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1[[foldercontrol]]
2!Main Characters
3[[folder:Trebhum]]
4!Trebhum
5[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trehbumpicture_4.jpg]]
6Bipedal trunked creatures, these are the protagonists of the game.
7----
8* ActionBomb: The Unstable Body mutation turns the Trebhum into a walking bomb that blows up after a few seconds. [[UnexplainedRecovery The Trebhum will be fine once the dust clears]].
9* AlienArtsAreAppreciated: [[spoiler:During the credits sequence, several Trebhum are enjoying a human playground that was expelled from the Cylinder]].
10* ArmlessBiped: They are essentially a head supported with legs, though their trunks function as an arm.
11* BeTheBall: Trebhum can curl into balls so that they can roll across the ground, which allows them to travel far faster than they could on foot.
12* ColorMotif: Four.
13** Trebhum ruins, shrines, and towers often have sections that glow light-blue/cyan, which acts as a signifier of safe havens - ruins provide a place to learn from elders, shrines have plenty of food and water to eat while providing the ability to raise skills, while towers can temporarily halt the cylinder.
14** Orange signifies home for the Trebhum - all of the Trebhum houses found in the game have insides that glow orange.
15** Red indicates something that must be noticed - inactive towers glow red instead of blue (meaning that you need to activate them), while the organic cube is red because the mutatation it provides is needed to progress through certain areas, thus the mutation ''must'' be acquired to progress.
16** Finally, the Trebhum as a whole have a ''rainbow'' theme, due to their versaitility - beyond all the various colors and patterns Trebhum can have (to say nothing of how crazy their mutations can get), the crystalline dust that is needed to awaken other Trebhum and level up skills is rainbow-colored.
17* ConstantlyCurious: Both young and adult Trebhum exhibit this trait, although it's more prevalent and noticeable in youngsters (e.g. eating whatever they see to find out what happens).
18* {{Foil}}: To the Servants of the Eternal Cylinder - the Trebhum are small, adorable critters while the Servants are (usually) large {{Mechanical Abomination}}s. The Trebhum are wholly organic while the Servants are {{Cyborg}}s. Servants have a uniform color scheme shared across all forms alongside unified body types for each variety of Servant, while the Trebhum come in a literal rainbow of different colors and can have massively varying forms depending one which mutations they possess. The Trebhum created the ruins that dot the landscape while the Servants work to destroy those same ruins. Finally, while the Servants are UnskilledButStrong entities that rely on their innate abilities to overwhelm opponents, the Trebhum are a WeakButSkilled race that rely on creative usage of their mutations to outsmart, outmaneuver, and ultimately defeat their foes.
19* EverythingsBetterWithSparkles: The Trebhum seem to believe this, as eating a grollusc pearl results in Trebhum getting "shiny and sparky and very attractive, as all Trebhum should be", according to the in-game description of said mutation, and Glickbols tamed by Trebhum with the [[MindControlMusic Hypnotic trunk]] mutation will emit sparkles from their shells.
20* EvolutionPowerup: Trebhum will physically change whenever they eat PowerupFood, gaining new forms and powers. However, the game correctly labels these as mutations rather than evolution.
21* ExtremeOmnivore: Trebhum can eat a variety of things if equipped with the proper mutations, ranging from plants, to fish, to insects, to animal organs, and even minerals.
22* FreeRangeChildren: It's made very clear that the Trebhum you play as are newborns (you outright ''hatch'' new tribe members throughout the game), and aside from the occasional elder (Who even then, are too old and weak to accompany them), they have no adults to guide them. This is {{Justified|Trope}} by the implication that the adults have died off due to the actions of the cylinder and the only thing resembling a parental figure for them to look up to besides the elders is their inner voices (Which is implied to be a HiveMind) providing them memories.
23* HeWhoFightsMonsters: When first getting the Mixer Body mutation, the Trebhum fear that with their newfound power to push themselves up their planet's food chain, they would invoke this trope and become just as evil as the Servants of the Cylinder if used improperly.
24* ItCanThink: Trebhum are far smarter than their appearance would suggest, with the game making it clear that they are a sapient species that has their own culture and mythology. A visual hint to this is that they have forward facing eyes -- on Earth, forward facing eyes are usually found on either predators (for depth perception when hunting) or primates (who have complex visual communication). [[spoiler:The ruins in the desert reveal that Trebhum are even capable of building aircraft.]]
25* JackOfAllStats: Without mutations, Trebhum are still reasonably fast, surprisingly durable, fairly agile, and are able to outright kill small animals by swallowing them whole. Well Trebhum won't ''exceed'' in any one field without mutations, they won't lose out in any one field either.
26* KnowWhenToFoldEm: The Trebhum figure out very early on that defeating the Cylinder is more or less impossible, so they don't even try, instead attempting to figure out ways to escape it. Initially, they try going overtop the Cylinder, only to find the area behind the Cylinder to be an inhospitable wasteland. The younger Trebhum have no idea what to do at first, but eventually are advised of a new plan by the surviving elders: [[spoiler:activate a floating palace in the desert and flee to the heavens. Hey actually manage to accomplish this, only for the Mathematician to interfere. Despite the Trebhum managing to ''kill the Mathematician'', the Servant's actions leave the palace out of reach, and it disappears completely after the Trebhum finish their third journey into the Mathematician's mind. The final portion of the game involves the Trebhum attempting to salvage their escape plan by contacting a Celestial Trewhaala to ferry them up to the palace.]]
27* KryptoniteFactor: [[spoiler:The yellow light of the Servants of the Cylinder. Said light outright strips the Trebhum of their mutations, and if the servants are empowered by the Mathematician, it turns red and starts burns the Trebhum]].
28* LookOnMyWorksYeMightyAndDespair: The ruins you find across the game were once part of a Trebhum civilization, which was apparently capable of genetic engineering based off of some entries in the creature database. Then the Eternal Cylinder showed up and ruined everything.
29* NiceJobBreakingItHero: [[spoiler:It turns out that the reason the Cylinder came to the Trebhum's world in the first place was because when the Trebhum first sung to the stars, the Cylinder heard them and was offended.]]
30* NoBiologicalSex: WordOfGod confirmed that young Trebhum are genderless at birth, only gaining a gender after reaching a certain age.
31* NotQuiteFlight: Trebhum have no mutations that allow them to fly, but they can float if they eat weeping tree fruits.
32* PintSizedPowerhouse: Hatchling Trebhum are already strong enough to carry the eggs holding their siblings, as well as glickbol, which are as big as they are.
33* RemovedAchillesHeel: [[spoiler:Trebhum shrines encountered from Chapter 2 onwards have the potential to contain a recipe that allows you to permanently unlock a mutation. Not only will this prevent the mutation from being taken away, it also allows you to access it at any point without a catalyst]].
34* SmarterThanYouLook: The Trebhum are able to make a number of surprisingly accurate deductions about the creatures and world around them. Among other details, they are able to determine the actual purpose of pearls (at least for Earth's bivalves) and understand the concept of speciation.
35* SuperNotDrowningSkills: While they rapidly tire from swimming without proper mutations, they never seem to be at risk of drowning.
36* SuperSpit: By default, Trebhum can shoot water out of their bodies to attempt to repel enemies. Killing a Tonglegrop and eating its acid sac upgrades this to acidic spit that can damage and kill enemies.
37* ThirdEye: They can gain this as a mutation, allowing them to see hidden secrets around the area.
38* ThrowDownTheBomblet: Trebhum with the Mixer Body mutation can convert edible items into explosives. There are three types of bombs: [[RecursiveAmmo bombs that explode into additional bombs]] (created from items that primarily restore food), gas bombs (created from items that primarily restore water), and high-explosive bombs (created from items that primarily restore health).
39* UnwittingInstigatorOfDoom: [[spoiler:It was the Trebhum's fault that the Eternal Cylinder came to their world. Long ago, when they were an evolved civilization, the Trebhum made floating palaces to sing to the stars and share the joys of existence with other alien races; one of these songs reached the ears of the Celestial Trewhaala. The Trewhaala came to the Trebhum's planet, and both species lived in peace, but their song drew something else: the Eternal Cylinder. The Cylinder, offended by the Trebhum's melody, came into their world and absorbed everything in its path. With the help of its servants, the Cylinder rolled through the planet and drove all those that inhabited it to the verge of extinction, which brings us to the game's events]].
40* VictoryByEndurance: [[spoiler:This is ultimately how the Trebhum manage to defeat the Mathmatician for good - they avoid all of its attacks until the Trewhaala they are with finally manage to defeat the Servant.]]
41* WaddlingHead: The Trebhum are on the borderline between this trope and ArmlessBiped. Which they fit better depends on what mutations they've acquired, with some mutations like the Mixer Body and Water Processing Body making the separation between head and torso more obvious. By default, Trebhum are this trope.
42* WeakButSkilled: While the Trebhum as a whole are JackOfAllStats, they're still small creatures that don't have any natural weapons or armor to defend themselves against predators, with their main methods of survival without mutations being to either flee, hide, or try and repel the creature by shooting food or water at them. Mutating, however, allows the Trebhum to unlock powers that can kill just about any other creature on the planet, especially when paired with the Trebhum's intelligence.
43
44[[/folder]]
45
46! Antagonists
47[[folder: The Eternal Cylinder]]
48!The Eternal Cylinder
49[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/eternalcylinder.png]]
50A massive, seemingly unstoppable cylinder that is threatening to destroy the Trebhums' world.
