Harry Potter and the Chamber of Secrets Walkthrough :
This walkthrough for Harry Potter and the Chamber of Secrets [Playstation 2] has been posted at 17 Mar 2010 by azure.eyes and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up azure.eyes and share this with your freinds. And most important we have 6 other walkthroughs for Harry Potter and the Chamber of Secrets, read them all!
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Walkthrough - FAQ/Walkthrough............................................................................... * ***** ***** *** *** * * * * * * * * * * *** *** * ******* * * * * * ******* * ******* ****** ****** * * * * * * * * * *** * * **** * **** * * * * * * * * * *** * * * * * * * * * * * * * * * * * * * * * * ***** ***** * * * * * * * * * * * ********** *** *** * ***** * * * * * * * * * * * *** *** * ***** * * * * * ******* ****** * * ******* * *** * *** * ***** * **** * * ******* * *** * *** * **** * * * * * * * * * * * * * **** * * * * * * * * * **** * **** * ***** * * **** ******* ****** * **** ******* * * AND THE CHAMBER OF SECRETS... Copyright (C) 2002-2003 A.J Mathieson 29/12/2002 Version 0.9 nitro_rules@hotmail.com Harry Potter and the Chamber of Secrets Walkthrough Playstation 2 +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*++*+*+*+*+*+*+*+*++*+*+*+*+*+*+*+*+*+*+*+ CONTENTS +*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+*+**+*+*+*+*+*+*+*+*+*+*+*+*+*+*++*+*+*+*+*+*+*+ 1) >>Basics>Walkthrough>In Depth Monster Strategy>Exploring Hogwarts>Mini Tasks>Items and Spells>Wizard/Witch Cards>Copyright/Contact Information and Thanks Used to move around/Direct broomstick. X> Used to Select/Talk/Inspect items/Accelerate broom etc. Triangle, Square, Circle> Used to cast spells/Use items (Depending which you've equipped) R1> Target enemies. R2/L2> Shuffle through menus/Peer round corners. Select> Consult Rememberall. Start> Pause game. BASIC OF WALKTHROUGH: Also the basics of the walkthrough. Each day will have a description of how to complete the tasks that are NECESSARY to end the day, any other tasks are explained under 'mini tasks'. Each day is headed off with a line of + and each task starts a new paragraph with capitals so it's easier to search through the rubbish. Anything in '' is my own personal comments. FDR= Fill, Drink, Refill at the Wiggenweld pot. Saving: You can save anywhere in the game though there's little need to as when you die you're taken back to where you were when you died. However at points where I feel you should save I have put '***'. Directions: ALL directions to places (eg. mini games) will start from outside the Entrance Hall unless it says otherwise. Finally, I am writing this walkthrough as play it for the first time so I know where to explain in detail. However if there is a point where I have not explained fully and you need help or have helpful information e-mail nitro_rules@hotmail.com. ********************************************************************************* Walkthrough ********************************************************************************* Hopefully that's all very simple. Once you've chosen 'new game' the loading screen will appear. While you are waiting, you might as well put the kettle on, watch a couple of DVD's and then read the whole contents of your local library. By the time you've done all that, the game will be loaded :) The game begins at the Weasley's house, which brings us to... Day One ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ When Mrs Weasely has scolded all the boys , Ron asks you to help de-gnome the garden, but first you need to practice your spell. Cast Flippendo on the glass jar near the gate (with the help of R1) and get your first Bean. You need these beans to buy things so grab them as soon as you see any...sometimes they disappear. Now try hitting the target on the left, the twins tell you your not strong enough to hit the bell... yet. Follow the Weaselys into the barn. Now you have to hit the gnomes, just target them and cast loads of Flippendo's, it's all simple stuff. If you hit any grain bags, beans will appear so grab them. After going out of the barn, you get to duel a mad washing machine. Try to dodge the bubbles because they hurt you, . You can use (x) to dodge but it didn't really help me much, just move side to side to avoid. If the door opens go mad with Flippendo's, then, when the bar on the bottom right is full the Washing Machine is beaten. Fred gives you a frog, this can heal you fully again. You can aim at it to knock it out, once you've eaten it, go to the shed on the left of the Washer. Walk against it to climb up, then climb through the window. Now you'll be