Psychonauts - PC XBOX PS2/Walkthrough

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Contents

Kids' Cabins

When the opening cut scene has finished playing out and you've selected a bunk (i.e. "save file"), you'll receive a brief tutorial on Psi Cards and Challenge Markers, as well as controlling the in-game camera. You'll then find yourself in control of Razputin (Raz for short), a young sprout on his first day at a special summer camp for the mentally gifted. Check the area around the Kids' Cabins for Psi Cards and Psitanium Arrowheads, acclimating yourself to the control scheme, then head up the wooden ramp when you're ready to face your first challenge of the game: Coach Oleander's Basic Braining.

Basic Braining

The Trenches

After you enter Coach Oleander's mind, follow the path, jumping over the obstacles to find the first figment of Oleander's imagination. Shortly thereafter you'll find his Emotional Baggage locked in a steamer trunk. Double-jump to reach the Steamer Trunk Key, then use it to unlock the trunk. Next, navigate the ladders to reach the Suitcase Tag, then go grab all the nearby figments. Climb the pole to find another ladder, and dodge the flames as you descend it. After the little incident with your classmate, the path will split in two; you'll want to explore both if you want to find all the figments here.

At the end of either of the paths, jump up to the cannons, shimmy across the ledge to get past them, then drop down by the trampolines to find the Suitcase. Use the Suitcase Tag on it to unlock it, then return to the trampolines and use them to reach more figments. Climb the netting on the wall past them to find the diminutive Dogen next to a minefield. Go through the minefield by yourself first to grab all the figments, then go back and speak to Dogen. Help him through the mines (stick to the right), speaking to him whenever his fears get the better of him. When you safely reach the other side, you'll receive a reward of five arrowheads. Now leap to the flagpole and push the flag to the top; this opens the way forward. You'll reach an airplane cabin with figments in it, so collect them, then punch the door out and jump to start the second obstacle course.

The Cannon

This section starts off with a punching test. Begin by performing a Psi Bomb attack on the button to bring up the targets, then attack 20 targets before the 60-second timer expires; make sure you only punch the enemy targets! The gate will open now, allowing you to proceed with the course. When you reach the first mental vault, punch it and grab the flashcards it was holding. Knock down the wall by the teleporter to find a rather large cannon. To pass this area, you need to knock down the wall in your way, then dash to the next one before the gun locks onto you, and repeat the process until you're out of harm's way. After you get close to the gun, go back and collect all the items you skipped without worry of the gun opening fire on you again, including the Hatbox and Hatbox Tag.

Go grab the Dufflebag Tag off the top of the cannon, then jump/punch your way through the wooden planks so you can raise the next flag before riding down a tunnel. Swing across the spikes, dodging the flames until you reach the top (and grabbing the Dufflebag on the way), where you'll need to swing across the high wires. Punch through the next wall to reach the next trapeze. Keep heading across on the trapezes, grab the Purse Tag, swing to the ladder, climb it, then leap to the remains of the airplane on the right. Take the Purse; by unlocking it, and all the baggage before it, you'll obtain the Primal Visions memory. Continue across the trapezes to some rails you'll slide down, jumping from rail to rail to grab as many figments as you can on the way. Jump over Bobby Zilch at the end to avoid being knocked off at the end of the rail slide.

Obstacle Course Finale

Rotating logs are the name of the game here, but if you take it slow you'll have no trouble getting across them. Jump and grab the figments floating above as you move across, and don’t worry if you can't grab them all; just come back when you have the Levitation ability. Past the logs, you'll reach the Coach's psyche core. Grab the cobweb by the white door, then go through. At the end of the white hall you'll receive your Basic Braining Merit Badge for completing your training!

In a cut scene that follows you'll receive a button from Sasha, a fellow Psychonaut. After that, head to the Main Campgrounds and pay the toll of one arrowhead to enter.

Main Campgrounds

You'll be sent off on a scavenger hunt, and if you manage to locate all 16 items on the list you'll jump up 8 Psi ranks. Take some time to just explore the campgrounds, familiarizing yourself with the sights. Grab all the Psi cards in view while you're looking around. You'll notice that you're able to explore the other areas of the camp now, so when you're done snooping around here, head off to the Lodge, which is located next to the Kids' Cabins.

Lodge

Speak to Ford here and begin your visit by converting your arrowheads, then buy some Psi Cores to convert your Psi Cards into Psi Markers which boost your rank. You can also find the Voodoo Doll scavenger hunt item here: leap from the bookshelf to the awning above the shop, then jump to the rafters to find it. That's about all you can do here, so leave and head to the GPC and Wilderness area next.

GPC and Wilderness

Venture forward to the highest structure in the center and punch out the panel to liberate the camper stuck inside. Go on in and place the button Sasha gave you earlier into the empty slot on the flashing panel. This grants you access to Sasha's Lab.

Sasha Nein's Laboratory

There are some Psi cards and the Fossil scavenger hunt item in here; it's located on the high ledge past the second corner in the stairs. Speak to Sasha after you've cleaned the place out, then step into his Brain Tumbler to enter Raz's psyche.

Brain Tumbler Experiment

Head over toward the gypsy caravan, grabbing all the figments in the vicinity and the Vault as well. Now jump into the caravan and punch the wall down until you reach the Hatching Grounds of your unconscious. Before you start following the white rabbit when prompted, look around for the Purse Tag. Follow the rabbit, grabbing the Steamer Trunk Tag and more figments until Sasha pulls you out of your psyche.

Back in the lab, Sasha tells you to go see Ford Cruller to obtain your marksmanship permit, so hop into the hole in the tree stump in the corner of the laboratory.

