Difference between revisions of "Unnatural corpse"

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{{Anomaly}}
 
{{Anomaly}}
{{Stub|reason=General. ALso reports that Rapid Regeneration that effectively stalls actual damamge until a certain amount of HP damage has been done. Needs verification}}
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{{Spoiler}}
{{Rewrite|reason=formatting}}
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{{Stub|reason=General. Clean-up links and add specific values for things, such as time to awakening. could use more subheadings}}
{{infobox main
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{{Infobox main|entity
| name = Unnatural corpse
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| name = Unnatural human corpse
 +
| image = Unnatural corpse.png
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<!-- Base Stats -->
 +
| type = Entity
 +
| type2 = Advanced
 +
| deterioration = 0.25
 +
<!-- Containment - Studiable -->
 +
| anomaly knowledge = 2
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| knowledge category = Advanced
 +
| study interval = 120000
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| min monolith level for study = 1
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| study enabled by default = false
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| show toggle gizmo = true
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<!-- Technical -->
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| defName = UnnaturalCorpse_Human
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| label = Unnatural {0_label} corpse
 
}}
 
}}
An '''Unnatural Corpse''' is an [[entity]] that appears in your colony via events. It looks like a copy of your still-living pawns. As soon as you get the corpse, its original copy will suffer from a mood penalty as well as the corpse sometimes teleports near to it.
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An '''Unnatural Corpse''' is an [[entity]] that can threaten your colony. It will haunt one of your colonists until it is ready to strike.
  
===== Removal =====
+
== Acquisition ==
There is no way to get rid of the corpse as it will reappear eventually. Once it "wakes" up, it will chase and hunt its original, where the victim will be hypnotized for several seconds before their brains get consumed. The unnatural corpse is challenging to kill, similar to a Ghoul's unnatural regeneration but faster.
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There are two ways to acquire the Unnatural Corpse:
The only way to get rid of the corpse before it awakes is to study it which takes several days. After that, you'll get a notification that your colonist will be able to remove the shard implanted on the corpse, which will destroy it. You can still keep it around optionally to study as it gives "advanced research points" for the dark research tab.
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* The [[Mysterious cargo]] quest involves either a friendly planetary faction{{Check Tag|Which factions?|Confirmed: Star Empire, any others?}} or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the Unnatural Corpse. For further information about the quest, see that page. The Unnatural Corpse appears with a blue "Mysterious Cargo" letter when it lands on your map.
 +
* Performing the Void Provocation ritual can result in the appearance of a Unnatural Corpse on your map. The monolith must be at least at Level 2 for the Unnatural Corpse to appear after a Void Provocation. The Unnatural Corpse appears with an orange "Strange Corpse" letter when it appears on your map via Void Provocation.
  
===== Killing =====
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== Summary ==
The duplicates invincibility is limited and if you damage it enough you can break the extreme healing causing it to be killed easily. It is recommended to make sure the original colonist is far away to prevent them from being killed.<sup>[Needs more testing].</sup>
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The unnatural corpse is a dead, identical copy of one of your colonists. While harmless at first glance, it will haunt that colonist until either destroyed or until it disappears. It is ''highly recommended'' you research and destroy the corpse as fast as possible, as it is nearly impossible to stop when it is activated.
 +
 
 +
The corpse's existence causes a {{--|6}} mood penalty on the original colonist, and its presence can cause random [[mental breaks]], such as corpse obsession and insane ramblings.
 +
 
 +
The corpse will silently teleport itself to being near the original, which is uniquely affected by the camera of the game: the corpse will attempt to teleport only if it is out of camera shot, and it can only land at a point out of camera shot. Thus the teleporting of the corpse is completely avoidable by keeping the corpse in the camera, or just zoom out to maximum scale to keep the entire colony in view. If you do have something needing a close look, pause the game, which allows you to move the camera from it, and then move the camera back before unpausing the game. If the corpse was buried, it will get out on its own when the burial site is offscreen.
 +
 
