Harry potter chamber secrets game walkthroughs


















Alohamora the wall for some beans. When you have learnt Spongify, come back here for some more beans. Now follow Hermione to the dungeon main corridor. Instead of following Hermione to the class, take a look here. There are two armors here, Flipendo them for some beans; Flipendo the left one two times and the right one three times.

There is also a chest at the left which has some beans and an inverted t shaped hole at the right wall which has a gargoyle. Lumos it and it will show an opening in the floor. Collect the beans there. You need to come back here when you have learnt Skurge. Now go back to the place where Hermione was standing it was the left door at the start. Go in and there will be a cutscene. After the cutscene, open the chest in front of you and take the mucos blue in color, yuck and the bark the wooden thing and go towards the cauldron which is black in color and is emitting Anyways, when you reach there, Harry will automatically mix the contents.

After this there will be some cutscenes. After these cutscenes, you have to follow Hermione to the charms class. But before going there, you can collect the two jars which have Flobberworm Mucos and Wiggentree bark in the potions class. They are placed on the table near the cauldron. There is also a chest which has a bronze wizard card. Collect them and go back to Hermione to the charms class on the second floor. But first you can go up to the Defense Against the Dark Arts class and take the goodies including the bronze wizard card and a bunch of beans on the balcony well there is no Rapunzel waiting for a prince there which you can reach by first climbing the table and then the chair's back and then just climb on the balcony.

Once inside the class, the same thing will be said to you to do i. After this test, you have to do the Skurge challenge. Maximum time: seconds. Now go towards the door and professor Flickwith will tell you about the Ectoplasm. After the cutscene, cast Skurge on the Ectoplasm and continue forward.

Go down from the stairs and cast Skurge on the Ectoplasm blocking the door. Take the cauldron in the left wall and Flipendo the block until it is stuck in the Ectoplasm. Professor will tell you that you can free items that have been trapped by Ectoplasm. After the scene, climb on the block and cast Skurge on the two blobs blocking the way. Now push the block until it falls down. But before jumping towards your first challenge star, jump down and open the crack-hole at the right side.

It has a bronze wizard card. Now jump towards the star and grab it. Take the frog if necessary and save your game. Now Skurge all the Ectoplasm on the floor and open the chest and Flipendo the red pot. Stun the crab and take the frog if you need it. Stun the two crabs and then the next crab in the next room. Take the star and enter the next room. Watch the scene and get ready to fight with Peeves.

He throws Ectoplasm on you so be careful and strafe left and right by using the left and right arrow keys. When the bar on the lower left empties, Peeves will run from you and open the door.

Alohamora the dragon statue and it will open a secret area in the previous room. Go in and Skurge all the Ectoplasms first then proceed. Take the challenge star there and go out from there. Now go back into the room with the dragon statue. Save your game and proceed. Flipendo the block.

This will open the path but closes the door from which you have to proceed. Lumos the gargoyle and this will reveal a secret path behind the wall. Take the path and go down from the stairs. Take the Wiggentree bark in the glass jar and open the chest for a bronze wizard card. Flipendo the block which will open the door. Take the frog if your power is low and Skurge the Ectoplasm blocking the way.

This will drop the door above. Go up from the stairs and stun the crab. Stun the next crab and go in the room which has many Ectoplasms at the beginning. Now the iron door is opened so you can proceed forward.

Flipendo the witch statue two times and Lumos the gargoyle. Go down and take the challenge star. There is a room on your left which has a chest containing bronze wizard card. The wall on the left will also open by the Lumos spell. Open the chest for some beans.

Go down from the stairs and take the frog if you have to recharge yourself. Save your game. There is an orange snail pattern at your left covered with Ectoplasm. Skurge on it and push the snail into it. This opens a room at the left wall.

Enter it and open the chest for a silver wizard card. Now go down from the extreme end of the corridor and take the beans and open the glass jar at the top of the left ledge for Flobberworm mucos. Now climb up and push the snail on to the first plate but don't Skurge the Ectoplasm. Instead of this, open the roof just above the second plate. This will drop down a snail on the plate.

Now Skurge the both Ectoplasm and the door will open. Take the challenge star and the chest which has two beans. Go down from the stairs and Flipendo the cauldron. Hit the box on the table three times, it will give you many beans. Collect the beans and don't forget to Lumos the gargoyle.

There will be a cutscene about Cornish pixies. After the cutscene, Rictusempra the pixie and open the blue colored picture. Go in the room and collect the beans. Drop down and collect the beans and the challenge star.

