Plants vs. Zombies: Wildside

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<choose uncached><option weight="41">Plants</option><option weight="1">Zombies</option></choose> <choose uncached><option weight="41">vs.</option><option weight="1">&</option></choose> <choose uncached><option weight="41">Zombies</option><option weight="1">Plants</option></choose>: <choose uncached><option weight="133">Wildside</option><option weight="4">Wildwild</option><option weight="4">Sideside</option><option weight="4">Sidewild</option><option weight="3">Wildcard</option><option weight="1">ildside</option><option weight="1">Wldside</option><option weight="1">Widside</option><option weight="1">Wilside</option><option weight="1">Wildide</option><option weight="1">Wildsde</option><option weight="1">Wildsie</option><option weight="1">Wildsid</option></choose>
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Plants vs. Zombies: <choose uncached><option weight="45">Wildside (abbreviated as PvZ:WS, Wildside, or just WS)</option><option weight="1">Mildside (abbreviated as PvZ:MS, Mildside, or just MS)</option></choose> is a tower defense game released by Sani StudiosTM. The game takes place in 16 distinct locations in the Bloomlands, featuring all sorts of things from jungles to mountains, to forests to mesas, to even volcanoes. Everything in this game has a purpose - there's a big underlying story that's being driven by every inclusion in the game. Everything has its own story to tell - even if it requires a bit of digging to figure out - and if you put all the clues together in the right place you just might begin to understand the story of the Bloomlands.
== Story ==
The Bloomlands were not always the way you see them now.
Many moons ago, the Bloomlands were peaceful and prosperous. Magnificent creatures roamed the lands, living in harmony with the mysterious Bloomlanders. These Bloomlanders were diverse in their goals, cultures, and ways of life - some built grand cities, others built silent sanctuaries, others still built peaceful farms, among many other wonders. They ventured out to the farthest regions of the world, spreading their influence far and wide. On their travels, they uncovered incredible treasures, established trade routes, and truly began to blossom as a society. From the mountains to the meadows, the deserts to the swamps, all was good.
Deep in the jungles of the Bloomlands, a massive city of golden bricks and shimmering tiles known as the Sapphire City was constructed. The Sapphire City was home to the most Bloomlanders and quickly exploded in popularity and wealth, with explorers from other lands often traveling great distances just to lay eyes upon it. The Sapphire City was also favored by creatures of all shapes and sizes, including Sweepers - bird-like scaly creatures - who could travel long distances and bring messages between different lands. The Sapphire City constructed Golems to help with day-to-day tasks, as well as a particularly serpentine defense mechanism just in case.
Down in the depths of the Bloomlands, some Bloomlanders constructed an isolated, sprawling underground city known as the Amethyst City. These Bloomlanders, unable to reach the surface again, became anxious and cramped. They began work on a large portal-like structure in the center of their city, hoping that it would take them back up to the surface, or perhaps somewhere else entirely. They didn't mind either way - they simply wanted out. After years of solitude it was finally complete, along with a golden Sunshine Idol - a product of their paranoia - which if placed on the portal-like structure would turn it off in case things went south.
When it was finally set alight, the Bloomlanders knew they had made a grave mistake. Horrific screams and roars echoed throughout the city as speckled white spores flew out and coated everything in sight. They tried to right their wrongs and shut the portal off - with a metallic shriek the Idol roared to life and turned the portal off, but the resulting transfer of incomprehensible energy resulted in a massive explosion that brought the entire Amethyst City - everything they had worked so hard on - to the ground. It was too late. The spores had began to infect the Bloomlanders, zombifying them and turning them hostile to their living counterparts. The Sweepers that had been visiting escaped to their homelands, zombifying into Wraiths and unknowingly spreading the infection further.
The Sapphire City noticed immediately that something was wrong and coincidentally began constructed an almost identical Sunshine Idol - only more powerful and capable of keeping the existing darkness at bay. Large areas of the world were deemed uninhabitable due to the sudden outbreak of zombification, but they constructed their Sunshine Idol just quickly enough to stop the darkness from spreading any further. They brought the Sunshine Idol to the dunes of Boneyard Badlands, unleashing a powerful blast of energy that would permanently alter the landscape. With this threat under control, they returned and worked in harmony with the other remaining pure lands to go about their lives in peace. But that would soon change when a group of greedy, selfish Bloomlanders - going against the traditionally pacifist lifestyle - broke off from the others.
