Chapter 9 – Inside the room

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Introduction

Hello everyone, welcome to our Walkthrough for Chapter Nine of Year One of Harry Potter Hogwarts Mystery. In this Chapter, after all the preparations you will finally get to explore the Mysterious Room in the Forbidden Corridor.

You have two of your faithful friends to accompany you on that dangerous venture, and hopefully, with their skills and knowledge, you’ll be able to discover more about the Cursed Vaults!

Anyway, before you get to explore the forbidden corridor, there is an eight-hour waiting period, so for that reason, it is recommended to complete the lessons first.

Summary

Chapter Summary:

  • Lesson: Liftoff and Landing
    • Location: Training Grounds
    • Requirements: 3 hours – 5/5 stars
  • Task 1: Assemble in the Corridor
    • Waiting Time: 8 hours
    • Location: West Towers Corridor
    • Requirements: None
    • Choice 1: Choose how to deal with Mr. Filch
      • Trick Filch (5 Knowledge): +10 Knowledge
      • Ignore Filch: +5 Courage, -60 House Points during Task 3
    • Choice 2: Choose how to deal with Merula
      • Stop her: +5 Courage
      • Make her pay: +5 Courage
      • Help her: +5 Empathy
  • Task 2: Enter the Locked Room
    • Location: West Towers Corridor
    • Requirements: 1 hour – 5/5 stars (you cannot leave the room until you finish the task)
    • Choice: Decide if you want to save Merula
      • Save Merula (5 Empathy): +10 Empathy
      • Save yourselves: +5 Knowledge
  • Task 3: Report to your Prefect/Snape
    • Location: The Great Hall
    • Requirements: None
    • Choice (Prefect): Decide if you want to tell your Prefect the truth
      • Yes, it’s true: +5 Knowledge
      • No, I went alone (6 Empathy): +10 Empathy
    • Choice (Snape): Explain yourself to Snape
      • It’s not my fault: +5 Empathy, -60 House Points
      • I’d do it all again (5 Courage): +10 Courage, -60 House Points
      • It’s all my fault (6 Empathy): +10 Empathy, -60 House Points
  • Task 4: Report to Dumbledore
    • Waiting Time: 8 hours
    • Location: Clocktower Courtyard
    • Requirements: None
    • Choice: Choose a question to ask Dumbledore
      • My vision: +5 Knowledge
      • The Cursed Vaults: +5 Knowledge
      • My brother: +5 Empathy
    • Reward: +100 House Points
  • Chapter Rewards: 150 Coins and 300 Experience Points
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Walkthrough

Video guide for this chapter is available at our YouTube channel. Use the button below.

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Tap on the GO button and proceed to the training grounds when you are ready.

To complete Liftoff and Landing lesson, you need to earn five stars within three hours. Since all five stars are needed to pass, it is not recommended to start this lesson if you are low on energy.

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During the lesson, tap on the various glowing objects and complete actions to fill up the star meter.

Also, try your best to complete all of the mini-tasks successfully to earn some extra Courage points.

When you earn the fifth Star, you’ll be tasked to take off. Trace the path on the screen in order to start flying.

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Congratulation! By doing this, you completed all of the lessons for Year One of your Hogwarts studies. This will also raise your maximum energy by one, so it is a nice addition for future tasks.

Proceed to the corridor once the waiting time for the story tasks is over. On the way there you’ll encounter the caretaker – Mr. Filch. He’s the only obstacle you haven’t dealt with yet. He will ask you if you are Jacob’s sibling. Mr. Filtch remembers Jacob as being one of the nastiest rule-breakers Hogwarts has ever seen.

He’ll tell you he’s sad that Jacob was expelled because he wanted to punish him, but he’ll hope he will have opportunities to punish you, instead. Apparently, Mrs. Norris informed him that two Gryffindor students were lurking in a forbidden corridor. He’ll suspect it was you.

You can choose to trick him or ignore him. Tricking him requires level five in Knowledge attribute, and is the recommended option since it will reward you with ten attribute points. Also, if you don’t choose to trick Filch, you will lose a lot of House Points later on, which is another reason to trick him.

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Shortly after, he’ll leave, so you’ll be able to proceed to the upstairs corridor. Rowan, yourself, and either Ben or Penny (depending on which one you chose for this adventure) will gather and discuss the plan.

