Plants vs. Zombies: Round the World

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.
==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==
<tabber>Male=|-|Female=</tabber> Avatar (Fiore)	The story's central character and the player's avatar. Fiore is a casual gardener who gets drawn into the battle with the zombies after witnessing the capture of their neighbour, Crazy Dave, by Dr. Zomboss. Accompanied by Jasmine Rosez and with several Bloom and Doom seeds at their disposal, it's up to them to bring the fight to the undead attackers. Fiore's appearance, including their gender, age, hair colour, skin tone and the colour of their scarf can be decided by the player at the start of the game.
Jasmine Rosez 	Jasmine is a specialist botanic researcher and the writer of the Plant Almanacs. When her colleague Crazy Dave gets whisked away by Zomboss, she is one of the first to find out, alongside Fiore, agreeing to help them chase down the zombies. The reserved and teacher-like kind, though she's certainly passionate about the plants around the world, hoping to use the travelling experience to flesh out her most recent Almanac.
Crazy Dave 	Fiore's new neighbour, who, despite his apparent insanity, is highly talented in inventing and plant knowledge. He is never seen without a pot on his head, apparently because it offers his brains extra defence from the zombies. This time around, however, he's been seized by Dr. Zomboss, spurring on Fiore and Jasmine's quest to travel the globe and rescue him.
Dr. Zomboss 	Full name Edgar George Zomboss, he's the leader of the zombies and the culprit who whisked Crazy Dave away. When the horde proves to not be enough, he uses his scientific wizardry to fight personally, with all manner of powerful machines he calls “Zombots”. It's amazing to think that he's behind the strings of this entire global apocalypse, maniacal laughter and all.
Queen Zombonia 	The queen of zombiekind who had been providing for this conflict the entire time. While Zomboss did command the zombies, he is loyal to Zombonia, who brought the dead to life by her command. Where Zomboss wields science, Zombonia fights with potent magic. The gardeners she has kept imprisoned have given her access to the power of plants, though what she wants with this power remains a mystery.
==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.
Leaf 	
*Powered by: Fire, Light
*Weakened by: Poison
*The “neutral” element with no tricks.
*Plant Food Aura: Raises speed of all plants, prevents zombies from using abilities as often.
Light 	
*Powers up: Leaf, Earth
*Strengthens Burn status inflicted by nearby plants.
*Slight increase to the rate of falling Sun (2% per plant, maximum of 90%).
*Plant Food Aura: Increases rate of falling Sun by 50%, all plants give 50% refund when shovelled.
Earth 	
*Powered by: Water, Light
*Weakened by: Ice
*Weakens: Fire, Lightning
*Weakens Burn status inflicted by nearby plants.
*Chain lightning, from both plants and zombies, can't spread near this plant.
*Restores health and statuses quicker from Watering.
*Plant Food Aura: Raises defences of all plants, grants automatic health regeneration.
Fire 	
*Powers up: Leaf
*Weakened by: Water, Earth
*Weakens: Ice
*Inflicts Burn, dealing constant minor damage to the target over time.
*Removes Chill from targets.
*Cannot be set aflame by zombies.
*Plant Food Aura: All plants inflict powerful Burns and resist fire damage.
Ice 	
*Powered by: Wind
*Weakened by: Fire
*Weakens: Water, Earth
*Inflicts Chill, lowering the target's speed slightly.
*Removes Burn from targets.
*Cannot be frozen by zombies.
*Plant Food Aura: All plants inflict powerful Chilling and resist ice damage.
Lightning	
*Powers up: Lightning, Wind
*Powered by: Water, Lightning, Wind
*Weakened by: Earth
*Shoots very weak chain lightning off of all attacks.
*Plant Food Aura: All plants deal chain lightning damage, seed packet cooldowns are quickened.
Water 	
*Powers up: Lightning
*Weakened by: Earth, Ice
*Weakens: Fire, Poison
*Strengthens Chill inflicted on targets.
*Removes Burn and Poison from targets.
*Gains slightly increased Water from attacking zombies.
*Can be planted in water.
*Plant Food Aura: Reduces cost of all plants by 20% (rounded to nearest 25), fills up Water automatically over time.
Wind 	
*Powers up: Ice, Lightning
*Powered by: Lightning
*Strengthens Chill inflicted on targets.
*Recovers from being stunned more quickly.
*Plant Food Aura: All plants are immune to stunning, zombies are slowed down by blowing wind.
Poison 	
*Weakened by: Water
*Weakens: Leaf
*Inflicts Poison, dealing constant damage to the target over time.
*Cannot be poisoned or blinded by zombies.
*Plant Food Aura: All plants inflict powerful Poison and resist all status ailments.
==Plants==
Peashooter	Available from the beginning.
