Follow TV Tropes

Following

Unique Enemy

Go To

One. Just one. One red Snifit. In the entire game, this is the only red Snifit. Seriously. What the hell?

A video game trope: an enemy, just a plain old enemy that inexplicably turns up only once in the entire game. You wonder why the developers coded it; you wonder if it was partially Dummied Out. Sometimes it's just there to provide a special challenge for anyone trying for 100% Completion for the Monster Compendium. Sometimes it's there because it exists to fit a unique circumstance in a level or sidequest. Whatever the reason, it's unremarkable in most respects except that it's just there the one time.

There are two types of this, broadly speaking: enemies who appear only once in an entire game, and those who appear a very few times in only a single level or screen of a game. For whatever reason, Metroidvania games seem prone to containing Unique Enemies. Mods and romhacks will often feature this enemy more often, especially if it has a good gimmick.

Please try to avoid listing minibosses and so forth here; these enemies are notable primarily because they're regular enemies who could by all rights turn up at various points in the game but don't. Compare Underused Game Mechanic, where it's another type of level element, gimmick, or feature that shows up noticeably seldom rather than an enemy. Contrast Degraded Boss, where an enemy seems like a unique boss, but returns later as a regular mook.


Examples:

    open/close all folders 

    Action Game 
  • Apocalypse has Rodents of Unusual Size in the second stage, the Absurdly Spacious Sewer, but that's their sole appearance in the game.
  • Battle Axe has a one-of-a-kind blue-skinned goblin serving as the helmsman of the first boss, a flying ship. The other goblins are either purple, grey, red, or any other color.
  • Batman (Sunsoft) on the NES has a cameo by the K.G. Beast, who will fight Batman at the end of the first stage prior to the actual boss battle with the Enforcer. He's a tough opponent, but the fact that he starts off relaxing against the wall means that canny players can, as noted by Nintendo Power, rush up and punch his lights out before he can make a single attack.
  • Bionic Commando (1988) features unique enemies for some stages such as the helipack-equipped Barrier Soldiers (replaced by Propeller Droids in the remake) in Area 5, the barrel throwers and Remote Control Soldiers in Area 6, the Mobile Cannons and Helicopters in Area 7, the shield soldiers and blue bomb-throwing paratroopers in Area 8 (even better, these are only found in the American and European versions), a red version of said bomb-thrower at the beginning of Area 2, and the Construction Soldiers in Area 11. In the remake, most of these are more widely distributed.
  • Bloody Spell has a maleovalant female spirit hiding inside a small chest who pops out the moment you inspect the container, trying to rip you up with her talons. She can be easily slain by your sacred sword however. This enemy type appears around 4 times the entire game, each encounter optional and perfectly avoidable.
  • In Bloody Zombies you're bound to encounter only two zombies on fire, in the final stage where they'll attempt grabbing you while burning up.
  • Cave Story:
    • The Giant Jellyfish shows up on a single screen just to provide an Item Drop without the usual Boss Battle. Oddly enough, you must kill it multiple times.
    • Cave Story also has the mimic door and chinfish (mentioned in the closing credits as the "only one."), both of which appear once near the start but never again in the game. Basil, an invincible enemy that can one-hit-kill you, only shows up in the undamaged Egg Corridor (although it functions more like a deadly room feature than an enemy), and an exploding green cloud only appears in the ruined Egg Corridor. The Gravekeeper is another unique enemy of no greater significance. Giant Pingon in the same area is also a unique enemy.
  • Chaos Heat contains green-skinned, one-eyed amphibian-humanoid monsters as one of the game's many, many mutant mooks showing up, but they're not encountered anywhere else after that. In contrast, the same level they showed up also introduces Living Gasbag mutant enemies, who becomes recurring mooks in several later areas.
  • Contra:
    • The arcade version has a pair of frogmen that jump out of the water and try to stab you with their knives at the beginning of the first stage when the game is played on Hard or Very Hard. They never appear again for the rest of the game and were cut from the NES version.
    • Super C (the NES version of Super Contra) has a single grenade throwing enemy soldier that appears only once in the first stage and is never seen again in any other stage. In contrast, the arcade version has at least three grenade throwing enemies in the first stage.
  • Crisis Beat has attack dogs that shows up in precisely one area, near the elevator in the first stage. Additionally they can be fought only by players who use Eiji or Julia — the other set of playable heroes, Keneth or Yan, would use a dog-less route instead.
  • The Crystal of Kings has four Killer Giants encountered in the front of Nightspirit's fortress at the final stage, who despite having a deadly Sword Beam attack, goes down without too much trouble. There's also the Skeleton Gladiator Praetorian Guard enemies only showing up in the fortress.
  • Cyber-Lip has a one-of-a-kind muscular mook who hurls exploding barrels at your direction in the third level.
  • Demon's World: The first level has a zombie wearing a black suit, carrying a lantern, and comes at you while precariously balancing himself on a barrel. It's one of the most hilarious enemies in the entire game, but sadly it's the only one of its type. There's also one green ghost the entire game that resembles Slimer from the Ghostbusters movies.
  • At one point in Divine Intervention, you're attacked by a random hobo hiding in a dustbin, who hurls it's lid which can decapitate you if you don't dodge in time. That's the only instance you see this sort of enemy.
  • Dusty Raging Fist has Boxing Kangaroo enemies, all of them who wears Red Boxing Gloves except one who has studded gauntlets instead. And the feline enemies have been drastically reduced in numbers, with only two brown felines.
  • Dyna Gear has an underground tunnel where you fight a stone dragon that blasts you with fireballs. It's a one-of-a-kind enemy that goes down as easily as most other mooks.
  • Feeding Frenzy 2: Shipwreck Showdown: While you get to play as a great white shark, they only appear as an enemy in the penultimate level.
  • Fantastic Four: The final stage, set in Doom's Latverian fortress, have you controlling one of the four and facing Doom's robot army, and rather randomly, there's a red tentacled-thing mixed in-between who goes down without too much difficulty.
  • The Addams Family: Fester's Quest: A unique Giant Spider mook is encountered near a hot dog stand.
  • Final Fight: Round 3 features a steel cage match against two Andore variants (or three if you're playing co-op) that only appear in this specific area.
  • Hidden Dragon: Legend has the Trigram's Executioner-class mooks, gigantic brutes armed with axes, where you fight them in single digits in the Taiyuan Pagoda alongside more common Trigram enemies. Later on one more of them appears in the final stage.
  • Isolated Warrior has a legion of Praetorian Guard alien enemies in the final stage, the first which attacks with an Epic Flail. He's also the last, since everyone else uses swords or firearms.
  • Jackie Chan Stuntmaster has a few chefs wearing red who can be fought in the Chinatown kitchen rather early in the game, and doesn't show up in any other location.
  • Journey to Silius - The third stage has a hovering Personal Space Invader robot that fortunately only appears about four times, and is not seen in any other stage.
  • Knight Rider on the NES:
    • There is only one yellow helicopternote  that uses dynamite instead of bullets the entire game. It's in the St. Louis level and it is fairly easy to miss.
    • The Chicago level has red dynamite-throwing helicopters in its second half of the mission. This is the only mission where the player gets to see this.
  • The first Knights of Valour has a single polar bear enemy encountered in a winter stage. Bears become regular enemies in the sequels, however.
  • Legend (1994) has a wizard Flunky Boss who summons lesser gargoyles occasionally, and you don't encounter gargoyles anywhere in the game.
  • Lucifer Ring has precisely one Chest Monster in the underground caves. It suddenly grow fangs and legs as the player inspects it, dies in a handful of hits, and the level goes on.
  • Machine Hunter is prone to do this. Many levels have enemies exclusive to that area, and nowhere else. Notably mutants (with only half a body) in the hospital, killer plants in the swamp, giant roaches in the sewers, and the like.
  • Mega Man:
    • Mega Man 2 has only two "Big Fish" (the large, snapping grey fish robots that appear in Wily 3, not the big red ones in Bubble Man's stage) in the entire game.
    • Mega Man 3: Heli-Metalls only appear in the Doc Robot Needle Man stage during the short segment between the two Giant Metall minibosses. Also, Junk Golems are only encountered in Wily Stage 4.
    • Mega Man 5: The Rounders (flying eye robots) that show up at the end of the first stage in Proto Man's Fortress will simply circle around Mega Man until he either enter the boss gate or he shoot at them until they go away. They don't appear anywhere else in the game.
    • Mega Man 7: In Shade Man's stage, there are transforming knight robots called Gilliam Knights that show up in a few rooms, but only two of them are in a place where they can actually transform into wolves (the rest stay in their humanoid forms).
    • Mega Man X: In Armored Armadillo's stage there is exactly one Batton (the bat-type enemy from the Mega Man (Classic) series) among the newer, skeletal bats. It also has the unique property of dropping One Ups when killed most of the time.
    • Mega Man Zero 4: The Moloids (small crab-walking droids with hammers) only appear in the Area Zero Intermission level which is bad since, like most Intermissions, it cannot be replayed. And for 100% Completion, you'll need to farm at least three Moloid Parts (one part for unlocking Ultimate Mode, and two apiece for a Body and Foot Chip).
  • Metal Slug: While slaughtering your way through literally hundreds of enemies, sometimes the game will throw at you some one-of-a-kind opponent that shows up in just one specific spot... and nowhere else.
    • The first game has divers that pops up, fires a missile at you, and leaves in the first level (when you're crossing a river) and the last (when you're reaching the shoreline after crossing a sea). They are few in numbers and shows up absolutely nowhere else. You do encounter some of them in the sequel, Metal Slug X, again only in one area. The first game also have Dararin Dara Dara excavator tanks in the final level, which attacks by dropping I-beams on you, and that's their sole appearance in the entire franchise.
    • While the second game starts with your character battling hordes of hostile Arabic soldiers, only one of them attacks you on a camel. Later on as you infiltrate a pyramid, you can come across a single, golden bat that nets you 30,000 points if you kill/catch it. Additionally, the pyramid's entrance has a lonely bat tucked in an easy-to-miss spot. Somehow, while your player is battling mummies left and right, this lone critter is just right there... watching.
    • The third game has two sergeants (rebels dressed in yellow instead of green) in the submarine base, and nowhere else.
    • The fourth game has funhouse mummies, which shows up if you select the pyramid route in Mission 4. They appear before the real mummies, are harmless, but can still be shot for extra points.
    • Ptolemaniac snipers in the fifth game only show up in the second mission, and there's only four of them.
    • In the fifth game, there are plenty of Gunner Units, but only one uses its rocket attack, near the end of Mission 3.
    • Players are guaranteed to run into either one (or zero) Eaca-B fighter jets in the sixth game, early in Mission 2 right before crossing a bridge.
    • The final mission of the sixth game have a single Golden Hunter Walker that nets 50,000 points to any player who shot it.
    • You're all but guaranteed to run into one MV-280B truck in the seventh game, during the second-to-last snow mission.
  • Mutation Nation: this side-scroller has three burly men grotesquely turning into rhinoceros beetles in the first half of the first stage. Other ones like them never appear again, despite every other enemy type including mini-bosses being repeated throughout the game in a variety of palette swaps.
  • Oni:
    • Training drones are encountered outside of training in chapter 8. Despite being low-level enemies, they have an immunity to electrical damage, such as the electrical spikes that occur in the area where you encounter them. They also have an immunity, strangely, to weapons.
    • Security guards are encountered as enemies for the only time in chapter 9.
    • A single Mercenary Sniper who doesn't carry a Mercury Bow can be encountered in Chapter 10, carrying a Plasma Rifle instead.
    • Chapter 11 has tiny Strikers, who have the lowest health of any enemy in the game. There are also two cloaked Ninjas, the only instance in the game where enemies are cloaked.
    • Chapter 13 has enemy cops, both male and female; the females have the same moveset as Konoko.
  • Paprium contains four hovering brown enemy robots, two each in two different areas, in the entire game. The in-game explaination is that they seemed to be a prototype of sorts, compared to the far more common white gynoid robot mooks which are everywhere.
  • Pirates (NIX) has a few one-of-a-kind enemies in a few areas. Notably, a single chef who throws his cleavers at you between hordes of common pirate mooks, two peg-legged pirates in the cavern stages (the only ones of their kind) and a single Aztec chieftain in the final stage.
  • Punch-Out!! (NES version) - King Hippo is the only boxer without a Head Swap.
  • Raging Blades has ghouls in a single area in the Cavern of Vortex, showing up in small numbers alongside the far more frequent skeleton enemies.
  • Shadow Force has those spider-esque enemies with a human's face in the Womb Level which can be encountered in two areas, in tiny amounts. Firstly as spawns from two Mook Maker enemies (and even then they're created only one at a time), and later on there's an area with two more of them.
  • Slaps and Beans has a level set near a race track where you fight mooks in race track suits. There's only a tiny handful of them, most which you defeat automatically in a cutscene, and when you regain controls there's exactly two left.
  • Shinobi (2002) - Many enemies appear only in bossfights, and they're often small flying enemies themed with the boss to facilitate the game's Single-Stroke Battle mechanics, including fire-breathing heads for Homura, giant snakes for Kurokuda, laser-spitting masks for Yatsurao, shikigami for Ageha and sentient paper charms for Hiruko.
  • Skylanders features a red troll-like enemy called a Metal Mage in its fourth installment, Trap Team, who doesn't attack but rather casts a protective barrier onto its allies. It is incapable of attacking itself and will teleport away when all the other enemies are defeated. This enemy only appears once in the stage Mystic Mill and is notably the only support-based enemy to not have a trappable counterpart. What makes this enemy interesting is that it was originally intended to be a playable Skylander but was scrapped part-way into development, leaving it as a small curiosity.
  • Splatter Master has two easy-to-defeat gargoyles on a bridge in the second level.
  • Streets of Rage 2 - The game has a number of regular mooks that have names unique to their respective sprite-palette combos. Examples include a Joseph named "Talk" and a Donovan named "U-3". Killing such mooks will net juicy point bonuses (useful for racking up extends).
  • Super Punch Patrol has a single naked mook (disguised as a statue of David) in the final stage, and thankfully he's one-of-a-kind.
  • Teenage Mutant Ninja Turtles:
    • The Arcade Game - The NES version has two exclusive stages that each feature a unique roster of enemy characters. Scene 3-1, a snow level, features Hitmen Frosties (hopping mechs disguised as snowmen), snowball-throwing Foot Soldier, and an invincible snow plow. Scene 6, which is set in a Japanese dojo, has Blades (hunchback ninjas), Venomous Scorpions, and Vincent Van Growls (robot tigers that come to life out of door paintings).
    • The Manhattan Project for the NES had most enemies that aren't Foot Soldiers or Stone Warriors have only a few appearances: electric mines partway through Stage 2's first half, the small helicopter drones from the Arcade and first cartoon only show up halfway through Stage 6, Stage 8 introduces small robot heads that shoot lasers at you, and that's only the tip of the iceberg.
    • Turtles in Time - The penultimate level, Starbase, has a robot moving up and down who fires lasers at you. It takes one hit to kill, and no more appear.
  • Thunder Hoop: Strikes Back has two flail-wielding mutants who can deflect your shots with their weapons and throw them from a distance as a ranged attack, but they go down as easily as any other mook once you got past their defenses.
  • Lollipop Chainsaw has the named zombies... while some are mini-bosses, most are just slightly stronger mooks. They give more experience and bonuses once killed.
  • Battletoads on the NES has only one Yellow Swellcheeks, which flies erratically around the uppermost level of the Dark Queen's Tower, threatening to blow you off the platforms, and is impossible to hit.
  • The first level of Nightmare Creatures contains three small, grey imps. Later in the game players will battle their larger red brethren on a regular basis, but the small grey types do not appear after the initial encounter.
  • Star Wars: The Clone Wars
    • Geonosians, who appear only in the first mission when the player is on foot.
    • Corporate Alliance droid tanks, who make up a defensive line around the Separatist dig site in mission 7. Two more appear in mission 13, defending the shield generator.
    • The Spectral Guardians of the Jedi Monument, who Anakin must defeat to gain access to Ulic Qel-Droma's tomb. They can dish out a lot of damage to the fighter tank and are completely intangible, meaning they can't be targeted or damaged and they can past through the environment. The only way to destroy them is to destroy their tombs.
    • Thule turrets, encountered in mission 13. Statistically, they are similar to DF.9 turrets but are much smaller.
    • Anti-air plasma turrets in mission 14.
  • Super Star Wars has only one Spitapillar, near the end of the Sandcrawler Interior stage.
  • Superman 64 features a giant electric eel in a pool of water during Stage 2. This enemy is a bit of a Big-Lipped Alligator Moment, as said pool of water is inside a dam and the eel doesn't seem to be related to Mala's attempt to blow the place up.
  • Ultra Toukon Densetsu has one Alien Hipporito that shows up in the first level, and nowhere else in the game - not even during the Boss Rush in the final level where the game resurrects practically every single major villain to challenge you in a rematch. Additionally, the final level have a handful of Mochirons that doesn't show up anywhere else in the game.
  • Urban Chaos:
    • The corrupt police officer in Transmission Terminated, who has the ability to arrest the player, triggering a game over.
    • The Baalrog, a demonic fire beast which is fought in the penultimate mission of the game.
  • God Hand has only one giant zebra-masked wrestler, at the end of 4-7, Electric Deathmatch. He leaves behind the Granny Smacker when defeated.
  • One level of Monster Hunter (PC) has three green ghosts, and precisely nowhere else, with the remaining ghost mooks encountered being white. That level is appropriately titled "He Slimed Me!" as a Ghostbusters Shout-Out.
  • Ninja: Shadow of Darkness has giant eagles in one specific area of the mountain levels, and nowhere else. They appeared to be an Airborne Mook variant compared to the much more frequently encountered gargoyles.
  • Xena: Warrior Princess has certain enemies that shows up in single digits, in a single area and nowhere else. For instance skeletons only shows up in the Druid Sorcerer boss fight, King Valerian's army only have two Heavily Armored Mook sergeants, while there are only two scythe-wielding cultists in the entire game, right before the final boss.

