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    FAQ/Walkthrough by ARobinson

    Version: 1.1 | Updated: 01/19/06 | Printable Version | Search Guide | Bookmark Guide

    "Harry Potter and the Goblet of Fire" for Game Boy Advance - Walkthrough/FAQ
    Version 1.1 - Complete
    Last updated: January 19, 2006
    By Andrea Robinson
    
    Part 1 - Introduction
    
    Part 2 - Frequently Asked Questions
    
    Part 3 - Controls
    
    Part 4 - Spell List
    
    Part 5 - Goblet of Fire Walkthrough
         5.1 - Quidditch World Cup Campsite
         5.2 - Defense Against the Dark Arts
         5.3 - Forbidden Forest
         5.4 - First Task
         5.5 - Yule Ball
         5.6 - Prefects' Bathroom
         5.7 - Care of Magical Creatures
         5.8 - Second Task
         5.9 - Moody's Challenges
         5.10 - Third Task
         5.11 - Voldemort
         5.12 - Things to do when replaying levels
    
    Part 6 - Shield Location List
    
    Part 7 - Card List
    
    Part 8 - Multiplayer Mode
    
    Part 9 - Miscellaneous
         9.1 - Disclaimer
         9.2 - Acknowledgements
         9.3 - Version History
    
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      NOTICE: This guide contains spoilers - although it's unlikely that you're
              playing the game without having either read the book or seen the
              movie. Still, you've been warned.
    
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    Part 1 - Introduction
    
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    This guide is for the Game Boy Advance version of "Harry Potter and the Goblet
    of Fire." It's become a tradition of mine to play the GBA releases of the Harry
    Potter games. With "Goblet of Fire," I moved this tradition to the DS, wrote a
    walkthrough for it, and then noted the need for a walkthrough specific to the
    GBA version. Although this is the weakest entry yet in terms of story in EA's 
    releases of handheld Harry Potter games, the gameplay itself is very good. The
    manual is somewhat lacking, and some of the dungeon puzzles can be tricky to
    figure out without help. That's where this guide comes in. I hope you find it
    useful.
    
                                             -- Andrea 'AquaHaute' Robinson
    
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    Part 2 - Frequently Asked Questions
    
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    Q1. Does it matter which character I play as?
    
    A1. Not really. Their initial stats are different, as seen below. I prefer
        Harry or Hermione if I know there will be a lot of actual battles, due to
        Harry's high attack power and Hermione's high defense, but once you get a
        few card categories completed and snag a few House Booster cards, the three
        will even out and it won't matter.
    
                   | Attack | Speed  | Defense
         ----------+--------+--------+----------
           Harry   |  high  | medium |   low
         ----------+--------+--------+----------
            Ron    |  low   |  high  |  medium
         ----------+--------+--------+----------
          Hermione | medium |  low   |   high
         ----------+--------+--------+----------
    
    
    Q2. How do I choose what spell to use?
    
    A2. You don't. Some spells are assigned to the A button, some are assigned to 
        the B button, and the game determines the intended spell based on the
        target and the button pressed.
    
    
    Q3. I failed a stage! What happens now?
    
    A3. The game automatically saves after every few areas, so unless you go back
        to the Adventure menu and play a previous chapter, you shouldn't lose more
        than about ten minutes' worth of progress - you'll just restart at the most
        recent auto-save with five full hearts, even if you turn the GBA off in the
        meantime. Obviously, you can also turn the game off or select Quit and
        still come back to that auto-save point later.
    
    
    Q4. How do you unlock the bonuses?
    
    A4. The image gallery from the movie is unlocked once you collect all 74 
        cards, and the cutscenes from the game are unlocked once you collect all
        71 Tri-Wizard Shields.
    
    
    Q5. I've beaten the game but I still don't have all the shields and cards.
        How do I get them?
    
    A5. From the Adventure menu, you can choose to replay any chapter you've
        already completed. Head on down to section 5.12 for instructions on finding
        items that weren't accessible the first time through (due to lack of
        necessary spells). These can be done any time after completing Chapter 7,
        "Care of Magical Creatures," in which you learn the last of the spells. If
        you're just missing cards that you've already unlocked, check the next
        question.
    
    
    Q6. It says I've unlocked a card, but I can't see it in Folio Universitas. Why?
    
    A6. Because some cards you're handed, and some are just unlocked for purchase
        in Weasley's Wares. It takes 5030 points' worth of green jelly beans to
        purchase them all, but some beans are worth 5 and 10 points, so it goes a
        little faster than you'd think. Green jelly beans can be gathered by
        beating enemies and smashing rocks, barrels, and crates. See section 7 for
        full details on the cards.
    
    
    Q7. What do I do with the giant skrewts in Hagrid's garden? (Chapter 7)
    
    A7. Keep following the path; the skrewts will chase you. Let them knock
        pumpkins out of the way with their fireballs, and steer them using Incendio
        (B button) if you need to. Eventually there are screens with stone holding
        pens; steer the skrewts into the those and a gate will close automatically.
    
    
    Q8. How do I beat Voldemort?
    
    A8. Head on down to section 5.11.
    
    
    Q9. Where's the shield/card I'm missing in a given chapter?
    
    A9. Look up that specific chapter in section 5, or check section 6 (Shield
        Location List) or section 7 (Card List). If you're looking specifically
        for the Hufflepuff card or for the sixth shield in the second task, see
        the next two questions.
    
    
    Q10. Where's the shield I'm missing in the second task?
    
    A10. That's probably the hardest shield to find in the entire game. Here's how,
         from asegiel on the GameFAQs message boards:
             "There is a point at the beginning of the level where you are going up
              or down the lake wall, (can't remember) [Ed. note: it's up] but there
              is a hole in the wall (like a cave opening) on the right hand side of
              the screen, barely noticeable. If you swim thru this hole, that is
              where the Tri Shield should be."
         Thanks for the tip, asegiel! Head down to section 5.8 if you need more
         detailed information. The Shield is in the fourth area of the level.
    
    
    Q11. Where's the Hufflepuff card?
    
    A11. That's the hardest card to find in the entire game. It's in a secret room
         to the southeast of the seventh area in the Prefects' Bathroom stage. Go
         into the level and count the rooms as you go through them. When you get to
         the seventh area, cross the two bridges to the east, then immediately go
         south. It looks like a solid wall, but there's a passage through there. In
         this new hidden area, cross the bridge and open the chest to get the
         Hufflepuff card. Head down to section 5.7 if you need more detailed
         information.
    
    
    Q12. I have all 71 Shields but the bonus for it isn't unlocked. Help!
    
    A12. The bonuses are not unlocked until the next time the game auto-saves in
         Adventure mode.
    
    
    Q13. I want to know something about the multi-player mode.
    
    A13. I don't know anything about the multi-player modes because I don't know
         anyone else with a copy of the game. Sorry.
    
         Update: themaster3400 on the GameFAQs message boards has provided me with
         information about the multiplayer mode, which is now included as part 8.
    
    
    Q14. This game sucks.
    
    A14. As an entry in the Harry Potter franchise, absolutely, but as with the
         other handheld Harry Potter games, you cannot deny that it has good
         gameplay and well-designed dungeons.
    
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    Part 3 - Controls
    
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    START - Pauses the game, letting you access Weasley's Wares, change options,
            view the Folio Universitas, and exit to the main menu. Also skips
            cutscenes.
    
    A - Progresses through text, confirms menu selections, casts Confundus, Ventus,
        Alohomora, and Herbivicus.
    
    B - Cancels out of menus, casts Wingardium Leviosa, Reparo, Verdimillious, Aqua
        Eructo, Glacius, and Incendio.
    
    L - Calls the other party members when all three are needed to successfully
        move/repair/drench an object or to press down a switch.
    
    R - Scrolls through pages in the Folio Universitas card album.
    
    D-PAD - Selects menu options, moves characters on the field, aims spells.
    
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    Part 4 - Spell List
    
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    SHOT SPELLS - Press A to cast
    
    * Confundus - Supposedly "causes confusion in creatures," but it's more like a
      damaging spell. Most creatures can be taken out by a few shots of it. You
      start the game with this spell.
    
    * Ventus - Shoots a blast of air. Primarily used to push logs and rolling
      objects out of the way, but also serves to propel floating platforms in
      several levels. You start the game with this spell.
    
    * Alohomora - Unlocks treasure chests. That's it! You start the game with this
      spell.
    
    * Herbivicus - Causes water plants to bloom for use as stepping stones. You
      get this spell in Chapter 3, Forbidden Forest.
    
    
    STREAM SPELLS - Hold B to cast
    
    * Wingardium Leviosa - Levitates objects and some creatures; move them by using
      the D-pad while holding down B. Crates, barrels, sacks, and rocks often turn
      into green or silver jelly beans or Chocolate Frogs when lifted, moved, and
      dropped. Other items, such as logs and pillars, can be moved to form bridges
      or climbing platforms. You start the game with this spell.
    
    * Reparo - Repairs items, giving them some new function - suits of armor step
      out of the way, broken chests become unlockable, shattered logs and pillars
      become movable. You get this spell in Chapter 2, Defense Against the Dark
      Arts.
    
    * Verdimillious - Shoots a jet of green sparks. Can be used to defeat Erklings
      quite effectively and Dugbogs quite poorly. You get this spell in Chapter 3,
      Forbidden Forest.
    
    * Aqua Eructo - Shoots a jet of water. Extinguishes fires, turns waterwheels,
      fills buckets, and provides a quick way to defeat Salamanders. You get this
      spell in Chapter 3, Forbidden Forest.
    
    * Glacius - Freezes water and some creatures, creating stepping stones. You get
      this spell in Chapter 6, Prefects' Bathroom.
    
    * Incendio - Sets shrubs, spiky bushes, and piles of wood on fire. You get this
      spell in Chapter 7, Care of Magical Creatures.
    
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    Part 5 - Goblet of Fire Walkthrough
    
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    5.1 - Quidditch World Cup Campsite
    
    Cards available: Confundus, Wingardium Leviosa, Ventus, Alohomora, Quidditch
         World Cup Stadium, Quidditch World Cup Campsite
    Cards unlocked for purchase: Dugbog, Bowtruckle, Arthur Weasley, Draco Malfoy
    Shields initially available: 4 (of 7)
    Enemies: Dugbog, Bowtruckle
    
    In much of this level, you'll be unable to backtrack even within the same
    screen because routes will be blocked by Death Eaters. Try to do things right
    the first time.
    
    Follow the dirt path through the first area. The game will pretty much tell you
    what to do. Hold down B and use the d-pad to move one of the trunks with
    Wingardium Leviosa; press A to move the cart using Ventus. Exit southeast.
    
    Follow the dirt path through the second area. At the cauldron, press L to call
    the other friends, then hold B to move the cauldron together with Wingardium
    Leviosa. Continue southeast, use B to move the sacks from your path, and exit
    north.
    
    In the third area, press A to move the first two barrels out of the way, then
    move the barrel immediately to the north. Approach the chest and you'll be
    prompted to press A to cast Alohomora to open it, unlocking Card #7, Arthur
    Weasley. Leave the small area the way you came in and proceed north, where
    you'll face your first combat of the game.
    
    The Dugbogs can be defeated by using B to lift rocks with Wingardium Leviosa
    and dropping them on the Dugbogs when they charge, or by pressing A to hit
    them with Confundus. It helps to press L first so you can get the other
    characters to shoot Confundus too. They're not dead until they flop over on
    their backs.
    
    There are three Dugbogs; killing them all allows you to proceed and unlocks
    Card #5, Dugbog. Exit east.
    
    In the fourth area, press A at the chest to the southeast to get Card #10,
    Quidditch World Cup Stadium. Kill three Dugbogs (or use Ventus on the cart)
    and exit north.
    
