HARRY POTTER AND THE SORCERER'S STONE
Game Boy Advance
Guide made by Schlave
Copyright 2002
This guide is 100% Schlave.

Welcome to Walkthrough Final Version!


CONTENTS
(1) Updates
(2) Who am I?
(3) Story
(4) Controls
(5) Walkthrough
(6) Bertie Botts' Jellybeans
(7) Items
(8) Friends and Foes
(9) Spells and Enchantments
(10) Quidditch
(11) Pumpkin Pasties
(12) Chocolate Frog Cards
(13) Castle Maps
(14) Tips and Tricks
(15) Frequently Asked Questions
(16) Credits
(17) Legal Stuff

-----------------------------------------------------------------
Got a question? I'm sure you do. If you do, e-mail at
[email protected]. But if you question is already answered in the
walkthrough OR has to do with:
- Forbidden Forest escape route
- Trophy Room route
I'm not answering any of those! If you find your question has been
ignored for 5 days or more, search more carefully.

I respond to polite e-mails only, and unless a problem occurs, I will be
replying in about 1 - 2 days, longer if you're unlucky.
-----------------------------------------------------------------


             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /         1. UPDATES          \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Version Final (6th July 2002)
=============
- removed ASCII art at the top
- Walkthrough: small update in Forbidden Forest guide
- corrected mistake in Controls section
- refreshed the whole darn Updates section (this section!)
- added an extra line between each portion of the castle to make it
neater


Version 0.8 (2nd January 2002)
===========
- Walkthrough: added step-by-step "to the trophy room to fight Malfoy"
guide, corrected mistake in Forbidden Corridor route
- Choc Frog Cards: added Edgar Stroulger
- Tips and Tricks section added


Version 0.7 (21th December 2001)
===========
- Choc Frog Cards: more locations
- Maps section added


Version 0.6 (17th December 2001)
===========
- Choc Frog Cards: added more cards
- Friends and Foes section added


Version 0.5 (10th December 2001)
===========
- section banners completed
- Choc Frog Cards: four more
- Pumpkin Pasties section added
- Credits section added


Version 0.4 (30th November 2001)
===========
- Chocolate Frog Cards section added
- Walkthrough finished
- Items section added


Version 0.3 (20th November 2001)
===========
- Walkthrough: stealing of Wiggentree Bark
- edited a few mistakes, improved layout


Version 0.2 (19th November 2001)
===========
- Walkthrough: going to dungeons to save Hermione.
- Bertie Botts' Jellybean Flavours section added
- Spells and Enchantments section added.


Version 0.1 (18th November 2001)
===========
- Walkthrough: Hagrid's garden



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /        2. WHO AM I?         \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

My nick is Schlave, so just have it as that. Before I start, I want to
make it known that I'm no avid Potter fan. I don't go all-out and
purchase all sorts of merchandise on Harry Potter, except the books
written by JK Rowling, on him. The reason for making this walkthrough
was to feed the increasing demand, and besides, the game is interesting.

As for this walkthrough, it's just about complete. I aim to put in as
much information to make a walkthrough I'm proud of. I hope it's not too
confusing! And when you email me, make sure it's about mistakes or typos
in the walkthrough. No junk mail or greetings, or chain mail, blah blah.
And read the FAQ before e-mailing me.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /           3. STORY          \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

When the game starts, several illustrations flash, along with text that
told of how Harry Potter and the beginning all came about. Basically
put, Harry Potter is a young boy who is famous for having thwarted a
very evil wizard, named Voldemort, while he was a baby. He was then
brought to a perfectly non-wizard family (non-wizards: Muggles) who
"took care" of him. When Harry grew up, he received a letter which
invited him to join the Hogwarts School of Witchcraft and Wizardry. He
goes there, is sorted into one of the four groups of Hogwarts -
Gryffindor, Slytherin, Hufflepuff and Ravenclaw - and ends up in
Gryffindor. And that is how Harry, the character you play as, and the
game itself, begins...



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /         4. CONTROLS         \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

A Button : Communicate/Observe something
B Button : Cast spells (if available)
L Button : Play Hagrid's flute to charm Flobberworms
R Button : Cycles through the spells
Start : Pause the game, adjust flying controls, turn off music etc.
Select : Bring up map and current objective, use L and R buttons to
cycle between map, miscellaneous items and cards from Chocolate Frogs.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /       5. WALKTHROUGH        \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Entrance
========
You start off here, with your new-found friend Ron(ald) Weasley. He
tells you to go to the Defence Against the Dark Arts Class on Floor 3,
and mentions something about a girl named Hermione. Now proceed forwards
up the steps, but before you even reach the top, you are confronted by a
snobbish Slytherin, Draco Malfoy, who insults the members of Gryffindor
scathingly, before letting you past. Ignore him and just keep going
forward through doors and up steps to higher Floors.


Floor 2
=======
When you reach here, you see Peeves the poltergeist, who isn't really a
danger (for now). He cackles mischievously and glides off. Now just
ignore him and walk forwards and up the stairs to Floor 3.


Floor 3
=======
Ron is at the top of the stairs which you have just come up from, so
follow him to the Defence Against the Dark Arts classroom. In case you
lose sight of him, the classroom is on the right side of the Floor, with
an iron cauldron and 3 candles flanking it. Enter the classroom.

Inside, you will find a teacher, Professor Quirrell, who will teach you
the Flipendo jinx, the very first spell you will learn. To learn it,
repeat Quirrell's movements by tapping the respective direction keys to
move your wand. You learn it by completing the first set of movements,
but you get more House Points if you pull off the second and third set.
When you finish, Quirrell will make you complete a challenge in another
room, using your newly learned Flipendo jinx. Enter the room he has
opened.


Flipendo Challenge
==================
Now, you can use your B button to cast the Flipendo spell. You see that
orange hand in the top right corner of the screen? That means that you
are casting Flipendo now. When you learn more spells, you can cycle
through each one by pressing the L button.

To complete the Challenge, you must grab 6 Golden Stars and escape
alive. If you fall into a pit or lose all your stamina (5 Energy Bolts
at the top left corner of the screen) you must start again. Scrolls are
scattered around to give you tips on using the spell effectively.

1. Go forward and left to a dead end, where you will see a switch (in
the shape of a shield) with a hand insignia on it. Cast the Flipendo
jinx on the shield and it will flip a bridge around, allowing you to
cross a chasm later. Now go back and right, and push the barrel away by
casting Flipendo on it several times. When the way is clear, go forward
and left to get your first Golden Star. Now keep going left.

2. When you see two golden coloured gnomes wandering around, don't
panic, but aim a Flipendo jinx at them and knock them both out. Collect
the second Golden Star from the room and go through the newly opened
door.

3. Go forward and left to find the third Golden Star on a carpet.

4. After you get your third Golden Star, cast Flipendo on the several
blocks with hand insignia on them in the correct direction. If you cast
it right, they will shift and bridge up the chasms to allow to cross.
You may have to double back to cast Flipendo on certain blocks which you
can't reach at your current position. On the way, zap the gnome and get
the Bertie Botts' Every Flavored Jellybeans on the way to restore Energy
Bolts if needed. Grab the fourth Golden Star when the way is clear.

5. After crossing the chasms, you will come upon a bookcase. Go in front
of it and press UP to search it. Ta-da! A jellybean. Do this for every
other bookcase you find - you might be surprised! Grab the easy fifth
Golden Star in the doorway.

6. In the next room, cast Flipendo on the small brown pots to get
jellybeans and knock out the two gnomes wandering around the room with
Flipendo as well. Get the last Golden Star on the carpet, and if you've
got 6 Stars, the exit door will open. Now find your way to the exit
carefully.

"You mastered the Flipendo Challenge! Your reputation will get a push
now!"

Upon exiting the room, Quirrell will reward 20 House Points for
Gryffindor, and shoo you off to your next class, Potions (Don't cast you
newly learned spell on him, he would take off 5 House Points if you
do.).


Floor 3
=======
When you finish your Defence Against the Dark Arts Class and exit the
room, you will be confronted by Hermione Granger, a whiz at magic.
Follow her to the Potions class in the Dungeons. There is a save point
at the stairs to Floor 2, so use it. Now descend.


Floor 2
=======
Peeves the poltergeist again. Just ignore him and go down 2 more flights
of stairs.


Entrance
========
Here, you'll meet Hermione at the bottom of the stairs. Follow her to
the left of this floor and enter the room into the...


Dungeons
========
Upon entrance, find your way to left, where you'll see a door with a
shield on the wall beside it. Enter the door to Potions class. If you
want, you could save at the save point just north of the entrance into
the Dungeons, or grab the Pumpkin Pasty in the northern area of the
Dungeons.

You walk automatically towards a gathering of students, where a bubbling
cauldron sits. Professor Snape is the teacher and seems to bear a grudge
towards you. He welcomes you with open stairs leading deep into the
dungeons and orders you to find 6 glass vials.


Find the Glass Vials!
=====================
You have been ordered by Snape to find 6 glass vials for Potions class.
You cannot leave until you have found all of them.

1. When you enter this new area, break the three pots to the left of
you. One of them contains a glass vial.

2. Enter the doorway and turn right. Flip the switch using Flipendo and
cross the bridge. Then press the pressure plate (a grey button in the
ground) to open one of the three closed portcullises. Enter the open
doorway, go through the narrow passage, cross the bridge and press the
pressure plate to let out three golden gnomes. Knock all of them out (if
at any time you need refuge, duck into the cells you have opened.),
cross the bridge to the right, and take the second glass vial.

3. Now press the pressure plate and go back to where there were three
closed portcullises (not the cells where the gnomes were held, but the
beginning of finding the second glass vial). Enter the second opened
portcullis and you find yourself in a room with three barrels and three
pressure plates. You can't hold down all three buttons, so use Flipendo
to push the barrels over the buttons. Search the bookcase on the right
for a bag of Jellybeans (restores a few Energy Bolts) and break the two
clay pots for a glass vial.

4. By holding down all three pressure plates, you throw open another
portcullis near the entrance of the room with three barrels and three
pressure plates. Enter that door to find an easy glass vial and press
the pressure plate inside.

5. Go back to the room with three portcullises (again, not the ones with
the cells containing the gnomes) and you'll find the last one is open.
Go through, push the Flipendo blocks with Flipendo and cross them. Break
the 4 clay pots for a glass vial and press the Flipendo switch on the
wall.

6. Enter the newly opened door to the south and go along the narrow
path. Use Flipendo to push the the barrel and knock out the 3 golden
gnomes on the way. Collect the last glass vial in the room.

Snape will then order you to return to class, so pick your way back
carefully to the entrance where you started to find the glass vials.

"You collected all six vials! Maybe Snape will go a little easier on you
now."

Returning to your Potions class, Snape will give you an assignment: find
all the ingredients to make the Wiggenweld Potion - Dittany, Moly,
Flobberworm Mucus and Wiggentree Bark. You'll have to find each one in
turn. Now exit the Dungeons.


Entrance
========
Exit the Hogwarts castle via the great door to the south.


