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Walkthrough Harry Potter and the Sorcerer's Stone

 
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12-29-16 07:27 AM
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Laian
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Hello everyone! Laian here and welcome to another game guide. Get your wand ready, this time we go see Harry Potter in his wonderful world called Hogwarts. Today's menu is "Harry Potter and the Sorcerer's Stone". This is the game guide for the Playstation version, do not use it if you play the PC version of that game. So let's get into it without wasting time!


WELCOME TO HOGWARTS, HARRY!

The great journey of witchcraft and wizardry begins here, in the great hall of Hogwarts. Albus Dumblebore greets you and gives you the words of wisdom. I really like the part of his speech when he talks about dangerous secrets. When your name is "Laian", no secret is dangerous and hard to find. I might as well take that advice seriously, coming from the headmaster of the school, oh well. There's nothing you can really do at the moment except opening the portrait room to the right (which leads to... a portrait in search of the password, woo side quest!) and the Gryffindor's tower upstairs then to the left. It's where you must go but keep in mind the portrait room is here, just in case you get the code in the future from, say, a student or anyone else.

Go to Gryffindor's tower, then go downstairs, push the bookshelf and get the card "Merlin" (refer to the bonus part of the game guide to have a reminder of the cards mentioned during the first part of the walkthrough and the one that won't be mentioned). There are 17 cards to find in the game. Don't know if you are the kind of player who likes to "try hard" a game to its completion like me but I wanted to let you know about this. Talk to Fred and Georges next to the portrait of the Fat Lady. In exchange of yellow beans (50 to be exact), you'll get the one for the portrait of the baron in the portrait room. Once you got the yellow beans required, talk to the Fat Lady to go to the room and talk to Fred and Georges to get the password. Go upstairs to meet Ron Weasley. He will tell you that a bad boy entered the room before you with your owl. Let's go after him and get your pet back.


HEDWIG'S RESCUE

The person responsible for that "pet-napping" is no one else but Drago Malfoy. You can't slap his face from where you are actually (even though he really deserves that after that taunting speech) so move forward. This is the tutorial sequence of the game and Ron will be your teacher for that part. For that room and the next one only then he goes watch the entrance. Don't ask me why, please. Follow the path, grab the feathers on your way to Hedwig. You'll meet Nearly Headless Nick, the ghost of Gryffindor's house. Go all the way up, open the door and use your first spell to kill the enemies. There's a hint book. Getting rid of enemies will grant you points for your house. Carry on, use your spell to move the block and go up. Smack the rat with a Flipendo Knockback Jinx for the heck of it (and for some points) and go in the next room. Don't even bother with the cobweb and the door. The only theory is the developers intended to put something behind the door but they either forgot to remove the door or they intentionally put the cobweb to block the door. A padlock would have been nice as well, anyway.

Oh looky here, there's a monk from "Eternal Darkness: Sanity's Requiem" lost in Hogwarts! Nah, just joking but you're been spied by a strange man. Anyway, push the block with a charged Flipendo Knowckback Jinx and carry on. You meet Neville Longbottom. Ok, by the look of his face, he may look like the kid from The Grudge but it's really him. Get rid of the books and move on to the next room. Hey Hedwig, I'm here! Yes, that white owl is Hedwig... Well, go get it. Charge a Flipendo Knockback Jinx and cast it on the bars to release your pet. Now, leave the tutorial room and go to the flying lesson after getting your broomstick.


THE FIRST LESSONS

First of all, the flying lesson. It's the first door on the left. That lesson is divided in three parts, from the easiest one to the hardest one. You need to cross the magic rings before the time runs out. There's one of these yellow beans at the top of the fountain, might as well get it now to get the password for the portrait of the Fat lady. The first part is easy, you only have 10 rings to cross and it's just a loop around the courtyard. Then, you have 20 rings to cross and finally 40 rings to cross. I can tell that the last two parts are really tough. Fortunately, if you fail once you can retry one more time to get a better score. You'll get five points if you cross at least half of the rings required. I'm not sure how much you can get if you cross all the rings (good luck with that), maybe 10 points.

The flying class is over afterwards and you can't go in here for a while. Time to go to the next lesson: the charms lesson. Grab the yellow beans on the bookshelf and around the save book and open the door to the charms class New mini-game, wheeee! Get to the classroom before the time runs out. Start the timer by picking up the clock and get to the finish line. That one is easy and you can get all the yellow beans, though the others will be a bit tough. The lesson will begin with a Dance Dance Revolution type of mini-game in order to master the Wingardium Leviosa spell. Press the buttons in time three times in a row to proceed to the next part. Now that you mastered the spell, use it to place the hourglasses on the pedestal. Even if you are with your two friends, they won't do anything but watching a wall or train on a little one (that's cool folks, I can take care of this alone). Do it to get some points for Gryffindor and end the lesson. You will receive a letter from Hagrid. Time to go see him.


DRAGO AND HIS BROS

You can go back to the flying practice area for a special task. Collect the flying bugs before the time runs out to get some points for your house. It's optional but it brings some extra points so let's not spit at that. You can also put the candle on the desk to get five extra points. You can go to the great foyer of Gryffindor as well and get some good stuff such as yellow beans and cards. Back to the great hall, Drago will block the main entrance of the castle, which stops you from going outside. Put the hourglasses back on the pedestals to make him mad at you. In order to beat that guy, you need to throw his little wizards crackers at him before they explode. Grab one, wait until he's ready to throw another one at you and send him back the one you're holding. After a few hits, Crabbe is coming and Drago will throw the big wizards crackers at you while his buddy will throw the little ones. You have to avoid the big crackers and throw the little ones at Drago. Then, Goyle will come and join the party. Repeat the same thing until you defeat Drago.


