|--------------------------------------------------------------------|
|FAQ/Walkthrough for Harry Potter: Quidditch World Cup |
|GameCube |
|Version .30 (12/31/03) |
|(c) Serpantsnake 2003 |
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0. Table Of Contents
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0. Table of Contents
1. Introductions/Contact Info.
2. Quidditch
3. Controls
4. FAQ/Walkthrough
5. Wizard Cards
6. Unlockables
7. Ending
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1. Introductions/Contact Info.
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This is Harry Potter: Quidditch World Cup for the Nintendo GameCube. It
is rated E for everyone. It is 1-2 players simultaneous. It uses 3
blocks of memory and is Gameboy Advance Compatible. You can use the
four Hogwarts teams (Gryffindor, Slytherin, Ravenclaw, and Hufflepuff.)
You can only use these teams to win the House Cup at Hogwarts. You can
use international teams (USA, England, France, Germany, the Nordic
Team, Japan, Spain, Australia, and Bulgaria.) But not IRELAND! Anyway
you can only play with these teams while competing for the Quidditch
World Cup. So don't cast your hopes on killing the Hufflepuff team with
Bulgaria.
Serpantsnake (author)
[email protected] (e-mail)
serpantsnake2 (AIM)
If you have questions, please e-mail me. I'm not AIM everyday, so the
most convenient thing for me would be to e-mail me. Do not e-mail me
with things already in the guide. Only e-mail contributions,
corrections, requests, records, etc. DO NOT SEND E-MAIL REGARDING
WIZARD CARDS! I will include info. about these cards but I am not
dedicating all of my time to them.
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2. Quidditch (This can be found in the game manual)
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Quidditch is like soccer in the non-magical world. Every wizard follows
it. However, you may be unfamiliar with the rules of this most
illustrious and ancient of sports. If you have not had a chance to read
the popular book Quidditch Through the Ages, we've provided a brief
overview for you here.
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THE PITCH
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Since the fourteenth century. The Quidditch pitch has remained a
regulation oval 500 feet long by 180 feet wide. A central circle,
approximately two feet in diameter, is used by the referee as the
'release point' for the four balls that make up a Quidditch game. At
each end of the pitch is a 'scoring area', containing three posts
supporting scoring hoops. These posts are known as 'goalposts'. The
surface of the pitch is ordinarily made of turf, though in some
countries, pitches of sand, ice, and even water are employed, which
changes the nature of the game more than one might think!
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THE BALLS
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The quaffle is used by both sets of chasers to score goals in the
opposing team's 'scoring area', much like the round object used in the
strange and slow-moving non-magical game, soccer. The modern quaffle is
a seamless, reddish, leather ball, twelve inches in diameter. The well
know wizard tome, Quidditch Through the Ages, describes the quaffle as
follows: It was first colored scarlet in the winter of 1711, after a
game when heavy rain had made in indistinguishable from the muddy
ground whenever it was dropped. If the Chaser gets the quaffle through
the hoop of the 'goalpost', his or her team scores ten points and the
quaffle is giver to the opposing Keeper.
While the original bludgers, or "blooders", were once charmed flying
rocks, the regulation bludgers is now made of iron. Ten inches in
diameter, two of these fast-moving objects are always present in a game
of quidditch. Bewitched to indiscriminately chase any player on the
pitch, the bludgers will ordinarily fly headlong at the player closest
to them. As the only players on the pitch with bats, it is the beaters'
job to beat the bludgers away from their teammates.
The golden snitch is a walnut-sized 'ball' with wings. Charmed to evade
capture for as long as possible, it is the fastest and nimblest of
Quidditch balls. It is also the hardest to spot. It is the seeker's
role to search constantly for the Golden Snitch, while avoiding the
barges of opposing players and the ever-present threat of a game-
stopping (or even life-threatening) bludgers strike. When the seeker
catches the golden snitch, the game ends and the Snitch-catching team
is awarded one and fifty points. This may or may not be enough to
secure a victory, as some mathematical challenged seekers have found to
their costs.
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THE PLAYERS
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There are two teams of seven players in a regulation Quidditch match,
made up as follows:
Three Chasers
Two Beaters
One Seeker
One Keeper
The chaser's position is the oldest in Quidditch, since the game once
consisted of goal-scoring alone. The modern game specifies three
chasers per team. Theses individuals must possess a keen eye and a
string arm for the constant passing, catching and shooting necessary in
their role. The chasers set up play by passing the quaffle to one
another, while avoiding the tackles of the opposing team's chasers.
