Winning by a Hare

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Introduction

Hello everyone, welcome to our Walkthrough for Winning by a Hare Side Quest of Harry Potter Hogwarts Mystery. This quest will unlock after you reach Chapter 10 of Year 5 of the main story.

To complete this quest, you will need the Jackalope pet. To obtain it, you need 110 Brown Notebooks. Luckily, this side quest is not time-limited, so you can take as long as you need to gather the notebooks. 

Once you start this quest, Penny will ask you to meet her on the Quidditch Pitch, so go there when you are ready.

Summary

Quest Summary:

  • Task 1: Meet with Penny
    • Location: Quidditch Pitch
    • Requirements: 3 hours – 3/5 stars
  • Task 2: Research Jackalopes
    • Location: Library
    • Requirements: 1 hour – 5/5 stars
    • Choice: Tell Madam Pince the truth or lie to her
      • Tell Pince about the Jackalope (Your Knowledge level): +10 Knowledge
      • Lie about the Jackalope: +5 Courage
  • Task 3: Take the Jackalope to Kettleburn
    • Location: Care of Magical Creatures Classroom
    • Requirements: 8 hours – 5/5 stars
  • Task 4: Unlock Jackalope
    • Location: Store
    • Requirements: 110 Brown Notebooks
  • Task 5: Recruit Pets
    • Location: Clocktower Courtyard
    • Requirements: 3 hours – 3/5 stars
    • Choice: Tell Tupil why they should allow pets to enter the race
      • To help some friends in need: +5 Empathy
      • To help the Jackalope: +5 Empathy
      • To see who wins: +5 Courage
  • Task 6: Start the Race!
    • Location: Quidditch Pitch
    • Requirements: 8 hours – 5/5 stars
    • Choice: Tell Penny who you think is going to win the race
      • The Jackalope: +5 Knowledge
      • Dennis the toad (Tulip level 1): +10 Empathy
      • Knarl the Knarl (Your Courage level): +10 Knowledge
  • Quest Rewards: 50 Hippogriff Experience Points and 500 Experience Points
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Walkthrough

Upon arriving, you’ll notice the speech bubbles above some of the characters. Tap on those if you are curious to see what they have to say.

You will notice a lot of holes in the Quidditch Pitch. You’ll greet Penny and ask if everything is all right. She will seem sad about what happened. According to Murphy, there are 43 holes in total.

You’ll wonder if any of them knows what happened. Murphy will be fairly sure a Jackalope was responsible for that.

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You’ll notice a wild Jackalope standing near one of the holes.

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If you completed the Jackalope lesson during Chapter 25 of Year 6, you’ll get an additional line of dialogue. Also, if you have a pet Jackalope, your character will mention it here. You’ll notice that the Jackalope has very short antlers.

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According to Penny, the creature has been digging the whole day. Murphy will find it quite unusual for Jackalopes to be digging up holes. Needless to say, something needs to be done about it.

Also, if this is your first time meeting Murphy, he’ll introduce himself.

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Penny will tell you that she and Murphy weren’t able to stop the Jackalope. She’ll ask you to help them. As always, you’ll be happy to help. But first, you will ask them to tell you about what they already tried doing.

Learning what happened is your next task. You need to earn five stars within three hours to complete it. Three stars are required to pass.

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There is a bonus progress action tied to the Jackalope. Prioritizing it should save you a bit of energy.

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As it seems, Penny and Murphy already tried everything they could think of to stop the Jackalope. Unfortunately, they didn’t have any success.

You’ll ask them to work on repairing the pitch. In the meantime, you will be keeping the creature entertained. Murphy will like your idea.

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Penny will advise you to do a bit of research to figure out why the Jackalope is so riled up. You’ll decide to head to the library and learn more about the creature. When you arrive, you can interact with some of the characters.

Liz will notice that you are reading books about magical creatures, and she will offer to help you. If this is your first time meeting Liz, she’ll properly introduce herself.

You’ll inform her about what happened and say that you are trying to learn about Jackalopes. She will be surprised to hear that you brought the Jackalope with you.

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Suddenly, the Jackalope in your satchel will start moving around. Liz will hope that Madam Pince won’t notice it.

Moments later, the librarian will approach you. Apparently, she heard Liz and is curious to know what she was talking about. There are two options to choose from. If you don’t want to get Madam Pince upset, it is recommended to tell her the truth.

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Shortly after, you will start the research. You need to earn five stars within an hour to complete this task. All five stars are required to pass, so avoid starting if your energy is low.

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There is a bonus progress action linked to the book in front of your character. Focus on that action whenever it is available if you want to save some energy.

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You’ll learn many fascinating things about Jackalopes. Apparently, the Jackalope you brought is an adolescent one. You will wonder if it has anything to do with its strange behavior.

Liz will wonder how you figured that out. You’ll tell her that adolescent Jackalopes have shorter horns than adults.

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Suddenly, you’ll realize that the creature is no longer inside your satchel. Moments later, Madam Pince will approach, carrying the Jackalope.

Needless to say, she won’t be too happy. Your previous choice will take effect here.

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You’ll apologize to her and explain why you brought the Jackalope to the library. Unfortunately, she will ask you to leave the place. Liz will advise you to take the creature to Professor Kettleburn. Hopefully, he might be able to help you.

