Follow TV Tropes

Following

Unique Enemy

Go To

One. Just one. One red Snifit. In the entire game, this is the only red Snifit. Seriously. What the hell?

A video game trope: an enemy, just a plain old enemy that inexplicably turns up only once in the entire game. You wonder why the developers coded it; you wonder if it was partially Dummied Out. Sometimes it's just there to provide a special challenge for anyone trying for 100% Completion for the Monster Compendium. Sometimes it's there because it exists to fit a unique circumstance in a level or sidequest. Whatever the reason, it's unremarkable in most respects except that it's just there the one time.

Advertisement:

There are two types of this, broadly speaking: enemies who appear only once in an entire game, and those who appear a very few times in only a single level or screen of a game. For whatever reason, Metroidvania games seem prone to containing Unique Enemies. Mods and romhacks will often feature this enemy more often, especially if it has a good gimmick.

Please try to avoid listing minibosses and so forth here; these enemies are notable primarily because they're regular enemies who could by all rights turn up at various points in the game but don't. Contrast Degraded Boss, where an enemy seems like a unique boss, but returns later as a regular mook.


Advertisement:

Examples:

    open/close all folders 

    Action Game 
  • Batman (Sunsoft) on the NES has a cameo by the K.G. Beast, who will fight Batman at the end of the first stage prior to the actual boss battle with the Enforcer. He's a tough opponent, but the fact that he starts off relaxing against the wall means that canny players can, as noted by Nintendo Power, rush up and punch his lights out before he can make a single attack.
  • Bionic Commando features unique enemies for some stages such as the helipack-equipped Barrier Soldiers (replaced by Propeller Droids in the remake) in Area 5, the barrel throwers and Remote Control Soldiers in Area 6, the Mobile Cannons and Helicopters in Area 7, the shield soldiers and blue bomb-throwing paratroopers in Area 8 (even better, these are only found in the US and PAL versions), a red version of said bomb-thrower at the beginning of Area 2, and the Construction Soldiers in Area 11. In the remake, most of these are more widely distributed.
  • Cave Story:
    • The Giant Jellyfish shows up on a single screen just to provide an Item Drop without the usual Boss Battle. Oddly enough, you must kill it multiple times.
    • Cave Story also has the mimic door and chinfish (mentioned in the closing credits as the "only one."), both of which appear once near the start but never again in the game. Basil, an invincible enemy that can one-hit-kill you, only shows up in the undamaged Egg Corridor (although it functions more like a deadly room feature than an enemy), and an exploding green cloud only appears in the ruined Egg Corridor. The Gravekeeper is another unique enemy of no greater significance. Giant Pingon in the same area is also an unique enemy.
  • Contra:
    • The arcade version has a pair of frogmen that jump out of the water and try to stab you with their knives at the beginning of the first stage when the game is played on Hard or Very Hard. They never appear again for the rest of the game and were cut from the NES version.
    • Super C (the NES version of Super Contra) has a single grenade throwing enemy soldier that appears only once in the first stage and is never seen again in any other stage. In contrast, the arcade version has at least three grenade throwing enemies in the first stage.
  • Final Fight - Round 3 features a steel cage match against two Andore variants (or three if you're playing co-op) that only appear in this specific area.
  • Journey to Silius - The third stage has the Personal Space Invader known as HumpBot, which fortunately only appears about four times, and is not seen in any other stage.
  • Mega Man:
    • Mega Man 2 has only two "Big Fish" (the large, snapping grey fish robots that appear in Wily 3, not the big red ones in Bubble Man's stage) in the entire game.
    • Mega Man 5 - The Rounders (flying eye robots) that show up at the end of the first stage in Proto Man's Fortress will simply circle around Mega Man until he either enter the boss gate or he shoot at them until they go away. They don't appear anywhere else in the game.
    • Mega Man 7 - In Shade Man's stage, there are transforming knight robots called Gilliam Knights that show up in a few rooms, but only two of them are in a place where they can actually transform into wolves (the rest stay in their humanoid forms).
    • Mega Man X1 - In Armored Armadillo's stage there is exactly one Batton (the bat-type enemy from the Mega Man (Classic) series) among the newer, skeletal bats. It also has the unique property of dropping One Ups when killed most of the time.
  • Oni:
    • Training drones are encountered outside of training in chapter 8. Despite being low-level enemies, they have an immunity to electrical damage, such as the electrical spikes that occur in the area where you encounter them. They also have an immunity, strangely, to weapons.
    • Security guards are encountered as enemies for the only time in chapter 9.
    • A single Mercenary Sniper who doesn't carry a Mercury Bow can be encountered in Chapter 10, carrying a Plasma Rifle instead.
    • Chapter 11 has tiny Strikers, who have the lowest health of any enemy in the game. There are also two cloaked Ninjas, the only instance in the game where enemies are cloaked.
    • Chapter 13 has enemy cops, both male and female; the females have the same moveset as Konoko.
  • Punch-Out!! (NES version) - King Hippo is the only boxer without a Head Swap.
  • Shinobi (2002) - Many enemies appear only in bossfights, and they're often small flying enemies themed with the boss to facilitate the game's Single-Stroke Battle mechanics, including fire-breathing heads for Homura, giant snakes for Kurokuda, laser-spitting masks for Yatsurao, shikigami for Ageha and sentient paper charms for Hiruko.
  • Streets of Rage 2 - The game has a number of regular mooks that have names unique to their respective sprite-palette combos. Examples include a Joseph named "Talk" and a Donovan named "U-3". Killing such mooks will net juicy point bonuses (useful for racking up extends).
  • Teenage Mutant Ninja Turtles:
    • The Arcade Game - The NES version has two exclusive stages that each feature a unique roster of enemy characters. Scene 3-1, a snow level, features Hitmen Frosties (hopping mechs disguised as snowmen), snowball-throwing Foot Soldier, and an invincible snow plow. Scene 6, which is set in a Japanese dojo, has Blades (hunchback ninjas), Venomous Scorpions, and Vincent Van Growls (robot tigers that come to life out of door paintings).
    • The Manhattan Project for the NES had most enemies that aren't Foot Soldiers or Stone Warriors have only a few appearances: electric mines partway through Stage 2's first half, the small helicopter drones from the Arcade and first cartoon only show up halfway through Stage 6, Stage 8 introduces small robot heads that shoot lasers at you, and that's only the tip of the iceberg.
    • Turtles in Time - The penultimate level, Starbase, has a robot moving up and down who fires lasers at you. It takes one hit to kill, and no more appear.
  • Lollipop Chainsaw has the named zombies... while some are mini-bosses, most are just slightly stronger mooks. They give more experience and bonuses once killed.
  • Battletoads on the NES has only one Yellow Swellcheeks, which flies erratically around the uppermost level of the Dark Queen's Tower, threatening to blow you off the platforms, and is impossible to hit.
  • Star Wars: The Clone Wars
    • Geonosians, who appear only in the first mission when the player is on foot.
    • Corporate Alliance droid tanks, who make up a defensive line around the Separatist dig site in mission 7. Two more appear in mission 13, defending the shield generator.
    • The Spectral Guardians of the Jedi Monument, who Anakin must defeat to gain access to Ulic Qel-Droma's tomb. They can dish out a lot of damage to the fighter tank and are completely intangible, meaning they can't be targeted or damaged and they can past through the environment. The only way to destroy them is to destroy their tombs.
    • Thule turrets, encountered in mission 13. Statistically, they are similar to DF.9 turrets but are much smaller.
    • Anti-air plasma turrets in mission 14.
  • Superman 64 features a giant electric eel in a pool of water during Stage 2. This enemy is a bit of a Big-Lipped Alligator Moment, as said pool of water is inside a dam and the eel doesn't seem to be related to Mala's attempt to blow the place up.
  • Urban Chaos:
    • The corrupt police officer in Transmission Terminated, who has the ability to arrest the player, triggering a game over.
    • The Baalrog, a demonic fire beast which is fought in the penultimate mission of the game.
  • God Hand has only one giant zebra-masked wrestler, at the end of 4-7, Electric Deathmatch. He leaves behind the Granny Smacker when defeated.

