Walkthrough - Guide for Harry Potter and the Sorcerer's Stone

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Harry Potter and The Sorcerer's Stone
Game Boy Advance
By Slick Racer Advance

1.	Introduction
2.	Walkthrough
3.	Closing


Hello, I'm Slick Racer. This is my FAQ for Harry Potter and the 
Sorcerer's Stone for the Game Boy Advance. I shall be your boring and 
repetitive guide to the game. Just kidding. This game is good fun for 
HP fans, but a little challenging. Sadly, I have not been able to find 
this game on sale, so I am using an emulator. Using an emulator is 
slightly easier than playing it on a real GBA, since save states let 
you go back and undo mistakes. So, I have an edge over all of you who 
bought this game (Yes, all 3 of you =P). However, since this is the 
first guide for this game EVER, bear with me. I'll update often, and if 
the guide goes well I might expand to tables, charts, reference, FAQs 
and the like. So, off we go.

2. Walkthrough

Part 1: Beginning the game.
For those who can't recognize a walkthrough if it danced naked in front 
of him in a tea cozy.

Let's turn on our handheld device, shall we? 

First, if this is your first time playing the game, you'll be asked to 
choose a language. I find the UK English option the best, as it sounds 
more like J.K. Rowling's books. Eh, your choice. If you make a mistake, 
or wish to change languages, you can access the language menu from the 
Options at any time. Here's a thought: Every bit of text in the game 
was translated into these 12 languages. If there were only, let's say, 
4 languages...would the game be better? Perhaps.

After the logos end, press start on the title screen. There are 3 items 
on the screen.

New Game- Starts a brand new game.
Continue- Allows you to continue a previous game.
Options- Gives you several options to change.

Okay, let's check out the options menu.


In the options menu, you'll see 4 options.

Music- Toggle music on and off.

SFX- Toggle sound effects on and off.

Flying Controls- For this menu, you can choose what flying control 
setup you wish. Using beginner is a bit confusing, so I recommend 
Advanced for more responsive and realistic controls.

Language Select- This is the same as the menu you saw on your first 
play. Reselect your language here.

That's it for options. Select "New Game" from the main menu to begin.

Part 2: The Story
Would you care for a lemon drop?

There was nothing about the starry sky that might to suggest that 
strange and mysterious things would soon be happening. As unsuspecting 
muggles slept, a huge motorbike with a giant astride it tumbled down 
from the darkness. The giant, named Hagrid, left a blanket-wrapped 
bundle on the doorstep of Number 4 Privet Drive. Nestled in the bundle 
was a baby...Harry Potter...The Boy Who Lived.

For the next eleven years Harry lived with his dreadful stepparents, 
the Dursleys. Until...

...that fateful day when he received the letter inviting him to attend 
Hogwarts School of Witchcraft and Wizardry.

Hagrid took Harry to Diagon Alley, to purchase a most unusual list of 
school supplies. Soon after, Harry caught the Hogwarts Express from 
Platform 9 and three-fourths and left the muggle world far behind. 

Harry sat beneath the Sorting Hat hoping that he would not be chosen 
for Slytherin House over Gryffindor. "Not Slytherin, eh?" said the hat 
in his ear. "You could be great, it's all here in your head, and 
Slytherin will help you on your way to greatness. No? Well, if you're 
sure, better be...GRYFFINDOR!"

Part 3: The game begins
Harry- Yer a Wizard.

You begin the game in the grand entrance hall, speaking with Ron. It 
seems you have Defense against the Dark Arts on the third floor.

Before you start, here are a few pieces of info you should know.

Press the Control Pad in any direction (Including diagonally) to move 
in that direction.

Press A to talk or check people or items.

Press B to use the selected form of magic.

Press L and R to scroll through all the magic you've learned so far.

Press Start to view the Options Menu.

Press Select to view the Status Menu.

Status Menu
The Status Menu is useful. No really, it is. Here's a brief rundown of 
all the pages in the menu.

Map Page
The Map Page is the first page you see when you enter the Status Menu 
for the first time. Hogwarts has 9 floors (8 if you exclude the 
Dungeons, or 7 if you exclude the Dungeons and the Entrance). The icon 
of Harry's face is where you currently are. Whenever you enter the map 
page, the floor selected will always be your current floor. The 
flashing target icon is where you need to go next. The box under the 
map of the floor tells you what your current task is. To view maps of 
other floors, just press up or down.

Inventory Page
To switch pages, press L or R. Press R at the Map menu, or L at the 
Folio Magi Menu to reach the Inventory Page.

The Inventory Page has all the items you currently have on the top half 
of the screen. Under those, you'll see a serving dish with 3 plates on 
it. As you collect the power pastries called Pumpkin Pasties, you'll 
fill up these plates. After collecting 3 Pasties, you'll get an energy 
bolt (explained later). This is similar to the heart system in Zelda 
games. Next to it is a green bottle. When I discover what it means and 
does, I'll report it.

Folio Magi Page
This menu has 16 slots for you to place the magic cards you find in 
Chocolate Frogs. These cards might serve a purpose later on.

The Game Screen
The main game screen has several things on it to help you refer to what 
you have at a glance.

