playstation game guide

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/---------\
< B4. Items >
\---------/

Item Location Use

| COMMON ITEMS
*-------------
Jellybeans Everywhere Collect for the
password
Chocolate Frogs Everywhere Heals you a little
bit
Wiggenwild Potion Everywhere Fully heals you
Cauldrons Dungeons, Forest Creates a Wiggenwild
Potion
Wizard Cards See section D1 Try to collect them
all
Levers Everywhere Unlock doors, raise
platforms
Notes Everywhere Tell you information

| MISCELLANEOUS ITEMS
*--------------------
Hedwig's Feathers Library Unlock Library doors
Puffapods Grounds, Dungeon Use to hit trolls
Silver Keys Forbidden CorridorUnlock Corridor doors
Invisible Tokens Forbidden CorridorMake you invisible
Coins Gringotts Buy Dragon Tonic
ingredients

| SPECIAL ITEMS
*--------------
Hedwig Library Can bring you items
Broomstick Charms Corridor Lets you fly
Fire Seeds Grounds Hagrid needs them
Quidditch Book Hagrid's Hut Get from Hagrid for
Fire Seeds
Sloth Brain Sloth Brain* Give to Snape to
enter Dungeons
Troll Key Dungeons Unlocks Firefly room
Invisibility CloakAttic Tokens make you
invisible
Peacock Feathers Diagon Alley Used in Dragon Tonic
Eagle Owl Feather Diagon Alley Used in Dragon Tonic
Toad Warts Diagon Alley Used in Dragon Tonic
Ice Potion Chambers Lets you walk through
flames

| PRIZES
*-------
Nimbus 2000 Castle Portrait Fly Faster
Quidditch Armor Dungeon Portrait Protects from
Bludgers
Knockback Duo Upper C. Portrait Doubles Flipendo's
power

*This isn't a typo. There is a section in the grounds
that I call Sloth Brain.

/-----------\
< B5. Enemies >
\-----------/

Flip & Inc = Flipendo and Incendio
Wing.Lev. = Wingardium Leviosa

| ENEMY CHART
*------------

Enemy Location Spell Used Details

Poison Snails Library Flipendo You have to hit
them twice
Flying Books Library Flipendo You have to aim
using R1
Axe Knights Great Foyer (None) Wait for them to
swing
Bouncing Bulbs Grounds Flipendo
Gargoyle GargoyleGate Flipendo See Gargoyle Gate
section
Fire Seed Pl. Grounds Incendio
Ven.Tentacula Sloth Brain, Flip & Inc See Below
Forest
Horklumps Sloth Brain Wing.Lev. See Below
Small Trolls Dungeons, (Puffapods) Throw when it's
on the drain
Forest
Silver Knights Dungeons, Flipendo See Below
Chambers
Small Turtles Dungeons (None) Just avoid their
flames
Big Troll Bathroom Flipendo See section in C4
Peacock Diagon Alley (None) See section in C5
Eagle Owl Diagon Alley Wing.Lev. See section in C5
Toad Diagon Alley Flipendo See section in C5
Vines Forest Incendio
Poison Plants Forest Incendio
Fire Turtles Forest Flipendo See Below
Fluffy Chambers (Flute)
Devil's Snare Chambers Flip & Inc See section in C6
Groggy Troll Chambers Wing.Lev. See section in C6
Dark Knights Chambers Flipendo See Below
Big Knight Chambers Flipendo See section in C6

Details:

| VENEMOUS TENTACULA
*-------------------
This spits out little spiky things that you can kill
quickly with Flipendo. After they are defeated, you can
use Incendio to kill the mother plant for good. If
Incendio fails, more spiky things will shoot out again.
You will get about 4 jellybeans for defeating it.

| HORKLUMPS
*----------
Levitate them, then collect the beans quickly. It
collects the beans too. If you try to get a bean at the
same it does (or you just get near it) it will damage you.

| SILVER KNIGHTS
*---------------
Cast two charged Flipendos at these guys to defeat them.
If they aren't moving, you can't affect them.

| DARK KNIGHTS
*-------------
These knights are dark grey. They are the knight in the
Ice Potion room and one of the knights Quirrel puts to
life. You kill them once again with two charged Flipendos,
but you can only affect them when they "stretch" after
they attack.

| FIRE TURTLES
*-------------
You need to be close to attack these (with a charged
Flipendo) but not too close, or you'll be damaged. After
you attack, or if they're simply mad at you, they'll turn
around and attack you with a flame. Run around to dodge
it. If the turtle is red, it means it can only take one
more hit.

