Psychonauts Walkthrough :
This walkthrough for Psychonauts [Playstation 2] has been posted at 17 Jun 2010 by adds and is called "Psychonauts FAQ". If walkthrough is usable don't forgot thumbs up adds and share this with your freinds. And most important we have 4 other walkthroughs for Psychonauts, read them all!
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Walkthrough - Psychonauts FAQ______ _ _ _ _ | ___ \ | | | \ | | | | | |_/ /__ _ _ ___| |__ ___ | \| | __ _ _ _| |_ ___ | __/ __| | | |/ __| '_ \ / _ \| . ` |/ _` | | | | __/ __| | | \__ \ |_| | (__| | | | (_) | |\ | (_| | |_| | |_\__ \ \_| |___/\__, |\___|_| |_|\___/\_| \_/\__,_|\__,_|\__|___/ __/ | |___/ PSYCHONAUTS (PC version) FAQ/WALKTRHOUGH V1.00 2005-06-07 (c)2005 Barry Scott Will This work is licensed under the Creative Commons Attribution-ShareAlike License. To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/2.0/ or send a letter to Creative Commons 559 Nathan Abbott Way Stanford, California 94305, USA. Psychonauts is (c)2005 Double Fine Productions. This FAQ/Walkthrough is not endorsed by, nor is the author associated with, Double Fine Productions. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | | TABLE OF |-/ \-| CONTENTS | | | | | \ / \ / \ / \ / \________/ \________/ [1] Game Overview [2] Gameplay [2.1] Controls & Moves [2.2] Psi Powers [2.3] Items [3] Item Collecting [3.1] Psi Markers [3.2] Psi Cards [3.3] Scavenger Hunt [3.4] Brains [4] Walkthrough [4.1] Kid's Cabins [4.2] Basic Braining - Obstacle Course 1 - Obstacle Course 2 - Obstacle Course Finale [4.3] Main Campgrounds & Parking Lot [4.4] Sasha's Shooting Gallery - Brain Tumbler Experiment Pt. 1 - Sasha's Shooting Gallery - Brain Tumbler Experiment Pt. 2 [4.5] Milla's Dance Party - The Lounge - The Race - The Party [4.6] Scavenger Hunt - Boathouse & Beach - GPC & Wilderness - Reception - Main Campgrounds & Kid's Cabins - Brain Tumbler Experiment Pt. 3 [4.7] Lungfishopolis [4.8] Milkman Conspiracy - The Neighborhood - The Book Depository - Return to the Neighborhood - The Milkman [4.9] Gloria's Theater - Asylum Grounds - The Stage - The Catwalks [4.10] Waterloo World - Asylum Lower Floors - Waterloo World [4.11] Black Velvetopia - Running Against the Bull - Edgar's Sanctuary [4.12] Asylum Upper Floors - Upper Floors - Dr. Loboto's Lab [4.13] Meat Circus - Psychoblaster Death Tank - Tent City - Tunnel of Love - Butcher Battle #1 - The Big Top - Final Boss Battles [5] Version History & Credits To jump to a specific topic, open the Edit menu and choose Find in this Page (or just press Control-F) and enter the bracketed number, including the brackets. For example, enter [4.2] as the search text to jump straight to the walkthrough for Sasha's Shooting Gallery. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | GAME | | [1] |-/ \-| OVERVIEW | | | | | \ / \ / \ / \ / \________/ \________/ Welcome to the twisted world of Psychonauts. The hero of this game is a boy named Razputin, or Raz. A natural psychic, Raz escaped the circus and his abusive father to journey to a camp for psychic children: Whispering Rock Psychic Summer Camp. At Whispering Rock, young psychics are trained to become Psychonauts--secret agents in charge of cleaning up the world's mental mishaps. But, something sinister is afoot, as campers turn up missing their brains. It's up to Raz--with a little help from an assorted cast of strange people and even stranger creatures--to find the missing brains and restore mental peace and order to Whispering Rock. You control Raz through the environs of Whispering Rock--the real world-- and through the minds of various denizens of Whispering Rock--the dream worlds. Most gameplay takes place in the dream worlds, as you use Psycho- Portals to project your astral self into minds. If you think the real world is strange, wait until you get a look at some of the literally twisted dream worlds. Each dream world is completely unique: from an orderly, cubist mind to the varicolored world of a painter of black velvet. Each level has its own challenges and puzzles and requires a mixture of skillful control and strategic thinking. No two worlds are alike, and the game will in turn challenge and amaze you. Your health is measured in two ways: mental health and astral projection layers. Your mental health is represented by a series of brains shown in the upper left of your screen. Each brain represents 4 points of health, and various enemies will remove one or more points of health on each hit. As you progress through the game, you will increase the maximum number of health points you have. You also have astral projection layers, which are analogous to lives in most games. Each time you lose all your mental health, you lose one astral projection layer. When you lose all your mental health and you have no more astral projection layers, the game either ends (if you are in the real world); or, you are kicked out of the mind you were in and you must start over again from the beginning. As you play, you can pick up additional astral projection layers (new lives) as well as increase the number of ASL's you can have at once. Pressing the JOURNAL key opens up a set of menus where you can view your current progress. The first page of your journal is the game menu, and contains Options, Load, Save and Quit. On the second page you can view the number of items you have collected in the current area and the total number that are available. The third page shows your overall progress in the game, including your rank, how many items you have collected, etc. Page four of the journal is your To Do list showing your current task(s). Page five allows you to watch unlocked cinematic scenes; and, page six contains the map (real world only). When in Whispering Rock camp, you can view the area you are in and the location of your next objective. Like any game of this type, there are numerous items to collect as well as enemies to defeat. And, like most games, you should break as many items as you can to collect power-ups. Read on, then, for a full description of everything you need to know about Psychonauts... ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | | [2] |-/ \-| GAMEPLAY | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~~~~~ [2.1] CONTROLS & MOVES ~~~~~~~~~~~~~~~~~~~~~~~~ Psychonauts is a "platformer"--i.e. an arcade-style game that features lots of jumping, floating, sliding and other acrobatic moves. Unless you are very comfortable using a keyboard for this type of game, a gamepad with two analog joysticks, a D-pad and at least 10 buttons is recommended. You will most likely have to remap certain functions on your gamepad. In this guide, controls will be referred to by their primary function. Those functions are listed here along with the default key when using the keyboard and mouse, and a recommended button/stick for your gamepad. JUMP Raz jumps; pressing again in mid-air Key: SPACE causes a double-jump; also used as the Gamepad: Left shoulder ENTER key in menus ATTACK On the ground, performs a punch; while Key: Left mouse in the air, performs a Psi Bomb; an upgrade Gamepad: Right shoulder received at rank 35 increases the power of the bomb if you repeatedly press ATTACK while in the air USE Uses an item currently held in Raz's Key: F hand, activates switches, opens doors, Gamepad: Button 4 talks to other characters, etc. MOVE Moves Raz; in menus, selects different Keys: W (up), S (down) options A (left), D (right) Gamepad: Left joystick CAMERA Zooms (up/down) and rotates (left/right) Keys: Numpad the camera 8 (up), 2 (down) 4 (left), 6 (right) Gamepad: Right joystick CANCEL Cancels a power (such as levitation), Key: X breaks cutscenes, exits menus, etc. Gamepad: Left trigger LOCK/FLOAT Locks targeting onto an enemy, or, Key: Left shift in mid-air, activates the Levitation Gamepad: Right trigger Balloon (once you've obtained the Levitation power) INVENTORY Opens your items inventory so you can Key: Left bracket [ select an item to USE; select the item Gamepad: Left D-pad with your MOVE keys, then press USE to equip the item; your inventory may contain more than one page of items--press the right bracket ] or right D-pad while on the first page to view the second page PSI POWERS Opens your Psi Powers menu so you can Key: Right bracket ] select a Power for slot 1, 2 or 3; select Gamepad: Right D-pad the power with your MOVE keys and then press the key corresponding to the slot where you want to place the power PSI POWER 1 Activates the Psi Power in slot 1 Key: Right mouse Gamepad: Button 1 PSI POWER 2 Activates the Psi Power in slot 2 Key: Q Gamepad: Button 2 PSI POWER 3 Activates the Psi Power in slot 3 Key: E Gamepad: Button 3 JOURNAL Pauses the game and opens your journal Key: ESC where you can view menu options, your Gamepad: Button 9 To-Do List, number of items collected, a map (real world only), etc. FREE LOOK Activates First Person look mode, Key: Middle mouse use the CAMERA controls to look around Gamepad: Button 10 STATS Displays Raz's mental health, number of Key: TAB Astral Projections, rank, figments, Gamepad: Button 11 Psi Cards, and arrowheads RAZ'S MOVES ~~~~~~~~~~~~~ Raz, as a refugee circus performer, has a number of acrobatic moves. JUMP Raz can jump around very well. When in mid-air, Raz can summon a blast of psychic energy to propel himself higher. Press JUMP to jump once; press JUMP again in mid-air to double-jump. (Note: the double-jump does not work when riding the Levitation Ball.) SWING Raz can swing from various objects. From stationary objects, such as poles or ropes, Raz can swing around the object and then jump off. To grab a stationary object, jump toward it. To swing from a stationary object, press and hold MOVE in the direction Raz is facing. When Raz is fully swinging around the object, press JUMP to release. Raz can also swing from moving objects, such as a trapeze. To swing from a moving object, jump toward the object to grab it. Press MOVE in the direction Raz is facing to start swinging, then press MOVE in the opposite direction to swing back. Continue using MOVE in a back-and-forth motion until you've achieved maximum height and then press JUMP to release. On any type of swinging object, you can press CANCEL to simply let go and drop off. SLIDE Raz can slide down various objects, including ropes, banisters, logs, etc. Simply jump on the object and Raz will begin sliding. You can jump and double-jump while on the slide, just be sure to land on the slide again. You can also jump from one slide to another if there are two or more slides running parallel. Press JUMP and left/right movement keys to switch "tracks". TIGHTROPE Raz can balance himself well enough to walk over various ropes. Simply MOVE across the rope. To drop down so you are holding the rope with your hands, press CANCEL. To get back on top of the rope, press JUMP. Tightrope walking is actually