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    FAQ/Walkthrough by DEngel

    Updated: 02/10/06 | Printable Version | Search Guide | Bookmark Guide

    
    
    
    ===================================DISCLAIMER==================================
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    This document Copyright 2005 Daniel Engel
    ===============================================================================
    
    Psychonauts FAQ
    January 06, 2006
    Daniel (FecalLord) Engel
    fecalord [AT] gmail [DOT] com
    
    
    
    ###############################################################################
                                 (A) TABLE OF CONTENTS
    ###############################################################################
    
    Table of Contents
    
     (A) This Table of Contents
     (B) Controls
     (C) Items
     (D) Walkthrough
      -  (D-01) Kids' Cabins
    
      -  (D-02) Basic Braining - Obstacle Course 1
      -  (D-03) Basic Braining - Obstacle Course 2
      -  (D-04) Basic Braining - Obstacle Course Finale
    
      -  (D-05) Kids' Cabins
      -  (D-06) Main Campgrounds
      -  (D-07) Reception Area
      -  (D-08) Ford's Sanctuary
      -  (D-09) GPC & Wilderness
      -  (D-10) Sasha's Underground Lab
    
      -  (D-11) Brain Tumbler Experiment
      -  (D-12) Sasha's Shooting Gallery
      -  (D-13) Brain Tumbler Experiment
    
      -  (D-14) Errands
      -  (D-15) Boathouse & Beach
    
      -  (D-16) Milla's Dance Party - The Lounge
      -  (D-17) Milla's Dance Party - The Race
      -  (D-18) Milla's Dance Party - The Party
    
      -  (D-19) This & That
    
      -  (D-20) Brain Tumbler Experiment
    
      -  (D-21) Lair Of The Lungfish
      -  (D-22) Lungfishopolis
    
      -  (D-23) Asylum Grounds
    
      -  (D-24) Milkman Conspiracy - The Neighborhood
      -  (D-25) Milkman Conspiracy - The Book Depository
    
      -  (D-26) Asylum Grounds
    
      -  (D-27) Gloria's Theatre - The Stage
      -  (D-28) Gloria's Theatre - The Catwalks
    
      -  (D-29) Asylum - Lower Floors
    
      -  (D-30) Waterloo World
    
      -  (D-31) Black Velvetopia
    
      -  (D-32) Ready When You Are
      -  (D-33) Asylum - Upper Floors
      -  (D-34) The Lab Of Dr. Loboto
    
      -  (D-35) Meat Circus
     (E) Tips
     (F) The Store                    [**IN PROGRESS**]
     (G) Ranking Upgrades
     (H) Item Lists                   [**IN PROGRESS**]
      -  (H-01) PSI Challenge Markers
      -  (H-02) PSI Cards             [**IN PROGRESS**]
      -  (H-03) Scavenger Hunt Items
      -  (H-04) Brains
    
      -  (H-05) Cobwebs
      -  (H-06) Vaults
     (I) Thanks
     (J) Experimental
    
    
    ###############################################################################
                                     (B) CONTROLS
    ###############################################################################
    
    The default controls for this game are as follows:
    
    
    W,S,A,D - move forward/back, strafe left/right.
    
    Spacebar - Jump [twice to double-jump].
    
    Left Click   - Attack.
    Right Click  - PSI power 1.
    Q            - PSI power 2.
    E            - PSI power 3.
    Middle Click - First person view.
    
    [ - Inventory Menu.
    ] - PSI Powers Menu.
    
    F - Use.
    X - Cancel.
    
    Left Shift - Lock on / float.
    
    Esc - Journal.
    Tab - Stats.
    
    Numpad 8 - Look up.
    Numpad 2 - Look down.
    Numpad 4 - Look left.
    Numpad 6 - Look right.
    
    
    If you jump into the air and press the attack button, then you will do a
    stomping attack called the Palm Bomb.
    
    
    ###############################################################################
                                       (C) ITEMS
    ###############################################################################
    
    o---------o
    |Arrowhead|
    o---------o
    
    These are used to buy items at stores.
    
    
    o--------o
    |PSI Card|
    o--------o
    
    Once you have 9 of these, you can use a PSI core and a special machine to make
    a PSI challenge marker.
    
    
    o--------------------o
    |PSI Challenge Marker|
    o--------------------o
    
    These are created with 9 PSI cards, a PSI core and a machine in Ford's
    Sanctuary.  For each one that you create, you will go up one rank.  If you look
    hard you can also find these items in some areas, without needing to create
    them yourself.
    
    
    O--------------------o
    |Scavenger Hunt Items|
    O--------------------o
    
    There are 16 of these items to be found and you will get a list of them from
    Cruller when you first visit the Main Campgrounds area.  Once you find the
    first 8 items, you can visit him to move up 4 ranks.  You can do the same once
    you've found all 16 items to move up 4 more ranks.
    
    
    o------o
    |Brains|
    o------o
    
    Later on in the game you will be looking for brains.  When you bring these
    brains to Cruller, he will upgrade your brain power (max health).  So these are
    WELL worth finding.
    
    
    o--------o
    |Figments|
    o--------o
    
    Figments are neon 2D images inside people's minds.  They are worth varying
    amounts of points, and you gain 1 rank for every 100 points that you earn.
    
    
    o--------------o
    |Mental Cobwebs|
    o--------------o
    
    Mental cobwebs are bright pink in colour and sometimes block your path or stop
    you from getting some items.  Once you are rank XX and have 800 arrowheads, you
    can buy the cobweb duster from the store.  Which allows you to effectively
    vacuum up these cobwebs and collect them.  The cobwebs can then be converted to
    PSI cards if you visit Cruller at his sanctuary.
    
    
    o------o
    |Vaults|
    o------o
    
    Vaults run around and try to avoid you, but if you punch them open you will get
    a psychic arrowhead and unlock a secret.  The secret is for the person who's
    mind you are currently in and they are usually pretty interesting to see.
    
    
    o-------------------------------o
    |Emotional Baggage & Baggage Tag|
    o-------------------------------o
    
    Emotional baggage sits in a person's mind and cries until you bring the correct
    baggage tag over to it.  Once you unite the tag with the bag, they both leave
    that person's mind.  There are 5 pieces of baggage and 5 baggage tags in every
    mind that you enter.
    
    
    O------------------------o
    |Projection Depth Upgrade|
    O------------------------o
    
    These hats are yellow in colour and increase your maximum lives by one.
    
    
    o------------o
    |Ammo Upgrade|
    o------------o
    
    These exclamation points are yellow in colour and increase your maximum shots.
    
    
    o-------------------------o
    |Confusion Grenade Upgrade|
    o-------------------------o
    
    These yellow question marks increase your maximum confusion grenades.
    
    
    ###############################################################################
                                    (D) WALKTHROUGH
    ###############################################################################
                               Bricklayer J. Gastronomy
    
    You will find the walkthrough for the entire game in the sections below.
    
    
    ###############################################################################
                                  (D-01) KIDS' CABINS
    ###############################################################################
    
    01 - PSI Challenge Marker
    12 - PSI Cards [**1 left**]
    01 - Scavenger Hunt Item  [Turkey Sandwich]
    
    
    Pick up the 1st PSI card by the 2 children and look for a purple glowing spot
    on the ground under the stairs.  Stand over this spot and press "F" to pull up
    an arrowhead, then pull up another one under the giant log and a third one near
    the corner of the cabin with the peeping kid.
    
    Check the fence by the well for an arrowhead and look around outside the
    cabin where you started for the 2 more arrowheads and the 2nd PSI card.  Open
    the door on the nearby outhouse to find the 3rd PSI card, then look right of
    the outhouse at the trio of posts for another arrowhead.
    
    Climb the pole by the squirrel kid for the 4th PSI card, then go up the hill
    and check the roots of the large log for the 5th PSI card.  Use a double-jump
    to reach the bouncy net to the left of this kid and stay until you're bouncing
    pretty high, then land on the nearby roof for your 6th PSI card.
    
    Carefully walk about halfway across the tightrope and look for a trapeze on
    your right.  Jump to the trapeze and swing to the 7th PSI card on the net, then
    bounce to the nearby ladder and climb up to the PSI challenge marker.
    
    Go back to the tightrope and go all the way across to reach another roof and
    your 8th PSI card.  Jump to the wooden beam above you and use the up and down
    arrows to swing and build momentum, then swing across both beams and land on
    some netting on the tree.
    
    Climb towards the nearby ledge and jump off, then take the 9th PSI card and
    enter the cave.  Take the arrowhead and slide to the bottom, then open the safe
    [come back here once you have pyrokinesis to melt the ice and get the turkey
    sandwich for your scavenger hunt] and use the webbing to climb back up some of
    the cave.  Jump right into a different tunnel and take an arrowhead, then take
    the 10th and 11th PSI cards and 2 more arrowheads.
    
    Climb the ladder and head for the stairs, then climb to the top of them for a
    short conversation and to get the smelling salts for your inventory.  Save your
    game in the menu and enter the class room, then talk to Coach Oleander to enter
    the next area.
    
    
    ###############################################################################
                       (D-02) BASIC BRAINING - OBSTACLE COURSE 1
    ###############################################################################
    
    73 - Figments
    
    
    -------
    Part 01
    -------
    
    Punch the coach in the face to knock the wall down, then watch the cutscene
    outside and jump over the gaps on the bridge.  Double-jump over 2 larger gaps
    and watch another cutscene, then run through the red figment to collect it.
    
    Double-jump left to hear about emotional baggage, then double-jump the next gap
    and collect the steamer trunk tag.  Collect 3 figments here and double-jump
    back, then approach the steamer trunk to get rid of the emotional baggage.
    Double-jump across once more and climb the ladder for 3 figments, then collect
    another at the top.
    
    Climb down the next ladder for 5 figments and a suitcase tag, then climb the
    pole for a figment.  Jump to the nearby ledge for 5 more figments as you climb
    another pole, then take another figment at the top and carefully slide down the
    next ladder.
    
    Avoid the fire on your way down while taking 3 figments, then take a few steps
    and watch a cutscene.  Climb down the ladder and collect 4 figments, then look
    for the "classified route" sign and drop into the hole there.
    
    
    -------
    Part 02
    -------
    
    Walk along the walkway and jump across the platforms while you take 6 figments,
    then climb the ladder.
    
    
    -------
    Part 03
    -------
    
    Double-jump up 2 ledges and collect 5 figments, then drop down 3 ledges for 3
    more figments.  Jump to the closest moving platform and collect 3 flying
    figments as you jump to the next platform.  Jump to the next ledge when you get
    close enough and take 2 figments, then go back across the moving platforms and
    jump up the 3 ledges once more.
    
    Climb the stairs and take the moving figment, then grab hold of the ledge above
    and shimmy left.  Jump up on the other side for a figment, then jump to the
    next ledge for 8 more figments [3 are moving] as you bounce up the nets to a
    higher ledge.
    
    Climb the wall next as you take 3 figments, then collect 4 more at the top.
    Talk to Dogen and pick either choice, then slowly and carefully walk around the
    mines as you take 4 more figments [one is moving].  Take another figment and
    climb the pole to get the door open, then grab another figment as you go
    through the door.
    
    Take the 4 figments and attack the door on your right to get it open, then jump
    out the plane to enter the next area.
    
    
    ###############################################################################
                       (D-03) BASIC BRAINING - OBSTACLE COURSE 2
    ###############################################################################
    
    79 - Figments
    03 - Cobwebs
    02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Take 2 figments and knock over the army helmet for some health, then jump over
    the button and attack to stomp it and begin a target course.
    
    You have 60 seconds to score 20 points, but you don't lose any points for
    hitting friendly targets so attack everything.
    
    
    -------
    Part 02
    -------
    
    Once you win you can watch a cutscene after walking towards the next section.
    Attack the vault to get a psychic arrowhead and a memory, then take 2 figments
    and attack the snowmen if you need health.
    
    Jump to the nearby ledge and attack the large wall to make a bridge, then
    approach the yellow creature if you want to teleport back to the trenches.
    Cross the bridge instead and take 4 figments and a hatbox tag as you use the
    walls for cover.
    
    Run back and forth as you use the brick walls for cover, then collect
    the 13 figments and use the tag to get rid of the hatbox.  Hit each BRICK wall
    to get rid of it and produce more walls for you to hide behind, then once you
    hit all brick walls you will shut down the machine gun automatically.
    
    Climb the ladder on the left side of the gun and take the figment and duffelbag
    tag on top, then jump up and pound the wooden planks.  Watch the cutscene that
    starts and drop in the hole afterwards.
    
    
    -------
    Part 03
    -------
    
    Take the 3 figments and raise the flag before double-jumping through the door,
    then take 6 figments [some you need to jump for] as you slide down to the
    ground below.
    
    
    -------
    Part 04
    -------
    
    Take the two figments and swing off the cannons that are sticking out of the
    wall in order to reach the next ledge [watch for fire on the way up and press
    "F" when you need to swing in the other direction].  Collect a figment and
    release some baggage, then continue swinging across the cannons while you watch
    for more fire.
    
    Collect a figment on your way up and another when you land on the platform,
    then attack the wall behind you to smash a chunk.  Ignore the 1st mental cobweb
    for now and grab the 3 figments [one is moving] instead, then jump to the
    tightrope above and continue jumping until you reach a third tightrope.
    
    Hit "X" if you need to so that you're hanging by your hands, then face the
    other tightropes and do a swinging jump over to them.  Shimmy over to the
    figment and use a careful swinging jump to get it without falling into the pit.
    Jump to the tightrope above and bounce in place on it, then jump [or
    double-jump if needed] to the next tightrope [just DON'T use a swing jump or
    you'll miss].
    
    Jump to the highest tightrope and take the 2 figments, then smash the wall and
    grab 5 figments.  Ignore the 2nd mental cobweb to your right and use the
    trapeze at the top of the hill, then swing and jump to the second trapeze and
    swing-jump to the purse tag from there.
    
    Take the figment and climb the ladder, then turn right and jump across 2
    planes.  Drop into the back of the second plane to find the purse, then go
    climb up the ladder once more.
    
    Take another figment on the tightrope and bounce on it, then double-jump onto
    the wall for a figment and drop to the tightrope on the other side of the wall
    for another figment.  Collect the figment on this ledge and swing on the
    trapeze to get a moving figment, then jump to a second trapeze and change
    directions.
    
    Swing and jump to the next ledge and jump for a moving figment, then climb down
    the ladder [once you have the cobweb duster and levitation, you can glide down
    to the 3rd cobweb in the nearby wall].   Swing across both trapezes and take
    the figment on your right to start sliding down the rail.
    
    
    -------
    Part 05
    -------
    
    For this section you can always jump over the side to restart the section but
    keep the figments that you've got so far [also you can attack the objects in
    your way to knock them down].
    
    
    Collect 5 figments on the middle rail, then jump to the right rail for 2 more.
    Jump back to the middle for 2 figments, then jump right again for 1 more and
    quickly jump to the middle for one.
    
    Now jump left for a figment, middle for one and right for 2.  Go left for 1,
    middle for 1, right for 1, then stay on the middle for the rest of the
    figments.  Attack your friend when you get close enough, then take the last
    figment and ride to the next area.
    
    
    ###############################################################################
                    (D-04) BASIC BRAINING - OBSTACLE COURSE FINALE
    ###############################################################################
    
    11  - Figments
    02  - Cobwebs
    
    
    -------
    Part 01
    -------
    
    Grab the 4 figments and watch the cutscene, then walk across the wooden planks
    as the room slowly spins.  Collect 3 moving figments along the way [it'll take
    a few tries but you can save after each one if you want] and ignore the mental
    cobweb on the other side.
    
    Take the last 4 figments as you ride a short rail, then step on the stage for a
    moment before going through the door to your right to return to the kids'
    cabins.
    
    
    
    ###############################################################################
                                 (D-05) KIDS' CABINS
    ###############################################################################
    
    Show the button to Oleander to get a location marked on your map, then follow
    the path and give 1 arrowhead to the pair of kids in your way to reach the next
    area.
    