/------------\
< 6. Quidditch >
\------------/

If you need help on Quidditch games, refer to this
section.
There are two parts to a Quidditch match: Chase mode and
Catch mode. Catching the Winged Key is the same.

| CHASE MODE
*-----------
There are three sections to Chase mode. The Golden Snitch
releases speed rings of different colors depending on the
section you are at. At first, you follow the Snitch solo
(blue rings). Then, the other Seeker races you (red
rings). Then you hear "Potter takes the lead!" and the
other seeker falls behind (gold rings). Each section
requires you to pass through about 15 rings.

| CATCH MODE
*-----------
The Snitch moves back and forth across the bottom. Press
X right before it reaches your hand to catch it.

| BLUDGERS
*---------
These are the only other important things in Quidditch.
If you go fast enough, they are easy to avoid. Quidditch
armor protects you from these. The keys that you don't
want to catch act as Bludgers in the Winged Keys
"Quidditch".

| OUT-OF-GAME QUIDDITCH
*----------------------
Once you join the team, you can play Quidditch out of the
game. If you enter a game from the Start Screen, it says
Play Game or Play Quidditch. In the Play Quidditch mode,
there are 6 games you can play over and over again, and
get records on. The games get more difficult and the
weather changes (which I like, since the darker the sky,
the easier to see the Snitch) when you play more games.
You get a trophy when you play all the games. My record
for a game is about 2 minutes 5 seconds. Can you beat
that?


|===================================|
|===================================|
| C. WALKTHROUGH |
|===================================|
|===================================|

A + sign in a section in the Walkthrough means you can
only visit this specific area once, so get all the
beans/cards while you're there if you're collecting them.
For example:
| THE FORBIDDEN CORRIDOR
*----------------------+
means you can only visit the Forbidden Corridor once.

/-------------------\
< C1. The Main Castle >
\-------------------/

| ENTRANCE HALL & GRYFFINDOR TOWER
*---------------------------------
The game starts off with what I call "Storybook Mode",
then you meet Dumbledore in the Entrance Hall. You'll see
that many of the doors are locked. Only two of them in
the Entrance Hall aren't: The Portrait Room and the
Gryffindor Tower. Once in Gryffindor Tower, there are
again only two ways to go: The Charms corridor and the
common room. Talk to Fred and George, they want earwax
flavor beans (yellow), and they'll be in the common room
if you need them. Get the Wizard Card behind the
bookshelf (for more info on any of the Wizard Cards, see
the section, D1), then head into the Charms Corridor to
continue along.

| THE LIBRARY
*-----------+
Ron will be waiting for you in the corridor, he saw Draco
Malfoy run into the library with Hedwig, and you have to
rescue her. Once in the library, you will be locked in
until you rescue her. The library is gigantic, but the
path is straightforward. Collect the feathers to unlock
the doors. You will meet up with (Nearly Headless) Nick
in a few spots, and Neville too. You will learn to jump,
climb, jinx, and aim in here. You'll catch a glimpse of
Voldemort/Quirrel while in here.

| FLYING LESSONS
*--------------+
Once you leave the library, you will receive your
broomstick from Hedwig. Chase Ron down the corridor to
the room where they give flying lessons. These are
required. If you're having trouble, look in the options
menu for "Broomstick Control", it may help. Once you get
the hang of this and fly through enough hoops, you will
be awarded house points and can leave. Try to grab the
yellow bean at the top of the post in the center of the
field. If you re-enter this place, you can try to collect
all of Hagrid's Flitterbys for ten house points.

| CHARMS CLASS
*------------+
Ron and Hermione will be waiting for you outside. Your
first lesson is about to start, so follow them to the
Charms Classroom at the end of the corridor. Be sure to
pick up all the yellow beans - you need to get them all
(you may end up with a couple extras) to get the password
from the Weasley Twins. In Charms, you learn Wingardium
Leviosa: this will levitate any object you see that has a
yellow spark above it. You are timed to get into the
classroom, but if you're late, you won't be punished
because it's your first class. You will have to do two
button-sequences, but it's easy.

