,,,,, ##### , ,. ### ### ,##, ,# . ###### ### ### ##""## "###### ### ## ### ### ### ### ## ### "" "" ### ,####. ##""### ### "" ### ,, ## ;#####;" ### ## ### ### ### ### ## ### ### ## ,### ### ##### ##### ### ### ## #" "# "## ##### ### ## ## ##### ####### ... "#######. ### ### .## . ### ### .##. ###### ## .# ### ### ## ## ### ###### .#""#. ###,### ### .### ### ### ### ### ### ## ### ### ###,## ### ### ##; ### ###;;;## ### # ### "' ### ### ##; ### ### ### ## ## ## ##; ### ##; ## ### ### "##" ##; ### "##.## ### ## ### ### . "#" ###; # ### "##. A N D T H E S O R C E R E R ' S S T O N E Harry Potter and the Sorcerer's (or Philosopher's) Stone ~for PlayStation~ WALKTHROUGH/FAQ by Matt B. /-----------\ < Legal Stuff > \-----------/ This FAQ/Walkthrough is intended for personal use only. It can't be used for any profitable purposes nor can it be published in any forms. It can't be altered in any way nor can it be placed on any web site without my permission. No parts of it can be taken without my permission. Any offenders will be severely dealt with. It is protected by U.S. Copyright law. This FAQ/Walkthrough Copyright (C)2002 by Matt B. Only these sites have permission to post this Walkthrough/FAQ: gamefaqs.com neoseeker.com psxcodez.com cheatcc.com spielewiese.de gamepad.de gamesover.com cheats.de a2zcheats.com albus-dumbledore.co.uk potterwebuk.com hpw.5er.com gamespot.com spong.com diagonsoft.com All Harry Potter names, characters, and related indicia are trademarks of WarnerBros. |===================================| |===================================| | TABLE OF CONTENTS | |===================================| |===================================| To jump to the section (if you are on a PC), press Control- F after highlighting a Section (A, B5, C1, etc.) A. Introduction A1. Revision History A2. About Me (EMAIL INFO) A3. My Walkthroughs (CHECK OUT MY NEW WALKTHROUGH!) A4. Introduction to the Game B. Game Basics B1. Controls B2. Spells B3. Characters B4. Items B5. Enemies B6. Quidditch C. Walkthrough C1. The Main Castle C2. The Grounds C3. The Dungeons C4. The Upper Castle C5. Diagon Alley C6. Through the Trapdoor D. Hints D1. The Witches and Wizards Cards (all of them) D2. Hard to get Jellybeans D3. Frequently Asked Questions D4. Secrets (THERE ARE NO CHEATS, THOUGH.) D5. Glitches E. Credits |===================================| |===================================| | A. INTRODUCTION | |===================================| |===================================| /--------------------\ < A1. Revision History > \--------------------/ 11/11/01 - Bought the game. 11/17/01 - Finished writing my walkthrough. 11/18/01 - Posted my Walkthrough. 11/22/01 - Update: Now this Walkthrough has a list of the web sites with permission to post this. 11/25/01 - Update: Now this has some of the Witches and Wizards Cards locations and the answers to the Chess Games. 11/29/01 - Update: Now this Walkthrough/FAQ is more organized, and has a lot more content. 11/30/01 - Update: I fixed a few typos and now I have more web sites and some FAQs. 12/10/01 - Update: I added the Quidditch and Glitches sections and have a new website. 12/16/01 - Update: I have two more websites and the Hard to get Jellybeans section is added. 1/2/02 - Update: I have 2 more websites and took some more advice from Beno Jange. 1/20/02 - Update: I updated a lot of stuff in my Walkthrough, and I have more websites. 2/25/02 - Update: I have a walkthrough for Jak and Daxter! See My Walkthroughs for more info. I also modified a few other things. 6/7/02 - Update: Final Update, I am no longer updating. My email account has been closed and I am no longer responding to mails. /------------\ < A2. About Me > \------------/ Hello, I am Matt B. I NO LONGER AM INCLUDING MY EMAIL ADDRESS, IT HAS BEEN CHANGED ANYWAY. FIND ANOTHER WALKTHROUGH IF YOU NEED TO CONTACT AN AUTHOR. GAMEFAQS.COM HAS MULTIPLE AUTHORS. GO TO THE URL BELOW TO FIND SOMEONE TO EMAIL. http://www.gamefaqs.com/console/psx/game/3396.html /-------------------\ < A3. My Walkthroughs > \-------------------/ The only walkthroughs I have are Harry Potter for PlayStation and Jak and Daxter for PS2. My Jak and Daxter: The Precursor Legacy walkthrough is at http://www.ebold.com/mattb/jakanddax/ I made it myself in HTML. /----------------------------\ < A4. Introduction to the Game > \----------------------------/ Harry Potter and the Sorcerer's Stone for Playstation (based on the novel by J. K. Rowling) is a fun, challenging game where you run and jump around obstacles, cast spells and hexes, and meet up with over 20 characters from the book. | THE GOOD FEATURES: *------------------- Book-accurate plot and setting, good graphics and sound, challenging gameplay | THE BAD FEATURES: *------------------- A little short, sometimes annoying view angles, too challenging or confusing at some parts Also the framerate's bad, it's choppy It's like a cross between: Zelda Games from the N64 (freedom around the castle, use spells the way you play music), Frogger for PSX (the graphics, puzzles, and sound effects) and Spyro the Dragon (graphics, the way jelly beans are like gems, sound effects). It may start off easy, but it will soon be annoyingly hard. |===================================| |===================================| | B. GAME BASICS | |===================================| |===================================| /------------\ < B1. Controls > \------------/ D-pad - Move around the world, use menus Left Analog - Same Right Analog - None X - Use a spell (If there's a colored spark), or Flipendo Knockback Jinx (if not) Square - Talk to someone, open a door, or a similar action Triangle - Look around (once Nick teaches you to), aim Circle - Used for spells only R2 - Camera Right L2 - Camera Left R1 - Lock-on Target (sometimes this happens automatically) L1 - None /----------\ < B2. Spells > \----------/ Each spell you learn in a class, then you can use it whenever you see a spark above an object. Spell - Spark Color - Class - Use - Details Flipendo - White - Library - Basic Damaging Spell - You use this against most enemies. This can be upgraded. You just press X to shoot, hold it down to charge it. Sometimes you need to aim it using Triangle or R1. Wingardium Leviosa - Yellow - Charms - Levitate Objects - You just press X when you see an object. Press the D-pad to move the object around, X to make it rise (it'll gradually fall) and Triangle to drop it. Incendio - Green - Herbology - Defeat Plants - Go up to a plant with a green spark above it. You have to press the right buttons as they pass by the circle