One Humble Potato

Psychonauts

Updates

11.13.25

Complete overhaul to guide contents to simplify instructions, fix grammer, and revive website version of guide.

3.25.09

This guide has since been turned into an HTML guide, you can reach that guide at psychonauts.awesomeghost.com . The content is identical, it is just in an easier to read/navigate format. Check it out!!

03.09.09

Scavenger hunt updates (all items now complete!) that people have emailed me sporadically since the last update; sorry these took so long to get in.

01.17.08

New website address added and some updates on scavenger hunt.

07.24.07:

Gave a bit of an ascii touchup to the walkthrough to make it a bit more fancy looking and also added the glass eye location to the scavenger hunt items courtesy of Sarah Peterson.

Intro

Welcome to my Psychonauts guide!

Psychonauts is a very creative platformer game full of atmosphere and humor. It's a very unique and fun game, although sometimes it can be a bit frustrating too.

It takes approximately 8-10 hours to do a first playthrough of the game, maybe a little longer if you aim to 100% it.

This guide was first written while playing the (original) Xbox release of the game. Since then, the game has released for PC as well. As of my latest replaying in 2025, I can safely say the original Xbox version is still a solid version of the game to play. The PC one is probably a little more accessible though. I guess there are also some other versions of the game out there I've never played, but I assume they're comparable to the PC release.

In general, this guide is a bit of a love letter to this game. It meant a lot to me when I first played it in 2005, and it still means a lot to me when I replay it in 2025. I hope you enjoy playing it as much as I have!

What this walkthrough is

This guide aims to be a general walkthrough of all stages, bosses, and collectibles in the game. I have played this game several times and continue to enjoy it, but there are some less than obvious design choices that may leave you with questions.

I do encourage you to try to figure it out for yourself before consulting this guide, but if you're feeling frustrated by something then hopefully I can help you out.

There is also general game information in here that you may consult similar to a manual. If there's anything missing from this guide that you think would be helpful then please reach out and let me know.

What this walkthrough is not

The main thing I won't go over is the exact location of every single figment, though I'll try to give you hints as to where to find figments in each world, and any that seemed particularly tricky. The majority of figments will be easy to find as you play the levels, but there's always a few that aren't as obvious.

I also won't be talking about the story/plot here much. I assume you're watching the scenes for yourself and just here to understand how to get through the tricky parts, or to find some missing emotional baggage, so that's what I'm going to stick to explaining.

Web version of guide

Sometimes a good old fashioned text file guide is all you want, and I totally respect that. That's why I've maintained and updated this version, but I also think there are some cool enhancements that can be made in an HTML version. So, I created that as well. The contents of both are the same, but you can choose whichever one suits you best.

In the web version of this guide, sections are broken up into different pages, and checklists are provided to track your progress. There's no account needed, and I promise to never put advertisements on the pages. One day I hope to also make videos of each stage, but I haven't had the time to take this on yet.

Ok, that's more than enough introduction. Let's get on with it!

Controls

BUTTONACTION
L JoystickMove around
L Joystick (click)Bring up HUD
R JoystickControl Camera/Switch Targets
R Joystick (click)First Person View
AJump/Confirm (menu)
BGo Back (menu)
R TriggerPsi-Power
BlackPsi-Power
WhitePsi-Power
L TriggerCenter Camera/Lock On (marksmanship)
YTalk to People/Perform "actions"
XPunch Attack
BackBackpack/Psi-Powers
StartJournal
D-Pad LeftBackpack
D-Pad RightPsi-Powers
D-Pad UpNo Use
D-Pad DownNo Use

Characters

Razputin (Raz)

The main character you play as. He is a kid who grew up in the circus always being pushed by his dad to train day after day.

His dad hated Psychics due to the group of them that put a curse on Raz's family. They were cursed to all die in water. For this reason, Raz is unable to go in any deep water and there is always a crazy monster lurking below ready to kill him. Secretly, Raz thinks that his dad was also a Psychic.

Because of this pressure to train for the circus everyday, Raz actually runs away from the circus and joins the Psychonauts' summer camp and that is where the story takes place.

Coach Oleander

The leader of the Psychonauts camp. He treats the camp as if its a military camp.

Ford Cruller

Ford Cruller was kind of like the leader of the Psychonauts, however due to some problems a few years back he has basically lost his mind and the Psychonauts will no longer work with him. When he is down in his sanctuary his mind stays safe because of all the Psitanium around him, but above ground is a different story.

He is a sidekick of sorts to Raz, stowing away in Raz's head and helping him out with his adventure.

Sasha Nein

One of the head Psychonauts at the camp. He is very calculated. He runs semi-dangerous experiments and training sessions with students. He has built a machine called the "Brain Tumbler" which allows you to get into different people's minds.

Milla Vodello

Milla is the other big Psychonaut at the camp. Her and Sasha share the duties that Cruller can not do. She's is a free spirit, a master of the mind, and the party. She normally hangs out over on the lake and shares with you the great power of Levitation.

Lungfish

Lungfish is basically a giant misunderstood fish. She looks pretty creepy and comes up on the beach at night to eat whatever is in the way. But is that her real personality? Or is something causing her to act this way?

Boyd

Boyd is stuck in a nightmare town where there is a huge conspiracy going on revolving around the Milkman. Who is the Milkman? Where is the Milkman? What do you know about the Milkman? His vision of a town is crazy and twisted, literally, there are all kinds of people working all over town to figure out who the Milkman is and they will arrest you if you trespass in their zones.

Fred

Fred is the brother of Napoleon and they are both stuck in a game of "war." Fred has no motivation to win and Napoleon is constantly bothering him about the past of their family and how they were all winners, Fred really just doesn't care though.

Gloria

Gloria used to be a famous actress but is now having quite the breakdown. She just can't seem to move on with life. There is some sort of Phantom inside her head haunting all of her plays.

Edward

Edward is quite the artist, but the little town in his mind is haunted with a giant raging bull. All he wants is to reach the girl up in the sky, but he can't build a card tower high enough to reach her. Part of the problem is that he is missing all the Queens to his card deck.

Other Campers

There are lots of other kids at camp that have funny personalities. You can talk to them when you see them throughout camp.

Dr Loboto

Dr Loboto is a dentist that has a claw for a hand, and a habit of stealing brains from the campers.

Raz Actions

Note: Controls mentioned below are referring to the Xbox controller layout.

Moving

Raz's movements are controlled with the left stick, and the camera can be controlled with the right stick. Controls can be inverted in the options menu.

Locking on

Raz can lock on to enemies with the Left Trigger, and can switch targets by holding the Left Trigger and pressing the Right Joystick left/right. Locking on is useful for psi-blasts and evasions.

Evading

When locked on to an enemy you can press 'A' while holding the Left Analog Stick in the direction you want to go to evade in that direction. Note: you are not invincible while you do this; if you evade into an attack you'll still take damage.

Jumping

Jumps are performed by pressing the 'A' button one time. To double jump, simply press 'A' while in the air.

Canoeing

When you get your Oarsman Badge you'll be able to get a canoe from Cruller at the beach. To use it simply press 'A' to paddle forward and 'B' to paddle backwards. Use the Left Analog stick to steer. You can only get out of the canoe at docks, or the beach shore.

Climbing

You can climb poles, ladders, and certain textured walls. Simply walk into it, or jump onto it, and then use the Left Analog Stick to climb up/down (and left/right if it's a wall.) You can also rotate around poles, and can jump off any of these things using the Jump button and pointing the Left Analog Stick.

Grinding

Raz can grind on any rail or rail-like object. Jump or walk onto these objects to start grinding. If there are multiple "tracks" you can jump between them by pressing A while holding the left analog stick in the direction you want to jump.

Pole Swinging

Raz can swing on horizontal poles. When you are on one simply hold the Left analog stick in the direction you want to swing. Press 'Y' to flip directions, and press 'A' to jump off. You can also shimmy when hanging by using Left analog stick.

Swimming

No swimming! Raz will be attacked any time he lands in water. Try to avoid it!

Tight Ropes

Raz can walk across tight ropes. Some of them are bouncy so if you jump you get some nice air. Raz will automatically balance himself on tight ropes, but they often lead to otherwise impossible to reach areas. Keep an eye out for them when hunting for collectibles.

You can also hang from tight ropes and jump up on to them. Use 'A' to jump up on one, or to mount on one if hanging. Press 'B' when standing on one to hang, or drop down if already hanging.

Trapeze

These behave similarly to poles, but you need to move the Left Analog stick forward and backward with the swinging to swing higher and higher, then press 'A' to jump off. Press 'Y' while on it to flip the direction Raz is facing.

Look Around

Click the Right analog stick to go into first person view and look around. This is quite helpful for figuring out where to go when things are above you, and also to find figments. The camera can be a bit cumbersome in some places so this can come in quite handy. Control for this can be inverted in the options menu.

Punch

Raz's most basic attack is his punch. He can perform a three hit combo by simply tapping X three times. This attack is useful, but doesn't stagger most enemies so it's not super useful with stronger foes. At least, not without using some other Psi-power to stun them first.

Palm Bomb

This is the ground pound of Raz's arsenal. If you press the punch button while in the air, Raz will slam his psi-fist into the ground and do an area attack. This move gets a power boost later in the game.

Psi-powers

General

Psi-powers are special abilities that Psychonauts learn to use. They have a variety of uses such as maneuvering around the world, helping fight enemies, and protecting yourself. You will need to use all of them to complete the game.

You can have three Psi-powers equipped at any one time. These can be mapped to the Right trigger, Black button, and White button (Xbox controller.) You can change these at any time by going into the Psi-powers menu (Back button, or Right on the D-pad), highlighting a power, and then pressing the button you want to map it to.

After a power is set for a button all you have to do is press that button to use it. Some require additional input though.

Levitation

Levitation is used for level traversal. When you're levitating you'll be able to move quicker, jump higher, and slow your fall to a glide. You can also move over dangerous flooring when levitating, such as fire, or electricity, but not water!

To use levitation, just press whatever button you have it assigned to. You can also use it to glide after a jump by pressing the Left trigger in the air.

Levitation is unlocked by completing Milla's Dance Party and earning the Levitation badge.

Telekinesis

Telekinesis allows you to move things with your mind. Not all objects are moveable, for example you cannot uproot trees with your telekinesis, but stand alone objects are freely moveable and tossable.

To use Telekinesis, hold whatever button you set it to, and if there is an object in front of you that it will work on, an hand will grab it and a little arc will appear. You can move the Left joystick to change which direction to toss it. Release the button you were holding to throw the object.

If a thrown object hits an enemy then it will explode and cause damage. If it does not hit an enemy then it will just get thrown to that new location.

If nothing around you is grabbable then Raz will let you know that he "can't get a good grip" and instead of the hand coming out you'll just see a little psychic spark.

Invisibility

Invisibility makes you, well, invisible. To use this power, press the button you have it assigned to and then Raz will go invisible for a short period of time. Once it runs out it will need to recharge before it can be used again.

When invisible, NPCs will not be able to see you. You can use this ability to sneak up on enemies, or sneak into certain places.

Pyrokinesis

Pyrokinesis allows you to set objects on fire, also certain enemies. This power can be both fun and useful. Some enemies say hilarious things when set on fire, and sometimes you need to get something out of your way.

To use this power, hold the button you've assigned it to and whatever you're targetting will start to ignite. You'll see a little thermometer over the thing. It takes a bit of time to light things on fire so make sure you are safe while attempting to use it. When the thermometer is full, the thing will ignite.

If you don't see the thermometer filling up then whatever you're targetting can't be ignited.

Clairvoyance

Clairvoyance lets you look at the world (and yourself) through other people's eyes. You can use this power on certain objects as well. For example, using it on a crow's feather lets you see through the eyes of the crow.

Looking at yourself through the eyes of others can be pretty entertaining, but this power will also help solve various puzzles in the game.

Confusion

Confusion works like a grenade that explodes confusion gas. When enemies are "confused" they are basically stunned and you can take some free shots at them.

To use it you tap the button you have it set to and Raz will pull out a confusion grenade (looks like a question mark) and then toss it straight ahead at a set distance (you can't change this.) A few seconds later it will explode and any enemies within distance of the explosion will become "confused" for a short period of time.

Shield

The Shield allows you to block attacks, projectiles, lasers, etc. It works by holding down the button you've assigned it to, but it can only last for a set period of time. If you drain the entire shield then it will need to recharge before you can use it again.

Psi-Blaster

This is a psychic energy gun. You will learn to shoot Psi-Blasts out of your head at targets in front of you, or if you hold the 'L Trigger' you can lock on to enemies to blast them. When locked onto an enemy you can use the Right Analog Stick to switch between targets.

This will be your main ranged attack for the game. It will receive a few upgrades including ammo capacity, and ricochet blasts. When enemies are defeated they will often drop "raw energy" (orange exclamation point type things) that you can gather to refill your ammo.

Backpack

This is where all your items are stored. You'll collect many different items throughout the game, some of which you can use anywhere and some of which that are level specific.

To use an item, open up your backpack by pressing Left on the D-Pad, or by using the "Back" button. Go to the item you wish to use and press 'A' to pull it out. You can then use the item by pressing 'Y', or put it back away with 'B'.

Level specific items will only be visible in your backpack when you are in the level that you can use them in.

Other items are usable in all levels and also in camp, such as your smelling salts, cobweb duster, and your trusty piece of bacon.

Journal

Your journal is a great place to see what you've done so far, and plan what you're going to do next. You can use it to Save and Load your progress, change your Options, and there's a helpful Map in the back! Press the Start button to open your journal.

The first time you open up your journal it will explain to you what each section is, but if you forget or didn't read all that, this section is for you.

To navigate the tabs use the Left analog stick.

Tab 1

Here you'll find all of your basic pause menu stuff. Options, Load, Save, Credits, and Exit (which quits the game entirely, not just exits the menu).

Tab 2

This tab shows the collectibles for the current area you're in. You can take a closer look at figments with the "Figment Viewer" in this tab.

Tab 3

This page shows you how you're doing in the bigger scheme of things. Also, once you get your Scavenger Hunt List (see Scavenger Hunt section), this is where you can reference it.

Tab 4

This tab shows your current tasks. If you're ever unsure what to do next, check this sectin.

Tab 5

Once you've cracked open a Mental Vault (see items section), you can review those memories here.

Tab 6

This tab has a map of the campgrounds. It marks your position with a red arrow, and the next place you should go is marked with a green cross.

Underground Transit System

The Underground Transit System, or UTS for short, is the quickest way to get around camp. You can enter it via various tree stumps throughout camp, and it can take you to any place you've discovered. Just select where you want to go and you'll be taken there.

Scavenger Hunt

The Scavenger Hunt becomes available after completing Basic Braining, however you won't be able to get many of the items until you have more Psi-Powers.

The Scavenger hunt involves finding 16 items that are hidden around camp. After the first 8 you'll get promoted 4 Ranks, and after the next 8 you'll go up another 4. To receive your rank increases go see Ranger Cruller who is hanging out by the shack in GPC and Wilderness.

Checklist

You can use this list for checking off items as you find them.

  • Golden Acorn
  • Dinosaur Bone
  • Diver's Helmet
  • Eagle Claw
  • Condor Egg
  • Fossil
  • Glass Eye
  • Gold Doubloon
  • Fertility Idol
  • Miner's Skull
  • Cherry Wood Pipe
  • Pirate Scope
  • Psychonauts Comic #1
  • Turkey Sandwich
  • Gold Watch

Location Hints

Here's a quick reference to where each item is in case you just need a hint. If you need more precise instructions then read the section below the table.

ItemArea
Golden AcornGPC and Wilderness
Dinosaur BoneCampfire
Diver's HelmetBoathouse and Beach
Eagle ClawMain Campgrounds
Condor EggReception Area
FossilSasha Nein's Lab
Glass EyeIsolation Center
Gold DoubloonMain Campgrounds
Fertility IdolReception Area
Miner's SkullWilderness Area
Cherry Wood PipeReception Area
Pirate ScopeGPC and Wilderness
Psychonauts Comic #1Beach and Lakehous
Turkey SandwichMain Campgrounds
Gold WatchThorney Towers

Golden Acorn

Found near the entrance to the Boathouse and Lake in GPC and Wilderness.

Go to the GPC and Wilderness to the cave-like entrance to the Boathouse and Beach. Head left when looking at the entrance. You'll soon come across the Golden Acorn, but a squirrel will take it and hide in the tree when you get close. Once you have invisibility at rank 30 you'll be able to turn yourself invisible then simply walk over and take the acorn to grab it.

Dinosaur Bone

From the campfire area go down the path a ways. Next to the Janitor's house you'll find a whole bunch of rocks. Climb up them to find an area with a burnt out campfire and a large dead tree. You can climb the tree using the levitation ball. Up one branch then up another and you'll find the dinosaur bone.

You can also get here via the ladder above the cave with the mutant bear. Go up the ladder and cross the tight rope to a tree near the Janitor's house then climb up the rocks and tree.

Thanks to swordwoman13 for this!

Diver's Helmet

Found at the Boathouse and beach, after defeating Blueprint Tank.

You'll need to work your way on top of the roof above the area where cotton candy haired kid had been blocking the way. Then climb up as high as possible and jump over to the roof of Cruller's canoe shack. Then by the mountain wall you need to climb up a few different rock ledges to a cave blocked by a panther, the Helmet is in there.

Eagle Claw

Found in the Main Campgrounds on a platform on a tree.

Near the bottom of the ramp into the lodge is a speaker pole. Climb up it and look away from the lodge, you should be able to see some platforms around trees. One of them has a Psi-Card on it, and on this same one is the Eagles Claw. You'll need to use your levitation ball to jump and float to it.

Condor Egg

Found in the Reception Area on a column in the water area.

You'll need to have your levitation ball to get this one. Once you do, go to where the Reception Area connects to the GPC area and look over towards the water and you should see the egg. Jump and float out to grab it.

Fossil

Found in Sasha Nein's Lab.

Head down the first bend of the stairs and if you look out in front of you, you'll see something glowing, this is the Fossil. There's a section of wall sticking out a bit off to the right, jump up there then you can easily work your way over to where the fossil is located.

Glass Eye

At the Isolation Center of the same under the log type bridge thing there is a type of grate and if you use your telekenisis you can get the glass eye.

Thanks to Sarah Peterson for finding the Glass Eye

Gold Doubloon

Found by the Lodge in the Main Campgrounds.

Around the right side of the Lodge there is a picnic table, left of it a small hole in the side of the Lodge and the Doubloon is sitting inside.

