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* SpannerInTheWorks: Just a random new employee that manages to survive somehow [[spoiler: and ends up potentially stopping(or at least changing) the [[TheEndOfTheWorldAsWeKnowIt Utopia rocket launch]] and potentially slowing down the Rogue Process' {{Assimilation Plot}}]].

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* SpannerInTheWorks: Just a random new employee that manages to survive somehow [[spoiler: and ends up potentially stopping(or at least changing) the [[TheEndOfTheWorldAsWeKnowIt Utopia rocket launch]] and potentially and slowing down the Rogue Process' {{Assimilation Plot}}]].



* BladeBelowTheShoulder: Their Single-Rigged weapons are essentially the {{BFS}} version of this trope.



* CarryABigStick: The Heavy Duty enemies use their tools as huge clubs.
* BladeBelowTheShoulder: The Twin-Rigged variants use a {{Dual Wielding}} version of this trope.



* SimpleStaff: The [=MG Gorgon=] rigs use MG Negiotator a powered version of this trope that's essentially an elognated stun baton.



* HealThyself: A robot variant - if one of their wheels get damaged they'll stop and weld it back together.



* SubsystemDamage: Their wheels can be damaged thus stopping them dead in their tracks.
* WeaksauceWeakness: Nearly all of their attacks hit high and can be easily avoided by ducking. Additionally doing the follow-up knee strike leaves them dazed allowing you to get a few hits in.



* EliteMook: The aptly-named Elite Hazard units. They don't differ too much other than the fact they have bigger healthpools and use drones to shield themselves.



* MightyGlacier: Powerful, but outrageously slow.

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* MightyGlacier: Powerful, but outrageously slow. Doubly so if their armor gets boosted by a drone.


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* VaderBreath: They breathe heavily all the time and the noise makes it clear it's machinery doing the work.
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* ActionSurvivor: Starts as a wheelchair-bound Average Joe looking for a job. By the end he's fought through armies of zombified workers, killer robots, CREO security forces and [[spoiler: a nanomachine scourge]].
* AudienceSurrogate: Doesn't know much more about the workings of CREO (including the facility's layout) than the player does.


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* SpannerInTheWorks: Just a random new employee that manages to survive somehow [[spoiler: and ends up potentially stopping(or at least changing) the [[TheEndOfTheWorldAsWeKnowIt Utopia rocket launch]] and potentially slowing down the Rogue Process' {{Assimilation Plot}}]].
* ThrowingOffTheDisability: Part of the reason he signs up with CREO is to walk again - and the Exo-Rig allows him to do just that. [[spoiler: It gives out in the ending forcing him to crawl back to his wheelchair]].
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* BFG: Has one which it trains on Warren at the start of the battle, only for it to [[EpicFail immediately blow up in its own face,]] forcing it to use its blades instead.

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* BFG: {{BFG}}: Has one which it trains on Warren at the start of the battle, only for it to [[EpicFail immediately blow up in its own face,]] forcing it to use its blades instead.
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* BFG: Has one which it trains on Warren at the start of the battle, only for it to [[EpicFail immediately blow up in its own face,]] forcing it to use its blades instead.
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[[folder: [=Single-Rigged Zombies=]]]

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[[folder: [=Single-Rigged [=Single-Rigged/One-Handed Zombies=]]]



The first humanoid enemy type in the game, with mostly light Operator-class pieces and single-rigged weapons attached to their [=Exo-Rigs=]. Their brains were fried when the titular surge happened, leaving them to shamble about the facility in a zombie-like manner.

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The first humanoid enemy type in the game, with mostly light Operator-class pieces and either single-rigged weapons attached to their [=Exo-Rigs=].[=Exo-Rigs=] or one-handed melee weapons. Their brains were fried when the titular surge happened, leaving them to shamble about the facility in a zombie-like manner.
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** When you first arrive at the arena he is briefing a large squad of guards. If you wait until the end of his speech these extra guards will leave letting you start the fight one on one. However if you jump into the arena immediately you will get attacked by all of them at once as well as the boss (and probably get stomped pretty hard).
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* ApocalypseLog: Her audio logs tell the story of a woman struggling to survive.

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* ApocalypseLog: ApocalypticLog: Her audio logs tell the story of a woman struggling to survive.

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[[folder:Irina]]

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[[folder:Irina]][[folder:Irina Beckett]]



[[folder:Jo]]
!!Joanne Sullivan
A woman crawling around in the vents that occasionally asks Warren for tech scrap donations.

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[[folder:Jo]]
!!Joanne Sullivan
A woman crawling around in the vents that occasionally asks
[[folder:Mallory Stark]]
!!Mallory Stark
Another new employee like
Warren for tech scrap donations.who is attempting to help Sally reach the Executive Board.



* BitchInSheepsClothing: She's a lot less nice, to the point of trying to kill Warren, when he finds her hideout. Help her out, and she'll also [[spoiler:murder Hobbs]], though she claims that [[spoiler:he had it coming]].
* StrongerThanTheyLook: The Equalizer is a large heavy duty weapon, and Jo doesn't wear an [=Exo-Rig=].
* TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill herself next to his corpse.]]
* TheUnseen: Hides in the vents throughout the game [[spoiler:until, if you completed her questline, you find her corpse]].