in the time limit. The circles speed up, but as long as you know what buttons to press, you should be fine. If you are having any problems, press the button a little before the circle passes by it. Mix Potion - N/A - Potions - Creates a healing potion - When you see a cauldron, you can mix it using whatever 3 buttons appear. This creates the full-healing potion. Verdimillious - Blue - Defense Against the Dark Arts - "Removes Darkness" (actually makes clear platforms solid) - This is the easiest spell, although you only have one opportunity to use it. Just press x when you see a blue spark and platforms will become solid so you can walk on them. Avifors - Red - Transfiguration - Turn statues into birds - When you see a bird statue on a table and a red spark above it, you can make the bird take flight and the table rise when you step on it. When you use Avifors, you have to press X when the circle passes by it, at different rates. /--------------\ < B3. Characters > \--------------/ | MAIN CHARACTERS *---------------- Harry Potter - You. Ron Weasley - Your best friend. He helps you get Hedwig from Malfoy and get the Sorcerer's Stone, and gives occasional advice. Hermione Granger - Your other friend. Smarter than Ron, she also helps you get to the stone and does most of the research on it. Draco Malfoy - A rotten boy, he will show his hate of Gryffindor with various pranks. Neville Longbottom - A clumsy, forgetful boy, you will need to help him with a few tasks. Albus Dumbledore - The headmaster of Hogwarts. He shows up a lot in "Storybook Mode", but the only time you see him in the castle is in the Entrance Hall in the beginning. Severus Snape - The Potions teacher. You have to get the Sloth Brain from him to enter the dungeons, and he takes away your Quidditch book (even though it's not a library book! How rude! Has anyone gotten theirs back yet?) Quirrel - The stuttering professor of Defense Against the Dark Arts, he is the mysterious person in the dark cloak you see ever so often. In this walkthrough, he is sometimes referred to as Quirrel/Voldemort. He is the toughest opponent at the end of the game. Fred and George Weasley - The Weasley twins will be in a certain location in the first four sections. The first time you see them, you have to meet them in the common room, though. | OTHER CHARACTERS *----------------- Rubeus Hagrid - The Hogwarts Gamekeeper, you get some items from him Nick - the Gryffindor Ghost, he helps you on various tasks. Peeves - The poltergeist, he causes trouble (though only once) Crabbe & Goyle - Malfoy's buddies who don't really seem to help him Professor McGonagall - teaches Transfiguration, puts you on the team Professor Flitwick - The Charms Teacher Professor Sprout - The Herbology Teacher Argus Filch - Patrols the Forbidden Corridor Mrs. Norris - Filch's cat Firenze - This centaur saves you from Voldemort in the forest Lee Jordan - Only appears at Quidditch games to be the commentator Mr. Ollivander - Runs a shop in Diagon Alley Griphook - A goblin who helps you in Gringotts One weird thing about the characters is that Peeves and Professor Sprout appear in this game but not in the movie. /---------\ < B4. Items > \---------/ Item Location Use | COMMON ITEMS *------------- Jellybeans Everywhere Collect for the passwords Chocolate Frogs Everywhere Heals you a little bit Wiggenwild Potion Everywhere Fully heals you Cauldrons Dungeons, Forest Creates a Wiggenwild Potion Wizard Cards See section D1 Try to collect them all Levers Everywhere Unlock doors, raise platforms Notes Everywhere Tell you information | MISCELLANEOUS ITEMS *-------------------- Hedwig's Feathers Library Unlock Library doors Puffapods Grounds, Dungeon Use to hit trolls Silver Keys Forbidden CorridorUnlock Corridor doors Invisible Tokens Forbidden CorridorMake you invisible Coins Gringotts Buy Dragon Tonic ingredients | SPECIAL ITEMS *-------------- Hedwig Library Can bring you items Broomstick Charms Corridor Lets you fly Fire Seeds Grounds Hagrid needs them Quidditch Book Hagrid's Hut Get from Hagrid for Fire Seeds Sloth Brain Sloth Brain* Give to Snape to enter Dungeons Troll Key Dungeons Unlocks Firefly room Invisibility CloakAttic Tokens make you invisible Peacock Feathers Diagon Alley Used in Dragon Tonic Eagle Owl Feather Diagon Alley Used in Dragon Tonic Toad Warts Diagon Alley Used in Dragon Tonic Ice Potion Chambers Lets you walk through flames | PRIZES *------- Nimbus 2000 Castle Portrait Fly Faster Quidditch Armor Dungeon Portrait Protects from Bludgers Knockback Duo Upper C. Portrait Doubles Flipendo's power *This isn't a typo. There is a section in the grounds that I call Sloth Brain. /-----------\ < B5. Enemies > \-----------/ Flip & Inc = Flipendo and Incendio Wing.Lev. = Wingardium Leviosa | ENEMY CHART *------------ Enemy Location Spell Used Details Poison Snails Library Flipendo You have to hit them twice Flying Books Library Flipendo You have to aim using R1 Axe Knights Great Foyer (None) Wait for them to swing Bouncing Bulbs Grounds Flipendo Gargoyle GargoyleGate Flipendo See Gargoyle Gate section Fire Seed Pl. Grounds Incendio Ven.Tentacula Sloth Brain, Flip & Inc See Below Forest Horklumps Sloth Brain Wing.Lev. See Below Small Trolls Dungeons, (Puffapods) Throw when it's on the drain Forest Silver Knights Dungeons, Flipendo See Below Chambers Small Turtles Dungeons (None) Just avoid their flames Big Troll Bathroom Flipendo See section in C4 Peacock Diagon Alley (None) See section in C5 Eagle Owl Diagon Alley Wing.Lev. See section in C5 Toad Diagon Alley Flipendo See section in C5 Vines Forest Incendio Poison Plants Forest Incendio Fire Turtles Forest Flipendo See Below Fluffy Chambers (Flute) Devil's Snare Chambers Flip & Inc See section in C6 Groggy Troll Chambers Wing.Lev. See section in C6 Dark Knights Chambers Flipendo See Below Big Knight Chambers Flipendo See section in C6 Details: | VENEMOUS TENTACULA *------------------- This spits out little spiky things that you can kill quickly with Flipendo. After they are defeated, you can use Incendio to kill the mother plant for good. If Incendio fails, more spiky things will shoot out again. You will get about 4 jellybeans for defeating it. | HORKLUMPS *---------- Levitate them, then collect the beans quickly. It collects the beans too. If you try to get a bean at the same it does (or you just get near it) it will damage you. | SILVER KNIGHTS *--------------- Cast two charged Flipendos at these guys to defeat them. If they aren't moving, you can't affect them. | DARK KNIGHTS *------------- These knights are dark