Apartment 33 | Monsters (F3, F2, F1, GF, Basement) | NPCs

The building's basement is perhaps its most dangerous floor, as it is infested with giant skittering arthropods and is also a maze of maintenance rooms commonly occupied by the janitorial team which are now clogged with dangerous monsters. In the center is the building's security room, sealed off by an electronically locked door. To the west is the building's underground parking garage, and beyond that is its utility room, which is adjoined to the elevator.
Basement

- Beef Gate: On Cursed Mode, the door to the Flooded Basement (i.e. the next mandatory area) is locked off by a key that he holds on his person, meaning that you now have to kill him (and by extension Esther and Noah) to progress when he's an optional encounter on lower difficulties.
- Berserk Button: Touching his anime figurines; stealing one will cause him to attack the player in his much harder second form.
- Big Creepy-Crawlies: He's now a huge, humanoid dragonfly with far more eyes, limbs, and wings than normal.
- Boss in Mook Clothing: Antoine is very, very fast, has multi-attacks that deal acid and can hit your party members for upwards of 90 damage in a single hit, and he's got a reasonably high amount of health too. Despite this, the game doesn't consider him a boss or otherwise high-threat enemy, as his Battle Theme Music isn't "Run Away" or a unique theme.
- Dreadful Dragonfly: He's turned into a dragonfly-like humanoid and is a dangerous hostile encounter.
- Eyes Do Not Belong There: He has eyes dotting his insectoid body at random.
- Lightning Bruiser: He goes fast in battle and hits even harder, with his Yanma Kick stunning whoever it hits.
- Logical Weakness: As a large arthropod, he's vulnerable to Crushing damage as it's essentially akin to stomping a dragonfly, Fire and Cold damage, as most arthropods don't take well to extreme temperature, and Acid damage, which acts like an insecticide.
- Multi-Armed and Dangerous: He has many arms, which he will use to hand you your ass if you dare to steal from him.
- Occidental Otaku: He's clearly a big fan of Japanese culture judging from the posters in his room, and he even fits the stereotype by having a "neckbeard" trilby hat (often incorrectly called a fedora), a Bland-Name Product version of Pocky and a Shuriken strewn around in there as well.
- Random Drop: He has a 25% chance of dropping his scarf and a 12.5% chance of dropping his belt (meaning he has a 3.125% chance of dropping both at once). On the very small chance he drops both, they have excellent synergy and turn Sam into a Lightning Bruiser.
- Shout-Out: He's essentially turned into a mutated, Body Horror equivalent of Kamen Rider, being an insect-themed humanoid with red eyes, red scarf, and an Utility Belt around his waist. He can also do his equivalent of the Rider Kick (called the Yanma Kick). Fittingly enough, Antoine was a fan of Kamen Rider, having posters and figurines of them in his room.

- Bait-and-Switch Boss: After you fight Antoine for a bit, she'll sneak up from behind and devour him, with her and Noah becoming your new opponents.
- Big Eater: She's so hungry she eats Antione (who's a similar size to her) in a few seconds.
- Dual Boss: Alongside Noah. Of the two, she's the much bigger threat given she fights somewhat similarly to Antoine with counter and combo attacks, though if you focus her down Noah eats her and grows stronger.
- Hard-Mode Mooks: Only appears on the Cursed Mode difficulty level.
- Monstrous Cannibalism: She devours her friend Antoine on a whim, an act which disgusts her other friend Noah so much he can kill her for it.
- Occidental Otaku: Like Antoine, given she's dressed in a Sailor Fuku and mentions getting through what sounds like an anime series after eating him.
- Slaying Mantis: A monstrous praying mantis mutant so vicious she kills and eats her friend on a whim.
- Sailor Fuku: Played for Laughs. She's a giant mantid humanoid wearing a Japanese schoolgirl's outfit.

- Creepy Centipedes: A grotesque half-human millipede monster that fights you in a blind rage after Antoine's death.
- Everyone Has Standards: Noah is appalled that Esther ate Antoine on a whim because she was hungry, especially since he points out they still had some leftover pizza in the fridge. He ultimately finishes her off to get even if Esther is attacked more than him and transforms to Super Noah.
- Hard-Mode Mooks: Only appears on the Cursed Mode difficulty level.
- One-Winged Angel: If you attack Esther more, he'll finish her off and transform into Super Noah.
- Shout-Out: Super Noah strongly resembles a Guyver.

- And I Must Scream: He's clearly not happy about becoming an abominable bug creature, to say the very least.
- Big Creepy-Crawlies: He's a giant cluster of writhing mutated earwigs.
- Body of Bodies: He's been mutated in an amalgamation of variously sized giant earwigs fused together, with one horrified human face in the midst of it all.
- Flunky Boss: On Cursed Mode, he's joined by two smaller earwig-human mutants, Jon and Lou.
- Logical Weakness: As a large arthropod, he's vulnerable to Crushing damage as it's essentially akin to stomping an earwig, Fire and Cold damage, as most arthropods don't take well to extreme temperature, and Acid damage, which acts like an insecticide.

- Big Creepy-Crawlies: He got transformed into a huge pillbug creature.
- Defend Command: As a pillbug-like creature, Clyde can roll into a ball to greatly increase his defense against incoming attacks.
- The Family That Slays Together: On Cursed Mode, he'll fight you alongside four mutant pillbug kids.
- Furry Reminder: He can roll into a ball to defend himself from oncoming attacks, which is a real defense mechanism of pillbugs.
- Logical Weakness: As a large arthropod, he's vulnerable to Crushing damage as it's essentially akin to stomping a pillbug, Fire and Cold damage, as most arthropods don't take well to extreme temperature, and Acid damage, which acts like an insecticide.
- Multi-Armed and Dangerous: While far from the only human who mutated into a multi-armed creature, Clyde is among the rare few who is shown using his multiple new hands to wield multiple weapons. Though one of said weapons appears to be stabbed through one of his hands...
- Suddenly Speaking: He only has dialogue on Cursed Mode. Otherwise, he never talks.
Angel (of Death)
Clyde's youngest child. Killing all his other kids and Clyde himself prompts her to assume her full potential.- Baby's First Words: As Clyde dies, she utters her first word, "KILLING".
- Batter Up!: She wields a unique metal bat in combat that you can claim after defeating her, which the description of says "radiates evil". It has access to the unique "Angel's Home Run" skill, a stronger version of the generic bat's Home Run ability that also inflicts Burning. Instead of breaking initially, Angel's Bat will lose its evil properties and subsequently become a normal metal bat.
- Enfante Terrible: She's a baby pillbug monster and during the group fight with her father and siblings she just sits in the back and harmlessly giggles. Kill the rest of them, though, and she becomes an absolute force to be reckoned with.
- Hard-Mode Mooks: She and the rest of her siblings only appear on Cursed Mode as an extension of the group fight that the encounter with her father is turned into.
- One-Winged Angel: Killing the rest of her family causes her to gain a Battle Aura, begin flying and pick up a spiked bat. She now has a variety of insanely dangerous attacks some of which can deal upwards of 100 damage.

- Big Creepy-Crawlies: She turned into a massive house centipede-like creature.
- Creepy Centipedes: She has transformed into something resembling a house centipede crossed with a human being.
- Logical Weakness: As a large arthropod, she's vulnerable to Crushing damage as it's essentially akin to stomping a house centipede, Fire and Cold damage, as most arthropods don't take well to extreme temperature, and Acid damage, which acts like an insecticide.