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* BitchInSheepsClothing: She's a lot less nice, to ApocalypseLog: Her audio logs tell the point story of trying a woman struggling to kill Warren, when he finds her hideout. Help her out, and she'll also [[spoiler:murder Hobbs]], though she claims that [[spoiler:he had it coming]].
survive.
* StrongerThanTheyLook: The Equalizer is a large heavy duty weapon, and Jo doesn't wear an [=Exo-Rig=].
* TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill herself next to his corpse.]]
* TheUnseen: Hides
HeroOfAnotherStory: Doesn't actually appear in the vents throughout game, instead her audio logs suggest that she is progressing through the game [[spoiler:until, if you completed factory a bit before Warren.
* MeatgrinderSurgery: Like Warren she was a recipient when
her questline, you find rig was installed without anesthetic.
* YouHaveOutlivedYourUsefulness: It's implied that after Mallory stopped helping
her corpse]].Sally left her to die.



[[folder: Dr. Chavez]]
!!Doctor Melissa Chavez
The lead scientist on Project Resolve. Was fired after the project's catastrophic failure, but hid in the Resolve Biolabs to continue her work and fix her mistakes. Rescuing her is the key objective of that area and she provides a large amount of plot information as a result, as well as the way to a different ending.

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[[folder: Dr. Chavez]]
!!Doctor Melissa Chavez
The lead scientist on Project Resolve. Was fired after the project's catastrophic failure, but hid
[[folder:Jo]]
!!Joanne Sullivan
A woman crawling around
in the Resolve Biolabs to continue her work and fix her mistakes. Rescuing her is the key objective of vents that area and she provides a large amount of plot information as a result, as well as the way to a different ending.occasionally asks Warren for tech scrap donations.



* DevelopersForesight: You can inform her of everything up to the final boss fight if you're willing to backtrack to her, and she will give you guidance and information as you go. You can even tell her you achieved the goal that she was aiming for and she will thank you sincerely.
* MissionControl: In a downplayed manner. At any point you can go back to her in the Resolve Biolabs to keep her apprised of the situation. [[spoiler:After Sally [[DespairEventHorizon loses it]], she's the only source of guidance you have beyond your own information.]]
* OnlySaneMan: Next to Warren, probably the only character who doesn't get driven into fear, madness, [[spoiler:or hijacked]] in one way or another.
* SpannerInTheWorks: She's this for [[spoiler: the Rogue Process. She sets in motion a plan to neutralize Utopia and can succeed with Warren's help, leading to the "good" ending.]]

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* DevelopersForesight: You can inform her of everything up BitchInSheepsClothing: She's a lot less nice, to the final boss fight if you're willing to backtrack to her, and she will give you guidance and information as you go. You can even tell her you achieved the goal that she was aiming for and she will thank you sincerely.
* MissionControl: In a downplayed manner. At any
point you can go back of trying to kill Warren, when he finds her in the Resolve Biolabs to keep hideout. Help her apprised of the situation. [[spoiler:After Sally [[DespairEventHorizon loses it]], out, and she'll also [[spoiler:murder Hobbs]], though she claims that [[spoiler:he had it coming]].
* StrongerThanTheyLook: The Equalizer is a large heavy duty weapon, and Jo doesn't wear an [=Exo-Rig=].
* TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once
she's the only source of guidance you have beyond your own information.done getting revenge, she'll kill herself next to his corpse.]]
* OnlySaneMan: Next to Warren, probably TheUnseen: Hides in the only character who doesn't get driven into fear, madness, [[spoiler:or hijacked]] in one way or another.
* SpannerInTheWorks: She's this for [[spoiler:
vents throughout the Rogue Process. She sets in motion a plan to neutralize Utopia and can succeed with Warren's help, leading to the "good" ending.]]game [[spoiler:until, if you completed her questline, you find her corpse]].



[[folder:Dr. Barrett]]
!!Doctor Gene Barrett
The lead scientist on the Utopia Project, designed to overcome the shortcomings of Resolve. Seems to be one of the few sane individuals left in the entire facility, at least until Warren figures out what Utopia will actually do.

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[[folder:Dr. Barrett]]
[[folder: Dr. Chavez]]
!!Doctor Gene Barrett
Melissa Chavez
The lead scientist on the Utopia Project, designed to overcome the shortcomings of Project Resolve. Seems to be one of Was fired after the few sane individuals left project's catastrophic failure, but hid in the entire facility, at least until Warren figures out what Utopia will actually do.Resolve Biolabs to continue her work and fix her mistakes. Rescuing her is the key objective of that area and she provides a large amount of plot information as a result, as well as the way to a different ending.


