Luigi's Mansion Walkthrough

Area Four

Balcony (2)

Area Four is the last, and longest, area of the game. I know you’re eager to get started, but allow me to repeat my previous warning. Specifically, I said, “You can now start Area Four whenever you want. However, when you start Area Four something will happen which will cause you to be unable to save your game for a while. If you do not have time to get trapped in the game, or if you are not up for one of the hardest parts of the game, then DO NOT start Area Four. When you have the time and feel powerful, then you can move on.” If you still want to move on, your next stop is the Balcony, again.

But wait! Let’s make another pit stop and visit the plant in the Boneyard one more time. When you get there you’ll notice that it’s even bigger than it was before. Water it one more time and you’ll finally get the big payoff: lots of cash and a golden diamond worth 20 million! Now, don’t you want to become a professional gardener? This will not work if you missed the watering before Bogmire or before Boolossus.

The plants on the Balcony will reward you as well, so head there now. Check all over the sides of the room and water each plant, big or small. Most of them will give up something nice. You should pick up two green jewels and your first red diamond. Unfortunately, although it looks cool and Luigi will like it, the red diamond is obviously fake as it is worth the same as one coin. What a rip!

Approach the next barred door. If you didn’t notice it before, it’s on the left side of the Balcony in the front (and only) wall. When you get near the force field will disappear, and then the mansion will be struck by lighting and – OH NO – the power will be out all over the mansion!!! E Gadd will call you up, and I’ll call a timeout as well.

All the lights are off in the mansion, including in all the rooms you’ve cleared. Every room contains lots of ghosts, of all kinds. They’ll try to mob you, and if you leave the room and re-enter they’ll still be there even if you caught them. All the Toads have hidden and the Boos are safe, so there is no way to save. You are just going to have to find some way to restore power to the mansion, and fast!

We’ll think on that for a while. Enter the door in front of you and continue down the hall. You’ll hear ringing; enter the door on the right in the very front of the hall and you’ll be in the Telephone Room.

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Telephone Room

One of the phones is ringing, but it’s not the first one you’ll see. There are three phones in the room, and the one in the middle is ringing. Step up to the phone to answer it. Someone will ask who you are. Scare off that pesky salesman by telling them you’re Bowser. Then go answer the phone on the left, which will begin to ring. You’ll get the same question but you won’t get to answer. It’s Toad, and he wants you to restore the power. He’ll let you know the Breaker Room might be of use. Hey, sounds easy! Only one problem: the Breaker Room has become locked since you were last there. Now you’ll have to hunt down the key.

The phone on the right will start ringing. Answer it to speak to E Gadd. He’ll tell you about Uncle Grimmly, a special portrait ghost that only comes out at the darkest of times. Now might qualify. E Gadd will tell you that Grimmly is in a room with a mirror, so off to the Mirror Room with you!

Actually, that is where I honestly feel Grimmly should be, but you won’t find him there. He’s really in the Wardrobe Room, the farthest unlocked room in the mansion from the Telephone Room. You’ll need to head there, but first you’ll have to capture the ghosts that appear after you hang up on E Gadd because the door out of the room will become barred. Among your assailants is a new ghost:

Blue Ghost: These ghosts are just like the water ghosts you caught in the Safari Room, but their heart is normal. Funny that you saw the harder form of this ghost first.

After you catch all the ghosts in the room you’ll be able to head for the Wardrobe Room. Ghosts will appear everywhere, but you probably shouldn’t try to catch them because there are so many. Just flash all that come near and keep moving on.

You might want to make a few pit stops on the way to the Wardrobe Room as three rooms in the mansion have a money ghost now. The Conservatory hides a money ghost in the piano stool, the Hidden Room hides a money ghost in the trophy by the right wall, and the Nursery hides a money ghost in the crib. You’ll need to deal with plenty of ghosts in all three of these rooms, and it would probably be best to catch them before trying to find the money ghost.

Make your way to the Wardrobe Room, preferably still alive.

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Wardrobe Room (2)

Take a rest; there are no ghosts in this room except for Grimmly, and he’s just standing there, back to the mirror.

Uncle Grimmly: When you are ready stand in the corner near Grimmly and turn away. He’ll make a pathetic attempt to scare you, and show his heart in the process. Flash and vacuum now! With a clear room and half-hearted attempts on his part, he’s one of the easiest portrait ghosts to capture.

