Jun 2, 2005 - Psychonauts Walkthrough For PS2 1.3

Back

Go to the first house on the street, ignoring the black helicopters, spying
trash cans, etc. After exploring the house, head for the next house down
the street. Parked beside the house is a large, black sedan with a
satellite on the roof. The trunk is open, and there is a Stop Sign in the
trunk. Jump into the trunk to get the sign; this is your first disguise. Be
sure to thoroughly check around all the black sedans, as there are some
dark-colored figments hiding near these cars.

Go down the street to where the "road crew" is working. The house to the
right has your first cobweb. Equip the Stop Sign and enter the road crew
area. Jump across the broken road and go to the first house on the left.
Get the purse tag from the roof.

Avoid the phone man and hedge trimmers and bash the black sedan next to the
hedge trimmers for some power-ups. From the light pole across from the
phone man, jump to the next twisted street; don't worry, the streets will
re-orient themselves as you jump. At the second house on this street, the
black sedan contains the hedge trimmers. The steamer trunk tag is in the
back yard of this same house. Make a quick trip back to the hedge trimmers
house and get the suitcase tag from the back yard.

Continue in the original direction, sidling around the sewer workers. The
next house after the sewers has your second cobweb and the hatbox (but you
don't have the tag yet). Pass up the cemetery for now, and jump to the next
street. Pass by the watering-can house, and enter the Arboretum to your
right. Go right and walk through the small gate. Collect the figments, then
bounce over the gate and walk through the large gate in the middle of the
Arboretum. Collect your flowers for the cemetery disguise. Don't forget to
walk around the small ledge surrounding the outside of the Arboretum.
There's a figment hidden behind the gardens.

Continue in the direction you were going. The second house you come to has
the dufflebag tag. Get your third cobweb from the next house up the street.
Continue to the post office, and collect the watering can from the trunk of
the black sedan. Get figments and an astral projection layer replacement
from the roof of the post office.

Walk up to the door of the post office and USE the keypad. Enter any number
you like; it will set off an alarm. Back away from the door and wait for
the agent to come out. Use Clairvoyance on the agent to get the correct
code for opening the door. (The code is randomly generated each time you
play.)

USE the keypad again to open the door and enter the post office. The
suitcase is here in the lobby. Use the cobweb duster to get your fourth
cobweb and enter the storeroom. This area is completely black. Use
Clairvoyance on the security cameras in order to see where you are going.

**IMPORTANT NOTE: users of ATI Radeon video cards have reported problems
with the security cameras not showing anything. This problem is apparently
caused by outdated video drivers. The newer versions of the ATI Catalyst
drivers (version 5.4 or later) fix this problem.

There's nothing in the storeroom to collect other than the plunger. Run to
the end of the room, get the plunger and run back out. When you exit the
post office, you'll be grabbed by a nightmare and have a mini-boss battle
on your hands.

Psi Blast the worm until its head explodes, then use TK to lob one of the
bombs that fly out back into the open neck. The worm will turn to stone and
one punch will take it out. Jump into the blue, glowing hole to return to
the Neighborhood.

Now it's time to backtrack. Head back to the watering can house and equip
your watering can to get in. Inside the house is the rolling pin. Be sure
to re-equip your watering can before leaving the house.

Next stop is the cemetery. Before entering the cemetery, explore all around
the outside grounds to find the first vault, an astral projection layer
replacement and the dufflebag. Equip your flowers and enter the cemetery.

After collecting all the figments, use PK on the vines in front of the
mausoleum and then punch down the door. Grab the book inside to trigger the
cutscene that ends with you back outside Boyd's house, with a fake rifle.

Head down the street, passing through the road crew area, and enter the
hedge trimmers house. Grab the purse, and use the rolling pin to get to the
Ammo Up trophy; be sure to re-equip your trimmers before leaving the house.
Head down the street and equip the plunger to get into the sewers.

 THE BOOK DEPOSITORY
~~~~~~~~~~~~~~~~~~~~~

Figments: 48
Cobwebs:   1
Vaults:    0

Equip the rifle and prepare your Shield. Walk into the area with the
assassins and Shield yourself when the sniper locks on to you.

Remove the cobweb from the door of the book depository. Collect figments
from the ground floor, then head up the stairs to start a cutscene. After
the cutscene, grab the helicopter pilot's helmet and use Clairvoyance to
see the Milkman's secret hideout.

After the cutscene, pick up the phone. This is your final disguise. Re-
equip the rifle, then collect everything you can find in and around the
book depository--the steamer trunk is behind the building. If you just want
to finish this level, skip the next section...

 RETURN TO THE NEIGHBORHOOD
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To get the final piece of luggage, the second vault and the remaining
figments from the neighborhood, go back through the sewers. Return to the
hedge trimmer house and find the telephone worker nearby. Equip the phone,
climb the pole and ride the wires to a park.

Pick up a maximum projection layer increase, the second vault and the
hatbox tag. Return to the "mainland", find the hatbox in a house across
from the cemetery, then re-enter the sewers to face down the Milkman.

 THE MILKMAN
~~~~~~~~~~~~~

Equip your phone and head for the pole near the corner of the book
depository area. You'll be sucked into another nightmare. Defeat it, then
climb the pole and ride the wires. You have to jump over the telephone
poles or be knocked off to your death. In order to get 100% of the figments
in this area, you'll have to ride both wires.

Once you've obtained all the figments you desire and are ready for the
final boss, prepare Invisibility. Knock on the door of the house, step back
and activate Invisibility. Wait for the girl to come out of the door, then
jump over her to trigger the cutscenes leading to the boss fight.

The Den Mother tosses two items: exploding boxes of cookies and knitting
needles. The cookies never get further than the last stair of the staircase
on which she is standing and are easy to dodge. The knitting needles can go
further, and are harder to dodge, but you can Shield yourself.

There's two ways to do this:

1) The hard way: Dodge the cookies, Shield yourself from the needles, then
TK the boxes of cookies back at the Den Mother. This is tough and takes a
lot of coordination and luck, but the cookies do a lot of damage.