| FURTHER EXPLORING
*------------------
After Charms, you will receive a note from Hagrid. But
Draco Malfoy is guarding the doorway! Instead of
levitating the hourglasses onto the posts, do some more
exploring to get the rest of the beans. First, go into
the Great Hall, which is off to the side of the Entrance
Hall. There are beans along the tables. Next, go into the
Great Foyer. There are two ways to get there: from
Gryffindor Tower, or right at the top of the Entrance
Hall. It's easy to miss, but contains many yellow beans
and two wizard cards. Watch out for the suits of armor!
Also, go to the Dungeons, off the Entrance Hall.

| THE NIMBUS 2000
*---------------+
If you collected all 50 yellow beans, go to the
Gryffindor Common Room (look for the Fat Lady in
Gryffindor Tower). Talk to Fred and George. They should
give you the password in exchange for all the beans. If
you lost any life for any reason, heal it with the
Chocolate Frogs if you haven't used them yet. Go to the
Portrait Room, which is next to the Great Hall, and give
the painting the password: you will find the Nimbus 2000
inside.

| WIZARD CRACKERS
*---------------+
Once you have the Nimbus 2000, levitate the hourglasses
onto the posts by the door to the grounds. Malfoy will
challenge you to Wizard Crackers. Dodge the ones he
throws, and pick them up and throw them back. Crabbe and
Goyle will join, but you only need to hit Malfoy. Once
you drain all his life (scale at the bottom) he will
leave. Before you can reach the grounds, all the points
will add up for each house in the Great Hall.

/---------------\
< C2. The Grounds >
\---------------/

| HERBOLOGY CLASS
*---------------+
As soon as you exit the castle, you must go to Herbology
class and learn the Incendio spell. You are timed to get
into the classroom once again; to get past it, jinx all
the blocks into the center. Incendio is a little harder
than Wingardium Leviosa - you have more complicated key
sequences and must do them every time you use the spell.

| EXPLORE THE GROUNDS
*--------------------
This part of the game is the grounds. It has another
every flavor bean color (blue), another portrait, and a
few opportunities to get Wizard Cards. Near Herbology,
there is another place you can improve your flying skills.
It is optional, so you should remember that it can give
you house points if you decide to save it for later. You
will run into Fred and George when you take the exit from
the patio to the grounds (they tell you that they want
blue beans now), then find a Ravenclaw named Raymond
whose cat fell down the well. After that, you will find
Ron, he shows you what a Puffskein is. Hagrid's Hut is a
little past there, note the closed gate behind his house.
After this, the trail splits into two: one going to the
Gargoyle Gate and one going to the Grounds Portrait. Note
that some of the walls are discolored. If you go up to
them and press square, you can enter different hidden
rooms. In some of them you will find Nick and can get a
Wizard Card, in others you can collect some blue
jellybeans. After fully exploring, enter to the Gargoyle
Gate.

| GARGOYLE GATE (VOLDEMORT'S PRANK #1)
*-------------------------------------
Quirrel/Voldemort is waiting for you at the Gargoyle Gate.
He will turn one of the Gargoyles to life, then leave.
You have to fight the Gargoyle: avoid getting too close,
and use the Charged Knockback jinx. Once you defeat it,
levitate it onto the wall to open the gate.

| PUFFSKEINS
*-----------
Once through the Gargoyle Gate, you will see a potion. If
you got damaged at all from the Gargoyle, drink it, since
the path gets harder. Go through the small cave, and you
will emerge at a little Puffskein habitat. Wake up the
one that's on the same elevation as you and lead it to
the vent near the entrance. Once it gets trapped in the
vent, the raised vent next to it will let out enough air
to let you rise to the next elevation and proceed. There
will be two more Puffskeins and pairs of vents ahead, so
repeat the process. Pull the lever to open the door and
proceed to the lava beyond.

| THE FIRE SEED PLANT
*--------------------
You must jump from platform to platform before they
collapse under you, and then jump the rest of the way. If
you land on the lava, you lose a bit of life, but still
walk on it. If you get too weak, there is a healing
potion 3/4 of the way there. Once you reach the Fire Seed
Plant, you have to use Incendio on it to collect the
seeds.

| NORBERT HATCHES
*---------------+
Return across the lava, back through the Puffskein
Habitat, and past the Gargoyle Gate to Hagrid's Hut. He
will be waiting for you there, and gives you Quidditch
Through the Ages in exchange for the seeds. He uses them
to hatch Norbert! After that, the gate beyond Hagrid's
House opens and you can explore the rest of the grounds.

