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* MeaningfulName: Its scientific name, ''Linepithema-crassus'', roughly translates to "gross thing" in Latin. "Linepithema" is the name of a genus of small ants in the real world, and "crassus" This term may be a reference to Marcus Licinius Crassus, "the richest man in Rome," alluding to their greedy behavior.

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* MeaningfulName: Its scientific name, ''Linepithema-crassus'', roughly translates to "gross thing" in Latin. "Linepithema" is the name of a genus of small ants in the real world, and "crassus" This term may be a reference to Marcus Licinius Crassus, "the richest man in Rome," alluding to their greedy behavior.
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* MeaningfulName: Its scientific name is ''Theraphosa-ficedula'' - "ficedula" comes from a genus of South American tarantulas known as Goliath bird-eaters.

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* MeaningfulName: Its scientific name is ''Theraphosa-ficedula'' - "ficedula" "Theraphosa" comes from a genus of South American tarantulas known as Goliath bird-eaters.

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Removed: 533

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same as before for last two sections; "is barefoot" =/= barefoot loon, "saying hi/hey" =/= faux affable, avoid campfire syndrome and let the scariness stand on its own, etc.


First introduced in the V50 update along with the Old Birds and Tulip Snakes, these large, bloated humanoid creatures are primarily found within mansion interiors. They're named after their sharp suits and their normally passive behavior to sweep the floor of whatever room they occupy with their brooms. Do not be fooled, however, as this belies their murderous intent; when a Butler is caught alone with a worker or is attacked unprovoked, they suddenly whip out a kitchen knife and chase the closest worker down with the intent to kill. Upon death, they explode into a swarm of hornets that roam the complex, behaving similarly to Circuit Bees.

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First introduced in the V50 update along with the Old Birds and Tulip Snakes, these large, bloated humanoid creatures are primarily found within mansion interiors. They're named after their sharp suits and their normally passive behavior tendency to sweep the floor of whatever room they occupy rooms with their brooms. Do not be fooled, however, as this This belies their murderous intent; intent: when a Butler is caught alone with a worker or is attacked unprovoked, they suddenly whip out a kitchen knife and chase the closest worker down with the intent to kill. Upon death, they explode into a swarm of hornets that roam the complex, behaving similarly to Circuit Bees.



* AloneWithThePsycho: One of the Butler's biggest weaknesses is the buddy system, as they normally only target workers who are seperated from the group. They won't try to kill anyone openly if there's witnesses around. The only exception is if a worker attacked one unprovoked, regardless of whether or not they're alone. In that case, all bets are off and out comes the knife.
* AmbiguouslyHuman: Even before you realize the creature is just a [[TheWormThatWalks mobile hive of sentient and predatory hornets]], their [[UncannyValley human disguises aren't that convincing]], with their faces looking more like a blobfish that has been pulled to the surface than a recognizably human face. All of this is not even mentioning these creatures don't seem to wear protective clothing like the players do.
* TheButlerDidIt: The Butler's ''modus operandi'' is based entirely around this trope: it wanders around the complex, sweeping floors and looking for lone players. When it finds a loner, it'll wait a bit, keeping up the act while looking at the player and making sure there are no witnesses before pulling out a kitchen knife and rushing towards the player, attempting to murder them.
* CarryingTheWeakness: Butlers drop their knives upon defeat, which can be wielded by the player. It takes one knife stab to kill a Butler, regardless of how much health they normally have.

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* AloneWithThePsycho: One of the Butler's biggest weaknesses is the buddy system, as they normally only target workers who are seperated from the group. They group - they won't try to kill anyone openly if there's witnesses around. The only exception is if a worker attacked one unprovoked, regardless of whether or not around, unless they're alone. In that case, all bets are off and out comes the knife.
attacked.
* AmbiguouslyHuman: Even before you realize the creature is just a [[TheWormThatWalks mobile hive of sentient and predatory hornets]], their [[UncannyValley human disguises aren't that convincing]], with and their faces looking more like resemble a blobfish that has been pulled to the surface more than a anything recognizably human face. All of this is not even mentioning these creatures don't seem to wear protective clothing like the players do.
human.
* TheButlerDidIt: The Butler's ''modus operandi'' is based entirely around this trope: it operandi''. It wanders around the complex, sweeping floors and looking for lone players. When players - when it finds a loner, it'll wait a bit, keeping keep up the act while looking at the player and making make sure there are no witnesses before pulling out a kitchen knife and rushing towards the player, attempting target to murder them.
* CarryingTheWeakness: Butlers drop their knives upon defeat, which can be wielded by the player. It takes workers and kills Butlers in one knife stab to kill a Butler, regardless of how much health they normally have.stab.



* GlassCannon: They can ruthlessly stab a player with their knifes ''very quickly'', killing a worker in seconds, but in single-player mode they die to 1-2 shovel swing while in their murderous state.
* HoistByTheirOwnPetard: They are instantly killed regardless of health if stabbed with a knife, the very weapons they use and drop upon defeat.

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* GlassCannon: They can ruthlessly and quickly stab a player with their knifes ''very quickly'', killing a worker in seconds, to death, but in single-player mode they die to 1-2 shovel swing while in their murderous state.
swings.
* HoistByTheirOwnPetard: They are instantly killed regardless of health if stabbed with a knife, the very weapons they use and The knives Butlers drop upon defeat.are the best means of killing them.



* ScareChord: Just in case the bloody kitchen knife didn't tip you off, this plays whenever they enter their "murderer mode", ala ''Film/{{Psycho}}''.
* ScaryStingingSwarm: A Butler's threat doesn't end when it's killed, as they pop into a swarm of murderous hornets that roam the facility, acting in a manner similar to Circuit Bees.
* UndergroundMonkey: Functionally, the Mask Hornets are identical to Circuit bees when their mobile hive is destroyed, making the former the Indoors counterpart of the latter.
* TheWormThatWalks: When killed, their bodies expand and pop into a swarm of hornets, implying that Butlers may actually be a synchronized, sentient hornet swarm in a person-shaped suit.

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* ScareChord: Just in case the bloody kitchen knife didn't tip you off, this A ''Film/{{Psycho}}''-style chord plays whenever they enter their "murderer mode", ala ''Film/{{Psycho}}''.
mode".
* ScaryStingingSwarm: A Butler's threat doesn't end when it's killed, as they Killing a Butler causes it to pop into a swarm of murderous hornets that roam the facility, acting in a manner similar to Circuit Bees.
* UndergroundMonkey: Functionally, the Mask The Masked Hornets are functionally identical to Circuit bees Bees when their mobile hive is destroyed, making the former the Indoors counterpart of the latter.
destroyed.
* TheWormThatWalks: When killed, their bodies expand and pop into a swarm of hornets, implying that Butlers They may actually be a synchronized, sentient hornet swarm in a person-shaped suit.



* AmbiguousSituation: Her whole existence sparks many questions. Who is she? Why is her ghost hunting moons, and how did a girl her age get out here in the first place? Why does she want to kill employees working for the company? Is she even ''real'', or a result of severe madness? Given madness rarely leads to those afflicted exploding, it's more likely that she's real.
* AxCrazy: Assuming the ghost girl is real, she's a malevolent entity that enjoys stalking, tormenting, and toying with the workers before killing them one by one, all while giggling.
* BarefootLoon: She stalks the player she chooses without wearing any footwear.
* CreepyChild: Takes the form of a pale little girl, who stalks the player of her choice and can kill them if they come in contact with her.
* ElectromagneticGhosts: Her presence in the loaded game can be sensed by flickering of the facility lights or the terminal's computer.
* EnfantTerrible: The spirit of a young child who kills any adult worker that works for The Company, not without stalking and terrorizing them beforehand.

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* AmbiguousSituation: Her whole existence sparks many questions. Who is she? Why is her ghost hunting haunting moons, and how did a girl her age get out here in the first place? Why does she want to kill employees working for the company? Is she even ''real'', or a result of severe madness? Given madness rarely leads to those afflicted exploding, it's more likely that she's real.
given lethal ability?
* AxCrazy: Assuming the ghost girl is real, she's She's a malevolent and ''possibly'' hallucinated entity that enjoys stalking, tormenting, and toying with the workers before killing them one by one, all while giggling.
* BarefootLoon: She stalks the player she chooses without wearing any footwear.
*
CreepyChild: Takes the form of a A pale little girl, who girl that stalks the a player of her choice choice, and can kill them if they come in contact with her.
* ElectromagneticGhosts: Her presence in the loaded game can be sensed by the flickering of the facility lights or the terminal's computer.
* EnfantTerrible: The spirit of a young child who kills any adult worker that works for The Company, not without Company after stalking and terrorizing them beforehand.them.



* FauxAffablyEvil: Even the players that aren't haunted yet can hear her vocalize quiet "hi" or "hey". It doesn't take away the fact she's rather aggressive and will make head explode if provoked.



* GhastlyGhost: She's a pale, redheaded little girl with a ForeheadOfDoom, who taunts her victims with her giggling and heavy breathing will make their head explode if she catches up to them.
* GigglingVillain: She giggles when she has found a target, and hearing her laughs is a cue to run the hell away.
* {{Hallucinations}}: [[AmbiguousSituation Possibly]]. Only one player at a time can see the Ghost Girl, which can cause confusion among teammates. However, she will make anyone she touches ''explode'', so it's more likely she's an actual spirit.

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* GhastlyGhost: She's a pale, redheaded little girl with a ForeheadOfDoom, ForeheadOfDoom who taunts her victims with her giggling and heavy breathing breathing, and will make their head explode if she catches up to them.
* GigglingVillain: She giggles when she has found finds a target, and hearing her laughs which is a the cue to run the hell away.
* {{Hallucinations}}: [[AmbiguousSituation Possibly]]. Only one player at a time can see the Ghost Girl, which can cause confusion among teammates. However, she will make explode the head of anyone she touches ''explode'', touches, so it's more likely she's an actual spirit.



* InvincibleVillain: Weapons don't work on her, she cannot be scanned, is able to go outdoors and even hiding inside the ship with the door locked won't stop her from trying to kill you.

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* InvincibleVillain: Weapons don't work on her, she cannot be scanned, is able to go outdoors and even she can leave the facility - hiding inside the ship with the door locked won't stop her from trying to kill you.



* JustIgnoreIt: The best way to avoid her coming after you is to ''not'' turn around when you hear her behind you.

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* JustIgnoreIt: The best way to avoid her coming after you pursuit is to ''not'' turn around when you hear her behind you.



* MightyGlacier: The Ghost Girl's only weakness is that she is rather slow, so as long as you aren't cornered, stuck on a tight hallway or have other monsters to worry about, it's actually rather simple for a player to kite the Ghost Girl around.
* NoNameGiven: Whilst many players nickname her "Ghost Girl" her official name remains unknown, as she cannot be scanned and doesn't appear to have a bestiary log, and no other official sources reveal her name either.
* NothingIsScarier: Brackens and Coil Heads are elusive but at least there's a bit of info on them. Even Jesters, as weird and anomalous as they are, at least follow a certain rule that you can use to avoid them. The Ghost Girl though? You can't even scan or ''see'' her. She's only visible to one worker at time, so this is invoked on the other workers as well. They will simply see their friend suddenly freaking out over nothing, start running around like a madman trying to avoid a seemingly non-existent enemy, and suddenly [[OffWithHisHead get decapitated]] in front of them.
* RedIsViolent: Has red hair, wears a red dress and if she catches a player, [[OffWithHisHead she will make their head]] ''[[YourHeadAsplode explode]]''.
* {{Sadist}}: Her way of hunting down her victims all but outright says that she's one. She starts off stalking, tormenting, and toying with one worker at first, likely terrifying and freaking out the poor unsuspecting soul while they try to tell the others what's happening. And then after a certain amount of time, she'll just happily skip and chase after the poor employee, ultimately killing them on contact by [[YourHeadAsplode blowing up their head]], all while giggling and laughing. Once they're dead, she just repeats the entire process over and over again with the other employees, until they're dead.

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* MightyGlacier: The Ghost Girl's only weakness is that she is rather slow, so slow - as long as you aren't cornered, stuck on a tight hallway or have other monsters to worry about, it's actually rather somewht simple for a player to kite the Ghost Girl around.
her.
* NoNameGiven: Whilst many players nickname her "Ghost Girl" Girl", her official name remains unknown, as unknown - she also cannot be scanned and doesn't appear to have lacks a bestiary log, and no other official sources reveal her name either.
log.
* NothingIsScarier: Brackens and Coil Heads are elusive but at least there's a bit of info on them. Even Jesters, as can be strategized against, and even the weird and anomalous as they are, at least follow a certain rule that you can use to avoid them. Jesters act somewhat predictably. The Ghost Girl Girl, though? You can't even scan or ''see'' her. She's only visible to her, unless she's already after you, and it's likely no one worker at time, so this is invoked on the other workers as well. They else will simply see their friend suddenly freaking out over nothing, start running around like a madman notice unless they spot your erratic behavior from trying to avoid a seemingly non-existent enemy, and suddenly her, or else when you're [[OffWithHisHead get decapitated]] in front of them.
* RedIsViolent: Has red hair, wears a red dress dress, and if she catches a player, [[OffWithHisHead she will make their head]] ''[[YourHeadAsplode explode]]''.
[[YourHeadAsplode explodes the heads]] of players they catch.
* {{Sadist}}: Her way of hunting down her victims all but outright says that she's one. She starts off stalking, tormenting, and toying with one worker at first, likely terrifying and freaking out the poor unsuspecting soul while they try to tell the others what's happening. And then after a certain amount of time, happening - she'll just happily skip and chase after the poor employee, employee before long, ultimately killing them on contact by [[YourHeadAsplode blowing up their head]], all while giggling and laughing. Once they're dead, she just repeats the entire process over and over again with the other employees, until they're dead.the others are dead or else leave the planet.



* TheSpook: Similar to Jesters, who can at least be counted as a bizarre but definitely corporeal threat, the Ghost Girl has zero helpful information tied to her and can't even be scanned in the first place. On worlds with monstrous animals, biological weapons and remnants of old security systems gone rogue, it's very telling and confusing that the Ghost Girl is the only explicitly supernatural thing seen in the game.
* StalkerWithoutACrush: Like the Bracken, but contrary to him, she only targets a specific player, cannot be seen by others and she can follow her victim ''outside the facility'', even reach them inside the ship!
* SuperPersistentPredator: The Ghost Girl is one of two enemies that will follow her target ''outside'', meaning simply exiting the facility won't protect you from her. She will even follow her target inside the ship, even if the door is locked.

