Clyde Manawa
The only man at the Think Tank who actually makes you sign the guest book.
Clyde Manawa is a background Psychonaut stationed at the Think Tank in the 2005 Double Fine game *Psychonauts*. He fills the role of the Order's security officer, the by-the-book gatekeeper who enforces protocol at the front desk while the rest of the camp chaos swirls around him. Though he never becomes a playable character or a boss, his presence grounds the Think Tank in a sense of institutional order that contrasts with the game's otherwise anarchic energy.
Fans tend to remember Clyde as the stern, mustachioed figure in a pressed suit who reminds you to show your badge or sign the visitor log. He is a small but memorable slice of the Think Tank's daily life, and his design—tall, gaunt, and perpetually unimpressed—makes him one of the more distinctive NPC silhouettes in the game's cast.
- Role
- Think Tank Security Officer
- Affiliation
- Psychonaut Order
- First appears
- Psychonauts (2005)
- Type
- Non-playable character (NPC)
- Setting
- Think Tank, Florida
Lore & Background
Clyde Manawa represents the bureaucratic backbone of the Psychonaut Order. While the Think Tank is full of eccentric recruits, legendary psychics, and half-baked inventions, Clyde is the one who keeps the front door locked and the visitor log up to date. His tall, lanky frame and neatly trimmed mustache give him an almost valet-like air, as though he were guarding a five-star hotel rather than a camp for people who can pull thoughts out of the air. His pressed suit and serious demeanor set him apart from the colorful, often disheveled cast around him.
In the world of the Order, security is not merely about keeping intruders out; it is about protecting the fragile, exposed minds of the psychonauts inside. Clyde's role, though small in screen time, is narratively important: he is the threshold between the ordinary world and the extraordinary one, the last set of eyes that judges whether a newcomer is ready to step into a mind. His stoic, rule-following personality is a deliberate counterpoint to the game's overall tone of joyful mental chaos.
As a fan-favorite background figure, Clyde benefits from the kind of character design that Double Fine is known for—every NPC, no matter how minor, is given a distinct silhouette, a color palette, and a tiny personality beat. Clyde's gaunt posture, his slightly too-wide tie, and his unblinking stare at the security monitor make him instantly recognizable in a single frame.
In Their Own Story
The Think Tank lobby hummed with the low buzz of fluorescent tubes and the distant thud of a recruit practicing a psychic throw in the gym. Clyde stood behind the security desk, one long finger resting on the visitor log, the other on the intercom. A young psychonaut, still wearing her training goggles, dropped her badge on the counter with a clatter.
"Sir, I just need to get to the Mind Mine. I'll be in and out."
Clyde did not blink. He slid the log three inches toward her. "Name, purpose, and expected return time. In that order."
Behind her, a floating toaster drifted past the window, trailing a thin ribbon of smoke. Clyde's eyes tracked it for exactly one second, then returned to the log. "And please," he added, voice flat, "remind the toaster to use the designated corridor."
The young psychonaut sighed, uncapped her pen, and began to write. Outside, the Florida sun turned the pool water into a sheet of hammered gold. Clyde Manawa did not look up.
Reader's Guide
Clyde Manawa is a non-playable character (NPC) who first appears in *Psychonauts* (2005). Personality hook: the Think Tank's most rigid, unflappable security officer, who treats a psychic camp like a government building.
His role is purely functional within the game world: he staffs the security desk in the Think Tank lobby and enforces the Order's entry protocols. He is not a boss, not an Abomination, and not part of Raz's main questline. Players encounter him as ambient set-dressing during early exploration of the Think Tank.
His psychic ability is defensive in nature—consistent with his security role, he projects a protective barrier or shield. He does not have a playable mind to enter, as is the case with most minor NPCs in the game. His interactions are limited to brief, scripted lines about badges, visitor logs, and proper procedure.
Key relationships are minimal by design: he exists in proximity to every Think Tank character but is tied to none of them narratively. His closest "relationship" is with the player, who must simply walk past his desk. That said, his deadpan delivery of mundane security language in the middle of a camp full of people pulling thoughts out of their heads is one of the game's small, beloved comedy beats.
No major in-game quote is widely quoted by the fan community, but his general demeanor—flat affect, absolute adherence to rules, zero visible surprise at the supernatural—makes him a fan-favorite "straight man" in the Think Tank's ensemble.
Did You Know?
- Clyde is one of the very few Think Tank NPCs whose entire visual design—pressed suit, narrow tie, gaunt frame—reads as deliberately 'corporate,' a contrast to the camp's otherwise whimsical aesthetic.
- Despite the Think Tank being full of characters with flashy psychic powers, Clyde's ability is purely defensive, mirroring his real-world job as a gatekeeper rather than a combatant.
- Double Fine's art team gave Clyde a distinct silhouette (tall, thin, mustached) so he is recognizable in a single frame even without a name tag, a hallmark of the studio's background-character design philosophy.
- His security-desk role places him at the literal threshold of the Think Tank, making him the first 'authority' figure a new recruit (or the player) encounters, a small narrative beat that reinforces the Order's structure
More in Characters & Psychonauts
Elsewhere in the Psychonauts universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
