Unique Enemy: Difference between revisions

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*** Also, the Lightbringer's data scan mentions energizing them like a normal safe zone or destroying them with matter-antimatter weapons, but they disappear before you get the Light and Annihilator Beams.
** ''Metroid Prime 3'' has a frustrating few, including the [[That One Sidequest|incredibly hard to scan]] gel ray.
* ''[[Castlevania]] [[Castlevania Sorrow|Aria Of Sorrow]]'' has a couple of ordinary enemies who appear in just one room to frustrate [[One Hundred Percent Completion]], such as the super-fast flying fish enemy that requires a TimeStopper from ''another'' [['''Unique Enemy]]''', the Chronomage, just to see and defeat. There's also the almost harmless Tsuchinko enemy, which is an in-joke on a Japanese cryptid/urban legend.
** ''[[Castlevania Sorrow|Dawn of Sorrow]]'' also has a few unique enemies. Three are of the "special requirement to find" (Mothman, Winged Humanoid and Yeti) variety, and there are several others that just happen to have one spawn location in the entire game (such as the Alura Une and the Wakwak Tree).
** ''[[Symphony of the Night]]'' has the Dodo bird, who appears in one room and runs for its life the moment it sees you...with good reason, too, as killing it gives you a chance at an [[Infinity+1 Sword]] [[Randomly Drops|drop]].
*** Symphony actually has loads, especially if you consider enemies that appear more than once, but never outside of the one room they're found in.
** The dodo above re-appears in ''[[Castlevania: Portrait of Ruin|Portrait of Ruin]]'' in a single room... sometimes. It's pretty much random. There are also a few others. [[Sand Worm|Sand Worms]]s in the desert levels only appear once and never re-appear once killed, and there are two palette swapped kinds. A ghoul king only appears after killing ghouls in certain rooms after a certain time, and the giant ghost only appears in a single room after killing ghosts for a certain time. Aside from the sandworms, they're required for sidequests.
** Oddly, the Stone Rose/Man-eating Plant which is fairly common in later games only appears in one spot in Stage 1 of ''[[Rondo of Blood]]'', as well as the hunchback in Stage 3 who tries to steal your subweapon.
** The glass skeletons only appear in one room in ''[[Harmony of Dissonance]]''. They seem to be there to give nice exp.
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** Kuchuka is a purple barrel that chucks bombs at you, appearing only in the level Pot Hole Panic.
** Pink versions of the enemy Koin show up in one of the levels in the last world, attempting to push you off ledges with their trash-can lid shields.
** Minkeys--littleMinkeys—little monkeys that chuck notes at you from behind barrel-shields--areshields—are only seen in one of the second world's levels though, like Bazza above, they made an additional appearance in one of the remake's extra levels.
** Gleamin' Bream, whose only purpose is to light up dark areas, in "Floodlit Fish".
** ''Finally'', the remake adds in a ground-based version of the TNT barrel Klasp, which act similar to the Klobba enemy.
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* In ''[[F.E.A.R.]]'', the Replica Assassins are only fought in the levels "Watchers" and "Point of Entry" (a total of 8 or 9 in the entire game), and one has a brief cameo in "Exeunt Omnes".
** the Replica Snipers. They are identical (same health, same weapons...) to the regular Replica soldiers, except fror 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.
* ''[[Halo]] 2'' had the "Honor Guard Councillor", which was actually a [[The Missingno|glitched]] Gold Elite. This is the only Gold fought on difficulties lower than Legendary. Accompanied by him are a couple [[Invisibility Cloak|Invisibility Cloaked]]ed Ultra Elites.
** In only one room in the final level of the first game do you encounter cloaked Flood.
** The first level has an uncloaked Stealth Elite, possibly due to a glitch.
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* 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 [[Disconnected Side Area|upper area]], a giant which the player needs to turn into a stepping stone to a higher platform.
* ''[[StarTropics]]'' Has Squidos, enemies that only appear in one room in the game. To top it off, they appear shortly after you acquire a [[Smart Bomb]] attack, so you probably won't be seeing them for very long.
* The Politician, a [[Giant Mook]] fought at the end of Level 6 in the original ''[[Prince of Persia]]''. This isn't technically a boss, as he is only slightly tougher than the regular [[Mook|Mooks]]s. He was made into a proper boss in the SNES version, and replaced by the tougher Gatekeeper boss in the XBLA 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 arcade version of ''[[Contra]]'', on the hard and [[Harder Than Hard]] difficulty settings, has a pair of SCUBA divers that jump out of the water and attack you with knives at the beginning of the game, and they are never seen again.