These Bloomlanders, united under the title of "Doomlanders" and their own flag, were far removed from the Bloomlanders. They constructed outposts across the Bloomlands from which they raided the Bloomlanders and ransacked their homes. They would attack any Bloomlander on sight, feeling not an ounce of sympathy or compassion. However, like the Bloomlanders they came from, Doomlanders were also quite diverse. Some became pirates, sailing the seas and pillaging Bloomlander ships. Others took to the shadows, or became cowboys, or even turned themselves into raiding machines. Their greed was limitless, and they had their eyes on one shiny morsel in particular - the Sapphire City and its Sunshine Idol. Too blinded by their thirst for treasure to consider the consequences, they planned the largest, most complicated raid they would ever plan.
The Doomlanders brought the Sapphire City to its knees. They tore up the roads, blew apart buildings, and set fire to Bloomlanders' homes. Their defenses were feeble at best, apart from their serpentine defense system, dubbed the Stone Serpent. The Stone Serpent fought tirelessly against the invaders, protecting the very thing that kept it under control - the Sunshine Idol - with everything it had. The Doomlanders managed to reach the Sunshine Idol, but knowing they'd never be able to take it alive chose to destroy it instead. It was their final mistake. The Sunshine Idol's destruction ravaged the city to a point of unrecognizability, taking out all of the Bloomlanders and Doomlanders inside. In its absence, the Stone Serpent went cold.
The darkness was finally free to spread as it wished without anything standing in its way, and all remaining Bloomlanders, Doomlanders, and other creatures were soon zombified. The entire Bloomlander population had been reduced to mindless, pale, gray-skinned zombies.
All but one.
That Bloomlander is you, .
When it was destroyed, shards of the Sunshine Idol had flown out in all directions, fueled with near-infinite power. The zombies would now use these shards, harnessing their energy for all sorts of sinister purposes - from creating giant mechanized barns to forming giant stone monsters. All to protect the darkness from any potential threats that might come its way. The sheer energy of the Sunshine Idol's explosion also caused strange mutations across the land - formerly inanimate plants started moving, hiding out alongside the zombies. These strange new plants were powerful, capable of resisting the spread of zombification.
One of these shards hit you, granting you the power to resist zombification and to grow these plants on demand.
Now, you must travel across the Bloomlands, brave adventurer, recruiting these unlikely allies to help you collect the Sunshine Idol's shards. If you can reconstruct the Sunshine Idol and bring it back down to the portal, you might just be able to eradicate zombification forever.
Wake up.
==Game Mechanics==
Sun is the main currency used in the actual battles in the Plants vs. Zombies series. It is used to plant the plants on your lawn to defend against zombies and complete levels to progress in the game. Sun is obtained from sun-producing plants, such as the Sunflower or the Sun-shroom, and falls from the sky around every 10-12 seconds but slows down as the level goes on, and sun does not fall during night or Last Stand levels. Sun lasts for 10 seconds once it hits the ground. Each sun is worth 25 each, as it was in the first Plants vs. Zombies game. Since the first zombie comes after 20 seconds and the first sun falls after 5, there's plenty of time to start setting up defenses.
Shovel is an item that is used to dig up plants. It is crafted as a tutorial for the Crafting system mentioned a little later on (as in, the next section). The shovel does not cost the player any sun to be used, meaning it can be used an infinite amount of times in a single level as long as the player has plants to remove on the lawn. The player cannot get any shoveled up plants back in any way (of course, other than replanting them). Unlike a certain other 'game' (cough cough, PvZ3), the shovel has no cooldown or anything. Plants using Gear with an RATTLE ability will not have that ability activated when shoveled up, to avoid making them too easy to pull off.
Seed Packets dictate how many plants you are able to bring into a level. Some levels might have restrictions on this number, or set it to a specific number for some kind of reason, but usually your number of Seed Packets will stand. You start off with 6 Seed Packets after completing the first few tutorial levels and that's basically your main squad for a while. Additional seed packets can be obtained through Upgrades from Stories.