Ford Cruller's Laboratory

Say hello to Ford Cruller.
Say hello to Ford Cruller.

Grab the two cards floating around in here, then go speak to Cruller. Most likely you'll learn Pyrokinesis, so let Cruller teach you how to use it before heading back to his lab. Speak to him about the Whispering Wood, then snatch up your brand spanking new permit. You'll also receive some Bacon which summons Ford's psyche to you wherever you are. Now go down to the lowest level of the lab and use the machinery to convert your Psi cards and cores into markers to raise your Psi rank.

Now head back to Sasha with your badge and new power in hand to learn about Psi Blasts.

Sasha's Shooting Gallery

Before you can earn your real marksmanship merit badge, you'll first have to participate in (and succeed at) some target practice with mental censors. Practice with the first censors that appear, then hit the lever on the machine in the center. Watch the cut scene that follows, then get ready to take out several censors in a variety of settings:

Bedroom

Before you Psi Blast all the censors here, be sure to grab all the baggage, vaults, and figments. The Dufflebag Tag is on the pillowcase and the Hatbox Tag can be found on a block above, with their respective luggage found on the floor by the bed and on a bedpost. The vault is also in the bed, so punch it to obtain it. After you've gathered all the items, Psi Blast the censors to reach the second challenge of the shooting gallery.

Pillars

Grab the Purse Tag off one of the low-level pillars, then take out the first censor at a distance with Psi Blast. After it's down, keeping heading up to the highest platform and grab the Purse. Now go take out the second censor to reach the third challenge.

Shoeboxes

This challenge is populated by inner demons, but they are easily taken care of with a well-placed Psi Blast; note that they drop health and ammunition when defeated. Grab the Steamer Trunk Tag off the first floor, then the Steamer Trunk on a column of shoe polish cans a little higher up. Keep an eye out for the Vault by the cube, and grab it when you see it. Now go blast the censor valves to start the fourth challenge.

Inferno

Grab the Suitcase Tag on the stairs, then head up toward the flames to find the Suitcase it corresponds with. Snatch up the figments here, then Psi Blast the only censor here to proceed to your first boss battle.

Mega Censor

This fight takes place on a large cube, with the enormous Mega Censor coming after you at all times. You can't hurt him initially; you'll first have to destroy five censors on the various faces of the cube so that he can't regenerate his health. Once they're all down, start Psi Blasting the boss while constantly moving to avoid the mini-censors pursuing you. Keep running back, firing two or three Psi Blasts at the Mega Censor, then running away and repeating the process until he goes down hard.

The Marksmanship Merit Badge is now yours! Before you return to the Brain Tumbler, take a look at your rank. If you've reached rank 20, go speak to Ford for the Telekinesis power, and buy the Dowsing Rod from the Lodge so you can dig for Deep Arrowheads and sell them for serious cash. This in turn will allow you to purchase the Mental Magic Merit Badge and the Cobweb Duster. Otherwise, head back to the Brain Tumbler.

Return to the Brain Tumbler

Use Sasha's Brain Tumbler again to return to where you were blocked by your inner demon, then follow the rabbit. Hit it with a few Psi Blasts to take it down, then look around the area where the demon was to find the Purse (to which you should already have the key). If you purchased the Cobweb Duster before this, suck up the Cobweb here, then leap up to the next part of the level to find the Steamer Trunk. Drop down for the Dufflebag Tag and the Suitcase Tag, then return to the ledge where you grabbed the Steamer Trunk and find the trapeze stick. Use the two trapeze sticks and the trapeze swing to reach a stalagmite, then jump from that to the next swing, then onto a ledge. Leap to another swing and from there to another stalagmite, then crawl around to the far platform for the Dufflebag and a Cobweb. Drop down the platforms for the Suitcase, then head back on the lower path for some figments.

Now continue chasing after the rabbit down the hallway, grabbing the Hatbox Tag and Cobweb on the way. When you reach the tower of thorns you'll see Dogen in danger of having his brain removed, but you'll want to pick up the Hatbox, Cobweb, Vault, and a health upgrade on the bottom level before heading up the tower. Since you lack Levitation, you'll be pulled from your mind.

Boathouse and Beach

Access the Beach near the Lodge, swinging by Ford's place if you've reached rank 30 for a new ability. At the Beach proper, head to the water and listen to the dialogue with the lobotomized Dogen. Next, head to the Boathouse to speak with the Admiral to get him to lend you his canoe, then paddle it over to the floating dock where some other students are learning Levitation under the tutelage of Milla Vodello. Speak to her and enter her mind.

Milla's Dance Party

Levitation will let you jump higher than ever before and bubble-float over pits, and as such you should take some time here getting used to that. Float across the first pit, then jump and levitate through the rings. This should unlock the bouncer's arms, so pick up the Dufflebag Tag and the Cobweb before going through to the bowl. Roll around and build up your speed to make it through the rings. Get all three of them spinning to open the way to the next floor. Leap up there, grab the Dufflebag off the second platform, then get through the three rings here to reach the top of the room. Float through the middle of the airflow to find the Steamer Trunk Tag, then head up the stairs for the Hatbox Tag.

Now locate the pinball puncher while you're levitating to be launched up to the spring platforms. Head around the outer ring to find the Steamer Trunk before floating over to the next set of platforms. Eventually you'll hit some deflectors that hit you up to the top of the room. Take the Hatbox there, then grind the railing to get all the rings spinning. Leap on to the platform to ascend even farther, then leap to the door on the far platform and hit it to open it and claim the Purse Tag. Check the bottom of the next area for a Vault. Use the bowl to reach the fence, then climb up and jump to the center platform where you'll learn that you can levitate over hazards like electricity and fire. Leap over the spikes to the pole in the middle, then climb it to the next platform and jump your way over towards the door. Leap up to the deflectors to find the Purse first, then break through the door.

