Khimera: Destroy All Monster Girls

Khimera: Destroy All Monster Girls

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Guide to Khimera's Secrets
By Dorko von Porko
I'm going to do the best I can to describe the secrets in every level, which includes the books and fairies. As far as achievements go, this should help you get Fairy Friend, Turbo-Librarian, and Free Samples.
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Introduction
I wasn't sure what the best way would be to write about the collectible books and fairies. Instead of doing a full guide for those separately, I decided to try and cover everything for convenience!

If I did this right, you should be able to find every notebook, fairy, detonator, and health upgrade. I'm also insane enough to write down which specific biography each book is. This was a very tedious process. The one thing I'm not going to mention is the various breakable walls that contain food or treasure. If you're having trouble getting A ranks, punch more walls!
Ragazza Plains
FAIRY
Here's the very first fairy! After you drop down here, punch the wall on the right. You'll go outside the cave and find the fairy caged up.







BOOK
In this area, you're fighting scuttlebugs as you get lower and lower. Don't go too far before you have a chance to punch this wall on the right to reveal the first book! (25. Serpantina) You won't be able to get back up if you miss it.





BOOK
This is the room where you're greeted with a pirate swordsman and floating platforms. Ignore the platforms and go right for another book. (4. Fluff Pirate) You'll have to do some jumping for it.






COSTUME
After you reach the top, you would normally proceed to the right. There's a secret costume over to the left. The original intention was for you to double jump, but you can actually reach it with two well timed air dashes! If you can't do that, you can also dash from the ground and jump before dashing again in midair to make it across.


BOOK
This screen spawns two pirate swordsmen that you have to defeat. Take them out and you get an easy book! (1. Chelshia)







FAIRY
After the swordsmen and this scuttlebug, don't jump down. Jump to the ledge up here and punch the wall down. Dash through the spikes and release the fairy!
Sky Fortress
This used to be the best level to choose first so you can get the double jump, but the game updated so you start with the double jump! It's still a good choice for the new jump ability, but it's not as necessary for collectible purposes. You should be able to get everything on your first go in any level you pick first!

FAIRY
After you break into the sky fortress, you should immediately head to the left. There will be a single scuttlebug guarding a fairy.







GOURMET GAL
Come to a stop before dropping down a second time. The wall is clearly different here! You'll want to break it apart to reach Gourmet Gal. You should be able to make it with that useful double jump.




BOOK
There's not much to say about this one! This is a book that's very hard to miss. (5. Fluff Aviator)








BOOK
This is after that crazy vertical climb with air lifts and fluff aviators. To the right of this pirate swordsman, there's a blocky part of the wall you can punch open. Do that and grab the book! (2. The Professor)





FAIRY
DETONATOR
Ride the air lift all the way past the three cannonball shooting guys. Jump to the platform on the right, then jump and dash to the far left. Break the wall and you'll find the fairy here. You'll probably want to break the wall behind the fairy too. That's where the detonator is, which unlocks an extra level.



BOOK
The first cannoneer here has no wall behind him! (He's not in the picture, I already got rid of him) Punch his face in and pass him to reach the area that contains this book. (9. Pirate Cannoneer) This area is a screen with harsh wind blowing. Carefully get onto the first platform, then dash to the other platform when they align just right. It's very easy to die here so be careful. Luckily, you only have to get this book once.

FAIRY
The secret is in the room with horizontal lifts and two cannoneers. Get onto the second platform, then find a way to get around the second cannoneer. The intended method is to use the saucy shot from Mt. Afrokupa to take out the cannoneer, but you can brute force your way through with dashes if you want. The last fairy is in here.


BOOK
This book is right on the way! (26. Amelia) You'll want to jump really early if you want to reach the top platform. You could dash to where the jewels are, but it's a very tricky dash to make.
Tower of Power
BOOK
Wait around in the first room of the level. A ghost will appear, giving you a lift to the book! (22. Spactre Die)







FAIRY
This fairy is right in your way. (Usually in the place of the jewel in the picture)








BOOK
This book is impossible to miss. (37. Estylia) If you don't want to die, you'll have to be quick!
Mt. Afrokupa
BOOK
Go left on the very first screen and punch through the wall. The book is just a dash away! (11. Pirate Explorer)







FAIRY
After the first vertical climb section, don't continue right. Fall down and hang to the right. Punch through this wall. There's some spike traps, but you'll find the fairy in there.






