Harry Potter and The Chamber of Secrets
Walkthrough Version 1.3
Written by: Sean Monroe ([email protected])

Contents
--------
*General FAQ Info
*Game Controls
*Items
*Spell Overview
*Walkthrough
*Side Quests
*Mini-games
*Still Missing Cards?
*Credits and Thanks
*Copyright Info

Gereral FAQ Info
----------------

This is my first time writing a FAQ.  As such, I don't claim that it
will be in any way perfect.  Please bear with me as I update it.

This FAQ is for Harry Potter and The Chamber of Secrets for the
Playstation 2 console.  Since this is the only copy of the game that
I own, do not expect this FAQ to help you with any version of the
game for any other system.  I will not help you with them, because I
do not have them to help you with.

I finished the game several times before writing this guide, and
wrote it while actually doing everything that is in here.  If you
follow this guide step-by-step, it will bring you to the end of the
game.  I am confident on all the information that is contained
within.  If you read it here, I did it.

This guide will always be a work in progress, even after it seems
that it hasn't been updated in a long time.  Nothing is final, as
games in the past have always shown that they contain secrets that
no one discovered for months after everything was thought to be
found.

Version 1.3 - More mini-game info added. (2 January 2003)
Version 1.2 - Mini-games section started.  (1 January 2003)
Version 1.1 - Completed the Side Quest guide for the Message Board
             and for Helping Gryffindors.  (28 December 2002)
Version 1.0 - Walkthrough complete for finishing the game.
             (28 December 2002)
Version 0.5 - Walkthrough through Incendio finished.
             (27 December 2002)
Version 0.2 - Side Quests added.  Walkthrough up through Day One
             finished. (26 December 2002)
Version 0.1 - First compilation of this FAQ.  Walkthrough completed
             through Diagon Alley. (25 December 2002)

Game Controls
-------------

In-game:

Movement-controlled by the left analog stick.  Gently press it in one
direction to make Harry sneak forward.  A bit more pressure will make
him walk.  Pressing it all the way will cause Harry to run.

Casting Spells-the square, triangle, and circle buttons are used to
cast spells.  To cast a spell, you must first assign it to one of the
three buttons in the Rememberall.  Hold down the button to charge a
spell, and release it to cast it.

Actions-if you can perform an action, the picture of your controls in
the top right corner of the screen will have a description of the
action under the X button slot.  To perform it, simply press the X
button.  These actions are things ranging from talking to people,
examining bookshelves, or tossing Imps and Gnomes.

Targeting Spells-hold down the R1 button to target an object.  While
you have an object targeted, spinning crosshairs appear around it,
and follow it wherever it moves.  Harry will automatically face the
object, and charged spells will seek it out.  While targeting, you
can use the left analog stick to sidestep, move forward and move
backward.  Hitting the X button while targeting will allow Harry to
dodge attacks when combined with the left analog stick.

Look/Peer Around Corners-if you are standing against a wall, and you
are at the edge of it, you can hit L2 or R2 to peer around the corner
to see what's ahead.  If you're not next to a wall, you will look
down at the ground in front of Harry.

Camera Movement-move the right analog stick around to move the camera
view point in relation to where Harry is standing.

Center View-tap the R1 button to center the camera's view point
directly behind Harry.  If a wall would be in the way, the game will
select the next best viewing position.

Zoom-holding in the R3 button (the right analog stick) will cause the
camera to zoom in on Harry.

Option Menu-hit start to bring up the option menu.

Rememberall-hit the select button to open your Rememberall.

Flying Controls:

Movement-use the left analog stick to control what direction you're
flying in.  It is set during your first flying lesson, and can be
changed in the option menu.

Accelerate-hold in the X button to accelerate while on your broom.

Menu Controls:
Movement-controlled by the left analog stick or the directional pad.

Select-activate the highlighted option by hitting the X button.

Cancel-move backwards and cancel selections with the triangle button.

Change Page-use R2 and L2 to change option pages in your Rememberall.

Items
-----

Items are essential to going about your every-day wizarding business.
They are stored in your Rememberall, and assigned for use to the same
keys as your spells are, and in the same way.  Not all items can be
assigned for use, however, as some are used automatically, and others
are used for buying or trading.

Bertie Bott's Every Flavour Beans-the currency of Hogwarts.  Use
these Beans to shop at Fred and George's bathroom store, or to pay
other students to perform mini-games.  They can be found almost
everywhere, from bushes to bookshelves, tool boxes to trash cans,
inside suits of armour, glass jars, and vases around Hogwarts.

Famous Witches and Wizards Cards-the wizarding world's equivalent to
our sports cards, these are the craze at Hogwarts.  Students trade
them in the halls and on the grounds between classes.  You can get
them in trades, from treasure chests, and from completing various
tasks in the game.  There are 101 Cards to collect.

Silver Sickles-the only form of currency accepted in Diagon Alley,
which is also the only place you'll find it.  You can get them from
barrels broken with the Flipendo spell, or by just finding them
laying about.

Chocolate Frogs-eat a chocolate frog to restore all of Harry's
health.  When you find or are presented with one, knock it out with
Flipendo, and then just walk over it to pick it up.  It is auto-
matically used, so don't bother getting it if you don't need it.

Eeylops Premium Owl Treats-find these in chests, and feed them to
Hedwig to get her to perform tasks for you that help you progress or
open secret areas.  They don't need to be selected in your inventory
to use them.

Potion Vial-store your Wiggenweld potion in these vials.  They will
restore all of your health when used as an item, and will also save
you from being knocked out if you run out of health while carrying
one.  You can fill them up at Wiggenweld cauldrons in the game (looks
like a bubbling purple liquid in the cauldron).  There are three
Potion Vials to find.

Stink Pellets-use these to distract your opponents.  Assign and use
them just like you would a spell.

Non-explodable Luminous Balloons-serve the same purpose as Stink
Pellets, and are used in the same way.

Nimbus 2000-Harry's racing broom.  Once you get it, you can fly
around the grounds of Hogwarts by using it as an item.  Just don't
fly at night, as a prefect will automatically catch you.

Spell Overview
--------------

The descriptions of the spells are taken from in the game, and are
here as general information.

Chapter 1 - To Cast a Spell

In the first volume of this series readers were instructed on the
correct use of a wand to perform the most basic spells.  This second
volume demonstrates techniques that will enable the more advanced
student to build and sustain magical power at the tip of a wand
before it is released.  This technique when mastered enables the
casting of far more powerful spells but the reader is warned that
this is not without risk and therefore requires the utmost
concentration.  Keep the spell button held down until the spell power
has built up and then release it to cast the spell.  Be careful not
to hold the spell button down too long as the spell may backfire on
you.  If you release the spell button at the right time you will
perform a Perfect Cast-the most powerful version of that spell.
Students are encouraged to experiment with this technique being wary
that lapses in concentration can result in painful side effects.

Chapter 2 - Flipendo

Knocks over an opponent or object.

The 'Knockback Jinx' is the most utilitarian of Grade 2 spells in
that it will allow the caster to 'knock back' an opponent or object
and can also be used to push and activate certain magically charmed
switches.  Like many spells, Flipendo can be targeted using R1.

Chapter 3 - Lumos

Light dark areas and reveals hidden panels.

To illuminate the end of a wand, the caster mustcall out the
incantation 'Lumos.'  If correctly incanted, the end of the wand will
then illuminate and cast light in the immediate vicinity of the
caster.  Lumos can also be used to illuminate unseen enterances.  For
example, it is a little known fact that the interior of certain shops
in the gloomier parts of Diagon Alley may be further explored by
casting the Lumos spell.

Chapter 4 - Diffindo

Severs ropes and tapestries.

As is the case with many Grade 2 spells, the Diffindo severing charm
has a variety of uses.  For example, Diffindo can be cast on certain
tapestries or wall hangings to reveal heretofore hidden enterances.

Chapter 5 - Expelliarmus

Reflects an opponents spell back at them.

The Expelliarmus dueling charm lies at the heart of a good dueling
technique.  Expelliarmus allows the duelist to rebound an opponent's
spell in the hope that the rebounded spell will strike the opponent
and leave him or her vulnerable to further attack.

Chapter 6 - Ectoplasm

Clears ectoplasm.

Ectoplasm is a sticky, green substance left behind by ghosts and has
been known to make doorways impassible.  There is a way of cleaning
away ectoplasm without resorting to a can of Mrs. Scower's Magic Mess
Remover, and this is with an effective scouring charm such as
'Skurge.'

Chapter 7 - Transfiguration

Transforms small objects into birds.

Transfiguration is some of the most difficult magic to practice
effectively.  It is extremely difficult, for example, to transform
something non-living into something that is alive.  However,
mastering a transfiguration spell such as 'Avifors,' which will
transform small inanimate objects into birds, can be both rewarding
and useful.

Chapter 8 - Incendio

Burns certain items e.g. webs.

There is often a requirement for a spell of an incendiary nature,
especially when confroted by a spider's web across a doorway or when
a distractoin is required.  For both of the above, the Incendio charm
can be used, otherwise known as the 'Bluebell Flames' or 'Cold Fire.'
Incendio may also be used as a dueling charm, although care must be
taken if the opponent knows Expelliarmus.

Chapter 9 - Alohomora

Unlocks certain doors and chests.

Mechanical, i.e., non-magical locks can be troublesome.  But not if a
witch or wizard knows the Alohomora unlocking charm.  This charm,
when cast on certain mechanically locked doors, will unlock them,
giving access to the room or passage beyond.

Walkthrough
-----------

1. The Burrow

The game starts with you, Ron, Fred and George returning to The
Burrow after escaping from the Dursleys.  Here, the Weasley boys will
help Harry with the basics of the game, from casting spells,
targeting objects, and Gnome Tossing.

The first task you're instructed to do is to cast Flipendo on the
Magical Measure, a device created to measure the magical strength of
a spell.  Target it using the R1 button, and then tap the square
button to cast it.  The result is dismal, and you'll be told that
you need to learn how to cast second year spells to hit the bell on
the Measure.

Next, target the glass jar to the right of Fred and George, and cast
Flipendo at it.  It will shatter open, and out pops a Bertie Bott's
Every Flavour Bean.  George tells you to try casting Flipendo on
other objects around The Burrow, then a message will pop up telling
you how to use your Rememberall.  Go collect the Bean that came out
of the glass jar, then find the tool box and trash cans.  You can
cast Flipendo on both of them to get Beans as well.

Right now, you can only carry 50 Beans, so run back and forth between
the tool box and the trash cans, and gather up as many as you want.
Then follow the Weasleys into their barn, where you'll be instructed
to target the Gnomes up in the rafters, and Flipendo them off.
There's only two Gnomes, so this is rather easy.  Hold in R1, and
when the Gnome runs out from behind the barrel, blast it with a
Flipendo.  You can also hit the tool box for more Beans, as well as
set off the rubber duck and the springs.  Then follow the Weasleys
out into the barnyard.

It's time for a bit of dueling practice with the Weasley's washing
machine.  Target it and wait for it to open up to spew bubbles, and
blast it with Flipendo when it does.  While targeting it, you can
strafe side to side and avoid it's attacks, or when it charges at
you.  Four Flipendos should knock it out.  Fred then gives you a
Chocolate Frog, which you have to target and hit with Flipendo
before you can catch it.  Eating a Chocolate Frog will completely
restore Harry's health.