The Race

You must now race Bobby Zilch and some other kids down a ramp on your Levitation ball, which is a pretty straightforward task. Just make sure you go through the speed booster gates to gain a healthy lead and avoid all obstacles on the way to the finish line. Don't bother trying to grab all the figments; they'll only slow you down.

The Fan Room

When you've successfully finished the race ahead of Bobby Zilch you'll reach the last section of Milla's psyche, an area filled with air vents leading up to a large fan. Take the Cobweb, Suitcase Tag, and figments from the bottom area of the room you start in, then ride the airshafts up to the fist platform with the fan switch on it. Before you use the switch, float across to the other platform for the Ammo Up trophy. When the fan gets going, ride up the center air vent through the three rings to unlock the door (you can go either up or down through the rings, whichever is easiest for you). Grab the Suitcase by the door, then go through to Milla herself. There's a Cobweb in her room (down below), so grab that before speaking to her.

The Levitation power is all yours now, so return to the Boathouse and get up on the roof to claim the Psi Cards and a Scavenger Hunt item. Previously inaccessible Psi Cards can be reached now back at the Kids' Cabins area as well. Finish up your item hunting, then return to the Brain Tumbler to enter Raz's mind again.

Brain Tumbler, Part 3

Remember that tower you weren't able to ascend last time you were here? Well now with Levitation, you can! Use the nearby gas sack to float up to the Cobweb here, then use another bag o' gas to scale the tower. Pursue Dogen's brain down the garbage chute and you'll be faced with a boss battle.

Brain Tank

The Brain Tank will start the battle firing projectiles at you. It will try to lock onto you, but if you activate and then deactivate your Invisibility power, the lock will break. Keep dodging the projectiles until the tank rears up and reveals its soft green underbelly. Lock onto this and send a Psi Blast its way to knock the tank onto its back, allowing you to run over to it and nail it with a flurry of punches. After the tank flips upright again, repeat the process until the tank is destroyed. You'll then have its brain to deal with. It will fire confusion grenades and a sweeping laser at you, so just dodge the grenades and leap over the laser before charging up and socking the brain with a fist combo like the Palm Megabomb or something similar. Keep it up until you're ejected back to the lab.

Return to the Beach

Night has fallen over the camp, and as such will be crawling with nasty cats that have some powerful pyrokinesis abilities at their disposal; play it safe and avoid them like leprosy. Swing by the shop to buy some Dream Fluffs, then head over to the beach. Lili's there, but you won't have time to talk much--she'll be captured and taken underwater as soon as you arrive! Head to the end of the dock and get in the bathysphere, then ride it down into the murky depths of the lake. You'll wind up on the floor of the lake, breathing with the assistance of an air bubble. Head forward, breaking through the coral and digging up arrowheads on your way to the bell tower. Ring the bell by jumping on the rope to summon the boss of this area, the Mutant Lungfish.

Mutant Lungfish

The fight will start with the lungfish inhaling anything in sight, including you if you're not careful. In this stage of the battle, strike the boxes of nails in the arena and he'll suck them in, damaging his health bar. Just make sure you dodge the junk he spits back out as he fills the air bubble again. Keep this up until the second stage of the fight begins. You'll need to move along with the air bubble, staying out of the water. Break up more boxes of nails for the lungfish to inhale until you have to jump around on dry land again, and then the final stage of the fight commences. Run behind one of the open clam shells here and the lungfish will swing its tentacle at you, and subsequently get it caught in the shell. Quickly run around and pummel the fish until it breaks free, then repeat this with more clam shells until it is defeated. At that point, use the Psycho Portal you stole from Sasha to enter the lungfish's brain.

Lungfishopolis

Here a comparatively-enormous Raz will be playing the part of "Goggalor," the destroyer of worlds, or in this case, Lungfishopolis. You'll be smashing through buildings left and right like Godzilla, along with the help of the local rebellion faction out to remove their vile Kochamara overlords from power. Begin by climbing the nearby skyscraper for an astral projection layer replacement, then head forward and break some rebels out of the prison for the Shield power, which will protect from the tanks that will be firing at you as you continue to rampage through the city. Next, enter the laser area and switch on the Shield as they fire at you; the lasers will reflect onto the walls and take the whole setup down. Continue to the prison area for a Cobweb, a Vault, and the Dufflebag Tag. Break open this prison to free a rebel pilot, then go back across the water toward the beginning of the level to find the Dufflebag. Grab the Purse by the prison and the Purse Tag by climbing the building by the crane, and take the Cobweb behind it.

You'll soon receive word that laser tanks have arrived, and these are best taken care of by switching on Invisibility and sneaking up to them. Continue on the road to the dam and Anti-Monster Turrets will start firing at you; block their attacks with Shield until you're close enough to crush them. Leap to the zeppelin and you'll be taken to the next part of the city. Grab the Hatbox Tag and then head across the top edge of the dam for the Hatbox. You'll find another upgrade to your aggression atop another skyscraper and the Steamer Trunk Tag down by the harbor (just make sure you destroy the missile-launching boats to assure your safety).

When you hit a fork in the road, go left for a Cobweb and the Suitcase Tag and right over the bridge for another Cobweb, Steamer Trunk, and a Vault. Explore both paths, then follow one to the end (they both end up at the same place). Airplanes choke the skies here, so take them all down by climbing a skyscraper and shooting them with Psi Blasts. Once the rebels get all their boats in place, take the Suitcase from the top of a building, then cross the channel to fight the Kochamara head-on.

