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[4.8] MILKMAN CONSPIRACY
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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
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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
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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
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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
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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.
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