pretty easy as you can't fall off once you are on the rope. The difficult part can be getting on the rope, especially if you are jumping onto it. SHIMMY Raz can hand-walk along ledges, ropes, poles, etc. For ledges, carefully step off the ledge and Raz will drop down and grab the ledge with his hands. When on top of a rope, press CANCEL to drop and hold the rope with your hands. Then press MOVE left or right to shimmy along. Press JUMP to get back on top of the object, or press CANCEL to let go. ~~~~~~~~~~~~~~~~~~ [2.2] PSI POWERS ~~~~~~~~~~~~~~~~~~ As Raz advances (gains rank), he will learn various Psychic Powers or receive upgrades to his current powers. The ranks at which you earn powers or upgrades are: Rank Power 10 Pyrokinesis 20 Telekinesis 30 Invisibility 35 Palm Megabomb--press ATTACK repeatedly to increase the power of your Palm Bomb 40 Chain Blast--hit up to three enemies with one Psi Blast 45 Thermal Detonation--Pyrokinesis causes an explosion 50 Wrecking Ball--when you're at full speed on the Levitation Ball, you damage any enemies you hit 55 Offensive Shield--melee attackers bounce off your Shield 60 Advanced Invisibility--Invisibility lasts twice as long 65 TK Extension--range of Telekinesis is extended 70 Super Chain Blast--hit up to six enemies with one Psi Blast 75 Rolling Havoc--your Levitation Ball is a weapon as soon as you begin rolling 80 Ferocious Aura--melee attackers bounce off your Shield and are damaged by the Shield 85 Sensory Scramble--Confusion lasts twice as long 90 Regeneration--mental health slowly regenerates 95 Unlimited Ammo 100 Bonus movie Other powers and upgrades are earned as part of gameplay and are not based on rank. When you earn a Power at ranks 10, 20 and 30, you have to go visit Ford Cruller in his secret sanctuary to receive the merit badge allowing you to use the power. CLAIRVOYANCE ~~~~~~~~~~~~~~ Obtained: Boyd's refrigerator at the beginning of the Milkman Conspiracy This power allows you to see through another character's or object's eyes. Objects in your inventory that will reveal something with Clairvoyance will show an eye icon. Equip the item and use Clairvoyance to receive special cutscenes or get a hint about how to use the object. There are also a few situations where you must use it to see in an otherwise pitch black area. CONFUSION ~~~~~~~~~~~ Obtained: From Dingo the matador in Black Velvetopia Raz can throw Confusion bombs that stun enemies. Your bombs are limited and you have to collect more, just like aggression clusters for your Psi Blasts. Raz also takes a couple of seconds to pull out the Confusion bomb and throw it, so don't use them against moving opponents. This power is mainly used for a few boss battles near the end of the game. Upgrade: Sensory Scramble Obtained: Rank 85 Confusion lasts twice as long. INVISIBILITY ~~~~~~~~~~~~~~ Obtained: Rank 30 When invisible, you can still see the outline of Raz's goggles; but, enemies can't see you. You can use this power to slip through guarded doors or sneak up on enemies. Invisibility is limited in duration; you can watch the Invisibility icon on screen to see time running out. Once used, you have to wait for it to recharge before using it again. Watch the icon to see when the power is recharged. Upgrade: Advanced Invisibility Obtained: Rank 60 Your Invisibility power will last twice as long. LEVITATION ~~~~~~~~~~~~ Obtained: Complete Milla's Dance Party This power doesn't actually allow you to fly, but it comes close. On the ground, activating Levitation puts you on top of a ball that moves you along at great speed and allows very high jumps. In mid-air, you can press LOCK/FLOAT to float a short distance while hanging from the ball (sort of like holding onto a helium balloon). You can activate the Levitation Balloon any time you are in the air, even if you are not using the Levitation Ball to jump. The Balloon also allows you to ride moving air, for example, floating upward in chimney smoke. You should set Levitation to one of your Psi Power slots (2 or 3) and leave it there for all but a select few boss battles. Upgrade: Wrecking Ball Obtained: Rank 50 This upgrade turns your Levitation Ball into a weapon. When rolling at full speed on the Ball, hitting an enemy or object does as much damage as one of your Psi Punches. Upgrade: Rolling Havoc Obtained: Rank 75 Rolling Havoc is an upgrade to your Levitation power that turns your Levitation Ball into a Wrecking Ball as soon as you start rolling--you no longer have to be going full speed in order to use your Ball as a weapon. MARKSMANSHIP ~~~~~~~~~~~~~~ Obtained: Complete Sasha's Shooting Gallery Set this to Psi Power slot 1 and leave it there, you'll use it frequently. Marksmanship allows you to shoot blasts of psychic energy at your foes (Psi Blasts). You can use the LOCK/FLOAT button to target and lock on to a specific enemy and then blast it. In order to fire Psi Blasts, you must be aggressive. You can collect aggression clusters that act like bullets. You can increase the number of shots you can hold at one time by collecting Ammo Up trophies in various levels. Upgrade: Chain Blast Obtained: Rank 40 Your Psi Blasts ricochet and hit up to three enemies. Upgrade: Super Chain Blast Obtained: Rank 70 Your Psi Blasts ricochet and hit up to six enemies. PYROKINESIS ~~~~~~~~~~~~~ Obtained: Rank 10 With Pyrokinesis, you can set certain objects (including enemies) on fire. When "looking at" an