Harry Potter and the Sorcerer's Stone
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HARRY POTTER(tm) AND THE SORCEROR'S STONE ~~~~FOR PLAYSTATION~~~~ WALKTHROUGH by Matt B. Updates Only CheatCC.com, GameFaqs.com and Neoseekers.com have permission to post this Walkthrough. I will soon try to make this FAQ include loocations of the Famous Witches and Wizards cards. Contents Introduction Part 1 - The Main Castle Part 2 - The Grounds Part 3 - The Dungeons Part 4 - The Upper Castle Part 5 - Diagon Alley Part 6 - Through the Trapdoor Introduction Harry Potter and the Sorceror's Stone for Playstation is a fun, challenging game where you run and jump around obstacles, cast spells and hexes, and meet up with over 20 characters from the book. The good features: Book-accurate plot and setting, good graphics and sound, challenging gameplay The bad features: A little short, sometimes annoying view angles, too challenging or confusing at some parts It's like a cross between: Zelda Games from the N64 (freedom around the castle, use spells the way you play music), Frogger for PSX (the graphics, puzzles, and sound effects) and Spyro the Dragon (graphics, the way jelly beans are like gems, sound effects). It may start off easy, but it will soon be annoyingly hard. Email me how you liked this Walkthrough at email@example.com Part 1 - The Main Castle Entrance Hall & Gryffindor Tower When you start the game, you'll see that many of the doors are locked. Only tho of them in the Entrance Hall aren't: The Portrait Room and the Gryffindor Tower. Once in Gryffindor Tower, there are again only two ways to go: The Charms corridor and the common room. Talk to Fred and George, they want earwax flavor beans, and they'll be in the common room if you need them. Head into the Charms Corridor to continue along. The Library Ron will be waiting for you in the corridor, he saw Draco Malfoy run into the library with Hedwig, and you have to rescue her. Once in the library, you will be locked in until you rescue her. The library is gigantic, but the path is straightforward. You will meet up with (Nearly Headless) Nick in a few spots, and Neville later. You will learn to jump, climb, jinx, and aim in here. You may catch a glimpse of Lord Voldemort/Quirrel while in here. Flying Lessons Once you leave the library, you will recieve your broomstick from Hedwig. Chase Ron down the corridor to the room where they give flying lessons. These are required. If you're having trouble, look in the options menu for "Broomstick Control," it may help. Once you get the hang of this and fly through enough hoops, you will be awarded house points and can leave. Try to grab the yellow bean at the top of the post in the center of the field. Charms Class Ron and Hermione will be waiting for you outside. Your first lesson is about to start, so follow them to the Charms Classroom at the end of the corridor. Be sure to pick up all the yellow beans - you need to get them all to get the password from the Weasley Twins. In Charms, you learn Wingardium Leviosa, this will levitate any object you see that has a yellow spark above it. You are timed to get into the classroom, but if you're late, you won't be punished because it's your first class. You will have to do a button-sequence, but it's easy. Further Exploring After Charms, you will recieve a note from Hagrid. But Draco Malfoy is guarding the doorway! Instead of levitating the hourglasses onto the posts, do some more exploring to get the rest of the beans. First, go into the Great Hall, which is off to the side of the Entrance Hall. There are beans along the tables. Next, go into the Great Foyer. There are two ways to get there: from Gryffindor Tower, or right at the top of the Entrance Hall. It's easy to miss, but contains many yellow beans. Watch out for the suits of armor! The Nimbus 2000 If you collected all 50 yellow beans, go to the Gryffindor Common Room (look for the Fat Lady in Gryffindor Tower). Talk to Fred and George. They should give you the password in exchange for all the beans. If you lost any life for any reason, heal it with the Chocolate Frogs if you haven't used them yet. Go to the Portrait Room, which is next to the Great Hall, and give the painting the password: you will find the Nimbus 2000 inside. Wizard Crackers Once you have the Nimbus 2000, levitate the hourglasses onto the posts by the door to the grounds. Malfoy will challenge you to Wizard Crackers. Dodge the ones he throws, and pick them up and throw them back. Crabbe and Goyle will join, but you only need to hit Malfoy. Once you drain all his life (scale at the bottom) he will leave. Before you can reach the grounds, all the points will add up for each house in the Great Hall. Congratulations, you're now 15% of the way through the game. Part 