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Since Psychonauts 2 revolves around a hunt for The Mole, there is a high risk of spoilers in this section.

The elite group of international secret agents who save the world with their psychic abilities.


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    In General 
https://static.tvtropes.org/pmwiki/pub/images/psychonauts_badge.png
  • Bold Explorer: The initial mission statement was to explore the human mind as the "final frontier". Everything they do now is largely to indirectly gather resources to that end. However public perception of them has been shaky as of late, with those like Lili feeling like the Psychonauts have long since lost their need to exist. Ford in particular wishes to redirect the focus of the organization back to its roots at the end of Psychonauts 2.
  • The Cobbler's Children Have No Shoes: The Psychonauts have an innate understanding of the mind and have developed technology that allows them to interact with the mind as though it was a physical place, Raz managing to cure the psychosis of nearly a dozen individuals within the span of a few days using one of their Psycho-Portals. With that said, the organization is so preoccupied with handling things in the physical plane that they come across as neglectful towards the mental stability of their own agents, Oleander being driven to megalomania without anyone noticing and the entirety of their founders, the Psychic Six, to stew in their own collective hangups. Even with their morals against directly tampering with people's minds, they seem more content with making them "comfortable" instead of doing anything productive. It's somewhat justified, since a large part of improving mental stability does require the direct consent and cooperation of the patient, since there are potentially dire consequences if one attempts to tamper with people's minds without proper understanding of their issues.
  • Government Agency of Fiction: It is never directly stated whether the Psychonauts are a national or international government agency, but they are seemingly called in whenever something explicitly supernatural threatens the world. Once considered a rising and prominent organization, their recent reputation is more divided, with many in and outside of the organization feeling like it's long past its prime. As such, the government hasn't been providing as much funding as it used to, leading to the financial struggles in Psychonauts 2.
  • Humble Beginnings:invoked The Psychic Six were a Ragtag Bunch of Misfits who created technology and methods that let them cultivate their psychic powers and explore the mental realm For Science! This eventually ballooned into what is now called the Psychonauts — a paramilitary espionage organization that keeps the world safe from paranormal phenomena with a whole army of psychics.

Psychonauts Leadership

    Truman Zanotto (All Spoilers Unmarked) 

Voiced by: Darin De Paul

https://static.tvtropes.org/pmwiki/pub/images/truman_64.png

The Grand Head of the Psychonauts, Lili's father and nephew to Bob Zanotto.


  • Amazingly Embarrassing Parents: Lili used to view her father as this, as he would use the camp's jet to come and visit her until she told him to stop.
  • Beard of Evil: Thanks to his circumstances as a target of body theft by the mole, his impressive facial hair is this. After his brain is returned to his body in the postgame, the "evil" part no longer applies.
  • Big Good: He's the leader of the Psychonauts and is thus the biggest force for good in the games. Functionally though, he never get to fill the role properly, being absent in the first game, kidnapped in Rhombus of Ruin, and missing his brain in the second game.
  • The Chains of Command: In the past he was forced to fire his uncle Bob after his alcoholism started causing trouble with his work. The Memory Vault version of it makes it clear that it was not a decision that Truman made easily.
  • Excellent Judge of Character: Truman has shown in both the memories of Hollis Forsythe and Bob Zanotto that he's good at judging the characters of people and doing what needs to be done. He recognized Hollis' potential as a psychic and that the situation she was in was due to a poorly thought out decision on her part rather than malice, and brought her into the Psychonauts where she would eventually prove him right by becoming the Second Head. His firing of Bob, while obviously a source of pain for both of them, turned out to be necessary given just how many problems Bob was implied to be causing due to his rampant alcoholism, a case of the needs of the many outweighing the needs of the few. He's also one of the few people to pick up on Nick Johnsmith's character being a falsehood, although it's a downplayed case given that he didn't figure out that Nick was something worse than a mere Yes-Man before having his brain swapped out. he also doesn't really care about Oleander's antics of the first game, implying that it wasn't the first time that the man attempted something like that.
  • Family Eye Resemblance: Lili very clearly has his eyes.
  • Grand Theft Me: He fell victim to this during the events of In the Rhombus of Ruin, where Loboto kidnapped him and replaced Truman's brain with the brain of his employer, Gristol. He spends the entirety of the second game stuck inside a box.
  • Ironic Name: His body was controlled by Gristol Malik, the Big Bad of 2, so, basically, he wasn't really the true man known as Truman.
  • Meet the In-Laws: During the ending of Psychonauts in the Rhombus of Ruin, much to Truman's surprise, Lili introduced Raz to him as her boyfriend. To say he (or rather Gristol) is shocked would be an understatement. Though given his real brain was stored inside the metal case, it means that he technically didn't meet Raz at all until the end of Psychonauts 2, when he's returned to his body after Gristol's removal.
  • Out-of-Character Alert: He's one of the few people in the Motherlobe that doesn't like Nick. The fact that there's a golden bust of the guy in his mental world is what tips Lili off that it isn't his brain they're in.
  • Reasonable Authority Figure: Hollis Forsythe's Mental Vault paints him as this, since he was willing to see her potential as a Psychonaut despite her rash decision to alter her plagiarist superior's mind back when she worked at a hospital being the reason he was there to meet her in the first place.
  • Seen It All: When Raz mentions that Oleander was stealing children's brains and putting them into death tanks, Truman chuckles, "Is that all?", and then Trolls Lili by saying he was more worried about the kissing that goes on at summer camps. The look on his face while he says this (as well as his Clairvoyance image of Raz dressed up as a prom date) indicates he knows full well Raz and Lili shared a First Kiss.
    Lili: Dad, gross!
  • Sesquipedalian Loquaciousness: Prone to this, if his description of Nick Johnsmith as an "obsequious little lickspittle" is any indication.
  • Shipper on Deck: In the postgame of 2, you can use Clairvoyance on him, and it reveals that he sees Raz as Lili's date, dressed in a garish turquoise prom outfit smiling nervously, all the while holding white and yellow flowers to give to his daughter. It's quite telling that he notices this pretty quickly on information Lili has to tell him, as his own brain wasn't in his body for the events of Ruins and most of 2, so whatever Lili said about Raz to him makes Truman think like this.
  • Skewed Priorities: He's more interested in Lili and Raz's relationship than he is in the fact that Oleander tried to take over the world.
  • Somebody Doesn't Love Raymond: According to Lili, Truman is the only person in the Motherlobe who wasn't fond of Nick and described him as an "obsequious little lickspittle".
  • Talking to Plants: He has a degree in herbaphony.
  • Too Much Information: After the events of 2, Truman apologizes for his behavior while Gristol was in his body — then asks Raz not to mention what exactly he did, because Lili already told him too much and he doesn't need any more.
    Hollis Forsythe 

