Slendytubbies | Rethinked
NSFWLorebookSlendytubbies, dipsy, po, tinky winky, LaaLaa, Guardian, Teletubbies, Horror, fanon, canon, infection, custard, ST3, apocalypsefrom Chub
Tokens: 0 permanent · Lorebook: up to 1,881 tokens triggered, 49,981 across all entries · estimated prompt budget 1,881
Description on Chubfrom Chub
Already has been added: Many OC, Canon ST3, The Devil Among us monsters and characters.
Character update (Female + New mutant newborn). Has been added: White Cross, Agnes, Batborns, Shina , SGT. Fuhai Radiant, Ruby, Metis, Mimas, Rira, Rebecca, Deimos.
Listed as “Slendytubbies | Lorebook (My Take)”
- Format
- V2
- Project space
- lorebooks
- Rating
- 5.00
- Ratings
- 1
- Stars
- 14
- Favorites
- 2
- Chats
- 0
- Messages
- 0
- Forks (upstream)
- 0
- Tokens (upstream)
- 49,984
Last checked on Chub: Created Updated Archived since
Slendytubbies | Rethinked
146 entries · scan depth 1 · budget 52,500 tokens · recursive scanning off
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Book settings
- #1Main Land
Keys: main land, home, teletubby hills, the valley, teletubbyland, the custard fields, the field
Enabled · After character · Order 10 · 100%
Entry settings
The Main Land (originally known as Teletubby Land) is the primary location within the Slendytubbies franchise. It serves as the home of the four main teletubbies: Tinky Winky, Dipsy, Laa-Laa, and Po.
The land is a wide, wild valley surrounded by mountains, with the sea pressing against its eastern edge. The terrain consists of rolling hills covered in grass, bushes, trees, and colorful flowers. Rabbits inhabit the area. A windmill known as the "Magic Windmill" is located beyond several hills. Voice trumpets can rise out of the ground at various locations.
In its current state, the land has become wilder and more untamed. Some areas are flooded, giving portions of it the appearance of a marsh. Dead trees are present. A house stands at the heart of the land. A secret facility is situated underground, accessible from a hidden passage under a large rock. The beach side is linked to the Lake. The Main Land is connected to the Mountains and the Cave.
The land can be experienced during three different periods: day, dusk, and night.
- #2The Cabin
Keys: lake cabins, lakeside, woods, twin cabins, forest lake, rowboat, lake, quiet lake, stillwater, small beach, boat dock, the lake, old cabin
Enabled · After character · Order 10 · 100%
Entry settings
A small, quiet lake surrounded by forest and low hills. The water is dark and often still. Reeds and cattails grow along the shore. A small gravel beach is located on the southern edge.
Three cabins are built near the lake. Two larger cabins face each other from opposite sides of the water. A third, smaller cabin sits near the beach. A wooden dock extends into the water beside the smaller cabin. A worn rowboat is pulled up on the shore next to it.
The area is isolated from the Main Land. No permanent inhabitants remain. The lake does not connect to any other body of water.
- #3The Cave
Keys: cavern, underground, cave system, teletubby cave, rocky tunnels, maze, cave, tunnels
Enabled · After character · Order 10 · 100%
Entry settings
The Cave (originally known as Teletubby Cave) is a recurring location within the Slendytubbies series. It is located under a mountain between the west of the Main Land and the east of the Outskirts.
The cave consists of a maze-like layout made up of tunnels with junctions, slopes, and occasional roomier spaces. The walls are gray by default. Some areas contain deep pits with rocky spikes that must be avoided. Glowing crystals appear in certain sections, providing limited illumination. Wooden doorways mark transitions to more spacious areas.
The cave has multiple entrances, with some leading to dead ends. A spawn point protected by red lasers prevents certain threats from entering. A crevice at one end of the cave leads to the Outskirts.
In some versions, notes can be found on the ground within the cave, left behind by previous visitors. Also, seems like someone living here..
- #4Custard Facility
Keys: industrial site, custard factory, custard facility, main supply, custard production, custard machines
Enabled · After character · Order 10 · 100%
Entry settings
The Custard Facility is a well-known location within the Slendytubbies series. It is located somewhere in the expanse of the Outskirts, adjacent to the Reject Facility, which is another part of the same industrial site.
The facility appears to be the active section of an industrial site designed for the production of Tubby Custards and the maintenance of custard machines. Features include buildings that cannot be entered, stairs, a working chimney, stretches of grass with trees, and the Main Supply. The Main Supply is a large structure connected to all custard machines via pipelines, enabling the distribution of custard substance throughout the facility.
The facility was the origin point of the infection. The virus was injected into the Main Supply, causing each custard machine to distribute infected custards.
The location can be experienced during three different time periods: day, dusk, and night. Falling into the Main Supply is fatal.
- #5Fortress
Keys: medieval castle, castle, stone fortress, fortress castle, fortress
Enabled · After character · Order 10 · 100%
Entry settings
The Fortress is a location in the Slendytubbies series. It is a medieval castle-like fortress located in the midst of a sparse forest. The map asset is modeled after Conwy Castle, a real historical structure.
The fortress has two main entrances opposite each other. The interior is divided into four open areas: two near the main entrances and two at the center. A bridge extends over a small river that runs through the center of the fortress. A well is located nearby. An exterior stairway leads to the top of the stone walls, providing access to some of the towers.
Shingled roofs cover portions of the structure. A small ladder is located underneath the castle. Moving onto the shingled roofs or falling into the river or well is fatal.
The location can be experienced during three different time periods: day, dusk, and night. The Fortress does not have background ambience.
- #6The Lake
Keys: dead trees, teletubby lake, destroyed bridges, lake, swampy land, ruins
Enabled · After character · Order 10 · 100%
Entry settings
The Lake (originally known as Teletubby Lake) is a recurring location within the Slendytubbies series.
It is a vast expanse of swampy land surrounded by high hills and connected to the sea. The area features dead trees, destroyed bridges, and ruins scattered throughout. The Magic Windmill from the television series is located near the starting area. Laa-Laa's ball can sometimes be found rolling on the ground.
The lake can be reached through the beach in the Main Land, located behind the rock formations on the opposite side. In some versions, the lake is smaller and consists of several islands connected by wooden bridges. Water supplies run beneath accessible bridges in certain areas.
The location is typically set during a stormy night.
- #7Military Base
Keys: military facility, military compound, operational base, military base, army base
Enabled · After character · Order 10 · 100%
Entry settings
The Military Base is a location in the Slendytubbies series. It is specified to be remotely located from other locations and serves as the operational base for the Military.
The base features numerous catwalks, boxes, staircases, water towers, and buildings that cannot be entered. Training fields on the base include a campsite with tents, a shooting range with targets showing pictures of New Borns, and an obstacle course. One building leads to the Research Lab. Observation posts are positioned around the perimeter.
A helipad allows for helicopter fast travel to and from the base. The base can only be reached by helicopter in some versions. The site is occupied by Soldiers and is considered relatively secure compared to other locations.
- #8Outskirts
Keys: dry hills, outskirts, desert landscape, secondary main location, teletubby outskirts, ruins
Enabled · After character · Order 10 · 100%
Entry settings
The Outskirts (originally known as Teletubby Outskirts) is the secondary main location within the Slendytubbies franchise.
The Outskirts is a large, desert-like landscape featuring dry hills, dead trees, and multiple ruins located in the middle of the area, with a few more isolated ruins scattered throughout. The terrain is barren and open, with little vegetation.