Go to the Care of Magical Creatures when you are ready. Once you arrive, you’ll find Barnaby and his pet Knarl. He’ll tell you he also wants to talk to Professor Kettleburn. Apparently, his Knarl didn’t want to eat anything Barnaby gave him.

If you completed An Enchanted Kiss adventure, you’ll get an additional line of dialogue here.

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You’ll then tell Barnaby about what happened with the Quidditch Pitch. You will notice that the Jackalope is running around Knarl.

Moments later, Professor Kettleburn will arrive. He’ll be fascinated by the creature you brought. If you completed the Jackalope lesson during Chapter 25 of Year 6, you’ll get an additional line of dialogue here.

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You will tell the Professor you figured out that the Jackalope is an adolescent. You’ll ask if that maybe has something to do with its strange behavior.

According to Professor Kettleburn, your assumption is correct. He will say that young Jackalopes need to get a lot of exercises.

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As it seems, you will need to figure out how to exhaust the Jackalope. That should stop it from causing more trouble.

You need to earn five stars within eight hours to complete this task. All five stars are required to pass.

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There are actions with bonus progress tied to the Jackalope and Professor Kettleburn. Prioritize those actions to save energy.

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After brainstorming for a while, you will decide to stage a race to give the creature some exercise. Professor Kettleburn will like your idea. However, in order to have a race, you will need some competitors.

Barnaby will happily offer to sign up his Knarl for the race. Hopefully, you can recruit some of your other friends’ pets to compete in the race, too.

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If you have a Jackalope pet, you’ll decide to have it compete in the race. Otherwise, Professor Kettleburn will advise you to find another Jackalope.

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Your next task is to unlock Jackalope. To do that, you will need 110 Brown Notebooks. Luckily, this side quest is not time-limited, so you can take as long as you need to collect the necessary notebooks.

If you already have a Jackalope, this task will automatically be completed.

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When you are done, proceed to the courtyard to meet with your friends. Upon arriving, you’ll notice the speech bubbles above some of your friends.

Apparently, Professor Kettleburn was correct when he said that Jackalopes are very social creatures. Your Jackalope and the one you found on the Quidditch Pitch will get along quite well.

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Tulip will be curious to know why you wanted to meet in the courtyard. You’ll say that all of them are pet owners.

You will then tell them about the race you are organizing and ask them to sign their pets to compete.

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Tulip won’t be convinced, so you’ll have to give her a reason to allow her pet to enter the race. There are three options to choose from.

This choice won’t significantly change the story, so you can feel free to pick the option you prefer.

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In the end, your friends will agree to sign up their pets for the race. However, you will need to come up with a prize for the winner.

You need to earn five stars within three hours to complete this task. Three stars are required to pass.

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Make sure to slide the screen left and right to see all the available actions. There are bonus progress actions tied to Liz, your Jackalope, and your character. Focus on those actions to save energy.

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In the end, you will decide that the winner of the race should earn the title of Fastest Pet of the Day.

Your friends will be quite happy with that and will decide to train their pets for the race.

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However, you will still need to figure out a suitable location for the race. Moments later, Penny will arrive and say that she might be able to help you.

You’ll learn that she and Murphy finished restoring the Quidditch Pitch. Without a doubt, it would be the perfect place to hold a race. You’ll absolutely love her idea.

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You will ask your friends to gather their pets and bring them to the Quidditch Pitch. Go there when you are ready to continue.

Once you arrive, you’ll be able to interact with some of your friends and see what have to say. Soon enough, the race will start and the Jackalope will get the exercise it needs.

All of the contestants will get to the starting position. Your friends will eagerly await the start of the race.

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Moments later, Murphy will start the announcement. According to him, it is highly likely that the Jackalope will win the race. However, there is also a chance Dennis will hop his way to victory.

Also, the absolute underdog without a doubt is Barnaby’s pet, Knarl. Once again, your friend will make you chuckle with his comment.

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Penny will be curious to hear your opinion. There are three options to choose from.

This choice will affect some of the dialogue lines later on, but it won’t significantly impact the story, so feel free to pick the option you prefer.

If you like Tulip, it is recommended to pick the second option. If you like Barnaby, you should go with the third option.

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Moments later, the race will start. Watching it is your next task. You need to earn five stars within eight hours to complete it. All five stars are required to pass.

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This task is divided into three sections. Each time you fill a third of the total star meter, you will advance to the next section.

During the first section, there are bonus progress actions tied to your character.

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In the second section, you can find bonus progress actions linked to Tulip and Murphy.

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During the third section, there are actions with bonus progress tied to Barnaby and the Jackalope.

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In the end, both Jackalopes will tire themselves out and fall asleep. Dennis and Sir Ribbithee will turn around and hop back to Scabbers at the start line.

The one who will end up winning the race will be Barnaby’s pet, Knarl.

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Your previous choice will take effect here.

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Barnaby will be very happy that his pet won the race. As for you, you’ll be glad that the plan to tire out the wild Jackalope worked.

On top of that, you got to befriend two Jackalopes in the process. Barnaby will find the creatures completely adorable.

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This will conclude Winning by a Hare side quest. Hit the Collect button to claim your rewards. You will receive 50 Hippogriff Experience Points and 500 Experience Points.

That was quite an interesting race. Not only did you get to spend some nice time with your friends, but you also helped solve the problem and befriended two magical creatures.

Thank you for reading and see you soon in the Wizarding World.