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Look Outside: Monsters -- Ground Floor

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Characters in Look Outside: Monsters -- Ground Floor
Terra Firma

The building's Ground Floor is where most of its amenities are located, such as the laundromat and an adjoining storefront café called Mutt's Fish and Chips. It is also where the dwelling of the building's landlord, Mr. Henderson, is found. Immediately after Sam arrives in the building's lobby, a bus crashes in through the front door, letting loose an entourage of hand-based mutants that quickly spread throughout the building.


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Ground Floor

    Famine 
https://static.tvtropes.org/pmwiki/pub/images/famine_5.png
"So...hungry..."
A monster encountered in the restroom blocked off by fleshy growths on the Ground Floor.

    Marshall 
https://static.tvtropes.org/pmwiki/pub/images/marshall.webp
"WALK INTO THE WORMS LIKE IT WAS THE SEA"
An innocent toiletgoer who is unlucky enough to be discovered by Nestor's leg, and who now is rapidly mutating and overgrowing the bathroom stall he's trapped in.
  • Ask a Stupid Question...: If you ask him (before mutating) what he's doing in the bathroom stall, he'll sarcastically tell you he's "mowing the lawn".
  • The Faceless: You don't see what he looked like before he mutated, because you can't see into the stall when talking to him. By the time you can see him, Nestor's leg has merged with his face, making his appearance impossible to discern.
  • Increasingly Lethal Enemy: The longer it takes for you to find Marshall, the worse his infection will get, and the harder it will be to kill him. He has double the amount of HP in his second stage, but will drop better experience and items to compensate.
  • Minor Major Character: Outside of him becoming a very strong monster if he gets infected by Nestor's leg, the only thing Marshall does is say "Occupied!" when you try to open his bathroom stall.
  • Optional Boss: If the player hasn't done Rafta's side quest, then Marshall will stay unavailable locked in his bathroom stall. Naturally, "failing" Rafta and Nestor's sidequest by not convincing Nestor to meet with Rafta will prevent Marshall from becoming available altogether, since Nestor never infects him.
  • Tempting Fate: When you tell him there's monsters roaming around outside, he says he staying inside the stall because he feels safer in there. If you complete Rafta and Nestor's sidequest, there's a good chance he'll find out... not so much.
  • Toilet Horror: Like Famine, you fight him in one of the Ground Floor's bathroom stalls.
  • Transhuman Treachery: During the whole fight he'll be raving about how much he loves the worms that are now a part of him and the exquisite pain they bring him.

    Centifingers 
https://static.tvtropes.org/pmwiki/pub/images/centifingers.png
"H-h-h-h-h-h-Help... Help... Help me..."
A centipede monster patrolling the aisles of the convenience store on the Ground Floor.
  • And I Must Scream: It spends the whole fight begging you to help it. Defeating it is equal parts tragic and horrific.
  • Boss Tease: When you first enter the aisles of the convenience store, it will knock some inventory off the walls to block off the path and dart away from view to your left.
  • Creepy Centipedes: It looks like a centipede with fingers for legs.
  • Eyes Do Not Belong There: It has eyes all over its segmented body.
  • Logical Weakness: Having a long body while also having several fingers makes it susceptible to slashing damage.
  • Red Eyes, Take Warning: It has red eyes, and is hostile just like almost every other mutant you meet.
  • Skippable Boss: You have to make your way through the convenience store if you want to grab the blank VHS tape in the back room, which will naturally bring you into confrontation with Centifingers. However, you can alternatively just weave your way through the aisles of the store to avoid it without fighting it.
  • Suddenly Voiced: It is one of very few monsters in the game to make audible noises during its fight, and the only monster with intelligible speech.

    Worm 
https://static.tvtropes.org/pmwiki/pub/images/worm_close.png
"Crawl with me..."
A wormlike monster hiding in one of the dryers down in the apartment building's laundromat. You must kill it to retrieve Jeanne's laundry.
  • The Dreaded: Nestor refuses to enter the laundrette due to the Worm's presence there.
  • Logical Weakness: Having a long, thin body means it's vulnerable to getting severed by slashing damage.
  • Mini-Boss: It's not the toughest encounter if you've got a full party, but if you fight it by yourself you'll have a much harder time, to the point where it's an enemy that can give you the "run away" urge.

