Luigi's Mansion Hunter

Luigi’s Mansion Hunter, known in Japan as Luigi Mansion Advance (ルイージマンションアドバンス), is a top-down action-exploration game and the first spin-off in the Luigi’s Mansion series, released for the Game Boy Advance in 2003. The game features light rogue-like elements such as procedurally generated levels and permadeath, focusing more on combat and replayability than puzzle-solving.
The game is compatible with the Game Boy Advance Wireless Adaptor and can be played with up to four players.
==Gameplay==
In this game, ’s goal is to make it to the final floor of the mansion. Every floor’s procedurally generated layout is generally made up of twenty different rooms, each varying in size and structure. Rooms are filled with objects to inspect and are typically completed by defeating every enemy by means of the . Enemies appear at the beginning of most rooms, but can sometimes come in multiple waves or not at all. They can also be found upon inspecting different objects. After completing a room, small rewards in the form of , , , or will appear and that room will be marked on the map. Health is indicated in the form of a , which can be replenish via hearts and expanded using upgrades. Losing all hearts will result in a .
 has two kinds of abilities he can use, the Poltergust and lights. The Poltergust is the primary weapon used to defeat ghosts, requiring them to be stunned first, and it is used to inspect all kinds of objects. In addition to it, Luigi can carry multiple types of lights, special items that come different shapes and sizes, that can be found in many places throughout a single run. They are used to illuminate the dark rooms of the mansion and to stun ghosts with a flash after charging them.
In addition to the twenty regular rooms, every floor also has an Elevator through which it is entered, one through which it is left and a Master‘s Chamber, where a boss is fought who will leave behind the floor’s Elevator Key. Unlocked elevators are also directly connected to a Parlor, where Luigi can trade his money for different kinds of upgrades. There’s also Challenge Rooms hidden behind secret Hatchways that contain treasures or upgrades. Regular rooms can be locked and require keys to open, but will this will never be needed to access the Master’s Chamber or Elevator. Hidden Rooms can be locked as well.
The game starts with the first four floors unlocked, the final one being the Uncharted Crypt. After completing this floor and rescuing Professor E. Gadd, the current run ends and Luigi is brought back to the Vault where he can start a new run. By completing certain objectives, the player unlocks more and more gameplay elements, such as new upgrades, floors and bosses.
===Arcade Mode===
In Arcade Mode up to four players can explore the mansion together in a randomly generated sequence of floors outside of the main story line, either until a certain floor limit is reached and a final boss is fought, or potentially forever in Endless Mode. Players will be scored based on the amount of enemies defeated and money collected by them. Arcade Mode only unlocks story irrelevant things, this includes hidden floors. The difficulty can be set to normal, hard or master.
==Story==
 is anxiously racing to ’s underground vault, after suddenly getting a distress call from him on his in the middle of the night, telling him to bring his and mentioning before being cut off.
Using the flashlight in E. Gadd’s shed to find the entrance, Luigi enters the vault, however with no sign of the Professor to be found. The entire complex is dark and quiet and the power seems to be cut. After making his way to the Lab, he finds an updated version of the Game Boy Horror, the Game Boy Fright, and is able to use it to communicate with E. Gadd again. Relieved to see Luigi, he informs him that his latest discovery, the Aether Star, who's power allows him to connect his laboratory with the paranormal dimension for brief moments to study it more closely, was unfortunately discovered by King Boo and his subjects. This discovery also made it possible for him to build the new model of the Game Boy Horror, which can transmit messages across dimensions. Now captured by the Boos, E. Gadd deducts that their plan is to make him use the star and his knowledge about it to build a permanent gate, allowing King Boo’s army to take over the entire and that they have little time left.
The transmission is interrupted however, by King Boo himself, who greets Luigi and sarcastically commends him for having found his way to the lab. He tells him that he was always very dissatisfied with having to execute his plans and rule his people in the Mushroom Kingdom from his distant realm of darkness, and that he has always yearned for having power over both. He reveals his plans to make the corporeal world his second regnum of fear and that he shall build his new palace, his “little summer residence” as he calls it, right here in the Mushroom Kingdom.
