Plants vs. Zombies: Lost World/Game modes

There are multiple types of game modes in Plants vs. Zombies: Lost World. Below is each of them in detail.
== Adventure Mode ==
Upon playing the game as normally, the player will be browsing through the Lost Map to select the levels in the game to play. This is Adventure Mode.
=== The Lost Map ===
After completing Player’s House – Level 5, you will unlock the Lost Map, and be able to explore the Lost World and progress with the storyline. Upon collecting the Lost Map, Crazy Dave will introduce you to the map (after landing on the island) with the following dialogue:
Crazy Dave: Land ahoy!
Crazy Dave: Rock Beach is now in our reach! Hey, that rhymes…
Crazy Dave: Anyway, according to the map…
Crazy Dave: This sanky-do (refers to the sanctuary) is on the other side of the island.
Crazy Dave: So let's get a move on! Cause we gotta long journey ahead of us!
Crazy Dave: Here, you have the map this time and lead the way.
Crazy Dave: Why’d I make you leader this time?
Crazy Dave: Cause I’m CRRRAAAAAAAAAZZYY!
The game will then prompt you to play the first level after this dialogue ends. As you progress through the game, more levels will become available, and you can eventually progress to the next areas when you complete a certain set of levels (more on this in the next sub-section).
Below is a section of the Lost Map showing the first three areas of the island with all levels completed.
Note: More art was meant to be done for all the other areas in the game, but these areas' maps have been abandoned due to the developer's time constraints.
=== Level paths ===
In each area, different levels will branch out to different level paths. Each distinct level path is identified with a letter next to their number. Levels marked with…
* A – Are levels that make up the main path (other level paths always branch out from this main path), and they always lead to the gateway of the next area (more on this in the next sub-section). Compulsory level path to complete to progress with the storyline.
* B – Are levels that lead to gate mechanisms (more on this in the next sub-section). Compulsory level path to complete to progress with the storyline.
* C – Are levels that lead to lost, premium seed packets. These are seed packets of plants that are generally more powerful than other plants in the game, and there are always two of these found in each area. One is obtained by completing the first half of the level path, and another by completing the whole level path. This level path doesn’t need to be complete to progress with the storyline.
* D – Are levels which are much harder than other levels in the same area. It is recommended to return to complete the level path only after getting stronger plants. Completing this level path earns you a Treasure Chest. Treasure chests are items that always contain:
** 10 random Tokens
** 3 diamonds
** 1 costume
This level path doesn’t need to be complete to progress with the storyline.
* E - Are levels which introduce surreal mechanics into gameplay called reality rifts. Each level has a unique reality rift, examples including changing the way how an area’s gimmick works, or the functioning of the seed packets you use in battle. Some zombies may also start appearing in their corrupted forms which give them different sorts of abilities, but these types of zombies will only first appear in Lightning Ridge. These reality rifts are due to the manifestation of corrupted energy on the island, which you can read more about in the Storyline sections of the pages of areas that have a level path E (the storyline will progress to slowly reveal more of what exactly this corrupted energy is). This is the only level path which isn’t present in all areas, and will only make its first appearance in Magma Marshlands. Completing the level path earns the player an upgrade seed packet of a certain plant that is found in the same area. This level path doesn’t need to be complete to progress with the storyline.
NOTE: Endless Zones also branch out from level path A at a certain level. These Endless Zones are not counted as a separate level path, nor is it counted as a ‘level’. More about Endless Zones further down the page.
=== Gateways ===
Gateways (other than levels) are what stands between you and the next area. In order to open it, you’ll need to complete all levels in level path B to activate the mechanism that opens the gate. You’ll also need to complete all levels in level path A to proceed to the gateway itself, then you can proceed to the next area. For The Sanctuary (the final area), there are two gateways, with one separating Part 1 and Part 2, and another separating Side B and the final boss level.
The following is dialogue that takes place when you reach a closed gateway for the first time:
Crazy Dave: Hmm… that’s no good.
Crazy Dave: This stupid door’s in the way. (refers to the gate)
Crazy Dave: We’ll have to find a way to open it.
Crazy Dave: Oh, what’s that on the map? (refers to the gate mechanism)
Crazy Dave: That looks like something that could help.
