______ _ _ _ _ | ___ \ | | | \ | | | | | |_/ /__ _ _ ___| |__ ___ | \| | __ _ _ _| |_ ___ | __/ __| | | |/ __| '_ \ / _ \| . ` |/ _` | | | | __/ __| | | \__ \ |_| | (__| | | | (_) | |\ | (_| | |_| | |_\__ \ \_| |___/\__, |\___|_| |_|\___/\_| \_/\__,_|\__,_|\__|___/ __/ | |___/ PSYCHONAUTS (PC version) FAQ/WALKTRHOUGH V1.00 2005-06-07 (c)2005 Barry Scott Will <firstname.lastname@example.org> <http://www.pyric.com/> This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA. Psychonauts is (c)2005 Double Fine Productions. This FAQ/Walkthrough is not endorsed by, nor is the author associated with, Double Fine Productions. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | | TABLE OF |-/ \-| CONTENTS | | | | | \ / \ / \ / \ / \________/ \________/  Game Overview  Gameplay [2.1] Controls & Moves [2.2] Psi Powers [2.3] Items  Item Collecting [3.1] Psi Markers [3.2] Psi Cards [3.3] Scavenger Hunt [3.4] Brains  Walkthrough [4.1] Kid's Cabins [4.2] Basic Braining - Obstacle Course 1 - Obstacle Course 2 - Obstacle Course Finale [4.3] Main Campgrounds & Parking Lot [4.4] Sasha's Shooting Gallery - Brain Tumbler Experiment Pt. 1 - Sasha's Shooting Gallery - Brain Tumbler Experiment Pt. 2 [4.5] Milla's Dance Party - The Lounge - The Race - The Party [4.6] Scavenger Hunt - Boathouse & Beach - GPC & Wilderness - Reception - Main Campgrounds & Kid's Cabins - Brain Tumbler Experiment Pt. 3 [4.7] Lungfishopolis [4.8] Milkman Conspiracy - The Neighborhood - The Book Depository - Return to the Neighborhood - The Milkman [4.9] Gloria's Theater - Asylum Grounds - The Stage - The Catwalks [4.10] Waterloo World - Asylum Lower Floors - Waterloo World [4.11] Black Velvetopia - Running Against the Bull - Edgar's Sanctuary [4.12] Asylum Upper Floors - Upper Floors - Dr. Loboto's Lab [4.13] Meat Circus - Psychoblaster Death Tank - Tent City - Tunnel of Love - Butcher Battle #1 - The Big Top - Final Boss Battles  Version History & Credits To jump to a specific topic, open the Edit menu and choose Find in this Page (or just press Control-F) and enter the bracketed number, including the brackets. For example, enter [4.2] as the search text to jump straight to the walkthrough for Sasha's Shooting Gallery. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | GAME | |  |-/ \-| OVERVIEW | | | | | \ / \ / \ / \ / \________/ \________/ Welcome to the twisted world of Psychonauts. The hero of this game is a boy named Razputin, or Raz. A natural psychic, Raz escaped the circus and his abusive father to journey to a camp for psychic children: Whispering Rock Psychic Summer Camp. At Whispering Rock, young psychics are trained to become Psychonauts--secret agents in charge of cleaning up the world's mental mishaps. But, something sinister is afoot, as campers turn up missing their brains. It's up to Raz--with a little help from an assorted cast of strange people and even stranger creatures--to find the missing brains and restore mental peace and order to Whispering Rock. You control Raz through the environs of Whispering Rock--the real world-- and through the minds of various denizens of Whispering Rock--the dream worlds. Most gameplay takes place in the dream worlds, as you use Psycho- Portals to project your astral self into minds. If you think the real world is strange, wait until you get a look at some of the literally twisted dream worlds. Each dream world is completely unique: from an orderly, cubist mind to the varicolored world of a painter of black velvet. Each level has its own challenges and puzzles and requires a mixture of skillful control and strategic thinking. No two worlds are alike, and the game will in turn challenge and amaze you. Your health is measured in two ways: mental health and astral projection layers. Your mental health is represented by a series of brains shown in the upper left of your screen. Each brain represents 4 points of health, and various enemies will remove one or more points of health on each hit. As you progress through the game, you will increase the maximum number of health points you have. You also have astral projection layers, which are analogous to lives in most games. Each time you lose all your mental health, you lose one astral projection layer. When you lose all your mental health and you have no more astral projection layers, the game either ends (if you are in the real world); or, you are kicked out of the mind you were in and you must start over again from the beginning. As you play, you can pick up additional astral projection layers (new lives) as well as increase the number of ASL's you can have at once. Pressing the JOURNAL key opens up a set of menus where you can view your current progress. The first page of your journal is the game menu, and contains Options, Load, Save and Quit. On the second page you can view the number of items you have collected in the current area and the total number that are available. The third page shows your overall progress in the game, including your rank, how many items you have collected, etc. Page four of the journal is your To Do list showing your current task(s). Page five allows you to watch unlocked cinematic scenes; and, page six contains the map (real world only). When in Whispering Rock camp, you can view the area you are in and the location of your next objective. Like any game of this type, there are numerous items to collect as well as enemies to defeat. And, like most games, you should break as many items as you can to collect power-ups. Read on, then, for a full description of everything you need to know about Psychonauts... ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | |  |-/ \-| GAMEPLAY | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~~~~~ [2.1] CONTROLS & MOVES ~~~~~~~~~~~~~~~~~~~~~~~~ Psychonauts is a "platformer"--i.e. an arcade-style game that features lots of jumping, floating, sliding and other acrobatic moves. Unless you are very comfortable using a keyboard for this type of game, a gamepad with two analog joysticks, a D-pad and at least 10 buttons is recommended. You will most likely have to remap certain functions on your gamepad. In this guide, controls will be referred to by their primary function. Those functions are listed here along with the default key when using the keyboard and mouse, and a recommended button/stick for your gamepad. JUMP Raz jumps; pressing again in mid-air Key: SPACE causes a double-jump; also used as the Gamepad: Left shoulder ENTER key in menus ATTACK On the ground, performs a punch; while Key: Left mouse in the air, performs a Psi Bomb; an upgrade Gamepad: Right shoulder received at rank 35 increases the power of the bomb if you repeatedly press ATTACK while in the air USE Uses an item currently held in Raz's Key: F hand, activates switches, opens doors, Gamepad: Button 4 talks to other characters, etc. MOVE Moves Raz; in menus, selects different Keys: W (up), S (down) options A (left), D (right) Gamepad: Left joystick CAMERA Zooms (up/down) and rotates (left/right) Keys: Numpad the camera 8 (up), 2 (down) 4 (left), 6 (right) Gamepad: Right joystick CANCEL Cancels a power (such as levitation), Key: X breaks cutscenes, exits menus, etc. Gamepad: Left trigger LOCK/FLOAT Locks targeting onto an enemy, or, Key: Left shift in mid-air, activates the Levitation Gamepad: Right trigger Balloon (once you've obtained the Levitation power) INVENTORY Opens your items inventory so you can Key: Left bracket [ select an item to USE; select the item Gamepad: Left D-pad with your MOVE keys, then press USE to equip the item; your inventory may contain more than one page of items--press the right bracket ] or right D-pad while on the first page to view the second page PSI POWERS Opens your Psi Powers menu so you can Key: Right bracket ] select a Power for slot 1, 2 or 3; select Gamepad: Right D-pad the power with your MOVE keys and then press the key corresponding to the slot where you want to place the power PSI POWER 1 Activates the Psi Power in slot 1 Key: Right mouse Gamepad: Button 1 PSI POWER 2 Activates the Psi Power in slot 2 Key: Q Gamepad: Button 2 PSI POWER 3 Activates the Psi Power in slot 3 Key: E Gamepad: Button 3 JOURNAL Pauses the game and opens your journal Key: ESC where you can view menu options, your Gamepad: Button 9 To-Do List, number of items collected, a map (real world only), etc. FREE LOOK Activates First Person look mode, Key: Middle mouse use the CAMERA controls to look around Gamepad: Button 10 STATS Displays Raz's mental health, number of Key: TAB Astral Projections, rank, figments, Gamepad: Button 11 Psi Cards, and arrowheads RAZ'S MOVES ~~~~~~~~~~~~~ Raz, as a refugee circus performer, has a number of acrobatic moves. JUMP Raz can jump around very well. When in mid-air, Raz can summon a blast of psychic energy to propel himself higher. Press JUMP to jump once; press JUMP again in mid-air to double-jump. (Note: the double-jump does not work when riding the Levitation Ball.) SWING Raz can swing from various objects. From stationary objects, such as poles or ropes, Raz can swing around the object and then jump off. To grab a stationary object, jump toward it. To swing from a stationary object, press and hold MOVE in the direction Raz is facing. When Raz is fully swinging around the object, press JUMP to release. Raz can also swing from moving objects, such as a trapeze. To swing from a moving object, jump toward the object to grab it. Press MOVE in the direction Raz is facing to start swinging, then press MOVE in the opposite direction to swing back. Continue using MOVE in a back-and-forth motion until you've achieved maximum height and then press JUMP to release. On any type of swinging object, you can press CANCEL to simply let go and drop off. SLIDE Raz can slide down various objects, including ropes, banisters, logs, etc. Simply jump on the object and Raz will begin sliding. You can jump and double-jump while on the slide, just be sure to land on the slide again. You can also jump from one slide to another if there are two or more slides running parallel. Press JUMP and left/right movement keys to switch "tracks". TIGHTROPE Raz can balance himself well enough to walk over various ropes. Simply MOVE across the rope. To drop down so you are holding the rope with your hands, press CANCEL. To get back on top of the rope, press JUMP. Tightrope walking is actually pretty easy as you can't fall off once you are on the rope. The difficult part can be getting on the rope, especially if you are jumping onto it. SHIMMY Raz can hand-walk along ledges, ropes, poles, etc. For ledges, carefully step off the ledge and Raz will drop down and grab the ledge with his hands. When on top of a rope, press CANCEL to drop and hold the rope with your hands. Then press MOVE left or right to shimmy along. Press JUMP to get back on top of the object, or press CANCEL to let go. ~~~~~~~~~~~~~~~~~~ [2.2] PSI POWERS ~~~~~~~~~~~~~~~~~~ As Raz advances (gains rank), he will learn various Psychic Powers or receive upgrades to his current powers. The ranks at which you earn powers or upgrades are: Rank Power 10 Pyrokinesis 20 Telekinesis 30 Invisibility 35 Palm Megabomb--press ATTACK repeatedly to increase the power of your Palm Bomb 40 Chain Blast--hit up to three enemies with one Psi Blast 45 Thermal Detonation--Pyrokinesis causes an explosion 50 Wrecking Ball--when you're at full speed on the Levitation Ball, you damage any enemies you hit 55 Offensive Shield--melee attackers bounce off your Shield 60 Advanced Invisibility--Invisibility lasts twice as long 65 TK Extension--range of Telekinesis is extended 70 Super Chain Blast--hit up to six enemies with one Psi Blast 75 Rolling Havoc--your Levitation Ball is a weapon as soon as you begin rolling 80 Ferocious Aura--melee attackers bounce off your Shield and are damaged by the Shield 85 Sensory Scramble--Confusion lasts twice as long 90 Regeneration--mental health slowly regenerates 95 Unlimited Ammo 100 Bonus movie Other powers and upgrades are earned as part of gameplay and are not based on rank. When you earn a Power at ranks 10, 20 and 30, you have to go visit Ford Cruller in his secret sanctuary to receive the merit badge allowing you to use the power. CLAIRVOYANCE ~~~~~~~~~~~~~~ Obtained: Boyd's refrigerator at the beginning of the Milkman Conspiracy This power allows you to see through another character's or object's eyes. Objects in your inventory that will reveal something with Clairvoyance will show an eye icon. Equip the item and use Clairvoyance to receive special cutscenes or get a hint about how to use the object. There are also a few situations where you must use it to see in an otherwise pitch black area. CONFUSION ~~~~~~~~~~~ Obtained: From Dingo the matador in Black Velvetopia Raz can throw Confusion bombs that stun enemies. Your bombs are limited and you have to collect more, just like aggression clusters for your Psi Blasts. Raz also takes a couple of seconds to pull out the Confusion bomb and throw it, so don't use them against moving opponents. This power is mainly used for a few boss battles near the end of the game. Upgrade: Sensory Scramble Obtained: Rank 85 Confusion lasts twice as long. INVISIBILITY ~~~~~~~~~~~~~~ Obtained: Rank 30 When invisible, you can still see the outline of Raz's goggles; but, enemies can't see you. You can use this power to slip through guarded doors or sneak up on enemies. Invisibility is limited in duration; you can watch the Invisibility icon on screen to see time running out. Once used, you have to wait for it to recharge before using it again. Watch the icon to see when the power is recharged. Upgrade: Advanced Invisibility Obtained: Rank 60 Your Invisibility power will last twice as long. LEVITATION ~~~~~~~~~~~~ Obtained: Complete Milla's Dance Party This power doesn't actually allow you to fly, but it comes close. On the ground, activating Levitation puts you on top of a ball that moves you along at great speed and allows very high jumps. In mid-air, you can press LOCK/FLOAT to float a short distance while hanging from the ball (sort of like holding onto a helium balloon). You can activate the Levitation Balloon any time you are in the air, even if you are not using the Levitation Ball to jump. The Balloon also allows you to ride moving air, for example, floating upward in chimney smoke. You should set Levitation to one of your Psi Power slots (2 or 3) and leave it there for all but a select few boss battles. Upgrade: Wrecking Ball Obtained: Rank 50 This upgrade turns your Levitation Ball into a weapon. When rolling at full speed on the Ball, hitting an enemy or object does as much damage as one of your Psi Punches. Upgrade: Rolling Havoc Obtained: Rank 75 Rolling Havoc is an upgrade to your Levitation power that turns your Levitation Ball into a Wrecking Ball as soon as you start rolling--you no longer have to be going full speed in order to use your Ball as a weapon. MARKSMANSHIP ~~~~~~~~~~~~~~ Obtained: Complete Sasha's Shooting Gallery Set this to Psi Power slot 1 and leave it there, you'll use it frequently. Marksmanship allows you to shoot blasts of psychic energy at your foes (Psi Blasts). You can use the LOCK/FLOAT button to target and lock on to a specific enemy and then blast it. In order to fire Psi Blasts, you must be aggressive. You can collect aggression clusters that act like bullets. You can increase the number of shots you can hold at one time by collecting Ammo Up trophies in various levels. Upgrade: Chain Blast Obtained: Rank 40 Your Psi Blasts ricochet and hit up to three enemies. Upgrade: Super Chain Blast Obtained: Rank 70 Your Psi Blasts ricochet and hit up to six enemies. PYROKINESIS ~~~~~~~~~~~~~ Obtained: Rank 10 With Pyrokinesis, you can set certain objects (including enemies) on fire. When "looking at" an object (the object is highlighted), press and hold the Pyrokinesis button. A temperature gauge will show on screen; when it is full, the object will catch fire. Pyro is slow and only useful in limited situations. Upgrade: Thermal Detonation Obtained: Rank 45 When using Pryo on an object, there will be an explosion of fire that sets surrounding objects on fire as well. SHIELD ~~~~~~~~ Obtained: From a freedom fighter in Lungfishopolis At its most basic level, the Psychic Shield prevents Raz from being damaged. Certain types of energy attacks will be deflected back to the attacker. The Shield is limited in duration, you cannot hold it up forever. Upgrade: Offensive Shield Obtained: Rank 55 Enemies that use a melee attack against you while you are shielded will be thrown back. Upgrade: Ferocious Aura Obtained: Rank 80 Enemies that use a melee attack against you while you are shielded will be thrown back and damaged. TELEKINESIS ~~~~~~~~~~~~~ Obtained: Rank 20 Raz can grab objects with his mind and either pull them toward himself or fling them away. Upgrade: TK Extension Obtained: Rank 65 Increases the range of your TK power. ~~~~~~~~~~~~~ [2.3] ITEMS ~~~~~~~~~~~~~ Item: Arrowhead Usefulness: Necessary Obtained: Everywhere Arrowheads are the currency of Psychonauts. You need arrowheads to buy items at Ford Cruller's camp store (located in the main lodge). You'll need arrowheads in the Black Velvetopia level to buy paintings. In the real world, arrowheads are buried in the ground. Those close to the surface release a glowing, purple Psitanium gas. Stand near the gas and press USE to dig up the arrowhead. More valuable arrowheads are buried deep beneath the surface and require the dousing rod to find. In dream worlds, arrowheads are released by broken objects and defeated enemies. Item: Cobweb Duster Usefulness: Necessary Obtained: Camp Store (800 arrowheads, rank 20) The cobweb duster travels with you from the real world to the various dream worlds you visit, While in the dream worlds, you can clear the mind of cobwebs. Take these cobwebs to Ford Cruller's lab and turn them into Psi Cards, which can then be turned into Challenge Markers. Certain dream worlds require the cobweb duster in order to advance. Early in the game, you'll be given a task to buy the cobweb duster. You first have to buy the dousing rod so you can collect enough arrowheads to purchase the duster. Item: Dousing Rod Usefulness: Necessary Obtained: Camp Store (50 arrowheads, rank 10) The dousing rod is used to find and extract deeply buried arrowheads. The deep arrowheads are purer Psitanium and much more valuable. Run around the campgrounds with the dousing rod equipped listening to the sound. It will become very high-pitched when near a deep arrowhead. Triangulate near the exact spot where the arrowhead is buried and rapidly press USE to extract the arrowhead. It's frustrating to use at first, but once you get the hang of it you can rapidly rack up cash. Item: Figments Usefulness: Necessary Obtained: Various spots in the dream worlds As you travel through dream worlds, you can collect figments of the person's imagination. Each 100 figment points is worth one Psi Cadet rank (each figment is worth from one to 9 or more points, depending on the world). There are thousands of figment points to be found and dozens of ranks to be gained. While you only need to go after every figment if you intend to get to rank 100, you should not skimp on collecting at least the more obvious figments scattered along your path. This guide will not detail the location of every figment in the game. Most are quite obvious. Certain hidden figments will be mentioned in the walkthrough, if they are difficult to find. Item: Bacon Usefulness: Essential Obtained: From Ford Cruller Using the bacon allows you to summon an astral projection of Ford Cruller. You can get advice from him on beating certain enemies, achieving your goals or return to his lab so you can make item collection runs or turn in campers' brains. After regrouping at HQ, Ford will send you back to the starting point of the area you were in when he extracted you. Item: Baggage Usefulness: Essential Obtained: Various spots in the dream worlds Within each mind you visit you will find five pieces of baggage: 50 in all through the course of the game. Each level has a dufflebag, hatbox, steamer trunk, purse and suitcase. Each bag has an associated tag. You must find each tag and bring it to the matching bag; this is called "sorting mental baggage". Sorting all the baggage in a mind will gain you one cadet rank and unlock some concept art. Item: Psi Challenge Marker Usefulness: Essential Obtained: Various spots in the real world Each Psi Challenge Marker is worth one rank. You don't have to collect all of them; but, you should make an effort to pick up as many as you can in order to have the strength to complete the game. Item: Psi Card Usefulness: Essential Obtained: Various spots in the real world You don't have to collect all the Psi Cards; but, like Challenge Markers, you need to pick up as many as you can. Each nine Psi Cards is worth one Challenge Marker (or one rank) when you combine the nine cards with a Psi Core. You combine the Cards and Core in Ford Cruller's lab. Item: Psi Core Usefulness: Essential Obtained: Camp Store (10 arrowheads) You need to buy Psi Cores in order to turn Psi Cards into Challenge Markers (worth one rank). Item: Crow Feather Usefulness: Convenient Obtained: From GPC & Wilderness area next to the exit to the Beach Or by punching crows When you equip the crow feather and cast Clairvoyance, you can see through the eyes of nearby crows. This makes finding some items a bit easier, but thorough searching serves just as well. (Or using this guide...) Item: Dream Fluff Usefulness: Convenient Obtained: Camp Store (50 arrowheads) Dream fluffs are candy that fully restore your mental health. If you ever run out of health and have at least one dream fluff in inventory, you will automatically use it to restore your health. You can hold up to three fluffs in inventory at one time. While not essential to beating the game, having an instant save-from-death candy in your pocket is quite handy. Item: Mental Magnet Usefulness: Convenient Obtained: Camp Store (400 arrowheads, rank 15) The Mental Magnet attracts power-up items dropped by enemies or broken scenery: mental health increases, aggression clusters, arrowheads and confusion grenades. While you don't need the Magnet, it makes collecting power-ups much easier and more efficient. Item: Psi Colorizer Usefulness: Useless Obtained: Camp Store (250 arrowheads, rank 30) Allows you to change the color of your levitation ball, in case you don't like the default orange-red color. A waste of arrowheads unless you've nothing else to buy and you're vain. To change the color of your levitation ball, you must talk to Ford Cruller by using the Bacon when not in Cruller's lab. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | ITEM | |  |-/ \-| COLLECTING | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [3.1] PSI CHALLENGE MARKERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KID'S CABINS ~~~~~~~~~~~~~~ * Use the trampoline to reach the roof of a cabin. Walk halfway across the tightrope, then drop down to grab the tightrope with your hands (CANCEL button). Swing to the trapeze, then to the high trampoline. Jump up to the ladder and climb to get the Marker. MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * The Challenge Marker is on the roof of the lodge. There are three speaker platforms that have tightropes over to the lodge roof. Just climb a pole and walk across. GPC AND WILDERNESS AREA ~~~~~~~~~~~~~~~~~~~~~~~~~ * On top of a tree to the southeast of the center geodesic dome. Levitate jump and float to it and climb the vines. * Inside the old shack near Ranger Cruller. Levitate jump into the hole in the roof. BOATHOUSE AND BEACH ~~~~~~~~~~~~~~~~~~~~~ * On top of a large rock near the water. Levitate jump from the nearby ledge. RECEPTION AREA ~~~~~~~~~~~~~~~~ * Inside a small cave near the waterfall. Levitate jump from the waterfall or try jumping across the old track supports after riding the rails out of the opposite mining tunnel. ASYLUM GROUNDS ~~~~~~~~~~~~~~~~ * Outside the main gates, on a ledge to the left of the gates ASYLUM LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * On the rafters of Edgar's room. Levitate jump up to it. ASYLUM UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * Over some pipes at the top of the green sludge room. Double-jump and float from the end of the curving hallway. ~~~~~~~~~~~~~~~~~ [3.2] PSI CARDS ~~~~~~~~~~~~~~~~~ KID'S CABINS ~~~~~~~~~~~~~~ * Right beside Raz's cabin * In the outhouse next to Raz's cabin * On the roof of Raz's cabin * On the roof of the cabin next to the trampoline * Under the ramp to Coach Oleander's classroom * In front of the cave entrance * Two in the side tunnel of the cave * On top of the speaker tower * Among the roots of the big tree * On the trampoline leading to the Challenge Marker * On a rock near the cave entrance (requires Levitation) MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Beneath the ramp to the main lodge * Past a gap in the fence on the path to the Kid's Cabins area * On top of the southeast speaker platform * On top of the northeast speaker platform * On top of the southwest speaker platform * On the roof of the lodge * On the sub-roof of the lodge * On the tightrope between the eastern speaker platforms * Behind a tree in the southeastern corner of the map * In the outhouse next to the parking lot * On the curb of one of the parking spaces * On top of the large stump in the center of the parking lot (requires Levitation) * On top of the Jeep in the parking lot * On top of the basketball goal in the parking lot * On a rock near the broken bridge * On a platform that is reached from the broken bridge * On top of the big entrance sign * On top of a rock along the path between parking and the lodge GPC AND WILDERNESS AREA ~~~~~~~~~~~~~~~~~~~~~~~~~ * On top of the hollow-log bridge * Under the geodesic domes * On top of the center geodesic dome--the one leading to Sasha's lab * Three on tree branches surrounding the geodesic domes * On top of the cave entrance leading to the Boathouse & Beach * Behind a tree on the hill east of the cave entrance * Four on the ground around the outside of the GPC fence * Two on rocks outside the northwest corner of the GPC fence * On a large rock near the old shack * On a ledge above the old shack * In a hollow log leading down from the ledge above the old shack * On the bank of the river opposite the log that comes down from the ledge above the old shack BOATHOUSE AND BEACH ~~~~~~~~~~~~~~~~~~~~~ * Two under the walkway leading to the main campgrounds * Behind some plants next to the boathouse entrance * On a cave ledge behind and above the boathouse * On the large mast above the boathouse * On a rope leading to the small mast above the boathouse * On the roof of the boathouse dock * On the roof of the bathysphere dock * On the small dock next to the large rock in the middle of the lake * On a small rock in the lake * On the floating pier * On the beach behind a rock outcropping * On a ledge above the beach * On a higher ledge above the beach * Two located in the trees, swing from the high ledge above the beach RECEPTION ~~~~~~~~~~~ * Two on the hill in the middle of the swamp * Next to the tree surrounding an old truck, east of the swamp * In a cave behind the waterfall * Two on rocks above the waterfall * Three on the supports of the broken mine track * On the large tree with a cold campfire beneath * Two on rocks to either side of the cold campfire * At the entrance to the mine tunnel * Three in the mine tunnel * On tope of the mine tunnel exit * Two on a rope stretching across the middle of the area * On the ground near the janitor's trailer * Behind a gravestone, west of the janitor's trailer ASYLUM GROUNDS ~~~~~~~~~~~~~~~~ * On a ledge leading up to the tower gates * On a column inside the main gates * To the left of the main entrance into the tower * At one end of the side passage around the tower ASYLUM LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * On a rock next to the top of the elevator * Two on ledges against the outer wall * In Edgar's room ASYLUM UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * At the end of the first hallway * In a bedroom at the top of the first set of stairs * At the bottom of the elevator shaft * Two on the floor before reaching the first set of open-air rooms * Three on the outside wall of the open-air rooms * Bedroom at the top of the twisted stairs * Floor of the green sludge room * At the top of the rebar ladder near the floor of the sludge room * First set of wood platforms in the sludge room * On the inside ledge after you get Dogen's brain * On the rebar that you climb to reach the circular hallway * On a wood platform next to Crystal's brain * At the end of the rail near the top of the level DR. LOBOTO'S LAB ~~~~~~~~~~~~~~~~~~ * At the foot of the ladder leading into the lab * In the lab * Two on the circular walkway outside the lab ~~~~~~~~~~~~~~~~~~~~~~ [3.3] SCAVENGER HUNT ~~~~~~~~~~~~~~~~~~~~~~ Upon entering the Main Campgrounds for the first time, you'll be given a scavenger hunt list by Ranger Ford Cruller. There are sixteen items on the list. For each eight items you find and turn in to Ranger Cruller, you will receive four ranks. Ranger Cruller spends his time in the GPC & Wilderness area, just west of the Geodesic domes. Specific information on how to reach each item is given in the Walkthrough. * Cherry Wood Pipe: near a tree in the southeastern corner of the Reception area; the tree is growing around an old truck * Condor Egg: in a nest in the swamp in the Reception area * Dinosaur Bone: up a tree in the Reception area, the tree is just east of the janitor's trailer and has a cold campfire beneath it * Diver's Helmet: in a cave above the boathouse, requires Levitation * Eagle Claw: on a platform reached from a broken bridge just east of the parking lot * Fertility Idol: in a beehive near the janitor's trailer in Reception, use Psi Blast to break open the beehive * Fossil: on a ledge in Sasha Nein's lab * Glass Eye: behind a grate at the end of the river in the Wilderness, requires Telekinesis * Gold Doubloon: under the main lodge, on the south side * Gold Watch: over the fountain in the Asylum Courtyard, available only after you've completed the Milkman Conspiracy * Golden Acorn: guarded by a squirrel on the ground just below the Pirate Scope, requires Invisibility * Miner's Skull: stuck in a geyser in the Wilderness, requires Shield * Pirate Scope: on a high rock east of the cave entrance from the GPC to the Boathouse & Beach * Psychonauts Comic #1: on a ledge above the beach * Turkey Sandwich: in a freezer in the cave in the Kid's Cabins area, requires Pyrokinesis * Voodoo Doll: inside the main lodge, on the rafters over the stage ~~~~~~~~~~~~~~ [3.4] BRAINS ~~~~~~~~~~~~~~ By the time you reach the Thorney Towers Home for the Disturbed, all the brains of the campers have been stolen. You will find them lying around the Asylum areas. Return them to Ford Cruller for increases to your maximum mental health. * Benny: Asylum Upper Floors, in a bathroom at the top of the first set of stairs * Bobby: Asylum Upper Floors, in a room beside the first pipe you grind * Chloe: Asylum Lower Floors, on a ledge above a broken wheelchair * Chops: Asylum Lower Floors, on a ledge on the outer wall * Clem: Asylum Upper Floors, in the locked room next to the room blocked by a chair, drop down through the ceiling to get the brain * Crystal: Asylum Upper Floors, on a wood platform below the curving hallway * Dogen & Phoebe: Asylum Upper Floors, on ledges on the outside of the wall of the green sludge room * Elka: Asylum Upper Floors, on the outside wall of the first set of open air rooms * Elton & Mikhail: circular walkway around Dr. Loboto's lab * Franke: to the right of the main entrance into the Asylum * J. T.: just inside the main gates into the Asylum, nestled in the hedge * Kitty: on a ledge outside Gloria's arbor * Maloof: Asylum Lower Floors, on a ledge against the back wall * Milka: Asylum Lower Floors, carried in a basket by crows * Nils: Asylum Upper Floors, on the wood beam at the end of the level * Quentin: Asylum Upper Floors, in a window near the floor of the green sludge room * Vernon: foot of the ladder leading into Dr. Loboto's lab ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | |  |-/ \-| WALKTHROUGH | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~ [4.1] KID'S CABINS ~~~~~~~~~~~~~~~~~~~~ Psi Cards: 12 Challenge Markers: 1 Scavenger Hunt: 1 Start a new game. After an extended cutscene introducing the story, you have to create a profile for yourself. Each profile has five savegame slots, plus an autosave. After you have created your profile, you'll meet Ford Cruller in a dream and be introduced to the camera controls and the concept of Psi Challenge Markers and Psi Cards. You then wake outside your cabin. Before heading off to Coach Oleander's Basic Braining class, explore the area. You'll find arrowheads scattered about. Stand next to the purple gas emission and press USE to dig up an arrowhead. You can find a Psi Card right next to your cabin, as well as in the outhouse close by. (USE the door to open the outhouse.) There's also a Psi Card underneath the ramp leading to the classroom and another among the roots of the big tree on which the classroom is built. Beside a another cabin, you'll meet Dogen and find a trampoline. Double- jump on to the trampoline to get to the roof of the cabin (Psi Card), then walk across the tightrope to the roof of your cabin (another Psi Card). From your roof, swing from the branches across to some netting on a tree, then climb up to reach a ledge leading into a cave (Psi Card). Enter the cave and explore, learning about sliding in the process. At the bottom is a freezer with a turkey sandwich frozen in a block of ice. This is one of the scavenger hunt items. You can't get it now, but note its location so you can come back and pick it up later. Use the netting to climb halfway up the cave and use the side tunnel to exit, picking up two more Psi Cards in the process. Go back and trampoline up to the roof of the first cabin again. This time, walk only halfway along the tightrope, then press CANCEL to drop and grab the rope with your hands. Swing to the trapeze hanging from the nearby tree, then swing to a high trampoline. Pick up another Psi Card, then jump up to the ladder and climb up to get a Psi Challenge Marker. Drop back down and find the pole near the big tree and climb it to a speaker platform. There's another Psi Card here. That makes 11 of the 12 Cards; you can't get the 12th until you have Levitation. Jump to the trapeze and swing across to the ladder and climb to the platform leading into Basic Braining class. It's time to learn the rules of the game. ~~~~~~~~~~~~~~~~~~~~~~ [4.2] BASIC BRAINING ~~~~~~~~~~~~~~~~~~~~~~ OBSTACLE COURSE 1 ~~~~~~~~~~~~~~~~~~~ Figments: 73 Cobwebs: 0 Vaults: 0 Enter the classroom and talk to Oleander. Tell him you're ready to go and enter his mind. After the short cutscene, ATTACK the wall where the picture is being shown and enter the first phase of the Basic Braining Obstacle Course. Follow the path, jumping or double-jumping as necessary. You'll soon find your first figment and receive a description of how they work. Just beyond that figment is a steamer trunk. The tag is just over the next gap, so go grab it and return to sort your first baggage. Proceed to the ladder and climb over the tower. On the other side, pick up the suitcase tag and climb the pole to the top of the wall. Climb another pole to the top of the tower, then head down the ladder on the opposite side. There are fire vents on this side of the tower, so time dropping down the ladder with the fire coming from the vents. At the bottom is a broken bridge and a cutscene with your favorite bully. Drop down the ladder on this side of the bridge, then choose one of two routes: 1) Climb the ladder to the other half of the bridge. 