After you catch Grimmly you’ll receive a chest that contains a key to, conveniently enough, the Breaker Room. Head there now!

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Breaker Room

When you enter this room head to the back wall and stand near the switch. You’ll turn the power back on in all the cleared rooms of the mansion, including, for the first time, the Breaker Room. The key you’ll receive unlocks the Cellar, the room just across the hall. I suggest you ignore the Boo in here for now, by the way. He has very high HP and will easily escape to a room you can’t get to right now.

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Cellar

There is a money ghost hiding in the pile of stuff just to the left of the door. After you make your peace with him move into the room. The floor is covered in large mounds of dust, but not to worry, you have a vacuum! Use it to remove all the dust mounds, but watch out for the purple ghosts that will come out of the two barrels in the room. Catch them to restore the lights and earn the key to the Clockwork Room, back up in the attic.

If you remove all the dust piles you’ll notice that the ones in the corners are covering arrow pads like the ones in the Tea Room. You can use these to get through the room later without removing every dust pile, but you should get yourself into the middle of the room at least once because the shelf racks and lights are all good candidates for cash. Use your vacuum on each shelf, as each one may contain something.

What’s this? A Super Heart?! You may find one on one of the shelves. It can’t be boss time already, can it? No, not really, this Super Heart is kind of misleading. The boss is in a nearby room, but the door is still locked and you won’t have to worry about him for a while yet.

For a faster route upstairs, head out of the Cellar through the door in the left wall, then head down the new hallway. Watch out for exploding ghosts, then enter the door at the end of the hallway. Walk down the twisted hall as far as you can until King Boo shows up. He’ll be confused but then call all his Boo friends to blow you away, and then you’ll be in the Foyer. I believe King Boo will continue to do this until you have captured a certain number of Boos, but even if you have enough already you won’t be able to enter the next door as it is guarded by a force field.

Now that you’re in the Foyer you’re a bit closer to the Telephone Room, which should be your next destination.

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Telephone Room (2)

This room is quiet… too quiet. What you really need to do is use one of the phones to call the Ghostbusters, but you can’t actually do that. Inspect the two cabinets, the lights, and the chest in the right front corner for cash. The chest next to that one and the chest by the back wall each contain a Mr. Bones; catch them to light up the room and earn a stash of cash.

Now you can unlock the Clockwork Room, which is through the door in the back right corner of the room.

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Clockwork Room

There is depressingly little cash in here, but check the lights hanging in the room. Then it’s time to go after your next portrait ghost.

Clockwork Soldiers: The twins in Area Three were one ghost for the effort of two, but the soldiers are one ghost for the effort of three. You won’t be able to do anything to these military spooks until you knock on the three music boxes in the room. One is in the back right corner, the second is in the back left corner, and the other is on the table to the left of the room. That last box is a little tricky to reach so make sure notes start to come out of it.

Once you turn on all the music boxes the soldiers will come after you. Don’t stay in one spot too long or they’ll shoot you with their, uh, dangerous popguns. The blue one, which starts in the middle of the room, is your pearl dropper, so if you care about getting a perfect capture you’ll help yourself out if you go for the green and pink soldiers first.

To catch a soldier you need to vacuum the winder on their back for a while, then their heart will appear. Flash and vacuum! The soldiers don’t pull too much but you can’t stay in one spot for too long or the other soldiers may shoot you. Unfortunately the blue soldier pulls a bit more than the other two, so fight back!

After you catch the clockwork soldiers the room will light up, but you won’t get a chest. The yellow door the blue soldier was standing in front of will have opened, though, so step inside to be elevated to the Roof.

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Roof

Hey, you can see your house from here! Well, not really, and anyway you are already in your new house. Some shy ghosts are dancing around a fire, and you need to catch them all. You’ll need some fire power from their fire as well because after you catch all the shy ghosts two ice ghosts will show up.

When you catch all the ghosts the Roof will somehow get a little lighter and you’ll earn the key to the Armory. The key will appear on the left chimney, so go collect it. There is no money on the Roof (or Boo, for that matter), but you might find a few Hearts if you shake the pillars.

