Dungeons:Zombie



| Health points |
Tier 1: 55 |
|---|---|
| Behavior |
Hostile |
| Classification | |
| Attack strength |
Tier 1: 70 |
| Spawn |
See § Spawning |
| Equipped models |
Tier 2: |
| Unified Level ID |
|
| Level IDs |
|
{
"title": "Zombie",
"rows": [
{
"field": "'''Tier 1''': 55 <br>'''Tier 2''': 210 <br>'''Tier 3''':500",
"label": "Health points"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Undead article, displayed as Undead)",
"label": "Classification"
},
{
"field": "'''Tier 1''': 70 <br>'''Tier 2''': 85 <br>'''Tier 3''':100",
"label": "Attack strength"
},
{
"field": "See (link to #Spawning article, displayed as <span style=\"white-space: nowrap;\">§ Spawning</span>)",
"label": "Spawn"
},
{
"field": "(values exceeds 1000 characters...)",
"label": "(link to MCD:Mob#Equipped models article, displayed as Equipped models)"
},
{
"field": "<code>zombie</code>",
"label": "Unified Level ID"
},
{
"field": "<code>ZombieVariant0</code><br /><code>ZombieVariant1</code><br /><code>ZombieVariant2</code>",
"label": "Level IDs"
}
],
"invimages": [],
"images": [
"Zombie Idle (Dungeons).gif",
"ZombieVariant1 Idle (Dungeons).gif",
"ZombieVariant2 Idle (Dungeons).gif"
]
}
| “ |
|
„ |
| — Guide to Minecraft Dungeons: A Handbook for Heroes |
A zombie is a common undead hostile mob that can be found within the various missions of Minecraft Dungeons. Zombies have three variants, identifiable by their gear.
Spawning
Squid Coast
Creeper Woods
Creepy Crypt
Woodland Mansion (Summoned by necromancers)
Woodland Prison (Summoned by necromancers)
Soggy Swamp
Soggy Cave
Pumpkin Pastures
Arch Haven
Cacti Canyon
Redstone Mines
Fiery Forge
Desert Temple (Summoned by necromancers)
Lower Temple (Summoned by necromancers)
Highblock Halls
Underhalls
Obsidian Pinnacle (Arcade)
Dingy Jungle
Panda Plateau
Overgrown Temple
Frosted Fjord (Summoned by mob spawners)
Lone Fortress
Lost Settlement (Secret area)
Gale Sanctum
Gauntlet of Gales
Colossal Rampart
Abyssal Monument (Secret area)
Radiant Ravine (Secret area)
The Stronghold
Daily Trial
Ancient Hunt
Tower
Treetop Tangle
Zombies can be summoned by a necromancer or mob spawner. Zombies also spawn when night falls, regardless of mission, when at least one hero dies in multiplayer.
Behavior
Zombies have three variants. The first variant is unarmored and unarmed. The second wears scale mail with a reinforced mail helmet as well as a single dagger, and the third wears full reinforced mail and a sword. Zombies have nine times more health when enchanted.
Walk

Zombies wander around when they are idle.
Basic attack

When an available target is in range, they will perform a downward swipe with both arms, dealing damage to heroes in its range.
Novelty sleep

