Psychonauts Walkthrough
Guide Note
This page is a full walkthrough for the 2005 platformer game Psychonauts. In addition to the walkthrough, this detailed guide includes tips and strategies on finding all Psi-Cards, Psi-Challenge Markers, Scavenger Hunt items, and Brain Jars.
We have included links to other walkthroughs, faqs, and videos below the main guide. Use the table of contents to jump to a particular section.
Fast Facts
- Developer: Double Fine Productions
- Publisher: Majesco
- Platforms: Xbox, PS2, PC
- Genre: Platform
- Modes: Single player
- ESRB rating: Teen (T)
- Release dates:
Table of Contents
- Introduction
- Kids' Cabins
- Basic Braining
- Meet Sasha Nein
- Camp Exploration
- Meet Sasha Nein - Part 2
- Brain Tumbler Experiment
- Ford Cruller's Sanctuary
- Sasha's Shooting Gallery
- Ford Cruller's Sanctuary - Part 2
- Main Campground
- Brain Tumbler Experiment - Part 2
- Ford Cruller's Sanctuary - Part 3
- Boathouse and Beach
- Milla's Dance Party
- Boathouse and Beach - Part 2
- Brain Tumbler Experiment - Part 3
- Boathouse and Beach - Part 3
- Lair of the Lungfish
- Lungfishopolis
- Thorny Towers Home for the Disturbed
- The Milkman Conspiracy
- Thorny Towers Home for the Disturbed - Part 2
- Ford Cruller's Sanctuary - Part 4
- Thorny Towers Home for the Disturbed - Part 3
- Gloria's Theater
- Thorny Towers Home for the Disturbed - Asylum Courtyard
- Waterloo World
- Thorny Towers Home for the Disturbed - Asylum Courtyard Part 2
- Black Velvetopia
- Thorny Towers Home for the Disturbed - Asylum Courtyard Part 3
- Thorny Towers Home for the Disturbed - Upper Floors
- The Lab of Dr. Loboto
- Meat Circus
- Scavenger Hunt Items and Locations
- Other Psychonauts Walkthroughs
Guide written by Timothy McClelland
Psychonauts from GamesPress
Introduction
- This page is a full walkthrough for the 2005 platformer game Psychonauts. In addition to the walkthrough, this detailed guide includes tips and strategies on finding all Psi-Cards, Psi-Challenge Markers, Scavenger Hunt items, and Brain Jars.
- We have included links to other walkthroughs, faqs, and videos below the main guide. Use the table of contents to jump to a particular section.
Controls
- Left Analog Stick - Move
- Left Analog Stick (Click) - Bring up HUD
- Right Analog Stick - Control Camera/Switch Targets
- Right Analog Stick (Click) - First Person View
- D-Pad Left - Backpack
- D-Pad Right - Psi-Powers
- D-Pad Up - N/A
- D-Pad Down - N/A
- LT - Center Camera/Lock On
- RT - Psi-Power
- LB - Psi-Power
- RB - Psi-Power
- X - Punch Attack
- Y - Talk/Perform Action
- A - Jump/Confirm (Menu)
- B - Go Back (Menu)
- Start Button - Pause/Journal
- Back Button - Backpack/Psi-Powers
General Gameplay Tips
- Journal: This is your pause menu. This is where you will save and load your games. You can use this to keep track of your Scavenger Hunt items, Psi-Cards, Psi-Cores, and anything else you can imagine.
- Underground Transit System: This is a cart system that allows you to quickly travel around the camp. It can be accessed through tree stumps.
- Merit Badges: You must collect badges by beating levels and leveling up. These badges allow you to garner new Psi-Powers.
- Psi-Cards: These are scattered around the camp. Collect them and combine them with Psi-Cores to level up.
- YouTube: Psychonauts Psi Card Locations (Time: 9:57)
- Psi-Challenge Markers: These are scattered around like Psi-Cards. However, these automatically level you up when you get them.
- Arrowheads: These are currency in the game and they are scattered around like Psi-Cards. Collect these by hitting Y when you're over pink dust coming out of the ground. Use them to buy anything at Cruller's Store.
- Cobwebs: These are scattered throughout each persons mind. Use the Cobweb Duster to get them and then turn them into Psi-Cards in Ford's Sanctuary.
- Figments: These are scattered throughout people's minds and they help you to level up.
- Emotional Baggage: These are all over people's minds. Collect tags and then combine them with the bags to claim them. When you do they help you level up.
- Vaults: These gallop around people's minds. Punch them to open them up and claim the memories.
- Teleport Creatures: These are small green guys spread around levels. You can use them to quickly jump around a level.
- Mental Health: This can be gathered by breaking apart the environment or defeating enemies. It gives you more health when yours is low.
- Ford Cruller's Sanctuary: This is where you take your cobwebs, Psi-Cards, and Psi-Cores to level up using Cruller's machines. This is also where you go to get new powers from Cruller. It can be reached by using the Underground Transit System.
- Leveling Up: This can be done in numerous ways. The List: collecting Psi-Cards and combining them with Psi-cores, Psi-Challenge Markers, collecting figments, emotional baggage, and vaults, and collecting the items on the Scavenger Hunt list.
- Cruller's Shop: This is where you take your arrowheads to buy useful items. It's located in the lodge in the Main Campground area. Each item has a cost and a certain rank you have to be before you buy it.
- Cobweb Duster: This allows you to collect the cobwebs in people's minds. Buy this as soon as possible because it negates lengthy backtracking later in the game.
- PSI Energy Colorizer: You don't actually need this. It changes the color of your Psi-Powers. It's useless and if you buy it, save it for last.
- Mental Magnet: This pulls things, such as mental health, towards you so you don't have to run around and collect them.
- Dowsing Rod: This allows you to find arrowheads that are buried deep in the ground. They are worth more than regular arrowheads.
- Psi-Core: These allow you to combine your Psi-Cards together to make a Psi-Challenge Marker and, subsequently, level up.
- Dream Fluff: This rejuvenates you when your health hits zero. It will fill up your health meter, but you can only carry three of them.
- Psi-Powers: These are garnered by collecting merit badges.
- Marksmanship: This allows you to fire energy from your head, which acts like a gun. Hold LT to select a target and RT to fire. When you're locked onto a target, you can switch to another target by using the right analog stick. You get ammo for this by breaking things around the environment and killing enemies.
- Telekinesis: This power allows you to move certain objects with your mind. To use it, hold down whatever button you have it assigned to and then an arrow will come off the object. Move the arrow to where you want the object to go and release the button you're holding down. This launches the item to the newly appointed space.
- Levitation: This comes in the form of a ball. This ball allows you to jump higher than normal and, if you hit LT, you can use it to float through the air. This also protects you from danger on the ground such as fire and electricity, but not spikes.
- Invisibility: This allows you to go invisible. You're able to hide from enemies and enter certain areas that are motion activated. This ability comes in very handy in numerous boss battles. This only lasts for a short period of time, but when it's drained it will recharge so you can use it again.
- Pyrokinesis: This allows you to set certain items on fire. You must hold whatever button it is assigned to and a meter will charge. When it's full, the object in question will catch fire. This can be used on enemies and to burn certain objects from your way.
- Clairvoyance: This allows you to look through someone else's eyes. In order to use this, you must have an object that links you to something or someone. Then you can hit the button it's assigned to in order to see through their eyes. This is mainly used during puzzle solving, but there is one boss battle where you must use it.
- Confusion: This comes in the form of grenades. You are able to lock onto someone and throw a grenade at them with the assigned button. These grenades will confuse the person and allow you to attack them while they're dazed.
- Shield: When you hit the assigned button a bubble will envelope you. This keeps you from being harmed. You must hold the button down to maintain the shield, but it only last for a short period. It will recharge and you can use it again after a short time.
Psychonauts Walkthrough
Kids' Cabins
Pick a Bunk
- After the cut scene, pick a bunk. You're asked for a nickname. Put in a name and your profile is created.
- After the second cut scene, you're given a brief tutorial on looking around followed by descriptions of Psi-Challenge Markers and Psi-Cards.
Kids' Cabins Exploration
- NOTE: You're able to go straight to Basic Braining to complete Coach Oleander's obstacle course with the rest of the kids. This section is simply exploring the camp for arrowheads, cut scenes, Psi-Cards, and the first Psi-Challenge Marker. You do not have to do this, but it helps in leveling up faster.
- Take a left and open the outhouse to get a Psi-Card. There's an arrowhead next to the outhouse.
- Go around the side of the cabin where you started. You find an arrowhead and a Psi-Card. Go around the back of the cabin and you find another arrowhead.
- On the other side of the cabin is a short cut scene.
- Along the fence on the right side of the camp, there's another arrowhead. Follow the fence/dirt path and you're told that the rest of the camp is off limits.
