I could certainly ramble on and on about specific aspects of my life within this short space as many others do, but what purpose would it serve? Tag s : ask-agent-nein the-mental-minx most excellent game psychonauts milla vodello sasha nein.
Tag s : ask-agent-nein sasha nein ridiculous man pulls a shoe out on the 'intruder' when there are so many other things to attack them with silke is a germanic diminutive of cecelia which means heavenly in latin :.
Tag s : ask-a-nightmare replies reblog. Tag s : the-mental-minx reblog I'm going to catch up on replies I'm owing other askblogs for the moment.
I'll have another ask out soon but I've been really behind with replies. Profuse apologies. The first phase isn't difficult to defeat, luckily. While he's sucking the air into his mouth, find and hit the boxes of nails that are scattered around to wound him; while he's blowing air back into the bubble, avoid the detritus that comes your way.
After a couple of rounds of this, he'll move onto the second phase. Somehow, the lungfish is able to move the air bubble across the lake floor; you won't have any recourse but to move along with it, attempting to stay on dry land as the bubble moves around. For the most part, you can just run straight away from the screen, but you will occasionally have to move side to side or engage in some quick platforming to stay out of the water. Even if you do wind up in the drink, though, you'll quickly respawn and get to try this section over, so no harm done.
After one more nail-box-smashing segment and some more platforming, you'll eventually wind up in a sunken town where the lungfish will come after you for real. Its whip-like tentacle does good damage, and it's immune to Psi Blast, so you're going to have to engage in some trickery to defeat it.
In order to do so, find an open oyster and stand behind the top part of the shell. When the lungfish comes over to swipe at you, its tentacle will get caught in the oyster, allowing you to run up and hit it a few times with your first. After a few rounds of this, you'll have beaten the lungfish into submission, leaving nothing to do but enter its brain and attempt to smash the implant that Coach apparently inserted there.
You'll need to use the small doorway you stole from Sasha Nein's lab to get inside the beast's head. Ah, Lungfishopolis. A peaceful city, full of ordinary citizens going about their day As Goggalor, destroyer of worlds, it'll be up to you to smash every single thing you see, including the buildings and defenses of the city. Blessed carnage! These laser tanks are going to be a pain to deal with, so be sure to take them down before climbing any buildings. Of course, not everything's quite as simple as that; in order to proceed through this area, you're going to need some allies, which come in the form of pint-sized rebels who are attempting to overthrow the reign of the evil Kochamara.
After moving up the path a bit and smashing open a prison holding more dissidents, you'll obtain the Shield power. Bind it to one of your action buttons; you'll be able to use it to protect yourself from the many tanks and other dangers of the city.
Just hit it whenever you're about to be struck, then take it off again when you're safe. With the Shield power in hand, head towards the laser-lined corridor and step inside. You'll almost immediately be hit with dozens of lasers, but if you throw up Shield before they come out, you'll reflect the lasers into the walls, destroying the laser setup entirely.
Proceed from there into the prison area, grab the Dufflebag Tag , the first Cobweb , and the first Vault which depicts Kochamara's invasion of the city , then bust open the prison to free the dissident pilot, who's the only one that can fly the zeppelin which is so conveniently tethered near the building. When the pilot is free, take the Dufflebag tag and use it to open the Dufflebag , which is back across the water towards where you entered the area.
You may have also noticed the Purse near the prison; you can find the Purse Tag by climbing the large building near the crane here. There's also another Cobweb behind this same building. While you're climbing the building with the Purse Tag atop it, you'll probably get another newsflash that will depict a new weapon of the city's defenders: laser tanks.
These guys hit pretty hard, so you may want to bind Invisibility to help you approach them. Near the end of the path to the dam, you'll be threatened with the Anti-Monster Turrets. Again, your Shield power will be enough to get you close enough to kill this thing; just shield yourself when you're targeted, run up a bit, and repeat until you can smash the turret. With that out of the way, you can jump atop the blimp to reach a second level of the town.
