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Plants vs. Zombies: Round the World | |||||
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Developer(s) | PopCap | ||||
Platform(s) | PC (Steam) | ||||
Genre(s) | Tower Defence | ||||
Series | Plants vs. Zombies | ||||
Release Date(s) | 2021 |
Plants vs. Zombies: Round the World is, in the alternate timeline where PopCap was never bought by Electronic Arts, the third game in the Plants vs. Zombies franchise. Development started near the start of 2018, with a demo containing only the first world being released near the end of the year. The full game was finished in 2021.
Contents
Story
After his previous two defeats, series antagonist Dr. Edgar Zomboss devises two new plans for his zombie takeover - to spread his army throughout the globe, and to dispatch of any gardeners crossing his path so that the plants don't try to oppose him.
We first see the player's avatar, default name Fiore, moving in to their new home in Florida. Shortly after their arrival, however, they notice a commotion coming from next door. Here they witness a battle between a horde of zombies and a garden of living plants - on closer inspection, the plants are being ordered by their new neighbour, the pot-hatted Crazy Dave. The battle soon turns into a losing situation for Dave, however, as Zomboss' towering Zombot strides into the scene, throwing a camper van to take out most of the plants. Using a group of bungee-jumping zombies hanging from the robot's fingers, Zomboss is able to grab Crazy Dave and fly away in the Zombot, though not without sending the zombies to attack Fiore.
However, a plethora of seeds soon land around them, growing into Peashooters, Sunflowers and Wall-Nuts that take out the zombies. Running into the scene with some bags of seeds is Jasmine Rosez, who introduces herself to Fiore and explains a few things about the zombies, the plants and Crazy Dave (though players have the option to skip these). She then brings the player to her own house, where she briefly touches on her career in writing the Almanacs. She notes that in a recent trip to England she's found zombies frequenting the countryside, and going off of the direction the Zombot flew, it's possible that's where Zomboss is heading.
So, with her personal plane, Jasmine flies Fiore to Cheshire, where she finds the zombies ready to attack. Offering some of her Bloom and Doom seed packets to the player, she shows them the fundamentals of using their plants to defend against zombie attackers. After some battles with the zombies, Fiore spots a shadow that they assume to be the Zombot, thus confirming where Zomboss went to. They keep on pushing forward with Jasmine, eventually coming to a fight with the Zombot that they are able to win. However, Zomboss makes his escape, dropping a device that Jasmine recognises as a tracker.
The tracker does not work, however, as Zomboss is jamming the signal with four Triangulators he left around the world. Fortunately, the tracker is able to show them where these Triangulators are - in Arabia, the Caribbean, the Amazon Rainforest and the Alps. Fiore and Jasmine travel to these locations in any order, fighting Zomboss' mechs each time and shutting down the Triangulators, thus allowing them to confirm that his true destination is Pompeii, the ruined city in Rome.
Fiore and Jasmine find Zomboss in front of Mount Vesuvius, where he sends a possessed Crazy Dave to attack them. After a battle, Fiore is able to free Crazy Dave from Zomboss' control over him. Shortly after this defeat, however, a blast of green lightning strikes, wiping out the plants, as a female figure emerges from a dark portal. She introduces herself as Queen Zombonia, the creator and ruler of the zombies, and reveals that she and Zomboss had organised the kidnapping of gardeners worldwide so that they could get their hands on the power of plants.
Now that she has all of this power, Zombonia has no further need for the gardeners, and she and Zomboss set off back to their worldwide bases, to mobilise the zombie armies and finish their plans with the gardeners. Shortly after they leave, Crazy Dave reveals that he remembers where the zombies' bases are from his time being captured - in Japan, the Cave of the Crystals in Mexico, the Great Barrier Reef, and Silicon Valley. Taking Jasmine's plane again, Fiore, Jasmine and Dave set out to these four locations to take on the zombies head-on.
Gameplay
Plants vs. Zombies: Round the World takes place on a board of five “lanes” and nine columns of tiles. At the start of each day, the player can see which zombies are going to be attacking, and choose six plants (later seven, then eight, with upgrades from the shop) to bring to the battle. They start with 50 Sun, though over time Sun will fall from the sky, giving 50 Sun when clicked. Plants can be placed on the lawn by clicking on their seed packet, then clicking on the wanted tile - they can also be dragged and dropped. All plants cost Sun to place, more so for more powerful plants, and have a cooldown after being planted before the player can plant another one. If the player needs to remove a plant, they can do so with the Shovel (unlocked after Verdant Country, Day 4).
All plants have one of nine Elements - Leaf, Light, Earth, Fire, Ice, Lightning, Wind, Water or Poison. Depending on the element that the plant has, they will have an advantage over certain types of zombie, and will apply an “elemental aura” to all plants in a 3x3 area around them. Depending on the elements of other plants in the aura, they will either be boosted or harmed. For example, a Leaf plant will grow stronger in a Light aura, but will be weakened by a Poison aura. Some plants play exceptions to the general element rules, however.
As time goes by, zombies will enter the lawn from the right in one of the five lanes, slowly advancing towards the left. The player's plants will automatically attack zombies, aiming towards their right. The player will lose the game if a zombie gets past their defences, though they have five lawnmowers, one at the back of each lane, that serve as a last line of defence. When a zombie hits a lawnmower, it will charge forwards, instantly taking out all zombies in its path, though after doing this it will be lost.
Alongside planting, the player can power up their plants using both Plant Food and Water. Water appears as a gauge that is built up over time by defeating zombies. To use Water, the player must click the watering can icon near the bottom of the screen, then click and hold to pour it over the plants. The plants who receive the water will restore some health and status ailments, being healed for more if they were given more water.
Plant Food is a rarer item, given by certain zombies with a green glow. The player can hold three Plant Foods at a time. By clicking on the Plant Food, then on a plant, that plant uses a stronger version of their normal ability and will release an elemental aura, causing all plants on the lawn to gain benefits based on the element for a period of time.
Between levels, the player can purchase items from the Shop (though they must complete Verdant Country, Day 8 to unlock said Shop). These include additional plants, small perks that can be carried into levels, and permanent boosts. The game has twelve “areas” in total, each with sixteen mandatory “Days”, four optional “Nights” that are unlocked by completing sidequests in certain days, and several optional minigame levels.
