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1[[quoteright:126:[[VideoGame/SuperMarioWorld https://static.tvtropes.org/pmwiki/pub/images/dry.png]]]]
2 [[caption-width-right:126:Sometimes, the GoombaStomp just isn't enough.]]
3
4->''"Alright, alright. You're makin' a nice little dent in my undead army. That's the beauty of the undead -- if you kill them they're just dead again, and I just fire up the mojo, and make them re-undead and they're back to gnawin' at your hind fat."''
5-->-- '''[[MostDefinitelyNotAVillain Dr. Ned]]''', ''VideoGame/{{Borderlands}}'' "[[{{DLC}} The Zombie Island of Dr. Ned]]"
6
7The idea of a creature which gets back up after it appears to be dead is quite popular in fiction (cases in point; NotQuiteDead monsters and protagonists). It makes them seem more intimidating, ensures that the hero is challenged, and in some cases keeps things more family friendly by making sure that no one [[KilledOffForReal actually dies]].
8
9In VideoGames, a Reviving Enemy is what happens when an enemy who is supposedly defeated is able to get back up after a while and start fighting the player again. Defeating these enemies for real may be as simple as simply beating them a second time (expect them to TurnRed and/or go OneWingedAngel after their first knockout), or it may require use of special tactics (such as attacking them when they appear down), or killing the leader of a KeystoneArmy (usually an EnemySummoner or a {{Necromancer}}), or using a specific weakness against them. The term "defeat" can also be taken loosely; enemies which are capable of escaping normally-permanent restraints or traps can also count.
10
11Note that these shouldn't be confused with RespawningEnemies, which can be defeated normally but are constantly being replaced by their fellows.
12
13These tend to be useful for SurvivalHorror games, where enemies work best when they're [[ImplacableMan harder to fight off permanently]] (and having them coming back to life is always good for a scare), or adventure games (particularly {{Metroidvania}}s) where it justifies [[BackTracking old areas]] being inhabited without needing to resort to RespawningEnemies when the player returns and obtaining the means to finish them off can be a BeefGate of sorts. Defeating them might take the form of a StockVideoGamePuzzle where [[BrokenBridge events in the plot]] get rid of them rather than giving the player the means to do so themselves.
14
15This might involve ISurrenderSuckers for human(oid) enemies and DeaderThanDead for supernatural ones. It often overlaps with RoamingEnemy (particularly in adventure games) so that the player can avoid them. [[MechaMooks Robotic]] and [[TheUndead Undead]] enemies are especially prone to this. Contrast RespawningEnemies, and some cases of MookMedic for enemies that revive others instead. If they are the sort with a specific weakness, means for defeating this sort of enemy can include an AchillesHeel (which may be a WeaksauceWeakness) or FinishingMove (particularly a CoupDeGrace).
16
17Enemies which have a particular weakness but are simply invincible if it isn't exploited fall under AchillesHeel rather than this trope. Remember that the important part of this trope is that they can get back up after being taken down, not the details of how or how to prevent it.
18
19----
20!!Examples:
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22[[foldercontrol]]
23
24[[folder:Action Adventure]]
25* Solomon Grundy does this in ''VideoGame/BatmanArkhamCity.'' After damaging the generators powering him a few times, he'll fall to the ground and you'll be given the opportunity to "Finish Off Grundy" -- you even get an achievement for "defeating" him to sell it. Batman will jump on top of him, only to get grabbed by Grundy and have to break free of him through PressXToNotDie.
26* Red (or Blood) Skeletons from many ''Franchise/{{Castlevania}}'' games. ''[[VideoGame/CastlevaniaPortraitOfRuin Portrait of Ruin]]'' adds Red Axe Armors.
27* The bosses in ''VideoGame/TheForceUnleashed'' have to be defeated using a series of [[PressXToNotDie Quick Time Events]], otherwise they just keep popping back up.
28* Gooches, in the Platform/ZXSpectrum game ''Heartland''.
29* Vampires in ''VideoGame/LegacyOfKain'' - Nosgoth vampires go limp when defeated but have to be submerged in water, burned or ImpaledWithExtremePrejudice or their regeneration will kick in a moment later. One of the bosses is actually impaled by someone else and will rise to fight you if you pull out the spear.