51----
52* AdvancingBossOfDoom: A game-long variant, The Eternal Cylinder serves as one, as it keeps advancing towards your Trehblums while getting faster, requiring ways to delay its advance. It continuousle fl.
53* AlwaysABiggerFish: Rule of thumb -- any creature in the game that cannot fly into space or run past a set of active towers will end up flattened when the cylinder rolls. This applies even to the most ferocious predators in the game.
54* TheAssimilator: [[spoiler:The Cylinder doesn't so much destroy things as it does absorb and assimilate them, making that which it flattens part of itself. This is why the wasteland behind it is barren - it lierally picked the land clean of useful material.]]
55* BigBad: It is an ever present threat, and given both its behavior and the presence of its servants, it is clearly more than a mindless force of destruction.
56* CivilizationDestroyer: The Cylinder is destroying the Trebhum's world, and its lore entry on the game's website indicate this is just the most recent world it has visited. And one of those worlds it destroyed? [[spoiler:''Earth''.]]
57* CreativeSterility: Self-inflicted - [[spoiler:the Cylinder abhors difference, so its minions are not unique organisms, but rather imitations of beings it has already subsumed.]]
58* EvilIsBurningHot: The cylinder gradually heats up as it travels, eventually glowing yellow with heat.
59* TheEvilsOfFreeWill: [[spoiler:During their third journey into the mind of the Mathematician, the Cylinder finally speaks, revealing that it is destroying and assimilating worlds because it believes separation, and thus difference, is the root of all conflict -- and it wants to solve that problem by making everything a part of itself.]]
60* GatheringSteam: The further the cylinder rolls without stopping, the faster it goes. This effectively forces you to activate the nearest set of towers to halt it, because you are sure as hell won't reach the next set in time to avoid death.
61* GenericDoomsdayVillain: It destroys worlds and all that live on them, apparently for no reason beyond the fact that it can. Administrivia/TropesAreTools, though -- the only intelligent beings opposing it are literally children who don't have the capacity to understand complex morality, and the fact that the Cylinder has no motive beyond mindless destruction [[NothingIsScarier serves to amp up how scary it is]], as it cannot be reasoned with or stopped, just avoided. [[spoiler:The full game averts this trope, revealing that the Cylinder actually believes in TheEvilsOfFreeWill and wants to assimilate everything to being peace to the universe.]]
62* GreyGoo: While it is fairly ambiguous as to whether the Cylinder is at least partially biological or entirely mechanical, this is why the world behind it is so barren -- [[spoiler:the Cylinder essentially ''eats everything it encounters'', in an effort to [[WellIntentionedExtremist end all suffering by absorbing everything into itself]]. The Trebhum killing the Mathematician in Chapter 3 results in these entities spilling back out into the physical world]].
63* HostileTerraforming: [[spoiler:When the Trebhum appear to kill the Mathematician at the end of Chapter 3, the damage to its most powerful servant causes some of the entities inside the Cylinder to spill out into the Trebhum's world, creating the final, Infected biome.]]
64* InvincibleVillain: Hurting this thing is impossible. When it starts to move, ''run''. [[spoiler:Ultimately, the only thing capable of defeating the Cylinder proves to be the Mathematician.]]
65* ItCanThink: The first time the Cylinder powers through a set of active towers and generates a thunderstorm to box the Trebhum in, it's implied that the Cylinder does so ''out of pure rage for the Trebhum evading it so far''. [[spoiler:This is confirmed when the Trebhum enter the Mathematician's mind for the third time, where the Cylinder finally speaks and gives a motive rant at the Trebhum.]]
66* LogicalWeakness: You'd assume that the Cylinder wouldn't be able to get you if you hide at a level below its base, right? [[AvertedTrope Nope]] -- the Cylinder will fill these in as it rolls, so there really is no way to escape the Cylinder except by activating a set of towers.
67* TheManInFrontOfTheMan: [[spoiler:While the beginning of Chapter 2 indicates that the Mathematician is the true power behind the Cylinder (complete with a shot where it appears that the Mathematician is pushing the Cylinder), ultimately their relationship is ''exactly'' what the Trebhum believed it to be - master and servant. Even after the Mathematician appears to be destroyed, the Cylinder proves to be capable of moving on its own.]]
68* NothingIsScarier: There are zero hints as to The Eternal Cylinder's origin. We don't know if it's a machine or weapon that went rogue or an EldritchAbomination from the deepest parts of space. [[spoiler:Even after it's revealed to be sentient and on a crusade to eliminate difference and separation because it believes it's the root of all conflict]], we still don't know what the Eternal Cylinder ''is'', let alone where it came from.
69* OrcusOnHisThrone: Despite being a threat to the entire world, the Cylinder spends the majority of the game resting against towers. This is justified because most of the time, the Cylinder ''can't'' move past these towers as long as they are powered (well, it can, but it is implied this involves a lot of effort on the Cylinder's part), meaning that [[SealedEvilInACan the Cylinder can't move]] until the Trebhum leave a tower's protected space.
70* OrderIsNotGood: Described as a force of order trying to make the world all the same, as opposed to the Trebhums' chaotic MetamorphosisMonster tendencies - and is explicitly genocidal as opposed to Trebhum being ConstantlyCurious and family base. [[spoiler:The Narrator is speaking from experience, as it's revealed the Cylinder believes in TheEvilsOfFreeWill and finds the existence of the Trebhum disgusting.]]
71* RunOrDie: The Cylinder is so massive and resilient that damaging it is impossible. If it is rolling, running is a ''must''. And even that won't save you if you don’t activate the nearest set of towers - the Cylinder gets faster the point it rolls without stopping, so it ''will'' eventually catch up to you if you don't activate a tower.
72* ShockAndAwe: The Cylinder has the ability to fire off lightning from its body, though this appears to be a sort of DesperationAttack, as it only demonstrates this power (in the beta, at least) when it forces itself to power through a set of activated towers in an attempt to kill the Trebhum. In addition to that, it seems to force it to move at much slower speed, than usual, as it can't reach the same "outrun-rolling-Trebhum" speed it otherwise would normally do.
73* SinisterGeometry: It's a giant, world-destroying cylinder. [[spoiler:The insides of it, exposed by the Mathematician's HeroicSacrifice, seem to resemble a maze of some sort.]]
74* TheUnfought: While the Cylinder is an everpresent threat, you never get the chance to fight it, mainly because you ''[[InvincibleVillain can't]]'' fight it due to its raw power. [[spoiler:Ultimately, the FinalBoss is the Mathematician, who turns on the Cylinder and destroys it after the Trebhum free him from its control]].
75* WeHaveReserves: The Cylinder regularly crushes its own minions as it pursues the Trebhum. If it cares, it ain't talking. [[spoiler:Subverted when the Trebhum appear to kill the Mathematician -- while the Cylinder only expresses rage at the Trebhum surviving against all odds, as opposed to them destroying its most powerful minion, the fact that the Trebhum killing the Mathematician causes some of the entities stored within the Cylinder to spill out into the Trebhum's world indicates it definitely felt the loss of the Mathematician.]]
76[[/folder]]
77
78!!Servants of the Cylinder
79[[folder: In General]]
80Enemies found throughout the world that serve the Eternal Cylinder, and are among the most dangerous things you'll face next to the cylinder itself. They have the ability to take away your abilities, so you'll have to use strategies to help overcome them.
81----
82* BodyHorror: All of the servants more or less possess human parts, a lot of the time being grossly fused to metal parts.
83* ColorMotif: Gold, in this case representing royalty/majesty - the metallic parts of the servants are usually colored gold, and they are the servants of a powerful liege that is literally destroying the Trebhum's world.
84* {{Cyborg}}: Their bodies are composed of a combination of various mechanical bits attached to human body parts. It's unsettling, to say the least.
85* EnemyToAllLivingThings: The servants will attack any living creature they encounter, regardless of whether or not it is a Trebhum.
86* EyelessFace: Roughly half of the servants lack eyes or visual sensors around what counts as their heads.
87* {{Foil}}: To the Trebhum. The Trebhum possess designs that lean toward being {{Ridiculously Cute Critter}}s while the Servants are {{Mechanical Abomination}}s. The Trebhum are capable builders (if their ruins are anything to go by) while the Servants are entities of destruction. The Servants are DumbMuscle creatures that rely on brute force to solve their problems while the Trebhum use [[TheSmartGuy their intelligence]] to solve problems. Finally, the Servants are artificial entities who are limited to mass produced forms while the Trebhum are natural lifeforms that can mutate to take on a variety of shapes.
88* GottaKillThemAll: The servants' main purpose is to not just help kill the Trebhum, but essentially every living thing on the planet.
89* HumanoidAbomination: While the Servants are definitely cybernetic entities that best fit under MechanicalAbomination, their organic parts are ''distinctly'' human. [[ChekhovsGun There's a reason for this]] -- [[spoiler:they were ''created'' from humanity, who have already been destroyed by the Cylinder.]]
90* LogicalWeakness: Since most servants of the cylinder either [[EyelessFace lack eyes]] or [[LightningBruiser move extremely fast]], they're extremely vulnerable to tight turns, as they need time to either relocate their targets or adjust their movement.
91* MechanicalAbomination: They are masses of bizarre technology with human parts attached to them. Calling them weird is an understatement.
92* RareCandy: [[spoiler:From Chapter 3 onwards, Cleansers, Exonerators, and Liberators will start dropping amber-like items that instantly unlock any mutation you've added to the tree. While the mutation chosen is random, careful usage of this allows you to permanently unlock mutations would otherwise have lost forever due to their shielding ingredients no longer being available.]]
