_.----._ `-, _ `. ----. ; ; '. \ ---, __ `. \ ,--. _ _ -. _____ ; ; } ,-'. \ -.,--.,--. | /,-'-. | \ | |; \ [ | ' |_ __},-. ; ; ; ( './\ \/// ;._) ;__| ; ,`. \||\ \ | |;-.\: ' | | ' \ / ,.| ; ; ,` /\ \ | // { | ___ ( : | || \ \| | `' \|` || \ \\ `. ; '-' ,'-.) )| |{ '._ | | | \ `-' /|| \ | |` \ '.'; _; `.`. `. ; ;--' |,__.' ; ',\_ ,`/__\ ; \`._-' |'._ \ |-' \__\--' `---;'.`. \ ; ; `--- ` '--' /____) \ | \_ `' / _,-' \_ \ | `--' [__________] \. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) A Complete **PSYCHONAUTS** FAQ/Walkthrough ( ( ) ) by ~:: Syonyx ::~ ( ( ) ) Version 1.01 ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' _____________________ _____________ ===================== ============= TABLE OF CONTENTS GAME INFO ===================== ============= 1) Introduction Title: Psychonauts 2) Controls Platform: Sony Playstation 3) HUD & Raz's Journal Also on: Microsoft Xbox, PC 4) Pickups & Purchasables Genre: Action/Platformer 5) PSI Powers & Upgrades Developer: Double Fine 6) Characters Creator: Tim Schafer 7) Walkthrough Publisher: Majesco 7.1 Whispering Rock - Kids' Cabins # of Players: 1 7.2 Marceau Oleander - Basic Braining Release Date: 21-Jun-2005 7.2.1 The Trenches 7.2.2 The Cannon 7.2.3 Obstacle Course Finale ______________ 7.3 Whispering Rock - Main Campground ============== 7.4 Whispering Rock - Main Lodge GUIDE INFO 7.5 Whispering Rock - Reception Area ============== 7.6 Whipering Rock - GPC & Wilderness Author: Syonyx 7.7 Sasha's Underground Lab Version: 1.01 7.8 Brain Tumbler Experiment (The Woods) Last update: 18-Jul-2007 7.9 Ford Cruller's Sanctuary First posted: 04-Jun-2007 7.10 Sasha Nein - Sasha's Shooting Gallery 7.11 Return of Brain Tumbler Experiment 7.12 Whispering Rock - Boathouse & Beach 7.13 Milla Vodello - Milla's Dance Party 7.13.1 The Lounge 7.13.2 The Race 7.13.3 The Party 7.14 End of Brain Tumbler Experiment 7.15 Night Falls on Whispering Rock 7.16 Lair of the Lungfish 7.17 The Hulking Lungfish - Lungfishopolis 7.18 Thorney Towers - Entrance 7.19 Boyd Cooper - The Milkman Conspiracy 7.19.1 The Neighborhood (1) 7.19.2 The Neighborhood (2) 7.20 Thorney Towers - Grounds 7.21 Thorney Towers - Lower Floors 7.22 Gloria Von Gouton - Gloria's Theatre 7.22.1 The Stage 7.22.2 The Catwalks 7.22.3 Confrontation 7.23 Fred Bonaparte - Waterloo World 7.24 Edgar Teglee -Black Velvetopia 7.24.1 Running Against the Bull 7.24.2 Edgar's Sanctuary 7.24.3 Matador's Arena 7.25 Thorney Towers - Upper Floors 7.26 The Lab of Dr. Loboto 7.27 Thorney Towers - Ruins 7.28 Young Oleander/Self - Meat Circus 7.28.1 Tent City 7.28.2 The Big Top 8) Enemies 9) Scavenger Hunt Item Locations 10) PSI Card & PSI Challenge Marker Locations 11) Emotional Baggage Locations 12) Mental Cobweb & Mental Vault Locations 13) Golden Pickups Locations 14) Figment Locations 15) Closing Info __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) =================== ( ( 1) INTRODUCTION ) ) =================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' Greetings, psychic warriors! Thank you for visiting my guide to the ESPecially vibrant and comical world of Whispering Rock Psychic Summer Camp. Psychonauts is a true gem, despite a poor financial showing, and if you're reading this, then you've no doubt been experiencing its glorious psychedelic imaginings for yourself. Welcome to the club. I have strived to make this guide as thorough and informative as possible, and I hope that it will help you to get through this fantastic game. Aside from the general walkthrough, you will find complete information on all collectibles and subquests in the game, to help you reach 100% completion. This guide was written while playing the Playstation 2 edition of the game, but aside from the control scheme, it should apply equally well to the other versions. VERSION UPDATES: 1.01 - Simply added a couple of Golden Confusion Grenades to the list at the end of the guide, and a tip for the hedge maze in the Milkman Conspiracy, thanks to e-mails from readers. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) =============== ( ( 2) CONTROLS ) ) =============== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' Note that these controls apply to the Playstation 2 version only. If you're playing on a different system, please refer to your game manual (and I know that you have the manual, because you would never have pirated this title, right?) MOVE RAZ: Left Stick MOVE CAMERA: Right stick PSI PUNCH: Square (press repeatedly for combo) JUMP: X PALM BOMB: X, then Square (jump attack) DOUBLE-JUMP: X, X. Bounces Raz off of his thought bubble in mid-jump. TALK/ACTION/USE ITEM/DIG UP ARROWHEAD: Triangle CANCEL/RETURN ITEM: O OPEN BACKPACK: D-pad left OPEN PSI POWER MENU: D-pad right SELECT ITEM IN BACKPACK/PSI POWER: Highlight with Left Stick, then press X to carry (items), or press R1, L2 or R2 to assign Psi power to shoulder button TARGET LOCK: L1 (hold) FLOAT: L1 (once you learn Levitation) USE PSI POWER: R1, L2, R2 (must assign power to button first) OPEN MENU: Start SCROLL MENU SECTIONS: Left Stick OPEN THOUGHT BUBBLE: Select (can then view Backpack inventory and PSI Power menu) __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ========================== ( ( 3) HUD & RAZ'S JOURNAL ) ) ========================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' GAME SCREEN (Heads-Up Display): .--PSI Cadet Rank Mental Health--| | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | ()()()()()() ( # ) 0 |<-Figment | OO __ (___)Figments | points Astral->| {__}_#) #{} |<-Arrowheads Layers | #[] |<-PSI Cards | | | | | | | | | _ | | <_> R1 |<-- Assigned | <_> L2 | PSI Powers | <_> R2 | | | | | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mental Health: Represented by brain icons. As you take damage, they will disappear. Replenish them by collecting Positive Mental Health. Increase your max Mental Health by retrieving Brains. You begin with three brains' worth of Mental Health. Astral Layers: Represents the number of lives you possess. If it reaches 0, you will be forced out of the mind you are currently in, back into the real world. You can find additional Astral Layers to replenish lost ones. Increase your maximum Astral Layers by finding Golden Helmets. You begin the game with five layers. PSI Cadet Rank: Represents your mental fortitude. You will only be able to learn certain PSI skills and handle certain items when you reach specific ranks. To increase your PSI Cadet rank, collect Figments in mental environments, find PSI Challenge Markers, and find PSI Cards to combine with PSI Cores (purchasable in the Main Lodge). Figments: This tally appears in mental environments only. Each collected figment possesses a certain value, ranging from 1 to 5. It is the total of the values of all figments collected that is displayed on- screen. For every 100 figment 'points' collected, your PSI Cadet Rank will increase by 1. Arrowheads: These are the currency of the game world, and can be exchanged for various items in the Main Lodge. Arrowheads are located buried in the ground all around the physical campgrounds, wherever you can see purple psychic energy leaking out. There are also Deep Arrowheads, much more valuable than the regular variety, which can only be found by using a Dousing Rod. PSI Cards: Every 9 PSI Cards that you locate can be combined with a PSI Core to create a PSI Challenge Marker, which will increase your PSI Cadet Rank by 1. PSI Cards are found scattered throughout the physical campgrounds. PSI Powers: You can have a maximum of 3 PSI Powers mapped to the shoulder buttons at any time. To change your selections, open the PSI Power menu and assign the desired powers to the desired buttons. ============================= - RAZ'S JOURNAL (MAIN MENU) - ============================= Press Start at any time (except during FMVs) to open Raz's Journal. Press left and right on the Left Stick to scroll through the various pages. Tabs for each page can be found at the top. The available pages are 'Game Menu', 'In This Area', 'Totals', 'To-Do', 'Memories', and 'Map'. ~~ GAME MENU ~~ This page has five sub-sections. Options - Camera: Adjust the camera controls. You can invert the controls in all axes. - Sound: Adjust the relative volume levels for music, sound effects and voices. You can also choose to turn subtitles on or off. - Controller: Turn vibration feedback on or off. Load: Restore the game from a previous point. Save: Write a save file on your memory card. The game will also automatically save the game at each loading screen. Credits: View the credits from the production of Psychonauts. These are also printed in the back of your game manual. Exit: Quit the current game and return to the title screen. ~~ IN THIS AREA ~~ Here, you will find information on collectible available and found in the current game area, either a character's mind or a section of the campground. In mental environments, you can see your current and maximum totals for Figments collected, Emotional Baggage sorted (tags and luggage), Mental Cobwebs dusted, and Mental Vaults cracked. You can also press X to view a detailed list of Figments for that environment. In the real world, you will see your current and maximum available totals for PSI Challenge Markers, PSI Cards, Scavenger Hunt items (once you initiate this subquest), and Kids' Brains (in certain areas only). ~~ TOTALS ~~ This lists your items collected and goals achieved for the entire game. Your current PSI Cadet Rank (out of 100), Mental Vaults cracked (out of 19), Emotional Baggage sorted (out of 50), and Scavenger Hunt items found (out of 16) are displayed. You can also see the current number of Arrowheads in your possession, as well as any unredeemed PSI Cards, Mental Cobwebs, PSI Cores, and Kids' Brains that you are carrying around. ~~ TO-DO ~~ This is a list of your current objectives. Primary goals will have any required sub-goals listed in indents below them. ~~ MEMORIES ~~ In this menu, you can re-play any unlocked FMVs, as well as view slide-shows from any Mental Vaults cracked and Primal Memories. ~~ MAP ~~ Displays a rough map of Whispering Rock Psychic Summer Camp. The location of your current main objective will be marked with an 'X'. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ============================= ( ( 4) PICKUPS & PURCHASABLES ) ) ============================= ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' ARROWHEADS: Made of Psitanium, a rare psychoactive substance, these serve as currency around the camp. You find them buried underground. Their locations are given away by a visible purple psychic leak from the ground. Press Triangle when facing them to unearth them. Arrowheads will regenerate when you leave and re-enter an area. DEEP ARROWHEADS: Larger, significantly more valuable Arrowheads. These can only be located by using the Dowsing Rod, available for sale in the Main Lodge. PSI CARDS: Found in various locations around the camp grounds. Every nine of them that you collect can be combined with a PSI Core to create a complete PSI Challenge Marker. This combination must be performed in Agent Cruller's Lab. PSI CORES: Purchased in the Main Lodge. They are combined with PSI Cards in Agent Cruller's Lab to produce new PSI Challenge Markers. PSI CHALLENGE MARKERS: A complete unit made of nine PSI Cards and a PSI Core. Aquiring one will increase your PSI Cadet Rank by 1. A few can be located around the camp grounds. SCAVENGER HUNT ITEMS: Early in the game, Ranger Ford will assign you the Scavenger Hunt side-quest. Locate items throughout the campgrounds, often in difficult-to-find locations. There are a total of 16 items to be found. Once you've found 8 of them, visit Ranger Ford and show them off to receive the first PSI Cadet Rank increase of 4. Find the last 8 items and visit him again to receive the second increase of another 4 ranks. See the section towards the end of this guide for a summary of all item locations. MENTAL ARROWHEADS: Found in mental environments, usually by breaking open objects and defeating enemies. They will be added to your Arrowhead total, providing you with increased spending power in the real world. FIGMENTS OF IMAGINATION: Two-dimensional objects that litter all mental environments. They become invisible if you look at them edge-on. Each is worth a different amount of figment points, from 1 to 5. Every 100 figment points increases your PSI Cadet Rank by 1. Most figments are stationary, but some float around on set paths of various sizes. Figments come in several colours and shapes. POSITIVE MENTAL HEALTH: Little blue bouncing brains that restore your mental health. They are released by destroyed objects and defeated enemies. MEAN LITTLE BALLS OF HATE: Little orange bouncing balls. Each one provides you with one shot for your PSI Blast. GOLDEN BALL OF HATE: An icon that increases your maximum PSI Blast ammo capacity. ASTRAL LAYERS: Essentially, each layer is one 'life' when in a mental environment. When your Mental Health runs out, you will lose one Astral Layer. When you run out of Astral Layers, you will be forcibly ejected out of the mind you're currently in back into the real world. Astral Layers can sometimes be found within mental environments. GOLDEN HELMET: Permanently increases your maximum Astral Layer capacity. When collected, it also adds one Astral Layer to your current total. EMOTIONAL BAGGAGE TAGS: There are five to be found in each mental environment. Each one must be matched up with the appropriate piece of luggage in order to 'sort' that baggage properly. They can often be heard before they are seen, making a squeaky bouncing sound. EMOTIONAL BAGGAGE: These morose pieces of luggage can often be heard before they are seen, sobbing away until you approach them while carrying their specific baggage tag. Satisfying all five pieces of baggage in a particular stage gives you one PSI Cadet Rank increase, and unlocks the Primal Memories for that stage (concept art viewable in Raz's Journal). The five pieces of baggage are: a Purse (green), a Suitcase (pink), a Dufflebag (blue), a Hat Box (yellow), and a Steamer Trunk (plaid green). MENTAL COBWEBS: Deep purple webs that can be found in mental environments. You can only collect them by using the Cobweb Duster, purchased in the Main Lodge. They are sometimes blocking access to new areas or objects within the mental environment. Mental Cobwebs can be exchanged for PSI Cards in Agent Cruller's lab. MENTAL VAULTS: These cute little safes hopping around mental landscapes contain memories of significant events in the life of the person who's mind you are in. These are viewed via a little slide show once you punch open the vault. You can re-view any memories already unlocked in Raz's Journal. CONFUSION GRENADES: Available once you learn the Confusion ability. Each one provides you with one shot. GOLDEN QUESTION MARK: Permanently increases your maximum Confusion Grenade ammo capacity. DREAM FLUFFS: Looks like a bonbon, complete with candy wrapper. Eating one in either the real or mental world will completely refill your Mental Health. They can be purchased in the Main Lodge for 50 Psychic Arrowheads' worth of Psitanium. You can only carry up to three at a time. They will be automatically consumed when your Mental Health drops to critical if you have any in your backpack. SMELLING SALTS: A permanent addition to your backpack inventory once acquired. Take a whiff at any time while in a mental environment to snap back to the real world. BACON: Believe it or not, its the ultimate psychic communication device. Ford Cruller, due to his passionate love of pork products, can be called upon for advice or teleportation to his lab at any time by shakin' the bacon. DOWSING ROD: Rather than locating water, this device helps you to locate Deep Arrowheads. Pull it out of your pack, and use your senses of hearing and touch as you move around. Both the pitch of the sound and the intensity of the controller vibrations will increase as you close in on one of the deep Psitanium deposits. Once both reach their peak, tap Triangle repeatedly to dig up the Deep Arrowhead. Purchased in the Main Lodge. You'll need to use this device to gather enough Arrowheads to afford the Cobweb Duster without wasting several hours. COBWEB DUSTER: A special suction device which allows you to remove Mental Cobwebs while in mental environments. It then stores them to exchange later in Agent Cruller's lab for PSI Cadet Rank increases. Purchased in the Main Lodge. PSYCHO-PORTAL: A small, palm-sized doorway. When applied to a person's head, psychically gifted individuals can enter their mind. BRAINS: In certain areas of the game, you can locate fellow campers' brains, stored in fluid-filled jars. Return them to Ford Cruller to restore your friends' thinking capacity. Each one returned will increase your maximum Mental Health capacity by a small amount. PSI ENERGY COLORIZER: A purely aesthetic device, this lets you alter the colour of your PSI Power effects, such as your thought bubble/ levitation ball and PSI Shield. Available for purchase in the Main Lodge for 250 Arrowheads, once you reach PSI Cadet Rank 30. Once acquired, use your Bacon and talk to Ford to change the colour. MENTAL MAGNET: With this item in your possession, loose pickups, such as Positive Mental Health and Mental Arrowheads, will be quickly drawn towards you as you pass by them. Spares you a little bit of time collecting goodies. Available for purchase in the Main Lodge. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ============================ ( ( 5) PSI POWERS & UPGRADES ) ) ============================ ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' Some PSI Powers require that you complete a certain stage in the game to earn the appropriate Merit Badge, while others require you to reach a certain PSI Cadet Rank and then visit Ford Cruller in his lab. You will be told of the latter when you reach the appropriate rank. Once a PSI Power is learned, upgrades will be applied automatically as you reach the appropriate PSI Cadet Rank. ~~ PYROKINESIS ~~ With this ability, Raz can mentally excite the molecules of objects and enemies, building up a temperature gauge until the target bursts into flame, causing damage and sometimes other effects. UPGRADE - Thermal Detonation: Your pyrokinesis burst will spread to objects and enemies surrounding your main target. ~~ TELEKINESIS ~~ The manipulation and movement of physical objects using solely the power of your mind. Objects, once picked up by a psychic hand, can be thrown in an arc in any direction. If thrown at an enemy, they can be damaged. UPGRADE - TK Extension: Your range for Telekinesis is extended. ~~ INVISIBILITY ~~ Obfuscates the minds of living creatures, rendering them unable to detect your presence. Gives you the chance to sneak up on them and pound them from behind, or just sneak clear past them. Raz can remain invisible for approximately 10 seconds, and must then spend an equal amount of time recharging this power before using it again. UPGRADE - Advanced Invisibility: You can remain invisible for twice as long. ~~ PSI BLAST ~~ Once you acquire the Marksmanship Merit Badge, you can project your aggression into projectile shots at distant targets. Locking on to your target first is recommended. Using this ability consumes mental ammunition, which can be refilled by collecting Mean Little Balls of Hate. UPGRADES - Chain Blast: Your PSI Blast shot will ricochet between enemies, to a possible total of 3 targets. Super Chain Blast: You can now hit up to 6 enemies with a a single shot. Infinite Ammo: You will never run out of PSI Blast shots. ~~ LEVITATION ~~ This ability allows you to stand atop a thought bubble, which you can then bounce high into the air. Also, you can use your thought bubble as an aerial flotation device, letting you glide gently downward once in the air. You can also run around with great speed while standing atop your Levitation ball. UPGRADEs - Wrecking Ball: While rolling atop your Levitation ball at full speed, you can damage enemies by running into them. Rolling Havoc: You can now damage enemies while rolling at any speed. ~~ SHIELD ~~ Raz can use his Thought Bubble as a defensive sphere completely enveloping him, protecting him temporarily from incoming attacks. The effect lasts only approximately 4 seconds, and it takes the same amount of time to recharge. The shield is also capable of reflecting some attacks, especially electrical ones, back at the attacker. UPGRADE - Offensive Shield: Enemies striking your shield with a melee attack will be knocked back momentarily. Ferocious Aura: Knocked-back enemies will also take damage. ~~ CLAIRVOYANCE ~~ A slight misnomer, in my opinion. Generally, clairvoyance refers to the ability to foresee events. In the world of Psychonauts, this power lets you see through other living creatures' eyes. For most beings, proximity is sufficient for you to highjack their minds. You can also find a number of objects which, when held in your hand, give you access to a related creature's thoughts. ~~ CONFUSION ~~ Temporarily befuddles targets caught in the blast of thrown Confusion Grenades. You can only carry a limited number, but can replenish your supply by defeating enemies and destroying objects. Confused enemies will sometimes turn on their own allies. They will always ignore you. The effect lasts a short time only. UPGRADE - Sensory Scramble: The Confusion effect now lasts twice as long. Infinite Ammo: You will never run out of Grenades. ~~ OTHER UPGRADES ~~ Palm Megabomb: Your palm bomb (jump attack) can be made more powerful by pressing the attack button repeatedly while still in the air. Psychic Regeneration: Friends back in the camp in the real world will focus their mental energies on you, gradually restoring your Mental Health. ====================== - PSI POWER UPGRADES - ====================== PSI Cadet Rank | Ability/Upgrade Unlocked ------------------------------------------------------------------------------- 10 | Pyrokinesis - visit Ford Cruller's Sanctuary to learn it. | Can now purchase the Dowsing Rod. - - - - - - - - - - - - - - - - - - - - 15 | Can now purchase the Mental Magnet. - - - - - - - - - - - - - - - - - - - - 20 | Telekinesis - visit Ford Cruller's Sanctuary to learn it. | Can now purchase the Cobweb Duster. - - - - - - - - - - - - - - - - - - - - 30 | Invisibility - visit Ford Cruller's Sanctuary to learn it. | Can now purchase the PSI Energy Colorizer. - - - - - - - - - - - - - - - - - - - - 35 | Palm Megabomb (Palm Bomb upgrade) - - - - - - - - - - - - - - - - - - - - 40 | Chain Blast (PSI Blast upgrade) - - - - - - - - - - - - - - - - - - - - 45 | Thermal Detonation (Pyrokinesis upgrade) - - - - - - - - - - - - - - - - - - - - 50 | Wrecking Ball (Levitation upgrade) - - - - - - - - - - - - - - - - - - - - 55 | Offensive Shield (PSI Shield upgrade) - - - - - - - - - - - - - - - - - - - - 60 | Advanced Invisibility (Invisibility upgrade) - - - - - - - - - - - - - - - - - - - - 65 | TK Extension (Telekinesis upgrade) - - - - - - - - - - - - - - - - - - - - 70 | Super Chain Blast (PSI Blast upgrade) - - - - - - - - - - - - - - - - - - - - 75 | Rolling Havoc (Levitation upgrade) - - - - - - - - - - - - - - - - - - - - 80 | Ferocious Aura (PSI Shield upgrade) - - - - - - - - - - - - - - - - - - - - 85 | Sensory Scramble (Confusion upgrade) - - - - - - - - - - - - - - - - - - - - 90 | Psychic Regeneration - - - - - - - - - - - - - - - - - - - - 95 | Infinite Ammo (PSI Blast/Confusion upgrade) - - - - - - - - - - - - - - - - - - - - 100 | Bonus Scene!! ------------------------------------------------------------------------------- __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ================= ( ( 6) CHARACTERS ) ) ================= ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' RAZPUTIN - Begoggled protagonist of our story. Born to a family of acrobats, he always knew that he was different, which says a lot considering the circus freaks he grew up with. His father vehemently discouraged him from using the psychic powers he was discovering. As result, he ran away to join the Whispering Rock Psychic Summer Camp, after a mysterious stranger handed him a pamphlet one day. MARCEAU OLEANDER - Though diminutive in stature, he is living large and loud. He has a strong military-based personality. He drills the camp members in the basics of psychic combat. Affectionately known as 'Coach'. SASHA NEIN - A cool, aloof, world famous Psychonaut. He is keen on experimenting with psychically-gifted individuals, though he seems a little inattentive to the ethics involved in such activities. MILLA VODELLO - A warm, caring Psychonaut, famous for her killer parties. But is her party persona a cover for something deeper? FORD CRULLER - Weird old white-haired green dude, who seems to perform multiple support functions around the camp. He also has a secret underground facility, where he coordinates Psychonaut missions. FRANKE ATHENS- Experienced redheaded camp member. One of the toll-collectors when first leaving the kids' cabins area. Exclusive about her circle of friends. CHLOE BARGE - Wears a space helmet. Obsessed with contacting her supposed outer-space progenitors. DOGEN BOOLE - Little blue egg-shaped dude with a tinfoil hat. Has the problem of making people's heads explode with his mind. KITTY BUBAI - BFF with Frankie, and only Frankie. A skilled friendship bracelet weaver. MIKHAIL BULGAKOV - Russian guy, wears a yellow camp shirt and large red cossack hat. Obsessed with finding and fighting psychic bears. Strong but friendly, he hates bullies. MALOOF CANOLA - Little, timid, often picked on. Wears a white rugby shirt with red stripes. Gives you smelling salts at the start of the game. With a little muscle at his side, his imagination and thirst for revenge is unquenchable. ELKA DOOM - Bossy, dating James. She secretly pines for her ex-boyfriend Nils, though. BENNY 'THE NOSE' FIDELEO- Purple, with really big ears. A yes-man born and bred. Always on the lookout for anyone needing an evil sidekick. ELTON FIR - Does Lili's homework for her. Likes to talk to the fish in Lake Oblongata. A sweet boy, empathetic to the plight of the little guy. CLEM FOOTE - Cheerleader guy with tall skinny neck, sweatband. He will remain Crystal's constant companion to the bitter end. QUENTIN HEDGEMOUSE - Mod guy in a turtleneck. Turntable-master for the camp band 'The Levitators'. J.T. HOOFBURGER - A young cowboy, currently dating Elka, who insists on calling him 'James'. He feels caught between his new girlfriend's and his best friend Chops's demands for attention. PHOEBE LOWE - Green skin, wears headphones. Yellow shirt, pink pants. Has issues with fire, due to her lack of pyrokinetic control. Drummer in the band 'The Levitators'. NILS LUTEFISH - Big blond head, bell bottoms, yellow camp shirt. Girl-crazy, he likes to peek in on the female bunks. MILKA PHAGE - Timid, she turns invisible a lot. Has a dull appearance. Likes Elton, another timid young camper. CRYSTAL FLOWERS SNAGRASH - Cheerleader girl with red topknot. Emotionally unsettled, she doesn't handle failures well. CHOPS SWEETWIND - Cool guy with green 'fro. Loyal friend to J.T. VERNON TRIPE - Short, deep voiced, wearing a military surplus cap. Boringest stories ever. Hotly avoided by the girl campers. BOBBY ZILCH - The lisping, spitting camp bully. Scrawny with big frizzy hair. Shirt has numbers '00'. The only thing of value he's ever created is his trademark victory dance. LILI ZANOTO - Experienced and sassy camp member. Sarcastic, but secretly enamoured of Raz. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ================== ( ( 6) WALKTHROUGH ) ) ================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' And now we finally get to the meat and potatoes of the guide. After pressing Start (which you can delay to see the game credits flying around the screen), Raz will appear on top of the title brain. Use the Left Stick to move him around it. On the left hemisphere of the cerebral cortex (on the opposite side from the 'Psychonauts' title), you'll find two doors. The yellow door with the cracked egg lets you start a new game, while the blue door with the bed icon allows you to load a saved game. After the intro FMV, choose one of the three bunks in the dormitory. This will save your profile. Multiple players can create different profiles to progress through the game each at their own pace. From this point on, the game will be saved automatically under your profile whenever you see a loading screen. You can also manually save at any time. Your PS2 memory card must be placed in slot 1. Next, in a dream sequence, you get to set your camera controls using the Right stick. When told to look to the right, press right or left, depending on your preference for inverted or regular controls. You then learn about PSI Challenge Markers. Then, look up by pressing the Right stick up or down, depending on your preferences, to spot the PSI Card. If you want to change your camera controls at any time, you may do so in the Options menu in Raz's Journal. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.1 Whispering Rock - Kids' Cabins (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 12 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Scavenger Hunt Items: 1 ~~~~~ Press Start to open Raz's Journal, and check out the different pages. Of particular note is the To-Do list, which you can check if ever you lose track of your current objectives to get yourself back on track. Your first task is to go to Coach Oleander's training course, but if you prefer, you can explore this area of the campgrounds and familiarize yourself with the controls a little bit first. There are plenty of places to jump up, rail slide, trapeze swing, pole climb, and perform other actions that will help get you through the game. As you approach an appropriate spot, you will be prompted to try each of these skills out. You will not be able to leave this area until you have completed the training course, but you can move up along the dirt path towards the exit for your first real-life encounter with the weird old green-skinned skinny dude. As you explore this area, watch for the purple trails emerging from the ground. These indicate Psychic Arrowhead locations. Face one and press [Triangle] to collect it. There are also several other Psychic Cadets for you to talk to. Some conversations in this game are triggered simply by approaching people, some you can listen in on by standing near a pair of characters already engaged in talk (and these conversations can go on for quite some time, and are often quite hilarious), while others require that you press [Triangle] when your desired conversee is surrounded by the green target glow. You can also talk to animals in this way... but I would worry if they answered back. Of particular interest is the conversation you have with Dogan, especially the part after you walk away from him. Also, try to find as many of the PSI Cards as you can. To help you out in this regard, here is a list of their locations (for the ones you can reach at this point, anyway), as well as the PSI Challenge Marker and Scavenger Hunt item (well, a teaser for that last one at least): PSI CARD LOCATIONS: 1. Down one side of Raz's cabin (to the left as you exit the cabin). 