    In the fifth area, press L to call the group together, then hold B and use the
    D-pad to move the large crate. Grab the Tri-Wizard Shield, press A to roll the
    log away with Ventus, and keep following the dirt path. To the north you'll
    meet two nests of Bowtruckles. Press A to cast Confundus on the tree stumps to
    make them come out, then beat them down with Confundus some more. You'll unlock
    Card #6, Bowtruckle. Move east, then exit north.
    
    On the sixth screen, move northwest to the log, move it out of the way by
    pressing A to cast Ventus, then keep moving north and west until you exit.
    
    In the seventh area, go southwest, then follow the shore until getting to the
    log. Press A, cast Ventus, you know the routine. Move north to the big rock,
    press L, then hold B and use the D-pad to lift and move the rock with
    Wingardium Leviosa. Go east a little bit; see that log on the ground, and the
    brown circle further east? Use Wingardium Leviosa to move the log onto the
    circle. Now you can use it as a stepping stone to the ledge above. Press A to
    cast Alohomora at the chest for another Tri-Wizard Shield, then climb back down
    and exit northwest.
    
    Move north in the eighth area. Defeat another Bowtruckle nest and two Dugbogs,
    move one of the rocks, and exit north.
    
    Go north in the ninth area, hit the chest with A for another Tri-Wizard Shield,
    then go straight east. Kill another Dugbog and open another chest to unlock
    Card #8, Draco Malfoy. Then go north past the tree, northwest to another
    Bowtruckle nest and a chest containing a fourth Tri-Wizard Shield. (If you 
    accidentally hit this chest while firing at the Bowtruckles and miss grabbing
    the Shield, you'll be back here later in the game and you can get it then.) Go
    back east, then northeast, and approach the jumping boot to end the level and
    get Card #11, Quidditch World Cup Campsite.
    
    After completing Chapter 6, replay Chapter 1 to get the cards and Shields that
    weren't available the first time through. See section 5.12 for details.
    
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    5.2 - Defense Against the Dark Arts
    
    Cards available: Reparo, Hedwig, Defense Against the Dark Arts
    Cards unlocked for purchase: Red Cap, Erkling, Harry, Hermione, Ron,
         Omnioculars
    Shields initially available: 3 (of 5)
    Enemies: Red Cap, Erkling, Bowtruckle, Dugbog
    
    Before starting the actual level, go northeast through the room, hit the chest
    to unlock Card #20, Ron, then keep heading northeast and climb the curved
    staircase on the right.
    
    In the first room, stand near the lower cauldron and turn the character facing
    away from the cabinet. When the Red Cap comes out, wait until it starts to
    charge toward the group (rather than just creeping), then turn around, hold B
    and use the D-pad to move it into the cauldron. Repeat the with second Red Cap,
    then move east, press L, and get the whole group to levitate the red chest out
    of the way. Exit southeast.
    
    In the second area, go north and step on the switch, that's all.
    
    In the third room, dodge the Erkling's yellow notes and defeat it (it's not
    dead till it disappears in a puff of purple smoke. Use Wingardium Leviosa to
    move the chest or drawers onto the platform a little to the left, then climb
    up, step on the switch, and come back down. Go south, defeat two Erklings, go
    east, and open the chest to unlock Card #21, Omnioculars. Go north, move and
    drop the barrels if you need stamina restoration (they contain Chocolate
    Frogs), and exit east.
    
    On the fourth screen, go down the stairs, zap the chest for a Tri-Wizard 
    Shield, and head through the door.
    
    In the fifth room, stand near the cauldron, levitate two Red Caps into it as
    before to unlock Card #13, Red Cap, then press L and get your friends to help
    you Wingardium Leviosa the red chest out of the way again. Exit southeast.
    
    In the sixth area, defeat the Bowtruckle nest, use Wingardium Leviosa to move
    the chest across the room, and climb up to step on the switch. Climb down and
    exit east.
    
    In the seventh room, hit A to move the barrel with Ventus, then follow the room
    to the open area. Defeat four Erklings to unlock Card #14, Erkling, and go to
    the southwest corner of the room and move the chest of drawers, one Wingardium
    Leviosa at a time, to the platform in the northeast corner. Climb up, press A
    to knock the barrel onto the switch, then climb down and exit east.
    
    In the eighth room, defeat the Erkling. Moody will appear, and you'll now have
    the Reparo spell (as well as Card #15, Reparo). Use B to cast Reparo at the
    drawers, then hold B to move the drawers to the platform. Climb up and open the
    chests for another Tri-Wizard Shield and to unlock Card #18, Harry. Climb down,
    use Reparo on the suit of armor... seen broken suits of armor anywhere else in
    this level? Of course you have.
    
    So let's backtrack. Exit west, in the next room go northwest then southwest to
    exit, and in the room with the Bowtruckle nest, use Reparo on the suit of armor
    and exit north.
    
    In the ninth room, follow the on-screen instructions and use Wingardium Leviosa
    to move fire from the torch to the woodpile. Go north, curve around, and go
    south, defeating four Dugbogs on the way. Go west and open the chest to unlock
    Card #19, Hermione, then use Reparo on the armor and exit west. Open the two
    chests for a Tri-Wizard Shield and Card #22, Hedwig, then go back to the
    previous room. Go north, levitate the fire into the woodpile, and exit north.
    
    Here in the tenth area, hit the chest for 30 points' worth of green jelly
    beans, then proceed up the staircase to the northwest and exit.
    
    In the eleventh room, there are a lot of Red Cap cupboards you can't see - when
    you're ready for them, turn the player character's back to the screen and watch
    them swarm, then drop them one at a time into the cauldrons. There are eight or
    nine Red Caps total. Once you've gotten them all, head west, stand on the large
    switch, and press L to call the other friends - it takes the weight of all
    three combined to push it down. Then go north and exit northwest.
    
    In the twelfth room, defeat an Erkling and a Red Cap to end the level and get
    Card #23, Defense Against the Dark Arts.
    
    After completing Chapter 7, replay Chapter 2 to get the cards and Shields that
    weren't available the first time through. See section 5.12 for details.
    
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    5.3 - Forbidden Forest
    
    Cards available: Aqua Eructo, Verdimillious, Viktor Krum, Fleur Delacour,
         Cedric Diggory, Durmstrang Ship, Herbivicus, Forbidden Forest
    Cards unlocked for purchase: Salamander, Fire Crab, Hungarian Horntail Dragon
    Shields initially available: 23 (of 24)
    Enemies: Dugbog, Bowtruckle, Bubotuber, Salamander, Fire Crab
    
    This is a very long dungeon. Be sure you've got an hour or so to spend before
    you head into it. No, seriously, it has twenty-five different areas that take
    an average of two minutes apiece to complete.
    
    Hop down, press L, and together lift, move, and drop the large rock to the
    right, then step on the switch. Head south, navigate the walls, and use Ventus
    (A button) to move the log. Use the flower as a stepping stone to the next
    piece of land. Reparo the shattered pillar, then use Wingardium Leviosa to move
    it into the water as a stepping stone. Run west and hit the chest for a
    Tri-Wizard Shield, then head back to the east and exit south.
    
    On the second screen, head east, then south across the pillar. Use Wingardium
    Leviosa to move the circular stone to its target position; you'll need to move
    it over land and not over water. Follow the flowers south - ignore that chest
    for now - and use Ventus on the log. Kill three Dugbogs and the barrier
    disappears; head west across the flowers and levitate the pillar into the
    square hole. Climb up and exit west.
    
    In the third area, go southwest, use Ventus on the log, and go all the way to
    the lower west corner. That stack of wood beyond the tree stump is actually a
    broken chest. Press B to cast Reparo, then A to open it for another Tri-Wizard
    Shield. Go north, move a rock out of the way, and defeat three Dugbogs. The
    barrier will disappear and you'll get Card #33, Herbivicus. Don't go through
    the barrier yet though; exit EAST to open the chest you saw earlier. It's
    another Tri-Wizard Shield. Go back to the screen you came from and NOW go west
    where the barrier disappeared. Go northwest to the broken chest; Reparo +
    Alohomora for another Tri-Wizard Shield. Jump east onto the flower, then press
    A to use Herbivicus on the other, then jump across that one too.
    
    From this island, first levitate the pillar onto the white spot in the water.
    Jump across it and IMMEDIATELY go east. Use Herbivicus, jump to the second
    flower, and jump northward into the waterfall. Move north on this screen and
    use Alohomora for another Tri-Wizard Shield, then exit south. You'll be on the
    right side of the previous screen, and right next to you is another chest,
    which contains Card #31, Cedric Diggory. Go south, jump west to the island and
    northwest to the burning tree.
    
    Move to a point central to the burning tree, the spiky bush, and the reeds.
    Carefully levitate a reed into the fire, and without releasing the B button,
    levitate it over to the bush, which will catch fire and disappear. It may take
    a few tries to get this right. Exit north.
    
    In the fourth area, defeat the Bowtruckle nests and a barrier will disappear.
    Go south, climb the ledges going northward, and defeat three Dugbogs to
    eliminate the other barrier. Hop down to the left and go east through where the
    barrier just disappeared. Press L, then use Reparo on both broken pillars,
    then, as a group, levitate the pillars northwest to the square holes. Yes, the
    pillars WILL need to traverse that narrow strip of land. Now go back to the
    ledges at the south end of the area, climb up and go north, then hop across the
    pillars and exit west.
    
    On the fifth screen, move some of the rocks to the north so you can Reparo and
    Alohomora that chest for another Tri-Wizard Shield. Jump down and defeat the
    Bowtruckle nest to remove the barrier and get Card #28, Verdimillious. Go south
    where the barrier was, hit the switch to the left, then go hit the log with 
    Ventus. Climb the pillar in the southeast corner, exit east, hit the chest for 
    another Tri-Wizard Shield, then head back to the previous screen, go north, 
    Reparo and Alohomora THAT sucker for Card #29, Viktor Krum, then go south and 
    climb down the pillar. Just to the north is a broken pillar; Reparo it, and 
    levitate it all the way to the white spot in the water north of the Bowtruckle 
    nest. Hop across, exit north, zap the chest for a Tri-Wizard Shield, then exit 
    south, hop back across the water, and go south to the area with the Bubotubers.
    Pick one up from a distance with Wingardium Leviosa and drop it among several 
    others - they explode when they're dropped, setting off a chain reaction by 
    exploding the ones around them too. Don't get too close; the explosion WILL 
    damage the characters. Once they're all gone, levitate the round stone along 
    the grass and pathway into the round pit. Go north, press L, move the big 
    stone, and exit north.
    
    Go north in the sixth area, press L, destroy the big stone, and defeat the
    Bowtruckle nest. Levitate the pillars to the places they belong - one has a
    square bottom, the other a circular bottom. Climb the two ledges you just made
    and levitate the decorated stones onto the switches, then go back to the main
    area, climb the center pillar, and head north. Hit the chest for another
    Tri-Wizard Shield and exit east.
    
    On the seventh screen, go south, defeat the Bowtruckle nest, and start setting
    shrubs on fire using Wingardium Leviosa and water reeds. First go east, then
    northwest, then Reparo that pillar and start levitating it south, burning
    another set of shrubs as you go. Defeat another Bowtruckle nest and drop the
    pillar on the white spot in the water to the west. Jump across, open the chest
    for another Tri-Wizard Shield, and go back to the north, use Ventus on the log,
    and exit north.
    
    In the eighth area, repair the pillar, levitate it into the water, get on it
    and use Herbivicus, and go north for another chest with another Tri-Wizard
    Shield. Back to the beginning of the area, go northeast and destroy all the
    Bubotubers. Move the pillar from the northeast corner westward into the water.
    Cross over, Reparo+Alohomora the chest for another Tri-Wizard Shield, and exit
    west.
    
    Jump down in the ninth area, go south, press L, destroy the rock, and use 
    Ventus on the log. Take out the herd of Bubotubers, then burn away the shrubs
    in the southwest corner using the water reeds. Use Reparo on the pillar, then
    move it north to the water. Cross the water, go north to Reparo+Alohomora a
    chest containing another Tri-Wizard Shield, then exit west.
    
