Chapter 11 – Goodbye, Magical Creatures
Introduction
Hello everyone, welcome to our Walkthrough for Chapter Eleven of Year Seven of Harry Potter Hogwarts Mystery. Last time, you reported to Mr. Diggory on the creature sightings. He was surprised to hear that a Wampus Cat made its way to Hogsmeade, and he decided to discuss it with the Head of the Beast Division. In the meantime, you talked to Professor Kettleburn about Wampus Cats, and he advised you to use a Niffler in order to lure it out.
However, Liz wasn’t really keen on using Niffler as bait, so you had to reassure her that everything would be all right. Later on, Barnaby helped you capture a Niffler, so you proceeded with your plan. Luckily, you were able to lure out the Wampus Cat and knock it unconscious with the Stunning Charm.
Summary
Chapter Summary:
- Task 1: Talk to Moody
- Location: Department of Magical Law Enforcement
- Requirements: 3 hours – 1/5 stars
- Choice: Choose to agree with Mad-Eye or not
- I think emotions can help: +5 Empathy
- You’re right: +5 Knowledge
- Task 2: Meet with Amos Diggory
- Waiting Time: 4 hours
- Location: Department of Magical Creature Regulation
- Requirements: 8 hours – 5/5 stars
- Choice: Choose to accept praise for yourself or credit your friends
- Accept the praise for yourself: +5 Courage
- Credit your friends (44 Empathy): +10 Empathy
- Task 3: Deliver the Wampus Cat
- Location: Care of Magical Creatures
- Requirements: 8 hours – 5/5 stars
- Choice: Reply to Professor Kettleburn
- I do feel better: +5 Empathy
- I’m still unsure, but I trust you: +5 Knowledge
- Task 4: Question Merula
- Waiting Time: 3 hours
- Location: The Great Hall
- Requirements: 1 hour – 3/5 stars
- Choice: Choose to confront Merula about Knockturn Alley or leave her alone
- Confront her about Knockturn Alley: +5 Courage
- Leave it alone… for now: +5 Knowledge
- Task 5: Meet with Wilkie Twycross
- Location: Ministry All-Purpose Room
- Requirements: 3 hours – 3/5 stars
- Choice: Tell Twycross which department you’ve most enjoyed visiting so far
- Magical Law Enforcement: +5 Courage
- Magical Creatures: +5 Empathy
- I haven’t decided yet: +5 Knowledge
- Lesson: Ornithomancy
- Location: Divination Classroom
- Unlock: 9 Divinations Stars
- Requirements: 8 hours – 5/5 stars
- Ministry Assignment: Snidget Sanctuary
- Unlock: None
- Investigate Snidget Smugglers:
- Location: Department of Magical Law Enforcement
- Requirements: 1 hour – 2 stars
- Research Golden Snidgets:
- Location: Library
- Requirements: 3 hours – 3 stars
- Discuss Snidgets with Hagrid:
- Location: Hagrid’s Hut
- Requirements: 1 hour – 2 stars
- Study Quidditch History:
- Location: History of Magic Classroom
- Requirements: 30 minutes – 1 star
- Study Protected Species:
- Location: Department of Magical Creature Regulation
- Requirements: 30 minutes – 1 star
- Play Quidditch:
- Location: Quidditch Changing Room
- Quiz Answers:
- What nearly drove Snidgets to extinction?- Hunting by wizards
- When were Snidgets introduced to Quidditch? – 1269
- Where was Quidditch invented? – England
- Which species is not protected for its own safety? – Dragon
- Rewards: 5 Gems
- Investigate Snidget Smugglers:
- Unlock: None
- Chapter Rewards: 350 Coins and 2000 Experience Points
Walkthrough
Video guides are available on our YouTube channel. Use the button below.
Now you can continue where you left off. But first, you should complete lessons and assignments. Proceed to the Divination Classroom when you are ready. To unlock the Ornithomancy lesson, you need to obtain nine stars from Divination classes. Select the class duration you prefer, and hit Start when you are ready to begin.
