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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter H » Harry Potter And The Chamber Of Secrets - Strategy Guide (Page 02)

Harry Potter And The Chamber Of Secrets - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Harry Potter And The Chamber Of Secrets - Strategy Guide (Page 02).

     QUIDDITCH MATCH:
     Again there's not much I can say to help you here but perhaps you should...
                                      ***
     Phew...for me this was a LONG game, there isn't really any advice or strategy
     I can give without repeating myself but I did figure out some other good ways
     to win. Firstly the other seeker will be far behind at the beginning of the
     game, when he/she? tries to get past you give them a quick bash out of the way,
     that should sort them out for a while. Also try to save your boost for difficult
     parts of the course, eg. when theres loads of hoops round the goalposts because
     during a boost you don't have to make sure you get through them.
     Once you've won,  you can retire for the day.
     (Note: if you do go flying, look out for more Hogwarts statues, lighting them
     with your new spell will earn you cards.)

     Day Ten
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     Okay, I suspect this is close to the end of the game but I'm not sure, you get
     the diary now at least. Tom Riddle looks suspiciously like Goyle but whatever.
     Before you set off to Hagrid's, I suggest you collect 100 beans and buy a vial
     from the Weasely's shop. You can also find one in the Entrance Hall, facing
     away from the exit go to the left tunnel below the stairs. At the end there's
     a chest, use Alohomora on it to get the third and final vial. Now you have three
     you can fill up. On the second floor on the right of the bloody message is a
     tapestry, rip it and go through, in the doorway to your right is a Wiggenwled
     pot. Fill all three vials.

     HAGRIDS HUT:
     Finally you get to visit Hagrid. The prefects are always in the same routine, so
     if you want a planned escape see the second paragraph of 'SEVERING CHARM' on Day
     Four. That will direct you from the Entrance Hall. I however, getting reckless in
     my old age simply run past them blocking thier 'Locomotomortis' amd shooting
     Flipendo in every direction. .
     (Note: Don't bother trying your broom, it won't work.) Once your at Hagrid's
     (Left of the Herbology Centre, if in doubt follow the spiders) a scene will begin
     with Hagrid, Dumbledore and Mr. Malfoy.  Now you have to follow the spiders, they'll lead behind Hagrid's Hut
     and into the...

     FORBIDDEN FOREST:
     Since you can only come in here once, make sure you get all the cards.
     Follow the trail, green spiders will jump at you, Incendio them. Once you get to a
     cliff notice the tunnel on the left blocked by a web, Incendio will get rid of this
     for you. In here is a chest containing a card. Go through the tunnel and out into a
     clearing. Incendio a web to your left now go down that path. Yellow spiders are
     here and they spit venom, Incendio them. Follow on the ground till you reach a cliff,
     there'll be a chocolate frog there. Now go up the hill. Incendio the large web and
     drop down the new hole. Now you'll see Aragog and a scene will begin. Afterwards
     run down the ledge, take a U-turn right to find a chocolate frog, now go back up
     and follow the path. Turn left between two ledge to recieve a card. Now go right
     and burn the web. Follow this path till you see a chest above you on the right.
     To get to this run onto the left ledge and leap across to get a frog. Now
     continue down the path. You will see Aragog and what looks like a dead end. Burn
     the left part of Aragog's web. Go up the steps. Now turn left, when you reach a
     dead end jump to the other side. After another jump climb left first, up the
     stairs and along there'll be a chest with your third card. Now get back down and
     go right. In here be very careful, do NOT tug the strings otherwise more spiders
     will appear. If you can't be bother being careful be reckless, but don't make things
     too messy or you'll be surrounded by a huge mob of spiders. Up the left hill is a
     chocolate frog, go straight forward, Incendio the web and leave. In this tunnel
     you'll find yet another frog. The path is very linear now, just follow it till
     you reach a chest...yes it's another frog. Now go left to see Aragog once again,
     you know what to do. He'll fling spiders in anger, move the puffapods on the right
     out of the way to continue. Side-step along the ledge watching out for red spiders,
     they're not as predictable as books etc. Go up the ledge, burn Aragog's web, move
     along there to the bush, there's a chest hidden in it. Grab the card and make your
     way again. Now continually burn Aragog's web till there's a scene. Uh oh...now
     you have to fight Aragog. The way to beat it is hitting it's belly when it rears up
     with Incendio whilst avoiding it's charges and spit. Once it's beaten there'll be a
     scene...it's Ron's turn to rescue you now. Everything's finished now so you can
     'end the day'.

