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Luigi's Mansion: Dark Moon FAQ/Walkthrough

by KeyBlade999   Updated to v1.45 on
  
Winner of GameFAQs's FAQ of the Month award for the month of June 2013! Major thanks to everyone who helped me to achieve this!

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  • Game: Luigi's Mansion: Dark Moon
  • Console: Nintendo 3DS
  • File Type: Formatted FAQ/Walkthrough
  • Author: KeyBlade999 (a.k.a. Daniel Chaviers)
  • Version: v1.45
  • Time of Update: 2:43 AM 6/25/2013
  • File Size: 334 KB



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Introduction

Welcome to my most recent FAQ/Walkthrough for the Nintendo 3DS, which covers the March 2013 release Luigi's Mansion: Dark Moon. Luigi's Mansion: Dark Moon is only the second game in this side-series, where Mario's twin brother Luigi stands alone against a horde of ghosts. It stands as only the second entry because the first entry, Luigi's Mansion, was released on the GameCube around 10 years ago.

I never actually played the original GameCube release, so I was curious when this came out. Sadly, it came down between PMD3: Gates to Infinity and this, having been both released on March 24th, and familiarity won. It will be seen later as to whether I was right in prioritizing Pokémon Mystery Dungeon over this - and that would be a hard battle to win. Anyways, I grabbed this when GameStop finally got them in stock, so here's hoping for a fun experience!

All of my meaningless babbling aside, I hope you enjoy this FAQ!!





Dark Moon Quest Walkthrough

General Notes (READ!)

  • Localization: This FAQ/Walkthrough as a whole is written from the North American (March 24th, 2013) release of Luigi's Mansion: Dark Moon on the Nintendo 3DS. Thusly, given the localization differences between the various games, this is important to note when following along from a European/Japanese/etc. release, though the names do seem to have some synonymity across the releases.

  • Golden Bones: These are types of items that seem to add to the treasure count at a mission's end - that's obvious enough. Of course, these items are also bones for a reason; if you happen to hit zero health and have one in your possession, you'll be fully revived by a Polterpup! Sadly, I generally will not cover these, as they are completely randomly found in missions. Good luck finding them, though - they exist in areas you can investigate (like with the X Button). And, unless you're looking to speed-run for a three-star ranking, I do recommend looking for them!

  • Navigation Repetivity: As time goes on and you and I become more familiar with the area (i.e. starting at the second mission most often), you'll find that I tend to skip detailed instructions on where to go, except for the generic "Go north X rooms" type of thing. By that point, you had best be familiar with the layout or be able to use the Touch Screen map.

  • Guide Formatting: Each manor of Evershade Valley is denoted in a manner akin to the "General Notes (READ!)" above here. On a sub-level from there, you'll get more. First you'll see two horizontal lines above and below every minor section, such as missions. Each manor's section will also start with a flowchart listing each mission (with links you can click!) and some related quick-links to the sidequests. Within each mission, you'll see headers like ~ Front Yard ~ denoting each individual important area. Then there's the walkthrough for that area, a little space, more walkthrough, and so on.

  • Guide Style: Each mission walkthrough will walk you through the mission as thoroughly as possible by me, with Boos and Gemstones 100% accounted for. However, these missions can tend to have non-linear natures, and my walkthroughs can tend to delve off into areas you do not need to go to whatsoever - mission, Boo, Gems, or otherwise - for extra treasure or other crap. Therefore, it is best to try and follow a mission's walkthrough start-to-finish, or to search out the individual area if you're just looking for help on how to get past "X".

  • Regarding Gems with multiple locations... Some Gems are found in multiple missions. I tend to only cover the first possible finding of the Gem and ignore that Gem for the rest of the walkthrough - for example, if I find the Amethyst Circle Gem in Gloomy Manor's first mission, I generally won't cover it in the second or third, even if it can be found there. If you want alternate missions to find the Gems other than those presented in the walkthrough (i.e. first finds), you can look in the Gemstone Hunting section.

  • Regarding completeness... Well, each mission is covered to the point where you can complete it, including what is possible of the speed-run (i.e. need all Boos) missions that aren't random. All Gems and Boos are located in the walkthrough (in addition to the sidequest sections for quick reference), so, generally, you can play along with this whole walkthrough to 100% the game barring the ScareScraper. However, I have my doubts as to whether all the little treasure troves that coincide with my walkthroughs and such are covered; if you find one I don't have, feel free to let me know. My e-mail's in the Legalities section and, yes, you will be fully credited!


Gloomy Manor




Sectional Flowchart









Introductory Sequences



You can begin a new game by selecting a file from the main menu, then opting to start ... well, a new game. You can also delete an old file if you need to (primarily with used cartridges), or press A+B+X+Y as you start up the game anew. Once you do, you'll begin by watching some introductory movies.

Spoiler. Highlight text to view

It all begins with Professor E. Gadd in his lab - you can probably remember him from the previous Luigi's Mansion, I suppose, or Mario & Luigi: Superstar Saga. It seems all is well, and the green ghosts nearby (rather like those in Pac-Man) are benign, if not totally helpful. Outside, though, trouble brews. A dark Boo rises up in the sky towards the Dark Moon and, with the power of the gem on his head, shatters it and scatters the fragments across the land. The aforementioned green ghosts suddenly turn, losing their eyeballs and wrecking the lab...

In some house - I guess Luigi got his own place and stopped leeching off of Mario? - Luigi has fallen asleep while watching the television. Soon, he is awakened by some creepy noise coming from the TV. He cautiously approaches and E. Gadd's face appears on-screen, scaring the crap out of Luigi. (Gotta stop eating those 'shrooms, boy.) E. Gadd notifies Luigi of the ghosts' hostility and requests his help, forcibly dragging him through the screen to his lab.

After some small chat on the other side (now you press the A Button to progress through the text), E. Gadd decides to fill in the details. He shows you a picture of the Dark Moon, an odd celestial object that turns ghosts in Evershade Valley into rather harmless creatures. E. Gadd studied these peaceful ghosts until the aforementioned events occurred. He quickly left the Gloomy Manor and found the Dark Moon vanished from the sky, and a dark, dense fog all around.

E. Gadd fears that the ghosts will soon terrorize other areas beside the Valley. He has found one fragment of the Dark Moon, though - but only a fragment. And, even then, it seems that something has corrupted it. With some strange device, he fixes the fragment, dispersing some of the fog near the Bunker. This end result shows that the Gloomy Manor is reachable, and fixing the Dark Moon in whole will fix their problems.

He then asks Luigi - the best (and only) ghost wrangler - for his help, answering his own question before Luigi is given a real choice. Ah, old times...

Anyways, mission selection... If you want to back out to select a game mode, you can press the B Button - you can do Scarescraper and enter E. Gadd's Vault, although those are not yet unlocked. You can back out further to the title screen. Otherwise, mash the A Button until you start Gloomy Manor: Mission A-1: Poltergust 5000.





Gloomy Manor: Mission A-1: Poltergust 5000



  • Objectives:
    • Search the Garage
    • Capture any nearby ghosts
    • Find the missing Strobulb


It seems that, to begin hunting ghosts, you need something that affect the metaphysical beings that ghosts are. Luckily, E. Gadd has the Poltergust 5000 - albeit in Gloomy Manor. He'll hand you a Nintendo DS (the original 2004 variety) which contains an interactive map of Gloomy Manor and also allows communication. Finally, you'll get a flashlight.

You then learn how the DS works when it comes to communication - tap the screen when E. Gadd calls. If you look at the map, an important location will be marked with an "!" point - the garage where the Poltergust 5000 lies. You finally get Pixelated into Gloomy Manor... almost.


~ The Front Yard ~

When you arrive and land flat on your rear, use the Circle Pad to move around - we want to head northward through that gate in the distance, so move the Circle Pad upwards. Soon after the gate slams shut behind you, E. Gadd will call, first mentioning the lack of battery in the DS (odd, as it's better than a 3DS's lol), then mentioning you can run by holding the B Button.

First go to the vase to the right of the base of the staircase. Press the X Button to investigate said vase to earn 5 Gold! The X Button is in general used to investigate things, so you know. Go up the stairs onto the porch, then investigate the vase to the right if you want, although it does nothing. Do go west and investigate the open window if you wanna look in the garage and see the ghosts screwing with E. Gadd's car. When looking through a window, you can tilt the 3DS or use the Circle Pad to change the viewpoint.

Anyways, go to the front door now - it's to the right, marked by a red line on the map. After pressing X near it and enjoying that small scene, you'll see a rat go by. Chase it down (it went downstairs and probably left) for a key. Now you can go in the door.


~ Entrance ~

Not much to do here; use the door at the left side of the room.

~ Garage ~

There are a fair number of objects to investigate in this room (e.g. the toolbox in the southeast, the box in the southwest), but they don't do much. There is a window at the northern side of the room you can look through for a funny scene. You can get 5 Gold from the drawers to the right of that window.

Investigate the car and you'll find Luigi's semi-signature vacuum: the Poltergust 5000. As he does a bit of a jig, something really paranormal happens, then E. Gadd calls. He'll tell you how to use the Poltergust 5000 (which I might just call the vacuum from here on out) - the R Button. You can use it to suck up ghosts and clean the house! =O

Begin by sucking up the pile of dirt in the northeast corner of the room near the toolbenches to probably find a piece of gold, then go for the pile of dirt next to the door. You may not know this yet, but you can also use the R and X/B Buttons to vacuum whilst sucking up and down, too - there's about 10 Gold in the rafts and shelf at the north side of the room.

Additionally... Go to the northwest corner of the room and start sucking on that cloth, which will build up some pressure in the vacuum. Walk away while still holding down R and then press the A Button when indicated to remove that carpet; open the chest beneath for a key. E. Gadd will then call, mentioning that some ghosts should be near.

Go on through the door to the east to get on with our second objective.


~ Entrance ~

Begin by vacuuming upwards with the vacuum and you can grab some pieces of gold - a lot of them will fall if you suck out the flames in the chandelier! Also suck away that carpet blocking the door on the east side. Then go on through.

~ Mudroom ~

Begin by looking out the window to the northeast. Then you should begin by sucking out all of the cloth things in the room - there are two coats or drapes or something at the east and west sides of the room, north of the doors, which you can deal with to get a dollar (5 Gold) on each side. You can also vacuum the carpet on the floor and go northward to reveal a switch beneath. Stand on it and soon nearly 100 Gold will spit out from the northeast corner!

You can also suck up several pieces of gold from the northeast and southeast corners by looking up. And if you happen to stand beneath the fan in the center of the room and vacuum upwards for a bit, the key there will fly against a wall and down to the floor for you to grab.

The door to the right being locked and all, return back west to the Entrance.


~ Entrance ~

Exit south to the Front Yard - we got some more vacuumin' to do.

~ Front Yard ~

Begin by going to the west and vacuuming up the pile of dirt there, then investigating the vase that was beneath to get around 50 Gold. Then slowly go right back to the front door - look upwards for a few pieces of gold. Then suck up the rug in front of the front door for a gold bar (20 Gold)! Continue a bit to the right and, hanging on front of the porch, you'll see a cloth. You can suck it up (R+B+Up), then go downstairs and around to the revealed gold bars (40 Gold).

If you suck up stuff around this area in general (between the gate and porch), you'll get about ten more units of gold. Finally, flash the various purple flowers around here for money, and a gemstone as well.

That's about it for this area, though; return inside, as I'm soaking.


~ Entrance ~

You can use a key have to open the door to the north.

~ Guard Hall ~

After a brief scene with the ghosts here, you'll regain control. First vacuum on the wall to the right and remove the hidden cloth to gain a lot of gold - I got 98. That's about it for here - hold the B Button and completely run northward to avoid the knights' swords. Trust me, they hurt - they take off 20 units of health, and if it hits zero from your current 100...

Anyways, through the door you go.


~ Foyer ~

When you first enter, you'll see the ghosts from earlier, pointing out their toy on the chandelier at the top of the room. Begin by going to the left and examining the drawer for a golden bone - apparently, according to E. Gadd, it only appears if you have a lot of treasure, so you may have to follow the walkthrough insofar for it. That's about it for now, so begin by trying to go upstairs.

E. Gadd will point out the door just behind you with the panel; you saw one like it in the Mudroom, too. It can only be opened with the Strobulb, the item that the ghosts seem to have been throwing around after all! Go up the stairs and along the path to the end - you can look in the aquarium on the way if you want. (A crystalline star is in the northwest corner of it - reference to Paper Mario: The Thousand-Year Door from the GameCube, perhaps?)

At the end of the path, press the R and X Buttons to start working you magic on the chandelier's gears by lowering it, then, at its lowest point, go all of the way down to it. There, press X near the chandelier to get the Strobulb! E. Gadd will after you nearly blind yourself with it, telling you that it can be powered up with the A Button. Those green circular panels (like in the southeast corner) will then be activated once you make the thing flash by releasing the A Button. This can also be used to stun ghosts and capture them.

Begin by going upstairs, first, to get some stuff from the northeastern safe by Strobulbing it - you'll get about 95 Gold. Then backtrack to the Mudroom so you can go outside.


~ Mudroom ~

Use the Strobulb on the eastern wall to unlock the door via the panel, then walk outside.

~ Mudroom Exterior ~

Outside, go along to the end of the path. There, you can hit the rat with the Strobulb to defeat it. Then go north to the tree and vacuum upwards to get the purple gem, an extremely rare collectible you ought to... well, collect. Backtrack to the Foyer now (back inside, one room west, two north).

~ Foyer ~

At the east side of the room is a green panel you should have triggered last time you were here. If not, do so with the Strobulb, then go on through.

~ Coatroom ~

The very fact that there's a toilet in here makes me suspicious. Well, ignore it for now. If you vacuum upwards in the northeast corner, you can get a piece of gold; if you examine the northwestern cabinet, you can get a health pickup, restoring your health by up to 25 points! You can take down the coats from there for about 20 Gold total. Finally, rip the wallpaper from the southeastern corner and enjoy nearly 100 Gold! 

Then investigate the toilet to be rotated to the other side (and thrown briefly into a sink).On this side, use the vacuum to remove the rug nearby, revealing a drain and a fair chunk of gold. You can remove the southeastern bathrobe for even more gold. You can also remove the shower curtain, revealing a ghost - after a brief bump on the non-physical noggin, it goes back through the wall. Sit on the toilet and do your business or somethin'.

On the other side, go west a bit and you'll be assaulted by the ghost. To capture it, you simply need to dodge its drawn-out movements while holding the A Button, then release the A Button to stun the ghost. Finally, press the R Button to suck 'im up. It may take a few tries, though. There are two ghosts to capture as well.


~ Foyer ~

Capture the four ghosts here. It's not an entirely difficult effort, as you can probably guess - you can even capture multiple ones if you stun more than one and start vacuuming. Mashing B a lot will suffice in keeping them in your vortex for now, I suppose.

Capturing them will end the mission, which will let you see various records for said mission.





Gloomy Manor: Mission A-2: Gear Up



  • Objectives:
    • Activate the mechanism in the Foyer
    • Recover all four stolen gears


Now that we finally can combat the hostile ghosts, we need to get to work on fixing them and the Dark Moon. E. Gadd luckily has an invention called the Parascope (not what you think it is in our world) - it can detect distant paranormal signals. He found some odd activity in the northern rooms of the manor, so that's where you're to go.

There is a mechanism that allows in and out of that area, one that you must operate - E. Gadd opts to give you the details later. For now, the main destination will be the Foyer from before. You'll be beamed down into the Entrance.


~ Entrance ~

I suppose if you want to investigate the other areas around here for some small money, you're welcome to - the methods being the same as explained in the previous mission, though most of it remains unavailable. Go two rooms north of the Entrance to the Foyer.

~ Foyer ~

As you enter, you'll see a red, rather aggressive ghost dispersing the gears to the mechanism mentioned earlier to other red ghosts. Soon thereafter, E. Gadd will call you, notifying you of the obvious, and telling you that the ghosts will be marked on the map on your DS - which he decides to call the "Dual Scream". (It's a parody on the common thought of "DS" standing for "Double Screen", where it actually is supposed to stand for "Developer's System".)

The objectives on the Touch Screen will alter to reflect your new goals; you can also tap on the "!" markings in the objectives screen to have the target's room specified. For now, use the northwestern 1F door in the Foyer. ... Or try - the door slams shut in front of you as a green ghost flies off to the south.

Backtrack to the Entrance.


~ Entrance ~

Here, you'll find the culprit - another Greenie-type ghost, in case you didn't know their "species", so to speak. You dealt with these in the previous mission, so worry not about the capture, as it should be quite easy. After grabbing the key it drops, return to the Foyer.

~ Foyer ~

Back here, try going up the staircase nearby to find that it suddenly turns into one of those cliché slides. At the bottom, you'll be taunted by a blue ghost. This ghost will primarily hide in various objects (vases, drawers, etc.), coming out on occasion to toss stuff at you. Just get close, zap 'im, and suck 'im. Head back to the top of the stairs and use the door there.

~ Master Hall ~

You can investigate the vase nearby for some gold, then go south. Above the door, you can suck down a few more gold pieces. Then go through this door.

~ Parlor ~

Here, you can use the vacuum to spin the fan on the roof for a few seconds, causing it to let loose a ton of gold; the same can be said by investigating the northern wall. I also happened to find one of those golden bones in the southwestern table, but they're random, so... Also, the clock on the northern wall is representing the time according to your 3DS, so you know. You can zap it with the Strobulb to reveal a gemstone!

If you use the vacuum on the phonograph in the center of the room, you'll soon spawn two weak ghosts. Deal with them as before, then the red one from before will appear - he's not hard to deal with if you stun him quickly, then suck him into the vacuum while mashing the B Button rapidly. Be sure to grab the gear after he drops it!

Backtrack into the Master Hall, then go through the northwestern door.


~ Bedroom ~

Above the radiator nearby, you can suck away some wallpaper to gain a fair sum of gold. At the west side of the room at some coats that can be taken to get some gold, plus that on the shelves nearby. You can look through the hole behind the coats to find the Study, where a gear is lying, apparent unguarded. You can also look behind the panels into the northeastern corner where a mushroom-shaped gem resides.

The thing is, the northern door to the study will love slapping you against the wall, so what to do...? You can suck at the big, red string nearby on the wall and pull it and a bed down. Examine said bed to get slapped (into the study).


~ Study ~

You can probably open the drawers just to the north for some gold and/or hearts. If you go much further northward, you'll be dragged into a ghost battle. You'll deal with around four easy-to-beat green ghosts before fighting the red one. It's all the same as usual, difficulty-wise, but when you try to stun the ghosts, try taking out some of those rats, too - they will still hurt you if you don't jump over them, and there will usually be three at a time here.

Afterwards, suck down the gear. You can get rid of the northwestern curtains to reveal a painting and some bats that can be beaten with the Strobulb. There is also a rug nearby on the floor that can be pulled back to reveal a switch; standing on it will put out the fire in the fireplace. Ignore that for now; first pull the next set of curtains and grab the gold (100+), then get in the fireplace and investigate.

Whoops.


~ Studio ~

It seems you interrupted the ghost of da Vinci, for there are some mad ghosts here. You'll begin with two blue ghosts here. Now is when I recommend you start perusing the pulling technique when fighting ghosts, to save time - basically, move the Circle Pad opposite the direction Luigi is moving and press A when designated to boost the power of your sucking! This will help greatly here to avoid damage, even with the red ghost. Be sure to grab the gear when you're done.

Let's see... You can investigate the northeastern drawers for stuff (I got hearts). You can pull the curtain off the painting to see it, and you can investigate the camera from the southwest side to see something in the mirror. If you look carefully, there's a gem outside! Well, actually, it's inside - use the vacuum and suck upwards (R+X) around the northwest corner and you'll eventually get it.

If you pull the southwestern cloth, you can grab 60 Gold. Finally, investigate the eastern urn for some gold. Suck up the dirt nearby and exit to the Common Hall.


~ Common Hall ~

Let's first head north. You see that green stack of stuff on the table? That's money - suck all 75 Gold's worth out of it! You can suck out the nearby curtain for some bats that can be shot down with the Strobulb. Further east, you can see a cheese poster - suck it and the sequential posters out from behind it, then look through the wall to see the library.

Return to where you entered the area and go south. Suck the cloth off of the wall and go into the hole to find the Secret Pocket.


~ Secret Pocket ~

It's the space between two rooms, so there isn't much. You can grab some gold from the vacuumable piles of dirt nearby, and there is a key at the end of the path. Partway along is also a hole looking into the Studio, pointlessly. Return into the hall.

~ Common Hall ~

There is a hole just south of the Secret Pocket doorway looking into the Lab if you want. Don't go in there yet, though - some other stuff will be done for now. Vacuum up the rug starting at the south end and moving northward to grab some gold. Use the door to the right and go into the Foyer. Exit to the southeast.

~ Coatroom ~

Zip on over to the other side and remove the rug on the floor to reveal some kind of golden ghost. Basically stun and hold on for dear life (i.e. mash the B Button) and you will get a quick 65 Gold. That's about it, though. (Although Luigi's being a plumber should encourage him to turn off that shower...) Backtrack to the Common Hall now and exit to the southwest, into the Lab.

~ Lab ~

Let's get the main thing out of the way - go west and defeat the two green ghosts and then the red ghost. Grab the gear that is spawned by the latter. Assuming you've followed the walkthrough insofar, this should be your fourth, and E. Gadd will call, notifying you of the obvious.

There's not much else to do here. There's something that can be sucked up, probably pointlessly, at the southern end of the room. You can also suck up a cobweb next to the door to release four golden mice - zap 'em with your Strobulb and you'll end up with 80 Gold! Return now to the Foyer.


~ Foyer ~

Examine the golden northwestern structure and Luigi will put his plumbing skills to work on fixing the gears ... or not!? Really? E. Gadd calls, noticing that the gears actually have been damaged, so they won't fit - he'll then decide to repair them back at the Bunker. That'll do it for this mission.




Gloomy Manor: Mission A-3: Quiet Please!



  • Objectives:
    • Use the crank in the Foyer
    • Investigate the music in the library


In the Bunker, E. Gadd will repair the gears, allowing you to enter the northern rooms of the manor, maybe. Suddenly, an audible signal is emitted from those very areas - very creepy music, probably from the piano in the Library. He marks your first destination - the Library - on the map before suggesting that this might be the manor's head ghost. ('Course, most of them are just heads!) Anyways, time to go 8-bit for a minute...

~ Entrance ~

Here, you can do something! Investigate the statue on the right and it'll spew some gold, although the helmet is likely to get stuck on your vacuum if you use that (as you should). E. Gadd will then call (though it may have been coincidence), noting that he can upgrade your Poltergust 5000. Anyways, if the helm gets stuck on the vacuum, use L and not R. You can do this to hit the northwestern painting (also with the X Button to aim up), then vacuum down the teardrop gemstone!

Head along to the Foyer, but be careful of the rats in the Guard Hall - they're the only thing there.


~ Foyer ~

Proceed to the northwestern corner where the crank resides. Examine that area and Luigi will use the crank to lower the aquarium nearby, saying "I did it!" at the end. How proud he must be.

At this point, be wary of the rats nearby. However, you can go to the southwestern corner and extract that cobweb to get some gold, and a golden rat will also appear for 20 Gold for you! Anywho, go upstairs and north to the next room.


~ Lobby ~

You'll quickly fight two of those green ghosts; not much to worry about. You'll also fight a red ghost accompanied by some spiders afterwards - if you're quick enough, you can get them all with one shot of the Strobulb, so no worries there, either. After the fight, you can pull down the poster left of the elevator with the vacuum, then use the Strobulb to open the safe behind it for some gold. Then go through the door in the northwest corner.

~ Library (2F) ~

Here, there's not much you can do towards the boss. For now, you'll need to simply run along the path and through the door into the next room. As you do so, you may want to try facing opposite the way you're going - gold spiders and gold mice tend to pop up here, yielding 20 Gold a pop!

~ Dining Room ~

If you want some hearts, you can suck the dining table's cover off (without spilling the food, no less) to get about a full heal's worth. You can also extinguish the candles above the table to get some gold. You can get a crapload more (150+) gold for taking down the curtains around the table. (Speaking of which, you are able to look out the north-central window to ... well, not really anything.)

Now, press X to look up to the ceiling. See that safe? Blow it open with the Strobulb to get a gemstone! I suppose if you want, you can go south and out to the balcony to fight bats and find a gold bar. That's about it for there, though. In the Dining Room, suck up the northeastern string, pull it hard, and get into the revealed dumbwaiter.


~ Kitchen ~

Here, head west and you'll fight against one green ghost, then two more of 'em. They're not hard to fight, as usual. The only real difference is that some will wear pots and pans - you can't stun them until just after their attack. Meh. Let's see... You can investigate some of the cabinets for hearts and such. The refrigerator in the corner can be opened to get you an ice block; vacuum it onto your Poltergust, then walk it over to the fire to release the gem!

Leave to the west.


~ Library (1F) ~

You'll begin with a rather fear-inducing scene from the enemy, but it's not representative of his strength. To be honest, you shouldn't find this to be a problem. First, keep an eye out for which stack of books is throwing books at you - when you figure it out, Strobulb it and then start sucking on the ghost. Assuming you can keep track of the books being thrown at you (and dodging them) while pulling against the ghost, you'll have no problem. Two "power vacuums" should get rid of it. You'll deal with two more after that, but it's not much more difficult.

That will end this particular mission.





Gloomy Manor: Mission A-4: Visual Tricks



  • Objectives:
    • Find the Dark-Light Device
    • Capture whoever is releasing the Spirit Balls


Before you leave, E. Gadd will show you a Spirit Ball, an object that is capable of creating illusions. Someone is releasing a number of them in Gloomy Manor, causing the disappearance of certain objects - had you done some investigating, you would have noticed the easel in the Studio gone, but not in the mirror, for example. There is a special attachment to the Poltergust 5000 that can help in remedying this: the Dark-Light Device, which remains in the Lab.

The Lab will be marked on your DS, and then you get turned into pixels.


~ Entrance ~

Head north twice to the foyer - not much to deal with on the way...

~ Foyer ~

Here, briefly detour to the southwest corner to find a bunch of gold in the drawer there. Try going up the eastern staircase to fight some blue ghosts and a red ghost - nothing special, but you may as well, eh? You can also fight some ghosts in the Coatroom to the southeast (it's easy, they're green).

Leave it at that for now and go west two areas to the Lab.


~ Common Hall ~

Well, you'll get close, anyhow - the door disappears as you near it. As you exit towards the Foyer again, E. Gadd will call, noticing the obvious. He thinks there is another way in there...

Go upstairs in the foyer, exit to the northwest, then go southwest to the Parlor.


~ Parlor ~

As you enter, Spirit Balls from the room below will make the fire and antique clock disappear. Walk into the fireplace and press X to get down in the lab.

~ Lab ~

As you enter, you'll spot the Dark-Light Device. Go over to it and grab it - just as a ghost wearing sunglasses snatches it and goes north through the blackboard! Use the vacuum to spin the blackboard, revealing the ghost again. To defeat this ghost, first use the vacuum to remove its sunglasses, then  stun and suck as usual; repeat for the next two ghosts. Nothing too hard, I hope.

After this, grab the Dark-Light Device. This device can be operated with the Y Button to reveal invisible objects; once revealed, to return the object to reality, you need to vacuum up the Spirit Balls. You can do this with the northwest corner of the area to reveal a safe; open that with the Strobulb to find a fair sum of gold. There is also a toolbox underneath the blackboard (has hearts), and the door at the southeast corner.


~ Common Hall ~

Outside, E. Gadd will call, tasking you to now find the releaser of the Spirit Balls. Well, let's hunt down stuff first. Go north and, under the window, is a hidden desk containing about 100 Gold. At the end of the hall is a picture with a key on it that can reveal ... well, a key. At the doormat at the end of the hall, if you face east, you'll also find a door.

We'll deal with it later. First, extraneous hunting!


~ Foyer ~

In the northeast corner, you can respawn a vase with some money in it. In the southwest corner, you can respawn some drawers. Take off the painting above them with the vacuum, then shine the Dark-Light on it for some more money. You can also respawn the statue in the northern pond for more money. Go south twice now to the Entrance.

~ Entrance ~

Go ahead and respawn the knight's armor to the right of the Guard Hall door for about 100 Gold. You can also use the Dark-Light on the southeastern painting for about 50 Gold. Go west a room.

~ Garage ~

Nothing hidden here, although a golden ghost should show up for you to snatch money from. Go east an area and south another.

~ Front Yard ~

In the southwestern corner, you can respawn the statue in the water pond for about 40 Gold. Go north an area and east two.

~ Mudhouse Exterior ~

Go along to the end of the path where the doghouse would be; it's not there anymore, though, so reveal it and examine it to be warped!

~ ??? ~

Here, you'll find two chests nearby. Quickly open them and suck up the money within, then go ahead and shine the Dark-Light on the northeastern portion of the area to reveal a third chest. Open it and suck up alllllllllll of the money!

You'll be ejected back to the Mudhouse Exterior afterwards; go west two areas, north two, upstairs, and west one, then southwest one.


~ Parlor ~

Here, go back west and suck up the gold above the fireplace. Then reveal the clock in the corner (it's the big dark shadow you can blatantly see). Return into the Master Hall, then go into the northwest room, then pull out and use the bed.

~ Study ~

Here, pull down the northwestern curtains, then defeat the resulting bat swarm. Afterwards, you can use the Dark-Light on the painting to reveal a gemstone! Now, go back into the fireplace to 1F, then go to the Foyer, upstairs, and exit to the north.

~ Lobby ~

Here, on the west side, you can use the Dark-Light in the southwest corner to reveal a vase, and to the right of the door to find a table, both of which yield around 50 Gold. On the east side, next to the doormat, is a hidden door. Reveal it and go out onto the balcony.

~ Balcony ~

You can suck up a gold bar from the northwest corner and fight some bats, but that's about it. For the sake of completionism, suck the webs off of the nearby grill and light 'er up with the Strobulb. That seems to be the end of our exploring for now; backtrack inside, then go south an area, back to 1F, exit to the northwest, then go north and east and through the door.

~ Patio ~

You can look through a window nearby into the kitchen, if you want. There's another window further east, plus some bats to battle.

Go south off the patio and towards the end of the stone path. (Be wary - that thunder will get on you here if you don't pay attention! Heh.) Here, you can find some crows, including a golden one that rewards you rather well. You can also spawn a water statue on the way to reveal a gemstone! At the end of the path, respawn the statue of E. Gadd, then vacuum the propeller on his back for a bit to reveal a key!

Go west and you can spin the ... spinny thing, I have no idea what it is ... to reveal some gold pieces. You can also Dark-Light up a door at the end of the small path there, which goes back to the Foyer. Or so it seems, anyways...


~ Under the Stairs ~

Zap out the golden spiders with your Strobulb for about 80 Gold for four of 'em.

~ Foyer ~

Basically press R and X simultaneously to snatch up the Purple Star, then backtrack to the Patio.

~ Patio ~

That'll be about it; go through the door on the patio to the kitchen.

~ Kitchen ~

You'll begin by fighting some green and blue ghosts. Not much to worry about, though. Again, the ghosts with pots and pans as armor need to be beaten after dodging an attack. (Also, it may just be some glitch on my end, but the Power Gauge did not appear for me - it functioned and filled, but did not really appear as it usually did.)

There's actually nothing missing here, but you can check the drawers as usual to find hearts and gold. Go west to the Library.


~ Library (1F) ~

Here, there's not a lot to do. You can go to the west side and shine the Dark-Light to reveal a globe. Suck it onto the end of your vacuum, then use the L Button to launch it at something, thereby breaking it and releasing a gem within.

Return to the Kitchen and go east and pull down the red and yellow string with the vacuum to reveal the dumbwaiter. Get on in there!


~ Dining Room ~

Hi there, Boo! You'll watch as he exudes Spirit Balls to make stuff disappear before disappearing through a wall himself. Use the Dark-Light to, as usual, reveal the table. After that, Boo gets scary mad... You'll end up fighting him for now. It's a bit too easy...

Anyways, use the Dark-Light to find Boo - you'll probably only see his trail, though, but follow it to the darker, more spherical him. The Dark-Light alone will stun him; after that, vacuum up his tongue, build up the Power Gauge, and let loose! The first Poltergust upgrade should one-hit kill him. Then just suck him into the vacuum.

Afterwards, E. Gadd will call and get you to leave. Do note that you also unlock ScareScraper with this mission's completion.





Gloomy Manor: Mission A-5: Sticky Situation



  • Objectives:
    • Clean up all the webs [47 total]


~ Garage ~

While you are zapped into the Entrance, there's naught there; go west to the Garage. The spider-webs are all in plain sight, so just suck them up; you should have six when you're done. Then go east and north.

~ Guard Hall ~

Another simple one; you'll have ten by the end here. Go north to the Foyer, then southeast to the Coatroom.

~ Coatroom ~

Nothing special here, really. Be sure to go to the other side with the still-flowing shower. The only hard-to-notice one is on the roof; you'll have 14 by the time you're done here. Go west to the Foyer and west to the Common Hall.

~ Common Hall ~

... *arachnophobia acts up* ...

Beyond that stupid common, go into the room to the northwest.


~ Studio ~

Defeat the Greenies, then get back to the Foyer, upstairs, and exit to the northwest.

