_ __ ___ | ' \ ___ \ / ___ ,'\_ | .-. \ /| \ / | |,'__ \ ,'\_ | \ | | | | ,' |_ /| _ | | | |\/ \ \ | \ | |\_| _ | |_| | _ '-. .-',' |_ _ // | | | |____| | | |\_|| |__ // | | ,'_`. | | '-. .-',' `. ,'\_ \\_| |_,' .-, _ | | | | |\ \ // .| |\_/ | / \ || | | | / |\ \| \ `-. .-'| |/ / | | | | | | \ \// | | | | | || | | | | |_\ || |\_| | | | || \_| | | | /_\ \ / | |` | | | || | | | | .---'| | | | | |\___,_\ /_\ _ // | | | \_/ || | | | | | /\| | /_\ | | //_____// .||` `._,' | | | | \ `-' /| | /_\ `------' \ | AND `.\ | | `._,' /_\ \| THE `.\ ____ _ / __ \_____(_)________ ____ ___ _____ / /_/ / ___/ / ___/ __ \/ __ \/ _ \/ ___/ / ____/ / / (__ ) /_/ / / / / __/ / /_/ /_/ /_/____/\____/_/ /_/\___/_/ ___ __ __ OF / |____ / /______ _/ /_ ____ _____ / /| /_ / / //_/ __ `/ __ \/ __ `/ __ \ / ___ |/ /_/ ,< / /_/ / /_/ / /_/ / / / / /_/ |_/___/_/|_|\__,_/_.___/\__,_/_/ /_/ HARRY POTTER & THE PRISONER OF AZKABAN (PC Version) WALKTHROUGH V2.00 2007-02-24 Copyright 2004 - 2007 Barry Scott "PapaGamer" Will * ASCII Art courtesy of osrevad and the ASCII Generator * This guide covers Harry Potter and the Prisoner of Azkaban for the PC. The PC version of the game is radically different from the version released on the various consoles (PS2, Xbox, Gamecube and Gameboy Advance). If you need help with a console version of the game, you will need to look elsewhere. _____________________________________________________________________________ _ .| | | | | |` ______ __ __ | | / ____/___ ____ / /_____ ______/ /_ .||` / / / __ \/ __ \/ __/ __ `/ ___/ __/ \ | / /___/ /_/ / / / / /_/ /_/ / /__/ /_ \| \____/\____/_/ /_/\__/\__,_/\___/\__/ _____________________________________________________________________________ To contact me about the guide, send email to: barry@papagamer.com Please include "Harry Potter FAQ" in your subject line so I don't auto-discard the message. Also, please read the FAQ carefully prior to asking for help on any part of the game. If you send me additional suggestions or hints for the game and I find them useful, you will be acknowledged in the Credits. If you found this guide useful and would like to contribute a small token for my efforts, you may send money through PayPal by using the Donate link found on my Web site: http://www.papagamer.com/ Thank you, and enjoy the guide! _____________________________________________________________________________ _ .| | | | | |` ______ __ __ | | / ____/___ ____ / /____ ____ / /______ .||` / / / __ \/ __ \/ __/ _ \/ __ \/ __/ ___/ \ | / /___/ /_/ / / / / /_/ __/ / / / /_(__ ) \| \____/\____/_/ /_/\__/\___/_/ /_/\__/____/ _____________________________________________________________________________ Gameplay...........................................GP00 Controls........................................GP01 Spell List......................................GP02 Monster Fighting Tricks.........................GP03 Hints & Tips....................................GP04 Collector's Cards...............................GP05 Walkthrough........................................WK00 Hogwarts Express................................WK01 Carpe Retractum Challenge.......................WK02 Of Pixies and Hippogriffs.......................WK03 Draconifors-Lapifors Challenge..................WK04 Anti-Dementor Lesson............................WK05 Hippogriff Legal Defense........................WK06 Bookie Monster..................................WK07 Glacius Challenge...............................WK08 Rescue Ron......................................WK09 Rescue Buckbeak.................................WK10 Carpe Retractum Final Exam......................WK11 Draconifors-Lapifors Final Exam.................WK12 Glacius Final Exam..............................WK13 Exploration........................................EX00 Exterior of Hogwarts............................EX01 Interior of Hogwarts............................EX02 Portrait Levels.................................EX03 Version History....................................VH00 Legal..............................................LG00 _____________________________________________________________________________ _ .| | | | | |` ______ __ | | / ____/___ _____ ___ ___ ____ / /___ ___ __ .||` / / __/ __ `/ __ `__ \/ _ \/ __ \/ / __ `/ / / / \ | / /_/ / /_/ / / / / / / __/ /_/ / / /_/ / /_/ / \| \____/\__,_/_/ /_/ /_/\___/ .___/_/\__,_/\__, / /_/ /____/ __GP00_______________________________________________________________________ A few general notes: * You can replay any segment of the game using Bookmarks on the loading screen. Click the down arrow next to your save game and choose Bookmarks. Then click the game icon to view a list of completed levels and choose one to replay. * You generally cannot go back in a level. If you miss something, you'll have to quit and reload from your last save point. Make sure you pick up all the Save Books as you go through the level. * You cannot have multiple saves of a game. Each game is saved to an individual slot. You can have multiple games in progress, but each is limited to a single save point. If you miss something and have saved past that point, you'll have to use the Bookmarks or Challenge Replay room to play the entire level again. * You can press ENTER to skip a cut scene with the exception of tutorial cut scenes. Unfortunately, the game considers 90% of the cut scenes to be tutorials, so you can't skip most of them. Don't wear out your ENTER key trying to skip ahead. * When flying Buckbeak, press-and-hold S or DOWN ARROW to fly more slowly. There's no time limit on finishing each course, so take your time and hit the rings. Also, remember the key to hitting the rings is to glide as much as possible and only beat your wings as you approach a ring; make sure you're below the level of the ring when you flap your wings as Buckbeak gets a lot of height out of one wing beat. CONTROLS (GP01) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ These are the standard controls for the game. You can change these under Options>Input. MAIN GAME ----------- Forward: W or Num8 Backward: S or Num2 Strafe Left: A or Num4 Strafe Right: D or Num6 Turn Left: Left arrow Turn Right: Right arrow Use Wand: Left mouse button or ALT Jump: Right mouse button or CTRL Menu: ESC BUCKBEAK/DRACONIFORS ---------------------- Steer: Move mouse left/right or left & right arrow keys Flap Wings: Right mouse button or CTRL Slow Down: S or Num2 Breathe Fire: Left mouse button or ALT (Draconifors only) Cancel Spell: ENTER (Draconifors only) LAPIFORS ---------- Jump: Right mouse button or CTRL Chew/Dig: Left mouse button or ALT Move: Mouse + W/S (Num8/Num2) or arrow keys Cancel Spell: ENTER ICE SLIDE ----------- Steer: Move mouse left/right or left & right arrow keys Speed up: W or UP ARROW Slow down: S or DOWN ARROW The menu page has eight options (from left to right): * Status: shows each character's health (Stamina), the number of secrets and the number of Challenge Shields collected and available in the current level. From the Status screen, you can click the check mark on the right side of the screen and see how you are doing in completing your game objectives. To complete PoA, you must finish the following tasks: -> Collect 10 Challenge Shields in Carpe Retractum -> Collect 10 Challenge Shields in Draconifors-Lapifors -> Collect 10 Challenge Shields in Glacius -> Finish all 5 levels of the Monster Book of Monsters Encounter -> Finish all 5 Hippogriff Flying Courses -> Finish all 5 levels of the Pixie Encounter -> Purchase all 8 Portrait Passwords from Fred & George -> Collect all 80 Collector's Cards (optional) * Marauders Map: displays a map of the current area (excluding the Challenge courses). You have to get the map from Fred first (which occurs right after the Carpe Retractum Challenge). * Portrait Password menu: shows all the Portrait Passwords you have bought. * Mini-Game Achievements: shows how far you have progressed in each mini-game (Pixies, Hippogriff, Monster Book of Monsters) * Treat Bag: shows how many beans, pumpkin pasties and cauldron cakes you have. * Challenge Shields: shows the Challenge Shields you have collected in each Challenge level. * Folio Universitas: shows the Collector's Cards you own. * Options: change the controls, audio and video options for the game. In the bottom right corner of the menu screen is a large X. Click it to quit the game and return to the main menu. SPELL LIST (GP02) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The primary method of interaction in the game is casting spells on objects. Many interactive objects in the game world are marked with a symbol of the spell that works on them. Some are unmarked and are only discovered by careful searching with your pointer. When you hold down the Use Wand key (Left mouse button or ALT) and hover over an interactive object, a spell symbol pops up and you can cast at that object. During the course of the game, you will control all of the three main characters: Harry Potter, Hermione Granger and Ron Weasley. Each character has one or two special spells that only he or she can cast. You cannot choose which character you will control; however, there is never any need to switch characters as the appropriate character is always under your control when you need a specific spell. Occasionally