Psychonauts 2 100% guide
Published by Chubuggles
A chronological route to all 57 Psychonauts 2 achievements on Xbox, covering the one true missable, both points of no return, and every collectible and shop achievement.
- Published
- ·Coverage: every achievementCoverage 100%
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ETA
Estimated time, as the guide’s author estimates: 25-35 hours
Difficulty
3/10, as the guide’s author rates it
Your Progress
57 achievements in this guide
Sign in with Xbox to see which of them you have already earned.
▶Before You Start
Psychonauts 2 has 57 achievements worth 1,000 Gamerscore. There is no DLC and there are no title-update achievements. The list is shared across Xbox One and Xbox Series X|S through Smart Delivery, and the Xbox PC version uses the same list.
- Online: none. Everything is single-player and offline.
- Difficulty: no achievement depends on difficulty. Double Fine confirmed that the accessibility options, including Invulnerability and Narrative Combat, don't disable achievements.
- Playthroughs: one, plus post-game cleanup. Free roam returns after the credits, and you can replay every completed mind through the Collective Unconscious.
- New Game+: none.
- Saves: the game autosaves only. It has three save slots, which you switch between from the title menu. There is no manual save.
▶The One True Missable
I'm always here for you, darling! is the only achievement you can permanently lose on a save. Talk to Milla in her office as soon as you reach the Motherlobe Atrium, before you enter Hollis' Classroom. The route covers it at the right moment. If you miss it, you need a fresh save in another slot. It's available shortly after the opening level.
▶Points of No Return
The game has two temporary lockouts. Neither costs you an achievement, but both cut you off from content until the credits:
- The last of Ford's three aspects. Before you enter whichever of Ford's Follicles, Strike City and Cruller's Correspondence you have left, the game warns you to finish your business. Once that aspect is done, the story moves to Green Needle Gulch. The Motherlobe, the Quarry and the Questionable Area then stay locked until after the credits. Green Needle Gulch still has an Otto-Matic and access to the Brain Tumbler.
- The Astralathe. Activating it in the Heptadome starts Lucrecia's Lament. From there the game runs linearly through the finale, with no Otto-Matic and no ranking up until the credits.
▶Status Notes (as of October 2026)
- Unlimited Power!: CURRENTLY COMMUNITY-FLAGGED / BUGGY. Double Fine's support page lists a rare issue where players collect everything and still end up a few Intern Credits short of the final rank-102 upgrade. There is no workaround on Xbox console or Game Pass. The cause is unknown, so there's nothing to avoid, but rule out the checks in that achievement's section before assuming you've hit it.
- Making Peace: HISTORICALLY REPORTED BUG. It sometimes failed to unlock after you talked to Nona. Workarounds are in its section.
- Quick Resume: HISTORICALLY REPORTED BUG. At launch, Xbox Quick Resume stopped some Psychonauts 2 achievements, including story unlocks, from firing. How often it happens now isn't verified, but the precaution costs nothing: fully quit the game between sessions instead of leaving it suspended, and check that each story achievement pops when you finish its level. Relaunching doesn't always recover a missed unlock. In some reported cases the only fix was another playthrough.
▶How the Collectibles Work
Minds hold:
- Figments, 1,300 in total
- Nuggets of Wisdom, 29
- Half-A-Minds, 22
- Memory Vaults, 20
- Emotional Baggage, 45 Tag-and-bag pairs
Hubs hold:
- PSI Cards, 99, plus 9 from the tutorial
- PSI Challenge Markers, 24
- Supply Chests and keys, 16 of each
- Scavenger Hunt items, 16
The achievements need every Figment, every Vault, every Baggage pair and every Scavenger Hunt item. The rank-102 cap for Unlimited Power! needs every rank source on top of that.
Many items need powers you get later, especially Mental Connection, Time Bubble and Projection. Don't try to clear a mind 100% on your first visit. Collect what you can as you go, then use the cleanup windows this route sets out.
To track your progress:
- The Figment viewer in the Intern's Manual lists every Figment design in each level, found or not.
- The Intern's Manual and the fast-travel menu show a checkmark next to any mind or area where you've found everything.
- After the credits you can buy the Otto-Spot filter for 75 Psitanium. Switch the Otto Shot camera to the Otto-Spot filter and look around. It highlights nearby PSI Cards, Challenge Markers, Figments and other collectibles, including some hidden behind scenery.
Scavenger Hunt items don't appear to count toward a hub's checkmark. The Collectibles section at the end tracks the Memory Vaults, Challenge Markers and Scavenger Hunt items individually.
▶Spending Intern Credits
You earn one Intern Credit per rank, and all 27 badge upgrades together cost exactly the 101 credits you earn on the way to rank 102. Nothing is wasted, but there's no respec, so don't click around on empty badge slots.
Two early priorities:
- Pouncy Ball (Levitation's second and third tiers, 4 credits). It opens several hub collectibles.
- Dark Thoughts (Mental Connection's top tier, 12 credits for the whole badge, rank 30). It opens several mind collectibles. Have the credits ready when you reach rank 30.
▶Act 1: Loboto and the Motherlobe
▶Loboto's Labyrinth
▶Collectibles · 1 1 collectible
Enhancement Under the Sea — Loboto's Labyrinth, Central Office: melee the shelf boxes left of the Loboto painting.
This is the tutorial mind. It teaches PSI Blast, Pyrokinesis, Telekinesis and Levitation.
Several of its collectibles need powers you don't have yet or sit behind areas you've already passed, so don't hunt for a full clear. You'll sweep it later. The Central Office Memory Vault is behind the shelf boxes left of the Loboto painting. Melee the boxes after the first fight.
▶TK-O
TK-O15G
Use Telekinesis to pick up any loose object and throw it at an enemy so it's stunned. This unlocks with the first successful TK throw at an enemy.
▶Shared Regret
Regrets drop anvils. Catch an anvil with Telekinesis and throw it at a different enemy. Regrets appear in this level and in many later minds, so if you don't land it now, you'll get more chances.
▶Take a Lickin'
Once you have a PSI Pop and have taken some damage, use the PSI Pop to unlock this. PSI Pops drop in this level, and you can buy more at any Otto-Matic later.
▶Pyromania
Pyromania15G
Hit three enemies at once with Pyrokinesis. Pull a group together and set them alight at the same time. It gets much easier once you upgrade Pyrokinesis's area, so feel free to leave it for later.
▶Employee of the Year!
