Home
Home · Please take our survey · Play Clash N Slash for Free · Giveaways: Hell Ride · Age of Booty - PS3
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

                       ~~~~~~~~~~~~~~~~~~~~~~~
                        [4.10] WATERLOO WORLD
                       ~~~~~~~~~~~~~~~~~~~~~~~

 ASYLUM LOWER FLOORS
~~~~~~~~~~~~~~~~~~~~~

Psi Cards:          4
Challenge Markers:  1
Brains:             4

As you enter the Asylum, head to your right and look up to see a brain on a 
platform above the broken wheelchair. Bounce up to free Chloe's brain. 
Swing across the bars sticking out of the wall to get Maloof's brain.

Looking back toward the front of the Asylum, you'll see two Psi Cards. 
Bounce/float to them. From the second Card, you can swing across to a 
small, broken ledge with a Psi Card and Chops' brain. Standing where you 
freed Chops' brain, wait for some crows to fly down with a basket. Go 
Invisible, drop down and punch the basket to free Milka's brain.

Bounce back up to the large ledge above you and tightrope walk across to 
Edgar's art room. After your conversation with Ed, get the Psi Card 
floating nearby and bounce up to the rafters to get the Challenge Marker.

Drop back down to ground level and talk to Fred and USE the Psycho-Portal 
on him.


 WATERLOO WORLD
~~~~~~~~~~~~~~~~

Figments: 243
Cobwebs:    7
Vaults:     2

You're in a small room where Fred and his diminutive genetic memory are 
engaged in a game that looks sort of like Risk. Your mission, should you 
choose to accept it, is to help Fred win the game by moving a knight into 
Napoleon's castle.

First, talk to either Fred or Napoleon to get the Hatbox tag. Collect 
figments from around the room, then jump into the game board.

How to Use the Game Board
-------------------------
You have two sizes while on the game board: large and small. When large, 
you'll be like Goggalor in Lungfishopolis, except you can't crush anything. 
You can walk all around the board, including in the water tiles. It's in 
large mode that you use TK to move your pieces. When small, you're down in 
the game, interacting with it and it will seem like you're in a medieval 
town. Down here, you can't go in the water and the world is full of censors 
and cannon.

To go from large to small, focus on any building and press USE. To go from 
small to large, pop a champagne cork (punch it) and float up in the gasses. 
To exit the game board while large, find the hanging tapestry near one end 
of the river and climb it.

Ready? Alright, after jumping into the game and watching the cutscenes, 
explore the board for figments and the suitcase tag. Talk to Napoleon and 
ask how to play the game.

Note the position of the first peasant's hut: it has dancing exclamation 
points over it and a revolving sign on the roof depicting a peasant. Nearby 
is the carpenter's house: same dancing exclamation points and a revolving 
sign with tools on it. Focus on the carpenter's house and press USE to go 
small.

Down here, in addition to censors, you have to deal with cannon. Cannon 
walk around on two legs, and have a metal shell that protects them from Psi 
Blasts. They will lock on to you and hit you with very painful explosives. 
There are two ways to deal with them:

1) The easiest way is to get close enough to grab them with TK and fling 
them away. If you drop them in the river, they will sink and be destroyed.

2) You can also sneak up on a cannon by using Invisibility. When its legs 
are retracted, use PK to light its fuse and blow it up.

OK, go to the carpenter's door and talk to him to find out about the 
thieves on his roof. You have to get up there and take them out in order to 
get the carpenter to come out. Pick up a cobweb from just outside the 
carpenter's work area, and then head for the peasant's hut.

On the way, stop by the large guillotine platform, remove the cobweb from 
the entrance to the lower part of the platform and pick up the suitcase. 
Knock on the peasant's door to find out his problem: he doesn't think Fred 
cares any more.

Now, climb the ladder to the peasant's roof and float up his chimney smoke 
to the guillotine platform nearby. Turn Invisible to evade the guillotine 
blade and quickly run across the tightrope and take out the censor. Bash 
through the wood planks of the attic doorway and defeat the censors inside. 
The dufflebag is here, but you don't have the tag yet.

Go through the attic, activate Invisibility, then tightrope walk across to 
the carpenter's house and defeat the censor. Jump up to the roof and defeat 
the large censor and collect the first vault. Once that's done, drop back 
down and talk to the carpenter to get him to come out.

Pop a cork to go large and use TK to move the carpenter piece over to the 
broken bridge. He'll repair it. Then climb out of the game board and talk 
to Fred to get a letter to give the hopeless peasant. Drop back down into 
the game and go small at the peasant's hut.

Give the letter to the peasant. Go large and move the peasant over to a 
space next to Napoleon's soldier. They will destroy each other. Now another 
soldier comes out and destroys another bridge. For some reason, a large 
salt shaker is blocking the bridge. Use TK to hurl it out of the way.

