Lungfishopolis
Ah, Lungfishopolis. A peaceful city, full of ordinary citizens going about their day...until you come along, that is. As Goggalor, destroyer of worlds, it'll be up to you to smash every single thing you see, including the buildings and defenses of the city. Blessed carnage!
Of course, not everything's quite as simple as that; in order to proceed through this area, you're going to need some allies, which come in the form of pint-sized rebels who are attempting to overthrow the reign of the evil Kochamara. After moving up the path a bit and smashing open a prison holding more dissidents, you'll obtain the Shield power. Bind it to one of your action buttons; you'll be able to use it to protect yourself from the many tanks and other dangers of the city. Just hit it whenever you're about to be struck, then take it off again when you're safe.
With the Shield power in hand, head towards the laser-lined corridor and step inside. You'll almost immediately be hit with dozens of lasers, but if you throw up Shield before they come out, you'll reflect the lasers into the walls, destroying the laser setup entirely. Proceed from there into the prison area, grab the Dufflebag Tag, the first Cobweb, and the first Vault (which depicts Kochamara's invasion of the city), then bust open the prison to free the dissident pilot, who's the only one that can fly the zeppelin which is so conveniently tethered near the building.
When the pilot is free, take the Dufflebag tag and use it to open the Dufflebag, which is back across the water towards where you entered the area. You may have also noticed the Purse near the prison; you can find the Purse Tag by climbing the large building near the crane here. There's also another Cobweb behind this same building.
While you're climbing the building with the Purse Tag atop it, you'll probably get another newsflash that will depict a new weapon of the city's defenders: laser tanks. These guys hit pretty hard, so you may want to bind Invisibility to help you approach them.
Near the end of the path to the dam, you'll be threatened with the Anti-Monster Turrets. Again, your Shield power will be enough to get you close enough to kill this thing; just shield yourself when you're targeted, run up a bit, and repeat until you can smash the turret. With that out of the way, you can jump atop the blimp to reach a second level of the town.
Above the Dam
As soon as you land on the upper level of the town, you'll obtain the Hatbox Tag. You can find said Hatbox by walking along the upper edge of the Dam; another Cobweb is also up there.
As you travel through this denser section of town, be sure to scale one of the buildings for another aggression upgrade, and also keep an eye out for the Steamer Trunk Tag, found near the harbor. You're going to want to take out the ships here, or they'll continually fire homing missiles at you.
Eventually, the path will branch. The left path will lead to a little peninsula connected to a rail line, with a Cobweb in the small city there and the Suitcase Tag on the rail line, while the right will take you across a suspension bridge into another small city, itself with a Cobweb and the Steamer Trunk atop a building. The second Vault should also be traipsing around this latter area. You're probably going to want to explore both paths thoroughly for figments anyway, so feel free to pick one and then backtrack. They both lead to the same area.
Said area, the final segment of the city, is going to be overrun with airplanes. You'll need to destroy them all before your dissident buddies can take their ships into position to get you across the channel. To do so, climb to the top of one of the towers here and start hitting them with Psi Blast. You should've gotten an upgrade by now to let your Blast hit three targets at once, meaning you'll only have to do this a couple of times before you finish off all the planes. They will attempt to kamikaze you to drive you off the buildings, but that's not such a big deal, as you can just reclimb them, and they'll be down a plane after they do so.
When the planes are cleared out, grab the Suitcase on top of one of the buildings to clear out the last baggage and obtain the Primal Memories for this stage. With that out of the way, grab any remaining figments before crossing the channel to take on Kochamara.
Boss Fight: Kochamara
Kochamara, though massively entertaining, isn't very difficult to take down, so don't worry if you don't have any Dream Fluffs on hand. Be sure to have Shield close at hand before heading in; if you do, then you're all but unbeatable.
Kochamara begins with some aerial attacks, of which he has two. You can't use Psi Blast on him, so don't bother. Instead, use Shield to block his Ram and Triangle Beam attacks. The Triangle Beam will reflect back to him and cause light damage. (If you're having trouble timing your shield, try switching on captions to get a better idea of when to flip it on.)
After you deal enough damage to Kochamara's aerial form, he'll hit the ground, where he'll use a ram attack, a combo melee attack, and an area attack to deal damage. The key here is to block his two physical attacks, and get close to him when he uses his area attack. If you shield yourself during it, then you'll be able to lay down a fist combo on him afterwards and deal a good amount of damage.
After flipping through aerial and ground forms a couple of times, Kochamara will eventually go down, at which point you can climb the radio tower to finish the level off.
Table of Contents
- Walkthrough
- Basic Braining
- Sasha's Shooting Gallery
- Milla's Dance Party
- Lungfishopolis
- Milkman Conspiracy
- Gloria's Theater
- Waterloo World
- Black Velvetopia
- Meat Circus
- Item Hunting
- Kid's Cabins
- Main Campgrounds
- GPC and Wilderness Area
- Reception Area
- Boathouse and Beach
- Thorney Towers and Labs
- Asylum Courtyard
- Asylum Upper Floors
- Download This Guide
- Feedback
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