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== [[Film]] ==
* ''[[Plan 9
== [[Literature]] ==
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== [[Theatre]] ==
* In the ''Ewigkeit'' scene in ''[[Tanz
== [[Video Games]] ==
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** The same goes for ''Aria of Sorrow''.
** ''Portrait of Ruin'' [[Averted Trope|averts]]; the zombies only ''seem'' like they endlessly reform. You have to wait until no more zombies spawn to let the Wraith appear. If you want [[Hundred-Percent Completion]] of the bestiary, this is the only way.
* Occurred in the second stage of Kasandora in ''[[
* The Mummy Sarcophagi in ''[[Diablo (
** The zombies in the same game's second quest spawn like crazy out of a few broken plots. [[Justified Trope|Slightly justified]] in that there's a mausoleum and a crypt right by the main graveyard itself.
** Played straight with bottomless spawn points, but averted with PCs/monsters who can raise the dead. There needs to be a body before your necromancer can create a skeleton; and though enemy necromancers can raise the same corpse as many times as you can kill it, they're still limited to the same number of bodies they started with. Hence the usefulness of the Corpse Explosion spell.
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** ''[[Heroes of Might and Magic]] V'' initially had this as well, but the reworked necromancy system averts it, as you can't raise more undeads after fight than there are enemy corpses (that is, if you have the limited power required to raise them all in the first place). Instead, you can also raise higher level undead types depending on the enemy you fought. Then again, the necropolis buildings seem to work as Clowncar Graves considering the considerable amount of undeads you can hire per week.
*** In [[Might and Magic]] III, there are coffins said to be far too narrow to hold a human. Yet if you open them three mummies manage to pop out to kill you.
* In ''[[
** On that note, graveyards in ''[[World of Warcraft]]'' tend to be treated in one of two ways: either they're the location of a spirit healer (who resurrects dead players) and therefore safe havens, or they're avoided like the Plague (pun not intended) because they're zombie factories.
*** There are a few dangerous graveyards that have small, safe pockets where you can resurrect.
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** Or even ''plants''.
** In the tutorial area of the ''Nightfall'' campaign, there are Sunspear "volunteers" (corsair prisoners) whose sole reason for existence is to allow you to practice hexing and/or enchantment removal on live targets. You can kill them, and they automatically resurrect after a while. The down time is long enough for you to cast a spell that animates a bone minion from their corpse, who will then kill the unfortunate guy when he pops back up, allowing you to create a new minion, and so forth. With a little healing, you can create a small army of undead from the one guy. [[Video Game Cruelty Potential|There's no point to doing so]] (aside from practice in maintaining a minion army), as the "volunteer" (and any minions animated from him) is enclosed in a fence, and there's not a whole lot of use for minions in the area anyway.
* ''Dark [[Gauntlet (1985 video game)]]'' has spawn points for enemies that look like coffins and graves.
* The very first stage of ''[[Ghosts
** By extension, ''[[I Wanna Be the Guy]]'' did this in the stage based on ''Ghosts 'n' Goblins''.
** And its sequel, ''Ghouls 'n' Ghosts''.
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* The "Ravenholm" level in ''[[Half Life]] 2'' features an infinite number of Zombies. Of course, given that [[Half Life]] zombies are formed by coupling alien crabs and human heads, this is more a case of Ravenholm having a very large population (and, presumably, getting hit by far more headcrab shells than are seen ingame) rather than a very large graveyard. Ironically, it ''does'' have a very large graveyard. In an inversion of most examples, however, headcrab zombies aren't formed from corpses, so the large graveyard has no impact on the number of zombies!
* ''[[Dead Rising]]'' has an achievement given for killing a number of zombies equal to the town's population, mentioned in the opening. The zombies continue to spawn even after this achievement is earned.
* ''[[The Legend of Zelda (
** At the same time, no less.
*** After a while, the Ghinis stop spawning, but that is more due to hardware limitations than anything else (proven in that you can keep spawning invincible Ghinis after dispatching the leader).
** And in ''[[The Legend of Zelda:
** Hyrule Field for young Link in ''[[The Legend of Zelda: Ocarina of Time
* In ''[[Arcanum]]'', a sidequest in Ashbury centers around a necromantic artifact under the graveyard that causes the dead to rise. Until you go down and fetch the item, zombies will continuously crawl out of the ground with no apparent upper limit to the number. This makes for wonderful XP spamming.
* The original arcade game ''Gauntlet''. The monsters spawned fast enough on some levels where, if the player didn't start for (and kill) the monster spawn points immediately upon entering a level, the ''entire level'' would be wall-to-wall monsters, making the level Unwinnable on a single coin. The fact that the player's "health" decreased as a factor of both taking damage AND time didn't help, either.
** Not to mention it gets worse in the 3D installments, especially as in some levels the monster spawning huts' doors clearly lead NOWHERE, yet reinforcements continue to pour through.
* Some versions of ''[[Nethack]]'' would allow the player to spawn an infinite number of ghouls by repeatedly attempting to engrave on a headstone. (''You disturb the undead!'')
* [[Play Station]] 2 version of ''[[
* ''[[
* All playable undead characters in ''[[World of Warcraft]]'' rise from the same exact plot of dirt. Then again, it has been indicated that the Forsaken are collecting potential recruits and storing them in the crypt to see whether they're friendly or not.
** Of course, they are also all directly hired to kill sixteen mindless undead in the nearest vicinity. Assuming only a hundred thousand undead PCs which don't kill anything they aren't given a quest for, this would mean the town has been plagued by 1.6 million of Undead by now. To compare: In medieval times the large city Cologne had 50000 inhabitants...
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* In ''[[King's Quest IV]]'' not only was it instant death if you walked in there without the scarab, but there were way more zombies than graves. The whole mess got [[Lampshaded]] during the fan remake of ''[[King's Quest II]]''.
* In ''[[Starcraft]] 2,'' Meinhoff has that problem. Initially, it makes sense: A refugee camp-turned city will have a lot of people. Hence the waves and waves and waves of infested terrans are understandable. But when there are a few buildings left and they still spawn hundreds of infested terrans ''every night''...well things get a bit odd.
* Oh, ''[[
** Actually, this is mostly subverted. Each grave only spawns ''one'' zombie, at the end of a level on the final wave. It's played completely straight in "Whack a Zombie", where each gravestone can spawn lots of zombies.
* Wild [[
* If you see a grave in ''[[
* ''[[City of Heroes]]'' has Dark Astoria, which originally was a section of the city with a large graveyard as its defining feature. Now, it's overrun with undead, and ''always will be'', no matter how many die.
* "The Zombie Island of Dr. Ned" DLC for ''[[
* In ''[[
* [[Clive
* ''[[Drakensang]]'': In the swamps of Moorbridge you find an evil necromancer who has enchanted the local tombs, so that they now spawn zombies to no end.
* The Lychfield Graveyard in ''[[Fable
* In ''[[Final Fantasy XII]]-2'', [[Our Zombies Are Different|C'ieth]] spawn constantly in Academia 400 AF, everywhere in the city, sometimes ''seconds'' after you've already killed the last group. Justified in a deeply disturbing way, ''the city's '''entire population''' [[Fridge Horror|(which is probably millions)]] is being slowly transformed into C'ieth, one by one.''
* One level of ''[[Quake (
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