    Action Adventure 

  • Startropics has Squidos, enemies that only appear in one room in the game. To top it off, they appear shortly after you acquire a teleport-kick Smart Bomb attack, so you probably don't see them for very long.
  • The Tomb Raider games do this a lot, but then as it takes place all around the world this is a given.
    • Most enemies, such as the Dinosaurs in Tomb Raider and Tomb Raider III, Tigers in Tomb Raider II and the giant Statues in Tomb Raider III are fought frequently in single levels but nowhere else. There is, however, only a single Hammerhead Shark that appears in The Last Revelation that can't be killed as there's no underwater weaponry in that game, unlike the others.
    • In Tomb Raider: The Angel of Darkness, there is only a single Plant Person in the Bio-research Facility who busts out of a tank, and a lone orange jumpsuit-wearing Prisoner in The Sanitarium who won't attack you. There are also only 2 Leviathans; one in the Bio-research Facility, and another in the Aquatic Research Area.
  • Batman: Arkham Series:
    • A justified example occurs in Batman: Arkham Knight. A Militia leader is seen giving his soldiers a briefing about what he believes is a fool-proof method of defeating Batman: a suicide vest that will explode upon the incapacitation of the wearer, killing them and causing Batman to break his no killing rule. However, his men are understandably hesitant to embrace the idea (what if a soldier wearing the vest falls asleep?), and the leader has his vest disarmed without much fanfare. No other vests are encountered in the game.
    • Batman: Arkham Asylum has after a certain point in the story a few Blackgate thugs wearing Arkham Asylum rain slickers in a feeble attempt to ambush Batman. Nowhere else in the game do they show up.
  • Star Fox Adventures has exactly one flamethrower Cannonbot, appearing only in the second visit to the Krazoa Palace.
Advertisement:

    Fighting Game 
  • There's an enemy named Mizzo in Super Smash Bros. Brawl that looks like a marionette in a tank. He's only seen once in the game in the Subspace Emissary on a display room on the Halberd, but it has a trophy... that details just how there's only one of him in the whole game. Files from the game suggest he was originally going to appear, but he was ultimately Dummied Out.