Wishing Luigi good luck and laughing manically, the transmission abruptly ends and the walls start to shake, with thunder and lightning crashing into the vault. The palace is constructed, seemingly out of the darkness itself, on top of the underground Vault and takes on the form of an enormous Tower, stretching high into the night sky; a twisted gauntlet of ever changing halls and corridors, reaching further into the paranormal with every floor, with the King at the top. An elevator then descends from the north exit of the lab and a voice tells Luigi to step in if he dares.
==Floors==
The mansion Luigi has to fight his way through is split into multiple floors.
Name 	Description 	Masters
First Floor: Gardens of Evergreen	Gardens of Evergreen is the first floor of the game. It appears as a noble terrace-like complex entangled in the palace’s facade and surrounded by gardens filled with lush, exotic flora. Special room types include greenhouses, springs and waterspout fountains. 	
The Botanist in the Orangery
The Nymph in the Spring
The Mortician in the Ossuary
Floor Two to Three: Mansion Marrow	The Mansion Marrow is the second and third floor of the game. It appears as a lively, cultured hotspot of the metaphysical, in the shape of an enigmatic system of halls and corridors in prestigious art deco styling. Special room types include ballrooms, dining halls, bathrooms, bedrooms and libraries.The Mansion Marrow is the only floor in the game with twice as many upgrades in the parlor, rooms and masters. This floor also contains the hidden entrance to the Forgotten Cabin 	
The Songstress in the Lounge
The Baron in the Cardroom
The Egyptologist in the Panoptica
The Artist in the Atelier
The Physicist in the Storage Room
The Leviathan in the Sunroom Pool
Floor Four: Arcane Attic 	
The Arcane Attic is the fourth floor of the game. It appears as a dusky old structure of lofts, acting as the final resting place for historic family heirlooms and antiques, covered in dust and cobwebs; an unpleasant and unorganized place, not meant to be seen by any guests. Special room types include storage rooms, balconies and rooftop sections.This floor primarily features pits and also contains the hidden entrance to the Lodge of the Architects. 	
The Channeler in the Memory Room
The Lovers in the Apse
The Shade in the Antique Room
Floor Five: Uncharted Crypt 	
The Uncharted Crypt is the fifth floor of the game. It appears as a century old catacomb hidden underneath the palace, where the remains of the resting are sealed away in the darkness, known of only by the family. Special room types include altars and underground graveyards. This floor also contains the hidden entrance to the Secret Bunker.On their first successful run the player will fight The Guard as this floor’s Master. Upon beating him, they will find and rescue Professor E. Gadd, who’s locked in a dungeon cell. The first run of the game will end here, making it the final floor if nothing has been unlocked yet. After that, all future runs will feature the other three Masters instead, making the Uncharted Crypt a regular floor like the ones prior.	
The Guard in the Cellar
The Cultist in the Reliquary
The Flock in the Columbarium
The Ancestor in the Tomb
Floor ?????: Palace of Mirages	
The Palace of Mirages is the sixth floor of the game. It appears as the main court for the royal family, realized in the form of seemingly timeless large open halls and colonnades in classic architecture surrounded in otherworldly aether. The room leading up to the Master will always be a quiet corridor functioning as a gallery for the family’s ancestors. This floor does not feature a parlor.On their first successful run on this floor, the player will fight as this floor’s Master. Upon beating him, King Boo will reveal that his plan has already advanced too far, and that the last step is in progress before he disappears. After that, all future runs will feature The Gatekeeper (or the Matriarch if unlocked) instead, making the Palace of Mirages a regular floor like the ones prior.This floor is unlocked by finding and catching all Boos strewn across the mansion, including the ones on the hidden floors.	