 +
The corpse also does not inherit any of the original's body modifications, such as bionics. It inherits [[psycasts]], but cannot use them. It also inherits the [[genes]] of the original pawn. It cannot be resurrected by any means, such as [[resurrector mech serum]] and dead-life dust from any source, including [[death pall]]s.
 +
 
 +
The corpse can not be permanently destroyed without proper study. Injuries that the corpse sustains such as skull removal will be healed if the corpse ever awakens. The corpse can be temporarily destroyed by other means, including butchery which will yield [[human resources]], but it will respawn after some time. Additionally, the original pawn will suffer a "Corpse Torment" hediff every time the corpse is destroyed, knocking them unconscious for 24 hours and inflicting {{++|20%}} [[pain]]. Destroying the corpse does reset the cooldown to study it, so this may prove to be beneficial if rapid study is needed at the expense of a colonist, animals can eat the corpse unintentionally knocking out the pawn. Fully studying the corpse gives the option to permanently destroy it, yielding one [[shard]].
 +
 
 +
If the corpse's original pawn is no longer available (i.e. it has targeted a guest who leaves before it can awaken) then it will disappear after seven days.
 +
 
 +
All of these factors make the unnatural corpse a present, if relatively minor, threat to your colony. This will change if the corpse is ever given the opportunity to awaken.
 +
 
 +
11 to 13 days after arrival on the map, the Unnatural Corpse will give a warning that it is growing stronger. 1 to 3 days later after this warning, the Unnatural Corpse will awaken.
 +
 
 +
Studying the Unnatural Corpse and gaining 8 to 12 advanced anomaly research will unlock destroying the Unnatural Corpse.
 +
 
 +
=== Awakening ===
 +
After several days, you will receive a warning [[letter]] stating the corpse is growing stronger and is beginning to awaken. You are advised to destroy the corpse before it is too late. Roughly a day after your warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it stands up. There is no way to delay the awakening.
 +
 
 +
When it has awoken, the corpse has only one goal: to find and grab the original pawn. If it succeeds, it will hypnotize the pawn and hold them in place for several seconds. If uninterrupted, the corpse will instantly kill the original pawn by psychically incinerating the target's brain. This means it will instantly kill even [[deathless]] pawns, and this attack is unavoidable. It bypasses armor, dodge chance, and has no interaction with [[psychic sensitivity]]. The hypnosis can be interrupted by certain outside sources: Skipping either the pawn or the corpse away from each other will break the trance, as well as forcing the corpse to vomit with Vertigo Pulse. Although the hypnosis is broken and the pawn is no longer at risk of dying, they are still rendered immobile for some time after. If attempting to escape from it, Burden and Stun can be used, though one must remember the corpse will inherit the psychic sensitivity of the original pawn.
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 +
The corpse cannot be trapped by any means. It can chase and hypnotize the target even if the target is [[Invisibility|invisible]]. If unable to path to its target, it will teleport even through solid walls. However, if the target is in a 1x1 room without a door, teleportation is not possible. It will chase the original pawn until either the original or the corpse itself is destroyed. After the destruction of its target, the corpse will wander momentarily before disappearing. If the target is carried by another pawn, it will attack the pawn with melee attack; if the target is inside of something like a [[cryptosleep casket]], it will rip open the casket to attack, though this does slow the corpse down.
 +
 
 +
Destroying the unnatural corpse after it has awoken is exceptionally difficult. The corpse has an incoming damage multiplier of 20%, receiving only a fifth of incoming damage. It has a regeneration ability similar to [[Ghoul]]s, but far more powerful: '''30000 HP/day''' regeneration, reversing damage done to it until its regeneration capacity has been depleted. Additionally it cannot die if the regeneration capacity is not depleted, making sheer damage attacks like [[hellsphere cannon]] unable to one shot it even if the damage destroys vital parts. Neither a 100% severity [[Heatstroke]] nor [[Hypothermia]] will work either. The corpse has +1000% pain shock resistance. The corpse starts with a move speed modifier of 50%, which increases over the next few hours to a 300% movement speed modifier. Combined with the regeneration that can regenerate between 200 to 400 hp and any gene bonuses the corpse may have inherited, an awoken corpse is nearly unstoppable and very likely to kill the target pawn. For reference, a direct hit with a [[hellsphere cannon]] may only take 200 hp off the regeneration total. It will survive Antigrain warheads and orbital bombardments.
 +
 
