Harry Potter and the Prisoner of Azkaban Walkthrough Guide Playstation 2 version EA Games UPDATED VERSION: 12TH JUNE 2004 I have added a Collector's card list and Folio Bruti list as requested by so many people and spent the whole day playing the game again for those who can't find the cards. Hope this helps people a bit more. I have also added more information in the Patronus spellbook quest as some people were having trouble getting to the last "table" in the room with 4 of them. It might be able to be done in a different way, but this was how I did it. Thanks to everyone who emailed me with hints or questions. Quite a few people seem to be getting stuck on the Carpe Retractum spellbook quest, where you have to kill 2 Doxys and 2 Red Caps in a corridor, after which the door at the end of the corridor opens in to the 2nd ice block puzzle room. All I can say to those people is if you have killed everything and the door still won't open then it must be a bug and you need to reset the game. I haven't had any problems with this at all. UPDATED VERSION: 6TH JUNE 2004 I have added some of the extra parts that I had missed out and many thanks to those who emailed me with how to find them. You have been credited in the Secret Areas and other Parts section. CONTENTS: 1) Introduction 2) Legal Information 3) Characters 4) Controls 5) Spells 6) Items 7) Enemies 8) School Layout 9) Walkthrough 10) In Game Challenges 11) Secret Areas and Other Parts 12) Card Locations 13) Folio Bruti Locations 14) Conclusion 1 - INTRODUCTION This is the fourth Harry Potter game - based on the series of books by J.K.Rowling and the films by Warner Brothers. This is also my very first game guide so be aware there may be a few newbie mistakes, but I feel it is very full and have played the game again to check the guide "works". There are a lot of cut scenes in this game telling the story quickly to move the game play on, but you can't skip through any of these, which can get quite irritating after a while. I found the constant loading between different rooms in the game annoying, as well as the playable and non- playable characters getting in your way. But overall I quite enjoyed this game, but found it relatively easy hence the 3+ age recommendation. 2 - LEGAL INFORMATION This guide is (c) copyright 2004 VHasty. This document 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 or as a part of any public display is strictly prohibited, and a violation of copyright. 3 - CHARACTERS HARRY POTTER - The Boy Who Lived (and defeated You-Know-Who). Not particularly academic but is brave and loyal to his friends. The main character in the books, films and games (obviously!). He belongs to the Gryffindor house (the red team if you like) and plays Quidditch. He's the only character who can jump and climb. RON WEASLEY - Ginger-haired friend of Harry. Good at finding things hidden in bookcases, cloaks and in secret compartments of walls. Has twin brothers Fred and George who own a shop in the disused bathroom. HERMIONE GRANGER - Clever little girl who solves more problems than anyone else and learns the most spells. She's the only character who can crawl in small gaps. 4 - CONTROLS Left analog stick Move character Right analog stick Look around with the camera Square/Triangle buttons Cast spells when allocated X button Action (changes depending on object) O button Swap between characters/Fly (hold down) L1 button Call other characters R1 button Aim target or centre camera behind character Select Inventory, Map, Tasks and Quests Start Options (save game etc) The game can be saved at any point. You do not have continue points, but if you die or get caught when you shouldn't you return to the beginning of the room you were in. 5 - SPELLS All 3 characters start with the Flipendo spell, which knocks objects and creatures backwards. Later on all 3 learn Expelliarmus, which reflects spells back to the opponent to disarm him/her. Other spells are learnt by the different characters: HARRY - Carpe Rectractum - pulls objects to him and pulls him to the objects. Expecto Patronum - creates a shield to protect him from the Dementors. RON - Lumos Duo - create a light, which can be used to shine on crystal balls and to kill Hinkypunks. HERMIONE - Glacius - extinguishes fire and freezes water. Reparo - repairs broken objects. Draconifors - turns dragon statues alive briefly to burn rugs and bushes to create exits. Snuffifors - turns flying books into mice, which run into mouse holes for collector's cards and beans and other items (buy this spell in the joke shop). 6 - ITEMS All items can be bought to a certain degree using Bertie Botts Every Flavour Beans at Fred and George's joke shop in the disused bathroom on the 6th floor. Ron can also search bookcases and cloaks to find beans and items. Chests sometimes contain beans as well. You can only carry a maximum of 250 beans at a time. Casting Flipendo on cauldrons, vases, standing pots etc can give you beans and items as well. You need to open all the chests in the dungeons and task areas as you can't go back to them after you have completed that area. Prices are for the shop. Certain items are available for all characters to buy; others are only for certain characters. Rare Collector's Card (only 2 available) 100 beans Antidote for Uncommon Poisons 20 beans Wiggenmeld Potion (refreshes stamina) 20 beans Girding Potion (temporarily increases stamina) 50 beans Dungbombs(for Ron only; a distraction for trolls) 20 beans Dungbomb Case (for Ron only) 100 beans Stink Pellets (for Ron only; see challenge section) 10 beans Stink Pellet bag (for Ron only) 100 beans Snuffifors Spellbook (for Hermione only) 50 beans Dark Forces book (for Hermione only; see challenge section) 0 beans Folio Bruti page (for Hermione only) 100 beans Other items not bought in the shop, but found in chests or bookcases: Chocolate frogs - increases stamina. Owl Treats - a treat for Hedwig to get her to carry out a task. Honey Pots - slightly increases stamina. The Folio Universitas is the collection of Collector's cards with 10 different categories each with 5 cards in each. As you collect the cards you can read the description and view the picture of each character. Cards can be found in chests, as rewards for completing challenges and bought in the shop. The Folio Bruti is the collection of magical creatures, given to Harry by Professor Lupin on the train. As with the Folio Universitas, the pages can be viewed as you find them. They