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Harry Potter & The Prisoner Of Azkaban (XBOX)
Complete Walkthough Version Final
By Trinity (trinity_re1oaded@yahoo.com) 
July 3rd  2004

Contents

Chapter 1	Introduction
Chapter 2	Characters
Chapter 3	Controls
Chapter 4	Information
Chapter 5	Walkthrough
Chapter 6	Side Quests & Mini Games
Chapter 7	Credits & Thanks
Chapter 8 	Copyright

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Chapter 1	Introduction
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This is, in my opinion, the best of the Harry Potter games so far. I have 
played them all and enjoyed them immensely but the concept of controlling more 
than one character has taken these games to a new level. The skills that each 
character has, means exploring Harry’s world is more exciting threefold 
because something one character misses, another will find.
I have been writing walkthroughs for the Harry Potter games for some time now 
and found this one to be the most challenging as I can include a wealth of 
knowledge about all the little side plots to this game, it has such depth. 
That of course, does not make me an expert so if you see anywhere that I go 
wrong or can suggest a better method for anything I have said or even know of 
something I have missed, then please feel free to email me and I will give you 
full credit.
I hope you enjoy using this walkthrough as much as I enjoyed writing it.

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Chapter 2	Characters
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~~~Harry~~~

Harry Potter is the main character in the game, (as the name suggests), and 
was orphaned as a  small baby by the evil wizard Voldermort. He has since been 
living with his aunt and uncle and started to attend Hogwarts at the age of 11 
when he first discovered he was a wizard. Although he always intends to behave 
and do well at school, mischief has a way of finding him and he and his 
friends Ron and Hermione, always have great adventures during each school 
year. In his third year Harry’s skill on the Quidditch pitch helps him when 
exploring the school. He is nimble on his feet and can jump across large gaps 
and climb up and down ropes. 

~~~Ron~~~

Ronald Weasley comes from a long line of pure-blood wizards and has five 
brothers and one sister, all of whom have attended Hogwarts. His family are 
poor but they have very strong characters because of it and value things far 
more important than money. He has been Harry’s best friend since their first 
day at Hogwarts and will help Harry through anything. Ron’s special talent has 
been learnt well from his twin siblings Fred and George who are the ultimate 
mischief makers. Because of this Ron has a keen eye for hidden panels and 
secret passages. If something is hidden, Ron can find it.

~~~Hermione~~~

Hermione Granger is best friends with Ron and Harry, a bond that grew when 
they faced the evil of Voldermort in their first year at Hogwarts. Hermione is 
muggle-born which means her parents have no magical powers and are just 
regular people but she is the cleverest witch Hogwarts has seen for a long 
time and there isn’t a spell Hermione can’t master. Because of that she will 
gain more spells than her friends throughout this year at Hogwarts. Because 
she is also smaller than them she can crawl into small places that the boys 
just couldn’t reach. This comes in handy when they find themselves in a pinch.

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Chapter 3	Controls
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Left Analogue Stick			Move Character
X/Y buttons				Cast Spells/Throw Stink Pellets or 
					Dungbombs
A button				Action Button
B button				Switch between characters
Right Shoulder button			Target an object
Left Shoulder button			Call out to friends for help
Right Analogue Stick			Move the camera
Start button				Bring up the in game menu
Back button				Bring up characters inventory

Flying controls

Left Analogue Stick 			Move up, down, left and right
B button				Flap wings to move forward

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Chapter 4	Information
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~~~~~~~~~~~~
~~~Spells~~~
~~~~~~~~~~~~

Below is a list of the spells available for you to use in the game. You will 
also find that not all characters can use certain spells so beside the name of 
the spell I have stated which characters can use it.

~~~Flipendo~~~			(All)

Flipendo is the original knockback jinx and is the most commonly used spell, 
especially against enemies. Nearly all enemies will need to be hit with 
Flipendo at least once and some may require a second jinx to finish them off. 
This spell can be by all characters and will knock back creatures and objects. 
When used on objects around the school it will sometimes knock out a bean or 
other object.

~~~Expelliarmus~~~		(All)

This is the second spell you will receive and you will get it as soon as you 
arrive at Hogwarts. It is a defensive spell used to reflect a jinx back at its 
caster. This is commonly used when having a wizard’s duel, especially when 
you come across Malfoy and his friends prowling around and looking for 
trouble. It can also be used against jinxed objects or creatures that will 
attack from afar. This way you can reflect whatever they are using to attack 
you, back at them.

~~~Carpe Retractum~~~		(Harry)

This spell can only be used by Harry and is used like a fishing rod. It is 
described as the Seize and pull charm and states that it pulls things towards 
the wand. Harry can cast out his “hook” and pull things towards him or even 
pull himself towards the object if it is secure. To cast the spell simply 
target the object or creature and pull back on the analogue stick. When done 
correctly either Harry or the object will move closer.

~~~Expecto Patronum~~~		(Harry)

This is a vital spell for completing the game and you should make good use of 
it where you can. This is the spell that will create a Patronus which will 
stand as a shield between a Dementor and the caster, preventing the Dementor 
from sucking all the good feeling from the caster and ultimately, their soul. 
Harry’s Patronus takes on the form of a stag and does so because Harry’s 
father was an Animagus. This means he could take on the form of an animal and 
when doing so he would assume the form of a stag.

~~~Lumos Duo~~~			(Ron)

This is the only spell that Ron will get other than the standard two. It is 
the wand lighting charm and will cast a bright beam of light from the end of 
Ron’s wand. It gets its name from the fact that it has two main purposes. It 
can be used defensively against enemies such as the Hinkypunk and can also be 
used to illuminate objects around the school, such as crystal balls.

~~~Glacius~~~			(Hermione)

As its name suggests this is the freezing charm and can be used to put out 
fires and flames or to freeze water. A third use for this spell comes into 
play during some challenges when Hermione will need to cross a floor that is 
not solid. When this happens she can freeze the floor offering a temporary 
surface for her to walk on. It can also be used against some enemies, 
especially if the enemies have a source of fire such as the Salamander and is 
especially useful against the Fairies when trying to get their wings for a 
potion. Most use of this spell however, occurs during puzzles throughout the 
game.

~~~Reparo~~~			(Hermione)

This is the mending charm used to fix broken objects. It has no other use and 
cannot be used against enemies. Its sole purpose is to repair things such as 
crates so your characters can reach higher places, or bridges to enable you to 
cross them. Occasionally you will find objects that can be fixed and you will 
be rewarded. For example, in the Muggle studies corridor you can find a 
gramophone, fix this and you can open the chest nearby for a hoard of beans.

~~~Draconifors~~~		(Hermione)

This is a powerful transfiguration charm used to transform small dragon 
statues into real dragons for a short period of time. This is especially 
useful to remove tapestries around the school and reveal hidden passages 
behind them. On at least two occasions it can also be used to either flush out 
a creature or burn a creature so you can collect ingredients necessary for 
your potions.

~~~Snufflifors~~~		(Hermione)

This is the only spell that can be gained by choice by purchasing it from Fred 
and George in their shop for 100 beans. It is a very useful spell to have if 
you wish to collect all the witched and wizard cards and complete the set. To 
use this spell you must find a small group of books, usually in groups of 
three. They will fly off the shelf and try to attack you. When you come across 
these use this spell to turn them into mice. When all the books have been 
changed a card will appear near their mouse hole in the wall. You will not 
always be rewarded with a card but if not the rewards can be almost as good. 
You will often find that you can get beans and potions for changing all the 
mice too and this is more likely to occur in areas where you have already used 
the spell and changed the mice.

~~~~~~~~~~~
~~~Items~~~
~~~~~~~~~~~

Folio Universitas
This book will help you to keep track of all the cards you have collected for 
the Witches and Wizard card sets. It will also show you how many you are 
missing. Completing each set will result in a reward being given such as more 
stamina for a character or house points for Gryffindor.

~~~Folio Bruti~~~

This book is given to Harry from Professor Lupin on his first day back at 
Hogwarts. All but one page has been torn out and it is up to you to find them. 
Each page will show you a picture of a different creature and give some brief 
information about them.

~~~Challenge Scores Book~~~

This book will help you to keep track of your scores for the three mini-games 
you can play. They are the Duelling Club, Owl Racing and Hippogriff Flight. 
You can find out more about these in the mini-game section. Each challenge is 
scored using a grade system. You will also find an overall rating at the 
bottom of the page in this book which shows the percentage of the game that 
you have completed. On the last day of term if you have collected all the 
items you will see it is 100%.  

~~~Dark Arts Scrolls~~~

There are three of these in all and can only be gained by Hermione but any 
benefits you gain from them are shared by all. Chapter one will help Hermione 
to understand better duelling. This will make your Flipendo jinx much stronger 
and you will find three jinxes are cast at once. Chapter two will improve your 
defence and means a much stronger Expelliarmus. Chapter three deals with 
faster spell casting and does exactly what it says. A great asset if you ask 
me.

~~~Bertie Botts Every Flavour Beans~~~

These beans are always used throughout Hogwarts as a form of currency and are 
vital if you want to make a purchase from Fred and George in their shop, (see 
Chapter 5 for a price list). These beans can be found by Ron when he searched 
bookshelves or by using any character to hit objects around the school with a 
Flipendo. Hermione can also get beans with her Snufflifors charm. You can 
carry up to 250 beans at any given time and it is wise to check for beans 
whenever you can as some of the items in the shop are expensively priced.

~~~Dungbombs~~~			(Ron)

A tricksters tool and very handy in deed when dealing with Trolls. These 
things will explode on impact and cause a stench, distracting anyone within 
the immediate area. Because of the unpleasant nature of their smell Trolls are 
drawn to them. By using these you can lure the security Trolls away from their 
posts in the North Wing so you can slip by unnoticed. When you start you can 
only hold five of these but you can purchase a bag from Fred and George so you 
can carry more at a time.

~~~Stink Pellets~~~		(Ron)

These, like the dungbombs, can be used to distract prefects but are not 
effective on Trolls. Their main use however comes in the form of a challenge 
that Fred and George set for Ron. Around the school there are twenty pots 
hanging on the walls. If Ron can find each one and hit it with a stink pellet, 
they will turn over. Turn enough of these and you will be rewarded with cards 
for the Witches and wizard sets. You are also limited to carrying ten of these 
but you can buy the carry case from Fred and George and you will be able to 
carry more at any given time.

~~~Wiggenweld Potion~~~

This potion is the first of two that you will learn from Snape’s lessons. It 
will replenish lost stamina, or health to you and I. They can be bought from 
Fred and George or can be found by getting Ron to rummage on shelves around 
the school. You will know when you have found a Wiggenweld potion as it comes 
in a blue bottle. All potions can be carried by all three characters.

