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 Know thine environment! - Part One

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WaterLily
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PostSubject: Know thine environment! - Part One   Know thine environment! - Part One EmptySun May 14 2006, 04:31

This is in a similar vein to 'Know thine enemy':

Battle with the Dark Side is inevitable. In order to triumph, knowledge of magic alone is not enough. You can be sure that your opponent will use everything against you, including any advantage that may be gained from the environment in which you are fighting.

This is the first in a series of assignments in which I will be asking you to consider particular surroundings in which you may have to do battle against the Dark Arts. I will specifiy a couple of locations and I want you to imagine what sort of fight might take place in them. Think of the objects that might be used for cover, or as weapons - or that might be used by the enemy. Consider features of the landscape - do any dictate tactics that might be used or, indeed, be prevented from use?


I'm going to start off with what are probably two of the easiest environments for you to consider as they should be very familiar and there can be little argument over their nature. These are Hogwarts Castle (assume all protective wards have failed) and Diagon Alley. Imagine yourself and your fellow DADA students encountering the bad guys at each of these locations and write a couple of passgaes describing how you would make best use of those two environments.

I'm not going to set any minimum number of words here. There are up to 50 house points to be awarded depending on the inventiveness displayed in your answer. Remember, things you find in those environments may be used in a number of ways - they may be enchanted and used, they may be capable of use as a weapon, muggle
style, as they stand. They might provide cover.... They might be used against you...

Again, I'll allow plenty of time for this. Please have your responses in by 9 June.

Usual conditions apply - be original, no copying and pasting, quote sources.

Enjoy!
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyMon May 15 2006, 08:12

<B>Hogwarts Castle</B>

Being attacked at Hogwarts Castle. If on the Hogwarts grounds; and you get attacked, the best thing to use to your advantage is the castle its self. If there is more than one person attacking you, don't stay outside on the grounds! Yes, it gives you room but it also gives them room to cast harmful spells as well. Okay so say you are running towards the castle doors.

You know with the magic wards gone, you can apparate but that won't do any good as they will follow you. I suggest taking more mugglish approaches. If you end up running into the Great Hall,make use of the floating candles! Send them flying at the enemy along with plates, goblets, and anything decorative you can find. Also, make the enchanted ceiling your friend. Depending on the intellectual level of the enemy in which you are facing, you will need to enchant the ceiling into a more distractive environment. I would suggest creating a fearsome thunderstorm with lots of loud thunder and attempt to scare them. If this is successful, use their fear against them. If they are smaller than you and you can physically take them, run right at them and knock them down with the force of your body. If you aren't physically able to handle them, jump up on one of the tables, and run towards the doors. Once you get out of the Great Hall, "Colloportus" the door and then make a run for it.

Lead them up the enchanted staircases if you can, the stairs magically move on their own so make sure you go fast enough to where you are 2-3 people lengths from the enemy. while they are on one floor you can be hurrying up to the next.

When rushing down the corridors use the statues, decorations and suits of armor to slow them down by pushing them over, or simply levitating them and send them flying at the enemy. This technique works best with groups after you.

If you find yourself in the library when the enemy attacks, don't panic! Use the bookcases to hide behind and wriggle through. If the enemy is rapidly approaching do one of two things- IF the bookshelves are not up to the celing and only half way where you can climb on them, then do so. You will have a height advantage. You can see the enemy clearly from this position and so use any spell you can at this time. I would advice that you send a load of books flying at the enemy and then jump off of the bookshelf and push it over onto them. Even if they use magic to get it off of them, the fallen bookcase will buy you some time to head for the door.
IF the bookcase you're near is all the way up to the ceiling,then try to climb up on the ladder near it and swing yourself to the other side. If the enemy has you cornered, you will have to resort to either magicially or physically throwing books.
One note on the library: As it would be tempting to go straight to the restricted section and start casting spells from those dark books, I advise you to not do that. Why? Well, these are DARK wizards that you are dealing with and so they already KNOW how to counter the type of spells you are sending PLUS they could actually use them against you. So, it's best not to resort to that. If they are closing in, try to use a spell to knock them unconscious. If you can't Stupefy them, them grab the nearest thing to you and throw it at them. If you are backed against a corner or wall and there is something nearby that you can use, say like the tapestry and curtains? Grab the curtain and swing over as close towards the door as you can.

