******************************************************************************* Walkthrough for Harry Potter And The Chamber Of Secrets System GameCube Version 2.1 written by Thomas Kreuzer April 2003 ******************************************************************************* History ======= Version 1.0 Complete Walkthrough Version 1.5 Chapter 26 "Connection with the Gameboy Advance" added Chapter 27 "Wizard-Cards ordered by numbers" added Version 2.0 Corrected the information for wizard-card # 72 (Thanks to SIMSteven for the info !) Completed Chapter 26 "Connection with the Gameboy Advance" Chapter 28 with some remarks to "Confiscated Items" added Version 2.1 Chapter 29 "Bertie Botts Beans Flavors" added (Thanks to Christopher for contributing this chapter) Christopher mailed me some more hints, so if I mention his name, we have to thank him for the hint or description that was added. Name of some enemies (e.g. Fire Crabs) added 0. Legal Disclaimer =================== All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This walkthrough may 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 than gamefaqs.com or as a part of any public display is strictly prohibited, and a violation of copyright. This document is unofficial and is in no way affiliated with any company. 1. General Remarks ================== This is a complete walkthrough including the location of all the wizard-cards. The connection between gamecube and gameboy advance (GBA) was added as chapter 26 in this new version of the walkthrough. I do not mention every location where you can get Bertie Botts Beans as you can find a lot of them easily. Just try hitting every mushroom, vase or box. Do not forget to look for the wizard-cards, when I mention them. As you cannot return to a finished level they are lost "forever". "Forever" means you cannot return to the level to seek the card, but you can buy it after you have beaten the basilisk in Fred and George's shop. Now let's start our journey, beginning at ... 2. The Burrow ============= Destroy a glass and use the power-measure-machine to train your FLIPENDO spell, then move on to the barn. In the barn target the two gnomes and FLIPENDO them. Before you leave the barn, you have to collect two wizard-cards # 3 and # 1 hidden in two chests clearly visible. In the barn-yard you have to fight the washing-machine by throwing FLIPENDO at it when its door is open. Your prize is a chocolate frog, which will fill up your energy-bar. Enter the garden. You have to degnome it, which is done as described below: - FLIPENDO the gnome - take it up and swing it around by pressing the A-Button - throw it away by releasing the A-Button (a green arrow indicates the moment when you should release the button) You'll gain wizard card # 8 if you beat the record or if you hit one of the aims (the scare-crow or the hay-stack). Continue degnoming until Mrs. Weasley calls you and rewards you with a chocolate-frog. Don't leave the garden now. You can find a chest with wizard-card # 59 in the garden. Open the menu with the remembrall and end your day. 3. Borgin and Bourkes ===================== Travel to Borgin & Bourkes using floo-powder. You can save in this room. Examine all the cabinets, you may find some Bertie Botts Beans. When you are near the bone hand don't run : it will explode and hurt you. Sneak when you are near it carefully. Hide in the big black cabinet. After an animated scene with Draco and Lucius Malfoy, you can get out of the cabinet and take a green book to learn a new spell : LUMOS Return to the cabinet and use a secret passage to come to a wall. Use LUMOS to see that a part of the wall can be moved by pressing the A-button. You'll find a chest with a pie, that will fill up your energy-bar. In the next room you have to FLIPENDO the vases on a cabinet avoiding the vases that are rolling towards you. When all the vases are destroyed, you can easily hit the monster that is standing on the cabinet. Climb the cabinet, FLIPENDO the monster that is waiting on the floor, take it by pressing "A" and then put it into an empty cage. Use the cage as a step to reach the higher level. Turn right to find a chest with owl-treat. Now go all the way back on this higher level to find Hedwig's place. Call her by pressing "A" and give her the owl- treat by pressing "A" again. Hedwig will throw down a ladder for you. Climb up this ladder. You'll find a chest with wizard-card # 98 behind the ladder. Use LUMOS to see the cracks in the bottom. Don't step on the cracked part of the floor as it may fall down. Crawl through a hole in a wall at the end of the room. Leave the next room through the door. Go down the stairs and sneak along the wall (press "A" while standing near the wall) to reach the locked exit-door. Pull a crate away to reveal a button. Press this button to unlock a door near the stairs you came down. Go back (wall-sneaking) to reach this door and go through it. You'll find a chest with wizard-card # 5 and another button. Press it to unlock the exit-door. Go back and use the exit. You find a save-scroll here. 4. Diagonal Alley ================= Go and meet Mrs. Weasley and Ginny. They'll tell you your new task: Go to Flourish and Blotts to buy your new schoolbook. Search the shop and buy the book with the sickle given to you by Mrs. Weasley. You will learn how to cast more powerful spells. Outside Flourish and Blotts Mrs. Weasley tells you the items Ginny has lost and that you have to buy a vial for yourself. To get sickles shoot the smaller barrels on your way, you'll need them to buy some items. If you have enough sickles, you can enter Mullpepper's Apothecary to buy the vial for 8 sickles. You can fill it up for free with stamina-potion, which will fill up you energy-bar at once when you lose all your energy. Go to the Magical Menagerie. You'll find a chest with a pumpkin pasty to fill up your energy. Shoot the little barrels and go to the back of the room. As you enter the door the owner asks you to leave – the shop is closed. So you have to walk around the shelves carefully, so that the owner won't see you. Use the yellow C-Button to chance the angle if you can't see the owner. You have to press the button on the right side of the room to unlock a door and then enter this door at the left end of the room. It leads to the cellar where you'll find the BRASS SCALES and a chest with wizard card # 28. Now carefully try to leave the shop on the same way you came in avoiding to meet the owner ! Now enter the next shop: Gambol and Japes. Turn left and use LUMOS on the shelves. You will hear a special sound when the light of LUMOS falls on the right shelf: use "A" to push it away – you'll find a chest with wizard-card # 32. Go down to the vendor where you can buy stink pellets. Go through the door into a room with a power-measure-machine. Use a powered-up FLIPENDO on it. When you get the pointer up to the bell, a hole in the wall opens. Crawl through it. Destroy some small barrels with FLIPENDO and then collect THE QUILL. In the chest you can find a chocolate-frog. Leave this location and go to the leaky cauldron. Outside the Leaky Cauldron you'll find a save-scroll. Enter