Zombies sometimes sleep when idle. The third zombie variant does not perform its novelty animation, however, as it is broken.
Unlike in the base game, zombies do not turn into drowned when submerged in water for 30 seconds or more.
Sounds
Idle
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Idle (generic) | sfx_mob_zombieIdle | |
Attack
- Unified behavior file:
Zombie_BasicAttack - Behavior file:
Zombie_BasicAttackVariant0,Zombie_BasicAttackVariant1,Zombie_BasicAttackVariant2
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Attack (generic impact sounds) | sfx_mob_zombieAttack | |
| Pre-attack (generic) | sfx_mob_zombiePreAttackVoice | |
| Whoosh (variant 0 only) | sfx_mob_zombieWhoosh | |
| Step plate armor light (variant 1 & 2 only) | sfx_mob_plateArmorFoleyAttack | |
| Knife whoosh (variant 1 only) | sfx_mob_knifeSwing | |
| Sword swing steel (variant 2 only) | sfx_mob_swordSwingSteel | |
Step
- Unified behavior file:
Zombie_Walk - Behavior file:
Zombie_WalkVariant0,Zombie_WalkVariant1,Zombie_WalkVariant2
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Step (generic) | sfx_mob_zombieStepGeneric | |
| Mob step scale armor (variant 1 only) | sfx_mob_stepScaleArmor | |
| Mob step plate armor heavy (variant 2 only) | sfx_mob_stepPlateArmorHeavy | |
Death
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Death (generic) | sfx_mob_zombieDeath
| |
| Plate armor drop light (variant 1 & 2 only) | sfx_mob_zombieVariant1Death
sfx_mob_zombieVariant2Death | |
| Sickles impact (variant 1 only) | sfx_mob_zombieVariant1Death | |
| Impact metal (variant 1 only) | sfx_mob_zombieVariant1Death | |
| Step scale armor (variant 2 only) | sfx_mob_zombieVariant2Death | |
| Plate armor impact (variant 2 only) | sfx_mob_zombieVariant2Death | |
Hurt
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Hurt (generic) | sfx_mob_zombieHurt
| |
| Plate armor impact (variant 1 & 2 only) | sfx_mob_zombieVariant1Hurt
sfx_mob_zombieVariant2Hurt | |
| Step scale armor (variant 1 only) | sfx_mob_zombieVariant1Hurt | |
| Armor chain layer 1 (variant 1 only) | sfx_mob_zombieVariant1Hurt | |
| Step plate armor light (variant 2 only) | sfx_mob_zombieVariant2Hurt | |
| Step scale armor (variant 2 only) | sfx_mob_zombieVariant2Hurt | |
Miscellaneous sounds
The following SFX files may be unused features or may appear in other parts of the game. Most of these sound files do not have an SFX ID in the game files.
| Sounds | ||
|---|---|---|
| Sound | Description | Resource location |
| Metal | sfx_mob_zombieMetal_soundWave | |
| Pre | sfx_mob_zombiePre_soundWave | |
| Remedy | sfx_mob_zombieRemedy_soundWave | |
| Step (wood) | sfx_mob_zombieStepWood_soundWave | |
| Wood break | sfx_mob_zombieWoodBreak_soundWave | |
| Infect | sfx_mob_zombieInfect | |
Grim Guardian

| Health points |
110 |
|---|---|
| Behavior |
Hostile |
| Classification | |
| Attack strength |
70 |
| Level IDs |
|
{
"title": "Grim Guardian",
"rows": [
{
"field": "110",
"label": "Health points"
},
{
"field": "Hostile",
"label": "Behavior"
},
{
"field": "(link to MCD:Ancient article, displayed as Ancient), (link to MCD:Undead article, displayed as Undead)",
"label": "Classification"
},
{
"field": "70",
"label": "Attack strength"
},
{
"field": "<code>zombieancient</code>",
"label": "Level IDs"
}
],
"invimages": [],
"images": [
"Grim Guardian.png"
]
}

