<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>< Harry Potter & The Philosopher’s Stone (XBOX) Complete Walkthrough Version 2.0 By Kathryn Mintram (kmintram78@yahoo.com) 25th April 2004 Contents Chapter 1 Introduction Chapter 2 Controls Chapter 3 Walkthrough Chapter 4 Side Quests 4.1 Challenges Revisited 4.2 Witches & Wizard Cards 4.3 Lost & Found 4.4 Folio Bruti Pages Chapter 5 Information 5.1 Items 5.2 Spells 5.3 Fred & George’s Shop 5.4 Enemies & Magical Creatures Chapter 6 Questions & Answers (FAQs) Chapter 7 Credits & Thanks Chapter 8 Copyright ******************************************************************************* Chapter 1 Introduction ******************************************************************************* Here we are another Harry Potter game as great as the one before it. It is a little strange playing the first one after the second one but I enjoyed it none the less and I think EA games side-stepped this problem nicely. The first walkthrough I wrote was for Harry Potter & the Chamber of Secrets because while playing the game I noticed there were no walkthroughs for it on the XBOX. As I enjoyed the other one so much, naturally I bought this straight away and again, found no walkthrough for it, so here it is. This game is as enjoyable as the last despite a few changes, some for the better, and some for the worse. For example, there are no Quidditch matches in this game, save one and even then it is not a real match, it is only there because it is important to the story line and you don’t even get to play till the end. Some will say that the lack of Quidditch is a good thing if they found it difficult or a hindrance but personally I miss playing for the Quidditch Cup. Another distinct difference is the collecting of witches and wizard cards. Although this is still a large part of the game it is made easier by being able to find packs of cards and collecting infinite doubles that you can traded with plenty of students around the school for those that you need in a good old game of swappsies. It is a far less specific way of getting all your cards and does make this task a lot easier and quicker to get all 101. Personally I thought the way they did it in the chamber of secrets worked just fine and I can’t see why they changed it, this seems to make it too easy and therefore not at all satisfying, if you know what I mean, not a change I like at all! The last and most noticeable change between the games is the lessons and spell challenges. Some classes will be repeated for separate spells, i.e. charms class needs to be attended twice for the Spongify spell and then for the Incendio spell. Some challenges will also need to be done a second time if you want to up your grades and house points to end the game with a perfect all round. With each challenge I will include two parts, how to get through the first time and then how to get through again but get all the challenge shields for top marks, once you have the necessary spells to do so. You can find the second part of these challenges in chapter 4. Despite the changes this game equals its predecessor on playability. The games are much alike, a fact that I definitely find to be a pro rather than a con. If you liked the chamber of secrets then you’ll love this one. Let’s just hope that when the third one comes out in May that it will meet the standards set by these ones. I must also warn you that this walkthrough does contain spoilers. ******************************************************************************* Chapter 2 Controls ******************************************************************************* Left Analogue Sneak/Walk/Run Right Analogue Look around A Button Action (i.e. Grab, release) B,X & Y Assign spells, pellets or dungbombs then use Select Rememberall Start Pause/Options menu Options Menu Continue Save Game Flying Control Normal/Reversal Camera Control Normal/Reverse Vibration On/Off Subtitles On/Off Sound Effects Volume 10-100 Music Volume 10-100 Speech Volume 10-100 Quit to main menu ******************************************************************************* Chapter 3 Walkthrough ******************************************************************************* ~~~Day One~~~ So here we are, day one and the game begins with you in Mr Ollivander’s shop, purchasing your new wand. The one you want is behind the platform that is in front of you, holly and phoenix feather. Pick it up and go up onto the platform then press X,B or Y to use your wand. When Mr Ollivander is satisfied and had his little say he will lead you into the next room. Walk forward and stand by the crate to the left of the barrels, the hint will tell you how to wall sneak so do that now. Shuffle along to the next platform and jump onto the large platform of crates right in front of you. You can drop down here onto the floor and a ladder will be lowered for you to be able to get back up but before you do, collect the beans that are under the platform you entered the room in. You can then collect the beans at the foot of the ladder and climb back up. Pick the beans up here then jump across to the next platform, timing your jump of course so you don’t get hit by the swinging hook. Do this again until you are right across the room then wall sneak along avoiding the wand boxes as they stick out of the wall. Don’t worry if the boxes do knock you off, Harry will keep hold of the ledge with one hand and then pull himself back up allowing you to move on. When you step away from the wall, walk forward collecting the beans then jump past the swinging hook to the next platform. Harry will grab it by the tip of his fingers and pull himself up so collect the beans then walk over and pick up the spell book by Mr Ollivander. This will give you your first spell, Flipendo, assign it to a button of your choice then follow Mr Ollivander into the next room. Start by Flipendo-ing the jars on the bookcases and collecting the beans that are released from them, and then break the jar on the floor in the opening of the crawl space. Ignore the Flipendo pad that appears for now and go through the