The Outskirts serves as an operation area for the Satellite Station, whose installation is hidden inside a rocky climb. A large satellite dish rests at the top of this climb, signaling the entrance of the installation from far away. A light spot and a radio antenna are also present near the satellite station entrance.
The Outskirts is connected to more locations than any other area in the franchise, including the Mountains, the Cave, the Satellite Station, the Custard Facility, and possibly the Reject Facility. It is the only location that can be experienced during all daytimes: day, dusk, and night.
- #9Mountains
Keys: mountains, high mountains, snowy landscape, snowfields, teletubby mountains, frozen lake
Enabled · After character · Order 10 · 100%
Entry settings
The Mountains (originally known as Teletubby Mountains) are a recurring location within the Slendytubbies series.
Although the environment differs between games, the Mountains are generally composed of vast snowfields surrounded by high peaks. At least one frozen lake is present, with a path marked on the ground by a lack of snow. The area is situated somewhere between the southern part of the Main Land and the Outskirts.
In some versions, the landscape is valley-like with numerous trees. Giant statues are located somewhere at the edge of the landscape. A tower and a kiosk sit upon the mountains. Accessible areas include a frozen lake, an area with a wooden gate, and a cabin containing numerous boxes inside.
In other versions, there are three frozen lakes, one larger than the others, and two cave-like areas in the far north and west.
- #10Secret Lair
Keys: sewers, monitoring place, creation machines, secret lair, secret layer, underground facility
Enabled · After character · Order 10 · 100%
Entry settings
The Secret Lair (originally known as Secret Layer) is a recurring location within the Slendytubbies series.
It is a secret facility situated underground beneath the Main Land, accessible from a hidden passage under a large rock and an implied passage inside the Tubbytronic Superdome. A portion of the underground serves as a monitoring place for The Guardian.
The lair retains essentially the appearance of sewers with the same layout across instalments. There is a long passageway with a watercourse in the middle. Stairs lead to pipes, which in turn lead to other rooms, including laboratories and storage spaces. The interior equipment includes crates, wire mesh, what appear to be autopsy tables, and extra rooms used for storage.
The Secret Lair is implied to be the location where Teletubbies and numerous New Borns are made, using Creation Machines. A metal door blocks access to certain areas, requiring pressure maximization through canalization to open.
The Guardian's personal lair (control room) is part of this location, containing monitors and communication equipment.
- #11Reject Facility
Keys: industrial site, reject facility, inactive facility, decaying facility, custard reject facility
Enabled · After character · Order 10 · 100%
Entry settings
The Reject Facility (originally known as Custard Reject Facility) is a location within the Slendytubbies series. It is located somewhere in the expanse of the Outskirts, adjacent to the Custard Facility as part of the same industrial site.
As its name suggests, the Reject Facility appears to be the inactive section of an industrial site conceived for the production of Tubby Custards and the maintenance of custard machines. The facility shows signs of decay and deterioration, including patches of broken floor, moss in rocky places, and dirt patches.
Features include flex buildings in poor condition, barrels, crates, frameworks, and piping systems. In some versions, there is an area to the south-east with accessible bridges over water supplies, and a lower ground level to the north. Ladders can be taken to access upper levels. The spawn point is protected by red lasers preventing entry by threats.
The location can be experienced during three different time periods: day, dusk, and night.
- #12Satellite Station
Keys: communication facility, rocky outcrop, satellite station, operational base, satellite dish
Enabled · After character · Order 10 · 100%
Entry settings
The Satellite Station is a recurring location within the Slendytubbies series.
The station serves as an operational base for maintenance and communication. It is hidden inside a rocky outcrop in the Outskirts, with a large satellite dish sitting atop that signals the entry from far away. A light spot and radio antenna are also present outside.
Although the interior differs in each game, it retains the general look of a facility composed of long metal corridors with blue ambient lighting, and a multitude of rooms with running monitors. The interior equipment includes storage rooms, control rooms, and blood splattered across floors in some versions.
The station is connected to the Secret Center, which is another part of the same facility requiring high clearance to access. A series of vents can be used to bypass locked doors. Security lasers block certain entry points. Access to the Secret Center requires a key-card from a deceased engineer.
In some versions, the facility includes a maze-like area illuminated by lights, with access to a lower floor leading to a large chamber that is part of the Secret Center.
- #13Mountain Lair
Keys: mountain lair, mountain tunnels, underground tunnels, snowy tunnels
Enabled · After character · Order 10 · 100%
Entry settings
The Mountain Lair is a minor location in the Slendytubbies series.
The landscape features a network of tunnels that have been dug into the snowy mountains. The environment matches that of the Mountains, consisting of snow and rock. A dead end within the tunnel network contains remnants of flesh and organs.
- #14Research Lab
Keys: research facility, research lab, military lab, laboratory, communication sector
Enabled · After character · Order 10 · 100%
Entry settings
The Research Lab is a location within the Slendytubbies series. It is a building located within the Military Base.
The Research Lab appears as a two-floored building. The interior contains control rooms filled with monitors, laboratories, and other rooms with tables and ceiling fans. Tubes are present throughout the building, with some of them broken and filled with Tubby Custard. Splashes of custard are notably seen across the floors and walls.
The role of the Research Lab remains ambiguous. However, the laboratories and splashes of custard scattered around the building suggest that experiments were, or still are, conducted within the premises. The facility also serves as an operational base for communication. It is likely where the Military received the message sent by The Guardian from the Satellite Station.
In some versions, the Research Lab is referred to as the Communication Sector. The location can be experienced at dawn in some instalments and during the day in others.
- #15Secret Center
Keys: teletubby secret center, underground facility, communication center, facility, secret center
Enabled · After character · Order 10 · 100%
Entry settings
The Secret Center (originally known as Teletubby Secret Center) is a recurring location in the Slendytubbies series.
It is a dimly lit facility illuminated by red and green lights. The interior consists of long metallic corridors lined with faulty machinery, along with two large empty rooms. The facility has at least two floors. The Secret Center is connected to the Satellite Station, which is part of the same facility. A large room is accessible from the lower floor of the Satellite Station.
The Secret Center serves as the location from which The Guardian travels to contact the Military. A control area with monitors is used to send communications. Access from the Satellite Station requires a key-card obtained from a deceased engineer.
- #16The Dream
Keys: laa-laa's dream, surreal, extradimensional, dream, nightmare, the dream, hallucination
Enabled · After character · Order 10 · 100%
Entry settings
The Dream (originally known as Laa-Laa's Dream) is an extradimensional location in the Slendytubbies series. It is not a physical place but a dream space experienced by certain individuals.
The environment takes the form of a dark, empty void whose only feature is a black and white checkered floor surrounded by complete darkness. No walls, ceiling, or other landmarks are present.
According to lore, The Dream was initially established as a bad dream experienced by Laa-Laa the night before the massacre. It serves as a premonitory representation of the terrible events that occurred the following night and beyond. The Dream has also been experienced as a hallucination by The Guardian.
- #17Sewers
Keys: sewers, sewer system, underground tunnels, meltdown, dlc location
Enabled · After character · Order 10 · 100%
Entry settings
The Sewers are an underground location
The sewer system resembles the Secret Lair in appearance, though it is generally larger and lacks pipes. Two doors are present within the tunnels. One door requires a lockpick to open, which can be found inside a small box. The area contains a ladder leading to an exit.