- Turn around and talk to the kid on the right. You get a short cut scene about him hunting for bears.
- In front of the bear kid, is the large twisted tree. Walk around the tree and you can grab a few arrowheads and a Psi-Card on or between its roots.
- Under the wooden walkway leading up the tree, there's another arrowhead and Psi-Card.
- To the left of the wooden walkway, there are two kids talking. Talk to them for a cut scene.
- To the left of the kids, there's a cabin with an arrowhead by it. Next to the arrowhead is a kid peeping in a window. Talk to him for a cut scene.
- On the other side of the large tree is Dogan, the strange blue kid. Talk to him for a cut scene. Close to him is a speaker pole. Get close to the pole and it will allow you to climb it. At the top, you find another Psi-Card.
- There's also a net next to the strange kid. If you jump on the net it allows you to get on the roof of the cabin where you get another Psi-Card.
- On the roof, there's a tightrope. Walk to the center of the tight rope and there's a swing on your right.
- Jump to the swing and swing back and forth to build momentum. Once you have it, swing to the net with the Psi-Card on it.
- From this net, jump to the wooden ladder next to it. At the top of the ladder, you will find a Psi-Challenge Marker.
- From this area, jump back down to the roof with the tightrope. Walk the tightrope to the other cabin and get a Psi-Card from its roof.
- On your right are some wooden poles. Jump up and grab the lowest pole. Push forward to swing and, when you have the momentum, jump to the next pole. Do the same to jump to the netting on the tree in front of you. Climb the netting and jump to the left to grab the next Psi-Card.
- Beyond this Psi-Card is a cave. In the cave you find an arrowhead. Slide down the length of the cave and you find a safe. The contents of the safe are frozen solid.
- TIP: The safe contains a scavenger hunt item.
- Climb the netting on the left side of the cave. Climb back towards the entrance. When you come to the end of the netting, do a double jump off of it to the wooden area on the other side.
- Follow this and you find three arrowheads and two Psi-Cards. At the end of the cave, there's a ladder leading back up to the camp.
- Once you've gathered everything, walk up the wooden walkway in the area.
Basic Braining
- At the top of the wooden walkway, you get a short cut scene where you're given smelling salts.
- TIP: Smelling salts take you out of a persons mind instantly. You then have to start again from the beginning. They are useless.
- You can talk to all the kids here, but, in order to start Basic Braining, you have to talk to Coach Oleander.
- YouTube: Psychonauts Basic Braining (Time: 10:11)
Obstacle Course 1
- After the cut scene, follow the prompt to hit X and punch the coach in the face. This knocks the wall down.
- Go out the open wall into the war zone looking area. You get a cut scene and then it's time to make a run for it.
- TIP: You're given on screen prompts as you run. They give you the basic controls needed to complete the course.
- There are explosions as you run forward across the bridge. These leave gaps in the bridge, which you must jump.
- After the first gaps, you come to another two gaps, but these you must double jump to cross.
- On the other side, you get your first Figment.
- Turn left and double jump to the first emotional baggage. You need the tag to get it.
- Turn right and double jump across the gap. Here, you find the tag. Jump back across the gap to get the emotional baggage.
- Jump back across to where you found the tag. Grab the three Figments here.
- Climb the ladder and you grab a few more Figments as you climb.
- NOTE: There are Figments everywhere. Keep your eyes peeled and grab them when you see them because there are too many to list.
- Grab the baggage tag here and then climb the pole by the projection on the wall.
- At the top of the pole, jump off and go left to climb another pole.
- Go to the other side and climb down the ladder. Here, you have to time your descent to avoid the fire that periodically shoots out of the wall.
- At the bottom of the ladder, you get a cut scene.
- Go down the ladder on the right to grab a few Figments.
- There are two ways to tackle this next part.
- You can simply climb the ladder on the other side of the rocket, jump the blimps that are flying around the gap, and then scale the rocks to the cement steps.
- You can also go down the hole at the back of the area, which is marked by a red sign. This leads to a metallic tunnel filled with figments. Run and jump your way through the tunnel. It ends by the rocks that lead to the cement steps.
- At the top of the cement steps, jump up and grab the cement wall on the right. Shimmy across it to the other side.
- Jump off the wall and go to the pipe at the base of the rocks on the left. Here, you find the emotional baggage that goes with the tag you found.
- Go back through the pipe and jump up the rocks on the left.
- At the top, locate the first net. There are a few nets that lead to the top. Jump on these nets to get to the next cement ledge.
- Here, there's a wall with a climbing net on it. Jump on the net and climb it to the top of the area. Sections of the wall explode as you climb. Make your way around these areas as you climb.
- At the top, there's a minefield. You can see the mines bulging out of the dirt. Just navigate your way around them to the other side.
- TIP: Dogan needs help crossing the field. You don't have to help him, but if you do he will follow you. If at any point he says he can do it, hit Y to get him back on track before he steps on a mine. If you get him to the other side he gives you some psychic arrowheads.
- On the other side, climb the flag pole. As you do, you push the flag to the top, which opens the door in front of you.
- Go through the door and grab the Figments. Once you have them, punch open the door and jump out.
Obstacle Course 2
- You have to jump on the button in the middle of the area. This activates the game that you must defeat to open the way to the next area.
- When you jump on the button, you get 60 seconds to score 30 points. You have friendly targets and bad targets. Punch the bad targets to score points.
- When you beat the game, the gate opens.
- TIP: You can replay the game, but it gets harder. Your reward for replaying it is psychic arrowheads.
- Through the gate, there's a vault. Punch the vault to unlock it.
- On the far side, punch the wall with the bad guy from the game on it. The wall will fall, which creates a bridge to the next area.
- TIP: There's a little teleport creature here. You can use him to transport yourself back to past portions of the level.
- In this area, you must traverse towards the turret that's firing on you. In order to do this, punch the brick wall and it falls, which causes the next brick wall to sprout up.
- TIP: There's also a luggage tag and some emotional baggage as you make your way through this area.
- When you reach the turret, it stops shooting.
- TIP: At this point, you can go back and gather any Figments you missed.
- Climb the ladder on the left side of the turret.
- Grab the luggage tag and Figment before jumping and punching through the wooden planks on the ground.
- Go into the hole you created.
- Climb the flag pole to open the door to the next area.
- Once through the door youl slide down the path.
- TIP: There are Figments along the path. The only way to get them is to guide yourself towards them as you slide along.
- In this area, you must use the poles on the wall to swing up to the next level. Swing up, using jump when you have the momentum, and use Y to change the direction you are facing. Watch out for the fire at the top before jumping to the rock ledge.
- Here, you will find the emotional baggage that goes with the last tag you found.
- Climb the next wall in the same way as the last one. It's complicated by fire, which makes it all about timing. Time your jumps and this is no problem. Make your way to the metal ledge with the Figment on it.
- Punch the cracked wall on the metal ledge and bust through to the next area.
- NOTE: You find your first mental cobweb here, but you can't get it just yet. You can come back for it when you've purchased the Cobweb Duster.
- Jump up the tightropes in this area. Jump up the first three. Look and jump left to get on the next two. At the top of those, you have to look and double jump left to climb the next three.
- At the top, go to the metal platform and punch through the cracked cement wall.
- TIP: The trapeze is right if front of you, but you can bypass it for a moment to gather the Figments in the area. There's also another mental cobweb that you can't get.
- Get on the first trapeze and build momentum. Jump to the second and then onto the wooden platform with the luggage tag.
- Go up the ladder and across the tightrope to another wooden platform.
- Get on the second set of trapeze. Jump from the first to the second and hit Y to change directions. Jump to the wooden platform.
- Go down the ladder and swing across the next set of trapeze to a cement platform.
- To your right are grind rails. Slide down the rails and, as you go, you have to jump back and forth between the rails as they will suddenly end or an obstacle will be in your way.
- At the bottom of the rails, the bully comes towards you and you have to jump over him in order to defeat this course.
Obstacle Course Finale
- Follow the path until you hit the wooden planks.
- Here, you have to walk across the planks as the room spins. Try and stay level with the room as the planks come along and this is no problem.
- When you get to the end, jump off the wooden beams and onto the metal platform.
- NOTE: There's another mental cobweb that you're unable to get for now.
- Slide down the grind rail to the next area.
- Go to the door on the right side of the room.
- NOTE: There's another mental cobweb by this door that you can come back for.
- Go through the door and Coach Oleander gives you your first merit badge.
- After this, you go back to the camp in a cut scene.
Meet Sasha Nein
- Go down the wooden walkway and head towards the area that was closed off to you the first time you explored here.
- You will get a cut scene where you have to pay two little girls to cross the bridge.
- Once you cross, you receive your first scavenger hunt list.