the Leaky Cauldron and turn right. You'll see Ginny's spellotape behind some small barrels. Destroy the barrels and try to grab the spellotape. As the trap-door is not locked, you'll drop down to the cellar. Press the button in the wall to lock the trap door and enter the next room through the door. Go straight to the two barrels (one open, one covered with spider-webs) and crawl into the open one to find a chest with wizard-card # 27. Leave the barrel and go to the far end of the room avoiding the rolling barrels. Leave this room through the door. In the next room wall sneak to a crate. Push it down and then to the next wall, where you can use it as a step to enter a little higher level. Climb up to this level and use the stairs. Light the wall with LUMOS to find a piece of the wall which can be pushed away by pressing "A". You are in the inn again. Go back to the entrance where you fell down. As you have locked the trap-door before, you can collect the SPELLOTAPE now. Leave the inn and meet the Weasleys. Mrs. Weasley gives you a chocolate-frog for collecting all the items. Enter Flourish and Blotts to start the animated final sequence for this level. Meet Ron in front of the Leaky Cauldron. You can save if you want, then speak to Ron: You'll fly to Hogwarts using the car. 5. Whomping Willow ================== Rush down the willow, then go around it anticlockwise. Hidden behind some leaves between the third pair of roots you can find a chest with a pumpkin pasty. Climb over some roots until you reach a ramp. Follow this ramp up, use FLIPENDO on some puffapod-mushrooms. If necessary wall-sneak. At the end of the ramp you'll find a round place. FLIPENDO mushrooms to open a hole. Crawl through it to reach the next section. FLIPENDO the enemies (Christopher identified them as Bowtruckles) until their energy-bar disappears. FLIPENDO the last enemy standing on the fence holding a mushroom above his head. When you hit this enemy the fence will break and you can walk deeper into this area. You'll find a chest with cauldron cake and a save scroll. A fallen tree opens new passages. Climb the tree on the right side and use a bridge built by another fallen tree. You'll find a hardly visible chest on a small hill with wizard-card # 4. Go back to where we started and climb now up the left side of the fallen tree. Go to the right side of this plateau, FLIPENDO mushrooms and wall sneak to get past a small ledge to find a chest with wizard-card # 6. Return to the left side of the plateau where you'll find Hedwig's place. She'll give you an advice how to defeat ghost wolves: Use LUMOS on them. Go farther left to find a foggy area filled with ghost wolves. Enlighten the area with LUMOS until all the wolves are gone. Crawl through a hole in the wall to reach the next section. FLIPENDO all the monsters until their energy bar disappears. If you have killed all the enemies on the lower level, don't forget that there is a little higher level filled with more enemies – you have to kill all of them. There is a tree stump to fill up you vials with stamina potion, too. On the far end of the higher level you can jump to another ledge – it seems impossible, but try it: it's possible to reach the other end. You will be rewarded with a chest with wizard-card # 7. From there you can jump to another ledge, but you'll only find a chest with a cake. After collecting all the items return to the area with the tree stump. FLIPENDO a mushroom to reveal a hole. Crawl through it to reach the section with the FINAL BOSS ! Target the hands of the willow, when a green light is glowing, and use FLIPENDO. After you have hit one of the hands, you can target the eye of the willow. FLIPENDO it , too. Avoid the beating hand and rolling boulders. After three hits in the eye this enemy should be defeated. You'll see an animated sequence and then you'll arrive at Hogwarts. When you enter Hogwarts you can save the game. If you have the Gameboy Advance Module, too, then you should save now and do the connecting process (see chapter 26) as the secret room, which is opened by the connection, contains some tips that change from day to day. So connect as early as possible. 6. Rooms of Hogwarts ==================== I will tell you now, how I numbered the rooms of Hogwarts. On each floor I started counting on the left side (e.g. 1.0) and moved on clockwise. Below I'll give you a list of all the rooms and the chests in it. You cannot open all of them now, but when you have got all the spells return to this point of the walkthrough and check whether you have collected all the items. Attention: Some of the chests can only be found by DAY, so do your collecting tour during a DAY NOT DURING NIGHT ! Room named as chest with spell located Car No. needed ------------------------------------------------------------------------------- Entrance Hall # 89 INCENDIO at the end of the corridor left corridor from the stairs Entrance Hall # 76 ALOHOMORA in the last room: corridor left If you have made a upstairs connection to the Gameboy Advance, you'll find the entrance to GRINGOTT'S BANK behind a picture in this room ! ------------------------------------------------------------------------------- When you enter the corridor right, upstairs, you'll come to GRAND STAIRCASE lowest level # 68 INCENDIO under stairs # 67 SKURGE between cabinets ------------------------------------------------------------------------------- 1. Floor 1.1 # 87 ALOHOMORA behind last desk on the left side # 91 no right from teacher's desk 1.2 # 77 INCENDIO right from door behind last desk # 84 SKURGE left from teacher's desk 1.3 locked 1.4 no chest 1.5 Transfig.Class no chest 1.6 No room but a # 96 DIFFINDO all doors in this passage passage are locked ------------------------------------------------------------------------------- 2. Floor 2.1 Girls' Bathroom # 13 no behind a pillar # 41 SKURGE 2 cabins next to Myrtle 2.2 Secret Passage # 74 DIFFINDO 1. door right between boxes Follow the secret passage. near the stairs # 92 no Go upstairs, take the first door right, then straight on (not up the next stairs !) Behind a wall # 43 no beware of a fire crab ! Leave this room now. You need not go upstairs inside this room you'll only find a fire crab: no need to meet it. Outside follow the corridor, passing two fire crabs, at the end crawl through a hole and find yourself on the 4th floor. 