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==Adventure==
Adventure is the main set of levels and chapters featured in Wildside. There's a total of 16 chapters (worlds), each bustling with personality and flavor. All of the chapters (and therefore the levels) in Adventure are shown on the same scrollable map instead of following a formula like Plants vs. Zombies 2 where there were several smaller maps for individual chapters. In Adventure, you're able to progress through these chapters and their levels to unlock cool and exciting rewards, such as new plants and even some Gear Frags for those plants as well! Each world has a unique blend of gimmicks, features, levels, and other mechanics that will keep you on your toes through 35 thrilling levels, with cool content that will spice up your gameplay like it's never been spiced up before. That is 560 spicy levels, plus extra!
===Chapters===
To see detailed Chapter information, such as plant unlocks, level compositions, and other wonderful things, go here. I'd love to have it in here, but it's too big for Fandom.
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==Gear==
Gear can be crafted using Gear Frags, which are found in specific chapters. Each plant has its own type of Gear Frags (each plant, not broadly per world but also not hyper-specific for each item) and those Gear Frags are used to craft Gear items for the respective plant. Each piece of Gear costs 4 Gear Frags to craft, so it shouldn't be super difficult but it's not something that will be done in a day. Gear Frags can be found by completing Outbreak and Adventure levels, as well as through the occasional one-time reward placed intentionally in a world. What is Gear? Each plant has three types of Gear which, if they have been crafted, you can toggle through to select an additional power that plant will have. For example, a piece of Gear for a plant might make them immediately recharge after defeating a zombie while another might add an additional stunning effect to one of their attacks.
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==Barkeology==
Barkeology is a gameplay mechanic that allows the player to find items that represent historical artifacts inside mysterious Ancient Pots from levels, and seeks to excite players with hints of a forgotten past. Players will get an Ancient Pot upon successfully completing their 1st, 2nd, and 3rd level each day in a specific Chapter, which means they'll need to play a total of 48 levels a day to get all of the Ancient Pots from each Chapter, but it's not necessary to complete everything at all times. The idea is that players will pick up a few Ancient Pots from the Chapters they are interested in, and leave it at that. However, the option exists for dedicated, lifeless players to grind everything out.
Each Ancient Pot contains a single item drop when broken and comes in a number of rarities, starting off with a Blank Rarity and progressing through Painted, Decorated, Gilded, and Bejewled rarities. The chance to get a higher rarity Ancient Pot increases based on the difficulty of the level that was completed, up to an absolute maximum of nine. The higher the rarity, the better the prize!
*Blank - 49% chance
*Painted - 30% chance
*Decorated - 15% chance
*Gilded - 5% chance
*Bejewled - 1% chance
Lower-rarity Ancient Pots contain more progression-based rewards, such as a random Gear Frag for a plant in the Chapter. This means that most of the time, you'll get something useful from your Ancient Pots. The higher-rarity ones are more focused on cool cosmetic pieces, and there are a lot of different cosmetics that can be found in Ancient Pots. Some are split up into multiple pieces that need to be unlocked, and some are just given out straight up. Ancient Pots have a very, very, very small chance to drop a Sinister Substance, which is explained later.
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==Stories==
Stories are effectively content locks that are present throughout chapters. Sometimes, there are branches of levels that might only be accessible later on in Adventure (maybe you need to beat the boss first, or maybe you need to go through a new more chapters first or something) and they will basically stop you from being able to progress too quickly or get access to things that you really shouldn't be getting access too just yet. Each world has at least one Story, but some might have more than others and there's not really any intentional consistency in that regard. When Stories open, you unlock their branch of levels. Each level works as you'd kind of expect, though they're generally tougher than usual levels are. At the end of each branch lies a very special reward - maybe it's a plant, maybe it's an upgrade, maybe it's something else - that should make it all worth your while.
===Upgrades===
Upgrades function similarly to Plants vs. Zombies 2. They are permanent upgrades that affect some function, for example gaining sun from plants that you shovel up, or whatever else. If you want to turn them off and make your gameplay more difficult, there are individual options in the settings menu to toggle them on or off. Certain upgrades could also be disabled in certain levels so things don't break.
====Found in Stories (6)====
*Shovel Refund Mk I - This upgrade recycles 25% of sun from shoveled plants!