Prioritize bonus progress actions whenever they are available if you are looking to save as much energy as possible.
As for the mini-tasks, try your best to complete them successfully for some extra Empathy points.
Return to the classroom once you earn enough stars to unlock the lesson. To complete the Ornithomancy lesson, you will need to acquire five stars within eight hours. All five stars are needed to pass.
During the lesson, Professor Trelawney will ask you a question related to its topic. Other than that, this lesson is fairly similar to most of the regular classes.
Once you are done, you can proceed to the Ministry Office to start the assignment. When you arrive, Mr. Diggory will tell you he needs your assistance. As always, you will be eager to help in any way you can.
Mr. Diggory will inform you that the Beast Division recovered a Golden Snidget from illicit traders, a protected magical species. The Ministry will need a report, and since the Beast Division is busy, he’ll task you with investigating Golden Snidgets.
You’ll gladly accept the assignment, determined to do your best. Like most other assignments, this one also contains several tasks you need to complete. Feel free to do them in any order you prefer.
During these, be sure to select the task duration that matches the star requirements.
Just like always, focus on bonus progress actions whenever they are available, to save some energy.
Each of the mini-tasks you successfully complete will grant you some attribute points, so try your best to do them all.
Head back to the Ministry Office once you complete all the tasks. When you arrive, Mr. Diggory will be eager to hear your report.
You’ll explain that Golden Snidgets were once used in Quidditch, and although they were hunted for sport, they were banned by Elfrida Clagg centuries ago. With the invention of the Golden Snitch, the use of Snidgets in Quidditch finished. Unfortunately, due to their rarity and the value of their eyes and feathers, smugglers often sell them for profit.
You’ll mention that Mad-Eye Moody is already taking action against this. Following that, Mr. Diggory will thank you for your assistance, stating that your report will ensure the protection and care Golden Snidgets needs.
Now that the assignments and lessons are out of the way, you can continue the story. Proceed to the Department of Magical Law Enforcement when you are ready. Upon arriving, you will notice the speech bubbles above some of the characters. Tap on those if you are interested to see what they have to say. Mad-Eye will be curious to know why you wanted to talk to him.
You’ll tell him about your assignment with the Department of Magical Creature Regulation.
You will also show him the sock you found on the Wampus Cat and say it is most likely the missing Portkey.
Moody will say the sock is the missing Portkey, and you’ll tell him you found it on a Wampus Cat, explaining how it happened.
Mad-Eye will say there are a lot of questions yet to be answered. Following that, you’ll suggest reviewing the evidence to see if you can find some connections. Speculating with Moody requires earning five stars within three hours. One star is needed to pass.
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, so focus on your actions if you want to save a bit of energy.
The decision by ‘R’ to release a Wampus Cat in Hogsmeade may leave you puzzled. Mad-Eye, however, will suggest that it was likely a distraction. Despite this explanation, the frustration of not knowing ‘R’s true intentions will linger. Adding to the complexity, it’s suspected that Merula might hold the answers you seek, but approaching her directly is not an option.
Moody will advise you to stay focused since getting emotional could get in the way of the investigation. There are two options to reply with. Mad-Eye will react better if you agree with him, so selecting the second option is somewhat recommended.
In any case, he’ll say that your focus should be on two things: looking into Merula and getting your Ministry assignments done. You’ll question whether you should take action regarding ‘R’ or the Metamorphmagus. Mad-Eye will assure you that he’ll handle that part of the investigation.
Apparently, they are very pleased with the way you handled the Wampus Cat.
You will need to wait four hours until you can continue. Since you will probably be low on energy at this point, it is recommended to wait and let your energy recharge in the meantime.
Head to the Department of Magical Creature Regulation once the waiting time is over. When you arrive, you will be able to interact with some of the characters and see what they have to say. Amos Diggory will happily greet you and your friends.
