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