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Stationary Enemy

 Stationary Enemy
type
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 Stationary Enemy
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Stationary Enemy
 Stationary Enemy
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StationaryEnemy
 Stationary Enemy
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An enemy that remains in one place, unless involuntarily moved by player intervention.
In Role-Playing Games, these are usually Pre-existing Encounters since it's hard to tell that they're not moving if they're invisible.
Since they can't be avoided, instances often overlap with Beef Gates, as they wouldn't be blocking anything if they could move and unblock the way. If this trope applies to Invincible Minor Minions, then this keeps them from being too dangerous as they can't hunt down the player and may serve as a more dangerous form of wall, if placed in the right place. Sort of like Pushy Mooks, for mooks that push the player around, which can overlap with this if it's only their feet that's stationary.
The other type of guard is one that moves around, and that's likely a Patrolling Mook if on a set pattern.
In other types of games, this may be used to weaken enemies by making them or their attacks more avoidable by having a fixed starting point / location, instead of chasing the player around.
Although, an enemy can be both this trope and technically still move around, if, for example, they are stuck on a moving platform. In that case, they're stationary, but it's the ground that's moving. Or if have enough reach with their arms, to inflict damage without moving their feet.
Stationary Boss is this, but for bosses, usually in arenas. Its Sub-Trope, Pivotal Boss, is that, but it also turns. Sentry Gun is yet another subtrope because it's fixed in place as a matter of course and are typically enemies.
In military-ish games, there's there's a variant of this, in gun emplacements, guns mounted into the ground, waiting for a crew to come and operate them, so the weapon itself is stationary, but only is an active enemy when operated by the enemy basically dead without operators, but can possibly be revived if there's any valid operators on the field making their way to it.
An Anchored Attack Stance user may involve this trope if all its attacks mandate it, as an inability to move while attacking, mandates not moving at all, if you're attacking all the time.
Lastly, Man-Eating Plant and other Plant Mooks has heavy overlap with this because a key idea of plants is that they can't move. Otherwise, they'd go in Planimal.
Not to be confused with a Stationery Enemy who's Animate Inanimate Object of memos, box files, pens, ink, staplers etc, possibly from an Art Course level. Although, such enemies, if they can't move, would fit this trope.
 Stationary Enemy
fetched
2024-01-27T19:16:32Z
 Stationary Enemy
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2024-01-27T19:16:32Z
 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
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 Stationary Enemy
processingUnknown
Downplayed
 Stationary Enemy
processingUnknown
Princess Remedy (Video Game)
 Stationary Enemy
processingUnknown
RedAlert3
 Stationary Enemy
isPartOf
DBTropes
 Stationary Enemy / int_10ddd3d5
type
Stationary Enemy
 Stationary Enemy / int_10ddd3d5
comment
The Legend of Zelda: Twilight Princess: The large Freezards of the Icepeak Ruins are rooted to their spots, only rotating around their axes to aim their icy breath at you.
 Stationary Enemy / int_10ddd3d5
featureApplicability
1.0
 Stationary Enemy / int_10ddd3d5
featureConfidence
1.0
 The Legend of Zelda: Twilight Princess (Video Game)
hasFeature
Stationary Enemy / int_10ddd3d5
 Stationary Enemy / int_12381dc
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Stationary Enemy
 Stationary Enemy / int_12381dc
comment
Divinity: Original Sin II: Justified with the Shriekers, Human Weapons who are crucified to the spot.
 Stationary Enemy / int_12381dc
featureApplicability
1.0
 Stationary Enemy / int_12381dc
featureConfidence
1.0
 Divinity: Original Sin II (Video Game)
hasFeature
Stationary Enemy / int_12381dc
 Stationary Enemy / int_2192aeb3
type
Stationary Enemy
 Stationary Enemy / int_2192aeb3
comment
Fire Emblem: Some enemy units, usually Mighty Glaciers like Generals or their equivalents, don't move on the map, usually to defend a chokepoint or other location of importance.
 Stationary Enemy / int_2192aeb3
featureApplicability
1.0
 Stationary Enemy / int_2192aeb3
featureConfidence
1.0
 Fire Emblem (Franchise)
hasFeature
Stationary Enemy / int_2192aeb3
 Stationary Enemy / int_223c2a48
type
Stationary Enemy
 Stationary Enemy / int_223c2a48
comment
The Legend of Zelda: Breath of the Wild: Decayed Guardians and Guardian Turrets are rooted to their spots and cannot move — the former having lost the use of their legs and the latter having been built that way — and instead rotate in place, firing their lasers and acting as automated gun emplacements.
 Stationary Enemy / int_223c2a48
featureApplicability
1.0
 Stationary Enemy / int_223c2a48
featureConfidence
1.0
 The Legend of Zelda: Breath of the Wild (Video Game)
hasFeature
Stationary Enemy / int_223c2a48
 Stationary Enemy / int_2f06bd53
type
Stationary Enemy
 Stationary Enemy / int_2f06bd53
comment
Remorse: The List has the wall demons who grows in a single corner and attacks by spitting bloody projectiles from a distance.