Crazy Dave: I think…
After the dialogue ends, the game will notify the player that for every area, they must complete not only level path A, but as well as level path B in order to unlock the next area.
== Brain Busters ==
Like in Plants vs. Zombies 2, Brain Busters are certain levels which add different mechanics, conditions or objectives to gameplay. Some of them may be Brain Busters which already exist in Plants vs. Zombies 2. Below is the full list of Brain Busters in the game.
=== All areas ===
==== Special Delivery ====
Instead of using sun to plant seeds, you’ll automatically receive seed packets that are ready to be planted via a conveyor belt.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Special delivery!
Crazy Dave: A whole pile of seeds, comin’ at ya!
These levels are played on:
* Rock Beach: Levels 7A, 15A, 2B, 3C, 3D
* Shroom Moors: Levels 4A, 15A, 6C
* Plunging Rapids: Levels 3A, 11A, 20A
* Grove of Gloom: Levels 3A, 15A, 20A, 6C, 3D
* Magma Marshlands: Levels 4A, 15A, 20A, 3D
* Lightning Ridge: Levels 3A, 16A, 20A, 5D
* Blizzard Peaks: Levels 4A, 18A, 25A, 6C, 5D
* The Sanctuary: Levels 4A, 3C, 5D, 2E, 24A, 12C, 7E
==== Locked and Loaded ====
In these levels, you will have to use plants pre-selected by Crazy Dave. Not all available seed slots the player has may be used, and so the spare slots will not be shown.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Hey hey hey!
Crazy Dave: This time, imma pick the plants for ye to use!
Crazy Dave: This should be a nice combo, now let’s get CRRRAAAAAAAAAZZYY!
These levels are played on:
* Rock Beach: Levels 4A, 4C
* Shroom Moors: Levels 13A, 2D
* Plunging Rapids: Levels 4A, 15A, 2D
* Grove of Gloom: Levels 5A, 2D
* Magma Marshlands: Levels 3A, 5D, 2E
* Lightning Ridge: Levels 5A, 2B, 6C
* Blizzard Peaks: Levels 6A, 22A, 2D
* The Sanctuary: Levels 6A, 14A, 6C, 38A, 7D
==== Last Stand ====
In these levels, the player will have to plan, and strategize a defense to survive an onslaught of zombies (the zombies will only arrive when the player has finished their planned defense), using only the amount of sun pre-provided for you. Sun-producing plants and some free plants are not allowed in these levels.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Uh oh.
Crazy Dave: That’s a lotta zombies comin’ your way.
Crazy Dave: Luckily we have lots of spare sun to use for now!
Crazy Dave: So let’s get plantin' real CRRRAAAAAAAAAZZYY!
These levels are played on:
* Rock Beach: Levels 11A, 5D
* Shroom Moors: Level 11A
* Plunging Rapids: Level 4D
* Grove of Gloom: Levels 19A, 5D
* Magma Marshlands: Levels 9A, 5C
* Lightning Ridge: Levels 13A, 4D
* Blizzard Peaks: Levels 15A, 2E
* The Sanctuary: Levels 16A, 3D, 28A, 10E
==== Save Our Seeds ====
In these levels, there will be a number of endangered plants that sit on yellow and black striped tiles. The types of plants, the amount of them, and where they are positioned vary in each level. The player is to not let any zombie eat, or destroy any of these plants.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: SOS! Those plants are in danger! We needa help ‘em!
Crazy Dave: So, let’s get this rescue mission goin’!
Crazy Dave: But most importantly…
Crazy Dave: Let’s get CRRRAAAAAAAAAZZYY!
These levels are played on:
* Rock Beach: Levels 12A, 2D
* Shroom Moors: Levels 1B, 4D
* Plunging Rapids: Levels 8A, 17A, 5D
* Grove of Gloom: Levels 9A, 3C
* Magma Marshlands: Levels 18A, 4E
* Lightning Ridge: Levels 8A, 2D, 4E
* Blizzard Peaks: Levels 9A, 3C, 4D
* The Sanctuary: Levels 9A, 19A, 5E, 34A, 10C, 9D
=== Most areas ===
==== Hero Time ====
This brain buster focuses mainly on heroes, click here to know more about it.