2.3 Library Annexe no chest Library In the library are some hidden rooms. Go to the higher level with the cauldron. DIFFINDO the first tapestry to find a hidden door. # 11 Pumpkin Pasty INCENDIO the button with the fire sign, enter the door # 12 Cauldron pie On the second higher level SKURGE the door full of slime # 10 Pumpkin Pasty Owl Treat AVIFORS the stone in front of the next door # 9 Chocolate-frog 2.4 Incendio Class # 90 ALOHOMORA left side last row # 42 INCENDIO right side last row # 44 no behind blackboard 2.5 End of a slide ------------------------------------------------------------------------------- 3. Floor The left door leads to a passage # 98 no before slide to2.5 The right door leads to following rooms 3.1 locked (Dumbledore's office) 3.2 # 73 no behind last desk 3.3 Defense Class # 57 no antechamber betw. bench and cabinet # 95 ALOHOMORA main room near window beh.cabinet # 93 SKURGE on stairs ------------------------------------------------------------------------------- 4. Floor 4.1 locked 4.2 # 99 SKURGE # 82 INCENDIO between desks ------------------------------------------------------------------------------- 5. Floor 5.1 locked 5.2 # 88 no right corner # 79 ALOHOMORA left corner near teacher's desk 5.3 locked ------------------------------------------------------------------------------- 6. Floor 6.1 # 71 SKURGE right corner # 70 DIFFINDO left corner at the teacher's desk 6.2 # 31 no left side between pupils' desks # 83 DIFFINDO right from teacher's desk -------------------------------------------------------------------------------- 7. Floor 7.1 locked 7.2 locked in an alcove near 7.3 locked save scroll 7.4 no chest 7.5 no chest 7.6 locked Under the shelf right from 7.6 is a hole: crawl through it. Be careful as There is a fire crab in this corridor. The two doors near you are locked. The exit at the opposite is open, but don't go through it now. On the right side is an opening leading to another room. On the right side of this room you'll find # 100 INCENDION Leave this room through the only open exit door which leads to a secret passage. Go down the stairs to a door behind which you'll find a corridor with another fire crab. Press a button at the end of the corridor. A shelf will slide away and you'll find yourself on the 4th floor. -------------------------------------------------------------------------------- These are all the chests you can find in the castle. There are two more outside. Please remember that you can find them only during DAY. One is near the wall of the herbology. Do not enter the door that leads to the herbology. Follow the wall to the right side and you should see the chest. It contains wizard-card # 14 - no spell needed. The other one is near the quidditch stadium. Stand in front of the stadium and look to the castle. You'll see a group of stones on the right side. Behind the stones is a chest with wizard-card # 53 - you need INCENDIO. (Tip: Approach the chest carefully, if you are too fast you might warp to the entrance.) 7. Enter Hogwarts ----------------- As Snape has told you in the last animated sequence you have to enter Hogwarts and go upstairs to the Gryffindor's restroom. But I advice you to fill up your beans before you go there by going to 2.2 first. This door leads to a secret passage. Enter the first door right in this passage and remember this room well: In it are three boxes and each will give you 10 gifts (beans or pies) when you FLIPENDO them and you have only a few beans. (When you carry a lot of beans each box will throw about 3 to 5 gifts) When you leave the room and enter it again the boxes are refilled ! I think this is the easiest way to fill up your beans. (On every floor you'll find vases, which will give you beans, too, if you FLIPENDO them. But none of them gives as much beans as these boxes). So fill up your beans and ignore Ron asking you to hurry. When you have filled up the beans go to the 7th floor to enter the Gryffindor rooms. Hermione will appear and tell you the password to get past the picture. Inside Ron will show you the door (1st to the left) which leads to Fred and George's shop. You have to cross the study in which Percy sits to reach the entrance behind a picture and you may not get caught by Percy. It is the same procedure as in the Magical Menagery, only much more easy. Start running towards the picture when you enter the room and you should reach it without getting caught. Percy will shout: "Stop", but it is to late for him to catch you as the picture swings open. If you are too slow , you have to try again. At first I would buy the bean bag so that you can carry more beans. You can come back to this shop every NIGHT (closed during DAY) to buy the things you need. As it is night and you have the time: Go back a few times to 2.2 refill your beans and buy all the items you need. I bought the following wizard-cards which are a special edition that can only be bought in this shop: # 69 # 47 # 97 # 29 # 80 each one for 30 beans. You can buy the ALOHOMORA spell and a potion vial each for 100 beans. With the ALOHOMORA spell you can open mechanically locked chests. You can buy a balloon holster and a stink pellet bag each for 20 beans. The only remaining items to buy are balloons and stink-pellets. So return here if you have to buy some. After you have fought the basilisk return to this shop: it will be open though it's DAY. You can then buy the items you forgot to collect.(see chapter 22) After you have bought all the items you need, you can end the day. 8. First Day ------------ You can do the sidequest now.(see chapter 23. Sidequest: Lost Items) If you do not want to do it, you can do it every DAY. Don't forget to do it ! Have flying lessons with Mrs. Hooch. After adjusting the joystick and having a short training, you have to fly through as much rings – some moving – as possible in a given time to get the best mark. After the lesson you can do Neville's Games – you know where to get beans, if you run out of them: Room 2.2, first door right !(see chapter 24) Or ... you can do the sidequest. If you have finished all the tasks end the day. 9. First Night -------------- Free Neville. To do this you have to solve two problems: - Go to the library to find Lockheart's book - Go to herbology to find spell-book for DIFFINDO Go to the second floor, enter 2.3 (Library Annexe) . Move carefully so that the guards won't catch you. (Use the C-Stick for a better view-angle.) You can use stink-pellets and balloons to irritate the guards, too. My tip: When you enter the room turn left, run around the room following the walls until you reach the first door – and you won't be caught. Just when you reach the door a guard will shout "Huh", but will not catch you. (If you stop too early or walk too slow, you will be caught and might get deducted points). When you enter the main room of the library, the book you need is just opposite of the entrance. Go to the desk, take it and learn how to fight a certain kind of mushrooms. In the library is a cauldron with stamina-potion. If you need to refill your vials, do so. Now you have to go to the herbology. When you enter the Library Annexe start running, the exit is opposite to the entrance. If you run you should reach it without being caught. (If you want to do it carefully, use C-Button and sneak) Go to the middle house in the herbology. Defeat the horklumps in front of the door of the middle house by using FLIPENDO and twisting them out with "A". Enter the house, turn left, destroy some mushrooms using FLIPENDO. You reach the DIFFINDO spell-book. Follow the path use FLIPENDO and twist out some horklumps, but don't leave the house now. In the field on your right you'll see some tentacles trying to beat you and two "heads" of this plant in the bottom. Concentrate on one of the heads. Use DIFFINDO to cut off the tentacles near it. When all the tentacles near it are gone, FLIPPENDO the "head" and twist it out using the "A"-button. Now do the