2 - The Grounds Herbology Class As soon as you exit the castle, you must go to Herbology class and learn the Incendio spell. You are timed to get into the classroom once again; to get past it, jinx all the blocks into the center. Incendio is a little harder than Wingardium Leviosa - you have more complicated key sequences and must do them every time you use the spell. Explore the Grounds This part of the game is the grounds. It has another every flavor bean color (blue), another portrait, and a few opportunities to get Wizard Cards. Near Herbology, there is another place you can improve your flying skills. It is optional, so you should remember that it can give you house points if you decide to skip it. You will run into Fred and George when you take the exit from the patio to the grounds (they tell you that they want blue beans now), then find a Ravenclaw named Raymond whose cat fell down the well. After that, you will find Ron, he shows you what a Puffskein is. Hagrid's Hut is a little past there, note the closed gate behind his house. After this, the trail splits into two: one going to the Gargoyle Gate and one going to the Grounds Portrait. Note that some of the walls are discolored. If you go up to them and press square, you can enter different hidden rooms. In some of them you will find Nick and can get a Wizard Card, in others you can collect some blue jellybeans. After fully exploring, enter to the Gargoyle Gate. Gargoyle Gate Quirrel/Voldemort is waiting for you at the Gargoyle Gate. He will turn one of the Gargoyles to life, then leave. You have to fight the Gargoyle: avoid getting too close, and use the Charged Knockback jinx. Once you defeat it, levitate it onto the wall to open the gate. Puffskeins Once through the Gargoyle Gate, you will see a potion. If you got damaged at all from the Gargoyle, drink it, since the path gets harder. Go through the small cave, and you will emerge at a little Puffskein habitat. Wake up the one that's on the same elevation as you and lead it to the vent near the entrance. Once it gets trapped in the vent, the raised vent next to it will let out enough air to let you rise to the next elevation and proceed. There will be two more Puffskeins and pairs of vents ahead, so repeat the process. Pull the lever to open the door and proceed to the lava beyond. The Fire Seed Plant You must jump from platform to plaform before they collapse under you, then jump the rest of the way. If you land on the lava, you lose a bit of life, but still walk on it. If you get too weak, there is a healing potion 3/4 of the way there. Once you reach the Fire Seed Plant, you have to use Incendio on it to collect the seeds. Norbert Hatches Return across the lava, back through the Puffskein Habitat, and past the Gargoyle Gate to Hagrid's Hut. He will be waiting for you there, and gives you Quidditch Through the Ages in exchange for the seeds. He uses them to harch Norbert! After that, the gate beyond Hagrid's House opens and you can explore the rest of the grounds. Rescue the Remembrall Once you're past the gate, Ron will show you the Quidditch Pitch, but then Neville shows up. Draco Malfoy has stolen his Remembrall. You go on a broomstick chase around the castle. This should be no problem if you have the Nimbus 2000. Once you fly close enough to him, press Square to pound him. Do this enough times to make him give up. Quidditch vs. Hufflepuff McGonagall saw how well you flew, and welcomes you to the seeker position on the Gryffindor team. This is the easiest match. Follow the Snitch's speed rings like you did the rings in the flying lessons, then when you get 20 of them, you can try to catch it. Press X a little early to get it in your hand. The Sloth Brain Once you exit the Quidditch Pitch, you will be confronted by Snape. He will confiscate your book, and he won't let you into the dungeon until you find the Sloth Brain. Follow Ron into the Weasley Twins' secret area. You will encounter two new and hard plants: One of them shoots out spiky things that you need to kill using Flipendo, then you need to defeat the mother plant using Incendio. The other one needs to be levitated and jelly beans will pop out from under. Grab them quickly, or it will attack you. Both plants inflict damage easily (so the nearby potion will come in handy) and are required to defeat to get all the blue beans. You have to pull the lever to open the door that leads to the Sloth Brain. Got all the Gems? After you leave the Sloth Brain area, the house points will add up in the Great Hall again, and you will be asked to head to potions class in the dungeons. But your time in the Grounds isn't over. Once you have all 70 gems, you can talk to Fred and George for another password. If you don't have them all, look for secret doors