<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><
Harry Potter & The Prisoner Of Azkaban (XBOX)
Complete Walkthough Version Final
By Trinity (
[email protected])
July 3rd 2004
Contents
Chapter 1 Introduction
Chapter 2 Characters
Chapter 3 Controls
Chapter 4 Information
Chapter 5 Walkthrough
Chapter 6 Side Quests & Mini Games
Chapter 7 Credits & Thanks
Chapter 8 Copyright
*******************************************************************************
Chapter 1 Introduction
*******************************************************************************
This is, in my opinion, the best of the Harry Potter games so far. I have
played them all and enjoyed them immensely but the concept of controlling more
than one character has taken these games to a new level. The skills that each
character has, means exploring Harry’s world is more exciting threefold
because something one character misses, another will find.
I have been writing walkthroughs for the Harry Potter games for some time now
and found this one to be the most challenging as I can include a wealth of
knowledge about all the little side plots to this game, it has such depth.
That of course, does not make me an expert so if you see anywhere that I go
wrong or can suggest a better method for anything I have said or even know of
something I have missed, then please feel free to email me and I will give you
full credit.
I hope you enjoy using this walkthrough as much as I enjoyed writing it.
*******************************************************************************
Chapter 2 Characters
*******************************************************************************
~~~Harry~~~
Harry Potter is the main character in the game, (as the name suggests), and
was orphaned as a small baby by the evil wizard Voldermort. He has since been
living with his aunt and uncle and started to attend Hogwarts at the age of 11
when he first discovered he was a wizard. Although he always intends to behave
and do well at school, mischief has a way of finding him and he and his
friends Ron and Hermione, always have great adventures during each school
year. In his third year Harry’s skill on the Quidditch pitch helps him when
exploring the school. He is nimble on his feet and can jump across large gaps
and climb up and down ropes.
~~~Ron~~~
Ronald Weasley comes from a long line of pure-blood wizards and has five
brothers and one sister, all of whom have attended Hogwarts. His family are
poor but they have very strong characters because of it and value things far
more important than money. He has been Harry’s best friend since their first
day at Hogwarts and will help Harry through anything. Ron’s special talent has
been learnt well from his twin siblings Fred and George who are the ultimate
mischief makers. Because of this Ron has a keen eye for hidden panels and
secret passages. If something is hidden, Ron can find it.
~~~Hermione~~~
Hermione Granger is best friends with Ron and Harry, a bond that grew when
they faced the evil of Voldermort in their first year at Hogwarts. Hermione is
muggle-born which means her parents have no magical powers and are just
regular people but she is the cleverest witch Hogwarts has seen for a long
time and there isn’t a spell Hermione can’t master. Because of that she will
gain more spells than her friends throughout this year at Hogwarts. Because
she is also smaller than them she can crawl into small places that the boys
just couldn’t reach. This comes in handy when they find themselves in a pinch.
*******************************************************************************
Chapter 3 Controls
*******************************************************************************
Left Analogue Stick Move Character
X/Y buttons Cast Spells/Throw Stink Pellets or
Dungbombs
A button Action Button
B button Switch between characters
Right Shoulder button Target an object
Left Shoulder button Call out to friends for help
Right Analogue Stick Move the camera
Start button Bring up the in game menu
Back button Bring up characters inventory
Flying controls
Left Analogue Stick Move up, down, left and right
B button Flap wings to move forward
*******************************************************************************
Chapter 4 Information
*******************************************************************************
~~~~~~~~~~~~
~~~Spells~~~
~~~~~~~~~~~~
Below is a list of the spells available for you to use in the game. You will
also find that not all characters can use certain spells so beside the name of
the spell I have stated which characters can use it.
~~~Flipendo~~~ (All)
Flipendo is the original knockback jinx and is the most commonly used spell,
especially against enemies. Nearly all enemies will need to be hit with
Flipendo at least once and some may require a second jinx to finish them off.
This spell can be by all characters and will knock back creatures and objects.
When used on objects around the school it will sometimes knock out a bean or
other object.
~~~Expelliarmus~~~ (All)
This is the second spell you will receive and you will get it as soon as you
arrive at Hogwarts. It is a defensive spell used to reflect a jinx back at its
caster. This is commonly used when having a wizard’s duel, especially when
you come across Malfoy and his friends prowling around and looking for
trouble. It can also be used against jinxed objects or creatures that will
attack from afar. This way you can reflect whatever they are using to attack
you, back at them.
~~~Carpe Retractum~~~ (Harry)
This spell can only be used by Harry and is used like a fishing rod. It is
described as the Seize and pull charm and states that it pulls things towards
the wand. Harry can cast out his “hook” and pull things towards him or even
pull himself towards the object if it is secure. To cast the spell simply
target the object or creature and pull back on the analogue stick. When done
correctly either Harry or the object will move closer.
~~~Expecto Patronum~~~ (Harry)
This is a vital spell for completing the game and you should make good use of
it where you can. This is the spell that will create a Patronus which will
stand as a shield between a Dementor and the caster, preventing the Dementor
from sucking all the good feeling from the caster and ultimately, their soul.
Harry’s Patronus takes on the form of a stag and does so because Harry’s
father was an Animagus. This means he could take on the form of an animal and
when doing so he would assume the form of a stag.
~~~Lumos Duo~~~ (Ron)
This is the only spell that Ron will get other than the standard two. It is
the wand lighting charm and will cast a bright beam of light from the end of
Ron’s wand. It gets its name from the fact that it has two main purposes. It
can be used defensively against enemies such as the Hinkypunk and can also be
used to illuminate objects around the school, such as crystal balls.
~~~Glacius~~~ (Hermione)
As its name suggests this is the freezing charm and can be used to put out
fires and flames or to freeze water. A third use for this spell comes into
play during some challenges when Hermione will need to cross a floor that is
not solid. When this happens she can freeze the floor offering a temporary
surface for her to walk on. It can also be used against some enemies,
especially if the enemies have a source of fire such as the Salamander and is
especially useful against the Fairies when trying to get their wings for a
potion. Most use of this spell however, occurs during puzzles throughout the
game.
~~~Reparo~~~ (Hermione)
This is the mending charm used to fix broken objects. It has no other use and
cannot be used against enemies. Its sole purpose is to repair things such as
crates so your characters can reach higher places, or bridges to enable you to
cross them. Occasionally you will find objects that can be fixed and you will
be rewarded. For example, in the Muggle studies corridor you can find a
gramophone, fix this and you can open the chest nearby for a hoard of beans.
~~~Draconifors~~~ (Hermione)
This is a powerful transfiguration charm used to transform small dragon
statues into real dragons for a short period of time. This is especially
useful to remove tapestries around the school and reveal hidden passages
behind them. On at least two occasions it can also be used to either flush out
a creature or burn a creature so you can collect ingredients necessary for
your potions.
~~~Snufflifors~~~ (Hermione)
This is the only spell that can be gained by choice by purchasing it from Fred
and George in their shop for 100 beans. It is a very useful spell to have if
you wish to collect all the witched and wizard cards and complete the set. To
use this spell you must find a small group of books, usually in groups of
three. They will fly off the shelf and try to attack you. When you come across
these use this spell to turn them into mice. When all the books have been
changed a card will appear near their mouse hole in the wall. You will not
always be rewarded with a card but if not the rewards can be almost as good.
You will often find that you can get beans and potions for changing all the
mice too and this is more likely to occur in areas where you have already used
the spell and changed the mice.
~~~~~~~~~~~
~~~Items~~~
~~~~~~~~~~~
Folio Universitas
This book will help you to keep track of all the cards you have collected for
the Witches and Wizard card sets. It will also show you how many you are
missing. Completing each set will result in a reward being given such as more
stamina for a character or house points for Gryffindor.
~~~Folio Bruti~~~
This book is given to Harry from Professor Lupin on his first day back at
Hogwarts. All but one page has been torn out and it is up to you to find them.
Each page will show you a picture of a different creature and give some brief
information about them.
~~~Challenge Scores Book~~~
This book will help you to keep track of your scores for the three mini-games
you can play. They are the Duelling Club, Owl Racing and Hippogriff Flight.
You can find out more about these in the mini-game section. Each challenge is
scored using a grade system. You will also find an overall rating at the
bottom of the page in this book which shows the percentage of the game that
you have completed. On the last day of term if you have collected all the
items you will see it is 100%.
~~~Dark Arts Scrolls~~~
There are three of these in all and can only be gained by Hermione but any
benefits you gain from them are shared by all. Chapter one will help Hermione
to understand better duelling. This will make your Flipendo jinx much stronger
and you will find three jinxes are cast at once. Chapter two will improve your
defence and means a much stronger Expelliarmus. Chapter three deals with
faster spell casting and does exactly what it says. A great asset if you ask
me.
~~~Bertie Botts Every Flavour Beans~~~
These beans are always used throughout Hogwarts as a form of currency and are
vital if you want to make a purchase from Fred and George in their shop, (see
Chapter 5 for a price list). These beans can be found by Ron when he searched
bookshelves or by using any character to hit objects around the school with a
Flipendo. Hermione can also get beans with her Snufflifors charm. You can
carry up to 250 beans at any given time and it is wise to check for beans
whenever you can as some of the items in the shop are expensively priced.
~~~Dungbombs~~~ (Ron)
A tricksters tool and very handy in deed when dealing with Trolls. These
things will explode on impact and cause a stench, distracting anyone within
the immediate area. Because of the unpleasant nature of their smell Trolls are
drawn to them. By using these you can lure the security Trolls away from their
posts in the North Wing so you can slip by unnoticed. When you start you can
only hold five of these but you can purchase a bag from Fred and George so you
can carry more at a time.
~~~Stink Pellets~~~ (Ron)
These, like the dungbombs, can be used to distract prefects but are not
effective on Trolls. Their main use however comes in the form of a challenge
that Fred and George set for Ron. Around the school there are twenty pots
hanging on the walls. If Ron can find each one and hit it with a stink pellet,
they will turn over. Turn enough of these and you will be rewarded with cards
for the Witches and wizard sets. You are also limited to carrying ten of these
but you can buy the carry case from Fred and George and you will be able to
carry more at any given time.
~~~Wiggenweld Potion~~~
This potion is the first of two that you will learn from Snape’s lessons. It
will replenish lost stamina, or health to you and I. They can be bought from
Fred and George or can be found by getting Ron to rummage on shelves around
the school. You will know when you have found a Wiggenweld potion as it comes
in a blue bottle. All potions can be carried by all three characters.
~~~Antidote To Uncommon Poisons~~~
As its name suggests this potion can be used to cure the poison from a bite or
sting. Many of the creatures throughout the school, especially those used in
potions, will try to poison its attack in some way. If you do get bitten or
stung, this potion will cure the drinker instantly. This potion is found in a
green bottle.
~~~Girding Potion~~~
The Girding potion is used to increase the drinker’s endurance. This means you
can raise your health bar but each character may only drink a maximum of two
potions. Any more than that and they will have no effect on the drinker, I
tried. This potion comes in a red bottle.