THE HERBOLOGY CLASS

You see Hagrid outside and then... you go directly to the herbology class, with no exception. Get to the finish line before the time runs out. Same thing as the charms class: press the buttons to master the spell and try it on an obstacle. You can now burn some obstacles. Also you can go to the Quidditch training area. It's an optional area with a brand new mini-game close to the flying lesson. First part, you cross the rings before the time runs out. Then, you cross the rings and you grab the snatch. And finally you compete against a student. Depending on your performance, you can get bronze, silver or gold wings out of these lessons. You can try as long as you want to get the best rank. Go back to the castle and enter the great hall to the right for some extra beans. You should have enough to get the password for the baron. Get it from Fred and Georges (they are in the room behind the portrait of the Fat Lady) and go back to the portrait room next to the great hall. Talk to the portrait and get the Nimbus 2000 in the secret area. This is a good broomstick for the flying lessons and Quitdditch matches.


FIRE SEEDS, REMEMBERBALL, FIRST QUIDDITCH MATCH AND SLOTH BRAIN

Yay for long title! Time to see how Hagrid is doing. Go through the hallway before you after leaving the herbology lesson. There's Fred and Georges waiting for you with a new task. They want 70 blue beans this time. A student lost his kitten in the well so you might have to save him later. For now, carry on. Use the creature to get rid of the bushes and collect some blue beans for your quest. Meet Hagrid in the next area and move on to the next area. Time to collect the fire seeds for him. Shoot the creatures, note the portrait to the left and carry on. Shoot the gargoyle three times with a charged Flipendo knockback jinx when he charges towards you and use the Wingardium Leviosa spell to put it back on the pedestal. The door will open, allowing you to go to the next part of the task. Use the sleeping creature to activate the device and carry on. Skip the device, go find a creature and bring it back over there. Now, go activate the lever and make another creature eat enough berry bushes so it can fit in the second device. Shoot the box of beans, open the door, jump from platform to platform to reach the fire seeds and use the incendio spell to get them (1). Head back to Hagrid's house. You'll get the book "Quidditch through the ages" for your kindness. Now, head to the new path outside Hagrid's house. Check the wall to find a secret area with some blue Bertie Bott's Beans, then talk to Ron. You'll see the Quidditch pitch. Oh and Neville has some troubles. Drago stole his rememberball so you have to chase it. Watch out for the bludgers and dash when you get close to him. After a few hits, you'll get the rememberball and you'll be introduced to the Gryffindor Quidditch team. Win the first match against Hufflepuff and, after a cutscene, explore the secret area. Go right to face a new creature. Get rid o the spiky balls then use the Incendio spell to burn it. Carry on, flip the switch and go to the door you just unlocked. Cast the Wingardium Leviosa spell on the mushrooms, collect the blue Bertie Bott's beans and get the sloth brain a bit farther (2). Head back to the beginning of the secret area to get a letter from Hermione.



THE POTIONS CLASS

Before going there, you can see Fred and Georges in the Grounds to get the code for the portrait, in exchange of 70 blue Bertie Bott's beans. Head to Hagrid's house and go right then left. Say the password and get the card "Albus Dumbledore". Now, go to the dungeon for your next class. Don't shoot at the boxes above the ledge, keep going forward. Fred and Georges will look after a new flavor of beans. The deal is the following: collect 80 green Bertie Bott's beans and you'll get the password for the portrait nearby them. Go to the potions classroom and complete the mini-game. You'll be asked by Snape to retrieve an ingredient afterwards. After the cutscene, use a pufferpod to make the troll sneeze but wait until he steps on the grate to trap him, get some points and a bean. Do this with the other troll to proceed to the next area. This is where the kitten is, might as well retrieve it and give it back to the student. Go left, break the crates until you find the cat. Then walk slowly to the ray of light and use the Wingardium Leviosa spell on the cat to bring it back to the student. You'll get the card "Edgar Stroulger" for your effort. Open the door, activate the switch and go west. Use the moving cauldrons to reach the lever (you can use your Flipendo knockback jinx on them to stop them for a short moment) and head back to the previous room by the ledge to the left. Now go east, activate the switch to your left, use the Wingardium Leviosa spell on the cage and put it on the pile of straw delicately. Grab the key, go back to the previous room and go unlock the door up there. Get rid of the trolls and go get the fireflies in the next room (3). Time to head back to the potions class and head to your next lesson: the defense against dark arts class.



THE DEFENSE AGAINST DARK ARTS CLASS

The defense against dark arts room is in front of the potions classroom. Go up the stairs and open the door. That time trial is a bit tough since the books move and stop. You have plenty of time though and it's possible to get the beans scattered around the rooms. Master the spell and cast it to reveal the platforms then step on them to make the gap. With that spell, you can now get some goodies in another room of the dungeon. Go downstairs after the class then to the right. Make the platforms appear in the next room with the new spell and open the door to the left. Move the bookshelf to the right to start a mini-game. You need to put the cauldrons on the grills to complete it. If a cauldron is stuck in the corner, go back to Nick. Unfortunately, this will reset the entire puzzle/mini-game. You'll get the card "Bowman Wright". You can get another card if you push the other bookshelf. That puzzle is quite tough since there's a cauldron that needs to be pushed in the top right hand corner. Just push it one square near the grill, then stand behind it and push it on the grill. The others are easy to place. Ah, they move slowly, I almost forgot that detail. You'll get the card "Cassandra Vablatsky". Open the door, go up and push the bookshelf. Another puzzle to solve within the time limit. You'll get the card "Godric Gryffindor" if you succeed. Now, head back to the room with the invisible platforms and go open the next door.


THE CURSED DOOR

The only way to leave the dungeon is the cursed door nearby Nick. Go open the door to the left instead. Mix the potion in the cauldron and drink the potion to recover your health if needed then carry on. You will meet Peeves. Grab the beans, go up then open the door and go in the opening to the left. The first eye to get rid of is located to your left. Use a charged Flipendo and -tada!- that's one gone. Go down, collect the beans, push the block and carry on. Skip the door, avoid the flamethrowing creatures and carry on until you find another eye to get rid of. Go back to the door you skipped, open it this time, go upstairs then open the door and use the cauldrons to get to the next part. Make the gap, go left, get rid of the living armor and collect the beans before entering the next room. Get rid of the eye, head back to the room then go down. Make the gap with the tables, kill the living armor and go through the passageway. Get rid of the last eye to dispel the door. Before heading back to the door to your freedom, you might wanna check down below in the previous room for some goodies. Go back to the (no longer) cursed door, open it, grab the beans in the boxes and go talk to Fred and Georges to get the password (only if you have 80 green beans). Now talk to the portrait to get the Quidditch armor (4). Now, go to the upper castle to go to the transfiguration class.



