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Characters / Junkworld

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Warriors and scientists, mutants and constructs, robots and soldiers, these are all characters from Junk World. Beware of unmarked spoilers!

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     Towers 

Chain Gunner

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_machine_gunner.png
"They drew first blood."
A heroic Scavenger who riddles foes with bullets from his twin rapid uzis out of a broken car fort.

Sniper Nest

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_sniper.png
"This is my spot."
A markswoman sniping foes from the top of the old water tower.

Fire Trucker

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_firetrucker.png
"I'm a firestarter!"
A desert trucker that weaponized his gas station, blasting foes with his handmade flamethrower.

Waste Disposer

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_waste_disposer.png
"Let's breath the fog."
A nuclear tower repurposed to create living radioactive blobs our of its waste.

Lumberjack

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_lumberjack.png
"Timbeeeer!"
Wood cutter that launches bouncing sawblades from the top of a barricade made of logs.

Mortal Mortar

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_mortal_mortar.png
"Let's go craaazyy!"
A recreation of an ancient artillery that blasts foes with explosive barrels.

Automated Barn

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_automated_barn.png
"It's morphing time, heheuh!"
A robotic chicken barn that houses modified combat-capable chickens.

Drone Hive

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_drone_hive.png
"Nerf this!"
A gamer girl turned pilot with her armed drones used for scouting and combat.

Mad Scientist

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_mad_scientist.png
"What does this button do?"
A scientist manning an electrical contraption that blasts enemies with electric ray.

Command Center

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_command_center.png
"Time to move!"
Scavengers' coordination center built out of an old news broadcasting tower.

Blastin' Bullriders

https://static.tvtropes.org/pmwiki/pub/images/jw_artillery_kopie.jpg
"Hold my bull!"
Rodeo entertainers who turned their mechanical bull into a missle.

Underground Warriors

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_underground_warriors.png
"Playtime's over, back to work!"
Previously workers of now abandoned subways, they built their hideouts from subway entrances, occasionally emerging to advance down a path and engage foes.

Tremor Drill

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_tremor_drill.png
"There will be oil."
Hydraulic oil drill repurposed to be used as a weapon.

Ice Cooler

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_ice_cooler.png
"Ice, ice baby!"
Earlier an ice cream vendor for the Order, he joined Scavengers as payback for being rejected.

Plague Ambulance

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_plague_ambulance.png
"The clinic is open!"
Researchers who managed to contain the plague developed by the Order, repurposing it to bring back killed foes as charter zombies.

Wifi Babies

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tower_wifi_babies.png
"The mind is limitless."
Genetically engineered babies with psychic abilities.

Magnetron

A gigantic magnet engineered by comic book enthusiasts.

Sumo Onsen

A sumo warrior who weaponised a spring water bathroom.

Riff Rats

A band of Kritts convinced to join Scavengers through power of music.

     Tactics 

Misfits

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_misfits.png
Somewhat crazy troublemakers ready to fight for their comrades.

Harpooners

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_harpooners.png
Trained markswomen with harpoons who can very accurately shoot on the move.

Explosive Tank

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_explosive_tank.png
A gas canister dropped from the sky for great explosion.

Turreteer

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_turreteer.png
Trigger-haply Scavenger operating a shield-covered turret.

Landmines

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_landmines.png
Set of proximity mines that burrow into the ground.

Trashman

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_trashman.png
A tough and fearless Scavenger doning trash can armor.

Molotov Cocktail

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_molotov_cocktail.png
An explosive that sets the ground on fire.

Baron Von Bomber

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_baron_von_bomber.png
A pilot dropping bombs from his personal flying car.

Field Healer(and Mozart)

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_field_healer.png
A duo of a field medic and his trusty dog that heal nearby allies.

Bazooka Jack

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_bazooka_jack.png
Last forest rangers who somehow refitted a hollow trunk into a rocket launcher.

Tar Barrel

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_tar_barrel.png
A barrel of tar dropped from the sky to trap enemies in tar.

Atom Basher

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_atom_basher.png
A quick hockey enthusiast that uses her equipment to swiftly use enemies as pucks.

Pocket Whirlwind

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_pocket_whirlwind.png
A whirlwind of sharks based on the whirlwinds from the Wasteland.

Supply Drop

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_supply_drop.png
Dropbox with weaponry and ammunition that improves nearby towers and units.

Cluster Strike

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_cluster_strike.png
A batch of heavy missiles coming seemingly out of nowhere.

Telepod

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_tactics_telepod.png
A pocket portal that teleports foes back down the path.

Replicant Monkey

A cymbal toy monkey capable of cloning itself.

Toxic Scoundrel

A creature from Swamps coming in with a barrel of toxins.

     Heroes 

Mad Marc (and Meatball)

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_mad_marc_7.png
"Hope... is a mistake."
Previously a lone travelling warrior, Marc and his trusty dog Meatball became a hero to Scavengers.
  • Canine Companion: Meatball, a great tracker, fighter and pet of Marc that always fights along him.

Lena

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_lena.png
"All systems are go!"
An inventor and technological genius among Scavengers, Lena makes use of her mind to create tools of survival for Scavengers and fights on their side in her trusty hovercraft.
  • Smart People Wear Glasses: These might actually be her wielding goggles, but they still look the part and she made every cool tech Scavengers have.

