Home
Home · Please take our survey · Giveaways: Age of Booty · Code Monkeys · Bob Dylan
AddThis Feed Button


- Sponsored links -

Pool Tables
Pool Tables

Cartoon School
Cartoon School






Psychonauts - Walkthrough
System: PC
Shop: Buy It Cheap · Get The Guide

Index · Codes · Guides · Your Reviews · Your Rating

                     ~~~~~~~~~~~~~~~~~~~~~~~~~~
                      [4.8] MILKMAN CONSPIRACY
                     ~~~~~~~~~~~~~~~~~~~~~~~~~~

Linda gives you a fish skeleton, which you can use to call her to take you 
across the lake any time you wish. Handy, right? You'll never use it. If 
you ever want to get back to camp, just use the Bacon and tell Ford you 
want to regroup at HQ. You'll go straight back to his lab. Do what you need 
to do, including exploring the real world, re-entering the Collective 
Unconscious with the Brain Tumbler, etc. Then return and talk to Cruller 
again to be sent back. This works even inside the dream worlds, so forget 
using the fish skeleton or the smelling salts or whatever. Just remember: 
consult the Oracle of Bacon.

NOTE: When you get sent back, it's just like loading from a savegame. You 
go back to the beginning of the area from which you were extracted. For 
example, if you use the Bacon to leave Lungfishopolis right before going to 
Kochamara Island, you'll come back to the very beginning of the city and 
have to fight your way through again. On the other hand, using the Bacon 
right after landing on Kochamara Island will cause you to come back to 
Kochamara Island. Just be careful where you use the Bacon.

So, your first job is to climb the cliff face to the asylum gates. Jump to 
the low ledge with Lili's Bracelet, then to the next ledge with a Psi Card. 
Climb the ladder and watch the cutscene with Boyd, the asylum guard. To the 
left of the gates, on a ledge, is a Challenge Marker. Get it with a 
Levitation bounce. Now use the Psycho-Portal on Boyd to enter...The Milkman 
Conspiracy.


 THE NEIGHBORHOOD
~~~~~~~~~~~~~~~~~~

Figments: 165
Cobwebs:    4
Vaults:     2

After the cutscene with Boyd, open the refrigerator to get the Clairvoyance 
power. Run around the room and collect all the figments, then use 
Clairvoyance on Boyd to find the Milkman is dead and to get the door to the 
outside to appear. Head for the door and you will be sent outside.

Welcome to Mr. Roger's Neighborhood as imagined by M. C. Escher. When 
people tell you Psychonauts is twisted, this is the level they are thinking 
about. The Neighborhood is full of secret agents "in disguise". Each group 
of agents is surrounded by a dashed, yellow line. In order to pass through 
the line, you must have a disguise just like the agents.

Start by bouncing to the top of Boyd's house and exploring the back yard--
inside and outside the fence. Consider this to be Standard Operating 
Procedure on every house in the neighborhood. In order to collect figments, 
you'll want to go into every house and explore the roof and yard of every 
house. You can also get power-ups by bashing objects in the houses and 
opening the refrigerators.

Go to the first house on the street, ignoring the black helicopters, spying 
trash cans, etc. After exploring the house, head for the next house down 
the street. Parked beside the house is a large, black sedan with a 
satellite on the roof. The trunk is open, and there is a Stop Sign in the 
trunk. Jump into the trunk to get the sign; this is your first disguise.

Go down the street to where the "road crew" is working. The house to the 
right has your first cobweb. Equip the Stop Sign and enter the road crew 
area. Jump across the broken road and go to the first house on the left. 
Get the purse tag from the roof.

Avoid the phone man and hedge trimmers and bash the black sedan next to the 
hedge trimmers for some power-ups. From the light pole across from the 
phone man, jump to the next twisted street; don't worry, the streets will 
re-orient themselves as you jump. At the second house on this street, the 
black sedan contains the hedge trimmers. The steamer trunk tag is in the 
back yard of this same house. Make a quick trip back to the hedge trimmers 
house, and get the suitcase tag from the back yard.

Continue in the original direction, sidling around the sewer workers. The 
next house after the sewers has your second cobweb and the hatbox (but you 
don't have the tag yet). Pass up the cemetery for now, and jump to the next 
street. Pass by the watering-can house, and enter the Arboretum to your 
right. Go right and walk through the small gate. Collect the figments, then 
bounce over the gate and walk through the large gate in the middle of the 
Arboretum. Collect your flowers for the cemetery disguise. Don't forget to 
walk around the small ledge surrounding the outside of the Arboretum. 
There's a figment hidden back here.

Continue in the direction you were going. The second house you come to has 
the dufflebag tag. Get your third cobweb from the next house up the street. 
Continue to the post office, and collect the watering can from the trunk of 
the black sedan. Get figments and an astral projection layer replacement 
from the roof of the post office.

Walk up to the door of the post office and USE the keypad. Enter any number 
you like; it will set off an alarm. Back away from the door and wait for 
the agent to come out. Use Clairvoyance on the agent to get the correct 
code for opening the door. (The code is randomly generated each time you 
play.)

USE the keypad again to open the door and enter the post office. The 
suitcase is here in the lobby. Use the cobweb duster to get your fourth 
cobweb and enter the storeroom. This area is completely black. Use 
Clairvoyance on the security cameras in order to see where you are going.

**IMPORTANT NOTE: users of ATI Radeon video cards have reported problems 
with the security cameras not showing anything. This problem is apparently 
caused by outdated video drivers. The newer versions of the ATI Catalyst 
drivers (version 5.4 or later) fix this problem.

There's nothing in the storeroom to collect other than the plunger. Run to 
the end of the room, get the plunger and run back out. When you exit the 
post office, you'll be grabbed by a nightmare and have a mini-boss battle 
on your hands.

Psi Blast the worm until its head explodes, then use TK to lob one of the 
bombs that fly out back into the open neck. The worm will turn to stone and 
one punch will take it out. Jump into the blue, glowing hole to return to 
the Neighborhood.

Now it's time to backtrack. Head back to the watering can house and equip 
your watering can to get in. Inside the house is the rolling pin. Be sure 
to re-equip your watering can before leaving the house.

Next stop is the cemetery. Before entering the cemetery, explore all around 
the outside grounds to find the first vault, an astral projection layer 
replacement and the dufflebag. Equip your flowers and enter the cemetery.

After collecting all the figments, use PK on the vines in front of the 
mausoleum and then punch down the door. Grab the book inside to trigger the 
cutscene that ends with you back outside Boyd's house, with a fake rifle.

Head down the street, passing through the road crew area, and enter the 
hedge trimmers house. Grab the purse, and use the rolling pin to get to the 
Ammo Up trophy; be sure to re-equip your trimmers before leaving the house. 
Head down the street and equip the plunger to get into the sewers.


 THE BOOK DEPOSITORY
~~~~~~~~~~~~~~~~~~~~~