    
    ###############################################################################
                                (D-06) MAIN CAMPGROUNDS
    ###############################################################################
    
    01 - PSI Challenge Marker
    18 - PSI Cards            [01 left]
    02 - Scavenger Hunt Items [Gold Doubloon, Eagle Claw]
    
    
    Get your scavenger hunt list from the old man, then go left along the fence for
    4 arrowheads.  Follow the path for a cutscene by the pole, then climb the pole
    for a PSI card.  Climb back down and look behind the tree and large rock south
    of you for the second PSI card.
    
    Take an arrowhead near the picnic tables and follow the path once more, then
    climb another pole on your right for the third PSI card.  Check an alcove
    in on the south side of the lodge to find the gold doubloon for the scavenger
    hunt.  Look for the fourth PSI card by the winding wooden ramp near the lodge,
    then climb that ramp and enter the lodge.
    
    
    -----
    Lodge
    -----
    
    Talk to the cook and buy 2 PSI cores, then leave the lodge.
    
    
    -------
    Outside
    -------
    
    Return to the fork in the path and head southwest towards the parking lot.
    Collect the fifth PSI card on a yellow rock on your right as you go, then take
    the sixth PSI card from the nearby outhouse.  Grab the seventh PSI card on your
    right as soon as you leave the path.
    
    Go to the fork in the middle of the map and jump up the rocks southeast of here
    [near the speaker pole].  Double-jump along these rocks until you reach a
    wooden platform, then take the eighth PSI card nestled in the rocks west of
    you.  Return to the wooden platform and use the trapeze to reach the ninth PSI
    card and the eagle claw, then cross the tightrope for your tenth PSI card.
    
    Climb the speaker pole that's southwest of the lodge and walk across the
    tightrope, then take the 11th PSI card and the PSI challenge marker on the roof
    here.  Go to the antenna at the southeast corner of the roof and drop to a
    smaller, red section of roof below.  Walk north under the green roof to find
    the 12th PSI card.
    
    Jump back onto the green roof and head for the speaker pole northeast of the
    lodge, then climb to the top of it for the 13th PSI card.  Walk the tightrope
    up here to get the 14th PSI card.
    
    Go to the wooden fence just left of the lodge to find the 15th PSI card.
    
    Take the path at the west end of the map [north of the parking lot] to reach
    the Reception Area.
    
    
    ###############################################################################
                                 (D-07) RECEPTION AREA
    ###############################################################################
    
    01 - PSI Challenge Marker
    21 - PSI Cards
    04 - Scavenger Hunt Items [Cherry Wood Pipe, Fertility Idol, Condor Egg,
                               Dinosaur Bone]
    
    
    Follow the path past the fire pit and jump over the left fence, then take the
    1st PSI card [return here once you have PSI blast, or use pyrokinesis 2 times
    to get rid of a bear and shoot down a beehive, to find the fertility idol for
    your scavenger hunt].
    
    Go past the bear for the 2nd PSI card by the tombstones, then follow the path
    to some stairs.  Ignore the stairs for now and go right over the fence, then
    take the 3rd PSI card near a cave entrance in the hill.
    
    Go inside the cave [once you have PSI blast, or use pyrokinesis] and get rid of
    another bear, then grind the rail for 4 more PSI cards.  Double-jump in this
    spot to reach the condor egg for your scavenger hunt.
    
    Return to the cave entrance and go down a grey path on the other side of the
    fence.  Look for a pile of rocks on your left and climb up them on the far
    side, then jump to the nearby hill to reach the 8th PSI card on the top of this
    rock pile.
    
    Levitation [once you have it] will get you the 9th PSI card in the branches of
    the large tree on the nearby hill, as well as the dinosaur bone for your
    scavenger hunt if you bounce one branch higher.  Double jump on some rocks
    southwest of you to find the 10th PSI card, then cross the nearby tightrope for
    the 11th & 12th PSI cards.
    
    Return to the bottom of the rock pile and use levitation [once you have it] to
    bounce on a different rock.  Double-jump from here to reach the 13th PSI card
    on a piece of wood, then double jump to the PSI Challenge Marker that's
    northwest of you.
    
    Return to the piece of wood and use levitation [once you have it] to bounce and
    glide to the 14th PSI card on a wooden post south of you.  Double-jump up the
    rocks east of the piece of wood for the 15th PSI card, then continue climbing
    these rocks and use levitation [once you have it] to get the 16th PSI card near
    the top of the waterfall.
    
    Head east along this wall to reach the cherry wood pipe for your scavenger hunt
    and the 17th PSI card by a crashed vehicle.  Jump across the river here to find
    the 18th PSI card, then go to the east end of the river by the wooden bridge.
    Climb up a spiralling ledge to find the 19th PSI card, then look for the cave
    exit where you were grinding the rail to the condor egg earlier.
    
    Use levitation [once you have it] to get on top of this cave exit, then take
    the 20th PSI card.  Head for the waterfall and enter a small alcove behind it
    to find the 21st PSI card.
    
    Look for one of the hollow stumps by the cave entrance and jump down it.  Take
    the cart to Ford's Sanctuary when asked where you want to go.
    
    
    ###############################################################################
                                (D-08) FORD'S SANCTUARY
    ###############################################################################
    
    02 - PSI Cards
    
    
    Talk to Cruller about everything to get the bacon for your inventory, then drop
    to the ground and get a PSI card in the water.  Head for the 2 machines to get
    an explanation about how they work, then create a PSI challenge markers with
    one of the machines and your PSI cores.
    
    Jump up the platforms to reach the top again, then look around and you should
    see the second PSI card on a nearby ledge.  Double-jump to the ledge beside it
    and double-jump once more to reach the PSI card, then leave this area and
    return to the main campgrounds.
    
    
    ----------------
    Main Campgrounds
    ----------------
    
    Head to the northeast end of the map and go to the GPC and Wilderness area.
    
    
    ###############################################################################
                                (D-09) GPC & WILDERNESS
    ###############################################################################
    
    02 - PSI Challenge Marker
    18 - PSI Cards            [02 left]
    04 - Scavenger Hunt Items [Glass Eye, Golden Acorn, Pirate Scope, Miner's
                               Skull]
    
    
    Take a few steps left at the branch for a cutscene, then drop into the river
    for a PSI card, jump onto the land on the other side of the river and jump up a
    pile of rocks for the second PSI card.  Double-jump on top of the large log
    bridge for a third PSI card, then work your way back up the rock pile.
    
    Double-jump to the roof of the shack and fall through the hole for a PSI
    challenge marker.  Double-jump from the table to get back outside, then climb
    back up the pile of rocks.
    
    Swing across a series of branches to reach a fourth PSI card, then jump into
    the hollow log for a fifth PSI card.
    
    Take the arrowhead at the bottom and grab 2 more by the shack near the ranger.
    Continue along the river and talk to your two friends, then go around behind
    the fence for some arrowheads and 2 PSI cards among the rocks.  Avoid the bear
    up ahead [once you have the shield PSI power, you can get the miner's skull
    from the geysers here] and follow the logs for 2 more PSI cards, then collect
    another 2 PSI cards among the trees.
    
    Collect 3 more arrowheads up ahead and take the crow feather on top of a rock
    on your left.  Jump up the rocks to the right of the cave at the east end of
    the map to get another PSI card.
    
    Go through the gate near where the bear was to get inside the fence, then climb
    up the stairs to the second floor.  Find the metal ramp here and walk up it,
    then attack this side of the large dome to release your friend.
    
    Look west on this platform and double-jump to the vines on the tree, then climb
    to the branch at the top for the 14th PSI card.  Jump to the branch ahead and
    swing to the next one, then glide along it and climb some more vines.  Walk
    across the next branch for the 15th PSI card and jump to more vines on the next
    tree, then climb up to the top of the tree to get a PSI challenge marker.
    Double-jump to the dome below from here to get the 16th PSI card on top of it.
    
    Take the button out of your inventory and jump into the chamber where your
    friend was.  Find the spot in the middle with the missing button and use your
    button on it with "F".  After the secret passage opens, you should jump down to
    reach the next area.
    
    
    ###############################################################################
                            (D-10) SASHA'S UNDERGROUND LAB
    ###############################################################################
    
    02 - PSI Cards
    01 - Scavenger Hunt Item [Fossil]
    
    
    Go down a few stairs and use the white pile of books in the corner as a
    platform, then double-jump right to a nearby ledge and pull yourself up.
    Follow this ledge around and jump from the books to reach the fossil, your
    first scavenger hunt item.
    
    Jump back to the stairs and continue down them, then double-jump to a PSI card
    on a ledge near the wall.  Keep going down to the ground floor for the other
    PSI card, then talk to Sasha.  Approach the brain tumbler and press "F" to
    enter the collective unconscious, then enter the only open door there to reach
    the next area.
    
    
    ###############################################################################
                            (D-11) BRAIN TUMBLER EXPERIMENT
    ###############################################################################
    
    92 - Figments
    05 - Cobwebs
    02 - Vaults
    
    
    If you have been buying PSI cores and trading them in for PSI challenge markers
    and you have also been getting all the fragments so far, then you should be
    reaching rank 10 at some point in this area.  Use the bacon when this happens
    and visit Cruller at Ford's sanctuary to get your pyrokinesis power.
    
    This is a great time to go back to the Kids' Cabins to get the turkey sandwich
    for your scavenger hunt, and you should also buy the dowsing rod if you have
    50 arrowheads.  It's well worth the buy and makes finding arrowheads MUCH
    easier.
    
    Return to this area after you've done all this, you can also save it all for
    later, but I recommend doing it early.
    
    
    -------
    Part 01
    -------
    
    Take the 4 figments and punch the vault for a memory and a psychic arrowhead,
    then enter the caravan.  Run around for a bit and listen to Sasha, then punch
    your way out of the white space for a cutscene.
    
    
    -------
    Part 02
    -------
    
    Take the purse tag and 4 figments down here, then jump up a ledge and take 19
    more figments [2 are moving].  Attack the big slab of steak on your left for a
    couple of psychic arrowheads, then take the steamer trunk tag on your left.
    
    Follow the bunny until you see a big monster in a cutscene and return to
    Sasha's Lab.
    
    
    -----------
    Sasha's Lab
    -----------
    
    Talk to Sasha with "F" and jump into the stump, then take it to Ford's
    Sanctuary.  Talk to Cruller and tell him you need to fight better to get the
    marksmanship learner's permit, then go back and talk to Sasha once more to
    reach the next area.
    
    
    ###############################################################################
                            (D-12) SASHA'S SHOOTING GALLERY
    ###############################################################################
    
    69 - Figments
    05 - Cobwebs
    02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Shoot the targets as they come up and use "left shift" to help you lock-on when
    needed.  Shoot the censor and take the health, then attack more censors until
    Raz mentions the dial.  Approach the dial and press "F" to turn it up to level
    2, then continue using the dial until you reach the skull level and a cutscene
    starts.
    
    
    -------
    Part 02
    -------
    
    There are 2 cobwebs on the ground here, but you can't get them until you have
    the cobweb duster.
    
    
    Head for the top of the cube for a cutscene, then take the duffelbag tag, 22
    figments and smash the safe on the bed for a memory and a psychic arrowhead.
    Take the hatbox tag and sort the blue baggage on the ground, then destroy one
    of the valves.  Work your way up to the top of the headboard to find some
    yellow baggage and more figments.  Make sure you have 22 figments before
    destroying the second valve, because once you do, this area is gone.
    
    
    -------
    Part 03
    -------
    
    There are 3 figments up REALLY high in this area, but you can't reach them
    until you learn levitation.  Ride the mobile to reach the 3rd figment.
    
    
    This time the censors take 2 hits to kill and they have larger shots.  Take the
    purse tag and 10 figments as you jump up the platforms, then continue along the
    grey ones to find the green baggage.  Jump back and attack the first valve,
    then jump across the grey platforms once more and hit the second valve.
    
    
    -------
    Part 04
    -------
    
    There is a cobweb on the stack of boxes here, but you can't get it until you
    have the cobweb duster.
    
    
    Before you do anything here you should search for the vault somewhere on the
    cube and bust it open for a memory and a psychic arrowhead.
    
    Walk over to the new area and take 6 figments and the steamer trunk tag from
    the ground.  Climb the ladder for a figment and collect all the other figments,
    including those on the yellow platform, those along the ribbon as you grind it
    and those way up high when you get off.  There's even one right beside the
    valve that you need to hit, and some baggage on the yellow platform.
    
    Don't hit the valve until your total is 55 figments, then go ahead and hit it
    to create another area.
    
    
    -------
    Part 05
    -------
    
    There is a cobweb behind one of the 4 flaming columns here, but you can't get
    it until you have the cobweb duster.
    
    
    Walk to the new area and take some figments and a suitcase tag on the ground.
    Start jumping to the top as you collect more figments and find the last piece
    of baggage for this stage.  Your total should be 66 at this point, because
    you can only get the last 03 figments once you have levitation.  Hit the valve
    to leave this area and start a boss battle.
    
    
    -----------------
    Boss: Mega Censor
    -----------------
    
    Run along the cube and destroy the five generators [these also heal the boss]
    for the little censors.
    
    At this point the boss will start throwing rocks at you as well as using his
    stamp on you.  Both attacks are easily avoided and you can kill the little
    censors if you need health or ammo.  If they get in a group you can punch them
    to kill many at a time.
    
    Otherwise start draining the boss's health with your pyrokinesis to end the
    battle, leave this stage and earn your marksmanship badge.
    
    
    -----------
    Sasha's Lab
    -----------
    
    Use the brain tumbler once more and return to sasha's mind if you want to
    practice there or get some items that you missed, otherwise go back to your own
    mind.
    
    
    ###############################################################################
                            (D-13) BRAIN TUMBLER EXPERIMENT
    ###############################################################################
    
    92 - Figments
    05 - Cobwebs
    02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Follow the bunny once more and lock onto the big creature, then fire a couple
    shots to get rid of it.  Take all figments and free the purse [there is also a
    cobweb near the right wall], then jump up to a higher ledge for more figments.
    Attack a couple of censors and take more figments, then double-jump to a ledge
    on your right.
    
    Take more figments [up a bit] and kill an enemy, then free the steamer trunk
    and continue onward.  Jump near the branches above for some figments and grab
    the duffelbag tag below, then kill a trio of censors [you should have 47
    figments at this point].
    
    
    -------
    Part 02
    -------
    
    Kill some tiny censors and take 2 figments and a suitcase tag, then kill some
    more little censors and a bigger one.  Take 4 more figments [including a moving
    yellow one] and jump up to the next ledge.  Take a figment and free the
    suitcase on the ledge on your right, then turn around and jump across more
    ledges while collecting 3 more figments [total should now be 57] and freeing
    the duffelbag [there's also a cobweb by the left wall].
    
    Look for a large spike with blue vines coming down from the ceiling and jump to
    those vines.  Crawl around to the other side of the spike and climb all the way
    up, then double-jump and glide to a nearby ledge for 2 figments.
    
    Drop back down to the path and follow the bunny [there wil be another cobweb
    on your left] as you collect more figments [2 are moving] and a hatbox tag.
    Shoot the censors [large and small] and other enemies [including plants] along
    the way, then watch the cutscene once you're done following the bunny [should
    have 74 figments].
    
    
    -------
    Part 03
    -------
    
    Take the figments [including 03 moving ones] and release the hatbox, then take
    the projection depth upgrade and smash the vault that's running around.  Go up
    the ramp around the tower for more figments, then when you can't get any higher
    you'll end up back at Sasha's Lab.
    
    
    ###############################################################################
                                    (D-14) ERRANDS
    ###############################################################################
    
    Use the bacon to call Cruller and head back to his sanctuary, then practice and
    get telekinesis from him before heading for the GPC & Wilderness area.
    
    Find the grate with the glass eye behind it at the east end of the river, then
    use your telekinesis to collect the glass eye.
    
    Return to the lodge in the main campgrounds and use the dowsing rod if you need
    more deep arrowheads, but either way you should buy the cobweb duster from the
    store [for 800 arrowheads].
    