This unlocks when you finish Loboto's Labyrinth.
▶The Motherlobe: Arrival
After the tutorial, you reach the Psychonauts headquarters. The first Otto-Matic tutorial gives you a PSI Core, nine PSI Cards and a free pin.
▶Core Strength
At the Otto-Matic, combine the nine PSI Cards with the PSI Core. You do this during the tutorial.
▶Associate Intern
Combining the cards and core takes you to rank 2, which unlocks this.
▶Extra Credit
Extra Credit15G
Spend your first Intern Credit on any badge upgrade. If it doesn't pop, spend the next credit.
▶Pin Drop
Pin Drop15G
Equip the free tutorial pin.
▶I'm always here for you, darling!
TRUE MISSABLE. As soon as you can move freely in the Atrium, take the Agents ramp and enter Milla's office, which is the left door at the end of the hall. Talk to her.
Do it now, before you enter Hollis' Classroom. Double Fine's guidance puts the window between your first access to the Motherlobe and finishing Hollis' minds. The exact cutoff is disputed, so only the early window is safe. After the credits Milla sits at the bowling alley bar, and you can no longer do the office talk.
▶Mentee Fresh
Mentee Fresh15G
This unlocks in the cutscene when you enter Hollis' office and she gives you your first intern assignment, which is helping Nick Johnsmith in the mail room.
▶The Motherlobe: Before Hollis' Classroom
▶Collectibles · 6 6 collectibles
Motherlobe: Noodle Bowl — climb the wall vines and cross the tops of the light fixtures.
Motherlobe: Sasha's lab — in the side chamber.
Motherlobe: Think Tank classroom — under the entrance stairs.
Motherlobe: Mail Room conveyors — through the corridor boxes to the catwalks, on the top conveyor belts.
Day Old Sushi — Motherlobe: Noodle Bar buffet counter.
Psychonauts Name Plaque — Motherlobe: Coach Oleander's office door, next to Milla's office.
You learn Clairvoyance during the storage-room escape. After you leave Sasha and Otto's lab, Norma gives you the Scavenger Hunt form. That starts Keep Your Shirt On, which you can only hand in after the credits. Pick up items as the route reaches them.
On the way to the mail room after Hollis' office, Lili gives you fast travel. Sort the mail, deliver the package to Truman's office, and follow the story into Hollis' Classroom.
Grab these as you pass through:
- Challenge Marker, Noodle Bowl: climb the wall vines and cross the tops of the light fixtures.
- Challenge Marker, Sasha's lab: in the side chamber.
- Challenge Marker, Think Tank classroom: under the entrance stairs.
- Challenge Marker, Mail Room: use the boxes in the corridor to reach the catwalks. The marker is on the top conveyor belts.
- Day Old Sushi (Scavenger Hunt): on the Noodle Bar buffet counter.
- Psychonauts Name Plaque (Scavenger Hunt): on Coach Oleander's office door, next to Milla's office.
▶Hollis' Classroom
▶Collectibles · 1 1 collectible
Dr. Potts is the Pits — Hollis' Classroom: x-ray hallway toward the chapel, on the main path.
This level teaches Mental Connection. The Memory Vault is on the main path, in the x-ray hallway toward the chapel.
▶EVERYBODY Hates Socks with Sandals
This unlocks when you finish Hollis' Classroom.
▶Hollis' Hot Streak
▶Collectibles · 1 1 collectible
Breaking Dr. Potts — Hollis' Hot Streak: Morgue, behind the "Doctors Only" door.
The story takes you to the Lady Luctopus casino and then into Hollis' second mindscape. The Memory Vault is in the Morgue, behind the "Doctors Only" door.
Three items here have to wait:
- the Pharmacy back-room Nugget, which needs Dark Thoughts
- the Maternity Ward Duffle Bag, which needs Dark Thoughts
- the Cardiology storage-room Nugget, which needs Projection: send the archetype through the mail flap
If you skip the pachinko Figments, they move to the hallway side area, so they aren't lost.
▶Know When to Fold'em
This unlocks when you beat the Lady Luctopus boss.
▶High Roller Revelations
This unlocks when you finish Hollis' Hot Streak.
▶Act 2: Ford's Fractured Mind
▶The Motherlobe: After the Casino
▶Collectibles · 2 2 collectibles
Motherlobe: Truman's private office — opens at Truman's clearance.
Astronaut Ice Cream — Motherlobe: Nerve Center, chain the green monitors with Mental Connection.
Sasha shows you the Brain Tumbler and the Collective Unconscious. From now on you can replay any completed mind from the Brain Tumbler.
▶Jung at Heart
This unlocks when you visit the Collective Unconscious for the first time, as part of the story.
▶Forgot My Keys
▶Collectibles · 1 1 collectible
Psychonauts Ruin Everything — Loboto's Labyrinth, Asylum: Mental Connection path right of the first island. Needs Mental Connection, so revisit.
Return later
Re-enter any completed mind through the Collective Unconscious. Sasha prompts this. Pick Loboto's Labyrinth, because you now have Mental Connection and can clear everything it was holding back:
- Central Office Nugget: burn the Loboto painting and enter the room behind it.
- Trashcan Nugget: pull the zipper with Telekinesis.
- Asylum Memory Vault: follow the Mental Connection path to the right of the first island.
- Steamer Trunk: the Tag is in the Dental Void, reached from the last sink platform by Mental Connection nodes. The bag is in the Asylum, on the platform right of the first island.
- Suitcase bag: in the Conference Room. Burn the open-mouth poster near the start.
- Purse: the Tag is in the Dental Void; from the first updraft, glide right to a mirror. The bag is in the Poster Gallery, atop a bookcase on the left near the end. You pass the bag area before the Tag, which is why it waits until now.
Loboto's Labyrinth should then show its checkmark.
Keep following the story: talk to Truman, get the bacon from the Noodle Bowl, and summon Ford at Whispering Rock. Ford asks you to find his three aspects in the Motherlobe: Barber Ford in the Atrium salon, Mailroom Ford and Bowling Ford.
Report to Truman for full clearance. Truman's private office, the door to his right, now opens and holds a Challenge Marker. Raz's family then arrives at the front desk, and the Quarry and the Questionable Area open.
Each Ford aspect has its own gate:
- Ford's Follicles (barber) opens after the Truman report.
- Cruller's Correspondence (mailroom) opens after PSI King's Sensorium gives Nick a new brain.