*******************************************************************************
Chapter 5 Walkthrough
*******************************************************************************
~~~~~~~~~~~~~~~~~~
~~~The Dementor~~~
~~~~~~~~~~~~~~~~~~
The game starts with Harry and Ron trying to find an ever fleeing Scabbers.
Simple really, walk forward through the train. Into the next carriage and you
will come up against savage book and its up to you to take it down. To do this
you must target the book and wait until it opens up, then you can cast
Flipendo at it, after a few hits its down. With this done Ron will grab the
large trunk blocking the door at the far end, you must go over and help him
move it. When the way is clear go into the next carriage. If you took a hit
from the book, destroy the wobbling crate in the corner with a Flipendo and
get the chocolate frog to restore your health.
Malfoy and his cronies are waiting for you with Scabbers, its time to have a
wizard’s duel. Target each one and hit them with a few Flipendos, nothing too
challenging. Use the furniture to shield you and be quick on your feet. When
Crabbe and Goyle are down, Malfoy will come out to play, use the same tactic
on him and you’re done. Don’t worry if you get hit with a pumpkin, it wears
off.
When the duel is over the Dementors will descend upon the train, there is
nothing you can do here but walk forward and let the effect of the Dementors
wash over you. After the cut scene, you take control of Ron, you must drag
Harry back through the carriages to safety. If the Dementor gets too close it
will start to suck on your soul, if this happens you need to wiggle the left
analogue stick from side to side until it’s hold is broken. When you reach the
end of the second carriage Professor Lupin will come to your aid.
When you are safely back in the carriage, Lupin will give you the starting of
your Folio Bruti, a book of all the creatures you will come across in this
game. Only all the pages except one are missing. You must find these
throughout your travels around Hogwarts.
The Marauder’s Map
When you regain control of Harry you will find Ron pestering you for a look at
the Folio Bruti, to do this press the back button and then press A when on the
Folio Bruti, when you have read your fill. Close the book and return to the
main game. Now you need to go and find Hermione so head on down to the common
room.
When you do find her she will say she is far too busy to hang with you.
However she does give you a good tip and you gain a new spell, the
Expelliarmus spell. When you have it, equip it to a button and leave the
Gryffindor common room through the painting of the fat lady.
When you are outside you and Ron need to practice using this new spell. Simple
rules of a duel, first you need to cast Flipendo at Ron and he will deflect it
back at you, after 3 hits it’s your turn. You need to block now, time it just
right and it will send the spell back to the caster. When you have
successfully blocked three of Ron’s spells he will suggest you go and find
Fred and George. They can be found in the Girl’s Bathroom on the 6th floor.
Head out to the Grand Staircase and go down a floor.
When you go into the 6th floor corridor you will come face to face with Peeves
and his little book of trouble. You need to use your new found skills with
Expelliarmus to deflect the fireworks back at eh book. Timing is essential
here as casting the spell too late and you’ll get hit but cast it too soon and
it will run out before the fireworks reach you. I usually wait a split second
after hearing the first whine of the fireworks then cast it, three hits and
it’s down. When you are done you will need to destroy the crate blocking the
door with a couple of Flipendos.
In the next room you need to cast Flipendo at the three books that fly off the
shelves at you, you can just run past them but they are easy enough o kill so
it makes good sense to get rid of them anyway. When you’re ready go into the
bathroom to see Fred and George.
There are lots of items to buy in their shop but for now they will set you a
challenge to find the Marauder’s Map, here is where you learn how to take
control of other characters and will be able to use Ron for the first time.
When you can change to Ron as his skill is to find hidden things. Walk up to
the wall and hit the action button then walk through the door at the end.
So as you can see getting the map will not be easy, it is up to Ron and Harry
to work together, each using their special skills to get to the map. To start
with walk through the door opposite the one you came in through. This next
room requires Harry as he is good at jumping. Walk forward and you will see
some of the floor collapse. To start, jump to the middle platform where the
beans and chest are. Open the chest and collect the beans then jump to the
next platform for the challenge shield, more shields mean more house points.
Run forward and press the button on the wall with the paw print on it. You now
have a short time to press two more buttons to open the door. First walk
towards the wall and keep walking until Harry turns around and presses himself
flat against the wall. When he has done this you can shuffle towards the next
platform and press the second button. When you have collected the beans
shuffle back then jump across to the third platform and press the final
button. When you have pressed all three the door will open but it will release
several Pixies who will pick up Ron. You need to cast Flipendo at them so they
drop him. Clear all the Pixies and you are free to move on to the next room by
getting Ron to find the hidden door in the wall behind the door you just
opened.
In this next room Harry and Ron will need to work together, get your character
to walk over and try to lift the large trunk in the middle of the room, then
pull the left trigger to call over your friend to help you. When they have it
lifted move it right over to the edge of the room so it is near the first
mirror that the light is being reflected onto.
Use the trunk to climb up onto the ledge above and follow the beans around to
a movable mirror. Turn it around one click to the left so the beam finds it’s
proper destination. With this done a large step will emerge and you can use
this to pull yourself up to the challenge shield and can now move to the next
room.
The contraption in the middle of the room is a Flipendo machine and from the
name I am sure you can work out what you need to do here, cast three Flipendos
at it so it lowers the large block, when all three find their mark the block
will be locked into place.
When it is down, make sure you have control of Harry and hop up onto the large
block and climb up the rope. Run across the beam and pick up the beans,
(collect as many beans as you can throughout your travels, you will need them
for Fred and George’s shop), but beware of the Pixies, make sure to deal with
them too. When the path is clear go to the end of the beam and climb down the
rope. When you jump off the beam a wall will fall and leave Harry to carry on
alone. Pick up the challenge shield and go through the door to the last room.
At this stage in the game hints are laid down for you to follow and you can
clearly see the trail of beans to follow. Empty the chest to get an owl treat
then deal with the book in the same way as you did the one on the train, be
aware however that this one will spit pages at you so you need to dodge them
as best you can.
Three Flipendos later the book is down and you can go up the stairs to the
platform at the end of the room. Approach the owl perch so you can press the A
button and call Hedwig, when she is down give her the owl treat and you can
take control of Hedwig for the first time. Flying as Hedwig can take a few
moments to get used to but you need to bear one thing in mind, moving the
analogue stick forward does not make Hedwig go forward, it makes her go down.
You need to press B to make her move forward and pressing it quickly does not
make her go faster either. Use steady strokes with your wings and you can fly
to the end of the room and out through the arch to get the map and take it
back to Harry.
When Harry has the map a challenge shield will appear in front of a painting
at the side of the room, pick it up then talk to the painting to give it the
password and pass through to the next room. This next room has a few keen eyed
suits of armour that you need to get past undetected. This is quite easy,
(unlike other suits of armour you will come up against later in the game),
first start by going to the left of the first suit and follow the shelf round
to the button on the wall. Press it and go back to where you started. Now go
round the right hand side and go through the door at the end.
These next ones are a little trickier but make good use of the shadows and
Harry’s wall sneak move and it’s a piece of cake. Run forward passing the
first one on your left then walk toward the bookshelf on the right so Harry
can wall sneak through the shadows past the second suit and follow the passage
round to the third one.
This last suit just needs good timing, wait until it looks away from you and
run into the dark nook. Wait until it has looked the other way and run out
again so you can get to the door and go through it.
This last room has the added bonus of Snape lurking at the end, (could be
Filch but I am not sure so I will go for Snape, looks more like him from
behind but sounds like Filch when you are caught by him as coughs like he has
a 60 a day habit). So you need to run around the long way past the suits of
armour while Snape is walking from the far end of the room to the door you
just came in through. For the first armour you need to wait until it looks
away the run into the gap and use the wall sneak to get flat against the wall,
then run out again when it looks the other way.
The next two are all about timing, you need to wait until they are looking
away from each other then run into the gap between the two chairs that are
against the outside wall. When they are looking towards each other you can run
out the other side. This last suit is easy to slip by but you need to know
you can make it to the door without Snape seeing you. The best way to do this
is to wall sneak to the end of the wall and peek around the edge, if you are
sure the way is clear, make a run for it.
When you have made it back to Ron in the 6th floor corridor all doors will be
locked and you can now only check your Rememberall by pressing the back button.
Here all you can do now is press the A button to end the day. Well done.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~The First Day Of Term~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Defence Against The Dark Arts~~~
This is your first chance to take control of Hermione so now is a good time to
search her chest for a Folio Bruti page, when you have it go down to the
common room to meet Harry and Ron. With those two in tow you can leave the
common room and head on out to the Grand Staircase and down to the third
floor. From here you can work your way to the classroom for your first lesson.
When you have gone through the wall that Lupin opened for you, walk forward
down the steps and follow the passage to the end until the cut scene takes
over. In this next room you must first take out the Pixies, remember to hit
them again when they hit the deck so they don’t get back up again. With them
out the way go over to the excessively large cauldron in the middle of the
room and pick it up, then call the others over to help you move it. Move it
up-screen and place it down on the gold disc that is on the floor, when it is
down it will raise a gate allowing you to pass. Follow the passage round and
take out the Pixies as you go.
To the right of the door you came in by is a button on the wall, press it and
you will shine that familiar beam of light around a system of mirrors. Make
sure you are using Harry and follow the beam to the second mirror and swing it
two clicks to the right so it hits the next mirror, then hop off and jump over
to where the beam is now. Hop onto this mirror and swing it once to the left,
then go to the next and turn that one twice to the left. With this done you
can now jump to a new platform and collect a challenge shield.
In this next room you need to find the Flipendo machine on the lower floor and
hit it with three Flipendos to raise the platform behind it. You can now turn
around and use the platform behind you to get up to a higher level then jump
from platform to platform around the room to reach the one you just raised,
then carry on until you reach a second Flipendo machine. When you hit this one
three times you will raise another platform and can use that to get across to
another and go round a passage to the next room.
You will now find yourself back with Ron and Hermione but you are up high and
can’t get to them yet. Run around to the Flipendo machine and give it what for
to open the door behind your friends. You can then jump off the right hand
side of the machine and hop back down to ground level. Run under the door you
just open and follow the passage to the end for another door.
Look around the room and find the wooden crate between the bookcases. Use
Harry to go over and pull it out then move it to one end of the bookcases
where one is shorter and push it right up close. Let go of the crate and climb
on top of it then get up onto the bookcase itself. Jump from case to case
until you are at the far end of the room then switch to either Hermione or Ron
and get them to grab the crate. Move it so it is resting on one of the
switches in the floor and it lowers a whole in the wall slightly, then go
stand on another one of the switches.
Finally take control of the third character and move them onto the last switch
which will fully reveal the hidden nook in the wall. You can now switch to
Harry and press the switch that was hidden behind.
Use the stairs that the switch revealed and at the top you will find another
book like the one Peeves set on you, take it out in exactly the same fashion.
This one is slightly harder to hit but if you persist you will eventually be
able to hit it with three Flipendos and shut the thing up. (I am not sure if
it was just luck or this really does help but I played around with timing and
moving and found that two out of three of my hits came when I was standing
further back from the book, if you are struggling try that and see if it
helps). When the book is quiet use Ron to find the hidden panel in the wall
behind the book.
