Harry Potter And The Chamber Of Secrets - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Harry Potter And The Chamber Of Secrets - Strategy Guide (Page 01).
Harry_Potter_CoS_NGC.txt
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File Size: 67.0 kb
Word Count: 11,071 words
Page Count: 24 pages
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********* HARRY POTTER AND THE CHAMBER OF SECRETS
******** o---o---o---o---o---o---o---o---o---o---o---o---o
******* | A TRADEMARK OF ELECTRONIC ARTS(TM) AND |
****** o WARNER BROS.(TM) o
***** | THIS VERSION OF THE GAME WAS DISTRIBUTED |
**** o BY NINTENDO FOR THE GAMECUBE(TM) o
*** | HARRY POTTER: CoS WAS THOUGHT OF BY J.K |
** o ROWLING o
* | ALSO MADE FOR PS2, XBOX, GBC, GBA, PSX, PC |
o---o---o---o---o---o---o---o---o---o---o---o---o
FOR GAMECUBE(TM)TRADEMARK OF NINTENDO 2001-2003
WRITTEN BY DaN HeNDO (SEE BELOW IN 1A)
This is my first FAQ, also my first for the GameCube,(TM)so please write
to me if there's anything that you think could be improved.
Can/May also be used for PS2 and XBOX.
Copyright Daniel Henderson 2002-2003
++++++++++++++++++++
CONTENTS +
++++++++++++++++++++
1.General Information
1a.Legal Mumbo-Jumbo and Disclaimers
1b.Version Information (FAQ only)
1c.Controllers
1d.Requirements
2.Walkthrough PT 1
2a.The Burrow
2b.Borgin & Burkes
2c.Diagon Alley
2d.The Leaky Cauldron
2e.Gambol and Japes
2f.The Magical Menagerie
2g.Flourish and Blotts
3.Walkthrough PT 2
3a.Whomping Willow
3b.Whomping Willow Imps
3c.Whomping Wiggenwald
3d.Boss Battle - Whomping Willow
4.Walkthrough PT 3
4a.Finding the way to Gryffindor
4b.Fred and George
4c.Ending the Day
5.Walkthrough PT 4
5a.Flying Class
5b.Rescuing Neville
5c.The Library Annexe - Marauding with Monsters
5d.Herbology Greenhouse 3
5e.Freeing Neville
6.Walkthrough PT 5
6a.Defence against the Dark Arts
6b.The Expelliarmus Challenge
6c.Boss Battle - Draco Malfoy
6d.Quidditch Practice
7.Walkthrough PT 6
7a.The Library Annexe - The Restricted Section
7b.Entering the Restricted Section
7c.Boss Battle - Mad Bookcase
7d.Skurge
7e.Boss Battle - Goyle
7f.Back to Gryffindor Tower
8.Walkthrough PT 7
8a.Transfiguration
8b.The Avifors Challenge
8c.Quidditch Match I - Gryffindor vs. Hufflepuff
9.Walkthrough PT 8
9a.The Polyjuice Potion
9b.Malfoy
9c.Escaping the Slytherin Dungeon
9d.Back to the Bathroom
10.Walkthrough PT 9
10a.Charms with Prof. Flitwick
10b.The Incendio Challenge
10c.Quidditch Match II - Gryffindor vs. Ravenclaw
10d.Hagrid's Hut
10e.Follow the Spiders
10f.Aragog
10g.Boss Battle - Aragog
11.Walkthrough PT 10
11a.Quidditch Match III - Gryffindor vs. Slytherin
11b.Moaning Myrtle
11c.The Chamber of Secrets
11d.Boss Battle - The Basilisk
12.Items
13.Enemies *_NEW_*
14.Spells *_NEW_*
15/1 Flipendo
15/2 Lumos
15/3 Diffindo
15/4 Expelliarmus
15/5 Skurge
15/6 Avifors
15/7 Incendio
15/8 Alohomora
15.Boss Guide *_NEW_*
16.Wizard Card Guide *_NEW_*
17.Mini-Games *_NEW_* (Spoilers!)
18.Credits
--and more-- coming soon (in the next version if possible)
-Things to do each day -only add if I finish the game for the 5th time- ;)
-Boss Guide
-Quick Walkthrough (objectives)
-Map Section (hope to make more maps)
-PAL/NTSC Differences
-FAQ Section
-Bugs/Glitches
-Lost and Found Items
To find out if they are new I will mark them as: e.g. Boss Guide *_NEW_*
I will only remove the tag when I finish the next version.
If you are stuck on something, and you are in a hurry, press Ctrl + F to bring
up the Find Screen. Mac Users: Use whatever buttons to bring up the Find
screen.
If you wanted to find out about a specific boss, press BG
and the number of the boss. BG1 would bring up the Washing Machine.