crawl space to find a chest. Open it up and you will be rewarded with your first wizard card, number 52, Felix Summerbee. Go back through the crawl space and Flipendo the pad that you revealed earlier to unlock the door. Before you go through the door however, search the bookcases for four beans. You can now enter the next room. In here Mr Ollivander will set you the task of hitting the three shields with your Flipendo. Target the top one first then work your way down until all three have been turned. When you have done this the base will open revealing the first page for your Folio Bruti, all about imps. When the door opens two imps will run in, Flipendo one and pick it up, walk over to one of the cages on the left side of the room until the A button says place. When it does hit the A button to drop the imp into the cage. Do this with both of them. With this done Mr Ollivander will ask you to follow him again but before you do, use the closed cages to get up to the two ledges behind them. On the first ledge you will find two chests with health items inside and on the second there is a chest with a wizard card number 89 inside. When you have these you can enter the next room but don‘t forget to search the bookshelves for three beans. Mr Ollivander will shout over the loud contraption in the centre of the room to ask you to Flipendo the pad on the thingamabob. Target the pad and follow it round while continuously Flipendo-ing it and after about four hits it will lock into place in the ceiling. This will then reveal to you another book which will allow Harry to charge his spells before releasing them, so go and pick it up. When you have done this you will have to repeat the Flipendo thing again but this time you need to stand still and charge your spell while you wait for the pad to come round to you. When it does release your spell and when you have hit the pad with three good Flipendos it will lock into place again which will earn you wizard card number 41 from Mr Ollivander. After that you will go back to the front of the shop and meet Hagrid again, then it’s off to Hogwarts at last. ~~~Night One~~~ After many cut scenes you will find yourself in the main hall of Hogwarts, all you have to do is follow Percy up the stairs and to the right then enter the door he stops next to. Once again follow him up the grand staircase and half way up you will be introduced to Peeves, not much to worry about with him so continue up until you are at the top then enter the door. Keep following Percy and you will find yourself at the portrait of the fat lady, or big boned lady if you want to be political. There isn't a lot to do at this stage of the game but you can have a look around to familiarize yourself with your surroundings by all means. When you are ready enter the portrait. Walk forward until you find Ron and after a brief chat you will be set the task of trying to sneak past Percy to get to Fred and George’s shop. Before you go, go through the archway opposite the door of the reading room and break the jar for a few beans which should give you an even 50 ready to spend in their shop. You can also open the chest in here for card #24. When you have these items go across and enter the reading room then walk forward a little way until you get a better view of the room and can see where Percy is. It takes a little bit of getting used to, to get past Percy but after a bit of practice you will get used to it, especially after he has chucked you out a few dozen times. When you are in the shop you can buy what you want but I recommend buying the bean carrying bag so you can carry more beans and halve the amount of times you have to try and get past Percy coz believe me, that gets annoying. There is also a chest by the bean carrying bag with card # 38. When you have perused their wares and are happy you can leave the shop and try to sneak past Percy again to get back to the t he is not quick enough to catch you. When you get outside Ron says he’s off to bed follow him through the common room up to the dormitory. When you reach the top of the tower you can end your first day. Well done. ~~~Day Two~~~ Your second day begins with the sunshine pouring in through the windows and you stood alone in the dormitory. Go downstairs to the common room and you will find out what your first lesson of the day is. While Hermione is chatting with you she will bring your attention to the lost and found board, use this to return items from around the grounds and you will be rewarded with wizard cards. The best time to look for lost and found items is during the day as you can walk around freely without prefects hindering your progress. Be warned though, items on the lost and found board will not appear until you have read the board, (for more information please see chapter four). When you are ready for your first lesson go over to Ron and after a short cut scene you need to follow him all the way down to the dungeon for your first Potions lesson. Before you can get there however you are delayed in the main hall by Professor McGonagall for a little lecture on house points, when she’s done carry on down to your lesson. Once again before you actually get to your lesson you are stopped by a cut scene, this time you are introduced to Malfoy, after a little back and forth you are finally free to enter the classroom, it’s a miracle you never got deducted any house points for being late. Anyway potions are very straight forward , just listen to Snape go on for a bit and you will be given a list of ingredients to get for your next lesson, don’t worry there’s time for that later. When you have the list its lesson over, if only they were that short in real life eh? After potions it’s onto Defense Against the Dark Arts, just follow Hermione. When you get to the classroom you will be set your first spell challenge, Lumos. ~~~Lumos Challenge~~~ As soon as you start there is another page for your Folio Bruti on your right so pick that up. Ignore the tapestry on your right as you can’t get past this until you have another spell. Walk forward into the next room and if need be open