93* ServantRace: [[ExactlyWhatItSaysOnTheTin The name isn't for show]] -- these creatures are implied to have been engineered by the cylinder to act as its minions. They certainly don't seem capable of reproducing on their own at any rate.
94* ThoseWereOnlyTheirScouts: It's {{Implied|Trope}} that the various servants you come across are actually intended as a scouting force to eliminate potential threats to the Cylinder before it comes in and destroys everything. Notably, despite their powers, they always leave Trebhum ruins to be demolished by the Cylinder.
95* UnskilledButStrong: The Servants of the Cylinder are, with the exception of the Witnesses, all capable of easily killing other creatures and not only have innate toughness, power, and speed to go off of, but most also have powerful abilities that let them easily defeat opponents in a straight fight. The tradeoff, though, is that they are very limited in the tasks they can perform and can easily be outsmarted and outmaneuvered, with their abilities having no real capability of doing anything beyond their intended functions (e.g. Exonerators can only use their light pulses to remove Trebhum mutations, as oppossed to outright destroying terrain to find other Trebhum).
96[[/folder]]
97
98[[folder: The Cleansers]]
99!The Cleansers
100[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/servant_cleanser.png]]
101Servants that resemble bipedal human torsos attached to trucks. They're the first kind of servant you'll meet, and they attack by charging into your Trebhum.
102----
103* BullFightBoss: Your first encounter with a Cleanser requires you to trick it into opening up access to a bridge via honking at it and luring it into a chain.
104* EarlyBirdCameo: Is first seen in a vision provided by Gurumo the Elder.
105* InsurmountableWaistHighFence: For once, applied to an enemy - Cleansers cannot navigate over sudden shifts in terrain, so players can escape them by literally jumping onto a slightly elevated platform.
106* InvincibleMinorMinion: The very first Cleanser encountered is impossible to kill, since doing so would make it impossible to proceed further in the game.
107* KillItWithWater: These guys die on contact with water.
108* LogicalWeakness: Cleaners are incredibly {{Top Heavy|Guy}}, having a ''truck'' for a head, so it's fairly likely that they don't have the arm strength to lift themselves up over sudden shifts in terrain.
109* ManOfKryptonite: [[spoiler:Its "headlights" can remove any mutations your Trebhum possess, and are your first taste of the servants' power]].
110* SlainInTheirSleep: Inactive cleansers can be killed without waking them up.
111* ViolationOfCommonSense: Even though the game implies that this thing is a major danger, you still need to wake up the first cleanser you encounter in order to progress. Then again, the baby Trebhum are curious.
112[[/folder]]
113
114[[folder: The Mathmetician]]
115!The Mathmetician
116[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/the_mathmetician.png]]
117A huge servant consisting of several human bodies fused to one another, complete with a mechanical device on top. Large and mysterious, they will eventually make their appearance late in-game, utilizing multiple abilities against you.
118----
119* BarbieDollAnatomy: The Mathematician has a mostly human body (excluding its head) and very clearly lacks any genitals, though it does has male nipples on its chest. [[EarlyInstallmentWeirdness Originally, the female torso in its right leg had pronounced breasts, but these were later removed]].
120* BodyHorror: Beyond being a human torso with one leg ending in another torso that has two legs and having a human head looking through a fissure in its chest, [[spoiler:after getting blasted by the Trebhum with a giant laser, a good chunk of the Mathematician's torso and most of its left arm have been blown off, leaving a nasty looking wound behind.]]
121* TheDragon: The Trebhum's collective memory indicates that this thing is the greatest of all the Cylinder's servants.
122* EarlyBirdCameo: Is first seen as an image in a Trebhum temple, after which its physical form is seen walking behind the Cylinder.
123* FinalBoss: [[spoiler:It's the very last boss fought in the game, as it launches an attack on the Trebhum's sky palace in a final effort to kill them.]]
124* FullFrontalAssault: Originally, the human torso in its right leg was distinctly female and had exposed breasts. The current model is more ambiguous gender wise and has a smoothed chest area.
125* HeelFaceTurn: [[spoiler:Once the Trebhum defeat the Mathmatician for good, they proceed to free it from the Cylinder's control, after which it aids them by beating the Cylinder a bit, then allowing itself to be reabsorbed by the Cylinder, which ends up blowing a chunk out of the giant rolling pin, finally defeating it.]]
126* HumanoidAbomination: The most humanoid of all the servants, which only accentuates how wrong this thing is.
127* IAmNotLeftHanded: [[spoiler:Pulls out several additional attacks (guided stomps, a beam of cylinder light fired from its right hand, and a massive area of effect cylinder light blast from its face) for the final battle.]]
128* JavelinThrower: It can throw spears whose rear ends contain Witnesses. One of these is what killed the Trewhaala found just before the tower where you go over the Cylinder, another trap the player on a toxic island and forced them to learn how to make mutations immune to theft, [[spoiler:while a third injures the last Trewhaala the player calls, forcing the Trebhum to go within the face-shaped formation to retrieve the final portion of the Trewhaala artifacts.]]
129* {{Kaiju}}: This thing is so big that it can climb over the Cylinder.
130* SingleSpecimenSpecies: The Mathematician is indicated to be the only example of its kind among the servants.
131* WhiteVoidRoom: [[spoiler:This is how the Mathematician's mindscape is represented, and is accessed via the portal in the Mathematician's head. The first time you enter, the room is mostly featureless, barring a pathway for the Trebhum to follow. The second time, the room becomes much cleaner and is arranged like a small town/city. During the third encounter, the area is in disarry due to the Trebhum appearing to kill the Mathematician, with strange, oddly colored plants breaking up the monotony. The final visit has the background completely shattered, signifying the Trebhum's triumph over the Cylinder.]]
132[[/folder]]
133
134[[folder: The Witnesses]]
135!The Witnesses
136[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/witness_model.png]]
137Small servants that resemble cameras held by a pair of hands. They fly around certain areas, utilizing their spotlights to spot enemies and alert nearby servants.
138----
139* HarmlessEnemy: {{Downplayed|trope}} - they aren't capable of doing any damage to Trebhum on their own, only taking away their mutations. However, Witnesses can tell other servants where Trebhum are, can be stored inside a Unifier to act as its eye, and if powered up by the Mathematician, the Witnesses' light will actually hurt you.
140* KillItWithWater: They won't die from it, but shooting them with water will short circuit them, leaving them temporarily stuck on the ground and this vulnerable to attacks from other creatures or Trebhum. Submerging them in lakes, though, ''will'' eventually kill them, as the take damage while in the lake and can't regenerate from it, and will never be able to escape.
141* NoSell: Are ''completely immune'' to damage from bombs.
142* {{Oculothorax}}: Aesthetically, they resemble this, with their camera lens looking distinctly like a human eye.
143* PatrollingMook: They act as scouts for the rest of the Servants.
144[[/folder]]
145
146[[folder: The Unifiers]]
147!The Unifiers
148[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/unifier_model.png]]
149Tall entities resembling bacteriophages that wander the landscape blind, but are still capable of delivering bolts of electricity from their bottom batteries.
150----
151* CuttingTheKnot: [[spoiler:Both times it is faced as an end of chapter boss, you're encouraged to defeat it using either its own projectiles (Chapter 2) or the explosive body mutation (Chapter 4). Both times, you can also just hit it with bombs produced via the Mixer Body mutation]].
152* FlunkyBoss: [[spoiler:Most Unifiers the player fights are rely on controlling wildlife via parasites. Killing all of the parasites will destroy the Unifier.]]
153* LogicalWeakness: As they lack eyes or an equivalent sensor, a quiet Trebhum can easily sneak past them.
154* OffscreenMomentOfAwesome: The corpses of several unifiers can be found around a dead Celestial Trewhaala, implying they had a massive battle that lead to both parties being slain.
155* RocketTag: [[spoiler: The final boss of Chapter 2, Across the Snow, is a Unifier examining Trewhaala crystals. To defeat it, you need to catch the crystals it heats and fire them back at it to gradually destroy the Servant. The one encountered as the penultimate boss of the game can also be fought this way, but you're encouraged to [[ActionBomb use the explosive body mutation to take it down instead.]]]]
156* ShockAndAwe: They attack by shooting electricity from their bottom-mounted batteries.
157* WhoEvenNeedsABrain: Their cranial cavities are hollow and clearly lack any brains or equivalent organs/components. Instead, they carry either a Witness or an object of interest to the cylinder -- either a Trewhaala crystal [[spoiler:or a Trewhaala mutation catalyst]].
158[[/folder]]
159
160[[folder: The Exonerators]]
161!The Exonerators
162[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/exonerator.png]]
163A servant taking the form of strange vehicles with baby mouths in front. They drop from the sky in pods to pursue and run over trebhum and other lifeforms.
164----
165* AchillesHeel: They hit hard and are very fast, but tight turns can easily thrown them off-pace, especially since their cylinder light attack has a long recharge time.
166* EliteMooks: Fast, strong, and packing cylinder light, these things are a challenge even for experienced players.
167* ForTheEvulz: [[spoiler:Given that the Cylinder has no reason to waste resources on killing the native wildlife since they will all die wherever it rolls, this seems to be why Exonerators attack the Gaahrlings]].
168* TheGhost: You can only find them in the currently inaccessible desert, with most of the info on them coming from Let's Plays and developer livestreams.
169* TheJuggernaut: These things will plow through rock formations that would stop other servants in their tracks.