Fertility Idol

Found in the reception area next to the campfire are (the place with the chairs made out of stumps.) If you go up from there you will find some Tombstones. There is a Psi-card there. If you look down the hill you will see a beehive hanging from a tree. Go next to the beehive and jump in the air. This will highlight the hive. Then use your targeting on the beehive and shoot. The beehive will fall and breakopen giving you the fertility idol.

  • Thanks to Matt for finding this item *

Miner's Skull

In the Wilderness Area next to the area where the squirrel has the Golden Acorn, you will find two gysers. One is geysing and the other is blocked with the Miner's Skull. You need to stand on the one that is geysing and when it erupts, use your shield. This will force the other to erupt and eject the skull. I'm not sure if you need the upgrade to the reflection shield or not; I already had when I got the skull.

  • Thanks to matt for finding this item *

Cherry Wood Pipe

This can be found in the Reception Area back by waterfall.

From the bottom of the waterfall walk away from it on the left side and you'll come to a blue sign and also a rusted truck, the Pipe is right over there.

Pirate Scope

Found in the GPC and Wilderness area.

Behind the geodesic isolation chamber on top of some rocks. Use the levitation ball to get up there.

Psychonauts Comic #1

Found at the Beach and Lakehouse off main bridge.

When you enter the beach, head down the bridge from the Main Campground or from the GPC area. When you get near the bottom of the bridge where the railing stops head left and you'll find the comic sitting under a pole you can swing on.

Turkey Sandwich

Found near the Kid's Cabins in cave.

You can get this after you have Pyrokinesis. Get on top of your Cabin and then use the poles to swing up to the netting on the tree, then jump to the platform and there is a cave you can enter. Go in the cave and you'll slide to the bottom, open the fridge and thaw out (pyro) the block of ice inside, once it's melted you'll find the Turkey Sandwich there!

Voodoo Doll

Found inside the Lodge in Main Campgrounds.

To the right after entering the Lodge there is a table you can jump on, from there you can jump on top of the frame around the door way, then the little pavillion over Cruller's area, then up on the beams. From there you can work your way across the beams to the other side of the lodge where the doll is located.

Gold Watch

Found in Thorney Towers after the Milkman Conspiracy.

After the gates open and you can actually go in the grounds, walk up into the first area and get out your levitation ball right by the fountain in the center, jump up and you'll find the Gold Watch floating above the statue.

Cruller's Shop

Ford Cruller runs a shop located in the Lodge in the Main Campground where you can buy things to help you along your journey. Each item has a cost, and a rank. You'll need to have the amount of arrowheads listed and also be at least the Rank listed if you want to purchase the item.

When in the shop, use 'Y' to buy, 'X' for info on an item (or read the descriptions below), and 'B' to exit.

My advice would be to save up for the Dowsing Rod first, then buy the Cobweb Duster; the sooner you have it the less backtracking you'll have to do for missed cobwebs. Lastly, save up for the Mental Magnet. Of course, buy PSI-Cores whenever you have enough cards to complete one. The rest is up to you if you want it or not.

Here are the things you can buy and what they do:

ItemCostRank
Cobweb Duster80020
PSI Energy Colorizer25030
Mental Magnet40015
Dowsing Rod5010
PSI-Core101
Dream Fluff501

Cobweb Duster

The Cobweb Duster allows you to collect the cobwebs you find in people's minds. Cobwebs are a collectible and can be turned in for PSI-Cards.

PSI Energy Colorizer

This is not necessary, but is there for your entertainment. It simply lets you change the color of your Psi-Powers like your shield or levitation ball.

Mental Magnet

This causes things like Mental Health to be attracted to you in a large radius. They natural will run at you when you find them, but this will basically cause any on screen to come at you instead of just the ones that you are near. Very helpful when you have the money.

Dowsing Rod

This allows you to find arrowheads that are buried deeper than the surface. These are actually always clusters of arrowheads so they help you earn money a lot quicker than the single ones you'll get from the surface and from breaking objects. You'll basically be required to use this to be able to save up enough to buy things like the Cobweb Duster (without spending a ridiculous amount of time.)

PSI-Core

These are the item that you will need to complete the broken PSI-Challenge Markers and individual cards you will collect. These are definitly worth purchasing because each one you complete will increase your rank.

Dream Fluff

You can use these to regain lost health. They'll be stored in your backpack and can be used whenever you need them.

Rank Upgrades

RankAbility gained
Rank 10Pyrokinesis Ability
Rank 20Telekinesis Ability
Rank 30Invisibility Ability
Rank 35Palm Bomb Upgrade > Palm Megabomb
Rank 40Psi-Blast Upgrade > Chain Blast
Rank 45Pyrokinesis Upgrade > Thermal Detonation
Rank 50Levitation Upgrade > Wrecking Ball
Rank 55Shield Upgrade > Offensive Shield
Rank 60Invisibility Upgrade > Advanced Invisibility
Rank 65Telekinesis Upgrade > TK Extension
Rank 70Psi-Blast Upgrade > Super Chain Blast
Rank 75Levitation Upgrade > Rolling Havoc
Rank 80Shield Upgrade > Ferocious Aura
Rank 85Confusion Bomb Upgrade > Sensory Scramble
Rank 90Psychic Regeneration
Rank 95Psi-Blast > Infinite Ammo (yeahh)

Ability Explanations

AbilityExplanation
Palm MegabombBigger Explosion Area
Chain BlastBullets bounce off up to 3 targets
Thermal DetonationExplosion sets fire to surrounding objects
Wercking BallCan hurt enemies while moving
Offensive ShieldEnemies get hurt when they hit your shield
Advanced InvisibilityLasts twice as long as normal invisibility
TK ExtensionHas a longer reach than normal
Super Chain BlastBullets bounce off up to 6 targets
Rolling HavocSpikes pop out instantly
Ferocious AuraAdds knockback effect to shield
Sensory ScrambleConfusion effect lasts twice as long
Psychic RegenerationMental health slowly regenerates over time
Infinite AmmoPretty sure this explains itself

Items

Arrowhead

Arrowheads are made of Psitanium, a rare psychoreactive mineral, and they are also the currency in the game. You can use Arrowheads to buy items at the camp store.

You can find these buried in the ground, and they'll also come out of destructible items in the environment. They'll let off pink shimmers on the ground. There's a lot of these, but they're kind of tedious to collect enough of to buy the good stuff. The Dowsing Rod item will help you gather them much more quickly.

Astral Projection

Astral Projections are your lives. You'll get a few of them every time you enter a world and when you run out of Mental Health you'll lose a "layer of your astral projection," or in simple terms, a life. If you completely run out of astral projections you'll be sent back to the real world.

There are items within the stages that will replace layers, and also ones that will increase your max amount of layers. Be sure to collect these when you find them!

Brains

At a certain point in the game you'll start finding brains in jars. Finding brains is of course great for helping those that have lost them, but it will also increase your maximum Mental Health!

Cobwebs

Inside of people's minds you'll find bright pink Cobwebs. Once you buy the Cobweb Duster you'll be able to clear these out. They're often blocking areas that contain items, but you can also turn them into PSI-Cards in Cruller's lab.

Confusion Grenade

Late in the game you'll unlock the ability to use Confusion Grenades. These work similar to any grenade in a game, you toss them and the explode, causing enemies to be stunned.

Once unlocked, enemies will drop Confusion Grenades when they die just like how they drop mental health and raw energy.

Crow Feathers

Once you gain the Clairvoyance ability you might find a crow feather. You can hold onto these and use Clairvoyance to see from the perspective of the crow.

Emotional Baggage

In each level there are 5 pieces of "Emotional Baggage" and Tags to match each one. You will have to find the tag first, and then the matching bag itself to release it. Each level will have a: Suitcase, Purse, Steamer Trunk, Dufflebag, and Hatbox.

Dowsing Rod

The Dowsing Rod can be purchased from Cruller's Shop in the main lodge at the camp. It can be used to find deeper arrowheads than the surface ones, which have a much higher value than the surface ones.

To use it, equip it from your backpack and then walk around. Pay attention to the noise it makes and the way the controller vibrates. When you get right overtop of a deep arrowhead and all signals are going haywire, press 'Y' rapidly to pull it up. If you're pressing it like crazy and the meter isn't getting any more full then you aren't quite in the right spot (it's fussy.)

Figments

Figments can be found all over every level. They're fun little 2D neon sprites that are just randomly placed in each world. Collecting them is optional, but every 100 you collect will increase your pyschic rank.

If you are trying to collect them all then just make sure you explore every nook and cranny of every level. It also helps to look around at different angles because they can be hard to see sometimes, and some will be moving. You'll also need to have the Cobweb Duster to get to a lot of them.

Lungfish Call

After completing the Lungfishopolis level you'll be given this item. Using it from the beach will allow you to travel back and forth across the two islands in the game via the Lungfish.

Mental Health

Mental Health is what the game calls your health. It's represented by the brains meter in the UI. Destroying enemies and environment objects will release mental energy you can collect to restore your health. You can also consume Dream Fluff if you have it.

If your Mental Health is totally drained you'll lose a layer of your Astral Projection. If you lose them all, you'll be kicked out of the level and back to the real world.

Nets

Nets are obstacles in levels that allow you to bounce to reach certain areas. All you need to do is jump on them and you'll start bouncing, then hit the jump button with some good timing and you'll get a super high bounce off them. These are key for getting up to hard to reach areas.

Psi-Challenge Marker (PCM)

These can be found around the campgrounds. They look like an eyeball (Psi-Core) with Psi-Cards circling around them. They're usually in tricky to reach areas. Collecting them will increase your Psychic Level.

You can also "build" these by collecting Psi-Cards, purchasing a Psi-Core, and going to the machine in Cruller's lab to assemble them.

Psi-Card

More often than finding complete Psi-Cores you will find individual Psi-Cards. You can also convert cobwebs you collect into Psi-Cards in Cruller's lab. Every 9 Psi-Cards can be assembled into a Psi-Challenge marker.

Psi-Core

These can be purchased at Cruller's Shop in the main camp area lodge. You'll need to buy these to assemble complete Psi-Challenge Markers out of Psi-Cards.

Pyscho Portal

This is the door you'll use to enter people's minds. Once you have acquired it, you can use it by taking it out of your backpack and pressing 'Y' while in front of certain people.

Raw Mental Energy

After you get your Psi-Blast ability you'll start to notice these pop out of defeated enemies and destructibles. They look similar to mental health, but are orange. Collect them to refill the ammo for your Psi-Blaster.

Smelling Salts

You can use these at any time in a level to pull yourself out of the level. They can be used an infinite amount of times, however, once you've exited you'll start the level back at the beginning, so think twice before you use them!

Teleport Dude

Thats my name, and technically he's not an item, but this seems like a good place to put him. When you find one of these guys you'll be able to use them to teleport back to any previously visited area in the current mental world.

Vault

Inside Vaults are peoples memories. You'll find a few of these in every person's mind. Simply punch a Vault to open it and then you'll be able to view the memories. If you ever want to rewatch a memory you've received you can do so in your journal.

Review

So, what did I think of the game? Here, read this...

                         o-[ 8.9 / 10 ] -o

Creativity is a hard thing to come by in this world of sequels, on top of that it often gets overlooked even when its out there in front of us. Games like Psychonauts, Killer7 and Okami often get passed up because they look "different." But I'm not here to give a speech on creativity in games, lets look further into Psychonauts.

At its heart its really just another platformer, but its presented in such an awesome way that it stands above all others. It's not the most perfectly coded game, its got a few bugs here and there, but there is so much true game here that it doesn't even matter.

Psychonauts puts in the seat of a kid named Raz who goes off to Psychonaut summer camp. A catastrophe then happens and its up to him to recover everyone at camps brains. He must do so by going inside the minds of other people and traveling through their crazy twisted worlds.

You'll be traveling through many insane worlds such as on a chess board with Napoleon, the Milkmans twisted town, or the great underwater city. Throughout these worlds he will need to use different Psi powers such as levitation, telekinesis, pyrokenisis and many more. The powers and the presentations of these worlds are what truly set this game apart from others. Although Nintendo makes great platformer games, you always know what to expect from the games because they all follow the same formula. You won't see any typical things while playing through psychonauts.

The story is fun and amusing. Its not to often you get a decent story while playing a platformer game so its nice to be able to enjoy this one. You'll find plenty of laugh out loud moments in this game. Between the funny dialogue or the old man who lives in your ear and comes out when he smells bacon. Graphically this game is gorgeous. It really utilizes the power of the Xbox which is nice since theres not much else the system has to offer game wise. On top of it being nice looking the vibrant awkward colors they chose to use in the game really help make the game stand out.

If you pick up Psychonauts you can't go wrong. As I said, its a little less than perfect asthetically, but its got so much heart that it can be overlooked and seen as one of gamings greats. Face it, with the lack of creativity going into games now days the world needs more Psychonauts.

Closing

Thank you for checking out my guide for Psychonauts! If you are looking to host this guide somewhere I would appreciate it if you reached out to me to let me know. This guide took a lot of work so please give credit if you reference it.

If you would like to contact me to provide corrections, additional tips, requests for more content, just to say "hello", etc, you can reach me at the address ahhsumx@gmail.com.

Lastly, I want to say thanks to the creators of this amazing game. We need more people to go out and take a risk on creative games. While re-editing this guide in 2025 this is more true than ever. I hope you enjoy playing this one as much as I still do.

Cheers!

Intro to Camp

Welcome to Whispering Rocks Psychic Summer Camp

Watch and enjoy the opening cutscene as it is your first experience with the geniousness of Psychonauts then drop back here with me.

Pick a Bunk

The game now asks you to "Create a Profile" aka pick a bunk. This is basically you creating your save file, so enter in your nickname of choice and another scene will occur.

After that a little tutorial of sorts will occur. A man by the name of Ford Cruller will appear (although you won't know thats his name until later on) and he will make you look right and up at two different items. One is called a Psi Challenge Marker and the other is Psi Challenge Marker piece, from a broken Marker. He'll explain to you about putting the broken ones back together with Psi Cores. Check the items section if you need a recap.

Pre-Basic Braining

When the game kicks back in all the kids will run off to "Basic Braining" and they tell you not to be late! At this point you are left free to roam around.

If you don't want to search around the camp and you want to go straight to the Basic Braining then skip over this little section. But within this section note we will complete the first Psi-Challenge Marker and gather a decent amount of arrowheads, along with trying out some of Raz's platforming abilities. Your choice though.

So lets roam around camp a bit first. If you head around the right side of the cabin you came out of (right when facing the door) there is a piece of a Psi-Card. Behind the house you'll find an arrowhead buried undergound, press Y to dig it up. See the items section for details on this item. When you get around to the other side of your cabin a short scene will occur, nothing of utmost importance, just for fun.

Follow along the fence and you'll find another arrowhead in the ground. If you keep going you'll run into Ford Cruller again and he'll tell you that the rest of camp is off limits until after Basic Braining. There's a kid wearing a funny hat sitting not to much further away, he's bear hunting if you will, humerous to talk to. A bit past him there are a bunch of tree trunks sticking out of the ground and if you jump on them you can grind a bit, on top of one of them is another Psi-Card. Explore around these tree trunks a bit to find a few more arrowheads.

Just to note, I'm not going to hold your hand through getting arrowheads anymore because for all I know they may show up at random and they are everywhere. So, keep your eyes out and grab them when you can. I'll let you know when I have enough to buy things and you should be around the same amount as me if you are exploring as I am.

Walking back towards your cabin there are two kids sitting on the ground talking about the "worst band name ever," next to the house right there is another arrowhead. You can talk to them if you want to hear about a story from last years Basic Braining.

Standing at the two kids and facing the tree trunk we just hung around look slightly to the left and there's a bridge that goes up the tree, underneath it is another Psi-Card. Don't go up the bridge quite yet, instead keep going away from the cabin we were just at to a speaker pole near another camper. Climb up this pole and on the top you'll receive yet another Psi- Card. Move closer to this kid for a humorous scene.

There is a cabin next to the kid with a Net (see Items section) by it that you can use to get on top of the cabin. Double jump to get up on the net then do a sweet jump on to the roof of the cabin for another Psi-Card. Walk straight across the roof of the cabin and there is a tight rope that you can walk across to another cabin with yet another Psi-Card!

Now straight across that roof there are some poles (items section of course) jump up and grab onto the first one and then swing to the second one, now straight in front of you is a wall covered in netting that you can swing and jump onto. Climb up to the top and then hold left and double jump off to reach the next area up here for another card!

Straight back here is a cave that you can slide down, at the bottom is a safe that is "frozen solid" so we'll have to return to that later. On the wall is a net that you can climb part way back up and exit out the side. Go down this side to receive another Psi-Card. 1 more to our first complete Marker! And head up the hall to the lucky number 9! Also, a ladder to climb up.

You'll come out a well in the middle of the camp that you may have ran by earlier, and its now time to take on Basic Braining! So head up that bridge by where we picked up some Psi-Cards before and at the top you'll get a short scene with some more campers. One of which will give you your Smelling Salts (see items section!) Feel free to talk to all the campers, but your main goal is to talk to Oleander when your ready to start Basic Braining.

Basic Braining

  • Figments (73)
  • Emotional Baggage

Welcome to your first mind, good old war-plagued Coach Oleander. You'll start with a nice introduction, then when it's over use 'X' to punch the image which is actually a wall that will break to reveal the chaos. Your buddy won't last too long.. hopefully you can do better!

General tip: if you start running low on health punch around the sides of the area and you should be able to find some Mental Health.

Now run straight across the bridge, you will need to jump over a gap then it will break in the middle and you'll need to jump another gap. Next, the ground will break and you'll need to double jump over a large crater. Double jump the next big gap where you'll find your first Figment.

Side note: you can read more about figments in the items section, but in general they are optional collectibles. I recommend grabbing as many as you can, but you don't have to worry about getting 100% of them unless that's your goal. Also, even if that is your goal, you won't be able to get them all this first time through this stage.

Across the next gap will be your first encounter with emotional baggage, but we don't have the tag yet to collect this one. However, it's just across the next gap, so jump over there to grab it and then back here to collect this baggage.

Now, jump back to where the tag was again and up the ladder, then down the other side. There's another suitcase tag over here to collect.

By the projection on the wall is a pole you can mount and climb up. Jump off on the ledge and then head left and up another pole.

When you head down the ladder on the back of this area Coach says "fire down below" and he means it, watch out for the fire shooting out of the wall and only climb down when it's safe. At the bottom you'll find the cotton candy hair kid. On this platform there is a ladder to the left you can go down to pick up some figments.

There are now two ways that you can go. One is up the ladder on the other side of the rocket in the ground, then you can jump onto a floating blimp platform that circles over to another one, and then over to some ledges and up to the shimmying area.

