Harry Potter and the Prisoner of Azkaban Walkthrough :
This walkthrough for Harry Potter and the Prisoner of Azkaban [PC] has been posted at 15 Oct 2010 by DivineDeath and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up DivineDeath and share this with your freinds. And most important we have 2 other walkthroughs for Harry Potter and the Prisoner of Azkaban, read them all!
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HARRY POTTER & THE PRISONER OF AZKABAN (PC Version) WALKTHROUGH
V2.00 2007-02-24
Copyright 2004 - 2007 Barry Scott "PapaGamer" Will
* ASCII Art courtesy of osrevad
and the ASCII Generator *
This guide covers Harry Potter and the Prisoner of Azkaban for the PC. The PC
version of the game is radically different from the version released on the
various consoles (PS2, Xbox, Gamecube and Gameboy Advance). If you need help
with a console version of the game, you will need to look elsewhere.
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To contact me about the guide, send email to:
barry@papagamer.com
Please include "Harry Potter FAQ" in your subject line so I don't auto-discard
the message. Also, please read the FAQ carefully prior to asking for help on
any part of the game. If you send me additional suggestions or hints for the
game and I find them useful, you will be acknowledged in the Credits.
If you found this guide useful and would like to contribute a small token for
my efforts, you may send money through PayPal by using the Donate link found
on my Web site:
http://www.papagamer.com/
Thank you, and enjoy the guide!
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Gameplay...........................................GP00
Controls........................................GP01
Spell List......................................GP02
Monster Fighting Tricks.........................GP03
Hints & Tips....................................GP04
Collector's Cards...............................GP05
Walkthrough........................................WK00
Hogwarts Express................................WK01
Carpe Retractum Challenge.......................WK02
Of Pixies and Hippogriffs.......................WK03
Draconifors-Lapifors Challenge..................WK04
Anti-Dementor Lesson............................WK05
Hippogriff Legal Defense........................WK06
Bookie Monster..................................WK07
Glacius Challenge...............................WK08
Rescue Ron......................................WK09
Rescue Buckbeak.................................WK10
Carpe Retractum Final Exam......................WK11
Draconifors-Lapifors Final Exam.................WK12
Glacius Final Exam..............................WK13
Exploration........................................EX00
Exterior of Hogwarts............................EX01
Interior of Hogwarts............................EX02
Portrait Levels.................................EX03
Version History....................................VH00
Legal..............................................LG00
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A few general notes:
* You can replay any segment of the game using Bookmarks on the loading
screen. Click the down arrow next to your save game and choose Bookmarks. Then
click the game icon to view a list of completed levels and choose one to
replay.
* You generally cannot go back in a level. If you miss something, you'll have
to quit and reload from your last save point. Make sure you pick up all the
Save Books as you go through the level.
* You cannot have multiple saves of a game. Each game is saved to an
individual slot. You can have multiple games in progress, but each is limited
to a single save point. If you miss something and have saved past that point,
you'll have to use the Bookmarks or Challenge Replay room to play the entire
level again.
* You can press ENTER to skip a cut scene with the exception of tutorial cut
scenes. Unfortunately, the game considers 90% of the cut scenes to be
tutorials, so you can't skip most of them. Don't wear out your ENTER key
trying to skip ahead.
* When flying Buckbeak, press-and-hold S or DOWN ARROW to fly more slowly.
There's no time limit on finishing each course, so take your time and hit the
rings. Also, remember the key to hitting the rings is to glide as much as
possible and only beat your wings as you approach a ring; make sure you're
below the level of the ring when you flap your wings as Buckbeak gets a lot of
height out of one wing beat.
CONTROLS (GP01)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
These are the standard controls for the game. You can change these under
Options> Input.
MAIN GAME
-----------
Forward: W or Num8
Backward: S or Num2
Strafe Left: A or Num4
Strafe Right: D or Num6
Turn Left: Left arrow
Turn Right: Right arrow
Use Wand: Left mouse button or ALT
Jump: Right mouse button or CTRL
Menu: ESC
BUCKBEAK/DRACONIFORS
----------------------
Steer: Move mouse left/right or left & right arrow keys
Flap Wings: Right mouse button or CTRL
Slow Down: S or Num2
Breathe Fire: Left mouse button or ALT (Draconifors only)
Cancel Spell: ENTER (Draconifors only)
LAPIFORS
----------
Jump: Right mouse button or CTRL
Chew/Dig: Left mouse button or ALT
Move: Mouse + W/S (Num8/Num2) or arrow keys
Cancel Spell: ENTER
ICE SLIDE
-----------
Steer: Move mouse left/right or left & right arrow keys
Speed up: W or UP ARROW
Slow down: S or DOWN ARROW
The menu page has eight options (from left to right):
* Status: shows each character's health (Stamina), the number of secrets and
the number of Challenge Shields collected and available in the current level.