2) The easy way: Stand at the bottom of the stairs and Psi Blast her. You
don't have to worry about the cookies as they won't reach you. Shield
yourself from any needles she throws. The Psi Blasts aren't as damaging as
the cookies, but it's a lot easier to hit her--you don't even have to LOCK
ON to her. The big disadvantage is there are no power-ups to be had, so if
you run low on ammo, you'll have to revert to method #1.

After the Den Mother takes about 50% damage, things get really interesting.
She turns out all the lights, leaving you blind. Conveniently, she leaves
some knitting for you to grab--it's glowing right in front of you and is
called "God's Eye" in your inventory. Pick it up and use Clairvoyance to
see through the Den Mother's eyes. Use the same strategy as before, though
it will be a bit harder as your perspective has changed. Keep at it until
she is defeated and the Milkman Conspiracy comes to its explosive end.


~~~~~~~~~~~~~~~~~~~
[4.9] GLORIA'S THEATERPsychonauts on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.
 ~~~~~~~~~~~~~~~~~~~

 ASYLUM GROUNDS
~~~~~~~~~~~~~~~~

Psi Cards:          4
Challenge Markers:  1
Scavenger Hunt:     1
Brains:             3

You're back in the real world and the Asylum gates are now open. You
already have the Challenge Marker and one Psi Card.

BONUS MOVIE: Equip Lili's bracelet that you retrieved earlier and use
Clairvoyance for a scene between her and Dr. Loboto.

As you go through the gates, turn around and bounce up to a Psi Card over
the left column. To the right you'll find J. T.'s brain in a jar, nestled
in the hedge. Collect brains and return them to Ford for increases to your
maximum mental health.

Get the Gold Watch scavenger hunt item by bouncing over the fountain. To
the left of the main entrance to the Asylum is a Psi Card. To the right of
the entrance is Franke's brain. Punch through the rubble on the right side
of the fountain to reveal a side passage.

Through the tunnel, turn right to get the last Psi Card, then go the other
way and look for Kitty's brain on a ledge to your left. Now that you have
all the Psi Cards and brains from this area, it's time to return to Ford
Cruller for a little ranking up.

Use your Bacon. Regroup at HQ and give the three brains to Cruller. Count
your Psi Cards and Cobwebs and return to the main lodge and get enough Psi
Cores to make Challenge Markers from your items. Get some Dream Fluffs
while you're there. Leave the lodge and head for the GPC & Wilderness area.

Now that it's night, you'll encounter psi-cougars for the first time. These
beasts like to set your world on fire. The easiest way to deal with them is
to go Invisible as soon as you hear their roar, then run up to them and
punch them. Three blows is all it takes to give them a permanent catnap.

In the Wilderness area, go to the northeast side of the GPC and find the
geysers. Stand on the open geyser and activate your Shield. The Miner's
Skull will pop out of the other geyser. Pick it up and head for the
Ranger's shack and receive four ranks for finishing the scavenger hunt.

Return to Cruller's sanctuary via Rapid Transit, convert your cobwebs and
Psi Cards to ranks and tell Cruller you're ready to go back into the field
to get back to the Asylum Grounds. Make your way back to the arbor where
Gloria awaits...

 THE STAGE
~~~~~~~~~~~

Figments: 111
Cobwebs:    7
Vaults:     1

Talk to Gloria if you wish, and try to take her trophy, just to see what
happens. When you're done having fun, use the Psycho-Portal on Gloria to
start her dream level. After the cutscenes, bounce around collecting
figments and such. There are a lot of figments in the seats, so be sure to
explore those areas well, including the upper levels. To reach the higher
seats, climb the ladder that leads to the spotlight and bounce up from
there.

On the ground level (below the stage) you can get two cobwebs, below
Jasper, the critic; and, the steamer trunk tag, near the ladder to the
spotlight. Backstage you can find the purse tag, and the suitcase (no tag
yet) behind a cobweb. On the platform below Jasper is the purse. In the
upper seats is another cobweb and an Ammo Up trophy.

When you've finished your collecting run, go backstage, up the ramp and
remove the cobweb (#5) from the door. Activate Invisibility and run down
the hall into Bonita's dressing room. Get the figments, then talk to
Bonita. She'll agree to come out if you can light the spotlight, which
requires a candle.

Go down the hall to the storeroom, and get the vault from the back, left
corner. Climb the ladder and get the cobweb, then jump up to get the
steamer trunk. Swing across to a platform, then jump to a higher platform
and rope-walk across to the candle. Ride the banister down, then jump up to
the bell-pull and climb to the suitcase tag and the last cobweb.
 
Get the suitcase from the backstage area, then climb up to the spotlight
and USE the candle on it. Then light the candle with Pyrokinesis. Sit
through the cutscene.

OK, time to play director. Go talk to Becky, then climb up to Jasper and
talk to him. He'll give you a play called "Knight of Joy". Take the script
to Becky.

There are three sets in this segment of the world: a main set with water
(water set), a water set used during the mail boat play (mail set) and a
set without water (land set). Each set has two moods: happy and sad. This
gives you a total of six scenes: water/happy, water/sad, land/happy,
land/sad, mail/happy and mail/sad.

To change between the water set and the land set, walk through the
sparkling portal on each set. (The water set has two portals, using either
portal will change to the land set). You only get the mail set when you run
a specific play.

The mood of the scene remains when you change the set. To change the mood,
punch the spotlight. Note that, in the sad mood, the little actors turn
into enemies and will attack you; you can fight back, which causes laughter
in the audience as you destroy the actors.

Tough crowd.

You begin on the land/happy scene, without figments. Each of the six scenes
has its own set of figments. You'll get the figments from the land/happy
scene later. For now, explore land/sad, water/happy and water/sad.

With the scene set to water/sad, use the megaphone Becky gave you to run
Knight of Joy. The Knight comes out and kills the dragon, allowing you to
get to the higher level of the set and pick up another script: "The Day the
Mail Boat Finally Came".

