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Depulso Puzzle Room 2 in Hogwarts Legacy: Walkthrough, Treasure Routes, and How the Room Is Built

Depulso puzzle room 2 in Hogwarts Legacy: what you are actually walking into

Depulso puzzle room 2 is the second optional block-pushing chamber tied to the Depulso spell questline in Hogwarts Legacy. It sits in the Belltower Wing, near the Egyptian-themed section that most players pass through on the way to the Belltower Courtyard Floo Flame, and it is gated behind two prerequisites: learning Depulso from Professor Sharp’s Assignment 1 and finishing the side quest The Hall of Herodiana, which itself follows The Helm of Urknot. The room is built around three verbs that the game has already taught you: pull blocks toward you with Accio, push them away with Depulso, and cross the vertical gaps by jumping, climbing, and using floating platforms that the room telegraphs in advance.

Players get stuck on this room less because the individual mechanics are hard and more because the layout punishes a greedy first attempt. The floor has a bottomless central pit, the chests sit on platforms of different heights, and one of the collectibles is visible the moment you walk in, which makes the brain want to grab it before planning the route. The walkthrough below is built around a no-frustration order: enter, scout, secure the easy chest, then work outward. We will also look at the room the way a level designer would, because the same layout logic appears in other Hogwarts Legacy side spaces, and understanding the verbs the room is testing is the fastest way to clear it once and remember it later.

Prerequisites and how to actually unlock the room

You cannot start Depulso puzzle room 2 until several systems are in place. Each one is short, but the order matters because the game checks the quest state, not the spell state, when it decides whether to open the brass mechanism on the wall.

  • Learn Depulso during Professor Sharp’s Assignment 1, which is part of the main Assignments chain in the early-to-mid game.
  • Complete The Helm of Urknot, the previous side quest that gates the Herodiana chain.
  • Complete The Hall of Herodiana, which is the side quest that formally unlocks the optional Depulso puzzle rooms across the castle.
  • Talk to Sophronia Franklin at the Charms Class Floo Flame in the Astronomy Wing to begin the Depulso questline if it has not already started automatically.
  • Reach the Belltower Wing, either by fast travel to the Transfiguration Classroom in the Astronomy Wing and walking through the Egyptian section, or by fast travel to the Belltower Courtyard Floo Flame.

From the Transfiguration Classroom Floo Flame, with your back to the flame, turn right and take the door on the left, then continue straight past the Sphinx statue and the decorative vases. The room’s entrance is a brass opening mechanism on a marble wall at the end of the hall. Cast Depulso on that mechanism and the door opens. The walkthrough that follows assumes you have done all of the above; if the door does not respond, the most common cause is that The Hall of Herodiana is not yet marked complete in the quest log, not that the spell is missing.

How the room is laid out: a level-design read

Before touching any block, it helps to read the room the way a designer would. The chamber is a single large rectangular space with a sunken central pit, a raised gallery that wraps the far end, and three separate treasure platforms at different elevations. Movement is restricted to walking, jumping, climbing, and the two directional block spells. There are no time limits, no enemies, and no respawning threats, so the entire challenge is spatial reasoning and patience with the camera.

Depulso puzzle room 2 layout at a glance
Zone What is there Main verb it tests Risk if you rush
Entry platform One immediately visible chest on the left, floating block, easy floor path Accio, basic Depulso Low; the chest is designed to be a confidence builder
Central sunken pit Bottomless drop, narrow ledges, movable blocks that can bridge gaps Depulso to push a block into the gap, then Accio to recover it High; falling resets you to the entry and costs time
Far raised gallery Second chest, climbing wall, a block that has to be raised onto a high platform Accio from a high vantage point, timed jump Medium; the climb is forgiving if you use the right wall
Side alcove Third chest, a block that must be pushed across a small floor pit Depulso across a narrow gap Medium; misjudge the block weight and it falls in
Collection alcove at the end Field Guide page chest, the quest completion reward Final Accio or Depulso to bring a block to the marker Low once the rest of the room is solved

Three design choices are worth noticing. First, every chest is reachable without a single death, which is rare for optional challenge spaces. Second, the room rewards the player who looks at the geometry before casting a spell: most of the “puzzle” is recognizing that a block on the entry platform can be the same block that ends up under the high platform at the end. Third, the bottomless pit is positioned so that a Depulso into the pit looks like the obvious move, and the room is graded on whether you realize that you should never push a block into the pit unless you are ready to lose it.

Step-by-step walkthrough: the no-frustration route

The walkthrough below uses a safe order. It assumes you have not solved any part of the room yet, and it ends with all four collectibles: three treasure chests plus the Collection Chest. If you have already grabbed one of them, skip ahead to the matching step and continue from there.

