_.----._
      `-,   _ `.                           ----.
       ;   ; '. \  ---,              __    `.   \  ,--. _   _  -. _____
       ;  ;   } ,-'. \  -.,--.,--.  | /,-'-. |   \  | |; \ [ | ' |_  __},-.
      ;   ;  ; ( './\ \/// ;._)  ;__| ; ,`. \||\  \ | |;-.\: ' | | ' \ / ,.|
      ;  ;  ,` /\  \ | // {   |  ___ ( :   | || \  \| | `' \|`  ||  \ \\ `.
     ;   '-' ,'-.)  )| |{ '._ | |   | \ `-' /||  \    | |`  \ '.'; _; `.`. `.
     ;   ;--' |,__.' ; ',\_ ,`/__\  ; \`._-' |'._ \   |-' \__\--'  `---;'.`. \
     ;   ;          `---   `       '--'     /____) \  |                \_ `' /
 _,-'    \_                                         \ |                  `--'
[__________]                                         \.

 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                A Complete **PSYCHONAUTS** FAQ/Walkthrough                 (
(                                                                             )
 )                            by ~:: Syonyx ::~                              (
(                                                                             )
 )                              Version 1.01                                 (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'
_____________________                                             _____________
=====================                                             =============
  TABLE OF CONTENTS                                                 GAME INFO
=====================                                             =============
1) Introduction                                              Title: Psychonauts
2) Controls                                          Platform: Sony Playstation
3) HUD & Raz's Journal                              Also on: Microsoft Xbox, PC
4) Pickups & Purchasables                              Genre: Action/Platformer
5) PSI Powers & Upgrades                                 Developer: Double Fine
6) Characters                                              Creator: Tim Schafer
7) Walkthrough                                               Publisher: Majesco
     7.1 Whispering Rock - Kids' Cabins                         # of Players: 1
     7.2 Marceau Oleander - Basic Braining            Release Date: 21-Jun-2005
               7.2.1 The Trenches
               7.2.2 The Cannon
               7.2.3 Obstacle Course Finale                      ______________
     7.3 Whispering Rock - Main Campground                       ==============
     7.4 Whispering Rock - Main Lodge                              GUIDE INFO
     7.5 Whispering Rock - Reception Area                        ==============
     7.6 Whipering Rock - GPC & Wilderness                       Author: Syonyx
     7.7 Sasha's Underground Lab                                  Version: 1.01
     7.8 Brain Tumbler Experiment (The Woods)          Last update: 18-Jul-2007
     7.9 Ford Cruller's Sanctuary                     First posted: 04-Jun-2007
     7.10 Sasha Nein - Sasha's Shooting Gallery
     7.11 Return of Brain Tumbler Experiment
     7.12 Whispering Rock - Boathouse & Beach
     7.13 Milla Vodello - Milla's Dance Party
               7.13.1 The Lounge
               7.13.2 The Race
               7.13.3 The Party
     7.14 End of Brain Tumbler Experiment
     7.15 Night Falls on Whispering Rock
     7.16 Lair of the Lungfish
     7.17 The Hulking Lungfish - Lungfishopolis
     7.18 Thorney Towers - Entrance
     7.19 Boyd Cooper - The Milkman Conspiracy
               7.19.1 The Neighborhood (1)
               7.19.2 The Neighborhood (2)
     7.20 Thorney Towers - Grounds
     7.21 Thorney Towers - Lower Floors
     7.22 Gloria Von Gouton - Gloria's Theatre
               7.22.1 The Stage
               7.22.2 The Catwalks
               7.22.3 Confrontation
     7.23 Fred Bonaparte - Waterloo World
     7.24 Edgar Teglee -Black Velvetopia
               7.24.1 Running Against the Bull
               7.24.2 Edgar's Sanctuary
               7.24.3 Matador's Arena
     7.25 Thorney Towers - Upper Floors
     7.26 The Lab of Dr. Loboto
     7.27 Thorney Towers - Ruins
     7.28 Young Oleander/Self - Meat Circus
               7.28.1 Tent City
               7.28.2 The Big Top

8) Enemies
9) Scavenger Hunt Item Locations
10) PSI Card & PSI Challenge Marker Locations
11) Emotional Baggage Locations
12) Mental Cobweb & Mental Vault Locations
13) Golden Pickups Locations
14) Figment Locations
15) Closing Info


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                            ===================                            (
(                               1) INTRODUCTION                               )
 )                            ===================                            (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

Greetings, psychic warriors!  Thank you for visiting my guide to the ESPecially
vibrant and comical world of Whispering Rock Psychic Summer Camp.  Psychonauts
is a true gem, despite a poor financial showing, and if you're reading this,
then you've no doubt been experiencing its glorious psychedelic imaginings for
yourself.  Welcome to the club.  I have strived to make this guide as thorough
and informative as possible, and I hope that it will help you to get through
this fantastic game.  Aside from the general walkthrough, you will find
complete information on all collectibles and subquests in the game, to help you
reach 100% completion.

This guide was written while playing the Playstation 2 edition of the game, but
aside from the control scheme, it should apply equally well to the other
versions.

VERSION UPDATES:
1.01 - Simply added a couple of Golden Confusion Grenades to the list at the
       end of the guide, and a tip for the hedge maze in the Milkman 
       Conspiracy, thanks to e-mails from readers.

 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                              ===============                              (
(                                 2) CONTROLS                                 )
 )                              ===============                              (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

Note that these controls apply to the Playstation 2 version only.  If you're
playing on a different system, please refer to your game manual (and I know
that you have the manual, because you would never have pirated this title,
right?)

MOVE RAZ: Left Stick                    MOVE CAMERA: Right stick

PSI PUNCH: Square (press repeatedly for combo)

JUMP: X                                 PALM BOMB: X, then Square (jump attack)

DOUBLE-JUMP: X, X.  Bounces Raz off of his thought bubble in mid-jump.

TALK/ACTION/USE ITEM/DIG UP ARROWHEAD: Triangle    CANCEL/RETURN ITEM: O

OPEN BACKPACK: D-pad left               OPEN PSI POWER MENU: D-pad right

SELECT ITEM IN BACKPACK/PSI POWER: Highlight with Left Stick, then press X to
                                   carry (items), or press R1, L2 or R2 to
                                   assign Psi power to shoulder button

TARGET LOCK: L1 (hold)                  FLOAT: L1 (once you learn Levitation)

USE PSI POWER: R1, L2, R2 (must assign power to button first)

OPEN MENU: Start                        SCROLL MENU SECTIONS: Left Stick

OPEN THOUGHT BUBBLE: Select (can then view Backpack inventory and PSI Power
                     menu)


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                         ==========================                        (
(                            3) HUD & RAZ'S JOURNAL                           )
 )                         ==========================                        (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

GAME SCREEN (Heads-Up Display):
                                                      .--PSI Cadet Rank
Mental Health--|                                      |
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
        | ()()()()()()                              ( # )    0    |<-Figment
        |  OO __                                    (___)Figments |     points
Astral->| {__}_#)                                           #{}   |<-Arrowheads
 Layers |                                                   #[]   |<-PSI Cards
        |                                                         |
        |                                                         |
        |                                                         |
        |                                                         |
        |                                                   _     |
        |                                                  <_> R1 |<-- Assigned
        |                                                  <_> L2 |  PSI Powers
        |                                                  <_> R2 |
        |                                                         |
        |                                                         |
         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mental Health: Represented by brain icons.  As you take damage, they will
               disappear.  Replenish them by collecting Positive Mental Health.
               Increase your max Mental Health by retrieving Brains.  You begin
               with three brains' worth of Mental Health.

Astral Layers: Represents the number of lives you possess.  If it reaches 0,
               you will be forced out of the mind you are currently in, back
               into the real world.  You can find additional Astral Layers to
               replenish lost ones.  Increase your maximum Astral Layers by
               finding Golden Helmets.  You begin the game with five layers.

PSI Cadet Rank: Represents your mental fortitude.  You will only be able to
                learn certain PSI skills and handle certain items when you
                reach specific ranks.  To increase your PSI Cadet rank, collect
                Figments in mental environments, find PSI Challenge Markers,
                and find PSI Cards to combine with PSI Cores (purchasable in
                the Main Lodge).

Figments: This tally appears in mental environments only.  Each collected
          figment possesses a certain value, ranging from 1 to 5.  It is the
          total of the values of all figments collected that is displayed on-
          screen.  For every 100 figment 'points' collected, your PSI Cadet
          Rank will increase by 1.

Arrowheads: These are the currency of the game world, and can be exchanged for
            various items in the Main Lodge.  Arrowheads are located buried in
            the ground all around the physical campgrounds, wherever you can
            see purple psychic energy leaking out.  There are also Deep
            Arrowheads, much more valuable than the regular variety, which can
            only be found by using a Dousing Rod.

PSI Cards: Every 9 PSI Cards that you locate can be combined with a PSI Core to
           create a PSI Challenge Marker, which will increase your PSI Cadet
           Rank by 1.  PSI Cards are found scattered throughout the physical
           campgrounds.

PSI Powers: You can have a maximum of 3 PSI Powers mapped to the shoulder
            buttons at any time.  To change your selections, open the PSI Power
            menu and assign the desired powers to the desired buttons.


=============================
- RAZ'S JOURNAL (MAIN MENU) -
=============================

Press Start at any time (except during FMVs) to open Raz's Journal.  Press left
and right on the Left Stick to scroll through the various pages.  Tabs for each
page can be found at the top.  The available pages are 'Game Menu', 'In This
Area', 'Totals', 'To-Do', 'Memories', and 'Map'.

  ~~ GAME MENU ~~

This page has five sub-sections.

     Options - Camera: Adjust the camera controls.  You can invert the controls
                       in all axes.
             - Sound: Adjust the relative volume levels for music, sound
                      effects and voices.  You can also choose to turn
                      subtitles on or off.
             - Controller: Turn vibration feedback on or off.

     Load: Restore the game from a previous point.

     Save: Write a save file on your memory card.  The game will also
           automatically save the game at each loading screen.

     Credits: View the credits from the production of Psychonauts.  These are
              also printed in the back of your game manual.

     Exit: Quit the current game and return to the title screen.

  ~~ IN THIS AREA ~~

Here, you will find information on collectible available and found in the
current game area, either a character's mind or a section of the campground.
In mental environments, you can see your current and maximum totals for
Figments collected, Emotional Baggage sorted (tags and luggage), Mental Cobwebs
dusted, and Mental Vaults cracked.  You can also press X to view a detailed
list of Figments for that environment.  In the real world, you will see your
current and maximum available totals for PSI Challenge Markers, PSI Cards,
Scavenger Hunt items (once you initiate this subquest), and Kids' Brains (in
certain areas only).

  ~~ TOTALS ~~

This lists your items collected and goals achieved for the entire game.  Your
current PSI Cadet Rank (out of 100), Mental Vaults cracked (out of 19),
Emotional Baggage sorted (out of 50), and Scavenger Hunt items found (out of
16) are displayed.  You can also see the current number of Arrowheads in your
possession, as well as any unredeemed PSI Cards, Mental Cobwebs, PSI Cores, and
Kids' Brains that you are carrying around.

  ~~ TO-DO ~~

This is a list of your current objectives.  Primary goals will have any
required sub-goals listed in indents below them.

  ~~ MEMORIES ~~

In this menu, you can re-play any unlocked FMVs, as well as view slide-shows
from any Mental Vaults cracked and Primal Memories.

  ~~ MAP ~~

Displays a rough map of Whispering Rock Psychic Summer Camp.  The location of
your current main objective will be marked with an 'X'.


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                       =============================                       (
(                          4) PICKUPS & PURCHASABLES                          )
 )                       =============================                       (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

ARROWHEADS: Made of Psitanium, a rare psychoactive substance, these serve as
            currency around the camp.  You find them buried underground.  Their
            locations are given away by a visible purple psychic leak from the
            ground.  Press Triangle when facing them to unearth them.
            Arrowheads will regenerate when you leave and re-enter an area.

DEEP ARROWHEADS: Larger, significantly more valuable Arrowheads.  These can
                 only be located by using the Dowsing Rod, available for sale
                 in the Main Lodge.