From the Status screen, you can click the check mark on the right side of the
screen and see how you are doing in completing your game objectives. To
complete PoA, you must finish the following tasks:
-> Collect 10 Challenge Shields in Carpe Retractum
-> Collect 10 Challenge Shields in Draconifors-Lapifors
-> Collect 10 Challenge Shields in Glacius
-> Finish all 5 levels of the Monster Book of Monsters Encounter
-> Finish all 5 Hippogriff Flying Courses
-> Finish all 5 levels of the Pixie Encounter
-> Purchase all 8 Portrait Passwords from Fred & George
-> Collect all 80 Collector's Cards (optional)
* Marauders Map: displays a map of the current area (excluding the Challenge
courses). You have to get the map from Fred first (which occurs right after
the Carpe Retractum Challenge).
* Portrait Password menu: shows all the Portrait Passwords you have bought.
* Mini-Game Achievements: shows how far you have progressed in each mini-game
(Pixies, Hippogriff, Monster Book of Monsters)
* Treat Bag: shows how many beans, pumpkin pasties and cauldron cakes you
have.
* Challenge Shields: shows the Challenge Shields you have collected in each
Challenge level.
* Folio Universitas: shows the Collector's Cards you own.
* Options: change the controls, audio and video options for the game.
In the bottom right corner of the menu screen is a large X. Click it to quit
the game and return to the main menu.
SPELL LIST (GP02)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The primary method of interaction in the game is casting spells on objects.
Many interactive objects in the game world are marked with a symbol of the
spell that works on them. Some are unmarked and are only discovered by careful
searching with your pointer. When you hold down the Use Wand key (Left mouse
button or ALT) and hover over an interactive object, a spell symbol pops up
and you can cast at that object.
During the course of the game, you will control all of the three main
characters: Harry Potter, Hermione Granger and Ron Weasley. Each character has
one or two special spells that only he or she can cast. You cannot choose
which character you will control; however, there is never any need to switch
characters as the appropriate character is always under your control when you
need a specific spell.
Occasionally you need two or three characters to cast a spell at once. To
"multi-cast": aim at the target; then, press-and-hold the left mouse button
until your companions join in--i.e. their casting symbol appears alongside
your casting symbol. Release the mouse button and all the characters will cast
at once.
ALOHOMORA
Unlocks doors and containers. All characters can cast this spell. The symbol
is a large keyhole and appears when you hover over a locked door or chest.
DEPULSO
Used to push objects around, and used to fight animate books. All characters
can cast this spell. The symbol is a chevron and appears on and over many
objects. Depulso is your primary means of obtaining beans, pasties, cakes and
other treasure.
RICTUSEMPRA
Rictusempra stuns enemies. It is used against most of the creatures you
encounter (with the exception of animate books). All characters can cast this
spell. The Rictusempra symbol is a diamond.
SPONGIFY
Turns a "Spongify tile" into a springboard. Find a floor tile with the
Spongify symbol (spring) and cast at it. You can then jump on it and bounce to
a much higher level. All characters can cast this spell.
LUMOS
When you cast Lumos on a gargoyle, you are able to see hidden areas. All
characters can cast this spell. The Lumos symbol is a crescent moon.
CARPE RETRACTUM
Used to pull objects toward you or pull yourself to an object. This spell can
only be cast by Ron. The Carpe Retractum symbol is a stylized A.
LAPIFORS
Used to transfigure a rabbit statue into a rabbit. After casting Lapifors on a
statue, you take control of the rabbit until you cancel the spell or finish
the task at hand. This spell can only be cast by Hermione. The spell symbol is
a stylized flower.
DRACONIFORS
Transfigures a dragon statue into a dragonlet (a small dragon). After casting
Draconifors, you take control of the dragonlet until you cancel the spell or
finish the task at hand. This spell can only be cast by Herminone. The spell
symbol is a flame.
GLACIUS
Freezes water to create ice slides; and, freezes salamanders and puts out
their fires. This spell can only be cast by Harry. The spell symbol is a
circle inside a square with concave sides.
EXPECTO PATRONUM
Destroys dementors. This spell can only be cast by Harry. The symbol of
Expecto Patronum is two linked hexagons.
MONSTER FIGHTING TRICKS (GP03)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are several different creatures you must fight in the game. Some appear
frequently, and others only in specific situations. Here are general tips on
defeating each type of creature.
IMPS
------
For some awful reason, the wizard cracker fight from HP1 has been resurrected
for this game. Imps throw wizard crackers at you. You dodge the crackers;
then, pick them up (by running over them) and throw them back (with little
aiming ability) before they explode. The main trick is to stay near the center
of the area where you are fighting the imps--when a cracker is thrown you can
simply run backward and then forward to pick up the cracker. If you stay near
a wall, you can only run left or right and may be blocked by furniture; also,
it will be much more difficult to see the crackers lying on the floor so you
can run over and pick them up. Try to throw at groups of imps. A single
cracker can destroy two or three imps at once.
