Jun 3, 2005 - Psychonauts Walkthrough For PS2 1.2Back

[4.1] KID'S CABINS
Psi Cards: 12
Challenge Markers: 1
Scavenger Hunt: 1
Start a new game. After an extended cutscene introducing the story, you
have to create a profile for yourself. Each profile has five savegame
slots, plus an autosave. After you have created your profile, you'll meet
Ford Cruller in a dream and be introduced to the camera controls and the
concept of Psi Challenge Markers and Psi Cards. You then wake outside your
cabin.
Before heading off to Coach Oleander's Basic Braining class, explore the
area. You'll find arrowheads scattered about. Stand next to the purple gas
emission and press USE to dig up an arrowhead. You can find a Psi Card
right next to your cabin, as well as in the outhouse close by. (USE the
door to open the outhouse.) There's also a Psi Card underneath the ramp
leading to the classroom and another among the roots of the big tree on
which the classroom is built.
Beside a another cabin, you'll meet Dogen and find a trampoline. Double-
jump on to the trampoline to get to the roof of the cabin (Psi Card), then
walk across the tightrope to the roof of your cabin (another Psi Card).
From your roof, swing from the branches across to some netting on a tree,
then climb up to reach a ledge leading into a cave (Psi Card). Enter the
cave and explore, learning about sliding in the process. At the bottom is a
freezer with a Turkey Sandwich frozen in a block of ice. This is one of the
scavenger hunt items. You can't get it now, but note its location so you
can come back and pick it up later.
Use the netting to climb halfway up the cave and use the side tunnel to
exit, picking up two more Psi Cards in the process. Go back and trampoline
up to the roof of the first cabin again. This time, walk only halfway along
the tightrope, then press CANCEL to drop and grab the rope with your hands.
Swing to the trapeze hanging from the nearby tree, then swing to a high
trampoline. Pick up another Psi Card, then jump up to the ladder and climb
up to get a Psi Challenge Marker.
Drop back down and find the pole near the big tree and climb it to a
speaker platform. There's another Psi Card here. That makes 11 of the 12
Cards; you can't get the 12th until you have Levitation. Jump to the
trapeze and swing across to the ladder and climb to the platform leading
into Basic Braining class. It's time to learn the rules of the game.
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[4.2] BASIC BRAINING
~~~~~~~~~~~~~~~~~~~~~~
OBSTACLE COURSE 1
~~~~~~~~~~~~~~~~~~~
Figments: 73
Cobwebs: 0
Vaults: 0
Enter the classroom and talk to Oleander. Tell him you're ready to go and
enter his mind. After the short cutscene, ATTACK the wall where the picture
is being shown and enter the first phase of the Basic Braining Obstacle
Course. Follow the path, jumping or double-jumping as necessary. You'll
soon find your first figment and receive a description of how they work.
Just beyond that figment is a steamer trunk. The tag is just over the next
gap, so go grab it and return to sort your first baggage. Proceed to the
ladder and climb over the tower. On the other side, pick up the suitcase
tag and climb the pole to the top of the wall. Climb another pole to the
top of the tower, then head down the ladder on the opposite side.
There are fire vents on this side of the tower, so time dropping down the
ladder with the fire coming from the vents. At the bottom is a broken
bridge and a cutscene with your favorite bully. Drop down the ladder on
this side of the bridge, then choose one of two routes:
1) Climb the ladder to the other half of the bridge.
2) Go around behind the tower you just descended to find a Classified Route
through a hole in the ground.
It doesn't matter which way you go, but to collect all figments, you must
take both routes. You will have to come back here later to collect cobwebs,
so just take either route now and remember to use the other route when you
return. Route #1 is easier once you have Levitation, so you might want to
use the Classified Route the first time through this level.
Whichever route you take, you'll eventually find yourself at a set of
stairs leading up to a gun emplacement. Jump up to the ledge where the guns
are, but hang from your hands rather than jump all the way up. Shimmy
across and jump up onto the ledge after you've passed the guns.
From this point, drop down to your left and go through a hollow rocket to
reach the suitcase. Then climb back up and use the trampolines to reach a
wall covered with netting. Climb the wall slowly, as sections of it are
blown out by artillery fire.
At the top of the wall is a minefield with Dogen standing nearby. Don't
talk to Dogen yet, just step carefully through the minefield collecting
figments--each mine here is instant death if you trigger it. After you have
the figments, return to Dogen and talk to him.
He wants you to lead him through the minefield. Agree and slowly lead him
through the largest gaps on the right side of the field. Every time he gets
nervous, talk to him to keep him following you. Once you get him safely
through, he'll give you five arrowheads.
Now climb the flagpole, pushing the flag to the top, to open the door into
an airplane. Enter the plane, collect the figments, then punch open the
side door and jump.
OBSTACLE COURSE 2
~~~~~~~~~~~~~~~~~~~
Figments: 79
Cobwebs: 3
Vaults: 2
Course 2 begins with a game. Psi Bomb the large button in the center and
watch for enemy targets to pop up. Punch 20 targets within the 60-second
time limit and the gate will open, allowing you to continue. As you rack up
points, the targets start showing for shorter lengths of time. When this
happens, just stand in one spot near the inner circle and punch anything
that comes near you. You should score 20 points with a few seconds to
spare.
NOTE: You can keep playing this game at harder and harder difficulties,
receiving greater rewards--up to a bonus rank.
Beyond the gate is your first vault. Punch it to unlock one of Oleander's
memories. Then punch the large wooden enemy target to form a bridge and
advance to an open field with a large gun at the end. The gun fires
continuously, but you are protected by a brick wall. You have to punch this
wall to knock it down and cause another to pop up. Quickly run/jump to the
other wall and repeat the procedure until you punch the last wall and
disable the gun.