- Animate Body Parts: It's a monster resembling a giant disembodied tongue, with many smaller tongues protruding from it.
Word of God states it's based on the Tongue on the Flagpole gag. - Herd-Hitting Attack: Every turn it can lick your entire party with its many tongues, hitting four times and applying random status effects.
- Meaningful Name: "Argot" is an obscure word for slang or jargon, referencing the numerous tongues that it has.
- Shout-Out: Its lick move inflicts a plethora of status effects to the target it hits, making it this game's equivalent to Bad Breath used by the Final Fantasy series' Malboros.
- Status Effects: It's notably for having lick moves that cause a huge amount of various status effects to the unfortunate party member it hits, including enrage, sleep, paralyze, acid, panic, etc.
- Tongue on the Flagpole: Invoked Trope. It's a tongue monster made entirely of tongues, and is encountered in an icy room of the Basement.
- Too Many Mouths: Its Eyeless Face is covered in mouths with disgustingly long tongues that it uses to attack.

- Creepy Centipedes: It almost resembles a centipede, but with a toothy diamond mouth instead of a head.
- Instant Illness: Its Sickening Grasp attack has an 80% chance of causing disease and a 10% chance of causing worsened disease, bypassing the infection status altogether.
- Laughing Mad: The only dialogue it has is of it cackling evilly.
- Logical Weakness: Its nature of having several arms and legs means that it would be vulnerable to slashing damage.
- Meaningful Name: It's a centipede monster whose defining characteristic is having a ton of sharp fangs lining its body.
- Vagina Dentata: Its entire upper torso is essentially a massive, tooth-filled slit-mouth.
- Ambiguously Related: Edwin's equipment ledger mentions a "Lambert [from] security" who borrowed the Planet Discs. Given that the security room that Panopticon is located in is only accessible by using four of these discs, this is possibly supposed to indicate that this "Lambert" ultimately became Panopticonnote , but this is never explicitly confirmed anywhere.
- Get Out!: Its only dialogue is to loudly and sternly tell you that the security room is off-limits."STAY BACK. YOU ARE NOT ALLOWED HERE."
- MacGuffin Guardian: Recording a tape of The Visitor to use as an offering requires beating it to gain access to the cameras.
- Meaningful Name: "Panopticon" refers to a type of prison structure where every cell is visible at the same time, but the Greek word itself also just means "All-seeing one". Both of these terms are relevant to a monster literally made out of security cameras that does nothing but watch them all day.
- Mechanical Monster: Formerly the building's security guard, now reduced to a stack of televisions and other bits of technology fused to a swivel chair.
- Power Copying: After the first turn, it starts recording a random party member. If that party member uses any special abilities, it will use those abilities itself the following turn.
- Transformation Conventions: The former security guard turned into a mass of monitors displaying a watching eye on the screen.
- TV Head Robot: It's a Mechanical Monster formed from the building's security guard, and it sports a few television screens that act as its heads/eyes.
Flooded Basement

- Eye Scream: The standard variant has a pipe piercing out of his left eye socket.
- Fold-Spindle Mutilation: Most of them have had their bodies horrifically bent and broken by the pipes that are now growing out of them.
- Long Neck: There's a Unique Enemy variant only encountered once called the Tall Pipe Man, whose neck is a disturbingly long pipe that surprises you with its head at the end with a Jump Scare after a turn has passed.

- Ambushing Enemy: The whole fear factor of a Floating Corpse is that there's a chance for any one of the dozens of otherwise inanimate corpses lying face-down in the water in multiple rooms of the flooded basement to suddenly jump up and attack you.
- Call a Smeerp a "Rabbit": It's clear from when they reveal their fully aberrated bodies that these monsters only resemble floating corpses from the top down, and use this disguise to hunt their prey.
- Playing Possum: Every so often, a Floating Corpse will reveal itself among all the other bodies surround it and try to charge you down into a battle.

- Big Creepy-Crawlies: He almost resembles a large spider or other insect.
- Mini-Boss: Not a very tough encounter at all, but a Unique Enemy given his own significant room.


- Big Creepy-Crawlies: They're all ticks that are much larger than your usual tick, feeding off the Furnace's power tubes.
- Gotta Kill 'Em All: In order to reactivate the Furnace, you need to kill all the Ticks, except for the friendly Tickle.
- King Mook: One of the Ticks is a Boss Tick with much more health and attack power.
- Proportionately Ponderous Parasites: The Furnace is one of the largest mutants in the apartment complex and it's infested with giant, mutant ticks.

- Artifact Mook: Enforcer looks like it would in fit much better with the wintry, glacial-themed enemies found in Apartment 34, and yet it's all the way down in the basement for some reason. Word of God clarifies that it's supposed to show how it's so cold, it freezes the water it's standing on instantly, allowing it to skate freely on sewer water; since there's no water in Apartment 34, this couldn't work there.
- Hockey Fight: The general theming of this enemy is around the brutish reputation that hockey has for generating violence on the rink.
- An Ice Person: Befitting a winter- and hockey-themed enemy, it has attacks that deal Cold damage and can freeze you.
- Moose and Maple Syrup: In this case, playing on the "Canadians love ice hockey" stereotype. Enforcer is clearly wearing a jersey bearing the logo of the Montreal Canadiens, Montreal's local ice hockey team, as another subtle hint that the game takes place in the city.
- Walk on Water: It skates gracefully along the sewage water of the flooded basement, instantly freezing the water underneath itself.

- Big Creepy-Crawlies: They resemble huge drain flies
. - Belly Mouth: An insectoid version: they have mouths on the undersides of their abdomens.
- Eyes Do Not Belong There: They have large eyes on their wings.

- Artifact Mook: Since the rest of the giant arthropodal Cursed are located in the main area of the Basement, it's easy to assume that it wandered its way into the flooded basement from there.
- Big Creepy-Crawlies: Per the name, it resembles a gigantic fuzzy caterpillar, specifically a Woolly Bear caterpillar (the larvae of an Isabella Moth
). - Segmented Serpent: It has this design in the overworld.

- Artifact Mook: Since the rest of the giant arthropodal Cursed are located in the main area of the Basement, it's easy to assume that it wandered its way into the flooded basement from there.
- Big Creepy-Crawlies: Per the name, it looks like a giant opilione
(known in various communities as "harvestmen") to some degree. - Extra Eyes: It has another pair of eyes on its underside, where a partly humanoid face protrudes from.

- Life Drain: As a leech monster, it can naturally drain your party members of their hit points and replenish its own.

- Ambiguous Situation: They claim to know Sam, enough to beg him for aid. However, Sam doesn't really comment on this, making it an open question as to if they really know who Sam is, or if they're just twisted into thinking they do.
- And I Must Scream: They're lucid enough to beg Sam for help, but not enough to stop themselves from mindlessly attacking your party.
- Big Creepy-Crawlies: They appear to be transforming into a giant slug, specifically a banana slug
with spots. - Covered in Gunge: Every turn it will spew out sticky slime, which has a chance to Stun your party members.
- Eye on a Stalk: Like a slug, its eyes are elongated on stalks.
- Facial Horror: In the process of mutating into a horrific sluglike creature, Slug Man's entire face appears to have been pushed out of its skull and stretched out, with its mouth now resembling a gastropod's and its eyes extended out on long stalks.
- Riddle for the Ages: Just who was this person originally, and how did they know Sam? You wind up having to kill them before you get any answers.

