FAQ/Walkthrough by kmintram

Version: 1.0 | Updated: 08/14/03 | Printable Version

Harry Potter & The Chamber Of Secrets (XBOX)
Complete Walkthough Version 1.0
By Kathryn Mintram (kmintram78@aol.com)
March 3rd  2003



Chapter 1		Introduction
Chapter 2		Controls
Chapter 3		Walkthrough
Chapter 4 		Information
			4.1 Items
			4.2 Spells
			4.3 Wizards & Witches Cards
			4.4 Fred & Georgeís Shop
Chapter 5		Side Quests
			5.1 Lost And Found
			5.2 Games
Chapter 6 		Credits & Thanks
Chapter 7 		Copyright


Chapter 1		Introduction

I rented this game and thoroughly enjoyed it, despite a ribbing from everyone
for playing a childís game, and the more I played it the more I found out how
in depth it was. So I went out and bought it and now, everyone in my house
plays it.

One day I had real trouble finding one of the lost and found items on the
notice board so I went onto the Internet to try and find a walkthrough for
this game on the XBOX. I could not find one! Not one, not anywhere. I searched
everywhere and I found plenty for the Playstation and even the Gamecube, but
not one for the XBOX. So I decided to sit down and write one.

While doing this I had found myself a new challenge for the game and it
brought a whole new level of discovery to other games I own. This is my first
walkthrough so it will probably need amending plenty of times as I hope some
of you will contact me with suggestions for some of the things I am slightly
vague about, i.e. sneaking around at night past prefects and Quidditch.

I am also a little concerned that I have not discovered everything the game
has to offer. For example, in the Playstation version you can find students
outside in the grounds who have lost items but not written it on the notice
board. In the XBOX version the only student outside in the grounds is Neville.
I hope if I have missed something then someone will soon tell me and I can
update this accordingly.

Anyway, I hope this is of help to you and you enjoy using my walkthrough. As
this is my first any feedback will be gratefully received so feel free to
email me if you would like. Many thanks


Chapter 2		Controls

Left analogue stick		Move Harry around
Right analogue stick		Look around
B, X, & Y			Assign pellets, balloons and spells, then
				press to use or cast
Select button			Enter the Rememberall
Start button			Pause/options menu

Options Menu
Flying controls			Normal/Reverse
Camera controls			Normal/Reverse
Vibration			On/Off
Subtitles			On/Off
Music Volume			1-100
Sound Effects Volume		1-100


Chapter 3		Walkthrough

The Burrow

Watch the sequence when Mrs Weasley tells everyone off (except you of course
Harry) then practice Flipendoing things in the yard. If you hit the circus
looking machine in the corner the twins will explain that when you improve
your magic, you will be able to ring the bell at the top, so donít worry about
that for now.

Feel free to explore the yard although there isnít really anything you need to
do so when you are ready, Flipendo the glass jar by the gate and after a short
sequence you are able to move on to the barn.

To de-gnome the barn all you need to do is target the gnomes by holding down
the left shoulder button, then Flipendo them down from the rafters. If you hit
the sacks of grain, a Bertie Botts Every Flavour Bean will fall out. Collect
these where you can, as they are the only form of currency accepted at
Hogwarts for buying things and playing the games in the mini tasks. Donít
worry however if you donít get many or lose them when you are hurt while
fighting later because you have plenty of opportunity to get many more later
on at Hogwarts, but do try to collect them when you can.

When you have knocked both gnomes of the rafters, the boys will ask you to
follow them into the garden. Before you leave, there is a chest in the corner
containing Wizard and Witches Card #3, and another in the opposite corner with
card #1. Collect these and go through the door.

Here you will meet the Wesleyís charming washing machine. All you have to do
to beat this is target the machine while you wait for it to open its door to
throw something at you. When it does quickly Flipendo it then run out of the
way to avoid the bubbles it threw at you. Try to keep a safe distance to allow
yourself enough time to do both things and watch out, as it will charge you
from time to time. Hint: Donít bother to use the dodge function as I have
found this pretty slow and useless, just run from side to side to avoid itís
attacks. Three hits and itís the most charming washing machine youíve ever

Once you have followed the boys into the garden you can start de-gnoming. I
feel no need to explain how to de-gnome because Fred does such a good job of
it. However, I will say that four spins are all you need to hit the target on
the haystack, but donít worry if you go one too far as five spins will also
hit it. So, when you have heard four whoosh noise and the arrow is pointing in
the right direction, let go. Voila you now have card #8. Hint: You can spin up
to six times before letting go of the gnome for the longest throw, but spin
seven times and Harry will get dizzy and fall over, consequently dropping the

After you have tossed about six gnomes, Mrs Weasley will come out and tell you
itís time for bed. You are free to explore the garden before you leave so make
sure you do, as there is another chest in here containing card #59. You can
also practice some more gnome tossing if you wish, but when you are ready to
leave, just go to your rememberall and "end the day".

Borgin & Burkes

Search all the cupboards for beans and pumpkin pasties and save your game here.
Be careful to sneak past the freaky looking hand by pushing the analogue stick
forward ever so gently, otherwise it will hurt you and cause you to lose beans,
but donít worry about the screaming skull, it doesnít do anything other than

When you are happy that you have searched enough, go over to the big black
cupboard to the right of the save point and open it. After yet another
sequence you can get out again and move around freely. Sneak past the freaky
looking hand, or run the long way around the shelves, to pick up the spell
book. You now have your second spell, Lumos.

Equip it to a button of your choice and go to the cupboard you had hidden in,
it has now become a secret passage. Run all the way to the end of the passage
and stand right against the wall facing it, then light Lumos. You will now be
able to see a secret door, push it to go through. In this room you will find a
chest containing a pumpkin pasty, use it and continue down the stairs.

You are now faced with an imp, parading up and down a row of cupboards. Target
him then Flipendo it just like you did for the gnomes in the rafters. While
avoiding the vases that are rolling towards you, break the vases on top of the
cupboards with Flipendo to make it easier to hit the imp. When he is down just
run at the row of cupboards and the computer will automatically hoist Harry up
onto the top.

Once on top, Flipendo the imp again and jump down. While he is dazed pick him
up and put him in the empty cage. You can then use the empty cage as a hop-up
to get to the upper level.

Turn right and walk round the corner to open the chest. Inside you will find
an owl treat for Hedwig. Go all the way back and take the left hand turning,
you should see a stand for Hedwig.  When you are facing the stand you will be
given the option to call him, do this and feed him the treat. He will then
push down a ladder for you to use.

Climb up it, then walk right to go behind the ladder and find a chest with
card #98. Walk back to the hatch but donít walk past it as patches of the
attic floor collapse beneath you. Instead light Lumos and the weak points in
the floor will be highlighted leaving you free to run around without a
problem. Run to the other end of the attic, avoiding the weak spots, and go
through the crawl space. There are two doors in this next room. The left hand
one is locked so use the right hand one.

You now find yourself at the back of the shop in an alley. Walk down the
stairs and to the right of all the boxes in front of you there is a small gap
just big enough for you to wall sneak through. Do this then go done some more
stairs until you come to another door. Beside the door is a square crate, walk
up to it and you will have the option to grab it. Grab hold and pull it
towards you to reveal a switch behind it. Then simply let go of the crate and
run around it to press the switch.

This switch opens a door at the other end of the alley, so go back up the
stairs, wall sneak through the gap and go through the doorway to the right of
the stairs. This room contains a chest with card #5 and another switch, which
when pressed opens the doorway on to Diagon Alley. However, you have to go
back through the gap and down the stairs, back to the door at the other end
and leave. Phew! What a lot of back and forth!