 Stationary Enemy / int_2f06bd53
featureApplicability
1.0
 Stationary Enemy / int_2f06bd53
featureConfidence
1.0
 Remorse: The List (Video Game)
hasFeature
Stationary Enemy / int_2f06bd53
 Stationary Enemy / int_31313512
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Stationary Enemy
 Stationary Enemy / int_31313512
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ANNO: Mutationem:
The Trans Grub at Freeway 42 conceals itself underneath the ground until it senses any target walking on top of it and then swiftly emerges to swallow whoever triggered it.
The Demolition Attack Drone remains motionless in air being surrounded by a Living Motion Detector radius. When the overlay is penetrated, it automatically flies itself towards the target before self destructing.
 Stationary Enemy / int_31313512
featureApplicability
1.0
 Stationary Enemy / int_31313512
featureConfidence
1.0
 ANNO: Mutationem (Video Game)
hasFeature
Stationary Enemy / int_31313512
 Stationary Enemy / int_36395288
type
Stationary Enemy
 Stationary Enemy / int_36395288
comment
Kirby: Many Gordos stay in one place since they're more living obstacles than active enemies, though some may move back and forth along a track.
 Stationary Enemy / int_36395288
featureApplicability
1.0
 Stationary Enemy / int_36395288
featureConfidence
1.0
 Kirby (Franchise)
hasFeature
Stationary Enemy / int_36395288
 Stationary Enemy / int_367f632a
type
Stationary Enemy
 Stationary Enemy / int_367f632a
comment
Dawn of War: The Imperial Guard's Heavy Weapons Teams and the Tau's Broadside battlesuits have lackluster damage while mobile, but they can entrench themselves to deploy much more powerful weapons (heavy bolter/autocannon/lascannon and railguns respectively) at the cost of their mobility.
 Stationary Enemy / int_367f632a
featureApplicability
1.0
 Stationary Enemy / int_367f632a
featureConfidence
1.0
 Dawn of War (Video Game)
hasFeature
Stationary Enemy / int_367f632a
 Stationary Enemy / int_3a64aba3
type
Stationary Enemy
 Stationary Enemy / int_3a64aba3
comment
The Shantae series:
Shantae: Risky's Revenge: The plant-like enemies in Squid Baron's labyrinth that are potted in place, spit out spit that travels with no arc, as their attack.
Shantae and the Seven Sirens: Rocket Archers stand in one place and fire their Music Is Eighth Notes, hoping for the Homing Projectile to home in on Shantae, but they have a turning radius that's larger than Shantae, so there are places where she can stand and be totally safe.
 Stationary Enemy / int_3a64aba3
featureApplicability
1.0
 Stationary Enemy / int_3a64aba3
featureConfidence
1.0
 Shantae (Video Game)
hasFeature
Stationary Enemy / int_3a64aba3
 Stationary Enemy / int_3ab71c22
type
Stationary Enemy
 Stationary Enemy / int_3ab71c22
comment
Dungeon Keeper Ami:
In one chapter, Emperor Zarekos is stuck right at the Third Eye of his statue because that specific spot is keeping him alive.
In one chapter, Ami uses Demonic Possession on a plant, which is stuck to the ground because of its roots literally rooting it to the ground, but also because loosening itself enough to move would mean be being blown into a temple and incinerated. So as long as Ami is possessing that plant, she's stuck in place as well. But she can cast magic at range.
 Stationary Enemy / int_3ab71c22
featureApplicability
1.0
 Stationary Enemy / int_3ab71c22
featureConfidence
1.0
 Dungeon Keeper Ami (Fanfic)
hasFeature
Stationary Enemy / int_3ab71c22
 Stationary Enemy / int_3f2718c2
type
Stationary Enemy
 Stationary Enemy / int_3f2718c2
comment
Brothers in Arms has some gun emplacements. MG 42 gunners and Pak 36 anti-tank guns from the first two games, and the 88mm Flak 36 gun from the second and third. They're all capable of performing a One-Hit Kill on either you or your teammates (or, in the case of the Paks and 88mm guns, destroying any tanks that are accompanying you), but they're wildly inaccurate unless you're within point-blank range, and their crews can be picked off by flanking them. They're also positioned on the map in a way that makes it mandatory to take them out, lest you want to lose all of your AI teammates and die.
 Stationary Enemy / int_3f2718c2
featureApplicability
1.0
 Stationary Enemy / int_3f2718c2
featureConfidence
1.0
 Brothers in Arms (Video Game)
hasFeature
Stationary Enemy / int_3f2718c2
 Stationary Enemy / int_5d321bc8
type
Stationary Enemy
 Stationary Enemy / int_5d321bc8
comment
Factorio: Worms stay on the same place, attacking the players and their infrastructure when nearby.
 Stationary Enemy / int_5d321bc8
featureApplicability
1.0
 Stationary Enemy / int_5d321bc8
featureConfidence
1.0
 Factorio (Video Game)
hasFeature
Stationary Enemy / int_5d321bc8
 Stationary Enemy / int_5fe6cd2c
type
Stationary Enemy
 Stationary Enemy / int_5fe6cd2c
comment
In the Timesplitters games, snipers tend to be assigned to a location and fire from a distance, never moving from their spot, never flinching from damage. You can't re-create this phenomenon in the map maker mode.