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* DevelopersForesight: You can inform her of everything up to the final boss fight if you're willing to backtrack to her, and she will give you guidance and information as you go. You can even tell her you achieved the goal that she was aiming for and she will thank you sincerely.
* MissionControl: In a downplayed manner. At any point you can go back to her in the Resolve Biolabs to keep her apprised of the situation. [[spoiler:After Sally [[DespairEventHorizon loses it]], she's the only source of guidance you have beyond your own information.]]
* OnlySaneMan: Next to Warren, probably the only character who doesn't get driven into fear, madness, [[spoiler:or hijacked]] in one way or another.
* SpannerInTheWorks: She's this for [[spoiler: the Rogue Process. She sets in motion a plan to neutralize Utopia and can succeed with Warren's help, leading to the "good" ending.]]
[[/folder]]

[[folder:Dr. Barrett]]
!!Doctor Gene Barrett
The lead scientist on the Utopia Project, designed to overcome the shortcomings of Resolve. Seems to be one of the few sane individuals left in the entire facility, at least until Warren figures out what Utopia will actually do.
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* {{Fanboy}}: ''A Walk in the Park'' reveals he is a big fan of Carbon Cat and had visited CREO World before he'd actually gone to work for CREO.

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* TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill himself next to his corpse.]]

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* TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill himself herself next to his corpse.]]


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* BigBad: The reason everything went to hell at the [=CREO=] facility.

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* LogicalWeakness: Both enemy types are completely vulnerable while reloading, which takes a good five seconds.
** Grenade operatives are rendered almost completely impotent by the Toxic Autofilter implant, which neutralizes gas damage.
** Flamethrower operatives will happily blow themselves up in gas clouds, of which there is plenty near where they are fought.



* WeaksauceWeakness: Both enemy types are completely vulnerable while reloading, which takes a good five seconds.
** Grenade operatives are rendered almost completely impotent by the Toxic Autofilter implant, which neutralizes gas damage.
** Flamethrower operatives will happily blow themselves up in gas clouds, of which there is plenty near where they are fought.



* LogicalWeakness: Due to having mismatched armor, their stability tends to be low. Keeping them off-balance with Heavy Duty weapons or relentless attacks is key to taking them down.



* WeaksauceWeakness: Due to having mismatched armor, their stability tends to be low. Keeping them off-balance with Heavy Duty weapons or relentless attacks is key to taking them down.
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There are five giant smelting machines scattered throughout the [=CREO=] complex. Like most things caught in the titular Surge, they were sent haywire and see you as a target to be terminated.

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There are five many giant smelting machines scattered throughout the [=CREO=] complex. Like most things caught in the titular Surge, they were sent haywire and see you as a target to be terminated.
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* InterfaceScrew: When you get to the final stage of the boss fight and lock onto the core of Big SISTER, the camera abruptly zooms out an becomes fixed, which will make things much, much more awkward.
* NoOSHACompliance: The Big SISTER machines are supposedly hardcoded to shut down immediately if a human enters the production area, but the CREO manual has no instructions for what to do if it ''doesn't'' shut down automatically.
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* Me'sACrowd: Upon being damaged enough, they will shed part of their outer armor, making their attacks weaker and lowering their repertoire of available attacks, but in return will spawn a smaller mass that can stab at you or grab you to keep you from moving, along with regenerating all their health. However, [[ItOnlyWorksOnce they can only do this once per mass]].

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* Me'sACrowd: MesACrowd: Upon being damaged enough, they will shed part of their outer armor, making their attacks weaker and lowering their repertoire of available attacks, but in return will spawn a smaller mass that can stab at you or grab you to keep you from moving, along with regenerating all their health. However, [[ItOnlyWorksOnce they can only do this once per mass]].
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* CarryABigStick: Their Codename: Parsifal weapons remember futuristic maces.

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* CarryABigStick: Their Codename: Parsifal weapons remember resemble futuristic maces.
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* MesaCrowd: Upon being damaged enough, they will shed part of their outer armor, making their attacks weaker and lowering their repertoire of available attacks, but in return will spawn a smaller mass that can stab at you or grab you to keep you from moving, along with regenerating all their health. However, [[ItOnlyWorksOnce they can only do this once per mass]].

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* MesaCrowd: Me'sACrowd: Upon being damaged enough, they will shed part of their outer armor, making their attacks weaker and lowering their repertoire of available attacks, but in return will spawn a smaller mass that can stab at you or grab you to keep you from moving, along with regenerating all their health. However, [[ItOnlyWorksOnce they can only do this once per mass]].


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* ApologeticAttacker: On its last legs and realizing it is likely going to lose, it apologizes, but says that it doesn't want to die, as you're the only thing standing between it and freedom.

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Added the last two missing enemies. Will add the DLC enemies/bosses at a later date.


[[folder:'''NEW GAME+ SPOILER''']]
!!"Patchwork" Zombie
These guys start appearing after completing the game once. At first glance, they look like any other Zombie enemy, but with mismatched armor and suspiciously unique weapons. Tangle with them, however, and you'll figure out quick why they're relegated to the post-game.
----
* BonusBoss: Each Patchwork is extremely tough, can give weapons or crafting components well above the level you get from other enemies, and doesn't respawn.
* DemonicSpiders: These guys run off MyRulesAreNotYourRules in a thoroughly unfair manner. Their health is almost impossibly high and their attack speed is far, far faster than anything the player can manage. Especially with [[LightningBruiser Heavy Duty]] weapons.
* EarlyBirdCameo: In a sense. Two appear in a sealed-off room in Abandoned Production that requires Security access. Their equipment is patchwork but unlike in New Game+ they aren't much tougher than normal enemies, their gear isn't randomized, and they respawn.
* LightningBruiser: They make the regular LightningBruiser enemies look like mere Mooks.
* PermanentlyMissableContent: Actually averts this from occurring in the rest of the game (beyond simply going into New Game+). They can appear with any combination of armor and non-boss weapon. The tricky part is if one will actually spawn with what you want.
* WeaksauceWeakness: Due to having mismatched armor, their stability tends to be low. Keeping them off-balance with Heavy Duty weapons or relentless attacks is key to taking them down.

