The Zonko’s Dungbomb Disaster

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Introduction

Hello everyone, welcome to our Walkthrough for The Zonko’s Dungbomb Disaster Side Quest of Harry Potter Hogwarts Mystery!

This is another creature-related side quest. Completing it will allow you to improve your friendship with Hagrid.

This quest is available for students of Year 3 and above. It should unlock once you reach Chapter 9 of Year 3. Once you start the quest, Tonks will ask you to meet with her at Zonko’s, so proceed there when you are ready.

Summary

Quest Summary:

  • Task 1: Go to Zonko’s
    • Location: Zonko’s Joke Shop
    • Requirements: 1 hour – 3/5 stars
    • Choice: Tell Tonks what to purchase
      • Purchase everything: +5 Courage
      • Pick your favourite: +5 Knowledge
  • Task 2: Go to the Three Broomsticks
    • Location: The Three Broomsticks
    • Requirements: 3 hours – 5/5 stars
    • Choice: Tell Hagrid if you agree with him
      • Agree with Hagrid: +5 Courage
      • Disagree with Hagrid: +5 Knowledge
  • Task 3: Unlock Imp
    • Location: Magical Creatures Reserve – Foggy Moor
    • Requirements: 20 Red, 20 Blue, 7 Yellow Notebooks; Magizoology level 4
  • Task 4: Go to Hagrid’s Garden
    • Location: Hagrid’s Garden
    • Requirements: 3 hours – 5/5 stars
    • Choice: Decide how to approach the Imp
      • Tease the Imp: +5 Courage
      • Make a cheesy joke: +5 Empathy
  • Task 5: Reach Level 3 Trust with the Imp
    • Location: Magical Creatures Reserve – Foggy Moor
    • Requirements: Level 3 Trust with the Imp
  • Task 6: Go to Filch’s Office
    • Location: Filch’s Office
    • Requirements: 3 hours – 3/5 stars
    • Choice: Tell Filch if you agree with him
      • Agree with Filch: +5 Empathy
      • Disagree with Filch: +5 Courage
  • Task 7: Meet with Tonks
    • Location: Training Grounds
    • Requirements: 8 hours – 5/5 stars
    • Choice: Decide who is getting cursed
      • Curse me (Your Courage level): +10 Courage
      • You should get cursed: +5 Knowledge
  • Task 8: Reach Level 7 Trust with the Imp
    • Location: Magical Creatures Reserve – Foggy Moor
    • Requirements: Level 7 Trust with the Imp
  • Task 9: Go to Zonko’s
    • Location: Zonko’s Joke Shop
    • Requirements: Your Attribute levels ± 1; 200 Coins; 7 turns – 3/3 diamonds
    • Questions and Answers:
      • Imps only make trouble. – Imps want to make laughter. (Empathy)
      • Imps are mean and trip people. – Imps enjoy slapstick humour. (Empathy)
      • This Imp made a mess. – The best jokes can be messy. (Knowledge)
      • Why should I allow Imps? – They’d make great customers! (Knowledge)
      • What’s special about this Imp? – He’s got good taste in jokes. (Empathy)
      • Why was this Imp in Zonko’s? – He loves your store! (Courage)
  • Quest Rewards: 500 Experience points, 200 Friendship Experience with Hagrid
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Walkthrough

Video guides are available at our YouTube channel. Use the button below.

Upon arriving, you will notice the speech bubbles above some of the characters. Tap on those if you are curious to see what they have to say.

Apparently, Tonks has a problem deciding what to buy.

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You will be happy to help her choose a perfect prank item. As it seems, there are quite a few interesting items she wants to get.

She will wonder if she should get a bit of everything. You will be able to give her your opinion. This choice won’t have any big impact on the story, so feel free to pick either option.

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Tonks will go to check the price of Dungbombs. Suddenly, she will fall down, knocking over the Dungbomb display in the process.

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You will quickly rush to your friend and ask if she’s all right. Thankfully, she won’t be hurt. Unfortunately, the same can’t be said about the Dungbombs.

Needless to say, Bilton won’t be pleased once he sees the mess.

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Tonks will say that someone tripped her. Sadly, you didn’t see anyone near her when she fell down.

Tonks will swear she’s telling the truth. You will suggest searching the store to find out who’s responsible for causing the Dungbomb disaster.