- Ambushing Enemy: Once you enter the room that has Roxie in it, the Sewer Beast will drag all of the corpses in the room underwater and block off the exit, forcing you to fight your way through it to escape.
- The Assimilator: It's an amalgam of a number of different people fused into a single tentacled monstrosity. It also outright tell you to "join [it]" during the battle, and refers to itself as "us".
- Body of Bodies: It assimilated several of the bodies floating in the sewer water into its mass, turning them into its tentacles.
- Boss Tease: There's a good chance that before you ever encounter it, Oliver will show you a drawing of "a purple thing with tentacles" attacking the bus, or that David will tell you that the bus driver has mutated into something terrible. This will key you in that whatever the driver became, it's extremely dangerous.
- "Join Us" Drone: It's a monster made out of many human bodies fused together and its only dialogue is this. Evidently, it's hoping to add some more to its mass.
- Suspicious Video-Game Generosity: It ambushes you in the room with Roxie, which just so happens to contain a number of valuable combat items, including a precious Healing Spray. You will likely need them, especially if you've been exploring the Flooded Basement for a while.
- Tentacled Terror: A giant, octopus-like monster that attacks with numerous lashing tentacles. Worse, the tentacles are actually fused human bodies.
- Token Evil Teammate: The only member of David's school bus who has gone insane after mutation.
- Too Many Mouths: All of its individual tentacle suckers appear to be mouths, giving it dozens in total.

- Acid Attack: It can spew bile all over your party members, dealing acid damage.
- Action Initiative: It starts combat with Gore Vortex to strike all your party members before any of your characters can get their turn.
- Ambiguously Related: Papineau mentions a member of the building's custodial team named Brenda who worked in the boiler room. Given that this creature's whole thing is being a sentient mound of boiler pipes (and it carries a wrench and plunger, things a custodian would use), it's possible that it was once Brenda, but this is unconfirmed.
- Begin with a Finisher: It always opens combat with an actionless Gore Vortex, which deals around 50 damage to you whole party and is likely to cause bleeding.
- Immune to Fire: As it is made of metal, it is immune to fire damage.
- Life Drain: At the end of each round of combat it will "attack with a siphon", draining one party member of some health and then using it to replenish its own.
- Logical Weakness: It is vulnerable to Shock damage, as it's filled with water and metal pipes. It's also vulnerable to Cold, since that freezes the water within it.
- Optional Boss: Like the Rat King, the Boiler Beast is a formidable foe when you first encounter it that you probably won't be able to defeat, although you can certainly come back later when you're stronger to try again.
- Super-Persistent Predator: It doesn't matter how far through the flooded basement you run from this thing. It. Will. Find you.
- Vader Breath: If you end up very close to it, you can hear the immensely stressed gurgling it makes when it breathes, presumably due to the pipe protruding from its old mouth.
- Wrench Whack: One of the weapons it wields is a huge pipe wrench that it can use to devastating effect.

- Action Initiative: The Furnace will always open the fight (after you proceed with the Are You Sure You Want to Do That? prompt) with an actionless blinding steam attack before your party can do anything, no matter how fast they are.
- Alpha Strike: Every three turns it will "belch a great flame", which deals damage based off its current HP if it hits and is probably an instant Total Party Kill if you failed to damage it enough. As such, the boss has a soft time limit — you need to damage it enough to make it not one-shot you and have a way to mitigate this attack so that you can keep fighting.
- Are You Sure You Want to Do That?: Since the Furnace is a Superboss that will easily mop the floor with an unprepared party, the game will uncharacteristically let you choose to escape for free before initiating the fight, outright asking you "Are you ready to die?".
- Begin with a Finisher: It opens the fight by blasting your entire party with steam, dealing very heavy damage and possibly blinding them.
- Damage-Sponge Boss: It has 1600 HP, making it the tankiest enemy in the game, only behind the Taxidermy and some of the Final Bosses, on top of being resistant to most damage types (including outright immunity to fire damage) and having high defence. However, you can't even gradually whittle away at it, as the Furnace hits so hard that you'll very likely be killed in three or four turns. Its fight basically tests your ability to maximize the most amount of inflicted damage in the fewest number of turns.
- Evil Counterpart: To Placide, who fused with the apartment's plumbing. While Placide kept his sanity and is dedicated to making sure the building's water and heating systems keep on working, the Furnace has turned into a mindless monster. Notably, Placide makes mention of the Furnace in regards to it going rogue, but says he can keep the heating working in spite of this.
- Immune to Fire: Its nature as a very hot furnace means that fire-based attacks won't do anything to it.
- Immune to Flinching: Downplayed. Stunning the Furnace will normally work... except when it belches either its incredibly powerful "great flame" or any of its incidental attacks that occur as free actions between turns. Once the attack starts building up, it's impossible to stop outside of killing the Furnace before it can unleash the attack.
- Infinity +1 Sword: The weapon it drops upon death, the Furnace Edge, is the most powerful single-handed weapon you can get. It actually gets stronger the more it breaks, becoming tempered; this increases its damage output and trades its ability to set enemies on fire for Bleed. However, you'll need to defeat what is probably the toughest enemy in the entire game to get it.
- Herd-Hitting Attack: Every three turns it'll flare up and use "belches a great flame", hitting your entire party for huge fire damage based off its current HP, and causing burning.
- Living Structure Monster: The apartment's central furnace is a massive structure on its own, and after a witness merged with it, it became sentient.
- Logical Weakness: It is vulnerable to Shock damage, as it is not only made of metal, but also contains water by virtue of being a boiler and is also fought within a sewer. It's also vulnerable to Cold, since that cools it down.
- Organ Drops: It will always drop the Furnace Edge, a molten-hot shard pulled from its corpse, upon death. This is the strongest one-handed weapon in the game.
- Playing with Fire: It uses several fire attacks that cause burning, fitting as it's the result of a witness merging with the apartment's central furnace.
- Prepare to Die: When attempting to fight it, the game's usual warning for difficult encounters outright asks if the player is ready to die. Considering that the Furnace starts the fight with a powerful steam blast that can level an unprepared party, there's a very good reason why that warning is in effect.
- Rule of Three: Every three turns, it'll increase in flame intensity, and on the third turn, it'll unleash a very powerful fire attack while resetting the intensity of its flames.
- Superboss: Not only do you need to do an optional quest to fight it, but it is absolutely no slouch in a fight, having around 1600 HP and sporting resistances to most forms of damage. It opens the battle with a powerful move that blinds you, can attack multiple times a turn and cause burning, and every three turns, it'll use an extremely powerful attack that hits the party. Notably, it is the only enemy in the game, save the True Final Boss, that the game allows you to immediately flee from before the fight begins and asks if you're really sure you want to fight it.
- Time-Limit Boss: Downplayed. You have three turns to deal enough damage to it before it belches a great flame at your entire party. This attack deals damage based on its current HP, meaning that if you didn't do sufficient damage to it beforehand, your entire party will be toasted.
- Video Game Cruelty Potential: In order to face it, you need to kill all the mutated ticks feeding from its tubes first, as well as lose out on access to Tickle's shop items since you have to remove him one way or the other.
- Was Once a Man: The Furnace barely resembles the human it once was anymore, instead being a massive beast made of fire and iron.
Fungal Lair

- Logical Weakness: As a Mushroom Man, it's vulnerable to both Fire and Acid Attacks, as certain fungi are known to be flammable and several acids are known fungicides.
- Mushroom Man: A parasitized version, they appear to be people with fungi growing in place of their heads.
- Parasite Zombie: People who have been infected by mutated fungus and now have mushrooms sprouting where their head used to be.