Characters
Areas
Verdant Country | Location: Cheshire, England
With Zomboss making his escape around the world, the first spot he lands is in the English countryside. It's a personal wonderland for flora everywhere, grassy and full of history with some freedom from the urbanisation. Zomboss has other plans, but luckily there aren't many zombies to raise here. There is no gimmick in Verdant Country, besides how early levels feature less lanes (one lane in Day 1, three lanes in Days 2) to simplify gameplay. Verdant Country is available from the beginning. |
Sandbreath Dunes | Location: Saudi Arabia
Zomboss left a Triangulator out in the Arabian desert. The heat is unbearable and the sights may seem plain to look at, but there's something mystic about this land. A thousand and one stories could very well be waiting for you as you set foot in the sands! Sandbreath Dunes' gimmick is Quicksand. When plants are placed on dark sand, there is a chance that they will be pulled into the sand and lost when the “Quicksand!” event occurs. Earth plants are immune to this. Sandbreath Dunes is unlocked after Verdant Country. |
Seasalted Island | Location: Barbados, Caribbean
One of Zomboss' Triangulators is out in the islands of the Caribbean. It's a tropical paradise perfect for diving, surfing and water-skiing. Certainly not with zombies around, though. You'd think they'd be creatures of the night, but they're lively as any human in the tropical sun. Seasalted Island's gimmick is the Water. Save for the leftmost two columns, all tiles on the lawn are submerged, making all plants except (most) Water plants unusable here without Lily Pads. Seasalted Island is unlocked after Verdant Country. |
Monsoonal Woods | Location: Amazon Rainforest
There's a Triangulator hidden deep in the trees of Amazonia. It's a place completely for nature - besides the tribes of natives (and zombies), you'll find nothing but greenery and exotic animals in this botanist's dream. Let's hope Zomboss doesn't start any wildfires... Monsoonal Woods' gimmick is the Weeds, which take up tiles and cause nearby plants to be weakened (except Poison plants). Fire plants are needed to destroy the Weeds. More weeds will grow as the levels go on. Monsoonal Woods is unlocked after Verdant Country. |
Snowcapped Summit | Location: Mt. Pilatus, Switzerland
To find one of Zomboss' Triangulators, we'll have to head to the Alps - specifically to Mt. Pilatus in Switzerland. Legend has it that dragons with healing powers live on this mountain, but who knows if it's true? More interesting are the skiing, snowboarding and the icy plants that grow here. Snowcapped Summit's gimmick is Ice. Frozen tiles are unusable by plants and allow certain zombies to gain perks, such as faster movement, when they go over it. If an Ice plant is nearby or uses Plant Food, the ice gains spikes that damage zombies walking over it - the spikes go away when the plant is lost or the Plant Food wears off. Similarly, having a Fire plant near the ice will melt it, though the ice will reform once the fire goes away. Snowcapped Summit is unlocked after Verdant Country. |
Dusted Remnants | Location: Pompeii, Rome
Two thousand years ago, the eruption of Mount Vesuvius meant the end for this Roman city. With the masses of ash and pumice, this certainly isn't a good place for plants, though some have been able to adapt soundly. Zomboss has made this place his base of operations, and somehow, he's been able to reactivate the volcano! Dusted Remnants' gimmicks are the Volcano and Candle Tiles. The volcano will periodically launch fireballs that strike plants and zombies on the lawn. Leaf and Ice plants take more damage from the volcano, and zombies factor weaknesses to Fire when hit. The volcano can also target Candle Tiles on the lawn - in doing so, the Candle Tile erupts into a temporary inferno, destroying the plant on the tile, preventing plants from being placed there and dealing minor damage to zombies who cross the flames, as well as applying the affect of a Torchwood to projectiles going through the fire. Dusted Remnants is unlocked after completing all previous areas. |
Oriental Meadows | Location: Hirano Shrine, Japan
A shrine well-known for its lovely gardens and cherry blossom trees. It seems like a strange place for a zombie base, but that's exactly why Zombonia set her forces to rise there - it's so unexpected. The many people who visit the shrine never suspect that the undead lurk beneath its earth. Lately, however, it seems that the Shinto gods are displeased with their unwelcome guests, as lightning and harsh winds are on the rise. Oriental Meadows' gimmicks are the Divine Force and Himorogi Tiles. Divine Force will periodically occur with one of three outcomes - Divine Lightning deals Lightning damage to and stuns all plants and zombies in up to three lanes, Divine Cyclone deals wind damage to all plants and zombies in up to five columns, and Divine Sun heals all plants and zombies. The player will be warned of these events ten seconds before they occur. The Himorogi Tiles provide protection to plants and zombies in them, making them immune to Divine Lightning and Divine Cyclone, and making them heal twice as much from Divine Sun. Green Himorogi Tiles only effect plants, black Himorogi Tiles only effect zombies, and white Himorogi Tiles effect both. Oriental Meadows is unlocked after Dusted Remnants. |
Crystalline Caverns | Location: Naica Mine, Mexico
The zombies are right at home in the deepest caves of the mines - they're dark, isolated, and too hot for the living to survive in. What's more, the giant selenite crystals form a natural maze to block out any interlopers. These selenite crystals are actually quite coveted by the zombies - though not the most glittery, they're fascinated by treasure regardless. Why else do so many of them drop coins when they fall? Crystalline Caverns' gimmick is the Crystals. Crystals periodically form in certain tiles, blocking the shots of straight-flying, physical projectiles. These crystals can be destroyed, though they can be ignored by lobbed-shot plants. Additionally, any plants with beam-like attacks, such as Lightning Reeds, can fire straight through the crystals, having their shots amplified in the process. Crystalline Caverns is unlocked after Dusted Remnants. |
Coral Sea | Location: Great Barrier Reef, Australia
Although well-known by humans, people never go far enough into the reef to find the zombies hiding out at sea. Since there aren't many places to stay in the sea, the zombies opt to travel in Zomboss-brand submarines, well-disguised as some of the reef's greatest predators. They aren't meant for battle, though it's not to say that the undead won't make a feast of brains out of divers who are brave - or foolish - enough to get too close. Coral Sea's gimmicks are the Water and Waves. All tiles on the lawn are submerged, making all plants except (most) Water plants unusable here without Lily Pads. However, some levels provide up to two columns of Lily Pads at the start. Additionally, waves will periodically occur, speeding up zombies and stunning plants. The further to the right the zombies and plants are, the more the waves will effect them. Coral Sea is unlocked after Dusted Remnants. |
Media Metropolis | Location: Silicon Valley, San Francisco
The global centre of technology and innovation. It seems the zombies are hiding in plain sight, taking up residence in a production line where they construct most of the tech that the zombie army wields. This is where the newest Zombots were constructed, where the Triangulators were created, and where undead troops are acquired with state-of-the-art mechanical weapons. Media Metropolis' gimmick is the Conveyor Belts. Conveyor Belts come in two kinds, horizontal and vertical. The horizontal conveyor belts will slow down or speed up zombies on them, depending on what direction they go in. At some points, the horizontal conveyor belts may speed up, slow down, or reverse. The vertical conveyor belts will send zombies who step on them either up or down, depending on the direction. Unlike the horizontal belts, vertical belts are static. Both kinds of conveyor belt are impossible to plant on. Media Metropolis is unlocked after Dusted Remnants. |
Elements
Plants will apply their element to all other plants in a 3x3 area around them, reducing or increasing their general statistics according to how the elements match up. For example, if a Peashooter is planted adjacent to a Sunflower, the Peashooter gains a boost to shot rate as Light powers up Leaf.
