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Harry Potter And The Sorcerer's Stone

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Harry Potter And The Sorcerer's Stone Empty Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:13

Harry Potter & The Philosopher’s Stone (XBOX)
Complete Walkthrough Version 2.0
By Elwa (gamecheater@live.no)

Contents
Chapter 1 Introduction
Chapter 2 Controls
Chapter 3 Walkthrough
Chapter 4 Side Quests
4.1 Challenges Revisited
4.2 Witches & Wizard Cards
4.3 Lost & Found
4.4 Folio Bruti Pages
Chapter 5 Information
5.1 Items
5.2 Spells
5.3 Fred & George’s Shop
5.4 Enemies & Magical Creatures
Chapter 6 Questions & Answers (FAQs)
Chapter 7 Credits & Thanks
Chapter 8 Copyright

*******************************************************************************
Chapter 1 Introduction
*******************************************************************************

Here we are another Harry Potter game as great as the one before it. It is a
little strange playing the first one after the second one but I enjoyed it
none the less and I think EA games side-stepped this problem nicely.
The first walkthrough I wrote was for Harry Potter & the Chamber of Secrets
because while playing the game I noticed there were no walkthroughs for it on
the XBOX. As I enjoyed the other one so much, naturally I bought this straight
away and again, found no walkthrough for it, so here it is.

This game is as enjoyable as the last despite a few changes, some for the
better, and some for the worse. For example, there are no Quidditch matches in
this game, save one and even then it is not a real match, it is only there
because it is important to the story line and you don’t even get to play till
the end. Some will say that the lack of Quidditch is a good thing if they
found it difficult or a hindrance but personally I miss playing for the
Quidditch Cup.

Another distinct difference is the collecting of witches and wizard cards.
Although this is still a large part of the game it is made easier by being
able to find packs of cards and collecting infinite doubles that you can
traded with plenty of students around the school for those that you need in a
good old game of swappsies.

It is a far less specific way of getting all your cards and does make this
task a lot easier and quicker to get all 101. Personally I thought the way
they did it in the chamber of secrets worked just fine and I can’t see why
they changed it, this seems to make it too easy and therefore not at all
satisfying, if you know what I mean, not a change I like at all!

The last and most noticeable change between the games is the lessons and spell
challenges. Some classes will be repeated for separate spells, i.e. charms
class needs to be attended twice for the Spongify spell and then for the
Incendio spell. Some challenges will also need to be done a second time if you
want to up your grades and house points to end the game with a perfect all
round. With each challenge I will include two parts, how to get through the
first time and then how to get through again but get all the challenge shields
for top marks, once you have the necessary spells to do so. You can find the
second part of these challenges in chapter 4.

Despite the changes this game equals its predecessor on playability. The games
are much alike, a fact that I definitely find to be a pro rather than a con.
If you liked the chamber of secrets then you’ll love this one. Let’s just hope
that when the third one comes out in May that it will meet the standards set
by these ones. I must also warn you that this walkthrough does contain
spoilers.

*******************************************************************************
Chapter 2 Controls
*******************************************************************************

Left Analogue Sneak/Walk/Run
Right Analogue Look around
A Button Action (i.e. Grab, release)
B,X & Y Assign spells, pellets or dungbombs then use
Select Rememberall
Start Pause/Options menu

Options Menu

Continue
Save Game
Flying Control Normal/Reversal
Camera Control Normal/Reverse
Vibration On/Off
Subtitles On/Off
Sound Effects Volume 10-100
Music Volume 10-100
Speech Volume 10-100
Quit to main menu

*******************************************************************************
Chapter 3 Walkthrough
*******************************************************************************

~~~Day One~~~

So here we are, day one and the game begins with you in Mr Ollivander’s shop,
purchasing your new wand. The one you want is behind the platform that is in
front of you, holly and phoenix feather. Pick it up and go up onto the
platform then press X,B or Y to use your wand. When Mr Ollivander is satisfied
and had his little say he will lead you into the next room.

Walk forward and stand by the crate to the left of the barrels, the hint will
tell you how to wall sneak so do that now. Shuffle along to the next platform
and jump onto the large platform of crates right in front of you. You can drop
down here onto the floor and a ladder will be lowered for you to be able to
get back up but before you do, collect the beans that are under the platform
you entered the room in. You can then collect the beans at the foot of the
ladder and climb back up.

Pick the beans up here then jump across to the next platform, timing your jump
of course so you don’t get hit by the swinging hook. Do this again until you
are right across the room then wall sneak along avoiding the wand boxes as
they stick out of the wall. Don’t worry if the boxes do knock you off, Harry
will keep hold of the ledge with one hand and then pull himself back up
allowing you to move on.

When you step away from the wall, walk forward collecting the beans then jump
past the swinging hook to the next platform. Harry will grab it by the tip of
his fingers and pull himself up so collect the beans then walk over and pick
up the spell book by Mr Ollivander. This will give you your first spell,
Flipendo, assign it to a button of your choice then follow Mr Ollivander into
the next room.

Start by Flipendo-ing the jars on the bookcases and collecting the beans that
are released from them, and then break the jar on the floor in the opening of
the crawl space. Ignore the Flipendo pad that appears for now and go through
the crawl space to find a chest. Open it up and you will be rewarded with your
first wizard card, number 52, Felix Summerbee. Go back through the crawl space
and Flipendo the pad that you revealed earlier to unlock the door. Before you
go through the door however, search the bookcases for four beans. You can now
enter the next room.

In here Mr Ollivander will set you the task of hitting the three shields with
your Flipendo. Target the top one first then work your way down until all
three have been turned. When you have done this the base will open revealing
the first page for your Folio Bruti, all about imps. When the door opens two
imps will run in, Flipendo one and pick it up, walk over to one of the cages
on the left side of the room until the A button says place. When it does hit
the A button to drop the imp into the cage. Do this with both of them.

With this done Mr Ollivander will ask you to follow him again but before you
do, use the closed cages to get up to the two ledges behind them. On the first
ledge you will find two chests with health items inside and on the second
there is a chest with a wizard card number 89 inside. When you have these you
can enter the next room but don‘t forget to search the bookshelves for three
beans.

Mr Ollivander will shout over the loud contraption in the centre of the room
to ask you to Flipendo the pad on the thingamabob. Target the pad and follow
it round while continuously Flipendo-ing it and after about four hits it will
lock into place in the ceiling. This will then reveal to you another book
which will allow Harry to charge his spells before releasing them, so go and
pick it up.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

http://elwa666.blogg.no

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:14

When you have done this you will have to repeat the Flipendo thing again but
this time you need to stand still and charge your spell while you wait for the
pad to come round to you. When it does release your spell and when you have
hit the pad with three good Flipendos it will lock into place again which will
earn you wizard card number 41 from Mr Ollivander. After that you will go back
to the front of the shop and meet Hagrid again, then it’s off to Hogwarts at
last.

~~~Night One~~~

After many cut scenes you will find yourself in the main hall of Hogwarts, all
you have to do is follow Percy up the stairs and to the right then enter the
door he stops next to. Once again follow him up the grand staircase and half
way up you will be introduced to Peeves, not much to worry about with him so
continue up until you are at the top then enter the door. Keep following Percy
and you will find yourself at the portrait of the fat lady, or big boned lady
if you want to be political. There isn't a lot to do at this stage of the game
but you can have a look around to familiarize yourself with your surroundings
by all means. When you are ready enter the portrait.

Walk forward until you find Ron and after a brief chat you will be set the
task of trying to sneak past Percy to get to Fred and George’s shop. Before
you go, go through the archway opposite the door of the reading room and break
the jar for a few beans which should give you an even 50 ready to spend in
their shop. You can also open the chest in here for card #24.

When you have these items go across and enter the reading room then walk
forward a little way until you get a better view of the room and can see where
Percy is. It takes a little bit of getting used to, to get past Percy but
after a bit of practice you will get used to it, especially after he has
chucked you out a few dozen times.

When you are in the shop you can buy what you want but I recommend buying the
bean carrying bag so you can carry more beans and halve the amount of times
you have to try and get past Percy coz believe me, that gets annoying. There
is also a chest by the bean carrying bag with card # 38. When you have perused
their wares and are happy you can leave the shop and try to sneak past Percy
again to get back to the t he is not quick enough to catch you.

When you get outside Ron says he’s off to bed follow him through the common
room up to the dormitory. When you reach the top of the tower you can end your
first day. Well done.

~~~Day Two~~~

Your second day begins with the sunshine pouring in through the windows and
you stood alone in the dormitory. Go downstairs to the common room and you
will find out what your first lesson of the day is. While Hermione is chatting
with you she will bring your attention to the lost and found board, use this
to return items from around the grounds and you will be rewarded with wizard
cards.

The best time to look for lost and found items is during the day as you can
walk around freely without prefects hindering your progress. Be warned though,
items on the lost and found board will not appear until you have read the
board, (for more information please see chapter four).

When you are ready for your first lesson go over to Ron and after a short cut
scene you need to follow him all the way down to the dungeon for your first
Potions lesson. Before you can get there however you are delayed in the main
hall by Professor McGonagall for a little lecture on house points, when she’s
done carry on down to your lesson.

Once again before you actually get to your lesson you are stopped by a cut
scene, this time you are introduced to Malfoy, after a little back and forth
you are finally free to enter the classroom, it’s a miracle you never got
deducted any house points for being late.

Anyway potions are very straight forward , just listen to Snape go on for a
bit and you will be given a list of ingredients to get for your next lesson,
don’t worry there’s time for that later. When you have the list its lesson
over, if only they were that short in real life eh? After potions it’s onto
Defense Against the Dark Arts, just follow Hermione. When you get to the
classroom you will be set your first spell challenge, Lumos.

~~~Lumos Challenge~~~

As soon as you start there is another page for your Folio Bruti on your right
so pick that up. Ignore the tapestry on your right as you can’t get past this
until you have another spell. Walk forward into the next room and if need be
open the chest on your right for a cauldron cake. When your ready wall sneak
on the broken ledge to the left of the door being careful to avoid the moving
blocks.

When you’re across a cut scene will deal with the majority of the imps leaving
you with just one to contend with so Flipendo him and place him in the cage
provided. With this done a challenge shield will appear, pick it up. Use the
chest by the cage for a health item if need be then jump across the broken
bridge. Don’t worry about the falling bits at the other side; Harry will grab
the edge before you plummet to your death. When you’re across enter the door
in front of you.

This room is quite simple and a nice easy one to break you in with. Walk
forward to the light in the centre of the room then walk off to the right. Go
up the ladder and grab the block up there. You can probably see exactly where
the block needs to go but before you put it in the hole, move it over to the
ledge by the pillar and use it to get up to a chest worth a health item if you
need it. When you’re ready put the block into the hole and it will open the
flaps in the centre of the room.

Climb back down the ladder and jump across to the ledge left of the alcove you
were just in. Flipendo the imp that is in a little niche just above you then
walk along the platform opening the chests for two health items and an owl
treat in the middle chest. Continue to the end of the platform and Flipendo a
second imp in another niche above you then jump the next gap.

Climb the ladder here and do exactly as you just did in the last alcove. Move
the block over to the ledge first and use it to get up to some beans and
another health chest. Now move it into the hole to reveal an owl perch.
Go back to the centre of the room and call Hedwig to the perch then feed her
the owl treat you collected earlier. When she has had her fill she will drop
down a ladder for you to use but before you go up it, drop down to the floor
of the room below you and find the two imps you knocked down just now.

Do your thing with them and place each one in a cage so you can get to the
ledges behind, one contains a challenge shield and wizard card #18 and the
other has your third challenge shield and a health item.

To get back up to the ladder you must head towards the Flipendo pad sitting on
the outer wall between two burning torches, Flipendo this and part of the
upper level will drop down for you to walk back up to the owl perch and
ladder. Now just climb the ladder to the next room.