at the top of the barn, grab your first wizard/witch card. Every ten of these will increase your stamina bar so they're important. You can also shoot the bags to get more beans. When your done, follow the boys through the gate into the garden. DE-GNOMING GAME: To throw the gnomes, aim and cast Flippendo on them, when you see stars going round thier heads pick them up with (x) and run to the wall. Press and hold (x) and some arrows will appear. You have to hold (x) to swing, the longer you hold the faster Harry spins. Try and spin until just before Harry gets dizzy, I reckon he gets dizzy on the 8th spin. So once you hear the swishing noise seven times let go on the GREEN arrow. If you hit one of the targets you will recieve a witch/wizards card and if you throw farther than Fred your score will be recorded and you'll recieve a card (my record's 135). Once you've thrown enough gnomes Mrs Weasely will interupt the fun and tell you it's time for bed . Once you have 50 stop looking because you can't carry anymore. Once outside smash the barrels, you'll get another sickle. You'll also have more details about todays tasks, it's time to get Ginny's equipment. GINNY'S QUILL: The closest shop is Gambol and Japes which is down the stairs next to the barrels you just smashed. Inside you'll find the twins, on the left side theres some bookcases, use Lumos and then push the right one to reveal a hole, there you'll find a chest containing a witch/wizard card, now go downstairs, theres a doorway on the left of the counter so go through it. Now you'll see something familiar. This time you can make sure you hit the bell, a charged Flippendo will do the trick. Charge until the end of your wand goes purple and release. A grate will open when you hit the bell so crawl through it. Theres a lot of barrels in here, smash them all, for some contain money. Ginny's quill is next to the fireplace. You should have about 6 sickles when you leave. You can buy things from this shop so BUY EVERYTHING even though theres still... POTION VIAL: The potion vial costs eight sickles, which means you need a bit more money. Outside the joke shop Gambol and Japes, go right back to that big white building you saw earlier called 'Gringotts'. When you are facing it turn right and you will see some more barrels. As before these conatin money; grab it all. (Note: don't grab any of the money until you've smashed ALL the barrels in sight, then you will be able to get a sickle from EVERY barrel, the reason for this is the barrels will provide as much money as you need to complete the task. Because the stink pellets weren't necessary if you'd bought the vial first you wouldn't have got any more money.) Now go back up the alley opposite Gringotts. The first shop on the left is the one you need. Once inside, talk to the owner and buy the vile. Fill it up with health potion (use it if your health is low and fill it up again) You can use the vial by assigning it to a button just like a spell. GINNY'S SCALES: Outside the Apocathery, the shop opposite is the Magical Menagerie, this is where Ginny lost her scales so go in. Smash through the barrels, the owner hears you and tells you to get lost because he's such a nice man. This is where you can practice something your going to need to use futher on in the game a LOT. Go through the iron bar door and the man will have another go at you. Ignore him though, your going to have to sneak around. There are three golden rules in the 'green sneaking code' for sneaking about: 1). Stop and watch where everybody walks to, they will go in a routine. 2). Sneak around using Harry's side-step against the wall manouvere (with R2 and L2 to look around corners) and spells to distract hunters to go the other way. 3). If about to be caught use Expilliamus to block the spell and RUN. Unfotunately you do not have Expilliamus yet and so you will have to be sneaky. Go through the bookshelves trying to avoid him, if he's coming close to you use Flipendo to distract him (he'll run to where the spell hit and not where it came from). If he see's you theres nothing you can do but run. Hit the yellow button on the top right corner and go through the door on the top left. In here theres a chest with a card and Ginny's Scales. Unfortunately your going to have to sneak to get out again but it shouldn't be too much trouble. GINNY'S SPELLOTAPE: Go right, back to the book shop (the yellow thing). Past it is a small archway, go through that and right to a door that leads to the Leaky Cauldron. The large hairy man you spy is Hagrid (by the way, he's a friend of yours in case you didn't know). Talk to whoever you like, then shoot the barrels that block a doorway