Hogwarts Legacy: Complete Walkthrough & Boss Guide

By ParryStack Editorial·Updated May 2026·🗺️ 8 steps · ⚔️ 5 bosses

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📋 In This Guide
  1. Main Story Walkthrough (8 steps)
  2. Boss Guides (5)

🗺️ Main Story Walkthrough

Tick off each step as you go — your progress saves locally, no account needed.

Step 1 of 8
Welcome to Hogwarts: Arrival and the Sorting Ceremony

Hogwarts Legacy begins with the player character—a fifth-year transfer student—arriving at Hogwarts via flying carriage after surviving a dragon attack and a mysterious encounter with an ancient magic repository. The Sorting Ceremony places you into your chosen house (Gryffindor, Hufflepuff, Ravenclaw, or Slytherin), which determines your common room location and a small number of exclusive side quests but does not affect the main story. Complete Professor Weasley's initial assignment and the welcome feast sequence to unlock free exploration. Pick up every Field Guide page you pass—these unlock gear appearance slots at a rate of one slot per five pages and are easy to miss in the castle's first area.

Step 2 of 8
The Map Chamber: Meeting the Keepers

Professor Fig leads the player to a hidden Map Chamber beneath Hogwarts where four ancient Keepers—portraits of Hogwarts professors from the 1700s—reveal that the player can perceive and control ancient magic, a rare ability tied to a powerful and dangerous relic. Each Keeper guards a trial that must be completed to earn the right to access the relic. The Map Chamber becomes the main quest hub for the entire game; speak to every Keeper portrait after each major milestone to receive new main quest markers. The chamber also contains the Ancient Magic Throw and Wingardium Leviosa tutorials—complete them before leaving for maximum early-game convenience.

Step 3 of 8
Hogwarts Trials: Percival Rackham's Trial

The first Keeper Trial is assigned by Percival Rackham and leads to a Pensieve-constructed trial location accessible via a floo flame in the restricted section basement. The trial tests combat proficiency with Accio, Levioso, and Depulso using combat puzzles where enemies are tethered to Ballista platforms requiring specific spell solutions to defeat. This is the earliest point where the Unforgivable Curses can be learned from Sebastian Sallow in parallel—accepting his quest "In the Shadow of the Undercroft" unlocks Crucio and Imperio as optional dark magic spells. Completing the trial rewards an Explore the Castle assignment that permanently increases Field Guide page tracking range.

Step 4 of 8
The Three Unforgivable Curses and Sebastian's Questline

Sebastian Sallow's companion questline runs in parallel with the main story and is the exclusive source for learning all three Unforgivable Curses: Crucio (from Sebastian), Imperio (from Sebastian), and Avada Kedavra (from Sebastian near the questline's end). None are required to complete the main story, but Avada Kedavra is the highest-damage single-target spell in the game. To learn all three, choose the dialogue options that allow Sebastian to teach them when prompted—refusing any offer makes that spell permanently unavailable for that playthrough. The questline culminates in the Scriptorium beneath Hogwarts, where Sebastian's true desperation is revealed.

Step 5 of 8
The Ranrok Goblin Conflict and Hogsmeade Valley

The primary external conflict involves Ranrok, a goblin revolutionary, allied with Victor Rookwood's dark wizard gang, both seeking the ancient magic repository. The story sends you to investigate Goblin camps in Hogsmeade Valley and the surrounding Highlands. Unlock your broomstick from the Broom Shop in Hogsmeade as early as possible—it dramatically speeds up world traversal and is required for several side quest areas. Complete the "Flying Off the Shelves" assignment from Professor Kogawa to unlock improved broom upgrades. The Rookwood Camp story missions take place in the caves east of Hogsmeade; equip Diffindo or Bombarda for the breakable wall obstacles throughout.

Step 6 of 8
The Hogwarts Valley Trials: Charles Rookwood's and Niamh Fitzgerald's Trials

The second and third Keeper Trials are geographically spread across the wider Scottish Highlands. Charles Rookwood's Trial tests environmental traversal combined with combat—Ancient Magic Throw is heavily featured. Niamh Fitzgerald's Trial is unique in that it is played as a different character entirely and involves a Pensieve sequence with platforming and puzzle segments rather than combat. Both trials reward significant spell upgrades and unlock the full Talent tree for one new spell chain each. Complete the assigned professor assignments between each trial to ensure spell upgrades are at maximum for each Keeper encounter.