The player is given a preset defense (some plants will already be placed on the lawn), and must defend against Super Brainz. The player may only use Plant Heroes to aid the plants, and this time, three Heroes can be brought into battle, and you can tap/click on their icon while they are still on cooldown to reduce their cooldown time by a second. Super Brainz is a mini-boss. He has no health bar, but there is a timer of 3 minutes before Super Brainz will give up attacking the player and return another time (in another Hero Time brain buster level). If a minute is to pass, Super Brainz becomes more aggressive, and also perform an area-exclusive gimmick. He will regularly fly in into random rows or columns to perform the one of the following actions:
* Fly across a column and drop in multiple zombies (dropping them off at a column)
* Push all plants in a row or column towards a certain direction (he will fly across that column or row in a random direction, and push all plants on that column or row one tile across the column/row in his direction (if a plant is at the edge of the column or row, it will be pushed off the lawn))
* Push all zombies in a column up or down, or push all of them in a row forward (similarly to how Super Brainz moves plants)
Depending on the area, Super Brainz has different kinds of gimmicks to aid the zombies (these happen after every minute that passes):
* Shroom Moors - Launch 3 syringes (the ones that Mycologist Zombie uses) onto 3 random plants.
* Plunging Rapids - Create a 3×3 whirlpool in a random spot in the river to absorb all plants and zombies in the area.
* Grove of Gloom - Fly to the canopy of the Grove and cover up 4 random moonlit tiles by moving the branches of the Grove's trees.
* Magma Marshlands - Smash the ground to cause all lava pools on the lawn to leak lava (one random tile from each pool will cause lava to flow down its column).
* Lightning Ridge - Fly to the sky to grab a small storm cloud and use it to strike all puddles on the lawn.
* Blizzard Peaks - Breaks apart some of the rocks that protect columns on the lawn from avalanches towards the top, exposing one column to future avalanches.
* The Sanctuary - Utilizes any of the abilities in the previous areas (only if any required gimmick is present in the level, e.g. lava pools to allow the ability from Magma Marshlands). Additionally, he can also disturb corrupted seed pods to spawn The Wilted.
These levels are played on:
*Shroom Moors: Levels 6A, 3B, 2C
*Plunging Rapids: Levels 13A, 2B, 2C
*Grove of Gloom: Levels 12A, 5C
*Magma Marshlands: Levels 12A, 2B
*Lightning Ridge: Levels 11A, 5C
*Blizzard Peaks: Levels 12A, 2B, 5C
*The Sanctuary: Levels 12A, 2B, 36A, 8C
=== Rock Beach ===
==== Wall-nut Bowling ====
The player will use Wall-nuts, which are delivered via conveyor belt, to kill zombies in these levels. The Wall-nuts are first placed behind the marked-out bowling line, and the Wall-nut will then roll forward to hit any zombies in its way. When a Wall-nut hits a zombie, it will bounce, and continue rolling at an angle, and hit more zombies in its way. Explode-O-Nuts may also occasionally be delivered, which explode in contact with a zombie (in a 3×3 area). The levels are also slightly harder due to the presence of rocks on the lawn. Rocks can also cause Wall-nuts to bounce off it, making aiming zombies which are behind it much harder.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Hey there neighbour!
Crazy Dave: We’re going bowling!
Crazy Dave: Here, take this Wall-nut!
Crazy Dave: Why’d I put a Wall-nut in your hand?
Crazy Dave: Cause I’m CRRRAAAAAAAAAZZYY!
Crazy Dave: I’m kinda getting some déjà vu for some reason…
Crazy Dave: But anyway, go! Bowl me a winner!!
These levels are played on: Levels 5A, 13A, 6C
=== Shroom Moors ===
==== Coffin Conundrum ====
Each lane will have huge numbers of coffins coming in (each lane has the same number), all coffins in a lane being pushed by a Mortician Zombie. As usual, these coffins contain either zombies, Plant Food (small chance), or nothing at all (also small chance). These zombies can also not only be the usual zombies that come out of the coffins (e.g. Conehead Zombie), but also some other zombie (e.g. Landscaper Zombie). Because of the huge numbers, powerful seed packets will be delivered via Special Delivery (as the game progresses, less strong plants will be supplied, and stronger zombies will emerge from the coffins).