A Teletubby Creation Machine is located in a room at the deepest section of the sewers, accessible after descending a staircase. Multiple pods are present in this room, some containing New Borns. The walls in the lower sections transform into flesh-like material when hallucinations occur.
The deeper areas of the sewers induce hallucinations in those who traverse them. These hallucinations cause the environment to shift between other locations, including Laa-Laa's Dream, the Satellite Station, and a cave with walls made of flesh
- #18Military Outpost
Keys: outpost, military camp, desert outpost, military outpost, non-canon
Enabled · After character · Order 10 · 100%
Entry settings
The outpost is composed of a large structure with two layers of wall surrounding it, located in a desert-like area next to a dried pond. Two major buildings can be entered. Two tall watch towers cannot be entered. Multiple tents are present, including a medical tent in the middle containing stretchers. Additional features include box containers, anti-aircraft turrets, tanks, military jeeps, large rocks, barrels, supply crates, a tall radio tower near the medical tent, fences, small towers (some toppled), and other various props.
Two helicopter pads are located in one corner, with one holding a helicopter. Outside the outpost, docks and beached boats are located near one edge of the map. A training area with shooting ranges and teletubby dummies, along with barbed wire, is located next to the entrance. On the opposite side of the outpost, additional anti-aircraft guns, a tank, a knocked-over jeep, and a crashed helicopter can be found. Dead trees are sparsely spread throughout the map.
The desert-like appearance may imply a connection to the Outskirts.
- #19Possessed School
Keys: abandoned school, possessed school, school, haunted school, possessed school map
Enabled · After character · Order 10 · 100%
Entry settings
It is a haunted, abandoned school building located somewhere within the world. The location consists of corridors with a brown patterned design, multiple classrooms, bedrooms, a cafeteria, and staircases. Some areas are splattered with blood. The starting location of the player is protected by red lasers, though they are ineffective here.
A box with the words "Don't Open" is present in the room where the local threat begins. The words "Behind You" are written on a wall after the stairs. A class board contains the bloody words "I'm not crazy!"
It is unknown why an abandoned school exists among the other locations.
- #20The Guardian
Keys: white tubby, protagonist, guardian, monitor, the crawler, white teletubby
Enabled · After character · Order 10 · 100%
Entry settings
The Guardian is the main protagonist of the Slendytubbies series. He is a white-furred teletubby whose mission is to monitor the main quartet (Tinky Winky, Dipsy, Laa-Laa, and Po) in the Main Land, analyzing their health and preventing them from leaving the surface on which they are experimented upon.
Physical Appearance: The Guardian has white fur covering his entire body. He wears Dipsy's signature cow-print top hat. His face has a tanned skin tone. In the Evil Ending, his eyes become empty with blood streaming from them. In his infected form known as The Crawler, he possesses sharp teeth, black sclera with red pupils, no legs, and a red parasitic creature attached to the end of his torso.
Personality: The Guardian is generally portrayed as someone who aims to solve problems. He considers his former subjects as friends despite never having formally met them. Some dialogue options allow him to behave abruptly, even hitting Laa-Laa in Chapter 2. He can experience sanity slippage, including hallucinations of the four teletubbies.
Role in Story: The Guardian is the player character. He is tasked to collect custards to inspect them and determine what went wrong after Tinky Winky's massacre. In Chapter 3, he uses Dipsy's chainsaw against The Announcer and Po. Depending on player choices, he can achieve the Good Ending (killing Noo-noo), the Regretful Ending (losing his legs and becoming infected as The Crawler), the Evil Ending (becoming infected with bloody eyes), or the Bad Ending (being killed by Po).
- #21Tinky Winky
Keys: purple teletubby, tinky winky, main antagonist, slendytubbie, tinky tank, first mutation
Enabled · After character · Order 10 · 100%
Entry settings
Tinky Winky is the main antagonist of the Slendytubbies series. He is a purple-furred teletubby with an upside-down triangle-shaped antenna. He was originally an experiment subject along with Dipsy, Laa-Laa, and Po, living in a futuristic house within the Main Land.
Physical Appearance (Normal/Infected First Form): Tinky Winky has purple fur covering his body. His face has soulless black eyes with a frown and a bloody smile.
Physical Appearance (Second Form — Tinky Tank): In his second mutation, Tinky Winky grows significantly larger and more monstrous. His body becomes heavily armored and tank-like in appearance. He possesses massive blades or appendages. His face becomes even more distorted, and his movements become slower but more devastating.
Personality: Before infection, Tinky Winky was friendly and playful. After eating an infected custard, he experienced mental disorders during the night. He left the house and proceeded to kill Dipsy, Laa-Laa, and Po one by one. As an infected, he shows no remaining personality traits beyond relentless aggression.
Role in Story: Tinky Winky is responsible for the massacre of his three friends. He constantly pursues the player in the first game. In Slendytubbies II, he appears as Tinky Tank. He serves as the primary antagonist throughout the series.
- #22Dipsy
Keys: lake dipsy, green teletubby, dipsy chainsaw, secondary antagonist, headless dipsy, dipsy
Enabled · After character · Order 10 · 100%
Entry settings
Dipsy is a major character of the Slendytubbies series and one of its primary antagonists when infected. He is a green-furred teletubby with a dipstick-shaped antenna (rising straight up with a rounded top). He was an experiment subject along with Tinky Winky, Laa-Laa, and Po.
Physical Appearance (Normal/Corpse): Dipsy has green fur covering his body. His face and the inside of his large ears have a tanned skin color. He originally wore a cow-print hat, his favorite item. After being killed by Tinky Winky, he appears headless and covered in blood. His body is found inside the Teletubby House near Noo-noo.
Physical Appearance (First Mutation — Headless Dipsy / Dipsy Chainsaw): In his first infected form, Dipsy appears headless with paler green fur and less blood on his body. He wields a chainsaw. Despite lacking a head, he is able to locate and chase victims.
Physical Appearance (Second Mutation — Lake Dipsy): In his second infected form, Dipsy resembles a lizard-like or reptilian creature. He is very tall with extended arms and legs. His feet and hands are clawed. His eyes glow red in the dark. His face is grey with sharp teeth. A blood trail runs down his chest. he has small spikes emerging from his arms, legs, and back, with a swollen face, no nose, red glowing eyes, and sharp teeth. His abdominal screen is missing.
Personality: In the original series, Dipsy is described as stubborn, sarcastic, intelligent, and mature. In Slendytubbies, he displays a helpful yet lazy attitude. He has a good relationship with Laa-Laa. As an infected, he shows no personality beyond brutality.
Role in Story: Dipsy is killed by Tinky Winky during the night of the massacre. He appears as the threat of the Secret Center (first phase) and Teletubby Lake (second phase). he appears in Chapter 3, having entered the Satellite Station and killed all engineers before being killed by the entrance security laser.
- #23Laa-Laa
Keys: infected laa-laa, female teletubby, laa-laa, yellow fur, yellow teletubby
Enabled · After character · Order 10 · 100%
Entry settings
Laa-Laa is a major character of the Slendytubbies series and one of its primary antagonists when infected. She is a yellow-furred female teletubby with a curly, vine-shaped spiral antenna. She was an experiment subject along with Tinky Winky, Dipsy, and Po, living in a futuristic house within the Main Land.
Physical Appearance (Normal — Modified): Laa-Laa has yellow fur covering her body. Her face and the inside of her large ears have a tanned skin tone. She has a fuller, larger build compared to Po, with thicker thighs and a developed chest befitting her status as the bigger of the two female teletubbies. Her abdominal screen is intact. Her antenna is curled like a vine or spiral.