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* TheSpook: Similar to Jesters, who can at least be counted as a bizarre but definitely corporeal threat, the Ghost Girl has zero helpful information tied to her and can't even be scanned in the first place. On worlds with monstrous animals, biological weapons and remnants of old security systems gone rogue, it's very telling and confusing that the Ghost Girl is the only explicitly supernatural thing seen in the game.
* StalkerWithoutACrush: Like She stalks a specific worker similar to the Bracken, but contrary to him, she only targets a specific player, cannot be seen by others and she can follow her victim ''outside the facility'', even reach reaching them inside the ship!
* SuperPersistentPredator: The Ghost Girl is one of two enemies that will can follow her target ''outside'', meaning simply exiting the facility won't protect you from her. She will outside and even follow her target inside into the ship, even if walking through the door is locked. locked door.



* UndeadChild: She's stated to be the ghost of a little girl. And that's about it, there is no bestiary entry about her, and only those she targets can see her.

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* UndeadChild: She's stated to be the ghost of a little girl. And that's The only thing known for certain about it, there is no bestiary entry about her, and only those she targets can see her. her.



Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

The dramatic masks come in two forms, the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as while the Comedy Mask can still be removed if the player is quick, the Tragedy Mask offers no such respite.

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Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from and are created if a Dramatic Mask possessing possesses a player. They attempt to imitate human players non-verbally, non-verbally before attempting moving in to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

The dramatic masks come in two forms, forms: the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as two - while the Comedy Mask can still be removed if the player is quick, the Tragedy Mask offers no such respite.



* ArtificialStupidity: Downplayed. While they are intelligent and know how to mimic human behavior in order to trick their prey, they can nonetheless be easily tricked into walking on landmines, which will kill them on the spot.
* BludgeonedToDeath: The most effective way to get rid of them. Since players themselves aren't safe from shovel strikes, The Masked are also vulnerable to them.
* BodyHorror: While the external effects are not readily apparent, the fact that a Masked projectile-vomits blood into the face of their victim while possessing them does ''not'' imply anything healthy.
* ClingyMacGuffin: A Dramatic Mask does not relinquish its host body easily, and only teleportation or the intervention of another teammate has a chance of saving a player undergoing transformation. If given the chance to fully turn, the Dramatic Mask more or less becomes their new face, refusing to budge even if the Masked is finally put down. The Tragedy Mask is especially this -- unlike the Comedy Mask, it cannot be taken off once put on, meaning that it will soon possess the wearer.
* DeathGlare: When spotting a new target from a distance, the Masked will stop dead in their tracks and stare their target down before sprinting after them. If you're in the dark and the orange silhouette in the distance is ominously just standing there looking at you and not responding to your voice, take it as your cue to get the hell out of there.
* DemonicPossession: The Masked are workers who got possessed by the mask they are wearing. They can also be created from a player who wears a Dramatic Mask. Masked can also multiply by grabbing a player and forcing another mask on them.

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* ArtificialStupidity: Downplayed. While they are intelligent and know how to mimic human behavior in order to trick their prey, they can nonetheless be easily tricked into walking on landmines, which will kill them on the spot.
* BludgeonedToDeath: The most Shovel strikes are among the more effective way ways to get rid of them. Since players themselves aren't safe from shovel strikes, The Masked are also vulnerable to them.
* BodyHorror: While the external effects are not readily apparent, the fact that a Masked projectile-vomits projectile-vomiting blood into the face of their victim while possessing them other victims does ''not'' imply anything healthy.
* ClingyMacGuffin: A Dramatic Mask does not relinquish its host body easily, and only teleportation or the intervention of another teammate has a chance of saving a player undergoing transformation. If given the chance to victim. Once the wearer fully turn, turns, the Dramatic Mask more or less becomes their new face, refusing to budge even if the Masked is they are finally put down. The Tragedy Mask is especially this -- unlike the Comedy Mask, this, as it cannot be taken off once put on, meaning that it will soon possess on unlike the wearer.
Comedy Mask.
* DeathGlare: When Upon spotting a new target from a distance, the Masked will stop dead in their tracks and stare their them target down before sprinting after them. If you're in the dark dark, and the there's an orange silhouette in the distance is that's ominously just standing there looking at you quiet and not responding to your voice, still, take it as your cue to get the hell out of there.
leave.
* DemonicPossession: The Masked are workers who got possessed by the mask they are wearing. They on their faces, and can also be created from a player who wears a Dramatic Mask. Masked can also multiply by grabbing a player and forcing another mask on them.



* {{Expy}}: Being a theater mask capable of possessing their victim and making them spew a slurry of dark blood, it's likely to have been inspired by [[WebSite/SCPFoundation SCP-035]], a sentient comedy mask capable of doing much of the same but to only one victim at a time. The Masked, however, are capable of reproduction and opt for a much more predatory lifestyle, targeting entire groups of humans for prey.
* FaceFullOfAlienWingWong: They multiply by grabbing hold of a living worker and forcing blood vomit down their mouths, which will kill their victim and turn them into another Masked.

to:

* {{Expy}}: Being a theater mask capable of possessing their victim and making them spew a slurry of dark blood, it's The masks themselves are likely to have been inspired by [[WebSite/SCPFoundation SCP-035]], a sentient comedy mask capable of doing much of the same that can also possess victims and cause them to vomit up blood, but to can only take one victim at a time. The Masked, however, are capable of reproduction and opt for a much more predatory lifestyle, targeting entire groups of humans for prey.
* FaceFullOfAlienWingWong: They multiply by grabbing hold of a living worker and forcing blood vomit down their mouths, which will kill their victim and turn them into another Masked.
time.



* ItCanThink: The Masked are surprisingly cunning. When not engaging a target, they're seen to be crudely imitating human behaviours in an attempt to draw in potential victims, even attempting to trick Terminal operators by spinning in place as if asking for a warp so they can get on the ship. They can also open doors and escape to the outside world, something that other enemies barring the Ghost Girl are incapable of doing on their own. They've even been known to team up and use [[https://youtu.be/VONIiPyDyMw?si=1nCQuiFDWt32UB5r ambush tactics]] against players, for example (and as seen in the video), imitating panicking players to get teleported onto the ship, and even ''hiding behind objects'' to ambush players entering the ship from outside.
* LightningBruiser: The Masked are extremely deadly threats, capable of sprinting and jumping to chase after their targets, take a decent amount of punishment to put down and can easily kill and possess anyone who gets within reach. As a result, taking on even a single converted Worker without firearms usually requires a carefully coordinated effort by the rest of the team. A lone Masked can be put down by a player carefully backing away with properly timed shovel/stop sign strikes, or two players with shovels/stop signs, since the grab attack can be interrupted by melee strikes or the zap gun, but two or more Masked are much more challenging to deal with.
* MalevolentMaskedMen: Dead workers that used to work for the company, wearing creepy-looking theater masks and trying to multiply themselves by tricking living workers and turning them into more Masked Mimics.
* MimicSpecies: They are currently the only enemy that can take on the appearance of players and use this to their advantage to try and trick players into getting close to them. From a distance you might mistake one as one of your buddies with their distinct hazmat suit, but getting any closer for a better look, paying close attention to their movements or keeping in good communication with your actual co-workers swiftly breaks the illusion.
* MonsterOrganTrafficking: Despite technically being living supernatural beings, the company sees them as just another salvage item that you can sell to the Company Monster.
* PossessingADeadBody: Anyone who becomes a Masked is for all intents and purposes dead, permanently losing control of their characters and being forced into Spectator mode as their puppeteered body runs off to attack the other members of their team.
* PuppeteerParasite: If they catch a player, they will puke blood on their face which will cause them to be possessed and turn into another Masked, which fill force the player into Spectator Mode and helplessly watch their character hunt down and try to kill their teammates.

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* ItCanThink: The Masked are surprisingly cunning. When cunning - when not engaging a target, they're seen to be they crudely imitating human imitate player behaviours in an attempt to draw in potential victims, even attempting to trick Terminal operators by spinning in place as if asking (commonly done to signal for a warp so they can get on back to the ship.ship). They can also open doors and escape to the outside world, something that other enemies barring the Ghost Girl are incapable of doing on their own. They've even been known to team up and use [[https://youtu.be/VONIiPyDyMw?si=1nCQuiFDWt32UB5r ambush tactics]] against players, for example (and as seen in the video), imitating panicking players to get teleported onto the ship, and even ''hiding hiding behind objects'' objects to ambush players entering the ship from outside.
* LightningBruiser: The Masked are extremely deadly threats, capable of sprinting and jumping to chase after their targets, and they take a decent amount of punishment to put down and can while being able to easily kill and possess anyone who gets within reach. As a result, taking Taking on even a single converted Worker worker without firearms usually requires a carefully coordinated effort by the rest of the team. A lone Masked can be put down by a player carefully backing away one or two careful workers with properly timed shovel/stop shovel or stop sign strikes, either while backing away or two players with shovels/stop signs, since the interrupting their attempts to grab attack can be interrupted by the other worker using melee strikes attacks or the zap gun, but gun - two or more Masked are much ''much'' more challenging to deal with.
* MalevolentMaskedMen: Dead workers that used to work for former employees of the company, Company wearing creepy-looking theater masks and trying to that multiply themselves by tricking living workers and turning them into more Masked Mimics.
* MimicSpecies: They are currently the only enemy that can take on the appearance of players players, and use this to their advantage to try and trick players into getting close to them. From a distance distance, you might mistake one as them for one of your buddies with their distinct hazmat suit, buddies, but getting any closer for a better look, paying close attention to their movements or keeping in good maintaining communication with your actual co-workers swiftly breaks the illusion.
* MonsterOrganTrafficking: Despite technically being living supernatural beings, the company sees them as just another salvage item that you can sell to the The Company Monster.
is perfectly fine with accepting Masked bodies as salvage.
* PossessingADeadBody: Anyone who becomes a Masked is dead for all intents and purposes dead, permanently losing control of their characters and being forced purposes, forcing them into Spectator mode as with other deaths, while their puppeteered body runs off to attack the other members of their team.
workers.
* PuppeteerParasite: If they catch a player, they will puke blood on their face which will cause to turn them to be possessed and turn into another Masked, which fill force the player into leaving them to watch in Spectator Mode and helplessly watch their as the turned character hunt down and try tries to kill their teammates.



* SchmuckBait: Don't put on a Dramatic Mask, even if you think it might be funny. Just... don't.
* SuperPersistentPredator: Masked will pursue their target relentlessly, even following them outdoors and back to the ship. They can even jump over railings and ledges like players can. It's better to kill them than evade them, though it should be done carefully since they will grab players on contact.
* UncannyValley: One of the sure signs to tell that a Masked is ''not'' friendly. They will try to imitate player movements (emphasis on "try"), which come off as strange and unnatural.
* TheVirus: The Masked are unique in that they can increase their number by possessing others, and can also create more of itself by catching and killing players to convert them. As a result, even a single one is a deadly threat that can easily take out and recruit an entire group of players if not hunted down and killed.
* YouAreAlreadyDead: If you put the Tragedy Mask on, you will not be able to take it back off or even swap items. At that point in time it's over without teleportation intervention from the ship. You will not be able to prevent the mask from killing you and taking over your corpse. The Comedy Mask can at least be removed or swapped out for another item before it possesses you.
* ZombiePukeAttack: For all intents and purposes, Masked act as zombies for the dead workers that came before you and as the husks of your crewmates. Their main means of attack, and somehow their means of reproduction, is grabbing hold of someone and pressing their face close to their target and then puking what appears to be blood down their face, eventually killing them and creating another of their kind.

to:

* SchmuckBait: Don't The only players who put on a Dramatic Mask, even if you think it might Masks are either completely uninitiated or [[Griefing trying to be funny. Just... don't.
funny]].
* SuperPersistentPredator: Masked will pursue their target relentlessly, jumping over railings and ledges like players can, and even following them outdoors and back to the ship. They can even jump over railings and ledges like players can.ship. It's better to kill them than evade them, though it should be done carefully since they will grab players on contact.
* UncannyValley: One of the sure signs to tell that a Masked is ''not'' friendly. They will try to imitate player movements (emphasis on "try"), which come off as strange and unnatural.
* TheVirus: The Masked are unique in that they can increase their number by possessing others, and can also create more of itself by as well as catching and killing players to convert them. As a result, even Even a single one is a deadly threat that can easily take out and recruit turn an entire group of players if not hunted down and killed.
* YouAreAlreadyDead: If you put the Tragedy Mask on, you will not be able to take it back off or even swap items. At that point in time it's over without items, and only teleportation intervention from the ship. You ship will not be able to prevent stop the mask from killing you and taking over your corpse. The Comedy Mask can at least be removed or swapped out for another item before it possesses you.
* ZombiePukeAttack: For all intents and purposes, Masked act as zombies for the dead workers that came before you and as the husks of your crewmates. Their main The Masked's means of attack, and somehow their means of reproduction, turning living workers is grabbing hold of someone and pressing their face close to their target and then puking what appears to be blood down their face, eventually killing them and creating another of their kind.effectively this.
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more edits for brevity and defluff


* {{Expy}}: Eyeless dogs look and behave very similarly to SCP-939 from ''[[Website/SCPFoundation The SCP Foundation]]'', being red and fleshy quadrupedal creatures with a mouth full of sharp teeth that have no eyes and detect prey via sound, though they lack the ability to mimic noises and resemble canines rather than lizards.

to:

* {{Expy}}: Eyeless dogs Dogs look and behave very similarly to SCP-939 from ''[[Website/SCPFoundation The SCP Foundation]]'', being red and fleshy quadrupedal creatures with a mouth full of sharp teeth that have no eyes and detect prey via sound, though they lack the ability to mimic noises and resemble canines rather than lizards.



* AllThereInTheManual: The bestiary log reveals they are from the same family of alligators from Earth.
* BewareMyStingerTail: Subverted. Their tail create pink-colored fumes as a mean of self-defense, but it's not meant to be lethal to predators, only reducing their field of vision while it escapes.
* CartoonyTail: Have a rather realistic alligator tail, with a large purple spherical growth at the end of it.
* CowardlyMooks: They would rather be left alone, and is the only enemy that will willingly avoid the players, and only attack if its life feels threatened.

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* AllThereInTheManual: The bestiary log reveals they are from the same family relatives of alligators from Earth.
Earth alligators.
* BewareMyStingerTail: Subverted. Their A Spore Lizard's tail create creates pink-colored fumes as a mean of self-defense, but it's is not meant to be lethal to predators, predators and only reducing reduces their field of vision while it the lizard escapes.
* CartoonyTail: Have They have a rather realistic alligator tail, tail with a large purple spherical growth at the end of it.
end.
* CowardlyMooks: They would rather be left alone, and is Spore Lizards are the only enemy that will willingly avoid the players, and only attack if its life feels they feel threatened.



