Plants vs. Zombies: Road Trip

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Plants vs. Zombies: <choose uncached>
<option weight="270">Road Trip</option>
<option weight="10">Toad Rip</option>
<option>Conical Fumble</option>
</choose> is a fun tower defense game that takes its visual appearance and a decent amount of gameplay from an older version of Plants vs. Zombies 3. In this game you'll progress through a number of Regions, destroying all the zombies that stand in your way as you unlock new and exciting plants. This game features a few unique twists on the regular formule, from Buildings to Zombie Raids, and from Graveyard to Trial Levels. Explore with fan favorites such as Crazy Dave and get to the bottom of Dr. Zomboss's latest scheme... before it's too late!
== Plot ==
Welcome to Greensburg, where the battles never end. Greensburg is a wonderful town with very diverse regions and unfortunately a ton of zombies. Like, the place is filled with zombies. <choose uncached><option weight="4">Nuzzled</option><option>Gargled</option></choose> by the south-side Training Woods, you'll start your adventure in the Training Woods, then move on to the Park Plaza, the Sleepy Hollow, Mallow Marsh, and so on. Of course, on your quest to topple the Zombossian hierarchy, you'll find new floral friends, undead un-friends, and save regions all throughout. Just make sure to avoid the mysterious Zomboss Island over to the north, you won't like it there.
== <choose uncached><option weight="13">Your Dev Team </option><option weight="1">☭Our Dev Team </option></choose> <choose uncached><option weight="13">Grave</option><option>Yard</option></choose><choose uncached><option weight="13">yard</option><option>grave</option></choose>==
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<option weight="25">Sani</option>
<option>Snai</option>
<option>Sans</option>
</choose>	<choose uncached><option></option><option></option><option></option><option></option></choose><choose uncached>
<option weight="25">Hans</option>
<option>Hains</option>
<option>Flavor Text</option>
<option>Lorenzo</option>
<option>Crepes</option>
<option>Creeps20</option>
</choose>	<choose uncached><option></option><option></option><option></option><option></option></choose><choose uncached>
<option weight="25">Bobert</option>
<option>Bonert</option>
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<option weight="25">Ani</option>
<option>Anis</option>
</choose>	<choose uncached><option></option><option></option><option></option><option></option></choose><choose uncached>
<option weight="25">Nickle</option>
<option>Pickle</option>
<option>Dime</option>
<option>Penny</option>
<option>Quarter</option>
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<option weight="25">Cryptic</option>
<option>Lord Baron von Fossilton VIII</option>
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<option weight="25">Dave</option>
<option>David</option>
<option>DavetheFave11</option>
<option>Crazy Dave</option>
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<option weight="25">Kyao</option>
<option>Kyeet</option>
<option>Kyoot</option>
<option>Kyiit</option>
<option>The Beans</option>
</choose>	<choose uncached><option></option><option></option><option></option><option></option></choose><choose uncached>
<option weight="25">Punji</option>
<option>Spongji</option>
<option>Punjers</option>
<option>Pu-Pu</option>
<option></option>
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<option weight="26">Wynaut</option>
<option>Why not?</option>
<option>Pineapple</option>
<option>Mr. Raptor</option>
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<option weight="25">Gei</option>
<option>Homosexual</option>
<option>Gay</option>
<option>Furry</option>
<option>Blueberry</option>
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<option weight="25">Chomper</option>
<option>Chimper</option>
<option>Zhomper</option>
<option>Amorchompre</option>
<option>Bitcher</option>
</choose>
== Game Mechanics, Currencies, and Shop ==
=== Sun ===
Sun is the main currency used in the actual battles in the Plants vs. Zombies series. It is used to plant the plants on your lawn. Sun is obtained from sun-producing plants, such as the Sunflower, and falls from the sky every 7 seconds under normal circumstances and lasts for 10 more seconds once it hits the ground. The way sun in Road Trip diverts from traditional PvZ games in terms of sun is that each sun is worth 1, but the economy is shaped around that.
=== Plant Food ===
Plant Food functions similar to Plants vs. Zombies 2. They are special abilities stored in a bar at the bottom of the screen, which can only fit three. Defeating a Flag Zombie drops a Plant Food for you to use (so effectively you only get one every flag), but the average Road Trip level has about 3-4 flags (averaging around 6-7 or so waves of zombies each) and Zombologist zombies may appear to provide additional Plant Food, so you can get a lot of it. How do you use it? Place it on a plant to make them activate a powerful ability.
=== Shovel ===
Shovel is an item that is used to dig up plants. The shovel does not cost the player any coins or sun to be used, meaning it can be used an infinite amount of times in a single level as long as the player has plants to remove on the lawn, and it has a 7-second recharge between each use. When the player shovels up a plant, they get 25% of the plant's sun cost back (rounded up). The player cannot get any shoveled up plants back in any way (of course, other than replanting them).
You can use your coins to upgrade your shovel. It costs a total of 1,620,000 coins to max out the shovel.
*Level 1 - 25% refund, 7-second cooldown (0 coins)
*Level 2 - 25% refund, 6.5-second cooldown (20,000 coins)
*Level 3 - 30% refund, 6.5-second cooldown (20,000 coins)
*Level 4 - 30% refund, 6-second cooldown (40,000 coins)
*Level 5 - 35% refund, 6-second cooldown (40,000 coins)
*Level 6 - 35% refund, 5.5-second cooldown (60,000 coins)
*Level 7 - 40% refund, 5.5-second cooldown (60,000 coins)
*Level 8 - 40% refund, 5-second cooldown (80,000 coins)
*Level 9 - 45% refund, 5-second cooldown (80,000 coins)
*Level 10 - 45% refund, 4.5-second cooldown (100,000 coins)
*Level 11 - 50% refund, 4.5-second cooldown (100,000 coins)
*Level 12 - 50% refund, 4-second cooldown (120,000 coins)
*Level 13 - 55% refund, 4-second cooldown (120,000 coins)
*Level 15 - 55% refund, 3.5-second cooldown (140,000 coins)
*Level 16 - 60% refund, 3.5-second cooldown (140,000 coins)
*Level 17 - 60% refund, 3-second cooldown (160,000 coins)
*Level 18 - 65% refund, 3-second cooldown (160,000 coins)
*Level 19 - 65% refund, 2.5-second cooldown (180,000 coins)
*Level 20 - 70% refund, 2.5-second cooldown (180,000 coins)
*Level 21 - 70% refund, 2-second cooldown (200,000 coins)
*Level 22 - 75% refund, 2-second cooldown (200,000 coins)
*Level 23 - 75% refund, 1.5-second cooldown (220,000 coins)
*Level 24 - 80% refund, 1.5-second cooldown (220,000 coins)
*Level 25 - 80% refund, 1-second cooldown (240,000 coins)
*Level 26 - 85% refund, 1-second cooldown (240,000 coins)
*Level 27 - 85% refund, 0.5-second cooldown (260,000 coins)
=== Coins ===
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Coins are the main form of currency used. You earn coins from winning battles, playing Graveyard, and pretty much everything in Road Trip rewards you with coins. Coins are used for loads of things, like upgrading buildings, and purchasing the following plants. Reaching a new Region applies a special Coin Multiplier that doubles all coin earnings for 24 hours.
You can use your coins to upgrade your plants. It costs a total of 710,000 coins to max out a plant.
*Level 1 - 100% stats (0 coins)
*Level 2 - 105% stats (10,000 coins)
*Level 3 - 110% stats (10,000 coins)
*Level 4 - 115% stats (10,000 coins)
*Level 5 - 120% stats (15,000 coins)
*Level 6 - 125% stats (15,000 coins)
*Level 7 - 130% stats (15,000 coins)
*Level 8 - 135% stats (20,000 coins)
*Level 9 - 140% stats (20,000 coins)
*Level 10 - 145% stats (20,000 coins)
*Level 11 - 150% stats (25,000 coins)
*Level 12 - 155% stats (25,000 coins)
*Level 13 - 160% stats (25,000 coins)
*Level 15 - 165% stats (30,000 coins)
*Level 16 - 170% stats (30,000 coins)
*Level 17 - 175% stats (30,000 coins)
*Level 18 - 180% stats (35,000 coins)
*Level 19 - 185% stats (35,000 coins)
*Level 20 - 190% stats (35,000 coins)
*Level 21 - 195% stats (40,000 coins)
*Level 22 - 200% stats (40,000 coins)
*Level 23 - 205% stats (40,000 coins)
*Level 24 - 210% stats (45,000 coins)
*Level 25 - 215% stats (45,000 coins)
*Level 26 - 220% stats (45,000 coins)
*Level 27 - 225% stats (50,000 coins)
The game also has level caps, and as you progress through Regions newly unlocked plants will start off at a higher level
*Region 1 - Max Level 1, Starting Level 1
*Region 2 - Max Level 2, Starting Level 1
*Region 3 - Max Level 3, Starting Level 1
*Region 4 - Max Level 3, Starting Level 1
*Region 5 - Max Level 4, Starting Level 1
*Region 6 - Max Level 5, Starting Level 2
*Region 7 - Max Level 5, Starting Level 2
*Region 8 - Max Level 6, Starting Level 2
*Region 9 - Max Level 7, Starting Level 2
*Region 10 - Max Level 8, Starting Level 2
*Region 11 - Max Level 9, Starting Level 3
*Region 12 - Max Level 10, Starting Level 3
*Region 13 - Max Level 11, Starting Level 3
*Region 14 - Max Level 12, Starting Level 3
*Region 15 - Max Level 13, Starting Level 4
*Region 16 - Max Level 14, Starting Level 4
*Region 17 - Max Level 15, Starting Level 4
*Region 18 - Max Level 17, Starting Level 5
*Region 19 - Max Level 19, Starting Level 5
*Region 20 - Max Level 21, Starting Level 6
*Zomboss Island - Max Level 27, Starting Level 6
You can also buy plants in the shop for coins.