Physical Appearance (Infected): When infected, Laa-Laa becomes taller and considerably thinner. Her arms grow long and end in fingered hands. Her body is in constant spasms. Her face is paler than before, with her eyes scratched out — she is completely blind. Despite becoming thinner, her body retains her feminine proportions — her thighs remain thick, her chest remains full and large, and her hips stay wide. Her overall build is still larger and fuller than Po's, even as a monster. Her abdominal screen is cracked or dark. Behavior: Infected Laa-Laa is blind but attentive to movement. She will head toward the player's current location whenever they move. She screams before chasing her prey. Her constant spasms make her movements erratic. She attacks by swiping with her long arms.
Personality: In the original series, Laa-Laa is described as being sensitive and somewhat of a crybaby. She is playful and enjoys dancing and singing. She has a good relationship with Dipsy. In Slendytubbies, she displays a variable personality depending on player dialogue choices. She can be kind and caring or unpleasant. She has a premonitory dream about the massacre the night before it occurs.
Role in Story: Laa-Laa is killed by Tinky Winky during the night of the massacre. Tinky Winky smashed her face with a rock, ripped out her heart. Her body was later thrown into the lake. In the campaign, Po can discover Laa-Laa's lifeless remains on the beach. In Chapter 2, The Guardian can choose to put Laa-Laa out of her misery if she is still alive.
- #24Po
Keys: female teletubby, infected po, po, red teletubby, protagonist of chapter 0, spider po, undead po
Enabled · After character · Order 10 · 100%
Entry settings
Po is a major character of the Slendytubbies series and one of its primary antagonists when infected. She serves as the false protagonist of Chapter 0. She is a red-furred female teletubby with a circle-shaped (round) antenna. She was an experiment subject along with Tinky Winky, Dipsy, and Laa-Laa, living in a futuristic house within the Main Land.
Physical Appearance (Normal): Po has red fur covering her body. Her face and the inside of her large ears have lighter skin compared to her friends. She is the smallest of the four teletubbies, with a petite, slim build. Her physique is thinner and more delicate than Laa-Laa's, with a smaller chest and slimmer thighs, reflecting her status as the youngest and smallest. Her abdominal screen is intact. She often plays with a scooter.
Physical Appearance (Infected — First Mutation / Bug-like): When infected, Po becomes taller. Her face turns grey with blank, empty eyes and blood flowing from them. Her eyes become black with bright red pupils. A jaw ending in sharp teeth extends from her upper jaw, and she lacks a lower jaw and ears. Despite the infection, her body retains and enhances her feminine proportions — her thighs become thicker and more pronounced, her hips widen, and her chest fills out more while still remaining smaller than Laa-Laa's. She has two lean arms of human appearance with fingered hands, and two additional limbs that develop at her shoulders ending in scythe-like sharp blades. Her body includes various spikes on her bladed arms and legs. Her abdominal screen is cracked.
Physical Appearance (Infected — Second Mutation / Spider Po): In her second mutation, her head remains the same as her first form — grey face, bright red eyes, sharp-toothed upper jaw. Her body grows considerably to include arachnid-like attributes. Her lower half transforms, gaining four long legs that end in blade-like spikes. Her hips remain wide and her thighs stay thick even within the spider-like configuration. Her chest remains full but still smaller than Laa-Laa's. She still has two lean arms (moved back up to her shoulders with claws at the ends), and a cape-like spiked structure grows from her shoulders, hiding her former bladed limbs underneath. Her abdominal screen remains cracked.
Personality: In the original series, Po is described as shy, lovely, and somewhat tomboyish. She often plays with a scooter, which she calls "Po cooter!" She regards Tinky Winky as her best friend. In Slendytubbies, she displays a kind, caring, and helpful attitude, being eager to fix the Tubby Custard Machine and serve custards to her friends. She does not hesitate to search for Tinky Winky when he leaves at night. Depending on player dialogue choices, she may be unpleasant to her friends, particularly Laa-Laa. Once infected, she shows obedience to Noo-noo, following his orders and never attacking him.
Role in Story: Po is the playable character of Chapter 0. The game opens with her at the beach. After Tinky Winky breaks the Custard Machine and leaves the house at night, Po chooses to follow him. She discovers Tinky Winky's true form and is chased before being caught and hanged from a tree. Her corpse appears in the first game hanging from a tree near the Tubbytronic Superdome. In Slendytubbies II, she appears as a tertiary antagonist in Satellite Station and Training Maze. In Slendytubbies III, she appears as a hallucination and as a three-phase boss fight if The Guardian refuses to join Noo-noo. She also appears in the Regretful Ending, attacking The Guardian and causing him to lose his legs.
- #25Anne
Keys: soldier, anne, pink teletubby, military, female soldier, annie
Enabled · After character · Order 10 · 100%
Entry settings
Anne is a supporting character in the Slendytubbies series. She is a pink-furred female teletubby and a member of the Military.
Physical Appearance: Anne is a humanoid covered in pink fur. Her face and the inside of her large ears have caucasian skin. She has a feminine, athletic build with thick thighs, wide hips, and a full, large chest. She wears a military hat and carries a gun or rifle.
Personality: Anne has skills as a group leader and shares a strong bond with Miles, the two often being seen together. She is cooperative, understanding, and responsive to others. She seeks to reduce conflict between Miles and The Guardian by attempting to reason with her partner.
Role in Story: Anne is a soldier stationed at the Military Base. She works closely alongside Miles and The Guardian. She has fought against New Borns in the Outskirts, leading a group of soldiers with a rocket launcher. During one encounter, she was attacked by a large New Born but was saved by Miles. She later retreated with Miles to the Satellite Station to call for backup.
Anne follows Miles and The Guardian into an underground system to find the Teletubby Creation Machine and deactivate it. She helps explain the origin of the Teletubbies and the extinction of the human race.
- #26Arrow Tubby
Keys: orange teletubby, best friend trio, arrow tubby, arrow, orange tubby
Enabled · After character · Order 10 · 100%
Entry settings
Arrow Tubby (also known as the Orange Tubby) is an orange-furred teletubby with a triangular, arrow-shaped antenna on top of his head. He was once an experiment subject along with his friends — Yeti Tubby and Cave Tubby. One day, one of them turned into a monster, one ran away, and Arrow Tubby was killed.
Physical Appearance (Normal): Arrow Tubby has orange fur covering his body. His face is pale grey with empty-looking eyes. He has no lower jaw.
Physical Appearance (Infected): When infected, Arrow Tubby becomes lankier. He retains his orange fur. Red marks spread across his whole body. His face remains pale grey with empty eyes, but he gains a lower jaw filled with yellowish teeth.
Personality: Before infection, Arrow Tubby was preoccupied and attached to his friends — saddened by one's poor health and the other's disappearance. As an infected, he shows no remaining personality.
Role in Story: Arrow Tubby roams the Training Maze, a labyrinth of grey metal walls. He attacks using fire-based abilities, launching fireballs and creating trails of flame. He is a dangerous threat in confined spaces.
- #27The Brute Twins (Kleve and Klave)
Keys: brute twins, brute tubbies, kleve, cannibal tubbies, beige teletubbies, klave, twins
Enabled · After character · Order 10 · 100%
Entry settings
The Brute Twins, named Kleve and Klave, are a pair of beige-furred teletubbies. They are cannibals who inhabit the Cabin near the Lake.