Diagon Alley

When you are out of the alley there is another save point, so save your game
and then go up the stairs and through the archway to Diagon Alley. Mrs Weasley
tells you to go to Flourish & Blotts, so go right, then right again and
continue up and round the bend until you find Mrs Weasley and Ginny. They are
stood right outside the shop you need so go in and buy your spell book. You
can now charge your spells. There is nothing more to do in here so go back

If you go left you will see two small barrels by some stairs. Flipendo them
and collect the sickles. Go down the stairs and enter the shop at the bottom,
(Gambol & Japes Wizarding Joke Shop). First things first, walk left and use
Lumos to reveal the bookcases in front of you, and if you have the right one,
you will be given the option to push the one on the right and reveal a secret
room. In here there are more sickle yielding barrels and a chest containing
card #32.

Now go back into the main part of the shop and down the stairs where
you can buy some stink pellets from the shopkeeper if you choose to. When you
are ready go through the door to the left of the shopkeeper where you can now
practice charging your spells. Stand in front of the magical measurer (circus
looking machine) and aim a charged Flipendo right at the target. Get it right
and you should ring the bell to reveal a crawl space to the left. Through here
you need to break the barrels to get more sickles and then pick up Ginnyís
Quill.  Before you leave search the chest to get a chocolate frog and restore
all your health. Now leave through the main shop entrance.

Onto the next shop and itís up the right hand staircase and turn right. Keep
going until you reach the last shop on your left, The Magical Menagerie. Once
inside the shopkeeper will tell you to leave, he is closed, ignore the grumpy
old fart and Flipendo the barrels on the right. Donít forget the chest by the
door for a Pumpkin Pasty if you need it.

Now, when you are in the next room the shopkeeper will ask you to leave again,
this gets tricky, but donít worry if he spots you he only throws you out and
it just means the whole sneaking process over again.

Run forward and wall sneak along the shelves in front of you. Poke your head
around the corner and watch the shopkeeper walk off round the next one. Then,
wall sneak against the end of the shelves so you can pop your head around
again to see when he turns the next corner. When he has, run down the middle
of the shelves and look round to make sure the coast is clear. At the end of
these shelves you need to make sure he has turned the final corner and then
push the switch. Now Flipendo the other end of the shop to distract the
shopkeeper and run for the door at the other end of the shelves you are near.

Be Warned! If the shopkeeper spots you and you do have to start again, he will
sometimes change his path, so always check where he is before you make a move.
Also donít worry if he spots you after you have pushed the switch and you have
to start again. You only have to push it once so when you enter the room a
second time you only have to make your way to the door.

The next room has a chest with card #28 and Ginnyís Brass Scales. So pick them
up and prepare yourself, you need to get back past the shopkeeper again to
leave the shop. So, when you enter the room again, run forward and pop your
head round the corner to watch him, (make sure you are on the side of the
shelves, not the end, and donít go too far along the shelves or the animals
will make a whole lot of noise and attract the shopkeepers attention.

If when you pop your head round you canít see him, then go to the end of the
shelves and watch for him disappear stage left. When he is gone run forward
so you are on the other side of the second set of shelves and well and truly
out of sight. You can now run for the door but make sure you check at the end
for the shopkeeper or you will have to start all over again. You are now half
way to completing your shopping list.

When you leave the shop and go back up the stairs, you will notice a big white
building to your right and another shop directly opposite. If you are low on
sickles, or just feeling greedy, you will find several barrels to the right of
the big white building. If not then you need to enter the shop in front of
you, Mr Mullpepperís Apothecary.

Break the glass jar on the shelves to the left for a chocolate frog if needed,
and then buy the potion vial for 8 sickles from the shopkeeper. Fill your vial
with from the big Wiggenweld Cauldron in the middle of the room and leave. Now
run all the way to the other end of Diagon Alley for a save point and The
Leaky Cauldron.

When you are inside The Leaky Cauldron, you can talk to anyone you like (and
yes your old pal Hagrid in here for those of you that know the storyline)
however I have found none of it to be relevant. So turn right after you enter
and you will see Ginnyís Spellotape. Break the barrels and collect the sickles
and then walk forward to try and pick up the Spellotape.  Unfortunately there
is a trap door right in front of it and you fall through. Press the button in
the corner to open the door and lock the trap door, and then continue on into
the next room.

The next room is really fun, not! All you need to do when dealing with these
spiky creatures is Flipendo them onto their back. There is no actual way to
kill them, (not until later in the game when you get your final spell), so be
careful as after a short time they will flip back onto their feet and breath
fire at you so just Flipendo them back over again until you have done all that
you need to do. If youíre anything like me you will come to hate these things
by the time you get near the end.

So, Flipendo both of them and run forward until you can see two pipes, one
covered with a spiderís web, the other clear. Crawl through the one without
the web to find a chest with card #27. When you crawl back through be careful
as the fire-breathing spawn of Satan is waiting for you.

Run over to the far left of the room towards the falling barrels. This is
easier than it looks, just wait for a gap, then zigzag a path till you are
clear and go through the door at the end.

After the floor has collapsed, wall sneak over to the remaining piece of
floor. Push the crate over the edge and then jump down. Now push it over to
the other side of the room and use it to hop up. At the top of the stairs,
use Lumos to reveal a hidden doorway and go through. Now you can back over
and pick up Ginnyís Spellotape and you are free to go. Mission Accomplished!
Now all you have to do is go back to Mrs Weasley and Ginny to return her
stuff and then follow them into Flourish and Blotts. Watch the sequence and
then meet Ron outside The Leaky Cauldron, save your game and speak to Ron.
You are now on your way to Hogwarts at last.

Whomping Willow

Before you can enter the school you have to rescue Ron from the tree. So run
down the path that spirals around the tree. Try to avoid the thrashing vines
in the gaps you need to jump over on the way down. I have found it better to
just run past them as quick as you can rather than trying to Flipendo them.

When you are at the bottom go left. It can be useful to Flipendo the small
vines that pop up through the ground and Flipendo the little toadstools that
are stood on their own as these will give you beans and pumpkin pasties. If
you need it there is a chest to the left of the first pop-up vine hiding in
some vines, holding a pumpkin pasty. Keep going left jumping over the roots
in your way until you can go no further and against the back wall you will
notice a slope for you to use.

Walk along until you find two large thrashing vines. Here you need to try and
dodge these as you canít Flipendo them. The first one is fairly easy; just
time your run for when it has lifted itself up. Before you can pass the second
one you need to Flipendo the Pufferpod and avoid the gases it releases when it
explodes. Now wall sneak across and time your passing of the second vine very
carefully. Keep going along and jump the gap, Flipendo the Pufferpod and keep
going until you reach the end. Jump off and follow the wall around to the
left. You will see a patch of Pufferpods over in the corner. Flipendo them to
clear the way and go through the crawlspace that was behind them.

Through here it is time for some more de-gnoming. Only this time you only need
to Flipendo them and donít have to pick them up or throw them. So clean them
up and then Flipendo the statue thing on top of the makeshift barrier.

Follow the path down and a tree trunk will roll down behind you. Before going
any further, save your game and open the chest for a Cauldron Cake. Go over to
the tree trunk and walk across it to your right. When you have pulled yourself
up you will see another tree trunk to use as a bridge. Cross it to find a
chest with card #4.

Now go back to the fallen tree trunk and climb up the left hand side. On your
left are two Pufferpods, dispose of those and wall sneak across the gap to
find a chest with card #6. Now double back on yourself again (does anyone else
feel like theyíre on a bungee cord yet?) and call Hedwig. He will tell you how
to beat the Gytrashes, (I have not found any other purpose for calling Hedwig,
but if anyone else knows something I donít, please contact me.)

When you are ready, go down the slope in front of you to confront the
Gytrashes. This is very simple, just charge Lumos as much as you can and
shine the light on them to see them smoulder with a green haze, and then
vanish.  Collect any beans and pasties you may want then go through the crawl
space at the back of the pit.

The next area has a little bit of frantic de-gnoming. When all the gnomes
around you are gone and no more come out of their little wholes, look up and
clean up the gnomes there. Finally walk over to the gap and wait for a gnome
to stand on the edge of the platform in front of you and Flipendo him outta
there. You will know when you have cleaned up all the gnomes, as the bar in
the bottom right hand corner will disappear.