same with the second "head". After you have pulled out the second "head" you'll receive wizard-card # 72. (Thanks to SIMSteven for the tip where to find this card !) Leave the herbology and return to Hogwarts. When you are on your way to the 7th floor, a animated sequence will start. At the end of the sequence you stand in front of Dumbledore's Office on the 3rd floor. Go on up to the Gryffindor's room. Target the first tapestry and use DIFFINDO to free Neville. In the room where Neville was caught you find a chest with wizard-card # 65. You can end the day. 10. Second Day -------------- You have to go to the Defense Against The Dark Arts class. Before you do so, you can play Neville's Games. After you enter the classroom, the teacher asks you to crawl through a hole that was hidden by a picture. FLIPENDO the left switch in the next room. A stone will release three spiked balls. They are surrounded by a light pink aura, which indicates that they are invulnerable at the moment. When they target you the aura becomes dark pink. (They are still invulnerable) Go near the balls and make one target you. When it tries to hit you, step aside so that it hits the floor. At this moment the aura disappears for a short time. Now you must FLIPENDO and destroy the ball. The destroyed ball will be replaced several times. In the end you have to beat 7 balls. Climb up the block where the balls came out. You will see an empty wall. Use LUMOS and push away a piece of the wall to find a secret room with a cauldron filled with stamina potion. If needed you can fill up your vials. Leave this room and go back to the main room. Now FLIPENDO the switch on the right side and do the same procedure again: Release spiked balls, wait until one attacks you, FLIPENDO etc. Climb up the block where the balls came out. This time you will find a wall with a tapestry. Use DIFFINDO on it. You will find a hidden door behind it. In the next room is a ramp leading to a higher level of the room. The ramp is blocked by walls. You have to go up the ramp until you reach a wall. Then look down to the centre of the room where spiked balls are hanging from the ceiling. Target the rope and DIFFINDO. When the ball falls down, the wall will disappear. It will release a monster that you have to FLIPENDO, take up using "A"-Button and throw away. When you reach the second wall, you have to do the same. The only difference is that two monsters will appear. At the third wall you have to fight 3 creatures and at the fourth wall there will be 4 of them . My tip: If you can target the rope and cut it using DIFFINDO very quickly, then run up to the next wall WITHOUT destroying the creatures appearing from the alcove behind the vanishing wall, it will save you time and energy. When the last (fourth) wall disappeared, you will see a door.(In the alcove behind this wall is a chest with cauldron cake, but as the creatures are near it I would not take it) Enter the door. In the middle of the room are turning two pairs of spiked balls very quickly. You have to slow them down by cutting two ropes to lower down two walls. When you have cut the two ropes, two creatures will appear. FLIPENDO them. You may take them up and throw away or you let them on the floor and FLIPENDO them time and again when they awake. You have to wait until the turning balls get very slow. When they are really slow, run over the bridge to enter the next door. In this room take care of two fire crabs. You can FLIPENDO them ! Go to the back wall of this room. It is the only place where the wall is so low that you can climb on it. On the wall you will see a row of heads that will spit fire when you approach them. To avoid this wait until the head next to you stops spitting fire. Then FLIPENDO it and run towards it while it is looking up to the ceiling. There are two chests on the way up: They are filled with pumpkin pasties to fill up your energy. When you have reached the top of this way, you will find a door. Go through it. In this room you have to cut a rope to let a ball fall down, opening the way to another door. When you go through this door, you have only to jump down and pick up the EXPELLIARMUS spell-book. Now it's time to train our new spell. The gap that surrounded the spell-book closes and a statue turns to life. Use EXPELLIARMUS as if you were playing ball with the enemy. When he throws a spell at you, you have to push the button with the EXPELLIARMUS spell. (Not to early, you know overloaded spells may harm you) This will produce a yellow aura around you. When the enemy's spell touches the aura, release the button and the spell will be cast back. If you are lucky this reflection will hit the enemy. If he is quick and uses EXPELLIARMUS, too, you have to use EXPELLIARMUS again and hope that this reflection may hit the opponent. Three hits should kill him. After you have defeated him, a step will appear and allow you to return to the classroom. In the classroom you have to duel Draco. You have to use the same technique as you used when you defeated the statue. If you are the player to begin, cast a combination of 2 FLIPENDO and then EXPELLIARMUS. Draco will reflect back the first FLIPENDO, but will be hit by the second one. If he's the one to start, do it the other way round: Throw his spell back using EXPELLIARMUS and follow this attack by two FLIPENDOS. (You need not to load up the spells !) Tip: When there is not enough time to cast EXPELLIARMUS after the FLIPENDOS, you can avoid a reflected spell by stepping aside ! (But you cannot avoid a FLIPENDO by stepping aside, this spell can only be reflected with EXPELLIARMUS) If Draco should defeat you, the duel starts again until you are the winner ! Move on to the next lesson of this day: 11. Quidditch Training ---------------------- At first you have to do a little training. The game is played as described below: You have to fly through magic rings to gain a lot of speed. You must avoid to get hit by the bludgers as they will slow you down. (During a game you have to avoid the other players, too). If you have enough speed (broom leaves a trail), you can release an extra boost by pressing "Y". Use it to follow the trace of the snitch and to come close to it. If you are close up to the snitch, you have to catch it by pressing "A". After the training you have to play a little game to get a good mark. The faster you catch the snitch, the better your mark will be – so hurry up. If you get a good mark, you will be rewarded with a nimbus 2000 broom, which allows you to fly around Hogwarts Grounds. But attention: You can only land at places, where you can walk to : that is near the entrance, near quidditch stadium, near Hagrid's hut etc. You cannot land on the roof or near the lake as these places cannot be reached walking. While flying through the air you can earn some beans by flying through coloured rings. Flying through a yellow one gives 1 bean to you. red 2 green 5 blue 10 (appears very seldom) Have you already done Neville's Games ? If you haven't, you can do now ! Else you may end the day. 12. Second Night ---------------- You must find a book in the secret section of the library. You must go to 2.3 to enter