     Day Eleven
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     It's the final Quidditch match today! You oppenent is Slytherin and you MUST beat
     them if you want the house cup, only problem is they've got those Nimbus 2001's.
     There'll be a scene on the stairs, wonder what Hermione's understood? 

     QUIDDITCH MATCH:
     Anyway, make your way down to the stadium and...
                                    ***!
     This match wasn't so bad, apart from the fact I seemed to be a bludger magnet. The
     track of hoops is harder also. Malfoy's Nimbus 2001 shows it's edge in speed so
     keep trying to bash him when he's close, that should slow him down. Everything else
     I'ves already said  When you've WON Dumbledore will
     present you with a Quidditch cup. . You can now end
     your day.

     Day Twelve
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     Go down to the common room for a scene where Harry and Ron talk longer than all the
     other scenes put together. They realise about the Basilisk...ah the end is near.
     Go down to the second floor and into the girls bathroom. Go into the toilet section
     for a scene.

     THE CHAMBER OF SECRETS:
     Ron doesn't follow you sadly, .
     You will now fight the big boss: the basilisk. A sword will be thrown down for
     you, I suggest you use it. The basilisk is a bit dumb, you're going to have to
     run right near it's nose for it to smell you. Once it does it will rear it's
     head leaving it's belly exposed. Aim and attack then. Your sword will be
     thrown away from you so you'll have to get it again. Four hits does the basilisk
     in, Riddle does the "Noooo...how could i die?" scene and then it's all finished.
     Well, not quite...there's still the small matter of 'house cup', if you beat
     Slytherin in the last match  you'll most
     probably have more points, however if you haven't a quick scroll down to
     'mini tasks' will set you right. I think you should...
                                     ***
     as this is the last time you'll be able to. You can explore Hogwarts freely now
     , also the Weasely's shop is constantly open. When you want to
     see the final ending, simply enter the Great Hall and give yourself a pat on the
     back, you've now completed the game, happy watching:)

     ********************************************************************************
                       In-Depth Monster Strategy
     ********************************************************************************
     Gystrashes
     Spells Needed: Lumos
     These are hardly a boss, but they have thier own special battle so I decided to
     put them in. It's fairly easy, make sure Lumos is equipped and cast it. The beam
     will stay for a few seconds so get close to a Gystrash and wave the beam over it
     until it fades, then run back. Keep casting Lumos as often as possible as they
     will sometimes charge you from behind. The fastest way to kill them is to get
     them both under the same beam at once and corner them under it so they can't
     run. A charged Lumos will give you a wider beam, but leaves you vulnerable to
     attack. If you cannot get them cornered, hit the same one until it disappears
     leaving only one to keep an eye on.

     Whomping Willow
     Spells Needed: Flipendo
     The boss has three parts: the eye, and two arms. At the start the arms will
     attack and you must avoid them. When they punch the ground the ripples can still
     harm you even if you haven't been crushed. Stay as far back as possible. When
     one branch opens it's palm (?) aim and cast Flipendo at the sphere. Only one is
     needed. Now you must aim and cast as many Flipendo's as you can manage at the
     eye until you can no longer hear it hitting. Now this time the branches will
     grab Mr Weasely's car and try to pound you with it. Whilst it does this helpful
     birds fly past and drop cauldron cakes for you. Don't get so eager to grab one
     that that you get accidently crushed though, wait till it's safe to get them.
     The branches will punch the ground again, then open thier palm. Continue
     this until the bar is filled, it may only last three rounds. It is also useful
     to have a full vial equipped during this fight.

