Hosting the Beauxbatons Part 2
Harry Potter Hogwarts Mystery
Hello everyone, welcome to Part 2 of our Walkthrough for Hosting the Beauxbatons Adventure of Harry Potter Hogwarts Mystery. During the previous part, you met Penny’s pen-friend, Aurélie Dumont, who arrived from Beauxbatons Academy of Magic. You also learned that Aurélie is interested in transferring to Hogwarts, and Penny asked you to show her around and be her tour guide to Hogwarts.
You accepted and thus started your tour. After showing her some of the Hogwarts places, she told you that the Headmistress of Beauxbatons Academy of Magic, Madame Maxime wants to meet you in the Great Hall, so better not keep her waiting.
[Disclaimer: This walkthrough will feature the gameplay from the perspective of a Year 5 student. Since the adventure is available for students of Year 2 and above, the star and attribute requirements for certain tasks might be different for you, depending on your current progress of the main story. Walkthrough for this part has been updated in July 2022.]
Upon arriving, you’ll be able to interact with some of your classmates.
Aurélie will introduce Penny and you to Madame Maxime, the Headmistress of Beauxbatons Academy of Magic.
Shortly after that, Madame Maxime will tell you the reason why she wanted to meet you.
You’ll then be able to ask her a question about Beauxbatons. There are three options to choose from, and while each of these will lead to different lines of dialogue, the story, in general, won’t be affected by this choice, so feel free to ask a question you want.
Madame Maxime will then decide to teach you the Grand Entrance. Learning it requires obtaining five stars within three hours. Since all five stars are needed to pass, you should avoid starting this task if your energy is low.
There is a 5-cost action tied to Aurélie, so prioritize that one if you want to save some energy.
Once you’re done, you’ll be tasked with performing the Grand Entrance. Trace the path on the screen to do so.
What follows is totally fabulous scene that cannot easily be described with words.
Both Madame Maxime and Aurélie will be delighted by your performance.
Madame Maxime will tell you there’s another Beauxbatons custom you should experience. Apparently, she wants you to meet Beauxbatons’ Abraxan Winged Horses!
Proceed to the Training Grounds when you are ready.
Your character will be amazed by Beauxbatons’ Abraxans.
Madame Maxime will ask if you’d be kind enough to help her tend to Abraxans.
As it turns out, both Hagrid and Professor Kettleburn are unavailable at the moment, which is why she needs your assistance.
Needless to say, your character will not hesitate to help.
If you have adopted the Abraxan in Magical Creatures Reserve, your character will mention it here.
Moments later, you’ll get to care for the Abraxans. Doing that requires earning five stars within three hours. All of the stars are needed to pass, so it is not recommended to start this task if you are out of energy.
Be sure to slide the screen left and right to see all the available actions. There are 5-cost actions tied to the food bags and your character, so focus on those if you are looking to save some energy.
When you are done, you’ll realize that Aurélie was behaving oddly while you were tending to the Abraxans.
Penny will notice that you’re looking at her friend, and she’ll be curious to know why. You have two options to respond with. Bear in mind that this choice will be referenced during the next part of the adventure, and it will have an effect on some dialogues. However, it won’t change the outcome of the adventure, so you can feel free to pick the option you prefer.
Shortly after, you’ll ask Aurélie if she’d be up for a duel.
She will boldly accept your challenge.
You will need to wait four hours before you can continue. Since you will likely be low on energy at this point, it is recommended to wait and let your energy recharge in the meantime.
Proceed to the Clocktower Courtyard once the waiting time is over.
Once you arrive, you’ll notice that Madame Maxime is not quite sure if she wants to allow you to duel Aurélie.
You’ll use your persuasive ways to convince her.
Eventually, she’ll agree to let you and Aurélie duel.
You’ll decide to make things a bit more interesting by adding a bet to the duel.
Aurélie will like the idea and she’ll happily agree to it.
The task window will display the recommended attribute levels as well as the cost of the duel.
The attribute requirements are fairly low for this duel. Unless you are a Year 2 student, you’ll have a massive advantage, which will make this duel almost trivial. And even if you are in Year 2, you can always go Sneaky on every turn and use Flipendo. With that strategy, you should be able to win the duel relatively easily.
Aurélie will be quite surprised by your dueling skills once you defeat her.
Madame Maxime will congratulate you on your victory.
She’ll be curious to know what strategy you prefer to use while dueling. There are three options to choose from. This choice won’t have any significant impact on the story, so feel free to pick the option you prefer.
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Next, you should head to the Great Hall to have lunch with Aurélie.
Once you arrive, you’ll notice the speech bubbles above some of your classmates. Tap on those if you are curious to see what they have to say.
After a bit of small talk, you’ll tell Aurélie the reason why you wanted to have lunch with her.
This will startle her since she definitely didn’t expect you to say that.
She’ll ask if you believe her, and there are two options to choose from. Both of these will lead to a similar outcome, so feel free to pick whichever one you want.
Still, regardless of the choice, Aurélie will not be sure if she can trust you.
In other words, you’ll have to talk to her and convince her to tell you the truth.
That will be quite similar to the Meal With a Friend activity. The task window will display the recommended attribute levels as well as the cost of the task.
The attribute requirements are pretty much trivial for students of Year 3 and above. Still, even for a Year 2 student, the requirements are not too high. There are 7 turns available, and as long as you show compassion and answer most of the questions correctly, you shouldn’t have too much trouble with this task. Below are some of the questions and answers to them.
When you are done, Aurélie will agree to tell you why she came to Hogwarts.
However, there are too many ears in the Great Hall, so she’ll suggest going somewhere more private.
That will mark the end of Part 2 of Hosting the Beauxbatons Adventure. Hit the Collect button to claim your rewards.
What could possibly be the reason for Aurélie to come to Hogwarts? And why didn’t she tell the truth from the start? Find out in Part 3 of this majestic adventure!
Thank you for reading.
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