The other route is through a hole in the ground that will take you to an underground pipe with lots of figments to collect. The pipe will dump you out at the shimmy area. You can go whichever way you want, but if you want all figments then be sure to go both routes.

Both paths ultimately end up by some stairs that lead to a ledge where you can jump onto. Hang off of it and shimmy to the left. Once you get to the other side, jump up and continue to head left, but go down the ledges, not up. You'll find a pipe you can run through and on the other side is the trunk for the tag we last found.

Next, head back through the pipe and up the ledges, then up to the left. There are a series of big camo nets you can use to jump your way up to the top. Once at the top, a wall will blow up and you can climb up, down, left and right all across it. Move in the general direction of up and maneuver around the areas that explode.

The next area is a mine field. Sitting at the beginning of it is a camper who needs some help getting through. You can opt to help him or not, if you do then he will walk behind you as you go through the mines. There's no real trick here, you can see where the mines are, just don't walk on them and you'll be fine.

OPTIONAL If you opt to help out Bobby cross the mine field you'll need to give him some extra coaching along the way. Every now and then he'll stop and say "I can't do it, I can't do it!" and then start to wander off towards a mine. When he does this, just hit 'Y' to calm him down and assure him that he can do it. He'll settle and follow you again. When you get him all the way across he'll reward your efforts with some Psychic Arrowheads.

Right after the mine field there is a flag pole that you can climb up to push the flag back up to the top, which will open the next doorway. When you go in the next area the door will close behind you.

Grab the figments, punch open that door, and take the leap of faith!

The Cannon

  • Figments (79)
  • Cobwebs (3)
  • Vaults (2)

You'll land in yet another battlefied. There's some kids here who tell you that in order to get out of here you need to beat some "game," but they are incapable of doing so. There's a few figments in the area, but go ahead and jump up and punch the button to play the game.

Your goal in this game will be to punch the non-friendly targets, but not the friendly ones. You have 60 seconds to get 20 points and you receive 1 point for every target you hit. They speed up as the game goes on, but it's not too tricky really.

After beating that you can then play the game more times for prizes. The next time you go to play you will get 75 seconds to get 30 points. You will also now be penalized 1 point for every friendly target you hit. Your reward will be Psychic Arrowheads. After that it will be 60 seconds to get 30 points. When you're ready, continue on past where the cheery kids were.

Across here you'll find your first Vault. Punch it to unlock the memories, then go across this battlefield and you'll get to a very large cardboard cutout with a "non friendly" person on the bottom. Punch it to knock it over to create a bridge. There is also a teleport dude whom you can use to go back to different parts of the level. Let's keep going though.

Cross this newly made bridge and you'll find a brick wall with the same non friendly guy on it. In this area there is a turret that will shoot at you any time you aren't behind a wall, but you have to knock them down to raise up the next one. So you'll need to punch the wall down, then quickly make your way to the next cover, and so on until you reach the turret.

There are some figments and a luggage tag in the area, but you will have an easier time picking them up after disabling the turret.

There is a ladder on the left side of the turret you can use to climb on top where there is a dufflebag tag, and also a figment on top of some wooden planks. Jump and press punch to slam down on the planks to break through.

After cotton candy head comes out, jump in and shimmy up the flag pole to open the doorway to the next area.

When you step into this next area you'll grind/slide your way through. Grab all the figments you can on the way then it's time to enter yet another battlefield!

There are some poles on the wall straight in front of you. Jump up on the one to the right of the projection of Coach. Swing left and go up 2, then swing right up 1 (press Y to change face directions while on pole), left up 1, watching out for the fire jump up to the ledge to find another wall filled with poles and fire.

Up here to the right is the dufflebag for the tag we recently got. Start on the bottom left pole and go right 2 times avoiding the fire then flip and go left to the ledge. Where the wall is cracked you can give it a good punch to break through. Through here there is a Mental Cobweb, but you don't have the device to get it yet so you'll have to come back for it.

Now jump up on the tight rope, lift yourself up, then jump up to the highest one straight above. Now you'll need to shift the camera a bit so you can jump to the side to the next two, and then this time you'll need to double jump to get over to the next three. Now walk over to another cracked wall and punch through.

This next area has a trapese along with another Mental Cobweb that you can't get yet. However, you can ignore the trapese for a minute and go down below to pick up a bunch of figments, then come back to the trapese. Jump from this trapese to the next then over to the platform with the Purse Tag. Now go up the ladder, across the tight rope, and follow the platform to another trapese.

Swing on this as high as you can, then just trust your jump to land you on the next trapese. Flip directions and start swinging again, taking yet another leap of faith to land on another platform. Go down the ladder to another trapese. Swing on it to get to the ledge. Now, on this ledge to your right are some grind rails. Step on to go for a ride.

While on the rails you'll need to jump between them when one is about to end or an obstacle is in the way. There will be lots of figments along the way as well. Watch out at the bottom as cotton candy comes towards you on the single rail, you'll need to jump over (or punch) him to get to the finish line.

Obstacle Course Finale

  • Figments (11)
  • Cobwebs (2)

In this area is another teleport dude. There is only one way to run through here until the Coach tells you you've gotten to the rolling tunnel or something.

As you walk across here there's really only one way to go, follow the wooden beams, but the trick is that the room is rotating so you need to keep yourself right side up while you venture across. There's not really any big tricks to it, just keep moving the camera so you can see whats going on. When you get to the end make a jump for the ledge where another cobweb resides. Too bad we have to come back for those later.

Ride another short grind rail to make your way to the final area of Basic Braining. There's not really anything you can do in this area, but if you go to the right when you get off a rail there is a door you can exit through. As you get to the end of this hallway, Oleander will stop you and give you your first Psychonaut Merit Badge!

After that you'll find yourself back in camp for a short scene with some different people.

On our first time through we didn't have the abilities to get everything, but we can return later for the rest of the collectibles (if you want, of course.)

Meet Sasha Nein

You'll now have a button in your hand which you can show people by pressing 'Y'. If you accidentally put it away, just go into your backpack and you can pull it back out.

Now you are able to explore anywhere in the camp which means there are lots of places to explore. For now let's jump down and head over to where Ford Cruller told us we couldn't go earlier, when you get there a message box will appear on the bottom saying "Entering Main Campgrounds."

Right before you enter you'll get a little scene with some kids who are blocking the way. They tell you about arrowheads which you should already have a decent amount of, they only ask for one to get out of the way.

Main Campgrounds Exploration

Now Ford Cruller stops you and gives you the Scavenger Hunt List! (see Scavenger Hunt section for more details). With that in hand it's time to do some optional exploration of the Main Campgrounds.

I'm going to start by heading around the fence to the left and you'll come to a speaker pole you can climb up with a Psi-Card at the top. Now from up here you can jump onto the roof of the big building right next to you where there is a full Psi-Challenge Marker. Now if you go off the side of the roof opposite of where you got on you'll see another Psi-Card in sight on a tight rope. Grab the card and head across the rope where another Psi-Card is on top of this speaker pole.

Head back across this rope to the roof and when you get there straight in front of you there is another roof (reddish brown color) sticking out from underneath the green one. Jump onto there and go under the green roof to get another Psi-Card. Then jump out from under here towards the front of this building to land on a tight rope right next to another Psi-Card. This rope connects the speaker pole we started on to another one, head right to that other one with the two happy campers from Basic Braining and another Psi-Card.

Now jump straight off this pole in the direction you were facing walking to it on the rope and there is a Psi-Card behind a tree up on the big rock. Now walk off this towards the building and head left down the path and you'll come to where a bridge type walkway is on your right, jump over it and you'll see a Psi-Card on your right kind of underneath it. While you're here you can go up this bridge into the Lodge where Cruller's shop is located (see shop section for details on buying stuff). For now I recommend picking up at least 2 PSI-Cores, you can't really get anything else yet.

Now get back on the path and head down it some more the same way you were going and you'll come to a tree stump off to your left a bit you can jump in that will take you to the Underground Transit System (see UTS section).

Continue down the path a ways and you'll come to a fairly obvious Psi-Card on a rock on your right, this will give you enough to complete yet another Psi-Challenge Marker! (after buying 2 cores of course). Down further there is another UTS tree stump, if you need it for whatever. Straight ahead is the parking lot, on one of the tree curbs to the left is a Psi-Card.

In the next spot there is a car parked there, behind it there is a stump sign sticking out of the ground, jump on top of that then on top of the car and the roof will bounce you up into another Psi-Card. On the other side of the parking lot there is a basketball hoop with a rock next to it. Jump up on the rock then jump on top of the rim of the hoop for another Psi-Card. The last one here is on the stump in the middle, but we can't jump high enough right now so we'll have to come back for that.

Now head back out of the parking lot and the path branches, right is where we came from so head left into the Reception Area.

Reception Area Exploration

Head straight across the little camp fire area (you may hear some bear noises) and start walking along the path to where you'll see a Psi-Card up to your left a ways down. Hop the fence and grab it, up a bit higher is the bear (the one the kid in Camp was talking about if you spoke with him). You're not going to be able to do much damage to the bear yet, so I wouldn't try too hard, but there is another Psi-Card up in his area if you run and avoid him you can pick up and then head back to the path and continue on.

The path leads to an area with some steps leading up and also to the right, up the steps is a little trailer home that appears to be Ford Cruller's. Back and to the right of this open area is a rock you can jump on by a tree, jump up on the rock then look over to the tree and you can see there is a tight rope connected to the tree. So jump up there and head across the rope where you'll pick up one Psi-Card right away and another on the other end.

Jump off here in the direction back by where you came and you'll see a UTS tree trunk and a little cave area with a Psi-Card in the entrance. Grab the Psi-Card but don't enter the cave because this appears to be Mr. Bear's home and he doesn't exactly want you in here. From the cave head back toward the path, but instead of getting on it go straight through the opening where there is kind of an "unofficial path."

Heading down here you'll come to a sort of "pride rock" on your left, go up on the land on the right of it, then up on to it two jumps, then you can jump to some land on the other side of it, from here you can jump back on top of it for a Psi-Card. Then you can turn around and jump up on a little piece of the big tree there, then up on to one of the branches with another Psi-Card. Going in the same direction jump off the tree toward some more rocks with a Psi-Card on the left. You're now right above the tight rope we walked in Cruller's little area.

Don't jump back down on the path yet, stay up here and get on top of pride rock again. You'll notice there are some more rocks behind it you can jump onto, from there jump away from the big tree as far as you can and you may have to do some more jumping when you land, but you'll find that there is an area back here with a full Psi-Challenge Marker. Since you can't see it when you jump it may take you a jump to find it then another to get it, it's there though, I swear.

Straight out of this little area is a wooden log with another Psi-Card. We can see two more cards in sight from here, one straight ahead and one to the left, it doesn't seem like we can quite make it to the one out straight yet, so we'll come back. But head over and grab the one to the left which actually is surrounded by more climbable rocks, if we go up a little to the left of this card we'll see another card out in front of us. Now if we jump down in the direction of this waterfall and stay on the left side we'll come to yet another Psi-Card. Directly to the right of us now, across the water, is even another.

Now you can work your way up this area you're on where there is another Psi-Card at the top. Now jump down to where the big bridge is and head into GPC and Wilderness.

GPC and Wilderness Exploration

Head down the path a bit and you'll see a broken log going into the water on your left, jump on that, but don't go in the water, go left down on the brim of the water and there is a Psi-Card there. Now head up the log on the other side of the water (not the side you came from) and back towards the little shack Cruller is out front of. Continue past the shack and there is a large rock platform you can get up on with a Psi-Card. Now you can jump back towards that shack and go in a hole in the roof. In here is a complete Psi-Challenge Marker. Jump on the table and exit via the roof hole.

Now go back up by the ledge we jumped here from, but don't get on it, just head left past it and you'll see various rock ledges, one that has a nice dancing Psi-Card on it. From there look down towards the fence and to the left you can see another Psi-Card, but beware that the bear is also down there. Follow the logs to the right of the bear and this card to find 2 more cards before coming to an area with 2 geysers, one which has something stuck in it, but we can't do anything about that quite yet.

Follow the logs further in the same direction to another card, from that card make a hard left around the tree and you'll see another card not far away. Continue straight ahead and you'll see an entrance that looks similar to the bear's cave we saw before, but it actually leads to the Boathouse and Lake, so enter on in through there to check out the area.

Boathouse and Lake Exploration

Head immediately to the right, not on path, and there is a Psi-Card to grab. Now get on the path and head towards the lake, the other way will take you back to the main campgrounds. When you get to the beach a scene will play and you'll learn about the gypsy water curse on your family. During the scene you'll probably notice the Psi-Card right behind you, grab it when the scene ends.

After grabbing that card head left (when facing the bridge you came down from), not too far is an entrance to the UTS, down a bit further keep your eye off to the right in the plants and you'll see another Psi-Card. Keep going and you'll find Cruller again, although you can't get a canoe without an Oarsman badge. Head out the bridge on the other end of Cruller's place to walk the boardwalk over the lake, but after not too far cotton candy head stops you and you can't get past him.

Head back to where we started and keep going straight past it and you'll find a little path that leads you straight to a Psi-Card. Turn around and head back and you'll notice up and to your right is a light pole on a ledge you can jump up on, then from there you can jump up on another one with another Psi-Card. Continue along this path that's up here and you'll see two tree branches sticking out of the wall you can swing on and jump up to yet another Psi-Card.

That's all we can do out here right now, so head back to the GPC area. Follow the path straight ahead and you'll encounter some campers head for a short scene. He'll mention some stuff about Sasha Nein's secret training which you are now right next to. Right here is also a path back to the Main Campgrounds so if you want you can head back there to buy some more Psi-Cores; if you have all the cards I've got so far we have enough to complete 5 Psi-Challenge Markers.

Otherwise head through the log next to the kids, when you are halfway through you'll notice the top is gone, where the top comes back right before you enter the GPC area there is a Psi-Card on top. Jump up where there's no top then get on the top part to get the card. Now enter the GPC area.

GPC

If you run around the bottom floor here before heading up any of the ramps you'll find a Psi-Card. In this area you can hear a kid crying, so to find him go back to where you came in and go up the ramp straight in front of you, turn left and go up the first ramp on your right, and punch the door on the big round silver thing there. You'll then get a scene with the kid who was crying and be back at the bottom.

Now go back up to that same silver thing and you'll notice that it's got a bunch of "spikes" protruding from it, use these to get on top of it to get a Psi-Card. Now go in the chamber where the kid was, a button is missing Raz points out. Well if you remember, Sasha gave you a button after you got out of Basic Braining you can pull out of your Backpack and press 'Y' by where the button is missing to open the door to Sasha's lab.

Sasha Nein's Lab

Head down the first bend in the staircase and down and to your right you'll see a Psi-Card you can jump down and grab. When you get to the bottom of the stairs turn right and go towards the wall then right again for another Psi-Card. You are now ready to talk to Sasha Nein about his experiment. After the short talk step in front of the Brain Tumbler and press 'Y'.

Astral Plane

This is where you will be able to go to any of the different minds that you have been in, right now though all you can do is go into your own mind. So go over to the door that's open and enter.

Brain Tumbler Experiment

Out here you'll see one of the teleport dudes and a few figments. Gather the figments then enter the caravan. In here you'll kind of be stuck inside this static looking area, punch the wall a few times to break it open. When you get out you'll find there's a bunny type thing in front of you, you'll want to follow it to get through the area.

First off, right behind your egg you came out of is a Purse tag so grab it, there is also a teleport dude right next to it. There's really only one way to go for awhile filled with lots of figments. You'll also find a Steamer Trunk tag on your left when you come to a bend in the path. You'll eventually come to a big dark demon thing of some sort, but Sasha will pull you out before it can do any damage. Sasha tells you to come back to see him when you are ready to go into the experiment again.

Talk to Sasha Nein again right away and he'll tell you that he can't let you back in the experiment without a Marksmanship learners permit, to get one you need to go to Ford's place, he shows you the UTS log entrance so jump in there and go to Ford's Sanctuary.

Ford's Sanctuary

If you have reached level 10 then after the intro talk you'll automatically be given the merit badge for Pyrokinesis. Then you'll automatically go into the training for this new ability, so try it out.

Feel free to talk to Ford about anything you'd like, there's a whole list of options, but you'll have to tell him 'Sasha says I need to fight better" and he'll give you the learners permit you need. When you tell him you're leaving he'll give you a piece of bacon and tell you he's going to stow away inside your head. Whenever you'd like to talk to him about anything just go into your backpack and use the piece of bacon to bring him out.

If you turn directly around from looking at Ford and go to the edge of the platform you are on you can jump out to another platform, from here you can jump up and to your right to a platform with a Psi-Card on top of it. Now jump down below this area you are standing on and there is one Psi-Card you can find if you run around in the water down here. Now head to the machines in the middle and you'll get a briefing on how they work.

You should have plenty of fixed Psi-Cards you can put together if you've bought enough Psi-Cores. We now have enough to complete 6 Markers which means 6 rankings! Just stand in front of the machine and press 'Y' and it will put in all the cards and cores possible at this time.

Now you can head to the main lodge if you choose to to grab the Dowsing Rod which will help you greatly in finding arrowheads or just go back to Sasha's lab to take advantage of this learners permit you received.

Sasha Nein's Lab

You'll find yourself back in Sasha's lab now and you are able to get back into the Brain Tumbler Experiment. However, if you've reached rank 20 by now you'll probably want to take a moment to go see Cruller for another Psi ability and stop in the lodge to buy the Cobweb duster so you hopefully don't have to backtrack through any of the future levels for cobwebs.

Off to Cruller's!

Ford Cruller's Sanctuary

When you get here you will automatically go into the cutscene in which you are given the merit badge for Telekinesis! You'll go into a training session again just as you did before in which he'll teach you how to use your new ability.

When you're done learning about your new ability you can use the UTS to go outside the main lodge, chances are good you don't have 800 arrowheads yet, so if you want to pick up the Cobweb Duster now get out your Dowsing Rod and start arrowhead hunting, it shouldn't take you too long to work up 800. After you have enough buy the duster and jump back in the UTS to return to Nein's lab.

Agent Nein's Lab

Go in front of the Brain Tumbler again and press 'Y'. There are now two doors open in here, one is Sasha's Shooting Gallery and one is the Brain Tumbler Experiment, which is your mind, so go in that one.

Brain Tumbler Experiment 2nd Visit

Continue through here just as you did before to where the black shadow monster thingy is, now that you have your Psi-Blaster just shoot him once and he's gone. Time to continue the bunny trail. To the right of where the monster was behind a bush is the Purse we got the tag for the first time we were in here.

There is also a cobweb over here you can get. Go into your backpack and pull out your cobweb duster then press 'Y' next to the cobweb to grab it. Now continue to follow the bunny up a trunk of some sort where the monster used to be. As you continue on some Censors will pop out, shoot or melee them, nothing major.