    At the tenth screen, go north, cast Ventus on the log, ignore the chest in the
    stone enclosure, go west and press L and move the rock as a group, then go down
    the slope.
    
    To beat Salamanders at this point in the game, wait until they shoot fireballs
    at you. Dodge out of the way and hit them with Confundus (by pressing A) while
    the Salamanders are still yellow. Eventually, the Salamanders will turn black;
    once this happens, levitate them into a pool of water.
    
    Leave the Salamander pen through the southwest gate, run east to get Card #30,
    Fleur Delacour, from a chest, then exit west.
    
    On the eleventh screen, levitate the pillar into the water. Jump to the first
    flower, use Herbivicus on the path to the northeast, and open a chest
    containing another Tri-Wizard Shield. Go back to the first flower and now head
    northwest. From the flower, levitate the pillar into place and jump southwest.
    In the southwest corner of that lump of land, almost hidden by a tree, there is
    another chest with a Tri-Wizard Shield. Now use Herbivicus again and exit
    north.
    
    In the twelfth area, go northeast to the Salamander pen and south to the
    Bubotuber patch. Levitate the pillar to the circular hole, climb up, and exit
    east.
    
    For the thirteenth area, jump down, destroy the Bubotubers, and move the
    pillars to the correct positions - the two on the south end of the screen
    require the L button, Reparo, and the holes on the north end of the screen;
    the other pillar goes in the southeast corner. First climb up that pillar in
    the southeast and exit south; keep going south, it's that chest you saw at the
    beginning of the tenth area, and it contains a Tri-Wizard Shield. Go back to
    the area with the pillars, over to the southwest corner. Climb up and go east
    across the new pillars (one may need to be Reparo'd and moved again), then exit
    east.
    
    In the fourteenth area, use the reeds to burn away the shrubs to your left -
    you'll have to stand close to the upper-right corner of the reeds to be able to
    reach everything. The chest that just became available contains a Tri-Wizard
    Shield. Burn the shrubs to the northwest corner for a chest with another
    Shield, then burn away the shrubs to head straight east. Head north into the
    Salamander pen, clear it, and go north. Move the round stone into the spiky
    circle, dodge the fire pits, and get another Tri-Wizard Shield. Exit north.
    
    Go north, defeat the Salamander, climb the ledge to the east, move the rocks,
    and exit east.
    
    In the sixteenth area, go northwest, defeat the Salamander (unlocking Card #25,
    Salamander), and go up the path along the west side. Press L and levitate the
    big stone to the dark area in front of the ledge to the northeast. Climb up and
    exit north.
    
    Go north, then east to the fire, then work your way south through the
    seventeenth area, setting fire to every bush along the way - these will NOT
    burn away. Use Ventus on the log when you get that far, and keep burning. When
    you get to the spiky bush, make SURE you burn that away too, but don't go
    through yet. First, exit west to get the chest you saw on the previous screen,
    containing another Tri-Wizard Shield. Go back to the fire-shrub area, head
    through where the spiky bush was, defeat the Bowtruckle nest, and exit
    southeast.
    
    Upon entering the eighteenth area, you will immediately be ambushed by a
    Dugbog. Defeat it, continue north, and work your way between the lava pits,
    step on the switch, then head back to where the barrier just disappeared and go
    north. Defeat the Salamander, go west and get the chest (containing Card #32,
    Durmstrang Ship), and exit northeast.
    
    Here, go south, defeat the Bubotubers and the Bowtruckle nests, go up the ramp
    and take out more Bubotubers and ANOTHER nest. Go back northwest and levitate
    the pillar down and over to the square hole. Climb up, exit east, and repair
    and levitate the pillar onto the switch, then go back to previous screen. Climb
    down and exit east.
    
    In the twentieth area, defeat two Salamanders and exit southeast. Here, destroy
    the rock in the northeast, defeat three or four Dugbogs, and move the pillar to
    the square hole. Climb up, exit west, repair and move the pillar onto the
    switch, and exit east. From here, climb down and exit southwest. You're back to
    the twentieth screen now; exit north.
    
    Here, hit the chest for another Tri-Wizard Shield and card #27, Aqua Eructo, a
    new spell that shoots a jet of water by pressing B. Go north and try it out.
    When you reach the Fire Crab, run in a circle to keep away from it, except when
    its shell is raised, its body glowing yellow as it shoots fireballs at you - at
    that time, press the A button over and over to spam it with Confundus. When
    Harry prompts you, press L, then hold B to shoot Aqua Eructo at it. Together,
    levitate its shells northward to create a bridge, then hop across, run north to
    the switches, press L, and exit north.
    
    In the twenty-second area, go north, use Aqua Eructo on the fire AND the
    switch, then step on the switch. Defeat the Bowtruckles and head south. Repair
    and levitate the pillar onto the switch, then go south and burn the shrubs
    away. You'll have to bring the fire across in a straight line because the stone
    wall interferes with the line-of-sight of the arc. Move just south of the big
    bush that doesn't burn away, and use it to set fire to the other set of shrubs.
    Reparo+Alohomora on the chest for another Tri-Wizard Shield, then Aqua Eructo
    at the switch and step on it. Go north, defeat the Salamander in one hit using
    Aqua Eructo, and exit west.
    
    On the twenty-third screen, do as you did with the previous fire crab
    (Confundus, then Aqua Eructo when Confundus doesn't make it flash anymore), and
    exit north after unlocking Card #26, Fire Crab.
    
    Here, head north, using Aqua Eructo when necessary, then loop around and move
    south, then move west. There's only one path; just follow it. When you're
    heading west, extinguish the fires and move the pillar to the square hole.
    Climb up, exit north into the cage, press L to open the gate at the end, and
    leave the cage. Open the chests to unlock Card #34, Hungarian Horntail Dragon,
    and to get another Tri-Wizard Shield. Move west to end the level and get Card
    #35, Forbidden Forest.
    
    After completing Chapter 6, replay Chapter 3 to get the Shield that wasn't
    available the first time through. See section 5.12 for details.
    
    -------------------------------------------------------------------------------
    
    5.4 - First Task
    
    Cards available: Tri-Wizard First Task - Stadium
    Tri-Wizard Shields initially available: There are no Shields on this level.
    Enemies: Hungarian Horntail Dragon
    
    Use up and down on the D-pad to move Harry up and down, right to give him a
    slight speed boost, and B to jump over obstacles.
    
    There are eight areas in this level. In the beginning, it's nothing but dodging
    and jumping obstacles. You have plenty of time to prepare for most of these,
    although later there are some slaloms and tunnels very close together. However,
    there are only two levels Harry can fly at, so precision isn't necessary.
    
    When the dragon appears, you'll see that she also has only two levels she flies
    at, so watch her: when she moves down, move Harry up; when she moves up, move
    Harry down. You can avoid both her bites and her fire breath this way - the
    fire missiles she eventually shoots are harder to avoid, although staying up
    when she's down and down when she's up will keep you away from most of it. Just
    do your best; they don't do very much damage anyway. The other advantage you
    have is that you never have to contend with obstacles and the dragon at the
    same time. As always, if you run out of stamina, you'll restart at the most
    recent auto-save with five full hearts.
    
    When you finish the eighth area, you'll finish the stage and get Card #38,
    Tri-Wizard First Task Stadium.
    
    -------------------------------------------------------------------------------
    
    5.5 - Yule Ball
    
    Cards available: Yule Ball
    Tri-Wizard Shields initially available: 3 (of 3)
    
    If you're familiar with Dance Dance Revolution or similar rhythm games, you've
    seen this kind of thing before. If not, the idea is to press the buttons that
    scroll across the bottom of the screen more-or-less in time with the music as
    they pass the pulsating green light in the center.
    
    You start with one song available, Beginner difficulty level only. Scoring a B
    or higher will clear the stage and allow you to proceed with the plot (and give
    you Card #39, Yule Ball). Replaying it will give you the chance to get the
    Tri-Wizard Shields.
    
    Unlocking Tri-Wizard Shields, more music, and more difficulty levels proceeds
    as follows:
    
    MUSIC 1
    - Getting a B or higher on Music 1 Beginner unlocks Music 1 Intermediate and
      Music 2 Beginner.
    - Getting a B or higher on Music 1 Intermediate unlocks Music 1 Advanced and a 
      Tri-Wizard Shield.
    - Getting an A+ or higher (the scale goes to at least A++) on Music 1 Advanced
      earns the check mark next to it and a sense of accomplishment. That's all.
    
    MUSIC 2
    - Getting a B or higher on Music 2 Beginner unlocks Music 2 Intermediate and
      Music 3 Beginner.
    - Getting a B or higher on Music 2 Intermediate unlocks Music 2 Advanced and a
      Tri-Wizard Shield.
    - Getting an A+ or higher on Music 2 Advanced earns the check mark next to it 
      and a sense of accomplishment. That's all.
    
    MUSIC 3
    - Getting a B or higher on Music 3 Beginner unlocks Music 3 Intermediate.
    - Getting a B or higher on Music 3 Intermediate unlocks Music 3 Advanced and a 
      Tri-Wizard Shield.
    - Getting an A+ or higher on Music 3 Advanced earns the check mark next to it 
      and a sense of accomplishment. That's all.
    
    Tips:
    - When a symbol appears repeated, overlapping, for a short distance, it means
      you need to hold it down that whole time. You won't get penalized for
      starting to hold the button down early, so do it!
    - At the higher levels in some of the songs, it actually helps to turn the
      sound down completely, because some of the button-presses aren't timed
      exactly when the music would lead you to think.
    - You can replay this level at any time to get the three available Shields.
    
    -------------------------------------------------------------------------------
    
    5.6 - Prefect's Bathroom
    
    Cards available: Glacius, Golden Egg, Mermaids, Hufflepuff Crest, Ravenclaw
         Crest, Slytherin Crest, Prefects' Bathroom
    Cards unlocked for purchase: Grindylow, Vampyr Mosp, Gillyweed, Gryffindor
         Crest
    Shields initially available: 21 (of 21)
    Enemies: Vampyr Mosp, Grindylow
    
    Like the Forbidden Forest, this dungeon is also very long. Be sure you have
    time for it.
    
    To start, go east and hit the chest for Card #42, Glacius, and the ability to
    cast it - it's an ice spell. Go north, then cross the second bridge and try it
    out by aiming and holding B. Get the chest here for a Tri-Wizard Shield and
    exit north, trying to avoid the steam.
    
    In the second area, go north to encounter Vampyr Mosps. The game tells you
    what to do - hold B to freeze them with Glacius, then press and hold B again to
    levitate them onto the steam vents. You can also use Confundus - it's a little
    easier sometimes, but it's not permanent. You'll be doing this a LOT. Head east
    and exit north.
    
    Here, go north (avoiding the steam), northeast, freeze the Mosps and explode
    them on the vents, go northwest, Glacius+levitate two more Mosps, west,
    Glacius+levitate two MORE Mosps, exit north.
    
    On the fourth screen, you'll be taught to neutralize Grindylows with Glacius.
    Do so, then jump across the stones. Where the path branches, go east; the chest
    on the platforms unlocks Card #49, Gryffindor Crest. Head back to the branching
    area of the stones and go northwest. On this platform, go southwest through the
    steam vents, open the chest for a Tri-Wizard Shield, and follow the path
    northeast, then exit north.
    
    In this area, freeze the Mosps as quickly as you can (the friends will shoot
    Confundus; stunned Mosps can't be frozen but can be moved the same way as
    frozen ones). Go north, use Reparo on the leaky pipe to your right, then use
    Glacius on the spurt of water to the north. Climb up and exit north.
    
    In the sixth area, move northeast and cross the bridge. Use Reparo on the leaky
    pipe, then cross the bridge again. Use Glacius to create a climbing ledge.
    First go southwest to get the chest and Card #48, Slytherin Crest. Go back
    north, go east, freeze+levitate the Mosps (four of them), then return to the
    frozen ledge. Climb down, cross the bridge again, go southeast and hit the
    chest for a Tri-Wizard Shield, and exit north.
    