The Peashooter is the most straightforward plant, firing peas straight forwards that damage zombies on impact. Being of the Leaf element, they have no innate properties to their attacks, few interactions with other elements and no advantages over certain zombie types.
When fed Plant Food, the Peashooter shoots six large peas, each dealing 5x the usual damage, and applies a Leaf aura to all plants on the lawn.
Sunflower	Unlocked after Verdant Country, Day 1.
The Sunflower can't attack zombies, but generates extra Sun for the player over time. The ability to produce Sun, as well as being quick and cheap to plant, makes Sunflowers essential to have on the lawn.
When fed Plant Food, the Sunflower generates 150 Sun and applies a Light aura to all plants on the lawn.
Wall-Nut	Unlocked after Verdant Country, Day 3.
The Wall-Nut has no abilities to help the player or harm the zombies, but has ten times the health of a normal plant to make up for it. This makes Wall-Nuts an ideal plant to place at the front to soak up damage, protecting plants behind them.
When fed Plant Food, the Wall-Nut gains armour that essentially doubles their health, and applies an Earth aura to all plants on the lawn.
Potato Mine	Unlocked after Verdant Country, Day 5.
When planted, the Potato Mine spends a period of time underground, unable to do anything - this time is shorter if there are Water plants nearby. Afterwards, the plant pops up above the ground, and will explode when a zombie touches them, damaging and heavily burning all zombies on the tile.
Although Potato Mines deal Fire damage, they are treated as an Earth plant for interaction with other plants.
When fed Plant Food, the Potato Mine arms themselves and gains a temporary red colour that signifies “super-charge”, affecting a 3x3 area if they explode in this time, and applies a Fire aura to all plants on the lawn.
Snow Pea	Unlocked after Verdant Country, Day 7.
The Snow Pea shoots icy peas straight forwards, similarly to the Peashooter. Much like all other Ice plants, the Snow Pea inflicts Chill on zombies, slowing them down. However, the Snow Pea's Chill effect is the strongest of all Ice plants.
When fed Plant Food, the Snow Pea shoots an aurora that chills and damages all zombies in front for 15x a single shot's damage, and applies an Ice aura to all plants on the lawn.
Marigold	Can be purchased from the Shop for 500 Coins as soon as it is unlocked (after Verdant Country, Day 8).
The Marigold can't attack zombies, but generates silver coins, each worth 10 Coins, for the player over time. While technically useless for the player's defence, having Marigolds on the lawn is useful for gaining money more quickly, allowing them to purchase shop plants and upgrades sooner.
When fed Plant Food, the Marigold generates 100 Coins (five silver coins and one gold coin in a flower shape) and applies a Light aura to all plants on the lawn.
Quickthorn	Unlocked after Verdant Country, Day 10.
The Quickthorn rapidly lashes out at zombies on any adjacent tile. While limited by short range, Quickthorns have a high damage output. They prove effective when placed behind defensive plants.
When fed Plant Food, the Quickthorn lashes out wildly, landing 24 hits to all tiles in a 3x3 area around the plant, and applies a Lightning aura to all plants on the lawn.
Repeater	Unlocked after Verdant Country, Day 12.
The Repeater is a straight upgrade to the Peashooter - although more expensive, their attack shoots two peas in quick succession, dealing twice as much damage. Any situation where the Peashooter works, the Repeater can excel, provided the player can save up enough Sun.
When fed Plant Food, the Repeater shoots five pairs of large peas, each dealing 5x the usual damage, and applies a Leaf aura to all plants on the lawn.
Cherry Bomb	Unlocked after Verdant Country, Day 14.
When planted, the Cherry Bomb will very quickly explode, dealing damage to and heavily burning all zombies in a 3x3 area. Cherry Bombs are very useful to quickly take out, or at least leave a heavy dent in a group of zombies, though they should be used carefully as they have a long recharge after use.
Cherry Bombs cannot be fed Plant Food. Watering a Cherry Bomb will delay their fuse, causing them to explode after the watering stops.
Chomper	Can be purchased from the Shop for 500 Coins after Verdant Country, Day 12.
The Chomper will completely devour zombies when they come close. While powerful, the Chomper is vulnerable while chewing their victim, and will be unable to attack until they swallow the zombie. Some zombies cannot be eaten - for these cases, the Chomper will rapidly bite the target, dealing steady damage and inflicting Poison.
Unlike other Poison plants, the Chomper will not weaken Leaf plants.
When fed Plant Food, the Chomper burrows underground, then devours the two strongest zombies on the lawn from below, then returns to their tile and applies a Poison aura to all plants on the lawn.
Traveller's Joy	Can be purchased from the Shop for 750 Coins after Verdant Country, Day 16.
The Traveller's Joy fires looping, whirlwind-like petals straight forward. While they initially appear to be weaker than the Peashooter in every way, Traveller's Joys benefit from causing more damage to zombies the further into the lawn they are.
