ZombiU (Remake)/Enemies

= The Infected = ""Don't waste your tears on them. The fucking Infected, undead, blighters, straight-up cannibal fucking zombies, whatever... All that matters is, they're not human anymore.""

- - The Prepper

The infected, often referred to as zombies or blighters, serve as the central antagonists in ZombiU (Remake). These wretched creatures are the tragic result of the virulent scourge known as the Second Blight.

Overview
These formidable adversaries were once ordinary people, leading their daily lives, until the cataclysmic outbreak of the dreaded Second Blight. As the virus swept through the population, it wrought a nightmarish transformation upon its victims, turning them into abominable, cannibalistic entities. While retaining their human appearance, the infected exhibit superhuman senses, granting them an uncanny ability to detect uninfected survivors. Their attraction to bright lights and loud noises renders stealth a vital component of survival.

One of the most chilling aspects of the infected is their apparent insensitivity to pain. Unlike ordinary individuals, they persist in their relentless pursuit of survivors even after sustaining grievous injuries such as broken or severed limbs. The consequences of encountering an infected are dire, as a single bite or fatal injury inflicted by one of these malevolent beings condemns the victim to share their fate. The process of transformation begins swiftly, and there is no turning back. Survivors receive a grim piece of wisdom from the enigmatic Prepper: an infected body is not truly vanquished until its head is severed or completely obliterated. The notion that infected corpses may mysteriously vanish if one departs an area underscores the unpredictable and unsettling nature of these creatures.

Spawning and Day-Night Cycle
In ZombiU (Remake), the urban landscape harbors a denser population of zombies compared to rural areas, though the exact numbers vary across locations. Notably, areas like West London tend to be swarmed with a larger undead presence, while downtown districts boast higher concentrations than their suburban counterparts. Moreover, the influx of migrating hordes from other regions can lead to an escalation in population over time.

They also demonstrate an uncanny knack for finding their quarry in unexpected places, such as bathrooms or closets, where they lay in wait to ambush unwary survivors.

The time of day significantly affects zombie behavior. During the day, zombies may exhibit more cohesive and organized behavior. They might patrol specific areas, react to visual stimuli (such as movement), and coordinate attacks more efficiently. This poses a higher risk to players venturing out in daylight. As darkness descends, the undead become more aggressive and frenzied. They are drawn to sources of light and sound, making stealth a more viable approach. Nighttime zombies may also become more persistent in their pursuit, making escape and evasion more challenging.

Behavior
The infected rely primarily on their senses, particularly eyesight and hearing. They exhibit an eerie attraction to sources of light and sounds, be it the hum of a radio, the rumble of running vehicles, or the sharp crack of gunfire. If a noise registers behind them, they instinctively glance backward before pivoting to investigate. The sight of potential prey holds their foremost attention.Their pathfinding instincts are starkly focused on prey, with noise becoming the secondary beacon, regardless of its origin, be it man-made or natural phenomena like thunderstorms. Survivors must exercise extreme caution when approaching or bypassing these particularly sensitive undead. Even the presence of bloodstains, whether from the player character or defeated zombies, can also attract nearby undead. Players must be mindful of their surroundings and take measures to minimize the evidence of their presence When idle, most zombies appear listless, propping themselves against walls, slumping, or wandering aimlessly with erratic, uncoordinated steps. Many exhibit signs of ailment, such as profuse vomiting or a hunched posture. When survivors meet their unfortunate demise near zombies, the undead kneel down to feed on the fallen. This behavior provides survivors with a slight advantage for evading or dispatching these distracted zombies.

They tend to congregate in hordes, with one of their own assuming the role of the horde's leader. The others trail this designated figure, moving in a synchronized mass. Unpredictable triggers beyond the player's control can set off a mass migration, including events like the drone of a passing helicopter, the bark of a distant dog, or the distant echo of gunfire by an unseen survivor. These occurrences, integral to the game's metagame, serve to redistribute the zombie populations, ensuring balanced gameplay over extended periods. Environmental elements like car alarms, vending machines, and ATMs can also act as inadvertent lures, drawing nearby hordes.