170* JumpScare: They will drop from the sky with little to no warning, which can catch players off guard.
171* KickTheDog: Can be observed killing Great Gaaahrlings if they run into the creatures.
172[[/folder]]
173
174[[folder:The Hand of Fate ('''Unmarked Spoilers''')]]
175!!Hand of Fate
176[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hands_of_fate.png]]
177A bizarre Servant consisting of an organic ring covered in human fingers and controlled by a strange tentacle. It is one of two bosses in Chapter 3.
178----
179* AchillesHeel: The Hand of Fate's only weakness is that its fingertips are extremely sensitive, so a sufficiently heavy collision (like with, say, the desert Trebhum house on the disc) will cause each one to let go.
180* BodyHorror: Its body is best described as an organic ring made of fingers, which is commanded by a Klaborok tentacle tipped with eyes and ''teeth''.
181* HoistByHisOwnPetard: Ultimately defeated when the empty desert Trebhum home it was using to try and crush the Trebhum smashes its fingers in, resulting in it being crushed by the lens it was holding.
182* SchmuckBait: The game makes it fairly obvious that the lens the Hand is hiding under will involve a boss fight - the narrator notes that the Trebhum are scared of what servants the Cylinder might throw at them now, the Lens is the only one that doesn't have some other challenge you have to solve to beat it, and it's buried such that you won't be able to get off of it until the lens is already in flight or have a dedicated jumping mutation. But you still need the lens to escape the Cylinder, so you have to activate it.
183[[/folder]]
184
185[[folder:The Liberators]]
186!!The Liberators
187[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/liberator_model.png]]
188Perhaps the most unsettling human of the Cylinder's servants, Liberators initially exist in a state of dormancy, only going to battle when roused by their master.
189----
190* BizarreAlienLocomotion: It moves by rolling those wheels in its hands like someone using a wheelchair.
191* FeedItABomb: Defeating the Unifier requires hitting it in the head with explosives, either the various bombs created via the Mixer Body or [[ActionBomb a Trebhum with the Unstable Body mutation]].
192* GravityMaster: Pulls in Trebhum with an antigravity beam.
193[[/folder]]
194
195!World Creatures
196!!Savannah
197[[folder: Hophopops]]
198!Hophopops
199!!''Aricada Luminata''
200[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hophopop.png]]
201Grasshopper-like animals that hop around the Savannah in herds, defending itself via releasing strange pods.
202----
203* CruelAndUnusualDeath: If you manage to kill a Hophopop, its halves will split and fall apart.
204* FantasticFaunaCounterpart: Their long legs, herbivorous diet, and herding behavior makes them equivalent to antelopes and horses.
205* HerbivoresAreFriendly: They won't actively try to attack your Trebhum in any way, instead fleeing if close enough.
206* HoistByHisOwnPetard: They try to distract enemies via releasing edible pods from their bodies. However, it can only done four times, and a persistent Trebhum can kill a Hophopop by making them release them all.
207[[/folder]]
208
209[[folder: Sack Flies]]
210!Sack Flies
211[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sack_fly.png]]
212Flying insects that store tree sap in organic sacs.
213----
214* HelpfulMook: Their sacs release a gas that restores stamina, which can be really helpful if the Cylinder is rolling.
215[[/folder]]
216
217[[folder: Shelled Grollusc]]
218!Shelled Grollusc
219!!''Oikoscaphus variabilis''
220[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/shelled_grollusc_1.png]]
221Strange, timid molluscs that live in large, shiny shells. Normally slow-moving, they have the ability to leave their shells to get nearby fruit.
222----
223* ArtifactMook: The release date trailer indicates that you will be able to encounter them in the Desert as well as the Savannah. Somewhat justified by how their shells would allow them to resist most desert predators, excluding of course the Klaborok.
224* FantasticFaunaCounterpart: While they look and behave similarly to snails, niche-wise they're equivalent to ankylosaurs, glyptodonts, and large tortoises, being heavily armored terrestrial herbivores that are immune to attack by most predators.
225* PerplexingPearlProduction: Grolluscs can produce pearls, which they guard fiercely. The Trebhum ''[[RiddleForTheAges have no idea what the pearls are for]]'' - the pearls might be used to trap foreign entities ([[ShownTheirWork the actual purpose of pearls for bivalves]], [[SmarterThanYouLook which is a pretty impressive line of thought for literal mouths on legs]]), but the Grolluscs' aggressive defense of said pearls indicates that they have some other purpose, with reproduction listed as one possible function.
226* ShedArmorGainSpeed: With their shells on, they aren't too impressive, so leaving the shell allows them to move fast enough to grab far away fruit and return quickly.
227[[/folder]]
228
229[[folder: Tonglegrops]]
230!Tonglegrop
231!!''Glossosphairium polymorphum''
232[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tonglegrop.png]]
233
234[[caption-width-right:350:[[labelnote:Tonglegroplet Stage]]https://static.tvtropes.org/pmwiki/pub/images/tonglegroplet.png[[/labelnote]]]]
235
236[[caption-width-right:350:[[labelnote:Glickbol Stage]]https://static.tvtropes.org/pmwiki/pub/images/glickbol.png[[/labelnote]]]]
237
238The apex predator of the Savannah, the Tonglegrop is particularly notable for its bizarre metamorphosis.
239----
240* AcidAttack: Their main method of attack is continuously spewing acid at nearby Trebhum and other prey.
241* AlwaysABiggerFish: On the giving end to the Omnogrom, which will avoid adult Tonglegrops. All version of the Tonglegrops are on the receiving end of this trope from the Celestial Trewhaala, though, since they cannot defend against its lightning attack.
242* AnimalStampede: While all animals will book it when the cylinder starts rolling, Glickbol really invoke the stampede feeling, since they are the most gregarious animals in the game. It's not uncommon to see over a dozen fleeing toward the next set of towers to escape the Cylinder.
243* ArtisticLicenseBiology: The life cycle of the Tonglegrop, with herbivorous juveniles and carnivorous adults, seem to be based on frogs, whose tadpoles graze on algae but as adults eat insects and small animals. However, with a creature this size, it would make more sense for it to be the other way around: young need to grow fast and would benefit from a nutritious protein-rich diet, while adults would need a more abundant food source to sate their bulk now that they have reached full size. Mitigated in that their [[AllThereInTheManual compendium entry]] states they are omnivores.
244* BizarreAlienLocomotion: Besides walking, Tonglegrops are also capable of rolling on their acid sacks. Glickbols just roll around like balls.
245* BizarreAlienReproduction: Starting out as eggs, Tonglegrops become sentient before hatching, and while still within the egg, obtain nutrients via absorption and move by licking the shell. These creatures are known as Glickbols. Eventually, these turn into bipedal herbivores known as Tonglegroplets, which develop a large acid sack in their rear. Those that reach adulthood become Tonglegrops, which are bipedal predators that spit acid and have acid sacks so large that they can roll around on them from time to time.
246* BossInMooksClothing: Tonglegrops are some of the most dangerous creatures in the game, and can only be defeated through careful planning.
247* TheConstant: Tonglegrops and their various life stages are so far the only creatures that can be found in every biome -- variants of the Tonglegroplet and the Tonglegrop can be found in the Tundra and the Desert, respectively, and Glickbol can be found in ''all'' of the biomes in the game -- [[spoiler:even the Infected biome]].
248* EliteMooks: Tonglegroplets are a significant upgrade over their Glickbol form, and need a fair bit more strategy or damage to overcome.
249* FantasticFaunaCounterpart: All three phases of the Tonglegrop's life cycle fill three different niches animals from our world would fit.
250** Glickbols are one of the smallest creatures of the Trebhum homeworld and would most likely fit the ecological niche of being an easy meal like rodents of our world.
251** Tonglegroplets with their high territorial nature for their nest can easily be synonymous with large and similarly territorial herbivorous mammals such as Bison and Hippos.
252** Lastly, the Tonglegrop itself is analogous to the towering land predator niche last seen with [[TRexpy theropod dinosaurs.]]
253* TheGoomba: Glickbols are the most common damage inflicting enemy in the game, and also do an absolute pittance of damage (WordOfGod is that they do roughly ''1 point of damage''). Combined with how easy they are to kill, and they are this trope.
254* HerbivoresAreFriendly: Glickbols are technically herbivores, and only attack if you try to steal one away from its siblings (presumably to eat). Averted with its [[XenophobicHerbivore later]] [[AscendedToCarnivorism stages]] though.
255* NotCompletelyUseless: Glickbol heads give one of the few detrimental mutations in the game, temporarily making any Trebhum that eats them legless. However, if you have a Trebhum with the mixer body mutation, you can use Glickbol heads to create energy bombs, the most powerful bombs available from said body. Additionally, the heads also provide health, making them an option for healing if you are somewhere far away from danger but need healing badly. If one of your Trebhum has the [[MindControlMusic Hypnotic]] [[HypnoticCreature trunk]] mutation, this would mean your tribe would basically farm Glickbol to be used as bait to lure away predators or repurpose their remains to make hunting stronger prey easier.
256* TakesOneToKillOne: Tonglegrops can be tricked into killing each other by making two of them collide. Both will die from the collision.
257* TookALevelInBadass: It's hard to believe that the cute little Glickbol turns into the monstrous apex predator known as the Tonglegrop.
258* TRexpy: With their towering bipedal size compared to a Trebhum and being feared by most prey animals on the Savannah, it's easily to infer that these creatures are similar in many ways to large theropod dinosaurs in our time.