THE TRANSFIGURATION CLASS AND THE RACE FOR THE PACKAGE

Fred and Georges are waiting for you and, this time, they want 100 red beans in exchange of the password. Open the door to the right and complete the time trial. This is the last one and it's a hard one, seriously. You really have to step on the platforms, you can't grab them. And they fall, which is excellent. Master the spell, then use it on the statue and leave the class. After the cutscene, use your new spell to get to the second floor and open the door to the left. Hedwig will give you a package. Unfortunately, Peeves comes at you and steals the package. You must go after him and be the first to win the race. Don't worry if you fail, you can retry over and over again until you manage to beat Peeves. You'll get the invisibility cloak. Open the door, go down, save your progress and open the door behind you.


METAL GEAR POTTER

Well, the Forbidden Corridor. You're not supposed to be here but you have the invisibility cloak so it shouldn't be a problem, right? You need tokens to activate the invisibility cloak (they have the shape of Harry Potter). Be careful though, you can't be noticed by humans but Mrs. Norris is a cat and she can smell your presence even when you're invisible. Grab the token, then go to the right, scale the bookshelf and grab the key on the other bookshelf. Unlock the door, watch the cutscene and carry on. Now, this is where it's going to be... slightly tough. Mrs. Norris is on the wooden platform, going back and forth. On the same platform, the token you need. Wait until she turns back, collect the token and jump on the bookshelf to get the key. Go back as soon as possible to the token and go down to unlock the door. In the next room, grab the key down below when Mrs. Norris doesn't see you then head back up. Grab the ledge, collect the token and unlock the door. In the next room, go on the bookshelf, grab the token, find the key and open the door. Open the door before you to find the Mirror of Erised.


HARRY AND RON, RESCUE RANGERS

Go through the crack in the wall, save your progress and get ready for the giant troll. Well, not really. First , you need to run for your life (or distract the troll, whichever you wanna choose). Like in the level "Boulder Dash" from "Crash Bandicoot", except this time the boulder is a troll. Gaps, narrow paths and torches are there just to make that task a bit harder yet enjoyable for you. If you collected all the red beans until that part, you will get the 100 beans necessary to get the password for the last painting (that, obviously, if you don't miss a good part of the beans scattered on your way to the next part of the rescue). After that, you must get rid of the furnitures the troll will throw at you and Ron while Ron is doing a Wingardium Leviosa on the club to stun the troll. Use a Flipendo to destroy the furniture. You saved Hermione and got 25 points for Gryffindor. Time to head to the next Quidditch match against Ravenclaw.


DAMN MINECARTS!

People who played this game know what I'm talking about, oh yes. If you're not part of that community of people, get ready to be so salty. But first, win the Quidditch match against Ravenclaw. That is easy task, you're used to this now. Then, you need to go with Hagrid to Diagon Alley to find ingredients for a Dragon Tonic because Norbert is sick. You need money first and, since Hagrid prefers drinking butterbeers instead of doing his best to save his money for the medicine, you must go to Gringotts bank. Hopefully your level of saltiness is not that high at this point of the game because this is going to be one heck of a trip to mental suffering. Enter the bank. See the big deal here? Yes? No? Walk a bit, just to see what I mean. The floor is slippery, exactly. But that is just one part of the trial you're going through. Open the double door and go talk to the goblin to the left. Collect the scrolls and get ready for the salty part of this. Think the last mini-game was hard? Well, don't worry: that part is something more difficult. You must collect the coins by switching to the left and right and hold the X button to stop the minecart. Now, it's really cringy as you can tell and you might get salty because of that. Also, avoid the obstacles otherwise you will lose coins. Also, collect the bonus gems when they appear to get a card at the end of the ride. There's one for each ride to claim. These are the hardest cards to get in the game (refer to the bonus part to find more information about these cards). Get enough coins to get to the next part. You can redo the mini-game if you want to. Complete the two other mini-games then leave the bank. Go to the magical menagerie now. New mini-game, yay. Just in case you haven't figured it out yet, Diagon Alley level is a sequence of mini-games more or less hard to make through. That one, however, is easy like ABC. Just look for a shaking crate and use a Flipendo to destroy it then follow the purple toad until he surrenders. Hit him with a Flipendo to collect a wart. Do this two more times and you will complete the mini-game. Go now to Ollivanders. You need to collect three peacock feathers from the peacock in the storage room. Do not use a flipendo or you'll have to restart. Memorize the patterns and get close to the peacock then try to stay close to its tail until the feather meter at the top left hand corner is fully filled. Do this two more times and leave the shop when you collected the feathers. Last stop: eeylops owl emporium. That mini-game is not that hard. You must feed the owl in the back room three times with some food on the table with a Wingardium Leviosa. Watch out for the other owls, ready to steal the sweet. The owl once fed will drop a feather. Cast a Wingardium Leviosa to collect the feather. Now that you have all the ingredients, you can go see Hagrid. Back to Hagrid's home, you cure Norbert before he leaves Hagrid once and for all. Unfortunately, you will be caught by McGonagall and get a detention in the forbidden forest.


THE FORBIDDEN FOREST AND THE UNICORN

Follow the silver blood, cast the Incendio spell to get rid of the vines and trap the trolls in the next area. Collect the red beans, burn the obstacles with an Incendio spell and kill the enemy with the same spell in the next area. The northern part leads to a cauldron and some beans. Go left, hit the fire turtle in the butt with a flipendo three times and carry on. You'll see Drago, still upset. Kill the fire turtle, meet Hagrid and carry on. Ignore the ledges to the left, go right, kill the turtle and grab the goodies (shoot the card above your head and collect it). Go back to the ledges, burn the obstacles and go up to end the chapter.