    Action Adventure 

  • Startropics has Squidos, enemies that only appear in one room in the game. To top it off, they appear shortly after you acquire a teleport-kick Smart Bomb attack, so you probably don't see them for very long.
  • The Tomb Raider games do this a lot, but then as it takes place all around the world this is a given.
    • Most enemies, such as the dinosaurs in Tomb Raider I and Tomb Raider III, tigers in Tomb Raider II and the giant statues in III are fought frequently in single levels but nowhere else. There is, however, only a single hammerhead shark that appears in The Last Revelation that can't be killed as there's no underwater weaponry in that game, unlike the others.
    • In Tomb Raider: The Angel of Darkness, there is only a single Plant Person in the Bio-research Facility who busts out of a tank, and a lone orange jumpsuit-wearing prisoner in The Sanitarium who won't attack you. There are also only two Leviathans; one in the Bio-research Facility, and another in the Aquatic Research Area.
  • Batman: Arkham Series:
    • A justified example occurs in Batman: Arkham Knight. A Militia leader is seen giving his soldiers a briefing about what he believes is a fool-proof method of defeating Batman: a suicide vest that will explode upon the incapacitation of the wearer, killing them and causing Batman to break his no killing rule. However, his men are understandably hesitant to embrace the idea (what if a soldier wearing the vest falls asleep?), and the leader has his vest disarmed without much fanfare. No other vests are encountered in the game.
    • Batman: Arkham Asylum has after a certain point in the story a few Blackgate thugs wearing Arkham Asylum rain slickers in a feeble attempt to ambush Batman. Nowhere else in the game do they show up.
  • Star Fox Adventures has exactly one flamethrower Sentinel, appearing only in the second visit to the Krazoa Palace, and four RedEyes, which only appear in Walled City and don't respawn when killed.
  • Boktai
    • A single all-green ghoul called a "Bokmin" appears in the Scar Of The Land dungeon that acts different than any other enemy in the game. It is out of reach and can be controlled by foot switches in the adjacent room where the player is, and must be guided around hazardous floors to reach a switch to open a door. Even if you hack Django into its room it is harmless outside of collision damage, and won't fight back outside of reacting to the player's presence.
    • A single green mimic appears in Firetop Mountain, hidden in a lava pit that must be drained before it can be found, which looks and acts exactly like the other mimics and only exists to score a cheap shot on the player. More of them appeared in the sequels, but only a single one can be found in the first game.
  • Shotgun Legend, a homage to The Legend of Zelda but starring a redneck with a shotgun, features one of these, more of an obstacle than anything: a scarecrow that blocks the way and does nothing but summon crows to attack you. Empowered Skeletons are also only found in the final dungeon.