As soon as you land on the upper level of the town, you'll obtain the Hatbox Tag. You can find said Hatbox by walking along the upper edge of the Dam; another Cobweb is also up there. As you travel through this denser section of town, be sure to scale one of the buildings for another aggression upgrade, and also keep an eye out for the Steamer Trunk Tag , found near the harbor.
You're going to want to take out the ships here, or they'll continually fire homing missiles at you. Eventually, the path will branch. The left path will lead to a little peninsula connected to a rail line, with a Cobweb in the small city there and the Suitcase Tag on the rail line, while the right will take you across a suspension bridge into another small city, itself with a Cobweb and the Steamer Trunk atop a building.
The second Vault should also be traipsing around this latter area. You're probably going to want to explore both paths thoroughly for figments anyway, so feel free to pick one and then backtrack. They both lead to the same area. The Suitcase is on top of one of the buildings where the planes are flying. Said area, the final segment of the city, is going to be overrun with airplanes.
You'll need to destroy them all before your dissident buddies can take their ships into position to get you across the channel. To do so, climb to the top of one of the towers here and start hitting them with Psi Blast. You should've gotten an upgrade by now to let your Blast hit three targets at once, meaning you'll only have to do this a couple of times before you finish off all the planes. They will attempt to kamikaze you to drive you off the buildings, but that's not such a big deal, as you can just reclimb them, and they'll be down a plane after they do so.
When the planes are cleared out, grab the Suitcase on top of one of the buildings to clear out the last baggage and obtain the Primal Memories for this stage. With that out of the way, grab any remaining figments before crossing the channel to take on Kochamara. Kochamara, though massively entertaining, isn't very difficult to take down, so don't worry if you don't have any Dream Fluffs on hand.
Be sure to have Shield close at hand before heading in; if you do, then you're all but unbeatable. All you need to defeat Kochamara is your Shield power and your fists.
Kochamara begins with some aerial attacks, of which he has two. You can't use Psi Blast on him, so don't bother. Instead, use Shield to block his Ram and Triangle Beam attacks. The Triangle Beam will reflect back to him and cause light damage. If you're having trouble timing your shield, try switching on captions to get a better idea of when to flip it on. After you deal enough damage to Kochamara's aerial form, he'll hit the ground, where he'll use a ram attack, a combo melee attack, and an area attack to deal damage.
The key here is to block his two physical attacks, and get close to him when he uses his area attack. If you shield yourself during it, then you'll be able to lay down a fist combo on him afterwards and deal a good amount of damage. After flipping through aerial and ground forms a couple of times, Kochamara will eventually go down, at which point you can climb the radio tower to finish the level off.
Thorney Towers is an abandoned insane asylum, and is apparently where Coach and his scientist pal have been de-braining the many students here. You'll need to explore the area to get to the bottom of what's really going on. All of the agents here have plenty of amusing dialogue, so feel free to stand around listening to them.
In addition to exploration, note that a new type of item can be found. Many of the areas have been stocked with the brains of your fellow students, so be on the lookout for them. You can also pick up Lili's Bracelet immediately near where you arrive after being dropped off by Linda, so climb the rocks there to meet up with the guard of the asylum, who's not so mentally healthy himself When you reach the front gates, you're going to have to figure out a way to get through.
The secret lies in the guard, the mind of whom you'll have to enter, using the same miniature psychic doorway that you stole from Nein's laboratory. When you're inside, you'll be able to open up the refrigerator to access the Clairvoyance power, which you can use on the guard to reveal that the Milkman is buried in the graveyard. All right, here's where things get pretty weird.
After you leave Boyd's house, you're going to find yourself in the mind of a genuinely crazy person, complete with paranoid fantasies. The primary gameplay conceit here involves the presence of numerous agents, which will guard access to various parts of the level until you find some kind of disguise to wear. These agents will be guarding territory marked by a yellow outline; if you head inside without the proper disguise, you'll be captured and interrogated.