the chest on your right for a cauldron cake. When your ready wall sneak on the broken ledge to the left of the door being careful to avoid the moving blocks. When you’re across a cut scene will deal with the majority of the imps leaving you with just one to contend with so Flipendo him and place him in the cage provided. With this done a challenge shield will appear, pick it up. Use the chest by the cage for a health item if need be then jump across the broken bridge. Don’t worry about the falling bits at the other side; Harry will grab the edge before you plummet to your death. When you’re across enter the door in front of you. This room is quite simple and a nice easy one to break you in with. Walk forward to the light in the centre of the room then walk off to the right. Go up the ladder and grab the block up there. You can probably see exactly where the block needs to go but before you put it in the hole, move it over to the ledge by the pillar and use it to get up to a chest worth a health item if you need it. When you’re ready put the block into the hole and it will open the flaps in the centre of the room. Climb back down the ladder and jump across to the ledge left of the alcove you were just in. Flipendo the imp that is in a little niche just above you then walk along the platform opening the chests for two health items and an owl treat in the middle chest. Continue to the end of the platform and Flipendo a second imp in another niche above you then jump the next gap. Climb the ladder here and do exactly as you just did in the last alcove. Move the block over to the ledge first and use it to get up to some beans and another health chest. Now move it into the hole to reveal an owl perch. Go back to the centre of the room and call Hedwig to the perch then feed her the owl treat you collected earlier. When she has had her fill she will drop down a ladder for you to use but before you go up it, drop down to the floor of the room below you and find the two imps you knocked down just now. Do your thing with them and place each one in a cage so you can get to the ledges behind, one contains a challenge shield and wizard card #18 and the other has your third challenge shield and a health item. To get back up to the ladder you must head towards the Flipendo pad sitting on the outer wall between two burning torches, Flipendo this and part of the upper level will drop down for you to walk back up to the owl perch and ladder. Now just climb the ladder to the next room. Up here there are two imps standing on the bookcases so you should know what to do with them by now. When both of them are in there cages the door at the other end of the room will unlock allowing you to exit, but before you go c heck behind the second bookcase for another shield, then enter the next room. When the door has closed behind you pick up the spell book and the bars in front of you will sink away. Assign Lumos to a button and then light it. Walk along the wall to the left of the door, (if you were facing it) and Lumos will show you the floor boards to avoid. In the corner you will find a door, go through. Pick up the beans and open the chest for the health item if you need it then open the gold chest for card # 98. When you’re ready leave the room and light Lumos again. Follow the next wall along and when you are almost at the illuminated doorway a hidden panel will be revealed by Lumos, push it and enter. In here there are two ghosts, to get rid of them you simply have to shine Lumos on them a few times. Each time you get a hit they will disappear and reappear somewhere else in the room, just hit them again and after you have hit them about four times each they’re done for. When you have disposed of them a challenge shield will appear as will a Flipendo pad. Pick up the shield and hit the pad which will open the doorway at the far end of the next room. Open the chests in here for health item if you need it then go back out into the previous room. Light Lumos once more and continue to follow the wall along past the door and pick up the shield, behind that there is another hidden panel so push it and go through. All you need to do in here is hop up to the block on the upper ledge in here and push it off so it lands on the floor, then pull it along until it slips into the hole. With this done the last door opens allowing you to walk through the hall, picking up the beans as you go and go through the next archway. Walk to the end of the platform and then turn around so you are facing the arch you just came through. To the left of it is a Flipendo pad so hit that and a statue will be lifted up behind you. All you have to do here is shine Lumos on the statue and he will reveal some hidden platforms for you. Jump onto the first one then across to the next and turn to your right. Jump to the platform there and go through the door. Walk forward and get the challenge shield and open the chest if you need to then go back out. Climb the rest of the platforms to the top of the room and pick up the last shield. Now simply go through the crawl space, pick up the beans and walk to the dark end of the room. Light Lumos to reveal the panel and walk through. Now all you have to do is go back through the crawl space here to return to the classroom. Professor Quarrel will give you a B which will earn your house 30 points. Don't worry yet about getting the perfect grades as you need other spells to get this. You can come back later to repeat the challenge and get full marks later when you have the right spells. For now just leave the class room. ~~~Flying Practice~~~ Outside Ron will tell you it’s time for your flying lessons so follow him out into the grounds. Madam Hooch will be teaching you to fly, it’s fairly simple when you get the hang of it but it can be frustrating to start. After she has taught you to fly she will set you an exam. You need to fly through as many rings as you can in the set time. Ignore her when she says you can’t afford to miss anymore as I missed 14 rings and still managed to get a distinction. If however you get a low grade and want to improve it just