Marigold = 100,000 coins
Spring Bean = 100,000 coins
Fire Peashooter = 100,000 coins
Sun-shroom = 100,000 coins
Leaf Blower = 100,000 coins
Whipotle = 100,000 coins
Tarnation = 100,000 coins
Burnade = 100,000 coins
Chip Damage = 100,000 coins
Nightcap = 100,000 coins
Iceweed = 100,000 coins
Gumnut = 100,000 coins
Vamporcini = 100,000 coins
Stack-shroom = 100,000 coins
Zomberry = 100,000 coins
==Adventure==
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Adventure is a way to progress through the single-player campaign while picking up fun plants and un-fun zombies along the way. While going through Adventure, you'll go through Trial Levels, where you'll have a specific set of zombies arranged in a unique way each time you play the Level.
Trial tacos are a common resource item that can be collected by beating Trial Levels, no matter the difficulty, in a similar fashion to coins where they can be obtained repeatedly. Trial tacos can only be obtained through Trial Levels, and even trial tacos can be used when playing a Trial Level to increase both the difficulty and the rewards by 10%. Up to 10 trial tacos can be used in a single Trial Level playthrough, for a maximum of a 100% difficulty and reward increase. The player can only hold 200 trial tacos at a time, so it's encouraged for them to actually use them. However, there's not too excessive of a rush.
There are different difficulties for Trial Levels that can be selected, and they use Roman numerals for extra flair (I, II, and III). To progress to the next Trial Level, the total number of difficulty points defeated must equal III. This means you can complete I and II, or just go through III the first time. Difficulty I is the standard level difficulty, sort of like what you might expect in an average PvZ2 level for some context. Difficulty II is about 30-35% more difficult, but still manageable. Difficulty III is about 80-90% more difficult than Difficulty I. The rewards scale, making taking on a more challenging level more rewarding.
These are the level variants of Trial Levels:
*None - Normal battle rules apply
*Last Stand - Build a defense with a limited amount of sun. Sun-producers can't be used and free plants must be planted during the level.
*<choose uncached> <option weight="50">Special Delivery</option> <option>Forced Labor</option> </choose> - A conveyor belt will supply plants for you to use for free!
*Locked and Loaded - Survive using a lineup of plants that is chosen for you!
*Forced Friend - You have to use one or more plants, the rest is your choice!
*<choose uncached> <option weight="45">SOS</option> <option>SUS</option> </choose> - Protect these pre-planted plants at all cost! Don't let them be vanquished!
These are the objective add-ons of Trial Levels:
*Mold Colonies - Survive without being able to plant on <choose uncached> <option weight="4">any</option> <option>amy</option> </choose> Mold Colony tiles.
*Trample Flowers - Zombies can't pass a set lane, or the flowers will be trampled.
*Hourglass - Survive for a set amount of time! Zombies will keep on coming until that clock hits zero, so you'll be in it for the long haul.
Every 25th Trial Level is a Milestone Level that is extremely difficult, is cursed, and rewards you with a Battle Axe when completed. These Milestone Levels are dark, evil, particularly feisty and have a number of general unpleasantries which are as follows:
*Every 10-15 seconds, a dark magic spell is casted on a tile that has a high concentration of plants or zombies, with one of the following effects:
**Deal damage to everything in the 3x3 area
**Restore health to everything in the 3x3 area
**Apply stall to everything in the 3x3 area
**Inflict stun to everything in the 3x3 area
*Every 15-30 seconds, a dark Milestone Tombstone that acts like a PvZ2 tombstone but more durable is created on a random tile with the following variants:
**Standard: No special effects, just a durable barrier
**Enlightened: Drops a small amount of sun when destroyed
**Infested: Spawns a small number of zombies when destroyed
*Zombies that enter the lawn have a 25% chance to have 1-3 of the following modifiers applied:
**The zombie gains a permanent damage boost
**The zombie gains a permanent speed boost
**The zombie passively heals some health over time
**The zombie destroys any fallen sun it makes contact with
**The zombie inflicts a chilling effect to plants it attacks
**The zombie explodes when defeated, doing damage to plants in an area
**The zombie spawns a number of when defeated
**The zombie spawns a number of when defeated
**The zombie spawns a number of when defeated
The curses and general unpleasantries are scaled up depending on the difficulty of the Trial Level as well as how far along in the Adventure campaign it is. Unlike Trial Levels where the total difficulty points must equal III, the total difficulty points for a Trial Level to progress is always I. Completing a Trial Level always awards you with a Battle Axe, which will be explained later. Unrelatedly, but levels that are difficult (whether through natural difficulty or using a lot of trial tacos) can sometimes have some of the modifiers added in with lower chances and weaker effects than in Milestone Levels to spice things up.
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Trial Level	Coins 	Trial Tacos 	Reward Multiplier I	Reward Multiplier II	Reward Multiplier III
1-25 	250 coins 	1 trial taco 	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
26-50 	500 coins 	2 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
51-75 	750 coins 	2 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
76-100 	1000 coins	2 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
101-125 	1250 coins	3 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
126-150 	1500 coins	3 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
151-175 	1750 coins	3 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
176-200 	2000 coins	4 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
201-225 	2250 coins	4 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
226-250 	2500 coins	4 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
251-275 	2750 coins	4 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
276-300 	3000 coins	4 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
301-325 	3250 coins	5 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
326-350 	3500 coins	5 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
351-376 	3750 coins	5 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
376-400 	4000 coins	5 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
401-426 	4250 coins	6 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
426-450 	4500 coins	6 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
451-475 	4750 coins	6 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
476-500 	5000 coins	7 trial tacos	1x coin / 1x taco 	3x coin / 1.5x taco 	6x coin / 2x taco
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==Regions==
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As you progress through Adventure, you'll rescue some Regions from the zombie attack. Buildings are located on various different Regions in Greensburg, and will give you special benefits to help you get ahead. You unlock them by reclaiming them the Regions they're on. This is done by defeating Trial Levels in the Adventure campaign.
Regions 	Trial Level 	Starting Sun	Region 	Trial Level 	Starting Sun
Park Plaza 	1-25 	6 	Sleepy Hollow 	26-50 	5
Mallow Marsh 	51-75 	5 	Obscene Oozevoir 	76-100 	5
Gold Rush Range 	101-125 	5 	Cyber Central 	126-150 	4
Basalt Valley 	151-175 	4 	Crystal Cove 	176-200 	4
Star Fleet Hangar 	201-225 	4 	Pumpkin Graveyard 	226-250 	4
Rumble Jungle 	251-275 	3 	Glacier Gulch 	276-300 	3
Fiery Forge 	301-325 	3 	Golden Ivy Citadel	326-350 	3
Geiger Sewers 	351-375 	3 	Electrofire Plains	376-400 	3
Angelic Heavens 	401-425 	2 	Barnyard Farmyard 	426-450 	2
Deep Diamond Mines	451-475 	2 	Sugarplum Valley 	476-500 	2
Name 	Name 	Levels 	Levels 	Starting Sun	Starting Sun
Zomboss Island 	Zomboss Island	50 levels 	50 levels 	1 	1
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===Park Plaza===
Park Plaza is the first Region unlocked in the game. Park Plaza has nothing unique to its name other than a few ambushes.
Modifiers 	Ambushes 	Time
None - Park Plaza is the only Region in the game without any Region Modifiers.	Pigeon Plunge - 6-12 Pigeons will spawn on random tiles to the right of the 5th column.Worst Wurst - 2-4 Hot Dog Imps will spawn on random tiles to the right of the 5th column.Donut Bowling - A donut spawns in 2-3 lanes (usually 2) and rolls itself down the lane, towards a plant, destroying that plant and leaving the donut behind to block damage. Even worse, Donut Rollers without donuts of their own can start rolling these orphans.	Day - Sun falls from the sky and does so at a normal rate.
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===Sleepy Hollow===
Sleepy Hollow is the second Region unlocked in the game. Sleepy Hollow is a dark and spooky place with fog and tombstones.
Modifiers 	Ambushes 	Time
Tombstones - Tombstones block straight-shot projectiles from hitting the zombies behind them and can't be planted on. In Sleepy Hollow, they can spawn by themselves, similar to Night in Plants vs. Zombies. Tombstones have 2400 health and have only the Obstacle Tag. There are a few different kinds of Tombstones that do different things when destroyed:Regular Tombstones which have no special effectSun Tombstones which drop 3 sun when destroyedSpawn Tombstones which spawn 1-3 zombies when destroyed	Bat Attack - 4-8 Bats will spawn on random tiles to the right of the 5th column.Hard Rock - 2-3 Tombstones spawn on random tiles. These Tombstones will always be regular Tombstones, and not Sun Tombstones or Spawn Tombstones. If the lawn is full of Tombstones or plants or something, existing Tombstones become Spawn Tombstones instead.Necromancy - All Tombstones will spawn in a Browncoat zombie. For the final wave in a level, Tombstones will spawn in a Conehead zombie instead for added misery.Sun Drain - Each Tombstone will do this weird glowing thing and suck 1 sun from your bank (each) into it. It's like Ra Zombie, but the zombie is a Tombstone and it's all of them at once. Break the Tombstone to get your sun back.	Night - Sun does not fall from the sky under any circumstances.