~~~Antidote To Uncommon Poisons~~~

As its name suggests this potion can be used to cure the poison from a bite or 
sting. Many of the creatures throughout the school, especially those used in 
potions, will try to poison its attack in some way. If you do get bitten or 
stung, this potion will cure the drinker instantly. This potion is found in a 
green bottle.

~~~Girding Potion~~~

The Girding potion is used to increase the drinker’s endurance. This means you 
can raise your health bar but each character may only drink a maximum of two 
potions. Any more than that and they will have no effect on the drinker, I 
tried. This potion comes in a red bottle.

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Chapter 5	Walkthrough
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~~~~~~~~~~~~~~~~~~
~~~The Dementor~~~
~~~~~~~~~~~~~~~~~~

The game starts with Harry and Ron trying to find an ever fleeing Scabbers. 
Simple really, walk forward through the train. Into the next carriage and you 
will come up against savage book and its up to you to take it down. To do this 
you must target the book and wait until it opens up, then you can cast 
Flipendo at it, after a few hits its down. With this done Ron will grab the 
large trunk blocking the door at the far end, you must go over and help him 
move it. When the way is clear go into the next carriage. If you took a hit 
from the book, destroy the wobbling crate in the corner with a Flipendo and 
get the chocolate frog to restore your health.

Malfoy and his cronies are waiting for you with Scabbers, its time to have a 
wizard’s duel. Target each one and hit them with a few Flipendos, nothing too 
challenging. Use the furniture to shield you and be quick on your feet. When 
Crabbe and Goyle are down, Malfoy will come out to play, use the same tactic 
on him and you’re done. Don’t worry if you get hit with a pumpkin, it wears 
off.

When the duel is over the Dementors will descend upon the train, there is 
nothing you can do here but walk forward and let the effect of the Dementors 
wash over you. After the cut scene, you take control of Ron, you must drag 
Harry back through the carriages to safety. If the Dementor gets too close it 
will start to suck on your soul, if this happens you need to wiggle the left 
analogue stick from side to side until it’s hold is broken. When you reach the 
end of the second carriage Professor Lupin will come to your aid. 

When you are safely back in the carriage, Lupin will give you the starting of 
your Folio Bruti, a book of all the creatures you will come across in this 
game. Only all the pages except one are missing. You must find these 
throughout your travels around Hogwarts.

The Marauder’s Map
When you regain control of Harry you will find Ron pestering you for a look at 
the Folio Bruti, to do this press the back button and then press A when on the 
Folio Bruti, when you have read your fill. Close the book and return to the 
main game. Now you need to go and find Hermione so head on down to the common 
room.

When you do find her she will say she is far too busy to hang with you. 
However she does give you a good tip and you gain a new spell, the 
Expelliarmus spell. When you have it, equip it to a button and leave the 
Gryffindor common room through the painting of the fat lady.

When you are outside you and Ron need to practice using this new spell. Simple 
rules of a duel, first you need to cast Flipendo at Ron and he will deflect it 
back at you, after 3 hits it’s your turn. You need to block now, time it just 
right and it will send the spell back to the caster. When you have 
successfully blocked three of Ron’s spells he will suggest you go and find 
Fred and George. They can be found in the Girl’s Bathroom on the 6th floor. 
Head out to the Grand Staircase and go down a floor.

When you go into the 6th floor corridor you will come face to face with Peeves 
and his little book of trouble. You need to use your new found skills with 
Expelliarmus to deflect the fireworks back at eh book. Timing is essential 
here as casting the spell too late and you’ll get hit but cast it too soon and 
it will run out before the fireworks reach you. I usually wait a split second 
after hearing the first whine of the fireworks then cast it, three hits and 
it’s down. When you are done you will need to destroy the crate blocking the 
door with a couple of Flipendos.

In the next room you need to cast Flipendo at the three books that fly off the 
shelves at you, you can just run past them but they are easy enough o kill so 
it makes good sense to get rid of them anyway. When you’re ready go into the 
bathroom to see Fred and George.

There are lots of items to buy in their shop but for now they will set you a 
challenge to find the Marauder’s Map, here is where you learn how to take 
control of other characters and will be able to use Ron for the first time. 
When you can change to Ron as his skill is to find hidden things. Walk up to 
the wall and hit the action button then walk through the door at the end.

So as you can see getting the map will not be easy, it is up to Ron and Harry 
to work together, each using their special skills to get to the map. To start 
with walk through the door opposite the one you came in through. This next 
room requires Harry as he is good at jumping. Walk forward and you will see 
some of the floor collapse. To start, jump to the middle platform where the 
beans and chest are. Open the chest and collect the beans then jump to the 
next platform for the challenge shield, more shields mean more house points. 

Run forward and press the button on the wall with the paw print on it. You now 
have a short time to press two more buttons to open the door. First walk 
towards the wall and keep walking until Harry turns around and presses himself 
flat against the wall. When he has done this you can shuffle towards the next 
platform and press the second button. When you have collected the beans 
shuffle back then jump across to the third platform and press the final 
button. When you have pressed all three the door will open but it will release 
several Pixies who will pick up Ron. You need to cast Flipendo at them so they 
drop him. Clear all the Pixies and you are free to move on to the next room by 
getting Ron to find the hidden door in the wall behind the door you just 
opened.

In this next room Harry and Ron will need to work together, get your character 
to walk over and try to lift the large trunk in the middle of the room, then 
pull the left trigger to call over your friend to help you. When they have it 
lifted move it right over to the edge of the room so it is near the first 
mirror that the light is being reflected onto.
Use the trunk to climb up onto the ledge above and follow the beans around to 
a movable mirror. Turn it around one click to the left so the beam finds it’s 
proper destination. With this done a large step will emerge and you can use 
this to pull yourself up to the challenge shield and can now move to the next 
room.

The contraption in the middle of the room is a Flipendo machine and from the 
name I am sure you can work out what you need to do here, cast three Flipendos 
at it so it lowers the large block, when all three find their mark the block 
will be locked into place.

When it is down, make sure you have control of Harry and hop up onto the large 
block and climb up the rope. Run across the beam and pick up the beans, 
(collect as many beans as you can throughout your travels, you will need them 
for Fred and George’s shop), but beware of the Pixies, make sure to deal with 
them too. When the path is clear go to the end of the beam and climb down the 
rope. When you jump off the beam a wall will fall and leave Harry to carry on 
alone. Pick up the challenge shield and go through the door to the last room.

At this stage in the game hints are laid down for you to follow and you can 
clearly see the trail of beans to follow.  Empty the chest to get an owl treat 
then deal with the book in the same way as you did the one on the train, be 
aware however that this one will spit pages at you so you need to dodge them 
as best you can. 

Three Flipendos later the book is down and you can go up the stairs to the 
platform at the end of the room. Approach the owl perch so you can press the A 
button and call Hedwig, when she is down give her the owl treat and you can 
take control of Hedwig for the first time. Flying as Hedwig can take a few 
moments to get used to but you need to bear one thing in mind, moving the 
analogue stick forward does not make Hedwig go forward, it makes her go down. 
You need to press B to make her move forward and pressing it quickly does not 
make her go faster either. Use steady strokes with your wings and you can fly 
to the end of the room and out through the arch to get the map and take it 
back to Harry.

When Harry has the map a challenge shield will appear in front of a painting 
at the side of the room, pick it up then talk to the painting to give it the 
password and pass through to the next room. This next room has a few keen eyed 
suits of armour that you need to get past undetected. This is quite easy, 
(unlike other suits of armour you will come up against later in the game), 
first start by going to the left of the first suit and follow the shelf round 
to the button on the wall. Press it and go back to where you started. Now go 
round the right hand side and go through the door at the end. 

These next ones are a little trickier but make good use of the shadows and 
Harry’s wall sneak move and it’s a piece of cake. Run forward passing the 
first one on your left then walk toward the bookshelf on the right so Harry 
can wall sneak through the shadows past the second suit and follow the passage 
round to the third one.

This last suit just needs good timing, wait until it looks away from you and 
run into the dark nook. Wait until it has looked the other way and run out 
again so you can get to the door and go through it. 

This last room has the added bonus of Snape lurking at the end, (could be 
Filch but I am not sure so I will go for Snape, looks more like him from 
behind but sounds like Filch when you are caught by him as coughs like he has 
a 60 a day habit). So you need to run around the long way past the suits of 
armour while Snape is walking from the far end of the room to the door you 
just came in through. For the first armour you need to wait until it looks 
away the run into the gap and use the wall sneak to get flat against the wall, 
then run out again when it looks the other way.  

The next two are all about timing, you need to wait until they are looking 
away from each other then run into the gap between the two chairs that are 
against the outside wall. When they are looking towards each other you can run 
out the other side. This last suit is easy to slip by but you need to know 
you can make it to the door without Snape seeing you.  The best way to do this 
is to wall sneak to the end of the wall and peek around the edge, if you are 
sure the way is clear, make a run for it.

When you have made it back to Ron in the 6th floor corridor all doors will be 
locked and you can now only check your Rememberall by pressing the back button. 
Here all you can do now is press the A button to end the day. Well done.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~The First Day Of Term~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~Defence Against The Dark Arts~~~

This is your first chance to take control of Hermione so now is a good time to 
search her chest for a Folio Bruti page, when you have it go down to the 
common room to meet Harry and Ron. With those two in tow you can leave the 
common room and head on out to the Grand Staircase and down to the third 
floor. From here you can work your way to the classroom for your first lesson. 

When you have gone through the wall that Lupin opened for you, walk forward 
down the steps and follow the passage to the end until the cut scene takes 
over. In this next room you must first take out the Pixies, remember to hit 
them again when they hit the deck so they don’t get back up again. With them 
out the way go over to the excessively large cauldron in the middle of the 
room and pick it up, then call the others over to help you move it. Move it 
up-screen and place it down on the gold disc that is on the floor, when it is 
down it will raise a gate allowing you to pass. Follow the passage round and 
take out the Pixies as you go.

To the right of the door you came in by is a button on the wall, press it and 
you will shine that familiar beam of light around a system of mirrors. Make 
sure you are using Harry and follow the beam to the second mirror and swing it 
two clicks to the right so it hits the next mirror, then hop off and jump over 
to where the beam is now. Hop onto this mirror and swing it once to the left, 
then go to the next and turn that one twice to the left. With this done you 
can now jump to a new platform and collect a challenge shield. 

In this next room you need to find the Flipendo machine on the lower floor and 
hit it with three Flipendos to raise the platform behind it. You can now turn 
around and use the platform behind you to get up to a higher level then jump 
from platform to platform around the room to reach the one you just raised, 
then carry on until you reach a second Flipendo machine. When you hit this one 
three times you will raise another platform and can use that to get across to 
another and go round a passage to the next room. 

You will now find yourself back with Ron and Hermione but you are up high and 
can’t get to them yet. Run around to the Flipendo machine and give it what for 
to open the door behind your friends. You can then jump off the right hand 
side of the machine and hop back down to ground level. Run under the door you 
just open and follow the passage to the end for another door. 

Look around the room and find the wooden crate between the bookcases. Use 
Harry to go over and pull it out then move it to one end of the bookcases 
where one is shorter and push it right up close. Let go of the crate and climb 
on top of it then get up onto the bookcase itself. Jump from case to case 
until you are at the far end of the room then switch to either Hermione or Ron 
and get them to grab the crate. Move it so it is resting on one of the 
switches in the floor and it lowers a whole in the wall slightly, then go 
stand on another one of the switches. 

Finally take control of the third character and move them onto the last switch 
which will fully reveal the hidden nook in the wall. You can now switch to 
Harry and press the switch that was hidden behind. 

Use the stairs that the switch revealed and at the top you will find another 
book like the one Peeves set on you, take it out in exactly the same fashion. 
This one is slightly harder to hit but if you persist you will eventually be 
able to hit it with three Flipendos and shut the thing up. (I am not sure if 
it was just luck or this really does help but I played around with timing and 
moving and found that two out of three of my hits came when I was standing 
further back from the book, if you are struggling try that and see if it 
helps). When the book is quiet use Ron to find the hidden panel in the wall 
behind the book.

Ron will find himself face to face with two Salamanders but these are not 
regular fire ones and are easier to kill, hit them both with a couple of 
Flipendos and you’re laughing. Follow the passage all the way around until you 
reach another Flipendo machine back in the original room. You only need to hit 
this one once and it will fall to bits, true to accident prone Ron’s 
character. When you regain control you will find yourself being held aloft by 
a Pixie, switch to one of the other characters and deal with the Pixies.

Because the machine only managed to lift the door a fraction before falling 
apart you will need to switch to Hermione as she can crawl under small gaps, 
do this and you will find yourself in another passage, follow it round.
This first puzzle is very simple, move the ice block around until it is up 
against the wall in the little channel off to the left. You do need to bear in 
mind however that you can’t actually grab this block, only push it across the 
ice so you will need to use the edges of the ice to stop the block in the 
place you want. With this done you can climb up to another ice puzzle. 
For this one first stand so you have one block in front of you and the next to 
your left so you know which way I am telling you to go. If you want to get the 
chests first, (they only hold beans),  you will need to push the one in front 
of you in the opposite direction to the other block, then push the second 
block all the way around the ice until it stops beside the first block. You 
can then push it up and use it to climb up to the chests, (at the end you will 
need to grab it and push it the last few yards). When you have emptied the 
chests move the block back onto the ice and push it back so it is beside the 
other block.

Stand with your back to the empty chests and push the right hand block forward 
then all the way around so it is in the corner to the left of the one it 
started in. You can now push the second block up so it stops beside it and 
will rest on the switch in the floor. This has now lowered a pillar from the 
first ice puzzle meaning you can now go back and push the very first piece of 
ice up to the wall and climb up to get out. You will however have to push it 
all the way around the outside of the ice the long way to get it to go down 
the new path. 

The next room brings you face to face with the Galcius spell, finally. Drop 
down onto the ice and go over to pick up the book. Now the rules have changes, 
it’s hotter than hell instead of colder than Posh Spice’s family portrait. 
Here you will need to equip Glacius to a button and target the floor, then 
hold down the button until the floor has frozen enough for you to walk on. 
Move forward and freeze the next part but don’t take too long or the ice you 
are standing on will melt. Two patches of ice later and you should be able to 
pull yourself up onto the ledge then up again to safety.

Make your escape back the way you came and use Glacius on any of the torches 
that may fly across your path, follow the passage back and find out what has 
become of your ice puzzle.

Of course the ice has melted and it has revealed a shiny floor below which, 
luckily, ice blocks will still slide easily on. First you need to get a block 
of ice so go over to the puddle on the floor and hold Glacius until you have a 
block of ice.

To describe how to do this I will use simple commands but you will need to 
stay facing in one direction so you don’t get confused. To start stand with 
your character facing the switch in the wall that you are trying to reach and 
push the block so it slides forward by one square. Now push it one square to 
the left, then push it forward another two squares. Move it right by five 
squares then forward another two and left four. Forward one more then right 
three and finally push it forward an off the shiny floor. Now you can grab the 
ice and move it directly under the switch then stand on it to press your 
target. Now go up the stairs and out. 

Further along the corridor you will come to another burning floor, repeat the 
same process you used when you found the book to reach the ledge with the 
challenge shield on. When you are up and over you will find Ron and Harry 
faced with some Salamanders, take out their holes then take out the 
Salamanders. You might find it easier to take out a hole then its 
corresponding Salamander in turn, otherwise you will be running around like a 
lunatic. With this done you are free to return to where you started your 
challenge where you will find a not so pleasant surprise.

