Toolshed Stairs

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Toolshed Stairs
The Toolshed Stairs segment from Luigi's Mansion: Dark Moon.
Mansion Haunted Towers
Normal ghosts Gold Greenie, Creeper

The Toolshed Stairs (Tool Shed Stairs in the British English version) is a room inside of the Haunted Towers in Luigi's Mansion: Dark Moon. It can be accessed by taking the secret passage behind the fountain inside of the Tool Shed. It is a four-floor room that has no notable features. The stairs that go between the second and third floors are destroyed, meaning Luigi has to find an alternate way. The door on the first floor takes Luigi back to the Tool Shed, the door on the left on the second floor takes him to the Botany Lab, the door on the third floor takes him to the Seedling Laboratory, the door to the north on the second floor is actually a false door, and the door on the fourth floor takes him to the Conservatory. The third and fourth floors are also covered with various foliage.

In B-2: The Pinwheel Gate, Luigi needs to go to the Toolshed Stairs to get into the Botany Lab. There are only several steps present and a Greenie needs to be fought on the second floor. On the first floor, there is a stack of bills and a few coins. On the third floor, Luigi can shake a vase to cause a gold [[bat (Luigi's Mansion series)|bat] to appear. In B-3: Graveyard Shift, all the steps on the first floor of the Toolshed Stairs are intact. During B-5: Doggone Key, Luigi needs to chase the Polterpup to the Toolshed Stairs. When Luigi reaches the stairs, he is ambushed by a Creeper on the first floor. There is also a bed on the first floor, but it cannot be inspected. On the third floor, kicking the vase causes a gold bat to appear and inspecting the drawer causes a Gold Greenie to appear.

Names in other languages[edit]

Language Name Meaning
Japanese 連絡階段れんらくかいだん
Renraku Kaidan
Connecting Stairs

German Treppenhaus
Stairwell
Italian Scale del capanno
Shed's stairs
Portuguese Escadas de Madeira
Wooden Stairs
Spanish (NOE) Escaleras
Stairs

Trivia[edit]

  • In B-5: Doggone Key, instead of capturing the Creeper as the Polterpup waits on the second floor, if the player pulls the Creeper to the bed, then walks past him as the Polterpup jumps to the third floor, the room will bright up even if the Creeper is still there.