When fed Plant Food, the Traveller's Joy blows a whirlwind that pushes all zombies in front backwards and deals damage equal to 10x a regular attack (applying the appropriate multiplier for how far into the lawn each zombie was), and applies a Wind aura to all plants on the lawn.
Puff-Shroom	Unlocked after Verdant Country, Night 1.
The Puff-Shroom is completely free to place and has a very fast cooldown. However, they have a very short attacking range, only one third of the lawn, dealing the same damage as a Peashooter, and will only last a limited time before vanishing. Using Water or Plant Food on a Puff-Shroom will extend their life span, and being near to other Poison plants or mushrooms makes it deplete more slowly.
When fed Plant Food, every Puff-Shroom on the lawn shoots a large spore that deals 10x the usual damage and reaches all the way across the lawn, resets their life span, and applies a Poison aura to all plants on the lawn.
Sun-Shroom	Unlocked after Verdant Country, Night 2.
The Sun-Shroom generates Sun over time, much like the Sunflower. However, the Sun-Shroom will start out at a small size and only generate half of the Sunflower's Sun. After enough time passes, the Sun-Shroom grows to a medium size and performs the same job as the Sunflower. Much, much later, the Sun-Shroom grows even larger and will give even more sun than the Sunflower.
When fed Plant Food, the Sun-Shroom generates 75, 150 or 200 Sun, based on size, and applies a Light aura to all plants on the lawn.
Fume-Shroom	Unlocked after Verdant Country, Night 3.
The Fume-Shroom blows piercing fumes forwards that deal damage to all zombies in the four tiles in front. The fumes also have the ability to negate any shields that zombies may be holding, damaging the zombie instead of the shield.
Uniquely, Fume-Shrooms don't weaken nearby Poison plants or remove Poison from zombies that they attack. Unlike other Water plants, they cannot be planted on water.
When fed Plant Food, the Fume-Shroom blows a giant fume that deals 10x the usual damage to all zombies in front, and applies a Water aura to all plants on the lawn.
Scardey-Shroom	Unlocked after Verdant Country, Night 4.
The Scardey-Shroom shoots fast-moving spore projectiles straight forwards. Scardey-Shrooms deal the most damage to zombies that are further away, but they will hide and stop shooting if zombies get too close. Taking advantage of the optimal range can make this plant quite effective for their cost.
When fed Plant Food, the Scardey-Shroom shoots three large spores, each dealing 10x the usual damage, and applies a Poison aura to all plants on the lawn.
Hornwater	Can be purchased from the Shop for 500 Coins after Verdant Country, Day 16.
The Hornwater can't attack zombies, but generates extra Water for the player over time. Although optional, Hornwaters are useful for letting the player heal their plants more often.
When fed Plant Food, the Hornwater completely fills the player's Water supply and applies a Water aura to all plants on the lawn.
Cactus	Unlocked after Sandbreath Dunes, Day 1.
The Cactus shoots thorns forwards that pierce through three zombies each, or more when powered up. The first target takes the full damage, the second takes half of the damage, the third takes a quarter, and so on. Useful for softening up large groups of zombies.
When fed Plant Food, the Cactus shoots five thorns, each dealing 5x the usual damage and piercing through twice as many zombies, and applies an Earth aura to all plants on the lawn.
Tamarisk	Unlocked after Sandbreath Dunes, Day 4.
The Tamarisk shoots a barrage of petal-like needles forwards, landing multiple tiny hits. Although this plant initially seems somewhat weak for cost, when eaten the Tamarisk will come back a few seconds later, with slightly stronger attacks. Each Tamarisk is able to be eaten three times.
When fed Plant Food, the Tamarisk enters their final stage, gaining full shot power in exchange for being unable to revive, shoots five barrages of large needles that deal 5x the usual damage, and applies a Lightning aura to all plants on the lawn.
Cord Grass	Unlocked after Sandbreath Dunes, Day 6.
Cord Grass is a low-ground plant that trips up zombies who walk over it, slowing down their advance. The plant loses a point of health for every zombie tripped up, though they have higher health than most plants.
When fed Plant Food, the Cord Grass covers the column in front with grasses that trip up zombies in the same way as the plant does, and applies an Earth aura to all plants on the lawn.
Sewthistle	Unlocked after Sandbreath Dunes, Day 8.
The Sewthistle "sews" leaves that are used to raise the defences of plants in a 3x3 area. They do not provide as much defence to Fire and Wind plants, however. A handy plant to have anywhere on the lawn, in preparation for zombie projectiles, or near the front lines to bolster defensive plants.
When fed Plant Food, the Sewthistle sews large leaves that greatly raise the defences of every plant for a short time, and applies a Leaf aura to all plants on the lawn.
Poison Rose	Unlocked after Sandbreath Dunes, Day 11.
