Luigi's Mansion Walkthrough

Area Two

Hall, 1F

Welcome back to the mansion! Now that you've earned a special key, maybe you can open a special door, like the one right in front of you in the lobby. Walk towards it and the first thing you'll notice is that the chandelier isn't falling anymore. When you get near the door the force field will disappear, and then you'll be able to unlock it. Step through and you'll find yourself in the hall on the first floor. You'll spend a lot of time here during Area Two.

The hall isn't really a room, but it's a convenient place to start the next section of the Walkthrough. There are some things to do in the hall, and you also will encounter a few new ghosts as you wander around…

White Hanger: These ghosts will randomly droop down from the ceiling behind Luigi. They'll scare him but they can't attack. They have 0 HP so you can flash them and pull them in; they don't even disappear too quickly after being flashed. Like all ghosts in the hall, you do not need to capture them, but you usually get a Heart if you do. Eventually they will pull themselves back into the ceiling if you don't catch them first.

Pink Hanger: These ghosts are a bit more dangerous than the white variety. They also have 0 HP, but they disappear a bunch faster. More importantly, they will throw bombs at you, so you'd better either capture them quickly or back away.

Yellow Bowler: These ghosts will suddenly appear from out of the floor. They have 0 HP but they will roll a ball at you, and their aim is pretty good. Combined with the narrow hallways, they can be dangerous. Watch out for them.

Purple and Yellow Bats: These are kind of like mice, which you'll see here as well. They fly in the air instead of running on the ground. Vacuum them up as you walk by, and be sure not to ignore them.

That should cover all the new ghosties. As you walk through the hall, be sure to vacuum all of the vases. Even better, when you walk to the right after entering the hall, you will come to an intersection, where you can then either continue to the right or go down a vertical hallway. One of the random gold mice may appear here, so be on the lookout.

You may also want to take a peek in the Breaker Room. Just go all the way to the right, through the door at the end of the hall, down the stairs, and through the door in the far wall. There's not much here, but you can test the light fixture. The important thing is that if you disturb the table on the left wall a money ghost will pop out. Catch it if you can!

Now that you've done all these fun things, it's time to head to the next room. From the main entrance to the hall, go right to the intersection. Then take the path down the vertical hall, and then take the left at the fork. You'll come to a turn, and then you'll see two doors in the left wall and a barred door right ahead. The second door on the left is unlocked, so let's go in.

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Bathroom, 1F

You won't be in this room for long before you'll meet two of a new variety of ghost.

White Grabber: These nasty ghosts will slowly approach you, then grab you. You are very slow when you are grabbed and you can't vacuum, so you'll need to shake them off by wiggling the Control Stick. Fortunately these ghosts don't hurt you, so they're not really dangerous so long as they're not with another ghost who can. They have 10 HP each.

After you catch the two ghosts E Gadd will call you up, a bit late, with advice on how to catch them. Growl at him, then notice that the lights have turned on and that a key has appeared on a ledge just below the window in the left wall. Use your vacuum to get it, and also check out the cabinet under the mirror near the door.

The key goes to the ballroom, so that will be your next stop. Go back to the hallway, down to the curve, right to the intersection, and down to the door on the right closest to the next intersection.

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Ballroom

You'll meet yet another new ghost in here, and it's one of my favorites!

Shy Ghost: These ghosts come in many colors and look like the Shy Guys seen last in Paper Mario. Flashing them won't work because they are wearing a protective mask. First you'll need to vacuum the mask off them, but keep your distance because they will spin around with a fairly long and very dangerous spear. After the mask is off you can flash and vacuum, but they disappear quickly after being flashed. If they do, you'll have to pull the mask off again when they reappear. They have 20 HP.

There are a lot of shy ghosts in here, but they're not too hard. When you catch them all, the two circle areas of the floor will start spinning, and The Floating Whirlindas will appear.

The Floating Whirlindas: This- er, these are the first portrait ghost in Area Two. Fortunately you catch the two at once… you won't be so lucky later. Anyway, you need to stand on the left spinning tile and turn away from them. After a while they will make a noise and show their heart (it's in the male dancer). Now you can spin around, flash them, and vacuum them up. Try to steer yourself to part of the floor that's not spinning and, though it's usually a good idea, don't go to a corner. They like to throw Poisonous Mushrooms, and if they do you'll be trapped between two walls and a spinning floor.

Once you catch the dancers the lights will turn on and you'll get a key. Inspect the two chandeliers, then move on to the next room. It's the Storage Room, and conveniently the door is at the back of the Ballroom.

