A Relatively Quick Summary of Psychonauts Pt. 1

Psychonauts is the story of Razputin, a young boy who was born with psychic powers but was forbidden by his father from using them. He grew up idolizing the Psychonauts, a team of elite agents with psychic powers. He decides to sneak away from home to attend a psychic summer camp run by the Psychonauts to achieve his dream of joining the team. When he appears, they decide that he can participate in activities at least until they can call his parents. He is introduced to the other weird kids at camp most of which do not initially want anything to do with the weird new kid.

You officially start the game by heading from the cabins to Coach Oleander’s treehouse for Basic Braining. He introduces the main theme of the game by pulling you into his mind. When you regain consciousness, you are in an obstacle course that the Coach has prepared in his mindscape. The course is themed after a war zone in keeping with the Coach’s seeming obsession with the military. He berates you through the entire level as if he were a drill sergeant, insulting you to get you to work harder. As you navigate the course, you get comic relief from your fellow campers and you start a rivalry with bully Bobby Zilch and meet the inquisitive Lili Zanotto. While most of the others struggle, you are able to navigate the course. You also learn the psychic power of throwing a telekinetic punch. When you are the first to reach the end of the course, you get the first inkling that something might not be as it seems. A corner of Coach’s mind reveals that he has a secret. You see a glimpse of an odd blueprint.

After that, you get to explore the campgrounds for a bit and interact with your fellow campers. You get handed a list of items scattered around the camp for a scavenger hunt. This hunt will take most of the game to complete since you need certain powers and upgrades to find some items. You meet a strange man who is the camp’s janitor, chef, ranger, and waterfront manager. You are told that Psychonaut Sasha Nein wants to see you. It seems that you impressed him while navigating Coach’s mind and he wants to put you through some advanced training/experiments.

You travel to Sasha’s lab and he officially introduces himself and shows you his Brain Tumbler machine. The machine allows you to enter your own mind. You enter a landscape that reminds Raz of the traveling circus he grew up in. However, when you enter a circus wagon, you end up in a much stranger place that does not look like your mind. Curious, Sasha asks you to explore more. You encounter Censors, little creatures that try to eliminate rogue thoughts. When the Censors become too much for Raz, Sasha pulls him out and tells him that he needs to find Ford Cruller to be issued permission to be trained in marksmanship.

At this point, you are pointed to the camp’s ancient fast travel system which leads you to Ford Cruller, former Director of the Psychonauts. He is the guy who you have seen serving in all of the odd jobs around the camp. His psyche has been shattered in battle and he is confined to his lab with various personalities slipping out to watch over the camp. Ford takes a shine to Raz and teaches him more about the Psychonauts and grants you permission to learn a long-distance telekinetic attack.

You travel back to Sasha who pulls you into his mind. His mind is very ordered and provides a course to practice your new long-distance attack. Sasha carefully lets Censors loose in his head to give Raz some shooting practice. Unfortunately, Raz gets impatient and floods the place with censors which leads Sasha to briefly lose his fastidious control. This eventually leads to the escape of the Mega-Censor, a giant beefy censor who rampages across Sasha’s mind. Sasha steps in to help out but is ambushed which leaves Raz to fight the Mega Censor alone. Once he does, he is then clear to use his new marksmanship badge outside of Sasha’s mind. Sasha sends you back into what you are sure is not your own mind now where you battle to a mysterious tower. To get to the top of the tower, you will need additional training.

You head to meet Agent Milla Vodello who brings you into her mind for training in the use of the Levitation power. Her mind is a mix of a pinball machine and a never-ending party as the free-spirit as a contrast to Sasha’s more uptight personality. This is the mind where you learn pretty much the rest of your movement tech in the game as you learn how to float on currents and move at high speed on a ball of energy. At this point, your fellow campers start to encourage you. Except for Bobby Zilch who makes a return appearance to race Raz. With the Levitation badge, Raz can reach the top of the tower.

At the top of the tower, Raz finds himself inside of the blueprint that you glimpsed in the Coach’s mind earlier in the game. It was a blueprint for a tank and you witness a fellow camper get his brain sucked out and placed into the tank which makes it a robot with psychic powers. After beating the tank, you realize that a man named Loboto has teamed with the Coach to create these tanks to take over the world. You head to rendezvous with Lili who has been conducting her own investigation only to watch her get kidnapped by a giant Lungfish.

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One Response to “A Relatively Quick Summary of Psychonauts Pt. 1”

  1. A Relatively Quick Summary of Psychonauts Pt. 2 | Wolf of Words Says:

    […] (Continued from last time) […]

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