Figments: 48
Cobwebs:   1
Vaults:    0

Equip the rifle and prepare either Shield or Invisibility. Walk into the 
area with the assassins and either go Invisible to avoid the sniper or 
Shield yourself when the sniper locks on to you.

Remove the cobweb from the door of the book depository. Collect figments 
from the ground floor, then head up the stairs to start a cutscene. After 
the cutscene, grab the helicopter pilot's helmet and use Clairvoyance to 
see the Milkman's secret hideout.

After the cutscene, pick up the phone. This is your final disguise. Re-
equip the rifle, then collect everything you can find in and around the 
book depository--the steamer trunk is behind the building. If you just want 
to finish this level, skip the next section...


 RETURN TO THE NEIGHBORHOOD
~~~~~~~~~~~~~~~~~~~~~~~~~~~~

To get the final pieces of luggage, the second vault and the remaining 
figments from the neighborhood, go back through the sewers. Return to the 
hedge trimmer house and find the telephone worker nearby. Equip the phone, 
climb the pole and ride the wires to a park.

Pick up a maximum projection layer increase, the second vault and the 
hatbox tag. Return to the "mainland", find the hatbox in a house across 
from the cemetery, then re-enter the sewers to face down the Milkman.


 THE MILKMAN
~~~~~~~~~~~~~

Equip your phone and head for the pole near the corner of the book 
depository area. You'll be sucked into another nightmare. Defeat it, then 
climb the pole and ride the wires. You have to jump over the telephone 
poles or be knocked off to your death. In order to get 100% of the figments 
in this area, you'll have to ride both wires.

Once you've obtained all the figments you desire and are ready for the 
final boss, prepare Invisibility. Knock on the door of the house, step back 
and activate Invisibility. Wait for the girl to come out of the door, then 
jump over her to trigger the cutscenes leading to the boss fight.

The Den Mother tosses two items: exploding boxes of cookies and knitting 
needles. The cookies never get further than the last stair of the staircase 
on which she is standing and are easy to dodge. The knitting needles can go 
further, and are harder to dodge, but you can Shield yourself.

There's two ways to do this:

1) The hard way: Dodge the cookies, Shield yourself from the needles, then 
TK the boxes of cookies back at the Den Mother. This is tough and takes a 
lot of coordination and luck, but the cookies do a lot of damage.

2) The easy way: Stand at the bottom of the stairs and Psi Blast her. You 
don't have to worry about the cookies as they won't reach you. Shield 
yourself from any needles she throws. The Psi Blasts aren't as damaging as 
the cookies, but it's a lot easier to hit her--you don't even have to LOCK 
ON to her.

After she takes about 50% damage, things get really interesting. She turns 
out all the lights, leaving you blind. Conveniently, she leaves some 
knitting for you to grab--it's glowing right in front of you and is called 
"God's Eye" in your inventory. Pick it up and use Clairvoyance to see 
through the Den Mother's eyes. Use the same strategy as before, though it 
will be a bit harder as your perspective has changed. Keep at it until she 
is defeated and the Milkman Conspiracy comes to its explosive end.

 

Item Collecting


Walkthrough
 




Click here to send this page to a friend!

AddThis Social Bookmark Button  

 

Google  
www.gamerstemple.comWeb