Up here there are two imps standing on the bookcases so you should know what
to do with them by now. When both of them are in there cages the door at the
other end of the room will unlock allowing you to exit, but before you go c
heck behind the second bookcase for another shield, then enter the next room.

When the door has closed behind you pick up the spell book and the bars in
front of you will sink away. Assign Lumos to a button and then light it. Walk
along the wall to the left of the door, (if you were facing it) and Lumos will
show you the floor boards to avoid. In the corner you will find a door, go
through. Pick up the beans and open the chest for the health item if you need
it then open the gold chest for card # 98.

When you’re ready leave the room and light Lumos again. Follow the next wall
along and when you are almost at the illuminated doorway a hidden panel will
be revealed by Lumos, push it and enter. In here there are two ghosts, to get
rid of them you simply have to shine Lumos on them a few times. Each time you
get a hit they will disappear and reappear somewhere else in the room, just
hit them again and after you have hit them about four times each they’re done
for.

When you have disposed of them a challenge shield will appear as will a
Flipendo pad. Pick up the shield and hit the pad which will open the doorway
at the far end of the next room. Open the chests in here for health item if
you need it then go back out into the previous room.

Light Lumos once more and continue to follow the wall along past the door and
pick up the shield, behind that there is another hidden panel so push it and
go through. All you need to do in here is hop up to the block on the upper
ledge in here and push it off so it lands on the floor, then pull it along
until it slips into the hole. With this done the last door opens allowing you
to walk through the hall, picking up the beans as you go and go through the
next archway.

Walk to the end of the platform and then turn around so you are facing the
arch you just came through. To the left of it is a Flipendo pad so hit that
and a statue will be lifted up behind you. All you have to do here is shine
Lumos on the statue and he will reveal some hidden platforms for you. Jump
onto the first one then across to the next and turn to your right. Jump to the
platform there and go through the door. Walk forward and get the challenge
shield and open the chest if you need to then go back out. Climb the rest of
the platforms to the top of the room and pick up the last shield.

Now simply go through the crawl space, pick up the beans and walk to the dark
end of the room. Light Lumos to reveal the panel and walk through. Now all you
have to do is go back through the crawl space here to return to the classroom.
Professor Quarrel will give you a B which will earn your house 30 points.

Don't worry yet about getting the perfect grades as you need other spells to
get this. You can come back later to repeat the challenge and get full marks
later when you have the right spells. For now just leave the class room.

~~~Flying Practice~~~

Outside Ron will tell you it’s time for your flying lessons so follow him out
into the grounds. Madam Hooch will be teaching you to fly, it’s fairly simple
when you get the hang of it but it can be frustrating to start. After she has
taught you to fly she will set you an exam. You need to fly through as many
rings as you can in the set time. Ignore her when she says you can’t afford to
miss anymore as I missed 14 rings and still managed to get a distinction. If
however you get a low grade and want to improve it just speak to Madam Hooch
and she will give you a chance to improve your grade.

After Neville has fallen from his broom you and Malfoy pass a few words then
you need to chase him around the grounds on your broom. You don’t need to
catch him; you just need to catch up to him. When you do another cut scene or
two will ensue so sit back and relax for a moment. When they’re done follow
Ron and he will lead you to Hagrid’s hut. If you lose Ron try keeping your
eyes open for Hedwig, she will lead you there too.

More cut scenes follow then Hagrid says you can use his garden to find your
potions ingredients.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

http://elwa666.blogg.no

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:14

~~~Hagrid’s Garden~~~

Enter the garden and turn left at the fountain. Go through the door and take a
look around. On the shelves you will find some jars for some beans and there
is a chest in the corner for some health if you need it. When you have cleaned
up head up the stairs and break the jars up here so you can collect the beans
when you come back down then go through the crawl space. Open the chest for
card # 12 then go back through the crawl space and down the stairs.

Collect the beans then stand at the bottom of the stairs and face the wall
then light Lumos to reveal a hidden panel. Walk outside and follow the trail
round until you find another crawl space leading into a cave. Open the chest
for a cauldron cake if needed and exit through the crawl space opposite the
one you came in through.

Follow the trail once again and you will have your first encounter with
gnomes. You can deal with these in more or less the same way as imps, Flipendo
them and pick them up when they are down. When you have your first gnome take
him behind the large tree on the left and you will find a hole. Get close
enough to the hole so the A button says throw down hole and do it. Do this
with all three gnomes and the bars in front of the Lumos statue will
disappear, you know what to do.

Go over and Lumos the statue and he will show you his platform. You can get on
it in two ways, one is to run down the hill then back up towards the platform
and Harry will jump up and grab it and the second is to use the ledge at the
far end of the shed to get onto the roof and jump across that way.

Either way get onto the platform and look to the left of the shed where you
should see a gold chest and a little ledge leading to it, jump across and wall
sneak over to the chest to get card # 10. Get back onto the platform either by
dropping down and jumping back up to it or wall sneaking back across then
jumping to it.

Whichever way you choose, when you get onto it you will see a second one, jump
to that and when your feet touch the platform the first one will disappear and
another will be revealed. As you jump from each platform to another, this will
keep happening so follow them round until you can jump onto the grassy ledge
that leads behind the waterfall. Inside this cave off to the left there is a
little plant with white flowers, walk over and pick it up and you have your
first ingredient, asphodel.

When you have picked the plant four more gnomes appear but don’t fret, there
is a purpose. Drop back down outside the waterfall and dispose of these gnomes
as you did the last and when the last one has dropped, the bars in front of
the gold chest will be gone. Go over and open it up to be rewarded with card #
17. When you have got this card follow your trail back and leave the garden as
this is the only ingredient you can get at this time.

Outside if you talk to Ron he says it’s time for bed but before you go this is
an ideal time to collect beans without a problem so when you have ended the
day you can go straight to Fred & George’s shop and spend away. Don’t forget
the lost and found as well, as the more cards you get the more health you get.
When all is said and done end the day, phew that was a long one!

~~~Night Two~~~

The nights in this place can be a pain because of the prefects walking around
just giving you hell, and as each night passes it gets tougher. I normally
can’t wait to get them over with and get onto the next day. However the first
night is not too bad.

You will start your night up in the dormitory alone as usual so go down
through the common room and into the hall beyond that to find Ron. It’s time
for your wizard’s duel with Malfoy.

After the cut scene you need to leave Gryffindor Tower but I would advise you
to go and spend your beans first as you will be facing ghosts in a minute and
you don’t want to lose the beans it has taken you so long to collect. When
you’re ready, leave the tower and you will meet Ron and Hermione outside for
another cut scene.

When this is done you will need to follow Ron to the trophy room to meet
Malfoy. When you get there Malfoy is ready for you but unfortunately he has a
little trick in store. By the time he is done you are in the hidden corridor
and on the run from Snape, The only way out is locked but you can open the
door by finding the Alohomora spell book.

Go through the crawl space shown to you by Hermione and you will find yourself
in the library. Walk forward to the alcove that sits between the two sets of
stairs and you will see the book sitting on it’s stand, pick it up. Assign
your spell and close the book. When you have, two ghosts will come into the
library so get rid of them with your Lumos spell. When they are gone a chest
will appear with card # 78. Pick up the card go back to Ron and Hermione
through the crawl space.

Unlock the door with your new spell and go through it in the nick of time
before Snape comes. After seeing Snape having a saunter, go across the
corridor and go through the door that your friends are stood by. On the other
side Hermione will show you what door to go through, unfortunately it’s the
wrong one and you come face to face with Fluffy. After the cut scene you will
be back in the other room and Hermione will show you the right door to go
through. You will find yourself on the 3rd floor and all you need to do now
get back to Gryffindor Tower and end your day.

~~~Day Three~~~

Go down to the common room and you will find that your first lesson is charms
with Professor Flitwick so follow them down to the 2nd floor and enter the
classroom they are stood outside of.

~~~Spongify Challenge~~~

When Professor Flitwick has set you your task and you have gone through the
crawl space, your second challenge begins. You will be able to see another
page for your Folio Bruti right in front of you when you start, so pick that
up then walk through the doorway in front of you.

Flipendo the fire crab to your right as you enter then keep Flipendo-ing it so
that it bounces along the floor and will eventually fall down the gap. Walk
around the central pillar and you will find another crab, do the same to this
one and a chest will be revealed with a wizard card pack inside. When you are
ready go up the staircase and pick up the spell book at the top.

When you have assigned your spell, go around the other side of the wall behind
the spell book and you will see an alcove with two flaming bowls in it. Stand
in there and light Lumos to reveal a hidden panel, push it and go through.
Shoot down the imp then hit him again so you can pick him up and put him in
his cage. Now use the cage to pull yourself up to the ledge behind and get a
challenge shield and a health item if you need it. Drop back down and go back
into the room that had the spell book.

Walk around the outside wall again until you find another alcove and light
Lumos to reveal the panel, push it and go in. In this one you need to move the
block over so you can use it to pull yourself up to the ledge above and get
another challenge shield and stock up on health if you need to. With all this
done go back out into the first room and go down the passageway that leads off
from this room.

Pull yourself up onto the ledge when you get there and use Spongify on the pad
on the floor, then walk over it so it will spring you up onto the higher
ledge. Don’t forget the challenge shield that is on the wall you just jumped
over then move the block over to the crawl space and go through it.

This room is a bit of a pain as you must not forget anything on the way up.
When you go up you can’t come back down or it kills you, nice! Anyway first
job on the agenda is to dispose of the ghosts with your Lumos so do that. With
them gone you will be shown a Spongify pad in the floor so do the magic and
jump up to the next level.

Go through the door and get the frog if you need it then follow the passage
right round into the room at the end. Use Spongify on the pad on the floor and
jump to the ledge. Up here is another shield and a chest with card # 75.
Collect both then go back out through the door.

Go up the stairs and use the Spongify pad to jump onto the pillar that juts
out from the central column, then use Flipendo on the pad on the wall of the
pillar. This will raise your platform up to a new level and reveal another
Spongify pad. Do your stuff and get up to the ledge just above you. Head up
the stairs and jump the gap you reach at the top to get over to the platform
you can see from here.

Go up the next flight of stairs and use Alohomora to enter the door at the
top. Follow this passage to it’s end and Flipendo the crab until it falls into
oblivion. This will cause a block to drop from the ceiling. Before you go over
to it, walk to the edge of the path you are on, being careful not to fall off
of course, and Flipendo the pad that you can see on the far wall. This will
lower the bars blocking the Lumos statue meaning you can now walk back to it
and move the block over to the alcove it is sitting on and pull yourself up to
it. When you have done this light Lumos and a platform will be revealed by the
Flipendo pad you just hit.

Walk back over there and jump onto the platform. Either side of this platform
are two more alcoves, the one on your left contains a challenge shield and a
gold chest with card # 8 and the one on the right contains another gold chest
with card # 27.

When you have them both go back to the block and move it to the hole in the
floor. When this is done the pillar outside the door will light and the
central platform will rotate to your side of the room.

Leave this room and walk forward, then hit the Flipendo pad on the central
pillar again. Once again it will move you around the room but the Spongify pad
remains hidden this time, although there is another one just beyond that one.
Ignore this pad for now and turn to your left where you will see another
platform that you can jump to, be careful with this one though as I usually
miss it at least once. When you are across enter the door. Follow the passage
once more and you will find some imps at the other end, deal with them and
climb up to the ledges above their cages.

Light Lumos at the statue in the right hand alcove to reveal his platforms and
collect the health item from the left hand alcove if you need it. Drop back
down and face the wall that is blocking your way. Pull yourself onto it but
don’t jump off the other side without looking where you are going. Collect the
shield then hop down from the middle of the wall and you will land safely on
the platform below.

Pick up the next shield that’s right in front of you then turn round to face
the wall you just jumped over. Hit the Flipendo pad and the bars beside you
will rise letting two fire crabs out. Get rid of them both and a block will
fall from the ceiling, move it into the hole in the floor. This raises the
central platform once more so go back out the door you came in through.

Jump back across to the platform you were on before and use the Spongify pad
to get onto the raised platform. Turn to face the outside wall and use the
Spongify pad to get up to the ledge above you, you will find yourself at the
foot of two flights of stairs, go up the right hand side first. Go through the
arch at the top and light Lumos for the statue in there. As there is nothing
else to do in here go back down the stairs and up the other side.All that’s
left to do now is jump onto the green platform then walk forward and exit
through the crawl space.

You will get a good grade for that but it can be improved upon later when you
have more spells. After you have completed the challenge and been graded,
Professor Flitwick will pass on a reminder from Snape about your ingredients
so head on down to Hagrid’s garden, (with a lecture from Snape along the way).
Before entering the garden walk over to Ron and Hagrid and have a nice little
chat, then go over to the garden gate.
Elwa
Elwa
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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:15

~~~Hagrid’s Garden~~~

Enter the garden and go into the stone building you went in the first time you
were here. Inside you will find an Alohomora door that you are now able to
unlock, do this and go through to find a greenhouse on your right. Go in there
and you will see the second ingredient you need, dittany.