The Monarch in the Throne Room
The Gatekeeper in the Throne Room
The Matriarch in the Throne Room
Last Floor: Beyond 	The Beyond is the final floor of the game. It is a surreal island of architectural debris floating in the dark Void of the paranormal dimension. Doors on this floor don't lead to rooms they should be logically connected to and corridors can shift as the floor is navigated. The door to the Master's Chamber is always located at the heart of the floor. It requires the player to beat four previous Masters that reappear on this floor as midway enemies to unlock the door. This floor does not feature a parlor but contains up to 50 rooms.	
The Titan in the Abyss
===Hidden Floors===
Hidden floors exist between regular floors. They need to be unlocked by completing specific secret objectives. Once unlocked they can be entered from a secret entrance on one of the floors prior. Hidden floors are significantly harder than other floors. The surreal nature of the building becomes more apparent here, with most hidden floors being seemingly located in completely different places or in ways that would not be logically possible.
Name 	Description 	Masters
Hidden Floor: Forgotten Cabin 	The Forgotten Cabin is the first hidden floor of the game and is entered through a pathway in the Mansion Marrow. It appears as an old, abandoned but quaint chalet swallowed by the branching trees of the dark forest surrounding it. Special room types include wine cellars and forest sections. 	
The Hunt in the Game Room
The Beast in the Burrow
The Ember in the Furnace Room
Hidden Floor: Lodge of the Architects	The Lodge of the Architects is the second hidden floor of the game and is entered through a pathway in the Arcane Attic. It appears as a grand, elaborately ornamented basilica of knowledge dedicated to the minds behind the palace with brightly illuminated stained glass windows and massive marble statues. Special room types include naves and study halls.	
The Astronomer in the Observatory
The Organist in the Conservatory
The Armor in the Forge
Hidden Floor: Secret Bunker 	The Secret Bunker is the third hidden floor of the game and is entered through a pathway in the Crypt. It appears as a deserted arctic research facility, buried under the snow and partly destroyed by unknown means. Special room types include air vents and ice caverns. 	
The Survivor in the Escape Tunnel
The Amalgam in the Necropsy
The Gust on the Observation Deck
===Other Floors===
These are other places that have their own floors.
Name 	Description 	Masters
Challenge Floors 	Challenge Floors are entered through secret Hatchway that either require nothing, keys or money to be unlocked. They only contain a single Challenge Room that consists of either a puzzle, obstacle course or wave of enemies and they get progressively more difficult throughout the run. For completing a Challenge Room the player is rewarded a chest or items. The Smuggler only appears on this floor in his own set of Challenge Rooms. 	The Smuggler in the Hideout
Bonus Floor: Chamber of Gold	The Chamber of Gold is a small bonus floor that is reached by finding a secret Hatchway in the parlor. The floor consists of only a single master chamber followed by an elevator room. It appears in extravagant rococo architecture with a heavy supply of pompous gold ornaments. By entering the floor, the player summons The Treasurer, a difficult boss that needs to be defeated in order to leave the floor. All objects in the rooms are filled with large amounts of money that can be collected during or after the fight. Beating the Chamber of Gold unlocks the Mammon Anode.	The Treasurer in the Schatzkammer
==Items==
There are a few Items that can be found in the game. Items can spawn after clearing a room, be found in objects or sold in Parlors.
*
*
*
*
*
==Objects==
Objects are environmental items found within rooms. Luigi can interact with them to find treasures, drive out enemies or affect the gameplay in some way.
Name 	Description
Doors 	Doors lead to different rooms and only open if all ghosts in the room have been defeated. Some doors can be locked and require keys to be opened.
Hatchways 	Hatchways are doors on the ground that lead to Challenge Floors. Hatchways can be locked and require a key or money to be opened.
Chests 	Chests are objects that either contain multiple items, weapons or lights. Chests can be locked and require a key to open, these kinds are more likely to contain valuable treasures.
Crates 	Crates act like chests but with significantly lower value contents, half the time containing nothing at all. They can be opened by attacking.
Furniture 	Furniture is a general term for all kinds of objects found in the mansion. When inspected, they can be revealed to contain items, money or ghosts. The most common types of furniture include wardrobes, vases and paintings. Many types of furniture are floor-specific, such as beds in the Mansion Marrow, coffins in the Uncharted Crypt or hunting trophies in the Forgotten Cabin.