Naturally, these large-scale movements pose imminent danger to the player, as zombies unfailingly follow the most direct route, often without regard for the player's sanctuary. Navigating these hazards demands calculated tactics and strategic foresight. Some zombies may also exhibit pack mentality, traveling and hunting in groups. These packs can be more coordinated and pose a greater threat when encountered together. Players must use caution and strategy to deal with these organized groups.

Combat
Zombies employ a straightforward attack strategy, aiming to grab and bite their prey. These attacks impede the victim's movement, and while some survivors may shake off a few uncoordinated attackers, the mob mentality of zombies often results in victims being overwhelmed.

Zombie attacks can inflict four types of injuries: bites, scratches, lacerations, and blunt trauma ("punches"). Bites are the most severe, leading inexorably to death and zombification. Though rumors of survival after a bite emerged early in the outbreak, they were quickly debunked. A zombie's bite is more challenging to achieve, as it necessitates extended contact with the victim. In contrast, attempts to grab victims are harder to evade and often result in scratches or, in severe cases, lacerations. These injuries, while not immediately fatal, carry the risk of infection, leading to a slow decline due to the disease. Blunt trauma by a zombie inflict minimal damage and do not break the skin, posing no risk of infection. They require only time to heal, without the need for first aid, and might cause occasional minor discomfort.

Zombies can also damage inanimate objects such as doors and player-constructed walls. While a sturdy structure can withstand a few strikes, zombies are persistent, and in larger numbers, they eventually breach barriers. Noise created by a zombie's assault on a door can attract other zombies to the location, increasing the threat. There is a slim chance that zombies may lose interest if survivors maintain complete silence within a structure for an extended period, but relying on such luck is unwise, especially in buildings without fortified windows. They take a direct route to their prey, often neglecting stealth in favor of the quickest approach. Their movements, while not particularly noisy, may include pushing through vegetation, pounding on doors or barricades, or smashing windows. When sighting potential prey, they growl and produce guttural noises that can give away their presence. However, survivors cannot always rely on such auditory warnings. If a zombie manages to sneak up on a survivor, they have a higher chance of injuring the victim when attacking from behind.

The undead aren't always predictable in their actions. Some zombies, especially during the night, adopt more erratic and unpredictable movement patterns. They might stumble, change direction suddenly, or even feign disinterest before lunging at the player. This unpredictability keeps players on their toes, making every encounter a tense and uncertain affair. Some may rush the player head-on, while others might attempt to flank or ambush from behind. Players must remain vigilant and adapt their combat strategies accordingly to survive. In an unsettling twist, some zombies may continue to move and attack even after severe head trauma. This makes headshots less predictable and reinforces the notion that no zombie can be considered truly "dead" until it's rendered completely incapacitated. In larger groups, zombies gain the ability to grab and pull down their prey for feeding. Additionally, zombies can vault over fences, creating a brief window for the player to react. Survivors should be cautious of standing too close to fences, as a lunge attack may knock them off balance. Such an attack leaves the player vulnerable, unable to move for a significant period, often leading to their demise in the presence of multiple zombies. When multiple zombies vault over a fence simultaneously, the fence takes damage and may eventually collapse.

Infection System
In the world of ZombiU, the infection system is intricately tied to the behavior and presence of the infected, or zombies. The infection system plays a pivotal role in shaping the game's dynamics, as it serves as both a central gameplay mechanic and a constant source of tension for players. The primary mode of infection transmission is through bites from the infected. When a survivor is bitten by an infected individual, they are exposed to the contagious virus. If left untreated, the infection will take hold, and the survivor will ultimately transform into an infected.

The relentless presence of zombies poses an ever-present danger to survivors. Their aggressive and unrelenting pursuit means that survivors are frequently at risk of being bitten or injured during encounters with the infected. This increases the likelihood of infection for the player character. Remarkably, even while infected, players retain their full range of capabilities, mirroring those of their uninfected counterparts. However, a chilling twist lingers: in cooperative play, the infected survivor remains vulnerable to friendly fire, further complicating the already perilous journey. This potential for accidental violence among comrades can shatter alliances and heighten the tension of co-op gameplay. The scarcity of medical supplies and antidotes necessitates tough decisions. Players must decide whether to use their precious resources to treat a character bitten by a zombie or to prioritize other immediate needs. This moral dilemma is further compounded by the ever-present threat of more zombie encounters, which could lead to further infections. The game's system dictates that infected individuals can only be considered eliminated when their heads are either decapitated or completely obliterated. This means that survivors must exercise caution when dispatching zombies, as a failure to ensure a complete kill could result in the reanimation of the infected they believed to be vanquished. Given the risk of infection from bites, players are encouraged to adopt stealthy tactics when navigating through zombie-infested areas. Avoiding direct confrontation and taking a cautious approach are essential strategies for reducing the chances of infection.