~~~Boss~~~
	
Here you will come face to face with your first boss fight, but it is not as 
bad as it looks. The first thing you have to do is dodge it, keep moving until 
you see it open the doors at the front of it’s head/chest, when it does hit it 
with a good dose of Glacius. Stay on your toes though because when it’s had 
enough the boss will burn intensely, (stay well back), and then launch one of 
it’s arms at you. Dodge the arm then when it has embedded in the ground, give 
it some Glacius and when it has gone out hit it with a few Flipendos. As long 
as you aren’t too slow it should destroy the arm. Now you repeat the process 
until you have destroyed the other arm. 

After both arms are destroyed it will have a little tantrum and stamp its feet 
a bit then it will stand still and open its doors again.,. when it does this 
hit it with Glacius. For a short time it will keep opening and closing its 
doors, just keep blasting it with Glacius until eventually you win.

When the boss is down head back to the classroom and collect the last 
challenge shield on the way out. Next up potions so work your way down to the 
dungeon.

~~~Potions Class~~~

As always Snape is as nasty as ever but at least in this game he has his uses. 
In this lesson you will learn about the Wiggenweld potion and will get a list 
of the necessary ingredients to make it. First however, Ron has a little 
accident and knocks poor Harry unconscious. You must drag him to the front of 
the class just as you did on the train. Walk towards Harry and pick him up 
then drag away.

When you reach the front of the class you must pick up both vials of potion by 
walking past them. Equip the potion to one of your spare buttons then use one 
vial while stood away from Harry. When you are ok stand beside Harry and press 
the button assigned to give Harry a dose too. With that out the way the lesson 
is over and you are given a list of four ingredients for the next lesson, 
don’t panic you have plenty of time to find them. 

You can now choose to take a good look around the school to see if you can 
find chests or lost and found items but there really isn’t much else to do. 
When you are ready go to your Rememberall and end the day.

~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Neville And The Ghoul~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~

Your first night time excursion sees Harry and Ron off to rescue Neville from 
a fate worse than Malfoy, a ghoul. Head on down to Muggle Studies on the 5th 
Floor.

When you arrive you will find Malfoy and co, take them out again and don’t 
worry about the breakages. When they have run off pick up the shield and go 
through the door behind it.

After you have passed through the corridor and into the next room you will 
find yourself faced with display cases and an enchanted and deranged set of 
instruments. Stay on your toes, move around and hit them with Flipendo, 
nothing to it. When you’re ready move to the next room.

Here you will find Neville cornered and cowering from the ghoul, first things 
first you need to find the right spell to tackle this creature and to do that 
you must get Ron to look at the giant clown jack in the box. At the edge of 
the chequered floor. This will launch Ron up to another level in the room.

Up here you will find deranged toys, take ‘em out, get the shield and go 
through the doors to the next room. Welcome to my most hated room in the whole 
game. Go to the left hand side of the room and pick up the Lumos Duo spell 
book, this will set off a firework which will free some Hinkypunks.

To kill these beasts of utter annoyance you need to shine a constant beam of 
light over one with the Lumos Duo spell until it fades and lets off wisps of 
smoke, when this happens fire Flipendo at it until its gone. You may need to 
repeat this a couple of times on each Hinkypunk before you destroy it and if 
it or one of it’s friends hits you with one of its little projectiles then you 
need to recast immediately. It’s tricky but doable, persistence and patience 
is the key here. When you have destroyed the first three, three more will 
appear and you must dispose of them in the same annoying way.

When all six Hinkypunks are dead you can use Lumos Duo to shine a light onto 
the large crystal ball near the back of the room, keep casting it to charge 
the ball up and it will shine a beam onto the mirror near the other end of the 
room. You must now climb onto the mirror and turn it 360 degrees so it can 
unlock the other exit out, then use it.

More toys are waiting for you in the next room, get rid of them then use the 
door at the far end of the balcony you are on. Follow the next balcony round
and use that door too where you will find a vindictive robot who clearly 
doesn’t like you.

To get rid of this robot you need to keep it targeted and wait until it opens 
the doors on its chest to launch a missile attack, when it does this you need 
to hit it with a Flipendo then move quickly so you don’t get hit. Four direct 
hits should do the trick.

When that is done a train will come to a stop in front of you. Pick up the 
shield then use the gap in the balcony to shine Lumos Duo at the crystal and 
charge it up, you can then use the gap to drop back down to Harry.

Finally you can deal with that ghoul. Shine Lumos Duo at it constantly and 
walk forwards so that you push the ghoul backwards into the little room behind 
it. When you have gone far enough a barred door will drop safely securing the 
ghoul. All that’s left to do now is to escort Neville back to Gryffindor 
tower. When you have seen enough drama at the common room, end the day.

~~~~~~~~~~~~~~
~~~Buckbeak~~~
~~~~~~~~~~~~~~

~~~Care Of Magical Creatures~~~

As you know it’s time for care of magical creatures so you need to go out into 
the school grounds. Your first lesson introduces you to Buckbeak and will 
unlock the first of the mini-games you can play. First you  must learn how to 
ride a Hippogriff. Approach Buckbeak so you are more or less face to face and 
bow when the A button prompts you, if Buckbeak returns the bow your character 
will automatically hop onto his back. Flying Buckbeak works the same as flying 
Hedwig, use the B button to flap the wings and the direction button to go 
left, right, up and down. Your aim here is to fly at the group of bats so 
Buckbeak can catch them, the more you catch the better the grade you will get 
at the end of the lesson. You have two minutes and twenty bats. If you don’t 
get enough you can always return later for another go and can up your grade. 

~~~~~~~~~~~~~~~~~
~~~Black Deeds~~~
~~~~~~~~~~~~~~~~~

When you regain control you are playing as Harry in the hospital wing. Ron 
appears and says he knows where Sirius Black is and he encourages you to 
follow him there. Something is amiss here but you should follow him anyway. 

When you leave the room you will be faced with Peeves again. To get rid of 
him you will need to hit him with a few well aimed Flipendos. Wait until he 
has flown off and got a vase. When he throws it at you, dodge it and then 
while he is still hit him with a Flipendo, it is too hard to hit him while he 
is moving about. With him out the way, Ron can move again and repeats his 
statement about you following him to the dungeon to find Sirius Black.

When you reach the dungeon your first task to tackle is to sneak past the 
suits of armour. Use the same methods as you did the night before, time it 
right and use the wall sneak whenever you can. When you reach the room at 
the other end of the dungeon, the evil plot thickens and you will find 
yourself trapped and need to find another way out. 

To start you need to use Ron to find the way out of this enclosed space. When 
you reach the next room you will find plenty of Red Caps to keep you amused. 
Flipendo away and clear them out. Try to avoid their stink bombs if you can as 
these will prevent you from doing anything for a few seconds until the stench 
clears. When the path is clear, drop down at the end of the path and climb up 
the other end. 

Walk to the far end of the room and open the chest for an owl treat, then call 
Hedwig and feed her the treat. This is not as complicated as it sounds but you 
must now guide Hedwig to find Hermione. All you must really do is fly her back 
the way you came. When you reach the door at the top of the stairs your 
control will return back to the other characters and Hermione will now join 
you.

To make your escape you need to raise the door using both Harry and Ron to 
lift it, then get Hermione to slide under it. When she is under, ignore the 
switch for now and walk forward. Clear the flying fireballs using Glacius then 
turn right after the first bridge. Cross a second bridge and go through the 
arch at the end.

This next room has more Red Caps but you need to take this a step at a time. 
First you need to remove the Red Cap on the first level then freeze the water 
flowing out of the wall and use it to climb up. From here you can kill the 
other two Red Caps. Freeze the next two fountains to get up to the top and 
kill the remaining Red Caps. 

In the next room step out onto the bridge and begin to cross it. Two Red Caps 
will then destroy the bridge leaving you stranded on the other side, but not 
for long. Drop down off the edge and destroy the crate on the ledge above you. 
This can be tricky as the camera angle makes it difficult to know if you are 
targeted but persistence pays off. When its gone climb up the next two ledges 
and drop down the end again. Walk across the bridge and you can pick up the 
Reparo spell book.