The Poison Rose shoots toxic bubbles that, like with most Poison plants' attacks, cause poison damage to zombies. However, Poison Roses are unique in that their poison will spread to any zombie above or below the poisoned zombie. They can be highly effective for controlling tightly-packed zombies.
When fed Plant Food, the Poison Rose shoots six large toxic bubbles, each dealing 4x the usual damage and poisoning zombies in a 3x3 area around the impact, and applies a Poison aura to all plants on the lawn.
Twin Sunflower	Unlocked after Sandbreath Dunes, Day 14.
The Twin Sunflower can't attack zombies, but generates extra Sun - twice as much Sun as the Sunflower. While more expensive than singular Sunflowers, the increased Sun from Twin Sunflowers helps to save up space for the player's defences.
When fed Plant Food, the Twin Sunflower generates 250 Sun and applies a Light aura to all plants on the lawn.
Squash	Can be purchased from the Shop for 500 Coins after Sandbreath Dunes, Day 8.
The Squash will jump and crush the first zombie that comes within one tile of them on the same lane. The crushed zombie, as well as all other zombies on the same tile, takes very heavy damage, enough to instantly take out most zombies. While they only get one attack, the Squash are a cheap and effective way of dispensing of a few powerful zombies.
When fed Plant Food, the Squash jumps and crushes the strongest zombie on the lawn, as well as any other zombie on that tile, then returns to their tile and applies a Earth aura to all plants on the lawn.
Charcoal Tree	Can be purchased from the Shop for 750 Coins after Sandbreath Dunes, Day 16.
The Charcoal Tree lobs fiery wood shots that burn flammable objects on zombies that they hit. This helps in removing abilities from certain zombies, making them easier to handle.
When fed Plant Food, the Charcoal Tree lobs a fiery log at every zombie, each dealing 5x the usual damage and burning their flammable objects instantly, and applies a Fire aura to all plants on the lawn.
Sand-Shroom	Unlocked after Sandbreath Dunes, Night 1.
The Sand-Shroom blows a sandstorm that damages all zombies in a 3x3 area around them, along with lowering the attack power of those zombies. A useful plant to pair with defensive plants, in order to stall out advancing zombies for even longer.
Uniquely, the Sand-Shroom's attack factors weaknesses to Earth as well as Wind.
When fed Plant Food, the Sand-Shroom blows a heavy sandstorm that damages all zombies in this lane and the two adjacent lanes for 10x damage, along with blowing them back, and applies a Wind aura to all plants on the lawn.
Lily Pad	Unlocked after Seasalted Island, Day 1.
The Lily Pad can only be planted in water. They do not directly help the player's defence, but allow the player to plant another plant on top. This is extremely helpful on any level with water. Note that plants that attack from the ground, such as Cord Grass and Spikeweed, and underground plants like Potato Mines cannot be planted on Lily Pads.
When fed Plant Food, the Lily Pad summons an extra Lily Pad on every empty adjacent water tile and applies a Leaf aura to all plants on the lawn.
Hibiscus	Unlocked after Seasalted Island, Day 3.
The Hibiscus attacks with straight-forward shots of nectar. After every ten shots, the Hibiscus will spray a soothing tea that temporarily boosts the attack power of all plants in a 3x3 area around them. A mixed-purpose plant that can attack and provide support at the same time.
When fed Plant Food, the Hibiscus shoots a forceful stream of nectar that does 20x the normal damage and pushes its target back, boosts all plants on the lawn, and applies a Water aura to all plants on the lawn.
Spikeweed	Unlocked after Seasalted Island, Day 6.
The Spikeweed is a low-ground plant that cannot be eaten by zombies. The zombies will instead walk over the Spikeweed, taking damage over time. While not much alone, the Spikeweed works very well in tandem with plants that can stall the enemies, such as slowing or stunning plants and defensive walls.
When fed Plant Food, the Spikeweed covers the lane in spikes, dealing 5x the usual damage over the course of four seconds, and applies an Earth aura to all plants on the lawn.
Tangle Kelp	Unlocked after Seasalted Island, Day 8.
The Tangle Kelp is a water plant that, when a zombie comes close, will grab them and pull them underwater, taking the zombie out instantly and the Tangle Kelp with it. Large zombies, such as Gargantuars, are immune to this. Acting as a water equivalent to the Potato Mine, but sacrificing multi-target damage for instant use, this is a good plant for wiping out a single troublesome foe quickly.
When fed Plant Food, the Tangle Kelp drowns a single zombie on all adjacent tiles, and applies a Water aura to all plants on the lawn.
Lightning Reed	Unlocked after Seasalted Island, Day 10.
The Lightning Reed shoots lightning bolts at zombies, with the ability to aim at the lane above and below. While Lightning Reeds have low attack power for their cost, they make up for this by having a much stronger chain lightning effect than other Lightning plants - dealing the full damage of their attack with the lightning, rather than a fraction. They work great for crowd control, but not when paired with Earth plants.