in the walls - there is an incredibly-easy-to-miss hidden door near the entrance to the Quidditch Pitch - and under the plants in the Sloth Brain area. Once you've gotten the password, go to the Grounds Portrait (in the same area as Hagrid's House) and tell her the password to get another Wizard's Card. Congratulations, you're now 30% of the way through the game. Part 3 - The Dungeons Trapped in the Dungeons As soon as you pass through the first door in the dungeons, you'll be trapped in there until you defeat the four curses. You need to fet to the Potions Lesson. You'll run into Fred and George along the way, they want green "troll bogie" beans. The portrait that can be opened with their next password is right next to them, fortunately. For now, just head past. You'll find a fork in the path: to the left is Potions, straight is a cave that leads to Professor Quirrel's Trap, but you can only get there after Defense Class, which is locked and to the right. Potions Lesson This technically isn't a lesson, since you aren't timed to get in and you don't learn a spell. You do learn how to mix potions, though, so if you run into a cauldron, you can brew up the potion that fully heals you. After you learn how to mix them, Professor Snape will make you go get fireflies. Voldie's Prank #2 As soon as you enter the Firefly Room, Quirrel/Voldemort will collapse the floor under you. You'll land in the Troll Storage Room. To defeat the trolls (and get your first 2 green beans), cast Flipendo at them or throw the Puffapods while they're standing on top of the grate. The grate'll flip, so the troll will be on bottom and a bean on top. You also get house points for this. Rescue the Kitten As soon as you enter the next room, Raymond the Ravenclaw will call to you to rescue his kitten, now that you're under the well. You can get jelly beans here, and a Wizard Card if you succeed, so go for it! Watch out for the rats that sometimes pop out of the crates, though. Don't go too fast when the kitten's following you or it'll lose you. The Cauldron Room and the Sleeping Troll After exiting the Bottom of the Well, you'll be in a room with a lever, some levitated blocks, and some on the ground. There are two side doors, and the exit is up high. You need to levitate the three blocks and open the door above. Use the first lever to open the Cauldron Room and levitate the first block. Go into the Cauldron Room. It's an incredibly tough room where you have to jump from moving cauldron to moving cauldron. You can use Flipendo to stop them from moving, but it doesn't help because it's only temporary. Pull the lever at the end to open up the Troll Bedroom and levitate the second block. You can fortunately use the side wall to get back and collect some more beans. In the troll bedroom, there is a lever, a cage, a bed where the troll is, a desk where you can find beans, and other unimportant things. Pull the lever to levitate the third block, collect the beans, and levitate the cage carefully to get the key. With that done, climb all the blocks and unlock the exit door to get out. It gets worse... The next room is easy, there are just another two flip-the-grate trolls. After that, collect the fireflies and return to Potions class, which you should be very late for. In fact, Defense has just started, so rush across the corridor and get ready for the second section of the dungeons. Defense Against the Dark Arts Class You *will* be timed to get into this class, though it's not worth it. You will have to jump onto the flying books, but it's tough, and you can get a lot of beans if you sidetrack. You will learn the Verdimilious spell to make half-visible blocks solid. Professor Quirrel's Trap Once Defense is over, you are still locked in the dungeon. You need to go into Quirrel's Trap to get out, which is the mysterious room through the cave hole at the fork in the Dungeon. You have to use the newly- acquired Verdimillious. Once you get through this room, you come to the only way to exit the dungeons, but it's tough. Quirrel has cursed the door out of them and it's up to you to countercurse them. The Four Curses There are four curses guarding the door out, and you have to destroy their sources. Nick will give you advice. You have to enter the side room. There is a cauldron, thank goodness, so you can heal your wounds from the trolls and Caldron Room and prepare for the wounds ahead. The next room (where you will first meet Peeves) leads to a two-way fork: one way (through the door) leads to the yellow and green sources, and the other (across the floating cauldrons) leads to the red and blue sources. The yellow one is guarded by flame-shooting wall climbers and a slippery floor, and the red and blue ones are guarded by moving, attacking, annoying suits of