Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Start with a School Year
Each year has 10 timed lessons. Four lessons in a term earn the Elder Wand. When you have played a few, open Step 2 - Explore Hogwarts.
Step 1 - Start a school year
The action button changes the lit skill shot. The left ramp also advances you toward Seeker in Quidditch.
Why this shotMaking a level 1 skill shot unlocks level 2, then level 3, with bigger awards like an extra ball.
Rip the right spinner.
Why this shotThe scoop starts a term. The right spinner lights it if it isn't lit.
Shoot the scoop, then choose with the flippers and action button.
Why this shotEach year has 10 lessons.
Make the lit lesson shots before the hourglass runs out.
Why this shotSeconds left are worth 25k each, plus 25k per lesson done in a row.
Rip the right spinner.
Why this shotThe time-turner spinner adds time to the lesson.
Worth knowing
- Bombs from Weasley's Wizard Wheezes finish a lesson on the action button.
- After 10 lessons, the scoop starts the Final Exam.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
5 shots
Then Explore Hogwarts
The quickest multiball to start. It can take as few as two ramp shots. When it ends, open Step 3 - Death Eater.
The center ramp spots the left colours, the right ramp the right colours.
Why this shotEight banners. Both greens and both yellows start spotted, so two ramp shots can be enough.
Shoot the right ramp.
Why this shotOnce all eight banners are spotted, the right ramp starts the multiball.
During the multiball
Shoot the lit jackpots.
Why this shotSecret Passages, Classrooms, Castle Grounds and Towers. All four light the super jackpot.
Hit the Hagrid standup.
Why this shotAfter two jackpots, the Hagrid standup lights add-a-ball.
Catch the moving super jackpot.
Why this shotIt earns the Ring Horcrux. It moves left to right.
Worth knowing
- All seven Horcruxes light the wizard mode, The Boy Who Lived.
Do these in order: Step 1, Step 2, Step 3. A drain does not reset them. The other tabs are not the next step.
3 shots
Then a Death Eater
The first Death Eater you beat lights an extra ball.
Shoot the left drop target.
Why this shotIt opens the hole behind the drop.
Shoot the hole behind the drop twice.
Why this shot20M and a kill. The first kill lights an extra ball.
Shoot the hole when lit.
Why this shotThe second kill lights it, and starting it earns the Nagini Horcrux.
Worth knowing
- Death Eater Multiball turns off the flippers at the start and pauses other rules.
Not the next step. Open one only when you are choosing it, or already in it.
3 shots
Final Exam and O.W.L.s
After a year's 10 lessons.
Shoot the scoop after 10 lessons.
Why this shotThe lessons you passed set the value of each shot.
Six Final Exam lessons light the center lane.
Why this shotA 2-ball with a 30-second ball save. More lessons make bigger jackpots.
Make the red jackpot shots.
Why this shotFive red jackpots light it.
Worth knowing
- Each Flourish & Blotts spell adds +1x to O.W.L.s.
Not the next step. Open one only when you are choosing it, or already in it.
3 shots
Quidditch
Tryouts, matches, then the World Cup.
The first left ramp shot starts tryouts.
Why this shotOnce per game. Seeker is the best position and pays the most bonus.
Spinner hits on the upper playfield start a match.
Why this shot40 seconds for the first match, 30 for the second.
Shoot a lit snitch insert.
Why this shot150 points each. Three snitches make the next left ramp start Quidditch World Cup.
Worth knowing
- 200 Quidditch points earn the Resurrection Stone.
Explore Hogwarts and Death Eater are already in Starting Shots. These pages are for later.
3 shots
Golden Trio Multiball
Lock three balls at the wand.
HARRY at the return lanes, RON at the left targets, HERMIONE at the target between the left ramps.
Why this shotThey light the wand lock at the right orbit and inner loop.
Shoot the lit lock.
Why this shotThree locks start it.
Blue, red and yellow jackpots relight from their matching targets.
Why this shotThree of one colour light a wand jackpot. The third leads to the Cup Horcrux super.
Worth knowing
- Ollivander's perks make wand jackpots easier.
Explore Hogwarts and Death Eater are already in Starting Shots. These pages are for later.
3 shots
Quidditch World Cup Multiball
After three snitches.
Shoot the left ramp.
Why this shotOne snitch from each rival house.
Make five jackpots.
Why this shotGreen is Ireland, red is Bulgaria. The left ramp switches teams.
The upper ramp.
Why this shotUp to 5x. It earns the Diadem Horcrux.
Worth knowing
- A failed super means more snitches before it comes back.
Help while you play. If you have to choose, stay on Starting Shots.
4 shots
Diagon Alley, allies and ball saves
Shops, timed helpers and the outlane saves.
Center lane shots open a shop. The Hagrid target changes it.
Why this shotShops: Ollivander's, Flourish & Blotts, Owl Post (50M hurry-up), Weasley's (10M and 2 bombs).
The target under the inner loop lights timed ally modes.
Why this shotTen allies earn the Locket Horcrux.
The right orbit lights the left outlane save.
Why this shotIf the ball drains left, three different shots in 20 seconds save it.
Spell HARRY at the inlanes.
Why this shotThe right outlane save.
Worth knowing
- Combos light the scoop for Wizard Travel: 2x, extra ball, 3x and more.
Help while you play. If you have to choose, stay on Starting Shots.
3 shots
Wizard modes
Two mini-wizards and The Boy Who Lived.
Shoot the scoop. Blue, purple and red shots, five each.
Why this shotNeeds the Cloak (HARRY three times), Stone (200 Quidditch points) and Wand (4 lessons in a term).
Each stage asks for 3 to 5 features.
Why this shotNeeds four different multiballs. A 6-ball multiball in stages.
Shoot the center lane.
Why this shotNeeds all seven Horcruxes. Destroy them in movie order.
Worth knowing
- Horcruxes: Diary, Ring, Locket, Cup, Diadem, Harry, Nagini.
Check the source
Unofficial card. Not affiliated with Jersey Jack Pinball or Warner Bros. No strategy guide has been published, so the shot order follows the game's own progression from the community rulesheet (code 1.26). Some lesson shots aren't documented yet and are left out. Point values move when the code is updated, so trust the inserts on the machine.