grey. They are the knight in the Ice Potion room and one of the knights Quirrel puts to life. You kill them once again with two charged Flipendos, but you can only affect them when they "stretch" after they attack. | FIRE TURTLES *------------- You need to be close to attack these (with a charged Flipendo) but not too close, or you'll be damaged. After you attack, or if they're simply mad at you, they'll turn around and attack you with a flame. Run around to dodge it. If the turtle is red, it means it can only take one more hit. /------------\ < 6. Quidditch > \------------/ If you need help on Quidditch games, refer to this section. There are two parts to a Quidditch match: Chase mode and Catch mode. Catching the Winged Key is the same. | CHASE MODE *----------- There are three sections to Chase mode. The Golden Snitch releases speed rings of different colors depending on the section you are at. At first, you follow the Snitch solo (blue rings). Then, the other Seeker races you (red rings). Then you hear "Potter takes the lead!" and the other seeker falls behind (gold rings). Each section requires you to pass through about 15 rings. | CATCH MODE *----------- The Snitch moves back and forth across the bottom. Press X right before it reaches your hand to catch it. | BLUDGERS *--------- These are the only other important things in Quidditch. If you go fast enough, they are easy to avoid. Quidditch armor protects you from these. The keys that you don't want to catch act as Bludgers in the Winged Keys "Quidditch". | OUT-OF-GAME QUIDDITCH *---------------------- Once you join the team, you can play Quidditch out of the game. If you enter a game from the Start Screen, it says Play Game or Play Quidditch. In the Play Quidditch mode, there are 6 games you can play over and over again, and get records on. The games get more difficult and the weather changes (which I like, since the darker the sky, the easier to see the Snitch) when you play more games. You get a trophy when you play all the games. My record for a game is about 2 minutes 5 seconds. Some people e-mailed me with times like 1:30. Good job! |===================================| |===================================| | C. WALKTHROUGH | |===================================| |===================================| A + sign in a section in the Walkthrough means you can only visit this specific area once, so get all the beans/cards while you're there if you're collecting them. For example: | THE FORBIDDEN CORRIDOR *----------------------+ means you can only visit the Forbidden Corridor once. /-------------------\ < C1. The Main Castle > \-------------------/ | ENTRANCE HALL & GRYFFINDOR TOWER *--------------------------------- The game starts off with what I call "Storybook Mode", then you meet Dumbledore in the Entrance Hall. You'll see that many of the doors are locked. Only two of them in the Entrance Hall aren't: The Portrait Room and the Gryffindor Tower. Once in Gryffindor Tower, there are again only two ways to go: The Charms corridor and the common room. Talk to Fred and George, they want earwax flavor beans (yellow), and they'll be in the common room if you need them. Get the Wizard Card behind the bookshelf (for more info on any of the Wizard Cards, see the section, D1), then head into the Charms Corridor to continue along. | THE LIBRARY *-----------+ Ron will be waiting for you in the corridor, he saw Draco Malfoy run into the library with Hedwig, and you have to rescue her. Once in the library, you will be locked in until you rescue her. The library is gigantic, but the path is straightforward. Collect the feathers to unlock the doors. You will meet up with (Nearly Headless) Nick in a few spots, and Neville too. You will learn to jump, climb, jinx, and aim in here. You'll catch a glimpse of Voldemort/Quirrel while in here. | FLYING LESSONS *--------------+ Once you leave the library, you will receive your broomstick from Hedwig. Chase Ron down the corridor to the room where they give flying lessons. These are required. If you're having trouble, look in the options menu for "Broomstick Control", it may help. Once you get the hang of this and fly through enough hoops, you will be awarded house points and can leave. Try to grab the yellow bean at the top of the post in the center of the field. Here is a chart for the rings you need for each round: ROUND RINGS NEEDED RINGS POSSIBLE 1 5 10 2 10 20 3 20 40 By getting all the rings needed, you get 5 points. By getting all the rings possible, you get 10 points. If you re-enter this place, you can try to collect all of Hagrid's Flitterbys for ten house points. | CHARMS CLASS *------------+ Ron and Hermione will be waiting for you outside. Your first lesson is about to start, so follow them to the Charms Classroom at the end of the corridor. Be sure to pick up all the yellow beans - you need to get them all (you may end up with a couple extras) to get the password from the Weasley Twins. In Charms, you learn Wingardium Leviosa: this will levitate any object you see that has a yellow spark above it. You are timed to get into the classroom, but if you're late, you won't be punished because it's your first class. You will have to do two button-sequences, but it's easy. | FURTHER EXPLORING *------------------ After Charms, you will receive a note from Hagrid. But Draco Malfoy is guarding the doorway! Instead of levitating the hourglasses onto the posts, do some more exploring to get the rest of the beans. First, go into the Great Hall, which is off to the side of the Entrance Hall. There are beans along the tables. Next, go into the Great Foyer. There are two ways to get there: from Gryffindor Tower, or right at the top of the Entrance Hall. It's easy to miss, but contains many yellow beans and two wizard cards. Watch out for the suits of armor! Also, go to the Dungeons, off the Entrance Hall. | THE NIMBUS 2000 *---------------+ If you collected at least 50 yellow beans, go to the Gryffindor Common Room (look for the Fat Lady in Gryffindor Tower). Talk to Fred and George. They should give you the password in exchange for all the beans. If you lost any life for any reason, heal it with the Chocolate Frogs if you haven't used them yet. Go to the Portrait Room, which is next to the Great Hall, and give the painting the password: you will find the Nimbus 2000 inside. | WIZARD CRACKERS *---------------+ Once you have the Nimbus 2000, levitate the hourglasses onto the posts by the door to the grounds. Malfoy will challenge you to Wizard Crackers. Dodge the ones he throws, and pick them up and throw them