Luigi's Mansion for the Nintendo GameCube
A FAQ/Walkthrough by Ben "Wroth" DuPree
Copyright (c) 2001-2002 Ben "Wroth' DuPree
Version 2.0
http://rottedzombie.net - Rotted_Zombie@hotmail.com

=======================================================================

Sections: 

1) Story
2) Controls
3) Vacuuming Strategies
4) Using the Game Boy Horror
5) Area One Walkthrough
6) Area Two Walkthrough
7) Area Three Walkthrough
8) Area Four Walkthrough
9) Frequently Asked Questions (FAQ)
10) Painting Ghost List
11) Regular Ghost List
12) Secrets
13) Version Notes
14) Copyright/Contact Information

======================================================================
Part One: Story
======================================================================

It began as simply another day in the life of the lesser known of the 
two plumber brothers, Luigi. However, at its conclusion, his life would 
be completely different. On this day, as Luigi went to check his mail, 
he noticed that in his mailbox was an odd envelope. This envelope 
contained a letter that, to his surprise, stated that he was now the 
proud owner of a mansion as he had won a contest. Luigi, rather 
jubilant, called his brother, Mario. After imparting his tale to his 
brother, the two decided that they would meet at the mansion to 
celebrate Luigi's fortune and new home. 

Following the map he received with the notice of his new mansion, Luigi 
wandered off into the woods in search of his mansion. His navigational 
skills were found wanting, however, and he became lost. After what 
seemed like an eternity, he arrived at a spooky looking mansion that, 
as it was at the spot indicated on the map, had to be his prize. Since 
he had been lost for a good while and had taken a long time finding the 
mansion, Luigi assumed that his brother, Mario, was already inside. 
Walking up to the front door of the mansion, Luigi enters.

An uncomfortable darkness greeted Luigi upon entering the mansion. 
Thank goodness he had brought his lucky flashlight, he thought. 
Switching it on, he called fearfully for his brother. There was no 
response. Deciding that he should go look for Mario, Luigi timidly 
advanced up the stairs. When he reached the top, he proceeded to open a 
large double-door that he saw before him and enter the room beyond it. 

What Luigi faced next was not what he had expected. Shortly after 
entering the room, seemingly out of thin air, numerous specters 
appeared and began advancing upon the terrified plumber. Luigi thought 
that he was done for when, from the door he had just entered, an old 
man toting a vacuum entered and started sucking up the ghosts. As more 
and more ghosts appeared, the old man grabbed Luigi and fled the 
mansion. 

After a short walk, Luigi and the old man arrived at the old man's 
laboratory near the mansion. The old man, after calming the scared 
plumber down, introduced himself as professor Elvin Gadd. Professor Gad 
went on to tell Luigi exactly what was going on...

Professor Gad, aside from being a scientist, is a connoisseur of ghosts 
and ghost artwork.  Throughout his years, Gadd had captured twenty-two 
famous ghosts and, using a device of his invention called a "Ghost 
Portrificationizer," turned them into paintings. However, he no longer 
has any of these paintings, as these famous ghosts are no longer in his 
possession. Fifty Boo ghosts lead by King Boo (who wears a crown), Gadd 
goes on to tell, released the famous ghosts from the portraits and, 
together, they built the mansion. The purpose of the mansion was to 
serve as a hideout for the ghosts and as a trap for Mario and Luigi. 
The King Boo, having been foiled on numerous occasions by the Mario 
Brothers, wants to capture them. Thus the contest and the prize mansion 
were traps. The ghosts have already captured Luigi's brother, Mario. 
They want Luigi to be next. 

Realizing that Luigi is his only hope, Professor Gadd gives his Vacuum, 
the Poltergeist 3000 ghost catching device, to Luigi. It is his hope 
that he can free Mario, capture back the lost portrait/famous ghosts, 
and capture the Boos and their king. 

=======================================================================
       Part Two: Controls
=======================================================================

Analog Stick- Move Luigi.

Direction Pad- No use. 
Camera Stick- Turn Luigi while using flashlight/vacuum. 

B-Button- Turn the Flashlight on or off/Cancel. 

A-Button- The action button. This button is used to talk, search areas, 
open doors, choose options, and hit objects. When Luigi is out in the 
open (he is not near any objects), this button makes Luigi call 
"Mario!" Lastly, when using the map, this button zooms in. 

Y-Button- Brings the map up. 

X-Button- Activates the Game Boy Horror

Z-Button- Bring up the item list. 

Left Trigger- Expel a vacuumed element. 

Right Trigger- Activate Vacuum. 

=======================================================================
Part Three: Vacuuming Strategies
=======================================================================

The principal weapon that you will use in this game is his Poltergeist 
3000 ghost catching device. When used properly and in coordination with 
other items, this device can be used to capture ghosts. Since Luigi's 
Mansion is haunted, you will be capturing many ghosts. A certain 
strategy to capture these ghosts is required. 

Ghosts, for starters, are afraid of light. Your flashlight will come in 
handy, then. The instant a light is shined on a ghost, it will become 
startled for a moment and its heart will be visible. It is at this 
moment that a ghost can be captured. However, if the light is shone on 
a ghost for too long, it will recover from the initial startle of the 
light and flee. Therefore, good timing is needed to capture the 
aforementioned ghosts. 

When a ghost first appears near you, Luigi will yell out in terror, as 
he is easily frightened. The ghost's appearance will be denoted by a 
decent amount of mist condensing on a particular area. From this mist 
the ghost will appear. When the ghost is somewhat close to you, shine 
the light on it. You must wait till it is near as you will not be able 
to vacuum the ghost if it is far away. The moment after the light is 
shone on the ghost (and it is startled), activate your vacuum by 
pressing down on the right trigger. If done quickly enough, the ghost 
will be caught in your vacuum's suction. This is not the end, though, 
as you still have to reel the ghost in. 

Once the ghost has been caught in your vacuum's suction, it is 
necessary to reel it in. To do this, pull the analog stick in the 
opposite direction from the ghost. For example, if the ghost is on the 
right (and thus attempting to flee in that direction from your vacuum), 
pull the analog stick to the left to counter it. As you do this, you 
will see a number on the ghost (its health) go down. Once this number 
hits zero, the ghost will be sucked into your vacuum and it will be 
captured. Please note that if you are not swift in vacuuming the ghost 
in, it will eventually break free of your vacuum's suction. If this 
happens, simply repeat the above steps and continue where you left off. 

One final aspect of the vacuum that you should be aware of is its 
ability to expel elemental attacks. Throughout the course of the game 
you will pick up various elemental medallions. These medals will enable 
you to use three elemental attacks: fire, water, and ice. To acquire 
the ability to use the elemental attacks, you must go near a large 
source of fire (a torch), water (numerous sources from toilets to 
sinks), or ice (ice bucket or refrigerator). Once near one of these 
sources, start vacuuming the source. If you have the appropriate 
medallion, a small elemental ghost will emerge from the source. Vacuum 
this ghost to gain access to the elemental attack, which you can use by 
pressing down on the left trigger. Certain ghosts are only vulnerable 
to various elemental attacks, so be on the look out for ghosts without 
an ordinary heart (for example, a ghost with a heart coated in ice 
needs fire to defrost the heart). 