Drop down again and stun the two fire crabs. Open the box with the green lid two times and collect the beans. Take the frog and keep an eye on the crabs, they can wake up suddenly. Skurge on the Ectoplasm above the door and continue from the door. There will be a platform at the middle of a pit which is joined by Ectoplasm.

Remove the Ectoplasm and the platforms will swing. Jump on the first one and go on the extreme end of the first platform. Flipendo the odd colored block on the low wall. A secret wall will open from where you have started. Go back there and collect the beans and the silver wizard card. Now jump on the two platforms carefully and climb up to the area. Flipendo the cauldron and defeat the pixie. Proceed forward and you will see a see saw which is the end of the challenge and the way to the challenge star.

Take the cauldron and go in from the stairs. At the end of the stairs is a cauldron. Flipendo it and enter the room. A room will open which will have two gnomes and a chest.

Throw the gnomes in the hole and collect the bronze wizard card in the chest. Don't forget to take the box on the table, two cauldrons and a red pot. Now take the star and remove the Ectoplasm. Push the block into the hole and the see saw will rise up, allowing you to go up.

Now jump down on the see saw and climb up towards the star. Collect the beans and enter the door. Stun the snail and open the chest for some more beans. Now Lumos the gargoyle in the next room. This will light up a ledge which will take you to the last challenge star. Just climb up the ledge and Alohamora the wall above you. Climb up and collect the star. The wall will open and you will be just above the completion star. Collect the beans there and jump on the completion star and you will win.

After the challenge, you have to go to the house point ceremony. After the bean room, there will be a cutscene and you have to go to the Snape's storage room. Now go into the classroom and open the crack hole in the left wall. Skurge the Ectoplasm and jump on the block revealed. This will open a secret which you can access by some blocks which came up when you jumped on the block. Go up and climb into the room for four beans and a chest which has a silver wizard card. Now go back to the corridor and proceed towards the end of the corridor.

Open the inverted t shaped hole at the right wall. Lumos the gargoyle and Skurge the Ectoplasm in the secret area. This will lower the gate and you can enter it for a silver wizard card and some beans. Now take the door at the left side which is blocked by Ectoplasm and go in. After loading, open the door by Alohamora and go into the next room. At the end is a room which has an elevator and a pit full of Ectoplasm in which I would not like to fall.

Anyways, you can see two Flipendo patterns on the wall. Flipendo them and the elevator will start working. There are three rooms here; lower, from where you have to go in order to continue, medium, which has a gargoyle which will help you in the lower room and the upper, which has two chests containing chocolate frogs.

If you need some health, then go to the upper room, otherwise first go into the middle room and Lumos the gargoyle. This will show some hidden stairs which will make your path simple.

Now jump back on to the elevator and go to the lower room the room which has Ectoplasm on the floor and defeat the pixie there. Now go down from the stairs and Skurge the Ectoplasm on the mouth of the monster. This will open the mouth which will release Ectoplasm, resulting in the raising of the bridge. Take the bridge and go into the next room. There is a chest on your left and a weird pattern on your right.

Open them both by Alohamora. The chest will give you a bronze wizard card and the pattern has a secret room which has a chest of silver wizard card. Go into the next room and put the two snails into the pattern. Go into the two blue cage rooms for some beans, a wiggentree bark and a chocolate frog.

After you put the two snails into the pattern, two fire crabs will show up. Stun them both and push them into the blue rooms. After this, the door will open. Lumos the gargoyle at the left side of the room and the cauldron at the right side. There will be a ledge at the left of the next area. Jump on the ledge and collect the beans there. Now Skurge the Ectoplasm so that the stairs can come out.

In the next room there are two snails which are dropped off from above. Put them into their cells and check both the cells for some more goodies.

Open the chest there for a bronze wizard card. Continue to the next room and put the gnome into its hole. Opposite to the hole is the same weird pattern. Open it for a silver wizard card. Save your game and Skurge the blob so that the stairs can go down. You will be in a room with a snail. Stun him and push him down the edge. Take the beans but don't open the chest unless you want to fight with Peeves. Now there will be a maze whose wall can be moved by the four Flipendo patterns near the roof.

Each Flipendo pattern moves a particular colored wall. For example, red Flipendo pattern moves the red wall. This is a puzzle which is easy to solve. First, cast Flipendo to the red switch.