you need two or three characters to cast a spell at once. To "multi-cast": aim at the target; then, press-and-hold the left mouse button until your companions join in--i.e. their casting symbol appears alongside your casting symbol. Release the mouse button and all the characters will cast at once. ALOHOMORA Unlocks doors and containers. All characters can cast this spell. The symbol is a large keyhole and appears when you hover over a locked door or chest. DEPULSO Used to push objects around, and used to fight animate books. All characters can cast this spell. The symbol is a chevron and appears on and over many objects. Depulso is your primary means of obtaining beans, pasties, cakes and other treasure. RICTUSEMPRA Rictusempra stuns enemies. It is used against most of the creatures you encounter (with the exception of animate books). All characters can cast this spell. The Rictusempra symbol is a diamond. SPONGIFY Turns a "Spongify tile" into a springboard. Find a floor tile with the Spongify symbol (spring) and cast at it. You can then jump on it and bounce to a much higher level. All characters can cast this spell. LUMOS When you cast Lumos on a gargoyle, you are able to see hidden areas. All characters can cast this spell. The Lumos symbol is a crescent moon. CARPE RETRACTUM Used to pull objects toward you or pull yourself to an object. This spell can only be cast by Ron. The Carpe Retractum symbol is a stylized A. LAPIFORS Used to transfigure a rabbit statue into a rabbit. After casting Lapifors on a statue, you take control of the rabbit until you cancel the spell or finish the task at hand. This spell can only be cast by Hermione. The spell symbol is a stylized flower. DRACONIFORS Transfigures a dragon statue into a dragonlet (a small dragon). After casting Draconifors, you take control of the dragonlet until you cancel the spell or finish the task at hand. This spell can only be cast by Herminone. The spell symbol is a flame. GLACIUS Freezes water to create ice slides; and, freezes salamanders and puts out their fires. This spell can only be cast by Harry. The spell symbol is a circle inside a square with concave sides. EXPECTO PATRONUM Destroys dementors. This spell can only be cast by Harry. The symbol of Expecto Patronum is two linked hexagons. MONSTER FIGHTING TRICKS (GP03) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are several different creatures you must fight in the game. Some appear frequently, and others only in specific situations. Here are general tips on defeating each type of creature. IMPS ------ For some awful reason, the wizard cracker fight from HP1 has been resurrected for this game. Imps throw wizard crackers at you. You dodge the crackers; then, pick them up (by running over them) and throw them back (with little aiming ability) before they explode. The main trick is to stay near the center of the area where you are fighting the imps--when a cracker is thrown you can simply run backward and then forward to pick up the cracker. If you stay near a wall, you can only run left or right and may be blocked by furniture; also, it will be much more difficult to see the crackers lying on the floor so you can run over and pick them up. Try to throw at groups of imps. A single cracker can destroy two or three imps at once. PIXIES/BOOKS -------------- ("Books" here refer to the animate books that attack you in several areas of the game. The Monster Book of Monsters is covered separately.) The basic tactic for these fights is the same; the only difference is the spell cast at the enemy. (Rictusempra at pixies, Depulso at books--not that it matters, since the game picks the spell for you. All you do is point-and-click.) Cast away at the little buggers and dodge the energy balls thrown at you. When fighting in a group, try to keep circling around in the same direction. If you strafe back-and-forth, your companions are likely to get hit. FIRE CRABS ------------ Cast Rictusempra at a crab to stun it; then, keep casting at the stunned crab to knock it into whatever nearby pit has been provided for just that purpose. The worst part about fighting these beasts is when they get stuck in a corner and you can't get them out. Then you have to let them recover and run away from them until they move themselves out into an open area. Occasionally, you can bounce them off a wall, but the physics of the game are so bad this usually doesn't work. BUNDIMUS ---------- Bundimun fights are probably the most likely to injure you unless you are really careful; not that they are particularly life-threatening, but you will get burned a time or two. Use Rictusempra to stun a bundimun; then, jump over their acid trail and on top of the creature. Don't move your mouse or use the arrow buttons once you bounce off the creature, the game will bounce you in such a way as to avoid the acid. If you try to maneuver yourself, you will probably end up just hitting the acid. Wait for the puffs of acid to disperse, and then collect the goodies the bundimun leaves behind. SALAMANDERS ------------- Salamanders can be fairly nasty because they regenerate from their fire. When dealing with multiple salamanders, you cannot concentrate on them and then on their fires. Instead, you have to deal with each salamander and its fire together. Cast Glacius on a salamander; then, cast Glacius on its nearby fire. Immediately cast Rictusempra at the frozen salamander to destroy it. If you do this quickly enough, you'll be able to handle salamanders with no problem. When dealing with multiple lizards, keep strafing back-and-forth or in a circle so the other salamanders can't get a fix on you. CHARMED SKELETONS ------------------- Charmed skeletons are only destroyed after being hit with two Rictusempra spells. In the one level where Harry and Hermione encounter them, you must double-cast Rictusempra. Later, Ron encounters them by himself and must use Rictusempra twice on each one. The best tactic is to get as far away as possible before beginning your cast; this will give you time to set up your double-cast or cast twice, depending on the situation. The skeletons are fairly slow-moving, so they are only a big problem when you're in a confined space. Ron will have the largest problem with them because he's often facing two skeletons at once in a small room. Alternate skeletons as you cast to keep them off-balance. MONSTER BOOK OF MONSTERS -------------------------- The Monster Book of Monsters hovers in the distance and throws pages at you. Each page has to be hit twice. You only encounter the Monster Book when you have all three characters. Use your character to cast at pages charging toward you or your friends. Let the other two deal with the pages hovering back near the Monster Book. You'll take some hits when dealing with the Monster Book; be sure you recharge your health on chocolate frogs after each fight. DEMENTORS ----------- To defeat dementors, you must stun each one of the group attacking you before any of the stunned dementors recovers. For example, if you're being attacked by three dementors, you must stun each one before the effect wears off the first one you stun. When all dementors are stunned at the same time, they are destroyed. Dementors always attack in a circle and you can't move, only turn. Pick one direction in which to turn and just keep turning and casting. Make sure you cast Expecto Patronum correctly: hold the cast button (Left mouse button or ALT) until the ring of light is more than halfway along your want, but before it has passed over the tip. HINTS AND TIPS (GP04) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Wave your wand around a lot. Some interactive objects are obvious, such as cauldrons, chests and suits of armor. Some are not. For example, there are a few banners and pictures that reveal secrets. Many do not. But you have to wave your wand at all of them to be sure. * Cast at things more than once. Many of the treat-producing items will cough up beans, pumpkin pasties or cauldron cakes more than once--some as many as four or five times. Some also produce special rewards after being hit several times. * It is easier to follow and complete the story and then come back and finish up the mini-games and secrets. You won't beat the game until you buy all the portrait passwords from Fred and George. Hold off on buying those, and you can continue to play past the Final Exams. * The Bean Bonus Room contains only beans when Ron visits. It will also have pumpkin pasties and cauldron cakes when Hermione and Harry visit. Make sure you concentrate on getting the pasties and cakes. Don't miss the Depulso symbol in the middle of the main floor--it opens all the gold chests around the room. COLLECTOR'S CARDS (GP05) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are a total of 80 Collector's cards available in the game. Collecting them provides no specific bonus or award; they're just one of those collecting quests common in this type of game. Forty-eight of the Collector's cards are found in the various levels of the game. These cards are listed at the beginning of each level walkthrough. Twenty-seven cards must be purchased. The final five Collector's cards are in a bonus room you enter once you have the first 75 cards. There are