Grapnel

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_grapnel.png
"Nowhere to run!"
A hunter that lives at the Swamp who joined the Scavengers after tracking them for a long time.
  • You Will Not Evade Me: His hook allows him to reel in enemies for a close combat which he excels at. One of his phrases is him lampshading it.

Dallas "Bull" Bouncer

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_dallas_bull_bouncer.png
"Pedal to the metal."
A badass biker mercilessly driving his bull-like motorcycle in an effort to bring fight to the Order who killed his entire crew.
  • Revenge: One of his motivations is to settle the score with the Order who killed his mates.

Marne

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_marne.png
"Breathe in... Shoot out. "

Viper

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_viper.png
"Rock the cradle!"

Oleg

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_oleg.png
"Let's get LOUD!"

The Steampunk Jenkins

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_the_steampunk_jenkins.png
"Shiny!" "And chrome!"

Aster

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_aster.png
"By fire and steam!"

Ratchet

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_ratchet_450x560.jpg
"I make this look good, yeaah."

Vernon

https://static.tvtropes.org/pmwiki/pub/images/jw_portraits_hero_vernon_450x560.jpg
"We got a call."

     Enemies 

Sand Junkers

Survivors of the apocalypse who took to raiding other survivors and are the main antagonistic faction of the Wasteland. They consist of Junker, Wasteland Rat, Rider, Motorcycle, Bulwark, Smoke Runner, Smoker Rider, Glider, Brutalizer, Junk Carrier and Copter Bomber.
  • Airborne Mook: Gliders and Copter Bombers. Neither follow conventional paths and cannot be targeted by Artillery. Glider is a Junker with a parachute powered by old engine, while Copter Bombers are "engineers" flying an old bathtub and dropping bombs below.
  • Chainsaw Good: Brutalizers carry gigantic chainsaws they use to shred Scavengers.
  • Draw Aggro: Brutalizers carry such a threatening presence that any tower they're in range of is forced to attack them.
  • Death from Above: Copter Bombers drop bombs on any Scavenger they come across.
  • Fragile Speedster: Wasteland Rat has less hp that Junker, but is much quicker. Motorcycle and Smoke Runner are also quick and unblockable, but don't have much hp either.
  • Giant Mook: Bulwark. He's big, slow, tough, hits hard, and has a shield that can tank additional damage.
  • Luckily, My Shield Will Protect Me: Downplayed. Bulwarks carry big shields that give them additional health on top of their own. The shield does protect them, but wears out after taking enough damage and needs to be replaced, not to mention that it can be penetrated by Sniper Nest. Same goes for shields given by Junk Carrier, but those can only be restored if Junk Carrier uses his ability on the same enemy.
  • Mighty Glacier: Bulwark and Brutalizer. Both are slow, but tough and hit hard, with Bulwark having additional renewable health while Brutalizer has Draw Aggro.
  • Small Role, Big Impact: They are the first villains who are presented as competition to Scavengers. However, they've been abducting some Scavengers across the Wasteland and it's this abduction that pits Scavengers against the Order and kickstarts the rest of the plot after the Junkers are defeated.
  • Status Buff: Junk Carriers throw junk at other Junkers, giving them shields that effectively act as extra replenishible health.
  • Starter Villain: They're the first villainous faction fought, using simple weaponry cobbled up from scavenged supplies, vehicles that easily break down and generally being a weaker evil counterpart to Scavengers. They get overshadowed by villains that follow.
  • Zerg Rush: Junkers, Wasteland Rats, Riders rush in great numbers and are otherwise relatively weak.

Swamp Dwellers

Animalistic mutants and other denizens of radioactive Swamp who attack anyone who wanders into their territory and are main antagonistic faction of said swamp. They consist of Radcoon, Swamp Junker, Bloodsucker, Gator Rider, Man Pig, Bloating Frog, Weirdeer, Voo-deer, Spiderling and Leechazoid.
  • Action Bomb: Bloating Frogs explode upon death, dealing area damage and leaving behind a toxic puddle that deals Damage Over Time. One such frog forces Scavengers to traverse on foot by blowing up their vehicles.
  • Amphibian Assault: Bloating Frogs again, being dangerous exploding frogs who quickly hop into the battlefield.
  • Ax-Crazy: Swamp Junkers are even more so than their regular counterparts, reduced to rudimentary behavior and madly attacking anyone they see.
  • Airborne Mook: Bloodsuckers fill this role, being the only flying enemies of the Swamp.
  • Big Creepy-Crawlies: Bloodsuckers are gigantic creepy mosquitoes who fly across the swanos and attack by sucking the blood out of victims until a shriveled husk is left behind. Spiderlings are big spiders that are spawn of Arachnox and equally like to crawl up to victims and devour them.
  • Devoured by the Horde: Spiderlings are stated to often inflict this, engaging their victims in packs and consuming them.
  • Evolution Power-Up: Weirdeer can evolve into a stronger form, Voo-deer, when left at low health and not killed quickly. Said form deals much more damage and can be dangerous in numbers.
  • Multiple Head Case: Voo-deers have two heads, giving them a creepier design.
  • Nature Is Not Nice: Wild animals mutated by radiation and experimentation is never not dangerous.
  • Never Smile at a Crocodile: Gator Riders ride aggressive alligators that enjoy feasting on anyone it comes across.
  • Nuclear Mutant: A majority of them are these, being result of radiation and Order experimentation on animals and people.
  • Pig Man: Man Pigs are a mutant cross of a person and wild boar, possessing traits and behavior patterns of both.
  • Underground Monkey: Radcoon and Swamp Junker are slightly tougher, swamp-themed counterparts to Wasteland Rat and Junker respectively with no new abilities.
  • Unstoppable Rage: Man Pigs can enter the enraged stage which they use to charge at Scavengers on all fours while shrugging off any damage.
  • Weaponized Offspring: Spiderlings and Leechazoids are offsprings of Arachnid and Failed Experiment respectively and are used as their flunkies.
  • Zerg Rush: Swamp Junkers and Raccoons, like their Wasteland counterparts, rush your defenses in great numbers.