=======================================================================
Section Four: Using the Game Boy Horror
=======================================================================

At the start of the game, you will acquire an object known as the Game 
Boy Horror. Although it may look like a traditional Game Boy Color, its 
functions will aid you in many ways during your journey into Luigi's 
Mansion. The Game Boy Horror serves four purposes: it allows you to 
search areas, it is a Boo sensor, it serves as a map, and it shows your 
item/ghost list.

Firstly, the Game Boy Horror is used as a searching device. Upon 
activation by pressing the Y-Button, the game switches from third-
person point of view to first-person point of view as you will, through 
Luigi, look through the Game Boy Horror. While looking through the Game 
Boy Horror, you will be able to do numerous things that you would not 
be able to do without it. You will first be able to conduct searches of 
objects to determine whether or not they contain any hidden secrets. If 
an object, such as a chair or a pot, contains a secret, the Game Boy 
Horror will let you know by making a question mark appear on the screen 
in front of the object. These secrets vary from items to ghosts. Also, 
when facing the ghosts who are more difficult to spot or startle, the 
Game Boy Horror will allow you to view the heart of the ghost without 
startling it so that you possibly may gain some insight on how to 
capture the ghost. 

Secondly, the Game Boy Horror serves as a Boo Sensor. About a quarter 
of the way through the game, the Boos will come out of hiding and begin 
lurking the mansion. At this moment your Boo Sensor will be enabled. 
The Boo Sensor takes the form of a light on the top of your Game Boy 
Horror. When a Boo is in the same room as you, the sensor, initially 
blue if there are no Boos present will turn yellow and start beeping 
and flashing. The closer you get to the ghost, the more frequent these 
beeps and flashes will become. When you are right next to the ghost, 
the light will turn red. Search the area that is indicated by the Boo 
Sensor to flush the Boo out into the open. After this, it is simply a 
matter up vacuuming it up (although they will put up a fight, so be 
careful). 

Thirdly, the Game Boy Horror serves as a map. Pressing the Y-Button 
will bring up your map. The map is an incredibly handy feature. It will 
display every level of the mansion, from the basement to the roof, and 
almost everything you will need to know about the floors. It will show 
which rooms you have visited and during which parts of the game you 
visited them. Yellow represents a room visited in area one, blue 
represents a room visited in area two, green represents a room visited 
in area three, and red represents an area four room. Also, every door 
will be displayed as either locked or unlocked, with the door being 
either green (unlocked) or with a keyhole icon in it (locked).

Finally, the Game Boy Horror provides you with a way to view what you 
have collected throughout the game and which ghosts you have captured. 
On the item list you will be able to see what treasure you have 
collected and what items you have. On the ghost list, at your 
fingertips, will be a compilation of which ghosts have fallen to your 
vacuum along with a brief description of the ghost. 

=======================================================================
Section Five: Area One Walkthrough
=======================================================================

==================
Foyer
Treasure: None
Ghosts: None
Keys: Yes- Parlor
==================

Upon entering the mansion, you are greeted by an ominous scene. The 
foyer, dimly lit with the only light being provided by a few candles 
and the occasional lightning strike, is an eerie sight to behold. Once 
Luigi has finished his dramatic, fearful entrance, aim your flashlight 
to the left and advance up the stairs. At the top of the stairs, on the 
second floor of the foyer, is a set of double doors. However, on 
further inspection, these doors seem to be locked. Wander back down the 
stairs and the solution to this mystery will present itself in the form 
of an entity. An orange mist, carrying a golden object, will descend 
from the second floor and hover above you for a moment. As it departs 
to the tune of numerous cackles, the object, a key, will drop. Pick up 
the key and go back up the stairs, using the key in the double doors. 
They will unlock, allowing you to enter the next room.

==================
Parlor
Treasure: None
Ghosts: Many
Keys: None
==================

The orange mist, a mystery in the foyer, will reveal itself. They are 
ghosts! As the door closes behind you, the spooks will advance upon 
you. However, before they can lay a spectral finger on you, a short 
little man will rush into the room and, using a vacuum cleaner, start 
assailing the ghosts. After a short struggle, the ghosts will hit the 
man and he will flee the scene with you in tote. 

==============================
Professor E. Gadd's Laboratory
==============================

The little man with the vacuum is none other then Professor Elvin Gadd, 
the famous ghost hunter. He will explain that the Boo ghosts, under 
King Boo, constructed the mansion in a matter of days for use as a safe 
haven for ghosts and as a trap for the Mario Brothers. Mario, relays 
Gadd, already entered the mansion a few days ago and has not been seen 
since. He believes that you, as Luigi, are the only one who can save 
Mario and defeat the ghosts located within the mansion. 

Before he lets you go, Professor Gadd decides to give you some 
training. Use the vacuuming strategies I described earlier in the guide 
during his training session and you will nab numerous ghosts. After the 
session has ended, Gadd will show you his gallery. Oddly, there are no 
paintings left. It seems that all of Gadd's artwork were former ghosts 
who he captured and turned into paintings using a device. The portrait 
ghosts, freed by King Boo and his Boo troupe, now roam the mansion. 
Gadd tells you that, beyond saving Mario, he wants you to recapture 
these ghosts so he can restore them to the gallery. 

Once you have finished in the gallery, you will return to the 
laboratory. It is now time to start the adventure. Gadd will give you 
the Poltergeist 3000 ghost-catching device and you will go back to the 
mansion.

==================
Foyer
Treasure: 22 Coins, 14 Cash
Ghosts: None
Keys: None
==================

As you re-enter the mansion, you will see an old friend. Toad, a 
faithful servant of Princess Peach, is sitting on the rug in the center 
of the foyer, crying. Go up to him and talk to him and he will tell you 
how the Princess sent him here to find Mario. Reassure him that 
everything will be okay and that you will find Mario. After doing so, 
he will cheer up, the lights will come on in the room, and you will be 
able to access his SAVE feature. Once your chat concludes, head up the 
stairs. There is some treasure to grab before you enter the door, 
though. Get the coins that are strewn about the floor first. Next, aim 
the vacuum at the chandelier and activate the suction. After a brief 
moment, many coins and a good deal of cash will spill out from it. 
Collect it all and go into the Parlor. 

==================
Parlor
Treasure: 24 Coins, 10 Cash
Ghosts: Three Orange Ghosts(10)
Keys: Yes- Anteroom
==================

This room, like every other room in the mansion except the foyer, is 
dark. That means that any ghost may be lurking in here. Keep your wits 
about you. Start by vacuuming up all of the loose coins you will find 
in here. After you have them all, walk to the portrait in the center of 
the room and use the vacuum to blow out the candles in front of it. The 
ghosts lurking in this room will not take kindly to this. The 
portraits, formerly lifeless, quickly spring to life, cackling and 
declaring that you will not make it out of this mansion alive and that 
you will suffer the same fate as your brother. Once every portrait 
finishes its own spiel, three orange ghosts will come at you. Luckily, 
they will not come all at once, so this room is not too hard. Simply 
use the tactics you learned in the training room and eliminate the 
three orange ghosts. When you are done, the lights in the room will 
turn on and a treasure chest will appear. Open it to obtain a key. 
Before you leave, as always, you must collect the treasure of the room. 
Search the cabinet behind the treasure chest, which contains a decent 
amount of coins and cash. When you have the treasure, use the key in 
the small door in the upper-right hand corner of this room.