When you pick it up a bunch of Doxies will fly down and bug you to hell. You
can get rid of these with a couple of well aimed Flipendo but it is not
necessary as you are not rewarded for your trouble. You can now go back out to
the fountain and find the Spongify pad beside the building you just came out
of.

Use the pad to jump up to the gap between the stone building and garden wall
and follow the trail round to a crawl space that leads into a cave. Go in and
look around until you can see the Folio Bruti page, pick it up and then leave
through the other crawl space that you haven’t used yet.

Follow this path round and you will come out by a large dead tree with a hole
in it’s side, in this hole is a Bowtruckle. To kill these you need to use
Flipendo just like you do for most other enemies. One good hit will sort them
out but it’s hard to get them targeted properly so it may take a few attempts,
you need to avoid the things they throw at you so be careful.

When you’re ready use the Spongify pad to get over the tree root and there is
another Bowtruckle in a hole, deal with this one and use this Spongify pad to
get over the next root. On this side there is a hole with two Bowtruckles,
clear them out.

When your way is clear, head across the bridge and walk up to the gap in the
wall of the big hollow tree. In here you will see three Bowtruckles and they
are standing in front of your final ingredient. Get rid of the Bowtruckles
then jump across and pick it up. If you want some health drop down into the
gap you just jumped over, if not just jump back across and make your way out
of the garden. When you are outside you can choose to end the day or look
around as you please.

~~~Night Three~~~

Another night, another challenge, although this one is also not that bad, all
you have to do is beat up a fully grown troll. No, it’s not as bad as it
sounds but we’ll get to that later. For now just walk down to the common room
and talk to Ron. Follow him down to the great hall and make the most of your
dinner as it’s about to be interrupted.

While you are enjoying the lovely Halloween feast Professor Quirrell comes in
screaming like a girl about a troll. Unfortunately Hermione doesn’t know about
the troll so it’s Harry to the rescue. Head up to the second floor and enter
the girl’s bathroom. Inside you will see your first troll but they’re not as
tough as they look.

To beat the troll you need to Spongify one of the pads and wait for the troll
to start swinging his club above his head. Just when he is about to bring it
down on your head use the pad to jump clear leaving the troll to hit the pad
and have his club bounce back up and hit himself over the head. Five hits like
this and he’s out cold but watch out for the rocks he will sometimes throw and
get out of the way if he brings down his club without swinging it above his
head first as it sends out a shock-wave that will hurt you if you are caught
in it.

When he is gone open the chest that appears in the middle of the room for card
# 6 and use the Spongify pads to get up on top of the toilet cubicles to open
the chests. If you are having trouble getting up to the gold chest that’s
right in the middle then aim to catch the ledge either to the left or right of
the door, when you get it open the chest has card # 68.

When you are ready go over towards Hermione and slip through the rubble to
face the music. When all is said and done, end your night and prepare for the
next day.

~~~Day Four~~~

Go downstairs and talk to Hermione who tells you it’s time for potions,
thankfully we have all the ingredients so go down to the dungeon and listen to
yet another lecture. When Snape has finished he will leave you with another
list of ingredients to collect but now is not the time. Fill your potion vial
with Wiggenweld potion, this will come in handy later then leave the dungeon.

Time for another spell challenge and this one takes place in the Herbology
greenhouse so go outside and head over towards Hagrid’s but take the left fork
in the path and that will lead you to the greenhouse, go in and let your next
challenge commence.

~~~Diffindo Challenge~~~

Walk through the door in front of you and pick up the Folio Bruti page beside
the exit. You will have to ignore the tapestry on your right because even
though you are going to get the spell that can deal with these, you will not
have a chance to come back to it. You will have to wait until you can repeat
the challenge.

Go out through the door and you will find yourself faced with another troll,
deal with this one in the same way you did the last. When he is defeated a
tree will fall providing you with a bridge, before you cross though don’t
forget to pick up the shield that is now by the door you came out through.

Walk onto the bridge but don’t cross it all the way, drop down and get the
gnome. Drop him into the hole at the end of the path then get the other one
and do the same. When they are gone, walk to the other end of the path and
pick up the challenge shield, you can then walk back to the other end and use
the tree root to get back up and cross the bridge properly.

Follow the path and jump over the two fallen tree trunks. Stop before the
trunk that is resting above your head and you will see the Flipendo pad on its
side, hit it and it will sort out those Horklumps for you. Ignore the shield
surrounded by the remaining Horklumps for now as you can’t get rid of these
ones yet, just follow the path round until you come to another bridge, drop
down here.

At one end of the path is a perch for Hedwig and at the other is a chest with
an owl treat. Get the treat out of the chest then walk into the dark corner
behind the chest and light Lumos, you will see a hidden panel in the brick
wall, push it and you will find a gold chest with card # 19.

Take the owl treat down to the perch and call Hedwig then give her the treat,
(don’t forget to get the shield that’s on your right on your way to the perch).
When Hedwig has had her fill she will fan away the pile of leaves by her perch
to uncover a Lumos statue, you should know the drill by now. He will light up
some platforms that you can now use to get back up to where you were, then
cross the bridge.

When you get across you will see the Diffindo spell book but it is being
guarded by two Gytrashes, use Lumos on them in the same way you do the ghosts
and they will be gone in no time leaving you free to pick up the spell book.
Assign the spell then target the ropes on the bridge. Hit them with your new
spell and it will cut straight through them bringing down the bridge for you
It will also bring down two gnomes but after trolls they’re nothing now so get
rid of them in the hole provided then open the new chest and get card # 57.

Before going up the bridge walk over to the opposite corner and you will find
a group of Horklumps, hit one with Flipendo then when it has shrunk in size,
get it with Diffindo. Do this with each of the Horklumps and they are gone for
good. Okay now you know what to do with Horklumps walk back across the bridge
you came over on and back track to the Horklumps you passed earlier and
dispose of them to get the shield. Now you can go up the bridge you just
lowered.

At the top you need to stand on the platform that is being held up by a rope
and use Diffindo. This will cause you to fall but don’t worry, it doesn’t
hurt. Run around the tree until you can find a shield hidden behind a root,
then leave through the tunnel in the rock-face.

You will come out by another troll and an open space that has a sort of
assault course theme to it. First things first, get rid of the troll. Empty
the chest that you get when he’s out cold and you will get card # 26. When you
have done that walk past the sleeping troll and follow the path round until
you find a grassy ramp. Go up this and you will see a shield in a nook, pick
it up.

Continue on round the tree and you will find another shield, when you have
picked that up go back to the opening of the tunnel you came in through. Take
a stroll down the other side of the tree and jump over the tree root blocking
your path. On your right is another chest with card # 87.

Finally go back to the tunnel opening one more time. Go up the ramp that
starts at the tunnels mouth and turn left. Jump the gap and follow the ledge
then jump the next gap. Keep going and jump yet another gap so you land onto
the tree branch, walk to the end of this and jump off onto the grassy ledge.

Turn left here and walk along this ledge until you get to the thrashing roots.
Wall sneak past these roots and good luck because I get hit by them nearly
every time I do this. When you get past them go on a little way more and get
rid of the Horklumps blocking your path. When you are past them there will be
another gap to jump so do that then walk to the end of the grassy ledge.

You will now be able to jump back onto the tree via anther ledge in front of
you then across to another one that has an archway on it. Go through the arch
and follow the wooden path up and jump yet another gap! When you reach the end
of the path you might be able to see a green verge on your right that you
should jump to, but before you do look over the edge of the ledge you are
stood on and you will see a chest, hop down and open it for card # 84. When
you have this pull yourself back up and jump across to the grassy bit yonder.

Get the imp down off his perch and get him in his cage and you will get
another shield. As you pick this one up you will be able to see another in the
distance behind a Horklump, use Flipendo and Diffindo to get rid of it and
pick up the shield. When you have it go through the crawl space the Horklump
was blocking.

When the crawl space has been blocked off, leave the shed via the doorway and
you will come face to face with the Venemous Tentacula oooh! Don’t worry you
won’t get to fight it yet as Professor Sprout comes in and ends your challenge.
With eight shields you should have some good house points and a good grade.
Now all you have to do is leave the greenhouse. Now you can explore or end
your day, the choice is yours.

~~~Night Four~~~

It’s Christmas time at Hogwarts and time for a midnight stroll. With your new
invisibility cloak you can go and look up Nicholas Flamel in the restricted
section. With the aid of your cloak it’s easy enough to get into the section
you need. Follow Ron down to the common room and after a cut scene it’s off to
the library. Go down to the second floor and enter the library annex. Upon
entering you will notice the place is crawling with prefects but you will also
be wearing your father’s cloak. You can walk freely about as although they can
hear you, they can’t see you, just don’t walk into anyone.

Go over towards the main entrance into the library but go right when you reach
the door. On this side you will find a grey door that is the entrance into the
restricted section, mind the prefect stood in front of the door so slip by him
and go inside. In here you have a lot of prefects walking around the
bookshelves, find your way to the other end of the room without hitting a
prefect along the way and don’t walk directly in front of them or they will
see the tip of your wand and kick you out meaning you have to start over. When
you reach the far side go through the crawl space, phew!

In this room you can move more freely but don’t go too far into the room
without emptying the chest there because those bookcases will close behind you
and there’s no going back. Open the chest and get card # 25 and get the Folio
Bruti page from the corner.

When you have both of these items walk forward and the bookcases will close
behind you. Oh you’re going to love this room. Run over to the far corner of
the room and climb the ladder there then wall sneak across to the next ledge,
avoiding the books that are putting themselves away. Climb the next ladder and
wall sneak again.

When you reach the other side and walk onto the middle of this ledge, the
centre bit will rise up and take you to another level, walk to the far end of
the ledge you are on and Flipendo the pad on the far side wall. This moves the
far platform out a bit meaning Harry can now jump the distance so do so, then
wall sneak again!

The middle of this next ledge will also rise up and you can jump across to the
next platform, just watch out for books as a hit from those can cause you to
fall all the way down again. Keep jumping from ledge to ledge around the room
until you reach the stone ledge with a tapestry on it. Use Diffindo on the
tapestry and go through the doorway.

Empty the chests of their health items if you need it and go through the door
at the other end of this room. You will now find yourself in a large room with
two ghosts, you know the score. When the ghosts are gone a Spongify pad
appears, use it and get up to the ledge above.

Walk to the right hand side and hit the Flipendo pad then drop back down and
go through the newly opened bookcase. Against the wall you will find another
Flipendo pad, hit it and the middle of the room will open and bring up another
rotating cog device like the one in Mr Ollivander's shop, do to that exactly
what you did to the other one.

