The Haunted Mansion (2003 Multiplatform Video Game)
Sunday, October 19th, 2008
Sit right down Happy Horrorites and let me tell you a story. Those of you who read my review of Dark Ride last year may remember my love-hate relationship with amusement park haunted houses. The one exception to this is Disney’s Haunted Mansion ride, which I originally had to be dragged onto. Over the years after riding it at Disney World (ten times!), I started going into research of the ride, finding out stories about the different ghosts in the mansion, behind the scenes facts, even stories of people being stuck on the rides.
So, imagine my joy at finding out Disney was going to make a movie based on the ride (which will be reviewed sometime in the future). Shortly after the movie came out, this video game was released on multiple platforms. I wanted to try it, and yet I was nervous about it as well. Video games based on pre-existing properties, such as movies or television shows, have been notorious for being pretty bad. Flash forward to a couple months ago. A local cybercafe and video game store wasg oing out of business, so I planned on buying the Zelda collection released for Gamecube. Looking at the other games they had, I happened to spy the Gamecube version of The Haunted Mansion for five bucks, so I decided to give it a try.

Players take on the role of Zeke, a young man who came to the old mansion to answer an ad for the job of assistant caretaker. When he gets there, he finds a half-dozen ghosts watching him: a gentleman Duelist, an Organist, a beheaded Knight, an Opera Singer, an Old Woman and a Pirate, and promptly faints away. Ladies and gentlemen, our hero! When he comes to, he finds himself being briefed by the fortune teller, Madame Leota (a floating head in a crystal ball for those not familiar with the ride or movie) on what to do. He’s also given the Beacon of Souls, a magic lantern, plus a Soul Gem to power it. His mission? Travel to each room in the mansion, liberate it (by turning its lights on) and power up the Beacon to its maximum to defeat Leota’s arch-nemesis, Atticus Thorn.
Along the way, you’ll pick up pieces of the Death Certificates of the six spirits Zeke first encountered upon entering the mansion. Once you collect all of the pieces of the Death Certificates, the ghosts will give you a new Soul Gem that will power up your Beacon of Souls. Other items in the house include Bravery Tonic (your health refill), Madame Leota’s Tarot Cards (ten cards give you an extra life), and Mumbo Dolls (to extend your Bravery Meter, ie your life bar).
Throughout your travels in the mansion, you’ll find a large array of enemies, ranging from simple Lost Souls to three varieties of spider (small, large and gargantuan), banshee women, skeletons with coffin lid shields, gargoyles that unleash miniature skeletons that charge you, armored knights that run at you, swinging their axes, and even a few Grim Reapers. Periodically, as well, you’ll encounter Atticus Thorn, who tries to stop you from achieving your goal.