    Leave the lodge now and go east across the wooden path to reach the next area.
    
    
    ###############################################################################
                               (D-15) BOATHOUSE & BEACH
    ###############################################################################
    
    01 - PSI Challenge Marker [**LATER**]
    16 - PSI Cards            [10 left]
    02 - Scavenger Hunt Items [Psychonauts Comic #1, ???]
    
    
    Walk down to the beach for a cutscene, then turn around and take the first PSI
    card by the hollow stump.  Head southwest for another cutscene, then take the
    second PSI card in the plants.  Enter the building up ahead and talk to Cruller
    to get a canoe, then head back to the wooden path.
    
    Go northeast past the path and go through a small passage for the 3rd PSI card,
    then look for a lamp nearby.  Double-jump up to the lamp and take the 4th PSI
    card above you.  Grab the Psychonauts comic #1 up ahead and swing west on a
    couple of branches, then take the 5th PSI card.  Follow the path under the
    bridge next to get the 6th PSI card.
    
    Now you can dig up some deep arrowheads around this area if you want.  Return
    to the canoe and press "F" to climb in, then paddle out to your friends at the
    green "X" on the map.
    
    Watch the cutscene and talk to Milla to enter her mind.
    
    
    ###############################################################################
                        (D-16) MILLA'S DANCE PARTY - THE LOUNGE
    ###############################################################################
    
    79 - Figments
    03 - Cobwebs
    02 - Vaults
    
    
    You will likely be ready to learn invisibility at some point during this stage,
    if not soon after.  So use the bacon once you're at rank 30 to go learn it,
    then you can also convert your mental cobwebs to PSI cards while you're there.
    
    
    -------
    Part 01
    -------
    
    Press "E" to levitate and bounce up a ledge, then take the figment and do a
    rolling bounce to get over the gap.  Take a second figment here, then roll and
    jump towards the rings.  Finally, hold "left shift" at the top of your jump to
    glide through the rings.
    
    Take the duffelbag tag on your right and drop to the floor below.  Use your
    cobweb duster to get the cobweb in the right corner, then climb up the wall and
    go up the ramp to the next room.
    
    
    -------
    Part 02
    -------
    
    You can get 9 figments here [most of them are in the air], but they disappear
    as soon as you complete the task.  That task is launch yourself through each
    ring quickly so that they are all spinning at the same time.
    
    Basically you roll to one end of the bowl and jump, then come down and build up
    speed to do the same thing at the other side of the bowl.  Repeat until you're
    high enough to get through a ring and hopefully get the figment, then try it
    with the others.
    
    Before you get all 3 rings spinning you should have 11 figments, then some
    platforms will descend.  Build up enough speed to land in the lowest flower
    platform [the petals close in as you land to keep you from rolling right off],
    then carefully jump to the other platforms [try pulling the camera back over
    you to land easier] while collecting 2 figments.
    
    
    -------
    Part 03
    -------
    
    Once you reach the top platform some more rings will appear [and so will a
    ball-return way down at the bottom in case you fall], so collect 7 more
    figments and the duffelbag as you bounce over to the platform near the rings.
    
    Jump over to the top ring and start gliding, then move through all 3 rings and
    land on the platform.  Once you do this successfully, the platform rises up
    higher and another ball-return appears.
    
    Jump to the nearby platform with the figment, then jump and glide to the ledge
    with a green figment by the wall.  Enter the room here for 4 more figments,
    then break open the vault for the usual goodies.  Return to the platform you
    were on before you jumped over here, then jump and glide WITH the wind to reach
    the next platform with the steamer trunk tag on it.
    
    Climb the long ladder here to reach the next section.
    
    
    -------
    Part 04
    -------
    
    Take the mental cobweb behind you and collect 4 figments and a hatbox tag, then
    kill some censors [you should have 30 figments by this point].  Levitate on
    your ball once again and hit the launcher, then glide at the highest point and
    hit the green bumper.  This launches you into the other bumpers without you
    needing to do anything, then another ball-return appears when you land on the
    platform.
    
    Jump off the platform and glide to the ledge that goes along the walls of the
    room below.  Be sure to visit BOTH of these ledges as there's one on each side
    of the room, then collect 10 more figments [you should be at 40 now] and the
    steamer trunk on the two ledges before using the ball-return to get back up.
    
    Collect 7 figments [you should be at 47 now], the hatbox and 1 mental cobweb up
    here, then jump on the railing and speed along it until all the rings start
    spinning.  This gets a platform moving up and down so roll on over there and
    jump on the platform.
    
    Take 2 figments on the way up and jump to the large platform with all the
    people, then take 6 more figments.  Look for the pink double doors on a nearby
    ledge and jump/glide over to them for a figment.  Punch the doors for 3 more
    figments [you should be at 59 now] and a purse tag, then attack some censors.
    
    
    -------
    Part 05
    -------
    
    Punch the next doors open and kill some censors, then attack the vault for the
    usual stuff and collect 6 figments [you should be at 65 now] down here.  Roll
    along the bowl to reach the netting above, then climb up and jump to the
    platform in the middle of the room.
    
    Take 3 figments before rolling and jumping to the pole, then collect 7 figments
    as you climb the pole.  Jump off to the nearby platform for another figment [a
    ball-return also appears], then jump to the moving platform and grab the
    figment along the way.
    
    Jump over the green barrier as you take a figment above it, then land back on
    your moving platform on the other side.  Jump to the platform in the middle of
    the room and jump to the bumpers to reach the purse.  Glide to the platform in
    the middle and glide over to the figment by the doors, then punch the doors.
    Kill the censors and go through the green door to reach the next area.
    
    
    ###############################################################################
                         (D-17) MILLA'S DANCE PARTY - THE RACE
    ###############################################################################
    
    97 - Figments
    
    
    Follow the passage and fall down the hole then cross the line to start the
    race.
    
    There are multiple routes you can take in this race, some high, some low, some
    inside the wall.  Every one of them has figments though, so if you really want
    all the figments you need to stick to one path and get all that you see, then
    save your game and load it to start the race over.  Repeat until you have all
    figments, then race for real.
    
    For example you could do one run where you don't take ANY of the clear pipes
    and just stay on the main route, then you can do a run where you take all the
    clear pipes and the floating sections of pipe that you need to jump between.
    
    
    For the actual race just pick a path and stick to it, then try to hit as many
    boosts as possible and avoid the bumpers.
    
    
    ###############################################################################
                        (D-18) MILLA'S DANCE PARTY - THE PARTY
    ###############################################################################
    
    57 - Figments
    
    
    Take 17 figments [4 are moving] from the ground and get the suitcase tag from
    the middle of the room, then get the mental cobweb near the outer wall.  Grind
    or find some other way to get on one of the fans producing bubbles, then glide
    over top of them to float upwards.
    
    Collect figments above BOTH sets of fans as well as some that are just floating
    there in the room and some that are moving around.  At the top of one set of
    fans you will find an ammo upgrade, and at the top of the other is a switch to
    punch.
    
    Once you hit it, the BIG fan in the middle of the room starts up, which makes
    it a lot easier to get the figments.  Be sure to glide near the doors up high
    for a few figments and the suitcase.  Make sure you have collected 22 figments
    here [your total should be 39] before trying to complete the next task.
    
    Use the middle fan to float up, then use a combo of rising and falling to go
    through the trio of rings.  Glide to the doors and punch them open, then enter
    the next room.
    
    
    Absorb the other mental cobweb at the bottom of the room and take 18 figments
    [about 4 are moving, which brings your total to 57].  Levitate and jump up the
    ledges to get some of the figments, then jump from the speaker to reach the
    upper platforms  [the highest figment is tricky to get but a levitate bounce
    and some gliding will get you there].
    
    Jump over to Milla to get your levitation badge and end this stage.
    
    
    ###############################################################################
                                  (D-19) THIS & THAT
    ###############################################################################
    
    You can get a few items now that you have levitation and invisibility, first
    lets get a few from this area.
    
    
    -----------------
    Boathouse & Beach
    -----------------
    
    Go left through a passage in the rocks once you reach the end of the wooden
    path at the entrance to this area.  Jump to the ledge above the lamp and turn
    around, then bounce and glide to the challenge marker on a nearby ledge.
    
    Follow the docks over the lake until there's no roof above you, then levitate
    and bounce onto the roof over the rest of the docks.  Follow this roof and
    climb the ladder when you reach it, then use a nearby trapeze to land on a
    wooden ledge above the boathouse.  Jump across some rocky ledges to reach a
    cave, then take the helmet from the cave.
    
    
    ------------
    Kids' Cabins
    ------------
    
    Work your way up to the cave and look left/west, then use levitation to bounce
    to the netting on the wall.  Climb up and look behind you, then double-jump to
    another patch of netting.  Climb up this patch and look behind you once more,
    then double-jump to the tightrope.  Take the last card for this area and go to
    the Main Campgrounds area next.
    
    
    ----------------
    Main Campgrounds
    ----------------
    
    Head for the parking lot and use levitation to get the 16th PSI card on the
    large chunk of wood in the middle.  Use levitation once more to get the 17th
    PSI card above the basketball net.
    
    
    -----
    Lodge
    -----
    
    Use levitation and bounce from the door frame to the rafters above.  Jump
    across the rafters to get the voodoo doll, then head for the GPC & Wilderness
    area.
    
    
    ----------------
    GPC & Wilderness
    ----------------
    
    Head for the trees east of the fence and look for a squirrel guarding a golden
    acorn.  Normally he runs away when you get close, but use invisibility and you
    can easily take the golden acorn from him.
    
    Go north from here and lock onto the bear, then shoot him 3 times to get rid of
    him.
    
    Go to the cave at the east end of the map and use levitation to bounce up the
    rocks just to the left of the cave.  Bounce up to a small patch of vines to
    climb onto one of the top rocks, then collect the pirate scope on the nearby
    rock.
    
    Go back down and find the large rocks to the left of the cave once more, then
    find the 2 trees on a hill behind these rocks.  Use levitate to bounce behind
    these trees up the hill and find the 17th PSI card.
    
    By now you should have at least 8 of the scavenger hunt items, so go talk to
    Cruller by the shack near the middle of the map to get your reward.  You're
    done here for now so go back to Sasha's lab.
    
    
    -----------
    Sasha's Lab
    -----------
    
    Talk to Sasha and go back through the door to your mind.
    
    
    ###############################################################################
                            (D-20) BRAIN TUMBLER EXPERIMENT
    ###############################################################################
    
    92 - Figments  [**2 left**]
    05 - Cobwebs
    02 - Vaults
    
    
    -------
    Part 02
    -------
    
    Attack the smelly meat by the left wall to make it release more gas, then
    double-jump above it and glide to ride the gas up.  Take 2 figments and grab
    the cobweb, then drop through the hole.
    
    Go to the room with the tower and take another cobweb on your right, then go up
    the ramp and attack another smelly piece of meat.  Float above the meat for a
    figment and land on the ledge above, then watch the cutscene.
    
    Open the shoot and climb inside to start another cutscene and a battle.
    
    
    --------------------------
    Boss: Blueprint Brain Tank
    --------------------------
    
    The pillars respawn during this battle, so smash them with your fists if you
    need ammo or health.
    
    
    The tank shoots bright confusion grenades that mess up your controls for a bit
    if they hit you, but as long as you watch for them you can easily get out of
    the way in time.
    
    Otherwise you will see an arrow as the boss tries to aim it's main cannon, and
    it locks onto you it will turn red.  At this point you MUST hide behind a
    pillar, or else you will get hit once you hear beeping.
    
    The tank can only be damaged when you see the green spot underneath it.  You
    should lock on and fire a PSI blast when this happens to flip the tank over
    [if you don't attack, then the tank drives towards you real fast].  While the
    tank is flipped for a bit you can keep firing at this green target.
    
    Otherwise repeat this pattern until the tank is no more.
    
    
    A second stage of the battle begins now as you fight the brain.
    
    It still uses confusion grenades but it also has a sweeping green laser attack
    that spins around it at a medium distance.
    
    You should use levitate so that you can move faster, but otherwise avoid the
    confusion grenades like normal and move closer [though out of range of the
    laser].  Wait until the laser starts spinning slowly and jump above the brain,
    then left-click like crazy to power up your attack as you come crashing down on
    him.
    
    You can also just get in close and punch like crazy, though it's not as
    effective.  Use whatever works for you to end this battle, then watch the
    cutscene.
    
    
    Head back to the Boathouse & Beach area now to see a cutscene, then go along
    the docks past the spot where you got your canoe.  Keep going and press "F"
    once you reach the bathysphere, then climb inside to see a cutscene and reach
    the next area.
    
    
    ###############################################################################
                              (D-21) LAIR OF THE LUNGFISH
    ###############################################################################
    
    Get a couple of deep arrowheads if you want, then drop to the ground and smash
    the clear wall to your left.  Climb the stairs and double-jump at the top, then
    swing on the rope to start a cutscene and a battle.
    
    
    --------------
    Boss: Lungfish
    --------------
    
    You can't attack the boss directly, but if you attack the yellow crates when he
    breathes in, you will cause him to swallow bones and take damage that way.
    
    
    Once you hit him about 4 times this way, the perspective changes and you get a
    first-person view of the lungfish chasing you.  Basically you want to avoid or
    attack the enemies and keep moving while you stay away from the outer wall that
    separates you from the water.
    
    Double-jump across the platforms and punch down some clear walls, then jump up
    some large steps and run up some small ones.  Swing on some bars next to keep
    climbing, then use levitate to bounce to the next ledge.  Run up the stairs and
    keep following the path to begin the next part of the battle.
    
    
    The tactics are the same in this part, but sometimes the boss blows out air
    instead of inhaling it.  So ignore the yellow boxes when this happens, and only
    break them when he inhales.
    
    
    After about 3 more hits it's time for more running.  Your first obstacle is
    some boxes to jump over and a beam to slide down, then you want to do a
    double-jump to some netting up ahead and bounce with levitation to a higher
    ledge.
    
    Ignore the stairs and double-jump up the platforms instead, then smash the
    doors in your way and grind down the beam [or just drop to the ground] as the
    next part of the battle begins.
    
    
    For this part of the battle you want to keep your distance and try not to step
    on any sucker fish.  Otherwise you should get behind one of the clams and close
    enough to touch it, this way the boss should get stuck on the clam when he
    tries to attack you.
    
    Once this happens you can get in close and score 3 quick punches before he
    breaks free.  Once you connect with about 9 punches, the battle is finally
    over.
    
    
    Walk up the lungfish and use the psycho-portal in your inventory to enter his
    mind.
    
    
    ###############################################################################
                                 (D-22) LUNGFISHOPOLIS
    ###############################################################################
    
    113 - Figments
     05 - Cobwebs
     02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Be sure to check the water in this stage for some figments as you go.
    
    
    Climb the large building behind you and collect 5 figments [check the water
    for one] as you smash other buildings and watch a cutscene.  Smash the prison
    on your left with the yellow exclamation marks to see another cutscene and get
    your shield merit badge.
    
    Smash the buildings while shooting or smashing tanks and electricity tanks,
    then collect 28 more figments along the way [bringing your total to 33] as you
    pass a duffelbag and collect a cobweb.  Climb the large building for a figment
    and a purse tag, then swing off the crane for a blimp figment.
    
    Climb another tall building and use the crane behind you to reach a helicopter
    figment.  Use your shield to block the monster turret's shots, then punch it
    when you're close enough to start a cutscene [by this point you should have 45
    figments].
    
    
    -------
    Part 02
    -------
    
    Backtrack to the laser tunnel and use your shield to get rid of the lasers,
    then smash some tanks in the next area.  Take a duffelbag tag, a cobweb and 5
    more figments [bringing your total to 50] as you free the purse, then return to
    the previous area to free the duffelbag.
    
    Go back through the laser tunnel and smash the prison to start a cutscene, then
    smash the tiny vault around here and go back to the dam where you destroyed the
    monster turret earlier.  Watch the cutscene and bounce on the blimp for 2
    figments, then shimmy along the pole for a hatbox tag.
    
