A Relatively Quick Summary of Psychonauts Pt. 2

(Continued from last time)

Raz rushes to save Lily by descending into the depths of Lake Oblongata in a bathysphere, throwing caution to the wind. He finds a strange bubble of air under the surface which allows him to combat the giant Lungfish in its own habitat. The Lungfish tries to kill Raz over and over but he manages to outsmart the beast. With the Lungfish temporarily knocked unconscious, Raz is able to enter its mind.

When you come to, you find that you are suddenly gigantic. In a role reversal, you are now a kaiju in Lungfishopolis, towering over tiny versions of the Lungfish. The citizens flee in terror from you and the military tries to attack you. However, you are contacted by a rebel force inside of the creature’s mind. These forces work with you to fight through the city. You arrive at a tall tower which turns out to be a mind control device. It is guarded by a personification of the device in the form of Coach Oleander as a kaiju. After destroying the Coach kaiju and the device, the Lungfish is free. Introducing itself as Linda, it offers to ferry you across the lake.

You arrive at an island in the middle of the lake and at the gates of the Thorney Towers Home for the Disturbed, an abandoned asylum. The place may have been abandoned by the original owners, but the Coach and his assistant Dr. Loboto are in control now. One of the first things that you notice is that the place is littered with jars that contain the brains of your fellow campers. At this point, you can rescue the brains and bring them back to Ford to be reinserted in their bodies, earning your fellow campers grudging respect. Back at the island, you find the gate locked but an odd man named Boyd is standing in front of the gate acting as a security guard. You enter his mind.

You find yourself in a house with Boyd who is in full-blown conspiracy theorist mode. When you exit the house, you immediately figure out that there is a huge conspiracy at play. The suburban neighborhood looks sunny and nice but it is soon clear that everything is manufactured. Everything and everyone is watching you. You encounter strange spindly men in trenchcoats and fedoras. They are obviously trying to act like normal people but failing at anything resembling ordinary behavior. You also encounter little girl scouts who seem a little too defensive when you question them. You navigate a strange mystery and eventually battle the Scout Leader and awaken Boyd’s dormant alter ego, the one Coach groomed for violence.

Back in the real world, Boyd is broken free of Coach’s influence and is back to his destructive ways. He unlocks the gate for you, allowing you to slip inside while he starts to try to burn the place down. You discover that some of the patients are still around and one of them is guarding an elevator that will lead you up into the tower where Coach and Loboto have Lili. Luckily, this ex-patient is nearsighted so all you have to do is assemble a vague Loboto costume from items that the patients have. The first patient whose mind you enter is Gloria, a faded ex-actress who clings to her memories of show business and suffering from bipolar disorder.

Raz finds himself in a huge theater with a cast of misfit actors on stage and a long-suffering stage manager just off stage. The audience is empty except for Gloria’s inner critic, a big bully who constantly insults whatever efforts are going on stage. Raz befriends Gloria’s inner performer, the part of her that delights in acting. There is also a Phantom in the theater who ruins any performance that Gloria’s inner actress takes part in. You get the actors on stage to reenact scenes from Gloria’s childhood to help to understand her and to gain access to the catwalks where the Phantom creeps. When you finally confront the PHantom, you realize that it is the critic. You battle the critic and defeat him, causing him to shrink and allow Gloria to stop being so hard on herself, freeing her from her doubt and pain. She still has bipolar disorder, of course, but it is a little easier to shoulder now.

You next enter the mind of Fred, a hapless guy who is locked in an internal battle with his ancestor Napoleon Bonaparte who seems to represent Fred’s lack of confidence. When you arrive in Fred’s mind, you find Fred and Napoleon fighting over a board game. You are able to shrink down and enter the game in order to help Fred win. You help recruit soldiers and a carpenter to act as his army. Along the way, you convince Fred to believe in himself and give him a little push to confront his ancestor (a split personality) and gain a measure of freedom and peace.

You next enter the mind of Edgar, a hulking painter who is blocked by trauma from his past. His mind looks like a Spanish villa done up like a blacklight poster. The place seems to be one long street and a giant bull is continuously running through the level, threatening to clobber you. You must navigate alleys and sewers to find ways around the bull. You can also utilize art itself to form useful objects, doors, and ladders to continue the level. You have to fight four luchadors to obtain access to the final boss. In the middle of a bullfighter’s ring, you pierce the bull with spears. It is only then that you find out that the bull is Edgar himself and represents his own anger that he can’t move past. You find out that his girlfriend left him for another guy in high school and it destroyed him, turning him from a jock to an artist. When you defeat the personification of the guy who stole Edgar’s girlfriend, it shows Edgar how pathetic his ex and this guy were and how silly it was to fixate on all of it. He forgives them and forgives himself.

Free to continue into the tower, you travel to stop Coach Oleander and Loboto’s plan and rescue Lili. Once there, you are able to rescue Lili along with Sasha and Milla, impressing your Psychonaut heroes. Coach Oleander is not done and puts his own mind into an even bigger tank which Raz has to fight. Raz has a tough fight against the tank and defeats it, exposing Coach’s brain. Both Raz’s and Coach’s brains end up in the same tank and Raz is sent into a mixture of his own and Coach’s nightmares.

You awaken in The Meat Circus, a mix of the Coach’s childhood being bullied by his butcher father and Raz’s childhood growing up in a traveling circus. It seems they both had overbearing fathers. The two blend together to create a huge vertical level with a sinister edge which Raz much climb. Along the way, you encounter Coach as a child and repeatedly protect him against threats to allow him to be happy, something his father never allowed him to be. Finally, you confront Coach’s father but he teams up with a memory of Raz’s overbearing father to create a dangerous behemoth that takes all of your skill and power to defeat. At the last moment, Raz’s actual father mentally projects himself into the mix and helps Raz save the day. It turns out he was only tough on Raz because he was worried and protective but he is proud of his heroic son.

With the day saved, Raz is made into a full-fledged Psychonaut, fulfilling his dream. A future romance with Lili seems all but certain and his relationship with his father is on the mend. As things wrap up, they get word that Lili’s father has been kidnapped and Raz, Sasha, and Milla spring into action to save the day once again.

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