| RESCUE THE REMEMBRALL
*---------------------+
Once you're past the gate, Ron will show you the
Quidditch Pitch, but then Neville shows up. Draco Malfoy
has stolen his Remembrall. You go on a broomstick chase
around the castle. This should be no problem if you have
the Nimbus 2000. Once you fly close enough to him, press
Square to pound him. Do this enough times to make him
give up.

| QUIDDITCH VS. HUFFLEPUFF
*-------------------------
McGonagall saw how well you flew, and welcomes you to the
seeker position on the Gryffindor team. This is the
easiest match. Follow the Snitch's speed rings like you
did the rings in the flying lessons, then when you get 20
of them, you can try to catch it. Press X a little early
to get it in your hand.

| THE SLOTH BRAIN
*----------------
Once you exit the Quidditch Pitch, you will be confronted
by Snape. He will confiscate your book, and he won't let
you into the dungeon until you find the Sloth Brain.
Follow Ron into the Weasley Twins' secret area. You will
encounter two new and hard plants: the Venemous Tentacula
and the Horklump. The Venemous Tentacula shoots out spiky
things that you need to kill using Flipendo, then you
need to defeat the mother plant using Incendio. The
Horklump needs to be levitated and jellybeans will pop
out from under. Grab them quickly, or it will attack you.
Both plants inflict damage easily (so the nearby potion
will come in handy) and are helpful when you're trying to
get all the blue beans. You have to pull the lever to
open the door that leads to the Sloth Brain.

| GOT ALL THE BEANS?
*------------------+
After you leave the Sloth Brain area, the house points
will add up in the Great Hall again, and you will be
asked to head to potions class in the dungeons. But your
time in the Grounds isn't over. Once you have all 70 gems,
you can talk to Fred and George for another password. If
you don't have them all, look for secret doors in the
walls - there is an incredibly-easy-to-miss hidden door
near the entrance to the Quidditch Pitch - and under the
Horklumps in the Sloth Brain area. Also, you can make the
first Puffskein you meet eat the plants near it and spit
out jellybeans. Once you've gotten the password, go to
the Grounds Portrait (in the same area as Hagrid's House)
and tell her the password to get another Wizard's Card.

/----------------\
< C3. The Dungeons >
\----------------/

| TRAPPED IN THE DUNGEONS
*------------------------
As soon as you pass through the first door in the
dungeons, you'll be trapped in there until you defeat the
four curses. You need to get to the Potions Lesson.
You'll run into Fred and George along the way, they want
green "troll bogie" beans. The portrait that can be
opened with their next password is right next to them,
fortunately. For now, just head past. You'll find a fork
in the path: to the left is Potions, straight is a cave
that leads to Professor Quirrel's Trap, but you can only
get there after Defense Class, which is locked and to the
right.

| POTIONS LESSON
*--------------+
This technically isn't a class, since you aren't timed to
get in and you don't learn a spell. You do learn how to
mix potions, though, so if you run into a cauldron, you
can brew up the potion that fully heals you. After you
learn how to mix them, Professor Snape will make you go
get fireflies.

| THE FIREFLY ROOM (VOLDEMORT'S PRANK #2)
*---------------------------------------+
As soon as you enter the Firefly Room, Quirrel/Voldemort
will collapse the floor under you. You'll land in the
Troll Storage Room. To defeat the trolls (and get your
first 2 green beans), throw the Puffapods while they're
standing on top of the drains. The drain will flip, so
the troll will be on bottom and a bean on top. You also
get house points for this.

| RESCUE RAYMOND THE RAVENCLAW'S KITTEN
*-------------------------------------+
As soon as you enter the next room, Raymond the Ravenclaw
will call to you to rescue his kitten, now that you're
under the well. You can get jellybeans here, and a Wizard
Card if you succeed, so go for it! Watch out for the rats
that sometimes pop out of the crates, though. Don't go
too fast when the kitten's following you or it'll lose
you.

| THE CAULDRON ROOM AND THE SLEEPING TROLL
*----------------------------------------+
After exiting the Bottom of the Well, you'll be in a room
with a lever, some levitated blocks, and some on the
ground. There are two side doors, and the exit is up high.
You need to levitate the three blocks and open the door
above. Use the first lever to open the Cauldron Room and
levitate the first block. Go into the Cauldron Room. It's
an incredibly tough room where you have to jump from
moving cauldron to moving cauldron. You can use Flipendo
to stop them from moving, but it doesn't help because
it's only temporary. Pull the lever at the end to open up
the Troll Bedroom and levitate the second block. You can
fortunately use the side wall to get back and collect
some more beans. In the troll bedroom, there is a lever,
a cage, a bed where the troll is, a desk where you can
find beans, and other unimportant things. Pull the lever
to levitate the third block, collect the beans, and
levitate the cage carefully to get the key. With that
done, climb all the blocks and unlock the exit door to
get out.

