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"Need your analysis on a hostile."

Raz asking to Ford Cruller about an specific enemy

Mental Enemies

A group photo of the main and most common type of enemies in Psychonauts.

An enemy in-game talking, is a term used for those entities that are distinguishable from other characters for being hostile and obstructive on Razputin's Journeys throughout the Psychonauts series. Enemies are also distinguish from hazards which this last ones are mostly obstacles from an area of the real or mental world (Examples being The Hand of Galochio, the explosive plants from Bob's greenhouse, the fire rings and cleavers from Meat Circus, the books that attempt to crush Raz on Cassie's Collection and the most frequent one which are the Bottomless pits).

Broadly speaking, enemies are separated in 3 categories: regular enemies (having three sub-categories; large enemies, support enemies and obstacle enemies), mid-bosses (sub-bosses) and bosses. However since the game events happens in different scenarios, the game features 2 types of enemies in general: the real world enemies and the mental world enemies.

List of Enemies from Psychonauts[]

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.

Stamping Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Stamping Censor
Systemic Mental Figure


Regular Enemy

Humanoid-looking businessmen, who carry big stamps and chase after Raz in order to get him out of the host’s respective mind, since they see him as an intrusive thought. They exclusively use melee when attacking Raz.
  • 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.

Locations[]

  • Sasha's Shooting Gallery
    • The Crib, The Generator.
  • Milla's Dance Party
    • Dance Lounge, Elemental Room, The Race.
  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.
  • Milkman conspiracy
    • Den Mother's House.
  • Gloria's Theater
    • The Catwalk’s.
  • Waterloo World
    • Napoleon's Castle, Carpenter's House.
  • Black Velvetopia
    • The Main Street, Underground Sewers.

Health Stats[]

  • PSI Punch
    • 3 hits
  • PSI Blast
    • 2 hits
  • Telekinesis
    • 3 hits
  • Shouting Censor Blast
    • 5 hits (reflected via punch)
  • Levitation (Rank 50 and 60)
    • 3 hits
  • Pyrokinesis / Times to set on fire
    • 5 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 3 hits
  • Confusion Grenade
    • 3 hits (Against stamp, shouting, little censor)
    • 2 hits (Against strongarm censor)
    • 1 hit (Against personal demon)


Shouting Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Shouting Censor
Systemic Mental Figure


Regular Enemy

The more developed versions of the past mentioned type of Censors; though, now carrying clipboards with many X’s covering it, mildly bigger in height and a wine-like color business suit. These Censors focus on both melee and ranged fighting styles.
  • 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.

Locations[]

  • Sasha's Shooting Gallery
    • The Pillars, The Shoe Boxes.
  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.
  • Gloria's Theater
    • The Catwalk’s.
  • Waterloo World
    • Napoleon's Castle, Carpenter's House.
  • Black Velvetopia
    • The Main Street.

Health Stats[]

  • PSI Punch
    • 3 hits
  • PSI Blast
    • 2 hits
  • Telekinesis
    • 3 hits
  • Shouting Censor Blast
    • 5 hits (reflected via punch)
  • Levitation (Rank 50 and 60)
    • 3 hits
  • Pyrokinesis / Times to set on fire
    • 5 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 3 hits
  • Confusion Grenade
    • 3 hits (Against stamp, shouting, little censor)
    • 2 hits (Against strongarm censor)
    • 1 hit (Against personal demon)


Little Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Little Censor
Systemic Mental Figure


Regular Enemy

The midget variants of the Stamping Censors seen in early mental worlds of Psychonauts. They function the same way but faster and with a downside of dealing less damage. They’re later replaced with the Strongarm Censors.
  • Tiny Stamp: slams his stamp in front once (1 hit of damage).
  • Midair Stamp: while using levitation near him, jumps and bonks Raz on the head (1 hit of damage).
  • Dash: moves at a running speed.
  • Jump: equivalent to Raz regular jump.

Locations[]

  • Sasha's Shooting Gallery
  • Milla's Dance Party
    • Dance Lounge, Elemental Room.
  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • 1 hit (reflected via punch)
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 1 hits
  • Confusion Grenade
    • 1 hit (Against stamp, shouting, little censor)
    • 1 hit (Against strongarm censor)
    • 1 hit (Against personal demon)


Strongarm Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Strongarm Heavy Censor
Systemic Mental Figure


Large Enemy

Powerful and largest version of all main Censors. Besides the muscular features they have parts of their clothing ripped apart, especially from the arms. They start appearing at the minds of the inmates from Thorney Towers, being the complete opposite pole of the little censors as a whole.
  • 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.

Locations[]

  • Gloria's Theater
    • The Catwalk’s.
  • Waterloo World
    • Napoleon's Castle, Carpenter's House, Orchard.
  • Black Velvetopia
    • The Main Street, Underground Sewers.

Health Stats[]

  • PSI Punch
    • 9 hits
  • PSI Blast
    • 5 hits
  • Telekinesis
    • 9 hits
  • Shouting Censor Blast
    • 14 hits (reflected via punch)
  • Levitation (Rank 50 and 60)
    • 9 hits
  • Pyrokinesis / Times to set on fire
    • 14 hits
    • 3 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 9 hits
  • Confusion Grenade
    • 45 hits (Self attacking)
    • 9 hits (Against stamp, shouting, little censor)
    • 5 hits (Against strongarm censor)
    • 3 hits (Against personal demon)


Personal Demons[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Personal Demon
Systemic Mental Figure


Regular Enemy

Explosive inner fiends who’re noticeable for featuring big heads with a bomb fuse on the top, a red uniform and weirdly enough, having voices identical of a small angry children crying. They’re extremely fragile but their advantages is that they can self-destruct, liberating an explosion in the process.
  • 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.