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===Mallow Marsh===
Mallow Marsh is the third Region unlocked in the game. Mallow Marsh has stumps and marshmallows, and is generally a confusing region.
Modifiers 	Ambushes 	Time
Stumps - Some times have stumps that can't be planted on but don't get in the way of zombies or anything, and can't be destroyed either. These Stumps also release 3-5 Squirrels when there is a loud sound.Marshmallows - Marshmallows periodically fall from the sky near plants but not usually on top of them, immediately crushing any plants they might somehow land on, but also rendering the tile unusable for 15 seconds and giving a 50% speed boost to zombies that walk on the marshmallow splatter. Falls faster over the course of the level.	Squirrel Chase - 5-7 Squirrels will be released by each Stump. This is a lot of Squirrels. Straight facts.Mallow Mortar - 3-7 Marshmallows will spawn on empty tiles to the right of the 2nd column and to the left of the 10th.Fin-tastic - 1 Bling Shark emerges from each Stump, ready to do some serious work on your plants. Nothing particularly interesting, just a fun sharky boyo emerging from an object made of pure wood.	Evening - Sun falls from the sky but 50% slower than normal.
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===Obscene Oozevoir===
Obscene Oozevoir is the fourth Region unlocked in the game. Obscene Oozevoir is most compatible with Pirate Seas in function and play.
Modifiers 	Ambushes 	Time
Oozevoir Platform - In this Region, the player's lawn is split up into three sections. The first 5 columns function as they normally would. Oozevoir Bridges - The right side is different, with up to 3 bridges connecting the zombie spawn to the first 5 columns allow them to travel normally onto your lawn. While 2 rows will not have any bridges, they can still be attacked by ambush zombies landing halfway across the lawn. The rows with the bridges will function as normal.Oozevoir Ooze - The third and final part is the ooze tiles, which no plants can be planted on and zombies will instantly be vanquished if they land in ooze.	Monster Mash - Emerging from the oozing depths, up to 2-4 Ooze Monsters pull themselves up from the bellows and spawn at the rightmost edge of lanes without bridges.Bridge Shift - Bridges move positions, generally only up or down a lane and only if there's actually any room. This keeps the level dynamic and interesting.	Day - Sun falls from the sky and does so at a normal rate.
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===Gold Rush Range===
Gold Rush Range is the fifth Region unlocked in the game. Gold Rush Range has MINECARTS. You don't have minecarts. You're not good enough.
Modifiers 	Ambushes 	Time
Minecart Madness - Every column is filled with rails and minecarts. The whole lawn. Each column can have up to 3 minecarts, but usually averages around 1 or 2.	Yee-Haw! - 4-8 Wild Cowboys spawn on random tiles to the right of the 6th column.Do-si-do - Zombies switch lanes randomly 2-4 times.	Day - Sun falls from the sky and does so at a normal rate.
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===Cyber Central===
Cyber Central is the sixth Region unlocked in the game. Cyber Central has Slider Tiles and Sun Panels and Grow Tiles and Shrink Tiles, oh my!
Modifiers 	Ambushes 	Time
Slider Tiles - Slider Tiles move zombies to adjacent lanes, and can't be planted on or removed in any way. Up to 6 Slider Tiles can exist at once, and Funky Monkeys and 8-Bit Zombies can choose to ignore them unless there's a plant in the adjacent lane attacking them.Sun Panels - Sun Panels spawn on up to 8 random tiles and can share space with plants, and don't go away. Sun that falls from the sky and lands on them goes away instantly.Grow Tiles - Zombies that walk on top of Grow Tiles will be grown up, like the opposite of shrinking. They gain 50% damage and health. Tile has a 10-second cooldown. Up to 4 spawn on the lawn. Shrink Tiles - Zombies that walk on top of Shrink Tiles will be shrunken down, so they get 50% reduced damage and health. Tile has a 10-second cooldown. Up to 4 spawn on the lawn.	Arcade Delivery - 3-5 Arcade Machines spawn on random tiles, and instantly spawn an 8-Bit Zombie. Any existing Arcade Machines will spawn an 8-Bit Buckethead.	Evening - Sun falls from the sky but 50% slower than normal.
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===Basalt Valley===
Basalt Valley is the seventh Region unlocked in the game. Basalt Valley has very intricate Smoked and Steamed Tile mechanics.
Modifiers 	Ambushes 	Time
Smoked Tiles - Makes up the first 4 columns with a messy border for column 5. Smoked Tiles slow zombies that walk on them down by 25%, but makes them deal 25% more damage. Plants placed on Smoked Tiles deal 50% more damage, but attack 25% slower. Every 25 seconds, a random Smoked Tile will transform an adjacent Steamed Tile into a Smoked Tile. Powered Shadow Plants are immune to Smoked Tile effects.Steamed Tiles - Makes up the last 4 columns with a messy border for column 5. Steamed Tiles speed up zombies that walk on them by 25%, but makes them deal 25% less damage. Plants on Steamed Tiles attack 50% faster, but deal 25% less damage. Every 25 seconds, a random Steamed Tile will transform an adjacent Smoked Tile into a Steamed Tile. Powered Shadow Plants are immune to Steamed Tile effects.	Hot Spot - 25% of Steamed Tiles will become Smoked Tiles.Boiled Over - 25% of Smoked Tiles will become Steamed Tiles.Shaky Ground - All Steamed Tiles and Smoked Tiles will switch places.	Night - Sun does not fall from the sky under any circumstances.
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===Crystal Cove===
Crystal Cove is the eighth Region unlocked in the game. Crystal Cove has a unique rotating lawn that is influenced by a number of different mechanics, making it unpredictable.
Modifiers 	Ambushes 	Time
Crystal Cove Lawn - Crystal Cove's lawn is made up of a bunch of 2x2 tile segments, and the lawn is made up of 3x5 segments, which causes the lawn's effective size to be 6x10 tiles instead of the regular 5x9 tiles. This is important because of Crystal Cove's rotation gimmicks. Every 30 seconds, each of the segments will rotate 90° clockwise, changing the positions of plants, grid items, and zombies standing on that segment. Flying zombies are not affected by this.	Instant Rotation - All segments automatically rotate outside of the regular 30-second window. This does not reset the cooldown for the 30-second rotation, which can cause rapid and severe rotating.Counter Shift - The direction for segment rotation is changed from clockwise to counterclockwise. When this Ambush is triggered again, the rotation direct changes back to clockwise.Large Rotation - This triggers alongside either Instant Rotation or the regular 30-second rotation, and causes that rotation to be 180° instead of 90°. No huge effects, just a larger rotation than usual.	Day - Sun falls from the sky and does so at a normal rate.
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===Star Fleet Hangar===
Star Fleet Hangar is the ninth Region unlocked in the game. Star Fleet Hangar has a huge ravine that cuts the lawn in two, along with a different lawn size in general.
Modifiers 	Ambushes 	Time
Star Fleet Hangar - Star Fleet Hangar's lawn is 7x6 tiles (shorter to avoid making it easier) instead of the regular 5x9 tile lawn featured in most other Regions. This is because the center 3 tiles are not accessible for plants or zombies (or anything, really). Low Gravity - Projectiles from both plants and zombies move 50% slower and knockback effects are amplified by 50%.Ravine - A massive crack cuts through the lawn, spanning from lane 3 to lane 5 and dividing the lawn in two. Plants can't be planted on the ravine and any zombies that fall in will be vanquished. Effectively, this means lanes 1 and 2, and then 6 and 7 are used, with the others being useless. Flying zombies can travel safely over the ravine, requiring very specific plants to be used.	Asteroid - An asteroid or two falls from the sky, dealing 325 damage to random plants. If it lands on an empty tile or destroys a plant, it leaves behind some debris that absorbs 600 damage.Moon Winds - Moon Winds sweep through the lawn with similar mechanics to icy winds from Frostbite Caves (not at all in function, but in motion). They push zombies towards the left a little bit and also affect projectiles. Blover's blowing force is the same as the Moon Winds' blowing force.	Night - Sun does not fall from the sky under any circumstances.
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===Pumpkin Graveyard===
Pumpkin Graveyard is the tenth Region unlocked in the game. Pumpkin Graveyard comes with a terrifying Infected Heart gimmick that consumes zombie souls to spread the infection. It also has a gigantic lawn.
Modifiers 	Ambushes 	Time
Pumpkin Graveyard - Pumpkin Graveyard's lawn is 10x18 tiles, unlike other Regions with much, MUCH smaller lawns.Infected Heart - An Infected Heart lies somewhere near the center or slightly to the right of the lawn, absorbing the "souls" of defeating zombies. When a zombie is defeated anywhere on the lawn, their soul is taken into the Infected Heart which then spreads 1-4 tiles of Infection based on the zombie's max health around it (prefering to spread out, like Sludge-shroom's sludge).Infection - Infection tiles provide a 25% damage and 25% speed boost to zombies walking on them, which lingers for around 3 seconds after they step off the Infection.	Instant Infection - Causes the Infected Heart to spread 8 Infection tiles along its edges. Simulates the defeat of two high-health zombies.Healing Infection - Heals all zombies that are standing on Infection tiles to be healed for 1200 health.Harming Infection - All plants that are currently vibing on Infection Tiles will suffer 195 damage, which is the equivilant of three bites. Use healers!	Night - Sun does not fall from the sky under any circumstances.
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===Rumble Jungle===
Rumble Jungle is the eleventh Region unlocked in the game. The mysteries of Rumble Jungle await those brave enough to navigate its complex dynamics, including its water streams, stones, and repulsive Mist Flowers.