Mirrors 	Every floor has two mirrors on it. Charging at one mirror with a light will activate the mirror and turn it into gateway that leads to the other one. This can be used to teleport across floors more quickly or leave dangerous rooms, though with the risk of landing in another unexplored room if the other mirror hasn’t been found yet.
Carpets 	Carpets can be pulled away to reveal money, enemies or secret Hatchways.
Fireplaces	Fireplaces can be lit using fire or specific equipment. The light will illuminate dark spaces, slow ghosts and damage enemies on contact.
===Obstacles===
Monuments are certain objects the player can interact with to gain specific benefits.
Name 	Description
Pits 	Bottomless pits Luigi can fall into. The player will respawn at the beginning of the room, having lost one heart of energy.
Thorns 	Thorns are basic ground obstacles that hurt the player when stepped on.
Trapdoors 	Trapdoors blend in with the floor and open when the player stands on them for too long, making them fall down a pit. Can also appear as Hatchways.
Chandeliers	Chandeliers hang from the ceiling and have a chance of dropping down when the player walks underneath. Chandeliers can have candles on them that can be lit.
===Monuments===
Monuments are certain objects the player can interact with to gain specific benefits.
Name 	Description
Fountain of Healing 	Gives the option to spend money in exchange for hearts. Using at full health will increase the heartmeter by one instead, although for more money. More common in the Garden of Evergreens.
Monument of Innovation	Gives the option to discard a light in exchange for a random different one.
Monument of Wealth 	Gives the option to drain the energy of all currently held Lights in exchange for an equivalent amount of money.
Monument of Mercy 	Gives the option to discard lights in exchange for the key to the elevator door. Number required depends on number of lights held.
Monument of Order 	Gives the option to discard a light, that can be picked up whenever the player encounters the monument again, even in different runs. Discarded lights will no longer be found regularly. More common in the Mansion Marrow.
Shrine of Power 	Gives the option to decrease the heartmeter in exchange for a chest with a light. More common in the Uncharted Crypt.
==Lights==
Different kinds of lights can be found that Luigi can use to illuminate dark rooms and affect enemies. They only work for as long as their battery allows them to, and once they run out, they need time to recharge until they're fully charged again. Lights are activated with the B button and switched with the R button.
Name 	Quote 	Description 	Lighting Time	Recharge Time
Flashlight 	Plain And Simple 	Lights up dark spaces and slows down ghosts. Temporarily stuns enemies when charged. This is the light Luigi starts with. 	30 	20
Ultra Violet Light	High Frequency 	Moderately lights up dark spaces and reveals contents of objects and paths to Hatchways. Temporarily slows down enemies when charged. The Ultra Violet Light can be unlocked to be part of Luigi's default equipment at the start of every run. 	20 	20
Infra Red Light 	Low Frequency 	Moderately lights up dark spaces and slowly damages ghosts over time. Can't be charged. Able to light candles and similar objects. The Infra Red Light can be unlocked to be part of Luigi's default equipment at the start of every run. 	20 	20
Candle 	The Original 	Lights up dark spaces, slows down ghosts and damages enemies upon contact. Lasts far longer, but goes out unexpectedly. Able to light up other candles, but not without being extinguished. Not reusable. Only light that can be found multiple times in one run. 	60 - 90 	none
Lantern 	Old Age Flair 	Lights up dark spaces and slows down ghosts. Can't be charged, but doesn't run out of power. When enough damage is taken, bursts and leaves behind a permanent fire that lights up dark spaces and damages enemies. 	unlimited 	none