     Gargoyle(s)
     Spells Needed: Expelliamus
     That is the only spell you'll need. This is basically just a chance to practice
     your new spell. Flipendo's are no use here so just concentrate on the attacks
     it throws at you. A quick Expelliamus at the beginning shows you how long it
     takes Harry to finish the spell. With this in mind, cast it when the ball is
     about an inch from you just in time for Harry to knock it back. You need not
     move around unless it throws two balls at you in one. Stay rooted to your spot
     (preferably directly facing the gargoyle) and Expelliamus the balls back at it.
     After about 7 hits, the gargoyle will start blocking as well so be prepared to
     Expelliamus the ball three times. The gargoyle will block only twice, the
     third time you send the ball at it will be a hit. Each time it's blocked the
     ball gets bigger so keep this in mind as your timing the spells. You will need
     to do this only about 3 times at most before the gargoyle is dead.

     Malfoy (and other duels)
     Spells Needed: Expelliamus, Flipendo
     Well, I suppose Malfoy is a kind of monster.
     There will be a line in the middle so move towards it but not so close you can't
     see what's in front of Harry. Be ready to Expelliamus any spells away from you.
     It will be like a game of volley ball except the ball gets bigger and explodes
     when it hits something. As soon as youve blocked any spell cast as many Flipendos
     as possible before something comes at you again. Hopefully, the Flipendos will
     distract your opponent and they will be hit by the spell you've just blocked.
     Just block, Flipendo, block Flipendo. It's as simple as that but be wary when
     balls hit the floor around you as the ripples can hurt you and you'll lose a point.
     Only then do you move.

     Aragog
     Spells Needed: Incendio
     This big hairy spider is rather difficult to avoid, but it can be done. When it
     charges at you don't run away from it, run to the side otherwise you'll just
     get flattened. That's all this battle really is, dodge the spit, the charges
     and the big ripples. When Aragog raises up, go mad with Incendio's. If you die,
     it will just bring you back and Aragog will still have the same amount of damage
     done to it...you just can't lose really...

     Basilisk
     Spells Needed: I dunno what it's called but it's a sword.
     This battle is very easy when you know what to do. Grab the sword, mind you
     don't touch the great big snake there, that's the ticket. Apparently Harry
     isn't very smelly so run in front of it's nose for it to notice you. It
     will then rear it's head up into the sky . Aim and cast...the sword...thing. If it connects a powerful beam will
     hold between the sword and the snake, use the analogue stick to move the beam
     onto the diamond shape, that's where the big money is. You'll see it hitting,
     then the snake will pull away and so will your sword. It's on one of the three
     platforms. Grab it and do the same thing three more times till the snake dies.
     Oh...and when you see shadows on the floor, that means a big rock's going to
     fall there so I'd move if I were you.


     ********************************************************************************
                                Exploring Hogwarts
     ********************************************************************************

     Your complete guide to finding all the secret areas and items inside Hogwarts
     when you feel the urge for a bit of exploring. Without further ado, let's begin
     with the Entrance Hall...

     ENTRANCE HALL
     The very first door on your left is a broom cupboard, which is completely
     irrelevant as there's nothing to see, do or find in there. (So why is it there!?
     they won't have put it in for no reason...there MUST be some use for it! If you
     find out anything PLEASE e-mail as it's driving me slowly isnane...WHY?!)
     The second door on your left is far more useful, it leads to the dungeons. It
     can only be opened at night, or on the last day of term. It's not worth much fuss
     because it only contains one chest in the large room full of bookshelves. You
     need Incendio to open it and it contains a card. The next left turn is under the
     stairs. At the end there's a chest you need Alohomora to open, it conains a
     potion vial. The final left turn is up the stairs, follow the corridor through
     a door. Chest-Incendio-Card.
     First right is the Great Hall, no need to go in there. Second right is locked.
     The right above the stairs leads to the Grand Staircase of course.  Nothing for it but to try the right side
     under the stairs...locked...ah well. Time for the first floor.

     FIRST FLOOR
     Classroom 1a conatins a card and a chest that contains a card.
     (Note: Going in spare classrooms at night will mean you'll have to sneak as
     the Adams Family hand from Borgin and Burkes makes it's appearance again).
     Classroom 1E contains a card and a chest that needs to be Skurged clean. In
     that chest is an egg...uh...I mean a card. Theres a locked door, then
     Classroom 1C, in there the chests have been opened. . In Mcgonogalls room there's a chest with a web, Incendio it.
     Then there's a passage with three locked doors and a Skurge chest. Nothing more.

