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Thoughtforms and entities in the various minds that the Psychonauts delve into. Since every character in this list is a representation of some kind, they all qualify as an Allegorical Character and can be found on its own page here.

Mental Processes

    PSI-Popper Generator 
Also known as "Oatmeal" or (by Raz) as "Little Buddy", the PSI-Popper Generator is a reoccurring creature that appears in people's minds, allowing Psychonauts to more easily navigate them by absorbing them into a snot bubble and warping them to other Generators.
  • All There in the Manual: Its actual names are never stated directly; "PSI-Popper Generator" comes from the concept art galleries, while "Oatmeal" is its designation in the game's files, named after a brief gag from Frosty the Snowman.
  • Fast Travel: Its main function is to allow Raz to warp to different sections within a mind after having already explored them.

    Censors 
https://static.tvtropes.org/pmwiki/pub/images/censor.png
Attacks thoughts that don't belong.
https://static.tvtropes.org/pmwiki/pub/images/heavycensor.png
Crushes thoughts that don't belong.

"No!"


The natural defense systems of any mind, doing their best to stamp out dangerous or harmful thoughts such as manias, depression, etc. Unfortunately, the Censors can't perceive the difference between hostile and helpful psychics, viewing them all as dangerous invaders.


Censors come in many different types, with a variety of attacks for each.


  • Allegorical Character: A universal one for everyone in the Psychonauts world, as Censors are the mental world's most basic line of defense. They find anything that doesn't belong in a person's mind and they "censor" them out. Being integral to mental health, their absence or failure means complete madness in the mind that they occupy.
  • Bouncer: All Censors are a mental version of this, but the Mook Debut Cutscene for 2's Heavy Censor shows it serving the role of a casino bouncer.
  • Catchphrase: "No!" and variations thereof. Although you can actually hear them say the occasional "yup!" when they're passive or jumping from point to point.
  • Fisher Kingdom: While their default designs are that of Obstructive Bureaucrats, their designs will sometimes change depending on which mental world you are in. "Waterloo World" has them wear Napoleon hats, in "Gloria's Theater" they wear flower petal headdresses, "Milla's Dance Party" has them dressed in a purple suit and striped top hats, and, in the beta, "Brain Tumbler Experiment" had them in green stripes and glowing eyes.
  • Giant Mook: The bulky, muscle-bound Strongarm/Heavy Censors with "NO" tattooed on their knuckles (or imprinted on their brass knuckles), whose only goal is to run at Raz and smash him with those hands.
  • Hero Antagonist:
    • They're described as a sort of mental antibody protecting the psyche from numerous threats. Like biological antibodies, they're supposed to attack anything foreign to their domain because it's clearly not supposed to be there. Unfortunately, they lack the ability to distinguish potentially friendly foreigner minds and hostile invaders, which includes you.
    • This is best displayed during The Milkman Conspiracy, where it is revealed that they are working alongside the G-Men to find and destroy the Rainbow Squirts, who are also a foreign and much less friendly presence in Boyd's mind.
  • Improbable Weapon User: The common variety uses oversized stamps with a "forbidden" symbol on the bottom.
  • Make Me Wanna Shout: The clipboard-carrying Shouting Censors shout at you as a ranged attack. In the sequel, all types of Censors have this shout attack.
  • Mini Mook: A pint-sized version of the regular Censors that often attacks in groups.
  • Mooks: They are the most common enemy in the game, serving the mental worlds as protectors.
  • Nice Job Breaking It, Hero: As noted, they tend to attack psychic "invaders". Given that a skilled Psychonaut seems to be one of the most effective paths to mental health...
  • Obstructive Bureaucrat: Their default design evokes this.
  • Perpetual Frowner: Censors are almost always in a full-mouth scowl with gritted teeth.
  • Power Fist: Rather than tattoos, Heavy Censors in 2 wear brass knuckles with "NO" and two "forbidden" signs on them.
  • Seeker White Blood Cells: They're essentially a mental version of these, seeking out anything that threatens mental health and "censoring" it. Just like the regular type of "seeker" white blood cells, Censors can only tell the difference between "native" and "foreign", so Psychonauts trying to aid mental problems are considered the same as genuine dangers when it comes to "censoring".

    Personal Demons 
https://static.tvtropes.org/pmwiki/pub/images/personal_demon.png
Small, brightly-colored imps that seem to represent pent-up stress and anger. Often appear alongside Censors, for some reason.
  • Action Bomb: Their only mode of attack is to charge straight at Raz and explode.
  • Hell Is That Noise: Shrill, grating screeches that continue until they finally explode.
  • Mook: The second most common threat to Raz' exploration of the mental worlds.
  • Put on a Bus: Completely absent in the sequel.
  • Suicide Attack: They explode on proximity, killing themselves but dealing a lot of damage in the process.
  • Troll: You'll sometimes hear them giggle right at the moment of explosion, meaning they're delighted to explode on Raz' face.

    Nightmares 
https://static.tvtropes.org/pmwiki/pub/images/psychonauts_nightmare.jpg
Frightening and powerful monsters embodying fear and trauma in people's mental worlds. Razputin fights two of these as mini-bosses during The Milkman Conspiracy.
  • Allegorical Character: They are a powerful type of entity that embodies a person's recurring fears and traumas.
  • Eldritch Abomination: They're the mental personification of fear, looking quite unlike any other enemy in their native levels, and their battles start when they unexpectedly pull Razputin down into a Fire and Brimstone Hell.
  • Feed It a Bomb: You defeat them by throwing the remains of Personal Demons they regurgitate back into their mouths while they're stunned.
  • Fire and Brimstone Hell: The arena where you fight them resembles this, surrounding Raz in fire so there's no escape until the Nightmare is dealt with.
  • Foreshadowing: Coach Oleander's monologue at the beginning makes it clear that the duty of a Psychonaut includes "facing [the opponent's] demons" and "living their nightmares", indicating this would happen at some point either figuratively or literally. Turns out, it's both;
    • The Easter Egg at Milla's Dance Party is a cage with several screeching, hissing Nightmares trapped within, as an indication of a mind that's found a way to keep them at bay. Boyd Cooper is sadly not sane enough to do the same.
  • Giant Space Flea from Nowhere: You fight two Nightmares in The Milkman Conspiracy with no warning or buildup, standing completely at odds with the theme of the level. If it wasn't for a passing mention of Nightmares during one of Raz and Lili's early conversations and an Easter Egg in Milla's Dance Party, you'd never know what the hell they're supposed to be.
  • Literally Shattered Lives: When you Feed It a Bomb, the Nightmare's body chars solid from the inside-out, allowing you to destroy it with a single punch.
  • Mini-Boss: The only two fought in The Milkman Conspiracy are given this status.
  • Mook Maker: When incapacitated, they vomit up the remains of Personal Demons, which you need to throw back into their maws to finish them off.

    Doubts 
https://static.tvtropes.org/pmwiki/pub/images/doubts.png
Holds you back.

Small purple Blob Monster creatures with brightly glowing eyes and mouths, representing the doubts in a person's conflicted mind.


  • Blob Monster: A sort of purple Waddling Head wad of glue with tiny arms and legs attached.
  • Death Glare: Invoke this with their default accusatory look. Extremely fitting, since feelings of guilt can cause doubt in general.
  • Enemy Within: A more general take on the concept than normal, as they're more common enemies than specific characters. They rise when a mind in general is conflicted with itself over something.
  • Glowing Eyes of Doom: Their eyes glow an intense reddish yellow, as do their mouths.
  • Kill It with Fire: They're extremely vulnerable to fire attacks. A pin can make them blow up when they die, damaging other enemies in the vicinity.
  • Logical Weakness: One can keep a clearer mind by burning away their doubts.
  • Perpetual Frowner: Fittingly, they all have a melted-looking gaping expression.
  • Rule of Symbolism: Doubts are generalized concepts any mind can have, so they're amorphous blobs of goo without a specific shape or distinctive feature. The presence of doubt in someone's mind can also slow them down as they're questioning themselves repeatedly over it, represented by the puddles of goo they leave behind, which slows down Raz if he tries to walk on them.
  • Weak to Fire: They take massive damage when set on fire, and the sludge patches they leave can also be easily burned out.

    Regrets 
https://static.tvtropes.org/pmwiki/pub/images/regret_6.png
Weighs you down.

Nasty looking butterfly-like mental monsters that carry weights to crush Raz with. They come from, well, a person's regrets, which anyone can have due to their past actions.


  • Airborne Mook: Flying enemies that drop explosive weights.
  • Beard of Evil: Have what appears to be a beard that resembles the proboscis of an insect.
  • Big Creepy-Crawlies: Insect-like creatures that are definitely larger than your usual bug.
  • Bombardier Mook: A later variation, the Deep Regret, is blue and drops exploding spiked balls instead of just weights.
  • Butterfly of Death and Rebirth: Despite their gonky look, they also have this element to them, since coming to terms with past regrets can lead to a metaphorical rebirth, thus, relieving them of the weight.
  • Glass Cannon: They're incredibly easy to deal with if you focus on them with psi-blasts or telekinesis, but if they manage to hit you with their payloads, they can do multiple brains worth of damage to Raz.
  • Gonk: Their faces are flat with an underbite and scraggly beard, and they look walleyed from the strain of carrying their payload.
  • Hoist by His Own Petard: Their weights can be snatched with Telekinesis, either out of their grasp or more quickly out of the air if you time it right, and thrown right at them for a one hit kill.
  • Logical Weakness: Since they're always flying, PSI-Blast shots are very effective at sniping them out of the air.
  • Moth Menace: They are gonky-looking butterfly-like creatures that drop explosive weights at Raz.
  • Rule of Symbolism: Regrets, even small ones, weigh the person down and can be the cause of profound hurting in their minds, so these creatures are tiny pests carrying heavy weights that cause damage, with Deep Regrets, ie the most harmful type, being flat-out explosive. Tellingly, Gristol lacks Regrets in his mental world, showing how sociopathically convicted he is in his plan.

    Bad Ideas 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20210824_020811_youtube.jpg
Can blow up in your face.

Vile, blue-ish quadruped imps with a cluster of light bulbs spawning from their back. Seem to represent evil impulses and thoughts formed in a mind.


  • Glass Cannon: Their bombs cause massive damage, but the creatures themselves have low HP. Mental Connection can get them quickly into Raz's melee range, and Telekinesis can throw their own bombs back at them for a lot of damage.
  • Hoist by His Own Petard: The bulb mines they spit out can easily be plucked and used against them with Telekinesis, or caught mid-flight and immediately tossed back.
  • Idea Bulb: Based on and weaponizes the trope. The red light bulbs from their back are taken into their mouths, which they spit at Raz from a distance.
  • Ignored Epiphany: One is first encountered when Raz expresses that tampering with Hollis' mind might be a bad idea. After defeating it, Raz proudly states that there won't be any bad ideas but his own.
  • Killer Rabbit: Their long ears/horns, as well as their overall body structure brings a rabbit to mind. They're also vicious little monsters that'll attack you from afar.
  • Land Mine Goes "Click!": Their lightbulb attacks act like landmines which stick on the floor and immediately blow up if Raz enters their radius.
  • Literal Metaphor: They're bad ideas that literally blow up in your face.
  • Red Eyes, Take Warning: These creatures have glowing red eyes, which match the explosive light bulbs they throw at you.
  • Slasher Smile: They constantly wear a malicious grin unless hit.

    Panic Attack 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20210824_021229_youtube.jpg
Comes out of nowhere.

A skeletal monstrosity with a technicolored outline, covered in skulls. They seem to represent the response to the stress of overstimulization, and are miniboss-caliber threats.


  • Amazing Technicolor Battlefield: In their debut level, the rest of the area is blocked off by a blinding mash of twisting colors when they fight Raz, as opposed to the brightly-colored-but-coherent landscapes he travels through.
  • Animalistic Abomination: Downplayed. Comparing and contrasting to Nightmares, they're ghoulish horrors born from a person's trauma. The difference seems to be that Panic Attacks seem to occur in the moment, and are more natural for a mind to go through as a response. They also have a less abstract method of being attacked (as they have more of a solid form).
  • Battle in the Center of the Mind: Raz probing a living mind that hasn't had proper stimulation of the senses since the 70s to get some answers naturally would cause some intense stress by triggering them. The resulting panic, in this case, creates a very quick monstrosity fought in a swirl of blinding colors.
  • Blade Below the Shoulder: Their right fore-arms are lined with bony spines, ending in an equally bony Sinister Scythe. Doubles as a Red Right Hand.
  • Light Is Not Good: They have psychedelic colors outlining their bodies, which can also be seen on their talons and skulls. They're also intense, dangerous predators.
  • Lightning Bruiser: As a miniboss-level enemy, they naturally have a huge amount of health and hit hard. Unlike the slower Judges, they're also surprisingly quick, make liberal use of Teleport Spam and are even capable of dodging ranged attacks with ease.
  • Logical Weakness: To cope with a panic attack, one needs to calm down, relax and slow their mind. As such, they've vulnerable to Time Bubble, which slows them down and makes it much easier to get around their fast, jerky movements.
  • Mini-Boss: Treated as such in PSI King's Sensorium, their debut level.
  • Rule of Symbolism: Debuting in PSI King's Sensorium, a mental world all about regaining one's senses, the Panic Attacks are appropriately designed and fought in a way that invokes a complete sensory overload. Panic Attacks are fast, highly-damaging, initially fought in a bright daze of blinding colors that can make the player feel disoriented and dizzy, just as a real panic attack tends to do. Furthermore, the way to fight them is to slow things down and calm oneself, something the Time Bubble represents.
  • Spot the Imposter: One of their attacks has them spawn four illusory clones. There's an Achievement/Trophy for eliminating the other four before they attack.

    Judges 

Voiced by: Brian Sommer

https://static.tvtropes.org/pmwiki/pub/images/judge_0.png
Cruel and Unusual.

"Court is in session!"


Exactly What It Says on the Tin. Judges look the part, although they're a lot nastier than actual judges and they wield a massive gavel. They represent either one's fears of being judged by others or personal judgements causing insecurity in the mind they inhabit.