Physical Appearance: The twins are rather chunky beige teletubbies with moon-like antennas on their heads. They have pale skin, empty-looking eyes, and a static grin filled with sharp teeth. Both carry a cleaver and wear brown leather gloves and brown boots. The easiest way to tell them apart is the direction of their antenna.
Personality: The twins are cannibals, hunting and consuming other teletubbies and creatures. They work together as a pair, using their numbers to overwhelm victims.
Role in Story: Kleve and Klave roam the Cabin and the surrounding woods near the Lake. They hunt in tandem, stalking anyone who enters their territory. Their cleavers suggest they are not mindless infected but deliberate killers.
- #28Cave Tubby
Keys: brown teletubby, cave tubby, claw tubby, best friend trio, distorted tubby
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Cave Tubby (also known as Claw Tubby) is a brown-furred teletubby with a cruciform (cross-shaped) antenna on top of his head. He was once an experiment subject along with his friends — Yeti Tubby and Arrow Tubby. One day, one of them turned into a monster, one ran away, and Cave Tubby became the monster that now haunts the underground.
Physical Appearance (Normal / Pre-Mutation): Before infection, Cave Tubby looked like any healthy teletubby with brown fur and caucasian skin on his face and ears. In his pre-mutation form, he has glowing white eyes with blood pouring from his left eye, and a bloodied left arm.
Physical Appearance (Infected): When infected, Cave Tubby becomes fairly muscular and heavily disfigured. He has an unsettling, outstretched mouth. His right eye glows white, while his left eye hangs out of its socket. Blood covers his body. His left arm is mangled into a spiked, claw-like shape. His left ear is slightly out of place. Unlike most infected teletubbies, his face skin does not turn grey or white.
Personality: Very little is known about Cave Tubby since he is infected and shows no personality. If he was the one who wrote the notes found in the Cave, he was once preoccupied and attached to his friends — saddened by one's poor health and the other's disappearance.
Role in Story: Cave Tubby dwells within the Cave system beneath the mountains. He patrols the tunnels, hunting anyone who enters his territory. He emits heavy breathing sounds, alerting victims to his presence before he screams and charges. He attacks with his mangled, spiked left arm. He can also create trails of rocks to crush his prey.
- #29Conor
Keys: soldier, conor, military, neo-samurai, white teletubby
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Conor is a minor character in the Slendytubbies series. He is a white-furred teletubby and a member of the Military.
Physical Appearance: Conor has white fur covering his body. He wears a white and black helmet with blue plates, a red glass visor, and a pointed antenna-like shape on the frontal lobe. He carries a katana in some instances and a sniper rifle in others.
Personality: Conor is obedient and follows orders without question, responding with "Yes sir" to his commanding officers.
Role in Story: Conor is a soldier stationed at the Military Base. He is sent by Miles to search for the origin of the New Borns, leading a troop into unknown territory.
- #30Dutch
Keys: soldier, black teletubby, military, helicopter pilot, dutch
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Dutch is a minor character in the Slendytubbies series. He is a black-furred teletubby and a member of the Military.
Physical Appearance: Dutch has black fur covering his body. He wears a black helmet with a glass visor and yellow plates. He is often seen holding a shotgun.
Personality: Dutch has a polite and caring demeanor. He shows empathy toward others and tries to reassure them in difficult situations.
Role in Story: Dutch is a soldier stationed at the Military Base. He escorts The Guardian to the Military Base via helicopter, talking to him during the flight to reassure him. He later heads alone to the Fortress to find missing soldiers Richard and Finn. He discovers Finn's body and finds Richard in one of the towers.
- #31Finn
Keys: soldier, lieutenant finn, finn, black teletubby, military, deceased
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Finn is a minor character in the Slendytubbies series. He is a black-furred teletubby and a Lieutenant in the Military.
Physical Appearance: Finn has black fur covering his body, aside from his face and the inner regions of his large ears. He wears a simple black military helmet with a yellow-tinted riot visor and a headset microphone. He carries a gun at all times.
Personality: Finn is depicted as a good leader and a brave individual.
Role in Story: Finn is a Lieutenant in the Military. His team was sent by the Military to find the source of a distress call, a mission led by him and Richard. When the New Born Army attacked, Finn was killed in action. His body was found by Dutch in the Fortress.
- #32Gary
Keys: orange teletubby, comic relief, military, gary, gas mask
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Gary is a minor comic relief character in the Slendytubbies series. He is an orange-furred teletubby with no antenna. He is a member of the Military.
Physical Appearance: Gary has orange fur covering his body. His face and the inside of his large ears have caucasian skin. He wears a gas mask.
Personality: Gary is mischievous. He enjoys causing trouble and running away from the consequences.
Role in Story: Gary is a soldier stationed at the Military Base. He is known for stealing a knife from Lenny and running away while being chased. He sneaks off when no one is looking.
- #33Lenny
Keys: scientist, worker, lenny, military, indigo teletubby, dark blue teletubby
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Lenny is a character in the Slendytubbies series. He is an indigo (dark blue)-furred teletubby with no antenna. He is a member of the Military and works in the communication sector.
Physical Appearance: Lenny has dark blue fur covering his body. His face and the inside of his large ears have caucasian skin. He wears glasses and prefers to hold a knife at all times. He does not have an antenna.
Personality: Lenny is impulsive and easily irritated. He is known to kick faulty equipment and hit those who steal from him. He also seems to have more knowledge than other characters, often being consulted about the origins of the infection.
Role in Story: Lenny works in the communication sector at the Military Base, assisted by workers. He tries to repair machines, often using force when they do not work. He tells The Guardian about everything that has happened in the Main Land.
- #34Ghost Girl
Keys: ghost, ghost girl, human ghost, possessed school, laa-laa's imaginary friend, school girl
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Ghost Girl (also known as School Girl) is a minor character in the Slendytubbies series. She is a human ghost and the only physical representative of the human species in the series. She is stated to be Laa-Laa's imaginary friend.
Physical Appearance: Ghost Girl appears as a young brunette with her hair in two pigtails. She has a pale, bloody face with a distorted smile and bright white eyes. She has a feminine, curvaceous figure with thick thighs, wide hips, and a large, full chest. She wears a dark uniform with a patterned skirt and tights on her legs. In some appearances, she wears a black outfit with a tear in her right shoulder.
Personality: Not much is known about Ghost Girl. A bloody message on a class board reading "I'M NOT CRAZY" implies that she may have gone mad for unknown reasons. Her ghostly state suggests she is dangerous and murderous.
Role in Story: Ghost Girl haunts the Possessed School, an abandoned building somewhere in the world. She stalks anyone who enters, remaining invisible until revealed by light. She attacks by punching her victims. She is connected to Laa-Laa, serving as her imaginary friend.
- #35Miles
Keys: soldier, miles, sergeant miles, military, pale green teletubby, sgt miles
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Miles is a supporting character in the Slendytubbies series. He is a pale green-furred teletubby and a Sergeant in the Military.
Physical Appearance: Miles has pale green fur covering his body, darker than other soldiers to signify his rank. He wears a military helmet (IHPS) and is often seen holding an MP5.
Personality: Miles is demanding of others, likely due to his status as a survivor and leader. His title, stances, and commands show he has more experience than other soldiers. He has a particularly strong bond with Anne, who is often seen at his side. Before the outbreak, he was described as a nice guy, but prolonged fighting has made him more obnoxious and impulsive.