Plants
Zombies
Basic Zombie |
Encountered in all areas. First appears in Verdant Country, Day 1.
The Basic Zombie is the most simple zombie, walking forwards slowly and biting at plants when close enough. Their health is low, so most attacking plants should deal with them easily. |
Flag Zombie |
Encountered in all areas. First appears in Verdant Country, Day 3.
The Flag Zombie shows up at the start of every Huge Wave, leading a large group of zombies periodically throughout the stage. While mostly identical to the Basic Zombie, Flag Zombies will grant a very slight speed boost to all zombies while onscreen. The flag is flammable. |
Conehead Zombie |
Encountered in all areas. First appears in Verdant Country, Day 4.
The Conehead Zombie is a variation of the Basic Zombie that wears a cone (generally a traffic cone) on his head for defence. This grants the zombie a larger amount of health, approximately three times a Basic Zombie's health. The cone is weak to Water. |
Imp |
Encountered in most areas. First appears in Verdant Country, Day 5.
The Imp is a tiny zombie that moves faster than most, but only has a small amount of health. They don't have any abilities and are unlikely to be a threat, unless they attack in an unguarded lane. |
Buckethead Zombie |
Encountered in all areas. First appears in Verdant Country, Day 6.
The Buckethead Zombie is a variation of the Basic Zombie that wears a bucket (generally a paint bucket) on his head for even more defence. The Buckethead Zombie has over twice as much health as the Conehead Zombie. The bucket is weak to Fire and Lightning, and is magnetic. |
Tea Barista Zombie |
Encountered in Verdant Country. First appears in Verdant Country, Day 7.
The Tea Barista Zombie is the first main support zombie encountered in the game. He offers tea to any zombie in a 3x3 area around him, restoring their health when he does. This zombie is weak to Ice. |
Mailman Zombie |
Encountered in Verdant Country. First appears in Verdant Country, Day 9.
The Mailman Zombie delivers mail to zombies in front, raising their movement speed once the mail has been received. If a zombie is in front but just out of reach, he will catch up to reach the zombie and deliver the mail. This zombie is weak to Fire, and his mail bag is flammable. |
Painter Zombie |
Encountered in Verdant Country. First appears in Verdant Country, Day 11.
The Painter Zombie will periodically stop to fling paint onto a plant. This will inflict Blind on the plant, lowering the frequency of their actions for a while. Watering the plant will make the effect go away sooner. This zombie is weak to Earth. |
Plumber Zombie |
Encountered in Verdant Country. First appears in Verdant Country, Day 13.
The Plumber Zombie carries a pipe that he uses to shoot water at plants periodically. This inflicts Soak on the plant, preventing the player from watering them or using Plant Food on them, and deals some damage. Sometimes the zombie may soak the tile in front of him, making the player unable to plant Fire, Lightning or Poison plants on it. This zombie is weak to Lightning, and his pipe is magnetic. |
Flying Carpet Zombie |
Encountered in Sandbreath Dunes. First appears in Sandbreath Dunes, Day 1.
The Flying Carpet zombie rides on a carpet that allows him to hover over any low-ground plants, such as Spikeweeds and Iceberg Lettuce. He also moves slightly faster than most zombies. This zombie is weak to Wind, and his carpet is flammable. If the carpet is lost, he behaves like a regular zombie. |
Thief Zombie |
Encountered in Sandbreath Dunes and Dusted Remnants. First appears in Sandbreath Dunes, Day 3.
The Thief Zombie sneaks forwards invisibly at first, being treated as not there by plants (but still able to take damage) while invisible. While sneaking, the zombie may switch to an adjacent lane if it has fewer defences. After getting past three columns, the Thief Zombie shows himself and runs forwards at increased speed. This zombie is weak to Light. |
Merchant Zombie |
Encountered in Sandbreath Dunes. First appears in Sandbreath Dunes, Day 5.
The Merchant Zombie is fairly slow, but quite bulky, and will periodically throw some of his wares to a nearby zombie, healing that zombie. The Merchant will prioritise zombies who have lower health, but will never heal Thief Zombies. This zombie is weak to Fire. |
Ghoul Zombie |
Encountered in Sandbreath Dunes. First appears in Sandbreath Dunes, Day 7.
The Ghoul Zombie floats forwards eerily, and will sometimes stop to summon will-o-wisps, showing that he is readying an attack. If the wisps are blue, he will haunt a random plant on the lawn, weakening their abilities and defence. If the wisps are red, he will shoot a fiery projectile to deal damage to a plant. Ice plants are especially vulnerable to these attacks. This zombie is weak to Light. |
Genie Zombie |
Encountered in Sandbreath Dunes. First appears in Sandbreath Dunes, Day 9.
The Genie Zombie appears surrounded by one of nine coloured auras, each associated with one of the Elements. After charging up, the Genie will let off an aura that makes all zombies close to him immune to the corresponding element. |
Archer Zombie |
Encountered in Sandbreath Dunes, Monsoonal Woods and Dusted Remnants. First appears in Sandbreath Dunes, Day 11 or Monsoonal Woods, Day 3.
The Archer Zombie fires arrows to strike plants anywhere on the lawn. He will not eat plants, instead standing two tiles ahead of the targeted plant and shooting arrows at them rapidly (unless that plant is to the far right of the lawn). This zombie is weak to Earth, and his bow is flammable, while his quiver of arrows is magnetic. If the bow or quiver is lost, he behaves like a regular zombie. |
Sultan Zombie |
Encountered in Sandbreath Dunes. First appears in Sandbreath Dunes, Day 13.
The Sultan Zombie is a slow, sturdy zombie who creates a commanding aura around him. Zombies in this aura will take less damage, and be able to use their abilities more often. This zombie is weak to Poison. |
Sailboat Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 1.
The Sailboat Zombie comes in riding a boat, allowing for faster speed until the boat reaches the shore, at which point the zombie gets out and walks normally. More zombies may ride in the boat and jump out onto adjacent lanes after enough time passes. This zombie is weak to Wind, and his sail is flammable, reducing the boat's speed if it is lost. |
Ceramics Zombie |
Encountered in Seasalted Island and Dusted Remnants. First appears in Seasalted Island, Day 3.
The Ceramics Zombie creates pots over time. Once a pot is complete, he will have it explode into a protective dust that raises the defence of all zombies in a 3x3 area. This zombie is weak to Water and immune to Earth. |
Fishmonger Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 5.
The Fishmonger Zombie carries a hamper of fish, from which he will throw fish to zombies in range, to raise their attack power. When on a boat, this zombie will always get off as late as possible, throwing fish to as many passing allies as possible. This zombie is weak to Lightning, and his fish hamper is magnetic. He will not be able to throw fish if it is lost. |
Carnival Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 7.