  • Boss in Mook Clothing: Fittingly enough, they're treated as a Mini-Boss in their first appearance. Judges are much tougher than your standard mental figure; they take a lot more firepower to go down, their gavels hurt if they can get a smack in, and even without it they have both a projectile attack to hit you from afar and a short AOE attack if you get too close and they'll whip out another gavel after a short period of time. Second only to Enablers and Bad Moods, they are a top priority in battles.
  • Hoist by His Own Petard: Smacking them with their own gavel earns an Achievement/Trophy.
  • Humongous-Headed Hammer: Judges wield a gavel taller than themselves, with a head large enough to potentially crush player character Raz beneath its head.
  • Judge, Jury, and Executioner: Judges aren't interested in a fair trial so much as executing Raz with their gavels.
  • Large Ham: They're one of the only two enemies with actual dialogue, and boy do Judges like to use theirs.
    "I sentence you... to DEATH!"
    "Time for JUSTICE!"''
  • Logical Weakness: Grabbing and throwing their own gavels back at them. Judge not, lest ye be judged.
  • Mighty Glacier: Their attacks hit hard but come out rather slowly. Unfortunately they're also rather tanky.
  • Mini-Boss: Your first encounter with one is set up like this, a one-on-one fight in a circular arena, complete with its own boss healthbar. Afterwards they'll show up in regular combat alongside other enemies.
  • Rule of Symbolism: Huge, imposing figures representing self-judgement and how often a person's anxiety will blow it out of proportion.
  • Throw the Book at Them: Their secondary attack is to do exactly this, sniping you from afar with legal books.

    Enablers 

Voiced by: Kari Wahlgren

https://static.tvtropes.org/pmwiki/pub/images/screenshot_20210824_020900_youtube.jpg
Supports negative thoughts.

"I think that's a GREAT idea!"


Funny-looking blue gremlins dressed in high school marching band get-up. They represent the reinforcement of negative emotions or thoughts in a person. They function as a support unit in larger groups of enemies; each one on the field can make one or more enemies outright invulnerable to attack, along with buffing their speed and power.


  • Cowardly Mooks: They actively attempt to run away from Raz and their attacks, while not damaging, will knock him away from them.
  • Griping About Gremlins: A variant. These little gremlins tamper with people's thoughts and emotions through empowering their allies, helping lead the host to insanity and the minds to destruction. Raz must take them out in order to prevent this.
  • Kill It with Fire: Pyrokinesis is useful at rendering them unable to support their allies until the flames are extinguished.
  • Logical Weakness: To avoid reinforcing negative emotions or thoughts, one should avoid focusing on them instead of enabling them. Removing an Enabler's focus by distracting them with thrown objects or setting them on fire will prevent them from aiding their allies.
  • No Self-Buffs: It's quite fortunate that they're unable to render themselves or other Enablers invulnerable.
  • Shoot the Medic First: As they make other enemies invulnerable while also buffing their strength and speed, it's all but imperative to take them out or keep them stunned/ignited so they cannot do so.
  • Support Party Member: As the name suggests, they support other enemies in combat, making them not only stronger and faster but invulnerable to damage.
    • They debut in Cassie's Collection, and appear during the boss fight with the Die-Brarian in this capacity, since they're very capable of enabling her as well. The boss will actually retaliate immediately if the Enablers are killed.

    Bad Moods 
https://static.tvtropes.org/pmwiki/pub/images/screenshot_20210824_021107_youtube.jpg
Need to find its source.

Black squiggly clouds with angry faces that represent... well, a mind in a bad mood. They float in the same spot, cause Interface Screw effects on Raz, and cannot be harmed by normal means. Something hidden near the area is causing the Bad Mood to manifest, and it needs to be found and dealt with to make it go away.


  • Attack Its Weak Point: To defeat them, you need to find their source by using Clairvoyance on them when their shields are down. Destroying the source of the Bad Mood will purge it (in actuality, Raz is breaking a cage that's holding a Good Mood in the shape of a cartoon heart that will neutralize the Bad Mood).
  • Invincible Minor Minion: Bad Moods can't be hurt by any attacks. In order to defeat them, Raz has to use Clairvoyance and find their source, then destroy it — this is easier said than done as they're also immune to Clairvoyance until they use a certain attack that lets their shields down.
  • Interface Screw: Their attacks can blind you by surrounding a shadowy border around Raz.
  • Logical Weakness: Sometimes, something comes along that puts us in a bad mood that won't go away until that something is dealt with; Raz needs to find and destroy whatever's causing the Bad Mood hidden close by in the arena to get rid of them.
  • Personal Raincloud: They invoke this trope by being a literal bad mood that takes on the form of a black, squiggly cloud.
  • Soul Jar: A source hidden in the area causes the Bad Mood to manifest, and destroying them requires Raz to find and destroy the source as they're otherwise invincible. It appropriately takes on the form of a caged heart.

Introduced in Psychonauts

    Mega Censor 
https://static.tvtropes.org/pmwiki/pub/images/mega_censor.png
A gigantic, morbidly-obese Censor created from a buildup of mental energy after Raz blocked every Censor outlet in Sasha's Shooting Gallery. Raz has to fight it at the end of his PSI-Blast lesson after it stamps down Sasha and glues him to his weapon.
  • Allegorical Character: While not an intentional part of Sasha's Shooting Gallery or his plan, it can be seen as a representation of what happens if you try to excessively censor or repress your darkest feelings or thoughts without giving yourself any specific outlet or focus to direct those feelings at: An ever-worsening buildup that leads to your turmoil exploding at the worst possible time in the worst possible way, becoming difficult to control and even more difficult to stop.
  • Attack of the 50-Foot Whatever: A lesser example, but it easily towers over both Razputin and Sasha, being so huge that Sasha isn't even big enough to cover the underside of its stamp.
  • Body Horror: Censors are cartoony depictions of bureaucrats most of the time, but even with the cartoony elements in its design, the Mega Censor just looks scary. Not only are its teeth dangly and spaced, it is hideously obese but also asymmetrically so, with one leg and foot having clearly torn off its suit pants and shoes. It also has ugly, disgusting boils on its body caused from the Censor overload.
  • Evil Laugh: It will let out a deep, monstrous cackle every time one of its attacks hits Raz.
  • Fat Bastard: Overweight in a horrific fashion, and a vicious creature who gladly attacks Raz and his own mental creator (even if by complete accident).
  • Heal Thyself: At the start of the battle, five of the cube's faces will have Censor release valves that will launch tiny Censors that will immediately run towards the Mega one and merge with it, healing it. To damage the boss properly, all of the valves need to be destroyed with the PSI-Blast.
  • I Am Legion: It is made of Censors, down to those disgusting red boils, which contain huge amounts of mini-Censors within. It can even weaponize those boils by throwing them at Raz from a distance. This is also why the small Censors colliding with the Mega Censor heal it.
  • King Mook: For the Censors, or at least the ones in Sasha's mind.
  • Turned Against Their Masters: A variation. The Mega Censor immediately attacks Raz on sight but ends up stamping Sasha instead when he pushes the boy away, implying that it's so out of control that it will attack even the person whose mind it resides on. At the very least, Sasha's attempt to intervene didn't go too well.
    Sasha: "You are my own creation! I command you to stop!"

    Monster Plant 
A vicious predator found in the Brain Tumbler Experiment, these plants will attack Raz whenever he gets too close during his journey.
  • Botanical Abomination: They're plant-like creatures found in the foreboding swampy areas of Raz's mind under the influence of a recurring nightmare.
  • Foreshadowing: Their basic shape resembles that of the horrifying bunny monsters found in the last level.
  • Man-Eating Plant: They bite at Raz when he approaches them, and using Clairvoyance shows that they see him as a fly, echoing real-world carnivorous plants.

    Blueprint Brain Tank 
https://static.tvtropes.org/pmwiki/pub/images/blueprint_brain_tank.png
A schematic of a powerful weapon of war given life inside the Brain Tumbler Experiment as the boss of the level. Using Dogen Boole's brain as a power source, Raz has to fight this construct to uncover the source of the anomaly within his mind.
  • Allegorical Character: The blueprint design of the tank is meant to invoke how it's still a concept in Oleander's mind, a schematic of the weapon he wishes to use for his plans of world domination.
  • Art Initiates Life: It comes to life from a blueprint Razputin finds at the underside of Loboto's lab in the Brain Tumbler Experiment.
  • Attack Its Weak Point: The "soft gelatinous underbelly" underneath the chassis, which it reveals when revving up for its Dash Attack. Shooting it with PSI-Blast will make the tank roll over on its back and leave it wide-open for some melee combos.
  • Boss-Arena Idiocy: The arena is a massive blueprint using a rocky terrain as part of a test for the tank's movement capabilities. Because it has a bunch of rock pillars around it, tricking the tank into aiming at Raz and firing when he's behind one of them is a great way to provoke it into preparing for a rush and making it show its weak spot, also granting some Mental Health and Aggression pick-ups in the process.
  • Crosshair Aware: It aims at Raz using a drawn outline signifying its attack trajectory, which turns into a crosshair for its PSI-Blast when it has a lock-on.
  • Disc-One Final Boss: The tank comes with the reveal of Oleander as a villain, his partnership with Loboto and his plan to use the campers' brains as power sources for massive weapons of war, kickstarting the second half of the game.
  • Energy Weapon: Fires a concentrated PSI-Blast at Raz if he dawdles too much in its aiming zone. The brain container instead uses a sweeping green laser that circles itself like a radar line, covering a huge area.
  • Five-Second Foreshadowing: Its boss theme uses the same militaristic riff heard in Oleander's Basic Braining level, clueing the player in on the identity of the villain right before they spell it out via cutscene.
  • Interface Screw: It can fire Confusion Grenades from the cockpit, and contact with the smoke will distort the player's view and scramble Raz' powers and controls.
  • Paper People: The tank has vibrant colors and looks very thin, giving the impression it's made of the same paper used in its schematics.
  • Powered by a Forsaken Child: Powered by a child's brain, rather. The boss is Oleander's idea for the Psychoblaster Death Tanks given form, using a projection of Dogen Boole's brain as a test "pilot" for the machine, which is what he plans to do with the campers' actual brains.
  • Varying Tactics Boss: It uses PSI-Blast, a dash attack and Confusion Grenades in its first phase. When you destroy the vehicle and leave just the brain in the container, it will instead sweep a circle around itself with a green laser while still lobbing those grenades around.

    Lungfishopolis Citizenship & Navy 

Voiced by: David Kaye, Ginny Westcott, Steve Blum & Mark Ivanir

Zealot: "Freedom!"


The mental constructs that exist within the Hideous Hulking Lungfish's mind, hypnotized by Coach Oleander and Doctor Loboto's mental implant into becoming citizens of a vast metropolis under the rule of a figure named Kochamara. The side that wants to fight the hypnotic suggestion has formed into their own resistance movement, while the hypnotized citizens have a "Navy" force that defends the city against would-be invaders, such as Raz... Well, "Goggalor".


  • Allegorical Character: The Zealots represent Linda's attempt at fighting back against Coach Oleander's mind control, while the Navy is an enforced countermeasure by the mental implant to ensure it still works as intended, with Kochamara himself acting as a last resort.
  • Artistic License – Military: Played for Laughs, naturally, but a "Navy" force wouldn't use land-locked vehicles like tanks. Or airplanes. The closest they get to being an actual Navy is through turrets occasionally found on the cargo ships near town. Then again, this is a water-based creature's mind.
  • Giant Foot of Stomping: Since Raz is basically a Kaiju for the citizens, simply walking around town will often get the tiny Lungfish people squished flat. This is also a way one can use to destroy the enemy vehicles, but it mostly only works on the tanks.
  • La Résistance: A comedic take on the trope, as the Resistance isn't exactly that competent at their job. Their ingenious plan to free Lungfishopolis is to find a decently inexpensive print shop to print posters and sway public opinion to their side (which would take six months). Failing that, they can always turn in Goggalor for reward money.
  • Logical Weakness: Lungfishopolis is all about the new Shield power, so using it guarantees that anything the Navy throws against you is either nullified or used against them.
  • Ludd Was Right: Invoked. After defeating Kochamara, should Raz return to the city, one of the Zealots will inform him that the city will be demolished soon, since lungfish don't tend to live in cities anyway and the place was a consequence of Kochamara's presence.
  • Sentry Gun: The Lungfish Navy Turret is a stationary turret near the dam that fires rockets at Raz at high speed.
  • Shock and Awe: The Navy Electro-Trucks fire a concentrated burst of electricity aimed right at Raz. Using the Shield will cause it to bend and be reflected back at the trucks, destroying them.

    Kochamara 

Voiced by: Nick Jameson

https://static.tvtropes.org/pmwiki/pub/images/kochamara.png
"Kochamara does not speak giant monster boy language."


A construct of Coach Oleander's implant in the Hulking Lungfish's brain, acting as a last resort in case a mental infiltrator tries to destroy it. Essentially the Coach himself as a gaudy, self-absorbed superhero figure, Kochamara rules over Lungfishopolis with an iron fist, and needs to be taken down if Raz wants any leads as to where Lili is.


  • Allegorical Character: Kochamara is the representation of the puppetmaster who controls Linda's mind, by constantly insisting that his control over her mind is the norm to maintain his ability to influence her to kidnap the Campers. Taking on the form of a superhero is also representative of how he keeps his control by portraying himself as a beloved figure and also indicative of Oleander's deep-seated desire for absolute respect and to never be looked down on.
  • Calling Your Attacks: Every single one of them, on top of being overly literal in their naming;
    "MIGHTYYYYYYY RAM!"
    "DEAAAADLYYYY TRIANGLE BEAM!"
  • Evil Is Petty: Kochamara is clearly the one leading the "Lungfishopolis News" segments and, besides introducing the new Navy countermeasures, he'll make-up a story about Goggalor being a drug user or fake an interview with a celebrity guest against the "monster" all because the Coach is just that petty.
  • Expy: His design is inspired by Ultraman, and several of his mannerisms are a pastiche of other tokusatsu-style shows.
  • Hoist by His Own Petard: How you deal with him after he saps away Raz' PSI-Blast ammo. When he uses the triangle beam, simply use the Shield and it will be sent right back at him. Same goes for the area attack, simply Shield from it and then attack him with a combo.
  • It's All About Me: Several of Lungfishopolis' landmarks are named after him. The tower makes sense, since it's how the implant is represented in Linda's mind, but he apparently also needed a channel and an entire island named after him.
  • Tactical Suicide Boss: Two of his attacks use up his shield energy and leave him wide-open for punishment afterwards. The "deadly triangle beam" will let the player fire a PSI-Blast/deflect the beam back at him for a single hit, and the "Hard-to-Avoid Area Attack" will give a whole combo worth of damage in Raz' favor.
  • Power Parasite: With low-enough health, Kochamara will drain Raz' aggressive mental energy and use it to empower his own attacks. While this does leave Raz unable to PSI-Blast him, it doesn't mean he's without defense.