Searching the store requires earning five stars within an hour. Three stars are needed to pass.

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Make sure to slide the screen left and right to see all the available actions. There is a bonus progress action linked to the Dungbomb display. Prioritize it if you want to save a bit of energy.

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You will notice an Imp sneaking around.

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Tonks will quickly figure out it was the Imp who tripped her. You will suggest catching the culprit. As soon as you say that, the Imp will start running away.

Unfortunately, Bilton will stand in your way, which will allow the Imp to escape. He won’t be happy about what happened.

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You will try to explain that Tonks wasn’t responsible for knocking over the Dungbomb display.

Sadly, Bilton won’t believe you. After all, he is well aware that both Tonks and you are fans of pranks. On top of that, he’ll say there’s no Imp in sight.

Tonks will point out that she wouldn’t dare to prank the master prankster. Sadly, that won’t be enough to convince Bilton, so he will decide to ban Tonks from Zonko’s.

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Both you and Tonks will be shocked to hear that. Bilton will kindly ask the two of you to leave his shop.

Before you leave, Hagrid will approach and say that he overheard the conversation. You will tell him that the Imp was responsible for what happened.

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He will say that he believes you. Sadly, that won’t change the fact that Tonks got banned from Zonko’s.

She will ask him if he could have a word with Bilton and convince him that she wasn’t responsible for knocking over the Dungbomb display.

Hagrid will say that you need to find the Imp if you want to make Bilton believe your story.

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Thankfully, he saw the Imp heading to the Three Broomsticks. Proceed there when you are ready.

Once you arrive, you will be able to interact with some of the characters and see what they have to say.

You will ask Madam Rosmerta if she saw the Imp anywhere. Before you get to finish the sentence, she will tell you to take a look around. Apparently, the creature scared off most of her customers.

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You will inform her about what happened at Zonko’s and say that you are trying to catch the Imp. You will then offer to help Madam Rosmerta.

She will happily accept your help and even offer to treat you to a round of Butterbeer if you manage to catch the mischievous creature.

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You will quickly start looking for the little devil.

Catching the Imp requires earning five stars within three hours. All five stars are needed to pass, which is why you shouldn’t start this task with an empty energy bar.

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The only bonus progress action here is linked to Hagrid. Focus on it whenever it is available if you want to save a bit of energy.

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You will spot the Imp hiding in the antlers above the fireplace.

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You will quickly take out your wand and cast the Knockback Jinx to daze him. Trace the wand movement to do so.

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The spell will work as intended, and the Imp will get dazed. Hagrid will gently pick up the creature.

Madam Rosmerta will ask him to take the Imp out of her pub. As for your free Butterbeers, they will be ready the next time you come to the Three Broomsticks.

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Tonks will suggest taking the Imp to Bilton to prove her innocence. Hagrid will ask you to wait a moment.

He will explain that the little fellow cannot help himself, since causing mischief is in his nature. There are two options to reply with. If you like Hagrid, it is recommended to pick the first option. If you like Tonks, you should select the second one.

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Either way, you will agree that taking the Imp to Zonko’s would be a bad idea.

You will need to find a way to convince the little fellow to work with you and prove he was responsible for what happened at Zonko’s.

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You will need to unlock the Imp before you can continue.

To do that, you will need to spend 20 Red, 20 Blue, and 7 Yellow Notebooks. Also, your Magizoology level will need to be 4 or higher. Since this side quest is not time-limited, you can take your time with this task.

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Head to Hagrid’s Garden once you adopt this magical creature. Hagrid will be unsure about your plan to convince the Imp to cooperate with you.

You will tell him that you need to prove Tonks’ innocence somehow, and unfortunately, you don’t have any other plan to do that.

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Hagrid will say that Imps are unable to speak, and he isn’t sure if the creature can even understand you.

In other words, your first step would be to see if you can find a way to communicate with the Imp. Your friend will tell you that Imps like jokes and teasing.

He will suggest talking to the little fellow with a tease or a joke. There are two options to choose from. Both of these will lead to a similar outcome, so feel free to pick the one you prefer.

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Either way, the Imp won’t find your joke funny. However, he will seem to understand what you were saying. You’ll then decide to try reasoning with the Imp and convince him to help.

In order to reason with the little fellow, you will need to earn five stars within three hours. All five stars are required to pass, which is why it’s not recommended to start this task if you are low on energy.

