Detailed description of the quest
♦ Age category: from 10 to 14 years. ♦ Completion time: about 1 hour (depending on the ingenuity and number of participants) ♦ Purpose of the quest: a quest for a house, apartment or any other room that is suitable for the hiding places listed below. ◊ searching for a gift - after completing all the tasks, the participant (participants) will find a cache in which the gift will be hidden. The quest is perfect for giving a gift to a birthday person or on the occasion of any celebration or holiday. ◊ entertaining - the quest can be held as a separate competition to diversify the leisure time of a group of participants at any holiday or party. The end result may be a search for a gift or simply the excitement of completing all the tasks in the search for the Golden Snitch. ◊ family - solving a quest with children in the family circle. The end result can also be a search for a gift. ♦ Venue: house, apartment or other premises in which the hiding places provided by the quest are located. ♦ Number of participants: 1-7 people. ◊ single passage - the quest is suitable for completing tasks by one or more participants, for example, searching for a gift in honor of a birthday. ◊ group playthrough - suitable for a joint team game, where the main goal is to find a gift, or just the excitement of searching for the Golden Snitch. ♦Tasks: All tasks are completely ready for the quest. You just have to choose the most suitable places - hiding places for your house or apartment and print out cards with tasks. The quest consists of 10 task cards and 10 hiding places . The tasks are of medium complexity, aimed mainly at logical thinking and related to a little knowledge of the movie (or books) about Harry Potter. ♦ Necessary props: pencil or pen for writing quest answers. Envelopes in the amount of 10 pcs. or you can get by with one envelope - for the first letter, and simply print out the rest of the cards, twist them and tie them with ribbon, and put them in their hiding places. ♦ Hiding places: ◊ Sofa ◊ Stove ◊ Battery ◊ Book ◊ Mirror Bucket ◊ Newspaper ◊ TV ◊ Shoes ◊ Wardrobe If you want to conduct this quest on the street, then our website provides a “Harry Potter Street Quest” . ♦ Genre: role-playing quest game, aimed at actively searching for hidden places by participants. ♦ The finished quest kit includes 3 PDF files: 1 . The file “Instructions for the quest” contains a list of necessary actions to prepare the quest for implementation. 2 . The “Quest Without Answers” file contains 10 tasks that participants will need to solve. 3. The “Quest with answers” file contains detailed answers to 10 tasks. These files will need to be printed on a black and white or color (preferably) printer. ♦ Other quests on the site: ⇒ Quests up to 10 years old ⇒ Quests up to 16 years old ⇒ Quests from 18 years old
Table of contents
- Interface
- 1. Back to school
- 2. Defense Against the Dark Arts lesson, Rictusempra spell
- 3. Spell lesson, Skurge spell
- 4. Bicorn horn
- 5. Herbology lesson, Diffindo spell
- 6. Boomslang skin
- 7. Dumbledore's Office
- 8. Piece of Goyle
- 9. Collecting cards for school, part 1
- 10. Slytherin
- 11. Defense against the Dark Arts lesson, Spongify spell
- 12. Collecting cards for school, part 2
- 13. Forbidden Forest
- 14. Gold cards
- 15. Chamber of Secrets
- 16. Gryffindor quest
- List of cards and locations where they are located
Quest plot
This quest is suitable for fans and simply lovers of the well-known novel about a boy with unprecedented magical powers - Harry Potter. And also those who love magic, secrets, mysterious events and transformations. Participants in the quest receive a letter from Harry Potter (the template for this letter is contained in the quest materials) from Hogwarts School. The letter contains a request from Harry Potter to find the Golden Snitch. During the competition, Harry Potter tried so hard to catch the Golden Snitch that, having gained speed on his broom, he could not resist and fell down, losing it. And now he can't find it. He urgently needs assistants who have dexterity, ingenuity, excellent memory, resourcefulness and will help Harry Potter cope with the obstacles that will arise when searching for the Snitch. He can't handle it on his own, even using his magical powers and a fast broom. One hope for you...
