Gadd's been using the two Dark Moon pieces we have to find the Dark Moon piece in the Haunted Towers. He says the Dark Moon piece is in the gigantic tree. We must check out the Hollow Tree to find a way into other parts of the towers. For once, Luigi is enthusiastic about the mission.
Entrance
Luigi lands in the Entrance and gets his foot stuck in a bucket. Buckets will be very useful in this mission, so look out for them. There's a bucket by one of the large purple flowers. Pick it up and go to the right for some running water and fill it up. Approach the plants and press (X) to pour water on them. This makes them grow into large purple plants. Use the Strobulb on them for lots of money. There's a gold bat in the right tree that will give you more money if you use the Strobulb on it. Go into the Courtyard.
Courtyard
Pull the plant from the overhead pipe on the left to get some water flowing. Fill up a bucket and water the plants. There's a plant in the right corner covered in dust. Vacuum up the dust, then water it. It will become a plant with a spiky bulb. Nearby is an invisible stone. Restore it, then place the bucket on the stone. A pop-up cardboard ghost will appear. Pick up a spiky bulb and aim it at the cardboard ghost to make a Gold Greenie appear. Treasure hunters: read on. If you want to start the mission, look for the next Courtyard section.
Greenhouse
Pull down all the vines from the ceiling to make it rain cash.
Tower Lobby
On the left stairs is a pipe with running water. There's a gap in the pipe, so restore it with the Dark Light. Restore the door next to the Greenhouse and go through it. This leads to Maintenance/ the West Garden.
Maintenance/ West Garden
Now that you've restored the pipe, a spiky bulb plant will grow. Aim the spiky bulb at the carnivorous plant in the West Garden. The treasure chest contains an emerald. There's a stack of money on the left wall.
Plant Nursery
Use the vacuum to spin the valve on the right wall. This will get water flowing and make some flowers grow. Use the bucket to water the plants on the front wall and use the Strobulb on all flowers.
Courtyard
Time to start the mission. You'll want to start the mission before exploring the right side of the mansion. Approach the Pinwheel Gate in the back and use the vacuum to spin it. Just as it's about to open, a bunch of Hiders appear and steal the vanes and fly off into the right side of the mansion. Gadd shows us the locations of the Hiders, but there are more ghosts on that side of the mansion.
Hydro Generator
Restore the treasure chest on the right side for lots of money. The back door is working, so we can go to the East Hall.
East Hall
Three Hiders will disappear. There's an invisible door on the back wall. The door on the right leads to the Tool Shed. The back door leads to the Gardener's Dwelling.
Gardener's Dwelling
Approach the wardrobe to make the Hider appear. It will dive under the bed, but you can't get at it. If you look out the window, you can see the Old Graveyard, where Greenies will emerge from graves like zombies. Spin the ceiling fan to make the bed move, revealing a panel underneath. Pick up the bucket and stand on the panel to make it lower to the Gardener's Lab below.
Gardener's Lab
There's a carnivorous plant behind glass, but it will soon break the glass. Stay out of its way. There are two Greenies with sunglasses, as well as the Hider. Once you take care of them, you can check out the screen in the left corner. Gadd says it's an older Pixelator screen, but as long as he can find you, he can teleport you back to the Bunker. Go into the water and through the door on the left to the Sewer.
Sewer
There's a treasure chest behind some bars. Vacuum up the bars closest to the door so you can open it for lots of money. The plant dangling from the pipe in the ceiling on the left wall also has lots of money. The plant on the right has a Boo with my favorite Boo pun so far. "Am I Boolean? True or False?" Boolean has 25 HP. Peel off the moss with mushrooms on the left wall to reveal an area with two coffins. There's nothing in them, but we may want to check them later. Use a balloon plant to return to the Gardener's Dwelling. Return to the East Hall and go through the door on the right to the Tool Shed.
Tool Shed
There are two Greenies with shovels and a Slammer in here. Check around to find the Hider with a vane. There are two ways out of here. First, we'll take the door on the right to the Garden.
