Plants vs. Zombies: Wildside/Chapters

Here's the Chapters in Wildside! Unfortunately, FANDOM is held together by sticks and glue, so everything after Chapter 10 is housed here instead. Happy reading!
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|-|Bluegrass Wilds=
BLUEGRASS WILDSCHAPTER ONEPeaceful, rolling fields of wonderful blue and pink and purple crops as far as the eye can see.
These are the gimmicks for this chapter:
*Haystacks:
**Haystacks generate on a few tiles across the lawn, slightly favoring tiles closer to the right side of the lawn than the left side.
**Haystacks function similarly to gravestones from Plants vs. Zombies 2, where they'll absorb damage: in this case they absorb 175 damage.
**Lobbed plants like Cabbage-pult can fling their goodies over haystacks, so there's a solid way to avoid them if you really want to do that.
**In addition, haystacks have a chance to be "rigged", which causes them to explode into a Farmer Imp when destroyed, for extra fun.
**Haystacks take 4 times the damage from fiery attacks, so if you bring a couple of fiery plants then the haystacks will be gone without much to worry about.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Infinite Harvest, unlocked after completing level 1-35 and defeating the Big Battle Barn.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Not OK Corral, played on some levels throughout the chapter.
*Not OK Corral here functions exactly as it did in Plants vs. Zombies 2, with the conveyor belt and everything. This world does not have minecarts, so that aspect of the Brain Buster is missing but otherwise it is identical including with only certain lanes being active at certain times.
This chapter takes place during the DAY
|-|Nightcap Grotto=
NIGHTCAP GROTTOCHAPTER TWOA dark and mysterious grotto, overgrown with all sorts of strange and luminous fungi.
These are the gimmicks for this chapter:
*Headstone:
**A single Headstone will spawn on a random tile towards the right side of the lawn, and stays there forever since you can't get rid of it.
**When a zombie is defeated anywhere on the lawn, a Tombstone will be created on the tile where it was actually defeated. It then goes on a 6-second cooldown.
**Only one Tombstone can exist on a tile at once, unless a Frail Zombie is defeated in which case that zombie can override an existing Tombstone.
*Tombstones:
**Tombstones can't be destroyed by regular plant attacks, and require you to use a Grave Buster to destroy them.
**When the final wave in a level comes, all Tombstones will spawn in a copy of their namesake zombie and be destroyed.
**Tombstones are meant to add a level of dread when you realize that the final wave is almost nigh and there's still Tombstones.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Mad Cap Matchup, unlocked after completing level 2-35 and defeating the Grave Lord.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Whack-A-Zombie, played on some levels throughout the chapter.
*Whack-A-Zombie here functions exactly as it did in Plants vs. Zombies 1, where Tombstones spawn all over the lawn and the player must tap on zombies that come out of them to defeat them, with each tap doing 100 damage. Similarly to the version in Plants vs. Zombies 1, zombies move quicker - in this case they specifically move three times as fast and accelerate up to six times as fast as the level progresses.
This chapter takes place during the NIGHT
|-|Lochwater Lagoon=
LOCHWATER LAGOONCHAPTER THREEDense wetlands overlooked by towering mangrove trees and fiercely protected by the Loch tribe.
These are the gimmicks for this chapter:
*Water:
**Water functions like normal, taking up roughly half of the lawn but sort of jagged to stop it from looking really boring and lame.
**Water can't be planted on, unless it's an amphibious/aquatic plant or you've got your friendly neighborhood Lily Pad on there.
**Water also absorbs lobbed attacks that miss their mark or shockwave attacks, since it's obviously water so it's not really land.
**In addition, zombies in the water can't be set on fire - something that only really comes in handy later on in the game but still.
**Exclusive to Lochwater Lagoon water are Lagoon Thing surges, where a small number of Lagoon Things will emerge from the depths.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Tricky Tribe Trouble, unlocked after completing level 3-35 and defeating the Loch Elder Zombie.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Forsaken Sun, played on some levels throughout the chapter.
*Forsaken Sun bans sun-producing plants and sun-producing Gear from being used or working, and causes all sun that falls from the sky to be Forsaken Sun. Forsaken Sun is worth 50 sun, but works like a Sun Bomb. The Forsaken Suns fall 25% slower than regular sun and explode when tapped early, dealing 200 damage to zombies in a 3x3 area and 2000 damage to plants.