    The G-Men 

Voiced by: Steve Blum

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

"Who is the Milkman?"


Mysterious characters who are products of Boyd's paranoid mind mixed with its natural defense systems, seeking to find and remove the Milkman. Use handheld props in an attempt to disguise themselves as members of different professions, including housewives and grieving widows.


  • Allegorical Character: They are a manifestation of Boyd's belief that everyone is a government spy, and their incompetence at disguising themselves shows that Boyd thinks this is obvious to nobody but him. They also represent self-reflection. As a confusion grenade to the head reveals, Boyd subconsciously understands that The Milkman is the result of a foreign influence and he wants it out, but his brain is already so scrambled due to his untreated psychoses that the G-Men were formed as a secondary layer to his Censors.
  • Blatant Lies: Most of what they say are unconvincing attempts to stay in character.
  • Bunny-Ears Lawyer: There's no question that they are incompetent at hiding their identities, but when they actually act, be it questioning, catching, or launching a counter-offensive against the Squirts. they are frighteningly thorough, to a degree.
  • Captain Obvious: They offhandedly talk about what their 'job' is about, what said job entails and random quips that someone would likely say if they were in their position.
    "Helicopter Pilot": Helicopters can go up and down.
    Raz: ...Man these guys are dumb.
  • The Comically Serious: They never break their Creepy Monotone for any reason, no matter how absurd they look and act.
  • Conspicuous Trenchcoat: Part of their "obvious federal agent" look.
  • Creepy Monotone: Mostly Played for Laughs to make their ridiculous attempts at disguises even more so.
  • The Cuckoolander Was Right: They occasionally say things that are completely true, if trivial. For example, that there are no confirmed cases of alligators found living in sewers or that rhubarb is toxic if ingested in large quantities.
  • Good All Along: They're actually allies of the Censors, working to expunge Coach Oleander's influence on Boyd's mind.
  • Hope Spot: They get the upper hand against the Rainbow Squirts, but still get blown up by the Milkman himself.
  • Lizard Folk: Kinda. They are green-skinned humanoids. Not that's it's very unusual in the game's world. Their small, glowing red eyes and noseless faces are, however.
  • The Men in Black: Clearly evoking this imagery, even if they're not wearing black. They're a major obstacle in Boyd's mind because they're trying to find the Milkman and think Raz is involved with him, prompting them to grill Raz and obstruct his progress.
  • Paper-Thin Disguise: Exaggerated, as they're clearly spies in traditional trenchcoats and the only aspect of their disguise is a single prop, which they use hilariously wrong the whole time. The "road crew" makes shoveling motions with their stop signs, the "hedge trimmers" practice sword swallowing with their clippers, and the "grieving widows" do golf swings with their flowers. Appropriately, they are themselves fooled by Paper Thin Disguises. If Raz grabs one of their props, they see him as one of them.
    Raz: I am on the Road Crew. This is my stop sign.
    Road Crew G-Man: Hello, fellow Road Crew worker. Welcome to the Road Crew.
  • Perp Sweating: If they capture Raz, they'll subject him to this, asking dozens of questions of varying relevance to the Milkman.
    G-Man Interrogator: How did you throw that trashcan? What did the Rainbow Squirt tell you? What is the purpose of the goggles?
  • Red Eyes, Take Warning: They actually have infrared vision, so sneaking past them using invisibility won't work.
  • Spy Bot: What they seem to really be (though its tough to tell for sure, considering where they live). The tops of their heads are detachable. In fact, the first one Raz talks to sprouts a gun from his mouth when he suspects him of being the Milkman. Additionally, they all have infrared vision and built-in extinguishers if you manage to set them on fire.
  • That Makes Me Feel Angry: Given their habit of stating the obvious, the widow G-Men tend to speak this way.
    Grieving Widow G-Man: The cemetery is filled with dead people. The dead people are underground, and I have brought flowers because I am sad.
  • Too Dumb to Live: The "Assassin" G-Men wander around aimlessly in an empty parking lot while a sniper picks them off one-by-one.
  • What the Hell, Hero?: If you attack a Rainbow Squirt, "Why did you punch that little girl?" will be added to their line of questioning.

    The Rainbow Squirts & Den Mother 

Voiced by: Nika Futterman & Amber Hood, Ginny Westcott (Den Mother)

https://static.tvtropes.org/pmwiki/pub/images/rt9ntzb.png
The Rainbow Squirts
https://static.tvtropes.org/pmwiki/pub/images/denmother_4.png
The Den Mother

Den Mother: "Do not follow! The milk is not ready, and you are not ready for the milk!"


An Ancient Conspiracy of girl scouts designed to protect the Milkman, obfuscate his true nature and help fulfill his mission. They are led by their Den Mother and are opposed to the G-Men.


  • Allegorical Character: The Rainbow Squirts act as metaphorical agents of Oleander's plot and the brainwashing he inflicted upon Boyd, designed to keep the Milkman asleep until the right time. Taking the Li-Po Document into account, it seems that the template Oleander used was Boyd's feelings about his stepmother, a Den Mother for a girl scout troop, and his 14 step-siblings, and how they fed in to his resentment to the world.
  • Ancient Conspiracy: Well, not that ancient. Still, they do seem to be about as old as the game-time state of Boyd's mind.
  • Girl Scouts Are Evil: They are the defense for the manifestation of the Manchurian Agent brainwashing Boyd has been subjected to, making them essentially the villains of his mind. In particular, they guard the Milkman, until Oleanders order to destroy all the evidence is activated
  • Evil Matriarch: The Den Mother.
  • Eye Glasses: Her glasses are expressive.
  • Eye Scream: The Den Mother threatens to pluck out Raz's eyes, but Raz's goggles prevent this. She instead opts to shut off the lights.
  • Milkman Conspiracy: The Trope Namer.
  • Red Eyes, Take Warning: The Den Mother, in the level's final boss fight.
  • Suicide Attack: Their "cookies" are used to this purpose when the G-Men attempt to interrogate one of their dying members.

    The Milkman (All Spoilers Unmarked) 

Voiced by: Alan Blumenfeld

https://static.tvtropes.org/pmwiki/pub/images/hpbfngoq_um4vz31oxe9zidpcksausfwt4whnjs_z4q.jpg

"I am the Milkman. My milk is delicious."


A version of Boyd dressed in an almost dazzlingly white outfit, which is a representation of a Manchurian Agent program placed in his subconscious by Oleander. He lies dormant until given the order to make his "final delivery", and is the source of Boyd's current paranoias.


  • Allegorical Character: He is the Manchurian Agent within Boyd's mind, having been implanted there by Oleander to destroy all evidence of his and Loboto's Evil Plan. More specifically, he's a manifestation of Boyd's destructive impulses towards things that frighten or anger him, with Oleander brainwashing Boyd to create The Milkman from these impulses. Taking Boyd's family history into account, the Milkman might also serve as his idea of what would happen if his father (a real-life milkman) were to take revenge on the people who wronged him.
  • Creepy Monotone: He never raises his voice above this, which only serves to make him more unsettling.
  • Flat Character: Justified. He isn't really a character, he's a mental program cobbled together by Oleander from Boyd's worst qualities and set to destroy the Asylum when the time is right. His only personality is dedicated to that goal.
  • Freudian Excuse: He's at least partially made up of Boyd's own anger at the world for seemingly conspiring against him.
    Raz: Hey, is that milk regular kind or the exploding dream kind?
    "Boyd": It's fortified with what the world wants. What the world deserves.
  • Mad Bomber: Due to his "milk" being Molotov Cocktails.
  • Madness Mantra: "I am the Milkman. My milk is delicious."
  • Manchurian Agent: The actual agent in this case. The only reason Boyd is antagonistic is the Milkman is in his head and will force him to destroy the asylum when it comes time.
  • One-Man Army: He joins the fight between the Rainbow Squirts and the G-Men. The latter side was getting the upper hand, until the Milkman beat all of them single-handedly.
  • Person of Mass Destruction: Watch him almost completely destroy the remaining forces of Boyd's Censors and G-Men by lobbing cocktails everywhere, effectively overriding his mind.
  • Time Bomb: The Milkman is going to go off, it's just a matter of when. Raz gets him to go off prematurely.
  • Villain in a White Suit: Takes the form of Boyd wearing a dazzling milk-white suit.
  • Walking Spoiler: His entire existence spoils the twist of the Milkman Conspiracy.

    Becky Houndstooth 

Voiced by: Zoe Galvez

https://static.tvtropes.org/pmwiki/pub/images/becky_houndstooth.png
"Okay Becky get a grip..."


The beleaguered stage director of Gloria's Theater. She enlists Raz's help as an A.D. in order to wrangle back control over the productions depicting Gloria's life story.


  • Allegorical Character: She's a representation of Gloria's superego that wants to get her life back on track, but can't because of the chaos that the Phantom causes.
  • Control Freak: She's a manifestation of a person's superego, so this is a given. Becky's duty is to make sure Gloria's memories play out as intended without interruption or deviation, and it severely bothers her when this isn't done.
  • Jerk with a Heart of Gold: Is pretty high-strung and snappy with Raz, but that's mostly because of the stress she's under trying to manage the failing theatre productions. She's otherwise willing to work together with him and help him get up to the catwalks, provided he brings her the script necessary to run the correct play to get him there.
  • Pet the Dog: Raz can send her a compliment when using the megaphone, which she appreciates.

    Jasper Rolls 

Voiced by: Joe Paulino

https://static.tvtropes.org/pmwiki/pub/images/jasper_critic.png
Click here to see him as The Phantom

"The young boy's protests, though heartfelt, quickly lapsed into simplistic and tedious platitudes. One and a half stars!"


A large, incredibly fat critic who watches the (rather bad) plays in Gloria's Theatre from his balcony seat, heckling every performance while munching on popcorn. He's Gloria's inner critic, amplified by her bipolar mood swings. He believes that the theatre should be shut down so the Phantom of the Theatre will stop attacking and killing people.


  • Allegorical Character: He is the manifestation of Gloria's inner critic. It is mentioned that while he was always there, he was barely noticeable and only recently drew attention around the time Gloria's mother committed suicide, lobbing insults at her inner muse and sabotaging the play as The Phantom. Since the play is the events of Gloria's life, his meddling prevents the story to reach its conclusion, and this is the source of Gloria's psychosis. He's still around after he's defeated, but is no longer bloated to the point where he drowns everyone else out with his criticisms. In fact he now fits rather easily in his box of popcorn, and is visibly still shrinking at this point.
  • British Teeth: His teeth are all yellow or brown, as well as crooked. He’s also missing several teeth.
  • …But He Sounds Handsome: Reacts this way when Raz accuses him of being The Phantom. Raz plays along and turns it on him to trick him into admitting it.
    Jasper: WHAT? How dare you accuse me of being the rugged and romantic scoundrel that has thrilled and terrified audiences for years?
    Raz: Yeah, I guess you're right. I mean, he's so agile, and limber, and... thin. He could NEVER be you.
    Jasper: (stunned, seething) ...why you-! OF COURSE IT'S ME!
  • Caustic Critic: Exaggerated; he's a grouchy, loudmouthed theater critic who heckles the play as it's being performed and even actively sabotages it as the Phantom. Using clairvoyance on him reveals that he sees Razputin as one and a half stars, showing that he even gives negative reviews of people.
  • Cool Chair: His balcony seat can levitate and fire lethal criticism from its twin-mounted pens.
  • Diminishing Villain Threat: Literally, as he shrinks to the size of a mouse (and is getting even smaller) once Raz defeats him.
  • Evil Is Petty: After the play is completed and Bonita has reclaimed her role as the inner sunshine, Jasper has nothing meaningful about Gloria to criticize anymore, so he's left insulting Gloria's appearance in a small-minded and frankly childish attempt to demoralize her.
  • Fatal Flaw: His Pride, which Raz exploits to trick him into revealing himself as the Phantom."
  • Fat Bastard: He barely even fits into his balcony seat, and is plenty mean to everybody he talks to.
  • Faux Affably Evil: He acts like he's a necessary evil to get the Theatre where the Phantom keeps killing people shut down and that his criticism is needed, but his sadistic glee at which he tears into the play and the fact that he's the Phantom in the first place make it quite clear that he's only doing what he does for his own amusement.
  • Floating Limbs: He has no neck. Not in the "fat" way, in the "he can detach his head from his body during his grandstanding" way.
  • Gonk: His face is downright disgusting. His eyes are beady and too far apart. He has nostrils, but no nose. And his mouth is freakishly wide, and filled with British Teeth.
  • Horned Hairdo: His hair curls into massive horns.
  • Large Ham: Being a critic, he has a flair for drama (as seen by his constant use of Milking the Giant Cow) and is prone to Chewing the Scenery.
  • Make Me Wanna Shout: He weaponizes his criticism during his boss battle—the front of his balcony seat is equipped with pen-like guns that fire cruel insults which can hurt Raz.
  • Meaningful Name: Jasper Rolls has rolls of fat on his enormous body. It's also a Stealth Pun on the word "role" as a synonym for "part in a cast," hinting that he is playing two roles: Critic and Phantom.
  • Nice Job Fixing It, Villain: He would have gone on criticizing Gloria until she was on her death bed if only he hadn't given Raz that script for the cast to perform. That one innocent act eventually leads to her full redemption and his own undoing both as the Phantom and as Gloria's inner critic.
  • Not-So-Well-Intentioned Extremist: He claims he's just trying to protect the actors since the Phantom only attacks when Bonita performs, but this is an obvious lie since he is the Phantom.
  • Obviously Evil: Played with a little bit. Jasper certainly acts plenty hostile and suspicious, but he never seems to leave his seat (even sleeping there), and the Phantom is so drastically different in body structure that it's kind of hard to make him a suspect until the reveal, where these points are what make him confess.
  • The Pen Is Mightier: His chair has pen-shaped cannons.
  • Resized Vocals: Defeating Jasper causes him to shrink to the point that he's forced to swap his balcony for a popcorn bucket, reducing his voice to a helium squeak. For good measure, with Gloria no longer listening to her inner critic, Jasper continues shrinking from lack of power, his voice growing higher and higher as he issues progressively more childish criticisms until he presumably vanishes altogether.
  • Rule of Symbolism: He's enormously fat because of how much Gloria's self-loathing and hatred has amplified his criticism, and he's harmed by light—in other words, the truth. After being defeated, he's quite literally reduced to a tiny, shrieking version of himself that everyone ignores, signifying that Gloria has finally learned how to shut his voice out.
  • Stealth Pun: His existence might be one. He takes the form of a theater critic, and as an Anthropomorphic Personification of self-loathing, he is technically part of Gloria. In other words, Gloria is her own worst critic.
  • Straw Critic: Played with. He may delight in being cruel to a hyperbolic, outlandish degree, but the poorly-acted trainwreck of a play he's witnessing would put even a charitable, constructive critic in a bad mood.
  • Suddenly Obvious Fakery: Right before taking off his Phantom mask, it barely fits his face. Then again, he's part of Gloria's mind, so dream logic could be in effect.
  • Theatre Phantom: He is the secret identity of The Phantom, an obstructive figure that sabotages the play whenever Bonita is on stage. Weirdly enough, their body types are remarkably different, the Phantom being Lean and Mean while Jasper is a Fat Bastard, something Raz touches upon to get him to confess.
  • Trademark Favorite Food: Appropriately enough for a theatergoer, he's rarely seen without some popcorn in hand.
  • Top-Heavy Guy: Concept art shows that he has legs... but they're absolutely tiny compared to his upper body.
  • Weakened by the Light: Both as the Phantom and as the Critic, Jasper's main weakness is the spotlight. Using a spotlight scares him away in the catwalks, and his boss fight involves Raz lighting spotlights with pyrokinesis to stun him long enough to hit him.
  • Words Can Break My Bones: The pen-shaped cannons in his hover chair spray ink that takes the shape of derogatory adjectives like "tedious" and "monotonous".