When fed Plant Food, the Lightning Reed fires ten large lightning bolts at random zombies in range, each dealing twice the usual damage and jumping to twice as many targets, and applies a Lightning aura to all plants on the lawn.
Inkwood	Unlocked after Seasalted Island, Day 12.
The Inkwood is a short-range plant that attacks with an ink brush. Zombies attacked by this plant will be blinded, lowering their attack power. The Inkwood works well as an aid to defensive plants, able to help stall out the attacking horde for longer.
Unlike other Water plants, the Inkwood will not remove Burn and Poison from zombies with attacks.
When fed Plant Food, the Inkwood splashes ink on all zombies four tiles ahead, dealing 5x the usual damage and blinding them for twice as long, and applies a Water aura to all plants on the lawn.
Threepeater	Unlocked after Seasalted Island, Day 14.
The Threepeater shoots peas the same way as the Peashooter, but in three lanes - their own lane, the lane above, and the lane below. Although expensive, Threepeaters can be used to handle groups of zombies effectively, and deal especially high damage when planted in every lane.
When fed Plant Food, the Threepeater shoots six large peas in three lanes, each dealing 5x the usual damage, and applies a Leaf aura to all plants on the lawn.
Bloomerang	Can be purchased from the Shop for 500 Coins after Seasalted Island, Day 8.
The Bloomerang throws boomerang-shaped petals that will pierce through all zombies in the lane, then fly back to the plant and damage all zombies a second time. This plant is useful for dealing with every zombie in one lane - if powerful zombies are hiding behind the ones at the front, the Bloomerang can find good use.
When fed Plant Food, the Bloomerang throws six large boomerangs in the four cardinal directions, each dealing twice the usual damage, and applies a Wind aura to all plants on the lawn.
Brass Orchid	Can be purchased from the Shop for 750 Coins after Seasalted Island, Day 16.
The Brass Orchid is a defensive plant that blocks zombie attacks, but also counter-attacks them, causing damage to zombies while they try to eat the plant. This plant is useful for guarding against many weaker zombies, being able to take them out before the plant can take too much harm.
When fed Plant Food, the Brass Orchid gains armour that essentially gives them 50% more health, with zombies that eat this armour also taking 50% more damage, and applies an Earth aura to all plants on the lawn.
Salt-Shroom	Unlocked after Seasalted Island, Night 1.
The Salt-Shroom scatters salt in an area three tiles in front, reducing the defence of zombies hit by the salt. The salt makes zombies most vulnerable to Ice attacks, though Water attacks will remove the salt. The plant's short-range ability makes them best used together with a way to stall zombies.
Uniquely, the Salt-Shroom is treated as both a Water and Ice plant when interacting with other plants. The Salt-Shroom can also be planted in water.
When fed Plant Food, the Salt-Shroom covers all zombies with salt and stuns them for a moment, and applies an Ice aura to all plants on the lawn.
Cabbage-Pult	Unlocked after Monsoonal Woods, Day 1.
The Cabbage-Pult lobs large cabbages that attack zombies from above. Although a slow attacker, each shot deals high damage, meaning this plant deals similar damage to the Peashooter. However, the Cabbage-Pult has the advantage of ignoring obstacles in front of the target, such as shields.
When fed Plant Food, the Cabbage-Pult lobs a giant cabbage at every zombie and obstacle, each dealing 5x the usual damage, and applies a Leaf aura to all plants on the lawn.
Coffee Bean	Unlocked after Monsoonal Woods, Day 4.
The Coffee Bean can be planted on any other plant, giving them in an instant, powerful temporary boost. Attacking plants will attack faster and deal more damage, healing and empowering plants will similarly act faster and give greater support, sun and water producers will produce larger amounts of resources faster, and defensive plants take less damage.
Coffee Beans cannot be fed Plant Food.
Cocoa Plant	Unlocked after Monsoonal Woods, Day 6.
The Cocoa Plant heals plants in a 2x3 area - two columns and three lanes - in front of them periodically. A healing plant well-suited to keep at the back to offer support to plants in the offensive, to help make up for damage from ranged zombies.
When fed Plant Food, the Cocoa Plant gives all plants in range a boost to attack power and speed, as well as constant health regeneration for a period of time, and applies a Leaf aura to all plants on the lawn.
Fire Pea	Unlocked after Monsoonal Woods, Day 9.
The Fire Pea shoots flaming peas straight forwards, similarly to the Peashooter. Much like all other Fire plants, the Fire Pea inflicts Burn on zombies, adding extra damage over time. However, the Fire Pea's Burn effect is the strongest of all Fire plants.
When fed Plant Food, the Fire Pea shoots an flamethrower that damages the zombie in front for 20x a single shot's damage, and deals a quarter of this damage to all zombies in a 3x3 area around the target, along with burning all damaged zombies, and applies a Fire aura to all plants on the lawn.