Turn around to go back the way you came and fix the crate lying on the floor 
so you can pull yourself back up onto the ledge. Fix the next crate too but 
push this one off the edge and move it to the next ledge so you can return to 
the broken bridge. You can now repair the bridge and go back to your friends.

When you get back to the switch use Reparo on the wooden crate then climb on 
top so you can press the switch and free Harry and Ron. All three of you must 
now go back across the bridge and get Hermione to repair the broken bridge and 
clear the fireballs at the end. When the path is clear use Ron’s Lumos Duo to 
get rid of the Hinkypunks. With your friends at the ready with Flipendo these 
ones are easy to deal with than the earlier Hinkypunks. Follow your passage 
around and kill the Red Cap on the stairs, when you reach the door at the end 
you are taken to another room.

To get to the other end of this room you will need to get Hermione to sneak 
past the suit of armour on the other side of the bookshelf then repair the 
crate and climb up onto the bookshelf. From here drop down but be careful as 
there is a prefect prowling around by the door. When his back is turned run 
for the door, when you are through it Ron and Harry will automatically join 
you. All you need to do now is sneak past the armour and escape the dungeon. 
Once outside you can end the day or keep snooping if you want to.

~~~~~~~~~~~~~~~~~~~~~
~~~Carpe Retractum~~~
~~~~~~~~~~~~~~~~~~~~~

~~~Potions Class II~~~

The morning finds winter here already after just two days of term and it’s 
also the morning of Snape’s potion class, time to find the potion ingredients. 
The Graphorn Horn is already yours from the night time excursion, courtesy of 
Malfoy. The other ingredients can be found outside so head there first. 

On your way outside the other characters will tell you that Hagrid is the best 
person to ask about these ingredients so this is a good place to start. The 
main thing you need to know about these things is their location is always 
shown from afar by a beam of orange light shining directly up. 

When you reach Hagrid’s house you will find him predisposed and completely 
useless but the first ingredient is near his house. Look off to the lake and 
to the right you will see an orange light. When you get there you will find 
three Chizpurfles and two Venemous Tentaculas. You need to use Ron’s Lumos Duo 
to move the Chizpurfles closer to the Venemous Tentaculas. When one is close 
enough the plant will eat the Chizpurfle and spit out its carapace. Do this 
with all three Chizpurfles then we can move on.

For the Billywig stings you will need Buckbeak. Go back to Hagrid’s house and 
find Buckbeak in the pen beside it. Bow to Buckbeak and climb on then fly down 
to the lake again. On the left hand side of the lake you will see the orange 
beam shining where you can find three Billywigs. You will need to fly directly 
at them and use Buckbeak to catch them the same way as you did the bats 
earlier. 

To find the last ingredient you need to find the Herbology greenhouse. To do 
this go back to the circle of stones at the entrance to the school, then 
follow the path around the side. When you reach the fork in the path go right 
then left when you reach the courtyard. Keep following the path and take the 
right at the next fork. 

At the end of the path you will find the Fire Seed Bush. To get the seeds you 
need to use Hermione’s Glacius spell to put out the fire. When all three are 
out the seeds will appear on the ground so you can pick them up. When you have 
all three it’s off to potions. As always, Snape’s class is simple, listen to 
him waffle about the Girding potion then your out again. Now head up to the 
second floor for Charms class.

~~~Charms Class~~~

This lesson sets you another in depth challenge to gain a new spell. It starts 
with all three characters in a large room with many floating torches, you need 
to get rid of them with Glacius for the door to open. When you have done this 
move to the next room. 

You will now find yourself in a round room with three niches. In each niche is 
a burning hot handle in the wall. Use Hermione’s Glacius spell to cool them 
down then get each character to take a handle. When you release the mechanism 
the floor will drop and start to wind its way down. As it goes Red Caps will 
jump onto the platform with you, Flipendo them to death. Each time it stops 
more Red Caps will jump on, keep killing them and eventually the platform will 
stop at the bottom.

When it does, get Harry and Ron to lift the gate and get Hermione to slide 
under it. This next room is large and most of the challenge takes place here. 
Use Hermione’s Glacius spell to freeze patches of the floor in the middle and 
work your way to the challenge shield on the far side of the room. When you 
have picked up the shield, drop down the left hand side of the platform and 
press the switch on the wall to let Harry and Ron into the same room. This 
will also unlock the door that was behind the challenge shield and you need to 
find a way back to Ron and Harry so go through that door.

Pick up the Wiggenweld potions in front of you, (you may want to equip these 
if things get too rough), then follow the corridor. Take out the Red Caps and 
Doxies along the way, then go through the door at the other end.

This next room brings you face to face with the most difficult puzzle in the 
game. To start with, freeze one of the fountains in the ledge in front of you 
and pull yourself up to the switch. Press the switch and collect the 
Wiggenweld potions then drop back down. Freeze the fountain on the platform 
where the beam stops and climb up. Swing the mirror two clicks to the right 
and the beam will find its target. Don’t panic if the beam goes off just run 
back over and press the switch again. As long as the beam hits the mirror and 
reflects to the centre of the room you are fine. 

When the fountain stops again you will be left with a small puddle on the 
floor, freeze it and turn it into a mobile block of ice. You now need to move 
it so it rest on the button in the floor of the small channel near the 
entrance but remember that ice keeps moving until it finds an obstacle to stop 
it. 

Stand with your back to the centre of the room and face the block of ice. From 
here you need to destroy the crate in the right corner from where you are now 
and kill the Doxy it releases, then push the block of ice into that corner. 
Destroy the crate in the next corner and push the ice over there too, (this 
crate is Doxy free). Now push it up to the next Doxy free crate and repair the 
one you just destroyed. Break the one next to it and kill the Doxy then go 
back and push the ice back in this direction. You can now push it over the 
switch in the floor which will open the door, freeze the fountain and pull 
yourself up to leave this room. 

Follow the corridor and kill the Red Caps then use the door at the end. You 
will now find yourself back in the same room as Ron and Harry but up slightly 
from them. Use Hermione’s Reparo spell to fix the Flipendo machine then hit it 
with three Flipendos. 

The machine will lower down a long block which you must now run across, follow 
the path to the column in the centre of the room and run around it to the 
other side. Press the switch on the wall and the bridges by Harry and Ron will 
rise so they can rejoin you.

Change control to Harry and bring him up to the block that the machine 
lowered. Climb up one of the ropes holding the block up and wall sneak past 
the column near the wall and press the button in the wall. This will open a 
gate but trap Harry so control will switch to one of the other characters, use 
them to go through the gate that opened. 

In this next corridor you need to repair the bridge and kill the Red Cap when 
you are close enough to target him. Fix the rest of the bridge and get rid of 
the Red Caps at the end. Keep following the passage to the next room.

The first thing you need to do in this puzzle room is to remove the Hinkypunks 
so get Ron to do his things. With them gone two fountains will start to flow 
showing you a way for them to reach the upper ledge. Get Hermione to freeze 
the fountain then quickly change to Ron and have him climb up instead. When 
you’re up use Lumos Duo to charge the crystal ball and when it is charged 
enough it will shine a beam out onto the mirror on the right. Change to 
Hermione to freeze the fountain near the mirror then climb up and swing it two 
clicks to the right. When the beam finds its mark it will release a puddle of 
water under the smaller crystal ball on the floor.

Get Hermione to freeze the puddle and in doing so the ball will be raised. All 
you need to do now is to move the ball to the other side of the central pillar 
so it shines into the eye. Of course stopping it in the right place will pose 
a problem. You need to get one character to stand one square away from where 
you want it to stop while the other one pushes the ice. This should bring it 
to a stand still in the right place. When the beam finds the right place you 
can go up and collect the next shield and leave this room. Clear out the 
Hinkypunks in the next corridor then move on. 

When you come through the door you will be on the third level of the main 
room, above Harry. Press the switch to the right of the door and Harry will be 
releases. A bridge will come up too closing the gap so Harry can come up to 
the same level you are on now. When Harry has joined you he needs to jump off 
the side of the platform to where you should be able to see some ropes. Climb 
up the rope and wall sneak to the right where you will find another Flipendo 
machine, do your stuff.  This will raise the block you were just on giving you 
access to a new door, use it. 

Follow the corridor round to another room and the Carpe Retractum spell book. 
When you have it the floor will disappear and four Red Caps will come out, two 
of which have shields. Kill the two near the green statue as normal then use 
your new spell on the green statue to move yourself to the outside of the 
room. Move around to the bridge and use Carpe Retractum to pull the bridge 
out. Cross over it and use the spell again to take the shields from the Red 
Caps so you can destroy them. When they are killed the door will open so you 
can follow the passage back to the room with Ron and Hermione. 

Use Carpe Retractum to pull the first half of the bridge towards you then jump 
across and turn around so you can pull the second half across and complete the 
bridge, then all three characters can return to the room that Harry just came 
from. 

Use Harry’s new spell to remove the panel blocking the drain on the wall then 
switch to Hermione and crawl in. Get Hermione to run back to Harry and Ron and 
press the wall switch to raise the gate, then all three can use the door at 
the other end of the corridor.

You will now be faced with nine Red Caps, the front three of which will have 
shields that Harry needs to remove so you can get rid of them all. When the 
way is clear collect the shield by the door and go through it. The challenge 
is nearly over but you have one last hurdle, or boss should I say.

~~~Boss~~~

This one clearly shows you that you need to use Carpe Retractum to remove its 
parts. Wait for it to stop spinning so you can target one of its shields then 
pull it off. When successful the shield will grotesquely become a baby 
creature which you must kill. To do this wait until it rears up and hit it 
with a Flipendo in the chest. Do this with all four shields. When you have 
done this it will arm itself with four swords. Wait until it has finished 
spinning, while staying out of its way, then when you can target the head, 
pull for all your worth. When the head is off you are free to leave this 
challenge. 
When you have finished the challenge you look around or end the day.

~~~~~~~~~~~~~~~~~~
~~~The Patronus~~~
~~~~~~~~~~~~~~~~~~

Now is the time to get Harry’s last spell from Professor Lupin, head down to 
the fourth floor to meet him in the History of Magic classroom. When you get 
there Professor Lupin will send you on another spell challenge.

You will start in a room with a little puzzle. Push the block on the left down 
and into the hole provided, then use Carpe Retractum to get over to the other 
one and do the same. 

When you have done this go through the door and you will find a more intricate 
puzzle. I take back the remark I made earlier, this is the worst puzzle in the 
game and the hardest. Below are four diagrams showing you how to get to each 
of the blocks that you need to push into their holes. You must act fast as the 
whole thing must be done with a Dementor on your tail. If he gets a hold of you 
wiggle the analogue stick from left to right o break free and move away.

Follow each path in order from A to B and put each block in its hole. With 
each block you move a door will open one behind the other until all four are 
lifted and the way is clear.


~~~Carpe Retractum Challenge Maps~~~


Step 1

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Step 4

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With the Dementor-Boggart safely behind closed doors you can Carpe Retractum 
over to the spell book and reap your well earned reward. Unfortunately the 
suitcase on the floor has a surprise in store, another Dementor-Boggart. Cast 
Expecto Patronum and steer the Patronus straight at the Dementor to hit it 
full in the stomach. Hit it with three of these and the challenge is over.

When you return to the classroom Snape makes an awkward appearance and you 
three have to sneak out through the back way. Get Hermione to crawl under the 
green gate and collect the Draconifors spell book. Turn around and you will 
find a tapestry is now blocking your return to the boys. Use Draconifors on 
the dragon statue beside it and the tapestry will disintegrate. Slide back 
under the gate then exit through the door into the fourth floor corridor then 
go on to the study area.