Before heading out to the garden, climp up the chicken coup next to
the defeated washing machine.  Just walk up to it and Harry will
climb up.  Inside the barn is the first Famous Witches and Wizards
Card.  Get it, head back down the chicken coup, and out into the
garden for your de-gnoming lesson.

There are two steps to de-gnoming.  First, target a Gnome and knock
it out with Flipendo.  Then, pick it up using the X button.  Press
and hold X to start spinning, and release X to toss the Gnome.  Be
careful, however, as on the ninth spin, Harry will get dizzy and drop
the Gnome.  Carrying a Gnome for too long will result in them
sorting themselves out and biting Harry.

Each time you toss a Gnome over the wall, you take away a part of the
Gnome life bar in the bottom right corner of the screen.  When it is
completely gone, you have sucessfully de-gnomed the garden.  If you
can manage to hit the scarecrow and the hay mound, you can get a
Wizards Card for your efforts.  However, they must land on the target
to get the card.  You can get another Card by beating Fred's distance
once.  Finally, you can get more Beans from the three bushes that
the Gnomes run out of.  If one of the Gnomes bites you, then you can
also get Wizard Treats from the bushes to restore your health.  Six
Gnomes over the wall should be all you need to clear the garden.

Once you have finished de-gnoming, Mrs. Weasley will show up to
congradulate you on a job well done.  This is the end of your time
at The Burrow.  After she's done talking, you can go back and keep
de-gnoming if you're missing Cards, or collecting all the Beans you
can carry.  Once you're done, hit Select to open your Rememberall,
use R2 or L2 to find the Tasks screen, and hit X to end the day.

2. Diagon Alley

After Harry's accident using the Floo Powder, you find yourself in
Borgin and Burkes, a shop located down on Knockturn Alley, somewhere
that you don't want to be.  Besides four cabinets you can search for
Beans, there's nothing to do here yet, so go to the big black cabinet
in the back of the shop.  Hit X to enter the cabinet, and a cutscene
will take place in which Lucius and Draco Malfoy enter the shop and
arrange to sell a few questionable items to Mr. Borgin.  Mr. Borgin
will then place the book that Lucius gave him on the stand next to
a hand.  Your job now is to get the book without disturbing the hand.
Lightly press the control stick to sneak up to the book, and hit X to
read it.  You'll get the Lumos spell, which will allow you to light
up dark areas.  If you try to run up to the book, the hand will
attack you with a spell that will slowly wear your health down.

Set the Lumos spell to one of your spell buttons, and then go back to
the cabinet where you hid earlier.  There is now a path in the back.
At the end is a dark corner, where you have to cast Lumos to reveal
a secret passage.  Open it up and continue on.  When you enter the
next room, an Imp will taunt Harry from on top of a cupboard.  You
now have to knock the Imps off the cupboards using Flipendo, while
dodging the vases that they roll at you from the drawers.  Target the
Imps, and hold X to sidestep the vases and balloons that the Imps
throw at you.  Knock seven Imps off to end the battle.

Proceed up to the cupboards, and Harry will climb up on top.  You'll
see an Imp in a cage.  There are two more running around, and two
empty cages in the room, one on the back side, and one in the
shadows on the left side.  Jump down and knock out the two Imps with
Flipendo, and pick them up the same way you did the Gnomes.  Then
carry them over to the cages, and toss them in by tapping X.  When
you toss both in, you get a Wizards Card.  There is also a glass jar
you can break for a Chocolate Frog.

Jump up on the cage in the back to climb up onto the ledge that
surrounds the room.  Head right to find a treasure chest.  Hit X when
you're standing in front of it (look for the little latch on it) to
get the Owl Treat thats inside.  Go back around the ledge and head to
the left to find a perch in a beam of sunlight.  Hit X in front of it
to call Hedwig, and then hit X again to feed her the Owl Treat.  She
will fly up and release a ladder for you.  Go around to the ladder
and press X to grab onto it, then climb up.

This attic area can be dangerous.  Some of the flooring will give way
if you stand on it, causing Harry to fall down to the floor below and
lose a bit of health.  Cast Lumos, and when it fades, you will be
able to see where the weak flooring is.  Slowly make your way through
the maze of loose flooring to the back of the attic, where there's a
crawl space in the wall, but don't enter yet.  To the left of the
crawl space is a chest which contains another Wizards Card.  Get it,
then press X to crawl into the crawl space and into the next area.
You'll come out in a room with two doors.  One of them is locked, so
proceed through the other one.

You're now in an outside area, at the top of a staircase.  Head down
the stairs, and up to the boxes.  Move up to the wall on the right
side, and Harry will press himself up against it.  You can now creep
along the wall.  Move past the boxes, and hit X when you're clear.
Head down the next set of stairs, and walk up to the box at the
bottom.  Pust X to grab it, then press back on the control stick to
pull it away from the wall.  Press X to release it, and then go to
the button it was blocking.  Hit X to activate it, and it will open
a gate near where you came in.

Head back past the narrow gap in the boxes, and go into the room
behind the gate.  Get the Wizards Card out of the treasure chest,
then push the button in this room to open the door at the far end
where you found the first button.  Go through this door to enter
Knockturn Alley.

Head up the stairs to your right, and down the street to the
intersection.  Head right, and you'll run into Ginny and Mrs.
Weasley.  Ginny's lost some of her things, but Mrs. Weasley suggests
that you get your things first, before helping Ginny.  She also gives
you a Silver Sickle that you dropped in her fireplace during the Floo
Powder accident.  Follow them down the streets to Flourish and
Blotts.  Go inside, and proceed to the counter in front of you.  The
Standard Book of Spells (Grade 2) is on the counter.  Hit X once to
get the price of the book, and then again to buy it.

The Standard Book of Spells (Grade 2) gives you the ability to charge
your spell power.  To do this, hold down the button to cast a spell,
and release it after it has built up.  If you hold it down for too
long, however, the spell will overpower, explode, and fizzle.  If you
wait too long to cast, you run the risk of the spell backfiring and
knocking Harry to the ground.  To power Flipendo up to it's fullest,
hold down the spell button until the tip of Harry's wand starts to
change from blue to purple.  Release it right as it starts to change,
and Harry will jump in the air, shout "Flipendo", and cast the fully
charged spell.  For Lumos, hold the key down and count the number of
circles that Harry waves his wand in.  When he's finished the second,
release the key.  If the tip of the wand starts to change to red, the
spell has been over-powered, and you should release it at once to try
again.

Leave Flourish and Blotts, and Ginny will tell Harry where she lost
her things.  She will also comment that you could probably break the
barrels surronding the Silver Sickle with your new spells.  Target a
barrel, charge up Flipendo, and cast it at the barrel to break it.
Break all four and collect the Sickle.  Now go back to the right,
past Flourish and Blotts, and enter the gap in the wall.  There are
two barrels on your left that you can break for more Sickles.  Do
this, then turn right to find the Leaky Cauldron.  Enter it.

When you enter, turn to the left, and break the five barrels blocking
the hallway.  Head towards the Sickle, and you'll fall through a trap
door in the floor.  Push the button in front of you in the new room
to close the trap door, which knocks the Sickle off of it, and to
open the door to your right.  Go through it into a room with Imps
and rolling barrels.  There are three Imps, and three cages.  One
cage is near where the barrels smash into the wall, one is along the
fence in front of where the barrels are rolling, and the third is to
the left of the second.  Once all three Imps are in their cages, a
Wizards Card appears where the barrels are smashing into the wall.

If you face the second cage and turn around, you'll see a barrel in
the wall with a cobweb on it, and one next to it.  The second barrel
is hollow.  Move up to it and crawl through.  There's a chest behind
it with another Wizards Card.  Get it, and crawl back through the
barrel.  Proceed to where the rolling barrels smash into the wall.
You now have to run down past the barrels, dodging them as you go.
This is a lot easier than it sounds.  Once past, enter the door along
the wall.

When you go through, a pipe will fall down and narrowly miss Harry.
It also blocks your way back.  You're now on a small platform which
you can jump off of, but don't do so yet.  Move next to the wall, and
you can creep along the ledge to a platform on the other side of the
room, which has a box on it.  Face it and hit X to push it off onto
the floor.  Follow it down and get behind it, then push it across the
room to the wall on the other side.  Let go, jump on it, then onto
the ledge, and go up the stairs to leave the dungeon.

When you exit through the secret passage, Ginny's Spellotape falls
down, and you will automatically pick it up.  Head around the bar
(past Hagrid) and back into the room where the trap door was.  You
can now pick up the Sickle.  Get it, and leave the Leaky Cauldron.

Break the same two barrels outside that you broke earlier, and you
can get two more Sickles.  Now head back through the wall, past
Flourish and Blotts, and down the stairs where the four barrels hid
the Sickle earlier.  Enter Gamble and Japes Wizarding Joke Shop.

Inside, you'll meet Fred and George, who don't have much to say other
than to look around the store.  Head to the left of the enterance,
and cast Lumos at the bookshelves.  One of them will glow green.
Hit X to open up a secret passageway, which leads to a room with a
chest containing a Wizards Card and a cabinet that you can search.
Go back into the main store area, and down to the counter.  Buy a box
of Stink Pellets, then go through the door on the left.  Inside,
you'll find a Magical Measure, just like the one in The Burrow.
Charge up Flipendo and blast it.  If you hit the bell, a crawl space
opens up to the left of the Measure.  Crawl through to find Ginny's
Quill, surrounded by breakable barrels.  Break the barrels to get
five Sickles, and pick up the Quill.  Now leave the store.

Head back towards the Leaky Cauldron, and break the barrels to get
two more Sickles.  Then turn around, head past Gamble and Japes, and
you'll find a store on your left with a bunch of cages in front of
it.  This is The Magical Menagerie.  Enter.  Break the barrels and
go through the gate.  The owner of the shop will come and tell you to
leave.  Harry will then decide that he can sneak past him.  There is
a locked door on the far right wall, and the button to unlock it is
on the wall that you're currently standing in front of.  Sneak up to
the button, using the shelves in the middle of the room to hide from
the owner, and press it to open the door.  In the next room are
Ginny's Brass Scales, and a chest with another Wizards Card.  Get
them both, and leave the shop.  If you're having trouble sneaking
back past the owner, you can stun him for a second by hitting him
with a charged Flipendo spell.

Head to the right, and back to the Weasleys.  Return Ginny's items to
her, and Mrs. Weasley will give you a Wizards Card.  She'll then tell
you that Gilderoy Lockhart is signing copies of his books in Flourish
and Blotts, and to go in and see him, but don't do so yet.  Go and
break the barrels in front of the Leaky Cauldron again for two more
Sickles, then go back towards The Magical Menagerie.  Across the road
from it is a shop with a lot of cauldrons in front of it.  This is
Mr. Mullpepper's Apothecary.  Enter, proceed to the counter, and buy
your Potion Vial.  Then fill it up by pressing X in front of the
bubbling cauldron in the middle of the room.  Now leave, return to
Flourish and Blotts, and head inside.

