In this stage, the player competes for the Hogwarts Inter-House Quidditch Cup for one of the Hogwarts House teams – Gryffindor, Ravenclaw, Hufflepuff, or Slytherin. Each House team is represented by its Seeker, and each Seeker is a specific character from the books (Harry Potter for Gryffindor, Draco Malfoy for Slytherin, Cedric Diggory for Hufflepuff, and Cho Chang for Ravenclaw). When the player chooses a team, the Seeker of the chosen House flies off on a broomstick. If this is the player's first time playing a team, the character will give a short statement praising the player's selection, and then the House challenges appear. These challenges focus on specific areas of a full Quidditch game and are used to learn the game for new players or polish skills as a returning player.
There are six House challenges: Passing, Tackle and Shoot, Seeker, Beaters and Bludgers, Special Moves, and Combos. Each is led by a relevant player – for example, Harry leads the Gryffindor Seeker challenge, while Angelina Johnson leads the Gryffindor Passing challenge, and Oliver Wood leads the Gryffindor Combo challenge. Only the first three challenges - Passing, Tackle and Shoot, and Seeker - are initially available to the player, with Beaters and Bludgers and Special Moves unlocked after the first Quidditch match and Combos unlocked after the second match. Completing the first set of challenges unlocks the ability to play a full Quidditch match. Winning the first game chosen unlocks the next set of challenges, which must then be completed to unlock the next match. Winning the second game unlocks the final challenge. Completing that challenge unlocks the Hogwarts Quidditch Cup final match.
During a Quidditch match, the player controls the Chasers, who try to score goals with the Quaffle to earn 10 points per goal. The Chasers' abilities depend on which challenges have been completed (e.g., special moves and combo moves are unavailable in the first game). New abilities can also be unlocked by collecting certain Quidditch cards. These cards are earned by completing certain tasks, such as winning without conceding a goal or performing a certain number of steals in a game. Along the top of the screen, each team's score display also features a thin bar with one-half of the Golden Snitch. Actions performed in the game by the Chasers such as any successful pass increase the bar slightly, and performing a successful string of combo passes and shots can increase the bar by an amount proportional to the length of the combo string, up to seven actions. The player can continue to chain actions to the combo, but the counter will not go past 7. The bar will increase until both halves join.
The Chasers can also perform moves to drain the opposing team's bar such as successfully hitting the opposing Chasers with a Bludger, performing a successful Special Move tackle, or performing a Team Special Move. Every team in the game has a unique Team Special Move that triggers a short cinematic of spectacular teamwork between the team Chasers (and sometimes Beaters) and has a possibility of scoring multiple goals. For example, the Ravenclaw Team Special Move, the Burdish of Raven, scores three times for 30 points total – something no other Team Special Move, even those of the national teams, does. Although the original Quidditch rule disallows having more than 2 Chasers in the scoring area at the same time (known as Stooging, as stated in Quidditch Through the Ages), doing such behaviour in this game will not result in a penalty.
Once both halves of the Snitch join, the game moves into the Snitch Chase, regardless of score (it is possible, though unlikely, to engage in the Snitch Chase with the score at 0-0). During the Snitch Chase, the player now controls the Seeker and follows the Snitch, in a race against the opposing Seeker to catch it. The player can use a speed boost, which drains a boost bar directly proportional to the size of the Snitch bar accumulated during the Chaser portion of the game. Staying in the Snitch's slipstream helps refill the player's boost bar and will cause the bar to extend its size if the bar is full. Using the boost, the player will be able to grab the Snitch once it is close enough. Successfully catching the Snitch grants the player's team 150 points and the match ends. This typically wins the match but is not always the case, though catching the Snitch is also useful for catching up with the opposing team in points. The Cup is based on points, not wins, so high-scoring teams have a better chance at winning, and the team with the highest point total after all three games have been played wins the Cup. Winning the Cup with any team unlocks the Quidditch World Cup.
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SKU: 014633146578
$10.99Price
Out of Stock
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