Energy Bolts: At the top of the screen are several energy bolts. As you 
take damage from hazards or enemies, you'll lose bolts. When all the 
bolts are gone, you'll pass out. You start with 5 Bolts, but can earn 
more by collecting Pasties.

Magic Symbol: After earning a spell, you'll notice a small symbol 
across the screen from the Energy Bar. This is the current spell you 
have. Press B to use the spell. After earning a second spell, you can 
press L or R to scroll through the different spells.

Part 4: Defense against the Dark Arts
Quirrel's lessons turned out to be a bit of a joke.

Okay, now that you've got a hang of the basics, let's begin your 

Alumni: 2
Access: Floor 1

After speaking with Ron, walk around and speak with the two kids 
walking around. Then, pick up one of the scrolls lying in front of any 
of the hourglasses to learn about House Points. Then, check any of the 
hourglasses with A to check your House Point totals. You can earn 
Points for being completing challenges. You can lose points for using 
spells on people, being caught out of bed after midnight, or being 
caught in restricted areas.

You'll notice there are several doors locked. The ones to the left and 
right, and the main door. Doors will always be locked when you don't 
need them, so collect EVERYTHING when you have the chance.

Now, go up the stairs Ron just went up. It seems a gang of kids have 
stopped Ron in his tracks. Approach the group to discover the group is 
led by none other than Draco Malfoy, Slytherin at large. After coming 
up with a clever response to Malfoy's snide remark, the gang runs off. 
Ron exits through the door at the top of the stairs. Speak to Malfoy 
and his cronies Crabbe and Goyle if you wish, then exit through the 

Floor 1
Alumni: 3
Access: Floor 2, Entrance
Save Point

On this large floor, you can save your game at the large open book 
floating near the entrance. Walk into the save point to learn how to 
save. Now, choose from any of the save slots to save in (Save in 
different slots each time so in case you miss something, you can go 
back). Select Delete to erase any files. You'll exit automatically 
after saving.

Now, talk to all 3 students walking around the floor. You can check the 
Girl's Bathroom door (The one with the heart on it), and the board 
outside the Transfiguration classroom. Both are locked. Now, go up the 
set of stairs at the top of the area.

Floor 2
Alumni: 0
Access: Floor 3, Floor 1

Upon entering this deserted hallway, you'll spot Peeves, Hogwart's 
resident Poltergeist. He'll fly away, not attacking you, but not 
leaving you behind without an ear-splitting cackle. How nice. Now, you 
can explore the floor. The Library is closed, but you can read the sign 
and practice searching bookcases (Press Up near a case). On the other 
side is the Charms classroom, also locked, and a strange mirror. You 
should notice a small passage behind the mirror. You'll get to it 
later. For now, go up another staircase near the mirror.

Floor 3
Alumni: 2
Access: Floor 2
Staff: 2
Rooms: Trophy Room, DADA Classroom
Save Point

Ron will greet you upon entering the floor. He'll run off afterwards. 
You'll also see a save point. Speak to both pupils, then head toward 
the top-left of the floor. You'll notice a door that's open, and a 
sign. This is the Trophy Room. Get to know it well. Notice the mirror 
on the north wall? You'll use it soon. Check the room out, then return 
to the main floor. Now, head towards the bottom-left area straight 

Janitor Filch is there, sweeping the area right before the forbidden 
corridor. He'll send you off. No worries, he won't penalize you. Up 
near the NEXT stairwell is Percy the Prefect, Ron's big brother. He'll 
tell you to join Ron in the DADA class. Go ahead and run right. You'll 
see a small hall with a classroom like the others, complete with board. 
Enter it.

DADA Classroom
Alumni: 4 (Can only talk to 2)
Access: Floor 3
Staff: 1

Speak to Malfoy and the girl standing next to him, then approach 
Professor Quirrel, the tall guy in the turban. He'll stutter his way 
into beginning the lesson.

To learn the Flipendo spell, a knock back attack, you must repeat 
Quirrel's wand movements. This is the way you'll learn spells every 

Use the Control Pad to follow Quirrel's first three motions. This will 
get you Flipendo, but you can earn house points by attempting his next 
5-movement chain, which has the first 3 and adds 2 more movements to 
the mix.

If you mess up here, you can't return to earn the points. Fortunately, 
you can have up to 2 mistakes and still earn the points.

After earning your second start, you can try one final long 7-movement 
chain for an additional 25 house points. 

After the challenge (You should have earned 50 points), Quirrel will 
walk to the other end of the room and open the door. This leads to a 7-
star challenge inside a labyrinth. Speak to all 4 students again. NEVER 
use the Flipendo, or any other magic, on students or staff. You may 
lose points. Speak to Quirrel once more, then enter the door for your 

***To Be Continued***

3. Closing

Well, that's a wrap. I'll be adding a version history next update. As 
well as more walkthrough. If you mail me questions, I'll put up an FAQ 
and Stupid Questions section =P

Email me at [email protected]
AIM is Darklinkx1
My GameFAQs board name is of course Slick Racer Advance. 

See ya later...

I'll send you an owl.


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