Chapter 37
Harry Potter Hogwarts Mystery
Hello everyone, welcome to our Walkthrough for Chapter Thirty-Seven of Year Six of Harry Potter Hogwarts Mystery. Last time, you decided to interrogate the mole suspects and see if any of them is working for ‘R’. You started by questioning Filch. However, after talking to him for a while, you realized he cares deeply for Hogwarts and has a lot of respect for the Headmaster, which makes it impossible for him to be the mole. Next, you interrogated Madam Hooch and realized that she is also not the mole. You did learn that someone flew over the Black Lake recently, so you assumed it might’ve been the one you’re looking for. Afterward, you talked to Professor Snape about Patricia Rakepick, but unfortunately, you couldn’t figure out if he’s the mole or not. Your conversation was interrupted when Barnaby entered the classroom and asked you to urgently come to the Library. There, you saw another student struck by the Statue Curse, so you decided to put your mole investigation on hold for the time being. You realized you have to beat ‘R’ to the final vault, and since it’s most likely somewhere beneath the Black Lake, you practiced the Bubble-Head Charm to prepare for entering the lake. But before that, you should take care of the lessons. Proceed to the Defence Against the Dark Arts classroom when you are ready.

To unlock the Stretching Jinx lesson, you need to earn a total of nine stars from Defence Against the Dark Arts classes. Select the class duration suitable to your liking and hit Start to begin.

As always, focus on 5-cost actions to save as much energy as possible.

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

Return to the classroom once you earn nine or more stars from the Defence Against the Dark Arts classes.

Learning to cast the Stretching Jinx requires obtaining five stars within three hours. All five stars are needed to pass, so avoid starting this task if you are low on energy.

Pay attention to Bill’s question during the lesson.

Upon earning the fifth stat, you’ll be tasked with performing this spell on Ismelda. Trace the wand movement to do so.

The spell will work as intended, and your classmate will become much taller.

For the second lesson of the chapter, proceed to the History of Magic classroom.

To unlock Uric the Oddball lesson, you need to acquire nine stars from History of Magic classes. Select the class duration you prefer, and hit Start to begin.

Like before, prioritize 5-cost actions to save some energy.

Each mini-task you successfully complete here will award you some Knowledge points, so try your best to complete all of them.

Return to the classroom once you acquire enough stars to unlock the lesson.

Completing Uric the Oddball lesson requires earning five stars within eight hours. All five stars are needed to pass.

Some of the questions will be unique to this lesson, so pay special attention to those.



Once you are done, it’s time to meet your friends at the Black Lake. Head to the Lakeshore when you are ready.

When you arrive, Ben will inform you that the mystery flyer is nowhere to be seen.


This means it’s time for you to enter the Black Lake and see if you can find anything that could lead you to the final Cursed Vault.

Still, there’s no guarantee that there’s a vault down there.

Thankfully, plenty of clues pointed out towards the Black Lake. In any case, there’s only one way to find out.

Ben will suggest reviewing the clues as final preparation for entering the lake.

This requires earning five stars within an hour. Only one star is needed to pass.

Normally, it would be recommended to earn a single star and wait for the timer to expire. However, there is a waiting period afterward, which is why it’s recommended to complete the task as soon as possible. There are 5-cost actions linked to your character and Ben.

As it seems, every clue you found points to the Black Lake.

Ben will remind you of the trident you found in the last Cursed Vault.

Also, there is a solid chance you might encounter some unfriendly Grindylows.

And not just that, there is a possibility of some skittish merpeople crossing your way.

Ben will be curious to know what you are most worried about after entering the lake. There are three options to pick from. These won’t have any significant influence on the story, so feel free to pick whichever option you prefer.

Ben will then ask if you are certain you want to go alone. He’ll offer to accompany you as a backup.

You’ll explain that the merpeople might get spooked if they see too many of you.

Also, ‘R’’s mole could be anywhere, which is why you could use an extra pair of eyes and ears to keep watch while you’re down there.


Thankfully, Ben will understand and agree to watch for the mole.

You’ll then decide it’s time to go. But first, you’ll need to cast the Bubble-Head Charm. Trace the wand movement to do so.

The spell will work as intended, and a bubble will form around the lower half of your face.

Your friends will wish you the best of luck before you go.

Unfortunately, you will have to wait four hours until you can go down there. Since you will likely be low on energy at this point, it is recommended to wait and let your energy replenish in the process.

Proceed under the Black Lake once the waiting time is over.

Upon arriving, you will be stunned by the view.


Needless to say, the Black Lake is definitely a suitable place for the final Cursed Vault.

You’ll quickly start looking for clues.

Before long, you will spot a trident. It will remind you of the one you found in the Buried Vault.


Moments later, you will hear a strange sound behind you.

You’ll turn around and spot a merwoman swimming your way.

You’ll quickly try explaining that you come in peace.

Unfortunately, this merwoman won’t seem very friendly.

Once again, you will try to explain that you have no hostile intentions.

You’ll say you’re looking for something.

Sadly, you won’t be sure if the merwoman understood you, so you will try again.


Unfortunately, the merwoman will see you as a threat and will prepare to attack you.

You’ll be left with no other option but to duel her.

The task window will display the recommended attribute levels and the cost of each attempt.