Ron will find himself face to face with two Salamanders but these are not
regular fire ones and are easier to kill, hit them both with a couple of
Flipendos and you’re laughing. Follow the passage all the way around until you
reach another Flipendo machine back in the original room. You only need to hit
this one once and it will fall to bits, true to accident prone Ron’s
character. When you regain control you will find yourself being held aloft by
a Pixie, switch to one of the other characters and deal with the Pixies.
Because the machine only managed to lift the door a fraction before falling
apart you will need to switch to Hermione as she can crawl under small gaps,
do this and you will find yourself in another passage, follow it round.
This first puzzle is very simple, move the ice block around until it is up
against the wall in the little channel off to the left. You do need to bear in
mind however that you can’t actually grab this block, only push it across the
ice so you will need to use the edges of the ice to stop the block in the
place you want. With this done you can climb up to another ice puzzle.
For this one first stand so you have one block in front of you and the next to
your left so you know which way I am telling you to go. If you want to get the
chests first, (they only hold beans), you will need to push the one in front
of you in the opposite direction to the other block, then push the second
block all the way around the ice until it stops beside the first block. You
can then push it up and use it to climb up to the chests, (at the end you will
need to grab it and push it the last few yards). When you have emptied the
chests move the block back onto the ice and push it back so it is beside the
other block.
Stand with your back to the empty chests and push the right hand block forward
then all the way around so it is in the corner to the left of the one it
started in. You can now push the second block up so it stops beside it and
will rest on the switch in the floor. This has now lowered a pillar from the
first ice puzzle meaning you can now go back and push the very first piece of
ice up to the wall and climb up to get out. You will however have to push it
all the way around the outside of the ice the long way to get it to go down
the new path.
The next room brings you face to face with the Galcius spell, finally. Drop
down onto the ice and go over to pick up the book. Now the rules have changes,
it’s hotter than hell instead of colder than Posh Spice’s family portrait.
Here you will need to equip Glacius to a button and target the floor, then
hold down the button until the floor has frozen enough for you to walk on.
Move forward and freeze the next part but don’t take too long or the ice you
are standing on will melt. Two patches of ice later and you should be able to
pull yourself up onto the ledge then up again to safety.
Make your escape back the way you came and use Glacius on any of the torches
that may fly across your path, follow the passage back and find out what has
become of your ice puzzle.
Of course the ice has melted and it has revealed a shiny floor below which,
luckily, ice blocks will still slide easily on. First you need to get a block
of ice so go over to the puddle on the floor and hold Glacius until you have a
block of ice.
To describe how to do this I will use simple commands but you will need to
stay facing in one direction so you don’t get confused. To start stand with
your character facing the switch in the wall that you are trying to reach and
push the block so it slides forward by one square. Now push it one square to
the left, then push it forward another two squares. Move it right by five
squares then forward another two and left four. Forward one more then right
three and finally push it forward an off the shiny floor. Now you can grab the
ice and move it directly under the switch then stand on it to press your
target. Now go up the stairs and out.
Further along the corridor you will come to another burning floor, repeat the
same process you used when you found the book to reach the ledge with the
challenge shield on. When you are up and over you will find Ron and Harry
faced with some Salamanders, take out their holes then take out the
Salamanders. You might find it easier to take out a hole then its
corresponding Salamander in turn, otherwise you will be running around like a
lunatic. With this done you are free to return to where you started your
challenge where you will find a not so pleasant surprise.
~~~Boss~~~
Here you will come face to face with your first boss fight, but it is not as
bad as it looks. The first thing you have to do is dodge it, keep moving until
you see it open the doors at the front of it’s head/chest, when it does hit it
with a good dose of Glacius. Stay on your toes though because when it’s had
enough the boss will burn intensely, (stay well back), and then launch one of
it’s arms at you. Dodge the arm then when it has embedded in the ground, give
it some Glacius and when it has gone out hit it with a few Flipendos. As long
as you aren’t too slow it should destroy the arm. Now you repeat the process
until you have destroyed the other arm.
After both arms are destroyed it will have a little tantrum and stamp its feet
a bit then it will stand still and open its doors again.,. when it does this
hit it with Glacius. For a short time it will keep opening and closing its
doors, just keep blasting it with Glacius until eventually you win.
When the boss is down head back to the classroom and collect the last
challenge shield on the way out. Next up potions so work your way down to the
dungeon.
~~~Potions Class~~~
As always Snape is as nasty as ever but at least in this game he has his uses.
In this lesson you will learn about the Wiggenweld potion and will get a list
of the necessary ingredients to make it. First however, Ron has a little
accident and knocks poor Harry unconscious. You must drag him to the front of
the class just as you did on the train. Walk towards Harry and pick him up
then drag away.
When you reach the front of the class you must pick up both vials of potion by
walking past them. Equip the potion to one of your spare buttons then use one
vial while stood away from Harry. When you are ok stand beside Harry and press
the button assigned to give Harry a dose too. With that out the way the lesson
is over and you are given a list of four ingredients for the next lesson,
don’t panic you have plenty of time to find them.
You can now choose to take a good look around the school to see if you can
find chests or lost and found items but there really isn’t much else to do.
When you are ready go to your Rememberall and end the day.
~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Neville And The Ghoul~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Your first night time excursion sees Harry and Ron off to rescue Neville from
a fate worse than Malfoy, a ghoul. Head on down to Muggle Studies on the 5th
Floor.
When you arrive you will find Malfoy and co, take them out again and don’t
worry about the breakages. When they have run off pick up the shield and go
through the door behind it.
After you have passed through the corridor and into the next room you will
find yourself faced with display cases and an enchanted and deranged set of
instruments. Stay on your toes, move around and hit them with Flipendo,
nothing to it. When you’re ready move to the next room.
Here you will find Neville cornered and cowering from the ghoul, first things
first you need to find the right spell to tackle this creature and to do that
you must get Ron to look at the giant clown jack in the box. At the edge of
the chequered floor. This will launch Ron up to another level in the room.
Up here you will find deranged toys, take ‘em out, get the shield and go
through the doors to the next room. Welcome to my most hated room in the whole
game. Go to the left hand side of the room and pick up the Lumos Duo spell
book, this will set off a firework which will free some Hinkypunks.
To kill these beasts of utter annoyance you need to shine a constant beam of
light over one with the Lumos Duo spell until it fades and lets off wisps of
smoke, when this happens fire Flipendo at it until its gone. You may need to
repeat this a couple of times on each Hinkypunk before you destroy it and if
it or one of it’s friends hits you with one of its little projectiles then you
need to recast immediately. It’s tricky but doable, persistence and patience
is the key here. When you have destroyed the first three, three more will
appear and you must dispose of them in the same annoying way.
When all six Hinkypunks are dead you can use Lumos Duo to shine a light onto
the large crystal ball near the back of the room, keep casting it to charge
the ball up and it will shine a beam onto the mirror near the other end of the
room. You must now climb onto the mirror and turn it 360 degrees so it can
unlock the other exit out, then use it.
More toys are waiting for you in the next room, get rid of them then use the
door at the far end of the balcony you are on. Follow the next balcony round
and use that door too where you will find a vindictive robot who clearly
doesn’t like you.
To get rid of this robot you need to keep it targeted and wait until it opens
the doors on its chest to launch a missile attack, when it does this you need
to hit it with a Flipendo then move quickly so you don’t get hit. Four direct
hits should do the trick.
When that is done a train will come to a stop in front of you. Pick up the
shield then use the gap in the balcony to shine Lumos Duo at the crystal and
charge it up, you can then use the gap to drop back down to Harry.
Finally you can deal with that ghoul. Shine Lumos Duo at it constantly and
walk forwards so that you push the ghoul backwards into the little room behind
it. When you have gone far enough a barred door will drop safely securing the
ghoul. All that’s left to do now is to escort Neville back to Gryffindor
tower. When you have seen enough drama at the common room, end the day.
~~~~~~~~~~~~~~
~~~Buckbeak~~~
~~~~~~~~~~~~~~
~~~Care Of Magical Creatures~~~
As you know it’s time for care of magical creatures so you need to go out into
the school grounds. Your first lesson introduces you to Buckbeak and will
unlock the first of the mini-games you can play. First you must learn how to
ride a Hippogriff. Approach Buckbeak so you are more or less face to face and
bow when the A button prompts you, if Buckbeak returns the bow your character
will automatically hop onto his back. Flying Buckbeak works the same as flying
Hedwig, use the B button to flap the wings and the direction button to go
left, right, up and down. Your aim here is to fly at the group of bats so
Buckbeak can catch them, the more you catch the better the grade you will get
at the end of the lesson. You have two minutes and twenty bats. If you don’t
get enough you can always return later for another go and can up your grade.
~~~~~~~~~~~~~~~~~
~~~Black Deeds~~~
~~~~~~~~~~~~~~~~~
When you regain control you are playing as Harry in the hospital wing. Ron
appears and says he knows where Sirius Black is and he encourages you to
follow him there. Something is amiss here but you should follow him anyway.
When you leave the room you will be faced with Peeves again. To get rid of
him you will need to hit him with a few well aimed Flipendos. Wait until he
has flown off and got a vase. When he throws it at you, dodge it and then
while he is still hit him with a Flipendo, it is too hard to hit him while he
is moving about. With him out the way, Ron can move again and repeats his
statement about you following him to the dungeon to find Sirius Black.
When you reach the dungeon your first task to tackle is to sneak past the
suits of armour. Use the same methods as you did the night before, time it
right and use the wall sneak whenever you can. When you reach the room at
the other end of the dungeon, the evil plot thickens and you will find
yourself trapped and need to find another way out.
To start you need to use Ron to find the way out of this enclosed space. When
you reach the next room you will find plenty of Red Caps to keep you amused.
Flipendo away and clear them out. Try to avoid their stink bombs if you can as
these will prevent you from doing anything for a few seconds until the stench
clears. When the path is clear, drop down at the end of the path and climb up
the other end.
Walk to the far end of the room and open the chest for an owl treat, then call
Hedwig and feed her the treat. This is not as complicated as it sounds but you
must now guide Hedwig to find Hermione. All you must really do is fly her back
the way you came. When you reach the door at the top of the stairs your
control will return back to the other characters and Hermione will now join
you.
To make your escape you need to raise the door using both Harry and Ron to
lift it, then get Hermione to slide under it. When she is under, ignore the
switch for now and walk forward. Clear the flying fireballs using Glacius then
turn right after the first bridge. Cross a second bridge and go through the
arch at the end.
This next room has more Red Caps but you need to take this a step at a time.
First you need to remove the Red Cap on the first level then freeze the water
flowing out of the wall and use it to climb up. From here you can kill the
other two Red Caps. Freeze the next two fountains to get up to the top and
kill the remaining Red Caps.
In the next room step out onto the bridge and begin to cross it. Two Red Caps
will then destroy the bridge leaving you stranded on the other side, but not
for long. Drop down off the edge and destroy the crate on the ledge above you.
This can be tricky as the camera angle makes it difficult to know if you are
targeted but persistence pays off. When its gone climb up the next two ledges
and drop down the end again. Walk across the bridge and you can pick up the
Reparo spell book.
