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Zombies are the most common enemy found throughout Eternal Darkness: Sanity's Requiem.

Description[]

A zombie is a human corpse reanimated by the power of one of the Ancients. Brought into being via various twisted methods, Zombies have different forms and attributes based on which Ancient they serve. Zombies of conflicting alignments will fight each other; The player can use this to their advantage to sneak by unharmed, mentally stable, and perhaps mildly amused. Zombies are the only enemy that can stand back up and continue fighting after being initially downed and made vulnerable to a finishing attack. For this reason, it is best to finish off all zombies or to keep an eye on them until they dissolve just to be safe. Zombies that are set on fire will not stand back up. In most cases, a decapitation works best on them; their missing head allows them to wander and aim mindlessly, sometimes hitting other enemies in the process.

Mantorok Zombies[]

Zombie model (Mantorok)

Little more than skeletons covered in dried, blackened flesh, Mantorok Zombies are the only creatures directly identified as being aligned to Mantorok. They are frail compared to the other Ancient-aligned zombies: They have no unique abilities, and their desiccated state makes them flammable. Bare-handed, they usually require five punches to fall (depending on size). It is unknown why Mantorok zombies are hostile to the protagonists, since Mantorok himself is as much in favor of stopping the Ancients as they are. It is possible the Binding of Mantorok weakened his hold over his own minions. Mantorok zombies are the first enemies encountered and are the only encountered monsters that cannot be summoned.

autopsy journal[]

Notes - A living human corpse, it has no special attributes 
        or weaknesses
      - It is very weak - composed of dried sinews and skin.

Maximillian's Report:

"Corpses! Lumbering, rotting cadavers! What contrivance 
could have wrought this...this...this abomination?!?! 
Diseased science...?? Blasphemous occult rituals? How can 
something so...so dead, yet be so alive?!?! And hungry..! 
They lust for flesh...Human flesh...and feast upon all the 
sweetbreads a man has to offer!!"


Aside from enemies, they also made a brief cameo in Peter Jacob's chapter where they replaced one of the World War I posters with a blood-written message of "Your Fate" during one of his sanity effects.

Chattur'gha Zombies[]

Zombie model (red)

Chattur'gha Zombies are flayed bodies with well-defined musculature; this lack of decomposition makes them more resistant to damage. They are also able to regrow body parts if given enough time. If decapitated, Chattur'gha zombies will go berserk, swinging quickly and in rapid succession while hobbling around at a much faster pace. This fevered state will remain for a few seconds even after the zombie has finished growing a new head. Still, cutting off the head first then chopping off the arms and hacking away at the torso is the most common method of bringing them down.

autopsy journal[]

Notes - Firm musculatures means a resilient organism. These 
        things can take more damage than others.
      - Limbs regrow unless the creature itself is 
destroyed.

Maximillian's Report:

"These wretched creatures, these flayed corpses! Wandering, 
decrepit soulless vessels, content only to gnaw on human 
meat, to spill human blood...Even...even headless, their 
hate for the living grew in propensity...flailing maniacally 
in their blood lust...killing anything close!"


Ulyaoth Zombies[]

Zombie (Ulyaoth)

Ulyaoth Zombies have bluish, leathery skin covered in gashes; reanimated from drowning victims, an undefined liquid still drips from their slack-jawed mouths. After taking some damage, they will start to do what Maximillian Roivas describes as “singing”: They throw their arms wide, their heads back, and emit a low rhythmic moan as a growing sphere of blue energy forms in their chests. This glow will spark to any other Ulyaoth zombies (with heads) in their vicinity, causing them to join in the “singing”. When finished, the zombies all explode in a pulse of blue energy, that injures the protagonist and reduces their magickal energy. The radius and magnitude of this explosion increases with the number of zombies charged and can become large enough to instantly kill the protagonist from across the room. However, this process can be halted immediately by decapitation. If possible, the protagonist can simply leave a room when these Zombies start singing. Upon re-entering when doing so, the singing Ulyaoth Zombies will be nowhere in sight (most likely they exploded off-screen).

autopsy journal[]

Notes - Severing the head will prevent it from singing.
      - Accumulation of gas in the abdomen resulting from 
        decomposition is a serious threat. Watch out for 
        explosions!