the library annexe. You can use the same trick as before. Turn left and start running along the wall, but this time you have to stop at the second door, it is open this night. This secret room is filled with shelves, too. My way too cross it was to run up the left side until a shelf blocks the way. In this room I played hide and seek with the guards trying to get to the right side of the room. With lots of patience and use of the c-stick you will get to the right side of the room. When there is no guard near you, run up to the upper wall of the room. Here you'll find the picture which is the entrance to the forbidden section. When you enter this room, you will find some chests. All are filled with pumpkin-pasties or cauldron cake to fill up your energy bar. You have to climb up the ladders, wall sneak from platform to platform. Avoid the flying books as every hit will take some of your energy. If you slip and end up hanging on a ledge, press the joystick up to climb up the ledge again. Falling down from such a great height will bring down your energy-bar to zero ! When you reach the top of the room , you will find a door. Go through it into a small antechamber with two chests filled with cauldron cake. The next door leads into the main room. Enter this room and go to the right side. At the right side of a door covered with green slime you'll find a chest with owl treat. Now go to the left side of the room to find Hedwig's place. Call and feed her. She'll throw down a ladder for you. (The ladder is left from the door covered with slime). Climb up onto a shelf. You can wall sneak to the top of another shelf, where you'll find two chests with cauldron cake to fill up your energy. Return to the shelf with the ladder and jump to the next shelves. Then wall sneak to another shelf with two chests containing food. Then target a tapestry and use DIFFINDO. Jump to the balcony that was behind the tapestry. It seems to be a hard jump, but you can manage to land on the balcony. You'll find another tapestry. Target it and use DIFFINDO again. Jump to the next shelf and wall sneak to another one. In two chests you'll find stink pellets and a pumpkin pasty. Jump to the next shelf where you can pick up the book you were looking for. No go back to the ground and leave the room through the door opposite of the entrance, which opened when you took the book. As you will soon be attacked, be sure that you have a filled up energy-bar. You enter a room with a shelf moving towards you throwing books. I defeated it by rapidly throwing FLIPENDO at it, pressing it towards the end of the trail it came from. The nearer it comes to the end of the trail, the lower is its energy bar. When it topples over, you have won. Two ghosts that were hidden in the shelf will now appear and float through the room. Push the crate that you find in the trail to the last shelf. Use it as a step to get onto the shelf. Jump from shelf to shelf until you reach the balcony at the far end of the room. When a flying book blocks your way, FLIPENDO it and jump when it is down. Do not jump when a ghost is between you and the next shelf, wait until it disappears or you will miss the shelf ! On the balcony you will find the SKURGE spell which allows you to clean slimy doors or chests. Go down the balcony and clean a passage from slime. Leave this room and return to the main room. In this room clean the door from its slime with SKURGE. Pass a small corridor to the next room. The exit door is locked with four bars. There are four other doors covered with slime. Your task is to clean each door with SKURGE, enter the room and press a button to unlock one of the bars. When you have done so in all rooms, the exit door is unlocked. When you open the rooms be careful, as a ghost will float towards you as the slime will disappear. In one room you have to use DIFFINDO to get to the button, in the other you have to use SKURGE two times, the third has books flying around and the last has no obstacles at all. When you have made your way through all four rooms, the exit opens, but a Slytherin appears , too. You have to duel him. Equip EXPELLIARMUS and FLIPENDO and on we go: You can use the same tactic as in the duels before: FLIPENDO, FLIPENDO, EXPELLIARMUS if you are the first one to attack or EXPELLIARMUS, FLIPENDO, FLIPENDO if you are attacked. If your opponent wins, you have to redo the sequence until you are the winner. Leave the room and go through another room until you reach a room with a crate. Push it to the walls of the room to use it as a step to reach the balconies. On each balcony you have to use SKURGE and then FLIPENDO a button. When you have pressed the two buttons, the door will open. Crawl through a hole and find yourself back in the library annexe. The exit door is to your right side, head for it avoiding the guards. Go up to the Gryffindor's room and show the book to Hermione. You can now end the day. 13. Third Day ------------- Today's topic is the transfiguration class. Before going to the lesson, you can play Neville's Games ! In the classroom you have to enter a room behind the wall. Jump down to the main room. Left and right you will find two rooms which entrances are covered with slime. Open both rooms using SKURGE and press the button you find inside. A door in the middle of the room will open: go through it. In the centre of the next room you'll find a block which has an entrance covered with slime. Open it using SKURGE, go in use LUMOS to detect a chest with wizard-card # 85 on the left side and a cracked wall on the right side. Use LUMOS and push the cracked piece of wall with "A". Use the block you have pushed as a step and climb on the top of the block you came out. Now make careful jumps from platform to platform. Make exact jumps, because if you jump not straight on the shortest way, you will miss the next platform ! Do not jump when a ghost approaches you as you will not reach the next platform in this case.(If you are standing on a platform and can't dodge the ghosts, try using LUMOS. The ghosts will not hurt you, if LUMOS isn't used too late) Some platforms can be reached wall-sneaking. Make your way around the room jumping / wall-sneaking from platform to platform until you reach the door covered with slime. Use SKURGE on the door and enter the next room. Jump down and get the AVIFORS spell-book. Use AVIFORS on a stone. It changes into a bird, flies to a button and sits down on it. Pressing the button lowers a step. Go up this step and use AVIFORS on another stone. It transforms into another bird which will press a second button. A new step lowers. Go up this step and use AVIFORS on the third stone. It will transform into a bird, too and fly away . Crawl through the hole that is now revealed. Go through a passage and return to the main room via a slide. Jump to the left side, AVIFORS a stone, wall sneak to the next platform and FLIPENDO a button there to close a bridge. Go back to the slide. Jump to the right side. AVIFORS one stone, then target another stone and AVIFORS it, too. Wall sneak to the next platform and FLIPENDO the button to close the second bridge. The gap in front of the statue will close. Jump down and the statue becomes alive. You have to do another duel using EXPELLIARMUS. You have to reflect the statue's spells two or three times, before the statue is hit. When you have defeated the statue, AVIFORS the stone which was hidden under the statue. It will fly away and open the exit door. Leave the room and return to the classroom. Next topic is Quidditch ! Save before you enter the stadium, so you can redo the match if you lose ! 