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Summer Nights Part 3

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Introduction

Hello everyone, welcome to Part 3 of our Walkthrough for the Summer Nights Adventure of Harry Potter Hogwarts Mystery. In the previous part, you and your friends discussed which band could meet all the expectations Professor McGonagall had. After a brief discussion, you decided on the Weird Sisters. You then went to meet with Professor McGonagall to inform her of your choice for the replacement band. In your conversation with her, you learned that the premiere song should be something called a strathspey and should include a Scotch snap rhythm. She then gave you the sheet music to deliver to the Weird Sisters, so you immediately set out to meet them, hoping they could provide some hint about the secret theme of the dance.

Fortunately, they agreed to perform at the Summer Nights dance. After analyzing the sheet music, Kirley suggested that a ceilidh might be part of the secret theme, while Myron thought it could be an “around the world” type theme with songs from different cultures. However, Orsino advised not to jump to conclusions too quickly and suggested gathering more clues to uncover the secret theme.

You then went to meet with your friends to share this new information. After a brief discussion, you still couldn’t be sure about the theme, so you came up with the idea of finding out who the other committee members for the event planning were. You decided to offer them help in exchange for hints about the secret theme. You decided to head to Honeydukes to see if you could get the next clue from Ambrosius Flume.

Summary

Part 3 Summary:

  • Task 1: Talk to Flume
    • Location: Honeydukes
    • Requirements: 8 hours – 5/5 stars
    • Choice: Choose the most romantic sweet to include at Summer Night
      • Honeydukes Best Chocolate: +5 Empathy
      • Pink Coconut Ice: +5 Courage
      • Sugared Butterfly Wings: +5 Knowledge
  • Task 2: Meet Your Date
    • Location: Three Broomsticks
    • Requirements: 3 hours – 5/5 stars
    • Choice: Reply to your date
      • If it’s funny, I’m going to laugh (Your Courage level): +10 Courage
      • I would never laugh at you: +5 Empathy
      • Stop stalling and tell me: +5 Knowledge
  • Task 3: Check On Flitwick
    • Location: Charms Classroom
    • Requirements: 3 hours – 5/5 stars
    • Choice: Tell Professor Flitwick what category of charm Anteoculation belongs to
      • Dark charm: +10 Knowledge
      • Memory charm
      • Animal charm
  • Task 4: Meet Your Friends
    • Location: Training Grounds
    • Requirements:
      • Year 5 – 6: 3 hours – 5/5 stars
      • Year 7+: 8 hours – 5/5 stars
    • Choice: Tell Tulip what you think is the most likely reason why your clues don’t match
      • I misheard the clues: +5 Empathy
      • The Weird Sisters were wrong: +5 Courage
      • The planning committee is to blame: +5 Knowledge
  • Part 3 Rewards: 3 Gems
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Walkthrough

Video guides are available on our YouTube channel. Use the button below.

(Disclaimer: This walkthrough will feature the gameplay from the perspective of a graduate student. Since the adventure is available for students of Year 5 and above, some dialogue, the star, and attribute requirements for certain tasks might be different for you, depending on your current progress with the main story. This walkthrough will feature Merula as a date.)

Go to the Honeydukes to talk with Flume. Upon arriving, you’ll notice the speech bubbles above some of the characters. Tap on those if you’re curious to see what they have to say. When you arrive, you will comment that if you’re right and Flume is on the Summer Nights planning committee, you can help him and get your clue. This line will differ based on your previous choice.

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Merula will comment that you were right to invite her along for this and that you’re probably going to need her help, adding that if Flume does need help preparing sweets for the dance like you suspected, you’d better get to try some.

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Following that, you’ll spot him and see that he seems to be studying an array of sweets. This line will differ based on whether you know Mr. Flume.

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You’ll apologize for interrupting and tell him you have a quick question for him. You’ll add that you came to him because you think he’s part of the Summer Nights planning committee, to which he will confirm that he is.

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You will say that you think the committee is a bit overwhelmed and that, to make things easier for them, you thought perhaps you could help with their preparations in some way. He will agree with you and say that your help would be very welcome. However, he will tell you that he cannot reveal the secret theme of the dance but will mention that sweets will be significant.

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He will explain that he has prepared an amazing array of absolute ambrosia, but dances are meant to be romantic, not just tasty, adding that he needs to be sure he has the most romantic sweets available on offer, but he is having trouble deciding. 

You will tell him that you and Merula are going to the Summer Nights dance and that you are the perfect two to help him choose a romantic sweet.

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To sample sweets, you need to earn five stars within eight hours. All five stars are required to pass. Since this task requires a lot of energy, it is recommended to start it with a full energy bar.

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The bonus progress actions are tied to the plate with sugared butterfly wings. Prioritize these actions to save some energy. 

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You’ll realize that all these sweets are so different: Honeydukes’ Best Chocolate is classic, Pink Coconut Ice is pink and nice, and the Sugared Butterfly Wings are dazzling. Merula will then ask you which of these sweets you think is the most romantic to include at Summer Nights. Choose the sweet you like the most, this choice has no effect on the story, except that the sweet you choose will be on Summer Nights.

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Following that, Flume will say that there’s something else he needs help with. He asks if you could check with Professor Flitwick for him because he was supposed to speak with him before the dance, but unfortunately, he doesn’t have much time.