Grounds
=======
Ron will lead you to the garden path where you must pick your way
through to get to Hagrid's hut. The path is on the left of the Castle
Grounds.

When you enter the gardens, you will see a scroll which warns of
poisonous mushroom patches, an example of which is beside the scroll.
They hurt you when you come in contact with them so watch it. Anyway,
here's a step by step guide for getting to Hagrid's hut.

1. Go left and knock out the golden gnome. Then fire four Flipendo
blasts at the thorny bush blocking your way into another area. Avoid the
spines it ejects when you hit it with the Flipendo jinx. Avoid the
mushroom patches, mud which sinks in and lets you fall through, and
search the bush at the end of the room for a bag of Jellybeans. Knock
out the golden gnome wandering around.

2. Exit that place, and go left and forward, past two big logs and
across a wooden "carpet". You should see a thorny bush and a light brown
log. Fire four Flipendo blasts to wipe out the thorny bush, go forwards
and right, knock out the golden gnome, and cast Flipendo across the
small pond to push another light brown log at the end.

3. Double back and use Flipendo to push the first light brown log
horizontally several times, until you can pick your way forwards and
left to another area. Knock out the gnome and go south, avoiding the
mushrooms, to yet another area.

4. Go left and follow the path until you see a closed door, thorny bush
and a gnome. Knock out the gnome, then neutralise the thorny bush. Go
through the opened path to Hagrid's hut.

In Hagrid's hut, you tell him that you need to find Dittany, and he
leads you to another area. Save at the Save Point in his hut and follow
him outside into his garden.


Find the Dittany!
=================
To help you find it a little easier, I'll tell you what Dittany looks
like, so you can tell whether that's a poisonous mushroom patch or your
goal. It's a small, brown, mushroom-like thing. Now, a step by step
guide to get the Dittany. Oh, why did Hagrid have to grow Dittany all
the way at the back?!

1. Go to the left. You will see a small patch of land isolated by a pit.
The patch of land has a pressure plate and a white plant on it. Cast
Flipendo on it (the direction doesn't matter, so long as it's not
diagonal) twice to make it roll onto the pressure plate and stay there.
This will enable a small moving bridge.

2. Double back a little and walk onto the moving bridge. Don't fall now!
When you get to the other side, you'll need to knock out the gnome in
the way (bush contains nothing) and go left and down to find another
white plant. Fire Flipendo at it from the right and push it onto a
pressure plate, enabling a moving bridge. But there are three pressure
plates! You'll need to locate two more plants.

3. Go down and you'll see a white plant. Fire Flipendo at it from the
left and set it rolling. Take down the thorny bush, and roll the white
plant downwards, such that it stops beside a chasm. Then double back a
little, and fire a Flipendo blast across the chasm from the left,
pushing the plant against a log. Go behind the plant and push it
downwards again.

4. Now you'll see two thorny bushes. Neutralise the one on the right,
then go into the area and fire Flipendo from the right across the chasm,
pushing the plant.

5. Now use Flipendo to push the plant forward and left past a thorny
push, until you see a Flipendo block is barring the way. Shift the block
over the chasm by firing Flipendo at it from the left, and doubling back
in front of the plant and pushing it the rest of the way, until it ends
on a second pressure plate.

6. Double back and go to the left past a thorny push, knock out the
gnome there and push the pressure plate. This will set off another
platform moving, but not the last one, which you need to hold down the
third pressure plate with a third plant. Walk onto the platform and get
carried to the other side.

7. Knock out the gnome over there, go downwards and search the left bush
for a Chocolate Frog. Now go downwards again, and AUGH! Three gnomes
rush up to meet you, so take care of them and grab the jellybean. Go
downwards more, until you reach a dead end with a white plant on the
other side of a chasm. Fire Flipendo at it from the left and push it
away.

8. Now double back and head right this time. Search the bush for a bad
of Jellybeans, and neutralise the throny bush nearby. Now go downward,
trash both gnomes wandering around, neutralise both thorny bushes, take
another bag of jellybeans, and shift the Flipendo block over a chasm.
Now double back a little and push the plant across the cleared path.

9. Follow where the plant has rolled, go in front of it, and push it
forwards. Then you must carefully walk between the plant and chasm, and
fire a Flipendo spell to the right of the plant, pushing it left.

10. Now work your way forward and left, past the shifted Flipendo block,
like you did for the second plant, until the last plant is pushed onto
the last pressure plate.

11. Hooray! All the platforms across the wide chasm are moving. Step
carefully onto each platform across to the other side, where a bag of
Jellybeans and a sprig of Dittany awaits.

12. Now return carefully, over the wide chasm and other obstacles, to
where the entrance of Hagrid's garden is. Finished!

"You found the Dittany! Its tiny fronds wave as if in greeting!"

Now you end up back in the Grounds, wherer Ron awaits. He tells you go
ahead for Flying lessons with Madam Hooch. Go to the left of the
Grounds, where there are two grey walls. Enter the new area for your
Flying Lesson. You find out you're late, and Madam Hooch is taking
Neville Longbottom to have his arm patched up - the silly git fell off
his broom. Now Malfoy swoops in, and makes fun of Neville. Angry, you
chase Malfoy on your broomstick and try to get back Neville's
Remembrall, something Malfoy stole from Neville. This is when you will
learn Quidditch.

Using the controls mentioned above (look in the Contents), chase Draco
Malfoy and get back Neville's Remembrall. He leaves behind rings of
sparkles that you have to fly through to get a speed boost. A yellow bar
at the bottom of the screen fills up as you fly through more and more
rings. If you get enough rings and are close enough to Draco, another
bar will appear in the middle of the screen. You don't control Harry,
just concentrate on using the A or B button to catch the Remembrall as
it drifts along the bar towards your hand. This is when you have to
catch the Remembrall, and you have a limited time to do it!

"You recovered Neville's Remembrall! Draco and his rough-hewn cronies
will think twice about taking you on now."

When you successfully catch it...Oops! Madam Hooch has spotted you
taking off, and she chides you. Just as you open your mouth to protest,
she praises you unexpectedly about your skill of a broomstick and makes
you a Seeker for the Gryffindor Quidditch Team. Then she tells you go
back to your Common Room (Floor 7). She leaves, and as you turn to go,
you spot Malfoy and his cronies! He tries to snub you, but you snub him
back and he leaves, inviting you to a Wizard's Duel in the Trophy Room
(Floor 3). Now go back into Hogwarts and proceed up the flights of
stairs. Unexpectedly...


Floor 4
=======
Ron is waiting for you, and tells you of a secret bookcase which leads
directly up to Floor 7. He leads you to the bookcase, which you must
search. It slides away to reveal a stairway, which you proceed into and
climb a few steps to...


Floor 7
=======
Hermione is now waiting for you as you emerge, and tells you the
password to the Common Room, "Pig Snout". She and you go into the Common
Room, and you ask her to teach you the Alohomora charm for opening
certain doors. Follow her wand movements. If you get all three wand
movement sets correct, she gives you a Pumpkin Pasty.

"You learned Alohomora! This should really open doors for you!"

After learning it, she makes you promise not to use it to sneak around
Hogwarts (the exact opposite of which you will be doing) and leaves. Ron
tells you to go for the Wizard's Duel now, and you say that you are
going alone. If you want to save, go into the room in the northern part
of the Common Room. Now, exit the Common Room.

Oop! The whole place is dark. It's night, and most students have turned
in by now! Although the whole place is dark, you can still see the
silhouettes of prefects guarding the corridors. Don't let them get too
near.


FLOOR 7
1. From your Common Room, go down out of the door and to the left past
the bookshelves.

2. Now take the first path upwards and go downwards the other side. Open
the locked door with Alohomora and go through the doorway.

3. Walk upwards, weaving past the two prefects walking beside the
pillars and take a left at the top.

4. Now go downwards at the other side and dodge the prefects walking
between the walls.

5. Maneuver around another two prefects patrolling a corridor with
purple drapes and to the right, where you'll find a locked door at the
end of a corridor.

6. Open the door with Alohomora, go through, to the right and downwards
down the stairs.

FLOOR 6
1. Go to the left and upwards past the flight of steps.

2. Avoid the prefect in the wide corridor by ducking into the alcoves as
he walks past. Then follow the corridors and go upwards.

3. There will be another prefect patrolling around here. Avoid her and
go to the right into a narrow passage.

4. Avoid the prefect and go downwards into the first downward-leading
corridor you see. It's a long walk downward.

5. When you get to the bottom of the corridor, follow it and elude the
prefect by ducking into an alcove. Then go downwards and to the
left, and there's the stairs!

FLOOR 5
1. Go to the left and avoid the prefect by ducking into an alcove. Then
go upwards.

2. Keep going upwards through doorways until you reach an area with
pillars. There are prefects walking around, so weave past them and go to
the right, where you'll find a Flipendo in a small alcove.

3. Flip the switch and go back to the right and downwards into a
corridor. Keep right and you'll reach a chasm with the bridge flipped
the correct way round. Cross the bridge to the other side.

4. Now there are two ways to go right - take the top path and avoid the
prefect when she passes by by going into an alcove.

5. Walk right and downwards past a bookcase and cast Alohomora on the
locked door at the end. Go through and downwards, and you'll have a
clear way to the staircase.

FLOOR 4
1. Turn right and cast Alohomora on the big mirror to open up a secret
door.

2. Go through the doorway and along the passageway, avoiding the prefect
as she passes by ducking into an alcove. Go left and upwards.

3. Now make a right turn and keep walking until you reach a gargoyle and
a pressure plate. Cast Flipendo on the gargoyle to activate it, then go
upwards and to the right and downwards to find a locked door. When the
gargoyle moves over the pressure plate, the door will open and you can
run through.

4. Go right and take the upper path to the right, where you'll find
another gargoyle. Activate the gargoyle and run past it and downwards.

5. Avoid the prefects as they stroll by in the passageway and go
downwards and left.

6. When you emerge from the passageway, keep going downwards until you
find a locked door (or open if the second gargoyle you activated is over
the pressure plate).

7. Now press on left until you find the stairs to Floor 3.

From here, it's easy enough to find the Trophy Room. It's on the left of
Floor 3. I don't think a step-by-step is needed here, honestly.


Floor 3
=======
You'll enter a room with a huge dog in an enclosure (Fluffy), so ignore
it and carry on to the next room to find...Draco Malfoy! Anyway, that
double-crossing creep has got you in a trap, and curses you with the
Body-Bind Spell (Locomotor mortis!) to leave you to be discovered by
Snape. Luckily, he hasn't learnt it very well, for as soon as he leaves
you can move.


Sayonara Snape!
===============
1. Immediately go upwards and cast Alohomora on a mirror in the room.
Then go through to another dark room. Don't expect Snape to come
cruising if you take too long, but don't take your time.

2. Go up and left until you find a clay pot blocking a switch. Smash the
pot and enable the switch with two straight Flipendo blasts.

3. Double over to the large pit, where a moving bridge has been enabled.
Step onto it and let it carry you to the other side.