object (the object is highlighted), press and hold the Pyrokinesis button. A temperature gauge will show on screen; when it is full, the object will catch fire. Pyro is slow and only useful in limited situations. Upgrade: Thermal Detonation Obtained: Rank 45 When using Pryo on an object, there will be an explosion of fire that sets surrounding objects on fire as well. SHIELD ~~~~~~~~ Obtained: From a freedom fighter in Lungfishopolis At its most basic level, the Psychic Shield prevents Raz from being damaged. Certain types of energy attacks will be deflected back to the attacker. The Shield is limited in duration, you cannot hold it up forever. Upgrade: Offensive Shield Obtained: Rank 55 Enemies that use a melee attack against you while you are shielded will be thrown back. Upgrade: Ferocious Aura Obtained: Rank 80 Enemies that use a melee attack against you while you are shielded will be thrown back and damaged. TELEKINESIS ~~~~~~~~~~~~~ Obtained: Rank 20 Raz can grab objects with his mind and either pull them toward himself or fling them away. Upgrade: TK Extension Obtained: Rank 65 Increases the range of your TK power. ~~~~~~~~~~~~~ [2.3] ITEMS ~~~~~~~~~~~~~ Item: Arrowhead Usefulness: Necessary Obtained: Everywhere Arrowheads are the currency of Psychonauts. You need arrowheads to buy items at Ford Cruller's camp store (located in the main lodge). You'll need arrowheads in the Black Velvetopia level to buy paintings. In the real world, arrowheads are buried in the ground. Those close to the surface release a glowing, purple Psitanium gas. Stand near the gas and press USE to dig up the arrowhead. More valuable arrowheads are buried deep beneath the surface and require the dousing rod to find. In dream worlds, arrowheads are released by broken objects and defeated enemies. Item: Cobweb Duster Usefulness: Necessary Obtained: Camp Store (800 arrowheads, rank 20) The cobweb duster travels with you from the real world to the various dream worlds you visit, While in the dream worlds, you can clear the mind of cobwebs. Take these cobwebs to Ford Cruller's lab and turn them into Psi Cards, which can then be turned into Challenge Markers. Certain dream worlds require the cobweb duster in order to advance. Early in the game, you'll be given a task to buy the cobweb duster. You first have to buy the dousing rod so you can collect enough arrowheads to purchase the duster. Item: Dousing Rod Usefulness: Necessary Obtained: Camp Store (50 arrowheads, rank 10) The dousing rod is used to find and extract deeply buried arrowheads. The deep arrowheads are purer Psitanium and much more valuable. Run around the campgrounds with the dousing rod equipped listening to the sound. It will become very high-pitched when near a deep arrowhead. Triangulate near the exact spot where the arrowhead is buried and rapidly press USE to extract the arrowhead. It's frustrating to use at first, but once you get the hang of it you can rapidly rack up cash. Item: Figments Usefulness: Necessary Obtained: Various spots in the dream worlds As you travel through dream worlds, you can collect figments of the person's imagination. Each 100 figment points is worth one Psi Cadet rank (each figment is worth from one to 9 or more points, depending on the world). There are thousands of figment points to be found and dozens of ranks to be gained. While you only need to go after every figment if you intend to get to rank 100, you should not skimp on collecting at least the more obvious figments scattered along your path. This guide will not detail the location of every figment in the game. Most are quite obvious. Certain hidden figments will be mentioned in the walkthrough, if they are difficult to find. Item: Bacon Usefulness: Essential Obtained: From Ford Cruller Using the bacon allows you to summon an astral projection of Ford Cruller. You can get advice from him on beating certain enemies, achieving your goals or return to his lab so you can make item collection runs or turn in campers' brains. After regrouping at HQ, Ford will send you back to the starting point of the area you were in when he extracted you. Item: Baggage Usefulness: Essential Obtained: Various spots in the dream worlds Within each mind you visit you will find five pieces of baggage: 50 in all through the course of the game. Each level has a dufflebag, hatbox, steamer trunk, purse and suitcase. Each bag has an associated tag. You must find each tag and bring it to the matching bag; this is called "sorting mental baggage". Sorting all the baggage in a mind will gain you one cadet rank and unlock some concept art. Item: Psi Challenge Marker Usefulness: Essential Obtained: Various spots in the real world Each Psi Challenge Marker is worth one rank. You don't have to collect all of them; but, you should make an effort to pick up as many as you can in order to have the strength to complete the game. Item: Psi Card Usefulness: Essential Obtained: Various spots in the real world You don't have to collect all the Psi Cards; but, like Challenge Markers, you need to pick up as many as you can. Each nine Psi Cards is worth one Challenge Marker (or one rank) when you combine the nine cards with a Psi Core. You combine the Cards and Core in Ford Cruller's lab. Item: Psi Core Usefulness: Essential Obtained: Camp Store (10 arrowheads) You need to buy Psi Cores in order to turn Psi Cards into Challenge Markers (worth one rank). Item: Crow Feather Usefulness: Convenient Obtained: From GPC & Wilderness area next to the exit to the Beach Or by punching crows When you equip the crow feather and cast Clairvoyance, you can see through the eyes of nearby crows. This makes finding some items a bit easier, but thorough searching serves just as well. (Or using this guide...) Item: Dream Fluff Usefulness: Convenient Obtained: Camp Store (50 arrowheads) Dream fluffs are candy that fully restore your mental health. If you ever run out of health and have at least one dream fluff in inventory, you will automatically use it to restore your health. You can hold up to three fluffs in inventory at one time. While not essential to beating the game, having an instant save-from-death candy in your pocket is quite handy. Item: Mental Magnet Usefulness: Convenient Obtained: Camp Store (400 arrowheads, rank 15) The Mental Magnet attracts power-up items dropped by enemies or broken scenery: mental health increases, aggression clusters, arrowheads and confusion grenades. While you don't need the Magnet, it makes collecting power-ups much easier and more efficient. Item: Psi Colorizer Usefulness: Useless Obtained: Camp Store (250 arrowheads, rank 30) Allows you to change the color of your levitation ball, in case you don't like the default orange-red color. A waste of arrowheads unless you've nothing else to buy and you're vain. To change the color of your levitation ball, you must talk to Ford Cruller by using the Bacon when not in Cruller's lab. ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | ITEM | | [3] |-/ \-| COLLECTING | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [3.1] PSI CHALLENGE MARKERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ KID'S CABINS ~~~~~~~~~~~~~~ * Use the trampoline to reach the roof of a cabin. Walk halfway across the tightrope, then drop down to grab the tightrope with your hands (CANCEL button). Swing to the trapeze, then to the high trampoline. Jump up to the ladder and climb to get the Marker. MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * The Challenge Marker is on the roof of the lodge. There are three speaker platforms that have tightropes over to the lodge roof. Just climb a pole and walk across. GPC AND WILDERNESS AREA ~~~~~~~~~~~~~~~~~~~~~~~~~ * On top of a tree to the southeast of the center geodesic dome. Levitate jump and float to it and climb the vines. * Inside the old shack near Ranger Cruller. Levitate jump into the hole in the roof. BOATHOUSE AND BEACH ~~~~~~~~~~~~~~~~~~~~~ * On top of a large rock near the water. Levitate jump from the nearby ledge. RECEPTION AREA ~~~~~~~~~~~~~~~~ * Inside a small cave near the waterfall. Levitate jump from the waterfall or try jumping across the old track supports after riding the rails out of the opposite mining tunnel. ASYLUM GROUNDS ~~~~~~~~~~~~~~~~ * Outside the main gates, on a ledge to the left of the gates ASYLUM LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * On the rafters of Edgar's room. Levitate jump up to it. ASYLUM UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * Over some pipes at the top of the green sludge room. Double-jump and float from the end of the curving hallway. ~~~~~~~~~~~~~~~~~ [3.2] PSI CARDS ~~~~~~~~~~~~~~~~~ KID'S CABINS ~~~~~~~~~~~~~~ * Right beside Raz's cabin * In the outhouse next to Raz's cabin * On the roof of Raz's cabin * On the roof of the cabin next to the trampoline * Under the ramp to Coach Oleander's classroom * In front of the cave entrance * Two in the side tunnel of the cave * On top of the speaker tower * Among the roots of the big tree * On the trampoline leading to the Challenge Marker * On a rock near the cave entrance (requires Levitation) MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Beneath the ramp to the main lodge * Past a gap in the fence on the path to the Kid's Cabins area * On top of the southeast speaker platform * On top of the northeast speaker platform * On top of the southwest speaker platform * On the roof of the lodge * On the sub-roof of the lodge * On the tightrope between the eastern speaker platforms * Behind a tree in the southeastern corner of the map * In the outhouse next to the parking lot * On the curb of one of the parking spaces * On top of the large stump in the center of the parking lot (requires Levitation) * On top of the Jeep in the parking lot * On top of the basketball goal in the parking lot * On a rock near the broken bridge * On a platform that is reached from the broken bridge * On top of the big entrance sign * On top of a rock along the path between parking and the lodge GPC AND WILDERNESS AREA ~~~~~~~~~~~~~~~~~~~~~~~~~ * On top of the hollow-log bridge * Under the geodesic domes * On top of the center geodesic dome--the one leading to Sasha's lab * Three on tree branches surrounding the geodesic domes * On top of the cave entrance leading to the Boathouse & Beach * Behind a tree on the hill east of the cave entrance * Four on the ground around the outside of the GPC fence * Two on rocks outside the northwest corner of the GPC fence * On a large rock near the old shack * On a ledge above the old shack * In a hollow log leading down from the ledge above the old shack * On the bank of the river opposite the log that comes down from the ledge above the old shack BOATHOUSE AND BEACH ~~~~~~~~~~~~~~~~~~~~~ * Two under the walkway leading to the main campgrounds * Behind some plants next to the boathouse entrance * On a