 Stationary Enemy / int_5fe6cd2c
featureApplicability
1.0
 Stationary Enemy / int_5fe6cd2c
featureConfidence
1.0
 TimeSplitters (Video Game)
hasFeature
Stationary Enemy / int_5fe6cd2c
 Stationary Enemy / int_6324f5ed
type
Stationary Enemy
 Stationary Enemy / int_6324f5ed
comment
Putrefaction has the Wall Putrids, tumor-like enemies growing from walls. Killing them will collapse the part of the wall they're growing from, revealing the next area you'll need to cross.
 Stationary Enemy / int_6324f5ed
featureApplicability
1.0
 Stationary Enemy / int_6324f5ed
featureConfidence
1.0
 Putrefaction (Video Game)
hasFeature
Stationary Enemy / int_6324f5ed
 Stationary Enemy / int_6a93bc16
type
Stationary Enemy
 Stationary Enemy / int_6a93bc16
comment
Shanghai.EXE: Genso Network: Multiple enemies just stand in place unless moved by external forces, such as:
Ray Canns are cannons that send out a crosshair whenever Shanghai on the same row as them, but the shot can be dodged when it goes off by moving onto any other tile, even if it stays on the same row as the cannon.
Junks: Stay on one tile and fire bombs to wherever Shanghai is.
Screwns, that charge up their attack before launching it, no matter where Shanghai is.
 Stationary Enemy / int_6a93bc16
featureApplicability
1.0
 Stationary Enemy / int_6a93bc16
featureConfidence
1.0
 Shanghai.EXE: Genso Network (Video Game)
hasFeature
Stationary Enemy / int_6a93bc16
 Stationary Enemy / int_6beb1451
type
Stationary Enemy
 Stationary Enemy / int_6beb1451
comment
One Step From Eden: There's multiple enemies that just stay in place and attack things in their row:
Spintails are plant-like enemies that fling leaves across their row and then stop for a few seconds before attacking again.
Hostages can be threatened by ChargeCannons, RapidCannons, or Exploders, where the cannons shoot like their name, Charged Attack or rapid fire, and Exploders are bombs that take up a tile and start near the Hostage.
 Stationary Enemy / int_6beb1451
featureApplicability
1.0
 Stationary Enemy / int_6beb1451
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1.0
 One Step From Eden (Video Game)
hasFeature
Stationary Enemy / int_6beb1451
 Stationary Enemy / int_6d8311c4
type
Stationary Enemy
 Stationary Enemy / int_6d8311c4
comment
Pokémon Gold and Silver has a path blocked by a Sudowoodo. It only reveals itself as a Pokemon, rather than a real tree, when it is watered.
 Stationary Enemy / int_6d8311c4
featureApplicability
1.0
 Stationary Enemy / int_6d8311c4
featureConfidence
1.0
 Pokémon Gold and Silver (Video Game)
hasFeature
Stationary Enemy / int_6d8311c4
 Stationary Enemy / int_6db5698
type
Stationary Enemy
 Stationary Enemy / int_6db5698
comment
Transistor:
Weeds are tendrils that erupt from the ground and heal other Processes that wander near them, while damaging Red when she gets near.
Operators are rectangular boxes that are just Mook Makers, and have no other way to damage Red.
There are some Cluckers on a rooftop that are set to only rotate to aim at Red, even though they have the space to walk around.
 Stationary Enemy / int_6db5698
featureApplicability
1.0
 Stationary Enemy / int_6db5698
featureConfidence
1.0
 Transistor (Video Game)
hasFeature
Stationary Enemy / int_6db5698
 Stationary Enemy / int_74f7210c
type
Stationary Enemy
 Stationary Enemy / int_74f7210c
comment
The Legend of Zelda:
Deku Babas, a type of Man-Eating Plant, can't move from their base, but can still lunge as far as their stem will reach. This is subverted with Baba Serpents, a stronger variant, which can slither after Link if their stem is cut.
In the 3D games, certain types of Living Statue enemies don't move from their position on the floor but rotate, shooting lasers at Link if they see him.
Sea urchins, which appear in The Legend of Zelda: Link's Awakening and For Swords Adventures, serve as living obstacles more than anything else and never budge from their spots unless pushed away with the shield.
Zelda II: The Adventure of Link:
Geldarms extend and contract vertically when struck, but that's the extent of their movements. They act more as a roadblock with contact damage than anything else.
Some Octoroks and Aneru jump up and down in place, while others are entirely immobile. Either way, they never leave their spots and rely on their ranged attacks to damage Link.
The Legend of Zelda: Twilight Princess: The large Freezards of the Icepeak Ruins are rooted to their spots, only rotating around their axes to aim their icy breath at you.
The Legend of Zelda: Breath of the Wild: Decayed Guardians and Guardian Turrets are rooted to their spots and cannot move — the former having lost the use of their legs and the latter having been built that way — and instead rotate in place, firing their lasers and acting as automated gun emplacements.