THE TRIALS

If you have 100 red beans, go back to Fred and Georges to get the password of the last painting. The painting is located underneath the opening to the attic, where you faced Peeves. You'll get the Flipendo Jinx Duo (5), an upgraded version of the Flipendo Jinx (you don't say, Laian!). Now, head to the Forbidden Corridor. You must make Fluffy's heads fall asleep one by one with the flute. Get close to each of his heads and play the flute. Watch out for his attacks though. Now, you must defeat the Devil's Snare. Use the Flipendo Jinx on the tentacles following a specific order. Get rid of the bright one every single time. Use the first person view to make that task easier and don't stay close to the tentacles. The giant tentacle will show up. Charge your spell to hurt it and watch out for its attack. Move back and forth and throw the spell at the tentacle then use the Incendio spell when the Devil's Snare is weak. Now go through the opening. Grab the key in the next room (it's like a Quidditch match, except the bludgers are nasty flying keys which will harm you). In the corridor, there's a fake wall leading to a save book and some recovery items. Open the door and prepare yourself for a chess puzzle. You must let all the pieces fight each other until there's no one left to proceed to the next puzzle. Here's how you solve the puzzles:


In the next corridor, push the fake wall to find a save book and recovery items then carry on. Remove all the obstacles with a Wingardium Leviosa in order to lead the groggy troll to the hole and open the door. Memorize where the blue knight is in the next room and use the Flipendo Jinx on the correct bell. Fight the knight and drink the potion to get past the fire. Time to face your last opponent... or his legion of knights, rather. The first four ones are easy. The giant one can deal some heavy damages if you don't learn the pattern. Lock on the knight, let him get close to you and avoid the shockwave then strike back with a charged Flipendo Jinx. When he's half dead, he will do an attack with two shockwaves and finally, when he's nearly dead, an attack with three shockwaves. Beat him, drink the potion if necessary and go through the door to face the Professor Quirrel. The only way to kill him is to break the pillars when he is close to them. Avoid the projectiles he throws at you and break from the green ropes when you're entangled. Stay close to a pillar and he will get close to one automatically. A charged Flipendo Jinx and "poof!" the pillar falls on his head. Do this a few times to proceed to the next round. Now, you must use the mirror of Erised against him. Charge it with a charged Flipendo Jinx in order to make some sparkles appear on the mirror, avoid the magic shots and wait until he face the mirror to cast a charged Flipendo Jinx and unleash a power ball right in his face. A few hits and you'll proceed to the last round. Smash the square button to regain energy and press the X button when the notification appears on the screen to hurt Quirrel. The last time is really dangerous so don't screw up. Watch the final cutscene. Congratulations, you beat "Harry Potter and the Sorcerer's Stone".

NOTE: There's another ending if you collected all the cards. Ron will give you the last card "Harry potter" and you will face Slytherin in a Quidditch match.



THE QUEST FOR THE CARDS

What wouldn't that game guide be if the cards don't have a special part? Not complete, like some of my previous walkthroughs, I know! So yeah, here's the part where all the cards are and where you can find them, if you want to complete that quest.


-Merlin

That card is hidden behind the bookshelf to the left of the portrait of the Fat Lady. Stand in front of the bookshelf and press the square button to get to a secret room where the cards is hiding.


-Cornelius Agrippa

That card is the reward of a mini-game you can play when you can access to the great foyer's path. Go downstairs then to the right and push the bookshelf. Shoot the targets asked down below the screen before the time runs out to get the card.


-Derwent Shimpling

On your way to Hagrid's house, after the well, you can see a fake wall nearby a bunch of dead bushes (6). Push it to find a mini-game. Complete it to get that card.



-Morgan Le Fay

After getting the fire seeds and meeting Ron, check the wall next to the save book. Complete the mini-game and you'll get that card.


-Newt Scamander

After Hagrid's house, on your way to find the fire seeds, there's a portrait that needs a password to be opened. Close to that portrait, there's a fake wall to push. Complete the mini-game and you'll get the card.


-Bowman Wright

After getting the Verdimillion spell, go downstairs then to the right. Use the spell to make the platforms appear and open the door. Move the bookshelf to the right to start a mini-game. Complete it to get that card.


-Cassandra Vablatsky

Complete the second cauldron mini-game to get that card.


-Godric Gryffindor

Complete the third cauldron mini-game to get that card.


-Edgar Stroulger

Complete the kitten quest in the bottom of the well to get that card.


-Salazar Slytherin

That card can be obtained after the completing the charms lesson. Head to Gryffindor's great foyer, push the bookshelf and get the cards and the sweets.


-Roderick Plumpton

Finish the kitten mini-game in the second floor of the upper castle, in the room before the attic. Push the bookshelf to the left to start that mini-game.


-Hengist of Woodcroft

Before the gargoyle's gate, there are two fake walls. Both of them lead to the same secret area with some blue sweets and... that card. When you arrive at the flying bugs, check above your head to see it. Shoot the card to make it go down and take it.


-Albus Dumbledore

That card can only be obtained once you got the password for the portrait in the Grounds from Fred and Georges, in exchange of 70 blue Bertie Bott's Beans. Head to the portrait and get your reward.


-Rowena Ravenclaw

Before heading to the unicorn, go right and kill the fire turtle. Go through the passageway and shoot the card down with a Flipendo Jinx to claim it.


-Ignatia Wildsmith

Collect all the gems during the Knuts' mini-game at Gringotts bank.


-Helga Hufflepuff

Collect all the gems during the Galleon's mini-game at Gringotts bank.


-Bertie Bott

Collect all the gems during the Sickle's mini-game at Gringotts bank.


-Harry Potter

That card can only be obtained if you collected the 17 regulars cards. It's given by Ron Weasley during the alternate ending before you face Slytherin in a Quidditch match.



That's all for this walkthrough, folks. I see you, as always, next time for another game guide. Take care. Laian out.