DETONATOR
You'll want to jump up here for this level's detonator!








BOOK
It's right in your way, inside an ice block. Destroy all the ice blocks and grab the book! (16. Misboro) You won't be stuck afterwards; just leave the room and come back. The blocks will be reset.






BOOK
At one point, you drop down to see there's a floor of spikes below you. The weird thing, however, is that there's a bottomless pit to the left that you'd have to dash to reach. There's no way that would kill you, right? Right! There's a book down there. (19. Little Oni)




GOURMET GAL
If you just got that last book, then you'll want to head right after leaving. This is technically going backwards, but you'll need to do this if you want to meet up with Gourmet Gal for a health upgrade! She's to the right of one of those fire spittin' girls, behind a breakable wall.




FAIRY
If you grabbed the book in the pit, just drop down another screen and go left for a fairy. If you didn't, it's right after the room with all of the fire spittin' girls. Just go left instead of right, alright?






BOOK
The intention here is to use a ranged attack to break the wall open, but you can easily cheese this with the double jump. Just dash, jump, dash! You can probably get this without the double jump if you wanted by dash jumping into it and then dashing again. (27. Anchovi)





FAIRY
In the first room with the springs, reach the top and go right first. This is the final fairy of the level. All you have to do is dash to the spring when it stops at the far wall.
Icy Path
BOOK
Don't drop down. Jump to the right and break the wall to grab this book. (17. Skallo)








FAIRY
When you do drop down, make sure to go left. You'll have a little ice block puzzle to solve to free the fairy.







BOOK
After jumping on the springs, jump to the top right. You'll find a room filled with an army of aviator fluffs guarding the book you want. (24. Chibeara)
Oil Platform
BOOK
As you can see, the book is right there in the open! (29. Pacifica Oceana) All you have to do is that fancy double jump.






FAIRY
After your first encounter with the pirate that throws little bomb guys, there's a huge gap. Instead of dropping down, you want to make it to the other side to get a fairy. You should be able to get over there with two air dashes. Try to do better than I did in the picture.




FAIRY
Eventually, you'll reach a part underwater where you have to climb upwards and deal with annoying squids. Look out for a marking in the left wall that looks like a sea shell. There will be a daring gauntlet of spikes with a fairy at the end. It's difficult to go back up through the spikes, so I recommend dropping down instead.



BOOK
Before you leave the water, jump up to the green pillar. Walk into it and you'll transition into the next screen with loot and a book! (7. Pirate Swordsman)






DETONATOR
After the hallways with bombs, you'll reach the top. Your goal here is to reach the top left corner. I've been told you can pogo off a cannon shot to get up there, but I haven't tried it myself. I just used the double jump. Go up there and walk all the way left until you find this level's detonator.



GOURMET GAL
In this section, four cannon balls rain down in a pattern. There's a wall on the right that you can jump through! Do that instead of dropping down, and you'll be greeted by Gourmet Gal.






BOOK
This is a seemingly empty screen where your only option is to drop down, but there's a hidden screen to the left. Just walk left and you'll find some boxes and a flying platform. Break open the box on the far left and grab the book! (6. Fluff Bomber)





BOOK
It's more difficult to avoid this book than to grab it. Time your dashes well and grab the book on your way out! (21. Tamole)







FAIRY
This one is easy to miss. Towards the end of the level, there's this room with only one pirate swordsman. You can break open this first wall and open a hole in the floor. The last fairy is located down here!
Brine Cave
BOOK
The first book of the level is right here! (20. Squidge) To make sure you get it, hug the left wall when you drop down the right side of the screen.







There's another seashell in the wall here. Break open this wall and you'll find a room with sweet loot! You'll have to break the bridge and quickly run to get everything. You can cheese this if you have the Lucky Chax Doll. You'll only find money here, which is helpful if you want that A rank.