The wall that these first Censors popped out of is actually a ledge you can jump up on and then run to the right and you'll come across the Trunk. Go back down and walk forward off the ledge, directly to your left when you drop down will be the Dufflebag Tag. If you're figment collecting you'll want to get back on that ledge we got the tag and head towards the ledge we just dropped off to get the tag. There are some poles you can swing on to get to a rope, to get to a vertical pole you can climb up, to another rope, to finally a ledge.

So let's stick on the lower level and continue on ahead. Up a bit further on the right is a Luggage Tag and then straight ahead is a Censor shooting stuff at you and 3 small ones come running after you when you get closer. When you get real close the one up top will move back, so shoot him when you're a decent distance away then climb up on the ledge.

Up on a ledge on your right, right before you get to the rabbit is the Luggage box. From here is another ledge you can get up, then on the opposite wall another ledge, same wall up more is another one then over to a decently sized area. Over here you'll find the Dufflebag right next to a Cobweb and several figments. Now head back to the rabbit.

A bunch of Censors and a Bomb dude will pop out, take care of them. Catch up with the rabbit again and you'll find another Cobweb directly to the left. You'll find the final emotional baggage tag not too much further ahead on the left, the Hatbox tag. Keep going and some more Censors will appear. Up a bit further before the rabbit you'll see a funny looking piece of meat on the left, give it a few punches and stuff will start to come out of it. You can't do anything with this quite yet, so just move on and a scene will soon occur.

Your goal now switches from following the rabbit, to climbing this tower. So, head to the right around back of this tower first to find a cobweb, then keep going and you'll come across the Hatbox, and only a bit further around and you'll find a Vault containing "The World Shall Taste my Eggs!" memory. Back by this vault is also one of the items that will increase your maximum astral projection. Now we can start heading up the big vine.

As you make your way up the vine you'll find that you need to have your levitation power to make it up any higher. He gives you the Oarsman's Badge so that you can get a canoe to go out on the lake and see the mind expert. So jump in the UTS and go to the lake.

Boathouse and Beach

When you get here head over into where Cruller is (off to the right) and talk to him to get a canoe, you'll encounter a scene along the way. After Cruller gets you a canoe you'll be standing by it, press 'Y' to get in. There's a few Psi-Cards you may see on your way that you want to try to get, but you can't really yet, just get them after you learn how to levitate. So head straight ahead and after the big rock make a right out to the floating dock.

As you approach the dock you'll automatically get off your canoe. Walk towards everyone and a scene will occur. Talk to Agent Vodello to start your levitation training.

Milla's Dance Party

  • Figments (79)
  • Cobwebs (3)
  • Vaults (2)
  • Emotional Baggage

You automatically receive your Levitation Learners permit which will allow you to levitate only inside her mind. Pull out your levitation ball and run and jump over the first gap. When you go to jump over the second one pull the 'Left Trigger' to use it to float a bit. Now you've gotta go find Milla on the other side of the party.

Immediately to your right is the Dufflebag tag. Before we head into the real party, jump down and on the right side in the back corner is a Cobweb, then jump back up with your new levitation ball or use the netting on the wall to climb back up. Now cross the bridge into the real party.

In this next room you'll need to get out your levitation ball and roll around the bowl and jump through all 3 hoops, after doing so some flower type platforms will come down that you can use to move up. After you reach the top Milla is kind enough to put a "ball return" at the bottom so that you can get back up here real easy if you fall. She also tells you your next objective which is to float through the rings and get them spinning again.

You'll see some people partying next to you here, you'll also find good old Dufflebag here. Jump up to the platform in front of the rings and then jump over to the rings and hover through them. Milla will bring out another ball return and move the platform your on up a bit higher.

There's two platforms near by higher than you, jump up on the closest one and Milla will tell you about the fan blowing air, if you jump into the airstream and float you'll get pushed by it to make it to the other side of the area. You'll more than likely get blown into the ladder so make sure you climb down it to grab the Steamer Trunk tag. Then climb up the ladder.

Up here you'll see a big pinball type launcher, but before jumping in there straight across in front of you is the Hatbox tag. It'll take some rolling, but up to the left of where you came in is the Steamer Trunk. Now over to the ramp area leading to the plunger, get up on the high end of it and roll down into the plunger with as much speed as possible, as a result it will launch you back real good and when you're in the air you can float down onto the blue platform. This platform will then bounce you across a series of other ones landing you on a nice flower one that floats up.

Another ball return will appear now. When this platform is at the height of its ascent jump off it onto the railing, there will be a cobweb right in front of you. Walk around this area up here and you'll come across the Hatbox. You may have noticed by now all the circles along the railing that aren't spinning, jump up on the railing to grind through them all and get them turning.

There is now a moving platform that you can jump up on. Jump on to the party platform and head back and to the left where you can jump off and float over to the ledge with some doors on it, punch the doors to open them.

When you get in here some Censors and Bomb dudes will pop out right next to the Purse tag. Punch the door on the other end of this hallway to get to another bowl with some more Censors and a Vault containing the "Milla's Adventure" memory. Get out your ball and roll around a bit then jump up out of the bowl to grab on to the fencing around it.

Climb up the fence as high as you can and jump towards the platform in the middle with all kinds of hazards on it. Lucky for you when you're levitating you're protected from all these things! Except the spikes, you can't ever get away from something like that sadly. Levitate over the mess and jump to the pole in the middle, climb up it and jump to the flower platform near by. A ball return now appears at the bottom.

Keep your eyes up a bit and you'll see a moving platform coming around, use your levitation to jump up on to here. Watch out for the big green thing stretching across the room because it's a wall and you can't go through it, you'll need to jump over top of it and land back on the platform. As you go around you'll now notice another platform towards the middle and a door along the right side.

First go for the platform in the middle and then jump to the blue bouncer platform and you'll get shot over to where the Purse is located. From here you can jump and float all the way over to the doors and then punch them to open them. Some Censors will immediately appear. Walk through the opening in front of you.

The Race

  • Figments (97)
  • Cobwebs (0)
  • Vaults (0)

Whip out your ball and roll through this crazy checkered tube to get to the racecourse part of the party. You'll need to do the whole race while on your levitation ball. Throughout the course there will be several obstacles. The things that look like lowercase n's you can go in the middle of and they will give you speed boosts. You'll have to use these to win. Most everything else will just stop you and that will significantly decrease your chance of winning the race. You do need to get in first place to continue on in the level.

There's not really any big strategy to this race, just avoid things that will slow you down, get all the boosters you can, and stay on your ball! After you win the race you'll be taken to a new area, you're almost at the real party!

Fan Room

  • Figments (57)
  • Cobwebs (2)
  • Vaults (0)

Right smack in the middle of this area is the Suitcase Tag so don't forget to grab it. Also, directly underneath where you came in is a Cobweb. If you haven't figured it out yet, these platforms are spitting up an airstream that will allow you to float up higher when you float overtop of them.

First, from where you came in, there are a few of these platforms directly to the side, jump on the first then float to the second then the third which will float you up real high. From here up against the wall you'll find a small ledge with an item that increases the amount of Psi-Blast shots you can hold. Now go back again to where you came in the room.

Straight out in front of you is a regular platform with an airstream platform in front of it, work your way up these airstreams here. The last one will take you up by a ledge with a button on it you need to punch to activate. After punching the button the middle fan will start to move, it's time to get some more rings spinning!

I'd recommend floating up until you see a platform then fall through it, then float up again to the next one, fall and repeat. When you're done the shocks will go away from the door and you can float up there where you'll find the Purse, then punch through the door to move on.

In this room there's a bunch of crazy blue tube type things leading down to the middle, there's one right underneath you when you walk in, so if you go into the middle then head to the next one to the right, on the far side of it is a Cobweb. Jump on the blue bouncer in the middle of the floor to get back up and then jump over to the party platform to find Milla.

You've now gained your Levitation merit badge! This gives you the freedom to levitate anywhere you want!

Boathouse and Beach

You can now properly explore this area with the Levitation ball. So get out your ball and roll away from Milla towards one of the dock areas in the water, give a good jump and float over there. This dock is connected to the next nearest one with some overhead beams which has a Psi-Card on it.

From here go over to the dock that connects to the main land. Then jump out to the lone rock with a Psi-Card floating on it. Now if you've ranked up past 30 you should have another Psi-Ability waiting for you at Cruller's. To go retrieve it you can simply use your piece of bacon and tell him you "Need to regroup back at HQ" and he'll take you to his place.

Ford Cruller's Sanctuary

If you've reached level 30 then you will now gain the Invisibility Merit badge! Go through the tutorial with Cruller to learn how to use this. When you're done jump in the UTS and head back to Nein's lab to finish off the Brain Tumbler.

Sasha Nein's Lab

Head in front of the Brain Tumbler and press 'Y' for a little scene, when you are in the astral plane you can now visit Milla's Dance Party along with Sasha's Shooting Gallery from here, but go into the Brain Tumbler Experiment so we can finish that off.

Brain Tumbler Experiment - Third Visit

You'll start right in front of the big vine area this time, watch out for the Censor who is behind you. Head forward to that first meat thing that is spitting up funny colored air. You can now jump in this airstream and pull out your levitation ball to float up.

Float up this first and you can land yourself in a big bathtub with a Cobweb. After doing so you can drop through the hole in the bottom of the tub and start making your way up the vines to where we got stuck before. Punch the big piece of meat several times until the airstream comes out then float up it and land on the area in the middle up as high as you can go to get a scene.

Now you need to go over to where the scientist dropped the brain down the shoot and press 'Y' to open it and then walk into it to head down.

Blueprint Brain Tank BOSS

Alright, as you've seen the kids brain is now placed in the tank and you need to defeat it.

If you have reached Rank 30 and gotten your invisibility power this fight is going to be worlds easier for you, I have written the strategies below as if you don't have them, but if you do know that you can get out of basically every attack by simply turning invisible and running. It will also help you to get up right next to the tank without him knowing you're there.

The tank has a few different attacks, you'll see an arrow come out of the front of it very similar to the way your levitation aim works. This means that it is targeting you to shoot you, if you walk into the target it will lock on to you and unless you can get behind a pillar before it shoots you there's no way to avoid getting hit. Also note that if you are behind a pillar when it shoots you the pillar will break and be gone for the rest of the fight.

Next thing the tank will do is if you get too far away from it and there is a open path between it and you, a.k.a. no pillars, it will charge at you, this you really want to get out of the way of because it will go through pillars and everything. Just go off to the side though, if you can get moving away right before it charges your best off.

The last thing you are going to want to look out for is when a "?" (question mark) appears on top of the tank. This doesn't mean that the tank is confused, this means that it's going to launch out a Confusion grenade. There is no target for this and similar to the Bomb dude enemies it explodes in a small radius. If you get hit with it your controls will become inverted for a short amount of time and all your abilities will switch and you won't know which one is what, so this is obviously very dangerous!

Now, how to defeat it. There is a spot underneath the tank where you need to shoot it to deal damage. To reveal it you are going to need to get in the position where the tank is going to charge at you. Right before it charges at you you'll notice that it "stands up," this is the time when you are going to need to attack it. The only problem is, you can't be real far away because your Psi-Blast doesn't shoot that far.

So, we need to get up close to him. You can do this by utilizing all the pillars around to basically sneak your way up next to the tank, then wait for it to "stand up" in which case you can shoot it. After you shoot it the tank will flip over and you can run up to it and start punching it to deal some real damage. When you go to punch it though you need to be hitting it kind of on the button, so don't try to punch the front or back but get the side where you can see the button. That's it! You'll need to flip him over and attack him at least 4 times to defeat him.

Be aware that as the fight progresses on he'll become quicker and quicker with shooting confusion grenades, when he's almost dead he'll be basically constantly shooting them so watch you don't accidentally walk into one!

If you ever get in a pinch and need some health and/or ammo you can punch the pillars to break them or just get the tank to break them for you. They mostly all will draw a little of one or the other.

When the tank is defeated it will drop the brain along with blow up all the pillars which leave lots of Mental Health and Raw Energy (well if you had any left and didn't use them all during the fight). However, we have another problem now, the brain is after you!

The brain has two attacks, one is the confusion bombs just as the tank was using and the other is this really annoying green beam that comes out of it and spins around like a radar. If this hits you it will damage you, it's as simple as that. You can only avoid it by jumping over it, or being so far away that it can't reach you, but being that far away isn't going to help you win the fight any. You'll also notice if you watch that the beam will go really fast for a rotation or two and then really slow, the really slow one is going to be the critical time to get in there up close.

The brain moves by jumping around, and it can virtually jump from any one spot in the area to another spot, so there's really no use in trying to run away.

The only way to damage this is with old school style melee action. Your Psi-Blast will bounce right off it so don't even try. You need to avoid the green beam and get in right next to the brain and punch it. I recommend that you use your levitation ball and your ability to float to make getting right up close to him real easy, then when you do start punching! Of course, while you're in here you still need to watch out for the confusion bombs and the green beam. He doesn't take too long to defeat though once you start giving it to him.

Sasha Nein's Lab

You'll end up back here after you defeat the brain and Sasha tells you that he has to leave on some urgent Psychonaut business. Cruller pops out of your ear to talk with you a bit and share some ideas, off to the boathouse to meet up with Lily!

Boathouse and Lake

Right when you get here a scene will automatically take place. Well, that leaves quite a task at our hands. Go out on the boardwalk over where cotton candy head used to be, but he's not any more so we can get to this crazy thing we need to drive, but first run straight across the walk without making any turns and you'll get a Psi-Card (you've probably seen/tried to get this card before). You can also get up on the big rock right next to you here and then up on the roof of the area right next to you as well where another Psi-Card sits.

From here look back over the boardwalk you just came from and you should be able to see that there are some more Psi-Cards out there. Use your levitation ball to get a good jump and float over to the roofs that cover the boardwalk. You'll pick up 1 Psi-Card on the second to last one, then jump on the next one and you can walk on the rope up to another, continue all the way up this rope and you'll get on some netting you can climb up to get to a little wood plank with another Psi-Card.

There is a rope going off the back of this area we can walk down and then jump to a platform on our left, then up on a higher platform slightly to the left, and then more so to the left is another Psi-Card just a jump away. Now, beware to your right is a cougar type animal in a little cave, if you get too close to this animal it will try to light you on fire! About 4 shots should take out the cougar.

Now get back on the boardwalk and go over to the thing Cruller told you about; press 'Y' to open it and walk in.

Lair of the Lungfish

You'll find yourself in some sort of airbubble underneath the water. There's not much of anything you can do down here, but if you head left you'll see a bright glowing wall that you can punch through, behind it are some stairs that go only one way and that way is up, at the top is a big bell and a rope hanging down, jump on the rope to ring the bell and bring out the Lungfish.

Lungfish BOSS

In this fight you are stuck in this air bubble area and the Lungfish is right on the edge sucking in items and also spitting out items. That's really all he does, if you get too close to him you'll get sucked in and if you're too close when he's not sucking he'll spit something out on top of you. It's pretty obvious how to avoid both of these, but hurting him might not be quite as obvious.

If you attempt to shoot him you'll notice that the shots seem to kind of hit the edge of the bubble and bounce off and it doesn't do much good to throw (via Telekinesis) items at him because he's already sucking them in. However since he's already sucking things in, why don't we alter those items, to further explain, you'll notice that the boxes he is sucking in appear to have a tac symbol on them, so hang out decently close to him, not so close that you'll get sucked in, and when the boxes come by punch them open to break out the tacs and send them flying in his mouth to do some damage.

After doing a bit of damage things will change up and the camera will become the monster's eyes. He'll now be "chasing" you, although not super fast, but you'll need to run away from while staying inside the bubble (so the water's hands don't get you) and you'll need to platform your way across many obstacles. There's not really a lot of ways to go, you just have to keep moving, so I'm not going to write out exactly where to go as he chases you. Just keep your eyes out for the glowing walls you can break through, ledges to jump on and poles to swing on. After a bit of chase the fight will go back to the fish sucking up things.

Every time he switches modes you may (or may not) notice that the bubble gets a bit smaller so you have less room to move around. Be aware of where you are so that you don't walk out into the water and get grabbed by its hands.

After the second chase he'll come out and go after you by foot. In this area you'll notice that there area a lot of clam shells on the ground and that as Lungfish chases you around he swings at you with the little antenna type thing on his head. If you have gotten too close to one of these clams at any time you may remember that they snap down on you, well what you want to do is to stand behind them so that when Lungfish comes over and swings at you, you can jump out of the way and his antenna will get stuck in the clam. At this point you'll be able to pull off a few melee hits and then repeat. You'll have to get him stuck 3 times to kill him.

When it's defeated Ford pops out of your ear to share some thoughts with you, after he goes back in go into your backpack and get out the Psycho-Portal you grabbed from Sasha's lab and use it on the Lungfish to get inside his mind.

Lungfishopolis

  • Figments (113)
  • Cobwebs (5)
  • Vaults (2)
  • Emotional Baggage

Welcome to what the inside of a Lungfish looks, like, the inside of its mind that is. There is a huge town here, however, compared to the town you are gigantic. In this level you can punch most all buildings you want, the ones you can't punch are the really big ones and you can climb up the sides of these ones. Another note is that you can't use Pyrokinesis or your Levitation Ball in this level.

Not much you can do right away, just head forward and you'll get a scene that tells you about your purpose here. First goal, punch hole in prison, this is the building right in front of you with exclamation marks on top if you weren't watching when he showed you. Already you are given a new Merit badge! The Shield! You now have the power to engulf yourself in a little Psi-Shield, it works on a timer just like being invisible but you need to hold in the button.

Continue along the road and it branches, head down the right and you'll get a "news flash" and you'll also be right next to the Dufflebag, but we don't have the tag for this yet. Up a bit further you'll encounter your first enemies in this level, little tanks. Although they are small they can still do damage to you with their missile, use your new shield to block their shots and take them out with a punch. You can also get next to them and pick them up with 'Y' and then throw them, if so you choose; or easiest of all, just walk over them to crush them.

On the road up after the first few tanks head to the right and you should be able to immediately see a Cobweb. If you climb on top of this building where the cobweb is you will receive the Purse Tag. Over here you will also get a news flash about another type of enemy that shoots out an electric ray. Lucky for you your new shield can deflect this ray, so when you see these guys simply put on your shield and you'll deflect the beam back at them and kill them.

Continuing down the road and another news flash will come up to tell you about the monster proof turrets, another enemy to watch out for. These guys will lock on to you and deal massive damage, to kill these guys you need to get right next to them and melee them. The best way to do this is to use your invisibility so that they can't see you and you can just run up right next to them and punch them, or you can just do it the hard way and run towards them and use your shield every time they shoot a missile; it will block their shots.