- Strike City (bowling) opens after Compton's Cookoff earns you the Senior League Membership card.
Astronaut Ice Cream (Scavenger Hunt) is in the Nerve Center. Chain the green monitors with Mental Connection.
▶The Quarry: First Visit
▶Collectibles · 8 8 collectibles
Quarry: above Otto's Lab — Tuner nodes from just outside the lab.
Quarry: Pirate Radio path — logs from the goat-island dock, then Tuner nodes.
Quarry: Mux Turbine — switches blue, orange, purple, then drop into the fenced section.
Quarry: Psychoisolation Chamber roof — pipe grind, trapeze and fan draft.
Quarry: Lili's Garden path — Tuner at the upper balcony trampoline, then nodes.
Agent Orientation Laserdisc — Quarry: Otto's Lab, past the electrified floor with Levitation.
Unexploded Bomb — Quarry: crane plank near the mine exit, via the bonfire updraft.
Psitanium Knife — Quarry: high pillar in the cave near Lili's Garden.
The Quarry is reached through reception. Talk to everyone here now to start their side quests.
▶Shutterbug
Shutterbug15G
In Otto's Lab, talk to Otto to get the Otto Shot camera and the Stray Thought Tuner. Take any photo with the Otto Shot.
▶Fine Tuning
Fine Tuning15G
Just outside Otto's Lab, use the Stray Thought Tuner on a stray thought. The car parked nearby works.
The Tuner reveals Mental Connection node paths. Seven Challenge Markers across the hubs sit at the end of these paths.
▶You Otto be in Pictures
Once you have the camera, buy all five Otto Shot filters from the Otto-Matic near Otto's counter. They're cheap, so buy them as soon as you can afford them.
The post-game Otto-Spot filter isn't believed to be required. If the achievement still hasn't unlocked after the credits, buy Otto-Spot too, since it costs only 75 Psitanium.
▶PSI Roller
PSI Roller15G
At any Otto-Matic, buy the Psifold Wallet (75 Psitanium), then the Astral Wallet (750 Psitanium). Supply Chests pay out more once your wallet is bigger, so it's worth buying both early. The Astral Wallet unlocks this.
Also in the Quarry:
- Gisu is in the treehouse, up a ladder from the goat island. Talk to her to start the Psychoseismometer quest.
- Lili is at the top of the vines on the cliff. Talk to her to start her mushroom request. You need Time Bubble to finish it, so it waits until after PSI King's Sensorium.
- Compton Boole is in the Psychoisolation Chamber. Talk to him. He wants bees from the Forgetful Forest in the Questionable Area before you can enter his mind.
Challenge Markers:
- Above Otto's Lab: use the Tuner just outside the lab and follow the Mental Connection nodes to the ledge above the entrance.
- Pirate Radio path: from the dock between the goat island and the treehouse, hop a couple of logs. Use the Tuner and follow the nodes.
- Mux Turbine: from the entrance, take the left path, jump around the machinery box and grind the rail. On the electrical box, flip the switches blue, then orange, then purple. Climb onto the box and the beam above, then drop into the fenced section.
- Psychoisolation Chamber roof: from the upper platform by the Mux Turbine entrance, grind the pipe, swing on the trapeze, and float up the fan draft.
- Lili's Garden path: use the Tuner at the trampoline at the end of the upper balcony, left of the Motherlobe entrance, and follow the nodes.
Scavenger Hunt:
- Agent Orientation Laserdisc: in Otto's Lab, past the electrified floor. Use Levitation.
- Unexploded Bomb: on a plank held by a crane near the mine exit. Light the bonfire with Pyrokinesis and ride the updraft.
- Psitanium Knife: on a high pillar in the cave near Lili's Garden.
▶The Questionable Area: First Visit
▶Collectibles · 6 6 collectibles
Questionable Area: Lumberstack sign — axe grind, PSI Blast target, steam vent.
Questionable Area: Cave of the Sassclops — burn the banner, climb and cross the tightrope.
Questionable Area: Rebel Roundabout — Tuner nodes above the crocodile playground.
Questionable Area: funicular top — gift shop roof, once the funicular gears are in place.
Human Skull — Questionable Area: on the funicular, after its three gears.
Can of Corn — Questionable Area: Sassclops Cave, via the fire updraft.
Reach it through the Quarry, via the Old Mine rail ("Danger: Abandoned Mine") or the cave under the crane supports.
▶Home Run
Home Run15G
Follow the signs to the campgrounds. This unlocks when you find the Family Camp.
▶Family is in Tents
▶Collectibles · 2 2 collectibles
Questionable Area: inside the Aquato Dome — at the top, after Family is in Tents.
Questionable Area: outside the Aquato Dome — tree vines, springy plant and tightropes to the top.
Talk to Donatella at the camp, then to Dion in the car park. Climb the poles and use PSI Blast to release the rope. This builds the Aquato Dome, which holds two Challenge Markers:
- one at the top inside the dome
- one on the outside: climb the vines on the tree near the entrance, use the springy plant, and cross the tightropes to the top
▶Dance, Baby, Dance
▶Collectibles · 1 1 collectible
Questionable Area: Queepie reward — given for the sixth Queepie find.
Donatella also starts the Queepie quest. Queepie moves through six hiding spots in a fixed order, and each find sends him to the next. His radio music gets louder as you get close, so use it to pin down each spot:
- Near the haunted waterwheel, just outside the Aquato Family Camp.
- At the exit of the Cave of the Sassclops.
- High in the trees above the Questionable Area entrance. Climb the vines near the Otto B.O.N. hatch.
- Along the elevated tree platforms above the public restrooms. Climb the ladder up to them, then follow the tightrope, climb the pole and use the springy plant.
- On the roof of the Lumberstack Diner.
- Above the Family Camp. Light the campfire and ride its updraft, then use the elevated platforms, the springy plant and the lowering bar.
This unlocks after the sixth find, and the reward is a Challenge Marker.
▶Good Vibes Only
Activate all three of Gisu's Psychoseismometers. Each one starts a combat arena.
- Questionable Area, cave behind the Aquato family camp: clear the rubble with PSI Blast.
- Questionable Area, up in the trees near the campfire and toilet block: light the campfire with Pyrokinesis and ride the updraft with Levitation.
- Quarry, Blastcap Becky Cave: reach it from the Abandoned Mine rail, and burn through the cobweb and boards with Pyrokinesis.