They should also be a constantly aware of the ever-present threat of
bludgers attacks. A successful bludgers strike inevitably causes the
unfortunate chaser to fumble and lose the quaffle to the opposing
team/s chasers. The chasers' overriding aim is to get the quaffle
through one of the three goalpost hoops in the opposing team's scoring
are. If successful, ten points are added to their team's score.
Two bat-carrying players known as Beaters represent the main defensive
aspect of Quidditch. As the only players allowed to wield a bat,
they're kept busy beating speeding bludgers away from their teammates,
notably the chasers. When defending, they are often found launching
bludgers attacks against the quaffle-carrying opposing chaser. IT
should also be noted that the beaters do not score goals nor do they
handle the quaffle.
The seeker's role has traditionally been filled by the fastest,
lightest, and most nimble of broomstick flyers. Almost always possessed
of hawk-like sight and the ability to confidently fly with one or no
hands, the accomplished seeker is totally at ease on his or her broom.
It is the seeker's job to search out- and catch- the golden snitch, a
task that is by no means easy. Some games have been known to last for
over six months! That said, the seeker often snatches victory from the
jaws of defeat. A successful catch of the snitch means 150 points for
the seeker's team. For this reason, the seeker is often singled out for
some attention - of the rougher variety - at the hands, shoulder, and
bats of the opposing team's players!
In the modern game, the keeper almost always stays within his or her
team's 'scoring area', defending the goalposts from the attentions of
the opposing team's chasers. The keeper's primary role is to stop the
quaffle from passing through any one of the three goalpost hoops. The
more able the keepers may be adept at picking up a loose quaffle and
feeding it back to the chasers to launch a swift sure counter-attack.
However, the real test of the keeper is whether their nerve holds long
enough to place themselves between the hoop and a rocketing quaffle
shot!
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3. Controls
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MENU CONTROLS
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Highlight menu item - Control Pad (any direction) Control Stick (up or
down)
Change highlighted item - Control Pad (any direction) Control Stick
(<-or->)
Select/Go to next screen - A button
Cancel/Return to previous screen - B button
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GENERAL GAMEPLAY
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Action button (Pass & Tackle) - A button (hold down for more power)
Broomstick directional control - Control Pad or Control Stick (any
direction)
Shoot - B button
Bludger - Y button (only when the Y button icon appears under the bar
that shows your points)
Quaffle control - C Stick (push and hold in desired direction of pass
or shot)
Pause Game - START/PAUSE
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WITH THE QUAFFLE
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Pass - A button (hold for more power)
Shoot - B button (hold for power)
Dodge - X button (can only be used when icon appears under score)
Quaffle Control - C Stick (push and hold in desired direction of pass
or shot)
Special Move shot - B button (hold L + R and press B button)
Special Move dodge right - X button + R button
Special Move dodge left - X button + L button
Special Move 360 loop - X button + R button + L button
Combo Pass 1 - A button + R button
Combo Pass 2 - A button + L button
Combo Pass 3 - A button + R button + L button
Combo Shot 1 - B button + R button
Combo Shot 2 - B button + L button
Team Special Move - Z button (can only be use when icon appears)
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WITHOUT THE QUAFFLE
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Tackle - A button (when in range of opposing chaser)
Launch Bludger Attack - Y button (when icon appears)
Guide Bludger - Control Stick
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SEEKER CONTROLS
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During the game watch the meter on the top of the screen. When the two
meters connect it is time to chase the snitch. Depending on how many
combos, special moves, scores, etc. that you make, your side of the
meter increases. When the two bars connect, whose ever bar is the
longest is whose going to get a bigger lead and a bigger power bar.
While chasing the snitch the power bar shows how much boost you have.
Broomstick Control - Control Stick
Broomstick boost - A button
Barge other player- Y button
Grab Snitch - B button
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SPECIAL MOVES
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Some of these moves have the same button combinations. I do not know
why, but I believe that different teams use different moves.
You can only use some of the moves when their icons appear at the
upper-left of the screen. I'm not sure if that goes for all of them,
though I have done a few like that,
Volley 1 - L + R + double tap A
Volley 2 - L + double tap A
Volley 3 - R + double tap A
Chelmondistion Charge - L + R + B
Dionysus Dive - L + R + B
Sabryn Steal - B
Speelman Steal - B
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4. FAQ/Walkthrough
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Hogwarts
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Here you are allowed to pick any of the Hogwarts teams. You can
practice certain skills and play games with these houses. You play the
same Challenges with every house. I will use Gryffindor as an example
as my team.