Fill your vial with Wiggenweld if you need to and then jump the gap to find...
yes another chest with card #7. Behind the cauldron is a Pufferpod concealing
a crawl space to go through to finally reach Ron.

To defeat the Whomping Willow you need to first dodge the hand branches that
punch the floor and release a purple haze that you need to avoid. After a
couple of punches, when the hand pulls back, it will shine with a bright
light. To get the tree to wave Ron around and reveal it's weak spot, target
and Flipendo the light. While it is waving him about like a fly swatter,
charge Flipendo and aim it at the "eye" that was behind him. After the first
hit the tree will throw a mental but if you stay as far away as possible you
should be safe. When it has put the car down it start to punch the ground
again and you so you can then repeat the process. After the next hit and
another tantrum, the right hand will start to throw boulders at you so ruin
from side to side to avoid those. After that one more direct hit and it should
truly be a "Weeping Willow".


Before this day is out you need to do just one more thing. Follow Ron and go
into the entrance hall, here you can save your game if you choose. At the save
point, turn right and go through the door at the end of the corridor, this
leads you to the main staircase.

You may notice later that the staircase does move and change, but donít worry
itís only the first three flights and they donít take you anywhere different.
The first flight will swing around to the right but only if you are on that
landing, which can be reached by the first door on your right in the first
floor lobby. Flights two and three, as far as I can tell, just move up to
become flights five and six, but if anyone knows any different then please let
me know. Anyway back to the game.

Between flights three and four you will meet Nearly Headless Nick and after a
brief chat you can move on to the Gryffindor Common Room. Go all the way up to
floor seven for Gryffindor Tower. Go through the archway and turn right, first
right again and the large portrait in front of you is the entrance into you
common room and dormitory.  HINT: Mind out for ghosts and flying books when
moving around at night, they can hurt you and will cause you to some of the
beans you may have collected.

When you are in the common room, Ron will tell you about Fred and Georgeís
Shop (see side quests for full price list), this is where you will need your
beans. So go through the door but be very careful in here, if the Percy the
Prefect spots you, itís the same scenario as the shop in Diagon Alley, he will
kick you out and you have to start again, but donít worry it is very easy when
you know how. Luckily Percy will not take any house points from you if he does
spot you, he just doesnít like to be disturbed while he is studying.

To get past him all you need to do is walk forward so you are almost standing
between the gap in the first two bookcases and wait for Percy to start walking
away. When he is at a safe distance walk forward but donít get too close or he
will spot you. As he corners the end bookshelf walk forward again so you are
both on opposite sides. Eventually he will walk back around the bookcase and
you can hop in through the portrait. When you need to get beck past him to get
to the common room all you need to do is run round the back of all the
bookshelves as Percy is so slow you have plenty of time and he always takes
the same path no matter which direction you come from. When you have done all
you want to do in the shop select end the day and itís off to bed.

Day One

Flying Practice

From the dormitory go down the stairs into the common room and Ron will tell
you that your first lesson is Flying Practice. After he has left you can walk
freely around the school so if you want to familiarise yourself with your
surroundings or carry out side quests, during the day is the time to do it. In
the common room, to the left of the entrance, is a notice board. You need to
read this for the lost and found; you will not be able to find the items
without reading this first.

When you are ready to go to your first lesson you need to go outside, so go
all the way down the stairs, into the entrance hall and leave through the main
entrance. Note: When you are outside you will see Neville Longbottom. You need
to talk to him to play the games in the side quests and to get cards. I
suggest you play gnome dunking every day as you can only play this once a day,
unlike the others that you can play any time you want. If you want to collect
all the Wizard and Witches Cards you need to play gnome dunking daily.

Outside the main entrance you need the path that runs off to you right to get
to flying practice. This is a nice easy lesson to break you in with and is
necessary because the computer will set the flying controls based on your
style, although these can be changed in the options menu if you are finding
them too uncomfortable.

I could write an in depth description on flying technique, but I wonít because
it is very easy. Just follow Madam Hoochís instructions and you should be
fine. At the end of the lesson the Professor will give you an examination. If
you want to get the best grade possible and keep your report card at its
optimum grade you need to get a distinction. If you donít get it first time
just keep trying until you do. When you are done Ron tells you it is time for
bed, (Whoa short day!), so take a look around and perhaps try some of the side
quests before you end the day. It is also a good idea to get as many beans as
you can hold because when you end the day, Fred and Georgeís shop will then be
open for business.

Night One

When you end the day you will find yourself back in the dormitory, go down to
the common room to find Hermione for your next task. Before you run your
"errands" for Hermione, it might be an idea to first visit the shop and spend
your beans as you are very likely to lose some while moving about at night and
that wastes you time collecting them in the first place. When youíre done,
head down to the second floor for the Library.

To reach the Library you need to go through the Library Annex and this is
quite tricky as there are many Prefects in here just dying to take house
points from you. Hint: Donít worry if you are repeatedly caught by Prefects
as after the third time they will not take any more house points from you,
they will only tell you to go back to your dormitory.

Although it is entirely possible to sneak through here without being caught,
it is very difficult and often takes several attempts, costing you valuable
points. I have found it easier and less time consuming to simply run straight
through the middle and out the door before they have time to turn around and
catch you.

When you are in the Library you will see two flights of stairs in front of you
and between them is a little alcove. In here you will find Professor
Lockheartís book. Read it carefully so you know exactly what to do when you
come across them in the greenhouse. Now you have to get back through the
Annex. The 100-metre dash works both ways (and the gold medal goes to...Harry

To get to the Herbology Greenhouse area, take the path directly in front of
you when you leave through the main entrance. Go through the green doors and
you are there.

When you are inside turn right and then left until you see the Horklumps in
front of a door. Dispose of these as the book tells you to and then enter. The
path to the right of you has more Horklumps to deal with and the one to the
right has Pufferpods, just zap one and the others will explode in a chain

When you reach the other end, pick up the spell book and equip it to one of
your buttons. You will need this here to find a card that was, for me, the
hardest to find in the whole game. To do this you must first get rid of the
Horklumps or Pufferpods again and walk towards the vines that have now popped
up. Use Diffendo to sever the vines surrounding one of the Venus fly trap
looking plants. When it is clear Flipendo the plant to close it, then pick it
up and throw it away. Do this with the other one and when you throw it away
card #72 will popup through the ground. All other cards from here on in are
either in chests, can be bought or are won by playing the games in the side

When you have done all you need to do in here, return to your common room to
rescue Neville. Use Diffendo on the tapestry and he is free. You can now
explore the room that was hidden behind it to find a chest with card and then
end the day.

Day Two

Defence Against The Dark Arts

First thing on the agenda for today is Defence Against The Dark Arts Class in
classroom 3C and your first challenge for a spell book. Go to floor 3 and
through the door on the right. The door right in front of you is the one you
need, (Hermione is stood outside it).

When Professor Lockheart has given you the challenge, you will find yourself
in a room with a very shiny floor, (Whatís the deal with that?). Walk forward
and turn around. On either side of you, you will see to buttons with a
Flipendo sign on them, so do the obvious. When they are open three balls will
shoot out of each one. To get rid of these you must approach them until they
start to glow purple. When they do thatís your warning that they are about to
fly over to try and hit you. When one does run out the way and then try to
Flipendo it before it gets back. Do this twice with each ball and that should
see to them. When they are gone you can now use the drawers they flew out of
as ledges to get up to the next level.

The one on the right leads to a hidden panel that will reveal itself when you
use the Lumos chant and push the wall.  When it is open you will find another
Wiggenweld Potion Cauldron behind it ready for you to top up any you might
need. The one on the left will lead you to a tapestry, Diffindo it and go
through the door.