    
    -------
    Part 03
    -------
    
    Walk along the dam first to find the hatbox, a figment and a cobweb.  Go back
    along the dam and start busting buildings, sinking ships and climbing tall
    buildings.  Be sure to get the ammo upgrade on top of one of the big buildings,
    and keep an eye out for figments high and low.
    
    Take the left path for a cobweb and more figments, then grind along the
    monorail for 3 more figments and a suitcase tag [you should have 91 by now].
    Slide back across the monorail and return to the fork in the city, then take
    the right path and bounce across the bridge for some more figments.
    
    Attack some tanks and smash more buildings, then take the last cobweb behind
    the nearby tall one.  Take the baggage on top of another tall building and
    smash the vault around here, then get 8 more figments [to bring you to 99].
    Jump on the nearby boat for one more figment, then jump to the next island for
    a cutscene.
    
    
    -------
    Part 04
    -------
    
    Climb up the higher buildings and lock on to the 8 airplanes, then shoot them
    all down so that your boats can move in.  Collect the figments here to bring
    your total to 111, then collect 2 more on the nearby boats as you jump across
    and start a cutscene.
    
    
    ---------------
    Boss: Kochamara
    ---------------
    
    Walk towards the city to start a cutscene and begin the battle.
    
    
    You can attack the buildings during the fight if you need health.
    
    
    The boss flies around and either fires a beam after saying "DEADLY" or rams you
    after saying "MIGHTY".  Dodge the ram attack, but use your shield to reflect
    the beam and damage the boss.
    
    
    Another cutscene starts once you've reflected back 3 beams, and so does the
    next stage of the fight.  In addition to the previous attacks, the boss will
    sometimes fight from the ground.  When this happens he will either do a
    combination attack [use your shield], or an area attack [also use your shield].
    Right after the area attack he is vulnerable so get in close and punch his
    lights out.
    
    Otherwise reflect the beam like usual and drain the rest of the boss's health
    to win the fight.
    
    
    -------
    Part 05
    -------
    
    Attack the buildings for some health, then climb the large tower to start a
    cutscene, end this stage and reach a new area.
    
    
    ###############################################################################
                                 (D-23) ASYLUM GROUNDS
    ###############################################################################
    
    01 - PSI Challenge Marker
    04 - PSI Cards            [1 left]
    01 - Scavenger Hunt Items [Gold Watch]
    03 - Brains
    
    
    You now have the lungfish call in your inventory, so you can use it when you
    want to travel to/from the lake and this area.  Now would be a good idea to use
    it if you want to get the Miner's Skull from the GPC & Wilderness area, but
    it's up to you.
    
    
    Take Lili's bracelet and use the branch to swing to the 1st PSI card, then
    climb the ladder for a cutscene.  Levitate and bounce to the PSI challenge
    marker left of the gate, then use the bacon to visit Cruller.  Follow him and
    talk to him for a cutscene, then get him to send you back.
    
    use your psycho-portal on the security guard to start a cutscene and reach a
    new area.
    
    
    ###############################################################################
                     (D-24) MILKMAN CONSPIRACY - THE NEIGHBORHOOD
    ###############################################################################
    
    165 - Figments
     04 - Cobwebs
     02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Take 9 figments here and open the fridge to get your clairvoyance badge, then
    use clairvoyance on the security guard before leaving the house through the
    door.
    
    
    -------
    Part 02
    -------
    
    Take 5 figments around the outside of the house as you use levitation to get
    over the back wall.  Jump from the birdbath to reach the figment on the roof,
    then head down the road for 10 more fragments [bringing your total to 25]
    around the outside of the next house [including on the roof and over the back
    wall].
    
    Enter this house for 2 figments and attack the fridge for some items, then
    return outside.  Take 4 figments around the next house and a sign from the car,
    then enter the house.  Take 2 figments and punch the fridge, then leave this
    house.
    
    Go down the street for 7 more figments [including some around the house] as
    you talk to the road crew and grab a cobweb.  Enter the house for a figment and
    raid the fridge, then leave the house and use the sign in your inventory.
    
    Walk past the road crew and collect 12 figments [your total should be 53] as
    you travel along the road and search outside the next house.  Take the purse
    tag and enter the house for 2 figments and fridge items, then go outside for 3
    more figments.
    
    
    -------
    Part 03
    -------
    
    You can't enter any of the yellow areas here so look for the mailbox and the
    pole opposite the restricted area by the telephone pole.  Jump to the next
    street from here and take 8 figments, then talk to the girl and enter the
    house.
    
    Take 2 figments and check the fridge before leaving, then grab 7 figments [your
    total should be 75] and a steamer trunk tag around the next house.  Punch the
    car and take the hedge trimmers inside, then backtrack to the previous street.
    Equip your hedge trimmers and enter the zone around the house, then get 4 more
    figments and the suitcase tag around the house.
    
    Enter the house for 6 more figments and some baggage, then leave the house and
    return to the new street.  Get 8 figments around the next house before
    entering, then take the figment and check the fridge before leaving.  Walk
    along the right sidewalk to stay out of the restricted zone, then take 8
    figments, and a cobweb around this house and the street.
    
    You can't get the hatbox right now, but enter the house for another figment
    [bringing your total to 103] and some fridge goodies.  Leave the house and
    don't enter the graveyard but go around outside it for a vault, some baggage
    [that you can't get yet] and 3 figments.  Near the entrance to the graveyard
    you should notice a new street, so jump there now.
    
    
    -------
    Part 04
    -------
    
    Get 7 figments as you enter the green area to your right, then punch the crow
    on the right side to get a feather.  Equip this feather and use clairvoyance to
    get a nice view of the middle gate.  Walk through your gate on the right here
    and go up until the middle gate opens.
    
    Head back down but jump OVER the side of your gate instead of walking through
    it.  Now go through the middle gate and take the figment and flowers before
    leaving this area.  Follow the outer wall around behind the green area for a
    lone figment, then return to the street.
    
    Take 5 figments outside the first house on your left and go inside if you want
    the usual fridge items.  Grab 6 figments around the next house and attack the
    car for some items, then go inside for a figment, a duffelbag tag [you should
    go back outside the graveyard for that baggage before returning here] and some
    fridge stuff.
    
    Leave the house and grab 6 figments and a cobweb around the next house, then
    take the figment and check the fridge inside.  Take 7 figments around the next
    house and get one more inside while hitting the fridge.
    
    Take 3 figments around the large building ahead, then punch the car for a
    watering can.  Use levitation to bounce off the radar dish on the car and reach
    the roof, then take the 3 figments there [bringing your total to 148].
    
    
    -------
    Part 05
    -------
    
    Go near the other end of the street and look for the guys with watering cans on
    your left.  Equip yours and take the 3 figments outside the house, then go
    inside for a rolling pin and a figment.  MAKE SURE you equip the watering can
    again before you leave the house, then go back to the second street and head
    for the first street.
    
    Equip your hedge trimmers to get inside the house on your left, then switch to
    the rolling pin once you're inside.  Take 4 figments and an ammo upgrade, then
    go back to the large building at the end of the third street where you got the
    watering can.
    
    Use the keypad beside the door and enter anything you want, then back up and
    use clairvoyance on the guy that appears to see the code that he enters [the
    code is random].  Use the keypad once more and enter the same code that you
    just saw, then go inside for 2 figments [which brings your total to 158], some
    baggage and a cobweb.
    
    Enter the bathroom and notice that it's VERY dark, then use clairvoyance and
    work your way to the plunger at the other end of the room.  Once you have it
    you can leave this room and the building.
    
    
    -----------
    Boss: Demon
    -----------
    
    A battle starts shortly after you leave the building, so lock on and blast this
    guy to drain his health.  Avoid the hands as you do this, then once all his
    health is gone, the boss releases a few bombs.
    
    His health starts to refill at this point so use telekinesis on one of the
    bombs and throw it at him.  Now walk up and punch him to end the battle, then
    grab the items and walk into the blue light to return to the streets.
    
    
    -------
    Part 06
    -------
    
    Equip your flowers and enter the graveyard on the second street, then take the
    3 figments [your total should be 161] and use pyrokinesis to get rid of the
    thick vines.  Punch down the door and take the book inside to start a cutscene
    and get the rifle.
    
    Equip your plunger instead and go to the sewer workers on the second street,
    then drop down the manhole to reach a new area.
    
    
    ###############################################################################
                    (D-25) MILKMAN CONSPIRACY - THE BOOK DEPOSITORY
    ###############################################################################
    
    48 - Figments
    01 - Cobweb
    
    
    -------
    Part 01
    -------
    
    Equip your rifle and use your shield to block the gunfire while taking 3
    figments, then take the baggage behind the building.  Grab the cobweb at the
    front of the building and take 2 figments inside.  Climb the stairs for a
    cutscene, then take 3 more figments [bringing your total to 8] and grab the
    helicopter helmet.
    
    Use clairvoyance and watch the cutscene, then pick up the phone for a short
    conversation and to get it for your inventory.  Leave the building and use your
    rifle to get across the restricted area, then equip your phone and approach the
    telephone pole to start another battle.
    
    
    -----------
    Boss: Demon
    -----------
    
    Lock on and blast this guy like usual to drain his health.  Avoid the hands as
    you do this, then once all his health is gone, the boss releases a few bombs.
    
    His health starts to refill at this point so use telekinesis on one of the
    bombs and throw it at him.  Now walk up and punch him to end the battle, then
    grab the items and walk into the blue light to return to the spot where you
    left.
    
    
    -------
    Part 02
    -------
    
    Go back through the manhole and head for the house on the first street with
    the guys with hedge trimmers.  Equip your phone and climb the telephone pole
    instead, then grind along BOTH wires for 2 figments.  Take 2 figments [bringing
    your total for the first area to 165], a hatbox tag and smash a vault once you
    land on the other side.
    
    Grind back along the phone lines and go past the manhole on the second street,
    then take the last baggage by the nearby house.  Use your plunger to go back
    down the manhole and reach the newer area once more.
    
    
    -------
    Part 03
    -------
    
    Equip your phone and climb the telephone pole then grind across BOTH lines for
    33 more figments [bringing your total to 41], be sure to jump over the
    electrical nodes before you hit them.  Take the last 7 figments around this
    house, then punch the door and use invisibility to get inside for a cutscene.
    
    
    ----------------
    Boss: Den Mother
    ----------------
    
    Get closer and lock onto the boss, then fire a couple shoots until she jumps.
    Follow her and repeat this pattern until the lights go out and the next stage
    of the fight begins.
    
    
    Pick up the glittering item ahead of you and use clairvoyance to see the battle
    through the boss's eyes.  She'll alternate between placing a box of cookies and
    shooting you.  You want to use telekinesis on one of the boxes and carefully
    throw it back at her to damage her.
    
    After 2-3 hits of this, the battle and this stage is over so watch the
    cutscene.
    
    
    ###############################################################################
                                 (D-26) ASYLUM GROUNDS
    ###############################################################################
    
    01 - PSI Challenge Marker
    04 - PSI Cards            [1 left]
    01 - Scavenger Hunt Items [Gold Watch]
    03 - Brains
    
    
    Enter the gates and smash the jar on your left for a brain, then use the bacon
    to return to Cruller's sanctuary.  Visit him in the top chamber to give him the
    brain and use the machines at the bottom if you need to, then get Cruller to
    send you back to where you used the bacon.
    
    Equip Lili's bracelet and use clairvoyance to see a cutscene, then use
    levitation and bounce above the fountain to find the gold watch.  Take the 2nd
    PSI card and the 2nd brain by Boyd, then smash the debris on your right and go
    through the doorway, then take the 3rd PSI card on your right.
    
    Head left and take the 3rd brain on the shelf on your left, then talk to Gloria
    and try taking her trophy.  Give the brains to Cruller for some more health,
    then return here and use the psycho-portal on Gloria.
    
    
    ###############################################################################
                          (D-27) GLORIA'S THEATRE - THE STAGE
    ###############################################################################
    
    111 - Figments
     07 - Cobwebs
     01 - Vault
    
    
    -------
    Part 01
    -------
    
    Take 28 figments here [5 are moving] as well as a steamer trunk tag by the
    ladder and a purse tag on the stage.  Climb the ladder near the large critic
    for some baggage, then take 2 cobwebs down below [1 near the orchestra pit].
    Get another cobweb on the left side of the stage to find some baggage that you
    can't get yet.
    
    Climb the other ladder for 2 figments, then bounce and glide with levitation to
    get 9 more figments [bringing your total to 39], another cobweb and an ammo
    upgrade.  Go to the right side of the stage and up some stairs, then absorb
    another cobweb and take 3 figments in the hall.
    
    Use invisibility to get inside the room at the end of the hall, then take 10
    figments [your total should be 52] and talk to the woman until she opens the
    storeroom for you.  Leave this room and enter the storeroom on your right, then
    take 8 figments inside and break open the vault.
    
    Take the cobweb and swing on the poles above it to find 6 more figments, some
    baggage in the corner, a candle across the tightrope and a cobweb and suitcase
    tag below [your total should be 66].
    
    Go back to the stage and take the baggage in the corner now that you have the
    tag.  Climb the long ladder and use your candle with the spotlight, then use
    pyrokinesis to light the candle and start a cutscene.
    
    
    -------
    Part 02
    -------
    
    Talk to Becky on the stage before climbing the nearby ladder, then talk to the
    critic to get the new play.  Take 6 figments around the stage and walk into the
    glowing spot on your right to change to the other stage.  Take 8 figments on
    this stage and punch the spotlight above the long ladder, then kill the enemies
    on stage and grab 8 more figments.
    
    Go through the glowing spot again to bring back the first stage, then take 9
    more figments as you swing up the poles [bringing your total to 97].  Go talk
    to Becky and give her the "knight of joy" play, then bring up the set with the
    dragon on it.
    
    Use the megaphone to start the play and watch as the knight gets rid of the
    dragon, then use levitation to get the 2 figments and the play "the day the
    mail boat finally came" above the dragon.
    
    Give this new play to Becky and run it on the dragon set with the water, then
    jump on the boat and ride it tot a totally new set with ladders.  Take 5
    figments on this set as well as a new play "goodbye hagatha home", then climb
    the long ladder and change the spotlight to the happy face.
    
    Take the 6 figments here [bringing your total to 110], then use the shiny spot
    to your left and collect the last figment on the other set.  Go give Becky the
    new play and switch the spotlight mask to the sad one.  Go to the set with all
    the wooden posts and use the megaphone to start the newest play.
    
    This brings the balloon down for you so swing on the posts to reach the top,
    then go left and jump into the balloon to reach the next area.
    
    
    ###############################################################################
                        (D-28) GLORIA'S THEATRE - THE CATWALKS
    ###############################################################################
    
    46 - Figments
    01 - Vault
    
    
    -------
    Part 01
    -------
    
    You'll want to use your invisibility to get past the falling sandbags near the
    bright lights in this section.
    
    
    Take 9 figments [1 is moving] as you travel past the first trapeze, then swing
    on some more and collect 12 more figments while bouncing and then sliding down
    a hill.  Take 3 figments and go invisible to get up the ladder safely, then
    attack the censor while taking another figment and a duffelbag tag [your total
    should be 25].
    
    Take 5 more figments while grinding fast on a rail, then take 4 more as you
    bounce and climb up some netting.  Swing across the poles for 5 figments [this
    brings your total to 39] and jump from the rope to reach the next ledge, then
    kill some censors and grab a hatbox tag.
    
    Climb down the ladder for more censors to fight, some baggage and a vault, then
    climb the ladder and follow the path for 2 figments.  Swing across the trapeze
    and pole for 2 more figments, then attack more censors and free some baggage.
    Grab 2 figments as you ride the elevator just ahead, then shoot more censors
    and enemies.
    