    First-Person Shooter 

  • The first-person shooter Ubersoldier features a single flamethrower-toting, gas mask-wearing soldier in the final level. He can be killed quickly, and never appears anywhere else.
  • Serious Sam II (the Xbox port at least) has exactly one ork (which has a different design) that use the plasma pistol as a weapon. It only appears in a secret arena of the sewer level.
  • Marathon:
    • In Marathon 2: Durandal, the "mother of all Cyborgs" only appears once, on the level "Sorry Don't Make It So". In Infinity, it became a recurring (but rare) enemy, and they were even more common in the EVIL Game Mod.
    • In the first Marathon, the Drinniols were only used twice in the entire game, on "The Rose" and "Blaspheme Quarantine". They also had a Dummied Out orange Palette Swap, which may have been the source of the "A Good Way To Die" Secret Level rumors. Better yet are the hostile M.A.D.D.s with grenade launchers that only appear in one level, "Beware of Low-Flying Defense Drones".
    • Marathon Infinity has several of these, due to its ability to use separate physics models for individual levels. For example, in Confound Delivery, there's a Juggernaut that fires bouncing grenades rather than the usual homing missiles. The Vidmaster's Challenge version of "If I Had a Rocket Launcher" is the only level to feature VacBOB Simulacrums.
  • Crysis:
    • Only 12 enemy Nanosuit Soldiers appear throughout the entire game. While this somewhat makes sense from a storyline perspective (Nanosuits costs about 1 million dollars each), it's a bit underwhelming from a gameplay perspective since they're only about as tough as a Covenant Elite, so they could have easily been used more often without being unbalanced, especially in the later levels. The only obvious reason why they weren't used more often was their terrible AI, especially compared to normal soldiers; most of their difficulty comes from facing them in groups and their buffed HP. They're relatively common in the Warhead expansion though, even being the main enemies for a couple of missions.
    • There's a type of alien trooper that has a different head crest and is equipped with a freeze ray instead of an ice gun. There are only about 3 or 4 of them in the entire game. Again, they're a fairly standard enemy, so it's not like they make up for their rarity by being much tougher than normal or anything like that.
  • The "Bouncer" Big Daddy enemy that serves as the Series Mascot of BioShock is actually only fought twice; once on the second level and once on the final level. All other Bouncer-type Big Daddies encountered in the game are the Elite variant, which uses a different character model (though one can revisit the second level and fight more plain Bouncers).
  • Bioshock Infinite:
    • There is exactly one Vox-Populi-aligned Handyman in the main game, all others belong to the Founders.
    • Most of the Zealots in the game fight for the Founders, with a few exceptions: a handful, dressed in soldiers' uniforms rather than hooded cloaks, fight for Slate's soldiers, while exactly one, sporting a red outfit, fights for the Vox Populi. There's also one unique Founder Zealot with a white outfit (all other Zealots wear black) fought in Comstock House.
    • There's also exactly one Sniper fighting for Slate's heroes, and one Sniper fighting for the Founders. All others fight for the Vox-Populi.
    • Said enemies, save for the Slate-aligned examples, make more common appearances in the Clash in the Clouds challenges.
  • Pathways into Darkness, not including boss-type enemies, has the invincible Green Oozes on "Warning: Earthquake Zone", the flying rats and flying lizards on "See in the Dark" and "Watch Your Step", respectively, and the invisible Wraiths from A Plague of Demons and electrical orbs in the Labyrinth that are not seen again until the Multi-Mook Melee at the end of the game.
  • Cassandra's Bodyguard Babes seen during Mission 1-3 in Perfect Dark and in the Bonus Stage "Mr. Blonde's Revenge". They make up a fairly large number of enemies in the former and are almost all the enemies in the latter, but otherwise are never seen.
  • In Killzone 2, only several Elite Shock Troopers are fought, all in the third-to-last level. In Killzone 3 only two of these guys show up in the entire game, as part of the first wave of enemies at the beginning of the last level. It's entirely possible for your allies to gun them down before you even notice them. Killzone 3 also has the Capture Troopers and Hazmat Troopers, Chairman Stahl's personal elites who show up frequently in cutscenes but are only seen a handful of times in the game.
  • Left 4 Dead 2:
    • The game occasionally spawns Jimmy Gibbs Jr. at the finale of Dead Center. He's basically a extra-tough version of the hazmat zombies.
    • Hazmat zombies are one of the "Uncommon" Infected that act as this - zombies that only appear in one campaign and have some attribute changed from normal zombies (aforementioned hazmat zombies are immune to fire, fallen survivors run away and drop items on death, clowns attract small hordes, mudmen move faster and blind players, workers ignore pipe bombs, and riot zombies are immune to attacks from the front).
    • The first Tank in The Sacrifice looks different from the other Tanks in the game - bald and with the USMC logo tattooed on his chest where every other Tank has a rather large wound.
    • The first level of The Passing is the only place where you will encounter the bride Witch.
  • Red Faction:
    • Red Faction
      • The first one-time non-boss enemies include the APC after leaving Mine M4, the Riot Guards in the barracks, the Ultor Combat Drone in the shuttle bay area, and the adult and baby Rock Worms near the end of Capek's Zoo.
      • There are two Ultor Guard Commanders that don't carry assault rifles; the first one is in the bot repair shops using a shotgun, while the other is found in the communications tower using a sniper rifle.
    • Red Faction II
      • A single transit cop can be encountered in the subway level of Alone in the Dark.
      • Tank on the Town is the only time in the game where enemy tanks are encountered.
      • An urban soldier is encountered carrying a railgun, right after Echo is killed at the end of Hangin' in the Hood.
      • During the boss fight with Quill, an urban sniper will occasionally spawn with a railgun.
      • In Inside the Nano Base, while in the Battle Armor, a single Processed Grunt carries a WASP.
  • The Dark Forces Saga games generally have at least one of these per game, although a lot of them function more as bosses in all but name than as mooks - the Rancor is a particular common one, a single one appearing in Jedi Knight: Dark Forces II and two, one mutated, across Jedi Knight: Jedi Academy. Academy has two of possibly the most unique enemies in the series, both variations on the standard Mercenary - one in the Coruscant level is the only one to carry a heavy repeater rather than an E-11 (as part of a Shout-Out to the developer's earlier Soldier of Fortune series), and another in Nar Kreeta is the only one in the game that drops a key on death (every other key the player needs drops from Imperial officers) and has the voice of a stormtrooper instead of the normal merc voice.
  • Call of Duty:
    • Guard dogs tend to fill this role in Call of Duty games, thanks in part to their Demonic Spiders status when they're not limited to one or two levels.
      • There is exactly one guard dog in Call of Duty: Black Ops. It appears in the beginning of "WMD".
      • In the previous Call of Duty: World at War, you encounter only about three guard dogs in the entire game, all of which you fight exclusively in "Vendetta".
      • The same more or less applies to Call of Duty: Modern Warfare 3. Guard dogs are exclusive to the level "Eye of the Storm" and its Spec Ops variation "Resistance Movement", while the similar hyenas only appear in "Back on the Grid" and its variation "Fatal Extraction".
    • In Black Ops, "Heavies" make an appearance in the campaign and have the unique trait of having roughly triple the health of regular enemies, but make just two appearances despite their potential to shake encounters up. In "Vorkuta" they wield the KS-23 and perpetually spawn while you are trying to breach the armory. In "Redemption" a pair of them wielding RPK's are among the final enemies you encounter in the entire game.
    • Call of Duty: Black Ops III's "Demon Within" level marks the only campaign appearances of Nazis, Dire Wolves, and then zombies.
    • In Call of Duty 4: Modern Warfare, an Ultranationalist in "Crew Expendable" carries a Desert Eagle, the only one you can find in campaign (he drops two of them, due to a bug). Furthermore, an Ultranationalist in "Game Over" carries an M 60 E 4.
  • Medal of Honor has German Shepherds as the Demonic Spiders that you encountered in one level. Underground had Germans in actual suits of armor who would charge you with a variety of Middle Age weaponry. Frontline has an angry chef who throws knifes at you (and it's implied it's the same chef judging by his evolving Amusing Injuries every time you meet him). Rising Sun had German officers, since you were fighting the Japanese in that game. Vanguard has the Italian Soldiers, who only appear in the first mission 'Off Target', afterwards German Soldiers replace them for the rest of the game. Warfighter, since the modern games were based on actual conflicts that required the US Special Forces, has Somali pirates in one very short level.
  • Wolfenstein 3D has "floating vampire Hitlers" which hurl streams of fireballs at you in the final level of episode 3 and Pac-Man ghosts in the secret level of that episode.
  • In Return to Castle Wolfenstein, the Venom Gunners only appear in the first level of the Norway mission. A paratrooper with an MP 40 can be found in the same mission.
  • Wolfenstein (2009):
    • Elite Mooks are extremely rare, especially when you consider that they're only slightly tougher than regular enemy soldiers. For example, there are only about 8 Elite Guards in the entire game, or only about 9 Flamethrower Soldiers in the entire game.
    • There is also only one Panzerschrek-armed Mook in the entire game. He appears in the level "Farm".
    • Snipers in the "Radio Tower" side-mission. Their Kar98ks have scopes, unlike all the other Kar98k-wielding Nazis.
    • A Tiger tank, the only one in the game, is encountered when heading to the "Airfield" mission.
    • The Red Despoiled, who carry MP 43's and have the ability to disperse shockwaves of Veil energy. They only appear in the Airfield mission when fighting the Elite Guard boss, whereas their green cousins are encountered more often.
  • Wolfenstein: The New Order has several enemies who could be classified as unique. The 1946 variation of the Super Soldier is fought one time unarmed, and two are fought much later, armed with machine guns. Secondly, a single Heavy Robot is fought as a miniboss at the end of the London Nautica level. Finally, the Panzerhund is fought head on in the penultimate level after being encountered as an environmental hazard in many other levels.
  • Wolfenstein: The Old Blood:
    • In "Wolfenstein Keep", there are two Commanders who do not have a radio frequency.
    • In "Ruins", there are two Shambler Kampfhunds that are encountered shortly after Pippa is killed. They behave identically to living Kampfhunds, and they do not have their own entry in the journal.
  • Doom II: Hell on Earth, for its secret levels based on the above Wolf3D, has that game's blue-clad SS enemies to populate them. They're a lot less dangerous here than in their home game, so the developers throw more of them at you to help make up for your superior firepower.
  • The Playstation port of Doom features a single translucent Cacodemon that's locked in a cage in the level Tenements. This is most likely an error, however, since translucency is a flag that can be set to any monster, but is only used to create the Spectre enemies.
  • Doom 3:
    • In the third level, you encounter a "morgue zombie" in the infirmary. It can run almost as fast as you can, and would have made a pretty challenging enemy if encountered in large numbers. The fire zombie (nicknamed "Bernie") is encountered in the same level; the one you see in the infirmary is only one of a handful, the others being encountered in the Delta Labs.
    • The Riot Trooper Z-Secs, who only appear in "Communications Transfer". A total of four of them are in the level. Their pistol sounds just like the player's.
    • There's also one unique Chainsaw Zombie wearing a party hat, encountered in "Delta Labs Sector 4".
    • In "Hell", you encounter "boney" zombies in one area, who are stronger than normal zombies. They are also encountered in Resurrection of Evil's penultimate level.
    • Also, the Imps and Hell Knights you encounter in "Hell" have unique appearances.
    • Ticks, which are little more than a reskin of the Trites, are fought only once in the original game, a swarm of them appearing in Delta Complex. However, they appear more often in the expansion pack Resurrection of Evil.
  • Unreal:
    • Skaarj Snipers are only encountered in "Outpost 3J". However, they don't use their signature weapon, the Sniper Rifle (which they equip if spawned in the console), and instead, use GES Bio Rifles.
    • There are only two Mercenary Elites in the main game, one in "Noork's Elbow" and another in "The Darkening". They appear more often in the expansion pack, Return To Na Pali.
    • Behemoths, the largest Brute variant, are only encountered in a pair at the end of "Cellars at Dasa Pass". However, a third one appears in "Nali Castle" on Unreal difficulty. As with Mercenary Elites, they appear more often in the expansion pack, Return To Na Pali.
    • A Giant Gasbag is encountered in "Nali Castle". Another appears at the start of "UMS Prometheus" in Return To Na Pali.
    • An orange Tarydium-charged Skaarj Berserker is encountered in "Mothership Lab". That same level also contains Skaarj Infantries that carry a Minigun (the only other Minigun you can acquire in the game) and a Flak Cannon (but a Skaarj Gunner with a Flak Cannon will spawn in the next level on Unreal).
    • In "The Darkening", several green and blue Tarydium-charged Skaarj are encountered. The Ice Skaarj, the only one of it's kind, is also encountered.
    • The Space Marines in the expansion pack, Return To Na Pali. They are the only enemies to use the expansion pack's new weapons.
  • PAYDAY The Heist:
    • The gangsters, the only non-police enemy in the game, are encountered in Panic Room (a few of them are in Undercover as well).
    • Murkywater mercenaries, who are only encountered in Slaughterhouse.
    • A red-shirt variant of the security guard, who carries the Compact-5. These guys appear at the start of Diamond Heist, and one appears in No Mercy if you use the stealth approach.
  • PAYDAY 2:
    • "Hoxton Breakout" Day 2 features female FBI agents with Bronco .44s.
    • "Hoxton Revenge" features "Safehouse Security Guards" that patrol the outside of the house. These guards look similar to Murkywater PM Cs and are practically a Palette Swap of them.
    • "Brooklyn 10-10" features a unique instance of non-police special units, in the form of gang snipers. They behave just like police snipers(and can even be highlighted like police special units).
  • Area 51 (FPS)
    • There are three sharks with machine guns, which are a secret enemy that can be found in "The Grays". A reference to Dr. Evil.
    • There are two regular Black Ops that can cloak in the last level, despite the fact that, normally, only Red Ops can cloak.
    • The ceiling-mounted minigun turrets, which only a handful appear.
    • The saboteur, the first enemy you fight, can be considered this. He can only be killed in a scripted sequence.
  • In Time Shift, only one Sentry is fought directly in the game, during Road Trip. Sentries appear throughout the game, but they are only in scripted sequences and are more like hazards.
  • Quake IV:
    • The Missile Turrets in the Canyon mission.
    • The Strogg Scientists, only encountered in "Strogg Medical Facilities".
    • The zombie-like Slimy Transfers in "Waste Processing Facility". The Failed Transfers to a certain extent, though they appear during the final boss fight.
  • Rainbow Six:
    • Rainbow Six: Vegas
      • You know that Marcelo guy that the terrorists talk about often? Well, you encounter him 3/4th through the first mission after arriving in the Mexican mines. He wears a blue shirt, whereas all the other guerrillas wear red or green shirts. Apart from his unique appearance, Marcelo has no special behavior, carries an AK-47, and dies as easily as any other terrorist. He also has a few unique lines, as heard when he and the other terrorist Irena orders to go with him stop at the top of the warehouse and discuss how annoyed they are with Irena.
      • In Dante's Casino, there is an area where two mercenary snipers carry PSG-1s. All other snipers carry the SV-98 or M40A1.
    • Rainbow Six: Vegas 2
      • The terrorists in the first mission, "Negotiations", carry AK-47s, the only time in the game where enemies use said weapon.
      • There is a mercenary outside of the sweatshops in Old Vegas who carries a Mark 23. All other Mark 23-users carry riot shields.
  • Soldier of Fortune:
    • Soldier of Fortune II: Double Helix
      • The enemy trucks and bulldozers that pursue you during the Countryside level of the Prague mission. There is also a single enemy helicopter in the same level.
      • During the penultimate level of the Colombian mission, there are several Colombian rebels who carry RPG-7s. This is the only time in the campaign where enemies use said weapon. Also in the same level, enemy boats.
      • In Kamchatka, there is a single Prometheus Russian soldier who carries an MM-1.
      • The female Prometheus soldiers, encountered only in the last mission.
  • Since the premise of TimeSplitters involves hopping around a wide range of settings and time-periods, almost every enemy type across the entire series is unique to the story mission they are found in. There are a few standout examples that don't even appear outside of one level:
    • In TimeSplitters 2, the Gasmask Special appears during the second half of "Siberia", and nowhere else. They aren't even playable, despite a set of reskins being unlockable and faced as enemies in Challenge and Arcade League missions.
    • Also in 2, there's the Consultant, who appears as a pedestrian in "Chicago" alongside the Accountant and the Lawyer. All three also serve as enemies in the "Men in Grey" Arcade League mission. The Accountant and Lawyer are both unlockable for use in multiplayer matches, but the Consultant bizarrely isn't, making "Men in Grey" the only time he can function as an enemy.
    • On Easy difficulty, there's only one encounter with Louie Bignose and Jimmy Needles. On Normal difficulty, there's exactly one enemy who uses the shotgun.
    • In "Notre Dame" and "Wild West" there is exactly one enemy apiece who dual-wield the resident pistol.
    • In "NeoTokyo", after re-emerging from the sewers, a pair of enemies will throw grenades at you. This bit of scripted behaviour appears to be a holdover from the original TimeSplitters, and these two enemies remain the only ones in TimeSplitters 2 that ever use grenades.
    • In Future Perfect's "Scotland the Brave" there's only one encounter with the Warrant Officers, the one at the meeting where Jacob Crow escapes. The return to the era, "You Take the High Road" has them as more common Elite Mooks.
    • In the Future Perfect level "The Russian Connection", when infiltrating the base you encounter just one Leonid, and one Vlad the Installer, along with two Oleg's. Every other enemy in this level is a Henchman or woman.
  • Doom Eternal:
    • The praying zombie cultists in "Cultist Base". They have unique red clothing and are harmless.
    • The Makyr Drones that appear during the boss battle against the Khan Makyr have a unique red robe.