    First-Person Shooter 
  • Classified: The Sentinel Crisis has a scant number of Shield Bearing Mooks in the army facility who can be gunned down only from their side or back.
  • Dread Templar has one Apostle who uses an Energy Bow in an early stage, while the remaining Apostles either use tridents or spells.
  • One hotel suite in Eternal Evil contains a nude female ghoul who pounces at you, and no such enemy are encountered anywhere else.
  • Hellforces has a sole Robot Dog, Cerber, fought outside the sewer stage, who dies as easily as any other mook. You even lampshade it in-game:
    "Well, seen that he-dog? He's gone forever."
  • Prime Target has has the henchwomen mooks, rarely-encountered enemies armed with Nitrogen Blasters. One appears one-third into the game, alongside more common enemies (where you can obtain her Nitrogen blaster after killing her) and a few more shows up in the final level.
  • The first-person shooter Ubersoldier features a single flamethrower-toting, gas mask-wearing soldier in the final level. He can be killed quickly, and never appears anywhere else.
  • Serious Sam
    • In Serious Sam: The Second Encounter, there are a few Sirian Werebulls in "The City of the Gods" with cannons attached to their backs, giving them a dangerous ranged attack. These Werebulls are never found again after this.
    • After being one of the most common enemies in The First Encounter, Male Gnaars are much rarer in TSE, with only a few groups of them being found in "The Tower of Babel".
    • Serious Sam 2 has exactly one ork (which has a different design) that use the plasma pistol as a weapon. It only appears in a secret arena of the sewer level.
    • The volcano level in Serious Sam 4 has a secret containing a Lava Golem, an enemy that hasn't been seen since TSE.
  • Three robotic manta ray mechas appears in the final stage of Shadow Master, and nowhere else.
  • Marathon:
    • In Marathon 2: Durandal, the "mother of all Cyborgs" only appears once, on the level "Sorry Don't Make It So". In Infinity, it became a recurring (but rare) enemy, and they were even more common in the EVIL Game Mod.
    • In the first Marathon, the Drinniols were only used twice in the entire game, on "The Rose" and "Blaspheme Quarantine". They also had a Dummied Out orange Palette Swap, which may have been the source of the "A Good Way To Die" Secret Level rumors. Better yet are the hostile M.A.D.D.s with grenade launchers that only appear in one level, "Beware of Low-Flying Defense Drones".
    • Marathon Infinity has several of these, due to its ability to use separate physics models for individual levels. For example, in Confound Delivery, there's a Juggernaut that fires bouncing grenades rather than the usual homing missiles, one of the Dream Sequence levels has a translucent squid-like creature found nowhere else, and another has cloaked S'pht'Kr. The Vidmaster's Challenge version of "If I Had a Rocket Launcher" is the only level to feature VacBOB Simulacrums.
    • In Marathon: EVIL, the Devlins have a few unique variants, such as a giant one on "All dressed up, and no place to go", a cloaked one on "Mr. Bill meets Gumby", and a completely invisible one guarding a nest of babies in the same level. The Mystics likewise have a Giant Mook version only seen on the final level, "Life's End".
  • Crysis:
    • Only 12 enemy Nanosuit Soldiers appear throughout the entire game. While this somewhat makes sense from a storyline perspective (Nanosuits costs about 1 million dollars each), it's a bit underwhelming from a gameplay perspective since they're only about as tough as a Covenant Elite, so they could have easily been used more often without being unbalanced, especially in the later levels. The only obvious reason why they weren't used more often was their terrible AI, especially compared to normal soldiers; most of their difficulty comes from facing them in groups and their buffed HP. They're relatively common in the Warhead expansion though, even being the main enemies for a couple of missions.
    • There's a type of alien trooper that has a different head crest and is equipped with a freeze ray instead of an ice gun. There are only about 3 or 4 of them in the entire game. Again, they're a fairly standard enemy, so it's not like they make up for their rarity by being much tougher than normal or anything like that.
  • The "Bouncer" Big Daddy enemy that serves as the Series Mascot of BioShock is actually only fought twice; once on the second level and once on the final level. All other Bouncer-type Big Daddies encountered in the game are the Elite variant, which uses a different character model (though one can revisit the second level and fight more plain Bouncers).
  • Bioshock Infinite:
    • There is exactly one Vox-Populi-aligned Handyman in the main game, all others belong to the Founders.
    • Most of the Zealots in the game fight for the Founders, with a few exceptions: a handful, dressed in soldiers' uniforms rather than hooded cloaks, fight for Slate's soldiers, while exactly one, sporting a red outfit, fights for the Vox Populi. There's also one unique Founder Zealot with a white outfit (all other Zealots wear black) fought in Comstock House.
    • There's also exactly one Sniper fighting for Slate's heroes, and one Sniper fighting for the Founders. All others fight for the Vox-Populi.
    • Said enemies, save for the Slate-aligned examples, make more common appearances in the Clash in the Clouds challenges.
  • GoldenEye has just three enemy Russian Commandants, each of whom use a unique weapon: The one in "Dam" uses a DD44 Dostovei, in "Surface 1" they use a Klobb, and in "Bunker 1" they have a PP7.
  • Pathways into Darkness, not including boss-type enemies, has the invincible Yuck Monsters (Green Oozes) on "Warning: Earthquake Zone", the flying rats and flying lizards on "See in the Dark" and "Watch Your Step", respectively, and the invisible Wraiths from A Plague of Demons and electrical orbs in the Labyrinth that are not seen again until the Multi-Mook Melee at the end of the game.
  • Cassandra's Bodyguard Babes seen during Mission 1-3 in Perfect Dark and in the Bonus Stage "Mr. Blonde's Revenge". They make up a fairly large number of enemies in the former and are almost all the enemies in the latter, but otherwise are never seen.
  • In Killzone 2, only several Elite Shock Troopers are fought, all in the third-to-last level. In Killzone 3 only two of these guys show up in the entire game, as part of the first wave of enemies at the beginning of the last level. It's entirely possible for your allies to gun them down before you even notice them. Killzone 3 also has the Capture Troopers and Hazmat Troopers, Chairman Stahl's personal elites who show up frequently in cutscenes but are only seen a handful of times in the game.
  • Left 4 Dead 2:
    • Hazmat zombies were one of the "Uncommon" Infected that acted as this - zombies that only appear in one campaign and have some attribute changed from normal zombies (aforementioned hazmat zombies are immune to fire, fallen survivors run away and drop items on death, clowns attract small hordes, mudmen move faster and blind players, workers ignore pipe bombs, and riot zombies are immune to attacks from the front). Starting with The Sacrifice, however, the unique enemy status of most of these uncommon infected has been ditched and they can be found wherever they'd be appropriate in The Sacrifice, Cold Stream, The Last Stand, and ported Left 4 Dead 1 campaigns. At the same time, workers have a unique skin for Dead Air where they appear as baggage handlers, and fallen survivors have a unique skin for Swamp Fever where they appear as the fallen parachutists already seen in the campaign as corpses, double subverting this.
    • The game occasionally spawns Jimmy Gibbs Jr. at the finale of Dead Center. He's basically an extra-tough version of the Hazmat Zombies, being All Your Powers Combined to most of the uncommon infected, being immune to being ignited like Hazmat Zombies, having 1000 HP like the Fallen Survivors in The Passing, causing Interface Screw with motor oil like the mudmen in Swamp Fever, and being immune to pipe bomb or bile bomb lures like the construction workers wearing hardhats and earmuffs in Hard Rain. He does not have Horde attracting clown shoes like the infected Clowns in Dark Carnival, nor is he immune to damage from the front like infected Riot police in body armor in The Parish. He is also specifically vulnerable to one hit kills from headshots or melee weapons, presumably so that first time players don't have too hard of a time in the first campaign. Ellis and Coach, who are fans of him mention his appearance.
    • The first Tank in The Sacrifice looks different from the other Tanks in the game - bald and with the USMC logo tattooed on his chest where every other Tank has a rather large wound, presumably he was an infected serviceman who was being transported for testing before the train stopped and he was stuck there.
    • The first level of The Passing is the only place where you will encounter the bride Witch, where she forms the crescendo event of the level by blocking your way and causing the horde to attack you if you startle her (unless you can pull off a well aimed headshot with a shotgun) or turn on the wedding music box which also makes her freak out and summons the horde.
  • Red Faction:
    • Red Faction
      • The first one-time non-boss enemies include the APC after leaving Mine M4, the Riot Guards in the barracks, the Ultor Combat Drone in the shuttle bay area, and the adult and baby Rock Worms near the end of Capek's Zoo.
      • There are two Ultor Guard Commanders that don't carry assault rifles; the first one is in the bot repair shops using a shotgun, while the other is found in the communications tower using a sniper rifle.
      • In the level "Shooting Gallery", there are two automated ground turrets firing explosive rounds. These are the only turrets to do so.
    • Red Faction II
      • A single transit cop can be encountered in the subway level of Alone in the Dark.
      • Tank on the Town is the only time in the game where enemy tanks are encountered.
      • An urban soldier is encountered carrying a railgun, right after Echo is killed at the end of Hangin' in the Hood. In the same encounter, there is an ATV that attacks you as well. This is the only ATV that attacks you on foot, as they otherwise only attack you in a vehicle.
      • During the boss fight with Quill, an urban sniper will occasionally spawn with a railgun.
      • In Inside the Nano Base, while in the Battle Armor, a single Processed Grunt carries a WASP.
  • The Dark Forces Saga games generally have at least one of these per game, although a lot of them function more as bosses in all but name than as mooks - the Rancor is a particular common one, a single one appearing in Jedi Knight: Dark Forces II and two, one mutated, across Jedi Knight: Jedi Academy. Academy has two of possibly the most unique enemies in the series, both variations on the standard Mercenary - one in the Coruscant level is the only one to carry a heavy repeater rather than an E-11 (as part of a Shout-Out to the developer's earlier Soldier of Fortune series), and another in Nar Kreeta is the only one in the game that drops a key on death (every other key the player needs drops from Imperial officers) and has the voice of a stormtrooper instead of the normal merc voice.
  • Call of Duty:
    • Guard dogs tend to fill this role, thanks in part to their Demonic Spiders status when they're not limited to one or two levels.
      • There is exactly one guard dog in Call of Duty: Black Ops. It appears in the beginning of "WMD".note 
      • In the previous Call of Duty: World at War, you encounter only about three guard dogs in the entire game, all of which you fight exclusively in "Vendetta".
      • The same more or less applies to Call of Duty: Modern Warfare 3. Guard dogs are exclusive to the level "Eye of the Storm" and its Spec Ops variation "Resistance Movement", while the similar hyenas only appear in "Back on the Grid" and its Spec Ops variation "Fatal Extraction".
    • In Black Ops, "Heavies" make an appearance in the campaign and have the unique trait of having roughly triple the health of regular enemies, but make just two appearances despite their potential to shake encounters up. In "Vorkuta" they wield the KS-23 and perpetually spawn while you are trying to breach the armory. In "Redemption" a pair of them wielding RPKs are among the final enemies you encounter in the entire game.
    • Call of Duty: Black Ops III's "Demon Within" level marks the only campaign appearances of Nazis, Dire Wolves, and then zombies.
    • In Call of Duty 4: Modern Warfare, an Ultranationalist in "Crew Expendable" carries a Desert Eagle, the only one you can find in normal gameplay (he drops two of them, due to a bug). Another Ultranationalist in "Game Over" likewise carries the only M60E4 you can get in the campaign.
  • Medal of Honor has German Shepherds as the Demonic Spiders that you encountered in one level.
    • Medal of Honor: Underground had Germans in actual suits of armor who would charge you with a variety of Middle Age weaponry. There's also German spies (mooks wearing white with a red fez) in Casablanca and buccaneers in the Norway level.
    • Allied Assault: While exactly four King Tiger tanks are encountered throughout the story, two are stationary props that can be destroyed as optional objectives for a Cosmetic Award. The third tank, meanwhile, is captured by Powell and an American tank crew and is thus driven by the player and then serves as an ally. The fourth, and final, tank, however, is fought as an enemy at the end of the 5th level, and must be destroyed to complete the mission.
      • The Breakthrough Expansion Pack has a total of one AB41 Armored Car fought throughout the entirety of the game, specifically during the first level set in Sicily. The second one encountered is actually driven and used by Baker to blow up a German railway gun at the bottom of a slope.
    • Frontline has an angry chef who throws knifes at you (and it's implied it's the same chef every time, judging by his evolving Amusing Injuries every time you meet him).
    • Rising Sun had German officers, since you were fighting the Japanese in that game.
    • Vanguard has Italian Soldiers, who only appear in the first mission 'Off Target', afterwards German Soldiers replace them for the rest of the game.
    • Medal of Honor: Airborne has the Italian Blackshirts, who are only fought in the first half of the first mission, and are then replaced by the Tropical Heer Infantry (i.e. Afrika Korps soldiers), who only appear in the second half of said mission. From then, the latter are replaced entirely by the European Heer Infantry (standard Wehrmacht soldiers) and Waffen Infantry (Waffen-SS soldiers) for the next levels. Finally, the Fallschirmjäger Infantry, where only a squad of them are fought during part of the 5th level. In a single-enemy example, one of the Heer Officers encountered in the climax of the first mission is equipped with a sniper rifle as apposed to he submachine guns they normally use.
    • Warfighter, since the modern games were based on actual conflicts that required the US Special Forces, has Somali pirates in one very short level.
  • Wolfenstein 3-D has "floating vampire Hitlers" which hurl streams of fireballs at you in the final level of episode 3 and Pac-Man ghosts in the secret level of that episode.
  • Return to Castle Wolfenstein
    • The Venom Gunners (who are actually the same NPC as the Flamethrower Troopers) only appear in the first level of the Norway mission. This is the only time they actually use the Venom, however. A single Venom Gunner also appears in "Dig Site" on Death Incarnate difficulty.
      • A Black Guard with an MP 40 can also be found in the same mission.
    • The penultimate level of the game features a zombie variant known as "Ghouls". These zombies are just like the standard ones, but they are stronger, have glowing yellow eyes, and do more damage with their skulls.
    • The zombified Marianna Blavatsky in "Heinrich". She behaves just like a standard zombie, but moves slightly faster.
  • Wolfenstein (2009):
    • Elite Mooks are extremely rare, especially when you consider that they're only slightly tougher than regular enemy soldiers. For example, there are only about 8 Elite Guards in the entire game, or only about 9 Flamethrower Soldiers in the entire game.
    • There is also only one Panzerschrek-armed Mook in the entire game. He appears in the level "Farm".
    • Snipers in the "Radio Tower" side-mission. Their Kar98ks have scopes, unlike all the other Kar98k-wielding Nazis.
    • A Tiger tank, the only one in the game, is encountered when heading to the "Airfield" mission.
    • The Red Despoiled, who carry MP 43's and have the ability to disperse shockwaves of Veil energy. They only appear in the Airfield mission when fighting the Elite Guard boss, whereas their green cousins are encountered more often.
  • Wolfenstein: The New Order has several enemies who could be classified as unique. The 1946 variation of the Super Soldier is fought one time unarmed, and two are fought much later, armed with machine guns. Secondly, a single Heavy Robot is fought as a miniboss at the end of the London Nautica level. Finally, the Panzerhund is fought head on in the penultimate level after being encountered as an environmental hazard in many other levels.
  • Wolfenstein: The Old Blood:
    • In "Wolfenstein Keep", there are two Commanders who do not have a radio frequency.
    • In "Ruins", there are two Shambler Kampfhunds that are encountered shortly after Pippa is killed. They behave identically to living Kampfhunds, and they do not have their own entry in the journal. The Shambler versions of Pippa, Kessler, and Krause are also encountered in the same mission.
  • The Playstation port of the original Doom features a single translucent Cacodemon that's locked in a cage in the level Tenements. This is most likely an error, however, since translucency is a flag that can be set to any monster, but is only used to create the Spectre enemies.
  • Doom II: Hell on Earth, for its secret levels based on Wolf3D, has that game's blue-clad SS enemies to populate them. They're a lot less dangerous here than in their home game, so the developers throw more of them at you to help make up for your superior firepower.
  • Doom³:
    • In the third level, you encounter a "morgue zombie" in the infirmary. It can run almost as fast as you can, and would have made a pretty challenging enemy if encountered in large numbers. The fire zombie is encountered in the same level; the one you see in the infirmary is only one of a handful, the others being encountered in the Delta Labs.
    • The Riot Trooper Z-Secs, who only appear in "Communications Transfer". A total of four of them are in the level. Their pistol sounds just like the player's.
    • There's also one unique Chainsaw Zombie wearing a party hat, encountered in "Delta Labs Sector 4".
    • In "Hell", you encounter "boney" zombies in one area, who are stronger than normal zombies. They are also encountered in Resurrection of Evil's penultimate level.
    • Also, the Imps and Hell Knights you encounter in "Hell" have unique appearances.
    • Ticks, which are little more than a reskin of the Trites, are fought only once in the original game, a swarm of them appearing in Delta Complex. However, they appear more often in the expansion pack Resurrection of Evil.
    • The Xbox version features a single crawling Imp that appears in Delta Labs Level 3 South. The crawling Imp is a variant of the Imp that is unused in the PC version but can be spawned via console.
  • Unreal:
    • Skaarj Snipers are only encountered in "Outpost 3J". However, they don't use their signature weapon, the Sniper Rifle (which they equip if spawned in the console), and instead, use GES Bio Rifles.
    • There are only two Mercenary Elites in the main game, one in "Noork's Elbow" and another in "The Darkening". They appear more often in the expansion pack, Return To Na Pali.
    • Behemoths, the largest Brute variant, are only encountered in a pair at the end of "Cellars at Dasa Pass". However, a third one appears in "Nali Castle" on Unreal difficulty. As with Mercenary Elites, they appear more often in the expansion pack, Return To Na Pali.
    • A Giant Gasbag is encountered in "Nali Castle". Another appears at the start of "UMS Prometheus" in Return To Na Pali.
    • An orange Tarydium-charged Skaarj Berserker is encountered in "Mothership Lab". That same level also contains Skaarj Infantries that carry a Minigun (the only other Minigun you can acquire in the game) and a Flak Cannon (but a Skaarj Gunner with a Flak Cannon will spawn in the next level on Unreal).
    • In "The Darkening", several green and blue Tarydium-charged Skaarj are encountered. A blue-skinned Skaarj Berserker, the only one of it's kind, is also encountered.
    • The Space Marines in the expansion pack, Return To Na Pali. They are the only enemies to use the expansion pack's new weapons.
    • Also from RTNP are the Ice Skaarj, blue Skaarj Warriors note who are only found in the two snow levels when playing on easy difficulty. On higher difficulties, they are replaced with Mercenaries.
  • PAYDAY: The Heist:
    • The gangsters, the only non-police enemy in the game, are encountered in Panic Room (a few of them are in Undercover as well).
    • Murkywater mercenaries, who are only encountered in Slaughterhouse.
    • A red-shirt variant of the security guard, who carries the Compact-5. These guys appear at the start of Diamond Heist, and one appears in No Mercy if you use the stealth approach.
  • PAYDAY 2:
    • "Hoxton Breakout" Day 2 features female FBI agents with Bronco .44s.
    • "Hoxton Revenge" features "Safehouse Security Guards" that patrol the outside of the house. These guards look similar to Murkywater PM Cs and are practically a Palette Swap of them.
    • "Brooklyn 10-10" features a unique instance of non-police special units, in the form of gang snipers. They behave just like police snipers(and can even be highlighted like police special units).
  • Area 51 (FPS)
    • There are three sharks with machine guns, which are a secret enemy that can be found in "The Grays". A reference to Dr. Evil.
    • There are two regular Black Ops that can cloak in the last level, despite the fact that, normally, only Red Ops can cloak.
    • The ceiling-mounted minigun turrets, which only a handful appear.
    • The saboteur, the first enemy you fight, can be considered this. He can only be killed in a scripted sequence.
  • In TimeShift, only one Sentry is fought directly in the game, during Road Trip. Sentries appear throughout the game, but they are only in scripted sequences and are more like hazards.
  • Quake IV:
    • The Missile Turrets in the Canyon mission.
    • The Strogg Scientists, only encountered in "Strogg Medical Facilities".
    • The zombie-like Slimy Transfers in "Waste Processing Facility". The Failed Transfers to a certain extent, though they appear during the final boss fight.
  • Rainbow Six:
    • Rainbow Six: Vegas
      • You know that Marcelo guy that the terrorists talk about often? Well, you encounter him 3/4th through the first mission after arriving in the Mexican mines. He wears a blue shirt, whereas all the other guerrillas wear red or green shirts. Apart from his unique appearance, Marcelo has no special behavior, carries an AK-47, and dies as easily as any other terrorist. He also has a few unique lines, as heard when he and the other terrorist Irena orders to go with him stop at the top of the warehouse and discuss how annoyed they are with Irena.
      • In Dante's Casino, there is an area where two mercenary snipers carry PSG-1s. All other snipers carry the SV-98 or M40A1.
    • Rainbow Six: Vegas 2
      • The terrorists in the first mission, "Negotiations", carry AK-47s, the only time in the game where enemies use said weapon.
      • There is a mercenary outside of the sweatshops in Old Vegas who carries a Mark 23. All other Mark 23-users carry riot shields.
  • Soldier of Fortune:
    • Soldier of Fortune II: Double Helix
      • The enemy trucks and bulldozers that pursue you during the Countryside level of the Prague mission. There is also a single enemy helicopter in the same level.
      • During the penultimate level of the Colombian mission, there are several Colombian rebels who carry RPG-7s. This is the only time in the campaign where enemies use said weapon. Also in the same level, enemy boats.
      • In Kamchatka, there is a single Prometheus Russian soldier who carries an MM-1.
      • The female Prometheus soldiers, encountered only in the last mission.
  • Since the premise of TimeSplitters involves hopping around a wide range of settings and time-periods, almost every enemy type across the entire series is unique to the story mission they are found in. There are a few standout examples that don't even appear outside of one level:
    • In TimeSplitters 2, the Gasmask Special appears during the second half of "Siberia", and nowhere else. They aren't even playable, despite a set of reskins being unlockable and faced as enemies in Challenge and Arcade League missions.
    • Also in 2, there's the Consultant, who appears as a pedestrian in "Chicago" alongside the Accountant and the Lawyer. All three also serve as enemies in the "Men in Grey" Arcade League mission. The Accountant and Lawyer are both unlockable for use in multiplayer matches, but the Consultant bizarrely isn't, making "Men in Grey" the only time he can function as an enemy.
    • On Easy difficulty, there's only one encounter with Louie Bignose and Jimmy Needles. On Normal difficulty, there's exactly one enemy who uses the shotgun.
    • In "Notre Dame" and "Wild West" there is exactly one enemy apiece who dual-wield the resident pistol.
    • In "NeoTokyo", after re-emerging from the sewers, a pair of enemies will throw grenades at you. This bit of scripted behaviour appears to be a holdover from the original TimeSplitters, and these two enemies remain the only ones in TimeSplitters 2 that ever use grenades.
    • In Future Perfect's "Scotland the Brave" there's only one encounter with the Warrant Officers, the one at the meeting where Jacob Crow escapes. The return to the era, "You Take the High Road" has them as more common Elite Mooks.
    • In the Future Perfect level "The Russian Connection", when infiltrating the base you encounter just one Leonid, and one Vlad the Installer, along with two Oleg's. Every other enemy in this level is a Henchman or woman.
  • Doom Eternal:
    • The praying zombie cultists in "Cultist Base". They have unique red clothing and are harmless.
    • The Makyr Drones that appear during the boss battle against the Khan Makyr have a unique red robe.