Oil Lamp 	Simpler Times 	Lights up dark spaces, slows down ghosts and damages enemies on contact. Leaves behind trail of oil that charges it back up when collected. 	30 	none
Gas Lamp 	The Explorer's Companion 	Charging sets it to one of two levels. Level one has a small radius but long run time. Level two has a large radius but short run time. 	10 - 50 	30
Camera 	For The Moment 	Can only be charged, with same effect as a Flashlight charge. One charge drains all energy. Recharges quickly. 	1 	5
Head Lamp 	For The Darkest Corners 	Lights up dark spaces and slows down ghosts. Repels enemies when charged. Keeps glowing moderately even when not equipped. 	30 	50
Laser 	Light Ahead 	Lights up dark spaces and lightly damages enemies in a straight line directly in front of Luigi. Able to light candles and similar objects. 	30 	30
* Dynamo Lamp 	High Voltage 	Lights up dark spaces. Doesn't run out of power as long as Luigi keeps walking. Walking for a while without stopping will grant a stunning effect to the light. Stopping at this point will release a charge that lightly damages enemies. 	30 	20
* Lava Lamp 	Groovy 	Starts off completely dim and without effect. Gets progressively wider in range and stronger in its slowing effect the longer it's equipped in dark rooms. 	40 	30
* Night Light 	Leave It On 	Greatly lights up dark spaces and repels ghosts. Charging it will leave it laying on the floor, still glowing. Other lights can be used during this time and the Night Light can be picked up at any time. 	40 	40
* Nixie Tube 	Count Em 	Moderately lights up dark spaces and slows enemies. Every time Luigi takes damage, the counter on the tube goes up and the range and stunning effect increase. At eight, the light starts lightly damaging enemies. Once the counter goes over nine, it resets back to zero. 	30 	30
* Flamethrower 	A Shot In The Dark 	Used as both a weapon and light simultaneously. Pressing B will activate a small flame in front of Luigi that lights up dark spaces and damages enemies upon contact. Pressing A will launch a fire projectile that leaves behind a permanent fire that lights dark spaces and damages enemies upon contact. Quickly runs out of power. 	10 	30
* Fire Flower 	Power Up 	Lights up dark spaces and slows down ghosts. Leaves a permanent fire that lights up dark spaces and damages enemies upon contact when charged. Taking damage will immediately drain all power. 	30 	20
* Flare 	In Moments Of Desperation	Greatly lights up dark spaces, attracts ghosts and damages enemies upon contact. Charging it will leave it laying on the floor, still burning. Other lights can be used during this time and the flare can be picked up at any time. Can’t be reused or picked up once burned down. 	80 	none
* Grave Light 	Consume Your Fear 	Lights up dark spaces, attracts and greatly damages enemies. Once it runs out, it's recharged by Luigi taking damage. 	20 	none
* Christmas Candle	Carry On 	Moderately lights up dark spaces. Can't be charged. Is extinguished once Luigi is damaged twice, the player switches the light or the room it is found in is left without picking it up. Completing the floor with the candle still burning spawns a chest with a free upgrade. Continuing to carry it to the ends of floors after that spawns two.	unlimited 	none
* Cobalt Crystal 	Poison Glow 	Moderately lights up dark spaces and slowly damages ghosts over time. Doesn't run out of power, but slowly depletes Luigi's health. 	unlimited 	none
Names with a * mark lights that need to be unlocked first.
==Upgrades==
Upgrades can be bought in the Parlor, alongside Items, at the end of each floor. The player is always presented a choice of three, which they can choose exactly one from. Prices can vary between upgrades and between floors. Parlors stop appearing on later floors.