If you are in Potions class-Be VERY careful when battling in it. You are surrounded by some very powerful yet deadly potions and you have to try to keep from breaking them and knocking anything over. Also, you are at a disadvantage in fighting here becuz 1. You are surrounded by a lot of dangerous potions. 2. Your enemy could grab one at anytime and attack you with it! 3.You are limited on where you can go and you are trapped in here! 4.You're in the dungeons, and if you are NOT a Slytherin you're in for trouble. Slytherins are aware of all the secret passages in the dungeons, but the other three houses are not. So this is a most dangerous area to be attacked in. You will want to get out of there ASAP! You can't start flinging spells around so use common sense. First, look for anything that could be used to your advantage, maybe the cauldrons! Yes, use those. Levitate them and make them fall on the enemies' head and then get out of there! Do not spend time trying to find a potion to help you. Doing this makes you lose valuable time for escaping as a cauldron on the head can be removed in mere seconds. As soon as you get out, get up to the ground floor as quickly as possible!

Okay, say you're in Transfiguration class. USE YOUR KNOWLEDGE you've learned in here! Start transfiguring EVERYTHING into animals. Turn the desks to bears or whatever sort of protective creatures. Depending on your skill level you could transfigure a chair into a snake, a rat, or a bear or a lion. If you are highly skilled in transfiguration, then by all means create some of the largest most aggressive creatures you can.(provided that you are skilled enough to control them) I would reccommend wolves in this case. Wolves work well together in packs and if there is a large number of enemies then you will find that wolves come in handy. If you are not this skilled yet, try to turn things into smaller creatures that can also be aggressive. Like snakes(be careful and I'd reccomend only a slytherin try this one) Or better yet, a swarm of bees, or rats. While the animals attack the enemies, you can wind your way through the middle of it all and escape safely.

In most classes I'd recommend that you either pick up and throw or magically throw items at the enemy and get out of the room asap. You don't have a big advantage when you're trapped in a room full of enemies.

Alright Hogwarts Grounds is also part of Hogwarts Castle, so let's say that you're in a Quidditch game and you get attacked. First,gather both houses together. Yes you are rival teams but you've got to put that aside and band together. Alright you got 7 players on each team, that makes 14 people, all on brooms. You have the advantage here. Say for instance the teams are Slytherin and Hufflepuff. Well, both teams would draw their wands, and swoop down. I would say to form a Giant V for this air attack, and zoom down. Be warned that the enemy will be flinging all sorts of spells up at you and that the more of them there are, the bigger advantage they have of hitting you. This is where you need to use your flying manuvers to their full potential! Also, if you can get everyone to do it, form a double V- have one team of the strongest of the wizards from both teams make a V then have the other 7 people act as walls and fly in front of the other V also creating a V shape. Alright now the tactic here is for the people in front to attack but mainly sheild the stronger people who are more skilled and therefore can do more magical damage. It's also best to use the bludgers to the advantage here. Enchant the bludgers to only attack the enemies that are on the ground. Keep in mind the crowd will have panicked and fled by this time as people(even wizards) become panicked and hysterical in large numbers.) If both teams cooperate and work together to fight against the enemy, there is a stronger chance of victory.