- Ambushing Enemy: It initially resembles an inanimate environmental mushroom until you walk into the neighbouring corner, when the mushroom transforms and shambles towards you. Subverted in the sense it's not actually an enemy, as it just wants a critique of his comedy routine and won't attack unless you do first.
- Bait-and-Switch Boss: If you wind up getting stuck in its area via the mushroom Block Puzzle, a few seconds will pass for panic to set in before it emerges and starts shuffling toward you. You'll probably brace for a fight, especially once you get a full look at it...and then it just tells a bunch of crappy jokes at you and leaves.
- Can't Take Criticism: Subverted. If you criticize his comedy routine in any way the screen will turn red, he'll seemingly get angry, and say he's going to "truffle you off the mortal coil". Then he'll start laughing again and reveal that was just another mushroom joke before admitting he needs to work on the routine more and lets you go to do so. It will, however, grow angry and attack if you're excessively critical of its routine.
- Creepy Good: Despite being the most horrifying-looking of the Mold creatures, it's also the only one that doesn't try to kill you on sight, instead asking for a critique of its comedy routine and will leave the player be as long as you don't attack first or are unnecessarily harsh on its jokes.
- Eyes Do Not Belong There: The upper third of the creature is basically nothing but about two dozen eyes of various sizes.
- Foil: It's similar to Philippe in being a fungus monster who will ask you for criticism regarding an act. However, Philippe is a genuinely malicious minion of the Spore Mother who puts on a Fake Cutie act to trick you and will ask you for a review for how well they fooled you, while the Laughing Mold is by far the most grotesque of the fungus monsters, but is a Token Good Teammate and only wants a critique of its comedy routine and will leave you be as long as you aren't unnecessarily critical in your critique.
- Hurricane of Puns: His comedy routine is made up entirely of mushroom-related wordplay. Although one joke is about moss, which he thinks is a type of fungus (he points out transforming into a fungus monster didn't automatically make him an expert on fungus).note
- Laughing at Your Own Jokes: He has so many mouths, he can provide his own diegetic Laugh Track to his jokes.
- Mood Whiplash: You initially encounter this thing by trapping yourself in a dead end, causing the spore gate blocking you to suddenly mutate into this monstrosity. You're forced to encounter it on the way out, putting you face to face with an outright lovecraftian creature... who then proceeds to go into a comedy routine instead of attacking you.
- NO INDOOR VOICE: Implied, as all his dialogue is in full caps.
- Noodle Incident: It mentions that you're the third person who didn't want to listen to its comedy routine before it attacks you. The details of the other two encounters are unknown, though presumably dire.
- Likewise, it mentions it was rated second worst the last time it performed at a comedy show. Nothing is known of the one guy who did worse than the mold.
- Optional Boss: Played with. Although it pins you in a corner, it's possible to avoid it by strafing around when it approaches. Granted, it's a Bait-and-Switch Boss; you don't actually need to fight it even if you do enter an encounter, because it turns out to be (mostly) friendly.
- Rage Breaking Point: If you excessively heckle it, it will flip out and attack you viciously.Laughing Mold: OKAY. YOU SEEM TO BE AN EXPERT ON HUMOR. SO. HOW ABOUT YOU MAKE ME LAUGH NEXT. COME ON. DO SOMETHING FUNNY. ...THAT WASN'T VERY FUNNY. SEEMS LIKE YOU'RE NO EXPERT. HUH.
- Sole Survivor: As of the 1.03 patch, it is the only fungus creature to survive the Spore Mother's defeat. Granted, Sam is not sure the Spore Mother itself truly died.
- So Unfunny, It's Funny: Its jokes are very juvenile fungus puns that barely make any sense, made hilarious by how they're being told to you by a terrifying monster that seems like it should be attacking you and is instead begging for validation.
- Token Good Teammate: Out of all the mold creatures, the Laughing Mold is the only one that isn't out to kill you.
- Too Many Mouths: Most of the creature is essentially nothing but mouths, all of them lined with Scary Teeth. While they look horrifying, the Laughing Mold puts them to good use by making his own Laugh Tracks.
- Tranquil Fury: While normally harmless and amicable, only playing at attacking you for criticizing it, if you're excessive with your criticisms it will grow irrate and strike, demanding that you do something funny if it's so unfunny itself. Its dialogue suggests it's more frustrated than outright enraged even then, however, asserting that you're not very funny either after its first turn of proper combat.

- Art Evolution: Before the Final Vision update, the Guardian's sprite lacked any armor and was substantially less detailed. Its spear was also attached to its hand in a way that made it more resemble a sword.
- Fake Ultimate Mook: Zig-zagged. It's hyped up as a boss enemy and looks extremely threatening, but it's altogether a rather lackluster fight that will end relatively quickly. It even gets the battle theme for standard enemies instead of the one for bosses. This is yet another clue that something is off if Phillipe is with you and keeps trying to push you to the Spore Mother. Despite this, it's still counted as a boss when it comes to tallying score, and it has a unique drop for Audrey. On Cursed Mode it's far more of a legitimate threat, since not only does it have two minions assisting it but its mould gun shoots deadly Magnum bullets.
- Gameplay and Story Segregation: It appears to be holding a pistol made from mycelium, but never actually uses any shooting moves in its fight, instead preferring to skewer, penetrate, thrust and impale with its spear. Subverted in Cursed Mode, where it does gain a Magnum bullet attack.
- Logical Weakness: As a fungal creature, it's vulnerable to both Fire and Acid Attacks, as certain fungi are known to be flammable and several acids are known fungicides.
- Flunky Boss: On Cursed Mode it's accompanied by two Guards.
- Multi-Armed and Dangerous: It has at least five arms, three of which are wielding various weapons generated out of mould (a gun, a spear and a shield).
- Mushroom Man: It appears to be a fungal humanoid with several legs and many weaponized arms.
- Musical Spoiler: Another hint that the whole situation isn't what it seems is that, although it acts like and resembles some sort of final dungeon boss, its battle theme is "Tension", which is used for weaker enemies, and not "Fight" nor "Run Away" which are used for tougher enemies.
- One-Hit Kill: The Impale attack it can use has a 45% chance of one-shotting whoever it hits.
- Paper Tiger: It's way less fearsome than its appearance would suggest.
- Skippable Boss: To add insult to injury regarding it's Fake Ultimate Mook status, reaching the Spore Mother is completely doable without ever fighting the Guardian. It may end up chasing you like any other enemy if you try this, but if you engage and kill the Spore Mother first, it dies off like any other unfought fungi enemy in the area.