Voiced by: Kimberly Brooks

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_hollis.jpg
The "Lesser Head" of the Psychonauts, and current in command due to Truman's incapacitation. A strict, cold and pragmatic individual, she attempts to keep things under control at the Headquarters as rumors of The Mole begin to circulate amongst the staff.
  • Beleaguered Boss: Hollis has it rough with her Psychonaut duties, especially in the wake of Truman's psilirium poisoning taking him out of commission.
  • Beleaguered Bureaucrat: Besides heading a global spy organization, her main concern is scraping together the funds to keep said organization running. Connecting the thoughts in her head shows that many of them lead back to the Psychonauts’ money trouble.
  • Berserk Button: Raz instantly manages to get on her bad side by calling her by her hated unofficial designation as "Lesser Head" of the Psychonauts.
  • Black Boss Lady: Hollis is a Black woman who also happens to be the second highest-ranked person in the Psychonauts organization (temporarily number one due to Truman's condition throughout most of Psychonauts 2). Although she is respected by the Psychonauts, a Memory Vault shows that her race and gender are part of why her previous boss, Jack Potts, treated her poorly, to the point where he plagiarized her work.
  • Boring, but Practical: Her general M.O. tends for a direct, blunt approach to problems. While it leaves her field work less creative or elaborate than Sasha or Milla's work as agents, it means she's well-suited for directing operations. It also means one of her first guesses for The Mole is correct, since she sees the more straight-forward connection than the conspiracy the others are looking for.
  • Brainwash Residue: Even though Raz destroyed the Lady Luctopus, which was the main cause of the shift in her mental world to a casino, there are still lingering effects she has to address, which serves as justification for its continued existence for players to revisit. In the penultimate moment of the story, she exclaims "Jackpot!" when experiencing an epiphany before correcting herself to "Bullseye!".
  • Career-Building Blunder: Despite having accidentally driven her boss insane, to the point where Truman Zanotto himself had to step in and deal with the problem, Zanotto realized that even if what she had done had gone terribly wrong, it was still a very impressive feat for an untrained psychic, and that Hollis's intent had not been wholly malicious. She was out of her depth, however, and so he recruited her into the Psychonauts.
  • Character Development: Goes from lashing out at Raz and viewing him as a nuisance to respecting his natural talent and moral strength. As well, she loosens up her leash on the interns after seeing how well they performed in the field. As a display of the former, her Clairvoyance picture goes from seeing Raz as a newborn chick (seeing him as an inexperienced child) to seeing him as a respectable Psychonaut.
  • The Comically Serious: Not unlike Sasha her reaction to most events no matter how chaotic is very stoic and matter of fact.
  • Defrosting Ice Queen: A classic example — she's a condescending stickler for procedure at first, but loosens up considerably after Raz not only fixes his mistakes in her mind, but shows he is willing to face up to the consequences, even if that means leaving the Psychonauts altogether. Because of her own similar mistakes before joining the Psychonauts, she warms up to Raz considerably after that, while still maintaining her sharp demeanor around others.
  • Does Not Like Spam: Unintentionally invoked. When first testing the Mental Connections power, Raz connects the thought of "cilantro" with "disgust" inside Hollis's mind. This leaves her hating cilantro, claiming that it tastes like soap.
  • Do Wrong, Right: While makes it clear that what he did was wrong, she is none the less impressed that Raz was able to alter her mind without driving her insane, and then successfully undo these changes, due to her past experience driving her boss crazy when trying to alter his state of mind.
  • Edible Theme Naming: Her codenames are based off kitchen equipment, like calling Raz "Eggbeater."
  • Establishing Character Moment: When Raz first meets the Second Head for the first time, she reacts with suspicion to this strange boy she doesn't recognize suddenly showing up at the Motherlobe after overlooking his presence for a solid minute (establishing her as hyper-focused and a little abrasive), dissuades any ideas that he can call himself an official agent on Ford Cruller's word alone (establishing herself as blunt, but practical), and puts him into the intern program because Nein, Vodello and Oleander trust him (showing that she is a professional who trusts her men).
  • The Friend No One Likes: Sasha, Milla, and Oleander do see Hollis as a loyal friend, but much like Raz they can't stand how aloof and stern she can be. It is heavily implied the vacation Hollis goes on in the end was encouraged by both Sasha and Milla so they would not have to deal with her a for a while.
  • The Ghost: Her husband; some of the mental connections in her mind mention him, but he's never addressed in the real world and we never even find out what his name is.
  • Hartman Hips: Her hourglass figure is emphasized by her rather angular business suit.
  • Hidden Depths: Despite her position of authority as the Lesser Head of the Psychonauts, her happy place (as demonstrated by Razputin's first foray into her mind) is a hospital church. This shows that she placed a lot of importance on her time there, and also shows that she really does have a genuine desire to help people.
    • When Raz undoes the damage done to her mind and comes forward about his role in breaking it, Hollis looks like she's about to break the boy in two — only to calm down at the sight of Raz admitting his failure. This inspires Hollis to not only forgive him, but also empathize with Raz and tell him that she committed a similar mistake in the past, which can be confirmed once the player finds her second mental vault.
    • A comment she makes if Raz chooses to apologise for his family showing up at the Motherlobe unannounced implies that she may not have a good relationship with her family.
  • Hidden Heart of Gold: Her first mental world shows she's genuinely concerned about the safety of her students; she just turns mean when stressed.
  • Hot Teacher: All her initial jerkassery aside, Agent Forsythe IS pretty hot.
  • Insistent Terminology: She gets really peeved whenever someone refers to her as the "Lesser Head of the Psychonauts", always correcting them to "Second Head of the Psychonauts".
  • Iron Lady: Forsythe is generally known to aloof, serious and no-nonsense, and she can be pretty intimidating.
  • Jerkass: The stress of managing the Psychonauts during one of their foremost crises' turns her into this. She barks at Razputin just for asking simple question and constantly yells at him for being late, despite it being the first time he's ever been to the Motherlobe.
  • Laser-Guided Karma: Raz does to her what she did to Dr. Potts. She's not unaware of this, and realizes that she's not the only one to make that mistake.
  • Let Us Never Speak of This Again: Paralleling Sasha Nein's incident with the Mega Censor in the first game, Hollis would rather prefer not to think about the near fiasco that the Lady Luctopus incident nearly turned out to be when Raz asks her about it in the post-game.
  • Married to the Job: She's extremely intent on proving she can run Psychonauts HQ, and it lends to her being a Control Freak. After the events of the game, she has enough confidence in her ability that she demands a paid two week vacation; she has several weeks due her anyway. Notably, while she does have a husband, mentions of him are only barely squeezed into her thought connections and we never even find out what his name is.
  • Meaningful Name: Her last name sounds very similar to "Foresight", which is very appropriate for a psychic and it also describes her personality well.
  • My Greatest Failure: As indicated by both her Memory Vaults and her speech to Raz once he defeats the Lady Luctopus, she once tried to get revenge on her plagiarist superior at her old job using her Mental Connection technique, and accidentally drove him insane. The Psychonauts had to get involved, and despite it leading to her current job, she still regrets her rash actions.
  • Not So Above It All: She clearly wrote on her own ID card and replaced "Lesser" with "Second!" Yes, she wrote an exclamation mark on it.
  • Number Two: To Zanotto. She clearly is very good at it. She just really doesn't like to be called Lesser Head of the Psychonauts.
  • Reasonable Authority Figure: Once things calm down a bit and she realizes Raz is that naturally talented, she cheers up significantly and shows that she is a legitimately good leader. A fully restored Truman will marvel, "Now that's leadership!".
  • Recruited from the Gutter: Instead of imprisoning her after messing with Dr. Potts' mind, Truman Zanotto saw talent in her, and recruited her into the Psychonauts. It helped she had no idea it would turn out so bad, and it was very much a Pay Evil unto Evil situation, as Dr. Potts stole her and a lot of other students' research.

The Motherlobe

    Sasha Nein 
Can be found in Main Characters
    Milla Vodello 
Can be found in Main Characters
    Coach Morceau Oleander 
Can be found in Main Characters

    Nick Johnsmith 

Voiced by: Elijah Wood

https://static.tvtropes.org/pmwiki/pub/images/nick_95.png
Nick, de-brained.

The mailroom expert of the Motherlobe. He's Razputin's mentor... or, at least he's supposed to be, but he was de-brained before Raz arrived.

For more information about his personality, see Psychonauts: The Real World.


  • Bitch in Sheep's Clothing: Outwardly, he's beloved by nearly all of the organization for his Nice Guy personality. The only exception is Truman Zanotto, who views his personality as a cover for being someone who just says what he needs to appeal to others while being an "obsequious lickspittle", according to Lili's recollection. He's not wrong, but he severely underestimates just how bad Nick actually is as his true identity, the Delugionist Mastermind Gristol Malik.
  • Brain Theft: Before Raz can actually do any work under him, he is found de-brained. He actually did this to himself in order to transfer his brain into Truman's body.
  • Flat Character: Thanks to being de-brained before he even makes his debut, he mostly mumbles nonsense and his actual personality is all but gone. All we really know is that almost everybody at Psychonauts HQ loves the guy and that Truman thinks he's a yes-man. This is just the case for "Nick Johnsmith," though.
  • Loved by All: Hollis says that everyone loves Nick, and, while it may sound sarcastic, her reaction after seeing him debrained, along with Oleander's, suggests it's true. That being said, it's more like almost all, with Truman Zanotto not being the biggest fan of his.
  • Phrase Catcher: Any mention of him after his de-braining are almost always accompanied by variations of "Not Nick!"
  • Prematurely Bald: Despite being in his thirties at the latest, he's lost most of the hair on the top of his head.
  • Ridiculously Average Guy: Prior to his de-braining, Nick had no major personality traits that would make him stand out, aside from being really good at sorting the mail.
  • Two First Names: His name is composed of at least three first names, and comes off as a misinterpretation of what an American name is supposed to sound like. Given his real identity, it may very well have been.
  • Un-Sorcerer: He's one of the few non-psychics in a facility densely populated by well-trained psychic spies, but has earned the respect of (nearly) all of his coworkers.
  • Yes-Man: According to Truman, which is why he doesn't like him.

    Larry 

Voiced by: Darin De Paul

https://static.tvtropes.org/pmwiki/pub/images/larry_00.png

One of the first agents that Raz meets upon entering the Motherlobe. Notably, at the time, he's nothing more than a telepathic brain in a mobile sphere.


  • Brain in a Jar: More accurately, he's a brain in a hamster ball. It's not his usual ball, though.
  • Mundane Utility: If Raz talks to him in the lobby, he states that he's currently just a brain because his body was feeling sick and he didn't want to bring it to work that day.
    Lori 
An agent that Raz keeps bumping into during his time at the Motherlobe.
  • Recurring Extra: She's first seen trying to handle the mail before Nick is found, then getting her hair done at the "Ford's" hairdresser, and then replacing "Nick" as the mailroom clerk in the post-game.
  • Warts and All: She considers replacing "Nick" as the mailroom clerk to be an honor, even despite the revelation that he's The Mole.
    Agent 33 
An agent sent to investigate the Lady Luctopus Casino. When she fails to return, combined with a key to a hotel room found in Nick's brainless body, the Psychonauts plan a mission to infiltrate the building and gather intel.
  • The Ghost: Though talked about, she never makes a physical appearance.
  • No Name Given: Unless her actual name is "Agent", nobody brings up her regular identity.
  • Poor Communication Kills: In the post-game, it turns out she just went on vacation and forgot to update her work status, meaning that all of the concern over her was for naught.
    Terryl 

Voiced by: Zehra Fazal

https://static.tvtropes.org/pmwiki/pub/images/terryl.png

An agent in charge of overseeing the Psychoisolation Chamber all the way out in the Quarry. As such, she's figuratively and literally a bit out there.


    Chet and Sherri 
A pair of agents trying to have a secret conversation in the lobby, to plan an event without Sherri's husband finding out.
  • Bait-and-Switch: Overhearing their conversation, it sounds like they're having an affair... but it turns out they're just planning a surprise party for her husband. It's then immediately subverted when Sherri notes how it's partly an apology for an actual affair she had with Chet.
  • Sympathetic Adulterer: Sherri turns out to be this, as her husband was actually okay with her affair with Chet, which is partially why they're planning the surprise party.
    Susan 

  • Adults Are Useless: Completely unaware of the giant water tornado created by Maligula, her reason being she doesn't follow intern activities.

