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** The Imp Porter in the Lost City levels. If he reaches a Gold Tile (and probably will, considering that Gold Tiles in levels featuring them tend to be near the entrance), he sacrifices himself to set up a tent which acts as a ClownCarBase for basic, conehead and buckethead zombies, spawning them often until it is destroyed.

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** The Imp Porter in the Lost City levels. If he reaches a Gold Tile (and probably will, considering that Gold Tiles in levels featuring them tend to be near the entrance), he sacrifices himself to set up a tent which acts as a ClownCarBase for basic, conehead and buckethead zombies, spawning them often until it is destroyed. If one uses a [[MookFaceTurn Hypno-Shroom]] to turn it to your side then use a Gold Leaf to make a gold tile in front, he becomes ''your'' Mook Maker that spawns hypnotized zombies!
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* One of the troops that you can train in ''VideoGame/ClashOfClans'' is the Witch, who can summon an endless amount of Skeletons that can help assist your troops in attacking the enemy's villages.
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* ''TheMagicOfScheherazade'' features a box-like Mook Maker that functions as sort of a clown car, generating endless amounts of beetle things until you destroy it.

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* ''TheMagicOfScheherazade'' ''VideoGame/TheMagicOfScheherazade'' features a box-like Mook Maker that functions as sort of a clown car, generating endless amounts of beetle things until you destroy it.



* The giant seahorse in some of the levels of the first ''EccoTheDolphin'' game. He [[MrSeahorse keeps spitting baby seahorses out of his pouch at you]].
* ''{{Vexx}}'' features an enemy called a Shreek. These invincible enemies are bound to poles, and alternate between awake and asleep in predictable intervals. If the player is spotted, it will summon several weak mooks.

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* The giant seahorse in some of the levels of the first ''EccoTheDolphin'' ''VideoGame/EccoTheDolphin'' game. He [[MrSeahorse keeps spitting baby seahorses out of his pouch at you]].
* ''{{Vexx}}'' ''VideoGame/{{Vexx}}'' features an enemy called a Shreek. These invincible enemies are bound to poles, and alternate between awake and asleep in predictable intervals. If the player is spotted, it will summon several weak mooks.



* ''{{Bloodborne}}'' features the bell-ringing maidens. They can spawn endless amounts of spiders and other enemies in dungeons. In the main world, they can unleash unlimited villagers or even invading human players, depending on location.

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* ''{{Bloodborne}}'' ''VideoGame/{{Bloodborne}}'' features the bell-ringing maidens. They can spawn endless amounts of spiders and other enemies in dungeons. In the main world, they can unleash unlimited villagers or even invading human players, depending on location.
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** In more recent D&D there is the Great Old Master, a Neogi that has grown old, injected with special venom and then Adult Neogi lay eggs in it. Until it dies from the children eating there way out it can act as a Mook Maker.

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** In more recent D&D there is the Great Old Master, a Neogi that has grown old, is injected with special venom venom, and then has Adult Neogi lay eggs in it. Until it dies from the children eating there their way out it can act as a Mook Maker.
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* The monsters in ''VideoGame/HarvestMoon: RuneFactory'' are summoned by machines that the character must destroy to reach the boss of the cave. Sometimes when you enter a screen you can't leave until you destroy all the monsters and the portal they come out (Which replaced the machines, which in turn the portals were actually originally contained in the machines) you are forced to destroy the portals first or else the monsters will never stop. In the first game, you were forced to destroy every portal/machine in every dungeon.

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* The monsters in ''VideoGame/HarvestMoon: RuneFactory'' VideoGame/RuneFactory'' are summoned by machines that the character must destroy to reach the boss of the cave. Sometimes when you enter a screen you can't leave until you destroy all the monsters and the portal they come out (Which replaced the machines, which in turn the portals were actually originally contained in the machines) you are forced to destroy the portals first or else the monsters will never stop. In the first game, you were forced to destroy every portal/machine in every dungeon.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has the Imp Porter in the Lost City levels. If he reaches a Gold Tile (and probably will, considering that Gold Tiles in levels featuring them tend to be near the entrance), he sacrifices himself to set up a tent which acts as a ClownCarBase for basic, conehead and buckethead zombies, spawning them often until it is destroyed.