For an item: Press I* (* denotes a number)(I1-I8)
For a map: Press M* (* denotes a number)
Or...just look for it in the main body of the guide.
PAGE COUNTER: 22 pages
WORD COUNTER: 10,595 words
++++++++++++++++++++
GENERAL INFORMATION+
++++++++++++++++++++
1a: LEGAL MUMBO-JUMBO AND DISCLAIMERS:
------------------------------------------------------------------------------
THIS GUIDE WAS CREATED BY DANIEL 'HENDO' HENDERSON Copyright, 2002-2003.
FOR ANYBODY WHO USES MY GUIDE ON THEIR WEBSITE WITHOUT MY PERMISSION WILL FACE
LEGAL ACTION!
I'm not joking, really! (I'll set the Basilisk on them)
For anybody who is stuck on this guide, or has a question for me,
please email me at Dan_Hendo_89@msn.com
Don't try sending me spam, either! IF you do, I'll filter your e-mail.
*Spelling may be slightly different, because this is an Australian version,
not an American version. However, you can use this guide on both the PAL and
NTSC versions of Harry Potter and the Chamber of Secrets.
*E-mail me if you know of any differences between the PAL and the NTSC
versions. Title it PAL/NTSC Versions. By the way, use a Hotmail or MSN
address, otherwise it won't work.
*Only two websites so far are allowed to use this FAQ.
They are: www.cheatcc.com
www.gamefaqs.com
__NOT WWW.MEGAGAMES.COM__
MegaGames has a reputation for ripping off people, by using their guides to
make money, and often, many FAQ writers don't realise that this may be
happening to them...
If you want to put this FAQ on your website, send an email with the name of
the FAQ and the URL must be included.
You can put this on your website, as long as you don't put ANY ads on it.
(only if you get my permission) If you put any ads on it,
I will ask you to remove it within 48 hours of it being found.
IF you put BOTH an ad AND the FAQ without my permission on your website,
I will ask you to remove it within 24 hours. THAT ESPECIALLY MEANS YOU
WWW.MEGAGAMES.COM! If you don't, I will sue you.
IF you try to make money off this, it effectively breaches my copyright,
WHICH means that I will sue you for the amount of money made so far.
IF you make any modifications to it and re-release it as yours, once again,
it breaches the copyright, meaning PLAGARISM!
IF you make ANY modifications at ALL to it,
I will ask you to remove it immediately, or guess what...I will SUE YOU!!!(and
win...I know the law system very well)
If you don't want to be sued, follow these disclaimers, and you'll be fine.
Capiche?
------------------------------------------------------------------------------
1b: VERSION INFO:
-------------------o
Version 1.0 |
-------------------o
Created: 2:39 PM | 31/12/2002 (in Australia & other countries)
AEST* | 12/31/2002 (in USA)
(*Australian Eastern Standard Time)
Includes: 100% of the game, a few other things - basically everything in this
FAQ (so far)
-------------------o
Version 1.1 |
-------------------o
Created: 7:14 PM | 03/01/2003
AEST | 01/03/2003
Includes: 100% of the game. Submitted to GAMEFAQs the next day
-------------------o
Version 1.2 | *CURRENT*
-------------------o
Created: 12:28 PM | 05/01/2003
AEST | 01/05/2003
Includes: 100% of the game. Contains spells,
enemies, and a boss guide, and a wizard card guide
1c: CONTROLLERS
o---o---o---o---o---o---o---o---o
| Button | Action |
o---o---o---o---o---o---o---o---o
| A |Do as the button |
| BUTTON |says; confirm |
| |selections in menus|
o---o---o---o---o---o---o---o---o
| B,X,Y |Assign a spell, etc|
| BUTTON |to these buttons |
o---o---o---o---o---o---o---o---o
| START |Pause (der!) |
o---o---o---o---o---o---o---o---o
| Z BUTTON |Brings up the |
| |Rememberall and |
| |also exits it |
o---o---o---o---o---o---o---o---o
| C STICK |Moves the camera |
o---o---o---o---o---o---o---o---o
| L BUTTON |Aims a spell; |
| |readjusts the |
| |camera behind Harry|
| |navigate the |
| |Rememberall's menus|
o---o---o---o---o---o---o---o---o
| R BUTTON |Hold to go into |
| |1st person view; |
| |navigate the |
| |Rememberall's menus|
o---o---o---o---o---o---o---o---o
| ANALOGUE |Use to move Harry |
| STICK | (der!) |
o---o---o---o---o---o---o---o---o
1d: REQUIREMENTS
A GameCube console; 1 controller; a memory card(4 blocks)...and this guide!!!
