[Dual Luigi's calling for Mario] So about two or so weeks ago I released this:
A video documenting the mystery behind Mario being a playable character in Luigi’s Mansion. And during this video, I highlighted a really
neat discovery showing that Luigi’s Mansion still has a multiplayer mode within its code. This code clones Luigi and with some supporting
codes, is capable of having him controlled by a second controller. All of this was discovered by a user named
KIRBYMIMI. Now, trying to play this multiplayer mode
causes a ton of issues. So, that’s what brings us to where we are
today. Is it possible to beat the original Luigi’s
Mansion if you clone Luigi and have him join you in your quest? It may sound like that is a simple answer
because you have double the fire power, but I assure you… It’s not so straight forward. There’s a ton of weird things that happen
due to this mode being unfinished, so we have quite a lot to talk about. So sit back, relax, and let me take you on
another journey through these haunted halls. Now, before beginning any kind of journey
with your equally handsome clone of yourself, it’s important to look your best - and nothing
less. That’s why today I’ve partnered with the
shaving gods themselves: Dollar Shave Club. So a huge thanks to them for sponsoring the
video. Dollar Shave Club has you covered for all
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3 years ago and I’ve never gone back. It’s simple, easy, and effective. Just like a vacuum cleaner for spirits. I highly recommend giving their starter set
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six high quality blades. On top of that, you get a 3 oz tube of Dr.
Carver’s shave butter - appropriately named mind you, to ensure you’re getting the slickest
shave possible. For a limited time, new members get their
1st month with this starter set for only $5. After that, the restock box ships with regular-sized
products at the regular price. So go to DollarShaveClub.com/swankybox to
get your first starter set for just $5. And once again a huge thanks to Dollar Shave
Club for sponsoring this spooky video and for supporting me as a creator. It’s greatly appreciated. So first we have to explain the setup for
this challenge because there had to be some additions to make this even possible in the
first place. First and foremost, the second Luigi who we
spawn actually spawns without equipment. So in order to make this run possible, we
have to modify his equipment and give him a poltergust. If we don’t, this turns into a “Luigi
wins by doing absolutely nothing challenge” - which isn’t possible. Both Luigi’s need a poltergust because in
this multiplayer mode, certain functions must be activated by using two vacuum cleaners. For example, in order to capture Lydia, Luigi
must vacuum the curtain and pull it over. But this no longer works with just one Luigi. Both Luigi’s have to vacuum simultaneously
in order for this to work. So we can’t just leave our second Luigi
chilling by the front door while we clear the whole game with the other Luigi. Because even if this dual vacuum functionality
wasn’t a thing, there’s still certain situations in which both Luigi’s need to
be active. Now let’s talk about hiccups with our second
Luigi - who is pretty much cursed. This pre-Gooigi entity, our 2nd Luigi, has
some pretty bad luck. First and foremost, he can’t pick up any
items at all. So any goodies you come across in your quest
can only be picked up by Player 1. Our second Luigi can still fight ghosts and
do other things, but he can’t actually obtain anything. This becomes extremely problematic later on,
but I’ll cover that when we come to it. Our second Luigi can move independently of
our first Luigi and go anywhere they want in the mansion. The game will auto-generate a split screen
camera when doing so which is pretty nifty. However, while you are free to explore to
your hearts content, or at least the areas you have unlocked, the objects in the mansion
will unload without the grace of Player 1 nearby. One thing to note is it also takes our second
Luigi a super long time to open doors… So we’ll be waiting a while. The game boy horror is also completely broken
- since it no longer has a first person view. Our HUD is completely gone as well, so we
won’t know how much health we have or what we’ve collected. However, the most important thing of all is
that we can still call for Mario. Luckily that was preserved so we can yell
for Mario twice as often. So… satisfying… All right! It’s now time to start! Upon booting up the game, the first cutscene
takes place as Luigi opens the mansion. Once this exterior cutscene is over, both
Luigi’s spawn by the door during the intro cutscene. The neat thing about the second player is
that they can actually move during cutscenes. It’s pretty cool, but also disorienting
because your controller analog inputs are aligned to where the camera is facing. So when the camera changes angles, you pushing
up on your analog stick now takes you in a different direction. Just thought I’d throw that out there. We need to spawn the key to the first room
and have the player 1 Luigi grab it. Since the first player can only pick up items,
they are the ones that need to unlock all the doors. Even with the key picked up by player 1, player
2 still will get the locked door animation when they try to open a door. This never changes unfortunately. With Player 1 now entering the first room,