Thus, to get past agents that are holding garden clippers, you'll need to find a pair of clippers yourself and have them in your hand, and so on. You can also enter all of the homes here, although they almost invariably hold nothing but figments and some arrowheads in the fridge. Your first disguise, the Sign , is found in a car next to the second house after leaving Boyd's place; equip it, and you'll be able to bypass the road workers up the path a bit.
The first Cobweb can be found in front of the house near the road workers. You can check on the middle gate here by using Clairvoyance. After grabbing the Sign any getting past the workers, hop onto the house to your left to find the Purse Tag. There are two restricted zones here; one requiring a phone, and one requiring hedge trimmers.
You have neither at this point, so stand near the mailbox by the phone worker and jump to the next section of road. The first house you encounter has nothing of interest besides figments, but the second will conceal the Steamer Trunk Tag in its backyard and the Hedge Trimmers in the trunk of the car punch it to open it up. You can't do anything with the trimmers at the moment, so leave them be.
Up the road, you'll come to the sewers; the barrier of the agents here isn't wide enough to block the road, so head around it and past. You'll find the second Cobweb on the house to your left; you don't have the tag for the Hat Box yet, though.
If you head down the road, you'll come to the graveyard. The first Vault is on the outside of the walls, as is the Dufflebag which, again, you don't have the tag for. When you've obtained the Vault, head back to the entrance to the graveyard and jump to the nearby road. You'll come out to a house guarded by agents with watering cans.
Further up the road on the right is the Arboretum. You're going to need to find the Flowers here, which will let you access the graveyard. To do so, head left and punch out the crow sitting on some rocks, then grab the Crow Feather if you don't already have one. This guy will clue you in on the pattern for the middle door here. In order to keep it open, you'll need to head through the left gate so that it flips open, then walk towards the rocks until the middle gate opens use Clairvoyance while holding the feather to verify this , then jump over the left gate so that it doesn't close.
Doing all this will let you nab the flowers. Use Clairvoyance on this agent to get into the Post Office. Now, before heading back to the graveyard, head out of the arboretum and take a right to continue along the road you were on before. The second house on your left, the one with a car in its driveway, has the Duffle Bag Tag in it, so grab that. The first house on the right has the third Cobweb.
If you keep walking on, you'll come to the post office. Hit the car here to grab the Watering Can from its trunk. When you've got it, walk up to the keypad by the entrance to the post office and attempt to use it it may not light up, but you should be able to use it nonetheless. After punching a random code in and attempting to Enter it, you'll be denied access, but an Agent will quickly come out the door to investigate.
Use Clairvoyance on him to reveal the code to the door , then enter it in and head inside. Inside the Post Office's waiting room, you'll find the Suitcase again, you don't have the tag , as well as another Cobweb.
Nabbing the cobweb will let you through to a darkened room, with only the whirring of security cameras to keep you company. You'll likely get lost in here if you attempt to maneuver on your own, so use Clairvoyance on the cameras to spot the obstacles, then head to the rear of the room and nab the Plunger.
Ok, now that you have the Plunger, feel free to leave the Post Office. You're going to be grabbed by some kind of inner demon on your way out; to defeat it, you'll need to shoot it with Psi Blast until it spits out a bunch of bombs, then quickly use Telekinesis to chuck one of the bombs back into its mouth before it completely regenerates its health.
This will freeze it in place, allowing you to destroy it with a single punch. The Rolling Pin area is optional, but will net you an ammo upgrade. Back in the neighborhood, head back up the street until you reach the house guarded by water can agents. Use your own water can to get inside and grab the Rolling Pin , but be sure to flip back to your water can before heading outside again.
Use the teleporter by the Post Office to return to Boyd's House. Walk back past the road crew until you reach the phone guarded by the hedge trimmers, then equip your own pair of trimmers to get past them. The Suitcase Tag is in the backyard of this building, and inside you can find the Purse.
Use your rolling pin to grab the figments and Ammo Up upgrade from inside the rolling pin area. Now that you've done all that, head back to the graveyard and go around the back to unlock the Dufflebag. With the Flowers in hand, you'll be able to get into the graveyard and use Pyrokinesis on the hedge in front of the Milkman's tomb.