PIXIES/BOOKS
--------------
("Books" here refer to the animate books that attack you in several areas of
the game. The Monster Book of Monsters is covered separately.) The basic
tactic for these fights is the same; the only difference is the spell cast at
the enemy. (Rictusempra at pixies, Depulso at books--not that it matters,
since the game picks the spell for you. All you do is point-and-click.) Cast
away at the little buggers and dodge the energy balls thrown at you. When
fighting in a group, try to keep circling around in the same direction. If you
strafe back-and-forth, your companions are likely to get hit.
FIRE CRABS
------------
Cast Rictusempra at a crab to stun it; then, keep casting at the stunned crab
to knock it into whatever nearby pit has been provided for just that purpose.
The worst part about fighting these beasts is when they get stuck in a corner
and you can't get them out. Then you have to let them recover and run away
from them until they move themselves out into an open area. Occasionally, you
can bounce them off a wall, but the physics of the game are so bad this
usually doesn't work.
BUNDIMUS
----------
Bundimun fights are probably the most likely to injure you unless you are
really careful; not that they are particularly life-threatening, but you will
get burned a time or two. Use Rictusempra to stun a bundimun; then, jump over
their acid trail and on top of the creature. Don't move your mouse or use the
arrow buttons once you bounce off the creature, the game will bounce you in
such a way as to avoid the acid. If you try to maneuver yourself, you will
probably end up just hitting the acid. Wait for the puffs of acid to disperse,
and then collect the goodies the bundimun leaves behind.
SALAMANDERS
-------------
Salamanders can be fairly nasty because they regenerate from their fire. When
dealing with multiple salamanders, you cannot concentrate on them and then on
their fires. Instead, you have to deal with each salamander and its fire
together. Cast Glacius on a salamander; then, cast Glacius on its nearby fire.
Immediately cast Rictusempra at the frozen salamander to destroy it. If you do
this quickly enough, you'll be able to handle salamanders with no problem.
When dealing with multiple lizards, keep strafing back-and-forth or in a
circle so the other salamanders can't get a fix on you.
CHARMED SKELETONS
-------------------
Charmed skeletons are only destroyed after being hit with two Rictusempra
spells. In the one level where Harry and Hermione encounter them, you must
double-cast Rictusempra. Later, Ron encounters them by himself and must use
Rictusempra twice on each one. The best tactic is to get as far away as
possible before beginning your cast; this will give you time to set up your
double-cast or cast twice, depending on the situation. The skeletons are
fairly slow-moving, so they are only a big problem when you're in a confined
space. Ron will have the largest problem with them because he's often facing
two skeletons at once in a small room. Alternate skeletons as you cast to keep
them off-balance.
MONSTER BOOK OF MONSTERS
--------------------------
The Monster Book of Monsters hovers in the distance and throws pages at you.
Each page has to be hit twice. You only encounter the Monster Book when you
have all three characters. Use your character to cast at pages charging toward
you or your friends. Let the other two deal with the pages hovering back near
the Monster Book. You'll take some hits when dealing with the Monster Book; be
sure you recharge your health on chocolate frogs after each fight.
DEMENTORS
-----------
To defeat dementors, you must stun each one of the group attacking you before
any of the stunned dementors recovers. For example, if you're being attacked
by three dementors, you must stun each one before the effect wears off the
first one you stun. When all dementors are stunned at the same time, they are
destroyed. Dementors always attack in a circle and you can't move, only turn.
Pick one direction in which to turn and just keep turning and casting. Make
sure you cast Expecto Patronum correctly: hold the cast button (Left mouse
button or ALT) until the ring of light is more than halfway along your want,
but before it has passed over the tip.
HINTS AND TIPS (GP04)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Wave your wand around a lot. Some interactive objects are obvious, such as
cauldrons, chests and suits of armor. Some are not. For example, there are a
few banners and pictures that reveal secrets. Many do not. But you have to
wave your wand at all of them to be sure.
* Cast at things more than once. Many of the treat-producing items will cough
up beans, pumpkin pasties or cauldron cakes more than once--some as many as
four or five times. Some also produce special rewards after being hit several
times.
* It is easier to follow and complete the story and then come back and finish
up the mini-games and secrets. You won't beat the game until you buy all the
portrait passwords from Fred and George. Hold off on buying those, and you can
continue to play past the Final Exams.
* The Bean Bonus Room contains only beans when Ron visits. It will also have
pumpkin pasties and cauldron cakes when Hermione and Harry visit. Make sure
you concentrate on getting the pasties and cakes. Don't miss the Depulso
symbol in the middle of the main floor--it opens all the gold chests around
the room.
COLLECTOR'S CARDS (GP05)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
There are a total of 80 Collector's cards available in the game. Collecting
them provides no specific bonus or award; they're just one of those collecting
quests common in this type of game.
Forty-eight of the Collector's cards are found in the various levels of the
game. These cards are listed at the beginning of each level walkthrough.
