Tuesday, November 4, 2014

Luigi's Mansion: Nursery - Fortune-Teller's Room

Hello again my lovely readers and welcome to the third installment of my Luigi's Mansion Walkthrough. This post will take us from through the next five rooms in our journey to find Mario and will include: The Nursery, a Bathroom, the Ballroom, the Storage Room and the Fortune-Teller's Room. Last time, we ended in the Master Bedroom after sucking up our second Boss Ghost, Lidia. Here we go!



The Nursery - There will be a small cut-scene as you leave the Master Bedroom with a creepy baby noise that will point you in the direction of the Nursery. Make your way there and unlock the door.


Inside, you will find Chauncey sleeping in the crib. Collect the coins by the crib on foot, don't suck them up because if you move the rocking horse with your vacuum, it will wake up the baby ghost and essentially invite him to "play". The ceiling light has loot and the drawers by the door have a 50pt heart inside that will re-spawn every time you leave the area (The door at the right end of the hallway). When you are ready to "play" with Chauncey, just move the rocking horse.


Chauncey's idea of playing is a little more painful than your average babies because it involves launching re-spawning teddy bears at you and hitting you over the head with his rattle if you get too close to him. To make the little demon knock it off, simply suck up the beach ball that's by the crib and aim it at him before releasing the R button. It stops his attack but unfortunately, it also sets off a ghost baby temper tantrum.


Chauncey casts a spell that shrinks Luigi down and traps him in the crib. There is no way out of the crib once you are in it until you defeat Chauncey. He starts off by throwing rocking horses at you and the first two are pretty easy to dodge, if you keep moving. After the rocking horses have failed, Chauncey unleashes the beach balls. The bounce around the crib until they fade away, leaving one behind. Suck the lone beach ball up and, like earlier, throw it back at Chauncey to reveal his heart.


Chauncey somehow has a way to block the Poltergust3000 after a short time so it will take a few tries to capture him. After you fail to capture him, he will belly flop a lap around the crib so try to stay out of his way in the middle.


The second round of rocking horses should be just one before another round of beach balls. It usually takes me three tries to capture Chauncey so if you don't get him the second time, you definitely will on the third. The final round of rocking horses is a bit different because after throwing two lone horses at you, Chauncey throws two at once. Stand in the middle of the crib to dodge these.


After that its all the same until you capture him. Doing so will take you back to Chauncey's room where a large gold chest will appear by the door. Open it to receive the pretty pink key that signifies your ability to move on to Area 2. This will also trigger a cut-scene with E. Gadd that will take you back to the lab to empty out your poltergust3000, something that happens after each area is cleared. Watch the short clip of E. Gadd trapping the ghosts back their paintings again and then you get to see how much money you have collected so far.


*If you didn't catch the money ghost it will probably be closer to 5 million G at this point.*


After you are done, return to the mansion and we will enter Area 2 so that we can go to Bathroom #1.



Bathroom #1 - To find this room, take your pretty pink key and finally find out what's behind the thorny doors in the Foyer. Approach the doors to clear the vines away. Take a right once you enter and then head forward down the first hallway you come to (the main hallway of area 2). Ghost Mice and Ghost Bats that can hurt Luigi if they touch him will be patrolling the hallway and they will always re-spawn within seconds (The mice will) so dont bother sucking them up.


*However, if you hear a little trill, run for the main hallway in whatever area you are in because it means that a Money Mouse is scurrying down the hallway and you need to catch it before it reaches the end. Money Mice are gold and carry Silver diamonds that are very valuable in the game. Money Mice only appear if the hallway is dark and they never re-spawn.*


At the end of the main hallway, hang a left until you can go forward again. The door on the far left is your destination. Watch out for the yellow Bowling Ghost that may appear, they are endlessly re-spawning so they have 0 health points but they like to bowl things at you that will hurt Luigi. There are also pink Ceiling Surprises (0 health, don't hurt you) and Purple Bombers (0 health, drop bombs) that will pop-up in the hallways from now on, they re-spawn as soon as you leave the area.


Enter Bathroom #1 and meet some new ghosts. These Grabbers are a light pink color but their species will change colors throughout the game. They also wont hurt you in this room but everywhere else that you see them, their "hugs" will hurt Luigi. There are only two of them but they attack at the same time and will try to grab Luigi from behind. If they catch you, wiggle your analog stick back and forth to shake them off before stunning them with your flashlight. They only have 10 health points so if you can scare one off while you catch its partner, they are relatively easy to suck up.