Lockhart will recognize Harry, and then decide it's the perfect
moment to announce that he's taking up teaching Defense Against the
Dark Arts at Hogwarts.  Draco will then taunt Harry for having a
girlfriend, and Ginny will yell at Draco.  Lucius will then show up,
give Ginny a book, and make fun of her family being poor.  Lockhart
then pulls Harry aside and starts coaching him on how to be famous,
when Ron shows up and says that the train to Hogwarts has already
left.  When you leave the shop, head to the right and talk to Ron.
You're now on your way to Hogwarts.

3. The Whomping Willow

Ron winds up crashing the Ford Anglia into the Whomping Willow, and
Harry finds himself at the top of the tree.  Make your way down the
trunk.  As you climb down, you will have to dodge two roots that
swing back and forth, smacking the ground.  When they fall back to
the ground, jump over the gap they were in and keep heading down.
When you reach the ground, turn and head left, blasting the roots
that pop out of the ground with Flipendo to get past them.  Avoid
the spotted Puffapods, as they expel poisonous gases, and explode
when you hit them with Flipendo.  You can carry and throw them if
you get close enough, but don't hold them for too long, or they'll
explode in your hands.

Once you reach the second root and batch of Puffapods, you can head
back in to the Whomping Willow to find a Chocolate Frog if you need
it.  If not, keep heading around the tree in a counter-clockwise
manner.  When you reach the fourth root to pop out of the ground,
blast it with Flipendo and then jump up on the ledge behind it.
Now follow this ledge around, dodging the roots smacking the ground
and removing the Puffapods where you need to.  Creep across the
narrow ledge to a platform with two roots and a bush.  From here,
you'll have to jump over a small gap in the ground.  Be careful as
to not jump back to the area below.  When you get to a downward
slope, you can jump off.  In the corner against the tree is a chest
containing a Chocolate Frog.  Get it if you need it, then go to the
area with the red glow.  Cast Flipendo on the roots blocking the
crawl space, and enter into the next area.

Follow the path down to a big open area.  A tree will fall where
you just came from, and Imps will come out of the bushes to throw
Puffapods at you.  They're on the ground with you, and on the ledges
above.  After you knock twelve of them down, they will flee, and one
will be standing on a tangle of logs, holding a Puffapod.  Blast him
with Flipendo to make him drop the Puffapod and blow up the logs.
Head behind where he was to find a Wizards Card in a chest, and a
tree will roll off of the ledges above.  Jump on the tree and head to
the side without any Puffapods to find a chest with a Chocolate Frog
if you need it.  If not, go up and remove the Puffapods to get access
to a ledge which circles the Imp pit.  Creep along the edge of it to
reach a chest containing another Wizards Card.  Go back past the two
Puffapods to find a place to call Hedwig.  She'll bring a note that
will tell you how to defeat Gytrashes, which you're about to fight as
you continue past her stand and down the slope.

When you slide down the slope, a Gytrash will emerge from the mist.
These ghost dogs can only be hurt by the light created by the Lumos
spell.  You'll need to charge it for a second so the spell will last
long enough to harm them.  While you're charging the spell, though,
both Gytrashes will be charging at you.  Also, when the spell fades
from your wand, they like to charge, so be ready to move.  To hurt
them, cast a charged Lumos, and the mist will reveal a beam of light
in front of Harry.  Move up to a Gytrash and hold this beam of light
on it for a few seconds to hurt it.  It will start whining, and then
yelp when you've successfully damaged it.  Three hits will make one
fade back into the mists to be replaced by another.  Six hits total
will put them both under for good.  Now find the crawl space blocked
by roots, Flipendo them out of the way, and enter the next area.

You'll emerge in a room with a bunch of Imps.  They will never stop
coming, so go up the ramp with the Puffapods to a Wiggenweld Cauldron
and fill up if needed.  Now advance around to the left from the
cauldron to find a spot where you can jump across a gap to a trasure
chest containing a Wizards Card.  Get it and turn to the left to see
two Puffapods on a far ledge.  Blast them, jump across, and go behind
the tree for a chest with a Chocolate Frog.  Proceed back to the
cauldron, and blast the Puffapods next to the wall in the back to
reveal a blocked crawl space.  Remove the roots and go through.

Now its time to save Ron, and fight the Whomping Willow.  It has two
arm-like branches that it will try and flatten you with, and if it
misses, the shockwaves from the impact can still knock you over and
take health.  However, you need these arms to come out, because there
is a small circular spot on each one that you need to hit with
Flipendo to anger the tree, which will then allow you to target and
hit the eye to damage it.  Every few hits, Hedwig will fly by with
snacks to restore your health if you need them.  After a while, the
tree will grab the car and start beating it on the ground.  Dodge
these attacks and continue to aim for it's eye.  Four hits should
knock it out for good.  It will release Ron, and your path to
Hogwarts school is now clear.

In the following cutscene, Harry and Ron arrive at the door, and
start talking about Snape, who shows up behind them.  He's noticed
the damage done to the Whomping Willow, and says he'll be speaking
to Professor McGonagall.  He'll then tell you to go to the Gryffindor
Common Room.  When you get control of Harry, proceed to the right and
go back into the corner to find a Potion Vial Case, which can be
turned in at the Gryffindor Message Board for House Points and a
Wizards Card.  This is the first quest from the Board, and you can
complete it without even going to the Board to get it.  Now turn
around, and follow Professor Snape and Ron to Hogwarts.  Approach
the double doors to the school and enter.  For now, just follow Ron
through the rooms and up the stairs, entering the doors that he stops
at.  This will get you to the Gryffindor Common Room.  Along the way,
you'll meet Nearly-Headless Nick, and at the portrait of the Fat
Lady, Hermione, who will give you the new password to enter the
Common Room.

Inside, Ron will tell you about Fred and George's shop.  Go through
the reading room, sneaking behind the bookcases to avoid being seen
by Percy, who will return you to the enterance to the room if he
catches you.  At the end of the reading room is a portrait which you
can move to get to the shop.  Crawl through and examine the wares
that Fred and George are offering.  I suggest trying to buy a
Wizards Card each time that you visit.  There is also a free card for
the taking in the stall area to the right of where you entered.  Also
for sale is the Alohomora spell book, and another Potions Vial.  Both
of them are out of your price range right now, so you'll have to get
them later.  After doing any shopping that you like, proceed to the
stall area, and open the second to last one on the right.  Push the
wall at the back of this stall to find a secret passage.  You'll see
a chest with green slime on it.  You can't get to it yet, so just
keep it in the back of your mind for later.  Proceed down the hallway
to find a crawl space at the end.  This will put you back in the
reading room.  Exit and go left to the main part of the Common Room.
Ron will go to bed for the night.  You can talk to Hermione, Wood and
Ginny, and walk up to the Message Board to the right of Hermione to
turn in the Potion Vial Case, which will net you 10 House Points and
a Wizards Card.  Take the stairs up to the bedrooms, and the next day
will begin.

4. Harry's First Day

You start the day next to Harry's four-poster.  Move between the two
beds on your right to find a chest with a Wizards Card.  Take it and
proceed down the staircase to your left, back to the Common Room.
Here you'll meet Ron, and find out what your first class will be.  Go
read the Message Board to find out what the next item is for you to
find.  I'll cover how to find all of them in a later section.  There
is no need to go into the reading room right now, as Fred and George
only sell items during the night. Exit the Common Room.

There's a chance of three students standing outside the portrait of
the Fat Lady.  If they're there, you can trade your Wizards Cards
with them for other ones.  The girl offers you card number eighty-
one, Quang Po, for number fourty-three, Cyprian Youdle.  The
Gryffindor boy (robes with the red trim) offers you card thirty-six,
Joscelind Wadcock, for card eighty-four, Roland Kegg.  The other boy
offers card sixty-one, Havelock Sweeting, for number seventy-seven,
Norvel Twonk.  You won't have any of these cards yet, so just keep
this trio in mind for when you find one.

You can get beans out of desks in classes that don't have benches in
front of them, but otherwise, there's no point to go in the other
rooms on this floor.  Exit through the main door to the Grand
Staircase.

Ron is waiting at the landing for you.  When the stairs come up,
follow him down to the sixth floor.  Go into the room here, and take
the door in the back to enter a classroom with a Wizards Card just
lying on the floor.  Take it and leave.  If you've followed me to
this point, the Ancient Runes classroom will be empty except for
Beans, so go down the stairs to the fifth floor, and enter the room
in the back.  Here, there is a Wizards Card on the floor agian, and
one in the chest right next to it.  Nothing left on this floor, so
leave and head back down the stairs.  Head down to the second floor,
and enter the Girls Bathroom (door on the left).  In the second stall
on the left is a Wizards Card.  Leave and go down to the ground floor
where Ron is waiting, and proceed through the Entrance Hall to meet
Nick again, then on down the main stairs, and through the opening on
the right side of them to find another boy to trade Cards with.  He
offers you number two, Cornelius Agrippa, for number fifty-nine,
Gregory the Smarmy.  You should have the card to complete this trade,
and don't worry about the cards that you give up in trades.  All
cards that you trade to others can be gotten back at later stages of
the game.  Now proceed to where Ron is standing at the entrance, and
head outside.

To your left are three more students that collect Wizards Cards, and
will trade with you.  The boy will offer you card number twenty-
three, Glenda Chittock, for number twenty-seven, Mirabella Plunkett.
The girl closest to the school will offer card seventy-five, Mungo
Bonham, for number thirteen, Andros the Invincible.  And the last
girl offers number seventy-eight, Orsino Thruston, for number
ninety-eight, Dymphna Furmage.  These students don't appear all the
time, so if you don't see them right now, just come back during the
day at some other point in the game.

Follow Ron around the path to the right to reach the Flying Pitch,
where you'll have your first lesson of the game.  A cutscene will
begin where Madam Hooch will tease Neville about his flying, and
call Harry out to assist her with the refresher course.  Here, you
will get to set the controls for flying.  The first step is to fly
up.  Which way you press the left analog stick will set how your
controls are.  If you press down to move up, it will be set to the
standard setting.  If you press up to move up, it will be set to
reverse.  Return to hover above the ground to start the second part
of the lesson.

You now have to fly through the magical rings that appear above the
Flying Pitch.  Use the left analog stick to direct your broom, and
the X button to accelerate forward.  There are 13 or 14 rings to fly
through, and you have plenty of time to go back if you miss any on
your first time through.  Once you complete the course, you can
take your flying exam.  You have two and a half minutes to fly
through as many rings as possible.  Your grade in the class depends
on how many rings you manage to fly through.  There are four sets of
rings.  They are Green, Purple, Blue, and Red, and appear in that
order on the course.  The first three sets are easy enough to get
through.  The Red rings, however, will move around on you, either
up and down, side to side, or in a circular motion.  These are the
hardest to get through, but it can be done.  My personal best score
is 102 rings.