Name 	Description 	Price
Power Vitalizer 	Increases health. 	200 G
Atlas Amplifier 	Increases strength. 	200 G
Ion-Pulse Booster 	Increases speed. 	200 G
Kilovolt Capacitor 	Increases battery capacity. 	200 G
Meta Converter 	Replenishes health for a certain number of enemies defeated. 	200 G
Queen’s Key 	Chests no longer require keys. 	250 G
King’s Key 	Doors no longer require keys. 	250 G
Phosphoric Stunner 	Flashlight stuns enemies. 	200 G
Mercuric Resistor 	UV Light slows enemies. 	200 G
Tungstic Absorber 	IR Light slows enemies. 	200 G
Blazar Strobe 	Flashlight charge damages enemies. 	200 G
Erebos Diode 	UV Light charge stuns enemies. 	200 G
Corona Cathode 	Adds a charge to the IR Light that slows enemies and lightly damages them. 	200 G
Superlight Flare 	Wider Flashlight charge. 	250 G
Ultralux Beacon 	Wider UV Light charge. 	250 G
Megalumen Flash 	Wider IR Light charge. 	250 G
Topography Sensor 	Uncovers all rooms on the map. 	300 G
Magnetowave Gauge 	Marks all items and special rooms on the map. 	300 G
* Omega Detraumatizer 	Revives Luigi in the case of a game over. 	400 G
* Autonomous Inspection Assistence	Grants a robot familiar that lightly attacks enemies and finds money in objects. 	300 G
* Mammon Anode 	Instead of running out of energy, lights will gradually decrease Luigi's money counter. For any amount of time lights aren't used, money is slowly increased.	250 G
Names with a * mark upgrades that need to be unlocked first.
==Masters==
Masters are strong bosses found on every floor. Defeating a Master will spawn the key for the Elevator, which allows the player to advance to the next floor. Each Master has their own dedicated Master’s Chamber.
<tabber>
Gardens of Evergreen=
Name 	Entry 	Health	Master's Chamber
The Botanist 	Doctor Epimetheus Hemlock: Formerly respected toxicologist and scholar on exotic flora. Suffered from tertian fever, paralysis and extended periods of hysteria for three weeks after inhaling spores from the poisonous laverna crocus while studying abroad in the tropical rainforest.	100 	The Orangery
The Nymph 	Elodea: Freshwater nymph and daughter of an ocean god... 	100 	The Spring
The Mortician	TBA 	120 	The Ossuary
|-|Mansion Marrow=
Name 	Entry 	Health	Master's Chamber
The Songstress 	Elegy Morrigan: Formerly renowned jazz singer... 	175 	The Lounge
The Baron 	Von Altenburg: Formerly respected statesman and military strategist. Once confidently lead an undermanned army of only fiftytwo into the crucial battle of Scharlachrode during the time of the great war. Today prefers using his vicious tactics for long evenings of doppelkopf.	160 	The Cardroom
The Egyptologist	Professor Amelia Westfield: Formerly egyptologist and university professor for archeology. Posessed by the archaic goddess of lament and funerary rites Imentet for breaking an urn that held her incorporeal body captured after purchasing it on an oriental fleamarket. 	170 	The Panoptica
The Artist 	...Formerly renowned aquarelle painter and art pioneer... 	180 	The Atelier
The Physicist 	...Formerly respected quantum physicist and leading figure in modern electrodynamics... 	175 	The Storage Room
The Leviathan 	Samydra: Primeval sea serpent... 	175 	The Sunroom Pool
|-|Arcane Attic=
Name 	Entry 	Health	Master's Chamber
The Channeler	Madame Arcana: Formerly renowned clairvoyant and infamous fraud...	230 	The Memory Room
The Lovers 	TBA 	250 	The Apse
The Shade 	...Formerly notorious art thief and collector... 	200 	The Antique Room
|-|Uncharted Crypt=
Name 	Entry	Health	Master's Chamber
The Guard 	TBA 	290 	The Cellar
The Cultist 	TBA 	275 	The Reliquary
The Flock 	TBA 	280 	The Columbarium
The Ancestor	TBA 	270 	The Tomb