a number of students standing around offering Collector's cards for sale. They are all selling from the same inventory, so you don't need to run around and visit each one, nor do you need to buy the cards when you first meet the student. Wait until you've finished most of the game and have a lot of beans and pasties. Then find one of the students and keep buying cards from that student until he or she runs out. Collector's cards purchased from students (in the order in which they are offered): # 1 black (witch), Beatrix Bloxam 25 beans # 6 black (witch), Carlotta Pinkstone 100 beans #12 black (witch), Cliodne 30 pumpkin pasties # 3 blue (wizard), Crispin Cronk 100 beans # 7 black (witch), Dorcas Wellbeloved 175 beans # 2 black (witch), Dymphna Furmage 50 beans # 4 blue (wizard), Edgar Stroulger 150 beans # 8 black (witch), Elfrida Clagg 125 beans # 2 blue (wizard), Ethelred the Ever-ready 80 pumpkin pasties # 8 blue (wizard), Glanmore Peakes 60 pumpkin pasties #10 black (witch), Ignatia Wildsmith 10 pumpkin pasties # 5 black (witch), Jocunda Sykes 200 beans #14 black (witch), Morgan le Fay 50 pumpkin pasties #11 blue (wizard), Mungo Bonham 50 beans # 6 blue (wizard), Novel Twonk 125 beans # 5 blue (wizard), Oswalk Beamish 225 beans #14 blue (wizard), Thaddeus Thurkell 70 pumpkin pasties # 4 black (witch), Wendelin the Weird 75 beans # 9 blue (wizard), Wilfred Elphick 40 pumpkin pasties #12 blue (wizard), Dzou Yen 20 pumpkin pasties Fred and George sell six Collector's cards in their shop. They have a seventh special card they will give you free once you have the other 74 cards that can be collected or bought. Collector's cards available from Fred and George's shop: # 7 blue (wizard), Grogan Stump 25 pumpkin pasties # 9 purple (beast), Mountain Troll 150 beans #10 purple (beast), Streeler 200 beans #11 black (witch), Hesper Starkey 125 beans #13 black (witch), Mirabella Plunkett 25 pumpkin pasties #15 black (witch), Gunhilda of Gorsemoor 100 beans #15 blue (wizard), Harry Potter FREE When you pick up the final card (Harry Potter), you are automatically transported to the Bonus Bean Room. This final, un-timed trip includes the final five cards: #1 dark purple, Godric Gryffindor #2 dark purple, Rowena Ravenclaw #3 dark purple, Helga Hufflepuff #4 dark purple, Salazar Slytherin #5 dark purple, Dumbledore Collect all the beans, pasties and cakes you wish as well as the five cards; then, walk toward the door to exit the room. _____________________________________________________________________________ _ .| | | | | |` _ __ ____ __ __ __ | | | | / /___ _/ / /__/ /_/ /_ _________ __ ______ _/ /_ .||` | | /| / / __ `/ / //_/ __/ __ \/ ___/ __ \/ / / / __ `/ __ \ \ | | |/ |/ / /_/ / / ,< / /_/ / / / / / /_/ / /_/ / /_/ / / / / \| |__/|__/\__,_/_/_/|_|\__/_/ /_/_/ \____/\__,_/\__, /_/ /_/ /____/ __WK00_______________________________________________________________________ HOGWARTS EXPRESS (WK01) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Learn the game controls, catch Scabbers Collector's cards: #1 blue (wizard), Fulbert the Fearful This section is very simple and the game leads you by the hand. As you start, you can enter the other cabins in the train; but, no one has anything interesting to say other than Crabbe and Goyle, who are in the next cabin. Alohomora your way through the door at the end of the corridor and enter the next car. Follow the instructions as you go. Be sure to Alohomora the cages and gold chests you pass. Your first fight is against a bunch of animate books. Cast Depulso to destroy them; collect a chocolate frog (restores health) for your efforts. Right before the frog, step into the right-hand cage, Depulso the switch in the wall and then collect your goodies from the gold chest in the cage to the left. You will soon encounter Malfoy, who releases the Monster Book of Monsters. Rictusempra the pages released by the book--each page has to be hit twice. When you've disposed of all the pages, the Monster Book collapses and you can continue. When you reach the final car, Harry faints and Hermione runs for help. As Ron, Depulso each switch that shows up. There are four Depulso switches: * To the left of the door * On the cage over the door * Inside a chest to your right * Inside a crate to your left Keep an eye out for the symbols to pop up and hit them as soon as they do-- they don't stick around and if you take too long to hit a block, the dementor will get in and you'll have to start over. Once all four blocks have been put in place (and destroyed), Lupin shows up and the story continues. Watch the cut scenes and enjoy the rest of your ride. CARPE RETRACTUM CHALLENGE (WK02) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect 10 Challenge Shields Secrets: 5 Collector's cards: #1 red (vampire), Sir Herbert Varney #2 red (vampire), Amarillo Lestoat #5 red (vampire), Count Vlad Drakul #3 red (vampire), Lady Carmilla Sanguina #4 red (vampire), Blodwyn Blud Immediately after finishing the tutorial, your third year at Hogwarts begins with Defence Against the Dark Arts and the Carpe Retractum challenge. You play as Ron for this challenge and only Ron can cast Carpe Retractum. As the challenge begins, use CR to pull yourself to the floating platform. Depulso the switch in the wall ahead of you to reveal another CR statue. Pull yourself across to the balcony, and then use CR to pull down a lever in the far wall, making a ledge. A Spongify tile is revealed; follow Professor Lupin's instructions to bounce up to the ledge. Drop into the pit in front of you and use CR to pull out the stone block in the far wall. Climb up it, turn the corner and repeat the process to collect your first Challenge Shield. Turn through the door to your right and Depulso the armor for some beans. Continue down the hall, jumping over the pit, and Depulso another suit of armor for some more beans. Turn to your left through the doorway and you find yourself on a ledge facing a bottomless pit. To your right are some floating platforms with CR statues on them; ignore them for the moment. Looking straight across from the doorway, notice another ledge with a gold chest. Turn to your left and Depulso the armor to move it backward. Step into its slot and Depulso the switch in the wall. A CR statue will appear on the opposite ledge. Pull yourself across and open the chest for a collector's card (#1 red, First Secret). Now pull yourself to the first floating platform; pull the ropes to reveal two ledges; and then carefully jump across to the far floating platform and its Challenge Shield. From the shield platform, jump back to the nearest ledge and then jump through the doorway to your first Save Book. The next room contains your first imp fight (Oh Joy!), so be prepared. After the first imp has been eliminated, two more will pop out of a hidden alcove. Dispose of them to reveal a Spongify tile and an opening in the ceiling. Don't forget to Alohomora the cabinets on either side of the room before leaving. Once you bounce up into the next chamber, you will have to fight off two waves of three pixies each. This is relatively simple and opens the way to the next room. Don't forget to open the nearby gold chest for some goodies. The next hallway has four suits of armor and, under a grate in the floor, a Challenge Shield. Depulso all the armor for some beans and to open the grate and raise the shield. Advance to the next room. It's another bottomless pit, but this time, some of the floating platforms are moving. The CR statues hanging from the ceiling allow you to hang from them indefinitely. So pull yourself to each one and hang there until a platform is under your feet. Press either mouse button to release the spell and drop to the platform. After you have pulled yourself to the first platform, look back and CR yourself to the hidden alcove for the Second Secret and a collector's card (#2 red). When you reach the last floating platform, look to your left to see a wall lever. Pull it to open a ledge and another hanging CR statue above it. Pull yourself up and collect your fourth Challenge Shield. Now pull yourself down to the next doorway and continue. After going through the Save Book, you'll find yourself in a hallway facing a pit. Even though you can see the bottom of the pit, do NOT drop into it. Before crossing, Depulso the armor on either side of the hallway. CR the block in the far wall of the pit to pull it out and give you something to jump on. Cross the pit and continue to the corner. Depulso the two suits of armor at the corner and then look up. A secret alcove will open above you (Third Secret). CR up to it and open the chest to get a collector's card (#5 red) and some cauldron cakes. Now jump down and continue across the next pit in the same way as the previous pit. Through the locked door at the bottom of the stairs lies your first encounter with a fire crab. Use Rictusempra to knock it into the trap and open the door. In the next room is a repeat, but with two fire crabs this time. From here, head through a short hallway to another bottomless pit room. There's a Challenge Shield just ahead, but the way to it is circuitous. First, turn right and CR yourself to the floating platform. Once the platform moves over to a small ledge, jump across. Dispose of