- At this point, you can explore each area that has now become open to you or you can go straight to Sashs Nein's secret lab.
- To get to the lab, pull up the map on the pause menu and head for the green X located in the GPC.
- TIP: It helps, in leveling up your character, to explore each area and gather Psi-Cards, Psi-Challenge Markers, and arrowheads.
- NOTE: The following sections pertain to exploring the newly opened sections. If you do not wish to do this, jump to the Meet Sasha Nein - Part 2 section of the walkthrough.
- YouTube: Psychonauts 1-2 (Time: 10:15)
Camp Exploration
Main Campground Exploration
- NOTE: This is, again, optional exploration, but it can help you gather items that are useful.
- To the right, there's a Psi-Card by the fence.
- Go left, from the bridge where you started, to the speaker pole. Climb the pole to grab a Psi-Card.
- TIP: Look for arrowheads as you make your way around. They are everywhere.
- Walk the tightrope to grab the Psi-Card in the middle of it.
- Stop at the building and jump onto the roof. There is a Psi-Challenge marker in the middle of the green roof. You can find a Psi-Card at the edge of the green roof and another one under the green roof on the orange shingles.
- By the Psi-Card on the corner of the green roof, there's another tightrope. Walk across that to find another Psi-Card.
- Go back to the green roof and jump onto the first tightrope again. Continue to walk across it until you reach another speaker pole where you meet up with two kids. You get a short cut scene and there's another Psi-Card here.
- Jump off this speaker pole tower to the right and grab the Psi-Card by the large rock and tree.
- Turn around and go to your left. When you reach the wooden walkway jump over it and grab the Psi-Card on the ground.
- Go up the wooden walkway and enter the lodge.
- On your right when you enter the lodge, you find Cruller's Shop. Talk to him to shop.
- TIP: To start, buy at least one Psi-Core. Buy two if you can. These turn your Psi-Cards into Psi-Challenge Markers, which you can only do at Cruller's Sanctuary. Before leaving the shop, take notice of the Dowsing Rod and the Cobweb Duster. These are great tools to have and they should both be on top of your list of things to buy.
- Leave the lodge and walk down the wooden ramp. Go straight down the dirt path towards the parking lot. You can see a Psi-Card on a rock to your right.
- Enter the parking lot and look left to see a Psi-Card on the tree trunk.
- Right in front of you, there's a car with a Psi-Card above it. Go to the front of it and double jump onto the hood. Jump up to the roof, which will bounce you like a net, and you can grab the Psi-Card.
- Across the parking lot, there's a basketball hoop with another Psi-card. Jump on the rock next to the hoop and use that to jump to the hoop. You can grab the rim and pull yourself up to grab the Psi-Card.
- TIP: If you notice the stump in the middle of the parking lot, you can see a Psi-Card on top of it. You are currently unable to get it, but later you can come back for it when you have Levitation. This also goes for the Psi-Card's that can be found on the rocks next of the parking lot entrance, which leads to a trapeze and tightrope both with Psi-Cards.
- Just before leaving the parking lot, look for an outhouse. You can open the outhouse and grab a Psi-Card.
- Leave the parking lot and go left to enter the reception area.
Reception Area Exploration
- NOTE: This is, again, optional exploration, but it can help you gather items that are useful.
- Go forward through the camp fire area. Get on the dirt path and follow it until you see a Psi-Card on your left.
- Just past that Psi-Card will be a bear. Run past the bear and grab the Psi-Card located next to the headstones.
- Run back past the bear to the dirt path.
- TIP: At this point, it's not worth it to fight the bear, but you can kill him soon enough.
- Continue down the dirt path. Go up the stairs and into the trailer for a cut scene with Cruller.
- Follow the dirt path to the right past the trailer. You come to a light post on the left with an Underground Transit System tree stump and cave with a Psi-card on the right.
- Grab the Psi-Card by the cave, but don't enter the cave.
- TIP: You can enter the cave when you get your Psi-Blaster, which allows you to kill the bear inside. Once in the cave, you can get four more Psi-Cards. You can make it five if you jump on top of the upper cave opening.
- Turn around and go into the area opposite the cave, with the swamp on the right. Go up the hill on the left and grab the Psi-Card from the rocks on the left.
- Right in front of the rock is a tree with a tightrope. Jump on the tightrope and get the card on the rope. Follow it to its end and get another one.
- Jump of the platform and you find yourself back at the tree stump and cave entrance.
- Go back across the path to the area with the swamp on the right. Follow the path until you reach the rocks. You can scale the rocks in front of you.
- On the rocks, you can grab a Psi-Card and then jump across the waterfall to get another Psi-Card.
- Jump down the rocks and you can find another Psi-Card.
- Jump across the water on the right to grab another Psi-Card.
- Run behind the waterfall to grab another Psi-Card.
- Follow the area where you found the card before the waterfall and you'll reach a ramp leading up. Follow it until the path is blocked by trees. Hang off the side of the path and shimmy around the trees. Continue to the top to grab another Psi-Card.
- Go back to where you first climbed the rocks. To the left of them are more scalable rocks. Climb them, and use the area with the tree to the left if need be, to get the Psi-Card on top of the rocks.
- Looking at the swamp from this high rock, you have a tree on your right with a Psi-Card and on the left, you have trees you can't see through.
- Jump on the lower part of the tree stump to grab the Psi-Card on the tree branch to your right.
- Jump to the back most rock against the wall and face the trees you can't see through. Jump into the trees and jump again to get to a cave opening in the wall with a Psi-Challenge Marker.
- From here, you can jump forward to a long platform to grab another Psi-Card.
- Directly across from this, you can see another Psi-Card on a wooden post, but you can't get to that until you obtain levitation.
- Get back on the dirt path and follow the wooden bridge to the GPC and Wilderness area.
GPC and Wilderness Exploration
- NOTE: This is, again, optional exploration, but it can help you gather items that are useful.
- Go left and hop down into the water. Turn around and find the Psi-Card under the overhang.
- Get out of the water on the left side and find Cruller by the shack.
- To the right of Cruller you can jump up the rocks, grabbing the arrowheads along the way, to get to the landing and a Psi-Card on top.
- There's a kid flying paper airplanes here. Look to the shack on the left to see a hole in the roof. You can jump across to it and enter the shack through the hole.
- Inside the shack, there's a Psi-Challenge Marker. Grab that and use the table in the corner to jump back out through the hole in the roof.
- Climb back up the rocks and then jump to the log bridge that spans the river. Grab the Psi-Card here.
- Climb the rocks again and find the branches at the back that you can swing across. Swing across these branches to reach a Psi-Card and another grassy platform. Grab the arrowheads on this platform and jump down through the log to get another Psi-Card.
- Go back to the shack and walk between the shack and the rocks. There's a narrow path that leads to another Psi-Card on a rock.
- There will be a path of rocks and logs in between the blue fence and the mountain. Follow along this path and grab all the Psi-Cards and arrowheads.
- TIP: The bear is here, so avoid him as you go.
- At the end of the path, there's the crows feather to your left.
- TIP: The crow's feather isn't helpful until you obtain Clairvoyance.
- From the rock where the crow's feather was, jump over to the rock above the cave to grab another Psi-Card.
- TIP: To the left are rocks to high to climb, but when you achieve Levitation you can get up there and grab a Psi-Card. Then float (this term makes sense with Levitation) over to a tree limb for another one.
- Go to the area surrounded by blue fencing. This is the GPC.
- TIP: You hear a child crying, this can get annoying, but don't bother with that until you're done exploring everything. The crying kid is the start of the next mission.
- Enter this area and explore the ground under the metal platforms to find a Psi-Card.
- Go back to the entrance and head up the metal ramp. Jump to the top of the highest dome on the right. Use the small pieces jutting out of it to do so, and grab the Psi-Card here.
- Look at the tree with the Psi-Card on its branch. This is the closest tree to you. You can't jump to it, but it has moss growing up the side of it. Climb the moss to reach the branch and grab the Psi-Card.
- From this branch jump to the branch you can swing on. Swing to the next branch, walk to the moss on the next tree, and climb it to the next branch. Get on the branch and grab the Psi-Card.
- Jump down and go back to the cave by where you found the crow's feather. Enter the cave to reach the next area.
Boathouse and Beach Exploration
- NOTE: This is, again, optional exploration, but it can help you gather items that are useful.
- From where you start, turn right and grab the Psi-Card at the base of the tree. This will be next to the wooden walkway, not on it.
- Get on the wooden walkway and go to the beach. You will get a cut scene. In the cut scene notice the Psi-Card behind you. When the scene ends turn around and get it.
- From the base of the wooden walkway, turn left and follow the path between the rocks to find a Psi-Card near the edge of the water.
- TIP: There is a Psi-Challenge Marker on top of the large rock which you can get with Levitation.
