Dark Ages (Thymewarped)

Dark Ages is the 6th world in Plants vs. Zombies: Thymewarped, unlocked after beating Day 12 of Far Future. As its name suggests, Dark Ages takes place in the tenth century where culture and the economy slowly deteriorate mankind that follows the decline of the Roman Empire; large castles were built for kings while the peasants lived under their rule, working in farms or serving in the castles to help the king's armies in their quest for power.
The world is set at night, the first world in Thymewarped to be so, similar to Night from Plants vs. Zombies. Much like the world from the first game, sun does not fall from the sky making it more difficult to build powerful defences; and in return players are given many mushroom plants to keep up with the economy declination as many of them are cheap and help stall for time.
This world contains gravestones, similarly to Ancient Egypt's tombstones, is the main environment modifier of this world. Gravestones block straight-shot projectiles from hitting the zombies and a tile to plant, but absorbs 700 damage before disintegrating. Unlike tombstones from Ancient Egypt, these gravestones can rise from the ground and can contain either a Plant Food or extra sun in them. Grave Buster can be planted on tombstones to destroy them, while obstacle-breaking plants like Maypop Mechanic and Bamboo Spartan deal extra damage to them.
"Necromancy!" is the surprise attack of Dark Ages. When the ambush hits, multiple zombies will rise from the gravestones across the lawn.
During the second half of the world, purple and orange potions will rise from the ground much like in Dark Alchemy which has been removed as Dark Ages' brain buster. Orange potions increase the health of the zombie that steps on it while the purple potions increase its speed. Hypnotised zombies and non-Gargantuar Zomboids created by Zoybean Pod (my beloved) will also be buffed by the potions, while some zombies like Gargantuars will just ignore or destroy the potions.
After beating Night 12 of Dark Ages, players will get access to the Frostbite Caves and can proceed to pursuit Dr. Zomboss into the second prehistoric period of the game or remain in the sunless world of the Dark Ages.
==Game description==
Bring out your undead to the year 948! Harvest mushrooms in the dark of knight and get medieval on zombies from the days of yore!
==Order of events==
Upon beating Day 12 of Far Future, players can travel to the Dark Ages or remain in the future. Penny explains how sun doesn't fall during the night and should be wary of gravestones.
At the start of Night 2, Crazy Dave asks why some plants have a moon symbol over their sun cost, and Penny explains that some plants are Lunar plants, meaning they function differently during the day then they do during the night.
At the start of Night 5, Penny explains how the survivors have set up a castle for safety and that the player needs to plant along the pathway to keep them safe from harm, and gives them a tutorial on how to upgrade the plants as well.
When the player defeats Night 11's wave, a medieval scroll is rewarded, saying "By decree of Lord Zomboss: Please leave thoust brain on thine stoop". On Night 12, Dr. Zomboss states that the player's humours are out of balance, and suggests that the siphoning of their brains can cure this ailment. After this exchange, the player will go on to defeat the Executioner Gargantuar and Dave prefers his humours and brains unbalanced.
After the Gargantuar wave is beaten, players will get the option to continue fighting the zombies in the Dark Ages or travel all the way back to the Frostbite Caves.
At the start of Night 16, Penny warns that she detects magical properties all across the board, warning Dave and the player about their powerful properties. She also detects zombies using other forms of magic and suggests they keep a lookout.
At the start of Night 17, Penny warns that they are running out of sun resources, and suggests that they can get zombies to eat multiple Sun Beans to increase the amount of sun they make.
At the start of Night 25, Dr. Zomboss writes a note claiming that Plant Food is made out of zombies, which Penny says she should investigate. After the massive Gargantuar attacked is defeated, Penny comes back with proof that Plant Food is completely zombie-free and Dave states that the only plant that needs to eat zombies is Chomper as he needs the fibre.
During the Renaissance Rebirth outbreak, Penny warns the player that the zombies from the Renaissance Period have traveled back in time in order to enlighten the medieval zombies of the past and to improve their culture with the help of the new Bard Zombie. Obstacles such as Marble Mounds and Vitruvian Wheels with the Floor-de-Lis can appear in tandem with gravestones and "Necromancies!" which can be a dangerous combination. Crazy Dave suggests Roto-shroom as a good investment since he can cover any direction he's aiming at. 
==New Plants==
===Adventure Plants===
* Sun-shroom - Sun-shrooms are Lunar plants that produce small sun at first, then bigger sun later on. During the day, Sun-shrooms takes three stages to grow.