Melon-Pult	Unlocked after Monsoonal Woods, Day 12.
The Melon-Pult lobs large lemons that attack zombies from above. These melons burst on impact, dealing damage to all zombies in a 3x3 area around the target. This is a great plant to use for crowd control, though the slow attack speed can be a slight liability.
The Melon-Pult cannot be planted in water, but does not remove Poison from zombies when attacking them.
When fed Plant Food, the Melon-Pult lobs a giant melon at every zombie and obstacle, each dealing 3x the usual damage in the same 3x3 area, and applies a Water aura to all plants on the lawn.
Liana	Unlocked after Monsoonal Woods, Day 14.
The Liana will periodically cover all tiles in a 3x3 range in tangling, woody vines, stunning and poisoning all zombies on those tiles for a short time. However, they have the effect of preventing chain lightning like an Earth plant, and weaken any Burn inflicted on zombies in range. They are a very good plant for holding zombies off and making them easier for others to take out, though their poor synergy with many other plants needs to be considered.
When fed Plant Food, the Liana tangles all zombies in their lane, as well as the lanes above and below, causes 5x the usual poison damage to those zombies, and applies a Poison aura to all plants on the lawn.
Pea-Nut	Can be purchased from the Shop for 500 Coins after Monsoonal Woods, Day 8.
The Pea-Nut is a combination of the Peashooter and the Wall-Nut - shooting peas like the former, and having high health like the latter. Due to alternating between heads when attacking, however, the plant shoots at half the rate when low on health. This is a good straight upgrade from the Wall-Nut, offering extra firepower on top of defence, if the higher costs can be met.
Pea-Nuts deal Leaf damage, but they are treated as an Earth plant for interaction with other plants.
When fed Plant Food, the Pea-Nut shoots twelve large peas, each dealing 2.5x the usual damage, gains a helmet that essentially doubles their health, and applies an Earth aura to all plants on the lawn.
Aroma Reed	Can be purchased from the Shop for 750 Coins after Monsoonal Woods, Day 16.
The Aroma Reed offers a boost for all Leaf and Earth plants in a 3x3 area, as well as two tiles away in the cardinal directions, but weakens Poison plants in this range. Boosted plants will take more damage, use more effective abilities and generate more Water, while the opposite is true for weakened plants. A simple supportive plant that can fit well into various strategies.
When fed Plant Food, the Aroma Reed causes Leaf and Earth plants in range to get an even stronger boost and generates extra Water automatically for each of these plants in range, but destroys all Poison plants in range, and applies a Water aura to all plants on the lawn.
Thorn-Shroom	Unlocked after Monsoonal Woods, Night 1.
The Thorn-Shroom throws spiky balls that, on contact with a zombie, will burst and scatter a cone of thorns forwards, damaging zombies in a large area behind the main target. A plant suited well for crowd control, though with the way the cone of thorns spreads out, their usefulness varies depending on the formations in question.
When fed Plant Food, the Thorn-Shroom throws three large spike balls, each scattering thorns that deal 7x the usual damage in a larger area, and applies a Lightning aura to all plants on the lawn.
Lanceleaf	Unlocked after Snowcapped Summit, Day 1.
The Lanceleaf can use two types of attacks. If zombies are shortly in front, they will launch rapid lance stabs. If there are not any nearby zombies, they will instead throw piercing spears forwards, dealing heavy damage, but with a very slow attack speed. While mostly meant for melee damage, the Lanceleaf can nonetheless help against zombies further away.
Lanceleafs deal Leaf damage, but they are treated as an Ice plant for interaction with other plants.
When fed Plant Food, the Lanceleaf launches a series of stabs in a three-tile column in front, landing ten hits on each of these tiles, then throws a giant spear that deals 3x the usual damage to all zombies ahead, and applies an Ice aura to all plants on the lawn.
Alpine Corm	Unlocked after Snowcapped Summit, Day 3.
The Alpine Corm throws large petals forwards with a fairly slow firing rate. Although powerful, the Alpine Corm has limited ammunition, only being able to hold a maximum of five petals and firing them faster than they can grow back. A plant best suited for smaller groups of zombies. Alpine Corms also have the benefit of making nearby plants immune to freezing.
When fed Plant Food, the Alpine Corm throws five large petals in quick succession, each dealing 4x the usual damage, and applies an Ice aura to all plants on the lawn.
Alpine Poppy	Unlocked after Snowcapped Summit, Day 5.
The Alpine Poppy fires long-range shots that cause little damage, but cause zombies to temporarily deal less damage on impact. A supplement to any defensive strategy, this plant is useful for holding zombies back for as long as possible. Alpine Poppies also have the benefit of making nearby plants immune to freezing.