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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has the ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The
Imp Porter in the Lost City levels. If he reaches a Gold Tile (and probably will, considering that Gold Tiles in levels featuring them tend to be near the entrance), he sacrifices himself to set up a tent which acts as a ClownCarBase for basic, conehead and buckethead zombies, spawning them often until it is destroyed.destroyed.
** Neon Mixtape Tour brings us the Arcade Zombie's arcade machine, which he pushes into the lawn. During an 8-bit Jam, the machines [[TheGameComeToLife will begin spawning 8-bit zombies]] in basic, conehead and buckethead variants. Unlike the tents, the Arcade Zombie can push them even further into the lawn.
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* In ''VideoGame/LuigisMansion'', one of the ghosts, Vincent Van Gore, is painting all the [[NightOfTheLivingMooks trash ghosts]] in the mansion and then bringing them to life. After you defeat him (it being near the end too), you'll face very few ghosts apart from GoddamnedBats.

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* In ''VideoGame/LuigisMansion'', one of the ghosts, Vincent Van Gore, is painting all the [[NightOfTheLivingMooks [[OurGhostsAreDifferent trash ghosts]] in the mansion and then bringing them to life. After you defeat him (it being near the end too), you'll face very few ghosts apart from GoddamnedBats.
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* In ''VideoGame/LuigisMansion'', one of the ghosts, Vincent Van Gore, is painting all the ghosts in the mansion and then bringing them to life. After you defeat him (it being near the end too), you'll face very few ghosts apart from GoddamnedBats.

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* In ''VideoGame/LuigisMansion'', one of the ghosts, Vincent Van Gore, is painting all the ghosts [[NightOfTheLivingMooks trash ghosts]] in the mansion and then bringing them to life. After you defeat him (it being near the end too), you'll face very few ghosts apart from GoddamnedBats.
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* ''[[VideoGame/{{Banjo-Kazooie}} Banjo-Tooie]]'' has vents in Grunty Industries which continuously dispense nigh-indestructible security robots... as long as the [[InsecurityCamera nearby security camera]] is active. While a Grenade Egg will put the cameras out, they do, eventually, respawn. Sigh.

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* ''[[VideoGame/{{Banjo-Kazooie}} Banjo-Tooie]]'' ''VideoGame/BanjoTooie'' has vents in Grunty Industries which continuously dispense nigh-indestructible security robots... as long as the [[InsecurityCamera nearby security camera]] is active. While a Grenade Egg will put the cameras out, they do, eventually, respawn. Sigh.
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* ''VideoGame/DistortedTravesty 3'' has several, for example [[https://youtu.be/DGcWhAaFJCE?t=1m4s this big snake that makes smaller snakes.]]
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* ''VideoGame/PlanetBlupi'' has Master Robot's factories, which are only built on his own zone. However, they don't produce enemies on their own, as Master Robot has to enter one to produce a single enemy, which depends on the factory type.
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* Factories from ''[[NintendoWars Advance Wars 2]]'', enemy-controlled buildings that, like bases, ports and airports, can create units. Unlike these structures, they spawn units ''for free'' and the units can move on the same day that they are built. Unsurprisingly, factory missions are some of the toughest missions, and are the "boss" levels at the end of each nation.

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* Factories from ''[[NintendoWars ''[[VideoGame/NintendoWars Advance Wars 2]]'', enemy-controlled buildings that, like bases, ports and airports, can create units. Unlike these structures, they spawn units ''for free'' and the units can move on the same day that they are built. Unsurprisingly, factory missions are some of the toughest missions, and are the "boss" levels at the end of each nation.
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** From ''WesternAnimation/{{Mixels}}'', a foreign ad revealed that the massive army of Nixels are actually cloned from three base ones.

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** * From ''WesternAnimation/{{Mixels}}'', a foreign ad revealed that the massive army of Nixels are actually cloned from three base ones.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'' has the Imp Porter in the Lost City levels. If he reaches a Gold Tile (and probably will, considering that Gold Tiles in levels featuring them tend to be near the entrance), he sacrifices himself to set up a tent which acts as a ClownCarBase for basic, conehead and buckethead zombies, spawning them often until it is destroyed.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{{Bloodborne}}'' features the bell-ringing maidens. They can spawn endless amounts of spiders and other enemies in dungeons. In the main world, they can unleash unlimited villagers or even invading human players, depending on location.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** From ''WesternAnimation/{{Mixels}}'', a foreign ad revealed that the massive army of Nixels are actually cloned from three base ones.
Is there an issue? Send a MessageReason:
None


* The alarms in some of the ''MedalOfHonor'' games generate RespawningEnemies while activated.