Gold cards (bonus level, 11 pieces)
Go down to the door with 4 locks (Harry will automatically open it). After going up the stairs, run past the curtained display cases under the arch to the save book.
As soon as you open the door, the timer will start. If you know what to do, you can finish even before the end of the allotted time.
Go!
Ignoring the firecrabs, jump down onto the mat and fly over to card #69, Bertie Botts.
Open the door and jump onto the floating steps. Quickly, but without fussing (otherwise you might fall), jump from step to step onto the balcony. At the top, take card #101, Albus Dumbledore.
Cut the two ropes and lower the bridge. Remove the interfering cobwebs and go down to the hall with the blue floor. Climb the steps to the right of the column with the card and jump onto the column on top. Take card number 41, Godric Gryffindor. Run to the right behind the column.
Cut the rope and lift the grate. You will find yourself in a room with ectoplasm. Climb up the steps (you may not remove all the ectoplasm) and take card No. 11, Gerpon the Bad.
Jump onto the mat, ignoring the firecrabs, and fly across the hall. Take card number 48, Salazar Slytherin.
Remove the ectoplasm. Open the hatch in the floor, jump onto the mat and fly across the corridor. Take card number 72, Penelope Hufflepuff.
Open the door and go up the steps to the balcony. Open the second door.
You will find yourself in a purple room with a pillar and a gargoyle. Activate the gargoyle and highlight the steps. Below, take card #74, Montago Knightley.
Cut the rope, go down the stairs and run into the hall where there are blocks with the Flipendo symbol. Move the bottom block to the left (a grate will open and you can climb), the next block to the right, etc. The topmost block should be moved to the right. Take card number 15, Paracelsus.
Ignoring the firecrab behind the bars, run through the door, turn around and cut the rope above the door. Here she is:
A gate with a mat will open on the right. Jump on it and pick up card #40, Charlotte Pinkstone.
Open the door and run into the hall with three blocks with the Flipendo symbol. Move them so that Harry can climb up the right wall to Card #82, Candida Ravenclaw. Then climb into the passage near the window.
Cut the rope. A mat will appear.
Jump across the hall on the mats without stopping. You will pick up the final card #100, Harry Potter.
Exit through the door. Now you can look at your winnings: the cards have come to life. Go back along the stairs you entered here.
Quest tasks
◊ Knowledge is power - the task contains questions to solve a crossword puzzle, the keyword of which will lead to a new cache. ◊ Magical transformation - an imagination task in which you need to show all the ingenuity of Muggles and turn two objects into one, only with the help of magic the participants will learn the further path. ◊ Departure time is a task in which the secret place can only be found using a magic clock with numbers and letters. ◊ Ticket to the mystery - you need to collect the damaged train ticket to Hogwarts, and only then can you find out the hiding place of the next secret. ◊ Book of Wisdom - you need to remember the wise sayings that were encrypted with a special code. Having solved it, the participants will decipher the riddle, the answer to which will lead to a new hiding place. ◊ Daily Prophet - a task in which you need to complete the missing information from the newspaper in order to find out the further path of the mysterious quest. ◊ The truth is in the details - a task in which attentiveness will help participants find parts of the whole picture in order to find out the key word. ◊ Reliable Postman - a task in which you need to find the correct nickname of Harry Potter's most reliable postman. ◊ Patronus is a task in which you need to find a protective protector for each hero. ◊ Whomping Willow - in scattered magical things, based on descriptive features, find only those that will lead participants to the location
You can read reviews about our quests here “Reviews”.
Forbidden Forest (2 silver cards, 4 bronze cards, 4 secrets)
Ron will call Harry to Moaning Myrtle's toilet, and after the meeting the friends will decide to go to Hagrid. Follow Ron to the cabin in the forest. After the cutscene, Harry will go after the spiders.
Immediately activate the gargoyle, climb onto the stump and fly through the air to the ledge. Kill the spider and throw the heavy log into the abyss. There will be a rug under it, jump over to the other side. Get rid of the wooden men and drop the second log. Jump down. Find the Flipendo symbol on the wall.
