The Sorcerer’s Olympiad Part 3
Introduction
Hello everyone, welcome to Part 3 of our Walkthrough for The Sorcerer’s Olympiad Adventure of Harry Potter Hogwarts Mystery. In the previous part, you rushed to the Hospital Wing to check on your friend Andre. Fortunately, he was unharmed, and the Hospital Wing staff took good care of him. However, he was a bit skeptical about what happened, considering his excellent flying skills.
He found it odd that a small gust of wind knocked him to the ground. He thought it might have been bad luck or even a jinx. From Andre, you learned that the next discipline in the competition would be rowing, which requires magic to power the boat. You decided to head straight to the Library, where you met Tonks, who helped you research spells that could assist in the next challenge. You concluded that the Aguamenti spell would be useful, and to practice the spell, you needed someone proficient in charms—none other than Professor Flitwick. He helped you practice the spell, and afterward, you headed to the next round of the competition.Â
The judge for this round was your friend Hagrid, who wished everyone luck and announced the start of the competition. Barnaby, Penny, and you began the race, but Penny fell far behind while Barnaby and you successfully reached the finish line, leading to Penny’s elimination. It was very strange that Penny couldn’t move at all, despite her being skilled in charms. Your suspicion that someone was interfering with the competition grew stronger, and you were determined to find out what was going on.
Summary
Part 3 Summary:
- Task 1: Check On Penny
- Location: Clocktower Courtyard
- Requirements: 3 hours – 3/5 stars
- Choice: Tell Penny if you’re scared of the possibility of being jinxed
- I’m terrified: +5 Empathy
- I’m a little scared: +5 Knowledge
- I’m not scared at all: +5 Courage
- Task 2: Compete in Round Three
- Location: Lakeshore
- Requirements: 8 hours – 5/5 stars
- Choice: Choose to warn Barnaby or not
- Warn Barnaby about possible danger: +5 Empathy
- Don’t warn Barnaby: +5 Courage
- Task 3: Talk to Snape
- Location: Snape’s Storeroom
- Requirements: 3 hours – 3/5 stars
- Choice: Reply to Professor Snape
- How dare you accuse me?! (Your Courage level): +10 Courage
- I can fix this: +5 Empathy
- Show me the evidence: +5 Knowledge
- Task 4: Update Penny
- Location: Lakeshore
- Requirements: 8 hours – 5/5 stars
- Choice: Tell Penny if you think Ben is behind all the mishaps
- Yes, he’s behind this: +5 Knowledge
- No, but perhaps he saw something: +5 Empathy
- Part 3 Rewards: 3 Gems
Walkthrough
Video guides are available on our YouTube channel. Use the button below.
Proceed to the Clocktower Courtyard 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. You’ll greet Penny and ask her if she’s okay, adding that it seemed like she was having a lot of trouble during the rowing challenge on the Black Lake.

She will say that it was the strangest thing and that she doesn’t know what to think, but that you always help her to get things straight.

To consider Penny’s account, you need to earn five stars within three hours. Three stars are required to pass. Since this task requires a lot of energy, it is recommended to start it with a full energy bar.

Bonus progress actions are tied to Penny, Tulip, and your character. Prioritize these actions to save some energy.

You’ll find out that Penny had a lot of ideas for spells that could move her boat, but none of them worked. She’ll add that all of her wand movements were a bit off, and to make things worse, the current picked up and turned her boat completely around.


This line will differ based on your previous choice.

You’ll ask her if she thinks it’s possible that both she and Andre were jinxed. She’ll say it’s certainly possible, adding that if someone wanted to fix the competition, that would be a good way to do it, but a jinx requires a great deal of concentration.
You’ll remember a specific spell, Appare Vestigium, which reveals traces of magic. If someone cast a jinx nearby, that would certainly reveal it.

Penny will say that if someone casts a jinx in rounds one or two, the traces will have faded by now, which means you’ll only be able to check for traces during the third round against Barnaby.

Penny will say it’s a brilliant plan but also very dangerous, and she’ll ask if you’re scared to compete in the final round of the competition, knowing you could be jinxed. There are three different options to choose from. These options will influence some dialogue that will follow, but they won’t impact the story.

You will then decide to head out because it’s nearly time for round three.

Go to the Lakeshore to compete in round three. 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. Ben will approach you and wish you luck, to which you will thank him.

Following that, Barnaby will welcome you and say he hopes you’re ready, adding that he won’t take it easy on you out there just because you’re awesome. He will then ask how your conversation with Penny went. There are two options to choose from. If you like Barnaby, it is recommended to pick the first option.

Soon after, the final celebrity judge will arrive and will welcome you to the final challenge.

You’ll get an extra lines of dialogue if you’ve completed Celestina’s New Groove and Love Story Adventure.


