Zombie file · Mechanical Snowfield (City)
Magnet Truck Zombie
Its field bends nearby shots toward the vehicle.
Lore
Magnet Truck Zombie drives a massive local machine with a conspicuous magnet. Wiremoss proudly introduces the invention, its materials, and its uses. The travelers take away a simpler point: this celebrated machine is currently blocking their path.
Lorus asks why a magnet-driven vehicle still needs a battery. Peashooter wants to know why peas are being attracted at all. Wiremoss responds with further praise of durability and environmental merits. Serious questions compete with an enthusiastic product presentation.
Homing Thistle remains unconvinced by the propulsion scheme. Red Stinger imagines luring Homing Thistle forward with a rubber duck as a more plausible alternative. The jokes do not reduce the vehicle's weight: an absurd premise can still produce a substantial enemy.
Mechanics
Role
Mechanical giant · Magnetic projectile pull · Summon support
Durability: 8000 HP; initially fast speed, gradually slowing.
Crushes plants and does not accept ordinary slow, freeze, or knockback.
Its field pulls eligible projectiles; at half health it can begin one metal-head reinforcement summon.
Magnet-shroom can paralyze it; interruption during reinforcement pulling wastes that summon.
The vehicle, magnetic field, and one-use summon resolve separately. L denotes the difficulty level starting at zero.
Vehicle and damage thresholds
Magnet Truck uses an independent 8000 HP vehicle body rather than basic body and armor layers. Its damage appearance changes below two-thirds and one-third maximum HP.
Those appearance changes do not trigger a basic zombie critical process. The half-health summon has its own 4000 HP threshold.
Vehicle motion and crushing
The vehicle enters quickly and gradually slows. Its movement channel does not accept ordinary slow, freeze, or knockback as basic walking does.
Overlap with a crushable plant triggers crushing. Natural deceleration, plant collision, and magnetic paralysis are separate events; natural slowing is not an ordinary freeze effect.
Projectile field and pull strength
The vehicle pulls eligible nearby projectiles, normally within about 300 px, with a slightly larger range in some field states. Velocity adjustment grows at shorter distances and is capped at 2.5 per update. In 0.17r, lobbed shots and shots at different heights follow adjusted attraction rules; the old diagram shows only an approximate horizontal footprint.
Pull changes trajectories rather than deleting projectiles or directly reducing damage. Multi-direction shots that would pass nearby can turn toward the vehicle and still resolve hits.
Half-health summon and interruption
At HP≤4000 and x≥120, an unused summon can start pulling in two metal-headed zombies. Their head armor has 400+140L HP, where L is the difficulty level, over a basic body.
Magnet-shroom temporarily paralyzes the vehicle rather than removing transferable equipment. An interruption after pulling starts but before reinforcements arrive consumes the summon without spawning them.
Magnetic handling and sight limits
Paralysis, projectile pull, and summoning have separate state conditions. A magnetic hit does not strip away the whole vehicle.
The goggles condition excludes the truck from ordinary Sweetbriar Rose sight charm. Ordinary control and Magnet-shroom’s special-target handling are not interchangeable.
Interactions & counters
- Power Peony
Projectile attraction makes four-way electric shots converge, turning the field into a weakness.
- Magnet-shroom
Can temporarily disable the truck and waste its only summon if timed correctly.
- Sweetbriar Rose
Eye cover blocks her hypnotism.
- Basic Zombie
At half HP, pulls in metal-head Basic Zombies as support.
- Fisherman Gargantuar
When hypnotized in 0.17r, can crush its shells.