Garden
You'll see the Hider with a vane, but it will fly over the hedges to where you can't reach. Pull out the dead flowers for some money. There's a metal machine in the garden. It's a lawnmower. Pull the red ball to start it up and follow behind it for coins. It will cut down the hedges. Once you go past the hedges, two Greenies with buckets and a Gobber will block your way out of here. Take out the Greenies first, then the Gobber from behind the hedge trimmed to look like a woman. Once you defeat them, find the Hider. After you're done, fill up a bucket and water the flowers. One of them has an emerald.
Tool Shed
The other way out of here is through the fountain on the right. Check it out and it will spin around after splashing Luigi with water. This leads to the Toolshed Stairs.
Toolshed Stairs
The stairs are moving on their own. Walk on them and keep moving as they go up. A Greenie will be at the top of the stairs. Defeating it will not make the stairs stop, but the lights will come on. Go through the door on the left to the Botany Lab.
Botany Lab
There's a water pump in the room that's not working. Activating it will make a small amount of water appear from a pipe on the ceiling. Stick a bucket under it and activate the pump. Water the flower on the right wall. It will give you an emerald. Then, shine the Dark Light on the gap between the pipes and restore it. Money will come out of the wall. Activate the water pump again to make a vine with petals grow through the ceiling to the next floor. The petals act like steps, so you have a set of stairs. This will take you to the Seedling Laboratory.
Seedling Laboratory
There are two Greenies making a mess of the place. One has a beaker and the other has sunglasses. Vacuum the objects away from them, then go find the Hider with the vane. Along the back wall is a mouse running around with an emerald. Go up the stairs onto the platform and check out the device in the center of the room. This will allow you to shoot seeds so you can get the emerald. You may break some pots while trying. Peel off the poster near the right wall for money. Go through the door on the right to the Toolshed Stairs.
Toolshed Stairs
Go up the stairs and through the door on the left wall for the Conservatory.
Conservatory
There's a Slammer playing the organ, with a Hider in the pipes. Defeat the three Slammers (two more appear) and play the organ to make the Hider appear. Collect the last vane. Gadd will bring us back.
Clear Time: 32:38
Ghosts Captured: 20
Health Lost: 75
Treasure: 2011
Silver Rank
Gadd says he has something to put the Pinwheel vanes back in place. We have a knack for stirring up trouble with the ghosts.
Thursday, April 4, 2013
Wednesday, April 3, 2013
Luigi's Mansion: Dark Moon -- Haunted Towers - B-1 A Job for a Plumber
It's time to check out a new mansion. The next Dark Moon piece is there, but Luigi is less than enthusiastic. The Haunted Towers have been abandoned for a long time, so exotic plants and ghosts have taken over. The place is in bad shape and the water system seems to be broken. The water system powers the towers' machinery. We need to check the Hydro Generator first. There may be new types of ghosts to look out for.
Entrance
We land in the Entrance outside the towers. The Hydro Generator is nearby, but we need to get past the front gate. Check the tree on the far right for a bunch of gold bars. The key is in one of the flowers. Use the Strobulb on the flower next to the one that's already open. We can now open the gate. This leads to the Courtyard
Courtyard
There's a giant leaf covering the left door. Peel it off for some money. The gate in the back has a windmill design. Spin it to open the gate and get some money. We can't go very far, so go through the door on the right to the Hydro Generator.
Hydro Generator
There's a Slammer in the room. We trip on a vine and it disappears. On the left side of the room is an invisible cabinet. Restore it and MamBoo appears. MamBoo has 25 HP. When we approach the generator in the middle, Gadd calls, saying it's working fine, but the water pump is clogged. There seems to be a yellow substance in the pipes. We must check the Water Supply on the roof. Check the treasure chest for a key and the barrel for some money or a gold bone. We have to leave the way we came, as the door in the back won't work.
Courtyard
The key we got unlocks the door covered with the leaf. This leads to the Tower Lobby.
Tower Lobby
There's a small river of water in the middle of the room. We can't cross it, so restore the invisible door on the back wall. This leads to the Greenhouse.
Greenhouse
It's dark and creepy in here. Wander around and ghosts will knock over shelves. Approach the door on the left to make the ghost appear. The Greenie will use a shovel to block the light. Once you defeat them, go out the left door.
Tower Lobby
There's an invisible door near the door you just came through. Go under the nearby stairs for an emerald. The restored door leads to Maintenance.
