Psychonauts Walkthrough Lungfishopolis

September 12, 2016 (Last Updated: ) | Reading Time: 3 minutes

This Psychonauts walkthrough is divided into 13 total pages.

You can jump to nearby pages of the game using the links above.

Lungfishopolis

Psychonauts Walkthrough - Psychonauts 116
Psychonauts Walkthrough - Psychonauts 116

"Since when are we playing a Godzilla game? Waddle over to and punch the prison with all the yellow exclamation marks.

Psychonauts Walkthrough - Psychonauts 117
Psychonauts Walkthrough - Psychonauts 117

"Walk through a few tanks to the laser gate and try out your new shield power to break the entire thing. Smash the next prison open to free the pilot needed.

Psychonauts Walkthrough - Psychonauts 118
Psychonauts Walkthrough - Psychonauts 118

"On your way to the docks you'll find a new friend, the laser tank. Shield up when the laser hits you and it'll reflect back at the tank.

Psychonauts Walkthrough - Psychonauts 119
Psychonauts Walkthrough - Psychonauts 119

"The final weapon used against you at the docks is a missile cannon. Shield up when it launches at you, and slowly creep up to whack it when it's not firing.

Psychonauts Walkthrough - Psychonauts 120
Psychonauts Walkthrough - Psychonauts 120

"The Rebel Pilot's plan sucked, but their blimp doesn't. Use it as a spring to launch you up to the upper city. Be careful, as it's in a dam, and the water is deep enough to kill you now.

Psychonauts Walkthrough - Psychonauts 121
Psychonauts Walkthrough - Psychonauts 121

"Fight your way through the upper city until the Navy releases their airforce. Climb up the massive buildings, but be careful, the planes can knock you down really easily. Your Marksman skill works wonders to quickly dispatch them.

Psychonauts Walkthrough - Psychonauts 122
Psychonauts Walkthrough - Psychonauts 122

"Once all of the navy's forces are taken care of, the resistance will move their boats to help you cross to the comms tower.

Psychonauts Walkthrough - Psychonauts 123
Psychonauts Walkthrough - Psychonauts 123

"Naturally the tower is guarded, but none other than… Coach in a super hero suit.

Psychonauts Walkthrough - Psychonauts 124
Psychonauts Walkthrough - Psychonauts 124

"Thankfully, His tells are extremely easy, as he literally says what he's going to do. While he flies around, shield is your best weapon. Block his ram, and reflect his beam to damage him.

Psychonauts Walkthrough - Psychonauts 125
Psychonauts Walkthrough - Psychonauts 125

"After a while, Coach drains your ammo for Marksman… not that you were using it. Continue reflecting until he comes down to fight you like a man.

Psychonauts Walkthrough - Psychonauts 126
Psychonauts Walkthrough - Psychonauts 126

"When he does, be prepared to face more telegraphed attacks. Once he performs his Area attack, he'll jiggle around for a while. This is your opening to pound on him.

Psychonauts Walkthrough - Psychonauts 127
Psychonauts Walkthrough - Psychonauts 127

"He'll switch between attacking on the ground and flying around a few times, but the attacks are the same. Keep at it until he is no more.

Psychonauts Walkthrough - Psychonauts 128
Psychonauts Walkthrough - Psychonauts 128

"Now that Coach is down for the count, nothing is in your way from climbing up and bringing down the Comms tower.

Psychonauts Walkthrough - Psychonauts 129
Psychonauts Walkthrough - Psychonauts 129

"Back in the real world, the Lungfish thanks you for freeing it, and takes you to the Asylum where Lily was taken to.

Psychonauts Walkthrough - Psychonauts 130
Psychonauts Walkthrough - Psychonauts 130

"Enter, BOYD! The mental… challenged guard keeper for the Asylum. You won't be getting through the gates without opening his mind first, so open up the brain door and try and fix boyd.

More Psychonauts Walkthroughs

This Psychonauts walkthrough is divided into 13 total pages.

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