o-[----]-o o-[------------------]-o =========================================================== +++++ +++++ +++ P H U +++ + S C O A T + +++ Y N S +++ +++++ +++++ =========================================================== o-[-----------------]-o o-[----]-o NOTE: THIS GUIDE WAS MADE USING THE XBOX VERSION OF PSYCHONAUTS. BUTTONS AND EVERYTHING ARE FOR THAT VERSION ONLY AND I KNOW NOTHING OF THE PS2 OR PC VERSIONS, SO IF YOU ARE PLAYING THEM CONSIDER YOURSELF WARNED! however, for all I know there's no difference at all! (minus button names of course) **************************************************************************** *** INTRO [##INTRO]*** **************************************************************************** ____________________________ __/+ What this walkthrough is +\___________________________________[##IN001] In this walkthrough I hope to guide you every step of the way through the game Psychonauts. Since it's a platformer there's a whole lot of stuff to collect and it's not always easy to find it all. I've spent my time to find most of it for you so that you can check here to see what you may have missed. I did this walkthrough in one playthrough so I got as much as I could find on one trip through each world, however, there are some levels where I missed a few things. For these levels I tried to make a second trip back (in the second visit section, I did them all at once) however due to some time restraints I didn't get back to every level (there may have only been 1 I didn't get completely actually). Also, due to time restraints, I don't get every single figment for you. There are hundreds of these and I know for a fact there is a guide just for these, so if thats what your here for then you'll want to head over to that other guide. I'll also give you some information about characters, worlds, Psi-Powers, and items as I feel this is essential to the game. Of course for all this fun there is a Search function implied [ctrl + F]. ________________________________ __/+ What this walkthrough is not +\_______________________________[##IN002] As I said, first off I will not be giving exact locations for every figment as that is not my purpose. If you are a completionist and need all these figments then use my guide with a figment guide next to you to get them. I will also not be doing any storytelling/plot analysis. You are capable of watching cutscenes and the story isn't super deep and tough to figure out. If you have questions on it though or you'd like to discuss it feel free to contact me through email and I can get you my IM so we can chat more (if I like what you have to say). Check out the closing section of this guide for more information. This guide is also (probably) not grammatically perfect. I don't care, don't tell me. I know the English language perfectly fine and I feel that I can clearly express the concepts of how to get through this game, so as long as it's understandable I don't need to know about commas or whether or not I used the right form of "to." Thanks anyways. _____________________ __/+ General Game Info +\__________________________________________[##IN003] If you're here looking at this guide you probably already know a thing or two about Psychonauts. But in the case that you don't I'll tell. Psychonauts is a geniously designed Platformer. There have been many other games of this genre in the past, but few as creative as this. You'll be traveling through many peoples minds to help solve their personal problems. You'll get a bunch of sweet Psi-Powers to help you out along your journey as well. This game is very humerous in all aspects and has a lot to offer. If you're out for collecting everything you can count on spending quite a bit of time exploring the world. If your just here to run through expect an 8-10 hour game. It's very enjoyable either way you choose to play. Now, lets get on with the good stuff! **************************************************************************** *** Table of Contents [##TABLE*** **************************************************************************** I. Intro.........................................................[##INTRO] A. What This Walkthrough Is.................................[##IN001] B. What This Walkthrough Is Not.............................[##IN002] C. General Game Info........................................[##IN003] II. Controls.....................................................[##CONTR] XX. Table of Contents............................................[##TABLE] III. Characters..................................................[##CHARA] IV. Raz Actions..................................................[##RAZAC] V. Psi-Powers....................................................[##PSIPO] VI. Backpack.....................................................[##BACKP] VII. Journal.....................................................[##JOURN] VIII. Underground Transit System.................................[##UNDTS] IX. Walkthrough..................................................[##WALKT] A. Welcome to Whispering Rocks Psychic Summer Camp..........[##00001] i. Pick a Bunk.........................................[##00002] B. Pre-Basic Braining.......................................[##00003] C. Basic Braining...........................................[##00004] i. The Cannon..........................................[##00005] ii. Obstacle Course Finale.............................[##00006] D. Meet Sasha Nein..........................................[##00007] E. Main Campgrounds Exploration.............................[##00008] F. Reception Area Exploration...............................[##00009] G. GPC and Wilderness Exploration...........................[##00010] H. Boathouse and Lake Exploration...........................[##00011] I. GPC......................................................[##00012] J. Sasha Nein's Lab.........................................[##00013] K. Astral Plane.............................................[##00014] L. Brain Tumbler Experiment.................................[##00015] M. Fords Sanctuary..........................................[##00016] N. Sasha Nein's Lab.........................................[##00017] O. Sasha's Shooting Gallery.................................[##00018] i. Side 1..............................................[##00019] ii. Side 2.............................................[##00020] iii. Side 3............................................[##00021] iv. Side 4.............................................[##00022] v. Mega Censor *BOSS*..................................[##00023] P. Sasha Nein's Lab.........................................[##00024] Q. Ford Cruller's Sanctuary.................................[##00025] R. Agent Nein's Lab.........................................[##00026] S. Brain Tumbler Experiment 2nd Visit.......................[##00027] T. Boathouse and Beach......................................[##00028] U. Milla's Dance Party......................................[##00029] i. The Race............................................[##00030] ii. Fan Room...........................................[##00031] V. Boathouse and Beach......................................[##00032] W. Ford Cruller's Sancturary................................[##00033] X. Sasha Nein's Lab.........................................[##00034] Y. Brain Tumbler Experiment - Third Visit...................[##00035] i. Blueprint Brain Tank **BOSS**.......................[##00036] Z. Sasha Nein's Lab.........................................[##00037] AA. Boathouse and Lake......................................[##00038] BB. Lair of the Lungfish....................................[##00039] i. Lungfish **BOSS**...................................[##00040] CC. Lungfishopolis..........................................[##00041] i. Over the Dam........................................[##00042] ii. Kochamara **BOSS**.................................[##00043] DD. Thorney Towers Home for the Disturbed...................[##00044] EE. The Milkman Conspiracy..................................[##00045] i. Underground Monster **MINI-BOSS**...................[##00046] ii. After the Sewers...................................[##00047] iii. The Den Mother **BOSS**...........................[##00048] FF. Thorney Towers Home for the Disturbed...................[##00049] GG. Ford Cruller's Sanctuary................................[##00050] HH. Thorney Towers Home for the Disturbed...................[##00051] II. Gloria's Theater........................................[##00052] i. The Catwalks........................................[##00053] ii. The Phantom **BOSS**...............................[##00054] JJ. Thorney Towers - Asylum Courtyard.......................[##00055] KK. Waterloo World..........................................[##00056] i. Recruit Soldier 2...................................[##00057] ii. Recruit Soldier 3..................................[##00058] iii. Invade the Stronghold.............................[##00059] LL. Thorney Towers Home for the Disturbed...................[##00060] MM. Black Velvetopia........................................[##00061] i. The Tiger...........................................[##00062] ii. Card 2 Search......................................[##00063] iii. The Dragon........................................[##00064] iv. Card 3 Search......................................[##00065] v. The Eagle...........................................[##00066] vi. Card 4 Search......................................[##00067] vii. The Cobra.........................................[##00068] viii. El Odio **BOSS**.................................[##00069] NN. Authors Note............................................[##00070] OO. Making A Second Trip....................................[##00071] PP. Thorney Towers - Asylum Grounds.........................[##00072] i. Upper Floors........................................[##00073] ii. Lab of Dr. Loboto..................................[##00074] QQ. The Point of No Return..................................[##00075] i. Tank **BOSS**.......................................[##00076] RR. Meat Circus.............................................[##00077] i. Tunnel of Love......................................[##00078] ii. The Butcher **BOSS**...............................[##00079] iii. Dad **BOSS**......................................[##00080] iv. The Butcher - 2nd Encounter **BOSS**...............[##00081] v. Two Headed Dad Monster **BOSS**.....................[##00082] SS. The End.................................................[##00083] X. Scavenger Hunt................................................[##SCAVH] XI. Cruller's Shop...............................................[##CSHOP] XII. Rank Upgrades...............................................[##RANKU] XIII. Items......................................................[##ITEMS] XIV. Review......................................................[##REVIE] XV. Closing Stuff................................................[##CLOSE] **************************************************************************** *** Controls [##CONTR]*** **************************************************************************** ------------------------------------------------------------------ | < < BUTTON > > | < < ACTION > > | ------------------------------------------------------------------ | L Joystick | Move around | |------------------------------------------------------------------| | L Joystick (click) | Bring up HUD | |------------------------------------------------------------------| | R Joystick | Control Camera/Switch Targets | |------------------------------------------------------------------| | R Joystick (click) | First Person View | |------------------------------------------------------------------| | A | Jump/Confirm (menu) | |------------------------------------------------------------------| | B | Go Back (menu) | |------------------------------------------------------------------| | R Trigger | Psi-Power | |------------------------------------------------------------------| | Black | Psi-Power | |------------------------------------------------------------------| | White | Psi-Power | |------------------------------------------------------------------| | L Trigger | Center Camera/Lock On (marksmanship) | |------------------------------------------------------------------| | Y | Talk to People/Perform "actions" | |------------------------------------------------------------------| | X | Punch Attack | |------------------------------------------------------------------| | Back | Backpack/Psi-Powers | |------------------------------------------------------------------| | Start | Journal | |------------------------------------------------------------------| | D-Pad Left | Backpack | |------------------------------------------------------------------| | D-Pad Right | Psi-Powers | |------------------------------------------------------------------| | D-Pad Up | No Use | |------------------------------------------------------------------| | D-Pad Down | No Use | ------------------------------------------------------------------ **************************************************************************** *** Characters [##CHARA]*** **************************************************************************** __________________ __/+ Razputin (Raz) +\______________________________________________________ The main character whom you'll be playing as. A kid who grew up in the circus always being pushed by his dad to train day after day. His dad hated Psychics due to the group of them that put a curse on Raz's family, a curse that said they would all die in water. For this reason, Raz is unable to go in any water because of some crazy monster who lurks below to kill him. Secretly, Raz thinks that his dad was also a Psychic. Because of this pressure to train for the circus everyday Raz ran away to join the Psychonaut summer camp. However, when he got there he wasn't registered so his parents were contacted to come get him, because of this Raz only has a few days to become a full fledged Psychonaut. But within these few days something big goes down and camp and it becomes more than just wanting to become a Psychonaut to needing to save all the kids at camp and stop the mysterious camp menace! __________________ __/+ Coach Oleander +\______________________________________________________ The leader of the Psychonauts camp. He treats the camp as if its a military camp and he's the head Sarge. He also may be the one behind all the chaos going on at camp. ________________ __/+ Ford Cruller +\________________________________________________________ Ford Cruller was kind of like the leader of the Psychonauts, however due to some problems a few years back he has basically lost his mind and the Psychonauts will no longer work with him. When he is down in his sanctuary his mind stays safe because of all the Psitanium around him, but above ground is a different story. He will be a huge help to you along your journey. In his sanctuary you will take Psi-Cards to him along with Psi-Cores to rank up, Cobwebs to turn into Psi-Cards and also Brains to increase your Mental Health and to put back in the children. He'll also hang out inside your head for most of the game and you can call him out with a piece of bacon to ask for help or to have him take you back to HQ. ______________ __/+ Sasha Nein +\__________________________________________________________ Level: Sasha's Shooting Gallery One of the head Psychonauts at the camp and specifically takes you for some extra training. He takes on jobs of Crullers now that the Psychonauts won't give Cruller anymore. He has a secret lab in the GPC area of camp, down there he has a machine he has been working on called the "Brain Tumbler" that allows you to get inside different peoples minds. However, something mysterious happens to him not to far into the game. _________________ __/+ Milla Vodello +\_______________________________________________________ Level: Milla's Dance Party Milla is the other big Psychonaut at the camp. Her and Sasha share the duties that Cruller cannot do. She's also a master of the mind and party. She normally hangs out over on the lake and shares with you the great power of Levitation. However, at the same time Sasha dissappears she does as well, who could be behind this? ____________ __/+ Lungfish +\____________________________________________________________ Level: Lungfishopolis Lungfish is basically a giant misunderstood fish. He looks pretty creepy and he comes up on the beach at night to eat whatever is in the way. Is it really him though wanting to eat these people? Not quite, there's something inside his head that is causing him to want to eat these children. He needs your help to get inside and take care of whatever this threat is. Inside his head you'll find that there is an entire town of Lungfish. On top of that compared to these fish you are huge! What could be better? Known in here as Goggolor you will get to traverse huge buildings and smash all kinds of tanks and helicopters, not to mention fight the menace that is causing Lungfish to act so harshly. Could it be the same person who is behind the rest of the events going on at camp? ________ __/+ Boyd +\________________________________________________________________ Level: The Milkman Consiracy Boyd is stuck in a nightmare town where there is a huge conspiracy going on revolving around the Milkman. Who is the Milkman? Where is the Milkman? What do you know about the Milkman? His vision of a town is crazy and twisted, literally, there are all kinds of people working all over town to figure out who the Milkman is and they will arrest you if you trespass in their zones. However, all it takes is one key item to disguise yourself as anyone of these people. With your new Clairvoyance power you find in here you'll be able to see what thse people all think of you. Also watch out for the girl scouts around town, they aren't as friendly as you think and neither is the Den Mother... ________ __/+ Fred +\________________________________________________________________ Level: Waterloo World Fred is the brother of Napoleon and they are both stuck in a game of "war." Fred has no motivation to win and Napoleon is constantly bothering him about the past of their family and how they were all winners, Fred really just doesn't care though. It takes you to step in to help renew the peoples faith in Fred and show that he does have the will to beat Napoleon. __________ __/+ Gloria +\______________________________________________________________ Level: Gloria's Theater Gloria used to be a famous actress but is now having quite the breakdown, she just can't seem to move on with life. There is some sort of Phantom inside her head haunting all of her plays that she tries to run through, but no one can seem to get rid of it they just keep trying and trying at plays, but getting bad reviews. You need to go into her theater and help set the right mood for different plays that you find scripts to so that you can get up into the Catwalks and take on the Phantom head to head. Your hopes are that with the Phantom gone Gloria's head will clear up and she can move on with her life. __________ __/+ Edward +\______________________________________________________________ Level: Black Velvetopia Edward is quite the artist, but the little town in his mind is haunted with a giant raging bull. All he wants is to reach the girl up in the sky, but he can't build a card tower high enough to reach her. Part of the problem is that he is missing all the Queens to his card deck. You need to enter his crazy neon colored town to help find all his Queens and also take care of this crazed bull. Hopefully if he gets up to this girl in the sky his mind will clear and he will be free. **************************************************************************** *** Raz Actions [##RAZAC]*** **************************************************************************** ___________ __/+ Moving + \_____________________________________________________________ The most basic of all actions will be performed with the Left Analog stick and while doing so are free to control the camera with the Right Analog stick which can be inverted through the options menu in the journal. ___________ __/+ Evading +\_____________________________________________________________ When locked on to an enemy (hold 'L Trigger') you can press 'A' and hold a direction with the Left Analog Stick to tumble, or roll, in that direction. ___________ __/+ Jumping +\_____________________________________________________________ Jumps are performed by pressing the 'A' button one time. To double jump simply press 'A' while in the air. ____________ __/+ Canoeing +\____________________________________________________________ When you get your Oarsman Badge you'll be able to get a canoe from Cruller at the beach. To use it simply press 'A' to paddle forward and 'B' to paddle backwards, you can then use the Left Analog stick to change direction. Its important to note you can't get off your canoe anywhere, only at docks. __________________ __/+ Climbing Poles +\______________________________________________________ If you liked to climb a pole simply walk into it or jump onto it and you will grab on, then use the Left Analog stick to go up or down on the pole. You can also spin around a pole by moving the Left Analog stick left or right, if you press 'A' to jump off you will jump in the direction Raz's back is facing. ____________ __/+ Grinding +\____________________________________________________________ Rails or other rail-like objects are "grindable." This means that you can slide across them while standing on them. To do so simply jump onto one of these areas and Raz will go into the grind action. If there are two or more rails next to each other hold the Left Analog stick in the left or right direction then press 'A' to jump between them. _________________ __/+ Pole Swinging +\_______________________________________________________ Horizontal poles are used for swinging on. When you jump onto a pole hold the analog stick in one direction and Raz will begin to swing, slow at first then faster as he begins to do full circles around the bar. Once here you can jump off onto other poles or ledges. While hanging on the pole you can shimmy side to side and also press 'Y' to flip the direction you are facing. ____________ __/+ Swimming +\____________________________________________________________ No! Raz has a deathly problem with the water and if you jump in it, you're done for! So, don't even think about it. _______________ __/+ Tight Ropes +\_________________________________________________________ If you walk onto a tight rope Raz will balance himself allowing you to safely walk across them so keep an eye out for these when trying to get to different areas. You can also hang from tight ropes and jump up on to them. Use 'A' to jump up on one or to mount on one if hanging, press 'B' when standing on one to hang off. ___________ __/+ Trapese +\_____________________________________________________________ Works similarly to pole swinging, but you need to move the Left Analog stick forward and backward with the swinging to swing higher and higher then 'A' to jump off to other trapese or platforms, hitting 'Y' while on it will flip the direction Raz is facing. ___________________ __/+ "Wall" Climbing +\_____________________________________________________ Certain walls are covered with netting type materials that you can jump onto and climb up. Just like shimmying up a pole you use the Left Analog stick to move up and down, or left to right, after mounting yourself onto one of these surfaces. When on these surfaces you can hold any direction and jump off in that direction to reach other areas near by. ___________ __/+ Ladders +\_____________________________________________________________ Ladders are used as they should be, mount yourself on and climb up! Not much more to it, use the Left Analog stick to go up and down. _______________ __/+ Look Around +\_________________________________________________________ This is a good thing to get used to doing in this game since sometimes the path can be a bit hidden with lots of different obstacles around. Click the Right Analog stick to go into a first person view, you can then use the Right Analog stick to look around. In the options menu you can invert these controls. _____________ __/+ Palm Bomb +\___________________________________________________________ This is your classic jump and attack to slam into the ground. Very powerful and easy to perform which makes it nice and useful. After reaching rank 35 this gets upgraded to the Palm Megabomb. To do this move jump and press 'A' as many times as you can, the more times you press it the more damage you'll do. **************************************************************************** *** PSI-Powers [##PSIPO]*** **************************************************************************** ___________ __/+ General +\_____________________________________________________________ Psi-Powers are unique to this game in that they give you special abilities that only Psychonauts achieve. These powers will help you overcome the puzzles and obstacles that present themselves in this game. You will also be required to use many of them when fighting bosses. You can have any three Psi-Powers readily available to you by mapping them to the Right Shoulder button, Black button, and White button. You can change these at any time by hitting the Back button to go into the menu of Psi-Powers. Highlight the one you wish to choose and then hit one of the three buttons to set that power to that button. After the power is set simply press that button to use that power. Some require multiple presses to continually do actions, some require one press, and others require a hold. The individual powers are described below. ______________ __/+ Levitation +\__________________________________________________________ This is a very useful power as it will help you get a lot of extra height and distance when jumping. It will also come in handy for certain races in which you need to use your levitation ball and springs that launch you around while on your ball. The Levitation power puts a sphere underneath you in which you kind of use to stand on and jump with to get that extra shazam. To use Levitation you simply need to press the button once to bring it out then simply use the 'A' to jump and as long as the Levitation ball is out you will get that extra boost to your jump. On top of that when levitating you are protected from things like fire and electricity, but not spikes. You can also use the Levitation ball to kind of float. If you jump in the air with the levitation ball out and then press the L Trigger you will hold it above you like a balloon and it will allow you to do some floating. _______________ __/+ Telekinesis +\_________________________________________________________ Telekinesis allows you to move things with your mind. Not all objects are moveable, for example you cannot uproot trees with your telekinesis, but stand alone objects are freely moveable and tossable. To use Telekinesis you need to hold in whatever button you set it to and if there is an object in front of you that it will work on, and hand will grab it and a little arc will appear of where you will throw it when you let go. You can move this arrow around with the left joystick to set where you want throw the object. If nothing around you is grabable (made that word up? maybe) then Raz will let you nothing that he "can't get a good grip" and instead of the hand coming out just a little spark will. Telekinesis can be very useful when trying to get behind something, or when trying to throw certain items at certain enemies; just something to keep in mind. ________________ __/+ Invisibility +\________________________________________________________ Invisibility does exactly as it says, it makes you invisible. When using it enemies will not be able to see you and visually the opacity of your character will drop real low so Raz just kind of looks like an outline. I'm sure you've seen something similar in any other game where you can become "invisible." To use this power you simply need to hit the button you have it set to and you will become invisible for a short period of time. You will see the Invisibility icons color kind of drop down, this is the timer to how long you have to go before you become visible again. When the timer runs out, you are visible! Now you need to wait for this power to recharge. After a short time, the Invisibility icon will do the reverse and the timer will go back up. This is your power recharging and when its full again you will be able to use the Invisibility power. I think this power has some obvious advantages when needing to get away from enemies or when you need to hide for a certain boss. Just make sure your in a safe spot when the timer runs out. _______________ __/+ Pyrokinesis +\_________________________________________________________ Pyrokinesis allows you to set certain objects on fire, also certain enemies. This power can be both fun and useful. Some enemies say hilarious things when set on fire, sometimes you need to get something out of your way (like a bush) that requires being burnt, and sometimes you just want to watch the pretty flames (of which look awesome). This power is used similarly to Telekinesis in that it will only work when you are around a burnable object. You have to hold in the button to light something on fire. When you hold it in a thermometer will appear over top of the item that you are attempting to light. If the thermometer doesn't increase at all then the item can't be lit. If it does go up (and you will notice it, its very obvious) then the item will ignite when the thermometer is full. This can be dangerous when other enemies are around because you are vulnerable during the time the item is heating up, so beware of your surroundings. But definitly don't miss out on lighting things on fire, its fun and funny! ________________ __/+ Clairvoyance +\________________________________________________________ Clairvoyance basically lets you look at the world (and yourself) through other peoples eyes. This will be useful when you need to take on certain personalities to fool people into thinking you are someone you aren't. You will be able to use this to see what they see of you. This is similar to Pyrokinesis and Telekinesis in that it only works when there is someone with eyes for you to look through. Other times it won't do anything at all. When it works you will be able to move around the view with the Left Analog stick to see whats all around. If you ever can't see yourself you may want to consider using this because there may be someone else who can see you that