Step 7 of 8
The Final Repository: San Bakar's Trial and the Approach

The fourth and final Keeper Trial belongs to San Bakar and is the longest trial in the game, combining all previously tested mechanics: combat puzzles, Ancient Magic sequences, platforming, and final-form Pensieve exploration. After the trial, Professor Fig and the player race to reach the repository beneath Hogwarts before Ranrok. Stockpile Wiggenweld Potions and upgrade your gear to maximum Legendary tier using Merlin Trial completion rewards before this sequence. The path to the repository involves several elite Goblin groups and the first encounter with Ranrok's loyalist dragon minions, which require heavy-damage explosive spells like Bombarda to stagger.

Step 8 of 8
The Final Battle: The Repository's Secret and Ranrok's Transformation

The climax involves protecting the ancient magic repository from Ranrok while confronting Victor Rookwood as a separate secondary threat. Defeating Rookwood leads directly into the Ranrok Dragon final boss without a rest point. After the battle, a choice about what to do with the repository's power determines which of three endings the player receives—none affect gameplay post-credits but each has a distinct narrative outcome. Post-game unlocks the ability to continue exploration freely; all side quests, collection tasks, and House exclusive quests remain completable. The Talent tree cap of 36 points means not all Talent upgrades can be purchased in a single playthrough.

⚔️ Boss Guides

⚔️

Mountain Troll (First Trial)

Weakness
Accio to pull the troll's club; Depulso at close range for stumble; Levioso to suspend the troll briefly
Recommended Gear
Any gear set with Focus enchant for spell cooldown; equip Edurus Potion for physical defense; have Wiggenweld Potions ready

Attack Patterns

The Mountain Troll is the first major boss type and appears in multiple variants throughout the game. Its primary attacks are a Club Slam dealing heavy AoE damage in a radius of five meters, a Charge attack covering the full arena length, and a Ball Throw where it picks up a boulder or barrel and hurls it with homing trajectory. At 50% HP it enters a rage state where the Club Slam becomes a three-hit chain and the Charge gains a spin component.

Strategy

The defining mechanic is using Accio on the troll's own club as it raises it overhead—this yanks the club away, leaving the troll momentarily stunned with both hands empty. Immediately follow with a Depulso for additional stumble damage and then close to melee range for Ancient Magic combo damage. Levioso floats the troll briefly and opens its underbelly to full damage from all spells. Dodge the Boulder Throw by watching the shadow indicator on the ground rather than the projectile itself. Edurus Potion halves Club Slam damage during rage state. Ancient Magic Throw (using objects in the environment) deals the highest single-hit damage in most Troll encounters and should be saved for rage state to quickly reduce HP below the 25% finish threshold.

⚔️

Pensieve Guardian

Weakness
Match the color of Revelio-highlighted orbs and use that spell color to break its shield
Recommended Gear
Full spell set unlocked including Accio, Depulso, Levioso, Diffindo; Ancient Magic Meter filled before entering the trial

Attack Patterns

The Pensieve Guardian is the boss of each Keeper Trial and is a magical construct of liquid memory. Its core mechanic is a rotating colored shield—each color corresponds to a specific spell type (purple for Force, yellow for Conjuration, red for Transfiguration). Attacking with the wrong spell type does zero damage. It also fires Pensieve projectile volleys in three-way spreads, uses an Immobulus-like Petrify beam that roots the player for three seconds, and performs a Sweep Attack with its arm covering a semicircle of the arena.

Strategy

Use Revelio at the start of each new phase to identify the current shield color immediately. Build a habit of casting the color-matched spell first in every engagement window, then follow with a full combo once the shield drops. The Ancient Magic Meter, if full on entry, eliminates the shield entirely for one burst window regardless of color—save it for the third phase when the Guardian alternates colors rapidly. The Petrify beam can be dodged by rolling the instant the Guardian extends its arm; if caught, spam the dodge input to break free two seconds early. Sweep Attack has a visible wind-up where the arm draws back; jump with the dodge roll to clear the horizontal tracking range. Each Guardian fight in subsequent trials adds an additional phase but uses the same core color-matching mechanic.