259* XenophobicHerbivore: Tonglegroplets do not appreciate their personal space being invaded. Unlike adults, though, they won't actively hunt the Trebhum and can be repelled via the Deimatic Trunk mutation or being sprayed at.
260* WingDingEyes: Dead glickbol have big Xs in their eyes.
261[[/folder]]
262
263[[folder:Omnogroms]]
264!Omnogrom
265!!''Stomatotherium omnogromis''
266[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/omnogrom.png]]
267A strange-looking Savannah dwelling predator, with a mouth taking up most of its body.
268----
269* AttackItsWeakPoint: [[EyeScream Their eyes]] are their primary weak points. Hitting them with water will make an Omnogrom retreat. You even get an achievement the first time you do so.
270* BizarreAlienBiology: Even though it is a carnivore, it has blunt (and surprisingly human-looking) teeth.
271* {{Cephalothorax}}: [[ExaggeratedTrope Its entire body is essentially a giant mouth with legs on either side]].
272* EyeScream: Shooting their eyes with water is one way to repel them. You even earn an achievement the first time you do so.
273* FantasticFaunaCounterpart: To large terrestrial land predators, but since they are apparently able to eat plants, their closest equivalent on Earth is actually bears, as they are omnivorous macro-predators that are found in woodland and tundra environments.
274* LogicalWeakness: As it has quite literally on opposite sides of its body, it is something of a LivingMotionDetector and won’t always notice Trebhum near it.
275* ShownTheirWork: Its blunt teeth imply it is durophagus like hyenas, who have blunter teeth than many other carnivores so that they can crush bone. The fact it can eat Shelled Grolluscs supports this line of thinking.
276* VegetarianCarnivore: They will eat plants thrown in their path by Trebhum, surprisingly enough.
277[[/folder]]
278
279[[folder:Onkifurts]]
280!Onkifurts
281!!''Aerocherus olidus''
282[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/onkifurtmale.png]]
283Aerial predators that move around via gas sacs and gas expulsion, utilizing poisonous gas and brute strength to hunt prey.
284----
285* AttackItsWeakPoint: The easiet way to get female onkifurts off their nests is to shoot water into their mouths. You even get an achievement the first time you do so.
286* DeadlyGas: One of their main methods of attack is expelling a gas that poisons predators and prey alike. Thankfully, this is nullified if your Trebhum have filtered trunk mutations.
287* DumbMuscle: Can be tricked into incubating Trebhum eggs, despite Trebhum eggs looking nothing like Onkifurt eggs.
288* FantasticFaunaCounterpart: To birds of prey, being aerial predators that descend upon grown dwelling animals when hunting. They're far less agile on the ground than raptors, though.
289* FasterThanTheyLook: Don't be fooled by their balloon-like bodies and slow speed. These guys can move ''very quickly'' once they spot your Trebhum, and they can move even quicker by expelling some of their poison gas.
290* HelpfulMook: Downplayed, but if you are in need of more Trebhum and can't find any heat sources, you can instead place Trebhum eggs in Onkifurt nests if they leave, leaving the Onkifurt to heat up the eggs once they sit on them.
291* LivingGasbag: They move around in the air via green gas sacs.
292* SecondarySexualCharacteristics: Male Onkifurt have a dark pattern on their bills that females lack. So far, Onkifurts are the only animals in the game to display sexual dimorphism.
293[[/folder]]
294
295[[folder: Springworms]]
296!Springworms
297[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/springworm.png]]
298Small, springy worms that filter food as they move on the ground.
299----
300* BizarreAlienBiology: Given that they provide the Water-Processor Mutation, it's implied that they're capable of absorbing water so efficiently from food that they completely remove its nutritional value.
301* TastesBetterThanItLooks: Not the worms themselves, but their ''waste'' from eating, and Trebhum can eat it.
302[[/folder]]
303
304!!Tundra
305[[folder:Tripobosh]]
306!Tripobosh
307!!''Polyrinus pilosus''
308[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tripobosh_3.png]]
309A common bird-looking predator that is blind, instead relying on its three noses to locate prey.
310----
311* BizarreAlienSenses: Those antennae on their heads? According to the compendium, they're actually atrophied eyes.
312* BlindMistake: It's really easy to trick them into jumping into toxic pits because they have very poor eyesight.
313* EarlyBirdCameo: You can find some in a part of the Savannah that connects to a patch of Tundra during Chapter 1.
314* FantasticFaunaCounterpart: Being bipedal predators covered in fizz, they fulfill the same role as terror birds and dromaeosaurs. They are ''much'' dumber than either, though, and hunt entirely by smell, lacking the keen eyesight the other two had.
315* TheNoseKnows: Since they rely on their three noses to sniff out prey, they're pretty good at tracking down nearby Trebhum and other prey. While in the beta there was no way to throw them off your scent (in part because [[SequenceBreaking you weren't actually supposed to get far enough into the Tundra to face them]]), the full game has special plants that produce an odor that repels the Tripobosh and resets their tracking of you.
316* LogicalWeakness: Being blind means you can't see what's in front of you. In an environment filled with obstacles like chasms, an unwary Tripobosh can die or lose its way very easily. Additionally, they can be repelled by particularly foul-smelling plants.
317* SuperPersistentPredator: Once a Tripobosh manages to locate your Trebhum, it will quickly hunt them down until they lose their scent. Running isn't an option since they can outrun Trebhum even at rolling speed, so quick turning is recommended.
318[[/folder]]
319
320[[folder:Foosh]]
321!Foosh
322!!''Folium epicaustum''
323[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/foosh.png]]
324Small, plant-like organisms that constantly forages for rocks, burning them and extracting energy from the process.
325----
326* ArtisticLicensePhysics: Their ability to absorb energy by adding a reactant to rocks may mean that Foosh can actually break the law of conservation. That, or the rocks are extremely volatile.
327* BedsheetGhost: They look like a flattened version of these.
328* BizarreAlienBiology: Instead of gaining energy either by eating or absorbing sunlight, Foosh will instead extract energy from rocks by burning them until they had enough. This also fails to explain where they get mass to grow from.
329* HarmlessEnemy: The only way you can be hurt by these critters is if you grab the stones they heat right after the Foosh have finished heating them. Foosh are incapable of attacking you.
330* HelpfulMook: Provide them with rocks and they will turn the stones into a source of heat in the frigidly cold tundra.
331* MonsterMunch: They frequently fall prey to Tripobosh. Vuushlop will also try to hunt them, but [[EpicFail they will always aim too high and miss them]].
332* PowerGlows: As they heat up rocks, their topmost holes glow red.
333[[/folder]]
334
335[[folder:Ocular Orthopods]]
336!Ocular Orthopods
337[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/orthopod.png]]
338Small insectoids that aimlessly wander around tundras.
339----
340* {{Golem}}: According to memory clusters, they seem to be an ancient Trebhum creation.
341* HyperAwareness: The Orthopods are constantly gathering information from their surroundings thanks to their large eye. Therefore, Trebhum gain the Analytical Eyes mutation from eating them.
342* SmallRoleBigImpact: It's a tiny bug that wanders around aimlessly like most other prey-sized animals and it's possible to go through the whole game without paying attention to it, but eating one gives the player Analytical Eyes, a mutation that's extremely helpful in [[MrExposition understanding the worldbuilding and lore of most animals on the planet as well as some insights on how the Servants of the Cylinder operate]].
343
344[[/folder]]
345
346[[folder:Blue Omnogroms]]
347!Blue Omnogroms
348[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/blue_omnogrom.png]]
349Tundra-dwelling relatives of normal Omnogroms.
350----
351* EarlyBirdCameo: One can be encountered in the small set of Tundra found just after the first set of towers the player can interact with.
352* UndergroundMonkey: They're pretty much Omnogroms, but with blue fur this time.
353[[/folder]]
354
355[[folder: Blue Tonglegroplets]]
356!Blue Tonglegroplets
357[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/blue_tonglegroplet.png]]
358A form of Tonglegroplet that dwells in the Tundra.
359----
360* DivergentCharacterEvolution: {{Implied|Trope}} - the Trebhum note that Blue Tonglegroplets are nearing the point where they might become a seperate species, and their mutation catalyst indicates that a hypothetical Blue Tonglegrop would be able to shoot explosives rather than just spitting acid.
361* UndergroundMonkey: They're essentially blue-sacked tonglegroplets. Unlike their Savannah dwelling cousins, though, Blue Tonglegroplets carry a sac that provides the Mixer body mutation, which converts uneaten objects into [[StuffBlowingUp various types of bombs]].
362[[/folder]]
363
364[[folder:Gargadends]]
365!Gargadends
366!!''Phaganthus famelicus''
367[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alien_pitcher_plant.png]]
368Carnivorous plants capable of limited locomotion and sight, hunting down Trebhum that come too close.
369----
370* GlassCannon: They're pretty slow and easy to kill. However, they're very dangerous at the same time, capable of paralyzing groups of Trebhum and eat nearby ones with defensive features like spikes.
371* ManEatingPlant: They're plants that prey on small animals and also move.
372* MisplacedWildlife: Some show up in the final biome, despite the Gargadend being a Tundra creature. [[spoiler:It's implied that this was the result of the Cylinder releasing them, likely acquiring mutations from it.]]
373* OverlyLongTongue: If a Trebhum is close enough, it will snatch them up with a long, red tongue like a frog.
374* SuperSpit: At medium range, they can lob several globs of paralyzing spit at nearby Trebhum, giving the plants time to catch up with them.