Run for the sickle only to fall into some kind of cellar. Push the yellow switch opposite you and go through the freshly opened door. Follow the path out to meet your faveourite friends...it's the cage task again. First go to a wall where theres two pipes, one of which is blocked by a web. Crawl through the other to find a chest with a nice card. Then go out and round the imps up into thier cages and retrieve another card to the left of the top cage. (If you got both the cards from the De-Gnoming game you should have about 8 by now). Now you have to run up the hall with the rolling barrels. To make sure you don't get squashed, move up to the hall until the camera turns so you can see the whole hall without getting hit. Watch the barrels nearest to you and run out when one passes and do a zig-zag pattern to avoid the rest. Up here you'll find a door. The floor in the next room has gone so you have to side-step to the other side. Push the big box onto the stone floor and jump down yourself. Grab the box and push it all the way to the other side. Climb up the box and up the stairs you go. Use Lumos to reveal a movable wall...move it. Then low and behold Ginny's Spellotape. Your back in the pub, you can grab that naughty sickle and meet Ginny and Mrs Weasely outside the book shop you must know by now. MEETING GILDEROY: Go meet the Weaselys, they'll thank you, tell you how wonderful and kind you are and give you a card. There'll be a note about increasing your stamina bar, and hopefully you'll only need one more card to do that. Now you need to go back into Flourish and Blotts where a scene with Gilderoy occours. Back outside, you can explore but there isn't much to do. When you're finished meet Ron outside the Leaky Cauldron. Talk to him and then you're off in the flying car only to crash into a mad, moody old tree. RESCUING RON: Go down the path that spirals round the tree, to jump over gaps simply run to them and the computer SHOULD do the jumping for you...once on the ground theres only one way to go, left. Small tentacles (or roots?) explode from the ground to whip you, a perfect Flipendo will send them back where they belong. Once you've gotten past the first one, jump over two roots into a large area. At the base of the tree (very left) is a chest with a frog to tide you over, try to avoid the yellow mushrooms though for now. Now continue going forward until you can't anymore, on the right will be a ridge you can go up. You'll see a large tentacle, wait for it to move back before crossing. In front of the next one is a yellow mushroom, pick it up and shot it away, then side step past the tentacle when it's safe. You'll meet more small tentacles here so be carefull. Jump over the gap and walk along till you see another mushroom. Throw it away and continue. Once you can climb back down go right for a chest with a frog and then left to the exit. Flipendo the vines and they'll move allowing you to leave. Move along until you see a tree crashing behind you, guess what? More imps. This time you can't cage them though and you'll have to dodge the things they throw at you. Flipendo as many DIFFERENT imps as you can until the bar fills up. Then hit the imp that runs onto the tree opposite the one that fell behind you. It will explode and your then free to move ahead. Get your card from the chest (your bar should increase now) as a tree rolls onto the ground. Go back and climb onto it. Facing away from the chest you've just opened climb right first. Follow the path that will lead to a chest bearing a frog. Now go left this time where you'll find a perch. On the right side you'll see two puffapods, remove them and you'll be able to side-step to a new area, follow it where there will be a chest with a card. At the perch, Hedwig will give you a note about Gytrashes...which is useful as you're just about to fight them. Go into the exit left, Lumos equipped. Here you'll see the scary doggies. Cast Lumos, a beam will then emitt from your wand, wave it at the dogs until they die. Once that's done, Flipendo the vines on the other side from where you came in and crawl through. Cast Flipendo the imps here, they SHOULD retreat one by one into the bushes but I have the sneaky suspision they keep getting regenerated :S. When there's only a few left however, go to the Wiggenweld pot, on the left is a ledge and you can jump across the gap to reach a chest with a card. Now go back to the Wiggenweld pot. Once your there, fill, drink and refill (FDR) so your fully replenished. You'll need to be...it's time to rescue Ron. Flipendo the vines ahead of the pot and enter, now you fight the Whomping Willow. Ron asks if theres a weak spot, there