Kochamara

Have Shield on stand-by, then wait for Kochamara to use one of his various attacks on you and use Shield to block it. Each attack will be announced by Kochamara himself, so use that as a warning. Continue Shielding and reflecting his attacks until he starts using an area attack; if you're close enough to him when the attack has ended, pummel Kochamara with a few punches before getting ready to Shield again. It's really that simple; just keep this up until Kochamara is defeated. Now climb the radio tower to bring Lungfishopolis to a close.

Thorney Towers

The Thorney Towers Home for the Disturbed is Coach's main base of operations. Look around for the snatched brains of your fellow campers, and be sure to grab Lili's Bracelet near where Linda deposits you here. Climb the rocks there to meet Boyd, the asylum guard, and the owner of the next brain you'll be entering. But first, go grab the Challenge Marker on the ledge left of the gates. With that in hand, use the Psycho Portal to enter Boyd's mind.

The Milkman Conspiracy

Open up the refrigerator to receive the power of Clairvoyance, collect the figments in this room, then use your new ability on Boyd. You'll discover that the Milkman is dead and has been buried in the graveyard. Exit through the door to get outside. There are several secret agents here, all dressed differently, and if you want to get past them you have to wear a disguise just like they're wearing. There are figments in each of the houses here and arrowheads in their respective refrigerators, so be sure to loot them all.

To begin, check the car by the second house past Boyd's to find the Sign, your first disguise. Equip it to get past the road crew, then grab the Purse Tag off the house on the left. Now head over the mailbox by the phone worker and leap over to the next bit of road. Check the backyard of the second house for a Steamer Trunk Tag, then punch the trunk of the car there for the Hedge Trimmers, which you can't use just yet, so don't bother picking them up just yet. Continue down the road to the sewers and circumvent the agents' barriers to find a Cobweb and the Hatbox, then look outside the walls for the Vault and the Dufflebag. Go back to the entrance of the graveyard and leap to the road. Continue past the agents with watering cans to the arboretum, then go left and punch the crow on the rock. Take its Crow Feather. In order to keep the middle door open, you'll have to go through the left gate to open it, then head toward the rocks to make the middle gate open up. Check that it's open by using Clairvoyance while holding onto the feather. Leap over the gate on the left, then claim the Flowers. Exit the Arboretum and go right on the road to the second house on the left. Grab the Dufflebag Tag from it and a Cobweb from the first house on the right, then proceed to the Post Office. Punch the car to find the Watering Can, then go enter any number you like into the keypad by the post office entrance. After the number fails, back away and wait for an agent to appear. Use Clairvoyance on him to find the correct code for the door, then use that to get inside.

The Suitcase is here in the waiting room, so take note, and pick up the Cobweb nearby. Enter the dark room and use your Clairvoyance power on the security cameras to navigate your way through to the back, where the Plunger is located. With that in hand, leave the Post Office. You'll be assaulted by an inner demon outside, so do likewise with some Psi Blasts until it spews out some bombs. Use Telekinesis to throw the bombs back into the creature's mouth, then hit it with a punch to kill it.

Return to the house surrounded by watering can-wielding agents with the Watering Can equipped and head inside. Take the Rolling Pin, then switch back to your Watering Can to exit the house. Go find the teleporter near the Post Office and use it to get back to Boyd's house, then head past the road crew to reach the phone (the one with the hedge trimming agents around it). Equip the Hedge Trimmers you picked up earlier and use them to get past. Find the Purse inside the building and the Suitcase Tag behind it, then use the Rolling Pin to pick up the Ammo Up upgrade and figments in the rolling pin section. Equip your Hedge Trimmers again and leave the house, then trek back to the graveyard. Unlock the Dufflebag out back, then equip the Flowers to enter the graveyard itself. Use your Pyrokinesis power to torch the hedge in front of the Milkman's gravestone, then break through the door. Take the book and you'll be shunted back to Boyd's house. He'll give you the Rifle. Now use the teleporter to transport yourself to the Post Office, then enter and unlock the Suitcase. Now go find the sewer workers, equip the Plunger, and drop into the hole there.

Book Depository

Equip your Rifle, get your Shield power ready, then make your way across the parking lot. A sniper will be firing at you, so be sure to Shield yourself whenever he locks onto you. Go behind the building to find the Steamer Trunk, then take the Cobweb from the front door. Go upstairs and claim the Helicopter Helmet, which, in tandem with Clairvoyance, allows you to see what those helicopters hovering above can see, particularly the Milkman's hiding place. Pick up the Phone after the cut scene ends, then equip your Rifle and go back across the parking lot. Kill the inner demon, then equip the Phone and climb the telephone pole (if you want the remaining luggage, go back to the start of the level and climb the telephone pole near the road workers). Ride the wires, jumping over the telephone poles to avoid being knocked off. Grab all the figments in the Milkman's yard, then activate your Invisibility power. Knock on the door, wait for the girl to answer it, then jump over her and enter while she walks forward to investigate.

Den Mother

There are two ways to defeat the Den Mother, the first of which is a bit on the cheap side, but it gets the job done nonetheless: stand at the bottom of the stairs and shoot her repeatedly with Psi Blasts. You'll still have to Shield yourself from her needles, and you won't have any way to refill your ammo, but if all your shots connect you probably won't need it. The conventional method involves Shielding yourself from her knitting attack, picking up a box of cookies, and throwing it at her with Telekinesis. During the second part of the fight, the Den Mother will turn out the lights and drop a luminescent knitting pattern; pick it up and use Clairvoyance to see the battle arena through the Den Mother's eyes. Continue attacking her as before, chucking boxes of cookies at her and Shielding yourself from the knitting to finish her off. The door back to the asylum will then appear, allowing you to leave this world of madness for another!