 +
Destroying the corpse after it has awoken yields one shard as normal. If the corpse loses its regeneration and cannot move, it will be destroyed.
 +
 
 +
== Strategy ==
 +
Given how hard it is to stop an awoken corpse, the fact it provides no benefit to the colony, and the rewards for destroying it never change, it is highly recommended to destroy the unnatural corpse as soon as you are done studying it.
 +
 
 +
The easiest way to fight the corpse once it has awakened is to render its target unconscious before the corpse awakens. This can be done through various means like anesthetizing, or neural heat dumping.{{Check Tag|Blood Loss?|extracting hemogen packs is a free way to knock someone out but how the unnatural corpse interacts with blood loss and bleeding is not known}} After that, the corpse will awaken but be unconscious, allowing you to leisurely deal damage and exhaust its regeneration limit. Once this limit is reached, the corpse will be destroyed.
  
 +
However, if for whatever the reason you must fight an awoken corpse, there are ways to make the fight significantly easier.
  
== Occurence ==
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The target can be walled into a 1x1 room without any doors. This prevents the corpse from teleporting to the target and allows the rest of the colony to concentrate on the fight.
Unnatural Corpses can be obtained from [[Events]] or Quests. The primary way of obtaining a corpse is for it to spawn in an event, in which it will appear on your map near player owned buildings. It may also be obtained via the mysterious cargo quest as a piece of cargo. A pawn cannot have more than 1 unnatural corpse at a time.
 
  
When the corpse spawns the notification will state that "it looks exactly like (name of colonist)" and "the only difference is that it feels waxy and warm to the touch".
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If your targeted colonist is downed, they can be relocated mid-trance by rescuing them. Trapping the awoken corpse in a confined space with colonists or animals, and blocking off most avenues of teleportation for the corpse, can allow you to quickly overpower and then kill it.  
  
== Summary ==
+
First, items like the [[psychic shock lance]] will have no effect on the corpse. Bio-mutation lances do work, however they will only delay the corpse's assault; it will reappear after some time. Similarly, sending the target away such as on a caravan will cause the awoken corpse to vanish as well, with a message stating it will return. These stalling tactics can be useful, but they will reset the corpse's regeneration capacity and its movement speed bonus, effectively restarting the fight.
When the corpse first spawns a notification will appear stating that "it looks exactly like (colonist) in every way"
+
 
And " the only difference is that it's waxy and warm to the touch ". the corpse will teleport towards the colonist it looks like should they get to far. It is also worth noting that the colonist will gain a permanent mood debuff until the corpse is destroyed, the corpse can only be destroyed if it has been studied for multiple days.<sup> [needs confirmation]</sup>soon after this notification will appear stating that "it appears to be creating some sort of consciousness" and " destroy the corpse before its too late". Soon after that message appears the corpse will start to move and will get up and chase down the colonist it's looks like, when it catches them the will paralyze them and kill them. Disappearing after. You also cannot use a Resurrector Mech Serum on it as it will fail and the serum will still be used.
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Second, a hidden feature of the corpse is that will copy certain hediffs when it awakens. The awoken corpse will copy the original pawn's:
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 +
- Injuries, including scars. These will be healed nearly instantly at the cost of some regeneration.
  
Butchering the corpse provides human meat and leather as would a normal corpse, but it will respawn soon  (reportedly three hours) shortly. Note that the study time is reset when it respawns.
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- Drug effects, such as go-juice and flake. This includes addictions.
  