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There are actions with bonus progress linked to the Imp and the pumpkins. Prioritize those if you want to save as much energy as possible.

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You will notice the imp smiling, so you’ll figure you got through to him.

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Hagrid will say that the little fellow is probably up to something. You’ll say that his face simply looks that way.

Suddenly, the Imp will pick up a pumpkin and toss it your way.

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Hagrid will say that reasoning with this creature is going to be incredibly difficult. Still, you won’t be willing to give up easily. After all, you need to help Tonks prove her innocence.

You will notice that the Imp is full of energy, so perhaps he might become reasonable after a bit of exercise. Unfortunately, having him destroy Hagrid’s pumpkin patch won’t be an option.

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You will figure out you need to introduce the Imp to someone fearless. And a person who perfectly fits that description is none other than the caretaker, Mr. Filch.

Before continuing, you will need to reach Level 3 Trust with the Imp. Once again, you don’t need to rush this, since the side quest is not time-limited.

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Once you are done with that, go to the caretaker’s office.

Upon entering the office, the Imp will hop onto the desk, which will upset Mrs. Norris. Mr. Filch will assume you brought the creature to his office to prank him.

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You will assure him that isn’t the case. You’ll tell him that you simply need his help. Thankfully, Mr. Filch will be willing to hear you out.

You’ll quickly explain what’s going on.

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You will ask the caretaker if he has any exhausting chores for Imp to do. Mr. Filch will tell you that the creature needs some discipline.

He’ll ask if you agree with him. There are two options to choose from. If you like Mr. Filch, it is recommended to pick the first one.

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Either way, the caretaker will say that the Imp needs to be scared properly. As soon as he hears that, the little fellow will instantly change his expression.

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You will point out that the Imp is already scared, so there shouldn’t be any need to frighten him anymore.

Still, Mr. Filch will be determined to teach him a lesson. However, you won’t be sure if that is the right approach.

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The caretaker will explain that you need to get the Imp to respect you. You will decide to find another way to earn his respect.

Suddenly, you’ll notice that the Imp is nowhere to be seen.

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Mr. Filch will say that he is going to find the little devil and teach him a lesson. You will quickly start looking for the little guy, before the caretaker finds him.

Saving the Imp requires earning five stars within three hours. Three stars are needed to pass.

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Be sure to slide the screen left and right to see all the available actions. There is a bonus progress action linked to your character.

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You will notice the little guy standing on top of the cabinet.

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You’ll quickly ask him to come down before Mr. Filch sees him. Unfortunately, you won’t be the only one to spot the Imp.

Suddenly, you will hear a loud bang and notice the cloud of blue smoke.

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Mrs. Norris will be very spooked by that.

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Mr. Filch will realize that the Imp placed a Wizard Cracker in his sandwich. He will quickly go after his cat.

Once he leaves the office, you will notice the little fellow laughing.

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You’ll admit that his prank was quite funny. You will notice that the Imp is not afraid of you, which will give you an idea of how to help Tonks.

You’ll figure out that you need to communicate with him using pranks and humor.

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You will decide to find Tonks and see if your theory is correct. Head to the Training Grounds once you are ready to meet with her.

Tonks will ask if you’ve managed to convince the Imp to help. You will tell her you still need to work on that.

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She will make it clear that she doesn’t want to do anything with the little troublemaker unless he’s willing to help.

The Imp will laugh upon hearing that. You will tell Tonks that the two of them have a lot in common.

You’ll explain that both of them like to communicate using pranks and laughter.

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You will also tell her that Imp used a prank to protect himself from the caretaker. Tonks will say that using pranks on Filch is always acceptable in her books.

You’ll smile and say that is another thing they have in common. You will tell her that the only way to communicate with the Imp is by using pranks and laughter.

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After considering it for a moment, Tonks will decide to try and make the Imp laugh. You will suggest brainstorming ways to make the little devil laugh.

This requires earning five stars within eight hours. All five stars are needed to pass.

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The only action with bonus progress here is linked to your character. Focus on your actions if you want to save a bit of energy.

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You will sum up the things you know about the Imp. You’ll say that he enjoys tripping and pushing people. Tonks will add that the little devil likes making messes, especially with dungbombs.

The little fellow will chuckle upon hearing that.

