HARRY POTTER AND THE CHAMBER OF SECRETS Gameboy Advance FAQ/Walkthrough by Dumpolishblonde Copyright 2002 Marcin Maziarz Hey everyone! Welcome to my first Walkthrough TABLE OF CONTENTS (1) Updates (2) About me (3) Why am I writing this? (4) Storyline (5) Controls/Movements (6) Menus (7) Walkthrough (8) Bosses (9) FAQ's (Frequently Asked Questions) (10) Credits (11) Copyright info xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx ----------------------------------------------------------------------- Oh, and don't forget... You can always e-mail me at dumpolishblonde@wmconnect.com. I usually respond to e-mail on the same or next day. My AIM name is dumpolishblonde as well. Also, I'd gladly appreciate any information you may be willing to share if you have the game as well. If you'd like to submit codes, helpful tips and tricks, guides through certain areas, etc. I'll give you full credit in the walkthrough and in the credits section. Exceptions to this: (1.) I won't answer your question if it's already in this walkthrough or if it's concerning gameplay at a point I haven't reached in the walkthrough yet (in that case YOUR'E the one who should be writing a walkthrough). ----------------------------------------------------------------------- (1) UPDATES December 3, 2002 (Version 0.32) _______________ -Finished Hogwarts - Mission 11 - Charms Class -Started Hogwarts – Mission 12 - Getting Alohamora December 2, 2002 (Version 0.30) _______________ -Added Cousiden's tip about the Basilisk -Wrote Hogwarts - Mission 11 - Charms Class November 25, 2002 (Version 0.28) ________________ -Added Nathan's tip on rewards for collecting the cards + luminous balloons -Wrote Hogwarts - Mission 9 - Moaning Myrtle Corridor and Hogwarts - Mission 10 - Flying Lessons 2 November 24, 2002 (Version 0.26) ________________ Long time no see, eh? -Added Nathan Franklin's tip on finding the charms cards November 19, 2002 (Version 0.25) ________________ -Finished Mission 8 – Finding the Hogwarts Map November 18, 2002 (Version 0.24) ________________ -Wrote more of Walkthrough in Mission 8 – Finding the Hogwarts Map November 16, 2002 (Version 0.23) ________________ -Fixed Diagon Alley – Mission 2 – Saving Neville's Toad November 15, 2002 (Version 0.22) ________________ -Wrote Walkthrough up to Mission 8 – Finding the Hogwarts Map November 14, 2002 (Version 0.20) ________________ -Wrote Walkthrough up to Hogwarts – Mission 6 – Flying Lessons November 12, 2002 (Version 0.19) ________________ - Wrote Walkthrough up to Hogwarts- Mission 5 – The Great Hall November 11, 2002 (Version 0.17) _________________ -Wrote Walkthrough up to Hogwarts - Mission 3 - Bean Challenges -Edited Copyright Notice section November 10, 2002 (Version 0.16) _________________ -Wrote Walkthrough up to Hogwarts - Mission 2 - Find Fred and George's Shops November 9, 2002 (Version 0.11) _________________ -Made ASCII art at top of page -Started Updates section -Created About Me section -Created Why am I writing this? section -Finished Storyline -Started Controls/Movements Section -Created Credits section -Created Copyright info section -Started Walkthrough section -Wrote Walkthrough up to Gringotts Underground Area 2 November 8, 2002 (Version 0.01) _________________ -Received the game -Organized FAQ/Walkthrough layout -Started Storyline (2) ABOUT ME What's there to say? I'm a 14-year old guy who lives in Rhode Island. I like pretty much any game genre other than shooting (don't ask). (3) WHY AM I WRITING THIS? First of all, I love reading the Harry Potter books. Once I played the HP Sorcerer's stone game for the Gameboy Advance, I loved it and figured the whole series would be good. Now that I've received the pre-released game for the sequel, I figured it would be cool to start early on and try to make a walkthrough to help others as soon as possible. Thanks for listening, It's good to help others. No, really! (4) STORYLINE "Harry Potter lived at Number Four, Privet Drive with his horrible uncle and aunt and their hateful son, Dudley. Harry was often locked in his room and even though he was a wizard, he couldn't escape because he wasn't allowed to do magic when he was away from school. One evening, a house-elf named Dobby appeared... Dobby warned Harry not to return to school: 'Harry must not go back to Hogwarts! There is a plot to make most terrible things happen. If Harry Potter goes back to Hogwarts, he will be in mortal danger.' Dobby disappeared and shortly after, Harry's best friend, Ron Weasley, and his brothers, Fred and George, arrived in a flying Ford Anglia to rescue Harry from his prison. Harry collected his things, scrambled through the bedroom window and into the backseat of the car. Fred revved-up the engine and they flew off into the night sky. Confused by what Dobby had said, the four boys wondered why Harry should not return to Hogwarts. 'Maybe it's just another one of Draco Malfoy's jokes?' suggested Ron. 'Who else hates you as much as Malfoy?''I'd rather face Malfoy than stay with the Dursleys!' said Harry. 'Don't worry, Harry,' said Ron. 'You can stay with us!' After flying all night, Fred guided the car down through the clouds and they landed with a bump. Harry looked out for the first time at Ron's house - The Burrow. It looked as if it had once been a large stone pigsty, but extra rooms had been added here and there until it was several stories high and so crooked it looked as though it was held up by magic. A few days later, after a huge breakfast, everyone was preparing to go to Diagon Alley. Hermione had written a letter suggesting they all meet and buy their schoolbooks together and get ready for the new school year. Ginny, Ron's sister, was going to be starting her first year at Hogwarts and was coming along too. Mrs. Weasley grabbed a flowerpot from the fireplace and handed it to Harry. 