    Go straight at the fork for a cutscene, then take the candle and go down the
    left path.  Use the candle with the machine and use pyrokinesis to light it and
    start a cutscene.  Go back to the spot where you picked up the candle and use
    levitation and gliding to clear the gap, then take the last figment and go
    through the passage to start a cutscene a battle.
    
    
    -----------------
    Boss: The Phantom
    -----------------
    
    You should equip PSI blast, pyrokinesis and invisibility as your three PSI
    attacks for this fight.
    
    
    The boss fires shots from his main cannons, but they're easily avoided if you
    keep moving.  You want to go for the box of candles on his left to get 3
    candles.
    
    Now go to the orchestra pit and glide above the music notes as they carry you
    upwards [use invisibility to make this MUCH easier].  Be sure to float from
    side to side so that you avoid the boss's shots as you rise.  Once you reach
    the top, you should place the candle in the machine and light it with
    pyrokinesis to send the boss crashing down to the ground.
    
    Drop to the ground yourself [use invisibility once more before you drop, to
    make this part easier] and use your PSI blasts to take out the minions and
    drain some of the boss's health.  Once he starts moving again, you should glide
    up once more and use the candle once more to disable him.
    
    Once you drain enough of his health, the boss will destroy the spotlight, but
    it doesn't really change the pattern much.  Just float up and use one of the
    other spotlights to do the job in the same way.
    
    After all his health is drained, the battle and the stage are both over.  Watch
    the cutscene as you end up back in the asylum grounds.
    
    
    --------------
    Asylum Grounds
    --------------
    
    Pick up Gloria's trophy as she walks away, then go through the nearby doorway
    to reach the next area.
    
    
    ###############################################################################
                             (D-29) ASYLUM - LOWER FLOORS
    ###############################################################################
    
    01 - PSI Challenge Marker
    04 - PSI Cards
    04 - Brains
    
    
    Take the path on your right and use levitation to bounce to the 1st brain on a
    ledge above a radiator.  Use levitation to bounce to the nearby poles, then
    swing over to the 2nd brain.  Jump to the pillar and use levitation to bounce
    and glide to the first PSI card nearby.
    
    Use levitation from here to bounce and glide to the 2nd PSI card by the far
    wall, then swing on the pole to reach the 3rd PSI card and the 3rd brain.  Walk
    across the nearby tightrope for a cutscene, then take the 4th PSI card from an
    alcove here.  Use levitate to bounce to the wooden beam above, then jump to the
    next beam for the PSI challenge marker.
    
    Look outside this room and you should see a basket on a rope with a brain
    sitting on it.  When you are far away from this basket then it should be low to
    the ground, weighed down by crows.  As you get closer to the basket, the crows
    fly away and the basket rises up.  You want to use invisibility on the ground,
    then run towards the crows.  Double-jump above the brain jar and use your pound
    attack to get the brain.
    
    Drop to the ground and talk to Fred in the hat, then use your psycho-portal to
    get inside his mind.
    
    
    ###############################################################################
                                 (D-30) WATERLOO WORLD
    ###############################################################################
    
    243 - Figments [31 left]
     07 - Cobwebs
     02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Take 12 figments and a hatbox tag, then talk to Fred and Napoleon before
    climbing the ladder on the side of the game board.
    
    Watch the cutscene and take 3 figments and a suitcase tag, then press "F" at
    the close blue and white building to get shrunk down even smaller.
    
    
    -------
    Part 02
    -------
    
    Take 8 figments around this house and collect a cobweb, then talk to the
    carpenter by the wooden door.  Head for the guillotine in the wooden tower
    pretty much opposite the front of this house, then get the cobweb, baggage and
    2 figments there.
    
    Go back to the house and the fence beyond, then follow it right until you see a
    trail of 4 figments.  Climb the ladder for a figment, then look for some stairs
    in the ground near this end of the building.  Get the cobweb and the hatbox
    here, then take 3 more figments [your total should be 32] by the giant cork up
    ahead.  Punch the cork and float in the bubbles to return to your medium size,
    then go shrink down at the nearby building with the spinning knife and fork
    sign above it.
    
    Take 8 figments around the house including some near the roof that you can
    levitate or bounce off the trampoline for.  Talk to the person behind the door
    and take 3 more figments through the gap in the fence, then head for the
    building beside the guillotine.
    
    Take the lone figment as you destroy the cannon [punch it and use pyrokinesis
    to get rid of it] and talk to the person behind the door, then climb the ladder
    for 3 figments [bringing your total to 47] as you bounce.  Hover over the smoke
    for a figment, then glide to the wooden platform nearby for 2 more.
    
    Use invisibility to get past the guillotine, then get 5 figments as you cross
    the tightrope.  Attack the censor and smash the barrier, then kill another
    censor, take 3 figments [your total should be 58] and make a note of the
    duffelbag.  Smash the next barrier and use invisibility to get across the
    tightrope.
    
    Collect 2 figments along the way and attack the censor, then attack the censor
    on the roof as you smash a vault and take 5 figments.  Head for the right
    little section of roof that's blue and levitate, then bounce and glide out to
    get 4 figments [you should have 69 now].
    
    Go talk to the carpenter now that you cleared off his roof to get him placed on
    the board, then use one of the giant corks to return to medium size.  Use
    telekinesis to move the carpenter in front of the broken bridge, then watch as
    he fixes it.
    
    
    -------
    Part 03
    -------
    
    Move the carpenter at least one square away from the bridge, then climb back
    out of the game board and use telekinesis by the fireplace to get the priceless
    coin inside.  Talk to Fred to get Fred's letter, then climb back into the game.
    
    Shrink down at the peasant's house by the guillotine and talk to the peasant to
    show him the letter and get him on your side.  Use a cork to return to medium
    size and use telekinesis to move the peasant beside the enemy soldier.  Both
    units die in the fight, then napoleon brings out another unit and destroys the
    bridge by the salt shaker.
    
    Use telekinesis to move the saltshaker anywhere and smash it, then move your
    carpenter over here to repair the bridge.  Move the carpenter away from the
    bridge once the repairs are done and shrink down by the peasant's house on this
    area of the game board.
    
    Talk to the peasant to give him your coin and get him on your side, then use a
    cork to return to medium size.  Move this peasant by the second enemy soldier
    and watch as both units die, then Napoleon brings out a third soldier.
    
    
    -------
    Part 04
    -------
    
    Shrink down and cross the very first bridge, then take the 7 figments and the
    duffelbag tag around the house on your right [use the trampoline to bounce onto
    the roof].  Take 1 figment above the tightrope and 2 more by gliding with the
    smoke [bringing your total to 79].
    
    Take 2 figments by the cork on your right, then head left to destroy a cannon
    and 2 censors.  Take 10 slugs and 43 figments from this area, especially in the
    trees if you levitate to them [which brings your total to 124].  Go get the
    duffelbag beyond the tightrope, past the guillotine before you forget.
    
    Return to medium size and use telekinesis to move the slugs by the knights
    building [with the knife and spoon sign], back across the bridge and to your
    right.  This gets the knight on your side, so find a cork and return to medium
    size once more.
    
    
    -------
    Part 05
    -------
    
    Cross the bridge at the salt shaker and shrink down at the peasant's house,
    then take 7 figments around the house [destroy the annoying cannon if you need
    to].  Jump to the poles from the water wheel for 1 more figment, then bounce on
    the roof for an ammo upgrade on the pole.
    
    Jump and glide across the water for 3 figments, then go back and take 2
    figments on the salt shaker bridge.  Grab 2 more figments near the cork beside
    this bridge to bring your total to 139.
    
    Take 11 figments on your way from the water wheel house to the cork on the
    hill, then go down the hill and take a cobweb, a purse tag and 5 figments from
    the small red/brown bridge nearby.  Bounce and glide across the water from the
    very top of this small bridge to reach 4 figments [you may need to glide from
    the smoke on the other side of the water as well].  Also jump to the VERY top
    of the roof via a small grey block and more levitation.  Take the confusion
    ammo upgrade and bounce and glide to get the REALLY annoying blue figment over
    the water.
    
    Destroy a cannon by the stronghold bridge and take 4 figments [your total
    should be 164] just left of the bridge, then grab a cobweb and kill some
    censors.
    
    Take 13 figments and some baggage by using the poles, a tightrope and
    shimmying across a ledge, then shimmy all the way across and drop to a wooden
    ledge just below you.  Cross the tightrope for a figment [you should now
    have 178] and climb the flagpole, then glide to the roof and kill the censors.
    
    Take 2 figments and use levitate from the right edge of this roof to bounce and
    glide to the tower that's covered with netting.  Take 2 figments as you climb
    around and drop onto the next roof, then attack the censors and take the
    cobweb.
    
    Take 4 figments, a steamer trunk tag and a musket as you use pyrokinesis to set
    fire to all the hay and barrels in here.  Leave this house and talk to the
    peasant in the house to your left.  He'll join you now that you have the
    musket, so return to medium size and use him to take out the third enemy
    soldier [which causes Napoleon to block the gears on the stronghold and raise
    the drawbridge].
    
    
    -------
    Part 06
    -------
    
    Shrink down once more and approach the stronghold moat, then levitate and
    bounce right as you snag the cobweb.  Climb the ladder for a figment and head
    for the tightrope below, then use invisibility as you cross the tightrope and
    get 2 figments on the way [your total should be 189].
    
    Glide left as you take 3 figments and cross another tightrope, then fight off
    some censors and grab 3 more figments and some baggage.  Follow the wall for 2
    more figments, then come back here and use levitate to bounce up to the ladder.
    Climb up and take 2 figments as you glide over, then walk the tightropes as you
    take 3 more figments [your total should be 204].
    
    Double-jump and glide to the next ledge for a figment and shoot a censor, then
    cross the tightropes [use invisibility] for 3 more figments.  Jump straight
    up to bait the cannon into firing, then glide over and destroy it.  Bait the
    next cannon into firing, then bounce and glide over and destroy it too while
    taking 4 figments [you should have 212 now].
    
    Jump onto the gears and punch the item that's blocking them, then jump to the
    drawbridge now that it's lowered once more.  Enter the stronghold and smash the
    vault, then return to medium size and move your knight into the stronghold to
    win the board game and finish the stage!
    
    
    ---------------------
    Asylum - Lower Floors
    ---------------------
    
    Watch the cutscene and notice that you now have the straightjacket in your
    inventory.
    
    Work your way up to Edgar in the room up high, then use the psycho-portal to
    jump inside his mind.
    
    
    ###############################################################################
                                (D-31) BLACK VELVETOPIA
    ###############################################################################
    
    142 - Figments [8 left]
     07 - Cobwebs
     02 - Vaults
    
    
    -------
    Part 01
    -------
    
    Talk to the dog and buy the rose painting and archway painting, then take the 3
    figments here and use the archway painting on the nail by the dog.
    
    Take the 2 figments [1 moves] while you avoid the bull, then go left and duck
    into the first alcove.  Make a note of the baggage and take the 4 figments [1
    is moving] on the ground and up by the awnings [your total should be 9].
    
    Return to the alley and hug the left wall for a section to avoid the bull.
    Take the 2 moving figments and bounce over the short wall, then grab 5 more
    figments [including 2 up high that you reach by bouncing from the short wall].
    Return to the alley and hug the right wall as you come to a gate.
    
    Use telekinesis to knock the trash can onto the yellow switch, then go through
    the gate for a steamer trunk tag and 2 figments.  Go back to the baggage that
    you saw earlier and free it before you forget, then come back here.
    
    Go farther down the alley and bounce over the left wall, then take 3 figments
    and kill some enemies.  Walk to the nearby gate and throw the trash can against
    the yellow button on the wall, then grab 2 figments and attack more enemies.
    Jump onto the next wall before you bounce and glide to a ledge on your right,
    then take 1 figment and a duffelbag tag [bringing your total to 24].
    
    
    -------
    Part 02
    -------
    
    Drop down to the ground and enter an alcove on your right to see a card get
    snatched, then take the moving figment and climb up the ladder for 3 more
    figments.  Drop down once more and jump into the painting on the wall, to start
    a fight.
    
    
    -----------
    Boss: Tiger
    -----------
    
    This boss runs towards you and tries to grab you, otherwise he will slash you
    at close range.  When he gets on all fours, he is about to do a damaging pounce
    attack.
    
    The key to this fight is invisibility, use it for a few seconds so that the
    boss loses track of you.  Land a couple of punches and run away, then repeat.
    DEFINITELY use it before the boss pounces, otherwise you'll regret it.
    
    Once you drain all of the boss's health, the battle is over and you end up in
    Edgar's sanctuary.
    
    
    -----------------
    Edgar's Sanctuary
    -----------------
    
    18 Figments
    
    
    Collect all of the figments while avoiding the bull and look for the spot in
    the wall that the bull comes from.  The purse tag is on a balcony to the right
    of this spot, so use levitation to bounce up to it.  Free the baggage here and
    talk to Edgar to give him the first card, then go back through the tiger
    painting.
    
    
    -------
    Part 03
    -------
    
    Climb the ladder and jump to the pole then wait for the other poles to blow
    into position, then quickly jump across them all in a row to land on a solid
    one.  Carefully continue your jumps for some more figment and enter the alcove
    on your left once you cross all the poles.
    
    Fight the enemies while taking more figments [bringing your total to 31], then
    talk to the dog and buy the rose painting and guitar painting.  Return to the
    alley as you fight off some enemies, then cross into the alcove and watch the
    next card get pulled into the painting.
    
    Stand here to get the moving figment [your total should be 32], then enter the
    painting.
    
    
    ------------
    Boss: Dragon
    ------------
    
    This boss fights VERY similarly to Tiger, so you'll want to continue to use
    your invisibility, hit and run strategy.
    
    The main difference is the dragon roar, which you will see when he stands
    still.  Energy spreads outward from the boss after he does this, so you should
    run away when you see it coming and double-jump as the energy appears.
    
    Once you drain all of the boss's health, the battle is over and you end up in
    Edgar's sanctuary.  So talk to  Edgar to give him the new card, then go back
    through Dragon's painting.
    
    
    -------
    Part 04
    -------
    
    Hang both your rose paintings on the nail to get 2 roses, then hang your guitar
    painting and climb up it.  Take the cobweb and 5 figments before you reach a
    balcony, then jump left onto a ledge for 4 figments.  Hang down from the
    tightrope for 4 figments and take another on the next ledge, then climb the
    ladder for 3 more [your total should be 49].
    
    Lower the fire escape here and go back across the tightrope, then bounce to a
    ledge on the other wall and up to the awning.  Bounce left to an alcove for 3
    figments and glide to a nearby ledge for one more, then drop to the alcove on
    the ground for 2 figments [you should have 55 here].
    
    Carefully take the moving figment and bounce back up to the ledge, then glide
    to the poles as you take another figment.  Swing off the pole and run to the
    next figment, then drop down the manhole.  Take 5 figments and a cobweb as you
    fight some enemies, then enter the next passage and take 7 figments as you go
    right at the fork and fight more enemies [you should be at 70].
    
    Smash a vault and take 3 figments and a cobweb while attacking enemies, then
    head for the nearby gate and use the trashcan on the yellow switch.  Take the 2
    figments and backtrack to the first ladder of the three, then climb up and
    enter the alcove on your left.
    
    Stick to the left path when it forks as you fight off enemies and take 7
    figments, then talk to the dog and buy the window painting and the vine
    painting.  Climb the pink pole ahead and collect 6 figments [1 is moving] up
    here around this ledge [you should have 88].
    
    Drop down and go along the other path for 6 figments and some enemies to kill,
    then go back up to the ledge via the pink pole.  Follow it along and swing
    across a post for a figment and a hatbox tag, then swing back across and
    double-jump to the ledge on the other side of the passage.  Walk along this
    ledge for 2 figments and jump to another figment on the ledge below [bringing
    you to 98].
    
    Lower the fire escape and climb down as the third card gets taken, then enter
    the painting.
    
    
    -----------
    Boss: Eagle
    -----------
    
    This boss fights VERY similarly to the previous two, so you'll want to continue
    to use your invisibility, hit and run strategy.
    