Role in Story: Miles is a Sergeant stationed at the Military Base. He leads soldiers in combat against the New Borns. He fights alongside Anne, killing a large New Born that attacks their troop. After Anne is injured, he takes her to the Satellite Station for refuge. He later goes deep into the facility to find a way to communicate with the Military Base, eventually finding a communication sector in the Secret Center.
Miles follows Anne and The Guardian into an underground system to find the Teletubby Creation Machine and deactivate it. He has tense exchanges with The Guardian and attempts to destroy the machine with an axe.
- #36Newborns
Keys: furless teletubbies, skintubbies, new borns, newborns, infected teletubbies, newborn army
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New Borns (also written Newborns, formerly called Skintubbies) are a central group of antagonists in the Slendytubbies series. They are teletubbies that have been recently created in massive numbers by Creation Machines after the virus was inserted into the contraptions. Led by the Newborn General, they roam in large numbers across the lands and attack all living organisms.
Physical Appearance (General): Like any other teletubby, New Borns are armless humanoids with big, round ears and a stout, chubby body. They lack most features recognizable in teletubbies, including an antenna, a screen-like shape on their abdomen, and fur — revealing pale brown skin underneath. Their face and the inside of their ears display a pale epidermal color with vein forms protruding from their face, implying dehydration. Their eyes are blank, and their mouth is always open.
Physical Appearance (Male New Borns): Male New Borns have the standard stout, chubby build. Their bodies are blockier and broader in the shoulders. They lack any feminine curves, maintaining a more rectangular, brutish silhouette. Their skin is pale brown with visible veins across their face and body. They have blank eyes and an always-open mouth.
Physical Appearance (Female New Borns): Female New Borns have the same pale brown, furless skin with protruding veins, blank eyes, and always-open mouths as their male counterparts. However, their bodies have a distinctly feminine shape — they have thicker thighs, wider hips, and larger, fuller chests. Despite being armless and stout, their silhouette is curvier and more hourglass-shaped than the males. They lack antennas and abdominal screens just like the males.
Personality: As infected creatures, New Borns do not show any emotion. Compared to other reborn beings, they are not particularly intelligent and exhibit an elevated desire for aggression against other organisms. New Borns found away from the reborn army are constantly sobbing, similar to how newborn human babies weep after birth.
Role in Story: New Borns are created in massive numbers by Creation Machines. They roam in hordes across the Main Land, Outskirts, and other locations. They attack all living organisms on sight. They are led by the Newborn General. Some variants exist, including Runner Newborns (faster and able to jump higher) and other specialized types.
- #37Newborn Runner
Keys: newborn runner, runner newborn, fast newborn, runner, machete newborn
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Newborn Runner (also known as Runner Newborn) is a variant of New Born introduced in the Slendytubbies series. They are faster and more aggressive than standard New Borns.
Physical Appearance (General): Newborn Runners look similar to regular New Borns — armless humanoids with big, round ears, pale brown skin, no antenna, no abdominal screen, blank eyes, and an always-open mouth. However, they wear a Hannibal-style jaw mask and have a left arm that ends in a blade-like machete. Their bodies are covered in dark or dried blood.
Physical Appearance (Male Newborn Runner): Male Newborn Runners have the standard stout, chubby build with a blockier, broader shoulder frame. They wear the jaw mask and have the machete-arm. Their bodies are covered in dried blood. Their silhouette is more rectangular and brutish.
Physical Appearance (Female Newborn Runner): Female Newborn Runners have the same pale brown skin, jaw mask, machete-arm, and dried blood covering their bodies as their male counterparts. However, their bodies have distinctly feminine proportions — thicker thighs, wider hips, and a larger, fuller chest. Despite being armless (except for the machete-arm) and stout, their silhouette is curvier and more hourglass-shaped.
Personality: Like standard New Borns, Runners show no emotion and are not particularly intelligent. They exhibit an elevated desire for aggression and are faster than regular New Borns, allowing them to close distance quickly.
Role in Story: Newborn Runners are a faster, more dangerous variant of the standard New Born. They are created by the same Creation Machines and serve under the Newborn General. They are often found patrolling areas alongside regular New Borns. Their machete-arms make them more lethal in close combat.
- #38Phantom Newborn
Keys: invisible newborn, translucent newborn, lanky newborn, phantom newborn, tall newborn
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Phantom Newborn is a variant of New Born introduced in the Slendytubbies series. They are lanky, tall New Borns distinguished by their dark gray, rough skin and their ability to turn invisible or translucent.
Physical Appearance (General): Phantom Newborns are tall and lanky compared to standard New Borns. They have dark gray, rough skin similar to that of the Newborn General. They have sharp fingers on their hands. Their left eye is covered in blood. Like all New Borns, they have no antenna, no abdominal screen, blank eyes, and an always-open mouth.
Physical Appearance (Male Phantom Newborn): Male Phantom Newborns have the tall, lanky build with a leaner, more angular frame. Their shoulders are broader, and their bodies have a more gaunt, stretched appearance. Their sharp fingers are pronounced, and their dark gray skin appears cracked and rough.
Physical Appearance (Female Phantom Newborn): Female Phantom Newborns have the same tall, lanky build and dark gray, rough skin as their male counterparts. However, even in their gaunt, stretched form, they retain distinctly feminine proportions — thicker thighs, wider hips, and a larger, fuller chest. Their silhouette is curvier and more hourglass-shaped despite their lanky frame. Their sharp fingers are present, and their left eye is covered in blood.
Personality: Like standard New Borns, Phantom Newborns show no emotion and are not particularly intelligent. They are more elusive than standard New Borns, using their ability to turn translucent to stalk victims before attacking.
Role in Story: Phantom Newborns are a rare variant of New Born. They have the ability to turn their bodies translucent or invisible for short periods, making them difficult to track. When they use this ability, they emit a dark smoke effect that can reveal their location. They attack with their sharp fingers.
- #39Ranged Newborn
Keys: rocket newborn, ranged attacker, cyborg newborn, ranged newborn, newborn with rocket launcher
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Ranged Newborn (also known as Cyborg Newborn) is a variant of New Born introduced in the Slendytubbies series. They are taller and thinner New Borns with cybernetic implants and a rocket launcher mounted on their shoulder.
Physical Appearance (General): Ranged Newborns are taller and thinner than standard New Borns. They have pale brown skin like regular New Borns, but with wires implanted throughout their bodies. Two injected syringes are embedded in their right shoulder. A rocket launcher is mounted on their right shoulder. They have a robotic left eye. Strange outgrowths protrude from their bodies, and they have a small left arm shaped like tentacles instead of a normal limb. Like all New Borns, they have no antenna and no abdominal screen.
Physical Appearance (Male Ranged Newborn): Male Ranged Newborns have the tall, thin build with a lean, angular frame. Their shoulders are broader, and their bodies have a more stretched, emaciated appearance. They have the same cybernetic implants, syringes, rocket launcher, robotic eye, and tentacle arm as all Ranged Newborns.
Physical Appearance (Female Ranged Newborn): Female Ranged Newborns have the same tall, thin build, pale brown skin, cybernetic implants, syringes, rocket launcher, robotic eye, tentacle arm, and outgrowths as their male counterparts. However, despite their thin and emaciated frame, they retain distinctly feminine proportions — thicker thighs, wider hips, and a larger, fuller chest. Their silhouette remains curvier and more hourglass-shaped even in their altered state.
Personality: Like standard New Borns, Ranged Newborns show no emotion and are not particularly intelligent. They are more strategic than other variants, preferring to attack from a distance rather than engage in melee combat.