Return through the field picking up anything you missed, including the
hatbox tag and the hatbox. Then climb to the top of the gun turret, pick up
the dufflebag tag and Psi Bomb the boards to drop into a hole and continue
through the course.
Climb the flag pole to open the door, then slide through the tunnel. Swing
from pole to pole to climb the next wall and find the dufflebag. Then climb
the next wall. Once you reach the platform, punch the cracked wall and step
through. You find your first cobweb, but you can't do anything with it now,
so jump to the lowest tightrope and jump from rope to rope to get to the
next platform.
Punch the cracked wall, then drop down below the trapeze to pick up some
figments. There's also another cobweb here with a vault behind it; you'll
return later to get this. Jump back up to the trapeze and swing across to
the first platform. Pick up the purse tag, climb the ladder, jump to the
piece of airplane tail to your right and continue jumping over the pieces
of plane to get to the purse. Congratulations, you've unlocked some concept
art and gained a rank.
From the purse, jump back to the platform above where you got the tag, then
walk the rope to another platform. Jump to the right side of the trapeze,
then swing to another trapeze, switch directions and jump to a platform.
You can see the third cobweb below you; when you return later you can float
down to it, then float down to the middle of the rails. Continue climbing,
swinging and jumping until you reach the rails. Ride the rails downward,
jumping from one to another to collect figments and avoid the enemy
targets.
You should be riding the center rail as you reach the end. Make sure you
jump over Bobby Zilch to reach the exit.
OBSTACLE COURSE FINALE
~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 11
Cobwebs: 2
Vaults: 0
After a short walk you arrive at a fiendishly tricky sequence in which you
must travel along a series of platforms (logs) that are rotating. Stay on a
platform too long and you'll slide off. Run onto the next platform too
quickly, and you'll slide off. You get the idea. Just take it easy, keep
moving and wait for the platforms to rotate underneath you before
advancing.
As you come off the logs, there's a cobweb for later collecting, then ride
the rail to reach the end of the course. The final cobweb is in front of
the white door. Go through the door into the white hallway and advance
toward the curtain to trigger the cutscene where you earn your Basic
Braining Merit Badge.
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[4.3] MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psi Cards: 18
Challenge Markers: 1
Scavenger Hunt: 3*
* One of the scavenger hunt items is inside the lodge, which is considered
a separate area in the game. So you will only see two scavenger hunt items
reported in your journal for the Main Campgrounds.
After the cutscenes, press CANCEL to stow the button Sasha gave you in your
backpack. You can now enter the main campgrounds, so do so (after paying a
one-time toll of one arrowhead). As you enter, you'll get your scavenger
hunt list. Collect any eight items and turn them in to earn four ranks.
Collect and return the other eight to earn four more ranks.
Just past the entrance, pick up a Psi Card on the other side of a gap in
the fence. You can pick up the Gold Doubloon scavenger item from a nook
underneath the south side of the lodge. There's also a Psi Card under the
ramp that leads up to the lodge. Go to the southeastern corner of the lodge
and look south of the speakers to find another Psi Card behind a tree. Then
climb the pole to the southeastern speaker platform.
Get the Psi Card from the platform, then walk the tightrope to the
northeastern speaker platform, picking up a Psi Card on the way. Get
another Psi Card from the other platform, jump over to the roof of the
lodge and get the Challenge Marker from the peak. Down the other side of
the roof is a small platform with another Psi Card and a tightrope. Turn
around and face east and double-jump to the brown wood sub-roof. Walk under
the green roof for another Psi Card. Jump down and head for the
southwestern speaker platform to get your eighth Psi Card.
From the platform, look down on the west side to see a chain of rocks
leading up to a piece of broken bridge. Jump down to these rocks and jump
your way to the bridge. Just past the bridge is another Psi Card, then use
the trapeze at the end of the bridge to swing across to another platform.
Here you'll get another Psi Card and the Eagle Claw scavenger hunt item.
Walk the tightrope to the large entrance sign at the front of the parking
lot and get another Psi Card. There are five more Psi Cards in the parking
area, but one--on top of the big stump in the center of the lot--is only
accessible after you have Levitation. Go ahead and pick up the one sitting
on the log at the front of a parking space, the one on top of the Jeep
(double-jump from the wood post behind the Jeep), the one on top of the
basketball goal (double-jump from the yellow rock) and the one in the
outhouse. Then head up the path back toward the main lodge.
Along the way, pick up a Psi Card from a rock beside the path. You should
now have at least 27 Psi Cards, enough for three Challenge Markers (and
three ranks). If you don't have at least 30 arrowheads, dig around until
you have at least 30.
Head up to the main lodge and enter. Inside the lodge, jump on the frame
over the main door, then jump to the awning over Ford Cruller's shop, then
up to the rafters. Jump across the rafters to collect a scavenger hunt
item: the Voodoo Doll. Drop down and go shopping by talking to the cook.
Buy three Psi Cores.
Leave the lodge and find the big hollow stump near the ramp leading up to
the main lodge. Jump inside. Welcome to the Whispering Rocket Rapid Transit
system. You can only go places you've already visited, so your choices now
are limited to the Kid's Cabins, the parking lot or Ford Cruller's secret
sanctuary. Head for Cruller's sanctuary.
Once you've talked to Cruller and received your Bacon--a very useful device
with which you can communicate with Cruller at any time--drop to the bottom
of the area and make yourself three Challenge Markers with the Psi Cores
you bought and the Psi Cards you have collected. There are also two Psi
Cards in the lab--one on the floor level and another on a platform near the
top of the lab above the Rapid Transit stump.