*********************************************************************
Advanced Flying and Broom Physics

Apparently, a great deal of though went into the flying parts of the
game.  I didn't notice it when I first played through, but finding
out how many rings it took for each grade, I noticed that the broom
was affected by outside forces, namely gravity and air.  Gravity
causes the tip of the broom (where Harry is leaning) to point ever
so slightly at the ground.  If you flew across the whole of the
school, on even ground, you would be lower when you finished than
when you started.  Air makes itself known by adding resistance to
people in flight.  If you fly in a straight line, after a while the
air will slow you down, causing Harry to sit up and stop moving.
When this happens, you have to get all your speed back and make up
lost time.  Now, to avoid having this happen, you can't go straight
into the wind.  To do this, put gravity and air together.  Move ever
so slightly in a downward direction as you fly, and every now and
then, fly up a bit to stay on a fairly even level.  Kind of like
doing a little wave in the air.  This is especially useful during
your flying test, where every second could make a difference for
some people.  I've noticed that when Harry sits up, you lose a good
three seconds of time, which you could have gotten two more rings
during.  Every few rings, just do a little wave in the air to
reduce the effect it has on slowing you down, and you'll pass with
no problem.
*********************************************************************

Rings     Grade         House Points
00 - 25   D             40
26 - 50   C             50
51 - 60   B             60
61 - 70   A             70
71 - 85   A+            80
86+       Distinction   90

After you take your exam, Ron will come up and say that he's going
to bed because he is tired from flying.  After this, you are once
again free to explore the grounds, or to return to your bedroom to
turn in for the night.  Don't forget about the Message Board on the
way to bed.  When you get to the bedrooms, or hit X in your
Rememberall to end the day, a cutscene will play where Dumbledore
adds up all the House Points gained during the day.

5. Neville's Toad

You wake up in the middle of the night for this quest.  Go down to
the Common Room, where Hermione will tell you that Neville has
gotten himself trapped behind a tapestry while searching for Trevor.
She then instructs you to go to the Library to get a book on how to
pull up Horklumps so you can get the severing charm from the
Greenhouses.  Pay a visit to Fred and George to buy supplies if you
need them, and then head out from the portrait of the Fat Lady.  Go
to the left of the portrait and you'll find a locked door with a
bookcase to the right of it.  You can crawl under this bookcase to
find a shortcut to the fourth floor.  The only chest back here is
currently unavailable to you, so run down the stairs (you might
hear voices) and push the button at the bottom to enter the fourth
floor.  Walk across to the bookcases on the other wall.  You can
crawl under the one on the far right to find a secret passage down
to the second floor.  Be careful back here.  The enemies will spit
fire at you, but can be knocked over with Flipendo while they're
trying to burn you.  There are two Wizards Cards lying about that
you can pick up back here.  One is in a room off the main passage,
and the other is at the bottom of the stairs.  You can't get out of
here on the second floor right now, but you can get the cards.  Go
back to the fourth floor and take the main stairs down to the
second floor, and enter the Library.

In the Library, you have to sneak past the Prefects.  If they catch
you, they return you to the entrance, and sometimes deduct 5 House
Points from your total.  Use the reading desks to hide as you make
your way across the room.  The door you want to get to is on the
left hand side in the back, in the shadowed recess.  If you need
to, you can stun the Prefects with Flipendo for a few seconds.

The main Library only holds one thing for you right now.  The book
you're looking for, Marauding with Monsters, is directly across
from the entrance.  Grab it, and head back through the room with
the Prefects to the Grand Staircase, and head to the ground floor.
Avoid the Prefects in the entrance hall, and head outside.  Dodge
the Prefects here too, and head out towards the Greenhouses.  They
are between Hagrid's Hut and the exit from the Whomping Willow's
area.  Be careful in the misty areas, as Gystrashes will appear
and attack you.

Enter the Greenhouse area.  There's no reason to enter the buildings
along the walls of this area unless you need Beans.  Follow the path
around to the back of the main building.  You'll find the door
locked, but to the right are three Horklumps blocking a crawl space.
Remove them, and crawl inside.  Take out the two Horklumps and the
vine on the right, and move along to get the Diffindo spell book.
There's two vines, a Horklump, and a Wizards Card on the other side
of the spellbook, and a Wiggenweld Cauldron in the center of the
room.  With Diffindo, make your way back to the Gryffindor Common
Room, dodging Prefects along the way.

When you reach the second floor, you'll find Nick has been turned
to stone.  Professor McGonagell will find you, and take you to
Dumbledore's office, where a cutscene will take place.  Dumbledore
will say he believes that Harry didn't do it, and send him on his
way.  You'll find yourself on the third floor now.  Go up to the
seventh floor, and into the Common Room.  Cast Diffindo on the
curtain next to Hermione to free Neville.  You'll be given a free
Wizards Card, and there is another one in the room where Neville
was trapped.  Harry tries to explain the attack on Nick to
Hermione, but she walks off to bed.  It's time for you to do the
same, so end the day.

6. The Parselmouth

The day begins in your bedroom.  Heading downstairs, Hermione will
tell you that the class for the day is Defense Against the Dark Arts
on the third floor.  Follow her out and down to the third floor, and
enter the classroom.  Inside, Lockhart will tell you that this term,
he will be covering dueling, and then send Harry on the Expelliarmus
Challenge behind one of his portraits.  The point here is to make
your way through the dungeon and find the Expelliarmus Charm.

In the circular room that you will start in, push the button to your
right side.  This will release a lot of floating orbs from the fire.
To defeat these, target them and blast them with Flipendo.  They
will come forward, and then rush you with spikes out to attack you.
Just dodge them and destroy them all.  Once that is done, you can
now climb up on the walls where the buttons were.  Do the left side
of the room first, and you will come to a Gryffindor tapestry on the
wall.  Cast Diffindo on it, and it will fall down, revealing a door.
Inside the next room is a Wiggenweld Cauldron.  Fill up if you need
it.  On the ledge on the right side of the first room is another
door.  Go through this one now.

You're now in a room with four lava pits in the floor, and a ramp
leading up around the room.  On the right wall is a button that
will make a spiked ball fall out of the ceiling.  Release it, and
start heading up the ramp.  When you reach a block in the path,
turn and target the spiked ball.  Cast Diffindo on it, and the
chain will break, dropping the ball into the lava pit.  This will
make the wall blocking your way sink into the ground a bit, and
reveal another button behind it.  Push this button to drop the
next spiked ball, and repeat the process.  After you drop this one
into the lava, the button for the next ball will be behind a cage.
Flipendo an Imp and drop it in the cage to reach the button.  After
dropping the third spiked ball into the lava pits, the wall blocking
you will sink all the way to the ground floor.  Return to the bottom,
taking an Imp with you, and toss it in the cage to reach the button.
This will make the platform raise and give you access to the last
button and spiked ball.  When the last one has dropped into the lava,
you will find a chest with a Chocolate Frog.  Eat it if you need it,
and proceed through the door to the next room.

In this room is a bridge with two spiked balls spinning across it,
much too fast for you to get past.  To your right is a locked door,
and to the left and right of the door are giant blocks.  Cast
Diffindo at the strings holding up these blocks to make them fall,
and slow down the spinning of the spiked balls.  Once both are
gone, the spikes will be slow enough for you to pass.  Also, once
the blocks fall, Imps will crawl out of holes in the walls behind
where they were, so move quickly.  Proceed across the bridge to the
next door.

This large red room has two floors.  Follow the ground floor around
until it leads you into a dead end, then jump up on the wall.  Now,
make your way along the walls to the top.  To pass the fire-blowing
statues, blast them with Flipendo to make them point up, then run
past them.  Once you reach the last statue, go left for a Chocolate
Frog, and then right to leave this room.  In the next room, cast
Diffindo to make the spiked ball break the gate on the floor, and
lower the floor in the room below.  Now jump down the pit that it
rolled through to return to the main room, and enter the new door.

In the final room, the Expelliarmus spellbook sits on a platform in
the middle of a pit.  Carefully climb off the wall you're on, and
get the spellbook.  Once you have it, assign it to a key now.  The
pit will now be covered by a floor, and the Gargoyle statue will
come to life.  Back away from it a bit, and when it casts it's spell
at you, use Expelliarmus to send it back at it.  It can only be hurt
by it's own spells.  You don't have to charge Expelliarmus for it to
be effective.  Just cast the spell the second before you would get
hit, and the spell will fly back at it's caster.  After several hits,
the Gargoyle will start reflecting spells as well, and you will have
to volley the spell back and forth a few times before it will hit the
Gargoyle.  Nine hits and the statue will crumble, and you're free to
leave the dungeon.

When you return to the classroom, Lockhart will give you 40 House
Points, and then says that he wants you to use Expelliarmus in a real
duel.  Professor Snape will call Draco Malfoy forward, and tell him
to duel with you.  The first duelist to hit the other five times will
be the winner.  Crossing the blue flames that divide you and your
opponent will cause you to lose one health point.  Dueling is really
very simple when you're fighting another human.  When you reflect
their spell back at them, keep them targeted.  When they're about to
get hit, cast Diffindo on them to distract them, and they won't be
able to block the spell.  This makes it very easy to win this duel
without a scratch.  Draco, humiliated by his defeat, will yell
"Serpensortia," which will summon a snake to attack.  However, it
goes after the rest of the class.  Harry speaks in a different
language and tells the snake to leave them alone, and it vanishes.
Hermione then tells you that you're a Parselmouth, and that you can
talk to snakes.  She says it's a big deal because Salazar Slytherin
was known for the same ability, and his heir would likely be able
to do so as well.  Since the heir is the only person that could
open the Chamber of Secrets, it makes Harry look like he's the one
to blame for the attack on Nick.  Ron tells you that you have
Quidditch practice next, so leave the school and follow the main
path around to the left, and you'll eventually end up at the
Quidditch Stadium.

At practice, Wood will go over the basics of playing Quidditch with
you.  Fly through the rings that the Golden Snitch leaves behind to
charge your broom up, and fly faster.  Once you have charged it all
the way, a trail of magical sparks will emit from it, and you can
now use the Boost ability (hit square).  This will make you fly super
fast, and is also the only way to get close enough to the Snitch to
catch it.  Once you're close enough, the scene will change to show
Harry flying along right behind the Snitch, his arm outstretched to
catch it.  Hit X to attempt a catch while the Snitch is on the left
side of the screen, and you'll get it.

Now Wood will tell you that Hufflepuff is training as well, and he
wants to play a practice game with them.  Now you'll have to dodge
their Seeker, as well as the Bludgers.  They will bump you and slow
you down, so just keep flying through the rings.  The faster you can
catch the snitch, the better grade you will get.  After the game,
Wood will give you your Nimbus 2000, and tell you to get in as much
practice as you can.  A Distinction grade will get you 80 House
Points.

After the game, you'll find Draco and friends taunting Ron and
Hermione.  Ron says that Draco's dad got the whole Slytherin team
Nimbus 2001s and made Draco Seeker.  Hermione said something about
it, and Draco called her a Mudblood.  Ron says that if Hagrid didn't
show up, he would have cursed them, but Hermione says it isn't worth
it.  She then goes off to bed, and the day is over.  You can practice
flying around now and explore Hogwarts, or turn in yourself.  Once
you end the day, House Point totals will be calculated.

7. Hogwarts: A History

Once again, you wake up in the middle of the night.  Meet Hermione
by the enterance to the Common Room, and she'll tell you that she
wants you to sneak into the Library Restricted Section on the
second floor and get her a copy of Hogwarts: A History.  Once again,
you're playing errand boy for her.  As a last thought, she'll tell
you to watch out for Prefects.

On the second floor, enter the room all the way at the back.  Once
in the Library, sneak by the Prefects and enter the door on the right
in the back.  It's easy to find with it's golden glow.  In the next
room, you have to dodge more Prefects in a more complicated maze.
Flipendo them if you're having trouble, and enter the portrait at the
far end of this room.