You’ll notice that Mr. Diggory also brought Butterbeer to celebrate the successful completion of your joint assignment. Mr. Diggory will express appreciation for your excellent handling of the Wampus Cat situation, and you’ll receive his gratitude too. You can choose whether you want to accept praise for yourself or credit your friends. Given that all of them helped, it is recommended to select the second option.
Shortly after, the celebration will start. Celebrating your success requires earning five stars within eight hours. All five stars are needed to pass.
Make sure to slide the screen left and right to see all the available actions. There are bonus progress actions linked to your character, Barnaby, and a Ministry Wizard. Prioritize those if you want to save some energy.
Mr. Diggory will say that all of you are showing great potential for future careers in the Ministry. Your friends will be incredibly happy to hear that and you’ll humbly accept Mr. Diggory’s praise.
He’ll mention that only a handful of Hogwarts students could handle a full-grown Wampus Cat. Additionally, Mr. Diggory will inform you that Madam Umbridge and Ismelda Murk are recovering well. Curious about the Wampus Cat’s Legilimency powers, you will inquire whether it was the source of confusion for them.
Mr. Diggory believes that was indeed the case, and he’ll assure you that neither Ismelda nor Madam Umbridge should suffer any long-term effects. Following that, Liz will quickly ask about Tim, but Mr. Diggory will look slightly confused. You’ll explain that Liz named the Wampus Cat Tim.
Mr. Diggory will say that Professor Kettleburn offered to care for the Wampus Cat.
You and your friends will gladly accept the task.
Proceed to Care of Magical Creatures when you are ready. You will greet Professor Kettleburn and Hagrid and say that you’ve come to deliver the Wampus Cat.
Liz will happily introduce Tim to them.
Professor Kettleburn will thank you for delivering the Wampus Cat, and Hagrid will be delighted to see Tim. Concerned about the safety of having a dangerous creature at Hogwarts, you’ll inquire if they have any worries. Professor Kettleburn will chuckle and mention that Hogwarts already houses more than one dangerous creature.
Despite the reassurance, you’ll express concern about keeping a Wampus Cat at Hogwarts, especially given its Legilimency powers.
Professor Kettleburn and Hagrid will decide to reassure you. Expressing your concerns requires earning five stars within eight hours. All five stars are needed to pass.
There are bonus progress actions linked to Hagrid, your character, and the Wampus Cat. Prioritize those if you want to save some energy.
Professor Kettleburn will say that he and Hagrid have lots of experience with dangerous creatures, so there’s no need for you to worry. Hagrid will add that the Wampus Cat only attacked because he was afraid. The Professor will ask if you are feeling any better after talking about your concerns. There are two options to reply with. Both of those will lead to a similar outcome, so feel free to pick the one you prefer.
Professor Kettleburn will tell you to take a look at the Wampus Cat sleeping just like an ordinary house cat.
You’ll agree that Tim looks much more peaceful while sleeping. Hagrid will chime in, stating that, just like people, magical creatures are often misunderstood. In the end, everything ended well.
Now, you’ll start figuring out another mystery at Hogwarts, and Liz will ask you about it. You will say that you need to talk to someone, and Liz will mention that she likes talking to creatures more than people. You will explain that the person you need to talk to will be as unpredictable as a creature. Liz will quickly understand that you’re talking about Merula.
You’ll tell her that Merula acted rather oddly after Ismelda was in the hospital.
You will have to wait three hours until the Most Powerful Witch at Hogwarts is ready to meet with you. Given that you will likely be low on energy at this point, it is recommended to wait until the timer expires.
Head to the Great Hall once the waiting time is over. Upon arriving, you will notice the speech bubbles above some of your friends. Tap on those if you are curious to see what they have to say. You’ll thank Merula for agreeing to meet with you.
She’ll say she is not yet sure why you want to talk to her.
You’ll tell her that you want to talk about what happened in the Hospital Wing and she’ll ask if you are referring to Ismelda and add that her friend is fully recovered after the incident.
You will add that Ismelda was incredibly lucky to end up with only minor injuries, and you’ll also point out that Wampus Cats don’t belong anywhere near Scotland. Merula will say that the Wampus Cat wasn’t the weirdest thing you’ve seen in your time at Hogwarts.