speak to Madam Hooch and she will give you a chance to improve your grade. After Neville has fallen from his broom you and Malfoy pass a few words then you need to chase him around the grounds on your broom. You don’t need to catch him; you just need to catch up to him. When you do another cut scene or two will ensue so sit back and relax for a moment. When they’re done follow Ron and he will lead you to Hagrid’s hut. If you lose Ron try keeping your eyes open for Hedwig, she will lead you there too. More cut scenes follow then Hagrid says you can use his garden to find your potions ingredients. ~~~Hagrid’s Garden~~~ Enter the garden and turn left at the fountain. Go through the door and take a look around. On the shelves you will find some jars for some beans and there is a chest in the corner for some health if you need it. When you have cleaned up head up the stairs and break the jars up here so you can collect the beans when you come back down then go through the crawl space. Open the chest for card # 12 then go back through the crawl space and down the stairs. Collect the beans then stand at the bottom of the stairs and face the wall then light Lumos to reveal a hidden panel. Walk outside and follow the trail round until you find another crawl space leading into a cave. Open the chest for a cauldron cake if needed and exit through the crawl space opposite the one you came in through. Follow the trail once again and you will have your first encounter with gnomes. You can deal with these in more or less the same way as imps, Flipendo them and pick them up when they are down. When you have your first gnome take him behind the large tree on the left and you will find a hole. Get close enough to the hole so the A button says throw down hole and do it. Do this with all three gnomes and the bars in front of the Lumos statue will disappear, you know what to do. Go over and Lumos the statue and he will show you his platform. You can get on it in two ways, one is to run down the hill then back up towards the platform and Harry will jump up and grab it and the second is to use the ledge at the far end of the shed to get onto the roof and jump across that way. Either way get onto the platform and look to the left of the shed where you should see a gold chest and a little ledge leading to it, jump across and wall sneak over to the chest to get card # 10. Get back onto the platform either by dropping down and jumping back up to it or wall sneaking back across then jumping to it. Whichever way you choose, when you get onto it you will see a second one, jump to that and when your feet touch the platform the first one will disappear and another will be revealed. As you jump from each platform to another, this will keep happening so follow them round until you can jump onto the grassy ledge that leads behind the waterfall. Inside this cave off to the left there is a little plant with white flowers, walk over and pick it up and you have your first ingredient, asphodel. When you have picked the plant four more gnomes appear but don’t fret, there is a purpose. Drop back down outside the waterfall and dispose of these gnomes as you did the last and when the last one has dropped, the bars in front of the gold chest will be gone. Go over and open it up to be rewarded with card # 17. When you have got this card follow your trail back and leave the garden as this is the only ingredient you can get at this time. Outside if you talk to Ron he says it’s time for bed but before you go this is an ideal time to collect beans without a problem so when you have ended the day you can go straight to Fred & George’s shop and spend away. Don’t forget the lost and found as well, as the more cards you get the more health you get. When all is said and done end the day, phew that was a long one! ~~~Night Two~~~ The nights in this place can be a pain because of the prefects walking around just giving you hell, and as each night passes it gets tougher. I normally can’t wait to get them over with and get onto the next day. However the first night is not too bad. You will start your night up in the dormitory alone as usual so go down through the common room and into the hall beyond that to find Ron. It’s time for your wizard’s duel with Malfoy. After the cut scene you need to leave Gryffindor Tower but I would advise you to go and spend your beans first as you will be facing ghosts in a minute and you don’t want to lose the beans it has taken you so long to collect. When you’re ready, leave the tower and you will meet Ron and Hermione outside for another cut scene. When this is done you will need to follow Ron to the trophy room to meet Malfoy. When you get there Malfoy is ready for you but unfortunately he has a little trick in store. By the time he is done you are in the hidden corridor and on the run from Snape, The only way out is locked but you can open the door by finding the Alohomora spell book. Go through the crawl space shown to you by Hermione and you will find yourself in the library. Walk forward to the alcove that sits between the two sets of stairs and you will see the book sitting on it’s stand, pick it up. Assign your spell and close the book. When you have, two ghosts will come into the library so get rid of them with your Lumos spell. When they are gone a chest will appear with card # 78. Pick up the card go back to Ron and Hermione through the crawl space. Unlock the door with your new spell and go through it in the nick of time before Snape comes. After seeing Snape having a saunter, go across the corridor and go through the door that your friends are stood by. On the other side Hermione will show you what door to go through, unfortunately it’s the wrong one and you come face to face with Fluffy. After the cut scene you will be back in the other room and Hermione will show you the right door to go through. You will find yourself on the 3rd floor and all you need to do now get back to Gryffindor Tower and end your day. ~~~Day Three~~~ Go down to the common room and you will find that your first lesson is charms with Professor Flitwick so follow them