- Turn around and when heading back, jump onto the dirt path on the right. Jump up again to reach another dirt path with a Psi-Card.
- Use the tree branches here to swing to the next section of dirt path, which holds another Psi-Card.
- Walk along the path until you reach the small rock on the left. Look left and see a line of tree branches you can swing across. Jump and grab the first one then swing to the other side. There's one Psi-Card you get as you're swinging and another on the ending platform.
- Jump down into the vegetation below you and find another Psi-Card by the boathouse.
- Go into the boathouse to meet up with Cruller again.
- Take a left in the boathouse and follow the wooden walkway to the bully. He won't let you pas at the moment.
- This is all you are able to accomplish here at the moment.
- TIP: There are more Psi-Cards out on the docks, which you can get when you achieve Levitation. This is detailed later on in the walkthrough when Levitation is achieved.
- It's time to return to the GPC and Wilderness area to reach Sasha Nein's secret lab.
- TIP: You can also go and buy more Psi-Cores to convert all your cards to Psi-Challenge Markers in Cruller's sanctuary.
Meet Sasha Nein - Part 2
- Enter the GPC area. The GPC is the area within the blue fence in the wilderness area.
- Go up the metal ramp on the right. Go left and then right to reach the highest dome where a child is crying.
- Punch the entrance to it and you get a cut scene.
- After the cut scene, go back to the dome where you freed the kid.
- You notice a button is missing. If you don't have it out, get the button that Sasha Nein gave you out. Hit Y to use it and open the door to Sasha's lab.
- YouTube: Psychonauts 1-3 (Time: 8:24)
Sasha Nein's Lab
- Right in front of you, if you jump off the stairs and get to the wall, will be a Psi-Card on a ledge.
- Jump back to the steps and walk down them. When you near the final landing before the bottom of the steps, look in front of you to see another Psi-Card by the wall.
- Talk to Sasha about his experiment.
- After the cut scene, get in front of the brain tumbler and hit Y.
Astral Plane
- This gives you access to all the minds you've been in, but for the time being you can only go into your own.
- Go into the open door that Sasha Points out to you.
Brain Tumbler Experiment
- After the cut scene, gather up the Figments that are floating around.
- Get the vault that's galloping around.
- Enter the caravan to continue to the next area.
- You start in a static room. Punch the wall and it falls apart.
- You are supposed to follow the bunny creature along the path. Grab the luggage tag behind where you start.
- YouTube: Psychonauts 2-1 (Time: 9:49)
- Gather the Figments that come up as you move along the path following the bunny.
- When you come to the first bend in the path, there's another luggage tag on the left. Grab it and continue following the bunny.
- You run into a black demon creature and Sasha pulls you out of the experiment.
- After the cut scene, talk to Sasha and he tells you what you need to do next.
- You now need to go to Cruller's Sanctuary to get a Marksmanship learners permit.
- Jump into the stump and use the Underground transit system to get to Cruller's Sanctuary.
Ford Cruller's Sanctuary
- By this time, if you've explored, you should be at level ten. If that's the case, you are automatically given Pyrokinesis when you arrive.
- Do the training that Cruller puts you through. It's simple, lock on with LT and hold RB to burn.
- Talk to Ford and select, "Sasha says I need to fight better." He will then talk to you and give you the permit you need.
- When you tell him you're leaving he gives you a piece of bacon. He explains what it's for and you can now talk to him, via bacon, whenever you have a question.
- Turn around and look up to your right. You can see a platform with a Psi-Card on it. Jump up the platforms to get it.
- YouTube: Psychonauts 2-2, 3-1 (Time: 10:04)
- Jump down to the water below and grab the Psi-Card here.
- Go over to the odd contraptions on this lower level and Cruller will explain how they work. This is where you bring your Psi-Cores and Psi-Cards to combine them and level up.
- If you haven't done so already, you can use this machine to level up.
- Afterwards, head back to Sasha's lab.
Sasha's Shooting Gallery
- Talk to Sasha and tell him you're ready. Sasha then pulls you into his mind.
- After the cut scene, hold LT to target and shoot with RT. Shoot the lamps and you get another cut scene.
- Now, switch between targets using the right stick and shoot them in the proper sequence.
- Shoot the Censor and follow the instructions to grab the mental health.
- Sasha will eventually leave. Censors will continue to come at you, but they aren't important.
- YouTube: Psychonauts 3-3 (Time: 9:53)
- Go to the control stand and hit Y until you reach the skull.
- The box you're on changes and Sasha pops back in for a quick scene.
- Run over to the newly transformed side and Sasha tells you to shoot the valves to get things under control.
Side 1
- NOTE: There are mental cobwebs to come back for on some of these sides.
- Jump on the bed and grab the luggage tag that's on the pillow. Then bash the vault that's running around.
- On one side, you can see another luggage tag jumping around. Jump to the ground under it to find a duffel bag that goes with the tag you already found.
- Jump up using the blocks to get the next tag that you saw. Then continue to climb up on the blocks until you reach the top of the bed posts/headboard. At the end of the posts is the other bag.
- Look for the metal pipe to the censor valve. Climb the blocks up to the valve opening and shoot it to close it.
- When it closes, another one is opened. Jump up the blocks near it to shoot and close that valve.
Side 2
- After the first side, another sprouts up with more Censors.
- TIP: These sensors are bigger, they shoot things at you, and they take two shots to kill.
- Find the luggage tag on the lowest column.
- Climb all the way to the top of the columns and shoot the first valve closed.
- Continue up the floating discs to find the emotional baggage the tag goes to and then shoot closed the second valve.
Side 3
- When the second side is finished, a new side opens up.
- TIP: There are new enemies here. They run up to you and explode near you. Shoot them and steer clear because they blow up then as well.
- Grab the luggage tag by the ladder and then climb up. Right in front of you is the bag that the tag goes with.
- Close to the bag are platforms that you can use to close the first valve.
- Jump on the yellow platform and slide up the rail to the top of the area.
- From here, you can look down and see the second valve to shoot.
Side 4
- Run around the bottom and find the luggage. Climb the platforms to the top to find the emotional baggage
- From the top you can shoot the valve shut, which completes all sides.
- YouTube: Psychonauts 3-4, 4-1 (Time: 10:02)
BOSS: Mega Censor
- There are five valves to close. One can be found on each side of the box, excluding where you start. Run around the cube and shoot all the valves.
- Now, you have to concentrate your fire on the Mega Censor. Shoot him and evade his attacks by rolling out of the way. Also, if you just run away he can't catch you.
- There are also little Censors running around. Kill them if they're putting you in danger or if you need health.
- After a few hits, the Mega Censor will go down and you get the Marksmanship Merit Badge.
- TIP: You can now shoot wherever you go, which includes killing bears.
Sasha's Shooting Gallery Contd.
- You can now get back in the Brain Tumbler experiment, but first go back to Cruller's Sanctuary.
- You should be at level 20, which means you get Telekinesis if you go and see him. You are also able to buy the Cobweb Duster in order to grab any cobwebs you missed out on.
- TIP: You should do these two things before moving on because one helps you fight and the other helps you save time on backtracking later on.
- If you want to save this for later just get right back in the tumbler, but if you want to do these things, get in the Underground Transit System.
Ford Cruller's Sanctuary - Part 2
- Here you get the Telekinesis Merit Badge and Cruller trains you on how to use it.
- Get back into the Underground Transit System and go to the lodge.
Main Campground
- Go into the lodge and buy the Cobweb Duster.
- If you don't have the 800 arrowheads use the Dowsing Rod to help you find some. It's quick and it gets you the arrowheads.
- Once you have the Cobweb Duster, get back into the Underground Transit System and go to Sasha's Lab.
Brain Tumbler Experiment - Part 2
- Hit Y next to the brain tumbler machine to start.
- You start in the same place as you did last time. Continue along the path to where you encountered the monster.
- Shoot the monster once and he's gone.
- To the right of the where the monster was, you find a bag that goes with the luggage tag you found the first time you where here.
- There's a cobweb you can get to the left of the bag and the steak. Just pull the Cobweb Duster out of the bag and hit Y when you're close to it.
- Continue following the bunny up the large, twisted tree trunk at the center of the area. Some Censors will attack you as you go, but just shoot them or you can even punch them.
- The ledge directly to your right has another piece of emotional baggage on it. Jump up and grab the ledge to pull yourself up.
- Drop back to the first level. Follow the path and drop down another ledge where you find another luggage tag.
- Continue down the path and a Censor will be shooting at you from a ledge. Take care of him and his friends and grab the luggage tag on the left of the area.
- Jump up to where the Censor was shooting you from, and forget about following the rabbit right now.