Run to the other side of the room where you will find a ramp. Go up it and
follow it round until you find a barrier blocking your way. Turn to your right
and use Diffindo on the chain suspending the ball. When you have done this,
the barrier will move back and an imp will come out. Flipendo him and sort him
out then move on to the next barrier. When this one moves back, two imps will
come out instead of one, as will all barriers from there on Ďtill the top. The
last barrier before the door conceals a chest that has a Pumpkin Pasty in it
for you to use if you need it. When you are ready go through the door and move

This next room looks quite daunting but itís not as bad as it looks. Either
side of the door on your right there are two more chains to sever and, yes,
more imps will come out. Donít relax too much when you have disposed of them
because after a time another one will pop out to take itís place. Severing the
two chains causes the rotating balls on the other side to slow down allowing
you to pass but make sure they have slowed down completely before you try to
cross or you will be knocked off the edge.

If you thought that was fun, youíre going to love this next room. Flipendo the
Fire Crab first, then run past him and round the corner. Do the same with the
next Fire Crab and hop up onto the wall behind him but donít walk along it
just yet, the hog-cannon will breath a stream of flames at you. What you need
to do to pass him is time a Flipendo to flip him upwards so his flames will go
up and then stop allowing you to pass. This is a little tricky to start with
but once you have the hang of it, itís no problem at all.

The next cannon is dealt with in the same manner but watch him first. You will
notice a pattern emerging in his flames. First he will breath a long stream
followed by a short one. Time your Flipendo to coincide with the short one and
then make your move. Do the same with all of the other gargoyles but watch
their pattern as each one is different, some will blow two longs one and two
short ones etc. Collect the Pumpkin Pasties from the chests and move on.

One last room then itís on to the spell book. All you have to do in here is
use Diffindo on the chain to release the ball. It will then drop down through
the floor and lower the platform below, allowing you to use the door behind
it. When the ball drops you will fall down with it so just go through the
door, drop down and pick up the spell book.

Your new spell, Expeliarmus, is a duelling spell and you will have the perfect
opportunity to use it now so equip it straight away. Donít worry heís not as
daunting as he looks.

To defeat this monster, wait for him to throw a spell at you and then press
and hold your Expeliarmus button. When you have caught his spell release the
button and it will throw it right back at him giving you a direct hit. When he
throws his next spell and you have sent it back, he will block this time to
send it back to you. Just do exactly what you have done before and this time
it will hit him. From here on in he will block it once but you will always hit
him the second time.

Once you have defeated him a platform will slide out for you to climb back up
and go through the door, back into the room you started in. Walk forward and a
sequence will take over and take you back to the classroom. Donít breath a
sigh of relief just yet, now you have to duel with Draco Malfoy.
I have found duelling with pupils to be harder than the monsters because they
always block the spells and are less predictable. The method I usually use is
to send two spells over, one after the other. If he blocks the first, the
second will usually get him. It doesnít always work and sometimes he blocks
both, so be ready. When you are done here you can leave the classroom but it
is now unlocked for you to come back to any time you want. Next up, Qudditch
Practice. On the way donít forget to gnome dunk if you havenít already done
this today.

Quidditch Practice

Quidditch practice is pretty self-explanatory, just follow everything that
Wood says and you should be fine. Use your boosts when you feel it is need but
do try to save them until you are close to the snitch because, although you
can catch up to it, you cannot actually get close to it without a boost. Once
youíve got the hang of it, its quite ease, (if only the actual matches were
this easy). As in flying practice, if you want to keep your report card up to
scratch, keep trying to get a distinction if you donít get it first time.
When you have finished you can end the day, but donít forget the side quests
and collect beans along the way for the shop.

Night Two

As usual Hermioneís great idea is your dirty work. Off to the Library again
and past the prefects in the Library Annex. This time however, go past the
Library door to the right and you will find a grey door. This leads you to the
restricted section. This next room is a lot more difficult and needs a lot of

First of all pop your head around the side of the bookcase in front of you.
When you see the prefect disappear around the corner, run forward and move
along to the left end of the next bookcase that is parallel to the one you
were behind. Poop your head round again and wait for the next prefect to
disappear, then run over to where you saw him turn the corner.

Follow this prefect carefully and make your way to the right of the room until
you find a very short bookcase jutting out of the wall. Quickly duck behind
that while his back is turned and wait until he moves on. When he does go as
far up the screen as you can and turn right. You should now be able to see the

The next room is easy in theory. Climb the ladder ahead of you and wall sneak
across to the next platform. Be sure to avoid any books that will try to put
themselves away on the first two shelves. Climb the next ladder and keep
moving up until you find the door.

Follow the corridor down and go through the door into a large room with more
bookshelves on either side. If you are sick of the sight of bookcases by now,
donít worry you will get a chance for revenge shortly.

Walk over to the right side of the room until you find a chest with an owl
treat. Take it to the other side of the room and find the stand for Hedwig.
Feed him the treat and he will release a ladder for you to use back on the
other side of the room. Climb the ladder and wall sneak across to the other
bookcase for two chests with Pumpkin Pasties. If you donít need them just jump
across the gap to the ledge, then jump again and wall sneak to the next one
with two more chests. Diffendo the tapestry on the other side of this gap then
jump over. Sever another tapestry, jump, and then jump again, a wall sneak and
a jump and Hogwarts: A History is yours. When you are down go through the door
opposite the one you came in through.

Walk through the archway on your left and you are faced with demon bookcase.
Easy enough to beat, keep hitting him with Flipednos and dodge his book
missiles until you have pushed him back far enough for him to fall over.
When it has gone, walk over to where he fell to find a crate. Go round and
grab it so you can push it across the black and white tiles. Keep moving it
around until you have it up against the bookcases and you can use it to pull
yourself up onto the top.

Flipendo the book floating in front of you and wait for it to drop. Make sure
the ghost is not about to float in front of your path and jump across to the
next one. Keep doing this until you are all the way across. This can be a
little awkward because the camera angle is not ideal but persevere and it will
pay off as you get a new spell, Skurge.

Now you can jump down and clear the ectoplasm covering the other archway. Go
back the way you came until you are back in the large room again. As you come
in you will see some more ectoplasm off to your left, clear this and go into
the next room. Run straight through this room to find yourself in a round room
with plenty of ectoplasm.

Clear up the first entrance to your left and watch out for the ghost that
shoots out. Go in and press the switch in the corner. Clear the next entrance,
dodge the ghost and Diffendo the tapestries to find the next switch. The next
room has ectoplasm to shift and more ghosts to dodge and the final room only
has books to avoid. When you have pressed all the switches and the door is
unlocked a Slytherin will come through and pick a fight, you have to duel him.

When you have made short work of him go through the unlocked door and straight
through the following room. Walk down the stairs to the crate and push it
around until it is lined up with the gap in the balcony above you. Pull
yourself up and Skurge the ectoplasm, then Flipendo the switch on the wall.

Do the same on the other side and you are free to go. Use the crawl space on
the other side of the door to find yourself back in the Library Annex. One
quick dash and your home free. Now just take the book back to Hermione and
you can go to bed. Sigh!

Day Three


Your first lesson is Transfiguration on the first floor, classroom 1B. When
you reach the classroom Professor McGonagall will give you the challenge and
Harry will go through the crawl space to start the challenge. Start by
dropping down from where you are and run round to the right until you come
across a door that needs Skurging. Mind the ghost and then Skurge then next
bit too. Enter the room and press the button on the far sidewall. Now do this
for the left hand side of the room as well.

Now you can use the tunnel that has been opened, so follow it round until you
reach a door, go through for the next bit. In here you need to run around the
right hand side of the wall that is in front of you. You should find an
opening that needs to be Skurged. Do this and dodge the three ghosts that fly
out, run into the room and on your left is a chest containing card #85.

Light Lumos and walk over to the right hand wall. A secret door will highlight
for you to push and in doing so will move a block back for you to use as a
ledge to climb up. When you are on the top, turn around and you will see
ledges leading all around the room, but the one directly in front of you is
sticking out towards you.

Get a run up and jump across but make sure your camera angle is right or you
will just fall down. This room is pretty awkward this way because if you donít
jump just right, you will fall and have to start again.

When you are across, jump to the next ledge but try to stay close to the wall.
To jump the next gap stick to the metal barrier on the outer edge and you
should make it across no problem. Wall sneak across the next gap and the next
two are easy to clear, just mind the ghosts as if they catch you mid-jump,
they will knock you to the floor.

