates The Boy Who Lived wizard mode, in which you battle to defeat Voldemort.

Extra Balls:

Light extra balls at the hole behind the upper flipper by:

End-of-Ball Bonus & Extra Credit:

Pressing the action button (if the ball is in the shooter lane, then you must also be holding the left flipper) or shooting under the upper right flipper will change the selected book / extra credit objective to another one from the list below. Shooting the lower scoop has the same effect.

Shooting the Library ramp (i.e., the side ramp above the Hermione targets and beneath the left ramp) increases the bonus multiplier up to a max of 10x.

Certain potions can also add bonus and/or increase the bonus multiplier.

Quidditch Bonus:

Bonuses are given for all players’ Quidditch performance at the end of the final ball of the game:

all multiplied by the position value that they set with the first left ramp shot of the game (beater - 100k, chaser - 150k, keeper - 200k - seeker - 300k).

During multiplayer games, the game keeps track of the Quidditch MVP - the player who scored the most points from Quidditch during a game. The Quidditch MVP receives 10M x the number of players who were in the multiplayer match, up to a max of 40M.

Wizard Modes:

The Deathly Hallows (Mini-Wizard Mode)

Per book and movie lore, the three “Deathly Hallows” are the Invisibility Cloak, the Resurrection Stone, and the Elder Wand. Earning all three qualifies the Deathly Hallows mini-wizard mode. The requirements for each are:

Once all three Deathly Hallows have been collected, the mini-wizard mode can be started by shooting the scoop. The mode provides 18 seconds of ball save but otherwise lasts until you complete the mode, drain, or the mode times out. You start with 90 seconds on the clock. Shoot 5 blue shots to collect the cloak, 5 purple shots to collect the stone, and 5 red shots to collect the wand. Note that the upper playfield ramp can be looped to collect multiple purple shots. Each yellow shot advances the story of the Three Brothers and increases the playfield multiplier by 0.25x (up to a max of 8x). The 1st item collected awards 50M points times the playfield multiplier, an extra ball, and adds 10 seconds to the clock. The 2nd item collected awards 50M points times the playfield multiplier, +10x extra credit multiplier, and adds 15 seconds to the clock. The 3rd item collected awards 100M points times the playfield multiplier and the Harry horcrux.

If the player drains or times out during Deathly Hallows, they can reaccess it by completing the three requirements again. The player’s progress through the mode and playfield multiplier are saved across attempts.

The Battle of Hogwarts (Mini-Wizard Mode)

Playing four different multiballs qualifies The Battle of Hogwarts mini-wizard mode. This is a multi-stage mode in which you must achieve a defined number of playfield feature shots (spinners, targets, ramps, jets & orbits) in each stage. The required number of each feature will appear in five on-screen badges, which count down as you achieve shots. When the required number is complete, the badge will be lit blue and say “completed.” To move to the next stage, you must complete 3, 4, or 5 features, depending on the stage and difficulty level. (Ex., To advance to stage 2, you would need to complete 3 of the following: 65 spinners, 6 targets, 5 ramps, 30 jets, 3 orbits.) Completing stages 1, 2, and 3 awards 25M, 50M, and 75M, respectively.

Battle of Hogwarts is a multiball mode, which starts with all 6 balls in stage 1. As you progress to stages 2, 3, and 4, the add-a-ball/ballsave feature will add 3, then 2, then 1, additional balls into play up to the max of 6 balls in play. Shoot under the upper flipper to start a timed (15 seconds) Protego shield at the right outlane. If you drain down to a single ball, the mode ends.

The Boy Who Lived (Wizard Mode)

When all seven horcruxes have been collected, The Boy Who Lived wizard mode will be lit. Shoot the center lane to start the mode. You must then destroy all seven horcruxes, in the same order as the movies, and finally defeat Voldemort to win the mode. Each horcrux requires a certain number of shots to destroy:

Destroying the seventh horcrux begins the final battle against Voldemort. [Voldemort battle details needed]