'What's this?' said Harry. 'It's Floo Powder,' replied Mrs. Weasley, 'and we're going to use it to travel to Diagon Alley. Just sprinkle some on the fire and step into the flames - and Harry... remember to speak CLEARLY! You don't want to get lost!' Harry stood in front of the fireplace and threw a pinch of Floo Powder onto the fire. A roar of emerald green flames engulfed the fireplace and Harry steeped inside. Harry spluttered, 'D - Dia - g- gon - A - Alley...' and was immediately engulfed in the swirl of green flames. Harry fell forward onto a cold stone floor. Dizzy and bruised, he got gingerly to his feet. He'd landed in some kind of strange wizard shop. Unsure of where he was, he swiftly made his way to the door but saw two people through the glass. One of them was the last person he wanted to meet when he was lost! Draco Malfoy. Harry quickly hid inside a large black cabinet and peeked out through the slats in the door. Seconds later, a bell clanged and in stepped Draco along with what looked like his father. An old shopkeeper appeared and Mr. Malfoy arranged to sell some rather suspicious- sounding items. 'See you tomorrow then, Mr. Borgin,' said Mr. Malfoy. The Malfoys left the shop and Mr. Borgin disappeared into a back room. As soon as all was clear, Harry quietly slipped out of the cabinet and left the shop. Once outside, Harry found himself in a dingy alley that seemed to be full of shops devoted to the dark arts. This definitely was not Diagon Alley. Harry was lost! Then from out of the shadows an old hag emerged, holding a tray of what looked horribly like human fingernails. 'Not lost are you my dear?' she croaked. The hag drew closer and closer and then Harry heard the sound of a familiar and welcome voice... (5) CONTROLS/MOVEMENTS Here are the default settings for the controls: A: Spell- uses your current spell (see Menu section for more info) can be held down for more powerful spells) B: Action- talking to people, opening chests, pushing items, reading owl letters etc. L: Items- uses the item you currently have selected (see Menu selection for more info) R: Jump- self-explanatory, hold down to jump longer, use with combination of control pad to change direction of jump (7) WALKTHROUGH Here's the part you've all been waiting for: the actual game walkthrough NOTE: Since this game uses a 3D perspective, I will use the compass directions for explaining which way to go, in places where normal directions wouldn't be clear enough. For example: go northwest, then take the southeast path to reach Hagrid's hut. Diagon Alley ------------ After meeting Hagrid, follow him to the outside of Gringotts. He'll explain how you need to get your money out of Gringotts Bank. When he's done talking, walk behind him and notice an open flying book. This is a save book, whenever you see a book like this, press the action button to save your game progress. As of now, everything is closed in the area, so do what Hagrid said and enter Gringotts. Gringotts --------- If you talk to the goblin near you, he'll tell you that the track that leads to your money vault is under construction, so you'll have to go on foot. Keep going and enter the black doorway. Once you jump off the mechanism that takes you under the bank, follow the tracks, then go NE. A little further ahead, you'll see a ledge, which you can climb onto simply by moving in it's direction. Once on the ledge, open the chest and grab the Knut that falls out. Congratulations, you now have some money. Jump off the ledge and keep following the path. Keep in mind that some parts of the walls spew flame every few seconds. If you're burned, you'll lose a lighting bolt. Pull the lever up ahead and talk to the goblin if you wish. Otherwise, head through the now open doorway. You'll find yourself in a room with a Fire Crab, who is easily defeated by hitting him with a fully charged shot of your Flipendo spell. He'll drop a Knut, so collect that and proceed through the newly opened doorway. Follow the path SW and notice the transparent rock. Hit it with a halfway charged spell and pick up the Knut. Follow the path until you reach a split, then go SW to pick up a pumpkin pasty which helps your stamina. Take the other path until you reach a cart with colored jellybeans inside. Push the cart up the tracks onto the switch, then head northwest. Open the new chest, pick up the nut, and then destroy the rock for another Knut, bringing the total to 5. Head back and down the tracks to another rock with nothing under it. Head down to find a Remembrall, walk through it to active a restart point. If you lose all of your lives, you'll start back here. Go back up and follow the tracks, being careful not to get pierced by the falling rock or burned by the floor flames. Open the chest for a Cauldron Cake, then head back down to the Remembrall. Walk SW and you can tell where the spiked rock will fall by noticing a dark shadow on the ground, so avoid walking there. Use the action button to pick up the barrels and throw them. The top barrel contains a bomb, which does three lighting bolts of damage, but the bottom one contains a Knut. Go SE, notice a crushing stone blocking your way, so keep going until you see the jellybean cart. Push it onto the switch, then open the chest for, you guessed it, a Knut. Pull the big lever near you to make that stone move out of the way, well sorta. Go back to where the stone was before and watch it move up and down, trying to squish you. Time your run well to quickly go past it. Talk to the goblin, then head down and make sure you don't fall into the lava. Wait for a