14. Quidditch Match vs. Hufflepuff ---------------------------------- You have to use the same techniques as in the training match ! Be fast and avoid bludgers and enemies ! End the day. 15. Third Night --------------- Meet Hermione in the girls' bathroom. Drink potion and transform into Goyle. You have to go to the dungeons to meet Draco. When you go down to the entrance hall, the door to the dungeons is downstairs on the right side. Examine the dungeons carefully as on your way back you will no longer be disguised as Goyle and you have to avoid the guards. You can find two chests with wizard-cards in this room. One is on the right side with card # 86, the other is under a shelf located a bit up and left from this chest. It contains card # 43. Meet Draco at the end of the dungeons and talk to him. Then go back to the girls' bathroom. As you are no longer transformed into Goyle you have to walk back carefully as long as you are in the dungeons – or the guards will catch you and might deduct house-points. End the day 16. Fourth Day -------------- You can play Neville's Games before lessons start. You have to find the INCENDIO spell. Crawl through the hole that the professor opened. In the centre of the next room is a statue. When you approach it, there will be a little duel. After you have beaten the enemy, go through the door that was behind him. Follow the path to another door. In the next room you will find two statues to duel. The first one is left from you on the lower level. Just jump down and win the duel. (Be careful: The circles from spells that do not hit you but the floor can hurt you, too, if you touch them !) Use AVIFORS on the remaining stone, it will fly away and press a button. Now you can pass through a newly opened gate, up a ramp to the other side of the room. (Beware of the fire crabs !) Jump down to the second statue and do the same job as before. Win the duel and use AVIFORS on the stone, it will fly away and press another button. Now go up the ramp and leave the room through the door that opened after the second button was pressed. Pass through this door and get the INCENDIO spell- book on the lower level of this room. (Beware of the fire spitting head). To lift the gate that blocks the exit door you have to light the statues using INCENDIO. You need not to light all 4, but 3 at the same time would be very helpful. Position yourself near the exit and light 3 statues (target !) and run to get out before the gate comes down again. A slide will take you back to the main room. Look to the opposite side: You see the exit full of fire and two flames left and right from it. Behind the flames is a button. If you push the buttons the flames in the exit will disappear. You have now two tasks to do: - Extinguish the flame to be able to press the button - Lift the platforms on the left and right side, so that you can use them to jump from one side to the other side – at this moment they are just a bit too low To extinguish the flame in front of the button go to the lower level. I started on the left side. INCENDIO the block with the fire sign on it, so that a hidden room will open. Enter this room and press the right button. (Only one button will work, you can't press the wrong one) Beware of the fire crab inside ! (If you want to you can fight the fire crab now: FLIPENDO it and when it lies on its back you can use INCENDIO. But beware: As it explodes in a mighty fire ball , you must stand far away from the fire crab otherwise you'll get hurt !) One flame will extinguish. Go to the side where both flames are extinguished. Use INCENDIO on the heads under the platform and FLIPENDO them. (Start with the one more distant to the exit as it lifts the platform you jump on first. As the energy drains out the heads will stop spitting fire. So the platform over the head you enlightened first will drop down first. By lighting them in this sequence you will have a bit more time for the last jump on the second platform.) Now hurry upstairs and use the now lifted platforms to jump to the other side of the room where you can press the button. You have really to hurry as the energy of the fiery heads drains out very fast. Jump down and enter the room you pushed the button before. Press now the other (left) button to change the flames. Go out INCENDIO the other block marked with flames. Enter the newly opened room and press the right button. The second flame will disappear. Same job as before: INCENDIO and FLIPENDO heads, run upstairs and use platforms to get to the other side of the room. Press button there. The exit will now be free of fire. Go through it and return to the classroom. 17. Collect chests ------------------ If you followed this walkthrough, you have received all spells now. You can explore all the rooms (see chapter 6) and collect the chests there ! If you have opened the secret room by connecting Gameboy Advance and Gamecube, you can collect the chests described in chapter 26, too. Otherwise you must buy the wizard-cards mentioned in chapter 26 in Fred and George's shop AFTER you have beaten the basilisk. 18. Quidditch Match vs. Ravenclaw --------------------------------- You have to use the same techniques as in the last match ! Be fast and avoid bludgers and enemies ! End the day. 19. Fourth Night ---------------- You will see a long animated sequence about Tom Riddle's book. Go to Hagrid's hut. You will see another animated sequence. In it you will find the key to the Forbidden Forest. So go straight to the door behind Hagrid's hut that will lead to the Forbidden Forest. Go straight through the forest until you find a spider's web. (The ways on the left and right have no chests.) INCENDIO the web and look around you'll find a chest with wizard-card # 66. INCENDIO the next web, go left and down to the next web and use INCENDIO on it, too. Go up the slightly higher level where you'll find a web in the bottom. Target it and use INCENDIO to destroy it. Jump down to meet Aragog. You will see an animated sequence. At the end you must try to flee from Aragog. Follow the path up to the next web. Just before this web is a gap on the left side with a chest in it. If you haven't seen it, go up to the net, turn round and look in the direction you came from.