Here’s a list of rooms in the game:
Great Hall: Your starting room and more or less a basic tutorial on how the game’s mechanics work. The light switch is in an obvious place, so you don’t have to work too hard at it.
Foyer: The first semi-tricky room. The light switch is upstairs from you, yet both staircases collapse when you first try to go up them.
Conservatory: This room has your first encounter with the Book of Shadows (ie, the backstory on Atticus Thorn’s motives), and the first really time-consuming puzzle. The light switch is above you and you have to activate the various musical instruments to open a path to it. This is also the room with the Duelist, and your first Beacon upgrade.
Game Room: This one is kind of fun. Your first encounter with giant spiders, plus a HUGE game of pool where the ball always comes at you… once you finish the pool game, the light switch becomes accessible.
Downstairs Hallway: Not a room, as such, more of a hub between new rooms. In your first encounter with the hall, you’ll see a girl in white beckon you… follow her to the…
Kitchen: Your first real mini-boss fight, against a shrieking female ghost (not too difficult, though). After dispatching her, you’ll have to find a way to make a trail of wine lead from a flame source to a fireplace, using the plates flying at you as tools (but be careful, cuz they DO hurt when they hit you).
Dining Room: The light switch is easy to get to here, but when you activate it, the candles in the chandelier start dancing around the room and you have to gather them up. Not too difficult, for the most part, but the last couple are usually hell to catch.
Maid’s Room: This room is pretty tricky. It acts like a maze that exposes its passages as you walk along… you have to find the right doors that lead, eventually, to the light switch.
Ballroom: Your second Beacon upgrade awaits you in here, but also your first actual boss fight with Atticus Thorn. First trouble you’ll have is the organ in the room… its playing causes a huge wind that you can’t fight against without help… giant spidery help, that is. Once you make it to the area with the organ, the winds stop. You turn on the light switch and the second trouble shows up… Atticus Thorn. Just fight him with charged shots, and you shouldn’t have many problems. Talk to the Organist afterwards and get your next power up.
Winter Garden: This area can be a bit annoying. You have four statues in the room that pour water, and you have to turn them so that the water’s not pouring over fireplace grates. Once the light switch is turned on, the fires come up and everything’s alright. Oh, did I mention the falling floors?
Graveyard: This one, you have to find three busts that want to sing… with six more that don’t. Not too hard with a little trial and error, though. Once you find the three busts, the lights come on and the next area opens. I thought this was a nice touch to bring in the popular singing busts from the ride and movie.
Mausoleum: You have three minutes to survive waves of oncoming enemies in here. Once you get through the three minutes, you shouldn’t have any problems in finishing up the room.
Pantry: Back inside the house, we get an alternate dimension room. You can use a vortex to go back and forth from one universe to another. After you finally get to the light switch, Atticus makes another appearance. Beat him like you did before and get another upgrade, this time from the Knight.
Upstairs Hallway: Another hub area for the regular levels, no big surprises await you in here.
Trophy Room: This is a LONG room, with a bunch of fireballs coming at you from the other end. Luckily, you have a batch of shields that fly around in front of you to protect you. Unfortunately, the fireballs are also essential to bringing light to the room.
Toy Room: The fun doesn’t start here till you go into a toy box. You’re now running on a rubber ball, and have to go along a course of moving blocks before you can activate your light switch and get out of there. The most difficult part is learning how to walk on the ball, speeding up and slowing down take time to master.
Study Room: This room takes some trial and error. There are various round carpets throughout the room, stepping on them will cause the furniture to fly into different platform configurations. The light switch is above a bookcase near the door you came in through, so just try to locate the right carpet configurations to reach it.
Sun Room: This room is time-consuming. First, you have to align a beam with mirrors to hit a spot in the corner on the other end of the room from where the beam is. Second, you get your next encounter with Mr. Thorn. By now, you should know how to deal with this jerk, so just take him down and talk to the Opera Singer to get your next power up.
Museum: Another time-consuming puzzle. You have to travel across a chess board five different times, each with more knights on it. Your job is to get across without being in front of any of the knights. Some of them spin, some of them glide sideways, but there’s always a way across eventually, with a little trial and error. Get across and get your light switch!
Children’s Room: There’s something in the closet! And you get to run away from it when you go in. Fortunately, you have Madame Leota to help, just don’t get tripped up by the occasional ditches in the ground. Also, fortunately, if you get caught, you just get thrown out of the closet to try again, with a little life taken off.
Sitting Room: The light switch isn’t stationary in this level, it tries its best to get away from you. Your job is to chase it to where it goes down a certain hallway where it can’t escape. Not quite as easy as it sounds, but it IS do-able.
Parlor: There are several carpets around the room again, but this time, they rearrange the walls. Your job is to make the light switch wall accessible to a staircase wall. After you get it, Thorn makes another appearance, he just doesn’t learn, does he? Beat him and meet the Old Lady, just don’t drink her tea! Final lantern power up is yours!
Gallery: Another time-consuming one, this one has you changing different paintings from good to evil… walk in front of an evil painting, it turns good, walk behind a good painting, it turns evil. These are based off of the shifting portraits from the Disneyland attraction. Once you get all of the paintings turned to good, the lights are on!
Observatory: Get ready for… ZEKE… IN… SPACE! Sorry, been watching too much Muppet Show. Anyway, once you make it to the top of the tower in this room, and activate the switch, the whole room seems to explode outward, and you can jump extremely high and long. Crossing over the debris left over from the room (watch out, some of it spins) should lead you to the light switch and a return to normality (as soon as we’re sure what’s normal, anyway, considering we’re in a haunted house).
Attic: Almost to the end, this time, you have to fight off several enemies and turn some cranks to light the lights. After this room, the Pirate shows up and gives you the final item you need to reach the final boss… and that’s all I’ll give you on the room rundown.

I can’t finish this review without giving credit to the voice cast of the game. Dee Bradley Baker performed Zeke’s voice in cut scenes. He has had a long career of voice acting, including playing the voice of Olmec on Legends of the Hidden Temple on Nickelodeon, various zombie voices in the Dawn of the Dead remake, and Dark Helmet on the Spaceballs animated series. Corey Burton voices Atticus Thorn. His voice reminded me a LOT of the late Tony Jay. Mr. Burton is now the official voice of several Disney characters, such as Captain Hook, the White Rabbit, and Yen Sid, among others, in the Kingdom Hearts series, and as the Ghost Host in the holiday makeover of the Haunted Mansion (as well as the voice that welcomes viewers to the Haunted Mansion movie), as well as Braniac on the Superman animated series, and Count Dooku in the Clone Wars animated series (not to be confused with the new series branching off from the Clone Wars film).
This has definitely been a worthwhile purchase and I’m glad I can share it with you. GameFAQs has a reviewer who called this game "impossible" to overcome, and I’m pleased to say that I found his review far from the truth. While there were a few puzzles that were slightly difficult (the Sun Room’s mirror alignment and the Gallery’s picture tuning), they only took me a few tries to finish. In the end, I’m happy to give this game a full 5 out of 5. Until next time, this is Red Hawk signing out!

































