     SECOND FLOOR
     Moving on things get more interesting, sort of...In the girls bathroom there's a
     card in the second toilet on the left and a ghost, but even if she was an item I
     wouldn't pick her up. Then the next left is a tapestry with a nice secret passage.
     On the right theres a chest with beans in, a Wiggenweld pot and an Incendio chest.
     Containing...a card. Then as you go up the left way and on the stairs...theres a
     card. Moving up the steps, in the right chamber and up the stairs...is a card.
     Just right of that is a chest with bag that gives you 100 bean carrying capacity.
     Then going back down the small stairs and on the right is a jar of beans. Back at
     the top of the large stairs and to the left is a hole, but it's not important
     yet. Now out of the secret passage is the library reading room. Through there is
     the library. Up the left stairs and through the tapestry of a goat is a chest.
     The door after it contains a chest. Both chests hold cards. Then there's a locked
     door and that's it...exciting. Up the right staircase is something more
     interesting...no really. Theres a broken statue, but if you use Avifors it will
     move and you can now reach a new door with a chest and a card Further up there's a
     doorway that looks like it's come out of the ghostbusters movie, Skurge it but
     watch out for the ghost :( >. In here is something
     different, a chest containing a card. That's the library, I'm not doing Library
     Annex etc because it's in the walkthrough so there :P. Back on the second floor
     there's the charms classroom. In there is an Alohomora chest that hold a card.
     Charming...there's another tapestry of a goat next to the charms classroom. Theres
     a chest there but I've forgotten what's in it so I'll leave you to be suprised
     (with another card probably). That's pretty much the second floor.

     THIRD FLOOR
     Straight off there's a tapestry on the left and an Alohomora chest. I tell you what
     why don't you try and guess what's in it and if you're right you'll be rewarded
     with a card in the chest. To the left leads to the second floor. Moving inwards,
     Lockhart's classroom contains a Skurge chest and an Alohomora chest. (Also I've had
     an idea, everytime I DON'T say what's in the chest, it will mean there's a you-know
     -what in it. Because if I have to type that word again in this section, I'm going
     to gradually drive myself insane.) In classroom 3D everythings been swiped. You,
     of course can't go into Dumbledore's office.

     FOURTH FLOOR
     First there's a locked door, classom 4F contains a chest but I don't know if it's
     already open or if I opened it earlier and forgot. You can crawl under the
     bookshelf on the right near the glass jar, but I showed you it in 'second floor'.
     You can also push the first bookshelf on the left near the entrance, but you should
     know that if you've read the walkthrough. I didn't tell you that after you go up
     the stairs and into a small chamber on the left there's an Alohomora chest, but
     you prbably noticed. That's it.

     FIFTH FLOOR
     A locked door, then in classroom 5B, there's an opened chest. This is confusing me,
     I purposely didn't open any chests until I wrote this, so I dunno. Check it out
     yourself, If the chest on your game isn't opened then I guess I'm going daft.
     There's another locked door, so really not much on the fifth floor then.

     SIXTH FLOOR
     Classroom 6A has been swiped (but I'd check it anyway...don't trust me).
     Classroom 6B "         "                 "               "

     THE MILLIONTH FLOOR
     Or does it just feel like it? No, it's the...
     SEVENTH FLOOR
     Classroom 7A has a Skurge chest and an Incendio chest. There's nothing else to look
     for so save yourself the hassle, unless you haven't got the card in the secret
     passageway from the Weasely twins' shop. See Walkthrough, Fred and Georges' shop.
     That's it really.
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     Apology:
     I had a nightmare about giant wizard/witch cards chasing me last night but apart
     from that I'm fine now. I took the opportunity to read 'Exploring Hogwarts' and
     realised I was being just a tad sarcastic about everything i saw. Sorry about
     that, I wrote it at 1am in the morning and was sick of the sight of cards.
     Hopefully it won't bother you though as I can't be bothered to write it again.
     Also, the above only explains the ins and outs and where to find every item of
     Hogwarts, I didn't do the grounds, but if some request it I will do that too.
     Oh yeah, I also realise the tapestry is a unicorn not a goat but so.