4. If you must, open the chest on the left side to get a Chocolate Frog.

5. Proceed right and upwards to find your way to a dead end with a
pressure plate and a bridge. The bridge leads to nowhere until you step
on the plate and turn the bridge around! But you step on the plate, and
heeerrrress SNAPE!

6. He comes dashing up towards the place you are, so quickly hide behind
a vase or at least stay out of his view. He'll mutter a threat and walk
off. When he's gone across the bridge, immediately double back to it and
cross the bridge and follow Snape, being careful not to get too close,
until you reach a corridor with nooks.

7. When he stops patrolling the corridor, hide in a nook until he
passes, then slip into an area blocked by a chasm and a Flipendo block.
Move the block over the chasm and smash the clay pot in the way.

8. Carry on, moving another block and crossing another chasm...WAIT!
Here comes Snape again! Wait until he stalks back into the corridor,
then proceed to a two-way path. Take the left one.

9. You'll reach a place full of clay pots. Move the Flipendo block close
to the rightmost pot, smash the pot in your way, then move another
Flipendo block which has magically appeared just slightly ahead (don't
worry if it clears the way for Snape).

10. Now double back and cross the now-clear corridor, hiding in nooks
when Snape passes.

11. You should now see three locked doors. Open the middle one to see
one of the blocks you can't reach, then double back and open the left
door.

12. See that Flipendo block? Now you're on the correct side, move it.
Double back to the middle room and you will see another block which
intercepts you. So double back, unlock the right door and enter.

13. Remembering it's position, walk to the appropriate position and fire
off a well-aimed Flipendo jinx. Now double back to the middle door - the
way is clear. Escape!

"You escaped the trophy room! Wait 'til Ron and Hermione hear about
this!"

You end up on...


Floor 4
=======
Remember the secret bookcase Ron told you about? Now's the time to USE
IT! So make your way, dodging more prefects. In case you forgot, it's on
the left side of the stairs leading to Floor 5. Go up, and yippee! Back
to the Common Room!

In the Common Room, Ron marvels at your bravery, while Hermione gives
you a jolly good berating for misusing her well-taught Alohomora. She
leaves, and comes back in the morning to scold you again before
flouncing off yet again. Then Ron tells you that you have Herbology in
Greenhouse 1 in the Grounds. So use the secret bookcase way (remember
where you emerged from on Floor 7 after taking that way!) to Floor 4,
and make your way down to the grounds.


Grounds
=======
Now find your way across the lawns until you see several numbered
greenhouses. Go inside the one labelled "1". Inside, you will meet
Professor Sprout, who will give you an assignment: to find yet another
one of the ingredients to make Snape's Wiggenweld Potion - a flower
named Moly.


6 Pieces of Moly!
=================
Remember Sprout's words: black stem, white flowers.

1. Immediately go to the left, where you will see two spiked snails
blocking your way. Their slime trail and body itself will hurt you, but
three direct hits (Flipendo) on the snail itself will extinguish it from
this world. Pick your way carefully along the grey brick path (you can
cast spells over the bricks), avoiding the pitholes - cracks in the
ground which become pits. When you see a locked door, use Alohomora on
it. Go inside, press the pressure plate and take the Moly.

2. Now go downwards, through bushes and across the bridge you have just
turned. Use Flipendo on the block you come across, then proceed
downwards once more (past mushrooms), and to the left once you see a gap
in the bushes (you should also see a large pit with three bridges, one
turned horizontally. Remember this position). Immediately Doxies will
attack you, but lure them into the maw of the snapping green monster
trapped by mushrooms and get the Moly on the left. Then go to the upper-
left and press the pressure plate there.

3. Now proceed right to another bush path, lower this time, and wipe out
the thorny bush in your way. Ignore the first path upwards and take the
second, right path. Follow that one, pushing Flipendo blocks over chasms
until you get another piece of Moly.

4. Now double back to the start, where Professor Sprout is, and this
time go downwards. You see the white Puffapod on the other side of the
pit? Well, fire a Flipendo and push it along! Then go back upwards to
Professor Sprout and go right, past three shelves (remember where they
are, I'll come back to that later) until you see a nook in the grey
brick walls (just after the three shelves). Go into the nook and fire a
Flipendo blast ahead of you, then go back to where you pushed the first
Puffapod. See the second Puffapod behind it? Fire a Flipendo from the
left (over a grey brick wall) and go to where it rolled. You'll see a
third Puffapod. Push it from the front by casting Flipendo over the grey
brick wall in front of it. Now with a few more pushes and Flipendos,
roll the the third Puffapod onto the pressure plate. It should open a
portcullis, allowing you access to another pressure plate and a piece of
Moly.

5. Double back to where you saw those three shelves. Search the middle
one for another piece of Moly.

6. Remember where you saw those three bridges on the way to find Moly
No. 2? Go there, and TADA!! All three bridges are adjoining to form a
single long bridge! Cross and get the easy last Moly. Shift the Flipendo
block, and from there, go forwards to meet Professor Sprout and Ron.

You and Ron joke about Snape, and then he mentions about a Quidditch
match against Slytherin House. Now go back out of the Greenhouse, across
the grounds to the right, and find your way to a bannered entrance. Your
Quidditch captain, Oliver Wood, quickly gabbles instructions to you as
you enter. Remember how you played Quidditch? If not, refer to the
section of this Guide, "Quidditch".

After you win (or lose), Ron will congratulate you and tell you to go to
the Great Hall for the Halloween banquet, and mentions that Hermione
hasn't been around since. Go back into Hogwarts Castle and go right and
into the open door.


Entrance
========
Go through the deserted passageway and into another door, where the
Great Hall is. You converse a little with Ron, and then Quirrell comes
in and shouts, "Troll in the dungeons! Thought you ought to know." Ron
suggests going to Hermione and warning her about the troll, so exit the
Great Hall, through the passageway and QUICKLY past Percy Weasley, who's
patrolling very quickly! Now go up the stairs into Floor 1.


Floor 1
=======
Go to the left and up a little, where you'll find an open door to the
dungeons. Be careful of Professor McGonagall - she's hanging around.
Enter the door, and GRAAAGH! The troll's around. Hermione and Ron run
into a corner, so you must face the troll yourself.

First arm yourself with your Flipendo jinx to face the troll. Go left,
where you'll see some small holes, and a huge pit at the very left.
Don't fall down the huge pit, but if you fall through any of the small
pits, you can still climb back up. To fight the troll, make sure he's as
close as possible to the large pit, then dodge his club and wait until
he brings his hands up to roar wildly. Then cast Flipendo at his belly,
and he will be repelled back a short distance. Repeat until he falls
down the pit. Then Snape, Quirrell and McGonagall rush in, and nearly
reprimand you, but after a hasty explanation from Ron, reward you with
50 House points instead.

"You defeated the troll! It smells really bad! But Hermione is safe now,
and so is the rest of Hogwarts."


Entrance
========
You appear back here, and Hermione thanks you and tells you to go up to
Transfiguration Class on Floor 1. Follow her to Floor 1, and go to the
classroom which is on the right side of Floor 1.


Floor 1
=======
Inside, Professor MacGonagall teaches you Avifors, which tranforms
certain things into birds. Follow her wand movements and extra two sets
of wand movements for more House points. After doing that, you will
start the Avifors challenge. Go into the Room...


Avifors Challenge
=================
You can turn certain objects (usually lying on pressure plates) into
birds with a quick cast of Avifors on it. It will release the pressure
plate, opening doors or flipping bridges.

1. Go forward and cast Avifors on a stone-like thingy on the pressure
plate. It will turn into a bird and fly off, opening a door. Enter the
new room, lure the Doxies into the Tentacular, and grab the easy Golden
Star behind the Tentacular. Now go up and out of the room.

2. Go right, past some blue carpets and restoring health with jellybeans
you find along the way. If you go a little downwards of the blue
carpets, you'll find a Flipendo block across the chasm. Push it and go
along the narrow corridor to the right leading downwards, and knock out
the blue gnome wandering around with two Flipendo jinxes. Grab the
second Star in the corner.

3. Now go to the left, pushing a barrel out of the way to see another
stone like object on another pressure plate. Use Avifors yet again, and
another door will open. Go to where you found the blue gnome and go
downwards to find the open door. Now go through the door and to the left
to get an easy Golden Star.

4. Go right and up through another doorway, and take the left path
upwards. Knock out the two blue gnomes and take the fourth Star.

5. Now go to the right and downwards to a dead end. You should see yet
another stone-like object on a pressure plate. Avifors yet again, and go
backwards out of the dead end, and find the open door which leads to a
stone gargoyle and a pressure plate. Cast Flipendo on the gargoyle, and
when it moves onto the pressure plate, go through the open door quickly.
Now get the fifth Golden Star.

6. Go to the left and up through another open doorway, and if you need
health, open the chest for a bag of Jellybeans. From where  you are in
the area, you should be able to see two Flipendo blocks across the
chasm. Push them with Flipendo, cast Avifors on another stone-like
object to open another door, then go downwards through the newly opened
door. From there, cross the path cleared from the pushing of three
Flipendo blocks previously, and get the last Golden Star. Now double
back to the open door which you first went through to start your Avifors
Challenge. Done!

"You overcame the Avifors Challenge! Your heart soars like a hawk, or
perhaps more like a finch."

When you exit the classroom, Hedwig, your snowy owl, swoops in and
brings you a scroll. Read it, and you'll find Hagrid wants you over at
his house to collect Flobberworm Mucus - double time. So go down and out
of Hogwarts, across the grounds, through the garden to Hagrid's house. I
don't have to tell you how to do it again, do I?


Grounds
=======
When you reach Hagrid's house, go out angain through the door on the
left, into his garden. He's standing nearby the entrance, so go to him,
and he'll brief you about the collection of the Mucus - you get the
worms, Hermione and Hagrid extract the Mucus.


Charm the Flobberworms to Hagrid!
=================================
Hagrid gives you a flute, which you play by pressing the L button. You
have to locate the Flobberworms (orange, tube like things) and make them
follow you when you play the flute. When you get close enough they will
follow you, so guide them back to Hagrid. But beware! The worms can fall
into chasms, get poisoned by mushrooms, or eaten by Tentaculars, so
watch out so you'll have to go back all the way to get the Flobberworm
where you first found it again.

1. When you first start off, go straight and take the moving bridge
across the chasm to the right. When you're at the other side, go left
into the upper path, past the Tentacular. Now weave between the mushroom
patches, being careful of the Doxies, and you should find a Flobberworm
amongst the patches of mushrooms. Guide him carefully out and to the
moving platform, then back to the other side to Hagrid.

2. Now go back on to the moving platform on the left, back to the other
side. Proceed left and downwards and you should find another
Flobberworm. Guide him back to the moving platform, back to the other
side, to Hagrid.

3. Again, take the moving bridge on the right to the other side, and
keep going north past the mushroom patches until you see a pressure
plate and a bridge facing the wrong way. Step on the pressure plate,
cross the bridge and follow the path through the bushes, dodging the
Doxies and pushiung the Flipendo block, until you find the third worm.
Charm him back through the path and back to Hagrid carefully.