down to the 2nd floor and enter the classroom they are stood outside of. ~~~Spongify Challenge~~~ When Professor Flitwick has set you your task and you have gone through the crawl space, your second challenge begins. You will be able to see another page for your Folio Bruti right in front of you when you start, so pick that up then walk through the doorway in front of you. Flipendo the fire crab to your right as you enter then keep Flipendo-ing it so that it bounces along the floor and will eventually fall down the gap. Walk around the central pillar and you will find another crab, do the same to this one and a chest will be revealed with a wizard card pack inside. When you are ready go up the staircase and pick up the spell book at the top. When you have assigned your spell, go around the other side of the wall behind the spell book and you will see an alcove with two flaming bowls in it. Stand in there and light Lumos to reveal a hidden panel, push it and go through. Shoot down the imp then hit him again so you can pick him up and put him in his cage. Now use the cage to pull yourself up to the ledge behind and get a challenge shield and a health item if you need it. Drop back down and go back into the room that had the spell book. Walk around the outside wall again until you find another alcove and light Lumos to reveal the panel, push it and go in. In this one you need to move the block over so you can use it to pull yourself up to the ledge above and get another challenge shield and stock up on health if you need to. With all this done go back out into the first room and go down the passageway that leads off from this room. Pull yourself up onto the ledge when you get there and use Spongify on the pad on the floor, then walk over it so it will spring you up onto the higher ledge. Don’t forget the challenge shield that is on the wall you just jumped over then move the block over to the crawl space and go through it. This room is a bit of a pain as you must not forget anything on the way up. When you go up you can’t come back down or it kills you, nice! Anyway first job on the agenda is to dispose of the ghosts with your Lumos so do that. With them gone you will be shown a Spongify pad in the floor so do the magic and jump up to the next level. Go through the door and get the frog if you need it then follow the passage right round into the room at the end. Use Spongify on the pad on the floor and jump to the ledge. Up here is another shield and a chest with card # 75. Collect both then go back out through the door. Go up the stairs and use the Spongify pad to jump onto the pillar that juts out from the central column, then use Flipendo on the pad on the wall of the pillar. This will raise your platform up to a new level and reveal another Spongify pad. Do your stuff and get up to the ledge just above you. Head up the stairs and jump the gap you reach at the top to get over to the platform you can see from here. Go up the next flight of stairs and use Alohomora to enter the door at the top. Follow this passage to it’s end and Flipendo the crab until it falls into oblivion. This will cause a block to drop from the ceiling. Before you go over to it, walk to the edge of the path you are on, being careful not to fall off of course, and Flipendo the pad that you can see on the far wall. This will lower the bars blocking the Lumos statue meaning you can now walk back to it and move the block over to the alcove it is sitting on and pull yourself up to it. When you have done this light Lumos and a platform will be revealed by the Flipendo pad you just hit. Walk back over there and jump onto the platform. Either side of this platform are two more alcoves, the one on your left contains a challenge shield and a gold chest with card # 8 and the one on the right contains another gold chest with card # 27. When you have them both go back to the block and move it to the hole in the floor. When this is done the pillar outside the door will light and the central platform will rotate to your side of the room. Leave this room and walk forward, then hit the Flipendo pad on the central pillar again. Once again it will move you around the room but the Spongify pad remains hidden this time, although there is another one just beyond that one. Ignore this pad for now and turn to your left where you will see another platform that you can jump to, be careful with this one though as I usually miss it at least once. When you are across enter the door. Follow the passage once more and you will find some imps at the other end, deal with them and climb up to the ledges above their cages. Light Lumos at the statue in the right hand alcove to reveal his platforms and collect the health item from the left hand alcove if you need it. Drop back down and face the wall that is blocking your way. Pull yourself onto it but don’t jump off the other side without looking where you are going. Collect the shield then hop down from the middle of the wall and you will land safely on the platform below. Pick up the next shield that’s right in front of you then turn round to face the wall you just jumped over. Hit the Flipendo pad and the bars beside you will rise letting two fire crabs out. Get rid of them both and a block will fall from the ceiling, move it into the hole in the floor. This raises the central platform once more so go back out the door you came in through. Jump back across to the platform you were on before and use the Spongify pad to get onto the raised platform. Turn to face the outside wall and use the Spongify pad to get up to the ledge above you, you will find yourself at the foot of two flights of stairs, go up the right hand side first. Go through the arch at the top and light Lumos for the statue in there. As there is nothing else to do in here go back down the stairs and up the other side.All that’s left to do now is jump onto the green platform then walk forward and exit through the crawl space. You will get a good grade for that but it can be improved upon later when you have more spells. After you have completed the challenge and been graded, Professor