In here Professor Lupin is kindly distracting Snape but it means your normal 
exit is barred, find a tapestry with a statue by the fireplace and burn it. In 
the room at the end of the secret passageway you need to use Draconifors on 
the tapestry and you will emerge in the second floor corridor. When you do 
there will be a prefect in the room. Run forward to the edge of the bookcase 
on your right but be careful not to go past it or the prefect will see you. 
Wait until the prefect is looking at the painting on the wall and run for the 
door. When you are outside head up to the third floor.

This next room will have armour and a prefect so take care. Walk around the 
first suit of armour and flatten yourself against the bookcase so you can see 
the prefect but he cant see you. Wait until he has walked towards you, waited 
and turned to walk back the other way. When he has you must run behind him to 
the next set of bookcases and flatten yourself again quickly. When he has 
turned again and is walking back to where you were you can run free of him. 
Make a dash for the exit but be careful not to run into the sight of the suit 
of armour on the other side of the bookcase.

In the Gunhilda of Gorsemoor corridor there are more suits of armour to 
contend with. For the first set, wait until they are looking away from each 
other and run through the gap between their beams. For the second set, hide 
behind the statue of the lion and again, wait until they are looking away from 
each other then run between them. For the last set you must again time it until 
they are looking away from each other. When you are past them all a cut scene 
will take over.

When you regain control you will find yourself at the Shrieking Shack in 
Hogsmead village. Here you can get the Fairy wings you need for your next 
potions class. Run down the left hand side of the shack and you will come 
across Malfoy and his friends plus two extras. Here you must duel with them 
using Flipendo and Expelliarmus. When all of them have fallen you can go on to 
get the Fairy wings. 

To do this you need to use Reparo on the broken statue near the bush then hit 
it with some Draconifors, this will release a hoard of Fairies. To get the 
wings off them you need to use Hermione. Get her to hit them with a Flipendo 
then when they are on the floor give them a taste of Glacius. When they are 
frozen walk over them to get their wings.

When you have all three wings walk over to the gate and a bunch of Dementors 
will come and spoil your fun. You need to use Harry’s Patronus to hold them 
back by casting it and charging at any that come near you. When you make a 
hit, cast again, rinse and repeat. Hold them back long enough for Ron and 
Hermione to get the gate open. 

When you return to the school you will not be able to get back down the 
corridor as Snape is on the prowl, you will need to find another way. Run up 
the stairs beside the large statue and use Draconifors on both dragon statues 
to burn the tapestry then go through the door it reveals. 

When you come out the other side you will find you are still in the same 
corridor but you are up above Snape. Find the gap in the railing and either 
use Harry’s Carpe Retractum to get the chest with a card in it or drop down 
and sneak past the armour to the exit.

In this next room you must run forward and avoid the suit of armour, then 
flatten yourself against the bookcase so you can see the prefect but he can’t 
see you. When the prefect is stood beside you get ready to run. As soon as he 
turns to walk back the other way step away from the bookshelf and run behind 
him. Flatten yourself against the next set of shelves and wait for the prefect 
to stop. When he turns and has walked past you, you may then run for the exit, 
being careful of the last armour on the way out.

You can now return to the 7th floor and try to get to Gryffindor tower. The 
problem is you need to get past the security Trolls in the North wing as the 
usual entrance is blocked off. Approach the first Troll and stand the other 
side of the short bookcase to him. Get a stinkbomb at the ready and throw it 
so the Troll moves away from where he is stood allowing you to run past while 
his back is turned. Be warned, Ron can’t throw far so be prepared to run as 
soon as you have thrown it. The good news is the Trolls can’t see very far 
either so run around him keeping a safe distance and you will be fine. 

To get past the second troll, stand one side of the desks and throw a 
stinkbomb. When he comes to investigate, run around the desk so you are always 
on the opposite side to the Troll. When you have a clear way, run for it. The 
third troll is by far the hardest. Stand with your back pointing towards the 
outside wall and throw the stinkbomb into the corner where the desks are at 
the end of the shelves. As soon as you have you need to run over to the corner 
of the bookshelf and the outside wall then follow the shelves along and run 
free. Be careful when you come round this corner as there is one last Troll 
who might catch you if you rum too wide. 

This last one is easy to get past. Usually get flat against the wall and sneak 
behind him. When you are clear you can go to the Fat Lady’s corridor. When you 
are safely back in Gryffindor Tower you can finally end the day. 

~~~~~~~~~~~~~~~~~~~~
~~~Hollow Victory~~~
~~~~~~~~~~~~~~~~~~~~

~~~Potions Class III~~~

The morning dawns bright and early for Snape’s next class and there are still 
ingredients that need to be found. Head on out to the grounds and we can start 
getting what we need. 

The first ingredient can be found near the row of trees next to Hagrid’s 
house. Here you will find a tree full of Doxies and their eggs. Use Flipendo 
to bring them down being careful to avoid their bite. If you do get poisoned 
use an Antidote to heal the character that has been bitten. When they are all 
gone use Harry’s Carpe Retractum to pull the eggs off the tree.

For the next item on the list you need to go to Hagrid’s and get onto 
Buckbeak, but make sure it is Harry who gets on him. Fly him around the back 
of the castle and you will see a small boathouse down by the lake, land there. 
When you land press the A button and Harry can begin to use Carpe Retractum 
to “fish” for Flying Seahorses. This really is just as it sound, stand near 
the edge of the water, and wait for one to pop out of the water then cast out 
and reel it in. Get three and you’re done, just one more ingredient to get.

For the last ingredient you will need to head back to the stone circle near 
the school’s entrance. When you get there take the path that leads away from 
Hagrid’s and follow it to the fork in the road. Here take the right hand path 
and follow it to a courtyard, here you will find the dragonflies. Get Hermione 
to walk around the courtyard until you find a gap and can move into the inner 
part. Near the gap you will see a Draconifors statue, stand behind it. Here 
you will need to be patient and get your timing just right. It takes a second 
after Hermione’s spell has been cast before the statue reacts so you need to 
make sure not to cast too early or too late as the Dragonflies don’ fly close 
for long. Be patient and wait for the right moment then toast each Dragonfly 
to get all three and complete your list of ingredients for Professor Snape. 
With that done head on down to the dungeon.

Short but sweet, just how I like Snape’s lessons and now you can have full use 
of the Girding potion. After the lesson Ron will overhear a wicked plot to 
ruin Gryffindor’s game, he and Hermione have hatched a plan. First you need to 
find the Quidditch balls that aren’t jinxed. Take your characters outside to 
the clock tower courtyard. From there you will need to get Buckbeak to fly you 
into the courtyard so you can pick up the crate of balls. Unfortunately it’s 
not as easy as that. From the second you climb onto Buckbeak you only have 
sixty seconds to get from Hagrid’s to the courtyard, fortunately the practice 
you have had while collecting potions ingredients should mean you will find it 
easy. When you dismount you have 120 seconds to get the ball crate. To do this 
run over to the small gazebo where the crate is tied up. Climb onto the lower 
plinth beside it and cast Draconifors at the dragon statue. The flames it 
issues forth will burn the rope and the crate will drop to the ground for you 
to pick up. When you have them you have 90 seconds to get to the Quidditch 
stadium. Fortunately you don’t need to go all the way and Buckbeak will help. 
Fly towards all the flags on the horizon and land at the gate on the path 
leading to the stadium. When done you can end the day.

~~~~~~~~~~~~~~~~~~~~~~
~~~Expecto Patronum~~~
~~~~~~~~~~~~~~~~~~~~~~

After leaving Hagrid and going all the way back to the common room, the three 
change their mind and decide to be with Hagrid after all so it is up to you to 
sneak down to Hagrid’s hut. Don’t forget to get past the Trolls in the North 
Wing on your way reversing the earlier tactics used. 

When you get to Hagrid’s a series of events unfold and you will find yourself 
in a tunnel underneath the Whomping Willow, follow the passage to its end, 
dealing with the Red Caps as you go. In the next room use Hermoine’s Glacius 
to get rid of the Salamanders then with Harry’s Carpe Retractum, pull out the 
bridge. Once again get Hermione to deal with the Salamanders at the other end. 
With them out the way the door will become unlocked. Go straight through the 
next corridor and find the Doxies in the next room, clear them out and the 
door is unlocked.

In this next room get Hermione to drop down into the channel and repair the 
broken crate. Use this to climb up the other side and clear out the Red Caps. 
With them gone both Harry and Hermione need to move the large trunk over to 
the switch in the wall so that one can climb on top and press it. When the 
gate is up you can leave the tunnel and go into the Shrieking Shack for a cut 
scene.

The next time you regain control finds Harry guarding Sirius with many 
Dementors bearing down on them. You have no spells as these are disabled for 
the time being. All you must do is try to drag Sirius to safety and shake off 
and Dementors that come close enough and try to suck out your soul. When you 
reach Hermione you will get your spells back and need to keep the Dementors 
off Sirius by using the Patronus. When you have protected him long enough a 
cut scene takes over.

The next task you have is to use the Patronus from the other side of the lake. 
This time however you can charge the Patronus so it is stronger. To do this 
hold down the assigned button until Harry releases the spell then charge at 
the Dementors. You may need to first gouge a path between the Dementors but to 
take them out completely you will need to charge at the ones in the front that 
are attacking Sirius. When you have brought several of those down, then all of 
the Dementors will disappear. This part is frustrating as it may take a few 
attempts to do it because by the time you have cleared a path to Sirius he 
already has taken considerable damage. Keep trying and your persistence will 
pay off.

Your next job is to rescue Sirius from the tower and you only have 120 seconds 
to do it in. Quickly bow to Buckbeak and climb on then take off. You are 
looking for a tower with a flat top and a brick wall sticking up from it. You 
can fly at the school and should find it somewhere near the middle. It is hard 
to land but if you find the tower quick enough then you will have plenty of 
time. When you do land the evening will come to a close.

~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~The Last Day Of Term~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~

There really isn’t much I need to say here. This is the time to collect and 
cards, pages or lost and found you may want to collect before you finally 
bring the game to a close. This is an ideal time to do this as nowhere in the 
school is off limits anymore. Congratulations for completing this game as it 
is the most challenging of the Harry Potter games so far. I only hope he next 
one is up to par………

*******************************************************************************
Chapter 5	Side Quests & Mini Games
*******************************************************************************

~~~Folio Bruti~~~

The Folio Bruti is given to Harry on the train to Hogwarts by Professor Lupin 
but the pages are missing. It is up to you to find these pages as they are 
scattered throughout Hogwarts school. This book contains a brief description 
about every creature you will come up against throughout your time at 
Hogwarts, and it can contain the odd bit of useful information. Although most 
of the information is useless nearly every page is found in areas you have to 
go during challenges and the such and it is fun to read what they have to 
say.

~~~Dementor~~~

Found - 	Comes with the book.

Notes – 	The Dementor can only be dealt with by using a really strong 
		Patronus, only Harry is equipped to deal with these 
		particularly nasty characters.

Description - 	The guards of Azkaban prison, Dementors are amongst the 
		foulest creatures that walk this earth.

~~~Billywig~~~

Found – 	In a chest during the Glacius challenge, in the room with the 
		three switches in the floor.

Notes - 	Use Buckbeak to get three of these for the Wiggenweld potion.