Maintenance
There's a treasure chest covered in vines. We can't do anything with it now, but we can get a stack of money on the left wall. Return to the Tower Lobby and go up the stairs for the door to the Plant Nursery.
Plant Nursery
The nursery has a couple of carnivorous plants and they're looking at Luigi. If they happen to eat Luigi, move the Circle Pad around to get free. There's a spiky plant on the front wall. Pick up the spiky part and shoot it at the plants. Crosshairs will appear so you can aim. Use it to defeat the plants and their vines disappear. You can now reach the treasure chest for the key. Leave through the right door, but don't step on the rug, or you'll drop right through. Go through the door in the Tower Lobby to reach the Skybridge.
Skybridge
There's a swirling murder of crows near the tree and they'll make crossing the Skybridge difficult. Time your crossing to avoid taking damage. The door on the other side leads to the Laboratories.
Laboratories
Slammers are here, with more Greenies with shovels. Once you're done with the ghosts, restore the plants in the right planter and vacuum them up for money. There's an emerald in a tank, but we can't reach it. Go to the right and you'll be trapped with a plant with a purple bulb. Vacuum up a couple of bulbs and Gadd will say that it's stuck in the Poltergust 5000. He says we can make a balloon out of it, using [L] to inflate and [R] to deflate. Pick up one and inflate before it's vacuumed up completely. As you ascend, dodge the spikes on the wall. This will take you up to the Lounge. Go to the left and descend into the tank with the emerald and get it. Ascend to the Lounge.
Lounge
The floor is mostly nonexistent here, so carefully float over to the door on the left, avoiding ceiling spikes. The door leads to the Water Supply.
Water Supply
Go up the stairs and you'll see the water supply. There's some yellow goop falling into a bucket from the machine. Approach the bucket and it will fly away. Catch the Greenie hiding under the bucket by stunning it from under the bucket. Fill it up with some goop and place it on a yellow panel and stand on the other one. Use the Strobulb at full power to hit the green lights that will appear. This will get the machine going and water starts flowing. The Greenies are enjoying the water in the Hydro Generator. Gadd says he'll get us out of there, but a pipe nearby starts bulging. A giant yellow ghost called a Gobber appears from the pipe. It has 100 HP and will fire goop at you, so keep moving around. Once you defeat it, Gadd brings you back to the lab.
Clear Time: 33:09
Ghosts Captured: 11
Health Lost: 175
Treasure: 809
Bronze Rank
Gadd congratulates us on the capture of a new ghost and restoration of the water supply, saying if this ghost-hunting thing doesn't work out, Luigi may have a future as a plumber. The water system is almost completely functional.
Entrance
We land in the Entrance outside the towers. The Hydro Generator is nearby, but we need to get past the front gate. Check the tree on the far right for a bunch of gold bars. The key is in one of the flowers. Use the Strobulb on the flower next to the one that's already open. We can now open the gate. This leads to the Courtyard
Courtyard
There's a giant leaf covering the left door. Peel it off for some money. The gate in the back has a windmill design. Spin it to open the gate and get some money. We can't go very far, so go through the door on the right to the Hydro Generator.
Hydro Generator
There's a Slammer in the room. We trip on a vine and it disappears. On the left side of the room is an invisible cabinet. Restore it and MamBoo appears. MamBoo has 25 HP. When we approach the generator in the middle, Gadd calls, saying it's working fine, but the water pump is clogged. There seems to be a yellow substance in the pipes. We must check the Water Supply on the roof. Check the treasure chest for a key and the barrel for some money or a gold bone. We have to leave the way we came, as the door in the back won't work.
Courtyard
The key we got unlocks the door covered with the leaf. This leads to the Tower Lobby.
Tower Lobby
There's a small river of water in the middle of the room. We can't cross it, so restore the invisible door on the back wall. This leads to the Greenhouse.
Greenhouse
It's dark and creepy in here. Wander around and ghosts will knock over shelves. Approach the door on the left to make the ghost appear. The Greenie will use a shovel to block the light. Once you defeat them, go out the left door.
Tower Lobby
There's an invisible door near the door you just came through. Go under the nearby stairs for an emerald. The restored door leads to Maintenance.
