Telephone Room: Difference between revisions

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==Notes==
==Notes==
One does not need to actually enter the Telephone Room after the blackout happens. It is entirely possible to merely walk to the [[Wardrobe Room]], capture Uncle Grimmly, and turn on the lights, thus saving time and unwanted tangles with ghosts.
*One does not need to actually enter the Telephone Room after the blackout happens. It is entirely possible to merely walk to the [[Wardrobe Room]], capture Uncle Grimmly, and turn on the lights, thus saving time and unwanted tangles with ghosts.





Revision as of 17:35, January 1, 2007

The Telephone Room can first be accessed in Area Four of Luigi's Mansion

As Luigi approached the West Hallway on the Balcony, the door was unsealed. However, a bolt of lightning struck the house, causing what every ghost-hunter hates: a blackout. Luigi used his Key to open the door and proceed through the West Hallway. At the end, he came across two choices, east or west. The plumber chose the east door and ended up in the Telephone Room. After clearing the room of ghosts (of which there were quite a few), Luigi received a phone call from one of the Toads in the Mansion, informing him that the Toads had fled because of the blackout. The Toad also mentioned a breaker in the Basement that could be used to turn the power back on. Unfortunately, the previously accessible Breaker Room was now mysteriously locked. Luigi received another phone call, this time from Professor E. Gadd who told Luigi of a Portrait Ghost named Uncle Grimmly who supposedly held the Key. Luigi went off in search of Uncle Grimmly so that he could turn the power back on.

After successfully doing so, Luigi returned to the Telephone Room, only to find it was still dark. Opening some of the chests in the room, Luigi awakened two Mr. Bones whom he captured, finally lighting the room.

The Telephone Room is huge, quite possibly the largest room in the Mansion save the Balcony. As such it is filled with quite a variety of objects. On the west wall there is a large cabinet in front of which is a small table and curiously, a small sofa. The middle of the room is empty except for a large chest on the north wall. Along the south wall there are three small rotary telephones, side-by-side. Finally, on the east wall, there is a cabinet, identical to the first, and two additional large chests.

Notes

  • One does not need to actually enter the Telephone Room after the blackout happens. It is entirely possible to merely walk to the Wardrobe Room, capture Uncle Grimmly, and turn on the lights, thus saving time and unwanted tangles with ghosts.


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