cave ledge behind and above the boathouse * On the large mast above the boathouse * On a rope leading to the small mast above the boathouse * On the roof of the boathouse dock * On the roof of the bathysphere dock * On the small dock next to the large rock in the middle of the lake * On a small rock in the lake * On the floating pier * On the beach behind a rock outcropping * On a ledge above the beach * On a higher ledge above the beach * Two located in the trees, swing from the high ledge above the beach RECEPTION ~~~~~~~~~~~ * Two on the hill in the middle of the swamp * Next to the tree surrounding an old truck, east of the swamp * In a cave behind the waterfall * Two on rocks above the waterfall * Three on the supports of the broken mine track * On the large tree with a cold campfire beneath * Two on rocks to either side of the cold campfire * At the entrance to the mine tunnel * Three in the mine tunnel * On tope of the mine tunnel exit * Two on a rope stretching across the middle of the area * On the ground near the janitor's trailer * Behind a gravestone, west of the janitor's trailer ASYLUM GROUNDS ~~~~~~~~~~~~~~~~ * On a ledge leading up to the tower gates * On a column inside the main gates * To the left of the main entrance into the tower * At one end of the side passage around the tower ASYLUM LOWER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * On a rock next to the top of the elevator * Two on ledges against the outer wall * In Edgar's room ASYLUM UPPER FLOORS ~~~~~~~~~~~~~~~~~~~~~ * At the end of the first hallway * In a bedroom at the top of the first set of stairs * At the bottom of the elevator shaft * Two on the floor before reaching the first set of open-air rooms * Three on the outside wall of the open-air rooms * Bedroom at the top of the twisted stairs * Floor of the green sludge room * At the top of the rebar ladder near the floor of the sludge room * First set of wood platforms in the sludge room * On the inside ledge after you get Dogen's brain * On the rebar that you climb to reach the circular hallway * On a wood platform next to Crystal's brain * At the end of the rail near the top of the level DR. LOBOTO'S LAB ~~~~~~~~~~~~~~~~~~ * At the foot of the ladder leading into the lab * In the lab * Two on the circular walkway outside the lab ~~~~~~~~~~~~~~~~~~~~~~ [3.3] SCAVENGER HUNT ~~~~~~~~~~~~~~~~~~~~~~ Upon entering the Main Campgrounds for the first time, you'll be given a scavenger hunt list by Ranger Ford Cruller. There are sixteen items on the list. For each eight items you find and turn in to Ranger Cruller, you will receive four ranks. Ranger Cruller spends his time in the GPC & Wilderness area, just west of the Geodesic domes. Specific information on how to reach each item is given in the Walkthrough. * Cherry Wood Pipe: near a tree in the southeastern corner of the Reception area; the tree is growing around an old truck * Condor Egg: in a nest in the swamp in the Reception area * Dinosaur Bone: up a tree in the Reception area, the tree is just east of the janitor's trailer and has a cold campfire beneath it * Diver's Helmet: in a cave above the boathouse, requires Levitation * Eagle Claw: on a platform reached from a broken bridge just east of the parking lot * Fertility Idol: in a beehive near the janitor's trailer in Reception, use Psi Blast to break open the beehive * Fossil: on a ledge in Sasha Nein's lab * Glass Eye: behind a grate at the end of the river in the Wilderness, requires Telekinesis * Gold Doubloon: under the main lodge, on the south side * Gold Watch: over the fountain in the Asylum Courtyard, available only after you've completed the Milkman Conspiracy * Golden Acorn: guarded by a squirrel on the ground just below the Pirate Scope, requires Invisibility * Miner's Skull: stuck in a geyser in the Wilderness, requires Shield * Pirate Scope: on a high rock east of the cave entrance from the GPC to the Boathouse & Beach * Psychonauts Comic #1: on a ledge above the beach * Turkey Sandwich: in a freezer in the cave in the Kid's Cabins area, requires Pyrokinesis * Voodoo Doll: inside the main lodge, on the rafters over the stage ~~~~~~~~~~~~~~ [3.4] BRAINS ~~~~~~~~~~~~~~ By the time you reach the Thorney Towers Home for the Disturbed, all the brains of the campers have been stolen. You will find them lying around the Asylum areas. Return them to Ford Cruller for increases to your maximum mental health. * Benny: Asylum Upper Floors, in a bathroom at the top of the first set of stairs * Bobby: Asylum Upper Floors, in a room beside the first pipe you grind * Chloe: Asylum Lower Floors, on a ledge above a broken wheelchair * Chops: Asylum Lower Floors, on a ledge on the outer wall * Clem: Asylum Upper Floors, in the locked room next to the room blocked by a chair, drop down through the ceiling to get the brain * Crystal: Asylum Upper Floors, on a wood platform below the curving hallway * Dogen & Phoebe: Asylum Upper Floors, on ledges on the outside of the wall of the green sludge room * Elka: Asylum Upper Floors, on the outside wall of the first set of open air rooms * Elton & Mikhail: circular walkway around Dr. Loboto's lab * Franke: to the right of the main entrance into the Asylum * J. T.: just inside the main gates into the Asylum, nestled in the hedge * Kitty: on a ledge outside Gloria's arbor * Maloof: Asylum Lower Floors, on a ledge against the back wall * Milka: Asylum Lower Floors, carried in a basket