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Cowardly Mooks

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A type of Mook commonly found in video games. This is essentially the enemy equivalent of the Cowardly Boss: guys that know very well that they don't stand a chance against you, so they decide to run away for their lives the moment you defeat enough of their allies, beat them up a little, knock off whatever armor they thought could protect them, or just get too close for their liking. Unlike a Cowardly Boss though, they're less likely to stop in their tracks to give you a chance to beat them down, but you're still free to try it if you're not feeling merciful enough.

More reasonable examples often carry items that you need to progress, encouraging you to go after them. Smarter examples will try to lure you into a trap or a room filled with more powerful enemies. Regardless, do not expect those guys to put up too much of a fight when cornered, which is why they're often found in the early game.

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With the growing presence and popularity of the Morale Mechanic, this trope has somewhat become more widespread in modern games, however, you're more likely to receive an Instant-Win Condition from the deserters than the ability to chase and mow them down (and sometimes, they don't even flee at all).

Compare Metal Slime, which may flee from you as well, but is far harder and more annoying to find, let alone take down. The Bandit Mook is a Sub-Trope, becoming this once it manages to obtain whatever it wanted from you. Long Range Fighters may also exhibit similar behavior, under the justification that they're trying to find a better aiming spot and/or suck at close combat.


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Examples:

    open/close all folders 

    Action-Adventure 
  • Boos in Luigi's Mansion do not fight back. Instead, if Luigi fails to catch them, they will flee to the nearest room. And if Luigi takes too long to follow them to the next room, he will have to search for them in the furniture again.

    Action Game 
  • Amorphous+ has two Gloople types that try to avoid/flee from the player:
    • Clutters will try to run away from the player while firing smaller copies of itself to stick on them (and said copies, if shaken off, will try to flee until they become full-size ones).
    • Fuzzles are normally aggressive, chasing the player and lunging at them, but when they're struck twice, they lose their fur and will attempt to flee the player since another hit will kill them if they lack fur. Compounding this is that they have a Healing Factor and will regenerate their fur if left alone for a short while.
  • Dying Light has Bolters, a type of infected who's backsides are covered in large numbers of pustules and who only come out at night. If they realize Kyle is nearby, they'll immediately run away.

    Action RPG 
  • Horizon Zero Dawn:
    • Striders and Grazers will often flee if they see you rather than attack. Emphasis on 'often'; turn your back or focus on a larger and more threatening machine and you'll tend to get attacked. It's also fairly common for most of the herd to run, but one or two individuals stay to hold you up.

    Beat Em Up 
  • The Dynasty Warriors games and its numerous spin-offs often employ this through a Morale Mechanic. Defeating area leaders causes the surrounding troops to instantly lose all their morale and start fleeing from battle. Other entries will have the troops falling backwards onto their butts in fear.

    Casual Video Game 
  • Iggle Pop!: Should the player touch a Zap balloon, the Zoogs will run away from them. Some of them even change their mean-looking expression to a worried one.

    Fighting Game 
  • Super Smash Bros. Brawl: In the story mode The Subspace Emissary, Poppants are enemies that flee from the player while dropping healing items and trophies. They're difficult to kill because they tend to run off cliffs to avoid the player, but defeating them can reward one with a rare trophy or sticker.

    First Person Shooter 
  • Halo:
    • If their leader is killed first, Grunts will usually panic and be easy to kill. However, sometimes this might backfire and instead the Grunts go suicidal.
    • Jackal snipers will flee if engaged at close range, sometimes even dropping their weapon while doing so.

    Maze Game 
  • The ghosts from Pac-Man will start avoiding the title character the moment he eats a power pellet.

    MMORPG 
  • A trait found in many World of Warcraft enemies is their attempt to escape once you deplete most of their health. This is problematic as those guys can reach other enemy groups and alert them against you.

    Platform Game 
  • Broforce:
    • The mooks aren't normally this, but certain actions like tossing a grenade at their feet, attacking with a flamethrower or chainsaw, or certain terrifying melee attacks, will cause any nearby mooks who see it to run for the hills. If they get far enough away from you, however, they will simply turn around and shoot you.
    • Shield mooks are unarmed mooks who simply stand around with a bulletproof shield and try to protect other mooks. If you manage to destroy the shield without killing them, it leaves them weaponless and defenseless in the middle of a war zone. From that point on, whenever they hear any sound of gunfire, explosions, etc., they'll do a Girly Scream and run around in a panic for a bit.
  • In Crash Twinsanity, Shield Tribesmen will run away the moment you knock off their shields.
  • Kirby 64: The Crystal Shards has a penguin enemy that will comically run away at the first sign of Kirby.
  • In Ratchet & Clank (2002), at planet Kerwan, the Mine Layers are robotic enemies that run away from Ratchet and leave deadly mines behind them.
  • Spyro the Dragon trilogy
    • The first levels always had The Goomba be a buffonish enemy that couldn't fight back and posed no threat whatsoever.
    • In Spyro the Dragon, the green mages of the third world will panic whenever Spyro manages to get through their traps. The fifth world also has cowardly, harmless fools that you have to hit in order to activate certain platforms.
    • The first game and Spyro: Year of the Dragon had egg thieves that you had to chase down in order to retrieve dragon eggs.
  • Super Mario Bros.:
    • Koopa Troopas in Super Mario 64 will run away from Mario as soon as they spot him.
    • In Super Mario Galaxy and Super Mario Galaxy 2, flipbugs flee from the player in a panic until they tire out and flip over. On the flipside, they'll actively pursue the player if they're using the Bee Mushroom.
  • Some mooks in Wario World will run away, even popping out of existence if not killed.