Flitwick will pass on a reminder from Snape about your ingredients so head on down to Hagrid’s garden, (with a lecture from Snape along the way). Before entering the garden walk over to Ron and Hagrid and have a nice little chat, then go over to the garden gate. ~~~Hagrid’s Garden~~~ Enter the garden and go into the stone building you went in the first time you were here. Inside you will find an Alohomora door that you are now able to unlock, do this and go through to find a greenhouse on your right. Go in there and you will see the second ingredient you need, dittany. When you pick it up a bunch of Doxies will fly down and bug you to hell. You can get rid of these with a couple of well aimed Flipendo but it is not necessary as you are not rewarded for your trouble. You can now go back out to the fountain and find the Spongify pad beside the building you just came out of. Use the pad to jump up to the gap between the stone building and garden wall and follow the trail round to a crawl space that leads into a cave. Go in and look around until you can see the Folio Bruti page, pick it up and then leave through the other crawl space that you haven’t used yet. Follow this path round and you will come out by a large dead tree with a hole in it’s side, in this hole is a Bowtruckle. To kill these you need to use Flipendo just like you do for most other enemies. One good hit will sort them out but it’s hard to get them targeted properly so it may take a few attempts, you need to avoid the things they throw at you so be careful. When you’re ready use the Spongify pad to get over the tree root and there is another Bowtruckle in a hole, deal with this one and use this Spongify pad to get over the next root. On this side there is a hole with two Bowtruckles, clear them out. When your way is clear, head across the bridge and walk up to the gap in the wall of the big hollow tree. In here you will see three Bowtruckles and they are standing in front of your final ingredient. Get rid of the Bowtruckles then jump across and pick it up. If you want some health drop down into the gap you just jumped over, if not just jump back across and make your way out of the garden. When you are outside you can choose to end the day or look around as you please. ~~~Night Three~~~ Another night, another challenge, although this one is also not that bad, all you have to do is beat up a fully grown troll. No, it’s not as bad as it sounds but we’ll get to that later. For now just walk down to the common room and talk to Ron. Follow him down to the great hall and make the most of your dinner as it’s about to be interrupted. While you are enjoying the lovely Halloween feast Professor Quirrell comes in screaming like a girl about a troll. Unfortunately Hermione doesn’t know about the troll so it’s Harry to the rescue. Head up to the second floor and enter the girl’s bathroom. Inside you will see your first troll but they’re not as tough as they look. To beat the troll you need to Spongify one of the pads and wait for the troll to start swinging his club above his head. Just when he is about to bring it down on your head use the pad to jump clear leaving the troll to hit the pad and have his club bounce back up and hit himself over the head. Five hits like this and he’s out cold but watch out for the rocks he will sometimes throw and get out of the way if he brings down his club without swinging it above his head first as it sends out a shock-wave that will hurt you if you are caught in it. When he is gone open the chest that appears in the middle of the room for card # 6 and use the Spongify pads to get up on top of the toilet cubicles to open the chests. If you are having trouble getting up to the gold chest that’s right in the middle then aim to catch the ledge either to the left or right of the door, when you get it open the chest has card # 68. When you are ready go over towards Hermione and slip through the rubble to face the music. When all is said and done, end your night and prepare for the next day. ~~~Day Four~~~ Go downstairs and talk to Hermione who tells you it’s time for potions, thankfully we have all the ingredients so go down to the dungeon and listen to yet another lecture. When Snape has finished he will leave you with another list of ingredients to collect but now is not the time. Fill your potion vial with Wiggenweld potion, this will come in handy later then leave the dungeon. Time for another spell challenge and this one takes place in the Herbology greenhouse so go outside and head over towards Hagrid’s but take the left fork in the path and that will lead you to the greenhouse, go in and let your next challenge commence. ~~~Diffindo Challenge~~~ Walk through the door in front of you and pick up the Folio Bruti page beside the exit. You will have to ignore the tapestry on your right because even though you are going to get the spell that can deal with these, you will not have a chance to come back to it. You will have to wait until you can repeat the challenge. Go out through the door and you will find yourself faced with another troll, deal with this one in the same way you did the last. When he is defeated a tree will fall providing you with a bridge, before you cross though don’t forget to pick up the shield that is now by the door you came out through. Walk onto the bridge but don’t cross it all the way, drop down and get the gnome. Drop him into the hole at the end of the path then get the other one and do the same. When they are gone, walk to the other end of the path and pick up the challenge shield, you can then walk back to the other end and use the tree root to get back up and cross the bridge properly. Follow the path and jump over the two fallen tree trunks. Stop before the trunk that is resting above your head and you will see the Flipendo pad on its side, hit it and it will sort out those Horklumps for you. Ignore the shield surrounded by the remaining Horklumps for now as you can’t get rid of these ones yet, just follow the path round until you come to another bridge, drop down here. At one end of the path is a perch for