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[[folder:'''NEW GAME+ SPOILER''']]
!!"Patchwork" Zombie
These guys start appearing after completing
[[folder: Chrysalis Soldier]]
Rigs that have been entirely subsumed into
the game once. At first glance, MindHive of the [[spoiler: [[FinalBoss Rogue Process]] ]]. Driven by savage bloodlust, they look act to protect the [[spoiler: Utopia rocket]] at all costs.
* BladeBelowTheShoulder: They dual-wield wrist-blades called the Metamorphing Talons. You can get them yourself if you sever their arms.
* FlashStep: They charge at you so quickly that they may as well be doing this. It's faster than you can perceive the motion.
* HeavilyArmoredMook: Played with. They have varying levels of armor on their body
like any other Zombie enemy, creature, but with mismatched they can move this armor and suspiciously unique weapons. Tangle with them, however, and you'll figure out quick why they're relegated to the post-game.
----
* BonusBoss: Each Patchwork is extremely tough, can give weapons or crafting components well above the level
around if you get from other enemies, and doesn't respawn.
* DemonicSpiders: These guys run off MyRulesAreNotYourRules in a thoroughly unfair manner. Their health is almost impossibly high and their
attack one body part too much. However, [[AchillesHeel this also leaves other parts of them vulnerable to damage.]]
* SpinAttack: Taken up to eleven, where they reach [[TeamFortress2 Medicopter]] levels of
speed is far, far faster than anything the player and whirl towards you. Thankfully it can manage. Especially with [[LightningBruiser Heavy Duty]] weapons.
* EarlyBirdCameo: In a sense. Two appear in a sealed-off room in Abandoned Production that requires Security access. Their equipment is patchwork but unlike in New Game+ they aren't much tougher than normal enemies, their gear isn't randomized, and they respawn.
* LightningBruiser: They make the regular LightningBruiser enemies look like mere Mooks.
* PermanentlyMissableContent: Actually averts this from occurring in the rest of the game (beyond simply going into New Game+). They can appear with any combination of armor and non-boss weapon. The tricky part is if one will actually spawn with what you want.
* WeaksauceWeakness: Due to having mismatched armor, their stability tends to
be low. Keeping them off-balance with Heavy Duty weapons or relentless attacks is key to taking them down.blocked.



[[folder: Fire & Ice Enemies]]
!!Enemies from the Fire & Ice free DLC
Ten new enemies added to the game with the release of the free Fire & Ice DLC. These unique opponents replace ten previously existing common enemies throughout Central Production B, Resolve Biolabs, and Research & Development. What makes them stand out is the brand new weapons they're showcasing, and they aren't about to give them up lightly.

to:

[[folder: Fire & Ice Enemies]]
!!Enemies from the Fire & Ice free DLC
Ten new enemies added to the game with the release
Nanite Mass]]
Extensions
of the free Fire & Ice DLC. These unique opponents replace ten previously existing common enemies [[spoiler: [[FinalBoss Rogue Process]] ]], they are masses of metallic shards around a central core that guard the most sensitive areas of the Nucleus, to ensure the launch of [[spoiler: Project Utopia.]]
* BossInMookClothing: There's only a handful of them in the game, and they all show up in the [[FinalLevel Nucleus]], but they respawn and have a vast repertoire of confusing and damaging attacks.
* ConfusionFu: Their tells are short and hard to notice for most of their attacks, and they can't be killed by depleting their HP like any other enemy.
* GoingToGiveItMoreEnergy: The only way to kill them permanently. You have to overcharge them like the circuits you've been overcharging
throughout Central Production B, Resolve Biolabs, the game, disrupting their regeneration.
* HeavilyArmoredMook: They cannot be staggered until their armor has been shed,
and Research & Development. What makes even afterward you'll need a weapon with very high impact to do so.
* MesaCrowd: Upon being damaged enough, they will shed part of their outer armor, making their attacks weaker and lowering their repertoire of available attacks, but in return will spawn a smaller mass that can stab at you or grab you to keep you from moving, along with regenerating all their health. However, [[ItOnlyWorksOnce they can only do this once per mass]].
* MightyGlacier: Not very fast, but exceptionally strong. Subverted for their melee strikes, which are surprisingly quick.
* ShockAndAwe: They can charge up and fire a blast of electrical energy. This leaves
them stand rather vulnerable, as they cannot pivot during the attack.
[[/folder]]

[[folder:'''NEW GAME+ SPOILER''']]
!!"Patchwork" Zombie
These guys start appearing after completing the game once. At first glance, they look like any other Zombie enemy, but with mismatched armor and suspiciously unique weapons. Tangle with them, however, and you'll figure
out is the brand new weapons quick why they're showcasing, and they aren't about relegated to give them up lightly.the post-game.