Maintenance
There's a treasure chest covered in vines. We can't do anything with it now, but we can get a stack of money on the left wall. Return to the Tower Lobby and go up the stairs for the door to the Plant Nursery.
Plant Nursery
The nursery has a couple of carnivorous plants and they're looking at Luigi. If they happen to eat Luigi, move the Circle Pad around to get free. There's a spiky plant on the front wall. Pick up the spiky part and shoot it at the plants. Crosshairs will appear so you can aim. Use it to defeat the plants and their vines disappear. You can now reach the treasure chest for the key. Leave through the right door, but don't step on the rug, or you'll drop right through. Go through the door in the Tower Lobby to reach the Skybridge.
Skybridge
There's a swirling murder of crows near the tree and they'll make crossing the Skybridge difficult. Time your crossing to avoid taking damage. The door on the other side leads to the Laboratories.
Laboratories
Slammers are here, with more Greenies with shovels. Once you're done with the ghosts, restore the plants in the right planter and vacuum them up for money. There's an emerald in a tank, but we can't reach it. Go to the right and you'll be trapped with a plant with a purple bulb. Vacuum up a couple of bulbs and Gadd will say that it's stuck in the Poltergust 5000. He says we can make a balloon out of it, using [L] to inflate and [R] to deflate. Pick up one and inflate before it's vacuumed up completely. As you ascend, dodge the spikes on the wall. This will take you up to the Lounge. Go to the left and descend into the tank with the emerald and get it. Ascend to the Lounge.
Lounge
The floor is mostly nonexistent here, so carefully float over to the door on the left, avoiding ceiling spikes. The door leads to the Water Supply.
Water Supply
Go up the stairs and you'll see the water supply. There's some yellow goop falling into a bucket from the machine. Approach the bucket and it will fly away. Catch the Greenie hiding under the bucket by stunning it from under the bucket. Fill it up with some goop and place it on a yellow panel and stand on the other one. Use the Strobulb at full power to hit the green lights that will appear. This will get the machine going and water starts flowing. The Greenies are enjoying the water in the Hydro Generator. Gadd says he'll get us out of there, but a pipe nearby starts bulging. A giant yellow ghost called a Gobber appears from the pipe. It has 100 HP and will fire goop at you, so keep moving around. Once you defeat it, Gadd brings you back to the lab.
Clear Time: 33:09
Ghosts Captured: 11
Health Lost: 175
Treasure: 809
Bronze Rank
Gadd congratulates us on the capture of a new ghost and restoration of the water supply, saying if this ghost-hunting thing doesn't work out, Luigi may have a future as a plumber. The water system is almost completely functional.
Labels:
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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.
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.
Labels:
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Friday, March 29, 2013
Luigi's Mansion: Dark Moon -- Gloomy Manor - Confront the Source
Gadd found out that the paranormal signal is coming from the Cellar. He believes in Luigi and wants to stop whatever's causing the mess. We have to take the elevator to reach the Cellar. He then hands us an enormous key to use the elevator, but warns us it may be unsafe. He'll keep an eye on us from the Bunker.
Lobby
We land in the Lobby, in front of the elevator. We can't go anywhere else. Luigi unlocks the elevator and steps inside. It's initially pleasant, until the power in the elevator fails and it plummets like it's in the Tower of Terror. It crashes into the Cellar.
Cellar
Shine the Dark Light on the coin picture for lots of money. You'll slide down the stairs. Under the stairs is a treasure chest with more money. The place is covered in webs. Approach the big web in the back and pull the stringy web. This will make a giant spider appear. It will try to attack Luigi, then fall asleep. It will attack if you get too close. When its eyes are open, use the Strobulb to stun it, then grab the web again. Drag it to the suit of armor with a torch. This will light the web on fire and a ghost with a Dark Moon piece will appear. It will attack you. When it runs into a wall, stun it and vacuum it. This will remove a layer and the ghost will fly back to the spider. It will crawl up the front wall and break through the back wall and sit on a web there. Spin the ceiling fan to catch the dangling web on fire and let it hit the other webs. Stun the giant spider and drag the web to the suit of armor that tries to stab you. It will pick up the web and hold it for you. Spin the fan again. The spider will fall and the ghost appears. Remove another layer and it will return to the spider. It will destroy the fan and the stabbing suit of armor. Near the spider is another suit of armor with an unlit torch and a web ball. Set the web ball on fire with the suit of armor near where the ceiling fan was and return. The place will start falling apart and columns will block your path. Be careful. Burn the web around the suit of armor and light its torch. Stun the spider, grab the web, and set the web on fire. This releases the ghost and he'll disappear once you vacuum him up. This releases a piece of the Dark Moon. Grab it. The spider will come back to life, shrink, and leads the spiders out of the Cellar. The place starts shaking as all the spiders leave.