Give the new script to Becky and run it. Jump on the mail boat to be taken
to the mail/sad scene. Collect the figments and the script, "Goodbye
Hagatha Home". Change the mood to happy and collect the figments from the
mail/happy scene, then use the sparkling portal to change the set. This
switches to the water/happy scene and you can get the figment from the
upper level.

Use either portal in the water/happy scene to change to land/happy and
collect your figments. Then change the mood to sad and run the "Goodbye
Hagatha Home" script. The balloon will come down. Use the poles on Hagatha
Home to swing up to the balloon and be carried up to the catwalks.

Psychonauts on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks. THE CATWALKS
~~~~~~~~~~~~~~

Figments:  46
Cobwebs:    0
Vaults:     1

Basically, a lot of "platforming". Jump, swing, bounce or slide as needed.
Keep an eye out for figments floating through the air and time your jumps
to catch them. Every so often, the Phantom will drop sandbags on you. You
can tell when the sandbags are coming by a bright green spotlight that
locks on to you. Go Invisible when you see the spotlight coming to prevent
an attack.

Eventually you will reach a fight with a censor. Just past this is the
dufflebag tag. Beyond a set of trampolines, you will swing across a long
set of light poles ending in a sandbag rope. Jump from the rope to the
catwalk and head downward to get the hatbox tag, the hatbox and the vault.
Then turn back and take the upward sloping path. You'll have to fight
censors in both directions.

Past a set of "chompers" you'll find the dufflebag on a large circular
platform, and a teleport worm if you want to go back and search for missing
figments. At this point, you should have 43 of the 46 figments in the stage
if you are shooting for a complete game.

Continue down to a small elevator, fight the censor, talk smack with the
Phantom and pick up the candle. Run around the catwalk to the large
spotlight, insert the candle and light it with PK. Use Levitation to follow
the Phantom through the door. Now it's time to battle the Phantom!
Otherwise known as Jasper, the critic.

What? You hadn't figured that out by now?

Start by running to the back of the stage and picking up three candles. Now
jump into the music notes coming from the orchestra pit and use your
Levitation Balloon to float up to the catwalk. You'll need to sway back and
forth in the music stream to avoid Jasper's barbed pen.

On the catwalk, go ahead and place a candle in each spotlight, then light
one with PK. Jasper will fall and call out some cronies. Jump down to the
stage and LOCK ON to Jasper and start blasting. Your Chain Blast (or Super
Chain Blast if you've been good about ranking up) will take care of the
little guys.

You'll have to repeat this sequence at least three times--more if you fail
to do much damage to him when he's down. At one-third damage, he'll destroy
one of your spotlights. At two-thirds, he'll destroy another. Keep at him
until he goes down for good.

Watch all the nice cutscenes, which end with Gloria going home and you
gaining her trophy. One "disturbed" person down, two more to go. Head
through the tunnel to get into the Asylum.

~~~~~~~~~~~~~~~~~~~~~~~
[4.10] WATERLOO WORLD
~~~~~~~~~~~~~~~~~~~~~~~

 ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~

Psi Cards:          4
Challenge Markers:  1
Brains:             4

As you enter the Asylum, head to your right and look up to see a brain on a
platform above the broken wheelchair. Bounce up to free Chloe's brain.
Swing across the bars sticking out of the wall to get Maloof's brain.

Looking back toward the front of the Asylum, you'll see two Psi Cards.
Bounce/float to them. From the second Card, you can swing across to a
small, broken ledge with a Psi Card and Chops' brain. Standing where you
freed Chops' brain, wait for some crows to fly down with a basket. Go
Invisible, drop down and punch the basket to free Milka's brain.

Bounce back up to the large ledge above you and tightrope walk across to
Edgar's art room. After your conversation with Ed, get the Psi Card
floating nearby and bounce up to the rafters to get the Challenge Marker.

Drop back down to ground level and talk to Fred and USE the Psycho-Portal
on him.

 WATERLOO WORLD
~~~~~~~~~~~~~~~~

Figments: 243
Cobwebs:    7
Vaults:     2

You're in a small room where Fred and his diminutive genetic memory are
engaged in a game that looks sort of like Risk. Your mission, should you
choose to accept it, is to help Fred win the game by moving a knight into
Napoleon's castle.

First, talk to either Fred or Napoleon to get the Hatbox tag. Collect
figments from around the room, then jump into the game board.

How to Use the Game Board
-------------------------
You have two sizes while on the game board: large and small. When large,
you'll be like Goggalor in Lungfishopolis, except you can't crush anything.
You can walk all around the board, including in the water tiles. It's in
large mode that you use TK to move your pieces. When small, you're down in
the game, interacting with it and it will seem like you're in a medieval
town. Down here, you can't go in the water and the world is full of censors
and cannon.

To go from large to small, focus on any building and press USE. To go from
small to large, pop a champagne cork (punch it) and float up in the gasses.
To exit the game board while large, find the hanging tapestry near one end
of the river and climb it.

Ready? Alright, after jumping into the game and watching the cutscenes,
explore the board for figments and the suitcase tag. Talk to Napoleon and
ask how to play the game.

Note the position of the first peasant's hut: it has dancing exclamation
points over it and a revolving sign on the roof depicting a peasant. Nearby
is the carpenter's house: same dancing exclamation points and a revolving
sign with tools on it. Focus on the carpenter's house and press USE to go
small.

Down here, in addition to censors, you have to deal with cannon. Cannon
walk around on two legs, and have a metal shell that protects them from Psi
Blasts. They will lock on to you and hit you with very painful explosives.
There are two ways to deal with them:

1) The easiest way is to get close enough to grab them with TK and fling
them away. If you drop them in the river, they will sink and be destroyed.

2) You can also sneak up on a cannon by using Invisibility. When its legs
are retracted, use PK to light its fuse and blow it up.