Hello everyone! Laian here and welcome to another game guide. Get your wand ready, this time we go see Harry Potter in his wonderful world called Hogwarts. Today's menu is "Harry Potter and the Sorcerer's Stone". This is the game guide for the Playstation version, do not use it if you play the PC version of that game. So let's get into it without wasting time!


WELCOME TO HOGWARTS, HARRY!

The great journey of witchcraft and wizardry begins here, in the great hall of Hogwarts. Albus Dumblebore greets you and gives you the words of wisdom. I really like the part of his speech when he talks about dangerous secrets. When your name is "Laian", no secret is dangerous and hard to find. I might as well take that advice seriously, coming from the headmaster of the school, oh well. There's nothing you can really do at the moment except opening the portrait room to the right (which leads to... a portrait in search of the password, woo side quest!) and the Gryffindor's tower upstairs then to the left. It's where you must go but keep in mind the portrait room is here, just in case you get the code in the future from, say, a student or anyone else.

Go to Gryffindor's tower, then go downstairs, push the bookshelf and get the card "Merlin" (refer to the bonus part of the game guide to have a reminder of the cards mentioned during the first part of the walkthrough and the one that won't be mentioned). There are 17 cards to find in the game. Don't know if you are the kind of player who likes to "try hard" a game to its completion like me but I wanted to let you know about this. Talk to Fred and Georges next to the portrait of the Fat Lady. In exchange of yellow beans (50 to be exact), you'll get the one for the portrait of the baron in the portrait room. Once you got the yellow beans required, talk to the Fat Lady to go to the room and talk to Fred and Georges to get the password. Go upstairs to meet Ron Weasley. He will tell you that a bad boy entered the room before you with your owl. Let's go after him and get your pet back.


HEDWIG'S RESCUE

The person responsible for that "pet-napping" is no one else but Drago Malfoy. You can't slap his face from where you are actually (even though he really deserves that after that taunting speech) so move forward. This is the tutorial sequence of the game and Ron will be your teacher for that part. For that room and the next one only then he goes watch the entrance. Don't ask me why, please. Follow the path, grab the feathers on your way to Hedwig. You'll meet Nearly Headless Nick, the ghost of Gryffindor's house. Go all the way up, open the door and use your first spell to kill the enemies. There's a hint book. Getting rid of enemies will grant you points for your house. Carry on, use your spell to move the block and go up. Smack the rat with a Flipendo Knockback Jinx for the heck of it (and for some points) and go in the next room. Don't even bother with the cobweb and the door. The only theory is the developers intended to put something behind the door but they either forgot to remove the door or they intentionally put the cobweb to block the door. A padlock would have been nice as well, anyway.

Oh looky here, there's a monk from "Eternal Darkness: Sanity's Requiem" lost in Hogwarts! Nah, just joking but you're been spied by a strange man. Anyway, push the block with a charged Flipendo Knowckback Jinx and carry on. You meet Neville Longbottom. Ok, by the look of his face, he may look like the kid from The Grudge but it's really him. Get rid of the books and move on to the next room. Hey Hedwig, I'm here! Yes, that white owl is Hedwig... Well, go get it. Charge a Flipendo Knockback Jinx and cast it on the bars to release your pet. Now, leave the tutorial room and go to the flying lesson after getting your broomstick.


THE FIRST LESSONS

First of all, the flying lesson. It's the first door on the left. That lesson is divided in three parts, from the easiest one to the hardest one. You need to cross the magic rings before the time runs out. There's one of these yellow beans at the top of the fountain, might as well get it now to get the password for the portrait of the Fat lady. The first part is easy, you only have 10 rings to cross and it's just a loop around the courtyard. Then, you have 20 rings to cross and finally 40 rings to cross. I can tell that the last two parts are really tough. Fortunately, if you fail once you can retry one more time to get a better score. You'll get five points if you cross at least half of the rings required. I'm not sure how much you can get if you cross all the rings (good luck with that), maybe 10 points.

The flying class is over afterwards and you can't go in here for a while. Time to go to the next lesson: the charms lesson. Grab the yellow beans on the bookshelf and around the save book and open the door to the charms class New mini-game, wheeee! Get to the classroom before the time runs out. Start the timer by picking up the clock and get to the finish line. That one is easy and you can get all the yellow beans, though the others will be a bit tough. The lesson will begin with a Dance Dance Revolution type of mini-game in order to master the Wingardium Leviosa spell. Press the buttons in time three times in a row to proceed to the next part. Now that you mastered the spell, use it to place the hourglasses on the pedestal. Even if you are with your two friends, they won't do anything but watching a wall or train on a little one (that's cool folks, I can take care of this alone). Do it to get some points for Gryffindor and end the lesson. You will receive a letter from Hagrid. Time to go see him.


DRAGO AND HIS BROS

You can go back to the flying practice area for a special task. Collect the flying bugs before the time runs out to get some points for your house. It's optional but it brings some extra points so let's not spit at that. You can also put the candle on the desk to get five extra points. You can go to the great foyer of Gryffindor as well and get some good stuff such as yellow beans and cards. Back to the great hall, Drago will block the main entrance of the castle, which stops you from going outside. Put the hourglasses back on the pedestals to make him mad at you. In order to beat that guy, you need to throw his little wizards crackers at him before they explode. Grab one, wait until he's ready to throw another one at you and send him back the one you're holding. After a few hits, Crabbe is coming and Drago will throw the big wizards crackers at you while his buddy will throw the little ones. You have to avoid the big crackers and throw the little ones at Drago. Then, Goyle will come and join the party. Repeat the same thing until you defeat Drago.


THE HERBOLOGY CLASS

You see Hagrid outside and then... you go directly to the herbology class, with no exception. Get to the finish line before the time runs out. Same thing as the charms class: press the buttons to master the spell and try it on an obstacle. You can now burn some obstacles. Also you can go to the Quidditch training area. It's an optional area with a brand new mini-game close to the flying lesson. First part, you cross the rings before the time runs out. Then, you cross the rings and you grab the snatch. And finally you compete against a student. Depending on your performance, you can get bronze, silver or gold wings out of these lessons. You can try as long as you want to get the best rank. Go back to the castle and enter the great hall to the right for some extra beans. You should have enough to get the password for the baron. Get it from Fred and Georges (they are in the room behind the portrait of the Fat Lady) and go back to the portrait room next to the great hall. Talk to the portrait and get the Nimbus 2000 in the secret area. This is a good broomstick for the flying lessons and Quitdditch matches.