Gadd thinks it's amazing that ghosts can possess other beings. He notices the Dark Moon and brings us back, but not before a victory dance interrupted by a spider.
Clear Time: 18:14
Ghosts Captured: 1
Health Lost: 230
Treasure 165 G
Bronze Rank
Gadd says that the ghosts have likely spread the remaining Dark Moon pieces all over Evershade Valley. The piece we recovered is covered in corrupted energy. Gadd cleans it up. The fog clears to reveal a new mansion. We can now go to Haunted Towers. But first, there's an extra mission in Gloomy Manor once we find the remaining Boos.
Lobby
We land in the Lobby, in front of the elevator. We can't go anywhere else. Luigi unlocks the elevator and steps inside. It's initially pleasant, until the power in the elevator fails and it plummets like it's in the Tower of Terror. It crashes into the Cellar.
Cellar
Shine the Dark Light on the coin picture for lots of money. You'll slide down the stairs. Under the stairs is a treasure chest with more money. The place is covered in webs. Approach the big web in the back and pull the stringy web. This will make a giant spider appear. It will try to attack Luigi, then fall asleep. It will attack if you get too close. When its eyes are open, use the Strobulb to stun it, then grab the web again. Drag it to the suit of armor with a torch. This will light the web on fire and a ghost with a Dark Moon piece will appear. It will attack you. When it runs into a wall, stun it and vacuum it. This will remove a layer and the ghost will fly back to the spider. It will crawl up the front wall and break through the back wall and sit on a web there. Spin the ceiling fan to catch the dangling web on fire and let it hit the other webs. Stun the giant spider and drag the web to the suit of armor that tries to stab you. It will pick up the web and hold it for you. Spin the fan again. The spider will fall and the ghost appears. Remove another layer and it will return to the spider. It will destroy the fan and the stabbing suit of armor. Near the spider is another suit of armor with an unlit torch and a web ball. Set the web ball on fire with the suit of armor near where the ceiling fan was and return. The place will start falling apart and columns will block your path. Be careful. Burn the web around the suit of armor and light its torch. Stun the spider, grab the web, and set the web on fire. This releases the ghost and he'll disappear once you vacuum him up. This releases a piece of the Dark Moon. Grab it. The spider will come back to life, shrink, and leads the spiders out of the Cellar. The place starts shaking as all the spiders leave.
Gadd thinks it's amazing that ghosts can possess other beings. He notices the Dark Moon and brings us back, but not before a victory dance interrupted by a spider.
Clear Time: 18:14
Ghosts Captured: 1
Health Lost: 230
Treasure 165 G
Bronze Rank
Gadd says that the ghosts have likely spread the remaining Dark Moon pieces all over Evershade Valley. The piece we recovered is covered in corrupted energy. Gadd cleans it up. The fog clears to reveal a new mansion. We can now go to Haunted Towers. But first, there's an extra mission in Gloomy Manor once we find the remaining Boos.
Labels:
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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.
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.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon
Thursday, March 28, 2013
Luigi's Mansion: Dark Moon -- Gloomy Manor - A-4 Visual Tricks
Gadd shows us a floating purple ball caled a Spirit Ball, which can cause illusions. There are a bunch floating around Gloomy Manor. This explains why some objects, like the suits of armor in the Guard Hall vanished. Gadd says they're still there and has an attachment for the Poltergust 5000 to help us see them again. It's called the Dark-Light Device and it can break illusions. Unfortunately, it, too, was left in the Lab. We must retrieve it.
Entrance
We land in the Entrance, where a suit of armor is missing. It's only invisible, but we can stand where it should be. It's a very convincing illusion.
Garage
There's a Gold Greenie in the car. Vacuum it for lots of cash.
Guard Hall
The suits of armor have returned.