2) Go around behind the tower you just descended to find a Classified Route through a hole in the ground. It doesn't matter which way you go, but to collect all figments, you must take both routes. You will have to come back here later to finish sorting baggage and collecting cobwebs, so just take either route now and remember to use the other route when you return. Whichever route you take, you'll eventually find yourself at a set of stairs leading up to a gun emplacement. Jump up to the ledge where the guns are, but hang from your hands rather than jump all the way up. Shimmy across and jump up onto the ledge after you've passed the guns. From this point, drop down to your left and go through a hollow rocket to reach the suitcase. Then climb back up and use the trampolines to reach a wall covered with netting. Climb the wall slowly, as sections of it are blown out by artillery fire. At the top of the wall is a minefield with Dogen standing nearby. Don't talk to Dogen yet, just step carefully through the minefield collecting figments--each mine here is instant death if you trigger it. After you have the figments, return to Dogen and talk to him. He wants you to lead him through the minefield. Agree and slowly lead him through the largest gaps on the right side of the field. Every time he gets nervous, talk to him to keep him following you. Once you get him safely through, he'll give you five arrowheads. Now climb the flagpole, pushing the flag to the top, to open the door into an airplane. Enter the plane, collect the figments, then punch open the side door and jump. OBSTACLE COURSE 2 ~~~~~~~~~~~~~~~~~~~ Figments: 79 Cobwebs: 3 Vaults: 2 Course 2 begins with a game. Psi Bomb the large button in the center and watch for enemy targets to pop up. Punch 20 targets within the 60-second time limit and the gate will open, allowing you to continue. As you rack up points, the targets start showing for shorter lengths of time. When this happens, just stand in one spot near the inner circle and punch anything that comes near you. You should score 20 points with a few seconds to spare. NOTE: You can keep playing this game at harder and harder difficulties, receiving greater rewards--up to a bonus rank. Beyond the gate is your first vault. Punch it to unlock one of Oleander's memories. Then punch the large wooden enemy target to form a bridge and advance to an open field with a large gun at the end. The gun fires continuously, but you are protected by a brick wall. You have to punch this wall to knock it down and cause another to pop up. Quickly run/jump to the other wall and repeat the procedure until you punch the last wall and disable the gun. Return through the field picking up anything you missed, including the hatbox tag and the hatbox. Then climb to the top of the gun turret, pick up the dufflebag tag and Psi Bomb the boards to drop into a hole and continue through the course. Climb the flag pole to open the door, then slide through the tunnel. Swing from pole to pole to climb the next wall and find the dufflebag. Then climb the next wall. Once you reach the platform, punch the cracked wall and step through. You find your first cobweb, but you can't do anything with it now, so jump to the lowest tightrope and jump from rope to rope to get to the next platform. Punch the cracked wall, then drop down below the trapeze to pick up some figments. There's also another cobweb here with a vault behind it; you'll return later to get this. Jump back up to the trapeze and swing across to the first platform. Pick up the purse tag, climb the ladder, jump to the piece of airplane tail to your right and continue jumping over the pieces of plane to get to the purse. Congratulations, you've unlocked some concept art and gained a rank. From the purse, jump back to the platform above where you got the tag, then walk the rope to another platform. Jump to the right side of the trapeze, then swing to another trapeze, switch directions and jump to a platform. You can see the third cobweb below you; when you return later you can float down to it, then float down to the middle of the rails. Continue climbing, swinging and jumping until you reach the rails. Ride the rails downward, jumping from one to another to collect figments and avoid the enemy targets. You should be riding the center rail as you reach the end. Make sure you jump over Bobby Zilch to reach the exit. OBSTACLE COURSE FINALE ~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 11 Cobwebs: 2 Vaults: 0 After a short walk you arrive at a fiendishly tricky sequence in which you must travel along a series of platforms (logs) that are rotating. Stay on a platform too long and you'll slide off. Run onto the next platform too quickly, and you'll slide off. You get the idea. Just take it easy, keep moving and wait for the platforms to rotate underneath you before advancing. As you come off the logs, there's a cobweb for later collecting, then ride the rail to reach the end of the course. The final cobweb is in front of the white door. Go through the door into the white hallway and advance toward the curtain to trigger the cutscene where you earn your Basic Braining Merit Badge. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.3] MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Psi Cards: 18 Challenge Markers: 1 Scavenger Hunt: 3* * One of the scavenger hunt items is inside the lodge, which is considered a separate area in the game. So you will only see 2 scavenger hunt items reported in your journal for the Main Campgrounds. After the cutscenes, press CANCEL to stow the button Sasha gave you in your backpack. You can now enter the main campgrounds, so do so (after paying a one-time toll of one arrowhead). As you enter, you'll get your scavenger hunt list. Collect any eight items and turn them in to earn four ranks. Collect and return the other eight to earn four more ranks. Just past the entrance, pick up a Psi Card on the other side of a gap in the fence. You can pick up the Gold Doubloon scavenger item from a nook underneath the south side of the lodge. There's also a Psi Card under the ramp that leads up to the lodge. Go to the southeastern corner of the lodge and look south of the speakers to find another Psi Card behind a tree. Then climb the pole to the southeastern speaker platform. Get the Psi Card from the platform, then walk the tightrope to the northeastern speaker platform, picking up a Psi Card on the way. Get another Psi Card from the other platform, jump over to the roof of the lodge and get the Challenge Marker from the peak. Down the other side of the roof is a small platform with another Psi Card and a tightrope. Turn around and face east and double-jump to the brown wood sub-roof. Walk under the green roof for another Psi Card. Jump down and head for the southwestern speaker platform to get your eighth Psi Card. From the platform, look down on the west side to see a chain of rocks leading up to a piece of broken bridge. Jump down to these rocks and jump your way to the bridge. Just past the bridge is another Psi Card, then use the trapeze at the end of the bridge to swing across to another platform. Here you'll get another Psi Card and the Eagle Claw scavenger hunt item. Walk the tightrope to the large entrance sign at the front of the parking lot and get another Psi Card. There are five more Psi Cards in the parking area, but one--on top of the big stump in the center of the lot--is only accessible after you have Levitation. Go ahead and pick up the one sitting on the log at the front of a parking space, the one on top of the Jeep (double-jump from the wood post behind the Jeep), the one on top of the basketball goal (double-jump from the yellow rock) and the one in the outhouse. Then head up the path back toward the main lodge. Along the way, pick up a Psi Card from a rock beside the path. You should now have at least 27 Psi Cards, enough for three Challenge Markers (and three ranks). If you don't have at least 30 arrowheads, dig around until you have at least 30. Head up to the main lodge and enter. Inside the lodge, jump on the frame over the main door, then jump to the awning over Ford Cruller's shop, then up to the rafters. Jump across the rafters to collect a scavenger hunt item: the Voodoo Doll. Drop down and go shopping at the camp shop by talking to the cook. Buy three Psi Cores. Leave the lodge and find the big hollow stump near the ramp leading up to the main lodge. Jump inside. Welcome to the Whispering Rocket Rapid Transit system. You can only go places you've already visited, so your choices now are limited to the Kid's Cabins, the parking lot or Ford Cruller's secret sanctuary. Head for Cruller's sanctuary. Once you've talked to Cruller and received your bacon--a very useful device with which you can communicate with Cruller at any time--drop to the bottom of the area and make yourself three Challenge Markers with the Psi Cores you bought and the Psi Cards you have collected. There are also two Psi Cards in the lab--one on the floor level and another on a platform near the top of the lab above the Rapid Transit stump. If you were diligent in collecting figments and sorting baggage in Basic Braining, you should reach rank 10 and earn a new Psi Power. Jump to the top platform and speak to Cruller to receive Pyrokinesis. After your training, jump back into the hollow stump in the lab and return to the main campground. To the east of the lodge, at ground level, head north to enter the GPC & Wilderness area. We'll explore this area in greater detail later; for now, we're just interested in moving on to Sasha Nein's secret lab. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.4] SASHA'S SHOOTING GALLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Once in the GPC area, head straight down the path, through a couple of cutscenes, and then through the large hollow log. Enter the fenced-in area with geodesic domes and climb the ramps to the highest, center dome. Punch the door and let out the camper. After the cutscene, climb back up to the open dome and enter. Open your inventory, select the button, equip it (USE key) and USE it on the "threads". Jump into the hole to enter Agent Nein's lab. There are two Psi Cards and a scavenger hunt item (Fossil) in the lab. The Fossil is on a high ledge you can see after you've turned the first corner on the stairway. From the large landing opposite the Fossil, double-jump to the nearest ledge and from there you can get to the Fossil. Jump back to the stairway and from the highest landing, the first Psi Card is just below you, so jump down to it and then jump down to floor level; the other Psi Card is behind one of the metal screens. Go talk to Sasha. BRAIN TUMBLER EXPERIMENT PT. 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 92 Cobwebs: 5 Vaults: 2 Following his instructions, enter the Brain Tumbler and the Collective Unconscious. Walk through the one open door and enter Raz's psyche. Collect the figments and vault in this area, then jump into the caravan. Start punching the walls to break out of an egg. Leaving the egg, search around for the purse tag and then follow the white rabbit. Collect figments and the steamer trunk tag before being accosted by a monster. Sasha will pull you out and tell you he will teach you to fight. Find the Rapid Transit stump in the corner of the lab and go see Ford Cruller to get your Marksmanship Learner's Permit. Then it's back to Sasha to learn about Psi Blasts. SASHA'S SHOOTING GALLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 69 Cobwebs: 5 Vaults: 2 Follow Sasha's instructions to begin learning how to use Psi Blasts. Use LOCK/FLOAT to lock onto a target and press the Psi Power key for the slot where Psi Blast is located (it defaults to slot 1, which is a good place to leave it). When locked on to a target, use the CAMERA left/right controls to change the target. You reach the point where you have to shoot 1,000 censors in order to earn your actual merit badge. Once you are comfortable with the way Psi Blasts work, USE the large controller to increase the rate censors are produced until it reaches the red danger spot. Uh oh. After the cutscene, run toward the large bedroom set. Your goal is to shut down the censor valves; however, you want to collect all the goodies on the set first. A vault and the dufflebag tag are on the bed. You'll find the dufflebag beside the bed. On one of the large blocks is an astral projection layer replacement. On another block is the hatbox tag; the hatbox is on one of the bedposts. From the block where you get the tag, jump onto the block that looks a little like a steamboat. The funnel is a trampoline, use it to bounce up to a high platform, then jump to the headboard of the bed and run across to get the hatbox. There are also two cobwebs under arched blocks, but you can't get them now. Once you're confident you've collected everything, take out the first censor valve by locking on to it and using Psi Blast, then blast the second valve that springs up. Now a set of columns and circular platforms springs up. The censors are tougher here, taking two shots to destroy and having a ranged attack of their own. Collect everything you can find, including the purse tag and the purse. There's also another astral layer projection replacement. Then take out the censor valves. On to the shoebox set. You meet walking bombs for the first time. They will get close to you and explode, for lots of damage. The steamer trunk tag is on the ground level, while the steamer trunk itself is located on one of the columns of shoe polish cans. You can find the second vault on this stage, roaming around the cube. It can be on any face of the cube, so you're going to have to search for it. Once the censor valves are destroyed, you move to the fire stage. Head up the central pillar, collecting the suitcase tag on the way. At the top of the central tower is the suitcase and an astral projection layer replacement. There's only one censor valve this time. Once it's destroyed, it's on to the boss battle. You've got a very large and very angry censor to destroy; however, you can't touch it until you get rid of the censor valves at the center of each of five faces of the cube. Start running. Once the censor valves are destroyed, you can hurt the monster censor. LOCK ON to it and keep blasting while strafing/jumping to avoid attacks. It doesn't take much to put the monster down. Once defeated, you get your Marksmanship Merit Badge so you can shoot more stuff. Time to face your own demons. BRAIN TUMBLER EXPERIMENT PT. 