moving platform to come towards you and walk onto it. Follow the path, but watch out for the falling fireballs. At the end of the path, wait for a loving platform, then move onto it. If you would like to risk your life to earn a sickle, then read the next three sentences. When you're on the moving platform, jump up onto the small rock plaform, then jump in that direction again, even though you won't see where you land. Keep jumping onto the sensitive rock platforms and you'll soon reach a chest with a sickle. Go back the way you came. After you get off, fall off the right side of the cliff to reach a new area. Gringotts Underground Area 2 ---------------------------- Follow the path and be extremely cautious. There are two falling rocks here, if you hug the wall on this narrow path, you should be able to avoid both of them. Keep going and collect 6 Knuts. Soon, you'll see metal plates that spew fire every few seconds, time your run and walk past one at a time while waiting in between the two plates. You'll be forced to talk to the goblin, who tells you that you need to collect 5 gemstones to create a key to open the door to get to the Incendio spell, guarded by some sort of creature... Let's get those gemstones! Since a stone blocks your way up, head down and fall off the cliff. Nothing under the rock, so open the chest to get the first gemstone. Kill both the Fire Crabs with a fully- charged spell, then follow the path to a dead end. Fall off again, keep going down while watching out for fireballs. Push the jellybean cart onto the switch to open a door. Go through the door, kill the crabs and collect the second gem. Go through another door and follow the path to two more rocks. The second one has a Knut, a stone is blocking the path above the first rock but you can follow the path above the second rock. Keep going, watch out for the falling rocks and open the chest to get the third gemstone. Pull the switch to make the stones, yes, there's more than one now, move up and down. Go back to the main path where the white rocks were and go SE until you see anotherjellybean cart. Push it right to make a sickle appear, which adds 29 to your money total, then pick up a Knut under the white rock. Hopefully you have 43 by now. Pull the lever, open the chest for a cauldron cake. Now run ALL the way back to where the crushing stones were. Very carefully make you way past the crushing stones and hit the white rock for a Knut. Keep following the path, cross the bridge and onto the restart point. Walk SE to reach a goblin. Talking to him reveals that your vault is covered by spider web, which can be burned away with the Incendio spell. He hints that the next gem is hidden "among smaller gems", which means inside the jellybean cart a little further ahead. There's nothing under the white rock, so keep following the path until you see the cart, push it to get the next gemstone. Continue walking on the path above the cart, and jump onto the ledge. Kill the Fire Crab for a Knut and climb the ladder. Push the boulder up to the crushing stone, then pull the lever to raise the stone. Pull the lever again to make the last gemstone appear. Walk past the boulder to get back to the room leading to the Incendio spell. Speak to the goblin, he'll make your key for you. Then enter the room. Incendio Room - Boss - Mega Fire Crab ------------------------------------- Refer to the Bosses section of the FAQ for help on defeating him. When he's dead, pick up the spell book to learn Incendio! Go back to where your spider web-covered vault was. Don't remember? Head past the crusher block, fall down two cliffs, and follow the tracks, then head NW. Once at the vault, one fully-charged Incendio spell should be enough to uncover your vault. Enter the vault and watch the cut-scene as you take a galleon from your vault. This adds 986 to your money total!!! Head back out of your vault and notice the mechanism that arrives. Head over there and walk onto it. Diagon Alley - Mission 1 - Getting Your School Supplies ---------------------------------------------------- Hagrid will tell you to buy a second year potions kit from Mullpepper's Apothecary. Feel free to talk to people on the road, then head over to the apothecary, which is SW of Gringotts. Talk to Ginny standing next to the entrance, then enter the shop. In the bottom right corner is the shopkeeper. Talk to him to get potion kits for Ginny and you, then fill them at the big cauldron in the middle of the shop. Pull the lever in the top left corner of the shop to reveal a secret passageway behind a cabinet. Enter it and search the vial for a pumpkin pasty. Leave the shop, give Ginny her kit and she'll reward you with a Famous Witches and Wizards Card: Gondoline Oliphant! Diagon Alley - Mission 2 - Saving Neville's Toad --------------------------------------------- I'd recommend saving your game behind Gringotts now. Follow the road and go past the apothecary until you see Neville. He'll explain that his toad is lost in the Menagerie, and asks you to bring it back, but you have to make sure you're not seen by the shopkeeper. Enter the shop and open the owl's message. If you go a little further, you'll see a chest. Open it for a Knut. Now enter the doorway nearby and remember to hold down the action key to sneak around carefully. Watch out for the Fire Crabs on the shelves, they can burn you if you're not careful. On the NE wall is a switch, activate it with a Flipendo spell, then walk through the new doorway. Here, you will see a floor switch and a heavy block. Stand next to the block, hold down the action button and drag (don't push) it onto the switch. Head through the new door. These fire snails can be killed only with