------------------------------------------------------------------------------
General Walkthrough
------------------------------------------------------------------------------
2.WALKTHROUGH PART 1
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2a.THE BURROW
The game starts in the Burrow. Watch the cut scene and when you regain control
of Harry, walk over to the magical meter and shoot Flipendo (X) into it. Fred
will tell you that you only know basic 1st year magic, but when you learn 2nd
year magic, you can power up your spells. Shoot the jar on the barrel with
Flipendo, and Fred, George and Ron will tell you to meet them in the barn.
Look around for a bit before entering the barn. Fred will tell you that there
are gnomes in the rafters and he wants you to get rid of them. Use the L
button to aim at them, cast Flipendo, and it will knock them off the rafters.
Search the barn thouroughly to find a few wizard cards and some goodies. Then
exit the barn.
When you exit the barn, Fred tells you about their washing machine, and you
have to battle it for some duelling practice.
Since you can only hurt it when its door is open, time your spell so that it
doesn't shoot out any items when the door is open. When you hit it
successfully, it will flash red and attempt to run you over. Get out of the
way - fast and repeat the sequence. Finally, after a couple of hits, it will
run away.
Fred tells you to meet him in the garden for the de-gnoming. There is a
simple trick to get as many points as you can, so get Flipendoing! Cast
Flipendo on the gnome, pick it up, andrun up to the fence. Power up your spin
by holding down A. Let go only when the arrow is in the green zone. Hit the
targets or break the record to get a Wizard Card. The record is 200 points. I
got 325 once, though. It's quite easy, really. When you finish, the
Rememberall will appear in the bottom corner of the screen. Press A to end the
day.
2b.BORGIN AND BURKES
After you get lost using the Floo Powder, you will appear in Borgin and Burkes.
Hide in the nearby cabinet to make Draco and Lucius Malfoy appear. He seems to
be carrying a large spellbook. Guess what you have to do? Get it! When Borgin
disappears, tiptoe towards the book, or the hand next to it will send out a
shockwave, and you'll be hurt. Grab the bookand you will learn Lumos, now
tiptoe back to the cupboard. The back wall will slide down and reveal a secret
passage.
Go through the secret passage. Make sure Lumos is equipped, because you really
need Lumosto get through. When you reach the dead-end, cast Lumos and it will
show an outline of adoorway. Push it and you're in another passage. Ignore the
chest for now. Keep on going tosee an imp on top of a large cabinet. Flipendo
the vases on the cabinet, then Flipendo theimp to push him off the cabinet. If
you got hurt, go back to that chest and grab the Pumpkin Pastry from it. Climb
over the cabinet to emerge in a room with two imps, one in a cage, and an
empty cage. You have to put the remaining imp in the empty cage to get up to
the next level. Climb up and head to your right to find another chest with Owl
Treats in it. Head back to the cage, but this time, keep on going to the left
to find a stand. Call your owl, Hedwig, and feed her. She will fly over to a
hole in the attic and drop a ladder, so you can climb up into the attic. Cast
Lumos to find the holes in the floor. Avoid them...or else you'll drop down
back to the first floor. When Lumos runs out, cast it again to get across the
rafters to a crawl space. Crawl through it and open the door nearby. You're
nearly out! Run down the stairs, wall sneak past the boxes, and keep on running
down to a barred door. Pull back the box and press the switch. Wall sneak past
the boxes again and go to the formerly barred door. Run into it, grab the
Wizard card from the chest and pressthe second switch to open the door to
Diagon Alley. Wall sneak past the boxes...again and exit to Diagon Alley.
2c.DIAGON ALLEY
Walk up the stairs, past Borgin and Burkes, up to Gringotts Bank(closed) and
Mrs Weasley and Ginny will walk up to you and a cut-scene will occur. Go to
Flourish and Blotts and talk to Ginny again, and Mrs Weasley will give you a
Sickle to buy the Standard Book of Spells - Grade 2. Buying this book will
enable you to power up your spells. Exit, and talk to Ginny again about the
three things that she lost: Spellotape, Brass Scales and the Quill. You can go
to the three open shops in any order, but for the sake of organisation, let's
start with the Leaky Cauldron, then Gambol and Japes, and then the Magical
Menagerie. Head to the Leaky Cauldron, which is through the Archway to your
left. Save at the Save Scroll. Head to your right to enter the Leaky Cauldron.
2d.THE LEAKY CAULDRON
Enter the Leaky Cauldron. Walk a little way in, and head to your right to find
the Spellotape. Seems too easy right now...Blast the barrels to get a few
sickles. Walk over to the Spellotape, and you'll fall through the trapdoor.
Now, that makes things a lot harder, doesn't it? Press the switch next to the
barred door to open it, and to close the trapdoor. Exit the small room and
you'll emerge in a large room with two Fire Crabs. They obviously have a
gastric problem because they have flames shooting out of their arse! A well
aimed Flipendo will flip these little critters over and you can pass with
little incident. Walk through the gap in the fence and there are barrels
rolling towards you. Adjust the C-Stick to place the camera behind you. Walk
down the short corridor, avoiding the barrels. Turn around and go for the door.