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Storage Room

This room is very small, which will make catching ghosts in here difficult. You'll see purple ghosts and a white grabber, and you'll also be introduced to the red grabbers.

Red Grabber: These ghosts just don't play nice! Like the white grabbers they'll grab you and you'll need to shake them off, but this time they will hurt you as well. They have 20 HP and disappear fairly quickly.

When you catch all the ghosts the lights will turn on but you won't get a key. What gives? Inspecting the bucket by the far wall could result in a few coins, but you're still stuck. The answer to this mystery is sneaky. If you look in the mirror, or use your Game Boy Horror to scan the room, you'll find a red button on the transparent wall closest to the screen. A sign under it says don't touch, but that just makes you want to push it even more, doesn't it? Press the button.

The left wall will move back, knocking over a mop in the process, and making the room much bigger than it looked before. You'll get a noise telling you something good has happened, but you'll be disappointed to see that the newly revealed part of the room looks empty. The only things remotely interesting are a grating in the middle of the floor and a poster on the wall.

The poster on the wall says danger, but it doesn't say what from. Maybe the poster is dangerous, so use your vacuum to destroy it. After you do you'll find that the poster was covering another button. There is no don't push sign here, but let's just push it anyway, ok?

You'll enter a cut scene in which the grating will open, and then a ton of Boos (51, to be exact) will fly out, and Luigi will practically have a heart attack. The ghosts will laugh at him but end up running away when they see that he has the all powerful Poltergust 3000.

Luigi will take a deep breath, and then E Gadd will call you. He'll yell at you for letting all the Boos get away, but then he'll call you to his shack to teach you about catching Boos. I don't have a shack, but I'll teach you as well.

Boo: Fifty of these are hiding in the mansion along with King Boo, who will be your final opponent. You know he's special because he wears a crown. If you want to get 100 million dollars you'll need to catch all 50 Boos, as you'll then get a gold diamond worth a whopping 20 million.

Boos only come out in lit rooms, you won't find them in the dark. That means you can only look for a Boo in a room where the lights have come on. Nearly every room has a Boo. Most of the exceptions are the halls, all the rooms with a Toad, and the bathrooms.

When you enter a lit room that contains a Boo, your new Boo Radar will blink yellow. Walk around the room until it blinks red, then examine the nearby objects by shaking them or by using your vacuum; sometimes one will work and not the other, so try both. If a circle radiates from that spot then step back, because something will come out. It could be a:

Boo Ball: These balls have a Boo face, but you can't catch them. They're harmless and you can play with them, but eventually they'll break. Aw, too bad…

Boo Bomb: These explode a second after they appear, so get away fast!

Real Live- er, Dead Boo: These are your goal. When one appears you can then try to catch it. Because the lights are on you will not need to flash him, just turn on your vacuum and use the Sticks to point it at him. As long as you are pointing at him the Boo's HP will drop. As for HP, though, it varies widely. The first Boos you'll see will only have 30 HP, but at the end of the game there are two that have 300.

If, while searching the room, you hear a Boo laughing, your quarry has just chosen a new hiding spot. Begin the hunt again using the Boo Radar. The Boo could have moved to a location you have already checked, even though the drawers, as an example, are already open.

Boos won't pull you around the room like normal or portrait ghosts, and they won't attack you either. They will move around, though, and try to escape. If they should bump into you, you will lose coins and get hurt. The annoying part of the capture is that Boos can escape through the walls and go to some other room. You'll need to go to that room and continue the chase. If a Boo gets away, look at what wall they went through, then use your map to figure out what room they might have gone to. Boos will never travel between floors. If you get to their new room quickly they will already be visible to you. Otherwise, you'll need to search the room. It is possible for more than one Boo to be in a room if a Boo escapes to a different room that still contains a Boo of its own..

Sometimes a Boo will escape you by going into a room that is still locked. You'll just have to go get them later. It might be a smart idea to write down the names of the rooms that contain a Boo you've missed. It's annoying when you're looking for that 50th Boo, and you just don't know what room it's in. If you reset the game they'll go back to the room they started in, even if you've saved your game, so you can find them even if they had gone to a locked room.

When E Gadd returns you to the mansion there won't be any more rooms open to you. So, what to do besides catch some of those renegade Boos? The Parlor, Anteroom, Wardrobe Room, Study, Master Bedroom, Nursery, Ballroom, and Storage Room each have one, so you could quickly catch 8 of the 50. Each time you catch one E Gadd will tell you something and then you can save. After you catch 5 Boos E Gadd will tell you to go to the Washroom. If you check your map you'll find it is suddenly open. I bet E Gadd has something to do with it.

