Chapter 15 – In The Deep End
Introduction
Hello everyone, welcome to our Walkthrough for Chapter Fifteen of Year Six of Harry Potter Hogwarts Mystery. During the previous chapter, you got to spend some time with Cedric, and you helped Madam Pomfrey with tending to petrified patients.
Later on, you went to brew some Pepperup potion for her. While you were brewing it, Professor Snape asked you to follow him to the Hospital Wing. Once you got there, you found out that Madam Pomfrey was petrified. Professor Dumbledore decided to make an announcement.
Summary
Chapter Summary:
- Lesson 1: Wendelin The Weird
- Location: History of Magic Classroom
- Unlock: 9 History of Magic Stars
- Requirements: 8 hours – 5/5 stars
- Lesson 2: Numerology
- Location: Divinations Classroom
- Unlock: 9 Divinations Stars
- Requirements: 8 hours – 5/5 stars
- Task 1: Hear Dumbledore’s Announcement
- Location: The Great Hall
- Requirements: 8 hours – 1/5 stars
- Choice: Tell Tonks what you think about Dumbledore’s rule
- It’s necessary (28 Knowledge): +10 Knowledge
- It’s excessive: +5 Empathy
- It won’t do any good: +5 Courage
- Task 2: Attend Bill’s Lesson
- Waiting Time: 3 hours
- Location: Defence Against the Dark Arts Classroom
- Requirements: 1 hour – 3/5 stars
- Task 3: Research the Vault’s Location
- Waiting Time: 1 hour
- Location: Library
- Requirements: 1 hour – 3/5 stars
- Choice: Reply to Cedric
- It’s possible: +5 Knowledge
- That won’t happen: +5 Courage
- Task 4: Search the Lakeshore
- Waiting Time: 3 hours
- Location: Lakeshore
- Requirements: 3 hours – 1/5 stars
- Choice: Answer Beatrice
- Yes, I’ll tell Penny (level 7): +10 Empathy
- No, I won’t tell Penny: +5 Empathy
- Chapter Rewards: 250 Coins and 2000 Experience Points
Walkthrough
But before that, you should finish the lessons. Head to the History of Magic classroom when you are ready. Unlocking Wendelin the Weird lesson requires earning nine stars from History of Magic classes. Select the class duration you prefer and hit Start to begin.
As always, prioritize the reward actions to save some energy.
Also, try your best to complete as many of the mini-tasks as possible. This will earn you some additional Knowledge points.
Upon earning enough stars, head back to the classroom to attend the lesson. Completing Wendelin the Weird lesson requires earning five stars within eight hours. All five stars are needed to pass.
For the most part, this is very similar to regular 8-hour lessons.
The major difference is in the mini-tasks.
Once you are done, hit the Collect button to claim your rewards. You’ll earn an additional reward for completing the lesson. You can collect it in the History of Magic section of your Hogwarts Record.
For the second lesson, proceed to the Divination classroom when you are ready. To unlock the Numerology lesson, you need to acquire a total of nine stars from Divination classes.
Like before, prioritize the bonus actions if you are looking to save energy.
As for the mini-tasks, completing them will grant you some Empathy points.
Head back to the classroom once you obtain enough stars to unlock the lesson. To complete the Numerology lesson, you need to earn five stars within eight hours.
Other than a couple of mini-tasks, this lesson is quite similar to the previous classes.
When you are done, hit the Collect button to claim your rewards. You can claim an additional reward in the Divination section of your Hogwarts Record.
Now that the lessons are out of the way, you can proceed to the Great Hall to hear Dumbledore’s announcement. Upon arriving, you’ll be able to interact with some of your friends before continuing. You’ll inform your friends that the rumors about Madam Pomfrey are true.
Most of them will be shocked to hear that.
Shortly after, the Headmaster will inform everyone about the recent events.
He’ll also say that there are some new rules everyone needs to follow. Learning these new rules requires obtaining five stars within eight hours. Only one star is needed to pass.
Your character, Dumbledore, and Merula all have reward actions linked to them. Prioritize those actions to save energy.
When you are done with the task, the Headmaster will say a few closing words.
He’ll also remind students to stay near the castle at all times and warn that those who don’t follow the rules will face appropriate punishment. Some of your friends will be surprised by this announcement. Some others will find new opportunities opening up for them.