give descriptions of the creatures but not methods on how to defeat them really. Pages can be collected from chests as well as bought in the shop. 7 - ENEMIES Flying Book - appear where there are bookcases. Will always be in threes snapping at you. Are infuriating but easy to kill. Can be turned into mice by Hermione using Snuffifors spell. Monster Book - will bite and throw spells at you. Are more difficult to kill than the flying books. Need to use Expelliarmus to deflect its spells or shoot at it when its mouth is open. Red Cap - found in the dungeons and task areas. Will throw stink bombs at you and strike you with their swords if you get too close. They also taunt you by wiggling their bottoms at you. Only need two hits to kill so are easy. Pixie - are found in the task areas and the secret passageway between the 7th and 4th floors. Will try to pick you up off the floor. Are easy to kill but move around quite a lot. Fairy - found in Hogsmeade. will try to attack you if you get too close. Will fall to the ground temporarily after you have hit them. Salamanders/Fire Salamanders - big scary looking lizard creatures but as with most enemies are easy to kill. Fire Salamanders need to be frozen to turn them blue before being hit. You also need to extinguish their fires. Doxy - fairy type creature with 4 arms and 4 legs. Are found in task areas and on the way to Hagrid's hut for the second Potions lesson ingredients. Will bite and poison you so you need to have an antidote handy. Hinkypunk - smoky looking creature with a lantern, which it swings round and hits you with. Found in task areas. Ron needs to use Lumos on it to "solidify" it then hit it in the usual way to kill it. Ghoul - found in the Muggle Studies classroom. Throws objects at Neville and if you get too close or hit it with Flipendo it will get annoyed as it does no damage at all and will charge at you, knocking you to the ground. Ron needs to use Lumos on it to move it as it doesn't like light. Troll - found in North Wing after Sirius Black's attack on the Gryffindor Common Room. Large ugly creatures. They don't attack or hit you - just see you, but you can distract them by throwing dungbombs near them to get around them. Dementor - black ghost type creature found in a task area (as a Boggart), in Hogsmeade and by the lake. Will try to suck your soul out. If they catch hold of you (which they inevitably will!) wiggle the left analog stick to break free). Harry needs to use his Expecto Patronum spell to repel them. Draco Malfoy and friends - Harry's arch enemies. They appear occasionally to cause trouble. Will hit you with a pumpkin head spell, turning your head into a pumpkin. Easily defeated though and run away every time. 8 - SCHOOL LAYOUT The school is based around a Grand Staircase and each floor refers to the one on this staircase. Ground Floor - Outside grounds, Entrance Hall, Great Hall, Dungeon corridor containing the Potions classroom and Potions storeroom. First Floor - Transfiguration Second Floor - Charms (study area and classroom) Third Floor - Defence Against the Dark Arts (study area, Gunhilda of Gorsemoor corridor, storeroom and classroom) Fourth Floor - History of Magic (study area, 4th floor corridor, Hospital Wing and classroom) Fifth Floor - Muggle Studies Sixth Floor - Ancient Runes (Glanmore Peakes corridor, disused bathroom, East Wing) Seventh Floor - Gryffindor Tower (North Wing, The Fat Lady's corridor, Gryffindor Common Room, boys and girls dormitories) 9 WALKTHROUGH 9.10 - DAY 1 - HOGWARTS EXPRESS - Cut Scene starting on the Hogwarts' Express. - Follow Ron into the baggage carriage. Use R1 to aim target on the Monster book and knock it out. - Help Ron move the trunk away from the door and go into next carriage. - Knock out Malfoy and friends. - Cut Scene - at end of which Harry faints, so as Ron drag him back through both carriages. If the Dementors attack, wiggle the left analog stick to break free. - Another Cut Scene. 9.11 - DAY 1 - BOYS DORMITORY GRYFFINDOR TOWER - Show Ron the Folio Bruti by pressing the Select button and choosing it. - In Harry's red trunk there is a Collector's Card. - Head to the Common Room to learn the Expelliarmus Spell. Then go downstairs to practise the spells with Ron. - Go to the 6th floor to visit Fred and George. On the way you'll meet a monster book - you can only knock it out using the Expelliarmus spell. - Open the chest in 6th floor corridor. - In the Glanmore Peakes Corridor 3 flying books attack - very easy to kill. - Enter bathroom for a cut scene. - As Ron search the bookcases, cloaks and then open the secret panel in the wall. 9.12 - DAY 1 - THE MARAUDERS MAP - Go through door and the floor will collapse. - In this room you need to push all 3 green hand switches. As Harry jump from platform to platform, opening the chest on the way (he will jump automatically). - To reach the switch on the left walk right up to the wall. Harry will turn round and walk sideways along the narrow ledge. A door will open and pixies will appear. Kill them all. - As Ron push the wall at the back of the opened doors. - In this room move the trunk to release a beam and a step to climb on. Get the chest on the ledge. - Turn the mirror round to reflect a beam into the "eye" on the wall and steps will appear. Collect the shield for House Points and continue into next room. - Shoot at the target on the cog lever to lower a platform until it stops. - Make Harry climb the rope on the platform and walk across. More pixies appear so kill these. Climb down platform at other end and when you cross to the shield a door will slam down leaving Ron in the room. - Continue and open chest to get a mouse treat for Hedwig. A Monster book appears immediately after - knock it out using either Expelliarmus or hitting it when its "mouth" is open. - You can talk to the green portrait but it won't let you in without a password. - Go up the stairs, call and feed Hedwig. As Hedwig, fly to get the Marauders Map and return it to Harry. It will show on the screen so you can see secret areas and other people in the same room. - Go to the green portrait, collect the shield, say the password and enter the next room. - Avoid the armoured guard's beam and head to the left and push the switch to open the door. In the next room avoid the armour again and collect the chest on the first left and the 2 chests in the centre of the room. - Go through the door to the East Wing and avoid the armour once again and Professor Snape. Head forwards then right. Go through the door as Snape walks away from it. - The disused bathroom door is now locked. You will have a red flashing Remembrall on the screen to tell you to end the day by pressing Select and then X. You have to, as you can't get out of the corridor otherwise. 