by crows * Nils: Asylum Upper Floors, on the wood beam at the end of the level * Quentin: Asylum Upper Floors, in a window near the floor of the green sludge room * Vernon: foot of the ladder leading into Dr. Loboto's lab ________ ________ / \ / \ / \ / \ / \ / \ | | ___ | | | [4] |-/ \-| WALKTHROUGH | | | | | \ / \ / \ / \ / \________/ \________/ ~~~~~~~~~~~~~~~~~~~~ [4.1] KID'S CABINS ~~~~~~~~~~~~~~~~~~~~ Psi Cards: 12 Challenge Markers: 1 Scavenger Hunt: 1 Start a new game. After an extended cutscene introducing the story, you have to create a profile for yourself. Each profile has five savegame slots, plus an autosave. After you have created your profile, you'll meet Ford Cruller in a dream and be introduced to the camera controls and the concept of Psi Challenge Markers and Psi Cards. You then wake outside your cabin. Before heading off to Coach Oleander's Basic Braining class, explore the area. You'll find arrowheads scattered about. Stand next to the purple gas emission and press USE to dig up an arrowhead. You can find a Psi Card right next to your cabin, as well as in the outhouse close by. (USE the door to open the outhouse.) There's also a Psi Card underneath the ramp leading to the classroom and another among the roots of the big tree on which the classroom is built. Beside a another cabin, you'll meet Dogen and find a trampoline. Double- jump on to the trampoline to get to the roof of the cabin (Psi Card), then walk across the tightrope to the roof of your cabin (another Psi Card). From your roof, swing from the branches across to some netting on a tree, then climb up to reach a ledge leading into a cave (Psi Card). Enter the cave and explore, learning about sliding in the process. At the bottom is a freezer with a turkey sandwich frozen in a block of ice. This is one of the scavenger hunt items. You can't get it now, but note its location so you can come back and pick it up later. Use the netting to climb halfway up the cave and use the side tunnel to exit, picking up two more Psi Cards in the process. Go back and trampoline up to the roof of the first cabin again. This time, walk only halfway along the tightrope, then press CANCEL to drop and grab the rope with your hands. Swing to the trapeze hanging from the nearby tree, then swing to a high trampoline. Pick up another Psi Card, then jump up to the ladder and climb up to get a Psi Challenge Marker. Drop back down and find the pole near the big tree and climb it to a speaker platform. There's another Psi Card here. That makes 11 of the 12 Cards; you can't get the 12th until you have Levitation. Jump to the trapeze and swing across to the ladder and climb to the platform leading into Basic Braining class. It's time to learn the rules of the game. ~~~~~~~~~~~~~~~~~~~~~~ [4.2] BASIC BRAINING ~~~~~~~~~~~~~~~~~~~~~~ OBSTACLE COURSE 1 ~~~~~~~~~~~~~~~~~~~ Figments: 73 Cobwebs: 0 Vaults: 0 Enter the classroom and talk to Oleander. Tell him you're ready to go and enter his mind. After the short cutscene, ATTACK the wall where the picture is being shown and enter the first phase of the Basic Braining Obstacle Course. Follow the path, jumping or double-jumping as necessary. You'll soon find your first figment and receive a description of how they work. Just beyond that figment is a steamer trunk. The tag is just over the next gap, so go grab it and return to sort your first baggage. Proceed to the ladder and climb over the tower. On the other side, pick up the suitcase tag and climb the pole to the top of the wall. Climb another pole to the top of the tower, then head down the ladder on the opposite side. There are fire vents on this side of the tower, so time dropping down the ladder with the fire coming from the vents. At the bottom is a broken bridge and a cutscene with your favorite bully. Drop down the ladder on this side of the bridge, then choose one of two routes: 1) Climb the ladder to the other half of the bridge. 2) Go around behind the tower you just descended to find a Classified Route through a hole in the ground. It doesn't matter which way you go, but to collect all figments, you must take both routes. You will have to come back here later to finish sorting baggage and collecting cobwebs, so just take either route now and remember to use the other route when you return. Whichever route you take, you'll eventually find yourself at a set of stairs leading up to a gun emplacement. Jump up to the ledge where the guns are, but hang from your hands rather than jump all the way up. Shimmy across and jump up onto the ledge after you've passed the guns. From this point, drop down to your left and go through a hollow rocket to reach the suitcase. Then climb back up and use the trampolines to reach a wall covered with netting. Climb the wall slowly, as sections of it are blown out by artillery fire. At the top of the wall is a minefield with Dogen standing nearby. Don't talk to Dogen yet, just step carefully through the minefield collecting figments--each mine here is instant death if you trigger it. After you have the figments, return to Dogen and talk to him. He wants you to lead him through the minefield. Agree and slowly lead him through the largest gaps on the right side of the field. Every time he gets nervous, talk to him to keep him following you. Once you get him safely through, he'll give you five arrowheads. Now climb the flagpole, pushing the flag to the top, to open the door into an