we find ourselves in a neat situation. Player 1’s screen starts playing the cutscene
for the event where we first meet EGadd, but Player 2 can still move around. If Player 2 tries opening the door during
the cutscene, this causes the cutscene models to freeze in place. This is because everything freezes in the
game when a door animation is happening. But because our second player takes a super
long time to open doors, time freezes for the cutscene but the sound effects and camera
motions still take place. Certain animations do as well that aren’t
designed to stop when a door is being opened. The results are really funny, and once inside
player 2 is free to explore the room while the cutscene takes place. After this we are whisked away to Egadd’s
lab to receive our poltergust - despite already having it because we needed to make the game
force load the equipment on us. If we didn’t, player 1 would get a poltergust
here and player 2 wouldn’t. The second Luigi is free to explore EGadd’s
lab while we talk to him though, and they can climb the ladder in the back of the room
which pretty much takes him nowhere. After this the training starts and we learn
something pretty important for our run… Something we should probably take note of. In the training room, Egadd keeps track of
all the ghosts that you capture. But this is when we noticed that anything
captured by player 2 doesn’t really count for anything. Although we captured majority of the ghosts,
EGadd didn’t acknowledge anything caught by our Gooigi shoo-in. This is important because that means that
anything caught by player 2 more than likely won’t count at all. It’ll just be lost and never documented. So portrait ghosts, boos, and bosses should
be caught by Player 1 always. Thankfully, both Luigi’s can attack the
same target simultaneously and doing so makes the ghost go into Player 1 by default - or
so it seems, that is. Back in the mansion, we can clear out the
first couple rooms pretty easily. They behave just like normal except you have
twice the fire power. Something that is really interesting is that
player 2 can actually vacuum ghosts through walls if they want to. They can be in a nearby room, and if player
1 stuns the ghost for them, they are free to vacuum the ghost through the wall which
looks pretty funny. After this we proceed onwards to our first
portrait ghosts. Neville is pretty much the same, as is Lydia. Lydia though, is where we figured out that
certain actions in the mansion were going to require the use of both poltergusts - as
the curtains didn’t open when either of us tried doing it solo. But after Lydia… Things got weird. This is when we moved onto Chauncey… And entering that room was a mistake. So normally Chauncey is supposed to be sleeping
in bed, and when you suck the rocking horse, he awakens and begins his attack. At this point the door locks too and you have
to hit him with the ball in order to begin the boss battle. But this time… Things were different. Immediately upon entering the room as player
1, Chauncey was already out of his crib. He instantly punched Luigi in the back of
the head because Chauncey was waiting by the door when I walked through him. Player 2 then entered the room, freezing the
movement for a bit while he did so, but Chauncey was actually sleep walking around the room… Or sleep flying? He was following his attack movement patterns,
but he was still in his sleeping state. From this point forward he didn’t punch
me anymore, but touching him caused us to be bumped backwards. So we did the next logical thing: We vacuumed
the rocking horse… Which was a mistake. This caused the doors to lock like usual,
but when we went to grab the ball we realized that Chauncey couldn’t be hurt by it. Because he was still in his sleeping animation,
he was immune to the damage it caused. With no way to progress, we were essentially
stuck here and couldn’t leave. Upon reloading the game, we took a slightly
different approach. I entered the room, dodged the punch, and
then tried hitting him with the ball. It didn’t work, and neither did vacuuming
the rocking horse because player 2 needed to help me move it. So I ended up leaving the room and my friend
entered the room as player 2. The room’s objects were largely unloaded
except for a few, but Chauncey wasn’t there. However, when I entered the room, it returned
to normal making it so we could finally strike Chauncey with the ball and move on to the
actual boss fight. We basically ripped the baby in half after
we crossed the streams, and area 1 came to a close… But area 2 brought about its own set of unique
challenges. So area 2 is generally one of my favorite
areas in the game primarily because we get to head outside of the mansion for the first
time. There’s something neat about the layout
of this first floor in the mansion. We immediately snag the key from the bathroom
and head on over to face the floating whirlindas. After their untimely demise at the hands of
two skilled plumbers, we move on to releasing the boos. The next couple events play out as normal. Catch some boos, meet Toad in the bathroom
awkwardly with your green twin, talk to a fortune teller, harness the power of fire,
and so on. When attempting to capture Shivers the Butler,
we noticed something a bit annoying that can happen in the mansion though. Although both Luigi’s have the ability to
traverse different rooms and be at two different places at once, if they are far away from
each other and in different loading zones, you may find yourself entering a room and