- And I Must Scream: The humans assimilated into it are unable to do anything but have clearly horrified and pained looks on their faces. If the player falls for its ruse, it's implied that they go into a state of burning pain, without mentioning if they actually die from the assimilation.
- The Assimilator: Its goal is to lure people into its lair and make them all one with it by having them consumed by the fungus colony.
- Beauty Is Bad: Its true form is one of the less grotesque creatures in the game (even when it sports its Nightmare Face should you fall for its trap), and if the player is under the effect of its spores, they'll see it as a beautiful princess. It uses the latter to lure in victims for assimilation, including the player if they're not careful. Out of all its minions, the only one that doesn't try to kill you in some form unless attacked first is the Laughing Mold, who looks horrifyingly Lovecraftian compared to every other mold creature.
- Bitch Slap: One of her attacks is to "daintily slap you", which causes some damage and has a high chance to stun.
- Brainwashed and Crazy: Inflicts this on your party members by infecting them with spores, causing a Charm status that lasts for the battle and forcing them to attack you.
- Butter Face: She has one of the least disturbing appearances amongst the mutated creatures of the apartment building, looking more intriguing than scary with her tree-like fungal looks. Unless you decide to approach her as Philippe suggests, getting a very creepy (and very deadly) look at her toothy maw.
- Decapitated Army: Once it goes down, all existing spore creatures in the area will vanish, and all the floating spore hazards as well as the mushroom toggle gates will vanish. The only one that doesn't die is the Laughing Mold.
- Decoy Damsel: It disguises itself as a fair maiden in distress. You'll be able to see through this if you didn't inhale any spores.
- Feral Villain: It doesn't talk or directly show any signs of higher intelligence, just the "perverse, hungry glare of a predator". It is able to create entities like Phillippe which are very smart and capable of manipulation.
- Festering Fungus: It's a huge fungal organism that lures in and assimilates victims into itself.
- Flunky Boss: If Phillippe is in the player's party, he reveals himself to be one of the Spore Mother's minions before turning on you and fighting you alongside the boss. Furthermore, the Spore Mother turns your party members into her flunkies by infecting them with spores, giving them the Charm status for the rest of the fight.
- Interface Screw: Touching the spores around its area will cause the screen to turn blurry and green. It also makes the player unable to discern its true nature upon confronting it.
- Logical Weakness: As a fungal organism, it takes extra damage from both Fire and Acid Attacks, as certain fungi are known to be flammable and several acids are known fungicides.
- Luring in Prey: It tries to get people to get close enough it to assimilate them by using hallucinogenic spores to cloud their senses and planting decoy victims (really fungal minions in disguise) throughout its domain that urge people to try and rescue more people deeper within the infestation.
- Manipulative Bitch: It uses fake survivors in need of rescue in order to prevent the player from escaping its area alive, or to lure them closer to it. It even brainwashes your own party against you in its fight, by infecting them with spores and giving them a Charm status which causes them to only attack the party.
- Motifs: Traditional RPG games, especially those involving Save the Princess. Its fake survivors provide traditional RPG services such as blacksmithnote , home improver, and card minigame. Its minion Philippe acts as a hero trying to save a princess. The Guardian before the Spore Mother is the antagonist/villain, akin to the dragon or evil overlord that has kidnapped the princess and guards them. Finally, the Spore Mother herself is the princess you rescue at the end of the story, a guise she uses to lure in victims.
- Mushroom Man: In its princess disguise, it still sports a huge mushroom cap on its head.
- Nightmare Face: If you fall for its trap and get too close to it, you're greeted with an absolutely nasty grin as Phillippe shoves you into it, described as "the perverse, hungry glare of a predator relishing its meal."
- No Ontological Inertia: Killing it simultaneously kills all its fungal puppets too. Except for the Laughing Mold.
- One Bad Mother: It's known as the Spore Mother and it's a manipulative entity that uses minions that pose as fake survivors that put on a clever act and hallucinogenic spores to lure in victims.
- Optional Boss: You're not actually required to defeat it, as the Neptune Disc in the Fungal Lair can be obtained without encountering it, and if you don't rescue Philippe (or fight him at the entrance) you can completely avoid being forced to fight her altogether.
- Parasite Zombie: It assimilates everyone it kills into its mycelium and remakes into grotesque half-fungus minions.
- Save the Princess: This is the facade it puts up, having one of its fungal minions Philippe play the setup of having to find and rescue his princess, a Guardian that acts as the dragon who kidnapped the princess, and using hallucinogenic spores to make others see it as the princess in need of rescuing. Actually trying to save the "princess" gets you killed, as this was her trap all along.
- Slasher Smile: Boy does it sport one if you fall for its trap.
- True Blue Femininity: Its disguise, which Sam sees if he's touched any spores, is of a blue-eyed woman in a blue gown, with a huge mushroom cap on her head.
- Uncertain Doom: It’s acknowledged after the fight that you can’t usually kill a fungal colony by stabbing and shooting a particular patch of it, and all you know you’ve done is destroy the parts which were capable of attacking you.
Garage

- Ambushing Enemy: Makes itself look like one of the tire stacks in the garage, while it slowly inches towards you to ambush you.
- Creepy Centipedes: It initially looks like a stack of tires until it unfurls itself in battle as a centipede-like monster.
- Meaningful Name: It's a centipede monster made out of several tires.

- Ambushing Enemy: Makes itself look like one of the traffic cones in the garage, while it slowly inches towards you to ambush you.
- Non-Indicative Name: Even though it's called a Traffic Crab, none of it looks crablike. The only thing crablike about it is its tendency to use a traffic cone in a manner similar to a hermit crab's shell.

- Ambushing Enemy: Makes itself look like one of the cars in the garage, until you get within its line of sight, after which it will start up and charge out at you.
- Logical Weakness: Standing up and showing its underside to you, where its organs are, means it's just begging to get pierced. It also falls apart under acid, due to it melting its metal body, and shock damage deals the most damage, likely due to the metallic body making the electricity conduct even better through the flesh.
- Meaningful Name: 'Underbody' is a term that refers to the underside of a motor vehicle. When this monster stands up on its back wheels, it reveals an underbody with exposed guts and organs that are reflective of a biological body.
- Sentient Vehicle: Like many of the other car-like enemies in the garage, the Underbody is a amalgamation of organic flesh and car that's out to kill you.

- Logical Weakness: Similar to Underbody, acid melts its metallic body, while electricity fries it particularly hard.
- Slaying Mantis: Its mutation gives it sickle-like arms akin to a praying mantis.

- Ambushing Enemy: Makes itself look like one of the cars in the garage, until you get within range, after which it will start up and charge out at you.
- Body of Bodies: Horrifically, it appears to have fused an entire K-9 Unit's worth of dogs (and at least one police officer) into itself which now act as a multitude of its frontward heads.
- Car Fu: In between each turn it will use "Reckless Driving", a party-wide attack that deals moderate damage as it barrels into you and your companions.
- Kill It with Fire: It has a weakness to fire in addition to its acid weakness.
- Logical Weakness: As a car made of metal, it's vulnerable to getting melted by Acid Attacks or shocked to oblivion by electricity. With all the dogs and the cop bound to it, it also gets ignited very easily.
- Multi-Armed and Dangerous: The body of the main cop has four arms, all of which are equipped with firearms, stun guns, and tasers that it will gladly shoot at you.