Locations[]

  • Sasha's Shooting Gallery
    • The Shoe Boxes, The Generator.
  • Milla's Dance Party
    • Elemental Room.
  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.
  • Milkman Conspiracy
    • Nightmare's Battle.
  • Gloria's Theater
    • The Catwalk’s.
  • Black Velvetopia
    • The Main Street, Underground Sewers.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • 1 hit (reflected via punch)
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 1 hits
  • Confusion Grenade
    • 1 hit (Against stamp, shouting, little censor)
    • 1 hit (Against strongarm censor)
    • 1 hit (Against personal demon)


Basic Braining Sentry[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Basic Braining Sentry
Unique Mental Figure


Obstacle Enemy

At the snowy battlefield in Basic Braining, Bobby Zilch proceeds to attack Razputin with a turret which leads to the second area of the obstacle course 2. Although as a disadvantage, the turret only functions thanks to 6 targets that are spread all over the battlefield.
  • 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).

Locations[]

  • Coach Oleander's Basic Braining
    • The Cannon/Obstacle Course 2.

Health Stats[]

  • PSI Punch
    • 6 hits
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 6 hits
  • Pyrokinesis / Times to set on fire
    • None
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Monster Plant / Attack Vine[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Monster Plant Attack Vine
Unique Mental Figure


Obstacle Enemy

Somewhere at the darkest parts of the hatching grounds, multiple gloomy, thorny and tangled up bushes lay cautelous; waiting for any prays to come close to them and then have a nibble out of them. Odd that their antennas make them look like terrifying 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.

Locations[]

  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 1 hit
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Nightmare Lungfish[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Nightmare Lungfish
Unique Mental Figure


Obstacle Enemy

The hideous and shadowy beast seen half way through the Brain Tumbler Experiment, blocks Razputin’s path on exploring the insides of his own mind, forcing the psychic on exiting and learning a new power to take this creature down to the ground.
  • Vast Gust: from its mouth releases a big breath that pushes Raz far enough.

Locations[]

  • Brain Tumbler Experiment
    • The Hatching Grounds/The Woods.

Health Stats[]

  • PSI Punch
    • None
  • PSI Blast
    • 1 hit
  • 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


Bobby Zilch[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Racer Bobby
The Physical Figures

(Astral Projection)


Mid-Boss (Sub-Boss)

Self-proclaimed strongman at camp and bully of it along his right-hand Benny Fideleo. While early faced in Basic Braining via the sentry and the rails at the end of the obstacle course 2, his easy defeat won’t go in vain so once Raz makes it into Milla’s classroom he entered in for a rematch at the racetrack.
  • 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.
  • Coach Oleander's Basic Braining
    • The Cannon, The Shipyard/Obstacle Course 2.
  • Milla's Dance Party
    • The Race.

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


Crystal Flowers Snagrash[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Racer Crystal.jpg 2
The Physical Figures

(Astral Projection)


Mid-Boss (Sub-Boss)

Along with Clem Foote, her best friend; both fulfill the role of cheerleaders at Whispering Rock but deep inside themselves they hide a darker and sadder version that each other see when no one’s around. They participate at the race along Bobby and Raz without explained reasons.
  • 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.
  • Coach Oleander's Basic Braining
    • Whac-a-Soldier Area/Obstacle Course 2.
  • Milla's Dance Party
    • The Race.

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


Clem Foote[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Racer Clem
The Physical Figures

(Astral Projection)


Mid-Boss (Sub-Boss)

Best friend of Crystal Flowers and along her, sharing their time as cheerleaders for Whispering Rock. He’s spotted along his friend at the race, participating but similar to Crystal, presenting little to no threat and sometimes saluting him.
  • 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.
  • Coach Oleander's Basic Braining
    • Whac-a-Soldier Area/Obstacle Course 2.
  • Milla's Dance Party
    • The Race.

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


PSI-Bears[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot PSI Bear
The Physical Figures


Large Enemy

Grizzly bears sighted around camp, whose abilities have evolved or gained new powers thanks to the presence of the Psitanium deposit. Their main method of attacking is by moving with levitation and sending a Telekinesis claw at its target.
  • 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.

Locations[]

  • Whispering Rock Psychic Summer Camp
    • Reception Area, GPC and Wilderness, Parking Lot.

Health Stats[]

  • PSI Punch
    • 6 hits
  • PSI Blast
    • 3 hits
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 6 hits
  • Pyrokinesis / Times to set on fire
    • 10 hits
    • 2 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 6 hits
  • Confusion Grenade
    • None


PSI-Cougars[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot PSI Cougar
The Physical Figures


Large Enemy

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.

Health Stats[]

  • PSI Punch
    • 3 hits
  • PSI Blast
    • 6 hits
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 3 hits
  • Pyrokinesis / Times to set on fire
    • None
    • None (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 3 hits
  • Confusion Grenade
    • None


Crayfish[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Crayfish
The Physical Figures


Regular Enemy

Crustacean seen at big numbers among the ruins of Shaky Claim whose commonly wondering over the ocean doing its classic habits. Tons of them work as obstacles at the fight against Linda.
  • 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.

Locations[]

  • Lake Oblongata
    • Lair of the Lungfish (Beneath Lake Oblongata).

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 1 hit
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Sucker Fish[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Sucker Fish
The Physical Figures


Obstacle Enemy

Like most animals, the Psitanium has given the Sucker Fish some side effects, though its new capacities are limited to breathing outside of the ocean and enlarging its size. Like the Crayfish, it comes in quite the numbers.
  • 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.

Locations[]

  • Lake Oblongata
    • Lair of the Lungfish (Beneath Lake Oblongata).

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 1 hit
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Oyster[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Oyster
The Physical Figures


Obstacle Enemy

This thing is found in once again big quantities, spread around the entirety of the flooded Shaky Claim, waiting for any objects or living creatures to step on it to have a little bite out of them. They become important to defeat Linda at the last phase.
  • 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.

Locations[]

  • Lake Oblongata
    • Lair of the Lungfish (Beneath Lake Oblongata).