Three hits and the bookcase on the other side of the room will part giving you
access to this part of the room but before you go rushing in like a bull at a
gate, beware of the prefect that is in there. All you are looking for is a
ladder on the end of a bookcase on your left hand side just as you pass the
bookcase that opened, climb that and the prefect is non the wiser.
Jump across to the Lumos statue on your right and do your stuff. When he has
revealed his platforms, climb back down the ladder and run so the prefect
doesn’t see you and get back over to the other side of the room where you hit
the first Flipendo pad.

When you get there pull yourself up onto the platforms and get the book you
are after from the stand in the corner on top of the bookcase. Now you have to
find your way out of here. Go out through the door you came in by, you’ll know
you have the right one because only one will open. When you walk through the
room the bookcases will move and reveal another crawl space, use it.

When you come out the other side the earlier bookcases will have moved back
into place leaving your path clear. You are now wearing the invisibility cloak
again and it’s time to get past all those prefects and now Filch too. When you
have the safety of the hall again you will get a cut scene so just heave a
sigh of relief and sit back for a mo.

After you have watched Peeves run off with your book you must chase him up the
stairs and into the fifth floor. Go into the classroom that has previously
been off limits and get your book back and you can have another breather
during a cut scene. All that’s left to do now is end the night.
Elwa
Elwa
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Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:15

~~~Day Five~~~

Day Five
You start your day at breakfast and finally get your nimbus 2000. Before you
can try it out however, you have another charms class and it’s time to get
your last spell. Go on up to Professor Flitwick's room and prepare for your
last challenge.

~~~Incendio Challenge~~~

Start out by walking up the stairs and into the main room, you will be able to
see the spell book but not get to it, don’t worry we’ll get it in a minute.
The first thing in front of you will be a shield so pick it up then deal with
the fire crab by pushing it off the edge with Flipendo. Keep walking around
until you find a Flipendo pad which will bring out a platform beside you, walk
across it and shine Lumos onto the statue. You can now use the platforms to
get to the upper level so do that now, collecting a challenge shield as you go.

When you are up you can pick up another shield between the two small pillars
on your right then go back to the fire-spewing hog statue by the green
platforms you came up by. Wait until he has just shot a flame out of his
mouth, then chase the flame down the path and when you are in the next room,
move aside quickly before his next flame comes down after you.

Follow the passage round and up the stairs into another room and Spongify the
pad on the floor. Use this to propel yourself up to the next ledge being
careful to time your jumps between the flames. Repeat the process up to the
next ledge and then wall sneak across to another one but mind the flames that
come out of the wall. Spongify one last pad and you are at the top of the
room.

Up here you will find a block, push it over the edge so it falls to the very
bottom of the room, then turn around and look for an owl perch on one ledge
and two chests on another. Wall sneak over to the chests first and get the owl
treat then wall sneak across both walls to get to the perch. Call Hedwig and
feed her the treat and she will drop a ladder down so you can reach the bottom
of the room the not so painful way, so sneak back across to the other platform
and descend the ladder.

Get hold of the block you pushed down earlier and put it in the hole in the
corner of the room. This will stop the hog in the main room from breathing
fire and put him out of action but it will also lock the door to the room you
are in and release two fire crabs. You will also notice that a large hole in
the floor has appeared so Flipendo the crabs and knock them down that hole,
when they are gone the door will be open again. When you have cleared the
room, Spongify your way back up the first two pads and you will find a
challenge shield on the next platform.

Go out the door and directly facing you will be an Alohomora door, do your
magic and go through. Open the chest in here and you will get card # 92, you
can then go back out and return to the main room. When you get there you will
see a Flipendo pad on the belly of the hog that is now facing upwards, hit it
and it will lower the first set of bars.

After you have lowered the bars, go over and stand by the next hog. Do the
same here as you did before and cross the bridge into another room. Follow the
passage round until you emerge in a smaller room with two pillars and a
flaming grate between the two. You need to cross this grate so wait until the
flames have died down then run for your life, (okay so I can be a bit
dramatic).

To get past these smaller hogs you must Flipendo one and then Flipendo the
other as quickly as you can then run past while they are still facing upwards.
with this done follow the path once more.

When you enter the next room the game will give you a nice glance around.
Flipendo the three hogs so you can pass them, then put one imp in the cage
and throw the other over the edge, he he. Use the cage to get up to the higher
ledge and open the chest for card # 33 then walk back to the opening of this
ledge and target the ropes holding that ramp up. Hit them with your Diffindo
and go up the newly lowered ramp so you can Diffindo the rope holding that
block in place.

Yes you guessed it, go back down the ramp and put the block in the hole. This
stops the second hog in the main room and releases another two fire crabs, but
they can easily go over the edge. When they are gone pick up the challenge
shield that appears by the door and go back out into the main room again.
Flipendo the belly of the second hog and move on to the last one.

Dodge the flames of this hog as you did the others and cross the bridge. A
little way down the passage you will come to two tapestries, Diffindo the one
on the left and go through the arch to open the chest. When you have got the
wizard card pack go back out and carry on up the passage.

When you go through the arch at the end keep going and Harry will jump the gap
you didn’t know was there and land safely on another ledge. Turn left and jump
across to the next ledge then face the wall and light Lumos, push the panel it
reveals and enter. Kill the ghost and empty the chest if needed then go back
to the central ledge and jump across to the ledge on the other side of the
room. Reveal the panel and go in and get the health item if needed, then once
again return to the middle ledge.

Turn and face up the room and jump across to the ledge then jump to the one on
your left. Reveal the panel and inside you will find a Lumos statue, so light
Lumos to see his platforms. Before you jump across to his platform, go across
the room once more for the last hidden panel where you will find a challenge
shield and another ghost, get the shield and get rid of the ghost. You can now
go over to the green platform and be lifted up to the top part of the room.

Move around the room by running across the grates when the flames are down and
you will eventually come across a break in the outside wall giving you an
opening to jump through to get to another platform.

From there you can turn to your left and see a Flipendo pad in the wall, hit
it to release a block. Turn 180 degrees and jump across to the block then put
it in the hole. This turns off your last hog and releases two more ghosts on
the level below. Work your way back down to them and get shot of them to
reopen the door. I now suggest you get the shield and go back to the main
room.

Flipendo the pad on the belly of the last hog and you are free to get the
spell book. After you have picked up the book you will see one of those small
pillars ignite giving you a pretty good hint as to what to do next. Use
Incendio on the other one and your escape route is made clear.

Drop down between the two small pillars to collect the shield and then go down
to the bottom level to find another shield across the new bridge then go into
the passage beyond that. Follow this round and empty the chests as you need
then carry on round to collect your last shield through the open doorway for a
perfect grade. Empty the chest to get card # 3 then go back and use the door
you passed as you were coming into this room. Now you have to face the
Venemous Tentacula.

To deal with this you must first target his hands and use Diffindo on them to
cut them off. Next target it’s head and hit it with Diffindo to get this plant
to open his mouth. When it’s mouth is open hit it with an Incendio. Try to
charge your Incendio even just a bit if you can as this will reduce the amount
of times you have to repeat this process.

Dodge his green spit, (nice), and mind out for the shockwaves from his hands
then just keep going until it is dead. When its gone two of the three panels
behind it will open revealing torches. Light these torches using Incendio and
the crawl space will finally open leaving you free to go.

When you have been awarded your grade and house points you can leave the
classroom. Out side you are met by a strange looking boy who informs you that
you must go to the common room so I suppose you must do as he says, go on up
to Gryffindor Tower. After a brief chat with Neville you finally find Nicholas
Flamel on the back of a wizard card. When all the chat is over and you have
your card, you are given the option of ending the day but now is a good time
to revisit the earlier challenges and pick up all the shields that you
couldn’t get before, this will up your grades and up your house points
ensuring that Gryffindor win the house cup. If you do want to revisit any of
the challenges see the next chapter, other wise just end your day.

~~~Night Five~~~

When you enter the common room you will be met by Hedwig with a letter from
Hagrid. He invites you down to his hut so you can get an ingredient for
Potions. Watch your step when you leave the portrait as there is now a prefect
patrolling outside Gryffindor Tower, get past him and go down the staircase.
As you can see there are more prefects wandering around the main hall so watch
their timing and run when they have each disappeared down either side of the
staircase. Run straight across to the door and head outside.

There is now only one prefect standing between you and Hagrid’s and he is
lurking about outside the tunnel that leads to Hagrid’s hut. Wait until his
back is turned then run past him. When you do run out give him a wide berth
and try to run as far away from him as possible. When you have cleared him
there are two Gytrashes to contend with. I generally find it easier to run
away from these and not bother trying to kill them. When you finally reach
Hagrid you can watch another cut scene.

Follow Hagrid into his garden and he will open up another part of the garden
that you have not been in before. If you wish, before entering, you can
Diffindo the tapestry by the fountain and a chest is there with card # 38,
when you have the card follow Hagrid into the door.

When you are inside Hagrid will walk forward and stop, leaving you to roam
around at your leisure. Take the path that leads off from Hagrid’s right and
get rid of the Horklumps there, then follow the trail when it is clear and
Harry will jump down into a clearing. Pick up the frogs if you need them then
get rid of the Gytrashes. Clear the Horklumps that are blocking the crawl
space then use it. In here you can find the ingredient you are looking for and
empty the chest for card # 70. You can then use the crawl space to the right
of the one you entered by.

Jump down from the ledge and follow the path to the left back towards Hagrid.
When you get there you will have a cut scene and your first meeting with
Voldermort. Not a great deal happens, just a few more scenes then it’s time to
leave the garden again. When you step outside you can end the day rather than
trying to sneak past all those prefects again.

~~~Day Six~~~

Back in the common room you can have a nice little chat with Ron about your
midnight excursion. When you have brought him up to speed you need to head
back outside and go to Hagrid’s garden for the last of your ingredients.

~~~Hagrid’s Garden~~~

When you enter in the garden, remember the tapestry you cut down last night,
cut it down again and this time the way is not blocked by a chest. Follow the
path and go through the crawl space to enter, surprise surprise, another cave.
Pick up the Folio Bruti pages and leave through the other crawl space, the
dark one.

Keep going round and up the stairs then take the right hand flight of stairs.
Go right again at the next fork in the path and you will find a Flobberworm,
now to get his mucus. Flipendo the Flobberworm to move it in the same way you
would a fire crab, and take it back to the fork you just came from. When you
get there, move the Flobberworm down the right hand path and put it on the
dark spot in the middle of the ledge. You will know when you have done this
right as a cut scene will show you that the cog below this ledge has started
rotating.

Go back to the first fork in the path you came to and take the other turning.
Keep moving round until you reach the cog. Get rid of the Bowtruckles and
target the Flipendo pad on the cog just as you did in Mr Ollivander’s shop.
When you have hit it enough, it will rise up and squash that helpless little
Flobberworm flat, aaah. Now all you need to do is go back up the path and pick
up it’s mucus.

With this done it is time to get your last ingredient so go back the way you
came and return to the fountain at the start of the garden. Turn right at the
fountain and you should be looking at some bars, either side of the bars there
are some Incendio pillars, light them and the bars will drop. Walk down there
and use the crawl space, pick up the Folio Bruti page and exit via another
crawl space, (how has this kid not worn holes in the knees of his trousers?).

When you get to the end of this path you will see a little wooden shed, go
round the side and there is a crawl space, go inside and imprison those imps,
when all three are gone the bars on that brick wall will move aside clearing
your path.

Before you go through the new opening, try the crawl space just to the left of
it. Empty the chest and you will be rewarded with card # 79, when you have
that go back out and use the new opening.

When you go in the bars close behind you and you are faced with gnomes, throw
them in the hole. When they are gone the next lot of bars will open so go
through there and you are faced with another lovely Venemous Tentacula. Deal
with it the same way you did the last and when it’s done and dusted the next
bars will open.

Following the path you will eventually come out by a large tree with the
Puffapods nearby being guarded by Doxies, clear out the Doxies then hit the
Puffapods with a Flipendo each. Wait for the yellow haze to disappear and when
it has there will be little white spots floating in the air, these are what
you must collect but don’t approach them before the haze has gone. Pick up the
Puffapod spores and look behind where they were. You should be able to see the
top of one of the walls you came through to get here. Climb up and jump from
wall to wall and you will be able to reach the chests on the far side with
cards # 55 and 90.

With all this done you can now leave the garden and go to your potions lesson
at which time you will learn that it is time for your one and only, half a
Quidditch match.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:16

~~~Quidditch~~~

This is very quick and very easy and is only in there to fill in a gap in the
story line. Follow Ron down to the Quidditch pitch and prepare to face
Slytherin. All you need to do in this match is fly around after the golden
snitch until the cut scene takes over. Fly through the rings and just when you
are about to catch the snitch the game will take over. Watch the scenes then
take up the chase again, just when you’re about to catch it again, the game
kicks back in, oh it’s such a tease. After this scene take up the chase once
more and no you don't get to catch it, another cut scene and another chase and
just when you think you can enjoy a moment of glory, the game takes over and
catches the snitch for you, ruining your fun. Gee that was thrilling.