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 92 Cobwebs: 5 Vaults: 2 Back into the Brain Tumbler with you. Follow the same path as before. This time, when confronted by the monster, blast it. Once it's gone, look to the right to find the purse (you should have collected the tag on your previous run). Continue by ascending a large, thorny vine to a ledge. Defeat the censors, then double-jump to another ledge to get the steamer trunk. Just past this area, you will drop down again. Turn around to pick up the dufflebag tag, then continue down the path. Once you pick up the suitcase tag, turn around and backtrack to the ledge where you found the steamer trunk. From that ledge, face forward along the path and jump to the pole. Swing to the next pole, then to the vine. Position yourself on the vine so you are opposite the long, thin stalagmite. Swing to the stalagmite, then climb to the top and around to the other side. Jump out to catch another vine and swing to a ledge. Double jump to the next vine, swing to the huge, vine- covered stalagmite, crawl around and jump to a large ledge. Pick up the dufflebag, then jump from ledge to ledge to reach the suitcase. Drop down and backtrack along the lower level to pick up additional figments. Continue after the rabbit. Pick up the hatbox tag and additional figments before arriving at a cutscene of Dogen losing his brain. Enter the large room surrounding the thorn tower and search for the hatbox, a maximum projection layer increase and the second vault. Then start climbing the vines around the tower until your way is blocked. At that point, Sasha pulls you out and tells you to learn Levitation from Milla. Sounds like a good idea. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.5] MILLA'S DANCE PARTY ~~~~~~~~~~~~~~~~~~~~~~~~~~~ By now you should have reached rank 20 and be able to learn a new Psi Power. Go to Cruller's secret lab and learn TK (Telekinesis). Leave his lab and return to the main lodge. Go to the camp store and buy the dousing rod. If you don't have 50 arrowheads yet, wander around and dig some up. Now, take the dousing rod and thoroughly search everywhere around the whole camp until you have 1200 arrowheads. The Beach, Wilderness and Reception areas seem to have the richest deposits. Don't neglect higher ledges and the tops of rocks, some of the most valuable arrowheads are in out-of-the- way places. You want to buy both the Cobweb Duster and the Mental Magnet. The duster is necessary to continue in later levels. The magnet will make your life much easier by helping you collect all the power-ups dropped by enemies and breakable scenery. Once you have both items, head for the Boathouse and Beach area and find the "Admiral" (another Ford Cruller projection) in the boathouse. Talk to him to get your canoe. Jump on the canoe, stand on the middle seat and press USE to take control of the canoe. Paddle out to the floating platform where Levitation class is taking place and pull up directly beside one of the docks to automatically disembark. After the cutscene, talk to Milla to begin learning Levitation. THE LOUNGE ~~~~~~~~~~~~ Figments: 79 Cobwebs: 3 Vaults: 2 Follow Milla's instructions to jump on your Levitation Ball and "bubble bounce" across the first gap, then bounce and float (use LOCK/FLOAT in mid- air) through the rings. After getting through the rings, pick up the dufflebag tag from the top of the wall and your first cobweb from the lower floor. Jump back up to the carpet ramp and head through to a large, bowl- shaped room. Roll on your Ball around the room, picking up the speed you need to jump up through the rings. Once all three are spinning, flower-shaped platforms will descend. Pick up speed to get on the first platform, then bubble bounce up to the first large platform. Pick up the dufflebag here. Jump on the nearest flower platform, then jump and float down through the rings to a target platform. You'll be carried upward. Jump up to the platform that is within the wind stream and look back toward the fan. To the left and lower down is a small platform with a figment on it. Bubble jump down to the platform and enter the small room to get some figments and the first vault. The chest in the corner leads to Milla's nightmares, which is informative, but doesn't have anything of value. Jump back up into the wind and float to be carried across to the ladder and the steamer trunk tag. Climb the ladder to reach a pinball-style plunger that will propel you up to some spring platforms. Before rolling in front of the plunger, get a cobweb from right behind the entrance you came through and the hatbox tag directly across from the entrance. Then let the plunger throw you up; but, float down onto the side platforms to pick up some figments and find the steamer trunk. Once you've got everything you want, use the plunger to propel yourself to the spring platforms and bounce to a floating flower platform. Ride it up and jump across to the balcony. Run around the balcony, collecting figments, the third cobweb and the hatbox. Then ride the railing to set the rings spinning and start another flower platform moving. Jump on the moving platform and ride it up to the large central platform. Collect the figments here, then jump/float down to the doorway and punch it open. Pick up the purse tag from the hallway, then use the bowl room to launch yourself up to the fence. Climb up and jump to the central platform, where you learn you can levitate over certain damaging environments (but still not water). Jump over the spikes and climb the pole to another flower platform. From this platform, jump to one of the rotating platforms and ride it around, making sure you jump over the bar in the center of the room. Once over the bar, jump to the slightly higher flower platform and then to the spring platform to be bounced over to the purse. From the purse, you can bounce/float to the highest flower platform and then to the door. Punch open the door and get ready to race. THE RACE ~~~~~~~~~~ Figments: 97 Cobwebs: 0 Vaults: 0 The object is simple: beat Bobby Zilch in a Levitation Ball race. There are no cobwebs, baggage or vaults here and the figments are worth only one point each, so concentrate on racing and avoiding obstacles. If you lose, you can retry the race as many times as you like, so deliberately lose if you are trying for a perfect game and need the figments. There are figment-looking white boosters located throughout the course, as well as ramps that can propel you up into the tubes running over the course. The race is easily won as long as you don't hit any obstacles, which brings you to a dead stop. THE PARTY ~~~~~~~~~~~ Figments: 57 Cobwebs: 2 Vaults: 0 After winning the race, you have to find Milla at the top of the next room. Getting up to her requires floating from bubble-stream to bubble-stream. Before floating up, explore the bottom of the room for figments, a cobweb and the suitcase tag that's sitting in the middle of the floor. From the platform where you came in, there's a bubble-stream directly to your right and another ahead and a bit to your left. Jump to the stream that's ahead of you and float in the streams up to a platform with a switch. Before punching the switch, look across the room for a platform with a small gold trophy on it. Jump/float across to this Ammo Up trophy, which will increase the maximum number of Psi Blast shots you can carry. Jump/float your way back to the switch platform and punch it to turn on the large fan in the center of the room. Your job, once again, is to get the rings spinning. It's easier to float above each ring and then drop through it--you can turn your Levitation Balloon on-and-off while in mid-air. Just use CANCEL to turn it off and LOCK/FLOAT to turn it back on. Once all three rings are spinning, the door will open. Float over to it and get the purse from the platform. Through the door, the final cobweb is on the floor of the next room. Get it and as many figments as you want, before jumping/floating to Milla's platform. After class is over, paddle your canoe back to the boathouse dock. ~~~~~~~~~~~~~~~~~~~~~~ [4.6] SCAVENGER HUNT ~~~~~~~~~~~~~~~~~~~~~~ You now have just about everything you need to collect all the items in the main camp areas. It's much easier to collect these items in the day, since certain nasty beasties only come out at night. If you go back to Sasha's lab now and complete the Brain Tumbler Experiment, it will be night when you come out, so go item hunting now. Since you're already on the beach, this is a good place to start. BOATHOUSE AND BEACH ~~~~~~~~~~~~~~~~~~~~~ Psi Cards: 16 Challenge Markers: 1 Scavenger Hunt: 2 Start by bubble bouncing onto the top of the boathouse roof. On the other side is a small platform. From the platform, bounce up to the ledge then to another ledge that leads to a small cave. There's a Psi Card outside the cave and the Diver's Helmet scavenger hunt item inside the cave. (If you come back to this cave at night, there's a psi-cougar inside.) From the ledge outside the cave, bounce/float down to the large ship mast on top of the boathouse. There's a Psi Card there, and a trapeze you can use to swing down to the shorter mast. Another Psi Card awaits on one of the ropes leading down to the dock roof and there's a Psi Card on the roof as well. If you try to walk out on the dock, Bobby Zilch will throw you back. But he won't stop you if you go over his head. Head out to the large, covered dock in the center of the lake and get Psi Cards from the roof of the dock and the small dock next to the big rock. From the roof of the dock, you can bounce/float down to the small rock with a Psi Card, then bubble bounce to the pier that extends from the beach. From this pier, bounce/float to the floating pier and the Psi Card there, then bounce/float to the beach. Standing on the beach, facing away from the water, head right around the rock outcropping to get another Psi Card. Head inland from here until you see a ledge with a path on it above you. Jump up, then jump up to a higher ledge to get another Psi Card. From the Card, look out toward the lake to see the Challenge Marker floating above a big rock. Bounce/float out to it, then bounce/float back to this same path. Continue on the path to pick up the Psychonauts Comic #1 scavenger hunt item. From the comic, jump up to the tree branch and swing across to a higher ledge. Pick up another Psi Card. Now climb up on the small rock that's on the path and look toward the boathouse. You should see a line of tree branches. Swing across them to a small platform, picking up two more Psi Cards in the process. The remaining three Psi Cards are on the beach: two are under the walkway leading to the main campgrounds and one is behind some plants right next to the boathouse door. Find the Rapid Transit stump near the walkway to the main campgrounds and use it to return to Cruller's lab. By now, you should have 30 ranks, and you will receive the Invisibility power. From Cruller's lab, head for the GPC area. GPC AND WILDERNESS ~~~~~~~~~~~~~~~~~~~~ Psi Cards: 18 Challenge Markers: 2 Scavenger Hunt: 4 From the Rapid Transit stump, bounce on top of the hollow-log bridge and pick up the Psi Card. From the bridge, jump downstream and follow the river to a grate (not far) and use TK on the Glass Eye behind the grate to pull it to you. Head in to the GPC area. There's a Psi Card underneath the domes, and another on top of the center dome (the one that leads to Sasha's lab). From the top of the dome, bounce/float to the western tree branch that has a Psi Card. Walk to the end of the branch and swing to the next branch. Slide along the branch to the tree, climb the vines and walk out on the next branch containing a Psi Card. From that branch, jump to the next tree and climb it to get a Challenge Marker. Climb down to the branch that slopes downward and slide down it to another tree with another Psi Card on the branch. Drop down to the top of the cave that takes you to the Boathouse & Beach area to get a Psi Card. Just to the left of the cave entrance is the crow feather, floating over a rock. From the rock where you got the feather, jump up the yellow rocks until you can't seem to go any higher. Then levitate-jump to another rock that has vines you can use to climb up. The Pirate Scope is up here, and, just below it, behind a tree, is another Psi Card. Down at ground level, just below the Pirate Scope rock, a squirrel is guarding the Golden Acorn. Use Invisibility to sneak up and steal it from him. North of here, you'll find two Psi Cards near the geysers. The Miner's Skull is stuck in one of the geysers; but, you cannot retrieve it yet. You'll need the Shield power first. Continue past the geysers, picking up two more Psi Cards near the GPC fence. You'll also have to fight a psi-bear. LOCK ON and blast it while dodging it's TK claw. Three blasts should take care of it. Beyond the bear is a group of small rocks with two more Psi Cards. Continuing around the GPC, you should find a very large rock with smaller rocks forming a staircase up to it. Climb to the top of the rock and pick up a Psi Card. Turn around and swing from branches until you reach a ledge with another Psi Card. There's also the end of a hollow log up here. Jump in the log and slide down, picking up another Psi Card in the process. From the end of the log, go left to the dilapidated hut and Ranger Cruller. Turn in eight of your scavenger hunt items by talking to Cruller. You'll get four ranks as a reward. Then levitate up to the roof of the old shack and drop through the hole for a Challenge Marker. Bounce back out of the hut and head downriver, collecting the last Psi Card from the bank, to the Reception area. RECEPTION ~~~~~~~~~~~ Psi Cards: 21 Challenge Markers: 1 Scavenger Hunt: 4 After entering Reception, head right up the circular ramp to a hilltop. There's a Psi Card up here. From the card, look down to see a small ledge with another Card. Look out from the small ledge to see a Psi Card floating near a tree that has grown around an old truck. Jump down to get the Card and the Cherry Wood Pipe scavenger hunt item that is nearby. Continue upriver to the waterfall. There is a Psi Card in a cave behind the waterfall. Then jump up the rocks to the right of the waterfall for another Psi Card. Jump over the top of the waterfall and down a couple of rocks to get your sixth Psi Card. Now jump across to the cave ledge in the cliff face to get the Challenge Marker. Jump along the broken track supports to get two more Psi Cards. From the beam where you get the second Card, look down into the swamp to see the Condor Egg in its nest. Levitation jump/float down to it. Jump back toward the cliff face and climb the slope to a large tree with a cold campfire beneath it. Bounce up the tree to get a Psi Card and the Dinosaur Bone scavenger hunt item. There are Psi Cards on rocks to both the left and right of the base of the tree. Going over the rocks to the janitor's trailer to the west, look down to see a rope stretched from a tree. Float down to the rope and walk across is, picking up two Psi Cards. Jump down from the platform to the cave entrance and enter, getting another Psi Card. Prepare to fight a psi-bear. Once the bear is down, climb through the cave to pick up two more Psi Cards. When you reach the rails at the top of the cave, ride the right rail out to get the Psi Card. At the first platform, turn back and bounce back to the cave exit and then on top for the Psi Card. Then ride the left rail out to the other Psi Card. Head for the janitor's trailer and look for the Psi Card on the ground nearby. Grab it, then Psi Blast the beehive--either double-jump and shoot at the height of your jump or get higher up the slope behind it. The Fertility Idol scavenger hunt item falls out of the hive. Watch out for the bear in this area! Continue past the beehive to some gravestones for the final Psi Card. MAIN CAMPGROUNDS & KID'S CABINS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Leave the Reception area via the campfire stage to enter the parking lot. You can now levitate up to the Psi Card on the big stump in the center of the lot. Then head for the Kid's Cabins area. Get back up to the cave entrance above your cabin, then look to your left to see some netting on the rocks. Bounce/float over to the netting, climb up, jump to some more netting, climb up then jump to a tightrope to get the last Psi Card. Float back down to the cave entrance and slide down to the freezer. Use PK (Pyrokinesis) to melt the ice and get the Turkey Sandwich. Go back to the lodge and count your Psi Cards and Cobwebs. Divide by nine and buy enough Psi Cores to cover the result. Go to Cruller's lab and convert your cobwebs to Psi Cards and your Psi Cards to Challenge Markers. Then return to Sasha's lab. BRAIN TUMBLER EXPERIMENT PT. 2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 92 Cobwebs: 5 Vaults: 2 Talk to Sasha to send yourself back to the Collective Unconscious and re- enter the Brain Tumbler