Modifiers 	Ambushes 	Time
Rumble Jungle - Rumble Jungle's lawn is 6x9 tiles, so that there is more room for the gimmicks to work together.Water - Water streams flow across the lawn, making parts of it unplantable as this game doesn't come with any kind of aquatic plants or anything of that nature. Zombies moving in the same direction as the water flow will move 100% faster, in the opposite direction they will move 50% slower. If the current is flowing up or down, the zombies will be pushed every 5-7 seconds.Stones - Stones generate on the lawn, blocking projectiles and planting as well as absorbing 2000 damage before breaking.Mist Flowers - Ancient plant-like organisms that generate on the lawn and block planting, and when a zombie steps on them they will emit a toxic spore aura in a 3x3 area that slows plants down by 80% and deals 325 damage over 25 seconds (13 every second). The aura increases zombie speed by 20% and heals them for 120 health every second instead. Mist Flowers go on a 40-second cooldown after triggering.	Forced Flow - All water streams force zombies in them to move a tile in the direction that they are flowing, even if they're moving horizontally.New Growth - A new Mist Flower grows on an empty tile. There is also a 25% chance that instead an existing Mist Flower is destroyed.Impish Ambush - A pair of cunning Pollinated Imps burst out of each Mist Flower, landing a tile leftward. These Imps specifically can never trigger the Mist Flower. How did they even fit in there?	Day - Sun falls from the sky and does so at a normal rate.
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===Glacial Gulch===
Glacial Gulch is the twelfth Region unlocked in the game. In the heart of the icy unknown, where frosty winds whisper secrets through ancient glaciers and the moonlight casts an ethereal glow upon the frozen landscape, lies the enigmatic realm known as Glacial Gulch. Survive slippery ice, powdery snow, and a constant snowstorm as well as periodic fog.
Modifiers 	Ambushes 	Time
Ice - Ice patches and streaks appear on the lawn, speeding zombies up by 50%. However, it also causes them to slide when they are pushed around or moved in any way, with some weird physics.Powder Snow - The entire lawn is made up of snow. Some splotches are powder snow, which can't be planted on and slows zombies down by 25%.Snowstorm - Snow constantly rains down from above, piling up on plants that aren't either icy, fiery, or near something warm. If the snow piles up enough, it'll start to severely slow plants down by up to 80%.Fog - Fog generally covers up to the 5th column, but it can roll in or out a little bit over the level. Use Plantern to see through the fog.	Heavy Snow - All plants have a 50% chance to have snow piled on them.Fog Healing - All zombies in the fog will be healed for 40% of their maximum health. If they have more than 6000 health normally, they'll be healed for 30% instead.Yeti Rush!!! - A total of 8-10 Yeti Imps spawn on random tiles concealed by fog.	Night - Sun does not fall from the sky under any circumstances.
===Fiery Forge===
Fiery Forge is the thirteenth Region unlocked in the game. Fiery Forge is a massive armory complex located deep in the heart of a raging volcano, where the temperature never drops below a million degrees. Maybe not a million degrees, but it's pretty hot. As the youth would say, it's dripping with the hot-hot rizz.
Modifiers 	Ambushes 	Time
Flames - Flames burn across the lawn, which damage zombies that walk through and can be planted on but will go out upon doing so. They'll kick up and extinguish themselves over the course of the level as well.Lava - Lava generates in patches around the lawn, it can't be planted on and zombies will take damage when they walk through it.Tool Shelves - Tool Shelves appear on the lawn and give various types of powerful equipment to zombies that walk by.Excessive Heat - Sun-producing plants are too hot to produce sun at their normal rates. They'll instead produce sun 50% slower.	Meteor Rain - Meteors rain from the sky, dealing damage to random tiles of plants and zombies.Wild Flames - All Flames burn out but spread to 2-3 adjacent tiles.	Night - Sun does not fall from the sky under any circumstances.
===Golden Ivy Citadel===
Golden Ivy Citadel is the fourteenth Region unlocked in the game. It's an ancient place of nature and peace, but it's under attack by zombies now! You must defend the Golden Ivy Citadel and its musical secrets! You'll be flooded with sun as you fight on the side of the Citadel.
Modifiers 	Ambushes 	Time
Harmony Tiles - There are a number of different Harmony Tiles on the lawn. Matching plants that cover all Harmony Tiles get a power boost, but in any other situation the plants will be half as effective.Sun Dance - All zombies that come together in a column will get a collective speed boost and damage boost.Alignment - Align sun producers around other types of plants to amplify their effects. If the Alignment is broken, they will all be stunned for a short time.	Harmonic Resonance! - All plants on Harmony Tiles that aren't matching will be stunned for a time. Matching plants will instead be powered up for a time.	Day - Sun falls from the sky and does so at a normal rate.
===Geiger Sewers===
Geiger Sewers is the fifteenth Region unlocked in the game. Descend into the depths of the Geiger Sewers, a perilous realm where mutated flora and zauna thrive amidst the pulsating radiation, posing a formidable challenge to any who dare to venture within.
Modifiers 	Ambushes	Time
Geiger Sewers - The size of the lawn in Geiger Sewers is idiotic in nature. Few can deny that classification, as it is 7x7 tiles.Vaguely Acidic Water: - It's water. You can't plant in water, because that's not how water really works. Sun that falls into water is destroyed.Nuclear Tiles - Water, but it hurts zombies and slows them down by 15%. They will, however, also move a bit faster and deal a bit more damage. Sun that falls into Nuclear Tiles is destroyed.	N/A 	Day - Sun falls from the sky and does so at a normal rate.
===Electrofire Plains===
Electrofire Plains is the sixteenth Region unlocked in the game. A vast, crispy flatland where the elements of nature combine, creating a fierce trek for those who wish to pass.
Modifiers 	Ambushes 	Time
Current Tiles - When stepped on, they create electric currant beams between each other, which does damage to plants and zombies.Chain Tiles - Constantly zaps whatever's on it and shoots bolts at members of the opposite team.Burnade Tile - Infuses the first thing that's planted on it with explosive power, and when that thing is destroyed it explodes explosively and does tons of damage.Fire Tile - When stepped on, creates flames across the lane that do constant damage to plants and zombies.	Lightning Strike - Infuses a plant or zombie with explosive speed. The tile it's striking glows before it strikes.Tripped Up - All trap tiles are activated immediately. Haha, scrub.	Day - Sun falls from the sky and does so at a normal rate.
===Angelic Heavens===
Angelic Heavens is the seventeenth Region unlocked in the game. Go straight to heaven illegally and encounter angels and horrors beyond our comprehension, such as almonds!
Modifiers 	Ambushes 	Time
Clouds - Angelic Heavens takes place in the clouds, and the lawn's size is 5x8 tiles instead of the usual 5x9 tiles.Holy Sun - The Holy Sun causes periodic bursts of sun to fall from the sky, but also bursts of zombie buffs.Holes - There are sometimes holes in the clouds where plants can't be planted, but due to the wonders of game design normal-sized/larger zombies can walk over them fine. Smaller non-native & non-flying zombies will fall out of the world.	Vengeful Sun - The Holy Sun will stop producing sun and instead steal sun from your bank for a short time.Rapture - Sometimes, a plant will just die.	Day - Sun falls from the sky and does so at a normal rate.
===Barnyard Farmyard===
Barnyard Farmyard is the eighteenth Region unlocked in the game. Where else would you go after surviving the fiery depths and heavenly skies? Bask in the friendly sunlight and cut down some wheat, but don't forget to plant more seeds for the locals. They're jealous of your crop!
Modifiers 	Ambushes 	Time
Overgrown Grass - Grass tiles grow over time into Overgrown Grass which serves as a plant-blocking grid item. You can't plant on Overgrown Grass, but if a grass tile grows while a plant is on it that plant now can't be dug up but still exists.Chicken Coops - Grid items which house 10-15 Zombie Chickens which are released when destroyed.	Grass Attack - Zombies appear from the overgrown grass. How were they even hiding in there? How does any of this even work?Goat Rain - A large number of Goats fall from the sky and keep going to attack you. There is a chance an individual falling Goat is replaced with a different Goat variant. You personallyThey Are Open - Chicken Coops release their Zombie Chickens.	Day - Sun falls from the sky and does so at a normal rate.
===Deep Diamond Mines===
Deep Diamond Mines is the nineteenth Region unlocked in the game. Go digging deep beneath the surface, searching for untold riches buried in the earth. Fight mindless miners and dusty delirium on your way to what is nearing the end of your adventure...
Modifiers 	Ambushes 	Time
Water - Water streams flow across the lawn, making parts of it unplantable as this game doesn't come with any kind of aquatic plants or anything of that nature. Zombies moving in the same direction as the water flow will move 100% faster, in the opposite direction they will move 50% slower. If the current is flowing up or down, the zombies will be pushed every 5-7 seconds.Stalactite - Hangs from the ceiling, can be knocked off with lobbing plants or loud noises and if they land on something, that something is probably dead. Then they become a grid item.Stalagmite - Can't be destroyed or removed, and blocks both plant and zombie attacks. Both sides have to work around it.	Forced Flow - All water streams force zombies in them to move a tile in the direction that they are flowing, even if they're moving horizontally.Diggerpalooza - A group of 2-5 Digger Zombies spawn across the lawn. They spawn already partially through the lawn, making them more threatening.Pickaxe Peril! - 2-3 disembodied Pickaxes like from Pickaxe Zombie fly in from the right side of the lawn.	Night - Sun does not fall from the sky under any circumstances.