Back outside the story is finally starting to come together and you have to go
to the staff room to find Dumbledore, don’t worry, follow Hermione and Ron.
When you reach the staff room the game takes over so let it do it’s thing and
relax for a minute. After Snape has dismissed your claim there really isn’t
anything more you can do for today, at least not until you start the night. A
word of warning though before you end the day, redo any challenges you have
not yet got a distinction on, collect any lost and found items you have yet to
trace and get your card collection up to date, you are nearing the end of the
game. Don’t panic if you don’t want to get everything now but I would advise
you get all the cards you can to get your health to maximum as you have a few
hard battles ahead and will need all the health you can get.

~~~Night Six~~~

When you go down to the common room Harry can discuss the situation with Ron
and Hermione. With Dumbledore gone, it’s up to you three to sort this out.
Three guesses where you’re going, yup, the third floor, off you go. Open the
door to the forbidden corridor and retrace your steps back to fluffy. When you
reach fluffy a cut scene takes over and you will not regain control until you
have gone down through the trap door.

Oh joy, another plant to beat, funny how it looks just like a Venemous
Tentacula. Never mind at least you know how to defeat the Venemous “devil
snare” Tentacula. The difference is you have no room to run out of it’s arms
length and when you sever on arm the other one goes mental, the good news is
there’s no spitting, only biting. When it’s health start to get about half way
down it will bite you so watch your step and stay nimble. It’s bite is also
poisonous which gets to be a pain after your first bite when you have no more
antidote left. Keep hitting it until it is dead and it will release Ron and
you guys can move on.

In this next room you have to fly around with about a hundred keys trying to
chase you down and kill you. You need to chase the single key in front of you
through the rings in the same way you would a snitch. When you catch up to it
Harry will tell Hermione to open the door and throw the key down to her, then
it’s on to the next room.

Enter the room behind Hermione and enjoy the cut scenes. When they’re finished
you have to play chess, yes chess. Don’t worry the normal rules of chess don’t
apply here, it’s really more like a game of chequers. All pieces move only one
space at a time and it doesn’t matter if you lose or take a king, you still
play on. Your sole purpose is to get Harry and his piece to the other end of
the board and leave no white piece standing. I am not exactly sure of how I
got across so I can’t give you any advise on how to do this. If someone would
like to write something to put here then please feel free, you will get full
credit for it. After you have won at chess you will go onto the last room and
face your foe.

When all is revealed to you it is time to take a stand and bring Quirrell
down. To do this you must first defeat the Gytrashes he sets on you. Use your
Lumos as normal but be careful as these Gytrashes will shoot out sound-waves
that can hit you. When you have taken enough health from the Gytrashes the
blue ring will come down and Quirrell will start chanting.

You need to hit him with Flipendo before he can complete his chant or he will
release another Gytrash to replace one you have already gotten rid of. When
you have managed to get rid of all the Gytrashes you are left to face Quirrell
and Voldermort.

If you thought the Gytrashes were annoying or even the Venemous Tentacula then
you are going to hate this. To start this battle you must avoid the flying
boulders that he throws at you, just keep moving and you will hopefully avoid
getting hit. Keep avoiding these boulders by running around until Quirrell
starts a new incantation. You will know when he is doing this as his wand will
glow red. When he does this make sure the white beam is connecting Harry to
the mirror and stand quite still.

Let the spell hit Harry and he will absorb
it. You must then let the spell charge slightly and when it is glowing a
brilliant white, (so the blue tint has all but disappeared), hit the A button
and send it back to him.

Make sure when you send it back you are facing
Quirrell as it will shoot out in a straight line so get a good aim. The timing
on this takes a little practice and can be touch and go but bear with it, it
comes together in the end. Follow this routine until you have hit him five
times, when you have, he’s toast! Congratulations you win!

~~~Day Seven~~~

When all the scenes have ended you will find yourself back in the dormitory,
go downstairs and watch as Dumbledore dishes out the house points. Now all you
have to do is go down and enter the main hall to wallow in your glory. Pick up
anything you have missed on your way down and when you are satisfied you have
done all you can or want to do, enter the main hall for the closing sequences
of the game. Well done!

*******************************************************************************
Chapter 4 Side Quests
*******************************************************************************

4.1 Return Challenges

When you finally have all your spells you know that there is nothing stopping
you from getting a distinction in every challenge and taking the house points
so high there is no way that Gryffindor wont win the house cup. If you want to
return to any of the challenges it must be done during the day but only when
all your other tasks have been completed, basically when you are given the end
the day option.

Below I have included each challenge again in full, (as you
even have to collect the ones you got earlier to ensure top marks), all except
the last challenge, Incendio. I have not repeated this one as the walkthrough
tells you how to get every shield first time round. If you did miss one then
go back to that section of the walkthrough and go from there. To repeat any of
the challenges you must go back to the classroom where the challenge took
place and re-enter through the crawl space you used the first time around.

~~~Lumos~~~

Okay, Lumos take two. Return to the Defense Against the Dark Arts classroom
and approach the portrait at the foot of the stairs, when it gives you the
opportunity, crawl into it. Straight away there is a tapestry on your left,
use Diffindo and go inside then do the same again with the tapestry in there.
Pick up the challenge shield and empty the chests if need be then return to
the start.

Walk into the next room and wall sneak past the moving blocks in the wall. Put
the imp in his cage and pick up the challenge shield. Cross the bridge by
jumping the gap but don’t enter the door, instead turn left. Here you are able
to wall sneak across to the broken ledge with the tapestry, when you get there
take it down.

In this new room, empty the chest if you need to then exit via the door on the
other side of the room. Watch your step in here as there is fire crab and no
hole to push them into. Run in and get the shield then run back out again. It
might help if you can give it a quick Flipendo on the way in then get the
shield and leave again before it can right itself. With this done you can
return to the other room you were in and wall sneak back to the other door and
this time go through it.

From here on in I am going to repeat all that you have done before but please
bear with me, this is purely for those of you who are only using the
walkthrough to find the missing challenge shields so I apologize to those who
have already been through this part with me.

Walk forward and use the bridge that leads right. Use the ladder to climb up
and put the block in the hole. This will light the flame in the pillar beside
you and open the hole in the centre of the room. Climb back down and jump over
to the ledge on your right that runs around the room. Shoot down the imp and
open the middle chest for an owl treat, then walk forward and shoot down the
next imp.

Jump across the next gap and climb the ladder on your right then put the block
in the hole. As you can see this has raised a perch for Hedwig but there are
two more shields to get first. So, climb back down the ladder and jump off the
edge of the ledge so you are in the lower part of this room.

Down here you must find two imps and Flipendo them. When they are stunned and
lying on the ground, pick them up and put them in the cages provided. When the
cages are closed you can use them to reach the alcoves behind them and
situated in both of these you will find two more shields.

To get back up to the owl perch, find the Flipendo pad on the outer wall
between two flaming torches, hit it and part of the upper ledge will lower
providing you with a ramp, go back up and approach the perch. All you need to
do here now is call Hedwig and feed her the treat, then climb the ladder that
she sends down for you.

Take down the two imps that are on each of the bookcases then hit them again
to stun them and put them in their cages. When they are both in, the door at
the other end of the room will open, before leaving though, check behind the
second bookcase for your sixth shield, only four to go.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:16

Light Lumos and walk across the room, avoiding the lit panels in the floor as
they collapse, until you reach the door at the other end. You may have noticed
just off to your left there is another shield. With Lumos still lit make your
way over to it and pick it up. Now stand where the shield was and face the
wall. Light Lumos and you will see a hidden panel, push it and go in.

You will find a block up on a ledge to your left, push it off the ledge and
put it in the hole in the floor. Go back out and stand just outside the
opening then turn left. Light Lumos and walk back past the door. Along this
wall you will find another hidden panel so push this one and go in but mind
out for the ghosts. Lumos the ghosts to death, ha ha, and when they are gone
pick up the shield and turn around to face the other wall. Hit the Flipendo
pad and you will open the exit to these rooms, go through now and say goodbye
to this collapsing floor.

Walk to the end of this bridge and turn round so you are facing the door you
just came through. Hit the Flipendo pad that is just to the left of the door
then turn around and show your Lumos might to the statue that was raised by
the pad. When he has revealed the green platforms that spiral up around the
room, jump onto the first one and then across to the next. Turn to your left
and jump to the platform that is in front of the door then go through it.

Pick up this shield and go back out to climb the rest of the platforms.
At the top you will get your last shield so pick it up and go through the
crawl space.

Turn left and walk to the dark end of the room and stand right in front of the
wall. Light Lumos and push the hidden panel it reveals then go through and you
will be back at the crawl space that returns you to the class room. Go through
it and you will be rewarded with a distinction and another twenty house
points. (Don’t you think it’s strange that Professor Quirrell’s voice comes
out of nowhere? No? Just me then)

~~~Spongify~~~

Return to the charms classroom and go through the red portrait on the left
hand side of the room, this will take you back to the Spongify challenge. When
you are through the crawl space go through the door in front of you and run up
the stairs but be careful of the fire crabs on the ground floor, (get rid of
them first if you prefer).

As you reach the top of the stairs you will see an alcove with two burning
torches in it, walk over and light Lumos to find the hidden panel in the wall,
push it and go through. Move the block over to the far wall and hop onto it so
you can pull yourself up to the ledge above. Pick up the shield and go back
into the other room.

Walk around the room until you find another alcove and find the hidden panel
in this one. Go through and shoot down the imp on the ledge above you. When he
is down, hit him again and put him in the cage. When the cage is shut use it
to get up to the ledge behind and get the shield from up here. Now go back to
the other room.

Between to two alcoves is a passage, go down there and pull yourself up to the
first ledge. Use Spongify on the pad in the floor and jump off it up to the
upper ledge. When you have cleared the wall go back to it and climb up on top
of it to get another shield. When you’re ready, drop back down and move the
block over so it is directly under the crawl space. Now stand on the block and
use the crawl space.

Destroy the two ghosts and a Spongify pad will be revealed, use it to jump up
to the next level. Go through the door and follow the passage round until you
reach the little room at the end. Use Spongify to get up to the ledge and you
will be rewarded with another shield, pick it up and leave the room.

Go up the stairs and use the Spongify pad to get onto that central platform.
Up here you will see a Flipendo pad so hit that and the platform you are on
will move you round to the next level. When it stops another Spongify pad will
appear so use it now and you can get up to the ledge above. Go up the stairs
and jump the gap at the top, then climb the next set of stairs and enter the
door at the top by using Alohomora.

Follow the passage round and find the fire crab at the end. Flipendo him so he
falls of the edge at the end of the room then hit the Flipendo pad on the far
wall. Go back to where the block dropped and move it over to the ledge with
the Lumos statue. Use it to get up to the statue and hit it with a Lumos.