PSI CARDS: Found in various locations around the camp grounds.  Every nine of
           them that you collect can be combined with a PSI Core to create a
           complete PSI Challenge Marker.  This combination must be performed
           in Agent Cruller's Lab.

PSI CORES: Purchased in the Main Lodge.  They are combined with PSI Cards in
           Agent Cruller's Lab to produce new PSI Challenge Markers.

PSI CHALLENGE MARKERS: A complete unit made of nine PSI Cards and a PSI Core.
                       Aquiring one will increase your PSI Cadet Rank by 1.  A
                       few can be located around the camp grounds.

SCAVENGER HUNT ITEMS: Early in the game, Ranger Ford will assign you the
                      Scavenger Hunt side-quest.  Locate items throughout the
                      campgrounds, often in difficult-to-find locations.  There
                      are a total of 16 items to be found.  Once you've found 8
                      of them, visit Ranger Ford and show them off to receive
                      the first PSI Cadet Rank increase of 4.  Find the last
                      8 items and visit him again to receive the second
                      increase of another 4 ranks.  See the section towards the
                      end of this guide for a summary of all item locations.

MENTAL ARROWHEADS: Found in mental environments, usually by breaking open
                   objects and defeating enemies.  They will be added to your
                   Arrowhead total, providing you with increased spending power
                   in the real world.

FIGMENTS OF IMAGINATION: Two-dimensional objects that litter all mental
                         environments.  They become invisible if you look at
                         them edge-on.  Each is worth a different amount of
                         figment points, from 1 to 5.  Every 100 figment points
                         increases your PSI Cadet Rank by 1.  Most figments are
                         stationary, but some float around on set paths of
                         various sizes.  Figments come in several colours and
                         shapes.

POSITIVE MENTAL HEALTH: Little blue bouncing brains that restore your mental
                        health.  They are released by destroyed objects and
                        defeated enemies.

MEAN LITTLE BALLS OF HATE: Little orange bouncing balls.  Each one provides you
                           with one shot for your PSI Blast.

GOLDEN BALL OF HATE: An icon that increases your maximum PSI Blast ammo
                     capacity.

ASTRAL LAYERS: Essentially, each layer is one 'life' when in a mental
               environment.  When your Mental Health runs out, you will lose
               one Astral Layer.  When you run out of Astral Layers, you will
               be forcibly ejected out of the mind you're currently in back
               into the real world.  Astral Layers can sometimes be found
               within mental environments.

GOLDEN HELMET: Permanently increases your maximum Astral Layer capacity.  When
               collected, it also adds one Astral Layer to your current total.

EMOTIONAL BAGGAGE TAGS: There are five to be found in each mental environment.
                        Each one must be matched up with the appropriate piece
                        of luggage in order to 'sort' that baggage properly.
                        They can often be heard before they are seen, making a
                        squeaky bouncing sound.

EMOTIONAL BAGGAGE: These morose pieces of luggage can often be heard before
                   they are seen, sobbing away until you approach them while
                   carrying their specific baggage tag.  Satisfying all five
                   pieces of baggage in a particular stage gives you one PSI
                   Cadet Rank increase, and unlocks the Primal Memories for
                   that stage (concept art viewable in Raz's Journal).  The
                   five pieces of baggage are: a Purse (green), a Suitcase
                   (pink), a Dufflebag (blue), a Hat Box (yellow), and a
                   Steamer Trunk (plaid green).

MENTAL COBWEBS: Deep purple webs that can be found in mental environments.  You
                can only collect them by using the Cobweb Duster, purchased in
                the Main Lodge.  They are sometimes blocking access to new
                areas or objects within the mental environment.  Mental Cobwebs
                can be exchanged for PSI Cards in Agent Cruller's lab.

MENTAL VAULTS: These cute little safes hopping around mental landscapes contain
               memories of significant events in the life of the person who's
               mind you are in.  These are viewed via a little slide show once
               you punch open the vault.  You can re-view any memories already
               unlocked in Raz's Journal.

CONFUSION GRENADES: Available once you learn the Confusion ability.  Each one
                    provides you with one shot.

GOLDEN QUESTION MARK: Permanently increases your maximum Confusion Grenade ammo
                      capacity.

DREAM FLUFFS: Looks like a bonbon, complete with candy wrapper.  Eating one in
              either the real or mental world will completely refill your
              Mental Health.  They can be purchased in the Main Lodge for 50
              Psychic Arrowheads' worth of Psitanium.  You can only carry up to
              three at a time.  They will be automatically consumed when your
              Mental Health drops to critical if you have any in your backpack.

SMELLING SALTS: A permanent addition to your backpack inventory once acquired.
                Take a whiff at any time while in a mental environment to snap
                back to the real world.

BACON: Believe it or not, its the ultimate psychic communication device.  Ford
       Cruller, due to his passionate love of pork products, can be called upon
       for advice or teleportation to his lab at any time by shakin' the
       bacon.

DOWSING ROD: Rather than locating water, this device helps you to locate Deep
             Arrowheads.  Pull it out of your pack, and use your senses of
             hearing and touch as you move around.  Both the pitch of the sound
             and the intensity of the controller vibrations will increase as
             you close in on one of the deep Psitanium deposits.  Once both
             reach their peak, tap Triangle repeatedly to dig up the Deep
             Arrowhead.  Purchased in the Main Lodge.  You'll need to use this
             device to gather enough Arrowheads to afford the Cobweb Duster
             without wasting several hours.

COBWEB DUSTER: A special suction device which allows you to remove Mental
               Cobwebs while in mental environments.  It then stores them to
               exchange later in Agent Cruller's lab for PSI Cadet Rank
               increases.  Purchased in the Main Lodge.

PSYCHO-PORTAL: A small, palm-sized doorway.  When applied to a person's head,
               psychically gifted individuals can enter their mind.

BRAINS: In certain areas of the game, you can locate fellow campers' brains,
        stored in fluid-filled jars.  Return them to Ford Cruller to restore
        your friends' thinking capacity.  Each one returned will increase your
        maximum Mental Health capacity by a small amount.

PSI ENERGY COLORIZER: A purely aesthetic device, this lets you alter the colour
                      of your PSI Power effects, such as your thought bubble/
                      levitation ball and PSI Shield.  Available for purchase
                      in the Main Lodge for 250 Arrowheads, once you reach PSI
                      Cadet Rank 30.  Once acquired, use your Bacon and talk to
                      Ford to change the colour.

MENTAL MAGNET: With this item in your possession, loose pickups, such as
               Positive Mental Health and Mental Arrowheads, will be quickly
               drawn towards you as you pass by them.  Spares you a little bit
               of time collecting goodies.  Available for purchase in the Main
               Lodge.


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                       ============================                        (
(                          5) PSI POWERS & UPGRADES                           )
 )                       ============================                        (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

Some PSI Powers require that you complete a certain stage in the game to earn
the appropriate Merit Badge, while others require you to reach a certain PSI
Cadet Rank and then visit Ford Cruller in his lab.  You will be told of the
latter when you reach the appropriate rank.  Once a PSI Power is learned,
upgrades will be applied automatically as you reach the appropriate PSI Cadet
Rank.

  ~~ PYROKINESIS ~~

With this ability, Raz can mentally excite the molecules of objects and
enemies, building up a temperature gauge until the target bursts into flame,
causing damage and sometimes other effects.
          UPGRADE - Thermal Detonation: Your pyrokinesis burst will spread to
                                        objects and enemies surrounding your
                                        main target.

  ~~ TELEKINESIS ~~

The manipulation and movement of physical objects using solely the power of
your mind.  Objects, once picked up by a psychic hand, can be thrown in an arc
in any direction.  If thrown at an enemy, they can be damaged.
          UPGRADE - TK Extension: Your range for Telekinesis is extended.

  ~~ INVISIBILITY ~~

Obfuscates the minds of living creatures, rendering them unable to detect your
presence.  Gives you the chance to sneak up on them and pound them from behind,
or just sneak clear past them.  Raz can remain invisible for approximately 10
seconds, and must then spend an equal amount of time recharging this power
before using it again.
          UPGRADE - Advanced Invisibility: You can remain invisible for twice
                                           as long.

  ~~ PSI BLAST ~~

Once you acquire the Marksmanship Merit Badge, you can project your aggression
into projectile shots at distant targets.  Locking on to your target first is
recommended.  Using this ability consumes mental ammunition, which can be
refilled by collecting Mean Little Balls of Hate.
          UPGRADES - Chain Blast: Your PSI Blast shot will ricochet between
                                  enemies, to a possible total of 3 targets.
                     Super Chain Blast: You can now hit up to 6 enemies with a
                                        a single shot.
                     Infinite Ammo: You will never run out of PSI Blast shots.

  ~~ LEVITATION ~~

This ability allows you to stand atop a thought bubble, which you can then
bounce high into the air.  Also, you can use your thought bubble as an aerial
flotation device, letting you glide gently downward once in the air.  You can
also run around with great speed while standing atop your Levitation ball.
          UPGRADEs - Wrecking Ball: While rolling atop your Levitation ball at
                                    full speed, you can damage enemies by
                                    running into them.
                     Rolling Havoc: You can now damage enemies while rolling at
                                    any speed.

  ~~ SHIELD ~~

Raz can use his Thought Bubble as a defensive sphere completely enveloping him,
protecting him temporarily from incoming attacks.  The effect lasts only
approximately 4 seconds, and it takes the same amount of time to recharge.  The
shield is also capable of reflecting some attacks, especially electrical ones,
back at the attacker.
          UPGRADE - Offensive Shield: Enemies striking your shield with a melee
                                      attack will be knocked back momentarily.
                    Ferocious Aura: Knocked-back enemies will also take damage.

  ~~ CLAIRVOYANCE ~~

A slight misnomer, in my opinion.  Generally, clairvoyance refers to the
ability to foresee events.  In the world of Psychonauts, this power lets you
see through other living creatures' eyes.  For most beings, proximity is
sufficient for you to highjack their minds.  You can also find a number of
objects which, when held in your hand, give you access to a related creature's
thoughts.

  ~~ CONFUSION ~~

Temporarily befuddles targets caught in the blast of thrown Confusion Grenades.
You can only carry a limited number, but can replenish your supply by defeating
enemies and destroying objects.  Confused enemies will sometimes turn on their
own allies.  They will always ignore you.  The effect lasts a short time only.
          UPGRADE - Sensory Scramble: The Confusion effect now lasts twice as
                                      long.
                    Infinite Ammo: You will never run out of Grenades.

  ~~ OTHER UPGRADES ~~

Palm Megabomb: Your palm bomb (jump attack) can be made more powerful by
               pressing the attack button repeatedly while still in the air.

Psychic Regeneration: Friends back in the camp in the real world will focus
                      their mental energies on you, gradually restoring your
                      Mental Health.

     ======================
     - PSI POWER UPGRADES -
     ======================

  PSI Cadet Rank  |   Ability/Upgrade Unlocked
-------------------------------------------------------------------------------
        10        |  Pyrokinesis - visit Ford Cruller's Sanctuary to learn it.
                  |  Can now purchase the Dowsing Rod.
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        15        |  Can now purchase the Mental Magnet.
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        20        |  Telekinesis - visit Ford Cruller's Sanctuary to learn it.
                  |  Can now purchase the Cobweb Duster.
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        30        |  Invisibility - visit Ford Cruller's Sanctuary to learn it.
                  |  Can now purchase the PSI Energy Colorizer.
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        35        |  Palm Megabomb (Palm Bomb upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        40        |  Chain Blast (PSI Blast upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        45        |  Thermal Detonation (Pyrokinesis upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        50        |  Wrecking Ball (Levitation upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        55        |  Offensive Shield (PSI Shield upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        60        |  Advanced Invisibility (Invisibility upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        65        |  TK Extension (Telekinesis upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        70        |  Super Chain Blast (PSI Blast upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        75        |  Rolling Havoc (Levitation upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        80        |  Ferocious Aura (PSI Shield upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        85        |  Sensory Scramble (Confusion upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        90        |  Psychic Regeneration
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
        95        |  Infinite Ammo (PSI Blast/Confusion upgrade)
  -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
       100        |  Bonus Scene!!
-------------------------------------------------------------------------------


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                            =================                              (
(                               6) CHARACTERS                                 )
 )                            =================                              (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

RAZPUTIN - Begoggled protagonist of our story.  Born to a family of acrobats,
           he always knew that he was different, which says a lot considering
           the circus freaks he grew up with.  His father vehemently
           discouraged him from using the psychic powers he was discovering.
           As result, he ran away to join the Whispering Rock Psychic Summer
           Camp, after a mysterious stranger handed him a pamphlet one day.