Twenty-seven cards must be purchased. The final five Collector's cards are in
a bonus room you enter once you have the first 75 cards.
There are a number of students standing around offering Collector's cards for
sale. They are all selling from the same inventory, so you don't need to run
around and visit each one, nor do you need to buy the cards when you first
meet the student. Wait until you've finished most of the game and have a lot
of beans and pasties. Then find one of the students and keep buying cards from
that student until he or she runs out.
Collector's cards purchased from students (in the order in which they are
offered):
# 1 black (witch), Beatrix Bloxam 25 beans
# 6 black (witch), Carlotta Pinkstone 100 beans
#12 black (witch), Cliodne 30 pumpkin pasties
# 3 blue (wizard), Crispin Cronk 100 beans
# 7 black (witch), Dorcas Wellbeloved 175 beans
# 2 black (witch), Dymphna Furmage 50 beans
# 4 blue (wizard), Edgar Stroulger 150 beans
# 8 black (witch), Elfrida Clagg 125 beans
# 2 blue (wizard), Ethelred the Ever-ready 80 pumpkin pasties
# 8 blue (wizard), Glanmore Peakes 60 pumpkin pasties
#10 black (witch), Ignatia Wildsmith 10 pumpkin pasties
# 5 black (witch), Jocunda Sykes 200 beans
#14 black (witch), Morgan le Fay 50 pumpkin pasties
#11 blue (wizard), Mungo Bonham 50 beans
# 6 blue (wizard), Novel Twonk 125 beans
# 5 blue (wizard), Oswalk Beamish 225 beans
#14 blue (wizard), Thaddeus Thurkell 70 pumpkin pasties
# 4 black (witch), Wendelin the Weird 75 beans
# 9 blue (wizard), Wilfred Elphick 40 pumpkin pasties
#12 blue (wizard), Dzou Yen 20 pumpkin pasties
Fred and George sell six Collector's cards in their shop. They have a seventh
special card they will give you free once you have the other 74 cards that can
be collected or bought.
Collector's cards available from Fred and George's shop:
# 7 blue (wizard), Grogan Stump 25 pumpkin pasties
# 9 purple (beast), Mountain Troll 150 beans
#10 purple (beast), Streeler 200 beans
#11 black (witch), Hesper Starkey 125 beans
#13 black (witch), Mirabella Plunkett 25 pumpkin pasties
#15 black (witch), Gunhilda of Gorsemoor 100 beans
#15 blue (wizard), Harry Potter FREE
When you pick up the final card (Harry Potter), you are automatically
transported to the Bonus Bean Room. This final, un-timed trip includes the
final five cards:
#1 dark purple, Godric Gryffindor
#2 dark purple, Rowena Ravenclaw
#3 dark purple, Helga Hufflepuff
#4 dark purple, Salazar Slytherin
#5 dark purple, Dumbledore
Collect all the beans, pasties and cakes you wish as well as the five cards;
then, walk toward the door to exit the room.
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__WK00_______________________________________________________________________
HOGWARTS EXPRESS (WK01)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objective: Learn the game controls, catch Scabbers
Collector's cards:
#1 blue (wizard), Fulbert the Fearful
This section is very simple and the game leads you by the hand. As you start,
you can enter the other cabins in the train; but, no one has anything
interesting to say other than Crabbe and Goyle, who are in the next cabin.
Alohomora your way through the door at the end of the corridor and enter the
next car.
Follow the instructions as you go. Be sure to Alohomora the cages and gold
chests you pass. Your first fight is against a bunch of animate books. Cast
Depulso to destroy them; collect a chocolate frog (restores health) for your
efforts. Right before the frog, step into the right-hand cage, Depulso the
switch in the wall and then collect your goodies from the gold chest in the
cage to the left.
You will soon encounter Malfoy, who releases the Monster Book of Monsters.
Rictusempra the pages released by the book--each page has to be hit twice.
When you've disposed of all the pages, the Monster Book collapses and you can
continue. When you reach the final car, Harry faints and Hermione runs for
help. As Ron, Depulso each switch that shows up.
There are four Depulso switches:
* To the left of the door
* On the cage over the door
* Inside a chest to your right
* Inside a crate to your left
Keep an eye out for the symbols to pop up and hit them as soon as they do--
they don't stick around and if you take too long to hit a block, the dementor
will get in and you'll have to start over. Once all four blocks have been put
in place (and destroyed), Lupin shows up and the story continues. Watch the
cut scenes and enjoy the rest of your ride.
CARPE RETRACTUM CHALLENGE (WK02)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objective: Collect 10 Challenge Shields
Secrets: 5
Collector's cards:
#1 red (vampire), Sir Herbert Varney
#2 red (vampire), Amarillo Lestoat
#5 red (vampire), Count Vlad Drakul
#3 red (vampire), Lady Carmilla Sanguina
#4 red (vampire), Blodwyn Blud
Immediately after finishing the tutorial, your third year at Hogwarts begins
with Defence Against the Dark Arts and the Carpe Retractum challenge. You play
as Ron for this challenge and only Ron can cast Carpe Retractum.