Description - 	Billywigs are particularly difficult to catch. Dried Billywig 
		stings are used as ingredients in certain potions.

~~~Chizpurfle~~~

Found - 	In the potions classroom

Notes - 	The only ones of these you come across are needed for potions 
		class so you  only need to deal with them once. Use Lumos Duo 
		to move them towards the Venemous Tentacula, they will eat the 
		Chizpurfle and spit out their carapaces.

Description - 	Chizpurfles are parasites that are attracted to magic. Their 
		carapaces are used as ingredients in certain potions but are 
		particularly difficult to split open.

~~~Doxy~~~

Found - 	In the large room with the gaseous floor near the 1st 
		challenge shield on the Carpe Retractum challenge.

Notes – 	These look much like the common Pixie but have a venomous bite 
		so try to avoid that where you can. A typical Flipendo or two 
		can take these down but try to attack while on the move to 
		steer clear of their teeth.

Description - 	Doxies have double rows of sharp, venomous teeth. An Antidote 
		should be taken if bitten.

~~Dragonfly~~~

Found – 	Use Ron to move the bookcase in the 7th floor corridor to 
		reveal a chest.

Notes – 	Like many of the other creatures used for potions in this game 
		you will only come across them once. They are easy to kill 
		when you know how. A simple burst of flame will toast these 
		bugs and make them easy to catch.

Description – 	Toasted dragonfly thoraxes are an essential ingredient in 
		certain potions.

~~~Fairy~~~

Found -		In the secret passage to the 2nd floor which can be found 
		behind the tapestry in the fourth floor study area by the 
		fireplace.

Notes - 	Fairies are rare and only turn up in Hogsmead. When you are at 
		the Shrieking Shack for the first time you can get their wings 
		for your next potions class. This is not easy as you cannot 
		catch a Fairy. You can however, use Flipendo to knock them out 
		of the sky then freeze them with Glacius while they are on the 
		floor. You can then walk over them and pluck their wings off 
		them.

Description - 	A small and decorative beast of little intelligence. They have 
		a quarrelsome nature and are excessively vain.

~~~Fire Seed Bush~~~

Found – 	In a chest behind the statue of the house elf in the dungeon.

Notes – 	Only one of these is found in the game and it is needed for 
		the Anitodote to common poisons. You will find this bush in 
		the Herbology greenhouse and need Hermione’s Glacius spell to 
		put out the burning fires on the bush. When you have the seeds 
		will fall and you can collect them.

Description – 	Fire seeds are used in certain potions. It is advisable to 
		make sure that the fires on the bushes that bear them are 
		thoroughly extinguished before plucking.

~~~Flying Seahorse~~~

Found - 	Bought from Fred and George for 100 beans.	

Notes - 	These are a nice edition to the game as not only are they 
		needed for a potion. They spend most of their time in the 
		water but will fly out for short periods of time. To catch 
		them you must use Harry’s Carpe Retractum to fish for them and 
		reel them in.

Description - 	Flying seahorses can be caught with Carpe Retractum and are 
		used as an ingredient in certain potions.

~~~Ghoul~~~

Found – 	In the Muggle Studies show room outside the main classroom.

Notes – 	Only on of these are found throughout the game and it poses no 
		threat to you at all. Use Lumos Duo to move the ghoul back 
		into the room behind it. When you have moved it far enough a 
		gate will drop and lock it up.

Description – 	The ghoul, although ugly, is not a particularly dangerous 
		creature. It moans and occasionally throws objects around, but 
		is essentially simple-minded and harmless.

~~~Hinkypunk~~~

Found – 	In the Muggle Studies Corridor on the 5th floor.

Notes – 	These creatures can only be destroyed by using Ron’s Lumos 
		Duo spell and are by far my most hated enemy in the game, and 
		that includes the bosses. To get them into the light and time 
		it right to hit them when they are vulnerable takes practice. 
		When you see wisps of smoke come off them they are ready for 
		Flipendo.

Description – 	The Hinkypunk is a one-legged creature and looks as if it is 
		made of smoke. It carries a lantern with which it lures 
		travellers into bogs.

~~~Hippogriff~~~

Found - 	Near the top of the stairs that lead down to the boathouse on 
		the lake.

Notes -		There is only one Hippogriff you need to concern yourself with 
		in this game and that’s Buckbeak. You can fly this weird 
		creature around to find potion ingredients and can even use 
		him to play a mini-game. You can find Beaky at Hagrid’s house.

Description - 	Eye contact should be maintained when approaching a Hippogriff. 
		Bowing shows good intentions. If the Hippogriff returns the 
		greeting, it is safe to draw closer.

~~~Pixie~~~

Found - 	Near the first challenge shield during the Marauder’s Map 
		challenge.

Notes – 	These are easy enough o deal with when found in small 
		quantities. Use a Flipendo to knock them out of the sky then 
		hit them again with another Flipendo to finish them off on the 
		ground.

Description - 	Pixies delight in practical jokes of all descriptions. They 
		have been known to seize unwary humans by the ears and deposit 
		them at the top of tall trees and buildings.

~~~Red Cap~~~

Found – 	Near the Hinkypunks during the Reparo Challenge.

Notes – 	These are simple to kill, use Flipendo but you must be aware 
		of their stink bombs. If you get hit by one your character 
		will not be able to do anything until they have fanned the 
		stink away.

Description – 	These dwarf-like creatures live in holes on old battlegrounds 
		or wherever human blood has been spilled. Although easily 
		repelled by charms and hexes, they are still very dangerous.

~~~Salamander~~~

Found – 	During the Glacius challenge, in the room with the first block 
		of ice you make after getting the new spell.

Notes – 	These creatures are best tackled by first freezing their 
		flaming hole from which they regain their power. Use 
		Hermione’s Glacius spell to freeze the hole, then freeze the 
		Salamander until it is blue, when they have changes, hit them 
		with a couple of Flipendos.

Description – 	The Salamander is a fire-dwelling lizard that feeds on flame. 
		Salamanders only live as long as the fire from which they 
		emerge burns.

~~~Troll~~~

Found – 	Use Ron to move the bookcase in the Gryffindor common room to 
		reveal a chest.

Notes – 	These are one of only a few creatures in this game that 
		doesn’t pose a direct threat to you. Unlike in earlier Harry 
		Potter games, you do not need to fight the Trolls in this one. 
		The only time you will see then is when they are posted as 
		security in the North Wing of the 7th floor after Sirius Black 
		has paid a visit to Gryffindor Tower. You will need to use 
		Ron’s dungbombs to distract them so you can run past.

Description – 	The troll is a fearsome creature up to twelve feet tall and 
		weighing over a tonne. Notable for its equally prodigious 
		strength and stupidity, trolls are particularly attracted to 
		unpleasant smells.

~~~Venemous Tentacula~~~

Found – 	In Hermione’s chest at the end of her bed in the girl’s 
		dormitory.

Notes – 	To my knowledge there are only two of these in the game and 
		they can both be found down by the lake. You will need these 
		to get the Chizpurfle carapaces for the Wiggenweld potion. 
		Lure the Chizpurfle closer to the Venemous Tentacula by using 
		Ron’s Lumos Duo spell. When it is close enough the Venemous 
		Tentacula will chow down and spit out the carapaces for you.

Description - 	It is recommended that only the very experienced attempt to 
		approach a fully-grown Venemous Tentacula. Their jaws are 
		particularly strong and can easily break apart Chizpurfle 
		carapaces. 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Witches & Wizard Cards~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

These cards are a long standing tradition in the Harry Potter games and 
although previously they have been completely useless and just for fun, this 
time they can come in handy. If you can collect four cards from each set, not 
only will you get a fifth card to complete the set but you will also get a 
bonus reward. Usually this will increase one character’s stamina but can also 
lead to other treats such as house points. It is well worth trying to get as 
many of these as you can throughout your adventures.

~~~~~~~~~~~~~
~~~Witches~~~
~~~~~~~~~~~~~

~~~Morgan le Fay~~~			1/5

Found – 		In a chest near the ice puzzles in the Galcius 
			challenge.

			Medieval, dates unknown. King Arthur’s half sister. 
			Dark sorceress. Enemy of Merlin.

~~~Queen Maeve~~~			2/5

Found – 		In a chest at the far end of the dungeon. 

			Legendary witch who trained young sorcerers in Ireland 
			prior to the establishment of Hogwarts School of 
			Witchcraft and Wizardry.

~~~Ignatia Wildsmith~~~		3/5

Found – 		In a chest in the same room as the Glacius spell book.

1227 – 1320		The witch who invented Floo Powder.

~~~Beatrix Bloxam~~~			4/5

Found-			At the top of the small flight of stairs in the 
			defence against the Dark arts classroom.

1794 – 1810		Author of the Toadstool Tales, a series of children’s 
			books since banned because they have been found to 
			cause nausea and vomiting.

~~~Gunhilda Of Gorsemoor~~~		5/5

Found - 		Collect the other four witches.

1556 – 1639		One-eyed, hump-backed witch famous for developing a 
			cure for Dragon pox.

Bonus -			Hermione’s stamina increases.

~~~~~~~~~~~~~
~~~Wizards~~~
~~~~~~~~~~~~~

~~~Merlin~~~				1/5

Found – 		Behind the gate that Harry opens when he climbs the 
			ropes. 

			Medieval, dates unknown. Most famous wizard of all 
			time. Sometimes known as the Prince of Enchanters. 
			Part of the Court of King Arthur. 

~~~Glanmore Peakes~~~			2/5

Found – 		By the switch on the 3rd floor of the main room in 
			the Carpe Retractum challenge. 

1677 – 1761		Famous slayer of the Sea Serpent of Cromer.

~~~Herpo The Foul~~~			3/5

Found - 		Use Ron to find the hidden passage behind the bookcase 
			in the 7th floor corridor. Go through the secret 
			passage to the 4th floor and half way down kill the 
			Pixies that are flying about. When they are gone a 
			hook appears allowing Harry to use Carpe Retractum to 
			get to a chest on the other side.

			Ancient Greek. First known creator of the Basilisk.

~~~Edgar Stroulger~~~			4/5

Found – 		Near the second switch during the Carpe Retractum 
			challenge.

1703 – 1798		Inventor of the Sneakoscope.

~~~Albus Dumbledore~~~			5/5

Found -			Collect the four other Wizard cards to complete the set.

			Currently headmaster of Hogwarts.

Bonus - 		Harry’s stamina will increase.

~~~~~~~~~~~~~~
~~~Vampires~~~
~~~~~~~~~~~~~~

~~~Lady Carmilla Sanguina~~~		1/5

Found – 		Use Glacius on the fire in the Gryffindor common room.

1561 – 1757		Bathed in the blood of her victims to retain her 
			youthful beauty.

~~~Amarillo Lestoat~~~			2/5

Found – 		Use Glacius on the fireplace in the 4th floor reading 
			room.

1776 – 1977		Flamboyant American vampire. Author of “A Vampire’s 
			Monologue” – intended to bore the reader into a stupor 
			making him/her easier prey for vampires.

~~~Sir Herbert Varney~~~		3/5

Found – 		In a chest next to Hedwig’s perch in the dungeon after 
			being tricked by Malfoy.

1858 – 1889		Short-lived (by undead standards) Victorian vampire 
			who preyed upon women in London during the 1880s. Was 
			subsequently captured and killed by a special squad 
			from the Department for the Regulation and Control of 
			Magical Creatures.

~~~Bloodwyn Bludd~~~			4/5

Found – 		Use Lumos Duo to charge the crystal ball in the 4th 
			floor corridor. Follow the beam to the eye in the wall 
			and you will see a hidden niche has been revealed, the 
			chest is in there.

