Showing posts with label Old Clockworks. Show all posts
Showing posts with label Old Clockworks. Show all posts

Sunday, April 14, 2013

Luigi's Mansion: Dark Moon -- Old Clockworks - Outlandish Interruption

Once again, there are ghosts in Old Clockworks after retrieving the Dark Moon piece. The signals are stronger this time. Once you arrive, go to the marked spots on the map and catch all the ghosts as quickly as possible. The rooms will vary. If you have to go to rooms by the Transportation Hall, access the Transportation Hall from the first floor of the Roundhouse, instead of dealing with the beams. Gadd brings us back when we're done. He said this time was quick.

Clear Time: 4:28
Ghosts Captured: 19
Health Lost: 20
Treasure: 281
Silver Rank

Gadd says ghosts can take over very quickly. Thankfully, we're taking care of things before they get really bad.

Luigi's Mansion: Dark Moon -- Old Clockworks - Showtime

Gadd shows us the security camera image. The possessor ghost directs other ghosts in the Mechanism behind the Clock Tower Gate. They're heading to the top of the tower. Gadd says the Boos don't normally have the ability to use Spirit Balls. Boos also normally do not get along with other powerful ghosts, but are getting along with the Possessor. There's a large shadow, which makes Gadd think that the Dark Moon didn't break apart on its own. The glow above it seems to be influencing all of the ghosts in the picture. The shadow looks very much like King Boo. There's a painting in a sack. From what we can see of it, there's a hat with an "M" on it. Gadd gives us the clock hands and sends us to Old Clockworks.

Clock Tower Gate
We land at the Clock Tower Gate. Approach the gate and check it out. Luigi installs the hands and rotor and the clock sets itself to 12:00. You need to set it to 7:30 (it's the time displayed on the clocks behind the gate). The clock rises up to reveal a door to the Movements.

Movements
The mechanisms of the clock are here. The path to the top is high above. To the left is a window with a ruby. Vacuum it out. In the right corner is a tool chest that needs restoration. It will give you a lot of money. There are some wheels on the mechanism to spin. It will raise the floor you're standing on so you can collect money and reach the top of the mechanism. You can also reach a tool chest this way.  At the top is the door to the Belfry.

Belfry
There are lots of crates and a tall ladder here. In front of the ladder is a powerful spring that will take you to the top of the Belfry, the Belfry Clock.

Belfry Clock
 At the top is a giant clock. The possessor ghost is here. It makes the clock hands spin and erases the numbers. Stay on the outer edge of the clock, where the numbers should be, to avoid taking damage when the clock hands spin. It will go number by number, which makes ghosts appear. You have to defeat all ghosts before the minute hand completes a full rotation, or it will repeat the same number. 1 to 3 o'clock are Greenies. After you deal with the Slammers of 4 o'clock, the possessor will appear and the whole clock starts spinning. He'll run around in his shield for a while, then stop and he'll be vulnerable to attack. Peel off the first layer. 5 o'clock is a bunch of bugs. Sand will appear on the clock face. 6 o'clock is some Sneakers. 7 o'clock is Greenies with hammers and shields. 8 o'clock is mummies. After 8 o'clock, the possessor reappears. Peel off another layer. 9 o'clock is more bugs. 10 o'clock is Creepers. 11 o'clock is a bunch of exploding robots. Try to avoid them and take minimal damage. 12 o'clock has a Greenie, a Sneaker, bugs,  a Slammer, and exploding robots. It's a tough fight. The possessor ghost will appear so you can vacuum it up and claim the Dark Moon piece. Gadd brings us back to the Bunker after a cuckoo scares Luigi.

Clear Time: 10:20
Ghosts Captured: 30
Health Lost: 90
Treasure: 1356
Gold Rank

We've unlocked a new mission. Gadd says the longer possessor ghosts are in contact with Dark Moon pieces, the stronger they become. Gadd cleans off the Dark Moon piece and the fogs clears a little more. Gadd thinks someone shattered the Dark Moon on purpose. The next mansion is on a mountain in the coldest part of Evershade Valley. It's called the Secret Mine.

Saturday, April 13, 2013

Luigi's Mansion: Dark Moon -- Old Clockworks - C-5 Piece at Last!