===Sugarplum Valley===
Sugarplum Valley is the twentieth Region unlocked in the game. Savor the sugary sweets while you can: the zombies have a sweet tooth too! Watch both your step and for cavities; the lawn may be delicious, but it is oh so unsteady. It just needs more frosting. And take a cookie for the road, too: you'll need it.
Modifiers 	Ambushes 	Time
Leaning Lawn of Sugar - The entire lawn is a seesaw. What? Based on the weight of things on the lawn, the lawn will tilt and the elevation mechanics change with it. It's insanity.Rotating Lawn - Sometimes the lawn rotates as well, just to fuck with you. This Region makes no sense.Long Lawn - The lawn is 5x18 tiles in size instead of the usual 5x9, so you'll have to scroll left or right to see the whole thing.Caramel River - Zombies move slower through the river, but they will constantly be healed.Sugar Snow - It snows sugar, which accumulates on empty tiles and goes away when planted on or shoveled but adds weight for the tilting lawn gimmick.	What The Hell Is Going On - The lawn starts suddenly shaking, spinning rapidly, and tilting up and down for around 5-7 seconds. What?More Sugar - An especially large bunch of sugar just suddenly falls from the heavens. Thanks, Holy Chomper!Sugar Rush - Cunning Imps burst out of a number of sugar piles.Chomper - A Chomper appears on a random tile. If it's March 5th, you win instead.	Day - Sun falls from the sky and does so at a normal rate.
===Zomboss Island===
Zomboss Island is the final set of extra-challenging levels before you complete Plants vs. Zombies: Road Trip. Strap in for a wild ride: it's not gonna be easy. Face every foe you've met along this long journey, and then some new ones too. Watch the lawn rain goats, fill with waste, strengthen all your foes, and tilt them all into your defense. Whether it be rain, shine, night, or dawn, there will always be zombies afoot. Prepare your shovel, your gardening gloves, and your quivering knees. Try not to run out of gas now: your road trip is about to end.
Modifiers	Ambushes	Time
N/A 	N/A 	Variable - Some levels are day, others are night.
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==Milestone Bosses==
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Milestone Bosses are special, extremely powerful enemies that can only be tracked down using Battle Axes from Milestone Levels. They're decoupled from the main Adventure system, so you could hypothetically complete the entire game without ever seeing one. 
The difficulty of the Milestone Boss is based on the tier of the Battle Axe used to fight it.
* Bronze Battle Axes are obtained from Difficulty I Milestone Levels, and are the easiest and least rewarding.
* Silver Battle Axes are obtained from Difficulty II Milestone Levels, and are a bit more challenging and more rewarding.
* Golden Battle Axes are obtained from Difficulty III Milestone Levels, and are more difficult and very rewarding.
There's also a level to the Battle Axes. Based on the Region the Milestone Level was part of, the Battle Axe will be leveled. The higher the level of the Battle Axe, the harder and more rewarding the Milestone Boss will be. So if you combine the two systems together, there's quite a bit of control.
Completing a Milestone Boss level will award lots of coins and trial tacos, but you can only play a Milestone Boss level once every 12 hours. Bronze Milestone Bosses have a 25% chance to drop 1 Hammer, Silver Milestone Bosses have a 50% chance to drop 1 Hammer, and Golden Milestone Bosses always drop 1 Hammer.
Zombie 	Ability
Mr. Biggs 	An enormous zombie with strange and mysterious powers. Hangs out on the right side of the lawn and summons groups of zombies that go and attack your plants. Throws a number of different Imp variants around the lawn, especially at your plants, dealing impact damage. Can also boost the speed and damage of zombies with powerful coffee boosts. Professional!
Health 	An enormous zombie with strange and mysterious powers. Hangs out on the right side of the lawn and summons groups of zombies that go and attack your plants. Throws a number of different Imp variants around the lawn, especially at your plants, dealing impact damage. Can also boost the speed and damage of zombies with powerful coffee boosts. Professional!
24,000 (I)
48,000 (II)
96,000 (III)	An enormous zombie with strange and mysterious powers. Hangs out on the right side of the lawn and summons groups of zombies that go and attack your plants. Throws a number of different Imp variants around the lawn, especially at your plants, dealing impact damage. Can also boost the speed and damage of zombies with powerful coffee boosts. Professional!
Lost Gothic 	A shadowy figure with eerie powers, Lost Gothic drifts around the far side of the lawn, calling forth various spooky creatures to wreak havoc on your defenses. With her unpredictable nature, she sends waves of Zom-Blobs, Bats, Spooky Ghosts, and Zom-Globs to attack from unexpected angles. As time passes, her summoning intensifies, unleashing even more chaos. When finally defeated, she conjures a swarm of Bats to strike back at your plants in one last haunting effort. Naughty!
Health 	A shadowy figure with eerie powers, Lost Gothic drifts around the far side of the lawn, calling forth various spooky creatures to wreak havoc on your defenses. With her unpredictable nature, she sends waves of Zom-Blobs, Bats, Spooky Ghosts, and Zom-Globs to attack from unexpected angles. As time passes, her summoning intensifies, unleashing even more chaos. When finally defeated, she conjures a swarm of Bats to strike back at your plants in one last haunting effort. Naughty!
26,000 (I)
,000 (II)
,000 (III)	A shadowy figure with eerie powers, Lost Gothic drifts around the far side of the lawn, calling forth various spooky creatures to wreak havoc on your defenses. With her unpredictable nature, she sends waves of Zom-Blobs, Bats, Spooky Ghosts, and Zom-Globs to attack from unexpected angles. As time passes, her summoning intensifies, unleashing even more chaos. When finally defeated, she conjures a swarm of Bats to strike back at your plants in one last haunting effort. Naughty!
Imp Machine 	A towering mechanical monstrosity, equipped with only the strongest artillery and most effective cupholders. The Imp Machine launches a barrage of rockets from its powerful cannons, scattering chaos across the lawn. Its crushing footsteps can demolish even the toughest defenses, while its Imp launchers rain destruction from above. When severely damaged, the Imp Machine goes into overdrive, launching rockets at an even faster rate before self-destructing in a devastating explosion. Mechanical!
Health 	A towering mechanical monstrosity, equipped with only the strongest artillery and most effective cupholders. The Imp Machine launches a barrage of rockets from its powerful cannons, scattering chaos across the lawn. Its crushing footsteps can demolish even the toughest defenses, while its Imp launchers rain destruction from above. When severely damaged, the Imp Machine goes into overdrive, launching rockets at an even faster rate before self-destructing in a devastating explosion. Mechanical!
22,000 (I)
,000 (II)
,000 (III)	A towering mechanical monstrosity, equipped with only the strongest artillery and most effective cupholders. The Imp Machine launches a barrage of rockets from its powerful cannons, scattering chaos across the lawn. Its crushing footsteps can demolish even the toughest defenses, while its Imp launchers rain destruction from above. When severely damaged, the Imp Machine goes into overdrive, launching rockets at an even faster rate before self-destructing in a devastating explosion. Mechanical!
Grand Warlord 	Grand Warlord is a powerful force on the battlefield, constantly restoring the health of his fellow zombies while keeping himself strong. His healing touch bolsters their durability, even pushing them beyond their usual limits. As the fight wears on, his ability to heal becomes even more rapid, intensifying the pressure on your defenses. Upon his defeat, Grand Warlord leaves behind one final surge of energy, restoring all zombies to an incredibly fortified state, making them even harder to bring down. Old!
Health 	Grand Warlord is a powerful force on the battlefield, constantly restoring the health of his fellow zombies while keeping himself strong. His healing touch bolsters their durability, even pushing them beyond their usual limits. As the fight wears on, his ability to heal becomes even more rapid, intensifying the pressure on your defenses. Upon his defeat, Grand Warlord leaves behind one final surge of energy, restoring all zombies to an incredibly fortified state, making them even harder to bring down. Old!
24,000 (I)
48,000 (II)
96,000 (III)	Grand Warlord is a powerful force on the battlefield, constantly restoring the health of his fellow zombies while keeping himself strong. His healing touch bolsters their durability, even pushing them beyond their usual limits. As the fight wears on, his ability to heal becomes even more rapid, intensifying the pressure on your defenses. Upon his defeat, Grand Warlord leaves behind one final surge of energy, restoring all zombies to an incredibly fortified state, making them even harder to bring down. Old!
Dr. Zapslot 	A master of technology and chaos, Dr. Zapslot uses his advanced gadgets to disrupt and disable plant defenses. His electromagnetic powers send waves of energy across the lawn, shocking and stunning plants in his way. With his tesla coil traps and robotic body, Dr. Zapslot creates an electric field that makes it dangerous for any plant to get too close. If pushed to his limit, his self-repair systems kick in, restoring his health as he continues to unleash electrifying attacks.
Health 	A master of technology and chaos, Dr. Zapslot uses his advanced gadgets to disrupt and disable plant defenses. His electromagnetic powers send waves of energy across the lawn, shocking and stunning plants in his way. With his tesla coil traps and robotic body, Dr. Zapslot creates an electric field that makes it dangerous for any plant to get too close. If pushed to his limit, his self-repair systems kick in, restoring his health as he continues to unleash electrifying attacks.
20,000 (I)
,000 (II)
,000 (III)	A master of technology and chaos, Dr. Zapslot uses his advanced gadgets to disrupt and disable plant defenses. His electromagnetic powers send waves of energy across the lawn, shocking and stunning plants in his way. With his tesla coil traps and robotic body, Dr. Zapslot creates an electric field that makes it dangerous for any plant to get too close. If pushed to his limit, his self-repair systems kick in, restoring his health as he continues to unleash electrifying attacks.