Turn around to go back the way you came and fix the crate lying on the floor
so you can pull yourself back up onto the ledge. Fix the next crate too but
push this one off the edge and move it to the next ledge so you can return to
the broken bridge. You can now repair the bridge and go back to your friends.
When you get back to the switch use Reparo on the wooden crate then climb on
top so you can press the switch and free Harry and Ron. All three of you must
now go back across the bridge and get Hermione to repair the broken bridge and
clear the fireballs at the end. When the path is clear use Ron’s Lumos Duo to
get rid of the Hinkypunks. With your friends at the ready with Flipendo these
ones are easy to deal with than the earlier Hinkypunks. Follow your passage
around and kill the Red Cap on the stairs, when you reach the door at the end
you are taken to another room.
To get to the other end of this room you will need to get Hermione to sneak
past the suit of armour on the other side of the bookshelf then repair the
crate and climb up onto the bookshelf. From here drop down but be careful as
there is a prefect prowling around by the door. When his back is turned run
for the door, when you are through it Ron and Harry will automatically join
you. All you need to do now is sneak past the armour and escape the dungeon.
Once outside you can end the day or keep snooping if you want to.
~~~~~~~~~~~~~~~~~~~~~
~~~Carpe Retractum~~~
~~~~~~~~~~~~~~~~~~~~~
~~~Potions Class II~~~
The morning finds winter here already after just two days of term and it’s
also the morning of Snape’s potion class, time to find the potion ingredients.
The Graphorn Horn is already yours from the night time excursion, courtesy of
Malfoy. The other ingredients can be found outside so head there first.
On your way outside the other characters will tell you that Hagrid is the best
person to ask about these ingredients so this is a good place to start. The
main thing you need to know about these things is their location is always
shown from afar by a beam of orange light shining directly up.
When you reach Hagrid’s house you will find him predisposed and completely
useless but the first ingredient is near his house. Look off to the lake and
to the right you will see an orange light. When you get there you will find
three Chizpurfles and two Venemous Tentaculas. You need to use Ron’s Lumos Duo
to move the Chizpurfles closer to the Venemous Tentaculas. When one is close
enough the plant will eat the Chizpurfle and spit out its carapace. Do this
with all three Chizpurfles then we can move on.
For the Billywig stings you will need Buckbeak. Go back to Hagrid’s house and
find Buckbeak in the pen beside it. Bow to Buckbeak and climb on then fly down
to the lake again. On the left hand side of the lake you will see the orange
beam shining where you can find three Billywigs. You will need to fly directly
at them and use Buckbeak to catch them the same way as you did the bats
earlier.
To find the last ingredient you need to find the Herbology greenhouse. To do
this go back to the circle of stones at the entrance to the school, then
follow the path around the side. When you reach the fork in the path go right
then left when you reach the courtyard. Keep following the path and take the
right at the next fork.
At the end of the path you will find the Fire Seed Bush. To get the seeds you
need to use Hermione’s Glacius spell to put out the fire. When all three are
out the seeds will appear on the ground so you can pick them up. When you have
all three it’s off to potions. As always, Snape’s class is simple, listen to
him waffle about the Girding potion then your out again. Now head up to the
second floor for Charms class.
~~~Charms Class~~~
This lesson sets you another in depth challenge to gain a new spell. It starts
with all three characters in a large room with many floating torches, you need
to get rid of them with Glacius for the door to open. When you have done this
move to the next room.
You will now find yourself in a round room with three niches. In each niche is
a burning hot handle in the wall. Use Hermione’s Glacius spell to cool them
down then get each character to take a handle. When you release the mechanism
the floor will drop and start to wind its way down. As it goes Red Caps will
jump onto the platform with you, Flipendo them to death. Each time it stops
more Red Caps will jump on, keep killing them and eventually the platform will
stop at the bottom.
When it does, get Harry and Ron to lift the gate and get Hermione to slide
under it. This next room is large and most of the challenge takes place here.
Use Hermione’s Glacius spell to freeze patches of the floor in the middle and
work your way to the challenge shield on the far side of the room. When you
have picked up the shield, drop down the left hand side of the platform and
press the switch on the wall to let Harry and Ron into the same room. This
will also unlock the door that was behind the challenge shield and you need to
find a way back to Ron and Harry so go through that door.
Pick up the Wiggenweld potions in front of you, (you may want to equip these
if things get too rough), then follow the corridor. Take out the Red Caps and
Doxies along the way, then go through the door at the other end.
This next room brings you face to face with the most difficult puzzle in the
game. To start with, freeze one of the fountains in the ledge in front of you
and pull yourself up to the switch. Press the switch and collect the
Wiggenweld potions then drop back down. Freeze the fountain on the platform
where the beam stops and climb up. Swing the mirror two clicks to the right
and the beam will find its target. Don’t panic if the beam goes off just run
back over and press the switch again. As long as the beam hits the mirror and
reflects to the centre of the room you are fine.
When the fountain stops again you will be left with a small puddle on the
floor, freeze it and turn it into a mobile block of ice. You now need to move
it so it rest on the button in the floor of the small channel near the
entrance but remember that ice keeps moving until it finds an obstacle to stop
it.
Stand with your back to the centre of the room and face the block of ice. From
here you need to destroy the crate in the right corner from where you are now
and kill the Doxy it releases, then push the block of ice into that corner.
Destroy the crate in the next corner and push the ice over there too, (this
crate is Doxy free). Now push it up to the next Doxy free crate and repair the
one you just destroyed. Break the one next to it and kill the Doxy then go
back and push the ice back in this direction. You can now push it over the
switch in the floor which will open the door, freeze the fountain and pull
yourself up to leave this room.
Follow the corridor and kill the Red Caps then use the door at the end. You
will now find yourself back in the same room as Ron and Harry but up slightly
from them. Use Hermione’s Reparo spell to fix the Flipendo machine then hit it
with three Flipendos.
The machine will lower down a long block which you must now run across, follow
the path to the column in the centre of the room and run around it to the
other side. Press the switch on the wall and the bridges by Harry and Ron will
rise so they can rejoin you.
Change control to Harry and bring him up to the block that the machine
lowered. Climb up one of the ropes holding the block up and wall sneak past
the column near the wall and press the button in the wall. This will open a
gate but trap Harry so control will switch to one of the other characters, use
them to go through the gate that opened.
In this next corridor you need to repair the bridge and kill the Red Cap when
you are close enough to target him. Fix the rest of the bridge and get rid of
the Red Caps at the end. Keep following the passage to the next room.
The first thing you need to do in this puzzle room is to remove the Hinkypunks
so get Ron to do his things. With them gone two fountains will start to flow
showing you a way for them to reach the upper ledge. Get Hermione to freeze
the fountain then quickly change to Ron and have him climb up instead. When
you’re up use Lumos Duo to charge the crystal ball and when it is charged
enough it will shine a beam out onto the mirror on the right. Change to
Hermione to freeze the fountain near the mirror then climb up and swing it two
clicks to the right. When the beam finds its mark it will release a puddle of
water under the smaller crystal ball on the floor.
Get Hermione to freeze the puddle and in doing so the ball will be raised. All
you need to do now is to move the ball to the other side of the central pillar
so it shines into the eye. Of course stopping it in the right place will pose
a problem. You need to get one character to stand one square away from where
you want it to stop while the other one pushes the ice. This should bring it
to a stand still in the right place. When the beam finds the right place you
can go up and collect the next shield and leave this room. Clear out the
Hinkypunks in the next corridor then move on.
When you come through the door you will be on the third level of the main
room, above Harry. Press the switch to the right of the door and Harry will be
releases. A bridge will come up too closing the gap so Harry can come up to
the same level you are on now. When Harry has joined you he needs to jump off
the side of the platform to where you should be able to see some ropes. Climb
up the rope and wall sneak to the right where you will find another Flipendo
machine, do your stuff. This will raise the block you were just on giving you
access to a new door, use it.
Follow the corridor round to another room and the Carpe Retractum spell book.
When you have it the floor will disappear and four Red Caps will come out, two
of which have shields. Kill the two near the green statue as normal then use
your new spell on the green statue to move yourself to the outside of the
room. Move around to the bridge and use Carpe Retractum to pull the bridge
out. Cross over it and use the spell again to take the shields from the Red
Caps so you can destroy them. When they are killed the door will open so you
can follow the passage back to the room with Ron and Hermione.
Use Carpe Retractum to pull the first half of the bridge towards you then jump
across and turn around so you can pull the second half across and complete the
bridge, then all three characters can return to the room that Harry just came
from.
Use Harry’s new spell to remove the panel blocking the drain on the wall then
switch to Hermione and crawl in. Get Hermione to run back to Harry and Ron and
press the wall switch to raise the gate, then all three can use the door at
the other end of the corridor.
You will now be faced with nine Red Caps, the front three of which will have
shields that Harry needs to remove so you can get rid of them all. When the
way is clear collect the shield by the door and go through it. The challenge
is nearly over but you have one last hurdle, or boss should I say.
~~~Boss~~~
This one clearly shows you that you need to use Carpe Retractum to remove its
parts. Wait for it to stop spinning so you can target one of its shields then
pull it off. When successful the shield will grotesquely become a baby
creature which you must kill. To do this wait until it rears up and hit it
with a Flipendo in the chest. Do this with all four shields. When you have
done this it will arm itself with four swords. Wait until it has finished
spinning, while staying out of its way, then when you can target the head,
pull for all your worth. When the head is off you are free to leave this
challenge.
When you have finished the challenge you look around or end the day.
~~~~~~~~~~~~~~~~~~
~~~The Patronus~~~
~~~~~~~~~~~~~~~~~~
Now is the time to get Harry’s last spell from Professor Lupin, head down to
the fourth floor to meet him in the History of Magic classroom. When you get
there Professor Lupin will send you on another spell challenge.
You will start in a room with a little puzzle. Push the block on the left down
and into the hole provided, then use Carpe Retractum to get over to the other
one and do the same.
When you have done this go through the door and you will find a more intricate
puzzle. I take back the remark I made earlier, this is the worst puzzle in the
game and the hardest. Below are four diagrams showing you how to get to each
of the blocks that you need to push into their holes. You must act fast as the
whole thing must be done with a Dementor on your tail. If he gets a hold of you
wiggle the analogue stick from left to right o break free and move away.
Follow each path in order from A to B and put each block in its hole. With
each block you move a door will open one behind the other until all four are
lifted and the way is clear.