(A brown mushroom should be left from you) Now go straight on and you will see the chest mentioned above with wizard- card # 62 . Now go to the web and INCENDIO it and follow the path upwards until you reach the point where Aragog's net is fastened to the wall. Use INCENDIO on it. Behind it you'll find some steps to go up. Take the left path, upper level, until you see a chest, don't forget to take it later. Jump to the slightly lower level and then over a gap to the ledge with the brown mushroom on it. Then jump over another gap to the left side and turn left, go up some stairs to get to the chest you have seen before. It contains wizard-card # 63. Go back, down the stairs, jump over the gap not to the ledge we came from before, but to the one leading farther on. Go straight on under a bridge built by a fallen tree, turn right and go through a stone tunnel, follow the path up until you reach another edge of Aragog's net. Use INCENDIO on it. Go on and wall sneak. Follow the path up to the next edge of Aragog's net and use INCENDIO. Past the burnt web you'll see a chest with wizard-card # 64. Move on to the last edge of Aragog's net and use INCENDIO on it. Aragog will fall down to the ground, but you will fall down, too. Before describing the fight against Aragog, here a little tip: Around the fighting place, you'll find some threads of the spider's net hanging down. Use INCENDIO on them and you will receive cauldron cake or pumpkin pasty to refill your energy-bar or a bean. So if you receive the right gift you can restore your health. The threads will recover from time to time. The fight against Aragog is rather easy. If he marches towards you, avoid being hit by him. If he rises and stomps on the ground producing magic circles on the ground, avoid to touch the circles. If he stands up and shows his belly with a glowing green light, then it's your turn: Throw INCENDIO to hurt him. (If there's enough time target him, else just use INCENDIO when you are near enough) After you have won the match, you will receive a vial. As you take the vial, Aragog is revived. Ron rescues you with the car . (Animated sequence) End the day. 20. FIFTH DAY Match vs. Slytherin --------------------------------- Before the match you can play Neville's Games. You have to use the same techniques as in the last match ! Be fast and avoid bludgers and enemies ! If you haven't played Neville's Games, do now. If you want you can swap wizard-cards (see chapter 25). Remember to fill up the vials with stamina-potion as you are on the way to see the FINAL BOSS ! End the day. 21. FIFTH NIGHT --------------- You have to go down to the girls' bathroom. Open the Chamber Of Secrets and jump down. You can save your game here. Move on to the wall which will open. After an animated sequence it is up to you to fight the basilisk. Pick up the sword. Avoid the basilisk's attacks. He tries to spit a green powder at you. When he stops spitting the powder and opens his mouth showing the green glowing light, step near him and attack his mouth with the sword. If this seems to do nothing, just press your joystick slightly down. The moment you lose the sword, you have made a successful hit. Pick up the sword and continue fighting as mentioned above. You should beat him easily. If you need some energy, you have to look for the cauldron cakes or pumpkin pasties that the phoenix will drop from time to time. 22. SIXTH DAY ------------- After you have beaten the basilisk, you can go up to Fred and George's shop. Although it is day, the shop will be open. You can buy a larger bean bag to carry 150 beans (costs 20 beans), a new balloon holster and a new stink pellet bag to carry 45 items (each costs 20 beans)and you can buy missing wizard-cards. If you have missed a card during a level of the walkthrough, you can buy it now. As they offer not only the cards you haven't found and you have to buy them "blind" , good luck that you pick the right ones. You have to go on buying until you have all the cards you need. Christopher found out that the cards will appear in random order: If you save your game before buying cards, you will see that each time you start again from your saving point the position of the cards has changed. If you have missed a card in a chest mentioned in chapter 6 of this walkthrough, then you have to go to the corresponding room and fetch it as these cards won't be traded by Fred and George. If you have collected 100 different wizard-cards, go to the Entrance Hall and speak to Dumbledore. He will give you card # 101 – Harry Potter. If you are not satisfied with your marks, you can redo the flying lessons or the quidditch training to get better marks. If you are satisfied with the marks, enter the Great Hall and watch the award of the house-cup. Congratulations – you have ended this game. 23. Sidequest: Lost Items ------------------------- Read the blackboard in the Gryffindor's room to see what items were lost. Lost Item Found in Reward Wizard-card -------------------------------------------------------------------------------- 1. Potions Kit Bag Herbology between right and middle house # 45 2. Merit Badge Room 7.5 # 46 3. Telescope Room 1.4 # 48 4. Neville's Toad Herbology near the right house, FLIPENDO # 49 5. Scales Behind Hagrid's hut (right side behind bush) # 50 6. Wizard's Hat Room 2.2, then first door right (Bean Room) # 51 7. Dragon Hide Gloves Entrance Hall,upstairs,corridor left, last room (near connection picture GBA) # 52 8. Gadding With Ghouls Room 6.1 # 54 9. Holidays With Hags Library, turn right, in last alcove # 55 10.Tarantula Library, behind the cauldron # 56 24. Neville's Games -------------------- Neville offers you every day three games. Gnome Dunking: Like degnoming the garden. FLIPENDO gnome, then throw him as far as you can into the lake to break the given record. This game is for free. Gnome Tossing: Like Gnome Dunking but done from a tower. You have not to throw the gnome as far as you can, but you have to throw him through the coloured rings. They give the following points: green 20 blue 50 yellow 100 To reach the given high-score: Try to throw the gnome through two or more rings at the same time: You'll gain multiple points ! You have to pay for this game. (see list) Racing You have to beat another pupil on the broom. There are 3 races each day. Fly through the rings to get highest speed and ride the broom carefully. You have to pay for this game. (see list) The number in brackets indicate the number of beans you have to pay for the game. The number behind the # is the wizard-card you win. Game 1st Day 2nd Day 3rd Day 4th Day 5th Day -------------------------------------------------------------------------------- Gnome Dunking # 18 # 13 # 21 no prize no prize -------------------------------------------------------------------------------- Gnome Tossing # 15 (10) # 16 (15) # 17 (20) # 19 (30) # 20 (40) -------------------------------------------------------------------------------- Race 1 # 22 ( 5) # 26 ( 5) # 31 (10) # 35 (20) # 38 (40) Race 2 # 24 (10) # 27 (10) # 33 (15) # 84 (20) # 39 (40) Race 3 # 25 (15) # 30 (10) # 34 (15) # 37 (30) # 40 (50) -------------------------------------------------------------------------------- 25. Swap Wizard-Cards ---------------------- You will meet several students, who want to trade cards with you. When these students tell Harry the card they want to have, he will say "I don't have that card !" if he has not got it OR if he has only got ONE of the requested cards. If Harry has two of the cards requested, he will swap it. Floor where the students are card wanted card given to you ---------------------------------------------------------- 