Psychic Constructs

Everyday city objects brought to life by a powerful psychic as his army guarding the streets of Psychopolis. They consist of Junk Mutt, Nimble Hound, Rubble Thing, Scrap Recycler, Scrap Destroyer, Flying Sentinel and Urban Stomper.
  • Airborne Mook: Flying Sentinel hovers above ground, sacrificing itself to temporarily stun towers.
  • Animate Inanimate Object: All of them are everyday city objects and piles of junk brought to life using a psychic energy.
  • Anti-Structure: The purpose of Flying Sentinel is to stun the first tower it can get to by overlapping it with electric mechanical tentacles.
  • Asteroids Monster: Urban Stomper drops two Rubble Things out of his storage compartment on death. This can be troublesome if Scrap Recyclers are nearby.
  • Attack Animal: Junk Mutt and Nimble Hound are aggressive dog constructs.
  • Evolution Power-Up: If Scrap Recycler absorbs enough Junk, it will transform into more powerful Scrap Destroyer.
  • Giant Mook: Scrap Destroyer is a hulking Mini-Mecha - like construct that is both tough and strong. Urban Stomper also counts, being a giant bulldozer.
  • Glowing Eyes of Doom: Their new eyed glow blue to show they're imbued by psychic energy.
  • Ground Pound: True to his title, this is how Urban Stomper attacks, slamming his body on the ground to attack Scavengers in an area.
  • Improvised Weapon: While majority of constructs use their own mass or hooks to attack, Rubble Things carry a traffic light they ripped out of the ground.
  • Light Is Not Good: They glow light blue from the psychic energy and their intentions are anything but good.
  • Reviving Enemy: Rubble Things become inanimate floating Junk that can turn back into a Rubble Thing if not destroyed in time.
  • Rock Beats Laser: Before Scavengers arrived, they managed to defeat a huge number of Order Troops sent to eliminate their overlord and even capture a lot for their master to mind control.
  • Shed Armor, Gain Speed: If Junk Mutt is left unattended at low health, it sheds off an outer layer of armour and becomes a Fragile Speedster.

The Order

A totalitarian militaristic organization possessing incomparable technology bent on spreading its rule. They are the main antagonistic faction of the game as a whole, gradually introduced starting from Swamp before finally becoming sole antagonists of Order Base. They consist of Order Footman, Order Scientist, Mek Patrol, Order Elite, Order Inquisitor, Order Robospider, Order Ghost, Cyborg Man Pig, Cyborg Gator Rider, Cyborg Brutalizer, Order Scout and Order Juggernaut.
  • Airborne Mook: Order Scouts with their hoverbikes. They're more dangerous than others of this type due to their Mook Maker capabilities.
  • Badass Army: They are the most dangerous, skilled and well-equipped warriors compared to anything Scavengers encounter.
  • Battle Baton: Inquisitors wield two electrified batons as their means of combat.
  • Brainwashed and Crazy: All of them are under the mind control of the Big Bad, turned into fanatical soldiers fighting for his cause.
  • The Bus Came Back: All Cyborg enemies are upgraded variations of previous enemies, with the return of Man Pig and Gator Rider from Swamp and even Brutalizer from as far as Wasteland.
  • Chainsaw Good: Cyborg Brutalizer carries an even more dangerous laser chainsaw that he can use to unleash a devastating Spin Attack.
  • Chicken Walker: Mek Patrol is a mini version of it.
  • Cyborg: Cyborg Man Pig, Gator Rider and Brutalizer are cybernetic versions of those enemies with more dangerous movesets.
  • Dark Is Evil: Their armor is black in colour and they are the most dangerous villainous group this universe has.
  • Elite Mook: Order Juggernaut and Order Elite. The first is a powerful melee combatant with electric batons who can pull a Taking You with Me at low health, while the latter is a Killer Robot with rocket launchers, laser claw and energy net cannon. Order Footmen and Order Scientists are this compared to other enemies of Swamp, having more health and advanced tech.
  • Energy Weapon: A common weaponry of troopers, with Order Footmen carrying laser guns, Mek Patrol having laser cannons and Robospiders being walking cameras with laser guns.
  • Fragile Speedster: Order Robospiders have the same function as Footmen, but are much quicker and fragile.
  • Giant Mook: Order Juggernauts are gigantic cyborgs in Power Armour capable of smashing many Scavengers to bits.
  • Invisibility: Order Ghosts can turn invisible to temporarily become untargetable. Tactics can still hit them in this state.
  • Taking You with Me: At low health, Order Inquisitors stand in place and charge themselves before exploding and doing area damage.
  • The Juggernaut: Aptly-named Order Juggernauts with their high health and melee damage.
  • Killer Robot: Order Robospider and Order Elite. The latter puts even more emphasis on "killer" due to his significantly more dangerous weaponry.
  • Mad Scientist: Order Scientists are the ones behind Order's experimentation with mutants and psychokinesis, using their intellect to create weapons of war. Their leader is still a madder one.
  • Mook Maker: Order Scout can summon Order Juggernauts.
  • Mook Medic: Order Scientists launch syringes at other Order until to give them regeneration and attack boost.
  • Nazis By Any Other Name: The entire organization of these, seeking to spread their regime, employing abduction, human experiments, brainwashing and slave labor. It helps that they're modeled after both actual Nazis and First Order.
  • Order Is Not Good: They seek to unite everyone under their banner. Said banner is that of militaristic oppressors who force you to work as their slave, conduct experiments on you or simply erase your personality and turn you into the same fanatical soldier.
  • Red Eyes, Take Warning: Their helmets have red lenses and visors and they are militaristic totalitarian fanatics.
  • Status Buff: Cyborg Man Pig can roar to buff the damage of his allies.
  • Unique Enemy: While Order units are spread out throughout three out of four episodes, each appearing in many levels, Order Scouts, for whatever reason, only appear in unnumbered Nightmare Fortress.
  • Weaponized Teleportation: After the introduction of teleporters, they actively use them for ambush tactics.