<B>Diagon Alley</B>

So, you and your friends are suddenly approached by the enemy.Keep in mind, that there are both pros and cons for everything. When attacked in Diagon Alley, you will want to use the different stores to your advantage. We're going to assume that the enemy is insanely evil and destructive. Well for the first thing, note that you guys may get seperated becuz face it, there are more panicked people in large crowds(like in the Quidditch example)-cuz diagon alley IS packed with people both wizards and muggles alike. The enemy will be flinging harmful and deadly spells around. Ducking into the sotres is a good idea but there is also a disadvantage too. You see, if the building starts to crumble or catch fire, you and your friends may be at a disadvantage. Spells like Augumenti and Incendio are useful, though Incendio is best to not be used in this crowded of an area.Stunning spells, hexes and lesser dangerous curses are advised here. Within each store you can find items that will assist you in your attack, BUT so can the enemy as the store has multiple items, the chance of you and your enemy aquiring the same weapon is quite likely. Take advantage of the things around you. Note: Be careful what you use, as some items can hold enchantments that may not be in your favor.

Attack/Defense formations:
You and your DADA friends are best to stick together. Everyone should take different sides (example of if you are trapped inside a store. It's best with one person as the escape maker-like someone who can find a way out the quickest to alert the others. It's best to have someone with navigational experience here.

Take the strongest wizards whose spells do the most damage of the group and put them behind the people who are stronger at defense tactics. The defenders will last longer as the offense wizards attack the enemy with spells head on. The more accurate spellcasters should be on the sides of the formation of wizards so as they can actually have a better unobstructed aim.
I would advise that it's best to avoid small shops that can not easily be manuvered around in. And to only go into them as a last resort. The important key of battling like this is everyone's cooperation and teamwork.


(I used my brain on this one and came up with these tactics on my own. )
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyThu May 18 2006, 08:55

Know Thine Environment Part 1

Hogwarts Castle.

1. First, height is always an advantage. The main part of the DA/Aurors should therefore be situated in the Astronomy Tower. As most of them go down to fight and round up the Death Eaters in the dungeons, the bottom most part of the castle, some should stay there with a handy supply of brooms to fly away if necessary (for example if you were trapped there with Death Eaters on the staircase). The group in the Astronomy Tower could also enchant the telescopes to become video cameras for those who are going to go and fight to see what exactly they are facing. These telescopes can then be focused in on any place in Hogwarts and a simple Protean Charm can inform the members of the DA or the Aurors where exactly the enemy is or show them what is happening. The Astronomy Tower would be a control Centre of sorts.

2. Flanking is a great manoeuvre as it makes the enemy get surrounded from both sides and basically traps them so they can’t get away. The corridors are great for this! And as Hogwarts students, an extensive knowledge of the hallways and the secret passageways is essential. Use the secret passages to move quickly from place to place, communicate using the portraits or the ghosts to inform the other group where you are heading so they can go the opposite way and come from the other direction to ambush the enemy. It is better to trap them in a corridor that would not have any doors or any other intersections into other corridors. When the enemy is flanked, bind them and send them directly to the dungeons via a Portkey, where their wands can be broken and they can be sent to Azkaban by the group that is down there. However, this group has the most dangerous job, as they are in the bottom most part of the school with no means of escape. There should be a group waiting in the nooks and crannies of the Entrance Hall to silently take out any Death Eaters who go in the direction of the Dungeons.

4. Use the House Elves! Because they are so loyal to their master (Hogwarts) they would do anything to protect it. They have their own special branch of magic and since there are so many of them, the battle would soon be over. They could also use kitchen pots, laundry detergents, and huge bed sheets, anything that is at their disposal to capture the Death Eaters. They can Apparate inside Hogwarts using their own branch of magic, so they can look for injured DA members and apparate them to the Hospital Wing.