After catching them you will light up the room. E. Gadd will then contact you again about how to deal with Grabbers and after he is finished you can retrieve the key from the shelf to the left. This key will lead you to the door on the right side of the main hallway and the Ballroom.



The Ballroom - In this room you will find another new species of ghost, the Shy Guys. Like the Grabbers, they come in different colors but they are a bit harder to catch. There are three pairs of Shy Guys in the Ballroom and to catch them, you need to vacuum up their face masks before you can hit them with your flashlight. They like floating in pairs in this room so if you start capturing one, the other will keep trying to attack you. The best way to go about it is to vacuum up both of their masks at once and let one of them get away. If they do get away from you, you will need to steal their mask again when they reappear.


After you capture the 6 Shy Guys, the Floating Whirlindas will appear floating across the dance floor. You expose their conjoined heart by standing with your back to them on the spinning floor platforms until the man cries out and they strike a pose. Suck them up to light up the room and receive the key to the storage room located in the far right corner of the Ballroom.


*Remember to loot the light fixtures in this room before you leave.*



The Storage Room - In this room there are 2 Pink Punchers and 2 red Grabbers, all with 20 health points.


*There is also a Money Ghost hiding in the chair LEAVE IT FOR NOW!! You will have a better chance to catch it later in the game so dont touch the chair until you have turned the lights on.*


Suck up the ghosts to light up the room and then loot the light fixture. Now look at the mirror, you will see something peculiar about the wall behind you, use your scanner if you want to get a better look at it. Walk up to the wall behind you and press A to push the big red button that says "Don't Push!" And Voila! You have a room twice the size that it was when you found it and a mysterious trap door in the floor.


*The trill that you heard after the wall moved is the same sound that a Money Mouse makes when it first appears.*


Go over to the Danger! poster on the wall and suck it up with your vacuum. Oh look, another big red button to push! Press the button and let all hell break loose on the mansion. You have now officially let loose 50 Boo ghosts and the main antagonist of this game. You get a call from E. Gadd and he tells you that the Boos are the ones who freed the Boss Ghosts or "Painting Ghosts" as they are often called. He also tells you that King Boo has been keeping them all hidden and that it was pretty dumb for you to press the big red button and let them all out.


He then takes you back to the lab and assumes that it was the Boos who took Mario and that you have to recapture all 50 of them to weaken their power in numbers. His next bit of trivia is about the Boo Radar on your Gameboy Horror, it can detect whether or not a Boo is in whatever room you are exploring.


*Unlike regular ghosts, Boos hide in well lit rooms and that is the only place that you can find them. They also don't get stuck in the Poltergust3000's stream like the other ghosts do, you need to follow them with your analog stick to lower their health points (which go down considerably faster than a regular ghosts as a result). The light on the Boo Radar is blue if no Boo is present, yellow if there is and it goes from yellow to flashing red and beeping the closer you get to a hidden Boo. If a Boo gets away, it flies through the wall and into another room or hallway where it can be found in the open until a certain amount of time has passed. Boos sometimes lay traps that the Boo Radar picks up as a Boo but may just be a bomb or giant ping-pong ball.*


Unfortunately, all this means that you need to go back to all of the rooms that you have previously cleared to find the hidden Boos. I recommend doing this now because it will make your life a lot easier further down the road. Start with Area 1 and work your way back through Area 2. After you have done that, we can continue on into the Fortune-Teller's Room.



Fortune-Teller's Room - This room can be found in Area 2 but only after you have captured your first 5 Boos (If you went back, you should have 8). E. Gadd will contact you and suggest that you splash some water on your face in the Washroom, located next to Bathroom #1. On your way there you may notice the ghost of the Butler wandering back and forth with a candlestick. Don't worry about him right now, you cant catch him until later on.


The Washroom is another Toad room so agree to help him out, listen to all of his toilet puns and then you will light up the room. Loot the toilet for the key to the Fortune-Teller's Room.


Head down the hall again and enter the room shown on your map. Go ahead and look the drawers now because this room will always be a safe place to be. When you are ready, shine your flashlight on the crystal ball until Madame Clairvoya appears. You can ask her who she is and she will tell you that she can read people's vibrations and energies from lost objects. Otherwise she has no valuable information or use until later on in the game.



Well, that's it for this installment, hope you guys had fun and will be back for the next round when we meet the crusty old butler who loves the beautiful pianist and the glutton who literally ate himself to death. See you next time! Game on!