The threat of infection and the potential loss of survivors are also central to the game's challenge. Permadeath is a feature, meaning that if a player's character becomes infected and ultimately transforms, they are lost for good. This reinforces the sense of peril and underscores the significance of managing the infection system effectively to ensure long-term survival.

Blighters (Standard Infected)
Wanderers= Wanderers represent the most prevalent and typical form of the infected encountered in the game, being slow-moving, lumbering undead with a decaying, shambling gait. These wretched souls were once ordinary citizens, now reduced to haggard, relentless predators. Unlike their mutated counterparts, these creatures lack any specialized abilities, rendering them susceptible to a range of elimination methods with relative ease. They possess a degree of unpredictability in terms of health, typically falling within the wide range of 350 to 750, with variations influenced by the chosen difficulty level (the easiest setting, Chicken Mode, features Blighters with the minimum health, while the more challenging Survival mode pushes their health bars to their limits). While individually less formidable than their faster counterparts, Blighters are most dangerous when encountered in groups. They have a keen sense of hearing and can quickly converge on sources of noise, making stealth a paramount strategy when evading them. Additionally, they can perform a grab attack, which is a maneuver that immobilizes survivors upon contact, rendering them vulnerable unless they can wriggle free. This attack can also potentially kill a survivor if their infection level reaches way too high, as the Blighter will bite their neck when grappled.

Crawlers are a subcategory of infected characterized by their incapacitated state. These unfortunate souls have suffered injuries that have rendered them unable to stand, forcing them to resort to a prone, crawling existence. Their limbs are often mangled, and their movements are slow but deliberate. Unlike Blighters, Crawlers are generally less aggressive, relying on ambush tactics. They lurk in confined spaces or hide amidst clutter, awaiting unsuspecting survivors to draw near before lunging forward in a sudden burst of movement. Though individually less threatening, Crawlers can be a surprise threat, especially in environments where visibility is limited. Survivors must exercise caution when exploring tight or cluttered spaces to avoid falling prey to these stealthy adversaries.
 * -|Crawlers=

Rushers, in stark contrast to their slower counterparts, are swift and agile infected. Their flesh may bear signs of advanced decay, but their movements are characterized by a frenetic energy. These relentless creatures rely on their exceptional speed and agility to close distances rapidly, making them formidable in pursuit. Unlike slower, lumbering infected types, Rushers don't engage in biting or grappling the player; instead, they rely on their hands to deliver vicious clawing and punching attacks. When striking, Rushers exhibit a degree of coordination, utilizing a slow-down effect to simulate the survivor being physically tackled, emphasizing the ferocity of their assault. While formidable in their speed, Rushers are generally less resilient than other types of infected. They are more susceptible to injuries due to their rapid, sometimes reckless, movements. Survivors with sharp reflexes and a well-placed shot can dispatch them before they reach striking distance.
 * -|Rushers=

Slashers are a variant of infected distinguished by their menacingly elongated, razor-sharp claws. These grotesque appendages serve as both a tool for offense and a haunting visual marker of their formidable threat. They combine the agility and speed of the Rushers with the increased physical strength and resilience of a Shambler. Despite their physical advantages, they still exhibit the alert, restless demeanor common to infected. These Slashers adopt an aggressive combat style, often lunging at survivors with swift, slashing strikes. Their attacks are characterized by frenetic, predatory energy, making them particularly dangerous in close-quarters encounters. They can leap over obstacles, grapple with survivors, dodge survivor attacks, and tactically engage in hit-and-run strategies alongside other Slashers in the area. These advanced physical attributes make them more challenging to evade and defeat. Survivors must exercise caution when engaging Slashers, as their attacks can cause severe injuries. Utilizing ranged weapons or keeping a safe distance is often the most effective strategy when contending with these formidable foes.
 * -|Slashers=