- Jump up on the ledge to your right to find a piece of luggage. Then jump up to the next ledge. You can see a ledge on your right. Jump over to that one and then follow the ledges in front of it until you reach a larger area.
- Here, you find another piece of emotional baggage and a cobweb.
- Return to the bunny and follow him again.
- You are met by some more Censors and an exploding head guy. Deal with them and then grab the cobweb and luggage tag on the left side of the path.
- Continue on and deal with the large Censor.
- After that, you come to a place where there's a white structure across the path with the word "oblong" on it. On its underbelly is another cobweb.
- To the left of that is a large piece of meat, bigger than the usual steaks that are around, that you can hit. It will spew strange material into the air. You can't use this just yet, so keep following the bunny.
- Shortly after this, you get a cut scene.
- You have to climb up this tower, but explore the area below it first. If you go around the circular area below the tower you will find the final cobweb in the area, the last piece of luggage, an item to increase your maximum astral projection, and a vault.
- Run up the large spiked vine to the tower. When you reach a certain point, you won't be able to go any further. You need Levitation to continue.
- You return to Sasha's lab and he gives you your Oarsman's Badge.
- From here, you can go directly to the boathouse and beach or, if you've gathered everything and reached level 30, you can go see Cruller at his sanctuary to get your Invisibility Merit Badge.
- TIP: Get Invisibility before you return to Sasha's lab for the third part of the Brain Tumbler experiment because it helps in a boss battle.
Ford Cruller's Sanctuary - Part 3
- When you get off the Underground Transit System, you go right into the cut scene where Cruller gives you the Invisibility Merit badge.
- Cruller teaches you how to use it.
- Before leaving, you can utilize the machines below for the cobwebs and Psi-Cards that the cobwebs give you.
- Continue on to the boathouse.
Boathouse and Beach
- Go to the boathouse on the right side of the area.
- You get a cut scene just before you reach the boathouse.
- Afterwards, go inside and talk to Cruller. He gives you a canoe.
- Hit Y to get in and start paddling out into the lake.
- Paddle around the large rock on the right and go to the dock with the red flags.
- When you reach the dock, you automatically get out of the boat.
- Talk to Agent Vodello in order to start your levitation training.
Milla's Dance Party
- Milla gives you your learners permit and tells you to get started.
- Get your levitation ball out and jump over the first gap. There's nothing to it.
- To jump the second gap, get out the levitation ball and jump, but once you're airborne, hold LT to float through the rings.
- Here, grab the luggage tag to your right.
- Jump down to the lower area and grab the cobweb towards the back on the right.
- YouTube: Psychonauts 4-2 (Time: 10:11)
- Climb up the netting on the wall and go through the hole to the next area.
- Here, there are three rings you must roll your levitation ball through. It's very simple. Do this and some platforms will appear.
- Use the levitation ball to jump up the platforms to the next area.
- Here, there are people dancing. Jump over to the dancing area and find a piece of emotional baggage.
- Now, you have to jump up and, using the levitation ball, float down through three rings to get them started.
- TIP: If you fall to the ground, Milla has placed a ball return on the floor. This allows you to return quickly to the higher level.
- When this is completed, Milla takes you up higher and she places a new ball return.
- From here, jump into the wind that's blowing the debris around and use your levitation ball to float to the ladder in the distance.
- At the base of the ladder is another luggage tag. Grab it and climb the ladder to the next area.
- Straight across from you is another luggage tag. Grab it and turn around to spot a cobweb on the wall.
- Right above you is an area with a railing around it. If you want the next piece of emotional baggage, you have to roll around on your levitation ball to pick up speed and jump up there.
- Now, get in the plunger and let it launch you forward. You won't make it on the first try, so land on the top of the ramp leading down to the plunger. From the top, roll down the ramp into the plunger, and then let it launch you. When you clear the top of it, hit LT and float down to the platform.
- The platforms automatically jump you until you reach one that takes you to the next area.
- When the platform you're on gets to its highest point, jump over to the area with the railing.
- If you walk around this area, you can find a piece of luggage and a cobweb.
- Jump on the railing with the rings and grind through them to get them started.
- A platform will start moving up and down. Jump on this platform and when it reaches another party area, jump over to the dancers.
- From here, you can jump to the ledge with the doors and punch the doors to open them.
- Go through the hallway. Kill the Censors and grab the luggage tag.
- Punch the door on the other side to get out.
- This is another area with a bowl type basin. Kill the Censors and open the vault.
- You have to roll around on the ball until you have enough speed to get up and grab the fence.
- Climb to the top of the fence and jump backwards off of it. Float over to the platform.
- Levitate over the hazards here and climb the pole in the middle.
- TIP: You can roll your levitation ball over everything present here except the spikes.
- YouTube: Psychonauts 4-3 (Time: 5:29)
- Jump from the pole onto the small platform nearby.
- From here, you need to jump, using levitation, onto a platform that circles the room.
- Jump over the green wall when you get close and then onto the small platform towards the middle of the room.
- Avoid the doors for now and jump on the blue platform. This rockets you over to where the next piece of emotional baggage is located.
- You can easily jump and float back to the last platform from here and then jump to the doors.
- Punch the doors open. Deal with the Censors who appear and go through the opening.
The Race
- Roll down to the race area.
- Here, you need to race on your levitation ball.
- There's only one real strategy here, and that's to avoid the obstacles that will stop or slow you down.
- Move forward through the obstacles and cross the finish line in first place to continue on.
- TIP: Going through the arches gives you a speed boost, which you need if you're going to win.
The Party
- Behind and below where you start is a cobweb and in the center of the room is a luggage tag.
- The platforms on the right allow you to jump and float higher and higher until you reach a ledge with an upgrade, which allows you to hold more Psi-Blast ammo.
- From where you entered the area, go to the fan platforms on the left. Float from the lower one to the next and so on until you reach a small pink platform.
- Hit the button here to start the fan in the center of the room.
- Use this fan to float through the rings in the middle of the area.
- Float through all three and the exit becomes safe.
- Float up to the exit and get the last piece of luggage.
- Punch the door to get to the next room.
- In here, if you jump to the lower level there's a cobweb on the right side. You can also jump to all the small party areas around the room to gather Figments.
- When you're ready, jump to the large platform to meet up with Milla and get your Levitation Merit Badge.
Boathouse and Beach - Part 2
- Pull out your levitation ball and jump and float over to the gray docks directly across from her. On the high beam to the left, there's a Psi-Card.
- Jump and float to the next gray dock and look left. There's one Psi-Card on a small rock and one on the brown dock just beyond that.
- Jump to the small rock to get the Psi-Card and, even though you could get to it, you're unable to get the card on the brown dock right now.
- Return to Sasha's lab to continue the brain tumbler experiment.
Brain Tumbler Experiment - Part 3
- Get next to the Brain Tumbler and press Y.
- TIP: From the astral plane you can now access Milla's mind.
- Enter the door to the Brain Tumbler for the final part of this mission.
- You start near the large vine you ended at last time.
- Kill the censor behind you and then go to the large piece of meat spewing green gas into the air.
- Jump on the green stream of spew and use your levitation ball to float with it upwards to a bathtub containing a few Figments. You can drop out of it using the hole where you snagged a cobweb earlier.
- Go to the vine and ascend it to the large piece of meat. Punch it a couple of times and it begins to spew the green gas.
- Use your levitation ball to float up on the green gas and then float over to the wooden platform for a cut scene.
- Go to the hatch where the scientist dropped Dogan's brain. Press Y to open it and then walk into the opening.
BOSS: Blueprint Brain Tank
- Get to cover right away.
- TIP: Your main strategy here is to use Invisibility to avoid all the tanks attacks.
- There are a few attacks to avoid. The first is when you see a white arrow coming out its front. It uses this to target and shoot you. Avoid it at all costs.
- TIP: If you use a pillar for cover and it gets shot, that pillar will be destroyed for a short period of time. However, if a pillar is destroyed you can get health from it.
- The second attack is a charge. If there is a clear-cut path between it and you the tank charges you. Jump out of the way of this attack.
- The third attack is a Confusion Bomb. It launches one of these when a question mark (?) appears above it. It only affects a small area so if you jump out of the way you're fine. If one hits you, it will invert your controls and switch your attacks around for a short time.
- The first thing you need to do is expose his weak spot. Do this by getting in the open. The tank will rear up just before it charges you. Make sure your close, because the blaster is short range, and fire at its underbelly.
- When you hit its underbelly, the tank flips over. Run up to it and hit it to damage it some more.
- TIP: Hit its underbelly as none of the other sides take damage.
- Do this four times to defeat the tank.
- TIP: As the battle goes on, the tank speeds up and fires Confusion bombs more often.
- Once the tank is destroyed, you have to battle the brain that was powering it.
