Showing posts with label Gloomy Manor. Show all posts
Showing posts with label Gloomy Manor. Show all posts

Tuesday, April 2, 2013

Luigi's Mansion: Dark Moon -- Gloomy Manor - Gradual Infiltration

Once you've captured all five Boos in Gloomy Manor, a new mission is unlocked. The Parascope is picking up more signals from the Manor, even though we thought we cleared the place out already. We have to return and clean them out. Gadd says to think of it as character building.

We have to capture the ghosts as quickly as possible. The locations of the ghosts will vary each time you complete the mission, so check the map to see where it's marked. Keep going until Gadd calls you and tells you it's over. He says we weren't quick, but I think my time was pretty good.

Clear Time: 6:07
Ghosts Captured: 23
Health Lost: 80
Treasure: 826
Gold Rank

Gadd says he has no idea why the ghosts reappeared and we can't let our guard down. Now that we've completed all missions in Gloomy Manor, let's go to Haunted Towers.

Friday, March 29, 2013

Luigi's Mansion: Dark Moon -- Gloomy Manor - A-5 Sticky Situation

Gadd mentions that the Gloomy Manor is infested with spiders and they're covering the place in spiderwebs. If this continues, we won't be able to walk around in there anymore. Gadd's going to figure out what's going on while we clean up the place.

Entrance
Nothing seems out of place here. There are 43 spiderwebs to clean up.

Mudroom
There are webs here. Cleaning them up will make spiders appear from the ceiling. Use the Strobulb on them for some money. Once you clean them up, the room will be brighter it will sparkle.

Guard Hall
The suits of armor are covered in spiderwebs. Once you deal with them and the spiders, it will sparkle.

Foyer
The Foyer's clean.

Common Hall
There's huge web blocking our path, so we can't go past the Studio. There's a ball made of web near the Lab door. Pick it up and touch it to a candlabra or other open flame to make a torch. This will allow you to burn all the webs here. Also use it to burn the spiders for money. It will burn out after a while, so move quickly. Once it burns up, you can get another one soon after.

Studio
The rooms with cobwebs have exclamation points on the map. You can still fight ghosts in the unmarked rooms. I got a Gold Bone here.

Library (First Floor)
Now that we've gotten rid of the cobwebs, we can access the Library from the Common Hall. Use the Dark Light on the missing piano and get the Spirit Balls to make a Boo appear. This one's name is Ooga Booga. Here we go again with the Boo puns. Ooga Booga has 20 HP. It will charge at us, so watch for the glowing blue ball that appears before it rams you. Gadd says the Boos will only appear when we've found their hiding spot. He wants us to capture all of them. If we don't, they'll regroup and increase their powers.

Patio
There's a Gold Greenie and a Greenie splashing in the fountain. Activate the statue of Gadd for some money.

Master Hall
There are more webs to deal with. Vacuum up the web over the green painting. This will tilt the candles on the wall. There's web dangling from a web ball in the ceiling. Drag the dangling web to the candles and it lights like a fuse. Pick up the web ball, light it, and unleash your inner pyro. There's a tassel dangling from the ceiling. Before we see where that leads, we'll clean up the Bedroom.

Bedroom
There's a web ball dangling from the ceiling fan. Check the stove to get the fire going, the spin the fan. This will burn the web in front of the screen. Go behind the screen to get the amethyst.

Master Hall
Pull the tassel dangling from the ceiling on the back wall. Stairs appear to take you to the third floor, the Rafters.

Rafters
There are webs and suits of armor. On the left is a safe activated by the Strobulb. There's a suit of armor that will stab a box and try to hurt you. Ahead is a narrow path over the Library. Be careful so you don't fall and take damage. If you do, you'll return to the Rafters. This is a little tricky. Go slowly and gently push the circle pad up and to the opposite direction Luigi's leaning. On the other side is a tan picture of fire. Use the Dark Light to make the picture catch fire, then use the dangling web ball to burn some web. Follow the floor to the other side. There's an amethyst above the dresser. There's another tan picture of fire that's covered with a poster of cheese. Use it and the web ball to burn some more web. This will allow you to climb over the elevator mechanism to climb down the stairs more easily.

Lobby
Restore the door to the Balcony.

Balcony
Activate the grill and drag some dangling web to act as a fuse to burn the webs. There's a web around the corner. There's an invisible chest behind it with lots of money.

Dining Room
There are four Slammers here, as well as spiders. There's a spiderweb on the ceiling.

Library (Second Floor)
Use the picture of fire and the web ball to clear out the last webs in the Manor. Gadd calls, saying the spiders should leave now that the webs are gone. He thinks he knows where the spiders came from. He returns us to the lab.

