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LB's Psychonauts Walkthrough and Strategy Guide
Lair of the Lungfish/Lungfishopolis




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Psychonauts Strategy Guide >
Lair of the Lungfish/Lungfishopolis

LB Review: 9.0
Platforms: Xbox*, PS2, PC
Release Date: Xbox, PC - 04.19.05, PS2 - 06.01.05
ESRB Rating: T (Teen)
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Lair of the Lungfish

Lair of the Lungfish

After a little accident, you will find yourself in a safe bubble underwater. Collect what's around you (this is an area rich in Arrowheads), watch out for the head sucking fish, and note the tack boxes. Locate the underwater tower and punch the door to enter the area. Inside, climb the spiral staircase up and hop on the rope to ring the bell. This will cause the Lungfish to come your way.

Boss Fight: Lungfish

This is quite an extensive, yet, fairly easy battle. The Lungfish is going to do his best to suck you up. Simply keep your distance from him and you'll be OK. He'll also spit some items in your direction, which are easy to evade. In order to damage the Lungfish, you must locate one of many tack boxes and punch it open as the Lungfish is sucking in. This will cause the tacks inside the box to hit the Lungfish in the face, damaging his meter. If you run out of tack boxes, just wait around and the Lungfish will spit some out for you. Repeat the process until you come to a point where you are looking at yourself through the eyes of the Lungfish.

At this point, the Lungfish is going to guide the underwater bubble to a new location. You must remain within the air bubble, or face death. To do so, simply move the direction in which the bubble is moving before the wall of the bubble catches up to you. You'll have to jump gaps, punch down walls, climb stairs, swing on bars, jump up onto cliffs, and climb more stairs before arriving in another arena. In the arena, repeat the process of busting tack boxes so they hit the Lungfish, then move with the next air bubble.

The toughest part of this process is moving within the bubble. However, with that being said, simply keep in mind that the bubble moves in the direction you need to go, so look for a path in that direction and move that way. If the bubble isn't moving, that means there's something in the area you need to climb. Find it, climb it, and continue to move forward.

After moving through the second air bubble you'll arrive at a new arena, void of tack boxes. Here the Lungfish will chase you around, doing much damage with his dangling red light, if he gets too close. Your goal is to lure him toward any one of the surrounding clams, trip the clam by running over it, causing the clam to chomp down on Mr. Lung's dangling red light, allowing you to approach the big guy and get as many punches in as you possibly can before he gets free. Repeat the process until the Lungfish's meter runs out.

The Lungfish is still alive, but remains motionless. You must figure out what's going on in the big guy's head. So, grab the Psycho-Portal from your Item Menu and use it on the Lungfish.

Lungfishopolis

Lungfishopolis

Welcome to the metropolis of Lungfishopolis! Upon arriving here you'll receive two new goals: Free the Lungfish from the influence of the mysterious Kochamara and Get to Kochamara Tower and destroy it.

Look around and note the many surrounding buildings. The smaller buildings can be smashed and the taller buildings can be climbed, often revealing a decent prize at the top (such as the Astral Projection Layer on the first building). Move down the road, collecting Figments as you go, until you come to the funny cutscene introducing you to the Resistance. The leader is going to help you, after you help him with a few things, the first being to Smash jail and free dissidents. The jail is the building just left of you, with all of the exclamation points indicating trapped fish. Punch the building and the fish will reward you with the Psychic Shield Badge. Equip the badge and hit your assigned button to see how it works. Watch the actual badge and note that it drains as you use the shield. When it runs out, your protection will run out.

After acquiring your new badge, you will receive a new goal: Rendezvous with the dissidents at the dam. Alrighty. Continue to make your way down the road, smashing and climbing buildings, and collecting goods as you go. Along the way you'll receive a couple of funny news breaks (you are Goggalor), alerting the town to your arrival, along with some enemies to fight. The enemies come primarily in tank form. Tanks can be smashed with your fists, picked up and tossed, hit with your Marksmanship shots, or tossed into one another with your Telekenisis powers. Do what you want, but clear them out, as they can do some hefty damage. Be sure to note the Duffle Bag in the side section of the city, as you'll be grabbing it in a minute.