In any case, when you are ready, head to the Washroom, 1F. It is next to the Bathroom, 1F.

According to Leo, there is a money ghost hiding around the red chair on the right wall in the Storage Room.

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Washroom, 1F

You are in for an easy room because there are no ghosts in here. Unfortunately, there is a Toad in here. If you talk to him he will give you his sob story about how he dropped something important down the toilet. It's disgusting, but no problem for a master plumber like you. Open the toilet and a key will pop out. It goes to the Fortuneteller's Room, but before you go there check the radiator and the cabinet for a Heart or some cash.

The Fortuneteller's Room is the door right next to the door that led downstairs to the Breaker Room.

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Fortuneteller's Room

In this room there are two chests of drawers by the far wall. There's also a piece of cheese near the door you came through, so look for it and try to catch the gold mouse. Shine your light on the crystal ball in the middle of the room for a while and Madame Clairvoya will show up.

Madame Clairvoya: To catch the next portrait ghost, simply- oops, wait a sec, you can't catch her yet. Silly me!

Stand opposite the fortuneteller and press A to talk to her. You can ask who she is or request knowledge of the future, but the latter won't reveal anything useful right now. When you are done talking to her, use the door in the right wall to enter the Mirror Room.

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Mirror Room

There are a lot of red grabbers in here, but they are invisible. Darn it! You won't be able to see them unless you look in the mirror on the far wall. If the ghost appears close to the mirror then shine your light near the mirror. If the ghost appears far from the mirror, shine your light far from the mirror. Left and right work as normal. Also watch for the dust clouds that signal the appearance and location of a ghost. You could spin your light in circles and hope to flash all the ghosts before they reach you, but that will make catching the ghosts very difficult. However, it's a good technique when you think you're about to get mobbed.

When you catch all the ghosts the lights will come on and a chest will appear, but you won't be able to leave the room because the door you entered through became barred and is still blocked. Open the chest to receive the Fire Element Medal. E Gadd will call you up to tell you about it, and I'll say a little bit too.

Fire Element Medal: Now that you have the Fire Element Medal, fire spirits will show up near fireplaces and certain candles. You can vacuum them up and then shoot out fire with the L button. The further down you press the L button, the more fire you'll shoot out and the faster you'll run out of remaining fire power. Use the C Stick to aim where you're shooting. You can use fire to defrost things or light candles.

Catch a fire spirit, then light the candles in the left and right corners of the far wall. That will unblock the door so you can leave, but before you do be sure to catch the Boo in this room. Most rooms have one, but from now on I will not remind you to catch it, though I will tell you if a room does not have a Boo. If you do not want to get lots of money then you can ignore the Boos. However, you are required to catch a certain number of them to get to King Boo. Unfortunately, I do not know how many that is. I believe it's 25 of the 50, but that's just a rough guess. Just catch them, ok?

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Fortuneteller's Room (2)

Now that the door in the Mirror Room is unblocked you are free to roam the halls again, but you won't be able to get into any new rooms. Use your new fire power to light the candles in the four corners of this room, then a key will appear on the right pillar. It opens the door to the Laundry Room. To get there, leave this room, then take the door at the left end of the hall.

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Laundry Room

This is another small room with lots of ghosts in it. The purple ghosts are really dangerous here because their attack covers most of the room, and there are grabbers as well. When you catch all the ghosts you'll get a chest containing- no, not a key, but a lot of money. You are not required to clear this room, but you may as well.

After you get your money, inspect the cabinet, the laundry basket, the top shelf near the door you came through, and, most importantly, the washing machine. When you open the latter an important item will pop out: Mario's hat. I'm sorry to say, IT'S BEEN FRESHLY LAUNDERED!!! Uh, yeah. At your leisure, show Mario's hat to Madame Clairvoya. She'll tell you a little bit about Mario's whereabouts though, to be frank, she is really not a very good fortuneteller.

When you are ready, enter the Butler's Room. It's the door in the transparent wall of the Laundry Room.

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Butler's Room

Nobody seems to be in here, save for one blue mouse, who you might learn something from if you watch what he does. Open the cabinet on the far wall, then check the bucket in the front left corner for a blue jewel- yay! Once you've done those things it's time to leave the room and search for the butler.

Shivers: Go back to the hall and head to the Washroom, 1F. Near the end of your trip you'll notice a candelabra floating by itself. Well, not really. If you use your Game Boy Horror you'll see that the butler, Shivers, is holding it. Use fire to light the candles and he'll run back to his room. You can follow him or just go straight there. If you beat him you'll get to see the weird scene of his floating through the door. When he reaches his room he'll sit down on his stool, and then you can flash and vacuum. This is an easy capture, but look out for the table in the middle of the room.