the pixies, and then cross the pit to the next ledge using the CR block. Now use CR to get to the next floating platform and then ride the platform to the shield and back. Now use CR to get yourself to the next ledge and then on to the Save Book. Through the locked door, knock the fire crabs off the small floating platforms. Two hanging CR statues will come out. Pull yourself across to the first platform and then use CR on the blocks on the far wall to build a staircase. Pull the blocks out from top to bottom, else the bottom blocks will block your aim when trying to pull out the top block. Pull yourself to the next platform and then jump to the staircase and climb it. Climb into the alcove above the staircase and Depulso the armor and the switch in the wall. Now pull yourself across to the near ledge. Before going through the archway, look over to your right and use CR to pull the lever. Jump across and get Challenge Shield #6. Now jump back and continue through the arch. CHECKPOINT: You should have six Challenge shields and three of five secrets at this point in the challenge. After the game loads the next section, continue into a large room with a fire crab. Push the crab into the trap, which will open both the door next to the trap and a secret door behind you. Go through the secret door, down the stairs and pull the rope. After pulling the rope, turn around and Depulso the banner on the wall for some cauldron cakes. Go back up the stairs and pull yourself up to the walkway that was revealed and collect the shield. Alohomora the gold chests at either end of the room to release a plethora of beans into the room. Collect your beans and continue. Another bottomless pit. You know the drill now. When you get across to the ledge with the Save Book, look right to see another floating platform. Pull yourself over to that one, and then pull the rope. Now pull yourself to the next platform and then up to the ledge. In the small hall, Depulso the armor on your left until a hidden stairwell is revealed. Go up the stairs to get a bunch of goodies and a collector's card (#3 red, Fourth Secret). Now head back down the stairs and then out the opening to your left to get another Challenge Shield (#8). Pull yourself back across to the Save Book ledge. After a short hall, you will enter a room with some imps. Defeat them and then Depulso the armor. One suit will spit out pixies along with beans and pumpkins. (It's the suit to your right when facing the exit.) The other suit is in a revolving alcove. Each time you hit the armor, it spits out treats and then turns, revealing another suit. Hit four suits and the last one will give you a collector's card (#4 red). If you look down through the grate in this room, you will see a Challenge Shield. You'll get it momentarily. Continue into the next hallway and go to the end. On the right you will see a picture of a gargoyle. Alohomora it to reveal an actual gargoyle, which you can then cast Lumos on to reveal an opening in the floor of the hall behind you. Drop down and turn around to get the golden chest, then follow the hall to a Spongify tile (Fifth Secret). Use it to bounce up and collect the shield below the room you were in previously. Going back through the hallway, you will need to use the CR statue to pull yourself over the secret opening. On to the last room. From the hallway, exit to a ledge and look to your right. CR the blocks from the wall (top to bottom) and then jump over to them and climb up to the next ledge. Depulso the armor at either end and then pull the ropes. Knock the fire crabs off the ledges that pop out of the walls and CR across to the final ledge and get the tenth shield to complete the challenge. OF PIXIES AND HIPPOGRIFFS (WK03) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objectives: Destroy a pixie infestation in a well Fly Buckbeak through five successively more difficult courses Secrets: None Collector's cards: Pixie mini-game #1 gray (giant), Bran the Bloodthirsty #2 gray (giant), Cyclops #3 gray (giant), Goliath #4 gray (giant), Morholt #5 gray (giant), Hengist of Upper Barnton Buckbeak mini-game #1 yellow (Quidditch), Jocelind Wadcock #2 yellow (Quidditch), Gwenog Jones #3 yellow (Quidditch), Cyprian Youdle #4 yellow (Quidditch), Roderick Plumpton #5 yellow (Quidditch), Bowman Wright After finishing the Carpe Retractum Challenge, you find yourself in the Challenge Door room. This is where you come to replay any of the challenges you have previously completed. You can Depulso the armor in the room for a few beans and then leave, which takes you to the Portrait Shortcut room. The portraits in this room lead to every floor of the castle. (There are eight floors in all, including the dungeon, which is labeled as floor zero.) Here you will meet Fred Weasley, co-proprietor of the shop where you buy necessary items. He will offer to lead you to the shop, which is in the Gryffindor area on the seventh floor. Go ahead and follow him up the stairs, getting a feel for the layout of Hogwarts as you go. Wait to do in-depth exploration until later. Once you reach the shop, Hermione will leave and you can poke around Fred and George's shop for a bit. When you leave the shop, you'll be beset by Peeves. Harry and Ron must simultaneously cast Rictusempra on him three times to beat him. He will drop the passwords to the shortcut portraits as he flees. You will then travel down to the Portrait Shortcut room where you meet Hermione again. It is now time for Care of Magical Creatures class, and Neville will show you the way. Once again, you can explore the grounds if you wish, but you might as well get the story out of the way first so Ron and Hermione aren't bugging you about getting to class while you poke around. On the way to Care of Magical Creatures, you will pass a well infested with pixies. Now is as good a time as any to deal with these pixies. You'll have to survive five swarms of pixies, each larger than the last; but, they are easy to defeat and you get chocolate frogs in between each swarm. Go ahead and get rid of the pests and collect your five collector's cards (gray series, giants). On to Care of Magical Creatures. You have to fly Buckbeak through an obstacle course. For each ring you fly through, including the large rings at the beginning and end of the course, you receive 100 points. For this first course, you must pass through 15 rings (score 1500 points) to pass. That represents only about half the rings on the course, so you should have no trouble. Press-and-hold S or DOWN ARROW to fly more slowly (there's no time limit) and glide to each ring and then beat your wings once to jump up into it and then glide to the next ring. Once you get the hang of it, the courses are all pretty easy. Each time you match or beat the required score on a course, you will receive a collector's card (yellow series, Quidditch). Right now, as soon as you complete the first course, the story will continue with a cut scene of Buckbeak hurting Malfoy. After the cut scene, you find yourself back inside Hogwarts, ready for Transfiguration class. DRACONIFORS-LAPIFORS CHALLENGE (WK04) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect 10 Challenge Shields Secrets: 8 Collector's cards: #1 brown (dragon), Common Welsh Green #2 brown (dragon), Hebridean Black #3 brown (dragon), Hungarian Horntail #4 brown (dragon), Romanian Longhorn #5 brown (dragon), Norwegian Ridgeback On your way to Transfiguration, you'll be waylaid by Peeves (again). This time you have to triple-cast Rictusempra at him. As soon as you've stunned him, Ron can cast Carpe Retractum at him to rip his armor and weapons away. Do this five times, and he'll run away leaving some treats behind. Go into Transfiguration class, where McGonagall will call forward Hermione to take the Lapifors and Draconifors challenge. Follow the opening tutorial to open the first door and get the first Challenge Shield. Before taking the shield, Depulso the armor on either side of the hall; one will cough forth a collector's card (#1 brown). Beyond the first shield, at the end of the hallway, is a rabbit banner. Cast Alohomora at the banner to open an alcove with a rabbit statue. Grab the cauldron cake behind the statue and then Lapifors the statue. Take the rabbit through the nearby hole and collect the beans along the hedges. The nearby dirt mound contains more beans when dug up. Follow the trail of beans through another rabbit hole and dig into the dirt to open the gate and let Hermione collect the next Challenge Shield and move on to a Save Book. The next long hall has a Lapifors statue midway. Transfigure it and take the rabbit through the hole opposite. Run around behind the flower planters and the well collecting treats. Looking at the well from where you entered, the hedge on the left has a rabbit hole. Chew your way through and go up the ramp to the top of the hedge. Dig the dirt mound to open the well. Drop down the well and climb the underground tunnel to the top of the other hedge and dig that mound to open the next gate for Hermione. In the next room you will learn the Draconifors spell. Prepare to be annoyed; the Draconifors dragonlet is not very agile and flying him around is frustrating. As with Buckbeak, use DOWN ARROW or S to slow the dragon