~ Master Hall ~

You can suck up some webs here, too. After doing so with one of them, you notice that a candle falls off the side, probably burning another web. Well... See that uvila-looking thing on the roof? Vacuum it and bring it over to the fallen candle and ... well, it should be obvious. Do the same with the fallen web ball and press L to shoot it northward at those webs. You should have taken 19/44 when you're done here. Go northwest to the bedroom.

~ Bedroom ~

The solution for the minor webs here is similar, but that big one? Well, you can open the oven to the west to light a fire, then spin the fan to light the web on it, then the northeastern web is lit. This should finish the room off with 21/44 webs. Also, go behind the paneling for a mushroom-shaped gemstone!

Backtrack outside to the Foyer, then go north to the Lobby.


~ Lobby ~

Defeat the two Hider ghosts here, then use the Dark-Light on the east wall. Reveal the door and exit to the balcony.

~ Balcony ~

Suck up the various webs here, notably the top-left one. Then activate the grille nearby by using the Strobulb on it. This will light a fire; get the uliva-shaped spider-web to the right and bring it over here, then let go to light up the web. Go to the right and suck up some more minor webs, then get the web ball. Light it up and go east and north to the big set of webs. That should finish this area with 27/47 done. Go back inside via the Dining Room (nearest door), then go west.

~ Library (2F) ~

Here, suck up some of the minor webs that you can reach. After doing so, approach the north-central picture of the fire. Use the Dark-Light on it to spawn a fire, then quickly suck up the web ball and light it. Then go west and south and get rid of the those webs. You should have 31/47 at this point.

Return to the Dining Room, then trigger the dumbwaiter with the northeastern pullstring and go on down. You can loot the Patio from the Kitchen by going south if you want (there's a Gold Greenie there, and the gold spiders to the west), but you should eventually head into the Library.


~ Library (1F) ~

You should try to suck up some of the webs you can see, but also take note - there are some stacks of books missing, and even the grand piano! Be sure to look around for those. Notably, revealing the grand piano reveals a Boo - you know how to beat him, right? Just use the Dark-Light, then vacuum.

Anyways, you should have 34/47 webs after this area. Backtrack along to the Foyer and enter the Common Hall from there.


~ Common Hall ~

Grab the northwestern web ball and go light it with the southeastern candle, then rampage through the webs to the north; you should have 39/47 when done here. Now, to 3F... Back in the Foyer, exit to the northwest on 2F, then go north. Pull down the string there and go on up.

~ Rafters ~

Suck up the two webs nearby and one to the west, near the safe. Use the Strobulb on said safe to get about 95 Gold, then go ahead and cross the rafter next to the west knight. You'll use the gyro sensor in doing so - it's obviously best to sit the 3DS down beforehand and just hold Up on the Circle Pad. On the other side, suck up the web above you.

Go east and use the Dark-Light on the painting. Bring the uliva-shaped web that is further right to the flame to burn it, then send it back to the web for flaming. Head south and, when the camera moves, suck up that web. Then go east and north and suck up that dirt and the web to the right. Go far to the south now and east. At the dresser, press R+X and you'll get a gem.

Suck up the poster nearby next, then use the Dark-Light on what's beneath to light a fire. Then you should be able to bring the nearby swinging web to the far to light the place up. Then you can cross west and out of here, if you don't have all of the webs.

But you should have done all 47 if you've followed the walkthrough insofar. E. Gadd will then call you back.





Gloomy Manor: Mission A-6: Confront the Source



  • Objectives:
    • Confront the source of the powerful energy


It seems E. Gadd has found the source of the odd signal that is itself the cause of the spider infestation - it's in the Cellar. ... How cliché. You'll need to take the elevator (which resides on 2F) there, though. The Cellar is then marked on the map, and you are given the key to the elevator.,

~ Lobby ~

You end up zapped into the Lobby. You can investigate the usual things nearby for around 80 Gold, although E. Gadd won't let you leave the main lobby. You have to go into the elevator.

... Nice to see E. Gadd has such trust in the elevator's operation.


~ Cellar ~

When you arrive, you can use the Dark-Light on the painting to the west to make it spew money, then you can go down the slide (yup, that's what it is). At the bottom, go southeast and suck up the dirt piles so you can look into some boxes and a chest for some more gold. Go into the main area north of the slide and defeat some spiders there. You can look at the east side of the room and vacuum upwards to get some gold (around 13 - ruh-roh). There's a bit more behind the knight to the northwest.

Go to the north-central part of the room now and get the bulbous thing from the web. Then drag it back...

My spidey-sense is tinglin'.


BOSS: Giant Spider

As you drag the capsule back, a huge spider will drop down from above and attack, narrowly missing Luigi. Through the coming battle, it won't normally take the offensive. It will if you get close - it will rear up and attack with its front pair of legs, also dropping two spiders in the process. For a creature with lots of eyes, it won't rely much on sight, but...

Charge up your Strobulb nevertheless. Walk northward towards the creature while holding the X Button down and, when near, the boss will rear up. It will also open its eyes - use that time to blind it! The spider will lay splayed out on the wall behind it, motionless, leaving you time to grab the bulb it is guarding, the one you dragged to start this whole mess.

As you drag it backwards, be careful - the boss will hurl poisonous liquid at you, and this liquid will stop your tugging, probably undoing your work in entirety. It is possible to dodge to the side or by jumping, though. As you cross, also try to stay to the right - a knight on the left will chop downward with its weapon if you're near enough. However, once you are south of him, get close - this will light up the web you're dragging which means...

Well, the boss will suddenly shrivel up and die, its ghost being released from its body. Quickly dodge to the side - the ghost will tackle you! This ghost also has infinite health, but don't let that deter you. You still need to stun it after it misses with an attack, then suck it somewhat.


Repeat the previous phase of the battle, to some extent. First, though, you need to light up the web on the fan in the stone room you first fought in. You do so by spinning the fan above it with the vacuum, then backing off to the southwest so the flaming torch the knight has will light it. Hopefully, your spinning fireball will also release a knight to the northeast of there - that needs to happen! Once that happens, go back to the previous steps - it will be harder, though, as you need to dodge spiders and poison this time around.

As you drag the web this time, you want to angle to the newly-freed knight as you reach the end of your rope, so to speak. The knight will impale the web. At that point, relight the fan's web and spin it around. It should light the impaled web and... well, you defeat this ghost similarly to before, albeit not being a defeat.


For the third phase of the battle, you need to get down to the end of the path. There, stun the spider and grab the loose web ball nearby - not the main web, but the ball, like you used in Mission A-5. Bring it to the torch-wielding knight (the spiders can hurt you, but you won't drop the ball). Light the web and it can now actually kill the spiders that cross your path.

As you approach the second fallen pillar, on its north side, angle to the left to light up another knight's torch. Now discard your web ball and grab the main web in the usual manner, then light it with the new torch. This time, you can defeat the ghost in the usual manner - actually defeat it this time, too!


After the battle, snatch up the Dark Moon fragment and watch the rather hilarious results (although Luigi probably won't think so). E. Gadd will soon call, noting that the ghost you just captured apparently can possess other organisms. He then takes you back to the Bunker as Luigi jigs a little.




Gloomy Manor: Boos in Missions A-1 through A-3




It's not an official mission, but you did miss out on them when you did not have the Dark-Light Device. =P In case you forgot, the general fighting technique against Boos is to stun with the Dark-Light Device, then suck 'em up.

~ Mission A-1 ~

Go into the Garage and, where there's normally a wheel in the northeast corner, shine the Dark-Light.

~ Mission A-2 ~

Head into the Mudroom and reveal the table in the southwest corner.

~ Mission A-3 ~

Head into the Studio and reveal the artist's easel there to find the Boo.




Gloomy Manor: Mission A-7: Gradual Infilitration



  • Objectives:
    • Capture all the ghosts as soon as possible!


Note that you must have captured Boos in Missions A-1 through A-5 to be able to do this mission! And this mission is like a time trial run of your knowledge of the manor, so you know.

~ Entrance ~

Okay, time's tickin' on. E. Gadd has detected some ghosts in the Kitchen - to get there, go north twice to the Foyer, then northwest to the Common Hall, then north and east to the Patio, and north inside to the Kitchen.

~ Kitchen ~

As you enter, quickly flash the two Greenies to the left of you and suck them up - you can probably get them down before the pots-and-pans dude even notices. =P To get the latter, you still need to wait for him to attack and miss before you stun, but it's not much to worry over.

Two more readings will then pop up - the Parlor and the Lab. We'll opt for the latter first, since it's on our floor.

Go west to the Library and south to the Common Hall. Go west and south and through the southernmost door.


~ Lab ~

There will be two small duos here to fight. The first consists of a normal Greenie and one with sunglasses - suck the glasses off of the latter, then zap and vacuum them up. The second set is a Slammer and a Greenie - nothing to worry over there; if you're quick, you can stun them both.

Now, to the Parlor... Go east twice to the Foyer. Head upstairs and into the room to the northwest. Go into the southwestern room.


~ Parlor ~

This is the easier set - two Greenies, then two Slammers. You can get both ghosts from each group in a single blast of the Strobulb, so no real problems here.

Afterwards, three more signals pop up - the Garage, Mudroom, and Foyer. The Foyer should be an easy backtrack - two rooms east.


~ Foyer ~

Proceed to the lower floor and deal with the enemies. Optimally, you'll want to deal with the Hiders first - they're quicker to kill, and tend to get annoying if you face the Slammer with them allying him. But otherwise not much to worry over.

Now, the Garage - two rooms south, one west.


~ Garage ~

Nothing difficult - two Greenies that you can probably stun in one Strobulb blast, and then a Slammer. ... You see my point?

Two rooms east is our next destination: the Mudroom.


~ Mudroom ~

Our final group of enemies will initially consist of a Greenie and a Slammer, the former of which has sunglasses on. Quickly enter and suck them off and you still have a chance at getting them both stunned and vacuumed. After that, you can fight off a lone Greenie by yourself, hopefully.

At that point, E. Gadd will eject you from the premises.

To the curious, my personal record was 4 minutes, 12 seconds - on my first run, anyways.



Haunted Towers




Sectional Flowchart







Haunted Towers: Mission B-1: A Job for a Plumber



  • Objectives:
    • Check the Hydro Generator
    • Fix the water pump on the roof


It seems the water system in the long-abandoned Haunted Towers is broken and Luigi, having taken on his brother's trade alongside him, is stuck fixing the Hydro Generator that gets marked on the map.

~ Haunted Towers Entrance ~

Go east past the entrance gates and you'll notice a tree. Clean up the dirt from around it then examine its front to knock down five gold bars (100 Gold) from it. There's also a barred window behind it that you can look into the Hydro Generator room from to see a Slammer screwing around. Return to the entrance gates now and examine them if you wish, but they're locked. Near them, on the left and right sides, are some flowers - you can flash them with the Strobulb for some money in the left two and the gate key in the rightmost one. Use that key to go on through.

~ Courtyard ~

You can flash the nearby flower for about 15 Gold. To the west, there is a large leaf-like covering on the wall - rip it off to get a fair sum of money. You can also dig around in the northeastern soil to find a bat worth 5 Gold, and go into the room nearby.

~ Hydro Generator ~

As you enter, head to the east. You'll meet up with the Slammer, who soon leaves to an above floor. Continue along to the generator control panel between the big wheels and E. Gadd will call, noting that, given the generator's condition, the water pump feeding it must be blocked. That area is on the roof.

Continue east and open the chest for a key, and suck down the gold pieces above it. To the right of the water wheel nearby, shine the Dark-Light on the toolbox to soon reveal a Boo. Then return to the Courtyard. Go into the building to the west.


~ Tower Lobby ~

Here, if you want to flash the frogs in the sewer lane, be my guest, but you'll need to climb the nearby stepladder back up. At the north edge of this eastern platform, shine the Dark-Light and go through the revealed door.

~ Greenhouse ~

As you move about in here, you'll find some Greenies wielding shovels. They're pretty hard to beat, given the tight space - you need to dodge their attack and, as they're still spinning, stun them and suck 'em. Exit to the southwest (southbound) when done.)

~ Tower Lobby ~

You see those stairs to the south? Get north of them and head west into a lower area containing a gemstone for you to gnab! Then go up the aforementioned stairs. Next to the barrel on the way, you'll see a leaf - tear it off the wall and flash the golden bat that flies out for 25 Gold. Then blow at the wheel nearby to strike hearts! <3 Continue up and through the door.

~ Plant Nursery ~

Odd that Nintendo didn't choose Piranha Plants for this scene over those venus fly-traps, but whatever. Go to the far right side and turn the wheel there with the vacuum (R+X). Now, to the left, you'll see a spiky ball. Suck it up with the R Button, then face the plant nearby. Oh, look, a convenient targeting cursor - I wonder what happens if I push the L Button...? Heh, it kills him - do it with both plants.

Open the chest they were guarding for a key, then leave to the southeast. Then go through the opposite door - be careful of the rug, though. IT'S A TRAP!


~ Skybridge ~

It's a bird, it's a plane ... no, moron, it is a bird. -_-

This "crow-nado" of sorts is not hard to deal with. You just have to wait for the gaps in their little "streams" from the vortex back there and move forward when such gaps appear. Go through the opposite door when you're done.


~ Laboratories ~

See that gold mouse? Zap it for some gold.

See those ghosts? Zap them for the ability to suck 'em into your vacuum. Their main strength is in numbers, one that is voided if you get multiple ghosts with one blast of the Strobulb. Hmm... There's not much else here. Go to the southeast corner and you'll suddenly find that a gate closes behind you, in the style of the Legend of Zelda.

Vacuum down the bulb on the plant nearby (Strobulb it if you screw up) and E. Gadd will call. Apparently, this substance is like a balloon - use L to inflate it (make you go up), and R to get rid of it eventually. You will go down if you stop holding L, so you know. Anyways, begin by floating up, then down to the bottom of the gap - you briefly stay in the Lounge, but there's more to do.

There is second level to the Laboratories area - still on 2F, though. Float up to find it - there are some gold bars in the southeast corner. Carefully walk counterclockwise around the room and at the northwest corner, you should accidentally drop into a small cylinder on the ground. There, use R+X to get a gemstone.

Get the balloon fruit nearby and start floating; head to the second level-Laboratories's southwest ledge. Hey, cool, a golden balloon thingie... Get it and start floating along the trail of coins that suddenly begins to appear to get a cheat at the end yielding around 95 Gold. That will also put you on the Lounge.


~ Lounge ~

Not much to do here unless you wanna look into the Conservatory through the north-central wall hole. Float down to the Laboratories area and float back up to the Lounge's southwestern corner - this is to avoid being popped - then go through the door.

~ Water Supply ~

You can vacuum down the nearby flower to get a heart. Charge up the Strobulb and go up the stairs, letting loose at the top to take out some crows. Continue to the top and approach the bucket to suddenly have a Greenie appear. This is one is not hard to deal with - just wait for him to taunt and say "Nyah nyah!", then stun and suck 'im. Then use the Dark-Light on the northwest corner to reveal a chest; it contains 75 Gold.

Afterwards, get next to the north wall and run east for 60 Gold's worth of bars. Get to the southeast corner and take the bucket by vacuuming it. Go left to the grate that gunk is going through; put the bucket there and fill 'er up, then go to the southwest corner again. Put the bucket on the northern switch and you stand on the green switch. From there, zap the four Strobulb sensors to get the pump working again!

Afterwards, E. Gadd notifies you of the obvious and opts to eject you from the area. As he gets things ready, Luigi sees a huge clog in the pipe slowly come out and E. Gadd is still slow. The clog reveals itself to be a massive ghost. You have to fight him, although it isn't hard - just stun on him and tug him, really. Dodge the goop as needed. After winning, then you get Pixelated.





Haunted Towers: Mission B-2: The Pinwheel Gate



  • Objectives:
    • Enter the Hollow Tree
    • Recovery the pinwheel vanes [5]


E. Gadd now thinks he has a better idea of where the Dark Moon fragment of this manor is. After having realized that analysis of the fragments we possess will increase the precision of the Parascope, he found a signal coming from the big hollow tree, which is marked on your map.

~ Haunted Towers Entrance ~

After Luigi derps around for a bit, you have free reign. You may want to begin by grabbing the bucket to the right with your vacuum, then filling it with water over to the right. You can then go along the soil left/right of the gate to press X and respawn some flowers. If you flash them all, you should get around 165 total Gold; there is also a golden bat in the tree to the right, so press X there to knock 'im down. Zap him, then go through the gate.

~ Courtyard ~

Notice the missing flowers again? Anyways, to the right of the eastern one, shine the Dark-Light on the ground to reveal stone. Stand on it and it makes a wooden ghost appear (it is literally wood - you can't fight it). So, what to do? Go to the northwest corner and pull down whatever is clogging that pipe to get the water flowing again. Flash the flower to the southwest, then grab the bucket. Like before, fill 'er up and reveal the various plants in the area.

Flash the flowers as needed; there is another plant in the northeast corner under the dirt you can regrow, this one yielding some of those spiky balls. Suck one up, get on the stone switch, and attack the ghost with the L Button. A Gold Greenie will then appear - zap him and suck him up for a lot of Gold! (For that matter, the flowers each yield 50 Gold - you'll probably have 300 ~ 350 by now.)

There is another stone switch, too. Get another spiky ball and stand on the stone just left of the second flower, then attack that facsimile. You only get a few chunks of gold, though. Go east into the Hydro Generator.

Note that this is obviously side-tracking around for a bit, but it is very profitable and will open many areas so we don't have to do extra work later. ;)


~ Hydro Generator ~

In the northeast corner, you can use the Dark-Light to reveal a chest yielding around 50 Gold. Shine the Strobulb on the northwestern door and go on through.

~ East Hall ~

Shine the Dark-Light on the southwestern painting for around 20 Gold, then suck the wallpaper from the southeast corner to find about 55 Gold. Go east to the tool shed.

~ Tool Shed ~

E. Gadd will probably call as you enter, notifying you of the pinwheel gate back in the Courtyard. There's not much to do here, so exit to the southeast.

~ Garden ~

Here, the main thing to do is pull out a bunch of flowers for money, some revealed by the Dark-Light. You can pull the string on the lawnmover via the vacuum to open up the southern half of the area for more flowers and another you can flash. Other than that, that's it - return to the Tool Shed and examine the northeastern structure.

~ Toolshed Stairs ~

Begin by grabbing the gold nearby with the vacuum (R+X) - be sure to get that stack of bills, too! Go along the moving staircase to the right up to 2F. Defeat the Greenie here, then head to the southwest corner - ignore the door at the north side, as it just slaps you around. Use the Dark-Light to reveal a table east of the southwest door that spews money, then use the southwestern door.

~ Botany Lab ~

Ah, yes, plants... Anyways, to the north should be a flower you can shine the Strobulb on to get 15 Gold, and a desk near here to the west should yield 3 Gold. You can vacuum up seven more Gold to the west behind the red machine. Go to the southwest corner next and remove the poster from the wall to find more Gold, then shine the Dark-Light on the ceiling to find a pipe. Return it to reality.

Now, see that big structure on the left? Get in front of the middle green light and head south. Charge up the Strobulb fully and release the A Button. That should activate the machine, causing the captured plant nearby to grow to gargantuan proportions. Ignore that for now and get the bucket to the north. Drop it near the large stalk and reactivate the machine to trigger the leak - vacuum up the bucket again and fill 'er up. Water the dead plant in the northeast corner and shine it with the Strobulb for a gemstone.

Then examine the big plant to walk up a floor. Yes, walk.


~ Seedling Laboratory ~

Begin by going to the north side of the room and you should see something like a white viewfinder. Examine it and you'll probably notice the rat moving amongst the plants further north. Shoot him with the L Button (you have to aim pretty well ahead of him) and you'll release the gem. Exit the viewfinder and go east and downstairs to it.

You can also suck up the northeastern wall poster to find about 95 Gold, then go through the southeastern door.


~ Toolshed Stairs ~

Nothing to see here. Go up the stairs to the right and through the southwestern door.

~ Conservatory ~

Not much to see here either - go west.

~ Crow's Nest ~

A continuing bit of nothing, except a peeping hole into the West Bathroom. Continue west and through the door.

~ West Hall ~

That ends this bit of the side journey - there's nothing here but spiders. Backtrack for a while to the East Hall, just west of the Tool Shed. There, reveal the door to the north and go through.

~ Gardener's Dwelling ~

You can look through the northwestern window for some freaky stuff, then look up. Use the vacuum to spin the fan and move the bed backwards. I'm not sure if it has any point, but you may as well move the water bucket to the north onto the place where the bed was - it seems to keep some switch activated, anyways.

Suck up a balloon from the plant to the northeast, then land on the switch, too - that seems to make you go down to...


~ Gardener's Lab ~

There's not much to do for now. You can go to the far west and antagonize the venus fly-trap, although it'll soon break its cage. Further west, you can look at the monitor and E. Gadd will soon tall, telling you it's a Pixelator screen. Anyways, go north along the alleyway and through the door in the middle.

~ Sewer ~

To the west, you'll see a plant on the roof. Pull it down and fight the Boo. Afterwards, you should probably notice the cells to the north. The easternmost one has cloth bars (O_o) - pull them down with the vacuum and go around to the chest for around 50 Gold. Return to the main sewer and look at the roof to the west. Pull down the plant there that also spews out some gold.

Go west and at what seems like the end, pull down the mossy cloth with the vacuum. Not sure if there's any point to that area to the west, though, so backtrack to the previous area.


~ Gardener's Lab ~

Go back and grab one of those balloon things. Float back up to the Gardener's Dwelling, then go back to the Courtyard.

~ Courtyard ~

Go west to the Tower Lobby.

~ Tower Lobby ~

Here, go west and across the little bridge. At the other side, go up the stairs some. As you do, you'll notice a pipe spewing water. Reveal the segments of the pipe above it with the Dark-Light (there are two), then use the vacuum to spin the wheel nearby. Go back downstairs and get against the door to the north. Face west and use the Dark-Light to reveal a door. Go through.

~ Maintenance / West Garden ~

Here, you'll see a spiky-ball plant growing. Use said plant to defeat the venus fly-trap in the area beyond by using the L Button. This will reveal a chest containing a gem! You can also look up to find a stack of money.

Return to the Tower Lobby and go up the stairs.


~ Plant Nursery ~

Spin the wheel all of the way in the southeast corner of here, too - this and your efforts in the previous area should trigger a downpour on some flowers nearby, watering them. Flash them with the Strobulb to get 100 Gold. Use the bucket in the area nearby and fill it with water in the northwest corner, then water the south-central flowers - flash them to also get 100 Gold.

That is it for this half of the area, as the Laboratories further ahead has been wrecked to the point you cannot get the balloon fruit, and the area itself has naught. Return to the Courtyard for the third half of this level. =P


~ Courtyard ~

Okay, now for why we really came to this level. >_>

Anyways, in the Courtyard, go to the north-central part of the area. See that fan-like emblem on the gate there? Use the R Button to spin it. Suddenly, a number of Hider-variety ghosts appear, segmenting the gate and flying off with aforementioned segments...

They will head off to three areas - we visited these in the previous side-tracking segment, so you are hopefully familiar with how to find these areas. If not, just use the "!" marks on your map. Begin by going east and north to the East Hall, where three vanes are said to reside.


~ East Hall ~

Crap, they split up! The ghosts left to the Gardener's Dwelling to the north, to the Tool Shed to the east, and to the Garden further southeast. We'll visit the Gardener's Dwelling first - you need to reveal the door to get there if you haven't done so.

~ Gardener's Dwelling ~

Go towards the dresser in the northeast corner and the Hider within will just split down below... -_- Well, use the balloon fruit nearby to get down there.

~ Gardener's Lab ~

As you go westward here, you'll soon engage in battle with some Greenies. These two are not hard to deal with; like some in Gloomy Manor, they will also wear some sunglasses, so you'll need to vacuum them off before the stun-'n'-suck maneuver. From there, go west and examine the lab desk. The Hider should finally pop out of there and will go on the offensive - basically mash the A Button after pressing X and you'll stun him. Then suck him into the vacuum and grab the pinwheel vane!

Go back east and use the balloon fruit to go up above, then return to the East Hall. Head east.


~ Tool Shed ~

You'll first begin by fighting a red Slammer and two shovel-wielding Greenies. The Slammer is nothing, really. The Greenies continue to be a bit difficult, at least for me - here, wait for them to attack and miss, then get around behind them and zap and suck. After those three ghosts are ghost, examine the northern work bench and the Hider will come out. Defeat him as before, then collect the vane.

Go southeast and outside.


~ Garden ~

As you enter, the Hider will appear and flee off to the south. Follow him and you'll soon engage in a battle with the fat thing from the previous mission, a Gobber, in addition to two bucket-wearing Greenies. For the latter, just wait to be taunted (the helmet comes off, basically) before stunning and sucking. The Gobber can be handled like in the previous mission.

Afterwards, it's on to the Hider. Find him and collect the vane. Before leaving, though, suck up one of the buckets the Greenies wore. Bring it to the water pipe on the north side and fill it up, then water the withered flowers (two to the north, one to the south) and flash them with the Strobulb for 100 Gold and a Gem!

Now, go back to the Tool Shed, examine the northeastern structure, and go up a floor. Continue into the Botany Lab and climb the plant there.


~ Seedling Laboratory ~

Deal with the Greenies further north, then look in the nearby desks for the Hider - nothing new here, really. Grab the weathe-- I mean pinwheel vane when you're done. Go southeast a room, upstairs, and into the next room.

~ Conservatory ~

Here, you'll see a Slammer playing the organ. As you enter, you have a few free seconds to zap him, so do so - shouldn't be too hard, I hope. Soon after, two Slammers appear. They tend to stay rather close together, so you can get them both with one zap. After these two ghosts, examine the organ and the Hider ghost will come from one of the pipes. Try to zap him, then suck 'im in. Take the vane afterwards - should be the last one if you've followed the walkthrough insofar.

E. Gadd decides to get you out now, letting whatever is past the gate be reserved for another mission.





Haunted Towers: Mission B-3: Graveyard Shift



  • Objectives:
    • Attach the pinwheel vanes
    • Find the mysterious passage
    • Search the Crypt for a special key
    • Send Toad to the Bunker


Before you leave, E. Gadd will hand over a wrench so you can put the pinwheel vanes from the previous mission back on the gate.

~ Haunted Towers Entrance ~

Well, what a warm welcome!  After landing, go east and past the gate - be sure to avoid the venus fly-trap! - to the tree. Take the web off of it and kick it to release two golden spiders worth 40 Gold total. Then take down the plant from the pipe nearby. Go west and snatch up the bucket, then fill it with some water. Water the two plants nearby and the one next to the fly trap.

This should result in you finding two flowers that can be flashed for about 125 Gold and finding one plant that is rather pointy. Suck up a pointy ball and aim it at the fly-trap. Then go through the gate once said fly-trap is dead.


~ Courtyard ~

As Luigi says, "Uh-oh" - we have a Slammer trying to take the remaining pinwheel vane! That's always a pleasant sight... Run up to him and zap him - you may be able to get him in the vacuum before his other two Slammer friends become a threat. (Speaking of which, deal with them, too.) Afterwards, you'll have a Greenie to defeat before the area's, you know, clear.

Head along into the Sewer area - you probably know how. We are just backtracking, but whatever. (In case you forgot... Go east an area, north two, down one, along the alley and west.)


~ Sewer ~

Here, go westward. Feel free to suck down plants on the way for extra gold. At the end of the path, pull off the mossy curtain. You can examine the northern coffin in this area for some gold and examine the southwesternmost coffin to get sucked somewhere.

~ ??? ~

This is not a hard puzzle. The general idea is that you have 13 seconds (ooh, scary) to grab the red coins in the area. You can simply ignore the venus fly-traps, really, as if you hold down B as you should, they'll be too late in trying to snap you. So run a clockwise circle around the outer ring, then seamlessly go into the middle ring and you should finish fine. The toolbox that appears will hand you 100 Gold before forcing you out.

Return to the Courtyard.


~ Courtyard ~

Approach the north-central gate and examine it. Luigi will get to work on affixing the vanes properly and does so successfully. Now, let's try this again, eh? Blow on the gate and it'll open this time. Proceed north to the next area.

~ Hollow Tree ~

Makes me think of Ocarina of Time for whatever reason.

Try going up the western, then eastern staircases on the ground floor, which should trigger the release of a Slammer. Suck him up and continue up. On 2F, go along the west staircase to fight a Greenie. Do that again on 3F to find another, final Greenie. Continue up to the top. There, apporach the big web. Suck on it a little and bring it to a torch, thereby opening the path forward. G--

Oh, crap, it shuts on you. E. Gadd will call you, notifying you that a special key is needed. Perfect timing, professor! ... Anyways, the key is in the Crypt.

So, how we get down from here? Well, in the foreground is a spider web thingie - suck on it and Luigi will take the fun way down, albeit reluctantly. At the ground floor, grab one of those web balls to the north and light it up with a torch. (If you go in the water, hold X to keep the flame alive.) Go along the passage to the west you can see on the map to find a bunch of webs and some gold spiders.

You'll also find a bucket at the end. Get it and dump it in the water in the main area. Go along the passage hidden to the east (but not on the map) and water the flower. Flash it with the Strobulb to get a gem! Now, use another ball of web to light up the northern webs so you can move on.


~ Tree Root ~

Follow the rather featureless path westward. At the end, you'll probably notice the vine hanging down in the northeast corner. Pull it three times with the vacuum and you'll make three gold spiders appear, which means free money! ^_^ Vacuum down the northwestern moss and you'll find another such string, this one opening the path ahead. Examine the tree trunk that rotated to go ahead.

~ Old Graveyard ~

When you arrive, just look up, really, and you can vacuum down a gemstone! You can also go around the statue to the west to find about 65 Gold. Head far to the east, zapping crows if you want, and you'll notice a small monument just northwest of the southeastern corner's coffin. Suck out the candles on it to reveal a Gold Greenie! Stun and take him for a fair sum of money; also get the gold from the left side of said monument.

Go up the stairs at the northern part of the area and enter.


~ Crypt ~

You can examine the coffin lying on the ground for a heart, perhaps ironically, but that's about it. Well, see that yellow thing to the north? Suck on it with the vacuum, then tug on it three times to reveal an area behind it.

In there, you'll see a vase on your left side. Face it, then face due east from it. Shine the Dark-Light on the empty stand there to find a vase; open said vase to find a Boo! Capture him!

Afterwards, shine the Dark-Light on the painting (you'll probably even accidentally do so while fighting Boo). A Toad will pop out, and he seems to be familiar with Luigi - maybe overly-familiar? He thanks you for saving him. Suddenly, E. Gadd calls, noting that this one of his assistants! He can't Pixelate you both out of there, so, instead of opting for the simpler one-at-a-time strategem, he'll want you to go to the Gardener's Lab.

Go there now - you've been there before, so it's not like I need to walk you there. I hope. On the way out, you can tear down a curtain west of the Toad painting to get some Gold.


~ Old Graveyard ~

As you try to leave in the graveyard, though, ghosts will assault you - unfamiliar ones at that! They'll be pretty difficult to beat. They will circle around you for a while, holding mirrors so as to stop you from being able to stun them. However, one will move their mirror aside every now and then to taunt you. Stun it and basically go along for the ride. It'll be a long ride though - they have 100 HP (150 on the fat one), and they like to interrupt your offense by ganging up on you. Therefore, it's not wise to use the Power Gauge unless you have just one enemy left - just mash the B Button!

Afterwards, E. Gadd will call, noting that these were the ghosts of the Three Sisters - some kind of paranormal celebrities. Anyways, continue on back to the Gardener's Lab... Just note that you can't go back the usual way, so exit in the southeast corner from here via the coffin, and you have to carry Toad across the water by vacuuming him up. *rolls eyes* Toss him onto the coffin to get down into the Sewer.

Navigate on back.


~ Gardener's Lab ~

Pick Toad up with the vacuum and carry him along to the southwest corner with you. Examine the scrren there and Toad will be Pixelated back. E. Gadd soon calls to thank you for your efforts here and then takes you back.




Haunted Towers: Mission B-4: Pool Party



  • Objectives:
    • Reach the Rooftop Pool
    • Look for the special key


First, E. Gadd has you look at the tridimensional (i.e. 3D) photograph Toad took of the key thieves. He wants you to look for specific clues (beyond the Boo holding the key). I saw:

  • The pink ghost at the bottom
  • Whatever the two Boos near the top are carrying
  • The Greenie at the right
  • Okay, fine, the Boo speaking with the pink ghost (seems to disclose that this is the Rooftop Pool)

At this point, press the B Button. E. Gadd jabbers on the obvious points before marking the Rooftop Pool on the map and making you go all 8-bit.

~ Haunted Towers Entrance ~

Not much to do here. You can free and kick the tree at the right to fight a profitable Gold Greenie, but you soon have to move onward.

~ Courtyard ~

Don't bother fighting the fly-traps - just go west past them. Enter the Lobby.

~ Tower Lobby ~

I will note that you can pull down the flower to the north by using the vacuum when the flower is not open; you can even do that several times in the Greenhoue to the north for 125 Gold. Anyways, you know what to do - progress forward as normal to the nursery. Be sure to fix the pipe on the way via the Dark-Light (like usual) and to spin the wheel with the vacuum (as usual).