    Metroidvania 
  • Most of the room-specific enemies in La-Mulana are really minibosses, but there are a few exceptions: Thunderbird in Tower of Ruin, a large white thing that fires lightning downwards; Ba in the Confusion Gate, which looks and acts like a larger version of the Goddamned Bats La-Mulana players all know and hate; and Spriggan in the Chamber of Extinction's upper area, a giant which the player needs to turn into a stepping stone to a higher platform.
  • In Dark Castle, the Magic Broom only appears in the Wizard's lair at the end of the Fireball path. In Return to Dark Castle, they are a regular occurrence.
  • The Hardbeetle in Aquaria is a small, practically invincible and unimportant creature that appears in exactly one place.
  • Ori and the Blind Forest has a spiny platform-circling Invincible Minor Minion that appears in one section of the Ginso Tree and nowhere else.
  • The Goonies II has an enemy that looks like an orange balloon that suddenly comes together and follows Mikey around. It only appears in the cabin basement on the right side of the map.
  • Ori and the Will of the Wisps has a single pink Skeeto in Kwolok's Hollow that explodes upon colliding with Ori or a wall. No other variants of the species have this kamikaze ability.

    MMORPG 
  • World of Warcraft:
    • WoW has a few of these. In Utgarde Keep, you encounter several protodrakes but only one with a rider. Gundrak has the Drakkari Inciter, a weak enemy who only appears once in a group of two more common enemies.
    • On a different note, Rare enemies (marked with a silver frame) only appear once every several hours (or randomly in instances) and are generally killed quickly since they drop very useful items.
    • Most dinosaurs aren't (at least commonly) found outside of Un'goro Crater.
    • There are extremely few shark mobs in the entire game.
    • Undead Quilboar are only found in Razorfen Downs.
    • Lord Marrowgar was initially the only Bone Wraith ever shown. As of Cataclysm, Marrowgar has received a brother bone wraith. Earthrager Ptah.
    • Lord Rhyolith has a unique model in his first form, although his One-Winged Angel form in Phase 2 is shared by an add in the Amber-Shaper Un'Sok encounter in the Heart of Fear.
    • There exist a handful of tamable beasts that have unique appearances, and they're sought after both by players looking for loot or achievements and hunters looking to tame them. Notably, the Spirit Beast family of pets is almost entirely made up of unique pets with respawn timers that range from hours to days.
  • In EverQuest II, in the older zones more so than the newer ones, 'named' monsters would sometimes have a 'placeholder'. This placeholder doesn't usually have any unique abilities or loot drops, it's just a mook with a unique name.
  • Giants in Guild Wars 2. Outside of four bosses (one of which is found in a dungeon), they're only encountered during a quest in Brisban Wildlands that spawns between one and six of them, depending on the amount of players present. This makes the Giant Slayer achievement, which requires killing a thousand of them, infamously difficult, and turns the aforementioned quest into a frantic rush to land a hit on at least ONE before the rest of the player mob wipes them out.

