Luigi’s Mansion 3 Guide: The Great Stage Walkthrough

This portion of the Luigi’s Mansion 3 guide contains The Great Stage walkthrough, all Great Stage gem locations (which cannot be completed until later in the game), and tips and tricks to defeat the piano playing boss at the end so you can rescue the trapped toad.

While The Great Stage is one of the smaller hotel floors, it has one of the harder boss battles in the game. Unlike the last few bosses, this piano player can’t be approached directly or immediately. Still, there are some attack patterns to learn and methods to try out that will have this classical musician switching to the blues in no time.

Below are the walkthrough sections and objectives. Please note we may have added a few objectives ourselves to indicate the steps you need to take to complete the main objective. Objectives that don’t directly appear on your menu are italicized. 

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Luigi’s Mansion 3 Guide: How to Find Boos and All Boo Locations

How to Find Boos

Note: the game will introduce you to the concept of hidden boos but a boo will never appear on the floor during a main objective. For example, if it’s your first time on floor 13 there will be no boo on floor 13. BUT if you’ve been to floor 13 before and return, the boo will be there somewhere.

Luigi’s Mansion 3 Guide: Castle MacFrights Walkthrough

This portion of the Luigi’s Mansion 3 guide includes the Castle MacFrights walkthrough complete with each puzzle solution, castle macfrights gem locations, and how to beat knight macfright. Notable puzzles include how to cross the spikes, how to burn the web next to the dragon, how to use the wooden elevator and get into the cages, how to cross the wooden bridge, and how to get past the crossbowers with the carts.

You’ll also find some tips and tricks for dealing with knight macfright so you can get the next elevator button.

Below are the walkthrough sections and objectives. Please note we may have added a few objectives ourselves to indicate the steps you need to take to complete the main objective. Objectives that don’t directly appear on your menu are italicized. 

Continue reading…

Luigi’s Mansion 3 Guide: Unnatural History Museum Walkthrough

This portion of the Luigi’s Mansion 3 guide includes the Unnatural History Museum Walkthrough and all the Unnatural History Museum gem locations. Here, you’ll also find tips and tricks for how to beat the dinosaur skeleton boss waiting for you in the main exhibit.

Below are the walkthrough sections and objectives. Please note we may have added a few objectives ourselves to indicate the steps you need to take to complete the main objective. Objectives that don’t directly appear on your menu are italicized. 

All gem locations will be written in a blue box so scroll through for them to see what you’re missing or scroll past them if you’d rather discover the answer to those puzzles yourself. Once again, you will need to come back for the final gem.

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Luigi’s Mansion 3 Gem Locations

This portion of the Luigi’s Mansion 3 guide includes all the gem locations for each floor, in the order the floors appear. Please note that a few of these gems cannot be gotten on your first visit to the floor. If this is the case it will be indicated at the top of the section.

Every Gem Location

  • Basement Gem Locations
  • Grand Lobby Gem Lobby Gem Locations
  • Hotel Shops Gem Locations
  • Mezzanine Gem Locations
  • The Great Stage Gem Locations
  • Castle MacFright Gem Locations
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Luigi’s Mansion 3 Guide: Recover E.Gadd Briefcase Walkthrough

This portion of the Luigi’s Mansion 3 guide contains a walkthrough for your first official objectives. After installing the elevator tracker, you’ll need to practice contacting Professor E.Gadd by opening up your menu and connecting to the Professor E.Gadd Hotline. Once that’s done, you’ll have your main objective: recover E. Gadd’s Briefcase.

These objectives will take you through the Basement (B!), Grand Lobby (Floor 1), and part of the Mezzanine (Floor 2). Near the end of this mission, you’ll have to defeat the Maid Boss who has swallowed Professor E.Gadd’s briefcase. After returning to the lab, Professor E.Gadd will give you the gift (and curse) of being able to summon Gooigi.

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Top New Games Out On Switch, PS4, Xbox One, And PC This Week — October 27 – November 2, 2019

This episode of New Releases is getting into the Halloween spirit, thanks to Luigi’s Mansion 3 and Resident Evil 5 & 6 coming to Nintendo Switch. Meanwhile, PS4, Xbox One, and PC gamers can celebrate the devil’s birthday with Afterparty. This week is also your chance to revisit some cult classics with Yakuza 4 and Super Monkey Ball: Banana Blitz HD.