- Ambushing Enemy: Makes itself look like one of the vehicles in the garage, until you get within its line of sight, after which it will start up and charge out at you.
- And I Must Scream: The prisoner that got transformed into one of the monster's tongues is still lucid and horrified at what's become of him. Putting down the truck is effectively a Mercy Kill.
- Body Horror: Witnessing the Visitor caused a van full of SWAT officers (and one prisoner) to fuse together into one horrifying fleshy monstrosity that turned the entire vehicle sentient.
- Logical Weakness: As a truck made of metal, it's vulnerable to getting melted by Acid Attacks, Shock and Awe, and a well timed Armor-Piercing Attack.
- Nested Mouths: At first, it looks like a giant fleshy face, but if the fight goes on long enough, it will eject three tendril-like tongues covered in teeth from its toothy maw. Worse, the tongues are actually two SWAT officers and a prisoner that got fused together and are still screaming in confusion and terror.
- Sentient Vehicle: Played for Horror, much like most of the other car and vehicle-themed enemies in the area it's found in. Technically, only the flesh inside the car is alive; killing it destroys the flesh but leaves the car "shell" alive.

- Logical Weakness: Acid and electricity take it down like with any other vehicle.
- Sentient Vehicle: It appears to be an organic amalgamation of a motorcycle with its own rider.
- Tough Spikes and Studs: It sports handle-arms with studded leather, due to being merged with its own biker.

- Action Initiative: As soon as the battle starts, it will use High Lights to attempt to blind your entire party even before the first turn. You can No-Sell this by applying Eye Drops before engaging it.
- Afterlife Express: Played for Horror. It's a grotesque car-demon who swallows people and tries to carry them off to Hell. If you don't kill the car fast enough, it causes a Non-Standard Game Over.
- Ambiguously Related: The Hellsword guarded by the Hellride deals Corruption damage, a type of damage that is only otherwise dealt and resisted by Nightmares. The Hellride itself also happens to resist Corruption damage. Even more bizarrely, the Tooth Family is immune to Corruption damage, the rat enemies and fungus enemies resist Corruption damage, all Onlooker phases, Vincent, door encounter and human characters, Eyecluster, Stargazer, Lyle and Panopticon are vulnerable to Corruption damage and the Pain skill, used by certain types of Nightmares but also by Philippe, the Spore Brain and Taxidermy's final form's Moose head, deals Corruption damage. Whether the Hellride, Nightmares, the Tooth Family, the rats, the fungus, the Onlooker phases, Vincent, door encounter and human characters, Eyecluster, Stargazer, Lyle, Panopticon, Philippe, the Spore Brain and Taxidermy have any connection is unclear, but it is a strangely unifying detail for a unique damage type.
- Ambiguous Situation: The Cursed vehicles in the Garage are all human-based, but the Hellride not only looks like a devil-turned-car, but can invoke a Hell Gate to drag unfortunate victims to Hell, which raises the question of whether it's a literal demon that got caught in the Visitor's crossfire, or just a human with particularly special Reality Warper powers instead.
- Art Evolution: The 1.6 update overhauled two of its sprites; the sprite where it swallows the party is cleaner, featuring it enveloping the party with a long tongue, and the flames of Hell in the second phase after being swallowed look more defined.
- Big Red Devil: It looks like a vehicular version of the stereotypical devil, being a red car with horns, demonic tail, and masses of goat hooves in place of wheels.
- Blinded by the Light: It opens up the battle with a high beam from its headlights to blind your entire party before they can even react, ensuring that they likely will not be able to take it down before it swallows them.
- Cruelty Is the Only Option: After it swallows you, you have to hack your way through the other passengers before you can fight the Hellride itself, who were most likely other innocent victims that it caught before you. Granted, they're probably still better off than if you don't kill it in time...
- Dragged Off to Hell: It attempts to do this by swallowing your entire party and then speeding towards a Hell Gate. Whether or not it succeeds depends on whether you can escape in time.
- Immune to Fire: Its exterior is immune to fire-based damage, although it can still get the burning status. Makes sense since it's a possibly-infernal entity.
- Kill It Through Its Stomach: The Hellride swallows you and your party, forcing the player to defeat the monstrosity from inside it.
- Logical Weakness:
- Its exterior is vulnerable to Acid Attacks, as acids can easily disfigure car paints and metals.
- Its interior is however vulnerable to slashing damage and fire attacks, as its much softer insides can get hacked away and flesh doesn't take well to fire.
- Nightmare Face: In addition to the terrifying face its exterior has, there's also Hell Mouth, your last target in the boss fight.
- Optional Boss: You're not required to defeat it to beat the game, but it blocks the way to the Hellsword, the strongest melee weapon in the game.
- Organic Technology: Unlike the other vehicle enemies, which obviously resemble some unnatural fusion of organic and inorganic parts, the Hellride looks much more uniformly like a being shaped into a car, rather than a car and person fusion, without any obvious metal bits. It has legs instead of wheels and even its insides are entirely fleshy.
- Overly Long Tongue: It gulps you down its gullet by lashing its long tongue out at your entire party and grabbing them with it.
- Outside-Genre Foe: While it looks rather similar to other vehicle-themed enemies in the area, its ability to open a Hell Gate and take victims to Hell are much more in line with a demonic rather than an eldritch genre.
- Riddle for the Ages: The Hellride's existence opens up a lot of questions about the cosmology of the game in general. Is it actually a human, or a demon that was mutated by the Visitor? Does it actually bring its victims to Hell, or a representation of it? Given it's an optional boss, these questions may never be answered.
- Sentient Vehicle: Like most of the other car and vehicle-themed enemies in the area, it's a human (or demon) who saw the Visitor and mutated into a fleshy, sentient car. Even its steering wheel, rear-view mirror and windscreen wiper are sentient enemies that you need to defeat to escape it.
- Songs in the Key of Panic: The fight theme of Ride To Hell
plays throughout the fight, but is initially muffled since you're initially hearing it from outside the vehicle. After the Hellride swallows you, the theme is heard clearly and represents a fast and frantic piece that signifies your ultimate fate if you don't kill it in time. - Source Music: If you happen to set your volume way up when you initiate battle with it, you may notice its boss theme playing faintly. Once you are swallowed, the volume immediately goes into overdrive, as though the boss theme is playing from a radio inside Hellride itself, explaining why you can barely hear it from outside.
- Superboss: It's a wholly optional and skippable encounter, has a total of 1500 health that you need to deplete in order to take it down, and killing it opens the way to the Hellsword. It doesn't hit anywhere as hard as the Furnace, but this is because it places you on a strict time limit before causing an instant Game Over, putting your ability to deal as much damage in as few turns as possible to the test.
- Super-Persistent Predator: If you get into aggro range of the Hellride, it will chase you throughout the parking lot area it resides in, similar to the Boiler Beast in the Flooded Basement. While it is not as persistent so as to follow you to the adjacent garage area, it is much faster on the chase by comparison, so it can be harder to outrun given the crowded nature of the garage.
- Suspicious Video-Game Generosity: Zig-zagged. A flamethrower and some gasoline tanks are located right beside the Hellride. The weapon is useless against the monster's first form (apart from being capable of inflicting the Burn status), but can deal significant damage in the second phase after being swallowed.
- Swallowed Whole: After a few turns, the Hellride will swallow your entire party and take them to hell in a few turns, requiring you to Kill It Through Its Stomach.
- Time-Limit Boss: Once it swallows you and your entire party, you have a limited number of turns to kill the passengers within, its (living) steering wheel, rear-view mirror, and windscreen wiper, and then its face, all while it heads towards the Hell Gate in the background. Fail to do so in time, and you're Dragged Off to Hell.
- Vanity License Plate: Its license plate reads "HELL", which is where it takes its passengers to.
- You Can't Thwart Stage One: There is nothing you can do to prevent the Hellride from swallowing the party, sincs it is hard-coded to interrupt any pending actions and switch phases after receiving 500 damage. Even with cheats factored in, any overkill damage past 500 will trigger the phase change regardless.