    Metroidvania 
  • Most of the room-specific enemies in La-Mulana are really minibosses, but there are a few exceptions: Thunderbird in Tower of Ruin, a large white thing that fires lightning downwards; Ba in the Confusion Gate, which looks and acts like a larger version of the Goddamned Bats La-Mulana players all know and hate; and Spriggan in the Chamber of Extinction's upper area, a giant which the player needs to turn into a stepping stone to a higher platform.
  • In Dark Castle, the Magic Broom only appears in the Wizard's lair at the end of the Fireball path. In Return to Dark Castle, they are a regular occurrence.
  • The Hardbeetle in Aquaria is a small, practically invincible and unimportant creature that appears in exactly one place.
  • Ori and the Blind Forest has a spiny platform-circling Invincible Minor Minion that appears in one section of the Ginso Tree and nowhere else.
  • The Goonies II has an enemy that looks like an orange balloon that suddenly comes together and follows Mikey around. It only appears in the cabin basement on the right side of the map.
  • In Ori and the Will of the Wisps
    • Purple Tentacles are common on land in the Silent Woods, but only one is encountered underwater, in an optional alcove of Inkwater Marsh near the starting point of the game.
    • There are just two Ice Gorleks who don't carry shields; the first in the optional Disconnected Side Area of Baur's Reach accessed from the upper right corner of Wellspring Glades; the second during the climb up to Baur's Peak.
    • Shield-bearing Gorlek Miners and Gorlek Grenadiers without melee weapons are only encountered during the Weeping Ridge Elevator Action Sequence.
    • Willow's End has a unique Gorlek Miner that doesn't throw grenades, but produces a shockwave when striking with its axe.
  • Bloodstained: Ritual of the Night, Spiritual Successor of Castlevania, has a few such enemies. One example is Kunekune, which can only be found in one room in one of the castle's locales and only if you do a very specific action.
  • Cave Story has a number of them. The possessed door in the Noob Cave which only exists to prevent you from leaving without the Polar Star, Basil the white creature that races back and forth in the Egg Corridor and One Hit KOs you if you touch it, Kurara the large jellyfish that gives you Jellyfish Juice when you kill it, the Gravekeeper and the Giant Pignon who patrol the cemetary, and the Egg Fish who has no attacks and actually is worth an achievement if you never kill it during your playthrough.

    MMORPG 
  • World of Warcraft:
    • Omen is modified core hound with white fur and wolf-like heads. It was later recycled for The Kurken, a quest mob in the draenei starting zone (likely to give Hunters a tamable version). Other than that, no other mobs use that model.
    • In the vanilla game, dinosaurs were almost exclusively found in Un'Goro Crater. They've slowly become more common however, first with Un'Goro's counterpart Scholazar Basin, then later with the antagonists-turned-Horde allies Zandalari using them as war animals and beasts of burden.
    • Undead quilboar are only found in Razorfen Downs.
    • Lord Marrowgar was initially the only bone wraith ever shown. In Cataclysm, a fiery bone wraith named Earthrager Ptah was added, and a third appeared in Warlords of Draenor. They became a lot more common in Legion.
    • There are only three dragonmen in the game (not to be confused with dragonkin or drakonids, which are fairly common). Maloriak, a boss in Blackwing Descent; Tarvus the Vile, a rare mob in the Twilight Highlands; and Kyrak, a boss added in the revamped Upper Blackrock Spire. They're all implied to be some of Nefarion's experiments with dragon blood, and based on Maloriak's adventure guide entry, they're rare because they're a failed experiment.
    • Lord Rhyolith has a unique molten giant model in his first form. His One-Winged Angel form in Phase 2 on the other hand is shared by an add in the Amber-Shaper Un'Sok encounter in the Heart of Fear.
    • There exist a handful of tamable beasts that have unique appearances, and they're sought after both by players looking for loot or achievements and hunters looking to tame them. Notably, the Spirit Beast family of pets is almost entirely made up of unique pets with respawn timers that range from hours to days.
  • In EverQuest, in the older zones more so than the newer ones, 'named' monsters would sometimes have a 'placeholder'. This placeholder doesn't usually have any unique abilities or loot drops, it's just a mook with a unique name.
  • Giants in Guild Wars 2. Outside of four bosses (one of which is found in a dungeon), they're only encountered during a quest in Brisban Wildlands that spawns between one and six of them, depending on the amount of players present. This makes the Giant Slayer achievement, which requires killing a thousand of them, infamously difficult, and turns the aforementioned quest into a frantic rush to land a hit on at least ONE before the rest of the player mob wipes them out.

