Honestly, the first time you walk into San Bakar’s Tower with Professor Fig, you think you’ve got a handle on how Hogwarts Legacy works. You’ve fought some dugbogs, maybe a few spiders, and you’ve definitely spammed Revelio enough to see it in your sleep. But then you hit Percival Rackham's Trial, and the game decides to stop holding your hand. It’s a massive jump in complexity compared to the early-game quests.
You aren't just waving a wand at a few bad guys here. You’re dealing with inter-dimensional portals, floating platforms that refuse to go where you want them to, and a boss that will absolutely flatten you if you don't understand the "color-matching" mechanic.
Getting Inside the Tower (The Goblin Problem)
Before you even see a single ancient magic swirl, you’ve gotta deal with Ranrok’s lot. Professor Fig meets you at the tower, and he's basically your backup while you clear out the goblin camp. Most people try to go in spells blazing, but using the Disillusionment charm and sneaking around to get a few Petrificus Totalus kills makes this way easier.
Once the camp is clear, you’ll find a note in one of the tents. It’s a letter from Ranrok. Basically, the goblins know something is up with these towers. After reading it, more goblins spawn—including a Loyalist Assassin who is much faster than the others. Block, parry, and then head inside.
At the very top of the tower, you'll talk to Percival’s portrait. He’s pretty vague (as the Keepers usually are), but he’ll trigger the entrance back down on the ground floor.
The First Portal Puzzles: How They Actually Work
Inside the trial, the "portal" mechanic is the main gimmick. You’ll see these large, ornate archways. Looking through one side might show you a bridge, while looking through the other shows an empty room. This isn't just a visual trick; it literally changes the physical space of the room.
The Bridge and the Archway
The first real "stump" for players is the room with the massive archway in the center. You’ll see a pool of Ancient Magic on the floor—interact with it. This activates the portal.
- Don’t just run through. Look at the arch. One side is blue, one side is red/orange.
- If you look through the portal and see a bridge that isn't there in "real life," you need to walk through the portal to make that bridge tangible.
- Cross the bridge. If you get stuck, try walking back through the portal from the other side. It’s basically a toggle switch for reality.
The Floating Platform Maze
Then it gets weirder. You’ll find a platform floating in the air with "hooks" on the walls. You use Accio to pull the platform toward you. Simple enough, right?
Well, then they add the portal in the middle. Here’s the trick: you need to use Accio to pull the platform to one side of the room, then walk through the portal so that the other side of the room becomes accessible.
Pro Tip: If you can’t see a hook to pull yourself to, walk through the archway. The hook will usually "appear" in the alternate version of the room.
There is one specific chest in this area that most people miss. You have to pull the platform halfway, jump off into the archway, and then pull it from the other side to reach a high ledge. It’s annoying, but the loot is usually decent gear for your level.
Combat: Dealing with the Sentinels
Throughout the trial, you’ll be jumped by Pensieve Sentinels and Protectors. These guys aren't like goblins. They don’t care about your Expelliarmus as much as you’d hope.
- Sentinels: These are the smaller ones. They like to throw rocks. Just use Protego and throw the rocks back at them using your Ancient Magic Throw (the R1/RB button).
- Protectors: The big boys. When they slam their weapons down, a red circle appears on the ground. Dodge. Do not try to block a stomp.
- Expelliarmus is key: If you disarm a Sentinel while it's preparing an attack, it takes massive damage and stays stunned for a few seconds.
The Big Boss: How to Beat the Pensieve Guardian
This is it. The end of the trial. The Pensieve Guardian is a massive suit of armor that looks intimidating because it's roughly the size of a house.
He has two health bars, and if you just spam Basic Cast, you’re going to be there for twenty minutes. The fight is entirely built around the colored orbs he generates in his hands.
The Orb Color Trick
When the Guardian starts charging a glowing ball of energy, look at the color:
- Yellow Orb: Hit it with a yellow spell (Levioso or Glacius).
- Purple Orb: Hit it with a purple spell (Accio or Depulso).
- Red Orb: Hit it with a red spell (Confringo or Incendio).
If you hit the orb with the matching color before he throws it, it explodes in his face. This does massive damage and usually knocks him down to his knees. That is your window to unload everything you’ve got. Use your Ancient Magic (L1+R1) here for the biggest health chunk.
Avoid the Blue Circle
In his second phase, he’ll create a massive blue circle on the ground. Get out of it immediately. It’s an AOE (Area of Effect) attack that hits like a truck. Just keep dodging, wait for the orbs, and match the colors. Honestly, once you stop panic-rolling and start watching the orb colors, this fight becomes a cakewalk.
Why Percival Rackham’s Trial Matters for the Story
Completing this trial isn't just about the XP (though the 260 XP is nice). It’s about the Pensieve at the end. You’ll see a memory of Percival Rackham and a young woman named Isidora Morganach.
This is the first time the game really hints at the "dark side" of Ancient Magic. Isidora wants to use the magic to take away people's pain. Percival and the other Keepers are... let's just say they're "concerned." This tension is basically the entire plot of the game, so pay attention to the dialogue in the cutscene.
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What to Do Next
Once you've finished the memory, you'll find yourself back in the Map Chamber. You’ll talk to the second Keeper, Charles Rookwood.
Before you rush off to his trial, you should really take a breather. Your gear is probably full, and you likely have some talent points to spend. I'd highly recommend putting a point into "Dodge Mastery" if you haven't already; it makes that long-distance blink-dodge possible, which makes the future trials way less stressful.
Also, check your owl post. Finishing this trial usually triggers a few more side quests and character sub-plots (like Sebastian Sallow's questline) that you won't want to skip if you're trying to see everything the Highlands have to offer.
Go back to Hogsmeade, sell the junk you found in the trial chests, and upgrade your gear. The next trial is quite a bit harder, especially if you're still rocking Level 10 robes.