Kritts

Underground Rat Men who don't take kindly to the scavengers' accidental venture underground, serving as the antagonists of the Underground campaign. They consist of Krittling, Whisker, Metal Whisker, Vermincharge, Diggarz, Gutterball, Whiskeleton, Frenzy Vermin, Berserker Vermin, Nightkin, Skreechsnout, Duskgazer, Darkwing and Twilight Seer.
  • Bat People: Twilight Seers are a humanoid form of a Nycht.
  • Rat Men: Kritts are a whole race of anthropomorphic rats.
  • Underground Monkey: Krittling and Whisker are simply Kritt version of Wasteland Rat and Junker respectively, filling the need of quick weak enemy and basic melee combatant.

     Antagonists 

Backbreaker

https://static.tvtropes.org/pmwiki/pub/images/img_20240306_065751.jpg
Click here to see his second form
Click here to see his final form
A hulking gigantic human with the strength enough to shake the earth he walks. Acts as a Mini-Boss of Wastelands.
  • Anti-Structure: One of his attacks is clapping his fists with such strength nearby towers become encased in rock, temporarily removing them out of combat.
  • Armor of Invincibility: Due to the great amount of consumed radioactive cacti, his third form can temporarily harden his skin, nullifying all incoming damage.
  • The Brute: Tall, muscular, strong and not exactly bright, he does his job of crushing his foes with great efficiency.
  • Dark Is Evil: Wears a black hood which becomes a gas mask in later fights and is definitely against the Scavengers.
  • The Dragon: To Rollerdozer Junker, as he is his most powerful warrior and is the last thing standing between him and Scavengers.
  • Expy: His appearance makes him one to Bane, with his name referencing one of Bane's most iconic moments where he broke Batman's back, and even gaining what appears to be Bane's Venom tubes in his second and third appearances.
  • Extreme Omnivore: After his second defeat, he gorged himself on radioactive cacti. Not only did this not kill him like it would everyone else, but it also granted him new powers he uses in his third fight.
  • Mighty Glacier: He slowly stomps along the path, but his Super-Strength more than makes up for it. Once he learns a Spin Attack, he alternates between this and Lightning Bruiser.
  • Mini-Boss: Even with his attacks and abilities, he is counted as such due to not being the main threat of the Wasteland and appearing multiple times throughout the episode instead of at the end of it.
  • Recurring Boss: Appears three times throughout Wastelands, learning new tricks every time, such as the Spin Attack.
  • Spin Attack: From his second fight onwards, he can spin to rapidly advance down the path while damaging Scavenger Defenders. Apparently he learned it by punching air a lot.
  • Spikes of Villainy: Gains them in his final form, showing how dangerous he became.
  • Splash Damage: His sheer strength produces shockwaves that hurt in an area.
  • Unstoppable Rage: As he suffers more defeats from Scavengers, he gets more enraged by it until his final fight is him crushing them left and right without breaks.

Rollerdozer

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_184743.png
The leader of the Junkers riding a bulldozer with spiked roller. Is the final boss of Wastelands chapter.
  • Arc Villain: Of the Wasteland. He seeks to establish his rule over it and trample any Scavenger resistance. In the climax of the chapter, he personally confronts scavengers on his own destructive vehicle.
  • Car Fu: His powerful Rollerdozer can flatten any Scavenger it somes across, as well as produce damaging shockwaves along the path.
  • Cool Car: His Rollerdozer is one, a brutal mix of bulldozer and steamroller.
  • Large and in Charge: While not as large as his right hand, Backbreaker, he is still bigger than any Junker and leads them in his conquest.
  • Leaning on the Fourth Wall: His Pre-Asskicking One-Liner is this: "You've played well so far, but this is game over for you! "
  • Lightning Bruiser: Once he loses enough health, he considerably speeds up turning into this.
  • Mighty Glacier: He is slow, but instantly kills anyone he reaches and has a damaging shockwave.
  • Mook Commander: He can throw junk ath his allies, granting them shields.
  • One-Hit Kill: Courtesy of his spiked roller, he crushes any hero or unit he rolls over.
  • Shed Armor, Gain Speed: He is protected by multiple layers or armour weighing him down, but he speeds up after sufficient damage is done to each layer and it falls off. This coincides with his main ability.
  • Shockwave Stomp: In a way. The Junker leader can pull the lever to generate a damaging shockwave that affects all units on the path.
  • Spikes of Villainy: Has them on the roller and as part of design.
  • Wake-Up Call Boss: He is the first proper boss of the game and pulls no punches in showing how difficult in can get with his One-Hit Kill, speeding up the less health he has, shockwave attack and ability to buff his allies.
  • Wasteland Warlord: Is this to a T, having hoarded his own army of Junkers and even a personal transportation in form of a modified steamroller. He seeks to spread his oppression over the whole wasteland.