| IT GETS WORSE...
*----------------+
The next room is easy; there are just another two flip-
the-drain trolls. After that, collect the fireflies and
return to Potions class, which you should be very late
for. In fact, Defense has just started, so rush across
the corridor and get ready for the second section of the
dungeons.

| DEFENSE AGAINST THE DARK ARTS CLASS
*-----------------------------------+
You *will* be timed to get into this class, though it's
not worth it. You will have to jump onto the flying books,
but it's tough, and you can get a lot of beans if you
sidetrack. You will learn the Verdimilious spell to make
half-visible blocks solid.

| THE VERDIMILLIOUS ROOM
*-----------------------
Once Defense is over, you are still locked in the dungeon.
You need to go into Quirrel's Trap to get out, which is
the mysterious room through the cave hole at the fork in
the Dungeon. You have to use the newly acquired
Verdimillious. Before going straight, go through the side
door and press square by the bookshelves to get
opportunities for Wizard Cards. Once you get through this
room, you come to the only way to exit the dungeons, but
it's tough. Quirrel has cursed the door out of them and
it's up to you to counter-curse them.

| THE FOUR CURSES (VOLDEMORT'S PRANK #3)
*--------------------------------------+
There are four curses guarding the door out, and you have
to destroy their sources. Nick will give you advice. You
have to enter the side room. There is a cauldron, thank
goodness, so you can heal your wounds from the trolls and
Cauldron Room and prepare for the wounds ahead. The next
room (where you will first meet Peeves) leads to a two-
way fork: one way (through the door) leads to the yellow
and green sources, and the other (across the floating
cauldrons) leads to the red and blue sources. The yellow
one is guarded by flame-shooting-wall-climbing-small-
turltes and a slippery floor, and the red and blue ones
are guarded by moving, attacking, annoying suits of armor.
Destroy the four sources and the door out will unlock.

| BODY ARMOR
*----------+
When you exit the main Four Curses room, you'll be in the
first room of the dungeons. The exit to the dungeons will
be unlocked now. If you have all the green jellybeans, go
back and give them to Fred and George. You can enter the
nearby portrait and get the Quidditch Body Armor. After
that, leave!

/--------------------\
< C4. The Upper Castle >
\--------------------/

| THE UPPER CASTLE
*-----------------
Go to the door at the top of Gryffindor Tower to enter
the Upper Castle. You will end up in a beautiful room
with many floors, a table with a statue on top, and of
course, Fred and George. The door will lock behind you,
and the only way to get out is to complete this part of
the game. Fred and George want red beans now. The doors
to the left go to the Forbidden Corridor and the Girls
Bathroom, but they're locked. For now, go into
Transfiguration.

| TRANSFIGURATION CLASS
*---------------------+
The timed-to-get-in part of this is really easy. In this
class, you learn the Avifors spell, which turns statues
into birds that fly away. The spell will come in handy
for the rest of this part of the game. After this lesson,
the house points will count up in the Great Hall.

| PEEVES'S ATTIC RACE
*--------------------
Once you exit Transfiguration, the exit door will still
be locked, so go to the second floor by Avifor-ing the
statue in the center of the room and riding up the table.
One of the second-floor doors will be unlocked, so enter
it. You will receive a package, but Peeves will steal it.
There are two ways to go in this room: up the table to
the attic, and to the Portrait Room. Go into the attic.
You must race Peeves to the end of the attic by running
along the beams. This is a great opportunity to get tons
of red beans, and if you fall off (at one point you have
to) there are plenty of chocolate frogs. If you lose the
first time, you'll probably make it the second time since
you won't get so sidetracked by the beans. If you get too
far behind, he will wait for you, so don't get too
worried.

| THE INVISIBILITY CLOAK
*-----------------------
In the parcel Peeves gives back now is the Invisibility
Cloak. You can activate this by getting an invisibility
token. Now, leave through the exit to the race. Drop down
and pass through the next door.