Foyer
There's money and a gold bone in the drawers and vases.
Common Hall
When you approach the door to the Lab, the door vanishes entirely. Even though it's only an illusion, you can't enter the Lab from here. Gadd calls us when we try to return to the Foyer. He says to find another way into the room. Only other way is to drop in from above.
Foyer
Another Hider is messing with the stairs. A Slammer and three more Hiders join in on the fun. Take care of them and go through the Master Hall to the Parlor.
Parlor
Approach the fireplace or explore the room a while and the fire will go out. A few Spirit Balls will fly into the grandfather clock and make it disappear. Walk into the fireplace and drop down into the Lab.
Lab
The Dark-Light Device is in the back right corner. Before you can grab it, a Greenie with sunglasses takes it and flies into the chalkboard. Spin the chalkboard to make it appear. The Greenies aren't affected by the Strobulb while they're wearing shades, so vacuum them off. Once you defeat all three of them, you can get the Dark-Light Device. Gadd says that whoever has been releasing the Spirit Balls is able to avoid detection on the Parascope. We can use the Dark-Light Device using (Y). It has a limit to how long you can use it, so use it briefly to find out what things are illusions, then use it on one object to break the illusion and make the object appear. Spirit Balls will appear. Vacuum them to completely restore the object. The restored object may reward you. There's a safe, toolbox, and door that need restoring here. We can leave now. We have to find whoever's releasing the Spirit Balls on our own. Whoever they are, they have a creepy laugh.
Common Hall
The Dark-Light Device can help with other things as well. If you go to the back of the hall, you'll see a tan-colored picture of a key. Use the Dark-Light Device to make the key come out of the picture.
Mudroom Exterior
Restore the doghouse and check it out to be warped to a new area. There are two treasure chests and a screen with a timer. Find the invisible chest and restore it to stop the timer. Open the last treasure chest to make it rain money.
Study
Use the Dark Light on the painting behind the closed curtains for an amethyst.
Foyer
In front of the double doors at the top of the stairs is a Boo-shaped drawing visible only by the Dark Light.
Lobby
We still can't do anything about the elevator. There's an invisible door on the right wall. We can access a different part of the Balcony.
Balcony
There's a grill on the Balcony. Use the Strobulb to activate it. There are Spirit Balls in the Dining Room. Gadd says we're getting close.
Common Hall
Go around the corner, past the door covered in cobwebs, and use the Dark Light on the right wall for an invisible door. The key we found here opens it. This leads to the Patio.
Patio
Use the Strobulb on the flowers for money. Spin the merry-go-round for more money. Restore the left fountain for an amethyst. Restore the door on the left to reach the area Under the Stairs. There are gold spiders there. The other doors there lead to the Foyer behind the aquarium. Aim the vacuum at the aquarium for the star-shaped amethyst. There's an invisible statue of Gadd on the right. Restore, then spin the fan on it for a key. The key opens the door to the Kitchen from here.
Kitchen
A Greenie and a couple of Hiders are messing around in the Kitchen. Once you've dealt with them, use the dumbwaiter to reach the Dining Room. If you go into the Library from the Kitchen, restore the globe, then pick it up for an amethyst.
Dining Room
A Boo is in the Dining Room, releasing the Spirit Balls. It makes the table disappear, then flies out the window. Restore the china cabinet and the table. This upsets the Boo. Find it with the Dark Light, then pull its tongue with the Poltergust 5000. It will bounce all over the room, losing all its HP as well as some coins. Vacuum it up to finish it off. Gadd calls, surprised that there's a Boo in Evershade Valley. We return to the lab.
Clear Time: 41:50 (I got a lot of treasure while exploring.)
Ghosts Captured: 15
Health Lost: 70
Treasure: 1472
Silver Rank
We've earned another upgrade. This one lets us use the Dark-Light Device longer. The next upgrade is at 7000 G. Gadd will store the Boo we caught in a Boo Canister in the Vault. We're not sure why it was in Evershade Valley in the first place, but we'll find out sooner or later.
Entrance
We land in the Entrance, where a suit of armor is missing. It's only invisible, but we can stand where it should be. It's a very convincing illusion.
Garage
There's a Gold Greenie in the car. Vacuum it for lots of cash.