* FantasticLivestock: Spore Lizards are theorized to have been domesticated once upon a time, however the initial purpose is now obscure aside from records that show that they were eventually targeted and harvested for their spore-laced and medicinal tails.
* LampreyMouth: Is doted with this, whose purpose is too shoot spores fabricated from its tail.

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* FantasticLivestock: Spore Lizards are theorized to have been domesticated once upon a time, however previously, with the initial purpose is now obscure aside from only records that show that hint at the purpose of this stating they were eventually targeted and harvested for their spore-laced and medicinal tails.
* LampreyMouth: Is doted with this, whose purpose is too Spore Lizards have one, and use it to to shoot spores fabricated from stored in its tail.



* MixAndMatchCritters: They're crocodilian, but are shaped like lampreys while having a symbiotic relationship with fungus and their spores. They also make the same sounds as rattlesnakes, and their tail design is reminiscent of one.
* NeverSmileAtACrocodile: [[DownplayedTrope Downplayed]]. They're part-alligator creatures, but are timid and fearful creatures who avoid confrontation, and only attack if they feel cornered and in danger.
* NonMaliciousMonster: They'll make all manner of unpleasant hisses and roars if they spot a player and look pretty creepy even among other creatures in the game with their bizarre bodies and lamprey-like mouth with a set of snaggleteeth that they like to show off to scare aggressors, however they'll always flee from the player, dealing rather low damage with their bites while trying to scramble away.
* NoSell: Their skin is resistant to shovel strikes, which is a clear sign you shouldn't be attacking it in the first place.
* ReptilesAreAbhorrent: [[DownplayedTrope Downplayed]]. While Spore Lizards may look intimidating, they don't actively try to harm the players and will in fact prefer to run away from them. They will bite or shoot their spores, which are harmless and merely limit the players' vision only if the players get too close.
* ScratchDamage: It can bite, but these attacks barely do any damage even to a critically-injured player.
* SmokeOut: The purple growth at the end of their tail can produce bright pink fumes when they feel threatened and aim for a quick escape, which reduces visibility but otherwise is not toxic for humans.
* UniqueEnemy: Spore Lizards are rare sights, having a low chance to inhabit any moon (the highest chance of spawn rate is only at ''12.33%'' on 41-Experimentation). Appreciate any moment where one appears, as that means they've taken the place of any other kind of nasty predator that would normally be chasing you if they spawned instead.

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* MixAndMatchCritters: They're crocodilian, but are shaped like lampreys while having a symbiotic relationship crocodilian with fungus lamprey-like mouths and their spores. They also make the same sounds as rattlesnakes, a fungus-covered tail, and use their tail design is reminiscent of one.
in a manner similar to rattlesnakes.
* NeverSmileAtACrocodile: [[DownplayedTrope Downplayed]]. They're part-alligator creatures, Downplayed]] - they're part-alligator, but are timid and fearful creatures who avoid confrontation, and only attack if fearful, avoiding confrontation unless they feel are cornered and in danger.
* NonMaliciousMonster: They'll make all manner of unpleasant hisses sounds to try and roars if they spot a player drive off workers and look pretty creepy even among other creatures in the game with their bizarre bodies and lamprey-like mouth with a set of snaggleteeth that they like to show off to scare aggressors, however they'll rather menacing, but will always flee from the player, workers, only dealing rather low damage with their bites while trying to scramble away.
* NoSell: Their skin is resistant to shovel strikes, which is a clear sign you shouldn't be attacking it in the first place.
strikes.
* ReptilesAreAbhorrent: [[DownplayedTrope Downplayed]]. While Spore Lizards may look intimidating, they don't actively try to harm the players workers and will in fact prefer to run away from them. They will bite them, biting or shoot using their spores, which are harmless and merely limit the players' spores to obscure a worker's vision only if the players they get too close.
* ScratchDamage: It can bite, but these attacks Their bites barely do any damage damage, even to a critically-injured player.
* SmokeOut: The When threatened, they use the purple growth at the end of their tail can to produce bright pink sight-obscuring fumes when they feel threatened and aim for a quick escape, which reduces visibility but otherwise is not toxic for humans.
try to escape.
* UniqueEnemy: Spore Lizards are rare sights, having a low chance to inhabit any moon (the - the highest chance of spawn rate is only at ''12.33%'' on 41-Experimentation). 41-Experimentation. Appreciate any moment where one appears, as that means they've taken they generated in the place of any other kind of nasty predator that would normally be chasing you if they spawned instead.something nastier.



* AchillesHeel: Their eye. While it allows them to scan the area and track down players, [[GoForTheEye hitting it is the only way to kill the Nutcracker]].
* ArtificialStupidity: They're not the smartest tools in the shed, and they're easy to manipulate as long as any worker is at least reasonably careful not to be in the Nutcracker's line of fire or be spotted by it, making them easy pickings for even a single player with a shovel.
* BlownAcrossTheRoom: Get too close and Nutcrackers will quickly wind up a highly telegraphed yet vicious metal kick to whoever is in their face, sending their body flying while likely [[GroinAttack kicking them below the belt]]. To say nothing of what happens to you when it actually shoots you.
* BottomlessMagazines: Nutcrackers do take a moment to reload when their shotgun is empty, but they will never run out of ammunition. However, they will always only drop two shells for players to make use of and the shotgun will contain any shells that weren't fired by the Nutcracker after reloading, meaning you can only acquire a maximum of four shells, and one shell takes up an entire inventory slot.
* CarryingTheWeakness: Nutcrackers drop their shotgun and 2-4 shells when killed. Incidentally, they themselves can be killed in one hit with a well-placed shotgun blast to their eye.
* CyberCyclops: They have a rather distinctly organic eye right below their head that pops up when they detect nearby players. When the Nutcracker is killed, the eye falls into the torso and sprays out a big burst of blood.
* DoNotDropYourWeapon: Averted, they will keep a hold of their shotgun even after falling over dead. It doesn't make it any harder for players to take it, though.
* EyeScream: The key to its defeat: attacking its eye will kill the Nutcracker, not before it explodes with blood in the aftermath.

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* AchillesHeel: Their eye. While it eye allows them to scan the area and track down players, and [[GoForTheEye hitting it is the only way to kill the Nutcracker]].
* ArtificialStupidity: They're not the smartest tools in the shed, and they're easy While perilous, it is possible to manipulate as long as any worker is at least reasonably careful not to be in the Nutcracker's Nutcrackers while avoiding their eye or their line of fire or be spotted by it, making them easy pickings for - even a single solo player that is capable enough can then make quick work of them with a shovel.
* BlownAcrossTheRoom: Get too close and Nutcrackers will quickly wind up a highly telegraphed yet and vicious metal kick to whoever is in their face, that sending their the victim's body flying while likely [[GroinAttack kicking them below flying. And of course, there's the belt]]. To say nothing kick of what happens to you when it actually shoots you.
the shotgun they're carrying.
* BottomlessMagazines: Nutcrackers do take a moment to reload when their shotgun is empty, but they will never run out of ammunition. However, they will always only drop two shells for players to make use of of, and the shotgun will contain any shells that weren't fired by the Nutcracker after reloading, meaning reloading - this means you can only acquire a maximum of four shells, and one shell takes up an entire inventory slot.
* CarryingTheWeakness: Nutcrackers drop their shotgun and 2-4 shells when killed. Incidentally, they themselves killed, which can be killed in one hit used to take out other Nutcrackers instantly with a well-placed shotgun blast to their eye.
* CyberCyclops: They have a rather distinctly organic eye right below their head that pops up when they detect nearby players.workers. When the Nutcracker is killed, the eye falls into the torso and sprays out a big burst of blood.
* DoNotDropYourWeapon: Averted, Averted - they will keep a hold of their shotgun even after falling over dead. It doesn't make it any harder for players to dead, though workers can still take it, though.
it off the body.
* EyeScream: The key to its defeat: attacking Attacking its eye will kill the Nutcracker, not before it explodes with blood in Nutcracker and cause the aftermath.eye to burst in a plume of blood.



* GroinAttack: If you don't get shot by Nutcrackers, you can die by getting kicked across the room right in the family jewels, which will kill you instantly.
* InstakillMook: An employee that touches it when it's walking will get a heavy kick in the groin, which will one-shot regardless of health. Naturally, a close-to-mid-range blast from its shotgun will also send you straight into the death chat, although it can be survived at longer distances.
* ItemDropMechanic: The only enemy in the game that drops an item when killed, and for a fairly logical reason. And considering the shotgun it drops is an incredibly powerful weapon that allows you to kill basically any damage-vulnerable enemy indoors in one shot that would normally require multiple shovel swings otherwise, it's almost always a good idea to kill a Nutcracker and take its gun if possible, though it is still risky given that you'll be on the receiving end of said shotgun if unprepared.
* LivingMotionDetector: Nutcrackers can only detect players if they move while its eye is directly looking at them, and this is explicitly spelled out in Sigurd's log on it. Once it spots someone moving, the Nutcracker will no longer lose track of them and chase the player until they die.
* MachineBlood: They are robots, but have an eye nested inside their head, and once it dies, it explodes in a bloody carnage.
* PunnyName: Sure, they're toy nutcrackers, but if you get too close to them, they'll show you [[GroinAttack another meaning for the word "nutcracker"]].
* ShortRangeShotgun: For both the Nutcracker and players, the double-barrel does have damage falloff. But at its intended range, the shotgun is an incredibly powerful weapon that can take out anything indoors that ''can'' be killed in one shot. Needless to say, you shouldn't be in a Nutcracker's line of sight when it takes the shot.

to:

* GroinAttack: If you don't get shot by Nutcrackers, you can die by getting kicked across May occur with particularly unlucky workers, though the room right in the family jewels, which will kill you instantly.
kick is always lethal regardless.
* InstakillMook: An employee Workers that touches it when it's walking will get a heavy kick in the groin, which will make contact with one are one-shot regardless of health. Naturally, a close-to-mid-range blast from its shotgun will also send you straight into the death chat, although it can be survived at longer distances.
health.
* ItemDropMechanic: The Nutcracker is the only enemy in the game that drops an item when killed, and for a fairly logical reason. And considering the shotgun it drops is an incredibly powerful weapon that allows you to kill basically any damage-vulnerable enemy indoors in one shot that would normally require multiple shovel swings otherwise, it's almost always a good idea to kill a Nutcracker and take its gun if possible, though it is still risky given that you'll be on the receiving end of said shotgun if unprepared.
killed.
* LivingMotionDetector: Nutcrackers can only detect players if they move while its eye is directly looking at them, and this is explicitly spelled out in as Sigurd's log on it. Once explicitly spells out - once it spots someone moving, the Nutcracker will no longer lose track of them and chase the player them until they die.
* MachineBlood: They are robots, but have robots with an organic eye nested inside their head, and once it dies, it head that explodes in a bloody carnage.
bloodily once it dies.
* PunnyName: Sure, they're toy nutcrackers, but if you get Get too close to them, they'll them and they might show you [[GroinAttack another meaning for the word "nutcracker"]].
* ShortRangeShotgun: For both the Nutcracker and players, the double-barrel does have damage falloff. But at its intended range, the The shotgun is an incredibly powerful weapon that can take out anything indoors that ''can'' be killed in one shot. Needless to say, you shouldn't be in they carry has damage falloff at a Nutcracker's line of sight when it takes the shot.distance, making its shots survivable at long range and almost invariably lethal at point-closer range.



Mysterious and extremely dangerous entities resembling literal Jack-in-the-Box toys on legs. They look somewhat adorable at first glance due to their short size and bright colored box, but beware: these creatures are ticking time bombs. It follows around certain players and, after some time has passed, start winding itself up into a far more lethal state. Only one jester can spawn at a time.

to:

Mysterious and extremely dangerous entities resembling that resemble literal Jack-in-the-Box toys on legs. They look somewhat adorable at first glance due to their short size and bright colored bright-colored box, but beware: these creatures are ticking time bombs. It follows around certain players and, after some time has passed, start starts winding itself up into a far more lethal state. Only one jester Jester can spawn at a time.



* AxCrazy: Winding up its music box is a warning: once the music is done, the Jester will ''know'' where everyone is in the building and will restlessly hunt them down to kill them.
* BinomiumRidiculus: They're given the scientific name of ''Insaneus Thingus''. No need to explain why that is.
* BrightIsNotGood: Its box is as colorful as you'd expect a jack-in-the-box to be, but if you see one, you better not stay here for long...
* CreepyAsymmetry: This monster has two legs, but only a single arm, whose sole purpose is to crank up its music box for extra creep factor.
* TheDreaded: To Sigurd, at least. He's too afraid to study or try to make sense of the Jester, which is understandable given the nature of the monster.
* EatenAlive: Once they catch up to a worker, Jesters will swoop their skull down to bite and lift their prey into the air and throttle them by shaking their head.
* GatheringSteam: Once it begins the hunt, it begins gaining speed ''fast'' -- as in "runs from one end of the building to the other in seconds" fast, and will ''continue'' to speed up until it catches its prey. The only solace is that players other than the victim will have a ''little'' time (as in , a few seconds) to leave the building before it runs them down too.
* IncreasinglyLethalEnemy: The Jester is initially harmless, following players around but not doing anything. After a certain amount of time passes, or if it is attacked, it starts winding itself up, and once that finishes, it becomes a lethally persistent foe that knows the positions of all players in the facility, will one-shot any player it finds, ''and'' [[GatheringSteam gets faster the more time it spends]] in its chasing mode.
* InstakillMook: Any unlucky employee that gets caught in their mouth will be killed regardless of health.
* {{Leitmotif}}: ''[[https://www.youtube.com/watch?v=DFkgt-C7Xfk "Pop Goes The Weasel"]]'', of course. Noticeable to be the only monster to have its own theme song.
* LightningBruiser: The instant the Jester becomes aggressive, it will ''know'' where any remaining workers are insisde the building, and he's impossible to outrun.
* NothingIsScarier: Essentially nothing about these things is known. Even the bestiary entry says there's no scientific record to be made about it, and merely tells you to run away the second you spot one.
* RunOrDie: If it starts cranking itself up, stop what you're doing and make for an exit ''immediately''. You don't want to be anywhere inside that facility [[OminousMusicBoxTune when this particular weasel pops.]]
* ScaryJackInTheBox: They are essentially living Jack-in-the-Boxes with a pair of legs and a single arm. They also have a face inside that box and, well, it's not exactly pretty.
* SkullForAHead: Their true form resembles that of (or ''is'') a giant skull mounted on a large fleshy stalk.
* TheSpook: Barring the Ghost Girl, every creature in the game is merely an incredibly dangerous animal or organism operating on its hunger and instincts, with even the Coil Heads having reasonable theories of being bioweapons gone haywire. The Jester, however, is a complete anomaly with even the bestiary just opting to warn you as bluntly as it can so you don't have to face them blind.