Flipendo spells. Head through two doorways, then notice the floor switch and barrel. First, smash the green vase in the corner for a Knut, then Flipendo the barrel onto the switch. Open the chest for a Sickle, then go NE and pull the lever for a new doorway. Next, walk through the doorway and Flipendo Trevor (Neville's toad) so you'll be able to pick him up. Now go all the way back, use the shortcut in the barrel room by hitting the wall switch, and leave the Menagerie. Give Neville his toad, then Flipendo the chocolate frog to pick it up. For every five you find, you'll get an extra bolt on your life bar. Head down the path and into the jokeshop. Buy one of each item for later use.. hint hint. Head back down again, talk to Hermione and enter Flourish and Blotts. You'll have your picture taken with Gilderoy Lockhart, then Malfoy and his father will enter the room. They'll make fun of Ginny's (thanks to Ace_Rampage) poverty and give her a book. Once outside, talk and follow Hagrid to continue your journey. The Leaky Cauldron ------------------ Get two Knuts from the two barrels, then go through the door. Hagrid lets you look around the pub, but Ron finds you and tells you that the Hogwarts Express train has already left for the school. Your only choice to get to Hogwarts is to get back to the Burrow first, by way of Floo Powder, and then borrow the Ford Anglia. Go talk to Tom the Barman, who'll tell you to go look in the cellar near the fireplace. First, go to the NE corner of the pub to find a save book, but don't turn the lever just yet. In the NW corner is the door to the cellar, so enter there. The Leaky Cauldron - Mission 1 - Finding the Floo Powder -------------------------------------------------------- Walk down the stairs and notice the huge barrels falling from the right side of the room. Make sure you don't get in their way or you'll lose part of your life. Of the three barrels in the room, only the one on the west wall contains something: a Knut. Pull the lever in the NW corner, then exit the cellar. Make your way to where the save book was and pull the lever near it. Enter through the new doorway and open the chest for SURPRISE: the Floo powder. Take it back to Ron. After getting back to the Burrow, you and Ron crash the Ford Anglia into the Womping Willow. Hogwarts Grounds ---------------- Snape catches you and takes you inside the school, while warning you that you may be expelled. If you go outside and check the owl message in the NW corner, you'll get a letter from Ron telling you to check bushes and vases for items. Check the bush right near you for a Knut. At the very east edge of Hogwarts grounds, climb up onto the ledge and pick up another wizard card: Hesper Starkey. Check the bush nearby for a jellybean. Jump off the ledge, go to the NE corner of the grounds and clear away the spider web to get another jellybean. Hogwarts - Mission 1 - Get To Your Common Room ---------------------------------------------- Go back inside the school and save your game at the save book. You can't do anything else, but go upstairs. The chest is locked, so head right and into the door. Nearly- Headless Nick will tell you that Peeves is walking around, so be on the lookout. Walk up the stairs, head left and Flipendo the vase for a third jellybean. Follow the path to get to the second floor. Keep going up the floors until you meet Peeves. Dodge the vases that he throws, while running up the stairs. When he leaves, continue on to the fourth floor and smash the vase there for another jellybean. Continue on, there's a cauldron cake in the vase on the fifth floor, but watch out. Next to it is a Knight who tries to swing his ax at you. You'll find this out later, but instead of trying to dodge the knights' attacks, you can kill them with Flipendo. The next vase will also give you a jellybean, then go up to the next floor. This time, the ax-murderer is the second knight. Grab the pumpkin pasty from the vase and continue on to the last floor. Yet another jellybean awaits you, but further on is Hermione, who'll tell you the passwords to both portrait holes. Don't worry, you don't have to memorize them. Talk to the first portrait to enter your common room. Head southeast to read an owl message, then keep going until you see two unlit urns. Light them with Incendio, then enter the room and open the mini chest for a wizards card: Ignatia Wildsmith. Now head back to the entrance of the common room and go left this time, entering the actual dormitory. Save if you wish, then head to the NW corner and go up the stairs. Open the vase for a sickle, then head up the stairs and through the door. Ron will tell you to visit his brothers' shops, so lets go find them. Hogwarts - Mission 2 - Find Fred and George's Shops --------------------------------------------------- Head out the portrait hole and go left. Enter through the door to find yourself in the reading room. Follow the pink carpet while watching for Percy. Hit the two vases on the right wall for a Knut and a jellybean respectively. Enter the door and take the owl letter. Read it to find out that Fred and George created a shortcut to their shop in the previous Reading Room. Tip: Don't use this "shortcut" unless you desperately want a jellybean. This so-called "shortcut" is actually one of Fred and George's jokes. The passage, which is activated by tickling the bowl of fruit in the last room, is full of lots of deadly traps. This includes a gold (yes, gold) knight, two metal spike balls, two fire-breathing statues, two spitting statues, and large falling barrels. If you manage to make it, you'll be rewarded by a jellybean in a vase. Refill your potion if needed, then go through the room to meet Fred. Buy