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


Lungfish Navy Tanks[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Navy Tanks
Unique Mental Figure


Regular Enemy

The most common vehicle at Lungfishopolis, coming at many units and from different parts of the mental world in order to put an end to Goggalor. Somewhere at the upper part of the city, an evolved version appears which has a kinda powerful projectile, however its design stays 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.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 3 hits
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 1 hit (Against Tanks, Electro-trucks, Vessels)


Lungfish Navy Electro-Trucks[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Navy Electro Trucks
Unique Mental Figure


Regular Enemy

Past the laser tunnel, the second most common landlocked vehicle is viewed and faced afterwards. Their deadly laser is nearly unavoidable, unless shielding at the right moment; this will deflect it to its respective shooter.
  • 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.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 5 hits
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 1 hit
  • Confusion Grenade
    • 1 hit (Against Tanks, Electro-trucks, Vessels)


Lungfish Navy Vessels[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Navy Vessel
Unique Mental Figure


Regular Enemy

The only class of vehicles that does fit the role of a navy weaponry. In basic terms, they work as the tanks but at the sea in order to make it hard for Goggalor to destroy these wicked machines. Three pairs are used by the zealots in order to reach Kochamara’s Island.
  • Missile Launcher: fires a homing missile per shot from its cannon (1 hit of damage).

Locations[]

  • Lungfishopolis
    • Lungfishopolis Upper City

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 1 hit (Against Tanks, Electro-trucks, Vessels)


Lungfish Navy Airplanes[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Navy Airplanes 2
Unique Mental Figure


Regular Enemy

The type of vehicles that made the Lungfish Navy famous… AIRPLANES! These imposing airplanes fly across the skyscrapers in order to put Goggalor in his own place by assaulting and bombarding him. Luckily for him, these flying, mechanical fiends are weak against projectiles.
  • 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).
  • Flight: moves at a considerable fast speed.

Locations[]

  • Lungfishopolis
    • Skyscraper Island.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 1 hit
  • Confusion Grenade
    • None


Lungfish Navy Turret[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Navy Turret
Unique Mental Figure


Large Enemy

An "Anti-Monster Turret" created in case of bigger threats that not even the rest of the Lungfish Navy can face. Only one is seen at the entire city, guarding the dam and compared to most vehicles; being as big as most of the buildings around. Adding not just more prominence to its existence, but also huge menace since its missiles were truly made 100% monster proof.
  • Super Finisher Rocket: locks onto the target and shots powerful rockets per shots (14 hits of damage).

Locations[]

  • Lungfishopolis
    • The Dam.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Rainbow Squirts[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Rifle Rainbow Squirt
Unique Mental Figure


Regular Enemy

Scout girls that can be seen all over the suburbs from the Milkman Conspiracy. While most are inoffensive, only one of them puts action into her own hands: Raz by searching the location of the Milkman, finds himself at the book depository where a Rainbow Squirt holding a rifle wants to finish his investigations once and for all.
  • 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.

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


Road Crew Worker G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Road Crew G Men
Unique Mental Figure


Obstacle Enemy

First variant that can be viewed from the G-Mens at the Milkman Conspiracy. This type of G-Men takes the role of road crew workers and their restricted area is the second largest, only beaten by the Assassin G-Mens. To pass through them, Raz must use a road sign to "disguise" himself.
  • 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
    • The Neighborhood.

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


Hedge-Trimmer G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Hedge Trimmer G Men
Unique Mental Figure


Obstacle Enemy

Second variant of the G-Mens seen at the suburbs of the Milkman Conspiracy. Two of the kind are seen at a house near a telephone line (which has another type of G-Men). Like all G-Mens; to get pass through their location Raz must "disguise" himself by picking a similar object to the one of their respective version.
  • 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
    • The Neighborhood.

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


Gardener G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Gardener G Men
Unique Mental Figure


Obstacle Enemy

This variant of the G-Mens are seen in duos, guarding a house similar to the Hedge-Trimmer G-Mens. Despite being gardeners, their only focus (demonstrated by the object they carry and their dialogues) is simply watering the plants.
  • 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
    • The Neighborhood.

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


Housewife G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Housewife G Men
Unique Mental Figure


Obstacle Enemy

Rarest variant of the G-Mens in all of the Milkman Conspiracy. Occupation aside, this is the onliest version which can be seen and interacted inside a building. The item that the G-Men guards unlike most others is not an exclusive one but instead an ammo upgrade for PSI-Blast.
  • 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
    • The Neighborhood.

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


Widow G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Widow G Men
Unique Mental Figure


Obstacle Enemy

G-Mens who are supposedly grieving but in reality are completely doing the opposite of that, instead they’re playing golfing with the flowers and sometimes playing the guitar with them. Their restricted area is the third biggest and what they hide is a book inside a mausoleum, which comes from the book depository.
  • 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
    • Graveyard

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


Sewer Worker G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Sewer Worker G Men
Unique Mental Figure


Obstacle Enemy

Constantly plunging at the air or at their faces and talking about different facts about sewers like: rats living on them, Paris having the most pleasant sewers and the lack of documentation of alligators found. Unconsciously or not the next clue to their search for the Milkman is right up their noses.
  • 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
    • The Neighborhood.

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


Assassin G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Assassin G Men 2
Unique Mental Figure


Obstacle Enemy

While hostile against others, this type of G-Mens get along with themselves: the category of G-Men assassins. One of them even worries for the murder of another G-Men called "Freddy", although even after being shot multiple times by the sniper Rainbow Squirt they’ll casually resurrect just like nothing ever happened. They’re in charge of guarding the book depository.
  • 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


Helicopter Pilot G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Helicopter Pilot G Men
Unique Mental Figure


Obstacle Enemy

One of the only G-Mens that are not physically visible. This versions wonder around the heights of the entire neighborhood, the book depository and one of them even manages to find the location of the Milkman.
  • 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.

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


Phone Line Mechanic G-Men[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Phone Line Mechanic G Men
Unique Mental Figure


Obstacle Enemy

The last type of G-Mens seen at the entirety of the Milkman Conspiracy (though Raz sees one near the very beginning). The telephone lines they guard leads to highly revealing things associated to Boyd and of course the location of the Milkman itself.
  • 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
    • The Neighborhood, 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


Nightmare[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Nightmare
Systemic Mental Figure


Mid-Boss (Sub-Boss)

The frightening, horrific, yet mysterious demon that goes by the name of the "Nightmare", loves to capture easy victims of the mental world if they have the enough liberty to do so. Some gets locked in cages like Milla’s while others like Boyd’s runs free waiting for the perfect moment to come out of the surface. Nightmares also know a little bit of mimicking, specially as a reminder to the host about their negative and even deadly influence upon others by doing a series of spectral voices. For better index check out this link

Locations[]

  • Milla's Dance Party
    • Nightmare's World
  • Milkman Conspiracy
    • Nightmare's Battle.