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However, Merula will tell you that she needs to talk to you before you go to see Professor Flitwick, and she’ll ask you to meet her at the Three Broomsticks.

Proceed to the Three Broomsticks when you are ready. Upon arriving, you’ll notice the speech bubbles above some of the characters. Tap on those if you’re curious to see what they have to say. She will say that she wanted to talk to you a bit before you continue with your investigation into the theme of Summer Nights.

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However, before she tells you, she will ask you to promise her that you won’t laugh at her. There are three options to choose from. If you like Merula, it is recommended to pick the second or third option.

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Then she will tell you to listen carefully to what she has to say. To learn what’s on your date’s mind, you need to earn five stars within three hours. All five stars are required to pass. Since this task requires a lot of energy, it is recommended to start it with a full energy bar.

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The bonus progress actions are tied to your date. Prioritize these actions to save some energy. Slide the screen left and right to check all available actions. 

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Shortly after, Merula will tell you some really nice and romantic things.

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You’ll thank Merula for her kind words and remind her that you need to continue the investigation as soon as possible to fulfill her wish to uncover the theme before the dance evening. She will suggest gathering the rest of your friends so you can go through all the clues you’ve found together while you go talk to Professor Flitwick.

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Go to the Charms Classroom to meet with Professor Flitwick. You’ll ask the professor if he has a moment, but he’ll say you caught him at the wrong time and that he’s just leaving the classroom for work.

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You’ll explain that you’re here on behalf of Ambrosius Flume because he asked you to make sure everything was going all right on his end.

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Professor Flitwick will say he’ll send an owl to Flume to let him know everything is fine as soon as he can. He’ll then mention he has to hurry to deal with important decoration preparations at the Hogsmeade fairgrounds. You’ll offer to help him, but he’ll say it’s very kind of you, though helping with decorations would reveal the secret theme. However, he’ll say you can help him with one issue.

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He will explain that he’s been thinking about how to help their guests dress on theme without giving the theme away, adding that he’s realized that any outfit will be on theme as long as the guests have antlers.

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You’ll tell him that it sounds like a brilliant plan, but you don’t see the problem with it. He’ll say the issue is that not all his students know that spell, and he wouldn’t want them to miss Summer Nights simply because he hasn’t had a chance to teach it to them yet. He’ll suggest that you could help by teaching your friends the spell, and they could teach others.

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To study Anteoculatia, you need to earn five stars within three hours. All five stars are required to pass. Since this task requires a lot of energy, it is recommended to start it with a full energy bar.

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The bonus progress actions are tied to Professor Flitwick. Prioritize these actions to save some energy. 

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Professor Flitwick will then ask you to try demonstrating the spell on a training dummy.

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Trace the wand movement to cast Anteoculatia.

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The spell will work perfectly, and the training dummy will sprout antlers.

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Professor Flitwick will praise you and then ask which category of charms Anteoculatia belongs to. The correct answer is “Dark charm.”

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Shortly after, the professor will say that he really must be going now. He’ll wish you luck with your lessons, adding that he’ll see you at Summer Nights. You will remain thoughtful, pondering the clues you’ve gathered so far.

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You’ll be sure that if you’re missing something or if there’s something wrong with the clues, your friends will help you figure it out. 

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Go to the Training Grounds to meet with your friends. Upon arriving, you’ll notice the speech bubbles above some of the characters. Tap on those if you’re curious to see what they have to say. When you arrive, you’ll thank everyone for coming and say that you need their help.

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You’ll inform them that the professor said anyone with antlers would be dressed in the theme at Summer Nights.

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You’ll say that this way, they can all teach other students, and soon everyone at Hogwarts will know it. Tulip will say that sounds easy enough, though she doesn’t understand how antlers are connected to the other clues.

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You’ll suggest hearing everyone’s opinion about the clues while you teach them the Anteoculatia spell. To discuss the clues, you need to earn five stars within eight hours. All five stars are required to pass. Since this task requires a lot of energy, it is recommended to start it with a full energy bar.

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In the first phase, there are no bonus progress actions. In the second phase, bonus progress actions are tied to Corey.

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In the third phase, bonus progress actions are tied to Jae and Chiara. Prioritize these actions to save some energy. Slide the screen left and right to check all available actions. 

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When you finish, everyone will have learned the spell, but they will also agree with you that the clues don’t match up and that there might have been a mistake. Tulip will suggest that maybe you misheard some of the clues, or the Weird Sisters were wrong about the song altogether, or the problem could lie with the planning committee because there might have been a misunderstanding among them. 

Tulip will then ask which of these reasons might explain why your clues don’t match up. There are three different options to choose from. All of them will eventually lead to the same outcome, so feel free to take your pick.

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You’ll add that if you hope to learn the Summer Nights theme before it begins, you need to be certain where things went wrong. You’ll mention that when you helped Hagrid with creatures, he said he was working for the head of the planning committee.

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This line will differ based on your previous choice.

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You’ll decide to go to Hagrid to find out who the main organizer of the event is.

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This will mark the end of Part 3 of the Summer Nights Adventure. Hit the Collect button to claim your reward. You will receive 3 Gems.

Why aren’t the clues matching up? Has there been a misunderstanding among the dance organizers? Will the Summer Nights dance be successful? Stay with us on this romantic adventure to find out. 

Thank you for reading.