A group photo of the main and most common type of enemies in Psychonauts.
An Enemy alternatively called as hostiles is a term that encompasses those entities that distinguish from other characters thanks to their nature. They act rather obstructive in Razputin’s journey throughout the entire franchise and they distinguish themselves from hazards by presenting reactions towards the player’s interactions with the usage of their PSI-Powers. There’s 3 main categories which are: regular enemies, mini-bosses and bosses; the enemies however have 3 sub categories which go from large enemies, to support enemies and finishing with obstacle enemies. That’s not all however, these categories can also fall under 2 kinds of types, the ones of the real world and the ones of the mental worlds.
The following is a list of every single enemy in the first Psychonauts. The list features locations and areas of every single enemy and some general information like attacks, appearances or even a strategy to face this characters. There's 3 variants that will be use to describe the enemy type: Systemic Mental Figure, Unique Mental Figure and The Physical Figures.
These humanoid businessmen roam the psyche in seek of harmful thoughts that must be removed. This includes psychics who entered a mind with or without authorization.
Stamp: slams his stamp in front once (2 hits of damage).
Dash: moves at an average jogging speed.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
Taller, smarter and overall upgraded from their lesser stamping variants. I might say they can be a little lazy, always camping in one spot while shouting from far away or waiting to smack with their clipboards if getting too close.
Clipboard Whack: swipes his arm frontally and quickly (2 hits of damage).
Forbidden Symbol Blast: through his mouth fires a blast of "NO" symbol (4 hits of damage).
Jump: equivalent to a jump from the levitation ball and somewhat higher.
He’s bigger, not faster but stronger on the other hand. The Burly Censors punch hard as well as resist like no other of their kind, they’re the opposite pole of the little censors if you want to see it that way.
Censory Pummel: releases a barrage of two punches (4 hits of damage).
Prohibitive Smash: charges and slams his fists in front (4 hits of damage).
Dash: moves on a walking speed.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
Chibi-looking fiends who explode in front of their target if they reach it. While fragile as the crystal, their explosion does decent damage. Try keeping your distance from them.
Fiend’s Ka-pow!: by getting close to it, immediately explodes (4 hits of damage).
Dash: moves at a slow running speed.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
In an attempt to prove who’s the strongman around, Bobby Zilch picked this turret from the snowy battlefield in order to get rid of Raz from the Coach’s mental world.
Rapid Fire : via its minigun, the turret can shoot nonstop. Unless a target gets hit which makes it stop for a moment (4 hits of damage).
Somewhere in the dark forest, these creepy and uncanny living vines wait for any easy victims to have a nibble out of them. It’s so strange their upper antennas make them look like bunnies.
Chomp: at close range, it attempts to bite Raz very rapidly (2 hits of damage).
Camouflage: thanks to its structure the attack vine can curl up its body to mix with the environment.
Super Vision: with its many eyes it can still see Raz even with invisibility on.
Shadowy and towering, this beast blocks a section of the Brain Tumbler Experiment in order to prevent Raz from going further and discovering more of “his psyche”. Unfortunately its size doesn’t represent the true resistance of this creature.
Vast Gust: from its mouth releases a big breath that pushes Raz far enough.
The self-proclaimed strongman at camp wants a rematch, but one where Raz and Bobby have to race inside the mind of Milla Vodello. Spoiler, he loses miserably.
Astral Projection: Like every camper, Bobby can enter the teachers’ minds to take on a training.
Dash: moves at an extremely fast speed, slightly above Raz high speed in the levitation ball.
Locations[]
Whispering Rock Psychic Summer Camp
Kids' Cabins, Reception Area, GPC and Wilderness, Parking Lot, Boathouse and Beach.
One of two cheerleaders at Whispering Rock, while happy on the outside, the inside shows two depressed kids who want to end their lives… She’s faced along with Bobby at the race track.
Astral Projection: Like every camper, Crystal can enter the teachers’ minds to take on a training.