By the way, there's some more goodies in the corner near the door. Enter the
door and watch out for the wide ledge, because as soon as you walk on it,
it will collaspe. Notice a narrow ledge? Press up against the wall and wall
sneak across to the other side. Push the box down to the bottom part and push
it against the wall on the other side. Climb up above the crate, and walk up
the stairs. You'll emerge in a dark area. Cast Lumos to reveal a secret panel.
Ta-da! You're back in the Leaky Cauldron! Walk back to where you found the
Spellotape, and grab it. Walk back out to Diagon Alley. Next stop:Gambol and
Japes.
2e.GAMBOL AND JAPES
Wow. This would have to be the easiest item to get. It's simple - walk down
the stairs and, enter the door next to the counter. Power up Flipendo, cast
it at the Magical Measurer. When it hits the top, the crawlspace will open
up. Walk to the fireplace, but blast away the barrels to get a couple of
Sickles, THEN get the Quill. Exit the shop and head to the Magical Menagerie.
2f.THE MAGICAL MENAGERIE
OK...Take a deep breath...The owner of the store tells you that the store is
closed. Ignore him and go in anyway. He will make you play a sort of mini
game, where you have to press the switch and escape through the door without
him seeing you. That's the prescribed method. This is what I do - run like
hell to the switch, press it, allow myself to get caught, restart at the
beginning, and run to the door, which was already unlocked, and ran down to
the fireplace and picked up the Brass Scales. Then I ran to the other side of
the bookshelf and exited the Magical Menagerie. Head to Flourish and Blotts.
2g.FLOURISH AND BLOTTS
Before you head there, though, head to Mullpepper's Apopcthecary to get a
Potion Vial. Fill it up in the Wiggenwald cauldron, (you'll need it later,
unless you're really good) and exit the shop and head to Flourish and Blotts.
Talk to Ginny to give her stuff back. Mrs Weasley will ask you if you want to
head inside. Go in, anyway and talk to Lockhart. Lockhart keeps you in so long
that Ron rushes in and tells you that you've missed the train. Ron askes you to
meet him in the courtyard outside the Leaky Cauldron. Meet him there and a cut-
scene will occur of Harry and Ron getting into the flying car and flying to
Hogwarts.
------------------------------------------------------------------------------
3.WALKTHROUGH PART 2
------------------------------------------------------------------------------
3a.WHOMPING WILLOW
When you land rather roughly on top of the Whomping Willow, Ron will fall down
on top of a
branch above an eyeball. The objective: Rescue Ron.
Make your way down the tree, but watch out for the branches that occasionally
come out and hit you. Jump across the gaps until you reach the bottom, or
rather, cross a bridge to get to a large ledge. Make your way down the ledge
until you reach solid ground. Walk across the open space, keeping an eye out
for branches appearing and lashing out, until you reach a sloping ledge. A
well aimed Flipendo should get rid of them for a while, leaving you a bit of
room to move. Watch out for the first big branch, otherwise you'll get hurt.
That's why I told you you'll need the Wiggenwald potion in the vial. When
you reach the narrow ledge, get rid of the Puffapod, and wall sneak across
the narrow ledge, until you reach the other side. You'll find a bunch of
Puffapods. Cast Flipendo on one of them and it will cause a chain reaction,
causing all of them to blow up. The ledge will descend to four Puffapods near
a hole. Blow all of them up and crawl through the hole.
3b.WHOMPING WILLOW IMPS
When you emerge in the second part, a tree will fall and block the hole. You
will see a few imps, so Flipendo them until the red bar down in the bottom of
the screen disappears. Climb up the hill until you reach a perch. Call Hedwig,
and she will give you a bit of information about the Gytrashes, which are
large dog spirits that roam the Forbidden Forest. Walk down the hill to enter
a large foggy area. Lumos needs to be equipped, since it is the only spell
that can get rid of the Gytrashes. Wait for them to appear, and cast Lumos to
create a circle of light which will eventually destroy the Gytrashes. When they
are all gone, an area will appear with a Save Scroll and a chest. Walk into
it, and a log will fall, blocking the entrance to the area. Climb on top of
the log and you'll emerge in a large area, with a hole...just look for it!
Enter it to emerge in Whomping Wiggenwald, named for the cauldron found
near the entrance to the boss.
3c.WHOMPING WIGGENWALD
When you enter, a whole bunch of imps will ambush you. Get rid of them first,
then make your way up to the second level, near the cauldron. Fill the vial
up, if you fainted previously, then blow up the Puffapod to gain access to
the first major boss in the game - the Whomping Willow.