Welcome to the Restricted Section, where you promptly get trapped in
by bookcases.  You're now in a tall room, with books lining the walls
as far up as you can see.  On the right wall of this room is a ladder
that will lead you upwards.  Climb it to the first landing, then
creep across the wall to the next ladder.  Watch out for the books as
you creep along, as they'll knock you off the ledge.  On the fourth
landing is a door instead of a ladder.  Enter it and proceed to the
door at the end of the next room as well.

In the large library, proceed to the right around the bookcases to
find a door covered with green slime, and a chest with an Owl Treat
in it.  Take the Treat, and proceed to the other side of the room to
find a stand to call Hedwig at.  She has a note that basically tells
you that Hogwarts: A History can only be viewed by appointment.
Well, you're going to make your own appointment.  Give Hedwig the
Owl Treat, and she'll fly across the room to release a ladder.  Go
back to where the slime covered door was, and there will now be a
ladder to the left of it.  Climb up the ladder, and turn around.
Jump onto the ledge that is above the door, and then across onto the
next bookcase.  Creep along the wall to the next bookcase, then
cast Diffindo on the rope blocking the next ledge.  Move along this
walkway and cast Diffindo again to remove the rope at the end.  Now
jump across the bookcases and make your way to the copy of Hogwarts:
A History on the pedastool.  Take it and a door will open.  Jump down
and head to the left into the newly opened door.

There will be slime blocking your way on the right, so go down the
stairs on the left and through the door.  A bookcase will slowly be
walking towards you.  Target it and hit it with Flipendo while
dodging the books that it throws at you.  After a while, it will fall
over.  Now grab the block that is right next to it, and move it back
to where you started the fight.  Place it in front of the square
bookcase to give yourself a step to climb up on.  Get on the book-
case, and target the book flying in the air.  Use Flipendo to make it
fall, then jump to the next bookcase top.  Repeat this process all
the way across, dodging the ghosts as you go.  At the far end of the
room is the Skurge spellbook.  Yes, it can be very difficult to get
past this area.  Just keep trying.  Now return to the room that had
the copy of Hogwarts: A History in it, and go to the left to find
the slime covered door.  Use Skurge to remove the slime and proceed
through the door.  Proceed through the room with the torches to a
large circular room with four slime covered passageways and a barred
door.

Proceed through any of the slime covered halls by using Skurge, and
Malfoy, Crabbe, and Goyle will appear.  Malfoy will send Crabbe off
to fight you.  Behind each of the slime covered halls is a room with
a button in it.  Each button removes one of the four bars blocking
the exit door.  After hitting two button, you will face Crabbe in a
duel.  Both of you have nine health this time.  Just use the same
Expelliarmus/Diffindo tactic that you used against Malfoy to make
sort work of him.  Draco will then send Goyle off to fight you.  He
will appear after you hit the final two buttons.  Defeat him, then
go through the now open exit door.

Go down the stairs and into the next room.  A slime barrier will be
blocking your way, so remove it with Skurge.  The door to leave is
on the right past the slime, but it's barred.  Pull the block back
through where the slime was, and to the base of the stairs.  Now pull
it one space away from the stairs, and over to the wall on the left
or the right.  Jump up on it and then onto the ledge above.  Cast
Skurge to remove the slime, and then cast Skurge on the slime-covered
switches to activate them.  Once you use both switches, the door will
open.  Cast Lumos in the dark room behind the door to find a secret
panel in the wall, then make your way past the Prefects back to the
Grand Staircase, and then cast Diffindo on the tapestry across from
the Girl's Bathroom.  Open the chest to get a Wizards Card.  Now go
cut the tapestry that is next to the Library, and proceed down the
hallway behind it and up the staircase.  At the top of the stairs,
enter the room on the right, and take the small stairs to your left.
Cast Skurge on the chest at the top to get a bigger Bean bag.  You
can now carry 100 beans instead of 50.  Leave this room and continue
down the hallway to the crawlspace leading to the fourth floor.  Go
to the bookcase directly across from the crawlspace, and open it to
find the secret passage to the seventh floor.  Go up the long spiral
staircase, then through the crawlspace at the far end of the hallway.
Enter the portrait of the Fat Lady, and you'll meet Hermione and Ron
waiting for you.  Hermione will repeat what the book says about the
Chamber of Secrets, which you can find out by just reading the book
yourself when you pick it up.  Once the cutscene is finished, go
pay a visit to Fred and George, and purchase the Alohomora spellbook.
Exit through the secret passage in the bathroom, and cast Skurge on
the slime covered chest to get a Wizards Card.  Then end the day.

8. Avifors Challenge

The day begins as usual in your bedroom.  Head down to the Common
Room, and Harry and Ron will have their class conversation.  Today
is Transfiguration, on the first floor.  Enter the secret passage
to the right of the Fat Lady, then go into the room down the hall
and on the right.  Cast Alohomora on the chest to unlock it and
get the Wizards Card from inside.  Exit the passage on the fourth
floor, and enter the History of Magic classroom.  You can now get
the Wizards Card from the slime covered chest.  Walk down to the
third floor, cast Diffindo on the wall tapestry, and use Alohomora
to unlock the chest behind it, getting the Wizards Card within.  Now
go back into the Defense Against the Dark Arts classroom, and use
Skurge to open the chest in it for yet another Wizards Card.  At the
other end of the classroom is a locked chest with still another
Wizards Card.  Get them both, leave, and head down to the first
floor.  Explore it to find a slime covered chest with another Wizards
Card around to the right of the stairs.  Now go back to where Ron is
waiting and enter the Transfiguration class.  Professor McGonagall
will demonstrate the Avifors spell, then call Harry forward to take
the Avifors Challenge to get the spell.  Harry will then walk through
Professor McGonagall, and enter the crawl space.

You'll find yourself on a ledge in a large room.  On the far side is
a Gargoyle statue, and Avifors stones to the far left and right of
it.  Jump down to the ground and head to the right, casting Skurge
to remove the slime from the passageway.  Enter and cast Skurge again
to activate the lever on the ground.  Go to the other side of the
main room and repeat.  This will open two gates in the center of the
main room.  Enter the passageway on the ground floor where the two
gates just opened, and cast Skurge to clear the way.  Head around to
the right, following the hall, and go through the door at the end.

In this next room, there is a small building-like structure in the
middle.  Go to the right side of it, and you will see a slime-covered
enterance.  Open it up, case Lumos on the right side of the room to
reveal a secret door, and open it up.  Then jump on the block that
you just pushed out of the way, and climb to the top of the structure
you just exited.  Turn around and jump to the ledge on the wall.
Follow these ledges around to the right, jumping the small gaps and
creeping along the wall when you have to.  If the ghosts come towards
you while you're against the wall, hit X to step forward, fall, and
grab the ledge.  They can't hurt you while in this position, and just
climb back up and continue once they pass.  Open the passageway at
the end of the ledges with Skurge and continue through.

The Avifors spellbook is in this room.  Read it, and set Avifors to a
spell button.  Now turn to the left and cast Avifors on the glowing
rock in the corner.  It will turn into a bird and move over to sit on
a switch, where it will turn back into a rock.  The switch will make
a platform to your right lower enough to climb up onto it.  Do so,
and cast Avifors on the rock at the top.  The bird from it will go
sit on another switch, and cause the platform on the other side of
the room to lower.  Go climb up on it, and cast Avifors on the final
rock to move it out of your way.  Enter the crawl space and look for
a chest in the corner which contains a Chocolate Frog.  Get it and
go up the stairs back towards the main room.

You're now behind the Gargoyle statue.  Turn to the right or left,
and jump across the gap.  Cast Avifors on the rock to move it to
the other side of the room.  Now creep along the wall to the far
side, and push the raised platform down to bridge the gap.  Return
to the Gargoyle and do the same for the other side, moving both
Avifors rocks out of the way.  Once you push the second platform
down, you will have to fight the Gargoyle from the other side of
the room.  He'll take nine hits before he crumbles to dust like all
the others.  Defeat him to reveal the final Avifors rock.  Go to it
and cast Avifors to make it move to the switch on the ground floor
which opens the exit gate.  Now creep along the walls one last time
and leave the dungeon.

When you emerge from the crawl space, Professor McGonagall will give
you 40 House Points, and dismiss the class.  Hermione congradulates
you, and wishes you good luck with your Quidditch match, which Ron
says is against Hufflepuff.  Leave the class and head to the Entrance
Hall.  Be sure to collect Beans along the way for use at Fred and
George's shop.  In the Entrance Hall, go down the main stairs and
turn to the right.  Go into the passageway next to the stairs to find
a locked chest at the end which contains a Potions Vial.  You can now
carry two Wiggenweld Potions.  Now leave the school and head towards
the Quidditch Stadium for your game.

Quidditch is Quidditch.  This game is the same as the practice game
you played against Hufflepuff, except now it's in front of the whole
school.  Lee Jordan provides commentary as the game goes, and all
you have to do is catch the Snitch.  Other players, bludgers, and the
Hufflepuff seeker will run into you to slow you down, so dodge them
if you can.  Slytherin will win their match against Ravenclaw once
you finish your match.  After the game, Ron will congradulate you,
and then run off to bed.  Turn in yourself for the daily House Point
calculation.

9. The Polyjuice Potion

It begins as usual.  Harry has woken up in the middle of the night.
Ron is at the stairs leading from the bedroom, and tells you that
Hermione wants to meet you in the Girl's Bathroom on the second
floor.  Before leaving the Gryffindor area, visit Fred and George
to buy the final Potions Vial if you have 100 Beans.  Now head off
to the second floor and the Girl's Bathroom.

Hermione will tell Harry that they need to find out who the Heir of
Slytherin is.  Harry thinks it might be Draco.  Hermione says that
she has a Polyjuice Potion ready, and that she took a bit of Goyle's
hair during Transfiguration.  She thinks that Malfoy would tell
Harry anything if he was disguised as Goyle.  Harry drinks the
potion, and turns into a duplicate of Goyle.  Hermione then tells
you to find Malfoy in the Dungeons, so exit the bathroom and head
to the Entrance Hall.  After going down the main staircase, the
Dungeon down the stairs in the passageway on the right hand side.
Avoid the Prefects and slip inside.

You don't have to worry about Prefects in the Slytherin Dungeon.
They apparently let their students wander freely, and will just say
that Malfoy is looking for you (as Goyle).  Work your way through
the maze to the back right corner.  There, enter the door and talk
to Malfoy, who says he doesn't know who the Heir is, but he would
help him if he did.  Harry slips away, claiming he's going to the
hospital wing because of a stomach ache, as the Polyjuice Potion
wears off.  Draco's none the wiser, so sneak back through the
Slytherin Dungeon (the Prefects will attack Harry), and go back to
the Girl's Bathroom on the second floor to report your findings.
After the short cutscene, turn in for the night.

10. Incendio

Harry wakes up in the morning.  Head down to the Common Room and talk
to Ron, who says you have Charms with Professor Flitwick on the
second floor.  Head down to the second floor, and enter the last door
on the right.  Professor Flitwick will tell you that today, you will
be learning the Incendio spell, and call Harry forth to take the
Incendio Challenge.  Harry will then enter the crawl space to the
dungeon.  The timing required for some parts of this challenge makes
it the hardest one in the game.  Just be patient and keep trying if
you don't get it the first time through.