Maximillian's Report:

"Rotted from within. Worried apart by the ravening fish and 
parasitic foetor of their sunken graves...these drowned 
zombies emerged, spilling their festing entrails and 
slopping fluids with each pain ridden step...Each step 
hoping to bring an end to their pain by spreading it to 
others."


The Ulyaoth Zombie's singing:

Xel'lotath Zombies[]

Zombie model (green)

Xel'lotath Zombies are greenish and partly covered in wrappings, which make them susceptible to fire. They are able to grow literal "phantom limbs" if their body parts are removed, allowing them to directly attack a person's sanity, but not drain health like they normally would with their limbs. Cutting off one's head often results in death anyway, so if a Xel'lotath zombie still manages to survive a decapitation, cutting off the arms should be the next order of business. If their torso is still intact when downed and a finishing move is not performed on them, they will always get back up, so try to use a finishing move on them as quickly as possible once they are downed. According to Maximillian Roivas, the Xel'lotath Zombies are "coerced" into existence by what he describes as "a cacophony of voices", which violate every corner of their minds. This essentially means that all Xel'lotath Zombies are psychologically tortured into being, making Xel'lotath's method of creating Zombies much more heinous and sinister than the others’ Ancients.

autopsy journal[]

Notes - Limbs regrow as "phantom entities" when severed, 
        causing deep-rooted insanity in the observers.
      - The wrappings of the mummy are highly combustible, 
and 
        catch fire easily.

Maximillian's Report:

"Neither the embalming salve of their wrappings, nor the 
numbness of death, could override the dominating madness 
that is Xel'lotath. Controlled...prodded into an existence 
by an incessant cacophony of voices, penetrating every level 
of their psyches, these corpses are coerced into 
life...Ambling...Moaning...SHRIEKING!


Vampire victims[]

These zombies don't have any direct alignment to any Ancient, but are the result of the Vampire feeding on the servants in Edward Roivas' chapter. They possess gray skin and blackened, cracked skin around the eyes. Unlike other zombies, however, they do not sap the player of their Sanity Meter, making them the only zombie enemies to not do so, and the only undead creature to not at the very least be able to do so from the start. Overall, their movements are similar to Bonethief-possessed characters.

Behaviour[]

All zombies will shamble toward their enemies and attack either with a wildly swung arm, or by grabbing hold of their opponent and attempting to gnaw on them. Though the gnaw attack is typically used when a zombie is behind a player, it can still be initiated when a zombie is approaching a character from the front. Breaking free of the gnaw attack will knock down the attacking zombie along with any other zombies who are nearby. Regardless of their alignment, Zombies’ eyes will glow and drain the characters of their sanity upon first encounter.

Method to Kill[]

Zombies move slowly, and so are easy to take out. Some methods work better on differently aligned zombies, however.

  • Decapitation: Chattur'gha-aligned zombies will walk around randomly, attacking at intervals with much greater ferocity. Mantorok and Ulyaoth-aligned zombies will stand still and attack directly forward at intervals, sometimes turning. Xel'lotath-aligned zombies will generate a phantom head and be mostly unaffected, although cutting off their head often results in the death of the zombie anyway.
  • Burning: Mantorok and Xel'lotath-aligned zombies are vulnerable to a well-swung torch and will immediately catch fire and be knocked to the ground or run around uselessly before collapsing. A finishing move may still be performed on an enemy while they are in this state, but you must switch to a weapon that is capable of performing a finishing move (i.e. anything that is not the torch or your bare hands.) Note that hitting a Chattur'gha or Ulyaoth-aligned zombie with the torch, while not resulting in instant death, still has the effect of temporary stun if using the untargeted swing, so that you may evade them and switch to a better weapon, as well as inflicting minor damage.

Trivia[]

  • Unlike Horrors and other enemies, Zombies do not appear to be able to cast magick.
  • Internal files refer to these creatures as "mummy". This name closely matches Xel'lotath Zombies based on their appearance and weakness to fire.

Gallery[]

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