~ Plant Nursery ~

Here, head to the southeast corner and turn the wheel with the vacuum. Afterwards, get the water bucket and fill 'er up, then water the plant in the center of the room. Well. That's convenient! You can also Dark-Light a chest at the north side of the room to get around 50 Gold.

For now, ignore this new development and proceed further as normal.


~ Skybridge ~

At this area, you'll find the "crow-nado" gone, its threat replaced by more of those flowers from the Greenhouse. It's pretty easy to deal with, but you can pull down the rightmost of these flowers to find a gemstone! The path ends here, though, so return to the Plant Nursery and walk up the plant.

~ Rumpus Room ~

I'm even a little messed up by this... Faceless dolls lie to the west along with evil-cackling Jack-in-the-Boxes. You can also look into that dollhouse for a rather odd predicament - you get what I mean if you look at the dollhouse in there. O_o_O Anyways, the blue northwestern box will release a few Greenies - nothing to worry over.

Okay, after that, you can use the Dark-Light in the southeast corner to reveal a shelf, then pull off the coat below it for nothing whatsoever. You can also pull all the windows' curtains off to make about 90 ~ 100 Gold rain down. Run around the big doll to the west several times counterclockwise and you can also get a gem! Afterwards, exit via the southeast corner.


~ Family Room ~

Not much in the east half. There will be more, though, if you use the Dark-Light south of the sink, which reveals some gold.

In the west half, you can use the vacuum on the old-style radio for a bit to soon get some money. You can also point the Dark-Light at the shadow on the northern wall to reveal a painting. You can then look at it with the X Button to straight it, revealing a Boo! Get 'im! Y'know, something makes me think those paintings are of the Three Sisters. =/

Anyways, go west to the next room.


~ Solarium ~

You can point the Dark-Light at the table nearby to reveal a chest; it contains a gem! Use the vacuum to pull the chain to the left of the chest to also make the stairs climbable. Go on up. At the top, you'll probably find a bunch of hearts in the southwestern chest, then go east to the next area.

~ West Bedroom ~

A bedroom with no beds? Well, I guess there's no point in spinning that fan, th-- Oh, the beds were hidden behind a wall, as were some Hiders having a pillow fight. How sexy. >_> <_<

Anyways, for battling them... Well, you need to pull the covers off one bed with your vacuum, stun the Hider, then suck him up. Then keep track of the beds as they're shuffled and repeat. And repeat. After the ghosts are gone, you'll get a key. Go through the door to the right. And continue east.


~ Conservatory ~

Here, near the piano should be some balloon plants. Grab one and go up along the south side. Grab the golden balloon fruit in the southeast corner and you can follow a trail of coins to a chest, which will spew out 95 Gold! Get up there and reveal the door in the southeast corner with the Dark-Light. Go inside afterwards.

~ ??? ~

Here, you want to grab all of the red coins. To do so, go counterclockwise along the outer path until you get the later of them. There should be a shortcut heading southeast here to the center and a red coin; go there and upstairs to the end of the path. Open the chest that appears with your emerald (yay!) and you'll be ejected.

~ Conservatory ~

Fly across the gap to the southwest corner. When you land, beware of the gap hidden beneath the rug, then exit outside. Shine the Dark-Light on the painting out there, then get the key and return inside. Float back down below and go west to the West Hall, then go north through the door.

~ West Bathroom ~

This will not be an easy fight. When you begin, a Slammer will be floating around the room, apparently only visible in the mirrors on the east side. You can fix that by stunning him - if he appears to be behind you in the mirror, flash your light behind you. You will also have a couple of Greenies (one with sunglasses) to deal with - that's nothing. There is also a purple ghost that will envelope you - you need to use L and R to fight your way out of there, then suck up the remainder, I think.

Examine the various structures for rewards, then go to the west side of the area. Pull out the roll of toilet paper via the vacuum and you'll get a gemstone! This one is in the shape of a mushroom, 'cause we all love fungi growing in what we -- well, you get the idea.

Afterwards, go north, examine the chair and....


~ Rooftop Pool ~

The key is not hard to find here - at the northwest corner of the pool was a statue. Shine your Dark-Light there to reveal it and the key. Grab the key. Of course, the currently-invisible ghosts scare the crap out of Luigi and take it back. Still, they're not hard to beat. They will appear sometimes, and you can see where they are by the ripples in the water.

After beating them, grab the key from the diving board.

And a dog takes it. >_< Bad dog!

E. Gadd calls afterwards, opting to bring you back nonetheless. It seems the dog was worse than we thought. =P





Haunted Towers: Mission B-5: Doggone Key



  • Objectives:
    • Find the ghostly dog
    • Recover the special key


Well, it seems that the key the dog took still resides in the Haunted Towers. However, it is with the rather energetic dog, so it's not like we'll be able to assure this for long. We can follow the dog from his spectral footprints, though.

~ Haunted Towers Entrance ~

If you look to the east, you can use the Dark-Light right of the gate to find a missing flower; you can flash it for 15 Gold. You can also kick the tree to the east to find a gold frog worth 20 Gold. That's about it, though - go north an area.

~ Courtyard ~

Well, while the dog waters the garden, Luigi just -- did that dog just eat the friggin' key!?

Anyways, use the Dark-Light on the southwest corner to reveal a flower, then pull it up for 60 Gold. Head next to the northeast corner and stand on the raised stone, then shine the Dark-Light northward to reveal a enemy facsimile. Go grab a spiky ball from the west, then come back and shoot it for about 95 Gold. Head east and into the generator room, then north and east to the Tool Shed.


~ Tool Shed ~

Examine one of the northern desks here to find the dog - he then runs off. Head southeast and outside.

~ Garden ~

Yeah, the dog sets off the lawnmower, trying to kill you. -_-; Anyways, go south. In the southeast corner, shine the Dark-Light to reveal a bucket. Take it northwest and fill it open, then water the various flowers nearby (as if the rain is not enough) for 100 Gold and a gem you already got. Go back inside and look at the northeastern structure.

Or try. Before you can do so, you need to fight some Sneaker ghosts. Not hard - find 'em with the Dark-Light, stun, then suck. Then re-enter.


~ Tool Shed ~

What the heck happened!? Anyways, use the Dark-Light rather liberally around the room to bring everything back, which would also help in revealing a Boo. After doing so and beating the Boo, exit to the northeast via the structure.

~ Toolshed Stairs ~

Just follow the dog upstairs to 2F, beating a Creeper on the way. You'll also need to exit to the southwest because the dog leaps pretty freakin' high (or wall-jumps). Climb up the plant there and exit to the east.

The dog will then re-enter the Seedling Lab. While out here, though, investigate the southern table to find and fight a profitable Green Goldie -- I mean a Gold Greenie. >_> In reality, just continue upstairs to the Conservatory.


~ Conservatory ~

First deal with the Creeper in the northwest corner. Afterwards, make the organ reappear in the northern part of the area and examine it afterwards to make the dog continue running. Go west after 'im. ... Or try - you'll deal with some Greenies and a Gobber first. Nothing too hard. Continue west to the West Hall, then go north.

~ West Bathroom ~

Well, the northwestern toilet is missing - reveal it with the Dark-Light. Examine it for gold, and the one next to it for a dog. Ah, come on... Go south.

~ West Hall ~

Stun and suck the three mini-Creepers here, then go west.

~ West Bedroom ~

Look out for the Creeper from above! Other than that, not much here. You can rip the covers from the middle bed to find the dog, who begins to act a little more cute than annoying. Aww... Go back north to the bathroom.

~ West Bathroom ~

This time, you can get him! Investigate the left sink and you'll find him - stun and suck the poor guy up. E. Gadd will after you get the dropped key, opting to return you to the Bunker.




Haunted Towers: Mission B-6: Tree Topping



  • Objectives:
    • Find the Dark Moon piece in the Tree House


So, it seems E. Gadd is not all that useless - he has found out where the Dark Moon fragment is: at the top of the tree, in the Tree House marked on the map. He hands over the special key from earlier, which is now repaired (and now slime-free). E. Gadd also notes the powerful paranormal signals coming from atop the tree before zapping you.

~ Eerie Staircase ~

E. Gadd finally zaps you close to your destination. Luigi will immediately fit the key in the keyhole, opening the door and letting a chill wind blow by. He walks on, the fear showing rather obviously as he looks up to see the blue flames - and another possessor thingie. 

Wait, what's a fire - much less multiple ones!? - doing in a tree, exactly? Ah, screw it.

In this area, going up the wrong staircase will send you to the bottom of the stairs again. The correct area will generally have a clue to define it, but who cares when you have the sequence, eh?


  • Right
  • Middle
  • Left
  • Left
  • Middle
  • Right
  • Middle
  • Left
  • Right
  • Left
  • Right
  • Middle
  • Right
  • Left
  • Right
  • Right
  • Middle
  • Left
  • Middle
  • Middle

At the top, you'll see something in front of you. Pull it with the vaccum thrice, then grab the hearts and go on to the end of the path. Pull the string there with the vacuum, and enter.

~ Tree House ~

As you approach the stairs, the fight begins!

BOSS: Giant Staircase

The first part of this boss is rather easy. The boss will lurch around a bit, trying to bite you. On occasion, it will leap into the air (really far up), then come back down. Obviously, avoid being hit on the latter. However, when the boss falls down, a string will be laying out of its mouth - pull it with the vacuum to release the ghost!

The ghost can be simply stunned, then sucked on with the Power Gauge before you release it, which you should do.


The stairs repossessed, all you really need to do is do it again. The only real difference is that the boss will tend to shoot fire during this phase.
Now, as for the third phase, you'll quickly notice that the boss likes to yell, blowing you back, in addition to its previous phase's repertoire. Still, just wait for that big jump...


After that last vacuuming, you'll get the ghost and the Dark Moon fragment - and even get to repair the stairs. Grab any gold the boss may have dropped, then snatch up the Dark Moon fragment! E. Gadd will then call and decide to bring you back.




Haunted Towers: Mission B-7: Hostile Intrusion



  • Objectives:
    • Capture all of the ghosts as soon as possible!


Again, you need Mission B-1 through B-5's Boos before coming here. It's another time run.

~ Haunted Towers Entrance ~

Here, just begin by going through the gate as E. Gadd appears on-screen, mentioning the Plant Nursery. That will be a room west and another upstairs from the Courtyard.

~ Plant Nursery ~

Here, you'll fight a number of Greenies first, most of them wielding items in ways to protect them, albeit familiar ones, so you shouldn't have a problem. Also note that there is a Creeper in the northeastern portion of the room.

Next, you have ghosts in the Conservatory and the Hydro Generator room. Go for the latter first - use the southeast door, fall through rug, and go east twice.


~ Hydro Generator ~

Not much here. There's a Greenie and a Slammer nearby - you can easily get them both. There's also a shovel-wielding Greenie you'll encounter soon thereafter. Again, not too hard.

Now, for the Conservatory... Go north a room, east one, northeast one, upstairs and west one, up the plant, east one, upstairs and west one.


~ Conservatory ~

This will be a bit of a hard one. The key to low time here is to get everyone and the Gobber together in a single suction. First, you have a Greenie and the Gobber - you'll probably want them both in one single Strobulb blast, then you'll deal with a Greenie and Slammer. Use a similar tactic.

Now, for the last three rooms: the Family Room, the Plant Nursery, and the West Bedroom. We'll deal with the latter first. go west three times.


~ West Bedroom ~

Here, you'll see a couple of Hiders as you enter - you should be able to get them both before they actually hide. If not, be sure to rip the covers off of the beds to reveal them. There's also a Creeper in the western portion of the room - not too hard, I hope?

Anyways, go west a room, downstairs, and east.


~ Family Room ~

Here, you'll deal with a shovel-wielding Greenie first - at least, he'll probably your first find. Not too hard. You can quickly beat him and go to the kitchen nearby and zap the Gobber and Sneaker before they have a hint of what's going on. Do that that getting that wall between you and the Gobber immunizes you, making things much easier! Anyways, go north a room and down the plant.

~ Plant Nursery ~

Here, you'll deal with a similar situation as to before - some Greenies and a Creeper in the northeastern corner. E. Gadd will call afterwards, thanking you.

To the curious, my record is 6 minutes, 20 seconds on the first run.



Old Clockworks




Sectional Flowchart









Old Clockworks: Mission C-1: A Timely Entrance



  • Objectives:
    • Get to the Clock Tower Gate
    • Retrieve the special compass


The Old Clockworks... Once a great timepiece manufacturer, the place closed down many a year ago, turning it into little but a ghost town. And, in fact, ghosts occupy it rather prolifically. A Dark Moon piece has been detected here and pinpointed at the top of the Clock Tower. The gate to it will be marked on the map - after all, it's not like you're going to get there until the sixth mission lol.

~ Clockworks Court ~

To the east, you'll see two gold bars for the grabbing - you can also look through the nearby telescope if you want, though it serves no purpose. Flash the gate nearby and head north and west to the end of the rails. Use the Dark-Light here to restore the bridge and open the path to the box, which contains 100 Gold. Return to the ruined clocks nearby and go north; blow away the dirt (or suck it up, whatever) to reveal a few gold bars.

^sr1|

South and east of there, you'll a clock on the wall. Use the vacuum to set it to the proper time - I guess 3:30 then. It'll look kinda like that picture nearby, but more, you know, pretty. Ignore the door that appears for now and head east. At the end of the blocked bridge, look southeast. You'll see a red ball with a green panel on it - flash your Strobulb at this time bomb to unblock your way. Use the vacuum on the nearby fans to get around 80 Gold, then go furtheast east to the end of that bridge. Reveal the chest there with the Dark-Light and open it for a gem!

Then go through that door that was behind the clock.


~ Warehouse (1F) ~

After the brief incident with the Greenie, look to the northwest and you should see a green thing sandwiched between two metal things - suck on it and you'll get some gold. Note that there are various barrel-like red and green objects nearby to do this with. All you simply need to do is vacuum them up and bring them here, press X, then suck suck suck. For example, the safe in the northeastern corner that can be flashed and opened contains a key in its spool-thing.

Another example - to the northeast of the structure, shine the Dark-Light northward to reveal a green spool, then bring it there and you'll be able to get a gemstone! One of the red spools also contains a Boo! He has an odd obsession with binary code, eh? To the curious, he says the numbers "98" and "111" (yes, that's really it), the latter being said twice. They sum up to 320, which is 500 in the octal number system.

I'm such a nerd. =P Anyways, this guy tends to land in the upper levels, so you may need to exit and re-enter to get him if he ends up fainting in that bit. Afterwards, exit to the east.


~ Workshop ~

See that structure in the north-central part of the room? Zap it and hold R to get the Greenies. You can pull down a string in the celing to also find a Gold Greenie. Beyond that, there's little else - you can pull down some wall paper in the southeast and southwest corners for about 11 Gold total, suck up the northeast stack of cash (~65 Gold), then just head east.

~ Clock Tower Gate (1F) ~

As you enter, face north and shine the Dark-Light to reveal a chest; open it for a gem. Go down to the ground level and use R+B in the southwest corner to get some more gold. If you approach the clock in the northern portion of the room, the ironically-named Elvin Gadd Ph.D. will call, notifying you that this clock has no hands. God, these ghosts are clever, aren't they!

... Pfffffffffffffffft. Anyways, suddenly some Greenie appears and makes a tornado in the floor. Just dodge around it until the Greenie appears, then zap and suck as usual. Grab the key, then go east. Suck the dirt away from those boards, then go through the door.


~ Cargo Room ~

E. Gadd soon calls, notifying you that there is an item in the Drafting Office on 2F that will help you out. Anyways, to the north and east, you'll see a cloth on the wall. Remove it and the floor will with sand. You can pull a chain at the east edge of it to make some stairs from above tumble down. I suppose if you want to see something, check out the pipe in the eastern wall.

Head up the ramp you pulled down earlier and a Greenie will scare the crap out of Luigi, making him take a tumble. At the bottom, back the heck up - if you flash those metal orbs, they'll basically blow up on you. Get away from them, then deal with the ghosts. Also note the Slammer digging through the western sands.

NOW go up. At the top, remove the cloth to your north and use the Dark-Light on what was beneath to find a golden flash-bomb. Flash it and run like hell to get 100 Gold, hopefully without damage. Then go through the door.


~ Clock Tower Gate (2F) ~

Quickly note the golden spider on the roof above before anything else - flash 'im for some more gold! Then go ahead and suck up the southeastern coat for 5 Gold. Also vacuum on the fans to the north for 50 Gold.

Now, you can probably see that incomplete staircase nearby, I assume? Shine the Dark-Light down there, then suck up the Spirit Balls to reveal part of a bridge going to a gold bar. Complete the bridge segment west of there and continue on. Pull the chain near the end of the path for some hearts, then go into the next room.


~ Drafting Office ~

As you enter, shine the Strobulb southward and get the Greenie there. Then suck up the northeastern poster to get 25 Gold, then use the vacuum on the fan to reveal an area to the west. As you try to enter, some Sneakers will ambush you. They're not hard to deal with. In fact, I simply backed into a corner, let loose with full-charge Strobulb, and sucked like there was no tomorrow.

Now, let's try dat again. Once on the other side, go to the northern wall and due east to find a hidden stash of 100 Gold. Go west to the Warehouse.


~ Warehouse (2F) ~

Hey. See those six gold bars nearby? Grab 'im. Go along to the end of the southern path for a toolbox (95 Gold) and a gold bar (20 Gold; 115 total). Go along to the end of the northern path for three more gold bars.

Counting it all up, you just got 295 Gold here. Return to the previous area.


~ Drafting Office ~

Open the storage thing in the west-central portion of the area to find that special compass E. Gadd noted. He will take you out of here after that.




Old Clockworks: Mission C-2: Underground Expedition



  • Objectives:
    • Find your way underground
    • Look for the missing clock hands


Somehow, the compass has revealed a path going underground in the factory. The main path has collapsed for now (if you went north and east of the Warehouse's first floor, you'd know), but an alternate entrance is just outside the factory. E. Gadd somehow also knows that the compass opens it. =/ I wonder how he knows all of these things.

Now, as for the hands missing on the Clock Tower Gate? Well, at least there's two, unlike the five Pinwheel Vanes in Haunted Tower. General intelligence says that they took the hands deep underground - at least E. Gadd's. My strategy would be to just throw 'em in an ocean somewhere, or chop them up, or melt them down and mix them together - that's intelligence. Gah, he's giving me a headache - leave already.


~ Clockworks Court ~

Go north and flash the gate as before. Head northwest and across the bridge, revealing the missing segment with the Dark-Light. Open the chest there and three golden flies will pop out, worth 60 Gold total. Now move along to where the X on the map is and press X there. Luigi will put the compass int the ground, revealing a hidden door that he soon uses.

~ Storm Cellar ~

Here, there are two Greenies, one of whom is under the bed. Defeat them both. Speaking of the bed, you can suck off the wallpaper from above it to reveal a painting; Dark-Light it for a ruby. Then examine the southeastern trashcan if you want some hearts, but also beware the bomb beneath! Go now onto the north-central platform and sit there until the northwestern doorway is opened up to you; go on through.

Oh, wait, the door gets barred off again! Well, that's a simple problem - put that big stone on the ground onto the platform, then go through.


~ Canyon Hall ~

Begin by simply heading east, flashing spiders and sucking gold from above as you go. If you pay attention to the map, you'll notice that there is more to the east when you reach the corner; you can get there (the Canyon Narrows) by sucking off the wallpaper.

~ Canyon Narrows ~

Suck on the chain nearby and Luigi will go along for the ride. On the other side, press L to let go, then go north. Ignore the chain and head northeast to see a doorway. Enter.

~ ??? ~

Here, you'll see five chests on various pedestals, each of which contains a Gold Greenie. As time ticks on, sand will fall from above, eventually swallowing the chests, never to be opened. You need to begin by opening the ground floor chest and defeating that Gold Greenie. As for the next chests, they both are at risk at the same time, so open both chests, then beat both Gold Greenies at the same time. Same goes for the next set. If you're able to vacuum up both duos of Gold Greenies with one vacuum per duo, you should be able to get around 600 Gold from this experience; do note that using the Power Gauge will greatly help here.

~ Canyon Narrows ~

Ride across via the chain nearby, let go with L, and go west.

~ Canyon Hall ~

As you go north here, beware of a Sneaker that will ambush you. Not much to deal with, though - just find him with the Dark-Light and get 'im. Also note that, during the brawl, one of the crates will open, its contents (a gold bar) mirrored by a mirror. Go southwest of the mirror and vacuum to find the bar.

Head east and to the Canyon Stairs - it's along a path hidden to the right of the northbound door.


~ Canyon Stairs ~

Go to the right here and look up whilst at the southeast corner. Suck with the vacuum to get the ruby! Continue on upstairs and flash the flash-bomb to unblock the way to the other areas. E. Gadd will call, noting the obvious. There's not much worthwhile there, though, so go back to the Hall and north.

~ Roundhouse Pit ~

When you arrive, pull the chain on the wall to the north several times. Once you do, a portion of that wall will fall, and E. Gadd calls, speaking somewhat indistinctly about the Clockworks' origins. Go east and into the sarcophagus to watch as some crazy crap happens. Anyways, go west and use the Dark-Light to reveal the two trashcans and beat the Hider residing in one of them. Then go north an area.

~ Pit Slide ~

Wheee~! As you go down, hold down the R Button and run into the sand dunes to get the gold bars within - you should also dislodge some gold pieces near the end, resulting in a gain of around 150 ~ 175 Gold total. At the bottom, you can mess with the pots to get a bit more, and reveal one of them via the Dark-Light to the right of the door that contains around 95 Gold. Continue on.

~ Quarry ~

Go along the linear path for a bit. At the bottom of the hill, go west into the small cave for 60 Gold, then continue on eastward. Pull the cart out a time or two - enough to be able to enter the small cave there - and kill the golden enemies that fly overhead. Go into the cave and grab, most notably, a ruby!

Go back out and pull the mine cart westward some more and you'll soon bring it into the sandfall. This will slowly cause the area to fill up; in the meantime, you'll deal with a number of Greenies, a few Sneakers, and even a Gold Greenie! Not much to deal with, difficulty-wise, though. At the end, go along the path around the area, revealing the missing bridge segment at the "dead end". Defeat the Boo that is revealed.

After the brawl, go to the end of that path again, examine the toolbox, grab the cash, and go east.


~ Antechamber ~

Hey. Go north. You'll see a web ball. Web ball + that torch you saw nearby equals...?

Yup. Satisfied pyromania. You should know how to deal with that by now, but in case you don't... Suck up the web ball with your vacuum and bring it to the torch near the doorway. Poof, magic flame. You can burn down the web to the east to find a chest with some gold inside, so you know. Then go grab another web and light here and just beeline north until you see no more webs.

Use the map to get to the two other unvisited side paths - they will yield hearts and gold in the first, and gold spiders in the second. Continue north to the Tomb when done.


~ Tomb ~

Go north, grab the gold bar, then open the coffin. Within, you'll find a clock hand, wielded by a blue Poltergeist, who soon flees. It gets worse - as you try exiting, a mummy appears behind you. *gulp* If only Luigi had known to use the bathroom...

Anyways, they're less threatening than you think. If you stun them with light, they'll stagger briefly, then run forward madly and blindly. If they hit the wall, they will then lie on the floor - you can suck on one of their arms and pull with the vacuum to reveal an easy-to-beat Greenie after that. Obviously, that leaves the obvious strategy as pinning yourself in a corner, but, eh, it's easy. (And, yes, I said "they" because more come.)

Afterwards, E. Gadd calls and returns you home (after noting the obvious)...





Old Clockworks: Mission C-3: Roundhouse Brawl



  • Objectives:
    • Find the Poltergeist in the Roundhouse
    • Recover the clock hands


E. Gadd seems to have located the ghost who took those clock hands. He notes that it is giving off a rather unusual signal, probably that of an Ancient Poltergeist. The ghost seems to be in the Roundhouse, which is now marked on your map.

~ Warehouse ~

Not much to deal with here. Get on the platform to the west and vacuum the wheel so you'll go on up. There, head north and east. Flash the pile of dirt with your Strobulb to trigger the rubble's removal. As you approach the door, the toolbox nearby will shudder and run off. Odd. Follow it and you can soon get a Gold Greenie to pop out - defeat him for the usual moneyload. 

You can also vacuum up a green spool of stuff and unfurl it below as usual for a nice chunk of money; the same goes for the yellow one east of the unfurler. Go back upstairs and through the door.


~ Clockmaker's Chambers ~

Begin by removing the rug from the floor nearby. Blow on the fan until the digital clock nearby reads "9:00" - this will produce a hilarious reaction from the Greenie nearby. Defeat him as usual and you'll even get a ruby! Anyways, go north an area.

~ Roundhouse ~

Proceed to the west and Luigi will see more than a few problems - acrophobia, thin ledges on a second story, a Poltergeist manipulating bricks, and that darn DS going off. E. Gadd calls to tell you how to cross. Just sit the 3DS down on a flat surface - table, barstool, grill, what-have-you - and start examining the beams. Move across along the coins, using the Circle Pad to jump left/right as needed. 

On the other side, beat the gold spider to the east and go east. There will be another set of pipes to the south. Cross them and, on the other side, head east, then south at the corner. Open the toolbox for a jewel! Backtrack across and go east and north to the next area.


~ Transportation Hall ~

BOO! ... >_>;

Well, after that scene, you'll notice three gold bars to the north. You can run to them - or, more like, move the conveyor belt so they come to you. Yup, that gold is just itching to get in your pocket. Anyways, exit to the west.


~ Finishing Room ~

Begin simply - defeat the mask-wearing Greenies nearby. Nothing hard. You can find some money up on the east wall to suck down (75 Gold), and go north and upstairs to find some gold in the furnance. If you go under the stairs and west, then tear of the curtain to the south, you will see a door behind you. Enter.

~ ??? ~

Just follow the trail of coins to get a toolbox with 100 Gold. Outside, exit to the east. There, get the gold bar on the east wall and continue through the next door.

~ Container Yard ~

Grab the gold spread around here - a few gold bars and some coins. Pull down the chain on the east side of the area twice and then look at the various shaking crates. They contain Slammers - defeat these easy-to-beat enemies. Then go north and across the bridge. Open the toolbox for a nice sum of gold.

Afterwards, remain on this side of the bridge and flash the bombs to the southeast with your Strobulb. Continue along the path into the next area. There, carefully walk south and through door - there are two gold dubloons (lol) on the way you can grab if you want.


~ Kiln Room ~

Ah, it's so nice and steamy in here... Anyways, reveal the wheel just north of where you enter and blow it and it's companion to the west back to zero (use L Button). I guess you're able to suck the steam out the room, too? Whatever. Anyways, flash the panel to the north and enter the small room there. You'll then fight some Greenies, followed by a Boo.

Return into that room and exit to the east. When you see yourself, head north and pull the chain. A golden flash-bomb will be released. Flash it and run for some money, then exit to the northeast.


~ Transportation Hall ~

Go north and remove the off-white cloth you see nearby. Then stand on the panel it was hiding to get sprung across a gap. There, use the Dark-Light to get a key from that painting. Walk across the moving wheels to get to it, then vacuum up and to the southeast to get a gold bar. Now, walk all of the way to the southern end of the area and exit through the locked door to the east.

~ Roundhouse ~

Get the gold bars nearby and continue on. At the bottom of the stairs, you can pull off some wallpaper to the north to get some gold. Further west, you can vacuum a ruby down from an alcove. Go east and south of the stairs to encounter the Poltergeist.

It is not a difficult fight. When you can't see the Poltergeist, run around the area like a madmen if he is causing a big whirlwind - otherwise, you will be hit by bombs. If he's gone, but not doing the spinny thing, then just either wait for him to reveal himself or take out any Sneakers that come along. When he does reveal himself (or you can track him by his brick throws), flash him and suck on him, and don't let go! Still, you'll probably be dislodged at some point, so use the Power Gauge as much as possible to get in as much damage as you can.

Afterwards, the clock hand will appear. Go south and pull the chain near the metal structure to lower the bridge, then grab the hands. E. Gadd will call immediately thereafter, immediately deciding that you need to be back in the Bunker immediately.





Old Clockworks: Mission C-4: Play Catch



  • Objectives:
    • Chase the dog and get the hour hand


It seems that we only have the minute hand of the Clock Tower Gate's clock gate, and E. Gadd has no idea where the hour hand is, and he cannot locate it specifically as it is a normal object. He did notice some signals coming from the exterior of the factory, though - probably just some weakling Greenies, but, eh, something to do.

~ Clockworks Court ~

Well, I'll be - those Greenies do have the hour hand! ... Well, more like their dog, who eats it. Geez, I'm starting to hate that thing. Well, let the chase begin, I suppose. Go north and into the warehouse.

~ Warehouse ~

Begin by simply beating the nearby Greenie here - you'll have to use the Power Gauge several times to make him able to be damaged, though. It's not hard - you'll probably stun 'im before he even notices, and his friends just flee.

Anyways, head east.


~ Workshop ~

If you head east in here, you'll notice a Greenie nearby, who soon leaves. Return to the center portion of the area and examine the northeastern metal structure to release the dog, who goes through the roof along with the Greenie. -_-; Go east an area.

~ Clock Tower Gate ~

There's not much to do here except find the Boo. Go east and, just to the right of the Clock Gate, you'll be able to use the Dark-Light to reveal a lantern. Reveal the lantern and you'll find a Boo. Defeat him and move on east an area, upstairs, and west all of the way to...

~ Drafting Office ~

Examine the dresser in the corner nearby and the ghost dog from before will leap out of it while his fellow Greenie appears at the desk nearby. They leave together, primarily because Luigi's just way too easily startled. -_-;; Blow the fan on the roof nearby so you can head west to the Warehouse.

~ Warehouse ~

Here, head south and west along the path and you'll soon find another Greenie. This one is like the other from before - he has some sort of field around him. Suck on him with the Power Gauge and you'll break it soon, though. Exit via the northbound door here on the second floor.

~ Clockmaker's Chambers ~

Hmm... What caused the papers to blow around? If you look around in the southwest corner, you'll find out. Gah, that's soooooooo annoying - why can't we just flash him and wait a few hours for goodness sake? Go north.

~ Roundhouse ~

Yup, that's the darn dog, right there across the gap. All you have to do is cross the precarious piping as you did before (easy if you just sit the 3DS down!). Your efforts will be in naught, though - as you approach, the Greenie from before will scare off the pup. I have to admit, though, following these footprints can be interesting - how does that think walk on walls? Anyways, go east and through the door, then west.

~ Finishing Room ~

Yup we find them.

Then we lose them. As you approach the door to the northeast to follow them, a Greenie and some Slammers will ambush you. Of course, this Greenie is also wearing a shield. Still, the Slammers are the bigger threat with their long-range attacks, so suck on them first. Then go for the Greenie, remembering to use the Power Gauge liberally. Exit.


~ Transportation Hall ~

You'll be taunted briefly before the dog heads east. After him!

~ Container Yard ~

The dog returns to the Transportation Hall. Don't bother following, though - it just becomes an endless loop, unless.... Go grab the gold bars to the east, then go northeast and pull the chain thrice to lower the bridge. Cross it and, on the other side, flash the bombs to the southeast. Then continue along to the next area.

~ Transportation Hall ~

Carefully walk southward towards the dog whilst charging up your Strobulb. (I do so to maximize the range of effectiveness.) You need to sneak up on the dog or you'll screw up in some way, probably, knowing his tendencies. When you're in line with both the dog and the door on the left, you should be able to zap him with the Strobulb. Suck the poor guy up, grab any gold bars that fell, then go south and get the hour hand so you can be zapped out.




Old Clockworks: Mission C-5: Piece at Last



  • Objectives:
    • Chase the ghost and get the rotor
    • Meet the Toad in the Synchronization Room
    • Lead the Toad to the Service Elevator


Well, we still need one more thing before the Gate can be opened: the rotor. Luckily, the Dark Moon fragment hasn't moved, so at least our work isn't in vain. A lot of ghostly (or should I say Ghastly, Pokémon players?) is going on in the eastern, unvisited portion of the factory. Maybe the rotor's there? Of course, it's hard to infiltrate a heavily-populated area, but the ghosts seem to have forgotten the cameras.

~ Service Elevator ~

Well, there's our rotor. And thar it goes. Dang it, Luigi.

Well, there's not a lot to do here. You can flash the golden safe to the east, but it'll fall. You can also remove the northeastern cloth. It will reveal a mirror that shows a ruby and a gold bar (and another if you tilt the 3DS when applicable). -_- Go east.


~ Gear Chamber ~

Go east and into the elevator to see that Sneaker again if you want. Go to the east of there and, at the end of the path, you'll see a scene through the hole in the wall. Obviously that Sneaker is the head of this gang, and they're more attentive than the other ghosts... E. Gadd calls, noting the obvious, and also mentions a Toad assistant who has gone missing in the Synchronization Room.

Return to the elevator. You can use the Dark-Light to reveal a set of drawers to its left that reveals a bunch of money. Go down the stairs to the north and pull the chain on the way to trigger 20 Gold falling out. Continue down to the sandy area, then go to the northeastern portion of the area. Shine the Dark-Light on the gap between the boxes to make a bridge. Follow it to a door and go through.


~ ??? ~

Another instance of following the coins, mostly. If you need help, begin by imagining it like a clock for this walkthrough, with you at 6 o'clock. Go to 9 o'clock, then to the center and onto the thingie to the north that springs you across. Go west and along the path along to the next spring that brings you to 3 o'clock. Then go along the remaining trail to reveal a toolbox containing a gem.