    Platform Game 
  • In Spyro: A Hero's Tail, in the level Dragonfly Falls, there is an angry shepherd who will send goats to attack you. He and his goats disappear permanently when you defeat them (although one of the goats appears in the Model Viewer), and don't even respawn when you die. The same level also features rock-throwing monkeys that don't appear anywhere else in the game, and the Ice Citadel has a lone ice giant.
  • Kirby:
    • The original Kirby's Dream Land contains a single Shotzo (Blatzy in Extra Game) that is attached to a parasol in Bubbly Clouds. Unlike the Shotzos attached to parasols in later games of the series, it perpetually stays in the air, firing shots downward which propel it back up. No other Shotzo in the series has ever used this type of behavior, making it a truly unique enemy.
    • Kirby's Dream Land 2:
      • The game has Tincell, used only in the fight with Sweet Stuff. The same boss has a sideways moving variant with Squishy that appears nowhere else.
      • While both Nelly and Co-Kracko only normally appear in the fights with Nruff and Kracko respectively, they also appear in the Bonus Chance minigames for their respective worlds as the main obstacles, whereas Tincell doesn't appear.
    • Kirby Super Star has one Walky in the "Dyna Blade" game with unique behavior seen nowhere else: it will get scared and try to frantically run away.
    • Kirby's Dream Land 3 has two examples. The first is Polof, a rabbit-like creature that appears in one level of Sand Canyon, and quickly disappears into a background wall when you approach. It serves a purpose though: that spot where it vanished is a secret door leading to a room filled with items. The second is a creature called Batamon; it looks like Kirby and almost always appears marching behind walls and other unreachable areas. Although they appear quite a few times in the game there is usually no way to engage them directly, however, in one Auto-Scrolling Level in Cloudy Park you can continue past the goal and find a secret room full of them, including one Kirby can directly interact with.
    • Kirby 64: The Crystal Shards:
      • Noo, a ghost that pokes out of a wall and shoots fireballs at you, only appears in one darkened room of Rock Star's second stage.
      • Rockn, a Bullet Bill like rocket that fires out of walls, only appears as a single group of five in the second room of Shiver Star's fourth stage.
    • Kirby & the Amazing Mirror has a single Squishy tucked away in a water-filled area of Moonlight Mansion. Squishy were fairly common in the previous game, but here there is only one and it's found in the flooded basement of a haunted mansion and not the game's actual ocean level more befitting of a squid-like enemy.
    • When the Whip copy ability was first introduced in the series, it was always given by Whippy, a catlike Waddling Head with a whip-tail. In Kirby: Planet Robobot, however, Whippy appears only once in one of the game's last EX levels. Whip is somewhat rare to find in Planet Robobot (it only starts showing up in the second half of the game) and its designated enemy is the newly introduced Wester, so the single Whippy comes across as a secret nod to the previous game where it was more common.
    • In Kirby Star Allies, there's a singular Driblee in the Inner Islands EX level that strangely, is hanging upside down from the ceiling. Though the enemy appears several times throughout the game, this individual is the only one you'll ever see pulling off this particular stunt (which comes across as a little unusual when it lacks any apparent means to defy gravity). One of the content updates would include more hanging Driblees in rooms added to the "Guest Star ???? Star Allies Go!" extra mode.
  • Wario Land:
    • The original Game Boy version of Wario Land II has exactly two "Kamukamu" fish: one in a waterway in "Turn off the giant faucet!" and another at the very end of "Escape from the Tea Cup!". In the Game Boy Color version of the game, these enemies are completely unused, replaced by the much more common sawfish, despite reshaded sprites existing for them.
    • In Wario Land 3, there is the Red Froggy in The Peaceful Village, a lone Para-Goom with a pink-and-blue umbrella instead of the standard grey, red, green or blue in the first switch room of the green chest area of A Town in Chaos and in the tutorial videos for certain moves, and a single red Omodonmeka in the blue chest area of The Warped Void.
    • In Wario Land: Shake It!, Buccaneros only ever appear once in the tutorial level... and maybe very rarely late in the battle with Large Fry. Also, the evil treasure chests that eat Wario only appear three times in the level Boogie Mansion, are blasted open to get treasure, and don't respawn.
  • Every level in Wario World except for Greenhorn Forest has at least one enemy unique to it.
  • Prince of Persia:
    • The Politician, a Giant Mook fought at the end of Level 6. This isn't technically a boss, as he is only slightly tougher than the regular Mooks. He was made into a proper boss in the SNES version, and replaced by the tougher Gatekeeper boss in the Classic remake.
    • The first enemy of Level 8 also qualifies. He looks like every other guard but has different AI. Including the fact that he'll never move towards you, so you really have to learn how to step forward and parry.
  • The Neo Geo platformer Top Hunter has two unique enemies in the wind stage: a Tatoo guy who dies in one hit and a walking detonator that will eventually go away if you ignore it.
  • Many enemies in Mr. Gimmick are encountered only once.
  • Lots of things in I Wanna Be the Guy only show up in one particular place, usually to punishing you for a completely logical action with a Big-Lipped Alligator Moment. These include Ryu, a plane, and the Red Snifit himself, armed with a BFG.
  • The 8-bit version of Sonic the Hedgehog has two enemies that each only occur once: Burrobot, in Labyrinth Zone, and Bomb, in Sky Base Zone.
  • In Mick and Mack: Global Gladiators, there is one single skunk enemy in the second level.
  • Banjo-Kazooie:
    • There is a black-colored Snippet in the sand castle of Treasure Trove Cove. It's twice as enduring as the other Snippets in the game, including the Mutie variety that is fought in Clanker's Cavern as a Wolfpack Boss.
    • In Tooie, Witchyworld is filled with Jippo Jims (the rat enemies armed with mallets), but that only goes for the costumed ones found in the attraction areas. The beginning of the level has a lone non-costumed Jim.
  • The rare arcade platformer J. J. Squawkers features at about the beginning of the first level a white monkey with a human face (!) and Mickey Mouse ears (!!) shaking a tree to let dangerous fruits fall down. It lets out a hilarious death scream when defeated. Level 3 has a tough yellow walker mech that shoots tons of missiles and can be considered a Boss in Mook Clothing.
  • Every game of the original Crash Bandicoot trilogy has at least one weirdly underused enemy that you often have to go out of your way to find.
    • The first game has 2 or 3 gun-wielding gangsters that are only found in "Cortex Power". They show up in side paths that lead nowhere, meaning you're not required to confront them unless you're aiming for all crates.
    • The second game has Cyborg Armadillos and Hunter Lab Assistants, found only in secret areas of "Unbearable" and "Bee-Having".
    • The third game has Arabian Sword-Throwing Assistants, which only show up in "Flaming Passion". You only find one regularly, while 3 more are found in a difficult-to-get secret path.
    • Outside of the trilogy, Crash Twinsanity had a lone barrel-throwing Rhino pirate in "High Seas Hi-Jinks" and only two groups of Driller Ants, one at the end of "Rockslide Rumble" and another partway through "Ant Agony".
    • In the DS version of Crash of the Titans, the Piganna only appears in the very last level, right before the final boss.
  • In Rayman (1995), there's only one Flower Tentacle (a weird yellow tentacle plant that spits out Livingstones when you punch its mouth) in the entire game, located in the level "Moskito's Nest".
  • In Rayman 2:
    • Mini Janos only appear in "The Cave of Bad Dreams" and in "The Sanctuary of Stone and Fire", as a group in the former and a lone individual (Or two in the PS1 version), and are even more unique in that they behave differently in the two levels. The ones in "The Cave of Bad Dreams" dig into the ground, pop up somewhere else, then move forward for a while before digging again, breathing fire at you or grabbing you and eating you when you get too close, while the one(s) in The Sanctuary of Stone and Fire either hides behind a pillar and keeps it between you and him until you turn your back at him, at which point he will zoom out towards and try to jump on you, or in the PS1 version they patrol a set pattern around the room, breathing fire at you when you get too close or attack them.
    • The N64, PC, Dreamcast, DS, 3DS and PS2 versions have only two Ninja Henchmen, one at the end of "The Precipice", and another one either in the interior of "The Prison Ship" in the N64, PC, Dreamcast, DS and 3DS versions or "The Echoing Caves" in the PS2 version. They are more common in the PS1 version, though, where one acts as the boss of "The Sanctuary of Stone and Fire", and more appear a bit later as regular enemies in The Precipice, "The Tomb of The Ancients" and "The Gloomy Island".
    • The PS1 version has only two green-wearing Henchmen who throw powder kegs, one in the second part of "The Fairy Glade" and another in the third part of "The Canopy" which is dropped off by the warship. There are also only two orange-wearing Henchmen in that version that shoot large energy bolts, one at the beginning of "The Sanctuary of Stone and Fire" and another in "The Gloomy Island".
    • The PS1 version also has only two Spiders, one in "The Canopy" and the other in "The Tomb of the Ancients" though they are more common in the other versions of the game.
  • Rayman 3: Hoodlum Havoc has only two Grim Keepers, one in the second part of "The Land of the Livid Dead" and another at the beginning of "Hoodlum Headquarters".
  • Bug: While the ice fly enemies in Bur-r-ubs aren't unique (there's a chasm where a few flying ones need to be Goomba Springboarded on), there's only one in the entire game that stands on a platform and uses icy breath on the area near it. It's also the only enemy in the game that can give Bug a "freeze" hurt animation.
  • A Hat in Time has the Shock Squids, of which only 2 appear at the end of Sleepy Subcon. They send out shockwaves which you have to jump over to avoid. Arctic Cruise adds a few more on the dock in Bon Voyage! and in the Deep Sea Time Rift.
  • In the The SpongeBob Movie Game, the strongest variant of the Spinner which takes 4 hits to defeat only appears once in the beginning of the second part of "Welcome to Planktopolis... Minions".

    Puzzle Game 
  • In DROD: King Dugan's Dungeon, spiders appear only in Level 10. In the sequel, Journey to Rooted Hold, they appear only in two rooms.
  • In Portal, there's a unique turret enemy you encounter very late in the game that's essentially just a personality core attached to a snake-like body and equipped with a rocket launcher. You only encounter two in the entire game; one during the final escape act where you need to bait its rockets to break glass walls, and another during the final battle against GLaDOS, where once again, you have to bait its rockets into portals to damage her directly. They're never encountered ever again after that, not even in the sequel.
  • The Strategy Wiki entry for Solomon's Key states that purple super-fast slimes only appear in a single stage in the whole game, and even then only if you use a fireball against a certain enemy, so they're quite well hidden.