Challenge One
Passing Control - All you have to do is pass the quaffle through the
green hoops. If you are straight on with a green hoop, waste no time
pressing A. You shouldn't have to worry about using the Control stick
unless you are shooting at an angle. You can make plenty of mistakes
and still complete the challenge, so don't worry if you mess up. I
think you get ten passes.
Challenge Two
Tackle and Shoot - What you are doing here is stealing the quaffle and
then turning around and shooting it. When the ghost has the quaffle
just keep pressing A to catch up with him. Then press A to pounce and
pick up the quaffle. He will just be flying around the middle of the
field. He will be going in circles though, so your going to have to
chase him around a bit. Once you get the quaffle, go to the goalposts.
The ghost will be playing keeper. Just go one way and shoot another.
You have to do this three times.
Challenge Three
Seeker - You have to chase a golden 'snidget'. Just follow the golden
trail it leaves, best if you stay in the middle. Hold A to use your
boost until you are right behind the snidget. Then press B to grab it.
You only had to do this once.
Game One
Gryffindor vs. Ravenclaw
You will only be using the skills that you have learned in the first
three challenges. It should be very easy to get at least 200 points.
You should have no problem beating Ravenclaw. They usually won't try to
tackle you or nothing, so you can put on a one man (or in this case
woman) show if you'd like. Remember you're playing for the Hogwarts
Quidditch Cup!
Challenge Four
Beater and Bludgers - You have to hit five targets throughout the
Hogwarts grounds. Use your beaters by pressing Y near a target. Use the
Control stick to steer the bludger into the target. Then control your
chaser and avoid the bludger until one of your beaters can hit it away.
Just hit five targets, and try to escape the bludgers five times.
Challenge Five
Special Moves - You are facing the ghost again only it's supposed to be
harder. When you are chasing the ghost, look for the B button icon in
the upper left-hand corner of the screen. Then press B. Use the control
stick to steer the special move at the ghost. Then when you gain the
quaffle, look at the screen. When the X button appears, press it. You
will shoot forward in a dodge attack. Then go back to the goal and
shoot. Just score three goals to win.
Game Two
Gryffindor vs. Hufflepuff
You will be using all the skills that you've learned so far. Just pass
the ball forward until you get to the goalposts, then shoot. Keep doing
this, and using your bludgers, and you won't have to worry about
catching the snitch to win.
Challenge Six
Combos - You're controlling three chasers here. Just perform combos
while passing it down the field. (Look for combos under the controls
section of this guide) When you get to the goalposts, soot. Do this
three times to win.
Game Three
Gryffindor vs. Slytherin
This game is harder than the other two, but not by much. Just keep
scoring, but don't forget to use combos! The more you use, the higher
your snitch meter goes up. Hopefully you'll win this match and the
Quidditch Cup!
MORE COMING SOON IN THE NEXT UPDATE
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5. Wizard Cards
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These are the cards I have unlocked. I do not have all of them, only
some of them. Your results may vary due to what you do during
challenges and matches.
Event - Card(s) unlocked
Gry. Passing Control - Ravenclaw Chaser, Hufflepuff Chaser
Gry. Tackle and Shoot - Slytherin Chaser
Gry. Seeker - Gryffindor Seeker
Gry. Vs. Rav. - Gryffindor Special Move, Gryffindor House Logo,
Slytherin Team Logo, Special Card: Hogwarts Summer Stadium.
Gry. Beater and Bludgers - Ravenclaw Beaters
Gry. Special Moves - Hufflepuff Seekers
Gry. VS. Huf. - Hufflepuff Team Photo, Ravenclaw Team Photo, Special
Card: Hogwarts Winter Stadium
Gry. Combos - Slytherin Seeker
Gry. Vs. Sly. - Slytherin Team Photo, Gryffindor Quidditch World Cup,
Gryffindor Team Photo, Special Card: Madam Hootch
Sly. Passing Control - Have not tried
Sly. Tackle and Shoot - Hufflepuff Keeper
Sly. Seeker - Have not tried
Sly. Vs. Gry. - Slytherin Special Move, England Special Move
MORE TO COME IN LATER UPDATES!
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6. Unlockables
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BROOMS
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Nimbus 2001 35 Cards
Firebolt 50 Cards
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TEAMS
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Bulgaria
MORE TO COME SOON!
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7. Ending
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I hope you enjoyed this guide as much as I enjoyed writing it. If you
need additional info on this game, check out my review, which is a
GameFAQs.com.
I would like to thank...
CJAYC for accepting this FAQ and creating GameFAQs.
J. K. Rowling for making Harry Potter
EA Games for making the game and the game manual in which some of the
things in my guide are from.