|This article may contain spoilers for the story in The Forest|
Creepy mutants or creepies are enemies in The Forest that are considered to be more challenging than standard mutants.
Whilst most commonly called “mutants” or “abominations” (mainly to distinguish them from the more human cannibals by players), they are actually more correctly called “Creepies” or “Creepy mutants”.
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Creepy mutants are some of the most deadly enemies found on the peninsula. They are larger and more dangerous than the standard peninsula mutants, able to kill the player and destroy structures in just a few hits. The Creepy Mutants are grossly disfigured, and seem to be made of multiple bodies stuck together.
Creepy mutants are rare in the beginning, and can only be found in caves. But on day 7, they will begin spawning on the surface, regardless of the player’s progression or how much they have provoked the normal mutants. Over time, packs of creepy mutants will start to surface, traveling in groups of two to five. Rarely, more than one pack may spawn, leading to six or more creepy mutants attacking at one time.
There are also special blue versions of certain creepy mutants, which have higher health and damage. Caution must be taken when fighting them. These variants first show up after day 14 and are initially rare, but they become more common over time and as the player has more negative interactions with cannibals and creepies.
Creepy mutants are monstrous creatures that come in two types: combined bodies into “super” humans (Armsy, Virginia, and Cowman) and deformed and underdeveloped humans (Mutant Babies). Both have a taste for human flesh, regardless, like the mutants. They are few in number and are formidable opponents. Early on, they can only be found in caves, though once the player reaches day 7, they will start spawning above ground on cannibal patrol routes. After repeated violent interactions between the player and the cannibals, targeted attacks on the player’s base by creepy mutants will begin.
Creepy mutants are ferociously large and dangerous. They appear to be made of multiple bodies smashed together into a gross combination. Some have several arms (Armsy), some have several legs (Virginia), and some are just fat and overgrown (Cowman). They are often followed up by skinny pale cannibals, which act like scouts. Once they detect a player, the creepy mutants will almost immediately attack. Creepy mutants are very strong with much more health than the average enemy. Each can tear through even full bone armor after multiple direct hits.
In the deeper parts of caves, the player is able to find mutant babies lying on the ground. They usually appear in tandem with the Virginia, and like other mutants, will start spawning above ground once the player has made it past day 7. Their AI seems to function as a homing device to the player, and the babies will crawl towards the player until they are within jumping range. They will then launch themselves violently through the air at the player, dealing a moderate amount of damage upon impact. They can be identified by the distorted baby cries they make as they jump. Luckily, they can be killed with one hit from any weapon.
|Commonly 1 or 2 per patrol.
Sometimes three Armsies can be encountered, but this is uncommon.
On extremely rare occasions, six individuals can appear, but only without any other creepy mutants in the vicinity.
|As the name suggests, this creepy mutant possesses many arms. It is a few heads taller than the regular mutants, and is much stronger than them. It swings its arms around it in a circle to attack. It is also able to destroy buildings and trees with one to two hits, easily penetrating a base camp surrounded by walls. His presence can be easily noticed by his loud roaring and growling, especially in caves.|
|1 to 2 per patrol, possibly more||Virginia acts as a sister counterpart to Armsy, having many legs instead of arms. It appears to be three female bodies merged, and has a large vaginal slit from which it is suspected the mutant babies come from. Like the Armsy, it is able to destroy the player’s walls and buildings. To attack, it lifts up its front legs and charges the player. It can also jump a certain distance and is able to hit through invisible walls. Contrary to Armsy, Virginia is more silent and difficult to notice aside from her quiet hissing noises. However, her babies can reveal her presence with their crying and squishy jumping sounds.|
|1 to 2 per patrol||The Cowman has two arms and legs, with its most notable feature being that it is extremely overweight. It mostly attacks by charging at the player, changing direction as it charges in an attempt to hit players if they try to move out of the way. Their charge is able to bypass the player’s armor, damaging their health as well. It can also jump into the air and perform a bodyslam, heavily damaging the player if caught underneath. It is the rarest of the creepy mutants, being found less often in the caves and less often on the surface until tensions are extremely high between player and mutants. This mutant can usually be heard before it is seen, due to the loud thudding footsteps it takes.|
|1 to 3 per Virginia||In the deeper parts of caves, the player is able to find some malformed mutant babies lying on the ground. They usually appear in tandem with the Virginia, and like other mutants, will start spawning above ground once the player has had enough violent interactions with the cannibals. Their AI seems to function as a homing device to the player, and the babies will crawl towards the player until they are within jumping range. They will then launch themselves violently through the air at the player, dealing a moderate amount of damage upon impact. They can be identified by the distorted baby cries they make as they jump. Luckily, they can be killed with one hit from any weapon.|
|1 to 2 per patrol
On rare occasions, three or four individuals can be found in one group.