is and it's right behind him. Avoid the huge branches that will attack you, keep focused on them. When one opens it's palm you should see a blue ball. Aim and Flipendo it, this will give you a clear shot at the eye behind Ron. Aim again and go mad with Flipendo's until it starts shaking poor Ron all over. Repeat this until the tree dies. Ron will thank you, then follow him to the exit. 15 GRYFFINDOR COMMON ROOM: Now you can go where you like, the grounds of Hogwarts are vast but theres not much to see yet. Ron will show the way to the entrance hall, once you know where it is you can explore the grounds. Hit small tree's you see who will give you cauldron cakes if your health is low, or beans if you haven't reached your limit. Enter the door Ron is in front of. You can now either follow Ron or search Hogwarts. There are cards and other items you can collect from classrooms but there are only certain places you can go. Once you are ready, go to Gryffindor common room which is at the very top of the moving stairs. Once in that door, go right twice till you see a portrait Ron is in front of. Enter here. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fred and George's Shop +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Fred and George's shop can be accessed through the reading room in Gryffindor tower. Percy is patrolling however, the best way to get past him is to go to the first gap between the bookshelves (when he's looking another way) and cast Flipendo down through the room. He'll got to look. Now run round the bookshelves to the red/brown portrait and say the password. Now your are in Fred and Georges shop! Which is...a toilet. However there are lots of important items here. Some cost more than 50 beans, and so you will only be able to buy them when you can carry more than 50. All cards cost 30 beans and you will need to buy them all...however there is an easy way to get beans. EASY BEANS: One easy way to get beans. When you go to your flying lesson and land to finish it you will see an entrance far past Madam Hooch. Go to it to see three trees shaped like stars. Keep hitting them in different orders and they'll grant you beans...they may run out when you get close to your limit. Once you've bought what you want from the shop there is a secret passageway to go through. Go to the right where there is a series of toilets. Theres a card hidden on the right of the doorway. Then go to the fifth toilet on the right. In here there appears to be nothing, but push the wall to reveal a hole. Go through this passage till you reach a small hole. Crawl through it and you will be in the reading room, however all you have to do is run forward to the door and exit. Now go to the common room and the tasks are finished. Phew! What a long day... Day Three ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ FLYING LESSON: Go down into the common room, your first lesson today is flying, a chance to practice your skills with the broom. You can talk to people throughout the school whose comments will be updated as the story goes on. Follow Ron out all the way down to the Entrance Hall, and out into the grounds. From there he will show you to where your flying lessons are held. (Note: Crowds of three are likely to be card traders, you must trade with them in order to get every card). In case you lose Ron, from outside the Entrance Hall turn right and go down that path. Turn right again at the end of it out into a courtyard. Make a note of the trees you see on your left as you enter. *** Flying Controls: It's very simple really, down on the analogue stick to go up. Up to go down etc. Like flying a plane. Hold down (x) to move. Easy. FLYING EXAM: Madam Hooch will ask for a simple demonstration and a practice run. It's quite easy as the school brooms a really sloooowwww. Make sure you learn it now because once you've done that she'll ask you to take the exam. I think it's best to do it good the first time. The best mark is distinction, it will get you 90 house points and you need at least 86 rings to get it. Once the exam has been marked you can attempt it again. If she still gives you a bad grade you can at least hit her with Flipendo again and again and again... Once you've finished the lesson, look at the path behind Madam Hooch, follow it on Madam Hooch's right till you see three trees shaped like stars. These are the magic tree's I spoke of earlier, hit them alternately for as many beans as you can carry. (Though sometimes it seems like they've run out keep hitting the different trees. When you get to about 46 beans, they may run out completely.) For more detailed information about flying see the FAQ by Artic Rabite. There