The encounter bypasses many of the normal combat mechanics in Rimworld. First, the encounter is completely unbalanced. It does not have any parameters to account for the military level or wealth of the colony. Compare to a raid's point value parameter, which is based on wealth and controls how many raiders there are and how strong they are. Second, the unnatural corpse has one main attack, which immobilizes the target, and after a moment one-shot-kills their brain. This completely bypasses any armor, dodging, counterattack ability that the targeted colonist may have, and prevents the possibility of rescue. Third, the unnatural corpse is immune to most special weapons, like psychic shock lances. Although a psychic insanity lance can be used on it, it has no effect.
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- Buffs, such as Combat Command.
  
== Analysis ==
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- Age-based illnesses, such as bad back and dementia. These are not healed.
To kill it, approximately ~1600 damage needs to be inflicted to the corpse. The exact amount varies, but the rapid regeneration energy has approximately ~270 hp, while the awoken unnatural corpse hediff has a 20% incoming damage multiplier, leading to ~1350 damage that needs to be done before you can damage it normally (although damage will still be decreased by 80%). With five or more colonists with high dps weapons this can be achieved reliably (e.g. high quality chain shotguns). By the time the corpse will outspeed your pawn it will be close to death.
 
  
Considering how much damage needs to be done, normal fighting strategies may not work. Even an orbital bombardment targeter or antigrain warhead are no match for its regeneration. Good counter strategies should likewise think outside the box.
+
- Certain specialty hediffs, such as void-touched and inhumanization.
  
* If you keep the target colonist near a drop pod launcher or cryptosleep casket all the time, and then load them in when the corpse activates, then the corpse will have to punch through the container before gaining access to the colonist. This gives you time to attack the corpse. You may even be able to repair the container faster than the corpse's weak punches damage it. It can't use its instakill psychic attack on drop pods or cryptosleep caskets.
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- Changes in genes.
  
* Anesthetizing the target colonist just as the unnatural corpse is activating will cause the unnatural corpse to rise as an anesthetized corpse. It seems to copy active buffs and debuffs of the target colonist at the time it activates, including anesthetic. Your melee fighter can finish it off in one hit.
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The corpse does not copy:
  
* For a slightly less cheesey strategy using anesthetic, you can anesthetize the target colonist after the corpse is active and moving. The corpse won't get the anesthetic effect, but your target colonist will. Once downed, you can have the target colonist be carried by a different colonist (preferably one with low melee skill). The corpse won't use its one-hit-kill psychic attack on the carrier or anyone else. It will be limited to punching the carrier. At this point, you could just swarm the unnatural corpse, or you could play duck-duck-goose by forming a ring with your fighters, and have the carrier cheat by running across the ring, while the unnatural corpse is forced to go around.
+
- Diseases, like malaria, food poisoning, or flu
  
* If you live within drop-podding range of an ice sheet, you could send the target colonist there when the corpse awakens. At temperatures of -60C or lower, with the target colonist equipped with Go-Juice and a good parka, they may very well be able to outrun the naked corpse until it collapses from severe hypothermia. Make sure to use the Go-Juice after the corpse has reappeared on the new map, so that the corpse doesn't copy the "high on go-juice" buff.
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- Pregnancy.
  
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Notably, anesthetic ''is'' copied. This means you can anesthetize the original pawn before the corpse awakens, making the corpse anesthetized as well, allowing for an easy takedown. If you anesthetize the original too late, that can still be helpful. Carrying the targeted pawn prevents the psychic attack from being used, forcing the corpse to melee the carrier until the targeted pawn is dropped. This can buy you significant time.
* Finally, you could send the target colonist into a caravan, or use a drop pod to put them in a caravan. The corpse will disappear, giving you time to prepare. However, this is only temporary, as the corpse will return to your colony shortly after your colonist does, with its regeneration refilled.
 
  
* If you happen to have a Creepy Joiner with the Psychic Slaughter ability, the Psychic Slaughter works on the Unnatural Corpse. Having the Creepy Joiner sleep and otherwise stay near your cloned pawn might be helpful for a sudden attack by the Unnatural Corpse.  
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Third, the awoken corpse is unable to regenerate from certain effects, namely temperature and poison. Extreme temperatures can inflict heatstroke and hypothermia into the corpse as normal, which will cripple it just like a normal pawn. Toxic build-up from venom fangs and venom talons cannot be regenerated from either. The only problem to this is the corpse's speed and teleportation making it difficult to hit.
  