OK, go to the carpenter's door and talk to him to find out about the
thieves on his roof. You have to get up there and take them out in order to
get the carpenter to come out. Pick up a cobweb from just outside the
carpenter's work area, then head for the peasant's hut.

On the way, stop by the large guillotine platform, remove the cobweb from
the entrance to the lower part of the platform and pick up the suitcase.
Knock on the peasant's door to find out his problem: he doesn't think Fred
cares any more.

Now, climb the ladder to the peasant's roof and float up his chimney smoke
to the guillotine platform nearby. Turn Invisible to evade the guillotine
blade and quickly run across the tightrope and take out the censor. Bash
through the wood planks of the attic doorway and defeat the censors inside.
The dufflebag is here, but you don't have the tag yet.

Go through the attic, activate Invisibility, then tightrope walk across to
the carpenter's house and defeat the censor. Jump up to the roof and defeat
the large censor and collect the first vault. Once that's done, drop back
down and talk to the carpenter to get him to come out.

Pop a cork to go large and use TK to move the carpenter piece over to the
broken bridge. He'll repair it. Then climb out of the game board and talk
to Fred to get a letter to give the hopeless peasant. While you're up here,
look in the fire and notice a coin floating near the back. Use TK to pull
it to you. Drop back down into the game and go small at the peasant's hut.

Give the letter to the peasant. Go large and move the peasant over to a
space next to Napoleon's soldier. They will destroy each other. Now another
soldier comes out and destroys another bridge. For some reason, a large
salt shaker is blocking the bridge. Use TK to hurl it out of the way.

Move your carpenter over to the other broken bridge and he'll repair it.
Now focus on the second peasant's hut and go small to talk to him. He'll
only come out if you pay him, so equip your gold coin and he'll come out.
Before leaving, search the hills behind his house for a figment that's
fairly well hidden beneath a tree.

Go large again. Repeat mutually assured destruction between the peasant and
Napoleon's soldier.

Another soldier now appears to guard the castle. Go small and talk to the
third peasant, This one wants a weapon. The weapon is located in the
castle. This would be a good time to thoroughly explore the "small" world
of Waterloo, picking up the musket in the process.

There are figments everywhere (243 in all in this world), so spend some
time tracking them down. Quite a few require you to get up in the air
(float from chimney smoke or bounce off a roof) and float to get them.
There's one set that is only reachable from the first peasant's house if
you climb the revolving sign pole and double-jump off it. This is a very
tricky maneuver, so don't waste time on it unless you insist on a perfect
game.

On the roof of peasant #2's house is the dufflebag tag. You can then go
back to the attic where the dufflebag is located. Next to this building is
a large, grey palace with a blue roof. Drop down and walk around the palace
looking for a ladder. Climb the ladder to get a figment and a cool view.

Drop down off the ledge and look for stairs going down. At the bottom of
the stairs is a cobweb and the hatbox. Head for the restaurant next (it has
a revolving sign of a spoon and fork). Bounce up to the roof and use the
chimney smoke to collect figments and get across the river.

You'll be at an arched structure over a small pond. Get the purse tag and a
cobweb underneath the arch and a max projection level increase from the top
of the arch. Next to peasant #3's house is a waterwheel. Ride the
waterwheel up and swing across some poles to fling yourself into the
chimney smoke. Float up to the flagpole and grab an Ammo Up.

Now head for the castle, specifically to the left guardhouse, which has a
cobweb blocking the entrance. Defeat the censors and collect figments. Use
the poles on the left side of the room to swing up to a tightrope. Walk
across to the beam, then jump to the platform with the purse.

Carefully drop off the platform so you grab the edge with your hands and
shimmy across to another platform. Walk across the tightrope to a flagpole,
climb up and jump to the roof of the guardhouse. Defeat the censors, then
get a good, fast roll going on your Levitation Ball and jump to the gate
pole. Swing across to the opposite tower, which is covered with netting.
Climb around and drop down on the roof of the other guardhouse.

Get rid of the censors, then remove the cobweb from the door. Inside, drop
down one level to get the steamer trunk tag. The large haystack here hides
a figment. Drop down to ground level and PK the haystack to get the musket.
Use PK on the door for an easy exit.

To make things easier for yourself, advance into the castle now while the
drawbridge is down. Get the final cobweb from the side of the right-hand
guardhouse--just climb the ladder. Use Invisibility to sneak down the
drawbridge and into the center area of the castle. Blast the censors and
then TK the cannon into the river. Collect the second vault while you're up
here.

Now return to peasant #3 and give him the musket. Use him to get rid of the
guard and the castle is open!

Not so fast. Napoleon raises the drawbridge and throws something in the
gears to jam it. Now you have to get into the castle and remove the jamming
piece. Getting in is much easier now that you have removed the two cannon.
Use the tightrope on the right side, then float down to the left side rope
to get to the main castle. Go around the left side and grab the steamer
trunk from the low platform.

Just beyond the trunk is a ladder; bounce up to it and proceed through a
rather tricky bit of platforming. From the first platform, the next is a
double-jump away. Then there's some tightrope walking between the next two
platforms. Finally, you have to make a very precise bounce/float: bounce
out toward the tower that protrudes from the wall, when you reach it, begin
floating to slide under the tower support and reach a sword blade.

Tightrope walk to the spear and jump over it to the next rope, which takes
you to another sword blade, this one turned on edge. Jump up over the
blade, then perform a double-jump as you pass over the blade and float down
to the cannon tower. Bounce/float to the other cannon tower and remove the
jammed piece with TK.

Time to get your knight into the castle. If you wish to go talk to the
knight first, he's located in the restaurant across the river. He's hungry
and likes to eat escargot. There's a snail farm behind and a bit to the
right of the castle, so go there and collect at least ten snails by using
TK to draw them to you.