This next jump is the worst of them all, try to stick to the middle of the
ledge and aim towards the middle of the one you are trying to reach and
hopefully you should make it. Do the same for the next one and then wall
sneak again. One last difficult jump and you are there. Skurge the doorway
and go through to the next room.

Drop down then run around to pick up the spell book for your new spell,
Avifors. Go back across the doorway and turn right. Use Avifors on the rock
in front of you and a bit further round to your right a ledge will drop down
for you to use. When you have gotten up there, use Avifors and the ledge on
the other side of the room will drop. When you climb up this one, use Avifors
one last time and then go through the crawl space behind. Go up the stairs and
follow the corridor until you are back in the room you started in.

When you come out you are stood behind a statue. Walk left then jump across
the gap. Use Avifors on the rock and wall sneak across to the next platform.
Flipendo the hand on the wall and then make your way back to behind the
statue. Now jump across to the right hand side and Avifors the rock there,
but before you wall sneak you need to aim your Avifors across to the rock
that is blocking you on the other side. Then you can wall sneak across and
Flipendo the hand on the wall.

Jump down onto the metal walkway that is now in front of the statue. You now
have to duel with him but this time thereís the added fun of avoiding the
ghosts too.  The first and second time you send a spell back he will only
block it once but the third and forth spells he will block twice so be ready.
After four hits heís dead so use Avifors on the rock he leaves behind and you
are free to go. Then itís time for your next lesson, your first Quidditch

Quidditch Match

Your first match is against Hufflepuff and is relatively easy. Just remember
what you learnt during practice and you should be fine. Donít pay any
attention to the goals being scored or who is in the lead, (as Lee Jordan,
the commentator will keep you well informed), as long as you catch the snitch,
you will win, and you need to, to play in the Quidditch Final.

Night Three

This is probably the worst nighttime challenge of them all as you find
yourself trying to get out of Slytherinís domain past many prefects. But first
of all you need to go to the girlís bathroom, so itís off to the second floor,
first door on your left.

When you have changed into Goyle, head downstairs to the dungeon. When you are
in the entrance hall, go through the archway in the middle on the right hand

As Goyle you are free to roam the Slytherin domain without worry. I recommend
you do this as it will not only help you to find your way out again, (which
you have to do as Harry), but there are two chests in here with cards in. When
you are done head to the far right hand corner and enter the next room where
you will find Malfoy.

Note: I have tried to make Slytherin lose house points by wandering around
restricted sections as Goyle, and although the prefects say "20 points from
Slytherin", at the end of the day none are deducted.

When you have gained all the information you can from Malfoy you need to get
back to your dormitory. This is much easier said than done as you have now
changed back to your normal self. I canít write a strategic walkthrough here
as I usually sneak around until someone spots me, then run for it before they
can cast their spell. However, if someone would like to submit one here then,
for full credit, by all means please contact me.

When you are out head back to the girlís bathroom and report back to Hermione.
After you have told her everything you know, there is nothing left to do but
end the day.

Note: At any time after you have ended the day you can return to the girlís
bathroom as the room is now unlocked. Make sure you do return at some point
before the end of the game as there are two chests in here with cards in. The
chests will not appear until after you have ended the day.

Day Four

Incendio Challenge

Time to get your last spell. Join Ron on the second floor and enter the second
room on the right. Professor Fitzwick will send you on your way for the final
time, the Incendio Challenge.

The first thing you have to do is duel with another statue. He will only block
the return spells once but be quick on the button as there isnít a great deal
of space between you and him so they come back really quick. When you have
disposed of him walk through the door he was stood in front of.

Keep going until you find yourself stood on a little platform. Off to your
left, below you, you will see another statue. You must jump down and duel with
him too. Just like the other he will only block once but they do come back
quick. When he is gone use Avifors on the rock he leaves behind. The metal
gate behind you has now opened, so walk through it and Flipendo the Fire Crab.
Use the ramp in there to get back to the top, Flipendo the next Fire Crab and
then walk forward until you see the next statue. Jump down to him and start
the whole process over again. When you are done the door at the top will be

Walk around and pick up the Incendio spell book, timing a Flipendo on the
hog-cannon. Now walk over to the archway on your left. To get through the
metal gate you need to Incendio the four statues around the room. With each
statue you Incendio, the longer the gate will stay open. It is possible to get
through by just getting two of the statues but to save yourself the trouble,
get all four.

When you are  through follow the path around until you find yourself in the
same room you started in. Go down the stairs and sat beside them you will find
a block with the Incendio sign on them. So, Incendio it and the column beside
you will fall down. Walk through the door it has now revealed and at the other
end, Incendio the Fire Crab and watch him burn, ha ha ha. Press the switch on
the right and leave the room.

Stand on the cracked floor where the column fell and face one of the large
hog-cannons on either side of you. First Incendio it and when it is flaming,
use Flipendo on it to make it shoot itís flames upwards. By doing this, the
platforms above it are now higher. Quickly run up the stairs and along to the
end of the ledge without any flames. Jump from ledge to ledge until you are
across and able to press the switch there. Next, drop down and go back into
the room with the two switches and press the one on the left.

Now repeat the process on the other side, from getting the column to drop
until you have pressed the second switch on the ledge. When you have done that
you are able to use the door you came in through and return to the classroom.
Collect the cards from the three chests in the Incendio classroom and then
itís time for your next Quidditch Match with Ravenclaw.

Quidditch Match

Your second match is slightly more challenging than the last one, but
definitely easier than the last one. If you can win this you will be able to
play against Slytherin in the final for the Quidditch Cup.

Night Four

After watching the sequence, itís time for another mid-night excursion. Go
outside and go to Hagridís Hut. You will then see another sequence where
Hagrid will drop a key for you to use, finally allowing you access to the
Forbidden Forest, (not a great place if youíre an Arachnophobe).

When you first enter you will find spiders running around everywhere. You have
two ways in which you can kills these, you can either Flipendo them twice and
watch them explode instantly, or you can Flipendo them and then use Incendio
and watch them burn. I generally prefer the first method as they are gone
straight away.

Follow the path down clearing the way of spiders as you go until you reach the
spiderís web blocking your path. Use Incendio to clear away the web and
destroy the spiders behind it. Then, walk in and open the chest on your right
to find card #66. Clear the next web and carry on. Watch out for little
jumping spiders here as they can be a little touch to spot and they jump out
of the ground suddenly.  Keep going until you find a web covering a hole in
the floor. Get rid of it and jump down. You are now faced with Agragog.
Getting in is easy but getting out will be much harder.

When you get control back you need to clear the place of all the spiders
around you. It can be a bit manic to start but once you get used to it, itís
a doddle. Run down the path in front of you and go past the orange toadstool.
You will then be in an almost room like area. De-spider it and run over to the
far left corner. Tucked away you will find a chest with card #62.

When you move on ignore the path that runs upwards and burn away the web on
the right. Clear this room out and walk down the path to the right so you are
faced with Aragog again. Burn away the part of his web that is blocking your
path but be careful as when you do this one of his little minions will jump
down to you. Clear the next bit and of his web and carry on to kill some more

When you come to the fork in the road, ignore the right hand path and take the
left one. Carry on and take the path that slopes downwards. When you see a
spider on a ledge to your left, kill him and jump over to it. Run on and jump
the next gap you come to. When you are across you will find a ledge inset into
the wall to pull yourself up onto. Keep going up and kill the two spiders at
the top then run over and open the chest with card #63. When you are done hop
back down and jump down to the ledge on your right.

In the next room, run under the log bridge and past the orange toadstool on
your left. Keep following the path along using the orange toadstools as a
guide until you reach some more of Agragogís web. Clear it away and run to
the wall around the corner, then wall sneak across to the ledge on the other
side. Clear this room and press on.

Burn away the next part of his web and clear the spiders to get to the last
chest in here with card #64. Finally burn away the bit of web in the corner
and Agragog will fall, unfortunately taking you with him.