Olds Cool 	A groovy zombie with a massive afro and bell-bottoms, Olds Cool slides onto the battlefield with funky dance moves. Wherever he goes, he summons a group of Olds Slightly-Less-Cools, smaller zombies that mirror his moves and swarm plants with Disco Zombies. His dance fever is contagious, giving nearby zombies a boost in speed and attack power as long as he keeps boogieing. If he’s taken down, his last dance sends a shockwave across the lawn, stunning nearby plants.
Health 	A groovy zombie with a massive afro and bell-bottoms, Olds Cool slides onto the battlefield with funky dance moves. Wherever he goes, he summons a group of Olds Slightly-Less-Cools, smaller zombies that mirror his moves and swarm plants with Disco Zombies. His dance fever is contagious, giving nearby zombies a boost in speed and attack power as long as he keeps boogieing. If he’s taken down, his last dance sends a shockwave across the lawn, stunning nearby plants.
20,000 (I)
,000 (II)
,000 (III)	A groovy zombie with a massive afro and bell-bottoms, Olds Cool slides onto the battlefield with funky dance moves. Wherever he goes, he summons a group of Olds Slightly-Less-Cools, smaller zombies that mirror his moves and swarm plants with Disco Zombies. His dance fever is contagious, giving nearby zombies a boost in speed and attack power as long as he keeps boogieing. If he’s taken down, his last dance sends a shockwave across the lawn, stunning nearby plants.
Barnacle Jones	An old pirate captain brought back from the depths, Barnacle Jones is covered in seaweed and barnacles. He swings a massive anchor, smashing through any plants in his path. His special ability allows him to call forth ghostly sea creatures, like spectral crabs or jellyfish, to assist him in battle. When Barnacle Jones is vanquished, he sinks back into the earth, leaving behind patches of coral that damage plants over time.
Health 	An old pirate captain brought back from the depths, Barnacle Jones is covered in seaweed and barnacles. He swings a massive anchor, smashing through any plants in his path. His special ability allows him to call forth ghostly sea creatures, like spectral crabs or jellyfish, to assist him in battle. When Barnacle Jones is vanquished, he sinks back into the earth, leaving behind patches of coral that damage plants over time.
20,000 (I)
,000 (II)
,000 (III)	An old pirate captain brought back from the depths, Barnacle Jones is covered in seaweed and barnacles. He swings a massive anchor, smashing through any plants in his path. His special ability allows him to call forth ghostly sea creatures, like spectral crabs or jellyfish, to assist him in battle. When Barnacle Jones is vanquished, he sinks back into the earth, leaving behind patches of coral that damage plants over time.
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== Arcade ==
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Casual gameplay! Have some fun playing unique and interesting minigames. Mini-games are game modes that have the player choose plants, use a conveyor belt to provide plants or force the player to use a set of plants to complete a certain goal. New mini-games will be added regularly!
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===Classics===
*Slot Machine - The player must spend 2 sun to pull the lever in order to get plants, more sun, or sometimes Plant Food, while at the same time they must defend their house from zombies. In order to complete this mini-game, the player must acquire 100 sun.
*It's Raining Seeds - Seed packets fall from the sky in this mini-game, and they will disappear if the player does not plant their plants shortly after they fall.
*Column Like You See 'Em - Play on a traditional 5x10 lawn but with a twist - each plant the player plants will be duplicated on each lane in that column, and the zombies will come in much greater numbers.
*Survival of the Greenest - The player starts with 60 sun and must survive for at least ten waves, but can continue afterwards. The player cannot plant free plants or sun producers. The player must plan a strategy before starting. Every round passed grants the player 6 more sun.
*Hungry Hungry Guacodile - The player controls a Guacodile line which slowly gets longer and longer. The player must try to defeat all the zombies without touching any of their other Guacodiles.
*Seeing Stars - The player has to fill up certain tiles on the lawn with Starfruit to form the shape of a giant star. The player will lose the level if their brains get eaten or after 5 minutes.
*Bonk Beat - The player manually controls two Bonk Choys to punch (and instantly vanquish) Browncoats. Browncoats will come very quickly, exclusively on the two lanes, but will come in very specific patterns, so that when the player taps the Bonk Choy to kill them it is synchronized with the background music (a random track from the original Plants vs. Zombies). Punching off-beat will stun all Bonk Choys for 2 seconds.
*Mix and Match - The player must tap on the signs of Billboard Zombies to reverse them and reveal a symbol and match the ones of the same kind in order to vanquish them. It requires a little bit of strategy rather than just tapping randomly. There is a Sun, Bucket, and Skull symbol.
*Invisi-Ghoul - Play on a traditional 5x10 night lawn with a haunted twist - all zombies are invisible, so you'll never know what's coming! You'll want to prepare plants in all plants, as zombies come in greater numbers and only your plants will be able to see those ghoulish ghouls.
*Grave Mistake - Play on a traditional 5x10 night lawn but with a spooktacular twist - each plant the player plants loses 4% of its max health every second, meaning that each plant has a maximum lifetime of 25 seconds. You'll have to fight smart and think fast, you must survive for 10 minutes to complete this mini-game.
*Damage Boosters - Both plants and zombies deal twice as much damage as usual! This affects both direct attacks as well as debuffs such as poison or grid items like lava.
*Column Like You See 'Em - All plants will spawn in all five lanes when played! In exchange, the zombies appear in much larger groups and with tougher enemies than usual.
*Seed Packet Shuffle - Play with a random set of plants, which rotates out into another random set every 60s. Make do with whatever you end up getting to win!
*Shakeboard - Play fairly normal levels but every 60 seconds, your plants are moved to random spots on the lawn! Play around the erratic shakeboard to claim victory in these levels.
*It's Raining Goats - What do you even think this level's gonna be? Survive a zombie attack consisting in its entirety of raining Goats! Chances for Goat variants to spawn are also drastically increased.
*Radish Revenge - Tons of zombies. Five Radishes. Swipe, carry, and use them to your best ability to survive several flags of zombie ferocity! Protect each Radish while you can, as when one's gone, they're gone forever.
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===Hardcore===
*Slots of Doom - Identical to traditional Slot Machine, but the lever costs 4 sun, takes twice as long to spin, there are three times as many zombies, and you need 300 sun to win.
*It's Drizzling Seeds - Identical to traditional It's Raining Seeds, but there are three times as many zombies, seed packets spawn 50% slower, fall 50% faster, and disappear when they hit the ground.
*Bonk Bruising - Identical to traditional Bonk Beat, but the background music is a random song from Neon Mixtape Tour, there are five Bonk Choys and five lanes, and there are twice as many zombies.
*Survival of the Meanest - Identical to traditional Survival of the Greenest, but the player starts with 40 sun, the player can only choose 4 plants, there are twice as many zombies, and the player only gains 3 sun after each round.
*Shattered and Scattered - Identical to traditional Mix and Match, but there is a Sun, Bucket, Skull, Clover, Leaf, and Roadcone symbol, the Billboard Zombies move 50% faster, and there is a 1-second cooldown between taps.
*Fatal Flaw - Identical to traditional Grave Mistake, but plants lose 10% of their health every second (instead of 4%, lifetime of 10 seconds instead of 25) and the player must survive for 15 minutes instead of 10.
*Earthquake - Identical to traditional Shakeboard, but plants move to random positions every 10 seconds instead of every 60 seconds and zombies spawn in much larger groups than usual along with half starting sun.
*It's Storming Goats - Identical to traditional It's Raining Goats, but every Goat is now a Goat variant, Goats can land closer to home, and there are also double the Goats.
*Radish Hell - Identical to Radish Revenge, except you now have four Radishes to defeat double the zombies. One Radish is also taken away from you halfway through the level, no matter how many you have at that point (if any).