    Platform Game 
  • In Spyro: A Hero's Tail, in the level Dragonfly Falls, there is an angry shepherd who will send goats to attack you. He and his goats disappear permanently when you defeat them (although one of the goats appears in the Model Viewer), and don't even respawn when you die. The same level also features rock-throwing monkeys that don't appear anywhere else in the game, and the Ice Citadel has a lone ice giant.
  • In Spyro: Year of the Dragon, the level Dino Mines features a lone Gunslinger Dino with dark green scales and a red hat, encountered only in the Agent 9 Rail Shooter section. This 'Secret Dino' does not attack you and only appears for a few seconds before walking off-screen; shooting him awards you with a Skill Point. The Secret Dino reprises this role in the Reignited Trilogy remake, though he has red scales this time.
  • Kirby:
    • The original Kirby's Dream Land contains a single Shotzo (Blatzy in Extra Game) that is attached to a parasol in Bubbly Clouds. Unlike the Shotzos attached to parasols in later games of the series, it perpetually stays in the air, firing shots downward which propel it back up. No other Shotzo in the series has ever used this type of behavior, making it a truly unique enemy.
    • Kirby's Dream Land 2:
      • The game has Tincell, used only in the fight with Sweet Stuff. The same boss has a sideways moving variant with Squishy that appears nowhere else.
      • While both Nelly and Co-Kracko only normally appear in the fights with Nruff and Kracko respectively, they also appear in the Bonus Chance minigames for their respective levels as the main obstacles, whereas Tincell doesn't appear.
    • Kirby Super Star
      • The "Dyna Blade" mode has one Walky with unique behavior seen nowhere else: it will get scared and try to frantically run away.
      • "The Great Cave Offensive" sees only one Swinging Waddle Doo appear in the entirety of the game as a whole.
    • Kirby's Dream Land 3 has two examples. The first is Polof, a rabbit-like creature that appears in one stage of Sand Canyon, and quickly disappears into a background wall when you approach. It serves a purpose, though: that spot where it vanished is a secret door leading to a room filled with items. The second is a creature called Batamon; it looks like Kirby and almost always appears marching behind walls and other unreachable areas. Although they appear quite a few times in the game there is usually no way to engage them directly, however, in one Auto-Scrolling Level in Cloudy Park you can continue past the goal and find a secret room full of them, including one Kirby can directly interact with.
    • Kirby 64: The Crystal Shards:
      • Noo, a ghost that pokes out of a wall and shoots fireballs at you, only appears in one darkened room of Rock Star's second stage.
      • Rockn, a Bullet Bill like rocket that fires out of walls, only appears as a single group of five in the second room of Shiver Star's fourth stage.
      • Stage 3 of Shiver Star features a cyclical room with Shotzo-like enemies in the background. Unlike other such enemies these things are very accurate and able to lead their shots to easily hit you, forcing you to take cover behind parts of the environment.
    • Kirby & the Amazing Mirror has an odd example in the form of the Squishy, a squid enemy. In games both before and after this one, Squishy is fairly common, but here? There's only one in the entire game. Even stranger, while you'd expect it to show up in the game's dedicated water area, "Olive Ocean", though this isn't the case; instead, it's found in a random room of the Moonlight Mansion area. It doesn't even serve any unique purpose, it's just... there.
    • Much like in "The Great Cave Offensive," only one Swinging Waddle Doo appears in Kirby's Return to Dream Land, Kirby: Triple Deluxe and Kirby: Planet Robobot, all in only one stage each.
    • When the Whip copy ability was first introduced in the series, it was always given by Whippy, a catlike Waddling Head with a whip-tail. In Kirby: Planet Robobot, however, Whippy appears only once in one of the game's last EX stages. Whip is somewhat rare to find in Planet Robobot (it only starts showing up in the second half of the game) and its designated enemy is the newly introduced Wester, so the single Whippy comes across as a secret nod to the previous two games where it was more common.
    • In Kirby Star Allies, there's a singular Driblee in the Inside Islands EX stage that strangely, is hanging upside down from the ceiling. Though the enemy appears several times throughout the game, this individual is the only one you'll ever see in Story Mode pulling off this particular stunt (which comes across as a little unusual when it lacks any apparent means to defy gravity). One of the content updates would include more hanging Driblees in rooms added to the "Guest Star ???? Star Allies Go!" extra mode.
  • Prince of Persia:
    • The Politician, a Giant Mook fought at the end of Level 6. This isn't technically a boss, as he is only slightly tougher than the regular Mooks. He was made into a proper boss in the SNES version, and replaced by the tougher Gatekeeper boss in the Classic remake.
    • The first enemy of Level 8 also qualifies. He looks like every other guard but has different AI. Including the fact that he'll never move towards you, so you really have to learn how to step forward and parry.
  • The Neo Geo platformer Top Hunter has two unique enemies in the wind stage: a Tatoo guy who dies in one hit and a walking detonator that will eventually go away if you ignore it.
  • Many enemies in Gimmick! (1992) are encountered only once.
  • Lots of things in I Wanna Be the Guy only show up in one particular place, usually to punishing you for a completely logical action with a Big-Lipped Alligator Moment. These include Ryu, a plane, and the Red Snifit himself, armed with a BFG.
  • The 8-bit version of Sonic the Hedgehog has two enemies that each only occur once: Burrobot, in Labyrinth Zone, and Bomb, in Sky Base Zone.
  • In Mick and Mack: Global Gladiators, there is one single skunk enemy in the second level.
  • Banjo-Kazooie:
    • There is a black-colored Snippet in the sand castle of Treasure Trove Cove. It's twice as enduring as the other Snippets in the game, including the Mutie variety that is fought in Clanker's Cavern as a Wolfpack Boss.
    • In Tooie, Witchyworld is filled with Jippo Jims (the rat enemies armed with mallets), but that only goes for the costumed ones found in the attraction areas. The beginning of the level has a lone non-costumed Jim.
    • Mucoids only appear during the battle with Terry.
  • The rare arcade platformer J. J. Squawkers features at about the beginning of the first level a white monkey with a human face (!) and Mickey Mouse ears (!!) shaking a tree to let dangerous fruits fall down. It lets out a hilarious death scream when defeated. Level 3 has a tough yellow walker mech that shoots tons of missiles and can be considered a Boss in Mook Clothing.
  • Every game of the original Crash Bandicoot trilogy has at least one weirdly underused enemy that you often have to go out of your way to find.
    • Crash Bandicoot (1996): There are two gun-wielding gangsters that are only found in "Cortex Power". They show up in side paths that lead nowhere, meaning you're not required to confront them unless you're aiming for all crates.
    • Crash Bandicoot 2: Cortex Strikes Back: The secret path of "Turtle Woods", the first level of the game, features two giant Ostriches that act as platforms but will bury their heads when Crash gets close, forcing you to jump on and off them quickly; not only are they unique to this area, they're also the only creatures in the game that are completely harmless.
    • Crash Bandicoot 3: Warped: There are repeating enemies unique to a particular level and there are odd variations of certain ones. Pterodactyls are encountered frequently in the prehistoric-themed levels "Bone Yard" and "Dino Might!", but in the secret hard-to-access level "Eggipus Rex" they are larger and act completely differently, hovering up and down at fixed intervals rather than staying perched until approached, and they serve as flying platforms like the birds from previous games, rather than simple obstacles. On the gem path in "Tomb Time", there is one set of spears that's triggered in three waves as opposed the one wave like the rest in the game.
    • Outside of the trilogy, Crash Twinsanity had a lone barrel-throwing Rhino pirate in "High Seas Hi-Jinks" and only two groups of Driller Ants, one at the end of "Rockslide Rumble" and another partway through "Ant Agony".
    • In the DS version of Crash of the Titans, the Piganna only appears in the very last level, right before the final boss.
    • Crash Bandicoot 4: It's About Time:
      • There's only a single hostile boar and two crabs, both encountered within the first two minutes of the first level, "A Rude Awakening". Their presence serves as a throwback to the original Crash, contributing to the Nostalgia Level feel of this opening section - it's only after getting past them that the level starts changing things up from the original N. Sanity Beach setting. It's also worth noting that the crabs are the only enemies in the game that have a unique death animation for Crash only - if Coco dies to the crabs she just gets the generic angel death animation.
      • There's only one non-boss enemy that provides two death animations: the ball-and-chain-wielding zombies in the levels "Snow Way Out" and "Stay Frosty". One if they hit you from a distance, and another if you run into them up close.
      • In Dingodile's section of the level "Rush Hour", there's only a single hostile recycle bin robot - an enemy that's otherwise plentiful when you play as every other character - located off the beaten path past the exit to Tawna's section, meaning it's possible to miss it entirely if you're not looking for the level's hidden Gem. Running into it is the only way you can see Dingodile's version of its 'death' animation.
  • Rayman:
    • In Rayman, there's only one Flower Tentacle (a weird yellow tentacle plant that spits out Livingstones when you punch its mouth) in the entire game, located in the level "Moskito's Nest".
    • In Rayman 2: The Great Escape:
      • Mini Janos only appear in "The Cave of Bad Dreams" and in "The Sanctuary of Stone and Fire", as a group in the former and a lone individual (Or two in the PS1 version), and are even more unique in that they behave differently in the two levels. The ones in "The Cave of Bad Dreams" dig into the ground, pop up somewhere else, then move forward for a while before digging again, breathing fire at you or grabbing you and eating you when you get too close, while the one(s) in The Sanctuary of Stone and Fire either hides behind a pillar and keeps it between you and him until you turn your back at him, at which point he will zoom out towards and try to jump on you, or in the PS1 version they patrol a set pattern around the room, breathing fire at you when you get too close or attack them.
      • The N64, PC, Dreamcast, DS, 3DS and PS2 versions have only two Ninja Henchmen, one at the end of "The Precipice", and another one either in the interior of "The Prison Ship" in the N64, PC, Dreamcast, DS and 3DS versions or "The Echoing Caves" in the PS2 version. They are more common in the PS1 version, though, where one acts as the boss of "The Sanctuary of Stone and Fire", and more appear a bit later as regular enemies in The Precipice, "The Tomb of The Ancients" and "The Gloomy Island".
      • The PS1 version has only two green-wearing Henchmen who throw powder kegs, one in the second part of "The Fairy Glade" and another in the third part of "The Canopy" which is dropped off by the warship. There are also only two orange-wearing Henchmen in that version that shoot large energy bolts, one at the beginning of "The Sanctuary of Stone and Fire" and another in "The Gloomy Island".
      • The PS1 version also has only two Spiders, one in "The Canopy" and the other in "The Tomb of the Ancients" though they are more common in the other versions of the game.
    • Rayman 3: Hoodlum Havoc has only two Grim Keepers, one in the second part of "The Land of the Livid Dead" and another at the beginning of "Hoodlum Headquarters".
  • Bug: While the ice fly enemies in Bur-r-ubs aren't unique (there's a chasm where a few flying ones need to be Goomba Springboarded on), there's only one in the entire game that stands on a platform and uses icy breath on the area near it. It's also the only enemy in the game that can give Bug a "freeze" hurt animation.
  • A Hat in Time has the Shock Squids, of which only 2 appear at the end of Sleepy Subcon. They send out shockwaves which you have to jump over to avoid. Arctic Cruise adds a few more on the dock in Bon Voyage! and in the Deep Sea Time Rift.
  • Pac-Man World has four Pac-Neantherdals in the waterfall area, and nowhere else in the entire game.
  • In The SpongeBob Movie Game, the strongest variant of the Spinner which takes 4 hits to defeat only appears once in the beginning of the second part of "Welcome to Planktopolis... Minions".
  • Psychonauts:
    • The first game has fedora-wearing Censors, who only appear in the Milkman Conspiracy if you return to the level after completing it, and only in one specific area at that (the front porch of the Rainbow Squirts' house, where they endlessly spawn from a car). They're otherwise completely absent from the level, and for good reason, as the fact the Censors are working with the G-Men investigating the titular Milkman is a major twist. There's also several enemies unique to particular mental worlds, such as the Lungfish Navy in Lungfishopolis, the Cannon Snails in Waterloo World, and the Mutant Rabbits in the Meat Circus.
    • The sequel has Chattering Teeth, which only appear in one room in Loboto's Labyrinth, and never show up again, not even if you return to the level later. There's also three particular Judges that wear chef's clothes and wield giant meat tenderizers instead of gavels, all three of which are fought in Compton's Cookoff. Of these three, the third (encountered during a break in the level's boss fight) is set apart by being covered in globs of purple goat puke.
  • Sonic Superstars features a hidden one-off appearance of the Tails Doll from Sonic R in Pinball Carnival Act 2. It counts as the golden badnik for that act, meaning you earn a medal for defeating it.

    Puzzle Game 
  • Deadly Rooms of Death:
    • In King Dugan's Dungeon, spiders appear only in Level 10. In the sequel, Journey to Rooted Hold, they appear only in two rooms.
    • The scripted enemies in The Second Sky only appear in one level each.
    • Rattlesnakes and adders are normal enemies in Journey to Rooted Hold and The City Beneath respectively, but in the second half of Tendry's Tale, there is only one of each, and they guard important power-ups (the Pickaxe and the Grappling Hook respectively; the Grappling Hook is required to get the Really Big Sword).
  • In Portal, there's a unique turret enemy you encounter very late in the game that's essentially just a personality core attached to a snake-like body and equipped with a rocket launcher. You only encounter two in the entire game; one during the final escape act where you need to bait its rockets to break glass walls, and another during the final battle against GLaDOS, where once again, you have to bait its rockets into portals to damage her directly. They're never encountered ever again after that, not even in the sequel.
  • Speaking of, in Portal 2 there is one turret, known as the Oracle Turret, that behaves differently presumably because it's defective. You first encounter it stuck in a tube, where it cannot be reached, and it asks you for help as you pass. You later can save it from certain doom on the conveyor belt and, if you set it down it thanks you and begins making cryptic statements that foreshadow events of the game. Even if you stand right in front of it, it will never shoot you, and no other turrets behave this way.
  • The Strategy Wiki entry for Solomon's Key states that purple super-fast slimes only appear in a single stage in the whole game, and even then only if you use a fireball against a certain enemy, so they're quite well hidden.

    Rail Shooter 
  • Gunfighter: The Legend of Jesse James has dynamite-throwing outlaws up in the third level, in precisely three areas, and nowhere else. Possibly justified, since the shootout is set in a mining tunnel. Meanwhile the second game have one outlaw in Bob Younger's gang who attacks by hurling bottles in the river camp stage.
  • Pirates (NIX) has a single Chef of Iron during the pirate raid in Papete (the only mook who wears white, sticking out among the colourfully-dressed pirate mooks like a sore thumb) who attacks by throwing his cleavers, but goes down as easily as any pirate mook. Later the underground cavern contains two minor pirate mooks with two peglegs, and they're the only enemies with this design.
  • Project: Horned Owl has a half a dozen mantis-like robots in the final level who doesn't show up anywhere else in the entire game.
  • The 2008 arcade shooter based on the Rambo films has three Russian flamethrower operators in the desert escape level, and that's their sole appearance in the entire game. The first is easily taken out during a Quick Time Event cutscene, and the other two shows up one at a time — sandwiched between hordes and hordes of far more common Spetsnaz mooks.
  • Target Terror's Tanker level has a pair of ninjas with nunchucks that deflect your bullets, which are found nowhere else in the game.
  • At the end of the first stage of Time Crisis 2, after the semi crashes, a group of gray soldiers with rocket launchers attacks you. Nowhere else do the gray soldiers wield rocket launchers. Also, during the first Boss Battle and nowhere else, there are Aqua Ninjas that periodically jump out of the water. The first game also had knife-throwing guards during the Disc-One Final Boss battle, which became recurring enemies in later games.
  • In the default second level of Star Fox 64, there's a two-legged robot enemy that jumps up and down on an asteroid, shooting lasers at you (Nintendo's official guide calls it a "Hop Bot"). You shoot it. It dies. Never seen again.
  • The Panzer Dragoon games have various levels where certain enemies only appear once.
    • Panzer Dragoon Orta has several named examples:
      • A few Carrier Bhout are encountered in Episode 1.
      • Purnams appear at the beginning of Episode 2. A trio of Rokpur and a large group of Baturn are encountered if you take path B. That same level also contains Shams.
      • A pair of Churmachums appear before the boss battle in Episode 3(though a pair can be encountered before that if you take path A). In that same level, a single Carrier Seba pursues you if you take path B.
      • Assault Hovership Taishaks, despite appearing in cinematics throughout the game, are only fought as enemies in the first half of Episode 4. In that same level, Homing Airship Ajati, Ceremonial Turrets, and Missile Launchers are encountered for the first and only time.
      • Episode 5 has Pussa Bubos, Erkists, Madidar, and Urimasans.
      • Episode 6 has the Deglas and their variant, the Degla Bomber. Also, the Gat-War and Kot-War are encountered shortly after the starting boss.
      • Episode 8 has a few Transport Tank Emdens, Patrol Airship Vayus, and Airship Vahras(one pursues you through several tunnels, and a group of five appear before the boss battle).
      • Episode 9 is the only time where Dragonmares (Embryos for that matter) are encountered as regular enemies.