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Hey there neighbour!
Crazy Dave: Get ready for a hecka lotta coffins comin’ your way!
Crazy Dave: Cause those Mortician Zombies are gonna throw so many at ya you’ll be coughin’!
Crazy Dave: Okay, that was bad pun.
Crazy Dave: But seriously, get ready!
Crazy Dave: These Mortician Zombies won’t show ya mercy!
These levels are played on: Levels 9A, 2B, 4C, 5D
=== Plunging Rapids ===
==== Anchors Aweigh ====
Anchors Aweigh is somewhat similar to Whack-a-Zombie from Plants vs. Zombies. But, instead of a hammer, the player now has to fight the zombie horde using only anchors (anchors no longer need to be dragged and dropped, tapping an area will automatically drop an anchor), and only in this mini-game will anchors be able to damage zombies (more about anchors here if you are not sure what they are). Unlike Whack-a-Zombie, however, the main goal is to get rid of Octo-Pet by dropping anchors on them (a total of 10 anchors is needed to defeat Octo-Pet and win the level). Octo-Pet is extremely active (he will be slower on PC to compensate for the reduced mobility) in this brain buster and has different abilities. Octo-Pet can now bring in zombies by carrying them to the surface with its arms. These zombies need a certain amount of anchors to destroy depending on the amount of health they have, like in Plants vs. Zombies Whack-a-Zombie (Snorkel Zombie is a special case; they cannot be hit while in the water, and you will have to wait for them to emerge on land before hitting them with anchors). Octo-Pet's arms cannot be hit with anchors when spawning zombies. Octo-Pet sends in zombies regularly in small numbers, but he can occasionally send in a huge wave of zombies too (Flag Zombies can also arrive in this case). Octo-Pet has another ability where he will raise two arms on random lanes (usually selects lanes with zombies), and, after a few seconds, these arms will splash onto the water and create waves, pushing all zombies in the river two tiles forward (or onto land if close enough). If you are fast enough, you can hit those arms with anchors to deal a hit to Octo-Pet and negate the splashing attack. Strong currents in Anchors Aweigh also happen more than once, and this time, the strong current can bring in zombies.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Oh look, octopus guy is back.
Crazy Dave: And he don't look so happy...
Crazy Dave: No worries! We have plenty of anchors to go around!
Green Shadow: I seriously wonder where you get these anchors Crazy Dave...
Crazy Dave: I mean, there's people who collect stamps.
Crazy Dave: So then I thought, why not I collect anchors?
Green Shadow: Wha-- well, um... nevermind, we have Octo-Pet to deal with right now.
Green Shadow: We gotta hit him with those anchors a couple times before he goes away, at least maybe 10 times.
Crazy Dave: Alright then! Let's show those zombies and that octopoop who's boss!
These levels are played on: Levels 9A, 19A, 5C
===Grove of Gloom===
====Lights Out====
The whole lawn is pitch black and the only light source you are given is a flashlight with high concentration light given to you by Crazy Dave, which you activate by clicking/tapping and holding the screen to light up a small area around your cursor/finger. The flashlight has a battery life of 15 seconds, and once the battery runs out, you need to wait 15 seconds for the battery to recharge before you can use the flashlight again (there will be a battery icon in the UI to show the amount of battery your flashlight has). In this brain buster, only Vimpires and Sleepwalker Zombies appear in this level. The goal of this brain buster is to use your flashlight to scare away Vimpires and avoid shining your light on the Sleepwalker Zombies. Only in this minigame will Vimpires enter the lawn by simply walking in from the right like other zombies. Shine your light on a Vimpire for at least 1.5 seconds to scare it off (it will turn into a Zombat and rapidly fly off the lawn to the right). If a Vimpire reaches your tent, you lose the level. If you shine your light on a Sleepwalker Zombie for at least 1.5 seconds, the zombie will wake up enraged and rapidly dash towards your tent, making you lose the level. A certain amount of Sleepwalker Zombies will appear in this level on the lawn, and they will stand still rather than walk towards the tent, so ensure not to wake them up and you’ll be fine.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Uh... Green Shadow, the Grove just got a lot darker. I can't even see my fingers!