| THE FORBIDDEN CORRIDOR
*----------------------+
You meet Filch here. He says you can't enter the
forbidden corridor, but the door is locked behind you, so
you don't really have a choice. You have to jump on the
bookshelves to hide from Filch. If he does see you, at
least he doesn't take off any House Points (since
Slytherin gets a TON after this) or inflict any damage
(after this you'll get a lot of damage) but you do have
to start over (but you don't need to get the keys again).
You need the keys to get past locked doors. You can find
your first Invisibility Tokens here, but they last only
about 20 seconds (at least they regenerate after that.)
You will get a glimpse of Quirrel/Voldemort here. At the
end, you will find the Mirror of Erised, and then Ron
will rush you to save Hermione from a troll.

| RACE THE TROLL (VOLDEMORT'S PRANK #4)
*-------------------------------------+
Don't fall in the water, or you will die. But you just
have to start over with this race, instead of going all
the way back to the last save point. It's ok to miss some
beans here, you just want to get through.

| DODGE THE TOILETS
*-----------------+
If you get hit too many times, you will die, but only
have to start over with this task. This is hard, and it
will end sooner if you also defend Ron. After this, you
can finally leave the Upper Castle, but you will be
forced to anyway.

/------------------\
< C5. - Diagon Alley >
\------------------/

| QUIDDITCH VS. RAVENCLAW
*------------------------
This may not be Diagon Alley, but it's definitely not the
upper castle. You're still collecting red beans. This
match is like any other.

| NORBERT'S SICK
*--------------+
Hagrid greets you to say that poor Norbert's sick. You
need to go into Diagon Alley to get the ingredients for
the Dragon Tonic. It may seem exciting, but it's pretty
annoying too.

| GRINGOTTS
*---------+
This is the main annoyance. It's easy to squeak around
and get the papers, but getting the coins is tough. Use
their advice, and be sure to use X to get the right
angles to get coins and avoid the wooden walls. You need
to fill the meter on the right three times. If you get
annoyed by it, once you do it over and over you get the
pattern. You get wizard cards for collecting all the gems
in each vault (the hardest Wizard Card tasks in the
game!!!). If you are collecting all the Wizard Cards,
don't leave any of the vaults until you get the Wizard
Cards from them, or you'll never be able to return and
get them.
Here's what the different symbols in the upper-left
corner mean:
* Coin + Arrow to the side = There are coins to the side
or an alternating pattern starting with that side.
* Coin + Arrows going in a circle = There is a spiral of
coins ahead
* Red + Arrow = There is a wooden wall in that
direction. If you smack into a wooden wall, you lose some
coins and go spinning uncontrollably. If you just
accidentally bonk your head (or Griphook's) on a wall, it
won't be as bad.
* Gem = The coins you are about to collect are Gem-
Sequence coins. If you get all the coins while you see
the gem in the corner, you can get the Gems for that
sequence. If the gem in the corner flashes, you activated
the gems and can get them; if the gem in the corner
shrinks, it means you missed some coins in the Gem-
Sequence. If you got all the coins in the Gem-Sequence
and activated the gems, you can get them: they appear in
the same pattern as the coins in the Gem-Sequence. Get
all the gems and you get a Wizard Card.
(I learned all this just from repeatedly riding the mine
carts, since it takes a ton of attempts to get the Cards)

| DIAGON ALLEY
*------------+
Now you need to get the goods with the coins. With the
Knuts, go to Ollivander's and get the peacock feathers.
You have to run on the peacock to scare it enough, there
is an invisibility token in one of the crates. With the
Sickles, go to the Owl Emporium and get the owl feather
by levitating it owl pellets. With the Galleons, go to
the last shop. You have to find the toad and get its
warts: find the crate that's shaking and/or listen for
the croak.

| THE STORY CONTINUES
*-------------------+
Hagrid will take you back to Hogwarts, and the story
continues. You and your friends persuade him to release
Norbert as in the book. You have to serve the detention
in the forest, though.

| THE FORBIDDEN FOREST
*--------------------+
This may seem tough, but it's a straight path and you
don't have to directly fight Quirrel/Voldemort. There are
plenty of healing items, and you should finish your
collection of red beans now. The only tough part should
be the turtles. You have to attack them from close up,
and back up to avoid their flames. They have to be
defeated to proceed. In the section weher you burn down
the plants to go up the hill, go right instead to fight a
turtle, then get a wizard card. Once you finish the
Forest, Hagrid will give you a flute.

| FLIPENDO UPGRADE
*----------------+
Return to the Upper Castle. You should have all the beans.
If you don't, they're in the Transfiguration Classroom,
the Attic, the Forbidden Corridor, the forest, and the
troll-race corridor. Talk to Fred and George, and go up
to the second floor. Next to the entrance to the Attic,
there should be the door to the portrait room. You get
the upgrade which makes the Flipendo Knockback Jinx
become more powerful, which is really powerful and
helpful once you go through the trapdoor.

