Charles Rockwood Trial 2: What Most Players Get Wrong in the Portal Rooms

Charles Rockwood Trial 2: What Most Players Get Wrong in the Portal Rooms

So, you’ve finally reached the second big hurdle in the Highlands. Honestly, Charles Rockwood’s Trial 2 (properly spelled Charles Rookwood's Trial in the game files) is where Hogwarts Legacy stops holding your hand and starts playing with your head. It’s not just about zapping goblins anymore. It’s about those weird, dimension-shifting archways that make you feel like you’re playing Portal instead of a wizarding RPG.

Most people get stuck because they try to treat the puzzles like a straight line. They’re not. They're loops. If you’re staring at a floating block and wondering why it won't move the way you want, you’re likely on the wrong side of the color spectrum.

The Archway Gimmick: Red vs. Blue

Basically, the entire trial revolves around a single mechanic: the magical portal archway. When you walk through one side (the blue side), the room looks one way. Walk through the other (the red side), and things shift. Objects that were solid pillars suddenly become movable crates. Bridges that didn't exist appear out of thin air.

The first big mistake? Not looking through the portal before walking through it. You can actually see the "other version" of the room through the glass-like surface.

Solving the First Major Puzzle

In the first room, you’ll see a large block. If you’re standing on the "blue" side, it’s a heavy pillar you can’t move. Go through the portal, and it turns into a crate. Use Accio or Wingardium Leviosa to drag that crate through the archway.

🔗 Read more: Jigsaw Would Like Play Game: Why We’re Still Obsessed With Digital Puzzles

Here’s the trick: move the crate so it’s near the ledge you need to reach, then walk back through the portal to turn it back into a solid pillar. You’ve now created a permanent step-stool. It sounds simple, but in the heat of the moment, it's easy to forget that the object's physical form is tied to which side of the gate you’re standing on.

Combat in Two Dimensions

The combat in Charles Rockwood’s Trial 2 is where things get kinda annoying. You’ll enter a room and see the outline of a Pensieve Sentinel, but you can't hit it. It’ll still hit you, though.

  • The "Invisible" Enemy: If you're being attacked by someone you can't target, it's because they are in the "other" dimension.
  • The Fix: You have to run through the portal in the middle of the room to "phase" into their world.
  • The Pro Move: You can actually lure them toward the portal and blast them from the other side if you're quick enough, but usually, it's safer to just step through and face them head-on.

Honestly, the Pensieve Protectors are mostly just there to burn your health potions before the big boss. Don't be afraid to spam Expelliarmus. Disarming these guys is their biggest weakness. When they lose their weapon, they just stand there looking silly for a few seconds, giving you a chance to build up your Ancient Magic meter.

Beating the Pensieve Guardian

At the end of the trial, you’re facing a massive Pensieve Guardian. This isn't a "spam basic cast" kind of fight. You've got to watch the colors of the orbs he charges up in his hands.

💡 You might also like: Siegfried Persona 3 Reload: Why This Strength Persona Still Trivializes the Game

If he’s charging a Yellow Orb, hit him with a Yellow spell like Levioso or Glacius. If it’s a Purple Orb, use Accio or Depulso. Doing this correctly doesn't just stop his attack—it causes the orb to explode in his face, dealing massive damage and knocking him into a vulnerable state.

Once he’s down on one knee, that’s your window. Hit him with everything. This is when you drop your Ancient Magic (the L1+R1 or LB+RB move). If you’ve been saving your meter, you can usually chunk off a third of his health in a single go.

The Loot You’re Probably Missing

Most players rush through because they want to see the next memory in the Pensieve. But there are actually a few "missable" chests hidden in the puzzle rooms.

One specifically requires you to use Accio on a block while you're standing on a moving platform. You have to position the block, jump through the portal to turn it into a chest, and then grab it before the platform resets. It’s a bit of a platforming headache, but if you’re a completionist, you’ll want those gear upgrades.

📖 Related: The Hunt: Mega Edition - Why This Roblox Event Changed Everything

What Happens Next?

Completing this trial triggers one of the most important story beats in the game. You'll witness a memory of Isadora Morganach using Ancient Magic in a way the Keepers—including Charles Rookwood himself—deeply disapproved of.

This is the turning point where the story shifts from "exploring the past" to "deciding the future." You'll gain access to the Breeding Pens for your Room of Requirement shortly after, which is basically the best part of the mid-game.


Actionable Next Steps

  • Check your Spells: Ensure you have at least one spell of each color (Red, Yellow, Purple) equipped before entering the boss arena.
  • Stock up on Wiggenweld: If you're playing on Hard, you'll want at least 15 potions. The Guardian’s foot stomp has a deceptively large area of effect.
  • Mind the Archway: If a puzzle seems impossible, walk through the portal and look at the room again. The solution is usually just a perspective shift away.

Everything in this trial is a test of your ability to manipulate the environment. Once you stop fighting the portal mechanic and start using it, the whole thing becomes a lot less frustrating.