Health Stats[]

  • PSI Punch
    • 13 hits
  • PSI Blast
    • 13 hits
  • Telekinesis
    • 1 hit (forceful)
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 13 hits
  • Pyrokinesis / Times to set on fire
    • None
    • None (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Head Thistle[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Thistle Actor1
Unique Mental Figure


Regular Enemy

One of the three main actors who’s roles consist of the mail boat man, a classmate of Gloria, the manager of Gloria’s mother and the mother itself at the last play. 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.

Locations[]

  • Gloria's Theater

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 2 hits (Against Hound)
    • 1 hit (Against other Thistles)


Froggy Thistle[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Thistle Actor2
Unique Mental Figure


Regular Enemy

Second thistle actor of the group: for the most part she’s seen taking the role of a classmate and in one of the plays picking the role of Gloria’s mother. What distinguishes this thistle from the tallest and the smallest is the width of her costume.
  • 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.

Locations[]

  • Gloria's Theater

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 2 hits (Against Hound)
    • 1 hit (Against other Thistles)


Squeaky Thistle[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Thistle Actor3
Unique Mental Figure


Regular Enemy

Last and smallest member of the thistle girls, who takes on the role of the main protagonist in all the plays: none other than Gloria herself at her early ages. Aside from this, she doesn’t stand out that much other than rampaging Raz along the rest of the actors behind the scenes.
  • 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.

Locations[]

  • Gloria's Theater

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 2 hits (Against Hound)
    • 1 hit (Against other Thistles)


Hellhound Actors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Hound Actor
Unique Mental Figure


Regular Enemy

A type of stage actors which; during plays remains stand still, looking around casually, but once the acting is done they become outrageous against Raz. Their fire breath is so strong that it can burn the thistles instantly.
  • 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.

Locations[]

  • Gloria's Theater

Health Stats[]

  • PSI Punch
    • 3 hits
  • PSI Blast
    • 2 hits
  • Telekinesis
    • 3 hits
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 3 hits
  • Pyrokinesis / Times to set on fire
    • None
    • None (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 3 hits (Against Thistles)


Bat (Harpies) Actors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Bat Actor
Unique Mental Figure


Regular Enemy

Another background type of actors which funnily enough they don’t really appear in any of the plays but only behind the scenes and during the last portion of the fight towards Jasper.
  • 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).

Locations[]

  • Gloria's Theater

Health Stats[]

  • PSI Punch
    • 1 hit (actually possible)
  • PSI Blast
    • 1 hit
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 3 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


The Phantom[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot The Phantom
Unique Mental Figure


Obstacle Enemy

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.

Locations[]

  • Gloria's Theater
    • The Catwalk’s.

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
    • 1 hit (flash with spotlight)
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


French Soldiers[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot French Soldier
Unique Mental Figure


Obstacle Enemy

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.

Locations[]

  • Waterloo World
    • Waterloo (Board Game).

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


Cannon Snails[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Cannon Snail
Unique Mental Figure


Regular Enemy

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).
  • Dash: moves at a running speed.

Locations[]

  • Waterloo World
    • Napoleon's Castle, Carpenter's House, Orchard.

Health Stats[]

  • PSI Punch
    • None
  • PSI Blast
    • None
  • Telekinesis
    • 1 hit (thrown at sea)
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • None
  • Pyrokinesis / Times to set on fire
    • 1 hit
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • None


Luchador: Tiger[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Luchador Tiger
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this link

Locations[]

  • Black Velvetopia
    • Luchador Arenas, Secret Garden (post-fight)

Health Stats[]

  • PSI Punch
    • 16 hits
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 16 hits
  • Pyrokinesis / Times to set on fire
    • 61 hits
    • 6 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 27 hits
  • Confusion Grenade
    • None


Luchador: Dragon[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Luchador Dragon
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this link

Locations[]

  • Black Velvetopia
    • Luchador Arenas, Secret Garden (post-fight)

Health Stats[]

  • PSI Punch
    • 16 hits
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 16 hits
  • Pyrokinesis / Times to set on fire
    • 61 hits
    • 6 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 27 hits
  • Confusion Grenade
    • None


Luchador: Eagle[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Luchador Eagle
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this link

Locations[]

  • Black Velvetopia
    • Luchador Arenas, Secret Garden (post-fight)

Health Stats[]

  • PSI Punch
    • 16 hits
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 16 hits
  • Pyrokinesis / Times to set on fire
    • 61 hits
    • 6 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 27 hits
  • Confusion Grenade
    • None


Luchador: Cobra[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Luchador Cobra
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this link

Locations[]

  • Black Velvetopia
    • Luchador Arenas, Secret Garden (post-fight)

Health Stats[]

  • PSI Punch
    • 16 hits
  • PSI Blast
    • None
  • Telekinesis
    • None
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 16 hits
  • Pyrokinesis / Times to set on fire
    • 61 hits
    • 6 uses (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • 27 hits
  • Confusion Grenade
    • None


Confusion Rats[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Confusion Rat
The Physical Figures


Regular Enemy

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.

Locations[]

  • Thorney Towers Home for the Disturbed
    • Asylum Upper Floors.

Health Stats[]

  • PSI Punch
    • 1 hit
  • PSI Blast
    • 1 hit
  • Telekinesis
    • 1 hit
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 1 hit
  • Pyrokinesis / Times to set on fire
    • 2 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 1 hit (self-destruction, other Confusion Rat)


Bunny Demons[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Demon Bunny
Unique Mental Figure


Regular Enemy

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).
  • Dash: moves at a fast running speed.

Locations[]

  • Meat Circus
    • Entrance Tent.