FAIRY
This fairy is right on the way! Breaking this cage open really slows you down. Luckily you only have to grab fairies once.







BOOK
This book is obviously there, but it can be a pain to grab it without dying. (10. Pirate Demolitions) Good luck grabbing this and staying ahead of the exploding bridge.
Pumpkin Valley
FAIRY
Walk to the left and grab the fairy.









BOOK
This first book is resting on top of some spikes. (14. Zambot) Grab it and get to safety with either a well timed dash or a double jump.







FAIRY
At the end of this screen, there are two pumpkin enemies. Jump up to the ledge where the second pumpkin is sitting. Smash open the wall and head inside to get a fairy!






DETONATOR
Below there are two ghosts bouncing around. Don't drop down just yet. To do this safely, inch towards the end of the floor and punch the right wall. (or use a projectile) Your punch will reach, and you can then dash on over. After some jumps, you'll find some money and a detonator!




BOOK
Drop down from the previously mentioned room. Punch the wall on the left! There's a little room with a book at the end. (15. Seedle)







GOURMET GAL
Here the ground is slightly raised up and there's a projectile throwing jerkweed. If you smash the ground, you'll break it open! Keep digging and you'll eventually find Gourmet Gal.






BOOK
Once again, we meet up with our trusty save gorgon girl, Estylia. Walk by her and use the double jump to get up over to the right. Dash over and get the book! (28. Mimi the Mimic)




FAIRY
At this point, you'll have taken a spring to jump up to get here. There's one projectile throwing dude and a suspicious entry to the top left. Wait in this room long enough and a helpful ghost will appear! Use him to jump up, and you'll get to see some dancing zombies! Walk all the way to the left and you'll find a caged fairy.



BOOK
This is the final waiter ghost section! Wait around at the end of this screen. A waiter ghost will appear below you! Jump onto him and punch the wall. It'll reveal the last book! (3. Bernadette) This ghost will disappear quickly just like all of the others, so you'll have to jump back up fast or wait in the hole.
Windy Way
BOOK
It's impossible to miss this book. (18. Kiran) Just make sure you don't fall!








FAIRY
When you drop down, walk to the left. There's a fairy guarded by a bunch of aviator fluffs.








BOOK
You get this book for defeating the witch whose got those two projectile throwing bozos backing her up. (8. Pirate Marksman)
The Black Widow
BOOK
The level forces you to fight two witches. Defeat them and get this book! (12. Pirate Samurai)








FAIRY
Go directly right from the previous room. This fairy is waiting for you here.








FAIRY
In this room, there's two spike blocks constantly moving across the screen. Don't break the floor to progress! Walk directly right where the second spike block is coming from. The fairy is in here! Be extra careful not to fall before you get the fairy! You'll be unable to get back up.




Go left here for a treasure room! This will be helpful if you're going for a A rank. If you need a tip for getting through this room, I suggest killing the second or third flaming skulls with the saucy shot.






BOOK
This is another room where the game forces you to fight two witches. Defeat them and grab this book! (23. Weekday Witches)







FAIRY
Estylia, the save gorgon, warns you about the next screen. "Get some air before you go into the next room. You'll need it to get across the gap." Do that and you'll be able to dash across to the fairy!
Mechanical Mayhem
FAIRY
Go left from the very first screen. There's the first fairy!








FAIRY
The fairy is right here in the open. Take your time and head on!