You must have talked to Gisu first. The fights scale to the enemies you've met so far, so they're easiest now, and finishing the quest grants a rank.
Finish all three before the last Ford aspect, because both hubs lock afterward. Finishing the quest also unlocks a bonus, replayable Psychoseismometer in Otto's Lab that mixes every enemy type, so the enemy achievements can still be earned later.
Compton's bees: while you're in the Questionable Area, hop the fence east of the main campfire into the Forgetful Forest and interact with the beehive. The Green Needle Witch chases you out.
Challenge Markers:
- Lumberstack Diner sign: from the roof, grind the lumberjack's axe. Hit the target on the statue's back with PSI Blast and grind again. Land on the steam vent and step onto the rotating sign.
- Cave of the Sassclops: burn the "Sassclops vs. Nessie" banner in the back room, then climb the platforms and cross the tightrope.
- Rebel Roundabout: at the crocodile playground, use the Tuner and follow the nodes to the platform above.
- Funicular top: on the gift shop roof. The funicular must be running first, so put its three gears in place with Telekinesis.
Scavenger Hunt:
- Human Skull: on the funicular, once its gears are in place.
- Can of Corn: in Sassclops Cave. Light the fire with Pyrokinesis and ride the updraft.
▶Compton's Cookoff
▶Collectibles · 2 2 collectibles
Compton on his Own — Compton's Cookoff: base of the cat-face blender.
I Was Only Trying to Help! — Compton's Cookoff: lower ledge left of the chopper pig's hoof.
Take the bees back to Compton in the Psychoisolation Chamber, then talk to him to enter his mind. You can do Compton's Cookoff and PSI King's Sensorium in either order. Time Bubble from PSI King's Sensorium helps here but isn't required.
The dishes are timed. Beating each limit wins a prize box. Dishes 1 and 2 hold the two Half-A-Minds, and dish 3 holds the Steamer Trunk Tag; the Steamer Trunk itself is behind the blender. If you miss a time limit, the prize isn't lost: the boxes are open after the credits. Don't count on an earlier replay, because the boxes can still be locked before then.
The blender-frame Nugget needs Dark Thoughts. The Memory Vaults are at the base of the cat-face blender and on the lower ledge left of the chopper pig's hoof.
▶Objection!
Objection!15G
Judges first appear in this level's opening fight. When a Judge throws its gavel, grab it with Telekinesis and throw it back at that Judge. The first fight is the easiest place for this.
Judges don't respawn in cleared areas. If you miss it here, the bonus Psychoseismometer in Otto's Lab is the fallback, since it includes every enemy type.
▶Ram It Down
Ram It Down15G
This unlocks when you finish Compton's Cookoff. Finishing it also opens the bowling alley.
▶PSI King's Sensorium
Get Nick's replacement brain, Heptadome Harry, from the Hall of Brains terminal in the geodesic dome in Otto's Lab. Then talk to Nick in the mail room to enter his mind.
Time Bubble is learned here. Both Memory Vaults sit in wicker cages that need Projection, so leave them for later.
▶Duck, Duck, Goose
Panic Attacks first appear in this level. During its Phantom Attack, a Panic Attack splits into clones. Hit the real one to unlock the achievement.
- Lock on with PSI Blast before it splits.
- Use Time Bubble to slow the clones.
- Turn Narrative Combat off for this fight.
Panic Attacks rarely use the Phantom Attack later. The bonus Psychoseismometer in Otto's Lab includes Panic Attacks and their Phantom Attack, but the most reliable chance is right here.
▶Feast of the Senses
This unlocks when you finish PSI King's Sensorium. Finishing it also opens the mailroom.
▶A Fungus Among Us
Now that you have Time Bubble, go to the waterfall in the Questionable Area. Slow a floating log, ride it up, and jump into the cave. Approach the big mushroom, then bring the fungus back to Lili in the Quarry.
▶Ford's Follicles
▶Collectibles · 1 1 collectible
Psychonauts Summoned — Ford's Follicles: long hallway near the bend.
Barber Ford is in the Atrium salon. The Memory Vault is in the long hallway near the bend, just past a Half-A-Mind ledge.
▶A Little Off the Top
This unlocks when you finish Ford's Follicles.
▶Strike City
▶Collectibles · 3 3 collectibles
Motherlobe: Astral Lanes — rotating ring above Ford's counter, via Pouncy Ball; opens after Compton's Cookoff.
Deck of Cards — Motherlobe: Astral Lanes ball return, after Telekinesis bowling.
Ford and Lucy's First Date — Strike City: behind the start, across the plywood ramp.
Bowling Ford is in the Astral Lanes bowling alley. Before you enter his mind, grab two things here:
- Challenge Marker: on the rotating ring above Ford's counter. Use Pouncy Ball to reach its lowest point.
- Deck of Cards (Scavenger Hunt): throw bowling balls down the lanes with Telekinesis until it comes out of the ball return.
Inside Strike City, the Memory Vault is behind the start. Turn around and cross the plywood ramp. You reach the Duffle Bag behind the ball polisher before you find its Tag in the hole of the "O" in the JOE'S sign, so you may need to come back for the bag.
▶Perfect Game
Perfect Game15G
This unlocks when you finish Strike City.
▶Hub Cleanup Before the Last Ford Aspect
▶Collectibles · 2 2 collectibles
Motherlobe: Atrium platform — Stray Thought Tuner nodes to the floating platform nearest the Agents ramp.
Switchblade Hatchet — Questionable Area: haunted waterwheel building roof. Needs Time Bubble.
Return later
You can do the three Ford aspects in any order once each is open. This route leaves Cruller's Correspondence for last, but nothing depends on which one is third. The game warns you before you enter the remaining aspect, and finishing it triggers the first lockout.
Before you enter it, finish this checklist:
- Side quests: Good Vibes Only, Family is in Tents, Dance, Baby, Dance and A Fungus Among Us.
- Challenge Markers: all 19 in the Motherlobe, Quarry and Questionable Area. The one still to pick up is the Atrium marker: use the Tuner in the Atrium and follow the node set that leads to the floating platform nearest the Agents ramp. Leave the Mail Room slot-door marker for later; it needs Projection.
- Time Bubble items: the Mail Room key past the fan, the Otto's Lab key and PSI Card past the fan, the Fungus Cave chest behind the Questionable Area waterfall, and the Switchblade Hatchet (Scavenger Hunt) on the roof of the haunted waterwheel building.