Jump into the secret room (secret 1), where the chest contains silver card No. 16, Kliona. You can return to the gargoyle, stand on the mat and jump over the logs to the other side of the gorge. Here you will find a biting plant, and then a bridge over a colony of mushrooms. If you run across the bridge, it will certainly collapse, so it is better to shoot the mushrooms first. Then go to the save book.
Go into the tunnel, removing the cobwebs and killing two spiders. You will come out to a tree. Kill the two pixies, turn right and jump on the mats until you reach the hollow. Inside, someone had built a glowing step. Jump off it to the ground, eat the frog and stand on the mat. He will throw Harry on the branch with bronze card number 57, Gifford Ollerton.
Attention! Don't jump down, otherwise Harry will die. It is better to carefully jump from the branch onto the mat on which you just jumped, and go down into the hollow a second time.
Follow the glowing steps into a cobwebbed tunnel. Remove cobwebs and kill spiders. Having cleared the road and climbed the steps into the cave, look into the dark corner and take bronze card No. 25, Perpetua Fancourt, from the chest.
Kill the third spider and go to the secret room (secret 2). Here is the final silver card #65, Gondolin Oliphant.
Stand on the mat and jump over to a stump in the water. Be sure to get rid of the imp (it’s better to throw it into the water), and then jump down after it and around the corner you will find a chest with jelly beans (secret 3). Climb onto the stump and jump over to two more devils. Get rid of them by throwing them into the hole and save the game.
Then you need to slip past the spiders and stick insects into the yard where the rope shines. Cut the rope and climb up the steps. Turn to the left, lift your head and remove the cobwebs.
Go forward to the sign with the Flipendo symbol. Point the wand at the tree trunk (or column - I don't understand) in front of you. This thing will fall and there will be a rug on it. Jump up. Jump along the branches, remove the cobwebs on the right and get bronze card No. 86, Dorcas the Charming (secret 3) from the chest. Jump along the branches further past the chest and the gnome's hole (it is not necessary to open the chest, because there is a gnome in it).
Deal with the mushrooms and go out to the tree, in front of which there is another Flipendo sign. Take him down too. Walk along the tree over the abyss. Suddenly the tree, and you along with it, will fall a little lower. Turn around and notice the black chest behind the web. This is Secret 4, where Bronze Card #19, Newt Scamander, is located.
In the next niche you can find two jars with bookworm mucus, on the left is a cauldron in which you can cook a rowan decoction. Once prepared, break the web on the central tunnel and go to the spiders.
The game will autosave. After Aragog decides to dine Harry, you need to run around the entire hall in a circle and cut the supporting supports. Along the way, spiders will interfere with you (some die the first time, some die the second time). First, kill the two spiders in front of you, then turn around and kill the two behind you. Then run clockwise around the hall, breaking off the supports and shooting at the spiders.
This is what these supports look like:
Once you cope, you will have to endure the battle with Aragog. This is also not a very difficult task: hold down the LMB and point at the spider. When he raises his belly, release the mouse. A few hits and Harry will win.
Ron and Harry decide to find out what happened to Hermione. You will automatically find yourself on the fifth floor. It's time to rest.
It's time to use the four silver keys and collect the gold cards.
Attention! If you don't have enough silver cards and want to go to the next level, you can buy them from merchants.
Gryffindor quest (10 stars, 9 secrets)
1) To play it, you need to find the Game.ini file on your computer (In the “seven” it is usually located in the “My Documents” folder, inside there is a “Harry Potter II” folder, and in it the file you are looking for).
2) Next you need to open this file with notepad and find bDebugMode
(you can search in notepad by clicking the “Tab” tab at the top, then in this tab click “Find” and enter the name bDebugMode).
There are two of these codes. The line with them looks like
bDebugMode=False.
In both lines you need to replace False with True. That is, each line now looks like this:
bDebugMode=True.
3) Now you need to find bShowConsole in the file.
The line with this code looks like this: bShowConsole=False.