4. For your fourth worm, take the moving bridge on the right again, and
go forwards and right. There should be a gap in the bushes beside a
Tentacular, so go through and knock out the blue gnomes wandering
around. Go south and right a little, and you should see your fourth worm
on a small brown wooden bridge. Align yourself carefully with the
bridge, then charm the worm off the bridge. Go south a little more and
press a pressure plate to turn around a bridge. Cross the bridge with
your worm - it's a shortcut back to Hagrid.

5. Now take the small wooden bridge shortcut mentioned above, and go
through the gap in the bushes to the right nearby. Weave through and
avoid the mushroom patches and Doxies, and you will find the fifth worm.
Charm the worm back to Hagrid using the shortcut.

6. Take the shortcut again, and go as north as you can until you find
two moving platforms. Knock out any blue gnomes nearby, and cross the
chasm by expertly interchanging platforms when they touch each other. Go
forward and push the Flipendo block into the hole, cross it and go to
the left through another gap in the bushes nearby. There's your last
worm, so you know what to do. You'll have to be careful when crossing
the chasm; sometimes the rhythm of the platforms are irregular and
you'll find yourself losing the worm whenever you try to cross the
platforms. Return the last worm to Hagrid.

Ohh yeah! Now it's time to sit back and let Hermione do the dirty work.
She gives you a jar of Flobberworm Mucus, which you take. Now leave and
go for Defence Against the Dark Arts class on Floor 3.

"You collected the Flobberworm Mucus! It's a treasure you don't want to
hold on for too long!"

Go through the garden and return swiftly through the grounds to Hogwarts
Castle.


Floor 3
=======
At the top of the stairs, Ron tells you that someone called Nicolas
Flamel and your principal, Dumbledore, were involved in something in a
forbidden corridor. Anyway, follow him to Defence Against the Dark Arts
class. Professor Quirrell teaches you Lumos, the light spell. After
learning it, you will go into another room for the Lumos Challenge.


Lumos Challenge
===============
You've learnt Lumos, now use it. Whenever you see yourself in this kind
of dark place, cast Lumos to illuminate your surroundings.

1. Go right and through the only open door. Go downwards and right, and
you should find a gargoyle on a pressure plate. Cast Flipendo on the
gargoyle to make it move, then go through the open door to the north.
Knock out the two gnomes and take the first Star. The bookshelf on the
left contains a Jellybean.

2. Exit the room and go to the right, avoiding the gargoyle. Go through
the doorway and to the right is an easy Golden Star.

3. Keep going right and downwards, knocking out the gnomes on your way,
pushing the barrel away, entering a room on the left, and take the third
Golden Star.

4. Push the pressure plate, exit the room, and go upwards to find
another open doorway! Knock out the gnomes wandering around, grab the
Golden Star and go down the ladder just behind the Star.

5. Woohoo, another dark room. Your major concern is the numerous enemies
wandering around, so take care of those before lighting up the place.
The small pot to the left contains a Jellybean. Go to the right, and you
will see some gnomes wandering around three big claypots. Take out the
gnomes and smash the pots, one of which yields a Star.

6. Now go alllll the way left until you see a blue gnome wandering
around, as well as three pots. Take out the gnome and break the pot. One
of them yields the last Star. Now exit by the door slightly the the
north of where you found your last Star (I hope you've finished off all
the gnomes in the area, otherwise the door won't open. Now go up the
ladder in the room. When you emerge in another dark room, you'll see an
open door to the left. Go through, and...

"You passed the Lumos Challenge! It was never something you took
lightly!"

Outside, Quirrell awards you 20 House Points and you exit the room.

Upon exiting it, Ron tells you a shocker - one of the ingredients for
Snape's Wiggenweld Potion, Wiggentree Bark, can only the found in
Snape's storeroom! Well, if you press Select and look at the map, you'll
see your objective, to "borrow" Wiggentree Bark from the dungeons. So,
go there!


Entrance
========
Go to the left and you'll see Ron standing by a closed door. He'll open
it for you, so enter.


Dungeons
========
It should be easy to find the Wiggentree Bark, so I won't bother with a
step-by-step walkthrough. But all I can tell you is to dodge the
Prefects, slip past them when they're not looking, and enter a room with
four shelves. One of them contains Wiggentree Bark. Don't be scared if
Snape approaches, just don't exit the storeroom by the doorway! You see
the bookshelf on the wall in front in the storeroom? If you don't know
what I'm talking about, look for a dark shape where a bookshelf is in
the dark. That's a secret doorway! Search the bookcase to open the
doorway, and run outta here!

"You found Wiggentree Bark! You can practically taste that Wiggenweld
Potion now! Or maybe you just inhaled a spider."

Oop, out of the storeroom, into the fire! You now have to escape an
enemy-infested place back to your Common Room. As many were baffled with
how to get by, I shall provide a step-by-step walkthrough.

1. Go to the left and wipe out any gnomes you see. Go downwards and go
right. Knock out the gnome and press the pressure plate at the end of
the corridor. Return, and go downwards a little more and you will see a
chasm with the bridge the wrong way round. Wait until one of the spiky
snails crawls onto the bridge, then fire three quick Flipendo blasts
into its body. When it's destroyed, the bridge will flip over.

2. Go over the bridge, take out the spiky snail, press the pressure
plate to the right. When the bridge flips over again, cross it and press
the other pressure plate. The first pressure plate will then pop up, so
go over the bridge and press it again. The bridge will flip again.

3. Now backtrack alll the way across the flipped bridge, and you should
see another pressure plate has mysteriously appeared! Press and go
downwards across the bridge, and keep going down until you see an open
doorway. Go through.

4. Now take the right way, and go across the bridges, patching up gaps
with Flipendo Blocks, and at the end, shoot the gargoyle with Flipendo
to make it move. Double back and take the left way this time across the
moving platforms to the door, and while the gargoyle is on the pressure
plate, the door is open. QUICK!

5. Through the door and into the next room you go, knocking out all
three blue gnomes. When they are out for the count, the door is open, so
go through.

6. Now you find yourself in a room with lots of cracks, and a few
gnomes. Run across the room quickly, those cracks become pitholes. When
you enter the next room, avoid the two spiky snails and dash for the
next room on the right.

7. Go upwards through another door (or downwards if you want a Chocolate
Frog from the locked chest), go left and downwards, past the Tentacular,
and press the pressure plate (the platform is not moving yet, but
remember where it is), then go a little more left and through the open
doorway. Push the pressure plate in there, double back to where the
Tentacular is, now this time go to the right and through another open
doorway and push the pressure plate there.

8. Now double back yet again, and you'll see the platform previously is
now moving. Get on the platform and ride to the other side, then exit
the place. Finito!

"You escaped the potions storeroom! Better get back to
Gryffindor...Snape could be close behind!"

Outside the Dungeons, Ron is waiting for you. Now go allll the way back
to the Common Room. There are few Prefects, but some walk really
quickly, so be careful. Percy is guarding the bookcase, so you can't use
it! Darn him! So you have to take the long way round. The puzzles starts
on Floor 5, so when you go through the door...

1. Go upwards and take a right (Remember the location of those two
bookcases nearby). You see that barrel and pressure plate over there? Go
to the right of the barrel (on the pit's other side) and push it on the
plate.

2. Go downwards and onto the only moving platform (the other one is
stationary). Where it stops is a piece of land. Go onto the land and
you'll see a Flipendo switch and a bannister. Fire a Flipendo blast over
the bannister and flip the switch.

3. You've now gotten another moving platform working. Go on it and let
it carry you to the other side.

4. Now keep going right until you find another barrel and pressure
plate. Push the barrel onto the pressure plate, which enables the first
stationary moving platform you saw in Step 2.

5. From there, go left and up another looooooooooonnnngg corridor. When
you reach the end you'll see a huge chasm and many moving platforms. Go
all the way across the moving platforms (carefully!) until you reach a
small piece of land with cracks and a Flipendo switch. Flip the switch
and make sure you don't step on the cracks, not even after you flip the
switch - they become pitholes.

6. Get onto another moving platform and let it carry you to a piece of
land which has two cracks and a chest on it. Use Alohomora on the chest
to get a Chocolate Frog, and use the moving platforms to get you to a
narrow area left of the treasure chest. You see a weird object there?
Use Avifors on it, and it flies away!

7. Now go alllllll the way back to the beginning where you saw the two
bookcases...WAIT! There's a secret door that was originally not there!
Go through, and make your way across the chasm and out the door at the
end of the corridor on the right!

Whoa! You find yourself in a weird room with a Mirror! This is the
Mirror of Erised (desire), so go to it, and you see an illustration of
Harry looking into the Mirror and seeing his deepest desire...to meet
his long-deceased parents. Then...oop, Dumbledore finds you and you have
a short discussion with him before he leaves the room. Now leave the
room yourself and pick your way back to Floor 7, your Common Room. It's
easy enough, seeing that prefects no longer are stationed at strategic
points, so you can literally take the most direct way to each staircase.


Floor 7
=======
Back at the Common Room, Ron talks to you for a little and you tell him
about the Mirror of Erised.


Entrance
========
The next Morning, you appear here, and Ron tells you that you have
Potions class! So go to the Dungeons and to Potions Class on the left.


Dungeons
========
Yipee. Here's Snape, and he appears irritated that you made it with all
ingredients after all! He tells you to mix the Potion, and the ladle
starts to spin, so go up to the cauldron and you will get a vial of
Wiggenweld Potion (at last!). Now Ron tells you that you have Charms
class on Floor 2.

"You mixed the Wiggenweld Potion! Even Snape can't deny you've done well
with your assignment."

Exit the Dungeons and go to Charms class on Floor 2.


Floor 2
=======
Charms class is on the right - you can't miss it. Enter and you meet
Professor Flitwick, a tiny, wizened wizard. Follow his wand movements
and you will learn Wingardium Leviosa. Next, Flitwick gives you a
challenge. Enter the room on the right.


Wingardium Leviosa Challenge
============================
Once again, six golden stars. Cast Wingardium Leviosa on certain objects
in the room and move them around with the Control Pad onto the pressure
plates.

1. Go upwards past the numerous pressure plates to find a scroll, Golden
Star and Flipendo switch in a corner. Flip the switch and get the Golden
Star.

2. Now backtrack and you will find several gold statues have come out of
nowhere. Cast Wingardium Leviosa on them and move them onto the pressure
plates. When that is done, go down and left, through the passage, to
find another Golden Star and an open door.

3. Through the door you will find a bridge facing the wrong way, as well
as a statue and a pressure plate on the other side. Move the statue on
to the plate, go across the bridge and get the third Golden Star.

4. You will now see three pressure plates and a Flipendo switch. Flip
the switch and three objects will appear out of nowhere. Place them on
the plates, proceed forward, and place another two objects on another
two pressure plates. Decimate the two pots below for a bag of
Jellybeans. Cross another bridge and get the Golden Star.

5. Simply go forward and get the Golden Star. Easy peasy!

6. Go down the ladder on the right and grab the last Golden Star. If you
need it, a treasure chest containing a bag Jellybeans is in the room. Go
back up the ladder and exit the now open door.