    Rail Shooter 
  • Target Terror's Tanker level has a pair of ninjas with nunchucks that deflect your bullets, which are found nowhere else in the game.
  • At the end of the first stage of Time Crisis 2, after the semi crashes, a group of gray soldiers with rocket launchers attacks you. Nowhere else do the gray soldiers wield rocket launchers. Also, during the first Boss Battle and nowhere else, there are Aqua Ninjas that periodically jump out of the water. The first game also had knife-throwing guards during the Disc-One Final Boss battle, which became recurring enemies in later games.
  • In the default second level of Star Fox 64, there's a two-legged robot enemy that jumps up and down on an asteroid, shooting lasers at you (Nintendo's official guide calls it a "Hop Bot"). You shoot it. It dies. Never seen again.
  • The Panzer Dragoon games have various levels where certain enemies only appear once.
    • Panzer Dragoon Orta has several named examples:
      • A few Carrier Bhout are encountered in Episode 1.
      • Purnams appear at the beginning of Episode 2. A trio of Rokpur and a large group of Baturn are encountered if you take path B. That same level also contains Shams.
      • A pair of Churmachums appear before the boss battle in Episode 3(though a pair can be encountered before that if you take path A). In that same level, a single Carrier Seba pursues you if you take path B.
      • Assault Hovership Taishaks, despite appearing in cinematics throughout the game, are only fought as enemies in the first half of Episode 4. In that same level, Homing Airship Ajati, Ceremonial Turrets, and Missile Launchers are encountered for the first and only time.
      • Episode 5 has Pussa Bubos, Erkists, Madidar, and Urimasans.
      • Episode 6 has the Deglas and their variant, the Degla Bomber. Also, the Gat-War and Kot-War are encountered shortly after the starting boss.
      • Episode 8 has a few Transport Tank Emdens, Patrol Airship Vayus, and Airship Vahras(one pursues you through several tunnels, and a group of five appear before the boss battle).
      • Episode 9 is the only time where Dragonmares (Embryos for that matter) are encountered as regular enemies.

    Roguelike 
  • In NetHack, shades and skeletons are moderately-powerful undead who only appear on the level dubbed "Orcus Town". Compared to the game that inspired it, Dungeons & Dragons, shades are also fairly uncommon enemies, but skeletons are low-level monster fodder you would expect to see alongside zombies on the second and third floors of the dungeon, not halfway through your literal trip down into hell.
  • The Binding of Isaac has a few:
    • Brimstone Grimaces, variations of the common Invincible Minor Minion that fires out straight-line blood lasers. Not only do they only appear in Sheol (and not even in the extra Brutal Bonus Level after it), but in very few room layouts. It's possible to go through several runs that visit Sheol in a row without ever seeing them.
    • Blue Conjoined Fattiesnote  are different from regular conjoined Fatties in that instead of spewing a line of damaging creep, they spit out a homing explosive shot, the only instance of which in the entire game. Not only do they only appear in The Chest, and only a few rooms at that, they're not invincible like the above Brimstone Grimaces, so even with three times the HP of a regular Fatty, it's entirely possible to murder them on the spot if your damage and tear rate is good enough.
    • Cross Stoneys, which are a mix of Cross Stone Shooters and Stoneys, only ever appear in the April's Fool challenge, and only after the Booster Pack #5 update, as an occasional replacement for the regular Stoney enemy. Admittedly, this is probably for the better, considering how much of a massive pain they'd be if they weren't exclusive to it.
    • Downplayed by the "Hush" varieties of Gapers, Flies, and Boils. While they have an incredibly low chance to spawn in certain rooms, they're mainly created by Hush, who spawns many of them across its fight. Interestingly, killing them outside the Hush fight is the only way to get their Bestiary entries.
    • Ultra Greed's "Greed" Gapers played this straight prior to the Afterbirth† expansion, only appearing when fighting Ultra Greed if his key coins were allowed to unlock the doors around the arena. Subverted as of Afterbirth†, however, as they can spawn inside item rooms and very rarely replacing shopkeepers in shops.
    • Originally the case with Broken Gaping Maws, though eventually subverted with Booster Pack #5. Before the update, they were only found in one room in The Womb (not even its variation floor, Utero), and nowhere else, which made them an incredible nightmare for players seeking to complete their Bestiary. After Booster Pack #5 came out, however, they've been made significantly more common.

    Role-Playing Game 
  • LISA takes this Up to Eleven: every human enemy (minus the Footballers, Barrel Brothers, and the Shadowy Figures) has a unique name and face, and almost all encounters are finite and un-repeatable, so you'll fight most types of enemies only once – the game uses this to really hammer in the idea that Brad is fighting people, not just another faceless monster in a typical RPG.
  • Mother 3:
    • The game has Negative Man, a rather unremarkable and comically-underpowered Joke Enemy that has a rare drop.
    • He's just the most well known. There's also Fish Roe Man, Soot Dumpling, Mystery Metal Monkey, Bright Smile, Top Dogfish... There's nearly a dozen more with completely unique sprites that many players may never see hidden in the game. Mother 3 lives this trope.
  • Xenosaga Episode I has the Wyrm enemy, which only shows up once during the Gnosis attack on the Foundation, cannot be refought, and tends to flee.
  • Xenoblade tends to have a few "Notorious Monsters" per questing area. They tend to look exactly like certain creatures from that area, but with buffed-up stats. Oh, and when you fight them, one of the best songs in the game starts to play...
  • Xenoblade Chronicles X has the Tyrants. Just like the original, they tend to be buffed enemies or have a special talent that makes them dangerous. And they have their own theme, "Uncontrollable".
  • In Super Robot Wars W there's a variation of Beastman Deathhell that only appears in chapter 25 (And only one of them, surrounded by several normal ones). What makes him so special? Instead of having his Dual Wielding attack, his Nipplebeams have a really high range. While it makes sense to face a sniper enemy on this chapter (The hero team is trapped in the Space Wolf planet's high gravity and thus can't move, leaving them unable to escape long-ranged attacks), this super-Deathhell is never referenced in dialogue and there isn't a need for him to exist (The battleships do his job fine).
  • One room in Chrono Trigger's Black Omen is the only place you'll ever meet four Aliens (Ghajs in the remake); significant because they're one of the few enemies you can charm for Magic Tabs.
  • Monsters in The Witcher saga are becoming increasingly rare, aside from necrophages, nekkers, and sirens, but in The Witcher 3: Wild Hunt, you only come across two sylvans and succubi, and you only need to fight one of the sylvan's. There is also a grand total of one doppler, and you don't need to kill that one either.
  • It happens in Folklore, on account of how the player collects and upgrades attacks for their arsenal. Sometimes, the enemy required to upgrade the weapon will only spawn in a single room of the level, forcing a lot of grinding.
  • Jade Cocoon has Arpatron, Korus' minion that can only be faced once in the entire game on your first trip through the Beetle Forest (When Korus is standing near the gate). It's a normal minion no more powerful than any other enemy in the forest that serves as a Training Boss and becomes yours as a bonus when you complete his training. It also happens to be the only kind of minion in it's entire family in the game; most minions have several variants (different colors and physical builds but same basic appearance) while Arpatron is the only capturable minion of it's kind.
  • Undertale has both enemies that you can only Random Encounter once (Lesser Dog, Shyren), and enemy types that you can run into repeatedly, but contain only one member and will vanish forever when you kill that one monster (Snowdrake). Most of the first type are actually disguised Preexisting Encounters, though.
  • Dark Souls I has the Parasitic Wall Hugger—a huge but immobile monster encountered in Blighttown. Although it looks like there could be more of them lurking around, you won't actually encounter another anywhere else in the game, and once you kill it, it doesn't even respawn.
  • Dark Souls II has the Corrosive Ant Queen in the Gutter. A completely unique, non-respawning enemy, which is completely harmless. All it does is sit there and belch gas, which degrades your equipment but also cures poison. It won't even make any moves as you hack it to death.
  • Dark Souls III: a lot of non-respawning enemies only appear once or twice per playthrough. Most qualify as minibosses. Examples include Outrider Knights, Sulyvahn's Beasts, and every NPC Dark Spirit.
  • Mega Man Battle Network 3: White and Blue has the Omega viruses, which are the strongest Underground Monkey variants of each of the enemy types in the game. They only appear a few times throughout the game, and purely in scripted battles, usually in the lead-up to a Bonus Boss or as part of the virus breeding sidequest.
  • BoxxyQuest: The Gathering Storm:
    • The Vigil Keeper, who patrols a random unremarkable hallway in the Deep Web. The lantern-tipped staff he randomly drops is implied to be some kind of Artifact of Doom responsible for keeping him alive, but that just raises further questions.
    • The empty schoolhouse in /x/ has several preexisting encounters with enemies that are never seen again, like Malady and the Follymocker. Like everything else in /x/, this is played for Rule of Scary.
    • Heck, the game loves this trope. Ny’agai are only seen in one small hidden side area, there’s a single (optional) Dire Turnip in chapter 6, Alwaysland is filled with unique enemy variants, etc. And then there are the non-respawning Bosses In Mook Clothing like the Mega Guard and Funky Infoshade.