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* At the start of the Starbase level in ''TMNT IV: Turtles in Time'', there is a robot moving up and down who fires lasers at you. It takes one hit to kill, and no more appear.
* 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.
* ''[[Streets of Rage]] 2'' has a number of regular [[Mook|Mooks]]s 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 [[Every Ten Thousand Points|extends]]).
* The Killer Tomatoes in ''[[Donkey Kong 64]]''. They only appear in one specific area of Fungi Forest, and after you kill them, they're gone for good. The toy-themed enemies in Frantic Factory are also very rare.
** There's also the unnamed, clam-like monsters that are found in a treasure chest only Tiny can enter in Gloomy Galleon, and the Red Kritters that only appear in minigames.
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* In ''[[Resident Evil 3 Nemesis]]: Nemesis'', there are only two of the Gamma-type Hunter (the froglike ones).
* In ''[[Marathon Trilogy|Marathon]] 2: Durandal'', the "[[King Mook|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 "[[Urban Legend of Zelda|A Good Way To Die]]" [[Secret Level]] rumors. Better yet are the hostile [[Attack Drone|Attack Drones]]s with grenade launchers, that only appear in one level, "Beware of Low-Flying Defense Drones".
** ''[[Marathon Trilogy|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 [[Action Bomb|Simulacrums]]. In the final level of the [[Game Mod]] ''EVIL'', there's two [[Giant Mook]] versions of the Mystics, and in earlier levels, you face a giant Devlin, as well as completely invisible one guarding a nest of mini-Devlins, and a [[Sentry Gun]] that shoots a weird oversized plasma projectile.
* Two Klobbers, which debuted in ''Donkey Kong Country 2'', make a random appearance in one level in ''DK: Jungle Climber''.
* The Elite Goombule of ''[[Mario & Luigi: Bowser's Inside Story]]''. Only two are ever encountered, directly after unlocking the Green Shell attack.
** The Player's Guide doesn't even bother listing them in the Enemy Compendium.
* The weird flying jellyfish-like creatures ([[All There in the Manual|named only in the manual as "Sentinels"]]) that patrol Tubba Blubba's Castle in the original ''[[Paper Mario (franchise)|Paper Mario]]''. They can't be fought, and only act as [[Mook Bouncer|Mook Bouncers]]s.
** In ''[[Super Paper Mario]]'', most of the space enemies are justifiably never seen outside of Chapter 4. The eel-like creatures are, however it's implied they could basically live anywhere.
* In some versions of the original ''[[Resident Evil 1|Resident Evil]]'' (specifically the ''Director's Cut'' and ''Deadly Silence''), the player gets to fight a zombie version of one of his character's S.T.A.R.S. teammate (specifically Forest Speyer).
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** The snow level earlier in the game had some as well; the hopping mechs disguised as snowmen, snowball-throwing Foot ninjas, and an invincible snow plow.
* ''[[Final Fantasy XII]]'' has quite a few.
** The 80 rare game are exactly that--rarethat—rare. Generally there is only one zone in the game they will spawn in, they will only spawn one at a time, and they have varying spawn conditions, ranging from simple ones like "30% chance on zone entry" to ridiculous ones like "spawn separate monster, aggro it, lure it to completely random and unmarked part of the map, and rare game will spawn." As for respawning them, a few simply require the normal monster respawn and then fulfilling their spawn conditions again, some require you to leave the entire area and return before you try again, and thirty of them ''do not'' spawn again. You kill them, that's ''it.''
** The Elementals and entites operate on the same principle.
** Then there are simply enemies who are completely normal, but for whatever reason, there's only one spawn point for them in the entire game--prominentgame—prominent examples are the Darkmare in the Stilshrine of Miriam, the Emperor Aevis in Paramina Rift, and most infamously, the Giza Plains Wildsnake. Weakest of the snakes, does not spawn until you get to its hiding point, completely unremarkable to fight--andfight—and its drop is required to [[Item Crafting|make]] the [[Infinity+1 Sword]].
* 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 ''[[Super Robot Wars W]]'' there's a variation of [[Robeast|Beastman]] [[GoLion|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).
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