You will be forgiven for forgetting, but Raz is still just a kid who ran away from home to attend Whisnking Rock Spiritual Camp in hopes of becoming a true Psychonaut. The Beginning Psychonauts 2, Raz has gone from just a camper to a full-fledged Psychonaut… well, at least a trainee anyway. However, within the rules of the game, only days have passed since his first adventure ended, and the themes of the original camp are still present.
Raz’s psychic powers are shown, just like in the original, in the form of the old school camp reward badge. Many badges from the first game are profitable Psychonauts 2, works mostly the same as before, along with some new and exciting powerups to play and upgrade. Psychic abilities have many uses, but not all are created equal. Some may even start out feeling bland but can end up being among the best. Here’s everything you need to know about the best badges in Psychonauts 2.
Levitation is a staple in the original Psychologist, and it makes it come back Psychonauts 2 as an even more essential tool for portability. That will be your essential ability to quickly traverse areas, control your downhill, perform high jumps, and even attack when upgraded. This badge is basically the one you would use all the time in a platformer like this. The four upgrades are:
Base capacity: This is a basic version of this badge and is a direct complement to your movement speed and jump height, as well as giving you the useful ability to use the ball as a sort of umbrella so you can may fall more slowly.
Wrecking Ball: The first proper upgrade for levitation makes it a viable attack skill. While using the ball to roll around, if you are at a high enough speed, ramming an enemy will deal damage. This is great for knocking out enemies without having to slow or be interrupted by them.
Round ball: This is the main reason to invest in flying. With this upgrade, you can charge your balloon and release it to jump higher than normal. If you are on the hunt for collectibles, this will be extremely valuable.
Levastation: In the end, the final upgrade isn’t flashy, but it’s still equally useful. It will only make your destroyed ball deal more damage, making it a more viable fighting option.
This badge may not sound like the badge you want to invest in, but it’s important to explore in many places in the world. Psychology 2. What this badge does is basically give Raz a grappling hook ability. Without this badge, and especially with later upgrades, you won’t be able to collect everything in most levels. There’s also an interesting combat use, so for an action player with a lot of collectibles, it pays off in no time. Let’s have a better picture of this badge and its upgrades:
Base capacity: The base badge ability is just the initial grappling ability. Specific mental connection points on the map will now be targetable and allow you to compress them.
Sucker Punch: This is where the exciting combat opportunities come in. You can now use your mental connection to grab enemies and instantly attack them as they rush towards you. This is great for separating specific enemies from groups or just starting a fight with a quick attack.
Quick thinking: This upgrade is just about reducing your grappling cooldown, which is always good. Being able to drag enemies and get a powerful hit for free is always appreciated.
Dark Thoughts: This is where this skill really pays off. Long before you can get this upgrade, you’ll inevitably notice dark colored grappling spots that you can’t access. These are dark thoughts and require, you guessed it, upgraded dark thoughts to achieve. Dark thoughts are completely optional but will often be hiding things like collectibles and luggage. If you’re playing the full game, this skill is a must.
Another returning power, pyrokinesis is just an interesting power that you will return to time and time again, in and out of battle. If you are somewhat fluent in your Latin, this badge simply allows you to burn things with just your mind. Naturally, this can be used for combat, but it’s also used in a lot of puzzle pieces and platforms. Here’s how the upgrades break:
Base capacity: Just unlocking pyrokinesis allows you to do the basics to turn your target, hostile or not, on fire. If it’s an enemy, the flame, as you’d expect, will deal constant damage over time as long as the flame lasts.
Bonfire: Upgrading to the second tier makes the initial flames that appear upon activation much larger, allowing you to hit multiple enemies at once.
Slow cooker: The third rating just further makes this skill better by increasing the time the flame lingers on the enemy, thus increasing the overall potential damage.
Tres Bon Fire: And finally, maxing up just increases the size of your conjured flames to an almost absurd level. What starts as a small flame before you will be a giant dome by the time you get this upgrade.
The marksmanship badge is actually pretty boring in context. It only allows you to fire basic psychic explosions, but in fact, it is useful in all situations. It’s basically a long-range version of PSI-Punch that you can always rely on. It’s a great choice to stay at a distance while moving enemies when health is lower. For a skill you can and should rely on often, why not give it some extra juice? Here’s what you can get:
Base capacity: As always, you just need to start with rudimentary abilities. After receiving the badge, you can start shooting psychic energy beams until it runs out and needs to wait for it to recharge.
Overload: Speaking of charging, the first upgrade lets you fully charge your shots. If you do, they not only deal more damage, but also cause a much larger explosion when hit. If enemies are cornered, this is a perfect way to maximize damage.
Mind Mag: The only truly passive upgrade here is basically just an extended magazine. You can fire more explosions before needing to recharge, this is simple but always appreciated.
Chain brain: This is where things get great. When you hit an enemy with your explosion, this skill creates an explosion so the explosion also creates a series of smaller explosions that can hit more enemies. These will do less damage than the initial shot, but hey, you’re getting extra damage for free.
In the end, we just want to scream clairvoyance to return. It’s not essential to anything, really, but it’s super fun and shows the level of thought and attention to detail DoubleFine puts into. Psychology 2. If you haven’t understood or forgotten what it did from the first game, it just lets you see through the eyes of whatever character you use. Seeing the world and other characters, including Raz, from the other characters’ point of view is endlessly enjoyable. For example, the interns see Raz as a sweaty, nervous person, and Sam Boole, a famous squirrel lover, simply see Raz as a squirrel wearing goggles.
There’s a single version of Raz for every character in the game, making this a skill we use all the time for some cool insight into all of these cool characters.