The Carnival Zombie comes in dancing, and will make any nearby zombies join in with her dance. Dancing zombies will move at the same speed as her, which is slightly faster than the average speed (faster zombies would have to slow down), and may periodically switch lanes. This zombie is weak to Poison. |
Street Musician Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 9.
The Street Musician Zombie will constantly play music with his guitar, confusing a random plant on the lawn. The confused plant will act irregularly - whenever they perform actions such as attacking or producing Sun, they have a 50% chance to not do anything. The confusion will be cured if the zombie is defeated, and can be temporarily held off by pouring Water. This zombie is weak to Fire, and his guitar is flammable. If he loses it, the confused plant will be cured. |
Mermaid Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 11.
The Mermaid Zombie is a unique zombie that will hang out at the back of the zombie assault. She cannot attack, but will periodically sing for the zombies, healing every zombie on the lawn. This zombie is weak to Ice and immune to Water. |
Windsurf Zombie |
Encountered in Seasalted Island. First appears in Seasalted Island, Day 13.
The Windsurf Zombie moves quickly along water on his windsurfing board. Uniquely, Wind attacks will not damage him, but will cause him to slow down somewhat. If he reaches the shore, he will jump off of his board and act like a regular zombie. This zombie is weak to Earth and immune to Wind, and his sail is flammable. Burning the sail will remove his unique interaction with the Wind element. |
Shield Zombie |
Encountered in Monsoonal Woods and Dusted Remnants. First appears in Monsoonal Woods, Day 1.
The Shield Zombie carries a large shield in front of him, which soaks up a large amount of damage. Once the shield is broken, he acts as a regular zombie. The shield can be ignored by certain non-solid attacks such as the Fume-Shroom's fumes, but not by energy-based attacks like the Lightning Reed's lightning bolts, and by any lobbed shots. |
Spear Zombie |
Encountered in Monsoonal Woods and Dusted Remnants. First appears in Monsoonal Woods, Day 5.
The Spear Zombie carries a spear that he uses for powerful melee attacks. When low on health, he will throw the spear at a random plant on the lawn, dealing heavy damage, and will behave like a regular zombie from there. This zombie is weak to Lightning, and his spear is magnetic. |
Tribe Chief Zombie |
Encountered in Monsoonal Woods. First appears in Monsoonal Woods, Day 7.
The Tribe Chief Zombie is fairly slow, but will boost the defences of all zombies in range. If a Basic Zombie is in range - this includes Conehead and Buckethead zombies that have lost their headwear, but no other zombie types - he may grant them a weapon, turning them into a Spear Zombie, an Archer Zombie or, more rarely, a Shield Zombie. This zombie is weak to Fire. |
Macaw Zombie |
Encountered in Monsoonal Woods. First appears in Monsoonal Woods, Day 9.
The Macaw Zombie will send for macaw birds to fly to random plants on the lawn, pecking at them several times for minor damage before going away. The macaws can be taken out before they can deal all of their damage, however. This zombie has no weaknesses, but his macaws are weak to Fire and Wind. |
Poison Dart Zombie |
Encountered in Monsoonal Woods and Dusted Remnants. First appears in Monsoonal Woods, Day 11.
The Poison Dart Zombie fires poison darts at random plants, causing them to gain a toxin that deals constant damage and never goes away, causing the inevitable loss of the plant unless they are Watered to remove the poison. This zombie is weak to Earth. |
Flame Torch Zombie |
Encountered in Monsoonal Woods. First appears in Monsoonal Woods, Day 13.
The Flame Torch Zombie carries a burning torch that can be used to lob fireballs at plants, and to burn them when using melee attacks. This zombie is not weak to any elements, though Water, Ice and Wind attacks can extinguish the torch, removing his abilities and making him act as a regular zombie. |
Royal Imp |
Encountered in Monsoonal Woods. Summoned by the Gargantuar King.
The Royal Imp is flung about halfway into the lawn, and from there will progress similarly to an Imp, but moving even faster. Royal Imps is unlikely to be a threat to the player, unless other zombies get in the way of taking them out. |
Snowboard Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 1.
The Snowboard Zombie will, after a short time, start riding on his snowboard, granting him increased speed, but only when moving over snow, not ice. If he crosses over spiked ice, caused by having an Ice plant near the ice or using Plant Food on any Ice plant, the zombie will lose his snowboard on the ice. This zombie is weak to Earth. |
Snowball Fighter Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 3.
The Snowball Fighter Zombie throws snowballs as projectiles that can hit any plant on a lawn. They do no damage, but plants will be chilled with each hit, and if hit by three snowballs in a certain space of time, the plant will be temporarily completely frozen. He cannot throw snowballs on ice tiles. |
Ice Skater Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 5.
The Ice Skater Zombie is slow at base, but moves quickly when going over ice. Rarely, she will use a spin attack that reflects small projectiles from plants, sending them back at whoever fired them. This zombie is weak to Fire. |
Tennis Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 7.
The Tennis Zombie will periodically smack a tennis ball at any plant on the lawn for a ranged attack. If there are Snowball Fighter Zombies nearby, they will sometimes perform a combo attack, where a snowball is thrown to the Tennis Zombie, who then hits it to scatter the snow over a group of plants. This zombie has no weaknesses, but his racquet is magnetic, and he will act as a regular zombie if he loses it. |
Ice Hockey Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 9.
The Ice Hockey Zombie can skate quickly on ice, much like the Ice Skater Zombie. When he attacks, he uses his hockey stick for a powerful sweep, dealing heavy damage to the plant in front and the plants above and below said plant, though this attack has a slow attack speed. Some Ice Hockey Zombies wear heavy armour, giving them health on par with a Buckethead Zombie. This zombie is weak to Fire and immune to Ice, and his hockey stick is magnetic. If he loses the hockey stick, he will attack like a regular zombie. If the zombie has heavy armour, his helmet is magnetic, though the hockey stick will be prioritised before the helmet. |
Author Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 11.
The Author Zombie writes stories as she walks, and when allied zombies are in range, she will read for them, restoring their health and granting them resistant to status ailments. She will need to write a new story after reading, and cannot heal fast zombies as they do not pay enough attention to her writing. This zombie is weak to Poison, and her book is flammable. She will not be able to write or read without the book. |
Accordian Zombie |
Encountered in Snowcapped Summit. First appears in Snowcapped Summit, Day 13.
The Accordian Zombie plays his accordian periodically, lowering the speed at which a few random plants act every time he plays. Plants with stern expressions, such as Repeaters, Spikeweeds and Torchwoods, are immune to the accordian's effects. This zombie is weak to Ice. |
Mosaic Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 3.
The Mosaic Zombie creates mosaics over time, and when a mosaic is finished, he will set the mosaic in front of a nearby zombie as a mobile shield, which can soak up a few hits. When close to a Ceramics Zombie, the Mosaic Zombie will create stronger shields. This zombie is immune to Earth, as are his shields. |
Gladiator Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 5.