Arachnox

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_195140.png
Click here to see his second form
Click here to see his final form
A gigantic radiation-infected spider that stalks the Scavengers throughout swamps. Is a Mini-Boss of Swamp.
  • All Webbed Up: Starting from the second fight, it can spit toxic web globe that trap units in a cocoon, making them temporarily unable to fight.
  • Call-Back: To Noxious Creeper from Kingdom Rush, being a mutated antagonistic spider with its own mutated breed, even having similar names. However, where Noxious Creeper was a common enemy and was mutated due to a corruption from the Rotten Forest, Arachnox is a Mini-Boss with more attacks and abilities mutated by nuclear radiation and possibly Order experiments. Even their names are similar.
  • Flunky Boss: Can produce a great amount of Spiderlings to fight for him.
  • Giant Spider: Goes without saying.
  • In a Single Bound: It's third form can leap great distances.
  • It Can Think: While it's speech may make it seem like a mindless beast, this mutant spider likes to stalk his prey and thinks about new ways to do so between fights. His final fight reveals he is actually guarding the territory for the Order instead of simply devouring random people, as well as deliberately consuming a lot of toxic waste barrels to boost its metabolism and give it a new leaping ability, confirming that he is much smarter than he seems.
  • Mister Seahorse: Despite being referred to by the male pronouns, he is capable of producing a huge amount of his own offsprings. It is possible this was caused by Order experiments and radiation.
  • Nuclear Mutant: Second most powerful one, only Failed Experiment being stronger.
  • Recurring Boss: Appears three times throughout Swamp, each time with new additional ability.
  • Red Eyes, Take Warning: All of his eyes are red and he's a dangerous radioactive spider.
  • Suprisingly Persistent Predator: It has to be put down three times to kill it for good, the entire time stalking Scavengers throughout Swamp. It's motivations are gradually made clear.
  • Weaponized Offspring: Can produce a whole swarm of smaller spiders that he uses as his flunkies.

Failed Experiment

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_200107.png
A towering mutated frog that came to be thanks to the experiments of Order. A boss of the Swamps.
  • Acid Attack: It's not limited to close range, hurling globs of poison great distances.
  • Amphibian Assault: A gigantic and powerful frog mutant that can eliminate scores of scavengers and is even the boss of the chapter.
  • Arc Villain: Subverted. While it is the end boss for Swamp, it isn't actually in charge of other mutants and is simply most powerful of them. The true villains are Order soldiers who released it to fight Scavengers.
  • Big Eater: No matter how many Scavengers it consumes, it is always ready to gobble up more.
  • Failed Prototype: It was the first attempt at cyborg creation. The machine parts implementation failed completely, so it used only it's natural mutations and abilities during the fight.
  • Flunky Boss: Spawns Leechazoids from time to time.
  • Nuclear Mutant: A particularly powerful one.
  • One-Hit Kill: His powerful tongue can whip in many Scavengers to instantly consume them.
  • Red Eyes, Take Warning: His eyes are red and he is the most powerful mutant.
  • Roar Before Beating: It emits a great roar at the start of the level and before the battle. Unlike the hisses of Arachnox, it's just a roar.
  • Weaponized Offspring: It's Leechazoids are the closest it has to offspring and they act as flunkies.

Esper's Golem

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_204641.png
Click here to see his second form
Click here to see his final form
A fridge construct that seems to have a degree of sentience or at least robot-like intelligence. Is a Mini-Boss of Psychopolis.
  • The Dragon: Mad Esper's most powerful creation that directly answers to him.
  • Golem: Despite his namesake, downplayed. While he is an artificial creation, he possesses a degree of intelligence, a capability of analysis, as well as strategic utilizing of psychic anomalies.
  • Ground Pound: How he attacks. Instead of using his hands, he utilizes his great weight to slam his body into the ground to create a damaging shockwave.
  • Heal Thyself: From second encounter onward, he can consume junk food stored within him to restore health and shields.
  • Large and in Charge: Downplayed. He is the same size as huge Urban Stomper, but still towers over other constructs and leads them.
  • Power Floats: Due to being the most powerful artificial construct and this imbued with much of Arc Villain power, it is able to menacingly float instead of walking.
  • Psychic Powers: Not to a degree of his master, but he can teleport his allies forward down the path and eventually send out psychic projections.
  • Weaponized Teleportation: He can warp his allies further down the road, allowing them to skip chunks of defense.