30* ''Franchise/TheLegendOfZelda'':
31** Stalfos are animated skeletons that often revive after some time:
32*** In ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]'' and ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'', [[DemBones Stalfos]] (or at least [[PaletteSwap the most powerful types]]) often need to be finished off by blowing up their bodies with bombs to stop them from reanimating (this is usually only needed to clear rooms that don't open doors or spawn chests until all the enemies within are defeated, since the games make use of RespawningEnemies). The same applies to the MiniBoss Master Stalfos in ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]''.
33*** In ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'', a [[DualBoss pair of Stalfos]] serve as a midboss in the Forest Temple while retrieving the Fairy Bow, as well as Ganon's Castle during the [[TimedMission escape portion]] where [[CollapsingLair said castle collapses]], and after the first one has been defeated, the second one must be defeated as quick as possible, or else the first one will revive, prolonging the battle.
34*** And in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', the two skeletal servants which the King of Ikana sends out to fight you have to be defeated in ordinary sword combat first... and will get back up again if you don't quickly finish them off by reflecting light onto them with your Mirror Shield. The same applies to the King himself.
35** In ''VideoGame/TheLegendOfZeldaTwilightPrincess'', the Twilight monsters Link regularly fights do not revive by themselves, but if Link is facing more than one, the last monster will emit a paralyzing shriek that revives its fallen comrades if Link cannot defeat them simultaneously.
36** Any stal enemies act like this in ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', at least until you destroy their skulls.
37[[/folder]]
38
39[[folder:First Person Shooter]]
40* Axe [[TheUndead Zombies]] in ''VideoGame/{{Blood}}'' are of the NotQuiteDead variety. Any blow past a certain damage threshold that isn't fatal will just briefly knock them down.
41* A common feature of enemies in the ''VideoGame/CallOfDuty'' series.
42** Sometimes after you kill an enemy, instead of dying normally, the enemy might simply fall down into a wounded state. At first glance, it appears the enemy's dead, but they will pull out a pistol and try and drag themselves to relative safety. They'll die eventually, but it can be a problem for a player who's in a hurry or not very attentive, since rushing forward can end with them getting shot in the back by the NotQuiteDead mook.
43** Multiplayer often has a perk/deathstreak called "Final Stand". When equipped, instead of dying when their health reaches zero (outside of falling damage, explosive damage, or headshots), the player will fall into a "last stand" state where they are injured and reduced to a OneHitPointWonder but able to defend themselves with a pistol (with some games allowing for a variation where they can use their primary weapon) and, depending on the game, can regenerate enough health to get back up if they survive long enough, have someone get to them to revive them, or manage to kill someone while in this state.
44* Skeletons in ''VideoGame/CliveBarkersUndying'' are only temporarily stunned by normal weapons. After a while, they get up again. Only [[ReviveKillsZombie using Invoke on them]] or slicing them with the Scythe several times can permanently kill them.
45* ''VideoGame/{{Doom}}'' pulls this in two variations. Archviles have this as an ability, able to revive monsters killed in normal fashions[[note]]they can revive crushed enemies too, but in vanilla and older source ports, that tends to glitch out and create "ghost monsters"[[/note]]. Nightmare difficulty makes this an inherent ability to ''all'' enemies, letting them revive where they were killed at anywhere between five seconds to eight minutes after they've been killed.
46* The common Troopers in ''VideoGame/DukeNukem3D'' do this if they enter the "holding its chest while choking" death animation.
47* ''VideoGame/{{Fishgun}}'' contains sentient, gigantic killer bananas (yes, really) who can shoot exploding projectiles from their fruits. Shooting them will damage the fruit part, but the peel (which is far more durable) will simply regenerate its flesh, requiring you to blow up the whole thing.
48* Mercy's ultimate ability (in older versions) in ''VideoGame/{{Overwatch}}'' allows both sides to do this, resurrecting all her recently-killed teammates in a certain radius. She was later reworked so her revive only affects one teammate, but is a regular ability.
49* Zombies in ''VideoGame/{{Quake}}'' will get up again; you need to gib them with explosives (or with Quad Damage). You can't kill what doesn't live, but you can blast it to chunky kibble.
