James:

10 points for getting to supplies and choosing decent ones.

10 points for locating an ally.

-5 points for joining someone that made themselves a target.

5 points for subduing Gutnich.

5 points for subduing Louisson.

-10 points for being hit with Klenner's spell/getting hurt.

5 points for subduing Klenner.

5 points for being able to heal the damage.

10 points for finding water

10 points for making it through the night unharmed; good choice of shelter.

10 points for sticking with Black (ally) for 1 day.

-10 points for being caught in a vulnerable state.

5 points for subduing McDuff.

5 points for recognising and learning from the mistakes made by other trainees.

5 points for stealth/observing the enemy without detection.

5 points for a successful diversion.

5 points for Disarming Ackerly.

10 points for gathering supplies.

5 points for healing Shacklebolt.

5 points for healing Black.

-10 points for a red aura.

-5 points for lying about it.

5 points for going from red to orange.

-5 points for getting trapped.

10 points for allying with Shacklebolt.

10 points for allying with Finch.

5 points for setting up a good plan.

5 points for not abandoning allies under duress.

-50 points for letting an ally die.

5 points for not lingering.

5 points for getting away safely.

10 points for getting away with two allies alive.

-10 points for a red aura.

5 points for going from red to orange.

5 points for seeking out a healer.

10 points for surviving the second night.

10 points for sticking with Black (ally) for 2 days.

10 points for sticking with Shacklebolt (ally) for 1 day.

5 points for setting up a good plan.

5 points for entering enemy territory without detection.

5 points for subduing Austen.

10 points for teamwork.

10 points for resourcefulness.

20 points for getting possession of enemy wands.

-10 points for pranking, and not taking the situation seriously.

10 points for a successful ambush.

5 points for reviving a Stunned ally.

10 points for using teamwork to subdue McDuff.

5 points for getting a temporarily incapacitated ally to safety.

5 points for taking one opponent and leaving the others to allies.

5 points for subduing McDuff.

-10 points for being Disarmed.

10 points for saving Black's life.

20 points for keeping an ally for all 3 days (Black).

10 points for keeping Shacklebolt as an ally for 2 days.

10 points for surviving.

20 points for finishing with a non-red aura.

10 points for having supplies left over.

Total: 255 points.

PASS.

Sirius:

10 points for getting to supplies and choosing decent ones.

10 points for locating an ally.

-10 points for the the method in which the ally was located/failing to take the situation seriously/making himself a target.

5 points for use of the Disillusionment Charm.

5 points for use of Disillusionment Charm on an ally.

5 points for subduing Hunter.

5 points for Disarming Klenner.

-5 points for allowing Klenner to regain her wand.

-10 points for being hit with Klenner's spell/getting hurt.

5 points for being able to heal the damage.

10 points for finding water

10 points for making it through the night unharmed; good choice of shelter.

10 points for sticking with Potter (ally) for 1 day.

-10 points for being caught in a vulnerable state.

10 points for not losing supplies.

5 points for a successful diversion.

5 points for subduing Hemsley.

-5 points for trying to jump over the wall/not taking the situation seriously.

5 points for stealth/observing the enemy without detection.

10 points for gathering supplies.

-10 points for getting hurt.

-10 points for losing his wand.

5 points for attention to an ally's health.

5 points for letting an ally rest and recover.

-5 points for getting trapped.

10 points for allying with Shacklebolt.

10 points for allying with Finch.

5 points for setting up a good plan.

5 points for not abandoning allies under duress.

-50 points for letting an ally die.

-5 points for having to be saved by an ally.

5 points for not lingering.

5 points for getting away safely.

10 points for getting away with two allies alive.

5 points for helping an injured ally to a healer.

10 points for surviving the second night.

10 points for sticking with Potter (ally) for 2 days.

10 points for sticking with Shacklebolt (ally) for 1 day.

5 points for setting up a good plan.

5 points for entering enemy territory without detection.

10 points for teamwork.

10 points for resourcefulness.

20 points for getting possession of enemy wands.

-10 points for pranking, and not taking the situation seriously.

10 points for a successful ambush.

5 points for subduing Gutnich.

-10 points for being hit with an 'Unforgivable'.

5 points for an alternative and surprising attack method.

-10 points for being hurt.

-5 points for having to be saved by an ally.

20 points for keeping an ally for all 3 days (Potter).

10 points for keeping Shacklebolt as an ally for 2 days.

10 points for surviving.

20 points for finishing with a non-red aura.

10 points for having supplies left over.

Total: 210 points.

PASS.