As the challenge begins, use CR to pull yourself to the floating platform.
Depulso the switch in the wall ahead of you to reveal another CR statue. Pull
yourself across to the balcony, and then use CR to pull down a lever in the
far wall, making a ledge. A Spongify tile is revealed; follow Professor
Lupin's instructions to bounce up to the ledge.
Drop into the pit in front of you and use CR to pull out the stone block in
the far wall. Climb up it, turn the corner and repeat the process to collect
your first Challenge Shield.
Turn through the door to your right and Depulso the armor for some beans.
Continue down the hall, jumping over the pit, and Depulso another suit of
armor for some more beans. Turn to your left through the doorway and you find
yourself on a ledge facing a bottomless pit. To your right are some floating
platforms with CR statues on them; ignore them for the moment.
Looking straight across from the doorway, notice another ledge with a gold
chest. Turn to your left and Depulso the armor to move it backward. Step into
its slot and Depulso the switch in the wall. A CR statue will appear on the
opposite ledge. Pull yourself across and open the chest for a collector's card
(#1 red, First Secret). Now pull yourself to the first floating platform; pull
the ropes to reveal two ledges; and then carefully jump across to the far
floating platform and its Challenge Shield.
From the shield platform, jump back to the nearest ledge and then jump through
the doorway to your first Save Book. The next room contains your first imp
fight (Oh Joy!), so be prepared. After the first imp has been eliminated, two
more will pop out of a hidden alcove. Dispose of them to reveal a Spongify
tile and an opening in the ceiling. Don't forget to Alohomora the cabinets on
either side of the room before leaving.
Once you bounce up into the next chamber, you will have to fight off two waves
of three pixies each. This is relatively simple and opens the way to the next
room. Don't forget to open the nearby gold chest for some goodies.
The next hallway has four suits of armor and, under a grate in the floor, a
Challenge Shield. Depulso all the armor for some beans and to open the grate
and raise the shield. Advance to the next room.
It's another bottomless pit, but this time, some of the floating platforms are
moving. The CR statues hanging from the ceiling allow you to hang from them
indefinitely. So pull yourself to each one and hang there until a platform is
under your feet. Press either mouse button to release the spell and drop to
the platform. After you have pulled yourself to the first platform, look back
and CR yourself to the hidden alcove for the Second Secret and a collector's
card (#2 red). When you reach the last floating platform, look to your left to
see a wall lever. Pull it to open a ledge and another hanging CR statue above
it. Pull yourself up and collect your fourth Challenge Shield. Now pull
yourself down to the next doorway and continue.
After going through the Save Book, you'll find yourself in a hallway facing a
pit. Even though you can see the bottom of the pit, do NOT drop into it.
Before crossing, Depulso the armor on either side of the hallway. CR the block
in the far wall of the pit to pull it out and give you something to jump on.
Cross the pit and continue to the corner. Depulso the two suits of armor at
the corner and then look up. A secret alcove will open above you (Third
Secret). CR up to it and open the chest to get a collector's card (#5 red) and
some cauldron cakes. Now jump down and continue across the next pit in the
same way as the previous pit.
Through the locked door at the bottom of the stairs lies your first encounter
with a fire crab. Use Rictusempra to knock it into the trap and open the door.
In the next room is a repeat, but with two fire crabs this time. From here,
head through a short hallway to another bottomless pit room. There's a
Challenge Shield just ahead, but the way to it is circuitous.
First, turn right and CR yourself to the floating platform. Once the platform
moves over to a small ledge, jump across. Dispose of the pixies, and then
cross the pit to the next ledge using the CR block. Now use CR to get to the
next floating platform and then ride the platform to the shield and back. Now
use CR to get yourself to the next ledge and then on to the Save Book.
Through the locked door, knock the fire crabs off the small floating
platforms. Two hanging CR statues will come out. Pull yourself across to the
first platform and then use CR on the blocks on the far wall to build a
staircase. Pull the blocks out from top to bottom, else the bottom blocks will
block your aim when trying to pull out the top block. Pull yourself to the
next platform and then jump to the staircase and climb it.
Climb into the alcove above the staircase and Depulso the armor and the switch
in the wall. Now pull yourself across to the near ledge. Before going through
the archway, look over to your right and use CR to pull the lever. Jump across
and get Challenge Shield #6. Now jump back and continue through the arch.
CHECKPOINT: You should have six Challenge shields and three of five secrets at
this point in the challenge.
After the game loads the next section, continue into a large room with a fire
crab. Push the crab into the trap, which will open both the door next to the
trap and a secret door behind you. Go through the secret door, down the stairs
and pull the rope. After pulling the rope, turn around and Depulso the banner
on the wall for some cauldron cakes. Go back up the stairs and pull yourself
up to the walkway that was revealed and collect the shield. Alohomora the gold
chests at either end of the room to release a plethora of beans into the room.