Drop back down and move the block again so it is in the hole in the floor past
the flame that is shooting out of the wall. From here jump onto the green
platform that was revealed by the Lumos statue and turn left. Jump across and
pick up the shield then jump back onto the platform. Now leave the room.

When you come out the door turn right and jump over the gap to the ledge with
two un-flaming pillars. Use Incendio on the pillars and the bars on the door
will lift. At the end of the passage drop of the edge and you will find
yourself in a lower part of the room. Pick up the shield and use Lumos to
reveal a hidden panel in the left hand wall. Walk in and move the block over
to reach the upper level to find a shield and a chest with card # 90. Now drop
down and head back into the previous room. Use Spongify and jump back up to
where you dropped down then leave the room.

When you come back out head back down the stairs then jump back across the
gap. Go back down the stairs and use the Spongify pad to reach a tapestry.
Take it down and go inside. Mind the fire crab that is lurking round the
corner and follow the passage down. At it’s end you will find two more imps,
put them in their cages and use the crawl space that is revealed behind one of
them. Pick up the shield then use the Spongify pad to get up to the alcove
that is on your left as you come in, up here is a chest with card # 6. Now go
back out to continue the challenge.

When you are back outside, jump down to the stairs on your right and walk onto
the central platform that moves around the room, hit the Flipendo pad and it
will do just that. Walk forward and jump to the platform on your left then
enter the door there. Follow the passage and find the imps at the end, put
them in their cages. You can then use one of the cages to reach a Lumos
statue, show him the light and he will show you some platforms.

Drop back down and climb up to the wall with the shield on it but be careful
that Harry doesn’t jump off the other side as there is a chance of pain and
death so be careful!

Pick up the shield then, making sure you are in the middle of the wall, jump
off the other side onto the green platforms. Pick up the shield from down here
and turn around to face the wall you just climbed over. Hit the Flipendo pad
and two fire crabs will be released, push them over the edge so they fall down
between the green platforms and the outer wall. When they are gone a block
will fall so put it in the hole and the central platform in the room outside
will move once again.

Go back outside and jump back across to your right then use the Spongify pad
to get to the central platform. Turn around and use another Spongify pad to
get up to the base of two flights of stairs, to start with go right. Enter the
room at the top and show the Lumos statue your stuff so he will reveal a
platform for you to use. Go back down the stairs and climb up the other side.
Jump onto the green platform and enter the crawl space beyond it to receive
your perfect grade and extra house points.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:16

~~~Diffindo~~~

Go outside and enter the greenhouse area then go into the large one in the
middle. Find the crawl space in the top right hand corner and go inside.
Ignore the tapestry on your right still and go outside to deal with the troll.
Pick up the shield that appears when he is out cold then go to the bridge he
made for you. Drop down to the left of the bridge and pick up the shield there
then follow the path back the other way. When you reach the other end use the
large tree root to get back up to the bridge, then cross it.

As you turn the corner you will see a tree trunk has fallen and rests above
your head. On the tree trunk you will also see a Flipendo pad, when you hit
this the trunk will roll down the hill and take out most of the Horklumps the
quick way. When they are gone walk forward and use Flipendo and Diffindo on
the remaining Horklump then pick up the shield.

Keep following the path until you come to the next bridge and drop down under
this one too. Open the chest at one end and get the owl treat then walk to
the other end to find an owl perch, picking up the shield you pass on your
right as you go. Call Hedwig and feed her the treat and she will uncover the
Lumos statue for you. Show him your Lumos and he will give up his platforms so
you can get back up to the bridge.

When you have crossed the bridge you will have two Gytrashes to contend with so
get rid of them then use Diffindo on the rope holding the bridge up. When the
bridge has dropped, go up it and stand on the platform that is being help up
by a rope and cut it. Walk around the base of this large tree and you will
find a shield hidden behind one of it’s roots. When you have that find the
tunnel that looks like a cave.

Go through the tunnel and you will come out by another troll, easy to get him
right? When he’s no longer an issue, walk down the left hand side of the tree
and round the back you should find a grassy ramp, go up there and you will
find another challenge shield. Keep going round the tree and you will find
another one hidden round the corner. When you have both of these go back to
the front of the tree where you came out the tunnel.

In front of the tunnels mouth you will find a tree root ramp, go up it and
jump to the platform on your right. Keep following this route and jumping the
gaps until you come to a tree branch that leads to the grassy ledge that runs
around the room. Get onto that grassy ledge and turn right. You have to wall
sneak past these vines and it can prove to be tricky as the camera angle is
iffy. I always get hit at least once so get there anyway you can.

Keep going and dispose of the Horklumps that are blocking your path, then move
on until you reach the end of this grassy bit. Jump onto the wooden ledge and
follow this one to it’s end where you will see a large grassy area just to
your left, jump over to it. Take down the imp and tuck him away to reveal
another shield then get rid of the Horklump blocking the crawl space.

Before
you go in pick up the shield that lies just beyond it then go in. Walk out the
shed you find yourself in and you will face another Venemous Tentacula. When
you have got rid of it you will be able to enter the greenhouse it was
blocking and get your last shield. Don’t forget to open the chest for a wizard
card pack. When you have done all this you can find the tapestry around the
corner of the brick shed and take it down to get back to the crawl space and
finish the challenge. A perfect grade!

4.2 Famous Witches & Wizards Cards

Famous Witches & Wizard cards are easy to collect and unlike in the chamber of
secrets, there is no reason why you shouldn’t be able to collect all 101. It
is very important to collect as many as you can even if you don’t want to get
them all because for every twenty you get, you will be rewarded with another
health bar.

These cards are found in desks and gold chests and can be bought from Fred &
George’s shop. Any cards that are found in chests will always be the same no
matter how many times you play the game. You will always find the same card in
the same chest, in the same place every time. Any that are found in desks are
completely random, it will be a different card every time you play. You must
also remember that unlike in the first game, if you find a card in a desk, it
does not mean that you will not find another card in the same desk at a
different time. I have included below a complete list of every card I found as
an example as to how many you can get.

No Name Location

1 Merlin Traded
2 Cornelius Agrippa Classroom 7A (Desk, Day 3)
Lost & Found
3 Elfrida Clagg Incendio Challenge (Chest)
4 Grogan Stump Traded
5 Gulliver Pokeby Traded
6 Glanmore Peakes Girl’s Bathroom (Kill Troll)
Classroom 1E (Desk, Night 6)
7 Hesper Starkey Library (Incendio Door)
Classroom 6B (Desk, Day 7)
8 Derwent Shimpling Classroom 6A (Desk, Day3)
Lumos Challenge (Chests, Lumos Statue)
Classroom 5B (Desk, Day 6)
9 Gunhilda of Gorsemoor Classroom 1E (Incendio)
10 Burdock Muldoon Classroom 1E (Desk, Night 2)
Hagrid’s Garden (Chest)
Classroom 7A (Desk, Night 4)
Classroom 4F (Chest, Night 4 Only)
11 Herpo the Foul Classroom 1C (Diffindo/Flipendo)
12 Merwyn the Malicious Classroom 1C (Desk, Day 3)
Hagrid’s Garden (Chest)
13 Andros the Invincible Classroom 1A (Desk, Night 4)
Classroom 1E (Desk, Night 4)
Classroom 1C (Desk, Night 6)
14 Fulbert the Fearful Classroom 7A (Desk, Day 5)
15 Paracelsus 7th Floor Crawl Space (Chest)
Classroom 5B (Desk, Day 4)
Classroom 7A (Desk, Day 7)
16 Cliodne Traded
17 Morgan le Fay Classroom 1E (Desk, Day 3)
Hagrid’s Garden (Flipendo Gnomes)
18 Uric the Oddball Classroom 5B (Desk, Day 2)
Lumos Challenge
Classroom 5B (Desk, Day 5)
19 Newt Scamander Classroom 7A (Desk, Night 1)
Diffindo Challenge (Chest)
20 Wendelin the Wierd Dungeon Store Room (Incendio Door)
21 Lord Stoddard Withers Classroom 1A (Desk, Day3)
Classroom 7A (Desk, Day 4)
Classroom 6B (Desk, Night 6)
22 Circe Classroom 5B (Desk, Night 2)
Charms Class (Flipendo Pad)
23 Glenda Chittock Lost & Found
Classroom 1A (Desk, Day 7)
24 Adalbert Waffling Gryffindor Tower Store Room (Chest)
Classroom 6A (Desk, Night 3)
Classroom 1C (Desk, Day 6)
25 Perpetua Fancourt Classroom 1C (Desk, Night 2)
Library, Restricted Section
Classroom 1C (Desk, Day 5)
26 Almerick Sawbridge Classroom 6B (Flipendo only jar on
desk)
Diffindo Challenge (Kill Troll)
27 Mirabella Plunkett Lumos Challenge (Chest, Lumos Statue)
28 Tilly Toke Classroom 6B (Desk, Day3)
Classroom 1C (Desk, Day 3)
Classroom 5B (Desk, Night 3)
29 Archibald Alderton Traded
30 Atemisia Lufkin Classroom 6A (Flipendo Pad)
Classroom 5B (Desk, Day 5)
Classroom 6A (Desk, Night 6)
31 Balfour Blane Traded
32 Bridget Wenlock Classroom 4F (Desk, Night 2)
33 Beaumont Marjoribanks Classroom 6B (Desk, Day 4)
Incendio Challenge (Chest)
34 Donaghan Tremlett Traded
35 Bowman Wright Classroom 5B (Desk, Night 4)
Lost & Found
36 Jocelind Wadcock Classroom 7A (Desk, Day Two)
Classroom 1C (Desk, Night 3)
Classroom 7A (Desk, Day 6)
37 Cassandra Vablatsky Ground Floor Grand Staircase (Chest)
38 Chauncey Oldridge Fred & George’s Shop (Chest)
Classroom 6B (Desk, Night 2)
Classroom 1A (Desk, Day 5)
Hagrid’s Garden (Diffindo Tapestry,
Night Only)
39 Gwenog Jones Traded
40 Carlotta Pinkstone 3rd Floor Passage (Flipendo Imps)
41 Godric Gryffindor Mr Ollivander’s Shop
Library (Flipendo Jars)
42 Crispin Cronk Traded
43 Cyprian Youdle Classroom 6A (Desk, Night 4)
44 Devin Whitehorn Classroom 6A (Desk, Night 2)
Classroom 1A (Desk, Night 2)
Classroom 1E (Desk, Day 6)
45 Dunbar Oglethorpe Classroom 7A (Desk, Night 2)
46 Miranda Goshawk Dungeon Store Room (Incendio
Door, Flipendo Pad In New Room Above
Door)
47 Edgar Stroulger Classroom 5B (Desk, Day 2)
Fred & George’s Shop
48 Salazar Slytherin Classroom 1E (Desk, Night 3)
Classroom 6A (Desk, Day 6)
49 Elladora Ketteridge Classroom 1C (Desk, Day 5)
Classroom 1C (Desk, Day 7)
50 Musldora Barkwith Classroom 1A (Desk, Day 4)
Classroom 5B (Desk, Day 5)
51 Ethelred the Ever-Ready Classroom 1C (Desk, Night 4)
Lost & Found
Classroom 5B (Desk, Night 6)
52 Felix Summerbee Mr Ollivander’s Shop
53 Greta Catchlove Main Hall (Alohomora Door)
54 Gaspard Shingleton Library (Diffindo Door)
Classroom 1A (Desk, Night 6)
55 Honoria Nutcombe Hagrid’s Garden (Chest)
56 Gideon Crumb Traded
57 Gifford Ollerton Classroom 1E (Desk, Day 2)
Classroom 1C (Desk, Night 3)
Diffindo Challenge (Gnomes)
58 Glover Hipworth Traded
59 Gregory the Smarmy Classroom 7A (Flipendo Jars)
Classroom 6B (Desk, Day 4)
Classroom 1C (Desk, Night 6)
60 Laverne de Montmorency Classroom 1A (Desk, Night 3)
61 Havelock Sweeting Classroom 4F (Desk, Day 2)
Classroom 5B (Desk, Day 4)
Classroom 1E (Desk, Day 7)
62 Ignatia Wildsmith Library (Flipendo Pad Door)
Classroom 6B (Desk, Night 3)
Spongify Challenge Revisited (Chest)
63 Herman Wintringham Dungeon Store Room (Chest)
Classroom 4F (Desk, Night 4)
64 Jocunda Sykes Reading Room Crawl Space (Chest)
65 Gondoline Oliphant Classroom 5B (Desk, Day 6)
66 Flavius Belby Classroom 1C (Desk, Day 2)
Classroom 1C (Desk, Day 4)
67 Justus Pilliwickle Classroom 1E (Desk, Day 4)
Dark Arts Classroom (Incendio)
68 Kirley Duke Girl’s Bathroom (Chest)
69 Bertie Bott Fred & George’s Shop
70 Leopoldina Smethwyck Hagrid’s Garden
71 Queen Maeve Classroom 1A (Flipendo Jars)
Classroom 4F (Desk, Day 5)
72 Helga Hufflepuff Classroom 1C (Desk, Night 4)
Classroom 1C (Desk, Day 7)
73 Mopsus Classroom 7A (Desk, Night 3)
Lost & Found
74 Montague Knightley Classroom 4F (Flipendo Jars)
Classroom 5B (Desk, Night 3)
75 Mungo Bonham Lumos Challenge (Chest)
76 Myron Wagtail Classroom 5B (Desk, Day3)
Classroom 1C (Desk, Day 6)
77 Norvel Twonk Traded
78 Orsino Thruston Library (Kill Ghosts, Night 2)
79 Oswald Beamish Classroom 6B (Desk, Day 2)
Hagrid’s Garden (Chest)
Classroom 5B (Desk, Day 7)
80 Beatrix Bloxam Classroom 6B (Desk, Day 2)
Classroom 4F (Desk, Day 7)
81 Quong Po 7th Floor Alohomora Door
Classroom 1C (Desk, Day 4)
82 Rowena Ravenclaw Classroom 5B (Desk, Day 7)
83 Roderick Plumpton Library (Diffindo/Alohomora Door)
84 Roland Kegg Diffindo Challenge (Chest)
Classroom 6B (Desk, Day 5)
85 Blenheim Stalk Main Hall (Incendio)
86 Dorcas Wellbeloved Classroom 6B (Desk, Day 6)
87 Thaddeus Thurkell Diffindo Challenge (Chest)
88 Celestina Warbeck Classroom 4F (Desk, Day 4)
Classroom 5B (Desk, Night 4)
89 Alberta Toothill Mr Ollivander’s Shop
Classroom 5B (Desk, Night 2)
90 Sacharissa Tugwood Hagrid’s Garden (Chest)
Diffindo Challenge Revisited (Chest)
91 Wilfred Elphick Classroom 6A (Desk, Day 7)
92 Xavier Rastrick Incendio Challenge (Alohomora Door)
93 Heathcote Barbary Classroom 6A (Desk, Day 2)
Classroom 5B (Desk, Night 6)
Dungeon Store Room (Flipendo Jars)
94 Merton Graves Classroom 6A (Desk, Day 4)
Classroom 7A (Desk, Night 4)
1st Floor Corridor (Diffindo/Flipendo)
Classroom 1A (Desk, Day 6)
95 Yardley Platt Classroom 1C (Desk, Night 2)
96 Hengist of Woodcroft Classroom 6A (Desk, Day 5)
Lost & Found
97 Alberic Grunnion Fred & George’s Shop
98 Dymphna Furmage Classroom 1C (Desk, Day 2)
Lumos Challenge
99 Daisy Dodderidge Classroom 1C (Desk, Day 5)
Classroom 4F (Desk, Day 6)
100 Harry Potter Classroom 1A (Desk, Day 2)
101 Albus Dumbledore Neville (Day 5)
Elwa
Elwa
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Location : Norway
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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:17