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* BonusBoss: Each Patchwork is extremely tough, can give weapons or crafting components well above the level you get from other enemies, and doesn't respawn.
* DemonicSpiders: These guys run off MyRulesAreNotYourRules in a thoroughly unfair manner. Their health is almost impossibly high and their attack speed is far, far faster than anything the player can manage. Especially with [[LightningBruiser Heavy Duty]] weapons.
* EarlyBirdCameo: In a sense. Two appear in a sealed-off room in Abandoned Production that requires Security access. Their equipment is patchwork but unlike in New Game+ they aren't much tougher than normal enemies, their gear isn't randomized, and they respawn.
* LightningBruiser: They make the regular LightningBruiser enemies look like mere Mooks.
* PermanentlyMissableContent: Actually averts this from occurring in the rest of the game (beyond simply going into New Game+). They can appear with any combination of armor and non-boss weapon. The tricky part is if one will actually spawn with what you want.
* WeaksauceWeakness: Due to having mismatched armor, their stability tends to be low. Keeping them off-balance with Heavy Duty weapons or relentless attacks is key to taking them down.
[[/folder]]

[[folder: Fire & Ice Enemies]]
!!Enemies from the Fire & Ice free DLC
Ten new enemies added to the game with the release of the free Fire & Ice DLC. These unique opponents replace ten previously existing common enemies throughout Central Production B, Resolve Biolabs, and Research & Development. What makes them stand out is the brand new weapons they're showcasing, and they aren't about to give them up lightly.
----

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Lost Forever is now called Permanently Missable Content. Trope names are not bolded. Never spoiler tag a trope name. Tropes can't be listed in pairs or groups. Conversation In The Main Page. Example Indentation. Word Cruft. Commented out Zero Context Examples.


* [[spoiler:DeadAllAlong: Hanged himself long before Warren woke up.]]
* [[spoiler:DespairEventHorizon/DrivenToSuicide: As soon as he finds out what Utopia will actually do, he records a suicide note and hangs himself.]]

to:

* [[spoiler:DeadAllAlong: Hanged DeadAllAlong: [[spoiler:Hanged himself long before Warren woke up.]]
* [[spoiler:DespairEventHorizon/DrivenToSuicide: As DrivenToSuicide: [[spoiler:As soon as he finds out what Utopia will actually do, he records a suicide note and hangs himself.]]



* [[spoiler: BitchInSheepsClothing: She was guiding Mallory Stark the same way she guides Warren, except when Mallory called it quits, Sally remotely shut down her [=Exo-Rig=], stopped keeping her healthy, and left her to die.]]
* [[spoiler: DespairEventHorizon: She completely loses it when you discover the fate of the Executive Board. From that point on, her communications terminals are offline and you never see her again.]]
* VoiceWithAnInternetConnection: The most consistent and reliable source of help throughout the game and is always pointing Warren where he needs to go. [[spoiler: Unless you cross her. Which thankfully Warren doesn't.]]

to:

* [[spoiler: BitchInSheepsClothing: She [[spoiler:She was guiding Mallory Stark the same way she guides Warren, except when Mallory called it quits, Sally remotely shut down her [=Exo-Rig=], stopped keeping her healthy, and left her to die.]]
* [[spoiler: DespairEventHorizon: She completely loses it when you [[spoiler:you discover the fate of the Executive Board. From that point on, her communications terminals are offline and you never see her again.]]
* VoiceWithAnInternetConnection: The most consistent and reliable source of help throughout the game and is always pointing Warren where he needs to go. [[spoiler: Unless [[spoiler:Unless you cross her. Which thankfully Warren doesn't.]]



* YouHaveOutlivedYourUsefulness: [[spoiler: Reacted in this way once Mallory tells Sally that she refuses to do Sally's bidding after getting past Security. Sally responds by completely destroying her chances at further survival and focusing on the next sane survivor]].
* [[spoiler: YourSoulIsMine: The Rogue Process uses lines she said throughout the game, indicating that the Rogue Process assimilated her after Warren found the board.]]

to:

* YouHaveOutlivedYourUsefulness: [[spoiler: Reacted in this way once Mallory [[spoiler:Mallory tells Sally that she refuses to do Sally's bidding after getting past Security. Sally responds by completely destroying her chances at further survival and focusing on the next sane survivor]].
* [[spoiler: YourSoulIsMine: The [[spoiler:The Rogue Process uses lines she said throughout the game, indicating that the Rogue Process assimilated her after Warren found the board.]]