The Psychic Six

    General 
https://static.tvtropes.org/pmwiki/pub/images/spoiler_psychonauts2_screenshots_20210417_4k_001.jpeg
A group of psychic individuals who worked to explore the potential of their psychic powers, their work eventually creating the Psychonauts.
  • Broken Ace: With the exception of Otto - but whose mind Raz doesn't explore -, the battle with Maligula really screwed them up. The main thrust of the game is helping them put their self-confidence back together and start healing mentally.
  • Didn't Think This Through: While Otto was the most enthusiastic, each of the Psychix Six voluntarily performed dangerous experiments on their minds to make them stronger and explore every closed door. This left their minds vulnerable, a risk they were willing to embrace since they supported each other. But none of them considered beforehand what would happen if something called them away on their own, like with Lucrecia.
  • Early-Bird Cameo: Wood carvings of all members in their prime could be seen around the campfire in the original Psychonauts.
  • Early Installment Character-Design Difference: The wood carvings around the campfire in the original game don't necessarily match with how they looked at that age in the sequel, nor how they look in general. For instance, Helmut has a much squarer, flatter head and no mustache, Otto's chin points more forward, Cassie's hair is styled differently and Lucrecia's head is more square with uneven eyes.
  • For Science!: All of them involved themselves in experiments on their own psyche that left them dangerously prone to instability. This led to Lucy becoming Maligula. The game implies those experiments also worsened the trauma they suffered after their battle with Maligula. Ford admits that they were dangerously irresponsible.
  • Precursor Heroes: They're the six powerful psychics that Ford Cruller gathered together who would initially form the Psychonauts.
  • Putting the Band Back Together: A significant portion of the game involves Raz reuniting the team in order to deal with their old foe Maligula.
  • Shell-Shocked Veteran: It's stated several times throughout the game that the members of the Psychic Six never fully recovered from their battle with Maligula (except for Otto, who acts relatively healthy but might be hiding any problems).
    • Ford had his mind badly damaged by himself, so he would forget about what he had truly done to Maligula, becoming a confused old man holding several different personas.
    • Compton grew more and more anxious about his own insecurities, thinking his friends were judging him as a disappointment and driving him to isolate himself when their "voices" became deafening.
    • Cassie couldn't adapt to the Psychonauts, since she preferred living in the Green Needle Gulch, but she let the more controlling part of her personality take over her mind out of belief that it was the only useful one.
    • Bob's alcoholic tendencies became even more extreme due to Helmut's apparent death, culminating in him becoming a danger to everyone around him and leading to his subsequent self-isolation from any human contact.
    • Helmut's brain spent 20 years outside its body, at which point it had lost most of its cerebral functions and activity. When Helmut's memories fully come back, his trauma of Maligula shows up alongside them.
  • The Smurfette Principle: Cassie is the only female member of the Psychic Six. Subverted with the reveal that Lucrecia Mux, later known as Maligula, was also a member, meaning it was really a case of Two Girls to a Team.
  • The Stoner: The Heptadome is filled with bean bags where the Psychonauts "explored their minds". The game isn't subtle about the implications that they were basically college students who would get high and talk about expanded consciousness. The difference is that these kids were psychic, and could make it happen.
  • True Companions: They were especially close when they were active, but still continue to care deeply for one another. Representations of the group often exist as prominent figures in their psyches and conversely it's repeatedly shown that fears of being hated or rejected by any of the others are among the most damaging thoughts in their minds. Notably, not a single one of them blames any of the others for what happened during the battle with Maligula, not even Lucrecia, instead only contemplating how they personally might have done better.
  • Unreliable Narrator: Because of the many years, their respective mental issues, and various forms of self-loathing, many of them have forgotten important details, and / or they now fear their friends hate them or don't care about them anymore.
    Ford Cruller 
Can be found in Main Characters
    Otto Mentallis 

Voiced by: Piotr Michael

https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2021_09_02_at_34723_pm.png

One of the founders of the Psychonauts, who still works for the organization as an engineering expert. Raz will be able to purchase gadgets and pins from him, either directly or through the "Otto-Matic" terminals across the Motherlobe.

Prior to the game's official release, Otto's services were revealed during the third episode of Double Fine's "Basic Braining" Youtube series, as seen here.


  • Absent-Minded Professor: Part of the reason that Helmut was stuck as a brain for so long was that, despite eventually finding him, Otto apparently never bothered examining whose brain it was. He simply dismissed it as another unidentified specimen in the Brainframe and forgot about it. After reuniting with Bob, one of their conversations has Helmut rather testily calling out Otto's crap cataloguing system.
  • Amulet of Concentrated Awesome: His medallion, an eyeball in a swirling frame. Instead of the Pstandard Psychic Pstance almost every other character adopts, Otto focuses his powers through his medallion.
  • The Armorer: He supplies the Psychonauts with their spy gear. Sasha mentions most of his gadgets come from Otto. He runs the in-game store, selling power-up pins, healing items, and rank-ups, and he lets Raz "borrow" the camera that enables photo mode as well as the thought tuner, which helps locate secret grapple points/mental connections.
  • Collector of the Strange: His Brainframe, a collection of living but (allegedly) nonconscious brains acquired after someone's death, which all Psychonauts are contracted to donate to upon their deaths.
  • Cool Old Guy: Most of the other Psychonauts are a little sheepish about Raz's hero worship, knowing their past exploits weren't as glamorous as True Psychic Tales made them out to be. Otto seems to enjoy the praise, firing up Raz's enthusiasm with hints that the truth was somehow more exciting, and of course none of it would've been possible without Otto.
  • Could Say It, But...: A variation. When Raz asks him if he could borrow some of his gadgets, Otto explains that he is normally strictly forbidden to check out his gadgets to interns, but if he just so happened to ask Raz to do him a favor and deliver some of his gadgets to either Sasha or Milla, he is allowed to give them to him, and adds there is nothing he can really do to prevent Raz from deciding to take his sweet time actually completing the delivery.
  • Crazy-Prepared:
    • He figures Ford's return in the end would involve the Psychonauts going bankrupt, so he's prepared some contingencies in case.
    • His medallion seems to be some sort of portable ThinkerPrint reader, as he uses it to verify Helmut's identity while the latter is borrowing Gristol's body.
  • Didn't Think This Through: It seems to be one of his largest flaws. He's worryingly casual about the NDA that every Psychonaut will automatically donate their brain to the Brainframe upon their death. He hasn't checked the state of several of brains yet, not considering that they might still be conscious. Which as Helmut can attest, is possible. And in the postgame, he's contemplating selling miniaturised versions of the Astralathe (the device directly responsible for ruining several of his closest friends's lives) to the general public.
  • Disco Dan: In a buckskin jacket with a sheepskin lining, a turtleneck, and a swirly-eye medallion on a gold chain — not to mention the funky lodge-style decor in his lab's lobby — he's still living in the '60s/'70s.
  • Don't Think, Feel: This is his philosophy when it comes to his inventions, developing new ideas and gadgets based on his current mood, such as building a sobbing device when he felt sad.
  • Einstein Hair: The Motherlobe's head scientist and resident Disco Dan, with a grey mullet that comes to a soft-serve swirl in the back.
  • The Friend Nobody Likes: Downplayed. Bob projects his self-loathing onto Otto. Compton fears he's one of four people (Truman, Hollis, and Ford are the other three) who are secretly judging him and even then Compton considers him to be the "nice one". Cassie's distorted perception paints Otto as a pseudo-intellectual who won't listen to reason. This is similar to how Librarian Cassie behaves so maybe it's another case of projection onto him. Helmut is angry at him for holding onto his brain for years without realizing it, and his mental construction of Otto depicts him as being at-odds with Bob. He's still their friend, but he's never depicted positively in anyone's minds.
  • Gadgeteer Genius: His main function is developing psychic-powered gizmos that enhance Raz's abilities.
  • Insufferable Genius: Downplayed, as he mostly remains genial and modest, but he does have a high opinion of himself and limited patience for others. He praises his own genius and shoos others out of his lab with Grumpy Old Man lines that come across as mostly kidding, but not entirely. He is something of an outsider among the other Psychic Six, the only one who did not end up paired up with one of his teammates, the one seemingly least affected by the loss of Lucy and Helmut.
  • It's All My Fault: Downplayed because neither Raz nor the audience witness how deeply it affects Otto. He invented the Hyperhyglaciator to disable Maligula's hydrokinesis. He blames himself for Helmut's body being rendered unrecoverable underneath the Hyper-ice, when he was knocked into the surrounding water just as the device activated. Helmut's consciousness imagines him joining Ford in desperately trying to dig through the ice to find him, only to morosely give up. Otto himself brings it up a few times in conversation with others, showing regret for the way things turned out.
  • Just Think of the Potential!: Played for Laughs. In the post game Otto tells Raz he's considering supplementing the Psychonauts' funding by selling miniaturized versions of the Astralathe so that people could make "minor cosmetic changes" to their psyches, cheerfully comparing it to how small doses of deadly neurotoxin are used for Botox treatments.
  • Lack of Empathy: Downplayed, but it's there, as Otto has a curious air of detachment.
  • The Mentor: Sasha seems to look up to him as a fellow scientist. Milla mentions that much of Sasha's equipment comes straight from Otto.
  • Minor Major Character: The founding Psychonaut who receives the least focus. He's introduced early, helping Sasha in his attempts to ferret out Loboto's employer, and Raz goes to see him when he needs to borrow a brain for Nick to get Postmaster Ford to let them into Nick's office. His lab is huge and the giant moving racks of brains in jars in his Brainframe are used as the background for the title splash. Despite this, he fades into the background after the first act, only coming back to participate in the finale, and even then to a somewhat lesser extent than his fellow Psychic Sixers.
  • Morally Ambiguous Doctorate: Downplayed and Played for Laughs. While not quite crossing fully into Mad Scientist territory, he's rather cavalier about creating new inventions on a whim and the fact that every Psychonaut is eventually going to end up as a Brain in a Jar for experimentation. Case in point, the Brainframe, the repository of said brains in jars, contains several which are unsourced and unidentified, and have been left that way for years. One belongs to Otto's fellow Psychic 6 member Helmut, and despite Otto's assurances that the brains are unconscious and experience nothing, Helmut was very much aware and trapped in deep sensory deprivation the whole time. Otto also created the Astralathe, a device meant for permanent mind alterations. On a somewhat lesser note, he's also the one who enlisted Lucy, specifically to harness her hydrokinesis to hollow out the psitanium deposits under the valley — which would have ecological ramifications. To be fair, she agreed to the idea.
  • Nerd Glasses: Huge, outdated aviator-style gold frames.
  • Only Sane Man: The only member of the Six who managed to walk away from Maligula seemingly unscathed, alive and without any outwardly apparent mental damage.
  • Punny Name: An interesting example. While “Otto Mentallis” isn’t a pun on anything by itself, Otto’s first name is used as the basis for the pun-based names given to some of his inventions (ie. the Otto-Matic Terminal).
  • Sequel Hook: Despite his early prominence, he's the only Psychic Six member whose mind we never see. In the Playable Epilogue, Raz muses "maybe someday..."
  • Sheep in Sheep's Clothing: Despite his weird detachment, his lack of any evident hang-ups about what happened to his friends, being The Friend Nobody Likes, and conspiciously being the only member of the Psychic Seven whose mind you don't get to access, he turns out to have nothing whatsoever to do with the villainous infiltration of the Psychonauts.
  • The Unfought: Out of all the members of the Psychic Six, he’s the only mind that Raz never enters and he seems to not be as badly affected by what happened as the others. Raz will even take note of this in the postgame and remark "maybe someday...".
  • Unwitting Instigator of Doom: Had it not been for the Astralathe he had created and the Psychic Six used to experiment on themselves, Lucrecia might have been able to maintain her sanity. And even if other factors were involved in that specific event, the same device led to Nona and Ford's current mental states.
  • Vitriolic Best Buds: He and Ford. The two were the founding members of the Psychic Six and their conversations after the two reunite in Green Needle Gulch are mostly made up of playful insults. Helmut remembers them like that as well. According to the same memories, Otto and Bob had a similar dynamic where they would spend a lot of time together and bicker with each other.
    Compton Boole 