to:

* AxCrazy: Winding up its music box is a warning: warning - once the music is done, the Jester will ''know'' know where everyone ''everyone'' is in the building building, and will restlessly hunt them down to kill them.
all down.
* BinomiumRidiculus: They're given the scientific name of ''Insaneus Thingus''. No need to explain why that is.
Thingus''.
* BrightIsNotGood: Its box is It's as colorful as you'd expect a jack-in-the-box to be, but if you see one, you better not stay here for long...
and seeing one is a sign to ''get out ASAP''.
* CreepyAsymmetry: This monster has two legs, but legs and only a single arm, whose sole purpose is to crank up its music box for extra creep factor.
box.
* TheDreaded: To Sigurd, at least. He's Sigurd's logs make it clear that he's reasonably too afraid to study or try to make sense of the Jester, which is understandable given the nature of the monster.
Jester.
* EatenAlive: Once they catch a wound-up Jester catches up to a worker, Jesters will swoop their skull down to bite head pops out and lift snatches their prey into the air and up to throttle them by shaking their head.
them.
* GatheringSteam: Once it begins the hunt, it A Jester that's fully wound up begins gaining speed ''fast'' -- as in "runs from one end of until it can easily run across the entire building to catch its prey, with the other in seconds" fast, and will ''continue'' to speed up until it catches its prey. The only solace is being that others players other than the victim will besides its current target have a ''little'' time (as in , a few seconds) precious seconds to leave the building before it runs starts after them down too.
next.
* IncreasinglyLethalEnemy: The Jester is initially harmless, following players around without acting - but not doing anything. After after a certain amount of time passes, passes or if it is attacked, it starts winding itself up, and once that finishes, it becomes a lethally persistent foe that knows the positions of will beeline for any and all players in the facility, will one-shot one-shotting any player that it finds, finds ''and'' [[GatheringSteam gets becoming faster the more time it spends]] spends in its chasing mode.
mode]].
* InstakillMook: Any A Jester in chase mode one-shots any unlucky employee that gets caught in their mouth will be killed regardless of health.
they catch.
* {{Leitmotif}}: The only monster to have one, and naturally it's ''[[https://www.youtube.com/watch?v=DFkgt-C7Xfk "Pop Goes The Weasel"]]'', of course. Noticeable to be the only monster to have its own theme song.
Weasel"]]''.
* LightningBruiser: The instant the Jester becomes aggressive, it will ''know'' where any remaining workers are insisde the building, and he's it's impossible to outrun.
outrun, and the only option is to leave the building posthaste.
* NothingIsScarier: Essentially nothing Nothing is known about these things is known. Even things, and the bestiary entry says there's no scientific record to be made about it, and merely tells you as much, with the only information being a warning to run away the second you spot one.
* RunOrDie: If it starts cranking itself up, stop what you're doing and make for an exit ''immediately''. You don't want to be anywhere inside that facility [[OminousMusicBoxTune when this particular weasel pops.]]
pops]].
* ScaryJackInTheBox: They are essentially living Jack-in-the-Boxes with a pair of legs and legs, a single arm. They also have arm, and a face inside skull-like head that box and, well, it's not exactly pretty.
it uses to mangle victims.
* SkullForAHead: Their true form resembles that of (or ''is'') Inside their box is a giant skull mounted on a large fleshy stalk.
* TheSpook: Barring the Ghost Girl, every creature in the game is merely an incredibly dangerous animal or organism operating on its hunger and instincts, with and even the Coil Heads having reasonable have some theories of being bioweapons gone haywire. The Jester, however, as to their origin. Meanwhile, the Jester is a complete anomaly with even the bestiary just opting to warn you as bluntly as it can so you don't have to face only information on them blind.being a direct warning to stay away.



* StalkedByTheBell: While seemingly non-hostile when it gets close to you at first, encountering one of these is a sign to experienced players that you need to pack up and leave the facility ''as soon as they start winding themselves up.'' If you take too long and they aggro, they will hunt you down and swallow you alive. If players still want/need loot in spite of this, everyone still alive needs to leave the building; the Jester will unwind if it has no targets, but will start winding up again if it finds a new one.
* WolfInSheepsClothing: As this is a creature that is not immediately hostile to anyone, it can be easily assumed that it is a passive creature much like a Hoarding Bug or a Spore Lizard, this is ''far'' from true as it is actually more akin to an invulnerable ticking time bomb that'll hunt down anyone unlucky enough to be around when it goes off.
* YouAreAlreadyDead: After it winds up and enters its chase mode, the Jester knows ''every player's location inside the building'', so any unlucky player who did not leave the facility in time will be caught without any means to escape it. The instant you hear "Pop Goes The Weasel" start playing, it's your cue to ''get the hell out of here''.
* YouWillNotEvadeMe: Once it aggros, it immediately knows the location of every player foolish enough to still be in the building.

to:

* StalkedByTheBell: While seemingly non-hostile when it gets close to you at first, you, encountering one of these is a sign to for experienced players that you need to pack up and leave the facility ''as soon as they start winding themselves up.'' up''. If you take too long and they aggro, they will hunt you down and swallow you alive. If players still want/need loot in spite of this, everyone still alive needs to leave Leaving the building; building is also the only way for to reset the Jester will unwind if it has no targets, but will to its docile state, though it'll start winding up again if it finds a new one.
target.
* WolfInSheepsClothing: As this is a creature that is not immediately hostile to anyone, it can be easily assumed that it is a passive creature much like a Hoarding Bug or a Spore Lizard, this is ''far'' from true as it is actually more akin to A walking jack-in-the-box that's an invulnerable ticking time bomb that'll bomb, waiting to hunt down anyone unlucky enough to be around when it goes off.
* YouAreAlreadyDead: After it winds up and enters its chase mode, anyone that hasn't left the Jester knows ''every player's location inside the building'', so any unlucky player who did not leave the facility in time will be caught without any means to escape it. The instant you hear building already upon hearing "Pop Goes The Weasel" start playing, it's your cue to ''get the hell out of here''.
is likely good as dead.
* YouWillNotEvadeMe: Once it aggros, it immediately knows the location of every player foolish enough to still be in the building.building, and will phase through any and all obstacles to catch them.

Changed: 5174

Removed: 644

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ditto


* StupidEvil: When a team of workers fails to meet quota, they are summarily vented into space, along with ''all of the company equipment and scrap present in the ship at the time''.

to:

* StupidEvil: When a team of workers fails to meet quota, they are summarily vented into space, along with ''all of the company equipment and scrap present in the ship at the time''.ship''.



* CompleteImmortality: Sigurd's log states no poison is able to kill it. The Hygrodere's mass will attach itself and multiply with another slime, and will keep growing by ingesting whatever was unfortunate enough to walk into it and regenerating for ''thousand of years''. While it rarely splits apart, the use of the word implies it's still able to do so and the halves will be able to live by themselves.
* DrawAggro: A minor example. While it's a (painfully slow) mass of slime, the hygrodere is attracted by noise, and workers can use objects (such as horns or the boombox) to lure it away.
* EatenAlive: What it does to anyone unfortunate enough to walk onto it.
* HiddenDepths: While it's a mass of microorganism and doesn't seem to have a conscience, it's attracted by music, and leaving a boombox in its path will result in the Hygrodere "dancing" on top of it.
* HollywoodAcid: Being exposed to it for too long can kill a human, and their body will be ingerated by the Hygrodere. Bizarrely enough, it doesn't dissolve the metal rails it moves on and leaves the clothes of their victims behind.

to:

* CompleteImmortality: Sigurd's log states that no poison is able to kill it. The Hygrodere's it, and their mass will attach itself and multiply multiplies by contact with another slime, and will keep growing by others of its kind, as well as ingesting whatever was anything unfortunate enough to walk into it and it. Also according to that log, it's capable of regenerating for ''thousand thousand of years''. While it years, and rarely splits apart, though when it does the use resulting "offspring" are likely very capable of the word implies it's still able to do so and the halves will be able to live by themselves.
surviving.
* DrawAggro: A minor example. While it's a (painfully slow) mass of slime, the The hygrodere is attracted by to noise, and workers can use objects (such as horns or the boombox) to lure it away.
* EatenAlive: What it does to anyone unfortunate enough to walk onto it.
* HiddenDepths: While it's a mass of microorganism
Anyone that makes contact is slowly and doesn't seem to have a conscience, it's attracted by music, and leaving a boombox in its path will result in the Hygrodere "dancing" on top of it.
painfully absorbed.
* HollywoodAcid: Being exposed to it for too long can kill a human, human and disintegrate their body will be ingerated by the Hygrodere. Bizarrely enough, body, though it doesn't dissolve the any metal rails it moves on and leaves the clothes of their victims behind.



* MegaMicrobes: The Hygrodere is stated to be a giant mass of living organisms from the same group as algae and bacteria, that multiplies rapidly and assimilates with anything it comes in contact with.
* MightyGlacier: These massive things are invincible and about as fast as an actual glacier, but don't be fooled by their passiveness, because brief contact with one will inflict grievous amounts of damage. Anything more than two seconds of contact will likely kill whoever wandered into them.
* NPCRoadblock: Very sluggish but also very big and wide, if a Hygrodere is in your way you'd better find another way around it or try to jump over it if you're in a hurry. If you're running away from something, you're likely better off trying to weather the slime attack to make it to safety.
* SlowerThanASnail: They are EXTREMELY slow, making them rather easy to avoid unless you're cornered or dealing with other creatures. If you bring a boombox and play tunes near it, it'll speed up a fair bit, but is still pathetically slow and only makes them get out of the way.
* TouchOfDeath: Whatever it's made of, it's toxic, and too much exposure to it will kill any unlucky worker.
* ZeroEffortBoss: Unless you are trapped in a dead end or chased by another monster, it's extremely easy to avoid being killed by the Hygrodere, by jumping on railings to avoid touching it or luring it away with noise.

to:

* MegaMicrobes: The Hygrodere is stated to be a giant mass of living organisms from the same group as algae and bacteria, that bacteria - it multiplies rapidly and assimilates with anything it comes in contact with.
* MightyGlacier: These massive things are invincible and about as fast as an actual glacier, but don't be fooled by their passiveness, because - brief contact with one will inflict grievous amounts of damage. Anything more than two damage, and it only takes a couple of seconds of contact will likely to kill whoever wandered into them.
a worker.
* NPCRoadblock: Very They're very sluggish but also very big and wide, if a Hygrodere is in your way you'd better find another way to the point that workers often have to route around it or try to jump over it if you're they're in a hurry. If you're running away from something, you're likely better off trying In some cases when evading another hostile creature, it may be preferable to weather the slime attack risk brief contact with a Hygrodere blocking your path to make it to safety.
* SlowerThanASnail: They are EXTREMELY slow, making them ''extremely'' slow and rather easy to avoid unless you're cornered or dealing with other creatures. If you bring Bringing a boombox and play tunes playing it near it, it'll speed up a fair bit, but is still pathetically slow and one only makes them get out of the way.
it slightly faster.
* TouchOfDeath: Whatever it's made of, it's toxic, toxic and too much exposure to it will kill any unlucky worker.
* ZeroEffortBoss: Unless you are trapped in a dead end or chased by another monster, it's extremely easy to avoid being killed by the Hygrodere, by jumping on railings to avoid touching it or luring it away with noise.
worker.



* BadVibrations: Being the largest of the indoor predators you can encounter barring a hungry Jester, their every step with their arms makes a heavy thud that's usually followed by a roar once they spot prey. Use their heavy footsteps as your main warning to take it slow so you don't get spotted.
* BizarreAlienBiology: According to the Bestiary, Thumpers have generally useless legs at birth that they must auto-cannibalize to escape from their eggs, their bodies are deceptively rubbery and flexible which allows them to fit into comparatively small spaces like doorframes or vents, and they're classified as Chondrichthyes, effectively making them land-sharks. Of particular note are their heads, which has a flap of skin full of small and sharp teeth that can peel open to expose their actual, shark-like head full of larger teeth that they actually use when feeding. Moreover, they're born completely deaf and so they can lose track of their targets easily, with the caveat being that they're utterly relentless even among fellow predators so as long as prey (RE: You) is in sight.
* BullfightBoss: Thumpers are capable of tremendous bursts of speed on top of their frighteningly fast normal movement, but they suck at sharp turns. Your best bet to shake a Thumper off your tail is to try to lose them in mazes or catwalks with plenty of turns while you book it for the exit, otherwise they'll be right on top of you until you lose enough stamina to lag behind and die. Additionally, if one is brave and/or foolish enough to take it head on, striking a Thumper with a melee weapon will cause it to stagger and lose the speed it needs to achieve lethality, making it easy pickings once the first blow is dealt.
* EatenAlive: A Thumper who has bit their target to death will gnaw on their body and shake it around for a few moments before moving on or chasing anyone who's still around.
* FasterThanTheyLook: It has no legs, but don't be fooled, that thing can crawl faster than what you'd expect from it.
* HalfTheManHeUsedToBe: A self-imposed version: the Bestiary states Thumpers are born with legs that they need to [[{{Autocannibalism}} auto-cannibalise]] in order to be able to get the nutrients to get out of their egg shells. They get the nickname of "Halves" due to this.
* LandShark: Thumpers are close relatives of sharks, despite having legs and living on land, and are portrayed as [[ThreateningShark aggressive and restless predators]].
* LightningBruiser: It doesn't need legs to be quick, if it catches sight of a worker, it will drag itself at them at an impossible speed, almost like it ''teleports''. However, its Bestiary log reveals it slows down turning corners, which can be used to escape it.
* MeaningfulName: The scientific name, ''Pistris-saevus'', translates to "Fish Savage" from Latin; Thumpers are noted to be from the ''Chondrichthyes'' family, which is composed of sharks and rays in real life. Like Thumpers, members of ''Chondrichthyes'' have cartilaginous skeletons.
** They are called "Thumpers" because they use their front legs to stomp their prey.
* MixAndMatchCritters: Thumpers are the closest thing there is to land sharks (and are even a close relative), only they have arms instead of fins and their skin looks dangerously similar to human flesh.
* MoreTeethThanTheOsmondFamily: Not only does it have a mouth nested with many pointy teeth, they also have growths around their head that are ''also'' covered in teeth.
* RoarBeforeBeating: They make a lot of noise and roar pretty loudly when spotting prey, giving the loudest warning of any monster that lurks in the dark that whoever they spotted is in trouble.
* SenseImpairedMonster: Thumpers may be quick but they lack legs and are deaf.
* TerrestrialSeaLife: Its scientific record confirms Thumpers to be related to aquatic sharks, however this species lives on land and have grown arms instead of fins (possibly due to evolution).