This chapter takes place during the DAY
|-|Windswept Peak=
WINDSWEPT PEAKCHAPTER FOURThe milky white clouds floating in the howling wind match the chalky white color of the snow.
These are the gimmicks for this chapter:
*Snowfall:
**Snowfall is an ever-present obstacle. Windswept Peaks is constantly snowing, which gradually as you may expect covers plants in snow. 
**Plants that have been on the lawn for longer will tend to be covered in snow more quickly than plants that have been planted more recently. 
**Every 3-5 seconds randomly, each plant has a 20% chance to have a snow layer added to them which, if more than 5 snow layers are added to a plant, traps them inside of a snow mound.
*Snow mounds:
**Snow mounds are similar to ice blocks that are found in Frostbite Caves in Plants vs. Zombies 2, but the twist is that you can't see what's inside (it's not a very good twist).
**Plants in snow mounds are permanently trapped until you start thawing them out by planting some hot plants around them - hot plants radiate heat which gradually clears snow layers and snow mounds.
**Like with ice blocks, you can damage snow mounds to remove them (they have 300 health each), and zombies will ignore them entirely as you'd expect.
**Sometimes snow mounds generate in levels with random stuff inside - you could find a plant, a zombie, some sun, or all sorts of other cruel and unusual things inside!
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Ice-Cold Cascade, unlocked after completing level 4-35 and defeating the Yeti King.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Blizzard of Doom, played on some levels throughout the chapter.
*Blizzard of Doom casts a heavy snowstorm over the lawn, causing visibility to drop dramatically. The lawn becomes visible in brief flashes, similar to how it works in level 6-10 in Plants vs. Zombies 1. Oh, my bad, I meant level 4-10. Honest mistake. Snow also accumulates a lot faster than normal, around 50% quicker. Bring those thawing plants!
This chapter takes place during the NIGHT
|-|Jazzroot Jungle=
JAZZROOT JUNGLECHAPTER FIVESlippery leaves, rough vines, crumbly wet ground underfoot, and a tinge of magic.
These are the gimmicks for this chapter:
*Spells:
**Spells are a fancier name for the Dark Alchemy potions from Plants vs. Zombies 2 and therefore something that all of you should probably be familiar with on some level at this point. They are consumed by zombies that walk on top of them, and that gives them temporary special powers. These special powers can be all sorts of different things, there's lots of different ways that the powers bestowed upon the zombies by Magic Potions can impact your gameplay. At the absolute maximum you'll deal with 2 types of Spells in a level.
***Power Spell: When consumed, this Spell gives zombies 2x damage for 15 seconds, while also making the effects of their abilities more potent (for example, certain effects lasting longer than usual). When tainted by Flask Frond, this spell will instead cause zombies to add health to plants instead of taking it away for a period of 15 seconds (some restrictions apply depending on exactly how the zombie in question functions) and reduces their ability potency. Appears in levels after completing level 5-1.
***Life Spell: When consumed, this Spell adds +100% maximum health to its consumer, and then heals them for that amount over a period of 8 seconds (allowing you to mostly avoid this effect by dealing enough damage). When tainted by Flask Front, this spell will instead take 25% maximum health off of its consumer and then drain their remaining health over a period of 10 seconds. Zombies defeated by tainted Life Spells don't activate any upon-defeat abilities. Appears in levels after completing level 5-2.
***Burn Spell: When consumed, this Spell gives its consumer a fiery aura in a 3x3 area for a period of 15 seconds, causing all plants (and by extension hypnotized zombies and Zomboids) to be set on fire (which lingers for 3 seconds after the fire aura-possessing zombie moves away) and suffer 15 damage every second. This will add up fairly quickly, especially on tougher zombies with more health. When tainted by Flask Frond, this spell will instead cast a fire aura that sets zombies on fire, dealing 10 damage a second to other zombies but not setting the initial consumer on fire. Appears in levels after completing level 5-4.