Asylum Courtyard

The mad scientist Loboto has kidnapped Lili, and of course only you can save her. Before that, though, bring some of the students' brains here back to Ford Cruller for boosts to your health.

When you're ready to continue with the main story, break the obstacle by the fountain, then follow the path to meet one of the asylum's inmates, Gloria. Only one thing to do with her: break out the Psycho Portal and enter her mind.

Gloria's Theater

Once the cut scenes end, run around the area and collect all the figments you can see. Grab the Steamer Trunk Tag near the ladder by the spotlight, then climb that ladder. Float to the next level of seats for an Ammo Up and a Cobweb, then drop down beneath the Critic to find two more Cobwebs. Locate the Purse Tag by Becky and the nearby Cobweb to find the Suitcase. The Purse is located on the level below the Critic.

Next, head to the backstage area and Bonita's dressing room. Use your Invisibility power to get down the hall, then speak to her about getting on stage; she'll do so if you light up the spotlight, which requires a candle from the storeroom. Go there and find the Steamer Trunk, Suitcase Tag, the Candle, and two more Cobwebs. Go unlock the Suitcase, then place the Candle in the spotlight and light it with your Pyrokinesis power. Go find Jasper now for the Script and give it to Becky in exchange for a Megaphone. Use that restart the play whenever you so choose.

You must now direct the play. Set the lights to the "sad" mood and change the set to the one with water at the bottom of it and the dragon in the background. Begin the "Knight of Joy" play to destroy the dragon, then climb it to find the "Day the Mail Boat Finally Came" play. Perform it on the same set as before to make a boat appear. Get on it and ride it to the right to a new set. Grab the "Goodbye Hagatha Home" play and give it to Becky. Make sure the lights are set to sad lighting and the backdrop is the one without the water, then start the play. The balloon prop should drop, so head up the trapeze sticks so you can get in it and reach the Catwalks.

Catwalks

This is a primarily platforming level, with an added challenge taking the form of the Phantom's spotlight (it'll drop a weight on you if it locks on), so you'll want to have your Invisibility power at the ready to prevent this. Make your way across the platforms to a curtain, then ride that to the next area to find a Censor. Defeat it as you have the past Censors and claim the Dufflebag Tag for your troubles. Jump across the trampolines and get past the trapeze poles to reach a catwalk with the Hatbox Tag on it. Kill the Censors on the way to the platform below to grab the Vault and Hatbox. Climb the ladder and navigate more trapezes to find the Dufflebag, then take the elevator up to another catwalk. Speak with the Phantom and take the Candle from the box across from him. Place it in the spotlight and light it with Pyrokinesis to scare the Phantom through the door. Float across and head through that door to instigate a boss fight.

Jasper

When the fight begins, collect the three Candles from the nearby case, then leap to the orchestra pit. Float up the notes to the catwalk above, dodging Jasper's nasty projectiles and ignoring his pretentious criticisms. Set the three candles in the three spotlights up there and light one with your Pyrokinesis power to knock Jasper to the floor. Kill the little lackeys that appear with chained Psi Blasts, then go punch Jasper silly until he starts flying around again. Now repeat the above process twice more until you've depleted all his health.

Gloria's Trophy is now yours! Proceed through the tunnel to return to the courtyard of the asylum.

Asylum Courtyard, Part 2

Here in the courtyard you'll find the ex-bullfighter Edgar, as well as Fred, who thinks he's Napoleon Bonaparte. You'll also meet an orderly who thinks you're Loboto for a moment, then realize his mistake, then go so far as to tell you what Loboto usually wears. But before you head off to find those clothes, go back to Fred and use the Psycho Portal on him to enter his deranged mind.

Waterloo World

You'll begin in a room with Fred and Napoleon playing a game not unlike Risk. Your objective is to help Fred win the game by getting his knight into Napoleon's castle. Grab the figments from the room, speak to either Fred or Napoleon for the Hatbox Tag, then enter the game board.

Start out by snatching up all the figments in the immediate area, as well as the Suitcase Tag behind a building. Locate the big blue building with a hammer on its flag, then use it to shrink down to a size appropriate for entry. Take the Cobweb by the door and then knock on it. The Carpenter thinks you're a burglar because there are Censors on his roof. Yeah, the logic doesn't exactly follow, but never mind. Walk to the nearby guillotine, using Telekinesis to push any of Napoleon's cannons into the river on the way. Take the Cobweb by the guillotine itself, then go inside. Unlock the Suitcase and exit. Now enter the house and climb the ladder on the house next to it to find some trampolines. Use them to bounce into the smoke coming out of the chimney and float to the top of the guillotine. Cross the high wire, using your Invisibility power to avoid getting sliced by the blade. Enter the farm building to find the Dufflebag, which you can unlock later, then head to the roof of the Carpenter's building and take out the Censors. Open the Vault, then go down to the door to recruit the Carpenter to your cause.