Go down by the elevator on the right, defeat the gnome, jump across to the maze area and open chests in two of three secret rooms green and blue doors. Now go back up by the elevator on the left and this time cast Flipendo to red, purple and green switches.

Open the last secret room red door and collect the beans in there then proceed out You will be in a room with shelves. Open the chest for a bronze card. Take all the things like beans and Flobberworm mucos. Now Flipendo the switch opposite to the wall to open the door. In the next room, there is a fire crab. Stun him and push him into the red Ectoplasm. Continue up from the stairs and defeat the pixie there. Now Skurge the Ectoplasm which will release the gears which rotate the platform.

Jump up and go into the next room. Jump on the other one and enter the next room. Before jumping to the door, Skurge both of the blobs on the floor and take the cauldron. Go into the next room and save your game. Alohamora the door and enter the next area.

There will be a chest which has a bronze wizard card. There will also be a gnome. Flipendo him and throw him into the gnome hole in the adjoining room. Stun the crab on the ledge and take the cauldron. Push the crab down into the previous room or into the gnome hole so that he won't be a trouble afterwards. Go up to the top. There will be two things on the two sides; at the left side is the way to the bicorn horn and a gnome and the right side has a frog and a gargoyle hidden.

Go to the right side first and take the frog if you need one and Flipendo the strange block on the right side which has a gargoyle behind it. Lumos the gargoyle and jump to the left part. Put the gnome into the hole and open the door by Skurge. The wall on the left will glow, which reveals a chest containing some beans. Now go back to the moving bridge, but first defeat all the pixies.

Jump carefully to the end in order to open the last secret which has some more beans. Alohamora the locked door and you will be in the final area. Take the beans and the Flobberworm mucos. You will drop down while trying to reach to the four beans on the rack. Quickly stun both crabs and move right. Knock them off and jump your way to the left.

Climb up and collect the four beans on the rack. Then take the horn on the table and you will be in the Snape's potion classroom. Open the chest in front of you for a bronze wizard card. Go out and there will be a cutscene. After that you have to learn dueling.

After collecting the cards just go into the hall. When you enter the hall, a cutscene appears about dueling and you have to duel with Draco Malfoy. Read the dueling tips section for more info about how to duel. This one is very easy. Just five or six correct hits and he will be defeated. After the duel will be a cutscene.

After the cutscene, you have to follow Ron to the greenhouse for learning Diffindo. There is a secret room just behind the trader in the greenhouse. There is a white square just above the door. Flipendo it and the door will open. Go in and collect the silver wizard card and some beans. Now follow Ron to the next door. Take the chest there and enter the door. The greenhouse is in front of you.

But don't go there yet. Instead go towards the left of the wall and you may see a chest which has a bronze wizard card. There also you have to do the arrow key thing after entering the greenhouse. After this test, you have to move on to the Diffindo challenge.

Maximum house points: Secrets: 11 Wizard cards: Bronze- Four Silver- Four Challenge stars: 14 Walkthrough: As soon as the challenge starts, run to the door and cast Diffindo the vines blocking the door. Take the cauldron, chest and a flower pot which is slightly big and has no soil in it.

At the left of the cauldron is a green wall with a painting with a flower. Open it and go in for some beans. Now go out of the door and you will see some vines at your left and a snail roaming. Stun it and push it towards the vines. Now cut the vines and push the snail on the plate which was behind the vines. This will open a lock from the door.

Now push the second snail towards the vines the snail roaming in the corridor which goes towards the vines and cut the vines two times. Now push the snail on to the pattern which will open the door from which you can proceed forward.

But before proceeding, take the flower pot and the water can with no sprinkler. There is also a silver wizard card here. Just Flipendo all the four white squares, which are just on the wall. It will open a wall which has a secret room behind it.

Take the chest for a silver wizard card and now proceed from the next door. Take the frog if you need one, take the star, cut the rope and save your game. Proceed through the door and there will be a cutscene about Horklump mushrooms.

After the cutscene, don't cut the mushrooms as said by professor. Instead, cut the vines covering the gnome hole and release the gnome. Meanwhile, go down and go into the room with a chest as it is a secret, but don't open the chest as it has the annoying Peeves. Climb back to the Horklump mushroom and the gnome must have harvested all the mushrooms into beans. Stun the gnome and throw into the hole. Collect all the beans and stand on the left square.