something if you wish, and remember what he said about the bean challenges. Head through the left door and go SE. The vase has a jellybean and the nearby chest contains a chocolate frog. Head up to meet George, who'll explain the bean challenge. Hogwarts - Mission 3 - Bean Challenges -------------------------------------- Head into the first room that George opens. Simply walk in a counter- clockwise direction, while watching out for fire and falling barrels. Collect the 10 blue beans, all of which are easily visible. Go back to George, who'll give you the second floor portrait password and will open up the next bean challenge. He'll also give you a wizard card: Helga Hufflepuff. In the next room, you need to jump onto the platforms in the middle of the room, while being careful that you don't stand on them long, or you'll fall into the emptiness below and you'll have to start over. Jump onto the platforms in the top row and follow the owl. Jump from platform to platform as it drops 15 green beans. Collect them all and bring to George again, who'll reward you with a fourth floor password and another wizards card: Salazar Slytherin. The third room is a bit more challenging. I can't make a step-by-step walkthrough because there are hundreds of ways to get all the beans, but I have a map done, which for the record, took me 4 hours to make. Anyway that should be up on gamefaqs.com soon. When you're done with that, return to George yet again to earn a password to an unknown area as well as another card: Rowena Ravenclaw. Enter the last door and prepared to be amazed. Simply put, Bean Challenge 4 is a game of hopscotch, where one wrongly timed move means your death. A map isn't necessary because there's only one right way to do it, so here we go. Note: I'll refer to the large areas, like the one on which you start on, as floors. One-squared tiles are platforms. 1. Pickup beans # 1 and 2. 2. Jump onto two floating platforms, then onto the floor. 3. Get #'s 3, 4, 5 here. 4. Jump on six floating platforms, then onto the floor. 5. Pick up # 6 and 7, then head to the SE corner of this platform. 6. Jump on two floating platforms, then the floor. 7. Collect #'s 8 and 9 and pull the lever. 8. SE corner of this floor, onto the cracked tile, then the floor for # 10. 9. Two moving platforms, floor with # 11 and 12, pull the lever. 10. Floating platform, floor with # 13. 11. Two floating platforms, floor with # 14. 12. Floating platform, floor with # 15. 13. Moving platform, floor, SW corner, two moving platforms. 14. Floor with # 16 and 17, cracked tile. 15. Floor with # 18, pull the lever. 16. Back to the cracked tile, floor, over the two new floating platforms. 17. Floor with # 19 and 20, moving platform. 18. Floor with # 21 and 22, three moving platforms. 19. Floor with # 23, floating platform. 20. Floor with # 24, five floating platforms. 21. Floor with #25, pull the lever. 22. Over two floating platforms and you're done! George will give you another mysterious password as well as a card: Godric Gryffindor. Hogwarts - Mission 4 - Finding Items -------------------------------------- Now that we have more passwords, lets go find some items! Head back to the Reading room, then exit and go to the portrait room via the 7th floor portrait. Keep heading NE and enter the last two portraits for two bonus rooms. Inside the second to last portrait is a bonus room. Open the chest for a card: Quong Po, and two jellybeans (one is in a vase). The last bonus room contains a chest with a wizards card: Beaumont Marjoribanks, and two beans (one is in a cabinet). You can't do anything on the second and fourth floors, which George gave you passwords to. Exit the portrait room and enter the entrance hall. If you haven't gotten it before (or if this vase reappeared) crack the vase in the SE corner for a jellybean. Now, go back up to your dormitory. If you take the long way, there's a reappearing vase with a cauldron cake on the firth floor. On your way to the dormitory, stop and check the wooden wall in the NW corner of the common room for a sickle. Keep going up the stairs, and check the larger painting near the knight statue for a jellybean. Proceed to the dormitory, fill your potion if needed at the cauldron, then talk to Ron to go to sleep. The cabinet in the SW corner contains a jellybean, so grab that and scram to the common room. Hogwarts - Mission 5 - Great Hall ------------------------------------------ Talk to Ron, save if you like, then use the portrait room to quickly arrive in the Great Hall. There's a jellybean in a vase in the SW corner of the room. There's a chest with a wizard card: Sacharissa Tugwood, in the middle of the western wall. Another chocolate frog awaits you in the NW corner of the hall. Don't forget to Flipendo to get it. A vase on the eastern wall contains a jellybean. After getting all of the items, talk to Ron in the NE corner. He'll explain house points as well as tell you to meet Madame Hooch outside for your flying lessons. Exit the entrance hall and talk to Hermione, who'll tell you where to find flying class: near the Whomping Willow. Hogwarts - Mission 6 - Flying Lessons ----------------------------------------------- Hermione gave you pathetic directions (near the Whomping Willow). Flying lessons are in the SW corner of the school grounds. Enter through a newly opened archway. This area is HUGE, so let's stick to the flying lessons. We'll look for items later. Abandon the stone path for a dirt road leading south. Follow the road until you find Madame Hooch standing next to a doorway. Open the owl letter if you wish, which will explain the idea of flying. Talk to Madame Hooch to begin your lesson. You have 90 seconds to fly through 24 rings, but need to finish in 35 seconds or under to earn a wizards card: Bowman Wright. I'll have to admit, flying is NOT easy. Finishing in under 35 is a very hard to accomplish task. I would recommend saving, so that you don't lose the card if you aren't fast enough on the first try. When you're done, Hermione will come and tell you to meet Ron in the Common Room. We've got better thigs to do, like say, oh I don't know, exploring the school grounds. Hogwarts – Mission 7 – Exploring the School Grounds ------------------------------------------------------------------ Like I said before: this place is ENORMOUS!!! There are no landmarks to walk you through the whole grounds, but even if there were, the place is too big for directions to work. I WILL tell you how many of each items there are, though. 