* Puff-shroom - Puff-shrooms are Lunar plants and short-ranged shooters that cost nothing, but fades away after a while. During the day, Puff-shrooms don't fade but cost more.
* Fume-shroom - Fume-shrooms are Lunar plants that spray fumes that pass through zombies over a short distance. During the day, Fume-shrooms cost more.
* Sun Bean - Zombies that consume Sun Beans will become infected and produce sun when hurt while taking more damage.
* Oak Archer - Oak Archers shoot heavy bolts that can't be reflected and ignore armour. The further the zombie is, the higher damage it deals.
* Pyro-shroom - Pyro-shrooms shoot fireballs at zombies, and grow to summon meteors. Can detect hidden zombies.
* Cryo-shroom - Cryo-shrooms shoot iceballs that chill zombies, and grow to summon bouncing projectiles. Can detect hidden zombies.
* Hypno-shroom - Hypno-shrooms hypnotise zombies that eat them, making them fight for you.
* Magnet-shroom - Magnet-shrooms steal metal items from the zombies, and use magnetic powers to greatly damage bigger metal objects.
===Outbreak Plants===
*Roto-shroom - Roto-shrooms shoot bursting spores down the direction its facing. Click on it to change its direction.
==New Zombies==
===Normal Zombies===
* Peasant Zombie - Regular lower class commoner zombie.
* Conehead Peasant - His stony turret makes him twice as tough as normal peasants.
* Peasant Flag Zombie - Marks the arrival of a huge dark "wave" of zombies.
* Buckethead Peasant - His forged bucket provides great protection from damage.
* Imp Monk - Summoned past most of your defenses, then shambles forward.
* Jester Zombie - Returns projectiles that are shot at him.
* Knight Zombie - His king appointed helm proves amazing protection from damage.
* Archer Zombie - Shoots arrows at the last plant in the lane.
* Executioner Gargantuar - Immense zombie who brings the hammer down.
* Street Bandit Zombie - Drinks a potion to become unseen by your plants.
* Wizard Zombie - Transforms plants in his lane and adjacent lanes into passive sheep.
* Cavalry Zombie - Charges down the lane, then launches his rider over your defences while leaving his lance in the ground.
* Zombie King - Grants knight helms to nearby peasant zombies.
=== Outbreak Zombies===
*Bard Zombie - His musical instrument improves the speed of nearby zombies, and raises Monks from the grave.
===Endless Zone Zombies===
* Castlehead Zombie - His castle shaped helmet provides stone solid protection.
*Crossbow Zombie - Rapidly shoots at plants in front of him with his crossbow.
*Alchemist Zombie - Provides potions to other zombies, granting them speed, health and invisibility.
* Elder Wizard Zombie - Transforms multiple plants in his lane and adjacent lanes into passive sheep.
* Royal Guardgantuar - Unyielding, unstoppable zombie that smashes plants with a mace and drops a shield when defeated. 
==Levels==
There is a total of 25 levels and to play as well as introducing nine new plants (five of which return from the first game, one which returns from the second game, and three from the Chinese version of the game) and thirteen new zombies.
===Adventure levels===
Night 	Plants 	Zombies	Flags	Notes 	Prize*
6-1: Moonwalk 	Choice 	 	 	 	
6-2: Miniature Mushrooms 	Choice 	 	 	 	
6-3: Castle Overgrown 	 	 	 	Special Delivery level 	
6-4: Brains Revolving 	Choice 	 	 	 	
6-5: Castle Crash 	-> -> 
 -> 	 	 	Castle Crash level 	
6-6: Knight Lights 	Choice 	 	 	 	
6-7: Courtyard Dance 	Choice 	 	 	 	
6-8: Ranged Battle 	Choice 	 	 	 	
6-9: Armoured Turrets 	Choice 	 	 	 	
6-10: A Knight to Remember 	 	 	 	Locked and Loaded level	
6-11: Archery Range 	Choice 	 	 	 	Note
6-12: Midnight Madness 	 	 	 	Gargantuar battle 	Frostbite Caves key
6-13: Tombyard Tangle 	Choice 	 	 	 	
6-14: Alley Bandits 	Choice 	 	 	 	
6-15: Zombie Tower Defence 	-> -> 
 -> -> 
 -> -> 	 	 	Castle Crash level 	
6-16: Magic Duel 	Choice with 	 	 	 	
6-17: Sun Deficiency 	other non-sun-producing plants	 	 	Objective:
Produce at least 3000 sun	
6-18: Midnight Joust 	Choice 	 	 	 	
6-19: Weapons of War 	Choice 	 	 	 	
6-20: More Spores 	Choice with Endangered 	 	 	Save Our Seeds level 	
6-21: King in the Ring 	Choice 	 	 	 	
6-22: Medieval Monarchy 	Choice 	 	 	 	
6-23: Stone Fortress 	-> -> 
 -> -> 
 -> -> 	 	 	Castle Crash level 	
6-24: Order in the Court 	Choice 	 	 	 	
6-25: Storming the Cemetery	 	 	 	Gargantuar battle 	Dark Ages Trophy
=== Into the Light levels===
After beating Renaissance Rebirth - Day 25, an outbreak will occur in the Travel Log; the zombies of the Renaissance Period have traveled back in time to a period where culture and society was at its lowest point and brought with them music, art, and inventions to help improve the struggling zombies. After beating Night 3, Roto-shroom will be rewarded.