  1. Enter and stop. Walk through the door, but do not cast anything. Stand on the entry platform, look around, and confirm where the pit is, where the gallery is, and which chest is the “obvious” one on the left.
  2. Grab the left chest first. The first chest sits on a low platform immediately on your left as you enter. It is the easiest of the three and is meant to confirm the controls. Use Accio or Depulso depending on which side of the chest the block is on, open it, and step back.
  3. Pull the entry block toward you with Accio. The floating block in the center of the entry platform is the workhorse for the rest of the room. Pull it toward you until it rests on the marked floor glyph. This is the block you will move, not lose.
  4. Push a second block across the small floor pit toward the side alcove. From the entry platform, aim at the block on the far side of the narrow floor pit, cast Depulso, and stop the block just before it would tip into the pit. Use Accio to settle it on the glyph in the alcove, then climb across it to reach the second chest.
  5. Use the workhorse block to bridge the central pit. Carry the original block from step 3 toward the sunken pit. Cast Depulso to push it across the gap until it locks on the far ledge. Walk across the top of the block. Do not jump past the block; the room is built so that the block itself is the bridge.
  6. Climb the gallery wall on the far side. Once across, look up. The gallery wall has obvious handholds. Climb, then turn around. The second chest is on a raised platform at gallery level, with a clear line of sight from where you are now standing.
  7. Pull the high block down to gallery level with Accio. A block sits on the highest platform above the second chest. Cast Accio while standing on the gallery and pull it toward you. The block lands on the gallery floor and becomes the stepping stone to the third chest.
  8. Climb onto the stepped platform, then onto the highest platform. Use the pulled block as a step, jump to the second chest’s platform, open it, then jump again to the top platform. The third chest is up here, often partially hidden behind a column.
  9. Drop the high block into the marked position to unlock the Collection Chest alcove. From the top platform, push the same block with Depulso toward the marker plate on the gallery floor. When the block settles, a wall panel opens, revealing the final alcove.
  10. Open the Collection Chest and exit. The final chest gives you a Field Guide page and marks the quest step complete. The exit door is the one you came in through; backtrack across the bridge block and step out.

If you fall into the pit at any point, the game respawns you on the entry platform. The blocks stay where you left them, which is why the order above matters: if you push a block into the pit early, you have to start the geometry over.

Alternative route for players who dislike precision jumps

The route above uses a single timed jump from the gallery to the high platform. If you find that jump unreliable, the room has a longer, slower path that trades time for safety. TheIGN guide for this room explicitly notes a slightly longer solution that “makes it super-easy to jump,” and the trick is the same one level designers use in puzzle spaces built for a wide audience: replace the jump with a block you can stand on.

  • After step 5, instead of climbing straight up the gallery wall, push the bridge block one more square toward the gallery with Depulso, so it sits against the gallery’s lower ledge.
  • Climb onto the bridge block, then onto the gallery ledge, instead of using the wall handholds.
  • From the gallery, pull the high block down with Accio as before, but instead of jumping from the gallery to the chest platform, stand on the high block and step across to the chest platform. The block acts as a stable step.
  • Continue with steps 9 and 10 as written. The total number of casts is the same, and the chest count is identical.

This variant is the one most players end up using on a second visit, because the camera behaves more predictably when you are not in mid-air. It also makes the room more deterministic to record or stream, since the only precision moment becomes the initial Accio on the high block.

What is in the chests, and why the room is worth doing

The Depulso puzzle rooms are gated behind a side quest, which means the rewards are tuned for players who have already finished the main story. None of the items are unique to the room, but together they are a meaningful cache.

Collectibles in Depulso puzzle room 2
Chest Typical reward Why it matters
Entry chest (left) Random gear at your current level Mostly a control check; useful as a sell or dismantle target
Side alcove chest Random gear at your current level Often the best of the three, because the alcove is off the main path
High platform chest Random gear at your current level Reward for committing to the climb route
Collection Chest (end) Field Guide page Progresses the Depulso collection, contributes to 100 percent completion

The For additional context, real reason to do the room is the same reason players do any of the Herodiana-style side spaces: they teach the verbs the rest of the castle assumes you know. Once you have cleared the second Depulso room, the block-pushing puzzles in the main story dungeons stop being a wall, because the muscle memory is already there.

Common failure modes and how to avoid them

Most “this room is broken” reports trace back to one of five mistakes. If you keep any of them in mind, the room solves itself in a single sitting.