~~~Wizard Card Packs~~~

Sometimes you will find packs of cards which will give you duplicates which
you can then swap with other pupils around the school. These packs are only
found in desks and gold chests and will contain different cards each time you
play the game. However, they do always turn up in the same place so below are
where you can find each pack I came across in my game play. The ones found in
desks work in the same way as the ordinary cards, although they may turn up in
different places at different times, it is always worth checking any time you
can.

Pack 1 Classroom 7A (Desk, Night 1)
Pack 2 Classroom 7A (Desk, Day 2)
Pack 3 Classroom 6A (Desk, Day 2)
Pack 4 Classroom 4F (Desk, Day 2)
Pack 5 3rd Floor Passage (Chest)
Pack 6 4th Floor Crawl Space (Chest)
Pack 7 Classroom 1A (Desk, Day 2)
Pack 8 Classroom 7A (Desk, Night 2)
Pack 9 Classroom 6A (Desk, Night 2)
Pack 10 Classroom 1A (Desk, Night 2)
Pack 11 Classroom 4F (Desk, Night 2)
Pack 12 Classroom 7A (Desk, Day 3)
Pack 13 Classroom 6A (Desk, Day 3)
Pack 14 Classroom 4F (Desk, Day 3)
Pack 15 Classroom 1A (Desk, Day3)
Pack 16 Lumos Challenge (Kill Fire Crabs)
Pack 17 Classroom 7A (Desk, Night 3)
Pack 18 Classroom 6A (Desk, Night 3)
Pack 19 Classroom 1A (Desk, Night3)
Pack 20 Classroom 7A (Desk, Day 4)
Pack 21 Classroom 6A (Desk, Day 4)
Pack 22 Classroom 4F (Desk, Day 4)
Pack 23 Classroom 1A (Desk, Day 4)
Pack 24 Classroom 7A (Desk, Night 4)
Pack 25 Classroom 6A (Desk, Night 4)
Pack 26 Classroom 4F (Desk, Night 4)
Pack 27 Classroom 1A (Desk, Night 4)
Pack 27 Classroom 1A (Desk, Day 5)
Pack 28 Classroom 4F (Desk, Day 5)
Pack 29 Classroom 6A (Desk, Day 5)
Pack 30 Classroom 7A (Desk, Day 5)
Pack 31 Incendio Challenge (Diffindo Tapestry)
Pack 32 Classroom 7A (Desk, Day 6)
Pack 33 Classroom 6A (Desk, Day 6)
Pack 34 Classroom 4F (Desk, Day 6)
Pack 35 Classroom 1A (Desk, Day 6)
Pack 36 Diffindo Challenge Revisited
Pack 37 Classroom 6A (Desk, Night 6)
Pack 38 Classroom 1A (Desk, Night 6)
Pack 39 Classroom 7A (Desk, Day 7)
Pack 40 Classroom 6A (Desk, Day 7)
Pack 41 Classroom 4F (Desk, Day 7)
Pack 42 Classroom 1A (Desk, Day 7)
Pack 43 Square Tower Rooftop (Chest)
Pack 44 Church Building On Lake (Chest)

4.3 Lost & Found

These items have been lost by pupils around the grounds and if you return them
you will get a wizard card for each item you return. The best time to look for
these items is during the day after you have finished your lessons but before
you end the day for the evening to begin. That way you can walk about looking
for them without prefects stopping you all the time. It is also worth noting
that each item will not appear until you have read the lost notice for that
particular item.

For example, if you are looking for the Magical Theory book you will not find
it in the place I describe until you have read the notice for this item on the
board. If you haven’t read the notice and you go to where I say it is, nothing
will be there. Happy hunting.

~~~Copy of Magical Theory by Adalbert Waffling~~~

This is a nice easy one to start you off with as you will more than likely
stumble across it on your travels. To cut to the chase its at the foot of the
stairs round the back of Hagrid’s hut.

~~~Copy of Beginners’ Guide to Transfiguration~~~

This one was a bit trickier but I can save you the time by telling you to go
down to where you had your flying lesson and head through the archway on the
left. You should find yourself on a bridge and facing the book you are after.

~~~One Pair of dragon-hide gloves~~~

This is as easy as pie, (unless you’ve ever tried to make pie in which case
it’s just easy), it tells you exactly where it is on the board. Head down
towards Hagrid’s hut but swing left before you get there and walk across the
grass. Go past the clump of trees and when you come out past them you will see
the lake, go to the left hand side and right on the shoreline you will see the
gloves lying on the ground.

~~~Telescope~~~

You will not be able to get this until you have been given your new broom.
When you have it go outside and mount your broom, fly straight up as high as
you can and turn to face the building so you are more or less right above the
main entrance. There in front of you should be a large flat area with the
telescope sitting right there in front of you.

~~~Toad~~~

As always Neville has lost his toad again and it’s your job to find it. At
least the board tells you exactly where to find it. Head on down to the
Herbology greenhouse to get it. When you get there don’t actually enter the
greenhouse area, stop outside the gates. You then need to turn left and follow
the wall round so you are heading towards the trees by Hagrid’s hut. Keep
heading in that direction and you will see Trevor, pick him up and take him
home.

~~~Wizard’s Hat~~~

Oh the hours I spent trying to find this hat, I was so relieved when I did I
branded it’s location onto my brain so I would never have to waste such hours
again. Head down to the main entrance and step outside into the grounds. Walk
forward and head through the tunnel as if you are going to Hagrid’s but stop
as soon as you come out of the tunnel. Turn left and follow the wall round and
you should see the hat sat in the corner. Pick it up and pat yourself on the
back for having found all the lost items.

4.4 Folio Bruti Pages

These pages are found during challenges or in certain parts of Hagrid’s
garden. They will usually always precede you coming face to face with whatever
creature is on the relevant page and will contain information about how to
deal with each monster.

No Monster Location
Page 1 Ghosts Lumos Challenge
Page 2 Flying Books Library (Alohomora Challenge)
Page 3 Gnome Comes with the Troll Page
Page 4 Imp Mr Ollivander’s Shop
Page 5 Doxy Hagrid’s Garden
Page 6 Bowtruckle Hagrid’s Garden
Page 7 Gytrashes Comes with the Troll Page
Page 8 Fire Crab Spongify Challenge
Page 9 Puffapod Hagrid’s Garden
Page 10 Horklump Comes with the Troll Page
Page 11 Venemous Tentacula Incendio Challenge
Page 12 Trolls Diffindo Challenge
Page 13 Flobberworm Hagrid’s Garden

*******************************************************************************
Chapter 5 Information
*******************************************************************************

5.1 Items

~~~Chocolate Frogs~~~

Chocolate frogs can come in very useful but are far and few between
unfortunately. They will top up your health to the equivalent of one full bar,
so if you have one half empty then it will fill that one up and half fill he
next one. All you have to do to pick it up is to walk over it.

~~~Bertie Botts Every Flavour Beans~~~

These are found in several places and can be used to purchase items from Fred
and George’s shop. They can be found lying around on challenges or in Hagrid’s
garden, in desks and occasionally in brown chests or by searching bookshelves.
You will know when there is a bean on a bookshelf as when you face it the A
button will have search written below it. When this happens press the A button
and Harry will pull the bean out from the shelves. They can also be found in
the bushes in Hagrid’s garden. If you can target the bush that means there are
beans to be had. When this happens keep hitting it with Flipendo until no more
beans come out.

~~~Pumpkin Pasties~~~

These are found in brown chests and are most commonly found during challenges.
They will restore part of one health bar when collected and can be quite
useful when you have the need. On occasions they are also found in desks but
more often than not it’s not needed when all you are doing is searching desks.

~~~Cauldron Cakes~~~

These are exactly the same as pumpkin pasties and work in exactly the same
way. As far as I can tell the two items will restore the same amount of health
to one of your bars so I really can’t see the difference but I suppose it
makes a change from getting the same thing all the time. They are also found
in all the same places as pumpkin pasties so don't go thinking you can find
them in some obscure place.

~~~Eeylops Premium Owl Treats~~~

These are found in brown chests but only if there is an owl stand somewhere
nearby to call Hedwig. If you do find one of these treats in a chest then find
the stand and call her down to you. You then feed her the treat and she will
always do something in return for you.