you can use to your advantage. Thats about it to this power. _____________ __/+ Confusion +\___________________________________________________________ Confusion works like a grenade that explodes confusion gas. When enemies are "confused" they are basically stunned and you can take some free shots at them. This has obvious uses, although not totally critical. To use it you tap the button you have it set to and Raz will pull out a confusion grenade (looks like a question mark) and then toss it straight ahead at a set distance (you can't change this). A few seconds later it will explode and any enemies within distance of the explosion will become "confused" for a short period of time. __________ __/+ Shield +\______________________________________________________________ I don't think there's much explaining required here on what the shield power does. Visually you crouch down and a sphere type thing covers you (a shield if you will) and you are then protected from enemy attack. To use this power you have to hold in the button you set it to. When you release the button the shield will deactivate until you hit the button again. This power has a meter just like Invisibility. While you have it out the meter will drop, you cannot be shielded forever. However, unlike Invisibility, if you don't use the entire shield then it will be ready to go again the instant you let go of the button. But if you use the shield until the meter is completely drained out you will have to wait for it to recharge before reusing. So keep an eye out on that meter. This Shield can block most any enemy attack and is very useful for deflecting projectiles. ________________ __/+ Marksmanship +\________________________________________________________ This is basically your gun. You will shoot Psi-Blasts out of your head at targets in front of you or if you hold the 'L Trigger' you can lock on to enemies. When locked onto an enemy you can use the Right Analog Stick to switch between targets. There's not much explaining needed when talking about a "gun" in a game. You'll use it to shoot at several enemies and defeat them along with bosses. This is your main attacking weapon in the game, the other being your melee punch. **************************************************************************** *** Backpack [##BACKP]*** **************************************************************************** This is where all your items will be stored. You'll collect many different items throughout the game, some of which you can use anywhere and some of which that are level specific. To use any item open up your backpack by pressing Left on the D-Pad or by using the "Back" button. Go to the item you wish to use and press 'A' to pull it out. You can then show it to certain people or put it away with 'B'. Level specific items will only be visible in your backpack when you are in the level that you can use them in. Other items are usable in all levels and also in camp, these will be items such as your smelling salts and your piece of bacon. **************************************************************************** *** Journal [##JOURN]*** **************************************************************************** Your journal is a great place to see what you've done so far, and plan what you're going to do next. You can use it to Save and Load your progress, change your Options, and there's a helpful Map in the back! Press the Start button to open your journal. The first time you open up your journal it will explain to you what each section is, if you forget or decide to not read these cause you're to good to read, or whatever, then I have them all listed here. The most basic instruction is to, of course, use the Left Analog Stick to navigate around the journal. You'll also want to use 'A' to select things and 'B' to go back. _________ __/+ Tab 1 +\_______________________________________________________________ Here we have our basic pause menu where you can change the Options, Load, Save, Credits, and Exit (which quits the game entirely, not just exits the menu). _________ __/+ Tab 2 +\_______________________________________________________________ On this page you can see what you've collected in the current area. Make sure to come back here after you've collected some Figments (see items \ section) so you can look at them up close with the "Figment Viewer" option. _________ __/+ Tab 3 +\_______________________________________________________________ This page shows you how you're doing in the bigger scheme of things. Also, once you get your Scavenger Hunt List (see Scavenger Hunt section), this is where you'll keep it. _________ __/+ Tab 4 +\_______________________________________________________________ This page automatically remembers what tasks you're working on. If you're ever unsure what to do next, come back here to jog your memory. _________ __/+ Tab 5 +\_______________________________________________________________ Once you've cracked open a Mental Vault (see items section), you'll store the memories you find in here. Come back and watch them as many times as you'd like. _________ __/+ Tab 6 +\_______________________________________________________________ This handy map shows you the layout of the camp. Your position is marked with a Red Arrow. The next place you should go is marked with a Green Cross. If you ever feel like you don't know where to go, come here and check out your map! **************************************************************************** *** Underground Transit System [##UNDTS]*** **************************************************************************** There are many areas around the main camp where you can go jump into tree stumps to get on the Underground Transit System. This is a quick way to go to several different areas. When you get down there you will be given a list of options for where you want to go. To use this just select your destination of choice and you will be taken there! **************************************************************************** *** Walkthrough [##WALKT]*** **************************************************************************** _______________________________________________ __/Welcome to Whispering Rocks Psychic Summer Camp\________________[##00001] Watch and enjoy the opening cutscene as it is your first experience with the geniousness of Psychonauts then drop back here with me. ___________ __/Pick a Bunk\____________________________________________________[##00002] The game now asks you to "Create a Profile" aka pick a bunk. This is basically you creating your save file, so enter in your nickname of choice and another scene will occur. After that a little tutorial of sorts will occur. A man by the name of Ford Cruller will appear (although you won't know thats his name until later on) and he will make you look right and up at two different items. One is called a Psi Challenge Marker and the other is Psi Challenge Marker piece, from a broken Marker. He'll explain to you about putting the broken ones back together with Psi Cores. Check the items section if you need a recap. __________________ __/Pre-Basic Braining\_____________________________________________[##00003] When the game kicks back in all the kids will run off to "Basic Braining" and they tell you not to be late! At this point you are left free to roam around. If you don't want to search around the camp and you want to go straight to the Basic Braining then skip over this little section. But within this section note we will complete the first Psi-Challenge Marker and gather a decent amount of arrowheads, along with trying out some of Raz's platforming abilities. Your choice though. So lets roam around camp a bit first. If you head around the right side of the cabin you came out of (right when facing the door) there is a piece of a Psi-Card. Behind the house you'll find an arrowhead buried undergound, press Y to dig it up. See the items section for details on this item. When you get around to the other side of your cabin a short scene will occur, nothing of utmost importance, just for fun. Follow along the fence and you'll find another arrowhead in the ground. If you keep going you'll run into Ford Cruller again and he'll tell you that the rest of camp is off limits until after Basic Braining. There's a kid wearing a funny hat sitting not to much further away, he's bear hunting if you will, humerous to talk to. A bit past him there are a bunch of tree trunks sticking out of the ground and if you jump on them you can grind a bit, on top of one of them is another Psi-Card. Explore around these tree trunks a bit to find a few more arrowheads. Just to note, I'm not going to hold your hand through getting arrowheads anymore because for all I know they may show up at random and they are everywhere. So, keep your eyes out and grab them when you can. I'll let you know when I have enough to buy things and you should be around the same amount as me if you are exploring as I am. Walking back towards your cabin there are two kids sitting on the ground talking about the "worst band name ever," next to the house right there is another arrowhead. You can talk to them if you want to hear about a story from last years Basic Braining. Standing at the two kids and facing the tree trunk we just hung around look slightly to the left and there's a bridge that goes up the tree, underneath it is another Psi-Card. Don't go up the bridge quite yet, instead keep going away from the cabin we were just at to a speaker pole near another camper. Climb up this pole and on the top you'll receive yet another Psi- Card. Move closer to this kid for a humorous scene. There is a cabin next to the kid with a Net (see Items section) by it that you can use to get on top of the cabin. Double jump to get up on the net then do a sweet jump on to the roof of the cabin for another Psi-Card. Walk straight across the roof of the cabin and there is a tight rope that you can walk across to another cabin with yet another Psi-Card! Now straight across that roof there are some poles (items section of course) jump up and grab onto the first one and then swing to the second one, now straight in front of you is a wall covered in netting that you can swing and jump onto. Climb up to the top and then hold left and double jump off to reach the next area up here for another card! Straight back here is a cave that you can slide down, at the bottom is a safe that is "frozen solid" so we'll have to return to that later. On the wall is a net that you can climb part way back up and exit out the side. Go down this side to receive another Psi-Card. 1 more to our first complete Marker! And head up the hall to the lucky number 9! Also, a ladder to climb up. You'll come out a well in the middle of the camp that you may have ran by earlier, and its now time to take on Basic Braining! So head up that bridge by where we picked up some Psi-Cards before and at the top you'll get a short scene with some more campers. One of which will give you your Smelling Salts (see items section!) Feel free to talk to all the campers, but your main goal is to talk to Oleander when your ready to start Basic Braining. ______________ __/Basic Braining\_________________________________________________[##00004] ----------------------- | Items | Welcome to your first mind. Good old war plagued ----------------------- Coach Oleander. You'll start with a nice projector | __ 73 Figments | video, then when its over use 'X' to punch the | __ 0 Cobwebs | image which is actually a wall that will knock down | __ 0 Vaults | into chaos. Your buddy won't last to long, hope- | __ Emotional Baggage | fully you can do better! ----------------------- If you start running low on health due to anything punch around the sides of the area and you may find Mental Health (items section). Now run straight across the bridge which you will need to jump over a gap then it will break in the middle and you'll need to jump another gap. Next the ground will break and you'll need to double jump over a large crater. Double jump the next big gap where you'll find your first Figment (to the Items section!) Across the next gap will be your first encounter with emotional baggage, we'll need to keep an eye out for the tag somewhere so we can release it. Jump the gap and there's the tag! Grab it and jump back to the bag then head back where the tag was, grab some figments and head up the ladder. Now head down the ladder on the otherside. Hopefully you've already noticed that there are figments everywhere and you can see why I can't be explaining where every single one of them is. But keep getting them and there's also another suitcase tag over here. By the projection on the wall is a pole you can mount and climb up. Jump off on the ledge and then head left and up another pole. When you head down the ladder on the back of this area Coach says "fire down below" and he means it, watch out for the fire shooting out of the wall and only climb down when its safe (aka fire is shooting out). There's a scene at the bottom here with cotton candy hair kid. Now on this platform there is a ladder to the left you can go down to pick up some figments. There are now two ways that you can go, one is to simply go up the ladder on the other side of the rocket in the ground then you can jump onto a floating blimp platform that circles over to another one and then over to some ledges and up to the shimmying area. Or there is a hole in the ground that will take you to an underground pipe with lots of figments to collect and will meet up at the shimmy area. I'm going to go underground, but if you want all figments be sure to do both ways. Both paths end up by some stairs leading to a ledge that you can jump onto and hang off of to shimmy to the left. So head across here then at the other side jump up and continue to head left but go down the ledges, not up, and you'll find a pipe you can run through and on the other side is the trunk for the tag we last found. Now head back through the pipe and up the ledges and up to the left. There are a series of big camo nets you can use to jump your way up to the top. Once up here a wall will blow up and you can climb up, down, left and right all across it. Move in the general direction of up and maneuver around the areas that explode and are impassible. The next area is a mine field and sitting at the beginning of it is a camper who needs some help getting through. You can opt to help him or not, if you do then he will walk behind you as you go through the minds. There's no real trick here, you can see where the mines are, just don't walk on them and you'll be fine. **OPTIONAL** If you opt to help out Bobby cross the mine field you'll need to give him some extra coaching along the way. Every now and then he'll stop and say "I can't do it, I can't do it!" and then start to wander off towards a mine, at this point just hit 'Y' to calm him down by telling him that he can do it and he'll settle and follow you again. When you get him all the way across he'll leave you some Psychic Arrowheads. Right after the mine field there is a flag pole that you can climb up and push the flag back up to the top to open up the next doorway. When you go in the next area the door will close behind you and its time to jump! Grab the figments then punch open that door (if you don't want to listen to the boy in here's interesting story), now jump out for all your worth! ___________________________ __/Basic Braining - The