"You conquered the Wingardium Leviosa Challenge! This really lifts your
spirits."

Outside the classroom, Ron tells you to go the match against Hufflepuff.
You know where to go: the bannered place in the Grounds.


Grounds
=======
The bannered arena is on the right, so go there and start the match with
the yellow-robed Hufflepuff Quidditch Team. You know what to do - grab
the Snitch. When you win/lose, Hermione meets you outside and tells you
to accompany her to find a book on Nicolas Flamel. Go to Floor 2. Watch
out for the one or two prefects patrolling.


Floor 2
=======
The Library is on the left, and Hermione's waiting outside. Get into the
open door!


Find the Book!
==============
In the library are dozens upon dozens of bookshelves. They all yield
nothing, and remember to cast Lumos to brighten the way.

1. Go upwards and you'll find a pressure plate in the corner. Remember
its location, then keep going left until you find three statues blocking
a door. Move two out of the way and use one to hold down the pressure
plate you saw just now. Go into the unblocked door.

2. Go to the right, where you'll see a locked door. Remember its
location, then go upwards across the bridge. Take a left when you see a
two-way junction.

3. You'll see some books on a pressure plate. Use Avifors on the books
and free the plate. Then go to the left and up along the corridor, and
push the Flipendo block over the hole. Go over the block and proceed
left, along the corridor and push another Flipendo block into a hole.

4. Keep going upwards along the passageway until you come to a dead end
with a bookshelf. WAIT, that's no bookshelf, search it and it will slide
away to reveal a door. Proceed until you find a barrel blocking your
way.

5. Now proceed right alll the way and search the rightmost bookshelf.
It will slide away - another secret door! Proceed upwards and right
until you find another barrel blocking your way. Push it along the
corridor and proceed downwards and to the left.

6. Now you see that a bridge you had previously crossed is now
horizontal! Cross the bridge and keep going right until you see a
bookshelf with a ladder next to it. Search it, and the Nicolas Flamel
Book will pop out! Take it, and go all the way back right (not the lower
path will portraits, but the upper path along the horizontal bridge) to
the horizontal bridge.

7. Ah! There's a pile of books on a pressure plate which has
mysteriously appeared! Well, cast Avifors on it and the bridge will
flip! Now take the gigantic loop ALLLLLLLLL the way back across the
bridge, to the locked door you found in Step 2. It's open! Go through!

"You found the Nicolas Flamel book! Maybe the tangled mystery of the
Sorcerer's Stone will finally be revealed!"

After exiting, go all the way to the right, pushing the Flipendo block
across the chasm, and moving a stone out of the way with Wingardium
Leviosa. Out the door and...ARRGH! PROFESSOR SNAPE! Well, there's no
other way out, and you get caught and get a detention. So make your way
up to Floor 4 and use the bookshelf staircase way, otherwise Snape will
take 24 House points away to let you use the main staircases.


Floor 7
=======
It's back to the Common Room, and Hermione congratulates you on finding
the book. She then gives you a little information on Nicolas Flamel, and
you wonder about the gigantic dog, Fluffy, in the dungeons.


Entrance
========
The next morning, in the Great Hall, Ron tells you about the next
Quidditch match against Ravenclaw. Then Draco comes over and insults
Ron. Walk upwards and go left, opening a chest for a Chocolate Frog, and
exiting the Great Hall to go to the bannered arena on the right on the
Grounds.


Grounds
=======
Quidditch match aginst blue-robed Ravenclaw. What more can I say. After
that, Hagrid meets you outside and serves you up your detention from
Snape. So go across the Grounds to the garden on the left (there's an
enclosure sealed off with mini-statues which withholds a Chocolate Frog.
Use Avifors.). The gardens have changed a little, but it's still simple
enough to get past. Find your way to the thorn bush blocking the
entrance to Hagrid's hut, except that you're supposed to go to the
portcullis on the left this time. Hagrid's waiting outside, and let's
you into the...Forbidden Forest.


Find the Forbidden Forest Unicorn!
==================================
Well, as Hagrid said, follow the silver trails of blood. You won't spot
any for quite a while, but just follow these steps first.

1. Go upwards and left across the bridge. Be careful - holes are formed,
sealing off your exit.

2. Go upwards again and pick off a thorny bush to go through. You'll be
in a large area with gnomes teeming around. Go to the left where four
thorny bushes are together in a group. Blast your way through and go
upwards and left through some mushroom patches, past some huge thorns
and annoying Doxies.

3. You will reach another large area with a few golden gnomes and Doxies
around. Lure the Doxies into the Tentacular's maul and knock out the
gnomes. Proceed to the left past a pond and spiky snail to find a
stationary platform and a stone on a pressure plate. Cast Avifors on the
stone to free the pressure plate, and get onto the moving platform to
the other side for a bag of Jellybeans.

4. Go back to the other side and go downwards until you see a Tentacular
next to a pit filled with what looks like rock walls. Continue directly
downwards until you see a thorn bush and some mushroom patches. Take out
the thorn bush and proceed downwards and left.

5. Take the lower path past the Tentacular and keep going downwards
until you see small clumps of large thorns. Now press on left and you'll
eventually come upon some grains of silver - trails of unicorn blood!
Ah, you're on the right track! Follow the trails to another entrance to
another part of the Forest.

6. Press on left following the blood trails and past the troll. Keep
following the blood trails until you come upon the unicorn lying dead on
the grass...

As you reach the unicorn you see someone who looks like Quirrell without
the turban marching toward the unicorn. He reaches the unicorn and
drinks its blood. The cutscene that follows after shows a centaur
rescuing Harry from the cloaked person. After that, you end up in a
place full of mushroom patches. Avoid the troll and save at the save
point, then go downwards until you see a dirty patch at the wall of
trees. That means there is an invisible entrance into the grove of trees
there! Enter and although you can't see yourself, it's easy to find your
way through. Keep going downwards and into groves of trees...it's self-
explanatory, no need for a walkthrough here. After a few trips through
groves of trees, you exit the Forbidden Forest from the right!

"You found the unicorn and escaped the Forbidden Forest! You're sorry
it's dead but you feel you're close to solving the secret of the
Sorcerer's Stone!"

Exit Hagrid's Hut and you'll find yourself in the Entrance with Ron and
Hermione. Now you have to go to the Forbidden Corridor on Floor 3. On
the way, there are a few Prefects, but not enough to stop you taking the
direct routes to the stairs.


Floor 3
=======
The Forbidden Corridor is on the bottom left of Floor 3. It's easy to
find, so go through the open door.

1. Go along the corridor, avoiding the spikes and taking down the gnomes
on the way (alternatively, you could lure them onto the spikes). When
you see a giant mirror on the wall, cast Alohomora on it to open a
secret door. Go through.

2. Move swiftly along the passageway and along the narrow path (cast
Flipendo on the switch on the wall along the way, it will flip a
bridge). At the end, collect the Chocolate Frog and the jellybean and go
through the door and across the bridge. You will see a golden statue, so
cast Wingardium Leviosa on it and guide it to a switch on the upper
right, past a few spikes. Land it on the switch and go through another
open door.

3. Now step carefully on the moving platforms to the other side and
avoid falling through the numerous cracks in the floor. Dodge the
tortoise which shoots fire at you (or make it fall through one of the
cracks) and open the door behind the mirror with a well-aimed Alohomora
charm. You'll find a Flipendo switch beyond the door, so flip it and go
out again.

4. By flipping the switch, you have opened a door to the left. So
carefully pick your way out the door to the left and through the new
opened door. Exit is to the left.


Charming Fluffy
===============
Whoa! You find Ron and Hermione waiting for you. Apparently they can't
get past Fluffy (the huge dog in the dungeons you might have seen
previously), but you suggest using music to calm it. If you need
healing, smash the two pots nearby for jellybeans, then go to the right.
To confront Fluffy, you need to play the flute (with the L Button.
Remember the Flobberworms?) until the golden bar on the bottom right
side of the screen fills up totally. That is when Fluffy falls asleep.
But it's no easy task, you have to play and dodge Fluffy's maul at the
same time. The flute is only effective when Fluffy is on the screen, and
if at any time he manages to bite you, the bar empties again. When he's
asleep, slip past him to the trapdoor all the way on the left.

"You slipped past Fluffy! Sleep, Fluffy, sleep! Good dog! Now on to find
the Sorcerer's Stone!"


The Devil's Snare
=================
Now you find you're in a place filled with vines. Save at the save point
nearby, and don't panic when you see Hermione and Ron yelling for help.
Take your time through the maze. Hermione says something about the
Devil's Snare - the plant enemies in the maze you will encounter -
liking the damp and the dark. That means you need to hurt it with the
lighted fire beside it. To destroy the Devil's Snare, you will need to
scatter the firepile by shooting Flipendo at it. The lighted sticks will
fly everywhere and ignite the Devil's Snare, killing it. Watch out for
the seeds it spits.

1. Go to the right and downwards, taking the first path to the left and
pushing the barrel onto the pressure plate. Now go to the right, and
upwards, where you'll see a Devil's Snare and a pressure plate on the
other side of a chasm. Get across to the other side, destroy the Devil's
Snare, and press the plate. Then get back to the other side.

2. Keep pressing on right until you find access to some moving bridges
across a huge chasm. With extreme care, cross to the other side, dodging
the Devil's Snare and grabbing a bag of Jellybeans. Now go downwards and
to the right, press the pressure plate and go back to the other side.

3. Now continue downwards through the corridor and push the Flipendo
block into the hole. Cross the Flipendo block (don't be scared if it
vanishes) and go to the left, through a looooooonnnnggg corridor.

4. At the end of the corridor, press on leftwards and cast Alohomora on
the mirror. Go through the door and upwards, taking out the blue gnomes
on the way. At the end, kill off the Devil's Snare and cast Avifors on
the stone to the left to free a pressure plate. A Jellybean is
underneath another stone to the right.

5. Exit the door to the south and go left and upwards. By freeing the
pressure plate in Step 4, you have enabled a moving platform. Go across,
pushing the Flipendo blocks into the pits, and go all the way to way
upwards until you find a pressure plate. Press it, and go downwards and
to the right. Open the mirror by casting Alohomora on it, and go
through.

6. Kill off the Devil's Snare and go across the bridge. You'll find Ron,
Hermione and a Devil's Snare. Kill it off and Ron and Hermione will talk
for a little before exiting through a door in the wall. Finished!


Catch the Key!
==============
You find yourself in another room, and apparently, you need to catch the
correct flying key to get to another room. So, it's Quidditch all over
again. This time there's no opposition, so you're free to catch it for
all you want. The procedure is the same, except that you don't have to
get within any golden circle (Stage 1).

"You grabbed the flying key! Now you can unlock the door and go on to
the next room!"


Wizard Chess
============
Now go upwards, open the door and go through. Whoa, a checkerboard with
pressure plates and chess pieces! You've got to make sure all the
pressure plates (except one) are being held down by the chess pieces at
one moment. When a chess piece moves onto a pressure plate, stop it with
Flipendo. When you've done so, Ron moves onto the last plate, and you
and Hermione go through the door ahead.