    The main difference is when you hear him scream, after this he leaps into the
    air and you can watch his shadow.  He then comes crashing down and does a few
    jumping attacks.  Use invisibility after he's leapt into the air for a bit,
    then attack him from behind once he lands away from you.
    
    Once you drain all of the boss's health, the battle is over and you end up in
    Edgar's sanctuary.  So talk to  Edgar to give him the new card, then go back
    through Eagle's painting.
    
    
    -------
    Part 05
    -------
    
    Climb up to the spot where you found the hatbox tag and hang the window
    painting on the nail, then jump through and take the cobweb and projection
    depth upgrade.  Jump back through the window and take the painting down, then
    go to the nearby fire escape.
    
    Levitate at the top and bounce to a ledge in the alley for a figment, then
    glide to an alcove on your left for 2 more figments.  Backtrack to the fire
    escape and go down the nearby manhole, then go through the sewers to the next
    ladder [past the yellow switch from earlier] and climb up.
    
    Kill some enemies and take 5 figments, then burn the logs in your way and free
    some baggage.  Turn around and hang the vines painting on the nail at the
    dead-end, then climb the vines to reach a ledge.  Swing across the pole for 2
    figments and take 10 more from the next ledge, then punch the vault and talk
    with the wrestlers [your total should be 118].
    
    Jump the railing while grabbing a figment, then return to the latest fire
    escape.  Work your way across the ledges until you run out, then levitate and
    wait for the bull.  Drop down once he rushes under you and roll down the alley,
    then quickly turn into the alcove on your right to see the fourth card.
    
    Talk to the dog and climb the ladder for 5 figments and a cobweb, then take 8
    figments, a suitcase tag and a cobweb in the next room.  Go down the stairs for
    some baggage and 2 figments, then talk to the matador to get your confusion PSI
    power.
    
    Go to the fireplace and jump over the logs for a figment and the 7th cobweb,
    then grind the beam to find the suitcase.  Bounce and glide to the confusion
    grenade upgrade, then work your way back to the matador's room.
    
    Go back down the ladder and talk to the dog, then use confusion on the bull's
    pathway so that it gets hit by it.  Quickly talk to the dog to get the poster
    painted, then get a projection depth upgrade from the matador.  Take a moving
    figment [bringing you to 136] back near the alley and jump into the nearby
    painting to start a fight.
    
    
    -----------
    Boss: Cobra
    -----------
    
    This boss fights VERY similarly to the previous three, but the strategy changes
    a bit.
    
    The big difference is that this boss CANNOT BE HURT until you use confusion on
    him.  Once he's confused you can lay into him with 3-4 punches.  His new attack
    involves lifting his head off and then confusing you, so when this happens just
    keep moving and it should wear off soon.
    
    Once you drain all of the boss's health, the battle is over and you end up in
    Edgar's sanctuary.  So climb the tower and talk to Edgar to give him the last
    card.  Watch the cutscene and climb to the top of the tower for another one,
    then prepare for another fight.
    
    
    -------------
    Boss: El Odio
    -------------
    
    Attack the roses throughout the fight for health and confusion grenades.
    
    
    The boss pretty much charges at you or he stands there kicking wildly.
    
    I recommend using invisible when he charges, or to keep him from charging.
    Otherwise you want to use telekinesis to throw all the spears at him.
    
    A cutscene plays once you do this and then the second stage of the battle
    begins.
    
    
    Use telekinesis to pull the spears out again and use confusion on the matador,
    just keep your distance when he teleports or he will slash you.
    
    Once the matador is confused you should use telekinesis to throw the spears at
    him.  Keep doing this until his health is drained, then watch the cutscene that
    ends this stage.
    
    
    ###############################################################################
                               (D-32) READY WHEN YOU ARE
    ###############################################################################
    
    There is only one more stage to the game, so I strongly recommend that you
    revisit all other stages [via the brain tumbler in sasha's lab] and areas right
    now and get as many figments, vaults, cobwebs, baggage, PSI cards, PSI
    challenge markers, and brains as you can.
    
    In particular you should get as many items as you can from the campground
    areas, because soon you WON'T be able to come back to these areas.  Just a bit
    of a warning though, it's totally up to you.
    
    
    Drop to the ground floor and check your inventory, then use the straightjacket,
    Gloria's trophy and Loboto's portrait to complete your disguise.  Talk to the
    orderly by the elevator while wearing this disguise to take it up to the next
    area.
    
    
    ###############################################################################
                             (D-33) ASYLUM - UPPER FLOORS
    ###############################################################################
    
    01 - PSI Challenge Marker
    16 - PSI Cards [09 left]
    09 - Brains    [06 left]
    
    
    Shoot the rats and jump the pile of beds for the 1st PSI card, then go up the
    stairs and smash the wooden boards to your right.  Enter the bathroom for the
    1st brain and get the 2nd PSI card from the room beside it.  Return to the hall
    and follow it to a large gap, then swing across the poles to the other side.
    
    Enter the open elevator shaft and drop to the 3rd PSI card, then walk up the
    debris and drop into the next gap.  Bounce to the door on your left for the 2nd
    brain, then go back and grind across the pipe.  Walk up the mound on your right
    and bounce up to 2 more PSI cards, then climb up the next set of stairs and go
    through a door to your right.
    
    Jump on the broken wall and bounce up to the 6th PSI card and the 3rd brain.
    Go through the big hole in the wall for the 7th PSI card, then jump up the
    debris to the next floor.  Bounce from here to reach a small ledge above with
    the 8th PSI card, then glide along this broken floor to finally reach an open
    door up here.
    
    Go up the strange stairs and enter the room on your left for the 9th PSI card,
    then use the bed in the hall to bounce up a floor.  Watch out for some rats as
    you follow the sideways hall to a radioactive section.  Use levitation to
    safely cross it for the 10th PSI card, then shoot more rats and climb the metal
    debris like a ladder.
    
    Use the stone frames and the table on the wall to reach the 4th brain, then
    jump to the ledge above.  Climb the nearby pipe and turn around, then look for
    a small ledge by the wall on your right.  Bounce and glide over to it and go
    through either square-shaped hole in the wall to find the 5th brain on the
    other side.
    
    Go back up the pipe once more and follow the platform around to the 11th PSI
    card on a circular platform, then carefully glide down to the 13th PSI card
    near the staircase on the wall.
    
    Climb the pole and jump to a small ledge, then climb 2 sets of metal debris
    for the 14th PSI card.  Drop off this ledge on the outside of the wall to reach
    the 6th brain below, then climb back up the bars and bounce up to more that you
    should climb.  Go right at the top and bounce up to the 15th PSI card and the
    7th brain, then work your way over to the nearby bed.
    
    Bounce on this bed to reach the ledge above, then follow it around to another
    bed.  You should be able to see the PSI challenge marker from here, so be sure
    to glide over to the wall that it is near.  Bounce and glide from this wall to
    get the marker, then go back up to the latest bed.
    
    Bounce to the ledge above and go close to the door on your right, then use
    telekinesis to move the chair out of the way and get the door open.  Use the
    bed to bounce through the hole above, then fall through a smaller hole for the
    8th brain.  Jump up through the hole and climb the pipe, then grind along a
    different pipe for the 16th PSI card.
    
    Climb the bars and take the 9th brain on your left, then go the other way for a
    short cutscene.  Follow the stairs and ride the elevator to the next area.
    
    
    ###############################################################################
                             (D-34) THE LAB OF DR. LOBOTO
    ###############################################################################
    
    04 - PSI Cards [09 left]
    03 - Brains
    
    
    Use telekinesis to move the bird away from the red button, then take the 1st
    PSI card and the 1st brain.  Climb the ladder next to start a cutscene, then
    take the 2nd PSI card on your right.  Approach the middle of the room for
    another cutscene, then talk to everyone and take the birthday cake.
    
    Leave the room and grab the 2nd brain and 3rd PSI card on your right, then take
    the 3rd brain and 4th PSI card on your left [this is a great time to use the
    bacon and give Cruller all your brains and other items].  Return to the lab and
    equip the birthday cake to lure Mr. Pokeylope towards you, then use telekinesis
    to take him out of his cage.
    
    Pick him up and bring him back to Sheegor for a cutscene, then return to the
    lab and use telekinesis to put the brain in the tank for another cutscene.
    
    This here is the point of no return, it's your VERY LAST CHANCE to get items
    from any of the campground areas.  If you're ready to go on though, you should
    use your PSI blast on the chair to break the lock, start a long cutscene and
    begin a battle.
    
    
    ----------
    Boss: Tank
    ----------
    
    You want to use telekinesis here to throw a chunk of debris at one of the
    floating chunks around the tank.  This creates a hole that you can run into,
    then you should use pyrokinesis to burn the wood around the tank.  Once this is
    accomplished you need to use telekinesis once more to grab a chunk of rock,
    then you need to throw it through a hole in the tanks ring of debris so that it
    lands on the brain container.
    
    Doing all that is how you score a hit on the boss, and once you hit him 3
    times, the battle is over.
    
    His attacks just involve him throwing chunks at you, but if you use your shield
    when you see them you'll be fine.  Also you want to stay away from the green
    liquid in the area.
    
    
    -----
    Ruins
    -----
    
    Approach the tank after the fight for a cutscene, then use telekinesis to move
    yourself inside the tank and start another cutscene.
    
    
    ###############################################################################
                                  (D-35) MEAT CIRCUS
    ###############################################################################
    
    94 - Figments
    03 - Cobwebs
    01 - Vaults
    
    
    You can use the smelling salts at any time to return to the area with all the
    doors to everyone's minds.  If you feel like getting any items from those
    places.
    
    
    -------
    Part 01
    -------
    
    Enter the caravan and take the pair of cobwebs, then go through the door.
    
    Take 11 figments and talk to the fortune teller booth to redeem your items,
    then bounce onto the awning above for a steamer trunk tag.  Go free the
    baggage, then bounce and glide to the hatbox tag and confusion grenade upgrade.
    Head for the glowing yellow doorway next and walk inside.
    
    
    -------
    Part 02
    -------
    
    Use telekinesis to hold the bunny so Oly can catch it, then take 12 figments
    and a suitcase tag while fighting off the enemies.  Climb the ladder and bounce
    off the tightrope quickly for 3 figments, then jump around the fat lady for
    another figment [bringing your total to 27].
    
    Bounce off the fat lady to reach the ledge above, then protect Oly from the
    bunnies.  Grab 3 figments and free the baggage, then use telekinesis to give
    Oly the bunny and move him up even higher.
    
    
    -------
    Part 03
    -------
    
    You need to be quick again here, so jump from the trapeze and swing on 3 bones.
    Change direction and jump across some more, then you need to bounce and glide
    to the ledge with the red and white spinning wheel.  Levitate and jump up
    NEAR THE OUTER EDGE OF THE WHEEL when the guy is about to throw his knife, then
    go to the side a little so the knife hits the wheel and not you.
    
    Quickly grab this knife and swing on it, then face the next ledge and jump AND
    GLIDE to it.  Fight off the enemies and hold the bunny once more so Oly can
    catch it.
    
    
    -------
    Part 04
    -------
    
    Use levitate to quickly bounce and glide over the small meat platforms until
    you reach another spinning red and white wheel.  Use the same tactic to get a
    knife close to the outer edge, then swing on it before jumping AND GLIDING
    right to the next ledge.
    
    Use invisibility to get the annoying knives away from you, then jump to the
    upper tightrope and walk over to the ledge that Oly is on.  Fight off the
    enemies and grab his bunny to FINALLY end this really annoying section.
    
    Grab the figments all over here if you want, the bounce over to the nearby
    knife-thrower and then to Oly from there.  Take the purse tag and smash the
    vault [I had 60 figments here, but there were more], then go through the door.
    
    
    -------
    Part 05
    -------
    
    Take 11 figments, a cobweb and 2 sets of baggage, then grind the rail [as you
    jump the gaps] for 14 figments and a duffelbag tag.  Be sure to speed up once
    you pass through the pig door, otherwise you won't clear the next few gaps.
    It's annoying but almost directly after this you need to slow down a bit or
    you'll go too fast for some gaps.  Speed up over the next hill to reach more
    figments and the last piece of baggage [I had 90 here], then enter the next
    area for a cutscene and a battle.
    
    
    -----------------
    Boss: The Butcher
    -----------------
    
    Use your shield as the boss either chops rapidly, takes a big swipe or kicks
    you.  Wait until he takes a big swing downward and dodge to either side as his
    cleaver gets stuck in the ground.
    
    Run up his arm when this happens and punch him in the head, then repeat this
    pattern 2 more times to end the battle and start a cutscene.
    
    
    -----------
    The Big Top
    -----------
    
    Climb the ladder as the water starts to rise and quickly jump across a trio of
    posts, then bounce up to a knife above and swing to the next platform.  Cross
    the tightrope while jumping and gliding over the fireballs, then bounce high
    enough to glide to another trampoline.
    
    Bounce and glide to the platform with the trio of tightropes then USE
    INVISIBILITY as you jump up them.  Cross more tightropes as you avoid more
    fireballs, then jump to the metal screen and shimmy left as you avoid the
    flames.
    
    Get as high as you can before you DOUBLE-JUMP and glide to the second screen,
    then shimmy left some more and do similar jump to reach the third screen [this
    is a hard jump].  Jump to the fourth screen and weave through the flames, then
    jump to the fifth screen and jump to the big ledge behind you.
    
    Bounce through the first rig and float above the bubbles, then glide through
    the next few rings until the only one left is the one with fireballs coming
    from it.  It's hard to do but you need to go from side to side a little as you
    glide through this ring.
    
    Carefully swing across the posts as you avoid the cleavers, then walk the
    tightrope and jump the fireballs.  Run to the ladder in the hole and hold down
    to slide all the way down it, which starts a cutscene and another battle.
    
    
    ---------------------
    Boss: Flaming Butcher
    ---------------------
    
    Run from the boss and shield his usual attacks if he gets close enough, then
    use telekinesis on the flaming pins to throw them at the boss.  Once you
    successfully hit him with one, you should run over and punch him in the head
    when he's crouched on the ground.
    
    Repeat this 2 more times to finish this battle, then a cutscene and yet another
    battle will start.
    
    
    -------------
    Boss: Monster
    -------------
    
    This guy either tries to step on you or swing the cleaver sideways.
    
    You need to use your shield to avoid his attacks while you're small, then when
    you're large you should run after him and punch his lights out.
    
    Repeat this pattern until his health is gone to finish the battle and the game!
    
    
    ###############################################################################
                                       (E) TIPS
    ###############################################################################
    
    Don't forget about your double-jump, it's very helpful in levels and for
    finding items.
    
    Don't forget about the bacon, you can use it at any time to visit Cruller and
    give him some of your items, then return to the exact spot where you used the
    bacon.  You can also talk to Cruller to get hints on what to do next or learn
    how to beat certain enemies.
    
    Normal arrowheads respawn when you re-enter an area, so you should quickly earn
    50 and buy the Dowsing Rod when you are rank XX or better.
    
    Buy the dowsing rod AS SOON AS POSSIBLE!  It makes it SO much easier to earn
    arrowheads than finding them one at a time.
    
    Later on in the game you will find some annoying psychic animals that like to
    set you on fire.  Use invisibility to get close to these guys then use a punch
    combo to get rid of them.
    
    Although it's much easier to get rid of bears with your PSI blast, you can also
    beat them with 2 rounds of pyrokinesis.
    
    
    ###############################################################################
                                     (F) THE STORE
    ###############################################################################
    
    You can buy items from the stores once you are out of the Kids' Cabin area.
    The store can be found inside the Lodge in the Main Campgrounds area.  Simply
    talk to Cruller on your right and spend your arrowheads.
    
    In order to buy items you need enough arrowheads and you need to be at a
    certain rank or higher.
    
    
    ---------------------------------
    PSI Core - 10 Arrowheads [Rank 1]
    ---------------------------------
    
    When you combine one of these with 9 PSI cards with Cruller's machine, you
    create a PSI Challenge Marker.
    