1923 - ?		Known as the “Vampire from the Valleys”. Famous for 
			singing to his victims in a sonorous bass baritone, 
			before biting their necks.

Count Vlad Drakul			5/5

Found – 		Collect the first four cards for this set.

1390 - ?		Notorious vampire who inspired the fictional Count 
			Dracula by Bram Stoker. Father of Vlad the Impaler.

Bonus			20 House points.

~~~~~~~~~~~~~
~~~Goblins~~~
~~~~~~~~~~~~~

~~~Eargit the Ugly~~~			1/5

Found - 		Buy from Fred and George for 100 beans.

			Goblin representative at 14th century summit of 
			Wizards’ Council.

~~~Alguff the Awful~~~			2/5

Found – 		Use Glacius on the puddle in Glanmore Peakes corridor 
			on the 6th floor then pull the block of ice over to 
			the glass display cabinet and use it to climb up to 
			the chest on top.

			Foul-smelling goblin nuisance. Well known throughout 
			the goblin world for trying to sell vials of his sweat 
			to a Dungbomb manufacturer.

~~~Ug the Unreliable~~~			3/5

Found – 		Use Glacius on the leaky toilet in Fred and George’s 
			shop.

			Notorious goblin confidence trickster. Organised the 
			infamous Demiguise Derby and absconded with the 
			takings.

~~~Urg the Unclean~~~			4/5

Found – 		Use Reparo on the broken toilet in Fred and George’s 
			shop.

			Rebel leader in the 18th century goblin rebellions.

~~~Gringott~~~				5/5

Found - 		Find the other four Goblin cards.

			Founder of Gringotts wizard bank.

Bonus 			20 House points.

~~~~~~~~~~
~~~Hags~~~
~~~~~~~~~~

~~~Babayaga~~~				1/5

Found - 		In the store room behind the tapestry at the end of 
			the Gunhilda of Gorsemoor corridor on the 3rd floor.

			Medieval, dates unknown. Russian hag who dwelled in a 
			hut that stood on giant chicken legs. Ate children for 
			breakfast – and presumably for lunch and tea. 

~~~Malodora Grymm~~~			2/5

Found – 		Use Snufflifors on the books in Glanmore Peakes 
			corridor on the 6th floor.

			Medieval, dates unknown. Using a beautification potion 
			to conceal her true hag form, she married a king and 
			used a charmed mirror to reinforce her self-image. 
			Became jealous of the most beautiful girl in the land 
			and fed her a poisoned apple.

~~~Leticia Somnolens~~~			3/5

Found - 		Use Snufflifors on the books in the 4th floor study 
			area.

			Medieval, dates unknown. The Spiteful witch was 
			jealous of the king’s daughter and caused her to prick 
			her finger on a spindle tainted with Draught of the 
			Living Death. A young wizard who had smeared his lips 
			with Wiggenweld potion kissed the princess and brought 
			her out of her trance.

~~~Old Mother Hubbard~~~		4/5

Found - 		When you have the Carpe Retractum spell and all three 
			characters in your party, go back to Fred and George’s 
			shop and get Ron to move the panel at the back to 
			return to the area where you found the Marauder’s Map. 
			Use Ron and Harry to lift the get to the left of the 
			door as you come in then get Hermione to crawl under 
			it and press the switch. Bring Hermione back out again 
			and run over the newly extended bridge. Use her Glacius 
			spell to get rid of the fireballs then make her stand 
			on one of the switched in the floor. Make Ron and 
			Harry stand on the other two then use Harry’s Carpe 
			Retractum to pull the card down.

			Medieval, dates unknown. Lured stray animals into her 
			home and starved them to death.

~~~Cordelia Misercordia~~~		5/5

Found - 		Collect the other four hags.

1296 – 1401		Hag representative at 14th century summit of Wizards’ 
			Council.

Bonus 			Hermione’s stamina will increase.

~~~~~~~~~~~~
~~~Giants~~~
~~~~~~~~~~~~

~~~Bran the Bloodthirsty~~~		1/5

Found -			Use Ron to find the hidden panel opposite the door to 
			Fred and George’s shop.

			Medieval, dates unknown. Lived in a castle on top of an 
			enchanted beanstalk. Apparently fond of eating bread 
			made with ground bones and washed down with the blood of 
			an Englishman. Was slain by a boy named Jack.

~~~Cyclops~~~				2/5

Found -			Bought from Fred and George for 100 beans.

			Ancient Greece, dates unknown. A one-eyed giant who 
			lived in a cave at the foot of Mount Etna. With the help 
			of several sheep, was slain by the Greek hero, Odysseus.

~~~Goliath~~~				3/5

Found – 		Repair the vase in the Glanmore Peakes corridor on the 
			6th floor, this will unlock the chest beside it.

			Biblical, dates unknown. Mercenary giant used by the 
			Philistines in their war with the Israelites. Was slain by 
			a young boy with a slingshot.

~~~Morholt~~~				4/5

Found - 		By the Carpe Retractum hook statue up high in the Gunhilda 
			of Gorsemoor corridor on the 3rd floor. Use Draconifors to 
			burn the tapestry at the end of the corridor then go 
			through the storeroom and out the other side to find the 
			hook.

			Ancient Celtic, dates unknown. Gigantic brother of the 
			King of Ireland. Wounded Tristan, the Celtic hero, with a 
			poisoned sword when the latter tried to kill him.

~~~Hengist of Upper Barton~~~		5/5

Found			Collect all four Giants card around the school.

			15th century giant killed by the famous giant-slayer 
			Gifford Ollerton.

Bonus			20 House points.

~~~~~~~~~~~~~
~~~Dragons~~~
~~~~~~~~~~~~~

~~~Common Welsh Green Dragon~~~		1/5

Found – 		Collect 5 stink pellet pots around the school and 
			return to Fred and George.

			This breed is among the least troublesome of dragons 
			and actively avoids humans unless provoked. Fire is 
			issued in thin jets. 

~~~Hebridean Black Dragon~~~		2/5

Found – 		Collect 10 stink pellet pots and return to Fred and 
			George.

			Britain’s other native dragon is more aggressive than 
			its Welsh counterpart and feeds mostly on deer, though 
			it has been known to carry off large dogs.

~~~Hungarian Horntail Dragon~~~		3/5

Found - 		Hit 15 stink pellet pots then go see Fred and George.

			Supposedly the most dangerous of all dragon breeds, 
			the Hungarian Horntail can breathe fire up to fifty 
			feet.

~~~Romanian Longhorn Dragon~~~		4/5

Found - 		Find all 20 stink pellet pots around the school.

			The horns of this breed of dragon are highly valued as 
			potion ingredients and as a result, its numbers have 
			fallen in recent years.

~~~Norwegian Ridgeback Dragon~~~	5/5

Found - 		Collect all four dragon cards from Fred and George.

			The Ridgeback is nowadays one of the rarer dragon 
			breeds and has been known to attack most kinds of 
			large land mammal.

Bonus			Ron’s stamina will increase.

~~~~~~~~~~~~
~~~Beasts~~~
~~~~~~~~~~~~

~~~Imp~~~				1/5

Found -			In a secret passageway behind a tapestry on the 3rd 
			floor. The card is halfway down the ramp so can only 
			be gained by approaching from above.

			Found only in Britain and Ireland, the imp has a 
			slapstick sense of humour and will amuse itself by 
			pushing and tripping the unwary.

~~~Doxy~~~				2/5

Found - 		In the secret passage to the 2nd floor which in turn 
			can be found by using Draconifors on the tapestry 
			beside the fireplace in the 4th floor study area.

			Sometimes mistaken for a fairy. Nests in bushes and 
			if approached will attempt to bite with its double 
			rows of sharp, venomous teeth.

~~~Bowtruckle~~~			3/5

Found - 		Out the other side of the storeroom in the Gunhilda 
			of Gorsemoor corridor on the 6th floor. Find the 
			storeroom behind a tapestry near the statue.

			A tree-guardian adept at dodging most kinds of charms. 
			May attempt to gouge out your eyes if you approach its 
			tree home in a threatening manner.

~~~Billywig~~~				4/5

Found – 		North Wing, 7th Floor

			Has a long thin sting that causes giddiness followed 
			by levitation. Dried Billywig stings are used in a 
			variety of potions.

~~~Gnome~~~				5/5

Found -			Collect the other four cards in this set.

			A common garden pest, the gnomes lurks in holes in the 
			ground and may run out and attempt to trip up the 
			unwary traveller. Can be ejected from the garden by 
			swinging it in circles and flinging it over the garden 
			wall.

Bonus -		20 house points for Gryffindor.

~~~~~~~~~~~~~~~~~~~~~~
~~~Classical Beasts~~~
~~~~~~~~~~~~~~~~~~~~~~

~~~Giant Squid~~~			1/5

Found - 		In the 4th floor corridor near the History of Magic 
			classroom.

			The bane of ancient mariners and students at Hogwarts 
			– should the latter decide to go for a dip in the 
			lake.

~~~Manticore~~~				2/5

Found -			In Ron’s green trunk at the end of his bed in the boy’s 
			dormitory.

			A rare, dangerous beast, the manticore has been known 
			to sing softly as it eats its prey. Its sting will 
			kill instantaneously.

~~~Unicorn~~~				3/5

Found - 		If you can find the stairs leading up from the 
			boathouse on the lake, follow the path around until 
			you find large open space. Turn right and go down the 
			stairs, the chest is at the bottom.

	 		The unicorn is a very shy creature and generally 
			avoids human contact. It is more likely to let a witch 
			come near it than a wizard and casting magic spells 
			may frighten it off. Its blood has highly magical 
			properties. 

~~~Mountain Troll~~~			4/5

Found - 		In a chest behind the large cauldron in the first room 
			of the 	Glacius Challenge.

			Frequents mountainous regions. Very powerful, but 
			stupid, the troll will attempt to bludgeon anyone who 
			comes near it.	

~~~Phoenix~~~				5/5

Found -			Collect all four classical beast cards.

			A gentle creature, the phoenix lives to an immense age 
			because it can regenerate each time it bursts into 
			flames. Phoenix song is magical and its tears have 
			healing properties.

Bonus			Ron’s stamina will increase.

~~~~~~~~~~~~~~~
~~~Quidditch~~~
~~~~~~~~~~~~~~~

~~~Cyprian Youdle~~~	 		1/5

Found - 		In the red trunk at the bottom of Harry’s bed in the 
			boy’s dormitory.

1312 – 1357 		Only Quidditch referee ever to be killed during a 
			match. The originator of the curse was never caught 
			but believed to have been a member of the crowd.

~~~Joscelind Wadcock~~~			2/5

Found -			In the chest in the 6th floor corridor.

1911 – present.		Chaser for Puddlemere United Quidditch Team. Record 
			for the highest number of goals during British season 
			this century (against Ballycastle Bats, 1931).

~~~Leopoldina Smethwyck~~~		3/5

Found - 		Behind a hidden panel in the room with the Flipendo 
			machine during the challenge for the Marauder’s Map.

1829 – 1910		First British witch to referee a Quidditch match.

~~~Roderick Plumpton~~~			4/5

Found – 		Get Ron to find the hidden panel in the east wing on 
			the 6th floor.

1889 – 1967		Seeker for England Quidditch Team. Holds the 
			British record for fastest capture of Snitch during 
			games: three and a half seconds.

~~~Barberus Bragge~~~			5/5

Found – 		When the other four Quidditch cards are found.