If you take out this turret now you'll get a talk from one of the citizens about how you're supposed to be going through the laser beam tunnel, so let's head back towards where we came from and then go right to the tunnel. It is heavily guarded in front so make sure to take out all the tanks. Right when you walk into this tunnel bring out your shield because it's going to shoot a ton of little red lasers at you, with your shield out you'll deflect them all and blow them up basically.

Right when you walk in here to your right is a Cobweb, and to your left is the Dufflebag tag. You can now go back to where we saw the Dufflebag when we started the level and take care of it. Now, in the back right corner of this place is the Purse and running around, real tiny, in the back left corner is a Vault containing the "Lungfishopolis Under Siege!" memory. Now your goal is to break open the section of the prison with the exclamation points above it to free some more soldiers.

Now the blimp gets moved over by where we were before we came here, sorry for making you slightly backtrack, but I wanted to get that cobweb and purse tag or else we would have had to just come back here to get the purse! So, off we go now, out of here through the tunnel and all the way left. When you get down by the blimp you'll hear of the citizens "expert" plan, no time to go along with that though, try jumping on top of the blimp to use it to bounce yourself up to a pole above.

Lungfishopolis - Over the Dam

Shimmy across the pole to over on top of the dam to get the Hatbox Tag. Before heading into the town right here run across the top of the Dam here to find the Hatbox and at the end an item to get back a lost astral layer, behind that is also a Cobweb. Now back to where we got off the pole and into town.

Over here you'll find that there are ships on the edges of the water that shoot missiles at you, you'll probably want to make a point of taking these out right away. The missiles they shoot will home in on you, but watch out when defeating the ships because they will sink after you do and you cannot stand in the water over here.

Walk straight into here and the road will go between two large climbable buildings, but you want to climb up the next one on the left because on the top of that one you'll find an ammo upgrade for your Psi-Blast. Continue up along the road and it will soon split, immediately to the right will be the Steamer Trunk tag, let's continue down this path.

However, when you get to the end of this side you'll find some tight ropes you can walk on. Head across them and part way across you'll find an item to restore an astral layer. Right when you get off these in this next part of town there will be a Cobweb to your left. Directly to your right, on top of a building here is the Steamer Trunk. In this area, straight ahead from where you walk in you'll also find the second Vault of the level running around the road containing the "Lungfish and Loboto" memory.

Now, after clearing out this little area we can jump straight onto a battleship and head to another part of town, but it's the same part we can get to from the other way at the fork we went right at not too long ago. So, let's go back there so we don't miss anything.

When walking down this side you'll go by a big climbable building on your left, then one your right, then another on your left, this third one you're going to want to go around the left behind to get a Cobweb.

When you get to the end of this side there is also a rail for you to grind, head across this one and inside the cave it goes through you'll get the Suitcase tag. When you get to the other side a scene will automatically occur (during the scene you may even notice the Suitcase!). Well, if you've paid attention to message you'll hear they are sending some flying machines at you and after you get rid of them your men will move in some boats.

There are 8 flyers that you need to get rid of, they are each flying around dropping bombs over you right now. To get rid of them climb up any one of the buildings here and use your lock on and shooting powers to defeat them. If you choose the first building on the left you'll get an item to increase your maximum projection layers! After defeating all the copters the boats will be moved into place so that you can cross the water.

But first we need to get that Suitcase, it is on top of the last building on the right so go back there, climb up and get it! If you don't know what building I'm talking about just get on top of any of them and take a look, you'll be able to see it. Now head straight off the back of this part of the city across the boats that have been moved in to form a path. When you reach the other side you'll get another news flash. Walk forward and prepare to battle.

Kochamara BOSS

This boss is quite humorous really, he basically calls out the moves he's about to perform so you should always know what's coming, but I'll detail them anyways.

The battle will start with Kochamara flying around above you, he has two attacks he performs while he's up here. One is an attack where he dives into you and the other is an attack where he shoots a beam of sorts at you. Both can be blocked by using your Shield ability. However, if you put the shield on too early he'll wait for you to take it off before attacking. Also, the only way to damage him right now is to bounce the laser back at him, which basically means use your shield when he does the laser for sure.

After 3 hits with that he'll come down to the ground to take you on at a more personal level, but right before doing so he takes away all your energy you have saved up. He also gains some new moves. One of which is an area attack that he lets some beams out all over the place. The other is a combo attack in which he does a series of hits consecutively. Once again, both can be blocked, but don't block too early because he'll wait to attack you until you've stopped blocking.

He'll do his attacks consistently in the order of:

  1. Ram
  2. Combo
  3. Area Attack

Your time of vulnerability for him here is right after he does the area attack. You want to get as close to him as you can when he announces that's what he's about to do then right after he does it give him a few punches. After doing this 2 or 3 times he'll launch himself back up in the air and fly around some more. Defeat him up here just as you did before and he'll go back on the ground, you can then finish off the fight with an attack or two down here.

You've finally made it to the tower! Head over to it and begin to climb up, after some climbing you'll get a scene that leaves you on a mysterious island with a new item; the Lungfish Call!

Thorney Towers Home for the Disturbed

Head straight in front of you and start going up the ledges. On the first ledge you'll find Lili's bracelet, and then use the twig to swing to the next ledge where you'll find a Psi-Card. Head up the ladder and you'll get a scene with one of the best characters in this game. But before interacting with him anymore, look up and to your left to see a Psi-Challenge Marker. Use your levitation ball to jump up high enough to get it.

Get out your door and press 'Y' next to this guy to jump inside his mind.

The Milkman Conspiracy

  • Figments (165)
  • Cobwebs (4)
  • Vaults (2)
  • Emotional Baggage

When you get here you'll get a scene and then the man tells you to take a look in the fridge because there is something there that will help you. Go over and punch the fridge to get the Clairvoyance merit badge! This allows you to look through other people's eyes to see what they see, it also works with certain objects that have the "Clairvoyance Eye" on them.

Just a note in this level is that whenever you see yellow dashed areas do not try to go through them unless you have the proper item. If you do, you'll notice a little portrait of Raz appear in the top right with some jail bars closing down, if you don't get out of there before the bars reach the bottom of the picture then you'll get "arrested" and be taken back to an earlier part of the level.

Go use your Clairvoyance on the man in this room and you'll find out that the Milkman is dead, but he tells you to go to the Graveyard to dig him up, so it seems that is our first goal! So let's head out the main door and out into the main street, not the first house on your left by the teleport dude, but the next one you come across has a car to the side of it with a Crossguard Sign under the trunk, pick that up, you'll need it later.

Continue back down the street and you'll come to an arrow with yellow dashed lines surrounding it, ignore for a moment and go to the house to the right to take care of a Cobweb. Now if you go over by the yellow dashed lines you'll hear him talking about how he's working on the road crew, if you try to walk in here he'll tell you you can't pass, unless you get out your red sign, then he'll think you are working on the road crew as well and let you through.

With your sign out cross through the road crew section, jumping across the broken paths and once out of the yellow lined area you can put your sign away. Right after getting out of the road crew section on top of the house to your left is the Purse Tag. Back on the main road now to the right you'll see a phone line guy working by the telephone pole and around the house up ahead there are some gardeners working on the shrubs.

To the left of the phone line guy you may notice a mail box and another part of road that looks crooked, jump over towards it and the world will rotate so that you land on it. The second house you come to on your left will have one of those black cars like we stopped at before, go over to it and punch it to pop open the trunk and grab the Hedge Trimmers. Back behind this house jump over the fence to get the Steamer Trunk Tag.

Continuing along the road some we'll come to some plumbers, although we can't go through their area, we can go around it to get past them for now. The first house on the left right after going past them has a Cobweb you probably want to grab. Behind the Cobweb is a hatbox, but we don't have a tag for it yet. Up ahead on the road further you'll come to the graveyard finally, but we can't get in because of all the sad widowers. Behind the graveyard is the Dufflebag, but we don't have the key for that yet either.

If you go around the left side of the graveyard you'll come across a Vault containing the "Boyd: Fired Again!" memories, over here by the tree is also an item to restore an astral layer. Right outside the graveyard to the left is another piece of road that's on a funny angle you can jump over to, head over here. The first house on the right has some guys watering plants, but we can't get in here yet, so just keep going down the road.

Next you'll come to another area on your right that's kind of like a mini hedge maze, although not hard to navigate, just go straight through the middle area and you'll get a flower to become a "widow" so you can get into the graveyard now. If you go down the right side there is a crow there and if you scare him away he will drop a feather. You can now pull out the feather and then use Clairvoyance to see through the crow's eyes wherever he is.

We aren't going to turn back quite yet though, continue down the street and the second house we come to on the left has a black car outside of it again, go inside this house to get the Dufflebag tag. Continue down the street some more and the next house on the right has a Cobweb out front. Now continue all the way to the end of the road where there is a black car outside a building and also a teleport dude. Punch the black car to pop open the trunk and get the Watering Can.

If you use your levitation ball you can get up on the roof of this building and there is an item to restore an astral projection layer behind the brick Post Office sign. We can't get in this building yet, so it's time to start heading back and using all these items we've acquired.

As you head back the first yellow lined area you'll come across is the watering can people, so get out your can and head in there. Go inside the house and on the table is the Rolling Pin, make sure to grab that, but make sure you have your Watering Can in hand when you exit the house. Exit here and go across the funny angled jump right by the graveyard, now get out your flower and enter the graveyard.

In here you'll want to head to the back where some big vines are, you can't punch through them, but you can indeed burn them down. After they have burned away punch through the door and get the book, however right after you get it you'll get arrested (for not grieving in the cemetery) and you'll find yourself back in the main guys house who gives you some ideas on what to do next, oh and he gives you a rifle.

Now you're all the way back at the beginning and so let's start heading down the road again, first you'll need to get out your sign to get through the road crew again, keep going past the phone dude, but you can now go in where the gardeners are. Get out the Hedge Trimmers and jump on the roof and go into the back yard where you can get the Suitcase Tag. After that go inside the house. When you get inside get out your Rolling Pin and go behind the Rolling Pin people to get an ammo up item. On the opposite side of the room is the Purse.

Now, what you can do is either go back to the teleport dude in front of the main house (Boyd's house, where you got the rifle and started the level) and then teleport to the post office, or just walk back over there. When you get there set fire to the thing next to the door where it looks like a security code can be entered, after doing so a guy will come out to input a password to make the alarm stop. When he comes out use Clairvoyance on him to see the password he enters, which is 8545.

After he leaves use Clairvoyance on the alarm and then press 'Y', input '8545' then hit 'Enter'. Exit your Clairvoyance and go inside this building, to the right you'll find a Cobweb and also the Suitcase. After you grab the Cobweb enter the doorway and everything will be pitch black, but you'll notice there are some security cameras, use Clairvoyance on the camera to see where you're at and what's around you. As you progress through this area the view will switch between the different cameras so you can always see yourself.

When you get all the way to the end you'll see a shiny object, this happens to be the Plunger! Grab it and then head back the way you came. When you get to the end go up the stairs and then out of the building when all of the sudden...you're taken underground by some sort of monster!

Underground Monster MINI-BOSS

At the start of the fight you'll be face to face with this monster and it will move around a bit and attack every now and then by making a hand come up out of the ground and swing at you. You can easily block this with your Shield, or simply get out of the way. To deal damage you can use your Psi-Blast to shoot at it. Fairly straight forward.

After taking out about half of its life it will dive underground completely so you can't hurt it for awhile and a series of hands will continuously come up out of the ground swinging; to avoid this also use your Shield. After a short time the monster will resurface so you can deal damage again.

After you have taken out all of its life it will fall over and drop out a bunch of little bombs. Use your levitation to toss one of the bombs at it and then it will kind of become frozen, run up to it and Punch it to finish it off and it will restore one of your astral layers. You will now see a glowing blue area, walk through it to exit the battle area.

If you die during this battle you will simply be sent back to the surface, however, until you defeat this monster it will be lurking around this area so you might as well just take care of it now. Now it's time to head back to where the sewer workers are, get out our plunger and hop on in to those sewers.

After the Sewers

  • Figments (48)
  • Cobwebs (1)
  • Vaults (0)

Straight in front of you now are a bunch of assassins and to the right are phone line workers, get out your Rifle and head in with the assassins. While in this area you may notice a red laser that comes down and locks on to you, this is someone on the roof aiming at you to shoot you. If they hit you, you're dead. So, make sure you have your shield ready and whenever the sight locks on to you get out your shield to protect yourself.

Head through the assassin area and go around back of the building to get the Steamer Trunk, then go back around front and get the cobweb off of the entrance. Now go in here and up the stairs, you'll get a scene when you get to the top. In this room now be sure to pick up the Helicopter Helmet, now when a helicopter flies in use your Clairvoyance to see where they go and you'll find the location of the Milkman!

When you hear a phone start ringing hit 'B' to exit the helicopters view and go over and get the phone. Now get out your gun so you can go back through the assassins area and when you get out of there...the underground monster reappears! It's the exact same fight as before so if you need help just scroll up a bit to the first time he appeared.

After defeating him get out your phone and climb up the telephone pole. Up here you can grind across the phone wires, but make sure you jump over where the other telephone poles come up because they will knock you off and you'll have to start again. When you get to the other side go up to the door and knock on it (punch it). When they come out hide on the side of the house, then they'll close the door and at this point turn invisible and run over by it and they'll push it wide open, at this point run inside. A scene occurs when inside.

The Den Mother BOSS

This fight starts immediately after the scene and she comes out swinging with an attack right off the bat.

At the beginning of the fight she has a pattern of doing 2 things, the first thing she'll do is throw something at you and then she'll toss out a cookie box. When she throws the item at you you're going to either want to be moving or to use your shield. The cookie boxes she drops are what you're going to want to use to damage her right now. Every now and then she will switch which of the three sets of stairs she is standing on, but her attack pattern doesn't change when she does this.

You're going to have to be quick when you want to attack her. Dodge the things that will hurt you then quickly use your levitation to toss a cookie box at her. This will hurt her significantly. However, things change after you hit her the second time, she flips out the lights.

You'll notice something shining on the ground next to you, this is the God's Eye item, pick it up and then use Clairvoyance to see through her eyes. Since for some reason she can see in the dark we'll have to use her eyes to see where we are. When you are looking through her eyes you'll want to aim right at the bottom of the screen and that should hit her every time. She'll take another 2 hits in the dark to finish her off and awaken the Milkman!

You'll exit the level and now the big gates will be open and Boyd will happily be on his way!

Thorney Towers Home for the Disturbed

Right after walking through the gates make an immediate left and along the wall is a brain in a jar, punch it to free it. We'll have to take this back to Cruller later to increase our total Mental Health. At the top of the stairs where we walked get out your levitation ball and jump up and to the right to get a Psi-Card.

Walk straight in past the fountain and you'll see the Milkman has stopped there frightened. Well, to the left of him we can find a Psi-Card, in a similar spot to the right of the Milkman we can find another brain. Now head back towards the fountain then go left and you'll see a bunch of junk covering a doorway, punch it to clear the path and walk through. When you get through the other side make a right for another Psi-Card.

Now start heading the other way through this area and you'll come across a tree on your right, then there will be a thorny vined path, look to your left and you'll see another brain. After you get it head through the vine covered path to meet our next subject. Right next to her is one of her old trophies, grab it and she'll start talking to you. Now, if you want to head on in to Gloria's Mind (no pun intended) you can, or you can head back to Cruller's right now to get those 3 Mental Health upgrades from the brains we found.

Ford Cruller's Sanctuary

If you decide to head back simply pull out your bacon and tell Ford you need to report back at HQ. If you haven't been back here in awhile then Cruller will tell you about having to save Lily (from the Lungfish, which we did) and he'll also tell you about saving the other kids Brains (which we have 3 of), lastly he'll ask you to be his field agent; of course tell him "Yes."

After that talk to him again with 'Y' and he'll put the 3 brains you found back in the kids they belong in and you'll have a short talk with each of them. While you're here you may want to go down and put the Cobwebs we've found in the Cobweb machine then all your Psi-Cards/Cores in the other machine to up yourself a few ranks. When you're done go talk to Cruller and tell him "I'm ready to go back in the field," then he'll send you back to Thorney Towers.

Thorney Towers Home for the Disturbed

Now go back to Gloria and toss that Door on the back of her head to jump into her Theatrical mind!

Gloria's Theater

  • Figments (105)
  • Cobwebs (7)
  • Vaults (1)
  • Emotional Baggage

When you start you'll be in the center of this room, on one side of you there are a bunch of instruments sticking out of the floor, to the right of these is a Teleport dude and a ladder, up the ladder is the Purse, but we can't get it yet so no use going up there. But right over here there is also a Cobweb we can get, then after getting that directly behind us is another Cobweb. Now head to the right to where there is another ladder and right next to that is the Steamer Trunk Tag.

Now head up this ladder, you can't do anything with the item up top yet, but if you look to the right you'll see some sitting areas with lots of figments, jump over to the first one, then go to the one next to it and you'll find another Cobweb. Continue to the next one to get an item to increase the amount of ammo you can hold. Now jump back down to the main area here.

This time go away from the band and towards the back of the stage. Back here and to the left is the Purse Tag. On this same side if we break through a bunch of the stuff here we'll find a Cobweb in the corner and behind the web is the Suitcase, but no tag yet for that. Now that we have the Purse Tag we can go back by that first ladder and teleport dude, up the ladder to the Purse. Then return back here and go to the other side (right side) and up a little ramp to another Cobweb. Remove the web and enter.

If you just go running down this hallway the girl will close the door and Raz will say "Guess she really doesn't want to SEE anyone right now." So, at the beginning of the hallway turn yourself invisible and then run into the dressing room. Talk to her for a scene. So talk to her with the first option until she opens up the storeroom for you to get a Candle out of.

Head out of her room and the storeroom is the only other room in the hallway. Enter in here and you should immediately be able to see a Vault running around, punch it open to get the "Gloria's Cruel Training" memory. After you get the Vault on the left side of the room you should be able to see a ladder, climb up it and there is a Cobweb up top. After you get that turn around and you will see two poles you can use to swing to the other side of the room.

From here turn left to climb up two ledges where you will find a tight rope you can walk across. When you get on this rope you should be able to see the Steamer Trunk over to your left and the Suitcase Tag next to a Cobweb to your right. Climb across the rope to get the candle. From here you can grind down a banister like object, or use your levitation ball to float over to the trunk, from there you can float over to the tag and the Cobweb.

