Zombie file · Upper Waterfall
Hypnotic Pole Zombie
One thrown pole can change a plant’s allegiance.
Lore
From a distance, Hypnotic Pole Zombie resembles a familiar vaulter, but the liquid on the pole changes its purpose. Reports at the upper falls warn that the pole is thrown and carries a hypnotic substance. A tool for crossing barriers can now disrupt loyalties.
Both protagonists describe the confusion in their diaries. Homing Thistle compares it to a deep nightmare in which even counting sun becomes difficult. Red Stinger recalls dizziness and muddled decisions. Hypnosis is experienced as a loss of clarity as well as a change of allegiance.
Newly arrived Cuscata volunteers an ability to remove the condition, finding an immediate way to help. The diaries distinguish the protagonists' experience from that of seed-grown plants; one traveler's eventual recovery is not a promise for every companion.
Mechanics
Role
Fast approach · Hypnotic throw
Durability: approximately 340 HP damage to critical; fast speed with the pole, normal after losing it.
Timer expiry or plant contact can trigger a throw; a body in critical no longer throws.
A plant hit changes allegiance. Magnet-shroom can remove or intercept the pole.
Cuscata clears charm on recycling; Sweetbriar Rose requires line of sight.
Holding, throwing, and charm after impact are separate stages. Timers use centiseconds (cs): 100 cs equals one second.
Throw timer and entry boundary
The initial timer maps u∈[0,1) through t=4u³−6u²+3u, then into a difficulty interval. The five intervals are [800,2200), [700,2000), [600,1800), [500,1600), and [400,1400) cs; 100 cs equals one second.
The cubic curve concentrates results near the middle. Active throwing does not begin in the entry region x>760. Movement is fast while holding the pole and ordinary after losing it.
Timer and contact triggers
With a pole and outside critical, timer expiry or plant contact can trigger a throw; the contact throw precedes ordinary biting. The entry-position restriction still applies.
A body in critical no longer throws. Losing the pole changes the forward attack boundary, so later bite range differs from the pole-contact trigger range.
Allegiance after impact
A pole hit changes a plant to the zombie side. Its own mechanics continue, but targets, resource ownership, or effect recipients may reverse. Sunflower production and matches, shooter attacks, and delayed Cherry Bomb blasts follow their respective charm rules.
Charm changes allegiance and is not removed by Apple Minstrel’s ordinary note cleansing.
Interception and charm removal
Before impact, Magnet-shroom can remove the held metal pole; since 0.17o it can also intercept a flying pole. Entering critical prevents a later throw but does not imply recalling a pole already in flight.
After impact, Cuscata clears charm when recycling the plant. Sweetbriar Rose can restore plants that can see her, subject to line-of-sight obstruction.
Interactions & counters
- Cuscata
Can remove plant hypnotism while refunding the plant.
- Sweetbriar Rose
Hypnotized plants that can see her return to normal.