Hollis’ Classroom is a section within the game Psychonauts 2.
Hollis’ Classroom Guide
Emotional Baggage
2
Figments
42
Half-A-Minds
2
Memory Vaults
1
Nuggets of Wisdom
3
I REALLY want to go on the Lady Luctopus mission, but I guess we have to do training exercises in Hollis’ classroom instead. I wonder if there’s a way to convince her to let us go.
For the first bit of this area (after the cutscene), you’ll be given information on what to do with the Mental Connection ability. So basically you just need to connect “Delight” with “Cilantro” and it’ll open up a path to “Disgust.”
The interns think real highly of you now.
Continue upward to “Risk” and PSI Blast your way through the barrier.
Exit the Ambulance
This was a bad idea. I need to get back to the classroom.
Run up to where Hollis is driving for a short cutscene, and then leave through the back door of the ambulance while it’s in motion–because that’s totally the safe thing to do.
After the cutscene, you’re introduced to a new enemy known as a Bad Idea. Kick its butt along with the other enemies that come with it, then make your way into the Emergency Room.
Hospital Hallway
What is this place? Who is Dr. Potts? I gotta keep moving to catch up to Hollis.
In the X-ray section, it’s just a whole lot of jumping on the scans.
In some cases, you’ll have to wait on the doctors to move them out of your way.
Find Hollis
Hollis has to be somewhere in this hospital. I need to find her.
Once you’re out of that section, connect to the thoughts, until “Death” is matched with “Victory.” This will open up a new path for you to go into. Go through the hall and enter the Chapel at the end for a cutscene with Hollis talking about the kids and the mission.
Rewire Hollis’ Mind
With the right Mental Connection, I’ll bet I can make Hollis think that bringing interns on the Lady Luctopus mission would be a good thing!
All you need to do is connect “Risk” with “Money.”