MARCEAU OLEANDER - Though diminutive in stature, he is living large and loud.
                   He has a strong military-based personality.  He drills the
                   camp members in the basics of psychic combat.
                   Affectionately known as 'Coach'.

SASHA NEIN - A cool, aloof, world famous Psychonaut.  He is keen on
             experimenting with psychically-gifted individuals, though he seems
             a little inattentive to the ethics involved in such activities.

MILLA VODELLO - A warm, caring Psychonaut, famous for her killer parties.  But
                is her party persona a cover for something deeper?

FORD CRULLER - Weird old white-haired green dude, who seems to perform multiple
               support functions around the camp.  He also has a secret
               underground facility, where he coordinates Psychonaut missions.

FRANKE ATHENS- Experienced redheaded camp member.  One of the toll-collectors
               when first leaving the kids' cabins area.  Exclusive about her
               circle of friends.

CHLOE BARGE - Wears a space helmet.  Obsessed with contacting her supposed
              outer-space progenitors.

DOGEN BOOLE - Little blue egg-shaped dude with a tinfoil hat.  Has the problem
              of making people's heads explode with his mind.

KITTY BUBAI - BFF with Frankie, and only Frankie.  A skilled friendship
              bracelet weaver.

MIKHAIL BULGAKOV - Russian guy, wears a yellow camp shirt and large red cossack
                   hat.  Obsessed with finding and fighting psychic bears.
                   Strong but friendly, he hates bullies.

MALOOF CANOLA - Little, timid, often picked on.  Wears a white rugby shirt with
                red stripes.  Gives you smelling salts at the start of the
                game.  With a little muscle at his side, his imagination and
                thirst for revenge is unquenchable.

ELKA DOOM - Bossy, dating James.  She secretly pines for her ex-boyfriend Nils,
            though.

BENNY 'THE NOSE' FIDELEO- Purple, with really big ears.  A yes-man born and
                          bred.  Always on the lookout for anyone needing an
                          evil sidekick.

ELTON FIR - Does Lili's homework for her.  Likes to talk to the fish in Lake
            Oblongata.  A sweet boy, empathetic to the plight of the little
            guy.

CLEM FOOTE - Cheerleader guy with tall skinny neck, sweatband.  He will remain
             Crystal's constant companion to the bitter end.

QUENTIN HEDGEMOUSE - Mod guy in a turtleneck.  Turntable-master for the camp
                     band 'The Levitators'.

J.T. HOOFBURGER - A young cowboy, currently dating Elka, who insists on calling
                  him 'James'.  He feels caught between his new girlfriend's
                  and his best friend Chops's demands for attention.


PHOEBE LOWE - Green skin, wears headphones.  Yellow shirt, pink pants.  Has
              issues with fire, due to her lack of pyrokinetic control.
              Drummer in the band 'The Levitators'.

NILS LUTEFISH - Big blond head, bell bottoms, yellow camp shirt.  Girl-crazy,
                he likes to peek in on the female bunks.

MILKA PHAGE - Timid, she turns invisible a lot.  Has a dull appearance.  Likes
              Elton, another timid young camper.

CRYSTAL FLOWERS SNAGRASH - Cheerleader girl with red topknot.  Emotionally
                           unsettled, she doesn't handle failures well.

CHOPS SWEETWIND - Cool guy with green 'fro.  Loyal friend to J.T.

VERNON TRIPE - Short, deep voiced, wearing a military surplus cap.  Boringest
               stories ever.  Hotly avoided by the girl campers.

BOBBY ZILCH - The lisping, spitting camp bully.  Scrawny with big frizzy hair.
              Shirt has numbers '00'.  The only thing of value he's ever
              created is his trademark victory dance.

LILI ZANOTO - Experienced and sassy camp member.  Sarcastic, but secretly
              enamoured of Raz.


 __,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._,--._
(                                                                             )
 )                            ==================                             (
(                               6) WALKTHROUGH                                )
 )                            ==================                             (
(_    _    _    _    _    _    _    _    _    _    _    _    _    _    _    __)
  `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--' `--'

And now we finally get to the meat and potatoes of the guide.  After pressing
Start (which you can delay to see the game credits flying around the screen),
Raz will appear on top of the title brain.  Use the Left Stick to move him
around it.  On the left hemisphere of the cerebral cortex (on the opposite side
from the 'Psychonauts' title), you'll find two doors.  The yellow door with the
cracked egg lets you start a new game, while the blue door with the bed icon
allows you to load a saved game.

After the intro FMV, choose one of the three bunks in the dormitory.  This will
save your profile.  Multiple players can create different profiles to progress
through the game each at their own pace.  From this point on, the game will be
saved automatically under your profile whenever you see a loading screen.  You
can also manually save at any time.  Your PS2 memory card must be placed in
slot 1.

Next, in a dream sequence, you get to set your camera controls using the Right
stick.  When told to look to the right, press right or left, depending on your
preference for inverted or regular controls.  You then learn about PSI
Challenge Markers.  Then, look up by pressing the Right stick up or down,
depending on your preferences, to spot the PSI Card.  If you want to change
your camera controls at any time, you may do so in the Options menu in Raz's
Journal.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)               7.1 Whispering Rock - Kids' Cabins              (!)
     (!)             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 12            ~~~~~
  ~~~~~ PSI Challenge Markers: 1 ~~~~~
  ~~~~~ Scavenger Hunt Items: 1  ~~~~~

Press Start to open Raz's Journal, and check out the different pages.  Of
particular note is the To-Do list, which you can check if ever you lose track
of your current objectives to get yourself back on track.  Your first task is
to go to Coach Oleander's training course, but if you prefer, you can explore
this area of the campgrounds and familiarize yourself with the controls a
little bit first.  There are plenty of places to jump up, rail slide, trapeze
swing, pole climb, and perform other actions that will help get you through the
game.  As you approach an appropriate spot, you will be prompted to try each of
these skills out.  You will not be able to leave this area until you have
completed the training course, but you can move up along the dirt path towards
the exit for your first real-life encounter with the weird old green-skinned
skinny dude.

As you explore this area, watch for the purple trails emerging from the ground.
These indicate Psychic Arrowhead locations.  Face one and press [Triangle] to
collect it.  There are also several other Psychic Cadets for you to talk to.
Some conversations in this game are triggered simply by approaching people,
some you can listen in on by standing near a pair of characters already engaged
in talk (and these conversations can go on for quite some time, and are often
quite hilarious), while others require that you press [Triangle] when your
desired conversee is surrounded by the green target glow.  You can also talk to
animals in this way... but I would worry if they answered back.  Of particular
interest is the conversation you have with Dogan, especially the part after you
walk away from him.

Also, try to find as many of the PSI Cards as you can.  To help you out in this
regard, here is a list of their locations (for the ones you can reach at this
point, anyway), as well as the PSI Challenge Marker and Scavenger Hunt item
(well, a teaser for that last one at least):

          PSI CARD LOCATIONS:
               1. Down one side of Raz's cabin (to the left as you exit the
                    cabin).
               2. Inside the outhouse, to the left as you exit Raz's cabin.
                    Press [Triangle] to open the door.
               3. On top of the cabin past the outhouse.  Jump to the roof from
                    the trampoline beside it.
               4. On top of one of the roots of the large main tree, leading
                    uphill.
               5. Underneath base of ramp leading up to training course.
               6. From the roof of the cabin with the trampoline beside it,
                    walk half-way across the tightrope and jump right to the
                    trapeze swing.  Swing to the raised trampoline net.
               7. On top of Raz's cabin.  Cross the tightrope from the cabin
                    with the trampoline beside it to reach it.
               8. At top of hillside above Raz's cabin.  From the roof, swing
                    on the wooden poles, then grab the net around the tree and
                    jump to the landing.
               9. Inside cave tunnel.  From landing above Raz's cabin (see #8),
                    slide down the mud slope inside the cave, and jump right to
                    the side tunnel.
              10. Inside cave tunnel, close to #9.  Follow same directions.
              11. On top of PA (public announcement) tower beside Dogan.  Climb
                    the pole to reach it, or jump up the nearby rocks.
              12. Requires Levitation ability to reach.  See #8 to reach the
                    hillside above Raz's cabin.  From there, do a Levitation
                    bounce to the left, far enough to grab onto the netting in
                    the side of the rock wall.  Climb to the top of that net,
                    then do a double-jump backwards to grab another net (use
                    the camera to spot it first).  Climb to the top of that one
                    too, then double-jump to the tightrope with the card above
                    it.

          PSI CHALLENGE MARKER LOCATION:
               -Jump onto the roof of the cabin with the trampoline beside it,
                    then cross the tightrope half-way.  Jump right to the
                    trapeze swing, and swing to the raised trampoline net.
                    Bounce up to the ladder and climb to the platform with the
                    Challenge Marker.

          SCAVENGER HUNT ITEM LOCATION:
               Turkey Sandwich: Requires Pyrokinesis ability to obtain.  Jump
                                on top of the cabin with the trampoline beside
                                it, then cross the tightrope to the roof of
                                Raz's cabin.  Swing up the tree-branch poles,
                                climb the net on the tree trunk and hop to the
                                landing.  Enter the cave and slide down to the
                                end.  Open the refrigerator and use Pyrokinesis
                                on the ice block to melt it, revealing the
                                sandwich.

When you're ready, head up the ramp around the large tree in the middle of the
area (alternately, you can climb the PA tower near Dogan, then use the nearby
trapeze swing and climb a partial ladder to the top).  In a FMV, you will
receive the Smelling Salts, which will be a permanent fixture in your backpack
from now on.  Talk to Coach Oleander (press [Triangle] when he is surrounded by
the target glow) to initiate the first psychic stage.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)              7.2 Coach Oleander - Basic Braining              (!)
     (!)            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