Once you start, jump down to face a Gargoyle right away.  It's a very
small arena for dueling, so be ready to cast Expelliarmus.  This is
your standard nine hit Gargoyle.  After defeating it, proceed through
the door it was blocking.  Follow the passageways along until you
come to a small ledge with a switch on it in a large room.  Jump down
to the left of this ledge to face a second Gargoyle.  The arena for
this duel is very very small, so be on your toes with Expelliarmus.
The Gargoyle will crumble after three hits, and reveal a rock that
you can cast Avifors on.  Do so and enter the room through the gate
that opened when you beat the Gargoyle.  There are a bunch of fire-
spitting enemies in this room, so be careful and jump onto the ledge
on the right hand side of the room.  Follow the ramps up to the
walkway in the middle of the large room.  Jump down into the back
room in the far corner (to the right of the blocked door) to fight
another Gargoyle.  It's the same fight that you just did on the
other side.  Defeat it, cast Avifors on the stone, and climb up the
ramps in the other room.  You can now exit the room through the door
at the far end on the walkways up top.

In the next room is the Incendio spellbook.  Don't fall off as you
walk across the bridge that leads to it.  Once you get Incendio, set
it, and then cast Flipendo on the statue behind you that is now
breathing fire.  Go to the right once you get across the bridge.  The
next part requires you to move fast.  There are four large torches
in the room.  You have to light them all with Incendio in order to
open the gates and leave the room.  One torch is in each corner.
Start with the torch to the right of the flame-breathing statue, and
work your way around the room.  You will have to use fully charged
Incendio spells for the torches to stay lit long enough to get all
four burning.  Once it's done, proceed through the gate before one
goes out and it closes again.  Go through the next few hallways back
to the starting room, and the final challenge of the dungeon.

If you look across the room, you'll see two fires on the ledge.
These fires are blocking buttons that will turn off the fire that
blocks the door out of the dungeon.  You'll have to hit one button
at a time, because when you move one flame, it moves to the ledge
on the side of the room that you're currently on.  Go down the stairs
to your right.  See that large pillar?  Light the torch at the bottom
of the stairs to make it sink into the floor, revealing a room behind
where it was.  Go inside the room and you'll see a bunch of fire-
breathers on the floor, and two faces on the wall.  One face has a
fire burning in it's mouth, and one doesn't.  Cast Incendio on the
one that doesn't have a flame, and one of the two flames in the main
room will die and move to another location.  Now leave the room.

When you exit, look to your left and right.  See those two statues?
You're going to have to make them breathe fire, and point upwards, so
you can get across to the button you just opened up.  Face the one on
your left first, and cast a fully charged Incendio at it.  This will
make it start to breate fire.  As soon as you release the Incendio
spell, start charging Flipendo.  Release it once it's fully charged.
Now turn around quickly and do the same to the other statue.  Once
both statues are breathing fire upwards, run up the stairs, and turn
left at the top.  Once you've crossed the grating in the floor, jump
to your left to land on the first platform supported by the fire from
the statue.  Immediately jump across to the next platform, then onto
the ledge on the far side.  Hit the button and jump back down into
the room.  You have to be fast for this part.  The first platform
will be falling as you jump off of it, and the same for the second.
If you mess up at some point, just wait and start over.  It can take
a long time to get this part down.

Go back into the room with the two faces, and cast Incendio on the
one without a flame in it's mouth.  This will move the fire back in
front of the button you just pushed.  Now go to the other side of
the main room, and repeat the process.  After you move the flame
from the button, use the statue on the right side first instead of
the one on the left, because you're facing a differnt way now.  The
process is still the same.  Once you hit the second button, the fire
in front of the exit will die, and the final gate will open.  Leave
the dungeon.

Professor Flitwick will give you 40 House Points for completing the
challenge, and then dismiss the class.  Ron will come up and tell
you that you have a Quidditch match against Ravenclaw now.  Before
leaving the class, cast Alohomora to unlock the chest in the middle
of the room and get a Wizards Card from it.  Once you leave the room,
cast Diffindo on the tapestry across the hall from you.  Enter the
hall behind it, and go into the first room on the right.  Fill up
your Wiggenweld Potions if you need to, and cast Incendio to burn
the spider webs off of the chest to get another Wizards Card.  Go
back out and return to the Transfiguration classroom on the first
floor.  In the back, behind a blackboard, is another chest covered
in webs.  Get a Wizards Card from it, then leave and go to the
Entrance Hall.  Go directly across the hall, instead of taking the
stairs on your left, and you'll go down a rounded set of stairs to
find a door.  Go through it to find another web-covered chest with
a Wizards Card.  Now leave the Entrance hall and go to the Quidditch
Stadium for your match.

After your match, Slytherin will win theirs.  You'll then meet Ron
outside the stadium.  He's going to bed, tired from cheering.  Go
ahead and end the day.  Dumbledore will calculate the House Point
totals.

11. Tom Riddle

Ron will come up to Harry later on in the evening with a book.  It
is a diary belonging to a T. M. Riddle.  Ron says that Riddle was
given a special services award fifty years ago.  Harry says that the
diary is completely blank.  Harry goes to bed before everyone else so
he can examine the diary.  Eventually the diary talks to him.  It
says that it is Tom Riddle.  Harry then says he's at Hogwarts and
that horrible things are happening, and asks if Tom knows about the
Chamber of Secrets.  Tom says that in his fifth year, the Chamber was
opened and a girl was killed.  He says that he caught the person who
opened it and they got expelled.  Tom says that he can show Harry,
if he likes.  Harry says ok, and Tom relives his memory of the night.
Tom is talking with a young Hagrid, who asks him what he's doing down
where they are.  Tom says that it's over, even though he doesn't
think Hagrid meant to kill anyone, but that monsters don't make good
pets.  Hagrid then says that his pet never killed anyone.  Tom still
thinks it did, and says that Hogwarts should slaughter it for killing
the girl.  Hagrid still insists that it didn't do it.  Tom and Hagrid
then get into a fight over the pet, and it escapes.

Harry tells Ron that it was Hagrid who opened the Chamber of Secrets
fifty years ago, and for him to go tell Hermione.  Harry says he is
going to go talk to Hagrid himself.  Make your way out of the school
to Hagrid's Hut.  As Harry reaches for the door at Hagrid's Hut, it
opens from the inside.  Harry jumps under the stairs as Lucius
Malfoy, Hagrid, and Professor Dumbledore step out.  Malfoy apparently
believes that it was Hagrid that has opened the Chamber of Secrets
again, and says he'll have to be taken away.  Hagrid says he doesn't
want to be sent to Azkaban, the wizard's prison.  Malfoy then says
that Dumbledore is now suspended as Headmaster of Hogwarts.
Dumbledore says that if the governors want him removed, he will step
aside, but that he will have truly left Hogwarts only once no one
there is loyal to him anymore.  He also says that help will be given
to anyone at Hogwarts that asks for it.  Hagrid then says that if
anyone wanted to find out some 'stuff,' all they would have to do is
to follow the spiders.  He says that it is the key to the whole
thing, and tosses a key by the stairs (apparently Hagrid and
Dumbledore know that Harry is under the stairs).  Malfoy then says
that they don't want to keep the Dementors waiting, and the three
of them leave.

Pick up the key that's in front of you, then go around back Hagrid's
Hut.  Follow the spiders to the door, and enter the Forbidden Forest.
The door was locked before, but Hagrid's key lets you get in.  The
first thing you want to do once you're inside is make sure you have
Incendio set to a spell button.  It will be your main spell in here,
as it can defeat the spiders and burn their webs.

Make your way through the forest, following the trail of small
spiders on the ground.  The large spiders can be killed with a hit
from Incendio.  Target them so the spell will follow them if they
move away.  Once you reach the first giant cobweb, burn it with
Incendio to open up a small cave.  Inside is a treasure chest with
a Wizards Card in it.  Burn the webbing on the other side to
continue.  Here, you'll find a new type of spider.  The green ones
will chase you and jump at you.  The new brown ones will spit at
you from a distance, and from up on walls, so watch out for them.
Through the next web is a large room with a bunch of spitting
spiders on the walls.  At the far end is a Chocolate Frog.  Eat
it, and then burn the large web on the floor of the hill to get
to the next area.

You'll now meet Aragog, the spider that Hagrid was keeping as a
pet fifty years ago.  It says that it didn't kill the girl, and what
did, spiders are afraid of even mentioning it's name.  He then says
that he's promised that his children won't hurt Hagrid, but he won't
stop them from attacking you.  You now have to make your way out of
his lair.

Right once you start, small spiders will jump from Aragog's web to
where, you're standing and attack you.  Blast them and proceed down
the ramp in front of you.  If you turn to the right, the ramp keeps
going down, and ends at a treasure chest with a Chocolate Frog in
it.  Take the frog, and climb back up, then follow the trail around
the trees.  Down in a corner of the next large area is a treasure
chest with a Wizards Card.  Get it, then burn the webbing on the
wall opposite the chest, and go through.  Up on a cliff you have to
jump to is a chest with another Chocolate Frog in it.  Get it if you
need it, then continue on.  You'll come to a cliff with spitting
spiders on the far side of a pit.  To your left you'll find Aragog
and his web.  Burn the corner of it, and he'll send more small
spiders to where you are.  Deal with them and move on past where
you just burnt his web.  Climb up the large stairs and burn the
next section of his web.  He'll send more small spiders over.  Move
on through, and you'll see a split in the trail caused by a pit in
the ground.  Take the left hand side, killing spitting spiders as
you go, until you come to the end of the path.  You now have to
jump across the pit onto the other side.  Clear it of spiders first,
then make the leap.  A few steps to the left and you'll be at another
pit.  Jump to the platform on the left, and then walk to the back of
it.  You can climb up back here to find a chest with a Wizards Card.
Get it, then slowly climb back down the cliff you just came up.
Jump across to the next area and burn the web blocking the way.

In this next room, you'll see a bunch of strands of web running from
above you to the ground.  If you touch one, a spider will race down
it and attack you.  The music will also stop and you can hear Harry's
heartbeat.  Also, as soon as you kill one of the spiders on the
ground, one will drop from above to replace it.  Move along the
right side of the room, and then walk across the branch to the left
side when you reach it.  You can use the Zoom buttons to see the
strands of webbing in the air so you don't run into them.  Getting
off the log is hard because there are webs connected to the far end
of it.  Run through them, turn right when you hit the wall, then
turn left and run up the ramp to a treasure chest.  Turn and kill
any of the spiders that are following you.  Alternatively, if you
have steady fingers, you can try and sneak through the webs without
disturbing them.  It's possible, but hard to do.  In the chest is a
Chocolate Frog.  Now proceed back to where the large web blocks your
path, and burn it to proceed.