~ Gear Chamber ~

Once you're ejected - hopefully with another ruby in your pocket - go back along the path to the sandy area. Head west and through the door.

~ Service Elevator ~

Face the door after entering and vacuum upwards to get some gold. Head on downstairs and, if you flashed the gold safe when you first arrived, it'll soon fall loudly, releasing around 150 Gold. Carry on.

~ Maintenance Hub ~

Go north and flash the panel there to bring a chain to you. Suck on it and ride to the other side. There, go south and blow (L Button) the bridge across the gap; it's rolled up right now. Go ahead and reveal the door to the north. We'll use it later; for now, just walk off the platform. Go to the south side of the area and use the Dark-Light to reveal a toolbox with a ruby within.

Go to the southeast corner and use the springboard to get back up, then exit to the north.


~ Crank Room ~

Be sure to quickly get the gold spider to the west and the gold mouse to the east for a gold bar from each. You can also find a few more gold bars past a web in teh southeast corner. You can also flash a golden flash-bomb downstairs for about five gold bars! For now, though, continue up and north. Behind the crate is a gold bar, so you know.

That's about it for now. Go back down the stairs and face northwest to reveal a large platform with your Dark-Light. This will also change the gears' movement in a more favorable manner. For now, go to the northwestern bit of this new platform and open the toolbox for 100 Gold. Continue southwest if you want, but there's nothing. Return to the entrance.

Go west and ride the gears up a platform. Go along the linear path to another turning gear. Get between it and the fallen trashcan to the south and suck westward. Pull off the curtain and go into the new area. A golden rat will fall, so wait for it and zap it, then use the Dark-Light in the southwest corner. Open that toolbox and BOO! - you'll fight a Boo.

After winning, go east and north and along the path to some Slammers (one of whom seems to be more of an intellectual). You can sneak up on them and get them easily. Afterwards, open the second locker to deal with a simple Gold Greenie. Open the next locker for 5 Gold, then get the key. Go southeast and ride the gear. Briefly step off to grab some more gold, then ride again and backtrack outside. Exit that area to the west.


~ Synchro Gantry ~

You can suck down the northern web to reach that gold bar, so you know. There are also two gold bars to the northwest and a stack of money near them to suck up. Pull the lever in the southwest corner now to reach the other portion of the room. There, walk along the path westward, sucking down the web so you can go along.

~ Synchronization Room ~

Go west and suck down the wall poster on the west wall to find five gold bars behind it; also look up and get the gold pieces near the ceiling by walking up the stairs nearby.. Then go back east, south, and down the stairs. There, you'll see a web. Suck it up and you'll find two wheels under it; a third can be revealed on the little pentagon to the right with the Dark-Light.

Now, blow on each wheel so that the gears to the north have the gaps between the teeth in front of the stairs and not the teeth. Go along to the end of the path and shine the Dark-Light on the painting to release Toad. It seems everyone knows Luigi, I guess. Anyways, the Toad offers his aid, but notes one thing - he has a fear of clocks. Yes. I kid you not, he is scared of clocks and gears. -______-

Try to go back to the previous area. You'll fight two shielded Greenies; not much to worry over, so long as you use the Power Gauge. Afterwards, exit.


~ Synchro Gantry ~

Suck Toad onto the end of your vacuum. Now, look carefully at the walkway - at the point where the southbound path turns east should be a raised thing. Stand on this switch and you can shoot the Toad northward past the lowered gate. He'll land on the conveyor belt and will go back to the previous area by himself. You should use the birdie as before by examining the southeastern structure of the room.

You'll deal with two Greenies on the other side - not even shielded - so it should be less of a problem. Backtrack now, come on...


~ Maintenance Hub ~

Here, first walk onto the big gear in the center of the room. Suck Toad onto the end of your vacuum, then launch him eastward to those platforms - try to be as far east as possible. As you try to go west, you'll be assaulted by some Greenies. These are a little hard to deal with, given the limited space. Still, you can stun them after they miss with an attack.

Once you're done, suck down the bridge to the west, head to the northwest corner and ride the chain as before. Continue backtracking.


~ Gear Chamber ~

Here, you'll fight a large number of Greenies when you proceed onto the sandy floor. Do so. During the fight, the Sneaker nearby will probably start interacting with you alongside his cronies. You can fight him in the typical stun-and-suck manner, although he has more HP (50 total) than other Sneakers. Hmm...

Anyways, E. Gadd will call, ever-noting the obvious. Afterwards, get Toad and head up the stairs. There, near the elevators, shoot Toad into the higher one on the right. This will lower it, letting you go into the room east of here.


~ Storage Room ~

You can head downstairs and you'll find a toolbox and a set of drawers you can investigate for 80 total Gold. Get back upstairs and suck off some of the posters to the north. Then put Toad on the end of your vacuum and shoot him from the door northward - he'll get the rotor for you! Approach him downstairs to get it. Now we just have to leave.

Use the upper-level door to the northwest. Backtrack along, now.


~ Service Elevator ~

Before actually leaving, suck Toad onto the end of the vacuum. Shoot him southward from the southeast corner to get 100 Gold and a ruby! Approach him for the latter, then examine the monitor nearby to end the mission, more or less - just gotta speak to E. Gadd pointlessly first.




Old Clockworks: Mission C-6: Showtime!



  • Objectives:
    • Find and retrieve the Dark Moon piece


It seems that, like the last-captured Toad, the clockophobic Toad of the Old Clockworks managed to take some kind of dynamic multidimensional image. Now, to look... We quickly see a big white Possessor-type enemy engorged with the Dark Moon fragment and directing the other various ghosts. I wish I could say I was surprised... Anyways, this is just behind the Clock Tower Gate. E. Gadd asks you to look for various clues...

  • The two Boos on the right are holding a partially-covered painting, probably of Mario (only the hat is visible)
  • The big shadow to the left, reminiscent of the introductory scene
  • The bottom-left Boo helps E. Gadd to find that these Boos are unusually cooperative
  • A Boo in the bottom-right is using the Spirit Balls (or just jugglin'), but who gave them that ability?
  • The Possessor makes E. Gadd wonder how only Possessors got the Dark Moon fragments
  • The top-left glow when zoomed out makes E. Gadd wonder if the hostile ghosts are under another's control

That's about it. E. Gadd further ponders about how the Possessors got their fragments and who is giving them orders. Bowser, perhaps? He'd be my first guess had I not seen the introductory scene - come on, you should know that that's a legitimate theory! =P

Anyways, E. Gadd will hand over the clock hands and Luigi somehow stuffs them in his pockets. 8-bit time!


~ Clock Tower Gate ~

^sr3|

Um, yeah, approach the gate and examine it so Luigi will open it up. Afterwards, you need to blow on the rotor until the clock reads "7:30" in analog time. (Or the clock to the right of here, obviously, if you can't tell time.) If you paid attention in the pre-mission movie-thingy, you'd probably know this: the numbers on the gears and the clock in the bottom-left corner for example?

Go on through, then.


~ Movements ~

First go to the west side of the room and you'll notice the camera turn to focus outside - vacuum up the Mushroom Ruby you see out there! Approach the northern wall next and vacuum down some of that gold.

Now, start spinning the wheel on the wall and you'll be able to go up along the wall. As you do, be aware of any ledges in the background you can reach and various small gold amounts, which can also be on the walls to the east and west. Ideally, you'll have around 350 Gold at the end of this journey. At the top, go north an area.


~ Belfry ~

Just head north and --- BOOOOOING! You'll get shot way up on top of the clock tower! With the Possessor! He casts his magic on the clock below, bringing you to a boss fight!

BOSS: The Giant Clock

This battle will consist of 12 battles in addition to three small fights with the Possessor. The clock below you will tick on and on and on as the battles go on. For those twelve separate battles, each one is represented by one hour on the clock - at 1 o'clock, such-and-such happens for example. After ending that battle, you need to quickly get to the outer ring of the area, or retreat to the northeast corner. Why? The minute (long) hand will suddenly bring forward to the northernmost portion of the clock (12), and if you're in the way, you get hit. However, it will stop being able to damage you at 12, so you're generally safe if you are at, say, the "1".

As for damaging the Possessor? Just stun him, suck him with the Power Gauge, and move on - it's really easy. The fights are below.


  • 1 O'Clock: Greenie ×1. You really need help with this?

  • 2 O'Clock: Greenie ×3. Look up.

  • 3 O'Clock: Greenie ×5. You can probably just stun a bunch of them and suck.

  • 4 O'Clock: Slammer ×2. Basically the previous strategy. After, you fight the Possessor.

  • 5 O'Clock: Ten fly-like enemies; you just zap them once and they're dead, or you can suck them up.

  • 6 O'Clock: Sneaker ×3. ... Eh. These enemies do like to try and home in on you, so perhaps retreating to a corner is best so you can get them all at once.

  • 7 O'Clock: Greenie ×3. These, however, have the hammer and shield combo you probably saw in the previous mission. In other words, you dodge their initial attack and flash them after that to stun them. This will rid them of their weapons, so if you're going for gold, you can just stun and wait; the Greenies won't really be a problem weaponless.

  • 8 O'Clock: Mummified Greenie ×3. They're not hard. Basically, you need to get between the enemy and the wall and zap said enemy, suck on their arm, and pull. Then you just have a Greenie. I suppose you may want to try to demummify them all first, though. You'll fight the Possessor after this fight.

  • 9 O'Clock: Fifteen fly-like enemies. Again, zap 'em. Note that, from this point on, touching the minute or hour hands whatsoever will cause damage to you!

  • 10 O'Clock: Creeper ×5. Hmm... Ideally, you don't want to be engulfed, so as to conserve your own health. Therefore, you may want to use the Dark-Light to locate them one by one, stun them, and suck them up via the Power Gauge. Still pretty easy.

  • 11 O'Clock: Ten of those flash-bombs. ... Run. Run around that outer numbered ring. Run!

  • 12 O'Clock: Greenie ×1, flash-bomb ×3, green fly ×3, Slammer ×1, Sneaker ×1, and a Greenie with the hammer-shield combo again. Basically, run around first to get the bombs off of your tail, then just flash and suck up what you can. You'll fight the Possessor once more after this.


Just go and grab the Dark Moon fragment afterwards. E. Gadd will then call and bring you back as Luigi gets his clock cleaned by the cuckoo. XD




Old Clockworks: Mission C-7: Outlandish Interruption



  • Objectives:
    • Capture all of the ghosts as soon as possible!


You know the deal - you need the Boos in Missions C-1 through C-5 to get here. 

~ Clockworks Court ~

And, no, I can't help you on this one - it seems to be randomized. Well, good luck, I suppose. The general idea to try and capture multiple ghosts at once and liberally use the Power Gauge.

Oh, and always check for Hiders. They didn't appear much during this chapter of the game, but they're here now. And, of course, suck the glasses off Greenies, and let weapon-wielding Greenies miss before you stun them,

To the curious, my record is 5 minutes, 40 seconds.



Secret Mine




Sectional Flowchart









Secret Mine: Mission D-1: Cold Case



  • Objectives:
    • Meet the Toad in the Chalet
    • Look for the missing Toad
    • Send Toad to the Bunker


The Secret Mine, your next destination, is located at the top of a frigid mountain where a secret mining operation began, but never panned out due to some ghosts and the unusual crystals. The Dark Moon fragment we will find next is likely here, but the weather is messing up E. Gadd's Parascope. Against 1 in 734,958 (about 0.000136%) odds, E. Gadd has a Toad assistant there. However, he is unresponsive.

Given human tendencies, it's likely he's just in the Chalet, napping near the fire. (Note: Toad =/= E. Gadd sends you (near) there.


~ Chalet Approach ~

It seems like "Brrrs" are in order. Anyways, note that snow drifts can be sucked up like piles of dirt, okay? To the east, if you run along the south wall, you'll notice one suck hill. Suck it up and open the chest beneath to find 95 Gold. Continue east and you'll see a tree with a hollow in it; suck up the snow nearby and examine the tree, then zap the two crows that pop out for 50 Gold total!

Suck up the drifts to the north, then go north. At the snowman, you can suck some stuff off it to release its head - you can shoot it and the nearby other one upwards for some money. Go east and reveal the painting on the sled via the Dark-Light, then use the Dark-Light on the painting to get about 20 Gold.

Approach the main porch, and feel free to look in the window if you want, though nothing's really there. Go west from it and past the door. Suck up the snow and Strobulb the grill to release a gold bar. Suck it up and go through the door to the east.


~ Chalet ~

Within the building, you'll first have to fight two Hiders and a Sneaker - nothing too difficult, I presume? You can also fight a Gold Greenie by tugging on the polar bear's furry tail. -_- I don't like that kind of stuff, but that's just me, I guess. Head to the east side of the room and look up to suck down a few pieces of gold, then look at the Pixelator screen if you want to - it will make E. Gadd call. He notes then that the Toad may be ice-fishing in the Fishing Hut.

Hm... Go north an area.


~ Smokehouse ~

There's not much to do here. Go to the right and use the Dark-Light to reveal some kind of cloth on the northern wall. Pull it and its partner down to get your first sapphire! Now move around to the east a bit more and you'll suddenly see the fire in the furnace start up.

Fight the Greenies that pop out. Afterwards, the fire will begin to spit out burning coals. You can use them to open the door to the east. You can also pick one up and face northward from the southwest corner, then press the L Button to release a string on the wall to release 95 Gold.


~ Ice Lake ~

Not a whole lot to do here. Proceed to the southeast corner of the area - basically just walk to the right, although do note that the ice will raise your inertial tendencies (i.e. you have trouble stopping). In the southeast corner, you can use the Dark-Light to reveal the door nearby. Go ahead and do so, but we initially won't use it. You can pull off some cloth at the house's west side to reveal a hole to look inside, if you want.

We'll do a little money-grabbin' thing first. Use the vacuum on the southeastern snow drift to reveal a hockey puck. It will soon skid onto the ice. There, suck it up and walk into the goal (or you can shoot it for more fun) - that is the structure at the northernmost portion of the ice. Defeat the two Gold Greenies that appear for an excellent sum of money, then go into the newly-revealed door.


~ Fishing Hut ~

Hi, Boo! ... Bye, Boo! -_- Immediately upon gaining control, suck out stuff from the southwest corner to get a sapphire; be sure to suck downward (R+B). You can also suck at the three fishing lines nearby and remove their fish for a fair sum of gold (around 50), too.

I suppose if you want, you can suck away the snow below you to get a hint as to what's next. You'll see a mirror-like icy surface there that shows what's about - even a painting not there! As Gloomy Manor hopefully showed you, mirrors defy even the Spirit Balls, so shine the Dark-Light on the northern wall to reveal the painting, then again to free Toad.

After almost being called by your brother's name, Toad thanks you - seems like he's the only one that got confused. =P His fall weakens the ice some, helped none by his jump, then multiple more. Ah, ignorance is bliss.

I hope this one does not have an irrational fear of water/snow like the one from Haunted Towers. x_x


~ Under the Ice ~

Man, that must be some thick ice - you barely fell ten feet and the signal from E. Gadd is breaking up. Looks like you fell into the dangerous ol' mine. You need to find the elevator that will bring you back to the Chalet. Anyways, Toad doesn't notify you of much, phobia-wise, so let's just ignore anything possibly relating to such.

Begin by going to the left. See that fish facsimile? Suck the hooks from its mouth to reveal a Gold Greenie - a normal one this time. Afterwards, go north and east behind the ice ramp to find a chest. It will contain around 95 Gold. Now, if you were to look into the hole to the north, you'd see a sapphire. But how to get it? I don't see any TNT lying around.

Well, first suck up Toad and launch him into the southwestern geyser of air. Follow him up to the next floor. There, suck Toad up and put him in the mine shaft to the north and he'll get the gem. Go down the ramp to the right to get it. Return up here and suck up the snow nearby and you'll reveal another air geyser - ride this one to reach a ledge with about 100 Gold on it. You can suck on the fishing line nearby to get off.

Return up the air vent once more, then go through the door to the west.


~ Terminal ~

When you head west in this area, you'll notice a mirror as you cross - it's to the north, mirroring a door to the south. Past it should be a pickaxe on the wall - blow on it and it will hit the ice up above soon; suck those bars down. Further west, in the corner, you can use the Dark-Light to reveal another pickaxe; spin it to spawn some mice, one of whom is golden, for some gold. Exit through the northbound door.

~ High Wires ~

Go west now and suck up on one of those moving things to ride across, albeit without Toad. Eh. On the other side, remove the crows nearby and suck on the next above and to the northwest to get a sapphire. You cannot move any further because of the frozen lines to the east, so ride back across.

Return to the terminal and exit to the west.


~ Airway ~

It seems the lines can't be activates from here, but the elevator we need is nearly within reach. Well, whatever. First shoot Toad onto the shelf to the northwest and you'll release a key - suck up the snow to get it.

NOTE ON A SAPPHIRE

You should look through the binoculars nearby. Focus generally southwest and you should see some cave with air spewing out of it - a teardrop sapphire is in the cave. If you stare at it for long enough, a bat will pick it up, dropping it into a barrel near the elevator. I note this rather specially since we can't get the gem for a while, and I later note that as "scroll up and look at the blue box above."

By the by, if you read that message, hi.


~ Terminal ~

Go east and -- huh? That's odd - the resolution in the mirror is much poorer than before lol. In reality, someone's covered it - suck the cloth off of it. You'll then notice that three arrows in the mirror are pointing at a barrel to the right. Use the Dark-Light southeast of the wall and you'll be able to find it. This will reveal a Boo, too! You can use the mirror rather effectively in this fight to more easily know Boo's location, but you still have to use the Dark-Light to make him vacuumable.

Now exit to the south - you can use the map and/or the mirror to see the proper door.


~ Prospecter's Crossing ~

First, cross alone to the southern side - yeah, Toad won't cross the ice. On the other side, you can remove the thing on the southwest wall to reveal a gold spider; zap it for some money. You can also blow at the pickaxe in the southeast corner to get 95 Gold soon. Afterwards, return to Toad.

Now, you know he won't cross alone. If you cross, the ice obviously is fragile, and it'll break if you cross with him. So just shoot him across! Yippee, ice skating~! On the other side, continue south.


~ Drift Hall ~

Begin by heading east across the ice, but keep the Strobulb charged because a (rather profitable) swarm of bats will fly by and hurt you. On the other side, suck up the snow to reveal a chest containing a key. Get it and return to the other side. Continue west and downhill there.

You can examine the barrel on the way and look up and vacuum for some gold from both ventures. At the bottom of the hill, deal with the bat problem, then suck up the snow along the western wall. You will then reveal some kind of object - suck on it and pull that string uphill to the lantern. Stay up there or you'll get hurt in the explosion!

On the other side, you'll see some kind of spherical object. Examine it.


~ ??? ~

This is perhaps one of the more fun "???" minigames of Dark Moon. For this, you need to fill in the dimples on the snowman's face in 40 seconds or less (it shouldn't take more than 25). To do so, you need to find one of the stones and suck it up; it's kinda tough with the viewing angle, but it's wholly possible, especially if you just suck and suck. Then face the snowman's face. You can either try doing it in a candid style, or by using the targeting cursor and pressing L. Simple, right?

You'll amass a nice sum of gold for winning. It will rain down as 51 dollar bills, or 255 Gold. To the curious, 255 is equal to FF in the hexadecimal (base-16) number system often used in coding video games. It is also the one-byte maximum value, although FF is rarely used in such a way now outside of RPGs and 8-bit consoles' games.

Anyways, upon exiting, go north to the next area.


~ Basin ~

Defeat the Sneakers nearby - it's not a hard effort, given the mirror beneath them always revealing their location. =P Afterwards, shine the Dark-Light in the northeast corner, then Strobulb the revealed flash-bomb. Charge it up again and attack the three golden frogs that exit for 60 Gold total. Then exit to the west.

~ Airway ~

Well, I wish we could go through that doorway at the west side, but we just have to have Toad with us to do that. -_- Fine, whatever. You should see a rickety bridge in the middle of the area. To the left of it is a rope. Suck on it for a bit and you'll manage to make it crossable. Stupidly so, but crossable.

Let Toad be by himself for now - to note, the distance between you and he is now greater than if you have gone into that room to the west alone. You have to cross this one by using the gyroscope (i.e. balance) - and it's not the type where sitting the 3DS down will suffice. You can probably cross doing so if you time it just right so the gust doesn't hit you, but, otherwise, you'll need to lean into the wind a bit to get across.

On the other side, examine the barrel to the left for the gem from before - if you have no idea what I mean, scroll up to the previous blue box after finishing the thing with the flashing the red thing. You can also tug on the bridge's rope to the right to straighten it out. Leave Toad by his lonesome for now, though. Go up the stairs to the west and flash the red thing in the corner to get the strings a-movin' up above.

Riding is pointless though... Unless you want to backtrack to the top-right portion of the Airway so you can regain that blue sapphire much more easily! Anyways, get Toad, go north, and examine the elevator.


~ Chalet ~

Huh.

When you enter, two little puffballs - one purple and one yellow - will be nearby. They have be some of the cutest enemies I have ever seen. ^_^ You can also vacuum up the gold one and shoot him multiple times for gold - I think it amounts to 75 after three shots. How cute...

Anyways, that's about it. Speak with Toad and you'll zap him back to the Bunker. E. Gadd then calls to zap you back.





Secret Mine: Mission D-2: Hit Rock Bottom



  • Objectives:
    • Reach the bottom of the mine
    • Inspect the Crystal Quarry


Well, like the other Toads, it seems that this one also managed to bring along a tridimensional image. Let's look... Quickly E. Gadd notes the ghosts stuck in the crystals, one of whom does not like quite happy about it.

  • At the top, you can see another partly-hidden painting carried by Boos, probably of Mario again
  • The crystals themselves make E. Gadd wonder of the strange crystals' properties
  • The Boo poking up from the floorboards confirms their chaotic behavior somewhat
  • The Boo at the right carrying the crystals show they're taking them from a quarry, but why?

Well, that's about it, and it's not reassuring. Obviously the Boos are being given orders by someone, for their not often so organized - and then there's the cackling heard often in the mine... Maybe they're connected? We can find out; the picture was taken not long ago, so it's unlikely they've left so quickly. Well, we gotta look at the newly-marked Crystal Quarry, then.

~ Chalet ~

Once inside, you can investigate the drawers to the southeast for some gold, more of which lies up above. Now, near the fireplace, you probably recall a rocking chair, right? Well, shine your Dark-Light around the fireplace to find the chair, releasing a Boo(ger). Afterwards, you can investigate the drawers to the west to find the golden puffball you probably perused last mission - you can shoot it again several times to find 75 Gold.

Proceed outside now.


~ Chalet Approach ~

Remove the snow to the left, then Strobulb the grill to get some yummy, delicious ... chicken? I probably would've expected something more Italian than grilled chicken but, eh, me-sa hungry. With this flaming-hot chicken on the end of your vacuum, go east and south. Melt the ice off of the painting, then use the Dark-Light on the painting to get a sapphire!

You can also melt the nearby snowman head with it for five coins, and you can go south and melt the snow off the tree (quicker with the vacuum) and kick it again to find two golden crows again worth ~50 Gold.

Go north and inside, then down the elevator.


~ Airway ~

Go south and west, then vacuum onto the moving thingie. Disembark at the ledge and go east an area and south another.

~ Prospector's Crossing ~

Here, you need to head to the southeast corner. There, use the Dark-Light on the east wall to reveal a pickaxe. Spin it around and some wood will be spit out of the wall. Put both pieces on the ice nearby and walk onto the water and it'll shatter, releasing the sapphire from the throes of the ice!

Backtrack to the lower portion of the Airway. You can find a few gold bars in the Terminal on the way if you spin the middle pickaxe like in the last mission, and the Under the Ice area still has the top-level southeastern gold bars you can reach by removing the snow drift near the entrance, so you know.

Exit the Airway to the west; be sure to get the gold crow on the way.


~ Crossroads ~

Investigate the barrel on the left for a few pieces of gold, then flash the north. It seems to be some kind of teleportation device -- an E-Gate -- that Luigi experiments with briefly. Anyways, hop through it. (Note that teleportation would technically kill you, since it requires the copying of you with quantumly-entangled atoms, but it seems they cannot copy the animating factor of you, often called the "soul".)

On the other side of the gate, you'll see a key frozen within some ... well, ice, what do you think? Vacuum up the snow near it and suck up the block. Then hop back through the gate and hold it near the lantern to release the key. Grab it. Now go back through and through the door on the other side.


~ Skip Slope ~

Here, you'll find a large slope to run across - you've done this type of thing before, don't worry. In fact, this time, you can even redo it by using the E-Gate at the end of the track. Anyways, when you go down the first time, hang on to the right and you'll manage to grab a key.

If you time it right and go left soon after getting the key - hold L to slow you down! - you may be able to bypass the gear barrier. If not, just use the E-Gate and try again to go through the gear (you can just hang left after getting the key) - it has an opening that lets you through to a sapphire!

Anyways, at the bottom, do note that there is a string at the left side you can pull down with the vacuum to get a bucket, which has a golden mouse (or maybe three?) inside. You can attack it/them when it/they run(s) into a wall to get 60 Gold. Also note that, at the top, you can suck off the northeastern poster to find 150 Gold in two piles of cash.

At the bottom, investigate the barrel nearby and blow on it with the Poltergust 5000, then go through the newly-revealed door.


~ Smuggler's Hideout ~

You can suck down 5 Gold from the ceiling, if you want. Also vacuum off the cover of the painting nearby then Dark-Light what was underneath for about 20 Gold. Finally, you can vacuum off the snow from the southeastern chest for a few chunks of gold. Afterwards, you can blow on the fire nearby and begin melting the ice to the north with said log to quickly engage in a battle against a Sneaker, a normal Greenie, and a shielded Greenie. 

There's not much to deal with, thusly - just remember to use the Power Gauge on the shielded Greenie. Afterwards, blow the window closed (L Button). Re-light the log and finish melting the door off to the north. Also melt the ice from the standing knight (be sure to use X), then run - he'll briefly try to attack you. He'll then end up releasing three golden bats, worth 75 Gold total!

That's about it; leave off to the north.


~ Shaft ~

Blow on the wheel to the left with the L Button to descend. As you do so, you'll pass small amounts of gold in addition to some enemies. At least the Gold Greenie can be successfully flashed and fought. Further down, you'll see a poster on the wall; remove it and you'll fight some bats.

At the bottom, pull on the chain. Then vacuum your way back up (use R Button on wheel) and pay attention to the northern wall for a sapphire! Go on back down and suck away the snow to the east. Examine the door and say hello to the other side.


~ Coward's Chasm ~

This is a little disorienting at first, given the mirror on the north side. Still, hold Up on the Circle Pad and don't stop, then hold Right to go past the chasm. On the other side, head southeast. You'll notice a wheel next to the wall; it happens to control the lanterns' height. Blow on it to lower the lanterns until you hear a squeak and see red eyes down below; soon gold bats will fly out for a massive profit!

Go east an area now, pockets full.


~ Deep Hall ~

E. Gadd calls, continuing to ever-note the obvious. Well, if you look in the northeastern hole in the wall, you can see a rather disturbing scene where the Boos seem to be trying to exert dominance over the other ghosts. Interesting...

Anyways, at the west side, you can pull a chain to partly free the door nearby. Finally, look through the northwestern hole in the wall, then return and you'll fight a Sneaker and a Gold Greenie. Afterwards, exit to the east.


~ Pit Mine ~

Here, blow on the wheel nearby to get to the bottom of the area. There, go northeast and tug on the rope by using the vacuum - this will start the conveyor belt nearby. Go to the far southeastern corner and suck on that wheel to bring some rocks through the E-Gate, back to the Deep Hall area. Backtrack there now.

~ Deep Hall ~

First grab one of the rocks you brought over here and light it in the southeastern fire. Then look at the ceiling with the X Button - hopefully the gemstone up there will light up with a targeting cursor. Launch the stone to free the gem, then grab it! Launch another stone at the frozen chain on the west side of the room. Pull it and go into the next room.

~ Cinder Mine ~

When you arrive here, flash the mice if they're running around. Afterwards, suck on the northeastern wheel and you'll be able to light up a fire nearby. In the northwestern corner is a log of wood; suck it up and bring it to the fire. After having lit the wood, melt the ice over the southwestern corner and drop the flaming wood.

Inside this small hidden area are coals. Examine the bags to get some, then suck one up and light it with the fire. Then aim at the roof and blow the coal at the key once the targeting cursor appears. Grab the released key, go back to the previous area, and through the only unused door. (You will battle two simple Greenies back in the Deep Hall.)


~ Crystal Quarry ~

So, the Boos have really trapped the ghosts in the crystals, and you can see that they have the electricity denoting their power not unlike the Strong Sneaker from Mission C-5. Luckily, these are trapped.

Anyways, upon entrance, shine the Dark-Light northward and enjoy the gold from the mine cart. Then go north and investigate one of the crystals.

Oh, geez, it looks like the ghosts were putting up an act this whole time - instead of really being trapped, perhaps they expected you? You'll deal with the Sneaker, the Greenie, and the Slammer, all of whom are majorly more resilient than any other ghost of their species insofar. But that's about it - being unarmed, you've got it easy. Just suck suck suck.

E. Gadd will call afterwards, ever noting the obvious before ejecting you from the area.





Secret Mine: Mission D-3: Across the Chasm



  • Objectives:
    • Find the Gondola access
    • Get rid of the paranormal chains [3]
    • Cross the chasm and reach the Workshop


It seems that E. Gadd has finally found the next Dark Moon fragment, despite the powerful blizzards around the mine. The signal is radiating from the Workshop somehow - outside of the mine, no less - and it is now marked on your map. However, it is across a chasm (remember the High Wires area?), and Pixelator camera is unresponsive.

Of course, the Toad that inhibited our progress through there before knows how to cross now. Apparently some kind of gondola will take you there. (I thought a gondola was water transport?) You can board it from the Terminal and ride across. (To note, this is the first time since Gloomy Manor that E. Gadd calls the DS the Dual Scream.)


~ Chalet ~

What happened? It's suddenly gotten a lot colder. Well, since it needs to be said... "Ice, ice, ba--" *shot*

Anyways, it seems that you can still suck on and shoot the golden puffball thrice for 75 Gold total. You can also investigate the inside of the fireplace, à la Gloomy Manor, to get up above. Here on the second floor, blow the window shut nearby with the L Button, then look at the wheel to the right of the fireplace. Suck on it first to raise the first-floor chandelier and light it, then lower it again to melt the elevator. Now go east from the wheel to find a painting; suck off the cover to reveal a safe. Flash it and you can get 100 Gold.

Re-examine the fireplace to return below. Then use the elevator.


~ Airway ~

Begin by going up the stairs to the left and you'll see something to shine the Strobulb at. Do so and it'll restart the wires allowing you to go back up to the Terminal from the northeastern ledge. However, don't do so yet - actually go west an area to the Crossing.

I will note that the stuff we're doing next is very optional, but we're getting a number of gems this way (some that could've been done in the previous mission, but some new, too!) and a Boo, so I recommend paying attention.


~ Crossing ~

Begin by going to the west side of the area via the E-Gate. There, shine the Dark-Light and you can reveal a crate. Once you've done so, you'll probably have to go back to the other side of the E-Gate to suck up the Spirit Balls. Then go back to the other side of the gate to suck up the snow near the crate for the sapphire!

Continue along to the Skip Slope.


~ Skip Slope ~

I will note that the wads of cash in the above alcove remain here, if you want them. Simply go down - note the very profitable golden spiders, especially if you opt to head to the right initially! At the bottom, you can still pull the western wall's string for a few golden mice, too. Head east an area.

Also, a gem could be caught here in the last mission. For the sake of noting it, I'll quote the last mission's details on it. I omitted some stuff in the "[...]" bits.


"Here, you'll find a large slope to run across - you've done this type of thing before, don't worry. In fact, this time, you can even redo it by using the E-Gate at the end of the track. [...] If you time it right and go left [...] - hold L to slow you down! - you may be able to bypass the gear barrier. If not, just use the E-Gate and try again to go through the gear [...] - it has an opening that lets you through to a sapphire!"

~ Smuggler's Hideout ~

You can uncover and Dark-Light the painting nearby again to get 20 Gold, and suck down 5 Gold from the rafters. Other than that, go north an area.

~ Shaft ~

Not much worth noting as you go down. As you do, though, you'll notice a hidden alcove on the left which contains a number of bats (very profitable!) and some gold pieces. Simply go east an area at the bottom, I suppose.

Do note that another gem could've been gotten here, too. May as well quote the details....


"At the bottom, pull on the chain. Then vacuum your way back up (use the R Button on the wheel) and pay attention to the northern wall for a sapphire! Go on back down and suck away the snow to the east. Examine the door and say hello to the other side."

~ Coward's Chasm ~

Nothing new here whatsoever. Go north and east and around the mirror. You can still spin the wheel to the southeast so it levels off with the cave below to stir up a nice number of profitable golden bats, though. Go east an area.

~ Deep Hall ~
''

Here, head to the east and you'll see the fire from before, although without a golden kettle. Use the Dark-Light to bring it back to reality. Then use the Poltergust to blow (L) it rightward over the fire for an extended period of time, thereby also revealing a Boo!

There's not much else here. You can exit to the northwest, although all that's there is a golden rat, eventually. As for the northeast?