50* Aliek Hulk Guards in ''VideoGame/RedneckRampage'' will get back up if their corpses aren't gibbed by an explosion of any sort. Given that [[GiantMook they take an annoying amount of damage to go down, can do a lot of damage on their own]], and that gibbing them leaves a juicy [[GameBreaker Alien Arm Gun]] for the taking, they're priority targets in virtually any situation.
51* Undead enemies in ''VideoGame/{{Timesplitters}}'' will get back up after a few seconds unless you [[RemovingTheHeadOrDestroyingTheBrain shoot them in the head]].
52* In ''Videogame/Warhammer40000Boltgun'' the Aspiring Champions will revive as the tougher and stronger Chosen Champions unless you specifically gib them.
53[[/folder]]
54
55[[folder:Platform Game]]
56* ''VideoGame/Contra4'': One of the enemies in the "Harbour" stage does this. It starts out as a humanoid robot, destroy it once and it collapses onto the floor, only to get back up as a walking cannon or a dog mech. Destroying it a second time puts it out for good.
57* ''VideoGame/{{Cuphead}}'': The tiny slimes that run about in "Forest Follies" fall into a puddle when shot once, but reform themselves a short while later to continue running around.
58* ''Franchise/MegaMan'':
59** ''VideoGame/MegaMan4'' has the skeleton Mooks in Skull Man's stage. Attacking them with most weapons will cause them to collapse, but get up again (although it will do damage). However, a charged shot will put them out in one hit.
60** ''VideoGame/MegaManX3'': The mini-bosses Bit and Byte [[spoiler: and Vile]] can be defeated with any weapon, but will survive and reappear as main bosses in the final stage. However, if they are killed using the specific weapons they are vulnerable to, they will be KilledOffForReal and different bosses will be appear in the final stage instead.
61** ''VideoGame/MegaManX6'' has "Nightmare Phenomenon". {{Invincible Minor Minion}}s which can only be harmed by [[PowerCopying the weapon you get]] from defeating the boss of that level.
62* ''VideoGame/PrinceOfPersia2: The Shadow and the Flame'': Skeletons will revive with full health a few seconds after being slashed into a pile of bones. The same applies to the brown skeletons in the SNES version of ''VideoGame/PrinceOfPersia1''.
63* ''VideoGame/PrinceOfPersiaTheSandsOfTime'': All of the enemies will revive after being knocked down unless you finish them off with the dagger. Later on you lose the dagger but get a sword that one hit kills them.
64* ''VideoGame/ShantaeRiskysRevenge'': The skeletons in Hypno Baron's labyrinth turn into tombstones when felled, but after a few seconds, then turn back into animate skeletons again.
65* ''Franchise/SuperMarioBros'': In various games, the undead Dry Bones easily collapse underneath your GoombaStomp, but will get back up after a short while; you generally need something stronger (like a turtle shell) to defeat them for real. This carries over into ''VideoGame/PaperMario'', where Dry Bones will automatically revive after one or two turns of being down unless you KillItWithFire or end the battle before then.
66* ''VideoGame/TombRaiderUnderworld'' features Norse zombies called Thralls that you need to body-slam to shatter, or they'll pick themselves up off the floor and continue trying to kill you.
67* ''VideoGame/{{Wario}}'':
68** ''VideoGame/WarioLand4'': The skeleton bird enemies revive if their head isn't destroyed upon being knocked down. They're also only weak to attacks from Zombie Wario.
69** ''VideoGame/WarioLandShakeIt'': The skeletal Recapitator enemies will revive shortly after being hit and knocked down. To actually finish them off, you need to wait for them to throw their heads, then knock them down in order to send the former flying into a wall.
70** ''VideoGame/WarioWorld'': The larger enemies must be punched two or three times into unconsciousness, at which point they can be thrown around or used for attacks. However, if left alone they will get back up and require the same amount of hits to knock down.
71[[/folder]]
72
73[[folder:[=MMORPGs=]]]
74* ''VideoGame/CityOfHeroes'': The higher-end members of the Freakshow do this with annoying regularity. And in the final mission of the Imperious Task Force, [[spoiler:Nictus-infused Romulus will do this three times before he stays down for good]].
75* ''VideoGame/KingdomOfLoathing'' has Ed the Undying, a Pharaoh who has to be defeated ''7 times in a row'' until his remains are too broken to fight. Each subsequent fight after the second has half the health of the previous, but all of them are no less painful as before. The "Actually Ed the Undying" special challenge path allows you to play as him, and he indeed can easily come back to life at full HP if defeated in battle.