Green Shadow: Um, you should have a Plantern seed packet with you, right?
Crazy Dave: Yeah, well, you see...
Crazy Dave: I don't know where I put the seed packets, it's hard to tell in the dark.
Crazy Dave: But hey, I found my flashlight though.
Crazy Dave: *shines light into eyes* MY EYES!
Green Shadow: Crazy Dave, don't look at the light directly!
Crazy Dave: I forgot how bright this flashlight was. I could take out Vimpires with this!
Green Shadow: Speaking of, it looks like there's some coming our way.
Green Shadow: And there's some Sleepwalker Zombies just standing still there...
Green Shadow: We'll need to make sure we don't wake them up with your flashlight.
Crazy Dave: Here neighbour, I'll let you take the flashlight!
Crazy Dave: Be careful not to use the flashlight too much though.
Crazy Dave: The battery's short and you'll need to wait for it to recharge when it's used up.
Crazy Dave: Now, why did I give you the flashlight?
Green Shadow: Don't even start, Crazy Da--
Crazy Dave: Because I'm CRRRAAAAAAAAAZZYY!
These levels are played on: Levels 7A, 2B, 2C
=== Magma Marshlands ===
==== Tatersweeper ====
This brain buster is a conveyor belt level where select fire plants will be supplied for the level. The whole lawn consists of scorched tiles and eruptions will not take place during the level. This brain buster works similarly to Minesweeper, but it is somewhat different. Under the lawn, there are a certain number of dormant Hotheads which the player will not be able to see, and there will be a counter on the top of the screen indicating how many Hotheads the player has not yet detected. Upon planting the first plant on the board, a small number 0 will appear on the tile the plant occupies. Consequently, the other adjacent tiles will have a number displayed on them. These numbers indicate whether a Hothead is hidden in a tile adjacent to the tile the number is on. Planting on another tile that has no Hothead will do the same thing (revealing numbers on adjacent tiles). If a plant that had helped to reveal more numbers gets defeated, this will not make the numbers disappear. Planting on a tile with a Hothead on it will detonate it and cause the player to immediately lose the level. You can click/tap on a tile to flag it, and do it again to un-flag it. Flagging a tile will decrease the Hothead counter by one, and un-flagging will increase it. The player’s objective is to flag all Hotheads on the lawn while still surviving an endless onslaught of zombies that will arrive slightly later compared to normal levels (but the intensity of the waves will increase over time). Completing the objective will instantly defeat all zombies present on the screen and stop the onslaught, causing the player to win the level.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Wowzee, the whole lawn is hot!
Green Shadow: Careful Crazy Dave, the scorching heat aside, I think this place may have a lot of Hotheads.
Crazy Dave: Oh? You mean those hot hot Potato Mines?
Green Shadow: Yes, except these ones are different.
Green Shadow: These Mines, from what I’ve heard, are naturally found and hibernate in areas like these.
Green Shadow: And if we wake one up, we could set a chain reaction and make the whole place go boom.
Green Shadow: We don’t want that. We’ll need to find where these mines are so that we can traverse this area safely.
Green Shadow: We can use fire plants to detect whether there are any Hotheads nearby.
Green Shadow: But we have to pinpoint and flag those exact locations ourselves.
Crazy Dave: Flag you say? I happen to have some of those!
Green Shadow: Exactly how many things have you brought with you Crazy Dave…?
Green Shadow: First your anchor collection, then your blinding flashlight, and now a bunch of flags?
Crazy Dave: Oh I brought everything! Even the kitchen sink!
Green Shadow: Wha—, um, okay… but yeah, those flags will definitely be useful here.
Crazy Dave: Here neighbour, use these flags to mark those spots where the Hotheads are at!
Crazy Dave: Careful not to get mashed potato-ed!