and make tight turns. Fly the dragonlet around, picking up beans; then, fly through the fire pickup (flaming orb) and land on the platform next to a torch. Press A to breathe fire and light the torch. Once you complete the mission, the walkway will turn to give you a way across. Instead, drop down and use Depulso on the gargoyle heads on either side of the turntable (the ones not spouting water). This will open a secret door (First Secret) and you will have to fight some imps before collecting the cauldron cakes in the gold chest that is revealed. While you're down here, look for pumpkins in the planters. Use Depulso to blast them apart and get some pumpkin pasties. Climb back up the planters to the starting point for this room and jump across the walkway to collect the shield. The next room has an L-shaped bridge over a garden. Before completing the mission, drop down into the garden (Second Secret) and Depulso the pumpkins. The large pumpkin produces a collector's card (#2 brown). Note the cauldron cake that is underneath the bridge. You can collect this later with your dragonlet. Use the Spongify tile to get back onto the bridge and proceed to the dragon statue and do that voodoo that you do so well. Once the dragonlet has lit the torch, the bridge will turn and Hermione can proceed to the shield and Save Book. In the next hallway, Depulso the armor for some beans and the switch in the wall for a Spongify tile. Use the tile to jump to the ledge and advance to the next room. Depulso the nearby pumpkins for some pasties and then cast Lapifors on the rabbit statue and take it through the hole. Jump the hedge to the walkway to find some earth mounds concealing beans. Head left through a rabbit hole (Third Secret) and eat the grass for more beans, pasties and a cauldron cake. Back in the main garden, one of the planters has beans and pasties hidden behind it. Go through the next hole and dig the mound to reveal a Draconifors statue back in the main room. Transfigure the dragon, and fly it along the trail of beans to the small opening in the wall. In the next room, walk along the ledges to collect the beans and then light the three torches to cause three hammers to knock three wooden blocks through the wall, creating a staircase for Hermione. When the Draconifors spell ends, note there is now a suit of armor where the statues were located. Depulso it and wait for the turntable to turn. An opening in the floor will appear; drop down and you will find yourself in the garden underneath the Draconifors torches (Fourth Secret). You've got another imp fight in front of you; then, collect the gold chest goodies as well as some cauldron cakes that are lying around. Go back through the other doorway and ride an elevator back to the main floor. Climb the wooden stairs and collect the Challenge Shield. CHECKPOINT: You should have six shields and have discovered four of eight secrets. After the game loads, you will find yourself in a room containing a column of three blocks with symbols on four sides. Use Depulso to turn the blocks. Note the arrow-shaped block in the floor. Arrange the blocks in the column so the same symbol on all three is facing the arrow in the floor. This will open one of the gates behind the column. Collect a shield, collector's card (#3 brown) and some beans; then, open the locked door to your left. You meet a bundimun for the first time. Defeat it and move on through the Save Book into a round garden. A fountain, holding up a Challenge Shield, is in the center. At the corners of the fountain are topiaries representing the four Hogwarts Houses. To your right is a rabbit statue. To your left is the rabbit hole. This garden is infested with bundimuns. Move carefully around the circle and watch for bundimuns popping out of the ground. Destroy them as they come out. Cast Depulso on the topiaries to get some extra beans. Once you have circled the garden and disposed of the bundimuns, cast Lapifors on the rabbit and use it to collect the treats behind the planters. Then head through the rabbit hole, which is the Fifth Secret. (Not much of a secret, is it?) Before digging the dirt, turn around and jump up to the roof of the hutch to get a cauldron cake. Dig the mound of earth to turn off the fountain and lower the shield. As Hermione again, collect the shield and enter the next room. This is a big imp fight (about eight of the little buggers) in narrow confines; however, it is relatively easy to catch them in bunches. If you time your throws right, you may hit as many as six at once. After the imps are defeated, collect your treats and continue on. In the next hall, cast Depulso on the cauldrons and collect some beans. Look above the Save Book and cast Depulso on the switch in the wall. Use the Spongify tile that appears to bounce up to a room with three gargoyles and three colored rings (Sixth Secret). Before working the puzzle, turn around and cast Depulso on the large gargoyle over the door to get a couple of cauldron cakes. The background tiles on each gargoyle head of the puzzle correspond to one of the colored rings. Each time you cast Depulso on a gargoyle head, that colored ring moves one-quarter turn counter-clockwise. Line up the small icons on the rings with the large icons at the 9 o'clock, 12 o'clock and 3 o'clock positions. The order in which you do this is unimportant. Score some pasties, a collector's card (#4 brown) and your ninth Challenge Shield. Jump back down into the hallway and continue through the Save Book into the last room, which is a hedge maze. Follow the maze around (there's only ever one way to go--kind of pitiful as a maze), keeping your eye out for bundimuns. Once you have gone around the center tower and passed another Save Book, look to your left for the Alohomora symbol on the hedge. Cast at the hedge to reveal a rabbit statue. Send your rabbit back through the maze, ignoring the central tower for now, until you spot a rabbit hole in the hedge. Chew through it and collect some beans from the dirt pile (Seventh Secret). Take your rabbit back to the central tower and find the rabbit hole. Dig through and dig the dirt to open the tower. The Lapifors spell will end and you can now get your last collector's card (#5 brown) from the gold chest in the tower (Eighth Secret). Go back around the maze past the Lapifors statue until you reach a stone patio. Cast Depulso at the switch in the wall to open the iron gate in front of the dragon statue. Cast Draconifors on the statue and then turn your dragonlet around and drop down behind its pedestal for a cauldron cake. Send your dragonlet around the tops of the hedges collecting treats, and then fly up and light the torch. A wood trellis near Hermione will open and a Spongify tile will appear next to the central tower. Spongify up and finish the Challenge. You will now get a trip to the Bean Bonus Room, which will contain cauldron cakes as well as beans and pasties. Try to collect as many of the cakes as possible within the time limit. You really should have no problem getting them all. Don't forget to Depulso the center tile to open the gold chests, as there are more cakes in those chests. ANTI-DEMENTOR LESSON (WK05) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Practice the Expecto Patronum spell Secrets: None Collector's cards: #3 black (witch), Honoria Nutcombe As soon as you leave the challenge room area after Lapifors/Draconifors, you will watch a series of cut scenes that end with Harry getting his anti- Dementor lesson from Professor Lupin. This is pretty straight-forward. Complete the test that teaches you how to perform the spell. Timing is important for this one; cast the spell only after the ring of light is at least halfway up your wand, but before it reaches the tip. After successfully casting Expecto Patronum three times, you will enter a hallway with alcoves off to each side. There are no secrets here, but there are several treat-producing items. Cast at everything in both alcoves, especially paying attention to the skulls lying by the fireplaces. One of them produces cauldron cakes. Exit the hallway to a landing at the top of a double-flight of stairs. Cast Depulso on the skull to your left, and then head down the stairs to a Save Book. Now, you will face a boggart (in the form of a Dementor). Then you will have to face two boggarts. After that, turn around and pick up a collector's card (#3 black). Harry falls through a trapdoor and has to face three dementors. Make sure you stun each one and keep circling to make sure one is not sneaking up behind you. As soon as you have successfully stunned all three, they will be destroyed. You then move through some more cut scenes and eventually end up in the library, searching for a book for Buckbeak's defense. HIPPOGRIFF LEGAL DEFENSE (WK06) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Find a book to help with Buckbeak's defense Secrets: None* Collector's cards: #13 blue (wizard), Falco Aesalon *NOTE:* If you refer to your current objectives screen, it will say you have x/4 secrets. The four secrets mentioned are the four to be found in Hogwarts' interior. There are no specific secrets in the library. The first thing you have to do is fight off a bunch of malicious books. This is very similar