Move your carpenter over to the other broken bridge and he'll repair it. 
Now focus on the second peasant's hut and go small to talk to him. He'll 
only come out if you pay him. Alright, you can do that. Go large again and 
climb out of the game board and talk to Fred. He mentions a rare gold piece 
he once had. It's in the fire. Use TK to pull it out and take it to the 
peasant. Repeat mutually assured destruction between the peasant and 
Napoleon's soldier.

Another soldier now appears to guard the castle. Go small and talk to the 
third peasant, This one wants a weapon. The weapon is located in the 
castle. This would be a good time to thoroughly explore the "small" world 
of Waterloo, picking up the musket in the process.

There are figments everywhere (243 in all in this world), so spend some 
time tracking them down. Quite a few require you to get up in the air 
(float from chimney smoke or bounce off a roof) and float to get them.

On the roof of peasant #2's house is the dufflebag tag. You can then go 
back to the attic where the dufflebag is located. Next to this building is 
a large, grey palace with a blue roof. Drop down and walk around the palace 
looking for a ladder. Climb the ladder to get a figment and a cool view.

Drop down off the ledge and look for stairs going down. At the bottom of 
the stairs is a cobweb and the hatbox. Head for the restaurant next (it has 
a revolving sign of a spoon and fork). Bounce up to the roof and use the 
chimney smoke to collect figments and get across the river.

You'll be at an arched structure over a small pond. Get the purse tag and a 
cobweb underneath the arch and a max projection level increase from the top 
of the arch. Next to peasant #3's house is a waterwheel. Ride the 
waterwheel up and swing across some poles to fling yourself into the 
chimney smoke. Float up to the flagpole and grab an Ammo Up.

Now head for the castle, specifically to the left guardhouse, which has a 
cobweb blocking the entrance. Defeat the censors and collect figments. Use 
the poles on the left side of the room to swing up to a tightrope. Walk 
across to the beam, then jump to the platform with the purse.

Carefully drop off the platform so you grab the edge with your hands and 
shimmy across to another platform. Walk across the tightrope to a flagpole, 
climb up and jump to the roof of the guardhouse. Defeat the censors, then 
get a good, fast roll going on your Levitation Ball and jump to the gate 
pole. Swing across to the opposite tower, which is covered with netting. 
Climb around and drop down on the roof of the other guardhouse.

Get rid of the censors, then remove the cobweb from the door. Inside, drop 
down one level to get the steamer trunk tag. The large haystack here hides 
a figment. Drop down to ground level and PK the haystack to get the musket. 
Use PK on the door for an easy exit.

To make things easier for yourself, advance into the castle now while the 
drawbridge is down. Get the final cobweb from the side of the right-hand 
guardhouse--just climb the ladder. Use Invisibility to sneak down the 
drawbridge and into the center area of the castle. Blast the censors and 
then TK the cannon into the river. Collect the second vault while you're up 
here.

Now return to peasant #3 and give him the musket. Use him to get rid of the 
guard and the castle is open!

Not so fast. Napoleon raises the drawbridge and throws something in the 
gears to jam it. Now you have to get into the castle and remove the jamming 
piece. Getting in is much easier now that you have removed the two cannon. 
Use the tightrope on the right side, then float down to the left side rope 
to get to the main castle. Go around the left side and grab the steamer 
trunk from the low platform.

Just beyond the trunk is a ladder; bounce up to it and proceed through a 
rather tricky bit of platforming. From the first platform, the next is a 
double-jump away. Then there's some tightrope walking between the next two 
platforms. Finally, you have to make a very precise bounce/float: bounce 
out toward the tower that protrudes from the wall, when you reach it, begin 
floating to slide under the tower support and reach a sword blade.

Tightrope walk to the spear and jump over it to the next rope, which takes 
you to another sword blade, this one turned on edge. Jump up over the 
blade, then perform a double-jump as you pass over the blade and float down 
to the cannon tower. Bounce/float to the other cannon tower and remove the 
jammed piece with TK.

Time to get your knight into the castle. If you wish to go talk to the 
knight first, he's located in the restaurant across the river. He's hungry 
and likes to eat escargot. There's a snail farm behind and a bit to the 
right of the castle, so go there and collect at least ten snails by using 
TK to draw them to you.

Once you have the snail piece, start punching trees in the snail farm and 
orchard. They are full of figments, and punching trees will knock them to 
the ground. Once you are satisfied you have everything you can get from the 
small game world, punch a cork and go large. Move the snail piece to the 
tavern, the knight comes out and you can revert to large size and fling him 
into the castle to win the game and end this world.

 

Item Collecting


Walkthrough
 




Click here to send this page to a friend!

AddThis Social Bookmark Button  

 

Google  
www.gamerstemple.comWeb