     ********************************************************************************
                                  Mini Tasks
     ********************************************************************************

     These little tasks are not necessary to complete the game but can earn valuable
     house points and cards. You can do most of these at any point.

     Notice board
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     People often leave notes on the notice board about things they've lost and it's
     up to you to find them. Read the noticeboard to find out which item you need
     to find next (Note: you do not need to read the board to then find the item)
     Found items will earn house points and cards. All directions will begin from the
     Entrance Hall. (outside)

     VIAL CASE:
     Go down to the Entrance Hall and out into the grounds. Follow the path in front
     of you straight, it will lead you through a tunnel. The path will then turn
     cream coloured. Continue down it, at the fork go right and right again. Follow
     the path till it takes you to a large door that leads to the Whomping Willow.
     Now go left, in the corner next to a wall of the herbology houses will be a
     case.

     MERIT BADGE:
     From outside the Entrance Hall, take the path that curves right. Follow it past
     a door then take the next right into a courtyard where flying lessons are held.
     Follow the path till you reach Madam Hooch, then run in the direction she is
     facing till you reach a wall, the badge will be slightly to your left. (In
     case Madam Hooch turns around, she usually looks at the big wall with
     windows. I don't think she turns, but hey...she stands there all day so I
     guess she has to be allowed some movement.)

     TELESCOPE:
     Turn down the right path, you will come to an entrance to a square patch of
     grass. Go inside to a square tree. Turn at this tree till you can see a door
     opposite you, now mount your broom. Fly directly upwards so your in the
     middle of two sets of towers. Fly straight towards the right one and you'll
     see a balcony, on that balcony is the telescope.

     NEVILLES TOAD
     Follow the path through the tunnel, at the two forks take the right path then
     the left one to the Herbology Greenhouses. On the right side of this you'll
     see a sparkly toad hopping around. Take it like you would a chocolate frog.

     MEASURING SCALES.
     Its behind Hagrid's hut if you know the way...if don't from ouside the Entrance
     Hall then...
     Take the path that goes through the tunnel. At the fork go left until you see
     spiders running across the path, follow them to the hut. It's in the tree's
     behind it.

     WIZARDS HAT:
     Take the path through the tunnel, turn left along it as if you were going to
     the Quidditch Stadium. You should see a small patch of trees on the left of the
     path...that hat's in there.

     DRAGON HIDE GLOVES:
     Go to where your flying lessons are held (right path, then take the right after
     you pass a door.) From the path walk to Madam Hooch, now facing her turn left
     to see a large wall, mount your broom and fly over it. (it's on the same side
     as the three magic tree's shaped liked stars.) Once your over it, you SHOULD
     see a lake on your right . On the bank is a small
     walkway, the glove is on that. 

     GADDLING WITH GHOULS:
     (Took me ages to find this damn book).
     Again go to where flying lessons are held (see above). Remember the three star
     shaped trees? Go to the archway they stand outside of. Go through it but
     just as you exit, mount your broom and make a U-turn left, there's a square
     patch where you'll find it.

     HOLIDAYS WITH HAGS:
     This was a nightmare, much less a holiday for me to find, until I realised it
     was right in front of my face. Go throught the tunnel and turn right along the
     wall. It's a pink book.

     TARANTULA:
     I was pleasantly suprised at how easy this was :).
     Just go through the tunnel, take the right then left path. On the left side of
     the Herbology Greenhouses is a hole to crawl through. Get the tarantula through
     there just like you caught Nevilles Toad.

     People Who Can't Be Bothered To Write On The Notice Board
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     Even when you've gotten everything on the noticeboard, there are still some
     things lost around Hogwarts, only these people can't be bothered to write a
     note so you have to first find them, then find their item...yeesh.
     (Note: After you talk to the people, you have to accept the task with X, don't
     be like me who spent hours looking for robes, then realised the reason I
     couldn't see them was because I hadn't accepted the challenge :s)

     LOST ROBES
     Person: Go through the tunnel, turn right. (If only they were all that easy to
     find.)
     Item: Go through the tunnel, turn left and follow along this side of Hogwarts
     till you reach the lake, the robes are on the left side of this bank.