Potions Challenge
=================
Go upwards to find Hermione and a cauldron. She tells you to find four
Black Fire ingredients. There are four mazes to go through, each of
which can be found at the corners of the room. They are easy enough to
get through, but you must go through them in an order: Top Right, Bottom
Right, Top Left, Bottom Left, getting all four ingredients. When you're
done, go back to the cauldron in the middle. A pressure plate appears,
and Hermione steps on it for you, while you use the Potion to get
through the black fire ahead. Brace yourself...


Voldemort A
===========
You step through the fire to find...Quirrell! Well, if it isn't another
double-crossing sonovabitch! He's a subject of the deadliest enemy of
the world, Lord Voldemort, and has orders to kill you! After a brief,
heated conversation, whatever remains of Voldemort screams, "SEIZE HIM!"
(KILL HIM would have been more adequate) and Quirrell starts to run
around.

Quirrell will be running around the whole room, casting curses at you
when you get close, and they track your position!! Don't bother to
attack Quirrell, but run behind the pillars in the room for shelter and
let the curses hit the pillars until they break. They withstand two hits
from curses, then shatter. Break all the pillars and the floor crumbles
beneath you to Voldemort B!


Voldemort B
===========
This time, there are skulls on the floor, the Mirror of Erised in the
middle of the room, and Quirrell is STILL running around the room
casting curses, or enchanting skulls and sending them at you. See those
snakes in the bottom right corner of the screen? Those are Quirrell's
hit points, and you're supposed to use the Mirror to bounce off curses
he casts at you to him! Dodge his flying skulls and use Flipendo on the
mirror to flip it around so that you can bounce curses coming from the
opposite direction. When he's destroyed, there's a great explosion...

Now, you are treated to several illustrations and an explanation about
Quirrell's and Voldemort's, as well as Flamel's, involvement in the
Sorcerer's Stone. Then...you are treated to a LAME ending, regardless of
whether you win the most House Points or not.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  / 6. BERTIE BOTT'S JELLYBEANS \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

You should be finding lots of colored, excitable jellybeans during your
journey. They are Bertie Botts' Every Flavored Jellybeans, so they come
in many flavors and Harry's face looks pleasant or screwed up depending
on the flavor. However yummy or yucky they are, unless Harry collects a
bag of the jellybeans (a jumping red bag), they will restore a single
Energy Bolt to the maximum of five. A bag of jellybeans bags you full
health. Here are a list of flavors currently known in the game (not all
may be here).

Yummy
=====
Almond
Chocolate Fudge
Cinnamon
Lime
Marmalade
Potato (?!)
Peppermint
Raspberry
Root Beer

Yucky
=====
Booger
Broccoli
Grapefruit
Lemon
Liver
Lobster
Lotion



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /           7. ITEMS          \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

There are always special items you find and they are stored in your
Inventory (press Select and scroll using L and R) when found. They serve
special purposes in making your way through the adventure.

The Inventory has 9 placeholders for nine items. I shall list the items
in each row (starting from the top as the first row) from left to right.

First Row
=========
Nicolas Flamel Book : Looks like an old book with a shining red dot in
the middle. An item which assists in the finding of the Sorcerer's
Stone.

Dittany : A sprig of fungi, one of Snape's Wiggenweld Potion
ingredients.

Moly : A white flower with black stem. Another of Snape's Wiggenweld
Potion ingredients.

Second Row
==========
Hagrid's Flute : Used to charm the Flobberworms to you. Play it using  L
button.

Bottle of Flobberworm Mucus : A small glass bottle containing the
greenish Flobberworm Mucus.

Wiggentree Bark : A small piece of brown bark taken from Snape's stores.
Another of Snape's Wiggenweld Potion ingredients.

Black Fire Potion : Made up of four ingredients. Used to get through the
black fire in the dungeons to confront Quirrell.

Third Row
=========
Silver Tray : Used to store Pumpkin Pasties you find along your journey.
Finding three means that you get an extra Energy Bolt added to your
maximum Energy Bolt supply.

Wiggenweld Potion vial : Used to hold Wiggenweld Potion after you bring
the ingredients to Snape during Potions class. If a vial is available,
it helps to restore your Energy Bolts if you run out of them. However,
one use drains the vial, but you can go back to the dungeons for a
refill.




             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /     8. FRIENDS AND FOES     \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Throughout the adventure you will meet assorted enemies who will bar
your way if you don't attempt to get rid of them with magic. Some foes
also hinder, but not stop, your progress, and your duty is to find a way
around them. Other foes can be stopped in their tracks with Flipendo
jinxes.

However, the adventure also contains friends, who will help you on your
way. They give you advice or teach you magic, or give you items, which
can make your journey a helluva lot easier. Below is a list on who are
your friends, and who are your foes.


-------
Friends
-------
Firenze
=======
A centaur who rescues you from *spoiler* Quirrell when he drinks the
unicorn blood *spoiler* . Not very significant, though.

Hermione Granger
================
A pupil at Hogwarts, and later becomes a firm friend when you rescue her
from the troll. Best and cleverest of the first-year pupils of Hogwarts.
She teaches you the Alohomora spell.

Ronald Weasley
==============
Another pupil at Hogwarts, and is your friend from the start. Mainly for
direction giving, as well as giving some quick tips.

Rubeus Hagrid
=============
A large "half-giant" and gamekeeper of Hogwarts. Lives in his hut in the
gardens of Hogwarts grounds. Assists you in making the search for potion
ingredients easier, and lets slip important information about the
Sorcerer's Stone.

Teachers (Professor McGonagall, Quirrell etc.)
========
Teach you spells which are widely used in the game.

Tentacular
==========
Eats those idiotic Doxies hanging around for you!


----
Foes
----
Blue Gnomes
===========
Description : Little blue-coloured critters who wander around the
gardens. When they spot you, they make straight for you and attempt to
give you a nasty bite. Tougher, but in no way smarter.

Dispatch with : Two Flipendo jinxes.

Doxies
======
Description : Little purple-coloured flying critters who hover in the
air and fly slowly at you when they spot you. Immune to your Flipendo
jinx.

Dispatch with : Use Flipendo to either push them back into a Tentacular,
or simply walk around and lure them into the Tentacular maws.

Golden Gnomes
=============
Description : Little golden-coloured critters who wander around the
gardens. When they spot you, they make straight for you and attempt to
give you a nasty bite.

Dispatch with : One Flipendo jinx.

Draco Malfoy
============
Description : Snotty boy with blond hair. He gets in your way but does
not cause you loss of life.

Dispatch with : You can't. Shame.

Prefects
========
Description : Pupils who discipline you. A threat when they patrol
corridors.

Dispatch with : You can't kill them.

Spiked Snails
=============
Description : Big golden snails which crawl about the floor leaving a
slime trail behind. Their body and slime can hurt you.

Dispatch with : Three Flipendos on the snail itself.

Spiked Tortoise
===============
Description : A tortoise-like enemy who crawls at a random manner and
occasionally farts out a ball of fire in your direction.

Dispatch with : Three Flipendo blasts.

Teachers
========
Description : People who teach you stuff. A threat when they patrol
corridors.

Dispatch with : WHAT are you thinking?!

Tentacular
==========
Description : A large, green monster with several tentacles with teeth
and jaws on them. Go too near and...SNAP! One energy bolt.

Dispatch with : These can't be killed.


Trolls
======
Description : A large, grey warty monster with arms and legs, with a
heavy club at its disposal. Go near it and the troll will take a swipe
at you.

Dispatch with : It can't be killed with spells alone, but if there is a
hole large enough, you can use Flipendo to push it into the hole when it
rears up and roars.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  / 9. SPELLS AND ENCHANTMENTS  \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

There are several spells you learn in this whole game, and you can cycle
round them using the L button. They come in various uses (some quite
entertaining) and can be used any time, including during class or in the
castle. Which quite means you can aim it at anyone...including teachers
(Why? Because they are there!), but don't go firing it off at them
because they'll lop some House Points off you.

Flipendo
========
Learned from: Professor Quirrell
Place learned: Defence Against the Dark Arts Class
What it does: It pushes, repells and enables certain objects,
particularly things with a handprint on them. It is also a basic attack
spell, but certain creatures are immune to it.

Alohomora
=========
Learned from: Hermione
Place learned: Common Room
What it does: Opens chests and doors with a lock on them. Also opens
mirrors to reveal secret doors.

Avifors
=======
Learned from: Professor McGonagall
Place learned: Tranfiguration Class
What it does: Tranforms certain things into birds to release pressure
plates and enable certain gadgets.

Lumos
=====
Learned from: Professor Quirrell
Place learned: Defence Against the Dark Arts Class
What it does: Lights up dark areas.

Wingardium Leviosa
==================
Learned from: Professor Flitwick
Place learned: Charms Class
What it does: Makes certain objects rise and hover in the air. Press A
to let them down again.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /       10. QUIDDITCH         \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Quidditch is a sport played on broomstick. There are several members on
each team (I've forgotten their role) but some of them are Beaters,
which means they swat deadly balls at you called Bludgers.

Your controls change in a game of Quidditch:
A Button : Accelerate
B Button : Swoop and dodge a Bludger
Directional keys move your broom in the way you have set them. To adjust
these settings, press Start, then select "Flying Controls".

Your objective, as a Seeker, is to seek out the golden ball with wings
known as the Snitch. It is golden and has wings, and is a sonovabitch of
catch. To catch it involves a few stages:

Stage 1: Keeping the Snitch nearby
==================================
At first, you must wait for the Snitch to be released, then follow it.
You notice it has a golden ring around it? As you draw closer, the ring
shrinks. You must touch the Snitch to go to Stage 2.

Stage 2: Chasing the Snitch
===========================
Now, the screen changes a little. You've got a golden bar at the bottom
of the screen, and you're supposed to chase the Snitch and go through
shiny rings it leaves behind. For every ring you go through, you
accelerate, and the bar fills up a little. When it fills up totally and
you're close enough to the Snitch...stage 3!

Stage 3: Catching the Snitch
============================
Aha! The screen changes again. You don't have to control Harry, and your
controls change again:

A Button : Close your hand to grab the Snitch if in reach
B Button : Close your hand to grab the Snitch if in reach

You'll see a bar in the middle of the screen, your hand on the left side
and the Snitch sliding along the bar. The bar is slowly emptying of its
blue zone - that means you've got limited time! When it's at your hand,
press A or B to grab! Time it right, or you'll return to stage 1!

Grabbed it? Ta-da! You win! Congratulations, well done!



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /     11. PUMPKIN PASTIES     \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

There are twelve Pumpkin Pasties in this game. 2 are give-aways, but the
others are VERY well hidden. The silver tray in your inventory holds
Pumpkin Pasties. Get three Pumpkin Pasties and your silver tray will be
emptied and you will get one more Energy Bolt added to your maximum
amount. It's worth it!