back. Crabbe and Goyle will join, but you only need to hit Malfoy. Once you drain all his life (scale at the bottom) he will leave. Before you can reach the grounds, all the points will add up for each house in the Great Hall. /---------------\ < C2. The Grounds > \---------------/ | HERBOLOGY CLASS *---------------+ As soon as you exit the castle, you must go to Herbology class and learn the Incendio spell. You are timed to get into the classroom once again; to get past it, jinx all the blocks into the center. Incendio is a little harder than Wingardium Leviosa - you have more complicated key sequences and must do them every time you use the spell. | EXPLORE THE GROUNDS *-------------------- This part of the game is the grounds. It has another every flavor bean color (blue), another portrait, and a few opportunities to get Wizard Cards. Near Herbology, there is another place you can improve your flying skills. It is optional, so you should remember that it can give you house points if you decide to save it for later. You will run into Fred and George when you take the exit from the patio to the grounds (they tell you that they want blue beans now), then find a Ravenclaw named Raymond whose cat fell down the well. After that, you will find Ron, he shows you what a Puffskein is. Hagrid's Hut is a little past there, note the closed gate behind his house. After this, the trail splits into two: one going to the Gargoyle Gate and one going to the Grounds Portrait. Note that some of the walls are discolored. If you go up to them and press square, you can enter different hidden rooms. In some of them you will find Nick and can get a Wizard Card, in others you can collect some blue jellybeans. After fully exploring, enter to the Gargoyle Gate. | GARGOYLE GATE (VOLDEMORT'S PRANK #1) *------------------------------------- Quirrel/Voldemort is waiting for you at the Gargoyle Gate. He will turn one of the Gargoyles to life, then leave. You have to fight the Gargoyle: avoid getting too close, and use the Charged Knockback jinx. Once you defeat it, levitate it onto the wall to open the gate. | PUFFSKEINS *----------- Once through the Gargoyle Gate, you will see a potion. If you got damaged at all from the Gargoyle, drink it, since the path gets harder. Go through the small cave, and you will emerge at a little Puffskein habitat. Wake up the one that's on the same elevation as you and lead it to the vent near the entrance. Once it gets trapped in the vent, the raised vent next to it will let out enough air to let you rise to the next elevation and proceed. There will be two more Puffskeins and pairs of vents ahead, so repeat the process. Pull the lever to open the door and proceed to the lava beyond. | THE FIRE SEED PLANT *-------------------- You must jump from platform to platform before they collapse under you, and then jump the rest of the way. If you land on the lava, you lose a bit of life, but still walk on it. If you get too weak, there is a healing potion 3/4 of the way there. Once you reach the Fire Seed Plant, you have to use Incendio on it to collect the seeds. | NORBERT HATCHES *---------------+ Return across the lava, back through the Puffskein Habitat, and past the Gargoyle Gate to Hagrid's Hut. He will be waiting for you there, and gives you Quidditch Through the Ages in exchange for the seeds. He uses them to hatch Norbert! After that, the gate beyond Hagrid's House opens and you can explore the rest of the grounds. | RESCUE THE REMEMBRALL *---------------------+ Once you're past the gate, Ron will show you the Quidditch Pitch, but then Neville shows up. Draco Malfoy has stolen his Remembrall. You go on a broomstick chase around the castle. This should be no problem if you have the Nimbus 2000. Once you fly close enough to him, press Square to pound him. Do this enough times to make him give up. | QUIDDITCH VS. HUFFLEPUFF *------------------------- McGonagall saw how well you flew, and welcomes you to the seeker position on the Gryffindor team. This is the easiest match. Follow the Snitch's speed rings like you did the rings in the flying lessons, then when you get 20 of them, you can try to catch it. Press X a little early to get it in your hand. | THE SLOTH BRAIN *---------------- Once you exit the Quidditch Pitch, you will be confronted by Snape. He will confiscate your book, and he won't let you into the dungeon until you find the Sloth Brain. Follow Ron into the Weasley Twins' secret area. You will encounter two new and hard plants: the Venemous Tentacula and the Horklump. The Venemous Tentacula shoots out spiky things that you need to kill using Flipendo, then you need to defeat the mother plant using Incendio. The Horklump needs to be levitated and jellybeans will pop out from under. Grab them quickly, or it will attack you. Both plants inflict damage easily (so the nearby potion will come in handy) and are helpful when you're trying to get all the blue beans. You have to pull the lever to open the door that leads to the Sloth Brain. | GOT ALL THE BEANS? *------------------+ After you leave the Sloth Brain area, the house points will add up in the Great Hall again, and you will be asked to head to potions class in the dungeons. But your time in the Grounds isn't over. Once you have all 70 beans, you can talk to Fred and George for another password. If you don't have them all, look for secret doors in the walls - there is an incredibly-easy-to-miss hidden door near the entrance to the Quidditch Pitch - and under the Horklumps in the Sloth Brain area. Also, you can make the first Puffskein you meet eat the plants near it and spit out jellybeans. Once you've gotten the password, go to the Grounds Portrait (in the same area as Hagrid's House) and tell her the password to get another Wizard's Card. /----------------\ < C3. The Dungeons > \----------------/ | TRAPPED IN THE DUNGEONS *------------------------ As soon as you pass through the first door in the dungeons, you'll be trapped in there until you defeat the four curses. You need to get to the Potions Lesson. You'll run into Fred and George along the way, they want green "troll bogie" beans. The portrait that can be opened with their next password is right next to them, fortunately. For now, just head past. You'll find a fork in the path: to the left is Potions, straight is a cave that leads to Professor Quirrel's Trap, but you can only get there after Defense Class, which is locked and to the right. | POTIONS LESSON *--------------+ This technically isn't a class, since you aren't timed to get in and you don't learn a spell. You