    Bonita Soleil 

Voiced by: Stephen Stanton

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

"Am I not playing this right or something? I'm drowning in a quagmire of self pity!"


Gloria von Gouton's inner sunshine and muse, who refuses to perform because of the bad things that happen every time she goes on stage.


  • Allegorical Character: She represents Gloria's ability to be happy and express herself. The reason Gloria's such a wreck in the present is because every time she tries to perform, something chases her off, returning Gloria to her depressed state. Once Jasper Rolls is finally defeated, Bonita can perform onstage, allowing Gloria to finally enjoy life without her inner critic sabotaging every attempt to move on.
  • Meaningful Name: Her name translates to "Beautiful Sun" and when she takes off her hood at the end of the stage, she glows like the sun.
  • Vocal Dissonance: Played for laughs. When the player is standing outside her door, a feminine crying is heard coming from it. When Raz talks to her, her voice is rough and gravelly. The crying is just a recording she plays to focus.

    Stage Actors 

Voiced by: Nikki Rap (Flower Girl/Thistle Girl, Birds), Thessaly Lerner (Froggy Flower/Froggy Thistle), Peter Van Schaik (Head Flower/Head Thistle)

Actors who recreate the story of Gloria's life in her mental theater. Just like the stage and the set design, Gloria's current mood lighting changes their disposition, making them aggressive when the mood is negative.


  • Allegorical Character: They all play real people in Gloria's life, including Gloria herself, in a stage-play that is essentially Gloria's memories of her childhood, making the actors unconscious representations of those people.
  • Bad "Bad Acting": No matter what mood a given scene is given, the actors are universally poor in their performance chops. Their mouths gape open at all times when they're not speaking, and what words come out have wrong inflections, with overdone gestures to match.
  • Bat Scare: In Tragedy mode, the birds appear as horrifying bats (which are called harpies).
  • Beware of Vicious Dog: The dog-costumed actors appear as fire-breathing feral hounds in Tragedy mode, even seeing Raz as a bowl of crude dog food through Clairvoyance.
  • Make Me Wanna Shout: The Bats use their shrill screaming as a projectile not unlike the Censors, but they can also use an Area of Effect version of the attack.
  • Mood-Swinger: Their costumes and personalities change (from extreme upbeatness to irritable jerkassery) along with the stage lighting.
  • Plant Person: The flower costumes, which become sharp and dark-looking thistles in Tragedy mode.
  • Playing with Fire: The Hounds can spew out fire whenever they get close to Raz.
  • Punch-Clock Villain: The Tragedy variations only attack when you mount the stage during the performance, and fight for Jasper when he bribes them with the promise of praising them in his review if they destroy Raz.
  • Spin Attack: The Thistles attack by spinning and damaging Raz with the sharp leaf appendages of their costumes. The attack keeps them invulnerable as long as they spin, but they'll be dizzy and open for punishment for a good while afterwards.
  • Throw It In!: Invoked. When the dialog and the sets don't match, they'll shrug and just try to improv the scene (much to Becky's horror).

    Napoleon Bonaparte 

Voiced by: André Sogliuzzo

https://static.tvtropes.org/pmwiki/pub/images/508689_napoleon.jpg

"Nobody's winning! Want to know who's losing? The Bonaparte family name!"


Yes. The Napoléon Bonaparte, or rather a Genetic Memory turned Split Personality within the mind of his descendant, Fred.


  • Allegorical Character: He is essentially the voice in Fred's head scolding him for being a loser that grew into a Split Personality. More specifically, he is the manifestation of Fred's deeply suppressed desire to win, and is trying to get Fred to be willing to get back up and fight for his victories. However, Fred's strong sense of learned helplessness driven by his past failures, the sheer weight of having Napoleon Bonaparte as his ancestor, and his dismal inability to win against Crispin in a board game makes Napoleon's efforts far less successful than the Split Personality would like. Napoleon's attempts to force Fred to fight back through belittlement also don't work much to his frustration, akin to how threats and coercion do little to help someone with a strong sense of helplessness. Only when Raz comes along and give Fred some much needed guidance does Fred finally get the sense that he does have more control over his chances of victory than he was willing to realize, and thus begins to fight back, much to Napoleon's eventual pride.
  • Anti-Villain: His motive is to get Fred to appreciate and achieve victory, and while he does cheat, he leaves Fred's mind without a fight when Fred finally wins.
  • Famous Ancestor: To Fred Bonaparte.
  • Genetic Memory: The general idea, though it is equally likely that he is just a manifestation of Fred's slipping mental state exacerbated by the psitanium. Either that or Psychics being real in the setting means that Genetic Memory really is a different thing than it is in reality. It's not really made 100% clear.
  • Hypocrite: He calls out the player for cheating if they attempt to move his pieces, but cheats when it looks like Fred is about to win.
  • Paper Tiger: Despite winning against Fred many times, once Raz helps Fred it doesn't take much effort to put Napoleon on the backfoot. This makes sense given Fred ultimately wants to win and just needs the encouragement to do so, and as such Napoleon doesn't pose much of a threat to a properly motivated Fred.
  • So Proud of You: After Raz helps Fred win, Napoleon expresses pride that his descendant became a true warrior.
  • Sore Loser: Ironically for the split personality that emerged to educate him on winning, when Fred starts to actually win for once with Raz's help, Napoleon proceeds to close off his castle's gate and jam the gears to the bridge. When he's called out for cheating, he says that "all is fair in love and war." It actually makes more sense given that, if he is a Split Personality of Fred, then he is proof that Fred deep down wants to win, but needs the right encouragement to do so.

    Cannon Snails 
Armored snail enemies that hide cannons in their shells, found only within Waterloo World. They prowl the base of the game board and will attack Raz from a distance.
  • Kill It with Fire: Lighting the fuse on top of it with Pyrokinesis after punching them into their shells will cause the cannon inside of it to go off, leading it to explode.
  • Sentry Gun: Their method of attacking involves shooting Raz with cannon blasts when he gets in range.
  • Shadowed Face, Glowing Eyes: Its shell hides its body except for two glowing eyes and its legs.
  • Super Drowning Skills: Throwing them into the water will kill them instantly, since they're too heavy to swim out.

    El Odio 

Voiced by: Jerry DeCapua

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

A monstrous bull that terrorizes the streets of Black Velvetopia and repeatedly destroys Edgar's card tower.


  • Allegorical Character: He is Edgar Teglee's Hair-Trigger Temper made manifest, repeatedly destroying Edgar's tower of cards and by extension, his way to the truth while also causing chaos for the rest of the city's citizens.
    • He also has strong hints of OCD by forcing both Edgar and Raz to repeat their work continuously if the right steps aren't taken. In this case likely because because seeing imperfections reminds Edgar of the time he lost both his love and championship without him acknowledgeing one led to the other.
  • Arc Villain: Of Black Velvetopia. El Odio is an ever-present obstacle throughout the level, forcing Raz to take the back-alleys to navigate and is the reason why Edgar lost his queens in the first place. Until it turns out he is Edgar and the victim of the true villains.
  • Brutish Bulls: He is a giant bull that barrels through the streets of Black Velvetopia and is obstructive to Raz. It is later revealed that Edgar was a bull-themed wrestler in high school, foreshadowing who El Odio is.
  • Bullfight Boss: No duh. During the boss fight with him, you have him run into the walls. His horns become stuck, giving Raz enough time to throw spears at him.
  • Meaningful Name: His name is Spanish for "The Hatred" or "The Hateful One". Appropriate, since he's the embodiment of Edgar's anger and lingering hate towards his unfaithful high-school sweetheart and the man who stole her away.
  • Tomato in the Mirror: He and Edgar are one and the same!

    Lampita Pasionado and Dingo Inflagrante 

Voiced by: Julie Nathanson & Josh Keaton

https://static.tvtropes.org/pmwiki/pub/images/lampita_img.jpg
https://static.tvtropes.org/pmwiki/pub/images/whatshisface.jpg

Dingo: "Um, what's up with the "junior"?"
Lampita: "Yeah, we were full-on varsity!"


Residents of Black Velvetopia, Lampita being the woman that Edgar pines for and Dingo being a self-obsessed playboy matador whom Razputin encounters in Black Velvetopia. They're mental manifestations of Lana Panzoni and Dean LaGrante, the two people who broke Edgar's heart in his high school years.


  • Accent Relapse: Played for symbolism. The two speak with a noticeable Spanish accent, but when Raz spells out to Edgar that they're the memories of his teenage years holding him back and causing his current mental distress, their accents fall immediately into preppy, snobbish Californian drawls, more akin to the cheerleader high-schoolers they represent.
  • Allegorical Character: They are both the manifestation of Edgar's high-school girlfriend and the male cheerleader that she left him for, both of them being the source of the psychosis that had him sent to the asylum in the first place. In the real world, Dingo appears as the matador that Edgar continually obsesses over in his paintings. For another layer of symbolism, Dingo is beaten while he sees himself as El Odio in his fight: Edgar and Raz beat him by realizing he is the former's real tormentor, the real El Odio.
  • Arc Villain: They are the true villains of Black Velvetopia, and El Odio is Edgar and their victim.
  • Brilliant, but Lazy: Dingo is supposedly one of the greatest matadors in the world and could very well distract El Odio long enough for one of the dogs to paint his ad, but he won't do any bullfighting until the ad for his encounter with El Odio is put up. Even then, he won't do anything about El Odio until Raz renders him weak and helpless.
  • The Bully: Collectively, they torment Edgar in the form of El Odio both physically and mentally. Fittingly, by the end of the fight, Edgar wonders to himself why he was so hung up on the two since they're so petty and pathetic.
  • Dirty Coward: Dingo won't fight El Odio until Raz weakens him, and he will teleport away from all of Raz's attacks to focus on the weakened bull. Lampita, on the other hand, rather pathetically tries to convince Edgar she always loved him more than Dingo to try and weasel out of him forgetting them.
  • Evil All Along: With the reveal that Edgar was El Odio, both Lampita and Dingo are revealed to be the personal demons behind Edgar's psychosis, their death freeing him from his temper and obsession.
  • Nice Job Fixing It, Villain: If Dingo hadn't given Raz the Confusion merit badge, he never would have gotten one of the Queen cards that would have revealed the truth to Edgar, and Raz would never have been able to use it on Dingo to make him vulnerable to the spears.
  • Not the Fall That Kills You…: Edgar drops them both from the arena to the streets below before closing the pit behind him mentally... then opening it again to allow himself the catharsis of hearing them hit the ground.
  • Prince Charmless: Dingo. In the world of Edgar's mind, he's said to be a highly skilled matador and a famous playboy-type, and if Raz says that he sounds like a jerk after hearing about his alleged wife-seducing ways, the Collie defends him and claims that people only rag on him because of his looks. When Raz finally meets the guy, he's smug, vain, bigheaded, and insufferably condescending.
    Dingo: I will reward you handsomely. Which is how I do everything.
  • The Reveal: While Lampita acts like a Damsel in Distress and Dingo as a sexy Spanish hero, when Raz points out the truth about who they are, they both drop the act, abruptly switch to Californian accents, and start cheering.
  • Romantic False Lead: Dean/Dingo, the latter of whom is also in particular presented as a self-obsessed Prince Charmless. Ultimately Inverted, as Lampita/Lana was actually this to Edgar, having cheated on and dumped him to run off with Dingo/Dean. Part of helping Edgar recover is helping him acknowledge and come to terms with this.
  • Villain Teleportation: Dingo, as a skilled matador, is very good at dodging and can teleport out of the way of anything Raz tries to throw at him. He'll conveniently forget he can do this when under the effects of Confusion.

    Tiger, Dragon, Eagle, and Cobra 

Voiced by: Dave Boat (Dragon and Eagle), Steve Blum (Tiger), Josh Blake (Cobra)

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

These Masked Luchadores are mini-bosses found in Black Velvetopia. Each must be defeated to obtain one of the missing Queens to allow Edgar Teglee to build his house of cards high enough to reach Lampita.