airplane. Enter the plane, collect the figments, then punch open the side door and jump. OBSTACLE COURSE 2 ~~~~~~~~~~~~~~~~~~~ Figments: 79 Cobwebs: 3 Vaults: 2 Course 2 begins with a game. Psi Bomb the large button in the center and watch for enemy targets to pop up. Punch 20 targets within the 60-second time limit and the gate will open, allowing you to continue. As you rack up points, the targets start showing for shorter lengths of time. When this happens, just stand in one spot near the inner circle and punch anything that comes near you. You should score 20 points with a few seconds to spare. NOTE: You can keep playing this game at harder and harder difficulties, receiving greater rewards--up to a bonus rank. Beyond the gate is your first vault. Punch it to unlock one of Oleander's memories. Then punch the large wooden enemy target to form a bridge and advance to an open field with a large gun at the end. The gun fires continuously, but you are protected by a brick wall. You have to punch this wall to knock it down and cause another to pop up. Quickly run/jump to the other wall and repeat the procedure until you punch the last wall and disable the gun. Return through the field picking up anything you missed, including the hatbox tag and the hatbox. Then climb to the top of the gun turret, pick up the dufflebag tag and Psi Bomb the boards to drop into a hole and continue through the course. Climb the flag pole to open the door, then slide through the tunnel. Swing from pole to pole to climb the next wall and find the dufflebag. Then climb the next wall. Once you reach the platform, punch the cracked wall and step through. You find your first cobweb, but you can't do anything with it now, so jump to the lowest tightrope and jump from rope to rope to get to the next platform. Punch the cracked wall, then drop down below the trapeze to pick up some figments. There's also another cobweb here with a vault behind it; you'll return later to get this. Jump back up to the trapeze and swing across to the first platform. Pick up the purse tag, climb the ladder, jump to the piece of airplane tail to your right and continue jumping over the pieces of plane to get to the purse. Congratulations, you've unlocked some concept art and gained a rank. From the purse, jump back to the platform above where you got the tag, then walk the rope to another platform. Jump to the right side of the trapeze, then swing to another trapeze, switch directions and jump to a platform. You can see the third cobweb below you; when you return later you can float down to it, then float down to the middle of the rails. Continue climbing, swinging and jumping until you reach the rails. Ride the rails downward, jumping from one to another to collect figments and avoid the enemy targets. You should be riding the center rail as you reach the end. Make sure you jump over Bobby Zilch to reach the exit. OBSTACLE COURSE FINALE ~~~~~~~~~~~~~~~~~~~~~~~~ Figments: 11 Cobwebs: 2 Vaults: 0 After a short walk you arrive at a fiendishly tricky sequence in which you must travel along a series of platforms (logs) that are rotating. Stay on a platform too long and you'll slide off. Run onto the next platform too quickly, and you'll slide off. You get the idea. Just take it easy, keep moving and wait for the platforms to rotate underneath you before advancing. As you come off the logs, there's a cobweb for later collecting, then ride the rail to reach the end of the course. The final cobweb is in front of the white door. Go through the door into the white hallway and advance toward the curtain to trigger the cutscene where you earn your Basic Braining Merit Badge. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ [4.3] MAIN CAMPGROUNDS & PARKING LOT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Psi Cards: 18 Challenge Markers: 1 Scavenger Hunt: 3* * One of the scavenger hunt items is inside the lodge, which is considered a separate area in the game. So you will only see 2 scavenger hunt items reported in your journal for the Main Campgrounds. After the cutscenes, press CANCEL to stow the button Sasha gave you in your backpack. You can now enter the main campgrounds, so do so (after paying a one-time toll of one arrowhead). As you enter, you'll get your scavenger hunt list. Collect any eight items and turn them in to earn four ranks. Collect and return the other eight to earn four more ranks. Just past the entrance, pick up a Psi Card on the other side of a gap in the fence. You can pick up the Gold Doubloon scavenger item from a nook underneath the south side of the lodge. There's also a Psi Card under the ramp that leads up to the lodge. Go to the southeastern corner of the lodge and look south of the speakers to find another Psi Card behind a tree. Then climb the pole to the southeastern speaker platform. Get the Psi Card from the platform, then walk the tightrope to the northeastern speaker platform, picking up a Psi Card on the way. Get another Psi Card from the other platform, jump over to the roof of the lodge and get the Challenge Marker from the peak. Down the other side of the roof is a small platform with another Psi Card and a tightrope. Turn around and face east and double-jump to the brown wood sub-roof. Walk under the green roof for another Psi Card. Jump down and head for the southwestern speaker platform to get your eighth Psi Card. |
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