Cut the rope in front of you and a block will rise up. Jump on to the ledge on the left and collect the beans there. In case if you fall down, just stand on the right square and cut the rope to release a smaller block. Jump from the smaller block to the bigger block and climb up the ledge. Now go into the room which has a rope waiting to be cut. Cut it and it will open the door from which you can proceed further. Go in and take the star.

Open the box three times and finish the pixies and stun the snail. Take the Flobberworm mucos and cut the two ropes and push the block on the grey plate. This will open the door which has a challenge star. Take the challenge star and Flipendo the flower pot. Go in the next room and professor will tell you about the Spikey prickly plants.

Cut them with Diffindo and push the block towards the ledge. Cut the rope which will release the elevator. Jump on it and go up. Cut the vines and the rope which opens the gate. Cut the vines blocking the door and take the four beans. Drop down and take the frog if necessary. Jump down and go from the next door. Take the challenge star and Flipendo the armor and the water can two times. Take the cauldron at the right of the save book and cut the spider web. Save your game here.

Jump down and cut the rope at the right side. Diffindo the web and jump across. Don't take the star yet. Instead take the stairs on the left after casting Lumos on the gargoyle. When you reach at the wooden bridge, jump on it but don't cut the rope.

Instead proceed forward and the wall will glow at the end of the bridge. Go in for a challenge star and jump back on the bridge. Cut the rope now and Lumos the gargoyle again. Now go to the next area connected by the bridge. At the right is a secret. Open the chest inside for a bronze wizard card. Now climb up the stairs at the right and push the block down until it falls down. Now go back to the place where the gargoyle was.

There will be the block. Push it inside for a secret area. Enter the area and open the chest for a silver wizard card. Now go back on the bridge and go to the other side.

Stun the snail and take the cauldron. Remove all the Ectoplasm and stun the crab. Take the flower pot. Push the block towards the door and climb up. Defeat the pixie and jump up from the hole. Stand on the block with a rope and cut the rope. You will drop down. Take the challenge star and stun the two pixies there. Now quickly jump on to the floating grey platforms as they move in. Take the cauldron save your game here. You will be in an open ground with some mushrooms and three gnome holes covered with vines.

Open the left and the right hole by standing near the door and wait until gnomes harvest all the beans. Now stun the two gnomes and throw them into the gnome hole. Now open the third one and let him harvest the mushrooms near the ledge. After conversion of mushrooms into beans, throw the gnome into the hole. Take the frog if you need it and climb up the ledge.

As soon as you jump down, you will be introduced with venomous tentaculas. Cast Diffindo on its both arms to permanently defeat him. Repeat the same process with the other three tentaculas. Take the frog which is hopping at the right of the first tentacula. Don't forget to take the chest at the left side of the fourth and last tentacula. Climb up from the stairs and take the challenge star Now cut the nearest rope. Climb up the plank but don't cut the second rope. Instead, jump down towards the two new creatures which are Bowtruckles.

Diffindo them and take the Wiggentree bark from them. Now climb back on the plank and jump on the ledge. There is a big white square on which you can cast Alohamora to open a secret room which has two flower pots, a Flobberworm mucos, a challenge star and a chest which has a silver wizard card. Take all the goodies and go back to the ledge. Cut the ropes of the plank and defeat the two Bowtruckles.

Take the Wiggentree bark from them and jump down. Take the water can and save your game. There will be two snail patterns on which you have to put two snails. Put the nearer snail on the pattern covered with vines and cut the vines. Now put the second crab at the opposite side. This will open the door. Don't forget to take the Flobberworm mucos at the opposite to the second pattern.

Now go into the room and Alohamora the white square near the roof. Cut the rope to lower the challenge star. Now go towards the left side and Skurge the Ectoplasm. The gargoyle at the right side has no use here. Enter the room and cut the vines. Defeat the Bowtruckles and continue your journey from the stairs. Take the cauldron and the frog if you need. You will see a crank like thing which is tied by two ropes in the next room.

Cut the two ropes for releasing the crank and opening a bridge. Across the bridge is a green wall with a flower design. Alohamora on it and enter the room for a chest of bronze wizard card. Continue your journey to an area with three venomous tentaculas. You can avoid them or cut their arms. Go into the next room for a challenge star. Open the green wall with a yellow flower for a bronze wizard card then go down from the stairs.

Take the challenge star and the cauldron and save your game. In the next room there is a gargoyle which is waiting to be illuminating. There is also a snail, a frog and a flower pot. Take whatever you need and Lumos the gargoyle. Once you get to the lower right corner, you should see the small portrait of the bowl of fruit.