Resident Evil 5 & 6 — October 29

Available on: Switch

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Two more Resident Evil titles hit Switch this week, and both include co-op play and all previously released DLC. RE 5 sees Chris Redfield and Sheva Alomar stopping a terrorist threat in Africa, while RE 6 features an ensemble of RE favorites all across the globe. You can also pick up the physical Resident Evil Triple Pack if you want to grab RE 4 as well.

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Afterparty — October 29

Available on: PS4, Xbox One, PC

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This is the next game from the makers of Oxenfree, featuring best friends Milo and Lola trapped in hell. To escape, they’ll have to out-drink and out-party the devil himself. Afterparty also sports Night School Studio’s signature dialogue system, which changes your relationships with the other denizens of hell, affecting the overall story.

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Super Monkey Ball: Banana Blitz HD — October 29

Available on: PS4, Xbox One, PC

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You can also party with Super Monkey Ball’s 50 minigames and 100 obstacle courses. The cult classic platformer has never looked better, and this edition includes Sonic the Hedgehog as a new playable character. It’s coming to consoles this week, with a PC version coming later this year.

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Yakuza 4 — October 29

Available on: PS4

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This one might need some explaining. For $59.99/£49.99, you can purchase the complete Yakuza Remastered Collection; that includes Yakuza 3, 4, and 5, but the three games have staggered release dates. This week, Yakuza 4 is upon us, bringing another healthy dose of gang life intrigue, street brawls, and minigames. The game stars fan-favorite Kazuma Kiryu alongside three other playable protagonists.

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Luigi’s Mansion 3 — October 31

Available on: Switch

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Luigi’s Mansion 3 drops on Halloween, the perfect time to explore the Last Resort hotel, where each spooky floor has its own theme. You can play solo or team up with a friend in co-op, where the second player controls a gelatinous version of Luigi named Gooigi. There’s also competitive multiplayer to enjoy with the returning ScareScraper mode and the new ScreamPark mode.

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November is near, so next week’s New Releases will take an overall look at the biggest video games coming in the new month. Hideo Kojima’s Death Stranding, Respawn Entertainment’s Star Wars Jedi: Fallen Order, and Nintendo Switch’s Pokemon Sword & Shield are all on the way.

Afterparty Review – Hell Is Other People

Afterparty‘s version of hell is less fire and brimstone and more cocktails and ennui. Sure, its human inhabitants are still damned for eternity and demons still flagellate them for their sins, but that’s just the nine-to-five. To escape the drudgery of everlasting torment, demons and humans alike flock to bars and other seedy hangouts between the days’ torture. It isn’t the flashiest take on the afterlife, but that’s kind of the point. Afterparty revels in the small, personal acts of cruelty and kindness that define us, and while the ways it imparts lessons aren’t always up to task with the material, it nonetheless treads exciting ground as a story about the work it takes to be a better person.

Developed by Oxenfree creators Night School Studio, Afterparty follows Milo and Lola, a pair of recent college grads who’ve just found out they face eternal damnation. After some quick onboarding on how they’re to be tortured for the rest of eternity, the pair get a break when their turn in line comes just as the workday ends, giving them a night’s reprieve. They then learn there’s a way out of their predicament: If they can outparty The Prince of Darkness himself, they can return to the world of the living.

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Mechanically, Afterparty keeps things simple. As you walk across rich and detailed 3D backgrounds along a 2D plane, most of your interactions involve talking to the right person at the right time. This puts the spotlight on Afterparty’s strongest asset: incredibly verisimilar conversations. The dialogue is lifelike in a way you don’t find in most games; characters restart their sentences, which often have a fantastically ad-libbed quality to them; the main voice cast features whip-smart performances from Janina Gavankar, Khoi Dao, Ashly Burch, and Dave Fennoy, who all sell their cartoonish characters’ maladjustments without making them overbearing.

Afterparty touches on several topics, including the layout, structure, and the underpinnings of its underworld, which pull heavily from the Bible and Paradise Lost. It makes easy connections between businesspeople and demons, or social media platforms and hellscapes, though the comparisons are all coated in a thick veneer of simmering snark and clever turns of phrases that make the comparisons fun, even if they’re not the most imaginative ones.

