Guide To Hogwarts Mystery Year One
written by Andrea Nightshade
what the title says ;)
Last Updated
05/31/21
Chapters
11
Reads
839
Chapter 8
Chapter 8
The player's House Prefect will now be happy with the effort and Rowan decides to ask the player about the locked room. The player creates a plan to knock Mrs Norris out with a Sleeping Draught in order to reach the door unnoticed. Then they will use the Unlocking Charm to open the door. Finally the spell Flipendo will help them escape if they are trapped in the room.
The player decides to ask Penny Haywood to help them create the Sleeping Draught. They decide they need the help of a third person with the task and the player picks between Ben and Penny to bring. The player talks to Penny in the Potions Classroom and she agrees to help them create the Sleeping Draught. Penny can either be told why the player is making the potion or she can be lied to.
The player thanks Penny for helping, and then Penny or Ben (depending on the choice of the player) tells the player they should talk tonight about the secret mission Rowan told them they wanted their help with. The player and either Penny or Ben talk about the plan and they wonder why the player would want them to help. The player can respond with three possible answers which may improve their friendship. The player then persuades them to help.
The player decides to ask Penny Haywood to help them create the Sleeping Draught. They decide they need the help of a third person with the task and the player picks between Ben and Penny to bring. The player talks to Penny in the Potions Classroom and she agrees to help them create the Sleeping Draught. Penny can either be told why the player is making the potion or she can be lied to.
The player thanks Penny for helping, and then Penny or Ben (depending on the choice of the player) tells the player they should talk tonight about the secret mission Rowan told them they wanted their help with. The player and either Penny or Ben talk about the plan and they wonder why the player would want them to help. The player can respond with three possible answers which may improve their friendship. The player then persuades them to help.