Dash: moves at the average speed Raz does when using levitation but without running so fast.
Locations[]
Whispering Rock Psychic Summer Camp
Kids' Cabins, Reception Area, Main Lodge, Boathouse and Beach.
Best friend of Crystal who just like her, they’re faced inside the racetrack of Milla’s Dance Party. Although the two don’t represent much of a threat actually.
Astral Projection: Like every camper, Clem can enter the teachers’ minds to take on a training.
Dash: moves at the speed Raz would do if going slowly on the levitation ball.
Locations[]
Whispering Rock Psychic Summer Camp
Kids' Cabins, Reception Area, Main Lodge, Boathouse and Beach.
Beware of the psychical grizzly bears, not only they’re tough hitters but also versatile with their abilities. This is the result of the Psitanium deposit; allowing the bears to move with levitation and use telekinesis to capture their food.
Big Scratch: rises its arm and slashes forwards (2 hits of damage).
Midair Scratch: by jumping in front of the bear unleashes a more powerful slash (2 hits of damage).
Telekinetic Scratch: if missing on catching Raz, swings its TK hand frontally (2 hits of damage).
Multi-Scratch: Once lifting Raz, the bear pummels him with three strong scratches, pushing him on the last one (6 hits of damage).
Levitation: instead of walking in all fours, the bear uses levitation to move around. Its speed is slightly faster than the Strongarm Censor’s one.
Once the moonlight arrives at Whispering Rock, the cougars come out for easy food and by "easy", it means using their Pyrokinesis at their prays to burn them for a nice juicy roast. However by staying at watery places their powers might be blocked until coming out.
Pyrokinesis: when spotting Raz, the cougar concentrates for three seconds to set its victim on fire (6 hits of damage).
Scratchy Paws: clobbers its prey by having it nearish (4 hits of damage).
Locations[]
Whispering Rock Psychic Summer Camp
Reception Area, GPC and Wilderness, Main Campgrounds, Boathouse and Beach.
Somewhere in the ruins of Shaky Claim at the bottom of the lake, the crustaceans wonder around and… well, they do what a real crustacean would do. I don’t think the Psitanium change anything other than their size.
Snappers: the Crayfish snaps its claws as an offensive move (1 hit of damage).
Dash and Swim: moves at an extremely slow speed, though regular one on the ocean.
When dragged outside the water, sucker fishes stay there until something helps them get inside. Watch out with these fishes, they can confuse you with a lollipop.
Lollipop Aim: touching it will make it latch onto Raz’s head (1 hits of damage).
Dash and Swim: totally stationary at ground but moves at the ocean with an average speed.
People should be like oysters, clam up when there’s nothing better to talk about, I think. These sea creatures are seen everywhere, so watch your steps to avoid getting bite.
Sea Chomp: it’ll close right away after stepping on it (2 hits of damage).
Invincibility: absolutely impossible to be broken or damaged at all.
The first line of the Lungfish Navy, it comes on big numbers and they fire whenever they have Goggalor in front. Upgraded versions exist in the upper side of the city but they still look practically the same.
Missile Launcher: fires a missile per shot from its cannon (1 hit of damage).
Missile Launcher 2.0: similar to the regular missile except now tracking Raz’s current position (4 hits of damage).
Dash: moves at a slow speed.
Locations[]
Lungfishopolis
Lungfishopolis Lower City, The Laser Tunnel, The Dam, Lungfishopolis Upper City.
An experimental landlocked vehicle that shots deadly lasers! I’m sure whoever design these considered the fact that the laser could be reflected with a shield.
Zapping Laser: after four seconds of charging, releases a large energy laser (5 hits of damage).
Locations[]
Lungfishopolis
Lungfishopolis Lower City, The Dam, Lungfishopolis Upper City.
The one and only vehicle that fits the title of Lungfish Navy, anyways. It’s better attacking these enemies on safe grounds, cause they can sink and that’ll be bad for Goggalor if he’s on top of one.