2 chocolate frogs 1 restart point 1 locked chest 7 jellybeans (one in a spider's web) 2 Knuts Wizard Cards: Derwent Shimpling I will add any more that I find to this list. For now, head back to the common room, save your game if you like, then talk to Ron. He'll tell you to visit Fred and George for more information about where to find a map of Hogwarts. Hogwarts – Mission 8 – Finding the Hogwarts Map ---------------------------------------------------------------- Go back to Fred and George and talk to the brother in the shop to find out that the map is located in the school's dungeons, near the entrance hall. Also, you need to watch out for Filch and Mrs. Norris, his cat. The map is located in Filch's office and getting to it won't be a snap, unless of course you're reading this walkthrough, which you're obviously doing. Go through the Portrait room and enter the Entrance Hall. The doorway in the NW corner of the room is the room leading to Hogwarts dungeons. Read the owl's message to learn a new sneaky strategy. To keep from being seen by teachers, hide in alcoves and the curtains will hide you. Once the coast is clear, simply move forward to exit the alcove. There's nothing to do here, so follow the path into the next room. Meet Filch, then Flipendo the switch to open the door. Head through it, then pull the lever. Make your way through the door opened by the lever. If you would like to do three bolts of damage to yourself, feel free to open the chest nearby. Otherwise, continue on. Follow the narrow path, but pay careful attention so that you don't get a permanent sunburn from the torches. When you're done with those, light the vase with Incendio to open the next door. Read the owl's message. Then walk onto the invisibility cloak to wear it. Unfortunately, you can't do anything but walk when you have it on. In other words: no spells, no item using, no jumping. Keep going, past Filch (if you want you can walk all over him and he won't notice you) and pull the lever on the wall. Head through the door and pull another lever to drop a chest with a Knut. Drag the stone onto the switch, then enter through the new door, while making sure not to get too close to Filch because your cloak would have most likely worn off by now. Flipendo the barrel onto the switch and head through the doorway. Carefully drag the two stones onto the two floor switches in the room, paying attention that you don't get burned from the statues' flames. Once stones are on switches, keep going past the newly opened door and kill the fire crab. You'll open the door and get a cauldron cake for your worries. In the SE corner of this room is a lever. Pull it to open another door. As you walk past Filch's cat, watch out for Filch, because he'll soon start in your direction. If you haven't entered the next room and if he's very close to you, "hide" in the corner to the left of the open doorway until he passes. Otherwise, head through the door and hide in the alcove if necessary. Keep going straight until you see a lever, pull it and walk to the next room. In the SW corner of this room will be Filch's cat, with a wall lever you need to pull next to her. Enter into the next room, but stay away from the swinging ball's path. In the NW corner is a spider web. Use incedio to uncover a switch. Pull it, then head towards the new door and open the chest for a pumpkin pasty. Pull the lever slightly past the door to open a room with a restart point and a cauldron for poison healing. The owl letter inside will tell you that creatures named Doxies can poison you. Make sure you use the proper vial to fill up with the antidote. When you're done here, keep going SW down the path and notice the fire-breathing statue. Pulling the lever in this room will divert the flames to another direction, so use that if you need to. Drag the stone onto the statue to open the next door. Kill both of the doxies in this room to gain a cauldron cake and passage to the next room, horribly know as "The Troll Room" As soon as you enter, you'll quickly realize that my makeshift name for the room applies to what's in it. When he's dead, pick up the cauldron cake, then check the cabinet nearby for another one. The owl message will tell you a simple dungbomb strategy to help you kill the troll if he's not already dead. There's a hidden pumpkin pasty in back of the chalkboard. The next room is pretty big, just walk to the SE corner and Flipendo the barrel onto the switch. Watch out for extra falling barrels while you do this. Head through the new door, and walk to the right of it to find a stone that needs to be dragged onto the floor switch in the opposite corner of the room. Walk out of the room through the new door and head down, while watching out for the fire-breathing statues. At the end is a web. Uncover it with Incendio to find a Knut. Carefully drag the stone all the way to the end of the narrow path and