~ Crystal Quarry ~

Hey. See that E-Gate to the north? Use it.

~ Chalet ~

Unexpected, huh? You fall onto a bed and gain a sapphire in the process! After grabbing it and cuddling with the cute puffballs nearby, go down the elevator to the Airway.

~ Airway ~

Our next destination is the Terminal - you know, that area with the mirror. There are two ways we can get there.

  • If you want to go the quick, less profitable way, use the moving strings we activated earlier to go to the Terminal. You won't get as much treasure, but it's quicker. Just scroll down to the "Terminal" heading further below if you opt for this method.

  • If you wanna get some extra treasure, then go east an area. I'll cover this route more in-depth since, y'know, you do more than just get to the Terminal. =P Treasure-wise, it's only gold, which is why I'm not making it "mandatory"-ish like I normally do. Although you can get a gem you may have not gotten in Mission D-2 (the sapphire diamond).

~ Basin ~

You can investigate a few things here for marginal sums of gold. Go south an area.

~ Drift Hall ~

Here, you can defeat some bats nearby for some gold. Go up the hill to the right and look up and left around halfway up and you'll be able to suck down a few more chunks of gold. The main reason for this journey is further to the right, past the next door. As you cross the ice field, charge up your Strobulb and fire it off to the north and you'll be able to take out some bats; be sure to vacuum up the cash!

Go to the right of there and shine the Dark-Light. You'll be able to reveal a chest. Open it for a nice sum of money, then go back through the previous door.


~ Prospector's Crossing ~

As ever, you can reveal the spider on the west wall by pulling down the poster. You an also grab a heart from the northwestern toolbox. Now, there is a gemstone here. If you want it and haven't gotten it -- it's the sapphire diamond you could have grabbed in the previous mission -- feel free to. I shall quote the details concerning it from the previous mission, since we're here anyways and it was kinda out of the way the first time around.

"Here, you need to head to the southeast corner. There, use the Dark-Light on the east wall to reveal a pickaxe. Spin it around and some wood will be spit out of the wall. Put both pieces on the ice nearby and walk onto the water and it'll shatter, releasing the sapphire from the throes of the ice!"

After you're done here, go north to the Terminal.


~ Terminal ~

Well, let's begin assuming you came the long way. In the mirror, you can easily see a flash-bomb. Flash it and worry not as it won't run after you. Flash the other flash-bombs that get revealed by the flashes and you'll have the first objective, "Find the Gondola access", checked off of your ... well, checklist.

You can also vacuum at the middle of the pickaxes as usual to get 60 Gold bars. If you're desperate, you can also spin the leftmost pick for three mice worth 3 Gold total. Now, go through the newly-revealed metallic door.

As you try to do so, a Strong Greenie, Strong Slammer, and Strong Gobber will rudely ambush you and fly off, sealing the door with strong, ghostly chains. (Wait, ghostly? Why should it matter then, but whatever... -_-) E. Gadd calls soon after, noting the chains and that they won't go away until the ghosts are defeated.

First, to the Basin! Go south two areas, west, then north.


~ Basin ~

As you enter, you'll probably notice the reflect of the Strong Gobber on the ground, although he fails to reveal himself by conventional techniques. Whatever. At the northern wall, you can see an ice block with a lantern on it; shine the Dark-Light to its right and trigger that bomb. Three Hiders will then attack.

After beating them, the Strong Gobber will appear. He is rather difficult to defeat, to be honest. He does fight like a normal Gobber, though, so that gives you a strategic edge. Here, given the limited space, I recommend a different strategy - stun, suck on him until you reach the first Power Gauge level, then press the A Button, then run and repeat.

Go west three areas, down the slide, and reveal the eastbound door. Go through.


~ Smuggler's Hideout ~

First reveal the knight's armor in the northeastern corner. Once that is done, approach the sitting armor to the southeast and the Strong Greenie will appear! He'll soon open the window and three Sneakers will fight in lieu of him for the moment - they're normal ones, and easily tracked on the snow below, so don't worry. The Strong Greenie is worth little more worry, begin unarmed - treat him like a normal one.

Now, go north, down the Shaft, and continue along to the Crystal Quarry; use the E-Gate there to return to the Chalet.


~ Chalet ~

Begin by investigating the desk in the southeastern corner to release the Super Slammer, who proceeds to the upper area to the Chalet. Examine the empty fireplace to go on up - or try. Three Greenies (normal ones) will soon attack you, one of whom is shielded. Not too difficult, and neither is the Strong Slammer that appears soon thereafter.

Assuming this is the third ghost you had to eliminate, you should free the Gondola, which E. Gadd soon notes. Go back downstairs to the Airway, ride the thingie up to the Terminal, and go into the Gondola.


~ Gondola ~

You can suck down some hearts from the top-right corner. Beyond that, there's not much to do. Examine the object on the north side - this is an object that can infinitely shoot coals! There are five things I want you to shoot:

  • The three blocks of ice moving to the north along the wires, kinda like those in the Airway
  • The chest you can see in the far bottom right corner
  • The tree in the top-left area to the northwest with the icy base; you saw it in the High Wires area

After this, head outside.

~ High Wires ~

(E. Gadd will call on the way in no real useful manner.) In the High Wires area, ride across the gap to the left via the wires. On the other side, cross the tree to the north - you have to use the gyroscope, but lying the 3DS on a flat surface will suffice. On the other side, examine the outhouse.

~ ??? ~

A simple minigame - suck up a snowball, shoot at the ghosts. You get a sapphire (and around 100 Gold) for winning.

~ High Wires ~

Return to the other side of the tree - hopefully with your thirteenth sapphire in hand! ^_^ - and cross the wires to the east as normal. On the other side, open the chest that you melted earlier, then go through the door nearby.

~ Workshop Landing ~

You can investigate the crate to the right for 5 Gold, but that's about it. If you want some extra gold, you can note that there are crows flying across the gap nearby. You can zap them from afar and quickly cross the pipes to get to the other side, getting the gold bars on the way. (Or you can ignore them and just head straight. Or you just dart back and forth across the bars between the birds' attacks.)

On the other side, you can look in the window to the north to see the next Possessor torturing one of the puffballs before he spots and frightens you. >:( Go through the door to the east.


~ Maintenance Room ~

With some good timing, you can get some gold off the conveyor belt to the south, although it's only nine units. As you head east, E. Gadd will note that you can activat the Workshop's door and the nearby Pixelator camera with the generator in here somewhere. Now, how to do that?

Well, first get three flash-bombs off of the conveyor belt. From the yellow areas nearby, look up and shoot a flash-bomb into the leftmost and rightmost hatches. Light 'em up. Afterwards, shoot one into the middle hatch and light 'er up. Then go for the left and right hatches again, then the middle. This should light up the three pegs on the water, activating the generator, which in turn will fix the Pixelator camera outside and open the Strobulb panel out there.

Try leaving westward and a shudder will erupt from outside - as you open the door, you find that you're snowed in! E. Gadd opts to get you out of here, then to re-enter you later.





Secret Mine: Mission D-4: Chilly Ride



  • Objectives:
    • Retrieve the Dark Moon piece


It's obvious enough from Mission D-3 that we have a Possessor chillin' in the Workshop and history has told us enough to believe that Dark Moon pieces tend to rely with Possessors (or E. Gadd).

8-bit time!


~ Workshop Landing ~

Um... How about flashing the panel nearby and going through the door...?

~ Workshop / Frozen Pit ~

As you cautiously enter the area, you find nothing around - 'till you turn around! The Possessor scares the icy crap out of you and possesses the very ice below you, sending you into an icy tunnel!

BOSS: Possessed Ice

For the first portion of the battle, you'll play in a style not unlike that of the arcade game Sinistar, although this is more first-person than anything. You can probably see that you're using the coal shooter again, not unlike at the Gondola in Mission D-3. You can shoot with the L or A Buttons and move the cursor with the Circle Pad, but that's about it.

Anyways, you need to first shoot out all of the little ice plates from around the boss. Do so carefully - there is a limit to your bombs, somewhere around 25 I think. I never did a precise count. >_>;; Regardless, if it empties, you fail the mission! Anyways, timing is crucial. Do note that the boss is rotating clockwise, so aiming at the right side's wall does give you a little breathing room with your aiming. However, you still need to focus eventually.

What do I mean? Well, soon you'll be down to one or two plates and want to hit just "that one". Well, fire when the plate is at a certain position. (Maintain your angle throughout these shots.) If your bomb explodes past the plate's rotation, shoot later; if the plate passes it, shoot quicker. Also note that the boss will go further and further back, somewhat increasing the amount of rotation you need to compesnate for. That's your own judgment there, though.

After removing the plates, the boss will end up charging at you - shoot him!

After that bit, you'll arrive with the Possessor himself in an flat arena. Dodge his few tackles, stun him, and suck at him with a fully-charged Power Gauge.

That whole thing will repeat twice, with the boss gaining more ice plates each time.


After the battle, grab any gold bars that fell and the Dark Moon fragment! E. Gadd will call afterwards, probably to note the obvious, before ejecting you from the mine.




Secret Mine: Mission D-5: Severe Infestation



  • Objectives:
    • Capture all of the ghosts as soon as possible!


You know the deal; you need the Boos from Missions D-1 through D-3 for this mission to be unlocked after D-4.

~ Chalet ~

Not a lot can be done to help you here due to the randomness, although I can hand off a few tips. Firstly, regarding navigation... If you happen to get stuck in an area past the Shaft, progress-wise, and have to get up closer to the Chalet, you should use the E-Gate back in the Crystal Quarry. Also note that the Under the Ice area still is not available from above; you have to go east of the Terminal. And in case it becomes relevant, flash the northwestern thing in the Airway if you go through there.

Ghost-wise, there shouldn't be anything unfamiliar. Annoying is another matter if you find a Strong Gobber, but that's about it.



Treacherous Mansion




Sectional Flowchart









Treacherous Mansion: Mission E-1: Front Door Key



  • Objectives:
    • Unlock the front entrance
    • Recover the front door key


It seems we have found the location of sixth and final Dark Moon fragment (counting our initial one) - and also the strongest ghostly readings insofar. But we don't really have a choice - well, to be more precise, you don't have one. Luigi, after all, has a ... ummm.... er.... very bushy mustache!

Anyways, awkwardness aside, E. Gadd just hands you the key to the front door the next mansion. Who knows how he got it... He can't find the Dark Moon piece with the Parascope, so you're on your own here, more or less. I mean, you've got me! =P

(You're screwed, lol.)


~ Veranda ~

We watch as Luigi goes through the front gate and nearer the entrance of the mansion as his hat flies off and he nearly falls to his death in catching it.

When you regain control, go southward, as if you're leaving. In the grassy area, go west and flash the two gargoyles with your Strobulb to get a piece of gold; also flash the two to the east for two more. You can use the Dark-Light on the empty pedestal nearby to find a third statue, this one yielding around 53 Gold when flashed. Go back northward.

See that thin bridge? Apparently Luigi doesn't have the jumpin' skillz of his brother, so you have to walk over the old-fashioned way - with the gyroscope. (Again, just the 3DS down and it's a breeze.) As you go across, you'll find that the path crumbles to another such path you need to jump across (just move right with the Circle Pad), and then you'll find one more narrow bridge, which will collapse behind you.

On the other side, use the Strobulb on the four gargoyles nearby for around 16 Gold. You can also walk to the right side of the northeast statue and look in the window for an interesting scene... That's about it - walk up to the door and examine it. As Luigi nervously inserts the key, the Polterpup rams him, snatching the key up in the process. ****! "Bad doggie," indeed.

Go west of the northwest statue to find a hole in another window you can look in briefly. Afterwards, continue west and south to the end of the balcony. Dark-Light the spot around there to find a chest, which happens to contain 100 Gold. Now go down the stairs nearby. The Polterpup will off as you do so. Grr...eat! We can steal 30 Gold from his doghouse. =P You can also pull down the cloth to the left of the house and go along the path there for 6 Gold and some crows. Blow out the candles on the other side and you'll also find a profitable Gold Greenie.

Afterwards, return to the other side. Southwest of the stairs, you can see a well; use the Dark-Light to reveal a chain. Suck on it and you'll go in.


~ Bottom of Well ~

First suck the paper from the northeastern wall to get a nice spot of gold before heading east - be sure to flash the spiders, one of whom is golden! At the end of the mushroomy path, there is a wall - suck on the object there and pull it to open the path to the other side.

~ Guard Tunnel ~

You'll see the Polterpup run off in the distance. There's not much to do here, though. You can go to the north and look through a hole in the wall to find the Ceremonial Chamber where the Polterpup continues further underground. Anyways, to the southeast of there on the east wall is another yellow thingie you can pull with the vacuum.

In doing so, you'll trigger the release of two Strong Greenies. They're not hard to defeat, but they will arm themselves with the local knights' weaponry if you don't stun-'n'-suck quickly enough. They'll be followed by another Strong Greenie and a Strong Slammer soon enough, which is marginally more difficult. After winning, go through the new pathway.


~ Cliffside ~

On the other side of the narrow tunnel, there is little to do. Spin the wheel nearby by sucking on it, then run through the newly-opened gate to the other side - if you don't, you can be damaged or just generally blocked. On the other side, if you want to return for some reason, you can stand on the raised stone. Otherwise, through the door!

~ Ceremonial Chamber ~

Not much to say about this tunnel. You can flash the spider above you for now. You can also go west and suck the northwestern corner to find a golden spider. On the other side, in the main room, go to the west side, grab the web ball, and return to the entrance.

Here, light up the web ball with the fire - this simultaneously will burn the ceiling and release some gold bars. Now return into the previous area and light the strings beneath the empty torches in the northwest, northeast, and southwest. This will trigger the release of a knight - actually, a Strong Greenie in a knight's armor. Basically wait for it to walk on the rug in the center of the room, then pull it out from under the Greenie, then stun-'n'-suck. You'll do this twice.

After doing so, examine the chair to the north.


~ Haunted Catacombs [Floor Unknown - West Half] ~

Flash the nearby gargoyles as you note that the area's floor and floor map are unavailable to you. You can also hear the panting of the Polterpup nearby...

This is one of those situations not unlike the Lost Woods of the Legend of Zelda - if you go along the wrong path, you are warped instantly back to the start. So, let's see here... Remember to flash all the gargoyles on the way if you want to deal with some small (1-unit) pieces of gold


  • Go south two rooms
  • Go east two rooms
  • Go north two rooms (run north)
  • Go west a room

In this room, you'll find 60 Gold and a coffin leading to a bonus room.

~ ??? ~

In this bonus room, just run in a figure-eight (go northwest, northeast, around the loop, southeast, and around along the trail of coins) to win. It'll be easy if you run, and you'll be able to do so unhurt. Open the toolbox that appears to earn 100 Gold.

~ Haunted Catacombs [Floor Unknown - West Half] ~

Now, where were we...?

  • From the bonus room, go east twice
  • Go south once and east one if you want to go immediately to the Underground Lab
  • If you go south from there...

Use the Dark-Light on the currently-invisible chest in the southeast corner - it has 53 Gold inside! Beyond it, there is no reason to stay here any longer - go back to the north and into the door to the Underground Lab.

~ Underground Lab ~

As you arrive, you see a Frankenstein-esque scene as a Strong Greenie and his reluctant assistant somewhat revive a knight's body of armor. O_o Before logic can hit you in the face, the Greenies attack. Just suck the goggles off of thm then stun-'n'-suck - but beware the Strong Sneaker, also nearby.

After winning, you can look in the southwestern bag for some hearts. You can also suck on the wheel on the north side of the room to zap the armor and reveal a Boolldog - I mean a Boo. After winning, suck up the knight's helmet. Get to the southeast corner and face north and up - you should be able to target the gemstone in the bottle there. Shatter the bottle, then grab the gem. Exit to the east.


~ Haunted Catacombs [Floor Unknown - East Half] ~

Here, you can Strobulb the gargoyle statues in each room for Gold. Now, then... You can go to the end of the area quicker by going south, then west and through the door, or you can get some extra stuff, including two diamonds by doing this:

  • Go east once and south once
  • Open the chest for 53 Gold
  • Go north twice, east once, south twice
  • Go east and outside

~ Cliffside ~

Pull off the cloth to the north to reveal some gold. To the south, you can also suck down a diamond. Go south and east, bewaring of the bats as you do so - you can find a fair few gold ones for a lot of gold, though! You can also suck the bushes around here for some gold. At the end of the path is a chest yielding 53 Gold, making a total profit of around 220 Gold for this area. Backtrack inside now.

~ Haunted Catacombs [Floor Unknown - East Half] ~

From here, go north, east, north, and east again. You will see a portrait on the wall - use the Dark-Light on it and you'll get, well, a ball of web. Light on the lantern on the floor and backtrack some; go west, south, west, and north. You see that wall of webs on the northern wall, right? Light 'er up and you'll get another gem.

Now, go east and you'll return to the start. From there, go south twice and west twice to the Dungeon Cells area.


~ Dungeon Cells ~

Can you hear the panting of the Polterpup? We must be close. As you head downstairs, you'll startle him and he'll run on further ahead. -_- Go down to the bottom of the stairs and look in the barrel next to the knight - you'll find a Strong Hider, your first insofar! Don't worry, the only difference is that they're more resilient.

Examine the knight's armor for a heart, then pull on the plant next to the big barrel nearby. This will start a flow of water (or probably some other liquid, to keep the ESRB rating at "E" *wink*). Fill up the bucket nearby with it and carry it westward. As you do so, you'll pass some cells. Do note that one of them has a painting of a Hider on it, like in Gloomy Manor, remember? =P

Anyways, in the first cell, water the flower in the patch of dirt in the southeastern corner, then Strobulb it for some money (~53 Gold). Continue along to the cell at the end of the row. You can actually walk through its bars, but it's more convenient for your logic to note that the bars are cloth you can pull off. Dark-Light the painting in the room and you'll release a bomb. It'll blow up the western wall. Go along that path.

Why do I think of The Shawshank Redemption at this point in time? Well, whatever. At the end of the tunnel, Strobulb the flower for 100 Gold. Return inside to the cell and pull on the chain on the roof. This will put the painting of the bomb in the middle cell; walk over to its bars and Dark-Light it to open the cell. Go into the first cell to use this path.

Within, examine the barrel and the Polterpup will be revealed. Shoot him with the Strobulb, then suck 'im down -- for good this time! -- to get the Front Door Key. Grab it and E. Gadd will call after, ever-noting the obvious. Time-wise, it's more sensitive to just take you out and put you back in, so he opts for that.





Treacherous Mansion: Mission E-2: Double Trouble



  • Objectives:
    • Find and rescue the Toad assistant
    • Rescue the Toad in the Ice Age Exhibit - OR - Rescue the Toad in the Jungle Exhibit
    • Send both Toads to the Bunker


NOTE!

Due to the non-linear nature of this mission, I highly recommend you simply follow along start-to-finish. There is no exact order on how to do certain things regarding the exhibits, so it's better to just follow along and not get confused on solving that one particular area.


It seems that the paranormal readings emanating from the mansion are growing in power and disrupting the Parascope further, making it effectively uneffective in finding the Dark Moon fragment. As it so happens, E. Gadd has a Toad assistant here. Why? Well, the mansion has a number of valuable exhibits and artifacts and someone had to maintain them.

Of course, the odds are that he's been caught - heck, did you even look through the window from Veranda? 'Course he is! Anyways, he may somehow be helpful in finding the Dark Moon fragment.


~ Veranda ~

Upon your arrival, Strobulb the four nearby gargoyles, then the golden crows further to the south for a nice sum of money. There's not much to do left worth doing. You can go to the end of the westbound path and past the well for 60 Gold, but that's it. Go through the front door.

~ Front Entrance ~

"Okey-dokey," he says. Pfffff -- Whoa. Hi thar.

Upon entering, use the Dark-Light on the statue at the base of the staircase, on the right side. You will be able to reveal a chain by doing so. If you pull it, you can make a safe appear. Flash it with the Strobulb and you'll fight a Super Slammer before getting a chance at the diamond behind it! After winning, grab the diamond.

You can repull the chain afterwards to return the staircase to normal. If you head upstairs and to the end of the western balcony, you can Strobulb the gargoyle there to get some gold. I didn't get anything similar with the other balcony's gargoyle. *shrug* Go through the eastern door on the bottom floor first.


~ East Gallery ~

Not much here but a golden rat. Zap it and move east to the next area.

~ Jungle Exhibit ~

Begin by heading to the far east and you'll deal with the typical spear-wielding Strong Greenies. Near the head-like objects is a large leaf you can pull off with the vacuum to reveal a chest; open it for 95 Gold. Speedily cross the river nearby to dodge the venus fly-trap. Suck onto the bulbous vine nearby and let go at the bottom.

Down here, head west and flash the flowers some money. Now, nearby, you'll see some logs. They have no use here, but I wonder if they might have some use elsewhere... Anyways, go behind the waterfall and zap the E-Gate. Then grab the logs one at a time and drop them off at the other side.

After the drop-off, return to the Jungle Exhibit and use the western orange flower to return to the main floor. There, go north an area.


~ Grand East ~

Strobulb the gargoyle to the west to get a few chunks of gold. To the north and past the chandelier is a desk covered in sand. Suck up the sand and open the desk for 100 Gold. You can look through the hole to the west to see the rear end of a Strong Slammer reading the newspaper in the bathroom if you like that kinda stuff, too. (As Luigi says, "Eewwww...")

Go along the westbound hall for a bit and you'll see a door nearby. Suck the wallpaper to the right of it and you'll reveal a golden spider. Zap it and move on. Further west, you'll be able to shine the Dark-Light on the wall to reveal a door. Go through this door.


~ Restrooms ~

Pick up the gold bars nearby, then get near the stall in the back. Vacuum up some gold bars there, too. Finally, pull the chain on the toilet and you will end up with a diamond. O_o Weird place to lose one. As you try leaving, a Strong Greenie will taunt you. Walk into the toilet stall to get flushed; in revenge, flush him down your vacuum! Mwahaha!

Leave and go into the door just to the east.

There's not much you can initially do about the Strong Slammer on the toilet. You can go to the far northern wall and east and vacuum up some gold. (Was it his? lol) You can also look up and to the left to vacuum down some other gold pieces. Finally, pull the chain on the toilet to stun the Slammer; even when he's being spun upwards, you can flash him with the Strobulb and then suck, so it ought to be no problem for you.

Afterwards, flash the safe on the east wall for about 53 Gold. Return into the hallway, go east, then head north and through the door to the next area.


~ Ancient Exhibit ~

Flash the statues' eyes in front of you with the Strobulb. After the sand empties, there's still not much to do. You can go along a path to the east for 8 Gold, but that's about it. You can also pull a chain on the front of the statue several times to reveal an E-Gate - and also trigger the release of some mummies.

These mummies are not true ones, as you'd expect from past experience. You can deal with them like mummies of the past - stun them, make them run into a wall, suck on them, then stun the (Strong) Greenie within and suck. You can also lure the mummies near a torch here and they'll burn off the cloth instantly, which I recommend.

Okay, that's about it. Activate the E-Gate, but don't use it. Go up the path to the east and along back to the Grand East hall; use its only westbound path.


~ Inner Courtyard ~

As you enter, E. Gadd will call, noting a Pixelator screen above. Anyways, flash the crows nearby. You can also suck on the eastern two bushes for some money, but that's about it. Continue west.

~ Grand West ~

There's not as much to do here, really. You can go to the west side of the hall and flash the gargoyles for some gold, and unbury the northern desk for some more. Finally, you can shine the Dark-Light in the southwestern portions to reveal a Gold Greenie. After defeating it, go through the easternmost northbound door.

~ Kitchen ~

Head to the northwest corner and shine the Dark-Light on the fridge. Once revealed, open it and go to the bonus area.

~ ??? ~

Just follow the trail of coins in the sloppy figure-8. The main difficulty here is dealing with the ice pools. You may want to try turning earlier than normal, although enough experience in the Secret Mine should've been enough. Anyways, open the chest that is revealed at the end for 100 Gold.

~ Kitchen ~

Next, investigate the right side of the oven and you'll somehow gain a flaming chicken. How is this useful? Well, open the pantry in the back to find out! Once the venus fly-trap is revealed, launch the chicken at it to kill it - that's 100 Gold right there! I think that's about it, so return outside.

Ignore the door to the west - all it does is slap you. Go to the northern icy door and go on through.


~ Ice Age Exhibit ~

Go west and suck up the snow for 40 Gold and a heart. If you look through the ice there, you can also see a picture of a Toad! Oh n-n-n-noes! Anyways, look up and spin the fans with the vacuum for about 70 Gold. Go to the right and suck up the snow and suck down the fishing line - this should get 100 more Gold!

If you go into the igloo nearby, you can activate an E-Gate. Do so, but don't use it. Outside, suck on the wooly mammoth's trunk to get launched waaaay up.


~ Gargoyle Roof ~

Up here, your primary goal is to get the star in the sky complete. To do so, you need the three missing stars. One is on the ground nearby. Another can be sucked down from the sky above with the vacuum as it flies by. The third is found in the southwestern gargoyle's mouth; flash him and he'll hand it over. To place the stars, just suck them onto the end of your vacuum, face northward, and press and hold the L Button when the targeting cursor appears.

Get the gem once it appears, then go down the northwestern shaft. Afterwards, return to the Grand West and exit to the south.


~ Dark Age Exhibit ~

Examine the knight on the right and vacuum to get some gold. Examine the spiky thing to the left and you'll then engage in combat with two Strong Hiders and a Strong Greenie - nothing too hard.

Now, on the west side of the room, you can find a chest. Open it to get a red book. Place this book on the end of the vacuum and go north to the bookcase. Press X and you'll reveal an E-Gate. Activate it and find the bucket the Strong Greenie wore earlier. Take the bucket to the other side, drop it off, and exit the Front Entrance to the west.


~ West Gallery ~

Okay, fine, there's not much here. You can flash the gargoyle for about 3 Gold, but that's it. Return to the Front Entrance.

~ Front Entrance ~

Now, check around. You should the following here:

  • Two logs
  • One bucket
  • Four active E-Gates

If so, begin by taking the bucket and going into the fourth E-Gate.

~ Jungle Exhibit ~

Here, go west and fill up the bucket with the waterfall. Continue west and water the dead flower to get a spiky ball plant. Take one and go up above with the orange flower. There, go east and kill the venus fly-trap.

Shine the Dark-Light on the portrait behind where it once was to rescue the Toad! He'll notify you that his friend is also captured; we saw his portrait in the Ice Age Exhibit, remember? Return down below - shoot the Toad down there first, then use the vine for yourself. Grab the bucket and go back through the E-Gate.

In the Front Entrance, use the third E-Gate.


~ Ancient Exhibit ~

Go up the path to the right here along with the bucket. At the end of the path, you should be able to see a dead flower in 1F's southwest corner. Flash it for a diamond. Now, return to the Front Entrance with the bucket, if you want.

Back there, drop the bucket and take a log, light it up in the Ancient Exhibit, and take it back. Back in the Front Entrance, light the other log if you want, then go into the second E-Gate.


~ Ice Age Exhibit ~

Leave the igloo and head to the west side of the room. Use the burning log to melt down the ice there. Go inside while holding the log and you can melt some more ice in the northeast corner. Go into the cave and drop the log. Then shine the Dark-Light to reveal a chest containing 95 Gold!

Now use the Dark-Light on the painting nearby to free the other Toad. E. Gadd soon will call after a nice snooze, asking if you've found the Toad yet. He then notes that you need to send him through the Pixelator screen in the Inner Courtyard. ... Well, them through the Pixelator screen.

As you try to leave, note that you'll deal with three Strong Greenies. Nothing too hard, and it's pretty darn profitable (240 Gold) if you kill all three with a fully-charged attack. I guess that's about it, though - go south and east an area to the Inner Courtyard.


~ Inner Courtyard ~

Here, you'll need to shoot the Toads into the cages - both of them - held by the gargoyle in the center of the area. This will trigger the release of a Boo and several Strong Sneakers. It's nothing too difficult, so don't worry overly much. After defeating them, reshoot the Toads into the cages. Once this is done, Strobulb the panels below them to make a staircase appear.

Afterwards, ascend to the top - be sure both Toads make it, because they have some odd trouble with catching up. =/ At the top, examine the Pixelator screen to send them both through. ... Wait, if E. Gadd could take them both simultaneously, why did he have to take Luigi and Toad one at a time back in Haunted Towers?

... Whatever. E. Gadd calls soon after, worried over the potential threat of a lawsuit resultant from assault, and also opts to send you back.





Treacherous Mansion: Mission E-3: A Train to Catch




All of this introductory stuff is kinda spoilerific. You'll learn it in a few seconds if you're actually at this point, but, otherwise, get offa my lawn.

  • Objectives:
    • Activate the stairwell in the Inner Courtyard
    • Get to the Train Exhibit and look for Mario!
    • Find the Poltergeist and the book he took!


Well, it seems that the Toads have brought back more images to examine. Let's see.

  • We quickly first note the painting the Boos are holding is indeed of Mario... Wait, if the Toads were stuck in paintings...
  • As you scan them over, E. Gadd somehow thinks they know where the Dark Moon piece is
  • The train in the southwest corner reveals this as the Train Exhibit
  • There's a mini-train model in the center
  • There's a crowned Boo on the right -- to quote E. Gadd, "WHAT IN TARNATION?!"

It seems that that was King Boo, the leader of all Boos and the master of illusions - and obviously the one pulling all of the strings, including the capture of Mario.

Well, erm... Anyways, after the blatant spoilers as to what the heck is going on, E. Gadd will notice that the Parascope is detecting a signal - a powerful one - coming from the Train Exhibit. It will be marked on an upper floor of the map. E. Gadd will hand over a makeshift rotor to let you use that staircase in the Inner Courtyard more readily.


~ Front Entrance ~

Well, if you want to do some exploring for money first, go west an area.

~ West Gallery ~

You can Dark-Light the central pedestal and Strobulb the resultant gargoyle for some money. Go west an area.

~ Dark Age Exhibit ~

You can examine the western two statues for a heart and 5 Gold. Go north an area.

~ Grand West ~

You can Dark-Light the pedestal to the right and then Strobulb that gargoyle for 53 Gold. There's another such gargoyle at the northern end of the hall, so you know. Go north an area.

~ Ice Age Exhibit ~

You can pull on the mammoth's tail to make about 150 Gold spew and rain down! You can also walk up on the big northern platform now and Dark-Light the east side to reveal a chest; open it for 53 Gold.

Go south to the Grand West, then east twice.


~ Grand East ~

Shine the Dark-Light on the wall to the north as you enter, then go through that door if you want. 

~ Restrooms ~

On this west side, you can walk around to the northwest corner for 40 Gold. Go through the other door and you'll find another 40 Gold back there, plus some more on the roof. There's also 53 Gold in the safe there.

~ Grand East ~

At the southern end of the vertical hall, you can shine the southwest corner with the Dark-Light to reveal a gargoyle with 53 Gold. Go south an area.

~ Jungle Exhibit ~

Go to the east and along to the river. There, shine the Dark-Light on the painting to the northeast to get around 20 Gold from it. Go east and down the vine. Head west from there and defeat the frogs as you reach the end of the path. There, flash the two purple flowers for some money. Now, you remember how we brought the logs to the Front Entrance via the E-Gate in the last mission? Do that again - we'll use them later - and return to the Jungle Exhibit.

Use the orange flower to get up above. Go west an area. (Or just go east from the Front Entrance.)


~ East Gallery ~

You can flash the safe on the north wall to get 53 Gold, which should bring your grand total so far to around 700 ~ 800, depending on how efficient you were. Now go east, north, and west an area.

~ Inner Courtyard ~

You can suck on the bushes in the northeast and southeast corners for 10 Gold total. Now examine the big slot on the front of the staircase to insert the rotor. E. Gadd will then call to tell you to go to the Train Exhibit.

Now, we could do that. Or we can gain some treasure and gems. Whichever you prefer, I suppose. Use the vacuum on the rotor you just placed to spin the staircase. If you want to go for the extras, begin by having the end of the staircase be at the southwest corner; if you don't, make the stairs be in the southeast corner and skip ahead.

Once the former occurs, go upstairs and through the door.


~ West Corridor ~

There are some Creepers nearby - been a while since we've seen them, eh? Anyways, they're pretty easy to spot on the floor, but you still need to use the Dark-Light to reveal them. As for the one on the roof? Run southward quickly and past him, then get 'im. Afterwards, you'll notice that spiders will fall from the ceiling, mostly golden ones at first. Be sure to get what you can!

You can Strobulb the gargoyle at the northern end of the hall to get some gold. There is another at the southern end that you need to find with the Dark-Light first before you can get the hearts. So, anyways...

We have four exits from this place. Use the northernmost one first.


~ Aviation Exhibit ~

There's not a lot to do here. To the west, you can see a hot-air balloon in the center of the room. Pull off one of the weights and you'll suddenly get attacked by some ghosts - two Strong Greenies and a Strong Hider! Defeat them - you can usually flash all three as they arrive. Afterwards, pull off the other weight and a diamond will be revealed! Sweet. What's sweeter? Well, not much. >_> You can look up at the roof and use the vacuum to spin the front rotor on a plane. This will, of course, propel it forward. This will trigger a small trail of money to fall, followed by a larger sum at the end.

That's about it. Go into the next room to the south.