Missile Launcher: fires a homing missile per shot from its cannon (1 hit of damage).
Famous amongst the other vehicles, flying in circles all over the skyscraper city and pathetically weak against projectiles like Goggalor’s psi-blast. They look like sharks come to think of it.
Kamikaze: once having Goggalor in front, any of the planes will crash into him (2 hits of damage).
Bombs Away!: drops or fires bombs directly into the ground or their target (4 hits of damage).
Trouble with monsters? Fear nothing, cause the Lungfish Navy Turret comes to the rescue with its powerful missiles. No beast stands a chance unless they become invisible or shield at the right moment, which Goggalor can’t right?
Super Finisher Rocket: locks onto the target and shots powerful rockets per shots (14 hits of damage).
How do you fight scout girls? Well, you can runaway from them, or use your shield to block their bullets when attempting to snipe you… wait who gives children weapons? And why they deny telling about the location of the Milkman?
Sniper: aims with a laser point at her victim and shots it in the head (insta-kill/1 Astral Projection).
Locations[]
Milkman Conspiracy
The Neighborhood, Post office, Book Depository, Den Mother's House.
This so called road crew workers can be seen at the beginning of the Milkman Conspiracy. Despite their profession, nobody knows when that road is gonna get fixed.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
At the normal suburbs of Boyd’s mind some G-Men can be seen trimming some hedges. In order to get inside the house they guard, Raz must disguise and when I mean by this I mean just borrow some hedge-trimmers to fool this guys.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
Inside the house guarded by the Hedge-Trimmer G-Men, the Housewife G-Men resides and she loves pies a lot, but not as much as her husband, so if you are gonna make pies with her keep your hands off her darling.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
Some people associate grieving as expressing sadness by the loss of someone, these Widow G-Men associate it with playing the guitar or playing golf with the bouquet. I wonder if they know there is a clue about the Milkman inside that strange mausoleum covered in vines.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
Stay away from the Sewer Worker G-Men, they’ll never let you go unless if you hear their 100 facts about sewers! The fact the biggest lead to the Milkman’s location is up their noses and yet they don’t notice is painfully funny.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
While seeing as a menace to society, they seem fond with the ones of their kind. One of them even worries for the murder of another G-Men called "Freddy”; he’s fine though if you ask.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
Locations[]
Milkman Conspiracy
Book Depository.
Health Stats[]
PSI Punch
None
PSI Blast
None
Telekinesis
None
Shouting Censor Blast
None
Levitation (Rank 50 and 60)
None
Pyrokinesis / Times to set on fire
None
None (6 seconds, each second equals a hit)
Shield (Rank 80)
None
Confusion Grenade
None
G-Men Vehicles[]
In-game Look
Type/Category
Description
Moveset (With Damage Stats)
Unique Mental Figure
Obstacle Enemy
Vehicles are important, but even more when spies need to move around to track down their target. Nothing like a good car to pack a thousand Censors or Helicopters that can see through the walls.
Flight: the helicopter moves at a considerable speed.
X-ray Vision: during the usage of clairvoyance, it is shown that their cameras can see through walls.
Locations[]
Milkman Conspiracy
The Neighborhood, Post office, Graveyard, Book Depository, Den Mother's House.
Last member of the G-Men organization, and they protect the most plot revealing things associated to Boyd and by consequence the origins of the Milkman. In favor of them, these are the only ones who take their jobs seriously.
G-men’s Only: all G-Mens can restrict specific areas of where they are stationed.
Interrogation Time: after capturing Raz, they’ll interrogate him with multiple questions related to the items he got or certain actions he did.
Infra-red Vision: They can ignore the invisibility thanks to their advanced eyes.
Frightening, horrific yet mysterious demons that lurk through the psyche in order to capture victims and bring them to a world of suffering. While everybody can have those, very few know how to cage them in parts of the mind where they can’t cause problems.