Whenever you move the Carpenter near a broken bridge, he'll repair it, so look around for a cork. Punch it and float in the shooting champagne to increase in size, then use Telekinesis to throw the Carpenter to the closest broken bridge so he can get working! Next you'll have to field some militias to fight your way through Napoleon's troops to the castle, so start this process by knocking on the door of that building next to the guillotine. The man inside won't join your team until you prove to him that Fred cares about the "little people," so increase to medium size and climb the ladder at the end of the river to return to Fred and speak to him. You'll receive Fred's Letter, so take that back to the peasant in the house to build a militia. Return to medium size and use Telekinesis to chuck the militia piece to Napoleon's soldier. Both pieces will be eliminated from the game, and Napoleon will bring in another soldier, and destroy another of the bridges, which of course you'll have to fix. Use Telekinesis to move the Salt Shaker near your side of the broken bridge, then send in the Carpenter.

Cross the river now and climb to the side of the peasant's house there to reach the roof, where the Dufflebag Tag can be found. Speak to the peasant at the front door now to learn he requires a payoff to get him to enlist in your little army. Head back to Fred to learn about a coin in the fireplace, then check said fireplace for the coin using your Telekinesis power. Bring it back to the peasant and chuck him at the next enemy soldier. Next, head toward Napoleon's castle and shrink down to visit the last peasant's house. Be sure to grab the Ammo Up, Purse Tag, Cobweb, and an upgrade to your Projection Depth in the area before visiting him. He wants a weapon he buried under a pile of hay in a watchtower of Napoleon's castle, so make tracks for the tower. It's sealed shut, so enter the next tower over by grabbing the Cobweb. Use the trapeze poles and the hire wire inside to reach the Purse, then hang from the ledge and move right to the platform. Cross the high wire, climb the flagpole, then float to the roof of the correct watchtower. Levitate to the far side, claim the Cobweb there, then enter and claim the Steamer Trunk Tag. Drop down to the bottom here and use your Pyrokinesis power to torch the haystack and reveal the peasant's weapon, the Musket. Torch the door for a quick exit, then bring the musket back to the peasant and use him to take down the last enemy soldier.

There's one more obstacle to overcome before the way into the castle is clear: the raised drawbridge. Shrink yourself down as far as you can, then approach the bridge. Levitate to the Cobweb, take it, then cross the high wires to get over the castle's moat, using Invisibility to avoid getting blasted by Napoleon's cannons. Destroy the Censors on the other side of the water, then open the Steamer Trunk above. Leap from the ledge there to the ladder around the corner and use that to get to the far side of the castle, where you'll find a high wire. Cross it and wait at the sword-like object at the end of it until the nearby cannon on the tower fires at you. When it does, leap over the sword and float down to the tower, where you can use Telekinesis to remove the obstruction from the drawbridge gears. Now use Levitation to reach the middle of the castle to locate the Vault, then make tracks for the restaurant across the river.

Time to enlist a Knight to storm Napoleon's castle. The Knight at the pub/tavern/restaurant is hungry for escargot, which, to those who don't know, is snails. There happens to be a snail farm near where you recruited the second peasant, so head there and shrink down to the proper size. Use Telekinesis to beckon all the snails to your side and receive the Escargot piece. Increase in size, throw the Escargot piece to the restaurant, and the Knight will join your prestigious army. Send him into Napoleon's castle to win the battle and return to the asylum, where you'll receive Fred's Straightjacket.

On to Edgar now; use the Psycho Portal on him to enter his mind, and the world of Black Velvetopia.

Black Velvetopia

Here you'll have to find four missing cards from Edgar's deck so that he can build his tower, and you'll start out in Pamplona with a bull running down the main road every few seconds. You'll be booted back to the previous alley if you're in the street when the bull comes charging through, so you'll want to stick to the alleyways as you progress through the level. Start out by buying the Rose Painting and the Archway Painting from the nearby dog. Hang the Rose Painting on the nail hammered into the wall and you'll receive a Rose, when can be used at the windows with waving hands in them as checkpoints of sorts. Next, use the Archway Painting to open up a way to the main road and take it there.

You can find the Steamer Trunk in the first alley, but you can't unlock it yet, so climb the nearby pole and jump from the awnings to the balconies to reach the next alleyway. Pick up the figments there, then return to the street. When the bull rushes past, sprint (or better yet, use the Levitation ball) to reach the next alleyway. The next alley is inaccessible, but you can still wait in the small space by the gate for the bull to charge past. The Steamer Trunk Tag can be seen on the other side, but you'll need to chuck a garbage can onto the yellow switch to reach it. Go back and unlock the Steamer Trunk, then head back to where you were. Levitate up to a balcony and grab the Dufflebag Tag, then leap to the next alley to unlock the door in the alley across the way, behind the obstruction. Head up the street now and try to grab the Queen of Clubs card there; the Tiger will grab it, so follow it into the painting to face him in the wrestling ring.

Tiger

Make sure you've got your Shield and Telekinesis powers ready, because you'll definitely be using them. Defeating Tiger is quite easy: just hit him with Telekinesis, then punch him again when he sits down. Repeat this process until you've either defeated Tiger or he breaks away. If he does manage to escape your grasp, Shield yourself as he jumps at you, then get back to the tried-and-true Telekinesis/punch method of bringing him to the mat. Permanently.

After the fight you'll be back at Edgar's house of cards with the Queen Card ready to hand over. Look for the Purse Tag on a balcony and the Purse itself on the ground, then locate the painting of the Tiger and hop through it to resume the search for the remaining cards on the streets of Pamplona.

Ascend the ladder by the Tiger's painting and head to the trapezes above the road below. The bull's charge will cause the flagpoles to bend back, so wait for him to pass before making your leaps. After that, drop to the street and enter the alley. Cross the street and try to grab the Queen of Hearts card. Like before, it'll be snatched away, so enter the Dragon's painting to fight another boss for it.