In the tunnel, you'll come across a chest with another Chocolate
Frog in it.  Burn the web to the left of the chest, and keep walking
along.  You're now far below Aragog's web, and a new type of spider
is on the cliffs ahead.  It's silver, and will spit a paralyzing
attack at you.  Kill it and the others off quickly, then move past
where they were.  You'll come across another web barrier to be burnt
out of your way.  Go past it, and move up the hill to another
Chocolate Frog in a box.  Get it, and continue moving up the hills.
At the top are a bunch of Puffapods, and part of Aragog's web on
your right.  Burn it, and kill the small spiders that jump over to
you.  Stand were the webbing was, and kill the spiders on the cliff
to your right, then remove the Puffapods blocking your progress.
You'll now have to creep along a narrow ledge on the wall.  Once on
the other side, kill the spiders in the room and proceed up the
ramp on the outside wall.  Burn the piece of Aragog's web, kill his
spiders he sends, and move to the next room.  Kill the spiders on
the wall, and look for the chest to your right, hidden in the bushes,
with a Chocolate Frog in it.  Hidden in the bushes in front of that
chest is another one, this time with a Wizards Card.  Get them, and
burn the final piece of Aragog's web.  The web will no longer be able
to support his weight, and Aragog will fall into the pit.  As Harry
stands there watching, the rock ledge he's standing on gives way,
and he tumbles down as well.

You're now trapped at the bottom of the pit with Aragog, who isn't
very happy.  He'll charge at you, and stomp on the ground to send
out a shockwave that will knock you over.  He will also spit poison
once he's taken enough damage.  The only spell that will hurt him is
Incendio, and he has to be rearing back on his hind legs, exposing
his belly, to be hit.  When you hit him, there's a chance of a sac
of items (Beans, Wizard Treats, etc.) falling down, or a spider
might fall from above and attack you.  Cast Incendio to break the
sac and get the items.  Every other hit, Aragog will pace along
the outside of the room before roaming around it again.  After eleven
hits, Aragog will charge Harry, but Ron will show up in the flying
Ford, and get Harry out.  After you're back on Hogwart's grounds,
hit X in your Rememberall to end the day.

12. Gryffindor vs. Slytherin

Harry ends up sleeping in, and realizes that he's late for the
Quidditch match against Slytherin.  Enter the classroom where the
Gryffindor Prefect is walking on the seventh floor, and remove the
slime and spider webs from the treasure chests to get two Wizards
Cards.  Heading down the Grand Staircase, you'll meet Hermione and
Ron on the second floor.  Ron says he's wore out from last night.
Harry hears the voice again, saying that it's going to kill this
time, and Hermione runs off to the Library.  Ron tells you to get
moving to your Quidditch match, so follow his advice and head to the
stadium.  If you've managed to win your other two matches, and can
beat Slytherin here, you will win the Quidditch Cup.

Ron meets you outside the stadium, and says that he hasn't seen
Hermione since she went to the Library that morning.  He then goes
off to bed.  Go ahead and end the day.  Dumbledore will then total
up the House Points.  Yes, it's a very short day.

13. The Chamber of Secrets

When you go down to the Common Room, Ron shows up and says that he
was in Professor McGonagall's office, and then went to see Hermione.
Professor McGonagall told him that his sister Ginny is missing, and
no one has been able to find her.  He then says that it's worse, that
Hermione was attacked and petrified.  She was found outside the
Girl's Bathroom on the second floor.  She had a piece of paper in her
hand that she ripped out of a library book (bad Hermione) about
Basilisks, giant snakes that live for hundreds of years, and that can
kill just by staring someone in the eyes.  Spiders apparently don't
like them, and run when one is near.  Ron then says that Hermione
wrote the word 'pipes' at the bottom of the page.  Harry realizes
that he's been the only one able to hear the Basilisk because it's
a giant snake, and he's a Parselmouth.  Ron thinks Ginny might be
in the Chamber of Secrets, because no one knows were it is.  Harry
then realizes that the Basilisk has been moving through the school's
plumbing, and not out in the halls where it would be seen.  They
then come to the conclusion that the entrance to the Chamber of
Secrets is probably in Moaning Myrtle's bathroom on the second
floor.  Harry says that he will head to the second floor first,
and for Ron to join him there.  Head down to the Girl's Bathroom.

Inside, head for the stalls area, and Harry will ask Myrtle how she
died.  She says she was hiding because she was insulted, and someone
entered the bathroom.  She heard a boy speaking another language,
went to go tell him to leave, and died.  She says all she remembers
was seeing big eyes by the sinks.  Ron shows up and tells Harry to
say something in Parseltongue.  Harry tells the sinks to open up,
but Ron says it was English.  Harry tries again, and this time the
sinks slide away to the corners of the room, revealing a passage
down.  Harry then jumps in.  When you appear in the dungeon, walk
forward past all the snake heads.  The doors will slide shut behind
you, and Harry will see Ginny lying on the ground.  Tom tells him
that she won't wake, but she's still alive.  Harry tells Tom about
the Basilisk, and asks him to help get Ginny out.  Tom says the
Basilisk will only come when it's called for.  He says that Ginny
is like this because she was writing in his diary.  He grew stronger
from it until he was able to control her and make her open the
Chamber of Secrets.  She wrote the message on the wall and made the
Basilisk attack Nick and Hermione.  She wrote about Harry in the
diary, and Tom decided to show him the memory of Hagrid to gain
his trust.  Harry realizes that Tom framed Hagrid.  Tom admits it,
but wants to know how Harry defeated the greatest wizard of all time.
Harry asks why he cares, and Tom says that he is Lord Voldemort.  He
claims to be the greatest sorcerer in the world, but Harry says that
Dumbledore is the greatest.  Voldemort says that Dumbledore was
driven out because of him, but Harry denies it.  Voldemort decides
that it's time to have the Basilisk fight Harry.  Harry braces for
an attack once the Basilisk appears, but it doesn't come.  Fawkes
appears and drops a sword to the ground, then starts diving at the
Basilisk and rips it's eyes so it can't see.

You'll now have control of Harry.  The Basilisk will move in and out
of the six holes on the sides of the room, occasionally rearing up
to spit acid at you.  Take the sword.  It will replace all your spell
buttons.  Then wait for the Basilisk to rear up and spit acid.
Target the little diamond on it, charge the sword, and attack.  Use
the left analog stick to direct the lightning bolt from the sword so
it hits the diamond on the Basilisk.  This will hurt it.  It will
then slither madly about the room.  You can't hit it while it is
moving on the floor.  It takes four hits to kill the Basilisk.  Once
it's dead, it falls down, and it's tooth stabs the diary.  Voldemort
vanishes, and Ginny wakes up.  She says that she wanted to tell Harry
that it was her behind the attacks, and that she didn't mean it,
because Voldemort made her.  Harry says that it's ok because
Voldemort is gone.  Then they leave the Chamber of Secrets.

14. The Last Day of Term

Hermione, Ron, and Ginny are standing at the entrance to the Great
Hall when Harry comes down the stairs.  Harry asks Hermione how she's
feeling, and she says she's better, but disappointed that Professor
McGonagall cancelled this year's exams.  She then says that the House
Cup is about to be awarded in the Great Hall.  Ron hopes that you
have enough House Points to beat Slytherin for the second year in a
row.  Hermione says they'll go in once Harry is ready.  If you need
more house points, now is the last chance to get them.  If you don't,
enter the Great Hall for the ceremony.  You can now also enter the
Slytherin Dungeon to get the chest that you couldn't as Goyle, which
contains a Wizards Card.  Fred and George also have their shop open
if you need to do any last minute shopping.

Dumbledore will present the House Cup to the house with the most
House Points, and then you will find yourself in his office.  Mrs.
Weasley will be happy that Ginny is safe, and then Harry will explain
everything that happened, from hearing the voices, how Hermione
figured out he was hearing the Basilisk in the pipes, how he and Ron
had taken Hagrid's hint and met Aragog in the Forbidden Forest and
found out where the girl was killed fifty years ago, how they figured
out that it was Moaning Myrtle, and that the entrance to the Chamber
of Secrets was in her bathroom.  Hermione asks how they got out of
the Chamber alive, and Harry says it had to do with loyalty and
friendship.  Ron adds that it took courage as well.  Dumbledore then
explains that fifty years ago, Tom Riddle had enchanted his diary,
and it in turn enchanted Ginny when she got it from Lucius Malfoy in
Flourish and Blotts at the beginning of the school year.  Once again,
Harry is truly The Boy Who Lived.

The End.

The game will now return to the title screen.  No credits at all.
You can continue from your last save file to keep playing if you
wish.

Side Quests
-----------

1. Gryffindor Message Board

The very first quest that you will get from the Message Board, you
can complete before even reaching the board.  When Ron and Harry
get caught by Professor Snape after defeating the Whomping Willow,
you will start at the end of the path to Hogwarts.  Simply turn to
the right, move towards the Greenhouse wall, and look to the corner
at the right.  The Potion Vial Case is hidden here.  Pick it up,
and you can turn it in when you first reach the Message Board,
getting an easy 10 House Points and a Wizards Card.

The second quest from the Message Board is to find a Gryffindor
Merit Badge.  This is very easy to find.  Just go to the Flying
Pitch, stand in front of Madam Hooch and face the same direction,
and walk towards the building.  You should see the Badge on your
left next to the building.  If not, follow the edge around, and
you'll run across it.  Turn it in for 10 House Points and another
Wizards Card.

The third item, a Telescope, was dropped from the Astronomy Tower,
and was last seen somewhere on the rooftops.  Head outside the
school, and hop on your Nimbus 2000.  Fly straight up from the
double doors leading inside, to the very top of the roof.  There
should be a large area up top, with the Telescope tucked away in
a corner next to a tower.  Alternatively, you can take the wooden
door in the Cloisters area to the top of the school, and fly from
where you come out to the tower directly in front of you to find
the Telescope.  Return it for 10 House Points and a Wizards Card.

Lost: Toad, answering to the name of Trevor.  Neville's lost his toad
again, and this time you get to find him.  He was last seen near the
Greenhouses, so head outside and over that way.  Trevor's in the area
between the Greenhouse and where you first entered Hogwarts from the
Whomping Willow's area.  You'll have to knock him out with Flipendo
before you can pick him up.  Take him back to the board for 10 House
Points and a Wizards Card.

Item number five is a set of Measuring Scales.  They were last seen
by, surprise, Hagrid's Hut, the number one spot at Hogwarts to find
missing items.  You'll find the Scales behind Hagrid's Hut, next to
the wall of the Forbidden Forest.  Take them back for your usual
reward of 10 House Points and a Wizards Card.

Finding a Wizards Hat will be your next task.  It was lost during
a broomstick ride to the Quidditch Stadium.  There's one great place
to hide items between the school and the Stadium, and that's in the
grove of trees.  Look inside them to find the Hat, and return it for
10 more House Points and yet another Wizards Card.

Next up, a missing pair of Dragon Hide Gloves.  They were last seen
by the lake.  To find the Gloves, head to the Confiscated Items
Storeroom, and fly around to the right.  There is a little walkway
down on the ground.  The gloves are on it near the end.  Get them,
and head back to the Message Board for your reward.

Someone's now lost their copy of 'Gadding With Ghouls,' and says it
could be anywhere on the school grounds.  You could spend a lot of
time looking for the book if you're not a bit creative.  To find it
easily, go to the Confiscated Items Storeroom, and face across the
bridge towards the Flying Pitch.  There is a small grassy area on
the right hand side that you can fly to.  The book is hidden back in
there.  Get it and turn it in for 10 House Points and a Wizards Card.