The Thistle Girls go from small to big, this actor being the tallest of the trio has to fulfill the most roles to play, which can lead to confusion if it wasn’t for that male voice she has.
Thorny Spin: spins for five seconds in circular patterns (2 hits of damage).
Dash: in-plays; moves at Raz’s running speed. Behind scenes; moves slowly when using the megaphone.
Having the most width out of the trio, she’s often seen as a mean schoolmate of Gloria. Behind scenes, and along with the other actors: they attack Raz simply because of their nature.
Thorny Spin: spins for five seconds in circular patterns (2 hits of damage).
Dash: in-plays; moves at Raz’s running speed. Behind scenes; moves slowly when using the megaphone.
Smallest and squeakiest from the Thistle Girls, she is the main character as she plays the role of Gloria Von Gouton herself. Just like the others, she’s breaks out of character behind the scenes in order to kick Razputin’s butt.
Thorny Spin: spins for five seconds in circular patterns (2 hits of damage).
Dash: in-plays; moves at Raz’s running speed. Behind scenes; moves slowly when using the megaphone.
A type of stage actor which stays as a background prop and nothing else, that is until the scenes are finished and they become outrageous against Raz. They’re the most dangerous type of enemy actors.
Sizzling Breath: spews fire from his mouth for four seconds (6 hits of damage).
Dash: moves faster than Raz running on levitation ball by a lot.
Just like the Hellhound Actors but funnily enough these ones don’t even appear at any of the plays. They’re quite present behind the scenes and during the fight against Jasper Rolls.
Shrill Scream (Ranged): shouts loudly, releasing a soundwave (2 hits of damage).
Shrill Scream (Up-Close): shouts loudly, generating an area soundwave (4 hits of damage).
Somewhere in the Catwalks, the rugged and romantic Phantom remains there until a bright sunlight like Bonita Soleil tries to perform on stage. He has lived quite enough in the upper area of the theater to the point he calls it his sanctuary and exclaims that no one is allowed to be there except him. Despite his rare nature, he’s easy to dispose with a powerful spotlight straight up his face.
Ghostly Swipe: if reaching him, he swipes his left arm and knocks back Raz (1 hit of damage).
Intangibility: can makes his body intangible against shots or any range attacks.
High Agility: can move through the catwalks with null problems.
Napoleon’s trusted soldiers and pieces who work as one of the main obstacles throughout the majority of Waterloo World. They function under the commands of Napoleon and nobody else’s; specially this becomes visible by trying to pick them or hurt them with any PSI-Powers, which will make Napoleon say: "Hey don't touch my pieces!, that is cheating!". The only thing that can take out these wooden soldiers off the road are armored peasants.
For France!: with his musket the wooden soldier can destroy and defeat his enemies.
Zone Blocker: disables the tile of the board where he was placed.
Semi-Invincible: besides armored peasants, nothing else (including Raz attacks) can harm this soldier.
While the French Soldiers tend to simply stay on their positions, the Cannon Snails are considerably more hostile and if approaching them, they’ll run away. Their presence is only visible when Raz needs to shrink to interact in depth with the game board environment.
Steel Shell: capable of repel any physical or ranged attacks.
Cannon Balls: ignites his fuse and pulls out his cannon to fire at its target (3 hits of damage).
The very first luchador which Raz has to come across in order to obtain the card queens for Edgar’s card tower. He speaks with a thick Russian accent and acts on a dramatic way, combined with tints of superiority like putting himself over-the-top. He’s the guardian of the 'Queen of Clubs' cards and after losing his encounter with Raz, he becomes one of the gardeners at the secret garden.
Second of the foursome luchadores that Raz has to face during the events of Black Velvetopia. Presenting himself with a prideful and aggressive attitude and talking with an Arkansas voice tone: Dragon is willing to impose his figure even when the combatant doesn’t get convinced. He’s the guardian of the 'Queen of Hearts' cards.