==================
Anteroom
Treasure: 10 Coins, 10 Cash, And One Gold Bar
Ghosts: Four Orange Ghosts(10) and Two Pink Ghosts(20)
Keys: None
==================

Unlike the previous room, the Anteroom has no special tricks that will 
summon the ghosts; they simply will come after you quickly. Turn off 
your flashlight and wait for the ghosts to come to you. Beyond the 
orange ghost you were introduced to in the Parlor, a new breed of 
ghost, the pink variety, is seen in the Anteroom. The pink ghost, while 
equally as spooky as any other ghost, has 20 health and is slightly 
more powerful than the orange ghosts. Beware especially when two ghosts 
are summoned at the same time. Once the ghosts have fallen, the lights 
of the Anteroom will turn on. Be sure, before you advance on, to 
collect the gold bar that is located in the left most desk with a vase 
on it. Also vacuum both chandeliers as the right one contains cash and 
the left one contains gold coins. With the treasure in tote, advance to 
the next room via the door on the left hand side of the Anteroom. 

==================
Wardrobe Room
Treasure: None
Ghosts: Three Orange Ghosts(10) and Two Green Ghosts(40)
Keys: Yes- 2F Hallway
==================

You now enter the wardrobe room. As always, the ghosts are out in force 
in this room and will come at you almost immediately. The orange 
variety, as you have seen before, is no problem. However, a new green 
type of ghost is in this room. The green ghosts, 40 health strong, also 
throw spectral bananas around. If you step on one of these bananas, you 
will slip, incur damage, and some change will be knocked from you. 
Avoid these bananas at all costs, as if you slip your suction, if 
established, will be broken. Carefully eliminate the first two orange 
ghosts and the two green ghosts that will present themselves to you in 
the open. A third orange remains hidden for you to find. Search it out 
by opening the left-most wardrobe container and capturing the said 
orange ghost that waits inside. Once this final one is captured, the 
lights will turn on and the key will become visible. Vacuum the key to 
you. Since there is no treasure in this room, simply leave it through 
the door on the left side of the room. 

=============
Small Balcony
=============

On this balcony is neither ghosts, nor treasure, nor keys; only a 
crying toad is here. Talk to the sad little fellow and find out that he 
is crying because he does not know where Mario is. Surprisingly, your 
face alone will cheer the poor little mushroom up, causing the light on 
the balcony to turn on. Save the game if you want and leave the 
balcony. 

From here, wander through the wardrobe room, past the anteroom, and 
beyond the parlor, to the foyer. Once in the foyer, go to the left 
(your left) and use the key obtained in the wardrobe room in the door. 
Enter the hallway. 

==================
2F Hallway
Treasure: 11 Coins
Ghosts: Numerous Small Rodent Ghosts(O)
Keys: None
==================

As you are about to enter the hallway, Professor Gadd will contact you 
via the Game Boy Horror. He alerts you that he is detecting strong 
spectral signals from the area you just entered. He believes that some 
of his portrait ghosts lie ahead, and that we should be careful. 
Keeping that in mind, vacuum up the coins you see before you and enter 
the first door on Luigi's right. 

==================
Study
Treasure: 10 Cash
Ghosts: Neville(100)
Keys: Yes- Master Bedroom
==================

The study contains the first portrait ghost of our adventure. Neville, 
the bookish father, is in this room. To see him, turn off your 
flashlight and turn your back to him. Do not worry; he will not attack 
you. He is sitting in his recliner, contenting himself in a book. Now 
we must deal with the task at had; we must capture Neville. To do this, 
observe him for a moment. He sits in his recliner, rocking back and 
forth, reading. Every now and then he will yawn. This moment, when he 
is yawning, is our chance. Take your time, as this is difficult for a 
beginner. Keep your flashlight off and wait until Neville yawns. The 
second he starts yawning, quickly turn around and turn your flashlight 
beam loose upon him. This will startle him. He will not remain startled 
long, so use this opportunity and let loose your mighty vacuum upon 
him. He has 100 health and is faster than the other ghosts, so when he 
tries to flee from the suction of your vacuum, pull quickly and 
violently in the direction opposite from his path of flight. With luck, 
you will bag Neville in one try. If not, simply repeat the process 
until he is captured. 

After you capture Neville, pick up the pearls that he drops. Do not ask 
me why, but while you are capturing these portrait ghosts (wearing them 
down with suction), they drop pearls. If you manage to capture the 
ghost in one suction run (it does not break free), you will get the 
greatest amount of pearls. Collect your pearls, open the treasure chest 
that Neville left behind, and obtain your key as well. Prior to 
checking out of this room, search Neville's desk for a sizeable amount 
of cash. With the cash and key in hand, leave the room. 

==================
2F Hallway
Treasure: None
Ghosts: Numerous Small Rodent Ghosts(0)
Keys: None
==================

With one portrait ghost already under your belt, it is time to capture 
another. Upon exiting Neville's Study, walk to the left (Luigi's right) 
and to the end of the hallway. At the end of the hallway is the door 
that the key you have opens. Unlock the door and enter. 

==================
Master Bedroom
Treasure: 25 Cash and One Gold Bar
Ghosts: Lydia(100)
Keys: Yes- Nursery
==================

Neville's wife, Lydia, is contained within the confines of the master 
bedroom. She, wanting to look her best, even in the afterlife, sits on 
a stool, facing a mirror, combing her hair. She will brush endlessly 
unless you can find some way to distract her. The only way is to make 
it so she has to get up off her stool. To do this, we must make a 
breeze blow in this dark room. Walk to the curtains near Lydia and 
activate your vacuum. Vacuum the curtains to the right so they open, 
allowing a wind to enter the room. Lydia, not wanting her hair to be 
messed up, will get up to close the curtain. Now is our chance. While 
she is standing to close the curtains, shine the flashlight on her. 
After she is startled by the sudden burst of light from your 
flashlight, activate the vacuum and start sucking her up. Like her 
husband, Neville, she is a tough capture. Use the same strategy that 
you used on Neville and she will be yours. 

Once Lydia is captured, collect her pearls and open the chest she 
leaves behind. Inside is the key to the nursery. Next, obtain the 
treasure in the room. There is a gold bar located in the drawer of the 
nightstand that is located next to the bed. Also, if you turn the 
vacuum on the ceiling fan for long enough, a lot of cash will reign 
down on you. Collect it all and go back into the hallway.

==================
2F Hallway
Treasure: None
Ghosts: Numerous Small Rodent Ghosts (0)
Keys: None
==================

A baby's cry will greet you, as the hallway is re-entered. It is 
emanating from the nursery, your next destination.  Slowly walk to the 
room, sucking up any rodent ghosts you meet along the way. Unlock the 
door to the nursery when you come to it and prepare for trouble. 