- Pouncy Ball items: the Truman's office key on the shelves, and the Questionable Area restroom-roof ladder card and key.
- Other gated items: the Nerve Center chest on the ledge above Truman's door, which needs the Tuner and Mental Connection, and the second Atrium PSI Card, a long Levitation jump from the same floating platform.
- PSI Cards: every one in these three hubs, combined in sets of nine at an Otto-Matic. The Otto-Matic sells PSI Cores for 25 Psitanium, so you're never stuck with nine cards and no core.
- Dark Thoughts items: if you've reached rank 30 and bought Dark Thoughts, revisit Hollis' Hot Streak (the Pharmacy back-room Nugget and the Maternity Ward Duffle Bag behind the roulette wheel, on top of the neon dice) and Compton's Cookoff (the blender-frame Nugget).
- Shop: the Otto Shot filters and wallet upgrades, if you haven't bought them yet.
The fast-travel and Intern's Manual checkmarks for the Motherlobe, Quarry and Questionable Area confirm you're done. Each hub should have everything except the Projection items: the Mail Room marker, the Enemy Surveillance Device and the Novelty Mug.
None of this is permanently missable, since the hubs reopen after the credits. Doing it now just avoids a long post-game cleanup and gives you rank for upgrades along the way.
▶Cruller's Correspondence
▶Collectibles · 1 1 collectible
Lucy's Letters — Cruller's Correspondence: mail room flywheel, on the edge of the Ford-bot.
The Memory Vault is in the mail room by the flywheel, on the edge of the Ford-bot after the typewriter puzzle. You reach the Hatbox bag atop a paper-clip box on the left, at the top of the slope in the International Dead Letter Office. Its Tag comes after you exit the office: swing the poles on the left. You may need to come back for the bag.
▶To the Letter
This unlocks when you finish Cruller's Correspondence.
▶Sane in the Membrane
This unlocks automatically once all three Ford aspects are restored.
▶Tomb of the Sharkophagus
Ford's central mind follows straight away. Its Memory Vault isn't there on the first visit. It appears when you come back through the Brain Tumbler.
▶Buried Memories
This unlocks when you finish the Tomb of the Sharkophagus.
▶Act 3: Green Needle Gulch
▶Arrival and the Heptadome
▶Collectibles · 6 6 collectibles
Green Needle Gulch: River House walkway — Tuner nodes to a stump in the swamp.
Green Needle Gulch: psychoisolation chamber — right-hand bulb path, switches in the panel's order.
Green Needle Gulch: Ford's Office roof — amphitheater pole and vines, then Tuner nodes.
Mini Murder Bug Bot — Green Needle Gulch: roof balcony of Nona's River House.
Beehive Shaped Like My Phone — Green Needle Gulch: behind Cassie's house, past the honey.
Viking Helmet — Green Needle Gulch: behind Helmut's van by the amphitheater.
The earlier hubs are now locked until the credits. The Heptadome has an Otto-Matic and access to the Brain Tumbler.
▶The Relic Room
This unlocks when you reach the Heptadome and discover the Astralathe.
The Astralathe is blocked by vines and bees. The fix is two minds, which you can do in either order.
The Gulch has 27 PSI Cards, one chest and two keys before Cassie's level; the beaver key in Compton's Menagerie needs Clairvoyance.
Challenge Markers:
- River House walkway: drop down from the balcony of Nona's River House to the walkway outside. Use the Tuner and follow the nodes to a stump in the swamp.
- Psychoisolation chamber: take the right-hand exploding-bulb path from the Heptadome to the small chamber on the left. Flip the three switches in the order shown on the panel by the entrance.
- Ford's Office roof: from Helmut's amphitheater, climb the pole near the exit, cross the path and climb the vines to the roof. Use the Tuner to reveal nodes up to the marker.
Scavenger Hunt:
- Mini Murder Bug Bot: on the roof balcony of Nona's River House.
- Beehive Shaped Like My Phone: behind Cassie's house, past the honey. Use Levitation.
- Viking Helmet: behind Helmut's van by the amphitheater.
▶Cassie's Collection
▶Collectibles · 2 2 collectibles
Cassie's Escape Plan — Cassie's Collection, Children's Corner: start of the last area, behind the chair.
Protect the Queen — Cassie's Collection, Waterfront: top of the Print Shop tower, through two archways.
This level teaches Projection, the last power you need for collectibles. Some items here sit behind Projection doors and mail slots, so finish the level, then sweep it again.
The Memory Vaults are:
- in the Children's Corner, at the start of the last area, behind the chair against the green bee wallpaper
- on the Waterfront, at the top of the Print Shop tower, up and left through two archways
The Steamer Trunk bag on the library's globe-chandelier walkway needs Pouncy Ball, Time Bubble on a drawer and Projection to pull the lever. Its Tag is on the Waterfront bookmark platforms after the final windmill book.
▶Archetypal Victory
▶Collectibles · 1 1 collectible
Signed Copy of Mindswarm — Green Needle Gulch: talk to Cassie after Cassie's Collection; post-credits she's in Boole's Menagerie.
This unlocks when you finish Cassie's Collection. Talk to Cassie afterward to get the Signed Copy of Mindswarm for the Scavenger Hunt.
▶Bob's Bottles
▶Collectibles · 1 1 collectible
Tia's Greenhouse — Bob's Bottles, Bog of the Betrothed: across the lily pads and straw grind, at the banquet table.
The Memory Vault in the third bottle (Bog of the Betrothed) is across the sinking lily pads and the soda-can straw grind, at the banquet table. The second Vault, in the Submerged Motherlobe, needs Projection.
This mind has 165 Figments. If your count stalls at 164, the missing one is a dull yellow banana, high in a tree near the bottle opening against the yellow sky. The Figment viewer shows every possible design, so check it for one you haven't found.
▶Bob's Your Uncle
This unlocks when you finish Bob's Bottles.
▶Pre-Astralathe Cleanup
▶Collectibles · 5 5 collectibles
Helmut's Hail Mary — PSI King's Sensorium, Eye (Vision) Shrine: wicker cage above the Half-A-Mind platform. Needs Projection.
Return later
Ford Forgets — PSI King's Sensorium, Concessions: wicker cage at ground level near the start. Needs Projection.
Return later
Cutting the Roots — Bob's Bottles, Submerged Motherlobe: door on the right, archetype through the mail slot. Needs Projection.
Return later
Ford Cruller, Cracked — Tomb of the Sharkophagus: graveyard, sharp right on entering. Appears only on a revisit.