When you're done exit the room and go back into the main area, out here head straight ahead to the suitcase. Then go back to the ladder by where we got the Steamer Trunk tag earlier and climb up to the item up top we were not able to use at the time, put the candle in it and use Pyrokinesis to light it on fire. This causes a play to start, enjoy.

Well, now you have some knowledge of the Phantom, but not quite enough yet. Go over and talk to the Critic, you'll get some dialogue choices, choose all you want, but when you tell him you are leaving he'll hand you a new script. With the script in hand go over and talk to the Director. The play will automatically run after you do so, but it doesn't have any effect.

Go up to where we put the Candle in the spotlight and punch it to switch the mood of the play. Watch out while in the darker mood for everything becomes hostile and won't hesitate to attack you.

When you switch the moods some more of the play will automatically occur, after it's over take out the enemies and then you'll notice that the set now contains a bunch of swingable poles. Start on the right and work your way to the beam up top. When you get to the top Raz will notice the hot air balloon he needs to get up to the Catwalks, but he needs to find a play that will cause them to use it so that he can then use it.

Now if you look to the right of the stage you'll see a little mystical shiny area that you can walk into to switch sides of the set. After doing so go over and talk to the director and ask her to see the Knight of Joy again. This time when the play runs the knight will come out and slay the large dragon that is there. Now you can go over and jump on the dragon's head (be careful when wandering around back here, if you fall in the water it will kill you just like any other water!) From on top the dragon's head you should be able to see a shiny item on the ledge above him, jump up there and grab the "The Day the Mail Boat Finally Came" play.

Go up and punch the spotlight to switch the mood to the happier one then take the play you just got out of your backpack and go give it to the director. Now go over and jump on the boat to go to a new piece of set. After the play you will be on the boat and it will move back and forth, on the right side is a ladder you can climb up to get the "Goodbye Hagatha Home" play.

Now from this area up here head left into another one of those mystical looking things to change sets, drop down to the bottom part of this set and go through the mystical thing here too. You should be back on the first set now so go up and change the mood to dark so that the set has all the poles on it. Now take that newest play over to the director and give it to her.

During this play a hot air balloon will come down. After the play you'll need to climb up the poles again just as before and get on the balloon. You'll now be taken up to the catwalks.

The Catwalks

  • Figments (46)
  • Cobwebs (0)
  • Vaults (2)

Right when you come up there is really only one way to go. You are on a circular platform with only one section of railing missing, where this area is jump out to another platform and then another. Watch out up here for when you get near a light shining down, if you get caught in this the Phantom will start dropping sand bags on you. Use your invisibility power to go through the light or to get out of it if you get caught.

When you get to the end of this platform there will be a light trapeze that you can swing on to another platform, from here there will be several poles for you to swing your way between. Work your way across all these and you'll find yourself on another platform. Ahead of you now is a rope to jump on then some big sheets that will be bouncy like nets in other levels. Follow these sheets up and to the right and then over to another section of catwalk.

Continue in the same direction as you jumped onto this platform and you'll see a big yellow sheet that you can jump on and slide down. At the end you'll land on another platform, continue forward and watch out for the light again. Also watch out for the shooting censor up here. Go up the ladder to where the censor was and on this part of catwalk you'll find the Dufflebag Tag.

Now straight in front of you you'll have some set pieces acting like a guillotine, so jump right after they've closed then reopened so you don't get cut off. You'll have to go through two of these and after jumping through the second the Phantom will turn a light on you, just walk ahead onto the rail. Hold the Left Joystick forwards while grinding so that you have enough speed to go up the incline at the end.

At the end you'll be on a platform with some sheets in front of you, use them to bounce your way across to another platform. From here look straight ahead and you'll see a figment who looks like he's climbing up the piece of vertical catwalk, jump over to him and climb up that. From here turn right and you can swing on the light poles in front of you, if you feel like you're not going to make it, don't worry you will. If you start to move over to the edge of the pole just readjust yourself to be in the middle and when you get to the last one line yourself up with the rope to swing and jump to.

From the rope jump over to the catwalk next to you and you should be able to see a Hatbox Tag in view, go over towards it but watch out for the Buff Censors that come out. They take a lot more firepower to kill, watch for them to swing up their hands right before they attack in which case you'll want to Shield or move out of the way. Melee attacking them isn't real good since you get stuck in a combo attack and they can attack you while you're doing that.

After getting the Hatbox Tag continue on that part of the catwalk and where it stops you can see a platform section below you with a Vault running around. Drop down there and a bunch of little Censors and a Bomb dude or two will pop out, kill them all then punch open the Vault to get the "Gloria's Fallen Star" memory. Down in this area is also an item to restore an astral layer and the Hatbox. There is a ladder in the middle of this area so use it to climb back up to where we were.

Continue along this catwalk and watch out for some lighted areas up ahead. At the end of it there is a light trapeze that you can use to launch over to a pole right in front of another stage piece guillotine. Make sure you're swinging good on the pole then jump through the pieces with the same timing as before to get to the next platform.

When you land here a bunch of little Censor's pop out, take care of them then grab the Dufflebag. Continue forward and you'll enter into a little caged area that will move up a bit. Exit out of the cage when it stops moving and watch out for the Buff Censor who appears up ahead. Walk straight and watch out for the lights and the little censor that appears, up ahead you'll encounter the Phantom.

Straight in front of you now is a candle, grab it and then backtrack a few steps to where the catwalk branches off to the right. Take the candle over to this light, put it in and light it on fire to begin the battle. Now go back and run over to where the Phantom walked through the doorway.

The Phantom BOSS

When the boss battle starts you'll find yourself down by the band in the main part of the Theater. Behind you the band is wailing out some music note airstreams (hint hint) and the camera specifically shows you 3 candles. The phantom, well in his critic form, is in front of you on some crazy pen flying machine. Let's get started.

The Phantom himself really only has one attack. While he's flying around in his thing he will launch bad review words at you with the pens. These ink spots will injure you if they hit you just like any other projectile that's ever come at you before. This can be easily avoided by just moving a slight amount. The next thing he will do to try to injure you is after you've knocked him down a bunch of little enemies (like the ones from the dark mood during plays) will come out on stage while you are trying to attack him and go after you.

First things first, run over and get the three candles then go over to where the band is and jump into the music notes and pull out your levitation ball to use them to float up to the catwalk. Now there are 3 lights up here, each missing a candle. Use the three candles you just got to put one in each light. Up here the lights each have a wooden thing by them so that you can't be hit while lighting them, use your Pyrokinesis skills to light one of the candles which causes the Phantom to fall to the ground.

When the Phantom falls down is when he becomes vulnerable to any attack you want to dish out at him. Since he lets out all the little stage enemies while he's down here I don't recommend using Melee attacks to kill him because that requires you to be standing still. Instead use your Psi-Blast so that you can run around, hopefully avoiding the other things down here and killing him.

After taking down about 1/3 of his health he will get back up and go break the spotlight that you used to knock him down with. So, now when you go back up to the top you'll have to light a different spotlight, but you'll still use the same strategy to finish him off, the only difference will be that he will bring out more enemies on the ground every time you knock him down, by the time you get to the third one as long as you have more of your health you don't need to worry about dying much, just go to town on him.

After defeating him the final play will run and we'll get ourselves a happy ending!

Thorney Towers Home for the Disturbed - Asylum Courtyard

Back here Gloria happily walks away and you can grab her trophy which we'll need to use here in a bit. Now from here you can move into the Asylum Courtyard. A scene will occur when you enter.

After the scene walk forward and there is a big stone pillarish thing in front of you with a kind of broken wall to the right of it. Use your levitation ball to land yourself on this broken wall then on top of the pillar you'll find a Psi-Card. Now, drop back down by the entrance and look at that pillar, now head around to the right. When you get to the corner look up and you should be able to see a brain in a jar, use levitation to jump up there and get it.

Jump straight down from here and straight in front of you there is a wood plank leaning up against a building, stand on the closer side of it jump up with your levitation ball to see that there is a pole there. Grab it and swing to the other pole in front of it then up to a ledge with a Brain on it.

Now let's return to the entrance again and this time head to the left, not far and you'll find a section you can jump up on, from here look up a bit and you'll see a Psi-Card, grab it and now in front of you is a pole you can jump on, now from this platform there is a tight rope that leads in to a room, you can go in here now if you want to get introduced to Edgar, one of the people you have to help. When you enter there will be a short scene where you learn of what is troubling him. After the scene is over there is a Psi-Card in his room and a full Psi-Challenge Marker on the beams in the top of his room, you can use your levitation ball to jump up to it.

Exit his room via the tight rope and glance to the right of where the rope ends, you should be able to see a brain that you can go over and get.

From this brain, if you are facing the wall, jump up with your levitation ball and go backwards where you'll find a crowsnest that has another Brain in it. Jump up toward this and when you are above it hit the attack button to slam into it. You'll probably end up back on the ground now though, so work your way back up to where you got the second to last Brain and jump over to the next ledge where a Psi-Card is.

Now, the first mind over here we are going to go into is the guy standing on the ground talking about some sort of battle, but first since we just got 4 more brains I'm going to call Cruller out of my ear and head back to HQ, after you're done there tell him you want to return to the field and you'll end up right back in the Asylum Gates area you left from. Wonderful.

Now just go over to the skinny tall legged dude and slap that door on his head!

Waterloo World

  • Figments (243)
  • Cobwebs (7)
  • Vaults (2)
  • Emotional Baggage

Welcome, first thing you'll want to do is talk to one of these 2 fine gentlemen playing the game. After the scene you may notice a Hatbox Tag dancing around in the room, grab that. After that jump onto the gameboard where they are playing, you will now shrink in size so that you can wander around on the gameboard.

Now, to explain where I'm trying to tell you to go here, I'm going to try to use landmarks on the board that I think you'll be able to find. So, first notice that the houses have little rotating things on top of them that give you an idea of what each place is. Over by one of these that's probably an eatery, it has a fork and spoon on the thing, there is the Suitcase Tag.

Now there are two houses with exclamation points on them, one has a symbol that appears to resemble a farmer of sorts (a man with a pitchfork) and the other has a hammer and nail type picture, go to the hammer and nail, press 'Y' when standing right next to this house and you'll shrink even smaller so you can interact with the world here.

In this area you'll find a door with exclamation points on it, to the left of this door is an opening that goes outside and right when you step outside to the left is a Cobweb. Grab the Cobweb then go punch the door. He thinks you're the burglar who is on his roof, aka the Buff Censor, so now we need to work our way up there.

Exit out the house via the side that you came in, you'll first go on a green piece (referring to the ground spots), then a tan colored one. On the next tan one is a weird thing shooting cannonballs at you. You can block the cannonballs with your shield, but you can't defeat this guy by punching or shooting him because of his armored shell. However if you punch him so that he falls down into a little bomb shape and then light him on fire he will explode!

After taking him out turn back a bit and on your left you should come across a big cork of sorts with some exclamation points by it. If you punch this and then float in the stream with your levitation ball you can return to the medium size that you were before going to the carpenters house, there are a few of these here and there if you ever need to use them. We don't need to use this right now though.

When standing next to this cork look back at the Carpenter's house and go directly to your right, you'll come to another one of the same corks and right behind it is a Cobweb, go clear the Cobweb and then straight in front of you will be the Suitcase. Now, if you could go straight through this thing you'd be at a house with exclamation points by the door, but since you can't go through you'll have to go out and around to get there, go knock on their door.

Now we have two tasks at hand, one is to restore the people's hopes for this guy and the other is to get the Buff Censor off the Carpenter's roof. So, from the door here go around the left of the house to a ladder with an item to restore an astral layer. Climb up the ladder onto the roof where there's a bouncy sheet, bounce over to the sheet right next to it. On this second sheet you should be able to see a chimney puffin out smoke next to you, jump towards that and float through it to get a little extra boost over to the top of where we got the Suitcase.

Now that you're up here you can see the guillotine blade on one side and when you get close to it it slices down. So get out your invisibility and walk across the rope that is here when the blade is up. Watch out for the Censor on the other side of the rope, you can't shoot him while you are on the rope so you'll have to dodge all his shots until you get right next to him then just punch his lights out.

Right next to him is a doorway in the roof of this house you can punch and enter, there are a few Censors inside here along with the Dufflebag. There is also some planks over the exit of this room, punch through them and head across the rope to the roof of the carpenter's house. However, a shooting Censor is waiting for you here as well. Once you get to where this dude is and take him out you can kill the Buff dude with a few Psi-Blasts and no risk of getting hit back from down here.

After he's dead jump up to the part of the roof where he was and punch open the Vault to get the "Fred vs. Crispin" memories. Now jump off the roof and go down and knock on the Carpenter's door again. The carpenter joins Fred's army! Go back to the plug now and punch it to become medium sized again.

Straight in front of you now is the bridge that Napoleon broke right at the beginning of the level, use your levitation to move the Carpenter piece you just got to the spot connecting to the bridge at which time he'll fix the bridge!

Along the edge of the game area there is a ladder that you can climb up to get to where the guys playing are sitting, aka the life size area of the level. Climb up there and talk to Fred to get a letter that says "he cares". Now that you have that you can go back into the level to the guy who said he thought Fred didn't care and recruit him, it's the only house with exclamation points right now. After talking to him another piece puts itself on the playing board.

Recruit Soldier 2

Now go out and around the left side of that piece over to one of those corks that make you medium sized so that we can move this piece. Now take this newly acquired piece and move it to the other side of the bridge you recently fixed where Napoleon's soldier is, they will fight each other automatically and both pieces will be gone. Now Napoleon brings out another piece and breaks another bridge.

Now there is another house with exclamation points coming out of it, but first let's fix the other bridge. There is some big funny thing in the way of it, it's not really a piece, it's more like a salt shaker. Go pick it up with your levitation and throw it somewhere, it will break and be gone. Now grab your carpenter and toss it on the space next to the bridge so that he fixes it.

Now go to the house with the exclamation points and knock on the door. This guy says that he wants some "hazard pay" for his family after he's dead. Before worrying too much about that go around the right side of this guy's house where there is a bouncy net we can jump on, jump from it over to the thing on the roof with the figment, you'll grab on and be able to climb up. At the top of the roof you'll find the Dufflebag Tag.

If you remember we went by the Dufflebag before when we were trying to get on top of the Carpenter's roof so you may want to head over and get that now that we have the Tag; look up a few paragraphs if you don't remember how to get there.

Now you are going to need to get out into the life size area again and talk to Fred about this money thing. He tells you of some coin he tried to melt down at one time, if you take a look around the room you'll notice there is a fire going in the fireplace. To get this out you're going to actually need to light the fireplace on fire some more so that the logs break, then use your levitation powers to bring the coin out. Afterwards Fred tells you to go ahead and keep it.

Now get yourself back in the game to the house with the exclamation points and talk to him to recruit him. Use the cork right next to his house to become medium sized again and then levitate him over the bridge next to the soldier to ensue battle. Of course Napoleon has more soldiers to pull out to guard his stronghold, luckily there's a lucky peasant in a house right next to this soldier, let's go see what he wants.

Recruit Soldier 3

This guy wants a weapon, smart thinking of him too. He shows you the building he left his musket in so let's head over there. Go around the left of his house and there is a cork, don't punch it but get on top of it, from here you can get on top of his roof and climb up the pole holding the sign on top of his house. On this pole there is an ammo up item.

Now head over by where Napoleon has placed his latest soldier, this is the building where the musket is. In the doorway under the sign with the anvil and hammer on it is a Cobweb and inside are some Censors waiting for you.

When you walk in straight in front of you is a fireplace and to the left of it are some wood beams connected by a pole, jump up and grab onto this pole and swing to the one in front of it, on this beam turn around and swing to the one behind it, then turn around and swing straight onto a tight rope. Walk right and jump over to an area with some yellow figments and the Purse, we don't have the tag yet though.

Drop off the edge so you hang on to it and shimmy to the right underneath the crosshatched wood divider. When you get out the window there will be a wood platform underneath you, drop down on it and there is a tight rope connected to it, walk on there over to the pole it is connected to. Mount the pole and climb up and if you turn the camera back towards the house you'll notice a bunch of Censor's on the roof, that's where you want to go.

Defeat the Censors and head away from the pole you jumped from on this side of the roof, when you get to the edge look up and you'll see a big yellow pole sticking out, use your levitation ball to jump up in this poles direction, but you don't have to actually get on it just go to the other side where there is netting you can grab onto to climb. Climb around either way and drop down on the roof.

There is a Cobweb blocking the window entrance so get rid of that and then jump in here to the platform then straight ahead to where you can see the Steamer Trunk Tag dancing around. Now drop down to the bottom of this building. There are two haystacks right below where you just got the Tag, burn the bigger one to get the Musket. Now there is also some wood planks and another haystack in front of a doorway you can burn to open up a way out.

Now head back to the man's house who wanted a weapon and knock on his door to recruit him. Punch the cork on the side of his house now to medium size yourself and place this peasant next to the soldier and let them battle. After defeating that soldier Napoleon pulls a cheap trick and jams the gears to his stronghold. We're just about done with this level and we haven't really explored it too much because it's kind of confusing to work your way around, but I think this would be a good time to do some wandering.

Invade the Stronghold

If you stand by the waterwheel in the back of the guy's house we just recruited (it has the farmer with a pitchfork sign closest to the stronghold) and you face away from the house you should see a little brick bridge with a Cobweb underneath it. Behind the cobweb is the Purse Tag, and on top of the bridge is an item to restore an astral layer.

Now if you remember the Purse was in the first part of the "heavily guarded" area we just went through for the musket. If you go now over to the King's place (has the fork and spoon sign) he'll tell you about his need for a good meal and show you a place in the woods. We can take care of that now, but we still can't storm till we unclog the gear.

Facing his door head left and you'll go past a cork a little past that you'll find some stairs that lead down to an area blocked by a Cobweb. Behind the Cobweb we'll find hiding the Hatbox. Leave this area and right behind it you'll find a ladder leading up to a window, if you peer in you'll see Napoleon and Fred playing the game!

Now if you get big you'll be able to see some exclamation points around a little hut type place with a sign that has grapes on it. This is the area the King showed you to go to get him something good to eat. When you go in this area over by where your Psi-Powers are on screen a snail will appear that says #/10. There are a bunch of snails running around in this area and you need to kill 10 of them, they take a few punches a piece.

Over here there are also things connecting trees in sets of 2, punch these several times to make lots of apple figments fall out of the trees. After collecting enough snails a snail piece will fall onto the playing board. Now make yourself medium sized and move the snails over by the King's place. After doing so you'll automatically be knocking on the King's door and he'll come out to fight.