The Gladiator Zombie carries a sword, able to use it to slash at plants at melee range for heavy damage. When low on health, he will throw the sword at a random plant, prioritising nearby and stronger plants, to deal heavy damage. Some Gladiator Zombies carry nets instead of swords, and will throw the net over a plant to stun them, then act as a regular zombie. This zombie is weak to Water and immune to Leaf, and his sword is magnetic. |
Carmen Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 7.
The Carmen Zombie sends music notes at plants with her lute to reduce their attack power. If another Carmen Zombie is nearby, the two perform a duet that weakens a 3x3 area of plants for less time. This zombie is weak to Fire, and her lute is flammable. |
Jupiter Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 8.
The Jupiter Gargantuar is a giant, slow-moving zombie that makes up for his slow speed with very high health. He attacks by striking plants with lightning at melee range, dealing enough damage to take out non-defensive plants in one hit. Once his health is low, the Jupiter Gargantuar scatters three Imps in front of him. |
Pharmacist Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 9.
The Pharmacist Zombie throws pills to nearby zombies, granting them health regeneration over time and allowing them to vent status ailments faster. When on low health, the Pharmacist can use her pills on herself. This zombie is immune to Poison. |
Chariot Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 11.
The Chariot Zombie will charge forward quickly in his chariot for a few tiles, and will sometimes carry a few other zombies, including Gladiator Zombies, in the chariot, letting these zombies jump out onto the lanes above and below. The Chariot Zombie will then slow down, though is still faster than most zombies. This zombie is weak to Earth. While rushing, the Chariot can be made to prematurely slow down if it runs over a Spikeweed, though the Spikeweed is lost in the process. |
Water Clock Zombie |
Encountered in Dusted Remnants. First appears in Dusted Remnants, Day 13.
The Water Clock Zombie will periodically create a water field around him, speeding up zombies inside the field, including the Water Clock Zombie himself, and granting them a resistance to Water. This zombie is weak to Lightning. |
Bosses
Boss fights play out like regular stages, with the player starting with 500 Sun. The boss stays on the two right columns, summoning zombies and using various attacks to weaken the player's plants. Early on in the fight, the boss uses their abilities less frequently, to compensate for the player having fewer plants. In order to defeat the boss, the player must deplete their entire health bar with attacks from their plants.
Most fights require the player to use three plants that are designed to counter the boss. After defeating the boss, these plants are no longer required, instead being recommended to the player.
Zombot Titan |
Fought in Verdant Country, Day 16.
Forced Plants: Repeater, Snow Pea, Cherry Bomb The Zombot Titan is a recreation of the Zombot from the first Plant vs. Zombies game. Much like said Zombot, the Zombot Titan starts standing up, too tall for the plants to attack its weak point, the head. It will drop singular zombies onto the lawn, then after enough time, crouch down, leaving its head in range and targetable by all plants on the lawn. From here, the Titan shoots large, rolling energy balls that go to any lane and slide forwards, running over a maximum of three plants. These energy balls can be destroyed by attacks from the player's plants. After falling below half health, the Zombot Titan initiates the second phase. When standing up, it will drop zombies at a faster rate, and will sometimes lift a hand over the player's plants with three bungee-jumping zombies hanging from the fingers. If these zombies are not defeated in time, they will steal the plants they are hanging over. When crouching, the Titan can either shoot two energy balls to two different lanes, shoot one icy ball that can only be destroyed by Fire plants, or shoot one fiery ball that can only be destroyed by Ice plants. |
Zombot Desert Sailor |
Fought in Sandbreath Dunes, Day 16.
Forced Plants: Cactus, Tamarisk, Poison Rose Riding on a floating sailboat-like mech, Zomboss attacks by shooting cannonballs from the Zombot's cannons. He may fire shots forward that explode after some distance, but can be slowed down by attacking them, or have cannonballs rain down from the sky to strike directly. He can also blow a desert wind that blinds all plants in one or two lanes, except for Earth plants and Tamarisks, and call for tornadoes in the sand from which zombies emerge. After falling below half health, the Zombot Desert Sailor initiates the second phase. He will now summon more zombies and send his blinding desert wind in three or even four lanes. His cannonballs now catch on fire and burn plants for more damage. He also adds a new attack where he fires a single, super-hot fireball at a random tile, scorching the tile and making it uninhabitable to plants for a while. He may also summon a surprising downpour, healing all zombies on the lawn and curing Poison on them. |
Zombot Kraken |
Fought in Seasalted Island, Day 16.
Forced Plants: Lily Pad, Tangle Kelp, Lightning Reed Zomboss fights inside a robotic squid for this battle, with the head as the player's target and two tentacles acting as the main attackers. These tentacles can be damaged by the player's plants, and if they run out of health, they will sink into water for a while, before coming back up with full health. The tentacles can lob ink that damages and blinds a plant, and blinds all plants adjacent to them for less time. They can also slam down on plants close to them, instantly destroying those plants - if they attack a Tangle Kelp, however, they will be dragged down and taken out for a short time. If there are any unfilled water tiles, the tentacles may try to fill the water with ink, rendering the tiles uninhabitable to plants. Zombies will be summoned by the head of the Zombot, either rising directly from the water or sailing into battle from behind him. After falling below half health, the Zombot Kraken will become more aggressive, sometimes summoning a second pair of tentacles that temporarily allow for more frequent attacks. Zomboss will summon more zombies, and the blinding ink blobs will now deal more damage and inflict the ailment for longer. The water will become permanently inky in an area around the boss, preventing the player from using close-range plants on it. Also, the Zombot adds a new attack where the tentacles slam down into the water, sending waves that speed up zombies and destroy all Tangle Kelps in the water. |
Gargantuar King |
Fought in Monsoonal Woods, Day 16.
Forced Plants: Liana, Cabbage-Pult, Melon-Pult Surprisingly, Zomboss guards the Amazon's triangulator not with a robot, but with a giant, sceptre-wielding zombie. The Gargantuar King will raise his staff into the air to summon zombies, and then slam it into the ground afterwards, sending two shockwaves forward that damage all plants in their way, though if a Liana attacks the shockwaves, they will be slowed down greatly. He can also throw a group of Royal Imps from his back, which move even faster than most Imps, or cast one of three spells on a group of zombies to support them - either raising their speed, making them immune to Fire, or making them immune to Water. After falling below half health, the Gargantuar King will act faster and more aggressively, lobbing two groups of Royal Imps in a row and summoning larger groups of zombies. He can enchant larger numbers of zombies, and will sometimes grant them equipment, similarly to the Tribe Chief Zombie. His shockwaves are now sent in all five lanes in one of two patterns - either one lane at a time sweeping from top to bottom, or in the odd-numbered lanes followed by the even-numbered lanes. Sometimes, he may charge up to send a giant shockwave that covers two lanes and reaches all the way across the lawn. Finally, the King gains a new attack in which he summons a tornado on a single tile, dealing enough damage to take out non-defensive plants in one hit, and creating a wind aura around that tile that temporarily prevents Fire-elemental attacks from being used there. |
Zombot Ice Dragon |
Fought in Snowcapped Summit, Day 16.