**This upgrade can be found in Bluegrass Wilds!
*Wall-nut First Aid Mk I - This upgrade allows you to plant defensive plants on each other to heal them by 50%!
**This upgrade can be found in Lochwater Lagoon!
*Seed Slot VII - This upgrade increases the number of plants you can bring in normal levels from 6 to 7!
**This upgrade can be found in Windswept Peak!
*Shovel Refund Mk II - This upgrade recycles 50% of sun from shoveled plants!
**This upgrade can be found in Cobweb Crypt!
*Seed Slot VIII - This upgrade increases the number of plants you can bring in normal levels from 7 to 8!
**This upgrade can be found in Riptide Island!
*Wall-nut First Aid Mk II - This upgrade allows you to plant defensive plants on each other to heal them by 100%!
**This upgrade can be found in Abyssal Aquifers!
====Found Elsewhere (3)====
*Seed Slot IX - This upgrade increases the number of plants you can bring in normal levels from 8 to 9!
**This upgrade can be found by playing in Endless Zones. Each Endless Zone has a single Seed Slot IX piece that is unlocked by reaching level 50 in that Endless Zone. Collecting all 16 of the pieces unlocks the 9th Seed Slot for use.
*Shovel Refund Mk III - This upgrade recycles 75% of sun from shoveled plants!
**This upgrade can be found by taking down Raid Bosses through the whole Outbreak and Raids system detailed below. Each Raid Boss drops a pouch that contains some Gear Frags and a single Shovel Refund Mk III piece. Collecting 100 pieces unlocks the Shovel Refund Mk III upgrade for use.
*Seed Slot X - This upgrade increases the number of plants you can bring in normal levels from 9 to 10!
**This upgrade can be found by taking down Sinister Raid Bosses through the whole Outbreak and Raids system detailed below. Each Sinister Raid Boss drops a pouch that contains some Gear Frags and a single Seed Slot X piece. Collecting 100 pieces unlocks the 10th Seed Slot for use.
====Found in Ancient Pots (6)====
*Void Shield Mk I - This upgrade adds a shield to home that absorbs 1 zombie!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces unlocks the Void Shield upgrade for use.
*Void Shield Mk II - This upgrade adds a shield to home that absorbs 2 zombies!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces upgrades the Void Shield to Mk II.
*Void Shield Mk III - This upgrade adds a shield to home that absorbs 3 zombies!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces upgrades the Void Shield to Mk II.
*Swift Shovel Mk I - This upgrade cuts 25% of remaining recharge time from shoveled plants!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces unlocks the Swift Shovel upgrade for use.
*Swift Shovel Mk II - This upgrade cuts 50% of remaining recharge time from shoveled plants!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces upgrades the Swift Shovel to Mk II.
*Swift Shovel Mk III - This upgrade cuts 75% of remaining recharge time from shoveled plants!
**This upgrade can be found through high-rarity (non-Blank) Ancient Pots through the whole Barkeology system detailed below. Each Ancient Pot can deliver only a very small handful of pieces for this upgrade, and collecting 50 pieces upgrades the Swift Shovel to Mk III.
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== Skirmishes ==
Skirmishes are a formal term for our side quest content - that's Outbreaks and Raids. Outbreaks are randomly-generated levels which are unlocked as you progress through a chapter, and they come with juicy rewards like Gear Frags. In addition, there is a chance for a Scout to spawn during these Outbreak levels which leads to a Raid - where a bunch of specialized zombies mixed in with normal zombies all get blended together into a brutal set of three levels.
===Outbreaks===
Outbreaks are randomly generating levels which offer rewards and fun to all who participate in them. Each world has three Outbreaks, increasing in difficulty and rewards the closer they get to the final 35th level of the Chapter. Outbreaks are unlocked at level 12, level 23, and level 34 and feature all zombies at those levels and below depending on which Outbreak is selected. Outbreaks give you rewards like Gear Frags, and randomly generate each time they're played. They are an excellent way to collect those Ancient Pots from earlier. Those three Outbreaks never go away or expire - there's no limit on how many times you can replay Outbreaks and play those randomized levels - and you'll keep earning rewards the whole time. Sometimes, a "Scout" will spawn as part of an Outbreak, who will spawn in a Raid if defeated (doesn't spawn a Raid if left alone and allowed to escape).