After you catch Shivers the lights will come on and you'll receive the key to the Music Room. But before you go there, there's one more room you can go to first…

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Hidden Room

If you look on your map of floor one, you'll notice there's a room that has no door. It's right next to the Butler's Room, and if you use your Game Boy Horror you'll notice a mouse hole in the right wall. Select it, then walk into the windy thing that appears, and you'll be blown into the Hidden Room. But don't go to the Hidden Room unless you have some fire stored up. You can get some in the Butler's Room.

This room is sparkling, and that's because there is so much money in here. You are not required to ever visit this room, though one of the 50 Boos is hiding in here.

First, vacuum the trophies on the left and right walls, as well as the chandelier. Then go for the many chests. Some contain money and the others a ghost, so it would be a good idea to open them with your vacuum. The ghosts that appear, though, are not quite like the ghosts you already know…

Ice Ghost: These ghosts are just like purple ghosts, but their heart is protected by ice. You won't be able to vacuum them until you hit them with a puff of fire. Once you do you can catch them like normal.

When you catch all the ghosts a new chest will appear. Open it and you'll get lots of money and three jewels. You've hit the jackpot! Collect the jewels first, and then the rest of the money if it hasn't disappeared yet. Then leave the room through the mouse hole warp thingy.

Your next stop is the Conservatory. It's the room Shivers was floating just outside of, the last door in the far wall before the corner that would lead you to the Washroom, 1F.

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Conservatory

There are a lot of instruments in the Conservatory, for some odd reason. Check the light and the cabinet to the right of the piano, then turn on all the instruments in the room by pressing A next to each one. The piano does not count, but all three of the drums do. You'll hear Mario's main theme. Listen for a while if you want, then go over to the piano to meet the next portrait ghost.

Melody: This musical ghost will play a song for you, then ask you a question about it. If the song starts with the same note repeated four times, the answer will be Mario 3. Otherwise, the answer will be the sea. If you answer incorrectly you'll need to leave the room and start all over (no, not from Area One!). Otherwise she'll throw some music sheets at you. Vacuum them all up and she'll be weak to you. This is a pretty tough capture because there are a lot of things in the room to bump into and she'll fight you for ground. If you lose the connection she'll return to her seat and be weak.

After you catch Melody the lights will turn on and you'll get the key to the Dining Room. The Boo in this room is tricky to find because it can be hiding in a whole bunch of places, so search carefully. Move on to the Dining Room, the door right across from the Ballroom.

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Dining Room

This room deserves to be sparkling, as there is a ton of money in here. Despite the banana peels on the floor, there is no banana ghost, just a very hungry portrait ghost, Mr. Luggs, who you should notice very quickly. Vacuum up all the peels, and I also suggest pulling the tablecloth off the table because it could very easily get in your way. Now you're almost ready for Luggs, but first find the gold mouse hiding in the cheese under one of the chairs on the right side of the room, and don't miss the money ghost hiding in the left cabinet. The right cabinet may also have some money.

When you've used up these money sources, you can take on Mr. Luggs who, incidentally, is the first portrait ghost you are not required to catch.

Mr. Luggs: This is one of the most elaborate patterns for making the portrait ghost weak. First, you'll need to light the six candles surrounding Luggs, as he loves the dark. Next, vacuum the yellow food in front of him until it gets a little smaller. This will trigger the appearance of two waiter ghosts.

Waiter Ghost: Two of these serve Mr. Luggs. They don't attack and only have 10 HP. Catch them before they refill Luggs' dinner, if you can.

Back to Mr. Luggs. One waiter ghost will come in through the left door whenever he disappears, the other through the right. Catch them both, quickly if you can. If a waiter reached Luggs he'll refill his plate, then you'll need to remove some more food to make the waiters return. With the waiters captured, turn your hose on the food until it is all gone. Mr. Luggs will be very ticked off and start spitting fireballs at you. Just sidestep them and after a while Luggs will become tired and show his heart. Flash him now and then vacuum. Beware, this is a very hard ghost to capture in one shot, certainly the hardest so far, and there won't be one harder for quite a while. Luggs is strong enough to pull you towards him, so you probably won't be able to get him into a corner. Plus, the long table in the middle of the room is a huge obstacle. If you lose the connection you'll need to dodge some more fire before trying again.

After you capture Luggs the lights will turn on and you'll get a money chest that contains your first diamond- woohoo! Now you can go through the unlocked door to the kitchen, which is the left door out of the Dining Room.

