The level initially takes place inside a room decorated in 18-19th century fashion (a fireplace, grandfather clock, porcelain vases, globe, etc.) with Fred and Napoleon sitting on opposite ends of a board game. The board game can be entered by shrinking down, leading to an area reminiscent of the French countryside in Napoleonic times. Raz must recruit multiple peasants to help Fred defeat Napoleon and regain his sanity. The board game has hexagonal spaces made to look like different terrain. Approaching key areas on the board will cause Raz to shrink down even further, allowing him to enter buildings and talk to the peasants hiding inside their houses. To return to the overhead view of the board game, Raz can PSI-punch one of the giant champagne corks in the ground and then ride the air bubbles that spout up using levitation. Climbing the ladder on the edge of the board will take Raz back to the main room.
When Raz enters the level, he sees Fred and Napoleon playing a board game called Waterloo-O. As he asks who's winning, it becomes clear Napoleon doesn't think much of his opponent. Fred keeps trying to convince Napoleon to leave, but the stubborn "genetic memory" of his ancestor resists.
Raz jumps into the game board to see what's going on for himself, leading to Napoleon believing he is Fred's reinforcements. Napoleon explains that the game is incredibly easy: to win the game, all that must be done is to move a knight into your opponent's castle to conquer it. Thinking Fred is finally taking things seriously, he then sends multiple soldiers to stop Fred's progress in the game.
After Raz defeats all of Napoleon's soldiers by recruiting peasants to fight in Fred's army in return for objects they each demanded, Napoleon commands his men to retreat into the castle and raise the drawbridge, even going so far as to jam the drawbridge's gears with an eyedropper. Fred, having regained some spirit through the previous victories, excitedly orders Raz to un-jam the gears. Once that is done, Raz must head into the woods to find Snails and make them into a meal for a hungry knight. He then sends this knight into the castle, finally conquering it and winning the game.
Napoleon is astounded and gives Fred control over his mind again, assuring him that he is destined to share in the many victories of his family name if he holds on to the competitive spirit, and finally disappearing. Raz then exits Fred's mind and gets his straitjacket for his troubles, since Fred no longer needs it.
Points of Interest
- Boardgame room
- Overhead view of Waterloo
Figments - 243
Memory Vaults - 2
- On the roof of the carpenter's house is the first vault in the area.
- Cross the castle bridge and jump up into the large circular room and find this vault there.
- Steamer trunk
- Bag: Located around the base of the castle.
- Tag: In the building to the right of the castle bridge.
- Bag: Behind the guillotine cobweb.
- Tag: Behind the restaurant on the game board.
- Bag: Near the first peasant's house is a large building. On the side of this building is a path leading down. The bag is behind the cobweb at the entrance of the alcove.
- Tag: Talk to either Fred or Napoleon before entering the game board to receive this tag.
- Bag: Climb to the roof of the farmer's house and levitate over to the top of the guillotine. Use invisibility to reach the tightrope and follow it across. Smash the boarded window to find the bag.
- Tag: On top of the second peasant's house. Use the trampoline behind his house to reach it.
- Bag: To the left of the castle bridge is a room blocked by a cobweb. Clear the web and swing to the top of the room. Cross the tightrope to the bag.
- Tag: Levitate over the chimney smoke of the restaurant to cross the river. Float over to the arch structure. The tag is underneath.
Mental Cobwebs - 7
- On the side of the large building near the farmer's house and the knight's, there is a path leading down. The cobweb is blocking the little alcove at the bottom of this path.
- On the side of the large guillotine.
- On the side of the carpenter's house.
- Levitate using the restaurant chimney to cross the river where you will find an arch structure. The web is underneath it.
- To the left of the castle bridge is a little room. This cobweb is blocking the entrance to it.
- Reach the roof of the room you took the previous cobweb from the entrance of. Then levitate jump over to the next roof, where you can find this cobweb blocking an entrance there.
- As soon as you reach the bridge of the castle, turn to the right and look up. You should see this cobweb just above a ladder.
- Milla's Dance Party and Waterloo World are the only mental worlds in the game to not have FMV cutscenes in them.
- The background music in this level is an arrangement of Tchaikovsky's "1812 Overture," which was written to commemorate Russia's defeat of Napoleon.
- If the player tries to move, burn, or otherwise influence one of Napoleon's game pieces, he will shout: "Hey! Don't touch my pieces! Zat is cheating!"
- The room Fred and Napoleon are playing the game in appears to be a part of the game board itself. The room - with them in it - can be seen inside a mansion near the carpenter's house, through a large window on the back side. A ladder leads up to it.
- Additionally, if the player stands against the window while in the room with Fred and Napoleon and goes into first-person view, they can see the inner edge of the game table if they look up towards the sky.
- According to the Psychonauts Vault Viewer commentary, Waterloo World was originally planned to be an actually playable board game level. This was changed to an explorable world while the development team was flying around the map.
- Even though he is insane, Fred still has Censors in his mind, showing that he still has some control over intruding thoughts.
- When the carpenter or the snails are placed on the stronghold, nothing will happen. When Raz jumps onto the stronghold, Raz will think he has won, but Napoleon corrects him, pointing out he needs an actual knight to conquer the castle.
- In screenshots of an older version of Waterloo World, Fred can be seen physically present on the game board. In the final version of Psychonauts, he only appears in the room outside.
- This mental world has the most amount of figments in Psychonauts, which is 243 figments, many of which are difficult to find or reach.
- One figment in particular, shaped like a pink fairy making a shushing gesture, is found in the woods at the very edge of the board, away from any areas of importance.
- Waterloo World is the only mental world from an asylum patient without a boss fight at the end.
- The Waterloo World gameboard design is based on the real life board game, Terra Mystica.