Examine it and enter the new passage. NOTE: Yeah, you could've done this the first time you came through, but you didn't know about it yet, right? These are the ones you can't defeat. You can either approach it slowly and move out of the way real fast as it swings down, then rush by afterwards, or use a Dungbomb item. Toss the Dungbomb at the statue, then wait for it to explode. A cloud of green smoke will appear. This is when you should slip past the suit of armor, since it won't attack you at that moment.

Or you could just take the damage, since you can heal up at the end of this route anyway. Anyway, continue on the passage, past the two fire-breathing and the one spike spitting statue.

You can jump over the barrels coming your way, since that's the only way to dodge them. Continue along, flip the switch to open the door ahead, and collect the RTB 10 inside the barrel. For your information, the only reason I made you go through that is to collect that single RTB. Heal up at the cauldron in other words, use a potion, re-fill it, use again until your health is full, then re-fill it one last time.

You'll find Fred in the next room. Fred: Hi, Harry. Nice to see you again. Take a look around - you're bound to find something of interest. I can get you all kinds of goodies, like Dungbombs and so on. Just come back and talk to me any time and select what you want to buy. By the way, Harry, have you heard about the Bean Challenge areas?

There are four of these and their entrances can be found outside this room. If you talk to Fred again now, you can buy out his shop by purchasing two Dungbombs, two Stink Pellets, and two Luminous Balloons.

Exit the room through the door to the left and head right. Then head all the way left and talk to George to start the first of four Bean Challenges. George: Hi, Harry, here are the Bean Challenge areas. All you have to do is make it through the challenge area and collect all the beans as you go.

Once you've completed one of the challenges, the next one will open up, although you don't have to do them all in one go.

If you complete them all you'll be rewarded with something. Let's not forget the red tomato beans. Collect all red tomato beans dotted about in various parts of the school and you'll get a special reward.

Who knows what it'll be! Even though George says you don't have to do all of them right now, none of them are that hard, so we might as well finish them all right now. Enter the first door. Continue onward until you reach another bean 2. Walk up the stairs ahead on the LEFT side in order to avoid all the barrel's rolling down. Collect the bean 3 at the top of the steps while still hugging the left side. The next bean 4 is just up ahead.

Dodge the fire-spitting statue, grab the next bean 5 , and continue onward to the next bean 6. Once you've collected the next bean 7 , stay on the right side of the stairs to avoid the barrels. Don't forget the bean 8 at the end. Continue on and try not to get scorched by the fire while collecting the next bean 9. Stay on the right side again to avoid the barrels and continue up the stairs, where you'll find the last bean Simply follow the path to find yourself back at the beginning.

Outside, talk to George to collect your reward. George: Well done, Harry. Here's a password for you - Scuttlegrip.

Should make getting to the second floor easier. You get "Helga Hufflepuff"! This challenge is pretty cool, if you ask me. Unlike the last challenge, you can fall off the edges, which results in you starting all over again. All 15 beans are found in the center of this room, where you can see 16 floating blocks in a 4x4 pattern.

An owl flies ahead of you and drops the beans onto the blocks for you. You simply have to jump to each block and collect all 15 beans this way. The starting block is in the far left corner. Note that every block except the first one crumbles away after a second or two, so you to jump quickly.

I'm not going to describe the pattern of the beans, since this challenge is simple enough and shouldn't take you more than two tries. After you've collected all the beans, head outside and talk to George again. George: Here's the password for the fourth floor - Jellygreed. You get "Salazar Slytherin"! You might need it. Enter the newly opened door to face the third Bean Challenge. This seems like one big maze. The only dangers you face are some ghosts walking around, which take off two bolts of health if you touch them, some floor tiles that spit out fire, and floor tiles with spikes coming out of them.

Follow these directions to get through this maze the quickest: 1. Take the right path, grabbing the bean 1 without getting hurt. Take the first left, grabbing the next bean 2. The next bean is right to your left 3. Take a right at the third bean, and grab the next one 4 without getting hurt.

Continue along the path, grabbing the next bean 5. Take the next left and snatch the bean 6 from the spikes, while taking a right. Follow the path for the next bean 7. Grab the next bean 8 to your right after the path ends. Now head back to the left. Grab the bean 9 from the spikes.