Once you have the snail piece, start punching trees in the snail farm and
orchard. They are full of figments, and punching trees will knock them to
the ground. Once you are satisfied you have everything you can get from the
small game world, punch a cork and go large. Move the snail piece to the
tavern, the knight comes out and you can revert to large size and fling him
into the castle to win the game and end this world.


~~~~~~~~~~~~~~~~~~~~~~~~~
[4.11] BLACK VELVETOPIA
~~~~~~~~~~~~~~~~~~~~~~~~~

Back in the Asylum, receive Fred's straightjacket as a reward for defeating
Napoleon. Make sure you have some cash (arrowheads) in your pockets, then,
head up to see Edgar again. Use the Psycho-Portal on him and enter the
colorful world of an Alannah Myles song...

 RUNNING AGAINST THE BULL
~~~~~~~~~~~~~~~~~~~~~~~~~~

Figments: 142
Cobwebs:    7
Vaults:     2

After all the cutscenes are through, pick yourself up, dust yourself off
and go shopping. You need to buy the rose painting (5 arrowheads) and the
archway painting (no cost) being sold by the dog nearby. Find the nail hook
on the wall you fell through on your way in and hang the rose painting to
receive a rose. Then hang the archway painting to open an archway to the
main street.

The main gameplay in this world is to work your way up the street, avoiding
the bull, El Odio, who comes steaming along about once every five seconds
or so. There are alleys, like the one you are in, scattered about. Some you
can reach with a quick run-and-jump, others require a bit more work. If you
get hit by the bull, you don't get hurt, but you do get thrown back to a
previous alley.

NOTE ON ROSES: You can use roses to gain entrance to windows along the
street. You'll see shutters thrown open and feminine hands waving fans. Run
up to a window with a rose in your hand and you'll be welcomed inside with
hugs and kisses while the bull runs past. You can then return to that same
window any time--with or without a rose. The main use is to skip some of
the longer acrobatic sequences; it's quite possible to fully complete this
world without ever using a rose.

Along the way, you will pick up four Queen cards--each one requiring a
mini-boss fight. Once you have all the cards, you will face down El Odio
himself. Finally, figments in this world not only blend in very well (due
to the bright, fluorescent colors of the whole world), but they are
frequently hanging on walls where they look like paintings. Keep a sharp
eye out if you're gunning for 100%.

Once you have opened the alley, step into the entrance and note the
frequency with which El Odio runs his route. Wait for him to pass and then
grab the two figments in the street (one stationary, one moving) and duck
back into the alley. Your goal is another alley across and just up (towards
El Odio) the street. Wait for the bull to pass, and run over there.

The steamer trunk is on the ground, but you don't have the tag yet. Jump up
on the awnings and use them as trampolines to get to the high ledge. Jump
to another high ledge across the street, jump back across to a balcony,
then jump/float down into the next alley up the street. Collect some
figments, then jump over the small fence and wait right next to it for the
bull to pass.

Run up and across the street to a gated alley. You can stand just outside
the gates and avoid El Odio. On the other side of the gates is a yellow
button. Use TK on the trashcan to hit the button and open the gates.
Collect the steamer trunk tag, then hoof it back down the street to sort
the trunk. Make your way back to the gated alley.

Next is another alley with a small fence that is almost directly across the
street. This time, there is not enough room to stand outside the fence, so,
as soon as the bull is past, run across and jump the fence. Fight off the
censors, then go down the alley to a gate. Again, TK the trashcan against
the yellow button to open the gate.

This alley turns and goes back to the street, directly opposite your first
card: the Queen of Clubs (Tiger). Before jumping across to the card, jump
on top of the fence and then bounce up to a balcony across and just down
the street. Pick up the dufflebag tag, and then float down to the card.
After the tiger grabs it, jump into the picture for the mini-boss fight.

Queen of Clubs
--------------
The first three mini-boss fights all follow the same pattern: bad dude has
a special attack that can be avoided either with Levitation or Shield (or
both). All are susceptible to Palm Megabombs. Tiger has a fast rushing
melee attack that is quite vulnerable to your Offensive or Ferocious Aura
Shield and a Tiger Pounce that rolls you quite a distance.

Best strategy is to stay on your Levitation Ball to avoid his quick rush
and pounce and Palm Megabomb him when he pauses. Afterwards, give your card
to Edgar so he can build his tower. Then jump back into the Queen of Clubs
painting to return to the alley.

Climb the ladder next to the card and jump to the bar and shimmy about
halfway across the street. Start swinging and time your jumps over the two
poles to the next bar so you avoid El Odio. Shimmy across the second bar
and again time your swing across a pole to another bar. Swing to the next
bar and then into an alley to your left. The Queen of Hearts (Dragon) is
right across from you, but don't pick it up yet.

Head up the alley to another artist dog. Buy a rose painting (20 arrow-
heads) and a guitar painting (40 arrowheads). Talk to the dog to learn
about the famous matador, Dingo Inflagrante. You'll note a gate nearby,
through which you can see the dufflebag. You can't get through this gate
now, so don't worry about it.

Head back to the street and cross to the Queen of Hearts. Note the nail
hook on the wall beside the card. First hang your rose painting to receive