- YouTube: Psychonauts 5, 6-1 (Time: 10:05)
BOSS: The Brain
- The brain has two attacks. The first is a green beam the circles the room and damages you whenever it hits. Jump over this to avoid it.
- TIP: The green beam has cycles of fast and slow rotations. When it rotates slow, that's the time to strike.
- The second attack is Confusion Bombs.
- You defeat the brain by getting in close and hitting him.
- TIP: No other attack works on the brain except hitting him with a melee attack. It's pointless to try anything else. Try using your levitation ball and floating to get in close to the brain.
- When it's over, you get a cut scene.
- Sasha runs off to do some official business and you chat with Cruller.
- You now have to get to the beach to talk to Lili.
Boathouse and Beach - Part 3
- When you arrive, a cut scene starts.
- Go to the "contraption" at the end of the dock. This is the area of the dock that was previously closed off and protected by the bully.
- Before getting in the vehicle, grab the Psi-Card at the end of the dock.
- Use your Levitation to get on the rock next to the first Psi-Card. Then jump to the roof next to that to grab another Psi-Card.
- Use the tightropes from this roof to get on top of the covered docks and grab the next Psi-Card.
- From the covered docks, walk the new tightrope up to the next Psi-Card.
- There's now a net you can walk across and climb to a wooden platform where another Psi-Card rests.
- From here, use the trapeze to get to a wooden platform in the distance.
- From the platform, look left to see another area with a Psi-Card. Use the levitation ball to jump over and get the next Psi-Card.
- TIP: There's a mountain lion here that will light you on fire if you get to close.
- Now, get to the vehicle that Cruller told you about and hit Y to open it then enter it.
Lair of the Lungfish
- Go to the left and bust through the green glowing structure.
- Go up the stairs to the rope and jump on it to ring the bell.
BOSS: Lungfish
- All the Lungfish does is suck in things and then spit them out. When this happens, avoid getting sucked in and then avoid the things he spits.
- Find the boxes marked with a tack symbol on them. When the fish sucks, hit the box to break it open. This will release the tacks and hurt the fish when he sucks them into his mouth.
- After a while, the fish starts to chase you. You have to run while staying in the bubble. There are obstacles in your way as you go so navigate them as necessary. Keep an eye out for walls to break through and any other normal things regularly used in the game such as poles to swing on, platforms, and stairs.
- After the chase, it reverts back to the original attacks.
- Do the same tack style attack again and a second chase starts.
- TIP: The bubble gets smaller the more you do these steps.
- After the second chase, he comes after you on foot swinging his antenna at you.
- Find a clam on the ground and stand behind its open mouth. When the Lungfish swings its antenna at you, jump out of the way and it will get stuck in the clam.
- When his antenna is stuck, move in and hit him.
- Do this three times to kill him.
- After the battle, pull out your Psycho-Portal and hit Y to use it on the fish.
Lungfishopolis
- TIP: You cannot use Pyrokinesis or Levitation here.
- Follow the road until you get a cut scene.
- After the scene, punch a hole in the side of the prison, which is the building with the dancing exclamation points on it.
- You receive the Psychic Shield Merit Badge. This allows you to surround yourself with a shield that protects you from damage and reflects certain attacks back at the attacker. It also runs on a timer so it's only active for a short period.
- TIP: You have to hold down the button in order to keep the shield active.
- YouTube: Psychonauts 7-1 (Time: 10:10)
- Enter into the city.
- On the right, you find some emotional baggage, but you don't have the tag yet.
- You then encounter tanks. They're small, but they pack a punch.
- TIP: You can punch their rockets out of the sky. It takes a few shots to destroy them with the blaster, but only one punch.
- Continue on and take a right. There's a skyscraper with a cobweb to its left.
- Climb this skyscraper and grab the luggage tag, which is not for the one you just passed by.
- You then encounter tanks that shoot electricity. Just power up your shield and deflect the ray of electricity.
- Shortly after these enemies, you're introduced to the monster proof turrets. These deal massive damage if you get shot by them. The best strategy here is to go invisible, sneak up, and punch them.
- Turn around and go back the way you came. Turn right towards the laser tunnel.
- The tunnel entrance is heavily guarded. Take them out, and enter the tunnel. As soon as you enter the tunnel, turn on your shield because lasers will fire on you. This destroys the lasers.
- On the other side of the tunnel, you're immediately attacked by tanks. Destroy them and then explore the area.
- If you circle the jail you can find a cobweb, a luggage tag (which goes with the first bag you passed up), a piece of emotional baggage, and a vault (which is small and kind of hard to see).
- Now, smash open the prison where the exclamation points are.
- The blimp flies over to the dam. That's where you're headed.
- Once at the dam, jump on the blimp and use it to boost yourself up. You grab the pole at the top.
- Shimmy across the pole to the buildings on top of the dam.
- Here, you can find a luggage tag on your left.
- Go right to find the bag it belongs to along with a cobweb. Now, go back to the buildings.
- Make your way through the buildings making sure to climb the skyscrapers to get all the Figments and an ammo upgrade.
- Destroy the ships in the water as they get annoying. Just jump on them and punch them. Then jump off because you can't wade through the water here.
- When you come to a certain point here, the path splits into two directions. If you want everything they have to offer go along each path. If you explore each side, you can find a vault, two cobwebs, a luggage tag, and emotional baggage. The path on the right goes across a bridge while the path on the left takes you along a monorail that you grind. Each one gets you to the next area.
- In this area, the buildings are taller and you now have to combat planes.
- Climb the buildings and shoot down the planes. Then explore the buildings for a piece of luggage.
- When the planes are down, the boats will move into position for you.
- Jump across the boats to the next area.
- Move forward to the boss battle.
BOSS: Kochamara
- This starts with him flying around you.
- He has two attacks. One is flying into you and the other is a laser. Your shield protects you from both.
- TIP: If you use your shield to soon, he waits for it to go down and then attacks.
- In order to hurt him, use your shield to reflect his laser back at him.
- After three hits, he lands and takes away all your energy.
- He now has two new attacks. One is another beam attack, except now they come out all over the place and the other is a melee combo attack. Your shield protects you from these as well.
- When he says he is going to do his beam attack, get in there and melee him after it's over.
- Do this a few times and he takes to the air again.
- Take him down the same as before and he lands again.
- Use the same attack pattern and take him out once more.
- Once he's down, climb the tower to get a cut scene.
Thorny Towers Home for the Disturbed
- Go forward to find Lili's bracelet.
- Jump up to grab the branch and use it to swing to the next ledge with the Psi-Card.
- Climb the ladder and go towards the guy to get a cut scene.
- After the scene, look up to the left. There's a Psi-Challenge Marker up on a ledge. Use your Levitation to get it.
- Pull out your Psycho-Portal and use it to jump into the strange guys head.
The Milkman Conspiracy
- After the cut scene, punch the fridge to open it. This yields the Clairvoyance Merit Badge.
- Use your Clairvoyance on the man in the room.
- Exit out the door that appears.
- TIP: In this level, there are certain areas you can't enter until you have certain items. If you do enter these areas a picture of Raz will appear with bars on it. You have until the bars reach the bottom of the picture to get out of the area or you're arrested and taken back to an earlier part of the level.
- Once on the street, go to the second house on the left and grab the crossing guard sign out of the truck of the car.
- YouTube: Psychonauts 8-1 (Time: 10:05)
- Continue down the road until you hit the first area with yellow dashes around it. This is one of the areas where you'll get arrested if you enter.
- Go to the house on the right and grab the cobweb.
- Go back to the area with the yellow dashes. In order to get through this area, pull out the crossing guard sign and the guy will think your one of them.
- Cross through the area jumping along the cement platforms.
- When you exit the yellow lines, you can put away the sign.
- Go to the house on the left and grab the luggage tag from the roof.
- Get back on the street and get next to the dashed area by the telephone pole.
- Look left and jump the gap to the other street.
- Go to the second house on the left. Punch the trunk of the car to open it and grab the hedge trimmers. Then get the luggage tag from behind the house.
- A little farther down the street, you run into another blocked off area. Go around it for now.
- The first house on the left, after the dashed area, has a cobweb and a piece of luggage behind the cobweb that you don't have the tag for yet.
- At the end of the road, you find the graveyard, but you can't enter just yet. You can explore around it. Behind it is another bag you don't have the tag for yet and on the left side is a vault.
- Look left at the graveyard entrance and jump to the next street.
- You can come back to the house on the right, but go down the street for now.
- Further down on the right is a hedged in area. Go in and at the end of the path on the right is a crow. Hit Y to get a feather. You can now use the feather and Clairvoyance to see through the crows eyes.
- Look through the crows eyes and you see the middle gate open. Run around the corner and use Invisibility to get through the door without being seen.
- Grab the flower and exit the hedge area.