Collect your beans and continue.
Another bottomless pit. You know the drill now. When you get across to the
ledge with the Save Book, look right to see another floating platform. Pull
yourself over to that one, and then pull the rope. Now pull yourself to the
next platform and then up to the ledge. In the small hall, Depulso the armor
on your left until a hidden stairwell is revealed. Go up the stairs to get a
bunch of goodies and a collector's card (#3 red, Fourth Secret). Now head back
down the stairs and then out the opening to your left to get another Challenge
Shield (#8). Pull yourself back across to the Save Book ledge.
After a short hall, you will enter a room with some imps. Defeat them and then
Depulso the armor. One suit will spit out pixies along with beans and
pumpkins. (It's the suit to your right when facing the exit.) The other suit
is in a revolving alcove. Each time you hit the armor, it spits out treats and
then turns, revealing another suit. Hit four suits and the last one will give
you a collector's card (#4 red). If you look down through the grate in this
room, you will see a Challenge Shield. You'll get it momentarily.
Continue into the next hallway and go to the end. On the right you will see a
picture of a gargoyle. Alohomora it to reveal an actual gargoyle, which you
can then cast Lumos on to reveal an opening in the floor of the hall behind
you. Drop down and turn around to get the golden chest, then follow the hall
to a Spongify tile (Fifth Secret). Use it to bounce up and collect the shield
below the room you were in previously. Going back through the hallway, you
will need to use the CR statue to pull yourself over the secret opening.
On to the last room. From the hallway, exit to a ledge and look to your right.
CR the blocks from the wall (top to bottom) and then jump over to them and
climb up to the next ledge. Depulso the armor at either end and then pull the
ropes. Knock the fire crabs off the ledges that pop out of the walls and CR
across to the final ledge and get the tenth shield to complete the challenge.
OF PIXIES AND HIPPOGRIFFS (WK03)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objectives: Destroy a pixie infestation in a well
Fly Buckbeak through five successively more difficult courses
Secrets: None
Collector's cards:
Pixie mini-game
#1 gray (giant), Bran the Bloodthirsty
#2 gray (giant), Cyclops
#3 gray (giant), Goliath
#4 gray (giant), Morholt
#5 gray (giant), Hengist of Upper Barnton
Buckbeak mini-game
#1 yellow (Quidditch), Jocelind Wadcock
#2 yellow (Quidditch), Gwenog Jones
#3 yellow (Quidditch), Cyprian Youdle
#4 yellow (Quidditch), Roderick Plumpton
#5 yellow (Quidditch), Bowman Wright
After finishing the Carpe Retractum Challenge, you find yourself in the
Challenge Door room. This is where you come to replay any of the challenges
you have previously completed. You can Depulso the armor in the room for a few
beans and then leave, which takes you to the Portrait Shortcut room. The
portraits in this room lead to every floor of the castle. (There are eight
floors in all, including the dungeon, which is labeled as floor zero.)
Here you will meet Fred Weasley, co-proprietor of the shop where you buy
necessary items. He will offer to lead you to the shop, which is in the
Gryffindor area on the seventh floor. Go ahead and follow him up the stairs,
getting a feel for the layout of Hogwarts as you go. Wait to do in-depth
exploration until later. Once you reach the shop, Hermione will leave and you
can poke around Fred and George's shop for a bit.
When you leave the shop, you'll be beset by Peeves. Harry and Ron must
simultaneously cast Rictusempra on him three times to beat him. He will drop
the passwords to the shortcut portraits as he flees. You will then travel down
to the Portrait Shortcut room where you meet Hermione again. It is now time
for Care of Magical Creatures class, and Neville will show you the way.
Once again, you can explore the grounds if you wish, but you might as well get
the story out of the way first so Ron and Hermione aren't bugging you about
getting to class while you poke around. On the way to Care of Magical
Creatures, you will pass a well infested with pixies. Now is as good a time as
any to deal with these pixies. You'll have to survive five swarms of pixies,
each larger than the last; but, they are easy to defeat and you get chocolate
frogs in between each swarm. Go ahead and get rid of the pests and collect
your five collector's cards (gray series, giants).
On to Care of Magical Creatures. You have to fly Buckbeak through an obstacle
course. For each ring you fly through, including the large rings at the
beginning and end of the course, you receive 100 points. For this first
course, you must pass through 15 rings (score 1500 points) to pass. That
represents only about half the rings on the course, so you should have no
trouble. Press-and-hold S or DOWN ARROW to fly more slowly (there's no time
limit) and glide to each ring and then beat your wings once to jump up into it
and then glide to the next ring. Once you get the hang of it, the courses are
all pretty easy. Each time you match or beat the required score on a course,
you will receive a collector's card (yellow series, Quidditch).