Having the Royalty DLC makes it significantly easier to kill the corpse. A skip strategy could be used, teleporting the unnatural corpse or the pawn when the corpse get too close. The focus psycast could be used too to increase the moving speed of the pawn, or the pawn could be given a jump pack to buy time. Without Royalty, bionic or archotech legs can be used in conjunction with drugs. This enables the pawn to get a moving stat above 200%. The unnatural corpse's maximum speed is 300%, but it will take some time before it reaches that.  
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Fourth, the Psychic Slaughter ability that some [[Creepjoiner]]s have can be used to instantly destroy the corpse. This means you lose the shard in the process, however.
  
To kill it, approximately ~1600 damage needs to be inflicted to the corpse. The exact amount differs, but the rapid regeneration energy has approximately ~270 hp, while the awoken unnatural corpse hediff has a 20% incoming damage multiplier, leading to ~1350 damage that needs to be done before you can damage it normally (although damage will still be decreased by 80%). With five or more colonists with high dps weapons this can be achieved reliably (e.g. high quality chain shotguns). By the time the corpse will outspeed your pawn it will be close to death.
+
Finally, the unnatural corpse's appearance unlocks the death refusal research. Unlocking the ritual and using it on the original pawn gives them the ability to revive even if the corpse manages to attack them. However, this is unlikely as you will probably finish studying the corpse long before the ritual is available.
  
Lastly, the first appearance of an unnatural corpse will helpfully unlock the imbue death refusal psychic ritual as an advanced anomaly research. Rushing the research and giving death refusal to the targeted pawn is a good insurance policy in case the worst should occur.
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== Trivia ==
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* You can instantly kill the unnatural corpse once it has awoken by using a creepjoiner with psychic slaughter.
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* A unique music track plays when an unnatural corpse has been awoken.{{Check Tag|Which?}}
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* If the target pawn is out caravanning when the unnatural corpse awakens it will disappear and reappear when the pawn arrives on a map.
  
 
== Version history ==  
 
== Version history ==  
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* [[Anomaly DLC]] Release - Added.
  
 
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{{Nav|entity|wide}}
Categories.
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[[Category: Entities]]

Latest revision as of 19:19, 22 November 2024

Unnatural human corpse

Unnatural human corpse

Base Stats

Type
EntityAdvanced
Deterioration Rate
0.25

Containment

Knowledge Gain
2 Advanced
Study Interval
120,000 ticks (2 in-game days)
Min Monolith Level For Study
1
Technical
defName
UnnaturalCorpse_Human


An Unnatural Corpse is an entity that can threaten your colony. It will haunt one of your colonists until it is ready to strike.

Acquisition[edit]

There are two ways to acquire the Unnatural Corpse:

  • The Mysterious cargo quest involves either a friendly planetary faction[Which factions?] or an anonymous AI asking you to take an unspecified item off their hands, along with a sizable payment. One of the randomly selected options for the cargo is the Unnatural Corpse. For further information about the quest, see that page. The Unnatural Corpse appears with a blue "Mysterious Cargo" letter when it lands on your map.
  • Performing the Void Provocation ritual can result in the appearance of a Unnatural Corpse on your map. The monolith must be at least at Level 2 for the Unnatural Corpse to appear after a Void Provocation. The Unnatural Corpse appears with an orange "Strange Corpse" letter when it appears on your map via Void Provocation.

Summary[edit]

The unnatural corpse is a dead, identical copy of one of your colonists. While harmless at first glance, it will haunt that colonist until either destroyed or until it disappears. It is highly recommended you research and destroy the corpse as fast as possible, as it is nearly impossible to stop when it is activated.

The corpse's existence causes a −6 mood penalty on the original colonist, and its presence can cause random mental breaks, such as corpse obsession and insane ramblings.