~~~Potion Vials~~~

There are two of these to get throughout the game and both are given to you by
Professor Snape during potions lessons. The first is given to you after you
have collected all the ingredients for your Wiggenweld potion and can be used
to carry some of this potion around with you. If you start running low on
health, equip the vial and then use it. One of Harry’s health bars will be
completely restored and the vial will be unequipped and the previous spell
re-equipped.

The second potion vial is given to you after you have collected the
ingredients for the Antidote for Common Poisons and as you have probably
realized it is used to carry this potion. If you get bitten or poisoned by
any of the plants you come across, Harry will automatically reach into his
robes and drink this potion.

~~~Stink Pellets~~~

Stink pellets are used to distract prefects attention when you are trying to
slip by. You assign them to a button like you would a spell and they are used
in the same way. I find them to be quite useless unless you are quite close to
a prefect, by which case you are already caught, but that’s just my personal
preference and you may find you can use them more effectively than I could so
try them out. The only way to get these is by searching in the desks in the
classrooms, but even then you are only likely to find a few, or by buying them
from Fred and George’s shop.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

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Harry Potter And The Sorcerer's Stone Empty Re: Harry Potter And The Sorcerer's Stone

Post by Elwa 14th June 2009, 20:17

~~~Dungbombs~~~

These are exactly like stink pellets and work in exactly the same way. Use
them as you will and know that you can stock up at any time by purchasing them
from Fred and George or by searching in the desks in the classrooms.

~~~Bean Pouch~~~

This can be bought from Fred and George at anytime you visit their shop. It
will cost you every bean you can hold but is worth it as after purchasing it
you will be able to hold 150 beans instead of just 50.


~~~Nimbus 2000~~~

This is given to you before you go out and play your first Quidditch match, or
Harry does should I say because I don’t feel I actually got to play Quidditch.
You can use this at anytime outside in the ground by equipping it to a button
and press the relevant button when you want him to mount the broom. Be warned
you have to be quite close to the ground to dismount and it can take a bit of
practice but you will get used to it. You will know when you can dismount as
Harry’s legs will drop down towards the floor. Your broom will come in useful
when trying to find the telescope in the lost and found and there are also a
couple of chests with packs around the grounds.

~~~Folio Bruti Pages~~~

These are usually found at the start of your challenges and will often be
relevant to whatever monster you are about to face. They can come in handy if
you are not sure how to defeat a monster, you can refer to the relevant page
in your Folio Bruti if you get stuck, or you can refer to my section below on
magical creatures.

5.2 Spells

~~~Flipendo~~~

Flipendo can also be known as the Knockback Jinx as it is used to knock over
enemies or to activate charmed switches. It is the most versatile of all your
spells and you will use it more than any other of your spells so you need to
keep it on the same button all the time, unlike the other spells which you
will chop and change as needs be. Flipendo can be charged but watch you don’t
charge it too much or it can backfire and hurt you.

~~~Lumos~~~

Lumos is another charm that will come in handy often as it also has a dual
purpose. It can be used against certain enemies, i.e. ghosts and Gytrashes, or
it can reveal hidden panels in walls that can then be opened and may reveal
any number of things. This charm works by lighting the tip of the wand and can
vary in it’s brightness depending on how much you charge the spell before
casting it. You also needn’t worry about over charging this one as it doesn’t
backfire, you can simply keep charging until it can’t be charged anymore, in
which case the spell will cast itself meaning you know you have the maximum
charge possible.

~~~Alohomora~~~

This spell is also called the unlocking charm and can only be used on
non-magical items such as locked doors but can be very useful none the less,
especially if you are trying to find all 101 cards as it can get you into
certain rooms that contain gold chests. This spell does not, nor will not,
charge so don’t try, these is no need to and it can’t be done.

~~~Spongify~~~

Spongify is also referred to as the softening charms as it’s desired effect is
to turn any surface to rubber therefore making it bouncy and giving you access
to higher ledges or platforms. Much like Lumos this spell can be charged and
will not backfire if over charged, it will simply cast itself.

~~~Diffindo~~~

Diffindo is the severing charm and does exactly as it says, it will severe
whatever you have targeted within reason. Diffindo will bring down tapestries
that are blocking doors or switches and can also be used to cut ropes, for
example, to lower a bridge. This charm is also used in the disposal of
Horklumps along with the Flipendo charm and like the Flipendo charm it can
backfire if it is overcharged so be careful. This charm is also used in
conjunction with the Incendio charm when tackling a Venemous Tentacula so it
proves to be quite invaluable.

~~~Incendio~~~

The Incendio incantation can also be known as bluebell flames or cold fire and
is used to ignite pillar torches or against certain enemies. It is used in
exactly the same way as Flipendo and can be charged to the point of backfire
so be careful.

5.3 Fred & George’s Shop

Fred and George’s shop can be found in a toilet via a crawl space behind a
portrait in the reading room. To get there you must get past Percy the prefect
and this is no mean feat. Eventually you will learn his pattern so just
percy-vere, pardon the pun. When you reach there shop you can exchange Bertie
Botts every flavour beans for other goods such as wizard cards, stink pellets
and dungbombs, (a full price list is included below). A new edition to their
shop in this game is the lucky dip chest. You could pull anything out of here
from a pumpkin pasty to a wizard card to stink pellets so for ten beans it’s
quite a bargain.

If you are trying to get 101 wizard cards then this chest may help as although
it is completely random as to which card you get, even if you get a duplicate
you can swap it with any of the other pupils around the school. It is also
worth mentioning, if you haven’t already figured this out, Fred and George
will only open their shop at night so if you go their during the day it will
simply be an empty bathroom.

Bean Carrying Bag 50 Beans
Edgar Stroulgar 30 “
Alberic Grunnion 30 “
Bertie Bott 50 “
Stink Pellets 20 “
Dungbombs 20 “
Chest 10 “

5.4 Enemies & Magical Creatures

~~~Ghosts~~~

Ghosts can be a pain but are easy to get rid of when you know how. Simply
light Lumos and point it at them. When the beam falls on them they will scream
and vanish only to reappear somewhere close by. Keep hitting them and after
about three to four good hits they are history. Bear in mind that the amount
of time you get to charge Lumos before casting it, will affect how strong your
beam is and therefore affect how much damage you cause them with each hit.

~~~Flying Book~~~

These are really annoying as by the time you have disposed of three of these,
the first one is coming back at you for another go. To sedate these lovely
things you need to hit them with a Flipendo, at which point they will close
and fall to the ground. I usually try to ignore them and slip by, not always
successfully, but what’s one hit compared to minutes of game play wasted
trying to clear a path through books?

~~~Puffapod~~~

Puffapods look very similar to Horklumps but they are smaller and not spiky.
One Flipendo is enough to get rid of one but beware of the yellow haze they
emit as this will poison Harry and impair his vision for a few seconds, very
annoying.

~~~Doxy~~~

Now these can be tricky if you don’t have clear shot at them. If they are
flying around above you no amount of targeting is going to get Harry to hit
that Doxy so they are best aimed at when you have a level pegging. All they
need are a couple, or one direct hit, of Flipendo and they’re out of there. I
should also mention that they will try and nose dive you if you stand still
too long so be aware of that.

~~~Gytrash~~~

These are dealt with in exactly the same way as ghosts but are twice as
annoying. You need to charge Lumos and shine it at them but you have to be
quick as they will run at you and if they hit you, your spell is lost and you
have to start charging again. Couple that with the fact that Harry can’t run
when charging a spell, it makes them kinda hard to avoid and very annoying.

~~~Troll~~~

Trolls may be big but they are stupid and although it can be time consuming
getting rid of one of these, it is very simple. By every troll you find there
will always be a Spongify pad on the floor somewhere. Spongify it and wait for
the troll to swing his club around his head then jump out of the way. The
troll will then bring his club down on the Spongify pad and it will bounce
back up and hit it in the head. After about five hits the troll is out cold.
You need to watch out for any rocks it may throw from time to time and if it
doesn’t swing it’s club above it’s head first, move fast because his club will
not rebound and will send out a shock-wave which if it hits you it hurts.

~~~Bowtruckle~~~

Again Bowtruckles are like Doxies, hit them with one or two good Flipendoes
and they’re gone but targeting them can be a problem if they are above you in
any way. Persist with it and they will eventually die but watch out for the
twigs they throw at you.

~~~Fire Crab~~~

These are a real pain and the bane of my life! They can only be put out of
action temporarily unless there is a nice hole in the floor you can push them
into. In the event that you are this lucky, hit them with Flipendo to flip
them on their back then keep Flipendo-ing them so you push them towards the
hole. When you have pushed them far enough they will fall into the hole and
bother you no more.

~~~Gnome~~~

I actually find these quite amusing but that could just be a throwback from
the gnome-tossing in the other Harry Potter game. Wherever there are gnomes
there will be a hole to put them in. Stun them with a Flipendo then walk over
to it while it is on it’s back and pick it up. Carry it over to the hole and
place the troll in the hole.

~~~Horklump~~~

These are no trouble at all, unless you walk into them, Flipendo them first
then, when it has shrunk, hit it with Diffindo. All you’re left with is
Horklump pieces.

~~~Imp~~~

Just like with the gnomes, where there’s an imp, there’s a cage. Hit the imp
with a Flipendo and pick it up while it’s still stunned. Place it in the cage
and listen to it screech.

~~~Venemous Tentacula~~~

This is a bit of a monster and took me a few attempts to beat the first time
I played the game, very frustrating. Anyway, start by targeting the “arms”
with a Diffindo and sever each one. When it has no arms hit the head with
Diffindo and when it’s “mouth” is open, hit it with Incendio. You need to
repeat this process about three or four times but you will beat it, I promise.

~~~Flobberworm~~~

These are quite disgusting but you only come across one in Hagrid’s garden
when you are trying to collect the pus from it for your potions ingredients. I
won’t include here how to deal with a Flobberworm as it is detailed in the
walkthrough.

*******************************************************************************
Chapter 6 Questions & Answers (FAQs)
*******************************************************************************

I thought I had better add this in as the game can be very vague in places. I
found myself with few questions that I knew others would probably be
frustrated by too so I have included what I can here. If you think of anything
that you think others would like to know, then please email me and I will
update this section.

Q I have found a lost and found item but when I go back to the board nothing
is happening?

A This one bugged me for ages and I found it to be a slight glitch in the
game. If you find a lost and found item then save your game before completing
the tasks for the day, the game can’t manage the information. Although on your
inventory it will show the item you have found, technically you haven’t found
it. Try going back to where you found the item and if it is still there, pick
it up again. Now when you return to the board a student should be there to
collect it from you.

Q Why can I only get 88% completion on the game?

A This is one I cannot answer and as yet have not found anyone else that can
either. I have not found anyone who got more than 88% on the game but if you
have then please email me because it drives me crazy to have done everything
required on a game and not be rewarded with 100%.

Q I can’t reveal a chest using the Incendio pillars, what’s wrong?

A These pillars must both be lit within a set time, if you have not lit the
second before time runs out then the other one you have lit will go out again.
Light them both as quickly as you can and the chest will appear.

*******************************************************************************
Chapter 7 Credits & Thanks
*******************************************************************************

Credits? nah, maybe some other time. thanks to meee:P

*******************************************************************************
Chapter 8 Copyright
*******************************************************************************

This document is copyright to Elwa 2009.Please do not use this
document without my permission for any other website or to print it for
selling. It is solely for your own personal consumption only. Also please do
not email me to ask if you can use this on your website as I only deal with
gamecheater.com and get tired of answering emails from other websites.
Elwa
Elwa
Owner

Female Number of posts : 435
Age : 35
Location : Norway
Registration date : 2009-01-12

http://elwa666.blogg.no

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