do learn how to mix potions, though, so if you run into a cauldron, you can brew up the potion that fully heals you. After you learn how to mix them, Professor Snape will make you go get fireflies. | THE FIREFLY ROOM (VOLDEMORT'S PRANK #2) *---------------------------------------+ As soon as you enter the Firefly Room, Quirrel/Voldemort will collapse the floor under you. You'll land in the Troll Storage Room. To defeat the trolls (and get your first 2 green beans), throw the Puffapods while they're standing on top of the drains. The drain will flip, so the troll will be on bottom and a bean on top. You also get house points for this. | RESCUE RAYMOND THE RAVENCLAW'S KITTEN *-------------------------------------+ As soon as you enter the next room, Raymond the Ravenclaw will call to you to rescue his kitten, now that you're under the well. You can get jellybeans here, and a Wizard Card if you succeed, so go for it! Watch out for the rats that sometimes pop out of the crates, though. Don't go too fast when the kitten's following you or it'll lose you. | THE CAULDRON ROOM AND THE SLEEPING TROLL *----------------------------------------+ After exiting the Bottom of the Well, you'll be in a room with a lever, some levitated blocks, and some on the ground. There are two side doors, and the exit is up high. You need to levitate the three blocks and open the door above. Use the first lever to open the Cauldron Room and levitate the first block. Go into the Cauldron Room. It's an incredibly tough room where you have to jump from moving cauldron to moving cauldron. You can use Flipendo to stop them from moving, but it doesn't help because it's only temporary. Pull the lever at the end to open up the Troll Bedroom and levitate the second block. You can fortunately use the side wall to get back and collect some more beans. In the troll bedroom, there is a lever, a cage, a bed where the troll is, a desk where you can find beans, and other unimportant things. Pull the lever to levitate the third block, collect the beans, and levitate the cage carefully to get the key. If you let the cage land on the hay, it won't wake the troll up. With that done, climb all the blocks and unlock the exit door to get out. | IT GETS WORSE... *----------------+ The next room is easy; there are just another two flip- the-drain trolls. After that, collect the fireflies and return to Potions class, which you should be very late for. In fact, Defense has just started, so rush across the corridor and get ready for the second section of the dungeons. | DEFENSE AGAINST THE DARK ARTS CLASS *-----------------------------------+ You *will* be timed to get into this class, though it's not worth it. You will have to jump onto the flying books, but it's tough, and you can get a lot of beans if you sidetrack. You will learn the Verdimilious spell to make half-visible blocks solid. | THE VERDIMILLIOUS ROOM *----------------------- Once Defense is over, you are still locked in the dungeon. You need to go into Quirrel's Trap to get out, which is the mysterious room through the cave hole at the fork in the Dungeon. You have to use the newly acquired Verdimillious. Before going straight, go through the side door and press square by the bookshelves to get opportunities for Wizard Cards. Once you get through this room, you come to the only way to exit the dungeons, but it's tough. Quirrel has cursed the door out of them and it's up to you to counter-curse them. | THE FOUR CURSES (VOLDEMORT'S PRANK #3) *--------------------------------------+ There are four curses guarding the door out, and you have to destroy their sources. Nick will give you advice. You have to enter the side room. There is a cauldron, thank goodness, so you can heal your wounds from the trolls and Cauldron Room and prepare for the wounds ahead. The next room (where you will first meet Peeves) leads to a two- way fork: one way (through the door) leads to the yellow and green sources, and the other (across the floating cauldrons) leads to the red and blue sources. The yellow one is guarded by flame-shooting-wall-climbing-small- turltes and a slippery floor, and the red and blue ones are guarded by moving, attacking, annoying suits of armor. Destroy the four sources and the door out will unlock. | BODY ARMOR *----------+ When you exit the main Four Curses room, you'll be in the first room of the dungeons. The exit to the dungeons will be unlocked now. If you have all the green jellybeans, go back and give them to Fred and George. You can enter the nearby portrait and get the Quidditch Body Armor. After that, leave! /--------------------\ < C4. The Upper Castle > \--------------------/ | THE UPPER CASTLE *----------------- Go to the door at the top of Gryffindor Tower to enter the Upper Castle. You will end up in a beautiful room with many floors, a table with a statue on top, and of course, Fred and George. The door will lock behind you, and the only way to get out is to complete this part of the game. Fred and George want red beans now. The doors to the left go to the Forbidden Corridor and the Girls Bathroom, but they're locked. For now, go into Transfiguration. | TRANSFIGURATION CLASS *---------------------+ The timed-to-get-in part of this is really easy. In this class, you learn the Avifors spell, which turns statues into birds that fly away. The spell will come in handy for the rest of this part of the game. After this lesson, the house points will count up in the Great Hall. | THE UPPER FLOOR OF THE UPPER CASTLE *------------------------------------ Once you exit Transfiguration, the exit door will still be locked, so go to the upper floor by Avifor-ing the statue in the center of the room and riding up the table. One of the second-floor doors will be unlocked, so enter it. You will receive a package, but Peeves will steal it. There are three ways to go in this room: up the table to the attic, through the bookshelf, and to the Portrait Room. Go into the attic. | PEEVES'S ATTIC RACE *-------------------- You must race Peeves to the end of the attic by running along the beams. This is a great opportunity to get tons of red beans, and if you fall off (at one point you have to) there are plenty of chocolate frogs. If you lose the first time, you'll probably make it the second time since you won't get so sidetracked by the beans. If you get too far behind, he will wait for you, so don't get too worried. If you're really having trouble, try using the D-Pad if you are using analog, so you will go in a straight line. | THE INVISIBILITY CLOAK *----------------------- In