/------------------------\
< C6. Through the Trapdoor >
\------------------------/

| THROUGH THE TRAPDOOR
*--------------------+
You aren't collecting beans anymore, but it doesn't
matter much, since it's near the end of the game now, and
you have to focus on just getting through it. Go to the
entrance to the Forbidden Corridor on the first floor of
the upper castle. You will meet up with Ron and Hermione
and proceed to Fluffy's room. The points will count up.
However many points you have, Slytherin will always be in
the lead. Ignore them. In all of the rooms here, they are
so hard that if you die, then you only have to restart
the room you're in (with maybe an exception or two).
There are some hidden rooms to the right side in the two
hallways surrounding the Chess room. Good luck!

| PUT FLUFFY TO SLEEP
*-------------------+
Use the flute and you should have no problem. Press the
buttons as fast as possible, and if it attacks you,
ignore it because the flute does work. If you're at low
health, go to the next room and kill yourself with the
Devil's Snare, since you just restart in there with
almost-full health if you die.

| THE DEVIL'S SNARE
*-----------------+
This is one of the hard parts. Stay in the place you
start at, take aim, and use a charged Knockback Jinx on
whichever of the outside vines is glowing. After they are
all defeated and the center one appears, run in circles
around it (right next to it, so it will stay out) (keep
running so it'll miss when it slams down) and use a
charged Knockback Jinx right after it slams. After you
whittle down it's health, use Incendio. If it is
successful, Ron and Hermione will be freed and the door
will open.

| THE WINGED KEYS
*---------------+
This is exactly like Quidditch. The red & gold keys are
like Bludgers, and the silver & blue key is like the
Snitch. If you're getting too damaged by them, don't
worry, because as long as you encounter the speed rings
you'll go faster and it'll be easier to avoid them.

| CHESS
*-----+
Ron has defeated most of the pieces on the four boards,
but you need to do the rest. You don't actually play
chess, but you move around the board one space at a time.
All the other pieces on the board also move one space
toward you. Your goal isn't to go across, but it's to get
rid of the pieces. To do this, move to a space where you
think two pieces will go on the same space to get closer.
One attacks, and both the attacker and the attacked die.
If you get right next to them, you "die", or just lose a
bit of life and have to restart that board. Here are the
solutions to the three boards:
Board 1 - Start on left square: go right, diagonal
(up+left), down
Board 2 - Start on left square: go up, diagonal
(down+right), left
Board 3 - Start on left square: go diagonal (up+left),
diagonal (up+left), left, right, down
Here's a hint if they don't work:
EEE
...
.:.
If there are two enemies, each taking up one of the E
spaces (the .'s are empty spaces) and you move to the :
space, both of the enemies move to the center square to
get closer to you and kill each other. Keep that in mind
(it can work at any angle).

| THE GROGGY TROLL
*----------------+
This is a fun one where you have to levitate some objects
out of a sleepwalking troll's way. If you drop the object
(and make too much noise) or have the troll run into you
or an object, you die and have to start over. The trick
is to go as fast as possible and DON'T make the object
levitate any higher than it needs to be, to be quick.

| THE ICE POTION
*--------------+
Just find the right knight in the three cups, and fight
it for the ice potion. This is basically a preview of the
next room. This is a Dark Knight: for more info see the
Enemes section.

| FIGHT THE KNIGHTS
*-----------------+
You're on your own now, and Quirrel/Voldemort is waiting
for you. He will bring two knights to life. If you use
two charged Flipendos with good aim, you can kill them
quickly. After that, he brings two more to life. More
info on the first four in the Enemies section. Once you
defeat the second pair, he will make a huge knight for
you to fight. You can only affect it: *with a charged
Flipendo *when it is solid, not the red wireframe. You
have to stop moving to get it to attack, but move quickly.
Once its health gets low, it will use double- and triple-
attacks. Once you defeat it, Quirrel will be revealed as
the bad guy, and leave to the next room. IMPORTANT: DRINK
THE POTION NEAR WHERE QUIRREL WAS STANDING BEFORE GOING
ON TO THE NEXT ROOM IF YOU LOST ANY LIFE AT ALL.