Third member of the Luchadores and the most distinguishable of them all. Not because of his flying skills but because of the lack of words via speaking; limiting to only say "Ca-Caw", variants of it and other bird-like chirps. He’s the guardian of the 'Queen of Diamonds' cards and like the rest of his group, he was formed of the feelings of guilt and hatred Edgar has towards himself because of the latter letting them down at the semi-finals back in High School.
The final opponent and member of the Luchadores that Raz has to face in order to finish the card tower of Edgar. Unlike the rest of the group however, he’s a lot more vinculated to the negative perception Edgar has of himself by failing to his teammates: this becomes a lot obvious when Cobra through some dialogues mentions and refers to Raz as Edgar instead. He’s the guardian of the 'Queen of Spades' cards and along his comrades they’re seeing at the secret garden after their defeats.
Living furry grenades in the form of mutated rats (mostly associated to toxic chemicals left from the building). They come in large numbers through the entirety of the upper floors, with the mere purpose of attacking Raz and presumably any intruders that’s attempting to reach the Lab of Dr. Loboto.
Confusion: by getting close to it, immediately explodes, leaving a cloud of confusion (12 hits of damage).
Crawl: moves at a fast running speed through ground and walls.
Creepy, mutilated bunnies who has been created from regular bunnies that were dumped into meat grinders. These zombified creatures run around to catch any living being they consider food, priority Lil Oly and Raz if the first mentioned isn’t around.
Wicked Slash: swings its dead paws to clobber Raz or Oly (6 hits of damage).
Lanky circus freak who is seen multiple times across the inside of the first tent and some points at the grinding section at the tunnel of love. While invincible to attacks, he can be stunned with any offensive abilities; and besides the knife he spits it can be used on those spinning wheels to reach higher areas.
Knife Throw: regurgitates a knife and throws it with his feet at Raz’s current position (2 hits of damage).
Kick: on top of the same platform as him, kicks constantly until Raz falls (2 hits of damage)
Invincibility: literally is indestructible and at most, it can only be stunned for short.
The following is a list of every single enemy in Psychonauts 2. The list features locations and areas of every single enemy and some general information like attacks, appearances or even a strategy to face this characters. There's 3 variants that will be use to describe the enemy type: Systemic Mental Figure, Unique Mental Figure and The Physical Figures. In this game also it is when the support enemy sub-category debuts.
Note 1: Mental worlds like Cassie's Collection and Bob Bottles will spawn different enemies depending on which mental world is done first.
Note 2: The PSI-Punch aka melee properties varies from each of the 4 types of punching.
Note 3: For the damage stats Pins will not be added, on the other hand, some upgrades that changes the damage of certain psi-powers will be added.
The suit-wearing, stamp-wielding, bespectacled baddie returns in the sequel with very few physical changes besides the new eyebrows with the same color as the hair but alternative including new movements in order to face off stronger intrusive thoughts.
Stamp Combo: slams his stamp, performs a palm strike and a charged stamp frontally (3 hits of damage).
Denying Spin: charges and spins for 2 seconds, pushing enemies in the process (2 hits of damage).
Anti-distance: locks on Raz and leaps towards him in order to strike with a stamp (3 hits of damage).
Forbidden Symbol Blast: through his mouth fires a blast of "NO" (2 hits of damage).
Push: By missing a hit and having Raz so close, pushes him far enough (1 hit of damage).
Dash: moves at Raz’s same running speed.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
His big absence in the first game got redeemed in Psychonauts 2 with more apparitions and specially coming on higher numbers than ever before. Aside from those details and the improvement on their combat, not much hasn’t changed.
Stamp Combo: slams his stamp and performs a palm strike frontally (2 hits of damage).
Anti-distance: locks on Raz and leaps towards him in order to strike with a stamp (3 hits of damage).