  • Pushing the workhorse block into the pit. The central pit is shaped to catch greedy Depulso casts. Always pull the entry block toward you first, then push the other block across the gap, not the one you intend to keep.
  • Forgetting which block is the bridge. After step 5, the block sitting over the pit is your bridge. Do not cast on it again until you are ready to leave the gallery.
  • Climbing the wrong wall. The gallery wall has one climbable face with clear handholds. The other walls look climbable but are not. If the jump button does not appear, you are on the wrong face.
  • Casting Accio from too far away. Accio has a range, and the high block sits just outside it if you stand at the gallery railing. Step back to the gallery floor, not the railing, before casting.
  • Leaving the Collection Chest for last but not opening it. The quest does not advance until the final chest is opened, not until the block is on the marker. Loot first, leave second.

If you do fall into the pit, do not panic-cast. Wait for the respawn on the entry platform, confirm which blocks are still where you left them, and resume from the matching step. The room does not punish partial progress; it only punishes the order in which you make it.

How the room teaches level-design lessons

For players who are interested in how games are built, Depulso puzzle room 2 is a useful object lesson because it is small enough to read in one sitting and uses a very tight design vocabulary. The room has two verbs, two resource types (movable blocks and static geometry), one hazard (the pit), and a single reward loop. Every other element is feedback: torches mark the climbable wall, the brass mechanism at the entrance telegraphs the spell you need, the floor glyphs mark the block’s resting place, and the chests mark the destinations. There is no NPC, no dialogue, and no scripted event.

Design vocabulary of the room
Element Function in the room What the player learns
Brass mechanism at the entrance Quest gate, spell check World reacts to the verbs you have unlocked
Floor glyphs Block target markers Geometry is the puzzle, not a switch
Bottomless central pit Failure surface, block loss Push verbs have a cost when mis-aimed
Telegraphed climbable wall Vertical verb The game is teaching you to scan for handholds before jumping
Collection Chest at the end Quest completion reward Side spaces close the same way main spaces do, with a final collectible

What makes the room work is that every element is reused. The block you pull in step 3 becomes the block you bridge with in step 5, the block you climb with in step 7, and the block you solve the final alcove with in step 9. The room does not introduce new verbs or new objects; it just rearranges the same vocabulary you have been using since the Depulso tutorial. That is why solving the room feels like a small personal win rather than a content drop, and it is the same design pattern the studio uses in the Hogwarts Legacy Merlin Trials and the smaller Daedalian key puzzles.

How this room fits the rest of the Depulso questline

The Depulso questline is a small constellation of optional spaces, and the second puzzle room is the midpoint. The first room teaches the basic pull-and-push loop with a single chest and a short bridge. The second room adds verticality, an off-path alcove, and a Collection Chest that ties back to the main Depulso collection. The third room, if the player continues the chain, layers timing and longer Depulso casts into a much larger chamber. Players who skip straight to the third room tend to fail, because the third room assumes the spatial habits built in the second.

From a pacing point of view, the second room is also where the game stops forgiving camera mistakes. The first room has wide angles and short distances; the second room has a central pit that punishes a camera pointed at the floor, and a high block that punishes a camera pointed only forward. The third room then assumes the player has learned to keep the block and the destination in frame at the same time. Solving the second room cleanly is the prerequisite for enjoying the third.

Performance and accessibility notes

There is no difficulty setting for the Depulso puzzle rooms. The rooms do not change based on your gear, your level, or your house, and the rewards do not scale. What does change the experience is the platform: on console, the camera is the dominant failure source, while on PC the dominant failure source is mouse sensitivity, and on both, frame drops during a Depulso cast can throw the block past the glyph. If the block keeps overshooting, the fix is almost always a settings change rather than a strategy change.

  • Lock the camera to a wider field of view in the options menu before entering the room. A tighter field of view makes the central pit feel closer than it is.
  • Lower the camera sensitivity for this session only, and raise it again when you leave. The room punishes fast camera turns more than any other space in the castle.
  • If you are on PC and the frame rate drops when the block is in motion, drop the resolution scale by one notch. The room’s physics do not change with frame rate, but the visible motion blur does, and a stable image makes the Depulso cast easier to time.
  • If you are sensitive to fall sounds, mute the master volume briefly for the room; the fall-into-pit sting is loud and the respawn is fast.
  • There are no accessibility-specific toggles for the puzzle itself, so the alternative route above is the closest thing the room has to a reduced-mobility option.

None of these are required. The room is solvable on a stock console at stock settings in a single attempt by a player who reads the layout first. They are listed because the most common non-skill cause of failure on the second Depulso room is camera and frame pacing, not the puzzle itself.