Clear Time: 41:38
Ghosts Captured: 14
Health Lost: 260
Treasure 1299 G
Bronze Rank

Gadd says there's an incredibly strong paranormal signal coming from deep within the manor. He thinks it's connected to the spiders. He can't pinpoint it because it's been able to evade Parascope detection. He'll send Luigi to deal with it as soon as he finds it.

Tuesday, March 26, 2013

Luigi's Mansion: Dark Moon -- Gloomy Manor - A-3 Quiet Please!

Gadd has fixed the gears so we can operate the mechanism in the Foyer. Suddenly, piano music starts playing. The noise is coming from the room Gadd wants us to reach. There's a grand piano in the Library, which is where Gadd wants us to go. Gadd thinks the ghost playing the piano may be controlling the other ghosts. He'll send us to the Entrance.

Front Yard
There are large flowers near the front porch. Use the Strobulb on them to get money, and an Amethyst.

Entrance
The suits of armor have money if you check them out. The suit of armor on the right's helmet will fall off when you check it. Pick it up and shoot it at the suit of armor painting on the left side of the back wall. Green crosshairs will appear so you know where to aim. The painting will slide to one side, revealing an amethyst.

Guard Hall
The suits of armor are missing entirely from this hallway. When the lightning flashes, you can briefly see them.

Foyer
There are more cobwebs around the mansion. Vacuum the smaller ones and money might appear. Approach the mechanism and activate it. This lowers the aquarium to the first floor, so you can reach the double doors on the second floor. You still can't go into the aquarium for that Amethyst. The double doors lead to the Lobby.

Lobby
There are a couple of Greenies playing rock-paper-scissors in front of the elevator. Vacuum them up. A Slammer and some red spiders will come up the elevator. Get the Slammer. Check the vases and drawers for money and a Gold Bone. Behind the red poster is a safe. Use the Strobulb on it to get some money. The elevator doesn't work, so go through the door to the Library.

Library (2nd Floor)
In the Library, we can see a piano playing by itself and books flying around the room. There's a door on the right side of the room. Books will fly at you when you try to move towards the door. Gold spiders will appear. Use the Strobulb on them for some gold bars. The door leads to the Dining Room.

Dining Room
The table is set for dinner. Vacuum the table cloth and the chandelier for money and hearts. Look out the window and you'll see trees and the moon (the regular moon, not the Dark Moon). There's a safe in the ceiling near the right wall. It has an Amethyst. Go through the door on the front wall to the Balcony.

Balcony
There are some bats here. There's also a gold bar in the birdhouse.

Dining Room
On the right wall, in the corner, is a tassel. Pull it to open up the dumbwaiter, a small elevator for dishes and food. It will take us down to the kitchen.

Kitchen
There are Greenies in the kitchen, armed with pots, rolling pins, and lids. They'll use the lids as shields against the Strobulb. Stun them from behind or the side. Once you get rid of them, open up the icebox. There's an Amethyst frozen in ice. Pick it up with the Poltergust and take it to the stove to thaw it out. Check stuff out for money. When you're done, go through the door on the left into the Library.

Library (1st Floor)
There's a large, orange, big-brained ghost called a Poltergeist playing the piano. It will start throwing books at you. It has 50 HP. It will appear near the stack of rattling books. You'll see a book fly up. After it starts moving toward you, use the Strobulb. Otherwise, the ghost will use the book to block the light. After you vacuum it up, you'll realize it's not alone. There are 3 more of them. Once you defeat them, Gadd will return you to the lab.

Clear Time: 15:23
Ghosts Captured: 9
Health Lost: 125
Treasure: 661 G
Silver Rank

Gadd says the Poltergeists are probably not in charge of the other ghosts. He also says once this is over, Luigi can finally step out of Mario's shadow and be recognized as a true hero. With the money we got in this mission, we have over 2000 G, which means we can upgrade the Poltergust 5000. This upgrade gives us a larger charge meter, so we can weaken ghosts more. Looks like we won't be getting another mansion with our loot...

Once you have all the parts of the Poltergust, return to the Studio. The easel will be missing. Remove the cloth and restore it. Boo Boo will appear, with 20 HP. Complete the mission and return to the Bunker.

Monday, March 25, 2013

Luigi's Mansion: Dark Moon - Gloomy Manor -- A-2 Gear Up

It's time to look for Dark Moon pieces. Paranormal activity is high in the north rooms of Gloomy Manor, so Gadd suggests we look there. Gadd gives us the Parascope, which detects and measures distant paranormal signals. He shows us the gears that were in the back wall of the Foyer.