not being able to exit it. This is because when you go through a door
the door actually unloads before it finishes its animation. What you are left with is player 1 or player
2 inside of a room that they can’t leave. The door is there, but it is treated as a
wall. This doesn’t remedy itself until the other
player comes into the previous room, and upon entering you’ll see that the door is actually
open despite being gone. It will load when the room loads, and then
shut by itself. Once this occurs you can then leave the room. After burning down the house and capturing
Shivers we come across another interesting problem though. Because the camera is oriented in a way that
doesn’t allow you to use the first person view, that means we can’t aim our GameBoy
Horror to scan objects. Regardless of what direction we face it always
targets the same area. I was worried about this when we got into
the kitchen area because I knew the dog house required a scan in order to warp us to the
graveyard. Luckily though, we can position Luigi correctly
so we can activate the dog house. This takes us on a one-way ticket to the graveyard
since we can’t scan the tree stump to go back. Player 2 cannot go through the warp either. This puts us in a pinch because I didn’t
have a lot of health before I entered the graveyard, and I was essentially stuck there. We then begin our fight with Bogmire - who’s
difficulty is about the same as before. The ghosts only go after the main Luigi which
is nice, but not nice because I was at low health. With our teamwork we slay the keeper of the
graveyard and move on to act 3… Or we would have, but we messed up. So remember when I said that player 2 shouldn’t
capture any important ghosts? Well, that was sort of a hunch based off Egadd’s
lab and not something we actually knew for certain… Until we beat Bogmire. After we cleared the boss, we turned the spirits
into portraits and realized his was missing. We didn’t really think much of it because
we got the key to the next area so it shouldn’t have mattered, but it actually did. Because even though you have the key, there
is still a scene that still needs to take place that unloads the barbed wire from the
door to go outside. That trigger only happens if the game knows
Bogmire has been captured. If he hasn’t, the game doesn’t turn off
the spikes on the door. So we had the key to the door, but since Player
2 is a black hole, Bogmire’s defeat was never recorded. So we were stuck here. So… turning back the clock, when we got
back to Bogmire again, we made absolutely sure that Player 1 got the kill. This solved the issue, but then presented
us with another one. Player 2’s Luigi was really low on health…
and there is no way to restore his health at all. Even if you quit the game to the main menu
and reload your save, he will still have his low hp. And if Player 2 dies, he just becomes a corpse
in the hallway. He’ll just sit there until the end of time
no matter where you go in the mansion. But because you need the second player to
activate certain objects, you’d be screwed if he died. You’d also get locked in certain rooms too
because the door glitch would happen. Reloading a save restores Player 2 to 1 hp
though, but it’s still a brutal journey if he gets down that low. We had to proceed onwards carefully because
we knew he was below 30 hp. Area 3 wasn’t as bad as the previous areas
in terms of surprises, mainly because we had started to get a hang of all the mechanics
and exploits at this point, so we didn’t screw ourselves over. We head back into the courtyard to find Mario,
and then head to the gym. Hitting the punching bags in the gym with
player 1 is really screwed up though because for some reason they have insane momentum
when they are struck - often going in complete circles and clipping through the ceiling. It’s completely absurd to watch. Also, if player 2 takes damage, it’s player
1 that gets hurt and goes flying instead. It can get a bit disorienting. In order to get the key from the treadmill,
both Luigi’s also need to be running on it - which is a bit of a pain to line up because
they keep sliding off. Once we start heading upstairs and begin hunting
for the remainder of Mario’s items, we do have to be careful with the upstairs hallway
since it is loaded with all sorts of enemies. If you split up at all during your adventure
and Player 1 gets stuck behind a door, Player 2 will have a hard time making it through
this area without taking damage if the enemies aren’t unloaded due to distance. They aren’t capable of defeating the mice
or other foes for some reason, so it’s like walking through a mine field since our second
Luigi can’t heal. Once things got pretty dire in terms of Player
2’s health, we started to take pre-emptive measures to have Player 2 outside of areas
that had high damage causing rooms. For example, although the Safari Room doesn’t
have a whole lot of enemies, the smash attack of the ghosts within causes a circular wave
of damage to the area. Technically it could even strike player 2
through a wall if they were on the other side and not careful. Luckily we got past this and moved on to Boolossus… Which is a boss I absolutely hate. Player 2 is free to walk around during the
cutscenes leading up to the boss fight which was pretty funny, but the boss fight itself
is essentially a player 1 ordeal. Player 2 can’t affect the ghosts or use
power ups so they are useless. They have to stay decently far away to avoid