9.20 - DAY 2 - DEFENCE AGAINST THE DARK ARTS CLASSROOM - The trunk with the emblem on contains a Collector's Card. - Head to the 3rd floor down the Grand Staircase. Go through the study area. - Ron can search all the bookcases for beans, dungbombs etc. Take note of the dragon statues and rugs - you will come back to these later. - Enter the classroom for a cut scene and your new assignment. 9.21 - DAY 2 - THE GLACIUS SPELLBOOK - Follow the corridor into the room and kill the pixies. - Move the cauldron on to the floor switch - need all three characters to do this so either use L1 to call them or swap between them and move them manually. The gates up the steps will now open. Get the chest. - Kill more pixies in the next room. Push the switch to trigger a beam. - Use Harry to jump across the platforms to move the mirrors so the beam enters the "eye" and opens a door. Go through this door and collect the shield. - Kill the pixies and shoot at the cog lever target as before. - Jump across the platform and shoot another cog lever. - Jump across the platforms to the light. Follow the corridor and shoot yet another cog lever, which opens a door. Go in to the new room and open chest. - Move the box to the smallest bookcase and as Harry climb up and jump across towards the switch. - Use one of the others to move the box on to a floor switch and then stand both of them on the other 2 switches. - Push the switch which makes stairs appear at the opposite end of the room. Go up and knock out the Monster book. - Use Ron to open the hidden door in the wall. Will only be able to play as Ron here. Kill the 2 salamanders and go back into a higher part of the original room. Shoot at the cog lever, which opens a door slightly and pixies appear, so kill them again. - Only Hermione can squeeze through the gap the pixies came from. 9.22 - DAY 2 - ICE BLOCK PUZZLES - This is the first of 4 ice block puzzles in the game. Move the first block forwards and to the left to make a step up to the 2 blocks. - Ignore the floor switch for now and move the ice blocks to the far ledge and get the 2 chests. Now move them on to the floor switch which lowers the pillar. - Move the first block to the other side and climb up and get chest. - Go through to the room and get the Glacius Spellbook. - Freeze the floor by holding down the allocated button and climb up the ledge. - Either run away from or freeze the floating torches. Open the chest. - Run through corridor, collect the shield and into a room for the second ice block puzzle. - Freeze the puddle to make the ice block and push or grab it around the floor, avoiding the underground fire, which will melt it if the block lands on it. Push it to the switch, push switch and steps will appear. Collect the chest. - In the next room freeze the "fire water" and collect the shield. - 4 fire salamanders appear in the original room. Extinguish the fires on the floor and the salamanders, which turns them blue, then shoot them as normal. - Go through the opened door and return to the room where you first came in and moved the large pot. 9.23 - DAY 2 - FIRE POT BADDY - This is the first end level baddy (there are only really 3 in total) and is fairly easy to beat. - Run around avoiding the baddy until he fires 4 fireballs from his "mouth". Shooting at him does nothing. - Use Glacius to freeze the open mouth and he will fire an "arm" at you. Avoid being hit by this and freeze it. It will then blow up. Repeat for the other arm. - Repeat once more and when you freeze his mouth he will blow up. - Go through the open door, get the shield and head back to the classroom for a cut scene. 9.24 - DAY 2 - POTIONS CLASSROOM - Go to the Potions classroom in the dungeon corridor off the Entrance Hall. - Cut Scene in which Harry is knocked out by a potion. - As Ron, drag Harry to the front of the classroom. - Take the Wiggenmeld potion, drink one and give the other to Harry to revive him. - Professor Snape tells you that you need to collect these ingredients for the next potions lesson: fire seeds, Billywig Stings, Chizpurfle Carapaces and the horn of a Graphorn. - The Remembrall flashes on the screen so end the day. (Unless you want to carry on exploring of course). 9.30 - DAY 3 - MUGGLES STUDIES CLASSROOM - Go to the Muggle Studies classroom on the 5th floor. There is a wooden gate in the first room, but you need Hermione to crawl under it, so come back to this later. - Knock out Malfoy and friends then collect the shield, go through the door and open the chest in the corridor. - In the next room there are 2 chests, but one is locked. Knock out the guitars and amp and the door at the end will unlock. - Go into the next room and see the ghoul attacking Neville. Don't hit it as it doesn't do anything but annoy it and then it will charge it you if you're close enough. - Use Ron to open the Jack-In-The-Box, which throws him up on to a balcony. Kill the toys, get the shield and go through the door. - Get the Lumos Duo spellbook and fireworks will go off knocking over a case containing Hinkypunks. Shine Lumos on them until they become solid and then kill them with Flipendo. There are 2 lots of these creatures, and they will throw fire from their lanterns at you. - Shine Lumos on the large crystal ball, which shoots out a beam. Move the mirror to aim the beam at the "eye" on the wall to open the gate. Get the shield and chest in the corridor. - More toys to kill. The door you just came through is now locked so you can't go back. Hope you got all the chests etc. get the shield and go through another door. - Kill the robot by firing at it when its "chest" is open. You will be hit by the rockets and Expelliarmus is of no use. It takes 4 hits to kill it. - The train will stop so shine Lumos on the crystal ball, which opens a down. - Climb down and shine Lumos on the ghoul and push or drag him in to the newly opened cupboard. Door closes automatically. - Return to the Gryffindor Common Room with Neville. - Cut Scene and end the day. 9.40 - DAY 4 - HIPPOGRIFF CHALLENGE - Head to Hagrid's hut outside the grounds - just keep running straight ahead from the tunnel bridge. - Brief cut scene. Bow to Buckbeak - he will let Harry and Hermione ride him but not Ron for some reason. - Hippogriff Challenge. Hold O to fly Buckbeak and catch as many bats as you can in the time limit. Get all or most of them for an A! - Cut Scene in which Harry ends up in hospital. 