to:

* BadVibrations: Being the largest of the indoor predators you can encounter barring Their movements make a hungry Jester, their every step with their arms makes a distinct and heavy thud that's thud, usually followed by a roar once they spot prey. Use their heavy footsteps as your main warning to take it slow so you don't get spotted.
prey.
* BizarreAlienBiology: According to the Bestiary, Thumpers have generally useless legs at birth that they must auto-cannibalize to escape from their eggs, eggs; their bodies are deceptively rubbery and flexible which allows them to fit into comparatively small spaces like doorframes or vents, vents; and they're classified as Chondrichthyes, effectively making them land-sharks. Of particular note are their heads, which has a flap of skin full of small and sharp teeth that can peel open to expose open, exposing their actual, actual shark-like head full of larger teeth that they actually use used when feeding. Moreover, they're born completely deaf and so they can lose track of their targets easily, with the caveat being that they're utterly relentless even among fellow predators so as long as prey (RE: You) is in sight.
until they do.
* BullfightBoss: EatenAlive: A Thumper that catches a target will gnaw on their body and shake it around for a few moments before moving on.
* FasterThanTheyLook: Despite being legless,
Thumpers move frighteningly fast and are capable of tremendous bursts of speed on top of their frighteningly fast normal movement, but that, though they suck at can be stymied by sharp turns. Your turns - your best bet to shake a Thumper off your tail evade one is to try to lose losing them in mazes or catwalks with that have plenty of turns while as you book it for the exit, since otherwise they'll be right on top of you remain in pursuit until you lose enough stamina to lag behind and die. Additionally, if one is For anyone brave and/or foolish enough to take it head on, striking a Thumper with a melee weapon will cause it to stagger and lose the speed it needs to achieve lethality, speed, making it easy pickings once after the first blow is dealt.
* EatenAlive: A Thumper who has bit their target to death will gnaw on their body and shake it around for a few moments before moving on or chasing anyone who's still around.
* FasterThanTheyLook: It has no legs, but don't be fooled, that thing can crawl faster than what you'd expect from it.
blow.
* HalfTheManHeUsedToBe: A self-imposed version: the Bestiary The bestiary states Thumpers are born with legs that they need to [[{{Autocannibalism}} auto-cannibalise]] in order to be able to get the nutrients required to get out of break their egg shells. They get the nickname of "Halves" due to this.
* LandShark: Thumpers are close relatives of sharks, despite having legs and living on land, sharks and are portrayed as [[ThreateningShark aggressive and restless predators]].
* LightningBruiser: It doesn't need legs to be quick, if it catches sight of a worker, it will drag itself at them at an impossible speed, almost like it ''teleports''. However, its Bestiary log reveals it slows down turning corners, which They're amazingly fast and can be used to escape it.
kill workers in two hits.
* MeaningfulName: The scientific name, ''Pistris-saevus'', translates to "Fish Savage" from Latin; Latin. Thumpers are noted to be from the ''Chondrichthyes'' family, ''Chondrichthyes'', which is composed a real-life family of sharks and rays in real life. Like Thumpers, members of ''Chondrichthyes'' rays, and similarly have cartilaginous skeletons.
skeletons.
** They are called "Thumpers" because they use Their common name both refers to their front legs to stomp their prey.
stomping movements and means of attack.
* MixAndMatchCritters: Thumpers are the closest thing there is close relatives to land sharks (and are even a close relative), only they sharks, but have arms instead of fins and their skin looks dangerously similar to human flesh.
* MoreTeethThanTheOsmondFamily: Not only does it have a mouth Both their nested with many pointy teeth, they also have mouth and the growths around their head that are ''also'' covered in have many pointy teeth.
* RoarBeforeBeating: They make a lot of noise and roar pretty loudly when spotting prey, giving which is the loudest warning of any monster that lurks in the dark clearest sign that whoever they spotted is in trouble.
* SenseImpairedMonster: Thumpers may be quick but they lack legs and are deaf.
* TerrestrialSeaLife: Its scientific record confirms Thumpers to be state that they are related to aquatic sharks, however this species lives though they live on land and have grown arms instead of fins (possibly due to evolution).fins.

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more copyedit and misuse cleanup (e.g. brackens and spiders aren't really boss enemies, snare fleas don't die any differently on specific planets, etc.)


* NeverFoundTheBody: If a player dies by falling into quicksand or gets EatenAlive by a Forest Keeper or Earth Leviathan, their body will become unrecoverable. This is hinted at by looking at the monitor; as long as you see the blue dot representing the player, the body can be recoverable via the teleporter (even if they fell to their death or was taken by a Bracken or Bunker Spider), but otherwise, this will cost the team by the end of the day.

to:

* NeverFoundTheBody: If a player dies by falling into quicksand or gets EatenAlive by a Forest Keeper or Earth Leviathan, their body will become unrecoverable. This is hinted at by looking at the monitor; monitor: as long as you see the blue dot representing the player, the body can be recoverable recovered via the teleporter (even if they fell to their death or was were taken by a Bracken or Bunker Spider), but otherwise, this will cost the team by the end of the day.Spider).



* SurprisinglySuddenDeath: Several possible deaths can occur ridiculously quick. Coil-Heads and Brackens can NeckSnap workers with ease, with only the former even being potentially whole; they can be SwallowedWhole by an Earth Leviathan in mere seconds (first-time players may [[MistakenForQuake think it's an unexpected earthquake]]); or they can simply notice that land mine they stepped on way too late.

to:

* SurprisinglySuddenDeath: Several possible deaths can occur ridiculously quick. Coil-Heads and Brackens can NeckSnap workers with ease, with only the former even being potentially whole; ease; they can be SwallowedWhole by an Earth Leviathan in mere seconds (first-time players may [[MistakenForQuake think it's an unexpected earthquake]]); or they can simply notice that land mine they stepped on way too late.



* {{Expy}}: The Bracken borrows a lot from [[VideoGame/ItSteals Legs]], another horror monster created by Zeekerss. Both start off stealthy, keeping out of sight and occasionally sneaking up from behind victims for a kill, and can be repelled with just a look. Eventually, they'll get tired of stalking you and charge directly, forcing you to navigate quickly without running into any dead ends. To top it all off, they share the same design--dark and mostly concealed, save for a pair of glowing eyes.

to:

* {{Expy}}: The Bracken borrows a lot from [[VideoGame/ItSteals Legs]], another horror monster created by Zeekerss. Both start off stealthy, keeping out of sight and occasionally sneaking up from behind victims for a kill, and can be repelled with just a look. Eventually, they'll get tired of stalking you and charge directly, forcing you to navigate quickly without running into any dead ends. To top it all off, they share the same design--dark and mostly concealed, concealed by their environment, save for a pair of glowing eyes.



* KilledOffscreen: Happens often with Brackens, since they often strike when no one is looking, and after they kill someone they'll hastily drag their body across the building and into the darkness, leaving nothing but a trail of blood and the victim's loot behind. Retrieving the corpse requires access to a teleporter or someone capable and willing to hunt the body down. Workers who aren't attentive will only notice the Bracken once they hear loot hitting the ground, along with possibly [[JumpScare a brief gasp or scream from the victim]] just before the NeckSnap.
** Hilariously, this can happen ''to'' a Bracken: they won't normally trigger a landmine, but one carrying a player body will, killing it instantly.

to:

* KilledOffscreen: Happens often with Brackens, since Brackens - they often strike when no one is looking, and after they kill someone they'll hastily drag their victim's body across the building and into the darkness, leaving nothing behind but a trail of blood and the victim's loot behind. loot. Retrieving the corpse requires access to a teleporter or someone capable and willing to hunt the body Bracken down. Workers who aren't attentive will only notice the Bracken once they hear loot hitting the ground, possibly along with possibly [[JumpScare a brief gasp or scream from the victim]] just before the NeckSnap.
** Hilariously, this can happen ''to'' a Bracken: they won't normally trigger a landmine, but one carrying a player body will, with the explosion killing it instantly.



* MeaningfulName: Their scientific name ''Rapax-folium'' roughly translates to "predatory leaf" in Latin; the Bracken are predatory species whose bodies are covered with leaves, and "bracken" is also the name for a genus of large, coarse fern.

to:

* MeaningfulName: Their scientific name ''Rapax-folium'' roughly translates to "predatory leaf" in Latin; the Bracken are predatory species whose bodies are covered with leaves, Latin, and "bracken" is also the name for a genus of large, coarse fern.



* NoBodyLeftBehind: Their scientific record mentions Brackens disintegrate quickly after death, making autopsy impossible.

to:

* NoBodyLeftBehind: Their scientific record mentions Brackens disintegrate quickly after death, making which their scientific record notes as the reason autopsy is impossible.



* PrimalStance: Once they begin following someone closely, they'll hunch over close to eye level and practically breathe down their neck until they work up the nerve to snap their neck.
* PlantAliens: They display what appear to be leaves and flowers on their bodies and they are also called "Flower Men", with their bodies being a tint of red that evocative of roots such as red beets. Fittingly, they most commonly spawn on moons with dense forests, namely Vow and March. That being said, it's unknown whether they're entirely plants or not given their behavior and mysterious biology.

to:

* PrimalStance: Once they begin following someone closely, they'll hunch over close to eye level and practically breathe down their neck until they work up go for the nerve to snap their neck.kill.
* PlantAliens: They display what appear to be leaves and flowers on their bodies bodies, and they are also called known as "Flower Men", with Men" - their bodies being are also a tint of red that evocative reminiscent of roots such as red beets. Fittingly, they They also most commonly spawn on moons with dense forests, namely Vow and March. That being said, it's unknown With all that in mind, their behavior and mysterious biology make it hard to discern whether they're entirely plants or not given their behavior and mysterious biology. not.



* WarmUpBoss: They're fairly common in early moons and have distinct behavioral patterns that workers can adapt to. While they're an intermediate threat on their own, they can be a nasty combination with other indoor predators and can still put a scare into experienced employees.



* AllWebbedUp: Bunker Spiders will web up and claim a section of the building as their nest, waiting on a wall for someone to walk into their traps. The moment they bite someone to death, they'll get to work cocooning their prey and guard their body.

to:

* AllWebbedUp: Bunker Spiders will web up and claim a section of the building as their nest, waiting on a wall for someone to walk into their traps.them. The moment they bite someone to death, they'll get to work cocooning their prey and guard their body.



* BizarreAlienBiology: They have ten legs contrary to the traditional eight legs of real-life spiders, and only have two eyes visible rather than eight.

to:

* BizarreAlienBiology: They have ten legs contrary as opposed to the traditional eight legs of real-life spiders, and only have two eyes visible rather than eight.



* MeaningfulName: Its scientific name is ''Theraphosa-ficedula'', which is based on a genus of South American tarantulas known as Goliath bird-eaters (which the "ficedula" in its name refers to).
* MightyGlacier: They're slow enough that workers can easily outrun them, but a single bite will leave them in critical condition, and two will kill them outright. They're also fairly resistant to shovel strikes, making fighting one in direct melee a bad idea unless you have the room and stamina to backpedal between shovel swings.

to:

* MeaningfulName: Its scientific name is ''Theraphosa-ficedula'', which is based on ''Theraphosa-ficedula'' - "ficedula" comes from a genus of South American tarantulas known as Goliath bird-eaters (which the "ficedula" in its name refers to).
bird-eaters.
* MightyGlacier: They're slow enough that workers can easily outrun them, but a single bite will leave them a worker in critical condition, and two will kill them outright. They're also fairly resistant to shovel strikes, making fighting one in direct melee a bad idea unless you have the room and stamina to backpedal between shovel swings.



* WallCrawl: Being spiders, they do this often. It's strongly recommended to back away slowly if you see one on a wall.
* WarmUpBoss: They often appear in early moons on intermediate difficulties have, and have a simple hunting technique workers can avoid unless they're forced into a trap by other creatures. They also won't aggro unless you get really close to them or so much as brush against their webs.

to:

* WallCrawl: Being spiders, they do this often. They ''are'' spiders. It's strongly recommended to back away slowly if you see one on a wall.
* WarmUpBoss: They often appear in early moons on intermediate difficulties have, and have a simple hunting technique workers can avoid unless they're forced into a trap by other creatures. They also won't aggro unless you get really close to them or so much as brush against their webs.
wall.



Eyeless mannequins with agape mouths, no forearms and a flexible spring for a neck. Their bodies are punctured with nails that are surrounded by a reddish substance resembling blood. Coil-Heads are difficult to counter when alone, to say nothing of dealing with other hostile creatures. Though fast and deadly, they can only move and attack when not looked at by Employees.

to:

Eyeless mannequins with agape gaping mouths, no forearms and a flexible spring for a neck. Their bodies are punctured with nails that are surrounded by a reddish substance resembling blood. Coil-Heads are difficult to counter when alone, to say nothing of dealing with them alongside other hostile creatures. Though fast and deadly, they can only move and attack when not looked at by Employees.



* AmbiguouslyHuman: They look like mannequins that appear to be ''bleeding'', and are noted to be experimental {{Living Weapon}}s that may be biological in nature or even [[WasOnceAMan former humans]]. Victims of a Coil-Head also lose their forearms and have their head popped off, with a spring emerging from their necks, suggestion some form of reproduction or conversion.

to:

* AmbiguouslyHuman: They look like bleeding mannequins that appear to be ''bleeding'', and are noted to be experimental {{Living Weapon}}s that may be biological in nature or even [[WasOnceAMan former humans]]. Victims of a Coil-Head also lose their forearms and have their head popped off, with a spring emerging from their necks, suggestion some form of reproduction or conversion.



* LivingWeapon: The bestiary speculates that these things were originally built as biological weapons, with no clear distinction on how much of them is organic and how much is inorganic.
* MurderousMannequin: They're living hostile mannequins, with a spring for a neck making it resemble a large bobble-head.

to:

* LivingWeapon: The bestiary speculates that these things were originally built as biological weapons, with no clear distinction on how much of them (if anything) is organic and how much is inorganic.
organic.
* MurderousMannequin: They're living hostile mannequins, with a spring for a neck making that makes it resemble a large bobble-head.