Right now, as soon as you complete the first course, the story will continue
with a cut scene of Buckbeak hurting Malfoy. After the cut scene, you find
yourself back inside Hogwarts, ready for Transfiguration class.
DRACONIFORS-LAPIFORS CHALLENGE (WK04)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objective: Collect 10 Challenge Shields
Secrets: 8
Collector's cards:
#1 brown (dragon), Common Welsh Green
#2 brown (dragon), Hebridean Black
#3 brown (dragon), Hungarian Horntail
#4 brown (dragon), Romanian Longhorn
#5 brown (dragon), Norwegian Ridgeback
On your way to Transfiguration, you'll be waylaid by Peeves (again). This time
you have to triple-cast Rictusempra at him. As soon as you've stunned him, Ron
can cast Carpe Retractum at him to rip his armor and weapons away. Do this
five times, and he'll run away leaving some treats behind. Go into
Transfiguration class, where McGonagall will call forward Hermione to take the
Lapifors and Draconifors challenge.
Follow the opening tutorial to open the first door and get the first Challenge
Shield. Before taking the shield, Depulso the armor on either side of the
hall; one will cough forth a collector's card (#1 brown). Beyond the first
shield, at the end of the hallway, is a rabbit banner. Cast Alohomora at the
banner to open an alcove with a rabbit statue. Grab the cauldron cake behind
the statue and then Lapifors the statue.
Take the rabbit through the nearby hole and collect the beans along the
hedges. The nearby dirt mound contains more beans when dug up. Follow the
trail of beans through another rabbit hole and dig into the dirt to open the
gate and let Hermione collect the next Challenge Shield and move on to a Save
Book.
The next long hall has a Lapifors statue midway. Transfigure it and take the
rabbit through the hole opposite. Run around behind the flower planters and
the well collecting treats. Looking at the well from where you entered, the
hedge on the left has a rabbit hole. Chew your way through and go up the ramp
to the top of the hedge. Dig the dirt mound to open the well. Drop down the
well and climb the underground tunnel to the top of the other hedge and dig
that mound to open the next gate for Hermione.
In the next room you will learn the Draconifors spell. Prepare to be annoyed;
the Draconifors dragonlet is not very agile and flying him around is
frustrating. As with Buckbeak, use DOWN ARROW or S to slow the dragon and make
tight turns. Fly the dragonlet around, picking up beans; then, fly through the
fire pickup (flaming orb) and land on the platform next to a torch. Press A to
breathe fire and light the torch.
Once you complete the mission, the walkway will turn to give you a way across.
Instead, drop down and use Depulso on the gargoyle heads on either side of the
turntable (the ones not spouting water). This will open a secret door (First
Secret) and you will have to fight some imps before collecting the cauldron
cakes in the gold chest that is revealed. While you're down here, look for
pumpkins in the planters. Use Depulso to blast them apart and get some pumpkin
pasties. Climb back up the planters to the starting point for this room and
jump across the walkway to collect the shield.
The next room has an L-shaped bridge over a garden. Before completing the
mission, drop down into the garden (Second Secret) and Depulso the pumpkins.
The large pumpkin produces a collector's card (#2 brown). Note the cauldron
cake that is underneath the bridge. You can collect this later with your
dragonlet.
Use the Spongify tile to get back onto the bridge and proceed to the dragon
statue and do that voodoo that you do so well. Once the dragonlet has lit the
torch, the bridge will turn and Hermione can proceed to the shield and Save
Book.
In the next hallway, Depulso the armor for some beans and the switch in the
wall for a Spongify tile. Use the tile to jump to the ledge and advance to the
next room. Depulso the nearby pumpkins for some pasties and then cast Lapifors
on the rabbit statue and take it through the hole.
Jump the hedge to the walkway to find some earth mounds concealing beans.
Head left through a rabbit hole (Third Secret) and eat the grass for more
beans, pasties and a cauldron cake. Back in the main garden, one of the
planters has beans and pasties hidden behind it. Go through the next hole and
dig the mound to reveal a Draconifors statue back in the main room.
Transfigure the dragon, and fly it along the trail of beans to the small
opening in the wall. In the next room, walk along the ledges to collect the
beans and then light the three torches to cause three hammers to knock three
wooden blocks through the wall, creating a staircase for Hermione.
When the Draconifors spell ends, note there is now a suit of armor where the
statues were located. Depulso it and wait for the turntable to turn. An
opening in the floor will appear; drop down and you will find yourself in the
garden underneath the Draconifors torches (Fourth Secret). You've got another
imp fight in front of you; then, collect the gold chest goodies as well as
some cauldron cakes that are lying around. Go back through the other doorway
and ride an elevator back to the main floor. Climb the wooden stairs and
collect the Challenge Shield.
CHECKPOINT: You should have six shields and have discovered four of eight
secrets.
