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What is to be a glorious summer of Psychonauts content updates begins with the addition of the w.i.p. enemies section, detailing the game's many foes.
Ryan pulls the venerable Tim Schafer away from the excitement of Psychonauts' impending release for a few seconds, and asks him three brief (read: long) questions about the game and himself.
Psychonauts > Enemies > Page 3.
Throughout your psychic and non-psychic adventures in Psychonauts, you'll encounter a number of fiesty enemies who would love nothing more than to obliterate you right there and then. The field guide below should help you to identify each and every one that you encounter, plus provide effective methods of taking them out. There are quite a lot of enemies, so the guide is split up into multiple pages. Simply scroll down to the bottom for more.
Government Man
As you'll notice from the second that you walk into Boyd's mind, he is utterly convinced that he is being watched at all times. You'll find these government men everywhere in his mind, pretending to be ordinary everyday people such as gardeners and road workers (which is in itself a huge laugh, with their pathetic disguises and the things that they say!). They aren't actually dangerous, although to get past them you do need to be carrying whatever it is that the ones you're trying to get past are carrying. If not, they'll arrest you and you'll end up being thrown back through the level a bit. You'll enjoy the same treatment if you try to hurt them.

Nightmare
The physical manifestation of the nightmares which plague Boyd's mind, these horrible little things pull you into their lair at times and cause you a lot of grief. Their primary attack is to simply try and claw you with their sharp fingers, which is easily dodgable if you lock onto them and hop around like a bunny. While doing this, keep using your psi blast ability. Eventually, their head will explode and a bunch of personal demon heads will pop out. Use your telekinesis ability on these to throw one into the nightmare, and it'll dry up into a lump of stone. Punch, punch, punchy-punch!

The Den Mom
Assigned with the task of protecting the milkman, and taking care of an army of little girls who carry explosive cookies, this nasty female is out to make you pay for penetrating the milkman's lair. Initially she will jump around the room and throw things at you -- things which hurt. Every time she lands, try to get a psi blast in without getting hurt yourself. Eventually, she will turn off the lights. Pick up the object which is glowing in front of you, and you'll be able to use your clairvoyance ability to see through her nightvision glasses. Continue psi blasting as before, and eventually she'll fall. Be particularly careful at this point that you don't fall off of the room's deck.



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