Dash: moves at Raz’s same running, sometimes even in fast levitation ball speed.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
Originally called the "Strongarm Censor", he makes a second appearance in Psychonauts 2 but much stronger, furious, powerful and nimble than ever before. Now on the category of Mid-Bosses; from the past mentioned he becomes one of the most frequent ones to face off in multiple mental worlds. Goodbye "NO" tattoos and hello brass knuckles with "NO"s engraved, and not to mention the clothing which has a similar color to the shouting censors.
Purple gooey-looking creatures with small arms and feet that roam the host’s mind. The presence of this being and specially in high numbers might indicate a severe conflict with one’s self about unresolved issues from any time period. Luckily for Raz the doubts are highly flammable, so a simply direct sizzling can melt down their entire existence.
Nom?: lengthens part of its body and attempts to bite Raz (1 hit of damage).
The puke?: occasionally stops chasing and spits globs of residue that unables most of Raz’s movement.
Teleporting?: If losing Raz, it merges its body into a glob of residue and manifest near Raz’s new position.
Dash: moves at slow speed. Like Raz tippy toeing.
Jump: equivalent to a regular jump from Raz, though rarely does it.
A hideously and sickly-looking fairy that holds a weight with the word "regret" engraved that flies and roams around the host’s mind, sometimes coming in a high quantity of them. The presence of these critters might reflect the heavily conflicting feelings and redundantly speaking; regrets an individual has of themselves or their actions.
Weight Drop: once above Raz, rises its weight a little and then drops it (6 hits of damage directly / 2 hits of damage shockwave).
Flight: the regret moves at a regular speed while carrying the weight, by dropping it, its speed increases mildly.
Cute little puppy, bunny-demon hybrids of the style which pops out of nowhere whenever an individual has come up with an idea that could lead to bad to terrible consequence to the person or the ones surrounding it. Their main characteristic and ability is the usage of explosive red light bulbs.
An Idea!: spits a red light bulb that upon approaching it, explodes (3 hits of damage).
Chopping Bite: near a bad idea, it’ll bite Raz and push him far enough (1 hit of damage).
Dash: moves at the same speed as Raz moving fast on the levitation ball.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
Locations[]
Hollis' Mind
Hollis' Classroom
Hospital Parking Lot.
Hollis' Hot Streak
Casino Parking Lot (Heavy Censor's Battle), Cardiology Backrooms, Maternity Backrooms, Lady Luctopus Battle.
Second mid-boss encountered in Psychonauts 2 (or third if PSI King's Sensorium is done and the Panic Attack is faced first). This large and heavy looking humanoid wears the clothing of a court judge and carries a big gavel which uses to swing it or crush any combatants. He’s noticeable for being one of the few enemies capable of speaking; and through his dialogues relies on the usage of court-related phrases.
One of the rare variants of any system figures seen in the first and second Psychonauts. It is only present at Compton’s mental world, faced at least three times after completing a dish for the judge goats, having the double of health and more strikingly a different outfit: the blue cloak now being white and the trims, along the undercoat being blue. In addition to that, he now wears a chef hat and instead of a gavel, a meat tenderizer is the main weapon he uses.
This ruthless fiend of speed originates from the high levels of stress associated with overstimulation and anxiety as a whole. Debuting on Helmut’s mental world after the latter gains the ability to sense after lacking a body for 2 decades. Panic Attacks rampages at the most unexpected moments to whoever crosses paths with it and is willing to finish ’em off with or without any purpose.
At first glance this gremlin-like cheerleader seems inoffensive, but in reality their arrival into the battlefield means danger! Using a twirling stick, casts a shield on its allies that makes them immune to any attacks, except falling to a pit or into the water. They’re from the few enemies in Psychonauts 2 to fill the role of support enemies.
Shield Beam: using its stick generates a shield to any allies, from one or two targets at the same time.
Air Horn: by having Raz nearby, pulls out an air horn that pushes him far enough (1 hit of damage).
Evasion: dodges ranged attacks with high precision.
Dash: moves at the same speed as Raz moving on the levitation ball.
Jump: equivalent to a double jump from Raz or a jump from the levitation ball.