==================
Nursery
Treasure: 15 Coins
Ghosts: Chauncy(100)
Keys: Yes- 1F Hallway 
==================

This room looks harmless enough: teddy bears, balls, and a rocking 
horse. However, lying in the crib is an evil spirit: Chauncy. Like any 
baby, Chauncy likes to play. Except in this case the baby is a ghost 
and you might not like his definition of "play." Set your fears aside 
and proceed to the rocking horse. Collect the gold coins around it and 
begin vacuuming the horse itself. After a brief period, Chauncy, liking 
the rocking, decides that he wants to play with you. To this 
declaration, the door will lock and Chauncy will start coming after 
you. To combat the ethereal baby, use the vacuum to suction the ball on 
the floor. If the ball is brought to your feet and the vacuum nozzle is 
aimed down, the ball will be caught in the suction. Once the ball is 
caught like this, wait three to five seconds (this is how long it takes 
for a powerful suction to be established), aim the vacuum at Chauncy, 
and release the R-Trigger (turn off the vacuum). The ball, if your aim 
is true, will fly into Chauncy. He will get mad at you for this and, to 
make the fight fair, he will shrink you and drop you in his crib. 

==================
Boss Fight 1: Chauncy 
Health: 100
Attacks: Rocking Horse, Balls, and Bottle Slam
==================

Now that you are small, Chauncy has the size advantage. He will 
surround you with rocking horses at the start of the battle in order to 
scare you. Although Luigi will be frightened, you can see past his 
parlor tricks and know you will win. Chauncy will commence his attacks 
by sending individual rocking horses out at you. It is easy to avoid 
these. When one starts to come at you, simply move out of its way. It 
is no more difficult than that. For his next attack, Chauncy sends 
multiple bouncy balls out at you. If you avoid all of these balls, one 
will not leave the crib. Instead, it will fall idle and will turn into 
your weapon. Approach this last ball that now lies in the crib and 
suction it up. Aim it at Chauncy like you did before and fire away. If 
you hit Chauncy, he will become vulnerable for a brief moment. During 
this moment, activate your vacuum and start to suction him. You will 
not be able to capture Chauncy in one try, so work at it, repeating the 
same strategy, until you have captured the baby ghost. When you have 
defeated and captured Chauncy, you will be restored to your normal size 
and a treasure chest will appear. 

Before you collect the treasure, though, be sure to gather the rest of 
the treasure that is located in this room. This amounts to only a small 
cache of coins located in the ceiling lamp. Gather these, open the 
treasure chest, and collect a pink key. This key opens the first floor 
hallway. When the key is obtained, Professor Gadd will contact you, 
inviting you back to the Lab so the ghosts you captured can be restored 
back to paintings. 

Congratulations, you have completed area one!

=======================================================================
Section Six: Area Two Walkthrough
=======================================================================

==================
Foyer
==================

Now that you have the key to access the first floor hallway, we might 
as well use it. Wander forward once you have left the lab for the 
second time and let the door in front of you have its thorns 
mysteriously vanish. When they are gone, use the key in the door and 
enter the hallway.

==================
1F Hallway
Treasure: None
Ghosts: Rodents(0), Bats(0), Yellow Ghosts(0), and Hangers(0).
Keys: None
==================

As we have entered a new part of the mansion, naturally there will be 
new foes for us to grapple with. The new enemies in the hallway that we 
must contend with are the bats, the yellow ghosts, and the hanging 
ghosts (hangers). The first of the three simply rest, as bats do, on 
the ceiling, waiting for your ever-eager vacuum; they are not hard at 
all. The yellow ghosts are quite similar to the orange ghosts we met in 
area one; they move and look similar. However, what makes the yellow 
ghost unique is in its attack. If left alone, the yellow ghost will 
produce a purple bowling ball from out of thin air and then will roll 
it at you. Defeat these yellow haunts by doing the same as you would on 
an orange ghost; shine the flashlight on the yellow ghost to stun it 
and then vacuum the sucker up. 

The last ghost, the hanging ghost, is the most challenging of the three 
new types. The hanger ghosts will drop down from the ceiling (hanging 
upside down as their name indicates) and either flails at you (white 
hangers) or drop a bomb at you (purple hangers). While being slightly 
more challenging than the rodents or bats, these ghosts are not a 
problem. Simply aim the flashlight up at them after they have popped 
down and, once they are startled, vacuum them up. 

With these new strategies in mind, let us proceed along the hallway. 
After entering the new area of the mansion, turn right and, when you 
come to the corridor, turn left. Be wary as you meander down this 
corridor, as a hanging or a yellow ghost usually inhabits it. Once you 
reach the end of the corridor, turn left and walk all the way to the 
end of this corridor. At the end is a familiar sight: a door rendered 
impassible by thorns. Ignore the door for now since we have no means of 
opening it. Instead, enter the last door on Luigi's left. 

==================
1F Bathroom
Treasure: None
Ghosts: Two White Grabbers(10)
Keys: Yes- Ballroom. 
==================

As you enter the bathroom of the first floor, the sound of running 
water and a new ghost type greet you. The new ghost type is the white 
grabber ghost. These ghosts, sleek and shark-like in appearance, will, 
if you are not careful, grab onto you. By doing this they disrupt your 
actions, making vacuuming impossible. Shake them off by moving the 
control stick a lot. If you do not let them get too close to you and 
are handy with the flashlight, then these ghosts are no big deal and 
will be easy for you. 

Shortly after you enter the bathroom, these grabbers make your 
acquaintance. Use the tactics I just described and they will drop 
quickly. Once the two ghosts are eliminated, the lights turn on and 
Professor Gast contacts you. He provides the same instructions that I 
just provided you with, so you can pretty much ignore what he has to 
say. When the professor is done, use your vacuum to suction the key 
that now presents itself to you. With it in hand, leave the room. 

==================
1F Hallway
==================

You can unlock the ballroom, the dance center of the mansion, with your 
newly found key. Turn right after exiting the bathroom and when you get 
to the corridor turn right again. The door to the ballroom is the only 
one on Luigi's left (your right) as you go down the corridor. Enter it. 

==================
Ballroom
Treasure: 15 Coins, 15 Cash, and One Gold Bar
Ghosts: Six Shy Guy Ghosts(20), The Floating Whirlwindas(100)
Keys: Yes- Storage Room
==================

Keeping with the tradition of the new area, this room too has a new 
group of enemies to contend with. The shy guy ghosts, who have returned 
from their deaths in Super Mario 2 to make an appearance here, are 
present in the ballroom. They are different from other ghosts, and thus 
require a bit more effort to destroy. Each shy guy ghost carries a 
spear and wears a mask. With the mask on, the flashlight has no effect 
on them. Before you can vacuum them up, it goes to figure, you must do 
away with the mask. Start combating these enemies by using the vacuum 
to suck their masks off. De-masked, they are no more difficult than any 
other ghost. Simply shine your light upon them and vacuum away once 
their masks are off. Beware of their spear; it can do a lot of damage. 