375[[/folder]]
376
377[[folder: Vuushlops]]
378!Vuushlops
379!!''Pterotenax lubricosus''
380[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vuushlop.png]]
381Aerial, one-eyed omnivores that descend to the ground to abduct potential food.
382----
383* DeathFromAbove: They're flying predators that regularly snatch and kill small animals on the ground, including Trebhums.
384* FantasticFaunaCounterpart: To tundra dwelling birds of prey, such as snowy owls. Unlike raptors on Earth, though, Vuushlops drag their prey back to their nests to eat in peace.
385* SuspiciouslySimilarSubstitute: It takes the role of the Onkifurt as a dangerous aerial predator that the player must watch for once you reach the Tundra. However, [[DivergentCharacterEvolution while Onkifurts rely on powerful slam attacks and toxic fumes to kill Trebhum, Vuushlops instead use claws to capture Trebhum and drag them back to their nests to be devoured]].
386* TooDumbToLive: Are known to kill themselves by grabbing Trebhum with the Wheel Body mutation, resulting in them succumbing to CollisionDamage.
387[[/folder]]
388
389[[folder: Frozen Sklaas]]
390!Frozen Sklaa
391!!''Algidosaurus horribilis''
392[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sklaa_picture.png]]
393Predators that are encased in ice and become active based on the temperature around them.
394----
395* BizarreAlienBiology: It has its heart outside of its body and is able to move despite having a body covered in ice. And based off of its name, is apparently a type of reptile.
396* BodyHorror: The main exposed part of their bodies are their hearts which are dangling like thread outside their chest, and they look as if they're decaying as well.
397* CripplingOverspecialization: Their icy armor and response to heat makes them amazing predators in a cold environment, but at the expense of being unable to function in any other locale -- they'll overheat in the Savannah, to say nothing of the Desert. The in-game database [[LampshadeHanging notes this]].
398* DegradedBoss: The first Sklaa encountered is a boss that ''must'' be killed to progress further. All the rest are optional opponents, and while they have the same health and damage levels, are far easier to beat on account of the player having more space to deal with them.
399* FantasticFaunaCounterpart: As a large predator with numerous adaptations to the cold that leave it unable to function in even mildly warmer environments, the Sklaa is the Trebhum's equivalent to a polar bear.
400* AnIcePerson: The Sklaas dwell in icy armor, and the way they move and sound is reminiscent of a walking ice sculpture.
401* LogicalWeakness: Since Sklaas remain in a state of torpidity until exposed to heat, they can be killed rather easily by simply using bombs, acid, or the cylinder body to hit them withuout ever bringing a heat source near them. Additionally, they can also be killed by overloading said hearts with heat, since they are heavily cold adapted animals. Finally, they're so adapted to the cold that they cannot stand even mildly warmer environments, and will rapidly overheat and die if tricked into entering the Savannah.
402* PhlebotinumOverload: Sklaa can be awakened from their frozen states by bringing a Foosh-heated rock to their heart, and if addditional hear (more rocks) is provided, they will become faster. Feed them too much heat, though, and they will overheat and die.
403* WingsDoNothing: The shape of their arms implies that their forelimbs were initially ''wings'', but they gradually atrophied as the Sklaa adapted to live as a terrestrial predator. Notably, the ice around their fore and hind limbs appears to be shaped like feathers.
404[[/folder]]
405
406[[folder:Buddugh Gropp]]
407! Buddugh Gropp
408! ''Urozoon Actinostomus''
409An aggressive herbivore found solely in the Tundra. It was added in the Anniversary update.
410----
411* BewareMyStingerTail: Its tail ends in a fuzzy flail, off all things.
412* BizarreAlienBiology: Having a defensive weapon on its tail isn't that suprising. What makes the tail club of the Gropp so weird is that it is an ''organic flail'', which tapers off almost to a string's thickness before reaching the actual tail.
413* EpicFlail: Its tail weapon bears more resemblance to a flail than a club or bladed weapon.
414* FantasticFaunaCounterpart: Physiologically, it is analogous to ankylosaurs and glyptodonts, being a large herbivore that defends itself using a weapon mounted on its tail. Niche-wise, it fulfills a role similar to musk ox or mammoths, being a large grazer in a Tundra environment.
415* TheSymbiote: Its mouth tendrils are actually a symbiotic organism that apparently extends all the way to the creature's brain and stomach.
416* XenophobicHerbivore: One of the more aggressive animals in the Tundra, despite eating a diet of plants.
417[[/folder]]
418
419!!Desert
420
421[[folder:Great Gaaahrs]]
422! Great Gaaahrs
423!''Aerotherium camelopardalis''
424[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/great_gaarh.png]]
425[[caption-width-right:350:[[labelnote:Infant Gaaahrling]]https://static.tvtropes.org/pmwiki/pub/images/infant_ghaaarling.png[[/labelnote]]]]
426Huge, imposing land animals that stride around open areas, sucking up whatever matter it can find.
427----
428* ArtisticLicenseBiology: Animals this large are not suited to living in deserts, as they need massive amounts of food to sustain themselves, and their enormous sizes would be make heat dissipation a problem due to gigantothermy. They're much better suited for life on either the Tundra (where gigantothermy would be an asset rather than a liability) or the Savannah (where there much more food available for them to devour). That being said, the desert is the most suitable environment for their feeding style (sand is normally more loosely packed than dirt or snow and thus could easily be filter fed through) and the trailers imply that they may migrate across large areas in search of food.
429* BizarreAlienLimbs: They possess three muscular legs placed in a quadruped-like gait. The juveniles take this further by having their limbs start out fused in a monopedal hopping gait aided by their flotation sac.
430* BizarreAlienLocomotion: Adults are tripedal walkers, while the juveniles float through the air via an inflatable sac.
431* EarlyBirdCameo: One can be seen in the distance on the Savannah, apparently drinking from a lake.
432* FantasticFaunaCounterpart: To elephants and sauropods, being absolutely massive herbivores that must cover vast distances to feed themselves. Their feeding method also brings to mind baleen whales and basking sharks.
433* GiantEqualsInvincible: Adult Gaaahrs are too big to be attacked by anything, even including the servants of the cylinder. Only the Cylinder can harm them. Juveniles are also immune to attack by most creatures, with not even Klaboroks trying to touch them, but can still be killed by Exonerators.
434* GiantFlyer: Since they're much lighter than their balloons, the juveniles are able to float, but their size is still impressive. Adults are far to massive to float, however, and use it instead to stabilize themselves.
435* HerbivoresAreFriendly: A {{Justified|Trope}} example -- this thing is too big to have any predators at adulthood, so it can simply ignore other creatures around it. Juveniles are more problematic, as while they don't actively attack you, [[GrenadeSpam they release explosive projectiles like crazy]].
436* {{Kaiju}}: At least in comparison to the Trebhum - these things are ''taller than the Cylinder''. Notably, being hit by the Cylinder doesn't flatten them - it instead appears to shatter their skeletons, after which the corpse essentially rolls overtop the cylinder like the avocado-topped trees in the Savannah.
437* MonsterMouth: The Gaaahrs' mouths are elongated and curved in a way similar to a giraffe's head and neck, and the upper lip is able to curve upwards in a way reminescent of an outdated model of ''Helicoprion''. It's less pronounced with the juveniles, whose mouths aren't yet held high and thus resemble elephant trunks.
438* SquashedFlat: [[AvertedTrope The only creature in the game that does not suffer this fate if it doesn't manage to escape the Cylinder]] -- instead, they will roll over it, like certain trees do upon being hit.
439* ThrowDownTheBomblet: Gaaahrs have the ability to produce and expel organic explosives from their bodies as a means of defending themselves. Juveniles take this to GrenadeSpam levels, as ''they will not stop making these bombs while they are alive''. Occasionally they will drop a variant that doesn't explode, which can be consumed to permanently unlock the Tornado Trunk mutation without using up a shrine.
440* VacuumMouth: Their mouths are strong enough to inhale anything in front of it in a large sandstorm, including nearby Trebhum.
441[[/folder]]
442
443[[folder:Articulated Angstoks]]
444!Articulated Angstoks
445!!''Tachyphytum multiplicatum''
446[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angstock.png]]
447A huge insectoid predator that is able grow rapidly towards prey while in one spot underground.
448----
449* AntlionMonster: The vast majority of their bodies are hidden beneath the sand, excluding the protuberances they grow to try and grab you.
450* BigCreepyCrawlies: They're gigantic arthropods that bury themselves in the sand, and they're able to rapidly extend and grow protuberances so their bug-like heads can move. The in-game database reveals that Trebhum believe them to be some kind of [[ManEatingPlant carnivorous plant]].
451* CripplingOverspecialization: Ambiguous, but given that they appear to be sessile, they're not really in any shape to escape the Cylinder...
452* FantasticFaunaCounterpart: They're essentially a desert dwelling version of an ''anemone'', surprisngly enough.
453* PhlebotinumBreakdown: A non-fatal example, but if they try to expand themselves too much, they'll eventually be unable to produce new protuberances to hunt with.
454[[/folder]]
455
456[[folder:Treghrum]]
457!Treghrum
458!!''Polypodus mimicus''
459[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trebhum.png]]
460A rare predator that specializes in hunting Trebhum, specifically by using aggressive mimicry.
461----
462* BigCreepyCrawlies: Their normal forms look absolutely ''nightmarish'', looking almost like overgrown centipedes wearing Trebhum skin.
463* CreepyCentipedes: Their true form looks very much like a centipede.
464* EarlyBirdCameo: First observed as a corpse in a dome within the Tundra Temple.