In general, Ben or Penny will stay to keep guard, Rowan will be tasked with giving Mrs. Norris the Sleeping Draught, while your job will be to unlock the door with Alohomora. Thankfully, the potion will work and Mrs. Norris will be put soundly to sleep.

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The next step is to use Alohomora on the door. Trace the path on the screen to successfully cast the Unlocking Charm.

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The spell will work and the door will unlock. Suddenly, you’ll get ambushed by Merula and she’ll knock you and your friends on the ground using the Knockback Jinx.

Apparently, she is obsessed with finding the Cursed Vaults, and she waited for the opportunity to explore the Mysterious Room before you do.

After getting up and making sure everyone is all right, you will have three options – you can choose to stop Merula, make her pay, or help her in case she’s in trouble.

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Regardless of the option you chose, you and your friends will decide to enter the room and follow Merula. This will open a task that requires you to earn five stars within one hour. It is recommended to have full energy when starting this task. Once you’re ready, hit the Start button to proceed.

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Upon entering, you’ll notice that Merula got frozen by the cursed ice. Immediately after, the door will get encased in ice and two of your friends will also get frozen.

You need to complete actions by tapping on the ice and then cast a Knockback Jinx to break the ice away and release your friends.

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Do the same actions for both of your friends and you’ll set them free. Next, you’ll get to choose if you want to save Merula or not. Saving her requires Empathy level five and it is the preferred option since it rewards ten attribute points.

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Even if you dislike her so much and decide against saving her, one of your friends will do so, regardless, so it is preferable to take the option which gives you better rewards.

Repeat the same process on her in order to set her free. After casting Flipendo, she’ll finally get a taste of her own medicine, maybe not in a way you hoped for, but satisfying nonetheless.

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Afterward, you’ll ask the friend you brought along to help you open the door. In case you brought Ben, he will use Flipendo Charm to break the ice around the door. If you went with Penny, she’ll drink the strengthening solution and then force the door open.

You’ll then notice the strange writing on the wall near the door. Rowan will memorize it and you’ll decide to leave before the cursed ice reappears.

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Upon leaving, Merula will go back to her old self, and Rowan and you will decide it’s for the best that you go back to your Common Room. This will open up a new task to report to your Prefect (or Snape if you didn’t choose to trick Filch). Tap on the GO button and proceed to the Great Hall.

When you get there, you’ll be able to tap on the speech bubbles above some of the other students to see what they have to say. Then, tap on the exclamation mark to start the conversation with your Prefect (or Snape).

If you didn’t choose to trick Filch, Snape will scold you for entering the mysterious corridor and you will have three options to reply with. Unfortunately, no matter which one you select, you will lose 60 House Points.

If you tricked Filch, you’ll learn that word travels fast at Hogwarts, and your Prefect will ask if you and your friends went to the Forbidden Corridor. You can choose if you want to tell the truth or not.

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If you want to lie to your Prefect and cover for your friends, it will require level six Empathy and will reward you with ten attribute points. Admitting the truth will award you with five knowledge points. In any case, you will learn that Professor Dumbledore requested your presence.

This will be your next task. However, there is an eight-hour waiting period before you’re able to continue, so you can either wait or spend some gems to instantly proceed. Unless you are very impatient to see what happens next, it is recommended to wait until this timer runs out.

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Either way, when you are able to continue, hit the GO button and proceed to the courtyard.

On the way there, you’ll learn that Rowan transcribed the message you found in the Mysterious Room.

Rowan found an obscure book about ciphers. With the book’s help, Rowan could understand the code from the mysterious room. The code says: “The Ice Knight stands guard past the Vanished Stairs”. You’ll remember that you saw stairs and a suit of armor in your vision.

Your friend will promise to spend the summer holidays trying to find more information about it.  Before you go, Rowan will wish you the best of luck in your meeting with the Headmaster.

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When you get to the courtyard, you’ll notice that Dumbledore is already waiting for you there. Tap on the exclamation mark to start the conversation.

After that, Dumbledore will give you an opportunity to ask him something. You can ask him about three different things.

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Each option will award you five points in a different attribute, but no matter what you choose, he’ll tell you that things are going to become clearer in the following years at Hogwarts.

After a bit more talking, you’ll find out not only that you won’t get expelled, but that he’ll also reward you with one hundred House Points!

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And this is the end of Chapter 9 of Year 1. Hit the Collect button to claim your rewards. You will gain 150 Coins and 300 Experience points.

Thank you for reading and see you soon with the conclusion to Year One of Harry Potter Hogwarts Mystery!