~~~Carpe Retractum Challenge Maps~~~
Step 1
__ __ __ __
| | | | | | | |
__ __ __ __
__ __ __ __
|5 | |4 | | | | |
__ __ __ __
__ __ __ __
|6 | |3 | |2 | | |
__ __ __ __
__ __ __ __
|7 | | | |1 | | |
__ __ __ __
Step 2
__ __ __ __
|6 | |5 | | | | |
__ __ __ __
__ __ __ __
|3 | |4 | | | | |
__ __ __ __
__ __ __ __
|2 | | | | | | |
__ __ __ __
__ __ __ __
|1 | | | | | | |
__ __ __ __
Step 3
__ __ __ __
|1 | |2 | | | | |
__ __ __ __
__ __ __ __
| | |3 | | | | |
__ __ __ __
__ __ __ __
| | |4 | |5 | |6 |
__ __ __ __
__ __ __ __
| | | | | | |7 |
__ __ __ __
Step 4
__ __ __ __
| | | | |5 | |6 |
__ __ __ __
__ __ __ __
| | | | |4 | |3 |
__ __ __ __
__ __ __ __
| | | | | | |2 |
__ __ __ __
__ __ __ __
| | | | | | |1 |
__ __ __ __
With the Dementor-Boggart safely behind closed doors you can Carpe Retractum
over to the spell book and reap your well earned reward. Unfortunately the
suitcase on the floor has a surprise in store, another Dementor-Boggart. Cast
Expecto Patronum and steer the Patronus straight at the Dementor to hit it
full in the stomach. Hit it with three of these and the challenge is over.
When you return to the classroom Snape makes an awkward appearance and you
three have to sneak out through the back way. Get Hermione to crawl under the
green gate and collect the Draconifors spell book. Turn around and you will
find a tapestry is now blocking your return to the boys. Use Draconifors on
the dragon statue beside it and the tapestry will disintegrate. Slide back
under the gate then exit through the door into the fourth floor corridor then
go on to the study area.
In here Professor Lupin is kindly distracting Snape but it means your normal
exit is barred, find a tapestry with a statue by the fireplace and burn it. In
the room at the end of the secret passageway you need to use Draconifors on
the tapestry and you will emerge in the second floor corridor. When you do
there will be a prefect in the room. Run forward to the edge of the bookcase
on your right but be careful not to go past it or the prefect will see you.
Wait until the prefect is looking at the painting on the wall and run for the
door. When you are outside head up to the third floor.
This next room will have armour and a prefect so take care. Walk around the
first suit of armour and flatten yourself against the bookcase so you can see
the prefect but he cant see you. Wait until he has walked towards you, waited
and turned to walk back the other way. When he has you must run behind him to
the next set of bookcases and flatten yourself again quickly. When he has
turned again and is walking back to where you were you can run free of him.
Make a dash for the exit but be careful not to run into the sight of the suit
of armour on the other side of the bookcase.
In the Gunhilda of Gorsemoor corridor there are more suits of armour to
contend with. For the first set, wait until they are looking away from each
other and run through the gap between their beams. For the second set, hide
behind the statue of the lion and again, wait until they are looking away from
each other then run between them. For the last set you must again time it until
they are looking away from each other. When you are past them all a cut scene
will take over.
When you regain control you will find yourself at the Shrieking Shack in
Hogsmead village. Here you can get the Fairy wings you need for your next
potions class. Run down the left hand side of the shack and you will come
across Malfoy and his friends plus two extras. Here you must duel with them
using Flipendo and Expelliarmus. When all of them have fallen you can go on to
get the Fairy wings.
To do this you need to use Reparo on the broken statue near the bush then hit
it with some Draconifors, this will release a hoard of Fairies. To get the
wings off them you need to use Hermione. Get her to hit them with a Flipendo
then when they are on the floor give them a taste of Glacius. When they are
frozen walk over them to get their wings.
When you have all three wings walk over to the gate and a bunch of Dementors
will come and spoil your fun. You need to use Harry’s Patronus to hold them
back by casting it and charging at any that come near you. When you make a
hit, cast again, rinse and repeat. Hold them back long enough for Ron and
Hermione to get the gate open.
When you return to the school you will not be able to get back down the
corridor as Snape is on the prowl, you will need to find another way. Run up
the stairs beside the large statue and use Draconifors on both dragon statues
to burn the tapestry then go through the door it reveals.
When you come out the other side you will find you are still in the same
corridor but you are up above Snape. Find the gap in the railing and either
use Harry’s Carpe Retractum to get the chest with a card in it or drop down
and sneak past the armour to the exit.
In this next room you must run forward and avoid the suit of armour, then
flatten yourself against the bookcase so you can see the prefect but he can’t
see you. When the prefect is stood beside you get ready to run. As soon as he
turns to walk back the other way step away from the bookshelf and run behind
him. Flatten yourself against the next set of shelves and wait for the prefect
to stop. When he turns and has walked past you, you may then run for the exit,
being careful of the last armour on the way out.
You can now return to the 7th floor and try to get to Gryffindor tower. The
problem is you need to get past the security Trolls in the North wing as the
usual entrance is blocked off. Approach the first Troll and stand the other
side of the short bookcase to him. Get a stinkbomb at the ready and throw it
so the Troll moves away from where he is stood allowing you to run past while
his back is turned. Be warned, Ron can’t throw far so be prepared to run as
soon as you have thrown it. The good news is the Trolls can’t see very far
either so run around him keeping a safe distance and you will be fine.
To get past the second troll, stand one side of the desks and throw a
stinkbomb. When he comes to investigate, run around the desk so you are always
on the opposite side to the Troll. When you have a clear way, run for it. The
third troll is by far the hardest. Stand with your back pointing towards the
outside wall and throw the stinkbomb into the corner where the desks are at
the end of the shelves. As soon as you have you need to run over to the corner
of the bookshelf and the outside wall then follow the shelves along and run
free. Be careful when you come round this corner as there is one last Troll
who might catch you if you rum too wide.
This last one is easy to get past. Usually get flat against the wall and sneak
behind him. When you are clear you can go to the Fat Lady’s corridor. When you
are safely back in Gryffindor Tower you can finally end the day.
~~~~~~~~~~~~~~~~~~~~
~~~Hollow Victory~~~
~~~~~~~~~~~~~~~~~~~~
~~~Potions Class III~~~
The morning dawns bright and early for Snape’s next class and there are still
ingredients that need to be found. Head on out to the grounds and we can start
getting what we need.
The first ingredient can be found near the row of trees next to Hagrid’s
house. Here you will find a tree full of Doxies and their eggs. Use Flipendo
to bring them down being careful to avoid their bite. If you do get poisoned
use an Antidote to heal the character that has been bitten. When they are all
gone use Harry’s Carpe Retractum to pull the eggs off the tree.
For the next item on the list you need to go to Hagrid’s and get onto
Buckbeak, but make sure it is Harry who gets on him. Fly him around the back
of the castle and you will see a small boathouse down by the lake, land there.
When you land press the A button and Harry can begin to use Carpe Retractum
to “fish” for Flying Seahorses. This really is just as it sound, stand near
the edge of the water, and wait for one to pop out of the water then cast out
and reel it in. Get three and you’re done, just one more ingredient to get.
For the last ingredient you will need to head back to the stone circle near
the school’s entrance. When you get there take the path that leads away from
Hagrid’s and follow it to the fork in the road. Here take the right hand path
and follow it to a courtyard, here you will find the dragonflies. Get Hermione
to walk around the courtyard until you find a gap and can move into the inner
part. Near the gap you will see a Draconifors statue, stand behind it. Here
you will need to be patient and get your timing just right. It takes a second
after Hermione’s spell has been cast before the statue reacts so you need to
make sure not to cast too early or too late as the Dragonflies don’ fly close
for long. Be patient and wait for the right moment then toast each Dragonfly
to get all three and complete your list of ingredients for Professor Snape.
With that done head on down to the dungeon.
Short but sweet, just how I like Snape’s lessons and now you can have full use
of the Girding potion. After the lesson Ron will overhear a wicked plot to
ruin Gryffindor’s game, he and Hermione have hatched a plan. First you need to
find the Quidditch balls that aren’t jinxed. Take your characters outside to
the clock tower courtyard. From there you will need to get Buckbeak to fly you
into the courtyard so you can pick up the crate of balls. Unfortunately it’s
not as easy as that. From the second you climb onto Buckbeak you only have
sixty seconds to get from Hagrid’s to the courtyard, fortunately the practice
you have had while collecting potions ingredients should mean you will find it
easy. When you dismount you have 120 seconds to get the ball crate. To do this
run over to the small gazebo where the crate is tied up. Climb onto the lower
plinth beside it and cast Draconifors at the dragon statue. The flames it
issues forth will burn the rope and the crate will drop to the ground for you
to pick up. When you have them you have 90 seconds to get to the Quidditch
stadium. Fortunately you don’t need to go all the way and Buckbeak will help.
Fly towards all the flags on the horizon and land at the gate on the path
leading to the stadium. When done you can end the day.
~~~~~~~~~~~~~~~~~~~~~~
~~~Expecto Patronum~~~
~~~~~~~~~~~~~~~~~~~~~~
After leaving Hagrid and going all the way back to the common room, the three
change their mind and decide to be with Hagrid after all so it is up to you to
sneak down to Hagrid’s hut. Don’t forget to get past the Trolls in the North
Wing on your way reversing the earlier tactics used.
When you get to Hagrid’s a series of events unfold and you will find yourself
in a tunnel underneath the Whomping Willow, follow the passage to its end,
dealing with the Red Caps as you go. In the next room use Hermoine’s Glacius
to get rid of the Salamanders then with Harry’s Carpe Retractum, pull out the
bridge. Once again get Hermione to deal with the Salamanders at the other end.
With them out the way the door will become unlocked. Go straight through the
next corridor and find the Doxies in the next room, clear them out and the
door is unlocked.
In this next room get Hermione to drop down into the channel and repair the
broken crate. Use this to climb up the other side and clear out the Red Caps.
With them gone both Harry and Hermione need to move the large trunk over to
the switch in the wall so that one can climb on top and press it. When the
gate is up you can leave the tunnel and go into the Shrieking Shack for a cut
scene.
The next time you regain control finds Harry guarding Sirius with many
Dementors bearing down on them. You have no spells as these are disabled for
the time being. All you must do is try to drag Sirius to safety and shake off
and Dementors that come close enough and try to suck out your soul. When you
reach Hermione you will get your spells back and need to keep the Dementors
off Sirius by using the Patronus. When you have protected him long enough a
cut scene takes over.
The next task you have is to use the Patronus from the other side of the lake.
This time however you can charge the Patronus so it is stronger. To do this
hold down the assigned button until Harry releases the spell then charge at
the Dementors. You may need to first gouge a path between the Dementors but to
take them out completely you will need to charge at the ones in the front that
are attacking Sirius. When you have brought several of those down, then all of
the Dementors will disappear. This part is frustrating as it may take a few
attempts to do it because by the time you have cleared a path to Sirius he
already has taken considerable damage. Keep trying and your persistence will
pay off.
Your next job is to rescue Sirius from the tower and you only have 120 seconds
to do it in. Quickly bow to Buckbeak and climb on then take off. You are
looking for a tower with a flat top and a brick wall sticking up from it. You
can fly at the school and should find it somewhere near the middle. It is hard
to land but if you find the tower quick enough then you will have plenty of
time. When you do land the evening will come to a close.
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~The Last Day Of Term~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
There really isn’t much I need to say here. This is the time to collect and
cards, pages or lost and found you may want to collect before you finally
bring the game to a close. This is an ideal time to do this as nowhere in the
school is off limits anymore. Congratulations for completing this game as it
is the most challenging of the Harry Potter games so far. I only hope he next
one is up to par………
*******************************************************************************
Chapter 5 Side Quests & Mini Games
*******************************************************************************
~~~Folio Bruti~~~
The Folio Bruti is given to Harry on the train to Hogwarts by Professor Lupin
but the pages are missing. It is up to you to find these pages as they are
scattered throughout Hogwarts school. This book contains a brief description
about every creature you will come up against throughout your time at
Hogwarts, and it can contain the odd bit of useful information. Although most
of the information is useless nearly every page is found in areas you have to
go during challenges and the such and it is fun to read what they have to
say.
