Chapter 37 – Entering The Black Lake!

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Introduction


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 is 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 is most likely somewhere beneath the Black Lake, you practiced the Bubble-Head Charm to prepare for entering the lake.

Summary

Chapter Summary:

  • Lesson 1: Stretching Jinx
    • Location: Defence Against the Dark Arts Classroom
    • Unlock: 9 Defence Against the Dark Arts Stars
    • Requirements: 3 hours – 5/5 stars
  • Lesson 2: Uric the Oddball
    • Location: History of Magic Classroom
    • Unlock: 9 History of Magic Stars
    • Requirements: 8 hours – 5/5 stars
  • Task 1: Go to the Black Lake
    • Location: Lakeshore
    • Requirements: 1 hour – 1/5 stars
    • Choice: Tell Ben what you are most worried about after entering the Black Lake
      • Angry Grindylows: +5 Knowledge
      • Skittish Merpeople: +5 Empathy
      • I’m not worried at all: +5 Courage
  • Task 2: Explore the Black Lake
    • Waiting Time: 4 hours
    • Location: Black Lake Underwater
    • Requirements (Duel): 37 Courage, 37 Empathy, 36 Knowledge; 450 Coins
  • Task 3: Go to the Boat House
    • Location: Boathouse
    • Requirements: 3 hours – 3/5 stars
    • Choice: Tell Ben how you feel after the underwater adventure
      • It was definitely thrilling: +5 Courage
      • It was frightening: +5 Empathy
  • Task 4: Go to Hagrid’s Garden
    • Waiting Time: 3 hours
    • Location: Hagrid’s garden
    • Requirements: 8 hours – 5/5 stars
    • Choice: Tell Liz your opinion on who is the bigger creature lover
      • Liz: +5 Knowledge
      • Hagrid: +5 Empathy
  • Task 5: Go to Flourish and Blotts
    • Location: Flourish and Blotts
    • Requirements: 3 hours – 3/5 stars
    • Choice: Answer Chiara
      • I do (37 Knowledge): +10 Knowledge
      • I don’t: +5 Courage
  • Chapter Rewards: 300 Coins and 2000 Experience Points
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Walkthrough

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.

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As always, focus on bonus progress actions to save as much energy as possible.

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

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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.

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Pay attention to Bill’s question during the lesson.

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

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

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Hit the Collect button to claim your rewards. You can collect an additional reward in the Defence Against the Dark Arts section of your Hogwarts Record.

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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.

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Like before, prioritize bonus progress actions to save some energy.

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

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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.

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

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When you are done, hit the Collect button to claim your rewards. You can claim an extra reward in the History of Magic section of your Hogwarts Record.

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Now 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.

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It’s time for you to go into the Black Lake and look for any clues that could lead you to the last Cursed Vault. Barnaby will mention that there’s no surefire guarantee of a vault being there, but many clues have pointed to the Black Lake. The only way to know for sure is to check it out.

Shortly after, 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.

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There are reward actions linked to your character and Ben. Focus on those actions to save a bit of energy.

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As it seems, every clue you found points to the Black Lake, also Ben will remind you of the trident you found in the last Cursed Vault.

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Ben’ll add that if what Hagrid said is true, you’ll certainly encounter hostile Grindylows, and Barnaby will also say that there is a possibility of some skittish merpeople crossing your way.

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

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Afterward, he’ll ask if you’re sure you want to go by yourself, and he’ll suggest joining you for support. You’ll explain that having too many people could startle the merpeople, and since ‘R’s mole could be anywhere, having an extra set of eyes and ears would be useful while you’re down there. Fortunately, Ben will understand and agree to keep 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.

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

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Your friends will wish you the best of luck before you go. Unfortunately, you will have to wait four hours before 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.

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Proceed under the Black Lake once the waiting time is over. Upon arriving, you will be stunned by the view.

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The Black Lake seems like a good place for the final Cursed Vault. You’ll start looking for clues, and soon, you’ll find a trident that reminds you of the one from the Buried Vault.