- When exiting the hedges, turn right and continue down the street.
- Enter the front door of the second house you come to. Inside you find a luggage tag.
- Continue down the street in the same direction.
- YouTube: Psychonauts 8-2 (Time: 10:02)
- The next house on the right has a cobweb in front of it.
- Continue on to the building at the end of the road. Punch open the trunk of the car and get the water can.
- It's time to start backtracking and using the items you've collected.
- Go back to the last yellow dash area and use your watering can to enter. Go in the house and grab the rolling pin, but make sure your watering can is equipped when you leave.
- Now, jump back to the street with the graveyard.
- Equip the flower and enter the graveyard.
- Towards the back is a door covered with vines. Burn the vines out of your way and punch the door open. Grab the book that's inside for a cut scene.
- You are now back where the level started.
- Go back down the street and use the sign to get through the first area.
- Get out the hedge clippers and go to the house with the gardeners.
- Jump behind the house and grab the luggage tag.
- Go inside the house and get out the rolling pin. Then get the ammo upgrade and the emotional baggage.
- Re-equip the hedge clippers before you exit and then leave the house.
- Go back to the starting point of the level and use the little teleport guy to get to the post office.
- There is a number pad by the door of the building. Light it on fire and when the guy comes out use Clairvoyance to see the number he punches into it.
- Hit Y next to the number pad and put in the code that was given. Enter the building and grab the cobweb and the luggage.
- There's a door behind the cobweb.
- When you go through the door, you enter a pitch black room. Use Clairvoyance on the cameras. They will go into night vision. Just walk through the room and the cameras will follow.
- Grab the shinny plunger by the toilet and backtrack through the room.
- Exit the post office and you get pulled underground.
- YouTube: Psychonauts 8-3 (Time: 6:48)
BOSS: Underground Monster
- At first, it only attacks with a hand that comes out of the ground to hit you. Avoid this and blast him with your Psi-Blaster.
- TIP: You can avoid his attacks with your shield. If you get to close he pulls you underground and deals damage before spitting you back.
- After a while, the monster goes underground and you're attacked by hands. Avoid these attacks until the monster re-emerges.
- When its health is down it drops little bombs. Use telekinesis to throw a bomb at it. When you do this, it freezes and you can run up to it and hit it. This kills him.
- A blue hole opens in the floor. Drop through the hole to get back to the street.
The Milkman Conspiracy Contd.
- Now, return to where the plumbers are and get out the plunger.
- Drop through the hole in the street to the sewer.
- You are now standing in front of a book depository.
- Equip the rifle and enter the area.
- TIP: Look out for a laser sight. If it locks onto you, use your shield or you die.
- Grab the cobweb on the entrance. Then head around back to get the emotional baggage before entering the building.
- Once inside, go upstairs to get a cut scene.
- Grab the helicopter helmet and then use Clairvoyance when the helicopter passes through.
- Watch until you see the milkman and then a phone rings.
- Pick up the phone in the room for a cut scene.
- Now that you have the phone, you can go into the telephone areas.
- Equip the rifle and go back through the assassin's area.
- You are now attacked by the underground monster again.
- TIP: This battle with the monster is the same as before. If you need help, look at the earlier description on how to beat him.
- Now, equip the phone and climb the telephone pole.
- Grind on the wires, but jump over the other telephone poles as they come or you get knocked off the wire.
- When you get to the house, punch the door open and then run and hide as someone will come out.
- Trigger your Invisibility and when the door is open wide enough, jump inside.
BOSS: The Den Mother
- She has two attacks. She will throw something at you and drop explosive cookie boxes.
- Use your telekinesis to throw the cookie boxes back at her.
- After a few hits, she turns out the lights.
- There's an item glowing on the ground. Pick it up and use Clairvoyance to see through her eyes.
- Aim the cookie boxes at the bottom of the screen and hit her two more times to kill her.
Thorny Towers Home for the Disturbed - Part 2
- Go through the now open gates.
- At the top of the stairs, use your levitation ball to jump up and grab the Psi-Card on the right.
- Go to the left and punch the glowing jar to get a brain.
- Go up the stairs where the milkman has stopped and grab the Psi-Card on the left.
- To the right of the milkman is another brain.
- Go back towards the fountain and on the left you can find some stacked up junk between two pillars blocking your way. Smash the junk to open up the passage.
- Go through the tunnel and turn right to grab a Psi-Card.
- Turn left and head towards the light. Just as you near the overhead light look left to grab another brain.
- Continue on to the person just ahead. Grab the trophy to her right and a cut scene will start.
- Before continuing on, go back to see Cruller. Just pull out the bacon and select the return to HQ option.
- TIP: This isn't mandatory, but it is recommended since it's been a while. If you don't want to do this, you don't have to. You can continue on to the next section.
Ford Cruller's Sanctuary - Part 4
- If it's been a while, he may tell you some things that you already know or have already done.
- After he talks to you, hit Y to talk to him again. He takes the three brains you've got and you get more mental health.
- Before leaving go downstairs and take care of all the Psi-Cards and Cobwebs you've gathered.
- Talk to Cruller again and tell him you're ready to get back in the field. He will send you back to Thorny Towers.
Thorny Towers Home for the Disturbed - Part 3
- You start at the beginning of the area so you have to climb the later and go through the courtyard again.
- TIP: This is only if you've gone back to see Cruller.
- When you reach Gloria, use your Psycho-Portal to get into her head.
Gloria's Theater
- After the cut scene, turn around and on the right there's a cobweb. Just below the ledge opposite the first cobweb is a second. Jump down the ledge and turn around to see it.
- Ignore the ladder by the cobwebs and go to the other side of the room where there is a second ladder. Below this ladder is a luggage tag.
- Climb this ladder and ignore the device at the top. You can jump along the top and gather the Figments.
- On the second area up top, there's a cobweb.
- When you're done, get back down to the stage.
- Go to the left by the door and grab the luggage tag and cobweb.
- YouTube: Psychonauts 9-1 (Time: 10:02)
- Return to the first ladder by the teleport guy. Climb up and claim the baggage here.
- Get back on the stage and head to the right. Go up the ramp and get the cobweb.
- Enter the door that's behind the cobweb.
- At the beginning of the hallway, turn yourself invisible and go through the door at the end.
- Talk to the woman. Just keep selecting the first set of dialogue until you're told about the candle.
- Go back into the hallway and in the door on the right.
- There's a ladder on the left side of the room. Under the ladder is a vault and then climb it to get a cobweb.
- Turn around and use the poles to swing to the wooden platforms.
- Climb the platforms and then traverse the tightrope to get the candle.
- Jump off to your left to get the baggage. Turn around and you can see a luggage tag and a cobweb. Use Levitation to jump and float to these objects.
- When you've got everything, go back out to the stage. Go straight to the opposite side and get the luggage in the corner.
- Go to the center of the stage and climb the ladder on the left.
- Place the candle in the device and light it via Pyrokinesis.
- After the cut scene, go to the opposite ladder and talk to the critic.
- TIP: It doesn't matter what you say because you always get the script.
- When you're done talking he gives you the script.
- Now, go down to the stage and talk to the director.
- Afterwards, go back up to where the candle is placed and punch the device, which changes the mood.
- TIP: When the mood changes, people get hostile so keep an eye out for attacks.
- Go back down and take care of any enemies.
- You should notice the poles you can swing on to go up, but don't use them unless your gathering Figments.
- Go into the swirling area on the right side of the stage. This flips the background.
- Defeat the enemies here and then talk to the director again.
- After the cut scene, use Levitation to jump on the dragon and then up to the sparkling object. The object is another play.
- Grab the play and then go back to the mood light.
- Punch the light to change the mood again.
- Take out the new script and talk to the director.
- After the scene, jump on the boat and the set will change again.
- The boat is moving back and forth. When the boat is on the right side, jump on the ladder and climb up to claim the new script.
- Go through the swirling area to change sets and then jump down and go through another swirling area to change sets again.
- This is the first set so change the mood to get the poles to the top back.
- Take the newest script to the director and kill any enemies on the way.
- During the next scene, the balloon will come down. After the scene, climb the poles to the top and get in the balloon, which takes you to the catwalks.
- YouTube: Psychonauts 9-2 (Time: 10:00)
The Catwalks
- Follow the only path there is across the catwalks.
- TIP: If a green light shines down on you, the Phantom will drop sandbags. You can run from these or go invisible and run.
- You come to a trapeze, which you must use to get to the next platform.
- Turn left and find the poles to swing across.
- After the poles, there's another platform.
- From the platform, jump and grab the rope and then jump from the rope to the green sheet.
- The sheets bounce you like a net. Bounce up the sheets to the next catwalk.
- Find the long, yellow sheet and slide down it to find the next platform.
- Continue forward and keep an eye out for the censor.