Other than that, she didn’t disclose her location during her friend’s attack. In other words, she seemed suspicious in the Hospital Wing. Merula will argue that she was only concerned about her friend. You’ll admit her caring nature but express curiosity about why she appeared guilty while with Ismelda.
You’ll calmly tell her that you need to talk to her about plenty of things.
In the end, she will agree to hear you out. Talking with Merula requires earning five stars within an hour. Three stars are needed to pass.
There are two bonus progress actions tied to Merula. Focus on her actions if you want to save some energy.
The Most Powerful Witch at Hogwarts will mention that she has changed since last year. You’ll highlight that her behavior has been erratic, like snapping at you and Liz for no reason. She will apologize, saying she was just really worried about Ismelda.
You’ll say it’s unusual for her to apologize. Following that, Merula will remind you that she saved you from the Final Cursed Vault, preventing you from getting stuck there. You’ll suggest that she might have had different reasons for saving you. She’ll point out that questioning and being suspicious isn’t good for anyone, and she’ll add that she was just worried about a friend, reacting like anyone else would.
Before you get the chance to say anything, she will kindly ask you to drop the subject, if you consider her a friend. She’ll also say that she is still figuring out who she is.
You’ll figure out that it makes sense, considering what you’ve seen. Merula will ask you to tell her what you’ve seen, or believe her and drop the subject. There are two options to choose from. If you like Merula, it is recommended to pick the second option.
Either way, she’ll say you’re concerned about things you don’t understand. She’ll mention that sometimes it’s better not to know everything. Despite that, you’ll be a bit irritated that she won’t provide any answers. Merula will confidently state that she’s your friend and is on your side.
Moments later, Ben will approach. You’ll tell him you are in the middle of a conversation.
On the other hand, Merula will find Ben’s timing fantastic. Before leaving, she will say that she left you with a lot to think about. Your previous choice will take effect here.
Once she leaves the Great Hall, Ben will tell you that Wilkie Twycross is waiting for you at the Ministry of Magic. Apparently, you are to receive a new assignment.
Proceed to the Ministry All-Purpose Room when you are ready. Once you arrive, you will be able to interact with some of the characters. Mr. Twycross be glad to see you arrive on time.
You’ll be curious about why he wanted to see you. Ben will ask if it’s related to a new assignment, and Mr. Twycross will nod and say he’s quite impressed with you, noting that capturing a Wampus Cat is no easy task.
Mr. Twycross will say that your friends will continue in the Department of Magical Creature Regulation, while Ben and you will be assigned elsewhere. However, before revealing the details, he will have a question for you.
He’ll be curious to know which department you’ve preferred visiting so far. There are three options to choose from. This choice won’t have any big impact on the story, so feel free to pick the option you prefer.
Mr. Twycross will say that you’ll be visiting the Department of Magical Accidents and Catastrophes. He’ll then decide to tell you a bit about the department. Learning about the Department of Magical Accidents and Catastrophes requires earning five stars within three hours. Three stars are needed to pass.
Be sure to slide the screen left and right to see all the available actions. There are bonus progress actions tied to your character and a sofa Arthur Weasley is sitting on.
Mr. Twycross will sum up the primary purpose of the Department of Magical Accidents and Catastrophes.
Ben will interrupt him mid-sentence, eager to take on a new assignment.
You’ll tell your friend that there’s no need to be rude. Thankfully, Mr. Twycross won’t mind it. He will understand that Ben is excited about the new assignment.
You’ll admit that you’re very excited about it. Shortly after, you will leave the All-Purpose Room.
This will conclude Chapter 11 of Year 7. Hit the Collect button to claim your rewards. You will receive 350 Coins and 2000 Experience Points.
What will happen next? What kind of assignment will you receive in the Department of Magical Accidents and Catastrophes? Find out in the next chapter of Harry Potter Hogwarts Mystery!
Thank you for reading.