After busting through the door and grabbing the book inside, you'll automatically be returned to Boyd's House, where he'll give you the Rifle. Use the teleporter by Boyd's house to return to the post office, then head inside and unlock the Suitcase.
You should've been able to unlock the Dufflebag, the Purse, and the Suitcase, and you should have the Steamer Trunk Key, as well. We know where the Hatbox is, so now we need to find the Steamer Trunk and the Hatbox Key to finish off the baggage here. Anyway, with all this done, head to the sewer workers, equip your plunger, and drop down into the hole inside their little area.
Uh-oh, there's a sniper in the book depository! In order to get across the parking lot, you'll need to use your Rifle and your Invisibility or Shield power to avoid being shot. When you do reach the building, though, head around to its back side to find the Steamer Trunk , which you should be able to unlock without a problem. With that in hand, head back around to the front of the building and grab the final Cobweb from the door. Using Clairvoyance on the helicopters here will let you learn the location of the Milkman.
After you head upstairs, you'll be able to grab the Helicopter Helmet. With it, you'll be able to use Clairvoyance on one of the swooping helicopters; this will give you an idea of where the Milkman is, and will also result in your picking up the Phone after you watch the entire cutscene. With the Rifle in hand, head back across the parking lot; you'll need to defeat another inner demon before you can get to the telephone pole, though.
After dispatching it, equip your Phone to climb the telephone pole. You're going to need to ride across the long phone lines here to reach the Milkman. Watch out for the connections to other poles, as you can be shocked and knocked off the wires there.
There are also plenty of figments on each wire, so you'll probably want to go back and forth on each one to collect them all. Now, if you're a completionist like us, you may note that you haven't found a second vault and are missing one piece of baggage.
To find these items, you'll need to head way back to the beginning of the level, near where you got past the road workers with your Sign. There's another telephone pole there, that will lead to the second Vault , the Hatbox Tag , and a maximum life upgrade.
The Hatbox , you'll recall, is in the garage of a house near the entrance to the sewers. When you reach the Milkman's house, collect all the figments in the yard, then bind your Invisibility power and knock on the door. If you're invisible when the girl answers, she'll unlock the door and head outside, allowing you to jump over her and into the house. In the first portion of the fight, she'll warp around from stage to stage, throwing out explosive boxes of candy and attempting to fling an electrified knitting pattern at you.
These attacks will always alternate in a box, knitting, box, knitting pattern, so you should always know what's coming next. She's relatively easy to harm here; just Shield yourself from the knitting attacks, then quickly grab one of the boxes of cookies and chuck it at her with Telekinesis.
After a couple of hits, though, the Mother will flip over to her second form, which She'll drop a knitting pattern at this point, though, which you can pick up and use with your Clairvoyance power to get eyes on things.
The main difference here is that you'll have to fight from her perspective, which will make it difficult to accurately throw the boxes at her, but with a few more hits, you should be able to get yourself through the fight, which will result in the unlocking of the door leading to the real-world Insane Asylum. Now that you have access to the courtyard, you're going to have to get inside the asylum itself and see where Loboto, the mad doctor, has taken Lili.
Along the way, you're going to run into more asylum inmates, so be prepared for some crazy adventures in head-crawling. Now, before you go around picking up the brains here, feel free to return to Cruller and talk to him for a somber invocation of sworn duty on his part, and a bit of an explanation for the whole one-person-many-identities deal.
If you do pick up the brains before talking to him, you'll skip this cutscene, but it's really not such a big deal. When you bring brains back to him, he'll replace them in the students' heads, which will have a small but noticeable impact on your overall health. If you don't want to head back, feel free to move on. You can't get through the main door yet, so smash through the obstacle near the fountain to reach a cliffside path, where you'll meet Gloria. This inmate is a bit After you get through the opening rigamarole with Becky and the Critic here, start jumping around for figments and miscellaneous items.