3. In classrooms, there are several things that can be used to an advantage. For example, in the DADA classroom, there would normally be a few Dark Detectors that could be banished to different groups to help them. There would also be quite a few magical creatures in the DADA classroom for demonstrations. These can be an advantage or a disadvantage. You would have to inform the groups on your side before you use them so that they can make sure that they don’t go near them. For example, a mist could be created around the enemy’s group or the Peruvian Darkness Powder could be used and a Hinkypunk could be let free. Fred and George’s bog would have to be enlarged so that the Hinkypunk could lead them to it. As they go into the bog, it would, again, Portkey them to the dungeons. Pogrebins could infuse hopelessness into the enemy (while in their cage so they don’t try and eat them) so that it makes it easier for the DA to capture them. In the transfiguration classroom, there would be many small rodents that are used for transfiguration lessons: use them! Set them onto the enemy and while they are preoccupied with furry animals in their pants, attack and send to dungeons. Charms class has many pillows that are used for protection while stunning and for learning summoning/banishing spells. What better opportunity to have a pillow fight! As the pillows hit, their feathers will come out and make seeing difficult for the enemy. Again, while they are preoccupied, attack and capture!

4. The last point is to use the environment outside to your advantage as well. As the enemy comes to Hogwarts, try and lead them towards the lake. Once they are there, leave them to the squid, Sebastian. He is a highly intelligent creature and loves his toast-givers, a.k.a. the students, too much to let any harm come to them so he would take care of the enemy – dunking them in the water and so forth. Before leaving them, however, take their wands so they don’t hurt Seb. You can also beg the centaurs for help and lead the enemy into the Forest. But don’t just assume they will help: they are proud creatures and do not like being used. On the Quidditch Pitch, go straight to the Quidditch Locker Room and start flying overhead and attacking. Beaters should aim bludgers, even the spare 8 that are there, straight at each individual. Quaffles could be used as bombarding objects, but be careful that they are not spelled and sent right back at you.

Diagon Alley

1. Just like in Hogwarts, Flanking is a good manoeuvre. However, since Diagon Alley is one long street, you only need to attack from one end, and from the sides: not from two opposite ends. It would be useful if you started to push the enemy into Gringotts, as that is not only the safest place, but also because of the enhanced security measures that are in the tunnels. Just push them into the bank, and the Goblins, once you have actually enlisted their help, will place them into the carriages, without their wands of course, and send the carts off to the depths of Gringotts. Basically, because of the Floo Connections in the Leaky Cauldron, that should be the base for back up to come and help out. You should charge from the Leaky Cauldron and take the enemy head on while the crowds get into the nearest shop as fast as possible and use the environment and the contents of the shop to their advantage.

2. You can use Quality Quidditch Supplies to attack the enemy. Brooms can be handed out to able flyers in the shop at the time of the attack. They can be used to fly up and over the enemy in the crowd and firing spells at them. The Bludgers in the shop should be set free and the new Beater’s bats used to aim them. Also, if there were any practise machines, they would be very useful as well. For example, Seekers could use a “Golf Ball Thrower to throw snitches so they can practise catching them. These machines could be used to launch the balls at the enemy too, since they are so good at aiming and they fire so rapidly.

3. There are numerous animals in the Magical Menagerie that could be vital to the defeat of the enemy. There would be animals such as cats, dogs, crups, rabbits, hamsters, rats, snakes, and many more. These animals would be trained to go after any other human or creature that threatens their master. Because Death Eaters fall into the “threatening” category, they would try and harm them in any way possible: biting, scratching, squeezing, and generally being annoying! While the animals try to harm the enemy, and before they have a chance to blast away the animals, you can stun or capture the enemy in any other way and Banish him to Gringotts, where they would be sent down into the depths. Also, it is known that owls are highly intelligent creatures that have extremely deadly talons and beaks. Some of the more dangerous, larger birds could be set free from Eeylop’s Owl Emporium so that they can attack the enemy who are attacking their temporary home. The birds that you would use would probably be barn owls, screech owls, grey owls, falcons, hawks, even bats, because they are the predators. Small owl such as a Scopes Owl would not be suitable because they would both just get in the way and be a disadvantage or they could just annoy everybody.