Cannon\____________________________________[##00005] ----------------------- | Items | You'll land in yet another battlefied. There's ----------------------- some pretty stoked kids here who tell you that in | __ 79 Figments | order to get out of here you need to beat some | __ 3 Cobwebs | "game," but they are incapable of doing so. | __ 2 Vaults | There's a few figments in the area, but go ahead ----------------------- and jump up and punch the button. Your goal in this game will be to punch the non-friendly targets, but not the friendly ones. You have 60 seconds to get 20 points. You get 1 point for every target you hit and they speed up as the game goes on. Its not to tricky really. After beating that you can then play the game more times for prizes. The next time you go to play you will get 75 seconds to get 30 points. You will also now be penalized 1 point for every friendly target you hit. Your reward will be Psychic Arrowheads. Next will be 60 seconds for 30 points. When your ready continue on past where the cheery kids were. Across here you'll find your first Vault (items). Go across this battlefield here and you'll get to a very large cardboard cutout with a "non friendly" person on the bottom, punch it to knock it over to create a bridge. There is also a teleport dude (items) here whom you can use to go back to different parts of the level. Lets move on though. Cross this newly made bridge and you'll find a brick wall with the same non friendly guy on it. You'll have to knock this down to make the next closer bunker appear, but be careful when you do because that turret is shooting for you. Over by the next bunker is another luggage tag to pick up. You'll have to work your way up to the front of this area bunker by bunker, knocking down the ones with the non friendly guys on them. A few bunkers in you'll find the luggage bag for the tag we just received. When you get all the way to the front the turret will stop shooting and you can then go back across this little area and pick up any figments you missed because you astral projected life was at risk. There is a ladder on the left of the turret as you run towards it to climb up and on top is a dufflebag tag and also a figment on top of some wooden planks, jump up and attack down on the planks to break through. After cotton candy head comes out jump in and shimmy up the flag pole to open the doorway to the next area which you can now head on through. When you step into this next area you'll grind/slide your way through, grab all the figments you can on the way. Time to enter yet another battle! There are some poles on this wall straight in front of you, jump up on the one to the right of the projection of Coach. Swing left and go up 2, then swing right up 1 (press Y to change face directions while on pole), left up 1, watching out for the fire jump up to the ledge to find another wall filled with poles and fire. Up here to the right is the dufflebag for the tag we recently got. Start on the bottom left pole and go right 2 times avoiding the fire then flip and go left to the ledge. Here where the wall is all cracked give it a good punch to break through. Through here there is a Mental Cobweb, but you don't have the device to get it yet so you'll have to come back for it. Now jump up on the tight ropes and mount yourself up, then jump up to the highest one straight above. Now you'll need to shift the camera a bit so you can jump to the side to the next two, and then this time you'll need to double jump to get over to the next three. Now walk over to the cracked wall again and punch through. This next area has a trapese along with another Mental Cobweb that you can't get yet. However, you can ignore the trapese for a minute and go down below to pick up a bunch of figments, then come back to the trapese. Jump from this trapese to the next then over to the platform with the Purse Tag. Now go up the ladder, across the tight rope, and follow the platform to another trapese. Swing this as high as you can then just trust the game with your jump to land you on the next trapese. Flip directions and start swinging again, Yet another leap of faith lands you on another platform, down the ladder, another trapese, swing it to trapese then to ledge. Now on this ledge to your right are some grind rails. Step on to go for a ride. While on the rails you'll need to jump between them when one is about to end or an obstacle is in the way. There will be lots of figments along the way as well for collecting. Watch out at the bottom as cotton candy comes towards you on the single rail, you'll need to jump over him to the finish line. _______________________________________ __/Basic Braining - Obstacle Course Finale\________________________[##00006] ----------------------- | Items | In this area is yet another teleport dude. Only ----------------------- one way to run through here until the Coach tells | __ 11 Figments | you you've gotten to the rolling tunnel or some- | __ 2 Cobwebs | thing. If you don't already feel level design in | __ 0 Vaults | this game is sweet, I hope this next part will do ----------------------- it for you. As you walk across here there's really only one way to go, follow the wooden beams, but the trick is that the room is rotating so you need to keep yourself right side up while you venture across here. There's not really any big tricks to it, just keep moving the camera so you can see whats going on. When you get to the end make a jump for the ledge where yet another cobweb resides. To bad we have to come back for those. Another short grind rail to take you into the final area of Basic Braining. There's not really anything you can do in this area, but if you go to the right when you get off a rail there is a door you can exit through. As you get to the end of this hallway Oleander will stop you and give you your first Psychonaut Merit Badge. After that you'll find yourself back in camp for a short scene with some different people. Its important to note that since this was the first level we don't have any abilities or items yet so we are not able to get all the items that were in the level. As soon as we get a few more things we'll return here to pick up what we missed. _______________ __/Meet Sasha Nein\________________________________________________[##00007] You'll now have a button in your hand which you can show people by pressing 'Y'. If you accidentally put it away just go into your backpack and pull it back out. Now you are also able to explore anywhere in the camp which leaves us a lot of area to cover. For now lets jump down and head over to where Ford Cruller told us we couldn't go earlier, when you get there a message box will appear on the bottom saying "Entering Main Campgrounds." Right before you enter you'll get a little scene with some kids who are blocking the way. They tell you about arrowheads which you should already have a decent amount of, they only ask for one to get out of the way. ____________________________ __/Main Campgrounds Exploration\___________________________________[##00008] Now Ford Cruller stops you and gives you the Scavenger Hunt List! (see Scavenger Hunt section for more details). With that in hand its time to do some optional exploration of the Main Campgrounds. I'm going to start by heading around the fence to the left and you'll come to a speaker pole you can climb up with a Psi-Card at the top. Now from up here you can jump onto the roof of the big building right next to you where there is a full Psi-Challenge Marker. Now if you go off the side of the roof opposite of where you got on your see another Psi-Card in sight on a tight rope. Grab the card and head across the rope where another Psi-Card is on top of this speaker pole. Head back across this rope to the roof and when you get there straight in front of you there is another roof (redish brown color) sticking out from underneath the green one. Jump onto there and go under the green roof to get another Psi-Card. Then jump out from under here towards the front of this building to land on a tight rope right next to another Psi-Card. This rope connects the speaker pole we started on to another one, head right to that other one with the two happy campers from Basic Braining and another Psi-Card. Now jump straight off this pole in the direction you were facing walking to it on the rope and there is a Psi-Card behind a tree up on the big rock. Now walk off this towards the building and head left down the path and you'll come to where a bridge type walkway is on your right, jump over it and you'll see a Psi-Card on your right kind of underneath it. While you're here you can go up this bridge into the Lodge where Cruller's shop is located (see shop section for details on buying stuff). For now I recommend picking up at least 2 PSI-Cores, you can't really get anything else yet. Now get back on the path and head down it some more the same way you were going and you'll come to a tree stump off to your left a bit you can jump in that will take you to the Underground Transit System (see UTS section). Continue down the path a ways and you'll come to a fairly obvious Psi-Card on a rock on your right, this will give you enough to complete yet another Psi-Challenge Marker! (after buying 2 cores of course). Down further there is another UTS tree stump, if you need it for whatever. Straight ahead is the parking lot, on one of the tree curbs to the left is a Psi-Card. In the next spot there is a car parked there, behind it there is a stump sign sticking out of the ground, jump on top of that then on top of the car and the roof will bounce you up into another Psi-Card. On the other side of the parking lot there is a basketball hoop with a rock next to it. Jump up on the rock then jump on top of the rim of the hoop for another Psi-Card. The last one here is on the stump in the middle, but we can't jump high enough right now so we'll have to come back for that. Now head back out of the parking lot and the path branches, right is where we came from so head left into the Reception Area. __________________________ __/Reception Area Exploration\_____________________________________[##00009] Head straight across the little camp fire area (you may hear some bear noises) and start walking along the path to where you'll see a Psi-Card up to your left a ways down. Hop the fence and grab it, up a bit higher is the bear (the one the kid in Camp was talking about if you spoke with him). Your not going to be able to do much damage to the bear yet, so I wouldn't try to hard, but there is another Psi-Card up in his area if you run and avoid him you can pick up and then head back to the path and continue on. The path leads to an area with some steps leading up and also to the right, up the steps is a little trailer home that appears to be Ford Crullers. Back and to the right of this open area is a rock you can jump on by a tree, jump up on the rock then look over to the tree and you can see there is a tight rope connected to the tree. So jump up there and head across the rope where you'll pick up one Psi-Card right away and another on the other end. Jump off here in the direction back by where you came and you'll see a UTS tree trunk and a little cave area with a Psi-Card in the entrance. Grab the Psi-Card but don't enter the cave because this appears to be Mr. Bears home and he doesn't exactly want you in here. From the cave head back toward the path, but instead of getting on it go straight through the opening where there is kind of an "unofficial path." Heading down here you'll come to a sort of "pride rock" on your left, go up on the land on the right of it, then up on to it two jumps, then you can jump to some land on the other side of it, from here you can jump back on top of it for a Psi-Card. Then you can turn around and jump up on a little piece of the big tree there, then up on to one of the branches with another Psi-Card. Going in the same direction jump off the tree toward some more rocks with a Psi-Card on the left. Your now right above the tight rope we walked in Cruller's little area. Don't jump back down on the path yet, stay up here and get on top of pride rock again. You'll notice there are some more rocks behind it you can jump onto, from there jump away from the big tree as far as you can and you may have to do some more jumping when you land, but you'll find that there is an area back here with a full Psi-Challenge Marker. Since you can't see it when you jump it may take you a jump to find it then another to get it, its there though, I swear. Straight out of this little area is a wooden log with another Psi-Card. We can see two more cards in sight from here, one straight ahead and one to the left, it doesn't seem like we can quite make it to the one out straight yet, so we'll come back. But head over and grab the one to the left which actually is surrounded by more climbable rocks, if we go up a little to the left of this card we'll see another card out in front of us. Now if we jump down in the direction of this waterfall and stay on the left side we'll come to yet another Psi-Card. Directly to the right of us now, across the water, is even another. Now you can work your way up this area your on where there is another Psi- Card at the top. Now jump down to where teh big bridge is and head into GPC and Wilderness. ______________________________ __/GPC and Wilderness Exploration\_________________________________[##00010] Head down the path a bit and you'll see a broken long going into the water on your left, jump on that, but don't go in the water, go left down on the brim of the water and there is a Psi-Card there. Now head up the log on the other side of the water (not the side you came from) and back towards the little shack Cruller is out front of. Continue past the shack and there is a large rock platform you can get up on with a Psi-Card. Now you can jump back towards that shack and go in a hole in the roof. In here is a complete Psi-Challenge Marker. Jump on the table and exit via the roof hole. Now go back up by the ledge we jumped here from, but don't get on it, just head left past it and you'll see various rock ledges, one that has a nice dancing Psi-Card on it. From there look down towards the fence and to the left you can see another Psi-Card, but beward that the bear is also down there. Follow the logs to the right of the bear and this card to find 2 more cards before coming to an area with 2 geysers, one which has something stuck in it, but we can't do anything about that quite yet. Follow the logs further in the same direction to another card, from that card make a hard left around the tree and you'll see another card not far away. Continue straight ahead and you'll see an entrance that looks similar to the bear's cave we saw before, but it actually leads to the Boathouse and Lake, so enter on in through there to check out the area. ______________________________ __/Boathouse and Lake Exploration\_________________________________[##00011] Head immediatly to the right, not on path, and there is a Psi-Card to grab. Now get on the path and head towards the lake, the other way will take you back to the main campgrounds. When you get to the beach a scene will play and you'll learn about the gypsy water curse on your family. During the scene you'll probably notice the Psi-Card right behind you, grab it when the scene ends. After grabbing that card head left (when facing the bridge you came down from), not to far is an entrance