1 # 84 # 36 1 # 27 # 23 1 # 59 # 2 4 # 13 # 75 4 # 98 # 78 4 # 77 # 61 7 # 43 # 81 7 # 31 # 94 26. Connection with the Gameboy Advance ======================================= If you don't have a "Harry Potter Chamber Of Secrets"-Module for the GBA, you can only load a puzzle from the gamecube on the GBA. If you have the module, you can connect GBA and gamecube and a new area will be opened on the GBA. To open a new area on the gamecube, you have to play for a while on the GBA. You have to play until you come to Fred and George's shop. There you have to do the 4 bean challenges. You win a wizard-card for each challenge you complete. If you have them all, you'll see that only one card is missing to complete the row of five. You'll have to play on until you can go to the surroundings of Hogwarts. When you are outside of Hogwarts, follow the wall until you find a vine. Climb up and you'll find a really little maze with ghost wolves. In this area you'll find the fifth card. After you have collected this fifth card, a new option will appear in the menu. This will enable you to open a secret area on the gamecube. So save your game, connect the two consoles and open the new area on the gamecube: Gringott's Bank. (In chapter 6 I've described where you can find the entrance.) In this room you'll find four chests, containing the following wizard-cards: card spell needed ------------------------------ # 77 ALOHOMORA # 59 SKURGE # 60 INCENDIO # 58 DIFFINDO The employees tell you about books, which would be helpful. Depending on the day on which you enter gringott's you'll find different books with useful and not so useful tips in front of the desks. (Attention: NOT the employees' books ON the desks.) I found the following hints: Day Number of books Hints / info about -------------------------------------------------------------------------------- Arrival 1 stink-bombs 1. Day 1 lessons by Mrs. Hooch 1. Night 3 DIFFINDO, horklumps, mushrooms 2. Day 2 duelling, flying on brooms 2. Night 3 duelling, SKURGE, wall-sneaking 3. Day 3 stamina potion, AVIFORS, lost items 3. Night 2 balloons, potions 4. Day 3 ALOHOMORA, flying, fighting fire crabs 4. Night 3 INCENDIO, wizard-cards, spiders After the 4th night no more books can be found ! 27. Cards and their hiding-places ordered by numbers ==================================================== A rough overview: The exact location is described in the walkthrough. Card Hiding-Place ------------------------------------------------------ # 1 Burrow # 2 Trade-Sequence # 3 Burrow # 4 Whomping Willow # 5 Borgin and Burkes # 6 Whomping Willow # 7 Whomping Willow # 8 Burrow # 9 Library ----------------------------------------------------- # 10 Library # 11 Library # 12 Library # 13 Girls' Bathroom (2.1) 13 DUPLICATE Gnome Dunking # 14 Herbology # 15 Gnome Tossing # 16 Gnome Tossing # 17 Gnome Tossing # 18 Gnome Dunking # 19 Gnome Tossing ----------------------------------------------------- # 20 Gnome Tossing # 21 Gnome Dunking # 22 Race # 23 Trade Sequence # 24 Race # 25 Race # 26 Race # 27 Leaky Cauldron 27 DUPLICATE Race # 28 Menagerie # 29 Fred & George ----------------------------------------------------- # 30 Race # 31 Race 31 DUPLICATE Classroom 6.2 # 32 Gambol And Japes # 33 Race # 34 Race # 35 Race # 36 Trade Sequence # 37 Race # 38 Race # 39 Race ----------------------------------------------------- # 40 Race # 41 Girls' Bathroom # 42 Classroom 2.4 # 43 Dungeons 43 DUPLICATE Secret Passage 2.2 # 44 Classroom 2.4 # 45 Lost & Found # 46 Lost & Found # 47 Fred & George # 48 Lost & Found # 49 Lost & Found ----------------------------------------------------- # 50 Lost & Found # 51 Lost & Found # 52 Lost & Found # 53 Quidditch Stadium # 54 Lost & Found # 55 Lost & Found # 56 Lost & Found # 57 Classroom 3.3 # 58 Gringott's Bank # 59 Gringott's Bank 59 DUPLICATE Burrow ----------------------------------------------------- # 60 Gringott's Bank # 61 Trade Sequence # 62 Aragog # 63 Aragog # 64 Aragog # 65 Free Neville # 66 Aragog # 67 Staircase / Lobby # 68 Staircase / Lobby # 69 Fred & George ----------------------------------------------------- # 70 Classroom 6.1 # 71 Classroom 6.1 # 72 Herbology (thanks to SIMSteven) # 73 Classroom 3.2 # 74 Secret Passage 2.2 # 75 Trade Sequence # 76 Entrance Hall # 77 Gringott's Bank 77 DUPLICATE Classroom 1.2 # 78 Trade Sequence # 79 Classroom 5.2 ----------------------------------------------------- # 80 Fred & George # 81 Trade Sequence # 82 Classroom 4.2 # 83 Classroom 6.2 # 84 Classroom 1.2 84 DUPLICATE Race # 85 Transfiguration Task # 86 Dungeons # 87 Classroom 1.1 # 88 Classroom 5.2 # 89 Entrance Hall ----------------------------------------------------- # 90 Classroom 2.4 # 91 Classroom 1.1 # 92 Classroom 2.2 # 93 Classroom 3.3 # 94 Trading Sequence # 95 Classroom 3.3 # 96 Classroom 1.6 # 97 Fred & Georg # 98 Borgin and Burkes 98 DUPLICATE 3rd floor, left door # 99 Classroom 4.2 ----------------------------------------------------- # 100 7th floor, room behind shelf # 101 Dumbledore Chapter 28 Confiscated Items Room / Locked Doors ================================================ The Confiscated Items Rooms from the PC-Version was obviously replaced by gringott's bank in the game-cube version. Except from the "Lost & Found"- sequence mentioned in chapter 23, you find no pupils asking you to fetch any items, so there is no-one to give you the key to this 'famous' room. The cards which were in this room can be found in the bank. ALOHOMORA does not open any of the locked doors in Hogwarts, they seem to be for decorative purposes only . Some of the tips found in some walkthroughs seem not to be fitting for the gamecube version. One tip says, that you should light all braziers in a room to get a wizard-card. This works in PS2-Version of the game, but I haven't found one place in the gamecube version where this trick works. Chapter 29 Bertie Botts Every Flavor Beans ========================================== This chapter was given to me by Christopher many thanks Here is a list of all the flavors, which can be found: Red Beans Blue Beans Yellow Beans Green Beens -------- ---------- ------------ ----------- Cherry Blackberry Banana Boogers Cinnamon Blueberry Grapefruit Phlegm Raspberry Plum Lemon Sick ! (Vomit ?) Strawberry Spearmint Popcorn Underpants Christopher, who made this table of flavors, mailed me the maximum house points for Griffindor, too. He found out that you can reach a maximum of 600 points for Gryffindor. As we are in Christopher's chapter, I think you might be interested in another place he found. If you go to Neville's games on the 4 th day and choose the "broom race", don't talk to the other pupil to start the game, but examine the long walkway you are standing on. There will be a gap leading to a very long stair, which leads down to the sea. Here you'll find a shed-like building. It's one of the places you could reach only by the broom, but couldn't land. Now you can examine it. We did not find anything here, but it's quite an interesting place to visit and examine ! Again thanks to Christopher for reading the walkthrough carefully and adding the precious information !