damage as Player 1 defeats the boss. This actually took me a few tries because
the camera constantly switching modes made me get struck often by the boos, as the quick
change would disrupt my movement. With the boss’s defeat, we clear area 3
and are able to move on to the final area in the game. Area 4… Now at this point in our play through, I was
feeling pretty confident that we wouldn’t really run into any major roadblocks. I felt we were on the homestretch given how
we overcame the obstacles in the past. Triggering the blackout and how it plays out
is pretty much the same - except you definitely want to have player 2 in a safe location to
avoid damage from the surplus of ghosts. Restoring the power plays out exactly the
same way, as does a lot of the rooms that follow it. When it comes to accessing the roof, Player
1 will have to do it solo because the lift doesn’t respond to Player 2 at all. Even if it did, only one player can be on
the roof since the elevator doesn’t reset until that player leaves the roof. After clearing a few rooms we encountered
Jarvis, but I want to point out that something really strange happened with him. So when playing the jar game with him we kept
Player 2 nearby. There is a certain glitch that can happen
to player 2 when attempting to capture portrait ghosts that actually makes their flashlight
spark like crazy. It happened earlier in the game too, but it’s
always absurd to see. It’s like the poltergust glitches out and
the vacuuming stream stays put until Player 1 stops vacuuming. Even though this happened we made sure that
Jarvis was defeated only by player 1. But when we started fighting the boo, upon
leaving the room to follow it, Jarvis actually respawned in his pot. This happened during the door transition from
the pot room to the armory, but upon going back in, Jarvis was nowhere to be found. I’m not sure what caused Jarvis to still
be alive, but it only occurred this one time and it was really strange. Fast forward a few rooms and boos later, and
we found ourselves at the final two rooms in the mansion. Except for some reason the ice room seemed
to be already active before we entered it. You could hear the icicles falling inside
in the hallway before walking in the room. Upon entering the room with both Luigi’s,
the game crashed which was super concerning. We aren’t sure why, but for some reason
Player 2 wasn’t allowed in this room for us. So I proceeded with only player 1 and cleared
the room. Since Player 2 was still low on health, we
kept them outside of the room for Vincent Van Gore. Honestly this worked out really well because
they could provide cover fire essentially through the wall without having to worry about
taking damage. After his defeat, we moved on to the final
boss of the game. Now what’s interesting is that Mario’s
portrait was completely glitched out in this final cutscene. Earlier in the game it was completely fine,
but what we were left with was a headless Mario that didn’t morph into Bowser. It was honestly kind of creepy, but a good
warning as to what was about to come. Because generally I thought Bowser was going
to be a really easy fight. But no… Not at all. Because for some reason everything about this
fight just feels completely off. I don’t really know how to describe it,
but it felt like the collision and hitboxes for both bowser, his attacks, and the spiked
balls he threw were out of whack. For one, you couldn’t vacuum his spiked
balls up at all until they came to a complete rest. Normally you could suck them up when they
were slowing down to a roll, but that didn’t work here. For a while the hitbox seemed to be bigger
than the balls themselves, so in order to pick them up I had to first get hit by them,
and then while flashing, grab the ball to use it. I don’t know why this was happening, but
it made the fight a nightmare. Then you have the fact that sometimes the
ball would just randomly explode on Bowser or clip through him. Probably the biggest issue of all though was
that player 2 couldn’t do anything to help. They basically had to keep the split screen
camera at bay and dodge attacks… Because although they couldn’t take damage,
any damage they took actually applied to me. So if they got hit by fire and I wasn’t
inside the fire, I got burned. There were times I got triple comboed which
was pretty brutal - chewed, spit onto explosive spiked balls, and then burned before I could
get up. Normally Bowser can two hit combo you with
his inhale and fire, but there was just something off about this whole fight. It was extremely frustrating to complete since
you had half the time you usually did to strike him with the spiked balls, but with enough
patience we were eventually able to clear it. And I have to say, it was kind of worth it
because watching the final cutscene play out with two Luigi’s was pretty funny. So with a ton of patience, careful planning,
and some clever workarounds, Luigi’s Mansion is possible to beat with its scrapped multiplayer
and a cloned Luigi. Mind you this run wouldn’t have been possible
if we didn’t give our second Luigi a poltergust, but it’s incredible to think that something
like this could have been played from start to finish for quite a while now. It’ll definitely go down as one of my most
memorable Gamecube experiences to this date. And with that… Thanks for watching guys and gals, and until
my next video - cheers!
That's pretty crazy. I've never heard of that. I'll have to cover this and give you a shout.