~ Archives ~

There's not much here. You can go to the west side and, in the ring of four boxes, you'll hear a Greenie taunt you in the background. Pay attention to the order in which the boxes nearby flutter. It may be random, but this is the order I got -- southwest, northeast, northwest, southeast. Use that order (or whatever order you need to) and a Gold Greenie will appear, ripe for the robbery! >:)

That's about it. Next room!


~ Space Exhibit ~

You can open the southeastern globe to get a few chunks of gold. If you were to pull on the string beneath the northeastern rocket ship, you'd notice that, hey, there's a Gold Greenie inside... Given the sign underneath the rocket, we need fire. We'll settle this momentarily.

If you want to, you can look out the telescopes in the southwestern corner. Given their type and what they reveal, Luigi is either looking into a fake model or the world of Mario has a blue-white star at the center of its solar system. That kinda suggests to me that they'd be burnt up a long time ago, given its apparent size, but, then again, it's apparent. =/ Interesting fact, though.

Anyways, pull on the chain in the northwest corner to find an E-Gate. Use it.


~ Front Entrance ~

Now, remember that wood from the Jungle Exhibit we grabbed earlier? If you didn't get it, do so now in a manner similar to the previous mission - bring the logs over one at a time from the fourth E-Gate on the ground floor. Then take one to the third E-Gate to light it up with fire in the Ancient Exhibit.

Bring it back and light the other one, then return to the Space Exhibit - the left E-Gate on the upper floor.


~ Space Exhibit ~

You can now light up the rocket in the northeast corner with the fire and, in the famous words of Team Rocket, "We're blasting off!" I'm honestly not sure if there was any point to that, though...

Next room to the south! ... Wait, an earthquake? Nah, turns out there was a point to all of that! Go back into the Space Exhibit to find the Gold Greenie having freshly crash-landed back on Earth. He's rather dazed, so it shouldn't be hard for you to stun-'n'-suck him and his alien gold.

Now, really, exit and go south.


~ West Balcony ~

Here, you can flash the crows nearby to get some money, and you can suck up and launch the pumpkins for some more money. Then just go west an area.

~ Dark Age Exhibit ~

You can suck the wallpaper from the southeast corner for 53 Gold. That's all you can do here for now, though, it seems. Return to the Inner Courtyard.

~ Inner Courtyard ~

Go down to the bottom of the staircase and blow on the rotor so that the end of it is at the north side of the area. Then go on up and exit to the north.

~ Terrace ~

In reality, you can't do much here. You can use the pumpkins to the east and west and shoot them for 5 Gold a pop, but that's it. Back in the Inner Courtyard, turn the stairs again so you can go to the upper east side and through the door.

~ East Corridor ~

When you arrive, you will see some gold off to the north. Follow it, but you'll soon be taunted by a ghost and the door nearby will slam shut. Ignore this for now and shine the Strobulb on the gargoyle nearby for some gold, then head southward, sucking down the gold from the roof. 

Go ahead and investigate the northeastern door - the one that slammed on you. It will literally slam on you this time, but also provide you the chance to get two Creepers and a Strong Greenie into your Poltergust. (To note: three ghosts is better for your mission ranking than 5 health lost by about 7100%.)

After winning, go into the middle of the eastbound doors.


~ Study ~

Here, head to the east and shine the Dark-Light on the small southeastern table. This will reveal a yellow book. Suck it up and insert it into the bookcase to the north. Suddenly, a Poltergeist will come along and take it, preventing access into that room! He apparently fled to the other side of the mansion. We'll get 'im later. (Note that E. Gadd will call later on, after about ten minutes, noting that the Poltergeist headed to the Space Exhibit, something more specific than his previous "other side" conjecture. Trust me, it's going to be a while before I actually cover it, so you can skip ahead, but you'll lose several diamonds, a Boo, and a lot of gold.)

For now, leave to the East Corridor, shining rats on the way. Go into the next room to the south.


~ Nautical Exhibit ~

This area can be a little odd. First look on the wall to the north and of the compass on the floor, and up - you can see a little porthole, right? It's open, so shut it by blowing on it from the starboard side (that's "east" for you poor uninformed people). Afterwards, you can simply suck all of the steam from the room, which will let you combat the nearby Strong Slammer, in addition to a Strong Greenie and normal Greenie that appear soon thereafter.

Once you're done, you can flash the E-Gate nearby. You can make this E-Gate head to the Study by spinning the southwestern wheel, but keep it here for now. Head back through the E-Gate, take one of the logs, and return. (The logs are in the lower Jungle Exhibit, if you didn't get them earlier.)

Once you return, go east and onto the ship. There, lay down the log towards the west end, on the life ... circle-thingy... This will open a door to the east. Go through. You can flash a number of crows here to get some more Gold, and you can also open a chest to the east for a diamond.

Now, bring the E-Gate to the other side of the wall by spinning the southwestern wheel until the compass points north. Head into the Study.


~ Study ~

Here, grab one of the balloon fruits from the eastern wall. Essentially have it equipped, but don't blow on it or suck it down; just walk through the E-Gate.

~ Front Entrance ~

Float southward to the upper southeast corner. There, you'll see two gargoyles. Hit the southern one and he'll drop a book from his mouth! Now get to the southwestern corner via the nearby balloon fruit and land. There, shine the Dark-Light southward and reveal the gargoyle there, then hit him with the Strobulb. Quickly suck up another balloon fruit and get below for more gold!

Now, suck up the book that fell and go into the first E-Gate on the first floor.


~ Dark Age Exhibit ~

Insert the book into the north-central bookcase to reveal a diamond behind it! Take it!

Now, backtrack to the Study. Take another balloon fruit there and go through the E-Gates to the Jungle Exhibit.


~ Jungle Exhibit ~

Here, float up carefully to the northeastern corner - you probably want to avoid the spike-studded structures on the way, eh? There, don't get rid of the balloon yet - focus on the southwest corner and you'll notice a golden balloon plant there. Suck it up and get all of the gold coins from the rings - you need to work against their turning to make it in time! There are four rings totalling 37 Gold in all. If you make it, a chest will appear in the northeast corner of 2F with a gem!

Float back to the northwestern corner afterwards and go through the door.


~ East Balcony ~

Quickly flash the three golden frogs as you enter to gain 60 Gold! You can get 10 Gold total from the northeast and southwest bushes, and an additional 100 Gold from the chest, obviously.

Backtrack now to the Front Entrance. There, take the top-right E-Gate, get a balloon fruit, and go back through the gates to the Dark Age Exhibit.


~ Dark Age Exhibit ~

Use the balloon fruit to get up to the top of the area on the west side. Suck down the southwestern painting's cover, then Dark-Light those paintings for 20 Gold each. You can also suck off the northeastern painting's cover and Dark-Light it for 20 more Gold. Now, take a balloon fruit from nearby and float to the northeast corner - like, right on the bed.

Suck up the golden balloon fruit there. Fly to the left and get all of the gold coins to reveal a chest. As the coins' pattern could have told you, the chest contains a Boo for you to beat!

Now, go back to the Study again, get a balloon fruit, and take it to the Ice Age Exhibit (second ground-floor Front Entrance E-Gate).


~ Ice Age Exhibit ~

Here, float up to the southwest corner's upper floor and you'll see a golden balloon fruit if you look up to the north. You should know the deal by now - grab it and the resultant coins (you have way more than plenty of time) to get a chest. Open said chest for a diamond.

Geez, that's a lot of stuff we've done so far, huh? We're still not done, really, although it's just gold for a while now. Anyways, take a balloon fruit, go through the E-Gate, and head to the Ancient Exhibit (third gate on lower floor).


~ Ancient Exhibit ~

Here, float up to 2F's southeastern corner. There, you can walk along the path to get some gold - about 65 total. You can also get the chest in sight from there via another balloon flight for 53 Gold. Float up again with another balloon, now to the north-central portion of the area. Yup, it's another golden balloon fruit flight! This one continues the "against the flow" principle from the Jungle Exhibit's flight, but you have less time than you almost need, so perfection is pretty much required for the resultant gold.

Okay, that's finally it regarding these sidequests, I think. *phew!* Return to the Front Entrance area now and use the top-left E-Gate to get to the Space Exhibit.


~ Space Exhibit ~

Here, examine the telescopes and you'll begin fighting the Poltergeist!

This guy is going to be a little difficult to beat. The strategy is generally the same as the first time you encountered him in Gloomy Manor - you need to track his progress by what he throws from where, or, in this case, you can also look at the purplish-glowing stars. (Those are what he throws, by the way.) You may need to flash him once or twice - usually it seems to be a matter of luck with actually stunning him as opposed to just revealing him, so patience is key. You can use the rotating asteroid belt to dodge the attacks by running along it.

As time goes on and you do stun him, suck on him and use a fully-charged sucking attack - this will basically take off 1/3 of his health or more. Afterwards, he'll go into the big moon nearby and launch bombs at you. Again, you can run along with the asteroid belt's movement to the big gaps in the area, but also be sure to flash the green flies that come along. This boss will attack this way several times before returning to the stars.

After winning, suck up the yellow book that is dropped. Go through the E-Gate, then through the one to the east back to the Study, then place the book and go through the door.


~ Train Exhibit ~

Begin by defeating the ghosts nearby - there are two Strong Hiders that will hide in the consoles around the track, plus a Strong Sneaker. It's nothing you can't deal with, I hope!

After winning, look at the ground in the south-central part of the room. Notice how a piece of the track is missing? Use the Dark-Light to reveal it. A train will soon come by. Ride it and you'll get the thirteenth and final gemstone of Treacherous Mansion, and possibly even the game! You can also Strobulb the train in the southwestern corner for about 100 Gold.

Now, look into the train model in the center of the area. As you do so, focus in on the center and you'll see what you probably would expect - numerous Boos crowded around a painting of Mario! Soon, you are scared out of your wits by a Boo, and E. Gadd then calls to return you.





Treacherous Mansion: Mission E-4: Ambush Maneuver



  • Objectives:
    • Ambush King Boo, and rescue Mario
    • Escape the trap


So, it seems that we are able to get the Pixelator to beam us down into the mini-model of the Train Exhibit. Odds are, King Boo is there as well, so it's a good idea to strike - and with surprise, too!

~ Train Exhibit (Model) ~

Go due north and use the Dark-Light to reveal the front of the train. It will soon start running, popping some balloons and revealing some Boos in the process!

BOSS: Atomic Boo

A reference to Paper Mario: The Thousand-Year Door felt appropriate to me at this time. =P

After a short period of the time, the Atomic Boo will be split into ten smaller Boos. They will each be stunned, but not for long. To deal with those that you can, you need to first suck on their tongues with the vacuum. Focus now on the train - there are ten slots on it, two per car, into which Boos are meant to go. You need to pull back on the Boo and launch them in there. Initially, just flailing around will work, like back in the Secret Mine's boss, but soon precision is needed. In general, a tip is to aim ahead and be relatively constant in how much you charge the gauges, because that affects the speed the Boos go flying at.

You won't get all ten in the first time, nor are you really meant to. Soon, the Boos will awaken and turn invisible again. This time around, you have to find them with the Dark-Light before launching, but keep an eye out. Any kind of sparkling, white sphere means that a Boo is preparing to tackle you - given their width, you may as well just give up with your current Boo and move aside.

Soon, the Atomic Boo will regroup. This guy will primarily just body slam the ground, hoping to incidentally hit you. To deal with this, you can stun him with the Dark-Light like any other Boo, suck on his tongue, then launch him. In this case, you want to fire for the front of the train so that the train will drill into the Boo, like at the start, and force another schism to erupt between them, making things easier on you.


After all ten Boos are captured, E. Gadd notes our lack of success in our ambush and opts to take you out... Of the area, of course! >_>;




Treacherous Mansion: Mission E-5: Paranormal Chaos



  • Objectives:
    • Inspect the Terrance
    • Capture all of the ghosts before it is too late!


Soon after having beaten the Atomic Boo back at the Train Exhibit, it seems that the Parascope began detecting something at the Terrace... Something distorting our very dimension, whatever that means. In effect, a portal has appeared on the Terrace, a paranormal one at that. It will be marked on the map.

E. Gadd thinks that the Dark Moon fragment may be beyond there - and perhaps Mario and King Boo, too!


~ Inner Courtyard ~

While our first priority probably should going to the Terrace, there's something lacking from this mission... Ah, yes, our Boo. If you want to get it, first spin the staircase so that you can get to the upper southwest ledge, if it isn't like that already. Go inside, then through the northernmost westbound door.

~ Aviation Exhibit ~

Here, shine the Dark-Light into the center of the room to find a Boo. Defeat him as usual so we can leave. Note that you can pull off the weights from the balloon to get a gemstone that you could've gotten in Mission E-3, by the way. Return to the Inner Courtyard.

~ Inner Courtyard ~

Descend to the bottom of the staircase and spin the rotor with your vacuum so that the end of it is at the northern ledge. Once such has been done, ascend to the top and go through the door.

~ Terrace ~

As you enter, you'll see King Boo appear and summon a portal in front of you. He leaps into it, summoning a vast army of strong ghosts into the area. That's not exactly good. E. Gadd will call afterwards, noting that the vast amount of new ghosts threatens our dimension, so we must defeat them all!

He will send you the locations on the way, in a manner akin to the speed-run missions, although these ain't random - or I got the same order twice. First up are the Space Exhibit and the Nautical Exhibit. We'll take the latter first. And, remember, this is timed - don't screw around, just go!

Return to the previous area and rotate the staircase so that the end allows you onto the southeastern ledge. Go through the door there and through the southeastern door.


~ Nautical Exhibit ~

Here, you'll deal with a bunch of Slammers, Strong and basic. They are not much to deal with - just get a bunch of them together and suck their brains out. You know, the usual.

Afterwards, use the E-Gate nearby and go west and through the next one.


~ Space Exhibit ~

Not much here, either - just some Strong and basic Greenies. Hopefully you can deal with these, because there's not much worth noting. However, there are the shielded Greenies, but you should be using the Power Gauge regardless, so it matters not.

After this, two more areas get ghosts: the Ice Age Exhibit and the Jungle Exhibit. Go back through the E-Gate, downstairs, and through the rightmost gate.


~ Jungle Exhibit ~

There's not much here but a Strong Gobber. Go west and up onto the orange flower to reach the upper area. There, head to the right and you'll see the fat guy. Here, I recommend deviating from the normal strategy. Instead of stun-suck-dodge, just stun and give it a full-power suck. You'll likely be hurt, but it only takes three to win here.

Afterwards, two more areas will get ghosts: the Dark Age Exhibit and the Ancient Exhibit. Go to the right and use the vine, get down, and go behind the waterfall. Use the E-Gate and go into the second one on the bottom, the Ice Age Exhibit, whose timer has been running this whole time.


~ Ice Age Exhibit ~

Here, you'll find some Strong Sneakers. They're not much to deal with, really - given the tight space, you're likely to get a lot in one grip. However, don't bother with the Power Gauge as much here - sure, use the first-level charge, but beyond that and you're risking getting scared and such.

As you go along, two more areas get ghosty: the Kitchen and the Restrooms. We'll deal with those later. For now, get into the E-Gate and into the opposite one.


~ Dark Age Exhibit ~

Nothing much here but some Strong Greenies wielding shields-and-swords. The way to screw up here is to get impatient. Trust me, you have some time to get through the rest of the areas unless you've been, well, screwing around. Just wait for them to miss, then stun-'n'-suck.

Next area should be the Ancient Exhibit. Go back through the E-Gate and into the third one, the sandy one.


~ Ancient Exhibit ~

Deal with the mummied two Greenies that appear - ideally, stand in front of a torch, stun them, and get out of the way. This way, the cloth on them is burned off, saving you some time and letting you get them both. Then you have more to deal with that summon whirlwinds, but that's nothing, really.

Now, go along the path to the right and outside into the hall. Go along the westbound hall and into the first door on the north side you see.


~ Restrooms ~

Nothing much here, just some Creepers. I found two smaller ones - those you can just suck up after stunning. The big one will require a charged one, but only use a first-level charge to save time. That's about it.

Now, exit and go west two areas to the Grand West. There, go into the first northbound door you see.


~ Kitchen ~

Here, you'll deal with three Strong Hiders. They'll be the most difficult group to catch so far. You need to really focus on finding multiple ones - they can reside in the fridge, oven, and sink, usually - and sucking them up. You can mash B at times to dodge attacks from the other one(s), but do so sparingly to keep the Power Gauge up. Alternatively, you can just focus on the one Strong Hider to lower the timer and make it a bit less full of pressure on you.

Afterwards, E. Gadd notices something in the Terrace again. Go south and east an area, upstairs, and north another. (Remember that you may need to re-spin the stairs!)


~ Terrace ~

To be honest, you'll find this battle more entertaining than difficult. You'll fight about two dozen ghosts - mostly Strong Greenies, but there are some Slammers and Strong Slammers, a few Strong Sneakers, and a Strong Gobber in there. You'll want to leave the Gobber for last. The others... Well, you mostly just can try to get a bunch of them in at once - the Power Gauge will suffice pretty well. Odds are, you'll sustain a lot of damage in this blatant tactic - I lost around 200 my first time through - but the Power Gauge will suffice in giving off a lot of hearts.

So just let loose, really. E. Gadd will call you back to the Bunker when you're through.





Treacherous Mansion: Mission E-6: Stop the Knightmare



  • Objectives:
    • Retrieve the Dark Moon piece


Everything now points to the Terrace. King Boo has gone and hidden in there for an otherwise arbitrary reason, hordes of ghosts have been unleashed from there - they have to be protecting something. The Parascope is lost as to where the Dark Moon fragment can be; the only solution is the portal on the Terrace itself!

And Mario, of course!


~ Terrace ~

Hey. It's a portal.

Hey. It's sucking you in.


~ ??? ~

On the other side, Luigi glances around and spots the Dark Moon fragment in the hands of a knight nearby. Well, convenience always comes at a price - approach and examine the knight to find out what I mean.

BOSS: Knight Army

Okay, I'll be honest. You should know how to defeat this guy. Not because it's simple - numbers can surpress even skill - but because you've done something similar before. Think back to Mission E-1, where you saw that knight in the well possessed by the Greenie. What did you do? Why, you sucked the carpet out from under his feet!

The same strategy applies here. The knights are limited to short-range combat, so escaping their attacks is not going to be hard. The main difficulty is in getting them all on the same carpet - yes, you have the suck the same carpet out from under all of the knights at the same time. This is also not hard - you can just run circles around them, really, until they do this, since they home in on you.

You'll do this against two knights the first time, and three the second time. After each successful attempt, the Possessor will leave the knights, unite, then try tackling you. Dodge it, then stun and suck on him.


The third part of the battle is a bit different. The Possessor will leave and head outside, splitting into four on the way. It will possess a massive knight outside, one Possessor per limb. Oh. Crap.

Well... Okay, the falling debris and the sword are easy enough to dodge, so I shouldn't have to deal with that. Your goal for now is to get the knight's feet onto some carpet - both feet. Not the same carpet, though, luckily. To facilitate this, run around one of the knight's feet. Either one will work. Eventually, the boss will try to step on you - when he lifts his foot, try to be on one of the rugs when he steps down. Get this to work with the other foot.

Now pull the carpets one by one. This will cause the boss to fall over backwards, crashing violently on the ground. This will release the Possessor as well, causing it to unite.

This final fight with the Possessor will be a little harder. When it tackles, there will be some bolts of electricity running alongside him. This means you could easily be hit, and being hit almost assures that you won't be able to stun-'n'-suck the boss. So, instead, look carefully at the boss's orb and try to figure out where he's going to tackle. Get behind him and follow him for the duration of the tackle. You'll be unhurt, but he'll be stunned, leaving his fate in your hands.


After winning, the Dark Moon fragment will be released. Run over to it and you'll manage to stuff it in your pockets - the final Dark Moon piece is now yours! E. Gadd will then call through the dimensional portal, somehow, congratulating you and opting to eject you from the area - again, somehow. As if he has a Pixelator camera over here. *rolls eyes*

Okay, technically the game will progress straight to the next mission, which it will. To keep things straight in the walkthrough, Mission E-7 is below this, although you can't get to it until the game is won. So, if you're looking for what's after Luigi's return, click on this link -- King Boo's Illusion: Mission F-1: A Nightmare to Remember





Treacherous Mansion: Mission E-7: Terrifying Invasion



  • Objectives:
    • Capture all of the ghosts as soon as possible!


As usual, you'll need to get the Boos from the previous missions - E-1 through E-5 - to access this mission. You'll also need to finish the game, I guess, technically.

~ Front Entrance ~

You should know the deal by now regarding these - it's random and I can't help. I still have the usual tips:

  • Use the E-Gates, for goodness sake...
  • Liberally abuse the Power Gauge
  • Try capturing multiple ghosts at once

I know, they're generic, but they still work. I mean, they got me to do this in four minutes and twenty-five seconds.


King Boo's Illusion


You'll progress from Mission E-6 straight to Mission F-1 without a break. That's also the only misison of the "F" set, so there's no point in the sectional flowchart.

Anyways...




King Boo's Illusion: Mission F-1: A Nightmare to Remember



  • Objectives:
    • Defeat King Boo!


Wait a minute. Where's Luigi? Only the Dark Moon fragment returned...

Spoiler. Highlight text to view

Luigi falls into an unknown dark area, with the cackling of King Boo surrounding him as windows appear, revealing the shadow of King Boo. All Luigi gets is scared and confused in the meantime as he spots the painting of his dear brother, Mario. He reaches out to it and King Boo snatches it aside.

It seems that Luigi and King Boo have some prior acquaintance, though what it is I can't guess - maybe the original Luigi's Mansion that I never played. It seems that King Boo has escaped from his eternal entrapment within that painting. He admits to breaking the Dark Moon, and to taking all of the ghosts of Evershade Valley under his control - all for eventual world domination. But first, murder!

He charges up the jewel on his head and Luigi can only look away from the bright light. The area around is electrified, and the battle begins.


FINAL BOSS: King Boo

The first part of this battle is kind of easy. Imagine the first part of the final boss to Yoshi's Island with more of a physics trend.

If you haven't played it, then just read. Three spiked balls will drop down from the ceiling onto the field. This battlefield will shift with the balance of weight, primarily yours, as it moves around. This will generally roll the balls towards you. Obviously, then, your goal would be to outrun King Boo and the balls, right?

King Boo, however, will shift things up by ground-pounding the area, sending the balls into the air. They will soon come down, as marked by the shadows on the ground. As you can probably guess if you've played other Mario games, King Boo will follow you if you don't look at him, and will stop if you do. Therefore, you can lure him to one of those shadows, look at him, and wait for him to be bashed on the head! Once such has happened, begin vacuuming! Do liberally use the Power Gauge in this part, but be sure to jump around when needed.


We're not done yet, though. King Boo will escape the vacuum and tilt you into a mansion.

This becomes a type of escape run, somewhat like the final boss to New Super Mario Bros. Wii, if I remember right. (Yay, more analogies! =P) Anyways, for this, King Boo will be running along behind you. He will take off 20 units of your health if you touch him, and that's not good. Luckily, you run slightly faster than he does, but he has a trick up his sleeve.

Firstly, there are already a number of obstacles in the mansion - desks, falling pillars, what-have-you. As you go along, these will impede you and you have to run out of the way of them. Simple enough, I suppose. However, keep an eye out ahead and King Boo will zap some to make them suddenly do something - like extend how far they can block you - to mess up your strategy. You'll probably get hit a few times during this sequence and others, but there are plenty of hearts and stuff to keep your gauge fine - just don't delve off too much for the gold bars unless you're really looking for a three-star ranking.

The next bit will turn the camera top-down. For this sequence, King Boo will start transforming bits of the area into snowy areas that greatly slow you down. Try to keep your eyes ahead to avoid them, but, again, you'll be hit several times.


After you slide out of the mansion, the third part will begin. This is just a repeat of the first part with arbitrary ways to increase difficulty. For example, the spiked balls can now vary in size, King Boo can transform some tiles into snow, ice, or sand to inhibit your movement (ice just is slippery, not slowing), and frogs can fall instead of spiked balls.

Likewise, the fourth part follows the same general idea as the second. Of course, this time there are other obstacles. For example, you will find that the mansion will go dark at points, meaning you need to navigate by the flashlight. Additionally, there is a big ice field... Stuff like that. It's easy enough to do, but you will be hit a few times. Luckily, there are more than enough hearts to deal with that.

The fifth phase is finally a repeat of the third, but with more difficulty, primarily in King Boo's tendency to transform the terrain in ways that you are almost certain to have to deal with. He can also use lightning as a direct attack - be sure to run to a tile that doesn't glow to avoid being hurt! Beyond that? Eh, you got it. ;) Trust me, it's a lot easier this time around for some reason.


After you beat the guy, go grab the jewel that was atop King Boo's head and enjoy the ending! Hopefully you can guide yourself through the rest, though I should say this just in case you get stuck: "press the Y Button".

CONGRATULATIONS! You have beaten the main storyline of Luigi's Mansion: Dark Moon!!





Three-Starring Missions

Introduction (READ!)

Prepare for a lot of numbers...

They're the best way to try and get my point across.

Also, read this section in full. Like from the Three-Starring Missions header all of the way down to the Gemstone Hunting section. Got that? It makes things a lot less confusing later on.


As one may have only been able to guess, your performance during a mission is based off of four quantities - your treasure earned, your health lost, your ghosts captured, and your time spent in the mission. As these quantities improve -- in other words, more treasure, more ghosts, less lost health, and less used time -- your ranking in a mission will also improve. These rankings are represented by stars - one star is poor, two stars is good, and three stars is the best, and the purpose of this section.

Of course, figuring out the set of points to satisfy a certain set of conditions for a given rank is pretty difficult, as you have four different variables (time, health lost, ghosts, treasure). That would be equivalent to graphing in a four-dimensional Cartesian graph, with the four dimensions being length, width, depth, and time. So, yeah, hard to even conceive in a world (not to mention a console) typically stuck on perceiving the first three dimensions that make up space.

Luckily, a few users on GameFAQs have found a formula that is used in determining your star ranking, based on several thresholds. Credits go to STL1989, sausage948, capndrake, Vallu, and Zalder for that info (sorry if I spelled your names wrong; darn handwriting). The formula is below, albeit slightly altered to make the order of operations more friendly. The result of the first formula will get you a score, used later on.



      (A × 120) - (B × 6) + C - D

           • Variable "A" = Number of ghosts captured
           • Variable "B" = Amount of health lost
           • Variable "C" = Amount of treasure gained
           • Variable "D" = Time spent in the mission, in seconds
                           (missions typically show an HH:MM:SS format)


      To calculate your time (variable D),  

           seconds = (3600 × hours) + (60 × minutes) + seconds


      To auto-calculate on Windows Calculator, you can substitute the proper variables and
      copy-and-paste the below string AFTER substitution, then click "=" or hit "Enter".
      Microsoft Excel can do something similar if you begin the string with "=".

           (A*120)-(B*6)+C-D

Now, numerous things can be found by simply looking at this. Each thing has a certain value with regard to the others in equivalency, meaning that certain things should be prioritized. Perhaps some math would be better. (Note that a negative in a stat that constitutes a loss - such as -20 in health - means that would technically be equal to gaining 20 health, although that won't help. In other words, if a gain results in a negative having a negative, it's pretty much null and void for the game.) And, finally, results are rounded to the nearest ten-thousandth.

This Thing... ... Equals So-Much of These
Ghosts: Health Lost: Treasure: Time
1 Ghost 1 -20 120 -120 sec. -2 min.
1 Health Lost -0.05 1 -6 6 sec. 0.1 min.
1 Treasure 0.0083 -0.1667 1 -1 sec. -0.0167 min.
1 Second -0.0083 0.1667 1 1 sec. 0.0167 min.
20 Ghosts 20 -400 2,400 -2,400 sec. -40 min.
100 Health Lost -0.8333 100 -600 600 sec. 10 min.
1,000 Treasure 8.3333 -166.6667 1,000 -1,000 sec. -16.6667 min.
30 minutes (1,800 sec.) -15 300 -1,800 1,800 sec. 30 min.

Okay, so this means several things - as examples...

  • For every two minutes you spend in a level, to break even score-wise...
    • You have to find one ghost or find 120 treasure
    • Cannot lose any health

  • For every 20 health you lose in a level, to break even...
    • You have to find one ghost or find 120 treasure
    • Or you can find a way to shorten the mission by two minutes

Now, given the unit values in the top half of the table above, you can quickly see one thing. Whenever it comes to ghosts, ghosts will prevail in their value much more -- they are worth 120× more than one unit of treasure, and one ghost can undo 20 lost health or two minutes. Now, the unit values do not sound like much, obviously - oooh, 1 second is equal to 1/120 of a ghost, oooh! Hence the lower half, to give more reasonable things on a per-mission basis. See how things can quickly screw each other over?


Thresholds

Okay, math aside for now. Now, do you remember that formula we detailed in depth in the previous section? The end calculation of that will give you a value. This value will be used so as to determine your score. There are two thresholds it must pass to give you certain ranks: one for a two-star ranking, and one for a three-star ranking. Obviously this section does and only will concern the latter.

Now, when you think about these thresholds, keep in mind we haven't actually applied any true meaning to them yet. They're a general indicator of your performance and, if you pass these, you'll get a three-star ranking.

Also note that these have not been yet narrowed down to more exact values at this time. The use of the methods in the next few sections will definitely help me if you're mathematically inclined, however - since we define three variables, using the one that is not defined to get the score is pretty easy.


Mission 3-Star Threshold Mission 3-Star Threshold
Mission A-1 1,000 Mission B-1 1,100 ~ 1,400
Mission A-2 1,700 ~ 2,000 Mission B-2 1,800 ~ 2,200
Mission A-3 500 ~ 800 Mission B-3 500 ~ 600
Mission A-4 1,300 ~ 1,400 Mission B-4 1,500 ~ 2,000
Mission A-5 (-200) Mission B-5 1,400
Mission A-6 2,100 ~ 2,400 Mission B-6 (-600) ~ (-200)
Mission A-7 1,100 ~ 1,400 Mission B-7 1,400 ~ 1,500
Mission 3-Star Threshold Mission 3-Star Threshold
Mission C-1 1,900 ~ 2,000 Mission D-1 2,200
Mission C-2 2,700 ~ 2,800 Mission D-2 1,400 ~ 1,500
Mission C-3 1,200 ~ 1,400 Mission D-3 1,000 ~ 1,300
Mission C-4 200 ~ 500 Mission D-4 100
Mission C-5 2,900 ~ 3,400 Mission D-5 2,000 ~ 2,100
Mission C-6 2,100 ~ 2,500
Mission C-7 2,000 ~ 2,300
Mission 3-Star Threshold Mission 3-Star Threshold
Mission E-1 1,900 ~ 2,300 Mission F-1 200
Mission E-2 2,500 ~ 2,900
Mission E-3 800 ~ 1,600
Mission E-4 200
Mission E-5 6,600 ~ 7,000
Mission E-6 (-400) ~ (-200)
Mission E-7 2,100 ~ 2,600


Applying the Formulae

Now, question is, how do we apply them? We have the formulas, we have the thresholds to meet, but that's pointless if you and I cannot actually give reason to them being here or attain them, right? Well, I've come up with two methods to do so - a Completionist Method and a Speed-Run Method. Each method will have its own characteristics...


  • The Completionist Method will use the highest number of ghosts and treasure I' - just I, not anyone else - have gotten in the mission ever, hence making it completionist. Note that Boos and Gems won't count for or against you, so they waste time!'' At that point, I assume you are able to get by with zero health lost total, and I give you a time to beat the mission in.

  • The Speed-Run Method will assume you get nothing really out of the way. In other words, since some things in the speed-run would not be preserved by records, I will run a speed-run through each mission. I name off the time I had during it, name off the number of ghosts I got (pretty much always mandatory ones), assume you have zero health lost, and therefore that will leave one variable undefined -- treasure. Obviously a lot of the treasure is covered in the Dark Moon Quest Walkthrough, so it won't be hard to read along and find out the biggest treasure troves along the path. The minimum amount of treasure will be named for you to get.

Now, as you can see, I have provided methods to give you 3-Stars on a mission by giving you three set variables and one more to beat - those "to beat" variables currently are time and treasure. Trying to make a health-based one is nigh impossible, and the ghosts tend to be almost always mandatory. So then, if you somehow can help me define the various parameters for those, feel free to e-mail me in the Legalities section.

So, without further ado, here comes the methods.



Completionist Method

To note the characteristics of the Completionist Method again...


  • Ghosts and Treasure amounts are defined by my current highest records
  • Health lost is assumed to be zero
  • Time is the variable you must beat

The unit values for time are below. This is noteworthy in case you can want to try cutting down the time counter to something more reasonable (though the conditions listed below are oddly very reasonable, most of the time).

  • One ghost effectively adds two minutes to time, which is good
  • One unit of treasure effectively adds one second, which is bad
  • One health lost effectively adds six seconds, which is bad

If details end up taking multiple rows, this is because the exact three-star threshold is not yet known, and therefore listed are the approximate minimum and maximum times. ("Low" and "High" reference the thresholds, by the way, not the times themselves.)

Now, some tips on completing them this way...