FIRE SEEDS, REMEMBERBALL, FIRST QUIDDITCH MATCH AND SLOTH BRAIN

Yay for long title! Time to see how Hagrid is doing. Go through the hallway before you after leaving the herbology lesson. There's Fred and Georges waiting for you with a new task. They want 70 blue beans this time. A student lost his kitten in the well so you might have to save him later. For now, carry on. Use the creature to get rid of the bushes and collect some blue beans for your quest. Meet Hagrid in the next area and move on to the next area. Time to collect the fire seeds for him. Shoot the creatures, note the portrait to the left and carry on. Shoot the gargoyle three times with a charged Flipendo knockback jinx when he charges towards you and use the Wingardium Leviosa spell to put it back on the pedestal. The door will open, allowing you to go to the next part of the task. Use the sleeping creature to activate the device and carry on. Skip the device, go find a creature and bring it back over there. Now, go activate the lever and make another creature eat enough berry bushes so it can fit in the second device. Shoot the box of beans, open the door, jump from platform to platform to reach the fire seeds and use the incendio spell to get them (1). Head back to Hagrid's house. You'll get the book "Quidditch through the ages" for your kindness. Now, head to the new path outside Hagrid's house. Check the wall to find a secret area with some blue Bertie Bott's Beans, then talk to Ron. You'll see the Quidditch pitch. Oh and Neville has some troubles. Drago stole his rememberball so you have to chase it. Watch out for the bludgers and dash when you get close to him. After a few hits, you'll get the rememberball and you'll be introduced to the Gryffindor Quidditch team. Win the first match against Hufflepuff and, after a cutscene, explore the secret area. Go right to face a new creature. Get rid o the spiky balls then use the Incendio spell to burn it. Carry on, flip the switch and go to the door you just unlocked. Cast the Wingardium Leviosa spell on the mushrooms, collect the blue Bertie Bott's beans and get the sloth brain a bit farther (2). Head back to the beginning of the secret area to get a letter from Hermione.



THE POTIONS CLASS

Before going there, you can see Fred and Georges in the Grounds to get the code for the portrait, in exchange of 70 blue Bertie Bott's beans. Head to Hagrid's house and go right then left. Say the password and get the card "Albus Dumbledore". Now, go to the dungeon for your next class. Don't shoot at the boxes above the ledge, keep going forward. Fred and Georges will look after a new flavor of beans. The deal is the following: collect 80 green Bertie Bott's beans and you'll get the password for the portrait nearby them. Go to the potions classroom and complete the mini-game. You'll be asked by Snape to retrieve an ingredient afterwards. After the cutscene, use a pufferpod to make the troll sneeze but wait until he steps on the grate to trap him, get some points and a bean. Do this with the other troll to proceed to the next area. This is where the kitten is, might as well retrieve it and give it back to the student. Go left, break the crates until you find the cat. Then walk slowly to the ray of light and use the Wingardium Leviosa spell on the cat to bring it back to the student. You'll get the card "Edgar Stroulger" for your effort. Open the door, activate the switch and go west. Use the moving cauldrons to reach the lever (you can use your Flipendo knockback jinx on them to stop them for a short moment) and head back to the previous room by the ledge to the left. Now go east, activate the switch to your left, use the Wingardium Leviosa spell on the cage and put it on the pile of straw delicately. Grab the key, go back to the previous room and go unlock the door up there. Get rid of the trolls and go get the fireflies in the next room (3). Time to head back to the potions class and head to your next lesson: the defense against dark arts class.



THE DEFENSE AGAINST DARK ARTS CLASS

The defense against dark arts room is in front of the potions classroom. Go up the stairs and open the door. That time trial is a bit tough since the books move and stop. You have plenty of time though and it's possible to get the beans scattered around the rooms. Master the spell and cast it to reveal the platforms then step on them to make the gap. With that spell, you can now get some goodies in another room of the dungeon. Go downstairs after the class then to the right. Make the platforms appear in the next room with the new spell and open the door to the left. Move the bookshelf to the right to start a mini-game. You need to put the cauldrons on the grills to complete it. If a cauldron is stuck in the corner, go back to Nick. Unfortunately, this will reset the entire puzzle/mini-game. You'll get the card "Bowman Wright". You can get another card if you push the other bookshelf. That puzzle is quite tough since there's a cauldron that needs to be pushed in the top right hand corner. Just push it one square near the grill, then stand behind it and push it on the grill. The others are easy to place. Ah, they move slowly, I almost forgot that detail. You'll get the card "Cassandra Vablatsky". Open the door, go up and push the bookshelf. Another puzzle to solve within the time limit. You'll get the card "Godric Gryffindor" if you succeed. Now, head back to the room with the invisible platforms and go open the next door.


THE CURSED DOOR

The only way to leave the dungeon is the cursed door nearby Nick. Go open the door to the left instead. Mix the potion in the cauldron and drink the potion to recover your health if needed then carry on. You will meet Peeves. Grab the beans, go up then open the door and go in the opening to the left. The first eye to get rid of is located to your left. Use a charged Flipendo and -tada!- that's one gone. Go down, collect the beans, push the block and carry on. Skip the door, avoid the flamethrowing creatures and carry on until you find another eye to get rid of. Go back to the door you skipped, open it this time, go upstairs then open the door and use the cauldrons to get to the next part. Make the gap, go left, get rid of the living armor and collect the beans before entering the next room. Get rid of the eye, head back to the room then go down. Make the gap with the tables, kill the living armor and go through the passageway. Get rid of the last eye to dispel the door. Before heading back to the door to your freedom, you might wanna check down below in the previous room for some goodies. Go back to the (no longer) cursed door, open it, grab the beans in the boxes and go talk to Fred and Georges to get the password (only if you have 80 green beans). Now talk to the portrait to get the Quidditch armor (4). Now, go to the upper castle to go to the transfiguration class.