    There's a secret here in the seventh area. Cross two bridge going east, freeze
    and levitate a Mosp on the way, and when you get over the second bridge, exit
    south.
    
    Yes, south. In this hidden area, freeze the fountain, cross the bridge, freeze
    the Mosps, and hit the chest to get Card #46, Hufflepuff Crest. Leave the way
    you came in.
    
    Go north, freeze and levitate three Mosps, and cross the upper set of bridges
    heading west. The chest will give you Card #44, Mermaids. Hold B to stream Aqua
    Eructo into the bucket, then do it again to freeze the water with Glacius, then
    press L and cooperatively levitate the block of ice onto the circle. Climb up
    and exit north.
    
    Here, go west, go south, jump down, and head west across, freezing the spigots
    when necessary to create more jumping platforms. At the west end, turn and go 
    northeast. Take out the Mosps, then exit west.
    
    In the ninth area, go west, using Glacius when necessary; at the end, freeze
    and levitate the Mosps, then go north and around, take out more Mosps, and go
    east. Do what you did with the previous bucket, except this time levitate it
    onto the steaming green pit. Exit north.
    
    Follow the path of water spigots. Afterwards, go to the northwest corner for a
    chest with a Tri-Wizard Shield, then freeze the water leak, climb up, and exit
    north.
    
    On the eleventh screen, go west, go north, do the Vampyr Mosp thing, go north,
    go northeast. Fill/freeze/levitate the bucket down to the green pit, and use
    Reparo on the leaky pipe. Go back to the beginning of the area, freeze the
    leak, and climb up and exit north.
    
    I'm betting you know just what to do here with the Mosps, so do it. Don't
    overlook the vent in the southwest corner. Go north, do it again. Go north, hit
    the chest for a Tri-Wizard Shield. Exit north.
    
    In the thirteenth area, blast the round water junction with Glacius. Hop
    westward across the frozen spigots, do the Mosp thing, and go northeast to
    another spigot. Do NOT exit west at this time. Go east, hit the chest for a
    Tri-Wizard Shield, and NOW exit west.
    
    Here, blast Glacius at two more of those round water thingies, freeze the
    floating board, and use it to jump to the center area. Go further west and
    freeze/levitate a Mosp, then back to the center area. Freeze/levitate that Mosp
    too, and freeze yet another board to get to the northwest corner of the area.
    Get a Tri-Wizard Shield from the chest, take out the Mosp, and exit west.
    
    On the fifteenth screen, freeze the round water thing, freeze the board, jump
    onto it, and READ CAREFULLY.
    
    To propel the floating blocks of ice, face the direction OPPOSITE the one you
    want to go in, and press A to use Ventus. (When I say go north, face south and
    use Ventus - that'll take you north.) Before turning to propel yourself, move
    ALL THE WAY to the part of the ice block farthest from land.
    
    Go east, south, jump off and run west. Ice up that piece of wood and go north.
    Jump off, get Card #47, Ravenclaw Crest, from the chest, and do the Vampyr Mosp
    thing. Ice the wood again, go south, jump off, run east, get on the other piece
    of wood. Go east, north, west, south, west, jump off. Freeze and levitate the
    Mosp, then get on the wood to the south. Go east, south, west, jump off, take
    care of the Mosp, get back on the wood. Go east, jump off, take out the Mosps,
    exit east.
    
    On the sixteenth screen, freeze/levitate the Mosps and exit east.
    
    Here, in the extremely complicated seventeenth area, you need to destroy five
    of those round water things. You'll primarily be using Ventus to get around.
    Remember, face the direction OPPOSITE the one you want to go when you cast
    Ventus.
    
    To get to all five as easily as possible, follow these steps:
    - Run west, Reparo the leaky pipe, and Glacius the fountain back to the east.
      Climb up and freeze the round water thing.
    - Run to the southwest corner of the room, loop around, and freeze and board
      the raft. Go north, east, north, then get off, run northwest, and freeze the
      round water thing.
    - Get back on the raft. Go south, then west. Get off, do the Mosp thing and
      freeze the round water thing, reboard the raft.
    - Go west, get off, and run west through the steam vents to a chest containing
      a Tri-Wizard Shield.
    - Board the raft again. Go north, east, north, east, south, east, north, get
      off and freeze the round water thing.
    - Board the raft, go south, east, north, east, south, west, get off. Take out 
      the Vampyr Mosp. To the northwest is the last round water thing; to the east
      is a chest with a Tri-Wizard Shield.
    - Reboard the raft. Go east, north, west, north, west, south, west, north,
      west, south. Hop off and exit west.
    
    Back in the previous room, freeze and board the raft. Go north and disembark.
    The chest contains a Tri-Wizard Shield. To the east, freeze and levitate the
    Mosps, then fill/freeze/levitate the bucket up to the green pit. Remember that
    ice blocks require all three characters working together to levitate. Go north,
    hit the chest for 30 points' worth of green jelly beans, then exit north.
    
    This is the eighteenth area, and it has four side-rooms which are not numbered.
    First, go west. There are two doors. Through the lower one, you'll blast three
    round water things and fill/freeze/move a bucket. Through the upper door,
    you'll freeze/levitate a series of Mosps on your way to blast another round
    water thing. Go back to the original screen. Now go all the way east. Again,
    two doors. The upper one has another series of Mosps; at the end is another
    round water thing and a chest containing a Tri-Wizard Shield. The lower one is
    just running through a long series of steam vents, blasting yet another round
    water thing, and getting another Tri-Wizard Shield from the chest. Back to the
    original screen again, the part with the wooden raft.
    
    Freeze and board the raft, go north, get off and get Card #43 (Golden Egg),
    then reboard the raft and go south, then east.
    
    This is much easier than it looks. See the design below the water? Just follow
    it. In order: north, east, north, west, south, east, south, west, north, get
    off and exit north.
    
    Here, press L to call the friends, then hold B to get a waterwheel spinning.
    Once it's gotten going, do the same to the other, and exit north.
    
    In the twentieth area, go north and ignore these two waterwheels for now; for
    the moment, just fill/freeze/levitate the bucket westward into the green pit.
    Run west, where there's a chest containing a Tri-Wizard Shield. Fill, freeze,
    and levitate the bucket to the circle. Climb up, take out the Mosps, run west.
    You know what to do with the bucket. Climb up, open the chest to unlock Card
    #40, Grindylow, then get the waterwheels spinning as before and return to the
    beginning of the area. Get these waterwheels spinning too, hit the chest for a
    Tri-Wizard Shield, and exit north.
    
    From here on out, be very careful not to touch the orange pipes - they're hot,
    and they'll deplete your stamina. Go north, use Glacius on the box, and climb
    up. Do the usual thing with the Vampyr Mosps and exit north.
    
    The twenty-second screen has a chest with a Tri-Wizard Shield immediately to
    your right. Then go north, freeze the Mosp, go west from there, then north,
    then northwest, then northeast, then southeast, freeze/levitating another Mosp.
    Continue southeast, then south, take out another Mosp, then loop around north.
    Another Mosp, then go south, loop around, another Mosp, go north, get the last
    Mosp. Go west and bring the bucket over to the northeast corner of the room. Go
    north, use Glacius on the box, climb up, get the chests (the one on the left
    contains a Tri-Wizard Shield, the other contains green jelly beans and a
    stamina-restoring Chocolate Frog). Exit north.
    
    Here in the twenty-third area, go west, do the usual thing with the Vampyr
    Mosps, go north, through the steam vents, and get the chest nearer to you (a
    Tri-Wizard Shield). If you accidentally hit the other chest, just press up
    close to the pipes and get its spoils - it unlocks Card #41, Vampyr Mosp. Go
    north, get all three Mosps onto the vents, and proceed through the opening to
    your left. Follow the path. After the zig-zag part, loop around and head north.
    Two Mosps. Head south out of there and go immediately east into the small area
    where you saw a chest on the way in, if you didn't get it already (it's the
    Vampyr Mosp card chest). Go west again, then south at the intersection, then
    west. First go south into the area with the chest (a Tri-Wizard Shield), and
    south from there into the area with two Mosps. Freeze/levitate, then go north,
    then northeast, then north over the vent, then west. Exit northwest.
    
    Here, before going through the steam vent to your north, you'll have to do some
    Mosping. First, go west, get the chest with a Tri-Wizard Shield, and go through
    the door to the north. The chest in here unlocks card #45, Gillyweed. Freeze
    and levitate three Mosps onto the vents, then exit south. Run back to the
    beginning of the area, then all the way to the east. Another Tri-Wizard Shield
    in the chest, then exit north. Same as the previous Mosp/vent room, but this
    time the chest holds a Tri-Wizard Shield. If you've followed the directions,
    you should have all twenty-one shields from this stage now. Exit south, go back
    to the beginning of the area, and head north. Four more instances of
    freeze/levitate the Mosps, then exit northeast.
    
    On the twenty-fifth screen, just ignore the Grindylows and go north by jumping
    across the platforms to end the level and get Card #50, Prefects' Bathroom.
    
    You can now access all the cards and Shields available in Chapters 1 and 3 that
    you couldn't get the first time. See section 5.12 for details.
    
    -------------------------------------------------------------------------------
    
    5.7 - Care of Magical Creatures
    
    Cards available: Incendio, Hagrid, Karkaroff, Madame Maxime, Care of Magical
         Creatures
    Cards unlocked for purchase: Niffler, Young Blast-Ended Skrewt, Adult
         Blast-Ended Skrewt, George Weasley, Fred Weasley, Dumbledore
    Shields initially available: 5 (of 5)
    Enemies: Niffler, Salamander, Young Blast-Ended Skrewts, Bubotubers, Adult
         Blast-Ended Skrewts
    
    This is yet another reasonably long stage. Be sure you have the time for it.
    
    After talking to Hagrid, go east. As Hagrid explains, you'll levitate the
    Nifflers and drop them into the open crates. Nifflers can't hurt you at all, so
    that'll be easy. A counter appears on the screen in each area so you can
    see how many more creatures you need to catch. After capturing the two
    Nifflers, exit southwest.
    
    On the second screen, you need to get five creatures. There's one Niffler in
    the first part, and if you go north and up the stairs, you'll find two more.
    You'll also see a smashed crate - use Reparo on it, and then you can levitate a
    Niffler into it. Go back down those stairs and find the ramp to the southwest.
    Go down, Reparo one of the crates, and capture two more Nifflers, then exit
    northwest.
    
    The third area contains three creatures. Go north, Reparo the crate, and drop a
    Niffler into it. Go west for another (which will unlock Card #52, Niffler),
    then slightly south for the third. Head east, press B to use Aqua Eructo on the
    flames to the north, and go inside the enclosure. The chest contains a
    Tri-Wizard Shield. Now exit south.
    
    Here, go down the ramp and head south. It's a Salamander, except you're
    supposed to capture them, not kill them, so Aqua Eructo won't help you here.
    Fight it with Confundus as usual, then levitate it into the crate when it turns
    black. Move west. Crate two more Salamanders and exit south.
    
    In the fifth area, Hagrid explains what to do with the Young Blast-Ended
    Skrewts. These little guys are so dumb they'll sometimes wander into a crate
    all by themselves, saving you a little work. But first, go to the southwest
    corner. Move the barrel and hit the chest for a Tri-Wizard Shield. To capture
    the young Skrewts, use Wingardium Leviosa on the red berry plants (seizing a
    single berry), then lure the Skrewts toward the crates. Trial and error will
    help you get the timing down. After all three are captured, go east, but don't
    exit yet - the chests to the north contain 20 points' worth of green jelly
    beans each. Go south and exit east.
    
    You need three creatures in the sixth area. Go southeast a little, and then
    there's a crate in an enclosure to the north. Get a Skrewt into there. To the
    east, there's another crate in another partial enclosure; get one in there too.
    Lure the last one north into another stone enclosure with a crate you'll have
    to use Reparo on. Once that Skrewt's captured, go south to the intersection
    and  go northwest, but before passing through the entryway where the barrier
    just disappeared, run west for a chest containing 30 points' worth of green
    jelly beans. NOW exit the area.
    