~~~Dementor~~~
Found - Comes with the book.
Notes – The Dementor can only be dealt with by using a really strong
Patronus, only Harry is equipped to deal with these
particularly nasty characters.
Description - The guards of Azkaban prison, Dementors are amongst the
foulest creatures that walk this earth.
~~~Billywig~~~
Found – In a chest during the Glacius challenge, in the room with the
three switches in the floor.
Notes - Use Buckbeak to get three of these for the Wiggenweld potion.
Description - Billywigs are particularly difficult to catch. Dried Billywig
stings are used as ingredients in certain potions.
~~~Chizpurfle~~~
Found - In the potions classroom
Notes - The only ones of these you come across are needed for potions
class so you only need to deal with them once. Use Lumos Duo
to move them towards the Venemous Tentacula, they will eat the
Chizpurfle and spit out their carapaces.
Description - Chizpurfles are parasites that are attracted to magic. Their
carapaces are used as ingredients in certain potions but are
particularly difficult to split open.
~~~Doxy~~~
Found - In the large room with the gaseous floor near the 1st
challenge shield on the Carpe Retractum challenge.
Notes – These look much like the common Pixie but have a venomous bite
so try to avoid that where you can. A typical Flipendo or two
can take these down but try to attack while on the move to
steer clear of their teeth.
Description - Doxies have double rows of sharp, venomous teeth. An Antidote
should be taken if bitten.
~~Dragonfly~~~
Found – Use Ron to move the bookcase in the 7th floor corridor to
reveal a chest.
Notes – Like many of the other creatures used for potions in this game
you will only come across them once. They are easy to kill
when you know how. A simple burst of flame will toast these
bugs and make them easy to catch.
Description – Toasted dragonfly thoraxes are an essential ingredient in
certain potions.
~~~Fairy~~~
Found - In the secret passage to the 2nd floor which can be found
behind the tapestry in the fourth floor study area by the
fireplace.
Notes - Fairies are rare and only turn up in Hogsmead. When you are at
the Shrieking Shack for the first time you can get their wings
for your next potions class. This is not easy as you cannot
catch a Fairy. You can however, use Flipendo to knock them out
of the sky then freeze them with Glacius while they are on the
floor. You can then walk over them and pluck their wings off
them.
Description - A small and decorative beast of little intelligence. They have
a quarrelsome nature and are excessively vain.
~~~Fire Seed Bush~~~
Found – In a chest behind the statue of the house elf in the dungeon.
Notes – Only one of these is found in the game and it is needed for
the Anitodote to common poisons. You will find this bush in
the Herbology greenhouse and need Hermione’s Glacius spell to
put out the burning fires on the bush. When you have the seeds
will fall and you can collect them.
Description – Fire seeds are used in certain potions. It is advisable to
make sure that the fires on the bushes that bear them are
thoroughly extinguished before plucking.
~~~Flying Seahorse~~~
Found - Bought from Fred and George for 100 beans.
Notes - These are a nice edition to the game as not only are they
needed for a potion. They spend most of their time in the
water but will fly out for short periods of time. To catch
them you must use Harry’s Carpe Retractum to fish for them and
reel them in.
Description - Flying seahorses can be caught with Carpe Retractum and are
used as an ingredient in certain potions.
~~~Ghoul~~~
Found – In the Muggle Studies show room outside the main classroom.
Notes – Only on of these are found throughout the game and it poses no
threat to you at all. Use Lumos Duo to move the ghoul back
into the room behind it. When you have moved it far enough a
gate will drop and lock it up.
Description – The ghoul, although ugly, is not a particularly dangerous
creature. It moans and occasionally throws objects around, but
is essentially simple-minded and harmless.
~~~Hinkypunk~~~
Found – In the Muggle Studies Corridor on the 5th floor.
Notes – These creatures can only be destroyed by using Ron’s Lumos
Duo spell and are by far my most hated enemy in the game, and
that includes the bosses. To get them into the light and time
it right to hit them when they are vulnerable takes practice.
When you see wisps of smoke come off them they are ready for
Flipendo.
Description – The Hinkypunk is a one-legged creature and looks as if it is
made of smoke. It carries a lantern with which it lures
travellers into bogs.
~~~Hippogriff~~~
Found - Near the top of the stairs that lead down to the boathouse on
the lake.
Notes - There is only one Hippogriff you need to concern yourself with
in this game and that’s Buckbeak. You can fly this weird
creature around to find potion ingredients and can even use
him to play a mini-game. You can find Beaky at Hagrid’s house.
Description - Eye contact should be maintained when approaching a Hippogriff.
Bowing shows good intentions. If the Hippogriff returns the
greeting, it is safe to draw closer.
~~~Pixie~~~
Found - Near the first challenge shield during the Marauder’s Map
challenge.
Notes – These are easy enough o deal with when found in small
quantities. Use a Flipendo to knock them out of the sky then
hit them again with another Flipendo to finish them off on the
ground.
Description - Pixies delight in practical jokes of all descriptions. They
have been known to seize unwary humans by the ears and deposit
them at the top of tall trees and buildings.
~~~Red Cap~~~
Found – Near the Hinkypunks during the Reparo Challenge.
Notes – These are simple to kill, use Flipendo but you must be aware
of their stink bombs. If you get hit by one your character
will not be able to do anything until they have fanned the
stink away.
Description – These dwarf-like creatures live in holes on old battlegrounds
or wherever human blood has been spilled. Although easily
repelled by charms and hexes, they are still very dangerous.
~~~Salamander~~~
Found – During the Glacius challenge, in the room with the first block
of ice you make after getting the new spell.
Notes – These creatures are best tackled by first freezing their
flaming hole from which they regain their power. Use
Hermione’s Glacius spell to freeze the hole, then freeze the
Salamander until it is blue, when they have changes, hit them
with a couple of Flipendos.
Description – The Salamander is a fire-dwelling lizard that feeds on flame.
Salamanders only live as long as the fire from which they
emerge burns.
~~~Troll~~~
Found – Use Ron to move the bookcase in the Gryffindor common room to
reveal a chest.
Notes – These are one of only a few creatures in this game that
doesn’t pose a direct threat to you. Unlike in earlier Harry
Potter games, you do not need to fight the Trolls in this one.
The only time you will see then is when they are posted as
security in the North Wing of the 7th floor after Sirius Black
has paid a visit to Gryffindor Tower. You will need to use
Ron’s dungbombs to distract them so you can run past.
Description – The troll is a fearsome creature up to twelve feet tall and
weighing over a tonne. Notable for its equally prodigious
strength and stupidity, trolls are particularly attracted to
unpleasant smells.
~~~Venemous Tentacula~~~
Found – In Hermione’s chest at the end of her bed in the girl’s
dormitory.
Notes – To my knowledge there are only two of these in the game and
they can both be found down by the lake. You will need these
to get the Chizpurfle carapaces for the Wiggenweld potion.
Lure the Chizpurfle closer to the Venemous Tentacula by using
Ron’s Lumos Duo spell. When it is close enough the Venemous
Tentacula will chow down and spit out the carapaces for you.
Description - It is recommended that only the very experienced attempt to
approach a fully-grown Venemous Tentacula. Their jaws are
particularly strong and can easily break apart Chizpurfle
carapaces.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Witches & Wizard Cards~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These cards are a long standing tradition in the Harry Potter games and
although previously they have been completely useless and just for fun, this
time they can come in handy. If you can collect four cards from each set, not
only will you get a fifth card to complete the set but you will also get a
bonus reward. Usually this will increase one character’s stamina but can also
lead to other treats such as house points. It is well worth trying to get as
many of these as you can throughout your adventures.
~~~~~~~~~~~~~
~~~Witches~~~
~~~~~~~~~~~~~
~~~Morgan le Fay~~~ 1/5
Found – In a chest near the ice puzzles in the Galcius
challenge.
Medieval, dates unknown. King Arthur’s half sister.
Dark sorceress. Enemy of Merlin.
~~~Queen Maeve~~~ 2/5
Found – In a chest at the far end of the dungeon.
Legendary witch who trained young sorcerers in Ireland
prior to the establishment of Hogwarts School of
Witchcraft and Wizardry.
~~~Ignatia Wildsmith~~~ 3/5
Found – In a chest in the same room as the Glacius spell book.
1227 – 1320 The witch who invented Floo Powder.
~~~Beatrix Bloxam~~~ 4/5
Found- At the top of the small flight of stairs in the
defence against the Dark arts classroom.
1794 – 1810 Author of the Toadstool Tales, a series of children’s
books since banned because they have been found to
cause nausea and vomiting.
~~~Gunhilda Of Gorsemoor~~~ 5/5
Found - Collect the other four witches.
1556 – 1639 One-eyed, hump-backed witch famous for developing a
cure for Dragon pox.
Bonus - Hermione’s stamina increases.
~~~~~~~~~~~~~
~~~Wizards~~~
~~~~~~~~~~~~~
~~~Merlin~~~ 1/5
Found – Behind the gate that Harry opens when he climbs the
ropes.
Medieval, dates unknown. Most famous wizard of all
time. Sometimes known as the Prince of Enchanters.
Part of the Court of King Arthur.
~~~Glanmore Peakes~~~ 2/5
Found – By the switch on the 3rd floor of the main room in
the Carpe Retractum challenge.
1677 – 1761 Famous slayer of the Sea Serpent of Cromer.
~~~Herpo The Foul~~~ 3/5
Found - Use Ron to find the hidden passage behind the bookcase
in the 7th floor corridor. Go through the secret
passage to the 4th floor and half way down kill the
Pixies that are flying about. When they are gone a
hook appears allowing Harry to use Carpe Retractum to
get to a chest on the other side.
Ancient Greek. First known creator of the Basilisk.
~~~Edgar Stroulger~~~ 4/5
Found – Near the second switch during the Carpe Retractum
challenge.
1703 – 1798 Inventor of the Sneakoscope.
~~~Albus Dumbledore~~~ 5/5
Found - Collect the four other Wizard cards to complete the set.
Currently headmaster of Hogwarts.
Bonus - Harry’s stamina will increase.
~~~~~~~~~~~~~~
~~~Vampires~~~
~~~~~~~~~~~~~~
~~~Lady Carmilla Sanguina~~~ 1/5
Found – Use Glacius on the fire in the Gryffindor common room.
1561 – 1757 Bathed in the blood of her victims to retain her
youthful beauty.
~~~Amarillo Lestoat~~~ 2/5
Found – Use Glacius on the fireplace in the 4th floor reading
room.
1776 – 1977 Flamboyant American vampire. Author of “A Vampire’s
Monologue” – intended to bore the reader into a stupor
making him/her easier prey for vampires.