Forced Plants: Lanceleaf, Alpine Corm, Alpine Poppy Piloting a draconic mech in battle, Zomboss mainly attacks with an icy breath that damages small clusters of plants, freezing them for some time unless they are immune to it. He can also spit icicles either to directly damage plants, or to summon ice spike barriers that render tiles unplantable and block the plants' attacks until the barrier is destroyed. He may also summon a column-spanning ravine in front of him from which a group of zombies come out of, and use his Zombot's ice breath to freeze and unfreeze groups of tiles ahead, in order to suit the needs of the zombies furthest back. After falling below half health, the Zombot Ice Dragon takes on a more aggressive approach, summoning larger groups of zombies and being able to impact a larger area with his ice breath attacks. He fires a larger number of icicles, and will sometimes tactically set up ice barriers on all lanes in front of the plants to hold them off. He also gains a new attack where the Zombot blows an icy wind for a period of time, making his zombies immune to being Chilled, and removing any freezing resistance that the plants have. |
Possessed Crazy Dave |
Fought in Dusted Remnants, Day 16.
Forced Plants: Salvia, Rosemarine, Broom Flower In this fight, Crazy Dave is being controlled by Dr. Zomboss, who rides in a sword-equipped carrier called the Zombot Centurion. Crazy Dave will jump around and plant plants of his own - Peashooters, Wall-Nuts, Quickthorns, Sewthistles, Cocoa Plants and Irises. He can also water his plants o restore their health. Zomboss, meanwhile, will summon zombies, and launch swords and fireballs to directly attack plants. Zomboss flies out-of-range of attacks, requiring the player to focus on Crazy Dave. Once Crazy Dave's "health" falls below half, Zomboss temporarily falters with his control, and will go to the front, becoming available for the plants to attack. However, he will fire more swords and fireballs, and may use a rush attack that slashes up all plants in two columns or rows. After Zomboss takes enough damage, he regains control over Crazy Dave, and the third phase begins. This phase is similar to the first phase, though Crazy Dave now plants stronger plants - Repeaters, Snow Peas, Wall-Nuts, Cacti, Poison Roses and Lanceleafs. Crazy Dave can also, more rarely, throw Plant Food out to a plant, having that plant perform a powerful attack while boosting all of his other plants. Zomboss is much more passive in this phase, as he is focusing on controlling Crazy Dave, though he still summons zombies, and will use the rush attack as the battle draws to a close. |
Minigames
Minor Minigames
Most minor minigames are recurring throughout the game. They keep strictly to the core gameplay, but add a spin to it.
Special Delivery |
In Special Delivery, the player's plants come periodically on a conveyor belt, rather than being bought using Sun from static seed packets. The player does not get to choose their plants, what they are given is fixed in every Special Delivery level. |
Sunny Days |
In Sunny Days, the zombies will never stop coming until the player manages to accumulate a certain amount of Sun. |
Flower Shelter |
In Flower Shelter, there are lines of flowers on certain tiles - usually a single full column, with exceptions. The player must not let the zombies trample over the flowers. |
Garden Obstruction |
In Garden Obstruction, certain tiles are occupied by various infestations (that vary depending on the area), preventing the player from planting here. |
Locked and Loaded |
In Locked and Loaded, the player is fixed to a certain set of six plants (even if they have seed slot upgrades). Otherwise, the gameplay is normal. |
Save Our Seeds |
In Save Our Seeds, there are some pre-placed "Endangered" plants on yellow-black tiles resembling warning tape. These Endangered plants must survive for the whole level, or else the player loses. |
Dried Out |
In Dried Out, the player cannot use Water. Otherwise, the gameplay is normal. |
Cloudy Overcast |
In Cloudy Overcast, the player is given a maximum Sun value, being unable to hold any more Sun than this maximum value. |
Limited Lawn |
In Limited Lawn, the player is not allowed to place more than a certain number of plants on the lawn. If they have reached this number, their seed packets will be unavailable until they shovel up or lose a plant. |
Zombie Takedown |
In Zombie Takedown, the player is required to reach a certain "zombie streak", where they destroy a number of zombies in a period of time starting from when the first zombie is destroyed. The level is endless, not ending until the player manages to reach this streak. |
Dehydration |
In Dehydration, the player's plants will slowly lose health over time, requiring regular Watering to survive. Zombies will generally not use ranged attacks in these levels to compensate. |
Major Minigames
Major minigames are much less common than minor minigames, but provide a completely new way to play the game. All of these minigames also have Endless versions, available to purchase from the shop.
Wall-Nut Bowling |
In Wall-Nut Bowling, the player is provided with Wall-Nuts on a conveyor belt, and can place them anywhere behind the red bowling line to "bowl" them forwards. The bowling nut will deal heavy damage on impact, taking one hit to defeat a regular zombie, two for a Conehead Zombie and three for a Buckethead Zombie, and will bounce after every hit with an upwards or downwards angle, potentially hitting even more zombies.
In later iterations of Wall-Nut Bowling, the player has more variety to the Wall-Nuts they are given. For example, Explode-o-Nuts make a Cherry Bomb's explosion when they hit a zombie, while Frosted Nuts make an icy blast on impact that freezes all zombies in the blast. Electro Nuts explode on impact into a column of lightning that damages all zombies in the column, and Giant Wall-Nuts will simply roll forwards without bouncing, crushing all zombies in the lane. |
Vasebreaker |
In Vasebreaker, the player is given an assortment of vases. Clicking on a vase will smash the vase, revealing either a zombie, a seed packet for a plant, or Sun inside of it. The player can only use the plants they are provided from seed packets, though certain levels allow them to use plants such as Cherry Bombs if they can gather enough Sun for them. Green vases will always contain seed packets.