======================
  7.2.1 The Trenches
======================

  ~~~~~ Figments: 73 ~~~~~

Punch the projection of the Coach after he finishes yakking.  Note that there
are a couple of objects amidst the plants on either side of the starting area
that yield Positive Mental Health when struck; look for any such destructible
objects in any level when you need to replenish your Mental Health, as
indicated by the brains in the upper left corner of the screen.

Jump over the first two gaps, then double-jump over the third.  After this, you
come across your first Figment.  Another jump brings you to the first piece of
Emotional Baggage, specifically the Steamer Trunk.  Double-jump across the next
gap to collect the Steamer Trunk Tag, then jump back to reunite it with the
trunk, and watch as both go off happy together.  Collect the Figments on the
ground here, then climb the ladder to the top of the watchtower.  Slide down
the ladder on the other side to find more Figments and the Suitcase Tag.  Climb
the pole, jump to the ledge, and climb the second pole to the top.  Carefully
slide down the ladder on the other side of the concrete tower, waiting for the
flame spouts to cease spouting before moving down.

After the FMV, slide down the ladder and explore the ground here.  In one
corner, behind the wooden platform, there is a sign reading 'Classified Route'.
This marks a hole leading to an underground passageway, but you can also take
the above-ground route.  If you want to collect all of the Figments, you'll
need to do both.  I suggest crossing the underground tunnel to the end, then
return to the start and take the above-ground path.

The underground tunnel is very straightforward.  Simply jump across the
platforms to reach the far side.  If you fall to the bottom of the pile,
backtrack to the nearest point where you can jump back up to the grates.
Collect the Figments in here, then return to the start and climb the ladder.

For the above-ground path, climb the ladder hidden in the weeds on the opposite
side of the clearing, then jump to the nearest circling airplane when it
approaches.  There are a couple of moving Figments up here, so watch their
paths and try to intercept them.  Hop to the second airplane when they pass by
each other, then to the far landing.  Double-jump up the ledges to reach a
small set of stairs.  Past the stairs, down the ledges, is the exit from the
underground path.  Climb the stairs and jump to hang from the ledge, then
shimmy left across it until you're past the artillery cannons.

The path splits here again briefly.  Go down the ledges to the left and through
the red pipe.  On the other side, you'll find the pink Suitcase, whose tag
you've already collected.  Return through the pipe and jump up towards the
trampoline nets.  Here, there are several moving Figments 'jumping' up the
nets, so look around for them and clear them all out.  At the top, grab the
ledge and haul up.  Jump onto the netting on the wall and climb it using the
Left Stick.  Portions of the wall will blow out as you move around, forcing you
to follow a certain path.  Pull up at the top.

Talk to Dogan.  Let him stay where he is for now, until you've had the chance
to cross the minefield once on your own to clear out all of the Figments.  The
easiest place to capture the moving minesweeper Figment is to jump at him in
the far left corner, just inside the fence.  When crossing the minefield, just
walk slowly (push gently on the control stick), and don't be afraid to jump
over one if you've got a large enough space to land in.  If you explode, you'll
respawn at the start of the minefield.  Once you've made it across, go back and
talk to Dogan, then choose to have him follow you.  He'll walk in a straight
line towards you, so lead him across bit by bit.  Occasionally, he'll start to
shiver and say "I can't do it!".  Talk to him again at these time to reassure
him, and he'll continue to follow you.  Walk slowly as he follows, especially
in the narrow spaces between mines.  At the end, lure him to the fence line and
he'll rejoice in his assisted victory, and give you 25 Psychic Arrowheads.

To open the gates ahead, shimmy up the pole, pushing the flag to the top.  You
may want to save before entering the tunnel ahead, because you'll be locked in
and won't be able to backtrack from this point anymore.  If you have 69
Figments and have sorted two pieces of Emotional Baggage, then you're done for
this area (the last 4 Figments are just past this doorway).  Inside the cargo
plane beyond, collect the last several Figments, listen to Vernon's story until
you can't stand it any longer, then strike the side door and jump out of the
plane.


====================
  7.2.2 The Cannon
====================

  ~~~~~ Figments: 79      ~~~~~
  ~~~~~ Mental Cobwebs: 3 ~~~~~
  ~~~~~ Mental Vaults: 2  ~~~~~

Do a Palm Bomb (your jump attack) on the button in the middle of the rings of
sandbags.  This initiates a mini-game, in which you must punch the standees
that flip up all around you.  Most of these are skeletal gunmen, and striking
each before it retracts will earn you one point.  The green baby cut-outs are
'friendly', and striking them gets you no points (but you don't lose any
either).  For the first round, you must hit 20 targets in 60 seconds.  This is
incredibly easy to do.  Each target will flash a '1' over its head in red a
moment before it vanishes.

After your first win, you can play again by performing another palm bomb on the
button.  Progressive rounds get more and more difficult.  The following table
outlines each round:

    Round  |  Points  |  Time  |  Notes
  =============================================================================
      2    |    30    |   75   | Lose 1 point for each 'friendly' struck.  Get
           |          |        | used to the speed towards the end.
   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
      3    |    30    |   60   | Not much more difficult than round 2, but a
           |          |        | little less forgiving of misses due to the
           |          |        | shorter time limit.
   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
      4    |    40    |   75   | Lose 2 points for each 'friendly' struck, and
           |          |        | lose 1 point for each missed target!  You must
           |          |        | get used to standing in the middle ring, and
           |          |        | twitching the Left Stick towards the targets
           |          |        | and punching as soon as they appear.  Use the
           |          |        | moments when 'friendlies' appear to re-center
           |          |        | yourself.
   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
      5    |    40    |   60   | Very challenging, and very difficult.  You can
           |          |        | not afford to miss more than perhaps 3-4
           |          |        | targets in the entire round.  Note that the
           |          |        | fast target rate begins at 5 points.  Will
           |          |        | likely require many attempts to master.  Once
           |          |        | you start missing targets, it goes downhill
           |          |        | quickly.  You can stop the round at any time
           |          |        | by performing another palm bomb, rather than
           |          |        | waiting for the timer to run out if things are
           |          |        | going badly.
   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -   -
      6    |    50    |   75   | Actually slightly easier than the previous
           |          |        | round, since by now you'll be quite proficient
           |          |        | at not missing any targets, and you have an
           |          |        | additional 15 seconds to hit only 10 targets.
           |          |        | Still, it requires that you maintain your
           |          |        | near-flawless streak for a more extended
           |          |        | period of time.
  =============================================================================

Now, why do all this, since after winning the mini-game for the first time, the
gate ahead opens up?  Well, though you only receive a few lousy Psychic
Arrowheads for the first few rounds, once you clear the last one, you receive a
PSI Cadet Rank increase of 1!  This is essential if you want to reach rank 100
by the end of the game.  The button disappears after you clear the final round,
so you can't play again.

Proceed through the opening to encounter your first Mental Vault.  Punch it as
it runs around to view a slide-show about a significant event in the Coach's
memories.  Jump out of the trench, and note the little teleport worm on the
right.  He can carry you back to any previous sections in the current mental
environment.  This is handy for when you've missed any Figments or other
collectibles, or just want to run through a particular section again.  Anyway,
punch the giant skeletal Nazi cutout and advance into the cannon field.  Don't
worry about collecting the many Figments here until you've eliminated the
threat of the mounted machine-gun dead ahead.  The brick walls will protect you
from its rapid fire.  Punch each wall to knock it down and raise the next one,
which you must run to before the stream of bullets reaches you.  If you look at
the ground, you'll note the cable running back and forth; this leads to each
successive wall, so you know where to go after you punch your current cover.
The third wall you hide behind is permanent; the next punchable wall is further
ahead to the right.  After you punch the final wall down, the cannon will be
disabled.  Go back and gather any missed Figments, and also reunite the Hatbox
Tag with the Hatbox.

Climb on top of the machine gun turret and grab the Dufflebag Tag bouncing up
there.  Do a palm bomb to smash open the planks on top, then jump into the
hole.  Inside, climb the pole to push the flag up to the top.  This opens the
gates ahead.  During the slide through the tunnel, you can move left and right
slightly, and you can also slow down or speed up your slide by pushing down or
forward on the Left Stick, respectively.  In order to collect the Figments in
here, pull back to slow your progress, and move to the side as needed.  If you
just miss a Figment, you can double-jump back towards it.  This may take a few
tries to make any reverse progress, but it'll save you from having to pass
through this section again, if you're aiming for total completion.

Once you land, jump up to the right swing pole, then push the Left Stick in one
direction to build up rotation, and press [X] to jump to the next pole up in
the direction that you're facing (which can be changed with [Triangle]).  Be
sure not to miss the Figment as you swing up to the middle.  At the top, wait
for the flame spout to desist, then jump to the ledge on either side and pull
up.  Reunite the Dufflebag up here with it's tag, and grab the Figment on the
left.  Swing up some more poles, in between bursts of flame.  When you land on
the platform at the top, punch the wall beside you and head through the gap.

Approach the purple Mental Cobweb to learn all about them.  Until you acquire
the Cobweb Duster, these will remain as impenetrable barriers.  You will have
to come back later to collect this and other Mental Cobwebs in this stage.
Double-jump to the lowest tightrope stretched across the room, and press [X]
repeatedly to jump up the series of ropes.  If you didn't get the Figment
floating around this area while on the ground, you can collect it easily from
on top of the second rope, on the side nearest the Cobweb below.  Just wait
there for it to fly by.  Jump over to the higher ropes as they move out of
vertical alignment, trusting the game's auto-targeting to help Raz land
squarely on them.  Once you reach the platform at the top, punch the wall again
here and pass through the hole.

Before grabbing onto the trapeze swing, jump to the ground beside it and
collect a few Figments.  Note the Mental Cobweb and the Mental Vault behind it.
Grab onto the trapeze swing, and press forward and backward rhythmically on the
Left Stick to build up your swing.  Wait for the blue blimp Figment to come
around before jumping to the second trapeze.  Once you release your current
trapeze, you can let go of the controller and Raz will grab safely onto the
next target, provided that your swing had enough momentum.  Collect the Purse
Tag on the platform, then climb the ladder.  Turn around and look for the Purse
inside an airplane section above and behind you.  To reach it, jump to the
plane section to the right of the tightrope, then to the other nearby wing, and
jump to the net walkway sticking out of either end.  Walk to the Purse to sort
it, then return to the platform at the top of the ladder.  With the final piece
of Emotional Baggage sorted, you can view this stages 'Primal Memories'
(concept art) in the movie viewer in Raz's Journal.

Walk out along the tightrope.  You can fit through the wedge in the wall, but
you can also double-jump on top of the wall to collect a Figment, then drop
back onto the tightrope on the far side.  Cross the wooden walkway, and watch
for the green blimp Figment to pass by to jump to the trapeze swing.  Swing and
leap to the next trapeze (don't worry about the odd angle that it's at relative
to your jump, Raz will still grab onto it), turn around and swing and jump to
the next platform.  Wait up here to collect the purple plane Figment flying
around, then climb down the ladder and swing to the next platform.

Step onto the rail and enjoy your ride along it.  You can slow down your
descent by pulling back on the Left Stick.  Jump side to side to collect the
Figments as you approach them, and punch at the obstacles (the same skeletal
soldier cutouts from the mini-game at the start of this section) to avoid
taking damage as you pass through them.  It gets more difficult to collect the
Figments as you near the bottom, so you can either play through this section
again at a later time by re-entering the Coach's mind, or you can let yourself
die towards the bottom, by running into Bobby Zilch or just jumping into the
oblivion below.  You don't lose any Astral Layers in this stage, since it's
just a training level, so you can do this as many times as you need to collect
all of the Figments.  The final Figment of the stage is at the end of the rail,
so when you're ready, sock Bobby right in the kisser as you slide up to him and
begin the final section.


================================
  7.2.3 Obstacle Course Finale
================================

  ~~~~~ Figments: 11      ~~~~~
  ~~~~~ Mental Cobwebs: 2 ~~~~~

This is by far the shortest section in the Coach's mind, but it is still fairly
treacherous.  But of course, since you won't lose any Astral Layers in this
stage, you can fall into the spinning grinders without fear.  Move along the
log pathway, waiting for each section to mostly level out before advancing.
Try to grab the three floating yellow Figments as they pass nearby,
occasionally jumping to them, but trying your best to land back on solid
ground.

Slide along the rail to the end, collecting the final Figments.  In the room at
the end, nothing much seems to be going on.  Oh well, I guess you'll have to
check out the white hallway on the right side...

*** NOTE ON RETURNING TO BASIC BRAINING ***

You will doubtlessly have realized that you will need to come back here later
once you've obtained the cobweb duster, to clear the Mental Cobwebs and open
the second Mental Vault that you were unable to do anything with the first time
around.  To return to this level, you will have to wait until night falls over
the camp.  After this point, you will be able to re-play Basic Braining from
the Collective Unconscious (you'll learn of it soon enough).  Remember to come
back if you're aiming to collect everything in the game!