~~~Sir Herbert Varney~~~ 3/5
Found – In a chest next to Hedwig’s perch in the dungeon after
being tricked by Malfoy.
1858 – 1889 Short-lived (by undead standards) Victorian vampire
who preyed upon women in London during the 1880s. Was
subsequently captured and killed by a special squad
from the Department for the Regulation and Control of
Magical Creatures.
~~~Bloodwyn Bludd~~~ 4/5
Found – Use Lumos Duo to charge the crystal ball in the 4th
floor corridor. Follow the beam to the eye in the wall
and you will see a hidden niche has been revealed, the
chest is in there.
1923 - ? Known as the “Vampire from the Valleys”. Famous for
singing to his victims in a sonorous bass baritone,
before biting their necks.
Count Vlad Drakul 5/5
Found – Collect the first four cards for this set.
1390 - ? Notorious vampire who inspired the fictional Count
Dracula by Bram Stoker. Father of Vlad the Impaler.
Bonus 20 House points.
~~~~~~~~~~~~~
~~~Goblins~~~
~~~~~~~~~~~~~
~~~Eargit the Ugly~~~ 1/5
Found - Buy from Fred and George for 100 beans.
Goblin representative at 14th century summit of
Wizards’ Council.
~~~Alguff the Awful~~~ 2/5
Found – Use Glacius on the puddle in Glanmore Peakes corridor
on the 6th floor then pull the block of ice over to
the glass display cabinet and use it to climb up to
the chest on top.
Foul-smelling goblin nuisance. Well known throughout
the goblin world for trying to sell vials of his sweat
to a Dungbomb manufacturer.
~~~Ug the Unreliable~~~ 3/5
Found – Use Glacius on the leaky toilet in Fred and George’s
shop.
Notorious goblin confidence trickster. Organised the
infamous Demiguise Derby and absconded with the
takings.
~~~Urg the Unclean~~~ 4/5
Found – Use Reparo on the broken toilet in Fred and George’s
shop.
Rebel leader in the 18th century goblin rebellions.
~~~Gringott~~~ 5/5
Found - Find the other four Goblin cards.
Founder of Gringotts wizard bank.
Bonus 20 House points.
~~~~~~~~~~
~~~Hags~~~
~~~~~~~~~~
~~~Babayaga~~~ 1/5
Found - In the store room behind the tapestry at the end of
the Gunhilda of Gorsemoor corridor on the 3rd floor.
Medieval, dates unknown. Russian hag who dwelled in a
hut that stood on giant chicken legs. Ate children for
breakfast – and presumably for lunch and tea.
~~~Malodora Grymm~~~ 2/5
Found – Use Snufflifors on the books in Glanmore Peakes
corridor on the 6th floor.
Medieval, dates unknown. Using a beautification potion
to conceal her true hag form, she married a king and
used a charmed mirror to reinforce her self-image.
Became jealous of the most beautiful girl in the land
and fed her a poisoned apple.
~~~Leticia Somnolens~~~ 3/5
Found - Use Snufflifors on the books in the 4th floor study
area.
Medieval, dates unknown. The Spiteful witch was
jealous of the king’s daughter and caused her to prick
her finger on a spindle tainted with Draught of the
Living Death. A young wizard who had smeared his lips
with Wiggenweld potion kissed the princess and brought
her out of her trance.
~~~Old Mother Hubbard~~~ 4/5
Found - When you have the Carpe Retractum spell and all three
characters in your party, go back to Fred and George’s
shop and get Ron to move the panel at the back to
return to the area where you found the Marauder’s Map.
Use Ron and Harry to lift the get to the left of the
door as you come in then get Hermione to crawl under
it and press the switch. Bring Hermione back out again
and run over the newly extended bridge. Use her Glacius
spell to get rid of the fireballs then make her stand
on one of the switched in the floor. Make Ron and
Harry stand on the other two then use Harry’s Carpe
Retractum to pull the card down.
Medieval, dates unknown. Lured stray animals into her
home and starved them to death.
~~~Cordelia Misercordia~~~ 5/5
Found - Collect the other four hags.
1296 – 1401 Hag representative at 14th century summit of Wizards’
Council.
Bonus Hermione’s stamina will increase.
~~~~~~~~~~~~
~~~Giants~~~
~~~~~~~~~~~~
~~~Bran the Bloodthirsty~~~ 1/5
Found - Use Ron to find the hidden panel opposite the door to
Fred and George’s shop.
Medieval, dates unknown. Lived in a castle on top of an
enchanted beanstalk. Apparently fond of eating bread
made with ground bones and washed down with the blood of
an Englishman. Was slain by a boy named Jack.
~~~Cyclops~~~ 2/5
Found - Bought from Fred and George for 100 beans.
Ancient Greece, dates unknown. A one-eyed giant who
lived in a cave at the foot of Mount Etna. With the help
of several sheep, was slain by the Greek hero, Odysseus.
~~~Goliath~~~ 3/5
Found – Repair the vase in the Glanmore Peakes corridor on the
6th floor, this will unlock the chest beside it.
Biblical, dates unknown. Mercenary giant used by the
Philistines in their war with the Israelites. Was slain by
a young boy with a slingshot.
~~~Morholt~~~ 4/5
Found - By the Carpe Retractum hook statue up high in the Gunhilda
of Gorsemoor corridor on the 3rd floor. Use Draconifors to
burn the tapestry at the end of the corridor then go
through the storeroom and out the other side to find the
hook.
Ancient Celtic, dates unknown. Gigantic brother of the
King of Ireland. Wounded Tristan, the Celtic hero, with a
poisoned sword when the latter tried to kill him.
~~~Hengist of Upper Barton~~~ 5/5
Found Collect all four Giants card around the school.
15th century giant killed by the famous giant-slayer
Gifford Ollerton.
Bonus 20 House points.
~~~~~~~~~~~~~
~~~Dragons~~~
~~~~~~~~~~~~~
~~~Common Welsh Green Dragon~~~ 1/5
Found – Collect 5 stink pellet pots around the school and
return to Fred and George.
This breed is among the least troublesome of dragons
and actively avoids humans unless provoked. Fire is
issued in thin jets.
~~~Hebridean Black Dragon~~~ 2/5
Found – Collect 10 stink pellet pots and return to Fred and
George.
Britain’s other native dragon is more aggressive than
its Welsh counterpart and feeds mostly on deer, though
it has been known to carry off large dogs.
~~~Hungarian Horntail Dragon~~~ 3/5
Found - Hit 15 stink pellet pots then go see Fred and George.
Supposedly the most dangerous of all dragon breeds,
the Hungarian Horntail can breathe fire up to fifty
feet.
~~~Romanian Longhorn Dragon~~~ 4/5
Found - Find all 20 stink pellet pots around the school.
The horns of this breed of dragon are highly valued as
potion ingredients and as a result, its numbers have
fallen in recent years.
~~~Norwegian Ridgeback Dragon~~~ 5/5
Found - Collect all four dragon cards from Fred and George.
The Ridgeback is nowadays one of the rarer dragon
breeds and has been known to attack most kinds of
large land mammal.
Bonus Ron’s stamina will increase.
~~~~~~~~~~~~
~~~Beasts~~~
~~~~~~~~~~~~
~~~Imp~~~ 1/5
Found - In a secret passageway behind a tapestry on the 3rd
floor. The card is halfway down the ramp so can only
be gained by approaching from above.
Found only in Britain and Ireland, the imp has a
slapstick sense of humour and will amuse itself by
pushing and tripping the unwary.
~~~Doxy~~~ 2/5
Found - In the secret passage to the 2nd floor which in turn
can be found by using Draconifors on the tapestry
beside the fireplace in the 4th floor study area.
Sometimes mistaken for a fairy. Nests in bushes and
if approached will attempt to bite with its double
rows of sharp, venomous teeth.
~~~Bowtruckle~~~ 3/5
Found - Out the other side of the storeroom in the Gunhilda
of Gorsemoor corridor on the 6th floor. Find the
storeroom behind a tapestry near the statue.
A tree-guardian adept at dodging most kinds of charms.
May attempt to gouge out your eyes if you approach its
tree home in a threatening manner.
~~~Billywig~~~ 4/5
Found – North Wing, 7th Floor
Has a long thin sting that causes giddiness followed
by levitation. Dried Billywig stings are used in a
variety of potions.
~~~Gnome~~~ 5/5
Found - Collect the other four cards in this set.
A common garden pest, the gnomes lurks in holes in the
ground and may run out and attempt to trip up the
unwary traveller. Can be ejected from the garden by
swinging it in circles and flinging it over the garden
wall.
Bonus - 20 house points for Gryffindor.
~~~~~~~~~~~~~~~~~~~~~~
~~~Classical Beasts~~~
~~~~~~~~~~~~~~~~~~~~~~
~~~Giant Squid~~~ 1/5
Found - In the 4th floor corridor near the History of Magic
classroom.
The bane of ancient mariners and students at Hogwarts
– should the latter decide to go for a dip in the
lake.
~~~Manticore~~~ 2/5
Found - In Ron’s green trunk at the end of his bed in the boy’s
dormitory.
A rare, dangerous beast, the manticore has been known
to sing softly as it eats its prey. Its sting will
kill instantaneously.
~~~Unicorn~~~ 3/5
Found - If you can find the stairs leading up from the
boathouse on the lake, follow the path around until
you find large open space. Turn right and go down the
stairs, the chest is at the bottom.
The unicorn is a very shy creature and generally
avoids human contact. It is more likely to let a witch
come near it than a wizard and casting magic spells
may frighten it off. Its blood has highly magical
properties.
~~~Mountain Troll~~~ 4/5
Found - In a chest behind the large cauldron in the first room
of the Glacius Challenge.
Frequents mountainous regions. Very powerful, but
stupid, the troll will attempt to bludgeon anyone who
comes near it.
~~~Phoenix~~~ 5/5
Found - Collect all four classical beast cards.
A gentle creature, the phoenix lives to an immense age
because it can regenerate each time it bursts into
flames. Phoenix song is magical and its tears have
healing properties.
Bonus Ron’s stamina will increase.
~~~~~~~~~~~~~~~
~~~Quidditch~~~
~~~~~~~~~~~~~~~
~~~Cyprian Youdle~~~ 1/5
Found - In the red trunk at the bottom of Harry’s bed in the
boy’s dormitory.
1312 – 1357 Only Quidditch referee ever to be killed during a
match. The originator of the curse was never caught
but believed to have been a member of the crowd.
~~~Joscelind Wadcock~~~ 2/5
Found - In the chest in the 6th floor corridor.
1911 – present. Chaser for Puddlemere United Quidditch Team. Record
for the highest number of goals during British season
this century (against Ballycastle Bats, 1931).
~~~Leopoldina Smethwyck~~~ 3/5
Found - Behind a hidden panel in the room with the Flipendo
machine during the challenge for the Marauder’s Map.
1829 – 1910 First British witch to referee a Quidditch match.
~~~Roderick Plumpton~~~ 4/5
Found – Get Ron to find the hidden panel in the east wing on
the 6th floor.
1889 – 1967 Seeker for England Quidditch Team. Holds the
British record for fastest capture of Snitch during
games: three and a half seconds.