Guard Hall
The suits of armor have returned.
Foyer
There's money and a gold bone in the drawers and vases.
Common Hall
When you approach the door to the Lab, the door vanishes entirely. Even though it's only an illusion, you can't enter the Lab from here. Gadd calls us when we try to return to the Foyer. He says to find another way into the room. Only other way is to drop in from above.
Foyer
Another Hider is messing with the stairs. A Slammer and three more Hiders join in on the fun. Take care of them and go through the Master Hall to the Parlor.
Parlor
Approach the fireplace or explore the room a while and the fire will go out. A few Spirit Balls will fly into the grandfather clock and make it disappear. Walk into the fireplace and drop down into the Lab.
Lab
The Dark-Light Device is in the back right corner. Before you can grab it, a Greenie with sunglasses takes it and flies into the chalkboard. Spin the chalkboard to make it appear. The Greenies aren't affected by the Strobulb while they're wearing shades, so vacuum them off. Once you defeat all three of them, you can get the Dark-Light Device. Gadd says that whoever has been releasing the Spirit Balls is able to avoid detection on the Parascope. We can use the Dark-Light Device using (Y). It has a limit to how long you can use it, so use it briefly to find out what things are illusions, then use it on one object to break the illusion and make the object appear. Spirit Balls will appear. Vacuum them to completely restore the object. The restored object may reward you. There's a safe, toolbox, and door that need restoring here. We can leave now. We have to find whoever's releasing the Spirit Balls on our own. Whoever they are, they have a creepy laugh.
Common Hall
The Dark-Light Device can help with other things as well. If you go to the back of the hall, you'll see a tan-colored picture of a key. Use the Dark-Light Device to make the key come out of the picture.
Mudroom Exterior
Restore the doghouse and check it out to be warped to a new area. There are two treasure chests and a screen with a timer. Find the invisible chest and restore it to stop the timer. Open the last treasure chest to make it rain money.
Study
Use the Dark Light on the painting behind the closed curtains for an amethyst.
Foyer
In front of the double doors at the top of the stairs is a Boo-shaped drawing visible only by the Dark Light.
Lobby
We still can't do anything about the elevator. There's an invisible door on the right wall. We can access a different part of the Balcony.
Balcony
There's a grill on the Balcony. Use the Strobulb to activate it. There are Spirit Balls in the Dining Room. Gadd says we're getting close.
Common Hall
Go around the corner, past the door covered in cobwebs, and use the Dark Light on the right wall for an invisible door. The key we found here opens it. This leads to the Patio.
Patio
Use the Strobulb on the flowers for money. Spin the merry-go-round for more money. Restore the left fountain for an amethyst. Restore the door on the left to reach the area Under the Stairs. There are gold spiders there. The other doors there lead to the Foyer behind the aquarium. Aim the vacuum at the aquarium for the star-shaped amethyst. There's an invisible statue of Gadd on the right. Restore, then spin the fan on it for a key. The key opens the door to the Kitchen from here.
Kitchen
A Greenie and a couple of Hiders are messing around in the Kitchen. Once you've dealt with them, use the dumbwaiter to reach the Dining Room. If you go into the Library from the Kitchen, restore the globe, then pick it up for an amethyst.
Dining Room
A Boo is in the Dining Room, releasing the Spirit Balls. It makes the table disappear, then flies out the window. Restore the china cabinet and the table. This upsets the Boo. Find it with the Dark Light, then pull its tongue with the Poltergust 5000. It will bounce all over the room, losing all its HP as well as some coins. Vacuum it up to finish it off. Gadd calls, surprised that there's a Boo in Evershade Valley. We return to the lab.
Clear Time: 41:50 (I got a lot of treasure while exploring.)
Ghosts Captured: 15
Health Lost: 70
Treasure: 1472
Silver Rank
We've earned another upgrade. This one lets us use the Dark-Light Device longer. The next upgrade is at 7000 G. Gadd will store the Boo we caught in a Boo Canister in the Vault. We're not sure why it was in Evershade Valley in the first place, but we'll find out sooner or later.
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.
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.
Labels:
Amethyst,
Boos,
E. Gadd,
Gloomy Manor,
Luigi,
Luigi's Mansion: Dark Moon
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