BOOK
This book is a little tricky to get. When the whole thing is going up, spam jumps into this corner with the book and you should be safe! (30. DJ Doroko)
Miscellaneous
BOOK
This first tip is about the one book in The Spider's Web. While you're falling, there's a breakable part of the wall on the left. After multiple attempts, I'd say the most successful strategy here is to spam dashes and midair jumps in rapid succession until you get in. The book is in here! (31. The Pirate Captain)



BOOK
In Chelshia's house, there are two books. The first one is hidden inside this refrigerator! Smash it open and you'll get it. (36. Muffey)







BOOK
The other book in Chelshia's house is inside the game console! Interact with the console and you'll start playing Cakeboy. According to the game's creator, the card itself appears in the game in "every stage on or after 12. Originally it was just 15." I haven't confirmed this with my own playing, but work hard and you'll get it! (38. Cakeboy)





BOOK
In Ragazza Town, there's a book on one of the rooftops! You need to double jump to grab this beauty. (13. Scuttlebit)





FAIRY
In Ragazza Town, there are two fairies! The first one is right over this roof. You can reach it with a simple double jump.




BOOK
Go find the purple bat in Ragazza Town. There's a hidden breakable ceiling to the right! You can either break it from the side with the saucy shot or from below with the mermaid anchor. The book is right in there! (35. Nyazoine) Update! I've discovered you don't need either of these abilities. If you dash under the ceiling tile, your hitbox should break open the block.


FAIRY
Mouthface is hiding a terrible secret! Go to Mouthface's store and punch the wall behind her. There's a fairy back here!







FAIRY
In the Fairies Domain, there's a green fairy who shows up after you've rescued a certain amount of fairies. I'm not sure how many you need, but somebody in the comments said the showed up after they rescued 13 fairies. She'll give you a book for your troubles. (32. The Fairy Queen)






BOOK
The Fairies Domain has one more book in it. All you have to do is jump behind the great fairy and find this hidden book! (33. Gourmet Gal)







BOOK
This one can be easy to miss. There's a little tent on the map that you can go to after you defeat the four main levels! It's a weird little tent with the fast food guy from town and a new fellow named Andy Querie. The challenge here is a ten question quiz where you're only allowed two errors. Hopefully you've been paying attention to the game you've been playing! If not, you can just try again and again. Thankfully nothing scary happens when you lose. Beat the quiz and grab the book! (34. Mouthface)
38 Comments
Ninelives Jun 28, 2020 @ 7:54am 
On the Anchovi book (27, Mt Afrokupa), I found that the wall block is still visible after breaking it. Either that or there wasn't a block to break to begin with? Not sure if this is visual bug but it was the last book I found and it was a bit confusing for me because I didn't realise there was a ledge to jump too (and my ground smash didn't reveal any hidden blocks).
Dorko von Porko  [author] Sep 7, 2019 @ 12:46pm 
I went back through the Afrokupa level while checking my guide. The fairies are all there.
Potat, Enjoyer of Tomboys Aug 15, 2019 @ 8:11am 
The missing fairy in Mt. Afrokupa is in one of the first room at the rignht side
Abouter Sep 4, 2018 @ 10:41pm 
there isone missing in Mt. Afrokupa? i did all the ones you posted and im still missing one
Syaxamaphone  [developer] Aug 10, 2018 @ 10:16pm 
Regarding the Cakeboy notebook, as of like 3.4 or w/e, it now appears in every stage on or after 12. Originally it was just 15.
Dorko von Porko  [author] Jul 10, 2018 @ 6:53pm 
Thanks for the input! I hastily edited the guide.
Czarina Annalise Jul 9, 2018 @ 12:55pm 
FYI: I was able to get the book from the green fairie in The Fairies Domain with 13 fairies rescued. Great guide by the way.
Ithurtswhen_ipee Jun 16, 2018 @ 3:50am 
actually jsut got the card in cakeboy at level 12, i feel it might be random.
Slime Drips May 23, 2018 @ 9:34pm 
You can get the Cakeboy book easy by pressing 2 on the Cakeboy menu screen and selecting level 14 (pressing 1 lowers the level counter, if you accidentally go past 14). Note that the Cakeboy level select seems to place you at one level after the one you pick, so you do have to choose 14, not 15.
Senator Jim Death Apr 30, 2018 @ 8:55am 
For book 31, in this version you can literally just jump towards the wall, hold left, and mash the dash button. You'll just kinda slowly bounce down the wall, and dashing will keep you onscreen long enough for the wall explosion animation to finish. You'll dash directly into the opening. No air-jumping or anchor or anything else required.