Defeating Agragog

You will now find yourself  in a pit with Agragog. To defeat him you have to
dodge his attacks, which are floor stomping sending out a vibration to hurt
you and trying to charge at you, (also watch out for the little spider that
will come at you from time to time). Wait until Agragog rears up revealing his
underside and a bright light will show you his weak spot. When he does this
use Incendio to hit him. You can charge it a little but donít wait too long
and make sure you are in close enough or you wonít hit him. You also need to
make sure you are targeting him right because Harry has a habit  of targeting
the hanging spider sacks instead of the giant flesh-eating spider in front of
him. It may also be worth  knowing that if you Incendio those sacks either a
Bertie Botts Bean will fall out or a Pumpkin Pasty.

Anyway, keep hitting him in the stomach until he is dead, four hits should do
it. When you have defeated him he will keel over, dropping another potion vial
for you to pick up. Run over and get it then watch the little sequence. This
shows you that Agragog is not dead and he gets back up for more, but donít
panic Ron will fly in and save you just in time. All you have to do is now is
end the day.

Day Five

When you wake the next morning Harry realises he has overslept and he is late
for the Qudditch Final against Slytherin. Go to the Qudditch Stadium and make
sure you defeat the Slytherin Scum. There isnít really anything more I can say
about this match other than it is much more difficult than the others. Malfoy
is unfortunately very fast and has a whole stash of sarcastic comments ready
for when he overtakes you. Win the match and wipe the smile off his face. You
will then be rewarded with a little sequence where Professor Dumbledore will
give you the Quidditch Cup right in front of Malfoy.

Night Five

Ron will come into the room and break the bad news to you that Ginny is
missing and Hermione has been petrified. Suddenly it all falls into place,
not that you didnít already know everything theyíre explaining. So, itís back
to the girlís bathroom again for the final scenes and the last boss, The

Eventually you and Ron work out that the entrance to the Chamber of Secrets
is through the sinks. Harry jumps in and the real fun starts. Donít fret the
Basilisk is not too difficult to defeat; in fact I think it is easier than

When you have dropped down run over and save your game. Then walk down between
all the snakesí heads and approach the wall in front of you. When you get
there Harry will say something in Parsletongue and the wall will lift
revealing the Chamber.

Tom Riddle will explain everything to you and call the Basilisk. However,
because Harry shows loyalty to Dumbledore, his pet Phoenix will come and,
(for those of you that havenít read the book or seen the film, because it is
very hard to make out what exactly it is that Fawkes does here), he will drop
the enchanted sword of Godrick Gryffindor and poke the Basiliskís eyes out
leaving him completely blind.

Run over and pick up the sword and wait for the Basilisk to attack. He will
do this by spitting a stream of foul green venom at you. After he has spat
two lots of venom at you he will then open his mouth revealing the proverbial
light to show his weak spot. Press down and hold the B button until the sword
is yanked from your hand.

The Basilisk will drop to the ground causing boulders to fall from the ceiling
for you to dodge. When he has picked himself and dusted himself off, he will
slink off through the middle right hole giving you a chance to run over and
pick up your sword. The Basilisk will come back through the first hole on the
right for round two.

The second time around he will spit three lots of venom at you before opening
its mouth for itís daily iron intake. You may start to notice a pattern
emerging so to cut a long story short and avoid trying to write the same
thing in six different ways I will just list it below.
After his second hit he will
Leave through the first left hole,
Then come back through the statues mouth.
He spits four lots of venom
Out again through the hole on the middle right
Back again through the statue
Five lots of venom
And out the third left
In through the statue
And six lots of venom.

After this last hit he will die. Hurrah the snake is dead! As is Tom Riddle
because a fang from the Basilisk falls from itís mouth and into his diary,
killing the memory of Tom Riddle. Action Hero Harry will then wake up Ginny
and allís well that ends well.

Day Six

This is the last day of term and your last chance to tidy up any loose ends.
Complete any of the side quests you have yet to do to gain extra house points
for winning the Cup. If you have all of the other 100 Witches And Wizards
Cards, speak to Professor Dumbledore and he will give you the card #101, Harry
Potter, "the boy who lived..."

When you are ready, go into the Main Hall to collect the House Cup and watch
the end sequence. Roll credits.


Chapter 4 	Information

4.1 Items

Sickles are basically the equivalent of pounds; you use them to buy the items
on your shopping list for returning to Hogwarts at the beginning of the next
term. After you leave Diagon Alley you will not need them again.

Chocolate Frogs
These are great but unfortunately far and few between. When you have a
chocolate frog it will restore your health bar to maximum. To pick them up
just Flipendo them and then walkover them.

Pumpkin Pasties
A Pumpkin Pasty will restore part of your health and can be found in chests,
desks and cupboards and can be released from toadstools and items you Flipendo
inside Hogwarts.

Cauldron Cakes
Cauldron cakes work in the same way as pumpkin pasties but are only found in
chests, cupboards and sometimes desks. You will not find them amongst released

Eeylops Premium Owl Treats
These items are found in chests somewhere near an owl stand. Call Hedwig and
feed him the treat to get him to do favours for you, such as give you hints
and drop down ladders for you to use.

Potion Vials
There are three vials for you to collect throughout the game, one is bough
from a shop in Diagon Alley, and the second from Fred & Georgeís Shop and the
third is dropped by Agragog. Keep these filled with Wiggenweld Potion, (which
can be collected from the shop in Diagon Alley where you bought the vial, the
Library on the second floor of Hogwarts and the Herbology Greenhouse area),
and when your health bar is empty it will automatically be refilled from your
potion vials.

Berite Botts Every Flavour Beans
These are the only form of currency accepted at Hogwarts and are needed to
buy items from Fred & Georgeís shop, (see information), and to play the games
with Neville, (see side quests). You will find the beans in blue or orange
toadstools that are stood on their own, or in things like shields, vases,
boxes and globes in Hogwarts, they are released by using Flipendo on the item
at hand. They are also found in certain items on the Professors desks in the
classrooms. You can also get them from searching desks and cupboards. When you
are in shops or the Library at Hogwarts, break any glass jars you find on
shelves by using Flipendo and you can also get beans from those.

Stink Pellets
These are a great way of distracting prefects for easy access to restricted
area at Hogwarts. At first you can only hold fifteen but when you buy a Stink
Pellet Bag from Fred and George you can carry double. These are found in much
the same way as beans, they show up in desks and cupboards and are released
from broken jars in the Library. If you canít be bothered to wait until you
get to Hogwarts you can buy ten stink pellets from the Gambol & Japes in
Diagon Alley. If you miss them there and want them before you have had a
chance to collect them, they can also be bought from Fred and George for
twenty beans.

Non-exploding Luminous Balloons
Again these are a great way to distract prefects and are collected in exactly
the same way. If you want to buy some from Fred and George they are twenty
beans for ten. You can hold fifteen beans until you buy the balloon holster,
also for twenty beans, and then you can hold thirty.

Nimbus 2000
When you have played your first Quidditch match Wood will give you the Nimbus
2000 Broomstick. When you have this you can fly around the grounds and take a
good look around. The only actual use I have found for using your broomstick
outside of Quidditch is to fly through the coloured rings for beans. If anyone
else knows something I donít then please let me know.

Famous Witches And Wizards Cards
There are 101 Famous Witches And Wizards Cards to collect. They are found in
chests, bought from Fred and George, won when playing games (see side quests)
or by trading duplicates with other students in a good old fashioned game of
swapsies. There is the occasional exception to the rule, for a full list of
cards and how to get them see section 4.3. For every ten cards you collect
your health bar will extend so it is very wise to collect as many as you can.

If you want to collect all of them but have missed some along the way,
(despite me including every card that can possible be miss in the walkthough
section), they can be bought from Fred and George at the end of the game
before you go into the Main Hall for the House Point Award Ceremony. However,
they will only tell you it is one of their spares and not which card it
actually is so it can take a lot of time and beans before you get the card
you want.