    Roguelike 
  • In NetHack, shades and skeletons are moderately-powerful undead who only appear on the level dubbed "Orcus Town". Compared to the game that inspired it, Dungeons & Dragons, shades are also fairly uncommon enemies, but skeletons are low-level monster fodder you would expect to see alongside zombies on the second and third floors of the dungeon, not halfway through your literal trip down into hell.
  • The Binding of Isaac has a few:
    • Blue Conjoined Fattiesnote  are different from regular conjoined Fatties in that instead of spewing a line of damaging creep, they spit out a homing explosive shot, the only instance of which in the entire game. Not only do they only appear in The Chest, and only a few rooms at that, it's entirely possible to murder them on the spot if your damage and tear rate is good enough, which it probably will be that late in the game. Prior to Repentance, they also only showed up on Normal difficulty. Repentance made them more common and also allowed them to spawn in the rooms generated by the trinket Blue Key (as well as giving them a fitting resprite).
    • Cross Stoneys, which are a mix of Cross Stone Shooters and Stoneys, only ever appear in the April's Fool challenge, and only after the Booster Pack #5 update, as an occasional replacement for the regular Stoney enemy. Admittedly, this is probably for the better, considering how much of a massive pain they'd be if they weren't exclusive to it. As their status implies, their inclusion was an April Fools' Day joke.
    • Downplayed by the "Hush" varieties of Gapers, Flies, and Boils. While they have an incredibly low chance to spawn in certain rooms, they're mainly created by Hush, who spawns many of them across its fight. Interestingly, killing them outside the Hush fight is the only way to get their Bestiary entries. Repentance added the Blue Key, which can create special "blue rooms" that will contain these enemies, making them slightly easier to come across.
    • Ultra Greed's "Greed" Gapers played this straight prior to the Afterbirth† expansion, only appearing when fighting Ultra Greed if his key coins were allowed to unlock the doors around the arena. Subverted as of Afterbirth†, however, as they can spawn inside item rooms and very rarely replace shopkeepers in shops. In Repentance, they're back to being a Greed Mode exclusive except for one single Super Secret Room.
    • Originally the case with Broken Gaping Maws, though eventually subverted with Booster Pack #5. Before the update, they were only found in one room in The Womb (not even its variation floor, Utero), and nowhere else, which made them an incredible nightmare for players seeking to complete their Bestiary. After Booster Pack #5 came out, however, they've been made significantly more common.
    • Repentance has Henry, a tall poop monster found in exactly one rare room layout of Dross. It does nothing but flush itself shortly after spawning and die. Thankfully, he isn't part of the Bestiary, so it isn't required to find him for 100% completion.
    • Exorcists were a common enemy in Antibirth, but were replaced by a new enemy called Cultists in Repentance. As a carryover from the mod however, they still appear in the battle with the Heretic, where they summon him and are immediately turned into another unique enemy called a Fanatic (functionally identical to a common Faceless, but with a unique appearance where their face is burnt off).
    • Dead Isaacs are a Gaper variety that only spawn as part of one very rare attack performed by Mother, and only during her first phase. Unlike other similar rare enemies, these are listed in the Bestiary.
  • The old obscure shareware LAD - Local Area Dungeon has a couple of Giant Banana Slugs guarding a powerful sword on dungeon level 2. They're really tough and hard to beat for such an early level, but no more will appear for the rest of the game, even in later levels where much more powerful creatures will come up in droves.

    Role-Playing Game 
  • LISA: Every human enemy (minus the Footballers, Barrel Brothers, and the Shadowy Figures) has a unique name and face, and almost all encounters are finite and un-repeatable, so you'll fight most types of enemies only once – the game uses this to really hammer in the idea that Brad is fighting people, not just another faceless monster in a typical RPG.
  • In Might and Magic VI, if you're persitent enough to put up with confusing layout of the Hall of the Fire Lord, you'll find a single Fallen Defender enemy at its bottom. While it looks exactly as Defender of VARN and their stats are also similar, the key difference in their immunities is that Fallen Defender is immune to physical attacks, not magic. He also guards the Crystal Skull that will be very handy in the Tomb of VARN, where actual defenders show up en masse. Basically, the Fallen Defender is just there to foreshadow the Tomb..
  • Mother 3:
    • Strawberry Slime can only be found in the kitchen of Osohe Castle. Your only incentive to fight him is a decent amount of experience (only in Chapter 2, mind) and a free Sprinting Bomb.
    • The game also has Negative Man, a rather unremarkable and comically-underpowered Joke Enemy that has a rare drop.
    • Fish Roe Man only appears in one spot of the undersea passage between Tazmily Village and Tanetane Island. Fighting him is the only way to get the Awesome Crown.
  • Xenosaga Episode I has the Wyrm enemy, which only shows up once during the Gnosis attack on the Foundation, cannot be refought, and tends to flee.
  • Xenoblade Chronicles 1 tends to have a few "Notorious Monsters" per questing area. They tend to look exactly like certain creatures from that area, but with buffed-up stats. Oh, and when you fight them, one of the best songs in the game starts to play...
  • Xenoblade Chronicles X has the Tyrants. Just like the original, they tend to be buffed enemies or have a special talent that makes them dangerous. And they have their own theme, "Uncontrollable".
  • In Super Robot Wars W there's a variation of Beastman Deathhell that only appears in chapter 25 (And only one of them, surrounded by several normal ones). What makes him so special? Instead of having his Dual Wielding attack, his Nipplebeams have a really high range. While it makes sense to face a sniper enemy on this chapter (The hero team is trapped in the Space Wolf planet's high gravity and thus can't move, leaving them unable to escape long-ranged attacks), this super-Deathhell is never referenced in dialogue and there isn't a need for him to exist (The battleships do his job fine).
  • One room in Chrono Trigger's Black Omen is the only place you'll ever meet four Aliens (Ghajs in the remake); significant because they're one of the few enemies you can charm for Magic Tabs.
    • Less significantly, Flunkies only appear in the battle immediately outside Ozzie's throne room in Magus' Lair.
  • Chrono Cross: There is only one WightKnight in each run (though you can encounter another on your NG+ runs, but it's best to be wary of it early) of your playthrough, it is an excellent monster for Sprigg (and for use in the Grand Slam tournament to acquire Janice as a party member) to transform into, not to mention that is has a small chance to drop a super-rare Rainbow Shell for later Rainbow-type equipment crafting that you can only craft by attaining these hard-to-get materials.
  • Monsters in The Witcher saga are becoming increasingly rare, aside from necrophages, nekkers, and sirens, but in The Witcher 3: Wild Hunt, you only come across two sylvans and succubi, and you only need to fight one of the sylvan's. There is also a grand total of one doppler, and you don't need to kill that one either.
  • It happens in Folklore, on account of how the player collects and upgrades attacks for their arsenal. Sometimes, the enemy required to upgrade the weapon will only spawn in a single room of the level, forcing a lot of grinding.
  • Jade Cocoon has Arpatron, Korus' minion that can only be faced once in the entire game on your first trip through the Beetle Forest (When Korus is standing near the gate). It's a normal minion no more powerful than any other enemy in the forest that serves as a Training Boss and becomes yours as a bonus when you complete his training. It also happens to be the only kind of minion in it's entire family in the game; most minions have several variants (different colors and physical builds but same basic appearance) while Arpatron is the only capturable minion of it's kind.
  • Undertale has both enemies that you can only Random Encounter once (Lesser Dog, Shyren), and enemy types that you can run into repeatedly, but contain only one member and will vanish forever when you kill that one monster (Snowdrake). Most of the first type are actually disguised Pre-existing Encounters, though.
  • Dark Souls has the Parasitic Wall Hugger—a huge but immobile monster encountered in Blighttown. Although it looks like there could be more of them lurking around, you won't actually encounter another anywhere else in the game, and once you kill it, it doesn't even respawn.
  • Dark Souls II has the Corrosive Ant Queen in the Gutter. A completely unique, non-respawning enemy, which is completely harmless. All it does is sit there and belch gas, which degrades your equipment but also cures poison. It won't even make any moves as you hack it to death.
  • Dark Souls III: a lot of non-respawning enemies only appear once or twice per playthrough. Most qualify as minibosses. Examples include Outrider Knights, Sulyvahn's Beasts, and every NPC Dark Spirit.
  • Elden Ring has many, even ignoring non-respawning minibosses like the Bloody Fingers, Malformed Stars, Lion Guardians, and Baleful Shadows:
    • In the 1.0 version of the game, there were Scarlet Rot variations of the Ancestral Followers who inflicted the status effect with their attacks. They were removed from the game entirely in subsequent patches for reasons unknown.
    • Stormveil is the only place in the game you'll encounter living base-model Banished Knights. All others are either the Dragon Communion variant (in Farum Azula and right outside Redmane Castle), or are the spirit versions (in Castle Sol). For that matter, Castle Sol is the only place in the game you'll see the dual greatsword, Frostbite-proccing variant.
    • Many Lordsworn Knights have unique skills and only spawn in one specific location. The Godrick Knight in Fort Haight, who unlike all the others listed here doesn't even respawn, uses the Bloody Slash skill and drops Mohg-related items. The first Redmane Knight at Fort Gael is the only living one that uses the greatbow (two more greatbow Redmane Knights are encountered as spirits in a different dungeon), and the only one period that uses the Rain of Arrows skill. A single Cuckoo Knight near the Grand Dectus Lift uses Blood Tax, a Mohg-related skill. Another Godrick Knight near the Warmaster's Shack uses Golden Vow, the only enemy in the game to do so. So on and so forth.
    • Highwaymen only show up in Murkwater Cave. Lore-wise they're former Godrick Foot Soldiers turned deserters, and thus have very similar models and animations, only being distinguished by their more ragged-looking armor set and them throwing poison bombs instead of fire bombs.
    • There's a single Singing Bat/Harpy found at the end of the Ruin-Strewn Precipice just before the boss that wears an ornate hat and is uniquely able to cast Rancorcall and throw Cuckoo Glintstones.
    • There's a group of Commoners led by an Omen near the Capital Outskirts' Minor Erdtree who are all wearing face shrouds and can cast Fia's Mist, suggesting some lore connection to the Deathbed Companions. This is the only Omen in the game like this, as well as the only Commoners.
    • Four Silver Tears encountered at the Night's Sacred Ground in Nokron will transform into human forms when fighting the Tarnished, with unique appearances, skills, and weapons for each one.
    • The Abductor Virgin at Redmane Castle has both a sickle blade and a grinding wheel attached to it. It's also the only one explicitly working alongside the Redmanes, being encountered in their main fort and in direct proximity to soldiers that fight alongside it (all other Redmane-linked Abductor Virgins are either found alone or have been long destroyed by the Cleanrots, their remains littering the Abandoned Cave). Another unique Abductor Virgin is the headless variant that can be encountered at the Hermit Village in Mount Gelmir. It's visibly malfunctioning, with sparks flying out of it, and attacks much more erratically and aggressively.
    • A single Man-Serpent Sorcerer is encountered before the waygate to Rykard's arena. It's distinguished by the large egg sack worn over its head along with its red cape, and is able to cast Glintstone Pebble and Great Glintstone Shard.
    • Frenzied Nomads, which fight similarly to the normally-friendly Merchant NPCs. There are only a few in the entire game and they're all in one small area, the Cathedral of the Forsaken.
    • Blackflame Monks are a Fire Monk variant that use Blackflame instead of Giantsflame spells. They're among the rarest enemies that respawn, as there are only three in the entire game: two at Radahn's Divine Tower and another at Volcano Manor.
    • Albinauric Archers are unique to Ordina, which is itself a very small area.
    • Three Okina Disciples appear in the Spiritcaller Cave. They're basically just regular Invader-type enemies, but are all using Japanese-style katanas. Notable for being the only characters in the game besides potentially the player to also wear samurai-style armor.
  • Mega Man Battle Network 3: White and Blue has the Omega viruses, which are the strongest Underground Monkey variants of each of the enemy types in the game. They only appear a few times throughout the game, and purely in scripted battles, usually in the lead-up to an Optional Boss or as part of the virus breeding sidequest.
  • BoxxyQuest: The Gathering Storm:
    • The Vigil Keeper, who patrols a random unremarkable hallway in the Deep Web. The lantern-tipped staff he randomly drops is implied to be some kind of Artifact of Doom responsible for keeping him alive, but that just raises further questions.
    • The empty schoolhouse in /x/ has several preexisting encounters with enemies that are never seen again, like Malady and the Follymocker. Like everything else in /x/, this is played for Rule of Scary.
    • Heck, the game loves this trope. Ny’agai are only seen in one small hidden side area, there’s a single (optional) Dire Turnip in chapter 6, Alwaysland is filled with unique enemy variants, etc. And then there are the non-respawning Bosses In Mook Clothing like the Mega Guard and Funky Infoshade.
  • Haven (2020):
    • The rust-corrupted Katefulai on the islet Benadon is the only individual of her species encountered as an enemy, and goes down about as easily as the garden-variety mooks. The fight uses the standard mook Battle Theme Music rather than the boss theme, indicating that she doesn't qualify as a boss.
    • The Dorago preying on the Katefulai nest on Sosarow is also the only enemy of its kind.
    • When Oink gets re-corrupted by hyper rust, he has a different appearance from other hostile Salamashes, but is no more difficult to pacify.
  • Bug Fables: Chomper Brutes are only found in two screens of Chomper Cave, where they are the primary enemy, and as holograms in the Cave of Trials (which has every enemy regardless). They hold the honor of being the only enemies exclusive to a Mini-Dungeon, not counting Upper Snakemouth as one.