onto a floor switch to open a doorway. In this new room is the map (yay!), a vial, a cabinet, and the invisibility cloak. Get a cauldron cake from the cabinet and a sickle from the vial, then get the map from the shelf. Pay careful attention to what door you'll open by finding the map. Use it as a shortcut and the above paragraph to help you get out as quickly as possible. Once you get out of the dungeon, you'll meet Filch who'll tell you that Snape will put a lock on the door to prevent you from coming back. Just go up the stairs and save your game if you wish in the entrance hall. Head back up to the dormitory The portraits have gone our for a midnight snack, so you'll have to go up the old-fashioned way. On the second floor, you'll hear a ripping and tearing noise coming from Moaning Myrtle's bathroom. You'll find Filch's cat handing upside down with a threatening message. Filch will come and immediately accuse you, Dumbledore will arrive shortly. He'll explain that Mrs. Norris was petrified by Dark Magic but will be cured as soon as Professor Sprout's mandrakes are fully developed. Don't listen to Dumbledore, so let's keep exploring! Hogwarts - Mission 9 - Moaning Myrtle Corridor ------------------------------------------------------------ Head slightly past Dumbledore and enter the first door you see on the right. There's nothing here at the moment, other than a save point, but remember that this is Moaning Myrtle's Bathroom for later. ^Wink^. Head out the door and crack open the vases for a jellybean and a Knut. Walk around and past the Gold Knight and keep following the blue carpet. Near the end is a vertical stone pillar, and hidden behind it is a vase with a sickle. The path leads to the Library and we can't go there yet. Simply head back and past Filch and Dumbledore, then use Incendio to reveal a jellybean where the spider web is. Head back to the common room, either by way of the portrait room or the long floor-by-floor way. If you decide to go to the portrait room (you probably will if you're not crazy) and if you haven't done so before, get a charms card (see Section 9 FAQS's): Bridget Wenlock. Finally, enter the common room. Hogwarts - Mission 10 - Flying Lessons 2 --------------------------------------------------- Go up to your dormitory, talk to Ron, got to bed, wake up, and talk to the person in the common room. He'll tell you that you have flying lessons and asks you to follow him. Notice that your menu now has a map feature to help you if you're lost. But then again you have me… hehe. The kid will be waiting for you in the entrance hall, then leaves you again. Head to the grounds and check your map if you can't find it, the place will be marked with an X. It's a little south from where you had your first flying lessons. You have to catch the "flitterby" in at least 60 seconds, while under 30 will earn you a wizards card: Gwenog Jones. If you are very lucky or talented (or both) you'll be able to catch the flitterby in the first hoop you go through, totaling about 2 seconds. Otherwise, practice in the broom shed until you get it right. Hermione will come and tell you that you have Charms with Professor Flitwick, located on the second floor. Well, what are you waiting for? Let's Go!! Hogwarts - Mission 11 - Charms Class ----------------------------------------------- Flitwick's class is the last door on the floor (near the third floor entrance). Enter the door and head straight over to Hermione. She'll take you to Flitwick, who'll start to tell you about Wingardium Leviosa. Enter through the doorway in the bottom corner of his room, then go through another to find the challenge area. Walk up to the table and pick up the spell book to learn the spell. Now comes the hard(er) part. You will have to find stars while using your new spell along the way. Here we go. 1. Jump onto the sitting bench that's part of the picnic table, then onto the table itself. Break the vial to get the first star. 2. Time your walk as to not hit the spikes and pick up the second star 3.Open the closet for another star 4.Use your new spell to put the stone onto the floor switch and open the door to star 4 5.And star 5. Watch out for the swinging spiked ball. Head into the large room. 6.Use your spell to float the stone onto the top switch in the NW corner. Head to the NE corner for the next star and a wizard card: Merwyn the Malicious. 7.Move the stone onto the bottom switch to open the next door with the next star. 8.Turn NW to pick up star 8 9.And star 9, while watching out for falling barrels. 10.Turn right to get star 10, which is guarded by a falling barrel you need to jump over. 11.Head the other way (SW) to pick up star 11 12.And star 12. Open the chests for a jellybean and a chocolate frog (switch to Flipendo to immobilize it). 13.Head ALL the way back onto the main path and keep going to reach a room with star 13 14.And Star 14, as well as a couple of statues and a chest with a cauldron cake. Move both statues onto the switches to open the next door. 15.Refill your potion if necessary, pull the lever and keep going to get the next star over some spikes. Move the statue out of your way, then onto the switch to clear your next doorway. 16.Flipendo the vase in the NE corner for a jellybean, then pick up star 16.Watch out for falling barrels and the knight. 17.Float the stone onto the NE wall to get the two treasure chests, containing a jellybean and a chocolate frog. Float the same stone onto the switch a few screens down to open the door. Time your run through the corridor to get the next star while not getting hit by the spiked balls. 18.This Star is located inside the last portrait in the corridor. 