4.2  Spells

All spells are cast in the same way, assign them to a button of your choice,
(B,X or Y), and press the relevant button for the spell you want. To charge a
spell just press and hold the button then release when it is charged to cast
the spell. Be careful not to charge your spells too much or it will back fire
and hurt you.

When you start the game you already have your first spell Flipendo, or the
Knockback Jinx. This spell is used to knock over an opponent or object. This
is probably the most well used spell throughout the whole game as it is used
to press buttons, release beans and pumpkin pasties from objects and hurt

Lumos, or the Wand Lighting Charm, will cause the end of your wand to glow,
giving you light in dark places and revealing hidden doorways. It is also
used to defeat the Gytrashes when you come to them.

This is the Severing Charm you need when trying to rescue Neville from the
evil tapestry. It is used when attacking plants in the Herbology Greenhouse
and can server tapestries to reveal hidden rooms. It will also sever chains
during certain charm challenges and will open vine-covered chests.

Expeliarmus is the duelling charm and is used when duelling with other
students, Slytherin only, and fighting with statues during charm challenges.
This spell also goes by the name of the Disarming Charm.

Skurge is the Scouring Charm and will clean up ectoplasm. Unfortunately it
will also release ghosts from large patches of ectoplasm such as those
covering doorways. It will give you access to all chests covered with the
green substance.

Avifors is used when you want to transfigure something, i.e. a small rock
then becomes a bird. This spell will enable you to move small objects blocking
your path or move a rock from one place to another to press a switch and
therefore open a door.

Incendio, or the Fire-making Charm, can also go by the name of "Bluebell
Flames" or "Cold Fire". It will burn spiderís webs to clear your path or
unlock a chest. It is also a great distraction when you need it.

Alohomora is an unlocking spell used merely to gain access to chests. This
spell is bought from Fred and Georgeís shop and although they will tell you
that you can now go to more places I have never found a door that this spell
will open. If anyone does however, then just let me know.

4.3 Witches & Wizards Cards

#	Name				Location
1	Merlin				The Burrow
2	Cornelius Agrippa		Trade #59 with a Boy on the 1st Floor
3	Elfrida Clagg			The Burrow
4	Grogan Stump			Whomping Willow
5	Gulliver Pokeby			Borgin & Burkes
6	Glanmore Peakes			Whomping Willow
7	Hesper Starkey			Whomping Willow
8 	Derwent Shimpling		The Burrow
9	Gunhilda Of Gorsemoor		Chest, Library.
10	Burdock Muldoon			Chest, Library
11  	Herpo The Foul			Chest, Library
12	Merwyn The Malicious		Chest, Library
13	Andros The Invincible		Gnome Dunking 2
					Chest, Girlís Bathroom
14	Fulbert The Fearful		Chest, Outside the Herbology Greenhouse
15	Paracelsus			Gnome Toss 1
16	Cliodine			Gnome Toss 2
17	Morgan Le Faye			Gnome Toss 3
18	Uric The Oddball		Gnome Dunking 1
19	Newt Scamander			Gnome Toss 4
20	Wendelin The Weird		Gnome Toss 5
21	Lord Stoddard Withers		Gnome Dunking 3
22	Circe				Broom Racing 1.1
23	Glenda Chittock			Trade with a Hufflepuff boy 1st Floor
24	Adalbert Waffling		Broom Racing 1.2
25	Perpetua Fancourt		Broom Racing 1.3
26	Almerick Sawbridge		Broom Racing 2.1
27	Mirabella Plunkett		Leaky Cauldron
					Broom Racing 2.2
28	Tilly Toke			Magical Menagerie
29	Archibald Alderton		Buy from Fred & Georgeís Shop
30	Artemisia Lufkin 		Broom Racing 2.3
31	Balfour Blane			Chest, 6th Floor Classroom
					Broom Racing 3.1
32	Bridget Wenlock			Gambol & Japes
33	Beaumont Marjoribanks		Broom Racing 3.2
34	Donaghan Tremlett		Broom Racing 3.3
35	Bowman Wright			Broom Racing 4.1
36	Jocelind Wadcock		Trade #84 with Gryffindor boy 1st floor
37	Cassandra Vablatsky		Broom Racing 4.3
38	Chauncey Oldridge		Broom Racing 5.1
39	Gwenog Jones			Broom Racing 5.2
40	Carlotta Pinkstone		Broom Racing 5.3
41	Godrick Gryffindor		Chest(S), Girlís Bathroom
42	Crispin Cronk			Chest(I), Incendio Classroom
43	Cyprian Youdle			Chest, 4th Floor Crawl Space Passage
					Chest, Dungeon
44	Delvin Whitehorn		Chest, Incendio Classroom
45	Dunbar Oglethorpe		Return Potions Kit Bag
46	Miranda Goshawk			Return Merit Badge
47	Edgar Stroulger			Buy from Fred & Georgeís Shop
48	Salazar Slytherin		Return Telescope
49	Elladora Ketteridge		Return Nevilleís Toad
50	Musidora Barkwith		Return Measuring Scales
51	Ethelred The Ever-Ready		Return Wizardís Hat
52	Felix Summerbee			Return Dragonhide Gloves
53	Rita Catchlove			Chest(I), Outside Quidditch Stadium
54	Gaspard Shingleton		Return Gadding With Ghouls
55	Honoria Nutcombe		Return Holidayís With Hags
56	Gideon Crumb			Return Lee Jordanís Giant Tarantula
57	Gifford Ollerton		Chest, Dark Arts Classroom 3rd Floor
58	Glover Hipworth			Chest(D), Dark Arts Classroom 3rd Floor
59	Gregory The Smarmy		The Burrow
					Chest, Herbology Greenhouse
60	Laverne de Montmorency		Chest(I), Herbology Greenhouse
61	Havelock Sweeting		Trade #77 with a Boy on the 4th floor
62	Ignatia Wildsmith		Forbidden Forest
63	Herman Wintringham		Forbidden Forest
64	Jocunda Sykes			Forbidden Forest
65	Gondoline Oliphant		Chest, Secret Room, 7th Floor
66	Flavious Belby			Forbidden Forest
67	Justus Pillwickle		Chest(S), Ground floor Grand Staircase
68	Kirley Duke			Chest(I), Ground floor Grand Staircase
69	Bertie Bott			Buy from Fred & Georgeís Shop
70	Leopoldina Smethwick		Chest(D), 6th Floor Classroom
71	Queen Maeve			Chest(S), 6th Floor Classroom
72	Helga Hufflepuff		Herbology Greenhouse 3
73	Mopsus				Chest, 3rd Floor Classroom
74	Montague Knightley		Chest(D), 2nd Floor Passage
75	Mungo Bonham			Trade #13 with a Girl on the 4th Floor
76	Myron Wagtail			Chest(A), Lower Entrance Hall
77	Norvel Twonk			Chest(A), Library Annex
					Chest(I), 1st Floor Classroom
78	Orsino Thruston			Trade Card #98 	Girl 4th Floor
79	Oswald Beamish			Chest(A), 5th Floor Classroom
80	Beatrix Bloxham			Buy from Fred & Georgeís Shop
81	Quong Po			Trade #31 Girl 7th Floor
82	Rowena Ravenclaw		Chest(I), 4th Floor Classroom
83	Roderick Plumpton		Chest(D), 6th Floor Classroom
84	Roland Kegg			Chest(S), 1st Floor Classroom
					Broom Racing 4.2
85	Blenheim Stalk			Chest, Avifors Challenge
86	Dorcas Wellbeloved		Chest, Dungeon
87	Thaddeus Thurkell		Chest(A), 1st Floor Classroom
88	Celestina Warbeck		Chest, 5th Floor Classroom
89	Alberta Toothill		Chest(I), Lower Entrance Hall
90	Sacharissa Tugwood		Chest(A), Incedio Classroom
91	Wilfred Elphick			Chest, 1st Floor Classroom
92 	Xavier Rastrick			Chest, 3rd Floor Passage
93	Heathcote Barbary		Chest(S), Dark Arts Classroom
94	Merton Graves			Trade #31 Hufflepuff girl 7th Floor
95	Yardley Platt			Chest(A), Dark Arts Classroom
96	Hengist Of Woodcroft		Chest(D), 1st Floor Passage
97	Alberic Grunnion		Buy from Fred & Georgeís Shop
98	Dymphna Furmage			Borgin & Burkes
					Chest, 2nd/3rd Floor Passage
99	Daisy Dodderidge		Chest(S), 4th Floor Classroom
100	Albus Dumbledore		Chest(I), 7th Floor Secret Passage
101	Harry Potter			Get from Professor Dumbledore when you have
					all of the other 100 cards

Please notice the letters in brackets after some of the chests. These are
there to show you which spell you will need to open that chest.