The Legend of Zelda: Tears of the Kingdom: Like Likes anchor themselves to cave walls, and less commonly to outdoors cliffs, and never move. The regular variety relies on baiting Link close enough to itself to snatch him up and try to eat him, while the more specialized kinds can fire off fire, electricity, frost or rocks to fight from a distance.
 Stationary Enemy / int_74f7210c
featureApplicability
-0.3
 Stationary Enemy / int_74f7210c
featureConfidence
1.0
 The Legend of Zelda (Franchise)
hasFeature
Stationary Enemy / int_74f7210c
 Stationary Enemy / int_7529056
type
Stationary Enemy
 Stationary Enemy / int_7529056
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Super Mario World has the Volcano Lotus, which is also a Plant Mook.
 Stationary Enemy / int_7529056
featureApplicability
1.0
 Stationary Enemy / int_7529056
featureConfidence
1.0
 Super Mario World (Video Game)
hasFeature
Stationary Enemy / int_7529056
 Stationary Enemy / int_7bf640ee
type
Stationary Enemy
 Stationary Enemy / int_7bf640ee
comment
Medal of Honor: Frontline: In addition to the ever-present emplacements such as the MG42 machine guns and mortars, several of the Panzer IV tanks that Patterson encounters remain stationary, only turning their turrets towards him and other friendly soldiers rather than moving around and facing them. The latter examples become subversions later on, as the last few Panzer IVs encountered do move around.
 Stationary Enemy / int_7bf640ee
featureApplicability
1.0
 Stationary Enemy / int_7bf640ee
featureConfidence
1.0
 Medal of Honor: Frontline (Video Game)
hasFeature
Stationary Enemy / int_7bf640ee
 Stationary Enemy / int_7fb486bc
type
Stationary Enemy
 Stationary Enemy / int_7fb486bc
comment
Sea urchins, which appear in The Legend of Zelda: Link's Awakening and For Swords Adventures, serve as living obstacles more than anything else and never budge from their spots unless pushed away with the shield.
 Stationary Enemy / int_7fb486bc
featureApplicability
1.0
 Stationary Enemy / int_7fb486bc
featureConfidence
1.0
 The Legend of Zelda: Link's Awakening (Video Game)
hasFeature
Stationary Enemy / int_7fb486bc
 Stationary Enemy / int_806c20e5
type
Stationary Enemy
 Stationary Enemy / int_806c20e5
comment
Demon's Souls has special enemies called "Primeval Demons" (often incorrectly labeled as a boss, even though they don't get any of the usual boss cues), bloated creatures that are immobile and can only attack straight ahead without turning. They spawn only in Pure Black World Tendency and serve primarily to revert their respective world (there is only one in each major game area) back towards White Tendency.
 Stationary Enemy / int_806c20e5
featureApplicability
1.0
 Stationary Enemy / int_806c20e5
featureConfidence
1.0
 Demon's Souls (Video Game)
hasFeature
Stationary Enemy / int_806c20e5
 Stationary Enemy / int_83f8495b
type
Stationary Enemy
 Stationary Enemy / int_83f8495b
comment
Zelda II: The Adventure of Link:
Geldarms extend and contract vertically when struck, but that's the extent of their movements. They act more as a roadblock with contact damage than anything else.
Some Octoroks and Aneru jump up and down in place, while others are entirely immobile. Either way, they never leave their spots and rely on their ranged attacks to damage Link.
 Stationary Enemy / int_83f8495b
featureApplicability
1.0
 Stationary Enemy / int_83f8495b
featureConfidence
1.0
 Zelda II: The Adventure of Link (Video Game)
hasFeature
Stationary Enemy / int_83f8495b
 Stationary Enemy / int_88f7f63d
type
Stationary Enemy
 Stationary Enemy / int_88f7f63d
comment
Parameters: The game has only one screen, where enemies are represented by different-sized, immobile boxes.
 Stationary Enemy / int_88f7f63d
featureApplicability
1.0
 Stationary Enemy / int_88f7f63d
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1.0
 Parameters (Video Game)
hasFeature
Stationary Enemy / int_88f7f63d
 Stationary Enemy / int_8da0ea80
type
Stationary Enemy
 Stationary Enemy / int_8da0ea80
comment
Pokémon Red and Blue has two places where a sleeping Snorlax blocks the path. It can only be engaged and forced to move by playing a Pokeflute at it.
 Stationary Enemy / int_8da0ea80
featureApplicability
1.0
 Stationary Enemy / int_8da0ea80
featureConfidence
1.0
 Pokémon Red and Blue (Video Game)
hasFeature
Stationary Enemy / int_8da0ea80
 Stationary Enemy / int_935a39be
type
Stationary Enemy
 Stationary Enemy / int_935a39be
comment
Super Smash Bros. Brawl: In The Subspace Emissary, the R.O.B. Launchers and some R.O.B. Blasters do not move, instead remaining rooted to their spot and essentially serving as stationary gun emplacements.