9.41 - DAY 4 - THE DUNGEONS - Follow Ron to the dungeons to find Sirius Black. In the 4th floor corridor knock out Peeves the Poltergeist to unlock the door. Continue following Ron. - Avoid being seen by the armour and enter the dungeon where Ron reveals himself to be Malfoy in disguise, but the real Ron appears. - Use Ron to push open the wall and kill all the Red Caps. - Follow the corridor and climb up the ledges, not forgetting to open the chests. - Go to the owl stand and as Harry call and feed Hedwig. Fly her by holding down O to the area where Harry and Ron came in. - Hermione appears so use Harry and Ron to hold up the gate for Hermione to crawl under. There is a switch near the gate but you can't reach it yet. - Cross the bridge, extinguishing the fireballs. You can only go one way at the minute. - Kill the red Caps in this room and freeze the fountains to climb up the ledges. As you cross the bridge it collapses behind you. - Drop down the ledge and smash the boxes to continue across to get the Reparo spellbook. - Repair the first box to climb up on to the ledge. Repair the second and push it off and towards the ledge on the other side. Repair the bridge to get back across. - Return to the gate and repair the box in front of the switch, climb up and push the switch to open the gate. - Repair the broken bridge and extinguish the fireballs. Use Ron to kill the Hinkypunks as before. The mist to the stairs will now disappear. - Go up the stairs and kill more Red Caps. - You come out in the Potions storeroom and you have to get through without being seen by the armour. There is a chest in the corner opposite where you come into this room. - Hermione can use the Reparo spell to repair a box and get 4 bottles of Wiggenmeld potion. - There is a Slytherin prefect walking near the door and you have to get to it as he is walking away from you. If he sees you, you will be sent back to the beginning of that room. - In the dungeons corridor, avoid the armour again and head back to the Entrance hall. - Cut Scene and end the day. Ron tells you he has the horn of a Graphorn ingredient from Malfoy. 9.50 - DAY 5 - POTIONS INGREDIENTS - You need to collect the four ingredients ready for your next potions class. Head to Hagrid's hut outside and speak to him about your ingredients. He gives you little hints for them. - You will see a light in the distance near some trees so head there to find 2 Venemous Tentaculas and 3 Chizpurfle Carapaces. Use Ron to shine Lumos on the Chizpurfles and pull them towards the Venemous Tentaculas, which will eat them and spit them out. Do this for all 3 Chizpurfles and you now have 2/4 ingredients. - Head back to Hagrid's hut and take Buckbeak. Fly towards the tunnel bridge you came from the school through and you'll see another light. The other 2 characters who are not on Buckbeak will follow you automatically. Collect the 3 Billywig Sting's here by flying straight at them and Buckbeak will catch them like he did the bats. 3/4 ingredients. - Fly round the outside of the school until you see another light in the greenhouses. Collect the 3 fire seeds here by freezing the fire and the seeds will fall off the tree. 4/4 ingredients. - You will need to bow to Buckbeak every time you dismount and want to get back on. Head back to the Potions classroom leaving Buckbeak at the Stone Circle, as he can't go through the tunnel bridge. 9.51 - DAY 5 - POTIONS AND CHARMS CLASSROOMS - Cut Scene and you're told you need to collect these ingredients for your next lesson: Flying Seahorses, Doxy eggs, Toasted Dragonfly Thoraxes and Fairy Wings. - Go to the Charms classroom on the 2nd floor. Ron can find lots of beans and other items in the bookcases in the study area here. There is a chest in the corner near the classroom door. - Go into the classroom for a Cut Scene and a new assignment. 9.52 - DAY 5 - CARPE RETRACTUM SPELLBOOK - STAIRS 1 - Freeze and kill the flying torches to open the door. Collect the shield and continue into the next room. - Freeze the hot handles and each character has to grab hold off one. Do this manually as it takes ages to try and get them to do it by calling them. - When all three characters pull on the handles, the floor moves down and Red Caps jump on so kill them all. - When it finally stops moving use Harry and Ron to hold up the gate while Hermione goes under. - She enters a large room with a lake in the middle and lowered stairs, which cannot be repaired. - Use Glacius to freeze the water and walk across to push the switch which lets Harry and Ron through the gate but they cannot walk on frozen water so will have to stay there for now. - Open the chest, get the shield and go into the corridor. Collect the antidote bottles. Kill the Red Caps and Doxys. The Doxys will try to bite you and if you are poisoned use the antidote. - Enter a room for the third ice block puzzle. Some crates hold Doxys so if you smash these you will need to kill them. - Freeze one of the fountains to climb and push a switch. Collect the antidote up here as well. - Go to the platform where the mirror doesn't hit the beam. Freeze the fountain to climb up and turn it round. - A puddle will appear so freeze it to make an ice block. You need to move this around on to the floor switch near the door so push the block towards the green hand switch side of the room first. - Open the crate and kill the Doxy inside before pushing the block towards the 2 crates which are together. Smash both and kill the Doxy. - Push the block to the right of the door you came in by so it stops on the crate that is already there. Repair the empty crate you've just smashed to act as a barrier. - Go to the block and smash the crate it stopped against. Stand behind the block and push it back towards the repaired crate. Then push it up on to the floor switch. - The gate will open so climb up, get the shield and kill the Red caps. - You will see a broken cog lever so repair it then shoot at it to lower a platform. Go across this platform and the bridges to push a switch, which raises the stairs and Harry and Ron will now join you. - Use Harry to climb up one of the ropes on the concrete platform and he will walk sideways along a narrow ledge to push another switch. A gate opens but Harry gets trapped. 