    Real Time Strategy 
  • Pikmin:
    • In the original Pikmin, there was a powerful enemy called the Smoky Progg who would only appear during the first half of the game in the penultimate stage, in an egg. Notably, killing it gave you the highest Pikmin-producing item in the series, sprouting a full 100. It's shown alongside the other enemies during the end credits, confusing many players who missed it.
    • There's also only one Goolix and Mamuta in the standard mode, both of which are found in the exact same location, but on different days. There is at least a Mamuta in the challenge mode, however the Goolix gets no such luck.
    • Pikmin 2
      • There is a single Toady Bloyster in the Perplexing Pool that holds a treasure. It's the only one you fight in the main game. You fight its bigger boss relative more times than this creature.
      • There are also orange bugs called Ujadani that appear every 30 days in Wistful Wild starting with Day 31.
    • Pikmin 3
      • There's a bizarre creature called a Crushblat that you can encounter in a new area of the first level you can only access when get blue Pikmin. It has no fanfare, isn't tough enough to be considered a boss (or miniboss), and doesn't respawn after you kill it.
      • Despite being shown off in the trailers, there are only two Medusal Slurkers in the entire game, one you kill to rescue your first batch of rock Pikmin, and one hidden away in one of the trickier to reach secret areas, both of them are a joke, only able to kill Pikmin if you let them.
      • Several old enemies appear in challenge mode stages and nowhere else even in the main campaign.
  • In Aztec Wars, you begin the first campaign mission with two catapults. This unit never appears anywhere else in the game (neither in the campaign nor standalone missions) and cannot ever be built.
  • StarCraft II one mission has player control the Odin, a massive mech that's an engine of destruction. This unit cannot be built, as it is a Super Prototype of the Thor unit. The end of Heart of the Swarm has it as the closest thing to a Final Boss.
  • In Command & Conquer: Tiberian Sun Firestorm the final mission has the player face a Humongous Mecha the Core Defender which is huge and super hard to kill. The normal game has exactly one mission where the player fights against a base of the Forgotten, who utilize interesting military conversions of civilian hardware, such as camping trucks with missile launchers. They are fought exactly once again in Firestorm.
  • Command & Conquer: Red Alert and its sequels also often have unique enemies, sometimes unique enemy structures. From Invincible Mammoth Tanks to Tesla Tanks made out of radar disruptors (later made into a unit in its own right) to Aztec structures with prism cannons and moai heads fitted with death rays or man cannons. The Allied campaign of Red Alert 3 also has Noise Detector Ships used by the Empire which must be destroyed; they never crop up anywhere else.
  • Warcraft III, several missions are filled with powerful creeps that can be considered as hero units, and boss fights.
    • On one map a single Hydralisk can be found hidden in the trees, and uncovering it brings it under your control.
  • Treasure Planet: Battle at Procyon:
    • Pirate Gunboats appear in only one section of the entire game, when approaching the Pirate base in Mission 11.
    • Only one Pirate Galleon appears in the entire game, right at the end of Mission 11. Fighting the Galleon is optional, as the player can only fight the Galleon if they shoot the real Argentum.
    • The Ironclad Cruisers and Submersibles only appear in Mission 12, in the case of the Submersibles, only during the second half of the Mission.
  • Halo Wars: "Anders' Signal" is the only mission to feature Brutes as enemy units. They are encountered at the start of the mission, either in Grunt Squads or individually. Two Choppers also appear alongside the Brutes.

    Shoot Em Up 

    Simulation 
  • X3: Terran Conflict has the Paranid Hyperion corvette and the Agamemnon frigate, which are prototypes that never made it into production. Both of these extremely potent ships only spawn once in the game, typically deep in Paranid sectors. The only way to acquire them is to board them with marines. Xtended Terran Conflict has the Xenon Raven, which is a modified Pirate frigate that uses Xenon weapons, and has the standard flaming Nose Art replaced with a slate gray fuselage outlined with glowing red Tron Lines. The Raven only spawns once, in the most heavily defended Xenon sector.
  • In F/A-18 Hornet, patrol gunboats only appear in the mission "Pull The Plug".

    Stealth Based Game 
  • There are a few unique enemies in the Thief series:
    • There is only one Hammerite novice in the entire series, appearing in the Thief: The Dark Project level "Break from Cragscleft Prison".
    • Craybeasts, the more powerful versions of Craymen, appear only in the last level of the first game. And even in this level you are likely to encounter only one or two of them.
    • Thief II: The Metal Age
      • The level "Precious Cargo" features the only Mechanist frogman in the game. He has protective headgear, a portable light source, and a crossbow, making him extremely dangerous.
      • The standard Mechanist worker only appears in the Thief II level "Framed", but another one appears as a ghostly apparition later in the game, and there is also a character who is simply a Head Swap of the worker.
      • There are only two Hammerites in the game, in comparison to the original, where they are pretty common.
      • The Spider Bot also appears only in the level "Sabotage at Soulforge".
      • Tree Beasts, appear (suddenly!) in only one section of the level "Trail of Blood", and in the Thief: Deadly Shadows level "Into the Pagan Sanctuary".
    • Thief: Deadly Shadows has exactly 5 Ratbeasts, all of which appear only in the Sunken Citadel, and exactly 3 Hammer Haunts, which all only appear in the catacombs of Fort Ironwood.
  • Metal Gear:
    • Metal Gear Solid has a fifth kind of Genome Soldier not listed in the manual and never mentioned in the game that wear dark-colored fatigues and breath masks. They only appear during two scripted events: the Comms Tower Chase and the Freight Elevator, and are never encountered patrolling an area.
    • Metal Gear Solid 3: Snake Eater has the Flame Troops, of which there are only 3 in the entire game, and they all only appear in Krasnogorje just before the fight with The Fury. And unlike many of the examples on this page, there was a minor historical/story justification for this. Sigint explains that, in addition to being a short range weapon with limited ammunition, the soldiers carrying them have giant targets painted on their backs and are usually put to death when captured. So why do you see them at all? The reason changes depending on how you've been playing the game. They've either come of their own volition, as revenge for killing so many soldiers through the game, or if you've been playing nonlethally, Volgin sends them as revenge against you for killing The Pain, The Fear, and The End.
    • Metal Gear Solid 4: Guns of the Patriots has the Power Suits, of which only a small group are fought in the beginning of the Drebin escape section of Act 2 and seen in the intro to the act.
  • Deus Ex: Human Revolution has the Spec-Ops Shifters, of which there are only two in the base game in Highland Park with 5 more in The Missing Link, a lone Spec-Ops Ogre with a Sneaker's helmet instead of a Soldier's balaclava in The Missing Link during the battle with Burke, and a single group of Crazy Spec-Ops, which you don't even get to sneak past/fight if you saved Malik, as she'll kill them all for you.
  • Oddworld: Stranger's Wrath has the Outlaw Flamers, of which only 5 appear in Xplosives McGee's mission normally, though it is possible for up to 8 more to appear in Packrat Palooka's boss fight as reinforcements when he is below half health. There are also the Outlaw Hunters, of which only a small group appears at the beginning of the Mongo Wilds and 2 or 3 more during Lefty Lugnutz' battle, and none of them can be captured alive.