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===Challenge Packs===
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*Wall-nut Bowling - In Wall-nut Bowling, the player uses Wall-nuts to attack zombies by placing them behind the red line and rolling them towards zombies. When a Wall-nut hits a zombie, it will roll away at an angle, possibly hitting more zombies. Occasionally, the conveyor belt will bring Explode-o-Nuts, which are red Wall-nuts that will explode in a 3x3 area dealing twice as much damage as a normal Wall-nut. Another possibility is a Primal Wall-nut, which deals the same amount of damage as a normal Wall-nut and bounces the same way but also stuns zombies for 6s when they're hit. Lastly is the Jugger-nut, which keeps rolling down the lane, not moving into other lanes, hitting anything in its path. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Wall-nut Bowling Challenge Pack	Wall-nut Bowling Challenge Pack	Wall-nut Bowling Challenge Pack 	Wall-nut Bowling Challenge Pack 	Wall-nut Bowling Challenge Pack	Wall-nut Bowling Challenge Pack
Name 	Conveyor Speed 	Nut Rarity 	Zombies 	Waves 	Primary Reward
Bowling Shoes 	3 sec 	Wall-nut (100%) 	Browncoat (1 hit), Conehead (2 hits), Buckethead (3 hits), Brickhead (4 hits) 	9 	10000 coins
Alleyway Blast 	3 sec 	Wall-nut (85%), Explode-o-Nut (15%) 	Hot Dog Imp (1 hit), Cell Phone Zombie (3 hits), Disco Zombie (2 hits), Backup Dancer (1 hit) 	7 	10000 coins
Mixed Tricks 	2 sec 	Wall-nut (70%), Explode-o-Nut (30%) 	Actor (2 hits), Brickhead (4 hits), Wild Cowboy (1 hit), Punk Zombie (1 hit) 	8 	10000 coins
Oops! All Bombs! 	3 sec 	Explode-o-Nut (100%) 	Gargantuar (10 hits), Imp (1 hit), Rodeo Legend (4 hits), Bull Rider Imp (2 hits), Glitter Zombie (2 hits), Cell Phone Zombie (3 hits) 	5 	10000 coins
Strike! 	3 sec 	Wall-nut (80%), Explode-o-Nut (10%), Jugger-nut (10%) 	Impfinity Clone (2 hits), Street Ninja (2 hits), Mecha-Tron Dino (4 hits), Actor (2 hits), Black Knight (3 hits) 	12 	10000 coins
New Ball 	2 sec 	Wall-nut (50%), Explode-o-Nut (25%), Primal Wall-nut (25%)	Browncoat (1 hit), Conehead (2 hits), Buckethead (3 hits), Brickhead (4 hits), Flag Zombie (1 hit), Glitter Zombie (2 hits), Jumpsuit Trainee (2 hits)	5 	10000 coins
Breaking Barriers 	3 sec 	Wall-nut (70%), Explode-o-Nut (20%), Jugger-nut (10%) 	Billboard Zombies (2 hits), Brickhead (4 hits), Disco Zombie (2 hits), Backup Dancer (1 hit) 	8 	10000 coins
Tough Love 	3 sec 	Primal Wall-nut (50%), Jugger-nut (50%) 	Imp (1 hit), Buckethead (3 hits), Brickhead (4 hits), Gargantuar (10 hits), Rodeo Legend (4 hits), Bull Rider Imp (2 hits) 	9 	10000 coins
Knight of the Living Dead 	2 sec 	Wall-nut (50%), Jugger-nut (25%), Primal Wall-nut (25%) 	Black Knight (3 hits), Browncoat (1 hit), Conehead (2 hits), Hot Dog Imp (1 hit), Actor (2 hits) 	14 	10000 coins
Mixed Nuts 	3 sec 	Wall-nut (40%), Jugger-nut (40%), Explode-o-Nut (20%) 	Plunger Zombie (1 hit), Toxic Waste Imp (1 hit), Punk Zombie (2 hits), Glitter Zombie (2 hits) 	12 	10000 coins
Deja Vu 	2 sec 	Wall-nut (40%), Primal Wall-nut (60%) 	Browncoat (2 hits), Conehead (4 hits), Buckethead (6 hits), Brickhead (8 hits), Gargantuar (10 hits) 	8 	10000 coins
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*Vasebreaker - Vasebreaker involves breaking open vases to reveal its hidden contents that can be helpful or harmful to the player. The object remains the same: to build a defense to defeat the zombies, albeit carefully as the vases are randomized. The focus of this puzzle is to utilize the player's ability to think critically to formulate a strategy based on the various types of plants given, versus the stage's different types of zombies. Each vase will either have a plant or zombie in it, except for the green vases with leaves printed on them, which will always contain plants, and the purple vases with the zombie face, which will always contain zombies. Vasebreaker offers a unique variation on the basic gameplay by allowing the player to control the speed at which the new plants or zombies arrive. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Vasebreaker Challenge Pack	Vasebreaker Challenge Pack 	Vasebreaker Challenge Pack 	Vasebreaker Challenge Pack	Vasebreaker Challenge Pack
Name 	Plants 	Zombies 	Special Vases 	Primary Reward
Square One 	5x Peashooter, 4x Wall-nut, 2x Buttercup, 3x Bonk Choy 	6x Browncoat, 3x Conehead, 1x Buckethead 	2x Plant2x Zombie 	10000 coins
Corn Dogs 	5x Kernel-pult, 4x Fume-shroom, 5x Cabbage-pult 	8x Hot Dog Imp, 2x Dog Walker Zombie 	5x Plant3x Zombie 	10000 coins
Big Deal 	4x Melon-pult, 6x Orchidstra, 2x Buckshot 	11x Buckethead, 4x Jumpsuit Trainee, 3x Gargantuar 	4x Plant4x Zombie 	10000 coins
Hot Hands 	5x Onion Rings, 2x Powhai, 4x Guacodile Station 	3x Digger Zombie, 2x Firebreather, 2x Candle Imp 	11x Plant8x Zombie 	10000 coins
Pearful Planning 	10x Imp Pear 	2x Imp, 2x Hot Dog Imp, 2x Teacup Imp, 2x Bull Rider Imp, 2x Leprechaun Imp	0x Plant10x Zombie 	10000 coins
Power Bolts 	5x Lightning Reed, 3x Cyber Grass 	10x Bird Feeder, 10x Batty Witch 	4x Plant8x Zombie 	10000 coins
Loose Ends 	2x Moonflower, 5x Nightshade, 4x Shadow Peashooter, 5x Dusk Lobber	5x Funeral Crasher, 4x Zombones, 5x Moon Muncher, 2x Spooky Garghostuar 	9x Plant6x Zombie 	10000 coins
Sweet Tooth 	3x Phat Beet, 4x Chomper, 3x Fire Peashooter, 2x Shrinking Violet 	8x Donut Roller, 4x Donutron 5000, 5x Hot Dog Imp 	5x Plant9x Zombie 	10000 coins
Death Metal 	3x Gloom-shroom, 2x Zoybean Pod, 4x Pokra, 4x Blastberry Vine 	8x Zombones, 4x Punk Zombie, 3x Disco Zombie 	5x Plant3x Zombie 	10000 coins
Monster Mash 	3x Iceberg Lettuce, 3x Muckberry, 5x Disaster, 2x Burnade 	6x Zombones, 6x Egghead, 6x Gargantuar 	9x Plant15x Zombie 	10000 coins
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*I, Zombie: In I, Zombie, the player "plants" zombies with sun to destroy plants and get to the brains at the end of each row. A level is completed when all of the brains have been eaten, but if the player runs out of sun before all the brains are eaten, they will lose. Each Sunflower eaten gives you 8 sun. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly, but you always start off with 8 sun. Plants spawn from the 1st column to the column the Divider is in, and you can deploy zombies anywhere to the right of the Divider.
I, Zombie Challenge Pack	I, Zombie Challenge Pack 	I, Zombie Challenge Pack 	I, Zombie Challenge Pack	I, Zombie Challenge Pack
Name 	Zombies 	Plants 	Divider Location 	Primary Reward
Brainz? 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun) 	6x Potato Mine, 6x Sunflower, 2x Chomper, 4x Starfruit, 2x Wall-nut 	Column 6 	10000 coins
Floral Scent 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun) 	3x Imp Pear, 3x Snapdragon, 3x Sunflower, 7x Muckberry, 7x Bloomerang, 7x Bonk Choy 	Column 8 	10000 coins
Tension 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun) 	4x Sunflower, 10x Spikeweed, 8x Pepper-pult, 8x Fume-shroom, 3x Wall-nut, 3x Lightning Reed 	Column 6 	10000 coins
Happy P-Day 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun) 	8x Cabbage-pult, 8x Kernel-pult, 8x Pepper-pult, 8x Chomper, 8x Pokra, 8x Nightshade, 8x Fire Peashooter, 8x Sunflower	Column 8 	10000 coins
Big Brain Time 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun), Disco Zombie (6 sun), Impfinity Clone (5 sun), Gargantuar (15 sun) 	2x Chomper, 8x Snapdragon, 4x Wall-nut, 2x Guacodile Station, 2x Lightning Reed, 12x Sunflower 	Column 6 	10000 coins
Giant Problem 	Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun), Disco Zombie (6 sun), Impfinity Clone (5 sun), Gargantuar (15 sun), Super Shark Sub (20 sun)	6x Pokra, 4x Cyber Grass, 4x Imp Pear, 4x Chomper, 2x Squash, 8x Sunflower 	Column 5 	10000 coins
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*Beghouled: The lawn will be filled with plants, and the player can swap adjacent plants to form a match of at least three to make them to disappear and gather sun (1 sun for a match of 3, 2 sun for a match of 4, and 3 sun for a match of 5 or more). When matched, the plants will disappear and replacements will drop down from the top of the screen; making longer matches, creating multiple matches with one swap (known as a combo) or creating additional matches from dropped plants (known as a cascade) will award 3 extra sun for each individual match compared to a standard match. When a plant is eaten, a crater will be formed which prevents further plants from filling that tile. The sun gathered from matches can be used to upgrade the types of plants present on the field (as well as any other plant of the same type dropping down) instead of the normal ones. The goal of the mini-game is to reach the specified number of matches while preventing the zombies from making it across the lawn. Some plants have received branching upgrade paths which are mutually exclusive, which means that once a path is picked, the other is unavailable for the rest of the level. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Upgrade Paths
Peashooter ➠ Fire Peashooter (35 sun) ➠ Shadow Peashooter (80 sun)Wall-nut ➠ Buttercup (30 sun) ➠ Chard Guard (60 sun) ➠ Blockoli (100 sun)Puff-shroom ➠ Fume-shroom (20 sun) ➠ Gloom-shroom (65 sun)Cabbage-pult ➠ Kernel-pult (40 sun) ➠ Pepper-pult (85 sun) ➠ Melon-pult (100 sun)Pine Needler ➠ Bloomerang (30 sun) ➠ Rindbreaker (100 sun)Bonk Choy ➠ Celery Stalker (45 sun) ➠ Pokra (75 sun)Rotobaga ➠ Starfruit (50 sun)Snapdragon ➠ Astrocado (100 sun)Zoybean Pod ➠ Cyber Grass (85 sun)''
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Beghouled Challenge Pack	Beghouled Challenge Pack 	Beghouled Challenge Pack 	Beghouled Challenge Pack	Beghouled Challenge Pack
Name 	Zombies 	Plants 	Match Goal 	Primary Reward
Nutrition Domination 	Browncoat, Conehead, Buckethead, Pop Star, Jumpsuit Trainee, Hot Dog Imp, Teacup Imp, Donut Roller, Glitter Zombie 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult 	150 Matches 	10000 coins
Quickdraw 	Browncoat, Conehead, Buckethead, Bling Shark, Hot Dog Imp, Imp, Teacup Imp, Balloon Zombie, Disco Zombie, Donut Roller, Punk Zombie 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler 	200 Matches 	10000 coins
Boogie Brainz 	Browncoat, Conehead, Buckethead, Digger Zombie, Winged Warrior, Actor, Breakdancer, Balloon Zombie, Disco Zombie, Moon Muncher 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy 	250 Matches 	10000 coins
Progressive 	Browncoat, Conehead, Buckethead, Plunger Zombie, Dog Walker Zombie, Cell Phone Zombie, Bird Feeder, Batty Witch, Trunk Zombie, Glitter Zombie 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga 	300 Matches 	10000 coins
Flintlock 	Browncoat, Conehead, Buckethead, Bling Shark, Hot Dog Imp, Disco Zombie, Donut Roller, Wild Cowboy, Moon Muncher, Power Walker, Teacup Imp 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon 	350 Matches 	10000 coins
Bag of Tricks 	Browncoat, Conehead, Buckethead, Hot Dog Imp, Arcade Zombie, Punk Zombie, Black Knight, Zombones, Wild Cowboy, Rodeo Legend, Power Walker, Gargantuar	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon, Zoybean Pod	400 Matches 	10000 coins
Endurance Test 	Any 	Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon, Zoybean Pod	800 Matches 	10000 coins
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==Stickers==
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Stickers are emotes that are always available to use in any sort of gameplay that happens to be multiplayer-oriented, or just in a regular level if you're having a particularly jolly or rough time. Basic Stickers can be purchased for 25,000 coins each, while Special Stickers are unlocked by completing a special quest or goal.