    
    -------------------------------------
    Dream Fluffs - 50 Arrowheads [Rank 1]
    -------------------------------------
    
    These refill your health when used.
    
    
    -------------------------------------
    Dowsing Rod - 50 Arrowheads [Rank ??]
    -------------------------------------
    
    This item allows you to find deep arrowheads, which means that you'll get more
    arrowheads a lot faster than usual.
    
    
    -------------------------------------
    PSI Magnet - 400 Arrowheads [Rank 15]
    -------------------------------------
    
    ...
    
    
    ----------------------------------------
    PSI Colorizer - 250 Arrowheads [Rank 30]
    ----------------------------------------
    
    This changes the color of your levitation ball and some of your other PSI
    powers.
    
    
    ----------------------------------------
    Cobweb Duster - 800 Arrowheads [Rank ??]
    ----------------------------------------
    
    This item allows you to vacuum up mental cobwebs in people's minds.  This makes
    it easier to find items AND you can get Cruller to help you convert the mental
    cobwebs into PSI cards.
    
    
    ###############################################################################
                                 (G) RANKING UPGRADES
    ###############################################################################
    
    You start at rank 1 in the game and as you collect all sorts of items and bring
    others to Cruller, you will go up in rank to a maximum of rank 100.
    
    When you reach certain ranks you will either gain access to items at the store,
    or you will learn new PSI abilities, or even upgrade abilities that you already
    have.
    
    In either case I will list which rankings grant you which rewards here.
    
    
    o-----o---------------------------------------------------------------------o
    |Rank | Reward                                                              |
    o-----o---------------------------------------------------------------------o
    | 10  | Learn Pyrokinesis from Cruller.                                     |
    o-----o---------------------------------------------------------------------o
    | 20  | Learn Telekinesis from Cruller.                                     |
    o-----o---------------------------------------------------------------------o
    | 30  | Learn Invisibility from Cruller.                                    |
    o-----o---------------------------------------------------------------------o
    | 35  | Palm Bomb Upgrade: Palm Megabomb                                    |
    |     | - Now you can press attack rapidly in the air to deal more damage.  |
    o-----o---------------------------------------------------------------------o
    | 40  | PSI Blast Upgrade: Chain Blast                                      |
    |     | - Your PSI blast will bounce off of 3 enemies.                      |
    o-----o---------------------------------------------------------------------o
    | 45  | Levitation Upgrade: Wrecking Ball                                   |
    |     | - You can now damage enemies when rolling at top speed.             |
    o-----o---------------------------------------------------------------------o
    | 50  | Pyrokinesis Upgrade: Thermal Detonation                             |
    |     | - When you set fire to a target, any other targets nearby will also |
    |     |   catch fire.                                                       |
    o-----o---------------------------------------------------------------------o
    | 55  | Shield Upgrade: Offensive Shield                                    |
    |     | - If enemies run into your shield, they get knocked back.           |
    o-----o---------------------------------------------------------------------o
    | 60  | Invisibility Upgrade: Advanced Invisibility                         |
    |     | - You can use invisibility for twice the time.                      |
    o-----o---------------------------------------------------------------------o
    | 65  | Telekinesis Upgrade: Increased Range                                |
    o-----o---------------------------------------------------------------------o
    | 70  | PSI Blast Upgrade: Super Chain Blast                                |
    |     | - Your PSI blast will bounce off of 6 enemies.                      |
    o-----o---------------------------------------------------------------------o
    | 75  | Levitation Upgrade: Rolling Havok                                   |
    |     | - Wrecking ball activates as soon as you start rolling.             |
    o-----o---------------------------------------------------------------------o
    | 80  | Shield Upgrade: Ferocious Aura                                      |
    |     | - Enemies that get knocked back, now take damage too.               |
    o-----o---------------------------------------------------------------------o
    | 85  | Confusion Upgrade: Sensory Scramble                                 |
    |     | - Enemies are more confused, and confusion lasts twice as long.     |
    o-----o---------------------------------------------------------------------o
    | 90  | Regeneration                                                        |
    |     | - Your health slowly regenerates                                    |
    o-----o---------------------------------------------------------------------o
    | 95  | Infinite Ammo                                                       |
    |     | - All of your attacks have infinite ammo                            |
    o-----o---------------------------------------------------------------------o
    | 100 | Bonus Cutscene                                                      |
    o-----o---------------------------------------------------------------------o
    
    
    ###############################################################################
                                    (H) ITEM LISTS
    ###############################################################################
    
    You will find lists for most of the important items in the sections below.
    
    
    ###############################################################################
                             (H-01) PSI CHALLENGE MARKERS
    ###############################################################################
    
    There are 9 of these items to be found throughout the game [the rest you can
    create with PSI cards and PSI cores].  Each one of them moves you up one rank
    when found, so they're well worth finding.
    
    
    ------------------
    Kids' Cabins - [1]
    ------------------
    
    #01: Go to the north end of this area [check your map] and use a double-jump to
    reach the bouncy net to the left of Dogen.  Stay on the net until you're
    bouncing pretty high, then land on the nearby roof.  Carefully walk halfway
    across the tightrope here and look for a trapeze on your right.  Jump to the
    trapeze and swing to the net, then bounce to the nearby ladder and climb up to
    the PSI challenge marker.
    
    
    ----------------------
    Main Campgrounds - [1]
    ----------------------
    
    Climb the speaker pole that's southwest of the lodge and walk across the
    tightrope, then take the PSI challenge marker on the roof.
    
    
    --------------------
    Reception Area - [1]
    --------------------
    
    #01: Follow the path from the south end of the map until you see a grey path
    branching north.  Follow this path and go to the bottom of the rock pile on
    your left.  Use levitation to reach a rock farther north, then double-Jump to a
    nearby piece of wood.  The PSI challenge marker is in a nearby alcove, so
    double-jump to get it.
    
    
    ----------------------
    GPC & Wilderness - [2]
    ----------------------
    
    #01: Cross through the hollow log to reach the other side of the river, then
    jump up a pile of rocks near a shack.  Double-jump to the roof of the shack
    from here and fall through the hole to get the PSI challenge marker.
    
    #02: Go through the gate in the metal fence to get inside, then climb up the
    stairs to the second floor.  Find the metal ramp here and walk up it, then
    look west on this top platform and double-jump to the vines on the tree.  Climb
    to the branch at the top and jump to the next branch ahead, then swing to yet
    another one and glide along it.  Climb some more vines and walk across the next
    branch, then jump to more vines on the next tree.  Climb up to the top of the
    tree to get the PSI challenge marker.
    
    
    -----------------------
    Boathouse & Beach - [1]
    -----------------------
    
    #01: Go left through a passage in the rocks once you reach the end of the
    wooden path at the entrance to this area.  Jump to the ledge above the lamp and
    turn around, then bounce and glide to the challenge marker on a nearby ledge.
    
    
    --------------------
    Asylum Grounds - [1]
    --------------------
    
    #01: Levitate and bounce to a ledge on the left side of the small gate [where
    you meet boyd] to find the PSI challenge marker.
    
    
    ---------------------------
    Asylum - Lower Floors - [1]
    ---------------------------
    
    #01: Use levitation to reach a tightrope in the far corner of this area, then
    cross it to reach Edgar's room.  Use levitate to bounce to the wooden beam
    above, then jump to the next beam for the PSI challenge marker.
    
    
    ---------------------------
    Asylum - Upper Floors - [1]
    ---------------------------
    
    #01: This marker is found in the tall open room near the end of the area.
    After you climb a metal pole, you will climb and levitate to get beyond some
    metal debris that's almost like a screen or bars.  The next room has a bed in
    it, so bounce up that bed to reach a second bed.  You should be able to see the
    PSI challenge marker from here, so be sure to glide over to the wall that it is
    near.  Finally, bounce and glide from this wall to get the marker.
    
    
    ###############################################################################
                                   (H-02) PSI CARDS
    ###############################################################################
    
    There are XXX of these items to be found in the game.  It takes 9 of them and a
    PSI core to create a PSI challenge marker, which brings you up a rank.
    
    
    -------------------
    Kids' Cabins - [12]
    -------------------
    
    #01: This card is inside the outhouse near the north end of the area, just open
    the door with "F" and collect it.
    
    #02: 
    
    
    ---------------------
    Reception Area - [21]
    ---------------------
    
    #01: This card is on your left if you come from the south entrance.  Just jump
    the fence and take the card.
    
    #02: This card is in the same area as card #01 above, just avoid the bear and
    take the card by the tombstones.
    
    #03: Follow the path from the previous 2 cards and look for a cave entrance on
    your right, then take the card by this cave entrance.
    
    #04: Near the cave entrance is a grey path north of the fenced path.  Follow
    this path and jump up a pile of rocks on your left, then use a hill to reach
    the top of the pile to get this card.
    
    #05: Double-jump on some rocks southwest of card #04 to find this card.
    
    #06: Cross the tightrope near card #05 to find this card.
    
    #07: This card is on the same tightrope as card #06.
    
    #08: Go east along the wall from the rocks mentioned in card #20 to reach this
    card by a crashed vehicle.
    
    #09: Jump across the river from card #08 to reach this card.
    
    #10: Go to the east end of the river by the wooden bridge, then climb up a
    spiralling ledge to find this card
    
    #11: Double-jump up some rocks east of card #18 to find this card.
    
    #12: Head for the waterfall and enter a small alcove behind it to find this PSI
    card.
    
    #13: Enter the cave mentioned for card #03 and kill a bear with PSI blast or
    pyrokinesis, then grind a rail for this card.
    
    #14: This card is on the same rail as card #13.
    
    #15: This card is on the same rail as card #13.
    
    #16: This card is on the same rail as card #13.
    
    #17: Use levitation at the cave exit [where the rail sticks out and crosses the
    river] to reach this card on top of the cave exit.
    
    #18: Use levitation by a large tree on the hill near the rock pile mentioned in
    card #04.  Bounce into the branches of the tree to get this card.
    
    #19: Go to the bottom of the rock pile mentioned in card #04 and use levitation
    to reach a rock farther north.  Double-Jump to a nearby piece of wood from here
    to get this card.
    
    #20: Use levitation from card #19 to bounce and glide to this card on a wooden
    post south of you.
    
    #21: Use levitation from card #11 to climb up more rocks and reach this card
    near the top of the waterfall.
    
    
    ------------------------
    Boathouse & Beach - [16]
    ------------------------
    
    #01: This card is right beside the hollow stump at the end of the wooden path.
    
    #02: Among the plants between card #01 and the boathouse west of you.
    
    #03: Northeast of card #01 in a small passage in the rocks.
    
    #04: go to the passage where card #03 is and look for a lamp, then double-jump
    up to the lamp and take the card above you.
    
    #05: From card #04 you can swing west on a couple of branches to reach this
    card.
    
    #06: From card #05 you can follow the path under the bridge to get this card.
    
    
    ###############################################################################
                              (H-03) SCAVENGER HUNT ITEMS
    ###############################################################################
    
    There are 16 of these items to be found and you will get a list of them from
    Cruller when you first visit the Main Campgrounds area.  Once you find the
    first 8 items, you can visit him to move up 4 ranks.  You can do the same once
    you've found all 16 items to move up 4 more ranks.
    
    Some of the items you can get as soon as you have access to an area, but for
    others you will need special skills.  I have grouped the items by the area that
    you find them in, and the likely order that you will get them in each area.
    
    
    --------------------------------
    Turkey Sandwich - [Kids' Cabins]
    --------------------------------
    
    REQUIRED: Pyrokinesis
    
    Go to the north end of this area [check your map] and use a double-jump to
    reach the bouncy net to the left of Dogen.  Stay on the net until you're
    bouncing pretty high, then land on the nearby roof.
    
    Carefully walk all the way across the tightrope here to reach another roof,
    then jump to the wooden beam above you and use the arrow keys and the camera to
    swing and build momentum.  Swing across both beams and land on some netting on
    the tree.
    
    Climb towards the nearby ledge and double-jump off, then enter the cave and
    slide to the bottom.  Open the safe and use pyrokinesis to melt the ice and get
    the turkey sandwich.
    
    
    ----------------------------------
    Gold Doubloon - [Main Campgrounds]
    ----------------------------------
    
    Head for the lodge and check the south wall for a small alcove.  The gold
    doubloon is sitting in plain sight in this alcove.
    
    
    -------------------------------
    Eagle Claw - [Main Campgrounds]
    -------------------------------
    
    Go to the fork in the middle of the map and jump up the rocks southeast of here
    [near the speaker pole].  Double-jump along these rocks until you reach a
    wooden platform, then use the trapeze to reach the eagle claw.
    
    
    ---------------------
    Voodoo Doll - [Lodge]
    ---------------------
    
    REQUIRED: Leviatation
    
    Enter the lodge in the main campgrounds area and use levitation to bounce from
    the door frame to reach the rafters above, then jump across the rafters to get
    the voodoo doll.
    
    
    -----------------------------------
    Cherry Wood Pipe - [Reception Area]
    -----------------------------------
    
    This pipe is in plain view beside a wrecked vehicle, which you will find on the
    east side of the area just north of the river and east of the waterfall.
    
    
    ---------------------------------
    Fertility Idol - [Reception Area]
    ---------------------------------
    
    REQUIRED: PSI Blast
    
    Follow the path in the southwest corner past the fire pit and jump over the
    left fence, then use PSI blast to get rid of a bear.  Shoot down a nearby
    beehive with PSI blast to find the fertility idol.
    
    
    -----------------------------
    Condor Egg - [Reception Area]
    -----------------------------
    
    REQUIRED: PSI Blast or Pyrokinesis
    
    Go inside the cave near the southwest wnd of the map [once you have PSI blast,
    or use pyrokinesis] and get rid of a bear inside, then grind the rail to end
    up outside again.  Finally, double-jump to reach the condor egg in the nest
    ahead of you.
    
    
    --------------------------------
    Dinosaur Bone - [Reception Area]
    --------------------------------
    
    REQUIRED: Levitation
    
    There is a large tree near a pile of rocks in the north end of the map.  It's
    just west of a wooden platform on a pole and on top of a hill.  You will find a
    PSI card on its lowest branch, but you will also find this bone if you bounce
    one branch higher.
    
    
    ------------------------------
    Glass Eye - [GPC & Wilderness]
    ------------------------------
    
    REQUIRED: Telekinesis
    
    Go to the grate at the east end of the river, then use telekinesis to collect
    the glass eye behind it.
    
    
    ---------------------------------
    Golden Acorn - [GPC & Wilderness]
    ---------------------------------
    
    REQUIRED: Invisibility
    
    Head for the trees east of the fenced-in area and look for a squirrel guarding
    the golden acorn.  Normally he runs away when you get close, but use
    invisibility and you can easily take the acorn from him.
    
    
    ---------------------------------
    Pirate Scope - [GPC & Wilderness]
    ---------------------------------
    
    REQUIRED: Levitation
    
    Go to the cave at the east end of the map and use levitation to bounce up the
    rocks just to the left of the cave.  Bounce up to a small patch of vines to
    climb onto one of the top rocks, then collect the pirate scope on the nearby
    rock.
    
    
    ----------------------------------
    Miner's Skull - [GPC & Wilderness]
    ----------------------------------
    
    REQUIRED: Shield
    
    Look east of the fenced-in area to find two holes in the ground.  One is
    plugged with the skull and the other is shooting water straight up.  Stand on
    the hole with water coming out and use your shield, then collect the skull when
    it pops out.
    
    
    ----------------------------------
    Fossil - [Sasha's Underground Lab]
    ----------------------------------
    
    Go down a few stairs and use the white pile of books in the corner as a
    platform, then double-jump right to a nearby ledge and pull yourself up.
    Follow this ledge around and jump from the books to reach the fossil.
    
    
    -----------------------------------------
    Psychonauts Comic #1 - Boathouse & Beach]
    -----------------------------------------
    
    Go northeast past the end of the wooden path and go through a small passage in
    the rocks.  Look for a lamp nearby and double-jump up to it, then jump to the
    ledge above and grab the comic.
    