  • Always use the Power Gauge liberally; more gold means more saved time
  • Know a place with some gold on the way? Get it; if you get even a bar of gold for 5 seconds of your time, you basically earn 15 seconds
  • Practice makes perfect; knowing where to go saves a lot of time, as does skipping scenes
  • Only side-track for relatively large sums of gold - it's pointless in going there for 5 Gold if it wastes more than 5 seconds
  • Ghost-wise, Creepers seem to count as two if you get caught and split them up before capturing them. That's a lot of extra time earned when you think about some missions with lots of Creepers...

Mission Ghosts Health Lost Treasure Your Time To Beat
Mission A-1 6 0 1,121 14 minutes, 1 seconds
Mission A-2 17 0 1,525 31 minutes, 5 seconds (low)
26 minutes, 5 seconds (high)
Mission A-3 9 0 948 25 minutes, 28 seconds (low)
20 minutes, 28 seconds (high)
Mission A-4 15 0 1,563 34 minutes, 23 seconds (low)
32 minutes, 43 seconds (high)
Mission A-5 8 0 929 34 minutes, 49 seconds
Mission A-6 1 0 226 [Negative time; needs more treasure]
Mission A-7 20 0 689 33 minutes, 3 seconds (low)
29 minutes, 3 seconds (high)
Mission B-1 11 0 925 19 minutes, 5 seconds (low)
14 minutes, 5 seconds (high)
Mission B-2 20 0 1,746 39 minutes, 6 seconds (low)
32 minutes, 26 seconds (high)
Mission B-3 11 0 1,503 38 minutes, 43 seconds (low)
37 minutes, 3 seconds (high)
Mission B-4 18 0 989 27 minutes, 29 seconds (low)
19 minutes, 9 seconds (high)
Mission B-5 17 0 1,160 30 minutes, 0 seconds
Mission B-6 6 0 60 23 minutes, 0 seconds (low)
16 minutes, 20 seconds (high)
Mission B-7 24 0 335 30 minutes, 15 seconds (low)
28 minutes, 35 seconds (high)
Mission C-1 13 0 1,665 22 minutes, 5 seconds (low)
20 minutes, 25 seconds (high)
Mission C-2 24 0 1,993 36 minutes, 13 seconds (low)
34 minutes, 33 seconds (high)
Mission C-3 14 0 1,469 32 minutes, 29 seconds (low)
29 minutes, 9 seconds (high)
Mission C-4 6 0 327 14 minutes, 7 seconds (low)
9 minutes, 7 seconds (high)
Mission C-5 23 0 1,829 28 minutes, 9 seconds (low)
19 minutes, 49 seconds (high)
Mission C-6 31 0 1,375 49 minutes, 55 seconds (low)
44 minutes, 55 seconds (high)
Mission C-7 25 0 701 28 minutes, 21 seconds (low)
23 minutes, 21 seconds (high)
Mission D-1 12 0 1,697 15 minutes, 37 seconds
Mission D-2 11 0 1,384 21 minutes, 44 seconds (low)
20 minutes, 4 seconds (high)
Mission D-3 12 0 1,483 32 minutes, 3 seconds (low)
27 minutes, 3 seconds (high)
Mission D-4 1 0 60 1 minutes, 20 seconds
Mission D-5 21 0 648 19 minutes, 28 seconds (low)
17 minutes, 48 seconds (high)
Mission E-1 12 0 1,976 25 minutes, 16 seconds (low)
18 minutes, 36 seconds (high)
Mission E-2 19 0 2,461 37 minutes, 21 seconds (low)
30 minutes, 41 seconds (high)
Mission E-3 21 0 2,594 71 minutes, 54 seconds (low)
58 minutes, 34 seconds (high)
Mission E-4 0 0 0 [Impossible; need treasure]
Mission E-5 51 0 2,840 37 minutes, 20 seconds (low)
30 minutes, 40 seconds (high)
Mission E-6 1 0 0 8 minutes, 40 seconds (low)
5 minutes, 20 seconds (high)
Mission E-7 21 0 575 16 minutes, 35 seconds (low)
8 minutes, 15 seconds (high)
Mission F-1 1 0 220 2 minutes, 20 seconds


Speed-Run Method

Let us recall the characteristics of the speed-run method...


  • Ghosts and time are as determined by a speed-run I run at the time of documentation
  • Health loss is assumed at zero
  • Treasure earned is the variable to beat

The unit values for treasure are below. This is noteworthy in case you decide to go for more treasure, or cannot do so and want to opt for an alternative - ghost-catching, evasiveness, or speed-running, respectively.

  • One Ghost caught is a gain equal to 120 Treasure
  • One health point lost is equal to a 6 Treasure loss
  • One second used is 1 Treasure lost

If details end up taking multiple rows, this is because the exact three-star threshold is not yet known, and therefore listed are the approximate treasures.

Additionally, some values listed here are negative for the "Treasure to Beat" column. Unlike the previous method, that's a good thing - it means meeting or beating the conditions associated with that value automatically will guarantee the three-stars, so long as they remain met. Such numbers have been bolded for your convenience.

Now, some tips...


  • Always use the Power Gauge liberally; more gold means more saved time
  • Know a place with some gold on the way? Get it; if you get even a bar of gold for 5 seconds of your time, you basically earn 15 seconds
  • Practice makes perfect; knowing where to go saves a lot of time, as does skipping scenes
  • Ghost-wise, Creepers seem to count as two if you get caught and split them up before capturing them. That's a lot of extra time earned when you think about some missions with lots of Creepers...

Mission Ghosts Health Lost My Current Speed Record Treasure To Beat
Mission A-1 6 0 3 minutes, 7 seconds 502
Mission A-2 16 0 7 minutes, 7 seconds 207 (low)
507 (high)
Mission A-3 6 0 2 minutes, 40 seconds -60 (low)
240 (high)
Mission A-4 11 0 4 minutes, 56 seconds 276 (low)
376 (high)
Mission A-5 7 0 8 minutes, 34 seconds -526
Mission A-6 1 0 5 minutes, 56 seconds 2,336 (low)
2,636 (high)
Mission A-7 19 0 3 minutes, 42 seconds -958 (low)
-658 (high)
Mission B-1 11 0 5 minutes, 55 seconds 135 (low)
435 (high)
Mission B-2 19 0 6 minutes, 36 seconds -84 (low)
316 (high)
Mission B-3 9 0 7 minutes, 7 seconds -153 (low)
-53 (high)
Mission B-4 17 0 6 minutes, 25 seconds -155 (low)
345 (high)
Mission B-5 16 0 6 minutes, 46 seconds -114
Mission B-6 5 0 6 minutes, 35 seconds -805 (low)
-405 (high)
Mission B-7 21 0 5 minutes, 45 seconds -775 (low)
-675 (high)
Mission C-1 12 0 5 minutes, 24 seconds 784 (low)
884 (high)
Mission C-2 18 0 5 minutes, 50 seconds 890 (low)
990 (high)
Mission C-3 13 0 8 minutes, 8 seconds 128 (low)
328 (high)
Mission C-4 6 0 4 minutes, 22 seconds -258 (low)
42 (high)
Mission C-5 22 0 11 minutes, 41 seconds 961 (low)
1,461 (high)
Mission C-6 30 0 7 minutes, 50 seconds -1,030 (low)
-730 (high)
Mission C-7 25 0 5 minutes, 12 seconds -688 (low)
-388 (high)
Mission D-1 8 0 5 minutes, 25 seconds 1,555
Mission D-2 8 0 7 minutes, 7 seconds 867 (low)
967 (high)
Mission D-3 12 0 10 minutes, 37 seconds 197 (low)
497 (high)
Mission D-4 1 0 4 minutes, 48 seconds 268
Mission D-5 21 0 5 minutes, 43 seconds -177 (low)
-77 (high)
Mission E-1 11 0 6 minutes, 33 seconds 973 (low)
1,373 (high)
Mission E-2 15 0 9 minutes, 52 seconds 1,292 (low)
1,692 (high)
Mission E-3 10 0 7 minutes, 26 seconds 46 (low)
846 (high)
Mission E-4 0 0 3 minutes, 33 seconds 413
Mission E-5 51 0 11 minutes, 38 seconds 1,178 (low)
1,578 (high)
Mission E-6 1 0 3 minutes, 14 seconds -326 (low)
-126 (high)
Mission E-7 21 0 4 minutes, 25 seconds -155 (low)
345 (high)
Mission F-1 1 0 6 minutes, 15 seconds 455





Gemstone Hunting

Introduction

^sr2|Sorry about the *really* shoddy faceting...

One of the main sidequests in Luigi's Mansion: Dark Moon pertains to that of hunting down the various gemstones. Each mansion in Evershade Valley is associated with some type of precious gem - rubies, emeralds, what-have-you. They are not required for progress in the game... but they're so shiiiiiiny! =P

Each mansion will have 13 gemstones of a particular variety (again, rubies, emeralds, etc.). The shapes themselves are standardized so that you have one mushroom-shape in each mansion, one diamond-shape in each mansion, and so on. These are listed below in at least an approximate order to how the game lists them. As official descriptions for the gems are rather lacking beyond their sprites, please excuse my rather generic (and repetitive for some) names for them - again, they should be in the order the game lists them, which also somewhat coincides with the order in which you'll play through the missions.

Also, to clear up one thing about shape nomenclature: just look at the picture nearby. Those are relatively basic diagrams of the gems as per their pictures in the Vault. Names are given with respect to order (i.e. third gem of second row corresponds to the third name of the second row). Colors are irrelevant; I just like it better that way. =P

So, what the point to collecting these objects? Well, other than the fact that you are given them as a direct sidequest, you can also get statues with them. When you collect all 13 jewels from a particular area, visit E. Gadd's Vault. There, examine the gem collection and "View Statue" will be at the bottom of the screen of a particular area - tap it to see the statue. There are five different statues, one for each area. Collect them all!



Gloomy Manor Amethysts

Comprehensive Availability List

This box will briefly describe all of the missions I know these to be in. The descriptions further down tend to be mission-specific, though, mostly based my personal first find. The general idea should still work, though.


Gemstone Mission A-1 Mission A-2 Mission A-3 Mission A-4 Mission A-5 Mission A-6 (Boss)
Amethyst Circle YES YES YES YES YES NO
Amethyst Triangle YES YES YES YES YES NO
Amethyst Rectangle NO YES YES YES YES NO
Amethyst Oval NO YES YES YES YES NO
Amethyst Teardrop NO NO YES NO NO NO
Amethyst Octagon NO YES YES YES NO NO
Amethyst Diamond NO YES YES YES NO NO
Amethyst Star NO NO NO YES YES NO
Amethyst Rounded-Rectangle NO NO NO YES YES NO
Amethyst Ellipse NO NO NO YES YES NO
Amethyst Hexagon NO NO NO YES YES NO
Amethyst Vase NO NO YES YES YES NO
Amethyst Mushroom NO NO NO NO YES NO


Amethyst Circle: This particular gemstone can be found after grabbing the Strobulb. After doing so, enter the Mudroom (one room east of the entrance). Use the Strobulb to open the door at the right, then go outside and along the path to north. If you vacuum away at the tree to the northwest of the doghouse (R+X), you'll get the gem on the ground nearby.

Amethyst Triangle: Sometime after getting the Strobulb (i.e. A-1), go to the Front Yard. There, flash the flowers to the west of the stairs and one will release this amethyst.

Amethyst Rectangle: Zap the clock in the Parlor as early as Mission A-2; since you have to go there during Mission A-2 anyways...

Amethyst Oval: In the Studio area (as early as Mission A-2), you can aim the vacuum upwards and suck a bunch around the general northwest corner's windows for this.

Amethyst Teardrop: In the Entrance in Mission A-3, examine the right suit of armor. Then vacuum up the helmet it wore, blocking your hose. Go to the northwestern corner and press X to look up, then L to blow the helmet at the painting. Vacuum down the gem!

Amethyst Octagon: In the Dining Room (accessible in A-3), you'll find a safe on the ceiling. Use the Strobulb to blow it open for this.

Amethyst Diamond: In the Kitchen (accessible in A-3), open the fridge to find an ice block. Press R to get it on your nozzle, then walk over to the fire nearby to melt the ice block, which contains the gem!

Amethyst Star: Also first found in A-4, go to the west side of the Patio area. Reveal the door there and go through this linear "Under the Stairs" area to find yourself behind the aquarium. Use R+X to get the star.

Amethyst Rounded-Rectangle: At the Patio (first accessed in A-4), respawn a water feature with the Dark-Light to find the gemstone.

Amethyst Ellipse: In the Library, during A-4 or A-5, go ahead and shine the Dark-Light along the west side of the room. You should be able to respawn a globe. Suck on it and blow it against the wall (L Button) - this will release a gem.

Amethyst Hexagon: In the Study, after getting the Dark-Light Device, pull down the northwestern curtains, defeat the bats that appear, then use the aforementioned device on the painting.

Amethyst Vase: Shut up, I don't have anything more creative... Anyways, in Mission A-5, you'll go upstairs to the Rafters on 3F; this is a requirement, so you can't really miss it. There, as you cross into the southeast corner, head east to the dresser and use R+X to get the gemstone.

Amethyst Mushroom: In Mission A-5, proceed into the bedroom. Light the elongated web on the fan by opening the oven and spinning the fan; this will disperse a northeastern web. Go behind the paneling and vacuum for the gem.


Haunted Towers Emeralds

Comprehensive Availability List

This box will briefly describe all of the missions I know these to be in. The descriptions further down tend to be mission-specific, though, mostly based my personal first find. The general idea should still work, though.


Gemstone Mission B-1 Mission B-2 Mission B-3 Mission B-4 Mission B-5 Mission B-6 (Boss)
Emerald Circle YES YES YES YES YES NO
Emerald Triangle YES NO NO NO NO NO
Emerald Rectangle NO YES YES NO YES NO
Emerald Oval NO YES YES NO YES NO
Emerald Teardrop NO YES YES NO YES NO
Emerald Octagon NO YES YES YES YES NO
Emerald Diamond NO NO YES NO NO NO
Emerald Star NO NO YES NO NO NO
Emerald Rounded-Rectangle NO NO NO YES NO NO
Emerald Ellipse NO NO NO YES YES NO
Emerald Hexagon NO NO NO YES YES NO
Emerald Vase NO NO NO YES NO NO
Emerald Mushroom NO NO NO YES YES NO


Emerald Circle: After exiting the Greenhouse to the southwest, you'll see stairs in the western half of the Tower Lobby. Between them and the northern wall, if you go west, is the gem.

Emerald Triangle: In the Laboratories area, float up with one of those balloon thingies to the second level of the Laboratories - there is a second set of ledges in this room between the ground and the Lounge. On this ledge, walk to the northwest corner and you should fall into a cylinder; use R+X to get the gemstone.

Emerald Rectangle: During the course of Mission B-2 (linked to in the below description), you'll have to go to the Garden to fight off a Gobber, a Hider, and some Greenies. After fighting them off, use one of the buckets the Greenies wore, fill it up at the northern water spout, and water the southeastern flower. Flash it to find this gem.

Emerald Oval: Head to the Botany Lab, accessible as early as Mission B-2; see Haunted Towers: Mission B-2: The Pinwheel Gate for details. At the Lab, trigger the leak by revealing the southwestern roof pipe and then Strobulbing the red machine nearby. Get the bucket in the room and restart the machine, then fill the bucket with water. Water the northeastern dead flower and hit it with the Strobulb to get the gem.

Emerald Teardrop: Just above the Botany Lab is the Seedling Laboratory, also available in B-2. Just climb the big plant you can make there under the Green Ovals directions to go up there. To the north of where you enter should be some kind of viewfinder; go to it and shoot (L Button) the mouse that is moving around in the background to release the gem. Then press the B Button and go east, north, and downstairs to the gem.

Emerald Octagon: In Mission B-2, head to the Tower Lobby. There, head to the southwest corner. Spin the wheel nearby by sucking it with the vacuum, then reveal the pipes on the wall to the north. Go back downstairs and face the door, then face left. Use the Dark-Light to reveal a door. In this room, you'll see a spiky-ball plant growing. Use that to defeat the venus fly-trap nearby, revealing the chest with this gem.

Emerald Diamond: In the Hollow Tree area (first found in Mission B-3), you can grab one of the balls of spider web and light it on a torch. Go along the westbound 1F path on the map and you'll be able to reach the bucket at the end. Take it to the water in the main area, then go along the hidden (but not hidden on-map) eastbound path. Water the flower, then flash it for the gem.

Emerald Star: In the Old Graveyard (first found in B-3), you can basically look up and vacuum when you enter coming from the tree root to find this.

Emerald Rounded-Rectangle: In Mission B-4, progress along to the Skybridge area just past the Plant Nursery. There, pull down the rightmost of the hanging flowers for the gemstone!

Emerald Ellipse: Im Mission B-4, in the Rumpus Room, there is a big doll watching you... Run around it several times counterclockwise to screw off it's head, revealing a gem.

Emerald Hexagon: In Mission B-4, in the Solarium, use the Dark-Light on the table near the entrance to find the chest containing a gem.

Emerald Vase: For this, you need to reach the Conservatory - mandatory in Mission B-4 at least. There, float up with a balloon plant to the upper southeast corner. Use the Dark-Light to respawn the door there, then enter. Inside, you'll need to get all of the red coins in 15 seconds. Simply loop around the outside counterclockwise, then at the last coin of there, go southeast and into the inner ring. You should finish in time.

Emerald Mushroom: In the West Bathroom (you are forced in here in Mission B-4), you will notice a roll of toilet paper on the west side. Use the vacuum to pull it and there comes your 'shroom!


Old Clockworks Rubies

Comprehensive Availability List

This box will briefly describe all of the missions I know these to be in. The descriptions further down tend to be mission-specific, though, mostly based my personal first find. The general idea should still work, though.


Gemstone Mission C-1 Mission C-2 Mission C-3 Mission C-4 Mission C-5 Mission C-6 (Boss)
Ruby Circle YES YES YES YES NO NO
Ruby Triangle YES YES YES YES NO NO
Ruby Rectangle YES YES YES YES NO NO
Ruby Oval NO YES YES YES NO NO
Ruby Teardrop NO YES YES YES NO NO
Ruby Octagon NO YES NO NO NO NO
Ruby Diamond NO NO YES NO NO NO
Ruby Star NO NO YES YES NO NO
Ruby Rounded-Rectangle NO NO YES YES NO NO
Ruby Ellipse NO NO NO NO YES NO
Ruby Hexagon NO NO NO NO YES NO
Ruby Vase NO NO NO NO YES NO
Ruby Mushroom NO NO NO NO NO YES


Ruby Circle: In Mission C-1, head to the east side of the area past the gate. There, light up the time bomb southeast of the blocked bridge to get to the other side. Continue east to the end of another bridge; use the Dark-Light there to find the chest with this gem.

Ruby Triangle: When you first enter the Warehouse, there is a metal structure northeast of the entrance. If you put the various spools of cloth there (vacuum them up, bring them there, press X), you can unwind them for various rewards. Northeast of the structure, you can shine the Dark-Light to reveal a spool containing a gem!

Ruby Rectangle: In the Clock Tower Gate area, when you arrive from the room to the west, just face north and use the Dark-Light; you'll find the chest containing this gem.

Ruby Oval: In the Storm Cellar, found first in Mission C-2, suck down the wallpaper from above the bed, then Dark-Light the painting.

Ruby Teardrop: In the Canyon Hall, use the map to find an otherwise-hidden eastbound path near the north side of the area. This will go to the Canyon Stairs. There, go to the southeast corner, look up, and suck that ruby down.

Ruby Octagon: In the Quarry (first found in C-2), when you descend and head east, you'll see a mine cart. Pull it out a little - no more than twice, as three pulls screws it all up! Go east into the cave it was in and suck down the web to get the gemstone!

Ruby Diamond: In Mission C-3, go upstairs from the Warehouse. Go north and east and trigger the flash-bomb. Go into the room to the north, the Clockmaker's Chambers. Remove the rug from the floor and blow on the fan beneath until the digital clock nearby reads "9:00" - then beat the Greenie for the gem.

Ruby Star: In C-3, you have to do a pipe-crossing sequence in the Roundhouse (2F). After the first set, go east and south along another set. On its opposite side, go east, then south to find the toolbox containing this gem.

Ruby Rounded-Rectangle: After getting the key in C-3 that leads to the new portion of the Roundhouse, you'll go down in there and down some stairs. Go west at the bottom and you'll see the gem in an alcove above you to the north. Suck its web and itself down.

Ruby Ellipse: In Mission C-5, you'll reach the Gear Chamber at one point. Go to the bottom with the sand and shine the Dark-Light in the northeast corner to complete a path. Follow it to a door, which you should go through for another "???" puzzle. It's mostly another instance of following the coins, mostly. If you need help, begin by imagining it like a clock, with you at 6 o'clock. Go to 9 o'clock, then to the center and onto the thingie to the north that springs you across. Go west and along the path along to the next spring that brings you to 3 o'clock. Then go along the remaining trail to reveal a toolbox containing a gem.

Ruby Hexagon: In Mission C-5, you eventually hit the Maintenance Hub. There, ride along the chain to the other side, then unroll the bridge to the south. Walk off the next platform and head to the south-central part of the area. Shine the Dark-Light and you should be able to reveal a toolbox nearby with this ruby.

Ruby Vase: You have to wait until the very end of Mission C-5 for this. When you bring Toad to the Service Elevator area, suck him onto the end of the vacuum. Shoot him southward from the southeast corner. He'll pick up the ruby and 5 gold bars; approach him to gain the former.

Ruby Mushroom: When you enter the Movements area as part of Mission C-6, go to the west side of the room and vacuum down the ruby.


Secret Mine Sapphires

Comprehensive Availability List

This box will briefly describe all of the missions I know these to be in. The descriptions further down tend to be mission-specific, though, mostly based my personal first find. The general idea should still work, though.


Gemstone Mission D-1 Mission D-2 Mission D-3 Mission D-4 (boss)
Sapphire Circle YES YES YES NO
Sapphire Triangle YES YES YES NO
Sapphire Rectangle YES NO NO NO
Sapphire Oval YES YES YES NO
Sapphire Teardrop YES YES YES NO
Sapphire Octagon NO YES YES NO
Sapphire Diamond NO YES YES NO
Sapphire Star NO YES YES NO
Sapphire Rounded-Rectangle NO YES YES NO
Sapphire Ellipse NO YES YES NO
Sapphire Hexagon NO NO YES NO
Sapphire Vase NO NO YES NO
Sapphire Mushroom NO NO YES NO


Sapphire Circle: In Mission D-1, when you reach the Smokehouse area, shine the Dark-Light eastward. Around there, you should be able to reveal a towel. Pull it and its partner down to reveal a sapphire.

Sapphire Triangle: Immediately upon entrance into the Fishing Hut (first available in D-1), face west and suck stuff from the southwest corner to find a gem; be sure to suck
downward (R+B).

Sapphire Rectangle: In the Under the Ice area with Toad, first suck up Toad and launch him into the southwestern geyser of air. Follow him up to the next floor. There, suck Toad up and put him in the mine shaft to the north and he'll get the gem. Go down the ramp to the right to get it.

Sapphire Oval: In the High Wires area north of the Terminal, ride on one of those moving things to the left. At the other side, suck on the northwestern crows next for the jewel.

Sapphire Teardrop: In the Airway area, you should look through the binoculars nearby. Focus generally southwest and you should see some cave with air spewing out of it - a teardrop sapphire is in the cave. If you stare at it for long enough, a bat will pick it up, dropping it into a barrel near the elevator. Proceed along to there, which you basically will during the mission - examine the barrel to get it.

Sapphire Octagon: Upon your arrival in D-2, head to the Chalet Approach (south of the Chalet, outside). Remove the snow to the left, then Strobulb the grill to get some yummy, delicious ... chicken? I probably would've expected something more Italian than grilled chicken but, eh, me-sa hungry. With this flaming-hot chicken on the end of your vacuum, go east and south. Melt the ice off of the painting, then use the Dark-Light on the painting to get a sapphire!

Sapphire Diamond: In D-2 (or D-3), make your way to the Prospector's Crossing. (You can go from the Airway you must go to in D-2, ride the moving things, get off, and go east and south, or just backtrack along the path you followed in D-1 while you play D-2/D-3.) Anyways, on there, you need to head to the southeast corner. There, use the Dark-Light on the east wall to reveal a pickaxe. Spin it around and some wood will be spit out of the wall. Put both pieces on the ice nearby and walk onto the water and it'll shatter, releasing the sapphire from the throes of the ice!

Sapphire Star: In D-2/D-3 when you go to the Skip Slope area, you'll notice that it is ... well, a big slope. If you time it right and go left soon after getting the key - hold L to slow you down! - you may be able to bypass the gear barrier. If not, just use the E-Gate and try again to go through the gear (you can just hang left after getting the key) - it has an opening that lets you through to a sapphire! Again, you can use the E-Gate at the bottom if you screw up.

Sapphire Rounded-Rectangle: In the Shaft area you eventually go through in D-2, you'll have to manually move the elevator. Get to the bottom by blowing on the wheel with the L Button, then pull the chain nearby. Now suck on the wheel with the R Button and pay attention to the north wall - you'll soon see a gemstone in an alcove that you can suck down!

Sapphire Ellipse: In D-2, you eventually will trigger the conveyor in the Pit Mine to bring rocks to the Deep Hall area. Once such has been done, first grab one of the rocks you brought over here and light it in the southeastern fire. Then look at the ceiling with the X Button - hopefully the gemstone up there will light up with a targeting cursor. Launch the stone to free the gem, then grab it!

Sapphire Hexagon: In D-3, head to the Crossroads - since you have to go to the Airway, go one area west of the Airway to find it. Begin by going to the west side of the area via the E-Gate. There, shine the Dark-Light and you can reveal a crate. Once you've done so, you'll probably have to go back to the
other side of the E-Gate to suck up the Spirit Balls. Then go back to the other side of the gate to suck up the snow near the crate for the sapphire!

Sapphire Vase: In Mission D-3, you can (lengthily) backtrack your way to the Crystal Quarry where Mission D-2 ended. There, use the northern E-Gate and you'll return to the Chalet, bouncing on the bed below to reveal the vase-like sapphire.

Sapphire Mushroom: During the course of Mission D-3, you'll use the Gondola to warm up the wires frozen in the High Wires area. Also melt the tree in the northwest portion of the area and you can end up going to the main High Wires area, riding across once, and crossing the tree to an outhouse. Enter it and you'll be pushed into a simple minigame where you shoot snowballs at Hiders - just wait for the targeting cursor to appear and you'll be fine.


Treacherous Mansion Diamonds

Comprehensive Availability List

This box will briefly describe all of the missions I know these to be in. The descriptions further down tend to be mission-specific, though, mostly based my personal first find. The general idea should still work, though.


Gemstone Mission E-1 Mission E-2 Mission E-3 Mission E-4 Mission E-5 Mission E-6 (Boss)
Diamond Circle YES NO NO NO NO NO
Diamond Triangle YES NO NO NO NO NO
Diamond Rectangle YES NO NO NO NO NO
Diamond Oval NO YES YES NO YES NO
Diamond Teardrop NO YES YES NO YES NO
Diamond Octagon NO YES NO NO NO NO
Diamond Diamond NO YES NO NO NO NO
Diamond Star NO NO YES NO YES NO
Diamond Rounded-Rectangle NO NO YES NO YES NO
Diamond Ellipse NO NO YES NO YES NO
Diamond Hexagon NO NO YES NO NO NO
Diamond Vase NO NO YES NO NO NO
Diamond Mushroom NO NO YES NO NO NO


Diamond Circle: In Mission E-1, you eventually will go to the Underground Lab. After defeating the ghosts there, suck on the northern wheel until it points to the "+" sign. This will zap the knight's armor nearby and reveal a Boo. Defeat the Boo. Now, the knight's helmet also got shot off - suck it up. Head to the southeastern corner and face northward and up - you should be able to target and attack that bottle. Do so and you'll get the diamond.

Diamond Triangle: In the Haunted Catacombs of Mission E-1, on the east side (after the Underground Lab), go east, north, east, south, east, north, and east. There, you can use the Dark-Light on the portrait to reveal a ball of web. Light it on the lantern nearby, then go back some - go west, south, west, and north. You should see a wall covered in webs there. Light 'er up with the flaming ball of web to get a diamond!

Diamond Rectangle: On the east side of the Haunted Catacombs in Mission E-1, on the east side (after the Underground Lab), go east, north, east, south, south, and east to a hidden part of the Cliffside. There, you can see the gemstone hanging above to the south - suck 'er down.

Diamond Oval: When you get inside the Front Entrance area, upon entering, use the Dark-Light on the statue at the base of the staircase on the right side. You will be able to reveal a chain by doing so. If you pull it, you can make a safe appear. Flash it with the Strobulb and you'll fight a Super Slammer before getting a chance at the diamond behind it! After winning, grab the diamond.

Diamond Teardrop: In Mission E-2, you can find this in the Restrooms area. First go two areas east and one north of the Front Entrance. At the end of the westbound Grand East hall, you can shine the Dark-Light on the northern wall to reveal a door. Enter and pull the chain on the toilet to get a diamond.

Diamond Octagon: First get to the Ice Age Exhibition (Front Entrance, west twice, north once). There, suck and pull on the mammoth's trunk to get launched up high to the Gargoyle Roof. Up here, your primary goal is to get the star in the sky complete. To do so, you need the three missing stars. One is on the ground nearby. Another can be sucked down from the sky above with the vacuum as it flies by. The third is found in the southwestern gargoyle's mouth; flash him and he'll hand it over. To place the stars, just suck them onto the end of your vacuum, face northward, and press and hold the L Button when the targeting cursor appears.

Diamond Diamond: Heh. Anyways, once you get to the Dark Age Exhibit, examine the northern spiky thing to fight some ghosts. One of them is wearing a bucket. Once defeated, go to the west side of the Dark Age Exhibit and open the chest, then put that book into the case to the north. Activate the E-Gate behind it, go get the bucket, and go through the Gate. On the other side, use the E-Gate corresponding to the Jungle Exhibit (#4 - found behind the waterfall) and fill up the bucket at the waterfall. Then go to the Ancient Exhibit via its E-Gate (#3 - found by pulling on its statue multiple times) and water the southwestern flower on 1F by using the path to the right. Flash the flower with the Strobulb to get the gem. I won't go into more detail regarding the rest beyond that you have to follow the mission's course to get most of this stuff ready to do anyways. If you're having trouble, follow along with the mission here -- Treacherous Mansion: Mission E-2: Double Trouble

Diamond Star: During Mission E-3, you'll be given the chance to rotate the Inner Courtyard staircase. Do so and make sure you can access the southwestern ledge. Go into the hall there and use the northernmost westbound exit to the Aviation Exhibit. There, you can pull both of the weights from the hot-air balloon in the center of the room to get a gem - note, however, that you will fight three ghosts (all "Strong", two Greenies, one Hider) in the meantime.
(NOTE: In Mission E-5, you must use the Dark-Light to reveal the big balloon first!)'

Diamond Rounded-Rectangle: In Mission E-3, you'll have to go to the Study at some point. The room to the south of it is the Nautical Exhibit. There, you can deal with the ghosts by blowing on the window on the north side of the room, then fighting them. Flash the E-Gate nearby and go to the Front Entrance via it. You need to then get a log from the Jungle Exhibit (lower-rightmost E-Gate) and bring it through the E-Gates to the Nautical Exhibit (top-right). There, lay the log down on the ship on the east side, but on the back end of it where the life ... circle thingie is. This will open a door to the east. Go through and open the chest further east for the diamond.

Diamond Ellipse: After having cleared the Nautical Exhibit's ghosts (a description being in the previous paragraph), blow on the wheel in the southwest corner until the compass points to "N", bringing the E-Gate there. Go into the Study and activate the E-Gate on the southern wall, then suck up a balloon fruit. Go through the E-Gate and float to the southeast corner of the Front Entrance. There, Strobulb the southern gargoyle to get a book. Go down below via another balloon to get it, then use the lower-leftmost E-Gate. Once in the Dark Age Exhibit, insert the book into the north-central bookcase to find the diamond; you can suck it down.

Diamond Hexagon: You know that balloon fruit trick we used for the previous gem? You know, use the Nautical Exhibit's E-Gate by bringing to the Study as mentioned earlier? Bring the E-Gate to the Study, take a balloon fruit, and go through the E-Gates to the Jungle Exhibit (southeasternmost E-Gate). There, float up carefully to the northeastern corner - you probably want to avoid the spike-studded structures on the way, eh? There, don't get rid of the balloon yet - focus on the southwest corner and you'll notice a golden balloon plant there. Suck it up and get all of the gold coins from the rings - you need to work against their turning to make it in time! There are four rings totalling 37 Gold in all. If you make it, a chest will appear in the northeast corner of 2F with a gem!

Diamond Vase: Use the trick described in the previous paragraph, basically. However, you need to bring the balloon fruit to the Ice Age Exhibit and you'll find the balloon fruit in the southwest corner there. The coins generally appear in a line, but you have plenty of time to get them.

Diamond Mushroom: After clearing the ghosts from the Train Exhibit on Mission E-3, look at the ground in the south-central part of the room. Notice how a piece of the track is missing? Use the Dark-Light to reveal it. A train will soon come by. Ride it and you'll get the thirteenth and final gemstone of Treacherous Mansion, and possibly even the game!