Now missing is a copy of 'Holidays With Hags,' which fell out of an
Owl Post package, so it could be anywhere on the school grounds.  To
make a long search short, go outside from the Entrance Hall, through
the tunnel, and turn right past the little tree.  Follow the castle
wall around, and you'll eventually find the book laying on the
ground.  Grab it, and return to the Message Board to turn it in for
10 House Points and a Wizards Card.

The last missing item posted on the Message Board is Lee Jordan's
pet Tarantula.  He believes that it's wandering behind the Greenhouse
area.  Not inside the Greenhouses, but behind.  Head towards the
Greenhouse walls from Hagrid's Hut, and move to the left corner.
There's a small crawl space hidden back here, which leads behind
the Greenhouses.  Sure enough, the Tarantula is back here.  Knock
it out with Flipendo so you can pick it up, then return to the
Message Board for your final 10 House Points and Wizards Card reward.

2. Helping Gryffindors

The first part of this series of quests can be started as soon as
your first day at Hogwarts begins.  Outside the school's main
entrance is a Gryffindor boy who's mother sent him a package of
robes by Owl Post, but the owl dropped the package.  He says it's
somewhere on the grounds.  When you accept the quest, he tells you
that someone saw a parcel near the lake, and to bring it to him if
you find it.  To get to the lake, follow the dirt path away from
Hogwarts, and take the branches to the left.  Eventually, the path
will lead to the Quidditch Stadium, and there will be a grove of
trees on the left of the path.  Go past this grove towards the
lake, and you can see Hogwarts on the cliff above you.  Follow the
cliff around to the lake to find the package, and return it to the
student that lost it.  He'll thank you, and say that Neville, who
is over by Hagrid's Hut, could use your help as well.

Neville has lost his Rememberall, and wants you to find it for him.
He has no clues as to where it might be.  If you head back into the
school, once you exit the entrance tunnel, look for a brick path on
your right.  Follow it along the wall to a small tree, and the
Rememberall will be lying on the ground in front of it.  Take it
back to Neville.  He'll tell you that someone over by the Flying
Courtyard could use your help.

A Gryffindor student out in the Flying Pitch has lost his Potions
Vial, and is afraid of going to see Professor Snape without it.  He
has no clues as to where it could be found, so you'll have to start
looking on your own.  Head towards Hagrid's Hut and the Greenhouse.
In between the two are a bunch of bushes and trees.  The Potions
Vial is right in front of the trees next to the Greenhouse wall, in
what looks like a bed of leaves.  Get it and return it to the student
that lost it.  He'll tell you that he thinks someone at the Quidditch
Stadium wants to race you.

There's a Gryffindor student waiting at the drawbridge to the
Quidditch Stadium.  Talk to him, and he'll ask you to race him to the
trees and back.  Run around the right side of the trees, then back to
where the student was standing to beat him.  He'll congradulate you
and tell you that someone in the Cloisters could use your help.

The Cloisters area is the big open area with the single tree in the
middle of it.  The student (who looks a bit like Ron) is in the back
corner.  He's lost his copy of The Daily Prophet, and he wants to
read an article in it about the Quidditch World Cup.  He's got no
hints about where it could be located, so you're searching blind
again.  However, your search shouldn't take too long.  Just head
over to Hagrid's Hut (you must not be the only person that visits) to
find the paper on the right side, just a bit past the axe in the
stump.  Grab it and take it back to it's owner.  He says that Neville
needs your help agian over in the Flying Pitch.

Mr. Longbottom is along the back wall of the Flying Pitch.  Poor guy
can't get his spells straight.  He was practicing levitating some of
his crockery, and now it's stuck on the roof.  Offer to give him a
hand, and he'll of course have no clue where the crockery is.  Well,
he wasn't practicing his spells in the Flying Pitch, but all the way
out at the entrance the school grounds.  There are two small towers
at the front of the school, and Neville managed to get his crockery
stuck on the building between them.  There's eight pieces in all, so
make sure you get every last one.  Return them, and Neville says that
someone back at the main entrance could use your help now.

This poor Gryffindor student is collecting Mandrake Roots for
Professor Sprout, probably to help with the de-petrification potions.
He wants three roots.  Head over to the area between the Greenhouse
and Hagrid's Hut to find the roots.  There are six roots in the
wooded area here.  Collect three and take them back.  He'll give you
the key to the Confiscated Items Storeroom, which is past the Flying
Pitch.  You can collect all six roots if you want, but you'll get
nothing extra for it.  Inside the Storeroom are seven treasure
chests, which contain six Wizards Cards (less if you haven't been
doing the card trading with students) and a Bean bag that can hold
200 beans.

This is the end of this line of quests, as no students around the
school grounds have lost anything else (thankfully).

Mini-games
----------

Mini-games can only be done after defeating the Basilisk, except for
the Gnome Dunking.  It has been said that this can be done at night
as well, but I can not confirm nor deny this currently.

1. Gnome Dunking at the Lake

To toss a few Gnomes into the drink, proceed down to the lake.  You
should see three bushes near the shore.  Gnomes run to and from these
bushes, charging you if you get too close.  Knock them out with
Flipendo, and toss them into the lake.  The more you toss in, and the
farther they go, the better.  Treasure chests appear on the bank next
to the bushes when you toss in three, seven, and twelve Gnomes.You
can get up to three Cards here for your collection.  After three,
no more chests will appear.

2. Gnome Ring-toss

Gnome Ring-toss is played on the roof of school buildings.  The
object is to toss three gnomes into floating, multi-colored rings
that hover over the school yards.  Getting a Gnome through the Red
ring will gain you five points.  The Blue ring is worth ten.  And
the Yellow ring is worth 15 points.  If you manage to throw the
Gnome through two rings, the points for the rings are added together
and then doubled.  When you manage to beat the record you'll get a
Wizards Card.

Gnome Ring-toss #1:  This game is located on the rooftops between
the Flying Pitch and the Cloisters area.  The price to play is five
Beans, and you have to beat a score of 10.

Gnome Ring-toss #2:  This game is located on the opposite side of
the Cloisters area from the first, on one of the two tall towers.
This one is a bit harder because the Yellow ring moves around now.
Price per game is 10 Beans, and you have to beat a score of 15.

Gnome Ring-toss #3:  Located in the same area that Neville's crockery
was at on the towers in front of the school.  There are now two
moving Yellow rings, one really fast, the other very slow.  The price
per game here is 15 Beans, and you have to beat a score of 20.

Gnome Ring-toss #4:  Find this game on top of the tower at the far
end of the Flying Pitch, closest to the Quidditch Stadium.  It has
the same ring setup as the third Gnome Ring-toss game.  The price
to play is 30 Beans, with a score to beat of 25 points.

Gnome Ring-toss #5:  This final game is located atop the main school
building.  The same basic ring setup from the last two games makes
another appearance here.  Playing will cost you 50 beans, and you
have to beat a score of 30 points.

3. Broom Racing

This is by far my favourite mini-game.  Find students located on
top of the school buildings, and some will challenge you to a race
on your broom.  Racing is done much the same way Quidditch is played.
Fly through the magic rings around the school, gaining speed for each
ring.  The objective is to reach the Green ring at the end of the
course first.  You can try and knock your opponent off course, and
he will do likewise to you.  Each race can be done three times, and
you'll get a Wizards Card for each race won.

Broom Racing #1:  This race is located on the small towers in front
of the school, in the same area where Neville's crockery was.  It
costs five Beans a race.  The first race course heads out towards the
Greenhouse, then turns left towards the Quidditch Stadium.  It then
loops around the grove of trees to head back to where the student
was that challenged you.  The second course heads out over the
Flying Pitch, over the lake towards the Quidditch Stadium, and then
towards the Greenhouse before heading back to the start.  The third
race starts off towards the Greenhouse before doubling back on itself
to run along the side of the school.  It then goes over the Cloisters
area and turns out onto the Flying Pitch, where the finish line is
located.

Broom Racing #2:  This race is located on the large tower you run
into if you walk across the Flying Pitch on the path.  It's ten Beans
per race.  The first course heads out over the lake, and does a large
loop across it to finish up on the opposite side of the tower.  The
second course runs the same beginning that the first one did, then
moves into the ditch between the Flying Pitch and the Confiscated
Items Storeroom.  It circles around this building and finishes in
the same place as the first race, forming a large figure-eight.  The
final race starts off the same as the first two, but doubles back on
itself and runs along the cliff next to the Flying Pitch, then in a
loop around the grove of trees next to the Quidditch Stadium.  It
then goes up over the main courtyard area, and up to the top of the
main Hogwarts Tower, then back down to where you started to finish.

Broom Racing #3:  To find this race, look for a small ledge between
two buildings above the Cloisters area.  It costs twenty Beans to
race here.  The first course heads off towards the Confiscated Items
Storeroom, heads up around it and the large circular tower, then
quickly over the Flying Pitch, and finishes over the Cloisters area
where you started.  The second race starts under a bridge, then its
off over the lake, up over the top of the school, then out onto the
Flying Pitch before heading back over the lake, then down the ditch
next to the Flying Pitch, under the starting bridge again, and ends
over the water next to the dock area.  The third course begins over
the bridge that the second began under, and runs around the docks,
along the side of the school, heads up over the Cloisters area and
the Flying Pitch, back out over the water, past the docks again, and
finishes in the ditch next to the Flying Pitch.

Broom Racing #4:  Find this race on the large area right before the
steps that lead down to the dock.  The price per race is thirty
Beans.

Still Missing Cards?
--------------------

Here are a few places that you might not have looked yet:
*Inside the Confiscated Items Storeroom
*In a broken window above the Confiscated Items Storeroom.
*Make sure you traded with every student.
*Check classrooms and with Fred and George after making trades.
*Make sure you've done every mini-game.
*Double check all the torch areas around the school.

Once you have 100 Cards, find Professor Dumbledore outside his office
on the third floor.  Talk to him, and he will give you Card number
100, the Harry Potter Card.

Credits and Thanks
------------------

J.K. Rowling - for coming up with Harry Potter to begin with, and
providing us with such a great place to let our imagination wander
free.

EA Games/Warner Brothers - for providing us with such a great game
to play.  I only ask that the next ones be even better, and longer.
This game would be perfect if it was about twice as long.

Stephania Cross - for getting me into Harry Potter in the first
place.  I would have never have had a reason to write this FAQ
without her.

Su-Eun Yin - for providing an excellent guide to all 101 Famous
Witches and Wizards Cards.  A lot of the Card info in here came from
her guide.

John Williams - for, as always, coming up with such brilliant music
to perfectly compliment the movie, and for being a great listen in
and of itself.

Several bands for keeping me sane during hours of testing and re-
testing different things in the game for thoroughness and the most
accuracy that I could get.  These include Blind Guardian, Grave
Digger, Hammerfall, and Morgoth.

This guide has been written solely for GameFAQs.

Copyright Info
--------------

Harry Potter, characters, names, and related indicia are trademarks
of and copyright (c) Warner Bros.

Harry Potter Publishing Rights copyright (c) J.K. Rowling.

Anglia is a trademark owned and licensed by Ford Motor Company.

Wizards Card info (c) Copyright 2002 Su-Eun Yin

This document copyright (c) 2002, 2003 Sean Monroe