			Introduced the Golden Snidget into Quidditch in 1269, 
			changing the face of the game forever.

Bonus – 		Harry’s stamina increases.

~~~~~~~~~~~~~~~~~~~~~~~
~~~Stink Pellet Pots~~~
~~~~~~~~~~~~~~~~~~~~~~~

When you visit Fred and George’s shop for the second time, take control of Ron 
and buy a packet of stink pellets, then he will be set a little challenge by 
his brothers. Around the school there are twenty pots hanging on the wall and 
if Ron can hit them with stink pellets to turn them upside down, he will get a 
reward. For every five pots he can turn over he will be given a Dragon card 
for the Witches and Wizard Cards set. If you find all twenty pots the set will 
be automatically completed and Ron’s stamina will increase as a reward.

1.		In Fred and George’s Shop
2.		Muggle Studies Corridor
3.		Grand Staircase, between the 6th and 7th Floors
4.		Grand Staircase, 4th floor landing
5.		Grand Staircase, ground  floor level
6.		Dungeon corridor near the door to the Potions classroom
7.		Dungeon corridor
8.		East wing on the 6th Floor
9.		3rd Floor reading room
10.		Hidden panel behind the large statue in the Transfiguration corridor.
11.		Climb up all the bookcases in the Transfiguration classroom	
12.		Follow the ledge around the room from number 11.
13.		Entrance Hall, left of the Hufflepuff hourglass
14.		Potions classroom
15.		Beside the Fat Lady’s portrait on the 7th floor.
16.		Above the door to the Hospital Wing.
17.		Middle of the back wall in the 4th floor corridor
18.		North Wing on the 7th Floor
19.		In the secret passageway behind the tapestry on the 2nd floor
20.		Defence Against The Dark Arts classroom.

~~~~~~~~~~~~~~~~~~~~~~~~
~~~Hermione’s Statues~~~
~~~~~~~~~~~~~~~~~~~~~~~~

The first time you take control of Hermione in the shop, ask about the scroll 
and they will ask her to find nine statues of famous people around the school. 
For every three that you find, return to the shop and Fred and George will 
reward you with a different chapter each time which will increase your spell 
casting abilities.

Bridget Wenlock			7th Floor Corridor
Gondoline Oliphant		Secret way to the 2nd floor, behind the 
				tapestry in the 4th floor study are by the 
				fireplace
Hengist Of Woodcroft		Near the door to the Hospital Wing
Glanmore Peakes  		6th Floor Corridor.
Beaumont Marhoribanks		History of Magic classroom 
Gunhilda Of Gorsemoor		Gunhilda of Gorsemoor corridor on the 3rd Floor 

Gregory the Smarmy 		Transfiguration Corridor, 1st floor
Jocunda Sykes			Entrance Hall, left of the stairs. 
Hooky The House Elf		In the room at the end of the dungeon corridor, 
				you will need to check this one during the day 
				or you will not be able to get to the statue.

~~~~~~~~~~~~~~~~~~
~~~Lost & Found~~~
~~~~~~~~~~~~~~~~~~

As always, students have been careless with their possessions and it is up to 
you if you would like to find and return the missing items. For each item that 
you return you will be awarded ten house points which will contribute greatly 
to your house winning the cup at the end of the year. When you return the last 
item you will be awarded thirty house points instead of the usual ten. 

Prefect Badge		Behind the Hufflepuff hourglass in the Entrance Hall.
Rememberall		The board tells you exactly where it is, at the stone 
			circle near the entrance.
Potion Vial Case	On the second floor at the back of the study are 
			between the two rows of desks
Dragon-Hide Gloves 	Atop the small staircase in the defence against the 
			dark arts classroom.
Owl Post Parcel		Outside the clock tower courtyard
Key			Behind the large statue in the 1st floor corridor.
Telescope		Inside the boathouse on the lake near the flying 
			seahorse fishing. 
Daily Prophet		In the hospital wing on the 4th floor.
Brass Scales		Charms classroom on the 2nd floor. 
Potion Jar		In the store room at the end of the dungeon corridor.

~~~~~~~~~~~~~~~~~~~~~~~~
~~~Potion Ingredients~~~
~~~~~~~~~~~~~~~~~~~~~~~~

There are two potions that you will be learning to make and use throughout the 
year in Professor Snape’s class. Each potion needs four ingredients before it 
can be made. Where to find each one and how to get it is listed below for 
quick reference.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Antidote To Uncommon Poisons~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

~~~Graphorn Horn~~~
 
Stolen from Malfoy during night time travels. 

~~~Chizpurfle Carapaces~~~

Go to the right hand side of the lake and you will see an orange light. When 
you get there you will find three Chizpurfles and two Venemous Tentaculas. You 
need to use Ron’s Lumos Duo to move the Chizpurfles closer to the Venemous 
Tentaculas. When one is close enough the plant will eat the Chizpurfle and 
spit out its carapace. Do this with all three Chizpurfles then we came move 
on.

~~~Billywig Stings~~~
For the Billywig stings you will need Buckbeak. Go to Hagrid’s house and find 
Buckbeak in the pen beside it. Bow to Buckbeak and climb on then fly down to 
the lake again. On the left hand side of the lake you will see the orange beam 
shining where you can find three Billywigs. You will need to fly directly at 
them and use Buckbeak to catch them the same way as you did the bats in the 
care of magical creatures class.

~~~Fire Seeds~~~
 
To find the last ingredient you need to find the Herbology greenhouse. To do 
this go  to the circle of stones at the entrance to the school, then follow 
the path around the side. When you reach the fork in the path go right then 
left when you reach the courtyard. Keep following the path and take the right 
at the next fork. 

At the end of the path you will find the Fire Seed Bush. To get the seeds you 
need to use Hermione’s Glacius spell to put out the fire. When all three are 
out the seeds will appear on the ground so you can pick them up. When you have 
all three it’s off to potions.

~~~~~~~~~~~~~~~~~~~~
~~~Girding Potion~~~
~~~~~~~~~~~~~~~~~~~~

~~~Doxy Eggs~~~

The first ingredient can be found near the row of trees next to Hagrid’s 
house. Here you will find a tree full of Doxies and their eggs. Use Flipendo 
to bring them down being careful to avoid their bite. If you do get poisoned 
use an Antidote to heal the character that has been bitten. When they are all 
gone use Harry’s Carpe Retractum to pull the eggs off the tree.

~~~Flying Seahorses~~~

For the next item on the list you need to go to Hagrid’s and get onto 
Buckbeak, but make sure it is Harry who gets on him. Fly him around the back 
of the castle and you will see a small boathouse down by the lake, land there. 
When you land press the A button and Harry can begin to use Carpe Retractum to 
“fish” for Flying Seahorses. This really is just as it sound, stand near the 
edge of the water, and wait for one to pop out of the water then cast out and 
reel it in. Get three and you’re done.

~~~Fairy Wings~~~

This ingredient can only be gained during the night time trip out to see 
Professor Lupin and get the Expecto Patronus spell. After you have finished 
learning from him you need to take a detour back and end up at the Shrieking 
Shack in Hogsmead. While you are here get Hermione to cast Reparo on the 
broken statue then use Draconifors to flush the Fairies out of the bush. When 
they are out use Flipendo to knock a Fairy to the ground the freeze it with 
Glacius and walk over it to pull off it wings, muahahahaha.

~~~Dragonfly Thoraxes~~~

For the last ingredient you will need to head back to the stone circle near 
the school’s entrance. When you get there take the path that leads away from 
Hagrid’s and follow it to the fork in the road. Here take the right hand path 
and follow it to a courtyard, here you will find the dragonflies. Get Hermione 
to walk around the courtyard until you find a gap and can move into the inner 
part. Near the gap you will see a Draconifors statue, stand behind it. Here 
you will need to be patient and get your timing just right. It takes a second 
after Hermione’s spell has been cast before the statue reacts so you need to 
make sure not to cast too early or too late as the Dragonflies don’ fly close 
for long. 

~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~Fred & George’s Shop~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~

Their shop can be found on the 6th floor in the girl’s bathroom off the 
Glanmore Peakes corridor. As always you will not find it there during the day 
and must sneak out of the Gryffindor common room at night while on one of your 
many adventures. At least you don’t need to sneak past Percy and into the 
crawlspace anymore as before in earlier Harry Potter games. Below you will 
find a list of each item for sale and a price. Each character has slightly 
different items for sale so it is important that you bring each character here 
at least once. 

Dungbombs				20   beans	(Ron)
Stink Pellets				10   beans	(Ron)
Stink Pellet Bag			100 beans	(Ron)
Dungbomb Case				100 beans	(Ron)
Wiggenweld Potion			20   beans	(All)
Rare Cards				100 beans	(All)
Girding Potion				50   beans	(All)
Antidote To Uncommon Poisons		20   beans	(All)
Snufflifors Spell book			50   beans	(Hermione)
Folio Bruti Page			100 beans	(Hermione)
Dark Forces Chapters			Free		(Hermione)
					Chapter 1	(Stronger Flipendo)
					Chapter 2	(Stronger Expelliarmus)
					Chapter 3	(Faster spell casting)

~~~~~~~~~~~~~~~~
~~~Mini Games~~~
~~~~~~~~~~~~~~~~

There are three mini games that you can play and each one is scored on a 
grading system. What is required to reach the highest grade is listed below. 
You do not need to play these games to complete the game 100% and I usually 
don’t bother. I find them annoyingly difficult for such simple tasks.

~~~Duelling Club~~~

This game can be found in the Great Hall. Talk to the young lad stood in front 
of the massive stage and the duel will begin. It is quite frantic and you will 
need both Expelliarmus and Flipendo to win. The first team to knock out all 
three of the opposing team, wins the match. The quicker you take out the other 
team, the higher the grade you will finish with.

~~~Owl Racing~~~

To start the owl racing you must stand on the small circular platform near the 
stone circle by the entrance to the school. When you are there press the A 
button and four owls will appear on perches. Stand behind the owl you would 
like to use for the race and press A again. To fly the owls you must use the B 
button to flap their wings. Resist the temptation to pump the button faster, 
it does not make them fly faster but will in fact slow them down. Nice steady 
strokes should do the trick. The other owls are also forced to take the 
corners wide. Use this to your advantage and victory should be yours. Your 
grade will be given based on what rank you finish the race in. When you are 
finished racing walk away from the owls and you will be returned to the normal 
game screen.

~~~Hippogriff Flight~~~

This game is played just as it is in the care of magical creatures lesson. Find 
the stone circle platform in front of Hagrid’s house and start it off the same 
way as you do the owl racing game. Extend the usual courtesy of a bow to the 
Hippogriff and you’re off. When you are up you have 160 seconds and twenty 
bats. Collect as many bats as you can in the time given. The more bats you get 
the higher the grade you will be given.

*******************************************************************************
Chapter 7	Credits & Thanks
*******************************************************************************

As always I would like to give a big thanks to EA games for another triumph, 
this game is great and I loved every minute of it. I would also like to give a 
shout out to the brilliant JK Rowling. The world she has invented for Harry 
and his friends is phenomenal. I have no other credits or thanks to give at 
this time as this is the first version of this walkthrough.

*******************************************************************************
Chapter 8	Copyright
*******************************************************************************

This document is copyright to Kathryn Mintram 2004. Please do not use this 
document without my permission for any other website or to print it for 
selling. It is solely for your own personal consumption only. Also please do 
not email me to ask if you can use this on your website as I only deal with 
gamesfaqs.com and gamespot.com and I get tired of answering emails from other 
websites.