Saturday, April 20, 2013

Luigi's Mansion: Dark Moon -- Treacherous Mansion - E-1 Front-Door Key

The last Dark Moon piece is in Treacherous Mansion and so are some of the highest levels of paranormal activity ever recorded. Gadd says it's a terrible idea for a paranormal investigator to go in there, but not for Luigi. On the bright side, Luigi has a very bushy moustache. Gadd gives us the Front-Door Key so we can get into the mansion easily. Gadd can't pinpoint the Dark Moon piece's current location due to the paranormal interference, so we'll have to look around.

Veranda
We land on the Veranda, which crosses a narrow bridge of rock to the mansion. Below are thunderous waterfalls. If you go back through the gate and use the Strobulb on the gargoyles, you'll get some money, even more from the invisible one on the right. Past the gate is a narrow bridge that we must cross like the beams. The first one is really short. The rocks ahead fall apart, so you'll have to jump to another bridge. All the while, you're looking at the water below. The third bridge is short, but will break when you get close to the other side. You'll stuck at the mansion now. Check out the front door and guess who shows up? As expected, it's the Polterpup, who takes the key and runs off. The gargoyles move so you can go to other parts of the Veranda. To the right, you can look into the window and see a couple of Toads being turned into paintings by King Boo. Through a broken window on the left, you'll see Greenies playing with parts of suits of armor. A little further to the left is an invisible treasure chest with lots of money. Down the stairs, you'll see the Polterpup run off, and a well. Shine the Dark Light on the well to restore a red ball. The doghouse to the right has money. Go down the stairs near the well and you'll see a blocked door. The Polterpup is on the other side, wearing a helmet. We'll have to find another way in, because we don't have any haunted dog treats. This is where the well comes in. Go into the Bottom of the Well.

Bottom of the Well
Peel off the lighter covering on the wall for lots of money. There are lots of mushrooms down here (and none of them give you special powers). Go to the right and pull the tangled vine to break open the wall to the Guard Tunnel.

Guard Tunnel
As expected, the Polterpup runs off when you appear. Aside from looking through the back wall into the Ceremonial Chamber, the only thing you can do is pull another tangle of vines on the right wall. This will make two Strong Greenies appear. They'll pick up swords, so try to vacuum them up at the same time. A Strong Slammer will appear as well. Another Strong Greenie will appear and help it. Once all four ghosts are gone, the path to the right opens up. This leads to the Cliffside.

Cliffside
There's a wheel on the wall that briefly raises the gate ahead. Run quickly to get past it. The spikes will hurt you. The door behind it leads to a part of the Ceremonial Chamber.

Ceremonial Chamber
You can't do anything about the web with the gold bars initially, so go to the left. In the main part of the Chamber, there are suits of armor and gargoyles. Pick up the web ball to the left. You can get the gold bars to the right and light the fuses under the gargoyles. A chair with a suit of armor will appear. Another suit of armor will start moving. Wait until it's over the rug, then pull the rug out from under it. It's a Strong Greenie. Spiders will start appearing. The suit of armor on the chair will move. It's another Strong Greenie. Once you're done, get the money from the chest behind the first suit of armor that moved. Sit in the chair and it will take you further underground to the Haunted Catacombs.

Haunted Catacombs
This place is off the map. It's also a maze. You're supposed to take a certain path to find the Polterpup. If you take the wrong path, you return to the part with the chair. The Polterpup took the correct path, so follow his paw prints. Initially, you'll go closer to the screen, then to the right. The back wall there has a rattling coffin behind the wallpaper. Go to the right once more,  from where the paw prints are, then go towards the back wall, past two suits of armor. Go left to check out the rattling coffin. It's a secret area where you have 10 seconds to collect 8 Red Coins while dodging a couple of suits of armor. It's not much of a maze; just run. Your prize is 5 gold bars. When you return, follow the paw prints again. That will take you to the right, then towards the front wall to a door. To summarize, with front meaning towards the wall closest to the screen and back meaning towards the back wall, go front, front, right, right, back, back, right, front. If you move to the front once more, there's an invisible treasure chest with lots of money. The door leads to the Underground Lab.

Underground Lab
There are Strong Greenies performing a Frankenstein-like experiment on a suit of armor without arms. It rises up a little. Vacuum off their goggles, then get them, as well as the Strong Sneaker. Once they're gone, spin the same wheel to get another bolt of electricity. This will knock the helmet off, revealing Boolldog, with 40 HP. Use the helmet to hit the jar on the wall with a diamond. The door on the right returns you to the Haunted Catacombs, on the other side.

Haunted Catacombs
This maze is a little shorter: front, left. There's another door. If, from the door of the lab, you go right, front, you'll reach a treasure chest with money. From the treasure chest, back, back to the slumped suit of armor, right to the webs, front, front, to another door. Before we check it out, go back, right, back right to a painting of a web ball. Light it on fire, then bring the web ball to the web. Behind the web is a diamond. The door the Polterpup didn't go through leads to the other side of the Cliffside.

Cliffside
Dangling from the vine is a diamond. Vacuum it up. Behind the back wall's covering are lots of gold bars. Vacuum the plants for coins and stun the bats. Wall around to a treasure chest with lots of money. Return to the Haunted Catacombs and go through the door the Polterpup went through to the Dungeon Cells.

Dungeon Cells
The Polterpup was here, but a rumbling scares him off. In one of the barrels is a Strong Hider with 75 HP. Remove the plant from the large barrel to get some water flowing and fill the bucket. Carry the bucket into the first cell, which has a plant. The plant will give you lots of money. Go to the third cell and vacuum the bars. The painting on the wall produces bombs. Blow up the wall in the third cell, then pull the red ball to flip the painting into the second cell and blow up that wall. Enter the second cell from the first cell. The Polterpup is in the barrel and you can catch him now. This will give you the Front-Door Key. Go through the hole in wall in the third cell and Gadd calls. He returns us to the Bunker.

Clear Time: 32:49
Ghosts Captured: 11
Health Lost: 100
Treasure: 1628
Bronze Rank

We've finally caught the Polterpup. He won't escape this time. Gadd thought we would encounter more ghosts, but we only explored the basement. He also thinks someone's redecorated it to look creepier.

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