to fighting the pixie swarms, only you have less room to maneuver in here. Make sure to check the aisles on either side of the main aisle, as some of the books hide in them. Afterwards, explore the main floor of the library for chests and armor that produce treats. Have Ron cast Carpe Retractum over the large table; he will be dragged to the ceiling and the table will also rise. Drop onto the table and use CR to jump to the balcony. Head to your left to a gold chest and get a collector's card (#13 blue). Go back past the locked door and cast CR to pull the rope. A bookcase stairway appears. Hermione now takes the lead, and climbs the bookcases. She and Ron need to double-cast Alohomora to open the door, and then Hermione proceeds alone. Walk through the Save Book and cast Alohomora on the gargoyle picture to your left. Cast Lumos on the gargoyle and walk through the now transparent bookcase into a long hall. Around a right-turn you will find a number of imps. Defeat them and move on to a Draconifors statue midway down the hall. Transfigure the dragon and fly down the hall to the fire pickup. Turn the corner and go through the door and light the fireplace. As Hermione again, continue down the hall and open the gold chest for cauldron cakes. Proceed through the room with the fireplace and pick up the book. BOOKIE MONSTER (WK07) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Destroy the Monster Book of Monsters in the library Secrets: None Collector's cards: #1 magenta (hag), Babayaga #2 magenta (hag), Malodora Grymm #3 magenta (hag), Leticia Somnolens #4 magenta (hag), Old Mother Hubbard #5 magenta (hag), Misericordia After getting the book for Buckbeak, you watch a short cut scene that ends with the heroes on the way to Charms class when something wicked this way comes from the library. Go ahead and take a break from class and deal with the Monster Book of Monsters that is lurking in the library. This is similar to the other books and the pixies that you have been fighting; however, you will have a lot less room to maneuver and each page from the book has to be hit twice. Dodging doesn't really work because the pages from the book actually charge you, so the lack of room isn't that problematic. Stay back as far as you can and concentrate on taking out the pages that are rushing toward you. You will get hit, so be sure to recharge on chocolate frogs between bouts. Defeat the book five times to collect five collector's cards (magenta series, hags) and finish one of your third-year requirements. Now, off to Charms. GLACIUS CHALLENGE (WK08) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect 10 Challenge Shields Secrets: 5 Collector's cards: #1 green (goblin), Eargit the Ugly #2 green (goblin), Alguff the Awful #3 green (goblin), Ug the Unreliable #4 green (goblin), Urg the Unclean #5 green (goblin), Gringott As the Glacius challenge begins, you face off against an Amazonian salamander. Freeze the salamander and its fire with Glacius (you can freeze either one first, but it's generally safer to immobilize the lizard before putting out the fire.) Once both salamander and fire are frozen, use Rictusempra on the salamander to destroy it. You have to do this quickly, else the salamander will un-freeze and relight his fire. When the salamander is defeated, you will get your first shield. Going through the short hall, Alohomora the banner on your left to reveal a secret room (First Secret). Open the chest inside to get some beans and a collector's card (#1 green). Continue on to the fountain and freeze the water. Use this first slide as an opportunity to learn how to slalom. Move your mouse left and right to steer around turns (or use the left and right arrow keys). Press W or UP to go faster, S or DOWN to slow down. Some of the shields/cards in this challenge are high on the walls of a slide, and you will have to learn how to whip around corners and bank high on the wall to collect them. Good luck. At the end of the slide, you reach a Save Book and a Spongify tile on a balcony. Save your game; then, bounce down into a room and defeat two salamanders. A Spongify tile will open in the middle of the room and a secret door will open in a near wall (Second Secret). Defeat two imps that come out of the secret room and open the gold chest for treats and a collector's card (#2 green). Be sure to Depulso the iron cauldron in the main room, and then use the Spongify tile. You will bounce up through a Challenge Shield and then take a long slide. Again, use this to practice your technique, especially banking high to catch the cauldron cakes and pumpkin pasties. Along the way, you should pick up another shield and finally land in a marble portico. There you will be attacked by pixies; when you defeat them, a Spongify tile will open. Ignore it. Look for the trail of beans and follow the stairs down, around the portico to a locked door. Alohomora the door open (Third Secret) and open the chest inside for a collector's card (#3 green). When you opened the door, a Spongify tile extended from the stairs. Use it to bounce up and collect a shield and continue sliding. After a short slide, you will land on a platform with two salamanders. Defeat them to open the dual stairways to an upper platform. On the upper platform, Depulso the suits of armor to raise a shield. Take it, then save at the Save Book. Now use the Spongify tile to bounce to another slide. This is the first tricky part. After a short slide, you will come to a split. Take the right-hand path; you will quickly have to bank back to the left and you will see a Challenge Shield high on the right wall. You'll need a lot of speed to bank up to it and fine control to avoid falling off the slide. If you miss it, quickly hit Escape, re-load the game and keep trying until you get it. **NOTE** If you get the shield, but fall off the slide in doing so, you keep the shield! So don't worry about trying to get it again. Soon after the shield, you will jump off the slide into a pit, and the game loads a new section. CHECKPOINT: You should have six Challenge Shields and three of five secrets at this point. You are now facing a chasm, with no apparent way across. As soon as you take a couple of steps, pixies will appear. Dispose of them and a bridge rises up. Proceed across the new bridge in the only direction possible. Enter a room with a salamander and destroy it. Step back into the room entrance and cast at the banner to your left (as you face into the room) to reveal a hidden room (Fourth Secret). Collect beans, pasties and cakes from the chest. Then use the Spongify tile to leap to a ledge, which will sink and extend a new bridge across the chasm. Collect treats from the gold chest revealed behind the sinking ledge. Run across the chasm and repeat the process, without the hidden room behind a banner. The gold chest behind this sinking ledge coughs up a collector's card (#4 green). Go back to the bridge, turn right and jump across to the next balcony. As you step forward, you will have to fight two waves of four imps each. Once the last imp is gone, the large wooden doors will open and a Challenge Shield will appear. Step away from the doors to find a Spongify tile that will propel you across and through the shield. Before walking through the Save Book, Alohomora the banner on your left for a hidden room (Fifth Secret) and open the gold chest. Save your game, freeze the fountain and go sliding again. Once again, the slide splits; and, once again, you should take the right-hand path. The Challenge Shield along this path is an easy pick up. After the two slides rejoin, keep your eyes out for a collector's card (#5 green) high on the right side of the slide. If you miss it, quickly re-load and try again. The ninth Challenge Shield is floating at a jump point between two slides, but it is moving back and forth. You may have to adjust the direction of your jump to pick it up. Again, if you miss it, quickly re-load and do this whole section over again. Finally, you will end your slide at the last Challenge Shield and it will be time to visit the bean bonus room. Once you exit the been bonus room and then leave the Challenge Door area, you will go through a series of cut scenes that end with Ron being captured and Harry and Hermione out to save him. RESCUE RON (WK09) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Save Ron from the large, black dog Secrets: 5 Collector's cards: #9 black (witch), Sacharissa Tugwood You start in a tunnel under the Whomping Willow. Proceed down the stairs and advance cautiously. You'll meet your first charmed skeleton. Defeat it by double-casting Rictusempra on it. Next to the spot where the skeleton appeared, cast Depulso on a skull on the floor for some beans. Just past this point, turn into the alcove on your right and look up to the left. Cast Depulso on the skull on top of the wall for a cauldron cake (First Secret). Continue down another flight of stairs and defeat two skeletons. Cast Depulso on the skull in the wall to your left and enter a hidden room for some goodies from two gold chests (Second Secret). At the locked iron gate, cast double- Alohomora to open it and advance to the Save Book. Continue into a room with a set of stone steps with the Depulso symbol on them. First, turn