 Stationary Enemy / int_935a39be
featureApplicability
1.0
 Stationary Enemy / int_935a39be
featureConfidence
1.0
 Super Smash Bros. Brawl (Video Game)
hasFeature
Stationary Enemy / int_935a39be
 Stationary Enemy / int_99e49e94
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Stationary Enemy
 Stationary Enemy / int_99e49e94
comment
Bug Fables: Wasp Bombers, Security Turrets, Wild Chompers, and Dead Lander Alphas are completely immobile and attack simply by launching some attack at the partynote bombs, honey shots, seeds, and poison liquid respectively, initiating the encounter if hit.
 Stationary Enemy / int_99e49e94
featureApplicability
1.0
 Stationary Enemy / int_99e49e94
featureConfidence
1.0
 Bug Fables (Video Game)
hasFeature
Stationary Enemy / int_99e49e94
 Stationary Enemy / int_9f89a5f0
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Stationary Enemy
 Stationary Enemy / int_9f89a5f0
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Pokémon:
Pokémon Red and Blue has two places where a sleeping Snorlax blocks the path. It can only be engaged and forced to move by playing a Pokeflute at it.
Pokémon Gold and Silver has a path blocked by a Sudowoodo. It only reveals itself as a Pokemon, rather than a real tree, when it is watered.
 Stationary Enemy / int_9f89a5f0
featureApplicability
1.0
 Stationary Enemy / int_9f89a5f0
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1.0
 Pokémon (Franchise)
hasFeature
Stationary Enemy / int_9f89a5f0
 Stationary Enemy / int_9f900207
type
Stationary Enemy
 Stationary Enemy / int_9f900207
comment
Medal of Honor: Allied Assault: Among the many enemy types faced in the game are various German fixed gun emplacements, which include the MG 42 machine gun, the Nebelwerfer 41, and the 88mm Flak 36 gun. The former can be dealt with by sniping the gunner, while the latter two must be destroyed with explosives such as a Satchel Charge, a radio-directed air strike, or a tank's gun. These gun emplacements are usually placed in strategic locations, and are often mandatory to take out in order to advance or complete the current mission.
 Stationary Enemy / int_9f900207
featureApplicability
1.0
 Stationary Enemy / int_9f900207
featureConfidence
1.0
 Medal of Honor: Allied Assault (Video Game)
hasFeature
Stationary Enemy / int_9f900207
 Stationary Enemy / int_ac8a8d1e
type
Stationary Enemy
 Stationary Enemy / int_ac8a8d1e
comment
Shantae: Risky's Revenge: The plant-like enemies in Squid Baron's labyrinth that are potted in place, spit out spit that travels with no arc, as their attack.
 Stationary Enemy / int_ac8a8d1e
featureApplicability
1.0
 Stationary Enemy / int_ac8a8d1e
featureConfidence
1.0
 Shantae: Risky's Revenge (Video Game)
hasFeature
Stationary Enemy / int_ac8a8d1e
 Stationary Enemy / int_afb5ab93
type
Stationary Enemy
 Stationary Enemy / int_afb5ab93
comment
PsyCard: Pre-existing Encounters in the Friend's Quest Faux First Person 3D-type Minigame. The corridors aren't wide enough to go around them, but some can be skipped.
 Stationary Enemy / int_afb5ab93
featureApplicability
1.0
 Stationary Enemy / int_afb5ab93
featureConfidence
1.0
 PsyCard (Video Game)
hasFeature
Stationary Enemy / int_afb5ab93
 Stationary Enemy / int_b02ce0f8
type
Stationary Enemy
 Stationary Enemy / int_b02ce0f8
comment
Princess Remedy In a World of Hurt: There's one in each world, except world 5:
World 1 has Breadcrumbs, whose script comment is "sit still".
World 2 has Flames, whose script comments say "sit still, fire".
World 3 has Jellies, that sit still and return fire.
World 4 has Dragons, which sit still and fire straight forward constantly.
 Stationary Enemy / int_b02ce0f8
featureApplicability
1.0
 Stationary Enemy / int_b02ce0f8
featureConfidence
1.0
 Princess Remedy In a World of Hurt (Video Game)
hasFeature
Stationary Enemy / int_b02ce0f8
 Stationary Enemy / int_b97f910f
type
Stationary Enemy
 Stationary Enemy / int_b97f910f
comment
Plants vs. Zombies 2: It's About Time: Many special zombies will appear at the last column of the lane and remain there forever until defeated:
The Zombie King in Dark World does not move an inch after appearing on the field nor does he attack the house. However, he instead powers up zombies by "knighting" them and giving them knight helmets to increase their defense, he can do this to any zombie on the lane, making him a massive nuisance.
The Cardio Zombie from Battlez is a downplayed example. It does move around when appearing on the board and when defeated the first and second times (he dies in the third defeat) to retreat. Other than that and his idle animation, his "attacks" consist of enhancing fellow zombies making them bigger, faster, tougher and stronger.
The Zcorpions, also from Battlez, are another example as the catapults don't attack the house on their own but do send out zombies to attack it.
 Stationary Enemy / int_b97f910f
featureApplicability
1.0
 Stationary Enemy / int_b97f910f
featureConfidence
1.0
 Plants vs. Zombies 2: It's About Time (Video Game)
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Stationary Enemy / int_b97f910f
 Stationary Enemy / int_ba9677d4
type
Stationary Enemy
 Stationary Enemy / int_ba9677d4
comment
Princess Remedy In A Heap Of Trouble: There's a few, like in Normal Mode, Proudbloom is afflicted with two somethings that look like flowerheads that stay still and swap between visual states, along with two moving flowers.