    Real Time Strategy 
  • Pikmin:
    • Pikmin (2001):
      • There's a powerful enemy called the Smoky Progg that only appears in the first half of the game in the penultimate stage, in an egg. Notably, killing it gives you the highest Pikmin-producing item in the series, sprouting a full 100. It's shown alongside the other enemies during the end credits, confusing many players who missed it.
      • There's also only one Goolix and Mamuta in the standard mode, both of which are found in the exact same location, but on different days. There is at least a Mamuta in the challenge mode, but the Goolix gets no such luck.
      • The first game's only Breadbug wanders around the Forest Navel and won't respawn after it dies. Unlike other unique enemies, it isn't strong or dangerous enough to feasibly be called a mini-boss, though it has a unique defeat method.
    • Pikmin 2 :
      • There's a single Toady Bloyster in the Perplexing Pool that holds a treasure. It's the only one you fight in the main game. You fight its bigger boss relative more times than this creature.
      • Starting from Day 31, every 30 days two swarms of tiny bugs will spawn near the entrances to the Hole of Heroes and the Dream Den, the last and hardest caves in the game. Killing them releases a ton of nectar and sprays.
    • Pikmin 3: In addition to a few new enemies getting this treatment, a lot of returning creatures from the earlier games appear only once in the game's main story.
      • There's a bizarre creature called a Calcified Crushblat that you can encounter in a new area of the first level you can only access when get blue Pikmin. It has no fanfare, isn't tough enough to be considered a boss (or miniboss), and doesn't respawn after you kill it.
      • Despite being shown off in the trailers, there are only two Medusal Slurkers in the entire game, one you kill to rescue your first batch of rock Pikmin and one hidden away in one of the trickier-to-reach secret areas. Both of them are a joke, with no ways to actively kill Pikmin unless you leave them be to sunset.
      • Only one Watery Blowhog exists in the main story of Pikmin 3, located inside the Formidable Oak, and it's not a real one, just a copy created by the Plasm Wraith. Likewise, only one Puffy Blowhog is found in the story mode, early on in the Twilight River.
      • Pikmin 3 sticks the story's only Spotty Bulbear in a closed-off cave section of the Distant Tundra. While there is a piece of fruit nearby, it can be safely carried away by Winged Pikmin who fly above the Bulbear's range, so it only needs to be fought for its spoils and to complete the Piklopedia in Deluxe.
      • Even though Arctic Cannon Larvae are a recurring threat in the Distant Tundra, the vanilla Armored Cannon Larva is found once guarding a hill in the Tropical Wilds, and only appears again in Mission Mode.
      • Shearwigs are only found in the Formidable Oak, but they at least appear in a group of four. Like the nearby Watery Blowhog, these are Plasm Wraith formations and not true Shearwigs.
      • Red Spectralids were a common source of Ultra-Spicy Spray in Pikmin 2, but in Pikmin 3, the only time you'll see them in Story Mode is if you decide to return to the Quaggled Mireclops' arena after killing it.
    • Pikmin 4 helps alleviate the trope by allowing you to fight a specific enemy as many times you want in the Piklopedia, particularly coming in handy for the following enemies:
      • The Puffstool and its posionous Palette Swap the Toxstool only make one appearance each, with the former being in the Primordial Thicket and the latter being in the first floor of the Cavern for a King. Neither of them are in a Dandori stage, either.
      • Groovy Long Legs, Snowflake Fluttertail and Giant Breadbug are bosses who are only fought once in their respective floors, not returning in Cavern for a King, Olimar's Shipwreck Tale or any Dandori stages. Foolix is similar, but at least it shows up a second time in Trial of the Sage Leaf.
      • Titan and Blizzarding Blowhogs are only found twice each; the former is in Sun-Speckled Terrace during Olimar's Shipwreck Tale, the latter is in The Mud Pit, and a pair of them are in Cavern for a King.
      • Only three Mamutas exist, with one being in Blossoming Arcadia, another being in The Mud Pit, and one more being in Sun-Speckled Terrace during Olimar's Shipwreck Tale. For comparison, you'll see its larval counterpart, the Smoky Progg, more times if you choose to undergo all of the night expeditions.
      • The only Shockcake seen in the game is the one guarding a base in the Sightless Passage, with no appearances in Dandori challenges or battles.
      • There is only one (true) Orange Bulborb in the main campaign, in one sublevel in Kingdom of Beasts, after being more common in the prior two games. They never appear in night missions despite being nocturnal and the Piklopedia allowing to fight them at night. They do appear in a Dandori Challenge, Trial of the Sage Leaf, and the last Dandori Battle. Their Dwarf mimics appear in several other caves where the large ones are absent.
  • In Aztec Wars, you begin the first campaign mission with two catapults. This unit never appears anywhere else in the game (neither in the campaign nor standalone missions) and cannot ever be built.
  • StarCraft II one mission has player control the Odin, a massive mech that's an engine of destruction. This unit cannot be built, as it is a Super Prototype of the Thor unit. The end of Heart of the Swarm has it as the closest thing to a Final Boss. In Legacy of the Void a single Blackhammer variant of the Thor, seen in abundance at the final mission of Heart of the Swarm, is found in one mission.
  • In Command & Conquer: Tiberian Sun Firestorm the final mission has the player face a Humongous Mecha the Core Defender which is huge and super hard to kill. The normal game has exactly one mission where the player fights against a base of the Forgotten, who utilize interesting military conversions of civilian hardware, such as camping trucks with missile launchers. They are fought exactly once again in Firestorm.
  • Command & Conquer: Red Alert and its sequels also often have unique enemies, sometimes unique enemy structures. From Invincible Mammoth Tanks to Tesla Tanks made out of radar disruptors (later made into a unit in its own right) to Maya structures with prism cannons and moai heads fitted with death rays or man cannons. The Allied campaign of Red Alert 3 also has Noise Detector Ships used by the Empire which must be destroyed; they never crop up anywhere else.
  • Warcraft III, several missions are filled with powerful creeps that can be considered as hero units, and boss fights.
    • On one map a single Hydralisk can be found hidden in the trees, and uncovering it brings it under your control.
  • Treasure Planet: Battle at Procyon:
    • Pirate Gunboats appear in only one section of the entire game, when approaching the Pirate base in Mission 11.
    • Only one Pirate Galleon appears in the entire game, right at the end of Mission 11. Fighting the Galleon is optional, as the player can only fight the Galleon if they shoot the real Argentum.
    • The Ironclad Cruisers and Submersibles only appear in Mission 12, in the case of the Submersibles, only during the second half of the Mission.
  • Halo Wars: "Anders' Signal" is the only mission to feature Brutes as enemy units. They are encountered at the start of the mission, either in Grunt Squads or individually. Two Choppers also appear alongside the Brutes.

    Shoot Em Up 
  • In the Special Stage of Gokujou Parodius, just before the Robot Penguin, you will encounter an enemy called the "16-Bit Block," (literally just a giant white block that says "16 Bit" on it) which has 65536 hit points and will scroll off the screen before you can do any significant damage.
  • There is one and only one Cellular Sheildeen in Kid Icarus: Uprising.
  • In the Ace Combat series, there are enemy aces. Often, they fly uniquely painted versions of the player's aircraft, and the unique paint schemes are awarded after successfully shooting them down. While they are more skillful than the standard mook, they aren't quite to the level of say, Yellow Squadron. They may also fly aircraft that aren't commonly encountered, such as the MiG 1.44 or the Hawk training jet.
  • Touhou Project:
    • Several games contain unique fairies that remain on screen for a while and have intricate bullet patterns more typical of a miniboss than a normal enemy. They are usually referred to as "death fairies". An example is the final enemy in Stage 6 of Mountain of Faith.
    • Stage 4 of Unconnected Marketeers has an enemy unique in the entire series: a yin-yang orb that cannot be shot down and remains on screen for 30 seconds.
  • G-Darius has an enemy that appears halfway through Zone Gamma that's surrounded by defensive shield mooks and shoots fireballs that continuously split into two. It never appears anywhere else in the game.
  • In Ikaruga, the Giant Mook Chougenbou only appears in Chapter 5 during the approach to the Final Boss.

    Simulation 
  • X3: Terran Conflict has the Paranid Hyperion corvette and the Agamemnon frigate, which are prototypes that never made it into production. Both of these extremely potent ships only spawn once in the game, typically deep in Paranid sectors. The only way to acquire them is to board them with marines. Xtended Terran Conflict has the Xenon Raven, which is a modified Pirate frigate that uses Xenon weapons, and has the standard flaming Nose Art replaced with a slate gray fuselage outlined with glowing red Tron Lines. The Raven only spawns once, in the most heavily defended Xenon sector.
  • In F/A-18 Hornet, patrol gunboats only appear in the mission "Pull The Plug".

    Stealth Based Game 
  • There are a few unique enemies in the Thief series:
    • There is only one Hammerite novice in the entire series, appearing in the Thief: The Dark Project level "Break from Cragscleft Prison".
    • Craybeasts, the more powerful versions of Craymen, appear only in the last level of the first game. And even in this level you are likely to encounter only one or two of them.
    • Thief II: The Metal Age
      • The level "Precious Cargo" features the only Mechanist frogman in the game. He has protective headgear, a portable light source, and a crossbow, making him extremely dangerous.
      • The standard Mechanist worker only appears in the Thief II level "Framed", but another one appears as a ghostly apparition later in the game, and there is also a character who is simply a Head Swap of the worker.
      • There are only two Hammerites in the game, in comparison to the original, where they are pretty common.
      • The Spider Bot also appears only in the level "Sabotage at Soulforge".
      • Tree Beasts, appear (suddenly!) in only one section of the level "Trail of Blood", and in the Thief: Deadly Shadows level "Into the Pagan Sanctuary".
    • Thief: Deadly Shadows has exactly 5 Ratbeasts, all of which appear only in the Sunken Citadel, and exactly 3 Hammer Haunts, which all only appear in the catacombs of Fort Ironwood.
  • Metal Gear:
    • Metal Gear Solid has a fifth kind of Genome Soldier not listed in the manual and never mentioned in the game that wear dark-colored fatigues and breath masks. They only appear during three scripted events: the Comms Tower Chase, standing guard on the Comms Tower Walkway (pictured), and the Freight Elevator — they don't respawn, have unique behavior such as the ones on the walkway who run for cover when engaged and fire from a distance rather than pursuing Snake, and are never encountered patrolling an area.
    • Metal Gear Solid 3: Snake Eater has the Flame Troops, of which there are only 3 in the entire game, and they all only appear in Krasnogorje just before the fight with The Fury. And unlike many of the examples on this page, there was a minor historical/story justification for this. Sigint explains that, in addition to being a short range weapon with limited ammunition, the soldiers carrying them have giant targets painted on their backs and are usually put to death when captured. So why do you see them at all? The reason changes depending on how you've been playing the game. They've either come of their own volition, as revenge for killing so many soldiers through the game, or if you've been playing nonlethally, Volgin sends them as revenge against you for killing The Pain, The Fear, and The End.
    • Metal Gear Solid 4: Guns of the Patriots has the Power Suits, of which only a small group are fought in the beginning of the Drebin escape section of Act 2 and seen in the intro to the act.
  • Oddworld: Stranger's Wrath has the Outlaw Flamers, of which only 5 appear in Xplosives McGee's mission normally, though it is possible for up to 8 more to appear in Packrat Palooka's boss fight as reinforcements when he is below half health. There are also the Outlaw Hunters, of which only a small group appears at the beginning of the Mongo Wilds and 2 or 3 more during Lefty Lugnutz' battle, and none of them can be captured alive.
  • Sniper Elite
    • Sniper Elite III and Sniper Elite 4 has the Italian Elites, also known as the RSI Parachute Infantry, the Italian versions of the Elites and Jager Troopers. They only appear in one level of each game as a couple of squads at most, with their appearance in 4 strictly tied to the Deathstorm 2 Downloadable Content campaign mission.
    • In Sniper Elite 4, there's also the Overseer, a unique German officer with a white uniform as opposed to the dark gray worn by other officers. Only one appears, and is encountered during the Lorino Dockyard mission.

    Survival Horror 
  • Dead Rising:
    • During Overtime, a UH-60 Blackhawk will patrol Leisure Park attacking both Zombies and Frank indiscriminately. It can be shot down, though doing so requires a fair amount of effort.
    • Within the story, Brad, Jessie, and Barnaby become regular Zombies with their own unique models. James, the survivor that gets gunned down by Cletus in his introductory cutscene, also suffers this fate.
  • Dead Rising 2 has a few enemy types that only show up in specific Cases:
    • "The Getaway" has five Mercenaries with distinct appearances who function as TK's bodyguards.
    • “The Only Lead” features Mark Bradson and Pierce Stephens, a pair of scientists equipped with handguns. The same case also has a quartet of Phenotrans Mercenaries, which are a Palette Swap of the regular Mercenaries. Notably, this enemy type is far more numerous in Off the Record.
  • F.E.A.R.:
    • The Replica Assassins are only fought in the levels "Watchers" and "Point of Entry" (a total of 8 or 9 in the entire game), although lone individuals are briefly seen in "First Encounter" and "Exeunt Omnes".
    • The Replica Snipers. They are identical (same health, same weapons...) to the regular Replica soldiers, except for their completely unique suit, and they only appear once: about 8 of them attack you on a roof during the level "Urban Decay", after that they don't appear anymore, not even in the expansion packs. The level also has a Powered Armor unit armed with lasers instead of the rocket launchers used in all other encounters.
    • There are two Heavy Armors that don't carry Penetrators; one carries a Particle Rifle, and another later on carries a Rocket Launcher.
  • Silent Hill:
    • In the American version of Silent Hill, Claw Fingers/Mumblers only appear in the Sewers leading to the Amusement Park, and a lone one appears as part of a optional cutscene. They act like stronger versions of the Grey Children, doing more damage and taking more hits to kill. They are much more common in the Japanese and European versions of the game, though, where they replace the Grey Children in the Alley, School and Amusement Park.
    • Possessed/demonic Nurses appear in virtually every Silent Hill game, as well as both of the movies, as virtually every game has a hospital level. They are practically mascots. Possessed doctors are a thing, too. However, they appear only once in the series, on the first floor of the first game's Dark World hospital.
    • In Silent Hill 2, in the prison, there are invisible monsters plodding around in a few inaccessible cells. They constantly whisper something like "ritual", and optionally, can be killed by James to no good or ill effect.
  • Alone in the Dark (1992):
    • In the bedrooms on the third floor of the mansion, you encounter a single yellow zombie that has slightly more HP than the normal red ones. This variant is never seen again.
    • A strange spider-like enemy only appears once in the catacombs beneath Derceto, and is easily dispatched with a few rifle or revolver rounds.
  • Cry of Fear has one completely unique enemy called the Upper, who is noteworthy for many reasons. There is only one encountered in the main campaign who makes a Jump Scare Dynamic Entry with ear-splitting, agonized wailing. Besides that, they act as the generic Slower enemy with the unique feature of doing a handstand and having broken legs. Which serves as heavy Foreshadowing of Simon's legs being broken after being hit by a car.
  • Zombie Infection contains a zombified Rottweiler fought outside a zoo, and a zombie lion in said zoo's enclosure. Both enemies appears exactly once, each.