the parcel Peeves gives back now is the Invisibility Cloak. You can activate this by getting an invisibility token. Now, leave through the exit to the race. Drop down and pass through the next door. By passing through this door, you will leave the freedom of the castle for a long time - until you get back from the forest. | THE FORBIDDEN CORRIDOR *----------------------+ You meet Filch here. He says you can't enter the forbidden corridor, but the door is locked behind you, so you don't really have a choice. You have to jump on the bookshelves to hide from Filch. If he does see you, at least he doesn't take off any House Points (since Slytherin gets a TON after this) or inflict any damage (after this you'll get a lot of damage) but you do have to start over (but you don't need to get the keys again). You need the keys to get past locked doors. You can find your first Invisibility Tokens here, but they last only about 20 seconds (at least they regenerate after that.) You will get a glimpse of Quirrel/Voldemort here. At the end, you will find the Mirror of Erised, and then Ron will rush you to save Hermione from a troll. | RACE THE TROLL (VOLDEMORT'S PRANK #4) *-------------------------------------+ There are three sections to the bathroom coridors. Don't fall in the water, or you will die. But you just have to start over with this race, instead of going all the way back to the last save point. It's ok to miss some beans here, you just want to get through. But what crazy girl would go this far just to go to the bathroom? | DODGE THE TOILETS *-----------------+ If you get hit too many times, you will die, but only have to start over with this task. This is hard, and it will end sooner if you also defend Ron. After this, you can finally leave the Upper Castle, but you will be forced to anyway. /------------------\ < C5. - Diagon Alley > \------------------/ | QUIDDITCH VS. RAVENCLAW *------------------------ This may not be Diagon Alley, but it's definitely not the upper castle. You're still collecting red beans. This match is like any other. | NORBERT'S SICK *--------------+ Hagrid greets you to say that poor Norbert's sick. You need to go into Diagon Alley to get the ingredients for the Dragon Tonic. It may seem exciting, but it's pretty annoying too. | GRINGOTTS *---------+ This is the main annoyance. It's easy to squeak around and get the papers, but getting the coins is tough. Use their advice, and be sure to use X to get the right angles to get coins and avoid the wooden walls. You need to fill the meter on the right three times. If you get annoyed by it, once you do it over and over you get the pattern. You get wizard cards for collecting all the gems in each vault (the hardest Wizard Card tasks in the game!!!). If you are collecting all the Wizard Cards, don't leave any of the vaults until you get the Wizard Cards from them, or you'll never be able to return and get them. Here's what the different symbols in the upper-left corner mean: * Coin + Arrow to the side = There are coins to the side or an alternating pattern starting with that side. * Coin + Arrows going in a circle = There is a spiral of coins ahead * Red + Arrow = There is a wooden wall in that direction. If you smack into a wooden wall, you lose some coins and go spinning uncontrollably. If you just accidentally bonk your head (or Griphook's) on a wall, it won't be as bad. * Gem = The coins you are about to collect are Gem- Sequence coins. If you get all the coins while you see the gem in the corner, you can get the Gems for that sequence. If the gem in the corner flashes, you activated the gems and can get them; if the gem in the corner shrinks, it means you missed some coins in the Gem- Sequence. If you got all the coins in the Gem-Sequence and activated the gems, you can get them: they appear in the same pattern as the coins in the Gem-Sequence. Get all the gems and you get a Wizard Card. (I learned all this just from repeatedly riding the mine carts, since it takes a ton of attempts to get the Cards) | DIAGON ALLEY *------------+ Now you need to get the goods with the coins. With the Knuts, go to Ollivander's and get the peacock feathers. You have to run on the peacock to scare it enough, there is an invisibility token in one of the crates. With the Sickles, go to the Owl Emporium and get the owl feather by levitating it owl pellets. With the Galleons, go to the last shop. You have to find the toad and get its warts: find the crate that's shaking and/or listen for the croak. | THE STORY CONTINUES *-------------------+ Hagrid will take you back to Hogwarts, and the story continues. You and your friends persuade him to release Norbert as in the book. You have to serve the detention in the forest, though. | THE FORBIDDEN FOREST *--------------------+ This may seem tough, but it's a straight path and you don't have to directly fight Quirrel/Voldemort. There are plenty of healing items, and you should finish your collection of red beans now. The only tough part should be the turtles. You have to attack them from close up (and only right when they arrack you), and back up to avoid their flames. They have to be defeated to proceed. In the section weher you burn down the plants to go up the hill, go right instead to fight a turtle, then get a wizard card. Once you finish the Forest, Hagrid will give you a flute. | FLIPENDO UPGRADE *----------------+ Return to the Upper Castle. You should have all the beans. If you don't, they're in the Transfiguration Classroom, the Attic, the forest, and the troll-race corridor. Talk to Fred and George, and go up to the second floor. Next to the entrance to the Attic, there should be the door to the portrait room. You get the upgrade which makes the Flipendo Knockback Jinx become more powerful, which is really powerful and helpful once you go through the trapdoor. /------------------------\ < C6. Through the Trapdoor > \------------------------/ | THROUGH THE TRAPDOOR *--------------------+ You aren't collecting beans anymore, but it doesn't matter much, since it's near the end of the game now, and you have to focus on just getting through it. Go to the entrance to the Forbidden Corridor on the first floor of the upper castle. You will meet up with Ron and Hermione and proceed to Fluffy's room. The points will count up. However many points you have, Slytherin will always be in the lead. Ignore them. In all of the rooms here, they are so hard that if you die, then you only have to restart the room you're in (with maybe an exception or two). There are some hidden rooms to the right side in the