     REMEMBERALL
     Person: Go through the tunnel and follow the yellow path on the left till you
     see a dirty track that leads to Hagrid's hut, the boy is on that path.
     Item: Walk to the tunnel but turn left along the wall. Next to a tree is the
     rememberall.

     POTION JAR
     Person: Turn down the right path, keep going untill you pass a door, then take
     the next right. Follow the path to see a boy.
     Item: Go through the tunnel down do the Herbology greenhouses and to the left
     side of them. The potion jar is small and green, and it's just in front of the
     tree next to the greenhouse wall.

     A LITTLE RACE
     Person: Through the tunnel, down the left path to the Quidditch stadium is a
     boy. Race him by running around the small cluster of trees and back to the
     stadium.

     DAILY PROPHET
     Person: Turn down the right path till you reach a square area, in the corner
     opposite you is a boy.
     Item: Through the tunnel. It's on the right side of Hagrid's hut (the white
     little house left of the Greenhouses).

     NEVILLE AGAIN AND HIS BITS OF CHINA
     Person: Neville, Neville, Neville...to find him go right, when you pass a
     red door, take the next right. Run past Madam Hooch to another archway, go
     right along this wall to reach him. Dear, dear...he was practising a spell
     and it's all gone to pot.
     Item: Go to the tunnel, fly above it. There's a lot of shiny things.

     MANDRAKE ROOTS
     Person: Run forward, if you can't find him you're as bad as Neville.
     Item: It's off to Hargid's hut again. . They're in the forest on the right.

     That's it, all the people. You'll get a key to confiscated items for your
     trouble, but make sure you've traded with all the card holders before you
     open it.

     Gnome Throwing Games
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     FIRST GAME: 5 Beans
     This game can be accessed before the last day of term, but I think the others
     can only be found on that day.
     To get to this game, start outside the Entrance Hall.
     Turn down the right path, you will come to an entrance to a square patch of
     grass. Go inside to a square tree. Turn at this tree till you can see a door
     opposite you, now mount your broom. Fly up onto the roof above this door, to
     your left is a balcony. Fly to it and you'll see a boy. Land and speak to him.
     Remember to bring 5 beans or more
     To win you must beat the record which is ten. You can beat the record by getting
     gnome through the blue and purple ring. Always stand in the same place.
     Take the gnome to the balcony that juts out, stand in the middle:


                                +++++++++++++++
                               +               +
                              +                 +
     +++++++++++++++++++++++++         *         +
                                                 +
                                                 +
     +++++++++++++++++++++++++++++++++++++++++++++

     Purple Ring: To get the gnome through the purple ring, swing till you hear the
     swishing noise FOUR times and let go when the arrow is pointing towards it. You
     will recieve five points
     Blue Ring: To get the gnome through the blue ring, swing til your hear the
     swishing noise FIVE times and let go when the arrow is pointing towards it. You
     will recive ten points.
     This will make your total 15 and you have broken the record. You will gain a card.
     The boy will disappear after you've won once.

     For the rest of the gnome throwing it's too complicated to make a direct plan
     of how to beat the game, so I've only written the location.

     SECOND GAME: 10 Beans
     Fly above the tunnel, turn right to see two squar towers. The boy is in the one
     closest to you.

     THIRD GAME: 20 Beans
     To get to this, fly above the tunnel. The boy is in the small turret on the
     right.

     FOURTH GAME: 30 Beans
     Go right along the path, after you pass a red door turn right. Follow this path
     till you meet a tunnel. Fly above it, then fly to the next turret on the right.

     FIFTH GAME: 50 Beans (Cor that's expensive)
     Turn around so your facing the door, now fly directly upwards to the very top
     until you see a boy.

     LAKESIDE VERSION
     This is hardly a game, more like a bit of fun. To get to it, first go to the
     Quidditch staduim, the lake bank on the left of it where there are three
     bushes is where you can find it. It's just like the Weasely's De-gnoming
     except you don't get a score and this time you get to see them drown...how nice
     but if you do an exceptional throw (and it's going to have to be as good as the
     one that beat Fred...)you'll get a chest. If you want some help doing that
     see Day One of the Walkthrough, it'll be under 'de-gnoming'.