Shamblers represent the embodiment of decay and deterioration among the infected. They are the most grotesque and decayed members of the horde, characterized by extreme signs of physical degradation. They bear the unmistakable signs of extreme decay, with flesh exhibiting advanced putrefaction, revealing exposed bones, and clothing in tatters. Their vacant, clouded eyes reflect a significant reduction in awareness and cognitive function, further emphasizing their diminished state. Shamblers exhibit the least mobility among the infected types. Despite their ponderous gait, Shamblers are incredibly resilient and possess immense physical strength, being capable of withstanding significant amounts of damage before succumbing, making them formidable adversaries in direct confrontations. Engaging them directly may not always be the wisest course of action, as their durability can prolong encounters. Utilizing tactics that exploit their slow movement or engaging from a safe distance is often the preferred approach.
 * -|Shamblers=

Infected Survivors are a haunting reminder of the human toll exacted by the Blight. These were once individuals who, in a cruel twist of fate, succumbed to the virus despite their initial attempts at survival. Their appearance varies widely, reflecting the diverse backgrounds and circumstances of their former lives. The Infected Survivors often carry items that could be of use to survivors, such as weapons, ammunition, or supplies. These items can be vital for those who dare to scavenge from these wandering remnants. The player's survivor level plays a pivotal role in determining the type of infected they become upon succumbing to the virus. Different survivor levels lead to different types of infection. Players with survivors below Level 5 may return as Shamblers. Those between Level 5 and 10 spawn as Blighters. Levels 10 to 30 give rise to Rushers or Slashers, presenting a greater challenge for survivors. Levels exceeding 30 heralds the emergence of an enraged zombie. Beyond a survivor score of 50, the infected can become even more formidable, surpassing the strength of naturally spawned enemies. In dire circumstances, a player may face the difficult decision of how they will meet their end. High-level survivors may choose to end their own lives using a Molotov or explosive, sparing the next survivor the ordeal of encountering an exceedingly powerful infected.
 * -|Infected Survivors=

Freaks (Special Infected)
Armored Blighters=
 * Armored Blighters, colloquially known as Riot Armor, are a formidable variant of infected characterized by their heavily reinforced protective gear. Their appearance is distinct, clad in remnants of riot gear that render them highly resilient to conventional attacks including melee weapons and firearms. Armored Blighters exhibit a measured, deliberate movement pattern. Their primary tactic is to absorb damage and serve as a frontline threat, allowing other infected to close in on survivors while they maintain a defensive position. Their reinforced armor makes them impervious to standard attacks, requiring survivors to employ alternate strategies. Utilizing explosives, Molotov cocktails, or finding weaknesses in their armor becomes essential when contending with Armored Blighters.


 * -|Spitters=
 * Spitters are a hazardous variant of infected distinguished by their distinctive bloated appearance and corrosive abilities. They carry within them a toxic payload that they expel in a projectile form, posing a significant threat to survivors. Spitters exhibit a methodical, cautious approach. They tend to maintain a distance from survivors, opting to unleash their corrosive projectiles from afar. Their primary aim is to create hazardous zones that survivors must navigate. The corrosive substance expelled by Spitters can inflict significant harm, corroding both flesh and armor. Survivors must exercise caution and employ ranged tactics to neutralize Spitters before their attacks become overwhelming.


 * -|Hunters=
 * Hunters are a highly agile and predatory variant of infected, known for their distinctive hunchbacked posture. Their physiology grants them remarkable speed and the ability to cover great distances in pursuit of their prey. Hunters excel at stealth and surprise, often lurking in shadows or concealment. They pounce on survivors with rapid, deadly strikes, attempting to incapacitate or isolate their prey. Hunters' speed and agility make them formidable adversaries, requiring survivors to maintain heightened awareness and quick reflexes. Engaging them in close quarters is particularly perilous, necessitating ranged tactics or environmental advantages. Survivors must maintain situational awareness and vigilance when traversing areas inhabited by Hunters. Swift reflexes and well-aimed shots are key to surviving encounters with these agile foes.