  • Allegorical Character: All four of them are mental manifestations of Edgar's former wrestling team, having become antagonistic obstacles after Edgar lost them the championship. However in spite of this, they actually represent the guilt Edgar is dealing with due to losing their biggest championship. In reality it's likely they forgave Edgar for letting them down, but since that guilt is a part of what's holding him back, they need to be dealt with too. Unlike Dingo and Lampita, they start tending to flowers in Black Velvetopia's rooftop gardens, showing how Edgar still sees them as friends he doesn't want to forget. The fact that Cobra is the only one to talk like a bully means that Edgar almost buried their positives completely.
  • Animal Theme Naming: As their names suggest, each of them are themed after a specific animal.
  • Evil Smells Bad: Dragon smells of brimstone as part of his act. Raz is less impressed and more put off by it.
  • Flaw Exploitation: Cobra's immunity is born from intense focus, meaning he is weak against the Confusion power Dingo provides for Raz. It also helps that he practically bleeds ammo for it if you hit him.
  • Floating Limbs: Like Jasper Rolls, their arms and legs are attached, but they have no necks so that their heads can move unimpeded. Cobra in particular exploits it to perform his signature move.
  • Heel–Face Turn: All of them become tough, but passive gardeners metaphorically tending to Edgar's mind after Raz beats them for the cards that will help him move on. They're still mad at Raz for beating them a little and growl a little, but they otherwise dont attack Raz.
  • Hoax Hogan: Dragon's voice is a near-perfect match for the Hulkster.
  • I Shall Taunt You: Cobra is the mouthiest, taunting Raz (whom he thinks is Edgar) about choking in the finals. Flaw exploitation, indeed.
  • Only Sane Man: Dragon can seem like this compared to the others, as Eagle talks in shrieky "Ca-Caws", Tiger keeps mocking Raz's small size and Cobra thinks Raz is Edgar. After indulging in some kayfabe trash-talk, Dragon realises that Raz is literally talking about the sulfur smell of his costume.
  • Old Shame: The representation of one such shame. The fact that Raz mocks Cobra like a Younger Edgar would implies that he was ashamed that he lost their event even when strong enough to best the other best wrestler who had the best focus of the team.
  • Punch-Clock Villain: Since they were close friends with Edgar in real life, they're only a real threat when trying to get the cards that will lead Edgar to face the truth. Otherwise it's clear that they hold no real animosity to Raz, and stick around as passive NPCs. The only one who averts it is Cobra, and that's implied to be Edgar's last bit of guilt left unburied - Cobra was the second best wrestler and took it the most seriously, so it makes sense he'd be the hardest to actually reconcile.
  • Signature Move: Each of the wrestlers have their own special moves that set them apart:
    • Tiger uses the Tiger Charge, getting on all fours and then pouncing;
    • Dragon has the Dragon Roar, standing still and releasing a wave of fire that sticks Raz to the ground for a strong clawing move afterwards;
    • Eagle has the Eagle Dive, where he jumps up into the air and drops down onto Raz;
    • Cobra has the Confusion Hood, where he lifts his head up, creating an arena-wide Confusion cloud.
  • The Unintelligible: Eagle only talks in shrieky "Ca-Caws". Raz lampshades this, only to have his crap slapped in cause he was fixating, and earning a more subdued "ca-caw." It's even lampshaded by a conversation Raz has with Ford if you call him for a strategy against Eagle.

    Dog Painters 

Voiced by: Warren Burton (St. Bernard), Peter Dennis (Collie), Matthew Kaminsky (Dalmatian), Andy Valvur (Bulldog)

A quartet of anthropomorphic dogs that live within Edgar's mind. They are all street painters and are repeated victims of El Odio's rampage.


  • Allegorical Character:
    • The dogs could represent Edgar's artistic muse. They are all street painters whose paintings allow what little freedom there can be moving about the city (not unlike art-therapy), and their inability to move freely through Edgar's mind leaves Edgar unable to paint anything other than the loud and obstructive source of his psychosis (El Odio and Dingo). When Edgar's psychosis is finally cured, they are the first thing Edgar paints after finishing Loboto's portrait and they gather together.
    • It is also possible that that each represent Edgar's voice of reason, each of them aware of a different nugget of the truth behind Edgar's psychosis being not as dramatic as first thought (that Edgar was never married or famous and that everything is just an inflated lie based off of Egdar's high school years) but are unable to actually communicate with Edgar or each other due to El Odio (who is a representation of Edgar's rage) rampaging throughout the streets and keeping them separated.
    • Alternatively, they could represent the Four Humors. Edgar's rage, i.e. El Odio, is preventing the humors from mixing, creating his imbalanced personality.
      • The even-tempered St. Bernard is Phlegmatic.
      • The snooty, talkative collie is Sanguine.
      • The surly dalmatian is Choleric.
      • The nervous bulldog is Melancholic.
  • Anomalous Art: All of the paintings they sell magically become real when hung, offering what little mobility there can be when El Odio is rampaging.
  • Canines Gambling in a Card Game: After Raz clears Black Velvetopia, Edgar can be found painting a portrait of the dogs playing a game of poker. If you enter his mind at this time, Raz will find Edgar playing poker with the dogs where the card-tower once was.
    Edgar: Ah, but the poor beasts have no thumbs, so I ask you... how are they holding their cards?
    Razputin: S-s-sticky paws?
    Edgar: It should be impossible, and yet somehow they go on... playing the game. In the end, Razputin, aren't we all just dogs playing poker?
  • The Cynic: The saint bernard, collie and dalmatian each give an annoyed remark at Raz's expense when they think he can't hear them. The dalmatian in-particular seems to not think very highly at the quality of his own paintings, remarking that Raz could use it as a tax-deduction.

    Bunny Demons 
https://static.tvtropes.org/pmwiki/pub/images/bunny_demon_psychonauts.png
Horrific, malformed abominations vaguely resembling rabbits found in the Meat Circus. They're a product of Oleander's past traumas affecting him in the present.
  • Animalistic Abomination: These things only look like bunnies because of the ears and the fact that's the animal Oleander liked most as a child. Going through the literal grinder, they're now reduced to abstract shapes and only care about attacking anything around themselves.
  • Escort Mission: They'll attack Lil' Oly as he tries to get to Mr. Bun inside the Meat Circus' big top area, with Raz having to catch up and help the kid reach his pet before the creatures kill him.
  • Extreme Omnivore: Using Clairvoyance reveals they see Raz as a carrot, ie something they would like to eat.
  • Rule of Symbolism: They're mangled and broken versions of Oleander's former bunny friends that ended up killed by his dad, the Butcher. Reduced to primitive masses of flesh, they attack both Raz and Oleander due to being a result of the Coach's childhood traumas completely overtaking his mind and attacking the two owners of the brains that are keeping up the Meat Circus.

    The Butcher (All Spoilers Unmarked) 

Voiced by: Earl Boen

https://static.tvtropes.org/pmwiki/pub/images/the_butcher_8.jpg

"Here, little bunnies..."


Oleander's mental projection of his father, who cruelly took the bunnies young Oleander loved and slaughtered them for food. This didn't do any wonders for young Oleander's psychology. He is the boss of the Meat Circus, and thus the final boss of the game.


  • Abusive Parents: Seriously, who slaughters rabbits right in front of their kid?! Though it's possible Oleander's vision of his father was worse than reality, he certainly traumatized his son.
  • Allegorical Character: He's not Oleander's real father, but rather a personal demon taking the form of a monstrous caricature of his son's memories of him, thus being the source of Oleander's megalomania. It is after his death that Oleander turns over a new leaf.
  • Attack of the 50-Foot Whatever: He's huge in the final battle. Probably has something to do with Oleander's fear of him. And then the Two-Headed Dad Monster enters the scene...
  • Ambiguously Evil: It's kept vague if the Butcher was really a monster or if Oleander's perception of him has been warped from years of resentment. One thing is for sure, though: The things he did in the past gave Oleander serious psychological trauma that he never recovered from.
  • The Butcher: It's right there in his name. The real one probably doesn't fit the mold, but the mental one that Raz fights takes Oleander's perception of his father's profession and twists him into a Slasher Movie villain.
  • Colossus Climb: Minor variant during the first battle with him, where you have to climb his shoulders and smack him in the face when his cleaver gets stuck in the ground.
  • Dual Wielding: Twin cleavers. And they're huge.
  • Family-Unfriendly Death: After his defeat by Raz, he stumbles into an enormous Sarlacc-like Meat Grinder and is subjected to a Gory Discretion Shot. Of course, this also results in him becoming the Two-Headed Dad Monster after Mental Augustus gets shot into the grinder by the real deal.
  • Final Boss: A three-phase final boss (with an acrobatics gauntlet between the first two) culminating in a monstrous combination of both Oleander and Razputin's daddy issues combined.
  • Flat Character: All we really know about him is that his killing of rabbits really fucked up Oleander's head. We don't even know if what we see is accurate because it's all painted by Oleander's perception of him.
  • Forced Transformation: Merges with Raz's vision of Augustus to create the monstrosity known as the Two-Headed Dad Monster. Unlike most cases of this, however, they actually seem to enjoy it since it makes them both stronger.
  • Greater-Scope Villain: Responsible for the psychological trauma that drove Coach Oleander mad. Of course, the real deal likely never intended to traumatize his son as he probably didn't realize how traumatic butchering the rabbits his son cared for would be.
  • Harmful to Minors: Mr. Oleander, at the very least, was not gentle or circumspect about his work around his son. It all ended very, very badly.
  • Ironic Echo: His Boss Banter is mostly lines young Oleander said during the first stage of the Meat Circus... except they're a hell of a lot more menacing this time around.
  • Villain Team-Up: After being introduced to Raz's vision of Augustus, they team up to collectively terrorize their children.
  • Walking Spoiler: We don't even know he exists until the very end of the game. The only thing resembling foreshadowing to him is the meat plants from Oleander's mind that were broadcasts to the other characters dreams.

    Evil Augustus (All Spoilers Unmarked) 

Voiced by: Armin Shimerman

https://static.tvtropes.org/pmwiki/pub/images/evil_augustus_1.png

"Psychics. He's been cavorting with filthy, cheating PSYCHICS!"


A personal demon construct of Raz's father Augustus Aquato, faced in the Meat Circus as Raz tries to face the traumas of both himself and Oleander. For tropes that apply to the real Augustus, see The Flying Aquatos.


  • Abusive Parents: While the real Augustus was harsh, he was like that as a means of protecting Raz from things that threaten his family. Raz believed that he did such things out of hatred, so the mental version of him is an outright abusive monster who tries to kill Raz.
    Evil Augustus: Man I hate psychics, and seeing my son happy!
  • Allegorical Character: This version is a construct of how Raz sees his father: an abusive, psychic-hating Monster Clown.
  • Card-Carrying Villain: Being made from Raz's perspective of his dad as an abusive monster, this version of Augustus is very proud of his status as an Abusive Parent, outright declaring that he hates seeing his son happy.
  • Evil Counterpart: He only embodies the negative traits of Raz's real father. They are different enough for the actual Augustus to enter the Meat Circus and fight him.
  • Fantastic Racism: While Augustus's actual thoughts on psychics are complicated, this version of Augustus despises psychics and tries to kill Raz because of it.
  • Fusion Dance: He merges with The Butcher as the Final Boss.
  • Good Scars, Evil Scars: Evil Augustus sports gruesome-looking scars that cover his entire head.
  • Hypocritical Humor: He seems to dislike the... Um, "changes" to the circus, and tries to kill him, but after he becomes the Two-Headed Dad Monster, he says he likes Raz and Oleanders' mind like that, probably because of his recent fusion and the fact that he has a direct way of hurting Razputin in this world.
  • I Have No Son!: In response to Raz completing his trial, he accuses him of cheating, claiming that psychics always cheat, and disowns Raz as his son.
  • Irony: His entire existence is based on a man that is actually a psychic himself, with a lack of knowledge on Raz's part likely preventing him from being You Are What You Hate.
  • Monster Clown: The version of him that exists in Raz's mind really plays up the circus theme to the point of looking like an actual clown, and that version is very much a monster.
  • Playing with Fire: While no pyrokinetic like the real Augustus, the mental version of Augustus uses lots of fire during his indirect battles in the Meat Circus, through flaming juggling pins, setting the environment ablaze, and igniting the Butcher's cleavers.
  • The Unfought:
    • Evil Augustus never actually fights Raz directly, and instead challenging him via an obstacle course that tests his acrobatic skills whilst the chamber they're in slowly fills up with water, tossing flaming spiked Juggling Pins at Raz as additional Hazards as he ascends and at times setting the surroundings on fire to impede Raz's progress. When he teams up with the Butcher during the second round, he acts as a Support Party Member to him, setting his cleavers in fire so Raz can't repeat the same tactics as last time and hanging back and raining flaming Death from Above on him whilst the Butcher attacks— which just gives Raz ammo to try a different means of attack on him. This is justified, as said mental version of him is Raz's own personal demon, and whilst it's possible for Raz to fight other people's personal issues on their behalf to help them overcome them, a theme throughout the game is that nobody can overcome their personal issues alone. Accordingly, the mental version is beaten in a single blow by the real Augustus when he finally enters Raz's mind at the end.
    • This does become somewhat subverted when the mental projection becomes merged into the Two-Headed Dad monster, which Raz then has to finish off in a Behemoth Battle, but by that point, merging with Oleander's own personal demon in turns renders Raz's personal demon vulnerable to attacks as it's now part of a 'different' mental projection, but it's worth noting that Raz cannot actually harm the monstrosity unless he's channelling the 11th-Hour Superpower the Real Augustus gave him from his own psychic strength, thus Raz is still technically unable to beat the mental Augustus fully on his own.
  • Villain Team-Up: After he escapes when Raz completes his trial, he meets the Butcher, the personal demon spawned from Oleander's daddy issues. Hearing from him about how Raz opposed him, they decide to team up to "ground" him.

Introduced in Psychonauts 2

    Lady Luctopus 
https://static.tvtropes.org/pmwiki/pub/images/screen_shot_2021_08_31_at_111644_am.png
Holding All The Cards

"I am the sweetest of dreams, the spirit of unbeatable optimism! I am the ultimate victory of hope over mathematics! I am THE LADY LUCTOPUS! But you can call me Lucky."