***Frost Spell: When consumed, this Spell gives its consumer an icy touch that allows it to apply an icy 75% slow (lingers for 5s) to plants (and by extension hypnotized zombies and Zomboids) it bites for a period of 15 seconds. Note that this only applies to generic melee bite attacks. Each bite also adds 1 "point" towards freezing the target (which decays at a rate of 1 point every second). When a target achieves 5 points, they are frozen for the next 3 seconds (frozen targets can't gain points, and have a 3-second cooldown after they thaw out before they can be frozen again). When tainted by Flask Frond, this spell will instead cause the consumer to be CHILLED and eventually frozen when taking damage. Appears in levels after completing level 5-5.
***Cloak Spell: When consumed, this Spell turns its consumer completely invisible to all plant attacks (in terms of targeting, things like splash damage or Cherry Bomb explosions where there's no specific requirement to be able to see the target will still affect invisible zombies) for a period of 10 seconds. When tainted by Flask Frond, this spell will instead blind its consumer for 5 seconds, stopping them from being able to see plant targets (if their attacks require them to be able to, doesn't affect generic melee attack) for a period of 30 seconds. Appears in levels after completing level 5-6.
***Leap Spell: When consumed, this Spell gives its consumer the ability to jump over defensive plants such as Wall-nuts for a period of 15 seconds, giving them the ability to quickly make their way through your defensive setup. In addition, zombies that jump over your defenses will move slightly quicker than those who do not, as there's a little bit of forward motion involved. When tainted by Flask Frond, this spell will still give its consumer the ability to jump over your defensive plants, but will give them a MASSIVE boost to jump height which launches them into the stratosphere and causes them to fall back down after a few moments, taking fatal damage. Appears in levels after completing level 5-8.
*Mud:
**Mud tiles are scattered across the lawn, forming irregular clumps instead of being single tiles or anything. They're unique in function because they allow both water and ground plants to survive there as well as slowing zombies down by 10%, giving you lots of extra options when it comes to planning a defense. If you really wanted to, you could plant a Lily Pad but the zombies would just ignore it anyway. Mud helps fight the stronger-than-usual basic zombies this chapter features, since aquatic plants tend to be stronger than normal ones.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Spellbound Shegenananins, unlocked after completing level 5-35 and defeating the Geo Giant.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Zombotany!, played on some levels throughout the chapter.
*Zombotany! is unique in that it does not directly change gameplay. Instead, it changes the zombies that the player is forced to do battle with. Instead of fighting regular zombies, like Mage Conehead or Thorn Zombie, the player must duel fearsome mutant Zombotany zombies like the Peashooter Zombie or the Wall-nut Zombie. The full list of Zombotany zombies can be found on the zombies page.
**Peashooter Zombie - unlocked at level 5-7 (the first Zombotany! level)
**Wall-nut Zombie - unlocked at level 5-7 (the first Zombotany! level)
**Cabbage-pult Zombie - unlocked at level 5-14 (the second Zombotany! level)
**Squash Zombie - unlocked at level 5-14 (the second Zombotany! level)
**Chomper Zombie - unlocked at level 5-21 (the third Zombotany! level)
**Snapdragon Zombie - unlocked at level 5-21 (the third Zombotany! level)
**Repeater Zombie - unlocked at level 5-28 (the fourth Zombotany! level)
**Jalapeno Zombie - unlocked at level 5-28 (the fourth Zombotany! level)
This chapter takes place during the DAY
|-|Crumblestone City=
CRUMBLESTONE CITYCHAPTER SIXDeep in the jungle lay ancient ruins of a city where the Sunshine Idols were first forged.
These are the gimmicks for this chapter:
*Slider tiles:
**Slider tiles generate on random tiles across the lawn (like always, they're not really random but you get the idea). Unlike the slider tiles in Plants vs. Zombies 2, these slider tiles are completely under your control!
**You can't plant on slider tiles, and when a zombie steps on one, they are moved into whichever lane the tile's pointing towards.
**You can also tap on the slider tile to toggle the direction from pointing up or pointing down.
*Gold tiles:
**Gold tiles generate generally toward the left and in mostly geometric shapes, functioning basically the same as the gold tiles from Plants vs. Zombies 2.
**When a plant or zombie is standing on a gold tile, that gold tile will drop 25 sun every 30 seconds - it's really that simple.
