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[4.9] GLORIA'S THEATER
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ASYLUM GROUNDS
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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
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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
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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.
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