These new foes will make themselves seen right away. Right after you 
enter the ballroom, three pairs of shy guy ghosts (six total) descend 
from the ceiling and begin dancing. Take them on one pair at a time, 
using the strategy laid out. With some skill, they will drop in no 
time. The haunting is not over at this point; it has just begun. 

After the shy guy ghosts have been eliminated, the fourth portrait 
ghost(s), the Floating Whirlwindas, appear. They, like the shy guys 
before them, are dancing to the music of the ballroom. They also hold a 
trait common to the portrait ghosts: they are hard to catch. To add to 
the fun of the moment, the black and white dance floors in the room 
start spinning in a clockwise motion. The dancing couple can only be 
seen while on the spinning dance floor, so enter onto it and watch them 
for a moment. Like all the portrait ghosts before them, there is a 
pattern that gives away when they can be caught. Every now and again 
the male dancer spin around, raises his arms, and shouts an "Aah!" At 
this moment they are vulnerable to your flashlight and vacuum. Wait for 
the male dancer to do this, and when he does blast him with your 
flashlight. While he is stunned, vacuum the couple up. 

Once the fourth portrait ghost(s), the dancing couple, have been 
vacuumed up, grab the key that rests in their chest. Also vacuum the 
two chandeliers for treasure. Use the key in the door in the back-right 
area of the room when you are done. 

==================
Storage Room
Treasure: None
Ghosts: Two Pinks Ghosts(20), Two Red Grabbers(20)
Keys: None
==================

Two pink ghosts and two red grabbers greet you and your frightened 
plumber in the storage room. The pink ghosts are no sweat; we have 
dealt with them before and they are easy. The red grabbers, on the 
other hand, are new. They are very similar to the white grabbers in 
every respect except for their grab. The white grabber's grab does no 
damage, it only holds you in place; the red grabber's grab does a 
decent amount of damage to its unlucky recipient. Be extra careful when 
fighting the red ones; they pack a wallop if they get in close. After 
defeating both, the lights turn on. However, nothing else happens. 
Solve this puzzle by peeking at the mirror. Notice that red button in 
the reflection? Push the button and the room will extend out to its 
full length. 

Something is still not right; the remainder of the room is empty sans a 
grating on the floor and a poster on the wall. Use your vacuum to suck 
the poster off the wall, revealing another button. Push it and the 
grating will open. The result of the grate's opening is horrifying. 
Many Boos (51 to be precise, counting the King), stream from the open 
grate and flee Luigi at the sight of the vacuum. After they depart, 
Professor Gadd buzzes your Game Boy Horror and tells you that these 
ghosts were the ones who kidnapped Mario. The professor suggests that 
you come back to the lab. Who are you to disagree with the man who gave 
you the vacuum? 

==================
Gadd's Laboratory
==================

When you return to the lab, Gadd informs you about the Boos. He says 
that they are strong in large numbers, but alone they are weak. The 
only way Luigi can save Mario, according to Gadd, is to pick off the 
Boos individually so their power does not overwhelm him, too. Gadd 
finishes by telling you about the Boo Monitor of the Game Boy Horror. 
Since we already know how to use this we will go back to the mansion 
and get the jump on those Boos. 

==================
Foyer
==================

With our new Boo Monitor in hand, it is time to mop up some Boos. Go 
forward and enter the door directly in front of you that leads to the 
first floor hallway.

==================
1F Hallway
==================

We should start looking for Boos where we left off in the mansion. 
Therefore, we are heading to the ballroom. Turn right and then turn 
right again at the corridor. The ballroom is the first and only door on 
Luigi's right.

==================
Ballroom
Treasure: None
Ghosts: Boo La La(60) 
Keys: None
==================

One of the more elegant ghosts, as her name implies, hides in the 
ballroom. Search out Boo La La by using your Boo Monitor. As you near 
her the monitor will beep more and more quickly. You have found her 
when the monitor turns red. Vacuum her hiding spot to draw her out and 
vacuum her up. We have one Boo down, 49 to go. Our next stop on the Boo 
tour is the storage room, which is located directly behind the 
ballroom. 

==================
Storage Room
Treasure: None
Ghosts: GameBoo(50)
Keys: None
==================

The second Boo, GameBoo, hides here. Flush him out in the same manner 
you did Boo La La; vacuum his hiding places until he is forced into the 
open. When GameBoo is finally revealed, vacuum him up. In no time at 
all we have already caught two ghosts; you should be proud. Leave this 
room and exit the ballroom as well once GameBoo and Boo La La are 
snagged. 

==================
1F Hallway
==================

With two Boos already under your belt, you should waste no time in 
snagging more. Head down the corridor and turn to your left (Luigi's 
right) and enter the main door that leads to the Foyer. 

==================
Foyer
==================

To do battle with your next target, the Boos on the second floor, you 
must ascend the stairs and make your way first to the area where the 
first portrait ghosts used to live. Go up the stairs and, upon reaching 
the top, turn left and enter the small door. 

==================
2F Hallway
==================

You start with the study, the former home of Neville. Enter the first 
door on your right.

==================
Study
Treasure: None
Ghosts: TaBoo(50)
Keys: None
==================

The third ghost, Taboo, calls Neville's study its temporary hiding 
place. Flush it into the open with your vacuum and Boo Monitor. Once it 
is in the open, finish the job by vacuuming it up. Once you have 
eliminated it and sent it to Professor Gadd via the Game Boy Horror, 
leave the room. 

==================
2F Hallway
==================

The turn of temporary hiding spot for a Boo now belongs to the Master 
Bedroom, the former residence of Lydia, Neville's wife. Head down the 
hallway to the end and enter the last door on Luigi's right. 

==================
Master Bedroom
Treasure: None
Ghosts: Boolicious(30)
Keys: None
==================

Since Lydia is out of the picture, this room is up for grabs. The yummy 
Boolicious has decided to hide here.  Find the tasty Boo's choice 
hiding spot, force him from it, and vacuum away. Since Boolicious has 
the least amount of health of any Boo, capturing him should be no 
problem whatsoever. After capturing Boolicious, exit the bedroom.

==================
2F Hallway
==================

Finish off the family by heading to the nursery of the family baby, 
Chauncy. Chauncy's room, as you recall, is the last room on the left. 

==================
Nursery
Treasure: None
Ghosts: TurBoo(50)
Keys: None
==================

The speedy TurBoo is hiding in the nursery. Discover his place of 
hiding using the Boo Monitor, draw him from it, and capture the swift 
haunt. Since this room serves no purpose now, depart from it.

==================
1F Hallway
==================

Exit the hallway the same way as you entered it, via the door at the 
end of the hallway on the opposite end from you. 

==================
Foyer
==================

Stay on the second floor; there is more to explore. Enter the parlor 
via the large set of double doors in the middle of the upper foyer. 