Every Vasebreaker level is split into anywhere between three and five sections. To complete each "section", they must destroy all of the vases and zombies. |
Beghouled |
In Beghouled, the player has a full lawn of plants, and can swap any two plants. If three or more plants are in a line, they will "match", getting rid of the plants to make way for replacements and giving the player Sun. Larger matches and combos give more Sun. If a zombie eats a plant, their tile will become a crater, and no plants will be able to enter the crater. Accumulated Sun can be spent to fill craters, to reshuffle the board, and to upgrade plants into stronger plants (Peashooters into Repeaters, Wall-Nuts into Tall-Nuts, etc). Depending on the Beghouled level in question, the player must either outlast the zombie horde, accumulate a certain amount of Sun, or make a certain number of matches. |
Whack-a-Zombie |
In Whack-a-Zombie, zombies spawn from tombstones, and the player must simply click on the zombies to strike them with a mallet, causing damage. Some zombies drop Sun when defeated, which can be spent on various plants, usually single-use plants such as Iceberg Lettuces and Cherry Bombs. As the tombstones respawn, using damaging plants can help in making their numbers more manageable. |
Zombie Nimble, Zombie Quick |
In Zombie Nimble, Zombie Quick, everything occurs twice as fast, giving the player much less time to react. Otherwise, this is the same as any other level. Some levels of this minigame may disable plants that can stun or sufficiently slow zombies. |
It's Raining Seeds |
In It's Raining Seeds, the player's seed packets will slowly fall from the sky in a manner similar to Sun. This plays out similarly to Special Delivery, with an added challenge of having to find the seed packets anywhere on the screen. |
Heavy Weapon |
In Heavy Weapon, the player controls a single Repeater on a flying flower pot that can be moved up and down in the leftmost column, and has no other plants. Uniquely, Sun and coins will move towards the left of the lawn, and can only be collected if picked up by the Repeater. By spending Sun, the player can permanently upgrade the Repeater's attack speed, purchase a Pumpkin as a shield for the Repeater, buy Plant Food and Water, or use one of many temporary upgrades - such as having the Repeater shoot chilling or burning shots, temporarily turning them into a Gatling Pea, or blasting all zombies on the lawn with Jalapenos as a last resort.
Heavy Weapon levels have varied objectives. Some simply require the player to survive, while others require them to destroy a certain number of zombies or save up to a certain amount of Sun. |
Heat Wave |
In Heat Wave, the player has only a small group of plants, usually Peashooters, Repeaters and Wall-Nuts (and Lily Pads if needed), but can move these plants freely around the lawn. Over time, the player's offensive plants will grow tired due to the heat, causing them to shoot more slowly. Tired plants can be temporarily rejuvenated by Watering them, and as the player continues to damage zombies, the Heat Gauge will fill up - once full, all offensive plants enter a "hyper mode", noted by an orange colour, inability to tire and much faster attack speed for a period of time. |
Beghouled Twist |
In Beghouled Twist, gameplay is very similar to Beghouled, though instead of swapping pairs of plants, the player must "twist" 2x2 areas of plants clockwise to make matches. |
Last Stand |
In Last Stand, the player starts with a large amount of Sun, but cannot gain any more except for rewards between waves, and must plan their defence to survive five waves of zombies. |
I, Zombie |
In I, Zombie, the player uniquely controls the zombie. Cardboard cutouts of plants are placed on the left side of the red starting line, and the player is able to send zombies from any tile on the right side of the red starting line, in a similar way to how they would plant plants. Zombies cost Sun, which is gained when zombies eat sun-producing plants, and if the player does not have enough Sun to afford zombies, they will lose. In order to win the level, the player must get their zombies to eat all of the brains - one in each lane - that the plants are guarding.
Every area has its own version of I, Zombie, unlocked by completing all of its Night levels. |
Shop Items
The shop is not unlocked until Verdant Country, Day 8 is completed.
Gameplay Perks
Seventh Seed Slot |
Available from the start. Costs 750 Coins.
With this simple upgrade, you can bring one more plant into every level! How good is that? |
Garden Rake x3 |
Available from the start. Costs 200 Coins.
Places a rake down when the level starts, instantly defeating the first zombie who steps on it! Lasts for three levels. |
Water Supplies |
Available from the start. Costs 250 Coins.
Start the next level with a full can of water. Useful for emergencies. |
Plant Food |
Available from the start. Costs 500 Coins.
Start the next level with a free Plant Food! This should really put the zombies in a pinch. |
Leaf Booster |
Available after Verdant Country, Day 16. Costs 300 Coins.
Powers up all Leaf plants in the next level. Bring it on, zombies! |
Light Booster |
Available after Sandbreath Dunes, Day 8. Costs 300 Coins.
Powers up all Light plants in the next level. Let the power shine through! |
Earth Booster |
Available after Sandbreath Dunes, Day 8. Costs 300 Coins.
Powers up all Earth plants in the next level. Nothing can break you now! |
Water Booster |
Available after Seasalted Island, Day 8. Costs 300 Coins.
Powers up all Water plants in the next level. Make a big splash! |
Lightning Booster |
Available after Seasalted Island, Day 8. Costs 300 Coins.
Powers up all Lightning plants in the next level. This might be shocking! |
Fire Booster |
Available after Monsoonal Woods, Day 8. Costs 300 Coins.
Powers up all Fire plants in the next level. Burn down the opposition! |
Poison Booster |
Available after Monsoonal Woods, Day 8. Costs 300 Coins.
Powers up all Poison plants in the next level. The zombies need to stay clear! |
Ice Booster |
Available after Snowcapped Summit, Day 8. Costs 300 Coins.
Powers up all Ice plants in the next level. Leave them all frozen stiff! |
Wind Booster |
Available after Snowcapped Summit, Day 8. Costs 300 Coins.
Powers up all Wind plants in the next level. Blow your foes away! |
Omni Booster |
Available after Dusted Remnants, Day 8. Costs 700 Coins.
When the going gets truly tough, all there's left to do is buy this. Powers up every plant in the next level! |
Wall-Nut First Aid |
Available after Dusted Remnants, Day 8. Costs 1000 Coins.
This essential upgrade lets you heal any defensive plant by planting the same plant on top of them! |
Eighth Seed Slot |
Available after Dusted Remnants, Day 16. Costs 2500 Coins.
Lets you bring eight plants into a level! Amazing, a must-buy! |
Plants
Marigold |
Available from the start. Costs 500 Coins.
A new plant! The Marigold gives you extra coins over time. A helpful investment for buying more shop items! |
Chomper |
Available after Verdant Country, Day 12. Costs 500 Coins.
The Chomper devours zombies whole at close range. Be careful, though, they're vulnerable while chewing! |
Traveller's Joy |
Available after Verdant Country, Day 16. Costs 750 Coins.
A special plant that deals more damage to zombies who are further into the lawn! |
Hornwater |
Available after Verdant Country, Day 16. Costs 500 Coins.
This plant gives Water over time. Perfect for keeping plants in top condition! |
Squash |
Available after Sandbreath Dunes, Day 8. Costs 500 Coins.
The Squash will jump on the first zombie to come near, smashing all zombies on that tile. Great for a quick and handy extermination! |
Charcoal Tree |
Available after Sandbreath Dunes, Day 16. Costs 750 Coins.
This plant's fiery lobbed shots can burn flammable equipment on zombies! A must-have choice for limiting the ways zombies can attack. |
Bloomerang |
Available after Seasalted Island, Day 8. Costs 500 Coins.
The Bloomerang's boomerangs hit every zombie in the lane, then fly back to them. A brilliant plant to use when controlling crowds. |
Brass Orchid |
Available after Seasalted Island, Day 16. Costs 750 Coins.