Mad Esper

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_204818.png
A powerful psychic that has created all the constructs and brought Psychopolis to the state seen in the game. Is the boss of said chapter.
  • Arc Villain: Of Psychopolis, being the one responsible for it's state and attacking both Scavengers and Order.
  • Artificial Human: He was created as part of Order's experiments on psychokinesis, but went rogue, kidnapped other subjects(Wi Fi Babies) and escaped.
  • Big Bad Wannabe: He utilized his powers to take over the city that would be Psychopolis, created an army of constructs and brainwashed some Order troops, all in effort to take down the Order and rule himself as a revenge for being experimented on. He ends up being brought down despite his efforts before he could fully put his plan into motion. Furthered by the fact that he is revealed to be a creation of Order.
  • Humanoid Abomination: His head is gigantic and disproportionate to the rest of his body and seems to be encrusted with metallic parts. The top of his head is also transparent, showing his glowing brain. Then there is also the fact that he is a powerful psychic, who not only animated a ton of city objects into his soldiers, but he can also telepathically communicate to them and especially his Golem, imbue them with even more power, use mind blasts and teleportation to gain an edge over his enemies. He is also solely responsible for current state of Psychopolis.
  • My Brain Is Big: Subverted. Despite his psychic powers and head bigger than his body, his brain is still surprisingly small. [[spoiler: It makes sense when you learn that he is the creation of the Order, an Artificial Human toddler in the body of old man.
  • No Onthological Inertia: Surprisingly, averted. Even though he is responsible for the state of Psychopolis, it doesn't revert back to normal when he dies. When Scavengers look back on the path they travelled at the end of the game, it's still like it was.
  • Psychic Powers: Due to his poor stature and inability to engage in physical combat, he utilizes this to no end, having brought various common city objects to life as his minions, brainwashing some Order troops to his side and floating instead of walking. During his Boss Battle, he is able to hurl pieces of debris thanks to his telekinesis, teleport to different paths and create hands out of junk to punch those who stand in his way.
  • Psychopathic Manchild: Despite his face resembling that of an old man, his behavior resembles that of a child throwing a temper tantrum, from turning the city into his personal playground to indiscriminately attacking anyone and refusing to listen Scavenger's arguments that he is not their enemy. His build and seemingly undeveloped brain further resemblance to a toddler, even his clothing resembling advanced diaper. He's revealed to be a creation of Order and his "siblings" are actual babies, meaning he is a child in an old man's body and lashes out on everyone after being experimented on by Order.

Tyrant

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_204855.png
Click here to see his second form
Click here to see his final form
A brutal and fanatical warrior of the Order. Is a Mini-Boss of Order Base.
  • Badass Boast: Tyrant 1.0 delivers an epic one before his fight: "So far you've only dealt with a little spider and a big-headed baby...now you're facing ME! Hope you like a sky burial, because these snowy fields will be your graves! LONG LIVE HADRON! LONG LIVE THE ORDER!"
  • Breaking Old Trends: Unlike other mini-bosses whose last appearance was either in penultimate level of the world or in one of levels earlier than the final one, Tyrants make their last appearance during the Final Battle, appear in pair and in their 2.0 variation. Except then Hadron reveals a trick up his sleeve when one of Tyrants absorbs the fallen one and upgrades to Tyrant 3.0, the true penultimate boss.
  • Brutish Character, Brutish Weapon: Tyrant's weapon is a gigantic hammer that allows him to damage all units on the path at once.
  • Co-Dragons: At first, the Tyrant seems like the sole right hand of the Big Bad, but the future battles reveals there to be multiple, with different models, but of same rank and authority.
  • Devour the Dragon: A rare example that occurs with one of the Co-Dragons devouring the other. At the penultimate wave of Final Battle, Big Bad brings out two Tyrants 2.0 at once. If one is defeated while other is still alive, the remaining one will use secret technology to absorb the fallen one and upgrade to Tyrant 3.0 with more health, shield and additional Mind Control ability.
  • The Dragon: Even more so than mini-bosses of other chapters, since Tyrants directly answer to the Big Bad of the game as a whole and thus can be considered secondary antagonists of it. They are the most powerful Order combatants and command all troops on the battlefield.
  • Large and in Charge: He towers over all previous mini-bosses and other enemies and is The Dragon commanding other troops.
  • Mind Control: Tyrant 3.0 is capable of brainwashing Scavengers into becoming Order Inquisitors, which works well in conjunction with his teleport swap.
  • Nice Job Fixing It, Villain: Downplayed. While 1.0 Tyrant didn't reveal any strategic information or other useful data, he did drop the name of his glorious leader - Hadron.
  • Praetorian Guard: He is the captain of the Order's Imperial Vanguard, supposedly the most elite squadron of the Order. Sure enough, all Tyrants are the most powerful main game enemies.
  • Super Prototype: Non-robotic example. Tyrant 1.0 is the first survivor of Nightmare program that converts survivors into obedient fanatic warriors and he is outfitted with more powerful equipment than other Order units. Downplayed when in comparison to other Tyrants, as 2.0 and 3.0 models are much more powerful.
  • Villain Teleportation: Starting from 2.0 model, Tyrant can switch places with one of Order Inquisitors to suddenly appear further down the path.
  • Red Eyes, Take Warning: Even more so than other Order units, since Tyrants are the most dangerous Mini-Boss units. 3.0 takes it up to ten, since eleven is occupied by Big Bad himself.