to the UTS, down a bit further keep your eye off to the right in the plants and you'll see another Psi-Card. Keep going and you'll find Cruller again, although you can't get a canoe without an Oarsman badge. Head out the bridge on the other end of Crullers place to walk the boardwalk over the lake, but after not to far cotton candy head stops you and you can't get past him. Head back to where we started and keep going straight past it and you'll find a little path that leads you straight to a Psi-Card. Turn around and head back and you'll notice up and to your right is a light pole on a ledge you can jump up on, then from there you can jump up on another one with another Psi-Card. Continue along this path thats up here and you'll see to tree branches sticking out of the wall you can swing on and jump up to yet another Psi-Card. Thats all we can do out here right now, so head back to the GPC area. Follow the path straight ahead and you'll encounter some campers head for a short scene. He'll mention some stuff about Sasha Nein's secret training which you are now right next to. Right here is also a path back to the Main Campgrounds so if you want you can head back there to buy some more Psi- Cores; if you have all the cards I've got so far we have enough to complete 5 Psi-Challenge Markers. Otherwise head through the log next to the kids, when you are halfway through you'll notice the top is gone, where the top comes back right before you enter the GPC area there is a Psi-Card on top. Jump up where there's no top then get on the top part to get the card. Now enter the GPC area. ___ __/GPC\____________________________________________________________[##00012] If you run around the bottom floor here before heading up any of the ramps you'll find a Psi-Card. In this area you can hear a kid crying, so to find him go back to where you came in and go up the ramp straight in front of you, turn left and go up the first ramp on your right, and punch the door on the big round silver thing there. You'll then get a scene with the kid who was crying and be back at the bottom. Now go back up to that same silver thing and you'll notice that its got a bunch of "spikes" petruding from it, use these to get on top of it to get a Psi-Card. Now go in the chamber where the kid was, a button is missing Raz points out. Well if you remember, Sasha gave you a button after you got out of Basic Braining you can pull out of your Backpack and press 'Y' by where the button is missing to open the door to Sasha's lab. ________________ __/Sasha Nein's Lab\_______________________________________________[##00013] Head down the first bend in the staircase and down and to your right you'll see a Psi-Card you can jump down and grab. When you get to the bottom of the stairs turn right and go towards the wall then right again for another Psi- Card. You are now ready to talk to Sasha Nein about his experiment. After the short talk step in front of the Brain Tumbler and press 'Y'. ____________ __/Astral Plane\___________________________________________________[##00014] This is where you will be able to go to any of the different minds that you have been in, right now though all you can do is go into your own mind. So go over to the door thats open and enter. ________________________ __/Brain Tumbler Experiment\_______________________________________[##00015] Out here you'll see one of the teleport dudes and a few figments. Gather the figments then enter the caravan. In here you'll kind of be stuck inside this static looking area, punch the wall a few times to break it open. When you get out you'll find there's a bunny type thing in front of you, you'll want to follow it to get through the area. First off, right behind your egg you came out of is a Purse tag so grab it, there is also a teleport dude right next to it. There's really only one way to go for awhile filled with lots of figments. You'll also find a Steamer Trunk tag on your left when you come to a bend in the path. You'll eventually come to a big dark demon thing of some sort, but Sasha will pull you out before it can do any damage. Sasha tells you to come back to see him when you are ready to go into the experiment again. Talk to Sasha Nein again right away and he'll tell you that he can't let you back in the experiment without a Marksmanship learners permit, to get one you need to go to Ford's place, he shows you the UTS log entrance so jump in there and go to Fords Sanctuary. _______________ __/Fords Sanctuary\________________________________________________[##00016] If you have reached level 10 then after the intro talk you'll automatically be given the merit badge for Pyrokinesis. Then you'll automatically go into the training for this new ability, so try it out. Feel free to talk to Ford about anything you'd like, there's a whole list of options, but you'll have to tell him 'Sasha says I need to fight better" and he'll give you the learners permit you need. When you tell him you're leaving he'll give you a piece of bacon and tell you he's going to stow away inside your head. Whenever you'd like to talk to him about anything just go into your backpack and use the piece of bacon to bring him out. If you turn directly around from looking at Ford and go to the edge of the platform you are on you can jump out to another platform, from here you can jump up and to your right to a platform with a Psi-Card on top of it. Now jump down below this area you are standing on and there is one Psi-Card you can find if you run around in the water down here. Now head to the machines in the middle and you'll get a briefing on how they work. You should have plenty of fixed Psi-Cards you can put together if you've bought enough Psi-Cores. We now have enough to complete 6 Markers which means 6 rankings! Just stand in front of the machine and press 'Y' and it will put in all the cards and cores possible at this time. Now you can head to the main lodge if you choose to to grab the Dowsing Rod which will help you greatly in finding arrowheads or just go back to Sasha's lab to take advantage of this learners permit you received. ________________ __/Sasha Nein's Lab\_______________________________________________[##00017] When you get there talk to Nein and tell him you are ready. ________________________ __/Sasha's Shooting Gallery\_______________________________________[##00018] ----------------------- | Items | Now you need to learn to use your Psi-Blast. After ----------------------- a short talk with Nein you'll be given control | __ 69 Figments | back of Raz, your Blast is automatically set to | __ 5 Cobwebs | the 'Right Trigger' so give it a show now by | __ 2 Vaults | shooting at these tacky lamps and whatnot. | __ Emotional Baggage | ----------------------- You'll then learn to L Target and also switch targets with the Right Analaog Stick when targeting. Shoot the Censor and then go collect the Mental Health it drops. After that he'll tell you about Raw Energy which are basically ammo for the Psi-Blaster. After Nein leaves, the Censor will keep coming at you and you can practice blasting, but what you want to do is going over to the controls and press 'Y' in front of it until you get it switched all the way up to the skull. This level is going to be difficult to really explain where your at since you can come from any side. But I'll try and describe the things that are on each side as you go to them and what your goals are. You'll notice that a part of the box you are on has changed a bit and has some obstacles and figments now, and of course censors. Head over there now and when you get there Nein will pop out of a hole and tell you that you need to get the area under control by Psi-Blasting the valves like the one he shows you. _________________________________ __/Sasha's Shooting Gallery - Side 1\______________________________[##00019] First jump up on the bed and there is a Dufflebag tag by the pillow. Also on the bed is a Vault jumping around, punch it to open it and get the "Sasha's First Loss" memory. One side has a triangle by the bed and the other has a square box by the bed, on the triangle side you will find the Dufflebag the tag goes to. Right by where this dufflebag is there is a "bridge" shaped piece with a cobweb in it we will have to come back and get later. When looking at the pillow on top of the bed to the left is a floating box with the Hatbox tag on it. From here you can jump up some other funny shaped pieces and get on the headboard of the bed where the Hatbox is located. When looking at the pillow if you go off to the right and start to climb up hte pieces on that side you will find the first Censor Valve, lock on and shoot it to shut it off; another will appear after you do. It is going to be off the other side of the bed. Climb up the boxes over there to shut that valve off. This stops the Censors from coming and cleans up this part of Sasha's mind. _________________________________ __/Sasha's Shooting Gallery - Side 2\______________________________[##00020] Now there appears to be more trouble on another side, so head over there to clean it up in the same manner. On this side there are a bunch of columns sticking up, on the smallest one is a Purse tag. The Censor's in this part are bigger and can not shoot stuff at you, so keep your eye out, they take two shots to kill instead of just one. Start to head up these columns starting on the short one and jumping up them taking out the Censor's along the way. You only have to go up a few of them before you are able to shoot the first valve, but of course another valve pops up. Climb up all the columns and you'll see some floating circular platforms that you can continue to climb up, at the top of these you'll find the Purse! From up here you can shoot the second valve in the area to clean up this side, but another pops up! _________________________________ __/Sasha's Shooting Gallery - Side 3\______________________________[##00021] This side has a new enemy for us, some sort of Bomb headed creature, these guys will run up to you and explode in front of you to hurt you, they will also explode when you shoot them so don't get to close or you'll get hurt when you kill them. In this area you'll find a Steamer Trunk Tag in the middle by a ladder. After you get that climb up the ladder, when you get to the top watch out for the Censor's shooting stuff at you. When you get up here you should be able to see a yellow colored rail that leads to a circular platform of the same color, the Steamer Trunk is right over here and to the side of it are two more platforms right next to the first valve. Now go back on that yellow platform and step onto the rail which you will grind over to the end of it. If you were to climb up this stack from the bottom you would come across a cobweb, however, we still can't take care of those yet, so stay up top now. From here if you look down on the stack of boxes you are on you should be able to see the valve switch, just jump down and shoot it to switch it off. Thats another cleaned side, but of course you aren't totally done yet. _________________________________ __/Sasha's Shooting Gallery - Side 4\______________________________[##00022] This side has four sets of stairs leading up to a middle area, each of them has fire that shoots out so watch out. Along the bottom of one of them is another cobweb we can't quite get. Besides these stairs we can climb up some platforms that are closer to the core of this contraption, near the bottom of which is a Suitcase Tag. Climb up to the top of this thing and you'll find the Suitcase sitting there. That covers all the baggage for this area. You can also shoot the last valve from this area so do that and a scene will occur. This is not the end of our problems though, we now have one very big problem... __________________ __/Mega Censor *BOSS*\_____________________________________________[##00023] Here we have in front of us a large Censor dude. Lets look at what we have going on right now. This huge dude is in front of us and grabbed Nein, there are little censor dudes running around everywhere that we'll want to kill to get Mental Health and Raw Energy. Right now there are 5 valves, 1 on each side of the box minus the side you start on that will rejuvinate him after you attack him. This guy will try to attack you buy running up next to you and then stamping you, you'll want to use evading to avoid this and also if you are just running away he won't be able to catch up to you and get you. However, he also has an ability where he rolls some sort of weird ball at you, so you'll want to watch out that you don't get run over by these things. The first thing we are going to want to do is to run to each side of the box where a new Valve is located and shut them all off. You'll shut them off in the same manner you shut off all the other ones in this level. Now its time to lock on to him and start using our Psi-Blaster to shoot. It's key now to use your evade skills to avoid the balls he throws and his stamp, also keep an eye on the little censors running around and try not to get swarmed. Kill them whenever you need health or ammo. He'll take about 8 shots to go down. After taking him down you are given your Marksmanship merit badge! You now have the Psi-Blast everywhere you go! **FUN NOTE** You can now take the bears around camp down in 3 shots. Woot woot! ________________ __/Sasha Nein's Lab\_______________________________________________[##00024] You'll find yourself back in Sasha's lab now and you are able to get back into the Brain Tumbler Experiment. However, if you've reached rank 20 by now you'll probably want to take a moment to go see Cruller for another Psi ability and stop in the lodge to buy the Cobweb duster so you hopefully don't have to backtrack through any of the future levels for cobwebs. Off to Cruller's for me! ________________________ __/Ford Cruller's Sanctuary\_______________________________________[##00025] When you get here you will automatically go into the cutscene in which you are given the merit badge for Telekinesis! You'll go into a training session again just as you did before in which he'll teach you how to use your new ability. When your done learning about your new ability you can use the UTS to go outside the main lodge, chances are good you don't have 800 arrowheads yet, so if you want to pick up the Cobweb Duster now get out your Dowsing Rod and start arrowhead hunting, it shouldn't take you to long to work up 800. After you have enough buy the duster and jump back in the UTS to return to Nein's lab. ________________ __/Agent Nein's Lab\_______________________________________________[##00026] Go in front of the Brain Tumbler again and press 'Y'. There are now two doors open in here, one is Sasha's Shooting Gallery and one is the Brain Tumbler Experiemnt, which is your mind, so go in that one. __________________________________ __/Brain Tumbler Experiment 2nd Visit\_____________________________[##00027] Continue through here just as you did before to where the black shadow monster thingy is, now that you have your Psi-Blaster just shoot him once and he's gone. Time to continue the bunny trail. To the right of where the monster was behind a bush is the Purse we got the tag for the first time we were in here. There is also a cobweb over here you can get. Go into your backpack and pull out your cobweb duster then press 'Y' next to the cobweb to grab it. Now continue to follow the bunny up a trunk of some sort where the