Okay now let's go for the stronghold. Head over to the area where the bridge was at between the buildings we got the musket from before, when looking at Napoleon's main fortress glance up the right and you should see a ladder leading up to a Cobweb, jump up there and grab that first. Right by where this cobweb is you'll see a tight rope you can walk on, walk on it until it ends at which point jump and float to your left, you'll find there's another rope over here.

When you get to the end of this one on your left you should see a bunch of Censor's, jump over and take them all out. The Steamer Trunk is also hanging out right here. Head around to this side of the fortress and look up a bit to see a ladder, jump up and get on this ladder. When you get to the top straight out in front of you is another platform to jump to. On this platform there is a tight rope awaiting you.

On this platform a Censor can reach you with his shots so watch out, there is also another platform you can travel across. When you get on this one your next destination is to the left towards where the guy was shooting at you from, you'll need to do some floating to make it there. When you get there target and shoot the Shooting Censor. Run across half of the rope and then jump over to where the censor was you just killed. You'll notice that his platform was connected to the main area of the castle, so jump up on this connecting stone and walk into the main area.

In here you'll find the Vault containing the "Fred vs. Napoleon" memories. From in here when you jump down if you look straight across there are two sections of the Castle wall missing up high like the one you came in, get on the one closest to the bridge. There is a cannon shooting thing out here so you'll likely want to go take it out, watch for the other one shooting you while you kill this one though of course.

Look back at the castle from this guy's spot and you'll see where the gear is jammed, just jump over there and land on it and it will fall out and the bridge will unravel itself. Now you need to go make yourself medium sized and move your King into Napoleon's stronghold to win the game! With that Fred is cured of his insanity! When you go back into the real world you will acquire the straight jacket that Napoleon was wearing, we'll use this in a bit.

Thorney Towers Home for the Disturbed

Our next place to visit isn't too far away, it's our good friend Edward who has an art/bull problem, get back up into his place (across the tight rope above you here) and toss that door on his head to enter his world.

Black Velvetopia

  • Figments (142)
  • Cobwebs (7)
  • Vaults (2)
  • Emotional Baggage

When you get here a scene will occur where you will see Edward trying to build a tower of cards to reach up to the girl in the sky who doesn't stop crying rose petal tears. Right before the bull takes you away to drop you off somewhere else in the level Raz will point out that Edward is missing all of the Queens, so there is your goal, to find all the Queens and return them to Edward so that he can reach this girl he has been trying to reach.

After the bull leaves you you'll find yourself next to a dog painting a picture of Raz, there's also two pictures next to him that you can purchase with arrowheads. One looks like a picture of a street and the other one is a picture of a flower. The street doesn't cost anything and the flower costs 5. On the wall to the left of where the dog is there is a nail that you can use to hang up the paintings.

If you're wondering what the flowers do I shall tell you now. There are a few areas throughout the level where ladies will stick their arms out of windows, but when you get close the windows will close. If you have a rose in your hands then the ladies will let you in to the windows and will keep you in there until after the bull passes, basically creating a safe area for you. So, buy the roses if you choose throughout the levels, but you can get through without them.

If you buy the rose when you hang it up it will turn into a real rose, but make sure you grab the other picture and hang it up because it opens up the path to the street. Note: In this level you'll need to pick up several paintings and use them to create pathways, if you ever get totally stumped (which you shouldn't because I'm giving you the answers), but you can use your Clairvoyance power on these paintings to get a hint at how/where they'll be used.

Now if you watch out here you'll see the bull run by every now and then. If the bull runs into you at any time during this level you'll be dropped off at the next opening that it passes, if you're in the current opening you'll be left at the end of its path.

Now go out here and head left, you'll come to an area on the right that has the Steamer Trunk. After stopping here head out the path to the left and hide yourself in where there is a fence blocking the area (although you can jump over the fence, there is nothing of interest there). Wait for the bull to go by then head up the path some more to an opening on the right blocked by big fence (the camera will also switch funny when you get in here).

Now almost right across from you is another area you can stop in on the other side of the path, go over there and get on top of this short fence. From up here you can see up and to the right on a balcony the Dufflebag Tag. From up here you should see another area on your left, then directly across is another area and when you get down in there an arm reaches out of a picture and pulls a card in. Jump in to this picture and you'll find yourself in some sort of a boxing match.

The Tiger

You are now face to face with a Tiger inside of a boxing ring of sorts. He has a few different attacks. The one that he'll be using the most is a standard combo attack. If he lands one of these attacks on you you're pretty much stuck for a few more of them which can hurt you. If you get too far away from this guy then he will run at you very quickly and immediately start pulling off a combo attack, so be ready for that. Sometimes he'll also jump down on all fours in which case when you get too close he'll do quick swipes with his paws, but then he'll pounce on you which does the most damage of his attacks.

However the last thing you want to do is get too close to him, especially right after he gets up off the ground from a pounce. If you are standing next to him at this time he'll for sure grab you and then slam you on the ground in some sort of way. After this attack you'll be stunned for a short amount of time which is no good.

His attacks are all easy to block when you see them coming. You can use your shield to block all of them and if you have ranked up enough then you'll also be able to deal a small amount of damage to him while saving yourself. When he runs at you definitely block because those combo's will come fast, and whenever he gets down on all fours be very aware of him doing the pounce because you don't want to miss your attack chance after.

The best thing you can do is go in and do one on him at a time and then back off a bit to let him do something. Block his attack and then go back at him with some more. After he attempts a pounce on you he will be stunned for a second or two so make sure to not miss the opportunity here to attack him. So this guy isn't too tough as long as you watch what he's doing and don't get greedy trying to attack him.

After you win this battle you'll get the first card, which is actually the ground you were just fighting on, and then you'll end up back in the area where Edward is. Go directly to the left and if you look up a bit you'll see a balcony with the Purse Tag on it, you can reach up here with your levitation ball. Now if you go back down in the main area and continue around the outside rim you'll come across the purse. Next watch out for the bull, but go over to Edward and talk to him to give him back the Queen of Clubs.

Card 2 Search

Now there are two pictures in this area you can jump into, one is a picture of the street which is back by where you started and the other is the picture that you came out of, jump back in that one to go back to the street where you jumped into the Tiger fight before. From now on if you jump in this picture from the street you'll go back to where Edward is.

Now you can climb up the ladder right next to you here and at the top you'll find a pole that you can shimmy across. When you get out on the other side of the street (while on the pole) watch for a minute and you'll notice as the bull goes by some poles move around. So, you're going to have to time your jumps out here to get across all these poles right after they put themselves back in place.

After going across these first two poles you'll be on a bright pink one, you're safe here for a minute. Head towards the right where in front of you a lamppost will move when the bull runs by, when you have the chance jump on to this then the next bright pink pole. You can now go to the next pink pole and then head over to the opening on the left.

When you land over here a Bomb dude and a Censor will come out. Head down further to where 3 more Censor's will appear and you'll find another painting dog. He has two pictures for sale, another Rose for 20 that will of course create another real rose and also a Guitar for 40. Buy the rose if you want, but make sure you get the Guitar cause you'll need it.

Now if you head back out of this hallway the way you came in across the hall you'll find another card floating out front of a picture. When you get close to the picture another arm will reach out and grab it, follow the arm into the picture.

The Dragon

Similar to the last fight you'll end up in an area with a contender. Instead of a basic combo this guy does an attack in which he jumps up once, swings, again, swings, and then lights a small fire in his hands. If you find yourself too far away this guy will also run at you as the last one did and then pull this last attack I talked about. For his big attack he'll stretch his arms back and do a roar of sorts at which time he'll let out an area attack of fire, right afterwards he'll kind of hover in the direction he's facing and do a few little kicks. Lastly, if you are too close to this guy as well right after attacking him he'll pick you up and slam you down just like the last guy.

The tactics to this guy aren't much different either since he fights similarly. To block his attacks just keep your eyes open for him to come after you and use your shield. Once again, if you are ranked up enough you'll be able to injure him when he hits you. Get way out of the way when he does the area attack because it can do a number on your health, especially with the kicks afterwards.

Battle him with single attacks that are well timed, right after he attacks punch him once and back off. Keep going with single punches, there's no real time when he's stunned like the last guy so just keep moving getting in your punches when you can.

After defeating him you'll get the second card, the Queen of Hearts. When you return back to the main area you'll notice that when the bull runs by instead of the entire card tower falling apart, the bottom layer always stays. Talk to him to give him the new card and yet another layer will stay now.

Card 3 Search

Head back in to the last picture you came out of and right next to where you come out you should notice a nail on the wall to hang up a picture. Hang up the rose first if you bought it to make a real rose then hang up the Guitar to make a giant Guitar ladder appear.

Climb up to the top and you'll find a Cobweb, after you get it enter the room. Walk through this room and you'll end up on a balcony, if you look out in front of you from here you'll see a "one way" sign pointing to the right. Before going that way go to the left onto a balcony, from there you can jump down to a lower ledge to the right and then walk across a tight rope to another balcony. On this balcony is a ladder you can climb up, climb it to the top then when you get off it right next to it is a lever you can pull with 'Y' to drop the ladder down to street level, you can now use it to get back up here easily.

Now go back to the balcony and head the other way. Now from this balcony you can see two pink swinging poles in front of you. Be careful of these poles because the bull can get you while you are on the first one, but not the second one. However, you don't really need to be on these anyways, however if you didn't get the rose I'd recommend hanging out up here till the bull runs by, then if you run on the ground you'll come up to a green figment on the right and if you grab this there is a sewer right there that you will fall through.

Down here there's really only one way to go and you'll come across a Cobweb on your right to grab. Head through this hallway and to your left and you'll find a Vault containing the "Edgar's Lament" memory. Continue down this hall and on your right you'll come across another Cobweb. When you get down to the end you'll be stuck at a gate, but the camera will switch up. Get out your levitation and grab on to the trash can, it will then automatically target to the yellow light, toss the can to the light and the gate will open.

Now go up the ladder here and some Bomb dudes and a Buff Censor will pop out, kill them and then head straight ahead to where a large wood pile is. Light that on fire with your Pyrokinesis and then head straight ahead to where the Dufflebag is. Keep going straight and you'll come to where we started the level by the first dog. Go back into the sewers.

Head back to where two Buff Censor's pop up by a ladder. Go up this ladder and you'll come up by another painter with 2 paintings, one that's a Window and one that's a Vine. Buy both of them. Right next to this here is a bright pink pole you can climb up, get up on the ledge up here and head straight, when it turns left keep going straight and jump across the gap. Keep going straight across on this side and go up the little section, up here on your left is a ladder on the wall, get on it and climb down to the balcony. There is a switch here to lower the ladder just as a ladder we did not long ago.

At the bottom of this ladder is another card chillin outside of a painting. An arm will of course come out and take the card so let's head on in.

The Eagle

You probably have an idea of what to expect in these fights now. This guy's combo attack is yet another step more deadly than the last two. He will walk up to you and swing his arms in a flapping motion twice and then do a few little kicks. If you're too far away from him then surely expect him to run at you and pull the combo attack. For his big attack he will fly up in the air and then come down and smash you, followed by picking you up in his talons and throwing you down. Lastly watch for the pickup and slam they have all done so far.

Now, everything can be blocked with the shield. So definitely do that. When he flies up in the air watch for his shadow on the ground and you don't have to avoid as much as make sure that when it starts you get really big you pull out your shield so that way when he lands on you instead of hurting you he'll actually be stunned for a slight amount of time.

Obviously this stun is a great opportunity to hit him and besides that treat him just like all the other guys you've fought, one hit at a time and back away. He'll go down just like the others.

After you win yet another card will be yours to give to Edward, the Queen of Diamonds. After giving it to Edward get back in the picture you just came out of.

Card 4 Search

Now go back up the ladder we dropped down and then use your levitation ball to get back up on the ledge we got on after climbing up the bright pink pole and make the turn on it this time where we jumped the gap. Get back on the side we started on and you'll come to a pole you can swing on, now walk to the end of this ledge and you'll find a nail on the wall; some Censor's will also come out now. Before hanging any pictures head to the right and there is the Hatbox Tag.

Go through the Window that appears and you'll get an item that increases your maximum depth projection, there is also a Cobweb over there. Walk to the edge of this little area and look out over the street, you should be able to see a gap over to your left on the street level with a little guy dancing; head down there. The last of the four cards gets sucked into a picture as you get close.

If you talk to this guy he tells you about Dingo the Matador, so let's head up the ladder here and see if we can't talk to this guy a bit. Walk into this room and not far away you'll find a Cobweb, head through the area it was blocking. When you enter the next room immediately to the right you'll find the Suitcase Tag. In this room in the fireplace by the Teleport dude you'll find another Cobweb. Now head down the stairs into another room.

First you'll find the Suitcase down here and also Dingo you can talk to. He tells you that he wants the billboard painted and he also gives you your last merit badge/psychic ability! With this you are now able to throw Confusion Grenades. These grenades will cause whatever is around them to become confused for a small period of time, but you have to keep stocked up on them just like ammo for your Psi-Blast.

Now head back to the painter and talk to him again. You and him come up with the plan to get the billboard painted. Your job is to distract the bull, simply toss one of your new grenades out into his path and when he hits it he will become severely confused, at this point talk to the bulldog and he'll run out there and paint the painting. Afterwards the Matador will give you an item to increase your maximum projection layers. Now it's time to go into the painting for the last card.

The Cobra

This guy is very similar to all the others, but with one key difference, you don't seem to do any damage when you punch him. First though, let's look at his attacks. He has a pretty standard combo, back like the first guy and he'll run at you get too far away and he'll grab you and toss you down if you get in too close. He's got one big attack where he pops his head off and the screen goes green, at this point he tells you you're confused and does some massive damage on you. Similar to the Blueprint Tank way back when confused you don't know what ability is what and your left and right controls switch.

This confusion attack of his should bring to mind a similar ability that we were just given, not to mention the fact that he continuously states he can't get confused as you can. You can block all of his attacks with your shield just like all the other guys you've fought for cards, but to do damage on this one you must first confuse him. This isn't exactly easy to do with him moving around though.

What I recommend doing when fighting him is using Invisibility and your new Confusion Grenades. Turn yourself invisible so that he loses track of where you are and then without getting too close throw a grenade straight at him. When it hits him he will become confused and had never seen it coming. After he's confused do your damage and get out of the way. Don't worry about running out of grenades because every time you hit him a Confusion Grenade will drop out. Just repeat this until the fight is won.

You'll once again end up near Edward, this time go to the card tower in the middle and climb up it to the top where Edward is waiting, talk to him to give him the final card, the Queen of Spades. You'll end up at the bottom again, but climb your way back up to get in to the boss fight.

El-Odio BOSS

Here you'll find yourself in a bull fight. The bull will start on the opposite side of the arena of you and soon come charging straight at you. When he's coming at you you're going to want to use your shield so you don't get hit and then he'll go straight past you and end up with his head stuck in the wall.

Now we need to make note of the items in the middle of the arena, the traditional bull fighting weapon. We're going to want to use our levitation to pick up these spears and toss them into the bull while he is stuck in the wall. There are a few poles real close together and if you are quick you can throw both during one time he's stuck.

After getting all (4) poles stuck in Odio we'll find out who he really is and who these people menacing him are. Now our goal has changed from sticking the poles in him to getting them out of him.

Now we also have a new man on the field, the Matador has come out to be our true enemy. What we have to do now is keep El Odio alive while defeating the Matador. We don't have to be really concerned about our health because the main focus is El Odio, not us, but if you do get too close to the Matador then he'll take a swing at you so watch out.

The Matador will hold up his red towel which will call over El Odio to run after him, but when El Odio gets close the Matador will hurt him. First thing we are going to want to do is toss a Confusion Grenade on the Matador and then go over to El Odio and take all the spears out of him and toss them into the ground (you need to actually aim them to get them out, if you don't then they'll just restick).

Now what we need to do is keep the Matador from hurting El Odio while doing some damage to him, but our Psi-Blast and our punches won't work either. So what we're going to do is toss Confusion Grenades on him some more and then while he's stopped we'll toss the spears on the ground at him to hurt him. However, every time he's hit he'll disappear and move somewhere else and we'll need to confuse him again or else he'll just dodge the spears like he does the punches.

When you run out of grenades you'll need to punch the flowers that are on the ground in hopes more grenades come out, sometimes it will just be health or arrowheads. It will take 4 spears to kill the Matador.

After the level Edward will paint you Loboto's Picture and give it to you, don't leave the room without getting it.

Second Visits

We are now nearing the end of the game and I know there are things in levels that we didn't get the first time through, especially in Black Velvetopia and the first few levels. What I am going to do now is go back through every level and pick up some of the things that we missed. If you don't care to do this that's no problem, you can just skip past this "Second Visit" part of this walkthrough. But if you'd like to collect the rest of the items (besides figments, because as I explained I'm not going through all those) then let's jump back into these worlds.

The second trip is to pick up any of the items we may have missed the first time through the levels, some of the first levels we didn't have all the required abilities and a few of the later ones I may have just missed some stuff so let's jump back into these minds and grab whatever we may have missed.

Since you're already right next to Edward we might as well jump back in there first, get out the door again and press 'Y' next to Edward.

NOTE: THIS PART OF THE WALKTHROUGH IS NOT 100% COMPLETE, BUT AS OF THE WRITING I DO NOT HAVE TIME TO FINISH IT AND IT IS NOT CRITICAL SO I FINISHED THE GAME INSTEAD OF EXTRAS, I APOLOGIZE, BUT THERE ARE OTHER PLACES TO FIND THIS INFO IF YOU REALLY NEED IT

Gameplan

We'll first go to Black Velvetopia because we're already right there, then for the rest of them I'm going to revisit in the order that we had first gone to them. Each time we are going to return to the Collective Unconscious since all the doors are here, it would just be silly to go find all the people again to stick doors on their heads...not to mention we don't know where Milla and Sasha have gone.

So, we're going to do all levels in order and to get back here if there is a Teleport dude in the level you can do what we just did and have them bring you back right here or you can use your Smelling Salts (in your Backpack), which will take you back to the last spot you were in the "real world", or you can talk to Cruller (with the Bacon) and tell him you want to go to HQ and then get in the UTS and travel to Nein's Lab then re-enter the Brain Tumbler which will bring you here, to the Collective Unconscious.

Second Visit - Black Velvetopia

When you enter you'll get a short scene. With the bull not running up and down the street it makes this level a lot easier to explore.

First find the picture with the Clubs coming out of it and go through it. When you get out of it go to the left where there's a tall fence and the camera changes when you get there. Use your levitation to toss the trash can on the light like we did in the sewers. After the gates open grab the Steamer Trunk Tag and go back into the street the same way you were going. The next area on the same side of the road has the Steamer Trunk to grab.