76* Several bosses in ''VideoGame/WorldOfWarcraft'' will revive one another if you don't kill them within a handful of seconds of each other.
77[[/folder]]
78
79[[folder:Roguelike]]
80* ''VideoGame/TheBindingOfIsaac'':
81** Globins collapse into inanimate piles of meat when killed; however, they'll regenerate after a few seconds unless you destroy the meat pile as well. [[EliteMook Gazing Globins]] can actually ''flee'' while in this form, making them tougher to bring down permanently. Cursed Globins turn into ''two'' goo puddles on death, although split Cursed Globins are significantly weaker than base ones.
82** Any enemy can potentially gain the Globin effect if they're a Dark Red Champion variant.
83** Clickety Clacks introduced in ''Repentance'' are skeletons that turn into invulnerable bone piles on death before reforming. They only stay down permanently if you knock down every Clickety Clack in the room simultaneously.
84* Killed zombies in ''VideoGame/{{Cataclysm}}'' will eventually get back up, unless you take the time to destroy the body while they're down.
85* In ''VideoGame/DungeonCrawl'', the unique lich Boris never dies permanently. Whenever you kill him he'll respawn somewhere else in the dungeon.
86* In ''VideoGame/DwarfFortress'', if you're brave and/or stupid enough to build your fortress in an evil biome, the corpse of anything killed will, after a short period, rise as a zombie. "Anything killed" includes zombies, of course, meaning the only way to permanently kill anything is to encase in in ice or obsidian, or dissolve it in magma. Taking this trope to ridiculous extremes, even severed body parts will come back to life, meaning one dead dwarf can quickly become a one-armed zombie and a zombie arm, then a one-armed headless zombie, a zombie head, a zombie arm, and several ''zombie fingers''.
87* Troll-class enemies in ''VideoGame/NetHack'' will revive from their corpses (including [[DemonicSpiders Olog-Hai]]), so they need to be dealt with in such a way that they either don't produce a corpse (drowning works; throw the corpse in a lake, watch it revive and drown immediately), the corpse is contained enough to rot before it revives (store it in a chest), or you eat the corpse quickly enough (and not get "The bite-covered troll rises from the dead!").
88[[/folder]]
89
90[[folder:Role Playing Game]]
91* In ''VideoGame/DarkCloud'', all of the skeleton-type enemies (Master Jacket, Corsea, ect.) have a chance of getting right back up after falling over dead. It can happen multiple times with a single foe.
92* Skeletons within the Catacombs in ''VideoGame/DarkSouls'' will reassemble themselves ''ad infinitum'' when you defeat them. There are two ways to permanently defeat them: One, defeat them with a Divine-upgraded weapon, or a unique weapon that deals Divine damage, or find the local necromancer and defeat him. Post 1.04 patch, where skeletons finally give souls, whether or not you receive souls for your kill is the only indication that they're dead for good.
93** The mechanic returns in ''VideoGame/DarkSoulsIII'': any skeleton with glowing white eyes will revive once, meaning you'll have to kill it twice to put it down for good. Again, you'll know they're truly dead when you absorb souls from them.
94* The Reanimated Horde for the ''VideoGame/DiabloII'' expansion pack had a chance of rising again after you'd killed them (although this could only happen a finite number of times and wouldn't always happen). The only way to be sure was to KillItWithIce, which would cause the body to shatter and evaporate.
95* ''TabletopGame/DungeonsAndDragons'':
96** Monsters with the Regeneration ability need to be killed by a form of damage that they can't regenerate away, or they'll come back to life. For example, trolls can only be permanently killed by using acid or fire (or by temporarily killing them in some other way, and then inflicting acid or fire damage on the remains).
97** Liches will reform with a new body at their phylactery a few days after being destroyed. The only way to permanently kill them is to find and destroy the phylactery as well as the lich.
98* ''VideoGame/EldenRing'': Skeletons have a unique gimmick in which, after they die, they will revive within ten seconds unless struck with an extra attack. They can do this as many times as the player fails to DoubleTap them. Alternately, holy weapons will put them down permanently.