monster used to be. As you continue on some Censors will pop out, shoot or melee them, nothing major. The wall that these first Censors popped out of is actually a ledge you can jump up on and then run to the right and you'll come across the Trunk. Go back down and walk forward off the ledge, directly to your left when you drop down will be the Dufflebag Tag. If your figment collecting you'll want to get back on that ledge we got the tag and head towards the ledge we just dropped off to get the tag. There are some poles you can swing on to get to a rope, to get to a vertical pole you can climb up, to another rope, to finally a ledge. So lets stick on the lower level and continue on ahead. Up a bit further on the right is a Luggage Tag and then straight ahead is a Censor shooting stuff at you and 3 small ones come running after you when you get closer. When you get real close the one up top will move back, so shoot him when your a decent distance away then climb up on the ledge. Up on a ledge on your right, right before you get to the rabbit is the Luggage box. From here is another ledge you can get up, then on the opposite wall another ledge, same wall up more is another one then over to a decently sized area. Over here you'll find the Dufflebag righ tnext to a Cobweb and several figments. Now head back to the rabbit. A bunch of Censors and a Bomb dude will pop out, take care of them. Catch up with the rabbit again and you'll find another Cobweb directly to the left. You'll find the final emotional baggage tag not to much further ahead on the left, the Hatbox tag. Keep going and some more Censors will appear. Up a bit further before the rabbit you'll see a funny looking piece of meat on the left, give it a few punches and stuff will start to come out of it. You can't do anything with this quite yet, so just move on and a scene will soon occur. Your goal now switches from following the rabbit, to climbing this tower. So, head to the right around back of this tower first to find a cobweb, then keep going and you'll come across the Hatbox, and only a bit further around and you'll find a Vault containing "The World Shall Taste my Eggs!" memory. Back by this vault is also one of the items that will increase your maximum astral projection. Now we can start heading up the big vine. As you make your way up the vine you'll find that you need to have your levitation power to make it up any hire. He gives you the Oarsman's Badge so that you can get a canoe to go out on the lake and see the mind expert. So jump in the UTS and go to the lake. ___________________ __/Boathouse and Beach\____________________________________________[##00028] When you get here head over into where Cruller is (off to the right) and talk to him to get a canoe, you'll encounter a scene along the way. After Cruller gets you a canoe you'll be standing by it, press 'Y' to get in. There's a few Psi-Cards you may see on your way that you want to try to get, but you can't really yet, just get them after you learn how to levitate. So head straight ahead and after the big rock make a right out to the floating dock. As you approach the dock you'll automatically get off your canoe. Walk towards everyone and a scene will occur. Talk to Agent Vodello to start your levitation training. ___________________ __/Milla's Dance Party\____________________________________________[##00029] ----------------------- | Items | You automatically receive your Levitation Learners ----------------------- permit which will allow you to levitate only | __ 79 Figments | inside her mind. Pull out your levitation ball and | __ 3 Cobwebs | run and jump over the first gap. When you go to | __ 2 Vaults | jump over the second one pull the 'Left Trigger' | __ Emotional Baggage | to use it to float a bit. Now you've gotta go find ----------------------- Milla on the other side of the party. Immediately to your right is the Dufflebag tag. Before we head into the real party, jump down and on the right side in the back corner is a Cobweb, then jump back up with your new levitation ball or use the netting on the wall to climb back up. Now cross the bridge into the real party. In this next room you'll need to get out your levitation ball and roll around the bowl and jump through all 3 hoops, after doing so some flower type platforms will come down that you can use to move up. After you reach the top Milla is kind enough to put a "ball return" at the bottom so that you can get back up here real easy if you fall. She also tells you your next objective which is to float through the rings and get them spinning again. You'll see some people partying next to you here, you'll also find good old Dufflebag here. Jump up to the platform in front of the rings and then jump over to the rings and hover through them. Milla will bring out another ball return and move the platform your on up a bit higher. There's two platforms near by higher than you, jump up on the closest one and Milla will tell you about the fan blowing air, if you jump into the airstream and float you'll get pushed by it to make it to the other side of the area. You'll more than likely get blown into the ladder so make sure you climb down it to grab the Steamer Trunk tag. Then climb up the ladder. Up here you'll see a big pinball type launcher, but before jumping in there straight across in front of you is the Hatbox tag. It'll take some rolling, but up to the left of where you came in is the Steamer Trunk. Now over to the ramp area leading to the plunger, get up on the high end of it and roll down into the plunger with as much speed as possible, as a result it will launch you back real good and when your in the air you can float down onto the blue platform. This platform will then bounce you across a series of other ones landing you on a nice flower one that floats up. Another ball return will appear now. When this platform is at the height of its ascent jump off it onto the railing, there will be a cobweb right in front of you. Walk around this area up here and you'll come across the Hatbox. You may have noticed by now all the circles along the railing that aren't spinning, jump up on the railing to grind through them all and get them turnin. There is now a moving platform that you can jump up on. Jump on to the party platform and head back and to the left where you can jump off and float over to the ledge with some doors on it, punch the doors to open them. When you get in here some Censors and Bomb dudes will pop out right next to the Purse tag. Punch the door on the other end of this hallway to get to another bowl with some more Censors and a Vault containing the "Milla's Adventure" memory. Get out your ball and roll around a bit then jump up out of the bowl to grab on to the fencing around it. Climb up the fence as high as you can and jump towards the platform in the middle with all kinds of hazards on it. Lucky for you when your levitating your protect from all these things! Except the spikes, you can't ever get away from something like that sadly. Levitate over the mess and jump to the pole in the middle, climb up it and jump to the flower platform near by. A ball return now appears at the bottom. Keep your eyes up a bit and you'll see a moving platform coming around, use your levitation to jump up on to here. Watch out for the big green thing stretching across the room because its a wall and you can't go through it, you'll need to jump over top of it and land back on the platform. As you go around you'll now notice another platform towards the middle and a door along the right side. First go for the platform in the middle and then jump to the blue bouncer platform and you'll get shot over to where the Purse is located. From here you can jump and float all the way over to the doors and then punch them to open them. Some Censors will immediatly appear. Walk through the opening in front of you. ______________________________ __/Milla's Dance Party - The Race\_________________________________[##00030] ----------------------- | Items | Whip out your ball and roll through this crazy ----------------------- checkered tube to get to the racecourse part of | __ 97 Figments | the party. You'll need to do the whole race while | __ 0 Cobwebs | on your levitation ball. Throughout the course | __ 0 Vaults | there will be several obstacles. The things that ----------------------- look like lowercase n's you can go in the middle of and they will give you speed boosts. You'll have to use these to win. Most everything else will just stop you and that will significantly decrease your chance of winning the race. You do need to get in first place to continue on in the level. There's not really any big strategy to this race, just avoid things that will slow you down, get all the boosters you can, and stay on your ball! After you win the race you'll be taken to a new area, your almost at the real party! ______________________________ __/Milla's Dance Party - Fan Room\_________________________________[##00031] ----------------------- | Items | Right smack in the middle of this area is the ----------------------- Suitcase Tag so don't forget to grab it. Also, | __ 57 Figments | directly underneath where you came in is a Cobweb. | __ 2 Cobwebs | If you haven't figured it out yet, these platforms | __ 0 Vaults | are spitting up an airstream that will allow you ----------------------- to float up higher when you float overtop of them. First, from where you came in, there are a few of these platforms directly to the side, jump on the first then float to the second then the third which will float you up real high. From here up against the wall you'll find a small ledge with an item that increases the amount of Psi-Blast shots you can hold. Now go back again to where you came in the room. Straight out in front of you is a regular platform with an airstream platform in front of it, work your way up these airstreams here. The last one will take you up by a ledge with a button on it you need to punch to activate. After punching the button the middle fan will start to move, its time to get some more rings spinning! I'd recommend floating up until you see a platform then fall through it, then float up again to the next one, fall and repeat. When your done the shocks will go away from the door and you can float up there where you'll find the Purse, then punch through the door to move on. In this room theres a bunch of crazy blue tube type things leading down to the middle, theres one right underneath you when walk in, so if you go into the middle then head to the next one to the right, on the far side of it is a Cobweb. Jump on the blue bouncer in the middle of the floor to get back up and then jump over to the party platform to find Milla. You've now gained your Levitation merit badge! This gives you the freedom to levitate anywhere you want! ___________________ __/Boathouse and Beach\____________________________________________[##00032] You can now properly explore this area with the Levitation ball. So get out your ball and roll away from Milla towards one of the dock areas in the water, give a good jump and float over there. This dock is connected to the next nearest one with some overhead beams which has a Psi-Card on it. From here go over to the dock that connects to the main land. Then jump out to the lone rock with a Psi-Card floating on it. Now if you've ranked up past 30 you should have another Psi-Ability waiting for you at Cruller's. To go retreive it you can simply use your piece of bacon and tell him you "Need to regroup back at HQ" and he'll take you to his place. _________________________ __/Ford Cruller's Sancturary\______________________________________[##00033] If you've reached level 30 then you will now gain the Invisibility Merit badge! Go through the tutorial with Cruller to learn how to use this. When your done jump in the UTS and head back to Nein's lab to finish off the Brain Tumbler. ________________ __/Sasha Nein's Lab\_______________________________________________[##00034] Head in front of the Brain Tumbler and press 'Y' for a little scene, when you are in the astral plane you can now visit Milla's Dance Party along with Sasha's Shooting Gallery from here, but go into the Brain Tumbler Experiment so we can finish that off. ______________________________________ __/Brain Tumbler Experiment - Third Visit\_________________________[##00035] You'll start right in front of the big vine area this time, watch out for the Censor who is behind you. Head forward to that first meat thing that is spitting up funny colored air. You can now jump in this airstream and pull out your levitation ball to float up. Float up this first and you can land yourself in a big bathtub with a Cobweb. After doing so you can drop through the hole in the bottom of the tub and start making your way up the vines to where we got stuck before. Punch the big piece of meat several times until the airstream comes out then float up it and land on the area in the middle up as high as you can go to get a scene. Now you need to go over to where the scientist dropped the brain down the shoot and press 'Y' to open it and then walk into it to head down. _____________________________ __/Blueprint Brain Tank **BOSS**\_________________________________[##00036] Alright, as you've seen the kids brain is now placed in the tank and you need to defeat it. If you have reached Rank 30 and gotten your invisibility power this fight is going to be worlds easier for you, I have written the strategies below as if you don't have them, but if you do know that you can get out of basically every attack by simply turning invisible and running. It will also help you to get up right next to the tank without him knowing you're there. The tank has a few different attacks, you'll see an arrow come out of the front of it very similar to the way your levitation aim works. This means that it is targeting you to shoot you, if you walk into the target it will lock on to you and unless you can get behind a pillar before it shoots you there's no way to avoid getting hit. Also note that if you are behind a pillar when it shoots you the pillar will break and be gone for the rest of the fight. Next thing the tank will do is if you get to far away from it and there is a open path between it and you, a.k.a. no pillars, it will charge at you, this you really want to get out of the way of because it will go through pillars and everything. Just go off to the side though, if you can get moving away right before it charges your best off. The last thing you are going to want to look out for is when a "?" (question mark) appears on top of the tank. This doesn't mean that the tank is confused, this means that its going to launch out a Confusion grenade. There is no target for this and similar to the Bomb dude enemies it explodes in a small radius. If you get hit with it your controls will become inverted for a short amount of time and all your abilities will switch and you won't know which one is what, so this is obviously very dangerous! Now, how to defeat it. There is a spot underneath the tank where you need to shoot it to deal damage. To reveal it you are going to need to get in the position where the tank is going to charge at you. Right before it charges at you you'll notice that it "stands up," this is the time when you are going to need to attack it. The only problem is, you can't be real far away because your Psi-Blast doesn't shoot that far. So, we need to get up close to him. You can