Voiced by: Nick Tate

https://static.tvtropes.org/pmwiki/pub/images/compton_1.png

Sam and Dogen's grandfather. Compton helped found the Psychonauts and pioneered psychic communication with animals. After the team's breakup and the disappearance of Cassie, who he was very close to, he became extremely lacking in self confidence to the point of extreme anxiety, being easily overwhelmed with his mind being full of goat versions of the Psychonauts who throw constant criticism at him.


  • Affectionate Nickname: Cassie calls him "Boolie".
  • The Beastmaster: Flashbacks indicate that he was able to use his powers to get animals to fight on his side.
  • Beware the Nice Ones: Compton is gentle and skittish, but don't be fooled — he's a dangerous combatant. In the fight against Maligula, he leveled his animal telepathy to recruit an army of grizzly bears to the fight, and is seen leading them into battle.
  • Dark and Troubled Past: Compton broke into a pet shelter or lab because he wanted to free his furry friends. Unfortunately, overexposure to their voices caused one breakout to go poorly, ending with his animal allies being reduced to charred chunks. This landed Compton in prison, where he was recruited by Ford. Like the rest of the Psychic Six, he never recovered from the battle with Maligula, and remains voluntarily imprisoned in the Psychoisolation Chamber after his powers went out of control.
  • Disappeared Dad: A mild case, but he doesn't seem to have any influence over his family members. While Compton is a Friend to All Living Things, Sam is a Bad Boss to the animals she communicates with, as if Compton too distant to give her any moral compass, while Dogen is left to others to deal with his psychic abilities.
  • Early Installment Character-Design Difference: His woodcarving at the camp in the first game depicts him with a notably different face and a much longer neck.
  • Friend to All Living Things: Compton is quite friendly to a wide variety of animals (even if some creep him out a bit, like moles), and dislikes the idea of hurting any of them intentionally. He seems to have secretly acted as an animal rights activist in his Dark and Troubled Past prior to becoming one of the Psychic Six. Compare and contrast to both of his grandchildren, where one initially hurts squirrels due to mistakenly believing they're accusing him of being evil, at least until the misunderstanding is cleared up (Dogen), and the other who borderline abuses animals into doing her bidding (Sam) and doesn't seem to fully understand the problems with this behavior.
  • Hearing Voices: Exposure to other people provokes this, due to Power Incontinence.
  • Heroic Self-Deprecation: This is his issue — his self-confidence was utterly destroyed in the wake of Cassie's disappearance, to the point where his Mental World has conjured goat versions of his friends who chew him out.
  • In the Blood: Aside from his grandchildren all being able to communicate with animals, Dogen has picked up on Compton's anxiety and trouble with controlling his own powers.
  • Miniature Senior Citizens: He's barely taller than Raz. The memory vaults of the Psychic Six in their youth show that he was always short, though.
  • Nice Guy: A very gentlemanly person who is overall very friendly, if skittish.
  • Older Than They Look: He's supposed to be Dogen and Sam's grandfather but looks more like he could pass off as their father.
  • Platonic Life-Partners: His relationship with Cassie seems to be this. They are close, and a memory vault implied that they used to live together. There is NO hint, whether official or implied, that Cassie is the grandmother of Dogen or Sam. Much more telling, the two of them never show even hints of romantic feelings towards or about each other unlike couples like Helmut and Bob or Ford and Lucrecia.
  • Power Incontinence: Before Raz helps him, Compton was living out his days in the Motherlobe's Psychoisolation Chamber because he would otherwise be overwhelmed by his own Telepathy. The vaults in his mind imply that this would only happen when he's over-stressed, this becoming his permanent state after Cassie left.
  • Ship Tease: There are some hints that he and Cassie might be a couple, although the whole context rather points to Platonic Life-Partners.
  • Stiff Upper Lip: Inverted. He has a British accent, but he's pretty easily overwhelmed.
  • Strong Family Resemblance: He looks a lot like Dogen with hair, complete with a similar build.
  • Superpower Disability: Or Disability Superpower. It's unclear whether his high telepathic sensitivity is causing his anxiety and his fear of judgement, or if they allowed him to develop his telepathic powers in the first place.
  • Supreme Chef: Given that his mental world is themed after a cooking show, and the food created both looks and implicitly tastes good (since the Gluttonous Goats are unfairly harsh judges), he may have been this at some point. In the first phase, Razputin prepares the ingredients which are then transformed off-screen into ready dishes. In the second phase, Razputin only helps in the cooking by providing Compton with the ingredients, which the man prepares and cooks on his own without that shortcut. Helmut also associates Compton with the sense 'taste' in his mental world.
  • Tiny Guy, Huge Girl: Tall, slender Cassie and short, stout Compton.
  • Your Head A-Splode: Dogen takes after his granddad. The memory vault "I Was Only Trying To Help!" shows him freeing some animals from a pound, and they all tackle him delightedly. Unfortunately, he accidentally explodes them all when he gets overwhelmed.
    Cassie O'Pia 

Voiced by: Stephanie Komure

https://static.tvtropes.org/pmwiki/pub/images/cassie_opia_p2.jpeg

The Psychic Six's second animal communication expert alongside Compton and best-selling author of the hit book, "Mindswarm." She disappeared into the Forgetful Forest and has not been seen since. She developed a major identity disorder and has become the fabled "Green Needle Witch" of the Forgetful Forest. Mainly attending to her bees and scaring people away from the Green Needle Gulch by playing into the legend.


  • As Long as It Sounds Foreign: Cassie's Punny Name might make you think she's meant to be Irish or Greek rather than Chinese.
  • Archetypal Character: The base of how Mental Projection / Archetype works as taught by Cassie. Her mental world has four 'archetypes'. Those are parts of her mind that she displays in different contexts in her life, playing roles that help her, but who are always Cassie. She explains them in the frame of the The Hero or the Shadow, similar to Carl Jung's concepts. A big part of her level is discussing which one of them is still useful to Cassie in the present. The level ends with the Librarian admitting she can't do things on her own. The others reassure her that none of them are alone since they're all the real Cassie O'pia.
    Raz: Are you... the real Cassie O'Pia?
    Cassie: I'm not sure. But I'm sure she's in here somewhere.
    • Visiting Cassie's mind in the postgame reveals the Archetypes have made peace with each other and are discussing how to proceed.
  • The Beastmaster: Of bees, but they seem to have become very unruly recently. It's because of her anxiety issue. Her Librarian Archetype is such a paranoid Control Freak that she refuses to let the rest of her selves out of her sight. It'd mean that things will change, which Cassie is terrified of.
  • Black Comedy: A mental construct tells Raz that her father died in the pretzelmachine. When he gives his condolences, she admits that her father loved it so much that she pushed him into the machine. The same area hosts a book series called "The Pretzeland Murders".
  • Chinese Labourer: What she used to be, working in a counterfeiter factory back in Shanghai, China. She doesn't think highly of that part of her life.
  • Distaff Counterpart: To Ford. Both maintain several mental projections - Cassie's based on roles she played earlier in her life, Ford's based on jobs - which play an important role in their respective levels. Both of them use Mental Projection to overwork themselves. However, Cassie's Archetypes are entirely in her mind rather than personae that she adopts in the real world and they aren't a result of the Astralathe.
  • Early Installment Character-Design Difference: The shape of her face on the wood carving in the first game is very different from her design in the second game.
  • Guile Hero: She was always very gifted. She wrote one of the foremost books on Parapsychology without any formal training in psychic powers. She also cleverly took advantage of her counterfeiter's arrest to print copies of Mindswarm cost-free. This earned her enough money to buy her a ticket out of the country.
  • Heroic Self-Deprecation: Part of her feels guilty for being unable to protect her friends, blaming her own weakness.
  • Let's Get Out of Here: Counterfeiter Cassie quickly joins Raz and Teacher Cassie once it becomes clear that the mental construct of the police will neither arrest her boss nor protect Cassie.
    Counterfeiter Cassie: Let's beat it! This was a bust.
  • Paper People: The four mental archetypes she has created of herself in her mind are flat paper-cutouts. This theme carries on with her other mental constructs — fitting, as her mental world is based on a library.
  • Parental Abandonment: Her parents gave her up and Cassie had to resort to working in a counterfeiter factory to survive.
  • Platonic Life-Partners: She and Compton seem to be this. They are emotionally very close, with the implication in Compton's memory vault being that they even used to live together. However, it's never even implied that Cassie might be Sam or Dogen's grandmother. And neither Cassie and Compton ever show any sign that they are romantically in love, unlike couples like Helmut and Bob or Ford and Lucrecia.
  • Pungeon Master: She loves puns and wordplay. Several paper constructs in her mind make comments that are puns on their concepts, and Cassie laughs when Compton makes one about vines being "thorny".
  • Punny Name: Cassie O'Pia -> Cassiopeia.
  • "Scooby-Doo" Hoax: Takes advantage of her resemblance to the Green Needle Witch to scare people out of the old Gulch base.
  • Ship Tease: Some hints indicate that she and Compton might be a couple. The whole context, however, points to Platonic Life-Partners.
  • Tiny Guy, Huge Girl: Tall, slender Cassie and short, stout Compton.
  • Token Minority: The only East Asian member of the Psychic Six.
  • You Are Not Alone: Cassie became unhealthily self-reliant because she feared she'd get hurt again after Maligula defeated her. She also blames herself for not protecting her friends. So she felt she had no place among them anymore and left the Motherlobe. Razputin helps her realize that it's okay to ask others for help.
    Helmut Fullbear (spoilers) 