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* The alarms in some of the ''MedalOfHonor'' ''VideoGame/MedalOfHonor'' games generate RespawningEnemies while activated.
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* ''CortexCommand'' has a cave level which has cloning tubes that spawn zombies. Said zombies cannot attack directly, which is why a bomb spawner is placed only a few feet away. Things can get ugly real quickly.

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* ''CortexCommand'' ''VideoGame/CortexCommand'' has a cave level which has cloning tubes that spawn zombies. Said zombies cannot attack directly, which is why a bomb spawner is placed only a few feet away. Things can get ugly real quickly.
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* ''{{Killer 7}}'' included a number of hatchers that would send an endless number of enemies at the player, until it was destroyed. This required using one of the character's special moves to achieve. Smaller hatchers would appear as enemies throughout the level, and posed less of a threat, since they required less fire power.

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* ''{{Killer ''VideoGame/{{Killer 7}}'' included a number of hatchers that would send an endless number of enemies at the player, until it was destroyed. This required using one of the character's special moves to achieve. Smaller hatchers would appear as enemies throughout the level, and posed less of a threat, since they required less fire power.
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* Part 4 of JoJosBizarreAdventure features a [[spoiler: pair of]] mystical bow and arrows that can induce stands in people, used to create most of the stand users in Part 3, and passed on through different characters (Keicho Nijimura, Akira Otoishi and Yoshihiro Kira) in Part 4 as they create more stand users to hassle the protagonists and further their own ends.

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* Part 4 of JoJosBizarreAdventure ''Manga/JoJosBizarreAdventure'' features a [[spoiler: pair of]] mystical bow and arrows that can induce stands in people, used to create most of the stand users in Part 3, and passed on through different characters (Keicho Nijimura, Akira Otoishi and Yoshihiro Kira) in Part 4 as they create more stand users to hassle the protagonists and further their own ends.
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** There's one variety of Knight in ''Halo 4'' that can produce a finite number of Watchers from its carapace. Not too bad, except that Watchers have the ability to open a portal and summon a random selection of Forerunner enemies... which can potentially include some of the aforementioned variety of knight, occasionally resulting in infinite loops of Mook-Making. Luckily, both Watchers and Knights only use their MookMaker abilities to call in reinforcements when the number of Precursor enemies in the area is already low, so its not as overwhelming as it might have been.

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** There's one variety of Knight in ''Halo 4'' that can produce a finite number of Watchers from its carapace. Not too bad, except that Watchers have the ability to open a portal and summon a random selection of Forerunner enemies... which can potentially include some of the aforementioned variety of knight, occasionally resulting in infinite loops of Mook-Making. Luckily, both Watchers and Knights only use their MookMaker abilities to call in reinforcements when the number of Precursor Forerunner enemies in the area is already low, so its not as overwhelming as it might have been.
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Precursors came before the Forerunners, who created the Prometheans.


** There's one variety of Knight in ''Halo 4'' that can produce a finite number of Watchers from its carapace. Not too bad, except that Watchers have the ability to open a portal and summon a random selection of Precursor enemies... which can potentially include some of the aforementioned variety of knight, occasionally resulting in infinite loops of Mook-Making. Luckily, both Watchers and Knights only use their MookMaker abilities to call in reinforcements when the number of Precursor enemies in the area is already low, so its not as overwhelming as it might have been.

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** There's one variety of Knight in ''Halo 4'' that can produce a finite number of Watchers from its carapace. Not too bad, except that Watchers have the ability to open a portal and summon a random selection of Precursor Forerunner enemies... which can potentially include some of the aforementioned variety of knight, occasionally resulting in infinite loops of Mook-Making. Luckily, both Watchers and Knights only use their MookMaker abilities to call in reinforcements when the number of Precursor enemies in the area is already low, so its not as overwhelming as it might have been.
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* Several ''CityOfHeroes'' missions against the Council have machines, suspiciously resembling chrome steel coffins, that produce vampyri on a regular schedule. Some missions against the Circle of Thorns have demon-spawning portals in them as well.
** ''CityOfVillains'' has these as well as a dimensional portal that spawns heroes when attacked.
** ''CityOfVillains'' also lets you play as a MookMaker, in the form of the Mastermind archetype.