Stronger and more resistant version of the regrets seen at the minds from the residents of Green Needle Gulch. Their skin, hair and clothing changes only in the color aspect but the weight differences itself drastically: now it looks like a kettlebell which also works more like a bomb. Their presence might indicate a level of regret above remorse
Bomb Weight Drop: once above Raz, rises its weight a little and then drops it (8 hits of damage directly / 4 hits of damage shockwave).
Flight: the regret moves at a regular speed while carrying the weight, by dropping it, its speed increases mildly.
Manifestations of literal scrawling dark clouds that work as a conjunction of many negative emotions. The bad moods are mostly hostile when having an unwanted guest very closely; but in reality they’re looking for help in order to find their missing source, which turns out to be their own heart trapped inside a cage. They’re rare to the point only one is faced per enemy’s hordes unlike some other mid-bosses that can have two of the same kind at the same time on a fight.
Strange wind up toys that were born after the mental construction started to fall apart bit from bit. Big number of these are fought by Sasha and Raz, although a couple of them manages to weaken Sasha temporarily.
Bite: while moving, it constantly bites nonstop. Though it deals no damage.
Two pairs of teeth gangsters that searches from place to place in order to pick up shiny (preferably gold) objects and steal it for themselves. They don’t do much aside from that and other relevant stuff to point out is that the muted one is named "Frankie".
Flight: without carrying anything they move at a considerable speed, while holding something they become much slower.
Security devices that patrols all over the Lady Luctopus Casino, searching for any cheating psychics and consequently arresting them via knocking them out with the Psilirium energy provided. While dangerous, the resistance of this drones are completely fragile and skilled psychics can pass over the detection scanner.
Psilirium Shockwaves: from its pupil shots small energy beams at its objective (2 hits of damage).
Searchlight: from its pupil it can cast a large searchlight that works as a scanner for psychics.
Flight: moves at a regular speed from a point to another.
Fastest runner from the Cardio Racers and possibly the most mean one as well for that matter. He doesn’t seem to be fond to talk with others, example; when Raz approaches him to salute him, Diamond says that he doesn’t talk to jokers. He’s faced inside the big cardiac monitor and his positioning is in the line above Spades in Full and below Razputin.
Dash: moves slightly slower than Razputin at his full speed.
Spade ambition to winning races has gotten into her to the point she’ll tell anyone who dares talk to her to scram and don’t break her concentration while meditating in order to visualize a victorious scenario. In the cardiac monitor, she is at the very bottom of the screen, always staying at third place.
Dash: moves similarly to a speed similar to Raz walking fast.
Last member of the Cardio Racers that Raz must face when replacing Heart’s Content to win a Gazillion coin. Billy seems to be the slowest of them all to the point they can be on a tie with Heart even when the latter has a broken leg. Opposite to Spades, they’re situated at the top of the cardiac monitor and it stays at fourth place all the time.
Once retrieving his senses of self and in parallel forming back the band of the Feast of the Senses which pulls an espectacular act on stage with the song Cosmic I / Smell the Universe: the most obscure memory of Helmut returns as well and with not so good intentions. This shadowy being takes the shape of Maligula and reminds the host of the mind how those who he called friends abandon him. After clearing his mind, Helmut and the rest of the band along Razputin faces this evil figure and puts an end to it.
As a method of coping with the loss of his husband, his mother and the rupture of his nephew trust by getting fired, Bob found himself into alcoholism as a way of escapism; and with that the moth was born. A mask for Bob to forget about the bad times and only remember the good ones in such artificial way. Original protector of the seeds and later enemy that causes trouble to Raz against Truheltia Memonstria, the moth is the last obstacle in this mind to be faced in order for Bob to heal his scars.
Confusion Dust: leaves some sort of sparkling dust that will confuse Raz if he touches it.
Invincibility: literally unable to be defeated via the use of PSI-Powers.
Flight: through the mental world and the boss fight moves at a regular speed.