Boo Hunting

Introduction

Like with hunting the gemstones, Boos themselves present a rather obvious sidequest. Your journey through Evershade Valley is centered around the idea that you should defeat the ghost menace and pacify them by completing the Dark Moon. Of course, are Boos themselves not ghosts? The very fact that they're metaphysical beings in pretty much every Mario game (think Super Mario Bros. 3 on the NES) should signify such.

And therefore, you may as well capture them, right? This is not necessarily like catching a ghost. First, you will need the Dark-Light Device, found in Mission A-4 as part of the plot. You can use this to reveal various things - one thing per most missions will correspond with a Boo you can capture. At that point, you need to find the Boo with said Dark-Light, which will stun it. You can then suck on its tongue - not that way, moron - and use the Power Gauge to launch him around the room.

This will result in a 3D-pinball thing, more or less - with each bounce off of a wall, the Boo will lose 1 HP of its total (can be 20 or more), also leaving a trail of gold behind. Eventually, with enough pounding on the walls, the Boo will sit there, stunned. You can suck him up and then finish the mission to bring him to the proper container in E. Gadd's Vault.



Gloomy Manor Boos

  • MISSION A-1:
    • Boo's Name: Boogie Woogie (a 60's and 70's era USA slang term meaning either to dance or to leave with the intention of going somewhere else)
    • Maximum HP: 20 HP
    • Location: Go into the Garage and, where there's normally a wheel in the northeast corner, shine the Dark-Light.

  • MISSION A-2:
    • Boo's Name: BaBoon (allusion to the animal, "baboon")
    • Maximum HP: 20 HP
    • Location: Go to the Mudroom east of the Entrance, which is where you'll find a table in the southwest corner missing. Reveal it.

  • MISSION A-3:
    • Boo's Name: Boo Boo (allusion to the childish word for "injury")
    • Maximum HP: 20 HP
    • Location: Head into the Studio and reveal the artist's easel there to find the Boo.

  • MISSION A-4:
    • Boo's Name: Unknown; probably just "Boo" (allusion to the famed enemy ghost from the Mario series)
    • Maximum HP: 20 HP
    • Location: Automatic capture at the end of the mission. See Gloomy Manor: Mission A-4: Visual Tricks for more.

  • MISSION A-5:
    • Boo's Name: Ooga Booga (allusion to a somewhat childish phrase yelled when having successfully snuck up behind or surprised someone, with the intent to scare them)
    • Maximum HP: 20 HP
    • Location: Use the Dark-Light to find the grand piano in the Library's first floor. You have to go there eventually anyways, so it doesn't matter much. The Boo is found, again, after showing the grand piano.

  • MISSION A-6:
    • There is no Boo located in this mission.

  • MISSION A-7:
    • There is no Boo located in this mission.



Haunted Towers Boos

  • MISSION B-1:
    • Boo's Name: MamBoo (allusion to the mambo dance style, perhaps)
    • Maximum HP: 25 HP
    • Location: In the Hydro Generator room east of the Courtyard, shine the Dark-Light on the wall next to the eastern water wheel.

  • MISSION B-2:
    • Boo's Name: Boolean (allusion to the term for a special "wildcard" search engine term)
    • Maximum HP: 25 HP
    • Location: Head into the Hydro Generator room and go north to the East Hall. Use the Dark-Light on the door to the north and go inside. There, spin the fan to make the southeastern bed go back, then put you and the bucket on there. You'll fall down a bit; go west and north and west to the Sewer. There should be a plant on the roof there; pull it down to find the Boo.

  • MISSION B-3:
    • Boo's Name: Booluga (allusion to a dolphin sized white whale species)
    • Maximum HP: 25 HP
    • Location: In the Crypt, you'll eventually have to pull the yellow thing on the wall to reveal the area behind it. If you shine the Dark-Light while facing southeast of the painting, you can reveal a vase. Open it after it is revealed to find the Boo.

  • MISSION B-4:
    • Boo's Name: Boo B. Trap (allusion to the term "booby trap")
    • Maximum HP: 25 HP
    • Location: You'll have to reach the Family Room at some point in this mission. There, on the west half of the room (it looks like a living room), you'll see a shadow on the northern wall. Use the Dark-Light to reveal the painting there, then investigate it to straighten it, also revealing a Boo.

  • MISSION B-5:
    • Boo's Name: French Boodle (allusion to the term "French Poodle")
    • Maximum HP: 25 HP
    • Location: After going to the Garden and returning to the Tool Shed after the fleeing dog, reveal everything in that room, as it is mostly missing. Something will bring a Boo with it.

  • MISSION B-6:
    • There is no Boo located in this mission.

  • MISSION B-7:
    • There is no Boo located in this mission.



Old Clockworks Boos

  • MISSION C-1:
    • Boo's Name: ComBooter (allusion to the term "computer", also noted by his obsession with binary)
    • Maximum HP: 30 HP
    • Location: When you first enter the Warehouse, there is a metal structure northeast of the entrance. If you put the various spools of cloth there (vacuum them up, bring them there, press X), you can unwind them for various rewards. One red spool already placed contains this Boo, who has an obsession with binary.

  • MISSION C-2:
    • Boo's Name: Bootine (allusion to the term "poutine", a Canadian dish topped with gravy)
    • Maximum HP: 30 HP
    • Location: In the Quarry area that you eventually go through, do your stuff as usual. Once you fill the area with sand and it stops, go to the north and along the ringing path to the end. Reveal the bridge segment there to the west to find the Boo.

  • MISSION C-3:
    • Boo's Name: Boodonkulous (allusion to a slang term for being large, generally)
    • Maximum HP: 30 HP
    • Location: In the Kiln Room area you eventually have to visit, you'll notice it's rather steamy. First reveal the eastern wheel by using the Dark-Light on the east side of the room. Then use the L Button to spin the wheels back to zero, then flash the northern panel. Defeat the Greenies in that room, followed by Boo.

  • MISSION C-4:
    • Boo's Name: JamBoolaya (allusion to a stewlike food made with andoullie sausage)
    • Maximum HP: 30 HP
    • Location: After encountering the dog in the Workshop, go east to the Clock Tower Gate. There, shine the Dark-Light in the general area southeast of the clock gate to find the lantern containing this Boo.

  • MISSION C-5:
    • Boo's Name: Boony Raboot (allusion to the term "bunny rabbit")
    • Maximum HP: 30 HP
    • Location: In the Crank Room in C-5, where you eventually must go, you'll fix the gears so that you can move forward. If you've gotten the key there at least, you've done it. Anyways, when you go west from the entrance, ride that gear and go along the path. When you see the fallen trashcan, suck on the wall to the west and go into that new area. Use the Dark-Light in the southwest corner there to reveal a toolbox.

  • MISSION C-6:
    • There is no Boo located in this mission.

  • MISSION C-7:
    • There is no Boo located in this mission.



Secret Mine Boos

  • MISSION D-1:
    • Boo's Name: Boofoon (allusion to the term for a foolish person, "buffoon")
    • Maximum HP: 35 HP
    • Location: During this mission, progress as normal until you get the key from the Airway. Return into the Terminal. There, you'll notice that the mirror on the northern wall has been covered; remove the cloth and a barrel will be pointed out in the mirror's true image. Aim your Dark-Light south/southeast and you'll be able to find the barrel.
  • Note: You can use the mirror rather effectively in this fight to more easily know Boo's location, but you still have to use the Dark-Light to make him vacuumable.

  • MISSION D-2:
    • Boo's Name: Booger (allusion to the slang term for solidified mucus one finds in their nasal cavities)
    • Maximum HP: 35 HP
    • Location: In the Chalet, shine the Dark-Light to the right of the fireplace to find the rocking chair that simultaneously reveals this dude.

  • MISSION D-3:
    • Boo's Name: ParaBoola (allusion to a type of conic section shaped like a "U")
    • Maximum HP: 35 HP
    • Location: Hopefully, you can manually navigate your way back to the Deep Hall area, because it took too long in the walkthrough to make you go there. Anyways, there, head to the east and you'll see the fire from before, although without a golden kettle. Use the Dark-Light to bring it back to reality. Then use the Poltergust to blow (L) it rightward over the fire for an extended period of time, thereby also revealing a Boo!
  • Allusion Notes: Okay, fine, I'm a math nerd, I gotta do this. A parabola is a graph on a two-dimension (x,y coordinates only) Cartesian plane. It is called a conic section because, in this case, you can get a parabola by cutting a plane through a double-tipped cone. Parabolas are often found in the form of "ax² + bx + c = y", though technically they are in the form of "y = (1/4c) × (x - h)² + k" or "(y - k)² = 4p(x - h)", where the "x" and "y" variables can swap if you need a horizontal parabola. The concept of such is often introduced to those in Pre-Algebra/Algebra I classes, though the formal definitions are not discussed until Algebra II, in most cases. ... Oh, and, yeah, the Boo explains part of this to you.

  • MISSION D-4:
    • There is no Boo located in this mission.

  • MISSION D-5:
    • There is no Boo located in this mission.



Treacherous Mansion Boos

  • MISSION E-1:
    • Boo's Name: Boolldog (allusion to the term "Bulldog" and the ongoing Polterpup chase)
    • Maximum HP: 40 HP
    • Location: You'll eventually reach the Underground Lab during this mission. There, you'll be able to fight some ghosts. After doing so, suck on the wheel at the north side of the room until the pointer moves no more. The armor in the center of the room will be electrified, revealing Boo!

  • MISSION E-2:
    • Boo's Name: Booba Troopa (allusion to the famed enemy of the Mario series, Koopa Troopa)
    • Maximum HP: 40 HP
    • Location: It should be found as part of the mission, actually. At the end, you have to go to the Inner Courtyard with both of the Toads. There, you'll shoot the Toads into the cages and that should trigger the release of the Boo (plus some Strong Sneakers).

  • MISSION E-3:
    • Boo's Name: Booreaucrat (allusion to the term "bureaucrat", a generic governmental position)
    • Maximum HP: 40 HP
    • Location: Okay, first, you need to get to the Study. There, go into the room next to the south, the Nautical Exhibit. Blow closed the window on the north wall, suck out the steam, and beat the ghosts. Now, activate the E-Gate nearby and spin the southwestern wheel until the compass on the floor points to "N", spinning the E-Gate to the other side. Go there, into the Study, and take a balloon fruit. Go through the E-Gate, then through the southwesternmost E-Gate in the Front Entrance to the Dark Age Exhibit. There, float up to the top-right corner - right on the bed. Get rid of your current fruit and suck up the golden one. Then float off to the west and get the golden coins to reveal a chest. Open it for a Boo.


  • MISSION E-5:
    • Boo's Name: MaraBoo (allusion to a number of things, including a political region of the Lau Islands, a plant, a type of silk garment, and a brand of swedish chocolate, depending on whether they mean Marabo, or Marabou)
    • Maximum HP: 40 HP
    • Location: In the Aviation Exhibit. When you first start the mission -- and I do mean first start -- ascend the staircase and go into the southwestern door. In the hall, go into the northernmost door. There in the Aviation Exhibit, shine the Dark-Light in the center of the room to reveal the hot-air balloon, plus find Boo.

  • MISSION E-6:
    • There is no Boo located in this mission.

  • MISSION E-7:
    • There is no Boo located in this mission.





Ghost Details

During the course of Luigi's Mansion: Dark Moon, you'll find a number of ghosts throughout the manors of Evershade Valley. As with the previous entry in the series, you are to capture them with your Poltergust 5000. These ghosts and some associated details will be added to E. Gadd's Vault from the main menu, but only as you capture them! Luckily, you are taught how to deal with these guys early in the game, so there's not much I should have to explain here. Maybe.

Well, maybe one thing. For now at least, this is limited to the main storyline (i.e. the Dark Moon Quest), as I lack the ability to get in-depth details on the ScareScraper mode. I'll get to work on it when my technology permits such - and, anyways, there's a whole other FAQ on that subject.


DARK MOON QUEST - GHOST CHECKLIST AND QUICK-LINKS
[_] Greenie [_] Sister Lucinda [_] Strong Greenie [_] Grouchy Possessor [_] Ancient Poltergeist
[_] Slammer [_] Sister Belinda [_] Strong Slammer [_] Harsh Possessor [_] Strong Poltergeist
[_] Hider [_] Sister Herlinda [_] Strong Hider [_] Overset Possessor [_] Gold Greenie
[_] Sneaker [_] Gobber [_] Strong Sneaker [_] Shrewd Possessor [_] ??? / Polterpup
[_] Creeper [_] Poltergeist [_] Strong Gobber [_] Tough Possessor




Section Format [Ghost's Name Here]




  • Max HP: The highest value in the counter above a ghost's head when being sucked; it hits zero, you got 'im. This can vary at times from the norm as the game goes on; such variances are noted.
  • Weight: I don't know what this does, but it's the heaviest the ghost is known to weigh.
  • Description: What he looks like.
  • Location: One mission where you can find the ghost. JUST one is listed to keep it compact, and you only need one to put him in the records. Lucky you, it should also link to a section of the walkthrough so you won't be (as) lost.
  • Strategy: A general idea of how to beat the ghost. Don't expect much in the way of strategy early on, though - these guys are not what you'd call "complex".

As needed, different varieties of ghosts will be covered. By this... Well, the Greenie ghost is a good example. Note that E. Gadd's Vault doesn't account for these, and I usually won't either unless the differences are significant enough, strategically or otherwise, to warrant it.




Greenie




~ First Variety ~

  • Max HP: 10 HP
  • Weight: 8w
  • Description: Round, green ghost; kinda like one of the Pac-Man ghosts.
  • Location: Gloomy Manor: Mission A-1: Poltergust 5000
  • Strategy: Typically, just stunning and sucking will suffice for these goons. Sometimes, they'll wield various objects to their advantage. For example, in Gloomy Manor at points, you'll deal with some that use pots and pans as armor, where you'll have to wait until after dodging an attack to stun them, or vacuum off their sunglasses for that. You get the idea, hit when there is a weak point.


~ Mummy Variety ~

  • Max HP: 10 HP
  • Weight: 8w
  • Description: Uhh... a mummy?
  • Location: Old Clockworks: Mission C-2: Underground Expedition
  • Strategy: To beat these, you need to first get them to run into a wall. This is done by flashing them, thereby blinding them, making them stagger, then run straight really quickly. If they hit a wall, they'll fall onto the ground. Suck on their arm with the vacuum and pull and you'll find a basic Greenie underneath.
    • NOTE: Regarding demummification, I will note that on rare occasions (such as Mission C-7), you actually can get the mummies to just be near a fire and that will get rid of the cloth on them.


~ Shielded Variety ~

  • Max HP: Infinite HP; use Power Gauge suction to bring back to the 10 HP variety
  • Weight: 8w
  • Description: A normal "First Variety" Greenie, but with a force field around it.
  • Location: Old Clockworks: Mission C-4: Play Catch
  • Strategy: These types will start to proliferate as you reach the third mansion of Evershade Valley. They will initially be immune to most things you can do. Luckily, the Strobulb still will stun them, so that's good. Stun them and, instead of just waiting for them to be sucked down, use the Power Gauge. This way, the shield around them will shatter, removing the infinite HP status and reducing them to an unarmed "First Variety" Greenie. Then you can just suck.




Slammer




  • Max HP: 30 HP
  • Weight: 28w
  • Description: A red, spherical ghost with arms; generally looks rather buff and tough.
  • Location: Gloomy Manor: Mission A-2: Gear Up
  • Strategy: These ghosts leave their offense primarily to punching you, so direct tactics (stun and suck) will work fine here.




Hider




  • Max HP: 15 HP
  • Weight: 10w
  • Description: Blue skinny ghosts that like to hide in things and throw other things.
  • Location: Gloomy Manor: Mission A-2: Gear Up
  • Strategy: You first have to figure out where they are hiding, and then investigate that object with the X Button - while you can definitely just wait for them to come out, this is usually preferable. Then you can readily zap them - do note that if you take too long to find them, you will find that they throw stuff at you.




Sneaker




  • Max HP: 25 HP
  • Weight: 16w
  • Description: A light-pink ghost; it's rather swift often hidden, except with the Dark-Light on!
  • Location: Haunted Towers: Mission B-4: Pool Party
  • Strategy: Ummm... Not a lot to say really. Find him with the Dark-Light and he's yours. Even without the Dark-Light, their presence can be pretty obvious - like with ripples in the water in the aforementioned mission. -_-




Creeper




  • Max HP: Infinite HP
  • Weight: 13w
  • Description: A dark purple blob of goop that likes to stick to the walls/ceiling -- and you!
  • Location: Haunted Towers: Mission B-4: Pool Party
  • Strategy: They will initially appear as dark purple puddles on the floor; they're hard to spot without the Dark-Light. If you find one without being caught, flash him with the Strobulb, then suck him up - even though it has infinite HP, it will be killed if you use the Power Gauge regardless. If you get caught, wiggle your way out of there (just mash buttons) and stun the two mini-Creepers and suck them up - like their combined form, even with infinite HP, just one suck will do them in, these without the Power Gauge.

  • IMPORTANT NOTE: When you are caught by a Creeper and struggle around, two mini-Creepers are released. For the purposes of the game's calculation of your mission ranking, it's almost twice as profitable ("almost" due to health/time loss) to use the split-up Creepers rather than the one big one. This is because the game will count the two mini-Creepers as two separate ghosts, rather than the one!




Sister Lucinda




  • Max HP: 100 HP
  • Weight: 25w
  • Description: A young, small, yellow ghost with a pink hairbow; one of the Three Sisters.
  • Location: Haunted Towers: Mission B-3: Graveyard Shift
  • Strategy: At least when you first fight her and her three sisters, they're all together. They can be rather tough to beat. All of them are holding mirrors to stop you from being able to stun them, but sometimes one will taunt you, sliding back their mirror - that is when you strike! At that point, you should start vacuuming. Don't use the Power Gauge, though, unless there is just one Sister left - the other Sisters don't really hesitate in trying to stop you from hurting the one you're focusing on. Instead, just mash the B Button and hang on for the ride~! Luckily, Toad will toss hearts for you at times, and the crows that fly along can also be killed to sometimes yield hearts.




Sister Belinda




  • Max HP: 100 HP
  • Weight: 50w
  • Description: A tall, skinny, blue-green ghost with a pink hat that appears alongside the remaining two of Three Sisters.
  • Location: Haunted Towers: Mission B-3: Graveyard Shift
  • Strategy: At least when you first fight her and her three sisters, they're all together. They can be rather tough to beat. All of them are holding mirrors to stop you from being able to stun them, but sometimes one will taunt you, sliding back their mirror - that is when you strike! At that point, you should start vacuuming. Don't use the Power Gauge, though, unless there is just one Sister left - the other Sisters don't really hesitate in trying to stop you from hurting the one you're focusing on. Instead, just mash the B Button and hang on for the ride~! Luckily, Toad will toss hearts for you at times, and the crows that fly along can also be killed to sometimes yield hearts.




Sister Herlinda




  • Max HP: 150 HP
  • Weight: 75w
  • Description: A heavyset, pink ghosts with a neon-green hat; one of the fabled Three Sisters.
  • Location: Haunted Towers: Mission B-3: Graveyard Shift
  • Strategy: At least when you first fight her and her three sisters, they're all together. They can be rather tough to beat. All of them are holding mirrors to stop you from being able to stun them, but sometimes one will taunt you, sliding back their mirror - that is when you strike! At that point, you should start vacuuming. Don't use the Power Gauge, though, unless there is just one Sister left - the other Sisters don't really hesitate in trying to stop you from hurting the one you're focusing on. Instead, just mash the B Button and hang on for the ride~! Luckily, Toad will toss hearts for you at times, and the crows that fly along can also be killed to sometimes yield hearts.




Gobber




  • Max HP: 100 HP
  • Weight: 47w
  • Description: Big, fat, immobile, and yellow - the ghost version of Homer Simpson. =P
  • Location: Haunted Towers: Mission B-1: A Job for a Plumber
  • Strategy: Basically it's a battle of resilience. For the most part, using the Power Gauge will just suffice. You can move left and right to avoid the goop the guy will toss around and that's about all that matters, really.




Poltergeist




  • Max HP: 50 HP
  • Weight: 43w
  • Description: Yellow ghost with an enlarged head and a visible purple spherical brain...?
  • Location: Gloomy Manor: Mission A-3: Quiet Please!
  • Strategy: First figure out where they toss stuff from; in the aforementioned mission, you will deal with them throwing books. From there, you can probably just zap and stun them. They are rather resilient, so usage of the Power Gauge is recommended, especially early on.




Strong Greenie




~ First Variety ~

  • Max HP: 50 HP generally; 100 HP in Mission D-3
  • Weight: 11w
  • Description: Your general green Greenie, but with lightning through his body.
  • Location: Secret Mine: Mission D-2: Hit Rock Bottom
  • Strategy: Not much different from a Greenie, given that the same general tactics are used. Just suck suck suck on him, dealing with his armaments (as applicable) in the usual ways.


~ Knighted Variety ~

  • Max HP: 50 HP once released from armor
  • Weight: 11w
  • Description: A normal Strong Greenie found within a knight's suit of armor.
  • Location: Treacherous Mansion: Mission E-1: Front Door Key
  • Strategy: For this enemy, you need to wait until he gets on a rug in the center of the room, in the aforementioned mission at least. Once such has occured, you can use the Poltergust to pull the rug out from under the knight, releasing the Strong Greenie. That just leaves the idea of stunning and sucking.


~ Mummy Variety ~

  • Max HP: 50 HP
  • Weight: 11w
  • Description: Uhh... a mummy?
  • Location: Treacherous Mansion: Mission E-2: Double Trouble
  • Strategy: To beat these, you need to first get them to run into a wall. This is done by flashing them, thereby blinding them, making them stagger, then run straight really quickly. If they hit a wall, they'll fall onto the ground. Suck on their arm with the vacuum and pull and you'll find a Strong Greenie underneath.
    • NOTE: Regarding demummification, I will note that on rare occasions (such as Mission E-2, in fact!), you actually can get the mummies to just be near a fire and that will get rid of the cloth on them.




Strong Slammer




  • Max HP: 150 HP generally; 250 HP in Mission D-3
  • Weight: 31w
  • Description: Your general red, buff Slammer, but with lightning through his body.
  • Location: Secret Mine: Mission D-2: Hit Rock Bottom
  • Strategy: Not much different from the basic Slammer - as he has no armaments ever, you just stun-'n'-suck, even though he's more resilient now.




Strong Hider




  • Max HP: 75 HP
  • Weight: 12w
  • Description: That long, skinny, blue Hider, with lightning running through him.
  • Location: Treacherous Mansion: Mission E-1: Front Door Key
  • Strategy: Not much different than a regular Hider, really. You need to find whatever object he's hiding in and examine it - you can tell which it is by whether it shakes or, obviously, if he pokes his head out of it. Then just stun-'n'-suck.




Strong Sneaker




  • Max HP: 50 HP in Mission C-5; 100 HP otherwise
  • Weight: 23w
  • Description: He looks like a normal Sneaker, but with lots of lines like electricity on him.
  • Location: Old Clockworks: Mission C-5: Piece at Last
  • Strategy: Not much different from that of a regular Sneaker. You need to find him with the Dark-Light (or lucky Strobulb blasts or tracking his progress in the terrain), then stun and suck. Power Gauging is probably optimal given his resilience.




Strong Gobber




  • Max HP: 200 HP generally; 300 HP in Mission D-3
  • Weight: 52w
  • Description: Little different than that fat, bulby, goo-spitting Gobber, but with electricity running through it
  • Location: Secret Mine: Mission D-3: Across the Chasm
  • Strategy: Due to these guys' sheer resilience combined with an annoying tendency to shoot mud at you and belly slam you - and that's mentioning the often-tight spaces - I recommend a method different than used with that of a normal Gobber. First, stun and suck - that's the given. However, with the latter, only charge the Power Gauge up one level - two if you're feeling cocky - before pressing the A Button. Then quickly dodge the inevitable goop and repeat as needed.




Grouchy Possessor




  • Max HP: Infinite HP
  • Weight: 52w
  • Description: A white ghost that often possesses the bodies of bosses; in this case, the spider of Gloomy Manor.
  • Location: Gloomy Manor: Mission A-6: Confront the Source
  • Strategy: See the linked-to mission.




Harsh Possessor




  • Max HP: Infinite HP
  • Weight: 52w
  • Description: A white, jagged-horned ghost that possesses the staircase in the Haunted Tower Tree House.
  • Location: Haunted Towers: Mission B-6: Tree Topping
  • Strategy: See the linked-to mission.




Overset Possessor




  • Max HP: Infinite HP
  • Weight: 52w
  • Description: A white, long ghost with curly horns that possessed the clock at the Old Clockworks.
  • Location: Old Clockworks: Mission C-6: Showtime!
  • Strategy: See the linked-to section.




Shrewd Possessor




  • Max HP: Infinite HP
  • Weight: 50w
  • Description: A white, long ghost with four horns that possessed the ice at the Secret Mine.
  • Location: Secret Mine: Mission D-4: Chilly Ride
  • Strategy: See the linked-to section.




Tough Possessor








Ancient Poltergeist




  • Max HP: 100 HP
  • Weight: 41w
  • Description: A blue ghost with a bulbous head; imagine a blue Poltergeist.
  • Location: Old Clockworks: Mission C-3: Roundhouse Brawl
  • Strategy: It is not a difficult fight. When you can't see the Poltergeist, run around the area like a madmen if he is causing a big whirlwind - otherwise, you will be hit by bombs. If he's gone, but not doing the spinny thing, then just either wait for him to reveal himself or take out any Sneakers that come along. When he does reveal himself (or you can track him by his brick throws), flash him and suck on him, and don't let go! Still, you'll probably be dislodged at some point, so use the Power Gauge as much as possible to get in as much damage as you can.




Strong Poltergeist




  • Max HP: 200 HP
  • Weight: 48w
  • Description: Imagine the Poltergeist, but with lightning running through him.
  • Location: Treacherous Mansion: Mission E-3: A Train to Catch
  • Strategy: This guy is going to be a little difficult to beat. The strategy is generally the same as the first time you encountered him in Gloomy Manor - you need to track his progress by what he throws from where, or, in this case, you can also look at the purplish-glowing stars. (Those are what he throws, by the way.) You may need to flash him once or twice - usually it seems to be a matter of luck with actually stunning him as opposed to just revealing him, so patience is key. You can use the rotating asteroid belt to dodge the attacks by running along it. As time goes on and you do stun him, suck on him and use a fully-charged sucking attack - this will basically take off 1/3 of his health or more. Afterwards, he'll go into the big moon nearby and launch bombs at you. Again, you can run along with the asteroid belt's movement to the big gaps in the area, but also be sure to flash the green flies that come along. This boss will attack this way several times before returning to the stars.




Gold Greenie




~ First Variety ~

  • Max HP: 20 HP
  • Weight: 4w
  • Description: Basically a rare Greenie with a golden palette. It seems to be rather fast.
  • Location: Gloomy Manor: Mission A-2: Gear Up
  • Strategy: Not much different from the Greenie, except a slightly higher resilience and relatively higher speed. In the aforementioned mission, just jumping really did fine for me, given where you find him is in the Coatroom's bathroom, so ... eh.


~ Hockey Player Variety ~

  • Max HP: 10 HP
  • Weight: 4w
  • Description: A basic Gold Greenie (Greenie with gold palette) with hockey gear on.
  • Location: Secret Mine: Mission D-1: Cold Case (do the thing mentioned at the Ice Lake)
  • Strategy: You will have fought normal Greenies like this several times before. You can get them after they miss with their attacks. They are notably weaker than the normal variety you find.




???

Polterpup




Regarding the above nomenclature, the generic name is Polterpup, and the one used most often in the guide. In fact, even E. Gadd calls him the Polterpup in the ghost's description; he's just waiting for a creative name for him and, hence, "???" is used since that is the "official" name given by the game. That's also why there were two links. Anywho...

  • Max HP: 50 HP
  • Weight: 34w
  • Description: A white, speedy, playful ghost dog who annoys you unintentionally on many an occasion.
  • Location: He is first found during Haunted Towers: Mission B-5: Doggone Key, and is also first captured there. However, the capture is not official nor recorded in the Vault until completing [[Treacherous Manor: Mission E-1: Front Door Key]].
  • Strategy: Generally, the mission alone will let you find him on every occasion. Strategy-wise, you just need to find him, then stun and suck.




Poltergust 5000 Upgrades

When you play the game, the Poltergust 5000 will quickly become the primary weapon you use in defeating the ghastly menace terrorizing Evershade Valley. It's primary function would be to suck in stuff (dirt and ghosts, mostly) by using the R Button, or using the L Button to blow stuff away. As you do either duty, you are likely to uncover various treasure (Gold, or G for short). You can find it by using the Power Gauge when capturing ghosts, capturing multiple ghosts nearly simultaneously, as random stuff found in a mission, or just from doing well on the mission.

As you gain more and more Gold, you will end up being able to improve the Poltergust 5000 with various upgrades; they're automatically equipped, so no worries there, eh? These upgrades are listed below.


Upgrade # Gold Needed Resultant Effects of Upgrade
Upgrade #1 2,000 Gold Allow more charging of the Power Gauge; strengthens such attacks.
Upgrade #2 4,000 Gold Gives more Dark-Light energy for longer constant use, a 50% increase.
Upgrade #3 7,000 Gold Expands the Power Gauge again and strengthens associated attacks.
Upgrade #4 10,000 Gold Gives more Dark-Light energy for longer constant use, a 33% increase.
Upgrade #5 20,000 Gold Captures ghosts faster somehow; I guess by raising damage you deal.
NO MORE UPGRADES EXIST AFTER HITTING 20,000 GOLD

Where to Grind?

I suppose if you need to grind, earlier on, Mission C-6 is the best option. Usually, you'll have all of the upgrades by then if you actually look though, so it's rarely a matter of anything other than saying "I got more fake gold than you!". Anyways, that mission, if you tend to use the Power Gauge and try capturing multiple ghosts at once, can yield about 1,300 Gold for every 10 minutes. Various equivalents are below. Most of them are obviously just to sate the curious mind, though, and assume constant gameplay.

By the by, assuming constant gameplay of Mission C-6, you will have all upgrades in around two-and-a-half hours, though it'll be more like two even if you went minimalistic insofar through the game - either way, that's 10 to 15 plays of the mission. Your gold counter in E. Gadd's Vault will also max out at 999,999 Gold in around 770 plays of Mission C-5, or about 128 hours (about 5.75 days).


Unit Amount Earned
Gold per 1 second 2 Gold
Gold per 1 minute 130 Gold
Gold per 10 minutes 1,300 Gold
Gold per 30 minutes 3,900 Gold
Gold per 1 hour 7,800 Gold
Gold per 2 hours 15,600 Gold
Gold per 3 hours 23,400 Gold
Gold per 6 hours 46,800 Gold
Gold per 12 hours 93,600 Gold
Gold per day 187,200 Gold
Gold per week 1,310,400 Gold
Gold per 30-day month 5,616,000 Gold
Gold per non-leap year 68,328,000 Gold

As a final note, Mission E-5 provides the best grinding near the end of the game, which is definitely beyond the point you should be worrying about upgrades. It's about double the rate of Mission C-6 if you practice well enough.





Credits

In no particular order...


  • GameFAQs, Neoseeker, and Supercheats:
    • For being the most amazing FAQ-hosting sites I know.

  • CJayC, SBAllen, and Devin Morgan:
    • General sucking up to the GameFAQs admins. =P


  • Kevin Buckingham:
    • The revival effect of the Golden Bones.


  • SomeFunky:
    • Correcting me that the Boo "Bootine" references "Poutine", not "Routine".


  • TeslaCoi1:
    • The airplane trick for the Treacherous Mansion's Aviation Exhibit.


  • Zach Jensen:
    • The allusions for Boos in A-1, A-5, B-3, C-4, and E-5.


  • Me (KeyBlade999):
    • For making this FAQ. =P

  • You, the reader:
    • For hopefully enjoying this FAQ.




Version History

  • v0.10:
    • Complete through Mission A-4.
    • Time: 3:10 AM 6/8/2013.

  • v0.20:
    • Gloomy Manor and Mission B-1 complete; ready for Mission B-2.
    • Time: 4:01 AM 6/9/2013.

  • v0.30:
    • Walkthrough complete through part of C-1, meaning Haunted Towers is complete.
    • Time: 6:11 AM 6/10/2013.

  • v0.40:
    • Walkthrough complete through C-3; most of the night spent 100%-ing the prior parts, which was successful.
    • Time: 5:25 AM 6/11/2013.

  • v0.50:
    • Walkthrough and other sections regarding the Old Clockworks and prior areas are 100% complete.
    • Time: 3:36 AM 6/12/2013.

  • v0.60:
    • Missions D-1 and D-2 are complete, with some reformatting of various appendices.
    • Time: 2:33 AM 6/13/2013.




  • v1.40:
    • Sped through the game one last time, filling in the Three-Starring Missions in the meantime. I guess I can consider this FAQ complete.
    • Time: 1:05 AM 6/17/2013.

  • v1.45:
    • User-submitted tips for the Aviation Exhibit and Golden Bones added; some general, minor editing.
    • Time: 2:43 AM 6/25/2013.




Legalities

This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.

© 2013 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this e-mail: keyblade999.faqs@gmail.com, or PM (Private Message) me on the GameFAQs message boards.


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This is the end of KeyBlade999's Luigi's Mansion: Dark Moon FAQ/Walkthrough.

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