**If the gold tile is about to produce sun but then is deactivated, the cycle resets when it's activated again.
*Trap tiles:
**Trap tiles work just like in Plants vs. Zombies 2, where they're special tiles dropped around the lawn that do something cool when activated, via a plant or zombie going on top of it.
***Fire tile
****Fire tiles erupt into a lane-wide inferno that deals massive damage to plants and non-flying zombies alike, burning them constantly over a period of 5 seconds. Has a cooldown of 15 seconds.
***Boulder tile
****Boulder tiles send a massive boulder rolling down their column as well as the columns neighboring it, which will immediately flatten any plants or zombies it happens to roll over in its path. Has a cooldown of 20 seconds.
***Dart tile
****Dart tiles cause darts to rain down upon the 1st-4th column in their lane but sometimes adjacent lanes too, gradually damaging plants and zombies but focusing fire on the 2nd and 3rd columns. Has a cooldown of 13 seconds.
***Poison tile
****Poison tiles coat a 5x3 area around them in a deadly poison which gradually ramps up damage and slow effects over a 20-second duration. Not as generally damaging as other trap tiles. Has a cooldown of 20 seconds.
***Quake tile
****Quake tiles generate a powerful tremor which might not have any immediate impact on plants or zombies, but will activate any other trap tiles in a 5x5 area, even if they are on cooldown. Has a cooldown of 7 seconds.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Ruinous Rumble, unlocked after completing level 6-35 and defeating the Stone Serpent.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Zombotany, played on some levels throughout the chapter.
*Zombotany! is unique in that it does not directly change gameplay. Instead, it changes the zombies that the player is forced to do battle with. Instead of fighting regular zombies, like Mage Conehead or Thorn Zombie, the player must duel fearsome mutant Zombotany zombies like the Peashooter Zombie or the Wall-nut Zombie. The full list of Zombotany zombies can be found on the zombies page.
This chapter takes place during the DAY
|-|Tranquil Valley=
TRANQUIL VALLEYCHAPTER SEVENA forest of whimsical cherry blossoms guarded by stone statues that radiate peace.
These are the gimmicks for this chapter:
*Melodies:
**Melodies are passive effects that cycle in and out, similarly to Jams in Plants vs. Zombies 2. They don't have any major impact on your plants, the lawn, or really anything else but exist to allow some zombies to use their special abilities. For example, a zombie may act like a regular zombie or have one ability when there is no Melody active, but then act differently or have a different/additional ability if there's a Melody happening. Unlike in Neon Mixtape Tour with Jams, there can be up to three Melodies overlapping at once without any issues. This only really happens towards the end of the chapter, but it's just something to keep in mind. There are four different types of Melodies: Fire, Earth, Water, and Air.
*Water springs:
**Water springs are special pockets of water that sometimes appear in Tranquil Valley levels. They are generally shaped into plus signs or something similar, where they're sort of this intentional pool of water that gives you some options to use those amazing water plants but also makes it a little harder to get normal plants out since there's water to be dealt with. Water springs aren't the main gimmick in Tranquil Valley, but they exist to give the chapter a little bit of extra oomph.
*Rocks:
**Rocks are a smaller, less complicated gimmick than Melodies or even water springs, but they're still interesting and add another layer of depth to the chapter. Rocks generate around your lawn in a similar fashion to Haystacks from Bluegrass Wilds. Unlike Haystacks, Rocks can't be set on fire, don't contain Imps ever, and come in three sizes: small, medium, and large. Small rocks have 250 health and take up a single tile, medium rocks have 500 health and also take up a single tile, and large rocks have 1000 health and take up two horizontal tiles next to one another. Small and medium rocks can be removed with Grave Buster, but large rocks are a bigger problem. Most explosions, such as from Cherry Bomb, generally deal enough damage to remove the smaller rock types, but large rocks will require two hits.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Silent Sanctuary, unlocked after completing level 7-35 and defeating the Master of Wisdom.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Zombie Nimble, Zombie Quick, played on some levels throughout the chapter.
*Zombie Nimble, Zombie Quick is a fast-paced Brain Buster in which everything moves three times faster than usual. Zombies move, attack, and use abilities three times faster - but so do your plants! Sun falls and lands three times quicker, plants recharge three times quicker... you get the idea. It's turbo time!