Gadd says we need to find the rotor to open the Clock Tower Gate. He's also detecting signals from the east side of the place. It probably has something to do with the Boos following that Toad that fell down there. Gadd thinks the rotor might be there. The doorway is blocked, but Gadd has a Pixelator screen in that area. The rotor looks like a wheel.

Service Elevator (First Floor)
We land here, and startle a pink mottled ghost with the rotor. It flies into the next room. There's a sheet draped over a mirror to the left of the door. The mirror reveals a ruby on the other side. We can't reach it just yet. Activate the safe and it will drop slightly. Go through the door on the right to the Gear Chamber.

Gear Chamber
There are a couple of "elevators" here. Walk on the first one to make it drop a level. The ghost with the rotor flies into the next room. Restore the file cabinet next to the elevator for lots of money. If you look through the hole in the wall, you'll see the pink ghost consulting with Greenies on where to hide the rotor. One Greenie notices and puts a brick in the hole. Gadd says we need to get into the Storage Room. One of his Toad assistants is looking after the place. He's in the Synchronization Room. Go downstairs to the left. Pull the red ball on the vent for lots of coins. There's a rattling door behind the back wall. There are crates that form a ramp to the back wall. Restore the wooden plank bridge and go behind the wall and reach the door. We have 15 seconds to collect the Red Coins. Go to the left first and step on the gear near the timer to jump over the wall. Completing the mission will get you a ruby from the tool chest. Go through the lower door on the left to the Service Elevator.

Service Elevator (Basement 1)
There are some coins above the doorway. If you activated the safe upstairs, it will drop downstairs and give you money. Go downstairs. There's not much to do here. The door leads to the Maintenance Hub.

Maintenance Hub
Activate the Strobulb device on the back wall for a red ball zipline. Drop down and restore a tool chest in front of the large gear for a ruby. Use the gear spring to the right to spring on top of the gear and unroll the bridge to the left door. Restore the door on the back wall at the level of the gear. This leads to the Crank Room.

Crank Room
There are a couple of Slammers here. There's a giant cog to the left. Go right for some gold bars and another cog. Go downstairs and restore the cog in the huge gap. This will get the cogs on the left moving. The tool chest has a lot of money. Go to the left cog and stand on it until you reach the floor. Peel off the wall paper on the front left wall for a hidden room. Restore the tool chest in the front of the room for Boony Raboot, with 30 HP. Return to the main room and pass through the cog when there's a gap. Defeat the Slammers. The Gold Greenie will be in a locker. There's a key in another locker. Go over the cog and return to the Maintenance Hub. The key opens the door on the left to the Synchronization Room.

Synchronization Room
There are a few gold bars and a stack of money here. Activate the mechanism on the clock-like device on the left wall and a cuckoo will pick Luigi up and take him to the other side of the wall. Remove the spiderweb on the left and go through that doorway. There's a Toad Portrait on the back wall. Behind the poster on the left wall are some gold bars. Go downstairs on the right and restore the right valve wheel. Adjust the wheels to make a path to the portrait. Left controls the back wheel and the right wheel controls the front. Go up to the portrait and use the Dark Light to make Yellow Toad appear. He's a huge Luigi fan. He'll take us to the Storage Room. He warns us he has an irrational fear of clocks. Why Gadd assigned him hear is beyond me. We have to keep him away from large clocks or gears. He's also scared of the two Greenies that appear. Once you take care of them, move to the right. Pick up Yellow Toad, step on the tile on the floor to lower the gate, and aim at the wall. Crosshairs will appear. Shoot him onto the conveyor belt and take the cuckoo to the other side. There are more Greenies over here. Once you're done, go to the Maintenance Hub.

Maintenance Hub
Yellow Toad won't walk on the giant gear in the middle. Pick him up, stand on the gear, and shoot him to the other door. When you try to reach the zipline, Greenies with shields and hammers appear. Deal with them, then use the zipline and return to the Service Elevator.

Service Elevator (Basement 1)
Yellow Toad doesn't like spiders either. Clear them out, then go to the Gear Chamber.

Gear Chamber
The mottled pink ghost is here, and commands an army of Greenies to attack. Some have shovels and some appear in the sand. Then, mummies appear. You can catch the mottled pink ghost when the mummies are around. It has 50 HP. Once you defeat them all, Gadd says to search for the rotor. Go up the stairs and shoot Yellow Toad into the higher elevator. This will bring it down so you can reach the Storage Room door.

