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TRANSMIT - initiate the necrotic signal - RECEIVE - initiate the putrescent cadence - DAMN IT, IT WASN'T QUITE FRESH ENOUGH! - illumine the Reanimated - WITNESS - Zombies.

The dead walk. Say the sentence, sweetling. Just as impossible as anything else that has happened to you since the bee, yet it sits on your tongue easier. You are not that surprised. It is weird how much it is not weird. They have shambled through the zeitgeist of your species for so long. The dead that walk.    


Our aperture opens on Kingsmouth. The Fog came, and the townsfolk walked into the sea. And something that was lately them walked out. The dead that walk. Horrors from the depths of the ocean and the chill of the earth, rising with unnatural hungers. The clothes and dead faces look familiar, but the vacant eyes hold none of the hopes and emotional relations that once inhabited the husks. They answer the call of the draug.


They require no rest, feel no pain. They only walk and kill. No heartbeat. No brain function.They are not organisms run on vital systems. Their bodies can take tremendous trauma before being disabled. Human flesh sates their hunger above all, yet those that starve will prey on animals. Other undead hold no interest to them. Those imbued with anima enjoy some protection from their infected bites.

The zombie curse stretches into varied manifestations, some by design, some by vicious chaos. We see them. We see the Fast Zombie. See how they run! The most common of Kingsmouth's zombie population. Their flesh and sinew is fresher, their movements more spry. These are the recent townsfolk of Kingsmouth, called into the ocean by a siren's call. Familiar faces in the strange decay.    

We see the Ripper. A variant of the fresher dead, some particularly frenzied strain of necromantic magic worked its way into their bodies. Their claws are longer, their mouths impossibly filled with teeth. They constantly move, like sharks.    

We see the Elder Zombie. Vermiculated and maggot-ridden, they are the corpses awakened in their old graves. The fresher zombies receive the command to dig up their more decomposed kin. This is not the first time sinister forces have been at play on this island. There are many fetid things buried in its history. Though these older shamblers are sluggish and more fragile than the more recent counterparts, they draw from deeper reserves of necromantic power. They call on carrion birds, beasts, and insects. They command lesser undead.    

We see the Hulking Zombie. Deformed monstrosities, they were physically changed by the occult energies in the Fog, in the Filth, in the centuries of layered wards and runes crosshatching Solomon Island, and other dark factors. They are grotesque accidents, and the only shambling dead that will not answer to the whim of the Sargasso Sea monsters. With their power, they have freed themselves from the control of the draug and wander the island as unpredictable, walking weapons of mass destruction.    

We see the Wet Zombie. The waterlogged ones. They were buried in the sea. As the draug travelled across the Sargasso, with the Fog, they swept up all the dead sailors of all the ages along the way. And they are still being called to Kingsmouth by the draug. Woken from their deep graves, they slowly walk along the ocean floor and onto the beaches of Solomon Island.    

We see the Cultist Zombie. These are the cadavers of those who in life who served certain strange priesthoods, delved into the mysteries of potent cults, or otherwise devoted themselves to occult study. Some spark of awareness stays with them, and, in death, they can still call on their ritual powers.    

We see the Shambling Bear. The cadaverous beast. The undead ursine. Necromantic magics can seep into the bodies of potentially any creature. Its great body contains vast stores of black magic.    

Tell us, sweetling, have you heard the legend of Resurrection Joe? He is an infamous resident of Solomon Island's history. His bones have settled for a century or two, and still the locals shiver at his name. His body parts are scattered. If you can find several pieces and gather them at his grave, you may hear his story.    

Resurrection Joe was a legend in his own time and in his own death. He was born Joseph Blythe. He was a bad seed. He was the baddest Johnny in the apple cart. He blasphemed. He stole. He fought. He killed. He did things that the good citizens had to write new laws against. Joe refused every point of etiquette and rule. Including dying. When the judge sentenced Joe to death by hanging, he dangled, but kicked for three days. When they shot him, he woke up. The records are blank, after this point, as the town tried all manner of unlawful execution techniques. When Joe finally seemed to succumb, they took no chances. They dismembered his body and scattered the parts. But Joe lived on in story and rhyme. His rancid laughter still haunts Solomon Island.    

Zombies #1 Details 515,100 Kingsmouth Town

Kingsmouth Town 515,100

Between a fence and a ridge on the coast.

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Zombies #2 Details 370,330 Kingsmouth Town

Kingsmouth Town 370,330

In a small alley between houses behind Susie's Diner.

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Zombies #3 Details 700,400 Kingsmouth Town

Kingsmouth Town 700,400

In a corner of a house on the shore of Journey's End.

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Zombies #4 Details 470,725 The Savage Coast

The Savage Coast 470,725

Behind a house in a fenced yard.

Zombies #5 Details 360,525 The Savage Coast

The Savage Coast 360,525

Atop a rock. To get close to the lore, jump the rock with sprint on at the small bulge near the lore piece (360, 530).

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Zombies #6 Details 435,445 The Savage Coast

The Savage Coast 435,445

Drops from Innsmouth Track & Field zombies around Innsmouth Academy.

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Zombies #7 Details 255,450 Kingsmouth Town

Kingsmouth Town 255,450

Drops from the Dearly Departed in the church graveyard.

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Zombies #8 Details 115,945 Kingsmouth Town

Kingsmouth Town 115,945

Drops from Rapidly Mutating Hulks and Hulking Masses on Priest Island.

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Zombies #9 Details 410,185 Kingsmouth Town

Kingsmouth Town 410,185

Drops from Drowned Mariners on the Fletcher Bay coastline, primarily on the southwest.

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Zombies #10 Details 500,50 Kingsmouth Town

Kingsmouth Town 500,50

Drops from the various zombie Cultists.

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Zombies #11 Details 245,495 The Blue Mountain

The Blue Mountain 245,495

Drops from the Decomposed Kodiak Bear. To remove the shield surrounding the bear, click the North, South, East, and West totems in that order.

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Zombies #12 Details 720,240 The Savage Coast

The Savage Coast 720,240

Hidden in a small crevice along one of the cliff paths against the coast.

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Zombies #13 Details 290,510 Kingsmouth Town

Kingsmouth Town 290,510

Drops from Resurrection Joe. To summon, assemble all six of his decomposed body parts. Decomposed Head: Blue Mountain (495,125) Decomposed Torso: Kingsmouth (385,20) Decomposed Right Arm: Blue Mountain (350,765); on the first floor of the lair. Decomposed Left Arm: Savage Coast (550,190) Decomposed Right Leg: Kingsmouth (180,615) Decomposed Left Leg: Savage Coast (130,650)

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