we have the end of day three, which went in a flash compared to day two. Day Four ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ MARAUDING WITH MONSTERS: Or should I say night three? Go into the common room and Hermonie will drag you over to a tapestry where Nevilles stuck. To release him we need a severing charm and to get a severing charm we need a book. The first stop is the library, only it's not going to be easy to move around anymore, the prefects are out and if catch you...they take house points. Go out of the potrait of the fat lady, just around the left corner is a prefect. Good job you don't have to deal with him. Nip right where theres a bookshelf on the wall, press (x) near it to crawl under and you'll find yourself in a passageway. Continue through it, down the stairs to a wall. Press the yellow switch at the end and the 'wall' will move. Go through, you are now on the fourth floor, the library is on the second. (Note: This section conatins lot's of sneaking around. There are many ways to dodge the prefects, I have written plans for all of them but I think you should try to make your own two, just remember to follow the golden rules, see Ginny's scales.) *** You shall find yourself in the library reading room which is full of bookshelves and this is lucky as it's crawling with prefects. If you lose points and can't bear to see them gone, reload your position. An easy way is to move behind the left bookshelf on your side of the room and cast Flipendo down to the right side of the room. the prefects will all run to where the spell hit. Slowly edge around the bookshelf your hiding behind to the left wall and run the full length of the room, then go right into the library door. Have Lumos ready as there's loads of ghosts here and they will make you drop your items if they attack you. Right in front of you past the desk is a sparkling pedestal. Go to it to retrieve Marauding with Monsters by Gilderoy Lockhart. . Read it if you must, but theres only a few vital bits of information hidden in a load of rubbish. Now you have to go back through the reading room. *** SEVERING CHARM: This way is slightly more difficult as the blonde prefect likes to search the first row...but fear not I do have a plan. First apply golden rule number one. Watch where they go, blondie goes to the left and stays for a second, that's our chance to move. Now apply rule number two, use spells. Aim a Flipendo right down the middle column and hastily retreat to the library door. (During this never go past the arch way.) Wait till you see all THREE gathered where your spell hit. Now dash to the right wall and run like a hare on speed. Once outside, your safe for now. Make your way to the bottom of the stairs. *** Notice much saving^ for theres prefects in the Entrance Hall too. As soon as you enter theres a Ravenclaw in front, that means you have to move before he turns around. Watch him, he goes right down the corridor and stops. When he's stopped make your move to the stairs. By this time the Gryffindor that was moving down stairs has gone to the bottom left. Now there's nothing for it but to leg it (run like mad) to the doors. *** Yes, more prefects outside. If you didn't save for the others, save for these because they're harder. First run to the right and edge along the wall till your on the right side of the entrance to the tunnel. Wait for the dumb prefect to run out of the tunnel completely passing you, now enter the tunnel. Run straight to the Herbology Greenhouses, there may be few prefects but theres Gystrashes as well. When in the greenhouses, go right then left until you reach a dead end. To your left are three fat Horklumps Lockhart talks about. Simply Flipendo one, pick it up (when it's spikes are gone) and throw it away. You can now explore the castle, but there are prefects remember. Once your done, consult the rememberall or simply run to your dormitory. Day Five +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Defence against the dark arts! Now we get to meet Lockhart and isn't everyone excited. Simply run down to the fifth floor where Dumbledore let you go, and into the classroom Hermione should be waiting outside of. LOCKHARTS CHALLENGE: After a scene, you will find yourself in a dungeon. Run forward into the large circular room. On the right is a yellow switch, push it. Balls will come out of the fire. They won't attack you yet. First two balls will come forward, change into spikes and then attack you once. A third ball will then attack also, then they'll move back into the crowd and the process will be repeated. You must hit the balls when they are in ball form and not spike form. It is possible to hit