Showing posts with label Polterpup. Show all posts
Showing posts with label Polterpup. Show all posts

Wednesday, April 24, 2013

Luigi's Mansion: Dark Moon -- King Boo's Illusion - A Nightmare to Remember

Luigi lands somewhere dark and surreal. King Boo is laughing. Some curtains open and King Boo is wandering around. The curtains close and Mario's painting appears. King Boo makes the painting disappear. He's not happy about Luigi trapping him in a painting and he's going to paint the town red. He broke the Dark Moon. His crown enhances his power. He wants to be supreme ruler of our world, with the Evershade Valley ghosts as his army. He'll turn everyone into paintings. The final battle starts!

King Boo will pound the arena, causing a shockwave, and making spike balls appear. Don't touch them. When the spike balls are about to drop down, lure him under a shadow and use the vacuum to hold King Boo in place and let them land on him. You can now vacuum him. He has 100 HP. When you drop his HP to 0, he won't be contained in the vacuum. He breaks up the battle arena and Luigi slides into a mansion.

Now you have to run from him, dodging furniture obstacles. Ahead are pillows which will slow you down. Stay on the hardwood floors. You'll go up and down stairs, some of which are slides and escalators. Dodge the snow and spring out the window.

You'll return to the battle arena. Pillows will land on the floor. The battle will continue as usual. Some of the tiles will become cracked. If a spiked ball rolls over them, they will return to normal. He'll escape the Poltergust 5000 and chase you through a mansion.

This mansion will have suits of armor and will be dark in spots. Use the flashes of light and your flashlight to navigate, as there springs to deal with. Next is an icy patch with ice tablets blocking your way. They'll fall eventually, but will slow you down. Slide down the stairs and ice. Run between the suits of armor and spring out of the window back to the battle arena.

Avoid the lightning strikes. The floor won't change, but only one tile will be safe. The next few rounds of lightning will change the floor to cracked tiles or spikes. This time, when you drop his HP to 0, you'll capture him. The jewel in his crown is spit out. It's over. Grab the jewel, do a victory dance, and the illusion shatters, and you're on the Terrace.

Mario's painting is here. Gadd pixelates to the Terrace. Gadd says Luigi should try using the Dark Light to free Mario, instead of knocking on the frame. Mario thanks Luigi, calling him "Number 1". The five Toads pixelate in, with the Dark Moon pieces. They help Luigi reassemble the Dark Moon and it flies into the sky, sending out a wave of pacifying energy. Ghosts in the vault and all of Evershade Valley are friendly again. Gadd releases all of the ghosts in the Ghost Container. Time for a group photo! Luigi hangs the photo in his house, and has taken in the Polterpup.

Clear Time: 5:54
Ghosts Captured: 1
Health Lost: 130
Treasure: 300
Silver Rank

Roll credits!

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.

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.

Sunday, April 7, 2013

Luigi's Mansion: Dark Moon -- Haunted Towers - B-5 Doggone Key

Gadd says the Polterpup that took the special key is still in the Haunted Towers, but runs room to room, so Gadd can't pinpoint a location. The Parascope found that the Polterpup left paw prints starting in the Courtyard, so we'll be able to follow it. The Dark Light will make the paw prints visible.

Entrance
We land in the Entrance and we can see the Polterpup just beyond the gate. The tree on the left has a gold frog.

Courtyard
The Polterpup swallows the key and goes into the Hydro Generator room.

Hydro Generator
Use the Dark Light to find the paw prints and follow them to find where the Polterpup went through the wall.

Garden
Eventually, the trail will lead you here. The Polterpup will turn on the lawnmower and leave. Then, three Sneakers will appear.

Tool Shed
When you return here, you'll notice most of the furniture missing. Restore it all to make French Boodle appear. Spin the fountain to go to the Toolshed Stairs.

Toolshed Stairs
The Polterpup was napping on the bed, but runs upstairs. There's a Creeper at the bottom of the stairs. The Polterpup will disappear on the third floor. Go through the Botany Lab and Seedling Laboratory. It will then go to the fourth floor. Check the drawer at the bottom of the stairs between the third and fourth floor for a Gold Greenie.

Conservatory
The Polterpup is here and the organ is missing. Restore the organ and play it to make the Polterpup appear. It runs behind the organ. If you try to follow it, a Creeper will trap you, allowing the Polterpup to escape. If you try to leave, the doors will be blocked and a Gobber and some Greenies will appear. Go to the West Bathroom once you're done.

West Bathroom
The Polterpup will hide when you appear. Restore the toilet for money. The Polterpup is hiding in what I'm guessing is the bidet. It will run into the West Bedroom. Deal with the Creepers in the West Hall and move on.

West Bedroom
There's a Creeper on the ceiling. The Polterpup is hiding in one of the beds, so follow the paw prints. Once you find it, you can finally vacuum it up. It has 50 HP. The key will appear when you defeat it. What a wild goose chase. Gadd thinks the Polterpup wanted someone to play with. He brings us back to the Bunker.