Bus Crash Mutants

    In General 
While exploring the ground floor, without warning a bus will careen into the lobby, bursting into flame and causing numerous mutants to shamble out of it.
  • Hawaiian-Shirted Tourist: Implied. Many of them are wearing Hawaiian shirts or even have cameras on their necks (and Feely in particular carries a suitcase), implying that the bus which crashed was once a tour bus that got caught under the Visitor's gaze.
  • Man on Fire: A good number of them are ablaze thanks to the flames from the bus crash.
  • Mobile Menace: They will move to other floors if not battled on the Ground Floor. Elbows will gradually move up the stairwell, for example.
  • Multi-Armed and Dangerous: Many of them have extra limbs thanks to the hand infection they contracted.
  • Theme Naming: Almost of them are named after limbs, hands, or digits in some way.
  • Wolfpack Boss: If you're feeling suicidal, you can try to fight all of them at once as they emerge from the bus. The game uncharacteristically highly advises you against doing this by going beyond the normal "You feel an urge to run away." message in favor of one that has massive Bold Inflation with huge red letters.
    These monsters are extremely dangerous, and there are many of them. You feel like you should run.

    Armknot 
https://static.tvtropes.org/pmwiki/pub/images/armknot_close.png
A hand monster from the bus crash.

    Crawler 
https://static.tvtropes.org/pmwiki/pub/images/crawler_0.png
A hand monster from the bus crash that made its way downstairs from the Ground floor and winds up camping out directly in front of the entrance to the basement.
  • Beef Gate: It's a relatively normal enemy and you can sneak past it if you want, but killing it makes it a lot easier to access the Basement from the stairwell.
  • Big Creepy-Crawlies: It resembles a giant blue humanoid spider or centipede.
  • Logical Weakness: It's vulnerable to slashing damage as it has several limbs, making them susceptible to being cut off.
  • Man on Fire: Like several other enemies from the bus, it has been set aflame by the crash and will stay that way until it's dead. Notably, its entire face is inflamed.
  • Multi-Armed and Dangerous: It has way too many limbs, which it uses to crawl around as well as attack you multiple times.

    The Crawling Hand 
https://static.tvtropes.org/pmwiki/pub/images/hand_close_1png.png
"A giant hand just... crawling around. Grabbing people. Squishing them... it's a terrifying thought!"
A huge hand monster that used to be the driver of the bus that crashed into the lobby, eventually becoming an obstacle that patrols near the bus.
  • Determinator: When talking about why he's mutated, Memorial recalls that the driver who became the Crawling Hand was hell bent on driving the bus to where it was supposed to go in spite of being in the process of getting transformed into a hand monster. Memorial compliments him on his "world class focus".
  • Disaster Dominoes: How everyone on the bus was infected, according to Memorial; it was extremely early in the morning when the bus the human that used to be the Crawling Hand was driving picked up a passenger that saw the Visitor, though most of the others wrote off his symptoms as him being a Crazy Homeless Person until the passenger exploded into hands that infected everyone in the bus, which causes the driver to lose control of the bus and crash into the lobby of the apartment building.
  • Drives Like Crazy: Though not through any fault of its own. After being infected, it lost control of the bus it was driving and smashed into the apartment building lobby, potentially killing you if you're in the wrong place at the wrong time.
  • Grapple Move: One of its moves is to grab a party member, causing the Constricted status on them which deals heavy damage each turn while lowering their damage, agility, and accuracy until it wears off.
  • Logical Weakness: It's vulnerable to slashing damage, because most of its body is a giant hand, and fingers are vulnerable to getting chopped off.
  • Meaningful Name: It's a massive hand monster that does indeed crawl everywhere.
  • You Shall Not Pass!: It blocks the corridor between one section of the ground floor and another, and will exclaim that you cannot escape and must stay with it if you fight it.