The embodiment of the gambling addiction Raz accidentally creates in Hollis Forsythe's mind, based on the Lady Luctopus Casino that the Psychonauts are tasked with investigating.


  • Allegorical Character: She is a manifestation of the gambling addiction that Razputin accidentally implanted into Hollis Forsythe's mind after he messed around with her mental connections. She is only really able to exist due to Hollis' mental stress regarding keeping the Psychonauts organization afloat with Truman Zanotto's incapacitation, such as keeping the interns safe, juggling the risks of missions, and managing the budget creating the mental connections for Raz to manipulate.
  • Arc Villain: She's the main antagonist and boss fight of Hollis' Hot Streak.
  • Death Dealer: She attacks by flinging cards at Razputin, or using them to summon bombs and an electrifying field.
  • Exotic Eye Designs: Her eyes are the "Money" and "Risk" thought bubbles that were Mentally Connected to create her.
  • Faux Affably Evil: Just as gambling lures players in with the sweet idea of potential extra money while being rigged to make them lose money instead, Lady Luctopus gives out plenty of encouraging and friendly words amidst her money talk, but it quickly becomes clear that she cares only about the thrill of the game and not how successful her host is, even contemplating killing the Psychonaut interns in the same cheery tone.
  • Forced Transformation: As a result of her growing power in Hollis' mind, she was able to trap the other interns in playing cards and make them unable to use their own smelling salts to leave. Part of the boss fight involves freeing up the captured interns in pairs.
  • The Gambling Addict: She is a gambling addiction made manifest.
  • Mook Promotion: Her crown of lightbulbs and use of bulb bombs suggest she's a Bad Idea blown up to massive proportions. Appropriately Hollis later talks about how she knew she was being irrational, but couldn't pin why.
  • Tactical Suicide Boss: Throwing her own bombs at her tentacles is how she's stunned and eventually defeated. Of course, she is a gambling addiction, so it makes sense that she's 'gambling' with her attacks. And just like how casinos are crafted to make sure you eventually lose more than you win, the more she attacks, the more likely it is that her bombs will make her lose the fight. And as the Mook Promotion entry shows, she' essentially a really big Bad Idea, and using an attack that can be thrown back at you is a really bad idea...

    "Heptadome Harry"/Mote of Light/PSI King 

Voiced by: Jack Black

https://static.tvtropes.org/pmwiki/pub/images/psiking.png
Initial appearance after getting all senses back.
Click here to see his true identity. (SPOILERS)

"When you're alone as long as I was, time loses some of its meaning, and your perception of it becomes your reality."


The last spark of consciousness left in "Heptadome Harry", an abandoned brain that Otto found at the Psychic Six's headquarters twenty years ago and put into his Brainframe. When Raz decides to put this brain into the de-brained body of Nick Johnsmith, it ends up overstimulated, and creates a psychedelic mental world in which he is known as PSI King.


  • Allegorical Character: He represents a person with extreme sensory deprivation. Because he literally hasn't interacted with anything for twenty years, his sense of time is utterly warped as a result. On top of this, anytime he regains any of his senses, his mind runs the risk of being overstimulated, resulting in severe panic attacks. His ultimate goal is to get his band back together and to piece together his true identity. As the sixth member of the band representing the senses who is also the ego of a person with psychic powers, he is the sixth sense, the sense of self.
  • Brain in a Jar: The physical state he's been in for the past two decades when Raz meets him.
  • Punny Name: His name sounds like the word "viking". Which is a hint to his real identity.
  • The Reveal: For tropes about his real identity, which isn't revealed until towards the end of his mental world, please see the folder for Helmut Fullbear.

    The Senses 

Voiced by: David Kaye (Vision Quest), Stephanie Komure (Sniffles), Nick Tate (Tasty), Piotr Michael (Dr. Touch) & Brian Sommer (Audie O)

https://static.tvtropes.org/pmwiki/pub/images/feastofthesenses_6.png
The Senses from left to right: Audie O, Dr. Touch, Tasty, Sniffles, and Vision Quest.

Vision: "It's a nonstop festival of sights, sounds, smells, feelings and flavors! And yes, it was our old band. Our old friends."


PSI King's bandmates, who split apart when the audience left (when he lost his original body) and need to be reunited to deal with the sensory overload in his new body — that is to say, they need to get back together and finally play the concert event which their rabid fans have been waiting for over twenty years, the Feast of the Senses. The group consists of Vision Quest on violin, Dr. Touch on keyboard, Audie O on drums, Sniffles on guitar and Tasty on bass.


  • Allegorical Character: They are the manifestation of PSI King's missing senses after being deprived for twenty years, as well as representing the members of the Psychic Six. Each of them have spread out to their own parts of the Sensorium, which represents Helmut's feeling of being abandoned by his team after his seeming death, as well as the loss of his personality and dormant memories. Gathering them all together again and fighting against his nightmare of Maligula is what brings Helmut out of his rut.
  • And You Were There: In addition to representing the various senses, they also represent members of the Psychic Six (and share their voice actors), with Vision Quest being Ford, Touch being Otto, Sniffles being Cassie, Tasty being Compton, and Audie O being Bob.
  • Anthropomorphic Personification: As Allegorical Characters they are the direct embodiments of the five senses, with PSI King himself as the Sixth (Sense).
  • Atrocious Alias: Raz can point out how creepy the name "Dr. Touch" sounds. Unfortunately his former aliases are even worse (Organ Master, Finger Fiend and Flesh Friend).
  • Black Bead Eyes: They all have these, except for Vision Quest, who fittingly enough has a singular eye for a head instead.
  • Borrowing the Beatles: Among other bands. Not so much their sound, at least not entirely, but the bright cel-shaded art style of the character designs and the Mental World as a whole are a loving homage to Yellow Submarine, while their marching band costumes are based on the uniforms from Sgt. Pepper's Lonely Hearts Club Band.
  • Dream Within a Dream: You're in Mote of Light's mind, but to find the instruments needed to put the band back together you'll have to venture into the sub-minds of each bandmate, the literal senses which have lain dormant during Mote's isolation.
  • Interface Spoiler: Hitting some of the members will have then respond with a verbal line. With subtitles on, Sniffles, Tasty and Audie are labeled as Cassie, Compton and Bob respectively.
  • Odd Organ Up Top: Each Sense has the associated organ for a head. Straightforwardly enough, Vision Quest is an eyeball, Sniffles is a nose, Tasty is a big set of lips with a giant tongue, Dr. Touch is a hand, and Audie O is an ear.
  • Punny Name: All of them have names themed around the five senses, but Vision's last name is Quest and Audie is Audie O. (audio).
  • Putting the Band Back Together: PSI King and his bandmates split up for twenty years when the audience left (read: when he was trapped as a Brain in a Jar, in complete sensory deprivation), but now the King is back for the concert that's been on hold all this time — that is to say, processing reality for the rest of his brain and body. Your job is to help them reunite by finding their instruments.
  • Token Heroic Orc: Unlike many other Mental Figures, the Senses are purely positive forces in PSI King's mind, with the goal being to help them rather than oppose them. The only antagonistic force in the level comes from PSI King's frequent panic attacks due to sensory overload, and a single bad memory that the Senses turn into a Zero-Effort Boss (along with the occasional Censor but that's to be expected).
  • Vision Quest: Not only is that the name of the Sense of sight (electric violinist Vision Quest, who is also Ford), the three shrines in which the band members' instruments are found are dreamlike psychedelic landscapes that are somehow inside the band members themselves.
  • Visual Pun: Audie O is the drummer of the band, and he also has a giant ear for a head along with representing the sense of hearing. Therefore, he's playing the ear drums.

    Gluttonous Goats 

Voiced by: Darin de Paul (Tincan Zanotto), David Kaye (Faun Cruller), Kimberly Brooks (Headbutt Forsythe) & Piotr Michael (Otto Meatallis)

https://static.tvtropes.org/pmwiki/pub/images/gluttonousgoats.png
Possibly Overserved
From Left to Right: Headbutt Forsythe, Faun Cruller, and Otto Meatallis.
https://static.tvtropes.org/pmwiki/pub/images/tincanzanotto.png
Tincan Zanotto, the Announcer

Headbutt: "Impossible!"
Faun: "He'll never do it!"
Meatallis: "He's nothing without Cassie!"


Puppet goats that act as celebrity judges and the host in Compton's cooking show-themed mental world. The judges only ever offer negative or barely-positive criticism while the host repeatedly puts Compton on blast through passive-aggressive narration.


  • Allegorical Character: The Gluttonous Goats are the manifestations of Compton's belief that his old friends are judging and criticizing his failings, constantly stoking Compton's deep anxiety and feeling of failure after the Maligula mission and his separation from Cassie. Taking them down is ultimately what is needed to help Compton realize that their criticisms are all born from his extreme anxiety, and likely aren't based on what his friends really think of him.
  • And You Were There: They are based on Otto, Ford, Hollis, and Truman.
  • Animal Motifs: Besides the obvious, when defeated in battle they are replaced with an electric whisk and spatula baring a shark design. This refers to the goats lying in wait until their prey shows any weakness to attack, referring back to Compton's fear that his friends will turn on him if he messes up at any point.
  • Autobots, Rock Out!: Their boss theme is a Heavy Metal rendition of the map theme of Comton's Cook Off, named "Ram it Down Harder".
  • Caustic Critic: Similar to Jasper in the previous game, although instead of an overinflated inner critic, they represent an overtuned fear about the opinions of others.
  • Consulting Mister Puppet: Symbolically - being hand puppets of Compton's friends and co-workers, they represent how irrational and self-inflicted Compton's anxieties about how they think of him are. In the end, it's revealed that the hand controlling them was Compton's all along as he removes the last one.
  • Death by Gluttony: Two of the four are killed from eating too much food until they explode. Subverted by the third one, where it gets overfed to the point of bursting, but Compton regains control and simply removes the puppet from his hand.
  • Extreme Omni-Goat: They're food judges who take the form of goat hand puppets.
  • Punny Name: Their names play off the characters they're based on, like "Faun Cruller", "Headbutt Forsythe", and "Tincan Zanotto".
  • Rule of Symbolism: Compton's Cook Off is a level themed around anxiety and how it can overwhelm people, with the timed sessions in particular representing the repeated pressure anxiety makes a person feel, as if every action is under threat of harsh judgement from one's peers. As the puppets are defeated one by one, they explode, revealing a human hand underneath. At the end of the level, Compton manages to come to terms with his anxiety and removes the remaining puppet from what is revealed to be his own hand all along, figuratively realizing that the pressure was only in his own head and never truly existed.
  • Rule of Three: In the boss fight, the first two goats burst from eating too much and get replaced with a mixer and a spatula, respectively. The third goat looks like it's about to suffer the same fate, then just goes limp, as Compton regains control and removes the puppet from his own hand.
  • Screw This, I'm Outta Here: Before the final "Double-Down" round, in which the goats based on Otto, Ford, and Hollis vomit up ingredients that Raz has to deliver to Compton (as well as harmful purple slime), the Truman goat decides to just leave before things get messy.
  • Super Spit: Their main form of offense in their boss battle is vomiting purple goop.
  • Tactical Suicide Boss: In their boss stage, they vomit up the ingredients needed to defeat them.
  • The Unfought: Tincan Zanotto is not present in the boss fight.
  • Visual Pun: They're harsh judges who attack with vomit, which makes them bile-spewing critics in both the literal and figurative sense. Razputin force-feeding the food to them is also a literal way of making them eat their own words.
  • Vomit Indiscretion Shot: Their literal projectile-vomiting is how they attack Raz during their boss fight, along with providing the ingredients that Compton needs for the recipes.

    Cassie's Archetypes and the Librarian/Die-Brarian 

Voiced by: Stephanie Komure

https://static.tvtropes.org/pmwiki/pub/images/cassiespersonalities.png
Cassie's personalities from left to right: The Librarian, The Author, The Teacher, and The Counterfeiter/Outlaw.
https://static.tvtropes.org/pmwiki/pub/images/diebrarian.png
Real librarians aren't like this

Librarian: "These are the books that got us into this horrible situation. These are the WRONG BOOKS, you understand?"


Cassie's Archetypes who, because of the trauma of the fight against Maligula, are all scattered, with the Librarian Archetype trying to become the dominant mindset, to the point where Razputin's interference makes her take rather extreme measures to ensure her victory.


  • Allegorical Character: All of them are the manifestation of Cassie's tendency to rely on creating distinct mindsets in the shape of different archetypes to adapt to different situations depending on her needs. Unfortunately, it's gotten so beyond her control that one mindset (the Librarian) ended up dominating over the rest, despite only being one part of her as opposed to her whole self. In the case of the Librarian, she is Cassie's organized and logical side... who has decided that the other archetypes are overly emotional and cannot keep Cassie safe, as a result of the fight with Maligula and its traumatic fallout.
  • Arc Villain: The Librarian is the main antagonist of Cassie's Collection, planning to lock away the other Archetypes to obtain complete control of Cassie's mental world.
  • Attention Whore: The Die-Brarian summons Enablers to protect her, and some of her dialogue implies she needs their praise to feel validated, and that they partially represent reviews of her book.
  • Bee-Bee Gun: As the Die-Brarian, she summons swarms of "bees" (which are 'B' letters) to attack Raz with.
  • Control Freak: The Librarian is, among other things, Cassie's desire to be in control of her surroundings. Normally this is a harmless desire to have her 'library' organized and quiet, but the trauma from fighting Maligula has led the Librarian to want to control Cassie's entire mind in order to keep her safe.
  • False Friend: The Librarian initially claims to be an ally, but Raz quickly realizes she's just more manipulative than the other Archetypes and that she is a cold Control Freak, if well-intentioned.
  • Heel–Face Turn: Once the Librarian is defeated, the other Archetypes convince her to work alongside them, and revisiting the mental world shows that she's planning to help clean up with the other three.
  • Knight Templar: The Librarian Archetype decided to usurp control from the other, friendlier Archetypes in the belief only she could protect Cassie from another Maligula.
  • Never Be Hurt Again: This is the desire the Librarian is mostly acting on, believing that she's the only one of the Archetypes strong enough to protect Cassie from another Maligula.
  • One-Winged Angel: The Librarian submerges herself in a pool of ink, becoming the gigantic Die-Brarian for Raz's boss fight with her.
  • Scary Librarian: The Librarian is a manipulative Control Freak who seeks to become Cassie's sole aacttive Archetype and has the stereotypical "angry librarian" behavior. As the Die-Brarian, she becomes a monstrous creature made of books, ink and paper who attacks by throwing books around, summoning 'B's, and creating gusts of wind by shushing. However, it might be downplayed by the fact that she's a Well-Intentioned Extremist.
    Raz: Librarians don't actually go "shush!" like that. That's an ugly stereotype!
  • Split-Personality Merge: The Die-Brarian is ultimately defeated by Cassie's Writer, Teacher, and Counterfeiter Archetypes, who realize that they all need to work together and merge themselves with the Librarian to return to being a unified Cassie.
  • Tactical Suicide Boss: Subverted. Throwing certain debris at the Die-Brarian deals a lot more damage than psi-blasting, but these objects are tossed in by Cassie's other archetypes, not the Die-brarian herself.
  • Visual Pun: One of the Die-Brarian's attacks has her summon homing bees that take the form of the letter B.
  • Well-Intentioned Extremist: Unlike most of the other mental figures on this list, the Librarian is sincerely acting in what she believes to be Cassie's best interests. However, the method by which she's trying to do so are extremely self-destructive and ultimately amount to keeping Cassie a prisoner of her own unconscious fears.