    The seventh area has three creatures. Reparo the crate to the north and put a
    Skrewt in; ignore the crate on the upper ledge for now. To the northeast is
    another crate; put a Skrewt in there to unlock Card #53, Young Blast-Ended
    Skrewt. A crate to the east needs Reparo'd; put a Skrewt in there and exit
    north. A chest here contains silver jelly beans, big green jelly beans, and
    Chocolate Frogs. Exit south to the previous area, and exit southeast.
    
    Go up the first ramp, move the pumpkins, and open the chest to get Card #56,
    Hagrid. Go up the next ramp and work your way north, back to Hagrid. Then exit
    west.
    
    You've been in this area before; go west, take out the Bubotubers as you come
    across them, and exit south. There's one lone Niffler here; crate it, then jump
    down to the southwest and open the crate to unlock Card #57, George Weasley.
    Climb back up the ledge, exit north to the previous screen, then exit
    northwest.
    
    Here (the third area again), follow the path around, extinguish fires and
    defeat Bubotubers as necessary, and exit south.
    
    This time in the fourth area, you'll go directly south, use Aqua Eructo on the
    flames, and defeat and crate the Salamander. Go east, move crates and barrels
    out of the way and defeat the Bubotubers, and open the chest to get Card #59,
    Karkaroff. Now, go north and loop around to where you saw a barrier disappear,
    and exit south.
    
    In the fifth area, go east; there's a chest that wasn't here the first time.
    Open it to get Card #55, Incendio, and the ability to use it - it's a fire
    spell. Do NOT exit south. Instead, backtrack through the past few screens until
    you get to the original second area, and go up to the northwest where you
    crated two Nifflers the first time through. Use Incendio on the spiky bush up
    here, exit west, go south and hit the chest for a Tri-Wizard Shield, then go
    back to the fifth screen the way you got there before.
    
    Once you're back in the fifth area, get green jelly beans out of the other
    chests again if you want, then go to the spiky bush and press B to shoot
    Incendio at it. Exit south.
    
    Here, go south, then immediately west. The chest here contains Card #60, Madame
    Maxime. Go back to the main area, hit the switch to the south, the switch to
    the east, and then the big switch to the far south (press L to get the whole
    group to stand on it). Leave the enclosure, hit the chest to the north for a
    few Chocolate Frogs, and press B to use Incendio on the small shrubs. Exit
    east.
    
    Here, run east, run north as soon as you can, and get the Skrewt to shoot
    fireballs at you near the huge pumpkin in the northeast. When the pumpkin
    explodes, run north and defeat the Bubotubers. In this part of the area, run
    around getting the Skrewt to destroy all four large pumpkins. Two of them
    conceal switches you'll need to step on; the other two conceal chests. One
    chest has a Tri-Wizard Shield; the other unlocks Card #58, Fred Weasley. Exit
    north.
    
    Run northeast, then north; defeat Bubotubers and extinguish fires. Set the
    group of three shrubs on fire with Incendio, then loop south. Put out the fires
    and exit west.
    
    The chests in this area contain green jelly beans and Chocolate Frogs, but you
    can wait to get those until the Skrewt's out of the way. The objective is to
    steer it into the stone enclosure to the north, using Incendio. You might have
    to go at it from several different angles to get it in there. Once it's in far
    enough, a stone wall will come up, the barrier to the south will disappear, and
    you'll unlock Card #54, Adult Blast-Ended Skrewt. Get the chests if you haven't
    already, and exit southwest.
    
    Here, go up the stairs, move the pumpkin in your path to the north, and go
    through where the barrier disappeared and up the ramp. go west and talk to 
    Hagrid again, then go east back to Hagrid. The pumpkin that previously
    blocked the east exit is gone now, so go through that way.
    
    In this area, there are two crates in a stone enclosure accessed by looping
    northeast. Get two Skrewts into those, then leave the enclosure and continue
    east. Go south down a staircase, and hit that chest for another Tri-Wizard
    Shield. Go north up the staircase again, and continue east. Put the Skrewt in
    the crate to the north, then exit northeast.
    
    Two of the crates on this screen need Reparo'd; get four Nifflers crated to
    proceed. Exit southeast.
    
    Here, go east, then south down the ramp. Get the Salamanders in the crates and
    continue south. Crate two more Salamanders and exit southeast.
    
    It's another adult Skrewt! Run south, get it to destroy the big pumpkin, and
    exit east.
    
    Lure these two little Skrewts ALL the way east. Put out fires, and set shrubs
    ON fire, as necessary, all the while luring the Skrewts with you - try to bring
    them both over at once. You'll need to get rid of two Bubotubers as well. Get
    the Skrewts into the crates in the stone enclosure to the south, then exit
    north.
    
    Go north, have the Skrewt destroy the big pumpkin, then run to the stone switch
    and press L. Once the gate opens, go north, have THAT pumpkin destroyed, hit
    the chest to the north to unlock Card #61, Dumbledore, and exit west.
    
    In this area, put a Niffler in one crate and a baby Skrewt in the other, and
    exit north. The chest contains 10 points' worth of green jelly beans.
    
    In the next area, run north, burn the shrubs and destroy the Bubotubers, then
    use Incendio to drive the Skrewt into the enclosure to the north, as before, to
    end the level and get Card #62, Care of Magical Creatures.
    
    You can now access all the cards and Shields available in Chapter 2 that you
    couldn't get the first time. See section 5.12 for details.
    
    -------------------------------------------------------------------------------
    
    5.8 - Second Task
    
    Cards available: Tri-Wizard Second Task - Lake
    Shields initially available: 6 (of 6)
    Enemies: Grindylows
    
    On this level, use the D-pad to move; use the A button to use the wand (to
    break down doors and gates, to move stones, to open chests, and, theoretically,
    to attack Grindylows, though I've had little success with that); and the B
    button, tapped repeatedly, to swim faster. If caught by a Grindylow, hold the
    D-pad in the opposite direction and tap B to escape its clutches.
    
    In the first area, go east until you're halted by a message reminding you about
    the use of the B button. Continue east and go up at the first opportunity; the
    chest in this alcove contains a Tri-Wizard Shield. Go back down and exit east.
    
    In the second area, just follow the path, doing your best to avoid the
    Grindylows, and eventually exit south.
    
    On the third screen, go straight east, avoiding the Grindylows and the balls of
    pink moving seaweed. Go through the archway at the end, then exit the screen by
    swimming up.
    
    Here, go up, avoiding the Grindylows and the pinkish-purple anemones clinging
    to the stone walls. When you get to the large area, follow the east wall.
    There's a little hole in there that Grindylows occasionally peek out from. Go
    through this hole into a tiny room with a chest containing a Tri-Wizard Shield
    - probably the hardest one to find in the game. Thanks to asegiel on the
    GameFAQs message boards for the tip! Go back through the tunnel and swim up,
    then just follow the path, watching out for the falling stalactites.
    
    In the fifth area, keep swimming up. When forced to choose a direction, it
    doesn't matter, but after completing the half-circle loop, be sure to hit that
    chest for two Chocolate Frogs before exiting up.
    
    Here, follow the path and go east, staying low near the ships but keeping away
    from Grindylows. One ship has a chest with a Tri-Wizard Shield; grab it and
    continue east. Use the A button to blast the door out. Go down, then go west -
    the current will push you, so you can give your hands a rest. Then exit by
    going down.
    
    On the seventh screen, follow the path but stop at the door - do NOT go to the
    bottom of the area yet. Blast out the door and get a chest with a Tri-Wizard
    Shield, then go back west and now go to the bottom of the screen. Go east
    through the small hole to exit.
    
    Blast out this door and work your way east through the Grindylows. This is a
    REALLY small area.
    
    Here, go east until stopped by a rock. Press A to move it, then continue east,
    fighting the current when necessary. Exit east.
    
    In the tenth area, go past the seaweed and swim down. To the west, past another
    seaweed, is a chest with a Tri-Wizard Shield. Now proceed east. Knock the stone
    out of the way, continue, knock three more, and continue, exiting east.
    
    Here, let the current carry you up. At the top, go east, then down. Blast that
    gate out of the way and go west, then knock that round stone to the west and go
    back up. This time, you're able to head west into another little alcove with a
    chest containing a Tri-Wizard Shield. If you've followed directions, you should
    now have all six for this level. Go back down and keep going down, then exit
    east.
    
    On the twelfth screen, follow the path east as the walls crumble around you,
    and exit east.
    
    Here, just swim east a little till you see the group of people; get close to
    them to end the level and get Card #64, Tri-Wizard Second Task Lake.
    
    -------------------------------------------------------------------------------
    
    5.9 - Moody's Challenges
    
    Cards available: Moody's Challenges
    Cards unlocked for purchase: Dark Mark, Pensieve
    Shields initially available: There are no Shields on this level.
    Enemies: Dugbogs, Salamanders, Grindylows, Vampyr Mosps, Bowtruckles, Red Caps,
         Erklings, Adult Blast-Ended Skrewt
    
    This level is a series of puzzles solved by putting to use all the techniques
    you've learned so far in the game. There is no navigation.
    
    However, before starting, go northeast. The chest contains 30 points' worth of
    green jelly beans. Now proceed to the door in the north to enter the actual
    level.
    
    Challenge #1: Defeat the Dugbogs without using Confundus.
    Solution: There are three Dugbogs. Smash them with the dresser, using
              Wingardium Leviosa. You'll have to use Reparo on the dresser after
              each time you drop it, though.
    
    Challenge #2: Defeat the Salamanders without using Aqua Eructo.
    Solution: There are two Salamanders. Do as you did with them BEFORE Aqua Eructo
              came along - Confundus them till they're black. But, you say, there
              are no pools of water? Well, once they're black, drop them in the
              pits on the north end of the room and step on the switch to run water
              on them. Victory!
    
    Challenge #3: Defeat the Grindylows.
    Solution: Use Glacius on all three of them; move around by freezing the
              spigots. Hit the chest to unlock Card #66, Pensieve, then levitate
              the Grindylows out of the water and onto the ground.
    
    Challenge #4: Defeat all enemies.
    Solution: Freeze the first Mosp you see. Defeat one Bowtruckle nest and freeze
              the Mosp next to it; do the same with the other nest and freeze the
              third Mosp. Levitate the Mosps onto the steam and wait for them to
              explode.
    
    Challenge #5: Defeat the Red Caps.
    Solution: There are four of them. First, go west; stand near the switch and
              face east. Grab a Red Cap as it approaches, drop it on the trapdoor,
              and quickly step on the switch. Splash! Do it again to the other Red
              Cap on that side. Now go to the east and face west, moving slowly
              west as the Red Caps creep toward you. When they charge, hop on that
              switch and laugh as they fall in. You might have to do it once for
              each, but sometimes they both fall for it at once and it's even
              funnier. If they just keep creeping, that's okay too - by the time
              they're standing on the trapdoor, you should be right there ready to
              hit the switch anyway.
    
    Challenge #6: Defeat all enemies.
    Solution: There are two Erklings and two Dugbogs on this stage - it's HARD. Get
              the Erklings first - one, then the other - then go after the
              much-more-harmless Dugbogs. You know how it is, drop the dresser on
              them, use Reparo between dresser-drops. Tip: try Verdimillious on the
              Erklings instead of Confundus (press B instead of A), and hit them
              with it as soon as they appear onscreen, before they start playing
              their flutes. Takes a lot less luck and accuracy. Thanks to
              vaguely_aware on the GameFAQs message boards for the tip.
    
    Challenge #7: Defeat the Grindylows by standing on one.
    Solution: Freeze the two Grindylows nearest you, then use one as a stepping
              stone to the west, where you'll freeze another. Dump the two normal
              ones on dry land to win.
    