Storage Room
The rotor is behind a fence below the walkway. Walk on the crates level with the door and shoot Yellow Toad behind the fence to get it. He feels sick from touching it. Leave through the upper door.

Service Elevator
Before you return the Toad, shoot him to the other side of the room with the ruby. He'll pick it up, along with the gold bars and spring back to your side. Get the gem from him and pixelate him back. Gadd returns us to the Bunker.

Clear Time: 27:26
Ghosts Captured: 23
Health Lost: 140
Treasure: 1803
Silver Rank

Gadd says the pink mottled ghost we captured was a powerful Strong Sneaker. As with the first Toad, Yellow Toad doesn't remember how he was trapped in a painting. He was chased by Boos before it happened. With the rotor, we can now open Clock Tower Gate. Yellow Toad also brought back a security camera image. He'll process it.

Friday, April 12, 2013

Luigi's Mansion: Dark Moon -- Old Clockworks - C-4 Play Catch

Gadd can't locate the hour hand because the Parascope only detects paranormal objects. He did pick up some signals in Clockworks Court. He thinks it might be a few Greenies, but it's all we have to go on. Gadd also says that Luigi doesn't need to cower in fear every time he's pixelated.

Clockworks Court
Just as Gadd said, a few Greenies are in Clockworks Court. They're playing catch with the hour hand, until the Polterpup eats it and takes off. The Greenies follow him. So, we're dealing with two parties that both want the hour hand. Spectacular.

Warehouse
The Greenies are here, but they're a little different. They start with infinite HP, then drop to 10 HP after you power up the Poltergust 5000 with (A). The paw prints lead into the Workshop.

Workshop
A Greenie flies out of the room. Follow the paw prints to a machine and the Polterpup will appear and fly through the ceiling. You'll have to take the long way to the Drafting Office.

Clock Tower Gate
Restore a lantern hanging from the ceiling to make JamBoolaya. Don't call him Gumboo. JamBoolaya has 30 HP.

Drafting Office
The Polterpup is in the cabinet on the back wall. Both it and the Greenie return to the Warehouse.

Warehouse
The Greenie is behind the crates on the second floor. They appear to have an invincibility shield. The Polterpup went into the Clockmaker's Chambers.

Clockmaker's Chambers
The Polterpup is hiding in the wardrobe on the left. It goes into the Roundhouse.

Roundhouse (Second Floor)
The Polterpup and Greenie are on the other side of the beams. The Polterpup went into the Finishing Room.

Finishing Room
The Greenie and Polterpup are here, but will go separate ways. The Greenie will reapper with a couple of Slammers. Take care of them, and chase the Polterpup in and out of the Container Yard, going through the back left door.

Transportation Hall
You can now catch the Polterpup and get the hour hand. If you go to the back of the room (the floor still moves), you can get a lot of coins from the painting. Once you get the hour hand, Gadd calls. He brings us back to the Bunker.

Clear Time: 8:17
Ghosts Captured: 6
Health Lost: 35
Treasure: 748
Gold Rank

Gadd is thankful the Polterpup didn't chew on the hour hand, so he doesn't have to repair it. Once again, the Polterpup escapes being sent to the Vault and leaves. Gadd has more news: we're still missing the Clock Tower Gate's rotor. Gadd's going to look for it.

Luigi's Mansion: Dark Moon -- Old Clockworks - C-3 Roundhouse Brawl

Gadd was able to locate the Poltergeist that stole the clock hands. As the signal is different, Gadd thinks it might be an ancient Poltergeist. He's in the Roundhouse, behind the Warehouse. Gadd says ghosts gain power over time.

Warehouse
We land in the Warehouse. It's got webs covering it. Use an exploding robot in a box to clear the large ones out. Take the elevator to the second floor and blow up the debris in front of the door. The tool chest behind it will move around. When it stops, open it to reveal a Gold Greenie. Go through the back door to the Clockmaker's Chambers.

Clockmaker's Chambers
There's a Greenie wearing a bucket sleeping on the bed. It's holding a ruby. Vacuum up the rug in the center of the room. There are some gears below, so spin them. This adjusts the time on the digital clock. Make the time match that of the analog clock to set off the alarm. This wakes the Greenie up so you can catch him and get the ruby. Go through the back door to the Roundhouse.