Night 	Plants 	Zombies	Flags	Notes 	Prize*
G-1: Performing Arts	Choice 	 	 	 	
G-2: Side Stepping 	Choice with Roto-shroom 	 	 	Mold Colonies level	
G-3: Moon Rotations 	Roto-shroom. Endangered Roto-shroom	 	 	Save Our Seeds level
Special Delivery level	Roto-shroom
===Brain Busters===
Main article: Brain Busters
====Special Delivery====
Main article: Special Delivery
Special Delivery is a Brain Buster that is a conveyor-belt level with the plants given via said conveyor-belt. Being a conveyor-belt level, no sun and sun-producing plants will be given. It is playable on Night 3.
====Castle Crash====
Main article: Castle Crash
Portal Combat is a Brain Buster exclusive to Dark Ages, featured on Night 5, Night 15 and Night 23. Zombies will walk along unplantable pathways. The players need to stop the zombies from getting to the castle at the end of the lawn by using the given plants, otherwise they'll lose one life. If they lose all three lives, the lose. Killing a zombie rewards the player with sun, depending on its toughness, and can use the sun to plant plants and then upgrade them.
====Locked and Loaded====
Main article: Locked and Loaded
Locked and Loaded restricts the player to using only pre-chosen plants in order to win the battle, featured on Night 10. In some levels, the selected roster may include plants the player may not have unlocked yet - in which case the player gets an opportunity to play with those plants as a demo. Locked and Loaded serves as a reference for a certain weapon in real life, where once it is armed, it should not be disarmed anymore.
====Save Our Seeds====
Main article: Save Our Seeds
In this Brain Buster, the player is forced to survive the wave of zombies and protect the endangered Puff-shrooms from the zombies, or from disappearing. The player will fail the level if the endangered plant(s) dies. It is featured on Night 20.
===Arthur's Challenge===
Main article: Arthur's Challenge
Arthur's Challenge is Dark Age's Endless Zone and it is unlocked after beating Dark Ages - Night 25. Players will need to keep updating their defences as the levels get harder and harder in order to survive; while also having to deal with more and more Gravestones rising from the ground, more Necromancy ambushes, and encountering stronger versions of previously-encountered zombies like the Castlehead Zombie and Elder Wizard Zombie.
==Related achievements==
==In other languages==
==Trivia==
*Dark Ages is still the first night world in Thymewarped, but it is now not the only night world in the game.
**This is also the first world to have a non-Gargantuar boss fight level that features a Gargantuar in it.
*Roto-shoom makes his return from the scrapped Dark Ages plant, having similar function and mechanics.
*Archer Zombie makes his return from Plants vs. Zombies: Online.
*Dark Alchemy from the original Dark Ages has been replaced by Castle Crash, a redesign of the Chinese version of Dark Ages' Fright Theater which serves as this game's brain buster for Dark Ages.
**This is the second world to have its brain buster be replaced by something else, the first being Far Future which replaced Sun Bombs with Portal Combat.
***Although this version of Dark Ages still retains the potions of Dark Alchemy in the form of another mechanic for regular levels.
**Castle Crash's name is a reference to the game Castle Crashers, sharing a similar name and theme of destroying castles.
*Night 4's level name, "Brains Revolving", is a reference to THE WORLD REVOLVING, a song made by Toby Fox for Deltarune.
*Night 15's level name, "Zombie Tower Defence", is a reference to the game series Bloons Tower Defence, another tower defence game.
*Sun-shroom, Puff-shroom and Fume-shroom are unlocked in consecutive levels
**Although the creator dislikes this, he still needed room to introduce all zombies at a good pace.
*Magnet-shroom is the first plant you unlock as the final plant of the world to be encountered before level 23.