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)            7.3 Whispering Rock - Main Campgrounds             (!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Challenge Markers: 1 ~~~~~
  ~~~~~ PSI Cards: 18            ~~~~~
  ~~~~~ Scavenger Hunt Items: 2  ~~~~~

If you show the button to Coach Oleander, he'll give you a hint about finding
Sasha Nein's secret lab: use your map!  Open Raz's Journal and scroll to the
last tab to view the location of your next main objective.  Head up the dirt
path to the exit from the Kid's Cabins Area.  You'll need at least one
Arrowhead in your possession; dig them up with [Triangle] while facing them.
Immediately upon entering the new area, you'll be given the Scavenger Hunt
sidequest.  A couple of items will require specific PSI Powers to reach, while
most require simply careful searching.  Here's a breakdown of the collectible
objects to be found in this area:

          PSI CARD LOCATIONS:
               1. Just over the fence to the right as you enter the Main
                    Campgrounds from the Kids' Cabins Area.
               2. On top of the PA tower to the rear corner of the Main Lodge,
                    on the side nearest the Kids' Cabins Area entrance.
               3. Directly behind the Main Lodge, near the roof.  Walk across
                    the tightrope from the top of either PA tower behind the
                    Lodge to reach it.
               4. On top of the PA tower to the rear corner of the Main Lodge,
                    with the pair of camp cheerleaders on top of it.
               5. Underneath the ramp leading up to the Main Lodge entrance.
               6. On top of the PA tower where the dirt path splits, straight
                    out from the Main Lodge.
               7. At the end of the tightrope leading from the PA tower nearest
                    where the dirt path splits in three to the roof of the Main
                    Lodge.
               8. On top of the Main Lodge's lower roof.  Follow the tightrope
                    from the PA tower behind the Lodge with the cheerleaders on
                    top of it, then jump to the section of the reddish-brown
                    roof that sticks out to the side.  Walk along its ridge to
                    the card.
               9. From the top of the PA tower nearest where the dirt path
                    splits into three, double-jump towards the rock wall and
                    head to the right along its ridge.  Jump towards the
                    platform around the tree, though you actually want to land
                    on the rock below it, with the plank platform.  Head along
                    the greenish rocks to the left to reach the card.
              10. From the top of the PA tower nearest where the dirt path
                    splits into three, double-jump towards the rock wall and
                    head to the right along its ridge.  Jump towards the
                    platform around the tree, though you actually want to land
                    on the rock below it.  Walk out onto the planks here, and
                    use the trapeze swing to reach the card on another tree-top
                    ring.
              11. From the end tree-top ring from #10, walk along the tightrope
                    to the top of the gate to the parking lot.
              12. Inside the outhouse inside the gate to the parking lot.
              13. In the parking lot, in empty space to the left of the
                    entrance.
              14. On top of the jeep in the parking lot.  Double-jump onto its
                    hood, then onto the roof, which is springy.
              15. Over the basketball net in the parking lot.  Double-jump to
                    it from the nearby yellowish rock.
              16. On top of a rock along the path leading down to the parking
                    lot.
              17. Behind a tree along the hillside straight out from the picnic
                    benches past the Main Lodge.
              18. Requires Levitation ability to reach.  Bounce on top of the
                    cut log in the middle of the parking lot.

          PSI CHALLENGE MARKER LOCATION:
               -On top of the Main Lodge's upper roof.  Follow the tightrope
                    from the PA tower nearest where the dirt path splits into
                    three, then jump onto the roof.

          SCAVENGER HUNT ITEM LOCATIONS:
               Gold Doubloon: Down the right side of the Main Lodge, in a nook
                              in the foundation.
               Eagle Claw: On top of a platform ring at the top of a tree,
                           sticking out from the rock wall past where the path
                           splits and heads towards the parking lot.  From the
                           top of the PA tower nearest where the dirt path
                           splits into three, double-jump towards the rock wall
                           and head to the right along its ridge.  Jump towards
                           the platform around the tree, though you'll actually
                           land on the rock below it.  Walk out onto the planks
                           here, and use the trapeze to reach the card on
                           another tree-top ring.

Aside from collecting those goodies, there isn't a whole lot to do in this
area.  For fun, you can repeatedly check out the announcement boards in the
parking lot, as well as the signs on the cut log in the middle of the parking
spaces.  Ultimately though, this place is a waystation leading to several other
important locations.  For the main quest, you would want to follow your map
towards the area titled 'GPC and Wilderness'.  But before you go there, you
ought to check out some other places, namely the Main Lodge and the Reception
Area.  The Beach I'll leave until later, because you'll have to go there as
part of the main quest shortly.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~              (!)
     (!)               7.4 Whispering Rock - Main Lodge                (!)
     (!)             ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~              (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ Scavenger Hunt Items: 1 ~~~~~

The Main Lodge is the large building in the middle of the Main Campgrounds.
The front door is at the top of the winding ramp, but you can also get in from
the back patio.  There isn't a whole lot to do inside the Lodge, but it does
contain one essential location: the Camp Store.  Talk to Ford behind the
counter on the right after entering through the front doors, and peruse the
selection of objects available for sale.  The controls for shopping will be
listed on the screen.

           Item                    Cost             PSI Cadet Rank required
         ====================================================================
          Cobweb Duster          800 Arrowheads       20
          PSI Energy Colorizer   250 Arrowheads       30
          Mental Magnet          400 Arrowheads       15
          Dream Fluff             50 Arrowheads       1
          PSI Core                10 Arrowheads       1
          Dowsing Rod             50 Arrowheads       10

If you've been collecting Arrowheads, then you can afford a couple of items.
Your first purchase should be the Dowsing Rod, because that will help you to
find a lot more Arrowheads more quickly.  Next, buy however many PSI Cores as
you can afford, because they will let you assemble PSI Challenge Markers from
your collected PSI Cards, granting you PSI Cadet Rank increases.  You can then
start saving up Arrowheads to buy the Cobweb Duster, which will prove
invaluable in clearing future stages perfectly.

You can also chat with the band practicing on the stage, and go up the stairs
on the right side to the television room.  Change channels with [Triangle]
while in front of the TV, though there's not much worth watching.  There is one
other item of interest in here though:

          SCAVENGER HUNT ITEM LOCATION:
               Voodoo Doll: On top of the rafters over the stage.  To reach it,
                            jump onto the table beside the first window on the
                            left after entering through the front door, then
                            jump on top of the bookshelf in the corner.
                            Double-jump to the top of the doorway over the
                            entrance, then up to the nearest ceiling beam.  Hop
                            across the beams to reach the doll.

Head back outside to continue your fun in the sun.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)             7.5 Whispering Rock - Reception Area              (!)
     (!)           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 21            ~~~~~
  ~~~~~ PSI Challenge Markers: 1 ~~~~~
  ~~~~~ Scavenger Hunt Items: 4  ~~~~~

This is the location where the game's opening FMV took place.  It serves no
other practical purpose for the rest of the game, other than harboring a few
collectible items, including a whole lot of PSI Cards, and if you've purchased
the Dowsing Rod, you can also hunt for Deep Arrowheads so that you'll be able
to afford the Cobweb Duster eventually.  Head through the campfire area and
start along the fenced-in dirt path.  You will pass by a camper atop a rock,
with that crazy old guy hanging around outside of it.  Go up to him for a funny
conversation.  Continuing along the path, you will pass through more woods,
then you'll pass a swampy area on the left.  After that, the path leads to the
GPC and Wilderness area.  Watch out for the psychic bear that inhabits this
area.  Unless you have any PSI Powers, it's best to just avoid him.

         PSI CARD LOCATIONS:
               1. Over the fence to the left of the camper on a rock.  Watch
                    out for the bear!
               2. Behind a grave marker at the top of the hill to the left of
                    the camper on a rock.
               3. Inside the cave entrance over the fence to the right as you
                    approach the camper on a rock.
               4. Up a ladder above the cave entrance and part-way across a
                    tightrope.
               5. Up a ladder above the cave entrance and all the way across
                    the tightrope from the wood platform.
               6. At the end of the tightrope in #5, jump to the rocks on the
                    left and up to the rock with the card.
               7. At the top of the hill between the swamp and the camper, on a
                    rock to the right of the campfire area.
               8. At the top of the hill between the swamp and the camper, on
                    the tree branch over the campfire area.  Tricky to reach
                    without using Levitation, but possible by jumping onto a
                    ridge in the tree trunk beside the branch.
               9. At the top of the hill behind the swamp with the curved ramp
                    leading around it.
              10. On top of the rocks to the right of the waterfall behind the
                    swamp.
              11. On top of the rocks to the left of the waterfall behind the
                    swamp.
              12. On top of the rocks to the left of the waterfall behind the
                    swamp (no, you're not seeing double; there are two cards
                    on the rocks here).
              13. On a ridge over the stream leading away to the side from the
                    base of the waterfall behind the swamp.
              14. In front of the rusty truck caught in the tree, on a hill to
                    the right of the waterfall behind the swamp.
              15. Inside the cave across the main path from the swamp.
                    Requires that you kill the bear, for which you will need to
                    have learned at least one PSI Power.
              16. At the top of the cave tunnel.  To reach it, you'll have to
                    be able to kill the bear in the tunnel.
              17. At the end of the long rail slide after emerging from the top
                    of the cave tunnel.
              18. Above the upper entrance to the cave tunnel.  You'll have to
                    carefully walk between the rails to avoid sliding on them,
                    then jump to the ledge on the side and up to the card.
              19. From the hill behind the swamp with the campfire area, jump
                    right over the rocks, then to a rock behind a tree trunk
                    along the rim of the area.  Leap from here to a caved-in
                    mine entrance at the top of a slope, then out to a log
                    platform between two posts.
              20. From the location for #19, once you've learned the Levitation
                    ability, jump and float to the card on top of the post.
              21. Located behind the waterfall.  Jump through the water stream
                    into the alcove behind it.

          PSI CHALLENGE MARKER LOCATION:
               -From the hill behind the swamp with the campfire area, jump
                    right over the rocks, then to a rock behind a tree trunk
                    along the rim of the area.  Jump from here to a caved-in
                    mine entrance, where you'll find the marker.

          SCAVENGER HUNT ITEM LOCATIONS:
               Cherry Wood Pipe: Beside the rusty truck caught in the tree, on
                                 a hill to the right of the waterfall behind
                                 the swamp.
               Condor Egg: Atop a tree trunk in the swamp.  To reach it, get
                           through the cave tunnel (which requires that you
                           defeat the psychic bear inside), then slide along
                           the long rail and hop to the nest on top of a tree
                           trunk.
               Dinosaur Bone: From the campfire area on a hill behind the
                              swamp, jump to the lowest tree branch using a
                              ledge in the trunk to the right.  Walk out to the
                              very tip of the branch, then double-jump up to
                              the tip of the second branch above you.  Move
                              under the bone and double-jump to grab it.
               Fertility Idol: Requires PSI Blast ability to obtain.  Use your
                               target lock and PSI Blast the beehive, on the
                               hill over the fence near the campfire area.  In
                               the remains of the hive, you'll find the idol.

You can head to the GPC and Wilderness area now if you like, but if you've
reached at least PSI Cadet Rank 10, you'll want to visit Ford Cruller's
Sanctuary at some point in order to learn Pyrokinesis (if you don't know how to
get there, see further down in the walkthrough, or just wait for a certain game
character to give you hints about it).


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)            7.6 Whispering Rock - GPC & Wilderness             (!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 18            ~~~~~
  ~~~~~ PSI Challenge Markers: 2 ~~~~~
  ~~~~~ Scavenger Hunt Items: 4  ~~~~~

As you move around this area, there will be a couple of short FMV's featuring
various campers when you pass by specific spots.  Following the dirt path, at
one point you can pass through a hollowed-out tree trunk to cross the river, or
keep going along the river's edge to the right to reach a cave that leads to
the Beach and Boathouse area, which you will need to visit later on.  On the
other side of the river, besides the large GPC enclosure, you can find some
more forest landscape, and also Ford Cruller dressed as a park ranger, in front
of a run-down shack.