    Challenge #8: Defeat all enemies.
    Solution: Get the two Salamanders in the water before you even think about
              going for that chest - but get the chest BEFORE going after the Red
              Caps. It unlocks Card #65, Dark Mark. Now do the usual thing with the
              two Red Caps (one on each side), dumping them into the water upon
              capture.
    
    Challenge #9: Defeat all enemies.
    Solution: Freeze the three Mosps and levitate them onto the steam - you can't
              do anything about the Skrewt. This ends the level and give you Card
              #67, Moody's Challenges.
    
    -------------------------------------------------------------------------------
    
    5.10 - Third Task
    
    Cards available: Tri-Wizard Third Task - Maze
    Shields initially available: There are no Shields on this level.
    Enemies: Vampyr Mosps, Dugbogs, Salamanders, 
    
    Go east and... well, keep going straight east until you're past the diamonds.
    Go around the very small rectangle and keep going east, then go north. Go east
    at the first real opportunity, then go south, then east, then northeast. Then
    straight east, north at the intersection, exit east.
    
    Go southeast and follow the path, avoiding the red-flowered plants and the
    spiky balls. When forced to choose a direction, go north, then east, then
    south, then east, then north until the LAST opportunity to go east, then keep
    following the path. Jump across the lake on the flowers. At the next
    intersection, go north, then east at the first opportunity, north, east,
    south till you can't go south anymore, then west, south, east. Go north until
    the second chance to go east, and there you'll go east. Take either exit, it
    doesn't matter.
    
    Go east until you can go north. Then west, then north, northwest, east to the
    switch. North where the shrub just disappeared, hit the switch, defeat Dugbogs
    for beans if you want. Go west from there, then south. Hit the switch - make
    sure they're all actually pressed down - and work your way back to the path
    along the very bottom of the area. You can now go further east.
    
    You'll get blocked by another shrub, so work your way north, and go west at the
    very north edge. Go south into the Salamander room, use Aqua Eructo on them,
    and press both switches down and return to the south path.
    
    Go east some more, and north at another set of shrubs. All the way to the north
    again, then west. Hit the switch in the alcove and go south. Hit the switch in
    this room and go back to the far south path. Exit east.
    
    Here, go around the long shrub one way or the other, then proceed east.
    Obviously, you'll want to take the paths through that shrubs DON'T pop up in,
    but it'll be obvious as you get to them. After three of those areas, there's a
    long straight section where you need to be prepared to slalom - the shrubs will
    pop up only as you get right up near them. Use the flower to hop across - and
    in this part, go to the part where shrubs ARE and wait for them to disappear,
    since the clear areas will sprout shrubs. Hop across another flower and wait
    for shrubs to disappear again. Another flower hop. The direction you choose
    here doesn't matter at all, but for the walkthrough's sake let's go north. Go
    east when prompted, south when able, then west, south, east when able, north,
    east, south, then head east and use either exit, it doesn't matter.
    
    Head south till you can't go any further south, then go east. Use Herbivicus...
    a lot. Go southeast at the second intersection, and keep going east along the
    southern edge until FORCED to go north. Go northeast till you get to the north
    shore, then go east and south and get off at the east shore. Here, go south,
    east, hit the switch in this area and just... don't WORRY about the fireballs,
    but try to get through FAST. Go east, then immediately north and west to hit a
    second switch. East from there to another, then east, south, east, and yay no
    more fireballs. If you can't get through, you didn't actually press all the
    switches down. Once you do, exit east.
    
    Okay. North, hit the switch, go east and keep moving east till you see another
    switch. East, south when able, west at the first chance and hit a switch, then
    south, then west, then north. West here, but south immediately and west to a
    switch, then east and north to where you were. West till you can go south, then
    straight south till you can go east. Watch for the spiky balls on the ground.
    North when able, then go either way around the big square shrub and approach
    Cedric. Short dialogue. Move closer, more dialogue. Move up and touch the cup
    to end the level and get Card #72, Tri-Wizard Third Task Maze.
    
    -------------------------------------------------------------------------------
    
    5.11 - Voldemort
    
    Cards available: Expelliarmus, Riddle Graveyard
    Shields initially available: There are no Shields on this level.
    Enemies: Voldemort
    
    This chapter is all combat, in two different styles.
    
    Part 1: Hit Voldemort from a distance by pressing A, hiding behind the
    gravestones between shots. Eventually the gravestones will be destroyed, and
    you'll just have to run in the small area you're given, avoiding straight-on
    shots and overhead spells. When Voldemort is surrounded by wisps of blue and
    white smoke, don't even try to hit him - you can't damage him when that shield
    is up. Eventually - I don't know what triggers it, whether it's damage-based
    or time-based - this part of the fight will end. For me, it's after I've hit
    him 18-20 times.
    
    Part 2: It's just like the Yule Ball again, except with more regular timing,
    and in well-spaced spurts, and without L and R. You can mess up a bit - just be
    successful enough, often enough, to eventually get the meeting point of the
    wands all the way to the left. Clearing this part will end the level and the
    game and give you Card #73, Expelliarmus, and Card #74, Riddle Graveyard.
    
    -------------------------------------------------------------------------------
    
    5.12 - Things to do when replaying levels
    
    Certain areas in the early levels can't be accessed until you have the right
    spells to let you get to them, and all levels can be accessed after finishing
    them by choosing Adventure and scrolling through the levels to the one you
    want. By doing so, you can find cards and Shields that weren't available to you
    the first time through. The last spell you learn comes along in Chapter 7.
    Refer to the relevant sections in the walkthrough if you're confused about the
    numbering of areas within levels.
    
    After getting the extra items from each chapter, you can choose Quit from the
    Pause menu after the next auto-save, and then you're able to keep those items
    without having to play through the whole level.
    
    **********
    
    Chapter 1 - Quidditch World Cup Campsite
    Access after: Chapter 6
    Spells necessary: Reparo, Aqua Eructo, Glacius
    Cards available: Death Eater
    Shields: 3
    
    Fourth area: Just past the chest, there's a broken log. Press B to use Reparo,
    then levitate it onto the brown rocks sticking out of the water. Jump across
    and go south for a Tri-Wizard Shield. Then return to the regular pathway.
    
    Sixth area: Go north to a burning pile of grass and press B to use Aqua Eructo
    on it. Go northwest, defeat the Bubotubers, and hit the chest for a Tri-Wizard
    Shield. Return to the regular route through the area.
    
    Seventh area: Along the shoreline you'll see another broken log. Use Reparo and
    levitate it onto the rocks in the water. Jump across and hit the chest to get
    Card #9, Death Eater. Return to the usual route through the area.
    
    Eighth area: Just south of the Bowtruckle nest you'll see boards floating in
    the water. Freeze one, use Ventus to go west, and get the chest for another
    Tri-Wizard Shield. Use the same method to return to the regular path through
    the area.
    
    **********
    
    Chapter 2 - Defense Against the Dark Arts
    Access after: Chapter 7
    Spells necessary: Reparo, Incendio
    Cards available: Mad-Eye Moody, Professor Snape
    Shields: 2
    
    Second area: Use Reparo on the suit of armor to the west and go through; the
    chest here contains a Tri-Wizard Shield.
    
    Second area: Use Reparo on the suits of armor to the north and go through; the
    chest here contains Card #16, Mad-Eye Moody. You'll have to defeat an Erkling
    before you can leave.
    
    Fifth area: Use Incendio on the woodpile to the northeast and go through; the
    chests here contain Card #17, Professor Snape, and a Tri-Wizard Shield.
    
    **********
    
    Chapter 3 - Forbidden Forest
    Access after: Chapter 6
    Spells necessary: Glacius
    Shields: 1
    
    Twelfth area: As soon as you enter, you'll see a floating board. Use Glacius on
    it, hop on, and ride it north with Ventus. The chest here contains a Tri-Wizard
    Shield. Ride the board south again and continue as usual.
    
    **********
    
    Chapter 4 - First Task
    All cards are available the first time through the level - in fact, one of them
    is buyable as early as the beginning of the game.
    
    **********
    
    Chapter 5 - Yule Ball
    The card is available the first time through the level; the Shields are gained
    by replaying the level and clearing the Intermediate difficulty of each song.
    This can be done at any time.
    
    **********
    
    Chapter 6 - Prefects' Bathroom
    All cards and Shields are available the first time through the level. If you're
    missing one, it's probably Card #46, Hufflepuff Crest. See section 7 below -
    the card is in a hidden room southeast of the seventh area.
    
    **********
    
    Chapter 7 - Care of Magical Creatures
    All cards and Shields are available the first time through the level. If you're
    missing one, see section 6 below - it's Shield #3 on the list under Chapter 7,
    and it's easy to miss if you don't know you need to backtrack after getting
    Incendio. If you're getting it on the replay, you must play the level up to the
    point where Hagrid tells you to catch the adult Skrewts and sends you on your
    way again.
    
    **********
    
    Chapter 8 - Second Task
    All cards and Shields are available the first time through the level. If you're
    missing one, see section 6 below - it's Shield #2 on the list under Chapter 8,
    and it's the hardest Shield to find in the whole game.
    
    **********
    
    Chapter 9 - Moody's Challenges
    All cards are available the first time through the level.
    
    **********
    
    Chapter 10 - Third Task
    All cards are available the first time through the level - in fact, three of
    them are buyable as early as the beginning of the game.
    
    **********
    
    Chapter 11 - Voldemort
    All cards are available the first time through the level.
    
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    
    Part 6 - Shield Location List
    
    -------------------------------------------------------------------------------
    
    In particular, replaying Chapters 3, 6, and 7 to get any missed cards or
    Shields can be intimidating because the levels are so long (and because you may
    need only one or two items from each level of twenty areas or more). To make it
    easier, here's a tip: After getting all the missing items from a chapter, you
    can choose Quit from the Pause menu after the next auto-save, and then you're
    able to keep those items without having to play through the whole level. Nice
    on Chapter 3 when there's only one item you can't get the first time through
    and it's only halfway through the level; also nice on Chapter 7 when you may
    have missed the Shield just west of the second area and need to replay the
    level to get it but don't want to recapture the two big Skrewts.
    
    
    Chapter 1 - Quidditch World Cup Campsite (7 Shields)
    1. Sitting out in the open in the fifth area.
    2. In a chest on a ledge in the northeast part of the seventh area.
    3. In the first chest you see in the ninth area.
    4. In a chest northwest of a Bowtruckle nest in the ninth area. Easy to miss
       under the "right" conditions, but you can always come back later for it.
    5. In the fourth area, accessed by using Reparo on the broken log and hitting
       the chest on the newly accessible island. This Shield is available only
       after completing Chapter 2 and getting Reparo.
    6. In the sixth area, accessed by using Aqua Eructo on the burning grass and
       going east to the chest. This Shield is available only after completing
       Chapter 3 and getting Aqua Eructo.
    7. In the eighth area, accessed by using Glacius on the floating boards and
       using them as rafts to the island. This Shield is available only after
       completing Chapter 6 and getting Glacius.
    
    
    Chapter 2 - Defense Against the Dark Arts (5 Shields)
    1. To the east of the staircase in the fourth area.
    2. In a chest you can climb to in the eighth area, but only after getting
       Reparo.
    3. In one of the chests in the small room to the west of the ninth area,
       accessible with Reparo.
    4. Use Reparo on the suit of armor to the west in the second area and go
       through. This Shield is available only after completing the chapter and
       going back in with Reparo learned.
    5. In the fifth area, use Incendio on the woodpile to the northeast and go
       through. One of the chests contains a Shield. This Shield is available only
       after completing Chapter 7 and getting Incendio.
    