Here you need to replace False with True. Now this line will look like this:
bShowConsole=True.
4) Save the Game.ini file.
5) Launch the game. If everything is correct, small letters and symbols will appear at the top of the screen, changing with your actions.
6) Press F4 (no matter where you are in the school). In the table that appears on the screen, select the line Ch7Gryffindor.unr
Click on this line. In the top line of the table, click on “Launch” and close the table with a “cross” in the upper right corner.
Harry should be behind the secret door.
Press F4 again.
If everything is correct, Harry will be able to move. This workshop is not timed.
Go!
Star #1 hangs in front of you. Jump from it to the other side of the abyss and open the door by cutting the rope. Stand on the mat and jump over to the upper balcony. Here you need to conjure Alohomora on the wall (secret 1), and in the secret room - again Alohomora on the left wall (secret 2).
Next, lower the bridge and take star number 2. Open the door and cut the rope on the mechanism (there are four gnomes below that you can ignore). Stand on the opened mat and fly up.
You can run along the cornice, collecting pellets, and cast a spell on the wall by the window (it’s a little lighter than the rest of the walls). You will open a button with Flipendo. Click on it and collect the jelly beans again. Return to the mat and fly further. At the top, take star #3 and open the door. Go down to the save book.
Open the door. You will find yourself in a hall with two blocks. Three stars and three secrets are hidden here. First, move the blocks towards the solid wall (Harry can only reach the cornice from the top block). Cast a spell on the wall.
A secret door to the attic will open (secret 3). At the top, cut the rope and take star No. 4. Go down (you can jump straight onto the balcony) to the star behind the bars. Take star number 5.
Cast Alohomora on the left and right walls of this room. These are secrets 4 and 5 (chests).
Jump over to star number 6 and, without going into the library, open the door on the left. Go down the stairs and open the second door. You'll find yourself in a side section of the library with two gnomes. Run behind the far closet, removing the cobwebs, and take star No. 7 (secret 6).
Go up the stairs to the library and pick up star #8. There is a portrait hanging in front of you, click on it: a portrait with a secret and it will move to the side. Cut the rope and run into the passage that opens on the right. Take star #9 and click on both walls. These are secrets 7 and 8 - chests with jelly beans.
Go down to the balcony and run to another balcony, where a large star hangs above one of the cabinets. On this balcony, click on the two portraits (there are only three, it's impossible to get confused) and cut the ropes. A secret room with star No. 10 will open below. This is secret 9.
Now you can go to the Great Hall. No matter how many points you score, in any case, Gryffindor wins.
Chamber of Secrets (1 bronze card, 4 secrets)
Go to the hospital. After the cutscenes, go to Moaning Myrtle's bathroom. After talking with her, jump into the sewer.
You will find yourself in a round room with ectoplasm. Remove the ectoplasm, stun the firecrabs and look for a gargoyle in one of the rooms. Cast Lumos and find the secret room (secret 1), where there is a chest with jelly beans. Go out into the hall, stand on the mat (it's nearby) and jump onto the elevator in the center. Go down the pipe (on the way you will pass two chests, but they contain a jelly bean).
Activate the Flipendo button on the wall (opens two grates, behind which there are golden cauldrons). Go right to the save book.
Cut the web and jump down. Kill five spiders and break the jars of bookworm bark and slime. Go right and remove the ectoplasm. A real nightmare awaits you here: you need to run across three knives. The first two knives go down at a tolerable speed, but the last one... The tactic is as follows: don't stand too close and start moving when the last knife goes up. After suffering, rush to the save book.
The next pipe will collapse. Drop the stalactite with the Flipendo symbol, climb onto it and then to the right onto the mat. There is only one road here, with cobwebs and ectoplasm. When you come to the pit, turn around. The walls behind you will shrink. On the left there is a passage to a chest with jelly beans (secret 2).
When you come out into the pipe where the save book hangs on the left, first go right and open the chest with the frog. Now you can save the game.