A gigantic olm-like mutant which appears in the Parking Garage during the blackout event.
- Amphibian Assault: It's an extremely hostile olm mutant.
- Amphibian at Large: A gigantic olm monster, a type of neotenic cave-dwelling salamander.
- The Assimilator: It seems to merge people it captures into its body. It appears to have assimilated the corpse with the smashed head at the bottom of the stairwell just before you arrive at the Basement, as there's a blood trail leading away from it, and you catch it forcibly fusing another unfortunate person into its face right as the battle begins.
- Beef Gate: During the blackout, it acts as a hard roadblock to reaching the breaker room (and therefore the Electrophage) in order to turn the power back on.
- Body of Bodies: Its entire length is covered in anguished human faces, with the dialogue of the face on the front of its head indicating they've all been forcibly fused together by the monster.
- Boss Tease: You'll initially see its tail slithering away just off camera. Chasing after the tail will eventually trigger the boss fight.
- "Join Us" Drone: After losing individuality, the people assimilated into its mass will ask you to "please come with us".

A huge, tailless whip-scorpion-like mutant which appears in the Parking Garage during the blackout event.
- Big Creepy-Crawlies: An enormous amblypygid that appears once the power goes off.
- Boss Tease: It'll initially be present in the crack in the wall of the Parking Garage where the Iris Key is located. Try to receive the key before the blackout (when Darryl comes out into the open) and it'll will bite your hand.
- Combat Tentacles: It will attack with its whip-like front legs, causing heavy damage to the entire party. If you fulfill certain conditions during the fight, it'll give you these legs as a weapon.
- Obliviously Evil: It doesn't seem to understand that its "games" always kill his playmates. It just seems to think they get "tired".
- Optional Boss: You can easily avoid fighting it, because you don't need to get near it to reach the utility room in order to fight the Electrophage and end the power outage. The most probable reason why you'd end up fighting Darryl is if you're trying to claim the Iris Key in the wall next to him while the power is out.
- Victory by Endurance: Agreeing to play (read: survive) its "games" long enough to exhaust all its dialogue will grant you the "Antenniform Legs" weapon upon killing Darryl, a two-handed slashing weapon that boosts your attack by 50%, unlocks three unique skills, and hits twice per turn. This is quite challenging, as Darryl's attacks hit very hard.
- Worthy Opponent: If you last against Darryl long enough for hide-and-seek to turn into tag, it'll give you its "secret weapon" with its last breath.
Utility Room


- Abstract Eater: It feeds on electricity, and it gorging itself on the main fuse box is the reason the apartment suddenly has a blackout.
- Energy Absorption: It's a mutant that feeds on electricity. Appropriately, most of its body resembles power cables.
- Face-Revealing Turn: When you enter the battle against it, it's originally not paying attention to you and you only see its back, but will turn and lunge forward in the following turns.
- Level in Boss Clothing: The Electrophage isn't actually that difficult of an encounter; it's reaching the damned thing that's the challenge, as you have to navigate multiple rooms full of Conspicuous Electric Obstacles and filled with additional monsters to reach it, to say nothing of the Olm acting as a Beef Gate to the Garage when the event starts.
- Logical Weakness: Since it's made out of wires, it's extremely vulnerable to Slashing damage that could cut those wires.
- Mother of a Thousand Young: It's implied to have created the Ghouls, Husks, and Cable Jumpers by draining them of their energy and infesting them with its cable-like tendrils, leaving them hostile, Empty Shell monstrosities.
- Shock and Awe: It's a tentacled aberrant mess of live electrical wires, meaning it can Paralyze and Burn your party with its various moves.

- The Artifact: It's a weird random thing you have to fight to use the elevator without any relation to anything else. This is because it was one of the earliest enemies designed for the game, when it was a free-to-play game jam entry, before most of the enemies had a theming.
- Balance Buff: Formerly a Fake Ultimate Mook that had no standout traits, a basic single-target attack, and low health. As of the 1.6 update, it now has substantially more health, shock attacks that can Paralyze party members, and the ability to move the elevator itself, which it will exploit to cause a highly damaging Elevator Failure attack.
- Beef Gate: If you want to use the elevator (which is effectively Fast Travel and is also mandatory to reach the Typewrither's apartment on floor 2 to collect his description of the Visitor), you'll have to kill this thing first.
- Elevator Action Sequence: Like its name suggests, this enemy is encountered in an elevator. You need to fight it in order to get the elevator working again.
- Elevator Failure: The Elevator Thing implicitly has control over the elevator itself and causes this to happen during the fight, rather than simply just sitting there and doing nothing. The elevator rises without any input from you, and also drops when the brake mechanism is disengaged. The resulting crash deals heavy party-wide damage and has a high chance to Stun party members. That being said, this attack only happens once, and the resulting damage can be avoided entirely if the Elevator Thing is killed before the crash happens.
- Shock and Awe: It can use electrical attacks that can paralyze party members.
- The Spook: It's not clear at all what this thing is, whether it used to be a human or an animal, or where it came from, since it doesn't fit into the mutation themes of the other apartment zones. This is reflected by its name, which simply calls it a "thing".
- Songs in the Key of Panic: The elevator theme that plays during the fight initially starts at a low tone as the elevator begins to ascend. The moment the elevator goes into free-fall, the song shifts to a fast-paced, high pitched tune that fits all too well with your current predicament. It slows down again after the elevator crashes.
- Suddenly Voiced: It was completely silent before the Final Vision update gave it dialogue.
- Technopathy: It's capable of remotely controlling the elevator, causing it to rise, fall, and crash for heavy damage.
- Urban Legend: It makes reference to the "Elevator Game
" (a myth that visiting certain floors of a building in an elevator will allow you to contact otherworldly spirits) when you encounter it, saying that it was all true. This is a Player Nudge to a secret ending that requires a unique offering item found here.

- Ambiguous Situation: It's not clear if the ensnared Gaston is actually him, who is getting mutated and fused with the worm's tongue, or just a lure on its tongue that it uses to trick you into fighting it.
- The Assimilator: During the course of the fight, the custodian that was grabbed by the worm's mouth will gradually fuse with its tongue, until eventually the only recognizable part of him remaining are his eyes. You can see a few other people became fused to the worm's body too.
- Lamprey Mouth: Its diamond-shaped mouth takes up its whole face.
- Multi Purpose Tongue: Gaston the janitor eventually becomes wholly fused with its tongue, becoming a separate entity in the fight that can multiattack your party.
- Optional Boss: Strictly speaking, the Garbage Worm isn't a required fight—you only need to kill it if you want to claim the Janitorial Key Ring in its mouth so that you can gain access to all the Janitor's Closets throughout the apartment building and the goodies that lie within.
- Outside-the-Box Tactic: You can force it to emerge on the upper floor but then go downstairs to fight its body while its head is stuck above, giving you an easier fight than having to deal with its head.
- Rush Boss: Every turn that you don't kill the Garbage Worm, it becomes more dangerous, as it hits hard and its tongue will gradually extend towards your party to hit them with even stronger attacks. You can target the tongue itself to make it retreat and stop attacking, but it can't be fully killed, meaning you have to kill the Worm itself at some point.
- Terrestrial Sea Life: It strongly resembles a mutated bobbit worm, a type of marine polychaete worm, but it's not found anywhere near water.