Locations[]
Bob's Bottles
Tia's Kitchen, Ruined Greenhouse, Ship in a Bottle, Sunken Motherlobe, Bog of the Betrothed, Viking Reception, Cake Summit (Inoffensive), Truheltia's Battle.
This liquid reptiles are the personal pets of Maligula and one of the main techniques she uses against her opponents. While weak against pyro type of powers, against anything else they’re close to unavoidable: not only do they bite hard but their damage power is frankly imposing and brutal. On the other hand users with Zoolepathy can manipulate this critters quite easily.
Hydro Bite: leaps towards its prey immediately, exploding upon impact (4 hits of damage).
Dash: moves at a high speed that can keep up with Raz’s one, specially while using levitation.
Enemies that can be seen in multiple minds and generally they represent a basic element of the mind. When they are very prominently present, this may have something to say about the host’s mind or their current emotional state.
Unique Mental Figures:[]
Enemies that can solely exist in one specific mind and generally they are inhabitants of the mind where they come from. Their existence varies from the host’s imagination and multiple other factors.
The Physical Figures:[]
Enemies that exists in the physical/real world, this can be wildlife beings, mechanical devices or other type. These usually are inhabitants of the area where they appear in.
Enemy Categories[]
Regular Enemy[]
These are the type of creatures that are common within the mental and real world territories, presenting little to no challenge on beating them. They also show not so high levels of resistance and barely any exploitable abilities. For most of the time, this enemies will appear on big groups to have a better chance against Razputin.
Large Enemies[]
A ramification of the regular enemies and slightly more improved than the past mentioned. These type of enemies stand out more than the others by presenting much bigger amount of resistance, including quite the amount of abilities on their arsenal. While they tend to appear on lone, they can possibly appear on big groups of enemies too.
Obstacle Enemies[]
This enemies tend to be mostly stationary, their participation and way of functioning tends to depend of the gimmick of the area they were put. This type of enemy is noticeable for having enemies that can be immune to any sort of damage or PSI-Powers. They are not consider generic obstacles since either they feature dialogues or they present minimally a humanoid appearance.
Support Enemies[]
Last ramification of the past categories, while on attacks they’re not exactly powerful or interesting, they tend to have abilities that benefits other enemy allies: from being distractions, buffing other allies on certain stats, providing shields that increases their health or straight up makes them invincible, and/or adding extra hazards to make the combat areas more chaotic.
Mid-Bosses (Sub-Bosses)[]
The evolved version of the large enemies in any context. This type of enemy presents a much bigger variety of attacks, a good amount of health and additional gimmicks that only bigger entities like bosses could have. Unlike the latter, these enemies are not found at the end of a level, instead, they are present on specific locations depending on how much progress Raz is doing on the level.
Bosses (Big Bosses)[]
This dangerous and much powerful enemies stand out towards the others by presenting a bigger relevance in the level they were put. They tend to be unique mental figures because they represent the biggest and deepest trauma the host of the mind is enduring. Although there is two unique exceptions that are catalogued as physical figures, but in those cases they represent a bigger importance in the ongoing plot of the game itself. It is worth to mention that similar to the mid-bosses, this are non-repleyable making them a one-time experience.
Censors are one of the few enemies that by using Clairvoyance they share the same or similar perception of Raz; an ugly virus.
Unlike Psychonauts, in its sequel, Clairvoyance cannot be used on bosses. The only exception to this is Maligula.
While it can be assumed to be thanks to their size, then again, in Psychonauts 1, Raz could use it on enemies 10 times his size like the Butcher and El Odio.
Psychonauts in the Rhombus of Ruin has only one enemy which is also a boss fight.
The reason why the Fish Guards don’t qualify this role is because in-game wise they don’t attempt to attack Raz and the other Psychonauts.
At the first pages talking about the enemies in The Art of Psychonauts 2, it shows a good chunk of enemy concepts. Most of these are early ideas like the Distractions being like a predecessor of the Enabler.