a rose, then the guitar painting to form a ladder. Enter the card painting
to begin the next mini-boss match.

Queen of Hearts
---------------
The Dragon is even easier than the Tiger. The main special attack is the
Dragon Roar. Bounce around raining Palm Megabombs on the Dragon's head
until he gets ready to Roar. Then Shield yourself until the attack is over,
then Megabomb him some more. He should go down quickly. Give the card to
Edgar and jump back into the Queen of Hearts painting.

Climb the guitar ladder and get your first cobweb. You'll pass through a
small room to a balcony overlooking the street. Ignore the One Way sign and
head left, over some ledges and a tightrope until you reach a fire escape.
Climb the ladder and then lower it to the street by USING the crank. You
can now use this method of advancing past this portion of the street rather
than the guitar ladder.

Before going back up the street, look down the street to see a high ledge
with an Ammo Up trophy on it. From this high fire escape, a fast roll-
bounce-and-float can get you there. Pick up the trophy and a figment.

Head back up the street until you reach a low ledge on the right side with
some bars beyond it. The first, lower bar here is too low so you must jump
to it and then to the next bar between passages of the bull. (Alternately,
you can bounce/float directly to the second bar.) At the second, higher
bar, wait for El Odio to pass, then drop and run to the manhole and drop
down into the sewers.

Explore this first tunnel thoroughly for figments (one is inside a
basketball goal). Remove the cobweb from the side tunnel and head through.
Climb this second ladder to come out near another dog artist. Buy his vine
painting (75 arrowheads) and window painting (55 arrowheads).

Go back down into the sewers and explore this second main tunnel. You'll
find a vault and a cobweb. At one end is a gate with the familiar yellow
button and trashcan. Open it and climb the ladder to another alley.

If you follow the upward slope of the alley, you'll be blocked by some
vines. Pyro them out of the way to reach the dufflebag. The gate to dog
artist #2 will open. Go through and head back to the Queen of Hearts card.
Remove the guitar painting and hang the window painting on the hook. A
window with a hidden figment will open. Get the figment, take down the
window and go back the way you just came, passing by the sewer entrance.

At the other end of the alley is a hook. Hang the window for another hidden
figment, then hang the vine painting and climb it. Jump to a ledge, then
swing and jump across to a roof garden. Collect the second vault and a lot
of figments, then drop down the other side to return to dog artist #2.

Go back down the alley where you found the dufflebag and drop into the
sewers. Head back through the tunnel and climb the ladder to find dog
artist #3 (where you purchased the vine and window paintings). Climb the
pole, and jump to the ledge. When you reach the corner, bounce/float across
to the opposite ledge and continue until you see a ladder.

Drop to the balcony below and USE the crank to lower the ladder to the
street. Drop down and enter the Queen of Diamonds (Eagle) painting for your
third mini-boss fight.

Queen of Diamonds
-----------------
Eagle has a dive-bombing attack that is easy to avoid using your Levitation
Ball. Palm Megabomb him when he's on the ground and he'll go down quickly
enough. Give the card to Edgar and re-enter the street through the Queen of
Diamonds painting.

Climb the ladder you lowered before the fight and bounce up to the ledge.
Bounce across the main street to a ledge with a cat figment. Then
bounce/float to another ledge further up the street with several figments.
Now return to the ledge above the Queen of Diamonds, and this time walk
around the corner and jump/swing your way to the end of the alley. You'll
find the hatbox tag and a picture hook. Hang the window painting here to
open a passage to the next portion of the street.

When you come out of the window, pick up a cobweb and a max projection
layer increase. Float down from this ledge to an alley across the street
where dog artist #4 and the fourth card await. The dog will tell you a tale
of woe, how he is supposed to be painting an ad for the great Dingo, but
the bull keeps interrupting.

Climb the ladder to reach the matador's apartment (you must do this before
the final mini-boss fight). Remove the cobweb from the door and collect
figments and the suitcase tag from Dingo's bedroom. Go down the stairs and
talk to Dingo to get the Confusion power.

Go back up to the bedroom and take the cobweb out of the fireplace and step
through to a secret passage. Follow it to the end, where you get your last
cobweb. Ride the rail across to the suitcase. On the way back, jump off the
rail to the right and find a balcony with a Confusion Ammo Up trophy. (This
trophy will only be here if you have the Confusion power.) Bounce back up
to the rail and return to the apartment. Search the apartment for the
hatbox.

Go back to the street where the Queen of Spades (Cobra) is waiting. For a
max projection layer increase, help the bulldog paint the ad. Wait for El
Odio to pass, then throw a Confusion grenade up the street. As soon as the
bull is stunned by the fumes, press USE to tell the bulldog "Go boy!" He
will paint the ad and you will get your reward from Dingo.

Now enter the ring against Cobra.

Queen of Spades
---------------
Cobra is impossible to touch unless you hit him with a Confusion grenade
first. Wait until he's moving slowly, then LOCK ON and use your Confusion
power. As soon as he's stunned, move in and pummel him. Then Shield
yourself against his attacks. Rinse and repeat until Cobra goes down and
you return to Edgar with the fourth card.


 EDGAR'S SANCTUARY
~~~~~~~~~~~~~~~~~~~