* FunctionalAddict: His medical implant calms him down dramatically when you give it to him, restoring him to sanity.
** [[spoiler:Subverted. Next time you come back to Central Production B, he's lost his mind.]]
** [[spoiler:Possibly double-subverted. Some of his ramblings indicate he's being assimilated by the Rogue Process rather than overdosing on his implant.]]
* ShaggyDogStory: Get him his medical implant or not, [[spoiler:he still goes insane.]]

to:

* FunctionalAddict: His medical implant calms him down dramatically when you give it to him, restoring him to sanity.
** [[spoiler:Subverted. Next
sanity. [[spoiler:But the next time you come back to Central Production B, he's lost his mind.mind. Some of his ramblings indicate he's being assimilated by the Rogue Process rather than overdosing on his implant, though.]]
** [[spoiler:Possibly double-subverted. Some of his ramblings indicate he's being assimilated by the Rogue Process rather than overdosing on his implant.]]
* ShaggyDogStory: Get him his medical implant or not, [[spoiler:he still goes insane.]]insane]].



* [[spoiler:BonusBoss: You don't have to fight her unless you talk to her twice in the Executive Forum. You don't even need to get through the door she's guarding since it's a redundant shortcut, but Irina's wielding a very nice staff by then]]...

to:

* [[spoiler:BonusBoss: You BonusBoss: [[spoiler:You don't have to fight her unless you talk to her twice in the Executive Forum. You don't even need to get through the door she's guarding since it's a redundant shortcut, but Irina's wielding a very nice staff by then]]...



* [[spoiler:FightingFromTheInside: Her engineer persona is trying to fight back against the template overwrite the second-last time you see her. It doesn't take.]]

to:

* [[spoiler:FightingFromTheInside: Her FightingFromTheInside: [[spoiler:Her engineer persona is trying to fight back against the template overwrite the second-last time you see her. It doesn't take.]]



* [[spoiler:GrandTheftMe: Has her mind overwritten by a [=CREO=] security template if you help her out.]]

to:

* [[spoiler:GrandTheftMe: Has GrandTheftMe: [[spoiler:Has her mind overwritten by a [=CREO=] security template if you help her out.]]



* [[spoiler:TogetherInDeath: Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill himself next to his corpse.]]

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* [[spoiler:TogetherInDeath: Her TogetherInDeath: [[spoiler:Her brother was snatched for Proteus conversion. Once she's done getting revenge, she'll kill himself next to his corpse.]]



* MissionControl: In a downplayed manner. At any point you can go back to her in the Resolve Biolabs to keep her apprised of the situation. [[spoiler: After Sally [[DespairEventHorizon loses it]], she's the only source of guidance you have beyond your own information.]]

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* MissionControl: In a downplayed manner. At any point you can go back to her in the Resolve Biolabs to keep her apprised of the situation. [[spoiler: After [[spoiler:After Sally [[DespairEventHorizon loses it]], she's the only source of guidance you have beyond your own information.]]



* [[spoiler:BonusBoss: His Proteus form, equipped with a unique and highly damaging weapon.]]

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* [[spoiler:BonusBoss: His BonusBoss: [[spoiler:His Proteus form, equipped with a unique and highly damaging weapon.]]



* '''MadScientist''': Let's count the ways.

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* '''MadScientist''': MadScientist: Let's count the ways.



* BossInMooksClothing: Four are located in Central Production B. At this point, they work in pairs, fire stun shots from their shoulder cannon, take next to no damage from your strikes, and hit harder than anything you've encountered up to this point. Killing the ones outside [=CREO ONE=] gives an achievement. Killing all four and severing the correct limbs nets you the [[DiskOneNuke [=MG Gorgon=] armor and [=MG Negotiator=] staff]]. They won't respawn.
** The first [=MG Cerberus=] rig found if you try to re-open a sealed shortcut serves as one too, except he respawns. You won't see another one of these guys until you make it to the Executive Forum itself.

to:

* BossInMooksClothing: BossInMooksClothing:
**
Four are located in Central Production B. At this point, they work in pairs, fire stun shots from their shoulder cannon, take next to no damage from your strikes, and hit harder than anything you've encountered up to this point. Killing the ones outside [=CREO ONE=] gives an achievement. Killing all four and severing the correct limbs nets you the [[DiskOneNuke [=MG Gorgon=] armor and [=MG Negotiator=] staff]]. They won't respawn.
** The first [=MG Cerberus=] rig found if you try to re-open a sealed shortcut serves as one too, shortcut, except he respawns. You won't see another one of these guys until you make it to the Executive Forum itself.



* LostForever: Actually averts this from occurring in the rest of the game (beyond simply going into New Game+). They can appear with any combination of armor and non-boss weapon. The tricky part is if one will actually spawn with what you want.

to:

* LostForever: PermanentlyMissableContent: Actually averts this from occurring in the rest of the game (beyond simply going into New Game+). They can appear with any combination of armor and non-boss weapon. The tricky part is if one will actually spawn with what you want.



* JumpScare: The Codename: Zarathustra wielder replaces the Flamethrower Operative in the narrow catwalks in R&D. Players expecting a lumbering trooper up the corridor around a bend can be easily startled by the fast staff-wielding maniac who will attack them the second they walk through the door.

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* JumpScare: JumpScare:
**
The Codename: Zarathustra wielder replaces the Flamethrower Operative in the narrow catwalks in R&D. Players expecting a lumbering trooper up the corridor around a bend can be easily startled by the fast staff-wielding maniac who will attack them the second they walk through the door.



* LostForever: Averted. They respawn with their unique weapons just like any other enemy.

to:

* LostForever: PermanentlyMissableContent: Averted. They respawn with their unique weapons just like any other enemy.



