Psychonauts where is the telephone




















After speaking to Boyd again, Raz will get a fake sniper rifle that he can use to disguise himself later. Head back through the neighborhood until Raz sees the suspicious individuals holding plungers around a manhole.

Raz may not have the plunger yet, so make it to the end of the road and find the post office. To get in, players must type in a code and run away. This will trigger a suspicious individual coming out a typing in a code. Use clairvoyance to allow Raz to see the code, then back and type this code to gain access to the Post Office. U se the mental cobweb duster to gain access to the basement.

The basement will be dark, so use clairvoyance to see the room through night-vision cameras. Navigate to the other side of the room, where the plunger will be available. Backtrack through the room and leave the post office. Raz will then get sucked into a hole in the ground, which will lead to the first of two fights against a Nightmare. Use the Levitation ball to avoid the creature's attacks from underneath, and shoot the creature with PSI Blast. Once it spawns a bunch of bombs, throw one of the bombs at the Nightmare using telekinesis.

This will freeze the creature in place, and all Raz will need to do is hit it one more time. After escaping the mini-boss, equip the plunger, head back towards the manhole, and hop right in.

Raz will arrive at the book depository. Equip the sniper rifle and head towards the building. Unfortunately, snipers will try to shoot at Raz. To avoid being killed in one hit, equip the shield power and time its use to prevent the bullet from hitting.

If the player doesn't have the shield yet, they may be able to dodge the bullets on their own. In order to collect figments, you'll want to go into every house and explore the roof and yard of every house.

You can also get power-ups by bashing objects in the houses and opening the refrigerators. Go to the first house on the street, ignoring the black helicopters, spying trash cans, etc.

After exploring the house, head for the next house down the street. Parked beside the house is a large, black sedan with a satellite on the roof. The trunk is open, and there is a Stop Sign in the trunk. Jump into the trunk to get the sign; this is your first disguise. Go down the street to where the "road crew" is working. The house to the right has your first cobweb. Equip the Stop Sign and enter the road crew area.

Jump across the broken road and go to the first house on the left. Get the purse tag from the roof. Avoid the phone man and hedge trimmers and bash the black sedan next to the hedge trimmers for some power-ups.

From the light pole across from the phone man, jump to the next twisted street; don't worry, the streets will re-orient themselves as you jump. At the second house on this street, the black sedan contains the hedge trimmers. The steamer trunk tag is in the back yard of this same house. Make a quick trip back to the hedge trimmers house, and get the suitcase tag from the back yard. Continue in the original direction, sidling around the sewer workers.

The next house after the sewers has your second cobweb and the hatbox but you don't have the tag yet. Pass up the cemetery for now, and jump to the next street. Pass by the watering-can house, and enter the Arboretum to your right.

Go right and walk through the small gate. Collect the figments, then bounce over the gate and walk through the large gate in the middle of the Arboretum. Collect your flowers for the cemetery disguise.

Don't forget to walk around the small ledge surrounding the outside of the Arboretum. There's a figment hidden back here.

Continue in the direction you were going. The second house you come to has the dufflebag tag. Get your third cobweb from the next house up the street.

Continue to the post office, and collect the watering can from the trunk of the black sedan. Get figments and an astral projection layer replacement from the roof of the post office. Walk up to the door of the post office and USE the keypad.

Enter any number you like; it will set off an alarm. Back away from the door and wait for the agent to come out. Use Clairvoyance on the agent to get the correct code for opening the door. The code is randomly generated each time you play. USE the keypad again to open the door and enter the post office. The suitcase is here in the lobby. Use the cobweb duster to get your fourth cobweb and enter the storeroom. This area is completely black. Use Clairvoyance on the security cameras in order to see where you are going.

This problem is apparently caused by outdated video drivers. The newer versions of the ATI Catalyst drivers version 5. There's nothing in the storeroom to collect other than the plunger. Run to the end of the room, get the plunger and run back out.

When you exit the post office, you'll be grabbed by a nightmare and have a mini-boss battle on your hands. Psi Blast the worm until its head explodes, then use TK to lob one of the bombs that fly out back into the open neck. The worm will turn to stone and one punch will take it out. Psychonauts Store Page. Global Achievements. Yokta View Profile View Posts. I want to be the telephone worker.

I want to be able to listen in on any conversation, but still decide not to due to my sense of professinalism and courtesy. Showing 1 - 3 of 3 comments. Pimplip View Profile View Posts. Leonard View Profile View Posts. The phone is in the book depository, but you can't get there until after the cemetary.



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