==================
Parlor
Treasure: One Gold Bar
Ghosts: BamBoo(30)
Keys: None
==================

Another not-so-tough haunt, BamBoo, hides in the Parlor. This wimpy 
specter is a pushover for even a frightened plumber like Luigi. Capture 
the ghost in the usual manner. However, after you send him to Professor 
Gadd, he will tell you that you should probably take a break and go to 
the washroom to freshen up. With that comment, the washroom, previously 
locked and located in the first floor hallway area, is now unlocked. 
Before we go down there, you should finish off the Boos in this area. 
Use the vacuum on the chandelier to get the gold bar and then exit the 
room through the door in the back that leads to the anteroom.

==================
Anteroom
Treasure: 5 Coins and 5 Cash. 
Ghosts: Bootha(50)
Keys: None
==================

The polite Bootha hides in the Anteroom. Smoke her out with the usual 
search tactics and capture this wily ghost. Once Bootha has met her 
demise, a buzzing sound alerts you to the fact that Gadd, through the 
Game Boy Horror, desires to speak with you. He says that since you have 
been on such a blistering pace catching the Boos, that you should take 
a relaxing break and journey to the first floor washroom to wet your 
face. Before you move on, check the second desk with a vase on it (the 
middle one) for a slight reward. 

Now that you have finished the anteroom off, exit it and go through the 
parlor and out the double doors. When you reach the foyer, descend the 
stairs and enter the first floor hallway.

==================
1F Hallway
==================

To get to the Washroom, go to the right and make a left up the hallway. 
At the top of the corridor turn left and walk to the next turn of the 
hallway. The washroom is the first door on your left after the turn. 

==================
1F Washroom
Treasure: 10 Cash
Ghosts: None
Keys: Yes- Fortune Teller's Room 
==================

Toad again? Another of the ever-present mushroom associates of Mario 
and Luigi is located in this washroom. He is sitting next to the 
toilet, bawling. Approach the disheartened little guy and talk to him. 
He tells you that he lost something very important down the toilet. 
Inspect the toilet after the fact and you will find a key. Since Toad 
has been cheered up and the lights to the washroom are now on, it is 
safe to assume that there are no ghosts around. Vacuum the medicine 
chest for a reward and leave the room, heading to the room that we now 
have a key for- the fortuneteller's room. 

==================
1F Hallway
==================

Head back down the hallway the way you initially came and turn into the 
corridor. As you reach the bottom, turn right. The fortuneteller's room 
is the first door on your right after the turn. 

==================
Fortune Teller's Room
Treasure: 10 Coins, One Gold Bar
Ghosts: Madame Clairvoya(Not Vacuumable)
Keys: None 
==================

The creepy fortuneteller, Madame Clairvoya, inhabits this room. When 
you enter the dark room, however, it seems no one is present. Shine 
some light on the situation by shining your flashlight on the crystal 
ball that is on the table in the center of the room. The fortuneteller 
will appear after you do. Talking to her reveals that, if brought 
dropped items of a lost friend, she can discern what happened to that 
friend. Maybe we should bring her anything we find in the mansion? 
There is another door present in this room- an unlocked door- that we 
can take. Prior to leaving, search all drawers in the room and gather 
treasure. Once ready, exit the room through the door on the right-hand 
side. 

==================
Mirror Room
Treasure: Fire Element Medal
Ghosts: Five Green Grabbers(20), Kung Boo(40)
Keys: None
==================

The mirror room, adjacent to Madame Clairvoya, introduces a new ghost 
type, the Green Grabber. This ghost, similar to the red grabbers, will 
attempt to get near you and grab you, causing damage if they do manage 
to latch on. Unlike their red brethren, the green variety is invisible. 
That should not be a problem, though, since this is the mirror room and 
the mirror has a reverse vampire effect on the ghosts. They may be 
invisible to your eyes, but the mirror sees all. 

These green grabbers greet you as soon as you enter the room. Be 
cautious and defeat all five of them. Once you do, the lights to the 
room will turn on and a treasure chest will also appear. Open it to 
collect a new toy, the Fire Element Medal. Now that this medal is in 
your possession, every time you approach a source of fire (such as the 
torches in this room), a fire element ghost will appear. If sucked up 
with the vacuum, this ghost will transfer the power of fire (in limited 
supply) to your vacuum (it can be expelled with the left trigger). 

Finish off the Boo that has been hiding in this room the whole while 
after you acquire your new toy. Kung Boo, the Bruce Lee of the Boo 
world (okay, not really), hides somewhere in this room. Sniff him out 
with your usual tactics and, since he has only 40 health, dispose of 
him quickly. Now there are eight Boos down, 42 to go! Since there is 
neither treasure nor a key in this room, leave after defeat Kung Boo...

Gotcha! There is still a spiny coating on the door. Now that you have 
the power of fire, I suggest you use it. Approach the torches burning 
brightly in the back of the room and suck a fire element from one of 
them, filling your vacuum with fire. Proceed afterwards to light the 
candelabras in two corners of the room. Only after doing that will you 
be able to leave. 

==================
Fortune Teller's Room
Treasure: None
Ghosts: Madame Clairvoya(Not Vacuumable) 
Keys: Yes- Laundry Room
==================

Not that we have fire in our arsenal, the key that was initially not 
present in this room reveals itself. Using the fire left over from the 
previous room, light the candelabras in this room (four in total) to 
reveal the key. Vacuum it down to you and leave the room. 

==================
1F Hallway
==================

Did you notice that, while walking the 1F hallway, there is a 
mysterious, floating, candelabrum? That is Shivers, the ghostly butler 
of the Mansion. He is invisible because his fire is not lit (go 
figure). Do him the favor and ignite his candelabrum. He will star 
screaming hysterically and running like a madman after you do, so be 
prepared to move quickly and follow him. He will lead you to the door 
that you have the key to, the laundry room.

==================
Laundry Room
==================

There is much to be done in here, but since we are following Shivers, 
we will ignore it for now. Follow him through the door into his 
quarters.

==================
Butler's Room
Treasure: Five Cash
Ghosts: Shivers(100), Ghostly Rodents(0), PeekaBoo(40)
Keys: Yes- Conservatory 
==================

After entering the room, Shivers sits down bitterly on his stool and 
starts complaining. With his guard down due to his ranting, the chance 
to capture him presents itself. While he mumbles along, shine the 
flashlight on him and vacuum away. Once you have him, the lights in the 
room turn on and a treasure chest appears. Open it and take the key 
inside. Remember to vacuum the ceiling lamp for treasure, too. 

There is a secret to this room that not many know about. Before we 
discover it, refill on your fire element by approaching the candle that 
Shivers has in here and vacuuming it for an element. Once you have 
some, approach the door but do not go through it. Peek into your game 
boy horror to the area just right of the door. Notice that mouse hole? 
Investigate it with the game boy horror to create a suction through the 
mouse hole. 

Before you leave, though, there still is a Boo to deal with in this 
room. PeekaBoo, the hide and seek ghost, hides in the Butler's room. Do 
what you always do to a Boo and capture the ghost. 

==================
Hidden Room
Treasure: Many Coins, Much Cash, Many Gold Bars, One Sapphire, One 
Ruby, and One Emerald 
Ghosts: Three Ice Ghosts(20) 
Keys: None
==================

I wonder what the Butler was hiding in this room. Start your session in 
this hidden treasure trove off by vacuuming the ceiling bats so they do 
not hurt you. After doing that, open the first treasure chest: the one 
in the center of the room. Out of it will pop an element ghost, a new 
type.