Voiced by: Jack Black, Elijah Wood (in Nick Johnsmith's body)

https://static.tvtropes.org/pmwiki/pub/images/helmut_fullbear.jpeg

Initially just appearing to be a random Brain in a Jar in Otto's collection for his experiments, it turns out that he's actually Helmut Fullbear, who was presumed dead during the fight against Maligula after he took an attack aimed at Bob and fell into the waters around them, which were then deep-frozen by Otto's device designed to counter Maligula's Hydrokinesis powers, with his body going missing and unrecoverable underneath the thick ice. It turns out that he managed to separate his brain from his body at the last second, and Ford was later able to recover it right as he defeated and restrained Maligula, but after he took her and Helmut's brain back to the Astralathe, Ford saw priority in wiping his and Lucrecia's memories... forgetting the brain jar right there, resulting in Helmut spending 20 years as a brain and his consciousness reduced to a Mote of Light before Otto came across it, having no idea whose brain it was.


  • Actor Allusion: Using Clairvoyance on him in the real world has him see Raz dressed up like Eddie Riggs.
  • Actually Pretty Funny: When talking to Bob about smashing his distillery, he mentions it smells like boiled gym socks. Bob responds that he needs the distillery to boil his gym socks, and the two break into laughter over it.
  • Adventures In Coma Land: The focus of his Mental World, other than dealing with sensory overload, is helping him out of the comatose state the fight with Maligula left him in; while he initially is just a light in a black void, as he comes to his mind starts to reconstruct itself until he's finally conscious.
  • All Gays Love Theater: The most theatrical of the Psychic Six, and he was also married to Bob Zanotto.
  • A God Am I: Briefly and humorously. When first encountered, he's forgotten that things actually exist due to having been a brain in a jar for decades, and so assumes he might be God, and possibly destroyed the universe. He snaps out of it once in Nick's body.
  • Badass Pacifist: PSI King's lines when Raz is fighting enemies in his mind imply Helmut dislikes violence, which fits with his hippie theme. He didn't even fight against Maligula, just tried to talk her down, in the Battle of Grulovia.
  • The Bear: Helmut's last name is definitely a Meaningful Name. He's a very large, heavyset man who's married to another man. While we don't get to see if he has much body hair, he does have a lot of hair on his face and scalp, so it's not hard to imagine the same applying to the rest of his body.
  • Bed Trick: Defied, as Helmut refuses to even kiss his husband while in Nick's body, even though both parties already know that it's Helmut, since the body doesn't belong to him and it wouldn't be right to use "borrowed lips".
  • Better to Die than Be Killed: Him evading his impending demise during the fight with Maligula is portrayed this way in a fairly Black Comedy manner, using some of the Super Sneezing Powder he kept on him for emergencies to remove his brain from his predicament when his body could no longer be saved. An optional conversation between Helmut (in Nick's body) and Bob even points out that he literally 'blew his brains out' to avoid getting killed. That said, it's downplayed as he didn't so much as die as lost his brain, which is still active on its own, and he and Bob later makes plans to head back to Grulovia and get his brainless body back, implying that his body is also still alive and usable if they get his brain back in there.
  • Big Fun: When he still had his body he was the largest of the Psychic Six, as well as being the most outwardly jovial and fun-loving.
  • Big "SHUT UP!": Twice during his level. The first time is during the introduction of the Panic Attack enemy, which Raz cannot fight because it's too fast. The second time is when his memories of Maligula invade his concert and he becomes overwhelmed.
    Helmut: Dear universe, please...SHUT UP!!
  • Brain in a Jar: This is the state he's been reduced to when Raz first meets him. He ends up in this state again after finishing the main story, although in a much healthier way as his brain is now kept inside of a hamster ball that still allows him to move around the Motherlobe and interact with other people, especially Bob.
  • Does Not Like Spam: He hates mushrooms, which becomes just one more reason to destroy Bob's distillery and get rid of his alcohol, since it's all fermented from the things.
  • Early Installment Character-Design Difference: His wood carving from the first game gives him a smaller and droopier mustache as well as a different hat.
  • Horny Vikings: Helmut loves wearing a horned Viking helmet — even when in Nick's body. The viking helmet is a holdover from his original character concept, since he was initially planned to be a classical opera singer instead of the psychadelic/acid rock singer he ended up becoming.
  • Human Popsicle: Discussed. Helmut is quite taken with the idea that his body might have been preserved and kept fresh for 20 years inside of Otto's Hyper Ice, which Bob grouchily notes. The two are seen making plans in the postgame to return to Grulovia and try to recover it.
  • Irony: His mindscape has a lot of psychedelic imagery in it and his style of singing is very acid rock-like, but he hates mushrooms (which are often used as hallucinogens) and is in favor of helping Bob get over his alcoholism.
  • Living Emotional Crutch: He's this to Bob, as shown by Bob's memory of his wedding vows. When Bob thought Helmut had died, his depression and drinking problem became much, much worse.
  • The Lost Lenore: As he never found out what happened after his sacrifice, he spent years thinking Bob was killed by Maligula. Subverted, as Bob is still alive, and in fact Helmut is the Lenore to him.
  • Manly Gay: In a relationship with another man, and The Big Guy of the Six. Not surprising, with a last name like Fullbear.
  • Nice Guy: He reacts to rediscovering the world with wonder and curiosity, and is nothing but friendly with Raz.
  • Ninja Pirate Zombie Robot: He's a gay psychic viking actor/artist/poet/psychedelic rock star voiced by Jack Black who helped build a spy agency.
  • Only Sane Man: Ironically considering his Sanity Slippage; the core of his level is putting his ability to interpret his senses back together, but he otherwise suffered little long-term mental trauma and disorders apart from an understandable fear of Maligula and grief over Bob, who he didn't know is still alive.
  • Power of Love: When Helmut finds out Bob wasn't killed in the fight with Maligula, he becomes fully motivated to conquer his trauma with Maligula and accept being able to experience the world again.
  • Punny Name: His nickname PSI King sounds a lot like "viking", while his full name described him rather aptly too — a helmet-wearing full bear.
  • Sanity Slippage: The climactic battle with Maligula that nearly killed him, followed by 20 years of being just a Brain in a Jar, did him no favors. When Raz first meets him, he is just a ball of light in a dark void with no memory of who he was, suffering from Sensory Overload when Raz puts him in Nick's body. While he is slowly able to gain his sense of self with Raz's help, he suffers from multiple panic attacks along the way (which, in-context to the game's setting, are Mini-Bosses).
  • Sense Freak: Big time. It's heavily implied that he was already this trope beforehand, but being locked away as only a brain for 20 years has amplified it to an extreme degree, to the point that he reacts to the cacophony of a boiler room or the taste of an old couch like they were gifts from the heavens. Using Clairvoyance on him at this point reveals he sees the world as a psychedelic explosion of colors, and Raz as a tangled up rainbow.
  • Something Only They Would Say: He proves to Bob that he is his husband in another's body by addressing himself as PSI King, his stage name.
  • Stealth Pun: As the final member of the Feast of the Senses and a powerful psychic, he represents the sixth sense.
  • Talking the Monster to Death: Helmut's plan to defeat Lucrecia was to engage in a "I Know You're in There Somewhere" Fight:
    Raz: You were going to act her to death?
    Helmut: I did a monologue about Lucy's life and what she meant to us, to try to bring her back. I was useless that day.
    Sniffles/Cassie: You think you were useless that day? I tried to stop her with a motivational speech!
  • Tempting Fate: Helmut sings, "Unlocking all my memories / Which are never... never... BAD!" Not a second later, his memory of Maligula appears behind him.
    Maligula: Wanna bet, Helmut?
  • Time Master: He is the one who teaches Chronokinesis to Raz while in his mind. It is never explicitly stated if he could always do this or if this was something he learned while in his dormant state, time moving differently as a Brain in a Jar with no sensory input, although some of his dialogue implies the latter. He later freezes his nightmare of Maligula with it, with help from the rest of the gang, although he doesn't use it anywhere in the real world.
    PSI King: When you're alone as long as I was, time loses some of its meaning, and your perception of it becomes your reality.
  • Voices Are Not Mental: The only time he speaks in his own voice is when Raz is exploring the inside of his mind- understandably as he doesn't have any vocal cords in his current situation. Once he's placed inside Nick's brainless body, all his lines are spoken with Nick's voice.
    Bob Zanotto 

Voiced by: Brian Sommer

https://static.tvtropes.org/pmwiki/pub/images/bob_zanotto_p2.jpeg

Psychobotanist of the original team. Bob is Truman's uncle and was known for his ability to speak with and control plant life. He is found in the Green Needle Gulch. Ever since the original team broke up, he has isolated himself in his greenhouse.