If you were diligent in collecting figments and sorting baggage in Basic
Braining, you should reach rank 10 and earn a new Psi Power. Jump to the
top platform and speak to Cruller to receive Pyrokinesis. After your
training, jump back into the hollow stump in the lab and return to the main
campground.
To the east of the lodge, at ground level, head north to enter the GPC &
Wilderness area. You will explore this area in greater detail later; for
now, move on to Sasha Nein's lab.
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[4.4] SASHA'S SHOOTING GALLERY
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once in the GPC area, head straight down the path, through a couple of
cutscenes, and then through the large hollow log. Enter the fenced-in area
with geodesic domes and climb the ramps to the highest, center dome. Punch
the door and let out the camper. After the cutscene, climb back up to the
open dome and enter. Open your inventory, select the button, equip it (USE
key) and USE it on the "threads". Jump into the hole to enter Agent Nein's
lab.
There are two Psi Cards and a scavenger hunt item (Fossil) in the lab. The
Fossil is on a high ledge you can see after you've turned the first corner
on the stairway. From the large landing opposite the Fossil, double-jump to
the nearest ledge and from there you can get to the Fossil. Jump back to
the stairway and from the highest landing, the first Psi Card is just below
you, so jump down to it and then jump down to floor level; the other Psi
Card is behind one of the metal screens. Go talk to Sasha.
BRAIN TUMBLER EXPERIMENT PT. 1
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 92
Cobwebs: 5
Vaults: 2
Following Sasha's instructions, enter the Brain Tumbler and the Collective
Unconscious. Walk through the one open door and enter Raz's psyche. Collect
the figments and vault in this area, then jump into the caravan. Start
punching the walls to break out of an egg.
Leaving the egg, search around for the purse tag and then follow the white
rabbit. Collect figments and the steamer trunk tag before being accosted by
a monster. Sasha will pull you out and tell you he will teach you to fight.
Find the Rapid Transit stump in the corner of the lab and go see Ford
Cruller to get your Marksmanship Learner's Permit. Then it's back to Sasha
to learn about Psi Blasts.
SASHA'S SHOOTING GALLERY
~~~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 69
Cobwebs: 5
Vaults: 2
Follow Sasha's instructions to begin learning how to use Psi Blasts. Use
LOCK/FLOAT to lock onto a target and press the Psi Power key for the slot
where Psi Blast is located (it defaults to slot 1, which is a good place to
leave it). When locked on to a target, use the CAMERA left/right controls
to change the target.
You reach a point where you have to shoot 1,000 censors in order to earn
your actual merit badge. Once you are comfortable with the way Psi Blasts
work, USE the large controller to increase the rate censors are produced
until it reaches the red danger spot.
Uh oh.
After the cutscene, run toward the large bedroom set. Your goal is to shut
down the censor valves; however, you want to collect all the goodies on the
set first. A vault and the dufflebag tag are on the bed. You'll find the
dufflebag beside the bed. On one of the large blocks is an astral
projection layer replacement.
On another block is the hatbox tag; the hatbox is on one of the bedposts.
From the block where you get the tag, jump onto the block that looks a
little like a steamboat. The funnel is a trampoline, use it to bounce up to
a high platform, then jump to the headboard of the bed and run across to
get the hatbox.
There are also two cobwebs under arched blocks, but you can't get them now.
Once you're confident you've collected everything, take out the first
censor valve by locking on to it and using Psi Blast, then blast the second
valve that springs up.
Now a set of columns and circular platforms springs up. The censors are
tougher here, taking two shots to destroy and having a ranged attack of
their own. Collect everything you can find, including the purse tag and the
purse. There's also another astral layer projection replacement. Then take
out the censor valves.
On to the shoebox set. You meet walking bombs for the first time. They will
get close to you and explode, for lots of damage. The steamer trunk tag is
on the ground level, while the steamer trunk itself is located on one of
the columns of shoe polish cans. There are two cobwebs on the main pile of
shoeboxes. You can find the second vault on this stage, roaming around the
cube. It can be on any face of the cube, so you're going to have to search
for it.
Once the censor valves are destroyed, you move to the fire stage. The fifth
cobweb is at the base of one of the stairways. Head up the central pillar,
collecting the suitcase tag on the way. At the top of the central tower is
the suitcase and an astral projection layer replacement. There's only one
censor valve this time. Once it is destroyed, you proceed to the boss
battle.
You've got a very large and very angry censor to destroy; however, you
can't touch it until you get rid of the censor valves at the center of each
of five faces of the cube. Start running.
Once the censor valves are destroyed, you can hurt the monster censor. LOCK
ON to it and keep blasting while strafing/jumping to avoid attacks. It
doesn't take much to put the monster down. Once defeated, you get your
Marksmanship Merit Badge so you can shoot more stuff.
Time to face your own demons.
Note about returning to Sasha's Shooting Gallery:
-------------------------------------------------
You will have to return here to collect cobwebs, since you don't have the
duster right now. It is better to wait until you are rank 40 or higher, so
you can get full use from the Chain Blast upgrade.
BRAIN TUMBLER EXPERIMENT PT. 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 92
Cobwebs: 5
Vaults: 2
Back into the Brain Tumbler with you. Follow the same path as before. This
time, when confronted by the monster, blast it. Once it's gone, look to the
right to find the purse (you should have collected the tag on your previous
run) and note your first cobweb for later collecting.
Continue by ascending a large, thorny vine to a ledge. Defeat the censors,
then double-jump to another ledge to get the steamer trunk. Just past this
area, you will drop down again. Turn around to pick up the dufflebag tag,
then continue down the path. Once you pick up the suitcase tag, turn around
and backtrack to the ledge where you found the steamer trunk.
From that ledge, face forward along the path and jump to the pole. Swing to
the next pole, then to the vine. Position yourself on the vine so you are
opposite the long, thin stalagmite. Swing to the stalagmite, then climb to
the top and around to the other side. Jump out to catch another vine and
swing to a ledge. Double jump to the next vine, swing to the huge, vine-
covered stalagmite, crawl around and jump to a large ledge. Pick up the
dufflebag and note the cobweb, then jump from ledge to ledge to reach the
suitcase. Drop down and backtrack along the lower level to pick up
additional figments.
Continue after the rabbit. Pick up the hatbox tag and additional figments
before arriving at a cutscene of Dogen losing his brain. Enter the large
room surrounding the thorn tower and search for the hatbox, a maximum
projection layer increase and the second vault. Then start climbing the
vines around the tower until your way is blocked.
At that point, Sasha pulls you out and tells you to learn Levitation from
Milla. Sounds like a good idea.
~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.5] MILLA'S DANCE PARTY
~~~~~~~~~~~~~~~~~~~~~~~~~~
By now you should have reached rank 20 and be able to learn a new Psi
Power. Go to Cruller's sanctuary and learn TK (Telekinesis). Leave his lab
and return to the main lodge. Go to the camp store and buy the dousing rod.
If you don't have 50 arrowheads yet, wander around and dig some up.
Now, take the dousing rod and thoroughly search everywhere around the whole
camp until you have 1200 arrowheads. The Beach, Wilderness and Reception
areas seem to have the richest deposits. Don't neglect higher ledges and
the tops of rocks; some of the most valuable arrowheads are in out-of-the-
way places.
You want to buy both the Cobweb Duster and the Mental Magnet. The duster is
necessary to continue in later levels. The magnet will make your life much
easier by helping you collect all the power-ups dropped by enemies and
breakable scenery.
Once you have both items, head for the Boathouse and Beach area and find
the "Admiral" (another Ford Cruller projection) in the boathouse. Talk to
him to get your canoe. Jump on the canoe, stand on the middle seat and
press USE to take control of the canoe. Paddle out to the floating platform
where Levitation class is taking place and pull up directly beside one of
the docks to automatically disembark.
After the cutscene, talk to Milla to begin learning Levitation.
THE LOUNGE
~~~~~~~~~~~~
Figments: 79
Cobwebs: 3
Vaults: 2
Follow Milla's instructions to jump on your Levitation Ball and "bubble
bounce" across the first gap, then bounce and float (use LOCK/FLOAT in mid-
air) through the rings. After getting through the rings, pick up the
dufflebag tag from the top of the wall and your first cobweb from the lower
floor. Jump back up to the carpet ramp and head through to a large, bowl-
shaped room.
Roll on your Ball around the room, picking up the speed you need to jump up
through the rings. Once all three are spinning, flower-shaped platforms
will descend. Pick up speed to get on the first platform, then bubble
bounce up to the first large platform. Pick up the dufflebag here.
Jump on the nearest flower platform, then jump and float down through the
rings to a target platform. You'll be carried upward. Bounce up to the
platform that is within the wind stream and look back toward the fan. To
the left and lower down is a small platform with a figment on it. Bounce
down to the platform and enter the small room to get some figments and the
first vault. The chest in the corner leads to Milla's nightmares, which is
informative, but doesn't have anything of value.
Jump back up into the wind and float to be carried across to the ladder and
the steamer trunk tag. Climb the ladder to reach a pinball-style plunger
that will propel you up to some spring platforms. Before rolling in front
of the plunger, get a cobweb from right behind the entrance you came
through and the hatbox tag directly across from the entrance. There are
also some figments on the floor to either side of the plunger path.
Let the plunger throw you up; but, float down onto the side platforms to
pick up some figments and find the steamer trunk. Once you've got
everything you want, use the plunger to propel yourself to the spring
platforms and bounce to a floating flower platform. Ride it up and jump
across to the balcony. Run around the balcony, collecting figments, the
third cobweb and the hatbox. Then grind the rail to set the rings spinning
and start another flower platform moving.
Jump on the moving platform and ride it up to the large central platform.
Collect the figments here, then jump/float down to the doorway and punch it
open. Pick up the purse tag from the hallway, then use the bowl room to
launch yourself up to the fence. Climb up and jump to the central platform,
where you learn you can levitate over certain damaging environments (but
still not water). Jump over the spikes and climb the pole to another flower
platform.
From this platform, jump to one of the rotating platforms and ride it
around, making sure you jump over the bar in the center of the room. Once
over the bar, jump to the slightly higher flower platform and then to the
spring to be bounced to the purse. From the purse, you can bounce/float to
the highest flower platform and then to the door. Punch open the door and
get ready to race.
THE RACE
~~~~~~~~~~
Figments: 97
Cobwebs: 0
Vaults: 0
The object is simple: beat Bobby Zilch in a Levitation Ball race. There are
no cobwebs, baggage or vaults here and the figments are worth only one
point each, so concentrate on racing and avoiding obstacles. If you lose,
you can retry the race as many times as you like, so deliberately lose if
you are trying for a perfect game and need the figments.
There are booster gates located throughout the course (identified by a
large white symbol hanging within the gate and repeated on the course floor
in front of the gate), as well as ramps that can propel you up into tubes
running over the course. The race is easily won as long as you don't hit
any obstacles, which brings you to a dead stop.
For a quick head start, begin the race by going through the first booster
and then immediately going left to hit a booster gate that leads into a
long tube.
THE PARTY
~~~~~~~~~~~
Figments: 57
Cobwebs: 2
Vaults: 0
After winning the race, you have to find Milla at the top of the next room.
Getting up to her requires floating from bubble-stream to bubble-stream.
Before floating up, explore the bottom of the room for figments, a cobweb
and the suitcase tag that's sitting in the middle of the floor.
From the platform where you came in, there's a bubble vent directly to your
right and another ahead and a bit to your left. Jump to the vent directly
to your right and float up to a platform with an Ammo Up trophy. While on
the platform, look down between the pipes leading to the bubble vents you
just came through. There's a figment here that floats in a circular path
between the pipes; you'll have to time its movement and then jump down on
it.
Jump/float your way through the other set of bubble vents to a switch
platform and punch the switch to turn on the large fan in the center of the
room. Your job, once again, is to get the rings spinning. It's easier to
float above each ring and then drop through it--you can turn your
Levitation Balloon on-and-off while in mid-air. Just use CANCEL to turn it
off and LOCK/FLOAT to turn it back on. Once all three rings are spinning,
the door will open. Float over to it and get the purse from the platform.
Through the door, the final cobweb is on the floor of the next room. Get it
and as many figments as you want, before jumping/floating to Milla's
platform. After class is over, paddle your canoe back to the boathouse
dock.
Note about figments in The Party:
---------------------------------
There are several figments in this room that are easier to get after you've
completed the course. If you come back later through the Collective
Unconscious, Milla won't be in the room and you can land on her platform
without ending the level. This makes it easier to get some of the floating
figments.
Also, there is one figment that is on the highest set of floating flower
platforms. Get up on the highest platform along the wall--the one directly
behind Milla's platform. Jump on top of the speaker, then bounce to the
nearest high flower platform. You can see the figment to the left. You'll
need to get what little running start you can to succeed with the
bounce/float to the figment.
~~~~~~~~~~~~~~~~~~~~~~
[4.6] SCAVENGER HUNT
~~~~~~~~~~~~~~~~~~~~~~
You now have just about everything you need to collect all the items in the
main camp areas. It is much easier to collect these items in the day, since
certain nasty beasties only come out at night. If you go back to Sasha's
lab now and complete the Brain Tumbler Experiment, it will be night when
you come out, so go item hunting now. Since you're already on the beach,
this is a good place to start.
BOATHOUSE AND BEACH
~~~~~~~~~~~~~~~~~~~~~
Psi Cards: 16
Challenge Markers: 1
Scavenger Hunt: 2
Start by bubble bouncing onto the top of the boathouse roof, onto the
corner that is closest to the water. On the other side is a small platform.
From the platform, bounce up to the ledge then to another ledge that leads
to a small cave. There's a Psi Card outside the cave and the Diver's Helmet
scavenger hunt item inside the cave.
If you have trouble getting onto the roof of the boathouse, you can come
back and do this part later. But then, there will be a psi-cougar in the
cave, so prepare Invisibility in order to sneak up on him and punch him
out.
From the ledge outside the cave, bounce/float down to the large ship mast
on top of the boathouse. There's a Psi Card there, and a trapeze you can
use to swing down to the shorter mast. Another Psi Card awaits on one of
the ropes leading down to the dock roof and there's a Psi Card on the roof
as well.
If you try to walk out on the dock, Bobby Zilch will throw you back. But he
won't stop you if you go over his head. Head out to the large, covered dock
in the center of the lake and get Psi Cards from the roof of the dock and
the small dock next to the big rock.
From the roof of the dock, you can bounce/float down to the small rock with
a Psi Card, then bubble bounce to the pier that extends from the beach.
From this pier, bounce/float to the floating pier and the Psi Card there,
then bounce/float to the beach. Standing on the beach, facing the water,
head left around the rock outcropping to get another Psi Card.
Head inland from here until you see a ledge with a path on it above you.
Jump up, then jump up to a higher ledge to get another Psi Card. From the
Card, look out toward the lake to see the Challenge Marker floating above a
big rock. Bounce/float out to it, then bounce/float back to this same path.
Continue on the path to pick up the Psychonauts Comic #1 scavenger hunt
item.
From the comic, jump up to the tree branch and swing across to a higher
ledge. Pick up another Psi Card. Now climb up on the small rock that's on
the path and look toward the boathouse. You should see a line of tree
branches. Swing across them to a small platform, picking up two more Psi
Cards in the process.
The remaining three Psi Cards are on the beach: two are under the walkway
leading to the main campgrounds and one is behind some plants right next to
the boathouse door. Find the Rapid Transit stump near the walkway to the
main campgrounds and use it to return to Cruller's sanctuary. By now, you
should have 30 ranks, and you will receive the Invisibility power.
From Cruller's sanctuary, head for the GPC area.
GPC AND WILDERNESS
~~~~~~~~~~~~~~~~~~~~
Psi Cards: 18
Challenge Markers: 2
Scavenger Hunt: 4
From the Rapid Transit stump, bounce on top of the hollow-log bridge and
pick up the Psi Card. From the bridge, jump downstream and follow the river
to a grate (not far) and use TK on the Glass Eye behind the grate to pull
it to you.
Head in to the GPC area. There's a Psi Card underneath the domes, and
another on top of the center dome (the one that leads to Sasha's lab). From
the top of the dome, bounce/float to the western tree branch that has a Psi
Card. Walk to the end of the branch and swing to the next branch. Slide
along the branch to the tree, climb the vines and walk out on the next
branch containing a Psi Card.
From that branch, jump to the next tree and climb it to get a Challenge
Marker. Climb down to the branch that slopes downward and slide down,
jumping to another branch to your right about halfway down. You'll land on
another tree with a Psi Card on the branch. Drop down to the top of the
cave that takes you to the Boathouse & Beach area to get a Psi Card.
Just to the left of the cave entrance is the crow feather, floating over a
rock. From the rock where you got the feather, jump up the yellow rocks
until you can't seem to go any higher. Then levitate-jump to some vines you
can use to climb up. The Pirate Scope is up here, and, just below it,
behind a tree, is another Psi Card.
Down at ground level, just below the Pirate Scope rock, a squirrel is
guarding the Golden Acorn. Use Invisibility to sneak up and steal it from
him. North of here, you'll find two Psi Cards near the geysers. The Miner's
Skull is stuck in one of the geysers; but, you cannot retrieve it yet.
You'll need the Shield power first.
Continue past the geysers, picking up two more Psi Cards near the GPC
fence. You'll also have to fight a psi-bear. LOCK ON and blast it while
dodging it's TK claw. Three blasts should take care of it. Beyond the bear
is a group of small rocks with two more Psi Cards. Continuing around the
GPC, you should find a very large rock with smaller rocks forming a
staircase up to it.
Climb to the top of the rock and pick up a Psi Card. Turn around and swing
from branches until you reach a ledge with another Psi Card. There's also
the end of a hollow log up here. Jump in the log and slide down, picking up
another Psi Card in the process.
From the end of the log, go left to the dilapidated hut and Ranger Cruller.
Turn in eight of your scavenger hunt items by talking to Cruller. You'll
get four ranks as a reward. Then bounce up to the roof of the old shack and
drop through the hole for a Challenge Marker. Bounce back out of the hut
and head downriver, collecting the last Psi Card from the bank, to the
Reception area.
RECEPTION
~~~~~~~~~~~
Psi Cards: 21
Challenge Markers: 1
Scavenger Hunt: 4
After entering Reception, head right up the circular ramp to a hilltop.
There's a Psi Card up here. From the card, look down to see a small ledge
with another Card. Look out from the small ledge to see a Psi Card floating
near a tree that has grown around an old truck. Jump down to get the Card
and the Cherry Wood Pipe scavenger hunt item that is nearby.
Continue upriver to the waterfall. There is a Psi Card in a cave behind the
waterfall. Then jump up the rocks to the right of the waterfall for another
Psi Card. Jump over the top of the waterfall and down a couple of rocks to
get your sixth Psi Card. Now jump across to the cave ledge in the cliff
face to get the Challenge Marker.
Bounce/float along the broken track supports to get two more Psi Cards.
From the beam where you get the second Card, look down into the swamp to
see the Condor Egg in its nest; bounce/float down to it. Jump back toward
the cliff face and climb the slope to a large tree with a cold campfire
beneath it.
Bounce up the tree to get a Psi Card and the Dinosaur Bone scavenger hunt
item. There are Psi Cards on rocks to both the left and right of the base
of the tree. Going over the rocks toward the janitor's trailer to the west,
look down to see a rope stretched from a tree. Float down to the rope and
walk across it, picking up two Psi Cards.
Jump down from the platform to the cave entrance and enter, getting another
Psi Card. Prepare to fight a psi-bear. Once the bear is down, climb through
the cave to pick up two more Psi Cards. When you reach the rails at the top
of the cave, ride the right rail out to get the Psi Card. At the first
platform, turn back and bounce back to the cave exit and then on top for
the Psi Card. Then ride the left rail out to the other Psi Card.
Head for the janitor's trailer and look for the Psi Card on the ground
nearby. Grab it, then Psi Blast the beehive--either double-jump and shoot
at the height of your jump or get higher up the slope behind it. The
Fertility Idol scavenger hunt item falls out of the hive. Watch out for the
bear in this area! Continue past the beehive to some gravestones for the
final Psi Card.
MAIN CAMPGROUNDS & KID'S CABINS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Leave the Reception area via the campfire stage to enter the parking lot.
You can now levitate up to the Psi Card on the big stump in the center of
the lot. Then head for the Kid's Cabins area.
Get back up to the cave entrance above your cabin, then look to your left
to see some netting on the rocks. Bounce/float over to the netting, climb
up, jump to some more netting, climb up then jump to a tightrope to get the
last Psi Card. Float back down to the cave entrance and slide down to the
freezer. Use Pyro to melt the ice and get the Turkey Sandwich.
Go back to the lodge and count your Psi Cards and Cobwebs. Divide by nine
and buy enough Psi Cores to cover the result. Go to Cruller's sanctuary and
convert your cobwebs to Psi Cards and your Psi Cards to Challenge Markers.
Then return to Sasha's lab.
BRAIN TUMBLER EXPERIMENT PT. 2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Figments: 92
Cobwebs: 5
Vaults: 2
Talk to Sasha to send yourself back to the Collective Unconscious and re-
enter the Brain Tumbler Experiment. Now that you have the cobweb duster,
you may wish to backtrack and collect cobwebs. One web is in the drain hole
of a large bathtub overhanging the path. Punch the rotten steak next to the
tub and float up in its gas emissions to enter the tub and clear the drain.
Once you reach the tower, head up the vine path until you reach the rotten
meat obstacle that stopped you earlier. Punch it and float up in it's
gasses to enter the tower and start the cutscene. Afterwards, USE the
garbage chute to follow Dogen's brain and start your battle against the
Psychoblaster Death Tank.
LOCK ON to the tank and dodge its shots until it rears back, then Blast its
underbelly. It will roll over, so blast it some more until it rights
itself. Rinse and repeat until it is defeated. The tank fires confusion
grenades; avoid the fumes or you will not be able to control yourself or
your powers for a few seconds. If the tank gets a lock on you (the target
surrounding you turns red), jump for cover fast.
After defeating the tank, you have to fight the brain itself. Get on your
Levitation Ball and dodge the confusion grenades and laser beam. When the
beam slows down, quickly roll in and perform a Palm Megabomb--jump so you
are over the brain, then repeatedly press ATTACK to slam down on it. It
should only take three or four successful Megabombs to put the brain out of
commission and end the experiment.
After the cutscene you will have a useful new item, the Psycho-Portal. You
will use this frequently from now on. You can also use the Brain Tumbler at
any time to return to any previously completed level. You may wish to go
back and collect cobwebs from Basic Braining and Sasha's Shooting Gallery
now.
Once you're ready to move on, head for the Beach and your meeting with
Lili.
~~~~~~~~~~~~~~~~~~~~~~
[4.7] LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~~~~~~~
Upon entering the beach area, you'll get a cutscene in which Lili is
captured. Follow the instructions you get from Ford by heading out to the
bathysphere and USE the hatch to open it and start the next cutscene. You
end up inside an air bubble on the bottom of the lake.
Search the lake floor for arrowheads; make note of the bright yellow boxes,
they're full of nails. There are no collectible items in this area, so
climb the cliff face until you reach a bell tower. You'll have to break
some coral walls to make the climb. Jump on the rope to ring the bell and
summon your boss fight against the mutant lungfish.
The lungfish will alternately suck things in and spit them back out.
Whenever it sucks in, start punching the boxes of nails to break them open
and pepper the fish with sharp, pointy things. After you've done this a
time or two, the fish will push the air bubble around.
Prepare to be highly annoyed.
There's no adequate way to describe the jumps and swings you have to make.
It all happens very quickly and you have no control over the camera and the
view is from a fair distance, so Raz appears quite tiny on the screen. Just
stay inside the bubble and move in the direction in which the bubble is
moving. Jump, swing, climb or whatever as seems appropriate. One thing to
note is there should not be a need to use Levitation while doing this.
Normal jumps and double-jumps will suffice.
Repeat the previous fight involving boxes of nails.
Repeat running inside the bubble.
This time, your bubble trip ends in a rail slide, followed by a more
personal encounter with the lungfish. Note the clams scattered around.
Stand next to one and wait for the fish to swing its antenna at you, then
jump back. The antenna will catch inside a clam and you can run up and use
the mutant as a punching bag for a bit. Three rounds of punching should
subdue it.
Equip the Psycho-Portal you "borrowed" from Sasha and USE it on the
lungfish...
LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~
Figments: 113
Cobwebs: 5
Vaults: 2
Look! It's Godzilla in Tokyo! OK, actually, it's Goggalor in
Lungfishopolis; but, the idea is the same. This is actually a pretty short
level, but it seems like it takes forever because you move more slowly (as
befits a giant beast) and you can't use Levitation.
The first thing you should know is you will need to smash the buildings.
With the exception of the skyscrapers, which you can climb like King Kong,
all the buildings are highly breakable. They are the main source for power-
ups--and you will need a lot of power-ups in this mind. Also, on this lower
level of the city, some figments are sunk half-way in the water, keep an
eye out for those. You can get in the water here and retrieve them.
Begin by climbing the skyscraper next to you for an astral projection layer
replacement. Continue until you meet some freedom fighters. They will ask
you to free some of their number from a nearby prison. Break open the
building with the exclamation points hovering over it and receive the
Shield power. This handy power is a necessity in Lungfishopolis.
Set Shield to a Psi Power slot and Invisibility to another slot. Leave Psi
Blast where it's at. Remember, no Levitation in this world. Advance down
the left side of the town, destroying buildings and collecting figments. At
some point, the Navy will unleash tanks. Either shield yourself from the
rockets and then Psi Blast them from a distance (requires two Blasts), or
go Invisible and walk up and punch them (requires one punch).
Go past the big tunnel leading to the large prison, and continue to the
next skyscraper, which has the purse tag on top of it and a cobweb beside
it. Backtrack to the prison. As you enter the tunnel, Shield yourself. The
laser grid will blow itself up.
Enter the prison area, defeat the tanks and lay waste the buildings. Then
collect a second cobweb, the purse, the dufflebag tag and a vault. The
vaults in this level are as tiny as the lungfish, so you'll have to search
carefully to find it.
Head back out to the city and back track over the bridge to a side area you
passed by earlier. You'll find the dufflebag here, as well as several
figments. Return to your rampaging. You now have to deal with electric
beams from a new type of cannon the Navy has let loose. Shield yourself
from the electric beams and hold the shield until the cannon blows itself
up with the reflected beam.
Before you reach the dam, the Navy will set up a more powerful cannon next
to the blimp you released from the prison. Shield yourself every time the
cannon locks on to you, and advance this way until you are next to the
cannon--one punch takes it out. Make sure you have finished collecting
figments in this lower city, then jump to the top of the blimp and bounce
up to a crane hanging over the dam. Shimmy across and drop down on top of
the dam.
NOTE: Up here, you cannot enter the water!
Get the hatbox tag nearby, then walk across the dam to get the hatbox, a
cobweb and an astral projection layer replacement. As you advance, offshore
ships will begin firing at you. LOCK ON and Psi Blast them; if you jump
across and punch the gun turret, the ship will sink, leaving you to try to
get back to shore before the water curse gets you.
Continue mowing down buildings until you reach a fork in the path. At the
fork, you should find the steamer trunk tag in the street; and, the
skyscraper to your left has an Ammo Up trophy on top.
To fully complete this level, you will need to travel both paths. For now,
head right and take out the ships offshore by jumping to the ship without a
gun turret and LOCKING ON from there. When you reach the bridge, tightrope
walk over the wires until you get the astral projection layer replacement
on top of the second bridge support.
Now, go back to the fork and take the left path. You'll find another cobweb
along this path, which ends at a monorail. Ride the rail through a tunnel,
picking up the suitcase tag in the process. The monorail takes you straight
to skyscraper island, where you really get to play King Kong for a while.
To defeat the planes, climb to the top of one of the skyscrapers. When you
get near the top, watch to be sure no planes are near before going over the
edge. At the top, LOCK ON to a plane and Psi Blast it. You should have the
Chain Blast upgrade by now, which means you can take out three planes at
once. You should have no problem. If a plane hits you, you'll take a bit of
damage, but the plane will be destroyed, so it's all good.
Once the planes are down, thoroughly loot--that is, explore--the island.
You'll find a max projection layer increase and the suitcase on top of
different skyscrapers. Once this island is finished, face out toward the
water and go right, over a ship, to the part of the city you skipped by
coming around on the monorail.
On this small island you will find the second vault, the fifth cobweb and
the steamer trunk. Just be sure to thoroughly lay waste to the city. Once
you are sure you have collected everything--if you are going for
completion, you should have 111 of 113 figments by now--go back to
skyscraper island and head for the other end. Jump over the ships, getting
the last two figments, to Kochamara Island and prepare for the boss fight.
You can't use Psi Blasts against Kochamara, but you can use the Shield
effectively. Kochamara has four basic attacks. Each attack is preceded by a
description of the attack shouted by Kochamara himself. Nice of him to let
you know what he's going to do. The four attacks are:
"Miiiiiiiiiiightyyyyyyyyyyyyy......RAM!" - Performed from the air,
Kochamara races to you and hits you.
"Deeeeeeaaaadlyyyyyyyyy......TRIANGLE BEAM!" - An energy ray shot from the
air.
"Miiiiightyyy Raaaaam......GROUND VERSION!" - Same as the ram from the air,
but performed from the ground.
"Ooooverrrrrlyyyyy Innnnn-triiiiii-cate......COMBINATION!" - A whirlwind of
melee attacks performed on the ground.
"Haaaarrrrrrd tooooo aaaaavoooid......AREA ATTACK!" - A blast of energy
performed on the ground.
The same basic strategy applies to all attacks: wait until he finishes the
long, drawn-out part of his announcement, then Shield yourself. If you are
having trouble timing it, turn on subtitles. You can damage Kochamara in
two ways:
1) Your Shield will deflect his triangle beam back on to him.
2) When he unleashes the area attack, he is helpless for a couple of
seconds afterward. If you are standing right next to him when it goes off,
you can drop your Shield and pound him a few times.
Once you get the timing of the attacks down, Kochamara is cake. After he's
beaten, climb the radio tower to initiate the end-of-level cutscenes. You
then find yourself on the shores of the Thorney Towers Home for the
Disturbed.
~~~~~~~~~~~~~~~~~~~~~~~~~~
[4.8] MILKMAN CONSPIRACY
~~~~~~~~~~~~~~~~~~~~~~~~~~
Linda gives you a fish skeleton, which you can use to call her to take you
across the lake any time you wish. Handy, right? You'll never use it. If
you ever want to get back to camp, just use the Bacon and tell Ford you
want to regroup at HQ. You'll go straight back to his lab. Do what you need
to do, including exploring the real world, re-entering the Collective
Unconscious with the Brain Tumbler, etc. Then return and talk to Cruller
again to be sent back. This works even inside the dream worlds. Just
remember: consult the Oracle of Bacon.
NOTE: When you get sent back, it's just like loading from a savegame. You
go back to the beginning of the area from which you were extracted. For
example, if you use the Bacon to leave Lungfishopolis right before going to
Kochamara Island, you'll come back to the very beginning of the city and
have to fight your way through again. On the other hand, using the Bacon
right after landing on Kochamara Island will cause you to come back to
Kochamara Island. Just be careful where you use the Bacon.
Your first task is to climb the cliff face to the asylum gates. Jump to the
low ledge with Lili's Bracelet, then to the next ledge with a Psi Card.
Climb the ladder and watch the cutscene with Boyd, the asylum guard. To the
left of the gates, on a ledge, is a Challenge Marker. Get it with a
Levitation bounce. Now use the Psycho-Portal on Boyd to enter...The Milkman
Conspiracy.
THE NEIGHBORHOOD
~~~~~~~~~~~~~~~~~~
Figments: 165
Cobwebs: 4
Vaults: 2
After the cutscene with Boyd, open the refrigerator to get the Clairvoyance
power. Run around the room and collect all the figments, then use
Clairvoyance on Boyd to find the Milkman is dead and to get the door to the
outside to appear. Head for the door and you will be sent outside.
Welcome to Mr. Roger's Neighborhood as imagined by M. C. Escher. When
people tell you Psychonauts is twisted, this is the level they are thinking
about. The Neighborhood is full of secret agents "in disguise". Each group
of agents is surrounded by a dashed, yellow line. In order to pass through
the line, you must have a disguise just like the agents.
Start by bouncing to the top of Boyd's house and exploring the back yard--
inside and outside the fence. Consider this to be Standard Operating
Procedure on every house in the neighborhood. In order to collect figments,
you'll want to go into every house and explore the roof and yard of every
house. Make sure, when inside the house, you jump/walk on every piece of
furniture as some figments are hidden by placement on furniture of the same
color. You can also get power-ups by bashing objects in the houses and
opening the refrigerators.
Go to the first house on the street, ignoring the black helicopters, spying
trash cans, etc. After exploring the house, head for the next house down
the street. Parked beside the house is a large, black sedan with a
satellite on the roof. The trunk is open, and there is a Stop Sign in the
trunk. Jump into the trunk to get the sign; this is your first disguise. Be
sure to thoroughly check around all the black sedans, as there are some
dark-colored figments hiding near these cars.
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