What to do after the room is done

Once the Collection Chest is open and the quest step updates, the immediate next action is to return to Sophronia Franklin at the Charms Class Floo Flame. She has follow-up dialogue that confirms the Herodiana-style puzzles are now part of your routine and that the next Depulso space is available. The next action depends on what you want from the rest of the game.

  • If you are working toward 100 percent completion, the Field Guide page from this room contributes to the exploration track, and the quest step contributes to the side quest track. Both are required for the platinum-style completion state on each platform that has one.
  • If you are still in the main story, the Depulso rooms do not gate anything, so it is safe to leave the Belltower Wing and return to the Assignments chain. The Herodiana-side skills you have now will help in the late-game dungeons.
  • If you are building a caster-style build, the Depulso rooms are good practice for the kind of movement-and-block puzzles that show up in the Auror-aligned late content, and the alternative route above is the one most caster players end up preferring because it removes the one precision jump.
  • If you are streaming or recording, the second Depulso room is a useful short segment: it has a clear entrance, a clean three-chest structure, and a satisfying final alcove reveal that reads well on camera.

There is no “best” order for the rooms; the game is built so that the player can solve them in any sequence as long as the Herodiana quest is done. What matters is that the second room is the one where the verbs stop being optional and start being a habit, and that habit is what makes the rest of the side content feel easier than it actually is.

Internal resources worth pairing with this walkthrough

Two articles on this site cover adjacent ground and make useful companions to this walkthrough. The first is a look at how Hogwarts Legacy’s wider puzzle design fits into modern GameDev patterns, and the second is a deeper read on the kind of side-content reward loops the Depulso rooms sit inside.

Frequently asked questions

Where is Depulso puzzle room 2 in Hogwarts Legacy?

It is in the Belltower Wing, in the Egyptian-themed section. The easiest route is to fast travel to the Transfiguration Classroom in the Astronomy Wing, turn right out of the Floo Flame, take the first door on the left, and continue past the Sphinx statue and the vases to the brass mechanism on the marble wall at the end of the hall. You can also reach it from the Belltower Courtyard Floo Flame.

How do I unlock Depulso puzzle room 2?

You need Depulso, which you learn from Professor Sharp’s Assignment 1, and you need to have completed The Hall of Herodiana, the side quest that follows The Helm of Urknot. The door responds to the quest state, not just the spell, so if it does not open, the most common cause is that The Hall of Herodiana is not yet marked complete.

Do I need Depulso to enter the room?

Yes. The brass opening mechanism on the marble wall only responds to a Depulso cast. Other spells will not open it, and there is no alternate entrance.

How many chests are in Depulso puzzle room 2?

There are four collectibles: three treasure chests and one Collection Chest at the end. The three treasure chests are on the entry platform, in the side alcove, and on the high platform above the gallery. The Collection Chest is in the final alcove, behind the panel that opens when you place a block on the marker plate.

What is in the Collection Chest at the end of the room?

The Collection Chest contains a Field Guide page that contributes to the Depulso collection and to overall exploration completion. It does not contain a unique weapon, but it is required for 100 percent completion on any platform that tracks it.

Can I solve the room without jumping?

There is one jump that is technically optional. If you use the alternative route that pulls the high block down onto the gallery and uses it as a step, you can clear the room without any precision jumps. The other movement in the room is still required, including a climb up the gallery wall and stepping across the bridge block over the central pit.

What happens if I push a block into the pit by accident?

You respawn on the entry platform and the surviving blocks stay where you put them. The lost block is gone for the rest of that attempt, so the fix is to start from a step that does not depend on it. The walkthrough above is written to keep your most important block safe through the first three steps so that a single mistake does not restart the geometry.

Is Depulso puzzle room 2 required to finish the main story?

No. The room is part of an optional questline that branches off The Hall of Herodiana. The main Assignments chain does not require any of the Depulso rooms, and the rewards from the rooms are tuned for players who have already finished the main story or who are at least in the late-game range.

Do the rewards scale with my level?

The three treasure chests contain gear that scales with your current level at the moment you open them. The Collection Chest always gives a Field Guide page and does not scale. If you want the best possible gear from the chests, leave the room until you are in the post-game or late-game range, then come back and clear the room in one pass.

Is the room the same on every platform and in every edition of the game?

The layout, the rewards, and the gating are the same across PC, PlayStation, and Xbox versions, and the same across the Standard and Deluxe editions. The only platform-dependent difference is camera behavior: console players tend to fight the camera around the central pit, while PC players tend to fight the mouse sensitivity on the high block. The walkthrough and the alternative route above are written to work around both.

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