465* HughMann: While their disguises aren't entirely bad, they still have some obvious differences to be seen, notably their slanted, yellow pupils and a teeth on their trunks. Additionally, they can be found wandering in the open, while true Trebhum can only be found either collapsed on the ground, resting in Trebhum homes, or as eggs.
466* KillItWithWater: They really hate water and will hastily retreat if sprayed by Trebhum.
467* {{Shapeshifting}}: Their bodies are designed to fold into a shape near identical to normal Trebhum, albeit with some discrepancies.
468* SpotTheImposter: If the player has a keen eye, they can tell something is not okay when they suddenly find a new Trebhum out of nowhere.
469** For one, the Trebhum are only found either collapsed on the ground, resting in Trebhum homes or as eggs.
470** A disguised Treghrum has slanted, yellow pupils and sharp teeth on their trunks. True Trebhum does not have any of those; they even mention the latter in the intro!
471** Treghrum hate water, unlike the Trebhum who need it; an excellent way to check is by spraying them with water.
472** Lastly, Treghrum can't be selected. If the player tries to switch over to the new Trebhum they found, they will find out they won't be able to. If they try to select them manually, the name with appear as a bunch of question marks and will immediately reveal itself if the player tries choosing them.
473* TrademarkFavoriteFood: Trebhum -- the fact that they evolved explicitly to blend in with Trebhum so that they can eat the trunked omnivores makes it very clear the Trebhum are the Treghrum's favored food.
474[[/folder]]
475
476[[folder:Klaboroks]]
477!Klaboroks
478!!''Ammocelyphus inopinatum''
479[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/klaborok.png]]
480Massive alien clams that burrow underneath the sand to avoid the heat, relying on vibrations and their eyestalks to locate prey.
481----
482* AlwaysABiggerFish: Even Desert Tonglegrops are food for these creatures.
483* AttackOfTheMonsterAppendage: Their sensor tentacles look like snakes and will always appear prior to an attack. Additionally, their WormSign corresponds to an animal the size of the tentacle, not the whole klaborok.
484* BigEater: Due to their size, a Klaborok can eat anything ranging up to Tonglegrops.
485* TheGhost: Not the Klaborok, but its ancestor - the very giant spheres found in the desert are actually pearls that were apparently created by a ''massive'' creature, which the Trebhum assume was the ancestor of the Klaborok.
486* HelpfulMook: If you're under attack from certain enemies, you could lure a hungry Klaborok to said enemies to dispatch them. Feeding them anything will also result in the Klaborok spitting out a pearl, which can be used to obtain the Turtle mutation. Additionally, the pearl can also be converted into Processed Minerals via the appropriate mutation, and since pearls can be spawned indefinitely via feeding items to the Klaborok, you can use them to max out every stat in the game.
487* OneHitKill: Their bites are so large and deal so much damage that anything caught in their mouths is already dead. Even Desert Tonglegrops will not be spared.
488* PerplexingPearlProduction: Klaboroks will produce pearls if you throw items into their mouths. Breaking said pearls and eating their former contents will provide you with the shell mutation.
489* SandWorm: Technically they're clams, but their size and burrowing habits are pretty similar to expected sand worms.
490* ShoutOut: They're one to the graboids from ''Film/{{Tremors}}'', being burrowing predators that inhabit deserts and have sensor organs that can be mistaken for animals in their own right.
491* SwallowedWhole: Anything that doesn't leave the area will be promptly snapped up whole from underneath.
492* {{Wormsign}}: While moving, they leave behind small mounds of sand in their wake. This is a good sign to start exiting the area immediately.
493[[/folder]]
494
495[[folder: Tetracrabs]]
496!Tetracrabs
497[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tetreacrab.png]]
498Small, crab-like critters that regularly skitter across the sand.
499----
500* FourLeggedInsect: It has four legs, while real crabs have ten (albeit with two as claws). Justified in that it is an alien creature that is in no way related to terrestrial crabs.
501* HarmlessEnemy: One of many animals in the game that cannot harm players. It just wanders the desert, at the mercy of a variety of predators.
502* PowerUpFood: Eating them gives the Trebhum extra legs, making them run faster.
503[[/folder]]
504
505[[folder:Onogrosh]]
506!Onogrosh
507!!''Monorhinus calvus''
508[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/onogrosh.png]]
509A desert dwelling relative of the Tripobosh.
510----
511* FangsAreEvil: Unlike the Tripobosh, the Onogrosh has nasty looking tusks.
512* MonsterThreatExpiration: As a reskinned Tripobosh, it has all the same dangers as the latter, but it is noticeably less of a threat than in the Tundra. There are several reasons:
513** First, while both creatures have predators that exceed them in threat level (the Frozen Sklaa for the Tripobosh and the Klaborok for the Onogrosh), the first Sklaa encountered is a BossBattle and others only rarely spawn in the game (it's entirely possible the boss Sklaa is the ''only'' one of its kind that you will encounter in a playthrough) while the Klaborok is flat out invincible and ''can spawn anywhere there is sand''.
514** The desert has more obstacles the player can use to escape the Onogrosh on than the Tundra did.
515** The latter half of the Tundra provides the player with the Mixer Body mutation, allowing them to make bombs to dispose of the Onogrosh from range.
516** Finally, the Tripobosh was a SuperPersistentPredator that could only be repelled by retreating into clouds of repulsive smelling plants. Not only do plants that produce this odor also exist in the desert, but ''they are edible'', and provide a mutation that ''makes you produce that same foul odor'', allowing you to repel the Onogrosh with impunity.
517* NoodleIncident: In its bio, there once was a Trebhum fable called: "How the Tripobosh and Onogrosh Went Hunting Together". Considering the Tripobosh belongs in the tundra and the Onogrosh is native to the desert, the story probably didn't end well.
518* UndergroundMonkey: It's a desert-dwelling tripobosh with only one nasal tentacle and large fangs. It also lacks fur so that it can keep cool.
519[[/folder]]
520
521[[folder:Desert Tonglegrops]]
522!Desert Tonglegrop
523[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/desert_tonglegrop.jpg]]
524A desert-dwelling relative of normal Tonglegrops.
525----
526* AlwaysABiggerFish: Finally on the receiving end to a normal creature - the Desert Tonglegrop may eat most other creatures, but it is defenseless against the Klaborok.
527* ExactlyWhatItSaysOnTheTin: There's not much to say about this creature, other than it's a Tonglegrop that's grown accustomed to the desert.
528* UndergroundMonkey: They're just Tonglegrops with a yellow skin color.
529[[/folder]]
530
531[[folder:Gharukuk]]
532!!Opisthopithecus ctenophorus
533A tripedal desert-dwelling simian creature with a bizarre form of locomotion.
534----
535* AbnormalLimbRotationRange: It can orient its body and limbs so that it can walk upside down.
536* BizarreAlienLocomotion: It can rotate its limbs so that it can walk with its back to the ground and its belly to the sky.
537* KillerGorilla: It's a predatory ape-like creature and seems to be the FantasticFaunaCounterpart to a gorilla, though appearance wise it has more resemblance to an orangutan.
538* LogicalWeakness: Its ability to flip upside down and use the spines on its back as weapons is a unique adaptation, but bending limbs that far over is not comfortable - it needs to rest after traveling by like this for a short while.
539[[/folder]]
540
541!!Corrupted Plains (Late Game Spoilers!)
542[[folder:Yackfurt]]
543!Yackfurt
544!!''Encephalobumbulum miserabilis''
545[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yackfurt.png]]
546A slug-like herbivore, docile on its own, but aggressive in groups.
547----
548* MixAndMatchCreatures: Amalgamates traits of the Grollusc and Onkifurt, having the former's body shape and demeanor and the latter's ability to produce toxic gas.
549* SavageSetpiece: Mess with them only if you want to get sprayed with poison gas.
550* SuspiciouslySimilarSubstitute: It fulfills the role of the Grollusc in the ??? Biome, being a somewhat uncommon herbivore that has a specialized defense to deter predators and Trebhum. Note that you can still find Grolluscs in the ??? Biome, but they are far rarer than Yackfurt.
551[[/folder]]
552
553[[folder:Roondaslock]]
554!Roondaslock
555!!''Gyroglossus prodigialis''
556[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/roondaslock.png]]
557A strange, round sphere-bodied predator that propels itself via pushing off the ground with its tongue.
558----
559* ArtifactMook: Actually {{Inverted|Trope}} - it could be ecnountered in the Savannah during the beta, while in the final game it is relegated to the final biome the player encounters.
560* BeTheBall: Its body is best described as a ball covered in eyes and mouths.
561* DumbMuscle: Even though it is covered in eyes, it can often be seen throwing itself into toxic pits.
562* EarlyBirdCameo: While it is intended to appear in the final, mystery biome, one or two can be found wandering the Savannah in the demo.
563* ExtraEyes: Literally has eyes all over its body.
564* MultipurposeTongue: Its tongue can be used to grab prey or for propulsion by pushing the creature off the ground.
565[[/folder]]
566
567[[folder:Grashtuub]]
568!Grashtuub
569!!''Tubus Maximus''
570[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grashtuub_model.png]]
571A tube-shaped scavenger with a massive body.
572----
573* BizarreAlienBiology: Its entire digestive system is exposed to the air, yet it is still able to eat things normally. A look inside its body reveals that it is essentially an organic butcher shop, having rows of teeth that rotate so that they can slice up the meat of their prey.