Crossword Tomb
Wilhelmina von Kreutzwort, Kaiserin of the Crossword ("Auntie Wilma")

- Ambiguously Human: It's not even clear if Wilma is meant to be a human being, as she has a hideous face, a mop of shaggy hair and a slender, wiry body with rubbery onyx skin and three elongated fingers and toes on each hand and foot that looks more like that of an amphibian's than a human's.
- Breaking Old Trends: Wilhelmina is the first boss, let alone enemy, added to the game who can be rematched after being defeated. If you have the resources to spare, you can re-engage her as soon as you kill her for more experience and potentially get all of the Infinity +1 Sword items she drops.
- Easy Level Trick: Unique to the game's superboss encounters, Wilhelmina can be reduced to a threat on par with a beefed up Guardian if you bring Morton to the fight; every time she tries to cast her normally very problematic-to-deal-with skills, Morton will correct her word usage and stop the attack entirely, lowering the difficulty of the encounter dramatically.
- Evil Is Hammy: Wilhelmina's dialogue is overloaded with Rainbow Speak and Bold Inflation to accompany her grandiose wordplay dialogue. If you bring Morton to the fight, his constant correction of her word usage ends up pissing her off so much that she lets out a scream which increases the font size so much that it goes out of the visible text box.
- Evil Laugh: Wilhelmina laughs a haughty "Mwa ha HAAA!", which fits like a glove for an Ancient Evil like herself.
- Giant Space Flea from Nowhere: Downplayed. Although her existence is foreshadowed with the crossword puzzle video game, the fact she's a superboss directly linked to one of the game's endings is not. She seemingly has nothing to do with the events with the Visitor, she's just another evil entity who happened to be present underneath the apartment building and has the opportunity to wreak havoc if you let her. It's not clear at all what she is.
- Gratuitous German: "Kreutzwort" literally means "crossword" in German, and "Kaiserin" is likewise German for "empress".
- Infinity +1 Sword: Your reward from defeating Wilhelmina is a choice between a sword, hammer or spear. All three of these weapons are contenders for the strongest weapons in the game, having attack stats higher than both the Hellsword and Great Needle as well as special skills attached to each of them, with no penalties on top of being one handed, enabling dual-wielding weapons in the ranged slot. Uniquely, you can rematch Wilhelmina to get all three of these if you're able and willing.
- Karmic Death: If Sam says the Word of Power to her, she'll transform him into his slave. If he refuses to and manages to defeat her, he'll be able to transform her into a weapon you can use, and can do this multiple times.
- Latin Is Magic: The spells she uses have Latin words of invocation that wibble-wobble on being Canis Latinicusnote , in keeping with how she clearly claims to be more lexically versed than she actually is.
- Living Weapon: Her fate should you defeat her, turning her either into a sword, spear or hammer. Even as a weapon, her will still lives on in any of this forms, urging Sam to kill someone with her.
- Malaproper: Her word-based spells often contain either an incorrect word (like "endeared" instead of "immured") or a Perfectly Cromulent Word (such as "trilitate" instead of "triturate"). If Morton is around, he'll point out the mistake, which not only pisses Wilhelmina off, but causes the spell to fail entirely.
- Mundane Made Awesome: Who knew mastering the power of crossword puzzles could turn one into an immortal and all-powerful sorcerer?
- Perfectly Cromulent Word: One of her so-called words of power is "trilitate", which isn't actually a real word. If you have Morton in your party when you fight her, he'll point this out, enraging her.
- One-Hit Kill: Has the Impale skill, which has a chance of one-tapping a party member.
- Our Liches Are Different: She's some kind of immortal magical entity that was entombed in a sarcophagus to be watched over by mummified servants beneath the apartment building long ago, waiting to be freed with the power of crosswords.
- Outside-Context Problem: The Words of Power ending implicitly turns her into this; while everyone else is focused on the Visitor, a lich suddenly appears out of nowhere to engage in a campaign of world domination.
- Outside-Genre Foe: In a game about cosmic horrors, an evil witch like Wilhelmina is a decided outlier. This is even reflected in a number of the Status Effects she inflicts which cannot be seen anywhere else, like causing party members to vomit frogs (which makes them lose turns), or breaking their bones.
- Sealed Evil in a Can: She's been entombed in a sarcophagus in a hidden tomb beneath the building, and the entirety of the game's crossword sidequest is a bid by her to free herself from her prison. If you free her, you have the potential for her to work some very evil magic on you and presumably the world..
- Sesquipedalian Loquaciousness: As a witch who has mastery over words of power and who is themed around Crossword Puzzles, she speaks using a whole bevy of almost exclusively ten-dollar words. However, if you have Morton in your party (or just know their real definitions on your own), it becomes apparent that she clearly doesn't know the actual definitions of some of the words she uses.
- Schmuck Bait: Go on. Say the impossibly ancient and unknowable Word of Power that the immortal lich tells you to say immediately after freeing her from her prison. See what happens.
- Superboss: In order to even fight her, you need to obtain the code at the very back of the crossword puzzle book, which is a huge time sink that will take several days at minimum. Then you need to fight your way through a Bonus Dungeon hidden behind a planet lock door in the Basement, and Wilhelmina is absolutely no slouch in combat herself, having access to skills that severely hamper your party by losing turns or causing high damage. Your reward for beating her is a selection of three Infinity Plus One Swords, and you can rematch her to gain all three of them if you wish.
- Sure, Let's Go with That: She doesn't even seem to be aware of her "Auntie Wilma" nickname when Sam asks her about it, so it's anyone's guess where that came from or who made Auntie Wilma's Crossword Challenge if it wasn't her."Ha ha haaa! Mwa ha HAAA! What a fantastical cognomen! Should it befit your fancy, you may henceforth address me so. "
- Time Abyss: Although her name and crossword gimmick seem on the modern side apparently she's been entombed for ten-thousand years (well before recorded history, around the time when humans invented agriculture and proto-cities), making her at least that old.
- The Von Trope Family: Unlike any other character in the entire game, Wilhelmina is given the haughty surname of "von Kreutzwort".
- Villainous Breakdown: Bring Morton to the fight and he ends up royally pissing her off to the point that she lets out a rage-fueled scream.
- Weaksauce Weakness: Her extremely powerful word based spells can be cancelled out by… pointing out that she's using the words she says to activate them wrong. With his immense knowledge of complicated words, Morton effectively becomes a Man of Kryptonite towards her.
- Wicked Witch: The moment she is freed, she sets out on taking over the world using her magical witch powers with Sam's help if he speaks the Word of Power she tells him to. Presumably she was sealed away to begin with for similar behavior.
- Words Can Break My Bones: She can cast spells by uttering complicated words, which are also her strongest combat abilities. One of her word-based spells even does this literally, breaking the bones of the afflicted target.
- You Keep Using That Word: With Morton in your party, he corrects her word usage tied to her otherwise deadly skills; this cancels out the skill and progressively gets Wilhelmina madder.