to your left and cast double-Alohomora on the chest for some treats. Then cast double-Depulso on the steps to move them to a ledge. Two skeletons will materialize. Defeat them, climb the stairs and collect the gold chest. Beyond the next locked door (double-Alohomora) is a room with three salamanders. After you defeat them with Harry, you will have to fight four skeletons. A hidden door will then open (Third Secret) with two gold chests. In order to register the secret on your status screen, you have to actually step into the alcove. Advance to the Save Book. Beyond the next gate (double-Alohomora), Harry will fall through a trap door and you will take over playing Hermione. Continue through the now open door and transfigure the Draconifors dragon to your right. Fly up to the fire pickup and then head left to a dragon torch that is partially hidden behind a column. Light it to open a door directly behind the torch. Fly through and collect as many goodies as you want (Fourth Secret). Don't miss the cauldron cake on top of the central tower. Fly back into the main room and light the two more obvious dragon torches. As Hermione again, hop across to a double-locked door. You are now blocked, and switch to Harry. As Harry, advance to the Save Book, not neglecting the gold chest to your left just before the book. Get pumpkin pasties from the skull on your right, then freeze the fountain and go sliding. After a short slide, you'll find yourself in a round tower. Open the gold chest to reveal a Spongify tile. Bounce up to a small ledge with another Spongify tile. If you want, carefully walk around the wall, collecting treats. Use the Spongify tile to bounce up to another small ledge with another Spongify tile. Depulso the two skulls in the opposite wall to open a hidden door. Carefully walk around to the door (Fifth Secret) and collect its goodies. Walk back to the Spongify tile and bounce up to another ledge with a Save Book. Collect treats around the inner wall of the tower and then Save. Cast Depulso on the skull on the floor, Alohomora the gold chest at the top of the stairs and Depulso the switch in the wall to your left. You are now reunited with Hermione. Open the wooden door with double-Alohomora and advance down the hall. You will have to defeat two skeletons to open some iron bars. After the bars are open, double-Depulso an iron cauldron and then defeat two more skeletons. Advance to a Save Book, being sure to get the double-locked chest just before the book. You are now in a musty old room with a set of stairs broken into three sections. Cast double-Depulso on a section to move it. First, push the large section right in front of you towards the back. Then push the medium section on your right to the center and then to the back. Finally, push the small section on your left towards the center. After the stairway is in place, three skeletons appear, followed by three more. After they are destroyed, explore the room and open chests. One of the chests, when opened, will cause two more skeletons to appear. Climb the stairs for a collector's card (#9 black). You will then go through a series of cut scenes that end with you standing over Sirius Black and fighting Dementors. Remember the timing of Expecto Patronum (ring of light halfway up your wand), and keep circling. You have to defeat three Dementors and then five more, and then more cut scenes, leading up to... RESCUE BUCKBEAK (WK10) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Rescue Buckbeak Secrets: None Collector's cards: #10 blue (wizard), Armando Dippet Harry and Hermione find themselves outside the paddock, where Buckbeak is imprisoned. After you enter the paddock, Hermione will go stand on a wood platform and you will control Harry. Cast Depulso on the switch on the wall to your left. Use the revealed Spongify tile to bounce up to another wood platform and cause Hermione to rise up. Ignore the Save Book in this room. Depulso the iron cauldron and transfigure the Draconifors statue. Take your dragon outside and get the fire pickup. While you are out here flying around, you might want to pick up some extra beans from the wood beams extending from the roof. Light the torch beneath Buckbeak's prison. After Harry finishes whining, get the fire pickup again and fly through the newly opened door. Collect the cauldron cakes off the beam near the ceiling. Light the dragon torch. As Harry again, grab the Save Book and then walk inside the opened door. Defeat a group of eight imps to reveal a Spongify tile. Make sure you get the iron cauldron before using the tile, it has cauldron cakes. Bounce up to a loft and cast Depulso on the switch in the wall. Grab the Save Book and then exit the loft onto the newly extended Spongify tile. Bounce up to one of the towers, Spongify again to the other tower, and then Spongify through the hole in the roof to re-join Hermione. Use the Save Book in this room now. Cast double-Alohomora on the locked doors and defeat the pixies. A Lapifors rabbit is revealed. Before transfiguring the statue, look for an iron cauldron and Depulso it. You will get a collector's card (#10 blue). Transfigure the rabbit and take it through the hole. Follow the trail of beans to a mound of dirt and dig it to open a door. As Harry and Hermione again, go through the door and get the gold chest in the left corner. Cast double-Depulso on the wall switches to reveal a Spongify tile. Bounce up to the roof of Buckbeak's prison. Depulso the iron cauldrons first, then double-Alohomora Buckbeak's cage and you will enter some cut scenes that end with you back at the lake, fighting Dementors again. This time you will have to defeat first three, then five and finally seven Dementors. Afterwards, you will continue through several cut scenes until you find yourself back in Hogwarts, ready to begin Final Exams. You have a choice here to explore Hogwarts or take your Final Exams. Since you can collect a lot of treats in the exams, it's best to go ahead and take them now and save exploration for later. Once you do decide to start the exams, you must complete all three. There's no chance to stop and do anything else in between the exams. Ron's Final Exam is up first; so, go up to the Third Floor and climb the circular stairs to Defence Against the Dark Arts class. CARPE RETRACTUM FINAL EXAM (WK11) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect five challenge shields Secrets: None Collector's cards: None Pull yourself to the first statue using CR, wait for a revolving platform to come underneath and drop onto it. Ride it around a half revolution and fire CR through the arch at another statue. Again, wait for a revolving platform to come underneath. After dropping onto the platform, quickly run to the outside edge and jump through a window in the outside wall after a quarter revolution. Collect goodies from a gold chest. Jump out the window onto a platform as it comes underneath. Look up and pull yourself up to the next level of revolving platforms using the statue above you. Ride around looking for a window with a pull-rope in the outside wall. Pull the rope with CR and then ride around to the window that has opened in the inside wall. Collect the shield and then jump back out onto a revolving platform. Once again, look up and find a CR statue and pull yourself up one level. Ride around to an arch in the outside wall and pull yourself through to another set of revolving platforms. Ride around about one-half revolution and pull yourself through an arch to a moving CR statue. Hold on to the statue as it carries you one-quarter revolution and then drop on to a stationary ledge with a suit of armor. Depulso the armor twice. Look up and grab a moving statue again and ride another quarter revolution. Drop onto another ledge. Climb up into the room in the outside wall. Collect the goodies from the chest and then CR the rope. Step back out onto the ledge and grab a moving statue again. Another quarter revolution brings you to a ledge with a Save Book and a door into the central tower. Enter the tower and defeat the skeleton that appears to your left--you must cast Rictusempra on it twice to destroy it. Open the chest on your right and then circle around to your left. Defeat two more skeletons and keep going until you collect the shield and another gold chest. Circle back to the Spongify tile and bounce up to another room. Depulso the armor for chocolate frogs and open the chest for beans. Walk out the nearby window onto a small ledge. Look to your left to see another small ledge. Carefully jump around the tower from ledge to ledge until you reach another window into the central tower. Enter through the window and defeat two skeletons. Cast Rictusempra at them in alternating turns to keep them off-balance. Cast Alohomora on the gold chests and Depulso the banner (three times) for treats, and then use the Spongify tile to bounce up and get your third shield. Drop back down and exit through the window closest to the Spongify tile--this is not the window you came in through. You can recognize it because the ledge outside has beans on it. Jump from ledge to ledge again until you reach a window in the outside wall. Enter and save your game. Alohomora the door and pass through to another door. Beyond