Health Stats[]

  • PSI Punch
    • 3 hits
  • PSI Blast
    • 2 hits
  • Telekinesis
    • 3 hits
    • 1 hit (thrown)
  • Shouting Censor Blast
    • None
  • Levitation (Rank 50 and 60)
    • 3 hits
  • Pyrokinesis / Times to set on fire
    • 5 hits
    • 1 use (6 seconds, each second equals a hit)
  • Shield (Rank 80)
    • None
  • Confusion Grenade
    • 3 hit (Against other Demon Bunny)


Knife Thrower[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Knife Thrower
Unique Mental Figure


Regular Enemy

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.

Locations[]

  • Meat Circus
    • Entrance Tent, Tunnel of Love.

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


List of Enemies from Psychonauts 2[]

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.

Stamping Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Stamping Censor PN2
Systemic Mental Figure


Regular Enemy

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.

Locations[]

  • Loboto's Labyrinth
    • Central office, Asylum.
  • Hollis' Mind
    • Hollis' Classroom
      • Hospital Parking Lot.
    • Hollis' Hot Streak
      • Casino Parking Lot (Heavy Censor's Battle).
  • Compton's Cookoff
  • PSI King's Sensorium
    • Ear Hand Shrine.
  • Ford's Fractured Mind
    • Strike City
      • Foul Line Overlook.
    • Cruller's Correspondence
      • Dead Letter Office, International Dead Letter Office.
    • Ford's Follicles
      • Town Outskirts.
  • Bob's Bottles
    • Sunken Motherlobe, Viking Reception, Truheltia's Battle.
  • Cassie's Collection
  • Lucrecia's Lament
    • Nona's Quilts.
  • Fatherland Follies
    • The Fall of Grulovia, Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 10 hits
    • (2nd Punch) 7 hits
    • (3rd Punch) 4 hits
    • (4th Punch) 2 hits
  • Dodge Attack
    • 2 hits
  • PSI Blast
    • 5 hits (regular shot)
    • 3 hits (charged shot)
  • Telekinesis
    • 10 hits (no Upgrade)
    • 5 hits (upgraded)
  • Ground Pound
    • 7 hits (shockwave, from upgrade ver.)
    • 5 hits (no Upgrade)
    • 3 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 16 hits
    • 4 uses (5 seconds, each second equals a hit)
    • 2 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 40 hits (wrecking ball upgrade)
    • 5 hits (levastation upgrade)
  • Mental Connection
    • 7 hits
  • Mental Projection / Raz’s Archetype
    • 4 hits (paper cuts upgrade)


Little Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Little Censor
Systemic Mental Figure


Regular Enemy

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.

Locations[]

  • Loboto's Labyrinth
    • Asylum.
  • Hollis' Mind
    • Hollis' Hot Streak
      • Cardiology Backrooms, Maternity Backrooms.
  • Compton's Cookoff
  • PSI King's Sensorium
    • Eye Shrine, Ear Hand Shrine, Nose Mouth Shrine.
  • Bob's Bottles
    • Sunken Motherlobe (Before Cassie's Collection), Truheltia's Battle.
  • Cassie's Collection
  • Lucrecia's Lament
    • Mental Dam.
  • Fatherland Follies
    • The Fall of Grulovia.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 1 hit
    • (2nd Punch) 1 hit
    • (3rd Punch) 1 hit
    • (4th Punch) 1 hit
  • Dodge Attack
    • 1 hit
  • PSI Blast
    • 1 hit (regular shot)
    • 1 hit (charged shot)
  • Telekinesis
    • 1 hit (no Upgrade)
    • 1 hit (upgraded)
  • Ground Pound
    • 1 hit (shockwave, from upgrade ver.)
    • 1 hit (no Upgrade)
    • 1 hit (upgraded)
  • Pyrokinesis / Times to set on fire
    • 1 hit hits
    • 1 use (5 seconds, each second equals a hit)
    • 1 use (10 seconds, each second equals a hit)
  • Levitation Ball
    • 4 hits (wrecking ball upgrade)
    • 1 hit (levastation upgrade)
  • Mental Connection
    • 1 hit
  • Mental Projection / Raz’s Archetype
    • 1 hit (paper cuts upgrade)


Heavy Censors[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Heavy Censor PN2
Systemic Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this page

Locations[]

  • Hollis' Mind
    • Hollis' Classroom
      • Casino Parking Lot (Heavy Censor's Battle).
  • Compton's Cookoff
  • PSI King's Sensorium
    • Ear Hand Shrine.
  • Ford's Fractured Mind
    • Ford's Follicles
      • Town Outskirts.
  • Bob's Bottles
    • Sunken Motherlobe (Post-Game).
  • Cassie's Collection
    • Teacher's Domain (Post-Game), Marketplace, Print shop (Before Bob’s Bottles).
  • Lucrecia's Lament
    • Mental Dam.
  • Fatherland Follies
    • The Fall of Grulovia, Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 40 hits
    • (2nd Punch) 27 hits
    • (3rd Punch) 16 hits
    • (4th Punch) 8 hits
  • Dodge Attack
    • 8 hits
  • PSI Blast
    • 20 hits (regular shot)
    • 10 hits (charged shot)
  • Telekinesis
    • 40 hits (no Upgrade)
    • 20 hits (upgraded)
  • Ground Pound
    • 25 hits (shockwave, from upgrade ver.)
    • 20 hits (no Upgrade)
    • 12 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 66 hits
    • 14 uses (5 seconds, each second equals a hit)
    • 7 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 120 hits (wrecking ball upgrade)
    • 20 hits (levastation upgrade)
  • Mental Connection
    • 8 hits
  • Mental Projection / Raz’s Archetype
    • 16 hits (paper cuts upgrade)


Doubts[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Doubt PN2
Systemic Mental Figure


Support Enemy

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.