    
    Chapter 3 - Forbidden Forest (24 Shields)
    1. On the island to the west in the first area, accessed by moving a pillar.
    2. In a broken chest beyond a stump in the west part of the third area.
    3. In the area you access by exiting east from the Dugbog part of the third
       area.
    4. In a broken chest west of the Dugbog part of the third area.
    5. Jump into the waterfall in the north of the third area and move north.
    6. At the beginning of the fifth area, in a broken chest behind a pile of
       rocks.
    7. In the area you access by climbing a pillar and exiting southeast from the
       fifth area.
    8. In the area you access by moving a pillar and exiting north from the fifth
       area.
    9. In the chest in the north of the sixth area, immediately before exiting.
    10. In the chest in the southwest corner of the seventh area, accessed by
        burning shrubs and moving a pillar.
    11. Go northwest from the beginning of the eighth area to get this one.
    12. In a broken chest immediately before exiting the eighth area.
    13. In a broken chest at the far north end of the ninth area, shortly before
        exiting.
    14. By using Herbivicus and taking the northeast route when the path forks in
        the eleventh area.
    15. Hidden by a tree in the southwest corner of the eleventh area.
    16. In the area you access by climbing a pillar and exiting south from the
        thirteenth area.
    17. Burn away the shrubs to the west at the start of the fourteenth area to
        access the chest.
    18. Burn away the shrubs to the east at the start of the fourteenth area to
        access the chest.
    19. In the fourteenth area after defeating the Salamanders - move the round
        stone into the spiky pit and move between the fire pits to get it.
    20. In the area you access by exiting the seventeenth area to the southwest.
    21. In the mandatory chest at the beginning of the twenty-first area.
    22. In the broken chest in the southwest corner of the twenty-second area.
    23. In one of the chests available after exiting the dragon cage in the
        twenty-fourth area.
    24. As soon as you enter the twelfth area, use Glacius on the floating board.
        Ride it north to a chest, then ride it back south to the main path. This
        Shield is available only after completing Chapter 6 and getting Glacius.
    
    
    Chapter 4 - First Task (no Shields)
    
    
    Chapter 5 - Yule Ball (3 Shields)
    1. Get a B or higher on Music 1 Intermediate.
    2. Get a B or higher on Music 2 Intermediate.
    3. Get a B or higher on Music 3 Intermediate.
    
    
    Chapter 6 - Prefects' Bathroom (21 Shields)
    1. The chest in the northwest corner of the first area.
    2. Go slightly southwest after crossing all the way to the north on small
       stone platforms.
    3. The chest in the southeast corner of the sixth area, immediately before
       exiting.
    4. The chest in the northwest corner of the tenth area.
    5. In the twelfth area, after taking out all the Mosps, immediately before
       exiting.
    6. The chest in the northeast section of the thirteenth area - make sure you
       jump across the water spigots and get it BEFORE you exit west, since you
       can't re-enter this area after leaving.
    7. The chest in the northwest corner of the fourteenth area, immediately before
       exiting.
    8. In the seventeenth area, in a part where you have to run through steam
       vents. See the walkthrough for full details on how to get there.
    9. In the seventeenth area, in the part where you'll also destroy the last
       round water thing if you're following the directions in the walkthrough,
       which has full details.
    10. In the sixteenth area (after you've cleared the seventeenth area), in a
        chest to the north once you get off the raft.
    11. In the upper of the two side areas to the east of the eighteenth area,
        right near the round water thing.
    12. In the lower of the two side areas to the east of the eighteenth area, just
        south of the round water thing you need to destroy.
    13. Run all the way to the west at the beginning of the twentieth area to get
        this one.
    14. In the chest to the right of the door in the twentieth area, immediately
        before exiting.
    15. Immediately to the east at the beginning of the twenty-second area.
    16. One of the two chests you pass after freezing and climbing the box at the
        end of the twenty-second area, immediately before exiting.
    17. The first chest you pass in the maze of the twenty-third area, when moving
        north along the east side of the screen at the beginning.
    18. The third chest you pass in the maze of the twenty-third area, in the
        southwest corner.
    19. The chest next to the Grindylow, just outside the small area to the west of
        the twenty-fourth area.
    20. The chest next to the Grindylow, just outside the small area to the east of
        the twenty-fourth area.
    21. The chest at the north end of the small area to the east of the
        twenty-fourth area.
    
    
    Chapter 7 - Care of Magical Creatures (5 Shields)
    1. In the chest in the central enclosure in the third area.
    2. In the chest behind a barrel in the southwest corner of the fifth area,
       where you first encounter baby Skrewts.
    3. From the second area (at the beginning), go to the northwest, burn the spiky
       bush, and exit west; here, go south for the Shield. This is accessible only
       after you get Incendio; you can get the Shield immediately after getting the
       spell by backtracking or by replaying the level later. If you end up doing
       it later, you must play the level up to the point where Hagrid tells you to
       catch the adult Skrewts and sends you on your way again.
    4. In the north part of the second screen you face the first adult Skrewt on,
       in a chest under one of the pumpkins, in the area with four pumpkins for the
       Skrewt to smash.
    5. In the first new area accessible after seeing the Hippogriff and telling
       Hagrid you've got one of the adult Skrewts.
    
    
    Chapter 8 - Second Task (6 Shields)
    1. In the upward alcove in the first area, just after being reminded about
       using B to speed up.
    2. In the fourth area - follow the east wall in the large part of this area and
       swim east through a hole in the wall that Grindylows keep peeking out of.
       Thanks once again to asegiel on the GameFAQs message boards for the tip.
    3. On a sunken ship in the sixth area, near the east end of the area.
    4. Through a door to the east in the seventh area; be sure to go through this
       door and get the Shield BEFORE going to the bottom of the area.
    5. In an alcove to the west after swimming downward in the tenth area.
    6. In the eleventh area, after swimming the loop and knocking the round stone
       to the west, swim back up and get the Shield from an alcove to the west at
       the top.
    
    
    Chapter 9 - Moody's Challenges (no Shields)
    
    
    Chapter 10 - Third Task (no Shields)
    
    
    Chapter 11 - Voldemort (no Shields)
    
    -------------------------------------------------------------------------------
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    Part 7 - Card List
    
    -------------------------------------------------------------------------------
    
    Although you're actually given some cards, others are merely unlocked for
    purchase from Weasley's Wares. It takes 5030 points' worth of green jelly beans
    to purchase them all, but some beans are worth 5 and 10 points, so it goes
    faster than you'd think. Most rocks and barrels can be smashed, and some shrubs
    can be burned, to earn beans, and it helps that the two non-player characters
    sometimes run around fetching them while you move and fight. What's more, skill
    at the Yule Ball game can give you a fun and different way to earn beans.
    
    Entries are formatted as follows:
    
    #?? - Name
    Available: Chapter ?
    Location: Where to go or what to do to unlock or obtain the card.
    Cost: ??? beans, OR This is a non-buyable card.
    Notes: Whether a card has special access conditions, such as whether it can
           only be accessed by playing a level a second time, and if so, under
           what conditions.
    
    When entries say "In the [n]th area," they're referring to that area of the
    chapter named in the line above it.
    
    House Booster cards are unlocked by acquiring all the cards in a particular
    chapter.
    
    -------------------------------------------------------------------------------
    
    #1 - Confundus
    Available: Chapter 1
    Location: You start the game with this card.
    Cost: This is a non-buyable card.
    
    #2 - Wingardium Leviosa
    Available: Chapter 1
    Location: You start the game with this card.
    Cost: This is a non-buyable card.
    
    #3 - Ventus
    Available: Chapter 1
    Location: You start the game with this card.
    Cost: This is a non-buyable card.
    
    #4 - Alohomora
    Available: Chapter 1
    Location: You start the game with this card.
    Cost: This is a non-buyable card.
    
    #5 - Dugbog
    Available: Chapter 1
    Location: In the third area, after beating some of the Dugbogs.
    Cost: 100 beans
    
    #6 - Bowtruckle
    Available: Chapter 1
    Location: In the fifth area, after beating one of the Bowtruckle nests.
    Cost: 100 beans
    
    #7 - Arthur Weasley
    Available: Chapter 1
    Location: In the third area, in the clearing to the north as you enter.
    Cost: 40 beans
    
    #8 - Draco Malfoy
    Available: Chapter 1
    Location: In the ninth area, in the chest in the east.
    Cost: 60 beans
    
    #9 - Death Eater
    Available: Chapter 1, after completing Chapter 2
    Location: In the seventh area, Reparo the broken log, levitate it, and cross
              over to the island, where the chest contains this card.
    Cost: This is a non-buyable card.
    Notes: You can get this card only after getting the Reparo spell. However, I
           recommend waiting until after Chapter 6, when having Glacius means you
           can get ALL the items from Chapter 1 that you couldn't get the first
           time through.
    
    #10 - Quidditch World Cup Stadium
    Available: Chapter 1
    Location: In the fourth area, in the chest to the southeast as you enter.
    Cost: This is a non-buyable card.
    
    #11 - Quidditch World Cup Campsite
    Available: Chapter 1
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #12 - Speed
    Available: After Chapter 1, after buying or otherwise acquiring Cards 1-11,
               which requires spending 300 beans on cards and replaying the level
               after completing Chapter 2
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Speed stat once you buy this card. 
    
    #13 - Red Cap
    Available: Chapter 2
    Location: In the fifth area, after defeating two Red Caps.
    Cost: 80 beans
    
    #14 - Erkling
    Available: Chapter 2
    Location: In the seventh area, after defeating four Erklings.
    Cost: 100 beans
    
    #15 - Reparo
    Available: Chapter 2
    Location: You get this card automatically after beating the Erkling in the
              eighth area.
    Cost: This is a non-buyable card.
    
    #16 - Mad-Eye Moody
    Available: Chapter 2, after having already completed the chapter
    Location: In the second area, use Reparo on the suits of armor to the north and
              go through, where the chest contains this card. You must defeat an
              Erkling before you can leave.
    Cost: This is a non-buyable card.
    Notes: You can get this card only after getting the Reparo spell, which means
           you must complete this chapter before you can come back here. However, I
           recommend waiting until after Chapter 7, when having Incendio means you
           can get ALL the items from Chapter 2 that you couldn't get the first
           time through.
    
    #17 - Professor Snape
    Available: Chapter 2, after completing Chapter 7
    Location: In the fifth area, use Incendio on the woodpile and go through; one
              of the chests contains this card.
    Cost: This is a non-buyable card.
    Notes: You can get this card only after getting the Incendio spell.
    
    #18 - Harry
    Available: Chapter 2
    Location: In the eighth area, on the platform you can access after getting
              Reparo.
    Cost: 60 beans
    
    #19 - Hermione
    Available: Chapter 2
    Location: In the ninth area, after defeating four Dugbogs.
    Cost: 60 beans
    
    #20 - Ron
    Available: Chapter 2
    Location: The chest near Professor Moody in the classroom.
    Cost: 60 beans
    
    #21 - Omnioculars
    Available: Chapter 2
    Location: In the third area, in the chest in the southeast corner.
    Cost: 40 beans
    
    #22 - Hedwig
    Available: Chapter 2
    Location: One of the chests in the small room to the west of the ninth area,
              accessible with Reparo.
    Cost: This is a non-buyable card.
    
    #23 - Defense Against the Dark Arts
    Available: Chapter 2
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #24 - Attack
    Available: After Chapter 2, after buying or otherwise acquiring Cards 13-23,
               which requires spending 400 beans on cards and replaying the level
               after completing Chapter 7
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Attack stat once you buy this card.
    
    #25 - Salamander
    Available: Chapter 3
    Location: In the sixteenth area, after defeating the Salamander.
    Cost: 100 beans
    
    #26 - Fire Crab
    Available: Chapter 3
    Location: In the twenty-third area, after defeating the second Fire Crab.
    Cost: 100 beans
    
    #27 - Aqua Eructo
    Available: Chapter 3
    Location: In a chest at the beginning of the twenty-first area; required to
              continue through the level.
    Cost: This is a non-buyable card.
    
    #28 - Verdimillious
    Available: Chapter 3
    Location: In the fifth area, after defeating the Bowtruckle nest.
    Cost: This is a non-buyable card.
    
    #29 - Viktor Krum
    Available: Chapter 3
    Location: In the fifth area, in a broken chest to the east.
    Cost: This is a non-buyable card.
    