Figments:  18
Cobwebs:    0
Vaults:     0

The tower has been built, so it is time to bounce around collecting
figments. You can also get the purse tag from one of the balconies and the
purse from ground level. When your collecting is finished, climb the tower
to begin the final battle against Edgar the bull.

First, it's you against Edgar. Throw a confusion grenade in front of you
and wait for the bull to charge into the fumes. Then grab a nearby
banderilla (barbed spear used in bullfighting) and throw it at the bull.
Once you've driven four spears into Edgar's hide, Dingo/El Odio comes down
to join the fight.

Your mission now is to destroy Dingo while keeping Edgar alive. Pull the
banderillas out of Edgar using TK and throw them on the ground. Dingo will
teleport around the area, trying to attack you. Stand next to one of the
spears and wait for him to teleport in, then dodge his attack.

While he's posing for the crowd, hit him with a Confusion grenade and then
use TK to stick him with a spear. If, during the fight, you run out of
Confusion grenades, break open the roses being thrown into the arena. While
you're attacking Dingo, Dingo might stick Edgar with a spear; pull it out
before you go back to fighting the matador. Stick Dingo with four spears
and Edgar's mind is cleansed.

Back in the real world, Edgar gives you his painting of Dr. Loboto. Your
disguise is complete and it's time to put an end to all this.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.12] ASYLUM UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 UPPER FLOORS
~~~~~~~~~~~~~~

Psi Cards:         16
Challenge Markers:  1
Brains:             9

Talk to Crispin, the orderly in front of the elevator, to find out how to
disguise yourself as Dr. Loboto. You already have the items, so equip the
straightjacket, the painting and Gloria's trophy and Crispin will let you
ride the elevator to the upper floors. Thus begins a long platforming
sequence through another twisted reality, where you will be dancing on the
ceiling.

The main enemies here, besides falling, are kamikaze psi-rats that run up
to you and explode, doing not only serious damage but confusing you as
well. If you can't see them fast enough to Blast them from a distance,
Shield yourself from their explosions--you'll still be confused, but at
least you won't be hurt. If you do Blast them at a distance, make sure you
avoid the fumes or you'll still end up confused.

Go to then end of the hall, over the pile of mattresses, for your first Psi
Card. Up the stairs, go right, over the hole in the floor to find Benny's
brain in the bathroom and your second Psi Card in the bedroom.

Go back over the hole in the floor and continue down the hall until you can
turn left. Swing over the gap in the floor and then drop down the elevator
shaft to your left; there's a Psi Card at the bottom.

Climb the fallen piece of floor nearby and start grinding the pipe over the
gap. Halfway across, jump to the room on the left and free Bobby's brain.
Then finish riding the pipe to the other side of the gap. Climb the pile of
rubble to get up one floor, collecting two Psi Cards in the process.

Jump back over the hole and climb the stairs. The building now begins to
get literally twisted. Exit to the open-air rooms, turn left and jump
through the gap in the wall to collect a Psi Card. Return and jump up on
the outside wall. Look up for the nearby Psi Card and bounce up to it. Then
jump over to the jar to free Elka's brain. Jump back and swing across to
another piece of wall.

Bounce up to the overhanging piece of floor to get another Psi Card and
then jump over to the floor against the inside wall. Jump/float around the
piece of wall and go through the door. Going up the stairs, about halfway
up, you'll have to jump over onto the edge of the stairway as it twists. At
the top, go left into the bedroom to get a Psi Card, then jump up through
the hole in the ceiling that is just outside the bedroom.

You are now, technically speaking, standing on the wall with the floor to
your right and the ceiling to your left. Continue until you reach a large
room with green sludge sloshing around on the floor. Needless to say, you
don't want to fall into the sludge.

Bounce/float across the sludge and collect a Psi Card from the floor. Climb
the rebar sticking out of the wall and get another Psi Card. Walk out on
the checked bridge and bounce/float over to the high checked ledge. Head
left and look down to see a brain jar in a window. Float down to it and
free Quentin's brain.

Get back up to the checked ledge and walk left along the top of the outside
wall, then climb the pole to the wooden platforms. Run around the
platforms, picking up a Psi Card, and swing across the rebar to a small
ledge. Climb the rebar ladder to a higher wood platform.

Run across the platform and tightrope walk across to the roof. Look back at
the platform you came from and look at the outside wall. Float down to the
lower ledge you see here and free Dogen's brain. Step through a window and
jump down to a ledge with a pole. Pick up the Psi Card, then climb the pole
to the small platform you were on earlier.

Repeat climbing the ladder and using the tightrope to get to the roof. This
time, jump and float to the higher outside ledge. Free Phoebe's brain, then
begin climbing the rebar in the wall. You'll pick up a Psi Card on the way.
When you reach the top of the rebar, go right and bounce up to the wood
platform. Pick up a Psi Card and Crystal's brain.

Go back the other way and follow the curving hallway up. When you reach the
top, stand on the little bit of broken wall next to the bed and double-
jump/float to get the Challenge Marker. You'll float back down into the
hall, so climb back up and bounce up to the next level.

Peer into the room on your right to see the chair blocking the door. Grab
it with TK and fling it away. Bounce up through the hole into the ceiling
into a room full of wheelchairs. Look for the other hole and drop down into
the room to find Clem's brain. Bounce back up again and climb the pole.

Walk the tightrope and then grind the rail to pick up your last Psi Card.
Climb the rebar and get Nils' brain from the beam. Walk along the beam to
reach the staircase that takes you to the elevator to Dr. Loboto's Lab.

 DR. LOBOTO'S LAB
~~~~~~~~~~~~~~~~~~

Psi Cards:          4
Challenge Markers:  0
Brains:             3

As you reach the top of the stairs, you will see a crow in a cage next to a
red button. If you walk onto the platform, the crow pushes the button and
you take a slide. Either TK the crow away from the button or use
Invisibility to sneak past it.

Pick up the Psi Card and Vernon's brain, then climb the ladder. After the
cutscenes, exit the lab and walk around the circular balcony. You'll pick
up the last two Psi Cards and last two brains: Mikhail and Elton. Around
the opposite side from Dr. Loboto's lab is the room where Lili is held
prisoner. Enter and speak to Lili and Sheegor and pick up the birthday
cake.

Go back to the lab and hold out the birthday cake to tempt Mr. Pokeylope to
walk to the other end of his cage. Then TK him out and return with him to
Sheegor.


 ************WARNING!!!WARNING!!!WARNING!!!WARNING!!!WARNING!!!************

You are about to pass the Point of No Return. Once you help Mr. Pokelope
kill Dr. Loboto, you start a series of cutscenes that end with you facing a
Psychoblaster Death Tank. After that battle, you are directly sent to the
Meat Circus level and you can no longer return to the real world.

SO...

If you have any items left to collect in the real world, do it now. Once
you reach the Meat Circus, you will still be able to turn in Psi Cards and
cobwebs for ranks (no Psi Cores needed) and brains for mental health
increases. You will also still be able to access the Collective Unconscious
through a teleport worm, so you can still finish up other dream worlds.

The only thing you must do now is finish up all real world items. One thing
you should definitely do is return to the camp store and stock up on Dream
Fluffs.

Ready?