Follow the path to grab the next bean Keep going the same direction. Grab the bean 12 from the spikes. Take a right ignore the bean just up ahead and grab the bean Loop around, grabbing the next bean 14 while taking a left. Straight ahead is the bean you ignored a second ago. Head back a few steps and take the left path. Either go straight, or take a right to find the next bean 16 it's just a circle.

Take the path where you see the next bean 17 over a fire-tile. Continue the same path to grab the next bean 18 over the fire-tile. Continue either straight or right again another circle to grab the next bean Now take the left path.

Take a right, jump over the spikes and take the next right. Follow this path all the way down until you grab the last bean 20 , which also puts you right in front of the door. Go talk to George. George: Another password for you, Harry - Blobbyjelly. Not sure where it's for, though You get "Rowena Ravenclaw"! This challenge, like the second one, simply involves jumping everywhere. Grab the first bean 1 right in front of you and continue along the path to find another bean 2.

Jump across the two blocks and grab the next bean 3. Flip the switch, but ignore what it does for now. Continue jumping across the crumbling block to the right of the switch. Grab the bean Now it starts to get tricky. Flip the switch. Continue jumping off the north-west end of this platform onto the next platform, where you'll find a bean Jump three times to the next platform bean 14 , then jump twice to the next platform, which houses another bean Now you'll have to jump on a moving block to reach the next platform.

You've been here before, but now you have another block you can jump on because of the switches you pulled. Quickly jump across the crumbling block and grab the bean 18 and hit the switch. Jump BACK across the crumbling block and jump onto the block you just formed by flipping the switch in the middle of this platform. From there, jump onto the stationary block, then onto the second moving block.

You'll find another bean 23! Two more! Jump twice to reach another bean 24 and jump six times to reach the final bean! Flip the switch, jump three last times, and exit through the door to your left.

Go speak with George. George: Here's another mysterious password - Glovejuggler. Not sure where it's for though. You get "Godric Gryffindor"! Head back Grand Staircase easiest way to do this is to get caught by Percy, then exiting the door right behind you.

Talk to the picture to your right to be brought to the Portrait Room. Every other shortcut-portrait is now available to you Floor 2, Floor 4. The final two pictures in the room are labeled as Bonus. George gave you two passwords and claimed he didn't know where they led to. Well, they both lead to the two Bonus portraits in this room.

Enter the first one. Open the chest. You get "Quong Po"! Leave this room and enter the 2nd bonus portrait. You get "Beaumont Marjoribanks"! Leave the room again. Behind the desk in this room is a darker wall tile. Examine it and a switch will appear. Flip the switch and the desk will move forward, revealing a switch on the floor.

Move the chair onto the tile and the gate behind you will open. Head inside and open the chest. You get "Bridget Wenlock"! That's all for now! Head back to the seventh floor, enter the Common Room and speak to Ron in your dormitory. Ron: Goodnight, Harry! The next day, head down to the Common Room and speak to Ron again. Ron: Morning, Harry! Harry: What have we got this morning, then? Think I've mislaid my timetable. Ron: Meet me down in the Great Hall - I want to show you something before class.

Don't forget you can use the password portrait to get around the school more quickly. The Great Hall is in the door to your right. Head left and break the green vase for a RTB Continue to the right and open the chest. You get "Sacharissa Tugwood"! Continue further right to find another chest. Open it and grab your third Chocolate Frog! Simply head right from the RTB to meet up with Ron. Ron: These Hourglasses display the House Points. Every House can earn points through good performances, but we can also lose points from our House if we get into trouble.

Getting caught by a teacher or prefect by wandering around school at night is a sure way to lose House Points. The House with the most points at the end of the school year wins the House Cup. Anyway, it's Flying Lesson next outside. Mustn't keep Madam Hooch waiting! You'll then see that every house has 0 points so far. Makes sense. Head back to the Entrance Hall.

Hermione: Hello, Harry. We've got Flying Lesson now; it's in the practice courtyard. Head out past the Whomping Willow and you'll find it in the Grounds. Now head outside. Fire a fully charged Incendio at the cobweb to release a RTB Go around the Whomping Willow and jump up the ledge to open the chest. You get "Hesper Starkey"! Now head to the bush to the left of the chest and examine it with B default.

A RTB 19 will fall out. Head back to the entrance and go left this time. You'll see an Owl that has a message for you. Stand next to one and examine it to see if there's anything hidden inside it. Some vases around the school may also have items hidden in them; a blast with Flipendo should be enough to smash them open. Now head through the gate. Start out by heading right along the wall. Open the chest for your fourth Chocolate Frog. To the right of this chest is a tree stump. Gnomes come out of this tree stump, and they'll damage you for half a bar if they touch you.