armor. Destroy the four sources and the door out will unlock. Body Armor When you exit the main Four Curses room, you'll be in the first room of the gungeons. The exit to the dungeons will be unlocked now. If you have all the green jelly beans, go back to Fred and George and give them them. You can enter the nearby portrait and get the Quidditch Body Armor. After that, leave! Congratulations, you are now about 50% of the way through the game. Part 4 - The Upper Castle The Upper Castle Go to the door at the top of Gryffindor Tower to enter the Upper Castle. You will end up in a beautiful room with many floors, a table with a statue on top, and of course, Fred and George. The door will lock behind you, and the only way to get out is to complete this part of the game. Fred and George want red beans now. The doors to the left go to the Forbidden Corridor and the Girls Bathroom, but they're locked. For now, go into Transfiguration. Transfiguration Class The timed-to-get-in part of this is really easy. In this class, you learn the Avifors spell, which turns statues into birds that fly away. The spell will come in handy for the rest of this part of the game. After this lesson, the house points will count up in the Great Hall. Peeves's Attic Race Once you exit Transfiguration, the exit door will still be locked, so go to the second floor by Avifor-ing the statue in the center of the room and riding up the table. One of the second-floor doors will be unlocked, so enter it. You will recieve a package, but Peeves will steal it. There are two ways to go in this room: up the table to the attic, and to the Portrait Room. Go into the attic. You must race Peeves to the end of the attic by running along the beams. This is a great opportunity to get tons of red beans, and if you fall off (at one point you have to) there are plenty of chocolate frogs. If you lose the first time, you'll probably make it the second time since you won't get so sidetracked by the beans. If you get too far behind, he will wait for you, so don;t get too worried. The Invisibility Cloak In the parcel Peeves gives back now is the Invisibility Cloak. You can activate this by getting a invisibility token. Now, leave through the exit to the race. Drop down and pass through the next door. The Forbidden Corridor Meet Filch here. He says you can't enter the forbidden corridor, but the door is locked behind you, so you don't really have a choice. You have to jump on the bookshelves to hide from Filch. If he does see you, at least he doesn't take off any House Points (since Slytherin gets a TON after this) or inflict any damage (after this you'll get a lot of damage) but you do have to start over (but you don't need to get the keys again). You need the keys to get past locked doors. You can find your first Invisibility Tokens here, but they last only about 15 seconds (at least they regenerate after that.) You will get a glimpse of Quirrel/Voldemort here. At the end, you will find the Mirror of Erised, and then Ron will rush you to save Hermione from a troll. Race the Troll Don't fall in the water, or you will die. But you just have to start over with tis race, instead of going all the way back to the last save point. Dodge the Toilets If you get hit too many times, you will die, but only have to start over with this task. This is hard, and it will end sooner if you also defend Ron. After this, you can finally leave the Upper Castle, but you will be forced to anyway. Part 5 - Diagon Alley Quidditch vs. Ravenclaw This may not be Diagon Alley, but it's definitely not the upper castle. You're still collecting red beans. This match is like any other. Norbert's Sick Hagrid greets you to say that poor Norbert's sick. You need to go into Diagon Alley to get the ingredients for the Dragon Tonic. It may seem exciting, but it's pretty annoying too. Gringotts This is the main annoyance. It's easy to squeak around and get the papers, but getting the coins is tough. Use their advice, and be sure to use X to get the right angles to get coins and avoid the wooden walls. You need to fill the meter on the right three times. Diagon Alley Now you need to get the goods with the coins. With the Knuts, go to Ollivander's and get the peacock feathers. You have to run on the peacock to scare it enough, there is an invisibiity token in one of the crates. With the Sickles, go to the Owl Emporium and get the owl feather by levitating it owl pellets. With the Galleons, go to the last shop. You have to find the toad and get its warts: find the crate that's shaking and/or listen for the croak. The Story Continues Hagrid will take you back to Hogwarts, and the story continues. You and your friends persuade him to release Norbert as in the book. You have to serve the detention in the forest, though. Forbidden