two hallways surrounding the Chess room. Good luck! | PUT FLUFFY TO SLEEP *-------------------+ Use the flute and you should have no problem. Press the buttons as fast as possible, and if it attacks you, ignore it because the flute does work. If you're at low health, go to the next room and kill yourself with the Devil's Snare, since you just restart in there with almost-full health if you die. | THE DEVIL'S SNARE *-----------------+ This is one of the hard parts. Stay in the place you start at, take aim, and use a charged Knockback Jinx on whichever of the outside vines is glowing. After they are all defeated and the center one appears, run in circles around it (right next to it, so it will stay out) (keep running so it'll miss when it slams down) and use a charged Knockback Jinx right after it slams. After you whittle down it's health, use Incendio. If it is successful, Ron and Hermione will be freed and the door will open. | THE WINGED KEYS *---------------+ This is exactly like Quidditch. The red & gold keys are like Bludgers, and the silver & blue key is like the Snitch. If you're getting too damaged by them, don't worry, because as long as you encounter the speed rings you'll go faster and it'll be easier to avoid them. | CHESS *-----+ Ron has defeated most of the pieces on the four boards, but you need to do the rest. You don't actually play chess, but you move around the board one space at a time. All the other pieces on the board also move one space toward you. Your goal isn't to go across, but it's to get rid of the pieces. To do this, move to a space where you think two pieces will go on the same space to get closer. One attacks, and both the attacker and the attacked die. If you get right next to them, you "die", or just lose a bit of life and have to restart that board. Here are the solutions to the three boards: Board 1 - Start on left square: go right, diagonal (up+left), down Board 2 - Start on left square: go up, diagonal (down+right), left Board 3 - Start on left square: go diagonal (up+left), diagonal (up+left), left, right, down Here's a hint if they don't work: EEE ... .:. If there are two enemies, each taking up one of the E spaces (the .'s are empty spaces) and you move to the : space, both of the enemies move to the center square to get closer to you and kill each other. Keep that in mind (it can work at any angle). | THE GROGGY TROLL *----------------+ This is a fun one where you have to levitate some objects out of a sleepwalking troll's way. If you drop the object (and make too much noise) or have the troll run into you or an object, you die and have to start over. The trick is to go as fast as possible and DON'T make the object levitate any higher than it needs to be, to be quick. | THE ICE POTION *--------------+ Just find the right knight in the three cups, and fight it for the ice potion. This is basically a preview of the next room. This is a Dark Knight: for more info see the Enemes section. | FIGHT THE KNIGHTS *-----------------+ You're on your own now, and Quirrel/Voldemort is waiting for you. He will bring two knights to life. If you use two charged Flipendos with good aim, you can kill them quickly. After that, he brings two more to life. More info on the first four in the Enemies section. Once you defeat the second pair, he will make a huge knight for you to fight. You can only affect it: *with a charged Flipendo *when it is solid, not the red wireframe. You have to stop moving to get it to attack, but move quickly. Once its health gets low, it will use double- and triple- attacks. Once you defeat it, Quirrel will be revealed as the bad guy, and leave to the next room. IMPORTANT: DRINK THE POTION NEAR WHERE QUIRREL WAS STANDING BEFORE GOING ON TO THE NEXT ROOM IF YOU LOST ANY LIFE AT ALL. | THE FINAL ROOM (VOLDEMORT'S SHOWDOWN) *-------------------------------------+ The mirror is in here, and you get the Sorcerer's stone, your heart's desire. But Voldemort notices, and he cries, "DIE, POTTER!" He runs around, casting his green orb that you must avoid. Sometimes you have to undo the ropes he puts on you with square. Also, you can't go near him, it hurts your scar. That's three ways for him to attack, and you only have one: cast a charged Flipendo at the columns to make them fall on him and inflict damage. After that, he removes the columns and you have to use "the power of the mirror" to damage him. Charge the mirror, and when he is either in front of or behind it, charge it again to have it attack him. At this point, watch out for the big, green clouds he throws. Once he is mostly weakened, you will reach a new mode. If you've ever played Mario Party 2, you should have no problem. Repeatedly press Square, and when you see the text "Hurt Quirrel", press X quickly or you missed your chance. Weaken him enough, and you beat him. | A SPECIAL SURPRISE *------------------+ You return to Storybook mode. If you got all the Wizard Cards, Ron will come into the Hospital Wing and give you card #18, Harry Potter!! After that, you get to beat Slytherin in Quidditch (once again, only if you got all the Cards) and you win the House Cup. | AFTERWARD... *------------- This is the end of the game. You will see more "Storybook" stuff, and the credits roll. I wonder if Snape's ever going to give our book back? |===================================| |===================================| | D. HINTS | |===================================| |===================================| /---------------------------------\ < D1. The Witches and Wizards Cards > \---------------------------------/ A + Sign means you have one chance to get it. A - sign means you can get it anytime. -Card #1 - Merlin: Press Square by the bookshelf nearest to the Fat Lady in Gryffindor Tower. Card #2 - Cornelius Agrippa: There is a bookshelf against the wall in the Great Foyer. In this one, get all the Ravenclaw's items to get the card. Card #3 - Derwent Shimpling: In cards #3, 4, and 5, you have to meet Nick and get all the beans. Stay away from the Bouncing Bulbs; they make you lose three beans. Card #4 is in the discolored wall in the grounds, near the first Puffskein (the one Ron shows you) you meet. Go up to it and press square. Card #4 - Morgan le Fay: Near the Quidditch Pitch and the Sloth Brain are two more discolored walls. One contains just a secret area, the other holds card #4. Card #5 - Newt Scamander: Near the Grounds portrait is another discolored wall. Card #6 - Bowman Wright: For cards #6, 7, & 8: In the Verdimillious room in the dungeons, there is an easy-to- miss hard-to-reach side door