===Raids===
Raids are levels that contain normal zombies you're used to mixed with a unique set of zombies based on the type of the Raid that you're playing. Raids generate when Scouts are defeated based on the type of Scout that was defeated. Each Raid contains three levels, each increasingly difficult and more challenging than the last. Losing a Raid level will reset you back to the first of the three, and losing that first level more than three times will get rid of the Raid entirely (they're too busy laughing at you to fight). The first two levels are normal, but the final third level - while usually just a normal difficult level - has a 30% chance to be replaced with a Raid Boss instead. For every Raid that doesn't have a Raid Boss, the chance is increased by 6% for a maximum of 90% after 11 Boss-less Raids. Raid Bosses offer more rewards than normal Raids - which already are pretty good - but are way more challenging. Each Raid level on its own offers solid loot, with an extra bonus for being able to beat the third. Each Raid Boss defeated has a 75% chance to drop 1 Sinister Substance, after completing Chapter 7. This is because Sinister Substance is only unlocked after completing Chapter 7, so that all Raids are unlocked and the player has enough plants to survive.
Consuming a Sinister Substance before entering a Raid will convert it into a Sinister Raid. Sinister Raids are more challenging and more rewarding than regular Raids, as they are sinister. Muahaha! Instead of regular Raid Zombies, there are Sinister Raid Zombies instead! These are not listed on the zombies page to avoid having too much stuff there, but they are functionally identical to the regular set of Raid Zombies besides having triple the health and double the damage, as well as faster abilities. Each zombie that enters the lawn in a Sinister Raid has a 35% chance to have one of the following effects (plus an extra 15% chance to have two, and 5% chance to have three) applied permanently until they are destroyed:
Can have multiple of these at once:
*The zombie moves faster as it loses health
*The zombie passively heals some health over time
*The zombie heals to full health by destroying a plant
*The zombie inflicts a chilling effect to plants it attacks
Can have only of these at a time:
*The zombie explodes when defeated, stunning plants in an area
*The zombie explodes when defeated, pushing away plants in an area
*The zombie explodes when defeated, doing damage to plants in an area
Can have only of these at a time:
*The zombie spawns a number of Zombified Chickens when defeated
*The zombie spawns a number of Zombified Bats when defeated
*The zombie spawns a number of Zombified Snakes when defeated
Sinister Raids come with Sinister Raid Bosses. Sinister Raid Bosses have additional abilities, take much longer to defeat, and are generally much more powerful. It's not looking very good for you, the player. They will also drop a pouch that contains a piece of a new Seed Packet to equip, and even better rewards than regular Raid Bosses. It only makes sense that a boss enemy so difficult to take down would give you so much more in return. Sinister Raid Bosses cannot drop Sinister Substances, so you have to get them elsewhere.
These are the types of Raids that can generate:
*Pirate Raid: Consists of pirate-themed zombies, with a chance to be replaced with Plank Walker Raid Boss. Can be found after completing Chapter 1.
*Viking Raid: Consists of viking-themed zombies, with a chance to be replaced with Drake Raider Raid Boss. Can be found after completing Chapter 1.
*Shadow Raid: Consists of dungeon-themed zombies, with a chance to be replaced with Shadow Slammer Raid Boss. Can be found after completing Chapter 2.
*Rodeo Raid: Consists of cowboy-themed zombies, with a chance to be replaced with War Wagon Raid Boss. Can be found after completing Chapter 3.
*Clockwork Raid: Consists of machine-themed zombies, with a chance to be replaced with Robot Ravager Raid Boss. Can be found after completing Chapter 3.
*Carnie Raid: Consists of circus-themed zombies, with a chance to be replaced with Catastro-liope Raid Boss. Can be found after completing Chapter 4.
*Sportz Raid: Consists of sports-themed zombies, with a chance to be replaced with Sportz Stadium Raid Boss. Can be found after completing Chapter 5.
*Wild Raid: Consists of wild-themed zombies, with a chance to be replaced with Beastly Burden Raid Boss. Can be found after completing Chapter 6.
*Party Raid: Consists of party-themed zombies, with a chance to be replaced with Party Crasher Raid Boss. Can be found after completing Chapter 7.
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Category:Games
Category:Tower defense game
Category:Tower defense