    Elbows 
https://static.tvtropes.org/pmwiki/pub/images/elbows_1.png
A hand monster from the bus crash. If not slain there, it will work its way up the stairwell one floor at a time before reaching and subsequently patrolling the floor 3 hallway.
  • Abnormal Limb Rotation Range: His arms and neck are all so crooked that they spiral out and away from him, with his head turned 90 degrees upside down.
  • Logical Weakness: Its multiple arms makes it vulnerable to slashing damage, as such damage can lop them off.
  • Meaningful Name: He's called "Elbows" because his arms are zigzaggedly crooked from how many elbows they have.
  • Multi-Armed and Dangerous: Like a lot of the other hand monsters, he's got a ton of arms that he uses to move around.

    Grasper 
https://static.tvtropes.org/pmwiki/pub/images/grippers.png
A hand monster from the bus crash.
  • Helping Hands: They appear to be made of two hands stuck to each other at the wrists, and are sentient and mobile.
  • Logical Weakness: It's vulnerable to slashing damage due to being made of two hands stuck together, and such damage could lop its digits off.

    Feely 
https://static.tvtropes.org/pmwiki/pub/images/feely_close.png
A hand monster from the bus crash.
  • Theme Naming: It appears with another hand monster named Touchy, giving us the term "Touchy-Feely".

    High Five 
https://static.tvtropes.org/pmwiki/pub/images/highfiveclose.png
A hand monster from the bus crash.
  • Creator Provincialism: It's wearing a shirt advertising the Montreal Canadiens, the hockey team of the city where the main developer lives.
  • Logical Weakness: It's vulnerable to slashing damage due to being made of several hands stuck together, and such damage could lop its digits off.

    Main Gauche 
https://static.tvtropes.org/pmwiki/pub/images/maingauche.png
A hand monster from the bus crash.
  • Gratuitous French: Main Gauche is one of the few monsters in the entire game to have a French or even a non-English name, the other being Milledoigts.
  • Logical Weakness: A creature that's a sentient left hand wouldn't take well to slashing damage, which could cut its digits off.
  • Man on Fire: Like several other enemies from the bus, it has been set aflame by the crash and will stay that way until it's dead.
  • Meaningful Name: "Main Gauche" means Left Hand in French, and this thing is a sentient left hand.

    Milledoigts 
https://static.tvtropes.org/pmwiki/pub/images/milledoigts_close.png
A hand monster from the bus crash. If not slain there, it will move over to camp out by the coffee machine.
  • Gratuitous French: Milledoigts is one of the few monsters in the entire game to have a French or even a non-English name, the other being Main Gauche.
  • Logical Weakness: A creature made out of thousands of fingers wouldn't take well to slashing damage, which could cut those digits off.
  • Man on Fire: Like several other enemies from the bus, it has been set aflame by the crash and will stay that way until it's dead.
  • Meaningful Name: "Milledoigts" literally means "Thousandfingers" in French, a very apt description of the monster's appearance as it is covered in dozens upon dozens of fingers.
  • Optional Boss: You are under no obligation to fight it (and it's a tough one too), but doing so will make navigating the first room of the ground Floor less stressful and make it easier to use the coffee machine.

    Touchy 
https://static.tvtropes.org/pmwiki/pub/images/touchy.png
A hand monster from the bus crash.
  • Odd Organ Up Top: It has a hand where its head used to be.
  • Theme Naming: It appears with another hand monster named Feely, giving us the term "Touchy-Feely".

Landlord's Apartment/War Zone

    In General 
After the Hand Monsters break into the apartment building, some of them successfully corrupt Mr. Henderson, the landlord. In turn, Mr. Henderson's apartment gets corrupted into an ever-expanding battlefield, and any Hand Monsters who go inside are turned into soldiers.
  • Forever War: Due to the distorted sense of time the War Zone experiences, the soldiers inside have been fighting for years on end with no end in sight, with none of them being aware of the reason as to why they're fighting in the first place (if there even is one).
  • World of Pun: A lot of the enemies inside the War Zone have hand puns for names; some examples include the literal Hand Grenades the Soldiers use, the many-handed Man At Arms, and its King Mook version, Heavily Armed.
  • Year Inside, Hour Outside: The War Zone experiences a distorted sense of time, with sane soldiers mentioning how they've fighting for years.

