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* ''VideoGame/TalesOfPhantasia'' has an early area with randomly encountered Hell Lord / Hell Master enemies you are specifically told to run from. It's possible to get lucky and not encounter them, but fighting them is impossible due to their massively inflated stats. They reappear much later on where you're properly levelled and able to tackle them.


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* Nemesis in the original PS1 version of ''VideoGame/ResidentEvil3''. All of his encounters are predictable, though because of the branching paths that allow you to do certain events in whatever order you like, it's impossible to learn everywhere he'll appear on a single playthrough. Whenever an encounter with Nemesis is triggered, he'll chase you from room to room, but only in rooms within his designated area for that particular encounter (unless you down him outright with weaponry, in which case he'll reappear the next time you trigger an encounter).
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* All of the enemies you face in ''Videogame/{{Remothered}}'' are this, crossed with [[ImplacableMan]]. The best you can do to throw them off your path is by running and hiding or by using distractions.

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* All of the enemies you face in ''Videogame/{{Remothered}}'' are this, crossed with [[ImplacableMan]].ImplacableMan. The best you can do to throw them off your path is by running and hiding or by using distractions.
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* All of the enemies you face in ''Videogame/{{Remothered}}'' are this, crossed with [[ImplacableMan]]. The best you can do to throw them off your path is by running and hiding or by using distractions.
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** Other examples include the Fel Reaver in Hellfire Peninsula, the Whale Shark in Vashj'ir, and a pack of Alliance soldiers with their commander in Arathi Highlands.
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** ''VideoGame/Persona4'' changed the Reaper up -- initially confined to NewGamePlus, it could show up in a random treasure box (which thankfully will give you an advance warning). ''[[UpdatedRerelease Golden]]'' now allowed the Reaper to appear on your first cycle, and after opening 20 treasure boxes, the 21st would set the flag for its appearance, signaled by his noises from Persona 3 -- [[HellIsThatNoise raspy breathing and chains rattling.]] Mercifully, this would reset if you opened a chest the Reaper wasn't in, or if you changed floors while the Reaper is due to appear (Locked Golden Chests can never have the Reaper, though they did count towards the Chests Opened counter).
** The Reaper makes its return in ''VideoGame/Persona5'', and will show up on a floor of Mementos if you hang around too long.
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** ''[[VideoGame/PokemonXAndY X and Y]]'': Articuno, Zapdos, '''or''' Moltres plays with the idea -- one of them wanders Kalos like all the rest on the list, but when you run across them, you don't actually get a chance to battle. After encountering them 10 times, they'll finally settle down at the Sea Spirit's Den.

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** ''[[VideoGame/PokemonXAndY X and Y]]'': Articuno, Zapdos, '''or''' Moltres plays with the idea -- one of them wanders Kalos like all the rest on the list, but when you run across them, you don't actually get a chance to battle. After encountering them 10 times, they'll finally settle down at the Sea Spirit's Den.Den, where you can battle them like any stationary encounter.
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See also: RandomEncounters and PreExistingEncounters which tend to always be used for less unique enemies.

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See also: Often overlaps with InstakillMook. RandomEncounters and PreExistingEncounters which tend to always be used for less unique enemies.
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* The ghosts in ''PacMan'' also count as type 1 (at least in some versions), as they move randomly but chase the player if they see them.

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* The ghosts in ''PacMan'' ''VideoGame/PacMan'' also count as type 1 (at least in some versions), as they move randomly but chase the player if they see them.

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* The "Mr. X" Tyrant in ''VideoGame/ResidentEvil2'' and Nemesis in ''VideoGame/ResidentEvil3Nemesis''.
** Nemesis is Types 2 ''and'' 4. There actually are times in the game where he will show up at complete random. Often if you keep going back and forth between the same areas, you'll soon hear the ominous [[OhCrap "Staaaaaars..."]] come from the next room.

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* The "Mr. X" Tyrant in ''VideoGame/ResidentEvil2'' and Nemesis in ''VideoGame/ResidentEvil3Nemesis''.
** Nemesis is Types 2 ''and'' 4. There actually are times in the game
''VideoGame/ResidentEvil2'', who has very specific areas where he will show up at complete random. Often if you keep going back and forth between the same areas, you'll soon hear the ominous [[OhCrap "Staaaaaars..."]] come from the next room.shows up. The remake, however, is a genuine case of a roaming enemy.


