You're standing in front of Falbarton Castle. It's dark, raining maybe, and Natty Onai is whispering at you to hurry up. You look at that massive portcullis and realize your usual Alohomora spamming isn't going to do a lick of good here. Honestly, the first time I hit this quest, "The Highwing," I spent five minutes jumping against the walls like a frantic house-elf before I realized the solution was literally staring me in the face. Learning how to open the main gate Hogwarts legacy players often get stuck on isn't just about throwing spells at the door; it's about understanding the specific mechanical "puzzle" logic the devs at Avalanche Software baked into these fortress encounters.
The game doesn't explicitly hold your hand during this climb. You’re there to rescue Highwing the Hippogriff, but that gate is a hard stop. It's a classic environmental puzzle that requires a specific sequence of Force and Control spells. If you don't have Depulso or Accio mapped to your quick-cast slots, you're going to have a bad time.
Why You Can't Just Walk In
Falbarton Castle is situated in the Hogsmeade Valley, and the gate mechanism is tucked away in a side room that's deceptively easy to miss. Most people try to blast the gate itself. Don't do that. It’s indestructible. The gate is operated by a winch system, and that winch is behind a stone wall to the left of the main entrance.
First, you have to get above the gate. You’ll notice a climbable ledge to the right of the main entrance. You need to hop up there. There’s a crate tucked into a small alcove—this is your first hurdle. Use Accio to pull it out and then Levioso to float it. This creates a makeshift platform. It feels a bit clunky, but it works. Once you're up on the battlements, you have to loop back toward the gatehouse.
The Depulso Spin Strategy
Once you find the room overlooking the gate, you'll see a giant mechanical lever. This is the heart of the "how to open the main gate Hogwarts legacy" mystery. You need to hit this lever with Depulso repeatedly. I mean rapidly. If you hit it once and wait, the gate starts to rise and then slams shut immediately.
It’s a timing thing.
Hit it three or four times in quick succession. You’ll see the gate rise all the way to the top. But here’s the kicker: it won't stay there on its own. While the gate is at its peak, you have to cast Accio on the handle that’s exposed inside the mechanism. This "locks" the gate in place. If you miss that window, the gate drops, and you have to do the Depulso dance all over again. It's annoying, but it’s the only way to let Natty into the courtyard so you can proceed with the mission.
Common Mistakes at Falbarton Castle
A lot of players think they’ve encountered a bug. They hit the lever, the gate moves an inch, and nothing happens. Usually, this is because they aren't hitting the lever hard enough or fast enough. The game tracks the "momentum" of the spin.
Another issue? The crate. Sometimes the physics engine in Hogwarts Legacy acts up, and the crate gets wedged into the floor. If that happens, just fast travel away and come back to reset the instance. It's a pain, but it beats being stuck. Also, make sure you've cleared out the nearby Ambushers. Trying to solve a physics puzzle while Poacher Rangers are peppering you with arrows is a recipe for a frustrated controller toss.
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Essential Spells for the Gatehouse
You need these four slotted. No exceptions.
- Depulso: To spin the winch.
- Accio: To pull the locking mechanism and move crates.
- Levioso: To lift the crate for your initial climb.
- Revelio: Because, let's be real, you should be spamming this every three seconds anyway to find the hidden chests in the gatehouse walls.
There is a hidden chest right behind the gate mechanism room. Most people miss it because they're so focused on Natty yelling at them. Once the gate is locked open, take ten seconds to check the side corners. The loot is randomized, but at this stage in the game, you're likely to pull a decent piece of gear or a Galleon stash.
The Narrative Stakes of the Main Gate
Why are we even doing this? The "Highwing" quest is a pivot point for the game’s pacing. Up until now, you've mostly been a student. Now, you’re an infiltrator. Opening that gate represents your first real "break-in" to a fortified enemy position. It sets the stage for the later, much more difficult trials in the southern regions of the map.
Natty’s involvement here is also key. She’s the one who spots the Poachers’ activities, and your ability to open the gate is what solidifies your partnership. If you fail to get that gate up, the quest simply doesn't move. You’re stuck in a loop of "I must find a way to open that gate" dialogue until you get the spell timing right.
Advanced Tips for Speedrunning the Climb
If you’re on a second playthrough and just want to get to the flight sequence, you can skip some of the platforming nuances. As soon as you hit the crate with Levioso, don't wait for it to settle. Jump early. The game's mantle mechanic is surprisingly forgiving if you're mid-air.
Once you are inside the mechanism room, don't even look at the gate. Keep your camera locked on the winch. Spin, spin, spin, then flick your aim slightly to the right for the Accio pull. If you do it in one fluid motion, the gate stays open in under five seconds.
Beyond the Gate: What Comes Next
Opening the gate is only half the battle. Once Natty is inside, you still have to climb the rest of the tower to reach the roof where the Hippogriffs are being held. This involves more crate-stacking and a few more Depulso puzzles on smaller doors.
The beauty of this quest is that it teaches you the language of the game's later dungeons. The winch-and-lock mechanic shows up again in several Vaults and during the final acts of the main story. Mastering it here at Falbarton is your "tutorial" for the high-level puzzles waiting for you in the Poidsear Coast.
What If the Gate Still Won't Budge?
Check your spell upgrades. While base-level Depulso works fine, having the talent point that adds an explosion to the spell doesn't hurt. However, it's really all about the repetition.
- Stand directly in front of the round, multi-pronged lever.
- Cast Depulso.
- Cast Depulso again immediately.
- Watch the gate's gold bar move up.
- Look for the small hook/handle that appears in the slot.
- Cast Accio on that hook.
If you see the hook but can't hit it in time, try standing closer to the window overlooking the gate rather than the lever itself. Your character needs a clear line of sight to the locking mechanism to trigger the Accio prompt correctly.
Actionable Steps for Success
To wrap this up and get you back into the wizarding world, here is exactly what you need to do to ensure that gate stays open on your first try.
First, ensure your Spell Sets are optimized. Put Accio and Depulso on the same diamond. It sounds simple, but fumbling through your spell menus while the gate timer is ticking down is the number one reason players fail this section.
Second, pay attention to the Visual Cues. The winch will glow slightly when it's ready to be hit again. Don't just spam buttons; time your casts with the rotation of the wheel.
Finally, once the gate is locked, don't just run away. There are collectibles in the room above the gate and a path leading to the higher battlements that contains a legendary chest. If you leave too quickly, you'll have to fly back later, and getting back into the castle without the quest triggers active can be a buggy nightmare.
Get that gate up, get Natty inside, and get ready for one of the best cinematic sequences in the game. Flying Highwing over the Hogwarts Express for the first time makes all that frustrating winch-spinning entirely worth it.