The attribute requirements for this duel are fairly low for Year 6, so you should have a significant advantage over your opponent. You’ll more than likely be able to defeat her in a few turns.

Once you’re victorious, you will be so exhausted by the duel, you’ll decide to take a breather.

However, you will notice the merwoman also getting a bit of a rest before she’s ready to strike again.

You’ll decide it’s for the best to leave the place and return later on.

Proceed to the Boathouse to meet with Ben and Barnaby.

Barnaby will be surprised to hear you dueled with a merwoman.

Ben will ask how you are feeling after your underwater adventure. There are two options to pick from. These won’t have any major impact on the story, so feel free to pick either one.

Sadly, you didn’t have much time to look for the final vault.

Barnaby will ask if you noticed anything interesting while you were down there.

Ben will urge you to tell them everything you can remember.

Reviewing what happened requires earning five stars within three hours. Three stars are needed to pass.

The only 5-cost action here is linked to your character, so prioritize your own actions if you are looking to save some energy.

Ben will be intrigued by the trident you saw down there.

He’ll ask if you noticed anything else that might be connected to the location of the final vault.

You’ll try remembering, but you won’t be able to recall anything specific other than the trident.

Still, you will feel like the final Cursed Vault is definitely down there.

Ben will point out it’s probably not safe to return down there just yet.

Barnaby will wonder if there’s a way to somehow soothe the merpeople and show them you mean no harm.

Ben will agree with him, saying there are a lot of things you still don’t know about the merpeople.

Perhaps learning more about them might be a good idea?


Barnaby will agree with you.

You’ll decide to seek out Hagrid and Professor Kettleburn and see if they can tell you more about the merpeople.



You’ll decide to go to Hagrid’s garden together with Liz. Unfortunately, you will have to wait three hours until she’s ready. Since you are most likely low on energy at this point, it is recommended to wait and let your energy recharge in the meantime.

Proceed to Hagrid’s garden once the waiting time is over.

You will thank Liz for agreeing to come with you.

Needless to say, she’ll be happy to help.

After all, she is a huge fan of magical creatures.

She’ll ask if you think she’s an even bigger creature aficionado than Hagrid. You can feel free to choose either option since Liz won’t get offended if you pick Hagrid over her.

You’ll then explain why you need her help.


She’ll get shocked upon hearing what happened in the Black Lake.

You’ll tell her that the only way for you to enter the Black Lake safely is to learn more about the merpeople.

Hopefully, with Liz’s help, you will avoid getting Hagrid and Professor Kettleburn suspicious.

Liz will immediately get an idea.

Shortly after, you will greet Hagrid and Professor Kettleburn.

By the looks of it, Professor Kettleburn plans on feeding some of the magical creatures with Hagrid’s pumpkins.

Hagrid will ask there’s anything he can do for you.

Liz will quickly explain she wants to write up a report on merpeople.


You’ll also say a few words.

Thankfully, Professor Kettleburn will be willing to share his knowledge with you.

Learning about merpeople requires obtaining five stars within eight hours. All five stars are needed to pass.

There are two 5-cost actions tied to Professor Kettleburn, so prioritize his actions if you want to save a bit of energy.

Sadly, you won’t learn too much after talking to the creature experts.

Liz will be curious to know if there’s any way to soothe the merpeople.

Professor Kettleburn will suggest reading some of the creature-related books.

Liz will thank them for taking their time to help with her “report”.

Hagrid will be curious to know if this has something to do with the Circle of Khanna.

You will quickly cut him short before he gets to complete that sentence.


Liz will suggest going to the Library to research the merpeople.

You’ll tell her you aren’t really looking forward to going back to the Library.

In other words, you will suggest going to Flourish and Blotts instead.

Proceed there when you are ready.

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

Madam Villanelle will show you all the books she has that are related to merpeople.

Unfortunately, not much is known about them, but hopefully, it will be a good start.

You’ll thank her for gathering the books for you.

Shortly after, she will go to assist others. She’ll wish you good luck with your research.

You’ll then thank Chiara for being kind enough to help you research the merpeople.

She will smile at you, saying you can always count on her help.


Hopefully, you will get lucky with the research and find a way to soothe the merpeople.


Moments later, you will start researching. This requires earning five stars within three hours. Three stars are needed to pass.

There are 5-cost actions linked to both Chiara and your character. Focus on those if you want to save some energy.

Unfortunately, you won’t have much luck with your research. You’ll ask Chiara if she managed to find anything interesting.

Luckily, she did stumble upon an interesting fact from a book written by Newton Scamander.


Chiara will say that sirens were the earliest recorded merpeople, and they originated from ancient Greece.

She will ask if you know what sirens are. There are two options to choose from. Feel free to pick whichever option you prefer since these won’t affect the story in any major way.

Chiara will then read an interesting part she stumbled upon.

By the looks of it, merpeople seem to like music. Perhaps music is the way to win them over?

Chiara will nod in agreement.

Maybe organizing a concert for the merpeople would be a good idea?

Thankfully, you know of a band that might be willing to help you with that.

This will mark the end of Chapter 37 of Year 6. Hit the Collect button to claim your rewards.

Will the Weird Sisters agree to help you? And will the concert be a good peace offering for the merpeople? Find out in the next chapter of Harry Potter Hogwarts Mystery.
Thank you for reading.