    The Moth 

Voiced by: Amber Hood

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

"I'll keep you safe. You won't feel this at all."


A very persistently-unhelpful moth that tries to stop Raz from getting the seeds in Bob Zanotto's mind.


  • Allegorical Character: The Moth is a manifestation of Bob's addiction and alcoholism as a result of his past traumas. The Moth tries to keep Bob safe and sheltered from the world in order to avoid suffering any more pain, but ultimately only proves that it's also keeping him from forming any real connections with the world and is actively only hurting himself. Bob himself only finally realizes this after the Helmut flower makes a claim that he knows Helmut would never say, to which Bob begins to fight back against the Moth's attempts to "protect him".
  • Arc Villain: For Bob's Bottles, constantly antagonizing and trying to stop Raz from collecting the seeds in an obstructive attempt to protect Bob from having to cope with his pain.
  • Creepy Child: It speaks with a child's voice, which contrasts disturbingly with its actions.
  • Evil Counterpart: To the Librarian. Both are elements of a former Psychic Six member's mind who need to be dealt with because they're forcing their host into a bad coping mechanism out of belief that it's the only way to protect them. But while the Librarian just caused Cassie to isolate herself and is talked down after her boss fight, the Moth is causing Bob to self-destruct and is discarded as Bob realizes he doesn't need alcohol to deal with his trauma any more.
  • Failed a Spot Check: The Moth somehow misses the third seed Raz has to collect despite it being right next to them, in all its big, glowy glory. Raz pointing it out is what sets the Moth to go after it.
  • Faux Affably Evil: It acts caring to Bob and promises to protect him from his pas, but doesn't bother hiding its contempt to anyone else. And even to Bob itself, it's not a good thing because its smothering of all other parts of Bob's mind not only ruins his life in the real world, it prevents him from realizing that Truheltia Memonstria isn't an accurate representation of his old friends and thus fighting back.
  • Forced Transformation: Its ultimate fate is to be turned into cardboard and be discarded.
  • Hate Sink: The Moth is a despicable character whose apparent redeeming quality is its protectiveness towards Bob — but it is far from a good guardian. Not only does its "protection" impede Bob's ability to form real connections and causes him to be trapped in his alcoholism, but it also actively hinders and hampers Raz's efforts to help Bob while speaking in a childish, irritating and extremely condescending tone at all times.
  • Knight Templar: The Moth believes itself to be the guardian and the only friend of Bob, as well as the only thing that keeps him safe from his pain and trauma. In truth, it's only making his condition worse, preventing him from finding healthy ways to cope with his problems, and when Raz arrives to help Bob, it actively impedes his process of helping him to recover.
  • Mask of Power: Subverted. The Moth places itself over Bob's face like a sleeping mask, and while it seems to be helping Bob by making his trauma less overwhelming, it's ultimately just shielding him from confronting those traumas at all, and make them even worse when they do pop up because he hasn't built up any healthy mechanisms to cope with it.
  • Moth Menace: The Moth is not a friend. It's a massive hindrance to Bob's recovery from his trauma, actively preventing him from confronting it in the first place and making it worse by preventing him from building any healthy mechanisms to cope with it. And during the battle with Truheltia Memonstria, it actively impedes Raz's progress by leaving dust traps that result in an Interface Screw if he gets hit on them.
  • Never Be Hurt Again: As a manifestation of Bob's alcoholism, it goes to self-destructive measures to keep Bob from remembering painful memories that end up causing more harm than good.
  • Non-Action Big Bad: It isn't the final boss; that's Truheltia Memonstria. But it is the greatest threat in Bob's mind, because in stopping Truheltia Memonstria from being planted it's also keeping them alive and thus stopping Bob from moving on.
  • Sadist: During the boss battle with the Truheltia Memonstria, whenever Raz takes damage, the Moth is heard chuckling and expresses amusement at Raz’s suffering through taunts.
  • Toxic Friend Influence: To Bob, as it obstructs any attempt to actually deal with the tragedies in his life, stealing the seeds Raz is gathering of his past and generally being unpleasant.
  • Visual Pun: Its design is probably based on the idea that Bob is drawn to alcohol "like a moth to a flame."

    Truheltia Memonstria 

Voiced by: Jack Black (Helmut plant), Zehra Fazal (Tia plant), Darin de Paul (Truman plant)

https://static.tvtropes.org/pmwiki/pub/images/psychonauts2_wingdk_shipping_sriiejslil.jpg
Painful Pots Full of Memories

Helmut plant: "Careful! Troubled waters ahead!"


A trio of flowers in Bob Zanotto's mind, which quickly grow from seeds into towering monstrosities bearing faces all too familiar for Bob.


  • Allegorical Character: The trio of flowers represent Bob's internalized view of three people who hurt him in the past in some form: Tia, his mother, who neglected him and eventually drank herself to death when he was very young, leaving him alone; Helmut, his husband and one of the members of the Psychic Six, who seemingly died in the fight against Maligula, leaving Bob utterly devastated and unable to connect with the rest of his friends; and Truman, his nephew, who fired him because his own alcoholism was causing him to become a danger to everyone around him. Only by coming to understand the true nature of The Moth and the Out-of-Character Alert below is Bob able to realize that the people in his life never intended to hurt him, and that as traumatizing as those events were, he can't let himself drown in alcohol to avoid the pain, since it has also prevented him from trying to care and love others again.
  • And You Were There: They're based on Bob's nephew Truman, his husband Helmut, and his mother Tia.
  • Binomium ridiculus: Its name is meant to invoke this as if it were a fictional species of plant.
  • Foul Flower: They're a trio of hostile, monstrous flowers based on Bob's alcohol-warped manifestations of the people who have hurt him in the past in some form.
  • Interesting Situation Duel: Most of the fight consists of Raz riding on a platform door that sails on an alcohol maelstrom surrounding the trio.
  • Meaningful Name: They're Bob's warped perceptions of Truman, Helmut, and Tia that form a memory monster triad of flowers. As seen with Binomium ridiculus above, it also sounds like the genus + species name of a fictional plant.
  • Out-of-Character Alert: During the fight, the flower based on Helmut claims that he never truly loved Bob, because if he did, he wouldn't have left Bob all alone. This ultimately snaps Bob out of his stupor, since he loved his husband so much that he knew that Helmut would never say anything like that. Afterwards, he begins to actively resist the temptation of the Moth (representing alcoholism), and once the flower constructs are beaten, becomes active in trimming the flowers down instead of drowning his pain in alcohol.
  • Pivotal Boss: They are fought in the middle of an arena while Raz circles around them standing on a platform that sails on the whirlpool around the boss.
  • Shared Life-Meter: All three of them share a life meter that goes down whenever one of the three take damage.
  • Tactical Suicide Boss: The best way to damage them is to throw the exploding bulbs deployed by the Helmut flower back at the heads and deflect the Tia flower's bottle missiles by shooting them.
  • Visual Pun: Bob's memory of Truman was getting fired by him, and fittingly enough the Truman flower attacks with fire breath.

    The Final Boss (All Spoilers Unmarked

Maligula

Voiced by: Audrey Wasilewski

https://static.tvtropes.org/pmwiki/pub/images/maligula_boss_psy2.jpeg
The Deluge of Grulovia

"Careful, children... I fear a storm is coming."


The chief antagonist of Psychonauts 2. A hydrokineticist that brought ruin to Grulovia twenty years ago, but was killed by Ford Cruller... at the cost of Ford's mind. Despite her supposed death, she's connected to the kidnapping of Truman Zanotto, as well as being responsible for putting the curse on Raz and his family to die in water.


For tropes on Nona/Lucrecia, see The Flying Aquatos.