4. We all know that Weasley’s Wizarding Wheezes has many funny-but-not-funny-if-you-are-being-pranked jokes and pranks. Why not use them on the Death Eaters?! It would certainly make a battle more interesting! Force Canary Creams down their throats, make them eat Fainting Fancies, Nosebleed Nougats, Puking Pastilles, any other Skiving Snack boxes that you would like to see in action… You could also use the Dream Boxes to make the Death Eaters fall asleep and start to dream. Alternately, you can use any of the Love Potions to make them fall in love with each other and become too preoccupied with each other to be bothered with fighting. Or if you have any other ideas, they would also probably work since the twins are masters of mayhem, but be careful not to feed the contents of whatever pill or potion to a fellow Order Member or other such friend!

5. Books from Flourish and Blotts can be used as things to throw and knock the enemy out cold. Ice cream from Fortescue’s Ice Cream Parlour also makes good, sticky freezing ammunition – a good combination if you are not the one getting hit! The Cauldron Shop sells huge cauldrons that can seriously harm or kill a person if hit on the head. The Self Scouring Charms don’t particularly help, though. The Apothecary contains thousands of flammable, volatile, toxic ingredients that should be treated with utmost care and handling. However, the shop is also perfect as a base for brewing the most potent potions that would terrify the bravest of beings. Be careful with what you do with these ingredients and be sure not to be complacent with the fine art of potion making!

6. Last, but never least, is the problem of Knockturn Alley. It is important that this place is blocked up so that the Dark Wizards that you are fighting cannot escape into their home territory. It would be safer to set up a magical block because any block of people could easily be broken or attacked from behind. Make sure that there is a magical barrier on the entrance to Knockturn Alley, and just in case it fails, keep a few people near the entrance so that they can capture anyone who tries to escape and gets past the barrier. It is also advisable to have a Anti Apparition Jinx and an Anti Portkey Jinx in place as well as closing up all the Floo Connections (apart from the one in the Leaky Cauldron – and that is limited only to people arriving from the Private Auror Floo Address) so that if the Death Eaters find a free place to either Floo, Portkey or Apparate, they can’t do it and can be subdued as soon as possible.

Sources: My head
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyTue Jun 06 2006, 10:46

Know Thine Enviorment
Part 1

Hogwarts Castle:

1. Make sure to have at least one or two classmates in your year with you on the grounds. You never know when ya will be attacked. Classmates can help you in that situation.
2. Never have Professor Dolores Urmbridge as a teacher. Her defences are weak, and after all, you should learn to use defence, not read about it.
3. Qudditch is a complex sport. Dementors will attack during these games, so I reccomend learning a Patronus, 'Expecto Patronum!" the dementor repelling charm.
4. In classes, make sure you are paying attention to your teacher. The things they are saying could help you in a attack.
5. If you are attacked, stay calm. Do all the magic you know that will kill the opponent.

Diagon Alley:

1. Diagon Alley is a busy place. If you are attacked, many people will notice, so it will be easier to defeat the person.
2. Stay in crowded shops and areas. It is dangerous to be in a too uncrowded area.
3. Keep close to your family.

That is all i can think of. Give me points for doing my best.
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyWed Jun 07 2006, 06:12

Hogwarts Castle

A castle throughout history has been a most predominant site for a fight, and those within the castle have the upper hand. This is due to their knowledge of their environment as well as the actual surroundings.

If we take the castle as the first point. There are many small windows and crevices in order for the defence to lay in hiding whilst shooting spells etc at the enemy. The only down side is that spells can easily be seen as to their direction they came from, therefore the defender would need to keep moving in order to keep themselves hidden from view.
Usually, Hogwarts castle has its own magical barriers, yet in the final battle these might have been destroyed, yet hope is not all lost. Hogwarts castle has its own inner magic. Tap into the magic in the castle to aid with your spells. The castle will aid you in destroying the enemy.
Height is another key feature with the castle, and works especially well when the sun shines above it, blinding the enemy below if they try to look up (a simple sun spell can be used on a grey day). The members which are stationed upon high in the castle can use their view point and aid others below them to the best of the castles environment.
As the members of the DA know the castle, they would be able to make great use of the secret passage ways and stair ways, as well as the open stairways and corridors. This would come in handy with the element of surprise on the enemy, especially with a group flanking the enemy from various hidden passage ways around.
The classrooms may also be of use due to the various objects, potions, spellbooks etc. Dependant on who the defense teacher is at the time, you may find some useful instruments in helping you discover where the enemy is, again giving you the upper hand.