19.Keep walking and get the next star near a revolving spiked ball. There's a jellybean next to the next spiked ball as well. Make sure to be cautious around the flames too. The last spiked ball revolves very quickly, so be careful. 20.Time your run past the fire-breathing statues to get Star 20 21.And Star 21. 22.The next room has Star 22 23.Star 23 24.And Star 24 all in a nice neat row filled with falling barrels (yay..) The wardrobe has a jellybean. Putting both of the statues onto the switches will open the next door. 25.The corridor contains a gold (yay again) knight guarding the next star. Confuse him by backtracking and going back up for the last star, then pull the wall lever. When you're back at Flitwick's office, he'll give you 20 house points for completing the challenge and 25 more for finding all 25 stars. You should have a total of 95 house points I believe. Exit his office and talk to Hermione, who'll ask you to find out more about the Chamber of Secrets by going to the library and getting a copy of Hogwarts: A History. Its on the second floor, to the left of the second floor portrait. But, we have some more things to do... Hogwarts - Mission 12 - Getting Alohamora ----------------------------------------------------- Don't forget what Hermione said before, but enter the door SW of her in this corridor. (8) BOSSES Note: Difficulty levels are out of 10 Boss 1: Mega Fire Crab Difficulty Level: 1 This Boss is fairly easy to defeat. He has only two attacks. He shoots fireballs into the air, which can easily be avoided by watching their shadows. His second attack is making about 4 rocks fall from the ceiling, which can still be avoided easily. To kill this crab, do what you would do to normal fire crabs: throw charged spells at him. After 5-10 shots, he should be dead. Boss 2: Troll Difficulty Level: 4 Use your items to distract the troll, like dungbombs and stink pellets, then stand a good distance away, firing Flipendo shots at him. The Luminous Balloon has one use: to disappear off of your item menu. In other words: it does NOTHING. If all else fails, or if you have no items, just stay fairly away and keep hitting him with charged Flipendo shots. Three completely charged shots are the minimum that are necessary to kill him. Boss ?: Basilisk Submitted by Nathan Franklin Difficulty level: ? The Basilisk is a tough creature to beat the first few times and is very fast. As soon as you enter the chamber of secrets, Harry will tell Fawkes the Phoenix to go for it's eyes after two attack the will fight the creature itself. Keep hitting the monster with charged flipendo or incendo spells and dodge his eye stinger attacks. As you hit him he will turn red and get a lot faster, sometimes he will charge at you and poison you his poison does not go away until you die or if you use your poison antidote potion. It is safe to touch his tail only his head and attacks can hurt you but eventually you'll beat him. Submitted by Cousiden Incendio works the best against the Basilisk. (9) Frequently Asked Questions (FAQs) --------------------------------------------------------------------------------------------------- I'm missing some Charms cards and the Alohamora spell. Where can I find them? Submitted by Nathan Frankiln: If your searching for a charms card go into the portrait room, there should be a shelf with boards. Look for a discolored one. Use the action button to find a switch, pull the switch to move the desk. Push the chair (from the side front or back, I forget which one) to make it go onto a switch. Go into the room behind the chair and you'll find a chest. Open that to get the card and if you now have every single charms card you will learn alohamora which will allow you to get the rest of the chocolate frogs. I found 3 in one area! ------------------------------------------------------- Do I get anything for collecting certain cards? Submitted by Nathan Franklin Get the top 5:receive a list of animals you will fight during the game on the menu Get the 2nd row down: getting 5 invincibility potions Getting the 3rd row down: playing quidditch and flight training on the main menu Getting the 4th row down: learning alohamora Getting the last row: getting a new location(?) ------------------------------------------------ What is the point of luminous balloons? Submitted by Nathan Franklin You can use the luminous ballons to stop prefects and teachers that wander around and catch you for a split second. How do I complete the flying/ quidditch practices in under the allotted time? Submitted by ubbyDAman 1. first save the game 2. on the last count - 1 - press the action button and you'll get ?2? points on the boost bar. keep trying and you should get it 3. point your broom towards the next ring (after step 2 it's the first ring) and press the action button to get to it faster than when you are going normal keep repeating step 3 and you should get it/them (the card(s)) you get all the quidditch cards by doing all the quidditch/flying practices once you done the flying and quidditch practice 3 more come in the broom shed (10) CREDITS 1.ME!!!!- For not being lazy and deciding to do a walkthrough. 2.Ace_Rampage - For pointing out the mistake in Diagon Alley 3.Nathan Franklin - For submitting four tips: Getting the last charm card/Alohamora spell, rewards from collecting cards, luminous balloons, and beating the basilisk. 4.Cousiden - for the Basilisk tip. 5.UbbyDAman - For the flying/quidditch lessons hint That's all for now... Don't forget: If you e-mail me with any new info, you're name will be here. (10) COPYRIGHT INFO This FAQ may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you'd like to put this document on your website, contact me first: fullaproblemz88@wmconnect.com