Once again, there is plenty of stuff to collect in this area:

          PSI CARD LOCATIONS:
               1. In the riverbank, past where the logs have fallen into the
                    water, under a ridge.
               2. Beside Chloe, at the top of a series of rock ledges beside
                    Ranger Cruller's shack.
               3. From the hilltop with Chloe, beside Ranger Cruller's shack,
                    swing across two tree-branch poles to a ledge, then across
                    two more to the card.
               4. From #3, jump to the adjacent ledge and slide through the log
                    to collect the card.
               5. Over top of the cave leading to the beach and boathouse area.
               6. On top of a rock outside the perimeter of the GPC, to the
                    left.
               7. Outside the perimeter of the GPC, in the back of the area.
               8. On top of a log lying just outside the fence around the GPC,
                    in the back guarded by a psychic bear.
               9. On a log just outside the fence around the GPC, near the back
                    towards the right side, at the top of the hill over the
                    water geysers.
              10. Behind a tree outside the fence around the GPC, near the
                    water geysers.
              11. On a log just outside the fence around the GPC, near the
                    water geysers.
              12. On top of the log tunnel that crosses the river.
              13. Underneath the walkways inside the GPC enclosure, towards the
                    back.
              14. On top of the upper dome in the GPC enclosure.  To get up
                    there, use the spikes around the dome as ledges.
              15. Climb the tree that has vines wrapped around it at starting
                    at the level of the outer walkway of the GPC.  Step onto
                    the branch at the top with the card on it.
              16. From #15, cross the branch and swing across the pole to land
                    on the next branch, which you will slide along and climb
                    the vines on the trunk.  Go up to the next branch, where
                    the card is visible.
              17. From #16, cross the branch and jump to the next vine-covered
                    tree trunk.  Climb up and hop to the next branch above,
                    then cross that and jump to the parallel branch at the end.
                    Grab the vines on the trunk and climb down to the branch
                    below.
              18. To the right of the GPC enclosure, in the valley, find the
                    yellowish rocks with several Psychic Arrowhead trails on
                    top of them.  Jump to the grassy hill behind them, and go
                    up to the tree where you don't automatically slide down the
                    slope.  Double-jump around the right side of the tree to
                    the card behind it.

          PSI CHALLENGE MARKER LOCATIONS:
               -Inside Ranger Cruller's shack.  To get inside, double-jump from
                    the top of the ridge beside the shack, which you can reach
                    by jumping up a series of rocks.  Chloe is hanging out up
                    here early in the game.  From the shack's roof, jump
                    through the hole.  Jump back out through the hole to exit.
               -Climb up the vines around the tree trunk from the walkway
                    around the GPC.  Swing, slide and climb along the branches
                    and up the tree trunks, until you can climb to the cut top
                    of the tree with the marker on top of it.

          SCAVENGER HUNT ITEM LOCATIONS:
               Pirate Scope: Along the outer edge of the area in the valley to
                             the right of the GPC enclosure, just to the left
                             of the entrance to the cave leading to the beach
                             area, walk up the grass hill near the yellowish
                             rocks.  Go slightly up the right side of the tree,
                             stopping before you slide back down the slope, and
                             double-jump around to the back of the tree.  Jump
                             up the rocks here and climb the small vine section
                             to reach the telescope at the top of the hill.
                             Alternately, you can use Levitation to bounce up
                             here more easily.  Also, you can use Clairvoyance
                             on the Crow Feather that you find to help divine
                             its location.
               Golden Acorn: Requires Invisibility to collect.  In the valley
                             to the right of the GPC enclosure, a squirrel
                             holds onto the acorn, but runs into his tree
                             whenever you approach.  Turn invisible while at a
                             safe distance and walk up to grab the nut.
               Glass Eye: Requires Telekinesis to obtain.  Walk in the river to
                          the right until you reach its end, where it goes
                          under the GPC enclosure.  Behind the grate, you can
                          see the eye.  Simply use Telekinesis to float it
                          through the fence towards yourself.
               Miner's Skull: Come back once you learn the PSI Shield ability.
                              In the valley to the right of the GPC enclosure,
                              you'll find two water geysers, one of which is
                              plugged up by the skull.  You need to create
                              enough pressure over the left geyser to force the
                              water through the right one, so stand over top of
                              it and use your Shield.

Once you enter the GPC enclosure, you'll hear a very annoying crying child.  To
stop the racket, move up the grill walkways and strike the door on the upper
dome to release him.  You can now enter this chamber.  Pull the red button that
Sasha gave you out of your backpack, and use it inside the chamber, revealing
a hatch in the floor.  Jump inside.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)                  7.7 Sasha's Underground Lab                  (!)
     (!)                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 2            ~~~~~
  ~~~~~ Scavenger Hunt Items: 1 ~~~~~

You begin at the top of a winding staircase.  Head on down, or simply jump off
the edge and fall to the ground.  Talk to Sasha Nein, then carefully consider
if you're doing the right thing.  Talking to Sasha again doesn't alleviate any
of your fears, that's for sure.  Before you engage in the experiment, make sure
that you collect the easy-to-find goodies in this area.

          PSI CARD LOCATIONS:
               1. On the ground, behind a decorative room divider on the side
                    of the room opposite Sasha's position.
               2. On top of a ledge in the wall near Sasha's position.  Jump up
                    a couple of steps to reach it.

          SCAVENGER HUNT ITEM LOCATION:
               Fossil: Go to the third landing down from the base of the ladder
                       at the top of this room and look around for the glowing
                       item.  Double-jump to the ledge in the nearest corner,
                       then cross to the wall, drop to the left, and jump up to
                       the fossil.

Stand in front of the Brain Tumbler and press [Triangle] to begin the level.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)                 7.8 Brain Tumbler Experiment                  (!)
     (!)               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

Run around the astral ring to reach the one open doorway, and walk through it.
You will now be in the outskirts of Raz's mind.

=============
  The Woods
=============

  ~~~~~ Figments: 92      ~~~~~
  ~~~~~ Mental Cobwebs: 5 ~~~~~
  ~~~~~ Mental Vaults: 2  ~~~~~

Run around the caravan, collecting the four floating Figments in this area.
Also, head after the Mental Vault on the right and punch it open.  Head up the
caravan steps into the unknown.

You find yourself in, well, somewhere.  Your options for action are limited.
Eventually you'll have to try punching.  Strike the environment three times,
and you'll emerge from your shell.

Grab the Purse Tag from behind the shell, then start following the bunny, while
gathering the many Figments all along the path.  Any of the glowing items on
the ground can be smashed to release some pickups (Positive Mental Health or
Psychic Arrowheads).  The same goes for the rubbery steaks, though they aren't
destroyed outright.  Watch out for the snake plants that rise up when you
approach them.  Once they're activated, you can strike them three times (or use
Pyrokinesis, or whatever) to kill them, or simply avoid them.  Also note that
many of the wiry bushes rattle and push you back when you walk into them.

Collect the Steamer Trunk Tag once you turn the corner.  And just ahead of
that...

Oh well, so much for this level.  Talk to Sasha again right away.  He then
sends you to Ford Cruller's sanctuary (which you may already have discovered on
your own; it was accessible anytime after clearing Basic Braining).  When
talking to Ford, choose the 'Sasha says I need to learn how to fight better'
dialogue option.  You will receive the Marksmanship Training Badge, and can
then return to Sasha to continue your training.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)                 7.9 Ford Cruller's Sanctuary                  (!)
     (!)               ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~                (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 2 ~~~~~

To reach Ford's Sanctuary, you must jump into one of the hollow logs with the
lanterns hanging beside them, found in every area of the camp (the one in the
Kids' Cabins Area was previously closed off, but is now open).  The easiest one
to spot is straight out from the Main Lodge.  Alternately, if you're just
finding out about the place from Sasha, the entrance in his lab is the easiest
one to reach currently.  Jump into any of them, and you'll land on a cart,
where a beautiful electronic voice will ask you for your destination.  You can
go to the Sanctuary, or to any camp location that you've already visited.

It's a good idea to visit the Sanctuary once you've reached PSI Cadet Rank 10,
because then you'll be able to learn Pyrokinesis.  On your first visit, you'll
watch an informative FMV identifying the strange old man you've been seeing
around camp.  You can then ask him questions to clear up the story so far.  Ask
him about the equipment to learn about the PSI Challenge Marker creator and the
Cobweb detangler.  Assuming that you've bought at least one PSI Core in the
Main Lodge (and have been collecting PSI Cards), you can now use the first
machine to provide yourself with PSI Cadet Rank increases.  You'll receive
instructions on using the machines when you first approach them.  To get back
up top, you'll need to jump up the floating platforms.

When you finish talking with Ford Cruller, he gives you the Bacon, which you
can use to talk to Ford or teleport to his Sanctuary at any time while in the
physical or mental world.

There are also two PSI Cards to be found in the sanctuary.  Here are the
locations:

          PSI CARD LOCATIONS:
               1. On the ground, to the left when you're facing the Cobweb
                    detangling machine.
               2. Atop a platform on one side of the room, at the level of the
                    main deck.  Double-jump to the platform just below the one
                    with the card, then up to grab the edge of the platform
                    and hoist up.

When you're finished with this area, head along the walkway leading to a hollow
log, and jump in to return to the underground cart.  Ride it to whichever
location is most convenient for your current purposes.  Remember to return to
the Sanctuary whenever you reach a PSI Cadet Rank level that grants you new
abilities.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         (!)
     (!)          7.10 Sasha Nein - Sasha's Shooting Gallery           (!)
     (!)        ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~         (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ Figments: 69      ~~~~~
  ~~~~~ Mental Cobwebs: 5 ~~~~~
  ~~~~~ Mental Vaults: 2  ~~~~~

Once you've obtained the Marksmanship Training Badge from Ford Cruller in his
sanctuary, return to Sasha's lab and speak to him.  Choose to enter his mind.

After a brief introduction, you can use the PSI Blast ability.  Blast all three
horrible lamps.  You then learn to use the target lock ability.  Destroy the
three lamps in the order given by the overhead numbers.  Next, you encounter
your first Censor.  Use a single PSI Blast to destroy it.  Sasha teaches you
about a couple of pickups.

In order to earn your merit badge, you'll need to blast a whole lot of Censors.
Of course, possessing the impatience of youth, Raz isn't willing to take
several days to accomplish this.  To help him out, you'll want to speed up the
rate of Censor generation using the floating dial in the middle of the field.
Press [Triangle] while facing it to move the dial up a notch.  Each time, the
frequency of Censors will increase, and more than one will start to be produced
at a time.  Increase the gauge gradually, giving yourself time to clear out the
current Censors before turning your back on them to turn the dial up again.

Now, any sane person would think twice before turning the gauge to the 'skull'
setting, but you're going to have to in order to progress.  Sasha gives you
hell, and the landscape becomes just a bit more chaotic.  Now, you must circle
the cube (just walk over an edge to turn to the next face) to the active
surface, and blast certain targets, all the while fending off Censors and
collecting Figments and other goodies.

Head to the first battle zone.  Remember that Censors can jump up to your
location, so it's in your best interest to destroy them whenever you can.  Jump
onto the bed and punch the Mental Vault, and also get the Dufflebag Tag from on
the pillow.  The Dufflebag is located on the ground in one corner, near the
baby bottle.  The Hatbox Tag is found on a block over the Dufflebag's position,
and the Hatbox itself is on top of one of the posts of the headboard for the
bed.  Jump to all of the floating blocks to collect the many Figments.  There
are also two Mental Cobwebs to collect, assuming that you've purchased the
Cobweb Duster, on the ground underneath blocks.  Be sure to collect everything
before blasting the target closing the Censor leak for the second time, because
the whole cube surface will shut down after that.  If you need it, there is an
Astral Layer near the target's first position.

The second section is slightly less chaotic, though a bit more dangerous.  The
Censors here are larger, take two hits to kill, and have ranged attacks.  These
are easily avoided simply by moving to the side.  Run around the base, then
jump up the discs.  Collect the Purse Tag on the lowest disc, then reunite it
with the Purse on a higher distand platform.  Jump to the discs near the
target, and blast it.  Repeat for its second location once you've collected
everything that you can find.

For the third area, you also need to watch out for the Personal Demons that
arise at ground level.  These explode once they close in on you, so you need to
blast them from a distance, or quickly move away once they start trembling
before self-destructing.  Run around the floor doing this as you collect the
various Figments, and the Steamer Trunk Tag.  Climb the ladder in the middle of
the area.  From the top of the ladder, jump towards the stack of shoeboxes, and
climb it to kill the Censor firing at you from there.  Be warned that the
Personal Demons also jump up to chase you down wherever you go.  There are two
Mental Cobwebs to clear in the stack of shoeboxes, one near the bottom on the
outside edge.  Once you've collected everything from the boxes (as far as you
can jump up, at least), jump from the top of the ladder out to the round
platforms.  Jump to the Steamer Trunk to sort it, then back to the tape measure
roll, and slide along the yellow tape measure to reach the top of the stack of
boxes, collecting some Figments along the way.  Finish clearing the boxes.
Now, before you finish off this section by blasting the second Censor vent
target, drop to the ground and run around the other sides of the cube until you
find the second Mental Vault.  Pursue it and punch it open, then return to the
stack of shoeboxes.  Head for the Censor vent target and blast it.  Pursue it
to its second location and repeat.