do this by utilizing all the pillars around to basically sneak your way up next to the tank, then wait for it to "stand up" in which case you can shoot it. After you shoot it the tank will flip over and you can run up to it and start punching it to deal some real damage. When you go to punch it though you need to be hitting it kind of on the button, so don't try to punch the front or back but get the side where you can see the button. That's it! You'll need to flip him over and attack him at least 4 times to defeat him. Be aware that as the fight progresses on he'll become quicker and quicker with shooting confusion grenades, when he's almost dead he'll be basically constantly shooting them so watch you don't accidentally walk into one! If you ever get in a pinch and need some health and/or ammo you can punch the pillars to break them or just get the tank to break them for you. They mostly all will draw a little of one or the other. When the tank is defeated it will drop the brain along with blow up all the pillars which leave lots of Mental Health and Raw Energy (well if you had any left and didn't use them all during the fight). However, we have another problem now, the brain is after you! The brain has two attacks, one is the confusion bombs just as the tank was using and the other is this really annoying green beam that comes out of it and spins around like a radar. If this hits you it will damage you, its as simple as that. You can only avoid it by jumping over it, or being so far away that it can't reach you, but being that far away isn't going to help you win the fight any. You'll also notice if you watch that the beam will go really fast for a rotation or two and then really slow, the really slow one is going to be the critical time to get in there up close. The brain moves by jumping around, and it can virtually jump from any one spot in the area to another spot, so there's really no use in trying to run away. The only way to damage this is with old school style melee action. Your Psi- Blast will bounce right off it so don't even try. You need to avoid the green beam and get in right next to the brain and punch it. I recommend that you use your levitation ball and your ability to float to make getting right up close to him real easy, then when you do start punching! Of course, while your in here you still need to watch out for the confusion bombs and the green beam. He doesn't take to long to defeat though once you start giving it to him. ________________ __/Sasha Nein's Lab\_______________________________________________[##00037] You'll end up back here after you defeat the brain and Sasha tells you that he has to leave on some urget Psychonaut business. Cruller pops out of your ear to talk with you a bit and share some ideas, off to the boathouse to meet up with Lily! __________________ __/Boathouse and Lake\_____________________________________________[##00038] Right when you get here a scene will automatically take place. Well, that leaves quite a task at our hands. Go out on the boardwalk over where cotton candy head used to be, but he's not any more so we can get to this crazy thing we need to drive, but first run straight across the walk without making any turns and you'll get a Psi-Card (you've probably seen/tried to get this card before). You can also get up on the big rock right next to you here and then up on the roof of the area right next to you as well where another Psi-Card sits. From here look back over the boardwalk you just came from and you should be able to see that there are some more Psi-Cards out there. Use your levitation ball to get a good jump and float over to the roofs that cover the boardwalk. You'll pick up 1 Psi-Card on the second to last one, then jump on the next one and you can walk on the rope up to another, continue all the way up this rope and you'll get on some netting you can climb up to get to a little wood plank with another Psi-Card. There is a rope going off the back of this area we can walk down and then jump to a platform on our left, then up on a higher platform slightly to the left, and then more so to the left is another Psi-Card just a jump away. Now, beware to your right is a cougar type animal in a little cave, if you get to close to this animal it will try to light you on fire! About 4 shots should take out the cougar. Now get back on the boardwalk and go over to the thing Cruller told you about; press 'Y' to open it and walk in. ____________________ __/Lair of the Lungfish\___________________________________________[##00039] You'll find yourself in some sort of airbubble underneath the water. There's not much of anything you can do down here, but if you head left you'll see a bright glowing wall that you can punch through, behind it are some stairs that go only one way and that way is up, at the top is a big bell and a rope hanging down, jump on the rope to ring the bell and bring out the Lungfish. _________________ __/Lungfish **BOSS**\______________________________________________[##00040] In this fight you are stuck in this air bubble area and the Lungfish is right on the edge sucking in items and also spitting out items. Thats really all he does, if you get to close to him you'll get sucked in and if your to close when he's not sucking he'll spit something out on top of you. Its pretty obvious how to avoid both of these, but hurting him might not be quite as obvious. If you attempt to shoot him you'll notice that the shots seem to kind of hit the edge of the bubble and bounce off and it doesn't do much good to throw (via Telekinesis) items at him becuase he's already sucking them in. However since he's already sucking things in, why don't we alter those items, to further explain, you'll notice that the boxes he is sucking in apear to have a tac symbol on them, so hang out decently close to him, not so close that you'll get sucked in, and when the boxes come by punch them open to break out the tacs and send them flying in his mouth to do some damage. After doing a bit of damage things will change up and the camera will become the monsters eyes. He'll now be "chasing" you, although not super fast, but you'll need to run away from while staying inside the bubble (so the waters hands don't get you) and you'll need to platform your way across many obstacles. There's not really a lot of ways to go, you just have to keep moving, so I'm not going to write out exactly where to go as he chases you. Just keep your eyes out for the glowing walls you can break through, ledges to jump on and poles to swing on. After a bit of chase the fight will go back to the fish sucking up things. Everytime he switches modes you may (or may not) notice that the bubble gets a bit smaller so you have less room to move around. Be aware of where you are so that you don't walk out into the water and get grabbed by its hands. After the second chase he'll come out and go after you by foot. In this area you'll notice that there area a lot of clam shells on the ground and that as Lungfish chases you around he swings at you with the little antenna type thing on his head. If you have gotten to close to one of these clams at any time you may remember that they snap down on you, well what you want to do is to stand behind them so that when Lungfish comes over and swings at you, you can jump out of the way and his antenna will get stuck in the clam. At this point you'll be able to pull off a few melee hits and then repeat. You'll have to get him stuck 3 times to kill him. When its defeated Ford pops out of your ear to share some thoughts with you, after he goes back in go into your backpack and get out the Psycho-Portal you grabbed from Sasha's lab and use it on the Lungfish to get inside his mind. ______________ __/Lungfishopolis\_________________________________________________[##00041] ----------------------- | Items | Welcome to what the inside of a Lungfish looks, ----------------------- like, the inside of its mind that is. There is a | __ 113 Figments | huge town here, however, compared to the town you | __ 5 Cobwebs | are gigantic. In this level you can punch most all | __ 2 Vaults | buildings you want, the ones you can't punch are | __ Emotional Baggage | the really big ones and you can climb up the sides ----------------------- of these ones. Another note is that you can't use Pyrokenisis or your Levitation Ball in this level. Not much you can do right away, just head forward and you'll get a scene that tells you about your purpose here. First goal, punch hole in prison, this is the building right in front of you with exclamation marks on top if you weren't watching when he showed you. Already you are given a new Merit badge! The Shield! You now have the power to engulf yourself in a little Psi-Shield, it works on a timer just like being invisible but you need to hold in the button. Continue along the road and it branches, head down the right and you'll get a "news flash" and you'll also be right next to the Dufflebag, but we don't have the tag for this yet. Up a bit further you'll encounter your first enemies in this level, little tanks. Although they are small they can still do damage to you with their missle, use your new shield to block their shots and take them out with a punch. You can also get next to them and pick them up with 'Y' and then throw them, if so you choose; or easiest of all, just walk over them to crush them. On the road up after the first few tanks head to the right and you should be able to immediately see a Cobweb. If you climb on top of this building where the cobweb is you will receive the Purse Tag. Over here you will also get a news flash about another type of enemy that shoots out an electric ray. Lucky for you your new shield can deflect this ray, so when you see these gusy simply put on your shield and you'll deflect the beam back at them and kill them. Continuing down the road and another news flash will come up to tell you about the monster proof turrets, another enemy to watch out for. These guys will lock on to you and deal massive damage, to kill these guys you need to get right next to them and melee them. The best way to do this is to use your invisibility so that they can't see you and you can just run up right next to them and punch them, or you can just do it the hard way and run towards them and use your shield everytime they shoot a missle; it will block their shots. If you take out this turret now you'll get a talk from one of the citizens about how you're supposed to be going through the laser beam tunnel, so lets head back towards where we came from and then go right to the tunnel. It is heavily guarded in front so make sure to take out all the tanks. Right when you walk into this tunnel bring out your shield because its going to a shoot a ton of little red lasers at you, with your shield out you'll deflect them all and blow them up basically. Right when you walk in here to your right is a Cobweb, and to your left is the Dufflebag tag. You can now go back to where we saw the Dufflebag when we started the level and take care of it. Now, in the back right corner of this place is the Purse and running around, real tiny, in the back left corner is a Vault containing the "Lungfishopolis Under Siege!" memory. Now your goal is to break open the section of the prison with the exclamation points above it to free some more soldiers. Now the blimp gets moved over by where we were before we came here, sorry for making you slightly backtrack, but I wanted to get that cobweb and purse tag or else we would have had to just come back here to get the purse! So, off we go now, out of here through the tunnel and all the way left. When you get down by the blimp you'll hear of the citizens "expert" plan, no time to go along with that though, try jumping on top of the blimp to use it to bounce yourself up to a pole above. _____________________________ __/Lungfishopolis - Over the Dam\__________________________________[##00042] Shimmy across the pole to over on top of the dam to get the Hatbox Tag. Before heading into the town right here run across the top of the Dam here to find the Hatbox and at the end an item to get back a lost astral layer, behind that is also a Cobweb. Now back to where we got off the pole and into town. Over here you'll find that there are ships on the edges of the water that shoot missles at you, you'll probably want to make a point of taking these out right away. The missles they shoot will home in on you, but watch out when defeating the ships because they will sink after you do and you cannot stand in the water over here. Walk straight into here and the road will go between two large climbable buildings, but you want to climb up the next one on the left because on the top of that one you'll find an ammo upgrade for your Psi-Blast. Continue up along the road and it will soon split, immediately to the right will be the Steamer Trunk tag, lets continue down this path. However, when you get to the end of this side you'll find some tight ropes you can walk on. Head across them and part way across you'll find an item to restore an astral layer. Right when you get off these in this next part of town there will be a Cobweb to your left. Directly to your right, on top of a building here is the Steamer Trunk. In this area, straight ahead from where you walk in you'll also find the second Vault of the level running around the road containing the "Lungfish and Loboto" memory. Now, after clearing out this little area we can jump straight onto a battleship and head to another part of town, but its the same part we can get to from the other way at the fork we went right at not to long ago. So, lets go back there so we don't miss anything. When walking down this side you'll go by a big climbable building on your left, then one your right, then another on your left, this third one you're going to want to go around the left behind to get a Cobweb. When you get to the end of this side there is also a rail for you to grind, head across this one and inside the cave it goes through you'll get the Suitcase tag. When you get to the other side a scene will automatically occur (during the scene you may even notice the Suitcase!). Well, if you've paid attention to message you'll hear they are sending some flying machines at you and after you get rid of them your men will move in some boats. There are 8 flyers that you need to get rid of, they are each flying around dropping bombs over you right now. To get rid of them climb up any one of the buildings here and use your lock on and shooting powers to defeat them. If you choose the first building on the left you'll get an item to increase your maximum projection layers! After defeating all the copters the boats will be moved into place so that you can cross the water. But first we need to get that Suitcase, it is on top of the last building on the right so go back there, climb up and get it! If you don't know what building I'm talking about just get on top of any of them and take a look, you'll be able to see it. Now head straight off the back of this part of the city across the boats that have been moved in to form a path. When you reach the other side you'll get another news flash. Walk forward and prepare to battle. __________________ __/Kochamara **BOSS**\_____________________________________________[##00043] This boss is quite humorous really, he basically calls out the moves he's about to perform so you should always know whats coming, but I'll detail them anyways. The