Hedwig and at the other is a chest with an owl treat. Get the treat out of the chest then walk into the dark corner behind the chest and light Lumos, you will see a hidden panel in the brick wall, push it and you will find a gold chest with card # 19. Take the owl treat down to the perch and call Hedwig then give her the treat, (don’t forget to get the shield that’s on your right on your way to the perch). When Hedwig has had her fill she will fan away the pile of leaves by her perch to uncover a Lumos statue, you should know the drill by now. He will light up some platforms that you can now use to get back up to where you were, then cross the bridge. When you get across you will see the Diffindo spell book but it is being guarded by two Gytrashes, use Lumos on them in the same way you do the ghosts and they will be gone in no time leaving you free to pick up the spell book. Assign the spell then target the ropes on the bridge. Hit them with your new spell and it will cut straight through them bringing down the bridge for you It will also bring down two gnomes but after trolls they’re nothing now so get rid of them in the hole provided then open the new chest and get card # 57. Before going up the bridge walk over to the opposite corner and you will find a group of Horklumps, hit one with Flipendo then when it has shrunk in size, get it with Diffindo. Do this with each of the Horklumps and they are gone for good. Okay now you know what to do with Horklumps walk back across the bridge you came over on and back track to the Horklumps you passed earlier and dispose of them to get the shield. Now you can go up the bridge you just lowered. At the top you need to stand on the platform that is being held up by a rope and use Diffindo. This will cause you to fall but don’t worry, it doesn’t hurt. Run around the tree until you can find a shield hidden behind a root, then leave through the tunnel in the rock-face. You will come out by another troll and an open space that has a sort of assault course theme to it. First things first, get rid of the troll. Empty the chest that you get when he’s out cold and you will get card # 26. When you have done that walk past the sleeping troll and follow the path round until you find a grassy ramp. Go up this and you will see a shield in a nook, pick it up. Continue on round the tree and you will find another shield, when you have picked that up go back to the opening of the tunnel you came in through. Take a stroll down the other side of the tree and jump over the tree root blocking your path. On your right is another chest with card # 87. Finally go back to the tunnel opening one more time. Go up the ramp that starts at the tunnels mouth and turn left. Jump the gap and follow the ledge then jump the next gap. Keep going and jump yet another gap so you land onto the tree branch, walk to the end of this and jump off onto the grassy ledge. Turn left here and walk along this ledge until you get to the thrashing roots. Wall sneak past these roots and good luck because I get hit by them nearly every time I do this. When you get past them go on a little way more and get rid of the Horklumps blocking your path. When you are past them there will be another gap to jump so do that then walk to the end of the grassy ledge. You will now be able to jump back onto the tree via anther ledge in front of you then across to another one that has an archway on it. Go through the arch and follow the wooden path up and jump yet another gap! When you reach the end of the path you might be able to see a green verge on your right that you should jump to, but before you do look over the edge of the ledge you are stood on and you will see a chest, hop down and open it for card # 84. When you have this pull yourself back up and jump across to the grassy bit yonder. Get the imp down off his perch and get him in his cage and you will get another shield. As you pick this one up you will be able to see another in the distance behind a Horklump, use Flipendo and Diffindo to get rid of it and pick up the shield. When you have it go through the crawl space the Horklump was blocking. When the crawl space has been blocked off, leave the shed via the doorway and you will come face to face with the Venemous Tentacula oooh! Don’t worry you won’t get to fight it yet as Professor Sprout comes in and ends your challenge. With eight shields you should have some good house points and a good grade. Now all you have to do is leave the greenhouse. Now you can explore or end your day, the choice is yours. ~~~Night Four~~~ It’s Christmas time at Hogwarts and time for a midnight stroll. With your new invisibility cloak you can go and look up Nicholas Flamel in the restricted section. With the aid of your cloak it’s easy enough to get into the section you need. Follow Ron down to the common room and after a cut scene it’s off to the library. Go down to the second floor and enter the library annex. Upon entering you will notice the place is crawling with prefects but you will also be wearing your father’s cloak. You can walk freely about as although they can hear you, they can’t see you, just don’t walk into anyone. Go over towards the main entrance into the library but go right when you reach the door. On this side you will find a grey door that is the entrance into the restricted section, mind the prefect stood in front of the door so slip by him and go inside. In here you have a lot of prefects walking around the bookshelves, find your way to the other end of the room without hitting a prefect along the way and don’t walk directly in front of them or they will see the tip of your wand and kick you out meaning you have to start over. When you reach the far side go through the crawl space, phew! In this room you can move more freely but don’t go too far into the room without emptying the chest there because those bookcases will close behind you and there’s no going back. Open the chest and get card # 25 and get the Folio Bruti page from the corner. When you have both of these items walk forward and the bookcases will close behind you. Oh you’re going to