  • The Alcoholic: Tragically so. Bob's alcoholism has its roots in his mother's alcoholism, where he found her dead in her greenhouse. This was compounded by further traumas over the years, such as the loss of Helmut, making his already bad drinking problem that much worse and seeing him fired from the organization he co-founded. By the time Raz locates him, living as a hermit in his cottage at the top of a spire of thorny vines, it is clear that all those years drowning his sorrows did not do him any favors. In fact, his mind is literally flooded with liquor!
  • Actually Pretty Funny: In the post-game, Bob tells Raz they intend to go to Grulovia to rescue Helmut's body. Helmut adds they will then get a treadmill to rescue Bob's body, which gets a hearty chuckle out of Bob.
  • Addled Addict: Bob shows all the telltale signs of alcohol addiction and excessive drinking: slurred speech, confusion, mood swings, bursts of aggression and violence, retreating from the world, and total reliance on his drink of choice to even get up. He's the only member of the Psychic Six (who can communicate) who Raz doesn't ask permission to enter — rather, one of his sentient vines outright pleads with Raz to stop his self-destructive behavior.
  • Affectionate Nickname: Helmut sometimes calls him "Bobby".
  • Beard of Sorrow: Downplayed. We see in flashbacks that he's always worn a long, hippie-ish beard, but in happier days it was straight and well-groomed. In the present, after having lost everything and everyone he ever cared about, it's rumpled and has leaves and garden tools sticking out of it.
  • Berserk Button: When Raz first finds Bob in the greenhouse, he mentions Truman, Ford, and Helmut's names in rapid succession. Bob's response is to snap that those men are all dead and have his vines throw Raz out.
  • Black Bead Eyes: Unlike the rest of his family and many other characters in the series, his eyes are little black dots.
  • Dark and Troubled Past: Bob has had it rough. First his father dies in battle as a soldier, then his mother either drinks herself to death or commits suicide (which is implied to begin his own Descent into Addiction), then he finds brief happiness with the Psychic Six and marries Helmut, only to have both ripped away as Lucrecia goes insane and Helmut is seemingly killed in battle against her, and the final tipping point is being fired from duty as a Psychonaut following dangerous misconduct due to inebriation... by his own nephew, who regretted it himself. All of this drove Bob to retreat from the world entirely and cope with his misery by drowning it in booze.
  • Drowning My Sorrows: Due to how hard his life was (his parents died, his husband is seemingly killed by Maligula, and then he was fired from his duty as a Psychonauts by his own nephew), he tried to cope with it by drowning out his sorrows with alcohol, which only made his condition worse, turning him into an antisocial drunk.
  • Et Tu, Brute?: In his memories of being fired by Truman, his angry objections to losing his job and pleas that his screwups weren't that bad fall away to anguished tears that even his own blood isn't even on his side anymore.
  • Eye Glasses: Downplayed. His eyes and eyebrows are visible, but his glasses' frame twists with his feelings.
  • Gasshole: Due to his constant drinking, he's prone to Rick Sanchez-esque belching. This ends up being a gameplay mechanic in his mental world; his burps are powerful enough to temporarily block off bodies of water so Raz can cross them safely.
  • Green Thumb: He specializes in using his psychic powers to control plants.
  • Happily Married: Bob was deeply in love with his husband Helmut, with Bob saying that he thought he'd loved plants more than people until he met Helmut. Losing Helmut in the battle with Maligula hastened Bob's spiral into depression and alcoholism. The abundance of Helmut-related figments in his mind emphasizes just how much Helmut meant to him. When they're reunited following the completion of Helmut's and Bob's levels, Bob is instantly tempted to kiss Helmut again, only for Helmut to gently refuse as he's still borrowing Nick Johnsmith’s body.
  • The Hermit: Since being fired from the Psychonauts, he's been living alone (other than his plants), growing his own food and distilling his own mushroom-based liquor. The mental version of him is stranded on a barren deserted island surrounded by a sea of liquor, showing how isolated he's become mentally as well as physically.
  • Heroic BSoD: As seen in a Memory Vault, when Helmut sacrificed himself to save him from one of Maligula's attacks, Bob broke down in tears.
  • Insecure Love Interest: His mental image of Otto claims that the Psychic Six only kept him around because he was a "package deal" with Helmut and that they expected him to "be with someone taller". Raz lampshades that this is only Bob's perception of Otto.
  • I Was Quite a Looker: Helmut isn't wrong about "rescuing" Bob's body. Figments and statues of him from the past show he was still short but also far more slender.
  • Jerk with a Heart of Gold: Years of tragic experiences have broken down Bob, but underneath it all he's still the kind man he used to be. Once Raz enters his mind and meets the "real" Bob, his personality is much kinder and more patient than the one in the real world. The "Bulb Bobs" found throughout the real Bob's mind are also encouraging of Raz and try to help him progress through the watery portions of it.
  • Like Parent, Like Child: Bob inherited his passion for gardening and, unfortunately, a predisposition to alcoholism from his mother, Tia.
  • The Lost Lenore: Helmut was everything to him. When he nearly died at the hands of Maligula, Bob never recovered from that incident.
  • Love at First Note: One of Helmut's Memory Vaults imply that Bob fell for him after seeing him perform for the first time.
  • Mess of Woe: His dark, lonely cottage is a mess of empty bottles with moss growing on the walls. Zigzagged, with his gift of controlling plants meaning that the moss and vines are at least partially holding the house together, but it's not a happy home.
  • Mood-Swinger: So much that his mind is infested with Bad Moods, mental manifestations of Bob's sudden anger issues.
  • One-Steve Limit: Downplayed. The first game had Bobby Zilch, and there's a minor Motherlobe NPC named Bobbie. While Bob is usually referred to as just Bob, his husband Helmut affectionately calls him Bobby too.
  • Please, Don't Leave Me: Bob's mental self shouts "Don't leave!" to Raz, begging the first person in years who has reached out to him not to leave him behind.
  • Punny Name: His name is Bob. As in "Bob's your uncle". He's also an actual uncle to Truman too. The game's aware of it, as "Bob's Your Uncle" is also the name of the achievement you get for clearing his mental world.
  • Real Men Wear Pink: He's one of the Psychic Six, and one of the original Psychonauts on the level of Cruller himself, and his specialty is effectively botany.
  • Seriously Scruffy: He's let himself go over the years, after losing Helmut and the Psychonauts. His beard is matted with scissors and trowels sticking out of it, he's gained considerable weight, and his clothes are wrinkled, stained, and frayed. Once reunited with Helmut (or at least his brain), the latter teases him about getting cleaned up and back in shape.
  • Something Only They Would Say: Inverted. He finally snaps out of his depression upon hearing the flower-construct of Helmut claim that he never loved Bob, because if he did he wouldn't have left Bob all alone in the world. This instantly causes Bob to realize that the constructs are lying, since his beloved Helmut, kindhearted soul that he was, would never claim he didn't love his husband.
  • Sour Outside, Sad Inside: When Raz first steps into his greenhouse, Bob tries to throw discarded bottles of liquor at him and then screams at him to leave when Raz inadvertently pushes his buttons. Once Raz steps into his mind, the mental version of Bob is much more subdued and kind, but also reflects the way he feels on the inside: sad and alone, trapped on an island with no way to reach out to anyone else.
  • Straight Gay: Helmut's husband, yet looks like your typical gardening grandpa (with a drinking problem).
  • That Man Is Dead: Bob initially has this response when Raz mentions Truman, Ford, and Helmut.
    Bob: Stop it! RIGHT NOW. I don't wanna hear any of those names ever again, you hear me? They're all... lost. Dead.
    Raz: But... Bob...
    Bob: ESPECIALLY THAT ONE!
  • What Happened to the Mouse?: An implied variation. Bob being Truman's uncle means he had to have a sibling, but whoever that person is does not show up in Bob's childhood home memories in any form, including their mother's funeral.
    Lucrecia "Lucy" Mux (Major Unmarked Spoilers Ahead

Voiced by: Audrey Wasilewski

https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2021_08_28_at_73758_pm.png

The secret last member of the original team. Lucrecia was a member of the Psychic Seven, but that all changed twenty years ago when she was called back to her home country. From there, something dark awoke in her, and it ended in disaster. The other members of the Psychic Seven had to be called in to stop her. From there it was assumed that Ford Cruller had killed her, but the truth is more complicated than it seems...

For more information on her true identity, see The Flying Aquatos under "Nona Aquato". For her Maligula identity, see The Mental World under "The Final Boss".

Psychonaut Internship Program

A reputable internship program offered by the Psychonauts, which is an excellent opportunity for young aspiring trainees. Raz joins the program at the beginning of 2. However, he initially faces difficulty being accepted by the other trainees, who appear less welcoming towards him.