Entrance
We land in the Entrance and head to the Foyer.

Foyer
It's dark in the Foyer and a door on the first level is open. A large red ghost called a Slammer appears, reaches into the mechanism and removes a few gears. Three more appear and they each take a gear, flying off with it. Gadd calls, saying the Parascope will show us where the ghosts are. He's also going to call the DS the Dual Scream. Approach the open door and it will shut. A Greenie will appear with the key and fly into the Guard Hall.

Entrance
Catch the Greenie and get the key from it.

Foyer
The key unlocks the door to the Common Hall.

Common Hall
There's a stack of money on the back table and under the long rug. Vacuuming the cobweb on the window will let bats in. We can go through the first door on the left, which leads to the Lab.

Lab
The Lab is filled with Gadd's equipment. There are mice and a couple of Greenies here. Vacuum around to get the chalkboard spinning. A Greenie will appear when you do. Once you take care of them, the red ghost will appear. It has 30 HP. Vacuum it for the gear.

Common Hall
There's a flimsy piece of wall paper between the two doors on the left wall. Vacuum it up for access to the Secret Pocket.

Secret Pocket
There's some money in here, as well as a key. You can look into the Studio, where a couple of blue ghosts called Hiders are trying to complete a portrait. The key does not open the Studio door.

Foyer
We try to go upstairs, but the stairs flatten and we slide down. A blue ghost is in the room. It has 15 HP. We can now go through the door on the second floor. This leads to the Master Hall.

Master Hall
This place is covered in cobwebs. Check the vases for money and Gold Bones. Both doors on the left are open.
The first one leads to the Parlor.

Parlor
There's an amethyst in the grandfather clock on the back wall. Use the Strobulb to activate it. Vacuum the ceiling fan to make it lower, making a lot of money appear. The record player will play music if you vacuum near it. This will make two Greenies appear, and the red ghost appears after you take care of the Greenies. Remove the painting in the center of the back wall to make money appear. The other door in the Master Hall leads to the Bedroom.

Bedroom
The Bedroom seems pretty empty at first. There's no bed. Check the walls for money. There's a mushroom-shaped amethyst behind the changing screen, but we can't reach it yet. The door on the back wall is fake and will hurt you if you try to open it. Pull the tassel nearby to make the bed appear from the wall. Sit on it and the bed will flip you into the Study.

Study
Roll back the rug to make some Greenies appear. Once you defeat them, the red ghost will appear. After you defeat him, the gear appears behind a painting. To get rid of smaller pests, such as mice, bats, and spiders, you can vacuum them or hit them with the Strobulb to turn them into money or hearts. Roll back the rug further to reveal a panel. Step on it to extinguish the fire in the fireplace. Stand in the fireplace before the fire reignites to drop down to the Studio.

Studio
The blue ghosts are startled to see Luigi. Defeat them and the red ghost for the gear. Gadd calls to tell us to put the gears back in the mechanism. Before we leave, we vacuum some sheets draped over frames for some gold bars and money. Look through the camera to see an amethyst in a spiderweb in the corner of the window.

Coatroom
In the bathroom part of the Coatroom, vacuum up the rug to make a gold ghost called a Gold Greenie appear. It has 20 HP and gives a lot of money if you catch it.

Foyer
The gears don't fit into the mechanism. Gadd thinks the ghosts may have bent them. Gadd returns us to the lab.

Clear Time: 21:38
Ghosts Captured: 17
Health Lost: 125
Treasure: 757 G
Silver Rank

Gadd will work with the gears to make them work again.

When you have all the parts of the Poltergust 5000, return to Gloomy Manor. BaBoon is in the Mudroom, in the drum on the front wall. BaBoon has 20 HP. Complete the mission and return to the Bunker.

Sunday, March 24, 2013

Luigi's Mansion: Dark Moon - Gloomy Manor -- A-1 Poltergust 5000

This is Luigi's first mission in Evershade Valley. Gadd informs us that there are a few hundred, not exactly harmless ghosts to deal with. He hands us something that looks very much like an original Nintendo DS. It has a interactive map of Gloomy Manor on it and will allow Gadd to communicate with us. He also gives us a flashlight. He marks the Manor's Garage on the map. He thinks the Poltergust 5000 is there. He zaps us to Gloomy Manor with the (largely untested) Pixelator.