Dragon

The Dragon is so easy he can hardly be classified as a boss at all. Regardless, here's the trick to beating him with the greatest of ease: torch him with Pyrokinesis to quickly burn away his health meter, and use your Shield power to protect yourself from his attacks. Keep torching him and Shielding until the Queen Card is yours.

Give the card to Edgar, then return to the street again via the Dragon painting. You should see a nail near the painting when you emerge; remember its location, for you'll soon hang a painting there. Cross the alley to find a dog selling the Guitar Painting and the Rose Painting and buy both. Hang the Guitar Painting on the nail and climb the ladder that appears to the next level. Take the Cobweb up there and proceed through the series of room to return to the street, then go left to the balconies by the Dragon painting. Flip the lever on the highest balcony and descend the ladder to get back to the street. Go grab the Guitar Painting off the wall and proceed to some trapeze swings overhead. Grab the highest one and wait for the bull to charge past, then drop down and sprint to the manhole. Use it to drop down into the fragrant sewers. Grab the figments in the entrance area, the Cobweb in the doorway, then proceed to another ladder, taking the Cobweb and the Vault in the hallway before ascending it. Purchase the Vine Painting and Window Painting from the dog in the alley and return to the sewers. Keep heading forward until you find a grate, then use your Telekinesis power to toss the trash can on the yellow switch like before. The grate will open, allowing you to progress to another ladder. Ascend it to an alley and use Pyrokinesis on the vines to find the Dufflebag, then head to the end of the alley to find another way down to the sewers and a nail. Hang the Window Painting on it to find a figment, then swap it out with the Vine Painting to access a garden with the second Vault and lots of pots you can break for more arrowheads. Head back to the last dog now and climb up the nearby pole. Cross the walkway to another nail, note its location, then keep going toward the balconies over the street below. Drop to the first balcony, drop the ladder, then climb down to find the Queen of Diamonds card. Naturally, you'll have to fight for it.

Eagle

Eagle will attempt to kill you by both striking out at you and dive-bombing you from above. Shield against both, then hit him with melee attacks. Using Telekinesis and attacking, like the battle with Tiger, also works well. Whatever method you use, this won't be a difficult battle.

Take the Queen Card back to Edgar and go back through the Eagle painting. Return to the nail you passed earlier and grab the Hatbox Tag near it. Hang the Window Painting on the nail here and take that passage to a location farther up the street. After obtaining the upgrade to your Maximum Depth Projection and another Cobweb, drop down to the dog next to the Queen of Spades card is located, but do not try to take it yet. Climb the ladder and you'll be in the Matador's apartment, where you can take a Cobweb and the Suitcase Tag. Check the fireplace for two more Cobwebs and ride the rail to find the Suitcase. Return to the apartment, check the bedroom for the Hatbox, then speak to the Matador. Doing so allows you to learn the Psi Power "Confusion." Now go back to the Queen Card and enter the painting for the last fight in the wrestling ring.

Cobra
Cobra

Cobra

To defeat the Cobra, lock onto him and toss Confusion grenades at him. That should stun him, allowing you to run up to him and pummel him with your fists. Snatch up the Confusion grenades he drops when you hit him, then repeat the above process until he goes down for the count. Now bring the Queen Card back to Edgar and climb his newly-finished tower, grabbing the figments along the way. At the top, you'll have to face Edgar and the bull, El Odio, in a boss battle.

Edgar/El Odio

Edgar starts the battle out as the bull itself, and as such he'll obviously be charging at you as bulls tend to do. Shield yourself from the charge, then use your Telekinesis power to throw the banderilla spears here at the bull until he falls over. Then the second phase of the fight begins. Here, the matador will be trying to kill Edgar, and you'll have to both defeat the matador and keep Edgar alive. Start by using Telekinesis on Edgar to pull out all the spears you impaled him with in the first half of the battle to boost his health meter, then turn and chuck Confusion grenades at the matador to stun him. This leaves him wide open to some spears tossed via Telekinesis. Strike the flower bouquets being tossed into the ring if you run out of Confusion, and keep up your Confusion/banderilla spear approach on the matador until you finish him.

You'll be chucked back into the land of reality (such as it is), where a grateful Edgar will hand over the last part of your Dr. Loboto disguise, Loboto's Portrait. Equip that, Gloria's Trophy, and the Straightjacket, then go back and speak with the orderly who mistook you for Dr. Loboto earlier. He'll think you actually are the doctor this time, allowing you to enter the elevator to the upper floors of the Asylum.

Asylum Upper Floors

This area is infested with psychic death rats which go kamikaze on your ass when you get near; hit them with Psi Blast at a distance or Shield yourself if they're too close. You'll be moving upward constantly, jumping through holes in the ceiling until you reach a skewed version of physics. There the rooms will be turned on their sides, meaning you'll be walking on the walls instead of the floor. Continue through this section to the very tall room with green slime at the bottom of it. Make your way up through this room, jumping from platform to platform and climbing the pipes and rebar and using Levitation to float up. Eventually you'll hit some locked doors being held shut by a chair on the other side. Position yourself so that the chair is in view, then knock it aside with Telekinesis to open the doors. Soon you'll come to an elevator; ride it up to Loboto's Laboratory.

Laboto's Laboratory

There's a crow guarding the stairs here that will prevent you from climbing them if it sees you; bypass this by going invisible. Loboto doesn't seem to care that you've just infiltrated his lair, so look around for more Psi Cards and Brains, as well as the Birthday Cake on the table in the tearoom. If you want to go back to the camp, use the elevator by the tearoom. That way you can speak with Ford, re-brain the rest of the students, boost your rank, or convert your Cobwebs. Be sure to buy some Dream Fluffs if you're low before returning to the lab.