After the game loads, you will find yourself in a room containing a column of
three blocks with symbols on four sides. Use Depulso to turn the blocks. Note
the arrow-shaped block in the floor. Arrange the blocks in the column so the
same symbol on all three is facing the arrow in the floor. This will open one
of the gates behind the column. Collect a shield, collector's card (#3 brown)
and some beans; then, open the locked door to your left.
You meet a bundimun for the first time. Defeat it and move on through the Save
Book into a round garden. A fountain, holding up a Challenge Shield, is in the
center. At the corners of the fountain are topiaries representing the four
Hogwarts Houses. To your right is a rabbit statue. To your left is the rabbit
hole. This garden is infested with bundimuns.
Move carefully around the circle and watch for bundimuns popping out of the
ground. Destroy them as they come out. Cast Depulso on the topiaries to get
some extra beans. Once you have circled the garden and disposed of the
bundimuns, cast Lapifors on the rabbit and use it to collect the treats behind
the planters. Then head through the rabbit hole, which is the Fifth Secret.
(Not much of a secret, is it?) Before digging the dirt, turn around and jump
up to the roof of the hutch to get a cauldron cake. Dig the mound of earth to
turn off the fountain and lower the shield. As Hermione again, collect the
shield and enter the next room.
This is a big imp fight (about eight of the little buggers) in narrow
confines; however, it is relatively easy to catch them in bunches. If you time
your throws right, you may hit as many as six at once. After the imps are
defeated, collect your treats and continue on.
In the next hall, cast Depulso on the cauldrons and collect some beans. Look
above the Save Book and cast Depulso on the switch in the wall. Use the
Spongify tile that appears to bounce up to a room with three gargoyles and
three colored rings (Sixth Secret). Before working the puzzle, turn around and
cast Depulso on the large gargoyle over the door to get a couple of cauldron
cakes.
The background tiles on each gargoyle head of the puzzle correspond to one of
the colored rings. Each time you cast Depulso on a gargoyle head, that colored
ring moves one-quarter turn counter-clockwise. Line up the small icons on the
rings with the large icons at the 9 o'clock, 12 o'clock and 3 o'clock
positions. The order in which you do this is unimportant. Score some pasties,
a collector's card (#4 brown) and your ninth Challenge Shield.
Jump back down into the hallway and continue through the Save Book into the
last room, which is a hedge maze. Follow the maze around (there's only ever
one way to go--kind of pitiful as a maze), keeping your eye out for bundimuns.
Once you have gone around the center tower and passed another Save Book, look
to your left for the Alohomora symbol on the hedge. Cast at the hedge to
reveal a rabbit statue.
Send your rabbit back through the maze, ignoring the central tower for now,
until you spot a rabbit hole in the hedge. Chew through it and collect some
beans from the dirt pile (Seventh Secret). Take your rabbit back to the
central tower and find the rabbit hole. Dig through and dig the dirt to open
the tower. The Lapifors spell will end and you can now get your last
collector's card (#5 brown) from the gold chest in the tower (Eighth Secret).
Go back around the maze past the Lapifors statue until you reach a stone
patio. Cast Depulso at the switch in the wall to open the iron gate in front
of the dragon statue. Cast Draconifors on the statue and then turn your
dragonlet around and drop down behind its pedestal for a cauldron cake. Send
your dragonlet around the tops of the hedges collecting treats, and then fly
up and light the torch. A wood trellis near Hermione will open and a Spongify
tile will appear next to the central tower. Spongify up and finish the
Challenge.
You will now get a trip to the Bean Bonus Room, which will contain cauldron
cakes as well as beans and pasties. Try to collect as many of the cakes as
possible within the time limit. You really should have no problem getting them
all. Don't forget to Depulso the center tile to open the gold chests, as there
are more cakes in those chests.
ANTI-DEMENTOR LESSON (WK05)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Objective: Practice the Expecto Patronum spell
Secrets: None
Collector's cards:
#3 black (witch), Honoria Nutcombe
As soon as you leave the challenge room area after Lapifors/Draconifors, you
will watch a series of cut scenes that end with Harry getting his anti-
Dementor lesson from Professor Lupin. This is pretty straight-forward.
Complete the test that teaches you how to perform the spell. Timing is
important for this one; cast the spell only after the ring of light is at
least halfway up your wand, but before it reaches the tip.
After successfully casting Expecto Patronum three times, you will enter a
hallway with alcoves off to each side. There are no secrets here, but there
are several treat-producing items. Cast at everything in both alcoves,
especially paying attention to the skulls lying by the fireplaces. One of
them produces cauldron cakes. Exit the hallway to a landing at the top of a
double-flight of stairs. Cast Depulso on the skull to your left, and then head
down the stairs to a Save Book.
Now, you will face a boggart (in the form of a Dementor). Then you will have
to face two boggarts. After that, turn around and pick up a collector's card
(#3 black). Harry falls through a trapdoor and has to face three dementors.
Make sure you stun each one and keep circling to make sure one is not sneaking
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Another Harry Potter and the Prisoner of Azkaban Walkthrough :
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