You will find yourself in a huge hall with all sorts of evil spirits (who would doubt it...). First you need to get rid of four pixies, and each one needs to be beaten twice. Then light the gargoyles and jump on the mats to the transparent steps. It’s better to stun the huge firecrab, which is causing a lot of trouble, from some step.
Next you will meet three devils. To get rid of two, you can go back to the mat you got here through and jump on it. The devils will fall onto the mat, and you can jump up. There will only be one imp left, which is easier to deal with. Then you will run to the elevator.
Without getting on the elevator, enchant the symbol on the wall and run to it. Look down: the wall with the symbol has moved away, revealing another secret elevator. Here, cut the rope that closes the passage to the next pipe (it was shown to you in the video), and then jump onto the secret elevator.
Go down to the secret room with a chest with jelly beans (secret 3). Then, using the mats, you need to return to the main elevator, which will take you to the platform where the firecrab was sitting. There is a mat here that will send you flying into the next pipe. The game will auto-save.
You will find yourself in a room with four firecrabs. You need to click on the Flipendo symbol on the two platforms on the sides of the hall and throw two firecrabs onto them. The door will open. Two imps and a pixie are waiting for you here. When you kill them, an alcove will open with a gargoyle and jars of slime and bark.
Next you need to act very quickly. Light the gargoyle, turn around and quickly run into the passage where the Flipendo symbol hangs. There's a rug here. Jump up and run across the two sections of the bridge to the other side. Go down by clicking on Flipendo on the wall and activating the mat (there is a pixie sitting here, which may not allow you to find the secret room in time, in this case, kill the pixie, return to the gargoyle and light it again).
In the corridor there are two niches at once, in one of which there is a chest with jelly beans (secret 4), in the other there is a frog. Next is the elevator, which is activated by the Flipendo symbol.
Below you will find a save book.
Use the Flipendo symbol to open two grates on the floor, behind which a frog is waiting for you. Then you need to stun two agile snails (they come to their senses very quickly). Run after them into the passage, jump onto the mat.
You will find yourself on a platform. Kill the two pixies so they don't get in the way. Cut the rope of the platform you are standing on and jump to the next platform. Then you need to once again get rid of the two pixies and once again jump across the two platforms, cutting the ropes. After running past the same snails, jump to bronze card #91, Wilfred Elphick. This is the last, 101st card of this game. Go ahead and save your game.
Jump down. A huge ball will roll behind Harry. You need to run along the destroyed floor (preferably near some wall), while simultaneously clicking Diffindo on the branches. The task is not difficult, the main thing is not to fall into the hole in the floor. Then Harry and the ball will fall down. Find a jar of potions in the corner and move on. Cut the rope, jump onto the swing and then to the other side. Open the door to the secret room.
Run across the lights. Find a few more potions; there is a cauldron opposite. Brew all the potions and move on to the save book.
After the cutscene, you will have to fight the basilisk twice. First he will crawl out of the statue. Hold LMB so that the sword in Harry's hand lights up, and wait for the snake to open its mouth and release blue poison. At this time, you need to release the LMB: Harry will reflect the poison, and he will return to the basilisk. The basilisk life scale is in the lower left corner.
When you're done, the basilisk will start popping out of the vents in the floor. The tactics of the fight are the same, but... the snake leaves poison on the floor, there is a high probability of stepping into it. If you have the automatic potion setting set, Harry will drink from the green vials on his own. This task is not much more difficult than the previous one (you need to hit the basilisk more times).
After a few cutscenes, Harry, Ron and Hermione will meet on the main stairs to go to the awards ceremony.
Here you are offered complete freedom of action, because... when you enter the Great Hall, the game will end.
You can play Quidditch (the Weasley brothers stand near the entrance to the gardens and sell a broom for 700 pills and armor for 500), you can collect the missing cards, you can fight a duel (the duelists stand near the Great Hall). For winning duels, you can earn additional jelly beans and use them to buy missing cards. Winning Quidditch earns extra points.
And I propose to open the secret level and go through the Gryffindor quest.