    General 
https://static.tvtropes.org/pmwiki/pub/images/interns_8.jpg

  • All of the Other Reindeer: They do not think too highly of Razputin at first, most likely due to his age and him being the newest addition to the Psychonaut Intern Program. They go so far as to haze him by stealing his clothes and forcing him to hide in his underwear until he gets replacement clothing. However, they begin to move away from this after the Casino Mission (save for Norma, who is still harsh on him).
  • All There in the Manual: Lizzie, Norma and Gisu's surnames are never seen or heard in-game; they're only heard in a cut audio file regarding something called the 'Mentathalon'.
  • The Cavalry: They show up in the final battle to assist Raz against Maligula and help him extract Nona's repressed psyche from her.
  • Character Development: They all start to respect Raz over time, as highlighted by what's seen through Clairvoyance changing (early, most just see him embarrassed, and in his underwear, later, they see him as something cool or fitting to their interests).
  • Child Prodigy: While their exact ages aren't known, they're all talented young people who have each mastered a specific aspect of their psychic powers.
  • Contrasting Replacement Character: To the Campers of the first game. Both groups serve as side characters for Razputin to interact with throughout the game, and both are captured at one point by a dangerous villain who need to be saved by Razputin. However, the Campers were a group of dysfunctional kids around Raz's age who were disinterested or less focused on Psychonauts training compared to Raz and Lili, and they mostly tended to be friendly at best with Raz, or just didn't care too much about him for the bulk of the story. They also were not willing to help out Raz even after he saved them from the villains, either due to being indifferent of the situation, or having very Skewed Priorities. The Interns by contrast are mostly older kids, who despite their eccentricities, tended to get along well enough with each other, are keen to take on real missions as Psychonauts, and initially don't think too highly of Raz at all. However, their opinion of him improves after the Casino Mission, and they end up aiding him several times throughout the story, including against the final boss of the game.
  • Five-Token Band: Adam is black British, Morris is Latino and paraplegic, Norma and Lizzie are implied latinas going by their surnames, Gisu appears to be an Arab Muslim and Sam is a redhead with mental issues. Raz himself counts too since his family appears to incorporate both Slavic and Romani origins.
  • Teens Are Monsters: Unlike the child campers of the first game, who were mostly apathetic or neutral towards Raz, the interns here are a bit more mean-spirited and prone to ridiculing him, much like a clique of high-schoolers. This gets subverted later, when they start respecting Raz a bit more, except for Norma who continues to play the trope mostly straight.
  • Took a Level in Kindness: All of them (with the exception of Norma) warm up to Raz after he gets their respect in the Lady Lucktopus mission. Norma finally comes around in the postgame with her view of Raz changing from being a mole to a fully-fledged Psychonaut.
    Razputin Aquato 
https://static.tvtropes.org/pmwiki/pub/images/clear_raz.png
The main protagonist, who was prepared to become a full-fledged Psychonaut after saving both his fellow campers and the Grand Head of the Psychonauts... only to learn that he's actually just been admitted into an internship, and still has a long way to go. His mentor is Nick Johnsmith. For Tropes regarding him, please go here.
    Adam Joseph Gette 

Voiced by: Tru Valentino

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_adam.jpg

An intern that manages the history of the Psychonauts. He is both the tallest of the interns, and the friendliest to Raz when they all meet. He's also a master of telekinesis, which he mainly demonstrates with yo-yo tricks. His mentor is Truman Zanotto.


  • The Big Guy: Adam is both the tallest and most combat-capable member of the interns. His yo-yos are positively deadly thanks to his advanced usage of telekinesis, as he can shoot them out fast enough to blow apart a metal drone (and send Raz flying).
  • Black and Nerdy: Adam is the resident historian amongst the interns. During the game, he is working on a public exhibit on the history of the Psychonauts as an organisation, and is more than happy to share his knowledge with Raz if he asks about it.
  • Killer Yoyo: His preferred way of fighting is with a yoyo he manipulates with his psychic powers.
  • Nice Guy: He's the most openly amicable of the interns. If Raz talks to him before going to talk to Hollis, Adam openly apologizes for the interns hazing. After they get back from their first field mission Adam tells Raz that if any of the other interns keep bothering him, he'll sort them out.
  • Small Name, Big Ego: Adam thinks very highly of his internship under Truman and can be quite dramatic about it, even though, as previously stated, he's just an intern.
    Morris Martinez 

Voiced by: Giancarlo Sabogal

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_morris.jpg

A levitation expert and radio aficionado that's attempting to start his own pirate radio station at the Motherlobe. His mentor is Milla Vodello.


  • Alliterative Name: Morris Martinez.
  • Buccaneer Broadcaster: He broadcasts his station from a tree house outside the Motherlobe, using the same technology Oleander used for his Summer Camp broadcasts. It's not so "pirate", as after the game's events he's basically relaying messages from the teachers, so it's more akin to College Radio.
  • Disability-Negating Superpower: His levitation makes it so that he can turn his cot into a really mobile wheelchair of sorts, at least until the finale where Maligula knocks him out of his chair (and even then it just means he got kicked out of her mind).
  • Gondor Calls for Aid: When Norma told him what she had done to Raz, he used his radio to call the rest of the Interns to Raz' help.
  • Handicapped Badass: A Psychonaut-in-training and Levitation master that doesn't really need his non-functional legs.
  • Mundane Utility: Being paraplegic, Morris uses Levitation 24/7 as a manner of easy locomotion.
  • Took a Level in Kindness: Morris is a bit of a jerk to Razputin at first, but things change once their first field mission is over. From then on he's a lot more appreciative and kind to Raz, though he does have a bit of an ego problem. He does take on Queepie as an apprentice.
    Lizzie Natividad 

Voiced by: Grace Kaufman

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_lizzie.jpg

A pessimistic intern, a Cryokinesis expert, and Norma's sister. Her mentor is Compton Boole.


  • All There in the Manual: One of the three interns whose surname can only be found in cut audio.
  • Badbutt: Her cursing doesn't get worse than "heck". Even Raz has a crasser tongue than her.
  • Beta Bitch: Lizzie is often seen bullying Raz alongside her sister Norma. Raz pretty much figures out that they are related to each other because of their similar ways of teasing him. Lizzie at least mellows out a bit later.
  • Big Little Brother: Norma is apparently older, but Lizzie is noticeably taller than her.
  • Character Development: She's initially seen as a mean cool kid, and even shares an aspect of Bobby in that she likes to frighten others with a local legend. However over the course of the game, she's revealed that listens to and respects her teachers and has much more of a handle on how to use her ice abilities than initially appears. She also believes in the local legend once Raz tells her he saw the Witch, and she comes to view him as an equal after he proves himself.
  • Face of a Thug: Lizzie looks like a problematic rebel and can be a bit nasty at times, but is actually a decent person behind it all.
  • Fire/Ice Duo: The Ice to Norma's Fire. Subverted in that Lizzie is actually the one with the hot temper out of the two, and the one with actual warmth under her goth-punk exterior — although she's more of an earthy Outdoorsy Gal, flipping the stereotype even further. Norma, meanwhile, isn't exactly cold, but she is the meaner sister.
  • Jerk with a Heart of Gold: She can be sharp, but that's down to Brutal Honesty. She continues to tease Raz, but like most of the other interns other than her sister Norma, she's considerably friendlier after the Lady Luctopus mission.
  • Outdoorsy Gal: She spends her time out in the woods, arming herself with a makeshift spear and putting feathers in her hair while hunting potential cryptids, and seems to enjoy it, above and beyond what her mentor Compton has asked for.
  • Perky Goth: Zigzagged. More of a Hot-Blooded goth once you get to know her, combined with Punk Rock Rebel, tall and thin with black and purple clothes and long dark hair. She can be dour in class, however, and she thrills in telling Raz the scary story of the local cannibalistic Wicked Witch of Green Needle Gulch.
  • Sibling Yin-Yang: From appearance alone, one would think that they're opposite twins with mis-matched powers. However, it is quickly made clear that their abilities match their personalities very well:
    • Lizzie is cool and while one of Raz's primary teasers early on, it amounts to nothing more than slightly-above-average ribbing. Her first use of her powers is also a well done ice slide at the Lady Lucktopus that helps to raise Raz up to the penthouse. She's also shown to be very considerate, trying to catch animals for Mr. Boole to help in his search for Cassie as well as believing that Raz saw the Green Needle Witch and telling him to keep himself safe.
    • Norma, at first, appears to be the more thoughtful of the two, but quickly proves to be more thoughtless than she'd like others to believe. She actually forces Raz to maneuver out of a locked closet with no obvious way out and makes herself a more pointed nuisance by making Raz essentially do her homework for her in order to get his original clothes back. Her first demonstration of her powers is during Raz's trip up to the penthouse is an explosion that only puts him on a path full of spotlights. While she's more proactive in the main problem of the story, she's something of a nuisance who puts her responsibilities on Raz and becomes an actual liability in the end because of jumping the gun in her idea that Raz was the Mole.
  • Took a Level in Kindness: She lightens up on her teasing of Raz after he proves himself, eventually to the point of possibly seeing something of herself in him, in that she views Raz as a cool bad boy if you use Clairvoyance on her later on.
    Norma Natividad 

Voiced by: Catherine Taber

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_norma.jpg

A dismissive intern, a Pyrokinesis expert, and Lizzie's sister. Her mentor is Hollis Forsythe.