You can find the Steamer Trunk Tag by the ladder leading to the spotlight. If you climb up to the spotlight, then jump or float over to the second level of spectator boxes, you can find a Cobweb and an Ammo Up. Dropping back down to the floor underneath the Critic will reveal a pair of Cobwebs. You can also find the Purse Tag in the backstage area, near Becky, along with another Cobweb nearby, which covers the Suitcase.
You can use the Purse Tag to unlock the Purse , which is on the stage just below the Critic. Another Cobweb will cover the entrance to the backstage area, where Bonita's dressing room is.
In order to make it all the way down the hall, you'll need to activate your Invisibility. After talking to her, she'll agree to come out on stage, but only if the spotlight is lit up; you'll need to find a candle for it in the store room. Inside the storeroom, you should have an easy time finding the Steamer Trunk , the final two Cobwebs , and the Suitcase Tag , as well as the Candle that you need.
Head back to the stage and unlock the Suitcase that you uncovered earlier. With that done, head up to the stagelight, plop the Candle in, and light it with Pyrokinesis. With the play and stage set, all you need is a script Nab it from him, then return to Becky and give it to her. She'll give you a megaphone which you can use to restart the play at any time you wish.
The Knight of Joy play, when performed on the correct stage, will destroy this dragon, letting you climb its corpse. The thing to understand here is that there are two different sets you can use, as well as two different kinds of mood lighting.
You can revolve between the sets by entering the portal on the lowest level of either one. There's one that features water at the bottom, and one that's dry. Each of these will have their own figments, so if you're a figment collector, you may want to flip through them and grab all of them before you start running through the plays.
Start the play "Knight of Joy" here, which will destroy the dragon, allowing you to climb up atop it and grab the "Day the Mail Boat Finally Came" play. There are happy and sad versions of this particular set each with their own figments , but only one copy of "Goodbye Hagatha Home. Run the Goodbye Hagatha Home play here to drop the balloon prop on the upper level, then climb up the trapeze sticks to the top of the stage and hop in.
While you're on the catwalks, you'll probably want to have Invisibility active, as the Phantom will attempt to lock onto you with a spotlight and then drop counterweights on you. If you activate your invisibility when you see the spotlight locking on, then you should be able to avoid the damage.
After a bit of platforming, you'll come to a curtain you can ride to another section of the catwalks; you'll soon come across a large Censor. Beat him to pick up the Dufflebag Tag , then jump through the slicers to reach more trampolines. Don't forget that you can pop open the deflated counterweights to grab ammo and health. You're going to have a lot of enemies to deal with on the catwalks. Eventually, you'll pass by a number of trapeze sticks, then jump from a counterweight rope to a catwalk that heads both up and down.
Head down to grab the Hatbox Tag , quickly defeat the ultra-censors, then drop down to the platform below you to find the Hatbox and the second Vault for the level.
Kill them all, then climb the ladder back up to reach more trapezes, which will lead to the Dufflebag , which should be the last piece of baggage you have to deal with in this particular psyche. After you reach the elevator leading up, you'll need to pass down the catwalks a bit until you can grab the Candle from the box across from the Phantom, then walk around to insert it into the spotlight there before using Pyrokinesis to light it.
This'll cause the Phantom to scurry back around to the doorway behind him. Jump across with Levitation to follow him. Jasper, like so many worms, doesn't respond well to the harsh glare of light. In order to defeat him, then, you'll need to grab the three candles from the case near where you spawn into this boss fight, then jump back to the orchestra pit and float up the notes to the upper walkways here.
He'll be attempting to fling projectiles at you, so you'll have to bob and weave while floating to avoid them. When you're at the uppermost level, whip out your candles and place one into each of the three spotlights, then light one of them with Pyrokinesis. This will cause Jasper to crash to the ground, where he'll summon in a few peons to protect him. Do away with them quickly hopefully you have a chainable Psi Blast by this point , then run over to Jasper and pound on him with your first until he takes off again.
You'll need to repeat this process at least three times to kill off Jasper. If you happen to wait too long to hit him on the third instance, he'll pop up again, but the candles in the spotlights will apparently reappear at this point, allowing you to try to take him down one last time.