If we look at the grounds next, an important feature of the castle. Although you do not have the height or the cover of the castle, you do have other aspects which may aid you against the enemy. Take the lake for example, the main point of the school grounds. Cover can be taken in the cool waters as well as assistance from the merpeople and the squid and any other creatures within the deep waters that are loyal to Dumbledore as well as Hogwarts and of course you, being a Hogwarts student. As the water is vast, you will be able to hide well, and spells such as a heat spell wil keep you warm and comfortable whilst you wait.
Another great place within the Hogwarts grounds is the forbidden forest. Although there are many creatures within the depth of the forest that are perhaps deemed dangerous, you have the upper hand. All creatures are loyal to Dumbledore and Hagrid, allowing you safe passage in the forest. You will also know some of the paths due to your care of magical creatures classes, (and perhaps late night detentions) so again, you have the upper hand and the element of surprise.

Let us also take into account that no matter whether you are in the actual castle or in the grounds, if the magical wards are down then you can apparate (as long as you have passed your test) You have to take into account, though, if you can apparate, then so can the enemy, and the enemy may have more experience in this area than you, so be aware of the dangers. Apparating could turn out to be against you!

Diagon Alley

Diagon Alley is more open and less safe than Hogwarts, yet it is still a magical area which you may use to your advantage against the enemy. The many shops and their possessions may come in handy, both for cover, and for spells. For example, Weasleys Wizarding Weezys can come in handy for those jokes and tricks such as invisible hats, to help you blend into the background, also you have knockturn alley, yet be careful of this area. Yes, it may have plenty of dark magical items that may come in useful to you, but this may also be where the enemy is stationed.
Again, apparating is enabled here, yet again this could work against you due to the extent of knowledge of the enemy. It may be best to stay in larger groups here opposed to Hogwarts as it is more of an equal territory.

sources: my head
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyFri Jun 09 2006, 19:46

Know Thine Environment - Part One

Hogwarts Castle: Grounds

When battling enemies out on the long stretch of open ground on Hogwarts, it is most advisable to find some sort of shelter or cover as quickly as possible. Take, for instance, when Professor McGonagall was hit by four Stunners when she was rushing to Hagrid's aid (not that he needed it). It would have been good to have some sort of a tree or anything out there; it would have been much better than her on the open field. If you have to be out on a field, however, a shield spell such as Protego would be beneficial and lasting enough until you could get inside Hogwarts Castle.
If you happen to be on the Quidditch pitch when the need for battling should arise, the stands are your best bet. But beware, they are also excellent places for enemies to be stationed. Example: You are out for a little evening flying when four wizards come up from the direction of the castle. You assume that they are either students or professors, and continue to fly. However, when the first spell is cast your way, you can immediately go to one of the stands. You will be temporarily sheltered from any spells. An alternative to this, you can fly behind the parts of the stands (those walls that are much lower to the ground) and around them until you get a clear shot to the castle. Example 2 (in favor of the enemies): You are going down to the Quidditch pitch for a little flying. As you are doing rounds on the field, you notice dark figures in the stands. Out of nowhere, but all around you, spells are cast and you fall to your doom.