    Soldier and Hand Grenade 
https://static.tvtropes.org/pmwiki/pub/images/soldier_21.png

Hand Monsters that were transformed into army soldiers after they entered the mutated Mr. Henderson's warzone of an apartment. These can detach their hands to use as grenades.


  • Abnormal Ammo: They throw grenades made from their own hands, which turn animate and explode on you.
  • Action Bomb: Hand Grenades will take one turn to arm themselves, and then blow up on your party the next.
  • Arm Cannon: One of their main arms has become a massive gun barrel.
  • Detachment Combat: Soldiers can deploy literal Hand Grenades by casting off their own hands.
  • Enemy Summoner: On their first turn, they will spawn a Hand Grenade enemy, and then they attack you normally on later turns.
  • Helping Hands: Soldiers will detach their hands to spawn a Hand Grenade, a disembodied hand with a grenade attached to it.
  • Logical Weakness: As an entity made of several arms, Soldiers are vulnerable to slashing damage which could cut them off. Hand Grenades also presumably have their fuses cut when slashed.
  • Pun-Based Creature: Hand Grenades are part-animated disembodied hand and part-grenade.

    Gatling 
https://static.tvtropes.org/pmwiki/pub/images/gatling.png

Hand Monsters that were transformed into army soldiers after they entered the mutated Mr. Henderson's warzone of an apartment. These have a gatling gun that fires at you.


  • Gatling Good: Like their name suggests, they're armed with gatling guns that can hit you rapidly.
  • Logical Weakness: As an entity made of several arms, they are vulnerable to slashing damage which could cut them off.
    Man At Arms 
https://static.tvtropes.org/pmwiki/pub/images/manatarms.png

Hand Monsters that were transformed into army soldiers after they entered the mutated Mr. Henderson's warzone of an apartment. These have multple shotgun arms that can fire at you.


    Landmite 
https://static.tvtropes.org/pmwiki/pub/images/landmite.png
Landmines made of hands that are scattered around Mr. Henderson's warzone of an apartment.
  • Ambushing Enemy: They're invisible until you get near them, after which they will pop out of the ground and run at you to initiate a fight.
  • Land Mine Goes "Click!": Landmites are initially invisible until you step near one, causing them to attack and start a fight. If you have the Metal Detector, their activation radius can be detected.
  • Pun-Based Creature: They're landmines made of hands, which makes them handmines.
  • Token Heroic Orc: If you defuse 12 Landmites, the Minesweeper will gift you a friendly Landmite named Betty.

    Bayonet 
https://static.tvtropes.org/pmwiki/pub/images/bayonet.png
Hand monsters wielding bayonetted rifles.
  • Bayonet Ya: Their primary means of attack is to uses their bayonets to deal heavy piercing damage. Since they often come in groups, this can be extra lethal.

    Rider 
Extremely fast shock units that chase you down with frightening speed on their motorbike-limbs.
  • Badass Biker: They've become one with their motorcycles to the point that they're effectively one and the same, which allows them to be extremely fast and dangerous enemies in the War Zone.

    Heavy Armored 
https://static.tvtropes.org/pmwiki/pub/images/heavyarmored.webp
Very strong hand monster that functions as an elite enemy which spawn from the APC.
  • The Brute: The most durable single hand monster in the apartment, it only spawns as the final wave of the APC's battle.
  • Elite Mooks: It essentially functions as stronger versions of Men At Arms, fulfilling a similar "big enemy with tons of health and multiattacks" role.
  • Multi-Armed and Dangerous: It's wielding four shotguns with its huge tangle of arms.
  • Pun-Based Creature: Heavy Armored is a hand monster that is effectively The Brute in the Landlord's apartment.
  • Unique Enemy: Unlike the other hand soldiers types, there's only one Heavy Armored you can encounter.