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Kitchen

If you are lucky, a random gold mouse will appear when you enter this room. If it doesn't or if you miss catching it, leave the room and come back for another try. Then advance into the room, but watch out for the pans that will come flying at you. Your next stop after the capture of the gold mouse is to inspect the dishwasher just to the right of the… uh, fire burning in the kitchen. We'll worry about the fire later. Anyway, when you open the dishwasher a money ghost will come out, so catch it if you can!

There is a little more money in this room. There is a stove just to the left of the refrigerator. Open it, then blow some fire in it and a red jewel will pop out. Hooray! Now inspect the cabinet near the door, then the light, and finally the fridge. Don't open the fridge by hand, though, as the door will swing open and hurt you. Use your vacuum, and be ready for the ice ghost that will come out. Use fire on it and then catch it. The lights will come on and you'll get a chest. It's not a key or money, it's a Water Element Medal. E Gadd will call you, and then you'll be able to shoot water whenever you capture a water spirit, which is useful for putting out flames or watering plants.

Talking about flames, now you can do something about the fire burning right near you. Spray it with water to put it out. The door behind the fire leads to the Boneyard, but before you go there you might want to water the plants you've seen before. Watering plants can reward you with lots of money, and this includes the plants on Toad's Balcony and the plant in the Master Bedroom.

When you are ready, go through the door in the Kitchen to the Boneyard.

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Boneyard

First thing's first: at the right side of the Boneyard is a small seed. Spray it with water and a plant will sprout. You won't get anything for your services… yet. We'll leave that plant for later.

More noticeable in the Boneyard is Spooky, the next portrait ghost.

Spooky: The dog is asleep, but if you go near him he'll wake up and start to chase you. Avoid him for a while and a Mr. Bones will show up.

Mr. Bones: These skeleton ghosts have 30 HP and will disappear quickly after being flashed. When they're not being vacuumed they throw bones at you, so be careful.

Grr, I hate when normal ghosts interrupt my talks about portrait ghosts! Back to Spooky. Well, actually, stay with Mr. Bones for a while. You need to catch him, being careful to avoid Spooky. When you do, a bone will fly off him and stick in the ground. Spooky will lose interest in you and go for the bone. Now you can flash and vacuum him. Spooky is an easy catch as he doesn't throw stuff at you and there are no obstacles in the area.

After you catch Spooky a whirlwind type thing will come out of Spooky's doghouse if you click on the hole in it with your Game Boy Horror. If you went to the Hidden Room the whirlwind will look familiar. The whirlwind will take you to the Graveyard, but be careful as you will not be able to leave the Graveyard for a while. Enter when ready.

There is no Boo in the Boneyard, or in the Graveyard. If there were you'd never be able to find them since the lights won't turn on.

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Graveyard

Check the green pipe in the right wall to make a red jewel pop out. You'll notice (I hope) a cluster of tombstones; check the one in the middle. Three Mr. Bones will show up and you'll need to catch them, being careful to avoid bones while making your captures.

After you get all three the tombstone in the back of the Graveyard will light up. Before heading to it check the other tombstones for some Hearts and a Super Heart. Uh oh, Super Hearts mean a boss ghost is nearby. And when you approach the glowing tombstone, it will indeed be boss time.

Boss of Area Two: Bogmire: You will be warped to a round battle arena and a black ghost will appear in front of you, but it's not Bogmire. The black ghosts you'll see are shadow ghosts, which will serve to annoy you and act as your weapon.

First you'll need to aim your vacuum at one of the shadow ghosts while backing away to make sure that no ghost catches up to you because you'll be hurt if you bump into one. After a while the shadow ghost will become a ball that sticks in the mouth of your vacuum. Now you need to look for Bogmire. He warps in and out of the arena, but when he is around you can find him easily because he is purple and has a long shadow. Shoot the ball at him, and if you hit him he'll be covered in black stuff. You can't see his heart but vacuum him up anyway. Be careful not to bump into any of the shadow ghosts while doing so.

Eventually Bogmire will break free and you'll need to find another shadow ghost to turn into a ball. If you miss your shot, not to worry, just go make yourself another ball. Bogmire will not pull any more tricks, so just go at him until he's down to 0 HP, then pull him in.

When you beat Bogmire you'll earn another special key. To get a gold frame on him and the other bosses you'll need to suffer only 10 HP of damage or less. Good luck! Whether you get gold or not E Gadd will call you back to his shack, where he'll turn your second set of portrait ghosts back into portraits and count up your cash. If you've been perfect so far, you could be looking at 36 million dollars.

Congratulations, you've completed Area Two! When you are ready, Area Three awaits…

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Move on to Area Three!

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