Forest This may seem tough, but it's a straight path and you don't have to directly fight Quirrel/Voldemort. There are plenty of healing items, and you should finish your collection of red beans now. The only tough part should be the turtles. You have to attack them from close up, and back up to avoid their flames. They have to be defeated to proceed. Once you finish the Forest, Hagrid will give you a flute. Flipendo Upgrade Return to the Upper Castle. You should have all the beans. If you don't, they're in the Trans. Classroom, the Attic, the Forbidden Corridor, the forest, and the troll-race corridor. Talk to Fred and George, and go up to the second floor. Next to the entrance to the Attic, there should be the door to the portrait room. You get the upgrade to the Flipendo Knockback Jinx to become more powerful, which becomes really powerful once you go through the trapdoor. Part 6 - Through the Trapdoor Through the Trapdoor You aren't collecting beans anymore, but it doesn't matter much, since it's near the end of the game now, and you have to focus on just getting through it. Go to the entrance to the Forbidden Corridor on the first floor of the upper castle. You will meet up with Ron and Hermione and proceed to Fluffy's room. In all of the rooms here, they are so hard that if you die, then you only have to restart the room you're in (with maybe an exception or two). You can't save your game until afterward. Good luck! Put Fluffy to Sleep Use the flute and you should have no problem. The Devil's Snare This is one of the hard parts. Stay in the place you start at, take aim, and use a charged Knockback Jinx on whichever of the outsid vines is glowing. After they are all defeated and the center one appears, run in circles around it (right next to it, so it will stay out) (keep running so it'll miss when it slams down) and use a charged Knockback Jinx right after it slams. After you whittle down it's health, use Incendio. If it is successful, Ron and Hermione will be freed and the door will open. The Winged Keys This is exactly like Quidditch. The red & gold keys are like Bludgers, and the silver & blue key is like the Snitch. If you're getting too damaged by them, don't worry, because as long as you encounter the speed rings you'll go faster and it'll be easier to avoid them. Chess Ron has defeated most of the pieces on the four boards, but you need to do the rest. You don't actually play chess, but you move around the board one space at a time. All the other pieces on the board also move one space toward you. Your goal isn't to go across, but it's to get rid of the pieces. To do this, move to a space where you think two pieces will go on the same space to get closer. One attacks, and both the attacker and the attacked die. If you get right next to them, you "die", or just lose a bit of life and have to restart that board. The Groggy Troll This is a fun one where you have the levitate some objects out of a sleepwalking troll's way. If you drop the object (and make too much noise) or have the troll run into you or an object, you die and have to start over. The trick is to go as fast as possible and DON'T make the object levitate any higher than it needs to be, to be quick. The Ice Potion Just find the right knight in the three cups, and fight it for the ice potion. This is basically a preview of the next room. Fight the Knights You're on your own now, and Quirrel/Voldemort is waiting for you. He will bring two knights to life. If you use two charged Flipendos with good aim, you can kill them quickly. After that, he brings two more to life. Once you defeat the second pair, he will make a huge knight for you to fight. You can only affect it: *with a charged Flipendo *when it is solid, not the red wireframe. You have to stop moving to get it to attack, but move quickly. Once its health gets low, it will use double- and triple- attacks. Once you defeat it, Quirrel will be revealed as the bad guy, and leave to the next room. IMPORTANT: DRINK THE POTION NEAR WHERE QUIRREL WAS STANDING BEFORE GOING ON TO THE NEXT ROOM. The Final Room The mirror is in here, and you get the Sorceror's stone, your heart's desire. But Voldemort notices, and he cries, "DIE, POTTER!". He runs around, casting his green orb which you must avoid. Sometimes you have to undo the ropes he puts on you with square. Also, you can't go near him, it hurts your scar. That's three ways for him to attack, and you only have one: cast a charged Flipendo at the columns to make them fall on him and inflict damage. Afterward... This is the end of the game, and the credits roll. I wonder if Snape's ever going to give our book back? ************************************** Remember to send email to firstname.lastname@example.org about how you liked this!