* AntiAdvice: The television you can buy for the ship has a company cartoon with a short segment on what to do if your co-worker is caught by a Snare Flea, insisting that before you smack the bug with a shovel you should calmly ask them if they've been caught by something and if they need help before actually trying to remove it.
* AntiFrustrationFeature: If you're playing on singleplayer, Snare Fleas will let go once your health reaches critical, instead of suffocating you all the way to death. This is fortunate as you don't have anyone else to help get them off you.
* BigCreepyCrawlies: These are bugs the size of a dog and latch on your face until you suffocate: they definitely count.

to:

* AntiAdvice: The television you can buy for the ship has a company cartoon with a short segment on what to do if your co-worker is caught by a Snare Flea, insisting Flea - the segment insists that before you smack the bug with a shovel shovel, you should calmly ask them if they've been caught by something and if they need help before actually trying to remove it.
* AntiFrustrationFeature: If you're playing on singleplayer, For solo players, Snare Fleas will let go once your health reaches critical, instead of suffocating you all the way to death. This is fortunate as since you don't have anyone else to help get them off you.
* BigCreepyCrawlies: These are bugs Insect-like creatures the size of a dog and that latch on your onto a victim's face until you suffocate: they definitely count.suffocate.



* GlassCannon: If caught without another armed player nearby to remove them or far away from an exit, death is guaranteed. However, they're so fragile that simply being outside will cause them to ''instantly die from exposure'', not to mention that it only takes a few solid hits to put them down as is.
* InterfaceScrew: Anyone who gets snared by these bugs will have their vision obscured by the pulsating mouth of the thing consuming their head, slowly dealing damage to them while they're blinded. Their voices also become muffled, obscuring any calls for help they might make if they're too far away from anyone able to.

to:

* GlassCannon: If caught without another armed player nearby to remove them or far away from an exit, death is guaranteed. However, they're so fragile that simply being outside will cause them to ''instantly die from exposure'', not to mention that and it only takes a few solid hits to put them down as is.
down.
* InterfaceScrew: Anyone who gets snared by these bugs will have their vision obscured by the its pulsating mouth of the thing consuming their head, while slowly dealing damage to them while they're blinded. sustaining damage. Their voices also become muffled, obscuring partially silencing any calls for help they might make if they're too far away from anyone able to.help.



* NonIndicativeName: While the "Snare" in their names refer to their nature to trap their victims, they are actually centipedes, not fleas.
* SinisterSuffocation: If they latch on someone's head, they will strangle them to death if no else is here to smack them with a shovel.
* WeakenedByTheLight: The bestiary notes that these things have incredibly thin exoskeleton and that their pale bodies can only stand dark and evenly warm environments. Sure enough, if a victim manages to stumble into an exit the bug will die from exposure to the elements outside. This trope is especially evident on arid and sun bleached moons like Assurance or Experimentation.

to:

* NonIndicativeName: While the "Snare" in their names refer to their nature to trap their victims, means of predation, they are actually centipedes, not centipedes rather than actual fleas.
* SinisterSuffocation: If they latch on someone's head, they will strangle them to death if no else is here there to smack them with a shovel.
* WeakenedByTheLight: The bestiary notes that these things they have incredibly thin exoskeleton exoskeletons and that their pale bodies can only stand dark and evenly warm environments. Sure enough, if If a victim manages worker with a Snare Flea attached makes it to stumble into an exit exit, the bug will die from exposure to the elements outside. This trope is especially evident on arid and sun bleached moons like Assurance or Experimentation.elements.



* BizarreAlienReproduction: The Hygrodere is made out of microscopic organisms that can multiple quickly by ''millions''. While it's hinted to be able to split apart, it rarely does so, it instead [[TheAssimilator fuses with anything]] that crosses paths with its mass.
* BlobMonster: They're essentially your average slime monsters.
* BrightIsNotGood: While the Hygrodere is just a mass of bacteria and doesn't have a conscience, it possesses bright purple and green hues, which hints at its toxicity.

to:

* BizarreAlienReproduction: The Hygrodere is made out of microscopic organisms that can multiple quickly by multiply into ''millions''. While it's hinted to be able to split apart, it rarely does so, it instead and [[TheAssimilator fuses with absorbs anything]] that crosses paths with its mass.
* BlobMonster: They're essentially your average slime monsters.
* BrightIsNotGood: While the Hygrodere is just a mass of bacteria and doesn't have a conscience, it possesses The Hygrodere's bright purple and green hues, which hints hues hint at its toxicity.

Added: 178

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more copyedit and misuse cleanup


* BlindMistake: As the name implies, they lack eyes and mostly rely on their hearing. This can be exploited by players by luring it away with other noise, such as the Boombox.

to:

* BlindMistake: As the name implies, they lack eyes and mostly rely on their hearing. This can be exploited by players by luring it away with other noise, noises, such as the Boombox.



* EatenAlive: If they hear employees, they will charge them InASingleBound and tear them apart, though they will at least leave a retrievable body behind. Ironically, they can be SwallowedWhole by [[AlwaysABiggerFish an Earth Leviathan.]]
** They can also be [[DevouredByTheHorde torn apart by Baboon Hawks]] if alone and outnumbered.
* {{Expy}}: Both look and behave very similarly to SCP-939 from ''[[Website/SCPFoundation The SCP Foundation]]''. Just like SCP-939, they're red, fleshy quadrupedal creatures with a mouth full of sharp teeth, whom can detect prey with hearing and sound due to having no eyes. The only difference is their lack of ability to mimic noises and, as their name states, look more like canines instead of lizards.

to:

* EatenAlive: If they hear employees, workers moving around, they will charge them InASingleBound and tear them apart, though they will at least leave a retrievable the body behind. Ironically, they They can also be SwallowedWhole by [[AlwaysABiggerFish an Earth Leviathan.]]
** They can also be
Leviathan]], and even [[DevouredByTheHorde torn apart by Baboon Hawks]] if alone and outnumbered.
a pack of them manages to isolate one.
* {{Expy}}: Both Eyeless dogs look and behave very similarly to SCP-939 from ''[[Website/SCPFoundation The SCP Foundation]]''. Just like SCP-939, they're red, Foundation]]'', being red and fleshy quadrupedal creatures with a mouth full of sharp teeth, whom can teeth that have no eyes and detect prey with hearing and sound due to having no eyes. The only difference is their via sound, though they lack of the ability to mimic noises and, as their name states, look more like and resemble canines instead of rather than lizards.



* {{Hellhound}}: An alien version of this trope with their humongous jaws full of sharp teeth.

to:

* {{Hellhound}}: An alien version of this trope with their humongous jaws full of sharp teeth.



* InASingleBound: They will leap massive distances towards and source of sound, enabling them to catch workers in a single leap and kill them instantly.

to:

* InASingleBound: They will leap massive distances towards and any source of sound, enabling them to catch workers in a single leap and kill them instantly.



* LampreyMouth: Its main characteristic is a large jaw resembling a fly trap filled with long pointy teeth.
* LightningBruiser: Eyeless Dogs are ''extremely'' fast and workers won't be able to outrun them, requiring that they either evade detection or use the environment against them.
* MeaningfulName: Their scientific name is ''Leo caecus'', meaning "Blind Lion" in Latin, and they have {{EyelessFace}}s and make fairly leonine roars, with a similarly lion-like tail.
* MixAndMatchCritters: They look like a mix between a carnivorous plant and a dog, with a big cat tail.
* NonIndicativeName: Aside from being growling, biting quadrupeds, Eyeless Dogs barely resemble dogs. Downplayed with their scientific name ''Leo caecus'' ("blind lion'') - they at least have a lion-like tail and make similar roars.

to:

* LampreyMouth: Its main characteristic is a large jaw resembling a fly trap trap, filled with long pointy teeth.
* LightningBruiser: Eyeless Dogs are ''extremely'' fast and workers won't be able to easily outrun them, workers, requiring that they players to either evade detection or use the environment against them.
* MeaningfulName: Their scientific name is ''Leo caecus'', meaning "Blind Lion" in Latin, and they Latin. They have {{EyelessFace}}s and make fairly leonine roars, with a similarly lion-like tail.
* MixAndMatchCritters: They look like a mix between a carnivorous plant and a dog, dog with the tail of a big cat tail.
lion.
* NonIndicativeName: Aside from being growling, growling and biting quadrupeds, Eyeless Dogs barely resemble dogs. Downplayed with their scientific name ''Leo caecus'' ("blind lion'') - they at least have a lion-like tail and make similar roars.



* SenseImpairedMonster: Being blind, they rely on detecting noise to find prey - just walking too fast or speaking into your mic will make you a dead man walking. Their behavior also makes them vulnerable to distractions and lures, whether by a brave soul trying to redirect them away from the ship or through more expensive means like deploying a boombox or even making an order so the Company delivery probe can provide an opening.

to:

* SenseImpairedMonster: Being blind, they rely on detecting noise to find prey - just walking too fast or speaking into your mic will make you a dead man walking. Their behavior also makes them vulnerable to distractions and lures, whether by a brave soul trying to redirect them away from the ship or through more expensive means like deploying a boombox boombox, or even making an order so the Company delivery probe can provide an opening.



* BadVibrations: Being so huge, they make a very distinctive thud with every step, which is your first warning to start sneaking if you're outside and too far from the ship.

to:

* BadVibrations: Being so huge, they They make a very distinctive thud with every step, which is your first warning to start sneaking if you're outside and too far from the ship.



* InstakillMook: Any unlucky worker that gets caught and shoved into their mouth will be devoured along with their loot and killed.

to:

* InstakillMook: Any unlucky worker that gets caught and shoved into their mouth eaten will be instantly killed and devoured along with their loot and killed.loot.



* SenseImpairedMonster: They are deaf, and rely on sight to navigate, requiring that workers stay out of sight to avoid it.

to:

* SenseImpairedMonster: They are deaf, deaf and rely on sight to navigate, requiring that workers to stay out of sight to avoid it.



* YouAreAlreadyDead: If you are spotted by one and too far away from the ship or a facility entrance, better hope you have your will in order! Unless they're attacked and killed by an Old Bird, but that means you have an [[OutOfTheFryingPan even worse problem on your hands]].

to:

* YouAreAlreadyDead: If you are spotted by one and too far away from the ship or a facility entrance, better hope you have your will in order! Unless they're attacked and killed by order or that there's an Old Bird, but that Bird around - though the latter means you you'll have an [[OutOfTheFryingPan even worse problem on your hands]].



* GiantEqualsInvincible: Earth Leviathans are the biggest entity in the game and they cannot be attacked or killed in any way whatsoever.
* HelpfulMook: They can instantly remove any Old Birds they manage to swallow, including inactive ones. Unlike Forest Keepers, an inactive Old Bird doesn't move, is completely harmless, and cannot respawn due to being preset spawns, so baiting an Earth Leviathan into permanently removing them before they activate can be a viable method.

to:

* GiantEqualsInvincible: Earth Leviathans are the biggest entity in the game game, and they cannot be attacked or killed in any way whatsoever.
way.
* HelpfulMook: They can instantly remove any be baited into eating Old Birds they manage to swallow, Birds, including inactive ones. Unlike Forest Keepers, an inactive Old Bird doesn't move, is completely harmless, and cannot respawn due ones, to being preset spawns, so baiting an Earth Leviathan into permanently removing dispose of them before they activate can be a viable method.and make it safer for workers to traverse the planet at night and/or remove the Apparatus from the facility.



* InstantDeathRadius: A worker's only hope of survival is to react fast enough to either warnings from a worker manning the ship radar, or else to sprint the hell out of dodge once they see the ground rumbling. If someone's caught in the center, they're good as dead.

to:

* InstantDeathRadius: A worker's only hope of survival is to either react fast enough to either warnings from a worker manning the ship radar, or else to sprint the hell out of dodge once they see the ground rumbling. If someone's caught in the center, they're good as dead.



* MistakenForQuake: Inexperienced workers will mistake the worm's presence for a literal earthquake right up until it devoured them. For first-time players, it's easy to think there's a sudden earthquake happening... until you're suddenly dead and never saw what killed you in the first place.
* MoleMonster: It stays most of its time underground, waiting to sense the vibrations of prey before it strikes. Earthquakes and dust rising signal its approach.
* {{Nerf}}: Version 50 increased the minimum time they take to pop out of the ground from 0.3 seconds to 1 second, preventing cheap deaths from occurring.

to:

* MistakenForQuake: Inexperienced workers will mistake the worm's presence for a literal earthquake right up until it devoured them. For first-time players, it's easy to think there's a sudden earthquake happening... until you're suddenly dead and never saw what killed you in the first place.
devours them.
* MoleMonster: It stays most of its time dwells underground, waiting to sense sensing the vibrations of prey before it strikes. Earthquakes and dust rising dust signal its approach.
* {{Nerf}}: Version 50 increased increases the minimum time they take to pop out of the ground from 0.3 seconds to 1 second, preventing cheap deaths from occurring.



First introduced in the V50 update along with the Butlers and Tulip Snakes, these are huge robots that lie eerily dormant in the morning, but activate one by one as the day passes, patrolling and searching for anything that moves. Entities and Employees caught in their searchlights are greeted with dissonant cacophonies, welcomed by salvos of rockets, pursued by rocket-boosting legs, and stomped on. Employees unfortunate enough to be grabbed will be barbecued by a point-blank flamethrower.

to:

First introduced in the V50 update along with the Butlers and Tulip Snakes, these are huge robots that lie eerily dormant in the morning, but activate one by one as the day passes, patrolling and searching for anything that moves. Entities Anything and Employees everything caught in their searchlights are greeted with dissonant cacophonies, welcomed by salvos of rockets, pursued by rocket-boosting legs, and stomped on. Employees Workers unfortunate enough to be grabbed will be barbecued by a point-blank flamethrower.



* AccidentalHero: Old Birds are indiscriminate in whoever or whatever they attack, and careful players can use them get rid of Baboon Hawks, Eyeless Dogs and even Forest Keepers.