Afterparty is most at home and most cutting when it delves into more intimate topics. Sister May Wormhorn, a personal demon created to harass Milo and Lola as they try to get the approvals necessary to outparty Satan, torments the pair by sifting through their rougher memories. These end up being not one-off, traumatic events, but rather the kinds of smaller slights and moments that bring out their various hangups: Lola’s ostracization from her family due to not only her complex family situation, but her skepticism in the face of her sisters’ faith; Milo’s demanding parents and search for an identity as the child of an immigrant family. These points come through in ways that are direct, but not didactic, and they make for some of the game’s strongest moments.

The aloof but clear sense of resignation that permeates throughout hell’s inhabitants also sells Afterparty’s vision of the underworld not as a prison for the world’s most violent criminals, but as the banal hangout spot for those who simply failed to do enough good. In an early exchange, Milo asks Satan what he and Lola could have done to deserve eternal damnation. Satan cuts back with a pithy anecdote about a man who will ask him the same question 50 years from now, after having set out a dress for his girlfriend knowing it would be too revealing to keep her warm in a movie theater. “The real question, Milo, is, what did you do to deserve anything else?” The way Afterparty imparts this lesson both explicitly, in the moral quandaries its explores in its characters, and in its vibrant-but-benumbing clubs, parks, and sights, makes for a powerful atmosphere.

Not every beat lands, however. The main plot, the one about trying to drink Satan under the table, ends in somewhat anticlimactic fashion, and the threads leading up to that finale are underwhelming. That’s in part a result of how the quandaries its characters tackle don’t have solid, definable solutions that could make for a more exciting conclusion. But it’s also because the overarching plot acts as more of a vehicle for characters to vent their frustrations with the world, the underworld, and each other than a real compelling story on its own. The snarky tone also keeps things from getting too dark, and while I appreciated the lighthearted approach, there were times I wish it would have delved into the darker, riskier territory a game set in hell might invite.

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Most of Afterparty has you simply taking in and reacting to conversations, but the ways you interact with those conversations break immersion more often than they deepen it. You interact with conversations largely by deciding when to butt in and when to say nothing. You have a limited but generous timer on how long you can respond to something before it’s no longer an appropriate response, though I did find a few spots where dialogue would skip inadvertently. The conversation choices are fairly limited, and in the instances where I was able to play through a section of dialogue a second time through, my choices didn’t actually alter the plot all that much, which made the conversation more interactive as a way to keep the game from being one long monologue than anything else.

As you hash out the various problems of demons and humans alike, you’re going to want to drink. Imbibing one of the underworldly cocktails you find at bars unlocks new dialogue options; chugging a Blue Devil (potato vodka, cigarette butts, the wailing of injured children, and a melted antoninianus coin) will make you more of a rich jerk, while a Grand Exhibitionist (bourbon, mint, sugar, and a frog’s vocal sac) will make you more of a “witty vaudevillian.” Many of these are for kicks (you can sound like a pirate while making a point if you really want), but often, you’ll need them if you want to branch a conversation a different way or build up the courage to perform certain actions to progress.

Afterparty is most at home and most cutting when it delves into more intimate topics.

It’s a neat hook that ties into the themes of the story, but it lacks depth as a central conceit. You get a flourish here and there as you affect different octaves or do impressions as you try to get two lovers to get back together, but none of the branches I went down seemed particularly influenced by my drink of choice. On a couple of occasions the game slyly hints that you should replay it to see different effects for all of your choices, but never really earns it. It highlights the larger choices you make, such as whether you turn in one of two suspects who may be a human sneaking into hell for the fun of it, in review sessions with Wormhorn (who belittles you regardless of what you pick). But aside from one major choice, I wasn’t too compelled to see other ways situations could have happened.

Beyond that, Afterparty is fairly straightforward; its puzzles are barebones (the most complicated one involved talking someone into giving me their trenchcoat so Milo and Lola could sneak into a club), and most of the drinking and club mini-games that pop up when it’s time to earn a demon’s approval are disappointing. That Afterparty keeps its interactions light is mostly to its benefit, but when it tries for something else, it doesn’t offer the kinds of powerful moments that come from a game’s mechanics and story working together to drive home a point.

Thankfully, Afterparty sticks mostly to unpacking its characters, world, moral quandaries, and how we may not always see those quandaries for how they define us. When it hits those strides, it’s a novel look at what hell might look like for most of us, a vision that turns the concept of eternal damnation into something more palpable and threatening. It fumbles when it reaches outside its comfort zone, and the focus on small moments means it lacks the grandiose ones that make our lives feel more meaningful than they might otherwise be. But again, that’s kind of the point: After all, what did we do to deserve anything else?