Enter Dr. Loboto's lab and TK Mr. Pokelope's brain into the tank. Then
you'll need to free Lili by Psi Blasting her bonds. After all the shouting
is done, you have to square off against the Psychoblaster Death Tank of
Doom...

~~~~~~~~~~~~~~~~~~~~
[4.13] MEAT CIRCUS
  ~~~~~~~~~~~~~~~~~~~~

 PSYCHOBLASTER DEATH TANK
~~~~~~~~~~~~~~~~~~~~~~~~~~

Prepare the following Psi Powers: Telekinesis, Pyrokinesis and Shield.
Damaging the tank is a three step process:

1) Use TK to grab one of the small blocks on the outer ring and fling it at
one of the large blocks to break it.

2) Step into the gap and use PK on the wooden fence.

3) Fling one of the small blocks, using TK, at the "cockpit" of the tank.

While you're performing the three steps, you'll need to Shield yourself
against the large blocks being thrown at you. You have to open large gaps
by repeating steps one and two several times before you can perform step
three. Once you've hit the tank three times, it is broken.

Walk toward the tank to start the next cutscene. Now grab your bodiless
brain with TK and fling yourself into the brine with Oleander. After the
cutscene with the bunnies and little Oly, jump into the caravan.
TENT CITY
~~~~~~~~~~~

Figments:  94
Cobwebs:    3
Vaults:     1

Advance down the hall, removing two cobwebs as you go. You exit into a
circus set--a circus made of meat. Fascinating. The bunny and Oly run into
a large tent. Before you follow, clear the area of figments. To the right
of the tent entrance is a mechanical fortune teller. You can redeem brains
(for max mental health increases) and cobwebs and Psi Cards for ranks (no
Psi Cores needed) by talking to the fortune teller.

To one side of this main platform is the steamer trunk--get the tag from
the top of the awning over the tent entrance. Look beyond and down to see a
Confusion Ammo Up trophy and the hatbox tag. Float down to get them, then
bounce back up. Head inside the tent.

Your goal in this area is to prevent Oly from dying while getting him to
move upward.

1) Don't try to collect figments now. You can come back later, using a
teleport worm, and clear this area without having to worry about keeping
Oly alive.

2) Don't rush yourself. While you shouldn't dawdle or spend time collecting
things, don't rush your jumps or swings. Oly regenerates full health each
time he flies up, so you have plenty of time.

3) If Oly does die, you have to start all over from the beginning; however,
you don't lose a life; so, if it comes to a choice between saving Oly or
saving yourself, save yourself.

Protect Oly from the meat bunnies. Pryo works especially well on them; you
can also punch or Blast them. Use TK to grab Oly's bunny and hold it until
Oly can grab him. That will trigger Oly to move up. If a meat bunny gets
too close, release the real bunny and deal with the creature, then grab the
real bunny again.

Alternately, you can use a Confusion grenade to stun the bunny and run over
and pick it up yourself; but that isn't any quicker than just using TK on
it.

At ground level, do a quick search for the suitcase tag, which is floating
around in the open. Grab the bunny to force Oly up. Follow him by climbing
one of the ladders in the center of the tent. Jump from the ladder platform
to the round floating platform nearby. Jump to a slab of meat, then jump on
the fat woman to be propelled up to Oly. Repeat saving Oly and the rabbit.

Now, to follow Oly, jump to the trapeze near one end of the platform (near
the hatbox, which you should pick up). Swing to the ribcage and swing your
way to the top. Swing to the nearest slab of meat, and find the rails.
Grind your way across to another slab of meat with a large, rotating
target. There's an armless knife-thrower nearby.

Stand in front of the target and wait for the knife-thrower to cock his
foot, then jump up. The knife will stick in the target and you can use it
for a swing. Ride the target up and swing across to the platform where Oly
waits. Save him and his bunny again.

Now jump across the small, round pieces of meat to another knife-thrower
and target. Repeat the swinging process to get to a large meat platform.
Run to the other end and find the rope. Jump up on top of it and walk out
to where another rope crosses. Jump on the other rope and walk over to
where Oly is under attack. Save him and his bunny and he will fly to the
exit. He is not in danger here, so you can easily follow him with a
Levitation jump and float.

Pick up the purse tag and vault from this platform before leaving.


 TUNNEL OF LOVE
~~~~~~~~~~~~~~~~

Grab the third, and last, cobweb from beside the exit from the tent. Before
entering the Tunnel of Love, pick up both the purse and suitcase from this
platform. Then prepare for a grinding exercise. Jump on the rail and start
sliding. This is pretty basic, but can be tricky, so you might want to save
your game first. There are gaps in the rail you will have to jump.

Here, near the beginning of the course, you need to have a decent amount of
speed to make the jumps. After you pick up the dufflebag tag, start slowing
down as you have some very short segments ahead of you. It is easy to jump
a gap and overshoot the next piece of rail and fall through the second gap,
so take it easy. When you land, pick up the dufflebag.

There's a teleport worm on this platform, the last one available in the
game. If you haven't cleaned up all the other dream worlds, now is the time
to enter the Collective Unconscious and track down all remaining figments,
cobwebs and baggage. This is also the time you need to return to the
beginning of the Meat Circus so you can clean out the first tent and turn
in your cobwebs and Psi Cards for your remaining rank(s).

When you're ready, enter the tent for the first boss battle...

 BUTCHER BATTLE #1
~~~~~~~~~~~~~~~~~~~

Oly's dad, the butcher, comes at you with a couple of very big cleavers.
Prepare Shield and Levitation. Keep ahead of the butcher on your Levitation
Ball. When he gets close, Shield yourself. When his cleaver sticks in the
ground, Levitate jump up toward his shoulder, floating in to get near his
head (this is faster than trying to run up the arm). Punch him in the head,
jump down and continue running.

Hit him three times to defeat him. He throws you and a small package out
the side of the tent...

 THE BIG TOP
~~~~~~~~~~~~~

This stage is a true test of the skills you have learned playing this game.
You will need every bit of control you can muster to perform all the
acrobatics and keep ahead of the rising water. There are no items to
collect. One thing to remember: if you fall in the water, you start back at
the last major skill you were attempting and you don't lose any lives. So
falling is not that big a deal.

Start simply enough by climbing the ladder. Swing across to the trampoline
and bounce up to the knife target (knives already in place). Grab a knife
and swing to the closest platform, then walk across the tightrope.

You'll be introduced to your father's flaming,
 
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