Hadron

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_205018.png
Click here to see his mecha
A tyrannical leader of the Order, seeking to spread his domination to the whole world. Is a boss of Order Base and Final Boss of the game as a whole. Now with the self-demonstrating variation!
  • Airborne Mook: He's the first and only flying boss in the entirety of Ironhide Games' tower defense games.
  • Armored Coffins: His mecha, for all its offensive capabilities, lacks an eject function, so when the mecha begins to break down from sustained damage, it explodes with Hadron still inside, obliterating him and ending his reign for good.
  • Anti-Structure: He can shoot out lighting both in his normal and mecha forms to temporarily stun towers.
  • Badass Cape: A bright red one that covers his entire body. His mecha keeps it.
  • Big Bad: As a leader of the Order, he wants nothing more than spreading his totalitaristic regime across the globe. He is also responsible for ordering abduction of people to turn them into more soldiers, experimentation that resulted in the creation of many mutants and is indirect reason behind Mad Esper's actions and the current state of Psychopolis due to creating him as part of psychokinesis experiments.
  • Breaking Old Trends: He is the first, and only so far, flying boss, something never seen before in any Ironhide Tower Defense game, absolutely necessitating the use of towers and tactics that can hit flying enemies. If Esper before him could be countered by ground units due to simply levitating above ground, Hadron cannot be attacked by them. He still attacks them to allow other enemies pass through, however.
  • Call-Back: His tower-stunning attack is very similar to Vez'Nan, final boss of Kingdom Rush who used red bursts from the staff to strike towers from above and temporarily remove them out of combat if they're not tapped. Hadron can do the same by striking them with bursts of red lightning. Both even use this ability before and after they personally step into the battlefield.
  • Evil Genius: Even though he has his scientists, considering his entire army is brainwashed survivors, he had made the mind control technology himself, as well as came up with teleportation, electrical destabilizer, laser weaponry, cyborg creation and many other things.
  • Fatal Flaw: Pride. Despite being an Evil Genius, he is so sure of his ultimate victory just because everything has been going according to plan so far that he doesn't take immediate actions to deal with Scavenger threat. He only sends rank-and-file troops into the Swamp, sure that the mutants and this battalion will be enough to take them down and doesn't send his strongest troops to take down Mad Esper despite him taking control of Hadron's troops and threatening to take down the Order. When he confronts Scavengers personally, his mecha doesn't even have an ejection function as he is sure that him finally intervening will put an end to resistance. Sure enough, this ends up sealing his doom when the mecha explodes from sustained damage with him unable to get out, killing him.
  • Final Boss: He is the last thing standing between Scavengers and the freedom from the Order, as well as main antagonist.
  • Final-Exam Boss: He combines multiple nasty traits of strong enemies. He has a ton of hp, is flying, limiting the things that can hit him, has multiple long range attacks in form of crowd-hitting or single-target laser beams, teleportation, tower-stunning attack and, on top of it all, Mook Maker capabilities, since he summons Order Juggernauts through the teleporters. Needless to say, it works for a frantic Final Battle and puts every skill to the test.
  • Humongous Mecha: As he gets fed up with Scavengers, he summons his gigantic mecha armour as a Trump card. Cue frantic Final Boss battle.
  • I Am the Noun: Just before stepping into the fray himself, he proclaims: "I AM THE ORDER!". Doubles as a Pre Ass Kicking One Liner.
  • Karmic Death: As an oppressor whose army struck fear into anyone who tried to resist and made them feel utterly helpless, he gets defeated by a force that proves to be stronger than his army and, judging by the sounds his mecha makes, spends his final moments struck by fear as he is helpless to escape his exploding mecha, screaming as it blows up taking him with it.
  • Knight of Cerebus: He is the darkest villain of the game and probably the whole series of games made by Ironhide, as he is responsible for many inhumane and truly horrific events that take place during and before the game, is doing what he does just because he can and, unlike other villains, has absolutely no comedic moments or Shout-Out phrases to spout.
  • Mad Scientist: Since his army is entirely mind-controlled survivors, including scientists, he is the overarching mastermind behind many inhumane experiments and inventions of war.
  • Mind Control: One of his most prominent technologies and the crux of his plan, he uses it to brainwash captured survivors to turn them into fanatical soldiers.
  • Mook Maker: Not only does he summon enemies through teleporters, but he also summons Order Juggernauts to aid him in battle.
  • Nazis By Any Other Name: He is oppressive, totalitaristic leader who controls his own troops with iron fist and has them gain a fanatical devotion to him and his cause, considers himself superior and wants to spread his rule across the entire world. He even looks the part, visually looking like a cross between Darth Vader and Nazi General in a gas mask.
  • Orcus on His Throne: He doesn't personally intervene in fight with the Scavengers until the final level, instead sending his troops to try and deal with them. Somewhat justified since he is sure that his army will be victorious because it has been so far.
  • Proactive Boss: Even before he personally steps down into the fray in his mecha, he occasionally stuns towers by striking them with electricity.
  • Red Eyes, Take Warning: Like all Order members, his armor has glowing red eyes and he's a dangerous and powerful Big Bad and Knight of Cerebus.
  • Rock Beats Laser: His high-tech armor is ultimately done in by the scavengers' lower-tech, mostly-cobbled-together stuff.
  • Weaponized Teleportation: His mecha can teleport. Previously, it was used as a retreat tactic that coincided with the summoning of more Order units. After an update, he instead teleports forward, skipping big chunks of the defense the player may have and catching him off-guard.