 * -|Exploders=
 * Exploders are a ticking time bomb among the infected, marked by a propane tank attached to their backs. When provoked or in close proximity to survivors, they self-detonate in a fiery explosion. Exploders are unstable and prone to erupting when threatened. Their strategy involves closing the distance between themselves and survivors to unleash a devastating blast, potentially causing harm to both parties. Survivors must exercise caution when confronting Exploders. Ranged attacks or well-placed shots to their sacs can neutralize them before they detonate, minimizing the risk of collateral damage.

Burning Ones are infected whose bodies are engulfed in flames, emitting a ghastly, flickering glow. They are perpetually ablaze, and their fiery presence leaves a trail of devastation in their wake. Burning Ones exhibit relentless aggression, charging toward survivors and inflicting fire damage through physical contact. Their fiery attacks cause a burning effect that lingers on survivors, dealing ongoing damage. Survivors must be prepared for intense combat when facing Burning Ones. Equipping fire-resistant gear and employing ranged attacks or explosives are effective ways to counter their fiery assaults.
 * -|Burning Ones=

Screamers are a harrowing type of infected known for their piercing, ear-splitting shrieks. Their elongated, distorted vocal cords allow them to unleash a sonic attack that disorients survivors and attracts other infected. Screamers prioritize creating chaos and confusion. They unleash their deafening scream when they detect survivors, drawing in nearby infected and disrupting survivors' abilities to aim or communicate. Survivors must prioritize taking out Screamers quickly to prevent the spread of chaos and the accumulation of additional threats. The use of silenced weapons or coordinated attacks is often recommended when dealing with these cacophonous adversaries.
 * -|Screamers=

Ragers represent a highly agitated and frenzied type of infected, distinguished by their erratic, unpredictable movements. They exhibit a distinctive and unsettling level of aggression. Ragers attack with unbridled fury, often charging at survivors with reckless abandon. Their unpredictable movements and attacks can make them challenging adversaries, forcing survivors to react quickly to avoid harm. Survivors must exercise caution when engaging Ragers, as their aggression can catch even experienced survivors off guard. Keeping a safe distance, maintaining mobility, and responding with well-timed shots are vital strategies for surviving encounters with these volatile foes.
 * -|Ragers=

= The Scavengers = In the nightmarish world of ZombiU, the undead, or zombies, are far from the sole menace survivors must contend with.

Alongside these relentless creatures, survivors must also navigate the treacherous presence of the Scavengers, a faction of hostile and opportunistic human adversaries. These scavengers, also known as bandits, Looters, Raiders, and Hoodlums, introduce a dynamic layer of danger and complexity to the game's already dire survival landscape. The motivations driving scavengers span a broad spectrum, making them unpredictable adversaries. Some may resort to violence for survival, seeking to acquire essential supplies by any means necessary. Others are driven by more nefarious intentions, engaging in theft, murder, and intimidation to exert dominance over the shattered remnants of society.

Scavengers hail from diverse backgrounds, further adding to the complexity of their character. Some may be ordinary civilians, forced into a life of crime by the harsh realities of the post-apocalyptic setting. Others could be rogue military units who exploit their military status and superior firepower to take what they want with impunity.

The structure of scavengers groups is far from uniform, however. Some may consist of loose associations of violent, wandering thieves acting on impulse and opportunism, while others are highly organized syndicates, exerting control over territories and resources. Within Bandit groups, relationships among members can be as diverse as their backgrounds. Some may be family members, bound together by loyalty and shared objectives. Others may be close friends who rely on their collective strength for survival. Conversely, some Bandits may be little more than uneasy acquaintances, and there are those who despise each other but grudgingly cooperate to increase their chances of survival in the perilous landscape. Survivors must exercise extreme caution when encountering these guys, as they often possess superior numbers and firepower. Engaging in direct confrontations can be perilous, necessitating a strategic and thoughtful approach to ensure one's own safety. Balancing the needs for self-preservation against the imperative to acquire vital resources is a constant challenge. Engaging with the scavengers may be a last resort when other avenues for survival have been exhausted.

= The Darkness =

= British Armed Forces =