THE TRANSFIGURATION CLASS AND THE RACE FOR THE PACKAGE

Fred and Georges are waiting for you and, this time, they want 100 red beans in exchange of the password. Open the door to the right and complete the time trial. This is the last one and it's a hard one, seriously. You really have to step on the platforms, you can't grab them. And they fall, which is excellent. Master the spell, then use it on the statue and leave the class. After the cutscene, use your new spell to get to the second floor and open the door to the left. Hedwig will give you a package. Unfortunately, Peeves comes at you and steals the package. You must go after him and be the first to win the race. Don't worry if you fail, you can retry over and over again until you manage to beat Peeves. You'll get the invisibility cloak. Open the door, go down, save your progress and open the door behind you.


METAL GEAR POTTER

Well, the Forbidden Corridor. You're not supposed to be here but you have the invisibility cloak so it shouldn't be a problem, right? You need tokens to activate the invisibility cloak (they have the shape of Harry Potter). Be careful though, you can't be noticed by humans but Mrs. Norris is a cat and she can smell your presence even when you're invisible. Grab the token, then go to the right, scale the bookshelf and grab the key on the other bookshelf. Unlock the door, watch the cutscene and carry on. Now, this is where it's going to be... slightly tough. Mrs. Norris is on the wooden platform, going back and forth. On the same platform, the token you need. Wait until she turns back, collect the token and jump on the bookshelf to get the key. Go back as soon as possible to the token and go down to unlock the door. In the next room, grab the key down below when Mrs. Norris doesn't see you then head back up. Grab the ledge, collect the token and unlock the door. In the next room, go on the bookshelf, grab the token, find the key and open the door. Open the door before you to find the Mirror of Erised.


HARRY AND RON, RESCUE RANGERS

Go through the crack in the wall, save your progress and get ready for the giant troll. Well, not really. First , you need to run for your life (or distract the troll, whichever you wanna choose). Like in the level "Boulder Dash" from "Crash Bandicoot", except this time the boulder is a troll. Gaps, narrow paths and torches are there just to make that task a bit harder yet enjoyable for you. If you collected all the red beans until that part, you will get the 100 beans necessary to get the password for the last painting (that, obviously, if you don't miss a good part of the beans scattered on your way to the next part of the rescue). After that, you must get rid of the furnitures the troll will throw at you and Ron while Ron is doing a Wingardium Leviosa on the club to stun the troll. Use a Flipendo to destroy the furniture. You saved Hermione and got 25 points for Gryffindor. Time to head to the next Quidditch match against Ravenclaw.


DAMN MINECARTS!

People who played this game know what I'm talking about, oh yes. If you're not part of that community of people, get ready to be so salty. But first, win the Quidditch match against Ravenclaw. That is easy task, you're used to this now. Then, you need to go with Hagrid to Diagon Alley to find ingredients for a Dragon Tonic because Norbert is sick. You need money first and, since Hagrid prefers drinking butterbeers instead of doing his best to save his money for the medicine, you must go to Gringotts bank. Hopefully your level of saltiness is not that high at this point of the game because this is going to be one heck of a trip to mental suffering. Enter the bank. See the big deal here? Yes? No? Walk a bit, just to see what I mean. The floor is slippery, exactly. But that is just one part of the trial you're going through. Open the double door and go talk to the goblin to the left. Collect the scrolls and get ready for the salty part of this. Think the last mini-game was hard? Well, don't worry: that part is something more difficult. You must collect the coins by switching to the left and right and hold the X button to stop the minecart. Now, it's really cringy as you can tell and you might get salty because of that. Also, avoid the obstacles otherwise you will lose coins. Also, collect the bonus gems when they appear to get a card at the end of the ride. There's one for each ride to claim. These are the hardest cards to get in the game (refer to the bonus part to find more information about these cards). Get enough coins to get to the next part. You can redo the mini-game if you want to. Complete the two other mini-games then leave the bank. Go to the magical menagerie now. New mini-game, yay. Just in case you haven't figured it out yet, Diagon Alley level is a sequence of mini-games more or less hard to make through. That one, however, is easy like ABC. Just look for a shaking crate and use a Flipendo to destroy it then follow the purple toad until he surrenders. Hit him with a Flipendo to collect a wart. Do this two more times and you will complete the mini-game. Go now to Ollivanders. You need to collect three peacock feathers from the peacock in the storage room. Do not use a flipendo or you'll have to restart. Memorize the patterns and get close to the peacock then try to stay close to its tail until the feather meter at the top left hand corner is fully filled. Do this two more times and leave the shop when you collected the feathers. Last stop: eeylops owl emporium. That mini-game is not that hard. You must feed the owl in the back room three times with some food on the table with a Wingardium Leviosa. Watch out for the other owls, ready to steal the sweet. The owl once fed will drop a feather. Cast a Wingardium Leviosa to collect the feather. Now that you have all the ingredients, you can go see Hagrid. Back to Hagrid's home, you cure Norbert before he leaves Hagrid once and for all. Unfortunately, you will be caught by McGonagall and get a detention in the forbidden forest.


THE FORBIDDEN FOREST AND THE UNICORN

Follow the silver blood, cast the Incendio spell to get rid of the vines and trap the trolls in the next area. Collect the red beans, burn the obstacles with an Incendio spell and kill the enemy with the same spell in the next area. The northern part leads to a cauldron and some beans. Go left, hit the fire turtle in the butt with a flipendo three times and carry on. You'll see Drago, still upset. Kill the fire turtle, meet Hagrid and carry on. Ignore the ledges to the left, go right, kill the turtle and grab the goodies (shoot the card above your head and collect it). Go back to the ledges, burn the obstacles and go up to end the chapter.