Locations[]

  • Loboto's Labyrinth
    • Central office, Dental Void, Asylum.
  • Compton's Cookoff
  • Ford's Fractured Mind
    • Strike City
      • Foul Line Overlook.
    • Cruller's Correspondence
      • Dead Letter Office, International Dead Letter Office.
    • Ford's Follicles
      • Town Outskirts.
  • Bob's Bottles
  • Cassie's Collection
    • Print Shop.
  • Lucrecia's Lament
  • Fatherland Follies
    • The Fall of Grulovia, Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 20 hits
    • (2nd Punch) 17 hits
    • (3rd Punch) 8 hits
    • (4th Punch) 4 hits
  • Dodge Attack
    • 4 hits
  • PSI Blast
    • 25 hits (regular shot)
    • 12 hits (charged shot)
  • Telekinesis
    • 20 hits (no Upgrade)
    • 10 hits (upgraded)
  • Ground Pound
    • 14 hits (shockwave, from upgrade ver.)
    • 10 hits (no Upgrade)
    • 6 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • varies (around 3 hits or so)
    • 1 use (5 seconds, each second equals a hit)
    • 1 use (10 seconds, each second equals a hit)
  • Levitation Ball
    • 80 hits (wrecking ball upgrade)
    • 10 hits (levastation upgrade)
  • Mental Connection
    • 14 hits
  • Mental Projection / Raz’s Archetype
    • 8 hits (paper cuts upgrade)


Regrets[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Regrets PN2
Systemic Mental Figure


Regular Enemy

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.

Locations[]

  • Loboto's Labyrinth
    • Central office, Asylum.
  • Compton's Cookoff
  • PSI King's Sensorium
    • Ear Hand Shrine.
  • Ford's Fractured Mind
    • Cruller's Correspondence
      • Typewriter, The Mailroom.
    • Ford's Follicles
      • Top of the Windmill.
  • Psychoseismometer: Target Practice (Before Green Needle Gulch)
    • The Questionable Area, The Quarry.

Health Stats[]

  • PSI Punch
    • (1st Punch) 5 hits
    • (2nd Punch) 4 hits
    • (3rd Punch) 2 hits
    • (4th Punch) 1 hit
  • Dodge Attack
    • 1 hit
  • PSI Blast
    • 1 hit (regular shot)
    • 1 hit (charged shot)
  • Telekinesis
    • 5 hits (no Upgrade)
    • 3 hits (upgraded)
  • Ground Pound
    • 4 hits (shockwave, from upgrade ver.)
    • 3 hits (no Upgrade)
    • 2 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 8 hits
    • 2 uses (5 seconds, each second equals a hit)
    • 1 use (10 seconds, each second equals a hit)
  • Levitation Ball
    • 20 hits (wrecking ball upgrade)
    • 5 hits (levastation upgrade)
  • Mental Connection
    • 4 hits
  • Mental Projection / Raz’s Archetype
    • 2 hits (paper cuts upgrade)


Bad Idea[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Bad Idea PN2
Systemic Mental Figure


Regular Enemy

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.
  • PSI King's Sensorium
    • Nose Mouth Shrine.
  • Bob's Bottles
    • Viking Reception.
  • Cassie's Collection
    • Teacher's Domain, Deep Inside Teacher's Domain.
  • Lucrecia's Lament
  • Fatherland Follies
    • The Fall of Grulovia (Post-Game), Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 5 hits
    • (2nd Punch) 4 hits
    • (3rd Punch) 2 hits
    • (4th Punch) 1 hit
  • Dodge Attack
    • 1 hit
  • PSI Blast
    • 5 hits (regular shot)
    • 3 hits (charged shot)
  • Telekinesis
    • 2 hits (no Upgrade)
    • 1 hit (upgraded)
  • Ground Pound
    • 4 hits (shockwave, from upgrade ver.)
    • 3 hits (no Upgrade)
    • 2 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 8 hits
    • 2 uses (5 seconds, each second equals a hit)
    • 1 use (10 seconds, each second equals a hit)
  • Levitation Ball
    • 8 hits (wrecking ball upgrade)
    • 1 hit (levastation upgrade)
  • Mental Connection
    • 4 hits
  • Mental Projection / Raz’s Archetype
    • 2 hits (paper cuts upgrade)


Judge / Judgement[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Judgement PN2
Systemic Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this page

Locations[]

  • Compton's Cookoff
    • Dinner Bell (Judge's Battle).
  • Bob's Bottles
    • Sunken Motherlobe (Post-Game).
  • Lucrecia's Lament
    • Mental Dam.
  • Fatherland Follies
    • The Fall of Grulovia, Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 40 hits
    • (2nd Punch) 27 hits
    • (3rd Punch) 16 hits
    • (4th Punch) 8 hits
  • Dodge Attack
    • 8 hits
  • PSI Blast
    • 40 hits (regular shot)
    • 20 hits (charged shot)
  • Telekinesis
    • 40 hits (no Upgrade)
    • 20 hits (upgraded)
  • Ground Pound
    • 27 hits (shockwave, from upgrade ver.)
    • 20 hits (no Upgrade)
    • 12 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 66 hits
    • 14 uses (5 seconds, each second equals a hit)
    • 7 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 160 hits (wrecking ball upgrade)
    • 40 hits (levastation upgrade)
  • Mental Connection
    • 8 hits
  • Mental Projection / Raz’s Archetype
    • 16 hits (paper cuts upgrade)


Chef Judge[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Chef Judgement PN2
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this page

Locations[]

Health Stats[]

  • PSI Punch
    • (1st Punch) 80 hits
    • (2nd Punch) 54 hits
    • (3rd Punch) 32 hits
    • (4th Punch) 16 hits
  • Dodge Attack
    • 16 hits
  • PSI Blast
    • 80 hits (regular shot)
    • 40 hits (charged shot)
  • Telekinesis
    • 80 hits (no Upgrade)
    • 40 hits (upgraded)
  • Ground Pound
    • 54 hits (shockwave, from upgrade ver.)
    • 40 hits (no Upgrade)
    • 24 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 132 hits
    • 27 uses (5 seconds, each second equals a hit)
    • 14 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 320 hits (wrecking ball upgrade)
    • 80 hits (levastation upgrade)
  • Mental Connection
    • 16 hits
  • Mental Projection / Raz’s Archetype
    • 32 hits (paper cuts upgrade)


Panic Attack[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Panic Attack PN2
Systemic Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this page

Locations[]