When fed Plant Food, the Alpine Poppy lowers the attack power of every zombie on the screen, and applies an Ice aura to all plants on the lawn.
Iceberg Lettuce	Unlocked after Snowcapped Summit, Day 7.
The Iceberg Lettuce will freeze the first zombie to come close for a period of time, and leave them considerably slowed for some time after that, though the plant will be lost upon doing this. If the frozen zombie has recently been hit by a Water-elemental attack, the Iceberg Lettuce deals heavy damage. A cheap and easy solution for stalling a single zombie.
When fed Plant Food, the Iceberg Lettuce freezes all zombies on the lawn, for less time than freezing them directly, and applies an Ice aura to all plants on the lawn.
Gatling Pea	Unlocked after Snowcapped Summit, Day 10.
The Gatling Pea fires a steady stream of small, fast peas, dealing damage at twice the rate of the Repeater. Although one of the most expensive plants, the Gatling Pea has excellent firepower that can help dominate later waves.
When fed Plant Food, the Gatling Pea shoots at 10x the speed for some time, and applies a Leaf aura to all plants on the lawn.
Saffron	Unlocked after Snowcapped Summit, Day 13.
The Saffron protects nearby plants from being frozen, reduces the burning damage they take, and will periodically let off a heat wave that allows them to gain a boost to their next action, or next few actions if they act very quickly. A general support plant, the Saffron offers defence against certain zombie types as well as increased damage output.
When fed Plant Food, the Saffron summons a heat wave that gives a much longer-lasting power boost and immunity to fire and ice damage to plants in range, and applies a Fire aura to all plants on the lawn.
Pumpkin	Can be purchased from the Shop for 500 Coins after Snowcapped Summit, Day 8.
The Pumpkin is a unique plant that can be planted around any other plant. They serve as a shield for the plant they are placed around, with about the same health as a Wall-Nut, and while more expensive, they make up for it by taking up less space and being able to directly protect against ranged attacks.
When fed Plant Food, the Pumpkin gains armour that essentially doubles their health, and applies the aura of the plant inside (a Leaf aura if the Pumpkin is empty) to all plants on the lawn.
Iris	Can be purchased from the Shop for 750 Coins after Snowcapped Summit, Day 16.
The Iris will glare at the plant or zombie directly in front. When glaring at a plant, that plant will act faster and recover from status ailments faster. When glaring at a zombie, that zombie will move more slowly and deal less damage. A plant suited for concentrating power on a single zombie, or for boosting the use of a single plant.
When fed Plant Food, the Iris applies a stronger, temporary glare effect to all plants and zombies in front, and applies a Light aura to all plants on the lawn.
Snow-Shroom	Unlocked after Snowcapped Summit, Night 1.
The Snow-Shroom sends snowy whirlwinds forwards that, on impact, chill all zombies in an area around the impact. Zombies chilled by this plant will take increased damage from fire and water attacks. A good plant to use in conjunction with large groups of Fire and Water plants.
When fed Plant Food, the Snow-Shroom summons a snowy whirlwind around five zombies anywhere on the lawn, each dealing 5x the usual damage and chilling zombies considerably more than normal, and applies an Ice aura to all plants on the lawn.
Torchwood	Can be purchased from the Shop for 1000 Coins after unlocking Dusted Remnants.
The Torchwood does not attack, but ignites all projectiles that pass through. Leaf, Wind and Poison attacks turn into Fire attacks and gain a boost to power, Light and Fire attacks simply gain a boost to power, Ice attacks are weakened, Water attacks turn into Wind attacks and gain the ability to burn zombies, and Earth and Lightning attacks are untouched. Given the right setup, the Torchwood can be a very strong general power booster.
When fed Plant Food, the Torchwood gains temporary blue fire, granting an extra power boost to all projectiles that pass through regardless of their element, and applies a Fire aura to all plants on the lawn.
Kernel-Pult	Unlocked after Dusted Remnants, Day 2.
The Kernel-Pult lobs two projectiles - corn and butter. The corn is very weak, but the less frequent butter can stun zombies, as well as make them vulnerable to chain lightning, unlike most Earth attacks. While inconsistent, large numbers of Kernel-Pults can effectively stall zombies.
When fed Plant Food, the Kernel-Pult lobs a butter block at every zombie and obstacle, each dealing the usual damage and stunning them, and applies an Earth aura to all plants on the lawn.
Salvia	Unlocked after Dusted Remnants, Day 4.
The Salvia will use petals to power up nearby plants, alternating between the plants on adjacent tiles, and on the plants that are matching diagonally. Powered-up plants will temporarily act faster and take less damage. A plant useful for all-around support, though the timing of the boosts does come into play.
When fed Plant Food, the Salvia makes all plants in a 3x3 area temporarily visible and gives them twice the usual boost to speed, and applies a Wind aura to all plants on the lawn.