* AirborneMook: They're as of now the only hostile entities that are capable of high-altitude flight, allowing them to jetpack around at fast speeds and even perform a DynamicEntry attack.
* AlwaysABiggerFish: Old Birds can effortlessly take down Baboon Hawks and Eyeless Dogs with a few rockets and even defeat Forest Keepers in a one-on-one fight. In turn, Old Bird themselves are no match for an Earth Leviathan, which devours them instantly if they happen to be in range.
* AntiEscapeMechanism: They have rocket boosters that allow them to jet long distances to close in or even fly into the air and reposition themselves, making escaping from them exceptionally difficult once they spot you unless there's a place to hide in.
* BerserkButton: All Old Birds on the planet will immediately activate as soon as the Apparatus is taken, even at day.
* DynamicEntry: If they spot a target from a long distance away, they will close the gap by using their rocket boosters to leap at the target, dealing huge damage to whoever they land on.
* FireBreathingWeapon: Old Birds are equipped with a flamethrower that's used to fry caught employees at point-blank range.
* GiantEqualsInvincible: Old Birds are immune to damage from players and most entities, with the only way to kill one being an Earth Leviathan. They can be stunned by Stun Grenades, however.
* HellIsThatNoise: Once they activate and begin attacking, you'll hear the distorted sounds of a baby crying and screaming, police siren, and a loud distorted electronic voice saying "A Robot!" on repeat. This is invoked in-universe, with Sigurd calling their speakers "sound cannons", and the internal file names for these sounds are "[=LradBrainwashingSignal=]", heavily hinting that they are played to cause a psychological attack.
* HelpfulMook: As Old Birds are indiscriminate in whoever or whatever they attack, they can get rid of Baboon Hawks, Eyeless Dogs and Forest Keepers as long as the player doesn't incur their wrath.

to:

* AirborneMook: They're as of now Currently the only hostile entities that are capable of high-altitude flight, allowing them to jetpack around at fast speeds and even perform a DynamicEntry attack.
* AlwaysABiggerFish: Old Birds can effortlessly take down Baboon Hawks and Eyeless Dogs with a few rockets and even defeat Forest Keepers in a one-on-one fight. In turn, Old Bird themselves fight, but are no match for an Earth Leviathan, which devours them instantly if they happen to be in range.
* AntiEscapeMechanism: They have rocket boosters that allow them to jet jump long distances to and close in on a target, or even fly into the air and reposition themselves, making themselves - once spotted, escaping from them one becomes exceptionally difficult once they spot you unless there's a place to hide in.
hide.
* BerserkButton: All Old Birds on the planet will immediately activate as soon as the Apparatus is taken, even at day.
taken.
* DynamicEntry: If they spot a target from at a long distance away, distance, they will close the gap by using their rocket boosters to leap boosters, leaping at the target, target and dealing huge damage to whoever they land on.
* FireBreathingWeapon: Old Birds are equipped with a flamethrower that's used to fry caught employees captured workers at point-blank range.
* GiantEqualsInvincible: Old Birds are immune to damage from players and most entities, with the only way to kill one being an Earth Leviathan. They can be also be stunned by Stun Grenades, however.
Grenades.
* HellIsThatNoise: Once they activate and begin attacking, you'll hear the distorted sounds of a baby crying and screaming, police siren, and a loud distorted electronic voice saying "A Robot!" on repeat. This is invoked in-universe, with Sigurd calling calls their speakers "sound cannons", and the internal file names for these sounds are "[=LradBrainwashingSignal=]", heavily hinting that they are played to cause a form of psychological attack.
* HelpfulMook: As Old Birds are indiscriminate in whoever or whatever they attack, they can get rid of Baboon Hawks, Eyeless Dogs and Forest Keepers as long as the player doesn't incur their wrath.
attack.



* InfiniteSupplies: Their headlamp never burns out, they can [[BottomlessMagazines shoot grenades and flames indefinitely]], and their jets are said in-universe to be capable of flying ''between planets''.
* KillerRobot: They will mercilessly attack everything that gets within their vision, be it employee or entity, except other Old Birds. They can even make ''very'' quick work of Eyeless Dogs and Forest Keepers via their flamethrower and missiles.
* LightningBruiser: They attack rapidly with a missile launcher to deal sizeable damage, can pick up and kill employees by grabbing them and torching them, are invulnerable to damage, and move surprisingly quickly for something their size, even capable of ''flying'' to reach targets out of range.
* MacrossMissileMassacre: Their rocket launcher are capable of launching missiles in rapid succession, invoking this trope.
* NatureVersusTechnology: Old Birds are very similar to Forest Keepers -- giant, hostile humanoid entities that hunt by sight, while being hard/impossible to kill and sporting a grab attack that will kill an Employee if they aren't teleported away in time. Unlike the natural Forest Keepers, Old Birds are artificial machines, and will attack anything in sight including other Entities. Old Birds will also get into a fight against Forest Keepers, and will usually win thanks to their long-range, higher-damage capabilities.
* NoRangeLikePointBlankRange: Any employee who gets caught by them will get burned alive with a flamethrower at point-blank range, even giving the player a close-up view of their fate.
* OutOfTheFryingPan: The good news is that Old Birds will attack and even take down Eyeless Dogs, Forest Keepers, and Baboon Hawks, removing those threats. The bad news is that you now have an even greater danger to deal with, one that can attack at range and track you down.

to:

* InfiniteSupplies: Their headlamp never burns out, they can [[BottomlessMagazines shoot grenades and flames indefinitely]], and their jets are said in-universe stated to be capable of flying ''between planets''.
* KillerRobot: They will mercilessly attack everything that gets within in their vision, be it employee or entity, except other vision that isn't another Old Birds. They can even Bird, and often make ''very'' quick work of Eyeless Dogs and Forest Keepers via their flamethrower and missiles.
the victims.
* LightningBruiser: They attack rapidly with a missile launcher to deal sizeable damage, launchers, can pick up and kill employees by grabbing them and torching them, are invulnerable to damage, and move fly and leap surprisingly quickly for something their size, even capable of ''flying'' to reach targets out of range.
range, all while being invulnerable to everything but Earth Leviathans.
* MacrossMissileMassacre: Their rocket launcher are capable of launching launchers can fire missiles in rapid succession, invoking this trope.
succession.
* NatureVersusTechnology: In terms of threats the workers must avoid, the Old Birds are very similar a mechanical "answer" to the Forest Keepers -- giant, hostile humanoid entities that hunt by sight, while being hard/impossible are hard or even impossible to kill, and can grab and instantly kill and sporting a grab attack workers that will kill an Employee if they aren't teleported away in time. Unlike the natural Forest Keepers, Old Birds are artificial machines, and will attack anything in sight including other Entities. Old Birds will also get into a fight against Forest Keepers, and will usually win thanks to their long-range, higher-damage capabilities.
time.
* NoRangeLikePointBlankRange: Any employee who gets caught by them an old bird will get burned alive with a flamethrower at be subjected to death by point-blank range, even giving the player a close-up view of their fate.
flamethrower.
* OutOfTheFryingPan: The good news is that Old Birds will attack and even take down Eyeless Dogs, Forest Keepers, and Baboon Hawks, removing those threats. The Hawks - the bad news is that you're likely to be ''next'' unless you now have an even greater danger to deal with, one that can attack at range and track you down.avoid detection.



* BerserkButton: They have to be looked at, but not ''stared'' at. If you stare at it too long, it will become aggressive and charge the worker.
* DarkIsEvil: They have dark coloration and blend well into unlit areas, though proper illumination reveals their skin to be beet red.

to:

* BerserkButton: They have to be looked at, but not ''stared'' at. If you stare Stare at it too long, and it will become aggressive and charge the worker.
* DarkIsEvil: They have dark coloration and blend well into unlit areas, though proper illumination reveals that their skin to be is beet red.
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pass on tulip snake section - in general, every single trope doesn't need a full description of the character (or enemy rather), else it just feels like padding


* MixAndMatchCritters: Baboon Hawks have the body and posture of an ape, but the beak and wings of a humongous bird or bat.
* {{Nerf}}: ZigZagged with version 50. On one hand, their damage was lowered from 30 to 20 and their health from 6 to 4, but to compensate they appear in greater numbers.

to:

* MixAndMatchCritters: Baboon Hawks have the body and posture of an ape, but ape with the beak and wings of a humongous bird or bat.
* {{Nerf}}: ZigZagged with version 50. On one hand, 50 - while their damage was lowered from 30 to 20 and their they have 4 health from 6 to 4, but to compensate instead of 6, they also appear in greater numbers.



* WingsDoNothing: According to the Bestiary, they cannot fly with their large wings due to their weight, so the wings are used for intimidation and protection against their environment instead.

to:

* WingsDoNothing: According to the Bestiary, they cannot fly with their large wings due to their weight, so the instead using their large wings are used for intimidation and protection against their environment instead.environment.



* DifficultButAwesome: Most newer players will find Tulip Snakes an annoyance especially since they can cause FallingDamage. Players who know how to control the jetpack, however, can control their forced flying in a similar manner, essentially turning them into a free, limited-duration jetpack.
* FragileSpeedster: They move relatively quickly on the ground and the leap they use to latch onto employees is a rather fast "attack". They also die in one hit and a single Tulip Snake cannot damage an employee, requiring more than one in order to even lift them off the ground.
* HeadPet: The first Tulip Snake that latches onto an employee will always be positioned on top of their head.
* HelpfulMook: While it may initially be an annoyance to be dragged into the air by them, players can actually control their movement while being carried away, allowing one to use them as a makeshift jetpack.
* NonMaliciousMonster: Tulip Snakes see employees as a large, heavy object to impress females with and latch onto them, with others joining in to covet the employee for themselves. This often causes them to fly in an attempt to carry away the employee, then stop, resulting in the poor employee dropping from a height and taking FallingDamage.
* PersonalSpaceInvader: Tulip Snakes latch onto employees, but do not deal any damage. They will however try to fly for short periods, and will lift the employee if there is more than one, which often results in FallingDamage when they all stop flying.
* RidiculouslyCuteCritter: They're small flying lizards with little vacant beady eyes. When they latch onto a workers head, they will sometimes peer down at them with a large, goofy smile. That said, make sure that no more than one latches on at once...

to:

* DifficultButAwesome: Most newer players will find Tulip Snakes an annoyance annoyance, especially since they can cause FallingDamage. Players FallingDamage - but players who know how to control the jetpack, however, jetpack can control their forced flying in a similar manner, essentially turning them into a free, limited-duration jetpack.
manner.
* FragileSpeedster: They move relatively quickly on the ground ground, and the leap they use to latch onto employees is a rather fast non-damaging "attack". They also die in one hit hit, and a single need the help of several other Tulip Snake cannot damage an employee, requiring more than one in order Snakes to even lift them a worker off the ground.
* HeadPet: The first Tulip Snake that latches onto an employee will always be positioned on top of their head.
* HelpfulMook: While it may initially be an annoyance to be annoyance, workers dragged into the air by them, players Tulip Snakes can actually control their movement while being carried away, allowing one to use them as a makeshift jetpack.
* NonMaliciousMonster: Tulip Snakes see employees aren't actively hostile to workers and simply seeing them as a large, large and heavy object to impress females of their species with and latch onto them, with others joining in to covet the employee for themselves. This often - but their mating ritual causes them to fly in an attempt to carry away FallingDamage all the employee, then stop, resulting in the poor employee dropping from a height and taking FallingDamage.
same.
* PersonalSpaceInvader: Tulip Snakes latch onto employees, but employees en masse, though thankfully this doesn't do not deal any damage. They will however try to fly for short periods, and will lift the employee if there is more than one, which often results in FallingDamage when they all stop flying.
damage.
* RidiculouslyCuteCritter: They're small flying lizards with little vacant beady eyes. When they eyes, and the first one to latch onto a workers head, they worker's head will sometimes peer down at them with a large, goofy smile. That said, make sure that no more than one latches on at once...smile.

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picking up where I left off with the copy edit - seems a lot of the errors are still around too


* BugBuzz: When they enter aggressive mode, they will stand up and fly to attack while buzzing angrily.
* CashGate: Not fully necessary, but a common tactic for getting rid of Hoarding Bugs without a fight is to simply give them the least expensive object your group has before it works up the nerve to kill you for the ''most'' expensive one.
* CollectorOfTheStrange: These bugs take whatever object they find worth adding to their pile. It can go from mundane items found in the facilities, to keys and flashlights, and even ''[[BreadEggsMilkSquick player corpses]]''.

to:

* BugBuzz: When they enter aggressive mode, they will Angered loot bugs stand up and fly to attack while buzzing angrily.
* CashGate: Not fully necessary, but a A common tactic for getting rid of Hoarding Bugs without a fight appeasing them is to simply give hand over inexpensive loot to keep them the least expensive object your group has before it works up the nerve to kill you for the ''most'' expensive one.
from attacking you.
* CollectorOfTheStrange: These bugs take whatever object pile up anything and everything they can find worth adding to their pile. It can go from mundane items found in the facilities, to keys and flashlights, and even ''[[BreadEggsMilkSquick that interests them. Keys, toy robots, sheets of metal, [[BreadEggsMilkSquick player corpses]]''.corpses...]]