  • Accidental Murder: Lucrecia tried to drive off a peaceful protest by summoning heavy rain, but accientally flooded Valerno's dam. It broke, flooded the city, and killed the protesters, including Lucrecia's sister Marona. The guilt over the incident made the Maligula personality dominant inside Lucrecia's mind, and she intentionally caused mass drownings out of a primal lust for violence and death.
  • Allegorical Character: The biggest one in the series. She is the "fight" of Lucrecia's fight-or-flight response, made through a combination of the Psychic Six's experiments and the trauma of killing both her countrymen and her family, sending her fully into Then Let Me Be Evil. The Final Boss fight against her is even a literal "I Know You're in There Somewhere" Fight, with the Maligula personality violently suppressing the Nona/Lucrecia personality into herself.
  • Amazing Technicolor Population: Her skin is purple. Neither of her sane identities are similarly colored, however.
  • Animal Motifs: Snakes. She commonly manifests her hydrokinesis as snakes made of water (which are so life-like that they can be controlled by Sam as though they were real), her silhouette when she takes the form of a typhoon makes her look vaguely reptilian, she has yellow eyes with a head shape similar to a snake's, her hood looks like the hood of a cobra, etc.
  • Appropriated Appellation: According to dialogue in Cruller's Correspondence, she took on the name of "Maligula" after the people of Grulovia started calling her that, and says she can't remember being called by any other name.
  • Archnemesis Dad: She's actually Raz's great-aunt.
  • Attack! Attack! Attack!: She's basically a manifestation of the 'fight' part of the 'fight or flight' response given strength and sentience through Nona's fragile mental state from volunteering for Otto's experiments, plus the deaths she was forced to cause quelling a Civil war in her home country. She can barely have a conversation for a few minutes before she tries to kill the other parties, and she's not interested in any grand plans beyond simply destroying everything around herself with her hydrokinesis powers. During her boss fight, she encases herself in a tornado of water and zooms all over the battlefield, damaging Raz if he comes in contact with her, and constantly summons snakes of water to launch themselves at him, but has zero means of blocking Raz's own attacks, and doesn't really alter her strategy unless forced to by the other interns' interference. To make up for this, she can take quite a beating from multiple parties without really slowing down. In other words, favouring brute force and simple power over fancy tricks or techniques.
  • Body Motifs: As the origin of the Hand of Galochio curse, a lot of attention is drawn to the grandiose motions she makes with her own hands. Her final attempt to regain control of the situation even involves her reenacting the curse's effects, reaching up from a maelstrom to try and drag Nona in.
  • Cain and Abel: She was the Cain to her sister Marona's Abel. Although Lucrecia herself loved her sister and was horrified when she found out that she killed her by accident, Maligula was decidedly less regretful. This was the antithesis to her taking over Lucrecia's personality, seemingly permanently if not for for Ford's intervention.
  • The Caligula: Look at her name. Ironically, her actual role as Grulovia's War Minister was more akin to The Dragon to the actual Caligula, Gzar Theodore. She eventually morphed into a Psycho for Hire after the flooding of Valermo started to resonate badly with the mental experiments she volunteered for with Otto, and she eventually devolved into a violence and death-loving lunatic.
  • Can't Kill You, Still Need You: She taunts Raz with this after losing the Final Boss fight, pointing out that they cannot get rid of her as she is a part of Nona's own psyche, hence as long as she lives, so too will Maligula find a way to return. Raz just brushes her threats off, claiming that Maligula is just another bad thought that needs to be controlled and suppressed with aid and understanding before Nona seals her within the depths of her subconscious.
  • Card-Carrying Villain: She regularly boasts of her ability to destroy things and revels in fear. Deconstructed, in that she is literally an evil impulse - and more importantly, a defense mechanism for Lucrecia. In effect, she is the part of the larger person who wants to be evil largely because the guilt of accidentally killing her sister and brother-in-law would be otherwise overwhelming.
  • Contrasting Sequel Antagonist: To the Evil Augustus from the end of the first game. Both are Final Bosses who are personal demon-representations of Raz's family members who's skin-tones much colder than their real life counterparts, are alluded to throughout the game, use water as a weapon and are defeated when their real world counterparts turn Raz into a giant. Though whereas Evil Augustus hates psychics, Maligula an exceptionally powerful psychic. While Evil Augustus uses water merely as an environmental hazard, mainly using fire-lit juggling pins, Maligula fights entirely with water using her hydrokinesis. While Maligula is alluded to and feared by everyone in the cast throughout the story, the personal demon version of Augustus is only relevant to Raz due to his mistaken belief of Augustus' true nature a the time, and is only a threat within the tangled minds of himself and Oleander.
  • Curse: She is responsible for the curse on Raz's family that will make them perish in water. But not directly; rather, it's a byproduct of an attempt to keep her sealed.
  • The Dragon: She was originally the enforcer of Gzar Theodore who used her powers to help quell protests against him. Unfortunately, when she finally snapped, she ended up becoming a threat to everyone, including the royal family who were forced into exile. Gristol wants to reawaken her so she can take up this role again for him, only to learn the hard way that Lucrecia was the enforcer; Maligula was Lucrecia's psychotic break enforced on the outside world and as such has no interest in anything except indiscriminate murder.
  • Dead to Begin With: She's dead at the start of Psychonauts 2, and The Mole at Psychonauts HQ is trying to bring her back to life. Turns out that her 'death' was more Death of Personality, which is why the mole is so confident he can 'resurrect' her once he finds her current location from Ford.
  • Disney Villain Death: Played with. She doesn't actually die so much as fall back into the mental vault inside Nona in the first place - as she notes, she can't die as long as Lucrecia/Nona lives, as a part of Nona's id, but now that Nona is aware of her and has resolved her guilt, she's been reduced back to the sort of bad thought that everyone has.
  • The Dreaded: She was a psychic of unbelievable hyrdokinetic power who took the six strongest psychics in the world to kill originally, and was seen as a living force of nature with full capability of destroying the world. Even though true magic like necromancy is considered psuedoscience and fake, even just the possibility that the Delugionists could find a way to bring her back to life grips the Psychonauts with fear and paranoia.
  • Enemy Within: She's one to Nona, Raz's grandmother- or rather Grand-Aunt as he discovers mid-way through the game.
  • Evil Former Friend: She was once Lucrecia "Lucy" Mux, one of the founders of the Psychic Six. The invasion of Grulovia that killed her first love Gelsin, Otto's experiments and the Valermo Dam disaster that killed her sister and brother-in-law turned her into Maligula. Ford had to wipe her memories after she went mad with grief and nearly killed Helmut, as the world would never be able to forgive her actions as the Deluge of Grulovia.
  • Fallen Hero: She was the 7th member of what would become the Psychonauts, but getting involved in Grulovia's Civil War end up reacting badly with her mental state after she subjected herself to some of Otto's mental experiments, hitting its Zenith when she accidentally drowned her sister and the entire city of Valermo when trying to disperse a peaceful protest against the Gzar with heavy rainfall, resulting in her Maligula persona becoming dominant and lashing out with psychotic violence against the world. Ford and Raz's quest during the second half of the game is to separate the 'fallen' from the 'hero' inside Nona's mind, using the Astralathe to dig a hole straight to Nona's subconscious and bury Maligula inside it to prevent her returning for good.
  • Final Boss: She's the last enemy Raz has to fight, and does so in Nona's mind.
  • Flat Character: All we really learn about her is that she's evil, likes killing, and the Psychonauts had to be called in to put her down. Justified, because she isn't the real personality of Lucrecia- she's the PTSD-induced mental breakdown of a woman pushed too far, and a Fight Or Flight reflex gone out of control, making her more of a personality trait than a person. Sure enough, in her boss battle all she speaks of is spreading more death and destruction without any meaningful motive.
  • The Flatwoods Monster: Her outfit gives similarities to the Flatwoods Monster, particularly the elongated spade-like hood she wears and her glowing yellow eyes.
  • Four-Fingered Hands: She's one of the rare aversions in the game, being one of the few five-fingered characters.
  • Generic Doomsday Villain: She's less of a real person and more of a boogeyman for the Psychonauts, being an insane, incredibly powerful psychic that destroyed a country and killed countless people, her "death" leaving Ford Cruller the unstable mess he is today. When we learn more about her history, we find that the trope is both Justified and Deconstructed in that she literally isn't a real person, but a figment of Lucrecia's psyche. Lucrecia/Nona herself has a fleshed-out personality and sympathetic motives, but Maligula doesn't and indeed can't, because she's the part of Lucrecia that rejected her own motives in the midst of a My God, What Have I Done? breakdown, and she only sticks around as Lucrecia's PTSD.
  • Greater-Scope Villain:
    • She was apparently the Psychic that gave Ford Cruller his Game-Breaking Injury in the fight that ultimately killed her, resulting in his currently shattered mind state, and seemingly one of her followers was secretly behind the events of the first game, controlling Dr. Loboto, and threatening him with what seems to be a vision of Maligula. The Hand of Galochio appearing after Raz first sees her implies that it was either her or a follower of hers that 'cursed' his family to die in water, though again, it's left unclear how much of this is true and how much is in Raz's head.
    • The main game reveals towards the end that, technically, she was somewhat responsible for the plot of Psychonauts happening in the first place, as Nona, her amnesiac current identity, was the mysterious stranger who gave Raz the Whispering Rock pamphlet that inspired him to run away to the camp. Upon being questioned, she admits that she did so because she wanted either Raz or Frazie to follow their dreams, and Raz was the more enthusiastic between the two about having psychic powers. Ford notes that the real reason was likely a subconscious understanding that something was wrong with her, and need for psychic help stemming from her memories as Maligula struggling to resurface behind the psychic lock that Ford sealed her away behind inside Nona's mind, hence why she pushed her family members to become stronger psychics. A memory vault of the incident shows that Nona was confused and partially dazed throughout the whole thing, only recovering her senses afterwards, demonstrating how greatly she was influenced by her buried personality.
  • The Heavy: She's not the Big Bad, that's Gristol - however, his plots are all about reawakening and regaining control of her, and she is the Final Boss.
  • Hero Killer: She's the one who nearly killed Helmut Fullbear, one of her former friends. Only Helmut and Ford's quick reactions allowed him to survive as a brain. She also killed Augustus' parents, Lazlo Aquato and her own sister Marona.
  • High Collar of Doom: Her parka gives her a similar effect to this.
  • I Am What I Am: She says this in regards to shrugging off Marona's death once Nona separates from her, noting that she's a killer, and Marona is just one amongst many, so she feels no real guilt for her sister's passing. It's implied this perception of herself in Lucrecia's mind is what allowed the Maligula personality to become dominant in the first place, with Lucy's shattered mental state upon finding Marona's body deciding to embrace the public perception of her as a vicious monster to deal with the pain.
  • Ignored Epiphany: When she finally understands that she's the one who killed Marona, she just dismisses her as one of the many she killed. In this case, it's justified, as Maligula isn't so much a person as a personified mental breakdown; she lacks the 'empathy' and 'remorse' parts of Lucrecia's psyche and as such is incapable of change.
  • Kill and Replace: Played with, because it wasn't intentional. She took her sister's place as the mother of Augustus and Raz's grandma, after she accidentally drowned her. This was helped by Ford wiping her memories with the Astralathe - she didn't do it of her own free will. Ford explains that she was the only family Augustus still had, and the only way he could keep them together was by altering their memories, locking away the trauma they both endured.
  • Lack of Empathy: To be expected from somebody known for causing a massive body count with mass flooding as her preferred tactic, Maligula doesn't care much for others, unless they're a target for her to drown. This makes sense given she is literally the part of Lucrecia's mind that is devoid of empathy. This gets slightly subverted when Raz battles her inside Nona's mind, with Maligula reliving her discovery of her sister's body in one of the peaceful protests she drowned on the orders of the Gzar. She's shown to be remorseful and claims that It's All My Fault, but this is only as long as Nona's spirit is in contact with her. Once Nona moves away from her, Maligula quickly brushes off any remorse she showed for her deceased Sibling's death, claiming that she kills lots of people, and she was just a number amongst thousands. As an overgrown aspect of the mind's desire for violence, Maligula literally doesn't have the ability to empathize with others so long as Nona is suppressed and unable to exert any influence over her darker half.
  • Leitmotif: She has a distinct and dark 14 note theme that pops up throughout the game. A warmer and softer version of the theme plays when Nona is reunited with the Psychic Six. A much more dramatic and intense version is Maligula's final boss theme.
  • Make My Monster Grow: The second part of the Final Boss has her grow to giant size, which Nona counters by making Raz into Goggalor again.
  • Making a Splash: She's a Hydrokineticist who was capable of creating devastating floods.
  • Man of Kryptonite: She's famous for her Hydrokinesis powers. This would pose a massive threat to our protagonist, who's cursed to die in water. Ironically, she's revealed to actually be Razputin's Great Aunt, and said 'curse' was actually a subconscious aversion to water that Ford planted in her and the young Augustus' minds in order to prevent any chance of her Maligula personality resurrecting. In fact, its hinted that the Hand of Galochio construct that Raz constantly sees near deep water is his own creation, born from his learned fears of water and the family curse and manifesting in a subconscious control over nearby pools of deep water attacking him — and in the first game, fake wooden water — implying that Raz may actually be a gifted Hydrokinetic accidentally using his abilities against himself. At the end of the game, after beating Maligula and resolving Nona's guilt over her past actions, the hand construct actually helps push Raz to shore and gives him a friendly wave, implying Raz may be exercising more control over water after facing his fears.
  • Master of One Magic: She's primarily known for being an incredibly powerful master of Hydrokinesis. Not necessarily a weakness, since that'd make her a Person of Mass Destruction on a planet like Earth, which is mostly water.
  • Older Hero vs. Younger Villain: Maligula looks the way Lucrecia did decades ago, striking a strong contrast with Nona Aquato, who has aged to the point that the two of them look like entirely different people. While Maligula is willing to drown everything, Nona doesn't want to hurt anyone despite all the things that were done to her.
  • Person of Mass Destruction: She accidentally destroyed the Grulovian city of Valermo with a flood, after overloading and breaking the city's dam with an intense rain, killing dozens of people. Once she snapped, she went on a murderous rampage across Grulovia and devastated her homeland. The Psychic Six had to stop her before she turned her rage against the whole world.
  • Power Floats: When she reawakens inside Nona, Nona starts levitating, as a display of power.
  • Power Stereotype Flip: While Lucy/Nona's personality fits the common traits one would associate with Making a Splash (kind, patient, nurturing, etc.), Maligula's personality fits more into the kind of personality type you would find in Playing with Fire or Power of the Void (power drunk and indiscriminantely destructive).
  • Race Against the Clock: The second half of the game turns into thus, as once Raz helps piece together Ford's mind enough, he realizes that bringing Nona to the Motherlobe was a very bad idea, as being in the area is starting to jog her suppressed memories of her prior life as part of what would become the Psychic 6, in turn also threatening to restore her Maligula personality from behind the psychic Lock Ford sealed her behind inside Nona's mind. With both of them unwilling to let her come to harm, Ford and Raz have to recover one of Otto's old experimental machines from the original meeting spot of the Psychic Six before Nona remembers too much, so they can use it on her and properly bury Maligula deep inside Nona's subconscious where she belongs.
  • Red Baron: She was known as "The Deluge of Grulovia".
  • Retired Monster: Due to the Maligula persona being sealed deep inside Nona, Nona herself now lives peacefully with the Aquatos.
  • Sealed in a Person-Shaped Can: She was sealed deep within Nona's mind.
  • Snakes Are Sinister: One of her primary forms of attack involves creating psychic attack snakes made of water.
  • Superpowered Evil Side: She's basically this to Lucrecia/Nona, being basically a sentient mental breakdown Lucrecia had after accidentally killing a town of peaceful protesters.
  • Superpowerful Genetics: She was a psychic powerful enough to drown entire countries and strong enough to nearly defeat the Psychic Six on her own, though it's hinted they were holding back out of sympathy for the fallen friend until it was too late. It's revealed that Razputin is actually her Great-Nephew, and in addition to his own immensely powerful Psychic abilities for his age, the game implies that he inherited her natural gift for Hydrokinesis— though thanks to Ford's psychic imprinting of a Fear of water into Nona that eventually got turned into the 'family curse', it's implied that Raz's natural control over deep enough pools of water results in him subconsciously manifesting the Hand of Galochio to attack him as a near-literal manifestation of his fears.
  • That Man Is Dead: At the end of "Cruller's Correspondence", she responds to Ford's letter with a postcard simply reading "Lucy is dead. She's never coming back. - M."
  • Then Let Me Be Evil: She's basically the Anthropomorphic Personification of this trope. Lucrecia was a genuinely nice woman who loved her sister and her country despite her position as the Gzar's enforcer making her very unpopular. After an attempt to divert a protest peacefully went awry and caused multiple deaths including that of her sister, she created the 'Maligula' persona as a coping mechanism; after all, a Card-Carrying Villain has no reason to be upset about indiscriminate mass murder or the deaths of family.
  • Tragic Monster: Lucrecia just wanted to help her homeland. But she ended up killing her own countrymen, including her sister, by accident. This broke her and turned her into a monster (which was "aided" by the experiments she and the Psychic Six were performing on themselves before she went back home).
  • Unperson: All records of her former identity as the hidden 7th member of the Psychic Six were removed due to Maligula's mass murders, with Raz being caught off-guard when he stumbled across her stump alongside the other six in Ford's mental recreation of the Whispering Rock Campfire. In addition, Ford also made her take the place of her sister Marona - Raz's real grandmother - in order to help fake her death, altering both her and her nephew Augustus' memories to make them both think she was his mother, and effectively forgetting her true identity in favour of becoming her sister.
  • Vocal Dissonance: To emphasize how Maligula is a Superpowered Evil Side created by Lucrecia's grief decades ago, Maligula's voice is much deeper and smoother than Nona Aquato's squeaky, high-pitched voice.
  • Walking Spoiler: It's pretty much impossible to talk about her in any meaningful capacity without spoiling her true identity and how she affects the plot.
  • When All You Have Is a Hammer…: Maligula is the survival instinct to destroy whatever is threatening you without the rest of her rational mind to filter that impulse. Her solution to every threat and problem she faces is to Kill It with Water.
  • Woobie, Destroyer of Worlds: Exaggerated. She's actually the embodiment of the impulse to repay pain with violence, who became sentient and the dominant personality when Lucrecia's Accidental Murder of her sister and brother-in-law sent her over the Despair Event Horizon she was building to ever since the Grulovian War.
  • Would Hurt a Child: Obviously, every boss in this series would, but she takes it a step further - not only does she violently eject all of the other interns from her mind, she's also one of the few bosses who is just as much a threat to Raz in the real world as she is in the mental world.
  • Yellow Eyes of Sneakiness: When they aren't glowing.
  • You Killed My Father: She killed her sister Marona and her brother-in-law Lazlo Aquato, Augustus' parents and Razputin's paternal grandparents. Raz is horrified when he finds out the truth and tries to tell his family, but Ford stops him to protect Nona. Of course, this is one of the few crimes that actually weren't on purpose; Lucrecia had been intending to stop a protest by literally raining on their parade, but accidentally caused a nearby dam to break and flood the city.
  • Your Answer to Everything: Kill It with Water. This is actually quite literal, because Maligula is the personification of the part of the brain that answers with violence, without any conterbalancing forces to allow Lucrecia to ever choose any other solution to her problems.

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