These levels are played on: Levels 6A, 16A, 2C
===Lightning Ridge===
====Diverting power====
In this brain buster, you will automatically be given a certain number of Electric Currants that are already planted on the lawn. Using these Electric Currants only, you'll then have to survive the incoming onslaught of zombies. These Electric Currants can be moved around the lawn by either clicking/tapping them, then clicking/tapping on another free tile on the lawn, or by clicking/tapping and dragging them. There will also be some puddles on the lawn (like most levels), which will restrict where you can move these Electric Currants. When an Electric Currant is defeated, there will be no way to be able to bring them back, so you'll have to make sure that you also keep the Electric Currants safe while you're battling the zombies. Lightning strikes during this brain buster happen just like in normal levels (they occur slightly less frequently in mobile, however), but, this time, the level will also indicate specifically which tiles will be struck by lightning on the lawn before they happen (they will indicate them 3 seconds before the strikes happen), which allows the player to be able to activate the Plant Food power of at least some of their Electric Currants during the level (Plant Food will not be available in this level, so this is the only way to power your Electric Currants). Background lightning will also strike more often in order to make it easier for the player to see the lawn during this minigame.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Hmm...
Green Shadow: Something wrong, Dave?
Crazy Dave: I uh... seem to have misplaced almost all of the seed packets because of how dark this place is.
Crazy Dave: All I have is a handful of Electric Currant seed packets...
Green Shadow: Huh... that's not good...
Green Shadow: I can already hear zombies coming our way. We'll have to make do with what we have.
Crazy Dave: Hey neighbour, help me out here and put these Currants to good use!
Crazy Dave: Try moving them around so we can deal with all those incoming zombies.
Crazy Dave: We're counting on ya!
These levels are played on: Levels 9A, 17A, 2C, 2E
===Blizzard Peaks===
====Meltdown countdown====
The lawn will be filled with zombies frozen in blue ice which cannot be melted or broken by plants, and the player will have a set amount of time to build a defense before a reality rift arrives that melts all the blue ice at once. Different types of zombies will be placed in different positions on the lawn so the player needs to effectively plan how they will go about dealing with the horde as the zombies are released, and must make sure they can build their defense in time as well (a timer will be provided to let the player know when the reality rift will arrive). No other zombies will appear in this level other than the ones trapped in the blue ice, and although avalanches will no longer happen, blizzards may still occur from time to time and distract the player, so caution must be taken. This level is somewhat like a mix of a regular level and a last stand level where you will start as normally and gradually collect sun to place the plants that you bring into the level on the lawn, but you will effectively be fighting against a huge wave of zombies at once after a certain period of time rather than fighting hordes of gradually increasing sizes.
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Wowzee! Look at all of these zombies!
Green Shadow: The ice blocks they're in have this sort of purple tint to them...
Green Shadow: I'm not sure what's going on but, Crazy Dave, I think we better get planting quickly.
Green Shadow: There might not be any zombies nearby other than the ones in the ice blocks but...
Green Shadow: Something tells me that they're gonna become a huge danger to us in a minute or two.
Crazy Dave: No problemo! Here's all the seed packets neighbour, take your pick!
These levels are played on: Levels 7A, 21A, 4E
===The Sanctuary===
====Bloomsday====
This brain buster acts like a regular level, except no zombies will appear, only The Wilted, making them the main enemies of the level. Corrupted seed pods will explode much more often in these levels due to a reality rift, causing The Wilted to spawn at a much faster rate throughout the level. This level won't have lawn mowers, and The Wilted will attempt to attack your tent. This level is special in which the type of Wilted that spawn is different compared to normal levels that have corrupted seed pods, where the reality rift that occurs causes the possible Wilted plants that spawn to match that of the roster of plants you've brought into the level. Essentially, if, for example, the roster you've chosen consists of only a Peashooter, Wall-nut and Potato Mine, those are the only plants that will spawn as The Wilted during the level. Potato Mine, however, does not have a naturally spawning Wilted counterpart in normal levels, so this allows Wilted of new kinds to spawn that don't normally appear in other levels. Some of these new Wilted plants, however, may act differently from their normal counterparts (e.g. a Huff-shroom wouldn't be able to attack as a Wilted since they're manually controlled, so they'd have to be modified to work), but due to the immense number of plants in the game (and the developer's time constraints), there won't be a summary list of what each plant might do differently if they were converted into Wilted. The aim of the brain buster is to defeat all of The Wilted before they can destroy your tent (which starts off with 2000 DPS worth of health).