99* In ''VideoGame/TheElderScrollsVSkyrim'':
100** Some enemies will surrender and might flee or invoke this trope (there's no real penalty for finishing them off). [[AllTrollsAreDifferent Trolls]] and [[DemonicSpiders Frost Trolls]]' animation for this has them play dead (referencing the fact that they have fast regeneration) which could invoke this trope if the player doesn't notice that they've got some health left.
101** [[PlantPeople Spriggins]] also count, since they can restore themselves to full health.
102** Any enemy can become this when there's a character who can raise the dead around, since unless you take steps to vaporise the corpse (e.g. kill them with [[ShockAndAwe lightning]] when you have the appropriate perk or raise them yourself) you'll have to kill them again (anything being raised this way collapses into ash when they or their "master" is killed). This makes necromancers and vampires rather annoying.
103* ''VideoGame/EpicBattleFantasy'':
104** Spirits (from the second and fourth games) have this as their primary gimmick - they enter battle with the AutoRevive status effect, which will bring them back to life if not dealt with. In ''VideoGame/EpicBattleFantasy2'', their Auto-Revive will last indefinitely until consumed or [[StatusBuffDispel Dispelled]], whilst in ''VideoGame/EpicBattleFantasy4'' it will expire after five turns.
105** PHOENIX, an [[OptionalBoss optional miniboss]] in ''VideoGame/EpicBattleFantasy5'', has its aptly-named Immortality skill, which it casts every turn to give itself Auto-Revive. Killing PHOENIX whilst Auto-Revive is active will cause it to use Resurrection, fully healing its HP. PHOENIX will be unable to use Immortality if afflicted with Syphon or Berserk, however.
106* The Ghost People of the Sierra Madre from the ''Dead Money'' DLC of ''VideoGame/FalloutNewVegas'' will revive after several seconds unless killed by dismemberment.
107* The AnimatedArmor mooks in ''VideoGame/AHintOfATint'' fall apart when defeated and [[PullingThemselvesTogether reassemble themselves]] several turns later.
108* In ''VideoGame/MassEffect1'', krogan enemies would always fall down dead after their HP hits zero, but would sometimes randomly get back up with a little bit of extra health. This could be prevented by using the Neuroshock, Warp, Lift, or Singularity powers on them or by shooting them with toxic, cryo, or incendiary bullets.
109* ''VideoGame/MinecraftDungeons'': Some Shulkers will usually revive a short time after killing them. AntiFrustrationFeatures are in play here considering the player has to unlock some gates or activate lifts using a Shulker's bullet in order to progress and the player would be completely stuck if the Shulker couldn't respawn.
110* ''VideoGame/{{Terranigma}}'' has Blood Skeletons that don't disappear when they are killed because, of course, they revive a few seconds later.
111[[/folder]]
112
113[[folder:Strategy Game]]
114* Undeads and Surgeants from ''VideoGame/DeadAheadZombieWarfare'' are capable of coming back to life after death, with the Undead able to do this 5 times. [[BurnItWithFire Burning them with fire]] will prevent their resurrection.
115* Undead in ''VideoGame/FinalFantasyTactics'' and ''Final Fantasy Tactics Advance'' do this unless you use Revive, a special skill, or Phoenix Downs on them (if they're already temporarily killed it's a guaranteed removal and for the latter two a chance of a OneHitKill if they're not). If you don't, you'll only win a "defeat all enemies" goal if every other monster is dead and all undead are waiting to revive at the same time.
116* ''VideoGame/{{Junkworld}}'' has the Rubble Thing enemies, psionically animated rubble constructs that turn into a floating pile of Rubble when beaten. If the Rubble isn't destroyed, it regenerates back to a Rubble Thing after a few seconds. There is another enemy in the levels that will specifically try to absorb and destroy Rubble, but it's not much help when it turns into a much stronger enemy if manages to do so.
117* ''VideoGame/KingdomRush'' Series:
118** ''Vengeance'' has the Frozen Heart enemies in the Frozen Nightmare Mini-Campaign. They're ice elemental golems powered by a soul and release it a physically resistant enemy when killed. Should the player fail to destroy the soul in time, they'll reform their body good as new.