  • PSI King's Sensorium
    • Panic Attacks' Battle.
  • Ford's Fractured Mind
    • Cruller's Correspondence
      • Dead Letter Office.
  • Lucrecia's Lament
    • Mental Dam.
  • Fatherland Follies
    • Infiltrating the Psychonauts.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 52 hits
    • (2nd Punch) 34 hits
    • (3rd Punch) 20 hits
    • (4th Punch) 10 hits
  • Dodge Attack
    • 10 hits
  • PSI Blast
    • 25 hits (regular shot)
    • 13 hits (charged shot)
  • Telekinesis
    • 50 hits (no Upgrade)
    • 23 hits (upgraded)
  • Ground Pound
    • 30 hits (shockwave, from upgrade ver.)
    • 25 hits (no Upgrade)
    • 15 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 50 hits
    • 50 uses (5 seconds, each second equals a hit)
    • 50 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 200 hits (wrecking ball upgrade)
    • 50 hits (levastation upgrade)
  • Mental Connection
    • 34 hits
  • Mental Projection / Raz’s Archetype
    • 20 hits (paper cuts upgrade)


Enabler[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Enabler PN2
Systemic Mental Figure


Support Enemy

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.

Locations[]

  • Bob's Bottles
    • Sunken Motherlobe (After Cassie's Collection/Post-Game).
  • Cassie's Collection
    • Children's Corner, Teacher's Domain, Deep Inside Teacher's Domain, Marketplace, Print Shop, Die-Brarian's Battle.
  • Lucrecia's Lament
    • Mental Dam.
  • Fatherland Follies
    • The Fall of Grulovia.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 15 hits
    • (2nd Punch) 10 hits
    • (3rd Punch) 6 hits
    • (4th Punch) 3 hits
  • Dodge Attack
    • 3 hits
  • PSI Blast
    • 8 hits (regular shot)
    • 4 hits (charged shot)
  • Telekinesis
    • 15 hits (no Upgrade)
    • 8 hits (upgraded)
  • Ground Pound
    • 8 hits (shockwave, from upgrade ver.)
    • 10 hits (no Upgrade)
    • 5 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 25 hits
    • 5 uses (5 seconds, each second equals a hit)
    • 3 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 60 hits (wrecking ball upgrade)
    • 15 hits (levastation upgrade)
  • Mental Connection
    • 10 hits
  • Mental Projection / Raz’s Archetype
    • 6 hits (paper cuts upgrade)


Deep Regrets[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Deep Regret PN2
Systemic Mental Figure


Regular Enemy

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.

Locations[]

  • Bob's Bottles
    • Tia's Kitchen.
  • Cassie's Collection
    • Deep Inside Teacher's Domain.
  • Lucrecia's Lament
    • Nona's Quilts.
  • Psychoseismometer: Target Practice (Post-Game)
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 25 hits
    • (2nd Punch) 17 hits
    • (3rd Punch) 10 hits
    • (4th Punch) 5 hits
  • Dodge Attack
    • 5 hits
  • PSI Blast
    • 5 hits (regular shot)
    • 3 hits (charged shot)
  • Telekinesis
    • 25 hits (no Upgrade)
    • 13 hits (upgraded)
  • Ground Pound
    • 17 hits (shockwave, from upgrade ver.)
    • 13 hits (no Upgrade)
    • 8 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 41 hits
    • 9 uses (5 seconds, each second equals a hit)
    • 5 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 101 hits (wrecking ball upgrade)
    • 25 hits (levastation upgrade)
  • Mental Connection
    • 17 hits
  • Mental Projection / Raz’s Archetype
    • 10 hits (paper cuts upgrade)


Bad Mood[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Bad Mood PN2
Systemic Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this page

Locations[]

  • Bob's Bottles
    • Ruined Greenhouse (Bad Mood's Battle), Sunken Motherlobe, Viking Reception, Truheltia's Battle.
  • Cassie's Collection
    • Print shop (After Bob’s Bottles).
  • Lucrecia's Lament
    • Mental Dam.
  • Psychoseismometer: Target Practice
    • The Questionable Area, The Quarry, Otto-Matic Workshop.

Health Stats[]

  • PSI Punch
    • (1st Punch) 10 hits
    • (2nd Punch) 7 hits
    • (3rd Punch) 4 hits
    • (4th Punch) 2 hits
  • Dodge Attack
    • 2 hits
  • PSI Blast
    • 5 hits (regular shot)
    • 3 hits (charged shot)
  • Telekinesis
    • 10 hits (no Upgrade)
    • 5 hits (upgraded)
  • Ground Pound
    • 7 hits (shockwave, from upgrade ver.)
    • 5 hits (no Upgrade)
    • 3 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 16 hits
    • 4 uses (5 seconds, each second equals a hit)
    • 2 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 40 hits (wrecking ball upgrade)
    • 5 hits (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None


Wind up teeth[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Wind up Teeth PN2
Unique Mental Figure


Obstacle Enemy

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.
  • Dash: moves at a slow speed.

Locations[]

  • Loboto's Labyrinth
    • Conference Room

Health Stats[]

  • PSI Punch
    • (1st Punch) 1 hit
    • (2nd Punch) 1 hit
    • (3rd Punch) 1 hit
    • (4th Punch) 1 hit
  • Dodge Attack
    • 1 hit
  • PSI Blast
    • 1 hit (regular shot)
    • 1 hit (charged shot)
  • Telekinesis
    • Unknown (no Upgrade)
    • Unknown (upgraded)
  • Ground Pound
    • Unknown (shockwave, from upgrade ver.)
    • Unknown (no Upgrade)
    • Unknown (upgraded)
  • Pyrokinesis / Times to set on fire
    • Unknown
    • Unknown (5 seconds, each second equals a hit)
    • Unknown (10 seconds, each second equals a hit)
  • Levitation Ball
    • Unknown (wrecking ball upgrade)
    • Unknown (levastation upgrade)
  • Mental Connection
    • Unknown
  • Mental Projection / Raz’s Archetype
    • Unknown (paper cuts upgrade)


Tooth Fairies[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Tooth Fairies Alt. PN2
Unique Mental Figure


Obstacle Enemy

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.

Locations[]

  • Loboto's Labyrinth
    • Conference Room, Central Office.