Tonks will ask for your opinion on the matter. There are three options to respond with. This choice won’t have any significant impact on the story, so feel free to pick whichever one you prefer.
In any case, you will decide to attend Bill’s Defence Against the Dark Arts session. You’ll have to wait three hours until Bill arrives. Since this is exactly the time it takes for your energy to fully recharge, it is recommended to simply wait until this timer runs out.
Once you’re able to continue, proceed to the Defence Against the Dark Arts classroom to attend Bill’s lesson. When you arrive, you’ll notice the speech bubbles above some of your friends. Bill will announce that the lesson will involve reviewing the Sea Urchin Jinx.
Practicing the Sea Urchin Jinx requires earning five stars within an hour. Three stars are needed to pass.
Both Ismelda and Rowan have bonus actions tied to them. Focus on these if you’re looking to save some energy.
When you are done, you’ll be tasked with casting the Sea Urchin Charm on Ismelda.
Bill will praise your performance. Ismelda, on the other hand, will ask you to remove the effects of the spell from her. Trace the wand movement on the screen to case Finite Incantatem.
Bill will thank everyone before calling it a night. However, he will ask you and the friends that were with you in the Buried Vault to stay for a bit longer.
Rowan and either Penny or Charlie (the one you didn’t take with you to the Buried Vault) will also decide to stay. Still, Bill will not want to get them involved, which will leave them a bit disappointed.
Next, Bill will explain his theory to you and your friends.
You will tell him about the time you eavesdropped on Madam Pince and Professor Binns and also that you found out that Rakepick is interested in the history of Merpeople. He’ll suggest doing some research in order to figure out where the final vault is.
Merula will agree to this under one condition.
Since you’ll just be doing some research, it might be better to split up. You’ll decide to go to the Library and see if you can find anything. There is one hour of waiting time before you can proceed. Once again, simply wait until this timer expires and let your energy replenish in the meantime.
After the waiting time is over, head to the Library to research the vault’s location. Upon arriving, you’ll be able to interact with some of your friends before continuing. You’ll thank Cedric for being kind enough to help you with the research.
As it appears, he is still very shaken up by what happened. Also, he is afraid he might end up petrified as well. There are two options to respond with. This choice won’t affect the story in any significant way, but Cedric will react better if you pick the first option.
You’ll suggest researching possible locations of the final vault. To do that, you need to earn five stars within one hour. Three stars are needed to pass.
Both Cedric and your character have reward actions tied to them. Prioritize these if you want to save some energy.
Once you’re done, you will sum up your findings. You will convinced the final Cursed Vault is close to or inside the Black Lake.
In any case, you’ll decide to investigate Black Lake and see if you can find anything there.
Cedric will wish you good luck before leaving the Library. As it appears, Beatrice was eavesdropping on your conversation, and she wants to go with you. Once again, there is a waiting period of three hours before you can continue. Like before, it is recommended to wait until this timer runs out and let your energy regenerate in the meantime.
When you are able to continue, proceed to Black Lake to search the Lakeshore. This will unlock the Black Lake as another location you can visit. Since this is the first time you’re visiting this location, use the opportunity to enjoy the view.
Thanks to your Invisibility Cloak, you and Beatrice managed to sneak out.
She’ll inquire if you plan to inform Penny that she sneaked out with you. This choice will take effect in the future, but it won’t have any huge impact on the story. If you like Penny, it is recommended to pick the first choice, otherwise, feel free to go with either one.
Soon after, you’ll start looking for clues. This requires earning five stars within three hours. One star is needed to pass.
The only bonus action here is linked to Beatrice. Focus on her actions if you’re looking to save some energy.
Sadly, even after searching for nearly three hours, you won’t be able to find any clues.
However, just as you are about to leave, you’ll notice a wizard in white robes.
Before you get any chance to react, he’ll attack you with the Knockback Jinx.
Beatrice will rush to see if you’re all right.
Once you stand up, you’ll notice that the wizard is nowhere to be seen, and you’ll decide to quickly head back to the castle.
This will mark the end of Year 6 Chapter 15. Hit the Collect button to claim your rewards. You will receive 250 Coins and 2000 Experience Points.
What will happen when you return to Hogwarts? How will your friends react once you tell them about the attack? And will Dumbledore learn that you broke the rules again? Find out in the next chapter of Harry Potter Hogwarts Mystery.
Thank you for reading.