Celestina will say that you should listen carefully, adding that when Dumbledore asked her to devise a challenge for the final two champions, she had an idea right away. She will explain that the skill that separates a good singer from a great one is breath control, so the third and final challenge will be held entirely underwater. She will describe that both challengers will swim to the bottom of the lake, and whoever stays down the longest will be the winner, but no magic is allowed.


To complete the next task, 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.

Bonus progress actions are tied to Barnaby and your character. Prioritize these actions to save some energy.

Barnaby will surface first, and you’ll ask him if he’s okay, noting that you expected him to last longer. He’ll explain that he got distracted by Plimpies, which kept coming closer. He was worried about hurting them and then suddenly started swallowing water, so he had to swim to the surface. This line will differ based on your previous choice.

Following that, Barnaby will congratulate you on your victory, and Celestina will announce you as the winner of the first-ever Sorcerer’s Olympiad.

When everyone leaves, you’ll ponder that while the Plimpies aren’t definitive proof of a jinx, it’s good that Penny and you will be checking for one next. Soon, you’ll know if all these occurrences are actually the work of someone who wishes you harm, and then you can peacefully enjoy the celebratory feast with your friends.
However, your thoughts will be abruptly interrupted by Professor Snape, who angrily summons you to his storeroom.

Go to the Corridor at the Snape’s Storeroom to continue the story. When you arrive, you’ll notice that Snape’s storeroom is crowded with numerous rare items and potions. You’ll remark that it’s impressive, but he won’t accept your compliment.

You’ll ask him why he summoned you and what is so urgent. He’ll demand an explanation from you, but you still won’t know what he’s talking about.


To get Snape’s story, 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.

Bonus progress actions are tied to the potion and Professor Snape. Prioritize these actions to save some energy.

You’ll learn that the Potions Master crafted a phony Felix Felicis potion designed to give the drinker bad luck instead of good, to attract less-than-scrupulous students. He’ll explain that his potion is harmless to anyone who leaves it alone.

You’ll ask him how his potion relates to you, and he’ll say that he’s not sure how you could have known about his phony Felix Felicis, but it seems to him an elegant explanation for all of your fellow challengers’ recent mishaps. He’ll then ask if, given all of the bad luck that befell every challenger but you, you wouldn’t say you’re the prime suspect.
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.

He will then say that regardless of who took the potion, his suspicion holds that it was used somehow in this competition, and if that is the case, he is afraid your victory could be rendered obsolete. You’ll explain to him that you and Penny have been investigating the mishaps from the start and wondered if it could have been a jinx.

You’ll say that you just need to find out who stole the potion, and then you’ll find the culprit. However, Professor Snape will respond that he doesn’t have time to investigate every student at Hogwarts. He’ll say that he’ll leave the case to the Headmaster, but you’ll decide to meet with Penny first to tell her what happened.


Proceed to the Lakeshore when you are ready. Penny will say she hopes you’re ready to cast the Tracking Spell, as you discussed, so you can search for traces of recent magic.

You’ll explain to Penny that someone stole a phony bottle of Felix Felicis that Professor Snape keeps as bait in his storeroom. You’ll add that he brewed it to give bad luck instead of good luck as a punishment for anyone who might steal it.

Penny will say that while the theory about the phony Felix Felicis is compelling, something doesn’t add up. She’ll explain that Felix Felicis would explain one round of bad luck, but it wouldn’t account for the two additional rounds of odd incidents, since the potion’s effects don’t last forever.
Penny will suggest that a jinx makes more sense to her because someone could have cast it from the crowd. These lines will differ based on which year you attend.



Fortunately, the trace of magic will show up, clearing your doubts. This evidence could be the key to uncovering the truth behind the mishaps and identifying who might be responsible for the jinx or any other interference.

You’ll suggest studying the traces and searching the area to potentially find the culprit. This approach will help narrow down suspects and reveal if someone has been manipulating the competition.
To study the traces, 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.

Bonus progress actions are tied to the tracee and your character. Prioritize these actions to save some energy. Slide the screen left and right to check all available actions.

The magical traces are coming from where Ben was standing, which might indicate that he is the culprit you’re looking for. Penny will ask if you really believe that Ben is the one behind all the mishaps.
There are two different options to choose from. These options will influence some dialogue that will follow, but they won’t impact the story.

You’ll decide to find Ben immediately so that he can explain everything to you.


This will mark the end of Part 3 of The Sorcerer’s Olympiad Adventure. Hit the Collect button to claim your reward. You will receive 3 Gems.
Is Ben really behind all these mishaps? Why would he do it? Could it be a misunderstanding? Stay with us until the end to find out.
Thank you for reading.