574* ChestMonster: Somewhat -- it is clearly a carnivore that will eat you, but the Grashtuub tends to have valuable transformation items within it.
575* ExtraEyes: Has multiple eyes all over its tube-like body.
576* {{Kaiju}}: A video of one released on ACE Team's twitter reveals that they're of comparable size to the Great Gaaahr.
577* NonMaliciousMonster: They look unnerving, but Grashtuub aren't actually aggressive, and the first one encountered can only harm your Trebhum by accidentally stepping on them. The others you encounter have been mind-controlled by Unifiers and thus aren't fighting of their own free will.
578* ScavengersAreScum: They're primarily scavengers, and the Trebhum do no like them, both because Grashtuub look terrifying and they eat the corpses of Celestial Trewhaala.
579* TrademarkFavoriteFood: Celestial Trewhaala -- the reason Grashtuub are shaped so bizarrely is so that they can eat Trewhaala whole (or at least do so rapidly). [[spoiler:This is why the Trebhum have to fight one - they need to get a Trewhaala Crystal from the Grashtuub's heart so that they can call a Trewhaala and use it to reach their Sky Fortress and finally give the Cylinder the slip.]] [[AllThereInTheManual That being said, the compendium states that they will eat other large animals (namely Great Gaaahr)]], they just aren't encountered anywhere where this can be observed.
580[[/folder]]
581
582[[folder:Squadaboo]]
583!Squadaboo
584!!''Kakistoteuthis terriblis''
585[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/squadaboo_model.png]]
586A squid-like predator capable of mind control, which leaps out of the water to grapple into prey. The hapless animal is then marched to its doom beneath the waves.
587----
588* FantasticFaunaCounterpart: So far, they are the closest creature in the game to crocodiles and alligators, being acquatic predators that rely on dragging prey into water to make a kill.
589* FlyingSeafoodSpecial: They're flying (well, [[NotQuiteFlight gliding]]) squid.
590* TheGhost: One of two creatures on the website to not appear in the demo. Even glitching into the desert will give no hints about them. They're relegated to the final biome in the final game.
591* GracefulInTheirElement: They are excellent swimmers and capable gliders, but WordOfGod confirmed that they are very vulnerable if forced to crawl on land.
592* HypnoticCreature: They can mind control creatures via grappling with them.
593* IfItSwimsItFlies: {{Downplayed|Trope}} example, but they are fairly good gliders in addition to being excellent swimmers.
594* LogicalWeakness: The reason they are so cumbersome on land is that they have to crawl on their tentacles - in the water and the air, they use wing like membranes to maneuver themselves.
595* NotQuiteFlight: They cannot fly on their own power, but are capable of gliding.
596* OctopoidAliens: Squid examples -- they look a lot like vampire squid.
597[[/folder]]
598
599!!Others
600[[folder: Zooshgargs]]
601!Zooshgargs
602!!''Aerotorus trebhumophagus''
603[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/zooshgarg.png]]
604A bizarre species of hovering, almost supernatural predators that are found throughout the world.
605----
606* BizarreAlienBiology: They somehow have the ability to control or perhaps make gravity for both hunting and movement.
607* ExtraEyes: Has a total of eight eyes, arranged so that it has omnidirectional vision.
608* FantasticFaunaCounterpart: Yet another bird of prey analogue. Its tendecy to ignore the Cylinder due to its antigravity powers allowing it to escape the Cylinder's wrath is reminescent of how some birds of prey chase fleeing wildlife during wildfires, as their flight allows them to outrun the flames.
609* GravityMaster: They have the ability to use some form of energy to project a powerful vortex below it, sucking up any unfortunate animals that stray into it. This energy is also what likely keeps it floating.
610* LogicalWeakness: {{Inverted|Trope}} -- they fly so high up that they are in no danger from the Eternal Cylinder, so they never try to run from it.[[note]]That being said, they'll probably die out anyway if the Cylinder destroys the world, since they won't have anymore food to eat.[[/note]]
611* OverlyLongTongue: It's able to use a long, black tongue to pull in the animals closest to its mouth.
612* PowerFloats: As opposed to traditional methods of flying, it appears to use gravity manipulation to float and maneuver through the air.
613* TrademarkFavoriteFood: Trebhum -- its specific name literally means "Trebhum eater" and it makes a point of chasing down Trebhum over all other prey. Notably, only the Cactus mutation will protect you from its wrath. However, it can be tricked into eating plants or glickbol.
614[[/folder]]
615
616[[folder: Celestial Trewhaala]]
617!Celestial Trewhaala
618!!''Cetovermis nebulae''
619[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/celestial_trewhaala.png]]
620A massive, but mysterious creature that dwells in the planet's stratosphere. They are mentioned to have come here via an unknown call on the planet.
621----
622* AlwaysABiggerFish: Late in the first chapter of the game, you find a dead Trewhaala, which was apparently killed fighting several unifiers. It's a stark reminder of how strong the forces of the Cylinder are.
623* DeadlyGas: Can exhale poisonous gas as a defense.
624* TheDogBitesBack: [[spoiler:After spending the game being speared by the Mathematician if it ever noticed them, the Trewhaala aiding the Trebhum are the ones to fight the giant servant during the final boss fight.]]
625* EarlyBirdCameo: An apparently injured one can be found in the second area of the game, coughing against a cliff face. This one poses no threat to players and can be approached without fear. If you take the time to watch, you can even observe it being crushed by the Eternal Cylinder.
626* EasilyForgiven: [[spoiler:While it was the Trebhum's fault for accidentally calling the Eternal Cylinder and almost bringing their race to death, the Celestial Trewhaala don't hate them. The Trewhaala don't regret listening to the songs of the Trebhum as they brought them to their world and allowed their races to live in peace. The Trebhum brought the Trewhaala hope; for that reason, they don't hesitate to help their old friends during the latter half of the game, even when they're on the brink of extinction]].
627* ExtraEyes: Has several eyes on its neck, as well as extra ones on its head.
628* EyesDoNotBelongThere: It possesses several sets of eyes around its head and neck, although they don't seem to all see well.
629* {{Irony}}: For all of its ExtraEyes, the Trewhaala is shown to have poor vision. {{Justified|Trope}} in that although it has multiple eyes, their fields of view don't overlap -- so while the Trewhaala has fairly good peripheral vision (as evidenced by how they can see you even is you are directly behind their necks), they don't have good depth perception.
630* NoticeThis: The presence of a Trewhaala acts as an indicator that a Elder Trebhum is nearby. [[spoiler:Late game revelations indicate that the Elder Trebhum still remember how to communicate with the Trewhaala, meaning that the Trewhaala are helping their friends.]]
631* ScrewThisImOutOfHere: Whenever the Cylinder starts moving, nearby Trewhaalas will retreat to the heavens.
632* ShockAndAwe: It can shoot lightning at enemies. Against anything besides a Trebhum (who will still be heavily injured), [[OneHitKill the creature hit will not be getting back up]].
633* SpaceWhale: It's some sort of eel-like whale that dwells in space.
634* WeUsedToBeFriends: Trebhum lore indicates that the Trebhum and Trewhaala once used to be friends, but they have become estranged as of late. [[spoiler:This is mostly because the Trewhaala are getting massacred by the Cylinder, with the survivors becoming paranoid as a result. The Trebhum Elders still have a bond with the Trewhaala, and ultimately the Trebhum's plan to survive the Cylinder is to use the Trewhaala to hitch a ride onto a spacecraft so they can escape the Cylinder forever.]]
635* WorfHadTheFlu: The only reason the one encountered at the beginning of the game is crushed by the Cylinder is that it is too injured to try and escape or fight back.
636[[/folder]]
637
638[[folder:The Narrator]]
639!!The Narrator
640The game's narrator. Despite seemingly just telling the story of the Trebhum, [[NotSoSmallRole he has his own role to play in this story.]]
641----
642* ButNowIMustGo: [[spoiler:While he somehow manages to survive sacrificing his body to destroy the Eternal Cylinder, his consciousness fades away at the end of the and appears to go dormant until sometime in the future when he retells the tale of the Trebhum.]]
643* FightingFromTheInside: [[spoiler:He attempts to resist the Cylinder from within its own mind, and provides help to the Trebhum when he can.]]
644* GeneticMemory: The Narrator is the genetic memory of the surviving Trebhums, [[spoiler: as well as every Trebhum and ''human'' that the Eternal Cylinder has killed.]]
645* HiveMind: While the Trebhums have individual minds and personalities, they are able to access this genetic memory of their ancestors, as is the case of the newly-hatched one at the beginning that "remembered" its race's special abilities moments after birth.
646* HumanAllAlong: [[spoiler:He's actually a human who has been assimilated by the Eternal Cylinder.]]
647* LemonyNarrator: He has his moments, and really seems to enjoy talking about when the Trebhum act silly.
648* TheManBehindTheMan: [[spoiler:He's the Mathmatician.]]
649* MemoryJar: There are memories that the Cylinder stole from it. [[spoiler: Those still exist inside the Cylinder.]]
650* WalkingSpoiler: There's a reason this folder has so many spoilers.
651* WasOnceAMan: [[spoiler:He's actually the mental remains of a human who was assimilated by the Cylinder.]]
652* WhamLine: When the Narrator starts talking inside [[spoiler:the Mathematician's mind to represent the voice in there]], as opposed to trying to adjust his voice to sound like whoever is there, [[spoiler:he uses ''his own'' voice, revealing that he is actually inside the Mathematician and [[HumanAllAlong is actually a human]].]]
653[[/folder]]

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