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* The titular Nemesis from ''VideoGame/ResidentEvil3Nemesis'' is a special case where there are set locations where he always shows up, set locations where he might show up (based on the order you've explored and decisions you've made during Live Selections), and of course he can just jump you at complete random. If you keep going back and forth between the same areas, you'll soon hear the ominous [[OhCrap "Staaaaaars..."]] come from the next room.
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* [[ImplacableMan Mr. X]] from the remake of ''VideoGame/ResidentEvil2'' is always somewhere in the police station, and he's ''always'' actively looking for you. It's frightening enough when you'll hear his [[BadVibrations thumping massive footsteps]] and know he's nearby, it's even worse when you fire off a gun at a zombie and then you hear the thumping massive footsteps ''[[OhCrap getting closer]]'', and there's [[ParanoiaFuel always the chance you'll go through a door and run right into him]]. There are scripted encounters in the game where he appears no matter what, but he's also always somewhere in the police station systematically searching rooms and hallways for you.
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* ''Earthbound'' Uses this system, and will even give players or enemies first attack if one "tags" the other from behind.

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* ''Earthbound'' Uses ''VideoGame/{{Earthbound}}'' uses this system, and will even give players or enemies first attack if one "tags" the other from behind.
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** ''[[VideoGame/PokemonXAndY X and Y]]'': Articuno, Zapdos, or Moltres plays with the idea -- one of them wanders Kalos like all the rest on the list, but when you run across them, you don't actually get a chance to battle. After encountering them 10 times, they'll finally settle down at the Sea Spirit's Den.

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** ''[[VideoGame/PokemonXAndY X and Y]]'': Articuno, Zapdos, or '''or''' Moltres plays with the idea -- one of them wanders Kalos like all the rest on the list, but when you run across them, you don't actually get a chance to battle. After encountering them 10 times, they'll finally settle down at the Sea Spirit's Den.
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* There's this guy in ''Baldur's Gate'' that, if you look at the right (or wrong…) gravestone three times, summons a load of exploding dudes with swords to kill you. I don't think they ever turn up anywhere else.

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* There's this guy in ''Baldur's Gate'' that, if you look at the right (or wrong…) wrong...) gravestone three times, summons a load of exploding dudes with swords to kill you. I They don't think they seem to ever turn up anywhere else.
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* The use of RespawningEnemies for this is crucial to keep the player from feeling entirely “safe” in horror games, respawning ammo and health [[UnWinnable optional]]. Obvious examples include ''Franchise/AloneInTheDark'' and ''VideoGame/SystemShock''.

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* The use of RespawningEnemies for this is crucial to keep the player from feeling entirely “safe” in horror games, respawning ammo and health [[UnWinnable optional]]. Obvious examples include ''Franchise/AloneInTheDark'' ''VideoGame/AloneInTheDark'' and ''VideoGame/SystemShock''.
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Linked to the new page.


[[folder: Wanderers]]

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[[folder: Wanderers]][[folder:Wanderers]]



[[folder: Triggered Encounters]]

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[[folder: Triggered [[folder:Triggered Encounters]]



[[folder: Fake Roamers]]

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[[folder: Fake [[folder:Fake Roamers]]



* The mugger in the dark alley in ''VideoGame/LeisureSuitLarry''.

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* The mugger in the dark alley in ''VideoGame/LeisureSuitLarry''.''VideoGame/LeisureSuitLarry1InTheLandOfTheLoungeLizards''.



[[folder: Special Cases]]

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[[folder: Special [[folder:Special Cases]]



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Adding wizardry tales of the forsaken land example.

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* ''VideoGame/WizardryTaleOfTheForsakenLand'' has the [[GrimReaper Reaper]], who has two conditions for appearing. On some floors of the labyrinth after reaching certain locations he will show up, spending enough time on a floor will cause it to appear. He is slow and can be avoided like other encounters, but can move through walls and will actively chase you down.
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* All of the non-region-specific bosses in ''VideoGame/DarkestDungeon'' are triggered, typically based on random chance. The Collector has a 5% chance to be in any dungeon; the Shambler can be summoned from an Altar (which appears as a random curio in a dungeon corridor) or can randomly turn up in a pitch-dark run; the Fanatic (from the Crimson Court DLC) has a random chance to harass any party containing heroes infected with the Crimson Curse, based on the number of heroes; and the Thing From The Stars (from the Color of Madness DLC) goes to a given region every week and has a random chance to turn up if you quest there.
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** The Ultimate Chimera from ''Mother3'' is an example of a Type 4. Appears in only two places (the second appearance is practically a GiantSpaceFleaFromNowhere example), and touching it is an [[OneHitKO instant]] GameOver. And if it sees you, it will chase you down.