3d.WHOMPING WILLOW (BOSS BATTLE)
When you enter the boss's lair, find a safe place away from the branches that
hit the ground and create shockwaves. Avoid the shockwaves and wait until one
of the branches makes a light appear in its hand. Shoot it with Flipendo to
damage it - don't worry about using the L button, it homes in on the target
automatically - and the branch holding Ron will move up and you can hit the
eye to damage it. When you successfully hit it, the left arm grabs the car and
bangs it on the ground. The right arm may chuck a couple of rocks at you, so
avoid them. Then when the light appears for the second time, repeat the
sequence, and do it one more time, and you've defeated the Whomping Willow. Ron
will get down from the branch and run towards the door behind you. When you
exit the door, Snape will show up and tell you off.
------------------------------------------------------------------------------
4.WALKTHROUGH PART 3
------------------------------------------------------------------------------
4a.FINDING THE WAY TO GRYFFINDOR
When you finally gain control of Harry, enter the Entrance Hall and walk up the
stairs, turn to your right to emerge in the Grand Staircase. Keep on walking up
the stairs until you reach the second floor, where you'll talk to Nearly
Headless Nick. When you finish talking to him, keep on going until you reach
the seventh floor, where Gryffindor Tower is located. Walk through the door
and go down the hall until you see Ron and the Fat Lady. The Fat Lady refuses
to let you in until Hermione comes and talks to you and Ron. You find the
password, Wattlebird, out from Hermione, and the Fat Lady lets you in. Welcome
to Gryffindor Tower!
4b.FRED AND GEORGE
Ron will call you over to an ordinary looking door and tell you about Fred and
George's shop. He tells you the password to their portrait, (Flibbertigibbet)
and also warns you about Percy, who punishes anyone if they interrupt his
studies. This is exactly the same as the 'minigame' in the Magical Menagerie,
only much easier. I noticed a glitch, and that was I reached the portrait at
the exact same time as Percy cast Locomotor Mortis. I got through in time,
though. When you enter the portrait, Fred and George greet you and that's one
of your objectives filled.
4c.ENDING THE DAY
When the Rememberall appears, press Z and the Things To Do menu should appear.
Notice that the icon representing the A button has a little note next to it
saying End Day. Press A and the Rememberall should disappear. The Rememberall
also appears when you create a new task.
------------------------------------------------------------------------------
5.WALKTHROUGH PART 4
------------------------------------------------------------------------------
5a.FLYING CLASS
The objective here is simple: Practice flying. Madam Hooch will call you
forward and tell you that you have to configure the controls for the broom.
After that, you have to practice flying through the rings. When you
successfully complete the practice, Madam Hooch will tell you that you have to
fly through the rings in a time limit. To make it harder, she has put new
enchantments on the rings, causing some to move and some to shrink. Try to get
above 30 rings to get an A or an A+. Get above 35 - you get a Distinction. It's
quite easy to get. After the practice, end the day.
5b.RESCUING NEVILLE
You wake up in the middle of the night. Walk down the stairs to meet Hermione,
where she takes you to that tapestry up near the front of the Common Room, and
she tells you that you need Diffindo to cut away the tapestry to free Neville.
The trouble is, it's in Herbology Greenhouse 3, and it is guarded by a bunch
of Horklumps, which you don't know how to get rid of.
5c.LIBRARY ANNEXE - MARAUDING WITH MONSTERS
This is easy enough - Walk out of the Gryffindor Common Room, down into the
Grand Staircase, walk down the stairs until you reach the second floor. Watch
out for the books that fly out at you, or...run like hell into the Library
Annexe. There are two prefects lurking around here. Head to the left when the
first prefect turns his head. Then run across to the second set of desks and
head into the big doors in the middle of the room.
o---o---o===o-==o---o
| | === - Door
o ::::: ::::: o -> - Direction of the prefects
| <- 2 | :: - Bookshelves
o ::::: ::::: o
| 1 -> |
o ::::: ::::: o
| |
o---o---o===o---o---o
When you enter the actual library, head straight ahead to the stand between
the stairs at the back of the room to pick up Marauding with Monsters.
5d.HERBOLOGY GREENHOUSE 3
Get the hell out of the library and head down to the Herbology Greenhouses via
the Entrance Hall. When you're outside, head down the middle path to appear
outside the Greenhouses. Enter the area. When you are done, head to your right,
follow the maze of corridors, until you reach the biggest of the lot, towards
the back. Welcome to Greenhouse 3. Cast Flipendo on the Horklumps to make them
shrink, pull them up to clear the entrance to Greenhouse 3.
Enter the greenhouse. Take the left path if you can't be bothered pulling up
more Horklumps. Get rid of the Puffapods, and walk up to the podium containing
the Diffindo spellbook. Take it and watch some roots appear. Cast Diffindo on
them so you can get past without getting hurt by them hitting you. When you've
passed them safely, fill up your Wiggenwald again and head back to the castle.