Here are their locations:

    ______________________________________________________
   |                                                      |
   |      A very special thank-you to David Mitchell      |
   |      ([email protected]) for Pumpkin Pasties 3     |
   |      to 8. Without them, I wouldn't have been        |
   |      able to compile this list together.             |
   |______________________________________________________|

1. In the northern part of the Dungeons, on the way to Snape's class.
Near the save point.

2. Hermione gives you one if you get all her three wand movements right.

3. When you finally get outside there is a secret garden located just to
the right of the greenhouses. Go to the very first tree, the bottom of
the tree is against the bottom of the screen, just walk from the top of
the tree down to the treetrunk (you'll be hidden behind it), you get a
pumpkin pasty for killing everything in there, and a few easy to get
Bertie Botts beans...

4. After you go to the trophy room for your fight with Malfoy you'll
pass a pressure plate on the 7th floor, this opens up a door to the
observatory on the 7th floor almost directly above the pressure plate
and about a screen to the right... you get another pumpkin pasty for
this.

5. On Floor 5 the first night there's a pressure plate you need to hit
to be able to cross the pit, the next day there is a stepping stone just
a little to the left & straight up from there...this pressure plate
makes 3 more pressure plates appear that will open up the mop closet in
the upper right hand corner of the room... the 3 plates are on either
side of the book case on the bottom left of this level, and to the left
of the mop closet door. Inside you find a pumpkin pasty.

6. After you've collected the Flobberworms, Greenhouse #6 becomes open
for you... you can guess what you find inside ;-)

7. After you are given the quest to get the Wiggentree bark, there is
another Pumpkin Pasty sitting in the Gryffindor bedroom.

8. Start from Hagrid's Hut, go down, right, then down again to the place
where there's two gnomes and thorny bushes. Knock out the gnomes. To the
left of the thorny bushes, you will see a small patch of dirt going in
the trees. Follow it (you will go in the trees) and it will lead to a
treasure chest. Inside it is the pumpkin pasty!

9. Before you enter the library to find the Nicolas Flamel book, search
one of the bookcases for a Pumpkin Pasty.

10. The corridor on the upper left of the shelf with the Nicolas Flamel
book contains a few shelves with a Pumpkin Pasty in one of them.

11. There's one in a small alcove in the Forbidden Forest. (Shouldn't be
too hard to find...though I've forgotten where it is.)




             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /  12. CHOCOLATE FROG CARDS   \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Okay, due to popular demand I decided to put in a section on the
Chocolate Frog cards. These cards are gotten when you get a Chocolate
Frog (easy to recognise - brown and hop around) and are listed down in
your Folio Magi (press Select and scroll). There are altogether 16
cards, and these cards are found in Chocolate Frogs scattered all over
the castle.

Here are the lists of the cards and where to find them. First row is the
top row, and the cards are listed from left to right. By the way, the
list was derived from several save states, which all had an inconsistent
amount of cards. So even if you see the whole list here, I can't say
what will happen.

-----
Cards
-----

First Row
=========
Merlin (Medieval - Dates Unknown)
Cornelius Agrippa (1486 - 1535)
Derwent Shimpling (1912 - Present)
Morgan Le Fay (Medieval - Dates Unknown)

Second Row
==========
Newt Scamander (1897 - Present)
Bowman Wright (1492 - 1560)
Godric Gryffindor (Medieval - Dates Unknown)
Edgar Stroulger (1703 - 1798)

Third Row
=========
Salazar Slytherin (Medieval - Dates Unknown)
Ignatia Wildsmith (1227 - 1320)
Bertie Bott (1935 - Present)
Helga Hufflepuff (Medieval - Dates Unknown)

Fourth Row
==========
Rowena Ravenclaw (Medieval - Dates Unknown)
Hengist of Woodcroft (Medieval - Dates Unknown)
Albus Dumbledore (???? - Present)
Harry Potter (???)


---------
Locations
---------
Due to even more popular demand, this section has been thrown in. All
locations are found. If you find the instructions too vague, refer to
the "castle maps" section in this walkthrough. The locations are not
marked out though.


Merlin : At the top of the Great Hall.

Cornelius Agrippa : In a secret room hidden by a mirror to the left of
Charms classroom on Floor 2. You need Alohomora to open the mirror and
chest.

Derwent Shimpling : The hardest one to get. You will need Alohomora,
Avifors and Wingardium Leviosa. After completing the Wingardium Leviosa
challenge, go down to the Entrance and into the Dungeons. Then enter the
Potions classroom, which will be open all the time now. In front of the
cauldron full of Wiggenweld Potion are a few bookcases - one of them is
a secret doorway which slides open to reveal a secret room. Enter it,
and use Avifors and Wingardium Leviosa at the proper times to find your
way to the end of the room. At the end, in a small room, is the card in
a locked trunk.

Morgan Le Fay : In the castle gardens, on the way to Hagrid's Hut. To
find it, start from Hagrid's Hut, go down, right and down immediately
again. You will come to a dead-end, and two thornbushes in a bush. Blast
away one of them, and go through to find a small enclosure with the
card.

Newt Scamander : Found in a berry bush in the Hagrid's garden to find
Dittany. You can find the bush on the way to find the last Puffapod.

Bowman Wright : In a corner on Floor 6. Best gotten after you've escaped
Snape back to the Common Room, when you then have to go to Greenhouse 1.

Godric Gryffindor : After you cross the first moving platform when
escaping Snape in the darkened room, go to the left and you will see a
trunk containing a Chocolate Frog containing this card.

Edgar Stroulger : When you enter the library to search for the Nicolas
Flamel book, go to the left and upwards (do so preferably in the dark).
When you can't go left and upwards anymore, there's a bookcase in the
area which, when searched, slides away to reveal a hidden doorway. Go
through and to the left to find a hole in the wall. First cast Avifors
on the stone bird on a pressure plate in a corner on the left of the
hole, then enter the hole and you'll be in a secret room. There's an
open door to the right, and it leads to a place with the card!

Helga Hufflepuff : Can be located in a trunk while on the way to finding
the Mirror of Erised. It's on a platform with two cracks, in the middle
of the large chasm.

Salazar Slytherin : Found inside an enclosure closed off with statues.
Use Avifors on the statues and enter the enclosure to find the card.

Ignatia Wildsmith : At the part when you fight the troll in the girls'
bathroom, fall down one of the small holes into a dungeon. Instead of
going back up to the bathroom via a door to the left, or to the right
through another doorway, push a barrel out of the way with Flipendo and
you will come to an area with two gnomes and a trunk with the card.

Bertie Bott : Found in the room on the way to escaping Snape's
storeroom. Exact location is hard to pinpoint, so refer to the
walkthrough.

Rowena Ravenclaw : Found in the Flobberworm Garden, VERY well hidden. Go
as north as you can, across a small chasm with two moving platforms and
you will reach a place with two Flipendo blocks and a row of berry
bushes. Push the Flipendo block in front into the hole between the
bushes, cross and keep going forward until you find a path heading left
with poisonous mushroom patches. Go along that path and you will reach a
seemingly dead-end. But there's a little patch of dirt leading into the
trees on the left - that's an entrance into the trees. Go inside and
find a way to another area, where there is a berry bush with the card.

Hengist of Woodcroft : Found next to a Devil's Snare plant. Pretty easy
to spot.

Albus Dumbledore : Located in the Forbidden Corridor, at the end of a
narrow path across a chasm.

Harry Potter : Ron gives this to you at the end of the game.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /       13. CASTLE MAPS       \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

Yaaay! Castle maps, the only almost fully visual section of the
walkthrough. Should assist in letting you find your way about the castle
or any other instructions in my walkthrough you deem confusing. I find
it helps me a bunch, but NOOOOO way am I marking out a route in the
maps. No. Way. The walkthrough is long enough. And neither will I put in
any of the Challenge maps, or changed maps of the floors when they
become puzzles. Nor will there be the Forbidden Corridor or likewise.
And the grounds are a little too complicated to map out, so no.

Anyway, important bits in the Castle Maps have been marked out, to allow
to get at the little nitty-gritties in the castle (or other secret areas
not mentioned in the walkthrough). Enjoy!

(Note : I've tried my best to keep the maps to scale. So if you notice
something is just a TEENSY-WEENSY bigger than normal, just overlook it,
okay?)

_____________________________________
|               ======                |
|    ~~~~~~~~~~~LEGEND~~~~~~~~~~~     |
|               ======                |
| MMMM - Stairs to another floor      |
| |=| - Door                          |
| xx - Mirror (open with Alohomora)   |
| SP - save point                     |
| O - House Point Hourglasses         |
| |TT| - Transfiguration Class Door   |
| |PP| - Potions Class Door           |
| |CC| - Charms Class Door            |
| |DD| - Defence of the Dark Arts     |
|        Class Door                   |
|_____________________________________|


Dungeons
========
                   ____________________
__________        |                    |     __
|          |       |      Potions       |____|  |_________
|  Potions |       |     Storeroom      |                 |
|Classroom |       |                 |=||       __   __   |
|          |_|=|   |________________|   |      |__| |__|  |
|          |    |                   |   |                 |
|_____|PP|_|    |___________________|   |                 |
   |                                   |            _|=|_|
   |     ___          ___                   ___    | To
   |    |___|        |___|                 |___|   | Entrance
   |                                               |
   |                                               |
   |_________________       ____________       ____|
                     |     |____________|     |
                     |                        |
                     |                        |
                     |________________________|

Entrance
========
               To Floor 1
        ___________|=|______________
       |                            |______________________________
       |                            |                              |
       |                            |                              |
       |                            |                              |
       |                            |          Great Hall          |
       |____________    ____________|                              |
   To  |   O    O   MMMM   O    O   |                              |
Dungeons|            MMMM            |                              |
  _|=|_|            MMMM            |_|=|___ ______________________|
 |                  MMMM                    |
 |                                          |
 |                                          |
 |_______                           ________|
         |                     SP  |
         |__________|=|____________|
                 To Grounds

Floor 1
=======
                           To Floor 2
                              MMMM
  ___________                 MMMM
 |           |                MMMM
 |   Girls'  |    ____________MMMM____________
 |           |   |                            |
 |  Bathroom |___|                            |___
 |           |                                    |
 |_______|=|_|                                    |_|TT|_
       |                                                 |
       |_____                                      ______|
             |                                    |
             |___                 SP           ___|
                 |____________MMMM____________|
                              MMMM
                              MMMM
                              MMMM
                          To Entrance

Floor 2
=======
                           ___________  _________________
              To Floor 3  |           ||                 |
 ___________     MMMM     |           ||                 |
|           |    MMMM     |           ||                 |
|           |    MMMM     |       ____||                 |
|           |____MMMM_____|__xx__|_____|CC|    Charms    |
|  Library  |                             |              |
|           |                             |              |
|      ddd     |                             |   Classroom  |
|           |                             |              |
|____|=|____|                          ___|              |
|                                     |   |              |
|                                     |   |              |
|                                     |   |              |
|                                     |   |              |
|________                             |   |              |
         |                            |   |              |
         |                    ________|   |______________|
         |______MMMM_________|
                MMMM
                MMMM
                MMMM
             To Floor 1