119** ''Legends of Kingdom Rush'' has the Skeleton and Skeleton Champion enemies, which will revive two turns later with half their health, unless all other enemies are killed/downed first. Thankfully, they do not get to attack upon revival. There's also the Saplings in the Wild Moon campaign, which turn into a pile of ashes when killed. If four of their turns pass and there are other enemies still alive, they rise up as ''much more'' powerful [[{{Treants}} Trunks]].
120* In ''VideoGame/{{Pikmin 2}}'' Spotty Bulbears and Gatling Groinks do this if not returned to the Onions/research pod, [[LiterallyShatteredLives defeated while petrified with Ultra-Bitter Spray]], or tricked into marching into a bottomless pit. This is part of the reason why they are more {{boss| In Mooks Clothing}}es than regular enemies.
121* ''VideoGame/WarcraftIII'':
122** The Blood Mage's summoned Phoenix is technically unkillable, since on every death it turns into an egg (and even has ''negative'' health regeneration), and the egg turns back into a phoenix after a while. Killing it while it's an egg, however, is much easier.
123** Any unit accompanying a high-level paladin is liable to become this thanks to his Resurrection spell. And it's no good [[ShootTheMedicFirst killing the paladin first]], as they have a shield that turns them entirely invulnerable for excruciatingly long periods of time.
124** Tauren Chieftains have the Reincarnation ability, a move that restores them to full life and mana when killed, though it has a long cooldown.
125** In the expansion, Spirit Walkers can revive any Tauren unit (that is, Tauren and Spirit Walkers) to full health. Note that [[BeefGate Tauren have more HP than any other standard unit of any faction]].
126** In the expansion's orc campaign, this ability is inexplicably given to centaurs as well, who are the Tauren's archenemies. It makes running through the wilderness to finish yet another FetchQuest particularly tiresome.
127* Andromedons in ''VideoGame/XCOM2'' are aliens in bulky PoweredArmor that serves as an combat-capable hazmat suit. Depleting its health the first time will rupture the armor and kill the alien inside it, but then the armor itself will reactivate and come charging after you again, with a second health bar to deal with. This also means that these enemies have two different {{Achilles Heel}}s - the alien pilot has a weak Will score and is therefore vulnerable to PsychicPowers, while the autopiloted suit is a mechanical enemy that [[HackYourEnemy can be hacked]] and takes extra damage from EMP attacks.
128[[/folder]]
129
130[[folder:Survival Horror]]
131* In ''VideoGame/TheEvilWithin'':
132** The Haunted, barbed wire wrapped zombies, will get back up again after they're killed, unless they're burnt with matches.
133** The Keeper, the boss of Chapter 7. [[spoiler:He respawns at least 3 times, and even ''rips his own head off'' once so he can respawn right next to you!]]
134* Skeletons would also constantly recover in ''VideoGame/Nocturne1999''. Only by cheating and using a flame-based weapon can you permanently destroy them.
135* In the [=REmake=] of ''VideoGame/ResidentEvil1'' for the Platform/GameCube, zombies must be killed via decapitation or have their bodies burnt. Otherwise they'll come back to life as the much more powerful Crimson Heads after a set amount of time.
136* All the enemies in ''VideoGame/{{SIGNALIS}}'' are infected "Replikas". Copies of a template [[HumansByAnyOtherName Gestalt]] with mechanical skeletons and outer shells, but some biological components sandwiched between them. Some sort of virus has infected everyone, killing the humans outright, and corrupting the replika into monsters which will get back up again after a while as long as their biological components remain intact. The only way to ensure an enemy doesn't get back up again while backtracking is to burn it with (very limited) thermite or (even more limited) flares.
137* All ghosts in ''VideoGame/SilentHill4'' revive and come back after Henry and Eileen. A single ghost can be rendered vulnerable by pinning it in place with a very rare sword item, but can only be destroyed with silver bullets, which are also scarce in proportion to the number of ghosts in the game.
138* The [[OurZombiesAreDifferent shibito]] in ''VideoGame/Siren1'' cannot be killed, due to the [[CameBackWrong red water]] permeating the village where the game takes place. They can only be incapacitated just long enough for the player to make their escape. The sequel has a variation, where enemies are revived upon being possessed by a shiryo (for the old shibito) or yamirei (for the new yamibito), which can be killed and would allow for permanently removal of enemies in a stage - except that the shiryo and yamirei [[RespawningEnemies infinitely respawn]] after they're introduced.
139[[/folder]]

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