Titanycht

https://static.tvtropes.org/pmwiki/pub/images/img_20240310_205150.png
Click here to see his second form
Click here to see his final form
A gigantic cross between Kritt and Nycht, this brute with cybernetic fists acts as field commander for army of underground dwellers.
  • Flunky Boss: Second form onwards he can summon Mechanychts, Kritts in gigantic mechanical suits.
  • Mix-and-Match Critters: Part Kritt, part-Nycht, giving him both the humanoid rat body of the former and the flight of the latter.
  • Physical, Mystical, Technological: He ends up becoming all three at once, initially starting out as a physical/technological bruiser with cybernetic fist/arm cannons, gains the ability to summon mechs in his second appearance, and gains an ability to convert himself into a shadowy fog to kill your troops in his third.
  • Stance System: His unique ability, courtesy of being a creature of two breeds, is alternating between flying and walking depending on health, changing how he attacks and what towers can target him.

Monarchs Of The Night

https://static.tvtropes.org/pmwiki/pub/images/img_20240312_101930.png
Dreadfur, King of Kritts.
Click here to see his undead form
https://static.tvtropes.org/pmwiki/pub/images/img_20240312_102018.png
Brella, Queen of Nychts.
A couple of a gigantic Kritt and Nycht, aiming to overtake the surface with their army.
  • Arc Villain: Of Underground chapter.
  • Battle Couple: A married couple of a rat and bat that can take down scores of Scavenger by themselves and even more together.
  • Big Bad Duumvirate: They both play a main role in the attempted conquest of surface world and attack on Scavengers, leading their respective races.
  • Breaking Old Trends: If Hadron was the first flying boss, this murderous couple is the first Dual Boss in the gamenote . Lampshaded by Connor, who quips that the devs have gone insane with introduction of two bosses at once.
  • Dem Bones: Dreadfur is resurrected as a skeleton by his wife at the start of phase 2.
  • Dual Boss: This is how their phase 2 plays out. After Dreadfur dies for the first time, Brella steps into the battlefield herself and resurrects her husband as an undead skeleton, both fighting at the same time.
  • Flunky Boss: During both phases, they're accompanied by Whiskeletons that occasionally pop out of the graveyard. Come phase 2, both bosses can create them from thin air or your fallen units.
  • Gatling Good: Dreadfur has gigantic gatling guns which he uses to bombard Scavengers with barrages of spiked balls.
  • Interspecies Romance: They are a husband and wife, with him being a gigantic rat and her being a gigantic bat lady.
  • Mighty Glacier: Dreadfur is slow, but his melee attack evaporates anyone in the area and his ranged attack is an absolute barrage of spiked balls that hit hard. Becomes amplified in phase 2 as he slows down even more, but his attacks gain addictional effects.
  • Musical Assassin: Brella fights by conjuring magical drums and damaging all Scavengers in an area. She can also strike an axe guitar to heal her allies.
  • Necromancer: Brella can raise your fallen warriors as undead Whiskeletons. She also resurrects her fallen husband as a gigantic skeleton for phase 2.
  • Physical, Mystical, Technological: Dreadfur is both the Physical and Technological, being a burly bruiser with powerful Arm Cannon enhancements, while Brella is the Mystical, being a necromancer who even resurrects her husband.
  • Purple Is Powerful: Both Monarchs have purple details in their appearance and are a powerful Dual Boss.
  • Ugly Guy, Hot Wife: Dreadfur is a rat person that leans more to the rat side, while Brella is a more humanoid and curvy bat lady. They love each other regardless.
  • Unholy Matrimony: A giant Rat Men Blood Knight and a humanoid vampire Lady of War that want to take over the surface. Truly a match made in hell.

     Other 

Connor

A recurring Misfit with a cone for a head. He knows about the world so much more than anyone else does, he might as well be resident Deadpool.
  • Ambiguously Human: He is never seen without a cone on his head, can withstand extreme cold with nothing but cone and pants on and possess extreme fourth-wall breaking knowledge about the nature of the universe, as well as awareness of his own traits such as Resurrective Immortality. And if the first two traits can be attributed to radiation repercussions, the latter part is never explained.
  • Audience? What Audience?: Tends to invoke this reaction from other characters. When he says after the first level ends that it would be a boring game with just one level, whatever hero is currently selected is so buffled he can't respond with anything more than Flat "What".
  • Breaking the Fourth Wall: More like obliterating it, this is his most definitive trait. He speaks about in-game events not as in-universe events, but game aspects and sometimes casually mentioning the developers doing something. At one point he suggests using a Fire Trucker against vehicle enemies. Why? Because he read it on wiki! (Fun fact: as of writing this, no wiki actually exists, so thanks for the tip, Connor. ))
  • Cloudcuckoolander: Even forgoing his fourth wall breaking tendencies, Connor is a weird fellow. He thinks a cone as a hat is a good fashion, forgoes using more practical weaponry for using a stop sign and keeps around a mutant thesaurus for no apparent reason. Then again, the Misfits description did say they are out of their minds a bit.
  • He Knows About Timed Hits: Part of his routine is explaining game mechanics, speaking about levels having always having 3 waves (which later turns out to be Blatant Lies), calling Junkers 'tutorial enemies' and sometimes saying that the developers implemented the tower as a counter to an enemy.
  • Improvised Weapon: A stop sign, to be exact.

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