Floor 3
=======
                                       ____________
                                      |            |
                                  To  |  Defence   |
                                 Floor|  Against   |
                                   4  |    the     |
                                 MMMM | Dark Arts  |
               _     _           MMMM | Classroom  |
 To   ________| |___| |_______   MMMM |            |
Trophy|     _                  |__MMMM_|_|DD|_______|
Room |    |_|   ________ _____|             |
_|=|_|                          _  _        |
|                    __  __     |_||_| ____  |
|_______         __ |__||__|          |____| |
       |     __|             SP             |
       |    |  |_______________MMMM_________|
       |    |                  MMMM
       |_|=||                  MMMM
     To Forbidden              MMMM
       Corridor             To Floor 2

Floor 4
=======
 ______________________         _____
|                      |_______|     |
|___   _______   ___   |             |
|                   ||=|   ______   _|
|    _              |                |
|   |_|     ________|________    ___|
|        __|__/\____/\_______|  |
|     __|                    |  |  _
|                            |  |_| |___
|    To    _______________   |    _     |
|  Floor  MMMM               |___| |_   |
|____7____MMMM               |          |
  |__|=|__MMMM___xx__________|          |
  |    To Floor 5   |          _________|
  |_____     _______|_______     |
  |                         |    |
  |                _____    |_|=||
  |     MMMM      |_____|        |
  |_|=|_MMMM_____________________|
        MMMM
        MMMM
    To Floor 3

Floor 5
=======
_________________
|                 |
|   _     _       |
|  |_|   |_|      |
|                 |           __     __
|   _     _       |__________|  |___|  |__|=|__
|  |_|   |_|         |                         |
|              ______|                         |
|  ___________|           _________________    |
|                        |_________________|   |
|                                              |
|___   _______   _____ _______________         |
|___| |_______| |_____|        |______|        |
|                     |MMMM    |               |
|  ___________________|MMMM____|__|=|________ _|
| |___|  |___|  |___| |MMMM    |             |___|=|__
|                   To Floor 6 |                      |
|                              |                      |
|____________________                        ___|=|___|
                    |____________MMMM______|
                                 MMMM
                                 MMMM
                                 MMMM
                              To Floor 4

Floor 6
=======
                                  ____________
                                 |     |      |
___   __   __   _________________|     |      |
|   |_|  |_|  |_|                 |            |
|                  __   __    |   |  _     _   |
|                 |__| |__|   |   | |_|   |_|  |
|      _________    __________|                |
|     |         |             |_          _   _|
|               |      __       |   _    |_| |_|
|_______________|_____|  |___   |  |           |
               |               |  | _   _     |
               |               |  |/ \_/ \____|__
               |___   _________|                 |
               |               |                 |
               |   MMMM        |________         |
               |   MMMM                 |        |
               |   MMMM                          |
               | To Floor 7       _        ______|
               |_________________|        |
                                 |_MMMM___|
                                   MMMM
                                   MMMM
                                   MMMM
                               To Floor 5

Floor 7
=======
                                        _____________
                                       |             |
                                       | Gryffindor  |
                                       |   Common    |
                                       |    Room     |
___________________  To                |             |
|                   |Secret             |             |
|                   |Observatory__      |             |
|   ___             |  |  _____/  \_____|____|=|______|
|  |___|            |_|=||              |             |_______
|          |             |              |                     |
|   ___    |             |              |                     |
|  |___|   |           __|   |______|   |___|=|___________    |
|          |          |                          |        ||=||
|   ___    |          |                          |       Secret
|  |___|   |____      |_|=|____     _____________|      Bookcase
|               |          |               |            Doorway
|  ______       |          |               |
|        |      |__________|               |
|        |      |   |      |               |
|___                |______||=|___MMMM_____|
   |                          |  MMMM
   |    |                     |  MMMM
   |____|_____________________|  MMMM
                              To Floor 6




             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /     14. TIPS AND TRICKS     \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|
Here are a few oddities or some funny things spotted in the game which
are either just for fun or aid you in completion of the quest. Have fun!


Colourful Spells
================
You can change the colour of your spells momentarily!

1. First, choose the spell with the colour you want. Cast it.

2. Then, choose the spell which you want to change the colour. Cast it
into a wall, making sure no sparks fly out.

3. While casting the spell, press the direction pad.

4. Now cast it again anywhere and TADA! Different coloured spells!

If you want to revert to original spell colour, simply change spells.


Get the Book in 1 minute!
=========================
Ever gotten tired to being lead round a merry-go-round on the search for
the Nicolas Flamel Book? Here's a super fast way to do it! These steps
start from when you enter the room blocked by golden statues you move
using Wingardium Leviosa.

1. Keep going forward until you reach the first bridge.

2. Now walk toward the bridge and STOP just before you put a single foot
on it. You'll be at the edge of the chasm.

3. Now walk to the left, toward the wall, and whoops! You walk onto a
hidden patch of floor to the left, into a portion of the library with
the bookcase with the Book! (For which bookcase to search, refer to the
walkthrough)

4. To escape the library, go back to the bridge and cross about slightly
less than halfway. You will see a pressure plate with a pile of books on
it across the chasm to the right, so arm yourself with Avifors and align
yourself properly with the pressure plate.

5. Fire an Avifors spell and immediately step off the bridge as quickly
as possible! The pressure plate will be freed, turning the bridge and
opening the escape door to the right of the library. If you weren't
quick enough, you'll fall into the chasm, but if you were, find the open
door in the library (it's easy enough) and escape!


Endings
=======
The is only one main ending, but if you fulfill certain conditions, the
ending script will change - a little.

If you have got a perfect score of 600 House Points : They will say
Gryffindor has won the house cup.

If you have got all the Chocolate Frog cards in your Folio Magi : Ron
will tell you that you have the whole set.



           ______                                   ______
     __   |___  /                                  \  ____|  __
     \ \-----/ /__================================__\ \-----/ /
      \ \   /__  / 15. FREQUENTLY ASKED QUESTIONS \  __\   / /
       \_\----/ /==================================\ \----/_/
              |/                                    \|

These are questions which are commonly mailed to me every day. To get
them straight, I have this section so I won't have to KEEP REPLYING to
the same old message. It does get boring. :-)

Q: Where are all the Chocolate Frogs?
A: Look into the appropriate section.

Q: What happens when you find all the Chocolate Frogs?
A: I suppose the ending changes a TINY bit though, Ron says you have all
cards or something. Probably no special stuff is unlocked.

Q: Can you tell me where to get the Harry Potter ROM?
A: No. Find it yourself.

Q: The ROM doesn't work properly!!!
A: Search me.

Q: What emulator do you use?
A: VisualBoy Advance, latest version. I am not sure whether Boycott
Advance does the trick though.

Q: I can't see the golden statue in the forbidden corridor! Only when I
fall then I see it!
A: Oops. Mistake in walkthrough. It's corrected already.

Q: After collecting the Chocolate Frog and jellybean, I can't see the
golden statue you're talking about! Where is it?
A: Oops, a mistake in the walkthrough (got lotsa e-mails about this
one). It's corrected already - you need to cast Flipendo on a switch.

Q: Hey, there's a grey chest in a partition of the room in the corner!
What's that?
A: It's probably an Easter Egg, aka a joke secret. I haven't tried to
get to it, and I probably never will. But it's a good secret anyways ;-)

Q: HELP! I CAN'T GET OUT OF THE FORBIDDEN FOREST!
A: Many people have asked me this, and I was quite amazed...but to tell
you the truth I was stuck at this for about 120 seconds myself. Getting
back to the point: after finding the unicorn and after the cutscene, you
will end up in a small area with a troll and jellybeans, no? Ignore the
troll (you don't have to fight it) and you will see a small patch of
dirt at the forest edge. That signifies a secret entrance into a secret,
unseen route into and through the forest. You can't see yourself as you
walk in the forest, but some quick experimentation should bring you out
successfully. If one direction doesn't work, try another. THAT'S THAT!!!

Q: Is your name really Schlave? Why is the section titled "Who am I"?A:
Introductory purposes, my dear Watson. You should know what I mean.

Q: I'm having trouble with <insert something which I know I had already
put into the guide>.
A: Blah. Then you ain't looking at the latest version. This is the Final
Version here, and sometimes the sites the guide is on are a little slow
in updating themselves (or just rely on the writers to do so!).

Q: Your instructions are not clear! Help!
A: Hm...I've tried to make myself as clear as possible. Try the Castle
Maps section.

Q: You dork, I donated information that was in the Stuff I Need section
and I still don't see my name there!
A: If the credits section serves as nothing more than showing yourself
off, then get the sh!t out of here. Alternately, you could be more
polite and remind me that information has been donated.

Q: Here you go, information. Now put my name in.
A: Really, do you think you can order everyone around? Once more please,
and more polite this time.


If you want to ask me something, you can reach me at
[email protected] or ICQ. My ICQ number is 70345585, but I don't
usually use ICQ that much. Only ask questions regarding this game, and
questions which have not been listed here. If you disobey both of these,
I will not reply to your mail and delete you from the Contact List.



             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /         16. CREDITS         \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|

This section is dedicated to all people who pass me information which I
don't know.

(If you want to donate information, look below for the "Stuff I Need"
section.)

- Maka'ike ([email protected]) for the last Pumpkin Pasty.
- Anonymous III ([email protected]) for telling me the mistakes in the
controls section!
- Anonymous II ([email protected]) for telling me Malfoy is a foe!
- Helen Brimmicombe ([email protected]) for donating the
Edgar Stroulger card location.
- Emil James Milan ([email protected]) for donating the 9th
pumpkin pasty, and the Colourful Spells trick.
- Anonymous ([email protected]) for donating Chocolate Frog card Derwent
Shimpling. About time too, I've been getting Wildsmith, Agrippa and
Ravenclaw for some time ;-)
- Saiber ([email protected]) for donating Chocolate Frog cards Cornelius
Agrippa, Morgan Le Fay, Ignatia Wildsmith and Rowena Ravenclaw.
- Nikki ([email protected]) for confirming some of my doubts about the
endings. This info may or may not be in later releases.
- David Mitchell ([email protected]) for Pumpkin Pasties 5 to 8.




             ______                                ______
       __   |___  /                               \  ____|  __
       \ \-----/ /__=============================__\ \-----/ /
        \ \   /__  /       17. LEGAL STUFF       \  __\   / /
         \_\----/ /===============================\ \----/_/
                |/                                 \|
This FAQ is protected by Singapore Copyright Law and is for private and
personal use only. No part or whole of this document may be reproduced
in any form, written or otherwise. This document is free and may not be
used for commercial use, like reproducing in CDs and selling them. This
document may not be altered, doctored or referenced in any way without
permission from the author ([email protected]).

This FAQ was created by me, Ernest Ho ([email protected]) and All
copyrights and trademarks are acknowledged and respected that are not
specifically mentioned herein. No other publishers/societies may use
this fact apart from GameFAQs (www.gamefaqs.com), Neoseeker
(www.neoseeker.com), The Internet Central Network (www.a2zcheats.com),
PoJo (www.pojo.com), Harry Potter's World (hpw.5er.com) and Mystical
Magic (mystical-magic.tripod.com). Remember, plagiarism is a crime
punishable by law.