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

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

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You’ll quickly try to tell her that you’re not here to cause trouble, but sadly, she doesn’t seem very welcoming.

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You’ll try again to tell her that you’re not here to cause trouble and that you’re looking for something dangerous. Unfortunately, it’s not clear if she understood, so you’ll give it another shot.

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Sadly, the merwoman will view you as a threat and get ready to fight. You’ll have no other choice but to duel her. The task window will display the recommended attribute levels and the cost of each attempt.

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The attribute requirements for this duel aren’t too high, so you’ll likely have an advantage over your opponent. One way to approach this duel is to go Aggressive or Sneaky and constantly attack the merwoman with Depulso or Flipendo.

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Once you’re victorious, you will be so exhausted by the duel, that 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.

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

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Proceed to the Boathouse to meet with Ben and Barnaby. Barnaby will be surprised to hear you dueled with a merwoman, and 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.

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You will mention that regrettably, you didn’t have much time to search for the final vault. Barnaby will ask if you noticed anything intriguing during your time down there. Ben will encourage you to share every detail you can recall. Reviewing what happened requires earning five stars within three hours. Three stars are needed to pass.

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The only bonus action here is linked to your character, so prioritize it if you want to save some energy.

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Ben will be interested in the trident you spotted and ask if you saw anything else related to the final vault’s location. You’ll try to remember, but all you can recall is the trident. Still, you’ll be confident that the final Cursed Vault is down there.

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Ben will say it might not be safe for you to return there right now and Barnaby will wonder if there’s a way to make the merpeople understand you mean no harm. Ben will agree and suggest learning more about the merpeople because there’s still much you don’t know about them.

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Barnaby will agree with you.

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

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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.

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After all, she is a huge fan of magical creatures. She’ll then 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.

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You’ll then explain why you need her help and you will tell her that you want her to interview Hagrid and Professor Kettleburn about merpeople.

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She’ll be shocked upon hearing what happened in the Black Lake. You’ll tell her that the only safe way to go back there is to learn more about the merpeople. With Liz’s help, you want to do this without making Hagrid and Professor Kettleburn suspicious. Liz will come up with an idea right away.

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Shortly after, you will greet Hagrid and Professor Kettleburn. By the looks of it, Professor Kettleburn plans to feed some of the magical creatures with Hagrid’s pumpkins.

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Hagrid will ask if there’s anything he can do for you and Liz will quickly explain she wants to write up a report on merpeople.

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You’ll also say a few words.

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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.

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

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After talking to the creature experts, you won’t learn much. Liz will wonder if there’s a way to calm the merpeople and Professor Kettleburn will suggest reading some books about creatures. Liz will thank them for helping with her “report.” Hagrid will be curious if this relates to the Circle of Khanna.

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

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Liz will suggest visiting the Library to study merpeople, but you’ll mention that you’re not eager to go back to the Library.

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Because of that, 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.

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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, Madam Villanelle will leave to help others and wish you good luck with your research.

You’ll thank Chiara for helping you with the merpeople research. She’ll smile and tell you that you can always count on her for help.

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You will tell Chiara that the last time you were together you found a lead about the Whomping Willow’s connection to ‘R’, adding that you hope it will be the same this time. Moments later, you will start researching. This requires earning five stars within three hours. Three stars are needed to pass.

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There are reward actions linked to Chiara and your character. Focus on those if you want to save some energy.

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Unfortunately, you won’t have much luck with your research. You’ll ask Chiara if she managed to find anything interesting. Luckily, she did find an interesting fact from a book written by Newton Scamander. Chiara will say those 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 this choice won’t affect the story in any major way.

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Chiara will then read an interesting part she stumbled upon.

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By the looks of it, merpeople seem to like music and you’ll add that maybe the music calms them down. Chiara will agree with you.

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You will suggest that it might be a good idea to organize a concert for them, thankfully, you know a band that might be willing to help you with that.

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This will mark the end of Chapter 37 of Year 6. Hit the Collect button to claim your rewards. You will receive 300 Coins and 2000 Experience Points.

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.