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Psychonauts - Walkthrough
System: PC
Shop: Buy It Cheap · Get The Guide

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                       ~~~~~~~~~~~~~~~~~~~~~~
                        [4.7] LUNGFISHOPOLIS
                       ~~~~~~~~~~~~~~~~~~~~~~

Upon entering the beach area, you'll get a cutscene in which Lili is 
captured. Follow the instructions you get from Ford by heading out to the 
bathysphere and USE the hatch to open it and start the next cutscene. You 
end up inside an air bubble on the bottom of the lake.

Search the lake floor for arrowheads; make note of the bright yellow boxes, 
they're full of nails. There are no collectible items in this area, so 
climb the cliff face until you reach a bell tower. You'll have to break 
some coral walls to make the climb. Jump on the rope to ring the bell and 
summon your boss fight against the mutant lungfish.

The lungfish will alternately suck things in and spit them back out. 
Whenever it sucks in, start punching the boxes of nails to break them open 
and pepper the fish with sharp, pointy things. After you've done this a 
time or two, the fish will push the air bubble around.

Prepare to be highly annoyed.

There's no adequate way to describe the jumps and swings you have to make. 
It all happens very quickly and you have no control over the camera and the 
view is from a fair distance, so Raz appears quite tiny on the screen. Just 
stay inside the bubble and move in the direction in which the bubble is 
moving. Jump, swing, climb or whatever as seems appropriate. One thing to 
note is there should not be a need to use Levitation while doing this. 
Normal jumps and double-jumps will suffice.

Repeat the previous fight involving boxes of nails.

Repeat running inside the bubble.

This time, your bubble trip ends in a rail slide, followed by a more 
personal encounter with the lungfish. Note the clams scattered around. 
Stand next to one and wait for the fish to swing its antenna at you, then 
jump back. The antenna will catch inside a clam and you can run up and use 
the mutant as a punching bag for a bit. Three rounds of punching should 
subdue it.

Equip the Psycho-Portal you "borrowed" from Sasha and USE it on the 
lungfish...