A	Alohomora
Av	Avifors (not needed to open chests)
D	Diffindo
E	Expeliarmus
F	Flipendo (not needed to open chests)
I 	Incendio
L	Lumos (not needed to open chests)
S	Skurge

4.4  Fred & Georgeís Shop Price List

Witches & Wizardís Card
Edgar Stroulger					30 Beans
Albert Grunnion					30    "
Limited Edition Bertie Bott			30    "
Archibald Alderton				30    "
Any bought at the end of the game		30    "

Stink Pellets					20 Beans
Balloon Holster					20    "
Bean Bag					20    "
Stink Pellet Bag				20    "
Non-Explodable Luminous Balloons		20    "
Wiggenweld Potion Vial				100   "
Alohomora Spell book				100   "

At the end of the game you have the opportunity to buy any cards you may have
missed throughout the game. I would say to you, try to avoid this situation
as you will buy the cards without knowing which card it actually is. All they
will tell you is it is one of their spare cards so until you have purchased
it you will not know what number it is. This means you will have to spend a
lot of beans and a lot of time before you actually get the card you want.


Chapter 5		Side Quests

5.1  Lost & Found

Potions Kit Bag
This can be found in the Herbology Greenhouse area, so go through the green
doors and, once inside, turn right and follow the path left. Go all the way
to the end of the path and it is right there in a little recess on your left,
(opposite the Wiggenweld Potion cauldron). Collect it and return to the notice
board in the common room.

Gryffindor Merit Badge
Finding this is easy! Leave the common room and go into the empty room that is
right opposite the Gryffindor Common Room entry Portrait. There it is right
beside you.

This one gave me a little bit of trouble to start with, but if youíre using
this you should have no problem at all. Itís in a classroom on the firs floor.
As you step off the grand staircase and into the lobby area, itís the door
directly in front of you, thatís the room right you need.

Nevilleís Toad
This was easy as the notice board tells you exactly where to find it. Go
straight to the Herbology Greenhouse and as soon as you are through the doors,
take the first right and there he is, right in front of you. To pick him up
you need to Flipendo him first then walk over and get him.

Measuring Scales
Once again the notice board tells you exactly where to find it, Hagidís Hut.
To first reach the hut you need to go out the main entrance, and look between
the path to the Quidditch Stadium, and the path to the Herbology Greenhouse
area. There will be a faint trail there for you to follow to Hagridís Hut and
the entrance to the Forbidden Forest. When you get there, run to the right of
the hut and the scales are behind the bushes on the right, over the back.

Wizardís Hat
The notice board was a bit more vague until I realised you have to take it
literally, "taking a shortcut". Itís in a side room leading off the 3rd Floor
4th Floor shortcut passage.

Dragonhide Gloves
Again, nice and easy. When you leave the grand staircase and are in the
entrance hall, go down the corridor straight ahead of you past the save point.
At the end of the corridor, go through the door and itís there on your right.

Gadding With Ghouls
Only minor hunting involved here, but none for you as I can tell you itís on
the 6th Floor in the left hand classroom.

Holidayís With Hags
This was by far the worst one to find because the notice board gives you no
clue at all. I will save you a lot of time and frustration and just say itís
in the Library. Go left when you enter and it is in the end alcove archway.

Lee Jordanís Giant Tarantula
Okay, so itís back to the Library! Go up the left hand staircase and right
behind the Wiggenweld Potion Cauldron, there it is. Thereís no need to
Flipendo it like Nevilleís Toad, just walk over and pick it up.

5.2  Games

Gnome Dunking

Gnome dunking isnít really a game as such, you only have to beat the highest
toss record to win your card. It is free however so itís nice and easy. This
is the only game that needs to be played on a daily basis, the others can all
be played at your leisure, but this game is only offered once a day and if you
miss a day you will only be able to buy the card from Fred & Georgeís shop at
the end of the game, which is not an ideal situation, (see Information).

This is very easy, just use the same method you used to de-gnome the Weasleyís
garden and you will be fine. To beat the record every time, spin around six
times and let go of the gnome. Release him at the right time and a card will
be your every time.

Although Gnome dunking can be played every day, you will only win cards on
the first three days, after that there are no more to be won.
The records you have to beat are as below.

Day 1		100
Day 2		120
Day 3		150
Day 4		170
Day 5		200

Gnome Tossing

Gnome tossing is much more difficult that the other games. I didnít enjoy it
very much but it is a necessary evil if you want to collect all the cards. It
works in the same manner as de-gnoming, only you have to aim you release to
get the gnome to go through one of the coloured rings. Below you will find
the cost of each game and a rough idea as to how many spins you need to have
done to get the gnome through each ring. Where you see two numbers, for
example ĺ, that means three spins when the ring is close to you, and four
spins when it has moved away. The timing and spinning is no problem, itís
letting go of the gnome in time to get the right ring that causes me problems.

The yellow ring is worth 100 points, the blue ring is worth 50 points and the
green ring is worth 20 points. The best way to beat this record, especially
the later games, is to try and get the gnome through more than one ring at the
same time. Wait until they are lined up one on top of the other, (but not too
long or the gnome you are holding will bite you), and you will get a 2 x bonus
which totals your score and doubles it. Also watch out for the other gnomes
around you as they can still hurt you and make you lose beans.

1	10 Beans		Record	 to beat  100
4/5  Spins	Yellow
4/5  Spins	Blue
4/5  Spins	Green

2	15 Beans		Record to beat	  120
4/5  Spins	Green
4/5  Spins 	Blue
3/4  Spins	Yellow

3	20 Beans		Record to beat  150
4/5  Spins	Green
4/5  Spins	Blue
4/5  Spins	Yellow

4	30 Beans		Record to beat  200
3    Spins	Yellow
3    Spins	Blue
4    Spins	Green

5	40 Beans		Record to beat  250
3     Spins	Yellow
3/4   Spins	Green
4     Spins	Blue

Broom Racing

Broom racing is very straightforward. Just remember what you learned in
flying practice and you will do fine. Unlike Qudditch Practice, you donít get
boosts and the cheating beggars start a little ahead of you. To catch up, just
fly through as many rings as you can and you will catch up with them. Donít
worry if you miss a ring or two this does not cause a problem, you will not
forfeit the game for simply missing a ring. The first three students you race
are very easy but the last two are slightly more challenging. Each student
needs to be raced three times to move on to the next.

Check below for the price of playing each game.

1.1	5 Beans				2.1	5 Beans
1.2	10   "				2.2	10  "
1.3	15   "				2.3	10  "

3.1	10   "				4.1	20  "
3.2	15   "				4.2 	20  "
3.3	15   "				4.3	30  "

5.1	40   "
5.2	40   "
5.3	50   "


Chapter 6	Credits & Thanks

There really are no credits or thanks yet as this is my first version, but I
would like to thank all those who never thought to write a walkthrough for
this giving me the confidence I needed to undertake this challenge. Also
thanks to EA Games for making this great game and JK Rowling for creating the
world of Harry Potter with its unlimited possibilities.


Chapter 7 	Copyright

This document is copyright to Kathryn Mintram 2003.
Please do not use this document without my permission to use for any other
website or print it for selling. It is solely for your own personal
consumption only. If you would like to use it for anything else, or see it on
another website, please contact me first.