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You’ll figure out that he’ll laugh at watching you or Tonks stumble.

If you completed the Trouble With Tonks Side Quest, you will suggest using the Jelly Legs Curse to make the Imp laugh. Otherwise, Tonks will tell you about that spell and show you how to use it.

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You will then get to choose who gets cursed. The following few lines of dialogue will differ slightly, depending on your choice.

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Either way, the spell will work as intended, and the Imp will cheerfully laugh upon seeing its effects.

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Shortly after, all of you will get cursed by the Jelly Legs Curse.

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You will notice that the Imp really likes Tonks and her sense of humor. Your friend will suggest taking the Imp back to Zonko’s to prove her innocence.

Before that, you will need to reach Level 7 Trust with the Imp. Since this side quest is not time-limited, you don’t need to rush it. Simply take it at your own pace, and eventually, you will complete this task.

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Once you are done, proceed to Zonko’s to help Tonks prove her innocence.

Upon arriving, you will notice the speech bubbles above some of the characters. Tap on those if you are curious to see what they have to say.

Hagrid will happily greet you once you arrive. He’ll be glad to see you getting along with the Imp.

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You’ll explain it was relatively easy to get along with the little fellow, as soon as you learned to speak his language.

Tonks will smile and say that she is looking forward to proving she wasn’t responsible for the disaster.

Hagrid will assume that you and Tonks have a plan. You will nod and explain what you’re planning to do.

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The Imp will definitely like your plan. Hopefully, Bilton will realize that Tonks had nothing to do with the Dungbomb disaster.

Shortly after, Bilton will notice Tonks, and he will remind her that she’s banned from the store.

As he starts moving towards her, the Imp will run out of hiding and trip him.

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Needless to say, the whole scene will look hilarious. Bilton will say that someone tripped him.

You will nod and say that the same someone also tripped Tonks. The Imp will show himself and start laughing.

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You will apologize to Bilton, and say that it was the only way to prove Tonks’ innocence.

You’ll ask if he would be willing to lift the ban on her. He will nod and say that Tonks is no longer banned from the store.

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Your friend will be incredibly happy to hear that. Unfortunately, Bilton will decide to ban all Imps from the store.

The little fellow will be surprised to hear that.

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Hagrid will try to explain that it is in the Imp’s nature to be mischievous. You will back him up and say it was just a prank. After all, Bilton Bilmes is a master prankster.

Still, he won’t like having his merchandise ruined by the prank.

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You will decide to try and convince him to change his mind.

The task window will display all the relevant information, so hit Start when you are ready to begin.

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This task is fairly similar to most activities where you hang out with a friend. The recommended attribute levels will be similar to your attributes, which will make this task challenging, but far from impossible.

Simply pick up the options that will convince Bilton that the Imps are just harmless pranksters. Below are the questions and the optimal answers to them.

  • Imps only make trouble. – Imps want to make laughter. (Empathy)
  • Imps are mean and trip people. – Imps enjoy slapstick humour. (Empathy)
  • This Imp made a mess. – The best jokes can be messy. (Knowledge)
  • Why should I allow Imps? – They’d make great customers! (Knowledge)
  • What’s special about this Imp? – He’s got good taste in jokes. (Empathy)
  • Why was this Imp in Zonko’s? – He loves your store! (Courage)

In the end, Bilton will agree not to ban Imps from the store. On top of that, he will admit that the prank was pretty funny.

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He will even say that he’s considering having the little fellow work in the store. There are two options to reply with. If you like the Imp, it is recommended to choose the first option.

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Shortly after, Bilton will get back to work. Tonks will wholeheartedly thank you for helping her.

You’ll tell her you were more than happy to help. Also, you made a new friend who will undoubtedly enjoy living in the Magical Creature Reserve.

The Imp will chuckle upon hearing that.

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Hagrid will say he is impressed with how you managed to solve the problem. You will tell him you also learned a valuable lesson in the process.

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This will mark the end of the Zonko’s Dungbomb Disaster side quest. Hit the collect button to claim your rewards. You will receive 500 Experience points and 200 Friendship experience with Hagrid.

That was quite a fun and cheerful quest. Thanks to your efforts, Tonks is no longer banned from Zonko’s, and you even made a new friend while helping her.

Thank you for reading, and see you soon with many other exciting quests and adventures!