    
    -----------------------------------
    Diver's Helmet - Boathouse & Beach]
    -----------------------------------
    
    Follow the docks over the lake until there's no roof above you, then levitate
    and bounce onto the roof over the rest of the docks.  Follow this roof and
    climb the ladder when you reach it, then use a nearby trapeze to land on a
    wooden ledge above the boathouse.  Jump across some rocky ledges to reach a
    cave, then take the helmet from the cave.
    
    
    -----------------------------
    Gold Watch - [Asylum Grounds]
    -----------------------------
    
    Use levitation in the open area with Boyd once you've finished the Milkman
    Conspiracy stage.  Bounce above the fountain to find the gold watch.
    
    
    ###############################################################################
                                     (H-04) BRAINS
    ###############################################################################
    
    You won't need to worry about these until after the Milkman Conspiracy stage in
    Boyd's mind.
    
    At this point you can find brains inside jars in a few areas.  By smashing the
    jar you will collect the brain, then you can return to Cruller to give him the
    brain and raise your max health.
    
    There are 19 brains to be found in the game, but they're only contained within
    3 different areas.
    
    
    --------------------
    Asylum Grounds - [3]
    --------------------
    
    #01: Go through the gate after the Milkman Conspiracy stage and turn left, the
    brain is in an alcove.
    
    #02: This brain is on a ledge near Boyd once you've finished the Milkman
    Conspiracy stage and once he stops walking.
    
    #03: This brain is on a ledge near the gate to Gloria's little room.
    
    
    ---------------------------
    Asylum - Lower Floors - [4]
    ---------------------------
    
    #01: Take the path on your right when you enter, and use levitation to bounce
    to the 1st brain on a ledge above a radiator.
    
    #02: Glide from brain #01 to reach a pair of posts, then swing on them to reach
    this brain.
    
    #03: Jump up the debris on your left when you enter, then swing on the post to
    reach this brain.
    
    #04: Look near brain #03 and you should see a basket on a rope with this brain
    sitting on it.  When you are far away from this basket then it should be low to
    the ground, weighed down by crows.  As you get closer to the basket, the crows
    fly away and the basket rises up.  You want to use invisibility on the ground,
    then run towards the crows.  Double-jump above the brain jar and use your pound
    attack to get the brain.
    
    
    ---------------------------
    Asylum - Upper Floors - [9]
    ---------------------------
    
    #01: Go up the first staircase to the second floor and smash the wooden boards
    to your right.  Enter the bathroom inside to find this brain.
    
    #02: After the open elevator shaft on the second floor, you'll walk up some
    debris and drop into a gap.  Bounce to the door on your left to find this
    brain.
    
    #03: Climb up the second set of stairs and go through a door to your right,
    then jump on the broken wall and bounce up to find this brain.
    
    #04: After the hallway that's twisted sideways you enter a large room that has
    white frames and a table on one of the walls.  Jump across these frames and the
    table to reach this brain on a ledge.
    
    #05: In the same tall open room as brain #04 above.  As soon as you climb up
    the first metal pipe onto a ledge, turn around.  Look for a small ledge by the
    wall on your right, then bounce and glide over to it.  Go through either
    square-shaped hole in the wall to find the brain on the other side.
    
    #06: Go to the same metal pipe from brain #05 and follow the ledge around.
    Swing across 2 posts and climb 2 sets of metal debris to reach a ledge.  Drop
    off this ledge on the outside of the wall to reach the brain below.
    
    #07: Climb and bounce your way up the metal debris from the spot where you
    found brain #06, then jump the gap on your right once you reach the top.
    Bounce to the ledge on the wall on your right, then collect the brain.
    
    #08: Near the end of this area you will use telekinesis to get rid of a chair
    that's holding a door shut.  Bounce on a bed to get through the hole above you,
    then fall through a smaller hole nearby to find the brain.
    
    #09: Near the end of this area you will grind along a metal pipe, then climb
    some metal debris to reach a wooden beam.  Check the left end of this beam to
    find the brain.
    
    
    ---------------------------
    The Lab Of Dr. Loboto - [3]
    ---------------------------
    
    #01: Near the large red button by the bird cage when you first enter this area.
    
    #02: Leave the room with your friends and go right to find this brain.
    
    #03: Leave the room with your friends and go left to find this brain.
    
    
    ###############################################################################
                                    (H-05) COBWEBS
    ###############################################################################
    
    Mental cobwebs are bright pink in colour and sometimes block your path or stop
    you from getting some items.  Once you are rank XX and have 800 arrowheads, you
    can buy the cobweb duster from the store.  Which allows you to effectively
    vacuum up these cobwebs and collect them.  The cobwebs can then be converted to
    PSI cards if you visit Cruller at his sanctuary.
    
    There are 52 mental cobwebs in the game and I have listed where to find them in
    each stage below.
    
    
    ----------------------------------------
    Basic Braining - Obstacle Course 2 - [3]
    ----------------------------------------
    
    #01: Right after you work your way up the wall of posts and flames, this cobweb
    is in plain sight.
    
    #02: Right after cobweb #01 above, you will jump up tightropes and come to a
    trapeze.  This cobweb is on your right when you reach the trapeze.
    
    #03: A little later on in this stage [just before you grind the LONG rail], you
    will swing across 2 trapezes in a row after changing directions on the second
    one.  Climb down the nearby ladder and use levitation to glide to the nearby
    rock wall and find the cobweb.
    
    
    ---------------------------------------------
    Basic Braining - Obstacle Course Finale - [2]
    ---------------------------------------------
    
    #01: This cobweb is on your right as soon as you safely finish the spinning
    room with the wood and nails and stuff.
    
    #02: This cobweb is in the final room with the large podium, just head right to
    the small door and you'll find the cobweb beside it.
    
    
    ------------------------------
    Sasha's Shooting Gallery - [5]
    ------------------------------
    
    #01: During the part of the stage with the large bed and the blocks, this
    cobweb is on the ground on one side of the bed.  It is inside a block with an
    arch shape to it.
    
    #02: During the part of the stage with the large bed and the blocks, this
    cobweb is on the ground on the other side of the bed.  It is inside a block
    with an arch shape to it.
    
    #03: This cobweb is on the stack of boxes near the bottom.
    
    #04: Go about halfway down the stack of boxes, where the larger censor is.  The
    cobweb is on a ledge near here.
    
    #05: This cobweb is behind one of the 4 flaming columns near the end of the
    stage.
    
    
    ------------------------------
    Brain Tumbler Experiment - [5]
    ------------------------------
    
    #01: In the misty area where you fight the large creature, check the right wall
    to find the cobweb.
    
    #02: You can take a detour after the fight with the large creature where you
    jump up some small ledges to reach a larger one above.  This cobweb is on the
    left wall on this ledge.
    
    #03: If you ignore the detour mentioned in cobweb #02, you will find this
    cobweb on your left a little farther along.
    
    #04: You should see a smelly piece of meat on your left right before you reach
    the room with the tower.  Punch this meat until it starts releasing more
    gas, then use levitate to float and land in the large bathtub above you.  The
    cobweb is in plain sight in this bathtub.
    
    #05: This cobweb is right of the tower when you first enter this room near the
    end of the stage.
    
    
    --------------------------------------
    Milla's Dance Party - The Lounge - [3]
    --------------------------------------
    
    #01: This cobweb is in the far right corner of the first room.  Drop down
    before you reach the ramp to the next room to find it.
    
    #02: In the room with the large launcher, it's right behind you once you climb
    up the long ladder to get in here.
    
    #03: In the same room as cobweb #02 above, once you use the launcher you will
    find the cobweb on the ledge around the edge of the room.
    
    
    --------------------
    Lungfishopolis - [5]
    --------------------
    
    #01: This cobweb is before the laser tunnel among the buildings.
    
    #02: Inside the small area beyond the laser tunnel.
    
    #03: After the laser tunnel you bounce on a large blimp to reach the top of
    the dam above.  You will find this cobweb on the right side of the dam.
    
    #04: This cobweb is on the left path when it forks just after you reach the top
    of the dam.
    
    #05: This cobweb is on the right path when it forks just after you reach the
    top of the dam.
    
    
    -------------------------------------------
    Milkman Conspiracy - The Neighborhood - [4]
    -------------------------------------------
    
    #01: This cobweb is just before you pass the road crew, early on in the stage.
    
    #02: This cobweb is on the second street, it's around the house that's just
    beyond the sewer workers.
    
    #03: This cobweb is on the second street, it's around the third house just
    before you reach the large building.
    
    #04: This cobweb is inside the large building on the third street after you use
    the keypad, you NEED to get it to finish the stage.
    
    
    ----------------------------------------------
    Milkman Conspiracy - The Book Depository - [1]
    ----------------------------------------------
    
    #01: This cobweb is at the front of the book depository.
    
    
    ----------------------------------
    Gloria's Theatre - The Stage - [7]
    ----------------------------------
    
    #01: This cobweb is near the orchestra pit.
    
    #02: This cobweb is down low in a similar spot to cobweb #01 above.
    
    #03: This cobweb can be found at the left end of the stage.
    
    #04: Climb the long ladder as you bounce and glide your way to this cobweb in
    the upper seats.
    
    #05: Go up the stairs at the right end of the stage for this cobweb.
    
    #06: This cobweb is in the storeroom near the bottom.
    
    #07: This cobweb is also in the storeroom, just below the tighrope once you
    cross it.
    
    
    --------------------
    Waterloo World - [7]
    --------------------
    
    #01: This cobweb is around the carpenter's house.
    
    #02: Find the larger building near the carpenter's house, it should have a
    ladder that leads to a small ledge with a figment on it.  Ignore this ladder
    and look for some stairs in the ground at this end of the building, then take
    the cobweb at the bottom of these stairs.
    
    #03: You'll find this cobweb inside the wooden guillotine.
    
    #04: Across the second bridge [the one by the saltshaker originally], near a
    hill beyond the peasant's house with the water wheel.  You should find a
    small red/brown bridge, the cobweb is also here.
    
    #05: This cobweb is blocking the doorway of a building just left of the
    drawbridge on the enemy stronghold.
    
    #06: Inside the building mentioned in cobweb #04 above you should shimmy across
    a ledge at the top to reach a wooden ledge below.  Cross the tightrope and
    climb the flagpole, then glide to the nearby roof.  Go to the right end of this
    roof, then bounce and glide to some netting on a nearby tower.  Climb around
    and drop to the next roof to finally get this cobweb.
    
    #07: Take a few steps on the drawbridge of the enemy stronghold, then bounce
    right to reach this cobweb.
    
    
    ----------------------
    Black Velvetopia - [7]
    ----------------------
    
    #01: Right after you use your guitar painting and climb up it, you will find
    this cobweb.
    
    #02: This cobweb is inside the first passage in the sewers.
    
    #03: If you check farther down the sewers, you will find this cobweb.
    
    #04: Use the window painting and jump through to find this cobweb.
    
    #05: Climb the ladder that leads up to the matador near the end of the stage to
    find this cobweb.
    
    #06: You will also find this cobweb near the matador, like cobweb #05.
    
    #07: Jump over the logs in the matador's fireplace, then follow the passage to
    find this cobweb.
    
    
    -----------------
    Meat Circus - [3]
    -----------------
    
    #01: This cobweb is in the caravan when you enter at the start of the stage.
    
    #02: This cobweb is also in the caravan when you enter at the start of the
    stage.
    
    #03: You'll find this cobweb in the area where the long rail starts, before
    you grind it.
    
    
    ###############################################################################
                                     (H-06) VAULTS
    ###############################################################################
    
    Vaults run around and try to avoid you, but if you punch them open you will get
    a psychic arrowhead and unlock a secret.  The secret is for the person who's
    mind you are currently in and they are usually pretty interesting to see.
    
    There are 19 vaults in the game and I have listed where to find them in each
    stage below.
    
    
    ----------------------------------------
    Basic Braining - Obstacle Course 2 - [2]
    ----------------------------------------
    
    #01: This vault is in plain sight and is introduced by a cutscene, you really
    can't miss it.
    
    #02: This vault is behind the second mental cobweb [right of the very first
    trapeze] , which means that you need the cobweb duster to get it.  Check the
    more detailed description for that cobweb in the cobwebs section of the FAQ.
    
    
    ------------------------------
    Sasha's Shooting Gallery - [2]
    ------------------------------
    
    #01: Search the whole cube during the part of the stage with the stacks of
    boxes and the yellow ribbon to find this vault.
    
    #02: This vault is on the bed, early on in the stage.
    
    
    ------------------------------
    Brain Tumbler Experiment - [2]
    ------------------------------
    
    #01: This vault is running around near the caravan at the start, before you
    enter it.
    
    #02: In the same room as the large tower, near the end of the stage.
    
    
    --------------------------------------
    Milla's Dance Party - The Lounge - [2]
    --------------------------------------
    
    #01: Right before you reach the long ladder that leads to the launcher, there
    is a platform with wind to blow you into the ladder.  Stand on this platform
    and look for a ledge by the wall with a green figment on it.  Glide to this
    ledge to find the vault inside a small room.
    
    #02: This vault is in plain view inside the bowl at the bottom of the final
    room, before you reach the race part of the stage.
    
    
    --------------------
    Lungfishopolis - [2]
    --------------------
    
    #01: This vault is found on the right path when it forks just after you bounce
    up the dam.
    
    #02: This vault is beyond the laser tunnel near the prison, but it's pretty
    small so watch for it.
    
    
    -------------------------------------------
    Milkman Conspiracy - The Neighborhood - [2]
    -------------------------------------------
    
    #01: This vault is outside of the graveyard.
    
    #02: Once you have the phone you should head for the house on the first street
    that you need hedge trimmers to get inside.  Use your phone to climb the nearby
    telephone pole instead, then grind the wires to reach the area that has this
    vault.
    
    
    ----------------------------------
    Gloria's Theatre - The Stage - [1]
    ----------------------------------
    
    #01: The vault is inside the small storeroom where you first get the candle.
    
    
    -------------------------------------
    Gloria's Theatre - The Catwalks - [1]
    -------------------------------------
    
    #01: Shortly before you reach the elevator you can climb down a ladder for some
    baggage, the vault is also in this area.
    
    
    --------------------
    Waterloo World - [2]
    --------------------
    
    #01: This vault is on the roof of the carpenter.  You have to smash it as well
    as the censors in order for him to help you.
    
    #02: This vault is inside the enemy stronghold once you finally lower the
    drawbridge, near the end of the stage.
    
    
    ----------------------
    Black Velvetopia - [2]
    ----------------------
    
    #01: This vault is down in the sewers, before the yellow switch that you need
    to use the trashcan on.
    
    #02: This vault is shortly after you use the vine painting, in a small area
    with the wrestlers that you've beaten so far.
    
    
    -----------------
    Meat Circus - [1]
    -----------------
    
    #01: This vault is at the very top of the annoying section where you need to
    protect Oly, just before you go through the door.
    
    
    ###############################################################################
                                      (I) THANKS
    ###############################################################################
    
    Huge thanks go out to the following contributors:
    
    generalgrevius2
    IUG
    Zippy9481
    
    
    ###############################################################################
                                    (J) EXPERIMENTAL
    ###############################################################################
    
    For a little while now I've had a paypal link in all my FAQs at the very bottom
    here.  Mainly as a small experiment since a few other FAQ authors have also had
    the same idea.
    
    I had a few people email me before I put this link in because they wanted to
    send money, so it's here for those people.
    
    
    For the record I've received about $87 (which works out to a bit more in
    Canadian lol) last I checked, so I've been getting cases of pop and making some
    excellent progress on a few FAQs.
    
    If you don't want to send money or can't then send me an email, it's nice to
    hear what people thought about my work and there's always room for improvement.
    
    My email address is fecalord (AT) gmail (DOT) com, and the paypal address is
    listed below.
    
    
    For those that want to contribute, you can use paypal at the following address:
    
    fecalord2002 (AT) yahoo (DOT) ca
    
    Many thanks, and I hope you continue to use my work!
    
    ~Dan