them when they're in the crowd but hard as they're constantly moving. Hit them when they come forward. Gradually they will become faster at changing into spikes, when this happens aim for the middle ball. Kill them off. The two stone walls will move out. Facing the room entrance, go up the right side first. There is a Wiggenweld pot. FDR. Now go back and up the other side. Here will be a new dungeon where our small annoying friends make another appearance. If you desire throw them into the burning furnaces, if not just ignor them. On your right as you enter will be a yellow switch, push it. A huge spikey ball will come down. Now run to the top right corner and go up the ridge till you are stopped by a white wall. You can see the spikey ball from here, aim, hold for about two seconds and cast Diffindo. The ball falls and the wall moves. New switch revealed, push it. You'll run into some new imps but leave them. Run past to a new wall. Do the same with this ball. A cage is revealed. Now run back and get an imp you left close by. Throw it in the cage and push the switch. Move on. This time when you let the ball fall the wall will drop too low. Run back round the ridge to the ground, on your way, grab one of the imps you left and throw it off the ridge. Run to the right side (facing the entrance) with an imp and throw it in the cage. Climb up and push the switch. The wall moves up, push the new switch to release the final ball and continue. This bit is slightly harder as the wall blocks your way. Its easy if you aim and stand at the very edge though. If your health is low open the chest that's revealed to obtain a chocolate frog. If not save it for later, enter the door on your right. Here are large swinging spikes . You can now end your day. Day Twelve +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Go down to the common room for a scene where Harry and Ron talk longer than all the other scenes put together. They realise about the Basilisk...ah the end is near. Go down to the second floor and into the girls bathroom. Go into the toilet section for a scene. THE CHAMBER OF SECRETS: Ron doesn't follow you sadly, . You will now fight the big boss: the basilisk. A sword will be thrown down for you, I suggest you use it. The basilisk is a bit dumb, you're going to have to run right near it's nose for it to smell you. Once it does it will rear it's head leaving it's belly exposed. Aim and attack then. Your sword will be thrown away from you so you'll have to get it again. Four hits does the basilisk in, Riddle does the "Noooo...how could i die?" scene and then it's all finished. Well, not quite...there's still the small matter of 'house cup', if you beat Slytherin in the last match you'll most probably have more points, however if you haven't a quick scroll down to 'mini tasks' will set you right. I think you should... *** as this is the last time you'll be able to. You can explore Hogwarts freely now , also the Weasely's shop is constantly open. When you want to see the final ending, simply enter the Great Hall and give yourself a pat on the back, you've now completed the game, happy watching:) ******************************************************************************** In-Depth Monster Strategy ******************************************************************************** Gystrashes Spells Needed: Lumos These are hardly a boss, but they have thier own special battle so I decided to put them in. It's fairly easy, make sure Lumos is equipped and cast it. The beam will stay for a few seconds so get close to a Gystrash and wave the beam over it until it fades, then run back. Keep casting Lumos as often as possible as they will sometimes charge you from behind. The fastest way to kill them is to get them both under the same beam at once and corner them under it so they can't run. A charged Lumos will give you a wider beam, but leaves you vulnerable to attack. If you cannot get them cornered, hit the same one until it disappears leaving only one to keep an eye on. Whomping Willow Spells Needed: Flipendo The boss has three parts: the eye, and two arms. At the start the arms will attack and you must avoid them. When they punch the ground the ripples can still harm you even if you haven't been crushed. Stay as far back as possible. When one branch opens it's palm (?) aim and cast Flipendo at the sphere. Only one is needed. Now you must aim and cast as many Flipendo's as you can manage at the eye until you can no longer hear it hitting. Now this time the branches will grab Mr Weasely's car and try to pound you with it. Whilst it does this helpful birds fly past and dro |
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