The corpse will silently teleport itself to being near the original, which is uniquely affected by the camera of the game: the corpse will attempt to teleport only if it is out of camera shot, and it can only land at a point out of camera shot. Thus the teleporting of the corpse is completely avoidable by keeping the corpse in the camera, or just zoom out to maximum scale to keep the entire colony in view. If you do have something needing a close look, pause the game, which allows you to move the camera from it, and then move the camera back before unpausing the game. If the corpse was buried, it will get out on its own when the burial site is offscreen.

The corpse also does not inherit any of the original's body modifications, such as bionics. It inherits psycasts, but cannot use them. It also inherits the genes of the original pawn. It cannot be resurrected by any means, such as resurrector mech serum and dead-life dust from any source, including death palls.

The corpse can not be permanently destroyed without proper study. Injuries that the corpse sustains such as skull removal will be healed if the corpse ever awakens. The corpse can be temporarily destroyed by other means, including butchery which will yield human resources, but it will respawn after some time. Additionally, the original pawn will suffer a "Corpse Torment" hediff every time the corpse is destroyed, knocking them unconscious for 24 hours and inflicting +20% pain. Destroying the corpse does reset the cooldown to study it, so this may prove to be beneficial if rapid study is needed at the expense of a colonist, animals can eat the corpse unintentionally knocking out the pawn. Fully studying the corpse gives the option to permanently destroy it, yielding one shard.

If the corpse's original pawn is no longer available (i.e. it has targeted a guest who leaves before it can awaken) then it will disappear after seven days.

All of these factors make the unnatural corpse a present, if relatively minor, threat to your colony. This will change if the corpse is ever given the opportunity to awaken.

11 to 13 days after arrival on the map, the Unnatural Corpse will give a warning that it is growing stronger. 1 to 3 days later after this warning, the Unnatural Corpse will awaken.

Studying the Unnatural Corpse and gaining 8 to 12 advanced anomaly research will unlock destroying the Unnatural Corpse.

Awakening[edit]

After several days, you will receive a warning letter stating the corpse is growing stronger and is beginning to awaken. You are advised to destroy the corpse before it is too late. Roughly a day after your warning, the corpse will begin to awaken and you will have mere moments to destroy the corpse before it stands up. There is no way to delay the awakening.

When it has awoken, the corpse has only one goal: to find and grab the original pawn. If it succeeds, it will hypnotize the pawn and hold them in place for several seconds. If uninterrupted, the corpse will instantly kill the original pawn by psychically incinerating the target's brain. This means it will instantly kill even deathless pawns, and this attack is unavoidable. It bypasses armor, dodge chance, and has no interaction with psychic sensitivity. The hypnosis can be interrupted by certain outside sources: Skipping either the pawn or the corpse away from each other will break the trance, as well as forcing the corpse to vomit with Vertigo Pulse. Although the hypnosis is broken and the pawn is no longer at risk of dying, they are still rendered immobile for some time after. If attempting to escape from it, Burden and Stun can be used, though one must remember the corpse will inherit the psychic sensitivity of the original pawn.

The corpse cannot be trapped by any means. It can chase and hypnotize the target even if the target is invisible. If unable to path to its target, it will teleport even through solid walls. However, if the target is in a 1x1 room without a door, teleportation is not possible. It will chase the original pawn until either the original or the corpse itself is destroyed. After the destruction of its target, the corpse will wander momentarily before disappearing. If the target is carried by another pawn, it will attack the pawn with melee attack; if the target is inside of something like a cryptosleep casket, it will rip open the casket to attack, though this does slow the corpse down.

Destroying the unnatural corpse after it has awoken is exceptionally difficult. The corpse has an incoming damage multiplier of 20%, receiving only a fifth of incoming damage. It has a regeneration ability similar to Ghouls, but far more powerful: 30000 HP/day regeneration, reversing damage done to it until its regeneration capacity has been depleted. Additionally it cannot die if the regeneration capacity is not depleted, making sheer damage attacks like hellsphere cannon unable to one shot it even if the damage destroys vital parts. Neither a 100% severity Heatstroke nor Hypothermia will work either. The corpse has +1000% pain shock resistance. The corpse starts with a move speed modifier of 50%, which increases over the next few hours to a 300% movement speed modifier. Combined with the regeneration that can regenerate between 200 to 400 hp and any gene bonuses the corpse may have inherited, an awoken corpse is nearly unstoppable and very likely to kill the target pawn. For reference, a direct hit with a hellsphere cannon may only take 200 hp off the regeneration total. It will survive Antigrain warheads and orbital bombardments.