The following dialogue will take place when the player plays this kind of level for the first time:
Crazy Dave: Woopadeedoo! This path seems to be clear of zombies for now!
Green Shadow: Hmm... as much as I appreciate their absence...
Green Shadow: I can't help but still feel bothered by something...
Crazy Dave: Nah, you're just overthinking things--
Green Shadow: Wait, the seed pods! There's a lot more of them and they're going to explode!
Green Shadow: Quick! The seed packets!
Crazy Dave: Ah shoot, just when I thought I could rest my legs!
These levels are played on: Levels 8A, 18A, 5C, 4E, 32A, 10D
====Grim Reaper====
Each level in this brain buster will have a fixed number of rounds of puzzles you must complete, where each round is a board filled with pre-placed Wilted (possible ones that can appear: Chomper, Peashooter, Gloom-shroom, Sunflower, Fairy Ring). Each round will also have one pre-placed Grimrose (designated the Grim Reaper). The player can select Grimrose and then select a tile for him to move to in a manner similar to a chess knight (essentially moving in an L shape). If Grimrose moves onto a Wilted, that Wilted is defeated. Grimrose cannot move onto Fairy Rings, however (none of these will contain any Wilted and basically act as walls). In this brain buster, Fairy Rings do not grow. The goal is to defeat all The Wilted (except for Fairy Rings) without getting in any of their attack ranges, because if you do, they will attack Grimrose and you’ll lose the round, having to start over. Wilted Sunflowers don't do anything in this brain buster, but they will drop 125 sun upon death, which can be used or saved for later rounds to plant more Grimroses that you can control (extra Grimroses you plant, however, will only stay for the current round, and do not carry over)*. Although you won't need to use all the sun provided, some levels may be unbeatable without planting an extra Grimrose, so saving up is recommended. You cannot directly plant a Grimrose on a Wilted. Later levels and rounds may include Wilted Threepeaters and also normal Moonflowers, where if you move into Moonflower's aura radius, The Wilted cannot see you and cannot target you. You cannot move Grimrose onto Moonflowers.
*Note that Grimrose has been altered in Lost World and now costs 125 sun.
The following dialogue will take place when the player plays this kind of level for the first time:
Green Shadow: Huh, what's happening here?
Green Shadow: There's one lone Grimrose here along with a bunch of Wilted.
Crazy Dave: Oh I know this one!
Crazy Dave: You gotta move the lil' Grimrose over there like a chess horse!
Green Shadow: What? Don't you mean a knight?
Crazy Dave: Whatever, and then you gotta take out all the other Wilties, like in chess!
Crazy Dave: Just make sure they don't get a chance to attack ya though!
Green Shadow: Uhh... y'know what, let's go with Crazy Dave's intuition on this one.
Green Shadow: With this corruption, Crazy Dave probably sees something else that we don't.
These levels are played on: Levels 27A, 6B, 9E
== Endless Zones ==
Just like Survival: Endless in Plants vs. Zombies, and the ‘level’ with the same name in Plants vs. Zombies 2, Endless Zones are sets of endless levels that become more difficult as the player completes more levels.
Endless Zones are found in each area in Plants vs. Zombies: Lost World, and are unlocked when completing a level that is branched to the Endless Zone (these levels are always levels from level path A (more about level paths in the first section)). The zombies that appear in an Endless Zone depends on which area it is set in (every Endless Zone will always have zombies that have been first encountered in the area it is set in, and from the previous areas). Any Plant Food surplus will be retained throughout all levels, and any lost lawn mowers won’t be replaced for the next levels. Like in Plants vs. Zombies 2, the player will only be automatically limited to five starter plants (these selected starter plants will depend on the world). Before each level is played (including the first one), the player will be shown four chests, where they will first reveal the contents of these chests first, where three of the contents will always be seed packets (excluding plants which haven’t been unlocked yet, and plants which aren’t suitable to be played in the area which the Endless Zone is set in), and
the other one will be either of the following:
* A free Plant Food (doesn’t show up if the player’s Plant Food bank is full)
* Extra 50 sun to start with for the next level only
* Lawn mower replacement (only shows up if the player has lost a lawn mower)
* Extra seed slot for the next level only (only shows up if the player doesn’t buy all unlockable seed slots yet, and if the level they’re going to play isn’t the first level)
* No contents
After a few seconds, the chests will close back, and they will shuffle at a slightly fast speed. After shuffling, the player will choose the chest they want to unlock, and the contents of that chest will be awarded to the player. If the player has chosen a seed packet, that seed packet will be permanently kept for the rest of the Endless Zone (until the player loses). As the player collects more seed packets, and there are less than 3 seed packets left to be obtained for the Endless Zone, the remaining chests will be replaced with one of the mentioned contents above. Below is the list of Endless Zones in the game.