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • 1 hit (regular shot)
    • 1 hit (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • Unknown (shockwave, from upgrade ver.)
    • Unknown (no Upgrade)
    • Unknown (upgraded)
  • Pyrokinesis / Times to set on fire
    • Unknown
    • Unknown (5 seconds, each second equals a hit)
    • Unknown (10 seconds, each second equals a hit)
  • Levitation Ball
    • Unknown (wrecking ball upgrade)
    • Unknown (levastation upgrade)
  • Mental Connection
    • Unknown
  • Mental Projection / Raz’s Archetype
    • Unknown (paper cuts upgrade)


Anti-Psychic Detector[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot PSI Detector PN2
The Physical Figures


Obstacle Enemy

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.

Locations[]

  • Lady Luctopus Casino
    • High roller’s suite (Hotel), Casino.
  • The Quarry
    • Otto-Matic Workshop (Inoffensive).

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • 1 hit (regular shot)
    • 1 hit (charged shot)
  • Telekinesis
    • 1 hit (no Upgrade)
    • 1 hit (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • 1 hit (no Upgrade)
    • 1 hit (upgraded)
  • Pyrokinesis / Times to set on fire
    • Unknown
    • Unknown (5 seconds, each second equals a hit)
    • Unknown (10 seconds, each second equals a hit)
  • Levitation Ball
    • Unknown (wrecking ball upgrade)
    • Unknown (levastation upgrade)
  • Mental Connection
    • Unknown
  • Mental Projection / Raz’s Archetype
    • Unknown (paper cuts upgrade)


Diamond Daze[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Diamonds PN2
Unique Mental Figure


Mid-Boss (Sub-Boss)

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.

Locations[]

  • Hollis' Mind
    • Hollis' Hot Streak
      • Cardiology

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • None (regular shot)
    • None (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • None (no Upgrade)
    • None (upgraded)
  • Pyrokinesis / Times to set on fire
    • None
    • None (5 seconds, each second equals a hit)
    • None (10 seconds, each second equals a hit)
  • Levitation Ball
    • None (wrecking ball upgrade)
    • None (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)


Spade in Full[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Spades PN2
Unique Mental Figure


Mid-Boss (Sub-Boss)

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.

Locations[]

  • Hollis' Mind
    • Hollis' Hot Streak
      • Cardiology

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • None (regular shot)
    • None (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • None (no Upgrade)
    • None (upgraded)
  • Pyrokinesis / Times to set on fire
    • None
    • None (5 seconds, each second equals a hit)
    • None (10 seconds, each second equals a hit)
  • Levitation Ball
    • None (wrecking ball upgrade)
    • None (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)


Billy the Club[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Clubs PN2
Unique Mental Figure


Mid-Boss (Sub-Boss)

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.
  • Dash: moves at a slow running speed.

Locations[]

  • Hollis' Mind
    • Hollis' Hot Streak
      • Cardiology

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • None (regular shot)
    • None (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • None (no Upgrade)
    • None (upgraded)
  • Pyrokinesis / Times to set on fire
    • None
    • None (5 seconds, each second equals a hit)
    • None (10 seconds, each second equals a hit)
  • Levitation Ball
    • None (wrecking ball upgrade)
    • None (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)


Nightmare Maligula[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Nightmare Maligula PN2
Unique Mental Figure


Mid-Boss (Sub-Boss)

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. For better index check out this link

Locations[]

  • PSI King's Sensorium
    • Backstage (Nightmare Maligula's Battle)

Health Stats[]

  • PSI Punch
    • (1st Punch) 11 hits
    • (2nd Punch) 9 hits
    • (3rd Punch) 5 hits
    • (4th Punch) 3 hits
  • Dodge Attack
    • 3 hits
  • PSI Blast
    • 7 hits (regular shot)
    • 5 hits (charged shot)
  • Telekinesis
    • 11 hits (no Upgrade)
    • 7 hits (upgraded)
  • Ground Pound
    • 7 hits (shockwave, from upgrade ver.)
    • 7 hits (no Upgrade)
    • 5 hits (upgraded)
  • Pyrokinesis / Times to set on fire
    • 17 hits
    • 3 uses (5 seconds, each second equals a hit)
    • 3 uses (10 seconds, each second equals a hit)
  • Levitation Ball
    • 41 hits (wrecking ball upgrade)
    • 11 hits (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)


The Moth[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot The Moth PN2
Unique Mental Figure


Support Enemy

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.

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • None (regular shot)
    • None (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • None (no Upgrade)
    • None (upgraded)
  • Pyrokinesis / Times to set on fire
    • None
    • None (5 seconds, each second equals a hit)
    • None (10 seconds, each second equals a hit)
  • Levitation Ball
    • None (wrecking ball upgrade)
    • None (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)


Maligula's serpents / Serpents of suffocation[]

In-game Look Type/Category Description Moveset (With Damage Stats)
Screenshot Maligula's serpents PN2
Unique Mental Figure


Support Enemy

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.

Locations[]

  • PSI King's Sensorium
    • Backstage (Nightmare Maligula's Battle)
  • Lucrecia's Lament

Health Stats[]

  • PSI Punch
    • (1st Punch) None
    • (2nd Punch) None
    • (3rd Punch) None
    • (4th Punch) None
  • Dodge Attack
    • None
  • PSI Blast
    • None (regular shot)
    • None (charged shot)
  • Telekinesis
    • None (no Upgrade)
    • None (upgraded)
  • Ground Pound
    • None (shockwave, from upgrade ver.)
    • None (no Upgrade)
    • None (upgraded)
  • Pyrokinesis / Times to set on fire
    • 1 hit
    • 1 use (5 seconds, each second equals a hit)
    • 1 use (10 seconds, each second equals a hit)
  • Levitation Ball
    • None (wrecking ball upgrade)
    • None (levastation upgrade)
  • Mental Connection
    • None
  • Mental Projection / Raz’s Archetype
    • None (paper cuts upgrade)

Enemy Variants[]

Systemic Mental Figures:[]

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.

See also[]

Trivia[]

  • Counting bosses, sub-bosses and enemies gives Psychonauts a total of 59 enemies while Psychonauts 2 has only 26 enemies.
  • 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.
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