Roundhouse (Second Floor)
The blue Poltergeist is here, levitating some bricks. From the second floor, we can jump from beam to beam to reach him. It's like being in the Rafters of Gloomy Manor. Move the Circle Pad left or right to jump. There's another set of beams we can use to the right. There are gold bars on the other side (front wall) as well as a tool chest around the corner with a ruby. We can't reach him from up here, so go through the door on the back wall to the Transportation Hall.

Transportation Hall
There's a Boo at the end of the hall adjusting a key painting. He flees into a room towards the back. The floor in the middle of the hall will move backwards, like a treadmill. The only thing we can do is go through the first door on the left to the Finishing Room.

Finishing Room
There are Greenies with welding masks here. Once you deal with them, there's a gold bar in the furnace, coins on the ceiling, and a stack of money on the shelf. Go under the stairs and to the left to a hidden room with a rattling door. This leads to a secret area with Red Coins. You have 15 seconds to navigate the maze. Go to the right first and follow the path around, making your way to the center. This will make a tool chest appear with a lot of gold bars. Leave through the door on the right that's towards the back, then go across the hall and back a little to the Container Yard.

Container Yard
We're outside now and there's lots of money strewn around. Pull the red ball on the machine to make the machine drop an exploding robot into an elevator. Two crates will start moving. They each contain Slammers. Once you're done, make sure there are three exploding robots in the elevator so you can pass through. Cross to the other side and open the tool chest for money. Then, activate the exploding robots. This will allow you to reach the other door. Go across the hallway to the Kiln Room, after some gold spiders drop down.

Kiln Room
The room is pretty steamy. There's a valve on the left. Spin it by blowing air on it to reduce some of the steam. Restore the valve on the right to help get rid of more steam. Use the vacuum to get rid of the rest of the steam. There's a Greenie in the kiln. Once the steam is clear, you can open the kiln. Go into the kiln to make the Greenies appear. Once you defeat them, Boodonkulous appears. It has 30 HP. Once you're done, go through the kiln and out to the right. Pull the red ball on the vent to make a gold exploding robot. It will give you a lot of gold bars. Leave through the door to the Transportation Hall.

Transportation Hall
Luigi is now on solid ground. Vacuum up the sheet/ poster and stand on the spring to reach the otherside of the mechanism that moves the floor. Get the key from the painting. Walk over the gears and go to the locked door at the front of the hall, which leads to the Roundhouse.

Roundhouse
It's dark and quiet here. Go down the stairs and vacuum the wall for coins. Behind the wall to the left is a ruby. Restore a set of drawers under the stairs for lots of money. Move forward, and you'll see the blue Poltergeist. He'll make the turntable spin and disappears. Throw a bomb into the turntable and dodge it when it's thrown back out. The blue Poltergeist has 100 HP, but it's not alone. Sneakers are here as well. Vacuum the blue Poltergeist when the turntable stops spinning. It will appear then. You have to defeat all the ghosts, including the Sneakers. Once the blue Poltergeist is defeated, you can get the clock hand. Pull the red ball to lower the floor connecting the turntable to the floor. Gadd returns us to the Bunker.

Clear Time: 24:54
Ghosts Captured: 14
Health Lost: 95
Treasure: 1924
Gold Rank

When we show Gadd the clock hand, he notices we only have the minute hand. Gadd's going to work on a plan to find the hour hand.

Thursday, April 11, 2013

Luigi's Mansion: Dark Moon -- Old Clockworks - C-2 Underground Expedition

Gadd says the special compass we found reveals an alternate entrance underground. It's marked with an X on the map in Clockworks Court. The compass itself opens it. Gadd thinks the ghosts took the clock hands to the Clock Tower Gate as far underground as possible.

Clockworks Court
The spot marked on the map is behind the gate, past the telescope. It's surrounded by clocks, but it doesn't stand out much. It's a small post sticking out of the sand. Check it out to open it. It will drop you into the Storm Cellar.

Storm Cellar
Be careful when checking out items in the underground. Several of them contain bombs. After a short while, a rock will start floating around. It's being carried by a Greenie as a weapon and shield. There's another Greenie under the bed. Vacuum the wallpaper over the bed for a painting of a gem. Use the Dark Light on it to get a ruby. Place the rock on the "elevator" to raise the gate to the door. This leads to the Canyon Hall.