When you arrive in the Gryffindor common room...
5e.FREEING NEVILLE
When you walk down to the tapestry, cast Diffindo on the tapestry to free
Neville and reveal a secret room. Explore the secret room and when the
Rememberall appears, end the day.
------------------------------------------------------------------------------
WALKTHROUGH PART 5
------------------------------------------------------------------------------
6a.DEFENCE AGAINST THE DARK ARTS
Ron will tell you that the first class that you have is Defence against the
Dark Arts on the third floor. Head down there, when you reach the double
doorway, head to your right, and then go straight ahead across the corridor.
Go inside and enter. Walk across the circular room to actually be in the
classroom. Lockhart will tell you about the Expelliarmus spell, and he askes
you to go get the spell book. This is easy enough, anyway, so get started!
6b.THE EXPELLIARMUS CHALLENGE
When you go through the Portrait Hole, you run down the stairs, and go through
the door, then you run down another set of stairs, but a barrier slams behind
you and you are trapped. Flipendo the switch to your right to make some spiked
balls come out. When the light around one of the spiked balls turn red, allow
it to attack you, but get out of the way. When it lands - notice that the
light is gone. Cast Flipendo before it rejoins the formation. You'll have to
do it six to seven times to get rid of them all. Climb up on the platform to
get to the next level. Follow the ledge until you reach a tapestry. Cast
Diffindo on it to reveal a doorway. When you go through the door, you'll
emerge in a large room with four spiked balls hanging from the ceiling, and
a ledge around the room to a door. Follow the ledge until you reach a barrier.
Cast Diffindo on the nearest spiked ball, and the barrier will drop down,
revealing an imp. Keep on going, ignore the imp, until you reach the next
barrier and do the same. Keep on going, bringing down the barriers until you
reach the door. You'll emerge in a room with two spinning blades. Cut the
ropes to slow them down and wait until they've slowed down enough for you to
pass safely. Cross the first one just after the blade has passed, and do the
same for the other one. After you pass them, go for the door, before the
blade knocks you off into the chasm below. You'll actually go outside in the
ruins. There are two fire crabs patrolling the path to the other side. Knock
them over with Flipendo, and you can pass without any problem. When you reach
the wall on the other side. Climb up on the wall to attempt to avoid the
fire-breathing statues. Wait until they breathe fire, then cast Flipendo to
flip them over to pass safely. Do this a few more times until you reach the
door. Go through. Inside, is a small room with a spiked ball hanging from
the ceiling. Cut it and go back down. You'll emerge in the room that you were
in in the beginning. Go through the newly-revealed door, and you'll find the
spell-book down below. Go down and grab it. Equip Expelliarmus, since you are
about to go into a boss battle. When the gargoyle appears, wait for it to
conjure up a fireball, then as it is about to hit, tap (B),(X),(Y) to activate
Expelliarmus and bounce it back to the gargoyle to damage it. After three or
four hits, it will disappear and you can leave. Go back to the room that you
were in earlier, and the barriers will open. Now you can go back to Defence
Against the Dark Arts.
6c.MALFOY (BOSS BATTLE)+++DUEL+++
This is the first of two duels that you'll have with Slytherin. There are two
ways to do it:
1\ You make the first move by shooting 2 Flipendo spells in rapid succession.
He will be able to block the first one, but if you time it right, he won't be
able to block the second one, and cause him to fall down.
2\Allow him to make the first move, and as soon as he casts Flipendo, cast
Flipendo back at him, but you will have to cast Expelliarmus almost instantly.
It's your choice, though.
First to 5 points wins.
6d.QUIDDITCH PRACTICE
When the Defence against the Dark Arts class finishes, Ron will tell you that
you have tob meet Oliver Wood on the Quidditch pitch. Go there and talk to him.
He will tell you that you have to practice. It's quite easy, really. You
basically have to catch the Snitch, while avoiding the Bludgers and people.
The main aim is to catch the Snitch in a certain time to be able to get the
Nimbus 2000. The only way to do it is to get under 4 minutes to get a B. You
HAVE to get a B or above to get the broomstick, allowing you to free flight
around Hogwarts. B is under 4 minutes, A is under 3 minutes, Distinction is
under 2 minutes(Or something like that). I got 1.04 in catching the Snitch,
first time. If I can do it, you can! End the day.
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7.WALKTHROUGH PART 6
------------------------------------------------------------------------------
7a.THE LIBRARY ANNEXE - THE RESTRICTED SECTION
When you wake up, Hermione will ask you to get Hogwarts: A History. Sounds easy
enough, doesn't it? Well...it's in the Restricted Section...which makes it a
lot harder. AND it's guarded by a lot of prefects. This is easily the biggest
'dungeon' in the game, with 2 bosses, a spell, a lot of backtracking, and a
couple of obstacles; ie. ghosts. Make your way down to the Library, avoid the
flying books, walk past the prefects, or...sneak, go into the next room (ignore
the large door, go into the smaller one on the right)and this is one of the
larger 'wall sneak on the shelves or get caught' rooms. Make your way to the
last shelf or so, then run the rest of the way to the portrait. If you didn't
get caught the previous night, you won't lose any points at all. Open the
portrait to emerge in the Restricted Section.