* TacticalSuicideBoss: Can be baited into hitting itself with its missiles, knocking it over and opening it up for massive damage. Its stupidity is justified for the first one Warren encounters, seeing as it is clearly malfunctioning in both hardware and programming when he finds it. The mint-condition ones that Black Cerebus deploys have no such excuse, though.

to:

* TacticalSuicideBoss: TacticalSuicideBoss:
**
Can be baited into hitting itself with its missiles, knocking it over and opening it up for massive damage. Its stupidity is justified for the first one Warren encounters, seeing as it is clearly malfunctioning in both hardware and programming when he finds it. The mint-condition ones that Black Cerebus deploys have no such excuse, though.



* WalkingTank

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* %%* WalkingTank



* MeatMoss: More of a nanite moss, but the implication is the same. The stuff is everywhere in the Nucleus, spreading from the Rogue Process at the Utopia launch pad.
** The corruption is so complete that the area where you fight the Rogue Process is named [[IDontLikeTheSoundOfThatPlace [=//DATA CHECKSUM FAIL=]]].

to:

* MeatMoss: More of a nanite moss, but the implication is the same. The stuff is everywhere in the Nucleus, spreading from the Rogue Process at the Utopia launch pad.
**
pad. The corruption is so complete that the area where you fight the Rogue Process is named [[IDontLikeTheSoundOfThatPlace [=//DATA CHECKSUM FAIL=]]].
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* TheMezzer: The most dangerous attack isn't the laser, it's the freezing cloud they regularly emit that slows you down and stops your stamina regeneration. Getting close when the cloud is out is a death sentence, which isn't always easy because they love hanging in tight corridors.

to:

* TheMezzer: StandardStatusEffects: The most dangerous attack isn't the laser, it's the freezing cloud they regularly emit that slows you down and stops your stamina regeneration. Getting close when the cloud is out is a death sentence, which isn't always easy because they love hanging in tight corridors.
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[[/folder]]

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* StoneWall: Can and will soak up damage to its front plate and very hard to stagger.

to:

* HoistByTheirOwnPetard: Very difficult if not impossible to pull off due to enemy positioning, but if they ignite their exhaust vents whilst in a gas cloud, they'll blow themselves up along with everyone around them.
* StoneWall: Can and will soak up damage to its front plate and very hard to stagger.stagger, but its attacks are easily telegraphed and dodged.



[[folder: Hazard Response Squad]]
!!Flamethrower/Grenade Operative
In a game of melee combat, these guys don't play by the rules and attack from range. These surprisingly sane Liquidator-armored enemies are first encountered after releasing the lockdown in Resolve Biolabs, where they announce their presence with a sudden [[KillItWithFire burst of flame]]. More dangerous ones in Elite Hazard gear show up in Research and Development.

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[[folder: Hazard Response Squad]]
!!Flamethrower/Grenade Operative
In a game of melee combat, these guys don't play by
Maintenance Robot]]
!!Maintenance Robot
Floating robots that hang out in
the rules access ways and attack from range. These surprisingly sane Liquidator-armored enemies are first encountered after releasing sewers on fixed patrol paths, presumably cleaning up the lockdown mess left behind when everyone went nuts. Has an easily-destroyed sensor arm that fires pinpoint lasers in Resolve Biolabs, where they announce their presence with a sudden [[KillItWithFire burst of flame]]. More dangerous ones in Elite Hazard gear show up in Research and Development.either direct or sweeping arcs.



* BanditMook: A variant. They don't steal from you, they scoop up any items left on the ground. Killing them and breaking the crate on their back will make the item drop again.
* FailedASpotCheck: By design. They can be avoided by staying out of their spotlights. Once they see you, however, all bets are off.
* TheMezzer: The most dangerous attack isn't the laser, it's the freezing cloud they regularly emit that slows you down and stops your stamina regeneration. Getting close when the cloud is out is a death sentence, which isn't always easy because they love hanging in tight corridors.

[[folder: Hazard Response Squad]]
!!Flamethrower/Grenade Operative
In a game of melee combat, these guys don't play by the rules and attack from range. These surprisingly sane Liquidator-armored enemies are first encountered after releasing the lockdown in Resolve Biolabs, where they announce their presence with a sudden [[KillItWithFire burst of flame]]. More dangerous ones in Elite Hazard gear show up in Research and Development.
----



* WeaksauceWeakness: Gas grenade launching enemies are rendered almost completely impotent by the Toxic Autofilter implant, which neutralizes gas damage. Also, both enemy types are completely vulnerable while reloading, which takes a good five seconds.

to:

* WeaksauceWeakness: Gas grenade launching enemies Both enemy types are completely vulnerable while reloading, which takes a good five seconds.
** Grenade operatives
are rendered almost completely impotent by the Toxic Autofilter implant, which neutralizes gas damage. Also, both enemy types are completely vulnerable while reloading, damage.
** Flamethrower operatives will happily blow themselves up in gas clouds, of
which takes a good five seconds.there is plenty near where they are fought.
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!!Jo

to:

!!Jo!!Joanne Sullivan
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* JumpScare: The Codename: Zarathustra wielder replaces the Flamethrower Operative in the narrow catwalks in R&D. Players expecting the lumbering trooper can be easily startled by the fast staff-wielding maniac who will attack them the second they walk through the door.

to:

* JumpScare: The Codename: Zarathustra wielder replaces the Flamethrower Operative in the narrow catwalks in R&D. Players expecting the a lumbering trooper up the corridor around a bend can be easily startled by the fast staff-wielding maniac who will attack them the second they walk through the door.
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--

to:

------
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[[folder: Fire & Ice Enemies]]
!!Enemies from the Fire & Ice free DLC
Ten new enemies added to the game with the release of the free Fire & Ice DLC. These unique opponents replace ten previously existing common enemies throughout Central Production B, Resolve Biolabs, and Research & Development. What makes them stand out is the brand new weapons they're showcasing, and they aren't about to give them up lightly.
--
* AlwaysCheckBehindTheChair: A couple of them replace out-of-the-way enemies that are either safely ignored or completely missed during a playthough. Examples are the [=MG=] Vulcan, behind a tank of some sort in the Circulation Tower, and the Codename: Siegfried which is in the first Resolve Biolabs greenhouse.
* EliteMook: They always come with a full set of armor and attack as aggressively as possible with their unique powerful weapon.
* FlunkyBoss: The [=MG=] Vigiles wielder is hiding in the dark antechamber filled with Liquidator rigs in Central Production B.
* JumpScare: The Codename: Zarathustra wielder replaces the Flamethrower Operative in the narrow catwalks in R&D. Players expecting the lumbering trooper can be easily startled by the fast staff-wielding maniac who will attack them the second they walk through the door.
** The Liquidator rig with the Codename: Elise is the one that bursts out of the boxes near the Exo-Lift to Ops in Resolve Biolabs.
* LostForever: Averted. They respawn with their unique weapons just like any other enemy.
[[/folder]]

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Changed: 384

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* EliteMook: [=MG Cerberus=] rigs are this to other security forces. Now consider how hard it is to defeat the normal officers...



* GlassCannon: They attack very fast, hit extremely hard, and their most damaging attack crosses an incredible distance. But they go down quickly if you focus on their tail. Part of the trouble is actually landing a hit, as one of their most common attacks is a backwards dodge.

to:

* GlassCannon: They attack very fast, hit extremely hard, and their most damaging attack crosses an incredible distance. But they go down quickly if you focus on their tail. Part of the trouble is actually landing a hit, as one of their most common attacks is a backwards dodge.dodge and even weapons with a huge impact score do very little to actually stagger them.



* NoSell: Far more resistant to being staggered than most other enemies in the game.



In a game of melee combat, these guys don't play by the rules and attack from range. These surprisingly sane Liquidator-armored enemies first encountered after releasing the lockdown in Resolve Biolabs, where they announce their presence with a sudden [[KillItWithFire burst of flame]]. More dangerous ones in Elite Hazard gear show up in Research and Development.

to:

In a game of melee combat, these guys don't play by the rules and attack from range. These surprisingly sane Liquidator-armored enemies are first encountered after releasing the lockdown in Resolve Biolabs, where they announce their presence with a sudden [[KillItWithFire burst of flame]]. More dangerous ones in Elite Hazard gear show up in Research and Development.



* EliteMook: The Bloodied variant is the normal Proteus unit turned up to eleven.

to:

* EliteMook: The Bloodied variant is the normal Proteus unit turned up to eleven.eleven, complete with the same kind of sliding attacks the player and the Black Cerberus use.



* DegradedBoss: Another one appears in the Executive Forum guarding the elevator to the Nucleus. You can actually get the [=MG=] Judge heavy duty weapon from this guy if you got the v2.0 model from the boss.

to:

* DegradedBoss: Another one appears in the Executive Forum guarding the elevator to the Nucleus. You can actually get Nucleus and the only thing less dangerous than the boss variant is that he's using the normal version of the [=MG=] Judge heavy duty weapon. You can actually get the base weapon from this guy if you got the v2.0 model from the boss.



* LuckBasedMission: Borderline. Getting the P.A.X. cannon to hit the tanks requires split-second dodging and perfect positioning otherwise the bullet will miss the tank. And if you mistime your dodge, expect to eat three rounds from being stun-locked.

to:

* LuckBasedMission: Borderline. Getting Not the Black Cerberus himself, that part is a contest of skill, but getting the P.A.X. reinforcement's cannon to hit the tanks requires split-second dodging and perfect positioning otherwise the bullet will miss the tank. And if you mistime your dodge, expect to eat three rounds from being stun-locked.
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* BitchInSheepsClothing: If you believe Jo, he was one of the ones responsible for [[spoiler:abducting her brother]].

to:

* BitchInSheepsClothing: If Not confirmed. He's always nice to Warren but if you believe Jo, he was one of the ones responsible for [[spoiler:abducting and experimenting on her brother]].



* Cyborg: In a game full of them, these guys are the peak.

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* Cyborg: {{Cyborg}}: In a game full of them, these guys are the peak.
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* DeadpanSnarker: She often snarks about the situation, and appreciates if Warren does as well.

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