    Survival Horror 
  • Dead Rising:
    • During Overtime, a UH-60 Blackhawk will patrol Leisure Park attacking both Zombies and Frank indiscriminately. It can be shot down, though doing so requires a fair amount of effort.
    • Within the story, Brad, Jessie, and Barnaby become regular Zombies with their own unique models. James, the survivor that gets gunned down by Cletus in his introductory cutscene, also suffers this fate.
  • Dead Rising 2 has a few enemy types that only show up in specific Cases:
    • "The Getaway" has five Mercenaries with distinct appearances who function as TK's bodyguards.
    • “The Only Lead” features Mark Bradson and Pierce Stephens, a pair of scientists equipped with handguns. The same case also has a quartet of Phenotrans Mercenaries, which are a Palette Swap of the regular Mercenaries. Notably, this enemy type is far more numerous in Off the Record.
  • Fear:
    • The Replica Assassins are only fought in the levels "Watchers" and "Point of Entry" (a total of 8 or 9 in the entire game), although lone individuals are briefly seen in "First Encounter" and "Exeunt Omnes".
    • The Replica Snipers. They are identical (same health, same weapons...) to the regular Replica soldiers, except for their completely unique suit, and they only appear once: about 8 of them attack you on a roof during the level "Urban Decay", after that they don't appear anymore, not even in the expansion packs. The level also has a Powered Armor unit armed with lasers instead of the rocket launchers used in all other encounters.
  • Silent Hill:
    • In the American version of Silent Hill, Claw Fingers/Mumblers only appear in the Sewers leading to the Amusement Park, and a lone one appears as part of a optional cutscene. They act like stronger versions of the Grey Children, doing more damage and taking more hits to kill. They are much more common in the Japanese and European versions of the game, though, where they replace the Grey Children in the Alley, School and Amusement Park.
    • Possessed/demonic Nurses appear in virtually every Silent Hill game, as well as both of the movies, as virtually every game has a hospital level. They are practically mascots. Possessed doctors are a thing, too. However, they appear only once in the series, on the first floor of the first game's Dark World hospital.
    • In Silent Hill 2, in the prison, there are invisible monsters plodding around in a few inaccessible cells. They constantly whisper something like "ritual", and optionally, can be killed by James to no good or ill effect.
  • Alone in the Dark (1992) has a strange spider-like enemy that only appears once in the catacombs beneath Derceto, and is easily dispatched with a few rifle or revolver rounds.

    Third Person Shooter 
  • In Brute Force the Caspian Militia are only fought if you decide to go to Ferguson Base in the sixth mission. They have a buttload of health points, but can be easily killed if hit in the back by Hawk's blade. They also give no points, which means they aren't counted in the mission scoreboard.
  • In Vanquish the "L" version of the Jellyfish only appears in Mission 1-6.
  • Spec Ops: The Line has only 7 Bayonet Runners out of hundreds of mooks. There are a low number of heavies - seven foot soldiers with massive armor and a BFG. There is only one of them who is a hallucination of your deceased squadmate, and he's incredibly challenging to beat. Lose to him, and you flash back a bit to find he's replaced by a normal heavy, suggesting he was a hallucination. One other unique, very difficult heavy seemingly teleports about a room and flashes in and out of existence in a room full of mannequins. This guy has a very good chance of causing a Game Over, and his strange power seems to be a result of the protagonist's frayed sanity causing him to hallucinate.
  • Red Faction: Armageddon:
    • The Marauder Scout Walker, which first appears a boss, and appears once more later in the game, while the player is driving a Scout Walker of their own.
    • Cultist-driven Marauder Reavers, who only appear in the level after you kill Adam Hale.
  • Most mooks in Star Wars: Bounty Hunter belong to one of a handful of alien species (humans, Dugs, Gran, Bith, Ugnauts, Twi'lek, Bando Gora, etc.), but there's exactly one Muttani mook in the whole game. That's Meeko Ghintee, the Big Bad of the first chapter. Late in the game, the player travels to the asteroid prison of Oovoo IV, where Meeko is imprisoned after Jango brings him to justice in the first chapter. In a Continuity Nod, the player can encounter him among the other rioting prisoners, complete with a posted bounty for the crimes that he commits at the beginning of the game.
  • Bad Boys: Miami Takedown: There is only one enemy in the game who uses the Enforcer, a Russian mobster at the beginning of "Strafing Run".

    Turn Based Strategy 
  • Odium has the Hornets (green insectoids) and Harvesters (scythe-handed maniacs) - mundane enemies in every respect, save that they only pop up in one combat. Granted, some other enemies pop up in only two or three, so it's not that unusual.
  • Shining Force has a pair of Dire Clowns found exclusively in the circus tent, the Laser Eye (which is more of a Boss in Mook Clothing, seeing how you don't even need to destroy it), and an Evil Doll that knows Heal instead of Freeze found only in the Balbazak fight.
  • One mission in Front Mission has Royd's unit attacked by enemy Wanzers that burst from beneath the sand and are operated by unique almost mechanical-looking pilots. Other than their aggravatingly good sand movement there's nothing statistically remarkable about them and they aren't unique machines like the Clinton-Type or Driscoll's Type-11DS, but they never again appear in the game nor can you ever acquire any of their parts. Hacking reveals their parts do have rear-view sprites suggesting they were once intended to be obtained by the player but Dummied Out.
  • In XCOM: Chimera Squad, the Gatekeeper and Sectopod, two recurring enemies from XCOM 2, only appear once each as boss fights.

    Wide Open Sandbox 
  • Grand Theft Auto:
    • Grand Theft Auto III has the suicide bombers high on SPANK that are only encountered in a single mission, "Kingdom Come". Aside from their self-explanatory behavior, they also continuously respawn from vans until those are destroyed.
    • Grand Theft Auto: Vice City:
      • You fight a Costa Rican gang in "The Fastest Boat", and an all-woman counterfeiting syndicate in "Hit The Courier". Both of these gangs use standard pedestrian models, yet these are the only times they display gang behaviour.
      • "Mall Shootout" has French GIGN operatives. They have the same behavior as SWAT teams, and even use the beta model for SWAT.
      • "All Hands On Deck!" has French DGSE agents.
    • Grand Theft Auto: San Andreas:
      • "Robbing Uncle Sam" is the only mission where soldiers can be found equipped with Pistols. The in-game justification is that these are "weekend soldiers".
      • The survivalists in the "Body Harvest" mission, who carry the Country Rifle (the only NPCs to do so).
      • Only one NPC in the game carries a Combat Shotgun, a Sindacco mobster in "You've Had Your Chips".
      • Furthermore, in "The Meat Business", a Sindacco mobster carries a Chainsaw.
      • A Los Santos Vagos gang member in "Los Desperados" carries a Flamethrower.
    • Grand Theft Auto IV: The Ballad of Gay Tony features one enemy APC in the game, during the mission "Frosting On The Cake". Notably, this APC is slightly different from the one you obtain as it has a machine gun turret instead of an auto-cannon.
    • Grand Theft Auto V:
      • "The Construction Assassination" has the Bonelli Mob. In actuality, they use the same models as tuxedo-wearing security guards and businessmen, but they display gang behavior just for the mission.
      • In "Minor Turbulence", some Merryweather operatives and the pilot of the Cargo Plane use the AP Pistol, the only time enemy NPCs use the weapon.
      • "Monkey Business" features some of Merryweather's civilian security guards.
  • Saints Row:
    • Saints Row 2 has Judge Melmack, an elderly judge who is presiding over Johnny Gat's trial during "Appointed Defender", then after that cutscene chases the player with a shotgun. Needless to say, she's the only enemy of her kind in the game.
    • Saints Row: The Third
      • The first mission, "When Good Heists Go Bad", features several armed civilians who display combat behavior.
      • The mission "Trojan Whores" features hooker assassins sent in by the Morningstar. They are basically hookers that spawn ambiently outside of the mission, though they display gang behavior. They also fly unique Morningstar Vultures.
      • "http://deckers.die" has you fight Cyber-Deckers.
      • "Zombie Attack" has a single exploding zombie that will spawn when you are defending Viola.
      • "Murderbrawl XXXI" has Luchadore wrestlers, which are basically just shirtless Luchadores.
  • Red Faction: Guerrilla has the enemy VIPs in the mission "Death By Committee". They use the same models as civilians, but they are on the EDF's side.
  • Watch_Dogs:
    • The first game has a number of unique Enforcer-type enemies that only appear once each. "Dressed In Peels" has the game's only Police Enforcer (every other one works for SWAT instead). "Unstoppable Force" features an Enforcer working for Blume, and "By Any Means Necessary" has a stronger-than-usual Enforcer who acts as Iraq's bodyguard.
    • In 2, "False Profits" features security guards with unique models working for New Dawn Temple.

Alternative Title(s): The Red Snifit

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report