⚔️

Ranrok (Final Boss)

Weakness
Ancient Magic Throws targeting the glowing purple Goblin Magic orbs orbiting his dragon form
Recommended Gear
Maximum-level Legendary gear; Maxima Potion for 50% spell damage boost; at least six Wiggenweld Potions; Ancient Magic Meter full on entry

Attack Patterns

Ranrok absorbs the ancient magic repository and transforms into a massive purple energy dragon. He attacks with Goblin Magic Beams—sustained purple energy rays sweeping horizontally—a ground-pound slam that sends shockwave rings across the arena, and a Meteor Shower attack where dozens of small energy projectiles rain from above. His defensive mechanic is the Orb Shield: four to six glowing purple orbs orbit his body and make him fully immune to all spell damage until they are all destroyed.

Strategy

The fight is structured around the Ancient Magic Throw targeting system. Lock onto each orbiting orb with the targeting button and use Ancient Magic Throw to destroy them in sequence—two or three hits per orb depending on gear level. Once all orbs are destroyed, Ranrok staggers and his full body becomes vulnerable for approximately eight seconds; dump every high-damage spell including Avada Kedavra or Unforgivable Curse chains in this window. Maxima Potion should be consumed immediately before the first stagger phase for maximum burst. His Goblin Magic Beam has a fixed tracking speed; strafe circularly rather than straight-line running to stay out of the beam. Meteor Shower is announced by a screeching audio cue—find the gap in the rain pattern using the ground shadow indicators and stand in the gap until it ends. Replenish Wiggenweld Potions between orb phases—there are four or five orb cycles total before his HP is depleted.

⚔️

Victor Rookwood

Weakness
Protego timing on his Unforgivable Curse casts; Accio to interrupt his projectile volleys
Recommended Gear
Disillusionment and Protego upgrades in Talent tree; equip Concentration Potion for spell cast speed; have Wiggenweld Potions stocked

Attack Patterns

Victor Rookwood is a senior dark wizard and uses a competent full spell kit. He casts Avada Kedavra at the player if given more than two seconds without pressure—this is a one-hit kill regardless of HP. He also casts Crucio (inflicting Curse status that damages over time) and Imperio (briefly reversing controls). His defensive technique is a rapid Protego Shield that blocks all spells with a yellow flash; he must be attacked immediately after the shield breaks during his cast animation. He also uses Bombarda to destroy any cover objects the player hides behind.

Strategy

Constant aggression is mandatory—back off and Rookwood kills the player with Avada Kedavra within two seconds. The opening approach is to dash in with a Levioso then immediately chain Accio to interrupt his Protego before it activates. When Rookwood casts a yellow-glow spell, the Protego counter-spell creates a window to hit him directly; time the Protego ring perfectly for a yellow shield ricochet that deals bonus reflected damage. Crucio Curse status is removed by hitting Rookwood with any spell within five seconds of affliction; this creates a natural incentive for continuous offense. The Talent tree upgrade "Protego Absorption" adds an Ancient Magic boost every time you perform a perfect Protego block, making this fight excellent for charging the Ancient Magic meter quickly for the Ranrok battle immediately following.

⚔️

Dark Arts Battle Arena Boss (Graphorn)

Weakness
Depulso at close range to the chest plate; Accio on the horns for a stumble
Recommended Gear
High Defense gear; Edurus Potion for physical resistance; Thunderbrew Potion to add passive lightning damage; Glacius to slow its charge speed

Attack Patterns

The Graphorn is a heavily armored magical beast found in the Clagmar Coast region and as a main quest encounter. Its chest and face are covered in interlocking bone-plate armor that makes most spells glance off for reduced damage. It attacks with a Gore Charge covering the arena at high speed, a Trample that hits multiple times across a linear path, and a Horn Slam where it drives both horns into the ground sending a fissure line toward the player.

Strategy

The chest armor plate is the weak point—Depulso at close range pushes the plate upward briefly, exposing the soft tissue underneath for two to three normal-damage spells. Accio targeting the horns during the Gore Charge catches the Graphorn mid-run and spins it onto its side, providing a full eight-second grounded damage window. Glacius slows the Graphorn's Charge speed to approximately 30% of normal, making it easily avoidable and giving time to reposition. Note: the main quest version of the Graphorn can be tamed rather than killed by approaching with minimal damage—the tamed Graphorn becomes a mountable creature for the rest of the game. If you want the mount, use only two or three damage spells total and then attempt the tame interaction when the option appears.

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