Return later
Green Needle Gulch: outhouse — near the honey path, archetype through the slot. Needs Projection.
Return later
This is your last chance to shop and rank up until the credits.
Combine every leftover PSI Card now. There's no Otto-Matic after the Astralathe.
Green Needle Gulch, now that you have Projection:
- the outhouse Challenge Marker near the start of the honey path: send the archetype through the mail slot
- the chest in Cassie's house bedroom, behind the upper door
Mind items through the Brain Tumbler:
- PSI King's Sensorium Memory Vaults: send the archetype to the slider handle on each wicker cage. One is in the Eye Shrine (also called the Vision Shrine), above the Half-A-Mind platform. The other is in Concessions, at ground level near the start.
- Hollis' Hot Streak: the Cardiology storage-room Nugget, through the mail flap.
- Bob's Bottles: the Submerged Motherlobe Vault, through the mail slot behind the door on the right.
- Tomb of the Sharkophagus: the Memory Vault, now on the graveyard's sharp right as you enter, near a vault-shaped headstone.
- Cassie's Collection: the Projection-door Half-A-Minds, the Print Shop Duffle Bag Tag and the Steamer Trunk bag.
- Dark Thoughts: any items you haven't collected yet.
None of the mind or hub cleanup is required before the finale, since everything reopens afterward. Ranks earned now do help you buy upgrades sooner.
▶Lucrecia's Lament
▶Collectibles · 2 2 collectibles
The Deluge of Grulovia — Lucrecia's Lament, flea circus: corner under the Frazie and Augustus platform.
Nona's Call for Help — Lucrecia's Lament, first quilt area: behind the tomato pincushion.
Activating the Astralathe is the second point of no return. From here the story runs straight to the credits.
All five Emotional Baggage bags in this mind sit together at the end, by the Mental Dam, so pick up every Tag on the way:
- Steamer Trunk: first quilt area, left of the entrance.
- Hatbox: first quilt area, behind the exit portal. A cutscene moves you on, so jump back for it.
- Suitcase: flea circus, at the top of the high-dive ladder, on the ledge to the right.
- Duffle Bag: third quilt area. Hit the first big button with Telekinesis and go through the portal.
- Purse: third quilt area, behind the opening portal.
The Memory Vaults are:
- in the flea circus, in the corner under the Frazie and Augustus platform
- in the first quilt area, right of the main path after the river, behind the tomato pincushion
▶Tattered Family
This unlocks when you finish Lucrecia's Lament.
▶Fatherland Follies
▶Collectibles · 2 2 collectibles
Glory to Grulovia — Fatherland Follies, Fall of Grulovia upper level: train tunnel below the Maligula figure.
A Land Without Caviar — Fatherland Follies, Infiltrating the Psychonauts: far-right cabin, PSI Blast two barriers.
The Memory Vaults are:
- in Fall of Grulovia, upper level, in the train tunnel below the Maligula figure. Look left before the spinning platforms.
- in Infiltrating the Psychonauts. Shrink into the far-right cabin and PSI Blast two barriers.
Two Emotional Baggage items to know about:
- Duffle Bag Tag: behind the barrier under the red light on Fall of Grulovia's lower level, and it needs Dark Thoughts.
- Suitcase: the Tag is behind the tombstones in the Life in Exile graveyard. Its bag and six Figments are in the gift shop, which you pass through in an unskippable cutscene. Those wait until after the credits.
▶Make It Stop!
Break all three gramophones in this level:
- The Fall of Grulovia: after the ride shuts down and the big fight, look behind you for a door with a red light above it.
- Life in Exile: a door behind Maligula's statue, ahead of you when you teleport in. It may need Projection.
- Infiltrating the Psychonauts: inside the giant hollow tree trunk, a hidden door on the right of the tunnel, before you drop down to the Motherlobe structure.
If the achievement hasn't unlocked by the end of the level, replay Fatherland Follies after the credits, check for any gramophone you missed, and break them again.
▶Deluginist Darkness
This unlocks when you finish Fatherland Follies.
▶The Deluge of Grulovia
▶Finish What Was Started
This unlocks when you defeat the final boss. The credits roll, and then free roam opens.
▶Post-Game
Every hub is open again, the Brain Tumbler can take you into any mind, and Otto-Matics are back everywhere.
▶Nona's River House
▶Making Peace
Making Peace15G
Go to Nona's River House in Green Needle Gulch and talk to Nona herself, using the prompt over her head. If it doesn't unlock:
- Talk to Raz's father in the Questionable Area. He's on the ledge under the sign by Far-Fetched Falls.
- Talk to Nona again.
- If it still hasn't popped, restart the game and talk to her again.
▶Mind Collectibles
Buy the Otto-Spot filter for 75 Psitanium. The cleanup loop:
- Find a mind or area with no checkmark in the Intern's Manual or the fast-travel menu. A missing Tag or bag keeps the checkmark off.
- Check that mind's Figment count and the Figment viewer to see what kind of item you're missing.
- Enter it through the Brain Tumbler, switch the Otto Shot camera to the Otto-Spot filter, and scan the area. Nearby collectibles light up, including some hidden behind scenery.
Post-credits items:
- Fatherland Follies gift shop: the Suitcase bag and six Figments. Take the Brain Tumbler to Fatherland Follies and move between scenes with the snot buddy. Don't re-enter the ride.
- Compton's Cookoff prize boxes: any you didn't win or couldn't open earlier.
Stubborn bag-before-Tag pairs you may need to revisit:
- the Strike City Duffle Bag
- the Cruller's Correspondence Hatbox
- the PSI King's Sensorium Hatbox (Tag behind the burnable poster in the Vision Shrine)
- the Cassie's Collection Suitcase (bag in a high alcove right of the Children's Corner entrance)
▶Figheaded
Figheaded30G
Find all 1,300 Figments. Every 100 Figments grants a rank. If a mind stalls one short, check the Figment viewer for a design you haven't found, as in Bob's Bottles. The Fatherland Follies gift shop's six count toward that mind's 98.
▶Safecracker
Safecracker30G
Open all 20 Memory Vaults. Vaults run from you, so hit them with melee; Mental Connection can pull them in. The Collectibles section lists every Vault by its slideshow title.
▶You're it!