    Tabletop Game 
  • Advanced Dungeons and Dragons showed that unique enemies aren't a trope restricted to video games. In their various bestiaries (Monster Manual 1 & 2, Fiend Folio), there are unique enemies featured in each of the books such as the Cat Lord, the Tarrasque, the Princes of Elemental Evil, and etc. While ideally, unique monsters should be treated as a role-playing boss it was possible to encounter these unique beings in a random encounter.
  • Call of Cthulhu has a large portion of its bestiaries dedicated to unique enemies. Unfortunately, if it's unique then it's likely an Outer God or Great Old One, so expect your investigators to die facing them.
  • Marvel Super Heroes or Champions and other superhero games are all about the unique enemies. Sure there'll still generic thugs and mooks for you to pummel, but the real attraction are all the famed villains to fight even if it's just a nobody like Stilt-Man.
  • Pathfinder also have their unique monsters, while most of these beings are extremely powerful (Grendel has a higher challenge rating than almost any dragon) there are some relative weaklings such as the Sandpoint Devil from 2nd edition Bestiary 2 which is an evil Mix-and-Match Critter with a bit of vague fiendish heritage and a challenge rating of 8. The Sandpoint Devil's presence in the game is to introduce a bit of "American tall tale" cryptozoology flavoring which often featured unique creatures from U.S folklore.
  • Stormbringer is The Role-Playing Game for the famous influential fantasy series, The Elric Saga and so there are unique enemies based on some of the encounters faced by Elric and other heroes such as the monstrous Kyrenee - a tentacled black cloud.
  • The 1st edition of Warhammer Fantasy Roleplay had unique Greater Daemons such as the Viydagg and the Mabrothraxx. While encountering one isn't necessarily a boss encounter, given their power levels meeting one is likely going to be from a planned boss fight.

    Third Person Shooter 
  • In Brute Force the Caspian Militia are only fought if you decide to go to Ferguson Base in the sixth mission. They have a buttload of health points, but can be easily killed if hit in the back by Hawk's blade. They also give no points, which means they aren't counted in the mission scoreboard.
  • Jet Force Gemini: There's an unusually large Airborne Squadron that attacks the player in a wide-open chasm located halfway through the Ascent level of Rith Essa. It's also very fast and shoots relentlessly upon approaching the player's chosen character. This enemy doesn't appear anywhere else in the game.
  • Scourge: Outbreak has technicians in blue jumpsuits in one area of the lab, armed with a dinky pistol and can somehow attack you with a roundhouse kick up close. No other enemies have this particular ability anywhere else.
  • In Vanquish the "L" version of the Jellyfish only appears in Mission 1-6.
  • Spec Ops: The Line has only 7 Bayonet Runners out of hundreds of mooks. There's also only a few heavies — seven-foot soldiers with massive armor and a BFG. There is only one of them who is a hallucination of the deceased Lugo, and he's incredibly challenging to beat. Lose to him, and you flash back a bit to find he's replaced by a normal heavy. One other unique, very difficult heavy seemingly teleports about a room and flashes in and out of existence in a room full of mannequins. This guy has a very good chance of causing a Game Over, and his strange power seems to be a result of Walker's frayed sanity causing him to hallucinate.
  • Red Faction: Armageddon:
    • The Marauder Scout Walker, which first appears a boss, and appears once more later in the game, while the player is driving a Scout Walker of their own.
    • Cultist-driven Marauder Reavers, who only appear in the level after you kill Adam Hale.
  • Most mooks in Star Wars: Bounty Hunter belong to one of a handful of alien species (humans, Dugs, Gran, Bith, Ugnauts, Twi'lek, Bando Gora, etc.), but there's exactly one Muttani mook in the whole game. That's Meeko Ghintee, the Big Bad of the first chapter. Late in the game, the player travels to the asteroid prison of Oovoo IV, where Meeko is imprisoned after Jango brings him to justice in the first chapter. In a Continuity Nod, the player can encounter him among the other rioting prisoners, complete with a posted bounty for the crimes that he commits at the beginning of the game.
  • In Shadows of the Empire, guarding the Imperial base on Gall is the game's sole Cliff Wampa, who differs from the Wampas back on Hoth with its brown fur.
  • Bad Boys: Miami Takedown: There is only one enemy in the game who uses the Enforcer, a Russian mobster at the beginning of "Strafing Run".
  • Gears 5 features just one Kestrel at a Condor crash site in Act 2, after Gears of War 4 had you fight three of them.
  • Syphon Filter:
    • In the second game's Rocky Mountains level, the first Para-Spook you encounter is armed with an M-79 grenade launcher, which none of the other Para-Spooks have. The pair of snipers near the end of the same level are the only two Spooks that use the H-11 assault rifle.
    • Elite Spooks are unique to the C-130 Crash Site.
    • During Aljir Prison Escape, a single flaming prison guard rushes the player on a cellblock walkway. Behind him is the only guard that carries a teargas grenade launcher, which you need to neutralize a pair of assault rifle-toting prisoners.
    • Emergency Defense Squad Troops are only encountered in the Agency Bio-Lab Escape level.
    • The Slums District marks the sole appearance of NYPD SWAT cops, which the player is forbidden to kill.
  • Max Payne 3:
    • The Panama flashback is the only time the AUP paramilitary group makes an appearance.
    • The Filhos de Ogum and Tropa Z favela gangs have even less screen time, as they each only show up briefly in the Nova Esperança favela during the seventh chapter.
    • Two UFE officers appear in air crew uniform in the helicopter bullet time scene, a door gunner who fires at Max alongside a regular officer before being gunned down and the pilot who dies in the crash after Max shoots the RPG round fired by another regular officer out of the chopper.

    Turn Based Strategy 
  • Odium has the Hornets (green insectoids) and Harvesters (scythe-handed maniacs) - mundane enemies in every respect, save that they only pop up in one combat. Granted, some other enemies pop up in only two or three, so it's not that unusual.
  • Shining Force has a pair of Dire Clowns found exclusively in the circus tent, the Laser Eye (which is more of a Boss in Mook Clothing, seeing how you don't even need to destroy it), and an Evil Doll that knows Heal instead of Freeze found only in the Balbazak fight.
  • One mission in Front Mission has Lloyd's unit attacked by enemy Wanzers that burst from beneath the sand and are operated by unique almost mechanical-looking pilots. Other than their aggravatingly good sand movement there's nothing statistically remarkable about them and they aren't unique machines like the Clinton-Type or Driscoll's Type-11DS, but they never again appear in the game nor can you ever acquire any of their parts. Hacking reveals their parts do have rear-view sprites suggesting they were once intended to be obtained by the player but Dummied Out.
  • In XCOM: Chimera Squad, the Gatekeeper and Sectopod, two recurring enemies from XCOM 2, only appear once each as boss fights.
  • Nintendo Wars: In the first Advance Wars, most enemy COs, including the Final Boss, are fought at least twice across the campaign. There is one exception to this, as the Evil Knockoff clone of Andy appears for only one mission, and then just vanishes after his defeat.

    Wide Open Sandbox 
  • Deus Ex: Human Revolution:
    • The Spec-Ops Shifters, of which there are only two in the base game in Highland Park with 5 more in The Missing Link, a lone Spec-Ops Ogre with a Sneaker's helmet instead of a Soldier's balaclava in The Missing Link during the battle with Burke, and a single group of Crazy Spec-Ops, which you don't even get to sneak past/fight if you saved Malik, as she'll kill them all for you.
    • Narhari Kahn was originally intended to have a much larger role, being heavily present in ultimately cut "fight club" and Upper Hengsha sections, before finally serving as a mini boss. In his Demoted to Extra state, he is effectively just another soldier... albeit one with a unique accent, a face, and - alone among NPCs - a different weapon in each successive encounter.
  • In Driver, FBI agents only appear during "Grand Central Station Switch" and "The President's Run", and were cut from the PC version, being replaced with unmarked civilian cars in the former mission and normal cops in the latter.
  • Grand Theft Auto:
    • Grand Theft Auto III has the suicide bombers high on SPANK that are only encountered in a single mission, "Kingdom Come". Aside from their self-explanatory behavior, they also continuously respawn from vans until those are destroyed.
    • Grand Theft Auto: Vice City:
      • You fight a Costa Rican gang in "The Fastest Boat", and an all-woman counterfeiting syndicate in "Hit The Courier". Both of these gangs use standard pedestrian models, yet these are the only times they display gang behaviour.
      • "Mall Shootout" has French GIGN operatives. They have the same behavior as SWAT teams, and even use the beta model for SWAT.
      • "All Hands On Deck!" has French DGSE agents.
      • "Juju Scramble" features SWAT team members with Nightsticks, the only time this can be observed. "No Escape" similarly features regular cops with Uzis.
    • Grand Theft Auto: San Andreas:
      • "Robbing Uncle Sam" is the only mission where soldiers can be found equipped with Pistols. The in-game justification is that these are "weekend soldiers".
      • "Madd Dogg's Rhymes" features Madd Dogg's personal security, who carry Silenced Pistols after retrieving the rhymes. They are the only NPCs in the game to do so.
      • "Small Town Bank" features rural police driving HPV-1000 motorcycles, something that otherwise only the motorcycle patrolmen do.
      • The survivalists in the "Body Harvest" mission, who carry the Country Rifle (the only NPCs to do so).
      • Only one NPC in the game carries a Combat Shotgun, a Sindacco mobster in "You've Had Your Chips".
      • Furthermore, in "The Meat Business", a Sindacco mobster carries a Chainsaw.
      • A Los Santos Vagos gang member in "Los Desperados" carries a Flamethrower.
    • Grand Theft Auto IV: The Ballad of Gay Tony:
      • This game features only one enemy APC in the game, during the mission "Frosting On The Cake". Notably, this APC is slightly different from the one you obtain as it has a machine gun turret instead of an auto-cannon.
      • The mission "Going Deep" features FIB Agents using the Combat Pistol, the only time across the whole GTA IV trilogy where they use this weapon.
    • Grand Theft Auto V:
      • "The Construction Assassination" has the Bonelli Mob. In actuality, they use the same models as tuxedo-wearing security guards and businessmen, but they display gang behavior just for the mission.
      • In "Minor Turbulence", some Merryweather operatives and the pilot of the Cargo Plane use the AP Pistol, the only time enemy NPCs use the weapon.
      • "Monkey Business" features some of Merryweather's civilian security guards.
      • During Trevor's Rampage against the Hipsters, there is a small chance that one of them will arrive to the location on a pedal bike named the "Fixter". This isn't just the only enemy in the game that uses this vehicle, but is the only place in the game where this vehicle spawns, period.
  • Just Cause 2 has a few rare enemies that only spawn in scripted missions:
    • The Mile High Club mission spawns armed male and female strippers who shoot at Rico.
    • The Seabreeze Logging company spawns armed logging workers who don't appear anywhere else in the game.
    • The mission "Information Highway" contains the only Police officer seen in the entire game.
  • Red Faction: Guerrilla has the enemy VIPs in the mission "Death By Committee". They use the same models as civilians, but they are on the EDF's side.
  • Saints Row:
    • Saints Row 2 has Judge Melmack, an elderly judge who is presiding over Johnny Gat's trial during "Appointed Defender", then after that cutscene chases the player with a shotgun. Needless to say, she's the only enemy of her kind in the game.
    • Saints Row: The Third
      • The first mission, "When Good Heists Go Bad", features several armed civilians who display combat behavior.
      • The mission "Trojan Whores" features hooker assassins sent in by the Morningstar. They are basically hookers that spawn ambiently outside of the mission, though they display gang behavior. They also fly unique Morningstar Vultures near the end of the mission. This is the only time the Morningstar variant of the Vulture appears in the game.
      • "http://deckers.die" has you fight Cyber-Deckers, who use Cyber Blasters. The same mission also contains the virtual variant of the Decker specialist, who functions the same as her real-world counterpart, but uses Cyber Blasters and a unique virtual variant of the Shock Hammer.
      • "Zombie Attack" has a single exploding zombie that will spawn when you are defending Viola.
      • "Murderbrawl XXXI" has Luchadore wrestlers, which are basically just shirtless, unarmed Luchadores.
      • "Gangstas In Space" has space Luchadores, who fight exactly like the standard ones.
    • Saints Row IV
      • The terrorists in the first mission, "Zero Saints Thirty". They also use the Mercenary LMG costume of the Assault Rifle, making them the only NPCs in the game to use a non-default weapon costume.
  • Spider-Man (PS4) has the corrupt PDNY bomb squad in the prologue, who serve as an introduction to Shield Bearing Mooks. They're the sole instance of enemy police officers in the entire game.
  • Watch_Dogs:
    • The first game has a number of unique Enforcer-type enemies that only appear once each. "Dressed In Peels" has the game's only Police Enforcer (every other one works for SWAT instead). "Unstoppable Force" features an Enforcer working for Blume, and "By Any Means Necessary" has a stronger-than-usual Enforcer who acts as Iraq's bodyguard.
    • In 2, "False Profits" features security guards with unique models working for New Dawn Temple. Other one-off enemy models include the plainclothes FBI agents in "W4TCHED", and the Umeni-Zulu guards wearing formal attire in "Power to the Sheeple".

Alternative Title(s): The Red Snifit

Top