The All-Wizard Tournament Part 3
Introduction
Hello everyone, welcome to Part 3 of our Walkthrough for The All-Wizard Tournament Adventure of Harry Potter Hogwarts Mystery. In the previous part, you (and the rest of your classmates who were selected by the Headmaster to take part in the All-Wizard Tournament) went to compete in the first task. It involved collecting shiny items from the History of Magic classroom.
However, you had to compete not just against your classmates, but Nifflers as well. Somehow, you managed to collect the largest number of shiny items, and you ended up winning the first task. Later on, you found out that there are three tasks in total, and you also learned that the second task involves Doxies. Other than that, Penny told you that this task will be held at the Training Grounds.
Once you start Part 3 of the adventure, you will be met with a waiting period of three hours. Since your energy will likely be low following the previous task, it is recommended to wait until this timer runs out, and let your energy replenish in the meantime.
[Disclaimer: This walkthrough will feature the gameplay from the perspective of a Year 5 student. Since the adventure is available for students of Year 5 and above, the star and attribute requirements for certain tasks might be different for you, depending on your current progress of the main story.]
Summary
Part 3 Summary:
- Task 1: Compete in the Second Task
- Waiting Time: 3 hours
- Location: Training Grounds
- Requirements: 8 hours – 5/5 stars
- Task 2: Visit Hospital Wing
- Location: Hospital Wing
- Requirements: 3 hours – 5/5 stars
- Choice: Tell Hagrid how you feel about the competition
- Survival of the fittest: +5 Courage
- Competition needs limits: +5 Knowledge
- Task 3: Save the Tournament
- Location: Dumbledore’s Office
- Requirements: 3 hours – 5/5 stars
- Choice: State your opinion
- Dumbledore is involved! Brilliant!: +5 Empathy
- I prefer Hagrid and Kettleburn (Hagrid level 3): +10 Empathy
- Part 3 Rewards: 2 Gems
Walkthrough
Once the waiting time is over, head to the Training Grounds to compete in the second task. Upon arriving, you will be able to interact with some of the characters before continuing.
After greeting your classmates, you’ll notice that Liz is terrified, not so much from the task itself, but from the huge crowd.
If you decided to work together with Merula, she’ll remind you that you need to work as a team. Otherwise, she will give you a warning.
Hagrid and Professor Kettleburn will welcome everyone and he’ll remind participants that the second task is worth 300 points. Once again, you’ll be warned that this task is much more difficult than the previous one. Merula will obviously look forward to a challenge.
Professor Kettleburn will explain the rules of this task. All you have to do is catch the Pixie. Some of your friends will be puzzled by this.
Professor Kettleburn will say a few more words before announcing the start of the second task.
This is when you’ll realize that all of the brooms are hexed.
Removing the Hurling Hex requires earning five stars within eight hours. All five stars are needed to pass.
There are bonus progress actions linked to Tonks, Badeea, Liz, and Jae. Prioritizing these will likely save you some energy.
When you are done, you’ll be tasked with casting Finite Incantatem. Trace the wand movement on the screen to do so.
Once you manage to gain control of your broom, you’ll start flying toward the Pixie.
However, just as you were about to catch it, Merula will bump you, which will nearly cause you to fall off your broom.
Because of this, Andre will manage to catch up, and he’ll take the lead.
In the meantime, dozens of Doxies will exit their cages, and they’ll start attacking some of your classmates.
Amidst all of the chaos, Andre will manage to catch the Pixie, which will make him the winner of the second task.
Unfortunately, many of your friends will end up injured by Doxies, and they’ll be taken to the Hospital Wing.
When you are ready, proceed there to visit your classmates and see how their recovery is going. When you arrive, you’ll be able to check out what some of the characters have to say before continuing. You’ll ask Professor Kettleburn if your friends are okay.
He’ll start filling you in. Checking on your friends requires earning five stars within three hours. All five stars are needed to pass, so avoid starting this task if you’re low on energy.
There are actions with bonus progress tied to your character and Charlie. Focus on those if you want to save some energy.
When you’re done, you’ll sum things up.
Professor Kettleburn and Hagrid will start wondering if it was the right decision to host the All-Wizard Tournament.
Madam Pomfrey will arrive saying that many of your injured friends are done competing. This scene will be slightly different for Year 6 students and will involve Madam Hooch instead.
Tonks won’t be too happy about this.
Apparently, the decision was made by someone else. Madam Pomfrey will cut the story short and ask if anyone needs treatment. Barnaby will be the first one to get treated.
Your other friends will also decide it’s for the best to recover and not do anything reckless. They’ll wish you the best of luck before leaving to get treated. Hagrid and Professor Kettleburn will say a few nice words to them before they leave.
You’ll be curious to know what happens next. According to Hagrid, the All-Wizard Tournament will go on. This is when the rest of your classmates will arrive. Andre will seem quite eager to continue competing.
He’ll also ask about your injured friends. Professor Kettleburn will provide him with a brief and direct explanation.
Merula will seem very content with this turn of events.
As for Badeea, she won’t be too happy about your other classmates being injured.
Hagrid will want to hear your opinion on the matter. There are two options to respond with. This choice won’t influence the outcome of the adventure, so feel free to choose either option.
Regardless of your choice, Professor Kettleburn will be unsure if the All-Wizard Tournament should continue.
Moments later, Professor McGonagall will arrive saying that the Headmaster wants to see everyone in his office. Apparently, he’s already made a decision about the tournament.
Before you leave, you’ll ask Merula about what happened during the second task. This conversation will be slightly different, depending on whether you decided to work together or not.
If you’ve completed Year 6 Chapter 18, you will get some additional lines of dialogue. However, these won’t be shown here since the adventure is also available to Year 5 students, and showing these lines would spoil the main story for them.
When you are ready, proceed to the Headmaster’s office. It looks like Professor Dumbledore wants to discuss the fate of the All-Wizard Tournament.
Hagrid and Professor Kettleburn will start explaining things.
The Headmaster will cut their explanation short, saying he wants to have a word with the students. Apparently, he’ll stand behind his decision of choosing you and your classmates as Hogwarts’ most promising students.
He’ll then ask everyone to tell him what motivates them to win the tournament. Sharing motivations requires earning five stars within three hours. All five stars are needed to pass, so avoid starting this task with an empty energy bar.
There are bonus progress actions tied to Professor Dumbledore, Hagrid, and your character. Prioritize these if you want to save some energy.
The Headmaster will admit he’s impressed by the competitive spirit you and your friends have. Hagrid will be confused by this.
As it turns out, it was the Ministry of Magic who made the decision about the injured students.
You’ll notice that Merula is very passionate about winning this tournament.
Professor Dumbledore will kindly explain he has no intention to cancel the All-Wizard Tournament. After all, it might serve as good preparation for the Triwizard Tournament, should it ever make a return.
He’ll also state that he’ll oversee the third and final task. You have two options to respond to this. Feel free to pick either one since this choice won’t influence the outcome of the adventure.
Still, there’s a matter of the next clue. According to the Headmaster, the final clue will find its way to you. He will also warn you that the final task will be the ultimate test of your abilities.
And he’ll say that there will be much more at stake. The final task won’t just be dangerous. It will be personal as well.
With this, Part 3 of The All-Wizard Tournament adventure will come to an end. Hit the Collect button to claim your reward. You will receive 2 Gems.
What kind of danger awaits you at the final task? Will you manage to conquer this final challenge and win the All-Wizard Tournament? Find out in the final part of this exciting adventure!
Thank you for reading.