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Order of the Phoenix Chapter 3 0:45 - 12 Grimmauld Place 9:36 - The Patronum Lesson 13:13 - Meeting Grawp 17:03 - The Weasley Twins Leave Hogwarts 21:54 - Wizard Hat #1 (True Wizard) 23:55 - Hogwarts Great Hall 27:04 - Character Token #1 (Vernon Dursley) This level follows "Kreacher Discomforts," Dumbledore's Army's Patronus lesson, the meeting with Grawp, and the Weasley Twins' grand exit. I wish they didn't leave Mr. Weasley's injury unexplained - there's now an astonishing plothole over why he's randomly in a wheelchair. ('Course, knowing him, he'd probably want to try a wheelchair himself, it being a Muggle thing...) Kreacher, being Kreacher, is being a jerk and impeding our progress. Why, I don't know, I suppose it's because of all the "blood-traitors" around. Figuring out how to get past the first room can be tricky considering that the door you need to open is on the side of the room and tricky to see. Fighting in this game is not really impressive, considering the only thing you can do is throw projectiles at it. Why they still bother to have non-dueling fighting, I don't know, probably just to keep with LEGO tradition. You get properly introduced to Imperio here (not sure how Harry can use it freely without immediately getting arrested, seeing as it's one of three Unforgivable Curses). It mind-controls specific NPCs for a limited time - 'course, doing it here doesn't do much other than you getting free studs. Hermione is able to use some bookshelf looking things to get supplies and stuff. Honestly, it's just a texture swap of the Parseltongue stations, probably because this is imitating the console games and that is not really big on complex puzzles. You also get properly introduced to the Invisibility Cloak here (which makes you invisible, obviously, and makes you walk really damn slow). Ms. Black's painting can be loud. Like all the paintings in this game, they only interact mainly in cutscenes. Running into the painting without a cloak nets you a cutscene with her screaming really loudly, and afterwards you getting knocked back. (It's a lot less loud in the console version, just to let you know.) The fifth room introduces you to Spectrespecs - which allow you to make transparent objects able to be interacted with. It's worth noting that Luna Lovegood has a pair of these on her at all times (that's her green slot on the Spell Wheel) so she becomes really useful. Also, Sirius Black joins our party. The only notable thing about him is that he can turn into an Animagus (which you should know if you've read/seen Prisoner of Azkaban), and that's kind of it. (You don't exactly get to do a lot with him anyway, seeing as if this is the only time he's playable. What a waste!) After this, we move on to teaching Dumbledore's Army the Patronus Charm. I'm pretty sure this is only for story-related reasons, since we've used it twice as Harry before. We get to smash up Dementor dummies in this section. Unlike the real deal, you don't have to do a normal spell first, and they give out studs! (I don't know why it says your party can now do personalized Patronuses, considering that no animal ever appears from them. At all.) Oh yeah, and then Team Umbridge finds out about the DA. Needless to say, she doesn't like it, not one bit. (Should've gotten some security there.) And then we skip over to meeting Grawp, because who DOESN'T love a good time skip? (Shame we had to miss Dumbledore's escape, it was a pretty funny cutscene.) You can play as Hagrid, who has Wingardium Leviosa and Super Strength (not his crossbow, that's a shame). Kind of funny how we just leave the area without any sort of cutscene or properly rescuing Hermione. The game does that a lot. The last part of the level introduces us to what the Weasley Twins can do. They can open up Weasley's Wizarding Wheezes boxes, which can give you equipment to let you walk on walls or give you explosives which has the possibility to do several things. They also have Decoy Detonators to play with, which are pretty useful in collectible hunting. We get ambushed by Team Malfoy in the courtyard, giving us our second and third duels of the game, with Crabbe and Goyle. Draco doesn't bother fighting us (he's probably too embarrassed over his idiot minions) and just flees after we defeat the other two. Talk about cowardly! We build a giant firework inside Filch's office (presumably), and learn about the Decoy Detonators. Afterwards, we get a pad to move to the Hogwarts Great Hall. Supposedly. (You actually move to what I presume is a classroom with a giant metronome, for whatever reason.) We get to fly on broomsticks in this part of the level! Dunno why - it's not a very useful gimmick. You just fly around, get a few stud trails, and smack spells into the fireworks. You don't actually get to see the Weasley Twins leave Hogwarts either - the level just cuts to the level completion screen. How many cutscenes did they have to cut from this game?