The courtyard here is home to Edgar, who's obsessed with his past glory as a bullfighter, and Fred, who's under the delusion that he just may be Napolean. There's also an orderly here who will initially mistake you for Loboto, but quickly realize that he's wrong and tell you precisely what Loboto usually wears when he visits his laboratory. It'll be up to you to find the material required for your disguise in order to get past him.
You might as well get through Fred and Edgar's levels first, though. Wow, figments in here! Should be a relatively large world we're dealing with If you talk to either of them, you'll be able to pick up the Hatbox Tag. In order to move on, you'll have to jump onto the game surface and drop down onto the playing field, where you'll give Fred a hand at beating the genetic memory of his ancestor. In order to win the game here, you're going to need to proceed through a few steps.
Your ultimate goal here is to get a Knight into Napolean's castle, but you can't field a Knight until you have a Militia.
You can field a Militia, but you can't move it around the field because Napolean keeps on breaking the bridges; to repair them, you'll need to recruit a Carpenter.
Before you do anything here, jump around and track down the figments and the Suitcase Tag behind one of the buildings.
Your goal here is to first recruit the Carpenter, who can be found in a large blue building with a hammer on the flag above it. Head over there and use the building to shrink down even further, until you're at a proportionally correct size relevant to the building. Before you head up and knock on the door, though, grab the figments around the grounds, as well as the first Cobweb near the door.
When you knock on the Carpenter's door, he'll accuse you of being a burglar; apparently there are Censors walking around atop his roof and they're spooking him.
In order to enlist him to Fred's side of the battle, you'll have to scare off the Censors. Use Telekinesis to chuck the cannons into the river to destroy them. To do so, leave the grounds of the Carpenter's hut and head towards the large brown wooden guillotine nearby. You may run across one of Napoleon's cannons during your travels; these guys are difficult to kill with normal means, but can be easily dispatched by Telekinesising them into the river.
When you reach the guillotine, grab the second Cobweb from the side of it, then head inside to unlock the Suitcase. With that out of the way, leave the guillotine and find the peasant's house next to it. You can knock on the peasant's door now, if you wish, but your real goal here is to climb the ladder on the side of the building and reach the trampolines atop it.
If you jump from the trampolines into the chimney smoke, you can float across to the upper ledge of the guillotine. When you reach the top of the guillotine, you'll need to activate Invisibility to prevent the blade from snapping down when you walk out to the highwire. If you cross the highwire, though, you'll come out near the top of a little farm building, with the Duffle Bag inside.
You don't have the key for it yet, so leave it be. Head across to the top of the carpenter's building and defeat all of the censors there before punching open the first Vault. With that done, you'll be able to return to the bottom of the carpenter's building and recruit him to your cause. The carpenter will automatically repair broken bridges when moved next to them. With the carpenter on your side, you're going to need to move him near the destroyed bridge to repair it.
You won't be able to do so at your current size, though, so you'll need to find some way of restoring yourself to the medium size here. To do so, run to one of the cork-like structures that dot the landscape and punch it, revealing a champagne spray; jump into this and float to return to the medium size. While you're roughly the same size as the carpenter, you'll be able to use your Telekinesis to fling him across the map to a spot near the broken bridge, which he'll automatically repair.
Now that you've repaired the bridge, it's time to start making it safe for your knight to storm the castle. The knight can't really fight against normal soldiers - he's a specialized unit designed for siege warfare - so you're going to need to field militia units to defeat Napolean's soldiers and clear the path to the castle itself.
Use this ladder to return to Fred and talk to him. Begin by returning to the building next to the guillotine and knocking on the door. This guy's going to refuse to fight for Fred until he has some form of proof that Fred actually cares about the little people; in order to obtain this proof, you'll need to return to Fred and talk to him.
To do that, return to medium size, then find the ladder near one end of the river and climb back up to Fred. Speaking to him will net you the Fred's Letter item, which you can give to the peasant to field them into your militia. With a militia piece on your side, return to medium size and use your telekinesis to fling it over next to Napoleon's soldier.