7b.ENTERING THE RESTRICTED SECTION
When you enter, bookcases will slam behind you and there is no way of escape...
or is there? Look up with R and investigate the room above you. Seems hard?
You have to make your way up to the top safely. To make it worse, there are
a number of obstacles to pass. Climb up the ladder to a ledge. The bottom two
shelves of each floor are the ones to worry about, since some of the books can
hit you and knock you off. Wall sneak across to the other side, climb the
ladder, wall sneak again, climb another ladder, wall sneak to another ledge.
You will have to do this a few times before you reach the top. Go through the
door again. Feel relieved to be on terra firma? Wait...the Hogwarts: A History
book is somewhere on the top of the shelves. Notice a owl's perch? Go to the
other side where you can see ectoplasm(green gooey stuff)on the door. Nearby
is a chest containing Owl Treats. Get the owl treats and head back to Hedwig.
Call her and feed her for her to drop a ladder near the chest. Climb the
ladder. Notice that some of the bookcases are almost flush against the
wall? Meaning...You have to wall sneak across! Jump across to the other
side, watching the ectoplasm, then open the treasure chests if you need health.
Then wall sneak across the wide gap, and cast Diffindo on the tapestry to gain
access onto the balcony. Diffindo the second tapestry to create another point
of access to the bookshelves on the other side. Grab some more health from the
treasure chests if you need it; then wall sneak again to the other side, then
jump across the gap to pick up Hogwarts: A History. One of the doors will open
mysteriously. Go through that door. When you enter the room, you'll see a
bookcase, a bunch of square and circular bookcases leading to a spellbook.
Enter the room itself and you'll find yourself face to face with the Mad
Bookcase.
7c.MAD BOOKCASE (BOSS BATTLE)
The Mad Bookcase guards the Skurge Spellbook and the only way to get up to the
ledge. The Mad Bookcase is relatively easy, just cast Flipendo at it until it
falls over. It is one of those scenarios where rapid firing can actually do
more damage to an enemy that charging up. From time to time, the bookcase will
shoot out books, just sidestep or duck to avoid them. Follow the guide, and
you'll be fine. There was one case, though, where I didn't cause any damage to
it, and it suddenly fell over. I had no problem with that, anyway. After
defeating the bookcase, climb up to the top of the first one, blast away the
flying bookcase, jump to the next one, avoiding the ghosts, and keep on going
until you reach the spellbook. You have Skurge, a Scouring Charm.
7d.SKURGE 'SKURGEING AWAY!'
Cast Skurge on the ectoplasm blocking the door, then climb up to the next floor.
Enter the door, to go back into the circular room. Cast Skurge on the ectoplasm
to make it disappear. You'll emerge in a circluar room with a barred door,
four doors covered with ectoplasm. I have a map here, for the sake of
organisation, let's label them.
D= Door
1,2,3,4= Switches
4
***
3*******d2
*********
2*******1
***
d1
This is only a simple map. I hope it is sufficient.
(As close to a circle I can)
Door 1 contains a shelf and a lot of flying books. Dodge them or cast Flipendo
on them to
get rid of them. Go behind the bookcase to activate the first switch.
o-s-o---o---o-d-o s= switch
| :: | := bookcase
o o
| |
o---o---o---o---o
Door 2 contains...nothing! Go straight across the room to activate the second
switch.
o-d-o---o---o-s-o s= switch
| |
o o
| |
o---o---o---o---o
Door 3 contains five tapestries. Cast Diffindo on tapestries 1 and 2 to get to
the switch. Activate it, and go to the last door.
o---o---o---o---o s= switch
| 4 5 |
o-3-o---o---o o
| 2 1 |
o-s-o---o---o-d-o
Door 2 contains a ghost patrolling the area, and two ectoplasm walls(*). Get
rid of them using Skurge, and press the final switch. When you press the final
switch, the door is unbarred and Goyle appears. Obviously...it's another duel.
o---o---o---o---o s= switch
| * | := bookcase
o * o
|***::::::::: |
o-s-o---o---o-d-o
7e.GOYLE (BOSS BATTLE) +++DUEL+++
This is another duel. It's similar to the duel with Malfoy, only that Goyle is
faster at blocking spells. It's the same as before. When he is defeated, go
through the barred door, and this is the last room before entering the Library
Annexe. Go down the corridor to the next room.