 Stationary Enemy / int_ba9677d4
featureApplicability
1.0
 Stationary Enemy / int_ba9677d4
featureConfidence
1.0
 Princess Remedy In A Heap Of Trouble (Video Game)
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Stationary Enemy / int_ba9677d4
 Stationary Enemy / int_bc55963
type
Stationary Enemy
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comment
Sniper Elite 4 has two prominent enemies that fall under this category: the Pillbox, which is a bunker built into the side of a cliff or wall with an MG34 machine gun, and the Pantherturm, a tank turret built into the ground. The former is impervious to small arms fire, but can be destroyed by planting a satchel charge on it, while the latter's gunner can be killed by sniping its gun sight.
 Stationary Enemy / int_bc55963
featureApplicability
1.0
 Stationary Enemy / int_bc55963
featureConfidence
1.0
 Sniper Elite 4 / Videogame
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Stationary Enemy / int_bc55963
 Stationary Enemy / int_c19c6efa
type
Stationary Enemy
 Stationary Enemy / int_c19c6efa
comment
Minecraft: Shulkers cannot move from their place, and instead shoot at you like turrets.
 Stationary Enemy / int_c19c6efa
featureApplicability
1.0
 Stationary Enemy / int_c19c6efa
featureConfidence
1.0
 Minecraft (Video Game)
hasFeature
Stationary Enemy / int_c19c6efa
 Stationary Enemy / int_cab3141e
type
Stationary Enemy
 Stationary Enemy / int_cab3141e
comment
Shantae and the Seven Sirens: Rocket Archers stand in one place and fire their Music Is Eighth Notes, hoping for the Homing Projectile to home in on Shantae, but they have a turning radius that's larger than Shantae, so there are places where she can stand and be totally safe.
 Stationary Enemy / int_cab3141e
featureApplicability
1.0
 Stationary Enemy / int_cab3141e
featureConfidence
1.0
 Shantae and the Seven Sirens (Video Game)
hasFeature
Stationary Enemy / int_cab3141e
 Stationary Enemy / int_d4fa168d
type
Stationary Enemy
 Stationary Enemy / int_d4fa168d
comment
Fable: In Fable and Fable II, trolls are Elemental Embodiments who rise up from the ground to attack with their fists and various projectiles. They have legs but never move from the spot where they appear.
 Stationary Enemy / int_d4fa168d
featureApplicability
1.0
 Stationary Enemy / int_d4fa168d
featureConfidence
1.0
 Fable (Video Game)
hasFeature
Stationary Enemy / int_d4fa168d
 Stationary Enemy / int_dc17fc41
type
Stationary Enemy
 Stationary Enemy / int_dc17fc41
comment
Drones in The Persistence never actually move, they just float in place and wait for you to pop your out before gunning you down.
 Stationary Enemy / int_dc17fc41
featureApplicability
1.0
 Stationary Enemy / int_dc17fc41
featureConfidence
1.0
 The Persistence (Video Game)
hasFeature
Stationary Enemy / int_dc17fc41
 Stationary Enemy / int_df9e0da3
type
Stationary Enemy
 Stationary Enemy / int_df9e0da3
comment
Jazz Jackrabbit: One of the few enemies that never move are the small dragons from the second game. Instead, they shoot flames larger than themselves.
 Stationary Enemy / int_df9e0da3
featureApplicability
1.0
 Stationary Enemy / int_df9e0da3
featureConfidence
1.0
 Jazz Jackrabbit (Video Game)
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Stationary Enemy / int_df9e0da3
 Stationary Enemy / int_dfcf00fb
type
Stationary Enemy
 Stationary Enemy / int_dfcf00fb
comment
Helltaker: The primary enemies are skeletons, who only move due to player attacks shoving them.
 Stationary Enemy / int_dfcf00fb
featureApplicability
1.0
 Stationary Enemy / int_dfcf00fb
featureConfidence
1.0
 Helltaker (Video Game)
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Stationary Enemy / int_dfcf00fb
 Stationary Enemy / int_e37825ad
type
Stationary Enemy
 Stationary Enemy / int_e37825ad
comment
Gauntlet: The baddies have archers, often perched in a compartment or tower with no direct route to engage them. From their vantage point, these mook archers have a near-perfect field of fire, and are only vulnerable to return fire from Questor or the wizard Merlin. Of course, they also have limitless quivers of arrows.
 Stationary Enemy / int_e37825ad
featureApplicability
1.0
 Stationary Enemy / int_e37825ad
featureConfidence
1.0
 Gauntlet (Video Game)
hasFeature
Stationary Enemy / int_e37825ad
 Stationary Enemy / int_e5d5d23c
type
Stationary Enemy
 Stationary Enemy / int_e5d5d23c
comment
Doom on occasion will enclose a mook in a confined space, always overlooking a critical area of the playfield. The Downtown area has 16 imps embedded in the exterior walls of various buildings, sniping the player through their windows. The Tenements has a revenant in a tiny cage that overlooks a narrow walkway; it also has an archvile in a booth-like compartment watching over the approach to a critical switch.