They'll both die, unfortunately, and Napoleon will recruit another soldier and destroy another bridge. In order to fix the bridge, you'll have to use Telekinesis to move the Salt Shaker on your side of it, then move your carpenter towards the bridge again.
With that done, jump over the river and examine the house of the next peasant. Before you speak to him, climb around to the side of his house and get on top of it to find the Duffle Bag Tag. With it in hand, return to the guillotine, cross the highwire again, and unlock the Duffle Bag in the upper level of the farm building. While you're collecting baggage, head down to the large building immediately adjacent to this little silo; you can find a set of steps on one side of it leading to the third Cobweb and the Hatbox.
Grab the coin from the fireplace to pay the peasant. Anyway, the next peasant you need to recruit isn't going to settle for some dorky letter; he wants cold, hard cash for his services. To get some money, return to Fred, who'll tell you that he recently attempted to melt down a valuable coin he inherited. Said coin is in the fireplace, so nab it with Telekinesis and return to the peasant, then fling him towards the second of Napoleon's soldiers.
One final soldier will remain, so you'll need to recruit one last militiaman. You can find him near Napoleon's castle, so shrink yourself down.
As usual, you should explore the area before talking to him. You can find an Ammo Up by climbing atop the waterwheel next to the house, flinging yourself up the trapeze sticks, then floating in the chimney smoke up to the flag atop the home. The arch-like structure nearby possesses an upgrade to your Projection Depth, as well as the Purse Tag and the fourth Cobweb.
When you're ready to nab the final militiaman, knock on his door; he'll ask you to retrieve a weapon that he happened to bury inside some hay in one of the watchtowers of Napoleon's castle.
We're obviously dealing with a master strategist here, but we're going to need him nonetheless, so head over to the castle. The tower that you need to enter is sealed, so head to the adjacent tower; you can get into it by sucking up the fifth Cobweb. When you're inside, use the trapeze sticks and the highwire to get yourself up to where you can find the Purse.
With that unlocked, drop down so that you're hanging from the ledge by your hands, then creep along to the right until you reach a wooden platform. From there, walk the highwire out to the flagpole, then climb up that and jump off to float back to the tower's roof. You're going to need to Levitate yourself over to the far side of the roof to reach the upper portion of the tower that you need to enter.
Suck up the sixth Cobweb to get inside, then grab the Steamer Trunk Tag , then drop down to the lowest level and use Pyrokinesis to burn the haystack to find the Musket. You can then burn down the door here to leave, give the musket to the peasant, and finish off the last of Napoleon's soldiers. Unfortunately for you, Napoleon will immediately raise his drawbridge, and throw a device into the gears to jam it.
In order to clear the path for your knight, you'll need to find some way to lower the drawbridge. Begin by walking up to the castle's bridge in your smallest form, then Levitating up to the final Cobweb and sucking it up.
With that done, jump atop the highwires here and use them to make your way across the moat; you're going to get hit by cannons a few times, so you may want to use Invisibility to protect you on your journey.
After defeating the Censors on the far side of the lake, jump up to reach the Steamer Trunk , which should be your final piece of luggage. From the little ledge that the Trunk is on, jump around to the ladder around the corner, then start making your way around to the far corner of the castle. Eventually you'll reach a highwire that terminates at some kind of sword sticking out of the castle; if you wait here for the cannon on the tower nearby to fire at you, you should be able to jump over the sword, then float down to the tower before it fires again.
After Telekinesising it out of the way, repeat the process on the cannon on the far tower, then use Telekinesis to remove the blockage in the gears, which will lower the drawbridge.
With that done, Levitate up into the central portion of the castle to find the second Vault. Putting this one in that spot opens up a trapdoor that leads directly to Sasha's lab. Raz : "No, I don't want to lose this button. I might not get into Sasha's secret lab without it. Melvin "Chops" Sweetwind and James "J. Crystal Flowers Snagrash and Clem Foote :.
Elka Doom and Dogen Boole :. Raz : "Hey, look at this button I found on Nils' bunk. It looks like it came off a girl's dress. Kitty Bubai and Franke Athens :.
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