Canyon Hall
To the left is an auger you can spin for some coins. The place is crawling with spiders and has quite a few webs. It's looking less and less like an abandoned factory. Go to the right until you come to a corner. The wallpaper will be billowing. Peel it off to reveal a way outside to the Canyon Narrows.

Canyon Narrows
There are a couple of ziplines here. Use the red balls to cross the canyon. On the right side is a rattling door that will take you to a secret area. This one's an hourglass filled with chests. The sand will fall in, allowing you to reach all the chests. Each one contains a Gold Greenie. Just open all the chests at a given sand level, then catch the Gold Greenies. Use the zipline to return to Canyon Hall when you're done.

Canyon Hall
Ahead is a small visual puzzle. You'll see a spider in the crate ahead of you, but you can't defeat it. It's actually in the crate to your left and you're looking at a mirror on the crate ahead. Go past the crates and a Sneaker will appear in the mirror. Ahead is a door. Before you go through it, go to the right. The door leads to the Canyon Stairs.

Canyon Stairs
Vacuum the web on the right for a ruby. Activate the exploding robot to blow up the debris in front of the door. Gadd calls, saying this will make accessing the underground easier. Go through the back door in the Canyon Hall for the Roundhouse Pit.

Roundhouse Pit
It's dark and spooky here. Lots of objects have bombs here. To the left is a sarcophagus, whose eyes follow you around. Check it out and mummy wrapping will grab Luigi. From there, we can look into the room, while a Boo and Hider appear. The Hider hides in a drum and puts a bomb in another one. The Boo makes a couple of drums disappear. Leave the sarcophagus and find the Hider to make the lights come on. Pull the red ball on the back wall a few times to make the wall crumble. This reveals a door. Gadd calls, but he's breaking up because we're so far underground. Gadd says Old Clockworks was built directly over an ancient archeological site. Because of this, there is no map for us to check, and will appear as we go. The door leads to the Pit Slide.

Pit Slide
A sandy slide awaits. After a rumble hits, start sliding. Aim for the piles of sand, which have lots of money. Stun the spiders if you can. At the bottom, restore a vase on the right for lots of money. The door leads to the Quarry.

Quarry
Sand flows in from the ceiling. There's a door at the top, but no way to reach it. At the bottom of the pit is a mine car. Pull it back a couple of times and gold bats will fly into the cave. Go into the cave to stun them and get a ruby in a spiderweb. Pull the cart a few more times so it's under the sand. A Greenie will appear and the sand will start pooling. More Greenies will appear with shovels. A Gold Greenie will also appear, as well as Sneakers. After a while, the sand will stop rising. Once you defeat the Greenies, restore the tracks from the door to a rock with a tool chest. This will make Bootine appear, with 30 HP. The tool chest has a lot of money. You can now reach the door on the right. This leads to the Antechamber.

Antechamber
This room is incredibly dark and has only a few torches to light it. There are webs in the tunnel. Near the first web is a web ball so you can start lighting webs on fire. Be sure to light any torches you find. There are alcoves along the way with money and hearts. At the end, bats will fly in. The Antechamber leads to the Tomb.

Tomb
It's eerily quiet here. Aside from a few small webs, a gold bar, and a coffin, not much is here. Check out the coffin. Luigi opens the coffin and the clock hand floats out. A blue Poltergeist is holding it. It flies out of the Tomb. Soon after, a mummy appears from the ground. It will stumble around. Stun it, then let it run into something, so it will fall over. A knot of wrapping will appear, so pull it. This will unwrap the mummy, revealing a Greenie on stilts. More mummies will appear. Once you defeat all three mummies, Gadd calls. He's still breaking up. We'll have to regroup to get the clock hands back. He returns us to the Bunker.

Clear Time: 16:57
Ghosts Captured: 22
Health Lost: 80
Treasure: 2121
Gold Rank

Gadd says the blue Poltergeist gave off strong Parascope signals. This will make him easier to track.

Wednesday, April 10, 2013

Luigi's Mansion: Dark Moon -- Old Clockworks - C-1 A Timely Entrance

Gadd says there's a Dark Moon piece at the top of the Clock Tower in Old Clockworks. We'll need to get past the Clock Tower Gate to find it. Since we know where we're going, this should be easy. Gadd asks, "What could possibly go wrong?"