Experiment. Now that you have the cobweb duster, you may wish to backtrack and collect cobwebs. One web is in the drain hole of a large bathtub overhanging the path. Punch the strange rock next to the tub and float up in its gas emissions to enter the tub and clear the drain. Once you reach the tower, head up the vine path until you reach the rock obstacle that stopped you earlier. Punch it and float up in it's gasses to enter the tower and start the cutscene. Afterwards, USE the garbage chute to follow Dogen's brain and start your battle against the Psychoblaster Death Tank. LOCK ON to the tank and dodge its shots until it rears back, then Blast its underbelly. It will roll over, so blast it some more until it rights itself. Rinse and repeat until it is defeated. The tank fires confusion grenades; avoid the fumes or you will not be able to control yourself or your powers for a few seconds. Now you have to fight the brain itself. Get on your Levitation Ball and dodge the confusion grenades and laser beam. When the beam slows down, quickly roll in and perform a Palm Megabomb--jump so you are over the brain, then repeatedly press ATTACK to slam down on it. It should only take three or four successful Megabombs to put the brain out of commission and end the experiment. After the cutscene you will have a useful new item, the Psycho-Portal. You will use this frequently from now on. You can also use the Brain Tumbler at any time to return to any previously completed level. You may wish to go back and collect cobwebs from Basic Braining and Sasha's Shooting Gallery now. Once you're ready to move on, head for the Beach and your meeting with Lili. ~~~~~~~~~~~~~~~~~~~~~~ [4.7] LUNGFISHOPOLIS ~~~~~~~~~~~~~~~~~~~~~~ Upon entering the beach area, you'll get a cutscene in which Lili is captured. Follow the instructions you get from Ford by heading out to the bathysphere and USE the hatch to open it and start the next cutscene. You end up inside an air bubble on the bottom of the lake. Search the lake floor for arrowheads; make note of the bright yellow boxes, they're full of nails. There are no collectible items in this area, so climb the cliff face until you reach a bell tower. You'll have to break some coral walls to make the climb. Jump on the rope to ring the bell and summon your boss fight against the mutant lungfish. The lungfish will alternately suck things in and spit them back out. Whenever it sucks in, start punching the boxes of nails to break them open and pepper the fish with sharp, pointy things. After you've done this a time or two, the fish will push the air bubble around. Prepare to be highly annoyed. There's no adequate way to describe the jumps and swings you have to make. It all happens very quickly and you have no control over the camera and the view is from a fair distance, so Raz appears quite tiny on the screen. Just stay inside the bubble and move in the direction in which the bubble is moving. Jump, swing, climb or whatever as seems appropriate. One thing to note is there should not be a need to use Levitation while doing this. Normal jumps and double-jumps will suffice. Repeat the previous fight involving boxes of nails. Repeat running inside the bubble. This time, your bubble trip ends in a rail slide, followed by a more personal encounter with the lungfish. Note the clams scattered around. Stand next to one and wait for the fish to swing its antenna at you, then jump back. The antenna will catch inside a clam and you can run up and use the mutant as a punching bag for a bit. Three rounds of punching should subdue it. Equip the Psycho-Portal you "borrowed" from Sasha and USE it on the lungfish... LUNGFISHOPOLIS ~~~~~~~~~~~~~~~~ Figments: 113 Cobwebs: 5 Vaults: 2 Look! It's Godzilla in Tokyo! OK, actually, it's Goggalor in Lungfishopolis; but, the idea is the same. This is actually a pretty short level, but it seems like it takes forever because you move more slowly (as befits a giant beast) and you can't use Levitation. The first thing you should know is you will need to smash the buildings. With the exception of the skyscrapers, which you can climb like King Kong, all the buildings are highly breakable. They are the main source for power- ups--and you will need a lot of power-ups in this mind. Also, on this lower level of the city, some figments are sunk half-way in the water, keep an eye out for those. You can jump out and get them. Begin by climbing the skyscraper next to you for an astral projection layer replacement. Continue until you meet some freedom fighters. They will ask you to free some of their number from a nearby prison. Break open the building with the exclamation points hovering over it and receive the Shield power. This handy power is a necessity in Lungfishopolis. Set Shield to a Psi Power slot and Invisibility to another slot. Leave Psi Blast where it's at. Remember, no Levitation in this world. Advance down the left side of the town, destroying buildings and collecting figments. At some point, the Navy will unleash tanks. Either shield yourself from the rockets and then Psi Blast them from a distance (requires two Blasts), or go Invisible and walk up and punch them (requires one punch). Go past the big tunnel leading to the large prison, and continue to the next skyscraper, which has the purse tag on top of it and a cobweb beside it. Backtrack to the prison. As you enter the tunnel, Shield yourself. The laser grid will blow itself up. Enter the prison area, defeat the tanks and lay waste the buildings. Then collect a second cobweb, the purse, the dufflebag tag and a vault. The vaults in this level are as tiny as the lungfish, so you'll have to search carefully to find it. Head back out to the city and back track over the bridge to a side area you passed by earlier. You'll find the dufflebag here, as well as several figments. Return to your rampaging. You now have to deal with electric beams from a new type of cannon the Navy has let loose. Shield yourself from the electric beams and hold the shield until the cannon blows itself up with the reflected beam. Before you reach the dam, the Navy will set up a more powerful cannon next to the blimp you "rescued" from the prison. Shield yourself every time the cannon locks on to you, and advance this way until you are next to the cannon--one punch takes it out. Make sure you have finished collecting figments in this lower city, then jump to the top of the blimp and then to the top of the dam. Get the hatbox tag nearby, then walk across the dam to get the hatbox, a cobweb and an astral projection layer replacement. As you advance, offshore ships will begin firing at you. LOCK ON and Psi Blast them; if you jump across and punch the gun turret, the ship will sink, leaving you to try to get back to shore before the water curse gets you. Continue mowing down buildings until you reach a fork in the path. At the fork, you should find the steamer trunk tag in the street; and, the skyscraper to your left has an Ammo Up trophy on top. To fully complete this level, you will need to travel both paths. For now, head right and take out the ships offshore by jumping to the ship without a gun turret and LOCKING ON from there. When you reach the bridge, tightrope walk over the wires until you get the astral projection layer replacement on top of the second bridge support. Now, go back to the fork and take the left path. You'll find another cobweb along this path, which ends at a monorail. Ride the rail through a tunnel, picking up the suitcase tag in the process. The monorail takes you straight to skyscraper island, where you really get to play King Kong for a while. To defeat the planes, climb to the top of one of the skyscrapers. When you get near the top, watch to be sure no planes are near before going over the edge. At the top, LOCK ON to a plane and Psi Blast it. You should have the Chain Blast upgrade by now, which means you can take out three planes at once. You should have no problem. If a plane hits you, you'll take a bit of damage, but the plane will be destroyed, so it's all good. Once the planes are down, thoroughly loot--that is, explore--the island. You'll find a max astral projection layer and the suitcase on top of different skyscrapers. Once this island is finished, face out toward the water and go right, over a ship, to the part of the city you skipped by coming around on the monorail. On this small island you will find the second vault, the fifth cobweb and the steamer trunk. Just be sure to thoroughly lay waste to the city. Once you are sure you have collected everything--if you are going for completion, you should have 111 of 113 figments by now--go back to skyscraper island and head for the other end. Jump over the ships, getting the last two figments, to Kochamara Island and prepare for the boss fight. You can't use Psi Blasts against Kochamara, but you can use the Shield effectively. Kochamara has four basic attacks. Each attack is preceded by a description of the attack shouted by Kochamara himself. Nice of him to let you know what he's going to do. The four attacks are: "Miiiiiiiiiiiiiiightyyyyyyyyyy ram!" - Performed from the air and on the ground, Kochamara races to you and hits you. "Deeeeeeeaaaaaaaadly triangle beam!" - An energy ray shot from the air. "Ooooooverly intricate combination!" - A whirlwind of melee attacks performed on the ground. "Haaaaaaaard to resist area attack!" - A blast of energy performed on the ground. The same basic strategy applies to all attacks: wait until he finishes the long, drawn-out part of his announcement, then Shield yourself. If you are having trouble timing it, turn on subtitles. You can damage Kochamara in two ways: 1) Your Shield will deflect his triangle beam back on to him. 2) When he unleashes the area attack, he is helpless for a couple of seconds afterward. If you are standing right next to him when it goes off, you can drop your Shield and pound him a few times. Once you get the timing of the attacks down, Kochamara is cake. After he's beaten, climb the radio tower to initiate the end-of-level cutscenes. You then find yourself on the shores of the Thorney Towers Home for the Disturbed. ~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.8] MILKMAN CONSPIRACY ~~~~~~~~~~~~~~~~~~~~~~~~~~ Linda gives you a fish skeleton, which you can use to call her to take you across the lake any time you wish. Handy, right? You'll never use it. If you ever want to get back to camp, just use the Bacon and tell Ford you want to regroup at HQ. You'll go straight back to his lab. Do what you need to do, including exploring the real world, re-entering the Collective Unconscious with the Brain Tumbler, etc. Then return and talk to Cruller again to be sent back. This works even inside the dream worlds, so forget using the fish skeleton or the smelling salts or whatever. Just remember: consult the Oracle of Bacon. NOTE: When you get sent back, it's just like loading from a savegame. You go back to the beginning of the area from which you were extracted. For example, if you use the Bacon to leave Lungfishopolis right before going to Kochamara Island, you'll come back to the very beginning of the city and have to fight your way through again. On the other hand, using the Bacon right after landing on Kochamara Island will cause you to come back to Kochamara Island. Just be careful where you use the Bacon. So, your first job is to climb the cliff face to the asylum gates. Jump to the low ledge with Lili's Bracelet, then to the next ledge with a Psi Card. Climb the ladder and watch the cutscene with Boyd, the asylum guard. To the left of the gates, on a ledge, is a Challenge Marker. Get it with a Levitation bounce. Now use the Psycho-Portal on Boyd to enter...The Milkman Conspiracy. THE NEIGHBORHOOD ~~~~~~~~~~~~~~~~~~ Figments: 165 Cobwebs: 4 Vaults: 2 After the cutscene with Boyd, open the refrigerator to get the Clairvoyance power. Run around the room and collect all the figments, then use Clairvoyance on Boyd to find the Milkman is dead and to get the door to the outside to appear. Head for the door and you will be sent outside. Welcome to Mr. Roger's Neighborhood as imagined by M. C. Escher. When people tell you Psychonauts is twisted, this is the level they are thinking about. The Neighborhood is full of secret agents "in disguise". Each group of agents is surrounded by a dashed, yellow line. In order to pass through the line, you must have a disguise just like the agents. Start by bouncing to the top of Boyd's house and exploring the back yard-- inside and outside the fence. Consider this to be Standard Operating Procedure on every house in the neighborhood. In order to collect figments, you'll want to go into every house and explore the roof and yard of every house. You can also get power-ups by bashing objects in the houses and opening the refrigerators. Go to the first house on the street, ignoring the black helicopters, spying trash cans, etc. After exploring the house, head for the next house down the street. Parked beside the house is a large, black sedan with a satellite on the roof. The trunk is open, and there is a Stop Sign in the trunk. Jump into the trunk to get the sign; this is your first disguise. Go down the street to where the "road crew" is working. The house to the right has your first cobweb. Equip the Stop Sign and enter the road crew area. Jump across the broken road and go to the first house on the left. Get the purse tag from the roof. Avoid the phone man and hedge trimmers and bash the black sedan next to the hedge trimmers for some power-ups. From the light pole across from the phone man, jump to the next twisted street; don't worry, the streets will re-orient themselves as you jump. At the second house on this street, the black sedan contains the hedge trimmers. The steamer trunk tag is in the back yard of this same house. Make a quick trip back to the hedge trimmers house, and get the suitcase tag from the back yard. Continue in the original direction, sidling around the sewer workers. The next house after the sewers has your second cobweb and the hatbox (but you don't have the tag yet). Pass up the cemetery for now, and jump to the next street. Pass by the watering-can house, and enter the Arboretum to your right. Go right and walk through the small gate. Collect the figments, then bounce over the gate and walk through the large gate in the middle of the Arboretum. Collect your flowers for the cemetery disguise. Don't forget to walk around the small ledge surrounding the outside of the Arboretum. There's a figment hidden back here. Continue in the direction you were going. The second house you come to has the dufflebag tag. Get your third cobweb from the next house up the street. Continue to the post office, and collect the watering can from the trunk of the black sedan. Get figments and an astral projection layer replacement from the roof of the post office. Walk up to the door of the post office and USE the keypad. Enter any number you like; it will set off an alarm. Back away from the door and wait for the agent to come out. Use Clairvoyance on the agent to get the correct code for opening the door. (The code is randomly generated each time you play.) USE the keypad again to open the door and enter the post office. The suitcase is here in the lobby. Use the cobweb duster to get your fourth cobweb and enter the storeroom. This area is completely black. Use Clairvoyance on the security cameras in order to see where you are going. **IMPORTANT NOTE: users of ATI Radeon video cards have reported problems with the security cameras not showing anything. This problem is apparently caused by outdated video drivers. The newer versions of the ATI Catalyst drivers (version 5.4 or later) fix this problem. There's nothing in the storeroom to collect other than the plunger. Run to the end of the room, get the plunger and run back out. When you exit the post office, you'll be grabbed by a nightmare and have a mini-boss battle on your hands. Psi Blast the worm until its head explodes, then use TK to lob one of the bombs that fly out back into the open neck. The worm will turn to stone and one punch will take it out. Jump into the blue, glowing hole to return to the Neighborhood. Now it's time to backtrack. Head back to the watering can house and equip your watering can to get in. Inside the house is the rolling pin. Be sure to re-equip your watering can before leaving the house. Next stop is the cemetery. Before entering the cemetery, explore all around the outside grounds to find the first vault, an astral projection layer replacement and the dufflebag. Equip your flowers and enter the cemetery. After collecting all the figments, use PK on the vines in front of the mausoleum and then punch down the door. Grab the book inside to trigger the cutscene that ends with you back outside Boyd's house, with a fake rifle. Head down the street, passing