     Up On the Roof...Broom Racing
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     I think these games can only be found on the last day of term, but there's no
     harm in checking if they're there beforehand.

     BROOM RACING#1 Cost: 5 beans.
     This is my fave rooftop game, to get there, instead of taking the path INTO the
     tunnel, fly over it on your left is a small area with a Slytherin.

     BROOM RACING#2 Cost: 10 beans.
     Take the right path, continue along it past a  brown door. Then turn on the next
     right. Follw this path till you reach an archway, the game is on top of that.

     BROOM RACING#3 Cost: 20 beans.
     Take the right path out into a square patch of green, next to the tree, turn so
     the door you can see is on your right. Above the roof you're facing there's a gap
     between two buildings, fly to it and you'll see a boy.

     BROOM RACING#4 Cost: 30 beans.
     Follow the path through the tunnel. Mount your broom here, turn right and fly
     round the permimetre of the catsle. As the lake comes into view, notice a bridge
     on the right. Fly along it till you see a boy standing outside what looks like a
     church entrance.

     BROOM RACING#5


     You can win them three times on each game before they disappear. It's much like
     Quidditch, if you lose, the course will be the same so try again and this time
     you'll know the way. The circle on the bottom left tells you whether your first
     or second place during the race. You don't have to go through all rings to win,
     but as they are the main body of the course and as they boost your speed it's best
     to stick to them.

     (Note: These two types of mini games have varying stages of dificulty, you can
     only find the more difficult versions after you've beaten the easy versions.
     E.g. To find broom racing game#3, you'll need to beat the first and second.)
     *******************************************************************************
                               Items and Spells
     *******************************************************************************
     Here I have listed every spell and item, what they
     do and where to find them.

     Items
     +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     WIZARD/WITCH CARD
     Used: To increase stamina bar by every ten collected.
     Found: In empty classrooms, after completeing tasks and on Hogwarts students.

     BERTIE BOTTS EVERY FLAVOUR BEANS
     Used: To buy from Fred and George Weaselys' shop.
     Found: In trees, bookshelves, jars and almost anywhere basically.

     CHOCOLATE FROGS
     Used: To regain health
     Found: In Chests and jars.

     STINK PELLETS/NON EXPLODABLE LUMINOUS BALLOONS
     Used: To distract prefects
     Found: Fred and George Weaselys' shop, Gambol and Japes (Stink Pellets only)

     POTION VIALS
     Used: Hold health potion.
     Found: Apocathery, Fred and George Weaselys' shop.

     CAULDRON CAKES
     Used: To regain small amounts of health.
     Found: Trees, bookshelves, jars etc.

     SICKLES
     Used: To buy items in Diagon Alley.
     Found: In barrels.

     NIMBUS 2000
     Used: To fly around Hogwarts grounds.
     Found: Given by Wood after Quidditch practice.

     EEYLOPS PREMIUM OWL TREATS
     Used: Given to Hedwig to make her do things for Harry.
     Found: In chests, usualy near an owl perch.

     SPELLBOOKS
     Used: To gain information or new powers/spells.
     Found: During quest. (Alohomora Charm is bought from the Weasely Twins' shop)

     HOUSE POINTS (well...they're kind of an item...)
     Used: To win the house cup!
     Found: By completing tasks, finding lost items and winning Quidditch matches.

     Spells
     ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
     FLIPENDO
     Action: Knockback Jinx, stuns enemies.
     Found: Already given.
     Description: Good old Flipendo can be used on basically anything. Helpfull
     during boss battles and duels and pushes switches.

     LUMOS
     Action: Wand Lighting Charm, lights area with wand for a few seconds.
     Found: Borgin and Burkes.
     Description: Lumos is very helpfull down dark alleys. It's also usefull against
     annoying ghosts.

     DIFFINDO
     Action: Severing Charm, tears cloth or rope.
     Found: Herbology Greenhouse Three
     Description: This spell is good for ripping tapestries to reveal secret tunnels
     in the castle and is usefull in puzzles.

     EXPELLIAMUS
     Action: Disarming Charm, knocks spells away from you.
     Found: In Lockharts challenge, Day Five.
     Description: Essential in duels and usefull in boss fights. It's also good
     against annoying prefects.