You can now access two rooms, the Armory and another. Let’s go to this new room by climbing the right chimney and jumping in. Maybe the ghosts in the next room will be fooled into thinking you are Santa because you are so fat. Actually, that would really be Mario, along with his red clothes. Anyway…

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Sealed Room

The last two rooms had very little money, but this room more than makes up for it. It’s your second shiny room! Most of the chests contain lots of money, and also check out the chandelier and the trophies lining the walls. The chest just below and to the right of the short stairs contains a money ghost, and the chest right past the stairs contains some other nasties in the form of more dangerous ghosts.

Catch all the ghosts in the room to turn on the lights and earn the key to the Sitting Room. Then try to find a way out of this room. There is no door that works; you are inside the room that is boarded up with the wooden X. There is a sheet on the back wall; vacuum it away to reveal a mirror, then use the mirror trick to warp back to the Foyer.

For more money collecting fun, your next stop should be the Sitting Room, the only door between the Sealed Room and the Safari Room.

According to Leo, a random golden mouse will appear in this room. If it doesn't show up when you fall down the chimney then you'll need to leave the room through the mirror covered on the back wall and walk all the way back.

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Sitting Room

You won’t have any time to sit in this room! When you enter the door behind you will become barred. Light the candles in the back of the room and you’ll be attacked by five orange ghosts all at once. Catch them if you can, then go after the two fire ghosts that will show up. If you don’t happen to have water power at the moment, water spirits will appear from the pot on the table in the corner. Finally the door will become available to you again and the lights will turn on. Water the plant in the top left corner, check the drawers in the bottom left corner, and move on to the Guest Room through the door in the right wall.

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Guest Room

Everything in this room is upside down, including the next portrait ghost, Sue Pea.

Sue Pea: Sue joins Luggs and Biff as one of the hardest portrait ghosts to catch perfectly. You’ll need to spray her bed with water three times, waiting for her to lie down again before trying another squirt. It’s tough to reach the ceiling with a stream of water, but you can do it if you push the C Stick all the way down and stand right next to her. She’ll be weak, but don’t hurt her yet! Leave her alone and walk near to the stuffed animals on the chairs on the ceiling in the top left and bottom right corners. Vacuum them up or they will be incredibly troublesome to you later on.

Now that you’ve caught Sue’s toys, go back for her. Since you didn’t vacuum her in time you’ll need to give her another squirt to make her weak again. Stay in the bottom right corner if she gives you the chance, and please, don’t trip over the chandelier in the middle of the floor.

After you catch Sue the lights will turn on and a chest will appear- on the ceiling. Alas, there is no arrow pad like in the Tea Room, so you can’t get it. Leave the room and you’ll hear a loud shaking. Go back in and the room will have turned over. Open the chest to receive lots of money, check her desk, and water the plant.

Now that you’ve just cleared three unnecessary rooms, let’s get back on track. Your next stop is the Armory, just across the hall from the Telephone Room.

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Armory

There are lots of suits of armor in here. Vacuum each suit to find out whether it’s good or bad. If the helmet opens up you’re safe, otherwise it’s a bad suit. For all the bad suits, you’ll need to get around to its side or back and shake it. If you stand in the front you’ll get hurt when it drops its mallet arm. You may also be scared by the ghost that will appear in the front of each bad suit.

There are also five chests in the room, some contain money and the others ghosts. Definitely open all the chests, but do so with your vacuum so that any ghosts won’t scare you. When you’ve caught all the ghosts the lights will turn on and you’ll earn the key to the Pipe Room down in the basement. Before we go there, though, let’s use the door in the back of this room to enter the Pottery Room.

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Pottery Room

First thing’s first: collect an ice spirit by vacuuming at the ice pot in the middle of the floor near the right side of the room. Many of the pots on the floor contain money so inspect them all, but check through the pots in the back of the room first. The next portrait ghost, Jarvis, will eventually show up.

Jarvis: The ghost in the pot will challenge you to a game similar to Mole Bash. Look closely for him to come out of one of the pots in the back of the room, then shoot him with ice. If you shoot him seven times he’ll then be weak to you, otherwise you’ll have to try again. This is a pretty easy capture despite the pots flying around the room.

After you catch Jarvis you’ll earn a chest containing lots of money. Check the rest of the pots and don’t leave until you have the red jewel hiding in one. Then you can head to the Pipe Room. It’s the second door to the left in the basement hallway.