A defensive wall that causes damage zombies who try to eat its metal body! Combines offence and defence in one sturdy package. |
Pea-Nut |
Available after Monsoonal Woods, Day 8. Costs 500 Coins.
A Peashooter and a Wall-Nut in one! The Pea-Nut fires peas, but also has high health to block zombies. |
Aroma Reed |
Available after Monsoonal Woods, Day 16. Costs 750 Coins.
The Aroma Reed offers support to Leaf and Earth plants, but weakens Poison plants. Useful for many strategies, but plant carefully! |
Pumpkin |
Available after Snowcapped Summit, Day 8. Costs 500 Coins.
A handy defensive plant that goes around another plant. Save up on shielding space for your other plants! |
Iris |
Available after Snowcapped Summit, Day 16. Costs 750 Coins.
The Iris glares at the plant or zombie ahead, powering up plants and slowing down zombies. A handy two-purpose plant! |
Torchwood |
Available after unlocking Dusted Remnants. Costs 1000 Coins.
Any shots that pass through the Torchwood catch on fire. A handy power-booster for projectiles, but keep in mind the elements! |
Snapdragon |
Available after Dusted Remnants, Day 8. Costs 500 Coins.
Spews flames that damage zombies in an area ahead. Useful when paired up with defensive plants! |
Spinetree |
Available after Dusted Remnants, Day 16. Costs 1000 Coins.
A powerful support plant that weakens zombies by sticking spines into them. Can cut defences, boost chain lightning, and even pin foes down! |
Zen Garden
Marigold Sprout |
Available after Verdant Country, Day 12. Costs 250 Coins.
A welcome addition to any Zen Garden. They come in all manner of colours! |
Mystery Sprout |
Available after Verdant Country, Day 12. Costs 500 Coins.
A welcome addition to any Zen Garden. Who knows what plant this will grow into... |
Fertiliser x5 |
Available after Verdant Country, Day 12. Costs 300 Coins.
Give this to a Zen Garden plant to help them grow! |
Bug Spray x5 |
Available after Verdant Country, Day 16. Costs 400 Coins.
Give this to a full-grown Zen Garden plant to keep them happy all day! |
Stinky the Snail |
Available after Verdant Country, Day 16. Costs 200 Coins.
This special guest will help collect coins in your Zen Garden! |
Gardening Gloves |
Available after Verdant Country, Day 16. Costs 500 Coins.
Use these to move the plants in your Zen Garden! |
Verdant Sprout |
Available after Verdant Country, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Verdant Country. |
Sandbreath Sprout |
Available after Sandbreath Dunes, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Sandbreath Dunes. |
Seasalted Sprout |
Available after Seasalted Island, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Seasalted Island. |
Monsoonal Sprout |
Available after Monsoonal Woods, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Monsoonal Woods. |
Snowcapped Sprout |
Available after Snowcapped Summit, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Snowcapped Summit. |
Second Garden House |
Available after Dusted Remnants, Day 8. Costs 1500 Coins.
Are you running out of space in your garden? Buy a second garden house to increase the number of plants you can fit in! |
Gramophone |
Available after Dusted Remnants, Day 8. Costs 1000 Coins.
Play the gramophone to make your plants happier, earning more money! Can be used once per day, lasts for three hours. |
Golden Watering Can |
Available after Dusted Remnants, Day 16. Costs 1000 Coins.
Use this upgraded watering can to water larger groups of plants at a time. Makes managing your garden a lot easier! |
Dusted Sprout |
Available after Dusted Remnants, Day 16. Costs 700 Coins.
A welcome addition to any Zen Garden. Guaranteed to grow into a plant from Dusted Remnants. |
Endless Minigames
Vasebreaker Endless |
Available after Dusted Remnants, Day 16. Costs 1500 Coins.
Enjoy the endless Vasebreaker experience! Hmm, what's in the vases? You'll only know if you break them! |
Beghouled Endless |
Available after Verdant Country, Day 16. Costs 1500 Coins.
Enjoy the endless Beghouled experience! Swap your plants across the lawn and aim for the best combo! |
Beghouled Twist Endless |
Available after Dusted Remnants, Day 16. Costs 1500 Coins.
Enjoy the endless Beghouled Twist experience! Spin your plants across the lawn and aim for the best combo! |
Wall-Nut Bowling Endless |
Available after completing all levels, including optional levels, in Verdant Country. Costs 1500 Coins.
Enjoy the endless Wall-Nut Bowling experience! Bowl some heads in style in this high-stakes minigame! |
Whack-a-Zombie Endless |
Available after completing all levels, including optional levels, in Sandbreath Dunes. Costs 2000 Coins.
Enjoy the endless Whack-a-Zombie experience! Keep up the pace as you smash the unending horde! |
Zombie Nimble, Zombie Quick Endless |
Available after completing all levels, including optional levels, in Seasalted Island. Costs 2000 Coins.
Enjoy the endless Zombie Quick experience! You'll soon be going mad with the ultra-fast pace! |
It's Raining Seeds Endless |
Available after completing all levels, including optional levels, in Monsoonal Woods. Costs 2000 Coins.
Enjoy the endless It's Raining Seeds experience! You can find any plant in this game, how will your lawn turn out? |
Heavy Weapon Endless |
Available after completing all levels, including optional levels, in Snowcapped Summit. Costs 2000 Coins.
Enjoy the endless Heavy Weapon experience! Can a single plant hold his own against the zombies? |
Heat Wave Endless |
Available after completing all levels, including optional levels, in Dusted Remnants. Costs 2000 Coins.
Enjoy the endless Heat Wave experience! Move your plants to take out the zombies, but be careful when they get tired! |
Zen Garden
Unlocked after completing Verdant Country, Day 12. The Zen Garden allows the player to grow plants over time, watering them every day and, when necessary, feeding them Fertiliser to grow. Once fully grown, the plant can be given Bug Spray when requested to keep them happy for the entire day. Keeping plants happy will allow the player to gain Coins from them.
Everything that goes in the Zen Garden can be purchased from the Shop, or rarely gained from defeating zombies in-game.
Trivia
- Unlike in the two previous Plants vs. Zombies games, the player's loss does not include the “The Zombies Ate Your Brains!” message or the “NOOOOOOO!” voice clip. Rather, the game fades to black as it follows the zombie who made it past the defences, with a more soft and dreary-sounding version of the first game's Game Over music. This transitions to a separate Game Over screen, which features a graveyard.
- In early stages of development, Jasmine was going to use Penny, Crazy Dave's time machine from the second game, as her and Fiore's means of transportation around the world.
- This is the first PvZ game to feature 3D cutscenes for important story events, such as the introduction, shutting down Zomboss' Triangulators, and the entrance of Zombonia.
- Zomboss appears on the side of the screen during dialogue much like the human characters, unlike in PvZ2 where he had a unique dialogue system affixed to the top of the screen.