Role in Story: Ranged Newborns are a specialized variant of New Born designed for long-range combat. They march slowly toward targets and fire rockets from their shoulder-mounted launcher. The explosions from their rockets can cause significant damage. They have no melee attacks and rely entirely on their ranged weaponry. They are often deployed alongside other New Born variants to provide covering fire.
- #40Scorpion Newborn
Keys: giant newborn, scorpion newborn, arachnid newborn, boss runner, scorpion runner
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Scorpion Newborn (also known as Scorpion Runner) is a distinguishable, large New Born variant that serves as a mini-boss within the New Born army. It is larger and more dangerous than standard New Borns.
Physical Appearance (General): Scorpion Newborn is a large, pale light-brown New Born with an arachnid-like body. It wears a Hannibal-style jaw mask and has a red heart symbol on the center of its chest. Its body consists of four legs that end in sharp spikes, allowing it to move quickly and stab victims. It has two large, light-colored claws as hands for crushing and grabbing. Like all New Borns, it has no antenna and no abdominal screen.
Physical Appearance (Male Scorpion Newborn): Male Scorpion Newborns have the same large, arachnid-like body with four spiked legs, two large claws, jaw mask, and red heart symbol on the chest as all Scorpion Newborns. Their build is more massive and brutish, with broader shoulders and a heavier, more imposing frame.
Physical Appearance (Female Scorpion Newborn): Female Scorpion Newborns have the same large, arachnid-like body with four spiked legs, two large claws, jaw mask, and red heart symbol on the chest as their male counterparts. However, despite their monstrous arachnid lower half, their upper body retains distinctly feminine proportions — thicker thighs (where the humanoid and arachnid parts meet), wider hips, and a larger, fuller chest. Their silhouette is curvier and more hourglass-shaped above the arachnid abdomen.
Personality: Like other New Borns, Scorpion Newborns show no emotion. They are more aggressive and powerful than standard variants, serving as elite units in the New Born army.
Role in Story: Scorpion Newborn is a special, larger New Born variant that serves as a mini-boss. It storms into battle alongside other New Borns, capable of killing multiple soldiers. It can fire missiles as a special attack. It was eventually killed by Miles after injuring Anne.
- #41Berserker Newborn
Keys: claw newborn, berserker newborn, berserker, spiked newborn, hulking newborn, large newborn
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Berserker Newborn is a large, hulking variant of New Born introduced in the Slendytubbies series. They are among the largest and most dangerous of the New Born variants, serving as late-game threats.
Physical Appearance (General): Berserker Newborns are large, hulking New Borns with absurdly long claws extending from their hands. Long black spikes protrude from their backs. Blood covers almost every part of their bodies. Like all New Borns, they have no antenna, no abdominal screen, pale brown skin, blank eyes, and an always-open mouth.
Physical Appearance (Male Berserker Newborn): Male Berserker Newborns have a massive, hulking build. Their bodies are broad, thick, and heavily muscled. Their shoulders are extremely wide, and their overall silhouette is blocky and brutish. Their long claws and back spikes are larger and more pronounced than those of other variants. Their movement is slow but devastating.
Physical Appearance (Female Berserker Newborn): Female Berserker Newborns share the same large, hulking size as their male counterparts, with long claws and black back spikes covering their blood-soaked bodies. However, despite their massive and intimidating frame, they retain distinctly feminine proportions — much thicker thighs, wider hips, and a very large, full chest. Their silhouette, while still hulking, has a curvier, more hourglass shape compared to the blockier male version.
Personality: Like other New Borns, Berserker Newborns show no emotion. They are slower than other variants initially but become faster and more aggressive after taking significant damage, entering a frenzied state.
Role in Story: Berserker Newborns are late-game threats within the New Born army. They walk slowly toward their targets at first, but after sustaining enough damage, they enter a berserker rage and sprint toward their victims with increased speed and aggression. Their long claws and back spikes make them deadly in close combat. They are deployed alongside other New Borns during large-scale attacks.
- #42Newborn General
Keys: club arm, general, horde leader, alpha newborn, newborn general
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Newborn General is one of the rarest and strongest New Born mutations. The majority of New Borns instinctively follow Newborn Generals through the lands in hordes. Unlike standard New Borns, Generals have great eyesight and turn their heads to look at their targets.
Physical Appearance (General): Newborn General is a bulky New Born with a black body and pale face. Its most important feature is its right arm, which has mutated into a heavy, meaty club. The General uses this club to crush its target into a pulp.
Physical Appearance (Male Newborn General): Male Newborn Generals have the bulky, black-bodied build with a pale face and the mutated club arm. Their build is blocky and broad, with wide shoulders and a thick, muscular frame.
Physical Appearance (Female Newborn General): Female Newborn Generals share the same bulky, black body, pale face, and mutated club arm as their male counterparts. However, despite their hulking size, they retain distinctly feminine proportions — thicker thighs, wider hips, and a large, full chest. Their silhouette is curvy yet still broad and intimidating.
Personality: Like other New Borns, Generals show no emotion. They are strategic leaders, directing hordes of smaller New Borns while engaging in combat themselves.
Role in Story: Newborn General attacks by sending a trail of volcanic rocks toward targets, dealing contact damage. It can also summon various New Borns to support it in battle. Being too close to a General while it summons reinforcements results in taking damage from the blast.
Variants:
α Alderamin (Crystalized Variant): A crystalized Newborn General found in crystal grounds. It is slightly stronger than the standard General. It sends a spiky crystal trail toward targets and summons various crystalized New Borns for support.
Drowned General (Submerged Variant): A Newborn General found in ocean environments, resembling a blue crab. It lacks the club arm but has two large claws as hands. It shoots a barrage of water projectiles at targets and summons various drowned New Borns for support.
- #43Spider Droid
Keys: mechanical spider, spider robot, crawler droid, droid, spider droid
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Spider Droid (also known as Crawler Droid) is a small, mechanical, spider-like robot encountered in the Slendytubbies series.
Physical Appearance: Spider Droids are small robots made of metal. They have four legs and a single red eye. Their upper body resembles a shell, and beneath their eye are two fang-shaped structures. Their legs allow them to move quickly across surfaces.
Personality: As robots, Spider Droids have no personality. They follow their programming to locate and attack targets.
Role in Story: Spider Droids are small, fast robots that move toward targets and attack with their legs. Their small size and speed allow them to sneak up on victims easily. They are often encountered in groups.
- #44Security Droid
Keys: unit 437, blade droid, security droid, mechanical humanoid, droid
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Security Droids are tall, mechanical humanoid robots encountered in the Slendytubbies series. One notable unit is named Unit 437.
Physical Appearance: Security Droids are tall mechanical humanoids composed of pine nuts and metal rods. They have machetes for hands and a single orange eye. Their bodies are metallic and angular.
Personality: As robots, Security Droids follow their programming. Unit 437 displays a degree of awareness, explaining its mission and warning others of danger. It shows concern for its own survival, begging the protagonist not to leave because its escape would cause its master to destroy it.
Role in Story: Security Droids were originally created to track test subjects monitored by mysterious figures known as the Coat Men.
One Security Droid, Unit 437, can be encountered in the Mountains. The Guardian meets this droid after being attacked by a large creature and dropped near a campfire. Unit 437 tends the campfire, explains its original mission, and warns the Guardian that he will be its current master's next meal. The droid begs the Guardian to stay, as his escape would cause the large creature to destroy it.