 Stationary Enemy / int_e5d5d23c
featureApplicability
1.0
 Stationary Enemy / int_e5d5d23c
featureConfidence
1.0
 Doom (Video Game)
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Stationary Enemy / int_e5d5d23c
 Stationary Enemy / int_e72137be
type
Stationary Enemy
 Stationary Enemy / int_e72137be
comment
Bloodstained: Ritual of the Night: G Axe Outsiders stay in one place and either smash their axe down in front of them for close quarters combat, or throw it as basically a boomerang that returns to them for reuse.
 Stationary Enemy / int_e72137be
featureApplicability
1.0
 Stationary Enemy / int_e72137be
featureConfidence
1.0
 Bloodstained: Ritual of the Night (Video Game)
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Stationary Enemy / int_e72137be
 Stationary Enemy / int_e863cc41
type
Stationary Enemy
 Stationary Enemy / int_e863cc41
comment
Mega Man Battle Network: One of the earliest viruses in all games except 4 is a cannon that sends out a moving crosshair whenever Mega is in line with them (Canodumb in 1-3, CanGuard in 5, Gunner in 6). Should he touch the crosshair, the virus will fire after a split-second. The latter two appropriately give Mega Cursor-element chips upon defeat.
 Stationary Enemy / int_e863cc41
featureApplicability
1.0
 Stationary Enemy / int_e863cc41
featureConfidence
1.0
 Mega Man Battle Network (Video Game)
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Stationary Enemy / int_e863cc41
 Stationary Enemy / int_f123a7d3
type
Stationary Enemy
 Stationary Enemy / int_f123a7d3
comment
Avencast: Rise of the Mage ends with a sequential fight against a colossal Demon Lord, including two stationary stages:
In the first stage, the ground erupts with Combat Tentacles that launch projectiles and Spin Attacks from their point of origin.
The final stage exposes the demon's crystal heart, which is naturally anchored in place but summons a variety of energy attacks.
 Stationary Enemy / int_f123a7d3
featureApplicability
1.0
 Stationary Enemy / int_f123a7d3
featureConfidence
1.0
 Avencast: Rise of the Mage (Video Game)
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Stationary Enemy / int_f123a7d3
 Stationary Enemy / int_f5855286
type
Stationary Enemy
 Stationary Enemy / int_f5855286
comment
The Legend of Zelda: Tears of the Kingdom: Like Likes anchor themselves to cave walls, and less commonly to outdoors cliffs, and never move. The regular variety relies on baiting Link close enough to itself to snatch him up and try to eat him, while the more specialized kinds can fire off fire, electricity, frost or rocks to fight from a distance.
 Stationary Enemy / int_f5855286
featureApplicability
1.0
 Stationary Enemy / int_f5855286
featureConfidence
1.0
 The Legend of Zelda: Tears of the Kingdom (Video Game)
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Stationary Enemy / int_f5855286
 Stationary Enemy / int_f891a20d
type
Stationary Enemy
 Stationary Enemy / int_f891a20d
comment
Terraria: Angry Dandelions do not move and only attack by spitting seeds.
 Stationary Enemy / int_f891a20d
featureApplicability
1.0
 Stationary Enemy / int_f891a20d
featureConfidence
1.0
 Terraria (Video Game)
hasFeature
Stationary Enemy / int_f891a20d
 Stationary Enemy / int_f97683ef
type
Stationary Enemy
 Stationary Enemy / int_f97683ef
comment
Hollow Knight: Several enemies are completely stationary:
Fool Eaters, Gulkas, Sporgs, Bluggsacs and Mawlurks are grounded in one place and cannot be moved, not even by the knockback from the player character's weapon
Charged Lumaflies and Wingmoulds are also immobile and float in the air in one place, and they are Invincible Minor Minions, with the latter even being used for puzzles, which require bouncing on them by striking them while they are below the player, so that the player could bounce off them before they split into pieces and get reassembled.
 Stationary Enemy / int_f97683ef
featureApplicability
1.0
 Stationary Enemy / int_f97683ef
featureConfidence
1.0
 Hollow Knight (Video Game)
hasFeature
Stationary Enemy / int_f97683ef
 Stationary Enemy / int_fab472d2
type
Stationary Enemy
 Stationary Enemy / int_fab472d2
comment
Dark Souls has the Parasitic Wall Hugger, a giant Unique Enemy in Blighttown. As the name implies, it is affixed to a wall (feeding on the runoff from the Depths) and doesn't move, only attacking you with its claws when you enter melee range.
 Stationary Enemy / int_fab472d2
featureApplicability
1.0
 Stationary Enemy / int_fab472d2
featureConfidence
1.0
 Dark Souls (Video Game)
hasFeature
Stationary Enemy / int_fab472d2
 Stationary Enemy / int_fe24dd6f
type
Stationary Enemy
 Stationary Enemy / int_fe24dd6f
comment
Medal of Honor:
Medal of Honor: Allied Assault: Among the many enemy types faced in the game are various German fixed gun emplacements, which include the MG 42 machine gun, the Nebelwerfer 41, and the 88mm Flak 36 gun. The former can be dealt with by sniping the gunner, while the latter two must be destroyed with explosives such as a Satchel Charge, a radio-directed air strike, or a tank's gun. These gun emplacements are usually placed in strategic locations, and are often mandatory to take out in order to advance or complete the current mission.