You can defeat them with your Flipendo, but another one will simply pop out of the tree trunk. Simply avoid these creatures. Further to the right of this tree trump is a bush.

Search it for a RTB 20 and open the nearby chest. You get "Derwent Shimpling"! Head back to the beginning of this area marked by the stone path. This time, go left and around the water. Past the first tree stump the Gnomes follow you, so just Flipendo them if they get annoying and search the bush right after it for a RTB Head straight up to find a chest, containing your fifth Chocolate Frog.

You now get an additional health bar! The only thing further to the right is a locked chest, which you can't open right now anyway. Follow the wall to the left and hit the Remembrall. If you don't remember, this lets you restart from this point if you die. Continue left and you'll come across Hagrid's Hut, which does nothing right now. There's another bush directly north-east of Hagrid's house. Search it for another RTB Follow the wall going south to reach the stone path again.

Follow the path back to the beginning, and search the bush south of the door for another RTB South of this bush is another bush. Search it to find a Knut. Go back to the first bush you just searched and follow the dirt path to the south-east.

You'll find another Owl with a message. Strafing can help your aim even more. You also have a boost bar, which fills up for each ring successfully passed through. The more rings you pass through without using it, the longer it'll last when you do.

Let's get practicing! Fly through the hoops to build your boost bar, then use your boost wisely to catch up with the Snitch, and grab it! But watch out: Slytherin's new Seeker is Draco Malfoy. Try and avoid the Bludgers, too, as they'll reduce your boost bar and slow you down if they hit you.

Let's win the Quidditch Cup! Search it for a RTB 25 You won't be playing Quidditch just yet, but I just wanted to show you where you will be playing it later on. Anyway, head back to the previous owl and follow the wall. Speak to Madam Hooch. Madam Hooch: Hello. Welcome to Flying Lesson. For the first practice of the year I'm going to keep things simple for you. Today, I would like you to fly through 24 rings as quickly as you can. To pass the lesson you'll have to complete the challenge in under 90 seconds, although I'm sure you can do a lot better than that.

If you complete this challenge in under 35 seconds you'll be awarded a Wizard Card, so try hard! Using the L and R Buttons, you can strafe in the corresponding directions. Press the A Button to accelerate. You also have a boost bar, which gradually fills up for each ring successfully passed through. When you're ready, press the B Button to use the boost.

You don't have to, but it's easier for some people including me. Let me summarize: 1. In this practice, you fly through 24 rings. To pass, finish within 90 seconds. If you finish in less than 35 seconds, you get a Famous Witches and Wizards Card.

Press A to accelerate. The B Button will give you a boost. First let me mention: If you want the Wizard Card, you don't have to get it right now. After you pass this lesson, you can go to the Broom Shed nearby and re-do the lesson. Enter the challenge and complete it. If you finish within 35 seconds unlikely, on your first try ever , you'll get a card right away. Either way, you'll be awarded 25 House Points.

After Madam Hooch talks to you, Hermione will show up. Hermione: Hi, Harry. Head up to the Common Room when you're ready to meet Ron. Have a wander around the Grounds, if you like. Don't forget to use the password portraits as well to get around this school quickly. If you didn't get the Wizard Card, head south to the Broom Shed. Enter it and try the challenge again. Keep on practicing and you'll eventually get better. Don't forget to use your boost every now and then.

I generally hold down the A Button to accelerate for most of the challenge. If you miss a ring, press Start and restart. Once you beat 35 seconds You get "Bowman Wright"! Thanks to yours truly, you've already done that. Head back inside the castle and to the Portrait Room. Use the first picture to reach the seventh floor and talk to Ron standing in front of the fireplace in the Common Room. Ron: Hello, Harry. I've heard there's a map of the entire school.

I don't know where to get it, but I have a feeling my brothers might be able to point you in the right direction. Harry: I don't suppose you know where I can find a map of Hogwarts? Fred: You'll have to go down to the dungeons, which lead off from the Entrance Hall. But that's not the worst part. You're going to have to avoid Filch the caretaker and his cat, Mrs. And get into his office without him noticing!

Make sure you get it, though, as finding your way around the school is very tricky without it. Harry: Well, I think I'll give it a try anyway. Fred has re-stocked his supplies. He has two of each item again.