    Surgeon 
https://static.tvtropes.org/pmwiki/pub/images/surgeon_4.png
"Ah. Looks like the shipment of spare parts arrived."
A unique hand monster that's found in the field hospital tent.

    APC 
https://static.tvtropes.org/pmwiki/pub/images/armoredpersonalcarrier.webp
An Armored Personnel Carrier being operated by a bunch of hand mutants.
  • Awesome Personnel Carrier: It's an APC full of hand monsters that serves as a miniboss in the War Zone.
  • Blinded by the Light: One of its attacks has it flash its high beams at your party, which doesn't do damage but has a high chance to Stun.
  • Clown Car: The bulky mutants inside it feel like they realistically shouldn't be able to all fit into it at once.
  • Flunky Boss: It spawns waves of hand monster soldiers every few turns, with each wave being more challenging than the last, and these must be defeated to kill the APC.
  • Mini-Boss: It's an Optional Boss located within the trenches and easily the most challenging enemy in the apartment outside of the final enemy, the Trench Digger.
  • Overworld Not to Scale: Inverted. It's actually smaller than it should really be when it appears in the overworld, being outsized by the SWAT Truck, despite being an armoured personnel carrier with at least six people inside.

    Trench Digger 
https://static.tvtropes.org/pmwiki/pub/images/trenchdigger_1png_1.png
"Your lease is up, soldier. Time to move out!"
A mole-like digging creature found in the tunnels around the War Zone.

For who this thing used to be, see the folder for Mister Henderson here.
  • Abnormal Ammo: Implied. He'll tell you "I have your security deposit right there" when he primes explosive rounds, implying that part of this could be Money Mauling using the security deposit you paid him.
  • Charged Attack: Whenever he prepares explosive rounds, he will launch them the next turn for heavy damage on your whole party.
  • Cool Helmet: His entire body is now covered by a giant army helmet. It isn't just for show, either, as it actively helps him resist damage from bullets.
  • Healing Boss: One of its actions is to perform repairs, which heals it for a substantial amount of health.
  • Logical Weakness: It's weak to slashing damage since it's a creature made of spindly limbs that would be vulnerable to getting hacked off. In an inversion, it's resistant to bullets and blast damage, since most of its body is a huge army helmet which would be more resistant to gunfire and explosions.
  • Mole Miner: The Trench Digger appears to be a vaguely mole-like creature that digs tunnels, with a "nose" resembling that of a Star-nosed mole's. Notably, his nose fires explosive rounds like a tank cannon.
  • Morphic Resonance: The Trench Digger still sports Mr. Henderson's cloak and helmet, with the latter somehow having turned comically oversized.
  • Optional Boss: The Trench Digger serves as an extremely dangerous threat that it's safer to run from at first similar to the Rat King and Boiler Beast, but you can eventually stand your ground and defeat it if you want. Doing so gets you the Army Helmet headgear and an Ammo Crate.
  • Pre-Asskicking One-Liner:
    • As soon as the battle starts, he informs the party "Your lease is up, soldier! Time to move out!"
    • On the turn he readies his explosive rounds, he tells the player "I have your security deposit right there..."
  • Tank Goodness: In addition to resembling a Mole Miner, the Trench Digger also combines elements from a high-speed tank. It obviously has boss-level health, but also when it's approaching you you'll be able to hear swiftly incoming tank treads, and he fires explosive rounds out of his nose as if it were a cannon.
  • Ungrateful Bastard: Even after you've paid Mr. Henderson four times to advance in the warzone, when you encounter the Trench Digger he'll still tell you that your lease is up and that you have to move out. How much of this is caused by his transformation and how much of it is his nature is unknown.
  • Was Once a Man: The Trench Digger is Mr. Henderson's final mutation, and now resembles a multi-limbed mole monstrosity instead of the human it once was.

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