![]() ![]() Then you'll be instructed to use magic to defeat the gremlins. Do so.Īs you enter this room, a cutscene follows. ![]() Now you're ready to enter the classroom that waits on that upper floor. Return to the previous room and this time, head up onto the left balcony, which you accessed a short time previously by having the mandrake shriek to break the glass wall. Do so enough times with each of your three characters (the board at the back of the classroom will keep a tally that lets you know when it's time to switch to a new character) and you'll receive the Transfiguration magic ability. He'll head to one of two nearby cages, then you can repeat the process on a second of the foes. A single charged blast will turn your foe into an animal. Let it chase you around the area and hit it with a charged magic shot from your wand. If you venture inside that space, the machine will start after you and you need to hit it with magic blasts. Note the area marked off by the white puffs of magic. You can also blast students with your magic to turn them into small animals. You can stand on benches and then blast them with magic to get a boost up and into the air. ![]() Begin by collecting any desired LEGO pieces from around the edges of the room. When that concludes, you're free to wander the area. Your entrance to this classroom is greeted by a cutscene depicting a rat being turned into a monster and rushing a student. Things seem to go most smoothly if you do so from the top of a table. (Right Image) Defeat the gremlins in the classroom with Immobilus magic. (Left Image) Transfiguration magic can be learned by hitting the mechanical fellows with charged magic blasts. For now you should head to the chamber's upper right area, where Filch frequently patrols, and pass through the doorway that leads into a classroom. You don't need to go up those stairs just yet, but it's nice to have the path clear. Shatter the glass door that blocks your progress up the stairs. You can pick him up and carry him with you up the stairs. With that done, return to the room's lower portion and head toward the left. Start by visiting the closet near the room's upper right side and equipping the earmuffs. Before you do that, though, you should clear your path for subsequent trips that you will be making through this area. You've been in this area before, but things are different in this instance because you can now reach the higher balcony area along the room's right side. Keep following the ghost, who will exit through the lower left side of the area. Pass through that doorway and into another familiar chamber. Head toward the right and you'll soon see a doorway marked by another translucent blue arrow. You're now proceeding along the edge of another courtyard area. ![]()
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