* FriendlyEnemy: If their loot pile remains untouched and the workers don't actively pester them, they are rather endearing creatures. In fact, [[CashGate dropping loot for them to pick]] will make them leave contently, and they overall don't seek confrontation won't pose an active threat to the players (compared to the other monstruosities that can be find in the facilities). Even Sigurd can't help but admit they love these "stupid cuddle bugs".
* {{Greed}}: Much like how a dragon collects hoards of valuables for themselves, Hoarding Bugs will take whatever materials they find and put them a pile of their own.
* ImminentDangerClue: If you approach a bug's loot pile, it will freeze and raise its front legs in the air, warning workers not to get closer and that it will attack if they dare to.
* InsectoidAliens: They are three feet tall insects resembling a cricket, [[FourLeggedInsect doted with four legs]], wings and big bulbous red eyes.
* KillerRabbit: Don't let their big eyes and fat little bodies fool you. If you have something they want, or steal their scrap, they can kill you. Especially if there is a horde of them.
* MeaningfulName: Its scientific name, ''Linepithema-crassus'', roughly translates to "gross thing" in Latin. "Linepithema" is also the name of a genus of small ants in the real world.
** This term may be a reference to Marcus Licinius Crassus, "the richest man in Rome," alluding to their greedy behavior.
* PrimalStance: Once it becomes aggressive, it will stand up and fly at the player that pissed them off, making them look taller and more intimidating.
* RedEyesTakeWarning: Their distinctly huge and red compound eyes are what you'll normally see in the darkness. They're timid by nature and are usually content with just staring at workers, but they'll get livid if someone tries to steal from their pile and promptly take flight to attack the thief.
* RidiculouslySmallWings: Their wings are smaller than their head, yet they are able to lift their entire bodies. Justified that the material of their shell and the thinness of their body fluids make them rather light in weight, which allows them to fly.
* StickyFingers: If they are more upfront, they can steal items from workers to add them to their nest.
* VideoGameCaringPotential: Leaving loot for Hoarding Bugs to pick up. It's not mandatory, but it will create trust between the two parties and Hoarding Bugs will happily leave players alone with their newest collectible.
* WildCard: Whether they're content to stay away from the workers or attack them relies entirely on whether they happen to see something they deem is theirs or not.

to:

* FriendlyEnemy: If their loot pile remains untouched and the workers don't actively pester them, they are rather endearing creatures. In fact, They don't seek confrontation with workers unless they want something in their possession, and [[CashGate dropping loot for them to pick]] will pick up]] will make them leave contently, and they overall don't seek confrontation won't pose an active rendering them a much lesser threat to the players workers (compared to the other monstruosities that can be find in the facilities). Even Sigurd can't help but admit they love these "stupid cuddle bugs".
* {{Greed}}: Much like how a dragon collects hoards of valuables for themselves, Hoarding Bugs will take whatever materials they find and put them a pile of their own.
* ImminentDangerClue: If you workers approach a bug's loot pile, it will freeze and raise its front legs in the air, warning workers not to get closer and that it will attack if they dare to.
air as a warning.
* InsectoidAliens: They are three feet tall insects resembling a cricket, [[FourLeggedInsect doted three-foot tall, four-legged creatures that vaguely resemble crickets, with four legs]], wings and big bulbous red eyes.
eyes.
* KillerRabbit: Don't let their big eyes and fat little bodies appearance fool you. If you - if you steal any of their stuff or have something they want, or steal their scrap, they can and ''will'' kill you. Especially you, especially if there is a horde of them.
* MeaningfulName: Its scientific name, ''Linepithema-crassus'', roughly translates to "gross thing" in Latin. "Linepithema" is also the name of a genus of small ants in the real world.
**
world, and "crassus" This term may be a reference to Marcus Licinius Crassus, "the richest man in Rome," alluding to their greedy behavior.
* PrimalStance: Once it becomes aggressive, it will stand up at full height and fly at the player that pissed them off, making them look taller and more intimidating.
off.
* RedEyesTakeWarning: Their distinctly huge and distinct red compound eyes eyes, which are what you'll normally all a worker will see in the darkness. They're timid by nature and are usually content with just staring at workers, but they'll get livid if someone tries to steal from their pile and promptly take flight to attack the thief.
they aggravate it into attacking them.
* RidiculouslySmallWings: Their wings are smaller than most might expect, due to their head, yet they are able to lift their entire bodies. Justified that the material of their shell and the thinness of their body fluids make them rather light in weight, which allows them to fly.
bodies being lightweight.
* StickyFingers: If they are more upfront, they can A daring Hoarding Bug might try to steal items directly from workers a worker, usually trying to add make a corpse of them to their nest.
in the process.
* VideoGameCaringPotential: Leaving Some players willingly leave loot for Hoarding Bugs to pick up. It's not mandatory, but it will create trust between the two parties and Hoarding Bugs will happily leave players alone with their newest collectible.
up to keep them from attacking, or else just because they can.
* WildCard: Whether they're content to stay away from or not they become a problem depends entirely on what they want and whether or not the workers want it - or attack them relies entirely on whether they happen to see something they deem is theirs or not.in some cases, already have it.
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None


* ScareChord: Just in case the bloody kitchen knife didn't tip you off, this plays whenever they enter their "murderer mode", ala Film/{{Psycho}}.

to:

* ScareChord: Just in case the bloody kitchen knife didn't tip you off, this plays whenever they enter their "murderer mode", ala Film/{{Psycho}}.''Film/{{Psycho}}''.
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Added DiffLines:

* FragileSpeedster: They move relatively quickly on the ground and the leap they use to latch onto employees is a rather fast "attack". They also die in one hit and a single Tulip Snake cannot damage an employee, requiring more than one in order to even lift them off the ground.
Is there an issue? Send a MessageReason:
Spelling/grammar fix(es)


The dramatic masks come in two forms, the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as the possession is permanent and irreversible. Possession of the Comedy Mask can be exorcised if a co-worker knows how to do it.

to:

The dramatic masks come in two forms, the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as the possession is permanent and irreversible. Possession of while the Comedy Mask can still be exorcised removed if a co-worker knows how to do it.
the player is quick, the Tragedy Mask offers no such respite.
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Spelling/grammar fix(es)


Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask or ComedyMask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

to:

Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask or ComedyMask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

Added: 268

Changed: 18

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None


Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.

to:

Workers of the Company who have been possessed by a Dramatic Mask. They can spawn like any other enemy indoors, or from a Dramatic Mask or ComedyMask possessing a player. They attempt to imitate human players non-verbally, before attempting to move in and grab their target, regurgitating blood onto them and turning them into another Masked.Masked.

The dramatic masks come in two forms, the Tragedy Mask and the Comedy Mask. The Tragedy Mask is the more potent and dangerous of the two, as the possession is permanent and irreversible. Possession of the Comedy Mask can be exorcised if a co-worker knows how to do it.



* EvilIsNotAToy: Unless you [[VideoGameCrueltyPotential want]] to be irreversibly transformed into a hostile, blood-spewing puppet that's in dire need of a MercyKill, '''don't''' put on the Dramatic Mask.

to:

* EvilIsNotAToy: Unless you [[VideoGameCrueltyPotential want]] to be irreversibly transformed into a hostile, blood-spewing puppet that's in dire need of a MercyKill, '''don't''' put on the a Dramatic Mask.
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* WolfInSheepsClothing: As this is a creature that is not immediately hostile to anyone, it can be easily assumed that it is a passive creature much like a Hoarding Bug or a Spore Lizard, this is ''far'' from true as it is actually more akin to an invulnerable ticking time bomb that'll hunt down anyone unlucky enough to be around when it goes off.
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These reptilian creatures resemble Earth's flying lizards of the genus ''Draco'', but have additional flaps around their necks that resemble flower petals. They spawn in forests at daytime, and their mating rituals involve lifting heavy, large objects into the air, with several males often latching onto the same object. Unfortunately for employees, this often causes multiple Tulip Snakes to get a bit carried away with them, dropping them from a dangerous height.

to:

These First introduced in the V50 update along with the Butlers and Old Birds, these reptilian creatures resemble Earth's flying lizards of the genus ''Draco'', but have additional flaps around their necks that resemble flower petals. They spawn in forests at daytime, and their mating rituals involve lifting heavy, large objects into the air, with several males often latching onto the same object. Unfortunately for employees, this often causes multiple Tulip Snakes to get a bit carried away with them, dropping them from a dangerous height.



First introduced in the V50 update along with the Butlers, these are huge robots that lie eerily dormant in the morning, but activate one by one as the day passes, patrolling and searching for anything that moves. Entities and Employees caught in their searchlights are greeted with dissonant cacophonies, welcomed by salvos of rockets, pursued by rocket-boosting legs, and stomped on. Employees unfortunate enough to be grabbed will be barbecued by a point-blank flamethrower.

to:

First introduced in the V50 update along with the Butlers, Butlers and Tulip Snakes, these are huge robots that lie eerily dormant in the morning, but activate one by one as the day passes, patrolling and searching for anything that moves. Entities and Employees caught in their searchlights are greeted with dissonant cacophonies, welcomed by salvos of rockets, pursued by rocket-boosting legs, and stomped on. Employees unfortunate enough to be grabbed will be barbecued by a point-blank flamethrower.



First introduced in the V50 update along with the Old Birds, these large, bloated humanoid creatures are primarily found within mansion interiors. They're named after their sharp suits and their normally passive behavior to sweep the floor of whatever room they occupy with their brooms. Do not be fooled, however, as this belies their murderous intent; when a Butler is caught alone with a worker or is attacked unprovoked, they suddenly whip out a kitchen knife and chase the closest worker down with the intent to kill. Upon death, they explode into a swarm of hornets that roam the complex, behaving similarly to Circuit Bees.

to:

First introduced in the V50 update along with the Old Birds, Birds and Tulip Snakes, these large, bloated humanoid creatures are primarily found within mansion interiors. They're named after their sharp suits and their normally passive behavior to sweep the floor of whatever room they occupy with their brooms. Do not be fooled, however, as this belies their murderous intent; when a Butler is caught alone with a worker or is attacked unprovoked, they suddenly whip out a kitchen knife and chase the closest worker down with the intent to kill. Upon death, they explode into a swarm of hornets that roam the complex, behaving similarly to Circuit Bees.

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In the public v50 proper, Old Birds do not have danger levels.


!!! '''Sigurd's Danger Level:''' 95%

to:

!!! '''Sigurd's Danger Level:''' 95%'''Other Names:''' Al (A16-L31), "Walking Ransom Letter"



!! Other Names: ''Blob, Slime, Ooze''

to:

!! Scientific Name: ''Hygrodere''
!!!
Other Names: ''Blob, Slime, Ooze''



!!! '''Sigurd's Danger Level''': 90%

to:

!!! '''Sigurd's Danger Level''': 90%90% "Get out o fthere before it goes APE!! You cant hide from it, just evacuate. i think it goes back in its box if everyone stays outside long enough"



!! Other Names: ''The Little Girl''

to:

!! !!! Other Names: ''The Little Girl''



!! Other Names: ''Mimics, Zombies''

to:

!! !!! Other Names: ''Mimics, Zombies''

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* AlwaysABiggerFish: Old Birds can effortlessly take down Eyeless Dogs with a few rockets and even defeat Forest Keepers in a one-on-one fight. In turn, Old Bird themselves are no match for an Earth Leviathan, which devours them instantly if they happen to be in range.

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* AlwaysABiggerFish: Old Birds can effortlessly take down Baboon Hawks and Eyeless Dogs with a few rockets and even defeat Forest Keepers in a one-on-one fight. In turn, Old Bird themselves are no match for an Earth Leviathan, which devours them instantly if they happen to be in range.



* FireBreathingWeapon: Old Birds are equipped with a flamethrower that deals constant damage to anything caught in it. Should they grab an employee, they'll use it to fry the employee at point-blank range.

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* FireBreathingWeapon: Old Birds are equipped with a flamethrower that deals constant damage that's used to anything fry caught in it. Should they grab an employee, they'll use it to fry the employee employees at point-blank range.


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* NoRangeLikePointBlankRange: Any employee who gets caught by them will get burned alive with a flamethrower at point-blank range, even giving the player a close-up view of their fate.

Added: 483

Removed: 257

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* FragileSpeedster: They hit for relatively low-to-moderate damage and take four hits from a shovel or signpost to kill. One is manageable, but they're almost never alone, and dealing with groups is enough of a hassle that you're better off trying to sneak around them all or else hope Eyeless Dogs distract them.



* LightningBruiser: They hit hard and fast and take six hits from a shovel or signpost to kill - one is manageable, but dealing with groups is enough of a hassle that you're better off trying to sneak around them all or else hope Eyeless Dogs distract them.


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* {{Nerf}}: ZigZagged with version 50. On one hand, their damage was lowered from 30 to 20 and their health from 6 to 4, but to compensate they appear in greater numbers.

Added: 173

Changed: 152

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[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/letcom_tulipsnake.png]]



[[quoteright:1000:https://static.tvtropes.org/pmwiki/pub/images/letcom_oldbird.png]]




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[[caption-width-right:859:[[labelnote:Click here for Masked Hornets]]https://static.tvtropes.org/pmwiki/pub/images/letcom_maskhornet.png]][[/labelnote]]
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Added DiffLines:

* {{Nerf}}: Version 50 increased the minimum time they take to pop out of the ground from 0.3 seconds to 1 second, preventing cheap deaths from occurring.

Added: 318

Changed: 38

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* HeadPet: The first Tulip Snake that latches onto an employee will always be positioned on top of their head.
* HelpfulMook: While it may initially be an annoyance to be dragged into the air by them, players can actually control their movement while being carried away, allowing one to use them as a makeshift jetpack.



* PersonalSpaceInvader: Tulip Snakes latch onto employees, but do not deal any damage. They will however try to fly for short periods, lifting the employee, which often results in FallingDamage when they all stop flying.

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* PersonalSpaceInvader: Tulip Snakes latch onto employees, but do not deal any damage. They will however try to fly for short periods, lifting and will lift the employee, employee if there is more than one, which often results in FallingDamage when they all stop flying.
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* RidiculouslyCuteCritter: They're small flying lizards with little vacant beady eyes. When they latch onto a workers head, they will sometimes peer down at them with a large, goofy smile. That said, make sure that no more than one latches on at once...
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* CarryingTheWeakness: Butlers drop their knives upon defeat, which can be wielded by the player. It takes one knife stab to kill a Butler, regardless of how much health they normally have.
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* DifficultButAwesome: Most newer players will find Tulip Snakes an annoyance especially since they can cause FallingDamage. Players who know how to control the jetpack, however, can control their forced flying in a similar manner, essentially turning them into a free, limited-duration jetpack.

Added: 144

Changed: 28

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* GlassCannon: They can ruthlessly stab a player with their knifes ''very quickly'', killing a worker in seconds, but they die to one shovel swing while in their murderous state.

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* GlassCannon: They can ruthlessly stab a player with their knifes ''very quickly'', killing a worker in seconds, but in single-player mode they die to one 1-2 shovel swing while in their murderous state.state.
* HoistByTheirOwnPetard: They are instantly killed regardless of health if stabbed with a knife, the very weapons they use and drop upon defeat.

Added: 1115

Changed: 23

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to:

[[folder:Tulip Snakes]]
!! Scientific Name: ''Draco Tulipa''
!!! '''Sigurd's Danger Level:''' 1%
These reptilian creatures resemble Earth's flying lizards of the genus ''Draco'', but have additional flaps around their necks that resemble flower petals. They spawn in forests at daytime, and their mating rituals involve lifting heavy, large objects into the air, with several males often latching onto the same object. Unfortunately for employees, this often causes multiple Tulip Snakes to get a bit carried away with them, dropping them from a dangerous height.
----
* NonMaliciousMonster: Tulip Snakes see employees as a large, heavy object to impress females with and latch onto them, with others joining in to covet the employee for themselves. This often causes them to fly in an attempt to carry away the employee, then stop, resulting in the poor employee dropping from a height and taking FallingDamage.
* PersonalSpaceInvader: Tulip Snakes latch onto employees, but do not deal any damage. They will however try to fly for short periods, lifting the employee, which often results in FallingDamage when they all stop flying.
[[/folder]]

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