9.53 - DAY 5 - CARPE RETRACTUM SPELLBOOK - STAIRS 2 - As Ron or Hermione, go through the gate and open the chest. Use Hermione to repair the bridge and kill the Red Caps. Use Ron to kill the Hinkypunks in the room. - Use Hermione to freeze the fountain so Ron can climb up and shine Lumos on the crystal ball so shine a beam. - Freeze the fountain on the mirror platform to climb up and turn round the mirror to shine the beam in the "eye". This makes a puddle on the floor so freeze it. - You need to move the puddle with the crystal ball on it round to shine in the "eye" on the central platform. Stand either Ron or Hermione in the way and push the block on to them. They will stop the block. - Stairs appear so go up and collect the shield. - Use Ron to kill the Hinkypunks again. Go out on to the platform and turn left to push a switch to let Harry out and raise the stairs. Open the chest on the other end of the platform. - Head across the bridge and you'll see another lowered bridge with yellow dots on. You need the Carpe Retractum spell to pull this bridge across. - Use Harry to jump onto the concrete platform and climb up the rope to a narrow ledge and hit the cog lever until it stops as before. This raises the concrete platform Harry just jumps on so go through the door with the torches. - Continue through several corridors and doors to find the Carpe Retractum spellbook. The stairs will fall away and Red Caps will appear so kill them. - Use the Carpe Retractum spell to pull you across from the centre. - Follow the corridor until you get to a room with a drain in the middle of the floor. Open the door and pull the bridge across to let Ron and Hermione join you. - Go back in the drain room - you'll see a switch behind the gate but you can't get to it so pull the grate on the wall and make Hermione crawl through it. - Ignore the door in front of you for now and walk round to the right and push the switch to open the gate. Now go through the door. - Kill the 9 Red Caps in the corridor and collect the shield. 9.54 - DAY 5 - ARMOUR BADDY - This is your second end of level baddy and is fairly easy to kill. - Use Harry to pull on the baddy's shields when he stops spinning, avoiding being hit while he is spinning. - When the shields fall off they are weird armour creatures so shoot them when they are standing up. - After all 4 shields are done, the armour will get 4 swords. Avoid these and the bombs it throws out. When it stops spinning pull on its head to defeat it. - Go through the door to go back to the classroom. - Kill the flying books and the Monster book. Open the chest near the books. - Use Hermione to repair the box near the bookcase to climb up and open the chest there. - Use Carpe Retractum on the lever on the wall near the larger bookcase to move it and reveal another chest. - End the day. 9.60 - DAY 6 - EXPECTO PATRONUM SPELLBOOK - Go to the History of Magic classroom on the 4th floor. If you take the shortcut behind the bookcase that Ron can move in the 7th floor corridor, Harry can use the Carpe Retractum spell. Kill the pixies to get a pull statue, then pull yourself across to open the chest before returning to the other side and carrying on to the 4th floor. - Again there are lots of bookcases here for Ron to search through. - Shine Lumos on the large crystal ball to shine a beam into the "eye" on the wall and a secret area containing a chest will appear near the "eye". - There is a chest in the corridor near the classroom. - Cut Scene for next assignment. You have to do this area only as Harry. - Push the "table" type thing into the hole and a pull statue will appear, so pull Harry across and do the same with the other table. - The door will now open so go through. This room has 4 table things - one in each corner and several platforms with pull statues that go up and down depending on which one you pull on and move to. - After you move onto the first platform the Dementor Boggart will appear and will attack you from time to time - just wiggle the left analog stick to break free. - Only certain pull statues will pop up at certain times so you can only go in certain directions. - This is the order I did this room in: When you first enter the room you have to take the statue on the right hand side. Continue straight ahead on to the next platform. Take the platform on the right. After you land turn left, take that platform. Turn left on the next platform. Turn right, and right again to land on the "table" platform which is the far right from the door you came in by. You should finish up facing the door you entered by. - Now turn right, back onto the platform you were on before the table platform. Turn right and then left, heading back the way you came. Head right and then straight ahead to land on the table on the right hand side of the door you came in by. - Facing away from the door you came in by, go straight ahead. Then turn left to go on the next platform, then go straight ahead. Turn right and then left. Then turn left (you may need to wait a few seconds for this statue to pop up) and straight ahead to land on the "table" platform on the bottom left hand side of the screen as you came in. - Facing the door you need to go out by, go straight ahead twice. As you move from the second platform, it will collapse. Turn right on to next platform, then left. Now turn left to land on the last "table" platform and a statue will appear near the exit door. So turn left on to the last platform you were on and then left to the exit. - Head through the door when all 4 "tables" have been done and open the Expecto Patronum spellbook. - Use this spell 3 times to defeat the Dementor Boggart. Cut Scene back in the classroom. 