At the end of the first road you'll have the opportunity to move left, through the electrified tunnel, or right, toward the dam. Equip your Shield Badge and head toward the tunnel. Move close to it and barely enter to trip the lasers. Before the lasers fry you, hit your Shield button to activate it and you will destroy the laser system within the tunnels. Weehaw! Now you must Free the Pilot from the prison, which is on the other side of the tunnel. Move through the tunnel, take out the surrounding tanks, collect the Dufflebag Tag, suck up the Cobweb, hit the Vault, note the Purse, then smash the prison to free the dissenters. When this is done, exit out and begin to, again, work your way toward the dam.

Here you'll run into a new enemy, a vehicle emitting an electrified blue beam. To deflect it, use your Shield, which will cause the beam to destroy the source. As you get very close to the damn, you'll find yourself targeted. The second you see this happen, hit your Shield to protect yourself from the electrified missile coming your way. Continue to protect then approach the missile source, until you are close enough to smash it. Do so, then go to the dam at the end of the road. Before you get to the dam, note you should have collected a Cobweb and the Purse Tag on this street.

Since you freed the blimp pilot a second ago, the blimp will be parked at the base of the dam. You are to Use blimp to get over the dam. This is very easy. Just jump on top of the blimp and you'll be tossed onto a horizontal pole atop the dam. Shimmy down the pole and you'll be told to Reach Skyscraper Island.

Before moving down the main road, move along the road that borders the dam. Here you'll find the Hatbox Tag, the Hatbox, an Astral Projection Layer, and a Cobweb.

Next move down the main road, fighting enemies and collecting items as you go. Watch the waterfront this time, as ships will be shooting missiles your way. Hop on the ships to destroy the turrets, and hop off before they sink, or you'll be sucked down with them. Grab the Steamer Trunk Tag, then either cross the bridge or ride the rail to Skyscraper Island. You can cover both paths to collect all of the items. The rail path (left) leads you to a Cobweb and the Suitcase Tag. The bridge path (right) leads you to a Cobweb, a Vault, and the Steamer Trunk. Either way, just keep moving forward and you'll run into Skyscraper Island.

On Skyscraper Island you have to Destroy all planes so the freighters can dock. To do this, climb to the top of any one of the tall skyscrapers (note the Suitcase on top of one of these towers and the Maximum Projection Depth Increase on another) and take aim at the surrounding planes. Shoot down all eight and the dissenters will line up the freighters for you. Hop across the freighter to get to Tower Island so you can Destroy the radio tower.

Boss Fight: Kochamara

When you arrive on the island, move forward and you'll meet your third boss, Kochamara. Defeating Kochamara is all about deflecting his blue laser attacks with your shield. Simply hit your shield button as he powers his blue charge and he'll end up harming himself upon releasing the charge. You'll also have to deflect his physical attacks, but that's simply a matter of, again, using your shield, or jumping out of the way.

After hitting him three times with his own attack, Kochamara will come down to the ground. Again, avoid his physical attacks, but keep an eye on him. When he charges up and says "Learn to avoid area attack," get close to him and protect yourself with your shield before he releases his area attack. Immediately after he releases, he'll be vulnerable to your physical attacks, so punch him as many times as you can. Repeat the process until his meter runs out.

With Kochamara out of the picture, Climb the tower and destroy the antenna. Climb the tower and the destruction will take care of itself.

With your work in Lungfishopolis complete, the Lungfish will take you to a new area. He (she?) will also give you the Lungfish Call. This is a very important tool, as, if you exit this area and return to camp, the only way to get back is by using the Lungfish Call at the shore of the lake. The Lungfish Call will also take you back to camp. Since you should now be a 30 rank, Ford has a new badge waiting for you. Since you'll need it in the next area, go ahead and use the Lungfish Call to return to camp and Ford's Sanctuary.

In Ford's Sanctuary you are given the Invisibility Badge. Go through the invisibility tutorial (note that, like the shield, the meter eventually runs out), then follow Ford to the observation room. Here you'll discover all of the campers have had their brains sucked out. You are to collect any brains you find. Good times. With your new badge in hand and a new task of collecting brains, return to the grounds of Thorney Towers by, again, using your Lungfish Call at the shore of the lake.




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