This chapter takes place during the DAY
|-|Ominous Bog=
OMINOUS BOGCHAPTER EIGHTDripping through the canopy is an air of darkness.
These are the gimmicks for this chapter:
*Islands:
**The lawn in Ominous Bog generates as a number of islands in a sea of useless toxic water. The islands are just normal land which can be planted on as normal, and there is a chance for some normal water to appear in potentially large splotches on the larger islands as well, but it's important to note that this inland water cannot border the normal toxic water under any circumstances, so it'll only really appear in the larger ones. The size of the lawn in Ominous Bog is extended from the usual 5x9 board to a much larger 6x12 board to allow for more interesting layouts.
*Toxic water:
**Toxic water is useless to the player, as no Lily Pads or other amphibious/aquatic plants can survive on it. Zombies can walk through toxic water safely, but they will be healed for 50% of their max health (with a maximum of 150 healing) every second and are slowed down by 50%, which allows them to really soak in that healing.
*Dark brambles:
**Dark brambles act as grid items that block planting and have adverse effects on zombies passing through. Zombies will take 5% of their max health (with a maximum of 10 damage) every second and are slowed down by 20%, a sort of inverse of the toxic water mechanic where it is purely beneficial to the player at the cost of precious planting space, especially given how much of the lawn is consumed by the devious toxic water. Dark brambles can only be destroyed with Hot Potato, giving that plant another use.
*Ominous fog:
**Ominous fog appears on the lawn and encompasses the lawn in a more interesting way rather than the way it did in Plants vs. Zombies 1. Most levels have their own unique setups for fog that might be more or less interesting than others. Plants outside the fog can't see zombies inside of it, and vice versa. Plants inside the fog have no trouble seeing zombies also inside the fog, and once again vice versa. This only applies if the fog is connected. Of course, the player can't see into the fog.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Suspicious Swamp, unlocked after completing level 8-35 and defeating the Swampland Netherbeast.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Bonefish Trap, played on some levels throughout the chapter.
*In Bonefish Trap, the goal is to lure Bonefish to a red rectangle, then signal skeletal birds to drop cages on them, increasing brain count and cage availability with successful captures of 5 or more from an initial three brains and seven cages. The win condition is to trap and destroy a number of Bonefish.
This chapter takes place during the NIGHT
 
|-|Cobweb Crypt=
COBWEB CRYPTCHAPTER NINEA mysteriously ancient crypt hidden underground where nothing is quite as it seems...
These are the gimmicks for this chapter:
*Seventh lane:
**Cobweb Crypt has seven lanes instead of five, which gives more space to plant sun producers or other plants that would benefit from having a larger playing area, but also makes the chapter more difficult, which is generally more impactful than the small upside, since there's now an additional lane to defend and things get quite hectic when combined with the other gimmicks in this chapter.
*Corridors:
**Cobweb Crypt has corridors on tiles throughout the lawn, which each have a matching symbol. When a zombie walks over a corridor, it will travel through that corridor and emerge from the matching corridor wherever it may be. This works both ways - you can knock zombies back into corridors to send them away, and zombies that are moving rightward will also be able to use the corridors. Corridors can face in different directions which changes the direction the zombie moves in after emerging from it, though this doesn't always take effect. You can't plant normal plants on corridors, but you can plant "short" ones like Puff-shroom.
*Coffins:
**Coffins spawn on tiles across the lawn in Cobweb Crypt, but generally tend to prefer the left side of the lawn where they're more potent. Coffins take up 2 tiles of space horizontally, and when a zombie is defeated to the right of a Coffin that zombie's soul will be sucked into the coffin and be stored in there. When a Coffin picks up 10 total Souls, it will summon a Broken Promise, which will travel rightward and do its thing. If there are several Coffins in a lane, the one closest to the zombie that was defeated will suck up the soul.
*Puddles:
**Puddles form underground, thanks to the water that drips down from the ceiling. Some puddles will be there when the level starts, and more will form as the level progresses. 
**Puddles act like water tiles, similar to the ones that appear in the other chapters. However, some of the plants that need deep water like Tangle Kelp can't survive in them.
**Puddles will naturally disappear after a while, unless there is a plant actively living in them. The counter starts from the top each time a plant is removed from the puddle.