2. Inside the outhouse, to the left as you exit Raz's cabin. Press [Triangle] to open the door. 3. On top of the cabin past the outhouse. Jump to the roof from the trampoline beside it. 4. On top of one of the roots of the large main tree, leading uphill. 5. Underneath base of ramp leading up to training course. 6. From the roof of the cabin with the trampoline beside it, walk half-way across the tightrope and jump right to the trapeze swing. Swing to the raised trampoline net. 7. On top of Raz's cabin. Cross the tightrope from the cabin with the trampoline beside it to reach it. 8. At top of hillside above Raz's cabin. From the roof, swing on the wooden poles, then grab the net around the tree and jump to the landing. 9. Inside cave tunnel. From landing above Raz's cabin (see #8), slide down the mud slope inside the cave, and jump right to the side tunnel. 10. Inside cave tunnel, close to #9. Follow same directions. 11. On top of PA (public announcement) tower beside Dogan. Climb the pole to reach it, or jump up the nearby rocks. 12. Requires Levitation ability to reach. See #8 to reach the hillside above Raz's cabin. From there, do a Levitation bounce to the left, far enough to grab onto the netting in the side of the rock wall. Climb to the top of that net, then do a double-jump backwards to grab another net (use the camera to spot it first). Climb to the top of that one too, then double-jump to the tightrope with the card above it. PSI CHALLENGE MARKER LOCATION: -Jump onto the roof of the cabin with the trampoline beside it, then cross the tightrope half-way. Jump right to the trapeze swing, and swing to the raised trampoline net. Bounce up to the ladder and climb to the platform with the Challenge Marker. SCAVENGER HUNT ITEM LOCATION: Turkey Sandwich: Requires Pyrokinesis ability to obtain. Jump on top of the cabin with the trampoline beside it, then cross the tightrope to the roof of Raz's cabin. Swing up the tree-branch poles, climb the net on the tree trunk and hop to the landing. Enter the cave and slide down to the end. Open the refrigerator and use Pyrokinesis on the ice block to melt it, revealing the sandwich. When you're ready, head up the ramp around the large tree in the middle of the area (alternately, you can climb the PA tower near Dogan, then use the nearby trapeze swing and climb a partial ladder to the top). In a FMV, you will receive the Smelling Salts, which will be a permanent fixture in your backpack from now on. Talk to Coach Oleander (press [Triangle] when he is surrounded by the target glow) to initiate the first psychic stage. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.2 Coach Oleander - Basic Braining (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ====================== 7.2.1 The Trenches ====================== ~~~~~ Figments: 73 ~~~~~ Punch the projection of the Coach after he finishes yakking. Note that there are a couple of objects amidst the plants on either side of the starting area that yield Positive Mental Health when struck; look for any such destructible objects in any level when you need to replenish your Mental Health, as indicated by the brains in the upper left corner of the screen. Jump over the first two gaps, then double-jump over the third. After this, you come across your first Figment. Another jump brings you to the first piece of Emotional Baggage, specifically the Steamer Trunk. Double-jump across the next gap to collect the Steamer Trunk Tag, then jump back to reunite it with the trunk, and watch as both go off happy together. Collect the Figments on the ground here, then climb the ladder to the top of the watchtower. Slide down the ladder on the other side to find more Figments and the Suitcase Tag. Climb the pole, jump to the ledge, and climb the second pole to the top. Carefully slide down the ladder on the other side of the concrete tower, waiting for the flame spouts to cease spouting before moving down. After the FMV, slide down the ladder and explore the ground here. In one corner, behind the wooden platform, there is a sign reading 'Classified Route'. This marks a hole leading to an underground passageway, but you can also take the above-ground route. If you want to collect all of the Figments, you'll need to do both. I suggest crossing the underground tunnel to the end, then return to the start and take the above-ground path. The underground tunnel is very straightforward. Simply jump across the platforms to reach the far side. If you fall to the bottom of the pile, backtrack to the nearest point where you can jump back up to the grates. Collect the Figments in here, then return to the start and climb the ladder. For the above-ground path, climb the ladder hidden in the weeds on the opposite side of the clearing, then jump to the nearest circling airplane when it approaches. There are a couple of moving Figments up here, so watch their paths and try to intercept them. Hop to the second airplane when they pass by each other, then to the far landing. Double-jump up the ledges to reach a small set of stairs. Past the stairs, down the ledges, is the exit from the underground path. Climb the stairs and jump to hang from the ledge, then shimmy left across it until you're past the artillery cannons. The path splits here again briefly. Go down the ledges to the left and through the red pipe. On the other side, you'll find the pink Suitcase, whose tag you've already collected. Return through the pipe and jump up towards the trampoline nets. Here, there are several moving Figments 'jumping' up the nets, so look around for them and clear them all out. At the top, grab the ledge and haul up. Jump onto the netting on the wall and climb it using the Left Stick. Portions of the wall will blow out as you move around, forcing you to follow a certain path. Pull up at the top. Talk to Dogan. Let him stay where he is for now, until you've had the chance to cross the minefield once on your own to clear out all of the Figments. The easiest place to capture the moving minesweeper Figment is to jump at him in the far left corner, just inside the fence. When crossing the minefield, just walk slowly (push gently on the control stick), and don't be afraid to jump over one if you've got a large enough space to land in. If you explode, you'll respawn at the start of the minefield. Once you've made it across, go back and talk to Dogan, then choose to have him follow you. He'll walk in a straight line towards you, so lead him across bit by bit. Occasionally, he'll start to shiver and say "I can't do it!". Talk to him again at these time to reassure him, and he'll continue to follow you. Walk slowly as he follows, especially in the narrow spaces between mines. At the end, lure him to the fence line and he'll rejoice in his assisted victory, and give you 25 Psychic Arrowheads. To open the gates ahead, shimmy up the pole, pushing the flag to the top. You may want to save before entering the tunnel ahead, because you'll be locked in and won't be able to backtrack from this point anymore. If you have 69 Figments and have sorted two pieces of Emotional Baggage, then you're done for this area (the last 4 Figments are just past this doorway). Inside the cargo plane beyond, collect the last several Figments, listen to Vernon's story until you can't stand it any longer, then strike the side door and jump out of the plane. ==================== 7.2.2 The Cannon ==================== ~~~~~ Figments: 79 ~~~~~ ~~~~~ Mental Cobwebs: 3 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Do a Palm Bomb (your jump attack) on the button in the middle of the rings of sandbags. This initiates a mini-game, in which you must punch the standees that flip up all around you. Most of these are skeletal gunmen, and striking each before it retracts will earn you one point. The green baby cut-outs are 'friendly', and striking them gets you no points (but you don't lose any either). For the first round, you must hit 20 targets in 60 seconds. This is incredibly easy to do. Each target will flash a '1' over its head in red a moment before it vanishes. After your first win, you can play again by performing another palm bomb on the button. Progressive rounds get more and more difficult. The following table outlines each round: Round | Points | Time | Notes ============================================================================= 2 | 30 | 75 | Lose 1 point for each 'friendly' struck. Get | | | used to the speed towards the end. - - - - - - - - - - - - - - - - - - - 3 | 30 | 60 | Not much more difficult than round 2, but a | | | little less forgiving of misses due to the | | | shorter time limit. - - - - - - - - - - - - - - - - - - - 4 | 40 | 75 | Lose 2 points for each 'friendly' struck, and | | | lose 1 point for each missed target! You must | | | get used to standing in the middle ring, and | | | twitching the Left Stick towards the targets | | | and punching as soon as they appear. Use the | | | moments when 'friendlies' appear to re-center | | | yourself. - - - - - - - - - - - - - - - - - - - 5 | 40 | 60 | Very challenging, and very difficult. You can | | | not afford to miss more than perhaps 3-4 | | | targets in the entire round. Note that the | | | fast target rate begins at 5 points. Will | | | likely require many attempts to master. Once | | | you start missing targets, it goes downhill | | | quickly. You can stop the round at any time | | | by performing another palm bomb, rather than | | | waiting for the timer to run out if things are | | | going badly. - - - - - - - - - - - - - - - - - - - 6 | 50 | 75 | Actually slightly easier than the previous | | | round, since by now you'll be quite proficient | | | at not missing any targets, and you have an | | | additional 15 seconds to hit only 10 targets. | | | Still, it requires that you maintain your | | | near-flawless streak for a more extended | | | period of time. ============================================================================= Now, why do all this, since after winning the mini-game for the first time, the gate ahead opens up? Well, though you only receive a few lousy Psychic Arrowheads for the first few rounds, once you clear the last one, you receive a PSI Cadet Rank increase of 1! This is essential if you want to reach rank 100 by the end of the game. The button disappears after you clear the final round, so you can't play again. Proceed through the opening to encounter your first Mental Vault. Punch it as it runs around to view a slide-show about a significant event in the Coach's memories. Jump out of the trench, and note the little teleport worm on the right. He can carry you back to any previous sections in the current mental environment. This is handy for when you've missed any Figments or other collectibles, or just want to run through a particular section again. Anyway, punch the giant skeletal Nazi cutout and advance into the cannon field. Don't worry about collecting the many Figments here until you've eliminated the threat of the mounted machine-gun dead ahead. The brick walls will protect you from its rapid fire. Punch each wall to knock it down and raise the next one, which you must run to before the stream of bullets reaches you. If you look at the ground, you'll note the cable running back and forth; this leads to each successive wall, so you know where to go after you punch your current cover. The third wall you hide behind is permanent; the next punchable wall is further ahead to the right. After you punch the final wall down, the cannon will be disabled. Go back and gather any missed Figments, and also reunite the Hatbox Tag with the Hatbox. Climb on top of the machine gun turret and grab the Dufflebag Tag bouncing up there. Do a palm bomb to smash open the planks on top, then jump into the hole. Inside, climb the pole to push the flag up to the top. This opens the gates ahead. During the slide through the tunnel, you can move left and right slightly, and you can also slow down or speed up your slide by pushing down or forward on the Left Stick, respectively. In order to collect the Figments in here, pull back to slow your progress, and move to the side as needed. If you just miss a Figment, you can double-jump back towards it. This may take a few tries to make any reverse progress, but it'll save you from having to pass through this section again, if you're aiming for total completion. Once you land, jump up to the right swing pole, then push the Left Stick in one direction to build up rotation, and press [X] to jump to the next pole up in the direction that you're facing (which can be changed with [Triangle]). Be sure not to miss the Figment as you swing up to the middle. At the top, wait for the flame spout to desist, then jump to the ledge on either side and pull up. Reunite the Dufflebag up here with it's tag, and grab the Figment on the left. Swing up some more poles, in between bursts of flame. When you land on the platform at the top, punch the wall beside you and head through the gap. Approach the purple Mental Cobweb to learn all about them. Until you acquire the Cobweb Duster, these will remain as impenetrable barriers. You will have to come back later to collect this and other Mental Cobwebs in this stage. Double-jump to the lowest tightrope stretched across the room, and press [X] repeatedly to jump up the series of ropes. If you didn't get the Figment floating around this area while on the ground, you can collect it easily from on top of the second rope, on the side nearest the Cobweb below. Just wait there for it to fly by. Jump over to the higher ropes as they move out of vertical alignment, trusting the game's auto-targeting to help Raz land squarely on them. Once you reach the platform at the top, punch the wall again here and pass through the hole. Before grabbing onto the trapeze swing, jump to the ground beside it and collect a few Figments. Note the Mental Cobweb and the Mental Vault behind it. Grab onto the trapeze swing, and press forward and backward rhythmically on the Left Stick to build up your swing. Wait for the blue blimp Figment to come around before jumping to the second trapeze. Once you release your current trapeze, you can let go of the controller and Raz will grab safely onto the next target, provided that your swing had enough momentum. Collect the Purse Tag on the platform, then climb the ladder. Turn around and look for the Purse inside an airplane section above and behind you. To reach it, jump to the plane section to the right of the tightrope, then to the other nearby wing, and jump to the net walkway sticking out of either end. Walk to the Purse to sort it, then return to the platform at the top of the ladder. With the final piece of Emotional Baggage sorted, you can view this stages 'Primal Memories' (concept art) in the movie viewer in Raz's Journal. Walk out along the tightrope. You can fit through the wedge in the wall, but you can also double-jump on top of the wall to collect a Figment, then drop back onto the tightrope on the far side. Cross the wooden walkway, and watch for the green blimp Figment to pass by to jump to the trapeze swing. Swing and leap to the next trapeze (don't worry about the odd angle that it's at relative to your jump, Raz will still grab onto it), turn around and swing and jump to the next platform. Wait up here to collect the purple plane Figment flying around, then climb down the ladder and swing to the next platform. Step onto the rail and enjoy your ride along it. You can slow down your descent by pulling back on the Left Stick. Jump side to side to collect the Figments as you approach them, and punch at the obstacles (the same skeletal soldier cutouts from the mini-game at the start of this section) to avoid taking damage as you pass through them. It gets more difficult to collect the Figments as you near the bottom, so you can either play through this section again at a later time by re-entering the Coach's mind, or you can let yourself die towards the bottom, by running into Bobby Zilch or just jumping into the oblivion below. You don't lose any Astral Layers in this stage, since it's just a training level, so you can do this as many times as you need to collect all of the Figments. The final Figment of the stage is at the end of the rail, so when you're ready, sock Bobby right in the kisser as you slide up to him and begin the final section. ================================ 7.2.3 Obstacle Course Finale ================================ ~~~~~ Figments: 11 ~~~~~ ~~~~~ Mental Cobwebs: 2 ~~~~~ This is by far the shortest section in the Coach's mind, but it is still fairly treacherous. But of course, since you won't lose any Astral Layers in this stage, you can fall into the spinning grinders without fear. Move along the log pathway, waiting for each section to mostly level out before advancing. Try to grab the three floating yellow Figments as they pass nearby, occasionally jumping to them, but trying your best to land back on solid ground. Slide along the rail to the end, collecting the final Figments. In the room at the end, nothing much seems to be going on. Oh well, I guess you'll have to check out the white hallway on the right side... *** NOTE ON RETURNING TO BASIC BRAINING *** You will doubtlessly have realized that you will need to come back here later once you've obtained the cobweb duster, to clear the Mental Cobwebs and open the second Mental Vault that you were unable to do anything with the first time around. To return to this level, you will have to wait until night falls over the camp. After this point, you will be able to re-play Basic Braining from the Collective Unconscious (you'll learn of it soon enough). Remember to come back if you're aiming to collect everything in the game! (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.3 Whispering Rock - Main Campgrounds (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ PSI Cards: 18 ~~~~~ ~~~~~ Scavenger Hunt Items: 2 ~~~~~ If you show the button to Coach Oleander, he'll give you a hint about finding Sasha Nein's secret lab: use your map! Open Raz's Journal and scroll to the last tab to view the location of your next main objective. Head up the dirt path to the exit from the Kid's Cabins Area. You'll need at least one Arrowhead in your possession; dig them up with [Triangle] while facing them. Immediately upon entering the new area, you'll be given the Scavenger Hunt sidequest. A couple of items will require specific PSI Powers to reach, while most require simply careful searching. Here's a breakdown of the collectible objects to be found in this area: PSI CARD LOCATIONS: 1. Just over the fence to the right as you enter the Main Campgrounds from the Kids' Cabins Area. 2. On top of the PA tower to the rear corner of the Main Lodge, on the side nearest the Kids' Cabins Area entrance. 3. Directly behind the Main Lodge, near the roof. Walk across the tightrope from the top of either PA tower behind the Lodge to reach it. 4. On top of the PA tower to the rear corner of the Main Lodge, with the pair of camp cheerleaders on top of it. 5. Underneath the ramp leading up to the Main Lodge entrance. 6. On top of the PA tower where the dirt path splits, straight out from the Main Lodge. 7. At the end of the tightrope leading from the PA tower nearest where the dirt path splits in three to the roof of the Main Lodge. 8. On top of the Main Lodge's lower roof. Follow the tightrope from the PA tower behind the Lodge with the cheerleaders on top of it, then jump to the section of the reddish-brown roof that sticks out to the side. Walk along its ridge to the card. 9. From the top of the PA tower nearest where the dirt path splits into three, double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the tree, though you actually want to land on the rock below it, with the plank platform. Head along the greenish rocks to the left to reach the card. 10. From the top of the PA tower nearest where the dirt path splits into three, double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the tree, though you actually want to land on the rock below it. Walk out onto the planks here, and use the trapeze swing to reach the card on another tree-top ring. 11. From the end tree-top ring from #10, walk along the tightrope to the top of the gate to the parking lot. 12. Inside the outhouse inside the gate to the parking lot. 13. In the parking lot, in empty space to the left of the entrance. 14. On top of the jeep in the parking lot. Double-jump onto its hood, then onto the roof, which is springy. 15. Over the basketball net in the parking lot. Double-jump to it from the nearby yellowish rock. 16. On top of a rock along the path leading down to the parking lot. 17. Behind a tree along the hillside straight out from the picnic benches past the Main Lodge. 18. Requires Levitation ability to reach. Bounce on top of the cut log in the middle of the parking lot. PSI CHALLENGE MARKER LOCATION: -On top of the Main Lodge's upper roof. Follow the tightrope from the PA tower nearest where the dirt path splits into three, then jump onto the roof. SCAVENGER HUNT ITEM LOCATIONS: Gold Doubloon: Down the right side of the Main Lodge, in a nook in the foundation. Eagle Claw: On top of a platform ring at the top of a tree, sticking out from the rock wall past where the path splits and heads towards the parking lot. From the top of the PA tower nearest where the dirt path splits into three, double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the tree, though you'll actually land on the rock below it. Walk out onto the planks here, and use the trapeze to reach the card on another tree-top ring. Aside from collecting those goodies, there isn't a whole lot to do in this area. For fun, you can repeatedly check out the announcement boards in the parking lot, as well as the signs on the cut log in the middle of the parking spaces. Ultimately though, this place is a waystation leading to several other important locations. For the main quest, you would want to follow your map towards the area titled 'GPC and Wilderness'. But before you go there, you ought to check out some other places, namely the Main Lodge and the Reception Area. The Beach I'll leave until later, because you'll have to go there as part of the main quest shortly. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.4 Whispering Rock - Main Lodge (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Scavenger Hunt Items: 1 ~~~~~ The Main Lodge is the large building in the middle of the Main Campgrounds. The front door is at the top of the winding ramp, but you can also get in from the back patio. There isn't a whole lot to do inside the Lodge, but it does contain one essential location: the Camp Store. Talk to Ford behind the counter on the right after entering through the front doors, and peruse the selection of objects available for sale. The controls for shopping will be listed on the screen. Item Cost PSI Cadet Rank required ==================================================================== Cobweb Duster 800 Arrowheads 20 PSI Energy Colorizer 250 Arrowheads 30 Mental Magnet 400 Arrowheads 15 Dream Fluff 50 Arrowheads 1 PSI Core 10 Arrowheads 1 Dowsing Rod 50 Arrowheads 10 If you've been collecting Arrowheads, then you can afford a couple of items. Your first purchase should be the Dowsing Rod, because that will help you to find a lot more Arrowheads more quickly. Next, buy however many PSI Cores as you can afford, because they will let you assemble PSI Challenge Markers from your collected PSI Cards, granting you PSI Cadet Rank increases. You can then start saving up Arrowheads to buy the Cobweb Duster, which will prove invaluable in clearing future stages perfectly. You can also chat with the band practicing on the stage, and go up the stairs on the right side to the television room. Change channels with [Triangle] while in front of the TV, though there's not much worth watching. There is one other item of interest in here though: SCAVENGER HUNT ITEM LOCATION: Voodoo Doll: On top of the rafters over the stage. To reach it, jump onto the table beside the first window on the left after entering through the front door, then jump on top of the bookshelf in the corner. Double-jump to the top of the doorway over the entrance, then up to the nearest ceiling beam. Hop across the beams to reach the doll. Head back outside to continue your fun in the sun. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.5 Whispering Rock - Reception Area (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 21 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Scavenger Hunt Items: 4 ~~~~~ This is the location where the game's opening FMV took place. It serves no other practical purpose for the rest of the game, other than harboring a few collectible items, including a whole lot of PSI Cards, and if you've purchased the Dowsing Rod, you can also hunt for Deep Arrowheads so that you'll be able to afford the Cobweb Duster eventually. Head through the campfire area and start along the fenced-in dirt path. You will pass by a camper atop a rock, with that crazy old guy hanging around outside of it. Go up to him for a funny conversation. Continuing along the path, you will pass through more woods, then you'll pass a swampy area on the left. After that, the path leads to the GPC and Wilderness area. Watch out for the psychic bear that inhabits this area. Unless you have any PSI Powers, it's best to just avoid him. PSI CARD LOCATIONS: 1. Over the fence to the left of the camper on a rock. Watch out for the bear! 2. Behind a grave marker at the top of the hill to the left of the camper on a rock. 3. Inside the cave entrance over the fence to the right as you approach the camper on a rock. 4. Up a ladder above the cave entrance and part-way across a tightrope. 5. Up a ladder above the cave entrance and all the way across the tightrope from the wood platform. 6. At the end of the tightrope in #5, jump to the rocks on the left and up to the rock with the card. 7. At the top of the hill between the swamp and the camper, on a rock to the right of the campfire area. 8. At the top of the hill between the swamp and the camper, on the tree branch over the campfire area. Tricky to reach without using Levitation, but possible by jumping onto a ridge in the tree trunk beside the branch. 9. At the top of the hill behind the swamp with the curved ramp leading around it. 10. On top of the rocks to the right of the waterfall behind the swamp. 11. On top of the rocks to the left of the waterfall behind the swamp. 12. On top of the rocks to the left of the waterfall behind the swamp (no, you're not seeing double; there are two cards on the rocks here). 13. On a ridge over the stream leading away to the side from the base of the waterfall behind the swamp. 14. In front of the rusty truck caught in the tree, on a hill to the right of the waterfall behind the swamp. 15. Inside the cave across the main path from the swamp. Requires that you kill the bear, for which you will need to have learned at least one PSI Power. 16. At the top of the cave tunnel. To reach it, you'll have to be able to kill the bear in the tunnel. 17. At the end of the long rail slide after emerging from the top of the cave tunnel. 18. Above the upper entrance to the cave tunnel. You'll have to carefully walk between the rails to avoid sliding on them, then jump to the ledge on the side and up to the card. 19. From the hill behind the swamp with the campfire area, jump right over the rocks, then to a rock behind a tree trunk along the rim of the area. Leap from here to a caved-in mine entrance at the top of a slope, then out to a log platform between two posts. 20. From the location for #19, once you've learned the Levitation ability, jump and float to the card on top of the post. 21. Located behind the waterfall. Jump through the water stream into the alcove behind it. PSI CHALLENGE MARKER LOCATION: -From the hill behind the swamp with the campfire area, jump right over the rocks, then to a rock behind a tree trunk along the rim of the area. Jump from here to a caved-in mine entrance, where you'll find the marker. SCAVENGER HUNT ITEM LOCATIONS: Cherry Wood Pipe: Beside the rusty truck caught in the tree, on a hill to the right of the waterfall behind the swamp. Condor Egg: Atop a tree trunk in the swamp. To reach it, get through the cave tunnel (which requires that you defeat the psychic bear inside), then slide along the long rail and hop to the nest on top of a tree trunk. Dinosaur Bone: From the campfire area on a hill behind the swamp, jump to the lowest tree branch using a ledge in the trunk to the right. Walk out to the very tip of the branch, then double-jump up to the tip of the second branch above you. Move under the bone and double-jump to grab it. Fertility Idol: Requires PSI Blast ability to obtain. Use your target lock and PSI Blast the beehive, on the hill over the fence near the campfire area. In the remains of the hive, you'll find the idol. You can head to the GPC and Wilderness area now if you like, but if you've reached at least PSI Cadet Rank 10, you'll want to visit Ford Cruller's Sanctuary at some point in order to learn Pyrokinesis (if you don't know how to get there, see further down in the walkthrough, or just wait for a certain game character to give you hints about it). (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.6 Whispering Rock - GPC & Wilderness (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 18 ~~~~~ ~~~~~ PSI Challenge Markers: 2 ~~~~~ ~~~~~ Scavenger Hunt Items: 4 ~~~~~ As you move around this area, there will be a couple of short FMV's featuring various campers when you pass by specific spots. Following the dirt path, at one point you can pass through a hollowed-out tree trunk to cross the river, or keep going along the river's edge to the right to reach a cave that leads to the Beach and Boathouse area, which you will need to visit later on. On the other side of the river, besides the large GPC enclosure, you can find some more forest landscape, and also Ford Cruller dressed as a park ranger, in front of a run-down shack. Once again, there is plenty of stuff to collect in this area: PSI CARD LOCATIONS: 1. In the riverbank, past where the logs have fallen into the water, under a ridge. 2. Beside Chloe, at the top of a series of rock ledges beside Ranger Cruller's shack. 3. From the hilltop with Chloe, beside Ranger Cruller's shack, swing across two tree-branch poles to a ledge, then across two more to the card. 4. From #3, jump to the adjacent ledge and slide through the log to collect the card. 5. Over top of the cave leading to the beach and boathouse area. 6. On top of a rock outside the perimeter of the GPC, to the left. 7. Outside the perimeter of the GPC, in the back of the area. 8. On top of a log lying just outside the fence around the GPC, in the back guarded by a psychic bear. 9. On a log just outside the fence around the GPC, near the back towards the right side, at the top of the hill over the water geysers. 10. Behind a tree outside the fence around the GPC, near the water geysers. 11. On a log just outside the fence around the GPC, near the water geysers. 12. On top of the log tunnel that crosses the river. 13. Underneath the walkways inside the GPC enclosure, towards the back. 14. On top of the upper dome in the GPC enclosure. To get up there, use the spikes around the dome as ledges. 