=== Rock Bottom ===
* Area: Rock Beach
* Unlocked at level: Level 8A
* Starter plants: Peashooter, Sunflower, Wall-nut, Potato Mine, Moss-quito
===Dark Side of the Moors===
*Area: Shroom Moors
*Unlocked at level: Level 7A
*Starter plants: Puff-shroom, Sun-shroom, Scaredy-shroom, Wall-nut, Potato Mine
===Deadly Deltas===
*Area: Plunging Rapids
*Unlocked at level: Level 9A
*Starter plants: Peashooter, Sunflower, Wall-nut, Lily Pad, Tangle Kelp
===Sasquash's Playground===
*Area: Grove of Gloom
*Unlocked at level: Level 10A
*Starter plants: Puff-shroom, Sun-shroom, Scaredy-shroom, Wall-nut, Plantern
*Note: Rather than in normal levels, the Sasquash will appear twice in each level of this Endless Zone.
=== Fjord of the Flames ===
*Area: Magma Marshlands
*Unlocked at level: Level 7A
*Starter plants: Fire Peashooter, Sunflower, Wall-nut, Potato Mine, Moss-quito
===High-voltage Highlands===
*Area: Lightning Ridge
*Unlocked at level: 8A
*Starter plants: Puff-shroom, Sun-shroom, Lightning Reed, Wall-nut, Lily Pad
===Shivering Summit===
*Area: Blizzard Peaks
*Unlocked at level: 10A
*Starter plants: Snow Pea, Sunflower, Wall-nut, Hot Potato, Moss-quito, Living Stone (separate from main seed slots)
===Shadow Meadow===
*Area: The Sanctuary
*Unlocked at level: 10A
*Starter plants: The player gets to freely choose the first five plants they start off with
== Zen Garden ==
Like in the original games (Plants vs. Zombies and Plants vs. Zombies 2), Plants vs. Zombies: Lost World also has a Zen Garden, which is unlocked after completing Rock Beach – Level 10. The Zen Garden in this game is similar to the original games in a way that:
* You get plants by obtaining sprouts, normally from zombies dropping them or buying them from Crazy Dave’s Twiddydinkies.
* Plants have to be watered regularly, either for growth or keeping them happy.
* Fertilizer is used to make plants grow through different stages (can be restocked from Crazy Dave's Twiddydinkies).
* Bug Spray (which can be restocked from Crazy Dave’s Twiddydinkies) and the Phonograph can be used to make plants happy (when fully grown). These plants will drop silver, or occasionally gold Coins at regular intervals.
* Plants can be moved around the garden using Gardening Gloves (this item, unlike in Plants vs. Zombies, is now given for free).
* Plants can give coins after growing up.
* Stinky the snail can help to automatically collect coins while the player is away.
* Bernie the bee can occasionally help to speed up the growth of plants.
The following are additional mechanics that Plants vs. Zombies: Lost World’s Zen Garden has:
* In order to gain more space in the Zen Garden to keep more plants, you will need to buy more tables to support more flower pots for plants (which can be bought in Crazy Dave’s Twiddydinkies). The player will start with one table, and every table holds up to 9 plants.
* Plants now give other kinds of rewards (instead of just Coins or boosted plants) if you keep them happy (when fully grown), they will give 3 random Tokens, but which are applicable for their own stats (e.g. a Sunflower could give a Sun production, Sun cost or Recharge Token). This will only happen, however, for the first time for when the plant is kept happy, after that, the plant will only drop either 5 gold coins, or, rarely, 1 random Token, or, very rarely, a diamond.
*An extra section of the Zen Garden allows you to grow tea plants. More about this on this page.
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