battle will start with Kochamara flying around above you, he has two attacks he performs while he's up here. On is an attack where he dives into you and the other is an attack where he shoots a beam of sorts at you. Both can be blocked by using your Shield ability. However, if you put the shield on two early he'll wait for you to take it off before attacking. Also, the only way to damage him right now is to bounce the laser back at him, which basically means use your shield when he does the laser for sure. After 3 hits with that he'll come down to the ground to take you on at a more personal level, but right before doing so he takes away all your energy you have saved up. He also gains some new moves. One of which is an area attack that he lets some beams out all over the place. The other is a combo attack in which he does a series of hits consecutively. Once again, both can be blocked, but don't block to early because he'll wait to attack you until you've stopped blocking. He'll do his attacks consistantly in the order of: 1. Ram 2. Combo 3. Area Attack Your time of vulnerability for him here is right after he does the area attack. You want to get as close to him as you can when he announces thats what he's about to do then right after he does it give him a few punches. After doing this 2 or 3 times he'll launch himself back up in the air and fly around some more. Defeat him up here just as you did before and he'll go back on the ground, you can then finish of the fight with an attack or two down here. You've finally made it to the tower! Head over to it and begin to climb up, after some climbing you'll get a scene that leaves you on a mysterious island with a new item; the Lungfish Call! _____________________________________ __/Thorney Towers Home for the Disturbed\__________________________[##00044] Head straight in front of you and start going up the ledges. On the first ledge you'll find Lili's bracelet, and then use the twig to swing to the next ledge where you'll find a Psi-Card. Head up the ladder and you'll get a scene with one of the best characters in this game. But before interacting with him anymore, look up and to your left to see a Psi-Challenge Marker. Use your levitation ball to jump up high enough to get it. Get out your door and press 'Y' next to this guy to jump inside his mind. ______________________ __/The Milkman Conspiracy\_________________________________________[##00045] ----------------------- | Items | When you get here you'll get a scene and then the ----------------------- man tells you to take a look in the fridge because | __ 165 Figments | there is something there that will help you. Go | __ 4 Cobwebs | over and punch the fridge to get the Clairvoyance | __ 2 Vaults | merit badge! This allows you to look through other | __ Emotional Baggage | peoples eyes to see what they see, it also works ----------------------- with certain objects that have the "Clairvoyance Eye" on them. Just a note in this level is that whenever you see yellow dashed areas do not try to go through them unless you have the proper item. If you do, you'll notice a little portrait of Raz appear in the top right with some jail bars closing down, if you don't get out of there before the bars reach the bottom of the picture then you'll get "arressted" and be taken back to an earlier part of the level. Go use your Clairvoyance on the man in this room and you'll find out that the Milkman is dead, but he tells you to go to the Graveyard to dig him up, so it seems that is our first goal! So lets head out the the main door and out into the main street, not the first house on your left by the teleport dude, but the next one you come across has a car to the side of it with a Crossguard Sign under the trunk, pick that up, you'll need it later. Continue back down the street and you'll come to an arrow with yellow dashed lines surrounding it, ignore for a moment and go to the house to the right to take care of a Cobweb. Now if you go over by the yellow dashed lines you'll hear him talking about how he's working on the road crew, if you try to walk in here he'll tell you you can't pass, unless you get out your red sign, then he'll think you are working on the road crew as well and let you through. With your sign out cross through the road crew section, jumping across the broken paths and once out of the yellow lined area you can put your sign away. Right after getting out of the road crew section on top of the house to your left is the Purse Tag. Back on the main road now to the right you'll see a phone line guy working by the telephone pole and around the house up ahead there are some gardeners working on the shrubs. To the left of the phone line guy you may notice a mail box and another part of road that looks crooked, jump over towards it and the world will rotate so that you land on it. The second house you come to on your left will have one of those black cars like we stopped at before, go over to it and punch it to pop open the trunk and grab the Hedge Trimmers. Back behind this house jump over the fence to get the Steamer Trunk Tag. Continuing along the road some we'll come to some plumbers, although we can't go through their area, we can go around it to get past them for now. The first house on the left right after going past them has a Cobweb you probably want to grab. Behind the Cobweb is a hatbox, but we don't have a tag for it yet. Up ahead on the road further you'll come to the graveyard finally, but we can't get in because of all the sad widowers. Behind the graveyard is the Dufflebag, but we don't have the key for that yet either. If you go around the left side of the graveyard you'll come across a Vault containing the "Boyd: Fired Again!" memories, over here by the tree is also an item to restore an astral layer. Right outside the graveyard to the left is another piece of road thats on a funny angle you can jump over to, head over here. The first house on the right has some guys watering plants, but we can't get in here yet, so just keep going down the road. Next you'll come to another area on your right thats kind of like a mini hedge maze, although not hard to navigate, just go straight through the middle area and you'll get a flower to become a "widow" so you can get into the graveyard now. If you go down the right side there is a crow there and if you scare him away he will drop a feather. You can now pull out the feather and then use Clairvoyance to see through the crows eyes whereever he is. We aren't going to turn back quite yet though, continue down the street and the second house we come to on the left has a black car outside of it again, go inside this house to get the Dufflebag tag. Continue down the street some more and the next house on the right has a Cobweb out front. Now continue all the way to the end of the road where there is a black car outside a building and also a teleport dude. Punch the black car to pop open the trunk and get the Watering Can. If you use your levitation ball you can get up on the roof of this building and there is an item to restore an astral projection layer behind the brick Post Office sign. We can't get in this building yet, so its time to start heading back and using all these items we've acquired. As you head back the first yellow lined area you'll come across is the watering can people, so get out your can and head in there. Go inside the house and on the table is the Rolling Pin, make sure to grab that, but make sure you have your Watering Can in hand when you exit the house. Exit here and go across the funny angled jump right by the graveyard, now get out your flower and enter the graveyard. In here you'll want to head to the back where some big vines are, you can't punch through them, but you can indeed burn them down. After they have burned away punch through the door and get the book, however right after you get it you'll get arrested (for not grieving in the cemetary) and you'll find yourself back in the main guys house who gives you some ideas on what to do next, oh and he gives you a rifle. Now you're all the way back at the beginning and so lets start heading down the road again, first you'll need to get out your sign to get through the road crew again, keep going past the phone dude, but you can now go in where the gardeners are. Get out the Hedge Trimmers and jump on the roof and go into the back yard where you can get the Suitcase Tag. After that go inside the house. When you get inside get out your Rolling Pin and go behind the Rolling Pin people to get an ammo up item. On the opposite side of the room is the Purse. Now, what you can do is either go back to the teleport dude in front of the main house (Boyd's house, where you got the rifle and started the level) and then teleport to the post office, or just walk back over there. When you get there set fire to the thing next to the door where it looks like a security code can be entered, after doing so a guy will come out to input a password to make the alarm stop. When he comes out use Clairvoyance on him to see the password he enters, which is 8545. After he leaves use Clairvoyance on the alarm and then press 'Y', input '8545' then hit 'Enter'. Exit your Clairvoyance and go inside this building, to the right you'll find a Cobweb and also the Suitcase. After you grab the Cobweb enter the doorway and everything will be pitch black, but you'll notice there are some security camera's, use Clairvoyance on the camera to see where your at and whats around you. As you progress through this area the view will switch between the different cameras so you can always see yourself. When you get all the way to the end you'll see a shiny object, this happens to be the Plunger! Grab it and then head back the way you came. When you get to the end go up the stairs and then out of the building when all of the sudden...your taken underground by some sort of monster! _________________________________ __/Underground Monster **MINI-BOSS**\______________________________[##00046] At the start of the fight you'll be face to face with this monster and it will move around a bit and attack every now and then by making a hand come up out of the ground and swing at you. You can easily block this with your Shield, or simply get out of the way. To deal damage you can use your Psi- Blast to shoot at it. Fairly straight forward. After taking out about half of its life it will dive underground completely so you can't hurt it for awhile and a series of hands will continuously come up out of the ground swinging; to avoid this also use your Shield. After a short time the monster will resurface so you can deal damage again. After you have taken out all of its life it will fall over and drop out a bunch of little bombs. Use your levitation to toss one of the bombs at it and then it will kind of become frozen, run up to it and Punch it to finish it off and it will restore one of your astral layers. You will now see a glowing blue area, walk through it to exit the battle area. If you die during this battle you will simply be sent back to the surface, however, until you defeat this monster it will be lurking around this area so you might as well just take care of it now. Now its time to head back to where the sewer workers are, get out our plunger and hop on in to those sewers. _________________________________________ __/The Milkman Conspiracy - After the Sewers\______________________[##00047] ----------------------- | Items | Straight in front of you now are a bunch of ----------------------- assassins and to the right are phone line workers, | __ 48 Figments | get out your Rifle and head in with the assassins. | __ 1 Cobwebs | While in this area you may notice a red laser that | __ 0 Vaults | comes down and locks on to you, this is someone on ----------------------- the roof aiming at you to shoot you. If they hit you, you're dead. So, make sure you have your shield ready and whenever the sight locks on to you get out your shield to protect yourself. Head through the assassin area and go around back of the building to get the Steamer Trunk, then go back around front and get the cobweb off of the entrance. Now go in here and up the stairs, you'll get a scene when you get to the top. In this room now be sure to pick up the Helicopter Helmet, now when a helicopter flies in use your Clairvoyance to see where they go and you'll find the location of the Milkman! When you hear a phone start ringing hit 'B' to exit the helicopters view and go over and get the phone. Now get out your gun so you can go back through the assassins area and when you get out of there...the underground monster reappears! Its the exact same fight as before so if you need help just scroll up a bit to the first time he appeared. After defeating him get out your phone and climb up the telephone pole. Up here you can grind across the phone wires, but make sure you jump over where the other telephone poles come up because they will knock you off and you'll have to start again. When you get to the other side go up to the door and knock on it (punch it). When they come out hide on the side of the house, then they'll close the door and at this point turn invisible and run over by it and they'll push it wide open, at this point run inside. A scene occurs when inside. _______________________ __/The Den Mother **BOSS**\________________________________________[##00048] This fight starts immediately after the scene and she comes out swinging with an attack right off the bat. At the beginning of the fight she has a pattern of doing 2 things, the first thing she'll do is throw something at you and then she'll toss out a cookie box. When she throws the item at you you're going to either want to be moving or to use your sheild. The cookie boxes she drops are what you're going to want to use to damage her right now. Everynow and then she will switch which of the three sets of stairs she is standing on, but her attack pattern doesn't change when she does this. Your going to have to be quick when you want to attack her. Dodge the things that will hurt you then quickly use your levitation to toss a cookie box at her. This will hurt her significantly. However, things change after you hit her the second time, she flips out the lights. You'll notice something shining on the ground next to you, this is the God's Eye item, pick it up and then use Clairvoyance to see through her eyes. Since for some reason she can see in the dark we'll have to use her eyes to see where we are. When you are looking through her eyes you'll want to aim right at the bottom of the screen and that should hit her every time. She'll take another 2 hits in the dark to finish her off and awaken the Milkman! You'll exit the level and now the big gates will be open and Boyd will happily be on his way! _____________________________________ __/Thorney Towers Home for the Disturbed\__________________________[##00049] Right after walking through the gates make an immediate left and along the wall is a brain in a jar, punch it to free it. We'll have to take this back to Cruller later to increase our total Mental Health. At the top of the stairs where we walked get out your levitation ball and jump up and to the right to get a Psi-Card. Walk straight in past the fountain and you'll see the Milkman has stopped there frightened. Well, to the left of him we can find a Psi-Card, in a similar spot to the right of the Milkman we can find another brain. Now head back towards the fountain then go left an