Harry Potter and the Chamber of Secrets FAQ MMMMM MMMMM MMM MMM MMM MMMM MM MM MMM MMM MM MM MMMM`MM , MMM MMM ' , MM MM ' ,M M M MMM MMM ,MM` MM MM MMMMMM M MMM MMMMMMMMMM MM MM MM MM MMMMMMMM MMM MMM MM MM MM MMM MMM MMM MM MMM M MM MM MMMM MM MMM MMM MMMMMMM MMMM MM MM MM MMM MMM MMM M MMMM MM MM MMMMM MMM MMMM MMMMM MM MM MM MM MMMM. MM `MMMMMM `MM`MMMM MMMMMMMM MMMM` MM MMM MM M `MMM MM ,MM M MMM MM MMM 'MMMMM MM , MMM ,.MM MM MM MM MMMMM MM M MMMM' MM MM'-'MM MM MM ,MMM MMMMMM MMMM,MMM MM MM MM MM 'M M MM MM `MM ` MM MM MM MM MMMM` MM ' MMM MM MM MM MM MM MM MM MMMM, MMM MM MM `MMM' MM MM ` MM MM MM '` MMMM MMM ' MM 'M MMM 'MM and MMMM M the CHAMBER of SECRETS "Harry Potter and the Chamber of Secrets" o------------------------------------------------------------------------------o | ~~FAQ/Walkthrough~~ | | ~~Created September 1, 2007~~ | o------------------------o---------------------------o--------------o----------o | RATED E (FOR EVERYONE) | "By KrocTheDoc" | Version 1.07 | For PC | o------------------------o---------------------------o--------------o----------o ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | | Table of Contents | | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o=-=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o |Ch.#| Name of Chapter/Section |SEARCH| Description | o=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o-=-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o |(01)| Version History | VERS | Update descriptions. | o=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o=-=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o |(02)| Introduction | INTR | The introduction to this FAQ. | o-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o |(03)| Game Basics |BASICS| The basic info about this game. | o=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o-=-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o | 3a | Controls | CTRL | The game's controls. | | 3b | Items | ITEM | A list of the game's items. | | 3c | Spells |SPELLS| A list of the spells you learn. | | 3d | Dueling | DUEL | Information about dueling. | | 3e | Quidditch | QUID | Information about Quidditch. | | 3f | Enemy List | ENMY | A list of the game's enemies. | | 3g | Character List |CHARAC| A list of the game's characters. | o-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o=-=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o |(04)| Walkthrough | WALK | How to beat the game 100%. | o=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o-=-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o | 4a | Opening Story | OPEN | The game's opening sequence. | | 4b | The Whomping Willow |WILLOW| Getting to Hogwarts. | | 4c | School Grounds (Night) |NIGHT1| The school grounds at nighttime. | | 4d | Entrance Hall | HALL1| Going to bed (cut-scene). | | 4e | Grand Staircase |STAIR1| Going to DADA class. | | 4f | Defense Against the Dark Arts |DATDA1| Learning Rictusempra. | | 4g | Rictusempra Challenge |RICTUS| The first spell challenge. | | 4h | Entrance Hall | HALL2| Going to the HPC Chamber. | | 4i | Bonus Bean Room |BEANS1| The first bonus bean trip. | | 4j | School Grounds (Day) | DAY1 | The school grounds at dayttime. | | 4k | Quidditch Pitch |PRCTCE| Quidditch practice. | | 4l | Entrance Hall | HALL3| Going to potions class. | | 4m | Potions |POTION| Taking your potions lesson. | | 4n | Entrance Hall | HALL4| A cut-scene. | | 4o | Grand Staircase |STAIR2| The cut-scene continued. | | 4p | Entrance Hall | HALL5| Going to the Grand Staircase. | | 4q | Grand Staircase |STAIR3| Going to Charms class. | | 4r | Charms |CHARMS| Learning Skurge. | | 4s | Skurge Challenge |SKURGE| The second spell challenge. | | 4t | Entrance Hall | HALL5| Going to the HPC Chamber. | | 4u | Bonus Bean Room |BEANS2| The second bonus bean trip. | | 4v | Grand Staircase |STAIR4| A cut-scene. | | 4w | Entrance Hall | HALL6| Going to the Dungeons. | | 4x | Powdered Bicorn Horn Quest |BICORN| Getting the Bicorn Horn. | | 4y | Entrance Hall | HALL7| Going to the Great Hall. | | 4z | Great Hall |GREAT1| Learning how to duel. | |4aa | Entrance Hall | HALL9| Fighting the duel opponents. | |4bb | School Grounds (Day) | DAY2 | The school grounds at dayttime. | |4cc | Herbology | HERB | Learning Diffindo. | |4dd | Diffindo Challenge |DIFFND| Your third spell challenge. | |4ee | School Grounds (Day) | DAY3 | Going to the greenhouse. | |4ff | Shredded Boomslang Skin Quest | SKIN | Getting the Boomslang Skin. | |4gg | Entrance Hall |HALL10| Going to the HPC Chamber. | |4hh | Bonus Bean Room |BEANS3| The third bonus bean trip. | |4ii | Entrance Hall |HALL11| Going to the Grand Staircase. | |4jj | Grand Staircase |STAIR5| Finding Nick petrified. | |4kk | Entrance Hall |HALL12| Following Goyle. | |4ll | A Bit of Goyle Quest | ABIT | Getting a bit of Goyle. | |4mm | Grand Staircase |STAIR6| Completing the potion. | |4nn | Entrance Hall |HALL13| Following a Slytherin. | |4oo | Slytherin Common Room |SLYTHR| Questioning Draco. | |4pp | Entrance Hall |HALL14| Going to the Grand Staircase. | |4qq | Grand Staircase |STAIR7| Going to DADA class. | |4rr | Defense Against the Dark Arts |DATDA2| Learning Spongify. | |4ss | Spongify Challenge |SPONGE| The final spell challenge. | |4tt | Entrance Hall |HALL15| Getting the final E hall secrets.| |4uu | School Grounds (Day) | DAY4 | Getting the final day secrets. | |4vv | Entrance Hall |HALL16| Going to the Grand Staircase. | |4ww | Grand Staircase |STAIR8| Getting the final stair secrets. | |4xx | Entrance Hall |HALL17| Going to the HPC Chamber. | |4yy | Bonus Bean Room |BEANS4| The final bonus bean trip. | |4zz | Entrance Hall |HALL18| Following Ron to the staircase. | |4aaa| Grand Staircase |STAIR9| Going to Myrtle's bathroom. | |4bbb| Entrance Hall |HALL19| Going outside. | |4ccc| School Grounds (Night) |NIGHT2| Going to Hagrid's Hut. | |4ddd| The Forbidden Forest |FOREST| Following the spiders. | |4eee| Grand Staircase |CASE10| The mystery solution. | |4fff| The Chamber of Secrets |SECRET| The final stage of the game. | |4ggg| The Final Fight |FFIGHT| Fighting the Basilisk. | |4hhh| Grand Staircase |CASE11| A cut-scene. | |4iii| Entrance Hall |HALL20| Finishing the game. | |4jjj| Grand Staircase |CASE12| Opening the SWC door. | |4kkk| The Gold Wizard Card Challenge|WIZARD| Getting the 11 GWCs. | |4lll| Grand Staircase |CASE13| Going to the Entrance Hall. | |4mmm| Entrance Hall |HALL21| Going to the Great Hall. | |4nnn| Ending |ENDING| The game's ending sequence. | o-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o=-=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o |(05)| Appendicies |APPEND| The guide's closing chapters. | o=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o-=-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-o | 5a | Bean Traders |TRADER| A list of all the bean traders. | | 5b | Dueling Guide | DUEL | A guide for the duel opponents. | | 5c | Qudditch Guide |QDITCH| Tips for playing Quidditch. | | 5d | Famous Witches and Wizards |FAMOUS| Famous witches and wizards list. | | 5e | Legal Disclaimer |LEGALD| READ! Legal info about this FAQ. | | 5f | Contact Information |CONTAC| Read this before contacting me. | | 5g | Credits |CREDIT| A list of people I want to thank.| o-=-=o=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o=-=-=-o-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=o ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (01) | Version History | VERS | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- +--------------------+--------------+ | September 8, 2007 | Version 1.00 | +--------------------+--------------+------------------------------------------- | The FAQ is complete, meaning every secret/wizard card is | in there. +---------------------------------------------------------- +--------------------+--------------+ | September 15, 2007 | Version 1.05 | +--------------------+--------------+------------------------------------------- | Fixed some errors such as the Appendecies header not | being in the table, grammatical errors, and added a sig. | at the bottom. +---------------------------------------------------------- +--------------------+--------------+ | October 1, 2007 | Version 1.06 | +--------------------+--------------+------------------------------------------- | Removed dividers breaking cut-scenes and added headers | for the two parts of the Chamber of Secrets. The | description of the start menu also got another paragraph | break. +---------------------------------------------------------- +--------------------+--------------+ | October 11, 2007 | Version 1.07 | +--------------------+--------------+------------------------------------------- | Made a few extremely minor alterations to the FAQ, none | of which are actually worth detailing. This will most | likely be the last update to the FAQ. +---------------------------------------------------------- ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (02) | Introduction | INTR | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- Welcome to my FAQ for Harry Potter and the Chamber of Secrets. I'm pretty much a HP nut, so I loved this game and decided to help others beat it with 100% items. This is my sixth FAQ for GameFAQs and my second PC FAQ. Have fun! Being a second-year at Hogwarts means more difficult challenges, harder spells, and tougher enemies. You'll have to learn four second-year spells to progress through the game while solving the mystery of the Chamber of Secrets. This mix of casual schoolwork and deathly mystery provides an enjoyable experience. The Version History chapter will tell you about the changes made in each update, the Game Basics gives you basic information about the game. If you read it, you'll be able to skip a lot of cut-scenes that you wouldn't of been able to do otherwise. The Walkthrough is the longest chapter of the guide, telling you how to beat the game with all 101 Wizard Cards and 116 secrets in 66 sub-sections. The Appendicies chapter contains extra information about mini-games and also includes the credits and legal information. ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (03) | Game Basics | BASICS | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- o------------------------------------------------------------------------------o | 3a Controls CTRL | o------------------------------------------------------------------------------o ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Arrow Keys ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The arrow keys are the only way to move Harry. The up key moves him forward, the down key moves him backward, while the left and right keys move him left and right. You can combine a vertical key with a lateral one to make Harry move in a cardinal direction, such as northeast or southwest. You can move while casting spells if you use the mouse button. However, if you use the Alt key, then holding the arrow keys only serves to aim your spells, and you cannot move while aiming them. Unlike in games where you use an analog stick, you can't control the speed of Harry's movement. You're either holding the button and making him run or he's not moving at all. Because you're using keys instead of a joystick, you can't make him walk or tiptoe. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Left Mouse Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The left mouse button is one way to cast spells in this game. Hold left and Harry will begin charging up his wand. Move the mouse to aim your spell. Spells can only be cast on particular objects or targets, so you'll have to aim at them if you want to cast a spell. Also, the targets a particular spell can hit vary, so you can't hit all targets with all spells. When you aim at something you can hit, the spell's symbol will appear over the target. Release the mouse button and the spell will hit the target. If you're behind a door or the object is somehow blocked, you may need to cast your spell from a different angle. When you hit something with a spell, something will happen. Sometimes the object will be destroyed or cut, while other times it will be moved. Whatever it is, it usually helps you progress through an area. The good thing about using the mouse is that you can move while casting spells. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Right Mouse Button ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The right mouse button is one way to jump in this game. Press right and Harry will leap into the air, allowing him to reach higher ledges and spell targets. You can aim spells and jump at the same time. If Harry reaches a ledge when you jump, he'll pull himself onto it. This is extremely important, as it is the only way Harry can progress through certain areas. Harry jumps pretty far, so you can make it across most gaps. There are a lot of switches in this game that require you to jump on them in order to activate them, usually opening up a wall. You can distinguish switches from normal terrain as they do not fit in with the rest of the flooring. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alt Key ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Alt key is one other way to cast spells in this game. Hold alt and Harry will begin charging up his wand. Use the arrow keys to aim your spell. Spells can only be casted on particular objects or targets, so you'll have to aim at them if you want to cast a spell. Also, the targets a particular spell can hit vary, so you can't hit all targets with all spells. When you aim at something you can hit, the spell's symbol will appear over the target. Release the alt key and the spell will hit the target. If you're behind a door or the object is somehow blocked, you may need to cast your spell from a different angle. When you hit something with a spell, something will happen. Sometimes the object will be destroyed or cut, while other times it will be moved. Whatever it is, it usually helps you progress through an area. When you use the alt key, the arrow keys serve to aim, so you cannot move while using alt to cast. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ctrl Key ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Ctrl key is one other way to jump in this game. Press right and Harry will leap into the air, allowing him to reach higher ledges and spell targets. You can aim spells and jump at the same time. If Harry reaches a ledge when you jump, he'll pull himself onto it. This is extremely important, as it is the only way Harry can progress through certain areas. Harry jumps pretty far, so you can make it across most gaps. There are a lot of switches in this game that require you to jump on them in order to activate them, usually opening up a wall. You can distinguish switches from normal terrain as they do not fit in with the rest of the flooring. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spacebar ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ After you take your potions lesson with Professor Snape, you'll be able to mix Wiggenweld potions in the cauldrons around Hogwarts, provided you have enough Wiggentree bark and Flobberworm mucous. If you want to drink a potion, press the spacebar. Harry will chug it, restoring about a scar of health. This should only be done when you're low on energy, as it will otherwise be a waste. If you've only lost a little health, chocolate frogs are the best solution. Whenever you drink a potion, a number will appear showing you how many potions you have left. You can also view this number in the start menu, as well as the number of potion ingredients you have. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Esc Key ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Esc key allows you to pause the game and view the start menu. Press it again to resume the game. The Esc key is good when you need to do something during the game, but are in a dangerous situation. You'll find many buttons on the start menu. In the bottom left corner you should see a red X. Click it to quit the game. Next to the X is the input menu. Use it to change the controls. In the opposite corner you'll find a green arrow. Click it to resume the game. Next to that is the sound/video options. The middle of the screen has five buttons. The big book in the middle, called the Folio Magi, allows you to view all the wizard cards you have collected. It will also allow you to see the pictures on the cards and read the text on them. You can use the arrows to scroll through the groups of ten cards and click on the card symbols to change between Bronze, Silver, and Gold. Click on the 5-pointed star and you'll be able to view your time for each spell challenge compared to the total of the time you start with plus the time each Challenge Star is worth. Click the wand on the screen and you'll be able to see the rankings in the dueling club, which is a top 10 list. If you click the Golden Snitch, you'll be able to view the number of points you have for each Quidditch match. Pressing the 4-point star will allow you to view a map of where you are. The Gryffindor crest symbol at the top shows you how many House Points you have. Click it and you can see how many points each house has. On the left and right of that you'll find counters for your items. You can see beans, secrets, Wiggenweld potions, Wiggentree bark, and Flobberworm mucous. o------------------------------------------------------------------------------o | 4b Items ITEM | o------------------------------------------------------------------------------o ================================================================================ Collectibles ================================================================================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bertie Bott's Every Flavor Beans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In pretty much every area you visit in the game, you'll find various colored beans scattered all over the place. Collect them to trade them with people around Hogwarts (the trading system was set up by Fred and George). They're littered all over the levels, so massing them up is extremely easy. Once you've had your dueling lesson, you can also duel students for beans. You have to bet a certain number of beans to duel (keep in mind you'll lose these beans if you don't win), but will win them back as well as your opponent's if you win. As you defeat more duelists, the number of duelists goes up, as well as the number of beans you need to bet. The bean traders stand still and throw a bean up and down. If you approach them, they'll tell you what they're offering and a box will show up telling you what the price is and gives you the option to accept or decline. The traders trade potion ingredients, wizard cards, and Quidditch supplies. Flobberworm mucous costs 50 beans, Wiggentree bark costs 75, bronze cards range from about 150-200, silver ones range from about 200-275, while Quidditch armor and a Nimbus 2001 cost 500 and 700 respectively. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chocolate Frogs ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Around Hogwarts, you'll find chocolate-colored frogs that hop around. They try to avoid you, making them hard to get. However, if you manage to get one, your health will be slightly boosted. This is useful after fighting a difficult group of enemies. Sometimes frogs can be found in chests, though they are usually out in the open. A few chests even contain more than one frog. I suggest cornering the frogs to make grabbing them easier. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Famous Witches and Wizards Cards ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Famous Witches and Wizard Cards are trading cards of famous sorcerers. They come in three types: bronze, silver, and gold. Cards can often be found in chests and are somewhat rare, though there is good reason to take the time to look for them. Whenever you collect ten bronze cards, you're health is boosted by one scar. This means you can get a total of 6 scars, as you start with one and there are 50 bronze cards to be found. Silver cards give you a key for every ten cards collected. Gold cards can only be gotten once you unlock the door on the first floor, which can only be unlocked if you get all the keys by collecting all 40 silver cards. Once you do so, you can take the Gold Wizard Card Challenge, where you'll find all 11 cards. You can often find cards in secrets and chests. Bronze cards usually are found in regular chests, while silver cards are always found in secrets. Also, some of the bean traders will trade cards. The bronze cards can range from 150-200 in price, while the silver cards range from around 200-275. This guide will tell you how to get all 101 cards. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flobberworm Mucous ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flobberworm mucous is one of the two ingredients needed to make the Wiggenweld potion, the other being Wiggentree bark. You can find it in bottles, usually on tables or shelves (though sometimes it can be found on the ground). Around Hogwarts you'll see black steaming cauldrons. Walk up to one and you'll make as many Wiggenweld potions as you can (you need one blob of mucous and one piece of bark per potion). Before you can do this, you need to take the potions lesson with Professor Snape. Press the spacebar to drink a potion, which increases your health by about a whole scar. These are most useful in difficult stages and boss battles. In the start menu, you can view how much Flobberworm mucous you have. You can also view how many pieces of Wiggentree bark you have as well as how many Wiggenweld potions you have. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wiggentree Bark ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wiggentree bark is one of the two ingredients needed to make the Wiggenweld potion, the other being Flobberworm mucous. You can find it in bottles, usually on tables or shelves (though sometimes it can be found on the ground). Also, you'll get a piece of bark everytime you defeat a Bowtruckle (this can greatly imbalance your bark to mucous ratio). Around Hogwarts you'll see black steaming cauldrons. Walk up to one and you'll make as many Wiggenweld potions as you can (you need one piece of bark and one blob of mucous per potion). Before you can do this, you need to take the potions lesson with Professor Snape. Press the spacebar to drink a potion, which increases your health by about a whole scar. These are most useful in difficult stages and boss battles. In the start menu, you can view how many pieces of Wiggentree bark you have. You can also view how many peices of Wiggentree bark you have as well as how many Wiggenweld potions you have. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wiggenweld Potions ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Wiggenweld potions are health-restoring drinks you can make once you take a potions lesson with Professor Snape. You'll need one piece of Wiggentree bark and one blob of Flobberworm mucous for each potion. Walk up to one of the black steaming cauldrons around Hogwarts and Harry will automatically mix as many potions as he can, adding them to your inventory. When you want to drink one, press the spacebar. Harry will chug a potion, restoring about a scar of health. This is most useful in difficult stages and boss battles. In the start menu, you can view how many potions you have, as well as how much Flobberworm mucous and Wiggentree bark you have. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nimbus 2001 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Nimbus 2001 is the best racing broom available to the general public. Talk to Fred near the Quidditch pitch. If you pay him 700 beans, he'll give you the Nimbus 2001, which is faster than Harry's old Nimbus 2000. This allows you to catch the snitch faster, letting you get more House Points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quidditch Armor ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Quidditch armor protects Harry during Quidditch matches. Talk to George near the Quidditch pitch. If you pay him 500 beans, he'll give you the armor, which soften blows from bludgers and the enemy seeker. This allows you to catch the snitch sooner, letting you get more House Points. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Powdered Bicorn Horn ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Powdered Bicorn Horn is the first of the ingredients to the Polyjuice Potion that Hermoine requires you to get for her. You'll have to go through a long quest in Snape's dungeons and corridors in order to get it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shredded Boomslang Skin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Shredded Boomslang skin is the second of the ingredients to the Polyjuice Potion that Hermoine requires you to get for her. You'll have to go through a quest in the greenhouse area in order to get it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Bit of Goyle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A Bit of Goyle is the third of the ingredients to the Polyjuice Potion that Hermione requires you to get for her. You'll have to go through a long, multi- environment quest in the dungeons in order to get it. ================================================================================ Containers, Switches, and Misc. ================================================================================ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Save Book ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll often come across floating books. Touch them to save the current state of your game. When you faint, you reappear when and where you last touched a Save Book, with your item count and health being as it was when you touched the book. Save Books are frequent in challenges and quests, so you shouldn't have to worry about doing large portions of the levels over again. There are also many exceptions to the rule. Cut-scenes usually act as Save Books, as do quest completions, etc. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Secrets ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Secrets are special hidden areas throughout the various levels. Usually, you'll access them by casting a spell on a part of the wall. If you see a gargoyle, casting Lumos will often reveal a glowing wall that counts as a secret. In each level, you can press the start menu and you should see a treasure chest lock icon. The fraction under it represents how many secrets you've found/how many secrets you can find in that area. 99% of the time, secrets will contain chests, and 99% of the time, those chests contain either beans, a wizard card, or both. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chests ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Throughout Hogwarts, you'll find chests, which come in three forms: wooden, gold , and metal. Open them by casting Alohomora, which will yield a wizard card or beans. Chests also can contain chocolate frogs. Beware, however, that some chests contain Peeves, who will then proceed to attack you. Chests are almost always found in secrets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Statues ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The castle contains various statues (including wizard, dragon, and witch statues) that can be hit with Flipendo to get some beans. You can hit these more than one time to get more beans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sets of Armor ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Sets of knight armor are found throughout the castle, usually in hallways. Hit them with Flipendo (you can hit them more than once, usually) to get beans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Tan Cauldrons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The castle contains many tan cauldrons, which you can tip for some beans. You can only hit these once. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Jewelry Boxes ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the castle, there are some tables that contain jewelry boxes. Hit them with Alohomora until they stay open to get beans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Watering Cans ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In the Diffindo challenge and greenhouse area, you'll find watering cans, which you can tip over with Flipendo for beans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flower Pots ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flower pots are found in the Diffindo Challenge and greenhosue area. You can tip over the larger ones with no soil for beans. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Black Cauldrons ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Throughout Hogwarts, you'll find steaming, bubbling cauldrons. After you've had your potions lesson with Snape, you can walk up to these to mix Wiggenweld potions. Note that you need one blob of Flobberworm mucous and one piece of Wiggentree bark per potion. Press the spacebar to use a potion and restore about a scar of health. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flipendo Switch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flipendo switches are found in walls, on items, and just everywhere. They look like Flipendo's symbol, which is a swirly mark. Cast Flipendo on these to cause something to happen, usually allowing you to progress (some Flipendo switches have to do with secrets). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Floor Switch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You can activate a floor switch by jumping on it, which usually opens up a wall or a secret. You distinguish floor switches because they do not fit in with the rest of the flooring. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Plates ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ In many areas of the levels, you'll find plates with the picture of a Fire Crab or a Giant Snail. Sometimes these are on the walls of pits or cages, indicating that you should push them into said pit or cage. When you find a plate, the creature in question is always nearby. Push them to the plate to make something happen (you'll usually have to push more than one in), almost always opening a door blocking your progression. o------------------------------------------------------------------------------o | 4c Spells SPELLS | o------------------------------------------------------------------------------o If you want to cast a spell, hold the left mouse button or the Alt key and use the arrow keys/mouse to aim. When the sparkly aiming "crosshair" is aimed at something you can cast a spell on, the spell in question's symbol will appear on the target. Release the button to cast the spell. Note that sometimes walls or barriers block your spell. ================================================================================ First-Year Spells ================================================================================ These are the spells Harry starts out with, meaning you don't have to learn them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flipendo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Flipendo, the knock-back jinx, allows you to tip and push things. It's symbol is an orange swirly mark, and it can be used to press switches with the swirly mark on them, usually leading to new passages or a secret. Try the spell on items you'll find in the castle. Flipendo can knock many of them over and get you beans. You can also knock back Fire Crabs and Giant Snails once you've stunned them with Rictusempra. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alohomora ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alohomora is a nifty spell that allows you to open locks. This is most useful for opening the various chests throughout Hogwarts, which contains items such as beans, wizard cards, and chocolate frogs. You can also use Alohomora on locks to open doors. The Alohomora symbol is a blue lock. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lumos ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lumos is a spell that can only be cast on gargoyles. Its symbol is a yellow crescent moon. Cast it on a gargoyle and your wand tip will light up. This also makes certain invisible ledges or walls glow. You can use the ledges to reach new areas and you can actually walk through the glowing walls. ================================================================================ Dueling Spells ================================================================================ [NOTE: Rictusempra can be used in dueling, though since it's a second-year spell as well, it will not be listed.] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mimblewimble ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Casting Mimblewimble on your opponent will cripple the accuracy of their next spell. This is good for sneaking in an extra Rictusempra. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Expelliarmus ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ When your opponent fires a spell at you, you can use Expelliarmus (you have to click at the right time) to deflect your spell back at your opponent. Note that there is no limit to how many times this can be done, although your opponent will eventually mess up and get hit. ================================================================================ Second-Year Spells ================================================================================ Harry will have to learn four different spells throughout the game. Once you go to class, you'll be asked to stand in front of the spell's symbol as a wand moves its way around the symbol. You have to hit the corresponding arrow keys as it passes over the arrows on the symbol. There are three rounds to each spell, each requiring more arrow key taps. The first round will give you five House Points, the second gets you ten, and the third gets you fifteen. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rictusempra ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rictusempra, the first spell you learn in Defense Against the Dark Arts, is a stunning spell. Its main use is stunning the various creatures you'll run into on your journey, such as Fire Crabs and Giant Snails. Anytime you run into a creature that tries to hurt you, Rictusempra will usually get rid of it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skurge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Skurge, learned in Charms class on the second floor, is a useful spell allowing you to destroy ectoplasm, which are green blobs left behind by ghosts. It's also used to fight agains Peeves. Skurge is the only way to get past the ectoplasm that blocks your path. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Diffindo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You'll learn this in Herbology, taught by Professor Sprout in the greenhouse. Diffindo, the severing charm, allows you to cut things that block your path, such as vines, ropes, and spiderwebs. Throughout the adventure, you'll also encounter plant-based enemies such as Bowtruckles, Venomous Tentaculas, and Horklumps. You can use Diffindo to defeat them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spongify ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spongify, learned from Lockhart in Defense Against the Dark Arts, is the last spell you'll learn in the game. You'll often find carpets on the ground with springs on them. Cast Spongify on them to activate them, then jump into the air to be propelled to new places. Each carpet has a pre-set amount of force and will take you in a different direction (though it is possible to fight against the direction). o------------------------------------------------------------------------------o | 4d Dueling DUEL | o------------------------------------------------------------------------------o After you complete the Powdered Bicorn Horn Quest, a student will tell you that they're starting a dueling club in the Great Hall. Once you defeat Draco in a practice duel, you'll be able to challenge people in the antechamber outside the Great Hall. Walk up to someone and a box will appear showing you how many beans you need to bet to duel them and the option to accept or decline. If you win the duel, you get your beans plus your opponent's (which is equal to the amount of beans you bet). If you lose, your opponent wins the beans. There are three spells you can use in dueling. Switch through them using the right mouse button or the spacebar. The spells are Rictusempra, which drains your opponent's health, Mimblewimble, which decreases the accuracy of your opponent's spells, and Expelliarmus, which deflects your opponent's spells back to them. Use the left mouse button or the Ctrl key to cast your spells and the left and right arrow keys (if you use the mouse button, you can move while casting) to dodge spells. You cannot jump or drink potions while dueling. As you defeat more and more opponents, the opponents available to duel increase in number. There are ten opponents to duel in total, and the last one will give you 200 beans if you win. You can continue dueling the opponents for more beans as many times as you wish. o------------------------------------------------------------------------------o | 4e Quidditch QUID | o------------------------------------------------------------------------------o After the first House Point Ceremony, Oliver Wood will take you to the Quidditch Pitch, telling you it's time to practice. After you complete the practice session, you'll be able to play the Quidditch matches. If you want to play Quidditch, walk up to the blackboard and you'll get a screen of the available matches. As you progress through the game, you'll be able to play more and more matches. During Quidditch, use the mouse or the arrow keys to steer Harry, who automatically zones in on the Snitch. There are two bars at the bottom of the screen, one showing how close Harry is to the Snitch and the other showing how close the enemy seeker is. When the enemy seeker is close to you, you can't catch the Snitch, and the rate at which you gain on the Snitch decreases dramatically. To get him/her out of your way, go near him and bash the mouse button until their bar is empty, giving you some time to get closer to the snitch. Bludgers will try to hit you and can lower your bar, as does hitting into things like the hoops. Throughout the game, Gryffindor is lagging behind, with the other team constantly scoring. They rely on your ability to catch the Snitch. If you win the match, the difference between the scores becomes the amount of House Points you earn for Gryffindor. You can replay the matches an unlimited time to try and get the best possible score. The last match is versus Slytherin for the Quidditch Cup, and includes the scene where Harry and Draco fly through the trench around the pitch. o------------------------------------------------------------------------------o | 4f Enemy List ENMY | o------------------------------------------------------------------------------o Your adventure includes various different types of enemies. This section will list all of them and rank them in difficult using a star system, one being the least difficult and five being the most difficult. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fire Crab ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : **** The Fire Crab is probably one of the most annoying enemies you'll face, when in large groups. They look like large crabs with red jewels. When one sees you, it turns around and spits fire at you. If you keep moving, you will not get hit. However, when they are in groups of three or four, they will hit you often and you'll need to be quick if you expect to kill them. They can fire from extremely far away, although there is a significant wait between attacks. After they spit some fire, it stays on the ground, and that can still hurt you even after the main attack is over. Hit the crab with Rictusempra to stun it for a while. Usually, there's a Fire Crab plate nearby, so push it onto the plate to make something happen, almost always allowing you to progress. There is a variation of the Fire Crab which is the same only has purple jewels and is much larger, called the Giant Fire Crab. They take two Rictusempras to stun. Also, if you walk into the fire their attacks leave on the ground, it will split into tons of larger fireballs, which can hurt you even more. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Giant Snail ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** The Giant Snail is just a huge orange snail. They're considerably easier than Fire Crabs. Giant Snails will roam around the place until you see you. When one spots you, it will charge towards you at an alarmingly fast rate. If you touch them or the acid trail they leave behind, you'll lose health. Rictusempra will stun them temporarily. There will usually be a Giant Snail plate nearby, so push it onto the plate to make something happen, almost always allowing you to progress. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gnome ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * Gnomes are little misers you'll find in a few areas. If you touch them, they'll steal some of your beans. There is a gnome hole nearby (which is a hole in the wall boarded up with wood), so stun the gnome with Flipendo. If you walk toward it, you will pick it up. Use the left mouse button or the Alt key to throw it into the hole, killing it permanently. You'll also get any beans it had or stole. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ectoplasm ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * Ectoplasm is a ghostly green substance that looks like green gelatin. Blobs of it usually block your path, and touching them will cause damage. They can't move or actually attack you, so you can just use Skurge to get rid of them. Ectoplasm often holds items, and destroying it will activate a swing or something similair. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Cornish Pixie ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** Cornish pixies look like blue fairies that fly around the place. If they see you , they'll try to bite you, but a Rictusempra will kill them. They often come in large packs in areas where attacking them is inconvenient, so you might get hit. Some of the pixies are much larger and take two hits to kill. These guys, however, shouldn't give you much trouble. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Small Spider ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * Small spiders are barely visible. They'll crawl around the place and will crawl onto your robes when you go near them. If you stand still (which you shouldn't be), they'll cause some damage if they hang long on, but you can kill them by simply stepping on them. If you keep moving, they won't be able to hurt you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Horklump ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * Horklumps are white mushrooms that always come in large packs. When you get near them, they'll release some toxic gas. If you keep a safe distance, the gas won't hurt you, and you can even jump over them. Diffindo allows you to cut them and thereby destroy their toxic propertries, but they come in such large numbers that it's usually best to avoid them. Gnomes will turn them into beans which you can then collect. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spiky Prickly Plant ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** Spiky Prickly Plants are thorned mushroom-like plants that you'll find in grassy areas. If you get close, they'll shoot out spikes that will hurt you (though you can jump them). Cut them with Diffindo (it's usually wiser to just avoid them) to kill them. Beware that cutting them releases the spikes as well, so keep a safe distance away when you try to cut one. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Venomous Tentacula ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : *** Venomous Tentaculas are plant-like creatures with two long arms (which have mouths at the end). If you get close, they'll bite you, causing significant damage. It is possible to avoid them, but it's safer to sever them using Diffindo. Don't aim at their middle, as this only temporarily stuns them. It's better to sever their arms, eliminating the threat. These usually come in fairly large packs. There is also a giant four-armed tentacula found in the Forbidden Forest. You can stun it just the same, however, so it shouldn't be much trouble. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bowtruckle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ** Bowtruckles are wooden monsters that throw pieces of bark at you. If you keep moving, you have a good chance of not getting hit, though you might get hit anyways. If you kill them (use Diffindo), you'll get a piece of Wiggentree bark. Though this is good, it can severely imbalance your bark to mucous ratio. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Large Spider ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : * Large spiders are normal-sized and will attack you if they spot you. However, despite the fact that their damage is pretty high, they're slow and are defeated by a simple Rictusempra, making them easy to deal with. They often come in groups, but are not hard to kill anyways. Some of them take two or three hits to kill, so beware. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Imp ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : ***** Imps are evil little creatures that are always found in packs of two to three. If they see you, they'll charge at you at a fast rate and can cause significant damage. Flipendo will temporarily stun them. Due to the fast rate at which they revive, it's difficult to kill two or more of them when in a room with limited space. Therefore, it's usually a better idea to avoid them. However, this is not as easy as with other enemies, as they actually chase after you beyond their starting point (like they'll drop off a ledge and continue chasing you). o------------------------------------------------------------------------------o | 4g Character List CHARAC | o------------------------------------------------------------------------------o ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Harry Potter ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You play as Harry Potter, the only boy to have survived Avada Kedavra, the killing curse. He is able to cast a variety of spells. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ron Weasley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ron Weasley, Harry's best friend, rescues him at the beginning of the game. They take the flying Ford Anglia to school as they miss the train, narrowly escaping expulsion due to exposing the wizarding world to muggles. Ron will often lead you to classes or new areas. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hermoine Granger ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Hermoine, Harry's other best friend, is an exceptional student who loves to study. She makes the Polyjuice Potion you'll be needing to get into the Slytherin Common Room and often reminds you when it's time for class. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fred Weasley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fred Weasley, Ron's older brother, has set up a bean trading system along with his twin, George Weasley. You can trade Bertie Bott's Every Flavor Beans to get various items. Fred himself trades you a Nimbus 2001. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ George Weasley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ George Weasley, Ron's older brother, has set up a bean trading system along with his twin, Fred Weasley. You can trade Bertie Bott's Every Flavor Beans to get various items. George himself trades you Quidditch armor. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Percy Weasley ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Percy Weasley, Ron's pompous older brother, is a Gyrffindor prefect who can be found in and near the Gryffindor Common Room. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lucius Malfoy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Lucius Malfoy, Draco's unpleasant father, slips a book into Ginny Weasley's cauldron. He also appears to send Hagrid to Azkaban and remove Dumbledore from the school. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Draco Malfoy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Draco Malfoy, Harry's arch rival, is a Slytherin student. You'll have to talk to him in the common room as Goyle to learn about the Chamber of Secrets. You also duel him in a practice duel. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gregory Goyle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gregory Goyle, one of Draco's cronies, is the person you'll be transforming into so you can get into the Slytherin Common Room and ask Draco about the Chamber of Secrets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oliver Wood ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Oliver Wood, captain of the Gryffindor Quidditch team, will lead you to the pitch for practice. He'll give you a practice lesson to let you learn how to play Quidditch. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Misc. Students ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Random students patrol the corridors of Hogwarts. There are about ten different people and they are reused. They are not named. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Argus Filch ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Argus Filch, the school caretaker, gets mad at you for breaking a valuable vase. This is the first time Harry hears the monster. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mrs. Norris ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mrs. Norris, Filch's cat, is petrified near the beginning of the game. She is found on the second floor, with the message, "The Chamber of Secrets has been opened. Enemies of the Heir, beware," written in blood. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Madame Pomfrey ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Madame Pomfrey, the school nurse, is found on the fourth floor. You can visit her office and the Hospital Wing. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rubeus Hagrid ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Rubeus Hagrid, the school gamekeeper, can be found near his hut on the grounds. Later in the game, Lucius sends him to Azkaban. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Albus Dumbledore ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Albus Dumbledore is the Headmaster of Hogwarts. Though an extraordinay headmaster he is, the attacks on students makes Lucius remove him. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Minerva McGonagall ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Minerva McGonagall is head of Gryffindor and the Transfiguration teacher. She catches Harry by a petrified Nearly Headless Nick, forcing her to take you to Dumbledore's office. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gilderoy Lockhart ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Gilderoy Lockhart is the most self-obsessed person in the world. He is the Defense Against the Dark Arts teacher and is probably more concerned with his achievements than he is with teaching. At the end of the game, he tries to leave when given the responsibility of rescuing Ginny in the chamber. His memory charm against Harry backfires and causes him to forget who he is. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Severus Snape ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Severus Snape is the Potions master and will teach you to brew the Wiggenweld potion. This restores a chunk of your health. He can also be found wandering the dungeon corridors. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Filius Flitwick ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Professor Flitwick teaches Charms on the second floor. He will teach you the Skurge spell and will also tell you about the Chamber of Secrets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pomona Sprout ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Professor Sprout teaches Diffindo in the greenhouse on the grounds. She will teach you Diffindo, the severing charm. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nearly Headless Nick ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Nearly Headless Nick, the ghost of Gryffindor Tower, shows you the door to the Gold Wizard Card Challenge, which can only be opened if you collect all 40 Silver Wizard Cards. You will also find him petrified on the first floor later in the game, forcing McGonagall to send you to Dumbledore's office. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Moaning Myrtle ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Moaning Myrtle is the ghost of a student found in the girls' bathroom on the second floor. She is constantly having tantrums and flooding the place, so the bathroom is out of order. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Misc. Ghosts ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Random ghosts patrol the Grand Staircase and other areas of the castle. They are not named. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Aragog ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Aragog is Hagrid's pet acromantula. He sent him to the Forbidden Forest because it was believed that Hagrid opened the Chamber of Secrets and the monster was Aragog. However, Aragog sets you straight, but then tries to feed you to his children. ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (04) | Walkthrough | WALK | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- This will tell you how to beat the game with all the wizard cards and secrets, step by step. Be warned that I am under the assumption you will use this start to finish. If you skip to some random part, you may be confused or lost. Whenever you pick up a wizard card, a number will pop up. That number tells you how many wizard cards you've gotten overall. When you find a secret, a number will pop up telling you how many secrets you've found in that area. o------------------------------------------------------------------------------o | 4a Opening Story OPEN | o------------------------------------------------------------------------------o Harry Potter lived at Number Four, Privet Drive with his horrible aunt and uncle and their hateful son, Dudley. Even though he was a wizard, he couldn't escape from his prison because he wasn't allowed to use magic outside of school. One night, a house elf named Dobby appeared in his bedroom to warn him not to go back to school or he would be threatened by mortal danger. Shortly after, his best friend Ron and his brothers, Fred and George, came to rescue him in their dad's flying Ford Anglia. They took him to their house, the Burrow, where he spent the rest of the summer before traveling to Diagon Alley by Floo Powder. In the book store, Flourish and Blotts, Gilderoy Lockhart was signing his latest book. He pulled Harry Potter from the crowd and took the opportunity to announce that he would be teaching Defense Against the Dark Arts at Hogwarts. Draco Malfoy, Harry's arch rival from school, made rude remarks about his little showing with Lockhart. Ginny defend him and Draco's father came to give Ginny a book, helping out the "poor and needy". Unfortunately, Ron and Harry missed the train. They decide to take the flying Ford Anglia to get to school on time. The ride is a little bumpy. Ron almost crashes into an airplane. They eventually make it Hogwarts. However, Ron crashes the car into a giant tree on the grounds, known as the Whomping Willow. Harry has fainted, but he gets up. Ron is trapped by the branch of the Whomping Willow, forcing you to help him. o------------------------------------------------------------------------------o | 4b The Whomping Willow WILLOW | o------------------------------------------------------------------------------o There are two secrets here. Secrets are special areas hidden by the developers. If you go to the start menu, there's a treasure chest lock with a fraction at the top of the screen. That represents how many secrets you've found in an area and how many there are total. When you find a secret, you'll hear a distinctive noise. Head forward past the first branch. The second branch goes up and down. Go past it when it's up and head into the building on the left. As Harry tells you, Alohomora the chest. You'll get some beans. Now head right and up the stairs. Harry will tell you he can climb over low walls by simply walking into them. Now you'll find a gargoyle. If you cast Lumos on them, you'll be able to use glowing ledges and go through glowing walls. Head through the glowing wall on the right and into a courtyard with a Save Book. Touch it and it will save the current state of your game. If you faint, you'll reappear where you touched the save book, though there are quite a few exceptions. Cast Alohomora on the dragon fountain to get some beans, then head through the hallway on your left. Push the luggage using the Flipendo spell (it has the Flipendo mark on it). Flipendo can be used on anything with its symbol, as well as some things that do not have its symbol. Use the trunk to climb over the wall. Head under the next branch. You should see a chest and a glowing crack in the wall. Open the chest for a chocolate frog, which you can pick up to boost your energy. Now Alohomora the crack to open the first SECRET (1). Continue and go past a third branch. Ron will tell you to cast Flipendo on the tree's sensitive spot. Do so and you'll free Ron. Now you have to follow Ron into the next hallway. Cast Lumos on the gargoyle and head up the ledges on your left. As Ron tells you, Lumos can reveal magically hidden ledges and blocks. Hit the Save Book. Go left and jump around the ledges to get some beans, then push the Flipendo block in the middle to get to Ron. Follow him to a hall, then cast Lumos on the gargoyle on your left to head through the lighted door. Hit the Flipendo switch with a spell to raise a stairway. Just in front of the door Ron opens for you are two archdoors Cast Alohomora on the right one to open up another SECRET (2). Get the beans in the chest, then continue Ron to a courtyard. First, on the side of the room you came and the side you're facing, you'll find two sets of armor. Hit them with Flipendo two times each for beans, then get the BRONZE WIZARD CARD (1). Bronze Wizard Cards are trading cards of famous witches and wizards. Every time you collect 10, you'll get an extra scar of health. This guide will tell you how to get all fifty. You can view how many cards you have in the Folio Magi (the purple book on the star menu), as well as silver and gold cards. Continue following Ron to reach the school grounds. o------------------------------------------------------------------------------o | 4c School Grounds (Night) NIGHT1 | o------------------------------------------------------------------------------o There are six secrets to be found, but we won't be able to get them all now. Head forward to reach the main grounds. Drop down. You should see a dragon statue. After hitting its front with a few Flipendos to get beans, head right of it. Open up the chest on your left for beans. You'll see the closed gates of the Quidditch Pitch and blue Hogwarts banners above the gates. Hit the banners with Alohomoras to open up a SECRET (1). In the secret, you'll some beans as well as a chest containing your very first SILVER WIZARD CARD (1). Silver Wizard Cards are rarer than bronze, as there's only 40 of them, and every 10 you get will give you a key to a special area of Hogwarts. Head back to the dragon statue and follow Ron. From the path he's taking, head right and you should see a chest on a platform. Open it for some beans, then head back to Ron. We could actually get another secret, but we're going to hold off on it as we can't get all the goodies inside just yet. Follow Ron into the castle. o------------------------------------------------------------------------------o | 4d Entrance Hall HALL1 | o------------------------------------------------------------------------------o There are a whopping twelve secrets in the hall (which includes the dungeons, the common room, and the corridor leading to the Grand Staircase), but once again, we can only get a very small amount. Head to the left side of the stairs to find a chest with beans. Go up the stairs and Flipendo each set of armor two times for more beans. Take the lefthand path through the corridor and you should see a mirror on your right. Cast Alohomora on it to open a SECRET (1). Behind the mirror you will find a bean-marked path leading to a chest with more beans. Head back to the mirror and continue through the corridor. Go up the small set of stairs on your right. There's a big witch statue in front of you, so Flipendo it three times for beans. Go up the stairs on your right and to the end of the hallway. On your left is a wizard statue. Cast Flipendo to move it back, revealing the switch. The switch will open up a SECRET (2). You'll find a few beans as well as a cauldron. We can't use the cauldron yet, so open the chest to get a SILVER WIZARD CARD (2). Head back out of the secret and go down the stairs opposite it. Head left and you should see Ron. We're done with secrets, so follow him up the winding stairs. After a bit of arguing over the password, Hermione will find the two of you and give you the password, after berating you for the flying car incident. Hermione states the password, then Fred and George tell you about the bean trading system. You can use the beans you collect to trade with the people who are throwing bean up and down. They have various prizes from cards to potion ingredients. A cut-scene will take place. Harry and Ron became heroes due to the flying car incident. Harry slept well and looked forward to his first day at Hogwarts. After Hermione goes on a bit like a fangirl about Lockhart, she'll tell you to follow her to class. Follow them up the stairs and through the corridor. Head up the middle stairs and through the door, which leads to the Grand Staircase. o------------------------------------------------------------------------------o | 4e Grand Staircase STAIR1 | o------------------------------------------------------------------------------o There are ten secrets here, and we can actually find a good number of them right now. First, head down the stairs near the start to the bottom of the room. Get used to not doing what we're supposed to right away, as there's usually secrets to find and items to collect. Make a left U-turn and you'll see a Save Book and a chest. Open the chest for a BRONZE WIZARD CARD (2). There are a bunch of people to trade with, but ignore them for now. Head up the stairs and then make a right. You should see a set of incomplete stairs. Stand on them and it will begin moving. Jump to the first floor when the stairs come to the ledge. Nearly Headless Nick will show you the doorway that you can unlock by collecting the forty Silver Wizard Cards. When the cut-scene is over (you can skip them by pressin Enter), Flipendo the cauldrons on either side for beans. Whenever you see containers, you can probably knock them over for beans. Go back and take the stairs to the second floor. Head through the corridor. Use Alohomora to open the chests on the tables. Keep Alohomoraing them until they stay open for maximum beans. Continue and look on your left at the turn. Flipendo the carved image to open a SECRET (1). You can open the chest for some beans. Go back to the turn and head back to the moving staircases. Take the stairs to the third floor. Ignore Ron and Hermione and continue onward to the fourth floor. At the start, immediately Alohomora the left picture to open a SECRET (2). There are some beans as well as a chest with more beans. Continue through the fourth floor corridor and cast Flipendo on the wizard statue as many times as you can for beans. Go right into the Hospital Wing. There are four pictures, two the front and two on the back. Cast Flipendo on all four to open a SECRET (3). At the bottom of the newly opened stairs you'll find a chest with a SILVER WIZARD CARD (3). Continue past the stairs and into the hallway at the end of the Hospital Wing. Look on your left and cast Lumos on the gargoyle, then continue down the spiral stairs on the right. Use the glowing ledge to reach the chest, which contains a BRONZE WIZARD CARD (3). Continue down the spiraling stairs to Madame Pomfrey's Office. Flipenod the cauldrons on either side for beans, then head down one of the archways to reach the bottom of the office. Turn around to find a chest, which also has BRONZE WIZARD CARD (4). Head out of the office and up the stairs. Go past the picture room and leave the fourth floor. Go down to the third floor and follow Ron and Hermione. Some students will break a rare vase and run away. Filch will blame it on you and Harry will start hearing a strange voice yelling "COME... COME TO ME... LET ME RIP YOU..." After the cut-scene is over, Flipendo the cauldron near the vase for beans. Continue through the third floor corridor. Look on your left and Alohomora the funny brick on the wall to open a SECRET (4). Go down the ledges to find a gnome. To defeat a gnome, cast Flipendo on it, then walk into it to pick it up. Use ALT to throw it in one of the gnome holes. This will score you some beans. Now hit the chest with Alohomora for more beans, then head back up the ledges. Follow Ron to the classroom, but don't actually go in. First, cast Alohomora on the crack on the right wall to open another SECRET (5). Open the chest for some beans, then head into the classroom. o------------------------------------------------------------------------------o | 4f Defense Against the Dark Arts DATDA1 | o------------------------------------------------------------------------------o After Lockhart boasts on about himself for about five hours, he'll call Harry up to demonstrate the first spell - Rictusempra. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell 1 - Rictusempra ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is how you learn a spell : the spell's symbol (which is a red arrow in this case) appears on the screen. A wand will move its way across the symbol. You have to hit the arrow keys according to the arrows on the symbol as the wand passes over it. There three stages to each spell, which get harder as they go on. The first one is easy and has only two different arrows. You shouldn't have trouble. Hit all of them and you'll get 5 House Points. The next stage is a bit harder. This one uses two arrows, but there are more of them. You'll get 10 House Points. The third stage, worth 15 House Points, uses three arrow keys. You shouldn't have trouble with any spells, as they're all incredibly simple. When you finish, you'll proceed to take the Rictusempra Challenge. o------------------------------------------------------------------------------o | 4g Rictusempra Challenge RICTUS | o------------------------------------------------------------------------------o Challenge Stars - 10 Difficulty - 3/10 There are seven secrets to be found, and we're capable of getting all of them. Lockhart will explain that the objective is to collect the Completion Star at the end of the challenge. Along the way, you have to collect Challenge Stars, which boost your timer. The higher your timer is when you reach the end of the challenge, the more House Points you will be awarded. Head forward at the start into a room where Lockhart will tell you about Fire Crabs. They like to spit fire at you, but you can use Rictusempra to push them around. Do so and push it into the Fire Crab plate in the middle, opening the door in the back. When you push an enemy onto its plate, something happens that allows you to progress. Head forward and get the CHALLENGE STAR (1). Stand on the footplate and push the Fire Crab onto the plate, which causes the platform to raise. Turn around to your right and jump to the chest. Inside are some beans and a BRONZE WIZARD CARD (5). Head across the plank and you'll reach a room with Giant Snails. These work like Fire Crabs, except they charge at you. If you touch them or the acid trails they leave behind, you'll lose health. First, on the sides of the room, you'll notice four Fire Crabs. You'll want to push the first snail into its plate, causing the star to lower, then push the Flipendo block nearby to the star. This allows you to jump from it and reach the CHALLENGE STAR (2). Push the first two Fire Crabs (which are behind grates) into the plates in their caged rooms. Now hit the second snail and put it in the plate. On your right is another Flipendo block. Push it up, then head to the other side. First, push the Fire Crab into the plate, then head the Flipendo block again to push it to the middle. Now head to the Flipendo block on the other side. Push it near the other block, allowing you to use them to get the CHALLENGE STAR (3). Put the final Fire Crab into its plate, which lowers a chest containg a SILVER WIZARD CARD (4). Head into the next room and go through the corridors, ignore the snails. Lockhart will explain that gnomes can be stunned with Flipendo. Do so and walk into it to throw it in the hole, getting you some beans. Head up the stairway and use the Save Book, then cast Alohomora on the picture of Lockhart to open a SECRET (1). The chest inside contains some beans. Continue up the next stairway and look on your right. You should see a chest, which contains beans and a BRONZE WIZARD CARD (6). Head into the next room. A trapdoor will lower, preventing you from progressing. The side doors open to reveal a pair of Fire Crabs. Push them into the plates to raise the trapdoor and get the CHALLENGE STAR (4). Ignore the snails and continue to a room with Fire Crabs. There are alcoves on the side walls with plates. Push the crabs on both sides into their plates to raise a set of stairs. Head up the left stairs and follow the path left, putting you over the entrance. You should see a picture of Lockhart. Cast Alohomora on it to find a gargoyle. Cast Lumos on it and continue along the walkway. Go through the glowing door, which is a SECRET (2) containing a CHALLENGE STAR (5). Drop down to the right stairs and head to the back of the room. Get the CHALLENGE STAR (6). Look on your left and you should see a chocolate frog and a Flipendo switch. Hit the switch to open a SECRET (3). Inside is a chest with beans and a SILVER WIZARD CARD (5). Continue to the sixth star and Flipendo the bar to lower it. Head down and immediately look on your right to find a chest containing beans and a BRONZE WIZARD CARD (7). Head down the stairs and ignore the snail. You'll come to a room with a bunch of Flipendo switches and pictures of Lockhart. The switches rotate the corresponding rings of Lockhart pictures on the wall (like the top one moves the second one). When all three rings have the portrait depicted on the gate above the gate, the gate opens. First, spin the rings so they're all showing the portrait displayed on the left door, opening it. Go through and hit the footplate (don't forget the bean chest) to lower the star. Now open the right door for a footplate (and a bean chest) that lowers the CHALLENGE STAR enough for you to get it (7). Rotate the rings to open the middle door and continue onward. Tip the cauldron on your left for some beans, then head right and use the footplate to take the elevator. Turn around at the top and go through to a bean chest, then head back and continue. Use the Save Book. Look on your left wall to find a gargoyle to cast Lumos on. Head past the snails and look on the right wall to find a glowing wall, which is a SECRET (4). The chest contains some beans. Go out and continue, looking on the right wall for a picture of Lockhart. Alohomora the portrait to open another SECRET (5). The chest also has beans. Go past the secret and you'll come to a room with a bunch of ledges that you have to climb. Head down (don't forget the beans on the ledges) and go around the corners of the room, making a U-turn. Now jump up a bunch of ledges, then again in the other direction to reach the top. Push the Fire Crab into the plate on the right, lowering some stairs and opening the door. Tip the cauldron for some beans, then head left and avoid the snails. After a few turns, you'll go up some stairs leading to a CHALLENGE STAR (8). Get the frog if you need, then continue. Tip another cauldron and head right. You should see a chest at the other end. Open it for a BRONZE WIZARD CARD (8). Continue into a room where a door slams and two Fire Crabs drop on either side. Push them both into the plates to open the door. Get the CHALLENGE STAR (9). Look on your right as you enter the hallway to find a chest, which contains the level's last BRONZE WIZARD CARD (9). Now head the other way. On the right wall where the Save Book is, you'll find a Flipendo switch. Hit it to open a SECRET (6). The chest contains a few beans plus a SILVER WIZARD CARD (6). Keep going into the tower room, where the Completion Star is. First, push the first Fire Crab into the pit in the middle. This causes the tower to lower, along with the pit (which is its base). Start going up the ramp and push three more Fire Crabs into it, fully activating the pit. Now drop down to the ground floor, and then to the pit. You won't lose any life as long as you don't drop directly into the pit. Look for a huge wooden door, then Alohomora the Lockhart picture on it to open a doorway. Head up the stairs and cast Alohomora on another Lockhart picture to open the final SECRET (7). Press the two footplates to open another room. Throw the gnome into the right hole and open the chest for some beans as well as the last SILVER WIZARD CARD (7). Head up the stairs past the secret and get the last CHALLENGE STAR (10). The door automatically opens. Go up the ramp, ignoring the Fire Crabs, to a bunch of wooden sticks jutting out of the wall. Wait for it to go in, then jump past. They get faster as you go on, so you'll have to be more careful. Get the beans along the way. At the end, jump to get the COMPLETION STAR (1). The amount of House Points you get depends on your time left. You'll automatically exit the challenge. o------------------------------------------------------------------------------o | 4h Entrance Hall HALL2 | o------------------------------------------------------------------------------o You exit outside a door above the stairs in the Entrance Hall. The first thing you want to do is go back in the challenge. Complete it again using the above guide, but skip all the secrets (except for those that have stars), chests, and beans. Just get all 10 Challenge Stars and the Completion Star to get the quickest possible time. Every time you break your personal high score, you get extra House Points (though the amount extra is very little). You should get about 30 extra. Go out of the challenge hall and head right. A girl will pop out and tell you the House Point Ceremony is about to start. Rictusempra doesn't let us get anymore secrets, so follow her around the balcony to the chamber on the other side. Albus Dumbledore, headmaster of Hogwarts, will introduce him to the Weekly House Point Ceremony Chamber. The house with the most point wins a visit to the bonus bean room. The length of the visit depends on the size of their lead. You should almost definitely be ahead, so you'll be able to go in the bean room. o------------------------------------------------------------------------------o | 4i Bonus Bean Room BEANS1 | o------------------------------------------------------------------------------o The bean room is HUGE, and you won't be able to access even half of its hallways yet. Go left at the start and jump the gap. Go into the corridor and you'll see a chest. Chests take too long to open and collect, so just get the beans around the chest and go in the next door. You'll go through a series of rooms in which you should collect the beans around the chest. You appear outside at the bottom level. Collect the beans around the place, then head back into the chest rooms. Head back to the start jump the gap with the waterfall. Go into the next corridor and head right. Collect the beans along the pathway, then drop down and start opening chests on the ground floor. Get as many as you can. Your time limit should expire soon. o------------------------------------------------------------------------------o | 4j School Grounds (Day) DAY1 | o------------------------------------------------------------------------------o You appear outside the school. Oliver Wood, the Quidditch captain, will tell you to follow him to the pitch for practice. We have a secret and beans to get first , so head left and turn around to face the castle. You should see that platform again. The chest is refilled, so get more beans. We can't get most of the eight secrets (and we're not going to get one of the ones we could, as we can't harness its full potential. Head to the dragon statue and Flipendo it for beans. Go left and open the chest on your left for more beans, then head into the archdoor on your right. This leads to Hagrid's Hut. Get the beans on the tree stumps, then jump from one stump to the tall stump in the pigs' pen to get the BRONZE WIZARD CARD (10). Nice, now you have two scars of health. This makes it easier to fight enemies. You can use the Save Book on the side of the hut. Go around the back of the hut to find a chest with beans, then head back to the Quidditch Pitch and cast Alohomora on the Hogwarts banner, opening a SECRET (1). Get the beans in the chest and go to the pitch. o------------------------------------------------------------------------------o | 4k Quidditch Pitch PRCTCE | o------------------------------------------------------------------------------o The Keeper has to defend the goal hoops from offending Chasers, who will try to throw the ball into the hoops. The blackish Bludgers fly around and try to hit you, but the Beaters will try to keep them away from you. Your job as the Seeker is to catch the Golden Snitch, which ends the game. Basically, use the mouse to move around (Harry automatically homes in on the Snitch, but you can adjust his position). A bar at the bottom of the screen shows how close you are to the Snitch. When it flashes red, click the left mouse button to catch it. You also have to get the enemy seeker out of the way by flying near them and pressing the left mouse button over and over. The first thing you have to do is catch a Snitch. This is pie since there's no enemy Seeker. Once you do that, the Gryffindor Quidditch team comes to beef up the difficulty a tiny bit. Play the mock game of Quidditch Wood assigns. Just beat the Seeker out of the way like hell when she comes near you and catch the Snitch when you're close enough. A bar at the bottom of the screen also shows how close the enemy Seeker is. The house of the enemy Seeker is displayed next to the bar. When a Bludger comes, fly out of the way to dodge it. The object is to get the Snitch as fast as possible, so really hammer the hell out of the enemy Seeker when (s)he is near. Ron and Hermione comes, followed by the Slytherin team. Malfoy's dad bought the entire team the new Nimbus 2001 brooms. Malfoy is also the new Seeker of the Slytherin team. Hermione accuses Malfoy of buying his way into the team, and Malfoy calls her a Mudblood, which is a dirty word for someone who can perform magic but has non-magical, or Muggle, parents. Harry stops Ron from starting a fight and the scene cuts to the castle. o------------------------------------------------------------------------------o | 4l Entrance Hall HALL3 | o------------------------------------------------------------------------------o The scene explains what a Mudblood is and says October arrived with a muddy chill. A different kind of chill would soon set in as well. Hermione tells you it's time for Potions class with Snape in the dungeons. Follow her down the entrance stairs and into the right corridor. Head through the hallway into the dark and long hallway known as the dungeons. Take the left hall that Hermione takes and keep going to the potions classroom. o------------------------------------------------------------------------------o | 4m Potions POTION | o------------------------------------------------------------------------------o Snape will explain that you'll be learning the Wiggenweld Potion. It requires two ingredients, Wiggentree Bark and Flobberworm Mucous, and can only be brewed in the black bubbling cauldrons found around Hogwarts. Snape will call you up to demonstrate how the potion is made. The potion restores almost a full scar of health, so it's good to pack quite a few of them. Follow his directions and open the chest with Alohomora. Pick up the ingredients and walk over to the cauldron to automatically mix it. You now have a bottle. Press spacebar to drink it, which should only be done when you're low on health. Snape goes on to tell a lecture about the history of Flobberworm Mucous extraction and the scene cuts to outside the class. You'll find the ingredients in bottles around Hogwarts, though they are not extremely common. o------------------------------------------------------------------------------o | 4n Entrance Hall HALL4 | o------------------------------------------------------------------------------o Ron will comment how he knew everything he wanted to about Flobberworm Mucous. Harry once again hears the voice... "COME... COME TO ME... LET ME RIP YOU..." However, Hermione and Ron didn't notice. Harry leads them back to the entrance hall and up the stairs. They go to the grand staircase. o------------------------------------------------------------------------------o | 4o Grand Staircase STAIR2 | o------------------------------------------------------------------------------o The trio heads into the second floor corridor. At the end of the hall, they find Mrs. Norris, Filch's cat, hanging petrified. Above her are the words "The Chamber of Secrets has been opened. Enemies of the Heir, beware." written in blood. Malfoy says "Enemies of the Heir, Beware. You'll be next, Mudbloods." Dumbledore comes and asks everyone to return to their dormitories and the scene cuts back to the castle. o------------------------------------------------------------------------------o | 4p Entrance Hall HALL4 | o------------------------------------------------------------------------------o Everyone at Hogwarts was disturbed by the words and Mrs. Norris' petrification. Rumors and speculation spread like wildfire. Hermione in particular was affected. Harry and Ron became sure she was up to something, but whatever it was , she remained tight-lipped. The scene cuts to outside the common room stairs. Hermione tells you it's time for Charms class with Professor Flitwick. She plans to ask him about the Chamber of Secrets. Follow her to the Grand Staircase. o------------------------------------------------------------------------------o | 4q Grand Staircase STAIR3 | o------------------------------------------------------------------------------o Head to the second floor. Follow Hermione into the Charms classroom. o------------------------------------------------------------------------------o | 4r Charms CHARMS | o------------------------------------------------------------------------------o After Flitwick annouces you'll be learning the Skurge spell, Hermione will ask him to explain about the Chamber of Secrets. Flitwick explains that their were four founders to Hogwarts : Godric Gryffindor, Helga Hufflepuff, Rowena Ravenclaw, and Salazar Slytherin. Slytherin wanted to admit only wizard-born students to Hogwarts. The other founders refused, and as a result, Salazar left the school. According to legend, Slytherin left a secret chamber behind that only his true heir could open, and that a horrible monster lived within. The monster would be controllable by the heir to purge students who were not wizard- born. Flitwick dismisses the idea and moves on to call Harry to demonstrate the Skurge Charm. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell 2 - Skurge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Skurge symbol is basically like a three-leaf clover. The first level requires you to hit two different arrows, the second two again, and the third three. You'll notice that each level simply repeats a pattern four times. Really , there's no challenge in hitting these arrows, as all the spells are incredibly simple and don't increase in difficulty. If you beat all three lessons, you'll get 30 House Points total. It's time for you to do the Skurge Challenge. o------------------------------------------------------------------------------o | 4s Skurge Challenge SKURGE | o------------------------------------------------------------------------------o Challenge Stars - 10 Difficulty - 5/10 Flitwick basically explains that you have to get the Completion Star as quickly as possible and collect Challenge Stars blah blah, what Lockhear told you. He notes that the Completion Star is a few floors below you. I find it funny how they make it seem so close yet you have to go through so much crap to get it. In the next challenge, it's even visible from the start! There are seven secrets, by the way, to be found here. Hit the armor at the start for beans as many times as you can, then go forward. Flitwick will explain that ectoplasm is an unpleasant green substance left behind by ghosts. Skurge the blob and destroy it, then continue down the stairs. Look on your left to find a cauldron with beans, then Skurge the goo to find a Flipendo bar. Climb over it and destroy the ectoplasm, then push the bar as far as you can. Before you use it, drop down below the pit. On the right side of the back wall is a crack. Alohomora it to open a SECRET (1). The chest contains a BRONZE WIZARD CARD (11). Head back up and use the Flipendo bar to reach the next room. It's a long jump, so you'll have to time it correctly. Get the CHALLENGE STAR (1), then tip the cauldron for beans and head left to a Save Book. Continue into the next room. Skurge as little goo as necessary to Flipendo the red bottle on the table and open the chest, both of which contain beans. Head through the archway on your right and go left. Avoid the Fire Crabs and tip the cauldron, then keep going to get the CHALLENGE STAR (2). The room in front has Peeves in it, forcing you to fight him. He's fast as hell, so you'll have to fire a few Skurges before he dies. Now continue to the next room and you'll see a dragon statue. Alohomora it to open the doorway in the Peeves room. Go into it to activate the SECRET (2). Skurge the goo blobs to get across the ledge, then pick up the CHALLENGE STAR (3). The door automatically opens, so head back to the Peeves room and past the dragon statue. Use the Save Book. Continue and you'll a Flipendo switch. It's actually a flip-flopping gate, so hit it to reverse it. In the room, head up the stairs and Flipendo the witch statue on the right to get its beans, then cast Lumos on the gargoyle. Head back and through the glowing wall (a cut-scene displays where it is). Go down the stairway and open the bottle of Wiggentree bark. Head right and hit the switch to reverse the Flipendo gate again. Go through into a room with a Chocolate Frog and a bunch of beans. Skurge the goo once you have the beans, then follow the corridor to a chest. Open it for a BRONZE WIZARD CARD (12). Head left up the stairs. You'll come to a Fire Crab. Go past it and a door will open for you to the room with the Skurge goos on the floor. Head directly forward back into the gargoyle room. Cast Lumos on it again, then head into the doorway on the left. Pick up the CHALLENGE STAR (4). Go through the alcove on your left. Open the chest for a BRONZE WIZARD CARD (13) , then turn around to find a glowing wall, which is a SECRET (3). Open the chest for some beans, then continue through the main corridor. Head down the stairs and use the Save Book. Go left to a long hallway with a snail in it. On your left is a snail plate covered by ectoplasm. Push the snail into the plate to open up a SECRET (4). The chest inside contains a SILVER WIZARD CARD (8). Continue through the snail hallway. Once the snail regenerates, it comes back. Stun it and push it into the next room on your left. Skurge the goo and push the snail into the plate in the pit. Skurge the second goo and push another snail into the pit to open the door. Before you go through, head to the right of the room and jump between the pillars. Open the bottle of Flobberworm Mucous and get the beans, then go back to the snail room and head through the door you opened. Get the CHALLENGE STAR (5). Open the chest on your left for some beans, then go down the stairs. You should see a gargoyle. Before you cast Lumos, tip the cauldron for beans. Now on your left is a jewlrey box. Alohomora it over and over until it stays open, then cast Lumos. Go into the next room, where you'll find a Cornish Pixie. You can stun them, but just ignore it. Look along the right wall for a blue picture. Alohomora it to open a SECRET (5). Go in and get the beans, then drop through the pit. Get some more beans plus the CHALLENGE STAR (6). Drop through another pit to find a pair of Fire Crabs. First, cast Alohomora on the box on your left until it stays open for beans, then head to the back. Cast Skurge on the goo above the gate to open it. Get the CHALLENGE STAR (7). Turn right and you'll see a swing thing. Cast Skurge on the blob to activate it, then jump on the first one. Cast Flipendo on the back wall to open a SECRET (6). You have to head back to the Challenge Star. Go through the opened door and down the ledges. You'll find a SILVER WIZARD CARD (9). That's it for SWC's as far as the Skurge Challenge goes. Cross the swing and go left, after tipping the cauldron. Stun the pixie and open the chest for beans, then head into the next room, which has a seesaw. Go behind the seesaw and tip the cauldron, then go into the archway on your left. Tip another cauldron, then head up the long and large stairway. At the top, tip the cauldron and continue. A door with two gnomes opens up. Skurge the ectoplasm, then tip the red bottle and cauldron on your left for beans. Get the CHALLENGE STAR (8). Flipendo the block so it falls through the pit, reversing the seesaw. Go into the room with the gnomes. Put them both in their holes, then open the chest for the level's last BRONZE WIZARD CARD (14). Tip the cauldron on the other side of the room, then fall through the pit. Go up the seesaw and get the CHALLENGE STAR (9). Collect the beans and head left. The door opens for you, so open the chest for beans and head left. Go through the arch, avoiding the snail, then Lumos the gargoyle. Head down the stairs and jump to the glowing platform. Cast Alohomora on the wall in front of you to open a SECRET (7). That's the last secret. Head forward and collect the final CHALLENGE STAR (10). Turn around and the door will open. Get the beans, then drop down and collect the COMPLETION STAR (1). You've hopefully finished with a few hundred seconds over 3000, earning you more House Points. o------------------------------------------------------------------------------o | 4t Entrance Hall HALL5 | o------------------------------------------------------------------------------o You appear in the hallway that has the entrance to the Grand Staircase. A kid will tell you about the House Point Ceremony. Head to the other end of the hall, looking on the left wall. You should see a funny brick thing just before the stairs down. Cast Alohomora to open a SECRET (3). Head up the ledges, Skurging the ectoplasm. Cast Alohomora on the chest to get a SILVER WIZARD CARD (10), giving you your first SILVER KEY (1). Now return to complete the Skurge challenge again. Follow the above guide but skip secrets that don't have stars, chests, beans, and other unnecessary parts. Get all 10 Challenge Stars. Head back to the hallway and return to the main entrance. What you want to do now is head outside to play Quidditch. You can only play two games. To do so, walk up to the blackboard near the gates. The number of House Points you get depends on how many points ahead of the other time you are when you win. Keep playing for the maximum score. I believe that would be 40 points ahead for the first match and 60 for the next. The maximums increase when you buy Quidditch supplies, which we'll do later. When you've won, head back inside and go up the stairs. Follow the kid to the House Point Ceremony Chamber. Assuming you're in the lead (which you definitely should be), you'll get to visit the Bonus Bean Room. You should be like 200-350 points ahead of Slytherin, giving you a long visit. o------------------------------------------------------------------------------o | 4u Bonus Bean Room BEANS2 | o------------------------------------------------------------------------------o Head left and jump the gap, getting the beans. Cross the gap with the waterfall on your right and Skurge the goo blocking the door. Head through and get the beans, jumping the gap. Head back through and down the stairs on your left. Get all the beans here, then Skurge the goo door on your left. Get the beans on this side of the room, then go back through the Skurge door. Head forward and jump the gap, collecting the beans. Go over to the other side of this area and into the room with the chests. Get the beans around the chest, then get the beans around the ground floor once you appear there. You should still have a good amount of time left, so open the Skurge door in the back. Collect the beans on the ground of this area, then start opening chests. Head back to the first room ground floor and continue opening chests. Now open the chests in the chest room with the beans around the chests. You need to go through the Skurge door and up the stairs to get back to the first area. That should just about finish off your time and put you at around 950 beans, assuming you were 350 points ahead. o------------------------------------------------------------------------------o | 4v Grand Staircase STAIR4 | o------------------------------------------------------------------------------o You appear here, and Hermione and Ron greet you. Filch is away, so Hermione wants to investigate the scene of the crime. They head up to the second floor corridor. As they're going through the hall, they question the existence itself of the chamber. Hermione believes Flitwick's story, however, and they head to the writing. Harry wonders where the water that was on the floor was from. Hermione tells him it came from the bathroom (which is closed down due to Moaning Myrtle, the ghost that inhabits it) left of the bloody writing. Ron goes in once Hermione tells her about Moaning Myrtle, the sensitive ghost. Ron thinks that Draco is the one who opened the chamber, but they have to prove it's him. Hermione says they'd have to sneak into the Slytherin Common Room without anyone realizing it's them. Harry laughs, but Hermione tells them that the Polyjuice Potion, capable of transforming the user into the physical form of another, will do the trick. They plan to change Harry into a Slytherin, but first they have to get the tricky ingredients, Powdered Bicorn Horn and Shredded Boomslang Skin. Hermione knowns the horn can be found in Snape's dungeons, but she needs to check at the library for the Boomslang Skin. Thus begins your quest. o------------------------------------------------------------------------------o | 4w Entrance Hall HALL6 | o------------------------------------------------------------------------------o You appear at the start of the dungeons. While we're here, there are a couple of things we can do. Head forward until you reach some sets of armor. Flipendo them both as much as you can for beans, then go forward a little more. Open the chest on the left for some beans, then open the arch door on the right to reveal a gargoyle. Cast Lumos on it and head forward. Drop through the glowing wall into the SECRET (4). Skurge the ectoplasm below the floor to open the gate, then open the chest behind it for a SILVER WIZARD CARD (11). Turn around and head back. Go through the first archway on the right and Skurge the door so you can begin the mission. o------------------------------------------------------------------------------o | 4x Powdered Bicorn Horn Quest BICORN | o------------------------------------------------------------------------------o This is one of the three question missions for Polyjuice Potion ingredients. You can NEVER return to these quests once they're over, so get all the secrets and cards in one hit. There are seven secrets. Get the beans in front of the door and Alohomora the lock open. Head through the hallway and you'll come across a giant platform. If you drop down, the toxic water will instantly kill you. Flipendo the two switches on the back wall to activate the platform. Wait for it to come to you, then wait for it to reach the top. Jump to the highest alcove, after Skurging the ectoplasm. The two chests, one on each side, both contain chocolate frogs. Use the platform to jump to the alcove on your right. On the right you'll find a gargoyle, and on the left is a cauldron to tip. Lumos the gargoyle, then use the platform to jump to the alcove across from you. Avoid the pixie and head down (you can walk over the glowing ledges). In the next room, you should see a monkey face on the wall covered by ectoplasm. Skurge it and it will pour toxic water into the lake, raising the bridge. Cross it and look left as you head through the archway. You should see a chest. Open it for a BRONZE WIZARD CARD (15). Now Alohomora the scary face on the right to open a SECRET (1), which has a chest containing a SILVER WIZARD CARD (12). Continue through the corridor and you'll come to a room with a double snail plate plus two snails. Push them into the plate pit and Fire Crabs will raise near the snails. Push them into the cages on the side walls to activate the plates, opening the door. Now check the southwest corner of the room for a cauldron to tip. Go through the bars of the crab cages. Both cages have beans, the left one has Wiggentree bark, and the right one has a chocolate frog. Go to the northeast corner and cast Lumos on the gargoyle and continue to the next room. Head left and use the glowing ledges to reach the cauldron. Head back to the start and go right. You need to cast Skurge on ectoplasm blobs to create staircases, and you might want to kill the pixies. Lower the stairs as you go along, head around the room. When you reach the end, enter the next room. First, make a right U-turn to the southeast corner to open a chest with a BRONZE WIZARD CARD (16). Now stun the snails and put them in their cages on the sides of the room, letting you progress to the next area. Put the gnome on the right in its hole and open the chest for beans, then use Alohomora on the scary face on the left to open a SECRET (2). The chest contains a SILVER WIZARD CARD (13). Use the Save Book past the gnome. Skurge the ectoplasm and head down the stairs it drops. Stun the orange snail and push it into the toxic water below. The next room has a bunch of colored switches. Pushing them causes the respective colored doors in the maze below to rotate. Use the left elevator go down to the maze and the right elevator to go up. There are secrets in the maze, so we'll be making quite a few trips. Get the beans on the sides of the front, but don't open the chest, as Peeves is hiding inside. Hit the switches in this order: purple, blue. Head down. Do away with the gnome and jump the toxic water to reach the maze. Go to the left side and you should see a blue ring. Alohomora it to open the first SECRET (3). The chest contains beans as well as Flobberworm Mucous and Wiggentree bark. Leave the maze and take the elevator up. Hit the switches in this order: blue, purple, red. Head down and go to the right side of the maze. You'll find another ring, this one being green. Alohomora it to open a SECRET (4). The chest contains beans as well as Flobberworm Mucous. Return to the top of the room. Hit the switches in this order: purple, blue, red, green, purple. There's definitely a more efficient way, but that's the one I found =/. Go down and head to the back of the maze and Alohomora the red ring to open the SECRET (5). The chest contains beans as well as Wiggentree bark. Head up to the top one last time and hit the switches in this order: red, red, blue, purple. Go down and head to the arch exit left of the fourth secret. This next room is a storage room. Go down the stairs and use the trunk to get beans and a bottle of Wiggentree bark. Open the chest for a BRONZE WIZARD CARD (17). Use the stool to the right to reach a couple beans, then head to the end of the room and push the Flipendo block to the shelf. Use it to reach some beans and break the bottle of Flobberworm Mucous. Now head near the stool and press the Flipendo switch to open the door. Go through and tip the cauldron on your right, then continue. Avoid the Fire Crab and head up the stairs. Use the Save Book and Skurge the goo. Next up is a series of rooms with gears blocked by ectoplasm. Skurge them to move the gears and make the platforms above the toxic waste spin. There's no need to rush, so be as careful as possible. Jump to the spinning platform and to the ledge. Continue through four spinning cog rooms. At the end, tip the cauldron on the left and use the Save Book. Alohomora the lock and look right. Open the chest to get a BRONZE WIZARD CARD (18). Continue forward and you'll find a gnome to kill and a cauldron to tip. Jump to the platform with the Fire Crab and Skurge the goo above. Climb the ledge. From here, you want to work your way around the ledge, Skurging blobs and colelcting beans. Go to the side of the room that doesn't have the ectoplasm. Go to the right side of the funny rock thing to find a Flipendo switch. Push it out of the way and Lumos the gargoyle. Head to the oppsite side of the room and kill the gnome. Skurge the blob and then head through the glowing wall on the left to activate a SECRET (6). Head to the entrance of the room. Carefully jump across the floating bridge pieces (you don't want to fall). When you make it to the last piece, the last SECRET (7) opens to reward your bravery. The chest contains some beans. Now cast Alohomora on the door's lock to proceed into another storage room. Get the beans and the Flobberworm Mucous on your left, then proceed through the room. When you walk towards a shelf with four beans, a trapdoor will drop you into a room with two Fire Crabs on pillars. Stun them and push them into the toxic goo, then Skurge the ectoplasm. Jump across the pillars and head up the ledges on the left. First, make a left U-turn and go up the stairs to get the beans, then get the POWDERED BICORN HORN (1). o------------------------------------------------------------------------------o | 4y Entrance Hall HALL7 | o------------------------------------------------------------------------------o You appear in the potions classroom. Head forward and open the chest for a BRONZE WIZARD CARD (19). Break the bottles on the table containing Flobberworm Mucous and Wiggentree bark , then use the cauldron to mix some potions. You should have seven total. Go to the left side of the room and look for a crack in the wall. Alohomora it and get the beans, then Skurge the goo. Step on the plate to raise some stairs near the exit. Head up the stairs and into the SECRET (5). The chest contains a SILVER WIZARD CARD (14). Leave the potions classroom and continue through the corridor. Hermione will come and Harry will give her the Bicorn Horn. Hermione doesn't have the location of the ingredient yet, but she'll add the horn in the mean time. A student comes by to tell you they're starting a dueling club. It's time to go to the Great Hall to learn how to duel. Head out of the dungeons to the main entrance hall. The Great Hall is directly ahead. When you first go through the doorway, cast Alohomora on the picture on your left to open a SECRET (6). Head down the ledges and open the chest for some beans. Continue through the antechamber and enter the hall. o------------------------------------------------------------------------------o | 4z Great Hall GREAT1 | o------------------------------------------------------------------------------o Lockhart will pompously ask if everyone can say and hear him, then move on to actually relevant information. He'll tell you that he's been granted permission to start a dueling club to train everyone up in case the need to defend yourself arrises. The object is to incapacitate your opponent through three available spells. Rictusempra will deal damage, Mimblewimble will lower the accuracy of your opponent's next spell, and Expelliarmus will deflect your opponent's spell back. Select your spell using the space bar and use Alt to fire spells. Holding Alt will increase the power of Rictusempra and Mimblewimble depending on how long you hold it. Potion drinking and jumping are prohibited. To duel, you must bet a certain number of beans. If you win, you win back your beans as well as your opponent's (which is equal to the number you put in). Professor Snape has graciously offered to monitor the duels. Lockhart suggests that Harry and Ron duel each other for a demonstration, but Snape puts Malfoy instead of Ron in. It's time for you first duel, though I'll label it a boss as it advances the plot. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boss - Draco Malfoy ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : 2/10 Bosses aren't really official in this game, but I'll label them bosses anyways, even though there's only a few. Malfoy, being your first dueling opponent, is simple to beat. What you want to do is get to the absolute right or left point of the arena and charge up a Rictusempra. You need to time it right so it hits him exactly when he comes. I find that is the best strategy. Keep blasting him and dodging his attacks. If he deflects your spell, either deflect it back (you can often get into long "Expelliarmus wars") or move out of the way. If you end up in a long expell war and get hit, you'll lose a ton of health. When you beat him, he'll conjure up a snake to attack you. Harry tells it to leave him alone, but everyone else hears it as a hiss. o------------------------------------------------------------------------------o | 4aa Entrance Hall HALL8 | o------------------------------------------------------------------------------o Hermione and Ron will take Harry outside and exclaim that he's a Parselmouth, or someone who is able to talk to snakes. That ability was what Salazar Slytherin was famous for. Now the how school will think Harry is his great, great, great grandson. The camera cuts to the House Point Ceremony Chamber. For hours that night, Harry lay awake wondering if he could really be a descendent of Salazar Slytherin. To Ron's great surprise, Hermione is skipping Herbology class in favor of working on the Polyjuice Potion. Ron will tell you to follow him to the greenhouse. Instead, go to the Great Hall antechamber. Go inside the hall. Head to the back and open the two chests you'll see for beans. Now go back to the antechamber. Head right and you'll see a person. This is the first duelist. More will appear as you beat them. The number of beans you have to bet increases each time. Beat all ten dueling opponents' to vastly increase your point total. For strategies, check the Dueling Guide. Once everyone is beaten, head outside to where Ron is. o------------------------------------------------------------------------------o | 4bb School Grounds (Day) DAY2 | o------------------------------------------------------------------------------o Follow the Ron to the dragon statue and head left of it. Go through the archway and into another passageway. Right of the second arch is a chest with beans. We could get a secret, but we couldn't get everything in it, so we'll hold off. For now, just continue following Ron. Before going in the greenhouse, head into the alley in front of it (keep going forward when you reach the greenhouse). You should see a chest to open. Alohomora it for a BRONZE WIZARD CARD (20), giving you 3 scars total, then head into the greenhouse. o------------------------------------------------------------------------------o | 4cc Herbology HERB | o------------------------------------------------------------------------------o Professor Sprout will call up Harry to demonstrate Diffindo, the severing charm. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell 3 - Diffindo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Diffindo symbol is basically a purple diamond thingy. The first level requires you to hit two different arrows, the second two again, and the third three. You'll notice that each level simply repeats a pattern four times. Really , there's no challenge in hitting these arrows, as all the spells are incredibly simple and don't increase in difficulty. If you beat all three lessons, you'll get 30 House Points total. It's time for you to take the Diffindo Challenge. o------------------------------------------------------------------------------o | 4dd Diffindo Challenge DIFFND | o------------------------------------------------------------------------------o Challenge Stars - 14 Difficulty - 6.5/10 Professor Sprout will explain all the usual stuff about Challenge Stars and the Completion Star. There are a whopping 11 secrets and 14 Challenge Stars this time, so pay attention. Go forward and use Diffindo to cut the vines. Open the chest on your right for beans, then head left. You should see a table. You can tip empty flowerpots (they're larger, darker, and less fancy than the other ones) for beans. Go left and open the chest for some beans, then continue to the cauldron. Tip it and look on your left to see a flower arch. Alohomora it to open the first SECRET (1). Open the chest for beans, then turn around and head outside where you'll find orange snails. Cut the vines blocking the plate on your left and push the snail into it. Go through one of the arches and turn around to face them. Flipendo the two carved images, then look at the arches on the left. Flipendo two more carved images to open a SECRET (2). The chest contains a SILVER WIZARD CARD (15). Go through the arches with the third and fourth carved images. Cut the vines on your left and push the snail into it. This opens the door. Collect the CHALLENGE STAR (1). Go left and use the Save Book. Cut the rope with Diffindo to lower a drawbridge leading to an area with Horklump mushrooms. If you go near them they'll release toxic gas, but you can jump over them or cut them with Diffindo. From the bridge, drop down into the pit on the right. You'll find a doorway with a chest, which counts as a SECRET (3). Avoid the chest, as it contains Peeves. Head up the ledges to the Horklump area. Cut the vines on the left to release the gnome, who will eat the Horklumps. Next to the raised drawbridge is a hole in the wall with a rope. Cut the left of the bridge while standing on the tan square on the ground. It will raise into a platform. Jump to the ledge on the area and head to the back. Go through the archway and cut the rope to lower the bridge. Drop down and get the CHALLENGE STAR (2), then turn left at the arch to find a chest with a BRONZE WIZARD CARD (21). Avoid the pixies and go up the stairs. Cut the two ropes holding the block and then use Flipendo to push it, opening the door. Collect the CHALLENGE STAR (3). Go right and tip the flower plus the suit of armor, then head left into a room with Spiky Prickly Plants. Now these things are much more dangerous than Horklumps. If you get near them, they'll fire spikes at you, which can hurt you pretty badly if they're in groups (and they always are). You can use Diffindo to cut them. Push the Flipendo block, then use it to climb the ledge. Cut the rope to release the elevator and jump on it when it comes back down. Turn around as the elevator takes you up, then cut the vines. Cut the rope to release a door below, then cut the vines and get the beans. Drop through the hole and go through the open door on the left. Get the CHALLENGE STAR (4). Tip the water can and Flipendo the armor, then head right to a Save Book. Tip the cauldron and jump onto the seesaw after cutting the web. Cut the rope on your right to activate the elevator. Cut another web and jump to the CHALLENGE STAR (5). Head left and Lumos the gargoyle. Go up the stairs and you'll find a plank being held by a rope. Don't cut the rope. Instead, head behind it and go through the glowing wall, activate a SECRET (4). You'll also find a CHALLENGE STAR (6). Now Diffindo the rope to drop the beam. Go forward and collect the CHALLENGE STAR (7), then head right into the glowing wall SECRET (5). The chest contains a BRONZE WIZARD CARD (22). Head up the stairs on your right and use Flipendo to push the block. Go back through the glowing wall and head back to the gargoyle. You'll find the block again if you go left. Push it to open a SECRET (6). The chest contains a SILVER WIZARD CARD (16). Go back across the beam and head left. Continue to an area with a snail and a Fire Crab. Avoid the enemies and Skurge the ectoplasm near the block. Flipendo it across, then Skurge the ectoplasm on the wall. Jump to the alcove and head around the corner. Hop the goo and cut the rope on your right while standing on the block. You'll fall down with the block. Get the visible CHALLENGE STAR (8). Go left and you'll have to hop some platforms. Stun the pixies as you go and be quick, because the platforms start to move. Tip the cauldron and use the Save Book. Head right to find a bunch of Horklumps. Jump the first set, then jump the ones in front of the wall. Drop down to encounter a Venomous Tentacula. These guys are tough, but Diffindo can paralyze them and their arms. Avoid the first one and continue to a path blocked by two. Go past one and jump over its bite attack. You should see some stairs leading up. Go up them (avoid the tentacula) and head left. Get the CHALLENGE STAR (9). You should see a plank being held by two ropes. Cut only the rope closest to you , then use it to reach the ledge. Head along the ledge and cast Alohomora on a carved image to open a SECRET (7). Follow the bean trail and check the tables. One of them has a bottle of Flobberworm Mucous. At the end, get the CHALLENGE STAR (10). The chest contains a SILVER WIZARD CARD (17). Go back out of the hallway and drop down to face Bowtruckles. These nasty dudes defend Wiggentrees and throw bark at you. Use Diffindo to kill them, which earns you a piece of Wiggentree bark. Kill these two and continue on. Cut the ropes to cross the plank, then climb the ledge. Head around to a Save Book, avoiding the Bowtruckles. Next up is an area guarded by Spiky Prickly Plants. In the front and back you'll find a snail plate covered by vines. Cut the vines of each and push the snails into the plates to open the door. Head through and look up. Alohomora the carved image, then cut the rope inside to lower the SECRET (8) and the CHALLENGE STAR (11). Make a U-turn left and kill the ectoplasm and the vines. Head through the area, cutting vines and killing a Bowtruckle. You'll reach a stony area. Go forward and cut the web, then continue up some stairs to a CHALLENGE STAR (12). Go forward and look on the left wall. Cut the ropes to complete the bridge, then head across. At the end of the wall, Alohomora the flower arch to open a SECRET (9). The chest below the ledges contains a BRONZE WIZARD CARD (23). Continue through the area and you'll reach a courtyard with Venomous Tentaculas. Be very careful as you head around them (jump to avoid their bites) to the CHALLENGE STAR (13). Go left and Alohomora the flower arch to open a SECRET (10). Cut the web and continue to a chest with a BRONZE WIZARD CARD (24) Head out of the secret and keep going on. You'll have to cut webs as you go, but you'll eventually reach an area with a snail. Avoid it and Lumos the gargoyle on your left. Head through the glowing wall and over the glowing ledge to the last CHALLENGE STAR (14). We're way above secret #2, if you notice. Imagine if you fell down there :). Keep going right and you'll be trapped in, with a snail appearing on your left. Push it into the pit to open the gate, then Alohomora the crack in the left wall. We can't get the secret's prize yet, so head righ to be trapped in with three snails. Push the two near you into the pit to open the door. Push the one on your left back into the crack you Alohomoraed. There's a snail pit in the SECRET (11) that reveals a chest with a SILVER WIZARD CARD (18). Continue through the area and you'll find the Completion Star. First, get the Flobberworm Mucous to the left and open the chest on the right for beans. Now get the COMPLETION STAR (1). o------------------------------------------------------------------------------o | 4ee School Grounds (Day) DAY3 | o------------------------------------------------------------------------------o Right, repeat the challenge and get all 14 Challenge Stars as quickly as you can. Ignore unnecessary secrets and items. Once that's done, turn left a little and open the chest for beans (24), then open the crack to open a SECRET (2). You need to cut the vines and open the chest for a BRONZE WIZARD CARD (25). Lumos the gargoyle and head up the stairs. Ron will tell you that you need to go to the greenhouse area to get the Shredded Boomslang Skin, but ignore him for now. Head right and you should see a large platform with a trading girl near it. Head along the wall and go through the glowing wall, which counts as a SECRET (3). Turn right for some beans, then jump on the funny switch to open a doorway. Go to the other side of the platform and open the chest for a SILVER WIZARD CARD (19). Go back through the glowing wall and head to the main path. You should see a chest nearby, which contains some beans. Head forward to the wall with the trader guy. Alohomora the carved image to open a SECRET (4). There are beans on the ground plus a chest with beans and a chocolate frog. Cut the vines for more beans and another chocolate frog/bean chest. Go back to the main path leading to Hogwarts and head to the dragon statue. Make a left to talk to Fred and George. You should have almost 2000 beans now (definitely enough to do this), so buy the Nimbus 2001 as well as the Quidditch Armor. That should put you at around 800 beans. Now go play Quidditch. Play game 3 until you have 60. Once that's done, head back to the dragon statue. Make a left this time and follow Ron through the arch. Turn around and look at the top of the arch. Cast Alohomora on the carved image to open a SECRET (5). You'll find several beans on the ground. Cut the vines in the back to release the gnome. Let him eat the Horklumps and turn them into the beans, then Flipendo him. Throw him in the hole and get the the beans, then open the chest for a SILVER WIZARD CARD (20). That gives you your second SILVER KEY (2). Continue following Ron to the greenhouse. Go all around the greenhouse to get the beans. When you see the back greenhouse perimeter exit, go right to find a chest, which contains beans. Cut the vines to clear a SECRET (6). The chest contains a BRONZE WIZARD CARD (26). Head to where Ron is and turn around. Release the gnome and let it turn the Horklumps into beans, then cut the vines where Ron is and head in. o------------------------------------------------------------------------------o | 4ff Shredded Boomslang Skin Quest BOOM | o------------------------------------------------------------------------------o Like with the Powdered Bicorn Horn Quest, you can't come back here, so get all the wizard cards and the three secrets in one hit. Cut the vines and head forward. You'll want to stun the Tentaculas' arms so they don't hurt you. When you find a bunch of Horklumps, cut the vines and let the gnome turn them into beans. Continue forward to vines blocking your path. Cut them after you kill the prickly plants, then tip the flowerpot for beans. Go up two sets of stairs, each guarded by a Fire Crab. Follow the L-point bridge you reach to inside another corridor. At the end, cut the two ropes to turn the bridge. Drop down and avoid the Tentaculas again. Head up the stairs guarded by Fire Crabs and follow the L-point bridge again into the corridor. In front of the two ropes, you will find a floor tile different from the rest. Flipendo it to open a SECRET (1). Cut the ropes and cast Lumos on the gargoyle. Follow the L-point bridge into another corridor and use the Save Book. Turn right and go into the glowing wall SECRET (2). The chest contains a SILVER WIZARD CARD (21). Instead of finding ropes to turn the bridge, you have to cut vines. Kill the Spiky Prickly Plant and head around the greenhouse. You'll have to attack some Tentaculas and Horklumps. At the end, kill the prickly plants and cut the vines. Cut the web and you'll face a venomous spider. They're pretty slow, and a simple Rictusempra will take care of them. Head up the sets of stairs, stunning spiders along the way. You'll appear on top of a ledge level with the greenhouse. Head forward and you'll meet some Bowtruckles. The challenge isn't timed, so you might as well kill them all to get their bark. Go left and step on the switch to raise a bridge to the greenhouse roof opening. Don't go through yet. Keep following the ledge past another pair of Bowtruckles. At the very end, cast Flipendo on the carved image to open a SECRET (3). Open the chest for beans, then go back to the greenhouse and fall through the roof. DO NOT TAKE THE BOOMSLANG SKIN YET! On the right, you'll find some Flobberworm Mucous and tippable water cans. On the left, you'll find a BRONZE WIZARD CARD (27). Now take the Shredded Boomslang Skin (1). o------------------------------------------------------------------------------o | 4gg Entrance Hall HALL10 | o------------------------------------------------------------------------------o You appear at the castle entrance as well as Hermione, who goes off to add the Boomslang skin to the potion. Another student tells you it's time for the Weekly House Point Ceremony. Diffindo allows us to do a few things, so we're not going to get it yet. First, head up the stairs and go right. Look for a mirror with a web on it. Cut the web to open a SECRET (7). You'll find some beans as well as a chest containing a SILVER WIZARD CARD (22). Head back through the mirror and go left. Go up the spiralling stairs and enter the Gryffindor Common Room. Head forward and open the chest on your left to get a BRONZE WIZARD CARD (28). Continue through the back archway and go up another spiralling set of stairs, leading to the dormitories. While next to the doors, look up and you should see a ceiling tile that doesn't fit in with the rest. Flipendo it and turn around. Cast Diffindo on the rope to open a SECRET (8). You need to go back down the stairs and under the secret compartment to find the chest, which contains a SILVER WIZARD CARD (23). There's one last thing we can do. Leave the common room and head to the House Point Ceremony Chamber on the other side, but don't actually go in. Look on your left and you should see a carved image just outside the chamber. Cast Alohomora on it to open a SECRET (9). Get the beans and cast Skurge on the ectoplasm, then use Diffindo to cut the rope. Fall through to a chest, which contains a SILVER WIZARD CARD (24). The door automatically opens for you. You're just outside the dungeon entrance, so head back up the entrance stairs and actually go to the House Point Ceremony Chamber this time. You should be about 400 points ahead of Slytherin, giving you a lengthy visit to the bean room. o------------------------------------------------------------------------------o | 4hh Bonus Bean Room BEANS3 | o------------------------------------------------------------------------------o Go left and jump the gap. Go over the waterfall and Skurge the door. Go forward and jump the gap, then cut the vines. Head past the stairs on your right and you should see a Spongify carpet. Go right and jump to get the beans (yes, you can do that). Make a right U-turn at the end and head down then up the stairs to get a bunch of beans. Head through where you Skurged the door, then turn left and go across the stairs to get beans. Go right and jump the gap, then make another right. Head into the room across from here with the beans around the chests. Get the beans around the chests until you appear on the ground. Grab the beans in here, then go to the back and Skurge the ectoplasm blocking the door. Contiune to another ground area. Get the beans on the floor, then open the chests. Once that's done, head back through the Skurge door. Open the chests here, then go back into the beans around the chests room. Open the chests, which should deplete your time and put your bean total at almost 1300. o------------------------------------------------------------------------------o | 4ii Entrance Hall HALL11 | o------------------------------------------------------------------------------o Professor McGonagall collected the names of those who would be staying at Hogwarts for the Christmas season. Harry, Ron, and Hermione signed up, and heard that Malfoy signed up too, which struck them as very suspicious. The Christmas holiday would be the perfect time to use the Polyjuice potion to talk to Malfoy in the Slytherin Common Room. Harry thinks it's time to head up to Moaning Myrtle's bathroom to check on the Polyjuice Potion. He hopes Hermione doesn't need anymore ingredients. Go up the stairs and take the left or right path. Head into the Grand Staircase. o------------------------------------------------------------------------------o | 4jj Grand Staircase STAIR5 | o------------------------------------------------------------------------------o Head to the first floor. Harry finds Nearly Headless Nick petrified. McGonagall tells Harry to follow her. She takes her to the third floor, claiming it's out of her hands. She opens the dragon statue, having Harry go up the stairs. Go up the stairs and open the chest for beans. Now head through the archway. On a table near the back is the Sorting Hat. DO NOT APPROACH IT UNTIL WE GET THE SECRET AND THE CARD OR YOU WILL BE UNABLE TO DO SO! First, head behind the table and you should see a chest on the left. Open it for a BRONZE WIZARD CARD (29). Now head up one of the stairs on either side. At the top, you'll find a jewlery box (hit it twice) and some beans. Below the box is a carved image. Cast Flipendo on it to open a SECRET (6). Go in and the walkway will take you up. Traverse the ledge around the room to get some beans and a SILVER WIZARD CARD (25). Now take the walkway back down. Head to the front of the room and go to the right window. Tip the red bottle for beans, then walk over to Fawkes, the phoenix. He'll burst into flames. Go over to the desk and approach the Sorting Hat. The hat will realize Harry's been wondering if he was put in the right house. The hat says he would have done well in Slytherin, though Harry is shocked. Suddenly, the stealthy ass creep Dumbledore pops out of nowhere and says good evening. Harry is sorry about Fawkes, but Dumbledore explains that phoenixes burst into flames when it's time for them to die and are reborn from the ashes. He also explains they are capable of carrying immensely heavy loads, having healing tears and they make highly faithful pets. Harry wants him to know that he isn't the attacker. Dumbledore knows this but has to ask if there is anything Harry would like to tell him. In his mind, Harry remembers what Hermione said about Salazar Slytherin being famous for talking to snakes. However, he lies and tells the professor there isn't anything. He then leaves the office. Ron will tell you to come to the bathroom, but we have a couple other things to do first. Turn left and head into the Defense Against the Dark Arts classroom. On your left is a knight that has some beans. Now check all the tables and ledges. One table has a red bottle, and a window shelf on the left has a bottle. On the right windows, you'll find a jewlery box and a chest. The chest contains a BRONZE WIZARD CARD (30). That gives you four scars total. Leave the classroom. If you want to be badass like Ron, jump down to the second floor. Otherwise, take the stairs like a normal person. Go through the corridor and head into the Charms classroom on the right. Head to the back of the room and follow the narrow "alley" marked by a bean to a chest. The chest contains another BRONZE WIZARD CARD (31). Head into the Transfiguration classroom, which is the one across from Charms. Open the box until it stays open, then mix two Wiggenweld Potions. You should have nine, assuming you haven't used any. Go left and into the actual classroom. You'll find a cauldron to tip and a box to open. Leave the classroom and head to the bathroom. Tip the cauldron to the right of the bloody writing, then go through the bathroom wooden door. Tip the cauldron just through the door, then go in the main bathroom. Hermione will explain there's one more ingredient you need: a bit of Goyle, who you plant to transform into. Hermione tells Harry that you can find Goyle in the dungeons. Follow the trail of food and get a piece of him, then come back. o------------------------------------------------------------------------------o | 4kk Entrance Hall HALL12 | o------------------------------------------------------------------------------o You appear in the dungeons. Head forward and Harry will spot Goyle, who is stuffing his face with fried chicken and crap. Follow the food to the last part of the dungeon. Take the right archway and go up the stairs to the door. o------------------------------------------------------------------------------o | 4ll A Bit of Goyle Quest ABIT | o------------------------------------------------------------------------------o This is the third and final ingredient quest. Like all the others, you can't come back here, so you have to get the eight secrets and wizard cards in one go. At the start, head up the stairs and into a courtyard. Kill the two Bowtruckles, then blast the Horklumps. Cut the vines on the left and hit the Flipendo switch to make a few ledges appear in the previous room. Open the chest for a BRONZE WIZARD CARD (32). Go back to the previous room. You should see a block on the ground. Push it to the ledge sticking out of the wall, then jump up the ledges for beans. Go to the top of the stairs and jump to the ledge. Hop across the ledges here to get some more beans, then head through the door at the top of the stairs. Cut the vines on your left, then head left around the ledge. Cut the vines to get across the plank, then cut the web at the other end. Jump to the alcove and open the chest on your right for beans, then jump to the plank ahead. The web in the hole is actually in a fireplace, so cut it and jump. Jump the gap and turn around. Cast Flipendo to push the block to the ground, then drop down to the floor. Push the Flipendo block to the bookcase, then push it leftward. Go to the back of the room and you should find a gargoyle. Lumos it and use the block to clibm to the bookcase. Jump through the glowing wall, which counts as a SECRET (1). Open the chest here for a SILVER WIZARD CARD (26). Go back through the glowing wall and head to the side of the room opposite the bookcase. Head up the stairs and use the Save Book. Continue to an area with a giant Fire Crab. Hit it with two Rictusempras, then push it off the platform. Use the footplate to open an arch. Get rid of the gnome inside, then look left. Cut the web to open a SECRET (2). The chest contains some beans. Keep going to the next area. Cut the web on the door and climb up the ledges inside. Push the Flipendo block outside, then go back through the door. Head left up the slope. Fight your way through the snails , Horklumps, and Spiky Prickly Plants, then go through the doorway. You'll get trapped and two Fire Crabs will appear. Push them into the pit to cause the floor to raise. Two snails will drop and a pit will open, so push them into the pit to raise the floor to a chest, which contains a BRONZE WIZARD CARD (33). Turn around and cut the web. Drop down onto the side ledge and head to the other side. Push the Flipendo block to the other ledge and use it to climb up. Kill the prickly plants and let the gnome turn the Horklumps into beans. Climb up the ledges on the right. Look on your left and Lumos the gargoyle, then jump into the door. Behind the shelf in front of you is a table with Flobberworm Mucous. Head left and through the hallway (there's another gargoyle if you need to renew your Lumos). Go past the exit and look on your right for a glowing wall SECRET (3). The chest contains some beans. Head through the archway into an area with Spiky Prickly Plants and Venomous Tentaculas. Go through the door in the back. Cut a web to open a door in here and head right along the ledge. Go into the library on your right and use the Save Book. Kill the pixie and make a left U-turn into a hidden area where you'll find a web to cut, which reveals a gargoyle. Cast Lumos and turn around to find a glowing wall SECRET (4). Kill the pixie and use Alohomora to open the lock. The chest contains some beans. Continue through to the end of the library. When you go through an arch, the floor will drop. Turn around and cast Rictusempra twice on the giant Fire Crab. Push it into the pit to raise the floor. Go through the arch and immediately turn right. Cast Alohomora on the lock and go up the stairs. You're on top of an area with a bunch of wooden beams. Head along the ledge and go behind the gargoyle to find a chest with beans and a BRONZE WIZARD CARD (34). This counts as a SECRET (5). Cast Lumos on the gargoyle and go back down the stairs. Go through the glowing floor down more stairs to reach the bottom of the beams. Cast Flipendo so the red tips are all facing you, opening the left gate. Go back up and head across into the left gate. The chest contains beans and a BRONZE WIZARD CARD (35). Go back down the glowing floor stairs and use Flipendo to make the blue tips face you. Head up and into the right gate to open a chest with some beans and a chocolate frog. Head back along the walkway and progress right to the next area. Lumos the gargoyle and go down the stairs. Kill the pixie (the chest contains Peeves, so don't bother) and Skurge the blobs for some beans. Continue into the next room and look left to find a glowing wall SECRET (6). The chest contains a freakin' three chocolate frogs. Continue Skurging blobs of ectoplasm blocking beans until you reach a Save Book. Head down the stairs and cut the webs to reach a room that looks a bit like an attic. On your right side, you can cut two webs for a tippable cauldron and a chest of beans. Once you're done, head left and cut the web, then open the lock on the trapdoor to proceed. Stand on the haystack and cut the rope holding it, then kill the Bowtruckle and let the gnome turn the Horklumps into beans. Climb the haystack on your left and kill the Spiky Prickly Plants. Open the chest on the ledge for beans, then head right along the ledge. When you reach the turn, cut the rope in the hole to lower a drawbridge leading to a SECRET (7). Drop down and stun the Tentaculas, then head inside. Kill the pricky plants and Bowtruckles, then look up. There's a rope holding that beam, so cut it to reveal a SECRET (7). The chest contains beans and a SILVER WIZARD CARD (27). Cross the drawbridge again and follow the river on your left. Cast Lumos on the gargoyle on your right and turn around to find the last glowing wall SECRET (8). Open the chest for some beans, then head back to the drawbridge and make a left U-turn. Contiune past the snails to four Spiky Prickly Plants. Open the door to reach the end of the quest. Before you proceed to the end where Goyle is, open the locks on the left and right for some bean cauldrons. Now head over to Goyle and pluck the bit of him (1). o------------------------------------------------------------------------------o | 4mm Grand Staircase STAIR6 | o------------------------------------------------------------------------------o Head to the second floor and to the bathroom. Give Hermione the ingredient and Harry will drink the potion. His skin will bubble as he transform into Goyle. Before you begin the quest, head to the toilet stalls. Stand in front of the one with water and wait until Myrtle comes over and opens it. Flipendo the toilets (jump onto the stall dividers) to get beans and a chocolate frog. Head back to Ron and Hermione. Behind the sink is a chest containing a BRONZE WIZARD CARD (36). Now leave the bathroom and head down to the bottom floor. Leave the Grand Staircase. o------------------------------------------------------------------------------o | 4nn Entrance Hall HALL13 | o------------------------------------------------------------------------------o Go down the main entrance hall staircase and take the right path to the dungeon. Take the first archway into an area with four arches. The Slytherin will open the common room with the password, "Pureblood." First, head to the upper right corner of the room. Skurge the blob and Lumos the gargoyle, then head to the opposite side. Cast Diffindo on the glowing rope to lower the floor to a SECRET (10). The chest contains a SILVER WIZARD CARD (28). Head back up the stairs and actually enter the common room. o------------------------------------------------------------------------------o | 4oo Slytherin Common Room SLYTHR | o------------------------------------------------------------------------------o We're here to ask Malfoy a few questions about the Chamber of Secrets. Of course , this is another area you can't come back to after you've left, so find all eight secrets. Go forward and stand on the middle circle. This causes the room to rotate, opening another path. Flipendo the two suits of armor for beans, then Flipendo the wizard statue and the switch to lower the floor. Turn around and cut the two ropes on the left. This opens the gate, letting you dispose of the three gnomes. Contiune to a room with three wizard statues. Flipendo them all to raise the floor. Now step on another circle plate to rotate the room. Head on to a Save Book. The bastard kid ahead of us will Skurge the ectoplasm to drop the bridge, making it so you can't get across. Look to your right. Flipendo the lock, then Fliepndo the switch that it reveals. Head forward and turn right. Go down the stairs into the SECRET (1). Open the bean chest on your left, then Flipendo the three snake carvings to extended a few ledges. Head back up the stairs and turn right. Jump across the ledges to the chest, which contains a SILVER WIZARD CARD (29). Now head back across the ledges and to the left side. Hop across the floating platforms (make sure you're on the second one) and turn around. Flipendo the swirly switch to move the platforms. Jump into the alcove at the top. In here, you'll want to Skurge all the ectoplasm, especially the giant blob which makes more ectoplasm fall onto the bridge. Cast Lumos on the right gargoyle and fall through the glowing floor. Hit the footplate to raise the bridge. At the other end, go left and through the corridor. You'll see another gargoyle here. Lumos it and jump across the floating platforms on your right. Be careful, as you'll die if you fall. Jump into the glowing wall SECRET (2). Open the chest for beans and hit the suits of armor on the sides. Jump back across the ledges and cast Lumos on the gargoyle again. Go past it (kill the pixies as you go) and look on the left. You'll see another floating platform in the oblivion. Jump across them to reach another glowing wall SECRET (3). It's worth noting that the floating platforms are arranged in the shape of a U- turn. Be careful when crossing them, as some of them move. Open the chest on the right and hit the armor on the left for beans, then open the middle chest for a BRONZE WIZARD CARD (37). Head back across the ledges and cast Lumos on the gargoyle. Head to the end of the ledge and go through the glowing wall corridor. You'll reach the main corridor, where you'll actually find students. Look along the left wall for an upside-down triangle picture. Alohomora it to open a SECRET (4). Go through, cutting webs and stunning spiders. Cast Alohomora on the ring at the end to open a path to the library. Remember where it is, as it will be our ticket out. Look at the middle of the left wall. Alohomora the ring to lower the bookshelves and open a SECRET (5). Use the shelves to hop to the wall. The alcove will open, allowing you to open the chest containing a BRONZE WIZARD CARD (38). Head out of the library through the main exit. You're in front of a giant pillar in this room. What you want to do is head to the opposite side where you'll find a room with a fountain. Flipendo the armors on the sides, then Alohomora the monkey face spitting water to open a SECRET (6). The chest contains a BRONZE WIZARD CARD (39). Damn. That's it for BWCs, and one more would've gotten us the fifth scar. Head out of the fountain room and go right, to the front of the pillar. Face it and cast Alohomora on the Slytherin banners to open antoher SECRET (7). The chest contains a SILVER WIZARD CARD (30). That gives you the third SILVER KEY (3). Turn aruond and head into the common room. Check the two tables for a piece of Wiggentree bark and some Flobberworm mucous. Go through the passage on the right and make another right to meet Malfoy. Remember this area, as we'll be going back (it's the path to the boys' dormitory). Malfoy explains that he's been looking all over for you. They go back to the common room. Malfoy says he supposes Dumbledore's trying to hush up the attacks to avoid being sacked. He also is astonished that people think Harry is the Heir of Slytherin. Harry suggests he must have some idea who's behind it all. However , he does know that last time the chamber was opened, a Mudblood girl died. He says it's only a matter of time before one of them's killed this time. He hopes it's Granger. Harry uses the excuse that he's got a stomach ache as an excuse for leaving. Before you leave, head back to the boys' dormitory. Now keep going up the stairs and to a SECRET (8). Open the chests for some beans and go back down. Leave the common room area and Goyle will become Harry again. You have to get out without anyone seeing you, so the game saves for you. Head right and into the library. Someone might see you, but that's okay so long as they don't touch you (in that case, you have to start over again as they'll report you to Professor Snape). Head into the secret entrance in the library (it's between the last and second to last bookshelves on the left) and continue to the end. There are a bunch of students here, but if you quickly go left and to the exit, it's over and you don't have to worry anymore. o------------------------------------------------------------------------------o | 4pp Entrance Hall HALL14 | o------------------------------------------------------------------------------o The news that Nearly Headless Nick had been petrified spread like a dark cloud when everyone was back from Christmas break. If the ghosts can be petrified, the students thought, then no one is safe. The first-years, fearing attack, moved around in tight-knit groups, while a furious trade in protective luck devices swept the school. Harry had learned that Draco was not the Heir... But then, who is it? Hermione will, like a fanatical fangirl, tell you that it's time for their Defense Against the Dark Arts lesson, where you'll be learning Spongify. Follow her to the Grand Staircase. o------------------------------------------------------------------------------o | 4qq Grand Staircase STAIR7 | o------------------------------------------------------------------------------o Head up to the third floor and go to Defense Against the Dark Arts. o------------------------------------------------------------------------------o | 4rr Defense Against the Dark Arts DATDA2 | o------------------------------------------------------------------------------o Lockhart, pompous as ever, will call Harry up to learn Spongify. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Spell 4 - Spongify ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Spongify symbol is basically a green spring. The first level requires you to hit two different arrows, the second three, and the third three. You'll notice that each level simply repeats a pattern four times. Really, there's no challenge in hitting these arrows, as all the spells are incredibly simple and don't increase in difficulty. If you beat all three lessons, you'll get 30 House Points total. It's time for you to take the Spongify Challenge. o------------------------------------------------------------------------------o | 4ss Spongify Challenge SPONGE | o------------------------------------------------------------------------------o Challenge Stars - 10 Difficulty - 8/10 There are a freakin' SIXTEEN secrets here, so pay attention. Lockhart will tell you the usual information about the Completion Star and that you should collect Challenge Stars along the way. Head forward at the start and you'll come to a Spongify carpet. Lockhart will explain that if you cast Spongify on them, you can jump on them to be propelled high into the air. Before you do so, throw the two gnomes below into the holes. This opens up the wall, so turn around to see the gargoyle. Cast Lumos and climb back onto the platform. A glowing ledge appears on the right side of the room. Use Spongify to reach the ledge and the SECRET (1). The chest contains a BRONZE WIZARD CARD (40). That gives you your fifth scar. From here, look on your right at the funny looking brick. Cast Alohomora to open a SECRET (2). You have to use the shelf on your left to reach the chest, which contains a SILVER WIZARD CARD (31). Head back to the Spongify carpet and use Spongify to reach the ledge above. Get the CHALLENGE STAR (1). You'll meet an imp in the next room, which are like gnomes, except they hurt you. Put both the gnome and the imp into the holes to open a SECRET (3). You'll find a chest of beans in the left wall. Use Spongify to reach the ledge above. Ignore the carpet in front of you and head along the left ledge to reach a different carpet. Use it to get to the other side of the room, then cast Alohomora the wall on the left to open a SECRET (4) with a CHALLENGE STAR (2). Turn around and a floating platform will come to you. Use it to reach the chest (which has beans) on the other side, then jump to the alcove in the middle to take a CHALLENGE STAR (3). A Save Book lies ahead. In this next room, three imps are lying in the back, though only two of them will try to ambush you. Stun them, then throw them into the hole on the right pillar thing. Cast Skurge on the ectoplasm, then use Flipendo to push the middle pillar to where the ectoplasm was. From the Spongify carpet on the left pillar, turn around and jump to the gargoyle. Cast Lumos on the gargoyle and head to the back of the room, where you'll find a chocolate frog and a glowing wall SECRET (5). The chest contains a BRONZE WIZARD CARD (41). Now use the Spongify carpet to reach the pillar. Turn around and jump to the CHALLENGE STAR (4). The door will open and the platform lowers, so head into the door to a room where four Fire Crabs will drop. Drop down to the crabs and push all four into the pits, doing one side before the next. This lowers a ramp in the middle to a SECRET (6). The chest down the ramp contains a SILVER WIZARD CARD (32). Use the Spongify carpet to reach the end. Cast Flipendo on the switch above you, then head back to the start. Use the Spongify carpet to reach a beam above, then jump to the next beam. Turn around and blast another Flipendo switch, then jump to the CHALLENGE STAR (5). Once the platform lowers, head through the hall and fall through the pit once you cast Skurge on the goo. In the next room, you'll find a bunch of pictures. Look on the left for a picture that has no one in it. Jump in it to a SECRET (7). Open the chest for beans, then look on the right side of the portraits. Cast Flipendo on the one that is upside-down to lower the floor to a SECRET (8). The chest contains a SILVER WIZARD CARD (33). Continue through the hallway to reach a room where you'll see a giant platform. Head right to the front of the platform. Turn around and you should see a carved image. Cast Alohomora on it to reveal a gargoyle. Cast Lumos, then head up the ledges and use the Spongify carpet in the back to reach the top of the platform. Use the glowing Spongify carpet to bounce to the left ledge. Get the Flobberworm mucous and Alohomora the crack to open a SECRET (9). Drop down to get the CHALLENGE STAR (6). The door opens for you, so use the carpet again to bounce to the top. Push the Flipendo block ahead to drop it, then drop through the hole. Push it further so you can use it to reach the ledge and get the CHALLENGE STAR (7). Use the Save Book. Spongify to the room across and cast two Rictusempras on the giant Fire Crab on your right. Skurge the blob and head through, casting Skurge on ectoplasm. Don't Skurge the blob in front of the Fire Crab unless you need health. Skurge the one on the left, then Skurge the blob covering the Spongify carpet. Use it to bounce over the door ahead to a CHALLENGE STAR (8). Head left and into a room where you'll need to bounce across Spongify pillars. Bounce across, then look up until you find Hedwig, who is flying around. Cast Alohomora on her to open a wall. From the last carpet, bounce to the platform with the CHALLENGE STAR (9). Now jump into the alcove on your right to reach the SECRET (10). Open the chest for beans, then drop down to the ledge below the star platform. You should see a gargoyle. Cast Lumos to make a bunch of glowing ledges appear nearby. Climb down them and look at the side of the middle Spongify pillar. Cast Flipendo on it to open two walls. At the bottom of the ledges, Spongify to the other alcove, which is the SECRET (11). Open the chest for a SILVER WIZARD CARD (34). Spongify back, then climb up the glowing ledges. Spongify up to a Save Book. Continue forward and open the chest for beans. The floor will lower and two spiders will come. Rictusempra them, then Flipendo one of the switches on one side. Stand in the alcove in which the switch is, then hit the other switch. This allows you to drop into the hole, which is a SECRET (12). Open the chest for beans, then Spongify back to the spider trap floor. Cast Lumos on the gargoyle in the left alcove, then continue through the hallway. On the right side you'll find a glowing wall SECRET (13). Open the chest for some beans, then continue through the hallway. There's a piece of Wiggentree bark on your right. In the next room, you'll see a footplate on a tall pillar. Jump to it and the pillar will lower. Ahead of you is a chest with a BRONZE WIZARD CARD (42). On the left wall is a carved image. Cast Flipendo on it to open a SECRET (14). Get the four beans, then go back up the ledges in the room. On the right side, you'll find a hallway. Head through (the chest contains Peeves, so avoid it) and look on your left. Cut the rope and get the Flobberworm mucous. The rope will lower a bridge in the previous room. Head through the hallway on the right and use Spongify. Cut the web and kill the two spiders, avoiding the giant Fire Crab below. Continue through, dropping down and heading across the bridge to take the final CHALLENGE STAR (10) and use the Save Book. Jump to the pillar. Spongify over to the left, timing it so that you don't get hit by the machine. You just saved, so it shouldn't be a problem. Jump to the alcove on the right and continue through the corridor. Look above to find a web to cut, then kill the spider that comes down. Look up on the right side of the wall, then cast Flipendo on the carved image you should find, allowing you to use the Spongify pad. Bounce up to the alcove ahead, which is a SECRET (15). The chest has a BRONZE WIZARD CARD (43). Now continue past the spider. Use the Spongify carpet to reach the Completion Star, but DO NOT take it. First, cast Flipendo on the carved image in back of it to open a wall opposite here. Use the Spongify carpet you're probably standing on to reach it. Now jump to the alcove with the chest, which is the SECRET (16). You'll just barely make it, so you'll have to time your jump right. Open the chest to get the beans, then drop down. Spongify back to the end and grab the COMPLETION STAR (1). o------------------------------------------------------------------------------o | 4tt Entrance Hall HALL15 | o------------------------------------------------------------------------------o You appear across from the Skurge Challenge. A student will tell you it's time for the House Point Ceremony, but we have like fifty things to do. First, retake the Spongify Challenge and go for the fastest time possible, getting all Challenge Stars and ignoring secrets/etc. Once that's done, it's time to get the final secrets of the castle (but not the game)! Head to the top of the main hall staircases. Use the Spongify pad to reach the ledge above, counting as a SECRET (11). The chest contains a BRONZE WIZARD CARD (44). Head into the dungeons. Just across from the start of the dungeon corridor is an archway. Alohomora it to open a SECRET (12). Use Spongify to collect the beans and get the ones at the top, plus the chest. o------------------------------------------------------------------------------o | 4uu School Grounds (Day) DAY4 | o------------------------------------------------------------------------------o Make a turn right and look for a Spongify carpet. Use it to reach the ledge above, where you'll find a BRONZE WIZARD CARD (45). This counts as a SECRET (7). Drop down and head to the Diffindo Challenge. Alohomora the crack on the wall near and cast Lumos on the gargoyle. Hopefully, you remember where it is. Go up the stairs and head to the wall on the right where a girl is trading. Go through the glowing wall, then jump on the switch to the right to open a wall. Head down through the glowing wall and over to the side of the castle where the wall opened. Spongify up to the alcove, which is a SECRET (8). Get the SILVER WIZARD CARD (35) and drop down. Now go play Quidditch. Complete matches 4 and 5 until you have the maximum House Points. I believe the maximums are 40 for match four and 40 for match five. Head back inside. o------------------------------------------------------------------------------o | 4vv Entrance Hall HALL16 | o------------------------------------------------------------------------------o Go to the Grand Staircase. o------------------------------------------------------------------------------o | 4ww Grand Staircase STAIR8 | o------------------------------------------------------------------------------o First, go down to the bottom floor. You'll see four Spongify carpets in the middle. Use Spongify on the middle and bounce up WAY to the top of the ceiling. You want to bounce up to the middle (it may take a few tries) so you can get the SILVER WIZARD CARD (36). Head back up the stairs and go to the first floor. Make a left into the Silver Wizard Card locks and look on your left. Jump through the big opening in the wall, which counts as a SECRET (7). Open the chest and use the Spongify carpet to reach more beans. Head out and go to the second floor. Head to the Charms classroom and look left of it to find a dark part of the wall. Cast Alohomora on it to open a SECRET (8). Use Spongify to reach a chest with beans and get some beans, then head out and go to the fourth floor. Contiune past the Hospital Wing and into Madame Pomfrey's office. Jump on the switch to open a wall in the back, then head down the stairs on either side. Use the Spongify carpet to reach the alcove, which is a SECRET (9). The chest contains a SILVER WIZARD CARD (37). Head out of the fourth floor. When you reach the main Grand Staircase, look on the left wall and cast Alohomora on the carved image you should see. Now Skurge the goo and Diffindo the rope to open up a Spongify carpet. Bounce over to an alcove opposite here, which counts as a SECRET (10). The chest contains a SILVER WIZARD CARD (38). On your right, you can head down to another chest, which has some beans. Drop down to the third floor and take the stairs down. Leave the Grand Staircase. o------------------------------------------------------------------------------o | 4xx Entrance Hall HALL17 | o------------------------------------------------------------------------------o Head to the House Point Ceremony Chamber. You should be like 400 points ahead of Sltyherin, giving you plenty of time in the Bonus Bean Room. o------------------------------------------------------------------------------o | 4yy Bonus Bean Room BEANS4 | o------------------------------------------------------------------------------o Use the Spongify carpet at the start to propel over the ledge and into a giant tower. Go through the tower and head right. Use the carpet to get the beans over the tower. When you land, use a third carpet to get the beans on the base of the tower, then Skurge the ectoplasm blocking the door. Go right and get the beans on the stairs, then take the left turn back to the start. Grab the beans while going around to the other side of the start and Skurge the ectoplasm on the door. Continue through the vines and go left, getting the beans. Spongify back to the other side, getting a load of beans. Turn left and use another Spongify carpet to get even more beans. Turn left and cut the vines, then Skurge the goo on the door. Go to the rooms with the beans around the chests. Get the beans around the chests and you'll appear outside. Grab all the beans on the ground floor, then head into the Skurge door you opened. Grab the beans on the left and go right. Drop down to the grassy area and get the beans around, then use the Spongify carpet to get a ton of beans. Open the chests on the ground for more beans, then go back into the other grass area. Open more chests, then head into the beans around the chests room. Get the beans from the chests until you run out of time. o------------------------------------------------------------------------------o | 4zz Entrance Hall HALL17 | o------------------------------------------------------------------------------o You appear in the Entrance Hall. Head forward and Ron will tell you that Moaning Myrtle is really upset and flooded the corridor again. Follow him to the Grand Staircase. o------------------------------------------------------------------------------o | 4aaa Grand Staircase STAIR9 | o------------------------------------------------------------------------------o Head up to the second floor and go to the bathroom. Myrtle is upset because someone through a book at her. Harry picks up the book, but Ron warns him that his dad said some books can be very dangerous. The book is a diary that belongs to someone called Tom. M. Riddle. The diary speaks to Harry and Harry asks if he knows about the Chamber of Secrets. The diary says that he does because the monster killed a girl in his fifth year. He caught the person who set the monster out and he was expelled. He takes Harry back in time to show him what happened. You're in the dungeon corridor. You can move around, but no one notices you and you'll just walk through them. You see a picture of 15 year-old Hagrid egging on some creature to get in the box. Tom comes and tells him the monster needs to be killed, as he thinks it's the monster that killed the girl. Hagrid says it's not true, but Tom tells him to stand aside. The monster, revealed to be a spider, comes out and escapes, ending the scene. o------------------------------------------------------------------------------o | 4bbb Entrance Hall HALL19 | o------------------------------------------------------------------------------o The camera cuts to outside the castle. Harry had always known Hagrid had an unfortunate liking for large, monstrous creatures. But he was equally certain that Hagrid would never mean to kill someone. Ron and Hermione discuss the matter of the memory in the Gryffindor Common Room. Hermione thinks Riddle might've got the wrong person. They always knew Hagrid was expelled, and the attacks must've stopped then, or Riddle wouldn't gotten his reward. Harry comes and tells them that Riddle's diary is gone. Hermione realizes that only a Gryffindor could've stolen it, as nobody else knows our password. Suddenly, Harry hears the voice again... "Kill this time... let me rip .. tear.." Harry asks if they heard the voice, but they didn't. Hermione has a sudden epiphinay and runs off to the library. Harry decides that they have to go to talk to Hagrid. Leave the common room and go outside. o------------------------------------------------------------------------------o | 4ccc School Grounds (Night) NIGHT2 | o------------------------------------------------------------------------------o This is the last time we'll be able to go outside, so we're going to get the rest of the secrets now. Turn right and use the Spongify carpet to reach the SECRET (2) where you got the Bronze Wizard Card. Head over to the wall where the traders were and cast Alohomora on the carved image to open a SECRET (3). Get the beans and open the chests in both areas, then head out. Go over to the Diffindo challenge and open the crack in the wall, revealing a SECRET (4). Cast Lumos on the gargoyle and head to the wall on the right where the trader was. Go through the glowing wall to the SECRET (5). Jump on the switch on your right to open the wall in the castle, then head back through the glowing wall. Use the Spongify carpet to reach the SECRET (6). Okay, we're officially done with secrets for areas we've been to, so drop down and follow Ron. Take a left at the dragon statue and head to Hagrid's Hut. Ron saw Lucius Malfoy going into the hut. Him, Hagrid, and Dumbledore exit and Lucius explains that it's time to act. He's sending Hagrid to Dumbledore. Him and the rest of the school governors have also voted to force Dumbledore to step aside as Headmaster of Hogwarts. Dumbledore does so willingly, but explains that he will not truly have left the school until those there are no longer loayl to him. He also says that help will always be given at Hogwarts to those who ask for it. Hagrid says, in an attempt to help Harry and Ron, that if anyone wanted ter find out some stuff, all they'd have ter do would be ter follow the spiders. When they're gone, head to the back of the hut and through the now open gates to the Forbidden Forest. o------------------------------------------------------------------------------o | 4ddd The Forbidden Forest FOREST | o------------------------------------------------------------------------------o Harry and Ron come to a pile of logs too high to climb. Ron boosts Harry over the logs, but this renders Ron unable to get across, forcing you to brave the forest on your own. This is another place you can't come back to, so don't miss the four secrets. Hopefully you've amassed a dozen or so Wiggenweld potions. The Forbidden Forest is full of traps and nasty enemies, so you're going to be taking some heavy damage. Also, you'll need the potions when you reach the end... Head forward at the start and Lumos the gargoyle to reveal two Spongify pads, one on a stump. Use the one on the stump to bounce up to a ledge. Kill the spider and use Diffindo to cut the web holding the log, making it fall to a pit. Use the Spongify carpet that was under the log to reach a new ledge. Kill the two Bowtruckles, then look on the right. Cut the web for a bean chest, then cut the web holding this log. Use another Spongify pad to bounce down to the logs. Jump back to the first log and look on your right. Cast Flipendo on the swirly symbol to open a SECRET (1). At the end, you'll find a chest with a SILVER WIZARD CARD (39). Head back down and jump across the logs. Continue forward and avoid the giant four-headed Venomous Tentacula. Cut the vines in the cave and head across the bridge, which will collapse. Quickly go back, away from the masses of Horklumps. Cut the vines on the left to have a pair of gnomes turn them into beans, then climb up the glowing stumps. Use the Save Book. Go through the cave, cutting the webs and killing the spiders. At the end, head left along the ledge. Use Spongify to make your way around the tree. Once you're done, go forward and you should see a glowing ledge. Drop down underneath it and get the chocolate frog (if it's necessary). Now look for a Spongify carpet. Use it to reach an alcove way up at the top of the tree. The extending branch has a BRONZE WIZARD CARD (46). Drop down and use the Spongify carpets to get around the tree again. This time, use the glowing ledge to reach the next area. This is a cave with tons of webs and a few spiders. You want to release the spiders and kill them. Along the way you must climb a few ledges. The first spider is in front of you, the second is on the left, and the third is on the left once you climb the ledges. Killing them opens a SECRET (2). The chest inside contains the game's final SILVER WIZARD CARD (40). That gives you the final SILVER KEY (4). Head back to the last spider and look on the right. There's an alcove with a chest containing a BRONZE WIZARD CARD (47). Continue to your left and Spongify to the top of the waterfall. Jump along the ledges and defeat the imps. Imps are pretty difficult when they're in groups of three or more, so you may want to just lead them into the waterfall, trapping them. When you're done, drop down to the waterfall and head under the imp ledge. You'll find a SECRET (3). Open the chest for some beans, then head back to the imp area and use the Save Book. Continue forward and cut the vines. You'll have to defeat sevearal spiders that take two or three Rictusempras. Once that's over, contiune to an area where you have to kill three Bowtruckles. Now cut the rope to open up parts of the tree. Go up the ledges and cut the vines. It appears to be a dead end, but Flipendo the pillar in front of you to lower it. Spongify to the next area. Turn around and go forward. On your right is a web to cut, allowing you to open the chest with a BRONZE WIZARD CARD (48). Jump down the ledges of the tree to the next part. Open the chest for a gnome. Cut the web, then throw the gnome into the mass of Horklumps. Let it transform them into beans, then kill it and continue. Flipendo the log to drop it, then head across. The log drops into a pit, so turn around and look for a black chest. Cut the web blocking it, then head in to activate the last SECRET (4). Open the chest for a BRONZE WIZARD CARD (49). Turn around again and cut the three webs. Get the Flobberworm mucous on the right, then mix some Wiggenweld potions on the left. Head forward to an area with a bunch of webs. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boss - Aragog ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : 7.5/10 This is why you've been saving up your Wiggenweld potions. Harry will head forward and one of Aragog's children will tell him a human is here. Aragog, who is lying on the web above (he's an enormous talking spider, by the way), will ask if it's Hagrid. Harry says he's a friend of Hagrid coming to help him, but Aragog asks why Hagrid needs help. Harry explains that people think Hagrid released a monster in the castle and that the monster is back. Aragog says it was him Hagrid released, but he's never gone back into the castle and has never hurt anyone inside of it. Harry then thinks he's not the guardian of the Chamber of Secrets. Aragog explains the guardian is an ancient creature spiders fear above all others. Harry tries to leave, but Aragog wants to feed you to his children! Head around the perimeter of the nest. Spiders will come at you in ridiculous numbers, and there's an infinite number of them. You should see a bunch of ropes holding Aragog's web up. Cast Diffindo on all of them. Along the way, you're going to be attacked like hell by the spiders. What you should do is use the mouse so you can move and cast spells at the same time. Use the jump move to avoid spiders and cast Rictusempra when one is in your way. You're definitely going to take some blows, so use your Wiggenweld potions when you need them. When all the ropes are cut, Aragog's web will fall down, starting the next stage. Aragog's life bar appears. What you have to do is use Rictusempra while holding the right arrow key to avoid attacks. If you just cast Rictusempra, damage will be minimal. If you hold it up, powering it, it will do more damage. Also, you can do maximum damage when he shows his belly, which has a big Rictusempra symbol on it. Aragog has two attacks, which are shooting webbing at you (he can fire several at a time). Stand between two shots to avoid getting hit. His second attack is charging at you, but you shouldn't get hit as long as you keep moving. His first attack comes in a few differnet forms. Sometimes he'll just fire a bunch at you, while other times he'll fire two quick shots followed by another two (you'll have to change direction to avoid these). When you get low on health, chug Wiggenweld potions. Once Aragog runs out of HP, he'll collapse and fall into the pit below, trapping him. Harry comments that he did learn one useful thing from Lockhart: Rictusempra =). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ron arrives from above in the flying car and congratulates Harry. Unfortunately, Hermione has been petrified like the others. Harry decides it's important to get back as soon as possible. Ron drives them back with the flying car. o------------------------------------------------------------------------------o | 4eee Grand Staircase CASE10 | o------------------------------------------------------------------------------o You appear on the fourth floor. Follow Ron forward to the Hospital Wing, where you'll find Hermione lying. Harry notices Hermoine's holding a note and takes it out of her hand. To their surprise, it contains the last clues they need to solve the mystery of the chamber. The note reads, "Of the many fearsome beasts and monsters that roam our land, there is none more dangerous than the Basilisk; the King of Serpents. This snake, which may reach gigantic size and live hundreds of years, is born from a chicken's egg, hatched beneath a toad. Aside from its deadly venomous fangs, the Basilisk has a horrible stare, and all who are fixed with the beam of its eyes shall suffer instant death. Spiders flee before the Basilisk, for it is their mortal enemy. The Basilisk flees only from the crowing of a rooster, which is fatal to it." Ron wonders how the Basilisk's been getting around the place, as anyone would've seen a giant snake. Harry sees the note answers that question too, as it says the word pipes. Harry realizes that it's been using the plumbing and that he's been hearing it from inside the walls. Aragog said the girl who died was found inside a bathroom. Harry wonders if the girl never left the bathroom, and Ron realizes it was Moaning Myrtle! Harry and Ron simultaneously realize that the entrance to the Chamber of Secrets is in Moaning Myrtle's bathroom. McGonagall suddenly annouces on the speakers that all students are to return to their house dormitories at once. All teachers are to report to the staff room. Ron thinks there's another attack. The two leave the Hospital Wing. The narrator announces, as the camera shows that another bloody message has been written beneath the first, that another attack had indeed happened. And it's the worst one yet, as someone had disappeared. The victim was Ginny Weasley! The message red, "Her skeleton will lie in the chamber forever." Hogwarts would surely close now. Professor Lockhart was given the task of rescuing Ginny, but Ron and Harry had to do something! Harry and Ron hurry to the staircase, trying to save Ginny. Harry is going to go to Moaning Myrtle's bathroom and try to find the entrance to the chamber. Meanwhile, Ron will go find Lockhart. It wouldn't surprise him if he was trying to sneak out of Hogwarts. You regain control of Harry, so head up to the second floor and to Moaning Myrtle's Bathroom. Harry will ask Moaning Myrtle how she died. Myrtle explains that she died in this very stall. The door was locked, and she was crying because Olive Hornby had teased her about her glasses. She then heard someone come in. He said something funny, in a different language. Myrtle realized it was a boy, so she told him to go away after unlocking the door.. and then she died. Harry asks where he was standing, and Myrtle says he was over by the sinks. She also says one of the sinks has never worked. Harry wonders if that's where the entrance to the Chamber of Secrets is. Harry yells, "Open!" to no avail, so he tries Parseltongue. The chamber opens. Ron comes with Lockhart and says he was indeed trying to sneak out of Hogwarts. Lockhart attempts to leave, as the chamber is open, but they force him to stay. Ron and Lockhart go down into the chamber. The question is, are you ready? Jump in and prepare yourself for the most difficult part of the game. o------------------------------------------------------------------------------o | 4fff The Chamber of Secrets SECRET | o------------------------------------------------------------------------------o Ron points out that there's something up there. Harry goes forward as Lockhart says he feels faint. Lockhart steals Ron's wand and claims the adventure ends here. He tries to wipe out Harry's memories using the Obliviate spell, but since Ron's wand is broken, the spell backfires onto Lockhart himself. The spell also causes the ceiling of the chamber to collapse, separating Harry from Ron and Lockhart. Ron is okay, so Harry heads forward and tells Ron to stay with Lockhart. There are three secrets to get in the first part (it's split into two parts), and you can't return, so don't miss them. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part I. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Go left at the start and cast Lumos on the gargoyle, after dealing with the giant Fire Crab. Go past the Fire Crab and Skurge the goo. Jump to the ledge and Skurge the next bit of ectoplasm. There's a glowing wall in front of you, which is a SECRET (1). Open the chest for a chocolate frog, then head back. Look on your right and use the Spongify carpet to reach the hanging platform in the middle. It will lower. Jump to the sides at the bottom of the chamber for two bean chests, then wait for the platform to come up. Take it down to the bottom and head forward, where you'll find a Save Book. Cut the web and drop down. Kill the spiders, then turn around for some mucous and bark. Continue past the spiders and Skurge the goo on your right. This makes a bunch of circular walls go up and donw. Use the Spongify carpet to reach the top of the ledge above, then drop down and start going through the circle walls ahead of you. Be careful not to get crushed. Use the Save Book and look on your right for a chocolate frog. Keep going leftward and a bunch of rocks will fall. Cast Flipendo on the rock above to make it fall, then use it to go left. Spongify to the hallway above and the walls will close in on you. Go forward, but don't drop down into the next part. Instead, stand on the small area where you can not get crushed (you have to cut the web) and wait for the walls to close in. Now turn around and head to the left side, into a SECRET (2). Open the chest for some beans, then drop down at the end. Turn around and head forward, then go left at the rubble. Skurge the blob and Diffindo the web, then turn right and cut another web for a chest of beans. Go left this time and cut a third web. Tip the cauldrons on either side, then drop down into the pit below. A cut-scene shows that a door on the other side is being held shut by a rope. Go right (ignore the masses of enemies as best you can) and cast Lumos on the gargoyle, causing a ledge to appear on the other side. Use Spongify to reach the ledge, then head right. Cast Lumos on another gargoyle on your left, then use Spongify to reach another ledge. Spongify one more time to reach a trio of imps. I highly recommend avoiding them, as imps are extremely difficult to defeat in enclosed areas when in groups of three. Head right and drop down. Don't stand on the grate. Cast Flipendo on the carving of snakes, then go to the right side and cut the rope to open the grate. Now drop to where the snake carvin wall moved back. The grate will take you down to the SECRET (3). Open the chest for some beans, then head back and use the Spongify carpet (knock the Fire Crab off) to reach the door you opened. Head forward and Flipendo the switch on the ceiling, allowing you to tip the two cauldrons. Continue forward and Harry will eventually go automatically into the second part of the Chamber of Secrets. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Part II. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ This is the second part of the Chamber of Secrets. The start menu restarts the secret count, so I will too. It says that there are four secrets, though I believe there is a glitch. Two of the other FAQs list getting the last Bronze Wizard Card as a secret, yet it does not display on the screen, leading me to believe it really is the fourth secret. However, the count on the start menu remains at 3/4. If there really is a genuine fourth secret, email me at zoophoria@gmail.com. Head forward into a room with four Fire Crabs. Push the Flipendo blocks on either side to reveal two Fire Crab plates. Push two crabs into the plates to' lower some platforms, then hit the Flipendo switch in the back alcove to reveal a Spongify pad. Bounce up to a ledge with two imps. Defeat them both to open a SECRET (1). Take the potion ingredients and cast Lumos on the gargoyle, then quickly head into the hallway on your left. Flipendo the switch and Spongify the carpet that opens up below to bounce up. Jump across the gap and Flipendo the switch. Use the carpet below to bounce to an alcove above. On either side are glowing walls. It only counts as one SECRET (2). Open the chest for some beans and get the frog, then continue through the hall. Drop down and cut the two ropes in the holes to release the grate. You'll fall into a room with snails. Use the Save Book. Contiune forward and stun the snails. A snail on the right drops into a trapdoor. Push the two snails to the trapdoor to kill them, then head near the trapdoor. Turn around and look up at the wall. Cast Flipendo on the snake carving to open a SECRET (3). You don't hear the confirmation noise, but the secret gets added to your count automatically. Don't cast Lumos on the gargoyle, as we want to take the long way to ensure that we get the last card. Head past the trapdoor and you'll find an alcove with a Spongify carpet. Kill the pixie above and bounce to one of the moving beams. On your right is a rope. Cut it to lower a beam above the trapdoor. Jump to the next beam and cut another rope. Jump down and head right to where you'll drop down to another carpet. Kill the pixies above, then jump to the beams. Cut the ropes on each beam, then drop down to the gargoyle. Cast Lumos to reveal some beams over the trapdoor. Use them to reach the game's final BRONZE WIZARD CARD (50). That gives you your sixth and final scar of health. Use the beams to get to the end of the trapdoor, then drop down and contiune to a Save Book. When you drop down, a boulder appears, giving you a limited amount of time to get out. Head through the chaos, cutting vines and avoiding falling into the pits. If you keep moving, you shouldn't get hit. Stand on the snake tile at the end, which will fall through the floor. Turn around for some potion ingredients, then head forward to the Save Book. Head right and you'll find a door. Stand in front of it to open it, then cut the rope to start the seesaw. Jump to it when it comes to you, then jump to the door. This forces a game load, even though you didn't actually go through the doorway. o------------------------------------------------------------------------------o | 4ggg The Final Fight FFIGHT | o------------------------------------------------------------------------------o Head forward to a room with snake heads shooting fire across the room. Time your movement so you cross when the fire is not there. At the midway point, go to the right alcove for potion ingredients, and the left alcove to mix some potions. Now continue through the snake heads to the end, where you'll find a Save Book. Drop down to Ginny. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Boss - The Basilisk ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Difficulty : 8.5/10 Harry will cry out Ginny's name and go over to her. She is lying unconscious on the floor. After a futile attempt to make her wake up, Tom Riddle comes over to Harry and tells him she won't wake. Ginny is only just alive. Tom explains that Ginny has been writing in Tom's diary for months, pouring her soul into it. It made him stronger until he had enough power to pour a little of his soul back into her. Harry is confused, but Tom explains that Ginny Weasley opened the Chamber of Secrets, just as Tom had before he became Lord Voldemort. Tom, in a new, more evil voice, explains that Harry's second-year magic tricks won't do a thing against the greatest sorcerer in the world. Harry argues that the greatest sorcerer in the world is Albus Dumbledore. Tom says that Dumbledore is gone. It's time to match the power of Tom Riddle, Heir of Slytherin against the famous Harry Potter. Fawkes flies into the room and drops the sword of Godric Gryffindor into the room for Harry to use. Tom taunts Harry and says the sword won't help him. In Parseltongue, he calls the Basilisk out of the giant head in the back. Tom orders the Basilisk to kill Harry, but Fawkes rips his eyes out. Tom claims that although the Basilisk is blind, it can still smell him and kill him. Are you ready for the final battle? The Basilisk will keep the majority of its body in the head. It will sometimes lash out at you, which you can avoid by simply moving. Its other attack is to spit venom at you. It spreads the venom all over the place, and the venom coats the floor for a second before disappearing, so you can't just walk balk. This is more difficult to avoid. I suggest moving constantly, stopping only to attack. I also think it's wise to change direction frequently. To attack the Basilisk, you have to hold Alt or the left mouse button to power up Rictusempra on your sword. It's difficult to aim, but the spell fires up a bit, so make sure the sword is below the Basilisk's head. The best time to attack is in between attacks. This ensures that you won't get hit while trying to strike. The snake's HP drains faster than you would think, and once it's gone, you've won! Or did you? Now here comes the harder part. Chug a few Wiggenweld potions if you lose some health. The Basilisk will pop out of one of the four vents in the floor. You can't know which one it will appear in, so you'll have to have good reaction time. When you see a vent move, move towards it. The Basilisk will spit venom like with before, but when you hit it, it goes ballistic and shoots it everywhere. This venom lasts longer and can limit your maneuvering room. This time, aim the sword so that it's level with the Basilisk. You have to power up your Rictusempra if you want to hit it. Don't forget to drink Wiggenweld potions if you're running out of health. The crappy camera angels make this phase difficult. If you fall into the vent, you're screwed. Also realize that if you land in the venom, you'll take damage VERY quickly, so try to avoid that at all costs. The venom will begin coating most of the floor, limiting your maneuvering room. I suggest either jumping over the venom or just staying still until the Basilisk shoots venom. Keep chipping away at the snake's health. It will often dodge your attacks, so aim at its head. Also, you can't hit it when it's looking at the walls. You have to wait until it roars. The HP takes longer than the first phase , but you'll get it eventually. When it's all drained up, you've won! Congratulations, you've beaten Harry Potter and the Chamber of Secrets! The snake falls into a hopeless inferno as Tom Riddle wears a shocked expression on his face. Riddle cries out Noooo! as the venom of the Basilisk shoots into the air. Riddle himself disappears and Ginny wakes up. She's sorry for what she did, and she didn't mean to. Riddle made her. Harry and Ginny leave. o------------------------------------------------------------------------------o | 4hhh Grand Staircase CASE11 | o------------------------------------------------------------------------------o Harry comes to Dumbledore's office to find that he's been unsuspended. It seems that Lucius had threatened to curse the board if they didn't suspend him. However, they decided to stand up to him. Ron and Hermione come into the room as Dumbledore explains this. Now that the heir is gone and the Basilisk is dead, Hagrid has been released as well. He'll be back in his hut soon. Dumbledore says that they can be sure Lucius was the one who gave Ginny the diary (remember how he slipped that book into her cauldron, claiming he was helping out the poor and needy?). He daren't do it again unless he wants the Ministry of Magic after him. Harry explains Lockhart has lost him memory. Dumbledore wonders what he'll think about, now that he can't think about himself. Harry tells Dumbledore not to give the job to Professor Snape as he's... err, too valuable as a potions teacher. Dumbledore congratulates them as they each share there experiences. Ron spent much more time in a girls' bathroom than he would've liked, Hermione is going to write an extra credit paper about being petrified, while Harry says that anything can be accomplished when you have your friends to help you. Well, almost nothing. Looking like Goyle came close. Dumbledore wonders what the toast for the banquet downstairs should be. "To friendship!" says Ron. "To loyalty!" says Hermione. "and courage," says Harry, "But to friendship most of all!" o------------------------------------------------------------------------------o | 4iii Entrance Hall HALL20 | o------------------------------------------------------------------------------o The rest of the term passed in a blaze of hazing sunshine. Hogwarts was back to normal with only a few, small differences. Defense Against the Dark Arts classes were cancelled and Lucius Malfoy had been fired as a school governor. Draco was no longer strutting around as if he owned the place. On the contrary, he looked rather sulky. And of course, Ginny Weasley was back to normal. Hermione says to Harry and Ron that it's their last day at Hogwarts. Ron says the only thing left to do is the House Cup in the Great Hall. Hermione tells Harry that if there's anything you want to do at Hogwarts, you'd better do it before the ceremony. Well, there are a couple of things. Head outside and play the final Quidditch game, which includes the Quidditch scene from the movie. I think the maximum is 30 points, but it's still fun and worth it. Also, check your secret counts for the four challenges, the Entrance Hall, the Grand Staircase, and outside. Get any of them you missed. Another thing to do is take any spell challenges you want to improve on to get more House Points. And of course, it's time to open the door that Nearly Headless Nick showed us at the beginning of the game. When you're done with the other things, head to the Grand Staircase. o------------------------------------------------------------------------------o | 4jjj Grand Staircase CASE12 | o------------------------------------------------------------------------------o Go up to the first floor and go to the door Nick showed you. Now that you have all 40 Silver Wizard Cards, the door will open, using your Silver Keys (0) Head inside. o------------------------------------------------------------------------------o | 4kkk The Gold Wizard Card Challenge WIZARD | o------------------------------------------------------------------------------o You'll come to a room with a bunch of curtains. Head around until you find the arch, then head through and use the Save Book. Continue and a timer will start. It's time to begin the Gold Wizard Card Challenge! You have a limited amount of time to collect the eleven cards. Head forward and the entire room will lower. Ignore the Fire Crabs and drop to the Spongify carpet below. Bounce to the first GOLD WIZARD CARD (1). A picture of Bertie Bott will appear in the beginning room. Open the door by Alohomoraing the lock open. Use the moving ledges (be careful) in this room to reach the top of the pillar, where you'll find a GOLD WIZARD CARD (2). Cut the ropes to release the bridge, then cut a few webs on your right. In the next room, the card seems to be obvious. Don't approach it, though, or a pillar will raise, rendering it unreachable. Go to the left or the right and climb up the ledges. Jump to the GOLD WIZARD CARD (3). Drop down and head through the hall on your right. Cut the rope to open the door , then continue to a ledge room with a bunch of blobs. Climb your way up, Skurging the ectoplasm as you go. At the top, you'll get another GOLD WIZARD CARD (4). Continue and use Spongify to bounce over the giant Fire Crabs to the next GOLD WIZARD CARD (5). Head left and Skurge the ectoplasm. Alohomora the lock on the floor, then use Spongify to bounce over to a GOLD WIZARD CARD (6). Head right and climb up the ledges, after opening the lock. Climb to the next room and head right. Cast Lumos on the gargoyle on your right to create a bunch of glowing ledges. Jump across them to reach a ledge with a GOLD WIZARD CARD (7). Jump to the bottom of the ledges and cut the rope. Head through the hallway to find a room with a bunch of Flipend blocks. What you have to do is Flipendo them to the side. The gates will open, allowing you to continue upward. Start by pushing the first block left. At the top, get the GOLD WIZARD CARD (8). Cut the rope above the arch before you enter it. This opens a "gate" on the left, letting you use a Spongify carpet. Bounce across to a GOLD WIZARD CARD (9). Open the door and continue to a room with three Flipendo blocks. Pushing them causes ledges near the card to raise. Push the two