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From Quake Wiki


"Thou canst not kill which dost not live. But you can blast it into chunky kibbles."

Health 60 (regenerates to full health on any damage)
Gib threshold 0 (must be gibbed to be killed)
Attacks Thrown gibs
Drop nothing
1st appearance e1m3
Game version Shareware
Death message Player joins the Zombies
† The data files for monsters that appear only in the registered version of Quake reside in pak1.pak rather than pak0.pak.

Zombies are truly unique. They rip pieces of flesh off themselves and throw them at you for their attack. To kill them, you must gib them. If you do not, they will simply fall over and get up later. You will need to bring their health to zero in a single take, meaning you need to do 60 damage at least, this is most easily done with explosives as demonstrated in the stock demo1.dem, but can also be achieved via Quad Damage attacks with other weapons.


The Zombie can only be killed by a lot of damage in a very short time, resulting in gibbing. By default only the explosive weapons Grenade Launcher and Rocket Launcher can deal that much damage. But when wielding a Quad Damage any other weapons except for the Nailgun will gib a Zombie. So usually the weapons of choice will be the explosive ones. Giving an explosive weapon to the player shortly before a Zombie encounter is a common trope in custom maps.

When hurt for a medium amount of damage Zombies will fall to the floor and "rest" for a while. During that state they are invincible.

Zombies move very slowly and throw parts of their body at the player. Harmless in low numbers but dangerous in groups or tight situations.

Entity type point
Entity class monster
Dimensions 32 x 32 x 64
Quake-C zombie.qc
Precaches progs/zombie.mdl


Entity information[edit]

monster_zombie is the entity for placing Zombies in a level.




targetname The targetname of the Zombie. When triggered, the Zombie will wake up if inactive.
target The targetname of the entity to be triggered when the Zombie dies.
killtarget The targetname of the entity to be removed when the Zombie dies.


The monster_zombie entity supports the following spawnflags:

Flag Common Name Description
1 Ambush The Zombie will not wake up from seeing other monsters wake up or hearing sounds.
2 Crucified The Zombie will become a writhing cruified Zombie prop that can be used as level decoration and is not treated as a monster in game.

It also supports the standard spawnflags for difficulty and deathmatch presence.

Flag Common Name Description
256 Not on Easy The Zombie will not spawn on Easy difficulty.
512 Not on Normal The Zombie will not spawn on Normal difficulty.
1024 Not on Hard The Zombie will not spawn on Hard difficulty.
2048 Not in Deathmatch The Zombie will not spawn in Deathmatch mode.


FGD Definition[edit]

This is the format used by TrenchBroom and Worldcraft. Note that the model(...) parameter is not supported by Worldcraft. This does not include the Monster base class definition, which is also required.

@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/zombie.mdl")
    = monster_zombie : "Zombie" []
	spawnflags(Flags) = 
		1 : "Crucified" : 0
		2 : "Ambush" : 0

DEF Definition[edit]

This is the definition format used for most old Quake editors, including the original QuakeEd.

/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 40) Crucified Ambush