through the road crew area, and enter the hedge trimmers house. Grab the purse, and use the rolling pin to get to the Ammo Up trophy; be sure to re-equip your trimmers before leaving the house. Head down the street and equip the plunger to get into the sewers. THE BOOK DEPOSITORY ~~~~~~~~~~~~~~~~~~~~~ Figments: 48 Cobwebs: 1 Vaults: 0 Equip the rifle and prepare either Shield or Invisibility. Walk into the area with the assassins and either go Invisible to avoid the sniper or Shield yourself when the sniper locks on to you. Remove the cobweb from the door of the book depository. Collect figments from the ground floor, then head up the stairs to start a cutscene. After the cutscene, grab the helicopter pilot's helmet and use Clairvoyance to see the Milkman's secret hideout. After the cutscene, pick up the phone. This is your final disguise. Re- equip the rifle, then collect everything you can find in and around the book depository--the steamer trunk is behind the building. If you just want to finish this level, skip the next section... RETURN TO THE NEIGHBORHOOD ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To get the final pieces of luggage, the second vault and the remaining figments from the neighborhood, go back through the sewers. Return to the hedge trimmer house and find the telephone worker nearby. Equip the phone, climb the pole and ride the wires to a park. Pick up a maximum projection layer increase, the second vault and the hatbox tag. Return to the "mainland", find the hatbox in a house across from the cemetery, then re-enter the sewers to face down the Milkman. THE MILKMAN ~~~~~~~~~~~~~ Equip your phone and head for the pole near the corner of the book depository area. You'll be sucked into another nightmare. Defeat it, then climb the pole and ride the wires. You have to jump over the telephone poles or be knocked off to your death. In order to get 100% of the figments in this area, you'll have to ride both wires. Once you've obtained all the figments you desire and are ready for the final boss, prepare Invisibility. Knock on the door of the house, step back and activate Invisibility. Wait for the girl to come out of the door, then jump over her to trigger the cutscenes leading to the boss fight. The Den Mother tosses two items: exploding boxes of cookies and knitting needles. The cookies never get further than the last stair of the staircase on which she is standing and are easy to dodge. The knitting needles can go further, and are harder to dodge, but you can Shield yourself. There's two ways to do this: 1) The hard way: Dodge the cookies, Shield yourself from the needles, then TK the boxes of cookies back at the Den Mother. This is tough and takes a lot of coordination and luck, but the cookies do a lot of damage. 2) The easy way: Stand at the bottom of the stairs and Psi Blast her. You don't have to worry about the cookies as they won't reach you. Shield yourself from any needles she throws. The Psi Blasts aren't as damaging as the cookies, but it's a lot easier to hit her--you don't even have to LOCK ON to her. After she takes about 50% damage, things get really interesting. She turns out all the lights, leaving you blind. Conveniently, she leaves some knitting for you to grab--it's glowing right in front of you and is called "God's Eye" in your inventory. Pick it up and use Clairvoyance to see through the Den Mother's eyes. Use the same strategy as before, though it will be a bit harder as your perspective has changed. Keep at it until she is defeated and the Milkman Conspiracy comes to its explosive end. ~~~~~~~~~~~~~~~~~~~~~~~~ [4.9] GLORIA'S THEATER ~~~~~~~~~~~~~~~~~~~~~~~~ ASYLUM GROUNDS ~~~~~~~~~~~~~~~~ Psi Cards: 4 Challenge Markers: 1 Scavenger Hunt: 1 Brains: 3 You're back in the real world and the Asylum gates are now open. You already have the Challenge Marker and one Psi Card. BONUS MOVIE: Equip Lili's bracelet that you retrieved earlier and use Clairvoyance for a scene between her and Dr. Loboto. As you go through the gates, turn around and bounce up to a Psi Card over the left column. To the right you'll find J. T.'s brain in a jar, nestled in the hedge. Collect brains and return them to Ford for increases to your maximum mental health. Get the Gold Watch scavenger hunt item by bouncing over the fountain. To the left of the main entrance to the Asylum is a Psi Card. To the right of the entrance is Franke's brain. Punch through the rubble on the right side of the fountain to reveal a side passage. Through the tunnel, turn right to get the last Psi Card, then go the other way and look for Kitty's brain on a ledge to your left. Now that you have all the Psi Cards and brains from this area, it's time to return to Ford Cruller for a little ranking up. Use your Bacon. Regroup at HQ and give the three brains to Cruller. Count your Psi Cards and Cobwebs and return to the main lodge and get enough Psi Cores to make Challenge Markers from your items. Get some Dream Fluffs while you're there. Leave the lodge and head for the GPC & Wilderness area. Now that it's night, you'll encounter psi-cougars for the first time. These beasts like to set your world on fire. The easiest way to deal with them is to go Invisible as soon as you hear their roar, then run up to them and punch them. Three blows is all it takes to give them a permanent catnap. In the Wilderness area, go to the northeast side of the GPC and find the geysers. Stand on the open geyser and activate your Shield. The Miner's Skull will pop out of the other geyser. Pick it up and head for the Ranger's shack and receive four ranks for finishing the scavenger hunt. Return to Cruller's lab via Rapid Transit, convert your cobwebs and Psi Cards to ranks and tell Cruller you're ready to go back into the field to get back to the Asylum Grounds. Make your way back to the arbor where Gloria awaits... THE STAGE ~~~~~~~~~~~ Figments: 111 Cobwebs: 7 Vaults: 1 Talk to Gloria if you wish, and try to take her trophy, just to see what happens. When you're done having fun, use the Psycho-Portal on Gloria to start her dream level. After the cutscenes, bounce around collecting figments and such. There are a lot of figments in the seats, so be sure to explore those areas well, including the upper levels. To reach the higher seats, climb the ladder that leads to the spotlight and bounce up from there. On the ground level (below the stage) you can get two cobwebs--below Jasper, the critic--and the steamer trunk tag--near the ladder to the spotlight. Backstage you can find the suitcase (no tag yet) behind a cobweb and the purse tag. On the platform below Jasper is the purse. In the upper seats is another cobweb and an Ammo Up trophy. When you've finished your collecting run, go backstage, up the ramp and remove the cobweb (#5) from the door. Activate Invisibility and run down the hall into Bonita's dressing room. Get the figments, then talk to Bonita. She'll agree to come out if you can light the spotlight, which requires a candle. Go down the hall to the storeroom, climb the ladder in the back left and get the cobweb, then jump up to get the steamer trunk. Swing across to a platform, then jump to a higher platform and rope-walk across to the candle. Ride the banister down, then jump up to the bell-pull and climb to the suitcase tag and the last cobweb. Get the suitcase from the backstage area, then climb up to the spotlight and USE the candle on it. Then light the candle with Pyrokinesis. Sit through the cutscene. OK, time to play director. Go talk to Becky, then climb up to Jasper and talk to him. He'll give you a play called "Knight of Joy". Take the script to Becky. There are three sets in this segment of the world, a main set with water (water set), a water set used during the mail boat play (mail set) and a set without water (land set). Each set has two moods: happy and sad. This gives you a total of six scenes: water/happy, water/sad, land/happy, land/sad, mail/happy and mail/sad. To change between the water set and the land set, walk through the sparkling portal on each set. (The water set has two portals, using either portal will change to the land set). You only get the mail set when you run a specific play. The mood of the scene remains when you change the set. To change the mood, punch the spotlight. Note that, in the sad mood, the little actors turn into enemies and will attack you--you can fight back You begin on the land/happy scene, without figments. Each of the six scenes has its own set of figments. You'll get the figments form the land/happy scene a bit later. For now, explore land/sad, water/happy and water/sad. With the scene set to water/sad, use the megaphone Becky gave you to run Knight of Joy. The Knight comes out and kills the dragon, allowing you to get to the higher level of the set and pick up another script: "The Day the Mail Boat Finally Came". Give the new script to Becky and run it. Jump on the mail boat to be taken to the mail/sad scene. Collect the figments and the script, "Goodbye Hagatha Home". Change the mood to happy and collect the figments from the mail/happy scene, then use the sparkling portal to change the set. This switches to the water/happy scene and you can get the figment from the upper level. Use either portal in the water/happy scene to change to land/happy and collect your figments. Then change the mood to sad and run the "Goodbye Hagatha Home" script. The balloon will come down. Use the poles on Hagatha Home to swing up to the balloon and be carried up to the catwalks. THE CATWALKS ~~~~~~~~~~~~~~ Figments: 46 Cobwebs: 0 Vaults: 1 Basically, a lot of "platforming". Jump, swing, bounce or slide as needed. Keep an eye out for figments floating through the air and time your jumps to catch them. Every so often, the Phantom will drop sandbags on you. Either Shield yourself or run quickly ahead to dodge them. You can tell when the sandbags are coming by a bright green spotlight that locks on to you. You can also go Invisible when you see the spotlight coming to prevent an attack. Eventually you will reach a fight with a censor. Just past this is the dufflebag tag. Beyond a set of trampolines, you will swing across a long set of light poles ending in a sandbag rope. Jump from the rope to the catwalk and head downward to get the hatbox tag, the hatbox and the vault. Then turn back and take the upward sloping path. You'll have to fight censors in both directions. Past a set of "chompers" you'll find the dufflebag on a large circular platform, and a teleport worm if you want to go back and search for missing figments. At this point, you should have 43 of the 46 figments in the stage if you are shooting for a complete game. There are three more figments beyond. Continue down to a small elevator, fight the censor, talk smack with the Phantom and pick up the candle. Run around the catwalk to the large spotlight, insert the candle and light it with PK. Use Levitation to follow the Phantom through the door. Now it's time to battle the Phantom! Otherwise known as Jasper, the critic. What? You hadn't figured that out by now? Start by running to the back of the stage and picking up three candles. Now jump into the music notes coming from the orchestra pit and use your Levitation Balloon to float up to the catwalk. You'll need to sway back and forth in the music stream to avoid Jasper's barbed pen. On the catwalk, go ahead and place a candle in each spotlight, then light one with PK. Jasper will fall and call out some cronies. Jump down to the stage and LOCK ON to Jasper and start blasting. Your Chain Blast (or Super Chain Blast if you've been good about ranking up) will take care of the little guys. You'll have to repeat this sequence at least three times--more if you fail to do much damage to him when he's down. At one-third damage, he'll destroy one of your spotlights. At two-thirds, he'll destroy another. Keep at him until he goes down for good. Watch all the nice cutscenes, which end with Gloria going home and you gaining her trophy. One "disturbed" person down, two more to go. Head through the tunnel to get into the Asylum. ~~~~~~~~~~~~~~~~~~~~~~~ [4.10] WATERLOO WORLD ~~~~~~~~~~~~~~~~~~~~~~~ ASYLUM LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~ Psi Cards: 4 Challenge Markers: 1 Brains: 4 As you enter the Asylum, head to your right and look up to see a brain on a platform above the broken wheelchair. Bounce up to free Chloe's brain. Swing across the bars sticking out of the wall to get Maloof's brain. Looking back toward the front of the Asylum, you'll see two Psi Cards. Bounce/float to them. From the second Card, you can swing across to a small, broken ledge with a Psi Card and Chops' brain. Standing where you freed Chops' brain, wait for some crows to fly down with a basket. Go Invisible, drop down and punch the basket to free Milka's brain. Bounce back up to the large ledge above you and tightrope walk across to Edgar's art room. After your conversation with Ed, get the Psi Card floating nearby and bounce up to the rafters to get the Challenge Marker. Drop back down to ground level and talk to Fred and USE the Psycho-Portal on him. WATERLOO WORLD ~~~~~~~~~~~~~~~~ Figments: 243 Cobwebs: 7 Vaults: 2 You're in a small room where Fred and his diminutive genetic memory are engaged in a game that looks sort of like Risk. Your mission, should you choose to accept it, is to help Fred win the game by moving a knight into Napoleon's castle. First, talk to either Fred or Napoleon to get the Hatbox tag. Collect figments from around the room, then jump into the game board. How to Use the Game Board ------------------------- You have two sizes while on the game board: large and small. When large, you'll be like Goggalor in Lungfishopolis, except you can't crush anything. You can walk all around the board, including in the water tiles. It's in large mode that you use TK to move your pieces. When small, you're down in the game, interacting with it and it will seem like you're in a medieval town. Down here, you can't go in the water and the world is full of censors and cannon. To go from large to small, focus on any building and press USE. To go from small to large, pop a champagne cork (punch it) and float up in the gasses. To exit the game board while large, find the hanging tapestry near one end of the river and climb it. Ready? Alright, after jumping into the game and watching the cutscenes, explore the board for figments and the suitcase tag. Talk to Napoleon and ask how to play the game. Note the position of the first peasant's hut: it has dancing exclamation points over it and a revolving sign on the roof depicting a peasant. Nearby is the carpenter's house: same dancing exclamation points and a revolving sign with tools on it. Focus on the carpenter's house and press USE to go small. Down here, in addition to censors, you have to deal with cannon. Cannon walk around on two legs, and have a metal shell that protects them from Psi Blasts. They will lock on to you and hit you with very painful explosives. There are two ways to deal with them: 1) The easiest way is to get close enough to grab them with TK and fling them away. If you drop them in the river, they will sink and be destroyed. 