9.61 - DAY 6 - DRACONIFORS SPELLBOOK - Use Hermione to crawl under the metal gate and open the Draconifors spellbook. Use this to make dragon statues breathe fire and burn down rugs covering secret doors. - Go out of the 4th floor corridor for a cut Scene showing Lupin and Snape at the exit and a secret door at the opposite end of the room. Head to the secret door. - Burn down the rug covering the door to reveal a secret passageway to the 2nd floor. Open the chests and collect items from the bookcases and cauldrons. - In the study area, avoid the armour and prefects to get to the exit on the right hand side of the screen when you enter this room. - Go to the 3rd floor and again avoid the armour and prefects. Go to the statue near the stairs in the Gunhilda of Gorsemoor corridor avoiding the armour once more. 9.62 - DAY 6 - HOGSMEADE - Scare off Malfoy and his friends, by shooting at them. - Repair the dragon statue before using Draconifors on it to burn the bush and release the fairies. - Hit the fairies and when they fall to the floor, freeze them to pick them up. - Dementors will appear so use Harry with the Expecto Patronum spell. - Return to the Gunhilda of Gorsemoor corridor and avoid the armour and Snape again. Wait at the window opposite Snape until he moves before you pass him. Or you could go up the stairs, through the storeroom using Hermione to burn the tapestry and then jump down the other side. - Head back to the Gryffindor Common Room. You have to go through the North Wing corridor this time as the Fat Lady's Corridor door is locked. - Use Ron to throw dungbombs near to the trolls. They will be distracted by them and Ron can run round the trolls. - If you run out of bombs, search the bookcases for more. - Open the chest at the end of the North wing and go up to the Common Room and end the day. 9.70 - DAY 7 - 2ND SET OF INGREDIENTS - Go down towards Hagrid's Hut and look for the light as before. You will see some Doxys near a tree. Kill them and then use Harry to pull the eggs off the tree. Do this 3 times. - Go and get Buckbeak and fly towards the far end of the school to a little boathouse with a light to fish for the Flying Seahorses using Carpe Retractum to pull them in. - Use the aim and try to hook them as they first come out of the water. - Buckbeak will have gone so follow the steps up back into the castle. Open the chest on the battlements. Head to a large roofless room and collect a chest on the stairs. - Continue until you come to a courtyard with a fountain in the middle. Go in here and to the dragon statue. Use Hermione and the Draconifors spell to toast the dragonflies. - Head out of the courtyard and to the left and then turn right at the corner to go outside. Keep heading left until you see the tunnel bridge then head right and up the hill and back to the Potions classroom. - Cut Scene. 9.71 - DAY 7 - QUIDDITCH BALLS - Head to Hagrid's hut and get Buckbeak. You have 60 seconds to fly to the clock tower courtyard and dismount- use Hermione. - You now have 120 seconds to freeze the puddle, climb up on to the platform and use Draconifors to burn the rope and collect the trunk. - You now have 90 seconds to fly to the entrance of the Quidditch stadium - look for a tower with the 4 school team flags on near lots of trees and land in front of the gate. Make sure you walk right up to it. - Cut Scene and end the day. 9.80 - DAY 8 - LAST DAY OF TERM - Head to Hagrid's hut. Go through the North Wing and use dungbombs on the trolls again. - Cut Scene where Ron gets dragged into the Whomping Willow. - Follow the tunnel and kill the Red Caps. - Enter the room and kill the 2 Fire Salamanders. - Use Harry to pull the bridge and kill 3 more Fire Salamanders. - Kill the Doxys in the next room. Continue until Hermione has to drop off a ledge to repair a box. Move the box to the other ledge and kill the Red Caps there. You have to move Harry manually now as he won't move if you call him. - Pick up and move the trunk to the switch, climb up and push it to open a door. - Cut Scene. 9.81 - DAY 8 - DEMENTORS ATTACK - This is the third real end level baddy. It is relatively straightforward. - Drag Sirius Black away from the Dementors. When they attack, wiggle the left analog stick until you break free - there is nothing else you can do at this stage. When you get to the lake Harry will automatically drop Sirius. Now you can use Expecto Patronum on the Dementors. - After a few hits on the Dementors there will be a cut Scene for turning back in time. - Harry is now on a cliff opposite the side of the lake where he dropped Sirius Black. Use the powered up Patronum by holding the Triangle down until it automatically shoots the Patronum. I cleared a path between the Dementors to make it quicker to get to Sirius and ignored all the others on the lake. - Tap the X button quickly to charge through while steering it with the left stick. - The Dementor attacking Sirius and the other Harry needs 5 hits to defeat it. Don't bother hitting the others as it doesn't achieve anything. - Cut Scene. Now take Buckbeak to the tower for Sirius to escape. - Cut Scene again. - You can now end the game by talking to Dumbledore, who will announce Gryffindor as the winner of the House Cup. Quite a disappointing ending really! - Or you can complete the card collection and gain more House Points before talking to him. 10 - IN GAME CHALLENGES HIPPOGRIFF CHALLENGE - this you should have already done during day 4 but you can return to Hagrid's hut and stand on the round platform to start the challenge again to improve your grade if you want. OWL RACING - the round platform for this is near the Stone Circle. You can choose the owl you want to fly by standing in front of their stand. You need to press O quickly to make the owl fly fast through the hoops. The race is quite long and has some tricky bends so practise might be needed. I could only manage to finish the race in 4th place to get a B grade. The other owls always seem to speed up and over take you even if they are far behind at certain points in the race. Hint from Nathan J.O.: "Try and time the next stroke for near the bottom of the flap, otherwise you are short stroking and won't fly as fast. Even when the other owls catch up, you can usually push right back out in front in two rings by cutting the corners as tight as possible." DUELLING CONTEST - takes place in the Great Hall. Speak to the Slytherin prefect and you start the duel. Knock out the 3 Slytherin students to win and gain an A grade by not being knocked out or hit very often. NOTICEBOARD CHALLENGE - find objects around the school and return them to the noticeboard in the Gryffindor Common room. All are worth 10 House Points except the last, which is worth 30. Read the note to find the next lost object. Locations: 1) Prefect badge - behind the Gryffindor points hourglass in the Entrance Hall. 2) Remembrall - near the Stone Circle outside the tunnel bridge. 3) Vial case - in the 2nd floor corridor. 4) Dragonhide Gloves - in the Defence Against the Dark Arts classroom on the 3rd floor. 5) Owl Post Parcel - near the clock tower courtyard in the left hand side corridor around it. 6) Key - on 1st floor corridor behind the statue. 7) Telescope - in the boathouse where you caught the Flying Seahorses. 8) Daily Prophet Newspaper - in Hospital Wing on the 4th floor. 9) Brass Scales - in the Charms classroom on the 2nd floor. 10) Potion jar - in the Potions storeroom in the Dungeon corridor. FRED AND GEORGE'S STINK PELLET CHALLENGE - when Ron buys a box of Stink Pellets, Fred and George will challenge him to hit 20 bowls on walls around the school. Your prize is 4 Collector's cards. Locations: 7th Floor - The Fat Lady's Corridor. 7th floor - North Wing - quite high up on the wall. 7th floor - On stairs between the 6th and 7th floors on the Grand Staircase. 6th floor - Disused bathroom. 6th floor - East Wing. 5th floor - Corridor between 1st and 2nd Muggle Studies classrooms. 4th floor - Above Hospital Wing Door. 4th floor - Above History of Magic door on the stairs. 4th floor - Corridor opposite door above 2 windows. 3rd floor - Defence Against the Dark Arts Study Area. 3rd floor - Defence Against the Dark Arts classroom. 2nd floor - Secret passageway from the 2nd floor corridor. 1st floor - 2 in Transfiguration classroom - climb up the bookcases and walk along the ledge. 1st floor - Transfiguration corridor, in secret area behind statue - Ron has to open it. Ground - Bottom of Grand Staircase. Ground - Near Gryffindor hourglass in Entrance Hall - quite hard to see. Ground - 2 in Dungeons corridor. Ground - Potions classroom. FRED AND GEORGE'S STATUE CHALLENGE - when Hermione enquires about the Dark Forces book chapters Fred and George set her the challenge of finding 9 statues around the school. For every 3 she finds, she will receive a chapter of the book. When she has received all 3 chapters and found all 9 statues, everyone can cast spells quicker. Locations: Bridget Wenlock - In 7th floor corridor. Gondoline Oliphant - In secret passageway from 4th to 2nd floors. Hengist of Woodcroft - Near Hospital Wing in 4th floor corridor. Glanmore Peakes - In 6th floor corridor. Beaumont Marjoribanks - History of Magic classroom on 4th floor. Gunhilda of Gorsemoor - In Gunhilda of Gorsemoor corridor on 3rd floor. Gregory the Smarmy - 1st floor corridor. Jocunda Sykes - Entrance Hall near Dungeon corridor entrance. Hooky the House Elf - In Potions storeroom in Dungeon corridor. 11 - SECRET AREAS AND OTHER PARTS These are some of the secret areas and other areas that are not covered during the course of the game although you might have done them anyway. I may have missed some out as well, but these are all I could find. 7th floor - In the Gryffindor Common Room, Ron can push the bookcase to reveal a chest. 7th floor - In the Gryffindor Common Room, freeze the open fire to get a card. Thanks to James R.S. and "the king of sausages" for this hint. 7th floor - In the corridor Ron can push the large bookcase to reveal a chest and a secret passageway to the 4th floor in which Harry can use the Carpe Retractum spell. 7th floor - In the Dormitories all 3 can look in their own chests find cards. Their initials are on their chests. Thanks to Jupick16 for reminding me I'd missed this out. 6th floor - In the first and second corridors turn the floating books into mice using the Snuffifors spell. They will run into the mouse hole on the walls and give cards, beans and other items. 6th floor - Repair the broken vase in the Glanmore Peakes corridor and the lock will fall off the chest so you can open it. 6th floor - In the Glanmore Peakes corridor Hermione can turn the puddle into an ice block. Push this towards the dinosaur case, climb up and open the chest. 6th floor - In the east Wing, near the Stink pellet bowl there is a section of the wall that Ron can push to reveal a chest. 6th floor - The wall directly opposite the disused bathroom near the bookcases can be pushed open by Ron to reveal a chest. 6th floor - Cast Reparo on the first toilet on the stink pellet bowl side to receive a card. Thanks to "the king of sausages" and Jupick16 for this hint. 6th floor - Go through the fake wall in the disused bathroom where you went to get the Marauder's map from. Use Harry and Ron to lift up the gate so Hermione can crawl under it to push the switch and make a bridge appear. Freeze the fire balls and make each character stand on a floor switch to lower the cage surrounding a Collector's card. Harry can pull the card down with Carpe Retractum. 5th floor - Use Reparo on the gramophone until it runs out to open the locked chest. Thanks to James R.S. for this hint. 5th floor - In the 1st Muggle Studies classroom use Harry and Ron to lift the gate and Hermione will crawl under and open the chest. Go through the door and when you move near the crates, rubber ducks will attack so kill them. Move one of the crates to the right. Climb up and repair the broken box before pushing it off to land on the crate. Jump down and push both crates to the other side to make stairs and climb up. Burn down the rug and go through the door to get another chest. 4th floor - In the study area behind the dragon rug is a secret passageway to the 2nd floor. 4th floor - In the study area, freeze the fire to receive a card. Thanks to James R.S. and "the king of sausages" for this hint. 4th floor - In the study area the large bookcase at the same end of the room as the entrance door can be moved by Ron to reveal the shortcut to the 7th floor. 4th floor - Again the flying books can be turned into mice for rewards. 3rd floor - In the study area behind the dragon rug is a secret passageway to the 2nd floor. 3rd floor - In the Gunhilda of Gorsemoor corridor up the stairs at the end there's a storeroom containing a chest behind the dragon rug. This leads to another balcony with another chest and a pull statue which Harry can use to get a third chest. 3rd floor - In the defence Against the Dark Arts classroom there is a chest at the top of the small staircase at the end of the room. 2nd floor - In the study area corridor a dragon rug hides a secret passageway which leads to the 3rd floor, but you can't go up the steep ledge behind the rug. 2nd floor - In the study area corridor, a second rug hides the shortcut to the 4th floor. 1st floor - In the corridor behind the large statue there are 2 secret areas, the right one will open to reveal a stink pellet bowl and the left one will open if you pull the lever above the middle tapestry to reveal a chest of beans. Thanks to the many people who told me this about the lever - there are too many to name here. I didn't even see it!! Ground - In Dungeon corridor there is a chest in an alcove near the gate to the dungeons. Ground - In the Potions storeroom there is a chest at the far end. 12 - CARD LOCATIONS As requested by several people I have now included a list of all the Collector's cards for the Folio Universitas and where you can find them. Most of you know that you need to find 4 cards for each of the 10 categories and then the 5th will be given to you automatically. You also get a reward when you have collected a whole set. WITCHES 1. Morgan le Fay - in the first ice puzzle room in the Glacius spellbook quest. 2. Queen Maeve - in the alcove in the dungeons corridor. 3. Ignatia Wildsmith - after getting the Glacius spellbook and climbing across the other side. 4. Beatrix Bloxam - in the Defence Against the Dark Arts classroom on the little staircase at the back of the room. 5. Gunhilda of Gorsemoor - given automatically. REWARD: Hermione's Endurance increases. WIZARDS 1. Merlin - in the secret area behind the bookcase in the Charms classroom. Harry needs to use Carpe Retractum to pull the lever on the wall. 2. Glanmore Peakes - next to the second switch to release Harry and raise the stairs in the Carpe Retractum quest. 3. Herpo the Foul - in the secret passageway from the 7th to 4th floors. Use Carpe Retractum to get across. 4. Edgar Strougler - next to the first switch to raise the stairs in the Carpe Retractum quest. 5. Albus Dumbledore - given automatically. REWARD: Harry's Endurance increases. VAMPIRES 1. Lady Carmilla Sanguina - freeze the fire in the Gryffindor common room. 2. Amarillo Lestoat - freeze the fire in the study area on the 4th floor. 3. Sir Herbert Varney - in the dungeons. 4. Blodwynn Bludd - Use Lumos to light the crystal ball in the 4th floor corridor to reveal a secret area. 5. Count Vlad Drakul - given automatically. REWARD: 20 House points for Gryffindor. GOBLINS 1. Eargit the Ugly - buy from Fred and George's shop on the 6th floor. 2. Alguff the Awful - on top of the dinosaur case in the 6th floor corridor. Freeze the puddle to make an ice block to get it. 3. Ug the Unreliable - freeze the puddle round the toilet in the disused bathroom on the 6th floor. 4. Urg the Unclean - repair the broken toilet in the disused bathroom on the 6th floor. 5. Gringott - given automatically. REWARD: 20 House Points for Gryffindor. HAGS 1. Babayaga - in the storeroom up the stairs in the Gunhilda of Gorsemoor corridor on the 3rd floor. 2. Malodora Grymm - turn the flying books in the Glanmore Peakes corridor into mice. 3. Leticia Somnolens - turn the flying books into mice in the 4th floor study area. 4. Old Mother Hubbard - behind the wall in the disused bathroom. Use Harry and Ron to lift the gate for Hermione to climb under and push the switch. Stand on the floor switches across the bridge and use Carpe Retractum to retrieve it. 5. Cordelia Misericordia - given automatically. REWARD: Hermione's Endurance increases. GIANTS 1. Bran the Bloodthirsty - in the secret area behind the wall directly Opposite the disused bathroom near the bookcases. 2. Cyclops - buy from Fred and George's shop on the 6th floor. 3. Goliath - in the 6th floor corridor when you repair the vase. 4. Morholt - on the balcony in the Gunhilda of Gorsemoor corridor on the 3rd floor. Use Carpe Retractum to pull Harry across. 5. Hengist of Upper Barnton - given automatically. REWARD: 20 House Points for Gryffindor. DRAGONS 1. Common Welsh Green Dragon - from Fred and George's stink pellet bowl challenge. 2. Hebridean Black Dragon - from Fred and George's stink pellet bowl challenge. 3. Hungarian Horntail Dragon - from Fred and George's stink pellet bowl challenge. 4. Romanian Longhorn Dragon - from Fred and George's stink pellet bowl challenge. 5. Norwegian Ridgeback Dragon- given automatically. REWARD: Ron's Endurance increases. BEASTS 1. Imp - found in the secret passageway from the 3rd to 2nd floor on the steep slope. 2. Doxy - in secret passageway from 4th floor to 2nd floor. 3. Bowtruckle - through the storeroom up the stairs in the Gunhilda of Gorsemoor corridor on the 3rd floor. 4. Billywig - in the North Wing. 5. Gnome - given automatically. REWARD: 20 house Points for Gryffindor. CLASSICAL BEASTS 1. Giant Squid - in the chest in the 4th floor corridor. 2. Manticore -in Ron's trunk in the boys dormitory. 3. Unicorn - on the stairs outside the grounds near the fountain where you toast the dragonflies. 4. Mountain Troll - in the first room of the Glacius spellbook quest. 5. Phoenix - given automatically. REWARD: Ron's Endurance increases. QUIDDITCH 1. Cyprian Youdie - in Harry's trunk in the boys' dormitory. 2. Joscelind Wadcock - in the chest in the 7th floor corridor. 3. Leopoldina Smethwyck - in the study area on the 2nd floor. 4. Roderick Plumpton - in the chest on the ledge in the 2nd room while getting the Maruader's Map (where you have to move the mirror). 5. Barberus Bragge - given automatically. REWARD: Harry's Endurance increases. 13 - FOLIO BRUTI PAGES LOCATIONS I thought I might as well put this in as well seeing as I'm doing the cards locations. DEMENTOR - already in the book when Professor Lupin gives it to you. BILLYWIG - in the room with all the bookcases that Harry has to jump across in the Glacius spellbook quest. CHIZPURFLE - in the Potions classroom. DOXY - after freezing the lake in the Carpe Retractum quest. DRAGONFLY - in the secret area behind the bookcase in the 7th floor corridor. FAIRY - in the secret passageway from the 4th floor to the 2nd Floor. FIRE SEED BUSH - in the potions storeroom in the dungeons corridor. FLYING SEAHORSE - buy it from Fred and George's shop on the 6th floor. GHOUL - in the 2nd Muggle Studies room where the guitars attack you. HINKYPUNK - in the corridor between the first 2 Muggle Studies rooms. HIPPOGRIFF - on the battlements outside the grounds on the way to the boathouse. PIXIE - in the first room getting the Marauder's Map. RED CAP - in the dungeon after killing the first lot of Hinkypunks. SALAMANDER - in the 2nd ice block puzzle room during the Glacius spellbook quest. TROLL - in the secret area behind the bookcase in the Gryffindor common room. VENEMOUS TENTACULA - in Hermione's trunk in the girls' dormitory. 14 - CONCLUSION I have now completed this game 100% with all the cards and Folio Bruti pages and challenges complete, although I still can't come first in the owl race, but who cares? It's only owl racing. Thank you for reading and using my guide. I hope it has been helpful.