Hogwarts Castle: The Castle Itself

There are many, many strongholds and traps in Hogwarts, all of which can be beneficial or not quite so the latter. One good technique to be used is this: never converse with the enemy. Time is of the essence, so you should stay quick on your feet, and in your mind as well. If you find yourself in a classroom, use a spell to break any windows that may be present, because you will need to make a quick escape. It would also be rather handy to have a broom present, as you could fly around the castle and break into another classroom. This would lose the enemies for a bit, and give you time to regroup (or group) with any others to help better protect yourselves. In any classroom, you could use the levitating charm, Wingardium Leviosa, to throw tables, desks, chairs, stools, or anything else of the sort at your enemies. In the Potions dungeon, it is best to know your surroundings, such as the layout of the room, what is kept where, and being able to identify any potions that may be sitting out. However, it is still dangerous to you, as the something you may not be able to identify could be quickly identifed by the enemy, and thus prove to be perilous for you.
Use the ever-moving stairways and enchanted classrooms to your advantage! Dashing up a staircase just as it is changing directions may very well save your life. Always remember the Expelliarmus spell, which can be used to disarm any opponent close enough in your range. If you happen to be being attacked by dementors, yes it is most definitely necessary to know the spell for producing a Patronus (Expecto Patronum!), but also to have a strong mind. I believe some witches and wizards with stronger minds will not fall victim to a dementor's almost seemingly mind-controlling presence.
In the Great Hall, longer lasting spells will do you some good. And it is rather advisable to stay close to the Entrance Hall, if at all possible. Petrificus Totalus and again, Protego, are good together (Stupefy is even better, really). Immobilization is of the enemy is a definite way to get past them and secure the premisis.


Diagon Alley

If attacked in Diagon Alley, you might more than likely be attacked from the direction of Knockturn Alley. In this case, you will want to fight opposite of Gringotts (since they are generally safer than a store, but even they have been fooled). If you are a particularly better-skilled witch or wizard, Olivander's Wand Shop will be good place to start attacking your enemies. Without actually using the wands, you could have them all hovering in the air (sort of like when Neo stopped the bullets in the Matrix o.O), and magically "throw" them at your enemies like hundreds of darts. A lesser technique could be using the crowd to your advantage, trying to shake off anyone after you in it. You could also use a spell to create a gaseous cloud (a bit like some Houdini, spelled right?), and get behind them. To attack from behind and unknown is a huge advantage. If truly needing to, Avada Kedavra could be used to take care of your enemies once and for all.
You don't need or want to be facing Knockturn Alley, as this is haven for Dark Magic and its users. In no time, you will be down on your knees begging for mercy if you should get caught between enemies. If you do get surrounded, either Apparate to a better vantage point, or call upon your partners to help (who should be with you) and start casting Disarming Spells left and right.

Sources: My own wee brain and OOP, pg. 721 for the bit about McGonagall, if that's alright
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PostSubject: Re: Know thine environment! - Part One   Know thine environment! - Part One EmptyThu Jun 15 2006, 13:18

Hogwarts castle

If there is ever a time when you are attacked by dark wizards, there is no better place then our very own Hogwarts! Why you may ask? Well, because this is a simple area that is not as known to adults, yet you students should know very well from roaming the castle everyday. If there are students that cannot apparate or side apparate, then they can use the revolving stairwells to dodge curses and run away. Although some of the Dark wizards may have also attended Hogwarts, you are more familiar with the landscape. You may also use the advantage of the many windows in the castle as well as the large hallways to duck. There are plenty of objects in the hall corridor to enchant in your defense such as the armors. Although they will not beat the dark wizards, they can provide you with enough time to get away. Another useful thing is the portraits on the way. You can ask them to travel through the other paintings in the castle to find help. These portraits cannot be killed and therefore are the most useful way to get help and contact other people. The Room of Requirement could also be used in the most dangerous time of need. The castle is considered more safe then the open ground because of the open area where you could most easily be spotted.

Diagon Alley

Although this area is the opposite of the Hogwarts castle it can also be used in your defense. There are many shops and doorways that you could duck into as well as cramped alleys that would be hard to get through if you knock over various things and fill up the walkway. There are also many corners where you can attack an enemy without their detecting your presence. There are also various objects in Diagon Alley that you may use to enchant your enemy such as biting books, invisibility cloaks, and casting hexes on innocent objects to attack them unnoticed. You can also got to the menagerie and get an owl to deliver a letter for help.


Source- imagination
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