Clear Time: 14:44
Ghosts Captured: 16
Health Lost: 72
Treasure: 872
Gold Rank

When you have 20,000 G, the Poltergust 5000 will be upgraded to catch ghosts faster. The Polterpup was not sent to the Vault and escapes. We recovered the key, but the Polterpup chewed it up and drooled on it. Toad gets the special task of cleaning it before Gadd repairs it. Gadd can now use the two Dark Moon pieces we have to locate the third.

Saturday, April 6, 2013

Luigi's Mansion: Dark Moon -- Haunted Towers - B-4 Pool Party

Gadd has unscrambled the image Toad brought back. In it, we see a Boo handing a pink ghost a key that looks like it could open the Hollow Tree. Gadd's never seen the pink ghosts before. A couple of Boos are holding a painting that looks like a pair of shoes with legs. It also seems the Boos are encouraging bad behavior in the other ghosts. The image was taken at the Rooftop Pool, which is where we need to go.

Entrance
There's some coins in the purple plants in the planters. Check the tree on the right for a Gold Greenie.

Courtyard
There are two carnivorous plants here and no way to deal with them. Avoid them and go into the Tower Lobby.

Tower Lobby
There's a large red flower hanging from the ceiling. It will try to hurt you. Get close to it to make it slam into the floor, then vacuum it up. It will give you a little money. Go into the Plant Nursery.

Plant Nursery
There's a plant growing in the middle of the floor, and another red flower on the ceiling. Restore the treasure chest in the back planter for a lot of money. Near the right door is a valve. Spin it to get some water running and water the plant. It will grow into a plant that acts as a staircase, like in the Botany Lab. This leads to the Rumpus Room. Before you go there, go on the Skybridge and get rid of the red flowers for an emerald.

Rumpus Room
This is a child's playroom, and there's a large, creepy doll in the center of the floor. Restore the shelf on the right wall, near the door. The doll's head will turn slightly when you're in front of it's face. If you vacuum up the curtains, money will come out of the light. Walk around the doll so that her face follows you. This will make the head pop off and reveal an emerald. Look into the one lit window in the doll house. It will show a certain jack-in-the-box box rattling. Open it and there will be lots of Greenies in it. Vacuum them up. The door leads to the Family Room.

Family Room
There is a kitchen area and sitting room here. Restore a cabinet in the kitchen next to the sink for lots of money. Go into the sitting room. There's a missing portrait in the middle of the back wall. Restore it to make Boo B. Trap appear. This Boo has 25 HP. Go through the door on the left for the Solarium.

Solarium
We can't access the stairs here just yet. Restore the treasure chest on the table for an emerald. Near the treasure chest is a red ball like the one on the lawn mower. This makes the stairs appear. Go up the stairs, being careful to avoid the corner of the floor on the left closest to the screen, as it will drop down. The door leads to the West Bedroom.

West Bedroom
This bedroom is emptier than the one in Gloomy Manor. That is, until you spin the ceiling fan, which moves the wall back to reveal three beds and three Hiders engaged in a pillow fight. Pull off the bed sheets to find them. Once you find one, the beds will shuffle, so be sure you know where the other two Hiders are. Defeating all three will give you a key to the door on the right. This leads to the West Hall.

West Hall
We can't go through the back door, so leave through the right door to the Crow's Nest.

Crow's Nest
Go across the bridge and stun crows for money. Go into the Conservatory on the other side.

Conservatory
There are coins behind the organ, which is covered in vines. Use the balloon plant to ascend. Stay away from the center of the room, as there is a spiky chandelier. If you go to the right, restore the door to enter a special area with 8 Red Coins. You have 15 seconds to navigate the maze. Loop around the outer stairs, then finish at the top of the tall stairs. This will give you an emerald. As an extra challenge, pick up a yellow balloon to make a trail of coins around the chandelier. Get them all for a treasure chest with lots of money. When you're done, take a balloon to the left. Don't land on the rug, as it will drop through. Go through the door to the Crow's Nest and get the key from the painting. Return to the West Hall and open the door to the West Bathroom.

West Bathroom
A Slammer, two Greenies, and a purple ghost are here. The purple ghost will trap you, so use the Circle Pad to get free. Pull the toilet paper for an emerald. Check out the pool chair to go to the Rooftop Pool.

Rooftop Pool
Now that we're at the pool, we have to find the special key. Restore the frog statue on the left and it will spit the key into the pool. Go into the pool to get it. As soon as Luigi grabs the key, he knows he's not along. A pink ghost scares him and takes the key. There are about four of them. You'll see their movements with the ripples in the water. Once you defeat them all, the key appears on the diving board. Once Luigi gets it, a Polterpup appears, takes it away, then flings it out the window. Gadd's going to bring us back.

Clear Time: 35:07
Ghosts Captured: 17
Health Lost: 166
Treasure: 1384
Bronze Rank

Gadd says he can't find the Polterpup on the Parascope, but we must recover the key at all costs. The pink ghosts are called Sneakers and the purple ghosts are called Creepers.

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.