 LUNGFISHOPOLIS
~~~~~~~~~~~~~~~~

Figments: 113
Cobwebs:    5
Vaults:     2

Look! It's Godzilla in Tokyo! OK, actually, it's Goggalor in 
Lungfishopolis; but, the idea is the same. This is actually a pretty short 
level, but it seems like it takes forever because you move more slowly (as 
befits a giant beast) and you can't use Levitation.

The first thing you should know is you will need to smash the buildings. 
With the exception of the skyscrapers, which you can climb like King Kong, 
all the buildings are highly breakable. They are the main source for power-
ups--and you will need a lot of power-ups in this mind. Also, on this lower 
level of the city, some figments are sunk half-way in the water, keep an 
eye out for those. You can jump out and get them.

Begin by climbing the skyscraper next to you for an astral projection layer 
replacement. Continue until you meet some freedom fighters. They will ask 
you to free some of their number from a nearby prison. Break open the 
building with the exclamation points hovering over it and receive the 
Shield power. This handy power is a necessity in Lungfishopolis.

Set Shield to a Psi Power slot and Invisibility to another slot. Leave Psi 
Blast where it's at. Remember, no Levitation in this world. Advance down 
the left side of the town, destroying buildings and collecting figments. At 
some point, the Navy will unleash tanks. Either shield yourself from the 
rockets and then Psi Blast them from a distance (requires two Blasts), or 
go Invisible and walk up and punch them (requires one punch).

Go past the big tunnel leading to the large prison, and continue to the 
next skyscraper, which has the purse tag on top of it and a cobweb beside 
it. Backtrack to the prison. As you enter the tunnel, Shield yourself. The 
laser grid will blow itself up.

Enter the prison area, defeat the tanks and lay waste the buildings. Then 
collect a second cobweb, the purse, the dufflebag tag and a vault. The 
vaults in this level are as tiny as the lungfish, so you'll have to search 
carefully to find it.

Head back out to the city and back track over the bridge to a side area you 
passed by earlier. You'll find the dufflebag here, as well as several 
figments. Return to your rampaging. You now have to deal with electric 
beams from a new type of cannon the Navy has let loose. Shield yourself 
from the electric beams and hold the shield until the cannon blows itself 
up with the reflected beam.

Before you reach the dam, the Navy will set up a more powerful cannon next 
to the blimp you "rescued" from the prison. Shield yourself every time the 
cannon locks on to you, and advance this way until you are next to the 
cannon--one punch takes it out. Make sure you have finished collecting 
figments in this lower city, then jump to the top of the blimp and then to 
the top of the dam.

Get the hatbox tag nearby, then walk across the dam to get the hatbox, a 
cobweb and an astral projection layer replacement. As you advance, offshore 
ships will begin firing at you. LOCK ON and Psi Blast them; if you jump 
across and punch the gun turret, the ship will sink, leaving you to try to 
get back to shore before the water curse gets you.

Continue mowing down buildings until you reach a fork in the path. At the 
fork, you should find the steamer trunk tag in the street; and, the 
skyscraper to your left has an Ammo Up trophy on top.

To fully complete this level, you will need to travel both paths. For now, 
head right and take out the ships offshore by jumping to the ship without a 
gun turret and LOCKING ON from there. When you reach the bridge, tightrope 
walk over the wires until you get the astral projection layer replacement 
on top of the second bridge support.

Now, go back to the fork and take the left path. You'll find another cobweb 
along this path, which ends at a monorail. Ride the rail through a tunnel, 
picking up the suitcase tag in the process. The monorail takes you straight 
to skyscraper island, where you really get to play King Kong for a while.

To defeat the planes, climb to the top of one of the skyscrapers. When you 
get near the top, watch to be sure no planes are near before going over the 
edge. At the top, LOCK ON to a plane and Psi Blast it. You should have the 
Chain Blast upgrade by now, which means you can take out three planes at 
once. You should have no problem. If a plane hits you, you'll take a bit of 
damage, but the plane will be destroyed, so it's all good.

Once the planes are down, thoroughly loot--that is, explore--the island. 
You'll find a max astral projection layer and the suitcase on top of 
different skyscrapers. Once this island is finished, face out toward the 
water and go right, over a ship, to the part of the city you skipped by 
coming around on the monorail.

On this small island you will find the second vault, the fifth cobweb and 
the steamer trunk. Just be sure to thoroughly lay waste to the city. Once 
you are sure you have collected everything--if you are going for 
completion, you should have 111 of 113 figments by now--go back to 
skyscraper island and head for the other end. Jump over the ships, getting 
the last two figments, to Kochamara Island and prepare for the boss fight.

You can't use Psi Blasts against Kochamara, but you can use the Shield 
effectively. Kochamara has four basic attacks. Each attack is preceded by a 
description of the attack shouted by Kochamara himself. Nice of him to let 
you know what he's going to do. The four attacks are:

"Miiiiiiiiiiiiiiightyyyyyyyyyy ram!" - Performed from the air and on the 
ground, Kochamara races to you and hits you.

"Deeeeeeeaaaaaaaadly triangle beam!" - An energy ray shot from the air.

"Ooooooverly intricate combination!" - A whirlwind of melee attacks 
performed on the ground.

"Haaaaaaaard to resist area attack!" - A blast of energy performed on the 
ground.

The same basic strategy applies to all attacks: wait until he finishes the 
long, drawn-out part of his announcement, then Shield yourself. If you are 
having trouble timing it, turn on subtitles. You can damage Kochamara in 
two ways:

1) Your Shield will deflect his triangle beam back on to him.

2) When he unleashes the area attack, he is helpless for a couple of 
seconds afterward. If you are standing right next to him when it goes off, 
you can drop your Shield and pound him a few times.

Once you get the timing of the attacks down, Kochamara is cake. After he's 
beaten, climb the radio tower to initiate the end-of-level cutscenes. You 
then find yourself on the shores of the Thorney Towers Home for the 
Disturbed.

 

Item Collecting


Walkthrough
 




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