You're it!30G
Tag all 45 pieces of Emotional Baggage: find each Tag, then reunite it with its bag. Each character has exactly one Steamer Trunk, Duffle Bag, Suitcase, Hatbox and Purse, which helps you work out which bag is still missing.
▶Hub Collectibles and the Scavenger Hunt
▶Collectibles · 3 3 collectibles
Motherlobe: Mail Room slot door — door beside the fan, archetype through the slot. Needs Projection, so post-game.
Return later
Enemy Surveillance Device — Motherlobe: Artifact Storage, behind a mail-slot door. Needs Projection.
Return later
Novelty Mug — Questionable Area: Lumberstack Diner closet, left of the counter. Needs Projection.
Return later
Finish the last hub items:
- the Mail Room slot-door Challenge Marker, beside the fan: send the archetype through the slot
- any PSI Cards, chests or keys you're still missing
The 99 hub PSI Cards are split Motherlobe 27, Quarry 18, Questionable Area 27 and Green Needle Gulch 27. Use the hub checkmarks and the Otto-Spot filter to find the last few.
If a Supply Chest won't open even though you have a key, your wallet doesn't have room for its payout. Spend some Psitanium, then try again.
Challenge Markers give a rank as soon as you pick them up and can't be bought. The Otto-Matic sells PSI Cores for 25 Psitanium. A Core plus nine PSI Cards makes one rank. Chests and keys give Psitanium only.
▶Keep Your Shirt On
Collect all 16 Mission Critical Psychonauts Assets, then hand the list to Norma in the Intern Wing hallway. You can only hand it in after the credits. The game lists item names only, not locations. The Collectibles section has every item, and the last two need Projection:
- Enemy Surveillance Device: in the Motherlobe's Artifact Storage. Send the archetype through the mail-slot door.
- Novelty Mug: in the Lumberstack Diner closet, behind the door left of the counter. Send the archetype through.
▶Ranks and Upgrades
You gain 101 ranks on the way from rank 1 to the rank-102 cap:
- PSI Card sets: 12. There are 108 cards, including the 9 from the tutorial, and nine cards plus a PSI Core make one rank.
- PSI Challenge Markers: 24, one each on pickup.
- Nuggets of Wisdom: 29, one each.
- Figments: 13, one per 100.
- Emotional Baggage: 9, one per five Tags reunited with their bags.
- Side quests: 3, from Norma's Scavenger Hunt, Gisu's Psychoseismometers and Lili's fungus.
- Story progress: 11.
Memory Vaults, Half-A-Minds, chests and keys don't grant rank. Half-A-Minds only raise your maximum health.
Four ranks only arrive after the credits:
- the last Figment rank, from the gift shop
- the last Baggage rank, from the gift shop
- the Mail Room marker
- Norma's hand-in
▶Junior Intern
Reach rank 10. You get this naturally early in the story.
▶Senior Intern
Reach rank 50. You normally get this mid-game, around Lili's fungus hand-in after PSI King's Sensorium.
▶Power Play
Power Play15G
Upgrade any one badge to its fourth and final tier. The cheapest is Levitation: 1, 3 and 5 credits, with its only rank gate at rank 10. Taking Mental Connection's Dark Thoughts at rank 30 usually triggers it anyway.
▶Principal Intern
Reach rank 100. Rank 100 only arrives in the post-game, because the last Figment rank and the last Baggage rank are both in the Fatherland Follies gift shop. Do the rest of your cleanup first, then the gift shop.
▶Unlimited Power!
Buy every upgrade on every badge. The last one, Clairvoyance's Limitless, costs 10 credits and needs rank 102. Ranks 101 and 102 come from the Mail Room marker and Norma's hand-in.
If you're stuck short, run these checks:
- Stuck at rank 101: open the Otto-Matic's Combine screen. If you've found all 99 hub cards, buy a PSI Core and combine, even if the screen shows one card too few.
- Check that every mind and hub has its checkmark in the Intern's Manual and the fast-travel menu.
- Confirm Norma's, Gisu's and Lili's quests are all handed in.
If you're at rank 102 with everything collected and still a few credits short, you've hit the rare credit-shortfall bug described in Before You Start. It has no workaround on Xbox.
▶Shop Achievements
▶Pinhead
Pinhead15G
Equip any three pins at the same time. There are three pin slots.
▶Nest Egg
Nest Egg15G
Hold 5,000 Psitanium at once in the Astral Wallet. Do this before Kingpin's bulk purchases. Buy the economy pins first: VIP Discount (rank 50), Psimultanium (rank 52, double Psitanium drops) and Mental Magnet. Then, with Psimultanium and Mental Magnet equipped, farm respawning deposits and enemies until the wallet hits 5,000. Once Nest Egg pops, spend that pile on the remaining pins.
▶Kingpin
Kingpin30G
Buy all 33 pins from the Otto-Matic. Keep buying until the Otto-Matic has no pins left to sell, including any pin you got free in the tutorial if it's still on sale. The highest rank gate is 56 (Brain Drain).
The full set costs 9,580 Psitanium at list price. Buy the VIP Discount pin first (rank 50, 750 Psitanium) and keep it equipped: it halves Otto-Matic prices, which brings the rest down to roughly 4,400. Add Psimultanium and Mental Magnet, earn Nest Egg, then spend the full wallet on the remaining pins. Hub Psitanium deposits respawn.
▶Fluff Nutter
Fluff Nutter15G
Buy both Dream Fluff capacity upgrades from the Otto-Matic: Fluff Pockets (75) and then the Jumbo Fluff Pouch (750).
▶King of Pop
King of Pop15G
Buy both PSI Pop capacity upgrades from the Otto-Matic: Mind's Eyelets (75) and then the Expandolier (750).
▶Hiccup in the Giddyup
Carry a Dream Fluff and let your mental energy run out in combat. The Dream Fluff revives you and unlocks the achievement. If Invulnerability is on, turn it off for this.
▶Enemy Achievement Fallback
If you're missing Objection!, Duck, Duck, Goose, Shared Regret, TK-O or Pyromania, use the bonus Psychoseismometer in Otto's Lab in the Quarry. It unlocks once Good Vibes Only is done. The fights are randomized and replayable, so keep going until Judges or Panic Attacks show up. Turn Narrative Combat off for the Panic Attack attempts.
▶Collectibles
Reference
▶Memory Vaults
20 in the game
Needed for Safecracker. Each Vault is named by the slideshow it plays, and the Intern's Manual replays them from each mind's map.