    Roguelike 
  • In FTL: Faster Than Light, sufficiently damaging an enemy ship's hull may convince its crew to beg for mercy or spin up its FTL drive in order to escape. Enemy boarders with low health will also zip out from your ship the moment their teleporters become functional again.
  • Diablo series:
    • The Fallen will temporarily retreat if any nearby monster is killed.
    • The Zakarum zealots from Diablo II, after you've completed the Blackened Temple quest, will flee when they see you, only attacking you when you corner them.
    • Diablo III has Treasure Goblins of various sorts, which drop great loot once killed, but always attempt to flee from the player, and have elite-monster levels of health.

    Role Playing Game 
  • In the later MOTHER games, the Preexisting Encounters will actively avoid the Player Party once it manages to complete whatever dungeon or area they're found in. They'll also run away if the level of the party is high enough.
  • Pokémon:
    • Any Pokemon found in the Safari Zone is able to run away eventually, even the more common ones.
    • The Psychic type Abra naturally only knows the move "Teleport", meaning it will always flee from battle the moment its turn comes.
    • Generation VII introduces Wimpod, a dual Bug/Water type that, because of its ability "Wimp Out", runs away from battle whenever they health drops below the halfway point. This extends to the overworld itself, where you have to chase the Wimpod down in order to start a battle with it.
    • In the Pokémon Mystery Dungeon series, any enemy Pokemon with the "Run Away" ability will try to escape battle once their Hit Points drop below the halfway point, similar to the above-mentioned "Wimp Out".
  • In The Elder Scrolls V: Skyrim, human enemies such as bandits will sometimes get scared of you and run away if you inflict enough damage.
  • Paper Mario 64: During chapter 4, Mario eventually comes accross a squad of Shy Guys that will scream their lungs off and retreat once he breaks their barricade (their Girly Scream is also their Battlecry, oddly enough). Some enemies are also prone to running away mid-battle like the Crazee Dayzees from chapter 6.
  • In Dark Souls II, the Tower of Brume features Hollows who carry around Explosive Barrels and always back away as long as the player faces them. This can be used tactically to goad them towards stronger enemies and exploding their barrels from a distance.
  • Final Fantasy IX: The Alexandria soldiers that are fought in a couple of levels will flee from battle when they're low on health.

    Stealth Game 
  • In the winter chapter of The Last of Us, a bunch of Hunters will run away from Joel after they realize that he is the guy who killed a dozen of them at the university. They will still fire at you, but will generally try to get away as soon as possible.
  • In certain Assassin's Creed games, the more low-ranked city guards will often retreat if the player character is good enough at showing off their badassery against them. Even some higher-ranked soldiers aren't immune to this, although again, it depends on the game.

    Strategy Game 
  • Heroes of Might and Magic:
    • Much like the MOTHER example, Pre Existing Encounters that have absolutely no chance of defeating your army will typically run away rather than face you. You may choose to let them leave peacefully or hunt them down for extra XP.
    • Goblins in the fifth game have the 'cowardly' trait, meaning they will almost always run away when hit with a melee attack rather than Counter Attacking, unless they are backed into a corner, surrounded or otherwise unable to escape.
  • Pikmin: A number of enemies — such as the leaf-insect Skitterleafs, the tadpole-like Wogpoles or the grublike Female Sheargrubs and Swarming Sheargrubs — are completely harmless and largely unable to harm either the players or the Pikmin. As such, they have the uniform tendency to run for their lives the moment you manage to harm or kill some of them, or — as in the case of the Skitterleafs — the moment you get within a certain distance of them.

    Survival Sandbox 
  • Don't Starve: Mactusk will avoid the player as much as possible, firing away with his blowdart.

    Third Person Shooter 
  • Ghost Recon Wildlands: Santa Blanca lieutenants will make a run for it once things get loud and will often grab the nearest vehicle to do it. Also, if the Ghosts manage to get close enough, they'll immediately surrender.

    Wide Open Sandbox 
  • Most enemies in Saints Row 2 aren't cowardly by default, and will continue to attack you until they're killed. Unless, of course, you spray them with a fire extinguisher. While the extinguisher's high-pressure foam can throw around and even kill NPCs, it also acts as a solid wall that will halt an enemy's charging animation until they finally turn around and run away in fear. Even some armed enemies, such as cops, will retreat or at least fall back to a safe distance when sprayed long enough.
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