Element ghosts are like ordinary ghosts, except they are composed of a 
specific element. The ghosts in this room are made of the ice element. 
You counteract them with your fire. When one appears, such as one just 
did, blast it with your vacuumed fire until five health have left it. 
At that point the ghost will have melted and it is safe for regular 
vacuuming. You cannot vacuum an element ghost without doing this, so be 
wary. 

Finish off the three elemental ghosts in this room before you do 
anything else. They are located in: the center chest, the bottom right 
chest, and the upper left chest. Defeat them and then plunder the 
goodies of the room! The treasure in here is massive (including gems) 
so plunder well. A Boo hides amongst the treasure, too. Search the 
ethereal one out from amongst the goodies. It is GumBoo, the Boo who 
likes chewing gum. Capture the bubblicious one and go back through the 
mouse hole and out of Shivers' room. 

==================
Laundry Room
Treasure: 20 Coins, 20 Cash, One Gold Bar, and Mario's Hat
Ghosts: Two Pink Ghosts(20), One White Grabber(20), One Red 
Grabber(20), Boogie(40) 
Keys: None
==================
 
The room seems innocent enough- it is a laundry room. However, lurking 
inside are some foul demons of the night... or not. There are a few 
ghosts in this room, but nothing you haven't dealt with before. Defeat 
them in an orderly manner and the room's lights will turn on and a 
treasure chest will appear. Inside the chest is a great deal of money. 
Greedily grab it up, along with the other treasure in the room, and 
make your way to the washing machine on the left-hand side of the room. 

Inside the machine rests an item that once belonged to Luigi's brother. 
Mario's Hat, the signature item that Mario wears (beyond his 
moustache), has been freshly laundered and rests inside the machine. 
Pick it up and take it to Madame Clairvoya, who, with the items of the 
lost, can aid in their finding. 

==================
1F Hallway
==================

Be careful to not get hurt by the ghosts as you go along. Walk straight 
until you come to Madame Clairvoya's room. 

==================
Fortune Teller's Room
==================

Shine your flashlight on Madam Clairvoya's crystal ball to reveal her 
after entering the room. After she materializes, give her the hat. 
Using the hat as a device with which to call spirits, she tells you 
that Mario is alive. That is a start. At least he lives and is not 
amongst the spirits. Take that advice and exit the room.

==================
1F Hallway
==================

It is time to visit the conservatory, the room that we have a key for. 
Take the corridor up the top area of the first floor's hallway and turn 
left. The conservatory is the only door on the right. 

==================
Conservatory
Treasure: 10 Coins, 15 Cash
Ghosts: Melody Pianissima(100), Boomeo(50)  
Keys: Yes- Dining Room 
==================

The room is devoid of all life and feeling at first. I suggest we liven 
this room up. Being that it is a conservatory, many musical instruments 
are present. Bop all the ones you see in the room to create a beat. 
Once you do, Melody, the pianist, appears. She wants to play a guessing 
game with you. She will play a melody that, if you are any sort of 
Mario fan, you will know. If you answer correctly what the tune 
symbolizes, Melody will become upset and attack. She starts her barrage 
by sending her music at you. Use your vacuum to suck it all up. If you 
do this, Melody, without her music to defend her, becomes vulnerable to 
your flashlight. Shine your beam on her and, being the virtuoso you 
are, vacuum her up. 

Now that you have the beautiful pianist safely stowed away in the 
bowels of your vacuum, feel free to scour the room for goodies and 
Boos. First open the chest that Melody left behind to acquire the key 
to the dining room. Secondly, tackle the Boo in this room by sniffing 
it out (it's Boomeo this time), vacuuming it up, and celebrating once 
you have done so. Thirdly, garner the treasure of the room by searching 
it out and vacuuming it up. After these three things are done, leave 
the room. 

==================
1F Hallway
==================

Wander to your right upon leaving the conservatory and part-way down 
the hallway. The dining room will be on your right. 

==================
Dining Room
Treasure: 30 Coins, 30 Cash, One Gold Bar, and One Diamond 
Ghosts: Mister Luggs(100), Ghostly Servants(10), Boodalicious(80)
Keys: None
==================

Mister Luggs, the Mansion's oaf, lives in the dining room. Not 
satisfied in life, he gorges himself in the afterlife. Thus he sits at 
the dinner table, stuffing his face with a yellowish concoction. It 
appears that isn't all he has eaten; the floor is also strewn with 
banana peels. Carefully suck them up to avoid slipping on them and take 
a look at the glutton. He is invisible. His dinner candles, also, are 
not fully lit. Is there a connection? Use your fire (if you don't have 
any, gather some from the room) and light his candles. Once you do, he 
fully materializes. However, you will not be able to battle him until 
that yellowish gook that he continuously stuffs his face with is 
removed from the table and his sight. Hurry along the process by 
vacuuming some of the food as he eats. 

Once the vacuuming starts and the food pile decreases in size, the 
ghostly servants come out to serve Luggs. Surprise them with your 
flashlight and vacuum them up so he cannot get a refill on his platter. 
With the servants out of the way, Luggs is all yours. Vacuum the 
remainder of the food. When it vanishes, Luggs will become surprised 
(and then enraged), and will start spitting fireballs at you. Avoid his 
fireballs for long enough and, being an oaf, he will tire and rest for 
a minute. Use this respite on his part as your chance to capture him. 
Shine your light on him while he rests and then vacuum him up. 

Having finished off Luggs, his room is yours for the plundering. Open 
the chest he leaves behind and out will pop an exorbitant amount of 
treasure. Collect it all. Also search the cabinets for treasure. Before 
you press on, do battle with this room's Boo, Boodalicious. He has 
slightly more health than the others, so it may require a chase to 
another room to finish him off. After the fact, exit the dining room 
through the door on its left-hand side. 

==================
Kitchen
Treasure: Water Element Medal
Ghosts: Haunted Pots(0) and One Ice Ghost(20)
Keys: None
==================

The kitchen, the home to the food that Luggs devoured so readily, is 
the next stop on our search of the mansion. Before you do anything 
else, vacuum up the pots and pans from on the various appliances so 
that they don't attack you later. Next, open the refrigerator to reveal 
an ice ghost who, with your fire, you can easily deal with. Finishing 
off the ice ghost turns the lights on and makes a chest that contains 
the Water Elemental Medal appear. Collect it and proceed to search the 
room for the Boo that your monitor has been hinting at this whole time. 
Booligan is the ghost that inhabits the kitchen. Dispose of him in the 
ordinary fashion and, afterwards, wander over to the sink. Vacuum at 
the running water to produce a water elemental. Vacuum it up, obtain 
the remaining treasure in the room, use the water you just obtained on 
the burning door, and leave the room through the now fire-free door. 