7f.HEADING BACK TO GRYFFINDOR TOWER
Drag the box to one of the platforms and climb up it. Cast Skurge on it to make
it
disappear. Cast Flipendo on the switch that appears. One of the bars covering
the door will disappear. Push/Pull the box to the other side and cast Skurge to
the ectoplasm and cast Flipendo at the switch. Both bars are gone, so go through
the now open door. Go down the short corridor to a portrait hole. Go through
it to emerge back in the Library Annexe. Exit the Annexe to Gryffindor Tower.
Enter Gryffindor Tower and talk to Hermione to give her the book. End the day.
------------------------------------------------------------------------------
8.WALKTHROUGH PART 7
------------------------------------------------------------------------------
8a.TRANSFIGURATION
When you wake up the next day, Ron will tell you that you have Transfiguration
next. Meet him on the first floor, next to Classroom 1B, which is
Transfiguration. Go in and Professor McGonagall will tell you about the Avifors
charm. She will then cast Avifors on the statue, and ask you to retrieve the
Avifors spellbook. Go into the hole and get ready for a bit of fun...
8b.THE AVIFORS CHALLENGE
When you enter, the door slams shut behind you and you are trapped. Jump down
to one of the ledges, then jump down into the middle section at the bottom.
Notice the sewer pipe is barred. Backtrack to the entrance and head left or
right to an ectoplasm covered door.
______==______ :: grate
/ \ == door
/----------------\ s switch
___ | | |::| | | ___
/ \ | | |::| | | / \
/ \_| _| |::| |_ |_/ \
s| _= |___|::|___| =_ |s
\ / | s | \ /
\___/ |----------------| \___/
|_______==_______|
Whichever one you choose has a switch in it that removes one of the barred
doors in the sewer pipe. After you activate the switch, go to the other
ectoplasm covered door and blast it away with Skurge, but watch out for the
ghosts. Go in and activate the switch. Now go into the now-opened sewer pipe.
Follow the sewer pipe until you reach a door. Go through the door. You are in
a large room with a hollow block in the middle. Go to your right and you can
see an ectoplasm covered door. Cast Skurge, but watch out for the three ghosts
that appear and try to run you over. Go inside the hollow block. Harry will
say, 'It's dark, maybe I should cast Lumos.' Cast Lumos, and you can see a
secret passageway. Push the block out, and climb on top of it. Watch out for
the same ghosts as before. Turn around and do a running jump to a small
platform in the middle of the wall. Turn right and jump across to the second
platform. Keep on going until you reach a gap too wide to jump across. Push
up against the wall, wall sneak across the narrow ledge. Keep on going, and
when you reach the second wall sneak gap, do the same, until you reach the
Skurge door. Skurge it and keep on going. Go into the door and open it. When
you go through the door, jump down to the ledge around the room, cross to the
other side and cross the bridge to get the Avifors spellbook. Cast Avifors on
the two eggs nearby and watch as they land on the switches. There is one more
Avifors egg outside a Portrait Hole. Get rid of it using Avifors,(duh!) and
crawl through it. Go up the hallway and turn right. You'll slide back down to
the room in the beginning. Now...turn to your left or your right, jump over
the gap, cast Avifors on the egg, and if there's another egg on the other
side, cast Avifors again on it. Then wall-sneak across to the other side, and
cast Flipendo on the switch. A bridge will drop down. Go and jump down to the
stairs, and do the same thing as before, but on the opposite side. Cast
Flipendo on the switch, and the remaining bridge will drop down. Watch as an
iron grate closes up the gap in the middle. Hop down and the gargoyle will
spring to life. Looks like another duel...Use the same strategy as before and
you should have no problem defeating it. When it disappears, an egg will
appear. Cast Avifors on it to cause it to fly down on the switch down below,
opening the formerly barred door. Go up to the wall-sneak ledges and make your
way across to the bridge on the other side. Go through the door to go back to
Transfiguration.
When you go back, Oliver Wood will tell you that you have a very important
match against Hufflepuff. Meet him down on the Quidditch Pitch.
8c.QUIDDITCH MATCH I - GRYFFINDOR VS. HUFFLEPUFF
Ready for your first Quidditch match. Since you are the Seeker, your job is to
follow the Snitch and catch it. A number of things to mention:
1.You can't go beyond a certain boundary following the rings, so stay close to
the rings.
2.Try to avoid people and Bludgers. Most of the people on the opposing team
will deliberately try to hit you. But...they're easy to avoid.
3.NEVER use a boost when weaving between the stands, or you'll crash into them.
4.Jut be careful when you use a boost, that you don't overshoot the Snitch.
5.You will need to use a boost 2 or 3 times to catch the Snitch.
6.The Snitch ALWAYS follows a similar path in the Quidditch matches, so try
to memorise the patterns, so you know when to use a boost. After you win, end
the day.
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