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Harry Potter and the Prisoner of Azkaban
Hollow Victory - Expecto Patronum!

Harry Potter and the Prisoner of Azkaban
Harry Potter POA

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Harry Potter and the Prisoner of Azkaban >
Hollow Victory - Expecto Patronum!

This guide has been broken into chapters. Please click the appropriate link to find your answers. Because this is the free version, you will be served a few ads in the process.


1. Harry Potter POA Introduction
2. The Dementor - The Marauder's Map
3. The First Day of Term
4. Neville and the Ghoul
5. Buckbeak - Black Deeds
6. Carpe Retractum
7. The Patronus
8. Hollow Victory - Expecto Patronum!
9. POA Cards, Secrets and Extras
10. LB's Harry Potter POA Review
11. LB's Harry Potter and the Prisoner of Azkaban Ad-Free and Printer-Friendly Walkthrough and Strategy Guide

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LB's Ad-free and Printer-Friendly
"Harry Potter and the Prisoner of Azkaban"
Walkthrough and Strategy Guide

(International and US)

Hollow Victory

Collect ingredients for the Girding Potions
Make your way to outside, to the Grounds. On the Grounds, run toward Hagrid's Hut and you'll see a beam of light indicating your next ingredient. Keep your distance and fight the Doxies with Flipendo. You might want to arm yourself with the Antidote to Uncommon Poisons for your friends. Once the Doxies are down, use Carpe Retractum on the Doxy Eggs hanging on the tree. Collect three.


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Next, as Harry, run to Buckbeak, who is in the pen behind Hagrid's Hut. Fly him alongside the right side of Hogwarts (along the water) and you'll see another beam of light coming from the Boathouse by the water. Land and get in a position where you can dismount. Opt to play Flying Seahorse Fishing. Playing is easy. Simply target a Flying Seahorse, and reel them in with Carpe Retractum. Bring in three and you have your allotment. Opt to leave Flying Seahorse Fishing and Ron and Hermione should be by your side. Move up the stairs, cross the walkway (collect the Folio Bruti from the chest), go through the archway to your left, then down the stairs to your right (collect the card from the chest). Run across the bridge, and continue straight. Notice a courtyard with a light beam emerging from it to your right. Enter the courtyard and you'll encounter some Dragonflies, your next ingredient.

The Dragonflies will approach the dragon statue in the courtyard. You need to cast Draconifors on the statue so it breathes fire on the Dragonflies when they approach. Do this three times and collect the Dragonfly bodies. Your ingredients quest is complete.

Go to Potions class to mix the Girding Potion
Simply make your way from the Grounds, into Hogwarts, and down to Potions Class. Here you will learn about the Girding Potion, and Potion the increases endurance.

Collect the Quidditch ball crate from the courtyard in front of the Clock Tower
In the cutscene that ensues, Ron overhears Malfoy speak of how he has fixed Harry's Quidditch match. Ron and Hermione to the rescue! Before you go, return to Potions and collect the two Girding Potions. Then, head back outside and over to Buckbeak, who is, again, behind Hagrid's Hut.

As Hermione, bow and crawl onto Buckbeak's back and quickly fly to the Clock Tower courtyard (near your Entrance Hall exit). Land, dismount, then run over to the puddle in the center of the courtyard. Use Glacius on it, then climb atop the block and the next platform. From here, cast Draconifors at the dragon statue to burn the rope holding the real Quidditch case and jump down to collect it. Hop back on Buckbeak and fly over to the Quidditch Stadium (it's opposite the lake and is designated by the many flags. Land at the entrance and your work is done. Go ahead and End your Day.

Expecto Patronum!

Visit Hagrid at his hut in the grounds
Do just this. Run through Hogwarts (you're going to have to go through the North Wing and deal with the trolls again), to the Grounds and over to Hagrid's. What you'll see will be upsetting, but it's OK, you know how it all ends. After the atrocity, Ron follows Scabbers and is pulled into a tree by a certain wolf. Get yourself ready, because you're nearing the end. All you're going to be doing here is moving forward through the tree, fighting the enemies you encounter along the way. You know how to defeat them all (strip shields away with Carpe Retractum, use Glacius on Fire Salamanders and their Fire Pits, don't forget Carpe Retractum on your bridges, use Reparo to build crates and scoot them over to high ledges, carry trunks to access switches...point being, just do what you've been doing, fight who you've been fighting, your goal is to move forward through the dungeon, surviving all enemies). Remember your Girding Potion.

Protect Sirius from the Dementors
After the cutscene you'll have Sirius in your arms. You need to pull him back, away from the Dementors. Stay on the path as best you can, as you travel faster while on it. If a Dementor catches you, simply wiggle lose. Keep pulling Sirius back until you get a quick cutscene. You now have to protect Sirius by using your Patronus. The Dementors are going to get close to him and they're going to try to suck his energy. Your job is to keep them away. Focus on the Dementors closest to Sirius. Don't worry about the huge pool of them in the center...only focus on those who are near Sirius. Constantly scan your right and left side. If you hit the closest Dementor to Sirius at any given point, you'll run out their energy meter long before they can run out Sirius' (if they had an energy meter...just hold them off for a bit and you'll get a cutscene).

Repel the Dementors

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When you get back to the game, all has been explained. You are attacking the Dementors again, from the other side, hence, helping yourself. You need to, first, clear a straight path toward the one Dementor who is now hovering over Sirius. However, any old Patronus won't do. You need the Expecto Patronus, which you get from holding down your Patronus spell until you form your specific Patronus animal. Harry's is a buck. What's more, to make your buck last longer and clear out the crowd most effectively, you need to hit your "Charge" button. It takes some time to clear a straight line through the Dementors and you'll see Sirius' meter run down. Don't worry. Once you get that line, you're golden. Once you have a fairly open path, run your Patronus through it, charge the one Dementor who may be in your way, let go of your "Charge" button, and make your way toward the Dementor harming Sirius. "Charge" him, and you'll do some serious damage. It takes three or four hits to take him out, but once you hit him hard one time, he slows down on his Sirius damage. So, again, be patient and clear a path for yourself.

Fly Buckbeak to the Dark Tower and rescue Sirius
After taking down the Dementors, you have one last task: Fly Buckbeak to the Dark Tower. Simply bow, climb on and fly to the tower. It's fairly central in the structure of Hogwarts, and, it has a lit up landing pad, so you'll have no trouble finding it. Once you've rescued Sirius (again) you'll be taken back to Hogwarts. Here you have an option. You can speak with Dumbledore and end the game, or you can run around collecting cards, uncovering secrets and earning points. The choice is yours. If you choose the latter, we have the list of Harry Potter POA Wizard Cards, Secrets and Extras, for you. Either way, nice work! Your Azkaban adventure has come to a close. You're a wizard, Harry.

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