For the fourth area, you have melee Censors and Personal Demons to contend with
once more.  Run around the base collecting the Figments, and the final Mental
Cobweb at the base of one of the arms of the tower.  Jump up to the Suitcase
Tag, then fight your way up the stairs and reunite it with the Suitcase at the
top.  If you've sorted all of the Emotional Baggage, you can now view the
stage's Primal Memories in Raz's Journal for a hint of what's to come.  To
shoot the target and close the Censor outlet, walk out onto the arm of the
tower closest to it, then use your target lock.

And now for the boss Megacensor: First of all, you must close the valves on the
other five surfaces of the cube to stem the flow of small Censors, who run into
the large one and replenish his health constantly.  Once you've destroyed all
five valves with your PSI Blast, you can begin blasting the giant Censor.  He
will throw globs of brown goop at you while you do this; dodge to the right to
get out of the way of these.  You will also be assaulted by mini-Censors
constantly.  Use the Palm Bomb attack to kill several at once, giving you
Positive Mental Health as pickups frequently, which lets you keep on battling
for longer.  Watch the big guy's health bar and blast him whenever you get a
clear shot.  It won't take many hits before he's dead.

Congratulations on learning the PSI Blast!


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)            7.11 Return of Brain Tumbler Experiment            (!)
     (!)          ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ Figments: 92      ~~~~~~
  ~~~~~ Mental Cobwebs: 5 ~~~~~~  ** These tallies will include anything that
  ~~~~~ Mental Vaults: 2  ~~~~~~     you collected on your last visit **

Re-examine the machine in Sasha's lab, then run around the astral plane to the
correct doorway.  You will re-emerge at the start of the last area you were in,
in the cracked egg.  Go up the same path as before, pursuing your bunny spirit
guide.  When you reach the monster from before, you won't be able to run ahead
towards it.  When you reach the end of your path, target-lock the monster with
the glowing eyes, and send it into oblivion with a single PSI Blast.

Now you can continue through this stage.  Collect the various Figments,
including a couple of floating yellow ones circling the area, and reunite the
Purse with its tag (which you may have already collected last time).  Also dust
the Mental Cobweb in the right corner before jumping up to the ledge above.
The Steamer Trunk is on another raised ledge on the right side (again, you'll
have collected the tag already on your previous visit).  Censors will emerge
from a portal just ahead, so wipe them out before doing anything else.  This is
a one-time attack.  From the raised ledge on the right, you can also jump and
swing across a couple of poles, then grab onto a vine that works as a trapeze.
Line yourself up left to right with the vertical stick hanging down from the
roof ahead, then built up some swinging momentum and leap to the stick.  Climb
to the top, then jump to the next vine trapeze ahead, and use that to swing to
the ledge with a couple more Figments.  Return to ground level, fight off some
more Censors, and gather the Dufflebag Tag from the bottom of the ledge behind
you.

Continue up the path, gathering Figments wherever you can find them.  A couple
are floating around the area too.  Ahead, there will be a large ranged Censor
firing away at you.  As you approach him, three more regular Censors come out
to play.  Destroy them all, and grab the Suitcase Tag on the right before
jumping and hoisting up the ledge ahead.  The Suitcase is on a raised ledge on
the right here; also from this ledge, you can backtrack jumping across several
more ledges to find a secret area with several Figments, the Dufflebag, and a
Mental Cobweb.

Continue along the ground and fight a large group of Censors.  Just ahead,
you'll find a Mental Cobweb on the left side.  Keep on going, grab the yellow
Hatbox Tag.  You'll soon come to a nautilusshell-type thing on the left side.
Strike it, and it'll start emitting vapors upwards.  That's all you can do for
now, just remember it.  Also right here, there is a Mental Cobweb in the
surface of the rock overhead.  You can collect it by using your Cobweb Duster
with the cobweb visible on-screen.  Move ahead a little further to see an
important FMV.

In the clearing, move all around the perimeter to find the Hatbox, the last
Mental Cobweb, and a Mental Vault containing an extremely perplexing slide
show.  There is also a valuable Golden Helmet, increasing your maximum number
of Astral Layers.  Fortunately, these are all quite easy to find.  There are
also a couple of floating Figments to hunt down, before starting up the thorny
tower (hmm, where have I heard that term before?).

Climb the tower ramp, collecting a few more Figments and watching below for any
floating Figments that you may have missed.  When you reach the nautilus shell,
Sasha will declare that you need to use Levitation, and you will exit your mind
so that you can go and learn it.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)           7.12 Whispering Rock - Boathouse & Beach            (!)
     (!)         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ PSI Cards: 16            ~~~~~
  ~~~~~ PSI Challenge Markers: 1 ~~~~~
  ~~~~~ Scavenger Hunt Items: 2  ~~~~~

Head down to the water's edge to view a couple of important FMVs.  After that,
it's time to explore and find some pickups.  There are several that you won't
be able to reach at this point, at least in part due to the interference of
Bobby Zilch, who won't let you past a certain point on the docks.  Be careful
around the water, since a phantom hand will slap you away if you touch it.  If
you get too far in, you'll be dragged under and tossed back ashore.  For a
little fun, read the message board along the beach repeatedly.

          PSI CARD LOCATIONS:
               1. On the ground behind the steps leading down to the docks from
                    the Main Lodge.
               2. At the very left edge of the beach, behind a large rock,
                    along the water's edge.
               3. Go to the very left edge of the beach and jump to the dirt
                    path in the hillside along the back of this area.  Jump up
                    one more level to the card.
               4. From #3, swing up the tree branches to reach the card where
                    the dirt path starts up again.
               5. From #4, continue up the hill, then swing left over several
                    tree branches from a rock at the left edge of the path.
                    The card is over a branch in the middle.
               6. From the left edge of the branch where you collect #5, swing
                    to the next two branches, and jump to the round platform
                    in the hillside.
               7. Beneath the ramp leading down to the beach, beside the log
                    entrance to the underground rail system.
               8. On the ground to the right of the boathouse, along the rock
                    wall.
               9. On top of the docks in the middle of the lake, over a plank.
                    Requires Levitation to reach.
              10. On a rock in the water out from the main docks.  Requires
                    Levitation to reach.
              11. Once night falls, follow the docks past the point where Bobby
                    Zilch previously stood guard, to where there is no more
                    roof overhead.  Bounce up on top of the roof over the docks
                    here, and run back along it to the first card.
              12. Once night falls, follow the docks to the right of the beach,
                    until you pass the overhead roof.  Bounce up to the roof
                    and follow it back, then run up the left tightrope to the
                    card.
              13. From #12, climb up the netting over the boathouse, then jump
                    to the round platform with the card.
              14. From #13, use the trapeze swing to swing and jump towards the
                    rock wall behind the boathouse.  Jump up the ledges to
                    reach the card behind a tree.
              15. Once night falls, follow the docks past the boathouse.  When
                    the path splits, go left to the card at the end.
              16. Once night falls, follow the docks past the boathouse to the
                    point where the overhead roof ends.  Bounce onto the roof,
                    then bounce to the larger roof of the diving platform just
                    ahead.  Grab the card at the roof's peak.

          PSI CHALLENGE MARKER LOCATION:
               -On top of the large rock at the left end of the beach.  You
                    need Levitation to reach it.  Jump up to the paths in the
                    wall behind it two levels, then bounce and float to the top
                    of the rock.

          SCAVENGER HUNT ITEM LOCATIONS:
               Psychonauts Comic #1: Go to the left edge of the beach, then
                                     jump to the dirt path in the hillside.
                                     Follow this back to the comic's location.
               Diver's Helmet: Once night falls, follow the docks past the
                               boathouse until you're past the overhead roof.
                               Jump on top of the roof and follow it back, then
                               climb the netting over the boathouse.  From the
                               round platform above, use the trapeze swing to
                               reach the rock wall behind the boathouse, and
                               jump up the ledges until you encounter a Psychic
                               Cougar.  Use Invisibility to walk up to him and
                               punch him out, then collect the helmet he was
                               guarding.

When you're finished on the beach, talk to Admiral Cruller and he'll show you
to the canoe.  Press and hold [X] to propel it forward, and steer with the Left
Stick.  You can only dock in a couple of other places, namely the end of the
dock with the campers, and on the large dock at the other side of the lake
where Milla is giving her class.  Head there and talk to Milla to begin the
Levitation training.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)           7.13 Milla Vodello - Milla's Dance Party            (!)
     (!)         ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~          (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

=====================
  7.13.1 The Lounge
=====================

  ~~~~~ Figments: 79      ~~~~~
  ~~~~~ Mental Cobwebs: 3 ~~~~~
  ~~~~~ Mental Vaults: 2  ~~~~~

You can destroy most of the decorative objects all around this stage if you
ever need to grab some Positive Mental Health.  The Levitation ability is
automatically assigned to [R2].  Press it to generate a ball, which you can
then use to jump far greater heights and distances, and roll along with great
speed.  Pick up a couple of Figments as you cross this room; there aren't very
many.  Jump and float through the three rings to open the barrier ahead.
Before going through it, though, grab the Dufflebag Tag on your right, and
jump into the area below the giant bouncer to collect a Mental Cobweb in the
corner on the right.  You'll need to use your Levitation ball to bounce back up
again.

In the room with the curved floor, you need to roll around to pick up speed,
then roll up one edge along the arrows and jump at the top, passing through
each of the rings.  Once all of them are activated, a number of platforms will
appear for you to bounce up one by one.  As you go around this room, there are
several Figments to collect, but they are difficult to see due to the rotating
lights.  Once you reach the top of the flower platforms, a shortcut will be
created on the ground back up here, in case you should fall.  Bounce to the
platform with all of the dancers and collect more Figments, and sort the
Dufflebag up here as well.  Bounce to the highest round platform, then jump up
and float down through the series of rings.  Next, you are instructed to bounce
and float in the airstream to fly across the room.  Before you do that,
however, there is a secret room that you must deal with.

Look at the fan blowing the bubbles across the room.  The entrance to the
secret room is to its left and down slightly.  Jump to the platform in the
airstream without floating, and bounce from there to the secret room.  Collect
the Figments and strike the Mental Vault to gain some insight into Milla's
past.  Next, you can open the chest in the corner with [Triangle], then jump
inside to find a very disturbing place.  Jump back through the floor, then exit
the secret room and bounce to the party floor just below.  Use the shorcut to
return above, and bounce and float while in the airstream to fly across the
room.  Grab the Steamer Trunk Tag at the base of the ladder, then climb up.

In the next room, before you create a Levitation ball, collect the Mental
Cobweb behind the pod you emerge from, and grab the Hatbox Tag on the other
side of the track.  Roll around the floor area collecting some Figments, then
bounce up to the surrounding ledge for some more Figments, and sort the Steamer
Trunk on one side.  Now, form a new Levitation ball and roll into the plunger.
When you fly up, try to land on the round spring platform.  You'll carreen off
a series of bumpers and land on a new platform, activating a shortcut.  Move
around the upper ring, gathering figments and sorting the Hatbox.  Next, jump
onto the rail along this ring and slide all the way around, activating all of
the hoops.  This turns on an elevator platform.  Watch for it to lower, then
jump onto it and ride up.  Bounce to the party platform at the top of the room,
gather Figments there, then bounce to the exit at this height on one side of
the room.  Punch the door marked with the fists to open it.

In the connecting tunnel, be prepared for the well-dressed Censors and Personal
Demons that will attack you.  Grab the Purse Tag and exit at the other end.
Run around the floor in the next round room, gathering the Figments, and punch
the Mental Vault.  Roll up the floor in any direction, then jump and grab onto
the net that surrounds the room.  Climb up and jump to the edge of the floating
platform above.  Form a new Levitation ball, and roll around the hazards to
prove that they can't hurt you... except for the water, unfortunately.  Bounce
to the pole in the middle of the platform and climb up it, then jump to the
nearby small platform above.  From there, bounce to the rotating platform
further out towards the perimeter of the room.  It will approach a barrier, so
bounce over it and drop back onto your circling platform.  On the other side of
the barrier, bounce to the next stationary platform, a little higher than your
current position, and from there to the blue bumper.  This will propel you to
the Purse's position, so you can sort it.  From here, bounce and float to the
exit, with the pink and yellow door.  Punch it and head into the tunnel, where
a pair of Censors appear.  Pummel them, then enter the next section.


===================
  7.13.2 The Race
===================

  ~~~~~ Figments: 97 ~~~~~

Walk up to the checkered starting line.  There isn't much to say instruction-
wise about the race.  Roll ahead, pick up as much speed as you can, and aim to
pass through the archways whenever possible, as you'll receive speed boosts
when you do.  The only real problem that you might encounter is if you come up
against a yellow barrier.  If you do, you missed a jump through an archway just
behind you, that lowers the barrier for you.  Collect any Figments that you
come across in your path.  You won't be able to get them all on one run-
through, so just worry about winning the race for now, and you can return later
to repeat the race to collect the rest of the Figments.  Alternately, you can
let yourself keep losing the race, so that you can re-play it repeatedly and
try to collect all of the Figments.