Now if you can make your way to the picture of the Hearts do so, or just go back to the main area with Edward and enter the heart picture. When you come out of it head straight across the once bull traveled road and when you get to where there was a painter go to the right (it's the only way the path goes) and when you get to the end of this hallway on the right is a nail for hanging up a picture. We only have one more and it's the vines, so get it out and hang it up.

Climb up these vines and then when you get to the top there will be a platform to the right that you can jump on. From here you can get on a pole, shimmy all the way to the right of this pole and you can swing to a ledge and then jump up into a large area. Up here you will find all the people you had to fight along with the Vault containing "Edgar's Love."

Now go back to the Matador's room and jump over the logs in the fireplace, this will take you to an area with a black floor but you can still walk there, no worries. When you get to the cobweb grab it and then grind the rail in front of you and jump over to the Confusion Bomb upgrade on the left then get back on the rail and travel down to the Suitcase.

That does it for this level! There are a few teleport dudes hanging out in this level, the easiest one to get to from here is probably in the Matador's room, so just grind this rail back and get in his room right by the fireplace talk to the Teleport dude and have him take you to the "Collective Unconscious."

Second Visit - Basic Braining

We had literally nothing when we were here, so now that we have all the tools we are going to get, we can get absolutely everything here. You might as well use the Teleport dude right at the beginning here to go to "The Cannon" because this first section has nothing to offer us.

Work your way through this area up the pole covered wall and you'll find your first Cobweb. Now go up the tight ropes in this area and turn right immediately when you get into the area with the trapezes and you'll find another Cobweb blocking the Vault containing the "Oleander's Shame" memory.

Now what we need to do is get on top of this area where the Vault we just got was, first get on top of the bump where the Trapeze is and then use the levitation ball to jump on top of the area above the Vault. Now if you face back over the area we just came up from you'll see an airplane with a cage sticking out the front of it. Use the ball to jump over to here and walk through the plane to get the Purse.

From here look straight out and slightly to the right at the big brick stone wall, down this you should be able to see the last bright pink Cobweb. Jump towards here with the levitation ball and float your way down to the final web of this area. But there is still another area of Oleander's mind.

The first Cobweb to get in this area is right after the rotating room, then go to the final area of this level and right by the door (which is now all chained off) the last web is on the ground. Now it's time to go back to Sasha's Shooting Gallery!

Second Visit - Milla's Dance Party

Start through this area as we did before, I missed a really obvious Cobweb, sorry about that. Use the ball returns to make your way through here a lot easier. When you get to the area with the big plunger that launches you up turn around behind the ladder you came out of and you should see the Cobweb just chillin on the wall.

The vault we missed is in the room with the big fan that blows you over to the ladder. If you are facing the fan you should see a flower to the left of it and from there you can jump down to an area back against the wall and down a bit from the fan, there should be a green figment by the entrance. Inside you'll find the Vault containing the "Milla's Children" memory.

Next let's head to The Milkman Conspiracy.

Second Visit - The Milkman Conspiracy

Go to Boyd's house and go straight down that street, near the end of it you'll come to a telephone pole on the right that you can climb up, grind across the rails up here and you'll come to an area with the Hatbox Tag, an item to increase your max projection layers and finally a Vault containing the "Boyd: Hired Again!" memory.

Now let's head across the funny road jump here and right after the plumber hole on the left is a house with the Hatbox in the garage. Now we are right next to the graveyard so go in the back of it on the outside of the fence to find the Dufflebag.

That should do it for all the levels (except the one door we haven't yet opened of course) so head back to camp where we have some new Psi-Cards we can get since we have all the abilities now.

Back at Camp

You can use any UTS to get to the Kids Cabins area and once you are there follow the path back to the outhouse by your cabin, get on top of the room and you should see a net and a Psi-Card you can get to with your levitation ball. Above here is a ladder you can climb up to get a full Psi-Challenge Marker.

I don't know how I missed this before, but go to the outhouse and press 'Y' in front of it to open it up, a card sits inside.

Next let's head over to the Main Campgrounds. Right when you enter to the right is a super obvious Psi-Card. Near the bottom of the ramp leading into the lodge is a speaker pole you can climb on, from here look away from the lodge and you should be able to see some far out platforms around trees. Jump out here to where a Psi-Card awaits.

From up here there is a tight rope you can walk on to, as you start heading across it you'll get to a tree on the left, look left right before it to see another Psi-Card. At the other end of this rope you'll find yet another card. Now in the middle of the parking lot area here is a card on top of the piece of wood and then start heading back toward the main lodge and once you are out of the parking lot head left and there is an outhouse with the final card of the area.

Now into the Reception Area. In this area if you take the left path all the way past pride rock to where it ends you can get up on a log platform and you'll see a Psi-Card right in front of it which is now easily attainable with the levitation ball. You can now jump forward to another similar platform and then forward again to a grind rail. The rail will get you another Psi-Card then land you in a cave where another short rail starts with a card on it.

Now head down into the cave a bit where another card and a bear await. Down into the cave more for another Psi-Card.

At the beach house and lake if you stand down by the UTS log and look out towards the lake and to your left is a large rock, on top of this is a full Psi-Challenge Marker. To get it you'll need to use the ledge with the path on it right next to this rock and your levitation powers to jump up high enough to get this marker.

..To Be Continued..

Thorney Towers - Asylum Grounds

Now, after you're done collecting everything you want to collect head back to the Asylum Grounds and you may have noticed there was another guy there with blue hair and wearing a straight jacket, talk to him and he mentions Dr. Loboto...then fully describes what he looks like. If you listen to what he says you may notice he talks about 3 specific things, each similar to items we received from the patients we helped (Edward, Boyd and Gloria).

Go into your items and put on Loboto's Portrait, Gloria's Trophy, and the Straight Jacket then talk to this man again. He'll let you into the next area.

Upper Floors

  • PSM (1)
  • Psi-Cards (16)
  • Brains (9)
  • Scavenger Hunt (0)

Head straight as far as you can over some mattresses at the end of the hallway to find a Psi-Card. At the top of the stairs head right over a hole in the ground and you'll find a door with boards over it, break in here to get a Psi-Card. On the opposite side of the room is a door that goes into a bathroom where you'll find a brain.

You've probably noticed the rats in this area that are a huge pain in the butt, they do lots of damage and confuse you. The best thing you can do is hold your shield for as long as possible when they start coming, having it upgraded is a noble idea. Shooting them when they are far is a grand idea as well, do what you can to not let them harm you. When using your shield you'll still get confused, but won't take damage so just wait out the confusion once the rats are gone.

After this go back out and head down the hall the other way. You'll come to an opening on your left with two poles you can use to get across. You'll come to another opening on the left now, go in here and drop down to get a Psi-Card. Only one way to go leading you up an incline of broken floor.

You'll come to another gap with a grind rail to get across, but half way across on the left is an open door, jump over in there and go behind the opened doorway to get another brain. Go the rest of the way across the gap and up on a rock on the right and then up a floor to get a Psi-Card on your way up and one at the top.

Now head the other way to some stairs. The floor kinda tilts weird up here to mess with your mind, head right and go out the door. Out here head to the far side where you should be able to see a Psi-Card on some rubble, then go back where you started and get on the ledge above the door you came out of. Up here is a plank that you can use to get over to a brain, then jump to a nearby Psi-Card. From here you can get on a swinging pole to another platform area with a cage on it.

From here you can jump up higher in the same direction to another area with a Psi-Card on it. Now up here head across the platform along the windows and your path will become blocked, just jump around this to more ledge area. There's an open door for you to enter, then head up the stairs. Straight off the top of the stairs is an open door to a room with a Psi-Card.

Back in the hallway is a mattress under a hole in the next floor, jump up through the ground to that floor. Straight through this floor go up the door that's opened like a ramp (this place has kinda shifted sideways it seems) In this area there is a bunch of green sludge, jump over it with the levi ball and you can land on an area going over it right next to a Psi-Card. Next drop down on the ground on the far side of the sludge for another card.

Now get back up on that ledge we got the card from and look towards where that last card was on the ground, you should see a section in the wall that looks like an opening, there's a brain in there. Now turn back around and get on the closest thing sticking out of the wall to you. Then up on the checkered part right above you. Turn back around in the direction of that brain and there's a pole you can climb up. Now run across this area to a Psi-Card, from there look down and to the right a bit for another card.

After floating down to this there's a pole you can climb up. From here you can jump to some grates you can climb on, then you'll be on a platform by a grated opening, climb up to find a Psi-Card. After getting this card you can climb up the outside of this window area. When you get in here look up and to the right a bit to see a brain and a Psi-Card, you can get there with your levi-ball.

Now go back to the window area you started at in this room and head around the path, where it stops jump up on top of the wall on the right and you'll see a full Psi-Challenge Marker to grab. Then head across that area again in the same way and jump the gap where it stops to more path. The next time the path stops is at a mattress, jump up to the next floor.

In this next area there are two doors, one on the right one on the left, the left room has a brain in it, they both have holes in the ceiling. We can use our levitation to open the right door and go up through the ceiling, then down into the other room to get the brain. Up here is a pole you can climb up to the next floor, then a tight rope you can walk across to a grind rail which will land you right at a Psi-Card.

There's a grate over the opening here you can climb up, you should see a brain near the top when you get there. After getting it turn around and head towards the window for a little scene. Ignore her warnings and head across the stairs into the elevator.

The Lab of Dr. Loboto

  • PSM (0)
  • Psi-Cards (4)
  • Brains (3)
  • Scavenger Hunt (0)

Head up the stairs and if you get all the way to the top a crow will push a button and the stairs will fold causing you to slide down a bit, so put on your invisibility to get up by the crow. You can punch the crow when you get to the top along with getting the Psi-Card and brain that are hanging out right here.

Go up the ladder for another scene. If you watched closely you may have noticed whose brains he's keeping close by on his desk...either way to your right now is a Psi-Card. Now leave this area and go all the way around the path surrounding it to get 2 Psi-Cards and 2 Brains. There is also a doorway at the top you can enter in for another scene with this crazy girl, there's some old friends up here as well if you walk in further after the scene.

Grab the Birthday Cake on the table then head back into Loboto's area, but don't go into the purple section or else you'll get "caught" and be sent back up by Milla and Sasha. Stand on the side of the turtle tank by where you come in and take out the Cake, Polkeyope will walk over towards you then you can use telekinesis to toss him out of the cage. Pick him up and go back up to the girl for another scene.

After the scene go back down to Loboto, use your telekinesis to toss the brain into the tank and even more scenes now! Shoot a Psi-Blast at Lili to free her...

The Point of No Return

Scenes...

As of this point of the game you will not be able to go back to anything. Let me repeat. You. Can't. Go. Back. After. This. Point. For. Anything. However, the game will autosave for you right before this so if you want to beat it now then worry about extra things some other day, feel free cause you'll have a save waiting for you right here. Otherwise go back now and get whatever you want, then continue on.

Tank BOSS

First thing we notice is a lot of things get piled around the tank like a shield. There are some wooden planks right up tight to the tank and some blocks around that. In the environment are some rocks along with some green little rivers.

The rocks that are stationary you can throw, you can't throw the ones circling around the tank, and the green rivers will hurt you if you step in them. Now, here's what we want to do. Take the small rocks and use your telekinesis to toss them at the bigger rocks, each one you hit will break. However, there are hands that are bringing in more blocks and they will also occasionally toss one at you, you can tell it's coming cause it will get little crooked lines all around it like it's charging up or something, just use your shield to block this.

After you have several of the rotating blocks taken out you can use Pyrokinesis to light one of the planks on fire revealing the tank, then throw a rock at it to crack the shield a bit. After doing so the barrier will be rebuilt. Everything will then speed up, repeat 2 times.

After the third hit run up towards the tank. After the scene you'll be in control of your brain, there's not much to do but toss yourself via telekinesis into the tank.

Meat Circus

  • Figments (94)
  • Cobwebs (3)
  • Vaults (1)
  • Emotional Baggage

You'll find yourself outside of the gypsy wagon again, enter it to follow little Oly whom you need to protect. Your first 2 Cobwebs will be straight ahead when you enter, go out the white doorway at the end of the hall. Head right when you enter here to find a Teleport dude along with the Steamer Trunk which we don't have the tag for yet, but if we jump on top of the canopy above where we entered we can pick up this tag then grab the Trunk. From looking at the trunk look left out over the edge and you'll see the Hatbox Tag, nearby is a Confusion Grenade ammo increase.

Now, notice the guy right by the entrance to the next area in a little "ticket booth" if you will, talk to him and he'll redeem all brains, cobwebs, and Psi-Cards you may have stocked up. Now enter into the shiny glowing aura to learn about your task at hand. Protect Oly from these crazy rabbits.

On the ground down here is the Suitcase Tag. Now for what we need to do, the rabbit is running around in circles and Oly is chasing after it and crazy rabbits are chasing after Oly. Kill whatever bunnies come to harm him and run close to the rabbit then hold it up with your telekinesis until Oly grabs it. After he grabs it he will move up higher and also regain all of his health.

Now go up one of the ladders in the middle of the area and to the middle of the tight rope, to one side (depending on the ladder you chose) you will see a platform you can jump up to, then from there up to another platform with a big fat lady on it you can use as a bouncer to get up to the platform where Oly currently is. Up here is also the Hatbox. Same thing, hold up the rabbit and let Oly get it and he'll move up more.

Whoever designed this doesn't know snakes from dildos because this part really sucks. From off the edge of this meat is a swinging trapeze bone you can use to get over to some bone poles, go up 3 of them then turn around and go up some more on to some meat then straight in front of you is a knife throwing rabbit on a platform, shoot him and then jump over to the meat with the spinning wheel, now you need to jump in front of the wheel when he's about to throw a knife but get out of the way when he throws it so it sticks in the wheel and you can swing on it to get up to this next platform. Up there of course hold the rabbit so Oly can get it.

Now there are a bunch of meat patties you can travel across to another pin wheel and knife throwing rabbit, same strategy as before. From here it's tight rope to tight rope to Oly. From here up a bit higher is another knife thrower just shoot this one and go over to his platform then to the large area with a Vault containing the "The Big Top" memory, Oly is also up here and so is the Purse Tag. Head through the curtains after Oly into the...

Tunnel of Love

Looking back at the curtains you came through on the left is a Cobweb, to the right is the Suitcase, kind of behind it by a blue figment is the Purse. Now across from the entrance you entered the area is the entrance to the tunnel which is actually a big grind rail. Along the rail is the Dufflebag Tag. I can't give you much advice for the rail, it's kind of a pain, lots of jumps and it's quick, may take a few tries, but eventually you'll get through it.

At the end is a Teleport dude and the Dufflebag. Head through the curtains when you're ready.

The Butcher BOSS

Here he is, the Butcher himself. Very very large and wielding two sweet blades. You're going to want to start by running away, maybe even on your levitation ball.

He's got a few different attacks right off the bat, one he'll swing low horizontally at you, jump to avoid. Next he'll stop and do some quick chops, just keep running and you should be out of range of this, lastly he'll get up real close to you and kick which is a lot of the time followed up by the horizontal slice. He also has a regular vertical slice, this is the key attack. You can also block all attacks with your shield.

So, what we are going to do is dodge a few attacks and then when he starts walking at a "casual" pace stay in line with him at this pace, watch for him to draw his one arm back to do the vertical slice and move slightly to the side. If you successfully get out of the way he will get his knife stuck in the ground and not only will it drop out some health, but you can jump up on it and run up his arm and punch him in the head, this will knock down 1/3 of his life. If you get in close to his feet so he'll kick at you, shield then start running out in front at him he'll kick again and you will be a good distance from him now that he'll do the vertical slice almost every time. Repeat 3 times to take down the Butcher, one of the easier bosses.

Dad BOSS

Speaking of easy bosses, this will probably not be so easy as it's quick paced platforming that's not made quite perfect. Your dad will basically show you where to go so I'm not really of much assistance, but I'll give you the generic route just for kicks.

First, up the ladder, across the swinging poles, get on a knife on the pinwheel, swing to a meat patty on the left, walk across tight rope avoiding dad's juggling pins.

Next, bounce on tramp a few times up to meat patty, swing on trapeze, jump up tight ropes (keep moving left and right to avoid projectiles) then run across rope without stopping and you won't get hit.

Continuing on, across rope, dad's being more of a jerk now thankfully. Now there is a wire grate you can jump on to that wraps around with sections missing, these jumps are crappy, you'll stay on the outside the whole time, so keep that in mind, and just keep double jumping towards the next one and trying until you make it to the top; oh and avoid the fire of course.

When you get on the last one you'll have to jump to a piece of meat behind you and then use your levitation ball to jump through a fire hoop, behind it are some air bubbles signifying an air stream, use these to keep going through the hoops until you reach the meat patty dad was on.

Now you'll have to go through a series of swinging poles with meat cleavers you'll need to avoid until you get to a tight rope to get over to where your dad was. Now there is a ladder you need to get on and just hold down to travel around this most awesome ladder ever made to conclude the worst part of the game.

Woot woot, the dads met each other, hooray.

The Butcher - 2nd Encounter BOSS

Now we have the Butcher with fire cleavers and your dad's juggling skills on the sidelines.

Luckily for us the projectiles Raz's dad throws will actually aid us. The Butcher will do the same attacks as before, but you can't jump up on his blades now for obvious reasons. However, if you toss the juggling pins into the Butcher with your telekinesis skills he will fall down and you can punch him in the head to once again do 1/3 damage. That's really all there is to this fight.

Thankfully, the ends of games always drag on for ridiculous amounts of time, so here goes some more.

Two Headed Dad Monster BOSS

You have your dad's power combined with you now, so you'll notice when you start the fight you are huge and crazy psychic style. Now if you look under the dad's health bar you'll see a blue/black dude (the blue drains down), while this is blue you will be crazy big, while it's not you'll be normal. You can only deal damage while you're crazy big, this meter will empty and recharge constantly. So when you're not big all you have to do is run away and shield yourself.

The two-headed dad basically runs after you and tries to step on you, just run and shield constantly to avoid. Once the meter is full go after and mash some punches in, you can do about 1/3 damage every time you fill up. Nothing too complicated, pretty neat being psychic huge and powerful though that's for sure.

The End

Well, that wraps up the game, you'll get a nice little happy ending cutscene plus hints at a....sequel? We can only hope. There's also no more you can do in this game unless you go back to before "the point of no return" at which the game will auto save for you in case you didn't. If you then go back there and complete anything I missed here then to really take advantage of it you would have to complete the rest of the game again (the meat circus).

Well, I hope you enjoyed it, sorry I didn't get EVERYTHING, but I did what I could with one play through, feel free to go back again and send me anything I missed, or simply enjoy the beautiful levels of this game. Thanks for checking out my guide! Rock.