Clockworks Court
We land at the entrance. It's dry and dusty here, like a desert. Bugs will pop out of the sand, but you can stun them with the Strobulb. Vacuum the dead shrubs for money. If you look through the telescope, you'll see a possessor ghost fly into the Clock Tower. Use the Strobulb to activate the gate. There are clocks strewn all over the place. To the left are some railroad tracks. Restore the tracks in the gap so you can reach the tool chest with lots of money. To the right, the path is blocked off. On the other side of the rubble is a red ball. Use the Strobulb on it. It's a little robot that will run towards you and explode. Use it to clear the rubble. Aim the vacuum at the vents for money. At the end of the tracks here, restore the tool chest for a red gem. It's either a ruby or a garnet. I'll call it a ruby. The entrance to Old Clockworks is a giant clock. Use the vacuum to spin the valve on the left. You'll have to set the clock to the correct time. All the clocks out here read the same time: 3:30. Set the clock to that time. If you overshoot, use the vacuum with [L] to spin the valve in the opposite direction. This reveals a door into the Warehouse.

Warehouse
There's a Greenie hanging around a machine, but leaves when we appear. Periodically, you'll hear a Boo laugh. There are bundles of cloth or something lying around the Warehouse. Place them in the machine the Greenie was playing with and pull the loose strand for money, spiders, or a Boo. ComBooter has 30 HP and hides in a red bundle. To the right of the back door is a stack of boxes. There's an invisible green bundle here. It has a ruby. In the safe next to the right door is a yellow bundle. It has a key to the right door. This leads to the Workshop.

Workshop
There are Greenies here armed with helmets and welding shields. Use the Strobulb on them, which activates an exploding robot, which stuns the Greenies for you. On the front part of the right wall, there are coins behind the wall paper. Pull the red ball in the middle of the ceiling to reveal a Gold Greenie. The door on the right leads to the Clock Tower Gate.

Clock Tower Gate (First Floor)
Restore a tool chest near the broken window on the left for a ruby. The room is filled with sand, littered with exploding robots. Check out the clock on the Gate and Gadd will call. The clock hands are missing, so we can't open the gate. Soon after the call ends, a Greenie appears in the sand and whips up a small sandstorm. It will stop spinning after a while, or use an exploding robot to help things along. Defeating all three Greenies will give you the key. This opens the door on the right to the Cargo Room.

Cargo Room
Gadd calls and thinks the ghosts that stole the clock hands went underground. We need a special compass to go underground. He says it's in the Drafting Office, which is on the second floor. There's a pit in the middle of the floor we can't get out of on the right side. Aim the vacuum at the back wall to reveal an exploding robot in the wall. Activate it and sand floods in so you can reach the right side of the room. If you look through the pipe on the right wall, you'll see a Toad balancing on a rail whiel Boos watch. He falls down to the lower level, the Boos laugh, and follow him. Pull the red ball to make some stairs drop down. A Greenie will scare you at the top of the stairs and send two exploding robots down with you. If given the chance, the Greenies will pick them up and use them as shields. Once the Greenies are gone, a Slammer will start moving through the sand. Wait for it to appear, then vacuum. There's an invisible tool chest on the back wall at the top of the stairs, under a sheet. It has a gold exploding robot. It will produce a lot of gold bars without blowing anything up. The door at the top of the stairs leads to the second floor of the Clock Tower Gate.

Clock Tower Gate (Second Floor)
There's a walkway over the sand, but parts of it are missing. Activate the vent near the door for money. Restore the walkway as you go. The door on the left leads to the Drafting Office.

Drafting Office
There is a Greenie sitting at the drafting table. Peel off the posters for money. We can't get the compass just yet. Spin the ceiling fan to make the left wall move back and reveal a new part of the room. If you try to go into it, Sneakers appear. Once you get all three, move the wall again. Go to the back, then go right for some money. If you go into the Warehouse through the left door, you can get a lot of money and gold bars. Check the desk for the special compass. Gadd brings us back to the Bunker.

Clear Time: 23:15
Ghosts Captured: 13
Health Lost: 30
Treasure: 1838
Silver Rank

Gadd should've known the ghosts would not make it easy for us to get the Dark Moon piece. Gadd's going to examine the compass.