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Pipe Room

I lied a little about the flying fish in the Courtyard as there are some in this room as well. Watch out for them and vacuum them up if they come near.

It won’t be long until you are attacked by a couple of grabbers. I believe there are three, and when you catch them all the lights will turn on, but you’re not done. Shoot ice downwards at the green moat until it freezes, then step across it and up to the wheel in the top left corner. You’ll turn it and that will stop the waterfall in the back right corner. Now you can reach the chest back there and earn the key to Cold Storage, the room just next door. I hope you don’t mind your mood getting ruined just about now. At least complete your visit in this friendlier room first; no visit is complete without your first checking the hanging light and the bucket in the front right corner.

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Cold Storage

If you are looking for lots of money, you have just entered one of the most disappointing rooms in the game. If you are looking to catch each portrait ghost perfectly, you have just entered your nightmare. Welcome to Cold Storage.

There is no money in this room. None, zero, zip! There is barely enough stuff in this room to hide a Boo, but there is a portrait ghost, Sir Weston.

Sir Weston: This mountain climber will make Luggs, Biff, and Sue seem as easy as Neville… no, wait, Grimmly is easier. No, he makes them look like an orange ghost- no, a mouse! I think you get my point.

Avoid the icicles that will fall when you near them and step up to Weston in the upper left corner. You’ll need to use fire to light the little logs near him, then he’ll yell at you for lighting fires in mansions. He’ll shoot ice at you; dodge his fire- I mean, ice, and shoot your own fire until his ice block breaks, then flash and vacuum. If he freezes you, wiggle your control stick to get free.

With portrait ghosts, I hope you already know that a good technique is to drag them into a corner and try to hold them there. Well, the fact of the matter is, that’s not gonna work with Weston, and here’s why:

-Weston pulls. A lot. He will be in full control of where he and you go in the room. All you can do is pull opposite to where he is in relation to Luigi and react quickly to his movements.
-The floor is slippery. You’ll be sliding around the room without any help from Weston.
-Even if you could pull Weston you can’t get into the corner he comes out of. The next closest corner is in constant danger of
-Falling icicles. Yes, they continue to fall during the battle, and if you hit one you’ll lose the connection.
-Poisonous Mushroom. Well, nearly every portrait ghost drops one, but you won’t be able to try to avoid it.

There’s certainly nothing shameful about a bronze or silver frame for Weston. After you catch him the lights will turn on and you’ll earn your last regular key, which opens the Art Studio. It’s on the same side of the hall as the Safari Room on the way to the Balcony.

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Art Studio

The already starved to death artist Vincent van Gore is in this room, but before you can do anything about him you’ll need to take care of his painting flunkies. You’ll have to catch three orange ghosts, then three purple ghosts, next three blue ghosts, followed by three red grabbers, and then three shy ghosts, after which there will be three banana ghosts, and finally there will be three purple hangers. Each trio of ghosts appears in a cluster, so you might be able to flash and vacuum them all at once.

After you catch all the ghosts you’ll be able to take on van Gore, the final portrait ghost before King Boo.

Vincent van Gore: Catching all his afterlife’s work has already made him weak. Just flash and vacuum. Considering that this is the end of Area Four, he’s really very easy. Stay in the bottom right corner and pull him in.

After you catch van Gore the lights will turn on and you’ll earn a special key. The Boo in this room could be your 50th. If it is not and you are trying to get 100 million dollars you’ll need to track down the Boos you missed. When you get all 50 you’ll earn the second and last gold diamond of the game. That’s 20 million bucks!

When you are ready, head to the Secret Altar. It’s the barred room that King Boo was blocking earlier down in the basement.

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Secret Altar

King Boo has his back turned to you just ahead, but before you challenge him collect your last bit of money in the game. The purple candles just to your right contain some money, and so does the chandelier just in front of the door- a blue jewel, no less! When you’ve collected these things, advance on King Boo.

The king of the Boos will give a speech, yada yada, then the room will do a 360 spin, flipping over, and the picture of Mario which was behind King Boo will turn into a picture of Bowser. You’ll be pulled into the picture and the final battle.