Loboto's assistant, Sheegor, wants you to free a turtle, Mr. Pokeylope, before Loboto cooks him. Equip the Birthday Cake you grabbed earlier and stand near Pokeylope's cage; he'll approach you, allowing you to set him free with Telekinesis. Pick him up and go see Sheegor for a cut scene, then use Telekinesis to throw Pokeylope's brain into the brain tank in the lab. Now use Psi Blast to break Lili free. You'll be prompted to save your game, after which you can't go back! Watch the cut scene that follows, then get ready to fight Coach Oleander in his death tank.

Pyschoblaster Death Tank

Equip your Pyrokinesis and Telekinesis powers, then get ready to rumble. Notice that there are large blocks floating in the middle of the arena and small blocks around the outer edge. Use Telekinesis to throw the smaller blocks at the larger blocks to create a gap. Stand there and use Pyrokinesis on the wooden fence/shield, then back off and repeat this process as Oleander regenerates the blocks. Eventually you'll open a gap at the front of the death tank, giving you the opportunity to chuck a stone at the cockpit of the tank with Telekinesis. This should crack it. Keep this up until you blow a hole in the shell, then use Telekinesis on your own brain to toss yourself into the same tank as Oleander for a meeting of the minds, so to speak.

Meat Circus

Raz's memories of childhood and Coach Oleander's have melded together, creating a pastiche that is more than a little bizarre. You'll have to get Oleander's inner child, Oly, through the dangers of the Meat Circus without him dying, or else it's game over, man, game over. When you gain control, follow Oly to the gypsy coach. Take the two Cobwebs in the hall then proceed to Tent City. When Oly runs into the circus tent, take some time to pick up the figments here and note the location of the Steamer Trunk. Take the Hatbox Tag and Confusion ammunition, then speak with the robot gypsy vendor to convert your Cobwebs or use your Psi Cards for upgrades. Check the awning above the circus tent for the Steamer Trunk Tag, unlock the Steamer Trunk, then enter the tent Oly ran into for the most frustrating, hair-pulling level in the game.

The idea here is to get Oly to the top of the room without him getting killed by the meat bunnies. Some tips: Make sure to kill the ugly buggers before they get too close to Oly, and always check to be sure Oly has his rabbit with him, or else he won't move up. To reunite Oly and rabbit, use Telekenesis on the rabbit to prevent it from running long enough for Oly to grab it. Ignore the figments in this area, as they'll only distract you from the task at hand.

Start by taking the Suitcase Tag from the bottom area, then stun Oly's rabbit and hand it over. Now get on the high wire above the meat grinder and leap to the next platform. Bounce off the rather obese woman there to reach Oly, then unlock the Hatbox. Send Oly up to the next level, then quickly get to Oly to fight off the bunnies. Let him grab his rabbit, then head up the trapezes on the meat and take the platforms to the knife-thrower. Get him to start throwing knives in your direction, then stand in front of the target and jump at the last second so that a knife embeds itself there instead of in your chest. Now jump to it when it comes around again and use it as a trapeze to swing to the platform on the right. Use Levitation to float to the platform with Oly on it, beat off the bunnies, then collect his rabbit. One more level to go; just repeat the steps from the previous level (using the knife-thrower and the spinning target) to reach the last of Oly's platforms. Take the Purse Tag and Vault here before leaving the room.

Tunnel of Love

You can find the Suitcase and Purse here, so unlock them and jump onto the rail. It's a long way down, during which you'll need to jump over missing sections of the rail. Push UP on the control stick when heading uphill so that you build up enough speed to leap over the gaps that follow, and pick up the Dufflebag Tag on the way. Unlock the Dufflebag at the end. The final boss battles await you inside the tent, so head in to see what you're up against.

Butcher

The Butcher is enormous and wields two suitably large butcher knives, both of which he'll gladly use to slice and dice you. That is, of course, unless you Shield yourself from his attacks. Keep Shielding until he embeds one of his knives in the floor, and use that opportunity to run up his arm and attack his head once. Drop down and repeat the process twice more to finish him.

The Big Top

It would appear Raz has two fears of his own to conquer now: his fear of drowning and his fear of not living up to his dad's expectations. The water level in this room will be constantly rising, so you'll need to be fast to avoid sinking. Raz's dad will be chucking flaming darts at you to boot, but make avoiding them your second priority and not falling off ledges your first. Head up, using the trampolines, high wires, and trapezes to reach the ladder. Climb it by pressing DOWN on the control stick to ensure that you'll ascend it no matter the current placement of the camera.

Butcher, Part 2

This is a lot like the first fight with the Butcher, except that you can't climb up his arms (they're on fire) and your dad will be tossing mines into the battle arena. Make sure you don't step on those mines; instead, hurl them at the Butcher until he kneels down and use that opportunity to smack him upside the head. Keep that up until the Butcher drops into the spinning blade, ending the fight…

Butcher/Raz's Father Amalgam

…and beginning the final battle of the game! Raz's pseudo-father and the Butcher have become one large, patched-together monstrosity hell-bent on killing you, but you have been granted a new power that transforms Raz into a giant flaming version of himself. Taking on this form is the only way to damage the boss, but it needs to recharge after each use. When it's ready, use it and pound the boss with your fists until it wears off, then run around the arena, using your Shield power to protect yourself from the boss's attacks. When the psychic energy gauge fills up again, use your new power to inflict further damage. Repeat this process until your brain separates from Coach Oleander's and you're back in the real world.

The Final Boss Battle

That's it! You have completed Psychonauts! Enjoy the end credits now, as they're quite amusing.

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