- Climb the ladder to reach the area where the censor was and grab the luggage tag.
- Jump through the set pieces, but watch out because they close on you. Then jump through a second set piece.
- When you reach the rail, get on it and grind. Press forward to gain momentum to go up the hill and reach the platform.
- From this platform, jump across the bouncing sheets to reach the next platform.
- Look forward to see the catwalk thats vertical. Jump to it and climb to the top.
- Turn right and there will be more poles to swing across. When you get to the last one, aim for the rope and then jump to the platform.
- As soon as you land on the platform, there are Censors coming for you. These are new enemies that take a lot of shots to take down.
- Afterwards, grab the luggage tag and then drop down to the platform just beyond it.
- When you do, you're attacked by some Censors. Take them out and grab the vault and emotional baggage.
- Climb back up the ladder and follow the catwalk.
- Run the catwalk and jump to the trapeze. Then jump to the pole and jump through the smashing set pieces to the platform.
- On this platform, you're attacked by Censors.
- Grab the emotional baggage and continue forward into a cage elevator.
- When it stops get out and kill the Censor that attacks.
- Go forward and deal with any other Censors that attack.
- You come face to face with the Phantom.
- Grab the candle and turn around. Make a right and place the candle in the device at the end of the catwalk. Then light it with Pyrokinesis
- Go back to where you got the candle and use levitation to clear the gap.
- Enter the door that the Phantom exited out.
BOSS: The Phantom
- Note the streams of music and the candles as they come in handy later.
- The Phantom starts by shooting words at you. Just move out of the way of these.
- Grab the candles on the left and then go to the instruments spewing notes.
- Use your levitation ball and the streams of notes to float up to the catwalk. Avoid his attacks as you float up.
- Here, there are three devices. Put a candle in the first one and light it with Pyrokinesis.
- TIP: If you're standing behind the device it will protect you from his attacks.
- When you do this, he will fall to the ground and some little enemies will show up. Get down there and attack him.
- TIP: Try to avoid the little enemies that come out. They can hurt you, but he's the main target. Plus, if you jump in the air and do a slam attack you can hurt all of them.
- His health will be a third of the way gone when he gets up and then he destroys the light you just used.
- Float back up to the catwalk and use a different light this time. He will, again, fall and you need to get down there to attack him.
- Do this one more time with the last remaining light and he's finished.
Thorny Towers Home for the Disturbed - Asylum Courtyard
- You get spit out of Gloria's mind and she walks away leaving you her trophy. Pick up the trophy for later.
- Go into the walkway to the Asylum Courtyard and you get a cut scene.
- Go forward and look up. There are Psi-Cards all around the area.
- Make the first right and go to the end of this area. Look up to your right to see a brain in a jar. Use your levitation to get it.
- On the opposite wall, there are poles to swing up and get another brain. From here, you can jump over to the pillar with the first Psi-Card.
- YouTube: Psychonauts 12-1 (Time: 10:11)
- Simply use your levitation ball to get the Psi-Card across from the first one.
- From the second card use the poles to swing to the final card at the back.
- Using the ledge where you got the final card, walk across it to get another brain jar.
- From here, jump to the platform with the tightrope and then walk the rope into the room. In the room is a cut scene.
- After the scene, you can easily find the Psi-Card in the room and then use your levitation ball to jump up to the rafters. Grab the Psi-Challenge Marker on the center beam.
- Go back outside and across the tightrope. Jump up with the levitation ball and you can see a jar hanging in a nest. Jump up and use the slam attack to get this brain.
- You're now going to go into the mind of the tall guy with the long legs.
- TIP: Because you just got more brains, you can go back and see Cruller before entering another mind. Just pull out the bacon and tell him you want to go back to HQ. When you're done tell him you're ready for the field.
- Get out your Pyscho-Portal and get inside this guy's head.
Waterloo World
- Talk to Fred, the tall guy, for a cut scene.
- Afterwards, grab the luggage tag in the room and jump onto the game board. You will then shrink down so you can wander around the game.
- Straight ahead on the board, there's a luggage tag.
- There are two houses with exclamation points on them. Go to the one with the blue roof and hit Y when you are next to it to shrink even more.
- Look to the left of the house for a cobweb and then go to the door with the exclamation points.
- YouTube: Psychonauts 10-1 (Time: 10:06)
- Punch the door for a cut scene.
- Go straight out the front of the house and a guy will shoot at you. Hit him and use Pyrokinesis to kill him.
- To the left of this enemy is a large wooden guillotine structure. Grab the cobweb here and then get the luggage.
- Next to the wooden guillotine is a house with exclamation points on the door. Punch this door for a cut scene.
- Go around to the left of the house and climb the ladder.
- On the roof is a sheet that bounces you. Bounce to the second sheet.
- From here, bounce towards the chimney and use the smoke to float up with the levitation ball. Then float over to the top of the wooden guillotine.
- Turn invisible and walk through the blade onto the rope. Dodge the shots from the Censor and get across the rope to the platform.
- Punch through the boards to enter the room. Deal with the Censors here, but you're unable to get the luggage right now.
- Punch the next set of boards to exit the room. Go across the rope and take out the two Censors on the carpenter's roof.
- Grab the vault that's running around and jump off the roof.
- Enter the carpenter's home and punch his door again.
- Now, go to the right of the guillotine to find the cork shaped object with the dancing exclamation points. Punch this and it starts spewing liquid. Use your levitation ball to float up on this and return to a larger size.
- You can see the broken bridge and the carpenter figure. Use your Telekinesis to move the carpenter to the space by the bridge and he fixes it.
- Climb the ladder on the side of the game board to grow to a large size again.
- Talk to Fred and he gives you a letter.
- Jump on the game board to get small again.
- Go to the house with the exclamation points and hit Y to shrink again.
- Hit Y at the front door to give them the letter, which causes them to join up.
- Go back to the cork by the guillotine to grow again.
- Move the new piece with telekinesis across the bridge that just got built and he battles the other soldier. Napoleon takes out another bridge.
- Find the broken bridge and clear the large white object by tossing it away with Telekinesis.
- Move the carpenter to the broken bridge and he fixes it.
- Go to the house with the exclamation points and hit Y to shrink. Knock on the door for a cut scene.
- Go around the side of the house and jump on the net.
- From the net, jump to the ladder on the house and climb up to grab a luggage tag.
- TIP: This luggage tag goes to the bag you passed up on the way to the carpenter's roof. If you want to get that bag, you have to backtrack along that root.
- Go to a cork shaped object and float up to medium size. Then jump on the ladder and climb out to get back to normal size.
- Talk to Fred again and he tells you about a coin.
- Go to the fire and use Pyrokinesis to really get the fire going and the logs break.
- Use Telekinesis to get the coin out of the fire and Fred tells you to keep it.
- Jump back into the game and hit Y to shrink down at the house with the exclamation points. Hit Y at the door to give him the coin.
- You now have another soldier. Go to the cork on the right side of the house and grow medium again.
- Move this soldier in front of Napoleon's and they will fight.
- There's now a new house with exclamation points. Hit Y next to the house to shrink down and punch the door to talk to this guy.
- Go around the right side of the house and find the stone archway. If you go up the step you can find a Maximum Projection Depth upgrade and under the arch is a cobweb and luggage tag.
- Turn around and go to the large stone structure by Napoleon's soldier.
- Take out the enemy on the central walkway and then jump to the ladder on the right.
- At the top of the ladder, grab the cobweb.
- Jump back down and go to the left where the enemy was.
- There's a doorway with a cobweb and inside are some Censors.
- To the left of the central fireplace are wooden beams that you can swing on.
- Swing up the beams to the rope at the top. Jump from the rope to the Figment and baggage on the other side.
- Drop off the ledge so that you are hanging from the side and then shimmy under the barrier.
- Drop off onto the wooden platform and make your way across the tightrope.
- Jump from the tight rope to the pole. Climb the pole and double jump off of it to the roof.
- Deal with the Censors here and use your Levitation to roll and jump to the yellow pole.
- From here, swing and float to the net ladder on the other wall.
- Jump off the wall onto the roof and take out the Censors.
- Grab the cobweb from the window and jump to the wooden platform.
- Jump down to the next platform with the luggage tag and then to the ground floor.
- Burn the haystacks to find the musket and then burn the objects blocking your way out.
- Go back to the house and hit Y at the door to give the guy his gun.
- Go to the cork on the side of his house to grow medium sized.
- Use Telekinesis to move the soldier in front of Napoleon's and let them fight.
- Go to the new house with exclamation points on it and hit Y to shrink down.
- Punch the door and he tells you he needs a meal.
- Go left from the house and find the cork. By the cork there are stairs leading down to a cobweb and behind that there's some baggage.
- Use the cork to grow and find the small