15. Climb the tree that has vines wrapped around it at starting at the level of the outer walkway of the GPC. Step onto the branch at the top with the card on it. 16. From #15, cross the branch and swing across the pole to land on the next branch, which you will slide along and climb the vines on the trunk. Go up to the next branch, where the card is visible. 17. From #16, cross the branch and jump to the next vine-covered tree trunk. Climb up and hop to the next branch above, then cross that and jump to the parallel branch at the end. Grab the vines on the trunk and climb down to the branch below. 18. To the right of the GPC enclosure, in the valley, find the yellowish rocks with several Psychic Arrowhead trails on top of them. Jump to the grassy hill behind them, and go up to the tree where you don't automatically slide down the slope. Double-jump around the right side of the tree to the card behind it. PSI CHALLENGE MARKER LOCATIONS: -Inside Ranger Cruller's shack. To get inside, double-jump from the top of the ridge beside the shack, which you can reach by jumping up a series of rocks. Chloe is hanging out up here early in the game. From the shack's roof, jump through the hole. Jump back out through the hole to exit. -Climb up the vines around the tree trunk from the walkway around the GPC. Swing, slide and climb along the branches and up the tree trunks, until you can climb to the cut top of the tree with the marker on top of it. SCAVENGER HUNT ITEM LOCATIONS: Pirate Scope: Along the outer edge of the area in the valley to the right of the GPC enclosure, just to the left of the entrance to the cave leading to the beach area, walk up the grass hill near the yellowish rocks. Go slightly up the right side of the tree, stopping before you slide back down the slope, and double-jump around to the back of the tree. Jump up the rocks here and climb the small vine section to reach the telescope at the top of the hill. Alternately, you can use Levitation to bounce up here more easily. Also, you can use Clairvoyance on the Crow Feather that you find to help divine its location. Golden Acorn: Requires Invisibility to collect. In the valley to the right of the GPC enclosure, a squirrel holds onto the acorn, but runs into his tree whenever you approach. Turn invisible while at a safe distance and walk up to grab the nut. Glass Eye: Requires Telekinesis to obtain. Walk in the river to the right until you reach its end, where it goes under the GPC enclosure. Behind the grate, you can see the eye. Simply use Telekinesis to float it through the fence towards yourself. Miner's Skull: Come back once you learn the PSI Shield ability. In the valley to the right of the GPC enclosure, you'll find two water geysers, one of which is plugged up by the skull. You need to create enough pressure over the left geyser to force the water through the right one, so stand over top of it and use your Shield. Once you enter the GPC enclosure, you'll hear a very annoying crying child. To stop the racket, move up the grill walkways and strike the door on the upper dome to release him. You can now enter this chamber. Pull the red button that Sasha gave you out of your backpack, and use it inside the chamber, revealing a hatch in the floor. Jump inside. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.7 Sasha's Underground Lab (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 2 ~~~~~ ~~~~~ Scavenger Hunt Items: 1 ~~~~~ You begin at the top of a winding staircase. Head on down, or simply jump off the edge and fall to the ground. Talk to Sasha Nein, then carefully consider if you're doing the right thing. Talking to Sasha again doesn't alleviate any of your fears, that's for sure. Before you engage in the experiment, make sure that you collect the easy-to-find goodies in this area. PSI CARD LOCATIONS: 1. On the ground, behind a decorative room divider on the side of the room opposite Sasha's position. 2. On top of a ledge in the wall near Sasha's position. Jump up a couple of steps to reach it. SCAVENGER HUNT ITEM LOCATION: Fossil: Go to the third landing down from the base of the ladder at the top of this room and look around for the glowing item. Double-jump to the ledge in the nearest corner, then cross to the wall, drop to the left, and jump up to the fossil. Stand in front of the Brain Tumbler and press [Triangle] to begin the level. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.8 Brain Tumbler Experiment (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) Run around the astral ring to reach the one open doorway, and walk through it. You will now be in the outskirts of Raz's mind. ============= The Woods ============= ~~~~~ Figments: 92 ~~~~~ ~~~~~ Mental Cobwebs: 5 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Run around the caravan, collecting the four floating Figments in this area. Also, head after the Mental Vault on the right and punch it open. Head up the caravan steps into the unknown. You find yourself in, well, somewhere. Your options for action are limited. Eventually you'll have to try punching. Strike the environment three times, and you'll emerge from your shell. Grab the Purse Tag from behind the shell, then start following the bunny, while gathering the many Figments all along the path. Any of the glowing items on the ground can be smashed to release some pickups (Positive Mental Health or Psychic Arrowheads). The same goes for the rubbery steaks, though they aren't destroyed outright. Watch out for the snake plants that rise up when you approach them. Once they're activated, you can strike them three times (or use Pyrokinesis, or whatever) to kill them, or simply avoid them. Also note that many of the wiry bushes rattle and push you back when you walk into them. Collect the Steamer Trunk Tag once you turn the corner. And just ahead of that... Oh well, so much for this level. Talk to Sasha again right away. He then sends you to Ford Cruller's sanctuary (which you may already have discovered on your own; it was accessible anytime after clearing Basic Braining). When talking to Ford, choose the 'Sasha says I need to learn how to fight better' dialogue option. You will receive the Marksmanship Training Badge, and can then return to Sasha to continue your training. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.9 Ford Cruller's Sanctuary (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 2 ~~~~~ To reach Ford's Sanctuary, you must jump into one of the hollow logs with the lanterns hanging beside them, found in every area of the camp (the one in the Kids' Cabins Area was previously closed off, but is now open). The easiest one to spot is straight out from the Main Lodge. Alternately, if you're just finding out about the place from Sasha, the entrance in his lab is the easiest one to reach currently. Jump into any of them, and you'll land on a cart, where a beautiful electronic voice will ask you for your destination. You can go to the Sanctuary, or to any camp location that you've already visited. It's a good idea to visit the Sanctuary once you've reached PSI Cadet Rank 10, because then you'll be able to learn Pyrokinesis. On your first visit, you'll watch an informative FMV identifying the strange old man you've been seeing around camp. You can then ask him questions to clear up the story so far. Ask him about the equipment to learn about the PSI Challenge Marker creator and the Cobweb detangler. Assuming that you've bought at least one PSI Core in the Main Lodge (and have been collecting PSI Cards), you can now use the first machine to provide yourself with PSI Cadet Rank increases. You'll receive instructions on using the machines when you first approach them. To get back up top, you'll need to jump up the floating platforms. When you finish talking with Ford Cruller, he gives you the Bacon, which you can use to talk to Ford or teleport to his Sanctuary at any time while in the physical or mental world. There are also two PSI Cards to be found in the sanctuary. Here are the locations: PSI CARD LOCATIONS: 1. On the ground, to the left when you're facing the Cobweb detangling machine. 2. Atop a platform on one side of the room, at the level of the main deck. Double-jump to the platform just below the one with the card, then up to grab the edge of the platform and hoist up. When you're finished with this area, head along the walkway leading to a hollow log, and jump in to return to the underground cart. Ride it to whichever location is most convenient for your current purposes. Remember to return to the Sanctuary whenever you reach a PSI Cadet Rank level that grants you new abilities. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.10 Sasha Nein - Sasha's Shooting Gallery (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Figments: 69 ~~~~~ ~~~~~ Mental Cobwebs: 5 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Once you've obtained the Marksmanship Training Badge from Ford Cruller in his sanctuary, return to Sasha's lab and speak to him. Choose to enter his mind. After a brief introduction, you can use the PSI Blast ability. Blast all three horrible lamps. You then learn to use the target lock ability. Destroy the three lamps in the order given by the overhead numbers. Next, you encounter your first Censor. Use a single PSI Blast to destroy it. Sasha teaches you about a couple of pickups. In order to earn your merit badge, you'll need to blast a whole lot of Censors. Of course, possessing the impatience of youth, Raz isn't willing to take several days to accomplish this. To help him out, you'll want to speed up the rate of Censor generation using the floating dial in the middle of the field. Press [Triangle] while facing it to move the dial up a notch. Each time, the frequency of Censors will increase, and more than one will start to be produced at a time. Increase the gauge gradually, giving yourself time to clear out the current Censors before turning your back on them to turn the dial up again. Now, any sane person would think twice before turning the gauge to the 'skull' setting, but you're going to have to in order to progress. Sasha gives you hell, and the landscape becomes just a bit more chaotic. Now, you must circle the cube (just walk over an edge to turn to the next face) to the active surface, and blast certain targets, all the while fending off Censors and collecting Figments and other goodies. Head to the first battle zone. Remember that Censors can jump up to your location, so it's in your best interest to destroy them whenever you can. Jump onto the bed and punch the Mental Vault, and also get the Dufflebag Tag from on the pillow. The Dufflebag is located on the ground in one corner, near the baby bottle. The Hatbox Tag is found on a block over the Dufflebag's position, and the Hatbox itself is on top of one of the posts of the headboard for the bed. Jump to all of the floating blocks to collect the many Figments. There are also two Mental Cobwebs to collect, assuming that you've purchased the Cobweb Duster, on the ground underneath blocks. Be sure to collect everything before blasting the target closing the Censor leak for the second time, because the whole cube surface will shut down after that. If you need it, there is an Astral Layer near the target's first position. The second section is slightly less chaotic, though a bit more dangerous. The Censors here are larger, take two hits to kill, and have ranged attacks. These are easily avoided simply by moving to the side. Run around the base, then jump up the discs. Collect the Purse Tag on the lowest disc, then reunite it with the Purse on a higher distand platform. Jump to the discs near the target, and blast it. Repeat for its second location once you've collected everything that you can find. For the third area, you also need to watch out for the Personal Demons that arise at ground level. These explode once they close in on you, so you need to blast them from a distance, or quickly move away once they start trembling before self-destructing. Run around the floor doing this as you collect the various Figments, and the Steamer Trunk Tag. Climb the ladder in the middle of the area. From the top of the ladder, jump towards the stack of shoeboxes, and climb it to kill the Censor firing at you from there. Be warned that the Personal Demons also jump up to chase you down wherever you go. There are two Mental Cobwebs to clear in the stack of shoeboxes, one near the bottom on the outside edge. Once you've collected everything from the boxes (as far as you can jump up, at least), jump from the top of the ladder out to the round platforms. Jump to the Steamer Trunk to sort it, then back to the tape measure roll, and slide along the yellow tape measure to reach the top of the stack of boxes, collecting some Figments along the way. Finish clearing the boxes. Now, before you finish off this section by blasting the second Censor vent target, drop to the ground and run around the other sides of the cube until you find the second Mental Vault. Pursue it and punch it open, then return to the stack of shoeboxes. Head for the Censor vent target and blast it. Pursue it to its second location and repeat. For the fourth area, you have melee Censors and Personal Demons to contend with once more. Run around the base collecting the Figments, and the final Mental Cobweb at the base of one of the arms of the tower. Jump up to the Suitcase Tag, then fight your way up the stairs and reunite it with the Suitcase at the top. If you've sorted all of the Emotional Baggage, you can now view the stage's Primal Memories in Raz's Journal for a hint of what's to come. To shoot the target and close the Censor outlet, walk out onto the arm of the tower closest to it, then use your target lock. And now for the boss Megacensor: First of all, you must close the valves on the other five surfaces of the cube to stem the flow of small Censors, who run into the large one and replenish his health constantly. Once you've destroyed all five valves with your PSI Blast, you can begin blasting the giant Censor. He will throw globs of brown goop at you while you do this; dodge to the right to get out of the way of these. You will also be assaulted by mini-Censors constantly. Use the Palm Bomb attack to kill several at once, giving you Positive Mental Health as pickups frequently, which lets you keep on battling for longer. Watch the big guy's health bar and blast him whenever you get a clear shot. It won't take many hits before he's dead. Congratulations on learning the PSI Blast! (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.11 Return of Brain Tumbler Experiment (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Figments: 92 ~~~~~~ ~~~~~ Mental Cobwebs: 5 ~~~~~~ ** These tallies will include anything that ~~~~~ Mental Vaults: 2 ~~~~~~ you collected on your last visit ** Re-examine the machine in Sasha's lab, then run around the astral plane to the correct doorway. You will re-emerge at the start of the last area you were in, in the cracked egg. Go up the same path as before, pursuing your bunny spirit guide. When you reach the monster from before, you won't be able to run ahead towards it. When you reach the end of your path, target-lock the monster with the glowing eyes, and send it into oblivion with a single PSI Blast. Now you can continue through this stage. Collect the various Figments, including a couple of floating yellow ones circling the area, and reunite the Purse with its tag (which you may have already collected last time). Also dust the Mental Cobweb in the right corner before jumping up to the ledge above. The Steamer Trunk is on another raised ledge on the right side (again, you'll have collected the tag already on your previous visit). Censors will emerge from a portal just ahead, so wipe them out before doing anything else. This is a one-time attack. From the raised ledge on the right, you can also jump and swing across a couple of poles, then grab onto a vine that works as a trapeze. Line yourself up left to right with the vertical stick hanging down from the roof ahead, then built up some swinging momentum and leap to the stick. Climb to the top, then jump to the next vine trapeze ahead, and use that to swing to the ledge with a couple more Figments. Return to ground level, fight off some more Censors, and gather the Dufflebag Tag from the bottom of the ledge behind you. Continue up the path, gathering Figments wherever you can find them. A couple are floating around the area too. Ahead, there will be a large ranged Censor firing away at you. As you approach him, three more regular Censors come out to play. Destroy them all, and grab the Suitcase Tag on the right before jumping and hoisting up the ledge ahead. The Suitcase is on a raised ledge on the right here; also from this ledge, you can backtrack jumping across several more ledges to find a secret area with several Figments, the Dufflebag, and a Mental Cobweb. Continue along the ground and fight a large group of Censors. Just ahead, you'll find a Mental Cobweb on the left side. Keep on going, grab the yellow Hatbox Tag. You'll soon come to a nautilusshell-type thing on the left side. Strike it, and it'll start emitting vapors upwards. That's all you can do for now, just remember it. Also right here, there is a Mental Cobweb in the surface of the rock overhead. You can collect it by using your Cobweb Duster with the cobweb visible on-screen. Move ahead a little further to see an important FMV. In the clearing, move all around the perimeter to find the Hatbox, the last Mental Cobweb, and a Mental Vault containing an extremely perplexing slide show. There is also a valuable Golden Helmet, increasing your maximum number of Astral Layers. Fortunately, these are all quite easy to find. There are also a couple of floating Figments to hunt down, before starting up the thorny tower (hmm, where have I heard that term before?). Climb the tower ramp, collecting a few more Figments and watching below for any floating Figments that you may have missed. When you reach the nautilus shell, Sasha will declare that you need to use Levitation, and you will exit your mind so that you can go and learn it. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.12 Whispering Rock - Boathouse & Beach (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 16 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Scavenger Hunt Items: 2 ~~~~~ Head down to the water's edge to view a couple of important FMVs. After that, it's time to explore and find some pickups. There are several that you won't be able to reach at this point, at least in part due to the interference of Bobby Zilch, who won't let you past a certain point on the docks. Be careful around the water, since a phantom hand will slap you away if you touch it. If you get too far in, you'll be dragged under and tossed back ashore. For a little fun, read the message board along the beach repeatedly. PSI CARD LOCATIONS: 1. On the ground behind the steps leading down to the docks from the Main Lodge. 2. At the very left edge of the beach, behind a large rock, along the water's edge. 3. Go to the very left edge of the beach and jump to the dirt path in the hillside along the back of this area. Jump up one more level to the card. 4. From #3, swing up the tree branches to reach the card where the dirt path starts up again. 5. From #4, continue up the hill, then swing left over several tree branches from a rock at the left edge of the path. The card is over a branch in the middle. 6. From the left edge of the branch where you collect #5, swing to the next two branches, and jump to the round platform in the hillside. 7. Beneath the ramp leading down to the beach, beside the log entrance to the underground rail system. 8. On the ground to the right of the boathouse, along the rock wall. 9. On top of the docks in the middle of the lake, over a plank. Requires Levitation to reach. 10. On a rock in the water out from the main docks. Requires Levitation to reach. 11. Once night falls, follow the docks past the point where Bobby Zilch previously stood guard, to where there is no more roof overhead. Bounce up on top of the roof over the docks here, and run back along it to the first card. 12. Once night falls, follow the docks to the right of the beach, until you pass the overhead roof. Bounce up to the roof and follow it back, then run up the left tightrope to the card. 13. From #12, climb up the netting over the boathouse, then jump to the round platform with the card. 14. From #13, use the trapeze swing to swing and jump towards the rock wall behind the boathouse. Jump up the ledges to reach the card behind a tree. 15. Once night falls, follow the docks past the boathouse. When the path splits, go left to the card at the end. 16. Once night falls, follow the docks past the boathouse to the point where the overhead roof ends. Bounce onto the roof, then bounce to the larger roof of the diving platform just ahead. Grab the card at the roof's peak. PSI CHALLENGE MARKER LOCATION: -On top of the large rock at the left end of the beach. You need Levitation to reach it. Jump up to the paths in the wall behind it two levels, then bounce and float to the top of the rock. SCAVENGER HUNT ITEM LOCATIONS: Psychonauts Comic #1: Go to the left edge of the beach, then jump to the dirt path in the hillside. Follow this back to the comic's location. Diver's Helmet: Once night falls, follow the docks past the boathouse until you're past the overhead roof. Jump on top of the roof and follow it back, then climb the netting over the boathouse. From the round platform above, use the trapeze swing to reach the rock wall behind the boathouse, and jump up the ledges until you encounter a Psychic Cougar. Use Invisibility to walk up to him and punch him out, then collect the helmet he was guarding. When you're finished on the beach, talk to Admiral Cruller and he'll show you to the canoe. Press and hold [X] to propel it forward, and steer with the Left Stick. You can only dock in a couple of other places, namely the end of the dock with the campers, and on the large dock at the other side of the lake where Milla is giving her class. Head there and talk to Milla to begin the Levitation training. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.13 Milla Vodello - Milla's Dance Party (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ===================== 7.13.1 The Lounge ===================== ~~~~~ Figments: 79 ~~~~~ ~~~~~ Mental Cobwebs: 3 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ You can destroy most of the decorative objects all around this stage if you ever need to grab some Positive Mental Health. The Levitation ability is automatically assigned to [R2]. Press it to generate a ball, which you can then use to jump far greater heights and distances, and roll along with great speed. Pick up a couple of Figments as you cross this room; there aren't very many. Jump and float through the three rings to open the barrier ahead. Before going through it, though, grab the Dufflebag Tag on your right, and jump into the area below the giant bouncer to collect a Mental Cobweb in the corner on the right. You'll need to use your Levitation ball to bounce back up again. In the room with the curved floor, you need to roll around to pick up speed, then roll up one edge along the arrows and jump at the top, passing through each of the rings. Once all of them are activated, a number of platforms will appear for you to bounce up one by one. As you go around this room, there are several Figments to collect, but they are difficult to see due to the rotating lights. Once you reach the top of the flower platforms, a shortcut will be created on the ground back up here, in case you should fall. Bounce to the platform with all of the dancers and collect more Figments, and sort the Dufflebag up here as well. Bounce to the highest round platform, then jump up and float down through the series of rings. Next, you are instructed to bounce and float in the airstream to fly across the room. Before you do that, however, there is a secret room that you must deal with. Look at the fan blowing the bubbles across the room. The entrance to the secret room is to its left and down slightly. Jump to the platform in the airstream without floating, and bounce from there to the secret room. Collect the Figments and strike the Mental Vault to gain some insight into Milla's past. Next, you can open the chest in the corner with [Triangle], then jump inside to find a very disturbing place. Jump back through the floor, then exit the secret room and bounce to the party floor just below. Use the shorcut to return above, and bounce and float while in the airstream to fly across the room. Grab the Steamer Trunk Tag at the base of the ladder, then climb up. In the next room, before you create a Levitation ball, collect the Mental Cobweb behind the pod you emerge from, and grab the Hatbox Tag on the other side of the track. Roll around the floor area collecting some Figments, then bounce up to the surrounding ledge for some more Figments, and sort the Steamer Trunk on one side. Now, form a new Levitation ball and roll into the plunger. When you fly up, try to land on the round spring platform. You'll carreen off a series of bumpers and land on a new platform, activating a shortcut. Move around the upper ring, gathering figments and sorting the Hatbox. Next, jump onto the rail along this ring and slide all the way around, activating all of the hoops. This turns on an elevator platform. Watch for it to lower, then jump onto it and ride up. Bounce to the party platform at the top of the room, gather Figments there, then bounce to the exit at this height on one side of the room. Punch the door marked with the fists to open it. In the connecting tunnel, be prepared for the well-dressed Censors and Personal Demons that will attack you. Grab the Purse Tag and exit at the other end. Run around the floor in the next round room, gathering the Figments, and punch the Mental Vault. Roll up the floor in any direction, then jump and grab onto the net that surrounds the room. Climb up and jump to the edge of the floating platform above. Form a new Levitation ball, and roll around the hazards to prove that they can't hurt you... except for the water, unfortunately. Bounce to the pole in the middle of the platform and climb up it, then jump to the nearby small platform above. From there, bounce to the rotating platform further out towards the perimeter of the room. It will approach a barrier, so bounce over it and drop back onto your circling platform. On the other side of the barrier, bounce to the next stationary platform, a little higher than your current position, and from there to the blue bumper. This will propel you to the Purse's position, so you can sort it. From here, bounce and float to the exit, with the pink and yellow door. Punch it and head into the tunnel, where a pair of Censors appear. Pummel them, then enter the next section. =================== 7.13.2 The Race =================== ~~~~~ Figments: 97 ~~~~~ Walk up to the checkered starting line. There isn't much to say instruction- wise about the race. Roll ahead, pick up as much speed as you can, and aim to pass through the archways whenever possible, as you'll receive speed boosts when you do. The only real problem that you might encounter is if you come up against a yellow barrier. If you do, you missed a jump through an archway just behind you, that lowers the barrier for you. Collect any Figments that you come across in your path. You won't be able to get them all on one run- through, so just worry about winning the race for now, and you can return later to repeat the race to collect the rest of the Figments. Alternately, you can let yourself keep losing the race, so that you can re-play it repeatedly and try to collect all of the Figments. There are several alternate pathways throughout the race. After passing through the very first archway, veer to the left to go up the first yellow tube ramp. This is a fairly long tube, with several speed boosts, and it bypasses a large chunk of the track below. At the other end, you'll encounter a few pinball bumpers. Avoid these if you want to maintain your speed and heading. The next yellow tube starts just ahead, towards the right. After exiting from that one, veer left and jump as you go up the ramp to land on the third yellow tube. You will have to make two jumps across gaps to stay in this one. After the end of that one, between two archways before you pass under a yellow tube going horizontally across the path, there is a bright orange hole in the track along the slope on the right side. This is an important shortcut, with many Figments inside of it. There are also lots of Censors in here, but just roll into them to bowl them over. At the other end of the shortcut, you'll fly into the first of a series of blue bumpers that will propel you quickly to the finish line. Even if you don't use the shortcut, if you have enough speed and jump in the right place, you can still hit the first blue bumper and use the speed advantage this provides. Short version for winning the race: Pass through the first archway, then stick to the left and take the first yellow tube. At the end of that, keep using the archways for speed boosts. Once you pass the first gate, stick to the right to go up the second yellow tube. As soon as you leave from the other end of that one, stick to the left to launch to the third yellow tube, jump as soon as you hit it, then jump again across the second gap. Once you're back on the ground, pass through one archway, then stick to the right to roll into the orange secret tunnel. Speed through that and ride the bumpers to the finish line. ==================== 7.13.3 The Party ==================== ~~~~~ Figments: 57 ~~~~~ ~~~~~ Mental Cobwebs: 2 ~~~~~ Welcome to the Party. On the ground, there are three concentric spirals leading to a large, currently inactive fan in the middle. Collect the Suitcase Tag from the middle of the fan, and the various Figments in the spiral grooves and floating around the area. There is also a Mental Cobweb at the far end of one of the grooves. Look around, and spot the two sets of vertical bubble streams. One of these has a platform with a Figment on it near the lowest; one does not. Jump to this latter one, most easily by jumping back to the starting platform (where the teleport worm hangs out), then into the bubble stream. Float in the middle of the stream until you reach the maximum height, then float over to the next stream. Once at the top of the third stream, look around for the nearby platform with the Golden Ball of Hate and float over to collect it. Next, take the other set of four bubble streams. The uppermost one takes you to a platform with a punch panel. Strike it to activate the large fan. Use the stream to float up through the hoops (or fall through each from above). Return to the top of the stream once all of the hoops have been activated, and look around for any additional Figments that you can float to. When you're done in this room, float to the exit from the top of the main fan's bubble stream, sort the Suitcase, and grab the Figments on the platform. In the party room, drop to the floor to get a few Figments and to dust the last Mental Cobweb. Use the bumper in the middle of the floor to return to near the room entrance. Bounce and float to the lowest of the platforms around the perimeter of the room on either side. Bounce up each one, collecting the Figments on each. Once you've gone all the way around, return to the top-most perimeter platform. Bounce on top of the frame around the red star window, and bounce from there to the nearby flower platform. Look left to the distant flower platform with a Figment on top of it. Roll slightly towards it and do a hard bounce (press firmly on the jump button), then float when just over the peak of your jump to reach the platform. If you think you won't make it, turn to the left and land on the perimeter platform below, then jump back up and try again. You have to fly directly towards the target platform for the entire jump. Float down to the platform in the middle of the party, and try to get the Figments floating around there before triggering the conversation with Milla. After you have received your Levitation Merit Badge, you can talk to Milla again on the docks to re-enter the level, if you missed any Figments or what not. Back in the real world, go back to collect a couple more PSI Cards around the lake that you can reach now that you can Levitate, then return to the Brain Tumbler in Sasha's lab. Actually, you might want to go to the Main Lodge and check things out, just to flesh out your experience of the story a little more, and there are a few PSI Cards around camp that you will only be able to collect now that you have t learned the Levitation ability.. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.14 End of Brain Tumbler Experiment (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Figments: 92 ~~~~~ ~~~~~ Mental Cobwebs: 5 ~~~~~ <-- **these totals include everything you ~~~~~ Mental Vaults: 2 ~~~~~ already collected on previous visits** Return to Sasha's lab and activate the Brain Tumbler one last time. You re- start near the end of this region. Look out behind you, where there may be a Censor firing at you. Just ahead, on the right side of the path, strike the shell/rock/seed thing, to make it spout gases upwards. Double-jump up and float on your thought bubble in the stream of gas to hover upwards. You'll collect a Figment on your way up. Float over and down into the dark cup-like area immediately beside you, where another Figment awaits. If you didn't collect it earlier, there will also be a Mental Cobweb over a hole in the bottom of the cup. Drop through the hole and continue to the field with the thorny tower. Climb up the ramp spiralling around the tower until you reach the rock/shell thingamabob. Strike it to release a gas stream, then jump up and float in the stream to be carried upwards, collecting the last Figment for this area just above the shell. At the top, float over to the ledge in front of the door in the side of the tower. After the FMV, walk up to the hatch just behind Dogan and press [Triangle] to open it. Walk into the hole and you'll slide down the tunnel automatically. Watch another FMV, then get ready for a boss battle. The Blueprint Brain Tank has a three different attacks. The first is a lock-on machine gun shot. This is preceded by a white arched line searching around the ground, which turns red once it locks onto you. When it does, run behind one of the stalagmites that litter the field. The tank's shot will destroy it, so find another one to hide behind in case you need it. The stalagmites release some pickups when destroyed, and you can destroy them yourself if you like. They regenerate over time as well, so you'll never run out of cover. The tank's second attack is to launch Confusion Grenades. These are preceded by a yellow "?" over the tank. They are launched somewhat randomly, but they leave behind a gas cloud when they hit, and for a short time you can still be confused if you carelessly wander into one. If confused, your controller inputs will be reversed. Just run to one side until you're hiding behind a stalagmite, and wait a moment for the effect to dissipate. The tank's third attack is a charge, which is preceded by the tank rearing up, exposing its underbelly. This is the only time that it is vulnerable. While evading the tank's other attacks, keep your target lock on it, then run out and fire a PSI Blast when it rears up. It will be knocked over on its side temporarily. Run up to it at this point on the left side (where the belly is exposed), and strike it repeatedly, knocking the plans right out of it. As soon as it rights itself, run for cover once more. Repeat this pattern until the Brain Tank is destroyed. Unfortunately, that's not the end of it. All stalagmites are cleared, and you are faced with the brain in a protective dome. It still tosses Confusion Grenades, and is also protected by a twirling laser beam. It will occasionally bounce around the field to a new location, and the laser beam spins at varying speeds. You must get in close and punch it to cause it damage. To do this, you can bounce on your Levitation ball, then float in over top of the laser. Run in the last bit of distance when the laser beam is slowed down, and punch away. You can also dodge the laser by locking on to the brain with your target lock, and performing your dodge move as the laser passes by. When you strike the brain dome, it'll fly off to a new spot. Use this opportunity to back off out of range of the laser, then move in again for another strike. After you win, you discover the origin of the blueprints. Shock and horror!! Watch the FMV, after which you'll talk to Cruller and receive your next main objective. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.15 Night Falls on Whispering Rock (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) It's nighttime, and all is not well in Whispering Rock. For one thing, all the campers seem to be missing! Before you go to meet Lili, you can clean up any last tidbits around camp, assuming that you're going for 100% completion. Following are a few activities that you might consider pursuing at this point, but you can still do them at anytime until much later in the game. Head to the beach when you're done whatever else you want to do. RETURN TO BASIC BRAINING: You are now able to return to the Coach's obstacle course and collect the Mental Cobwebs that you were unable to get on your first visit (and punch open the Mental Vault behind one of those cobwebs). You can reach this stage via the Collective Unconscious, the ring in the astral plane that you reach via the Brain Tumbler. You can also return to the Collective Unconcious by using the teleport worm found in any mental environment. Move around the ring to find the door leading back to Basic Braining, and dive on it. Use the teleport worm to more quickly move to the second section of this stage. If you haven't already, complete the last round of the mini-game at the start of the snowy section to earn a PSI Cadet Rank increase. Run through the area until you reach the top of the wall via the swing poles. The first Mental Cobweb is found there. Bounce up the tightropes, then drop to the ground on the other side of the wall, where the trapeze swing is found. The second Mental Cobweb, and the second Mental Vault, are found at the base of the wall here. Swing across the first couple of trapezes, then bounce on your Levitation ball and float straight across the field to the far wall, where you can see the third Mental Cobweb in a hole in the wall on the right side. Collect that, then bounce out of the hole, either up to a ledge, or floating down to the slide rail somewhere below. Ride the rail to the bottom to enter the next section. Once you pass the spiralling log/saw tunnel, collect the next Mental Cobweb on the right of the tunnel, then continue to the end room. The final Mental Cobweb is on the right side of the room, just past the closed side door leading to the white corridor and the hidden blueprints. Use your Smelling Salts to exit the stage. RETURN TO SASHA'S SHOOTING GALLERY: Again, use the Collective Unconscious to re-play this stage. There are a few last Figments that can only be collected using Levitation, on the side of the cube with the rotating mobiles, and the disc platforms. Bounce and float to the otherwise unreachable platforms, and use the platforms of the mobile to reach the last one. Returning here, you also have a brief conversation with Sasha that fleshes out the story a little bit, and it's nice to be able to play each side of the cube individually. RETURN TO MILLA'S DANCE PARTY: Again, you can return here as often as you like through the Collective Unconscious. And again, a conversation with Milla fleshes out the plot a little bit. Practically, you only need to come back here if you're still missing any Figments or other collectibles. GATHERING ANY FINAL COLLECTIBLES AROUND CAMP: See the previous appropriate sections of the walkthrough for the locations of any missed PSI Cards, PSI Challenge Markers, and Scavenger Hunt items located around camp. Be sure to go to Ford Cruller's sanctuary also, to cash in your PSI Cards and Mental Cobwebs, increasing your PSI Cadet Rank as much as you can at this point. There is only one Scavenger Hunt item in the GPC & Wilderness area that will remain unattainable to you for now, and one more in a distant area that you can't reach yet. AND FINALLY, HEAD TO THE BEACH: This triggers a new FMV. Afterwards, you will be able to collect many PSI Cards and a Scavenger Hunt item that were previously unreachable (see the section of the walkthrough covering the beach area above for specific directions to their locations). Ultimately, you need to go to the end of the docks to the right of the beach, and use the large diving helmet. Open the hatch with the action button, and head inside. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.16 Lair of the Lungfish (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) Note that there are no PSI Cards or other important collectibles down here, which is good since it's a one-time visit. There are, however, a few Deep Arrowheads, including a couple on the first ledges you descent, and several regular Arrowheads. Though you don't need to buy anything essential to the story at this point, you might still want to save up to buy the Mental Magnet or the PSI Energy Colorizer at the Camp Store later on. There are several things on the ground here that can damage you: the clams will clamp shut on you, the crabs will claw you, and the fish will sucker onto your head. Also note the crates that scatter nails when you smash them (?). Also note the ghostly green hands that follow you around the perimeter of the air bubble that surrounds the area. Step through the edge, and it'll toss you back inside. Ultimately, you need to smash the coral wall along the back and climb the spiral ramp to reach a large bell. Climb the ringer rope to sound the bell, thus triggering the arrival of your nemesis. The Lungfish will swim up to the edge of the water bubble, and suck in some of the air, shrinking the amount of safe space that you have to run around it. He will then blow this air out again, along with inhaled objects. You will take damage if any of these objects strike you, but these are easily avoided by moving around continuously. To hurt the Lungfish, you must punch the nail crates that pass by you on the ground while he is inhaling (see, they're good for something after all). The nails will cause him a fair amount of damage, and after a few crates' worth, the battle will shift to the next stage. In the second part, the Lungfish basically pushes the air bubble around the lakebed. You have to keep up with it as it moves around. Watch for the green hands that float around the edge of the bubble to help you locate its borders. You can also visualize the bubble's movement by the plants that float upright while in water, but flop down flat once they're inside the air bubble. As the air bubble moves forward, you will have to jump across gaps in the debris field, staying on top of the planks where possible. You will then move into an area with a couple of coral walls to smash, and some steps to jump up. The scene will shift briefly, showing the Lungfish in third-person view. After this, it's more running, jumping, spinning on poles and leaping up to ledges, and running up stairs until you reach a new large flat field. Once the bubble settles in the middle of the field, you go back to an inhale- exhale fight, where you again need to dodge the debris he spits out, then smash the nail crates (who dumped all of these in the lake anyway?) as he inhales. Hit him with three batches of nails, and it's back to running around once more. The bubble is smaller this time. Watch its direction of movement carefully, and stay away from the edges. It'll maneuver in several directions, pushing you through an obstacle course of sorts. At one point, you'll jump down a ledge and then climb up a net. Shortly after this, you must jump up a slope on a series of platforms, then travel along a track with several coral walls to smash, as the wall of the bubble moves in behind you. Towards the end of this track, the camera will flip around, so just do your best to stay on the track, and the scene will shortly shift again. Slide down the spiral rail here, to land in the sunken town. And now, you get to fight the Lungfish directly. He attacks with his angler appendage, whipping it around swiftly. In order to hurt him, you must trick him into getting his angler caught in a clamshell, then punch him repeatedly while he is thus stuck. Stand behind the open clams when the Lungfish approaches, and he'll get stuck when he swings at you. Repeat this a few times, and victory will be yours. After a brief talk with Ford Cruller, you can enter the Lungfish's mind. Before you do, though, you can collect a couple of Deep Arrowheads inside the air bubble if you wish. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.17 The Hulking Lungfish - Lungfishopolis (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Figments: 113 ~~~~~ ~~~~~ Mental Cobwebs: 5 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Remember how Ford said that the Lungfish was more afraid of you then you were of it? Well, this is how that fear manifests in his mind. Get used to the controls in the area you start in. Most buildings will smash when you walk on or into them, but the larger ones, like the one to your left at the very start, you can climb. In fact, you must climb them to find Figments and other goodies high up. There is an Astral Layer on top of the large building beside you at the start, if you need it. Walk around the town here, collecting a few Figments, including one in the water, until you trigger a FMV. Afterwards, smash the large prison at the turn in the road for the rest of the FMV, and to receive the Shield PSI Power! Be sure to place it on one of your shoulder buttons before you venture forth. Choose your other PSI Powers now too. Note that Levitation is ineffective, due to your gargantuan mass. Head out into town. After the news update, get ready to face some tanks. These fire missiles at you, which you can easily both see and hear coming. Use your PSI Shield to defend against the missiles, or simply move to the side if you see which direction they're coming from. To eliminate the tanks, you have several options: you can use your PSI Blast (which requires two shots), you can punch them, or my personal favorite, you can get up close to one and press [Triangle] to pick it up, then throw it at another tank to destroy both of them at once. Go around this area of town eliminating the opposition and collecting the Figments around and above the buildings. You'll note the Dufflebag in one corner, but you still need to find the tag. Whenever you need some more Mental Health, just destroy some buildings. Go forward some more until you reach the trucks with hyper-electicity cannons. To destroy these, use and hold your Shield until the electric beams are reflected straight back at the trucks. Climb the large building on the left here to find the Purse Tag. You'll also find a Mental Cobweb behind the large building. From its top, jump to the crane arm, and use that as a swing pole to jump to the Figment over the water. Continue towards the large dam. As you approach, the Anti-Monster Turret will be activated. This fires on you frequently, and causes a lot of damage. Also, your PSI Blasts and punches won't affect it. To destroy it, you must pick up a tank, then move in on the turret, activating your Shield whenever the red target lock appears at your feet (which happens frequently). When you're close enough, throw the tank at the turret. Now, finish collecting the Figments in this area, including one reached by swinging from another crane pole at the top of a large climbable building. Go back down the road, destroy some fresh tanks, and enter the tunnel where the main road turns. While standing in the tunnel entrance, activate your shield, reflecting electricity throughout the tunnel and burning out the generators. Head through the tunnel and wipe out the tanks on the other side. Grab the Dufflebag Tag from the corner on your left. You can find the Purse in the opposite corner of this area, and a Mental Cobweb in another corner. Find the tiny Mental Vault along the left side of the fenced-in area and punch it. Smash the section of the prison marked by the bouncing "!", freeing the blimp pilot and other resistance members. Head back out through the tunnel, and go unite the Dufflebag with its tag. Head to the dam and use the blimp as a trampoline. Grab the Figments on the way up, then shimmy over to the top of the dam. Collect the Hatbox Tag, then cross the top of the dam to find the Hatbox itself. Jump onto the tower with the Astral Layer above it, and collect the Mental Cobweb behind it. Return to the original end of the dam and head into the upper town. Note that here, the water is too deep for you to wade in, so you must avoid it. There are more large climbable buildings, with several Figments strewn about them. In addition to the electro-trucks, there are also ships along the water's edge that fire missiles at you. Shoot them with a PSI Blast to sink them. Near where the road splits up ahead, you can find a Golden Ball of Hate on top of a large building, and the Steamer Trunk Tag is along the right road after it branches. It's up to you with path to take first. The branch leading to the right leads you to a suspension bridge, whose wires you can run across like tightropes. This leads to a small island town, with the Steamer Trunk on top of a tall building, and a Mental Vault running around the streets. There is also a Mental Cobweb at the base of a large building. Above the buildings, there are a couple of high Figments that you must double-jump to from the tops of the buildings. Also note the Astral Layer over the bridge if you require one. You can either return over the bridge to where the road branched off previously, or jump across the ship at the other end of the island to rejoin the path further ahead. If you do that, you'll have to backtrack to collect all of the Figments that you missed. Assuming that you returned to the fork in the road and are now taking the left path, gather more Figments all around the buildings, and collect the last Mental Cobweb from the hillside. Hop on to the monorail, and slide along it through the tunnel. You can either jump over the trains, or just slide into them to destroy them carelessly. Grab the Figments and the Suitcase Tag over the rail. In the last section of town, you have the Lungfish Navy's fighter planes to contend with. Climb to the topmost peak of any large building, and immediately activate your PSI Shield. Hold it as long as you can to destroy some planes, then lock on and use a PSI Blast to hit the rest. If you get knocked off, just climb right back up. Once the planes are gone, spend some time collecting the last of the Figments, and find the Suitcase at the top of one tower. Also be sure to get the Golden Helmet on top of the tower nearest the monorail tunnel. Jump across the ships that the resistance fighters placed across the channels, collecting the last two Figments, then jump towards Kochamara Island to initiate the boss fight. You'll want to destroy several of the buildings right away to give yourself room to fight. Like all terrible villains, Kochamara announces all of his attacks, letting you prepare for and counter them with ease. As he flies around, he will use 'Deadly... Tidal Beam', which you can reflect back at him with your PSI Shield. He also uses 'Mighty... Ram', which is easily dodged by locking on and flipping to the side. Once you've caused enough damage by reflecting back the former, Kochamara comes down to your level. Here, he uses 'Mighty Ram... Ground Version', which you can either Shield against or dodge. The same goes for 'Overly Intricate... Combination'. When he prepares for 'Hard to Avoid... Area Attack', activate your Shield, then once the blast is past, hit him with a punch combination while he recovers. He'll shortly take back to the skies, so reflect his shots back again until he returns to the ground. Finish him off in a couple more rounds. You still have to destroy Kochamara Tower. Destroy any remaining buildings to restore some Mental Health, then head to the center of the tower and start climbing. FMVs take over from there. Now that you have the Shield ability, you can recover one more Scavenger Hunt item from the GPC, if you want; use the Lungfish Call right away and return to the camp side of the lake. Otherwise, onward psychic soldier! (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.18 Thorney Towers - Entrance (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) Welcome to the Asylum! The area accessible to you now if quite small, due to the guard's refusal to open the gate. Only a couple of the items listed for collection in Raz's Journal are available because of this, so I'll hold off on describing their locations until further down in the walkthrough. Now, if you want to get inside the Asylum, you're going to have to go inside the guard's mind and see if you can make him open the gates. Apparently the Milkman has the key...? Use the Psycho Portal on him to get inside that disturbed consciousness. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.19 Boyd Cooper - The Milkman Conspiracy (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) =============================== 7.19.1 The Neighborhood (1) =============================== ~~~~~ Figments: 165 ~~~~~ ~~~~~ Mental Cobwebs: 4 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Move around the house collecting the first Figments, and smashing a few items to gain back some ammo for your PSI Blast, since you were robbed of your stash at the end of the previous mind. Strike the fridge, or press [Triangle] to open it, and grab the Clairvoyance Merit Badge inside. Use your new power on the guard, and the exit from the house will appear. You might not like the outdoors any better though... Go down the side of the house and bounce over the wall to get the Figments in the backyard, and also jump onto the roof. Pretty much every roof will have at least one Figment on it, in the form of a TV antenna. Gather the Figments around the next house on the left, just past the teleport worm, then go inside the house by walking through the front door. The interior will be typical of all houses in this stage. There are usually a couple of Figments to collect, and you can open the fridge for some pickups, but that's about it, with a very few exceptions. Go back outside and head down the road. Note that as the roads twist all around, the road's surface will always be considered 'down' when you're on it. Because of this, you can jump between some roads at odd angles and still land properly. Raid the second house on the left, and grab the Road Sign from the trunk of the black car parked next to it. Put it into your backpack for now. Continue down the road, but don't cross the yellow line. Actually, try to cross it briefly to learn what happens when you violate these barriers. In order to get through them, you'll have to disguise yourself as a member of the occupation that the beings are posing as. Before you do this here, though, go through the house on the right, once you've cleared the Mental Cobweb from the doorway. Pull your Road Sign out of your backpack, and walk through the barrier with it in hand. Jump across the broken pieces of pavement to reach the far side. Put your Sign away once you've cleared the dotted yellow line. Raid the next house on the left, making sure to collect the Purse Tag from the roof. Go past the telephone repairman, taking care not to cross the barrier. Note the hedge trimmer outside the house ahead. You can open the trunk of the car on the left to receive a few Psychic Arrowheads. Now, you need to jump to the next road, to the left of the telephone repairman. The angle will right itself as you jump to the road. Get the Figments from in and around the house on the left, then continue up the road. Talk to the Rainbow Squirt and continue on your way. Collect the Steamer Trunk Tag from the backyard of the next house on the left, and also open the trunk of the car beside it to find the Hedge Trimmers. With those in hand, go back and jump to the previous road, then approach the house nearby with the yellow barrier around it. Get the Purse Tag from its backyard, then go into the house and reunite it with the Purse. Be careful indoors here not to cross the other line, and make sure that the Hedge Trimmers are still in hand when exiting the house. Jump back to the next road and continue on your journey. Get the Figments around the house before the sewer workers' enclosure, then move past the sewer workers on either edge of the road. Clear the Mental Cobweb over the garage of the next house on the left, but you can't collect the Hatbox yet. Continue towards the graveyard, and though you can't enter it yet, you can go down the left side to find a Mental Vault and an Astral Layer. Head left when facing the entrance to the graveyard and jump to the next road. Go past the first house (which you can't get into now anyway) and enter the hedge structure on the right. Go up the right side and examine the crow, who will fly away but leave you a Crow Feather. Keep it in hand and use Clairvoyance. You'll see through the crow's eyes. Wait for the middle gate to open, then run down the right side and through it before the camera on the left captures you, thus closing the gate. If you don't reach it in time, go back through the gate on the right and try again (reader Mike Snyder recommends using Levitation to bounce over the side gate once you pass through it and the middle gate opens; thanks Mike!). Collect the Flower from inside the gate, then head back outside again. Go around the outside of the wall around the hedge garden very carefully to find a Figment in the very back. Return to the graveyard and go inside with the Flower in hand. Collect the Figments, then use Pyrokinesis to burn the thorns over the crypt in the back, and punch the door open. Head inside and grab the Book. This will trigger an interrogation, after which you will return to Boyd's house, and he will give you the Rifle. Retrace your steps to the graveyard, and jump to the road to the left again. Go past the hedge structure and raid the houses on the left. You'll find the Dufflebag Tag inside the second one, and some Psychic Arrowheads inside the trunk of the car beside it. The house on the right has a Mental Cobweb over the door. At the end of the road, you come to a post office. Bounce onto its roof and go behind it for a few Figments. Strike the trunk of the car in front of it to receive the Watering Can. Next, walk up to the door of the post office and examine the keypad. Exit and step back, then wait for an agent to come outside and covertly operate the keypad. Stay outside of the barrier and use Clairvoyance on the agent to see the number that he enters. Once he goes back inside, go up and enter the same code on the keypad, then head into the building. Inside you'll find the Suitcase, more Figments, and a Mental Cobweb over a doorway. Clear it and head inside. In the basement, use Clairvoyance to see yourself through the security cameras. Use your footprints as an indication of your location, and head left and up to the end of the room. Gather the glowing object by the toilet, which is the Plunger, then go back down and right and up the ramp to exit. Unfortunately, as you exit the building, a Nightmare pulls you into its realm. Lock onto it, and use your PSI Blast to damage it, while dodging the arms that come out of the ground as it attacks. It'll eventually sink into the ground. Run around at this point to avoid the multiple arm attacks, then resume your assault once the Nightmare reappears. Once it shatters, use Telekinesis to pick up one of the bombs and throw it into the Nightmare's body. It will then be brittle, so punch it to finish it off. You receive some Positive Mental Health and an Astral Layer as a reward. Jump into the blue light to return to the 'normal' world. Go back towards the graveyard. Before you get there, equip the Watering Can and enter the house on the left with the barrier around it. Collect the Rolling Pin from inside the house, then re-equip the Watering Can before exiting. Jump over to the graveyard and go down its left side to reunite the Dufflebag in the back with its tag, if you haven't done so already. Go back to the sewers. Before going inside them, however, go back to the house with the Hedge Trimmer barrier, at the end of the first road. Once inside, equip the Rolling Pin and cross the barrier to get several Figments and a Golden Ball of Hate. Remember to switch back to the Hedge Trimmers before going back outside. Go to the sewer entrance and equip your Plunger before crossing the line. Drop through the hole. =============================== 7.19.2 The Neighborhood (2) =============================== ~~~~~ Figments: 48 ~~~~~ ~~~~~ Mental Cobwebs: 1 ~~~~~ Equip the Rifle, and place the PSI Shield on one of your shoulder buttons. Cross the yellow line, then use your Shield whenever the sniper's laser beam homes in on you. Collect the Figments as you run across the parking lot. Go around the back of the building to find the Steamer Trunk before you go inside, which requires that you first clear the Mental Cobweb over the entrance. Once inside the Book Repository, collect the Figments on the ground floor and head up the stairs. After the FMV, pick up the nearby Helicopter Helmet and use Clairvoyance to watch through the helicopter pilot's eyes. Answer the Phone afterwards, then re-equip your Rifle to go back outside and cross the parking lot once more. Now, before you climb the nearby telephone pole, think back to the first telephone repairman that you saw, at the end of the first road. Equip the Plunger and go back through the sewers. Return to the telephone pole, and cross the barrier with your Phone in hand. Climb the pole and slide along either line. Jump as you approach the end, and land on the small park. Here, you can find a Mental Vault, a Golden Helmet, the Hatbox Tag, and a couple more Figments. Climb back up the pole and slide along the opposite line, to ensure that you collect any remaining Figments. Go back past the sewer entrance and sort the Hatbox in the garage on the left. Now you can go through the sewers. Equip your Phone and head towards the telephone pole outside the book repository's parking lot. Surprise! You get pulled in by another nightmare. The fight is exactly the same as the previous one. After you win and return, equip the Phone again and climb the telephone pole. Jump onto either line and slide along it. Make small jumps over the electric knobs at the top of each pole that you pass over, otherwise you'll be knocked off into the abyss. When you reach the end, climb back up and slide back along the other line to collect the rest of the Figments, then back again. Gather the last Figments around the house and in the backyard, then go up to the front door. Knock on it, then use Invisibility to get inside while the door is open. After the FMV, you face the Rainbow Squirts' Den Mother. She leaps from platform to platform around the central ring, then tosses two things at you; explosive boxes of cookies, which land on the stairs and are triggered by proximity, and throwing needles, with are tossed straight at you. To avoid the needles, simply stay on the move, or use your Shield. To hurt the Den Mother, you have two options: you can use Telekinesis to pick up the cookie boxes and throw them straight at her, causing a fair amount of damage. However, you must do this while dodging her needles, and without getting caught in a cookie box explosion yourself. The easier way to damage her is to use your PSI Blast, either directly on her, or on the cookie boxes, but only provided that you've earned the Chain Blast PSI Power upgrade. In that case, the shot will ricochet from the cookie box to the Den Mother, and do a small amount of damage. Whenever she flips to a new location, the camera shifts so that she is at the top of the screen. After you reduce her health to 1/2, she turns out the lights. Run straight ahead and pick up the sparkling God's Eye, seemingly a knitting pattern. With this object held in your hand, use Clairvoyance to see the room from her point of view. She will always be found at the bottom of the screen, so run that way, and use your PSI Blast ricocheting off the cookie boxes again. Chase her and keep firing until the job is complete. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.20 Thorney Towers - Grounds (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 4 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Scavenger Hunt Items: 1 ~~~~~ ~~~~~ Brains: 3 ~~~~~ Boyd will open the gates for you once you clear his mind. Now that you have the Clairvoyance ability, hold Lili's Bracelet in your hand and try it to see an extra FMV. Move around this area collecting the goodies here (see below), then smash the wooden cart blocking the entrance to a short tunnel on the right side of the fountain. Pass through the tunnel, then along the ledge to find a side entrance to the asylum's courtyard, through an occupied garden shed. PSI CARD LOCATIONS: 1. On the ledge at the base of the ladder, as you climb up from the shore. 2. To the left of 'Milkman' Boyd's position outside the asylum. 3. Just inside the asylum gates, on top of the gate post to the right. 4. After passing through the short tunnel to the edge of the island, move down along the ledge, away from Gloria's room. PSI CHALLENGE MARKER LOCATION: -To the left of the entrance gate, before you gain entry. Bounce on a Levitation ball to reach it. SCAVENGER HUNT ITEM LOCATION: Gold Watch: Inside the asylum gates, on top of the statue in the fountain. Bounce up on a Levitation ball to get it. If this is your last item, be sure to see Ranger Cruller outside the GPC to receive your reward. BRAIN LOCATIONS: J.T's Brain: Inside the asylum gates, to the left at ground level. Franke's Brain: Inside the asylum gates, to the right past the fountain, at ground level. Kitty's Brain: On a ledge to the left of the entrance to the garden shed. Head left through the garden shed to reach the asylum's courtyard. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.21 Thorney Towers - Lower Floors (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 4 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Brains: 4 ~~~~~ Talk to the orderly, and you'll learn what you need to get past him and into the asylum proper. You need a lab coat, a claw, and a Loboto-like face. In order to get these three things, you'll need to go into the minds of the three inmates found in and around the courtyard. Try to use the Psycho Portal on the orderly for a funny little note. Before you engage in more mental exploration, stick to some of the physical variety, gathering the following collectibles: PSI CARD LOCATIONS: 1. On top of the roof of the elevator shaft guarded by the orderly. 2. On a ledge over Bonaparte's board game. 3. From behind Bonaparte's board game, jump up the collapsed red roof and up to the ledge with the card. 4. Behind Edgar up in the artist's tower. Jump up the ledges above Bonaparte's board game and cross the tightrope to reach it. PSI CHALLENGE MARKER LOCATION: -Inside Edgar's art tower. Jump up the ledges behind Bonaparte's board game, and cross the tightrope into the room. Do a Levitation bounce to reach the marker, on top of the beams overhead. BRAIN LOCATIONS: Chloe's Brain: Behind the elevator shaft, in the corner with the asylum debris, on top of a ledge. Do a Levitation bounce to reach it. Maloof's Brain: Behind the elevator shaft, in the corner with the asylum debris. Bounce up to a swing pole, then across another pole to a high ledge. Milka's Brain: In a basket near Bonaparte's location, carried up by crows whenever you approach. Use Invisibility to sneak up on them after waiting far away for them to return to the ground. Chops' Brain: Jump up the collapsed red roof behind Bonaparte's board game on the ground, then up to the broken ledge above. Cross the narrow ledge to the section with the jar. Now, you can engage in some mental exercises. I'm going to start with Gloria, the has-been actress outside in the garden shed, then the Napoleon wannabe in the courtyard, then the tortured artist in his tower. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.22 Gloria Von Gouton - Gloria's Theater (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) Go to the garden shed and use the Psycho Portal on the crazy lady to enter her fantasy world. After a brief introduction to the problems faced by the theatre, you can take center stage. ==================== 7.22.1 The Stage ==================== ~~~~~ Figments: 111 ~~~~~ ~~~~~ Mental Cobwebs: 7 ~~~~~ ~~~~~ Mental Vaults: 1 ~~~~~ Head first into the orchestra pit. You can bounce on the horn section (though it makes a horrible racket), and collect a few floating Figments there. Head to stage left and down into the audience. The Steamer Trunk Tag is on the ground here. Move across the lowest seating area gathering many Figments, and collect two Mental Cobwebs on the far side, stage right. Go back to the first end and climb the ladder there to the balcony. Bounce across the upper seating areas for more Figments and another Mental Cobweb, then over to the critic's balcony. Go down the ladder onto the stage here. Go past Becky, the stage manager, and find the Purse Tag amidst the mannequins. Take it back to the critic's balcony to sort the Purse there. Go back onstage and clear out the rest of the Figments, and smash some props on the left side in the back to find another Mental Cobweb, with a piece of Emotional Baggage behind it. Head up the stairs on the opposite end of the stage, clear the Mental Cobweb across the hallway, then turn Invisible and head down through the door at the far end of the hall. Inside the star's room, collect the Figments and talk to the creature sobbing away. Ask about the crying first to clear up the audio landscape, then keep inquiring about her going on stage until the side door in the hallway opens up. Go into the storeroom. Strike the Mental Vault running around the floor. Jump up the various ledges around the room. Sort the Steamer Trunk in the far corner on a raised platform, and get the Suitcase Tag in another corner. Cross the tightrope across the room to reach the highest platform with the Candle on it, then slide down the adjoining rail. Head back out to the stage. Sort the Suitcase in the far corner, then go back to the orchestra pit and climb the ladder on stage left. Place the candle in the spotlight, then use Pyrokinesis to light it. Enjoy the show! After the FMV, you can now control the action on-stage to some degree. Each set can be shown in positive or negative light, depending on the position of the spotlight, or the 'manual mood override'. Change this light by striking the spotlight. You can also change the set by walking through the portals onstage. Each configuration of set and lighting will also reveal new Figments on the stage. When in positive light, the actors are all friendly, but they turn vicious in the negative light. Use your PSI Blast to take them out at these times. Your main task is to find new scripts for the actors to play out, changing the stage environment in the process. Start with the stage as it is. Go down and join the production, and walk through the portal on the left side. After the dialogue, collect the new Figments all around the set. Watch out for the water; even though it's fake, it's still hazardous to Raz. Once you've got all of the Figments you can, go back to the spotlight and strike it to turn to the dark side. Go back down, kill the enemies, and gather the new Figments. After that, climb up to the critic's balcony and talk to him. Explore all of the dialogue options. As you leave, you receive the play titled 'Knight of Joy'. Bring it to Becky, who gives you the Megaphone. Use the Megaphone to make the players run 'Knight of Joy'. The knight will slay the dragon, whose head you can then jump off of to reach the high ledge. Grab the script 'The Day the Mailboat Finally Came', and a few more Figments up there, then go back down and give the script to Becky. Before using the mailboat, walk through the portal at ground level again, to see the other set in dark light. Gather the Figments and swing up the poles to the top. Go down and switch the set again by passing through the portal, then use the Megaphone to play the 'Mailboat' play again. This time, jump onto the mailboat and ride it offstage. When the set returns, gather the new Figments, and also the play 'Goodbye Hagatha Home' from the ledge. Go up to the spotlight and switch the light on this new set. Go down for more Figments, and pass through the portal on the upper ledge. This lets you reach the lone Figment at the top of the ledge that was unreachable earlier. Go down and give the last play to Becky. If you're still missing any Figments, make sure that you've tried all three sets in both lights. When you're ready to move on, switch to dark light, and go to the set with the swing poles. Play "Goodbye Hagatha Home" with your Megaphone, then swing up the poles to the top and jump into the hot air balloon. ======================= 7.22.2 The Catwalks ======================= ~~~~~ Figments: 46 ~~~~~ ~~~~~ Mental Vaults: 1 ~~~~~ Collect the Figments around the balloon, then jump across the catwalk platforms. When you reach the eerie green spotlight shining from overhead, use Invisibility before passing through it, or else you'll be pelted with sandbags. Swing across the trapeze, then wait on the corner platform to collect a floating purple Figment. Turn left and swing from pole to pole. From the far platform, jump to grab the vertical pole, then jump to the green curtain fabric, which acts as a trampoline. Use your shadow to help you get close to the edge, then bounce to the next piece of curtain, then finally to the platform on the right. Jump and slide down the yellow fabric, collecting some Figments along the way, and land on the platform below. Use Invisibility to get past the spotlight, then stay invisible to climb the ladder and punch out the large Censor above. Collect the Dufflebag Tag along the catwalks. Jump through the tunnels after they re-open, then slide down the banister and jump off at the end. Bounce across the fabric trampolines, then climb the netting straight ahead. At the top, turn right and jump to the swing poles, making full revolutions around each to grab the Figments. Line up your last jump to grab the vertical pole, then jump left to more catwalks. Go forward to the Hatbox Tag, and get ready to fight the pair of Strongarm Censors that come out of a portal. I suggest using Invisibility, then back off and PSI Blast them repeatedly before they can reach you. Turn left and drop down to the platform with the Hatbox and the Mental Vault. Again, turn invisible and ricochet some PSI Blasts around the many enemies. Be sure to grab the nearby Astral Layer as well. Climb back up the ladder, and continue up the catwalk. Fight past the next Strongarm Censor, then jump to the trapeze. Swing to the pole ahead, then wait for the tunnel to open before jumping through. Fight some more Censors, then sort the Duffelbag. Jump to the elevator ahead. Step back out above, and use Invisibility to get past the two spotlights and Censors ahead. Grab the Candle at the end, then follow the side path around to the spotlight. Place the candle in it and use Pyrokinesis to light it, then go back around the catwalk to where you picked up the candle, and Levitation bounce across the gap. Grab the last Figment here, then pursue the Phantom into the tunnel. ======================== 7.22.3 Confrontation ======================== It's time to fight criticism! Note that Jasper's blasts turn into derisive words on contact with a surface. Run to the basket with the Candles to pick one up. Use Invisibility if you like, to help not get hit. Next, run to the orchestra pit, and jump onto the horn section. Float using your thought bubble, and the stream of music will carry you upwards. You still need to weave back and forth to avoid getting hit by Jasper's shots, unless you remain Invisible (which makes this fight much, much easier). Stay in the music stream until it deposits you on the catwalks above. Note that there are three spotlights up here. Pull a candle out of your backpack and place it in any of the spotlights, then use Pyrokinesis to light it. The light will blind Jasper and send him crashing down. Jump down to the stage, then start firing PSI Blasts on Jasper. The ricochets will strike the other enemies below for you. Jasper will still be firing at you while he's vulnerable on the ground, so dodge between each of your shots. When Jasper takes to the air once more, repeat your flight up to the catwalks, then place a candle in a different spotlight, light it, jump down and attack him some more. Repeat once again until Jasper is toast. As a reward for your efforts, Gloria leaves her trophy behind. It looks just like a claw, doesn't it? Pick it up, then head back into the courtyard. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.23 Fred Bonaparte - Waterloo World (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ Figments: 243 ~~~~~ ~~~~~ Mental Cobwebs: 7 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ Talk to the players around the gameboard to learn of Fred's mental trials. Move around the room collecting the Figments, and the Hatbox Tag behind Fred's chair (it only appears after you talk to the players). To help Fred out, climb onto the game board and slide down inside. You are now at the second size level of this stage. At each size, there are new Figments to collect, and certain actions can only be performed at certain sizes. The largest size is when you're in the den with Fred and Napoleon. Step onto the game board to reach the middle size, and climb the ladder to get larger again. To reach the smallest size, press the action button ([Triangle]) at any house around the game board. To go from that size back up again, you need to strike one of the corks that look like mushrooms dotting the game board, then jump into the gas stream and float on your thought bubble. Overall, your task is to help Fred win the game by acquiring and utilizing various game pieces. After descending onto the game board, Napoleon's soldier destroys a bridge. So your first task is to repair that bridge, and for that you'll need to recruit a carpenter. Before you do that, however, run around the rim of the game board picking up a few Figments, and collect the Suitcase Tag from the opposite end of the board. ====================== Repair the Bridge! ====================== Approach the carpenter's house (it's large with a blue roof, and a hammer and saw flag on top; it'll be marked by '!!!' over top of it, as it's one of your current main objectives) and examine it to shrink down. Gather the Figments on the porch, and the Mental Cobweb to the left of the door. Knock on the door to talk to the carpenter and watch the cut-scenes to see where you need to go. Head straight out from the porch to the edge of the river, where you can see the broken bridge. Here you'll find a cannonball-launching walking snail. His shell is impervious to most of your attacks. Dodge the cannonballs, then grab him with Telekinesis, and throw him into the river. Alternately, if you can get up close and punch him, he'll retreat into his shell, at which point you can light his fuse with Pyrokinesis and watch him blow apart. Head left along the river to reach the guillotine. Get the Figment in the head basket, then sweep up the Mental Cobweb on the side of the structure to gain entry, and sort the Suitcase inside. Go back out and go past the guillotine to the house next to it. Go to the far side, toss another shelled cannon snail into the water, then collect the Astral Layer and climb the ladder to the house's roof. Bounce up the trampolines, then float into the stream of smoke to hover upwards, then float over to the top of the guillotine. Note that the blade slams down whenever you approach. Use Invisibility to get past the guillotine blade, then run across the tightrope while still invisible to the other side, jumping to reach the Figments along the way. You can't fire PSI Blasts while you're balancing on the tightrope, so wait until you reach the far platform to attack the Censor there, then turn and fire on the ones inside the attic. Go in, note the Dufflebag in here, then smash the boards over the opposite window. Use Invisibility again and cross the next tightrope, then smash the Censor on the far end. Jump up to the carpenter's roof and kill the Strongarm Censor there - use Invisibility repeatedly and kill him with five PSI Blasts. Punch the Mental Vault up here, then gather the Figments all around the roof. Do a Levitation bounce and float from the second blue awning to gather some Figments on your way back to the ground. With the roof cleared, go talk to the carpenter again by knocking on his door. The Carpenter game piece will appear in front of the house. Go out past it to the nearest cork, strike it and float in the airstream to increase your size. Now, with your Telekinesis, move the Carpenter piece two spaces forward to the edge of the broken bridge. Note that acceptable hexes that you can move the carpenter to will glow blue when your Telekinesis targeting arrow moves over them, while forbidden spaces will be red. ============================= Defeat the Enemy Soldier! ============================= Now, you need to recruit a peasant to fight on Fred's behalf, in order to get past the soldier that destroyed the bridge. Go to the house beside the guillotine and examine it to shrink down, then knock on the door to talk to the peasant. You now need to go speak to Fred, so turn away from the house and head right to the next cork to grow in size (after collecting the Figments around it), then climb the ladder out of the game board. Speak to Fred (Napoleon calls him a milquetoast. Burn!) to receive a letter from him. Go back into the game board and shrink back down at the peasant's house, then show him the letter. You now have a Militiaman! Use a cork to increase in size once more. Use Telekinesis to move the Militiaman to the space across the bridge in front of the enemy soldier. Success! ==================================== Defeat the Second Enemy Soldier! ==================================== Cross the river via the bridge you recently had repaired, and examine the peasant's house on the other side to shrink down. Knock on the door to find out this guy's requirement to fight on Fred's behalf. Before you leave, go all around the house and collect the Figments, then bounce onto the trampoline beside the house to reach the roof. Climb to the top, grabbing the Dufflebag Tag at the peak (return to the attic where you saw the Dufflebag previously, on the way to the carpenter's roof, to sort it at any time now), then jump and float on your thought bubble in the stream of smoke from the chimney to hover up, and collect the high Figments all around here. Also, get the Figments by the cork to the right of the house, then go in the opposite direction to another cork at the top of a hill beside the giant salt shaker. Use that cork to grow, then climb out of the board again to talk to Fred once more. Walk up to the fire and use Telekinesis to draw the coin in there out of the fire. Jump back into the board and shrink down at the peasant's house, then give him the coin in payment for his services. Militiaman, report for duty! There's still the matter of the giant salt shaker in the way, but that is easily remedied by tossing it aside using Telekinesis. Now, move the Carpenter to the bridge to repair it, then move the Militiaman to the far side to defeat the enemy soldier. =================================== Defeat the Third Enemy Soldier! =================================== Examine the peasant's house on the far side of the second bridge, near the enemy stronghold. Collect the Figments all around the house, then head along the river to the small pink bridge. Get the many Figments around there, as well as the Golden Helment, Mental Cobweb and the Purse Tag behind behind the bridge, and float out from the top of the bridge to grab a couple of Figments over the river. Go up the hill to the right to find many more Figments, then continue past the enemy soldier. Toss the cannonball-firing walking snail into the water, then clear the Mental Cobweb from the base of the building on the left. Go inside and wipe out the Censors and collect the many Figments. Next, jump up to hang from the pole on the left side of the room, then swing up two more poles, turning around between each, then to a short tightrope. Jump from the beam to the alcove across the way, sort the Purse there, then walk carefully to the edge and hang over the side. Shimmy to the right, gathering a couple of Figments along the way, and drop onto the platform in the open window at the end. Cross the tightrope leading out from there, and climb the pole at the end. Jump to the orange roof and eliminate the Censors. Cross the roof on a Levitation ball, and bounce off the tip. You should grab the yellow pole overhead, at the peak of the archway on the left (if not, try to float to the netting across the gap). Spin, jump and float to the netting. Climb around the net-covered chimney and drop onto the roof. Clear the Mental Cobweb over the window, and enter the house. Jump to the next platform, then down to the ledge with the bouncing Steamer Trunk Tag. Burn the large haystack up here to reveal a Figment. Drop to the ground and burn everything in sight, revealing a Musket under the large haystack. Be sure to burn the door so that you can re- enter this building at will. Before leaving, go up the left side of this building, beside the bridge leading into the enemy stronhold, and bounce up to the partial ladder. Climb up, sweep up the Mental Cobweb at the top and grab the Figment behind it. Head back to the peasant's house. If you haven't already, ride the water wheel at the back of the house up and jump to the swing poles. From the upper pole, swing and jump out towards the river, then immediately float to catch the airstream from the chimney smoke. Float onto the roof and climb the pole to get the Golden Ball of Hate, then float again in the smoke and across the river to get a couple of Figments. Knock on the peasant's door and give him the Musket to receive the last Militiaman piece. Use a nearby cork to grow in size, then use Telekinesis to move your piece next to the enemy soldier. Victory is in sight! ==================== Unjam the Gears! ==================== This is a mission for Raz alone. Shrink down at any house and enter the archway leading to the enemy stronghold. Jump to the tightrope on the right and run across it. Don't worry about the Figments for now, just keep moving to avoid being pelted by cannonballs as you cross. Jump and float left to the opposite post, and run across the tightrope there to solid ground. Get ready, because a bunch of Censors, including a couple Strongarm Censors, will shortly swarm you. You can use Invisibility between every couple of PSI Blasts, or use your PSI Shield if you have the Ferocious Aura upgrade to defensively damage your enemies. Once you clear them out, run around the stronghold gathering the Figments on the ground. On the left side, jump up to the hanging ladder from the ledge with the Steamer Trunk on it. Climb it, then double-jump to the next balcony. Run across the tightropes next, getting the Figments that you encounter along the way. Do a Levitation bounce and float from there around the stronghold to the next landing. Blast the Censor nearby, then run across the last tightrope. As you near the end, double-jump and float to the platform with the walking snail, then use Telekinesis to toss him into the briny sea. Dodge a cannonball from the other one, then do a Levitation bounce and float over to him and eliminate him in the same manner. Face the pin jamming the gears, and use Telekinesis to remove it. Now, with the drawbridge restored, you can run out along it to collect any Figments above it. Also, jump into the stronghold and punch the Mental Vault running around inside. ============================ Recruit a Hearty Knight! ============================ In order to storm the enemy stronghold, you need a Knight piece. Go to the restaurant on the starting side of the river. It's the building with the knife and fork sign over top of it. Knock on the door to talk to the gourmand knight. Watch the cut-scene to see that you need to find some escargot for the fatty. Get the Figments from around the house, then jump onto the trampoline in front of it. Bounce to the edge of the roof, then jump from there around the corner to the trapeze swing underneath the sign. Grow at any cork to make your travel across the landscape quicker, then examine the small hut just past the second peasant's house. This will shrink you down into the orchard, where you battle two Strongarm Censors. Use a combination of PSI Blasts, Invisibility, and your PSI Shield to defeat them. Now, you have to collect ten tiny Snail game pieces in the orchard. They will run away from you, but you can just herd them into the fences. Walk over them to collect them. Once you get all of them, the large Snail piece will appear. Before leaving, however, there are plenty of Figments to collect in the orchard. Aside from the ones just lying around, you can shake five Figments loose from each set of trees by striking the signs held between them repeatedly. Most of these Figments are apples, but one tree drops five birds instead. Collect them all, then go find a cork to restore your size. Use Telekinesis to carry the pail of Snails over to the front of the restaurant. After chowing down, the Hearty Knight piece appears. ================== Final Figments ================== Before moving the Knight into the enemy stronghold, there are a few more items to collect. First, there is a lone Figment up the hill behind the tunnel that the river vanishes into, near the carpenter's house. Everything else is around the large blue-roofed building across from the guillotine and first peasant's house. On its right side, there is a partially sunken tunnel with a Mental Cobweb at the bottom, and the Hatbox behind it. There are several Figments around the perimeter of the building. Climb the ladder in the back to a lone Figment outside a window, through which you can see Napoleon and Fred over the board game. Wow, surreal. There are a few Figments over the river that can only be reached from the trampolines on top of the first peasant's house. Bounce up and float in the direction of Figments (there are two rows of them). For one of the Figments, towards the hill to the right, you may have to climb the pole of the rotating sign over the house as far as you can, then double-jump and float to the Figment. The same applies to some Figments between the Hearty Knights' house and the pink bridge across the river. From the lower edge of the roof of the Knight's house, that you can reach with the trampoline, do a Levitation bounce to the peak of that roof, then use the nearby smoke updraft to help you float across the Figments. Repeat such a float from the pink bridge on the other side. Once you're done collecting, use a cork to grow to the next size up, then simply use Telekinesis to place the Hearty Knight inside the enemy stronghold. Yup, that's it. Congratulations! You receive the Straightjacket from Fred as a reward. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.24 Edgar Teglee - Black Velvetopia (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) Jump up the ledges along the side of the courtyard above Fred's position, and run across the tightrope to enter the artist's tower. Use the Psycho-Portal on Edgar to enter his surreal mental landscape. =================================== 7.24.1 Running Against the Bull =================================== ~~~~~ Figments: 142 ~~~~~ ~~~~~ Mental Cobwebs: 7 ~~~~~ ~~~~~ Mental Vaults: 2 ~~~~~ TO THE QUEEN OF CLUBS Talk to the dog, following all of the dialogue options. You'll need some Psychic Arrowheads to afford the paintings in this stage, so smash all destructible objects that you come across. There are a couple of Figments in this alley, so grab those before picking up both paintings. Whenever you acquire a painting, hold onto it while you use your Clairvoyance ability. This will demonstrate that particular painting's use for you. Use the Archway Painting on the hook to the left of the Saint Bernard's position to create a doorway out of here. Look outside before running out, and gauge the bull's frequency. Grab the first couple of Figments as you move to the left and enter the next alleyway. Note the Steamer Trunk in there, and grab the Figment in the back. Climb the pole and bounce up the awnings to a ledge up above. Jump across the main road to another ledge, then do a Levitation bounce to the higher of two ledges along the right side of the road. Jump and float from there along a series of Figments resembling clotheslines in to the next alley on the left. Fight off a Censor in there, then smash stuff and gather any remaining Figments before jumping over the barrier at the road. Stay against the barrier until the bull passes, then run up the street and press against the fence on the right. Note the Steamer Trunk Tag behind the fence; now all you need is a way to open it. Press against the fence and the camera will shift, revealing a glowing yellow button. Use Telekinesis to throw the garbage can at the button, opening the gate. Grab the Steamer Trunk Tag, then go back to the Steamer Trunk to sort it. Run up the street and jump over the next barrier on the left. Kill the Censors and collect what you can, then haul yourself up on top of the barrier at the road's edge. Do a Levitation bounce from here to the balcony just ahead on the right side of the road, where you'll get the Dufflebag Tag. Jump to the next alley on the left, which connects with the previous one. The gate opens from the current side, granting free passage from now on. Jump out of this alley to the alcove on the right side of the road, where you can see the shining Queen of Clubs. Enter the card portal to face... Tiger!! This sub-boss battle will be similar to the ones after it, so note the patterns. The Tiger can be harmed most easily by direct punches, but experiment with your PSI Powers too to see what works and what doesn't. When he's stalking around the ring normally, you can strike him when you get close enough, but don't get too close or he'll pick you up and slam you down. When he stops for a moment, he's about to do his Tiger Claw Combo. Lock onto him and dodge backwards a couple of times to avoid this. And finally, when he stops and snarls, he's about to do his ultimate Tiger Pounce. Form a Levitation ball and jump up out of the way before he lunges at you, then drop down and bunch his prone body a couple of times before he recovers. Repeat until his health bar is depleted, and you'll emerge in Edgar's Sanctuary. The card portal you emerge from is now active, and you can use it to return to the previous point in the main section of the stage. Do so now. TO THE QUEEN OF HEARTS Climb the ladder and grab the Figments at the top. Shimmy across the line to the middle of the road, then swing and jump just after the bull passes underneath. Keep pressing the jump button until you reach the next solid line (a total of three jumps). Wait there for the bull to pass again, then jump across the red swing pole to the last pair of non-moving poles, then down into the alley on the left. Fight the Censors as you move up to the end of the alley. Talk to the Collie here and explore all of the dialogue options. Buy the paintings (the Rose one is a duplicate of the one you could have bought from the Saint Bernard), then talk to him again to get the story of Edgar's sorrow. Cross the street and enter the card portal to face the next Lucha wrestler... Dragon! This fight is similar to the last one. He has a dashing slash attack and a more complex jumping combo that finishes with a burst of flame, both of which are easily avoided by locking onto him and flipping out of the way. His Dragon's Rage attack is much more deadly. Preceded by a roar, he sends a burst of energy along the ground that will stun you so that he can charge you. This again is best avoided by forming a Levitation ball and bouncing up out of the way. Strike him whenever the opportunity is there, using single punches only, and wear down his health to zero. Go back through the card portal as soon as you return to Edgar's Sanctuary. TO THE QUEEN OF DIAMONDS Hang the Rose Painting on the hook next to the Heart Portal to receive a Rose. Next, hang the Guitar Painting that you bought from the Collie on the same nail next to the Heart portal. Climb up the strings and clear the Mental Cobweb at the top. Go through the room, collecting the Figments (including the Figment paintings on one wall), then go back to the entrance to this room. Double-jump and float across the alley to the top balcony, and lower the fire escape ladder. Grab the Figments up here, then look back down the road to a distant high ledge with a Golden Ball of Hate on top of it. Roll a bit on a Levitation ball, then bounce, drift and float the last little distance to the ledge, which also holds a Figment. Bounce and float back, then go down to the lower balcony. Cross the tightrope, then jump to the higher ledge across the road. The adjoining balcony is the one on the other side of the room behind the cobweb that you just cleared. Bounce onto the awning over the balcony, and float from there across the road to a high landing. Use the ledge across the street to reach ground level once more. You can either use your Rose to gain entry to the lady's window ahead, or just bounce up to the first pole overhead, then jump to the second, higher pole where you're safe from El Odio's rampage. Jump from there straight ahead, and run into the sewer access hole in the ground in the right half of the road. Run through the sewers in entirety, collecting many Figments, a Mental Vault, and two Mental Cobwebs. At the end of the sewers you'll come to a gate; press against it and the camera will shift, showing you a glowing yellow button on the other side. Use Telekinesis on the garbage can to toss in onto the button, opening the gate for you. Gather the last Figments and climb the ladder here. Above ground, go uphill and use Pyrokinesis to burn the debris over the gate. Go inside to sort the Dufflebag, and open the gate on the other side, which leads back to the Collie's painting area. Turn around and go past the sewer access you just emerged from, to the dead-end at the bottom of the alley. Hang the Vine Painting on the hook on the right. Climb the vines up and right to a red ledge, then double-jump to a swing pole, shimmy across it to the right, then swing and jump to the next ledge. Jump from there into a secret garden, with tons of destructible objects, some Figments and a Mental Vault. Also, any defeated Lucha wrestlers will now be found gardening here. Jump over the rail on the opposite side to get a clothesline Figment, then go back up the road in sections again to return to the original sewer entrance. As you climb up the ladder back out of the sewer, wait just below the road's surface for El Odio to pass, then climb out and run to the nearest alley. Here, you'll find the card portal for the Queen of Diamonds. Inside is a battle with... Eagle! Another similar boss battle. Eagle's most powerful attack is the Eagle Dive. Once he launches into the air, form a Levitation ball and roll around the ring, don't bounce into the air. Eventually he'll dive down, and you can move back in to hit him some more. Continue until he falls. Ca-caw indeed. TO THE QUEEN OF SPADES Fight your way up the alley, collecting a few Figments. Go straight past the sewer entrance (this is the second ladder that you found in the sewers) and talk to the Dalmatian. Explore all of the dialogue options to learn more of Edgar's history. Buy the Window and Vine Paintings, and use Clairvoyance on them to see their use. Go down the side alley to get all of the ground-level Figments. Climb the pole at the back of the alley and follow the raised ledge to the corner. Double-jump across the alley to the other ledge, and follow it up to the road. Jump up and grab the Figments, then jump to the ladder and slide down to the fire escape landing. Lower the ladder, then do a Levitation bounce across the road to the higher balcony there. Jump again across the street to get the last of the Figments here, then turn back and re-enter the previous alley. Climb the pole at the back, and follow the ledge around the corner. Double-jump to the swing pole and across to the next ledge along the same wall and follow that to the end. Hang the Window Painting on the hook, then jump through it. Collect the Golden Helmet and the Mental Cobweb. Jump down to the alcove across the street. Talk to the Bulldog, but do NOT enter the card portal yet. Instead, climb the ladder beside it, gather the Figments and clear the Mental Cobweb across the doorway. Head inside Dingo's house. Grab the Suitcase Tag on the right, and collect the Figments all around the room. Go down the stairs and sort the Hatbox, get the Figment behind the stairs. On the upper floor, walk through the fireplace to find a secret room and a secret alley. Get the Figment in here and sweep up the last Mental Cobweb, then slide down the rope to the roof with the Suitcase. Jump to the fire escape ledge with the Golden Confusion Grenade as well, before sliding back up the rope to Dingo's apartment. Find and talk to the Matador. Grab the Confusion Merit Badge and head back outside. Talk to the Bulldog again, then throw a Confusion Grenade into the street. When El Odio is stunned, talk to the Bulldog once more to send him out into the street. When the mural is complete, Dingo the Matador will give you a Golden Helmet as a reward. Now, go enter the nearby card portal for the final Lucha match. Junior King Kong Cobra is the name, and a clear mind is his game. To rob him of this advantage, toss him a Confusion Grenade. Only while he is Confused can you damage him. In between bouts of confusion, he'll try to rush and grab you, or rush and use a Cobra Strike Combo, and occasionally he'll use a ring-wide Cobra Venom attack, which confuses you. When this happens. Hold the Left Stick left or right to keep running sideways around Cobra, though in the opposite direction, until your head clears. Keep using Confusion, then single punches while he's vulnerable, until his health falls to zero. Now, go back through the card portal to the bull run area once more. Go back to the points where you hung the Guitar and Vine Paintings, and hang the Window Painting in each of those spots (press [Triangle] to remove a hung painting) to receive a couple of Figments. When you've collected all that you want to, head through any card portal to return to Edgar's Sanctuary. ============================ 7.24.2 Edgar's Sanctuary ============================ ~~~~~ Figments: 18 ~~~~~ You return here after collecting each Queen. All around the room are portals to different parts of the stage; the four suits correspond to the four card portals, while the portal with all four suits emanating from it is the end of the bull run, near Dingo's apartment. Run around gathering all of the Figments around the perimeter of the room. The Purse Tag is on a balcony to the left of the Diamond portal, while the Purse itself is on the ground next to the Spades portal. Don't worry too much about the bull, because he won't take you away anywhere else if you get hit. Speak to Edgar to give him all of the Queens that you've collected. When his card tower is complete, jump up the ledges and run up the spiral to the very top. ========================== 7.24.3 Matador's Arena ========================== There is absolutely nothing to collect in this area, so just concentrate on the boss fights. First up... El Odio, whose true identity is revealed. If you try to attack him normally, you will be informed that he is a powerful magical creature, and can only be harmed by traditional bullfighting weapons. Note the banderillas (bullfighting spears) stuck in the ground around the arena. You must throw these at El Odio using your Telekinesis. To make this task easier, you can dodge his charge, either by locking on and flipping to the side at the last moment, or by using your PSI Shield as he runs over you, and let him get stuck in the wall momentarily, using that time to throw a banderilla into him with Telekinesis. You can also toss a Confusion Grenade at him to stun him temporarily. Of course, you can also just throw them at him while he's running you down, if your timing is good. Stick him with four banderillas, and the first part of the battle is complete. Next up, you must protect El Odio! Watch the two health bars on the right side of the screen. Dingo will damage El Odio with every strike, and El Odio starts at only half health. To bring the bull back up to speed, use your Telekinesis to remove each of the banderillas from his hide, tossing them aside. And now for Dingo: use Confusion Grenades on him, causing him to think he's the bull. In this state, he is vulnerable to the banderillas as well. Once he's confused, pick up one of the banderillas that you removed from El Odio with your Telekinesis and toss it at the matador. Repeat for a total of four times, and the battle is done. You receive the Dr. Loboto Painting as your reward. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.25 Thorney Towers - Upper Floors (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 16 ~~~~~ ~~~~~ PSI Challenge Markers: 1 ~~~~~ ~~~~~ Brains: 9 ~~~~~ To gain entry to the upper floors, you must equip yourself with Loboto's Portrait, the Straightjacket, and Gloria's Trophy (all obtained by clearing the mental stages of the three inmates outside), then talk to Crispin Whytehead, the orderly guarding the elevator. The inside of the asylum is filled with poisonous rats. If they reach you, you will be Confused momentarily. Eliminate them from afar with your PSI Blast whenever you hear them, though even then they give off a cloud of gas and must be avoided. You'll also note the little face that appears around corners and dashes off periodically; if ever you get lost, just follow the face. While searching for PSI Cards and Kids' Brains, be sure to look in the inmates' rooms as you go up the asylum. These can generally be entered by smashing the planks over the doorway, but you can't smash through the glass windows for some reason (I guess they had to be lunatic-proof). Watch out for all of the holes in the ground; some of these simply drop you to the floor below, but some are bottomless pits, costing you an Astral Layer if you fall in. The hanging light fixtures overhead can be used as trapeze swings if necessary. The first large hole can be crossed using the pipes as swing poles. Jump into the elevator shaft on the left and go down to the next level, then up the broken floor section ramp. Slide across the pipe, then climb the mound of dirt and jump through the hole in the ceiling. From the first level with the slanted floor, go outside and jump across the debris to the left. Jump up to the next level, and float around the wall to the left. Cross the plank to the outer wall and use the swing pole to reach the next ledge, on the outside of the pipework lattice. Jump from there up to the next level and re-enter the building. Go up the spiral staircase, jumping to its upper side half-way up. Use the mattress to bounce through the hole in the ceiling. Watch out for the onslaught of rats, then use the sideways door to reach the next level up. Note that the room is completely sideways. Run along the 'wall' to the end, then bounce and float across the acid pit to the right. Climb the pipework lattice to the checkered floor. The stairs from here are twisted and broken, so you'll need to find another way to get across. Go along the thin arm of the checkered floor and jump to the next landing, then to the side of the table stuck in the wall, then up once more. Float to the brain in the window, then back up again, and pull up to the upper checkered flooring. Now, look for the vertical pipe on the ridge around this floor, and climb it to the top. From the wooden walkway, you can float left along the wall to a small crumbling ledge, then pass through a window to find a brain jar outside. Go back in and float across to the vertical pipe again to re-climb it. Cross the wooden walkway around the edge of the room, and jump across the circular platform. Use the swing poles on the right to reach a vertical pole near the wall, and go down to a PSI Card on the platform below. Climb back up the pole and dismount at the ledge at the top. Climb the pipework lattice here to the next platform above, then climb again on the lattice there. Go through the hole to the outer surface. Climb up over the hole to the top of the lattice, then dismount and jump over it to the other side. Go right to a wooden platform with a PSI Card and a Brain jar on it, then come back and use the mattress to bounce to the tunnel above on the left. Go to the end and bounce on the suspended bed to the next part of this ramp. From the top of this section, look out to find the PSI Challenge Marker hovering over the top of the room. Jump and float to it from here, then make your way back up again. Bounce on the mattress here to reach the ledge above you. Look in the window into the room on the right. Use Telekinesis on the chair wedged under the doorknob to move it out of the way. You can now go into the hall between the rooms and through that door. Bounce on the mattress through the hole in the ceiling. Above, be sure to drop into the other room to find a Brain before going back up and climbing the pole. Walk across the tightrope above to the other side of the room, the slide along the pipe to the other end around the wall. Climb up the pipes over the hole in the wall here, then walk out to the last Brain jar on the beam. Cross the beam the other way. After a short FMV, jump to the ledge and follow it into the elevator. PSI CARD LOCATIONS: 1. Behind the pile of mattresses on the first floor. 2. Inside the inmates' room at the top of the first flight of stairs. 3. At the bottom of the broken elevator shaft. 4. Near the top of the mound of dirt, after you slide across the large hole on a pipe. 5. In the dead end on the floor above the mound of dirt, after you slide across the large hole on a pipe. 6. When you go outdoors from the first level with the slanted floor, bounce up to the top of the broken wall fragment ahead of you. 7. When you go outdoors from the first level with the slanted floor, go left to the end and jump up to the card. 8. On the broken piece of flooring that lets you reach the second level with slanted flooring. 9. In the inmates' room after going up the slanted spiral staircase. 10. On the far side of the bubbling acid pit, after crossing the sideways room. 11. After crossing the bubbling acid pit, at the top of the pipe lattice on the checkered flooring. 12. In the large tower, after reaching the wooden walkway around the rim, cross to the end and jump to the small round platform. 13. From #11, jump to the swing poles and swing across to the small landing straight ahead. Slide down the adjacent pole and get the card from the corner of the platform below. 14. In the large tower, after climbing the pipework lattice in the outer wall, the card is through the hole leading to the outer surface. 15. After climbing the outer surface of the large pipework lattice, bounce right to the wooden ledge with the card and a brain jar on it. 16. At the end of the rail slide, after climbing up from the room with the chair wedged against the door. PSI CHALLENGE MARKER LOCATION: -At the top of the large tower, after bouncing on the suspended bed, go to the end of the next ramp section and look right to the marker over a large pipe. Double-jump and float over to it. BRAIN LOCATIONS: Benny's Brain: In the bathroom of the inmates' room to the right at the top of the first flight of stairs. Bobby's Brain: In the inmates' room half-way across the pit with the pipe that you use as a slide rail across it. Elka's Brain: On top of the broken wall in the far right corner, after you go outdoors from the level with the slanted floor. Quentin's Brain: After crossing the acid pit, jump from the arm of the checkered floor across the thin platforms, then float down into the window. Dogen's Brain: In the large tower, from the left end of the lowest wooden walkway around the rim, jump and float along the wall to a small crumbled ledge below. Step out one of the windows here to find the far on an outdoor landing. Phoebe's Brain: In the large tower, after climbing the lattice and passing through a hole to the outer surface, climb down to the same lattice to a ledge. Crystal's Brain: After climbing the outer surface of the large pipework lattice, bounce right to the wooden ledge with the brain jar and a PSI Card on it. Clem's Brain: After bouncing up the mattress in the room that you used Telekinesis to move the chair blocking the door, drop into the other nearby room. Nils' Brain: At the top of the large tower, after the rail slide on the pipe, climb up the pipes and walk straight across the beam to the jar. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.26 The Lab of Dr. Loboto (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ~~~~~ PSI Cards: 4 ~~~~~ ~~~~~ Brains: 3 ~~~~~ Move up the stairs. At the top, when the crow in the cage spots you, it triggers a button turning the stairs into a slide. You need to use Invisibility to get past this minor trap. Get the PSI Card and the Brain jar, then climb the ladder to witness a FMV. You are left in Dr. Loboto's lab. The shield around his workstation is impenetrable. Walk into it, or close to the door on the other side, and the next FMVs will be triggered. Walk up to your friends in their chairs to initiate a conversation, then grab the Birthday Cake from the table. Go outside and go down the ramp on either side. On the left of the exit from the upper room, you'll also find an elevator that runs express to the asylum's entrance, near Boyd. If you feel like going back to camp, use this as an alternative to bacon. At the bottom of the circular ramp, go up into the laboratory. Go to the right behind Mr. Pokeylope's habitrail, and use the Birthday Cake from your backpack. This will lure him underneath the hole in the dome. Use Telekinesis to pull him out, then pick him up and go back upstairs to Sheegor. After the FMV, go back to the lab and approach the bubble shield. Use Telekinesis from outside to place the brain inside the Brain Tank, after which Sasha and Milla are recranialized. PSI CARD LOCATIONS: 1. Behind the crow's cage at the top of the first flight of stairs. 2. Behind Mr. Pokeylope's cage in Dr. Loboto's workstation. 3. To the right after you exit the prisoner's room. 4. To the left after you exit the prisoner's room. BRAIN LOCATIONS: Vernon's Brain: On the landing with the crow in a cage. Elton's Brain: To the right after you exit the prisoner's room. Mikhail's Brain: To the left after you exit the prisoner's room. Now comes the POINT OF NO RETURN!! If you have anything left to do in the physical world (you'll still be able to enter the Collective Unconscious later to complete any mental environments), do NOT blast Lili's restraints (actually, the game makes a separate auto-save at this point, so you can always restore the game at this point if you've already moved beyond it). Some of the tasks that you may still want to pursue include: -Return to camp and find any remaining PSI Cards and PSI Challenge Markers; -Complete the Scavenger Hunt quest; -Stock up on Dream Fluffs at the Camp Store; -Collect any remaining Kids' Brains and PSI Cards from Thorney Towers; -Re-visit Ford Cruller's Sanctuary to re-brain kids, turn your Mental Cobwebs into PSI Cards, and turn your PSI Cards into PSI Challenge Markers to increase your PSI Cadet Rank. -Return to any mental environment to collect remaining Figments, Cobwebs, Emotional Baggage and Mental Vaults (again, you can still do this later, but doing it now will let you max out your PSI Cadet Rank as far as possible for now). The highest your PSI Cadet Rank can be at this point is 98. If you're not there yet, then you're still missing something (and you should still have 6 PSI Cards left over. Hmm...). When you're ready to move forward, return to the top of Loboto's lab, and use a PSI Blast on Lili to free her. From there, FMV's take over. (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.27 Thorney Tower - Ruins (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ============================ Psychoblaster Death Tank ============================ This boss battle begins with the Coach's brain surrounding the tank with barriers; first a ring of cement blocks, then a ring of plank walls. You have to break through enough of these to be able to reach the tank before you can do it any damage. The Coach will occasionally pick up large cement blocks to drop onto you. To avoid these, you can stay on the move, or you can use your PSI Shield as he tosses them. Other hazards here include the streams of acid around the arena, and the smaller concrete blocks that fall into their designated spaces as you use them up. To get through the first barrier of cement blocks, you must use Telekinesis on the smaller cement blocks on the ground around you, and toss them at the larger ones to smash them. The small cement blocks will rapidly regenerate, falling in from above, so don't stand in their spots or you'll get squished. Once you've broken through enough of the cement block barrier, you can take a stab at the wood planks. These must be burned through, with Pyrokinesis of course. Once you've got a clear shot at the tank, pick up another small concrete block with Telekinesis and lob it right at the tank's dome. Don't get too close personally, or you'll be blasted back and take some damage. After he takes a hit, the Coach will restore his barriers fully using debris from the fallen tower. The concrete barrier will be a little thicker, too, so spend more time thinning it out before tackling the wood planks. Throw another block at the tank when the way is clear. Repeat all of these for a third time, and the fight will be over... kind of. ============== De-brained ============== Well, now you've done it. Having no body, you have no backpack and thus no access to your items. Also, the only PSI Powers that work are Telekinesis, Invisibility, and PSI Shield. Of course, Telekinesis is the only one that you need. Use it to pick yourself up (kind of boggles the mind doesn't it?) and throw yourself closer to the Death Tank. Do another toss to launch yourself directly into the tank's brain dome, where your brain and the Coach's brain can finally be together... (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!) 7.28 Young Oleander/Self - Meat Circus (!) (!) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ (!) (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!) ====================== 7.28.1 - Tent City ====================== ~~~~~ Figments: 94 ~~~~~ ~~~~~ Mental Cobwebs: 3 ~~~~~ ~~~~~ Mental Vaults: 1 ~~~~~ Follow little Oly into the caravan. Suck up the two Mental Cobwebs in the hallway, and go through the doorway at the far end. Collect all of the Figments in this environment. The Steamer Trunk Tag is on top of the awning over the entrance to the Big-Top. On the right side, past the Steamer Trunk, jump down to the broken road segments and collect the Golden Confusion Grenade and the Hatbox Tag. To the right of the tent entrance, the fortune teller at the booth will turn your Mental Cobwebs into PSI Cards, and your PSI Cards into PSI Challenge Markers (one marker for every 9 cards). When you're done here, head on inside after little Oly and his bunny. Take care of the twisted rabbit monster, preferably without hitting Oly, since you can damage him as well. Run around collecting the Figment and the Suitcase Tag on the ground, while watching for newly generated monsters to kill before they reach Oly. When you're ready to move on, grab the little bunny with Telekinesis to hold him still while Oly catches up to him. Climb up the ladder with the Figment along it, and cross the tightrope over the grinder half-way. Double jump up to the Figment, then jump to the round platform to the side. Jump to the right around the fat lady for one more Figment, then bounce off of her and grab onto the ledge beside you. Fight off the monsters, grab a couple of Figments and sort the Hatbox, then hold the little bunny with Telekinesis until Oly catches it. Next, jump to the trapeze swing on one side of the platform, then swing over to and up a series of bone swing poles. Turn around and swing to the highest one (depending on the camera angle, you'll have to change the direction that you push on the Left Stick to make Raz swing correctly), then across one more to the next platform. This time, there is a pair of rail slides to take you to the next platform. There is a Figment over each, so use both in turn. On the other side, stand in front of the spinning wheel and watch the knife thrower. Just before he throws a knife, jump up, so that he'll toss the knife at the spinning wheel. You can then jump and hang from the knife blade (you may have to wait for the wheel to come around again), then use that as a swing pole to reach the next platform, jumping to it when you're half-way up the wheel. Fight off two rabbit monsters at once here as you gather more Figments and grab the bunny with your mind when you're done. Oly takes off once more, the little bugger. Jump up the small meat platforms, going to each one that has a Figment over it. At the top, there is another knife thrower and a target wheel. Jump as he throws again to create swing poles for yourself, then use one to swing to the next platform up on the right. This jump can be a little trickier, so wait another rotation on the wheel before attempting it if you don't think you're line up properly. I find it easiest to jump from a little higher than the platform and float the remaining distance. From the platform above, jump up to the tightrope stretching from the pole and jump on top of the rope. Move underneath the next rope, grab the couple of Figments above it and run to the far end and help out little Oly once more, by defeating the monsters and holding the little bunny still for him. For the last run, you can take your time, because little Oly is safe on the exit platform. If you think you need to, you can try going back down to any Figments that you missed, but you can only go so far down before hitting a net and bouncing back up (if you need to go lower than that, just continue until you reach the next teleport worm, and go back to the start using him). To reach the exit platform, walk out along the last tightrope, and look for the next one above going off at an angle. Get on top of that one, and cross to the end, then jump to the trapeze and do a big swing and jump to the exit. Collect the Figments and the Purse Tag, and punch open the Mental Vault around here before pursuing Oly through the tent flap. In the next outdoor area, go around collecting the Figments and sort the Purse and Suitcase. Keep on the move to avoid the knife thrower's blades. The final Mental Cobweb is found beside the entrance to this pavilion. Once you've got all of those, enter the 'Tunnel of Love' and slide on the rail. There's not to much to say about this ride, other than to jump over the gaps in the rail. You'll collect most of the Figments automatically as you slide and as you jump a couple of the gaps. Towards the end, there are several brakes in rapid succession; either make tiny jumps over each, or do a very large jump clear over the last floating segment. You'll grab the Dufflebag Tag as you go, and you'll find the Dufflebag at the end of the ride. Use the teleport worm here, if you missed anything that you care to go back and try again for. The final Figment for me was a blue bunny along the rail, which seems to be actually to the right of the rail as you slide down it. Perhaps you can reach it by jumping at just the right time, but the only way that I've been able to collect it is by jumping to the side off of the rail above the Figments position, just before the left curve after the second jump over a break in the rail, then floating down to it. You lose an Astral Layer after falling to your doom in this way, so I suggest doing it on your first rail ride, then re-doing the rail slide to collect all