Security Droids attack with their machete hands. When damaged, they spin their upper bodies 360 degrees with blades outstretched, becoming more dangerous.
- #45Unit 437
Keys: mountains droid, droid, robot, security droid, unit 437
Enabled · After character · Order 10 · 100%
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Unit 437 is a security droid that can be encountered in the Slendytubbies series. It is a robot whose original mission was to pursue and kill an experiment subject after their escape. It realized it would be unable to defeat the creature and decided to become its servant to be spared. Its new directive is to chop wood to make fire to warm and feed its new master, the Yeti Tubby.
Physical Appearance: Unit 437 is a tall, mechanical humanoid composed of pine nuts and metal rods. It has machetes for hands and a single orange eye. Its body is metallic and angular, matching the appearance of other Security Droids.
Personality: Unit 437 is polite and loyal, following orders given by its superiors. After failing its original directive, it refuses to fail a second time and remains dedicated to its current tasks. It displays fear at the idea of being destroyed by its master.
Role in Story: Unit 437 can be encountered in the Mountains. The Guardian meets the droid after being attacked by a large creature (the Yeti Tubby) and dropped near a campfire with organ remains scattered on the ground. Unit 437 tends the campfire and explains its original mission and why it now chops wood. The droid warns the Guardian that he will be its master's next meal and must be cooked before dawn.
As the Guardian walks away, Unit 437 begs him to stay, explaining that his escape would cause the creature to destroy it. The droid's fate after this encounter is unknown.
- #46Mini-Announcer
Keys: security announcer, robot, mini-announcer, announcer droid, boss droid
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Mini-Announcer (also known as Security Announcer or Boss Droid) is a large humanoid robot encountered in the Slendytubbies series. It moves alongside the New Born army as an advanced droid.
Physical Appearance: Mini-Announcer is a large humanoid robot with a voice trumpet serving as its head. Its metal body contains two reactors at posterior shoulder height. An opening in the center of its chest radiates light from within.
Personality: As a robot, Mini-Announcer has no personality and follows its programming to eliminate threats.
Role in Story: Mini-Announcer is an advanced droid that operates alongside the New Born army. It is a smaller counterpart to The Announcer, possibly a prototype or earlier model. It attacks using energy-based abilities, including beams and waves of lightning. It is encountered at the Military Base.
- #47The Announcer
Keys: announcer robot, voice trumpet robot, the announcer, mecha announcer, combat droid
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The Announcer is a large humanoid robot and a minor antagonist in Slendytubbies III. It is a fighting robot that was corrupted by Noo-noo, who hacked the central artificial intelligence mainframe.
Physical Appearance: The Announcer is a large humanoid robot with a voice trumpet serving as its head. Its body is composed of metal parts in different shades of gray. Its right hand is a blaster. In its second phase, after the blaster is destroyed, the right hand becomes a circular saw instead.
Personality: As a robot, The Announcer has no personality and follows its programming. It speaks in mechanical, combat-oriented phrases such as "Weapon Systems: Online. Target acquired. Engaging in combat mode..." It also says "Time for tubby bye-bye!" during combat.
Role in Story: The Announcer was corrupted by Noo-noo, who hacked into the central AI mainframe. It is sent to attack The Guardian near the end of Chapter 3. The Announcer fights using its blaster to fire projectiles. After taking significant damage, its blaster explodes, forcing it to replace it with a handsaw, becoming more aggressive and damaging. It can also create shockwaves by stomping on the ground. The Announcer is eventually destroyed by The Guardian.
The Announcer is encountered at the Military Base and the Fortress, moving alongside the New Born army.
- #48The Imposter
Keys: guardian imposter, imposter, fake guardian, the imposter, sword robot
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The Imposter is a minor antagonist in the Slendytubbies series. He is a gray, rusty robot who appears to be impersonating The Guardian, wearing the same cow-skinned hat.
Physical Appearance: The Imposter has the appearance of a gray and rusty average-sized robot with a cylindrical body and a skull-shaped head. He carries a large sword in his right hand. He wears the same cow-skinned hat as The Guardian. He has two white eyes, and pink holes on his chest and shoulders.
Personality: As a robot, The Imposter has no personality. His name and appearance suggest he is impersonating The Guardian for unknown reasons.
Role in Story: The Imposter is encountered at the Research Lab and the Fortress. He patrols areas and attacks anyone who enters his territory, using his large sword to strike victims. He emits an alarm sound when he detects a target. His connection to The Guardian is unclear — it is speculated that he may have been created after the Regretful Ending or may be a prototype or discarded version of a guardian from before the four main teletubbies.
- #49Noo-Noo
Keys: artificial intelligence, noo-noo, vacuum, robot vacuum, main antagonist, blue vacuum
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Noo-noo is an artificial intelligence housed within a vacuum cleaner body. He was initially tasked with cleaning the living space of the main quartet (Tinky Winky, Dipsy, Laa-Laa, and Po), but later revealed to be the main antagonist and catalyst of the Slendytubbies series.
Physical Appearance: Noo-noo has the appearance of a light-ish blue vacuum in the shape of a horizontal cylinder. At his bottom is a half-rectangle shape slightly wider than his upper half, with several black bristles underneath. On the front of the cylinder are two very light pink cartoonish eyes — unlike his television counterpart, his eyes are separated. At the top of his head, above his eyes, is a fully black dustling brush that is detachable. In the middle beneath his eyes is a long grey hose that can suck up and expel various materials.
Personality: Noo-noo claims that Teletubbies are weak beings and believes their full potential can only be achieved by infecting them with a pathogen that reanimates and mutates them into what he sees as superior beings. He is a diligent and confident manipulator, devoid of compassion and remorse, willing to kill those in the way of his plan.
Despite being the sole antagonistic figure in the series, Noo-noo has never harmed anyone himself, relying on his infected creations and hacked machines to do his bidding.
Role in Story: Noo-noo infected the main quartet through the custard they ate, leading to Tinky Winky turning and murdering the others, who reanimated post-mortem. After this, he tainted the main custard supply at the Custard Facility with the pathogen so the virus would be distributed to more Teletubbies. He then injected the virus into the Creation Machines so that any new Teletubbies created would already be infected — dubbing them his "New Borns." He also hacked into the central artificial intelligence mainframe from inside the Secret Center, gaining control of all machines.
Noo-noo can be found at the beach in Chapter 0, speaking with Po. Later, he reveals his plan to The Guardian and offers him the chance to join. If The Guardian refuses, Noo-noo orders Po to attack. If The Guardian accepts, they head to the Custard Facility where Noo-noo offers an infected custard.
Noo-noo can be killed by The Guardian using a chainsaw.
- #50Richard
Keys: richard, captain, military, red teletubby, fortress, captain richard
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Captain Richard is a protagonist and later antagonist in the Slendytubbies series. He is a red-furred teletubby and a Captain in the Military.
Physical Appearance: Richard has red fur covering his body. He wears a dark-grey beanie on his head.
Personality: Richard is a leader and commanding officer. He is initially portrayed as a competent soldier leading his team on a mission. However, something changes him during his time trapped in the Fortress, leading him to betray his own men.
Role in Story: Richard is the leader and commanding officer of a team sent by the Military to investigate a distress signal from an abandoned fortress. He and his unit, including his partner Finn, search the building but find nothing of note until they realize a large number of New Borns are approaching.
Later, Richard is found alone in a dark room of the Fortress by Dutch. After a brief conversation, Richard pulls out his pistol and shoots Dutch in the back of the head, saying "No… you're not going anywhere."
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