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Psychonauts - Walkthrough
System: PC
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                      ~~~~~~~~~~~~~~~~~~~~~~~~
                       [4.9] GLORIA'S THEATER
                      ~~~~~~~~~~~~~~~~~~~~~~~~

 ASYLUM GROUNDS
~~~~~~~~~~~~~~~~

Psi Cards:          4
Challenge Markers:  1
Scavenger Hunt:     1
Brains:             3

You're back in the real world and the Asylum gates are now open. You 
already have the Challenge Marker and one Psi Card.

BONUS MOVIE: Equip Lili's bracelet that you retrieved earlier and use 
Clairvoyance for a scene between her and Dr. Loboto.

As you go through the gates, turn around and bounce up to a Psi Card over 
the left column. To the right you'll find J. T.'s brain in a jar, nestled 
in the hedge. Collect brains and return them to Ford for increases to your 
maximum mental health.

Get the Gold Watch scavenger hunt item by bouncing over the fountain. To 
the left of the main entrance to the Asylum is a Psi Card. To the right of 
the entrance is Franke's brain. Punch through the rubble on the right side 
of the fountain to reveal a side passage.

Through the tunnel, turn right to get the last Psi Card, then go the other 
way and look for Kitty's brain on a ledge to your left. Now that you have 
all the Psi Cards and brains from this area, it's time to return to Ford 
Cruller for a little ranking up.

Use your Bacon. Regroup at HQ and give the three brains to Cruller. Count 
your Psi Cards and Cobwebs and return to the main lodge and get enough Psi 
Cores to make Challenge Markers from your items. Get some Dream Fluffs 
while you're there. Leave the lodge and head for the GPC & Wilderness area.

Now that it's night, you'll encounter psi-cougars for the first time. These 
beasts like to set your world on fire. The easiest way to deal with them is 
to go Invisible as soon as you hear their roar, then run up to them and 
punch them. Three blows is all it takes to give them a permanent catnap.

In the Wilderness area, go to the northeast side of the GPC and find the 
geysers. Stand on the open geyser and activate your Shield. The Miner's 
Skull will pop out of the other geyser. Pick it up and head for the 
Ranger's shack and receive four ranks for finishing the scavenger hunt.

Return to Cruller's lab via Rapid Transit, convert your cobwebs and Psi 
Cards to ranks and tell Cruller you're ready to go back into the field to 
get back to the Asylum Grounds. Make your way back to the arbor where 
Gloria awaits...

 THE STAGE
~~~~~~~~~~~

Figments: 111
Cobwebs:    7
Vaults:     1

Talk to Gloria if you wish, and try to take her trophy, just to see what 
happens. When you're done having fun, use the Psycho-Portal on Gloria to 
start her dream level. After the cutscenes, bounce around collecting 
figments and such. There are a lot of figments in the seats, so be sure to 
explore those areas well, including the upper levels. To reach the higher 
seats, climb the ladder that leads to the spotlight and bounce up from 
there.

On the ground level (below the stage) you can get two cobwebs--below 
Jasper, the critic--and the steamer trunk tag--near the ladder to the 
spotlight. Backstage you can find the suitcase (no tag yet) behind a cobweb 
and the purse tag. On the platform below Jasper is the purse. In the upper 
seats is another cobweb and an Ammo Up trophy.

When you've finished your collecting run, go backstage, up the ramp and 
remove the cobweb (#5) from the door. Activate Invisibility and run down 
the hall into Bonita's dressing room. Get the figments, then talk to 
Bonita. She'll agree to come out if you can light the spotlight, which 
requires a candle.

Go down the hall to the storeroom, climb the ladder in the back left and 
get the cobweb, then jump up to get the steamer trunk. Swing across to a 
platform, then jump to a higher platform and rope-walk across to the 
candle. Ride the banister down, then jump up to the bell-pull and climb to 
the suitcase tag and the last cobweb.
 
Get the suitcase from the backstage area, then climb up to the spotlight 
and USE the candle on it. Then light the candle with Pyrokinesis. Sit 
through the cutscene.

OK, time to play director. Go talk to Becky, then climb up to Jasper and 
talk to him. He'll give you a play called "Knight of Joy". Take the script 
to Becky.

