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DUCK FRENZY · Guest demo · Protect Lucky through dusk and night
POINTERS AND HOOKS presents
The marsh turned. Lucky didn’t. Keep our last hope alive.
Earlier pressure at night. Duck and round-clear points ×1.5.
Starter supplies: 6 Rapid Reloads, 3 Stun Calls, 3 Shields and 3 Score Tokens. One random daily item · resets midnight UTC.
Just a quick drink…
Lucky is counting on you.
Essential upgrades are earned through kills. Both last the run.
Purple gear is for Zombie Ducks only. Regular supplies are separate, even when names match. Wide Choke and Enhanced Ammo equip automatically when earned, starting at nightfall. Combine them for up to 5 ducks per shot. Rapid Reload lasts 15 seconds; stage limits reset at nightfall, using your remaining stock.
Your stock, your supplies. Each use spends one item. Unused items stay in your Zombie stock; starting another run does not refill it. Earn more from daily rewards, new accolades or kill milestones, or buy refills with coins.
Your best saved run per difficulty. Separate from regular and contest leaderboards. Save your player to join.
Loading Zombie rankings…
| Rank | Hunter | Score |
|---|
Highest score first. Exact ties go to the earliest recorded result.
YOUR MEDIUM BEST
0Saved on this browser · unranked playtest
0 lifetime zombie kills
RESCUE REWARDS · PREVIEW
PRACTICE COINS0Full rescue: +100 coins. Downloadable preview uses practice coins; signed-in account play uses your shared wallet.
ZOMBIE ACCOLADES
EARN 5 ZOMBIE ACCOLADES
0 / 5 Zombie accolades toward your reward
Your unlocked reward stays here. Reopen it whenever you need it.
Bosses earn double normal duck points; diving teal earn 1.5×. Gold bands add 300. Each successful gear use or earned firepower upgrade adds 150. The 15-second token adds 100 per duck.
Keep Lucky healthy: every bar left when a stage clears adds 200 on Easy, 300 on Medium or 400 on Hard. At the final rescue, all five bars earn 1,000 / 1,500 / 2,000 points, plus your earlier dusk health bonus. Those bonuses are part of your leaderboard score.
Pick Easy, Medium or Hard before starting. Easy gives you more breathing room; Medium ramps up at 20 seconds into night, then again at 50; Hard has faster, more frequent attackers and more widely spaced night flocks. Duck and round-clear points are multiplied by 1× / 1.5× / 2×. Band, token and gear-use bonuses stay fixed. Difficulty is locked for the run. Your best scores are kept separately for each difficulty.
Defend for 60 seconds at dusk, then 90 seconds at night. At 0:00, new ducks stop arriving. Finish the ducks already in flight to clear the wave; this cleanup can last a few seconds beyond the timer. Lucky is a living, immune duck. Five unblocked attacks end the rescue; his five-segment health bar shows hits remaining. Lucky’s injuries carry into night. Stun Calls and Blind Shields can buy time; stage use limits reset at nightfall, using your remaining inventory.
Earn Wide Choke at 25 kills. It auto-equips at nightfall, or as soon as you reach 25 during night. Enhanced Ammo auto-equips at 70 total kills during night. Both stay active until the run ends. Choke hits up to two ducks, Enhanced hits up to three and doubles damage to ordinary tough zombies. Combined, they hit up to five within the wider pattern. Orange tracers show Enhanced Ammo. Neither upgrade carries into a fresh run. Rapid Reload lasts 15 active seconds.
A red-glowing canvasback boss arrives 45 seconds into dusk, then at nightfall and 30 and 60 seconds into night. Each boss always needs two separate hits, including with Enhanced Ammo, and awards double the current normal duck points. Smaller zombie teal dive from above at night with a warning and a higher call; they award 1.5 times normal points.
Before the difficulty multiplier, normal duck points rise from 250 to 300 during dusk, then 350, 450 and 600 across the three 30-second night scoring waves. Bosses earn twice normal base points; teal earn 1.5 times normal base points. Difficulty-adjusted points round to the nearest whole number. Bands add 300, every successful limited gear use or earned power adds 150, and the token adds 100 per duck for 15 active seconds. Each cleared stage adds 200 per remaining health segment for Lucky, also multiplied by difficulty.
During a run the arena, clock and compact upgrade buttons stay together on screen. Wide Choke and Enhanced Ammo equip automatically; their status appears above the quick buttons. A small “Teal drops incoming” notice warns of diving teal without covering targets. Mouse or touch: aim and hold on the swamp to fire. On a keyboard, arrows aim, Space fires, R reloads, P pauses, and 1, 2, 4 and 6 use timed gear. Switching away pauses the game and every timer. Release and press again to fire after resuming.
The toxic-pond opening shows the outbreak and introduces Lucky, the last immune duck whose antibodies could help make a cure. It plays every new run; skip it whenever you like. Protect him until rescue. Slow Eerie Swamp music plays in menus after sound starts; Deadwater Rush plays during combat. Sound and music controls are above the arena. Win and loss scenes are also skippable.
This is an isolated guest demo. Every run starts with demo supplies. Your best rescue scores and earned badges may be saved on this browser. No real purchases, coins, coupons or online rankings are available.
Duck calls and shotgun/reload recordings: Mike Koenig / SoundBible, CC BY 3.0. Calls are trimmed, pitch-varied and filtered. Original generated artwork, Eerie Swamp and Deadwater Rush scores created for POINTERS AND HOOKS.
Demo supplies reset every run: 6 Rapid Reloads and 3 each of Stun Calls, Shields and Score Tokens. Stage limits still apply. No refills or real rewards are offered in this demo.