  • Alliterative Name: Norma Natividad.
  • All There in the Manual: One of the three interns whose surname can only be found in cut audio, and her status as Hollis' intern is only confirmed in the official art book as well as from Double Fine staff.
  • Alpha Bitch: In sheep's clothing, no less. While most of the Interns don't like Raz when they first meet him, she pretends to take his side, only to end up being the ringleader who pits them all against him. A bit of a subversion — she's the only intern who remains openly antagonistic towards him after the others come around, and part of her attitude is because she thinks Raz is The Mole, but going by the other interns' reactions, she might just be kind of mean in general.
  • And Your Reward Is Clothes: She gives Raz a "scavenger hunt" of item requisitions she was supposed to handle, promising to give back the original outfit she stole from him if he completes the list.
  • Easily Forgiven: Averted in the postgame despite largely not being punished in any way for nearly ruining the plan to seal Maligula away. When you talk to her and Lizzie, it's clear that Raz has not forgiven her for what she's done and is rather cold towards her while being more cheerful towards Lizzie. And even Lizzie sides with Raz against Norma, telling Raz she's had to deal with Norma her entire life.
  • Entertainingly Wrong: Not only does she assume that Raz is The Mole, but she also thinks that Raz's "girlfriend" his dad is referring to is supposed to be some kind of code referring to Maligula.
  • False Friend: Her Establishing Character Moment is showing sympathy to Raz as the newest intern, reminding the others that they were all new once, and telling Raz that he'll need to be fitted for an official uniform... then stealing his old clothes while he's changing out of them, leaving him locked in a storage closet in just his long underwear.
  • Foil: To Raz. Both are inquisitive interns who are prone to sticking their noses into situations they don't always fully understand for well-intended reasons, which tends to lead to nasty consequences when they make a big mess of things. However, Raz' inquisitive nature is the result of his genuine fascination with the Psychonauts and psychic powers in general, being able to learn exceptionally fast. While he does make poor decisions, it is usually followed up by a willingness to learn from his mistakes and to try to do the best he can to fix that error, coming out of the ordeal wiser for it. Norma's inquisitive nature is built on a lack of trust in others, being far more interested in trying to manipulate and goad information out of people to feed her biases and judgmental attitude, which results in her making faulty decisions. And while she does recognize her mistakes and tries to fix them, she is extremely unwilling to take any responsibility beyond that, and is actively willing to alter the narrative to put herself in a better light.
  • Foreshadowing: Using clairvoyance on her has Norma viewing Raz a literal mole if you visit her around the office area before starting any missions. Later in the game, she accuses Raz of being the mole within the Motherlobe.
  • Fire/Ice Duo: The Fire to Lizzie's Ice. Subverted in that Norma is prim, smug, and calculating under her sweet surface, and not particularly fiery in temperament. Her sister Lizzie is the Hot-Blooded one.
  • The Friend Nobody Likes: Her status by the end of the game, as no one forgives her for reporting Raz and unintentionally contributing to the release of Maligula.
  • Gondor Calls for Aid: Realizing she messed up, she goes to Morris so he can call the rest of the interns to help Raz.
  • Hate Sink: While the other interns have their own business throughout the game and warm up to Raz, Norma acts as an Alpha Bitch to Raz throughout the entire game. Her Establishing Character Moment has her tricking him into a hazing ritual that leaves him in nothing but his underwear, admitting after he gets his clothes back that she checked all of the pockets for money. She spends the plot confiding in the other interns about her theory that Raz is The Mole, denies any culpability when Raz changing Hollis's mind nearly drives her crazy when it was actually her idea, interrogates Raz's family, and stalks him when he and Ford try to take out Maligula once and for all, tipping the other Psychonauts off where they are — inadvertently unleashing Maligula when she pulls Raz out just as he and Ford were about to confront Lucy's primal rage. She even has the gall to try and take credit for Raz triumphing in the end.
  • Karma Houdini: She never really gets any comeuppance for not only hazing Raz, but also claiming to the heads that Raz is The Mole, inadvertently stopping Raz's and Ford's plan to seal Maligula, and nearly causing the powerful psychic mass murderer to return. That said she does notice she screwed up, and is the one who gathers the rest of the interns (via Morris' radio) to help Raz in the final battle. That and the game's entire theme is about how people deserve second chances, although even after all that Raz is rightfully cold towards Norma in the postgame.
  • Malicious Misnaming: Likes to twist Raz's name into all manners of insults, like "Rusty" or "Rapscallion".
  • Manipulative Bitch: She plays teacher's pet and cozies up to authority figures like Hollis and Raz's dad, but badmouths Hollis behind her back and goads new kid Raz into rewiring her mind into letting them go on the mission — then accepts none of the blame. It also becomes apparent that her False Friend habit is basically her attempt at spycraft, feeding compliments and acquiring confidence to manipulate desired outcomes or gain information. Unfortunately, she very much does not understand how to use this very effectively, as her tendency to jump to conclusions built on shoddy evidence on results in this making her less than endearing to Raz, and nearly jeopardized his mission at the end of the game.
  • Meaningful Name: Norma is Latin for "I rule". She carries herself as if queen of the classroom
  • Never My Fault: Despite being the one to suggest and later encourage Raz (alongside the other interns) to mess with Hollis' mind through Mental Connection (leading to Hollis developing a gambling addiction), Norma keeps insisting that the whole thing was solely Raz's responsibility.
  • Playing with Fire: A very skilled pyrokinetic; on the casino mission she liquefies a giant metal lock, while in the climactic fight she completely vaporizes a water spout protecting Maligula, both done near instantly.
  • The Stool Pigeon: She reports Raz to Truman, not knowing that Truman has been compromised. In a playable post-credits conversation between Raz, Lizzie, and Norma, Raz and Lizzie rightfully call Norma a "snitch."
  • Token Evil Teammate: While not quite evil, she's definitely the least likeable of the Interns.
  • Took a Level in Kindness: A very downplayed example, but using Clairvoyance on her in the postgame reveals she sees Raz as a dignified Psychonaut, like Hollis and Adam do, implying she at least begrudgingly respects him now. Doesn't stop her from still acting like a jerk when Raz finally turns in the 'mission critical assets', though.
  • Unwanted Assistance: When she rationalizes her actions as ultimately helping Raz, Lizzie assures him that she's been getting that brand of "help" from Norma her whole life.
  • Unwitting Instigator of Doom: Due to being Entertainingly Wrong, she reports on Raz to Truman, not knowing that Truman has been compromised, and prevents Raz and Ford from dealing with Maligula before she goes berserk.
  • Wrong Genre Savvy: A nice extremely talented newbie is allowed to join a highly top secret origination after getting recommendations from no less than four top agents, and he's allowed to bring his family? Were this any other story, Norma might have had a point in thinking Raz was The Mole. The truth, however, is that Raz is just as good and talented as he seems and her stopping him lead to the actual mole being able to release Maligula.
    Sam Boole 

Voiced by: Kate Higgins

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_sam.jpg

The older sister of Dogen Boole from Psychonauts and the granddaughter of Compton Boole. Like her brother, she can talk with animals, but tends to boss them around as her helpers. Her mentor is Oleander.


  • Animal Lover: Sam certainly loves to surround herself with various critters, and she even says she'd rather be a pet therapist than a Psychonaut. Though really she shouldn't be allowed anywhere near them because...
  • Animals Hate Her: Or rather they are terrified of her. She is very domineering towards them and doesn't treat them well at all, so they all tend to shiver in fear around her. She seems to be completely oblivious to this to an extent.
  • Chekhov's Skill: She can summon a whale, Esmeralda. She does the same during the final boss fight, summoning a psychic version of Esmeralda.
  • Creepy Good: Her rather unstable mindset, funny-yet-disturbing treatment of animals, and sometimes unsettling facial expressions aside... Sam is a loyal member of the Psychonaut interns and becomes one of Raz's staunch allies.
  • Cuckoosnarker: Zany and weird as her little brother, but also has a sarcastic streak.
  • Delayed Reaction: While not as spaced-out as her little brother Dogen, she has a tendency to be a bit slow on the uptake. An early Running Gag has her gasping in shock a few seconds behind the other interns, culminating in the moment when she and the other interns are trapped as the Joker cards the Luctopus is holding — with Sam only cluing in a full two-thirds of the way through the fight.
  • Fish Eyes: In the final cutscene, she's seen creepily staring at Raz with unfocused eyes.
  • Heroic Lineage: She's the granddaughter of Compton Boole, one of the Psychic Six.
  • Hypocritical Humor:
    • She is introduced calling Raz "mean" when he accidentally bumps into her slipping on Gisu's skateboard. Every other scene she's in after has her performing Black Comedy Animal Cruelty.
    • When Raz asks her about Compton, Sam replies that her grandfather is nice enough, but also a bit weird. She then immediately proceeds to have a squirrel spit an acorn into her mouth, upon which she complains about the acorn's consistency, and then spits it right back into the squirrel's mouth.
  • In the Blood: According to her, most Booles can talk to animals. She's no exception.
  • Lethal Chef: She goes a little far in improvising for her pancakes, including substituting sugar with dirt, stealing eggs from snakes, nuts provided by squirrels grinding them in their mouths, and somehow obtaining milk from a bird. Animals assist her in cooking, and they don't wash their hands. At least Oleander (who ordered her to make the pancakes in the first place) states that he has no plans on eating them and wanted to use them for heat shielding for his tanks (don't ask).
  • Like Father, Unlike Son: She inherited her grandfather's zoolingualism, but not his gentle temperament or his skills in the kitchen.
  • Mean Boss: To her animals. She has the power to talk to animals as well as control them to some degree, and she frequently subjects the animals she works with to Black Comedy Animal Cruelty.
  • One-Steve Limit: She shares her first name with Mr. Pokeylope, Sheegor's pet turtle. note 
  • Speaks Fluent Animal: While Dogen mainly talked to squirrels, Sam's capable of communicating with a variety of animals, having a particular affinity for whales. Unlike most of characters with this, Animals Hate Her, because she is an extremely Mean Boss.
  • Violation of Common Sense: She's convinced she'll reopen the diner, and make a killing. This is despite her pancake recipe involving dirt, and the use of wild animals (including having a squirrel munch on nuts for flour) posing a number of potential Health Code violations. A direct example, when Raz asks where she got the milk from:
    Raz: The goat...?
    Sam: ...Oh. That would have been a lot easier.
    Blue Jay: (angry tweeting)
    Sam: Hey, it brought us closer, Fran!
    Raz: (Recoils in horror as he puts together a mental picture of what he learned)
    Gisu Nerumen 

Voiced by: Poonam Basu

https://static.tvtropes.org/pmwiki/pub/images/psychonauts_2_gisu.jpg

An engineering expert and talented skateboarder working with Otto Mentalis.


  • All There in the Manual: One of the three interns whose surname can only be found in cut audio.
  • Brilliant, but Lazy: Gisu herself is a powerful psychic, a skilled skateboarder and a proficient tech wiz, however, she looks disinterested in Hollis' class and delegates her intern assignments to Raz so she can focus on her own pet projects, proving she's not the academic type.
  • Gadgeteer Genius: Not only does she intern under genius engineer Otto Mentallis, she was able to fix and improve Oleander's psychic radio transmitter from the first game and owns a psychic Hover Board implied to be an invention of hers as well.
  • Kids Love Dinosaurs: Downplayed and she's in her teens, but she does wear a shirt with a T. rex skull on it.
  • Love at First Sight: When the Flying Aquatos come to the Motherlobe to visit Raz, she and Dion immediately notice and give flirtatious looks at each other.
  • Shout-Out: Her pink/teal capelet/scarf is slightly reminiscent of fellow psychic teen rebel Tetsuo's iconic red cape in AKIRA. Fortunately, the similarities don't go much further than that.
  • Passionate Sports Girl: She is an avid skater and considers her Hover Board her precious "baby". When she likes Raz, she views him as a cool skateboarder.
  • Tomboy with a Girly Streak: She enjoys skateboarding, tinkering with things and... the boy band All Paul.

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