Luigi makes it safely to Gloomy Manor. The front gates open as we approach, then slam shut behind us. Gadd calls us to say that we run by holding (B) when walking. We go onto the porch and look through a window where a green light is moving around. It's a green ghost in a car in the Garage. Another green ghost pops out of the engine with some kind of green flashlight, and they fly off. We try to open the front door, but it's locked. A mouse appears with the key. Chase it around the front yard until you get the key. The key disappears into the lock. Luigi peers around the door, saying, "Hello?" We are in the Entrance.

Entrance
There are two suits of armor here, whose heads follow you around, as well as something covered with a piece of cloth with a door drawn on it. There's a door on the left and double doors in the back. The double doors are locked and the door on the left leads to the Garage.

Garage
Through the back window, we can see the ghosts playing catch with the green flashlight. One throws it through a window. Check the car. In the engine is the Poltergust 5000. Gadd calls to provide instructions: [R] to vacuum. We should test it out on the stuff in the Garage. Vacuum up the draped cloth on the back wall to reveal a chest with a key. Gadd calls again, telling us to use it on some ghosts. For now, we line our pockets with the coins in the Garage, some of which are on the ceiling. Vacuum up the dust in front of the door to leave when you're done.

Entrance
Now that we have the Poltergust 5000, aim it at the chandelier for tons of money. Go outside for some extra money. The vases have money, as well as the welcome mat. The door to the right leads to the Mudroom.

Mudroom
The room is fairly empty, but there's a ghost dog called a Polterpup wandering around outside. Check the drawer near the door. It has a gold bone. Gadd says that the odds of finding one of these is higher if you have a lot of treasure. Vacuum the ceiling fan for a key. Spiders will drop down. Vacuum them up. Roll back the rug to reveal a panel on the floor. Step on it for money. Looking outside, you'll see the Polterpup dig up a purple gem. We return to the entrance and go through the double doors. This leads to the Guard Hall.

Guard Hall
There are suits of armor lining the walls and they'll swing their swords at you when you walk past them. The key from the Mudroom opens the double doors at the end of the hall. This leads to the Foyer.

Foyer
The two green ghosts are here, and they've placed the green flashlight on the chandelier. They fly through a blocked door. There are some gears in the back wall. Gadd calls when you approach the stairs. He mentions a green circular panel on the wall. It is unlocked with the flash of the Strobulb, the green flashlight on the chandelier. Go up the stairs. There's a gem in the aquarium on the back wall. Spin the chandelier with the vacuum to lower it within reach downstairs. Quickly go get it before the chandelier retracts. The Strobulb produces a powerful flash of light. It activates green circular panels. Aim and press (A) to use it. Use it on the safe upstairs for some money. It also stuns ghosts so you can capture them. I used it on the door in the Mudroom first.

Mudroom Exterior
In the tree is the purple gem. Get it and Gadd calls. He says that gemstones are worth a fortune. We can check out our gems in the Vault later. We unlock the door in the Foyer. This leads to the Coatroom.

Coatroom
It's dark in here and we can hear the ghosts on the other side of the wall. Oddly enough, there's a toilet in the room and the wallpaper around it doesn't match. Peel off the wallpaper on the right wall for lots of money. Check out the toilet. Luigi sits on the lid and the wall spins. Vacuum the rug and towel for money. There's a ghost, humming in the shower curtain. Remove the curtain and the ghost freaks out and leaves. Flip to the Coatroom side and the ghost appears. It will trap you in the room. Now we can vacuum those two pesky green ghosts. The door shakes. Return to the Foyer.

Foyer
There are more green ghosts here. Vacuum up as many as you can at a time for extra money. After the ghosts are gone, Gadd calls. Gadd says he'll bring us back to the Bunker. We've completed the mission. We get some stats:
Clear Time: 27:10
Ghosts Captured: 6
Health Lost: 0
Treasure: 921 G
Silver Rank

Bunker
Gadd is proud of our work and we might be able to deal with this problem. We can check what we collected with the Poltergust 5000. We got a gem called an Amethyst, a 4w weight ghost, and 921 G of treasure. At 2000 G, we get an upgrade. Gadd will start studying the ghosts. Everything collected by the Poltergust 5000 is stored in a vault. We can check our progress there and see the results of Gadd's studies. Gadd thinks the ghost that took a Dark Moon piece may be in Gloomy Manor. We'll deal with that later.

We can return after retrieving all parts of the Poltergust 5000 to catch a Boo. It's going to be tricky to find things we've never seen in the first place.

Garage
There's an invisible wheel near the door. Restore it and Boogie Woogie appears. It has 20 HP. Defeat it, then complete the mission.

We now have an upgrade. We can now fully charge the Power Gauge when vacuuming up ghosts.