There are several alternate pathways throughout the race.  After passing
through the very first archway, veer to the left to go up the first yellow tube
ramp.  This is a fairly long tube, with several speed boosts, and it bypasses a
large chunk of the track below.  At the other end, you'll encounter a few
pinball bumpers.  Avoid these if you want to maintain your speed and heading.
The next yellow tube starts just ahead, towards the right.  After exiting from
that one, veer left and jump as you go up the ramp to land on the third yellow
tube.  You will have to make two jumps across gaps to stay in this one.  After
the end of that one, between two archways before you pass under a yellow tube
going horizontally across the path, there is a bright orange hole in the track
along the slope on the right side.  This is an important shortcut, with many
Figments inside of it.  There are also lots of Censors in here, but just roll
into them to bowl them over.  At the other end of the shortcut, you'll fly into
the first of a series of blue bumpers that will propel you quickly to the
finish line.  Even if you don't use the shortcut, if you have enough speed and
jump in the right place, you can still hit the first blue bumper and use the
speed advantage this provides.

Short version for winning the race: Pass through the first archway, then stick
to the left and take the first yellow tube.  At the end of that, keep using the
archways for speed boosts.  Once you pass the first gate, stick to the right to
go up the second yellow tube.  As soon as you leave from the other end of that
one, stick to the left to launch to the third yellow tube, jump as soon as you
hit it, then jump again across the second gap.  Once you're back on the ground,
pass through one archway, then stick to the right to roll into the orange
secret tunnel.  Speed through that and ride the bumpers to the finish line.


====================
  7.13.3 The Party
====================

  ~~~~~ Figments: 57      ~~~~~
  ~~~~~ Mental Cobwebs: 2 ~~~~~

Welcome to the Party.  On the ground, there are three concentric spirals
leading to a large, currently inactive fan in the middle.  Collect the Suitcase
Tag from the middle of the fan, and the various Figments in the spiral grooves
and floating around the area.  There is also a Mental Cobweb at the far end of
one of the grooves.  Look around, and spot the two sets of vertical bubble
streams.  One of these has a platform with a Figment on it near the lowest; one
does not.  Jump to this latter one, most easily by jumping back to the starting
platform (where the teleport worm hangs out), then into the bubble stream.
Float in the middle of the stream until you reach the maximum height, then
float over to the next stream.  Once at the top of the third stream, look
around for the nearby platform with the Golden Ball of Hate and float over to
collect it.  Next, take the other set of four bubble streams.  The uppermost
one takes you to a platform with a punch panel.  Strike it to activate the
large fan.  Use the stream to float up through the hoops (or fall through each
from above).  Return to the top of the stream once all of the hoops have been
activated, and look around for any additional Figments that you can float to.
When you're done in this room, float to the exit from the top of the main fan's
bubble stream, sort the Suitcase, and grab the Figments on the platform.

In the party room, drop to the floor to get a few Figments and to dust the last
Mental Cobweb.  Use the bumper in the middle of the floor to return to near the
room entrance.  Bounce and float to the lowest of the platforms around the
perimeter of the room on either side.  Bounce up each one, collecting the
Figments on each.  Once you've gone all the way around, return to the top-most
perimeter platform.  Bounce on top of the frame around the red star window, and
bounce from there to the nearby flower platform.  Look left to the distant
flower platform with a Figment on top of it.  Roll slightly towards it and do a
hard bounce (press firmly on the jump button), then float when just over the
peak of your jump to reach the platform.  If you think you won't make it, turn
to the left and land on the perimeter platform below, then jump back up and try
again.  You have to fly directly towards the target platform for the entire
jump.  Float down to the platform in the middle of the party, and try to get
the Figments floating around there before triggering the conversation with
Milla.

After you have received your Levitation Merit Badge, you can talk to Milla
again on the docks to re-enter the level, if you missed any Figments or what
not.  Back in the real world, go back to collect a couple more PSI Cards around
the lake that you can reach now that you can Levitate, then return to the Brain
Tumbler in Sasha's lab.  Actually, you might want to go to the Main Lodge and
check things out, just to flesh out your experience of the story a little more,
and there are a few PSI Cards around camp that you will only be able to collect
now that you have t learned the Levitation ability..


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)             7.14 End of Brain Tumbler Experiment              (!)
     (!)           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~           (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

  ~~~~~ Figments: 92      ~~~~~
  ~~~~~ Mental Cobwebs: 5 ~~~~~  <-- **these totals include everything you
  ~~~~~ Mental Vaults: 2  ~~~~~        already collected on previous visits**

Return to Sasha's lab and activate the Brain Tumbler one last time.  You re-
start near the end of this region.  Look out behind you, where there may be a
Censor firing at you.  Just ahead, on the right side of the path, strike the
shell/rock/seed thing, to make it spout gases upwards.  Double-jump up and
float on your thought bubble in the stream of gas to hover upwards.  You'll
collect a Figment on your way up.  Float over and down into the dark cup-like
area immediately beside you, where another Figment awaits.  If you didn't
collect it earlier, there will also be a Mental Cobweb over a hole in the
bottom of the cup.  Drop through the hole and continue to the field with the
thorny tower.

Climb up the ramp spiralling around the tower until you reach the rock/shell
thingamabob.  Strike it to release a gas stream, then jump up and float in the
stream to be carried upwards, collecting the last Figment for this area just
above the shell.  At the top, float over to the ledge in front of the door in
the side of the tower.

After the FMV, walk up to the hatch just behind Dogan and press [Triangle] to
open it.  Walk into the hole and you'll slide down the tunnel automatically.
Watch another FMV, then get ready for a boss battle.

The Blueprint Brain Tank has a three different attacks.  The first is a lock-on
machine gun shot.  This is preceded by a white arched line searching around the
ground, which turns red once it locks onto you.  When it does, run behind one
of the stalagmites that litter the field.  The tank's shot will destroy it, so
find another one to hide behind in case you need it.  The stalagmites release
some pickups when destroyed, and you can destroy them yourself if you like.
They regenerate over time as well, so you'll never run out of cover.  The
tank's second attack is to launch Confusion Grenades.  These are preceded by a
yellow "?" over the tank.  They are launched somewhat randomly, but they leave
behind a gas cloud when they hit, and for a short time you can still be
confused if you carelessly wander into one.  If confused, your controller
inputs will be reversed.  Just run to one side until you're hiding behind a
stalagmite, and wait a moment for the effect to dissipate.

The tank's third attack is a charge, which is preceded by the tank rearing up,
exposing its underbelly.  This is the only time that it is vulnerable.  While
evading the tank's other attacks, keep your target lock on it, then run out and
fire a PSI Blast when it rears up.  It will be knocked over on its side
temporarily.  Run up to it at this point on the left side (where the belly is
exposed), and strike it repeatedly, knocking the plans right out of it.  As
soon as it rights itself, run for cover once more.  Repeat this pattern until
the Brain Tank is destroyed.

Unfortunately, that's not the end of it.  All stalagmites are cleared, and you
are faced with the brain in a protective dome.  It still tosses Confusion
Grenades, and is also protected by a twirling laser beam.  It will occasionally
bounce around the field to a new location, and the laser beam spins at varying
speeds.  You must get in close and punch it to cause it damage.  To do this,
you can bounce on your Levitation ball, then float in over top of the laser.
Run in the last bit of distance when the laser beam is slowed down, and punch
away.  You can also dodge the laser by locking on to the brain with your target
lock, and performing your dodge move as the laser passes by.  When you strike
the brain dome, it'll fly off to a new spot.  Use this opportunity to back off
out of range of the laser, then move in again for another strike.

After you win, you discover the origin of the blueprints.  Shock and horror!!
Watch the FMV, after which you'll talk to Cruller and receive your next main
objective.


     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)
     (!)            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)              7.15 Night Falls on Whispering Rock              (!)
     (!)            ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~            (!)
     (!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)(!)

It's nighttime, and all is not well in Whispering Rock.  For one thing, all the
campers seem to be missing!  Before you go to meet Lili, you can clean up any
last tidbits around camp, assuming that you're going for 100% completion.
Following are a few activities that you might consider pursuing at this point,
but you can still do them at anytime until much later in the game.  Head to the
beach when you're done whatever else you want to do.

RETURN TO BASIC BRAINING: You are now able to return to the Coach's obstacle
course and collect the Mental Cobwebs that you were unable to get on your first
visit (and punch open the Mental Vault behind one of those cobwebs).  You can
reach this stage via the Collective Unconscious, the ring in the astral plane
that you reach via the Brain Tumbler.  You can also return to the Collective
Unconcious by using the teleport worm found in any mental environment.  Move
around the ring to find the door leading back to Basic Braining, and dive on
it.

Use the teleport worm to more quickly move to the second section of this stage.
If you haven't already, complete the last round of the mini-game at the start
of the snowy section to earn a PSI Cadet Rank increase.  Run through the area
until you reach the top of the wall via the swing poles.  The first Mental
Cobweb is found there.  Bounce up the tightropes, then drop to the ground on
the other side of the wall, where the trapeze swing is found.  The second
Mental Cobweb, and the second Mental Vault, are found at the base of the wall
here.  Swing across the first couple of trapezes, then bounce on your
Levitation ball and float straight across the field to the far wall, where you
can see the third Mental Cobweb in a hole in the wall on the right side.
Collect that, then bounce out of the hole, either up to a ledge, or floating
down to the slide rail somewhere below.  Ride the rail to the bottom to enter
the next section.  Once you pass the spiralling log/saw tunnel, collect the
next Mental Cobweb on the right of the tunnel, then continue to the end room.
The final Mental Cobweb is on the right side of the room, just past the closed
side door leading to the white corridor and the hidden blueprints.  Use your
Smelling Salts to exit the stage.

RETURN TO SASHA'S SHOOTING GALLERY: Again, use the Collective Unconscious to
re-play this stage.  There are a few last Figments that can only be collected
using Levitation, on the side of the cube with the rotating mobiles, and the
disc platforms.  Bounce and float to the otherwise unreachable platforms, and
use the platforms of the mobile to reach the last one.  Returning here, you
also have a brief conversation with Sasha that fleshes out the story a little
bit, and it's nice to be able to play each side of the cube individually.

RETURN TO MILLA'S DANCE PARTY: Again, you can return here as often as you like
through the Collective Unconscious.  And again, a conversation with Milla
fleshes out the plot a little bit.  Practically, you only need to come back
here if you're still missing any Figments or other collectibles.

GATHERING ANY FINAL COLLECTIBLES AROUND CAMP: See the previous appropriate
sections of the walkthrough for the locations of any missed PSI Cards, PSI
Challenge Markers, and Scavenger Hunt items located around camp.  Be sure to go
to Ford Cruller's sanctuary also, to cash in your PSI Cards and Mental Cobwebs,
increasing your PSI Cadet Rank as much as you can at this point.  There is only
one Scavenger Hunt item in the GPC & Wilderness area that will remain
unattainable to you for now, an