THE TRIALS

If you have 100 red beans, go back to Fred and Georges to get the password of the last painting. The painting is located underneath the opening to the attic, where you faced Peeves. You'll get the Flipendo Jinx Duo (5), an upgraded version of the Flipendo Jinx (you don't say, Laian!). Now, head to the Forbidden Corridor. You must make Fluffy's heads fall asleep one by one with the flute. Get close to each of his heads and play the flute. Watch out for his attacks though. Now, you must defeat the Devil's Snare. Use the Flipendo Jinx on the tentacles following a specific order. Get rid of the bright one every single time. Use the first person view to make that task easier and don't stay close to the tentacles. The giant tentacle will show up. Charge your spell to hurt it and watch out for its attack. Move back and forth and throw the spell at the tentacle then use the Incendio spell when the Devil's Snare is weak. Now go through the opening. Grab the key in the next room (it's like a Quidditch match, except the bludgers are nasty flying keys which will harm you). In the corridor, there's a fake wall leading to a save book and some recovery items. Open the door and prepare yourself for a chess puzzle. You must let all the pieces fight each other until there's no one left to proceed to the next puzzle. Here's how you solve the puzzles:


In the next corridor, push the fake wall to find a save book and recovery items then carry on. Remove all the obstacles with a Wingardium Leviosa in order to lead the groggy troll to the hole and open the door. Memorize where the blue knight is in the next room and use the Flipendo Jinx on the correct bell. Fight the knight and drink the potion to get past the fire. Time to face your last opponent... or his legion of knights, rather. The first four ones are easy. The giant one can deal some heavy damages if you don't learn the pattern. Lock on the knight, let him get close to you and avoid the shockwave then strike back with a charged Flipendo Jinx. When he's half dead, he will do an attack with two shockwaves and finally, when he's nearly dead, an attack with three shockwaves. Beat him, drink the potion if necessary and go through the door to face the Professor Quirrel. The only way to kill him is to break the pillars when he is close to them. Avoid the projectiles he throws at you and break from the green ropes when you're entangled. Stay close to a pillar and he will get close to one automatically. A charged Flipendo Jinx and "poof!" the pillar falls on his head. Do this a few times to proceed to the next round. Now, you must use the mirror of Erised against him. Charge it with a charged Flipendo Jinx in order to make some sparkles appear on the mirror, avoid the magic shots and wait until he face the mirror to cast a charged Flipendo Jinx and unleash a power ball right in his face. A few hits and you'll proceed to the last round. Smash the square button to regain energy and press the X button when the notification appears on the screen to hurt Quirrel. The last time is really dangerous so don't screw up. Watch the final cutscene. Congratulations, you beat "Harry Potter and the Sorcerer's Stone".

NOTE: There's another ending if you collected all the cards. Ron will give you the last card "Harry potter" and you will face Slytherin in a Quidditch match.



THE QUEST FOR THE CARDS

What wouldn't that game guide be if the cards don't have a special part? Not complete, like some of my previous walkthroughs, I know! So yeah, here's the part where all the cards are and where you can find them, if you want to complete that quest.


-Merlin

That card is hidden behind the bookshelf to the left of the portrait of the Fat Lady. Stand in front of the bookshelf and press the square button to get to a secret room where the cards is hiding.


-Cornelius Agrippa

That card is the reward of a mini-game you can play when you can access to the great foyer's path. Go downstairs then to the right and push the bookshelf. Shoot the targets asked down below the screen before the time runs out to get the card.


-Derwent Shimpling

On your way to Hagrid's house, after the well, you can see a fake wall nearby a bunch of dead bushes (6). Push it to find a mini-game. Complete it to get that card.



-Morgan Le Fay

After getting the fire seeds and meeting Ron, check the wall next to the save book. Complete the mini-game and you'll get that card.


-Newt Scamander

After Hagrid's house, on your way to find the fire seeds, there's a portrait that needs a password to be opened. Close to that portrait, there's a fake wall to push. Complete the mini-game and you'll get the card.


-Bowman Wright

After getting the Verdimillion spell, go downstairs then to the right. Use the spell to make the platforms appear and open the door. Move the bookshelf to the right to start a mini-game. Complete it to get that card.


-Cassandra Vablatsky

Complete the second cauldron mini-game to get that card.


-Godric Gryffindor

Complete the third cauldron mini-game to get that card.


-Edgar Stroulger

Complete the kitten quest in the bottom of the well to get that card.


-Salazar Slytherin

That card can be obtained after the completing the charms lesson. Head to Gryffindor's great foyer, push the bookshelf and get the cards and the sweets.


-Roderick Plumpton

Finish the kitten mini-game in the second floor of the upper castle, in the room before the attic. Push the bookshelf to the left to start that mini-game.


-Hengist of Woodcroft

Before the gargoyle's gate, there are two fake walls. Both of them lead to the same secret area with some blue sweets and... that card. When you arrive at the flying bugs, check above your head to see it. Shoot the card to make it go down and take it.


-Albus Dumbledore

That card can only be obtained once you got the password for the portrait in the Grounds from Fred and Georges, in exchange of 70 blue Bertie Bott's Beans. Head to the portrait and get your reward.


-Rowena Ravenclaw

Before heading to the unicorn, go right and kill the fire turtle. Go through the passageway and shoot the card down with a Flipendo Jinx to claim it.


-Ignatia Wildsmith

Collect all the gems during the Knuts' mini-game at Gringotts bank.


-Helga Hufflepuff

Collect all the gems during the Galleon's mini-game at Gringotts bank.


-Bertie Bott

Collect all the gems during the Sickle's mini-game at Gringotts bank.


-Harry Potter

That card can only be obtained if you collected the 17 regulars cards. It's given by Ron Weasley during the alternate ending before you face Slytherin in a Quidditch match.



That's all for this walkthrough, folks. I see you, as always, next time for another game guide. Take care. Laian out.

Vizzed Elite
Games have secrets, I have my eagle gaze.


Affected by 'Laziness Syndrome'

Registered: 10-21-11
Location: France
Last Post: 1840 days
Last Active: 1014 days

Post Rating: 1   Liked By: megamanmaniac,

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