Lego Harry Potter Year 3 Walkthrough: Why Prisoner of Azkaban is the Tricky One

Lego Harry Potter Year 3 Walkthrough: Why Prisoner of Azkaban is the Tricky One

Year three is where things get weird. Honestly, if you’re playing through the LEGO Harry Potter Collection, the jump from Year 2 to Year 3 feels like a sudden spike in mechanics. Suddenly, you aren’t just waving a wand at glowing bricks; you’re managing Animagus transformations, dealing with the Marauder's Map, and trying not to get decimated by Dementors that actually feel somewhat threatening for a game made of plastic.

The Lego Harry Potter Year 3 walkthrough usually starts with a bit of a slap in the face. You’re on the train. It’s dark. Everything is freezing over. Most players get stuck right here because the game doesn’t explicitly tell you that Professor Lupin is your best friend for the next few hours. He’s the only one who can handle the Expecto Patronum charm early on, and without him, you’re basically just a snack for a Dementor.

The Knight Bus and That Ridiculous Train Ride

The opening level, "News from Azkaban," is basically a tutorial on how to use Scabbers and Crookshanks. You’re at the Leaky Cauldron. It’s cramped. You need to find various items to get the bus moving, but the real meat of the level starts once you’re on the Hogwarts Express.

Here is a tip most people miss: don't ignore the luggage. LEGO games reward destruction, but in Year 3, the studs you find in the train compartments are essential for buying those early True Wizard multipliers. When the Dementor shows up, the screen goes icy. You’ll feel a slowdown. Switch to Lupin immediately. If you try to fight them with Harry before he learns the spell later in the game, you’re going to have a bad time. You have to use Lupin’s Patronus to drive them back through the carriages. It’s a linear path, but the tight quarters make the targeting system in the older LEGO engine act a bit wonky.

Hogsmeade and the Frustration of Invisibility

Once you get to the "Hogsmeade" level, the game introduces the Invisibility Cloak as a primary mechanic rather than a gimmick. You’re sneaking. You’re hiding from filch and his cat. It’s a bit of a slog if you don't know the layout.

Most people struggle with the snowball fight. It’s chaotic. You have to build a giant snowball-throwing machine, but the parts are scattered behind silver locks. If you’re playing this in a standard Lego Harry Potter Year 3 walkthrough run without "Free Play" mode, you’re limited to the spells you’ve learned in class. This is where the game loops back on itself. You can't actually 100% this level on your first try. You need Reducto. You don't have Reducto yet.

Just focus on the story. Throw the snowballs at Draco and his goons. Use the cloak to bypass the prefects. If you get caught, you just restart the section, so it's not the end of the world, but it is annoying.

Why the Shrieking Shack is the Best (and Worst) Level

The "Shrieking Shack" level is a masterpiece of LEGO level design, mostly because it forces you to use the dog forms. Sirius and Lupin (in werewolf form) have different movement sets.

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The boss fight against the Whomping Willow is where the physics engine usually decides to quit. You have to dodge the swinging branches and then jump on them to deal damage. It’s classic platforming. But the camera angle is fixed in a way that makes depth perception a nightmare.

Pro Tip: Look at the shadows. In LEGO games, the shadow on the ground is more accurate for positioning than the actual character model.

After the tree, you head into the shack. This is a heavy puzzle area. You’ll be moving furniture and using Wingardium Leviosa constantly. The fight against Peter Pettigrew (well, Scabbers) involves a lot of chasing. It’s less about combat and more about "where did that rat go?" Keep an eye on the floorboards; they vibrate right before he pops up.

The Time Turner: Doing it All Again

The "Dementor's Kiss" and "The Dark Tower" levels are basically the climax. This is where the Time Turner comes into play. You’re playing the same events from a different perspective.

You’ll be using Buckbeak. Flying in LEGO Harry Potter is... an experience. It’s not exactly Ace Combat. Use the directional stick gently. If you oversteer, Buckbeak will spiral, and you’ll miss the studs or the hoops you need to fly through.

In the final rescue of Sirius, you’re at the top of the tower. It’s a massive vertical climb. You need to use Hermione’s book cabinet ability and Harry’s Patronus in tandem. The Dementors here come in waves.

  1. Clear the small ones first.
  2. Focus on the frozen statues.
  3. Build the heater units to melt the ice blocking your path.

If you don't melt the ice, the boss won't trigger the next phase. It’s a common soft-lock point where players think the game has glitched, but they just missed a tiny pile of LEGO bricks in the corner that needs to be turned into a fireplace.

How to Get 100% Completion in Year 3

You can't do it in one go. Impossible. Don't even try.

To truly finish the Lego Harry Potter Year 3 walkthrough with every Gold Brick and Student in Peril, you need to come back after you’ve finished Year 4. Why? Because you need a Dark Wizard. Characters like Tom Riddle or Lucius Malfoy are required to interact with the red-and-black "Dark Magic" objects.

Also, you need a strength character. Hagrid is the easiest to get early. Without him, you can't pull the orange handles that hide the best collectibles in the Forbidden Forest levels.

Important Things to Remember

  • Stud Multipliers: Buy the x2 or x4 Red Bricks as soon as you find them. The cost of later characters is insane.
  • The Leaky Cauldron: This is your hub. Check the basement often. New gold bricks unlock new areas there.
  • Animagus Forms: Sirius (Dog), Lupin (Wolf), and Peter (Rat) are all needed for specific puzzles.
  • Expecto Patronum: It’s the only spell that works on Dementors. Don't bother trying anything else; it just bounces off.

Year 3 is arguably the most atmospheric part of the game. It’s darker, the music is more tense (thanks, John Williams), and the puzzles require a bit more brainpower than the "put the gear on the wall" stuff from Year 1.

Once you finish the rescue of Sirius, the game transitions into the Triwizard Tournament of Year 4. But before you jump ahead, spend some time in the Forbidden Forest. There are hidden areas behind the trees that contain some of the most elusive character tokens in the game.

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To get the most out of your playtime, go to the owlery and buy the "Character Studs" Red Brick. It makes every enemy you defeat drop a significant amount of currency. By the time you hit the end of the Prisoner of Azkaban storyline, you should have enough studs to buy at least one or two major characters.

Focus on unlocking a goblin (like Griphook) and a Dark Wizard. Once you have those two, the rest of the game opens up. You’ll be able to open every vault and every dark chest in Hogwarts.

The journey through Year 3 is about mastering the spells you’ve learned and realizing that sometimes, the best way forward is to literally go back in time. Grab your controller, watch out for the Whomping Willow, and keep your Patronus ready.

Actionable Next Steps

  • Unlock Professor Lupin immediately after the first level to ensure you have a reliable Patronus caster for Free Play.
  • Prioritize finding the "Red Brick" in the Hogsmeade level which often grants a multiplier or a helpful detector.
  • Search for the Hagrid character token in the "Buckbeak" levels; his "Strength" ability is mandatory for accessing hidden areas in the Hogwarts hub.
  • Check the Gold Brick count in the Diagon Alley shop; if you're stuck, you likely need more bricks to build the next pathway in the basement of the Leaky Cauldron.