~~~Barberus Bragge~~~ 5/5
Found – When the other four Quidditch cards are found.
Introduced the Golden Snidget into Quidditch in 1269,
changing the face of the game forever.
Bonus – Harry’s stamina increases.
~~~~~~~~~~~~~~~~~~~~~~~
~~~Stink Pellet Pots~~~
~~~~~~~~~~~~~~~~~~~~~~~
When you visit Fred and George’s shop for the second time, take control of Ron
and buy a packet of stink pellets, then he will be set a little challenge by
his brothers. Around the school there are twenty pots hanging on the wall and
if Ron can hit them with stink pellets to turn them upside down, he will get a
reward. For every five pots he can turn over he will be given a Dragon card
for the Witches and Wizard Cards set. If you find all twenty pots the set will
be automatically completed and Ron’s stamina will increase as a reward.
1. In Fred and George’s Shop
2. Muggle Studies Corridor
3. Grand Staircase, between the 6th and 7th Floors
4. Grand Staircase, 4th floor landing
5. Grand Staircase, ground floor level
6. Dungeon corridor near the door to the Potions classroom
7. Dungeon corridor
8. East wing on the 6th Floor
9. 3rd Floor reading room
10. Hidden panel behind the large statue in the Transfiguration corridor.
11. Climb up all the bookcases in the Transfiguration classroom
12. Follow the ledge around the room from number 11.
13. Entrance Hall, left of the Hufflepuff hourglass
14. Potions classroom
15. Beside the Fat Lady’s portrait on the 7th floor.
16. Above the door to the Hospital Wing.
17. Middle of the back wall in the 4th floor corridor
18. North Wing on the 7th Floor
19. In the secret passageway behind the tapestry on the 2nd floor
20. Defence Against The Dark Arts classroom.
~~~~~~~~~~~~~~~~~~~~~~~~
~~~Hermione’s Statues~~~
~~~~~~~~~~~~~~~~~~~~~~~~
The first time you take control of Hermione in the shop, ask about the scroll
and they will ask her to find nine statues of famous people around the school.
For every three that you find, return to the shop and Fred and George will
reward you with a different chapter each time which will increase your spell
casting abilities.
Bridget Wenlock 7th Floor Corridor
Gondoline Oliphant Secret way to the 2nd floor, behind the
tapestry in the 4th floor study are by the
fireplace
Hengist Of Woodcroft Near the door to the Hospital Wing
Glanmore Peakes 6th Floor Corridor.
Beaumont Marhoribanks History of Magic classroom
Gunhilda Of Gorsemoor Gunhilda of Gorsemoor corridor on the 3rd Floor
Gregory the Smarmy Transfiguration Corridor, 1st floor
Jocunda Sykes Entrance Hall, left of the stairs.
Hooky The House Elf In the room at the end of the dungeon corridor,
you will need to check this one during the day
or you will not be able to get to the statue.
~~~~~~~~~~~~~~~~~~
~~~Lost & Found~~~
~~~~~~~~~~~~~~~~~~
As always, students have been careless with their possessions and it is up to
you if you would like to find and return the missing items. For each item that
you return you will be awarded ten house points which will contribute greatly
to your house winning the cup at the end of the year. When you return the last
item you will be awarded thirty house points instead of the usual ten.
Prefect Badge Behind the Hufflepuff hourglass in the Entrance Hall.
Rememberall The board tells you exactly where it is, at the stone
circle near the entrance.
Potion Vial Case On the second floor at the back of the study are
between the two rows of desks
Dragon-Hide Gloves Atop the small staircase in the defence against the
dark arts classroom.
Owl Post Parcel Outside the clock tower courtyard
Key Behind the large statue in the 1st floor corridor.
Telescope Inside the boathouse on the lake near the flying
seahorse fishing.
Daily Prophet In the hospital wing on the 4th floor.
Brass Scales Charms classroom on the 2nd floor.
Potion Jar In the store room at the end of the dungeon corridor.
~~~~~~~~~~~~~~~~~~~~~~~~
~~~Potion Ingredients~~~
~~~~~~~~~~~~~~~~~~~~~~~~
There are two potions that you will be learning to make and use throughout the
year in Professor Snape’s class. Each potion needs four ingredients before it
can be made. Where to find each one and how to get it is listed below for
quick reference.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Antidote To Uncommon Poisons~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Graphorn Horn~~~
Stolen from Malfoy during night time travels.
~~~Chizpurfle Carapaces~~~
Go to the right hand side of the lake and you will see an orange light. When
you get there you will find three Chizpurfles and two Venemous Tentaculas. You
need to use Ron’s Lumos Duo to move the Chizpurfles closer to the Venemous
Tentaculas. When one is close enough the plant will eat the Chizpurfle and
spit out its carapace. Do this with all three Chizpurfles then we came move
on.
~~~Billywig Stings~~~
For the Billywig stings you will need Buckbeak. Go to Hagrid’s house and find
Buckbeak in the pen beside it. Bow to Buckbeak and climb on then fly down to
the lake again. On the left hand side of the lake you will see the orange beam
shining where you can find three Billywigs. You will need to fly directly at
them and use Buckbeak to catch them the same way as you did the bats in the
care of magical creatures class.
~~~Fire Seeds~~~
To find the last ingredient you need to find the Herbology greenhouse. To do
this go to the circle of stones at the entrance to the school, then follow
the path around the side. When you reach the fork in the path go right then
left when you reach the courtyard. Keep following the path and take the right
at the next fork.
At the end of the path you will find the Fire Seed Bush. To get the seeds you
need to use Hermione’s Glacius spell to put out the fire. When all three are
out the seeds will appear on the ground so you can pick them up. When you have
all three it’s off to potions.
~~~~~~~~~~~~~~~~~~~~
~~~Girding Potion~~~
~~~~~~~~~~~~~~~~~~~~
~~~Doxy Eggs~~~
The first ingredient can be found near the row of trees next to Hagrid’s
house. Here you will find a tree full of Doxies and their eggs. Use Flipendo
to bring them down being careful to avoid their bite. If you do get poisoned
use an Antidote to heal the character that has been bitten. When they are all
gone use Harry’s Carpe Retractum to pull the eggs off the tree.
~~~Flying Seahorses~~~
For the next item on the list you need to go to Hagrid’s and get onto
Buckbeak, but make sure it is Harry who gets on him. Fly him around the back
of the castle and you will see a small boathouse down by the lake, land there.
When you land press the A button and Harry can begin to use Carpe Retractum to
“fish” for Flying Seahorses. This really is just as it sound, stand near the
edge of the water, and wait for one to pop out of the water then cast out and
reel it in. Get three and you’re done.
~~~Fairy Wings~~~
This ingredient can only be gained during the night time trip out to see
Professor Lupin and get the Expecto Patronus spell. After you have finished
learning from him you need to take a detour back and end up at the Shrieking
Shack in Hogsmead. While you are here get Hermione to cast Reparo on the
broken statue then use Draconifors to flush the Fairies out of the bush. When
they are out use Flipendo to knock a Fairy to the ground the freeze it with
Glacius and walk over it to pull off it wings, muahahahaha.
~~~Dragonfly Thoraxes~~~
For the last ingredient you will need to head back to the stone circle near
the school’s entrance. When you get there take the path that leads away from
Hagrid’s and follow it to the fork in the road. Here take the right hand path
and follow it to a courtyard, here you will find the dragonflies. Get Hermione
to walk around the courtyard until you find a gap and can move into the inner
part. Near the gap you will see a Draconifors statue, stand behind it. Here
you will need to be patient and get your timing just right. It takes a second
after Hermione’s spell has been cast before the statue reacts so you need to
make sure not to cast too early or too late as the Dragonflies don’ fly close
for long.
~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Fred & George’s Shop~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~
Their shop can be found on the 6th floor in the girl’s bathroom off the
Glanmore Peakes corridor. As always you will not find it there during the day
and must sneak out of the Gryffindor common room at night while on one of your
many adventures. At least you don’t need to sneak past Percy and into the
crawlspace anymore as before in earlier Harry Potter games. Below you will
find a list of each item for sale and a price. Each character has slightly
different items for sale so it is important that you bring each character here
at least once.
Dungbombs 20 beans (Ron)
Stink Pellets 10 beans (Ron)
Stink Pellet Bag 100 beans (Ron)
Dungbomb Case 100 beans (Ron)
Wiggenweld Potion 20 beans (All)
Rare Cards 100 beans (All)
Girding Potion 50 beans (All)
Antidote To Uncommon Poisons 20 beans (All)
Snufflifors Spell book 50 beans (Hermione)
Folio Bruti Page 100 beans (Hermione)
Dark Forces Chapters Free (Hermione)
Chapter 1 (Stronger Flipendo)
Chapter 2 (Stronger Expelliarmus)
Chapter 3 (Faster spell casting)
~~~~~~~~~~~~~~~~
~~~Mini Games~~~
~~~~~~~~~~~~~~~~
There are three mini games that you can play and each one is scored on a
grading system. What is required to reach the highest grade is listed below.
You do not need to play these games to complete the game 100% and I usually
don’t bother. I find them annoyingly difficult for such simple tasks.
~~~Duelling Club~~~
This game can be found in the Great Hall. Talk to the young lad stood in front
of the massive stage and the duel will begin. It is quite frantic and you will
need both Expelliarmus and Flipendo to win. The first team to knock out all
three of the opposing team, wins the match. The quicker you take out the other
team, the higher the grade you will finish with.
~~~Owl Racing~~~
To start the owl racing you must stand on the small circular platform near the
stone circle by the entrance to the school. When you are there press the A
button and four owls will appear on perches. Stand behind the owl you would
like to use for the race and press A again. To fly the owls you must use the B
button to flap their wings. Resist the temptation to pump the button faster,
it does not make them fly faster but will in fact slow them down. Nice steady
strokes should do the trick. The other owls are also forced to take the
corners wide. Use this to your advantage and victory should be yours. Your
grade will be given based on what rank you finish the race in. When you are
finished racing walk away from the owls and you will be returned to the normal
game screen.
~~~Hippogriff Flight~~~
This game is played just as it is in the care of magical creatures lesson. Find
the stone circle platform in front of Hagrid’s house and start it off the same
way as you do the owl racing game. Extend the usual courtesy of a bow to the
Hippogriff and you’re off. When you are up you have 160 seconds and twenty
bats. Collect as many bats as you can in the time given. The more bats you get
the higher the grade you will be given.
*******************************************************************************
Chapter 7 Credits & Thanks
*******************************************************************************
As always I would like to give a big thanks to EA games for another triumph,
this game is great and I loved every minute of it. I would also like to give a
shout out to the brilliant JK Rowling. The world she has invented for Harry
and his friends is phenomenal. I have no other credits or thanks to give at
this time as this is the first version of this walkthrough.
*******************************************************************************
Chapter 8 Copyright
*******************************************************************************
This document is copyright to Kathryn Mintram 2004. Please do not use this
document without my permission for any other website or to print it for
selling. It is solely for your own personal consumption only. Also please do
not email me to ask if you can use this on your website as I only deal with
gamesfaqs.com and gamespot.com and I get tired of answering emails from other
websites.