|-|Forgotten Cabin=
Name 	Entry 	Health	Master's Chamber
* The Hunt 	...Formerly respected count and obsessive huntsman...	200 	The Game Room
* The Beast	...Mythical wildbeast... 	210 	The Burrow
* The Ember	Corona: Cthonic nymph and daughter of a forge god... 	215 	The Furnace Room
|-|Lodge of the Architects=
Name 	Entry 	Health	Master's Chamber
* The Astronomer	...Formerly respected astronomer and cosmographer...	250 	The Observatory
* The Organist 	...Formerly renowned composer and child prodigy... 	260 	The Conservatory
* The Armor 	TBA 	240 	The Forge
|-|Secret Bunker=
Name 	Entry 	Health	Master's Chamber
* The Survivor	...Formerly arctic researcher... 	300 	The Escape Tunnel
* The Amalgam 	...Extraterrestial parasite... 	320 	The Necropsy
* The Gust 	Miasma: Wind nymph and daughter of a storm god...	295 	The Observation Deck
|-|Palace of Mirages=
Name 	Entry 	Health	Master's Chamber
* The Monarch 	King Boo: Currently aristocratic ruler over the paranormal dimension...	30 	The Throne Room
* The Gatekeeper	...Currently loyal henchman to the boo family... 	350 	The Throne Room
* The Matriarch 	Queen Boo: Currently consort to King Boo... 	350 	The Throne Room
|-|Beyond=
Name 	Entry	Health	Master's Chamber
* The Titan	TBA 	500 	The Abyss
|-|Other=
Name 	Entry 	Health 	Floor 	Master's Chamber
The Fog 	...Unknown humanoid entity...	90-420 	Any regular floor	The Balcony
The Smuggler 	TBA 	100-390	Challenge Floors 	The Hideout
The Treasurer	TBA 	450 	Chamber of Gold 	The Schatzkammer
</tabber>
Names with a * mark masters that need to be unlocked first.
==Boos==
Boos hide in objects and will only come out if inspected before the lights turn on. There are five different Boos on each floor that are scattered across runs randomly. Defeating one Boo spawns a chest and defeating every Boo in the game unlocks the Palace of Mirages. After that, Boos will keep appearing in rooms, but no longer unlock anything.
<tabber>
Gardens of Evergreen=
Name 	Quote
Booroque 	Are we at a loss for words? Understandably, we can't fault you for losing yourself in the exuberant grandeur of Booroque!
Booticelli 	Think you're worthy of challenging the masterful Booticelli? I'll defeat you with flying colors!
Art Booveau Boogendstil	TBA
TBA 	TBA
TBA 	TBA
|-|Mansion Marrow=
Name 	Quote
Boolero 	TBA
Boogaloo 	TBA
Boossa Nova	TBA
TBA 	TBA
TBA 	TBA
|-|Arcane Attic=
Name 	Quote
Lemuel Booliver	Lemuel Booliver looks down upon you! No one is as swift as I am!
Boophelia 	TBA
Booliet Capulet	TBA
Robinson Boosoe	TBA
HyperBoole 	The stunning...The magnificent...The incomparable...HyperBoole!
|-|Uncharted Crypt=
Name 	Quote
OuroBooros	TBA
Boollahan 	TBA
Boogeyman 	TBA
ExcaliBoor	TBA
Boohemoth 	TBA
|-|Forgotten Cabin=
Name 	Quote
Booniper 	TBA
Wild Booar	TBA
BoolBool 	TBA
Boolete 	TBA
TBA 	TBA
|-|Lodge of the Architects=
Name 	Quote
Isaac Booton 	TBA
NeBoola 	TBA
Gauge Booson 	TBA
SingBoolarity 	It's all down from here on! There's no escaping...SingBoolarity!
Non-Booclidian	TBA
|-|Secret Bunker=
Name 	Quote
SatellaBoo 	TBA
Virtual Boo	TBA
TBA 	TBA
TBA 	TBA
TBA 	TBA
</tabber>
==References to other games==
* - The Light "Fire Flower" is a direct reference to 
* - The name Game Boy Fright is based on the japan-only remodel of the original Game Boy, the Game Boy Light, which produced additional backlight to play in dark conitions.
* - The aforementioned Game Boy Fright is also analogous to the Game Boy Horror from the original Luigi's Mansion, which referenced the .
==Gallery==
Lmh.png|American logo
Category:Game Boy Advance Games
Category:Luigi's Mansion (series)
Category:Luigi's Mansion Games
Category:Roguelike Games
Category:Fan Games