Hover a sticker's name to see where you get it from.
===Basic Stickers===
Smile</span></big> 	Giddy</span></big> 	Scared</span></big> 	Concern</span></big>
Sad</span></big> 	Angry</span></big> 	Mustached</span></big> 	Sunglasses</span></big>
Hypno</span></big> 	Stress</span></big> 	Funky</span></big> 	Terror</span></big>
Confusion</span></big>	Surprise</span></big> 	Doodle</span></big> 	Panic</span></big>
Nut Laugh</span></big>	Angry Nuts</span></big> 	Wall Wail</span></big> 	Shell Shocked</span></big>
Jolly Nut</span></big>	Pogger Pods</span></big> 	Pea Fury</span></big> 	Sunwink</span></big>
Unhappea</span></big> 	Pay Respects</span></big>	Common Corpse</span></big>	Going Viral</span></big>
===Special Stickers===
These stickers can only be unlocked from special challenges, achievements, or other special means.
Target Practice</span></big>	Razzled Dazzles</span></big>	Prime Mime Time</span></big>	Dottie Junior</span></big>
Power Yodel</span></big> 	Zomboner</span></big> 	Zom-B-Gone</span></big> 	Bruh Momento</span></big>
==Graveyard==
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Graveyard is an endless survival mode in Road Trip. You get 100 sun to make a defense, and get no more sun naturally nor can you use free plants or sun producers. The goal in Graveyard is to survive as many waves of zombies as you can to earn more and more rewards. Typically, you should be able to get to wave 30-40 or so, but it's possible to go much higher. Beginning a Graveyard run is completely free and has a 24-hour cooldown which starts once your run is finished.
Waves Completed	Zombie Power	Zombie Count	Zombie Density	Gained Sun	Earned Coins	Earned Gems	Earned Zombucks
1-4 	100 	20-30 	40% 	2 	250 	0 	0
5-9 	110 	30-40 	60% 	3 	500 	0 	0
10-19 	120 	40-50 	80% 	4 	1000 	0 	0
20-29 	140 	50-60 	100% 	5 	2000 	5 	0
30-39 	160 	60-80 	120% 	6 	3000 	10 	1
40-49 	180 	80-100 	140% 	7 	5000 	15 	1
50-79 	220 	100-140 	180% 	8 	8000 	20 	1
80-119 	300 	140-300 	260% 	9 	15000 	25 	2
120+ 	500 	300-640 	400% 	10 	25000 	30 	2
==Seasonal Adventures==
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Seasonal Adventures are a monthly set of 25 original levels that feature brand-new seasonal zombies each time! That's awesome, right! You also earn a special vine plant for FREE after completing the 25th level, and all the levels reset each time the Seasonal Adventure comes around so you can reclaim them all over again. Except for the vine, which is replaced with 200,000 coins if already owned. On the 5th, 10th, 15th, and 20th levels lie some other cool rewards as well (50,000 coins for the 5th level, 15 trial tacos for the 10th level, 100,000 coins for the 15th level, and 30 trial tacos for the 20th level). Each month has its own vine, and its own theme for zombies and the event as a whole.
These are the different Seasonal Adventures and their vine plant of choice:
*January - Backyard Big Top - Blastberry Vine
*February - Valenbrainz - Pyre Vine
*March - Luck o' the Zombie - Shine Vine
*April - Springening - Mind Vine
*May - Birthdayz - Mega Vine
*June - Brain Bowl - Power Vine
*July - Summer Nights - Venom Vine
*August - Pool Party - Aqua Vine
*September - Fall Harvest - Mirror Vine
*October - Lawn of Doom - Gloom Vine
*November - Food Fight - Pea Vine
*December - Feastivus - Shiver Vine
==Zombie Raids==
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Tapping on a Region's portrait will zoom you in for a personal view of the individual Region and its signature buildings. This is where you’ll find brand-new zombie raids, randomly generated levels with difficulty based entirely on the highest Region you've reached. Each day, 5-10 Zombie Raids will be scattered across all the Regions, and any ones that aren't completed before the next day begins will be removed and new ones will be generated again. On Saturday and Sunday, the number of Zombie Raids spawned is 7-15 instead of 5-10, and coin rewards are increased by 50%. Each consecutive Zombie Raid that is successfully defeated increases a Coin Reward Multiplier by 5% for a maximum of 100% more coins after completing 20 Zombie Raids successfully in a row. The Coin Reward Multiplier is destroyed if a Zombie Raid is lost. After completing a Zombie Raid, you have a 0.1% chance to earn a hammer. This chance increases by 0.1% each time it doesn't happen, with a maximum chance of 5% (achieved after 49 failed rolls).
====Primary Difficulty Modifier====
Region Reached 	Difficulty 	Coin Reward
Park Plaza 	5 (+/-1) 	250 coins
Sleepy Hollow 	5.5 (+/-1) 	500 coins
Mallow Marsh 	6 (+/-1.5) 	750 coins
Obscene Oozevoir 	6.5 (+/-1.5) 	1000 coins
Gold Rush Range 	7.5 (+/-2) 	1250 coins
Cyber Central 	8.5 (+/-2) 	1500 coins
Basalt Valley 	10 (+/-2.5) 	2000 coins
Crystal Cove 	11.5 (+/-2.5)	2500 coins
Star Fleet Hangar 	13.5 (+/-3) 	3000 coins
Pumpkin Graveyard 	15.5 (+/-3) 	4000 coins
Golden Ivy Citadel	18 (+/-3.5) 	5000 coins
Barnyard Farmyard 	23 (+/-4) 	6000 coins
==Tricky Truffle==
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Tricky Truffle is a special, mysterious little fungal friend who will appear in different Regions. Since each Region has a special scrollable/explorable area, there are plenty of places for Tricky Truffle to hide. You'll need to tap on the Trickle Truffle once you find it, and when you do you'll get a number of coins based on the highest Region reached. The Tricky Truffle will appear once every 2-3 days, and there is a 10% chance for there to be two Tricky Truffles that appear instead. Or is it the same Tricky Truffle, but just moving very quickly? Who knows!
Region Reached	Coin Reward
Region 1 	100 coins
Region 2 	250 coins
Region 3 	500 coins
Region 4 	750 coins
Region 5 	1000 coins
Region 6 	1500 coins
Region 7 	2000 coins
Region 8 	2500 coins
Region 9 	3000 coins
Region 10 	4000 coins
Region 11 	5000 coins
Region 12 	6000 coins
Region 13 	7000 coins
Region 14 	9000 coins
Region 15 	11000 coins
Region 16 	13000 coins
Region 17 	15000 coins
Region 18 	18000 coins
Region 19 	21000 coins
Region 20 	24000 coins
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<option weight="105">Thanks for being awesome!</option>
<option>fuck</option>
<option>poop mr pin</option>
<option>daniel shittington</option>
<option>maple syrup</option>
<option>banana party</option>
<option>ass crack</option>
<option>hoe</option>
<option>1</option>
<option>gei</option>
<option>deez nuts</option>
<option>lube</option>
<option>secret</option>
<option>😏</option>
<option>2</option>
<option>you are love</option>
<option>we are loved</option>
<option>dildo</option>
<option>oh canada</option>
<option>swag</option>
<option>add one that goes with banana party kalled BANANA!</option>
<option>go shiny hunting in the bottom left corner by reloading the page</option>
<option>big long pp</option>
<option></option>
</choose>
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