There are three sets in this segment of the world, a main set with water 
(water set), a water set used during the mail boat play (mail set) and a 
set without water (land set). Each set has two moods: happy and sad. This 
gives you a total of six scenes: water/happy, water/sad, land/happy, 
land/sad, mail/happy and mail/sad.

To change between the water set and the land set, walk through the 
sparkling portal on each set. (The water set has two portals, using either 
portal will change to the land set). You only get the mail set when you run 
a specific play.

The mood of the scene remains when you change the set. To change the mood, 
punch the spotlight. Note that, in the sad mood, the little actors turn 
into enemies and will attack you--you can fight back

You begin on the land/happy scene, without figments. Each of the six scenes 
has its own set of figments. You'll get the figments form the land/happy 
scene a bit later. For now, explore land/sad, water/happy and water/sad.

With the scene set to water/sad, use the megaphone Becky gave you to run 
Knight of Joy. The Knight comes out and kills the dragon, allowing you to 
get to the higher level of the set and pick up another script: "The Day the 
Mail Boat Finally Came".

Give the new script to Becky and run it. Jump on the mail boat to be taken 
to the mail/sad scene. Collect the figments and the script, "Goodbye 
Hagatha Home". Change the mood to happy and collect the figments from the 
mail/happy scene, then use the sparkling portal to change the set. This 
switches to the water/happy scene and you can get the figment from the 
upper level.

Use either portal in the water/happy scene to change to land/happy and 
collect your figments. Then change the mood to sad and run the "Goodbye 
Hagatha Home" script. The balloon will come down. Use the poles on Hagatha 
Home to swing up to the balloon and be carried up to the catwalks.


 THE CATWALKS
~~~~~~~~~~~~~~

Figments:  46
Cobwebs:    0
Vaults:     1

Basically, a lot of "platforming". Jump, swing, bounce or slide as needed. 
Keep an eye out for figments floating through the air and time your jumps 
to catch them. Every so often, the Phantom will drop sandbags on you. 
Either Shield yourself or run quickly ahead to dodge them. You can tell 
when the sandbags are coming by a bright green spotlight that locks on to 
you. You can also go Invisible when you see the spotlight coming to prevent 
an attack.

Eventually you will reach a fight with a censor. Just past this is the 
dufflebag tag. Beyond a set of trampolines, you will swing across a long 
set of light poles ending in a sandbag rope. Jump from the rope to the 
catwalk and head downward to get the hatbox tag, the hatbox and the vault. 
Then turn back and take the upward sloping path. You'll have to fight 
censors in both directions.

Past a set of "chompers" you'll find the dufflebag on a large circular 
platform, and a teleport worm if you want to go back and search for missing 
figments. At this point, you should have 43 of the 46 figments in the stage 
if you are shooting for a complete game. There are three more figments 
beyond.

Continue down to a small elevator, fight the censor, talk smack with the 
Phantom and pick up the candle. Run around the catwalk to the large 
spotlight, insert the candle and light it with PK. Use Levitation to follow 
the Phantom through the door. Now it's time to battle the Phantom! 
Otherwise known as Jasper, the critic.

What? You hadn't figured that out by now?

Start by running to the back of the stage and picking up three candles. Now 
jump into the music notes coming from the orchestra pit and use your 
Levitation Balloon to float up to the catwalk. You'll need to sway back and 
forth in the music stream to avoid Jasper's barbed pen.

On the catwalk, go ahead and place a candle in each spotlight, then light 
one with PK. Jasper will fall and call out some cronies. Jump down to the 
stage and LOCK ON to Jasper and start blasting. Your Chain Blast (or Super 
Chain Blast if you've been good about ranking up) will take care of the 
little guys.

You'll have to repeat this sequence at least three times--more if you fail 
to do much damage to him when he's down. At one-third damage, he'll destroy 
one of your spotlights. At two-thirds, he'll destroy another. Keep at him 
until he goes down for good.

Watch all the nice cutscenes, which end with Gloria going home and you 
gaining her trophy. One "disturbed" person down, two more to go. Head 
through the tunnel to get into the Asylum.

 

Item Collecting


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