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** The Ultimate Chimera from ''Mother3'' ''VideoGame/Mother3'' is an example of a Type 4. Appears in only two places (the second appearance is practically a GiantSpaceFleaFromNowhere example), and touching it is an [[OneHitKO instant]] GameOver. And if it sees you, it will chase you down.
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* Several areas in ''WorldOfWarcraft'' have overpowered enemies patrolling them as type 1. The most infamous example is the Sons Of Arugal, level 20 elites that patrol an area used by players of levels 10-19.

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* Several areas in ''WorldOfWarcraft'' ''VideoGame/WorldOfWarcraft'' have overpowered enemies patrolling them as type 1. The most infamous example is the Sons Of Arugal, level 20 elites that patrol an area used by players of levels 10-19.
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* ''TwilightHeroes'' has both Types 1 and 2 - Type 1 in the Static Villains, who appear every so often but only in a specific area, and Type 2 in Wandering Villains, who may appear in any area (but at the same rate as the Static Villains). Both types are optional, and their appearance can be turned on or off by a choice adventure.

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* ''TwilightHeroes'' ''VideoGame/TwilightHeroes'' has both Types 1 and 2 - Type 1 in the Static Villains, who appear every so often but only in a specific area, and Type 2 in Wandering Villains, who may appear in any area (but at the same rate as the Static Villains). Both types are optional, and their appearance can be turned on or off by a choice adventure.
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* The ''VideoGame/{{Metroid}}'' series has had the Hunters from ''MetroidPrime: Hunters''.

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* The ''VideoGame/{{Metroid}}'' ''Franchise/{{Metroid}}'' series has had the Hunters from ''MetroidPrime: Hunters''.''VideoGame/MetroidPrimeHunters''.



* The ''VideoGame/{{Metroid}}'' series also has had the SA-X from ''Metroid Fusion''.
** The same can be said for the Rhedogian from ''Metroid: Other M'', which ambushes Samus about 4 times in fixed locations before finally giving up the ghost.

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* The ''VideoGame/{{Metroid}}'' ''Franchise/{{Metroid}}'' series also has had the SA-X from ''Metroid Fusion''.
''VideoGame/MetroidFusion''.
** The same can be said for the Rhedogian from ''Metroid: Other M'', ''VideoGame/MetroidOtherM'', which ambushes Samus about 4 times in fixed locations before finally giving up the ghost.
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* All of the mini-bosses in ''LaTale'', much to the dismay of lower-leveled players killing mooks on the same map.

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* All of the mini-bosses in ''LaTale'', ''VideoGame/LaTale'', much to the dismay of lower-leveled players killing mooks on the same map.
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I want to cut the Main redirect.


* The GrimReaper in ''AlexKidd in Miracle World'' appears if you step on a skull block, or is randomly triggered by ? blocks.

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* The GrimReaper in ''AlexKidd ''VideoGame/AlexKidd in Miracle World'' appears if you step on a skull block, or is randomly triggered by ? blocks.

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This is just the first variation, not a special case


* ''VideoGame/PowerDrillMassacre'': Once you enter the factory, the killer is permanently spawned on the map, and is constantly on the lookout for you. There are even times where you can encounter him no less than seconds after entering the building, and once he does find you, he starts shrieking and chasing you down at full speed (although you can outmanoeuvre him and escape). However, in certain cases, he can spawn out of the metal shutter doors if both you and him are in proximity to one but he's not within your sight, and if you go into the infamous sugar tunnels, he'll ALWAYS spawn out of a certain area if you're dumb enough to walk into an obvious dead end. The only reliable way to avoid him is to not linger around shutters, stay away from the aforementioned sugar tunnels (which are a completely optional area to begin with unless you want more lore and a bad ending), listen for the tell-tale whirr of his power drill if he's nearby, and to walk away from the source of the sound, which is difficult because his walking speed is twice as fast as yours.