is a room with four fire crabs. Again, alternate casting Rictusempra on them, pushing them all towards the trap while keeping them stunned so they can't attack you. Before leaving the room, cast Depulso on all the armor and the banner two or three times each. Continue through the open door and over the bridge to get your fourth shield. After the bridge, you'll pass through a hall. Make sure you cast Depulso on all the armor. In the room beyond is a jumping sequence from one revolving platform to another. Before jumping off, cast Alohomora on the large Hogwarts logo on the wall opposite you. Depulso the revealed switch and enter the newly opened gate to your right to collect pasties and cakes from two gold chests. Return to the jumping room. Jump onto the first platform as it comes out from the ledge on which you are standing. Jump to the next platform as you approach it and repeat to the third platform. Ride it around until you see a Depulso switch in the far wall. Cast at the switch and then use the revealed CR statue to pull yourself across. In the room beyond, ignore the circling CR statues above you and drop down. Inside the central tower is a switch, cast Depulso at it. Four skeletons will appear. Defeat them; then, open the grate over a Spongify tile. Use Spongify to bounce back up to the ledge where you started. Now use one of the circling CR statues to ride around to the other side of the room and defeat the imps. Collect goodies from the two gold chests and then use the Spongify tile to bounce up to the center tower. Use the CR statue on the far ledge to pull yourself across to the final challenge shield. Congratulations, you have now finished Ron's Final! You'll go directly to Hermione's exam next. DRACONIFORS-LAPIFORS FINAL EXAM (WK12) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect five challenge shields Secrets: None Collector's cards: None Transfigure the Lapifors statue in front of you and take your rabbit to the right. Dig the mound to unearth a Spongify tile, and then go through the rabbit hole. Follow the tunnel around until you enter the main chamber again. Go around to your left, past the next rabbit hole, and dig up another Spongify tile. Go back to the rabbit hole you passed and go through. Carefully work your way across the grass bridge and go through a rabbit hole into a tunnel. Follow the tunnel back into the main chamber and dig to reveal a third Spongify tile. As Hermione again, bounce over the trellises, stopping to knock over cauldrons along the way and destroying bundimuns. The final Spongify tile will take you up to your first challenge shield. After the Save Book, you will be in a room with four suits of armor and a shield under a grate in the floor. In order to raise the shield, you will need to very quickly cast Depulso on all four suits of armor. Stand in one place and very quickly rotate and cast on each armor. The suits raise back up at different rates, so keep circling and casting until all four suits of armor have lowered and the shield raises from the floor. Collect your shield and Alohomora the door to advance to the next room. Directly in front of you are four stone blocks set in the floor and slightly raised. Stand on one and it will sink a bit into the floor. On the opposite wall (the one to your left as you enter) a corresponding switch will open. The switch will only be revealed for a short time, so quickly run a bit closer to the switch and cast Depulso. Repeat for the other three switches. A Draconifors statue will rise up into the alcove between the wall switches. There are also two Save Books in this room; use them a bit later to save your progress. You now begin a series of timed obstacle courses with your dragonlet. While each course is timed, there is no overall time limit or limit to the number of times you can attempt each course. As you progress through the courses, the timer will reset each time you pass through any circular hole. Begin by lighting the dragon torch in this room to open the gate on the opposite wall. Collect the fire pickup again and fly through. Walk through the next hole and then "hop" (flap once or twice) through the next hole. You are now in a "maze" of trellises. Walk around the first turn; then, fly up to find a dragon torch. Go ahead and collect the goodies around the ledges and then light the torch. One of the gates back in Hermione's room will rise, giving access to a challenge shield. Go ahead and stop the spell and use one of the Save Books. Use Draconifors again, grab the fire pickup and start through the maze again. Go around all the trellises using a part-walking, part-flying technique (hopping). This is faster than just walking or just flying. After the trellises is a round hole, so the timer will reset. In the next room, you have to fly through a simple obstacle course consisting of stationary walls with gaps in them. Then, it's another quick walk through two small areas. Now you have to fly through gaps in walls, but the walls move up-and-down. In the next room, you must fly up through gaps in a rotating circular platform. The room is filled with goodies, but don't worry about trying to collect all the beans. You will have (in fact, already do have) more than enough beans to complete the game. Concentrate on picking up pumpkin pasties, and, if you don't mind repeating the course a time or two, fly around and make sure you get all the pasties. If you are continuing from the previous dragon torch or forgot to get the fire pickup in the first room, grab the one on the lower level of this room. Fly up through the rotating platform, all the way up to the ceiling to collect a cauldron cake; then, fly through the circular hole in the wall. Fly up to the ceiling again to get a cake, and then fly through another hole in the wall. Light the dragon torch to open another gate near Hermione for access to another challenge shield. If you like, end the spell and use the other Save Book. From the torch, fly down through gaps in two rotating platforms. Then head through the hole into the next room. Fly along the trail of pumpkin pasties, around some stationary walls and through gaps in some moving walls until you enter the room with the last challenge shield. Get the fire pickup and light the torch to open the gate for Hermione. You have now finished Hermione's final exam. Harry is up next. GLACIUS FINAL EXAM (WK13) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Objective: Collect five challenge shields Secrets: None Collector's cards: None Freeze the water and take a slide. The slide is fairly short; watch for a glut of cakes and pasties at the end of the slide. Once off the slide you will face two salamanders; however, they don't have fires, so just freeze them and destroy them. Save your game and then cast Depulso on the two skulls at the tops of the stairs. Once you enter the next room, gates will drop, locking you in, and an imp will appear. Defeat it, then two imps then three imps. Collect a shield and the floor will sink. You find yourself with four fire crab traps at each point of the compass. There are two fire crabs waiting for you when the floor sinks; they will be at opposite sides of the room, making alternating shots difficult. Fire away at one while constantly strafing (A and D keys) left and right to avoid shots from the crab behind you. Once you defeat those two, two more will appear at the other traps. Defeat those two crabs and you get to face off against four at once. This time, keep circling and firing Rictusempra to keep them stunned. Once all four have been put into their traps, collect a challenge shield. The floor sinks again. Again, you have four fire crabs at the four points of the compass. Rotate and fire until all four have been put into their traps. The traps will lower, and gold chests sitting on them will release their goodies as well as four pixies. Defeat the pixies, pick up your beans and collect a shield. The floor sinks again. Now it is two groups of four imps. Unlike previous groups of imps, all four throw crackers at you at the same time. (In all other encounters you only had to deal with two imps throwing at once.) During the second group of imps, doors on all sides will open letting forth salamanders. The only way to deal with this challenge is to keep moving. Never stop running around and strafing. Finish off the imps and then make sure you finish each salamander and its fire before moving on to the next one. Once you've defeated all the creatures, a Spongify tile on a platform will rise out of the floor. Bounce your way up using a series of Spongify tiles until you reach the room at the top of the stairs (again). Collect all the treats bestowed upon you and get the last shield. Congratulations! You have finished all the final exams; however, your school year is not yet complete. If you have been following this guide exactly, you still have a few things left to do. Once you finish speaking to Dumbledore and McGonagall, head into the main courtyard and begin exploring Hogwarts... _____________________________________________________________________________ _ .| | | | | |` ______ __ __ _ | | / ____/ ______ / /___ _________ _/ /_(_)___ ____ .||` / __/ | |/_/ __ \/ / __ \/ ___/ __ `/ __/ / __ \/ __ \ \ | / /____>