The dialogue system in Hogwarts Legacy often presents players with moral choices. But do your decisions truly change the course of the story, or is it just an illusion of non-linearity? In this guide, we’ll take a detailed look at all the key choices in the game: from irreversible early decisions to endings and the fates of your companions.

Important for collectors: No matter which dialogue options you choose, you will always receive cosmetic items and collection rewards. The game does not prevent you from earning the 100% completion achievement due to “incorrect” dialogue choices.

1. Irreversible Initial Decisions

At the very beginning of the game, you make two key decisions that cannot be changed until the very end:

House Selection: Determines your common room, clothing colors, and one unique story quest (for example, the Azkaban quest is only available to Hufflepuffs).

Choosing a magic wand: A purely cosmetic solution, but one that stays with you forever.

2. Consequences in Side Quests: Rewards and Relationships

Most side quests offer 2–3 response options (kind, neutral, or rude). Often, “bad” or self-serving choices yield greater rewards.

The right decisions for the best reward:

Cressida Blue’s Diary: If you simply return the diary you found to her, you’ll only receive the wand handle. However, if you start blackmailing her, you’ll receive both the handle and an additional 300 galleons (a great amount to start the game with).

Saving the Diricol (Guineira): At the end of the quest, you have three options: give the bird away for free, demand a reward (which will grant 500 galleons instead of the standard 300), or keep the creature for yourself. If you choose the third option, the Diricol will permanently settle in your vivarium under its original name (you cannot rename it). Choose the option to claim the reward if you don’t need the animal.

Decisions that change NPC attitudes (Roleplay):

Nerida Roberts (Mermaid Artifact): If you keep the artifact for yourself, she’ll be offended. Later, when you meet her at the “Crossed Sticks” dueling club, the game creates a unique, if somewhat contradictory, situation—she’ll simultaneously remind you of the theft but note that the duel was fun.

Grace Pinch-Smedley (Astrolabe): If you help her, she will remember your kindness later in the “Summoner’s Court” mini-game and even praise your diving skills.

Warning: A choice that will block the merchant! In the settlement of Aranshire, there is a merchant named Edgar Edley. After completing his quest to find a family heirloom, do not advise him to “sell the heirloom if you need money.” This will anger him so much that he will refuse to speak to you ever again, and you will lose access to his inventory. If you simply return the item, he will become a regular merchant.

The Illusion of Choice (Zenobia’s Gobstops): Sometimes choices don’t mean anything. If you decide not to give Zenobia Nook her Gobstops at the beginning of the game, she’ll be upset. However, later on, you’ll still find her in the Hogwarts courtyard, calmly playing with Gobstops that, logically, she shouldn’t have.

3. Do these decisions affect the study of the Dark Arts?

Many players fear that refraining from using unforgivable curses will lock them out permanently. In reality, the system is very lenient.

Crucio and Avada Kedavra: During Sebastian Selloo’s story quests, you can say that you “don’t want to learn Crucio” or that “no one should know the Killing Curse.” The tension in the scene will rise, but there will be no consequences.

How to learn magic later: If you declined during the quest, you can visit Sebastian in the Undercroft at any time and ask him to teach you the spells you missed. Your companions will not change their attitude toward you because of your use of Dark Magic.

4. Main Game Choice: The Fate of Sebastian Sallow (Spoilers!)

The most significant choice in the entire game comes at the end of Sebastian’s story arc (the “In the Shadow of Fate” quest). You must decide whether to turn him in to the principal for his crime or keep everything a secret.

Keep it a secret: Sebastian stays at Hogwarts.

Turn Sebastian in: He’ll be expelled from school for good and most likely sent to Azkaban.

Critical consequence: If you hand it in, it will disappear from the game. If you haven’t learned the Unforgivable Curses by that point, you will lose that opportunity forever.

5. Details that Change the Story Mission (Reversal Potion)

During the mission where the protagonist transforms into Principal Black using the Transformation Potion, dialogues with students will change depending on your previous decisions. For example, if you blackmailed Cressida Blue over her diary at the beginning of the game, then as Principal Black, you’ll hear her call you a “little vile blackmailer.”

6. Two Endings: What Does the Final Dialogue Change? (Spoilers!)

The decision that determines the outcome is made in a conversation with Professor Fig right before the final battle. You must decide the fate of the Repository of Ancient Magic.

Option 1 (Seal the Magic): Professor Fig helps you in battle. In the final cutscene, he dies in your arms, saying that the magical world is in safe hands. This is considered the “Good” ending.

Option 2 (Unleash the Magic): Professor Fig is killed almost immediately by a falling rock and does not appear in the final scene. Your character inhales a portion of the ancient magic; their eyes briefly glow red, and traces of dark energy linger in the air. This suggests that you have unleashed the power by choosing the “Dark” path.