**Puddles will appear more slowly the more puddles are already on the lawn, and no more than 20 puddles can exist on the lawn at one time to prevent complete flooding.
*Cobwebs:
**Cobwebs are sticky grid items that do not block plant placement, but plants that are placed inside of them will attack and use their abilities 50% slower.
**Zombies that are moving through cobwebs will be slowed down by 25%, and flying zombies are unaffected because they just sort of fly over them. Doesn't matter.
**Cobwebs can be destroyed by Hot Potato and any other sort of fiery or explosive-y effect like that. They are also destroyed by sword-based melee attacks.
**Cobwebs appear when the level starts and don't form unless created by Weaver Zombie, who is conviniently found in this very same Chapter. Huh!
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Big Bone Beatdown, unlocked after completing level 9-35 and defeating the Monolithic Crown, Monolithic Rook, Monolithic Bishop, and Monolithic Knight.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Invisi-ghoul, played on some levels throughout the chapter.
*Invisi-ghoul causes all zombies to be invisible to the player, but not to plants. You'll be able to tell where zombies are based on if plants are attacking them or not, but they're silent and invisible so it's harder to tell. Invisible zombies obviously aren't invincible, they're just not visible.
This chapter takes place during the NIGHT
|-|Stormgrain Sands=
STORMGRAIN SANDSCHAPTER TENAn expansive desert, dangerously electrified through unknown means.
These are the gimmicks for this chapter:
*Sandstone and sand:
**The lawn consists of sandstone and sand tiles - sandstone does not require a Flower Pot to plant on, while sand does.
**The only other difference is that underground plants such as Potato Mine are able to root themselves into the sand sucessfully.
**Sand tiles are generally scattered about, generating in blobs and not getting in your way all that much - for the most part.
**Electrical storms are described later, but know that sandstone conducts electrical storms slightly easier than sand does.
*Sand streams:
**Sand streams are streams of flowing sand that function similarly to water streams (flowing water) in Plants vs. Zombies 3.
**Sand streams are inhospitable for most plants, but you can use a Flower Pot to make it safe (no other regular plants work).
**Sand streams either slow zombies down by 25% if they're moving against it or speed them up by 25% - if the sand is flowing up or down it has no effect.
**Every few seconds, everything in the sand stream will be pushed in the direction the sand stream is facing, just a tile, but it's a big disruption.
**Sand streams snake across the lawn, taking up valuable planting space but also disrupting the flow of the game as whole - gosh golly!
*Electrical storms:
**The sand in Stormgrain Sands is full of electric potential, which can be unleashed through sand streams if there's a lot of resistance.
**Static electricity (charge) builds up in small amounts based on the number of things that are pushed by sand streams, and it is periodically unleashed.
**Each flag, the board is electrified and damage is dealt in spontaneous bursts across the board with duration and damage based on static charge built up.
**The final flag in the level will attach a subtle additional multiplier to this storm based on the total static charge built up over the course of the level.
**Some of the plants unlocked in this chapter contain metal, which can somewhat conduct the electric storm and either keep your plants safe or damage more zombies.
This chapter also has an Endless Zone:
*This chapter's Endless Zone is the Crackling Canyon, unlocked after completing level 10-35 and defeating the Great Maw.
*Endless Zones are largely unchanged from Plants vs. Zombies 2, except here you can only get plants (no sun or anything) and you can see all four choices all the time.
*Endless Zones don't have any direct additional rewards, but do have an elevated chance for Gear Frags to be handed out, as well as part of Seed Slot IX after beating the 50th stage.
*After clearing out 90 stages in this chapter's Endless Zone, powerful and threatening veteran zombies will start gradually trickling in. They're pretty tough, but clearly you're also tough for making it so far. Good work!
This chapter has a special Brain Buster:
*This chapter's Brain Buster is Storm Swipes, played on some levels throughout the chapter.
*Storm Swipes is like Beghouled from the first game, with the upgrading mechanic from the second. You want to make matches of three or more plants to get points, with more points awarded from more complex matches, and collecting enough points wins you the level. Matches also drop sun, 25 per plant involved (50 for matches of 5 or more, 75 for matches of 7 or more), which is used to upgrade plants into alternate, more powerful plants.
This chapter takes place during the DAY
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