love this room. Run over to the far corner of the room and climb the ladder there then wall sneak across to the next ledge, avoiding the books that are putting themselves away. Climb the next ladder and wall sneak again. When you reach the other side and walk onto the middle of this ledge, the centre bit will rise up and take you to another level, walk to the far end of the ledge you are on and Flipendo the pad on the far side wall. This moves the far platform out a bit meaning Harry can now jump the distance so do so, then wall sneak again! The middle of this next ledge will also rise up and you can jump across to the next platform, just watch out for books as a hit from those can cause you to fall all the way down again. Keep jumping from ledge to ledge around the room until you reach the stone ledge with a tapestry on it. Use Diffindo on the tapestry and go through the doorway. Empty the chests of their health items if you need it and go through the door at the other end of this room. You will now find yourself in a large room with two ghosts, you know the score. When the ghosts are gone a Spongify pad appears, use it and get up to the ledge above. Walk to the right hand side and hit the Flipendo pad then drop back down and go through the newly opened bookcase. Against the wall you will find another Flipendo pad, hit it and the middle of the room will open and bring up another rotating cog device like the one in Mr Ollivander's shop, do to that exactly what you did to the other one. Three hits and the bookcase on the other side of the room will part giving you access to this part of the room but before you go rushing in like a bull at a gate, beware of the prefect that is in there. All you are looking for is a ladder on the end of a bookcase on your left hand side just as you pass the bookcase that opened, climb that and the prefect is non the wiser. Jump across to the Lumos statue on your right and do your stuff. When he has revealed his platforms, climb back down the ladder and run so the prefect doesn’t see you and get back over to the other side of the room where you hit the first Flipendo pad. When you get there pull yourself up onto the platforms and get the book you are after from the stand in the corner on top of the bookcase. Now you have to find your way out of here. Go out through the door you came in by, you’ll know you have the right one because only one will open. When you walk through the room the bookcases will move and reveal another crawl space, use it. When you come out the other side the earlier bookcases will have moved back into place leaving your path clear. You are now wearing the invisibility cloak again and it’s time to get past all those prefects and now Filch too. When you have the safety of the hall again you will get a cut scene so just heave a sigh of relief and sit back for a mo. After you have watched Peeves run off with your book you must chase him up the stairs and into the fifth floor. Go into the classroom that has previously been off limits and get your book back and you can have another breather during a cut scene. All that’s left to do now is end the night. ~~~Day Five~~~ Day Five You start your day at breakfast and finally get your nimbus 2000. Before you can try it out however, you have another charms class and it’s time to get your last spell. Go on up to Professor Flitwick's room and prepare for your last challenge. ~~~Incendio Challenge~~~ Start out by walking up the stairs and into the main room, you will be able to see the spell book but not get to it, don’t worry we’ll get it in a minute. The first thing in front of you will be a shield so pick it up then deal with the fire crab by pushing it off the edge with Flipendo. Keep walking around until you find a Flipendo pad which will bring out a platform beside you, walk across it and shine Lumos onto the statue. You can now use the platforms to get to the upper level so do that now, collecting a challenge shield as you go. When you are up you can pick up another shield between the two small pillars on your right then go back to the fire-spewing hog statue by the green platforms you came up by. Wait until he has just shot a flame out of his mouth, then chase the flame down the path and when you are in the next room, move aside quickly before his next flame comes down after you. Follow the passage round and up the stairs into another room and Spongify the pad on the floor. Use this to propel yourself up to the next ledge being careful to time your jumps between the flames. Repeat the process up to the next ledge and then wall sneak across to another one but mind the flames that come out of the wall. Spongify one last pad and you are at the top of the room. Up here you will find a block, push it over the edge so it falls to the very bottom of the room, then turn around and look for an owl perch on one ledge and two chests on another. Wall sneak over to the chests first and get the owl treat then wall sneak across both walls to get to the perch. Call Hedwig and feed her the treat and she will drop a ladder down so you can reach the bottom of the room the not so painful way, so sneak back across to the other platform and descend the ladder. Get hold of the block you pushed down earlier and put it in the hole in the corner of the room. This will stop the hog in the main room from breathing fire and put him out of action but it will also lock the door to the room you are in and release two fire crabs. You will also notice that a large hole in the floor has appeared so Flipendo the crabs and knock them down that hole, when they are gone the door will be open again. When you have cleared the room, Spongify your way back up the first two pads and you will find a challenge shield on the next platform. Go out the door and directly facing you will be an Alohomora door, do your magic and go through. Open the chest in here and you will get card # 92, you can then go back out and return to the main room. When you get there you will see a Flipendo pad on the belly of the hog that is now facing upwards, hit it and it will lower the first set of bars.