on the right as far as they go, and push the left one a little less so you can climb it. Get the GOLD WIZARD CARD (10). Head into the corridor on your left and continue up some stairs. Cut the rope on your right to open a Spongify carpet. Bounce across several Spongify carpets to the final GOLD WIZARD CARD (11). Congratulations, you have all 101 Famous Witches and Wizards Cards and have completed the Gold Wizard Card Challenge! Head through the door to the room where you started. Now that you've collected all the cards, you can view them in 3D here. The people on them are: Bertie Bott, Albus Dumbledore, Godric Gryffindor, Herpo the Foul, Salazar Slytherin, Helga Hufflepuff, Montague Knightly, Parcelsus, Carlotta Pinkstone, Rowena Ravenclaw,... and of course, Harry Potter! Head back to the Grand Staircase. o------------------------------------------------------------------------------o | 4lll Grand Staircase CASE13 | o------------------------------------------------------------------------------o Go down and leave the Grand Staircase. o------------------------------------------------------------------------------o | 4mmm Entrance Hall HALL21 | o------------------------------------------------------------------------------o Go down the main stairs and head to the Great Hall. o------------------------------------------------------------------------------o | 4nnn Ending ENDING | o------------------------------------------------------------------------------o The students gather around their house tables. McGonagall announces that the Headmaster wants to address the students. Snape calls for silence, as it isn't too late to lose House Points. Dumbledore stands and says that this House Point Ceremony brings the school year to an end, and an eventful year it was. He shall now present the cup to the Hogwarts house with the most points. Ron asks Hermoine if she thinks they'll take the cup, who says that they will after he and Harry saved the school. Dumbledore announces that Ravenclaw came in fourth place. A Ravenclaw thanks him for not saying last place. In third place... Hufflepuff. A Hufflepuff says they find finishing in the middle to be quite adequate. And now... for the moment of truth!!! In second place... wait for it.. .. Draco claims it will be the Gryffindors, as they are naturally second best. He says they won't rob Slytherin of the cup like last year. However, the second place house is... after barely escaping disqualification... Slytherin! Draco is astonished, and Dumbledore announces that first place and the House Cup goes to Gryffindor! Harry, Ron, and Hermione cheer as the banners turn to Gyrffindor loggos. Watch the credits roll as the start menu theme plays. CONGRATULATIONS! You have beaten Harry Potter and the Chamber of Secrets with all 101 Famous Witches and Wizards Cards and all of the secrets! ==========================----------------------------========================== | =-=-=-=-=-=-=-=-=-=-=-=-=-=- | | (05) | Appendicies | APPEND | | -=-=-=-=-=-=-=-=-=-=-=-=-=-= | --------------------------============================-------------------------- o------------------------------------------------------------------------------o | 5a Bean Traders TRADER | o------------------------------------------------------------------------------o There are several bean traders throughout the castle, and they sell different items. Here is a list of where they are, what they sell, and an approximate price range. Sometimes a trade will tell you they're out of stock. If they sell wizard cards and you've already collected all the silvers and bronzes, then they will never restock for obvious reasons. However, they will if you don't collect them all or if they sell potion ingredients. Prices marked with a * are exact, never-changing prices. You can keep talking to traders and there price will constantly change. +-------------------------------+--------------------+---------+ | Location | Item | Beans | +-------------------------------+--------------------|---------+ | Right side of entrance stairs | Wiggentree Bark | 75* | |--------------------------------------------------------------| | Near Rictusempra Challenge | Silver Wizard Card | 190-280 | |--------------------------------------------------------------| | Near Spongify Challenge | Silver Wizard Card | 190-280 | |--------------------------------------------------------------| | Near Spongify Challenge | Bronze Wizard Card | 110-200 | |--------------------------------------------------------------| | Outside potions classroom | Wiggentree Bark | 75* | |--------------------------------------------------------------| | Outside potions classroom | Flobberworm Mucous | 50* | |--------------------------------------------------------------| |Bottom floor of Grand Staircase| Flobberworm Mucous | 50* | |--------------------------------------------------------------| |Bottom floor of Grand Staircase| Silver Wizard Card | 190-280 | |--------------------------------------------------------------| |Bottom floor of Grand Staircase| Silver/Bronze Card | 110-280 | |--------------------------------------------------------------| | By carved image outside | Wiggentree Bark | 75* | |--------------------------------------------------------------| |By platform with SWC and switch| Silver Wizard Card | 190-280 | |--------------------------------------------------------------| |Fred - outside Quidditch pitch | Nimbus 2001 | 700* | |--------------------------------------------------------------| | George - outside the pitch | Quidditch armor | 500* | |--------------------------------------------------------------| | Opposite Fred and George | Flobberworm Mucous | 50* | |--------------------------------------------------------------| | Through archway near previous | Wiggentree Bark | 75* | +--------------------------------------------------------------+ o------------------------------------------------------------------------------o | 5b Dueling Guide DUEL | o------------------------------------------------------------------------------o After you complete the Powdered Bicorn Horn Quest, a student will tell you that they're starting a dueling club in the Great Hall. Once you defeat Draco in a practice duel, you'll be able to challenge people in the antechamber outside the Great Hall. Walk up to someone and a box will appear showing you how many beans you need to bet to duel them and the option to accept or decline. If you win the duel, you get your beans plus your opponent's (which is equal to the amount of beans you bet). If you lose, your opponent wins the beans. There are three spells you can use in dueling. Switch through them using the right mouse button or the spacebar. The spells are Rictusempra, which drains your opponent's health, Mimblewimble, which decreases the accuracy of your opponent's spells, and Expelliarmus, which deflects your opponent's spells back to them. Use the left mouse button or the Ctrl key to cast your spells and the left and right arrow keys (if you use the mouse button, you can move while casting) to dodge spells. You cannot jump or drink potions while dueling. As you defeat more and more opponents, the opponents available to duel increase in number. There are ten opponents to duel in total, and the last one will give you 200 beans if you win. You can continue dueling the opponents for more beans as many times as you wish. The arenas vary from duel to duel. In the later stages, the arenas will become smaller. Some arenas have moving blocks or blocks that go up and down to make it more difficult to get a hit at your opponent. This can work to your advantage, too, however. There are three main strategies I like to use when dueling: ~~~~~~~~~~~~~~~~~~~~~ ~~ Offensive Style ~~ ~~~~~~~~~~~~~~~~~~~~~ This works best against the earlier opponents. Just use Rictusempra. Time it so that they walk into the spell so they can't use Expelilarmus quickly enough. The earlier duelists have less HP, so this strategy works well, as your attacks will deplete their HP quickly. Against later opponents, this is not as effective , as they have much more HP and are more accurate with their Expelliarmuses. ~~~~~~~~~~~~~~~~~~~~~ ~~ Defensive Style ~~ ~~~~~~~~~~~~~~~~~~~~~ This strategy works great against the later opponents like Peter. Only use Expelliarmus. Whenever they fire Rictusempra or Mimblewimble, deflect their spell back. They will most likely deflect it again. As the spell is deflected more and more times, it becomes faster, requiring better timing. If you screw up , you could take major damage. However, if you keep deflecting it, they'll eventually get hit. This does significant damage, as the spell increases in power as you deflect it. Because of the large amounts of HP the later duelists have, this style works best against them. ~~~~~~~~~~~~~~~~~~~~ ~~ Balanced Style ~~ ~~~~~~~~~~~~~~~~~~~~ This strategy requires the use of more than one spell. Remember to use the right mouse button to switch through spells, as it's faster and eaiser than the spacebar. Switch to Expelliarmus and deflect their Rictusempras back, like with the defensive strategy. If they fire a Mimblewimble, deflect it until they're hit. Quickly switch to Rictusempra and hit them. The Mimblewimble will make them inaccurate, allowing you to get an extra Rictusempra in. I find this strategy works best against the medium-level duelists. o------------------------------------------------------------------------------o | 5c Quidditch Guide QDITCH | o------------------------------------------------------------------------------o After the first House Point Ceremony, Oliver Wood will take you to the Quidditch Pitch, telling you it's time to practice. After you complete the practice session, you'll be able to play the Quidditch matches. If you want to play Quidditch, walk up to the blackboard and you'll get a screen of the available matches. As you progress through the game, you'll be able to play more and more matches. During Quidditch, use the mouse or the arrow keys to steer Harry, who automatically zones in on the Snitch. There are two bars at the bottom of the screen, one showing how close Harry is to the Snitch and the other showing how close the enemy seeker is. When the enemy seeker is close to you, you can't catch the Snitch, and the rate at which you gain on the Snitch decreases dramatically. To get him/her out of your way, go near him and bash the mouse button until their bar is empty, giving you some time to get closer to the snitch. Bludgers will try to hit you and can lower your bar, as does hitting into things like the hoops. Throughout the game, Gryffindor is lagging behind, with the other team constantly scoring. They rely on your ability to catch the Snitch. If you win the match, the difference between the scores becomes the amount of House Points you earn for Gryffindor. You can replay the matches an unlimited time to try and get the best possible score. The last match is versus Slytherin for the Quidditch Cup, and includes the scene where Harry and Draco fly through the trench around the pitch. When in a game, you want to use the mouse to steer Harry. I find it easier than using the arrow keys. When an opponent comes by, whack him with the mouse button. If you bash the mouse button, he'll go away for a while, letting you get closer to the snitch. Keep an eye on the bars at the bottom of the screen. When your opponent's reaches a certain point, he'll appear on the screen. While he's there, you can't get closer to the snitch or catch it, so you want to beat him up quickly. Bludgers will come your way, so dodge them by steering Harry out of the way. You also want to avoid getting hit by the enemy seeker. Use the mouse to avoid hitting hoops and other objects, as getting hit decreases your bar. When your bar is glowing red, press the mouse button to catch the snitch and earn your team 150 points. Lastly, purchase the Nimbus 2001 and Quidditch armor from Fred and George near the pitch. You need 1200 beans total to get them both, but it's well worth it. The broom lets you get the snitch faster while the armor decreases how much your bar goes down when you get hit. o------------------------------------------------------------------------------o | 5d Famous Witches and Wizards FAMOUS | o------------------------------------------------------------------------------o No, this is not a list of where to find the 101 wizard cards. Their locations can all be found in the walkthrough. This is instead just a list of the names on the wizard cards as well as their descriptions, dates and card numbers. Info in () means that it's not on the actual game's description, but should be included anyways. The cards appear in the Folio Magi in whatever order you collect them, but this is the order that is used by the walkthrough. Enjoy! ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ Bronze Wizard Cards ~~ ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Hesper Starkey 1881-1973 Witch who studied the use of phases of the moon in potion-making. #7 2. Ethelred the Ever-Ready Medieval, dates unknown Famous for taking offense at nothing and cursing innocent bystanders. Died in Gaol. #51 3. Glover Hipworth 1742-1805 Inventor of the Pepperup Potion, cure for the common cold. #58 4. Mungo Bonham 1560-1659 Famous wizard healer. Founded St. Mungo's Hospital for Magical Ailments and Injuries. #75 5. Herman Wintringham 1974-present Plays lute with the popular wizarding band The Weird Sisters. #63 6. Myron Wagtail 1970-present Lead singer of the popular wizarding band The Weird Sisters. #76 7. Heathcote Barbary 1974-present Plays rhythm guitar with the popular wizarding band The Weird Sisters. #93 8. Merton Graves 1978-present Plays cello with the popular wizarding band The Weird Sisters. #94 9. Orsino Thruston 1976-present Plays drums with the popular wizarding band The Weird Sisters. #78 10. Havelock Sweeting 1634-1710 Unicorn expert. Help set up unicorn reservations throughout Britain. #61 11. Bridget Wenlock 1202-1285 Famous Arithmancer. First to establish the magical properties of the number seven. #32 12. Greta Catchlove 1960-present Author of 'Charm Your Own Cheese'. #52 13. Flavius Belby 1715-1791 Only Wizard ever to survive a Lethifold attack. #66 14. Roland Kegg 1903-present President of English Gobstones Team. #84 15. Glanmore Peakes 1677-1761 Famous slayer of the Sea Serpent of Cromer. #6 16. Cornelius Agrippa 1486-1535 Celebrated wizard imprisoned by non-magical folks for his writings. #2 17. Miranda Goshawk 1921-present Famous spellbook writer. #46 18. Grogan Stump 1770-1884 Popular Minister for Magic, appointed 1881. #4 19. Gunhilda of Gorsemoor 1556-1639 One-eyed, hump-backed witch famous for developing a cure for Dragon pox. #9 20. Gulliver Pokeby 1750-1830 Expert on magical birds. First to identify meaning of Augurey song. #5 21. Merwyn the Malicious Medieval, dates unknown Credited with the invention of many unpleasant jinxes and hexes. #12 22. Uric the Oddball Medieval, dates unknown Highly eccentric wizard who is famed, among other things, for wearing a jellfish for a hat. #18 23. Elladora Ketteridge 1656-1729 Witch who discovered the use of Gillyweed when she nearly suffocated after eating it and recovered only when she stuck her head into a bucket of water. #49 24. Lord Stoddard Withers 1672-1769 Breeder of flying horses. #21 25. Norvel Twonks 1888-1957 Died saving a non-magical child from a runaway Manticore. Posthumously awarded the Order of Merlin, First Class. #77 26. Beaumont Majorbanks 1742-1845 Pioneer of Herbology and collector of many rare and magical flowers. Discovered Gillyweed. #33 27. Tilly Toke 1903-1991 Gained Order of Merlin, First Class for saving non- magical lives during the Ilfracombe Incident of 1932, when a dragon swooped down on a beach full of sunbathers. #28 28. (Almeric Sawbridge) The river troll in question was believed to be one of the largest ever to exist in Britain, having a weight of one ton. #26 29. Burdock Muldoon 1429-1490 Chief of Wizard's Council 1448-50. #10 30. Musidora Barkwith 1520-1666 Composer of the unfinished Wizarding Suite, which features an exploding tuba. Its performance has been banned since its last performance in 1902, when it blew the roof out of Ackerly Town Hall. #50 31. Balfour Blane 1566-1629 Establish the Committee on Experimental Charms. #31 32. Roderick Plumpton 1889-1987 Seeker for English Quidditch Team. Holds British record for fastest capture of Snitch during game: three and a half seconds. #83 33. Beatrix Bloxam 1794-1810 Author of the Toadstool Tales, a series of childrens' books since banned because they have been found to cause nausea and vomiting. #80 34. Devlin Whitehorn 1945-present Founder of the Nimbus racing broom company. #44 35. Edgar Stroulger 1703-1798 Inventor of the Sneakoscope. #47 36. Cassandra Vablastsky 1894-1997 Celebrated Seer and author of 'Unfogging the Future'. #37 37. Adaltbart Waffling 1899-1981 Famous magical theoretician. #24 38. Justus Pilliwickle 1862-1953 Celebrated Head of the Department of Magical Law Enforcement. #67 39. Yardley Platt 1446-1557 Serial goblin killer. #95 40. Merlin Medieval, dates unknown Most famous wizard of all time. Sometimes known as the Prince of Enchanters. Part of the Court of King Author. #1 41. Quong Po 1443-1539 Chinese wizard who discovered the use of powdered Fireball eggs. #81 42. Celestina Warbeck 1917-present Popular singer sorceress. #88 43. Hengist of Woodcraft Medieval, dates unknown Driven away from his home by non-magical persecutors, Hengist is supposed to have settled in Scotland where he founded the village of Hogsmeade. The Three Broomsticks is alleged to be Hengist's old home. #96 44. Archibald Alderton 1568-1623 Famous for blowing up the hamlet of Little Dropping in Hampshire whilst attempting to magically mix a birthday cake. #29 45. Jocunda Sykes 1915-present Famous for flying across the Atlantic on a broomstick -the first person to do so. #64 46. Gifford Ollerton 1390-1441 Famous giant-slayer. Killed the giant Hengist of Upper Barnton. #57 47. Perpetua Fancourt 1900-1991 Witch who invented the Lunascope. #25 48. Dorcas Wellbeloved 1812-1904 Founder of the Society for Distressed Witches #86 49. Newt Scamander 1897-present Celebrated writer of 'Fantastic Beasts and Where to Find Them'. #19 50. Wilfred Elphick 1112-1199 First wizard to be gored by an African Elephant. #91 ~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ Silver Wizard Cards ~~ ~~~~~~~~~~~~~~~~~~~~~~~~~ 1. Joscelind Wadcock 1911-present Chaser for Puddlemere United Quidditch Team. Record for highest number of goals during British season this century (against Ballycastle Bats, 1931). #36 2. Andros the Invincible Ancient Greek Alleged to have been the only known wizard to produce a Patronus the size of a giant. #13 3. Queen Maeve Legendary witch who trained young sorcerers in Ireland prior to the establishment of Hogwarts School of Witchcraft and Wizardry. #71 4. Glenda Chittock 1964-present Popular presenter of the W.W.N. (Wizarding Wireless Network) programme 'Witching Hour'. #23 5. Gideon Crumb 1975-present Plays bagpipes with the popular wizarding band The Weird Sisters. #56 6. Kirley Duke 1971-present Plays lead guitar with the popular wizarding band The Weird Sisters. #68 7. Donaghan Tremlett 1972-present Bass player with the popular wizarding band The Weird Sisters. #34 8. Fulbert the Fearful 1014-1097 Famous for being so cowardly he never ventured out of his house. Died when a defensive charm backfired and the roof fell in. #14 9. Gregory the Smarmy Medieval, dates unknown Famous originator of Gregory's Unctuous Unction - potion to persuade the drinker that the giver is their very best friend. lleged to have wormed his way into King Richard's confidence and thus made his fortune. #59 10. Daisy Dodderidge 1467-1555 First landlady of the Leaky Cauldron. #99 11. Gaspard Shingleton 1959-present Celebrated inventor of the Self-Stirring Cauldron. #54 12. Crispin Cronk 1795-1872 Sent to Azkabn for continuing to keep Sphinxes in his back garden despite repeated warnings. #42 13. Honoria Nutcombe 1665-1743 Founded the Society for the Reformation of Hags. #55 14. Laverne de Montmorency 1823-1893 Inventor of many Love Potions. #60 15. Leopoldina Smethwyck 1829-1910 First British witch to referee a Quidditch match. #70 16. Derwent Shimpling 1912-present Ate an entire Venomous Tentacula for a bet and survived, though is still purple. #8 17. Blenheim Stalk 1920-present Non-magical expert and author of many books including 'Non-Magical Who Notice,' a study of non-magical awareness of magic. #85 18. Thaddeus Thurkell 1632-1692 Famous for producing seven Squib sons and turning them all into hedgehogs in disgust. #87 19. Mirabella Plunkett 1839-unknown Famous for falling in love with a merman in Loch Lomond while on holiday. When her parents forbade her to marry him, she transfigured herself into a haddock and was never seen again. #27 20. Cyprian Youdle 1312-1357 Only Quidditch referee ever to die during a match. The originator of hte curse was never caught but believed to have been a member of the crowd. #43 21. Sacharissa Tugwood 1874-1966 Pioneer of Beautifying Potions. Discovered the pimple-curing properties of Bubotuber Pus. #90 22. Bowman Wright 1492-1560 Famous for developing the Golden Snitch. #35 23. Gwenog Jones 1968-present Captain and Beater of only all-female national Quidditch Team, the Holyhead Harpies. #39 24. Mopsus Ancient Greek Soothsayer who vanquished the Seer Calchas in a contest of their powers. #73 25. Oswald Beamish 1850-1832 Pioneer of Goblin Rights. #79 26. Ignatia Wildsmith 1227-1320 Witch who invented Floo powder. #92 27. Circe Ancient Greek Lived on Island of Aeaea. Expert at turning lost sailors into pigs. #22 28. Wendelin the Weird Medieval, dates unknown Alleged to have enjoyed being burnt at the stake so much that she allowed herself to be captured fourteen times in various disguises. #20 29. Elfrida Clagg 1612-1687 Chieftaness of Warlock's Council. #3 30. Morgan le Fay Medieval, dates unknown King Author's half sister. Dark sorceress. Enemy of Merlin. #17 31. Xavier Rastrick 1750-1836 Flamboyant wizard entertainer who vanished unexpectedly while tapdancing to a crowd of three hundred in Painswick and was never seen again. #92 32. Dymphna Furmage 1612-1698 Famously abducted by pixies while on holiday in Cornwall and lived in mortal dread of them thereafter. Failed to persuade the Ministry of Magic to have all pixies humanely tortured. #98 33. Felix Summerbee 1447-1508 Inventor of Cheering Charms. #52 34. Alberic Grunnion 1803-1882 Inventor of the Dungbomb. #97 35. Dunbar Oglethorpe 1968-present Cheif of Q.U.A.B.B.L.E. (Quidditch Union for the Administration and Betterment of the British League and its Endeavors). 36. Chauncey Oldridge 1342-1370 First known victim of Dragon Pox. #38 37. Artemisia Lufkin 1754-1825 First witch to become Minister of Magic. #30 38. Alberta Toothill 1391-1483 Winner of the All-England Wizarding Dueling Competition of 1430. Famously overcame the favorite, Samson Wiblin, with a Blasting Curse. #89 39. Cliodne Medieval, dates unknown Irish druidess who discovered properties of moondew. #16 40. Gondoline Olophant 1720-1799 Famous for study of life and habits of trolls. Clubbed to death in Cotswolds while sketching. #65 ~~~~~~~~~~~~~~~~~~~~~~~ ~~ Gold Wizard Cards ~~ ~~~~~~~~~~~~~~~~~~~~~~~ 1. Bertie Bott 1935-present Inventor of Bertie Bott's Every Flavor Beans. #69 2. (Albus) Dumbledore Headmaster of Hogwarts. #101 3. Godric Gryffindor Medieval, dates unknown Co-founder of Hogwarts. Gave his name to one of the four Hogwarts houses. #41 4. Herpo the Foul Ancient Greek First known creator of the basilisk. #11 5. Salazar Slytherin Medieval, dates unknown Co-founder of Hogwarts. Gave his name to one of the four Hogwarts houses. #48 6. Helga Hufflepuff Medieval, dates unknown Co-founder of Hogwarts. Gave her name to one of the four Hogwarts houses. #72 7. Montague Knightly 1506-1588 Wizard Chess Champion. #74 8. Paracelsus 1493-1541 Contemporary of Copernicus and Leonardo Da Vinci, a medical genius whose bold theories Challenged medieval thought. Credited with discovering Parseltongue. #15 9. Carlotta Pinkstone 1922-present Famous campaigner for lifting the International Confederation of Wizard's Statue of Secrecy and telling non- magical folks that wizards still exist. Ms. Pinkstone has been imprisoned several times for her blatant and deliberate use of magic in public places. #40 10. Rowena Ravenclaw Medieval, dates unknown Co-founder of Hogwarts. Gave her name to one of the four Hogwarts houses. #82 11. Harry Potter The boy who lived. #100 o------------------------------------------------------------------------------o | 5e Legal Disclaimer LEGALD | o------------------------------------------------------------------------------o This FAQ may not appear in any way, shape, or form on any site but gamefaqs.com without express, written persmission from me, the author. Understand that this document is protected by copyright, and to publically display it without permission is a violation of copyright. However, IF I DO give you permission to use this document on your site, you are welcome to do so. But please, DO NOT use it UNTIL (read: UNTIL) I give you permission. All trademarks and related indicia belong to their respective owners and holders , NOT me! Copyright 2007 Ethan Alwaise o------------------------------------------------------------------------------o | 5f Contact Information CONTAC | o------------------------------------------------------------------------------o PLEASE read this before attempting to contact me. The only way you can contact me is to email me at zoophoria@gmail.com. Please include "Harry Potter Chamber of Secrets FAQ" in the title so I'm aware that it's not junk. You are allowed to email me about... suggestions for the FAQ. If I messed up, which I probably have done several times, feel free to correct it, and I'll fix the mistake and credit you. You can also praise my FAQ, or hate on my FAQ. I appreciate praise and ignore hate mail. The last thing you can email me about is permission to use the FAQ. Sure, you may use my FAQ IF AND ONLY IF I GIVE YOU PERMISSION! You MAY NOT email me about... spam. Please! I do NOT need spam! It's the absolute worst thing you can email me. Also don't email me with spelling/grammar corrections, which I can find on my own. That's pretty much it. o------------------------------------------------------------------------------o | 5g Credits CREDIT | o------------------------------------------------------------------------------o I would like to thank the following people... ejmiller - His FAQ helped me find the secrets and wizard cards. dannydjk - His FAQ helped me with enemy/character/item lists and the bean trader list. EA Games - For making a good game. CJayC - For creating GameFAQs. My Readers - For any people actually reading this and finding it helpful, thanks! You give my work a meaning. MMMMMMMMMMMMM MMMMM MMM M MMM M MMMMMMM MMM MMM MMM MM MM MMM MMM MM MM MMM MM MM MM MMM MMM MMMM`MM MMMM MMM MMM MM MM MM MMMM MMM MMMMMM MM ' MM MM MM 'M MMM MM,MMM ,MMM MM MM MM MM MM 'M MMM MMM MM MM MM MM MMM MMM MM 'M M MM MM MM MM MM MMM MMM MM MMMM MM ,M MMM MM MM MMMM` MM MM MM MM MM ,M MMM MMM MMMM MMM MMM MM MM MM MM MM MMMM MMM MMMMM MMM MMMMM 'MMM' MMMMMMMM