==================
Boneyard
Treasure: None
Ghosts: Spooky(100), Skeleton Ghosts(30)
Keys: None
==================

Spooky, the mansion's guard-dog, lives in his doghouse out here. He 
doesn't like intruders, so almost immediately he will wander out and 
attempt to bite you. Remedy this by watering the yard's patch of dirt 
on the left side of the yard. Once saturated, a skeleton ghost will 
appear. If you vacuum this ghoul up, he will leave behind a bone for 
Spooky to play with. Spooky, noticing the bone, will wander out to have 
a look. While he is distracted, shine the vacuum on him and suck him 
up. After he is gone, Spooky's doghouse becomes like the mouse hole in 
the Butler's room. Look at it through your game boy horror to activate 
suction. Before you travel through it, water the green blob in the dirt 
(it is a plant). Once you do, by all means go into the doghouse. 

==================
Graveyard
Treasure: One Ruby 
Ghosts: Bogmire(100), Three Skeleton Ghosts(30)
Keys: Yes- Courtyard Key
==================

The graveyard is the final stop of the second area. The area boss, 
Bogmire, is entombed here. Before we face him, though, we must clear 
the area. After emerging from the stump in the graveyard, approach the 
drainpipe to your right. Bang on it and a ruby will come out. Head 
towards the lower graves next. Bang on any of them and the three 
skeleton ghosts will pop up from the dusts of the Earth. Do battle with 
them and vacuum them up. Once they have been eliminated, the upper-most 
grave (obviously Bogmire's) lights up. Approach it and do battle with 
Bogmire.

==================
Boss Fight Two: Bogmire
Health: 100 plus clones
Attacks: Lightning, Swarm Attack
==================

Bogmire, the ghost of the graveyard, is a lot less complicated in 
attack than Chauncy is. All he does is summon endless shadows of him to 
swarm at you with occasional assists from lightning bolts. The secret 
to battling Bogmire is in his shadows. They are not immune from your 
vacuum's suction. When the real Bogmire, colored Pink, appears, he will 
appear with three to seven shadows. If you use the vacuum on any of 
these shadows, it will suction itself to your vacuum like a ball. With 
a ball of shadows in your possession, wander over to the real Bogmire 
and fire the shadow ball at it. If you connect, Bogmire will become 
immersed in its own shadow, making it vulnerable. When this happens, 
start vacuuming. Repeat this process until Bogmire is no more.

==================

After Bogmire goes down, he leaves a chest behind. Inside this chest is 
the courtyard key, or the key that leads you into area three. Gadd will 
contact you at this point, telling you that you should probably return 
to the lab so he can restore the ghosts to their paintings.

Congratulations! You have completed Area Two!

=======================================================================
Section Seven: Area Three Walkthrough
=======================================================================

Coming soon!

=======================================================================
Section Eight: Area Four Walkthrough
=======================================================================

Coming soon!

=======================================================================
Section Nine: Frequently Asked Questions
=======================================================================

Coming soon!

=======================================================================
Section Ten: Painting Ghost List
=======================================================================

1)	The Bookish Father, Neville, 42 Years Old.

-Neville spends his afterlife reading all the books he missed while 
living. 

Location: Study

2)	The Mirror-Gazing Mother, Lydia, 34 Years Old.

-She's stashed her secret savings away to prepare for her long 
afterlife. 

Location: Master Bedroom

3)	The Spoiled Baby, Chauncy, 1 Year Old.

-He cries loudly and never sleeps through the night, but since he was 
born a ghost, this seems natural. 

Location: Nursery

4)	The Dancing Couple, The Floating Whirlindas, ??? Years Old. 

-Once the local waltz champions, they no longer compete since their 
feet don't touch the floor. 

Location: Ball Room

5) The Wandering Butler, Shivers, 72 Years Old

-He wanders the house, endlessly searching for his master's will. He 
hopes he's included in it!

Location: Butler's Room

6) The Beautiful Pianist, Melody Pianissima, 26 Years Old.

-Despite playing moving melodies, she has a surly disposition. Oddly 
enough, she loves video games.

Location: Conservatory. 

7) The Freaky Fortune-Teller, Madame Clairvoya, ??? Years Old. 

-Her close connection to the spirit world lets her see nearly 49 days 
into the future. 

Location: 

8) The Glutton, Mr. Luggs, 30 Years Old. 

-He prefers all-you-can-eat buffets to three meals a day. He ate 
himself to death but still wasn't satisfied. 

Location: Dining Room. 

9) The Hungry Guard Dog, Spooky, 4 Years Old.

-This creepy canine will sink its chops into any seemingly edible thing 
in sight. 

Location: 

10) The Cemetery Shadow, Bogmire, ??? Years Old. 

-A product of the mansion's fear and despair, he's not sure who to fear 
or what to despair of these days. 

Location: Cemetery. 

11) The Bodybuilder, Biff Atlas, 26 Years Old. 

-This king body builder loves muscles and lilies. Why lilies? They 
symbolize purity. 

Location: Recreational Room. 

12) The Bathing Beauty, Miss Petunia, ??? Years Old. 

-The Miss Ghost runner-up from six years ago, she hasn't had much 
modeling work lately. 

Location: Upstairs Bathroom. 

13) The Scarf-Knitting Granny, Nana, 76 Years Old. 

-She's still knitting the scarf she never finished in life. It now 
stretches to 871 feet. 

Location: Nana's Room. 

14) The Lonely Poolshark, Slim Bankshot, 29 Years Old. 

-Slim's a legend in the world of competitive pool. Too bad he's never 
played a living soul. 

Location: Pool Hall. 

15) The Twin Brothers, Henry and Orville, 5 Years Old. 

-The twins like to play hide and seek, but since they both hide the 
game never seems to end. 

Location: The Twin's Room. 

16) Jumbo Ghost, Boolossus, ??? Years Old. 

-When the shy, timid Boos get together, their body and their attitude 
get BIG! 

Location: Balcony. 

17-23) Coming Soon! 

=======================================================================
Section Eleven: Regular Ghost List
=======================================================================

Coming soon!

=======================================================================
Section Twelve: Version Notes
=======================================================================

Version 1.0: The initial release to my places. It contains no 
walkthrough. Inside, however, is the basic promise of a guide with most 
of the sections necessary to start a guide. Stay tuned. 

Version 1.5: Area One Walkthrough completed. 

Version 2.0: Area Two Walkthrough completed. 

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Section Thirteen: Copyright/Contact Information
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This guide was created for the personal use of anyone who wants to use 
it. It, and all the information contained within, are Copyright (c) 2001 
Ben DuPree. If I find this guide on any site not approved by me to use 
it, I will press action. Please do not steal this guide. 

This guide can be found on the following sites:

-www.gamefaqs.com
-http://rottedzombie.net

If you wish to contact me with comments, suggestions, or information 
that I might possibly have missed, please email me at 
Rotted_Zombie@hotmail.com or find me on AIM. My AIM name is 
TheRottedZombie. 

===========================================================

I would like to thank the following people/groups for making this guide 
possible.

Nintendo: Thank you for making a great game on your new system, the 
Gamecube. 

CjayC: Thank you for your lovely site. 

Devin Morgan: Thank you for inspiration.

Matt: Thanks for your time and energy into getting my rotted arse on 
task. 

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Fin...