|Blue Armsys are identical to their more common counterpart with the exception of greater damage and health. It is possible they may run faster.|
|Commonly 1 to 2 per patrol.||Blue Virginias are identical to their more common counterpart with the exception of greater damage and health. It is possible they may run faster.|
|1||One of the two most recent mutants added to the game; it only appears after day 40. It is a group of around 30 different entities that have several different forms – the tripod melee/walking form, flying form, tower form, and swarm form. All of the different “links” must be killed individually for it to truly die, otherwise it will multiply itself again. It can destroy all structures very easily, even ones out of reach of normal mutants and cannibals.|
|1||The Girl mutant is one of the final creepy mutants that is encountered in the game. It can only spawn if the player completes the ending in which they can continue playing. In behaviour and appearance, the Girl mutant is identical to the End Boss, but has instead has the colors of a regular creepy mutant. Its health is less than half of that of the End Boss, but just like it, it is still very difficult to stop at close range. Upon killing the Girl mutant, a single Worm is created and must be dealt with quickly to stop it from multiplying.|
It is suggested that the use of the resurrection obelisk will often generate obelisk victims, as seen in Megan and suggested in Timmy. However, the obelisk victim form seems to change based on the characteristics of the person put inside; i.e., the mutations are not the same every time, though Sahara was possibly manipulating who they put in to get the same results every time, in the name of science (which led to an abundance of the same 3 types of mutants). Girls possibly become Virginias, and boys would become Armsy or Cowman, though this is unconfirmed. Zachary could be the original Cowman, with the missing siblings becoming Armsies.A child named John is thought to be the worm mutant as you can see a single worm segment in Sahara Labs on a child’s bed labeled John. No explanation is given for why Megan reverts to her human form after being defeated, while all other mutants stay in their mutant form after being defeated.
When fighting creepy mutants, fire makes a very good weapon on normal mode. It allows the player to damage them without being too close for too long. Torches, flare gun shots, fire arrows , molotovs or explosives are the safest bet. Poison is also a great friend, its damage input won’t change like fire damage does in harder modes, and will slow them down as well. Fire damage is significantly reduced in harder modes, though can still be useful for stunning creepy mutants, especially the cowman.
A perhaps even safer, easier and effective alternative is simply building campfires; if a mutant steps on the fire, it will be engulfed in flames and like most enemies, quickly succumb to death. If you build several ground fires in your camp and your camp is situated next to a body of water, you can simply stand/wade safely in the water and wait for the mutant/s and any other enemy creatures to walk over the fire. Additionally, if you happen to step on any of the ground fires yourself, you only need to run back to the water to extinguish it.
Spears also deal significant damage when thrown, though the player will have to maneuver around the mutant to be able to pick up the spear and use it again. Using a spear bag can greatly help.
The player should be wearing some type of armor, preferably bone armor, before attempting to fight a mutant, especially if the player is going to attempt melee combat.
Creepy mutants also seem to be unable to swim, yet this does not prevent them from running into water. Virginias and cowmen have been seen charging into lakes. This can be used as an advantage if the player finds themselves outmatched. However, creepy armor cannot be harvested from the drowned mutants.
|v1.0||Head trophies can now be harvested from creepy corpses|
|v0.01||Armsy was added. It is deep in the cave and can not move or attack. You can not kill it.|