    #30 - Fleur Delacour
    Available: Chapter 3
    Location: In the tenth area, in a chest straight east from the southwest exit
              of the Salamander pen.
    Cost: This is a non-buyable card.
    
    #31 - Cedric Diggory
    Available: Chapter 3
    Location: In the third area, in a chest in the northeast corner, accessible
              only by first jumping into the waterfall.
    Cost: This is a non-buyable card.
    
    #32 - Durmstrang Ship
    Available: Chapter 3
    Location: In the eighteenth area, in a chest to the west of the area you fight
              the Salamander.
    Cost: This is a non-buyable card.
    
    #33 - Herbivicus
    Available: Chapter 3
    Location: In the third area, after defeating some of the Dugbogs.
    Cost: This is a non-buyable card.
    
    #34 - Hungarian Horntail Dragon
    Available: Chapter 3
    Location: In the twenty-fourth area, in a chest at the north end, shortly
              before ending the level.
    Cost: 100 beans
    
    #35 - Forbidden Forest
    Available: Chapter 3
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #36 - Defense
    Available: After Chapter 3, after buying or otherwise acquiring Cards 25-35,
               which requires spending 300 beans on cards
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Defense stat once you buy this card.
    
    #37 - Goblet of Fire
    Available: At the beginning of the game
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 500 beans
    Notes: This card is buyable as soon as you start the game, although it'll be
           some time before you have enough beans to buy it.
    
    #38 - Tri-Wizard First Task Stadium
    Available: Chapter 4
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #39 - Yule Ball
    Available: Chapter 5
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #40 - Grindylow
    Available: Chapter 6
    Location: In the twentieth area, in a chest near the set of waterwheels to the
              far west.
    Cost: 100 beans
    
    #41 - Vampyr Mosp
    Available: Chapter 6
    Location: In the twenty-third area, in the second of three chests.
    Cost: 80 beans
    
    #42 - Glacius
    Available: Chapter 6
    Location: In the first area, in a chest to the east; required to continue
              through the level.
    Cost: This is a non-buyable card.
    
    #43 - Golden Egg
    Available: Chapter 6
    Location: In the eighteenth area, by taking the raft directly north.
    Cost: This is a non-buyable card.
    
    #44 - Mermaids
    Available: Chapter 6
    Location: In the seventh area, in a chest in the northwest.
    Cost: This is a non-buyable card.
    
    #45 - Gillyweed
    Available: Chapter 6
    Location: In the chest in the room to the west of the twenty-fourth area.
    Cost: 40 beans
    
    #46 - Hufflepuff Crest
    Available: Chapter 6
    Location: In the seventh area, in a chest in the hidden room to the southeast;
              see the walkthrough for details if confused.
    Cost: This is a non-buyable card.
    
    #47 - Ravenclaw Crest
    Available: Chapter 6
    Location: In the fifteenth area, by riding the raft. See the walkthrough for
              details.
    Cost: This is a non-buyable card.
    
    #48 - Slytherin Crest
    Available: Chapter 6
    Location: In the sixth area, to the southwest after creating a ledge with
              Glacius and climbing up.
    Cost: This is a non-buyable card.
    
    #49 - Gryffindor Crest
    Available: Chapter 6
    Location: In the fourth area, following the branching stones to the east.
    Cost: 40 beans
    
    #50 - Prefects' Bathroom
    Available: Chapter 6
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #51 - Speed
    Available: After Chapter 6, after buying or otherwise acquiring Cards 40-50,
               which requires spending 260 beans on cards
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Speed stat once you buy this card.
    
    #52 - Niffler
    Available: Chapter 7
    Location: In the third area, after crating the second Niffler.
    Cost: 40 beans
    
    #53 - Young Blast-Ended Skrewt
    Available: Chapter 7
    Location: In the seventh area, after crating some of the baby Skrewts.
    Cost: 40 beans
    
    #54 - Adult Blast-Ended Skrewt
    Available: Chapter 7
    Location: After capturing the first Adult Blast-Ended Skrewt.
    Cost: 100 beans
    
    #55 - Incendio
    Available: Chapter 7
    Location: In the fifth area, in the chest that doesn't appear until after
              Hagrid's mentioned Incendio; required to continue through the level.
    Cost: This is a non-buyable card.
    
    #56 - Hagrid
    Available: Chapter 7
    Location: In the chest behind the pumpkins when you return to the first area
              from the south.
    Cost: This is a non-buyable card.
    
    #57 - George Weasley
    Available: Chapter 7
    Location: On a lower ledge in the small area to the south of the third area,
              accessible the second time Hagrid sends you in this direction.
    Cost: 40 beans
    
    #58 - Fred Weasley
    Available: Chapter 7
    Location: In a chest under one of the pumpkins, in the area with four pumpkins
              for the Skrewt to smash.
    Cost: 40 beans
    
    #59 - Karkaroff
    Available: Chapter 7
    Location: In the northeast corner of the Salamander pen accessible from the
              fourth area the second time Hagrid sends you in this direction.
    Cost: This is a non-buyable card.
    
    #60 - Madame Maxime
    Available: Chapter 7
    Location: In a chest in the west part of the area to the south of the fifth
              area - where you first encounter the Adult Blast-Ended Skrewt.
    Cost: This is a non-buyable card.
    
    #61 - Dumbledore
    Available: Chapter 7
    Location: On the screen where you confront the second Skrewt for a second time
              and require it to destroy two pumpkins.
    Cost: 100 beans
    
    #62 - Care of Magical Creatures
    Available: Chapter 7
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #63 - Attack
    Available: After Chapter 7, after buying or otherwise acquiring Cards 52-62,
               which requires spending 360 beans on cards
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Attack stat once you buy this card.
    
    #64 - Tri-Wizard Second Task Lake
    Available: Chapter 8
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #65 - Dark Mark
    Available: Chapter 9
    Location: In the chest in Moody's Challenge #8.
    Cost: 100 beans
    
    #66 - Pensieve
    Available: Chapter 9
    Location: In the chest in Moody's Challenge #3.
    Cost: 60 beans
    
    #67 - Moody's Challenges
    Available: Chapter 9
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #68 - Defense
    Available: After Chapter 9, after buying or otherwise acquiring Cards 65-67,
               which requires spending 160 beans on cards
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 150 beans
    Notes: This is a House Booster Card. All three characters will have an increase
           in their Defense stat once you buy this card.
    
    #69 - Barty Crouch, Junior
    Available: At the beginning of the game
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 350 beans
    Notes: This card is buyable as soon as you start the game, although it'll be
           some time before you have enough beans to buy it.
    
    #70 - Voldemort
    Available: At the beginning of the game
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 1000 beans
    Notes: This card is buyable as soon as you start the game, although it'll be
           some time before you have enough beans to buy it.
    
    #71 - Tri-Wizard Cup
    Available: At the beginning of the game
    Location: This card is found only in the Weasley's Wares screen.
    Cost: 500 beans
    Notes: This card is buyable as soon as you start the game, although it'll be
           some time before you have enough beans to buy it.
    
    #72 - Tri-Wizard Third Task Maze
    Available: Chapter 10
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #73 - Expelliarmus
    Available: Chapter 11
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    #74 - Riddle Graveyard
    Available: Chapter 11
    Location: You get this card automatically upon clearing the level.
    Cost: This is a non-buyable card.
    
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    
    Part 8 - Multiplayer Mode
    
    -------------------------------------------------------------------------------
    
     NOTE: All information in this section is from themaster3400 on the GameFAQs
           message boards. I take no credit for this information and have merely
           re-organized it. However, any errors or conjectures are mine alone,
           introduced accidentally while re-organizing the information.
    
    The multiplayer mode is for two players only - it is not expandable to three or
    four. It has four different levels to choose from, detailed as follows:
    
    1. The First Task
       Choose to play as Harry, Cedric, Fleur, or Viktor. Gameplay is similar to
       the corresponding chapter of the actual game. The winner is the player who
       reaches the egg first (or survives against the dragon if the other player
       fails). A new element is added to the gameplay, however: attacking to slow
       down enemy movement. To use this, the enemy must be directly behind you.
       themaster3400 calls the attack option "a great help."
    
    2. Yule Ball
       Choose to play as Harry, Ron, or Hermione. Gameplay is the same as the
       corresponding chapter of the actual game, and the music tracks unlocked in
       1-player mode can be used in the multiplayer mode. The winner is the player
       with the higher score. I do not know how the game determines the winner if
       both players get the same score (B+, A+, etc.), but I assume it either
       results in a tie or determines a winner based on combo length or number of
       Excellents and Goods.
    
    3. The Second Task
       Choose to play as Harry, Cedric, Fleur, or Viktor. Gameplay and controls are
       identical to the corresponding chapter of the actual game. The winner is the
       player who reaches the hostages first (or survives against the traps and
       grindylows if the other player fails).
    
    4. Third Task
       Choose to play as Harry, Cedric, Fleur, or Viktor. As in the actual game,
       you must navigate the maze while pressing switches and eliminating monsters.
       The winner is the player who reaches the Tri-Wizard Cup first (or survives
       in the maze if the other player fails).
    
    -------------------------------------------------------------------------------
    -------------------------------------------------------------------------------
    
    Part 9 - Miscellaneous
    
    -------------------------------------------------------------------------------
    
    9.1 - Disclaimer
    
    I am not affiliated with Warner Brothers, EA Games, Nintendo, Scholastic, J.K.
    Rowling, or any publishers of guides or walkthroughs, and I do not claim their
    work as my own, nor am I profiting from this guide, monetarily or otherwise.
    This guide was written out of love for the Harry Potter universe, the need for
    a walkthrough for this game, and a desire to help other players.
    
    However, the design and contents of this guide are copyright 2005 Andrea
    Robinson. Please do not copy or plagiarize this guide or claim it as your own
    work.
    
    The only site that may host this guide is http://www.gamefaqs.com.
    
    If you have questions, please reread the guide and make sure your question
    has not already been answered. If it isn't there, or if it involves the multi-
    player mode, check with other FAQs, and if that doesn't help, direct your
    question to the "Goblet of Fire" message board on GameFAQs, located at:
          http://boards.gamefaqs.com/gfaqs/gentopic.php?board=927367
    
    -------------------------------------------------------------------------------
    
    9.2 - Acknowledgements
    
    Although portions of this information are available in other FAQs and
    walkthroughs, I gathered 99% of this information on my own, in the game itself.
    That said, I'd like to extend special thanks to...
    
     - asegiel on the GameFAQs message boards, for telling me how to find the one
       Tri-Wizard Shield I was missing in the second task.
     - vaguely_aware on the GameFAQs message boards, for mentioning an easier way
       to defeat Erklings once you've finished chapter 3.
     - themaster3400 on the GameFAQs message boards, who provided all the
       information I have about the multiplayer mode.
     - J.K. Rowling, for creating the wonderful Harry Potter universe.
     - The guys on FFT General, for their overall kindness and constant pimping of
       my FFT guides.
     - And, as always, thanks to Aaron, who bought me the GBA I played this game
       on, proofread this walkthrough for me, read the Harry Potter books at my
       urging, and without whom I would never have become a serious gamer. I love
       you, Aaron. Thanks for everything.
    
    -------------------------------------------------------------------------------
    
    9.3 - Version History
    
    * Version 0.1 - January 2, 2006
      Began playing the GBA version and converting my walkthrough for the DS
      version into a GBA-specific walkthrough.
    
    * Version 1.0 - January 7, 2006
      Corrected typos and finished removing references to DS-specific features,
      and added a few tips and frequently asked questions to both versions of the
      walkthrough. First version submitted to GameFAQs.
    
    * Version 1.01 - January 11, 2006
      Redid section-numbering for those sections that got moved in the transition
      from the DS walkthrough to the GBA walkthrough, added the URL for the message
      board, and fixed a variety of typos.
    
    * Version 1.1 - January 19, 2006
      Added information about the multiplayer mode thanks to themaster3400 on the
      GameFAQs message boards.
    
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