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* Several ''CityOfHeroes'' ''VideoGame/CityOfHeroes'' missions against the Council have machines, suspiciously resembling chrome steel coffins, that produce vampyri on a regular schedule. Some missions against the Circle of Thorns have demon-spawning portals in them as well.
** ''CityOfVillains'' ''VideoGame/CityOfVillains'' has these as well as a dimensional portal that spawns heroes when attacked.
** ''CityOfVillains'' ''VideoGame/CityOfVillains'' also lets you play as a MookMaker, in the form of the Mastermind archetype.
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** Tar mothers expand every blob of tar in the room every 30 turns. However, tar can only remain stable if it's at least two tiles wide. Tar that tries to expand into a one-tile passage creates a tar baby instead. With suitable MalevolentArchitecture, a single tar mother can create a virtually unlimited number of Mools. ''Every 30 turns.''

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** Tar mothers expand every blob of tar in the room every 30 turns. However, tar can only remain stable if it's at least two tiles wide. Tar that tries to expand into a one-tile passage creates a tar baby instead. With suitable MalevolentArchitecture, a single tar mother can create a virtually unlimited number of Mools.Mooks that's only limited by the size of the room. ''Every 30 turns.''
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* Roach queens in in ''VideoGame/DeadlyRoomsOfDeath''.
** Tar mothers expand every blob of tar in the room every 30 turns. However, tar can only remain stable if it's at least two tiles wide. Tar that tries to expand into a one-tile passage creates a tar baby instead. With suitable MalevolentArchitecture, a single tar mother can create a virtually unlimited number of Mools. ''Every 30 turns.''
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* ''[[FirstEncounterAssaultRecon FEAR]]'' doesn't have too many of these, but the Remnants in the second game have a variant ability: they can puppet corpses in the surrounding area and have them fight you. You can gun the corpses down, but there's not much preventing the Remnant from just picking them back up, except killing it (or [[LudicrousGibs Gibbing]] the corpses with shotguns).

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* ''[[FirstEncounterAssaultRecon ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' doesn't have too many of these, but the Remnants in the second game have a variant ability: they can puppet corpses in the surrounding area and have them fight you. You can gun the corpses down, but there's not much preventing the Remnant from just picking them back up, except killing it (or [[LudicrousGibs Gibbing]] the corpses with shotguns).
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* ''{{Descent}}'' has these, in the form of purple-veined walls or corridor sections (Mat-Cens, short for "materialization centers") that will construct hostile robots to get in your way. Thankfully, all of them stop after generating up to three waves of two to six robots (depending on the difficulty level). Also, the final boss from the first game, and several bosses in the second, warp in mooks indefinitely. The second game's Mat-Cens can reactivate indefinitely on Insane.

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* ''{{Descent}}'' ''VideoGame/{{Descent}}'' has these, in the form of purple-veined walls or corridor sections (Mat-Cens, short for "materialization centers") that will construct hostile robots to get in your way. Thankfully, all of them stop after generating up to three waves of two to six robots (depending on the difficulty level). Also, the final boss from the first game, and several bosses in the second, warp in mooks indefinitely. The second game's Mat-Cens can reactivate indefinitely on Insane.
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* ''VideoGame/NosferatuTheWrathOfMalachi'': Portals will continuously spew out Desmodiij until you deactivate them (by hitting or shooting them).
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* ''VideoGame/MegaManLegends'' featured the Gai-Nee Tooren, a reaverbot truck that marched around the arena and spat out enemies to fight. The sequel introduced the [[DemonicSpider much-reviled Amistral]], which spawned a never-ending stream of homing explosive mooks.
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** There's one variety of Knight in ''Halo 4'' that can produce a finite number of Watchers from its carapace. Not too bad, except that Watchers have the ability to open a portal and summon a random selection of Precursor enemies... which can potentially include some of the aforementioned variety of knight, occasionally resulting in infinite loops of Mook-Making. Luckily, both Watchers and Knights only use their MookMaker abilities to call in reinforcements when the number of Precursor enemies in the area is already low, so its not as overwhelming as it might have been.

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