2) You can also sneak up on a cannon by using Invisibility. When its legs are retracted, use PK to light its fuse and blow it up. OK, go to the carpenter's door and talk to him to find out about the thieves on his roof. You have to get up there and take them out in order to get the carpenter to come out. Pick up a cobweb from just outside the carpenter's work area, and then head for the peasant's hut. On the way, stop by the large guillotine platform, remove the cobweb from the entrance to the lower part of the platform and pick up the suitcase. Knock on the peasant's door to find out his problem: he doesn't think Fred cares any more. Now, climb the ladder to the peasant's roof and float up his chimney smoke to the guillotine platform nearby. Turn Invisible to evade the guillotine blade and quickly run across the tightrope and take out the censor. Bash through the wood planks of the attic doorway and defeat the censors inside. The dufflebag is here, but you don't have the tag yet. Go through the attic, activate Invisibility, then tightrope walk across to the carpenter's house and defeat the censor. Jump up to the roof and defeat the large censor and collect the first vault. Once that's done, drop back down and talk to the carpenter to get him to come out. Pop a cork to go large and use TK to move the carpenter piece over to the broken bridge. He'll repair it. Then climb out of the game board and talk to Fred to get a letter to give the hopeless peasant. Drop back down into the game and go small at the peasant's hut. Give the letter to the peasant. Go large and move the peasant over to a space next to Napoleon's soldier. They will destroy each other. Now another soldier comes out and destroys another bridge. For some reason, a large salt shaker is blocking the bridge. Use TK to hurl it out of the way. Move your carpenter over to the other broken bridge and he'll repair it. Now focus on the second peasant's hut and go small to talk to him. He'll only come out if you pay him. Alright, you can do that. Go large again and climb out of the game board and talk to Fred. He mentions a rare gold piece he once had. It's in the fire. Use TK to pull it out and take it to the peasant. Repeat mutually assured destruction between the peasant and Napoleon's soldier. Another soldier now appears to guard the castle. Go small and talk to the third peasant, This one wants a weapon. The weapon is located in the castle. This would be a good time to thoroughly explore the "small" world of Waterloo, picking up the musket in the process. There are figments everywhere (243 in all in this world), so spend some time tracking them down. Quite a few require you to get up in the air (float from chimney smoke or bounce off a roof) and float to get them. On the roof of peasant #2's house is the dufflebag tag. You can then go back to the attic where the dufflebag is located. Next to this building is a large, grey palace with a blue roof. Drop down and walk around the palace looking for a ladder. Climb the ladder to get a figment and a cool view. Drop down off the ledge and look for stairs going down. At the bottom of the stairs is a cobweb and the hatbox. Head for the restaurant next (it has a revolving sign of a spoon and fork). Bounce up to the roof and use the chimney smoke to collect figments and get across the river. You'll be at an arched structure over a small pond. Get the purse tag and a cobweb underneath the arch and a max projection level increase from the top of the arch. Next to peasant #3's house is a waterwheel. Ride the waterwheel up and swing across some poles to fling yourself into the chimney smoke. Float up to the flagpole and grab an Ammo Up. Now head for the castle, specifically to the left guardhouse, which has a cobweb blocking the entrance. Defeat the censors and collect figments. Use the poles on the left side of the room to swing up to a tightrope. Walk across to the beam, then jump to the platform with the purse. Carefully drop off the platform so you grab the edge with your hands and shimmy across to another platform. Walk across the tightrope to a flagpole, climb up and jump to the roof of the guardhouse. Defeat the censors, then get a good, fast roll going on your Levitation Ball and jump to the gate pole. Swing across to the opposite tower, which is covered with netting. Climb around and drop down on the roof of the other guardhouse. Get rid of the censors, then remove the cobweb from the door. Inside, drop down one level to get the steamer trunk tag. The large haystack here hides a figment. Drop down to ground level and PK the haystack to get the musket. Use PK on the door for an easy exit. To make things easier for yourself, advance into the castle now while the drawbridge is down. Get the final cobweb from the side of the right-hand guardhouse--just climb the ladder. Use Invisibility to sneak down the drawbridge and into the center area of the castle. Blast the censors and then TK the cannon into the river. Collect the second vault while you're up here. Now return to peasant #3 and give him the musket. Use him to get rid of the guard and the castle is open! Not so fast. Napoleon raises the drawbridge and throws something in the gears to jam it. Now you have to get into the castle and remove the jamming piece. Getting in is much easier now that you have removed the two cannon. Use the tightrope on the right side, then float down to the left side rope to get to the main castle. Go around the left side and grab the steamer trunk from the low platform. Just beyond the trunk is a ladder; bounce up to it and proceed through a rather tricky bit of platforming. From the first platform, the next is a double-jump away. Then there's some tightrope walking between the next two platforms. Finally, you have to make a very precise bounce/float: bounce out toward the tower that protrudes from the wall, when you reach it, begin floating to slide under the tower support and reach a sword blade. Tightrope walk to the spear and jump over it to the next rope, which takes you to another sword blade, this one turned on edge. Jump up over the blade, then perform a double-jump as you pass over the blade and float down to the cannon tower. Bounce/float to the other cannon tower and remove the jammed piece with TK. Time to get your knight into the castle. If you wish to go talk to the knight first, he's located in the restaurant across the river. He's hungry and likes to eat escargot. There's a snail farm behind and a bit to the right of the castle, so go there and collect at least ten snails by using TK to draw them to you. Once you have the snail piece, start punching trees in the snail farm and orchard. They are full of figments, and punching trees will knock them to the ground. Once you are satisfied you have everything you can get from the small game world, punch a cork and go large. Move the snail piece to the tavern, the knight comes out and you can revert to large size and fling him into the castle to win the game and end this world. ~~~~~~~~~~~~~~~~~~~~~~~~~ [4.11] BLACK VELVETOPIA ~~~~~~~~~~~~~~~~~~~~~~~~~ Back in the Asylum, receive Fred's straightjacket as a reward for defeating Napoleon. Make sure you have some cash (arrowheads) in your pockets, then, head up to see Edgar again. Use the Psycho-Portal on him and enter the colorful world of an Alannah Myles song... RUNNING AGAINST THE BULL ~~~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 142 Cobwebs: 7 Vaults: 2 After all the cutscenes are through, pick yourself up, dust yourself off and go shopping. You need to buy the rose painting (5 arrowheads) and the archway painting (no cost) being sold by the dog nearby. Find the nail hook on the wall you fell through on your way in and hang the rose painting to receive a rose. Then hang the archway painting to open an archway to the main street. The main gameplay in this world is to work your way up the street, avoiding the bull, El Odio, who comes steaming along about once every five seconds or so. There are alleys, like the one you are in, scattered about. Some you can reach with a quick run-and-jump, others require a bit more work. If you get hit by the bull, you don't get hurt, but you do get thrown back to a previous alley. NOTE ON ROSES: You can use roses to gain entrance to windows along the street. You'll see shutters thrown open and feminine hands waving fans. Run up to a window with a rose in your hand and you'll be welcomed inside with hugs and kisses while the bull runs past. You can then return to that same window any time--with or without a rose. The main use is to skip some of the longer acrobatic sequences; it's quite possible to fully complete this world without ever using a rose. Along the way, you will pick up four Queen cards--each one requiring a mini-boss fight. Once you have all the cards, you will face down El Odio himself. Finally, figments in this world not only blend in very well (due to the bright, fluorescent colors of the whole world), but they are frequently hanging on walls where they look like paintings. Keep a sharp eye out if you're gunning for 100%. Once you have opened the alley, step into the entrance and note the frequency with which El Odio runs his route. Wait for him to pass and then grab the two figments in the street (one stationary, one moving) and duck back into the alley. Your goal is another alley across and just up (towards El Odio) the street. Wait for the bull to pass, and run over there. The steamer trunk is on the ground, but you don't have the tag yet. Jump up on the awnings and use them as trampolines to get to the high ledge. Jump to another high ledge across the street, jump back across to a balcony, then jump/float down into the next alley up the street. Collect some figments, then jump over the small fence and wait right next to it for the bull to pass. Run up and across the street to a gated alley. You can stand just outside the gates and avoid El Odio. On the other side of the gates is a yellow button. Use TK on the trashcan to hit the button and open the gates. Collect the steamer trunk tag, then hoof it back down the street to sort the trunk. Make your way back to the gated alley. Next is another alley with a small fence that is almost directly across the street. This time, there is not enough room to stand outside the fence, so, as soon as the bull is past, run across and jump the fence. Fight off the censors, then go down the alley to a gate. Again, TK the trashcan against the yellow button to open the gate. This alley turns and goes back to the street, directly opposite your first card: the Queen of Clubs (Tiger). Before jumping across to the card, jump on top of the fence and then bounce up to a balcony across and just down the street. Pick up the dufflebag tag, and then float down to the card. After the tiger grabs it, jump into the picture for the mini-boss fight. Queen of Clubs -------------- The first three mini-boss fights all follow the same pattern: bad dude has a special attack that can be avoided either with Levitation or Shield (or both). All are susceptible to Palm Megabombs. Tiger has a fast rushing melee attack that is quite vulnerable to your Offensive or Ferocious Aura Shield and a Tiger Pounce that rolls you quite a distance. Best strategy is to stay on your Levitation Ball to avoid his quick rush and pounce and Palm Megabomb him when he pauses. Afterwards, give your card to Edgar so he can build his tower. Then jump back into the Queen of Clubs painting to return to the alley. Climb the ladder next to the card and jump to the bar and shimmy across the street. Start swinging and time your jumps over the two poles to the next bar so you avoid El Odio. Shimmy across the second bar and again time your swing across a pole to another bar. Swing to the next bar and then into an alley to your left. The Queen of Hearts (Dragon) is right across from you, but don't pick it up yet. Head up the alley to another artist dog. Buy a rose painting (20 arrow- heads) and a guitar painting (40 arrowheads). Talk to the dog to learn about the famous matador, Dingo. You'll note a gate nearby, through which you can see the dufflebag. You can't get through this gate now, so don't worry about it yet. Head back to the street and cross to the Queen of Hearts. Note the nail hook on the wall beside the card. First hang your rose painting to receive a rose, then the guitar painting to form a ladder. Enter the card painting to begin the next mini-boss match. Queen of Hearts --------------- The Dragon is even easier than the Tiger. The main special attack is the Dragon Roar. Bounce around raining Palm Megabombs on the Dragon's head until he gets ready to Roar. Then Shield yourself until the attack is over, then Megabomb him some more. He should go down quickly. Give the card to Edgar and jump back into the Queen of Hearts painting. Climb the guitar ladder and get your first cobweb. You'll pass through a small room to a balcony overlooking the street. Ignore the One Way sign and head left, over some ledges and a tightrope until you reach a fire escape. Climb the ladder and then lower it to the street by USING the crank. You can now use this method of advancing past this portion of the street rather than the guitar ladder. Head back up the street until you reach a low ledge on the right side with some bars beyond it. The first, lower bar here is too low so you must jump to it and then to the next bar between passages of the bull. (Alternately, you can bounce/float directly to the second bar.) At the second, higher bar, wait for El Odio to pass, then drop and run to the manhole down into the sewers. Explore this first tunnel thoroughly for figments (one is inside a basketball goal). Remove the cobweb from the side tunnel and head through. Climb this second ladder to come out near another dog artist. Buy his vine painting (75 arrowheads) and window painting (55 arrowheads). Go back down into the sewers and explore this second main tunnel. You'll find a vault and a cobweb. At one end is a gate with the familiar yellow button and trashcan. Open it and climb the ladder to another alley. If you follow the upward slope of the alley, you'll be blocked by some vines. Pyro them out of the way to reach the dufflebag. The gate to dog artist #2 will open. Go through and head back to the Queen of Hearts card. Remove the guitar painting and hang the window painting on the hook. A window with a hidden figment will open. Get the figment, take down the window and go back the way you just came, passing by the sewer entrance. At the other end of the alley is a hook. Hang the window for another hidden figment, then hang the vine painting and climb it. Jump to a ledge, then swing and jump across to a roof garden. Collect the second vault and a lot of figments, then drop down the other side to return to dog artist #2. Go back down the alley where you found the dufflebag and drop into the sewers. Head back through the tunnel and climb the ladder to find dog artist #3 (where you purchased the vine and window paintings). Climb the pole, and jump to the ledge. When you reach the corner, bounce/float across to the opposite ledge and continue until you see a ladder. Drop to the balcony below and USE the crank to lower the ladder to the street. Drop down and enter the Queen of Diamonds (Eagle) painting for your third mini-boss fight. Queen of Diamonds ----------------- Eagle has a dive-bombing attack that is easy to avoid using your Levitation Ball. Palm Megabomb him when he's on the ground and he'll go down quickly enough. Give the card to Edgar and re-enter the street through the Queen of Diamonds painting. Climb the ladder you lowered before the fight, and this time walk around the corner and jump/swing your way to the end of the alley. You'll find the hatbox tag and a picture hook. Hang the window painting here to open a passage to the next portion of the street. When you come out of the window, pick up a cobweb and a max projection layer increase. Float down from this ledge to an alley across the street where dog artist #4 and the fourth card await. The dog will tell you a tale of woe, how he is supposed to be painting an ad for the great Dingo, but the bull keeps interrupting. Climb the ladder to reach the matador's apartment (you must do this before the final mini-boss fight). Remove the cobweb from the door and collect figments and the suitcase tag from Dingo's bedroom. Take the cobweb out of the fireplace and step through to a secret passage. Follow it to the end, where you get your last cobweb. Ride the rail across to the suitcase, then back across to the passage and return to the apartment. In the other room of the apartment you will find the hatbox. Then talk to Dingo to receive the Confusion power. If you've been diligent in collecting items, you should have already reached rank 85, so you have the extended effect Confusion grenades. Very handy. Go back to the street where the Queen of Spades (Cobra) is waiting. For a max projection layer increase, help the bulldog paint the ad. Wait for El Odio to pass, then throw a Confusion grenade up the street. As soon as the bull is stunned by the fumes, press USE to tell the bulldog "Go boy!" He will paint the ad and you will get your reward from Dingo. Now enter the ring against Cobra. Queen of Spades --------------- Cobra is impossible to touch unless you hit him with a Confusion grenade first. Wait until he's moving slowly, then LOCK ON and use your Confusion power. As soon as he's stunned, move in and pummel him. Then Shield yourself against his attacks. Rinse and repeat until Cobra goes down and you return to Edgar with the fourth card. EDGAR'S SANCTUARY ~~~~~~~~~~~~~~~~~~~ Figments: 18 Cobwebs: 0 Vaults: 0 The tower has been built, so it is time to bounce around collecting figments. You can also get the purse tag from one of the balconies and the purse from ground level. When your collecting is finished, climb the tower to begin the final battle against Edgar the bull. First, it's you against Edgar. Throw a confusion grenade in front of you and wait for the bull to charge into the fumes. Then grab a nearby banderilla (barbed spear used in bullfighting) and throw it at the bull. Once you've driven four spears into Edgar's hide, Dingo/El Odio comes down to join the fight. Your mission now is to destroy Dingo while keeping Edgar alive. Pull the banderillas out of Edgar using TK and throw them on the ground. Dingo will teleport around the area, trying to attack you. Stand next to one of the spears and wait for him to teleport in, then dodge his attack. While he's posing for the crowd, hit him with a Confusion grenade and then use TK to stick him with a spear. If, while you're doing this, Dingo gets Edgar with a spear, pull it out before you go back to fighting the matador. Stick Dingo with four spears and Edgar's mind is cleansed. Back in the real world, Edgar gives you his painting of Dr. Loboto. Your disguise is complete and it's time to put an end to all this. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.12] ASYLUM UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UPPER FLOORS ~~~~~~~~~~~~~~ Psi Cards: 16 Challenge Markers: 1 Brains: 9 Talk to Crispin, the orderly in front of the elevator, to find out how to disguise yourself as Dr. Loboto. You already have the items, so equip the straightjacket, the painting and the claw and Crispin will let you ride the elevator to the upper floors. Thus begins a long platforming sequence through another twisted reality, where you will be dancing on the ceiling. The main enemies here, besides falling, are kamikaze psi-rats that run up to you and explode, doing not only serious damage but confusing you as well. If you can't see them fast enough to Blast them from a distance, Shield yourself from their explosions--you'll still be confused, but at least you won't be hurt. If you do Blast them at a distance, make sure you avoid the fumes or you'll still end up confused. Go to then end of the hall, over the pile of mattresses, for your first Psi Card. Up the stairs, go right, over the hole in the floor to find Benny's brain in the bathroom and your second Psi Card in the bedroom. Go back over the hole in the floor and continue down the hall until you can turn left. Swing over the gap in the floor and then drop down the elevator shaft to your left; there's a Psi Card at the bottom. Climb the fallen piece of floor nearby and start grinding the pipe over the gap. Halfway across, jump to the left and free Bobby's brain. Then finish riding the pipe to the other side of the gap. Climb the pile of rubble to get up one floor, collecting two Psi Cards in the process. Jump back over the hole and climb the stairs. The building now begins to get literally twisted. Exit to the open-air rooms, turn left and jump through the gap in the wall to collect a Psi Card. Return and jump up on the outside wall. Look up for the nearby Psi Card and bounce up to it. Then jump over to the jar to free Elka's brain. Jump back and swing across to another piece of wall. Bounce up to the overhanging piece of floor to get another Psi Card and then jump over to the floor against the inside wall. Jump/float around the piece of wall and go through the door. Going up the stairs, about halfway up, you'll have to jump over onto the edge of the stairway as it twists. At the top, go left into the bedroom to get a Psi Card, then jump up through the hole in the ceiling that is just outside the bedroom. You are now, technically speaking, standing on the wall with the floor to your right and the ceiling to your left. Continue until you reach a large room with green sludge sloshing around on the floor. Needless to say, you don't want to fall into the sludge. Bounce/float across the sludge and collect a Psi Card from the floor. Climb the rebar sticking out of the wall and get another Psi Card. Walk out on the checked bridge and bounce/float over to the high checked ledge. Head left and look down to see a brain jar in a window. Float down to it and free Quentin's brain. Get back up to the checked ledge and walk left along the top of the outside wall, then climb the pole to the wooden platforms. Run around the platforms, picking up a Psi Card, and swing across the rebar to a small ledge. Climb the rebar ladder to a higher wood platform. Run across the platform and tightrope walk across to the roof. Look back at the platform you came from and look at the outside wall. Float down to the lower ledge you see here and free Dogen's brain. Step through a window and jump down to a ledge with a pole. Pick up the Psi Card, then climb the pole to the small platform you were on earlier. Repeat climbing the ladder and using the tightrope to get to the roof. This time, jump and float to the higher outside ledge. Free Phoebe's brain, then begin climbing the rebar in the wall. You'll pick up a Psi Card on the way. When you reach the top of the rebar, go right and bounce up to the wood platform. Pick up a Psi Card and Crystal's brain. Go back the other way and follow the hallway up. When you reach the top of the curving hall, stand on the little bit of broken wall next to the bed and double-jump/float to get the Challenge Marker. You'll float back down into the hall, so climb back up and bounce up to the next level. Peer into the room on your right to see the chair blocking the door. Grab it with TK and fling it away. Bounce up through the hole into the ceiling into a room full of wheelchairs. Look for the other hole and drop down into the room to find Clem's brain. Bounce back up again and climb the pole. Walk the tightrope and then grind the rail to pick up your last Psi Card. Climb the rebar and get Nils' brain from the beam. Walk along the beam to reach the staircase that takes you to the elevator to Dr. Loboto's Lab. DR. LOBOTO'S LAB ~~~~~~~~~~~~~~~~~~ Psi Cards: 4 Challenge Markers: 0 Brains: 3 As you reach the top of the stairs, you will see a crow in a cage next to a red button. If you walk onto the platform, the crow pushes the button and you take a slide. Either TK the crow away from the button or use Invisibility to sneak past it. Pick up the Psi Card and Vernon's brain, then climb the ladder. After the cutscenes, exit the lab and walk around the circular balcony. You'll pick up the last two Psi Cards and last two brains: Mikhail and Elton. Around the opposite side from Dr. Loboto's lab is the room where Lili is held prisoner. Enter and speak to Lili and Sheegor and pick up the birthday cake. Go back to the lab and hold out the birthday cake to tempt Mr. Pokeylope to walk to the other end of his cage. Then TK him out and return with him to Sheegor. ************WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!************ You are about to pass the Point of No Return. Once you help Mr. Pokelope kill Dr. Loboto, you start a series of cutscenes that end with you facing a Psychoblaster Death Tank. After that battle, you are directly sent to the Meat Circus level and you can no longer return to the real world. SO... If you have any items left to collect in the real world, do it now. Once you reach the Meat Circus, you will still be able to turn in Psi Cards and cobwebs for ranks (no Psi Cores needed) and brains for mental health increases. You will also still be able to access the Collective Unconscious through a teleport worm, so you can still finish up other dream worlds. The only thing you must do now is finish up all real world items. One thing you should definitely do is return to the camp store and stock up on Dream Fluffs. Ready? Enter Dr. Loboto's lab and TK Mr. Pokelope's brain into the tank. Then you'll need to free Lili by Psi Blasting her bonds. After all the shouting is done, you have to square off against the Psychoblaster Death Tank of Doom... ~~~~~~~~~~~~~~~~~~~~ [4.13] MEAT CIRCUS ~~~~~~~~~~~~~~~~~~~~ PSYCHOBLASTER DEATH TANK ~~~~~~~~~~~~~~~~~~~~~~~~~~ Prepare the following Psi Powers: Telekinesis, Pyrokinesis and Shield. Damaging the tank is a three step process: 1) Use TK to grab one of the small blocks on the outer ring and fling it at one of the large blocks to break it. 2) Step into the gap and use PK on the wooden fence. 3) Fling one of the small blocks, using TK, at the "cockpit" of the tank. While you're performing the three steps, you'll need to Shield yourself against the large blocks being thrown at you. You will need to open large gaps by repeating steps one and two several times before you can perform step three. Once you've hit the tank three times, it is broken. Walk toward the tank to start the next cutscene. Now grab your bodiless brain with TK and fling yourself into the brine with Oleander. After the cutscene with the bunnies and little Oly, jump into the caravan. TENT CITY ~~~~~~~~~~~ Figments: 94 Cobwebs: 3 Vaults: 1 Advance down the hall, removing two cobwebs as you go. You exit into a circus set--a circus made of meat. Fascinating. The bunny and Oly run into a large tent. Before you follow, clear the area of figments. To the right of the tent entrance is a mechanical fortune teller. You can redeem brains (for max mental health increases) and cobwebs and Psi Cards (for ranks--no Psi Cores needs) by talking to the fortune teller. To one side of this main platform is the steamer trunk--get the tag from the top of the awning over the tent entrance. Look beyond and down to see a Confusion Ammo Up trophy and the hatbox tag. Float down to get them, then bounce back up. Head inside the tent. Your goal in this area is to prevent Oly from dying while getting him to move upward. 1) Don't try to collect figments or cobwebs now. You can come back later, using a teleport worm, and clear this area without having to worry about keeping Oly alive. 2) Don't rush yourself. While you shouldn't dawdle or spend time collecting things, don't rush your jumps or swings. Oly regenerates full health each time he flies up, so you have plenty of time. 3) If Oly does die, you have to start all over from the beginning; however, you don't lose a life; so, if it comes to a choice between saving Oly or saving yourself, save yourself. Protect Oly from the meat bunnies. Pryo works especially well on them; however, you can punch or Blast them. Use TK to grab Oly's bunny and hold it until Oly can grab him. That will trigger Oly to move up. If a meat bunny gets too close, release the real bunny and deal with the creature, then grab the real bunny again. Alternately, you can use a Confusion grenade to stun the bunny and run over and pick it up yourself; but that isn't any quicker than just using TK on it. At ground level, do a quick search for the suitcase tag, which is floating around in the open. Grab the bunny to force Oly up. Follow him by climbing one of the ladders in the center of the tent. Jump from the ladder platform to the round floating platform nearby. Jump to a slab of meat, then jump on the fat woman to be propelled up to Oly. Repeat saving Oly and the rabbit. Now, to follow Oly, jump to the trapeze near one end of the platform (near the hatbox, which you should pick up). Swing to the ribcage and swing your way to the top. Swing to the nearest slab of meat, and find the rails. Grind your way across to another slab of meat with a large, rotating target. There's an armless knife-thrower nearby. Stand in front of the target and wait for the knife-thrower to cock his foot, then jump up. The knife will stick in the target and you can use it for a swing. Ride the target up and swing across to the platform where Oly waits. Save him and his bunny again. Now jump across the small, round pieces of meat to another knife-thrower and target. Repeat the swinging process to get to a large meat platform. Run to the other end and find the rope. Jump up on top of it and walk out to where another rope crosses. Jump on the other rope and walk over to where Oly is under attack. Save him and his bunny and he will fly to the exit. He is not in danger here, so you can easily follow him with a Levitation jump and float. Pick up the purse tag and vault from this platform before leaving. TUNNEL OF LOVE ~~~~~~~~~~~~~~~~ Before entering the tunnel, pick up both the purse and suitcase from this platform. Then prepare for a grinding exercise. Jump on the rail and start grinding. The is pretty basic, but can be tricky, so you might want to save your game first. There are gaps in the rail you will have to jump. Here, near the beginning of the course, you need to have a decent amount of speed to make the jumps. After you pick up the dufflebag tag, start slowing down as you have some very short segments ahead of you. It is easy to jump a gap and overshoot the next piece of rail and fall through the second gap, so take it easy. When you land, pick up the dufflebag. There's a teleport worm here if you want to go back and pick up anything you missed. Enter the tent for the first boss battle... BUTCHER BATTLE #1 ~~~~~~~~~~~~~~~~~~~ Oly's dad, the butcher, comes at you with a couple of very big cleavers. Prepare Shield and Levitation. Keep ahead of the butcher on your Levitation Ball. When he gets close, Shield yourself. When his cleaver sticks in the ground, Levitate jump up toward his shoulder, floating in to get near his head (this is faster than trying to run up the arm). Punch him in the head, jump down and continue running. Hit him three times to defeat him. He throws you and a small package out the side of the tent... THE BIG TOP ~~~~~~~~~~~~~ This stage is a true test of the skills you have learned playing this game. You will need every bit of control you can muster to perform all the acrobatics and keep ahead of the rising water. There are no items to collect. One thing to remember: if you fall in the water, you start back at the last major skill you were attempting and you don't lose any lives. So falling is not that big a deal. Start simply enough by climbing the ladder. Swing across to the trampoline and bounce up to the knife target (knives already in place). Grab a knife and swing to the closest platform, then walk across the tightrope. You'll be introduced to your father's flaming, spiked bowling pins of death. Except, they're really not all that dangerous. They do a small bit of damage, but can't knock you down, so just ignore them (and hope you have either plenty of Dream Fluffs or have reached rank 90 and have Regeneration). Bounce on the trampoline until you are able to reach the trapeze. Swing across to a platform with two poles and three ropes strung between the poles. Jump your way up the ropes and then tightrope walk across one platform to another platform next to some floating fences--with fire shooting out of them. This is, perhaps, the most difficult section of the entire Meat Circus. To make things easier on yourself, once you are on the first fence, try to jump to the inside of the second fence and then stay on the inside of the fences. You'll need to use double-jumps and a bit of floating to get between each fence. Be sure to constantly rotate your camera to allow yourself the most direct view of each jump. After the final fence, jump to the slab of meat, then Levitate jump through the ring of fire and float up in the bubble stream. Float from stream to stream, trying to avoid your father's missiles. This is the one place where they are truly annoying, since being hit cancels your Balloon and forces you to start this segment over. Once you reach the meat platform, swing across through the swinging cleavers to a tightrope. Walk across to a platform with a very curvy ladder coming out of it. Before getting on the ladder, check the water levels. The ladder initially goes down, and part of it may already be underwater. If so, Levitate jump over to the higher part and start climbing. If the water is still low, you can get on the "top" of the ladder and slide all the way along it. By far the easiest method of getting past this segment. FINAL BOSS BATTLES ~~~~~~~~~~~~~~~~~~~~ It's the butcher again, but this time he's wreathed in flame, so you aren't going to running up his arms. Instead, use TK to fling your father's spiked, flaming clubs at him. Get a good hit and he'll collapse from the pain. Run in and punch him in the face. Hit him three times to defeat him. After the reunion between Raz and his dad, you have to face the butcher/father conglomeration. Raz's real dad will give you a special power that turns you into a giant, flaming Raz. This power only lasts a short while and then has to recharge. Watch the icon in the upper right of your screen to see when it's about to run down and when it's about to turn on. Strategy here is pretty simple: when powered up, pummel the monster. While waiting for a recharge, Shield yourself from the monster's attacks. Three sessions of pummeling should finally end this once and for all. Really. That's the end of the game. Enjoy all the final cutscenes that wrap everything up, and be sure to watch the credits for cast photos. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | VERSION | |  |-/ \-| HISTORY | | | | & CREDITS | \ / \ / \ / \ / \________/ \________/ v1.00 2005-06-07 - Finished walkthrough and item lists v0.70 2005-06-06 - Added Waterloo World and Black Velvetopia to the Walkthrough v0.60 2005-06-05 - Added Lungfishopolis, Milkman Conspiracy and Gloria's Theater to the Walkthrough - Finished the list of scavenger hunt items - Began the list of brains v0.50 2005-06-02 - Everything complete but Walkthrough Written and (c)2005 by Barry Scott Will This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA.