Jun 4, 2005 - Psychonauts Walkthrough For PS2 1

Back

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

                 TABLE OF  CONTENTS 
             
[1] Game Overview
[2] Gameplay
    [2.1] Controls & Moves
    [2.2] Psi Powers
    [2.3] Items
[3] Item Collecting
    [3.1] Psi Markers
    [3.2] Psi Cards
    [3.3] Scavenger Hunt
    [3.4] Brains
[4] Walkthrough
    [4.1]  Kid's Cabins
    [4.2]  Basic Braining
           - Obstacle Course 1
           - Obstacle Course 2
           - Obstacle Course Finale
    [4.3]  Main Campgrounds & Parking Lot
    [4.4]  Sasha's Shooting Gallery
           - Brain Tumbler Experiment Pt. 1
           - Sasha's Shooting Gallery
           - Brain Tumbler Experiment Pt. 2
    [4.5]  Milla's Dance Party
           - The Lounge
           - The Race
           - The Party
    [4.6]  Scavenger Hunt
           - Boathouse & Beach
           - GPC & Wilderness
           - Reception
           - Main Campgrounds & Kid's Cabins
           - Brain Tumbler Experiment Pt. 3
    [Psychonauts on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks.4.7]  Lungfishopolis
    [4.8]  Milkman Conspiracy
           - The Neighborhood
           - The Book Depository
           - Return to the Neighborhood
           - The Milkman
    [4.9]  Gloria's Theater
           - Asylum Grounds
           - The Stage
           - The Catwalks
    [4.10] Waterloo World
           - Asylum Lower Floors
           - Waterloo World
    [4.11] Black Velvetopia
           - Running Against the Bull
           - Edgar's Sanctuary
    [4.12] Asylum Upper Floors
           - Upper Floors
           - Dr. Loboto's Lab
    [4.13] Meat Circus
           - Psychoblaster Death Tank
           - Tent City
           - Tunnel of Love
           - Butcher Battle #1
           - The Big Top
           - Final Boss Battles
[5] Version History & Credits

To jump to a specific topic, open the Edit menu and choose Find in this
Page (or just press Control-F) and enter the bracketed number, including
the brackets. For example, enter [4.2] as the search text to jump straight
to the walkthrough for Sasha's Shooting Gallery.

 

 

 

 

                 /                  \\                  /                     \\
                /                    \\                /                        \\
               |                      |      ___   |    GAME          |
               |        [1]         |    |-/   \\-| |   OVERVIEW  |
               |                      |               |                         |
                \\                    /                \\                       /
                 \\                 /                    \\                    /
                  \\_______/                        \\________/

 

 

 

Welcome to the twisted world of Psychonauts. The hero of this game is a boy

 

 

 

                  ________                         ________
                 /                  \\                  /                     \\
                /                      \\                /                        \\
               |                        |      ___   |                          |
                 |        [2]           |    |-/   \\-| |  GAMEPLAY    |
               |                      |               |                         |
                \\                    /                \\                       /
                 \\                 /                    \\                    /
                  \\_______/                        \\________/

 

 

 

Psychonauts is a "platformer"--i.e. an arcade-style game that features lots
of jumping, floating, sliding and other acrobatic moves. Unless you are
very comfortable using a keyboard for this type of game, a gamepad with two
analog joysticks, a D-pad and at least 10 buttons is recommended. You will
most likely have to remap certain functions on your gamepad.

In this guide, controls will be referred to by their primary function.
Those functions are listed here along with the default key when using the
keyboard and mouse, and a recommended button/stick for your gamepad.

JUMP                          Raz jumps; pressing again in mid-air
Key: SPACE                    causes a double-jump; also used as the
Gamepad: Left shoulder        ENTER key in menus


ATTACK                        On the ground, performs a punch; while
Key: Left mouse               in the air, performs a Psi Bomb; an upgrade
Gamepad: Right shoulder       received at rank 35 increases the power of
                              the bomb if you repeatedly press ATTACK
                              while in the air


USE                           Uses an item currently held in Raz's
Key: F                        hand, activates switches, opens doors,
Gamepad: Button 4             talks to other characters, etc.


MOVE                          Moves Raz; in menus, selects different
Keys: W (forward/up),         options
      S (back/down)
      A (left), D (right)
Gamepad: Left joystick


CAMERA                        Zooms (up/down) and rotates (left/right)
Keys: Numpad                  the camera
      8 (up), 2 (down)
      4 (left), 6 (right)
Gamepad: Right joystick


CANCEL                        Cancels a power (such as levitation),
Key: X                        breaks cutscenes, exits menus, etc.
Gamepad: Left trigger


LOCK/FLOAT                    Locks targeting onto an enemy, or,
Key: Left shift               in mid-air, activates the Levitation
Gamepad: Right trigger        Balloon (once you've obtained the
                              Levitation power)


INVENTORY                     Opens your items inventory so you can
Key: Left bracket [           select an item to USE; select the item
Gamepad: Left D-pad           with your MOVE keys, then press USE to
                              equip the item; your inventory may contain
                              more than one page of items--press the
                              right bracket ] or right D-pad while on
                              the first page to view the second page


Psychonauts on Kevin Johnston's Blog. 300Bucks.ca, Mississauga logo design company. website design, kevin johnston, 300 bucks. PSI POWERS                    Opens your Psi Powers menu so you can
Key: Right bracket ]          select a Power for slot 1, 2 or 3; select
Gamepad: Right D-pad          the power with your MOVE keys and then
                              press the key corresponding to the slot
                              where you want to place the power


PSI POWER 1                   Activates the Psi Power in slot 1
Key: Right mouse
Gamepad: Button 1


PSI POWER 2                   Activates the Psi Power in slot 2
Key: Q
Gamepad: Button 2


PSI POWER 3                   Activates the Psi Power in slot 3
Key: E
Gamepad: Button 3


JOURNAL                       Pauses the game and opens your journal
Key: ESC                      where you can view menu options, your
Gamepad: Button 9             To-Do List, number of items collected,
                              a map (real world only), etc.


FREE LOOK                     Activates First Person look mode,
Key: Middle mouse             use the CAMERA controls to look around
Gamepad: Button 10


STATS                         Displays Raz's mental health, number of
Key: TAB                      Astral Projections, rank, figments,
Gamepad: Button 11            Psi Cards, and arrowheads


 RAZ'S MOVES
~~~~~~~~~~~~~
Raz, as a refugee circus performer, has a number of acrobatic moves.

JUMP
Raz can jump very well. When in mid-air, Raz can summon a blast of psychic
energy to propel himself higher. Press JUMP to jump once; press JUMP again
in mid-air to double-jump. (Note: the double-jump does not work when riding
the Levitation Ball.)


SWING
Raz can swing from various objects.

From stationary objects, such as poles or ropes, Raz can swing around the
object and then jump off. To grab a stationary object, jump toward it. To
swing from a stationary object, press and hold MOVE in the direction Raz is
facing. When Raz is fully swinging around the object, press JUMP to
release.

Raz can also swing from moving objects, such as a trapeze. To swing from a
moving object, jump toward the object to grab it. Press MOVE in the
direction Raz is facing to start swinging, then press MOVE in the opposite
direction to swing back. Continue using MOVE in a back-and-forth motion
until you've achieved maximum height and then press JUMP to release.

On any type of swinging object, you can press CANCEL to simply let go and
drop off.


SLIDE
Raz can slide (also known as "grind") down various objects, including
ropes, banisters, logs, etc. Simply jump on the object and Raz will begin
sliding. You can jump and double-jump while on the slide, just be sure to
land on the slide again. You can also jump from one slide to another if
there are two or more slides running parallel. Press JUMP and left/right
MOVE keys to switch tracks.

To control your speed on slides, use the forward/up MOVE key to speed up
and the back/down MOVE key to slow down. This comes in very handy for
picking up figments and jumping gaps on the long rail grinds in Basic
Braining and Meat Circus.


TIGHTROPE
Raz can balance himself well enough to walk over various ropes. Simply MOVE
across the rope. To drop down so you are holding the rope with your hands,
press CANCEL. To get back on top of the rope, press JUMP. Tightrope walking
is actually pretty easy as you can't fall off once you are on the rope. The
difficult part can be getting on the rope, especially if you are jumping
onto it. Also, you can be knocked off the rope by strong attacks,
especially if you are hanging by your hands. If a tightrope is under fire,
use Invisibility to avoid enemy attacks while you cross the rope.


SHIMMY
Raz can hand-walk along ledges, ropes, poles, etc. For ledges, carefully
step off the ledge and Raz will drop down and grab the ledge with his
hands. When on top of a rope, press CANCEL to drop and hold the rope with
your hands. Then press MOVE left or right to shimmy along. Press JUMP to
get back on top of the object, or press CANCEL to let go.


~~~~~~~~~~~~~~~~~
[2.2] PSI POWERS
  ~~~~~~~~~~~~~~~~~

As Raz advances (gains rank), he will learn various Psychic Powers or
receive upgrades to his current powers. The ranks at which you earn powers
or upgrades are:

Rank   Power
 10    Pyrokinesis

 20    Telekinesis

 30    Invisibility

 35    Palm Megabomb--press ATTACK repeatedly to increase the power
       of your Palm Bomb

 40    Chain Blast--hit up to three enemies with one Psi Blast

 45    Thermal Detonation--Pyrokinesis causes an explosion

 50    Wrecking Ball--when you're at full speed on the Levitation Ball,
       you damage any enemies you hit

 55    Offensive Shield--melee attackers bounce off your Shield

 60    Advanced Invisibility--Invisibility lasts twice as long

 65    TK Extension--range of Telekinesis is extended

 70    Super Chain Blast--hit up to six enemies with one Psi Blast

 75    Rolling Havoc--your Levitation Ball is a weapon as soon as
       you begin rolling

 80    Ferocious Aura--melee attackers bounce off your Shield and are
       damaged by the Shield

 85    Sensory Scramble--Confusion lasts twice as long

 90    Regeneration--mental health regenerates*

 95    Unlimited Ammo

100    Bonus movie**

Other powers and upgrades are earned as part of gameplay and are not based
on rank. When you earn a Power at ranks 10, 20 and 30, you have to visit
Ford Cruller in his secret sanctuary to receive the merit badge allowing
you to use the power.

* This is the last really useful upgrade, and should be your goal. You can
easily reach this rank by collecting all baggage, cobwebs, Psi Cards and
Challenge Markers and making a reasonable effort to get figments. The
Unlimited Ammo upgrade at rank 95 is not really necessary, as there is
plenty of ammo that can be collected from enemies and broken scenery.

** If you just want to watch the 60 second bonus movie without spending
five hours trying to collect figments, download the free Bink video player
from:

  http://www.radgametools.com/default.htm

Use it to open and play ASAH.bik from:

  Psychonauts\\WorkResource\\cutscenes\\prerendered


 CLAIRVOYANCE
~~~~~~~~~~~~~~
Obtained: Boyd's refrigerator at the beginning of the Milkman Conspiracy

This power allows you to see through another character's eyes. You can also
use it on objects. Objects in your inventory that will reveal something
with Clairvoyance will show an eye icon. Equip the item and use
Clairvoyance to receive special cutscenes or get a hint about how to use
the object. There are also a few situations where you must use Clairvoyance
to see in an otherwise pitch black area.


 CONFUSION
~~~~~~~~~~~
Obtained: From Dingo the matador in Black Velvetopia

Raz can throw Confusion bombs that stun enemies. Your bombs are limited and
you have to collect more, just like aggression clusters for your Psi
Blasts. Raz also takes a couple of seconds to pull out the Confusion bomb
and throw it, so don't use them against moving opponents. This power is
mainly used for a few boss battles near the end of the game.

Upgrade:  Sensory Scramble
Obtained: Rank 85

Confusion lasts twice as long.


 INVISIBILITY
~~~~~~~~~~~~~~
Obtained: Rank 30

When invisible, you can still see the outline of Raz's goggles; but,
enemies can't see you. You can use this power to slip through guarded doors
or sneak up on enemies. Invisibility is limited in duration; you can watch
the Invisibility icon on screen to see time running out. Once used, you
have to wait for it to recharge before using it again. Watch the icon to
see when the power is recharged.

Upgrade:  Advanced Invisibility
Obtained: Rank 60

Invisibility lasts twice as long.


 LEVITATION
~~~~~~~~~~~~
Obtained: Complete Milla's Dance Party

This power doesn't actually allow you to fly, but it comes close. On the
ground, activating Levitation puts you on top of a ball that moves you
along at great speed and allows very high jumps. In mid-air, you can press
LOCK/FLOAT to float a short distance while hanging from the ball (like
floating from a helium balloon). You can activate the Levitation Balloon
any time you are in the air, even if you are not using the Levitation Ball
to jump. The Balloon also allows you to ride moving air, for example,
floating upward in chimney smoke. You should set Levitation to one of your
Psi Power slots (2 or 3) and leave it there for all but a select few boss
battles.

Upgrade:  Wrecking Ball
Obtained: Rank 50

This upgrade turns your Levitation Ball into a weapon. When rolling at full
speed on the Ball, hitting an enemy or object does as much damage as one of
your Psi Punches.

Upgrade:  Rolling Havoc
Obtained: Rank 75

Rolling Havoc is an upgrade to your Levitation power that turns your
Levitation Ball into a Wrecking Ball as soon as you start rolling--you no
longer have to be going full speed in order to use your Ball as a weapon.


 MARKSMANSHIP
~~~~~~~~~~~~~~
Obtained: Complete Sasha's Shooting Gallery

Set this to Psi Power slot 1 and leave it there, you'll use it frequently.
Marksmanship allows you to shoot blasts of psychic energy at your foes (Psi
Blasts). You can use the LOCK/FLOAT button to target and lock on to a
specific enemy and then blast it.

In order to fire Psi Blasts, you must be aggressive. You can collect
aggression clusters that act like bullets. You can increase the number of
shots you can hold at one time by collecting Ammo Up trophies in various
levels.

Upgrade:  Chain Blast
Obtained: Rank 40

Your Psi Blasts ricochet and hit up to three enemies.

Upgrade:  Super Chain Blast
Obtained: Rank 70

Your Psi Blasts ricochet and hit up to six enemies.


 PYROKINESIS
~~~~~~~~~~~~~
Obtained: Rank 10

With Pyrokinesis, you can set certain objects and enemies on fire. When
looking at an object (the object is highlighted), or with an enemy LOCKED
ON, press and hold the Pyrokinesis button. A temperature gauge will show on
screen; when it is full, the object will catch fire. Pyro is slow and only
useful in limited situations.

Upgrade:  Thermal Detonation
Obtained: Rank 45

When using Pyro on an object, there will be an explosion of fire that sets
surrounding objects on fire as well.


 SHIELD
~~~~~~~~
Obtained: From a freedom fighter in Lungfishopolis

At its most basic level, the Psychic Shield prevents Raz from being
damaged. Certain types of energy attacks will be deflected back to the
attacker. The Shield is limited in duration, you cannot hold it up forever.

Upgrade:  Offensive Shield
Obtained: Rank 55

Enemies that use a melee attack against you while you are shielded will be
thrown back.

Upgrade:  Ferocious Aura
Obtained: Rank 80

Enemies that use a melee attack against you while you are shielded will be
thrown back and damaged.


 TELEKINESIS
~~~~~~~~~~~~~
Obtained: Rank 20

Raz can grab objects with his mind and either pull them toward himself or
fling them away.

Upgrade:  TK Extension
Obtained: Rank 65

Increases the range of your TK power.


~~~~~~~~~~~~~
[2.3] ITEMS
~~~~~~~~~~~~~

Item:       Arrowhead
Usefulness: Necessary
Obtained:   Everywhere

Arrowheads are the currency of Psychonauts. You need arrowheads to buy
items at Ford Cruller's camp store (located in the main lodge). You'll need
arrowheads in the Black Velvetopia level to buy paintings.

In the real world, arrowheads are buried in the ground. Those close to the
surface release a glowing, purple Psitanium gas. Stand near the gas and
press USE to dig up the arrowhead. More valuable arrowheads are buried deep
beneath the surface and require the dousing rod to find.

In dream worlds, arrowheads are released by broken objects and defeated
enemies.


Item:       Cobweb Duster
Usefulness: Necessary
Obtained:   Camp Store (800 arrowheads, rank 20)

The cobweb duster travels with you from the real world to the various dream
worlds you visit, While in the dream worlds, you can clear the mind of
cobwebs. Take these cobwebs to Ford Cruller's sanctuary and turn them into
Psi Cards, which can then be turned into Challenge Markers. Certain dream
worlds require the cobweb duster in order to advance.

Early in the game, you'll be given a task to buy the cobweb duster. You
first have to buy the dousing rod so you can collect enough arrowheads to
purchase the duster.


Item:       Dousing Rod
Usefulness: Necessary
Obtained:   Camp Store (50 arrowheads, rank 10)

The dousing rod is used to find and extract deeply buried arrowheads. The
deep arrowheads are purer Psitanium and much more valuable. Run around the
campgrounds with the dousing rod equipped listening to the sound. It will
become very high-pitched when near a deep arrowhead. Triangulate near the
exact spot where the arrowhead is buried and rapidly press USE to extract
the arrowhead.

Hints:

1) Turn the music and voice off (Options>Sound) and leave the Sound FX
volume at the highest level.

2) Use headphones, to more easily hear the changes in pitch of the sound.

3) Use the F key instead of your gamepad as it is easier to rapidly press a
key than a gamepad button (unless you have a Turbo setting for your
gamepad).

4) Move around while tapping USE and watch the meter. The closer you are to
the arrowhead, the higher the meter will rise.

The dousing rod is frustrating to use at first, but once you get the hang
of it you can rapidly rack up cash.


Item:       Figments
Usefulness: Necessary
Obtained:   Various spots in the dream worlds

As you travel through dream worlds, you can collect figments of the
person's imagination. Each 100 figment points is worth one Psi Cadet rank
(each figment is worth from one to ten points, depending on the world).
There are thousands of figment points to be found and dozens of ranks to be
gained. While you only need to go after every figment if you intend to get
to rank 100, you should not skimp on collecting at least the more obvious
figments scattered along your path.

This guide will not detail the location of every figment in the game. Most
are quite obvious. Certain hidden figments will be mentioned in the
walkthrough, if they are difficult to find.

For a full list of the location of every figment in Psychonauts, refer to
this guide:

http://db.gamefaqs.com/console/xbox/file/psychonauts_item_fig.txt


Item:       Bacon
Usefulness: Essential
Obtained:   From Ford Cruller

Using the bacon allows you to summon an astral projection of Ford Cruller.
You can get advice from him on beating certain enemies, achieving your
goals or return to his lab so you can make item collection runs or turn in
campers' brains. After regrouping at HQ, Ford will send you back to the
starting point of the area you were in when he extracted you.


Item:       Baggage
Usefulness: Essential
Obtained:   Various spots in the dream worlds

Within each mind you visit you will find five pieces of baggage: 50 in all
through the course of the game. Each level has a dufflebag, hatbox, steamer
trunk, purse and suitcase. Each bag has an associated tag. You must find
each tag and bring it to the matching bag; this is called "sorting mental
baggage". Sorting all the baggage in a mind will gain you one cadet rank
and unlock some concept art.


Item:       Psi Challenge Marker
Usefulness: Essential
Obtained:   Various spots in the real world

Each Psi Challenge Marker is worth one rank. You don't have to collect all
of them; but, you should make an effort to pick up as many as you can in
order to have the strength to complete the game.


Item:       Psi Card
Usefulness: Essential
Obtained:   Various spots in the real world

You don't have to collect all the Psi Cards; but, like Challenge Markers,
you need to pick up as many as you can. Each nine Psi Cards is worth one
Challenge Marker (or one rank) when you combine the nine cards with a Psi
Core. You combine the Cards and Core in Ford Cruller's sanctuary.


Item:       Psi Core
Usefulness: Essential
Obtained:   Camp Store (10 arrowheads)

You need to buy Psi Cores in order to turn Psi Cards into Challenge Markers
(worth one rank).


Item:       Smelling Salts
Usefulness: Essential
Obtained:   From Maloof right before Basic Braining

Smelling Salts allow you to exit a dream world. Late in the game, once the
real world is closed to you, Smelling Salts or teleport worms are the only
means of leaving a dream world and returning to the Collective Unconscious.
Prior to that point, you can also use the Bacon to leave dream worlds.


Item:       Crow Feather
Usefulness: Convenient
Obtained:   From GPC & Wilderness area next to the exit to the Beach
            Or by punching crows

When you equip the crow feather and cast Clairvoyance, you can see through
the eyes of nearby crows. This makes finding some items a bit easier, but
thorough searching serves just as well. (Or using this guide...)


Item:       Dream Fluff
Usefulness: Convenient
Obtained:   Camp Store (50 arrowheads)

Dream fluffs are candy that fully restore your mental health. If you ever
run out of health and have at least one dream fluff in inventory, you will
automatically use it to restore your health. You can hold up to three
fluffs in inventory at one time. While not essential to beating the game,
having an instant save-from-death candy in your pocket is quite handy.


Item:       Mental Magnet
Usefulness: Convenient
Obtained:   Camp Store (400 arrowheads, rank 15)

The Mental Magnet attracts power-up items dropped by enemies or broken
scenery: mental health increases, aggression clusters, arrowheads and
confusion grenades. While you don't need the Magnet, it makes collecting
power-ups much easier and more efficient.


Item:       Psi Colorizer
Usefulness: Useless
Obtained:   Camp Store (250 arrowheads, rank 30)

Allows you to change the color of your levitation ball, in case you don't
like the default orange-red color. A waste of arrowheads unless you've
nothing else to buy and you're vain. To change the color of your levitation
ball, you must talk to Ford Cruller by using the Bacon when not in
Cruller's sanctuary.

 

 

 

                   ________                         ________  
                 /                  \\                  /                        \\
                /                    \\                /                          \\
               |                      |      ___   |        ITEM          |
               |        [3]         |    |-/   \\-| | COLLECTIING  |
               |                      |               |                           |
              \\                    /                \\                        /
               \\                 /                    \\                     /
               \\_______/                        \\_________/

 

 

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[3.1] PSI CHALLENGE MARKERS
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 KID'S CABINS
~~~~~~~~~~~~~~
 * Use the trampoline to reach the roof of a cabin. Walk halfway across the
   tightrope, then drop down to grab the tightrope with your hands (CANCEL
   button). Swing to the trapeze, then to the high trampoline. Jump up to
   the ladder and climb to get the Marker.


 MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 * The Challenge Marker is on the roof of the lodge. There are three
   speaker platforms that have tightropes over to the lodge roof.
   Just climb a pole and walk across.


 GPC AND WILDERNESS AREA
~~~~~~~~~~~~~~~~~~~~~~~~~
 * On top of a tree to the southeast of the center geodesic dome. From the
   top of the center dome, Levitate jump and float to it and climb the
   vines.

 * Inside the old shack near Ranger Cruller. Levitate jump into the hole
   in the roof.


 BOATHOUSE AND BEACH
~~~~~~~~~~~~~~~~~~~~~
 * On top of a large rock near the water. Levitate jump from the nearby
   ledge.


 RECEPTION AREA
~~~~~~~~~~~~~~~~
 * Inside a small cave near the waterfall. Levitate jump from the top of
   the waterfall or try jumping across the old track supports after
   riding the rails out of the opposite mining tunnel.


 ASYLUM GROUNDS
~~~~~~~~~~~~~~~~
 * Outside the main gates, on a ledge to the left of the gates


 ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~
 * On the rafters of Edgar's room. Levitate jump up to it.


 ASYLUM UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~
 * Over some pipes at the top of the green sludge room. Double-jump
   and float from the end of the curving hallway.


~~~~~~~~~~~~~~~~~
[3.2] PSI CARDS
~~~~~~~~~~~~~~~~~

 KID'S CABINS
~~~~~~~~~~~~~~
 * Right beside Raz's cabin
 * In the outhouse next to Raz's cabin
 * On the roof of Raz's cabin
 * On the roof of the cabin next to the trampoline
 * Under the ramp to Coach Oleander's classroom
 * In front of the cave entrance
 * Two in the side tunnel of the cave
 * On top of the speaker tower
 * Among the roots of the big tree
 * On the trampoline leading to the Challenge Marker
 * On a tightrope above the cave entrance (requires Levitation)


 MAIN CAMPGROUNDS & PARKING LOT
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 * Beneath the ramp to the main lodge
 * Past a gap in the fence on the path to the Kid's Cabins area
 * On top of the southeast speaker platform
 * On top of the northeast speaker platform
 * On top of the southwest speaker platform
 * On the roof of the lodge
 * On the sub-roof of the lodge
 * On the tightrope between the eastern speaker platforms
 * Behind a tree in the southeastern corner of the map
 * In the outhouse next to the parking lot
 * On the curb of one of the parking spaces
 * On top of the large stump in the center of the parking lot
   (requires Levitation)
 * On top of the Jeep in the parking lot
 * On top of the basketball goal in the parking lot
 * On a rock near the broken bridge
 * On a platform that is reached from the broken bridge
 * On top of the big entrance sign
 * On top of a rock along the path between parking and the lodge


 GPC AND WILDERNESS AREA
~~~~~~~~~~~~~~~~~~~~~~~~~
 * On top of the hollow-log bridge
 * Under the geodesic domes
 * On top of the center geodesic dome--the one leading to Sasha's lab
 * Three on tree branches surrounding the geodesic domes
 * On top of the cave entrance leading to the Boathouse & Beach
 * Behind a tree on the hill east of the cave entrance
 * Four on the ground around the outside of the GPC fence
 * Two on rocks outside the northwest corner of the GPC fence
 * On a large rock near the old shack
 * On a ledge above the old shack
 * In a hollow log leading down from the ledge above the old shack
 * On the bank of the river southwest of the old shack


 BOATHOUSE AND BEACH
~~~~~~~~~~~~~~~~~~~~~
 * Two under the walkway leading to the main campgrounds
 * Behind some plants next to the boathouse entrance
 * On a cave ledge behind and above the boathouse
 * On the large mast above the boathouse
 * On a rope leading to the small mast above the boathouse
 * On the roof of the boathouse dock
 * On the roof of the bathysphere dock
 * On the small dock next to the large rock in the middle of the lake
 * On a small rock in the lake
 * On the floating pier
 * On the beach behind a rock outcropping
 * On a ledge above the beach
 * On a higher ledge above the beach
 * Two located in the trees, swing from the high ledge above the beach


 RECEPTION
~~~~~~~~~~~
 * Two on the hill in the middle of the swamp
 * Next to the tree surrounding an old truck, east of the swamp
 * In a cave behind the waterfall
 * Two on rocks above the waterfall
 * Three on the supports of the broken mine track
 * On the large tree with a cold campfire beneath
 * Two on rocks to either side of the cold campfire
 * At the entrance to the mine tunnel
 * Three in the mine tunnel
 * On tope of the mine tunnel upper exit
 * Two on a rope stretching across the middle of the area
 * On the ground near the janitor's trailer
 * Behind a gravestone, west of the janitor's trailer


 ASYLUM GROUNDS
~~~~~~~~~~~~~~~~
 * On a ledge leading up to the tower gates
 * On a column inside the main gates
 * To the left of the main entrance into the tower
 * At one end of the side passage around the tower


 ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~
 * On a rock next to the top of the elevator
 * Two on ledges against the outer wall
 * In Edgar's room


 ASYLUM UPPER FLOORS
~~~~~~~~~~~~~~~~~~~~~
 * At the end of the first hallway
 * In a bedroom at the top of the first set of stairs
 * At the bottom of the elevator shaft
 * Two on the floor before reaching the first set of open-air rooms
 * Three on the outside wall of the open-air rooms
 * Bedroom at the top of the twisted stairs
 * Floor of the green sludge room
 * At the top of the rebar ladder near the floor of the sludge room
 * First set of wood platforms in the sludge room
 * On the inside ledge after you get Dogen's brain
 * On the rebar that you climb to reach the circular hallway
 * On a wood platform next to Crystal's brain
 * At the end of the rail near the top of the level


 DR. LOBOTO'S LAB
~~~~~~~~~~~~~~~~~~
 * At the foot of the ladder leading into the lab
 * In the lab
 * Two on the circular walkway outside the lab


  ~~~~~~~~~~~~~~~~~~~~~~
[3.3] SCAVENGER HUNT

 

~~~~~~~~~~~~~~~~~~~~~~

Upon entering the Main Campgrounds for the first time, you'll be given a
scavenger hunt list by Ranger Ford Cruller. There are sixteen items on the
list. For each eight items you find and turn in to Ranger Cruller, you will
receive four ranks. Ranger Cruller spends his time in the GPC & Wilderness
area, next to the old shack. Specific information on how to reach each item

 

is given in the Walkthrough.
Kevin Johnston's Blog - http://www.300bucks.ca

 
300Bucks.ca © 2007 Privacy Policy Terms Of Use