Enhancement Under the Sea — Loboto's Labyrinth, Central Office: melee the shelf boxes left of the Loboto painting.
Psychonauts Ruin Everything — Loboto's Labyrinth, Asylum: Mental Connection path right of the first island. Needs Mental Connection, so revisit.
Return laterView in guide
Dr. Potts is the Pits — Hollis' Classroom: x-ray hallway toward the chapel, on the main path.
Breaking Dr. Potts — Hollis' Hot Streak: Morgue, behind the "Doctors Only" door.
Compton on his Own — Compton's Cookoff: base of the cat-face blender.
I Was Only Trying to Help! — Compton's Cookoff: lower ledge left of the chopper pig's hoof.
Helmut's Hail Mary — PSI King's Sensorium, Eye (Vision) Shrine: wicker cage above the Half-A-Mind platform. Needs Projection.
Return laterView in guide
Ford Forgets — PSI King's Sensorium, Concessions: wicker cage at ground level near the start. Needs Projection.
Return laterView in guide
Psychonauts Summoned — Ford's Follicles: long hallway near the bend.
Ford and Lucy's First Date — Strike City: behind the start, across the plywood ramp.
Lucy's Letters — Cruller's Correspondence: mail room flywheel, on the edge of the Ford-bot.
Ford Cruller, Cracked — Tomb of the Sharkophagus: graveyard, sharp right on entering. Appears only on a revisit.
Return laterView in guide
Cutting the Roots — Bob's Bottles, Submerged Motherlobe: door on the right, archetype through the mail slot. Needs Projection.
Return laterView in guide
Tia's Greenhouse — Bob's Bottles, Bog of the Betrothed: across the lily pads and straw grind, at the banquet table.
Cassie's Escape Plan — Cassie's Collection, Children's Corner: start of the last area, behind the chair.
Protect the Queen — Cassie's Collection, Waterfront: top of the Print Shop tower, through two archways.
The Deluge of Grulovia — Lucrecia's Lament, flea circus: corner under the Frazie and Augustus platform.
Nona's Call for Help — Lucrecia's Lament, first quilt area: behind the tomato pincushion.
Glory to Grulovia — Fatherland Follies, Fall of Grulovia upper level: train tunnel below the Maligula figure.
A Land Without Caviar — Fatherland Follies, Infiltrating the Psychonauts: far-right cabin, PSI Blast two barriers.
▶PSI Challenge Markers
24 in the game
Each Marker grants a rank on pickup and can't be bought. Seven sit at the end of Stray Thought Tuner node paths, which also need Mental Connection.
Motherlobe: Noodle Bowl — climb the wall vines and cross the tops of the light fixtures.
Motherlobe: Sasha's lab — in the side chamber.
Motherlobe: Think Tank classroom — under the entrance stairs.
Motherlobe: Mail Room conveyors — through the corridor boxes to the catwalks, on the top conveyor belts.
Motherlobe: Truman's private office — opens at Truman's clearance.
Motherlobe: Atrium platform — Stray Thought Tuner nodes to the floating platform nearest the Agents ramp.
Motherlobe: Astral Lanes — rotating ring above Ford's counter, via Pouncy Ball; opens after Compton's Cookoff.
Motherlobe: Mail Room slot door — door beside the fan, archetype through the slot. Needs Projection, so post-game.
Return laterView in guide
Quarry: above Otto's Lab — Tuner nodes from just outside the lab.
Quarry: Pirate Radio path — logs from the goat-island dock, then Tuner nodes.
Quarry: Mux Turbine — switches blue, orange, purple, then drop into the fenced section.
Quarry: Psychoisolation Chamber roof — pipe grind, trapeze and fan draft.
Quarry: Lili's Garden path — Tuner at the upper balcony trampoline, then nodes.
Questionable Area: Lumberstack sign — axe grind, PSI Blast target, steam vent.
Questionable Area: Cave of the Sassclops — burn the banner, climb and cross the tightrope.
Questionable Area: inside the Aquato Dome — at the top, after Family is in Tents.
Questionable Area: outside the Aquato Dome — tree vines, springy plant and tightropes to the top.
Questionable Area: Rebel Roundabout — Tuner nodes above the crocodile playground.
Questionable Area: funicular top — gift shop roof, once the funicular gears are in place.
Questionable Area: Queepie reward — given for the sixth Queepie find.
Green Needle Gulch: River House walkway — Tuner nodes to a stump in the swamp.
Green Needle Gulch: psychoisolation chamber — right-hand bulb path, switches in the panel's order.
Green Needle Gulch: Ford's Office roof — amphitheater pole and vines, then Tuner nodes.
Green Needle Gulch: outhouse — near the honey path, archetype through the slot. Needs Projection.
Return laterView in guide
▶Scavenger Hunt
16 in the game
Needed for Keep Your Shirt On. Norma gives you the list in the Motherlobe, and you hand it in after the credits.
Day Old Sushi — Motherlobe: Noodle Bar buffet counter.
Enemy Surveillance Device — Motherlobe: Artifact Storage, behind a mail-slot door. Needs Projection.
Return laterView in guide
Psychonauts Name Plaque — Motherlobe: Coach Oleander's office door, next to Milla's office.
Deck of Cards — Motherlobe: Astral Lanes ball return, after Telekinesis bowling.
Astronaut Ice Cream — Motherlobe: Nerve Center, chain the green monitors with Mental Connection.
Agent Orientation Laserdisc — Quarry: Otto's Lab, past the electrified floor with Levitation.
Unexploded Bomb — Quarry: crane plank near the mine exit, via the bonfire updraft.
Psitanium Knife — Quarry: high pillar in the cave near Lili's Garden.
Human Skull — Questionable Area: on the funicular, after its three gears.
Novelty Mug — Questionable Area: Lumberstack Diner closet, left of the counter. Needs Projection.
Return laterView in guide
Can of Corn — Questionable Area: Sassclops Cave, via the fire updraft.
Switchblade Hatchet — Questionable Area: haunted waterwheel building roof. Needs Time Bubble.
Return laterView in guide
Mini Murder Bug Bot — Green Needle Gulch: roof balcony of Nona's River House.
Beehive Shaped Like My Phone — Green Needle Gulch: behind Cassie's house, past the honey.
Viking Helmet — Green Needle Gulch: behind Helmut's van by the amphitheater.
Signed Copy of Mindswarm — Green Needle Gulch: talk to Cassie after Cassie's Collection; post-credits she's in Boole's Menagerie.