* VideoGame/{{Power Drill Massacre}} has a very interesting take. Once you enter the factory, the killer is permanently spawned on the map, and is constantly on the lookout for you. There are even times where you can encounter him no less than seconds after entering the building, and once he does find you, he starts shreiking and chasing you down at full speed (although you can outmaneuver him and escape, albeit the chase will begin again if you run into each other again). However, in certain cases, he can spawn out of the metal shutter doors if both you and him are in proximity to one but he's not within your sight, and if you go into the infamous sugar tunnels, he'll ALWAYS spawn out of a certain area if you're dumb enough to walk into an obvious dead end. The only reliable way to avoid him is to not linger around shutters, stay away from the afomentioned sugar tunnels (which are a completely optional area to begin with unless you want more lore and a bad ending), listen for the telltale whirr of his power drill if he's nearby, and to walk away from the source of the sound, which is difficult because his walking speed is twice as fast as yours.
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* ''VideoGame/{{PowerDrillMassacre}} has a very interesting take. Once you enter the factory, the killer is permanently spawned on the map, and is constantly on the lookout for you. There are even times where you can encounter him no less than seconds after entering the building, and once he does find you, he starts shreiking and chasing you down at full speed (although you can outmaneuver him and escape, albeit the chace will begin again if you run into eachother again). However, in certain cases, he can spawn out of the metal shutter doors if both you and him are in proximity to one but he's not within your sight, and if you go into the infamous sugar tunnels, he'll ALWAYS spawn out of a certain area if you're dumb enough to walk into an obvious dead end. The only reliable way to avoid him is to not linger around shutters, stay away from the afomentioned sugar tunnels (which are a completely optional area to begin with unless you want more lore and a bad ending), listen for the telltale whirr of his power drill if he's nearby, and to walk away from the source of the sound, which is difficult because his walking speed is twice as fast as yours.

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* ''VideoGame/{{PowerDrillMassacre}} VideoGame/{{Power Drill Massacre}} has a very interesting take. Once you enter the factory, the killer is permanently spawned on the map, and is constantly on the lookout for you. There are even times where you can encounter him no less than seconds after entering the building, and once he does find you, he starts shreiking and chasing you down at full speed (although you can outmaneuver him and escape, albeit the chace chase will begin again if you run into eachother each other again). However, in certain cases, he can spawn out of the metal shutter doors if both you and him are in proximity to one but he's not within your sight, and if you go into the infamous sugar tunnels, he'll ALWAYS spawn out of a certain area if you're dumb enough to walk into an obvious dead end. The only reliable way to avoid him is to not linger around shutters, stay away from the afomentioned sugar tunnels (which are a completely optional area to begin with unless you want more lore and a bad ending), listen for the telltale whirr of his power drill if he's nearby, and to walk away from the source of the sound, which is difficult because his walking speed is twice as fast as yours.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/{{PowerDrillMassacre}} has a very interesting take. Once you enter the factory, the killer is permanently spawned on the map, and is constantly on the lookout for you. There are even times where you can encounter him no less than seconds after entering the building, and once he does find you, he starts shreiking and chasing you down at full speed (although you can outmaneuver him and escape, albeit the chace will begin again if you run into eachother again). However, in certain cases, he can spawn out of the metal shutter doors if both you and him are in proximity to one but he's not within your sight, and if you go into the infamous sugar tunnels, he'll ALWAYS spawn out of a certain area if you're dumb enough to walk into an obvious dead end. The only reliable way to avoid him is to not linger around shutters, stay away from the afomentioned sugar tunnels (which are a completely optional area to begin with unless you want more lore and a bad ending), listen for the telltale whirr of his power drill if he's nearby, and to walk away from the source of the sound, which is difficult because his walking speed is twice as fast as yours.
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** Pre-Cataclysm Duskwood had a rather fun player-caused variation. Completing a specific quest chain would cause a level 40(I think) elite to spawn (a considerable distance from the quest point) and start walking a long path down the zone's 1 road heading for the town. This was in a level 20 zone and roads were supposed to be the "safe path". Many an unsuspecting adventurer found a brutal death at the hands of a Stitches spawned by another player.
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* The [[GrimReaper Reaper]] from ''{{Persona 3}}'', a StalkedByTheBell-type who will materialize in one of three spots (the staircase, your entry point, or the teleport back to the foyer) and then make a beeline for your party if you linger too long in a single floor of Tartarus. Particularly vicious in floors populated by nothing but the [[MoneySpider rare]], [[MetalSlime elusive]] Gold Hand enemies.

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* The [[GrimReaper Reaper]] from ''{{Persona 3}}'', ''VideoGame/Persona3'', a StalkedByTheBell-type who will materialize in one of three spots (the staircase, your entry point, or the teleport back to the foyer) and then make a beeline for your party if you linger too long in a single floor of Tartarus. Particularly vicious in floors populated by nothing but the [[MoneySpider rare]], [[MetalSlime elusive]] Gold Hand enemies.

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'''Examples of The Wanderer'''

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'''Examples of The Wanderer'''



* ''VideoGame/DarkSouls'': The various special NPC hollows, which appear under special circumstances, and are tragic to fight.
* ''VideoGame/TheTenthLine'': Standard mobs roam the wilderness areas, and engaging one [[FightWoosh transitions the party to the battle screen]].



'''Examples Of Schrodinger's Encounter'''



'''Examples Of Triggered Encounter'''



'''Examples of Fake Roamer'''



'''Special cases'''


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