I always buy everything in his shop, just because I like to put people out of business. Just in case you're wondering, you don't use your money for anything else except buying these items, so don't worry about running out of money.

Use the Portrait Room to head to the Entrance Hall. The door you need is to the left of the stairs, near the Save Book. It is labeled as Belowground. But there are alcoves you can slip into and pull the curtains in front of you. While sneaking, walk inside the alcove and the curtain will close behind you.

Make sure all is clear before venturing out again, though! Head to the door in the south-east corner, labeled Filch. Filch: Grr! Better not be any pesky kids walking around down here! Filch then walks off. Hit the switch on the wall silver shield with the hand imprint to open a door. Head through the door and flip the lever. Don't enter the room too far, because Filch will be ready to kick you out in a heartbeat.

Head back to the last room and use the other door you just opened. If you really want to open that chest, do so and run away real quick.

It contains a Dungbomb, which will explode after a few seconds. Continue along the one way path and try not to get burnt. Once you reach the unlit goblet, switch to Incendio to light it up.

This will open the door just up ahead. Don't forget to read the Owl post. Wear it and you will become temporarily invisible. However, the cloak has to cover you completely, so you won't be able to jump or cast any spells. If you haven't crossed the room with Filch in it by that time, you will get caught, since there's no way to sneak by without getting seen.

Don't know why you would not make it, so I'm just letting you know. In the next room, flip the lever and open the chest for a Knut.

Drag the block onto the switch to open the next door. Head back to the previous room, but make sure you stay along the wall. If you get too far away from the wall, Filch will see you and you'll have to start all over again. Anyway, enter the door Filch is facing.

If you haven't already done so, switch back to Flipendo. Push the barrel onto the switch to advance. In the next room there are two stone blocks and two switches. What do you think we should do here? Try not to get burnt and put the blocks on the switches. In the next room, defeat the Fire Crab with a fully charged Flipendo anything less will make the Fire Crab retreat into its shell for a few seconds, but not defeat it. Defeating the Fire Crab will grant you a Cauldron Cake and an open door.

Norris, Filch's cat, is walking around in the next room. If she sees you, Filch will appear several seconds later. This means you can afford to be seen, just be sure to hide before Filch shows up. If Mrs. Norris hasn't seen you, you'll have to flip the lever in the south-east corner to open the door. If she has seen you, Filch will have opened the door on his way through, and the lever will do nothing.

Either way, enter the next room and hide behind the curtain when you see it. When Filch walks by, head to the end of the hallway, and flip the lever to open the door. Norris will be in the next room again she must be quick! Again, you can be seen by her, just hide behind the curtain if you do. Flip the switch to the left of the curtain to open the next door. Watch out for the spiky ball floating around, and use Incendio to burn the cobweb in the corner to uncover a lever.

Flip it to open the next door. On your way to the door, open the chest for a Pumpkin Pasty. In the next room, flip the first lever you see and enter the nearby door. Pass through the Remembrall and check out the message the Owl has for you. Hi Harry, some of the creatures you might come across, such as the Doxies near here, will poison you if they attack, turning you all green! To counteract poison, equip your Poison Antidote Potion vial and stand beside a green cauldron, then 'Activate' to fill it up.

Use it to get rid of the poison if you get bitten. Equip the Poison Antidote Vial the round flask and fill it up. Head back one room and continue onwards. In the south-east corner there is a lever that will make the fire-spitting statue turn 90 degrees, allowing you to easily place the block onto the switch. You don't really have to turn the statue, but I guess you can if you want. After you lose 3 full bars or 36 seconds , the poison will wear off on its own. In the next room you'll meet two Doxies.

Eight uncharged Flipendos or one fully charged Flipendo will take one down. After you defeat both Doxies, they will drop a Cauldron Cake and open the next door. In the next room, quickly head up to the far-north corner and read the message from the Owl.

Trolls love the smell of these things, so think of a strategic way to use them. Remember, the bigger they are, the harder they FALL!!!

You have to defeat it. Everytime it swings its club at you and it connects, you lose one health bar.

It takes three fully charged Flipendos to defeat the troll. Uncharged Flipendos will make the troll stop and raise its arms for a few seconds. If you want, you can throw an uncharged Flipendo at the troll, then immediately charge up a full one to hit him with. Or you could do as Ron says, and throw some Dungbombs at it. Please help improve this wiki if you can, and remove this notice if appropriate.

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