Lightning Laurel	Unlocked after Dusted Remnants, Day 7.
The Lightning Laurel charges up lightning to blast at the strongest zombie on the lawn. The central impact doesn't do much damage, but releases several shocks that will either deal chain lightning damage to nearby zombies, or add extra damage to the centre target if this isn't possible. A plant good for picking off the most powerful threats on the lawn.
When fed Plant Food, the Lightning Laurel drops five huge lightning bolts on random powerful zombies, each dealing 6x the usual damage, and applies a Lightning aura to all plants on the lawn.
Rosemarine	Unlocked after Dusted Remnants, Day 9.
The Rosemarine sprays scented water at zombies up to five tiles ahead, which deals little damage, but temporarily lowers the target's defence and makes them vulnerable to Lightning attacks. The closer the zombies are to the Rosemarine, the stronger the effect will be. A support plant that helps take out the zombies more quickly, especially in Lightning strategies.
When fed Plant Food, the Rosemarine fires a heavy water blast that explodes on impact, dealing 10x the usual damage in a 3x3 area and lowering the defences of all zombies in the area, and applies a Water aura to all plants on the lawn.
Hyacinth	Unlocked after Dusted Remnants, Day 11.
The Hyacinth is a short-ranged plant that attacks zombies on the tile ahead with bunches of flowers. For every third attack, the Hyacinth will use a head slam that deals double damage and knocks the target zombie back. Useful in conjunction with defensive plants for stalling the horde.
When fed Plant Food, the Hyacinth uses a spinning attack, dealing 16 hits to all zombies on the tile ahead and knocking them back two tiles, and applies an Earth aura to all plants on the lawn.
Broom Flower	Unlocked after Dusted Remnants, Day 13.
The Broom Flower's presence covers a 3x3 area of tiles in dust. The dust will weaken any Fire plants, but will make all plants on these tiles completely immune to fire-based attacks from zombies. If entering a level with fire-wielding zombies, the Broom Flower is a good choice to provide extra protection.
When fed Plant Food, the Broom Flower temporarily covers the entire lawn in dust, blinds all zombies, and applies a Wind aura to all plants on the lawn.
Tall-Nut	Unlocked after Dusted Remnants, Day 15.
The Tall-Nut has no abilities to help the player or harm the zombies, but has twenty times the health of a normal plant, twice that as the Wall-Nut. Additionally, the Tall-Nut's height prevents zombies from jumping over them.
When fed Plant Food, the Tall-Nut gains armour that essentially doubles their health, and applies an Earth aura to all plants on the lawn.
Snapdragon	Can be purchased from the Shop for 500 Coins after Dusted Remnants, Day 8.
The Snapdragon breathes fire that deals damage to all zombies in a 3x2 area ahead. A useful plant for dealing with tight groups of zombies, though the short range will require synergy with defensive plants.
If a Wind plant is behind the Snapdragon, their range increases. If an Ice plant is nearby, however, their attack deals less damage.
When fed Plant Food, the Snapdragon sets fire to all tiles in a 3x3 area in front, and applies a Fire aura to all plants on the lawn.
Spinetree	Can be purchased from the Shop for 1000 Coins after Dusted Remnants, Day 16.
The Spinetree flings spines that stick to zombies on impact, increasing the damage they take from other sources. The spines also conduct electricity, powering up any chain lightning damage that the zombie receives. Rarely, the Spinetree will aim for the zombie's feet, pinning them in one place for a short time. The Spinetree is a general support plant, offering several ways to help allies take out the zombies faster.
When fed Plant Food, the Spinetree flings a mass of spines, each causing 5x the usual damage to all tiles ahead and pinning the zombies down instantly, and applies a Leaf aura to all plants on the lawn.
Doom-Shroom	Unlocked after Dusted Remnants, Night 1.
When planted, the Doom-Shroom will very quickly explode, dealing heavy damage to all zombies in a 5x5 area. The Doom-Shroom is similar to the Cherry Bomb, with more power and area in exchange for a higher cost. However, the Doom-Shroom also leaves a crater where it exploded, preventing the player from planting anything in the crater for some time.
Doom-Shrooms cannot be fed Plant Food. Watering a Doom-Shroom will delay their fuse, causing them to explode after the watering stops.
Gloom-Shroom	Unlocked after Dusted Remnants, Night 2.
The Gloom-Shroom blows rapid-fire fumes that damage all zombies in a 3x3 area around the plant. The fumes also have the ability to negate any shields that zombies may be holding, damaging the zombie instead of the shield.
When fed Plant Food, the Gloom-Shroom blasts giant fumes that deal 10x the usual damage to all zombies in a 5x5 area around the plant, and applies a Poison aura to all plants on the lawn.
==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.
Category:Plants vs. Zombies (series)
Category:Plants vs. Zombies Games
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