     SKURGE
     Action: Scouring Charm, cleans up sticky messes.
     Found: Library, restricted section.
     Description: This charm can unblock doorways and open chests covered in
     ecoplasm.

     AVIFORS
     Action: Transfiguration Spell , turns broken statues into birds.
     Found: In McGonagalls challenge, Day Seven.
     Description: Can be useful to move broken statues out of the way.

     INCENDIO
     Action: Fire-making Charm, makes fire...
     Found: Flitwick's Challenge, Day Nine.
     Description: It's good for making monsters disappear instead of just being
     knocked and coming back which is very annoying. Also gets rid of webs.

     ALOHOMORA
     Action: Unlocking Spell, unlocks non-magical locks.
     Description: No it doesn't open locked doors because they're magically locked,
     it does however break locks on chests which is almost as good.

     SWORD THING
     Action: Sword Spell, attacks nasty 'chamber of secrets' monsters.
     Description: I know, I know...it isn't really a spell but it's used like one so
     it deserves a place here. This spell is only used in the last boss fight and is
     very powerful. It shoots out a big white beam...cool.


     ********************************************************************************
                                    Wizard/Witch Cards
     ********************************************************************************

     A WHOLE complete list of ALL the Wizard/Witch cards, theres 101...now that's a
     lot of typing. I made this for people who can't be bothered to find all the
     cards but still want to know what it says on Dumbledore's card etc.
     (Note: This is just what it says on each card, if you want to know
     where to find them look at the guide by gamefreak614.)

     #1 Merlin.                  Mevieval dates unknown.

                                 Most famous wizard of all time. Sometimes known as
                                 the Prince of Enchanters. Part of the court of King
                                 Authur.

     #2 Cornelius Agrippa        1486-1535

                                 Celebrated wizard imprisoned by the non-magical for
                                 his writings.

     #3 Elfrida Clagg.           1612-1287

                                 Chieftainess of Warlock's Council.

     #4 Grogan Stump.            1770-1884

                                 Popular Minister for Magic. Appointed 1811.

     #5 Gulliver Pokeby.         1750-1839

                                 Expert on magical birds. First to identify meaning
                                 of Augurey song.

     #6 Glanmore Peaks.          1677-1761

                                 Famous slayer of the Sea Serpent of Cromer.

     #7 Hesper Starkey.          1881-1973

                                 Witch who studied the use of phases of the moon in
                                 potion-making.

     #8 Derwent Shimpling.       1912-Present

                                 Ate an entire Venemous Tentacula for a bet and survived
                                 though is still purple.

     #9 Gunhilda of Gorsemoor    1556-1639

                                 One-eyed, hump-backed witch famous for developing a cure
                                 for dragon pox.

     #10 Burdock Mulidoon        1429-1490

                                 Chief of Wizard's Council, 1448-50

     #11 Herpo the Foul          Ancient Greek

                                 First known creator of the basilisk.

     #12 Merwyn the Malicious    Medieval dates unknown

                                 Created the invention of many unpleasant jinxes and
                                 hexes.

     #13 Andros the Invicible    Ancient Greek

                                 Alleged to be the only known wizard to produce a
                                 Patronus the size of a giant.

     #14 Fulbert the Fearful     1014-1097

                                 Famous for being so cowardly he never ventured out of
                                 his house. Died when a defensive charm backfired and
                                 the roof fell in.

     #15 Paracelsus              Medieval dates unknown

                                 Very little is known of this mysterious wizard.

     #16 Clodine                 Medieval dates unknown

                                 Irish Druidess who discovered properties os moondew.

     #17 Morgan Le Fay           Medieval dates unknown

                                 King Arthur's half sister. Dark soceress. Enemy of
                                 Merlin.

     #18 Llric the Oddball       Medieval dates unknown

                                 Highly eccentric wizard who is famed among other things
                                 for wearing a jellyfish for a hat.

     #19 Newt Scamander          1897-Present

                                 Celebrated author of 'Fantastic Beasts and Where to Find
                                 Them'.

     #20

     #21

     #22 Circe                   Ancient Greek

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