The Grim Guardian is an ancient zombie that can be encountered within an ancient hunt upon offering, at a minimum, the following runes:
The ancient resides within Grim Guardian Ancient Dungeon and possesses, at minimum, the following enchantments:
Six enchanted necromancers act as the ancient's minions, possessing the following enchantments:
Upon defeating the Grim Guardian, a gilded variant of the following items drops as a reward:
Data value
ZombieVariant0
- Enemy lock radius: 10 blocks away
- Base health: 55
- Base damage: 70
- Attack distance: 2 block distance
- Viewing angle (ConeAngleDegrees): 30°
- Attack delay: 0.3 seconds
- Attack duration: 1.0 seconds
- Push back strength: 6
- Push back Z Factor: 1
- Speed limit: 8 blocks distance per second
ZombieVariant1
- Base health: 210
- Push multiplier: 0.95
- Base damage: 85
- Attack distance: 2 block distance
- Viewing angle (ConeAngleDegrees): 30°
- Attack delay: 0.33 seconds
- Attack duration: 1.1 seconds
- Attack cooldown: 0.05 seconds
- Push back strength: 6
- Push back Z Factor: 1
ZombieVariant2
- Base health: 500
- Push multiplier: 0.9
- Base damage: 100
- Attack distance: 2 block distance
- Viewing angle (ConeAngleDegrees): 30°
- Attack delay: 0.36 seconds
- Attack duration: 1.1 seconds
- Attack cooldown: 0.1 seconds
- Push back strength: 6
- Push back Z Factor: 1
zombieancient (Grim guardian)
- ID: flesheater
- Base health: 110
- Push multiplier: 0.0 (Cannot be knockback)
- Minion count: 6
- Minion spawn radius: 400.0 (4 blocks away)
Zombies have three unused animations, and an unused legs animation for the basic attack behavior.
In the netherhypermission-hyper file, the grim guardian is referred to internally by the names zombieancient and flesheater.
History
| Minecraft Dungeons | |||||||
|---|---|---|---|---|---|---|---|
| Dungeons Beta | |||||||
| 1.8.0.0 | |||||||
Issues
Issues for Minecraft Dungeons relating to "Zombie", "ZombieVariant0", "ZombieVariant1", or "ZombieVariant2" are no longer maintained on the bug tracker since September 28, 2023.
Trivia
- Zombies have many unused sounds in game file.
- Both shoulder pads use the shoulder pad model on the right. One of the right shoulder pads was reversed and disguised as the left shoulder pad. The difference between the reversed right shoulder pad and the left shoulder pad is that there is an extra white pixel on the top of the left shoulder pad.
- Zombies are both darker and smoother than those from the original game.
Gallery
Renders
-
Tier 1 Zombie idle isometric render. -
Tier 1 Zombie walk isometric render. -
Tier 1 Zombie basic attack isometric render. -
Tier 2 Zombie idle isometric render. -
Tier 2 Zombie walk isometric render. -
Tier 2 Zombie basic attack isometric render. -
Tier 3 Zombie idle isometric render. -
Tier 3 Zombie walk isometric render. -
Tier 3 Zombie basic attack isometric render. -
The grim guardian's idle isometric render. (Single glowing effect)
Animations
Tier 1
-
Idle -
Walk -
Basic attack -
Novelty -
Stun
-
Basic attack (unused leg animation) -
Get hit from the front (unused) -
Get hit from the left (unused) -
Get hit from the right (unused)
Tier 2
-
Idle -
Walk -
Basic attack -
Novelty -
Stun
-
Basic attack (unused leg animation) -
Get hit from the front (unused) -
Get hit from the left (unused) -
Get hit from the right (unused)
Tier 3
-
Idle -
Walk -
Basic attack -
Stun
-
Novelty (unused) -
Basic attack (unused leg animation) -
Get hit from the front (unused) -
Get hit from the left (unused) -
Get hit from the right (unused)
Textures
-
Zombie texture file. -
Zombie shadow texture file. -
Murals in the luminous night Tower that depict a zombie. -
Murals in the luminous night Tower that depict a zombie wielding a sword. -
Murals in the luminous night Tower that depict a zombie's face.
Screenshots
-
A horde of zombies and jungle zombies seen in the Dingy Jungle. -
Four heroes alongside a polar bear, fox, wolf, and a chicken heading to fight off a large horde of zombies. -

-
A tier 3 Zombie with reinforced mail in the Creeper Woods. -
A zombie's legs behaving "novelty sleep" while the upper body attacking the hero. -
A reinforced mail right shoulder pad, reversed right shoulder pad uses by tier 3 Zombies and left shoulder pad.
Development images
-
A screenshot of the developer video showing an early concept of zombie and skeleton variants.