Destroying the corpse after it has awoken yields one shard as normal. If the corpse loses its regeneration and cannot move, it will be destroyed.

Strategy[edit]

Given how hard it is to stop an awoken corpse, the fact it provides no benefit to the colony, and the rewards for destroying it never change, it is highly recommended to destroy the unnatural corpse as soon as you are done studying it.

The easiest way to fight the corpse once it has awakened is to render its target unconscious before the corpse awakens. This can be done through various means like anesthetizing, or neural heat dumping.[Blood Loss?] After that, the corpse will awaken but be unconscious, allowing you to leisurely deal damage and exhaust its regeneration limit. Once this limit is reached, the corpse will be destroyed.

However, if for whatever the reason you must fight an awoken corpse, there are ways to make the fight significantly easier.

The target can be walled into a 1x1 room without any doors. This prevents the corpse from teleporting to the target and allows the rest of the colony to concentrate on the fight.

If your targeted colonist is downed, they can be relocated mid-trance by rescuing them. Trapping the awoken corpse in a confined space with colonists or animals, and blocking off most avenues of teleportation for the corpse, can allow you to quickly overpower and then kill it.

First, items like the psychic shock lance will have no effect on the corpse. Bio-mutation lances do work, however they will only delay the corpse's assault; it will reappear after some time. Similarly, sending the target away such as on a caravan will cause the awoken corpse to vanish as well, with a message stating it will return. These stalling tactics can be useful, but they will reset the corpse's regeneration capacity and its movement speed bonus, effectively restarting the fight.

Second, a hidden feature of the corpse is that will copy certain hediffs when it awakens. The awoken corpse will copy the original pawn's:

- Injuries, including scars. These will be healed nearly instantly at the cost of some regeneration.

- Drug effects, such as go-juice and flake. This includes addictions.

- Buffs, such as Combat Command.

- Age-based illnesses, such as bad back and dementia. These are not healed.

- Certain specialty hediffs, such as void-touched and inhumanization.

- Changes in genes.

The corpse does not copy:

- Diseases, like malaria, food poisoning, or flu

- Pregnancy.

Notably, anesthetic is copied. This means you can anesthetize the original pawn before the corpse awakens, making the corpse anesthetized as well, allowing for an easy takedown. If you anesthetize the original too late, that can still be helpful. Carrying the targeted pawn prevents the psychic attack from being used, forcing the corpse to melee the carrier until the targeted pawn is dropped. This can buy you significant time.

Third, the awoken corpse is unable to regenerate from certain effects, namely temperature and poison. Extreme temperatures can inflict heatstroke and hypothermia into the corpse as normal, which will cripple it just like a normal pawn. Toxic build-up from venom fangs and venom talons cannot be regenerated from either. The only problem to this is the corpse's speed and teleportation making it difficult to hit.

Fourth, the Psychic Slaughter ability that some Creepjoiners have can be used to instantly destroy the corpse. This means you lose the shard in the process, however.

Finally, the unnatural corpse's appearance unlocks the death refusal research. Unlocking the ritual and using it on the original pawn gives them the ability to revive even if the corpse manages to attack them. However, this is unlikely as you will probably finish studying the corpse long before the ritual is available.

Trivia[edit]

  • You can instantly kill the unnatural corpse once it has awoken by using a creepjoiner with psychic slaughter.
  • A unique music track plays when an unnatural corpse has been awoken.[Which?]
  • If the target pawn is out caravanning when the unnatural corpse awakens it will disappear and reappear when the pawn arrives on a map.

Version history[edit]