| THE FINAL ROOM (VOLDEMORT'S SHOWDOWN)
*-------------------------------------+
The mirror is in here, and you get the Sorcerer's stone,
your heart's desire. But Voldemort notices, and he cries,
"DIE, POTTER!" He runs around, casting his green orb that
you must avoid. Sometimes you have to undo the ropes he
puts on you with square. Also, you can't go near him, it
hurts your scar. That's three ways for him to attack, and
you only have one: cast a charged Flipendo at the columns
to make them fall on him and inflict damage. After that,
he removes the columns and you have to use "the power of
the mirror" to damage him. Charge the mirror, and when he
is either in front of or behind it, charge it again to
have it attack him. At this point, watch out for the big,
green clouds he throws. Once he is mostly weakened, you
will reach a new mode. If you've ever played Mario Party
2, you should have no problem. Repeatedly press Square,
and when you see the text "Hurt Quirrel", press X quickly
or you missed your chance. Weaken him enough, and you
beat him.

| A SPECIAL SURPRISE
*------------------+
You return to Storybook mode. If you got all the Wizard
Cards, Ron will come into the Hospital Wing and give you
card #18, Harry Potter!! After that, you get to beat
Slytherin in Quidditch (once again, only if you got all
the Cards) and you win the House Cup.

| AFTERWARD...
*-------------
This is the end of the game. You will see more
"Storybook" stuff, and the credits roll. By the way, the
Broom Cupboard is pointless and there is no way in. (Tell
me if you somehow find a way in!). I wonder if Snape's
ever going to give our book back?

|===================================|
|===================================|
| D. HINTS |
|===================================|
|===================================|

/---------------------------------\
< D1. The Witches and Wizards Cards >
\---------------------------------/

Card #1: Press Square by the bookshelf nearest to the Fat
Lady in Gryffindor Tower.

Card #2: In the Great Foyer, next to the door to
Gryffindor Tower, is a bookshelf. Go up to it and press
square.

Card #3: There is another bookshelf against the wall in
the Great Foyer. In this one, get all the Ravenclaw's
items to get the card.

Card #4: In cards #4, 5, and 7, you have to meet Nick and
get all the beans. Stay away from the Bouncing Bulbs;
they make you lose three beans. Card #4 is in the
discolored wall in the grounds, near the first Puffskein
(the one Ron shows you) you meet. Go up to it and press
square.

Card #5: Near the Grounds portrait is another discolored
wall.

Card #6: There are two discolored walls next to the
entrance to Gargoyle Gate. They lead to the same area.
When you are under the archway think, look up and shoot
the floating card down.

Card #7: Near the Quidditch Pitch and the Sloth Brain are
two more discolored walls. One contains just a secret
area, the other holds card #&.

Card #8: The Grounds portrait holds card #8.

Card #9: Rescue Raymond's kitten, see Part 3 - The
Dungeons for more info.

Card #10, 11, & 12: In Quirrel's trap (the place in the
dungeons where you use Verdimillious) there is an easy-
to-miss hard-to-reach side door on the left when you
enter the room. It contains three Wizards cards. For each
of them, go through the bookshelf. You must put the
cauldrons onto the burners, fairly easy.

Card #13: In the room intersecting the Upper Castle, its
portrait room, and the Attic, there is a bookshelf you
can go through. You will meet Nick, and to solve the
puzzle, follow the kitten, it's easy as long as all the
blocks don't collapse.

Card #14: Get all the Gems in the Knuts Vault. There are
65 total.

Card #15: Get all the Gems in the Sickles Vault. There
are 55 total.

Card #16: Get all the Gems in the Galleons Vault. There
are 65 total.

Card #17: In the forest, you will reach the hill where
you burn the plants down to climb up. Instead, turn right
to another Fire Turtle. Defeat it, and proceed to the
small clearing after that. Look up and you will see a
Wizard Card. Use Flipendo to knock it down.

Card #18: You can only get this card if you beat Quirrel
with all 17 other cards. You will get it from Ron in the
Hospital Wing. This card is Harry Potter!!!



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created by james mottram copyright 2000