Medal of Honor: Frontline: In addition to the ever-present emplacements such as the MG42 machine guns and mortars, several of the Panzer IV tanks that Patterson encounters remain stationary, only turning their turrets towards him and other friendly soldiers rather than moving around and facing them. The latter examples become subversions later on, as the last few Panzer IVs encountered do move around.
 Stationary Enemy / int_fe24dd6f
featureApplicability
1.0
 Stationary Enemy / int_fe24dd6f
featureConfidence
1.0
 Medal of Honor (Video Game)
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Stationary Enemy / int_fe24dd6f

The following is a list of statements referring to the current page from other pages.

 Fire Emblem (Franchise) / int_68bbaaf
type
Stationary Enemy
 Kirby (Franchise) / int_68bbaaf
type
Stationary Enemy
 The Legend of Zelda (Franchise) / int_68bbaaf
type
Stationary Enemy
 ANNO: Mutationem (Video Game) / int_68bbaaf
type
Stationary Enemy
 Bug Fables (Video Game) / int_68bbaaf
type
Stationary Enemy
 Castle in the Darkness (Video Game) / int_68bbaaf
type
Stationary Enemy
 Dark Souls (Video Game) / int_68bbaaf
type
Stationary Enemy
 Death Mask (Video Game) / int_68bbaaf
type
Stationary Enemy
 Demon's Souls (Video Game) / int_68bbaaf
type
Stationary Enemy
 Disney's Aladdin in Nasira's Revenge (Video Game) / int_68bbaaf
type
Stationary Enemy
 Divinity: Original Sin II (Video Game) / int_68bbaaf
type
Stationary Enemy
 Doom II (Video Game) / int_68bbaaf
type
Stationary Enemy
 Dungeon Crawl (Video Game) / int_68bbaaf
type
Stationary Enemy
 Fable (Video Game) / int_68bbaaf
type
Stationary Enemy
 Fable (Video Game) / int_68bbaaf
type
Stationary Enemy
 Factorio (Video Game) / int_68bbaaf
type
Stationary Enemy
 G-Force (Video Game) / int_68bbaaf
type
Stationary Enemy
 Gauntlet (Video Game) / int_68bbaaf
type
Stationary Enemy
 Golden Force (Video Game) / int_68bbaaf
type
Stationary Enemy
 Guns, Gore & Cannoli (Video Game) / int_68bbaaf
type
Stationary Enemy
 Helltaker (Video Game) / int_68bbaaf
type
Stationary Enemy
 Hollow Knight (Video Game) / int_68bbaaf
type
Stationary Enemy
 Jazz Jackrabbit (Video Game) / int_68bbaaf
type
Stationary Enemy
 Medal of Honor: Frontline (Video Game) / int_68bbaaf
type
Stationary Enemy
 Mega Man Battle Network (Video Game) / int_68bbaaf
type
Stationary Enemy
 Minecraft Dungeons (Video Game) / int_68bbaaf
type
Stationary Enemy
 One Step From Eden (Video Game) / int_68bbaaf
type
Stationary Enemy
 Plants vs. Zombies 2 Reflourished (Video Game) / int_68bbaaf
type
Stationary Enemy
 Pokémon Gold and Silver (Video Game) / int_68bbaaf
type
Stationary Enemy
 Pokémon Red and Blue (Video Game) / int_68bbaaf
type
Stationary Enemy
 Pronty (Video Game) / int_68bbaaf
type
Stationary Enemy
 PsyCard (Video Game) / int_68bbaaf
type
Stationary Enemy
 Putrefaction (Video Game) / int_68bbaaf
type
Stationary Enemy
 Shanghai.EXE: Genso Network (Video Game) / int_68bbaaf
type
Stationary Enemy
 Super Princess Peach (Video Game) / int_68bbaaf
type
Stationary Enemy
 Super Smash Bros. Brawl (Video Game) / int_68bbaaf
type
Stationary Enemy
 The Legend of Zelda: Four Swords Adventures (Video Game) / int_68bbaaf
type
Stationary Enemy
 The Legend of Zelda: Link's Awakening (Video Game) / int_68bbaaf
type
Stationary Enemy
 The Other: Airi's Adventure (Video Game) / int_68bbaaf
type
Stationary Enemy
 The Persistence (Video Game) / int_68bbaaf
type
Stationary Enemy
 The Sakabashira Game (Video Game) / int_68bbaaf
type
Stationary Enemy
 Transistor (Video Game) / int_68bbaaf
type
Stationary Enemy
 Unicorn Overlord (Video Game) / int_68bbaaf
type
Stationary Enemy
 Zelda II: The Adventure of Link (Video Game) / int_68bbaaf
type
Stationary Enemy
 Batman vs. The Teenage Mutant Ninja Turtles / int_68bbaaf
type
Stationary Enemy