of the other Figments and reach the bottom in one piece. Now, you can use the teleport worm to return to the Big-Top Entrance and cash in your final Cobweb at the fortune teller, which, if you've collected absolutely everything up to this point, will push your PSI Cadet Rank up to 101! Which is odd, since the game says that 100 is the maximum, and the final game secret is unlocked at that level. If you have achieved this, open Raz's Journal and go to the memories page. Under 'Thorney Towers', the final CGI movie clip will be unlocked. Enjoy it! Anyway, head into the tent to continue your psychic journey. ====================== 7.28.2 The Big Top ====================== ~~ The Butcher ~~ Run, it's the butcher! Man, if this doesn't convince you to go vegetarian, nothing will. PSI Shield is your friend in this battle; it will save you from all attacks. And the Butcher has several attacks. He swings the left cleaver (to your left, not his) across the floor; jump over it, or use your PSI Shield. He does a rapid chopping motion with both cleavers from right to left; again, PSI Shield. He runs up and kicks you at times, which again, the PSI Shield will protect you from. As you run, be carefuly not to run straight into the grinder in the middle of the tent; you can tell that you're getting close by the stripe pattern on the floor. You want to keep running away from him (but don't get so far away that he can't attack you) until he uses his heavy cleaver slam with the left cleaver. Dodge it (PSI Shield will save you again), and his cleaver will be stuck in the ground momentarily. Use this moment to double-jump onto his arm, run up it and jump onto his shoulder, then punch him in the face one time. This will take away a third of his health bar. Jump back to the ground and keep running. Hit him for a total of three times, and the stage will shift to the next scene. ~~ The Acrobat ~~ It's time to display your acrobatics! Climb up the ladder, then jump to the swing poles. Swing up to the trampoline, then bounce and grab onto one of the knives stuck in the spinning wheel. Face to the left, then gather some momentum and swing to the meat platform above. Turn and run across the tightrope, jumping over the flaming juggling pin missiles that your dad throws at you at regular intervals. Bounce on the trampoline until you reach maximum height, then move forward while in the air to land on the small platform ahead. Turn around the use the trapeze swing to reach the next landing. Jump up the tightropes, pulling up each one and trying to dodge the missiles as you approach the top. Run across the top tightrope without stopping, so that the missiles will pass over your head. At the corner, turn and run across the longer tightrope. You must run under some missiles, and jump over the alternating ones. At the end, turn right and jump to the curved climbing net. Climb over and under the flaming areas. Jumping from net to net can be tricky. Turn the camera a bit so that you're moving across the screen and not into it, then double-jump, float and press into the surface of the next net. Jump backwards off of the last net to the meat platform. Run to the far end of the platform and turn left. Form a Levitation ball and bounce up, then float at the peak of your jump down through the flaming ring. Float in the stream of bubbles to reach maximum height, then forward through the next ring. Repeat this until you reach the end, with the added complication towards the end of dodging your father's missiles. Simply weave back and forth slightly as you float down to avoid them. At the end, turn left and jump to the swing poles. Jump to each between the cleaver swings; it's okay to wait a couple of rotations for a clear jump. You land on a tightrope at the end. You'll have to double-jump to get over the trios of juggling pin missiles that your dad tosses, or just let them hit you if you have plenty of health. At the end, jump and float to the ladder, on the side closest to you. Once you grab on, just keep climbing, no matter what crazy angle it takes you in. ~~ Our Two Dads ~~ This battle is similar to the last one, though complicated by fire. You can no longer run up the Butcher's arm when his cleaver gets stuck in the ground, because the flames from the burning cleaver push you back. Also, as you run around, your father throws flaming pins on the ground. Watch for their shadows to avoid having any land on you, and run around them when they're in your way. Despite his intentions, your dad is actually helping you out. You can pick up the flaming pins with Telekinesis and throw them at the Butcher. This will knock him down temporarily, exposing the top of his head to you. Run in and punch it whenever you get the chance. It's safest to wait for his cleaver to get stuck before tossing a pin at him, but you can do it anytime and it will still be effective. Use your PSI Shield as needed again to protect yourself from his cleaver attacks. Hit him three times, and he'll fall into the grinder. Your psycho father shortly follows him. For the final part of this massive battle within your own mind, you have a new PSI Power - a psychokinetic exoskeleton! Or something like that, anyway. On the right side of the screen, below the enemy's health bar, is an icon of you, Raz, but electrified. When it is full, giant Raz will appear. In this form, you can take on the hybrid dad creature physically. Use your first punch to break his guard, then continue the three-hit combo to damage him. Repeat until your power wears out, and you shrink back down to regular size. As little Raz, just run away, and use your PSI Shield to defend against attacks. You can roll on your Levitation ball to move more quickly. Also note that you can cross the middle of the arena here, as it is no longer hazardous. Stay on the run while your icon charges up again. When it is full, you will have a few moments of giant Raz power to go on the offensive again. Keep up this alternating assault/defense until you wear his health bar down to zero. Enjoy the game's closing FMV. Can you say 'sequel'? I sure hope so. Now give the game developers their due and at least watch the credits roll. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ============== ( ( 8) ENEMIES ) ) ============== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' ======================= ~ Real World Enemies ~ ======================= PSYCHIC BEARS: These beasts can be found day or night around camp. Due to the exposure to Psitanium, they have developed Telekinetic ability. If they grab you in their psychic claw, it will hold you while they come up to you and slash you to pieces. With your target lock on them, you can dodge the psychic claw, then fire away with your PSI Blast. Alternately, use Invisibility to sneak up on them, and punch them out with a combo. PSYCHIC COUGARS: Strictly nocturnal, these prowlers possess Pyrokinesis, and can apply it to you from great distances, sometimes before you even see them. If you see a temperature gauge on-screen when it's not of your doing, turn Invisible fast before you fry. Sneak up to them and punch them out with a combo or other attacks. You can also distract them momentarily with Telekinesis. CRAYFISH: Found at the bottom of Lake Oblongata, these lobster-like creatures pack a mean pinch. They'll generally avoid you, though, so don't worry unless you carelessly wander close. Any attack will take them out. SUCKER FISH: Flopping around the lake's bottom, these only present a threat if you walk right into them. If they attach to your head, jump and wiggle around to shake them off. Any strike will kill them. CONFUSION RATS: Mutated and ornery, these rats travel in packs in dark places. If they get close, they will explode in a burst of Confusion gas, also causing you damage. Blast them from afar with your PSI Blast, though you must still avoid the resulting cloud of gas until it dissipates. Alternately, if you burn them with Pyrokinesis, the gas will burn out as well. ======================== ~ Mental World Enemies ~ ======================== CENSORS: The garden-variety mental monitors have to get up close to cause you any harm, giving you the chance to lock-on and hit them with a PSI Blast or two. They'll get stronger as the game goes on, requiring more hits to finish off. Still, any old attack works, from direct punching to Pyrokinesis, to tossing them around with Telekinesis. CENSORS THAT SHOOT STUFF: Larger and more evasive than their melee cousins, these guys blast you from afar. Stay on the move to dodge their shots, and get close enough to lock onto them and hit them with a couple of PSI Blasts. TINY CENSORS: They have power in numbers, though they're still more of an annoyance than anything else. Once they get close, jump up and do a Palm Bomb to wipe them all out at once. STRONGARM CENSORS: These giant brutes pack a mean punch, so you need to keep your distance, unless you have an upgraded PSI Shield to protect yourself. Turn Invisible to get into position, then hit them with PSI Blasts or Pyrokinesis. You can also toss Confusion Grenades for sustained distraction. PLANTS WITH EYES AND TEETH: These remain inert and invulnerable until you get close and they spring into action. Quickly punch them once they come to life, and they'll shrivel away again. LUNGFISH NAVY TANKS: Noisy buggers, whose presence is easily detected even if you can't spot them. Step aside when you see their missiles coming, or use your PSI Shield if you can only hear them, or if you're being shot at from multiple directions. Any attack will kill one, and you can also pick them up and throw them at other tanks. ELECTRO-TRUCKS: Pack a nasty offensive attack. You can wait for their beams to approach you, then use and hold your PSI Shield until it is reflected back at them. Or, if you're able to get close enough, you can just whack them. ANTI-MONSTER TURRET: Stationary and deadly. Thank goodness there's only one of them. When it locks onto you, use your PSI Shield while it fires, then walk in a little bit closer. Repeat until you're close enough to do some damage. A thrown tank works wonders. LUNGFISH NAVY AIRPLANES: What navy would be complete without planes? These are quick and annoying in numbers. Once engaged, use your PSI Shield until you have a moment free from assault to lock on and hit one with a PSI Blast. NIGHTMARES: These hellish worms are found in unexpected places, when they pull you into their realm. Run around dodging its underground arm attacks, and use repeated PSI Blasts until it blows apart. At that point, use Telekinesis to pick up one of their victims and toss it inside the Nightmare's gullet. Then, when they turn to glass, you can shatter them with a punch. HARPIES: These flying menaces are found in the theatre. Since they're out of reach, use PSI Blasts to take them out. Keep on the move to avoid the shots they fire back at you. THISTLE GIRLS: Spinning around in their bristly costumes, they are nearly invulnerable, except perhaps to Pyrokinesis. Wait for them to stop and catch their breath, then hit them with any attacks to take them out. HELLHOUNDS: Though in a better light they're nice and fluffy, their dark sides are another story. Spitting streams of fire, it becomes highly hazardous to stay up close. Back off and use PSI Blasts to dispose of them safely. WALKING CANNON SNAILS: A staple of military fields. Their tough shells are invulnerable to attack. They launch cannonballs with pinpoint accuracy over large distances, and they can sprout legs to run away from you. You have two options for taking them out: you can pick them up with Telekinesis and toss them into water, which will penetrate their shells and drown them, or you can try to get close enough to punch them. This won't hurt them, but they will retreat into their shells momentarily. At this time, use Pyrokinesis to light their fuses, and see what happens when a cannon goes off inside their shell. HELL BUNNIES: These twisted meat-grinder monstrosities are horrors to see. They shouldn't even exist, so bash them into oblivion by any means necessary. SWORD-THROWER: Unfortunately, they cannot be harmed by any means available to you. The best that you can hope for against these circus staples is to use the blades they throw at you to your advantage. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ==================================== ( ( 9) SCAVENGER HUNT ITEM LOCATIONS ) ) ==================================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' You receive the Scavenger Hunt sidequest upon leaving the Kids' Cabins area after completing your Basic Braining. Ranger Cruller sets you to find 16 items well-hidden around camp. For every 8 that you find and report to Ranger Cruller, you will receive a PSI Cadet Rank increase of four. He can be found day and night beside the GPC. The following list of items is in the order seen in Raz's Journal, under the Totals page. Previously in the walkthrough, the items were listed under the appropriate camp location. GOLDEN ACORN: Found in the GPC & Wilderness area. Requires Invisibility to collect. In the valley to the right of the GPC enclosure, a squirrel holds onto the acorn, but runs into his tree with it whenever you approach. Turn invisible while at a distance, then walk up to grab the nut. DINOSAUR BONE: Found in the the Reception area. Easier to get with Levitation, but reachable even without it via the following method. From the campfire spot on a hill behind the swamp, jump to the lowest tree branch above you using a ledge in the trunk to the right of the branch's base. Walk out to the very tip of the branch, then double-jump up to the tip of the second branch, above you. Move under the bone and double-jump to grab it. DIVER'S HELMET: Found in the Boathouse & Beach area, and only reachable once night falls. Follow the docks past the boathouse until you're beyond the overhead roof. Jump on top of the roof from there and follow it back over the docks, then climb the netting over the boathouse. From the round platform above, use the trapeze swing to reach the rock wall behind the boathouse, and jump up the ledges until you encounter a Psychic Cougar. Use Invisibility to walk up to him unharmed and punch him out, then grab the helmet he was guarding. EAGLE CLAW: Found in the Main Campgrounds area, on top of a platform ring at the top of a tree, sticking out from the rock wall past where the path splits and heads towards the parking lot. To reach it, climb to the top of the PA tower nearest the path's intersection, and double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the nearest tree, though you want to land on the rock below it. Walk out onto the planks here, and use the trapeze swing to reach the card on another tree-top ring. CONDOR EGG: Found in the Reception area. Easier to obtain with Levitation, but not required. To reach the egg atop a tree trunk in the swamp, in a nest, go through the cave tunnel (which first requires that you defeat the Psychic Bear inside), then slide along the long rail and hop to the nest. FOSSIL: Found inside Sasha's underground lab. Bo to the third landing down from the base of the ladder at the top of this room and look around for the glowing item. Double-jump to the ledge in the nearest corner, then cross to the wall, drop to the left, and jump up to the fossil. GLASS EYE: Found in the GPC & Wilderness area. Requires Telekinesis to obtain. Walk in the river to the right until you reach its end, where it goes under the GPC enclosure. Behind the grate, you can see the eye. Use Telekinesis on it to float it through the fence towards yourself. GOLD DOUBLOON: Found in the Main Campgrounds area. It is along the right side of the Main Lodge, in a nook in the foundation. FERTILITY IDOL: Found in the Reception area. Requires the PSI Blast ability to obtain. On the hill to the left as you enter the reception area from the end with the group campfire, use your target lock on the beehive hanging from a tree branch and PSI Blast it. You'll find the idol in the remains of the hive. Watch out for the nearby Psychic Bear. MINER'S SKULL: Found in the GPC & Wilderness area. Requires the PSI Shield ability to obtain. To the right of the GPC Enclosure, towards the back wall of the area, there are two water geysers, with the right one plugged up by the skull. Stand over top of the left geyser and use your PSI Shield, producing enough water pressure to pop the skull out of the other side. CHERRY WOOD PIPE: Found in the Reception area. It is beside the rusty truck caught in the tree, on a hill to the right of the waterfall behind the swamp. PIRATE SCOPE: Found in the GPC & Wilderness area. Easier to reach with Levitation, but not necessary. Along the outer edge of the area in the valley to the right of the GPC enclosure, just to the left of the entrance to the cave leading to the beach area, walk up the grass hill near the yellowish rocks. Go slightly up the right side of the tree, stopping before you slide back down the slope, and double-jump around to the back of the tree. Jump up the rocks here and climb the small vine section to reach the telescope at the top of the hill. PSYCHONAUTS COMIC #1: Found in the Boathouse & Beach area. Go to the left edge of the beach (when facing the lake), then jump to the dirt path in the hillside behind you. Follow this path back to the comic's location. TURKEY SANDWICH: Found in the Kids' Cabins area. Requires the Pyrokinesis ability to obtain. Jump on top of the cabin with the trampoline beside it, then cross the tightrope to the roof of Raz's cabin. Swing up the tree-branch poles, climb the net on the tree trunk and hop to the landing. Enter the cave and slide down to the end. Open the refrigerator and use Pyrokinesis on the ice block to melt it, revealing the sandwich. VOODOO DOLL: Found inside the Main Lodge, on top of the rafters over the stage. To reach it, jump onto the table beside the first window on the left after entering through the front door, then jump on top of the bookshelf in the corner. Double-jump to the top of the doorway over the entrance, then up to the nearest ceiling beam. Hop across the beams to reach the doll. GOLD WATCH: Found in the Grounds area of Thorney Towers, inside the asylum gates, on top of the statue in the fountain. Bounce up on a Levitation ball to get it. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) =================================================== ( ( 10) PSI CARD AND PSI CHALLENGE MARKER LOCATIONS ) ) =================================================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - KIDS' CABINS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. Down one side of Raz's cabin (to the left as you exit the cabin). 2. Inside the outhouse, to the left as you exit Raz's cabin. Press [Triangle] to open the door. 3. On top of the cabin past the outhouse. Jump to the roof from the trampoline beside it. 4. On top of one of the roots of the large main tree, leading uphill. 5. Underneath base of ramp leading up to training course. 6. From the roof of the cabin with the trampoline beside it, walk half-way across the tightrope and jump right to the trapeze swing. Swing to the raised trampoline net. 7. On top of Raz's cabin. Cross the tightrope from the cabin with the trampoline beside it to reach it. 8. At top of hillside above Raz's cabin. From the roof, swing on the wooden poles, then grab the net around the tree and jump to the landing. 9. Inside cave tunnel. From landing above Raz's cabin (see #8), slide down the mud slope inside the cave, and jump right to the side tunnel. 10. Inside cave tunnel, close to #9. Follow same directions. 11. On top of PA (public announcement) tower beside Dogan. Climb the pole to reach it, or jump up the nearby rocks. 12. Requires Levitation ability to reach. See #8 to reach the hillside above Raz's cabin. From there, do a Levitation bounce to the left, far enough to grab onto the netting in the side of the rock wall. Climb to the top of that net, then do a double-jump backwards to grab another net (use the camera to spot it first). Climb to the top of that one too, then double-jump to the tightrope with the card above it. PSI CHALLENGE MARKER LOCATION: -Jump onto the roof of the cabin with the trampoline beside it, then cross the tightrope half-way. Jump right to the trapeze swing, and swing to the raised trampoline net. Bounce up to the ladder and climb to the platform with the Challenge Marker. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - MAIN CAMPGROUND ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. Just over the fence to the right as you enter the Main Campgrounds from the Kids' Cabins Area. 2. On top of the PA tower to the rear corner of the Main Lodge, on the side nearest the Kids' Cabins Area entrance. 3. Directly behind the Main Lodge, near the roof. Walk across the tightrope from the top of either PA tower behind the Lodge to reach it. 4. On top of the PA tower to the rear corner of the Main Lodge, with the pair of camp cheerleaders on top of it. 5. Underneath the ramp leading up to the Main Lodge entrance. 6. On top of the PA tower where the dirt path splits, straight out from the Main Lodge. 7. At the end of the tightrope leading from the PA tower nearest where the dirt path splits in three to the roof of the Main Lodge. 8. On top of the Main Lodge's lower roof. Follow the tightrope from the PA tower behind the Lodge with the cheerleaders on top of it, then jump to the section of the reddish-brown roof that sticks out to the side. Walk along its ridge to the card. 9. From the top of the PA tower nearest where the dirt path splits into three, double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the tree, though you actually want to land on the rock below it, with the plank platform. Head along the greenish rocks to the left to reach the card. 10. From the top of the PA tower nearest where the dirt path splits into three, double-jump towards the rock wall and head to the right along its ridge. Jump towards the platform around the tree, though you actually want to land on the rock below it. Walk out onto the planks here, and use the trapeze swing to reach the card on another tree-top ring. 11. From the end tree-top ring from #10, walk along the tightrope to the top of the gate to the parking lot. 12. Inside the outhouse inside the gate to the parking lot. 13. In the parking lot, in empty space to the left of the entrance. 14. On top of the jeep in the parking lot. Double-jump onto its hood, then onto the roof, which is springy. 15. Over the basketball net in the parking lot. Double-jump to it from the nearby yellowish rock. 16. On top of a rock along the path leading down to the parking lot. 17. Behind a tree along the hillside straight out from the picnic benches past the Main Lodge. 18. Requires Levitation ability to reach. Bounce on top of the cut log in the middle of the parking lot. PSI CHALLENGE MARKER LOCATION: -On top of the Main Lodge's upper roof. Follow the tightrope from the PA tower nearest where the dirt path splits into three, then jump onto the roof. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - RECEPTION AREA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. Over the fence to the left of the camper on a rock. Watch out for the bear! 2. Behind a grave marker at the top of the hill to the left of the camper on a rock. 3. Inside the cave entrance over the fence to the right as you approach the camper on a rock. 4. Up a ladder above the cave entrance and part-way across a tightrope. 5. Up a ladder above the cave entrance and all the way across the tightrope from the wood platform. 6. At the end of the tightrope in #5, jump to the rocks on the left and up to the rock with the card. 7. At the top of the hill between the swamp and the camper, on a rock to the right of the campfire area. 8. At the top of the hill between the swamp and the camper, on the tree branch over the campfire area. Tricky to reach without using Levitation, but possible by jumping onto a ridge in the tree trunk beside the branch. 9. At the top of the hill behind the swamp with the curved ramp leading around it. 10. On top of the rocks to the right of the waterfall behind the swamp. 11. On top of the rocks to the left of the waterfall behind the swamp. 12. On top of the rocks to the left of the waterfall behind the swamp (no, you're not seeing double; there are two cards on the rocks here). 13. On a ridge over the stream leading away to the side from the base of the waterfall behind the swamp. 14. In front of the rusty truck caught in the tree, on a hill to the right of the waterfall behind the swamp. 15. Inside the cave across the main path from the swamp. Requires that you kill the bear, for which you will need to have learned at least one PSI Power. 16. At the top of the cave tunnel. To reach it, you'll have to be able to kill the bear in the tunnel. 17. At the end of the long rail slide after emerging from the top of the cave tunnel. 18. Above the upper entrance to the cave tunnel. You'll have to carefully walk between the rails to avoid sliding on them, then jump to the ledge on the side and up to the card. 19. From the hill behind the swamp with the campfire area, jump right over the rocks, then to a rock behind a tree trunk along the rim of the area. Leap from here to a caved-in mine entrance at the top of a slope, then out to a log platform between two posts. 20. From the location for #19, once you've learned the Levitation ability, jump and float to the card on top of the post. 21. Located behind the waterfall. Jump through the water stream into the alcove behind it. PSI CHALLENGE MARKER LOCATION: -From the hill behind the swamp with the campfire area, jump right over the rocks, then to a rock behind a tree trunk along the rim of the area. Jump from here to a caved-in mine entrance, where you'll find the marker. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - GPC & WILDERNESS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. In the riverbank, past where the logs have fallen into the water, under a ridge. 2. Beside Chloe, at the top of a series of rock ledges beside Ranger Cruller's shack. 3. From the hilltop with Chloe, beside Ranger Cruller's shack, swing across two tree-branch poles to a ledge, then across two more to the card. 4. From #3, jump to the adjacent ledge and slide through the log to collect the card. 5. Over top of the cave leading to the beach and boathouse area. 6. On top of a rock outside the perimeter of the GPC, to the left. 7. Outside the perimeter of the GPC, in the back of the area. 8. On top of a log lying just outside the fence around the GPC, in the back guarded by a psychic bear. 9. On a log just outside the fence around the GPC, near the back towards the right side, at the top of the hill over the water geysers. 10. Behind a tree outside the fence around the GPC, near the water geysers. 11. On a log just outside the fence around the GPC, near the water geysers. 12. On top of the log tunnel that crosses the river. 13. Underneath the walkways inside the GPC enclosure, towards the back. 14. On top of the upper dome in the GPC enclosure. To get up there, use the spikes around the dome as ledges. 15. Climb the tree that has vines wrapped around it at starting at the level of the outer walkway of the GPC. Step onto the branch at the top with the card on it. 16. From #15, cross the branch and swing across the pole to land on the next branch, which you will slide along and climb the vines on the trunk. Go up to the next branch, where the card is visible. 17. From #16, cross the branch and jump to the next vine-covered tree trunk. Climb up and hop to the next branch above, then cross that and jump to the parallel branch at the end. Grab the vines on the trunk and climb down to the branch below. 18. To the right of the GPC enclosure, in the valley, find the yellowish rocks with several Psychic Arrowhead trails on top of them. Jump to the grassy hill behind them, and go up to the tree where you don't automatically slide down the slope. Double-jump around the right side of the tree to the card behind it. PSI CHALLENGE MARKER LOCATIONS: -Inside Ranger Cruller's shack. To get inside, double-jump from the top of the ridge beside the shack, which you can reach by jumping up a series of rocks. Chloe is hanging out up here early in the game. From the shack's roof, jump through the hole. Jump back out through the hole to exit. -Climb up the vines around the tree trunk from the walkway around the GPC. Swing, slide and climb along the branches and up the tree trunks, until you can climb to the cut top of the tree with the marker on top of it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - SASHA'S UNDERGROUND LAB ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. On the ground, behind a decorative room divider on the side of the room opposite Sasha's position. 2. On top of a ledge in the wall near Sasha's position. Jump up a couple of steps to reach it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - FORD CRULLER'S SANCTUARY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. On the ground, to the left when you're facing the Cobweb detangling machine. 2. Atop a platform on one side of the room, at the level of the main deck. Double-jump to the platform just below the one with the card, then up to grab the edge of the platform and hoist up. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WHISPERING ROCK - BOATHOUSE & BEACH ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. On the ground behind the steps leading down to the docks from the Main Lodge. 2. At the very left edge of the beach, behind a large rock, along the water's edge. 3. Go to the very left edge of the beach and jump to the dirt path in the hillside along the back of this area. Jump up one more level to the card. 4. From #3, swing up the tree branches to reach the card where the dirt path starts up again. 5. From #4, continue up the hill, then swing left over several tree branches from a rock at the left edge of the path. The card is over a branch in the middle. 6. From the left edge of the branch where you collect #5, swing to the next two branches, and jump to the round platform in the hillside. 7. Beneath the ramp leading down to the beach, beside the log entrance to the underground rail system. 8. On the ground to the right of the boathouse, along the rock wall. 9. On top of the docks in the middle of the lake, over a plank. Requires Levitation to reach. 10. On a rock in the water out from the main docks. Requires Levitation to reach. 11. Once night falls, follow the docks past the point where Bobby Zilch previously stood guard, to where there is no more roof overhead. Bounce up on top of the roof over the docks here, and run back along it to the first card. 12. Once night falls, follow the docks to the right of the beach, until you pass the overhead roof. Bounce up to the roof and follow it back, then run up the left tightrope to the card. 13. From #12, climb up the netting over the boathouse, then jump to the round platform with the card. 14. From #13, use the trapeze swing to swing and jump towards the rock wall behind the boathouse. Jump up the ledges to reach the card behind a tree. 15. Once night falls, follow the docks past the boathouse. When the path splits, go left to the card at the end. 16. Once night falls, follow the docks past the boathouse to the point where the overhead roof ends. Bounce onto the roof, then bounce to the larger roof of the diving platform just ahead. Grab the card at the roof's peak. PSI CHALLENGE MARKER LOCATION: -On top of the large rock at the left end of the beach. You need Levitation to reach it. Jump up to the paths in the wall behind it two levels, then bounce and float to the top of the rock. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THORNEY TOWERS - GROUNDS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. On the ledge at the base of the ladder, as you climb up from the shore. 2. To the left of 'Milkman' Boyd's position outside the asylum. 3. Just inside the asylum gates, on top of the gate post to the right. 4. After passing through the short tunnel to the edge of the island, move down along the ledge, away from Gloria's room. PSI CHALLENGE MARKER LOCATION: -To the left of the entrance gate, before you gain entry. Bounce on a Levitation ball to reach it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THORNEY TOWERS - LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. On top of the roof of the elevator shaft guarded by the orderly. 2. On a ledge over Bonaparte's board game. 3. From behind Bonaparte's board game, jump up the collapsed red roof and up to the ledge with the card. 4. Behind Edgar up in the artist's tower. Jump up the ledges above Bonaparte's board game and cross the tightrope to reach it. PSI CHALLENGE MARKER LOCATION: -Inside Edgar's art tower. Jump up the ledges behind Bonaparte's board game, and cross the tightrope into the room. Do a Levitation bounce to reach the marker, on top of the beams overhead. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THORNEY TOWERS - UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PSI CARD LOCATIONS: 1. Behind the pile of mattresses on the first floor. 2. Inside the inmates' room at the top of the first flight of stairs. 3. At the bottom of the broken elevator shaft. 4. Near the top of the mound of dirt, after you slide across the large hole on a pipe. 5. In the dead end on the floor above the mound of dirt, after you slide across the large hole on a pipe. 6. When you go outdoors from the first level with the slanted floor, bounce up to the top of the broken wall fragment ahead of you. 7. When you go outdoors from the first level with the slanted floor, go left to the end and jump up to the card. 8. On the broken piece of flooring that lets you reach the second level with slanted flooring. 9. In the inmates' room after going up the slanted spiral staircase. 10. On the far side of the bubbling acid pit, after crossing the sideways room. 11. After crossing the bubbling acid pit, at the top of the pipe lattice on the checkered flooring. 12. In the large tower, after reaching the wooden walkway around the rim, cross to the end and jump to the small round platform. 13. From #11, jump to the swing poles and swing across to the small landing straight ahead. Slide down the adjacent pole and get the card from the corner of the platform below. 14. In the large tower, after climbing the pipework lattice in the outer wall, the card is through the hole leading to the outer surface. 15. After climbing the outer surface of the large pipework lattice, bounce right to the wooden ledge with the card and a brain jar on it. 16. At the end of the rail slide, after climbing up from the room with the chair wedged against the door. PSI CHALLENGE MARKER LOCATION: -At the top of the large tower, after bouncing on the suspended bed, go to the end of the next ramp section and look right to the marker over a large pipe. Double-jump and float over to it. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) =================================== ( ( 11) EMOTIONAL BAGGAGE LOCATIONS ) ) =================================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' Emotional Baggage. It can be enough to drive potential mates away in droves. Encountered solely in mental environments, if Raz can sort all of them by re- uniting them with their baggage tags, he will be rewarded with one PSI Cadet Rank increase, and that stage's Primal Memories will be unlocked. This allows you to view concept art for that stage's design in Raz's Journal. Also, the animations of the relieved baggage are just so darned cute, you'll want to see them over and over again. Following are the locations of the pieces of baggage and their tags for each psychic stage. ~~~~~~~~~~~~~~~~~~ BASIC BRAINING ~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: On top of the machine gun bunker in the snow field. DUFFLEBAG: On the ledge at the top of the wall covered in swing poles. HATBOX TAG: Inside the snow field while under fire from the cannon. HATBOX: Inside the snow field while under fire from the cannon. PURSE TAG: On the platform after climbing the ladder after the second trapeze swing in the airfield. PURSE: Inside a hollowed-out airplane section above the airfield with the trapezes. From the tightrope after the first trapeze swings, jump across the air debris to reach it. STEAMER TRUNK TAG: One jump after finding the Steamer Trunk, at the start of the level. STEAMER TRUNK: The first baggage encountered, while jumping over the blown-out gaps in the path at the start of the level. SUITCASE TAG: On the ground at the far side of the first tall watchtower. SUITCASE: On the ground below the trampoline area, past the red pipe on the left. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BRAIN TUMBLER EXPERIMENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: Available on your second visit to The Woods. Along the main path, after the first drop. DUFFLEBAG: Available on your second visit to The Woods. In an area above the main path, about half-way to the final clearing, reached by jumping up the platforms starting from the Suitcase's position. HATBOX TAG: Available on your second visit to The Woods. On the left side of the main path a short distance before the final clearing. HATBOX: Available on your second visit to The Woods. At the back of the final clearing, along the outer wall. PURSE TAG: Available on your first visit to The Woods. Found behind the eggshell after breaking out of it. PURSE: Available on your second visit to The Woods. On the right side of the clearing after defeating the giant glowing-eyes creature. STEAMER TRUNK TAG: Available on your first visit to The Woods. At the top of the hill from the cracked egg, on the left side of the path. STEAMER TRUNK: Available on your second visit to The Woods. On the raised ledge to the right of the main path, after jumping up the wall upon defeating the giant glowing-eyes creature. SUITCASE TAG: Available on your second visit to The Woods. On the right side of the main path before the ledge with the firing Censor. SUITCASE: Available on your second visit to The Woods. On a low ledge along the right side of the path after jumping up a small cliff. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SASHA'S SHOOTING GALLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: On the first side of the cube, the bedroom. On the pillow on the bed. DUFFLEBAG: On the first side of the cube, the bedroom. On the right side of the bed near the head, beside the baby bottle, on the ground. HATBOX TAG: On the first side of the cube, the bedroom. On top of a block next to the baby bottle, on the right side of the bed. HATBOX: On the first side of the cube, the bedroom. On top of the left post of the bed's headboard. PURSE TAG: On the second side of the cube, with the coloured discs and mobile. On top of the lowest disc, which is blue. PURSE: On the second side of the cube, with the coloured discs and mobile. On the third and last solid disc (i.e. not the spinning coloured discs), reached by jumping out from the highest spinning coloured disc. STEAMER TRUNK TAG: On the third side of the cube, with the stack of shoeboxes. On the ground at the base of the ladder. STEAMER TRUNK: On the third side of the cube, with the stack of shoeboxes. On top of one of the stacks of shoepolish tins (not the one with the tape measure atop it). SUITCASE TAG: On the fourth side of the cube, with the flaming tower. On the second step of the stairs around the central tower. SUITCASE: On the fourth side of the cube, with the flaming tower. On the top platform of the central tower. ~~~~~~~~~~~~~~~~~~~~~~~ MILLA'S DANCE PARTY ~~~~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: In The Lounge (the first area), on the right side of the ledge after your first bounce and float through some rings. DUFFLEBAG: In The Lounge (the first area), on the party platform at the top of the first round room. HATBOX TAG: In The Lounge (the first area), to the right of the pinball plunger after climbing out of the first round room. HATBOX: In The Lounge (the first area), on the ledge around the room after being launched up the speed ramp by the pinball plunger and bouncing off the bumper panels. PURSE TAG: In The Lounge (the first area), in the tunnel after punching through the door at the top of the room with the pinball plunger. PURSE: In The Lounge (the first area), at the top of the room with the multi- environmental hazard platform, on a platform reached by the bumper panels from the flower platform straight out from the exit. STEAMER TRUNK TAG: In The Lounge (the first area), at the end of the bubble stream from the fan at the top of the first round room. STEAMER TRUNK: In The Lounge (the first area), on the left side ledge around the floor in the room with the pinball plunger and speed ramp. SUITCASE TAG: In The Party (the final area), in the middle of the large fan platform. SUITCASE: In The Party (the final area), on the exit platform from the fan room. ~~~~~~~~~~~~~~~~~~ LUNGFISHOPOLIS ~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: In the left corner after passing through the electrified tunnel to the prison area. DUFFLEBAG: In the right corner past the end of the river, in the area below the dam, after first meeting the lungfishopolis resistance movement. HATBOX TAG: On top of the dam after bouncing up the blimp. HATBOX: On the far end of the top of the dam, opposite the point where you bounce up to it. PURSE TAG: On top of an indestructible building to the left of the main road, in the city block below the dam. PURSE: In the far right corner of the prison area, through the electrified tunnel. STEAMER TRUNK TAG: In the city block above the dam, to the right at the fork in the road, on the ground. STEAMER TRUNK: At the end of the island city block in the area above the dam, on the ground. SUITCASE TAG: Over the monorail inside the rocky tunnel. SUITCASE: On top of the tallest tower of the last indestructible building on the right side of the road, before jumping across the ships to Kochamara island. ~~~~~~~~~~~~~~~~~~~~~~~~~~ THE MILKMAN CONSPIRACY ~~~~~~~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: Inside the second house on the left after passing the hedge maze, in the den. DUFFLEBAG: On the strip of grass behind the cemetary, outside of the fence. HATBOX TAG: On the island playground, reached by sliding on the phone lines from the first telephone repairman's position. Requires the phone to get past the security zone. HATBOX: In the garage of the house on the left after passing the sewer workers' security zone. PURSE TAG: On the roof of the house on the left after passing the road crew. PURSE: Inside the house guarded by the hedge trimmer's security zone, past the first telephone repairman's position. STEAMER TRUNK TAG: In the backyard of the second house on the left on the second section of road, reached by jumping left from the first telephone repairman's position. STEAMER TRUNK: Behind the book depository building, on the other side of the sewers. SUITCASE TAG: In the backyard of the last house on the street past the road crew. Requires the hedge trimmers to get into the security zone. SUITCASE: Inside the post office building. ~~~~~~~~~~~~~~~~~~~~ GLORIA'S THEATRE ~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: In the Catwalks section, on the catwalk at the top of the ladder after sliding down a sheet of fabric and fighting the firing Censor. DUFFLEBAG: In the Catwalks section, beside the second teleport worm, before the elevator up to the final catwalk. HATBOX TAG: In the Catwalks section, straight ahead along the catwalk after the second set of swing poles. HATBOX: In the Catwalks section, on the round landing below the catwalk after the second set of swing poles. PURSE TAG: Backstage on stage right, by the collection of destructible props and costume dummies. PURSE: On the landing below the critic's seat. STEAMER TRUNK TAG: Down on the ground of the seating area, just off the edge of the stage behind the level's starting point. STEAMER TRUNK: On the higher of two platforms in the far left corner of the storage room. SUITCASE TAG: On the lower of two platforms in the far right corner of the storage room. SUITCASE: Backstage, stage right, behind a cobweb which is in turn behind a lot of destructible props and costume dummies. ~~~~~~~~~~~~~~~~~~ WATERLOO WORLD ~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: In a notch in the roof of the poor peasant's house; climb the ladder on either side of the roof to reach it. DUFFLEBAG: Inside the attic of the house with the orange dome roof, reached via tightrope from the top level of the guillotine. HATBOX TAG: In the den, behind Fred's chair. Only appears once you speak to the players. HATBOX: Inside the sunken cave beside the blue-roofed fortress, near the fat knight's house. PURSE TAG: Behind the small pink bridge behind the unarmed peasant's house. PURSE: On the upper ledge in the far right corner of the blacksmith's, beside the entrance gate to Napoleon's stronghold. STEAMER TRUNK TAG: Indie the building with the musket and haystacks, on the second story that has haystacks on it. STEAMER TRUNK: On a pedestal outside the rim of Napoleon's stronghold. SUITCASE TAG: At the larger size on the game board, opposite the ladder leading out of the board, by the breakable glasses. SUITCASE: Inside the base of the guillotine, entered from the side. ~~~~~~~~~~~~~~~~~~~~ BLACK VELVETOPIA ~~~~~~~~~~~~~~~~~~~~ DUFFLEBAG TAG: On a balcony across from the U-shaped alley on the left before reaching the first Queen card portal. Bounce from the top of the fence across the alley entrance to reach the balcony. DUFFLEBAG: In the sewers, get through the closed gate by using Telekinesis to throw the garbage can at the yellow button. Climb the ladder inside, then use Pyrokinesis to burn the debris at the end of the alley above, revealing the bag in a side alley near the Chihuahua. HATBOX TAG: On a ledge reached by climbing the pole at the back of the alley with the Queen of Diamonds portal, crossing the swing poles to reach the ledge over the back of the alley. HATBOX: On the lower level inside Dingo (the Matador)'s apartment. PURSE TAG: In Edgar's Sanctuary, on a balcony to the right of the Queen of Clubs portal. PURSE: In Edgar's Sanctuary, to the right of the Queen of Spades portal. STEAMER TRUNK TAG: Inside the first gated alley on the right after leaving the St. Bernard's alley, opened by using Telekinesis while pressed up against the gate to throw the garbage can at the yellow button. STEAMER TRUNK: In the first alley on the right when starting up the road from the St. Bernard's alley. SUITCASE TAG: To the right upon entering Dingo (the Matador)'s apartment. SUITCASE: At the end of the rope slide after passing through the hidden tunnel via the fireplace in Dingo's bedroom. ~~~~~~~~~~~~~~~ MEAT CIRCUS ~~~~~~~~~~~~~~~ DUFFLEBAG TAG: Along the Tunnel of Love rail slide, on the section after the second gap in the rail. DUFFLEBAG: On the exit platform at the bottom of the Tunnel of Love rail slide. HATBOX TAG: In the first outdoor circus area, on a broken piece of concrete off the broken edge of the road. HATBOX: In the tent where Oly chases the bunny, on the first raised platform he hovers off to. PURSE TAG: On the exit platform in the tent where Oly chases the bunny. PURSE: Left of the entrance to the Tunnel of Love rail slide, along the road's smooth edge. STEAMER TRUNK TAG: On top of the awning over the entrance to the first tent. STEAMER TRUNK: In the first outdoor circus area, at the far end of the road. SUITCASE TAG: Inside the tent with the monster rabbits, on the ground near the outer wall. SUITCASE: Outside the entrance to the Tunnel of Love rail slide, at the broken end of the road. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ============================================== ( ( 12) MENTAL COBWEB & MENTAL VAULT LOCATIONS ) ) ============================================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' ~~~~~~~~~~~~~~~~~~ BASIC BRAINING ~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. At the base of the wall with the many tightropes to jump up, after climbing up the swing poles amidst the flame spouts. 2. After climbing up the many tightropes, drop to the ground on the other side of the punched-out wall, before you ride the trapeze swing, to find the cobweb. 3. In a hole at the base of the wall beneath the start of the long curved rail slide, after crossing the trapeze field. MENTAL VAULT LOCATIONS: 1. After the target-punching mini-game, the vault is running around outside the fence. 2. After climbing up the many tightropes, drop to the ground on the other side of the punched-out wall, before you ride the trapeze swing, behind the mental cobweb. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BRAIN TUMBLER EXPERIMENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. Available on your second visit to The Woods. In the far right corner of the clearing after defeating the giant glowing-eyes creature. 2. Available on your second visit to The Woods. On a high area over the main path, reached by jumping up the platforms starting from the Suitcase's position. 3. Available on your second visit to The Woods. On the left edge of the path, a ways after climbing up a small cliff. 4. Available on your second visit to The Woods. In the final clearing, along the right side wall. 5. Available on your second visit to The Woods (but most people will only notice it on the third visit). Inside the bathtub over the path just before you reach the final clearing. The cobweb acts as the plug to the tub. You can get it on your second visit by looking up underneath the tub. MENTAL VAULT LOCATIONS: 1. Available on your first visit to The Woods. To the right of the gypsy caravan at the very start, before entering the caravan. 2. Available on your second visit to The Woods. In the final clearing, running around the left side. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SASHA'S SHOOTING GALLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. On the first side of the cube, with the bed. To the left of the bed (from a lying position), inside the base of a block on the ground. 2. On the first side of the cube, with the bed. To the right of the bed (from a lying position), inside the base of a block on the ground. 3. On the third side of the cube, with the stack of shoeboxes. On the side of the second shoebox from the bottom, along the outer edge of the cube surface. 4. On the third side of the cube, with the stack of shoeboxes. On the shoebox one step up from the upper firing Censor's position. 5. On the fourth side of the cube, with the flaming tower. On the ground at the outer surface of the base of one of the surrounding columns. MENTAL VAULT LOCATIONS: 1. On the first side of the cube, with the bed. Running around on top of the bed. 2. While the third side of the cube is active (the side with the stack of shoeboxes), the vault can be found running around a different side of the cube. ~~~~~~~~~~~~~~~~~~~~~~~ MILLA'S DANCE PARTY ~~~~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. In The Lounge (the first area), in the first room, on the ground below the giant bouncer. 2. In The Lounge (the first area), after climbing out from the first round room, on the wall behind the glass dome over the ladder. 3. In The Lounge (the first area), on the ledge that the platform carries you up to after riding the bumper panels after taking the pinball-plunger speed ramp. 4. In The Party (the final area), below the bridge you start on, at the far tip of the outermost spiral. 5. In The Party (the final area), on the ground at the bottom of the party room, partly up one side. MENTAL VAULT LOCATIONS: 1. In The Lounge (the first area), running around in the secret room, found to the left of the fan blowing bubbles horizontally at the top of the first round room. 2. In The Lounge (the first area), running around the second bowl-shaped floor. ~~~~~~~~~~~~~~~~~~ LUNGFISHOPOLIS ~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. In the city block below the dam, behind a large indestructible building to the left of the main road after the road turns away from the electrified tunnel entrance. 2. To the right upon entering the prison area, through the electrified tunnel. 3. On top of the dam wall, at the far end from where you bounce up to it, behind a round short structure. 4. Behind the indestructible building to the left once you reach the start of the monorail. 5. To the left at the base of the indestructible building after crossing the bridge to the island city block, in the area above the dam. MENTAL VAULT LOCATIONS: 1. Running around the rear left corner of the prison area, through the electrified tunnel. 2. At the end of the bridge to the island city block, in the area above the dam. ~~~~~~~~~~~~~~~~~~~~~~~~~~ THE MILKMAN CONSPIRACY ~~~~~~~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. Over the doorway to the house on the right just before the road crew's security enclosure. 2. Over the garage of the house on the left after passing by the sewer workers' security enclosure. 3. Over the door to the first house on the right after passing the hedge maze. 4. Inside the post office, over the doorway to the basement. 5. Over the entrance to the book depository building, after passing through the sewers. MENTAL VAULT LOCATIONS: 1. Running around the wide grass strip down the left side of the cemetary, outside of the fence. 2. On the island playground, reached by sliding on the phone lines from the first telephone repairman's position, once you have acquired the phone from the book depository. ~~~~~~~~~~~~~~~~~~~~ GLORIA'S THEATRE ~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. Over the audience 'exit' behind the teleport worm, on the ground. 2. Immediately below the teleport worm, off the edge of the stage, and directly across from the first cobweb listed just above. 3. On the upper seating tier in the center of the house. Bounce and float a couple of times starting from the spotlight's platform to reach it. 4. Backstage in the stage right corner, behind destructible props and costume dummies. 5. Over the doorway to the hallway to Bonita's dressing room. 6. In the left corner of the storage room, on the same plane as the first platform. 7. On the lower of two platforms in the far right corner of the storage room. MENTAL VAULT LOCATIONS: 1. In the far left corner of the storage room. ~~~~~~~~~~~~~~~~~~ WATERLOO WORLD ~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. To the left of the entrance to the carpenter's house, just off of the porch. 2. Over the side of the base of the guillotine. 3. At the entrance to the sunken cave beside the blue-roofed fortress between the carpenter's and knight's homes. 4. Under the small pink bridge behind the unarmed peasant's house. 5. Over the entrance to the blacksmith's, beside the entrance gate to Napoleon's stronghold. 6. Over the rooftop entrance to the building with the haystacks and musket, to the right of the entrance gate to Napoleon's stronghold. 7. In the side windown of the building with the musket and haystacks; climb the ladder just inside the gateway to Napoleon's stronghold to reach it. MENTAL VAULT LOCATIONS: 1. On top of the carpenter's roof. 2. Inside the core of Napoleon's stronghold. ~~~~~~~~~~~~~~~~~~~~ BLACK VELVETOPIA ~~~~~~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. Over the entrance to the apartment at the top of the guitar painting placed beside the Queen of Hearts portal. 2. In the corner on a ledge reached by using the window painting from the hook at the end of the raised ledges in the alley with the Queen of Diamonds portal. 3. Over the entrance to Dingo (the Matador)'s apartment. 4. Inside the fireplace in Dingo's bedroom. 5. At the end of the hidden tunnel through the fireplace in Dingo's bedroom. 6. In the sewers, over the side door from the section reached via the first manhole along the main street above. 7. In the sewers, on the side of the long tunnel leading away from the ladder up to Dalmatian alley. MENTAL VAULT LOCATIONS: 1. In the sewers, along the long tunnel leading away from the ladder up to Dalmatian alley. 2. In the secret garden, reached by climbing up the ladder in the gated section of the sewers (use Telekinesis to throw a garbage can at the yellow button from outside the gate) and hanging the vine painting on the hook at the end of the alley above, climbing the vines and jumping across the ledges and swing poles. ~~~~~~~~~~~~~~~ MEAT CIRCUS ~~~~~~~~~~~~~~~ MENTAL COBWEB LOCATIONS: 1. In the tunnel upon entering the caravan. 2. In the tunnel upon entering the caravan. 3. On you reach the entrance to the Tunnel of Love rail slide, turn around and find it to the left of the exit from the previous tent. MENTAL VAULT LOCATIONS: 1. On the exit platfrom from the tent with the monster rabbits. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ================================ ( ( 13) GOLDEN PICKUPS LOCATIONS ) ) ================================ ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' Scattered throughout the mental environments, you may find a few very special pickups that permanently enhance your abilities. These are: -Golden Helmets: The most valuable of these pickups, these increase your maximum number of Astral Layers by 1, and add a layer to your current total to boot. -Golden Balls of Hate: These increase your ammo capacity for your PSI Blast. Appear as a golden "!". Rendered moot if you obtain the Unlimited Ammo PSI Power upgrade. -Golden Confusion Grenades: These increase your ammo capacity for the Confustion ability. Appear as a golden "?". Again, collecting them becomes pointless once you acquire the Unlimited Ammo upgrade (if you are able to reach PSI Cadet Rank 95). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SASHA'S SHOOTING GALLERY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GOLDEN HELMET: In the final clearing, behind the base of the thorny tower. Available during the second or third visit to The Woods. ~~~~~~~~~~~~~~~~~~~~~~~ MILLA'S DANCE PARTY ~~~~~~~~~~~~~~~~~~~~~~~ GOLDEN BALL OF HATE: In the fan room (in The Party, after The Race), float from the top of the third bubble stream in the set of three, to the right of the fan room entrance. ~~~~~~~~~~~~~~~~~~ LUNGFISHOPOLIS ~~~~~~~~~~~~~~~~~~ GOLDEN BALL OF HATE: At the top of the dam, on top of the tallest tower of the second indestructible building along the mountainside. GOLDEN HELMET: After exiting from the monorail tunnel, on top of the highest tower of the first indestructible building to the left. ~~~~~~~~~~~~~~~~~~~~~~~~~~ THE MILKMAN CONSPIRACY ~~~~~~~~~~~~~~~~~~~~~~~~~~ GOLDEN BALL OF HATE: Inside the last house on the first section of road, past the first telephone repairman. You must have the hedge trimmers to gain entry to the house, and you must then have the rolling pin to enter the section with the pickup. GOLDEN HELMET: On the island playground reached by sliding along the telephone lines from the first telephone repairman's position, once you have acquired the phone from the book depository. ~~~~~~~~~~~~~~~~~~~~ GLORIA'S THEATRE ~~~~~~~~~~~~~~~~~~~~ GOLDEN CONFUSION GRENADE: In the Catwalks area, after the three trampolines before the slide down a curtain (thanks to Jag for pointing this one out). ~~~~~~~~~~~~~~~~~~ WATERLOO WORLD ~~~~~~~~~~~~~~~~~~ GOLDEN HELMET: At the crest of the small pink bridge behind the unarmed peasant's house. GOLDEN CONFUSION GRENADE: On top of the Hearty Knight's house (thanks to Jag for pointing this one out). ~~~~~~~~~~~~~~~~~~~~ BLACK VELVETOPIA ~~~~~~~~~~~~~~~~~~~~ GOLDEN HELMET: Hang the window painting on the hook at the end of the raised ledges in the alley with the Queen of Diamonds portal, and jump through the window. GOLDEN HELMET: Received as a reward for getting the billboard of Dingo painted; use Confusion Grenades to stun El Odio long enough for the bulldog to paint it, then see Dingo again. GOLDEN CONFUSION GRENADE: Go through the tunnel inside the fireplace in Dingo's apartment and slide along the rope at the end. Half- way across, jump off at the balcony to the side. ~~~~~~~~~~~~~~~ MEAT CIRCUS ~~~~~~~~~~~~~~~ GOLDEN CONFUSION GRENADE: Upon reaching the outside of the circus, on the floating pieces of pavement off the end of the road to the left (thanks to Jag for pointing this one out). __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ========================= ( ( 14) FIGMENT LOCATIONS ) ) ========================= ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' I have completed a thorough Figments location guide, and it is twice as big as the document on your screen now. As a result, I have opted not to include it, to make life easier for those with slower modem speeds. I will provide the link to the guide on GameFAQs, however: http://www.gamefaqs.com/console/ps2/file/924711/48748 Please refer to that to help you find those elusive lost Figments that are preventing you from reaching a perfect PSI Cadet Rank. I hope that this solution is acceptable to my readers; please let me know if you would prefer that I paste the entire Figments list (all 600KB of it) into the guide here. Another option would be to make a list of only the hard-to-find Figments and include that here, since the vast majority of Figments can be found by any slightly attentive player. __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._ ( ) ) ==================== ( ( 15) CLOSING INFO ) ) ==================== ( (_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __) `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' That's the end of the guide. I tried to make it quite thorough and utterly complete. Hopefully I accomplished this. Another dream of mine would be to create a dialogue guide, transcribing all of the hilarious conversations that take place throughout the game. That won't be happening for quite some time, however, if I ever manage to get to it. LEGAL INFO: This document is copyright 2007 Marc Lalonde, a.k.a. Syonyx. That is all. CONTACT INFO: If you feel the need to write to me about this particular piece of work, please freel free to do so at: syonyx_faqs at yahoo dot com I don't check my mail every day, but I will always reply if you need a reply (assuming that you at least follow basic e-mail etiquette, that is). I also invite you to check out my complete body of game guides, which can be found at: http://www.gamefaqs.com/features/recognition/35729.html?type=1 That's it for now, I guess. Enjoy the game, and remember that there are no psychics in real life, so don't get swindled! Cheers, Syonyx 2007.</p>