Final Boss: King Boo

It looks like Bowser is back for his revenge, but you’ll find out as the battle progresses that it’s only a robot- very realistic, though! You’ll start the battle three squares away from “Bowser”, and you’ll want to keep this distance as often as possible. From here you can avoid his fire breath attack and his vacuum attack (you’ll need to push away from him just a bit). If you go any further “Bowser” will leap at you, not a good thing for your health.

“Bowser”’s attacks are pretty much useless in your current position, so wait for him to roll three spiked balls. They’re very dangerous so move away from them and “Bowser”. However, turn your vacuum towards a spiked ball and try to get it into the mouth of your vacuum. You won’t actually be able to pull it so when it stops rolling step up to it with the vacuum still on. “Bowser” will run up to you and lower his head for a fire breath attack. Back away from him as he does, and just as he lowers his head shoot the spiked ball at him. Ever since Mario 64 we know that Bowser hates spiked balls, and so does the robot. Its head will be blown off and King Boo will fly out.

Now’s your chance! Attack King Boo just like any Boo and whittle away at his 500 HP. Sidestep the ice blasts that the floating Bowser head will shoot at you. After a while King Boo will go back into his robot and put the head back on. Use this time to run around to the robot’s back and re-establish your three square distance. If you don’t change sides you will soon run into the edge of the battle arena, and it’s very dangerous to have nowhere to back away to. You won’t be able to escape the fire breath or vacuum, and the spiked balls will include you in their range when they explode on the robot.

After King Boo fixes his robot’s head he’ll start the whole pattern again, so don’t change a thing. When you have King Boo down to less than 200 HP remaining he’ll put the Bowser head back on upside-down. Hurry to the left or right side of the structure in the middle of the arena, right by the back wall, and he won’t be able to trample you. If “Bowser” destroys a pillar a Heart or Poisonous Mushroom may appear, but I don’t suggest leaving your hiding place in either case unless you’re really desperate for health, perhaps even if.

King Boo will eventually fix his robot’s head and the battle will continue as it did before. He won’t pull any new tricks now so just finish him off. If at any time you find that you won’t be able to hit “Bowser” with the spiked ball you’re holding then shoot it away somewhere because it will explode and hurt you after a while.

Eventually you will get King Boo down to 0 HP and capture him. You’ll automatically get his crown, which is really a piece of junk red diamond worth one coin. The Bowser robot will fall to the ground right next to you, and it will all be over.

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Closing Remarks

With King Boo captured, it is time for the ending procedures. What happens next? For once, this gamer is silent. Beat Luigi’s Mansion and find out for yourself!

If you managed to collect 100 million dollars, you’ll earn the best ending. But before you try to boast that you’ve earned more money than anyone else, you’ll need to beat my total of 134 million. Good luck!

If you saved after defeating King Boo you will find that you are only able to start from the beginning of the mansion; you can’t explore the mansion you just cleared. Your Gallery will be maintained, though, and you can try to improve your frames by playing again in the same file. The Gallery will store the best frame you ever manage for each ghost.

The next time you talk to E Gadd in his shack you will find a new option on his list of places for you to go: Hidden Mansion. I was really excited when I saw this option; I thought it would be a whole new mansion that might require a Walkthrough of its own. Unfortunately I ended up being disappointed. Play in the Hidden Mansion if you want, but be prepared for a mansion that is essentially the same as the first. I only know of the following differences between the two mansions:

-Your vacuum is stronger in the Hidden Mansion (some gamers call it the Poltergust 4000). You’ll be able to catch ghosts more easily, which will help you if you are looking for gold frames.
-When you get hurt you usually receive more damage in the Hidden Mansion, sometimes even double what you would have received in the normal mansion.
-Most Hearts you will find in the Hidden Mansion restore 20 HP instead of 10.

If you manage to beat my money total of 134 million, please Email me as well. I may list you here as having the high score. If you can beat my total then perhaps you’ll also have to clue me in to some jewels I missed. And finally, if you have any questions of your own, you can Email me them as well. This Walkthrough can be appended as needed.

Update: Well, I said I might add anyone who beat my total. Luigi reports earning 182 million! This does come with the caveat, however, that he was playing the European version, which apparently includes white and magenta jewels. Either way, this is still a good show!

Update: Slimer49'r reports earning 150 million!

And that’s a wrap! I hope you enjoyed Luigi’s Mansion and found this Walkthrough helpful.

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