on the left when you enter the room. It contains three Wizards cards. For each of them, go through the bookshelf. You must charm the cauldrons onto the burners, fairly easy. Card #7 - Cassandra Vablatsky. Card #8 - Godric Gryffindor. Card #9 - Edgar Stroulger: Rescue Raymond's kitten, see section C-3 (The Dungeons) for more info. Card #10 - Salazar Slytherin: In the Great Foyer, next to the door to Gryffindor Tower, is a bookshelf. Go up to it and press square. Card #11 - Ignatia Wildsmith: Get all the Gems in the Knuts Vault. There are 65 total. Card #12 - Bertie Bott: Get all the Gems in the Sickles Vault. There are 55 total. Card #13 - Helga Hufflepuff: Get all the Gems in the Galleons Vault. There are 65 total. Card #14 - Rowena Ravenclaw: In the forest, you will reach the hill where you burn the plants down to climb up. Instead, turn right to another Fire Turtle. Defeat it, and proceed to the small clearing after that. Look up and you will see a Wizard Card. Use Flipendo to knock it down. Card #15 - Roderick Plumpton: In the room intersecting the Upper Castle, its portrait room, and the Attic, there is a bookshelf you can go through. You will meet Nick, and to solve the puzzle, follow the kitten: it's easy as long as all the blocks don't collapse. Card #16 - Hengist of Woodcroft: There are two discolored walls next to the entrance to Gargoyle Gate. They lead to the same area. When you are under the archway thing, look up and shoot the floating card down. Card #17 - Albus Dumbledore: The Grounds portrait holds card #17. Card #18 - Harry Potter: You can only get this card if you beat Quirrel with all 17 other cards. You will get it from Ron in the Hospital Wing. This card is Harry Potter!!! /--------------------------\ < D2. Hard to get Jellybeans > \--------------------------/ A + means if you already went through this area, you missed your chance. A - means you can get these beans anytime. | IN THE MAIN CASTLE (yellow beans) *---------------------------------- -in the Great Foyer -in the Great Hall -in the hallway that leads to the dungeons | IN THE GROUNDS (blue) *---------------------- -under the Horklumps -let the first Puffskein that Ron shows you eat the plants -some secret doors in the walls | IN THE DUNGEONS (green) *------------------------ +in the boxes near Raymond's kitten +in the timed rooms for Defense Against the Dark Arts +in the Four Curses part of the dungeons | IN THE UPPER CASTLE / FOREST (red) *----------------------------------- -in the attic +in the bathroom corridors (where the troll chases you) +behind some fake trees (behind you when you start in the forest) +in the area in the Forest where you get the Wizard Card /------------------------------\ < D3. Frequently Asked Questions > \------------------------------/ These are the most frequently asked questions: Q: I'm stuck at the Devil's Snare, the vines keep growing back! A: Only hit whichever vine is glowing. Stay where you originally start, and use Triangle or R1 to aim your spells. Q: I can't do anything after the game ends but view my Wizard Cards! A: Neither can I, a stupid mistake of the game. If you haven't already, try to collect all the Wizard Cards and the beans, you can do more stuff at the end of the game. Q: What does the Broom Cupboard do? A: Nothing. I've never tried to unlock it. Q: How do I get past Mrs. Norris (the cat) when she is on the beam in the Forbidden Corridor? A: Don't try to get the invisibility token on the beam (where the cat is), just go on the part of the beam that's touching the wall to get past Filch to get the key. Or you can just go when she's facing away. Q: How do I get past the part of the Forbidden Corridor when Mrs. Norris is on the ground with the key and you start out above her? A: Jump across to the invisibility token (it is possible), then go down and get the key by Mrs. Norris. Climb up, jump to where the token was, the go to Filch and unlock the door. Q: The peacock is impossible! I cannot get 3 feathers! It is possible. Chase after her and get lots of practice. Learn her paths. Stay near her. /-----------\ < D4. Secrets > \-----------/ Cheat codes: THERE ARE NO CHEAT CODES! SO IF YOU SAW CHEATS FOR SUPER SPEED OR UNFORGIVABLE CURSES ONLINE, THEY'RE WRONG. I don't know too many, but here are some. * Rail Slide: If you get on the stair rails of Gryffindor Tower, the Dungeons, etc. (but not the Entrance Hall) you will slide down. Try it, it's fun! * Leap of faith: This really hurts (it's still fun). When you get out of the Attic in the Upper Castle, stay on the little balcony you're on. Then, jump all the way down to where Fred and George are. * Secret rooms: In some of the passages between the rooms in the Chambers (path to the Sorcerer's Stone) there are plates to the walls on the right that are hidden doors. Inside, there are Chocolate Frogs and save points. * Go on, Hermione: If you talk to Hermione in the Charms classroom, she says, "I can't wait to start levitating things!" but does nothing. She can start levitating things now, so what's she waiting for? * Make lightning: At the title screen, press Triangle to make lightning strike. /------------\ < D5. Glitches > \------------/ This game has some glitches, though none are serious. Here are some of them that I've encountered: * In the Charms classroom: When I tried to go to the first to the second timed room, I just hung out in the doorway instead of going through the door. * Tie with Peeves: Once, I think I tied with Peeves on the Attic race or something, because when the race ended, he just kept flying around the room without saying anything and I had to reset my console. * Go back into portraits: when you exit a prize portrait (one that you get the password for), quickly turn around and jump back in. It's sorta glitchy, you don't really go back in. |===================================| |===================================| | E. CREDITS | |===================================| |===================================| I wrote all of this walkthrough, except for the title art. I did get some help from Beno Jange, who game me the text art for the title and gave me many organization tips. These two people emailed me about more wizard card locations: Joshua Sealy and Mourning Star. Also, I owe credit to all of the web sites who are posting my Walkthrough/FAQ! www.gamefaqs.com www.neoseeker.com www.psxcodez.com www.cheatcc.com www.spielsewiese.de www.gamepad.de www.gamesover.com www.cheats.de www.a2zcheats.com albus-dumbledore.co.uk www.potterwebuk.com hpw.5er.com www.gamespot.com www.spong.com www.diagonsoft.com