Zombie file · Distant Pond — Strategic Attack
Fisherman Gargantuar
A zombie can be destroyed but not defeated.
Lore
Fisherman Gargantuar gathers shells around the pond, recognizable at a distance by a huge frame and a long rod. Where an ordinary angler watches the water, this hook reaches for plants. Familiar waterside equipment gives the peaceful setting a more threatening scale.
The carried shells can imprison an entire plant. Homing Thistle describes darkness and excellent sound insulation, almost suitable for sleeping. Red Stinger remembers cramped petals and the taste of shellfish. Their diaries turn the same confinement into very different observations.
Rod, shells, and sunglasses define the silhouette, with fishing and fighting sharing much of the equipment. No long speech is needed to establish the threat. Raising a hook away from the water is enough to make the travelers reconsider their distance.
Mechanics
Role
Gargantuar · Plant hook · Shell imprisonment
Durability: 6000 HP; very slow speed.
A hook attempts to drag a plant in front for a smash. Honey Bamboo rejects pulling; Magnet-shroom can alter hook flight.
Damage thresholds are 4000 / 2000 HP; heavy damage removes sunglasses and shortens shell intervals.
Shell stock is finite. Each shell has 500 HP, occupies a tile, stores a plant, and releases it on breakage.
The 6000 HP body changes shell timing by damage band; hooks have separate flight and displacement conditions. L denotes difficulty level; timing retains the internal units in existing records.
Giant, damage bands, and shells
The giant has 6000 HP without a basic-body critical reserve. The 4000 and 2000 HP thresholds govern mechanics: the first enables damaged-state shell throwing; the second marks heavy damage, sunglasses loss, and a shorter throw interval.
Each shell independently has 500 HP and stores a plant at its landing tile. It is not armor on the giant or part of the 6000 HP body bar; a hypnotized Magnet Truck can crush a shell in 0.17r.
Hook flight and displacement
With an eligible plant in front and valid position conditions, a hook flies from the rod attachment. In flight it is a separate entity that Magnet-shroom can pull, normally within about 300 px or about 340 px in some field states.
A hit attempts to drag the plant in front of the giant for a smash. In the Sands of Time, the 0.17r hook can also consider an Apple Clock to force a time-state change, with some exceptions. Honey Bamboo rejects pulling; magnetic attraction does not guarantee immunity nearby.
Finite shell stock and storage cycle
Initial shell stock is min(max(L+1,2),5), decreasing after a successful throw. The first damage band has an interval of about [3700,4300] internal timer units, the second about [1700,2300]; crossing a threshold also adjusts throw timing.
Targeting considers eligible attack sources or storable plants and excludes tiles already holding shells. After about 100 internal timer units in flight, a shell stores the plant off the battlefield. Its occupied tile cannot be planted on; breaking it releases the plant.
Sunglasses, hooks, and landed shells
After the sunglasses fall, the giant returns to ordinary Sweetbriar Rose sight checks. This changes body charm eligibility without clearing landed shells.
Hook displacement, giant smashing, and shell storage are separate events. Honey Bamboo’s anchoring prevents pulling and should not be interpreted as immunity to every smash or storage event.
Interactions & counters
- Honey Bamboo
Cannot be pulled by the hook, making it a reliable blocker.
- Magnet-shroom
Can redirect the hook and change its target.
- Magnet Truck Zombie
A hypnotized truck can crush shells in 0.17r.
- Sweetbriar Rose
Sunglasses protect it from hypnotism until they fall.