Corrupted Mother Nature

Corrupted Mother Nature is the final boss in The Sanctuary, the sixth corrupted boss and the final boss of Plants vs. Zombies: Lost World, appearing on Level X.
Like all other bosses, Corrupted Mother Nature has an attack that can destroy all plants and zombies in the lanes that they occupy. For this boss, the attack involves conjuring a corrupted energy orb before firing a beam of corrupted energy from the orb, releasing it down the two lanes the boss occupies.
Just like The Root of All Evil, when Corrupted Mother Nature spawns zombies using a portal, they are also able to use the portal's collapse when it closes to explode and release a blast of corrupted energy into the air, which disturbs nearby corrupted seed pods in the level and causes about 5 - 8 of The Wilted to spawn at random locations on the lawn, making this move spawn both zombies and The Wilted in succession.
Corrupted Mother Nature is able to extend 3 - 4 root clusters from the ground at random tiles on the lawn which contain plants. These root clusters will take a bit of time to grow first before they drag the plant located on the tile down into the ground before using their health to heal Mother Nature (the amount of health Mother Nature heals for is exactly the same as the total remaining health of all the plants that have been dragged down). There is a way to prevent this, that being the same way Octo-Pet is repelled, by using the anchors near your tent to drop them onto the root clusters and destroy them.
Corrupted Mother Nature can also create 3 - 4 vines that extend down from the sky and grab onto zombies before moving them forwards to random positions and releasing them. The possible positions the zombies can be dropped onto range from any tile one column ahead to any tile three columns ahead. Vehicles and Gargantuars will only be able to move forward by one column max. due to their weight.
Occasionally, Corrupted Mother Nature, may create and release 1 - 3 Wilted Plant Food, which moves around the screen similarly to normal Plant Food, but, upon contact with a Wilted plant, that Wilted will take up the Wilted Plant Food and activate their Plant Food effect (which are usually similar to their normal counterparts' Plant Food effects). These Wilted Plant Foods can be clicked/tapped on to destroy them before they reach any of The Wilted on the lawn.
Another special attack that Corrupted Mother Nature can use is one which sets up towers that hold corrupted orbs called Nexuses. This special attack is shared between all bosses in The Sanctuary, and each time the attack is performed, two towers will be set up in random free tiles on the lawn. Nexuses give damage resistance to Mother Nature themselves as well as any allies (i.e. converted zombies and The Wilted) in a 3×3 area. Each Nexus has 1000 DPS worth of health, gives 40% unstackable damage resistance to allies and gives the boss 20% stackable damage resistance.
Like other corrupted bosses, Corrupted Mother Nature can bend reality and create rifts similarly to how this occurs during levels in level path E's (more about level paths here). See more about the possible reality rifts Mother Nature can create in the Reality rifts section of this page. Due to the high difficulty of the fight against this boss, the conveyor belt in the boss level will supply seed packets much faster than usual.
Unlike all the other boss fights in the game, you will gain extra support for this battle from other characters:
* You are now automatically equipped with every single Plant Hero in the game for this battle.
* The Sasquash will occasionally appear to help you, working almost exactly the same way they do during the battle with The Smash. The only difference is that he now appears at random times rather than based on the when the boss performs attacks. His next appearance is randomly chosen between a time of 40 seconds to 1 minute and 20 seconds.
* Dr. Zomboss uses a new Zombot, the Zombot 1001 to help you in this battle. It looks and performs somewhat like the Zombot 1000 from PvZ1. The Zombot cannot be hit, but it does not help to block zombies from reaching your tent. Dr. Zomboss can perform the following moves with the Zombot 1001:
** He can spawn his own zombies by placing them down regularly.
** The Zombot may lower temporarily to create a fireball or iceball that rolls down the lane (albeit much faster), dealing 1800 DPS worth of damage any enemy zombies and Wilted plants in the way if it is a fireball, and 900 DPS worth of damage and freezing them for 7.5 seconds if it is an iceball (this also applies to Mother Nature if she is hit).
** He can drop a camper van on a random 2×3 area, dealing 1800 DPS worth of damage to all enemy zombies and Wilted Plants in that area.
** Dr. Zomboss can perform his own reality rifts, which is a new feature of the Zombot as it runs on corrupted energy. You may see what these reality rifts are in the Reality rifts section of this page.
This boss fight also works somewhat differently where, after each phase, Corrupted Mother Nature will unleash an unblockable corrupted energy blast that wipes out every plant and zombie on the lawn, clearing out everything and requiring you to replant a new defense with new seed packets (the majority of the seed packets you get from the conveyor belt change for every phase).
==Almanac entry==
Corrupted Mother Nature
Toughness: Ultra-Undying
Speed: Hungry
The founder of The Sanctuary and caretaker of all flora, fallen to the corruption with no other goal but total annihilation.
Special: Uses roots to abduct random plants from the ground and consume them to heal
Special: Uses vines to pull zombies upwards before dropping them closer to your defenses
Special: Releases Wilted Plant Food that The Wilted can catch to use
Special: Can set up Nexuses in random tiles that give damage resistance to themselves and nearby allies
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==Reality rifts==
Corrupted Mother Nature can use their corrupted energy to create reality rifts. These rifts, unlike those from levels in level path E, are temporary, and each will only take place during certain phases of the boss fight (see the Phases section of this page for this). The following are the possible rifts Corrupted Mother Nature can create:
*ZomBotany rift - Zombies that successfully eat a plant (NOT running over, smashing, etc.) will replace their head with said plant, enabling them to use both theirs and that plant's abilities.
*Nexus rift - Also used by the Zombot Amalgamatronic Abomination and The Root of All Evil. Nexuses may become unstable from overloading corruption and occasionally shoot stray bolts that cause random explosions on the lawn (destroying all plants and zombies on the struck tile and stunning others in a 3×3 area.
*Gimmick rift - Also used by the Zombot Amalgamatronic Abomination and The Root of All Evil. The gimmicks currently in the level may drastically change to a new set of gimmicks.
*Sun rift - Also used by the Zombot Frost Wanderer. Sun now falls from the sky very rapidly and seed packets now require sun to plant.
*Rift rift - Stray corruption energy becomes extremely unstable, causing almost all (applicable) reality rifts found in the game to randomly manifest at random times.
In addition to Corrupted Mother Nature's rifts, Dr. Zomboss's Zombot 1001 may also create reality rifts that can aid you in battle. The following are the possible rifts the Zombot 1001 can create:
*Hero rift - Plant heroes may also appear on the conveyor belt, allowing you to activate a Hero's ability once upon use without cooldowns.
*Sasquash rift - The Sasquash is replaced by numerous mini versions of the Sasquash. When a jack-o'-lantern is absent, a mini-Sasquash will spawn every second on a random lane and rush across the lawn, dealing 50 DPS worth of damage and stunning everything in their path for 1 second. If a jack-o'-lantern is present, a "small" scream will sound and double the speed of a random plant on the lawn for 4 seconds (the speed boost can stack, and each stack will have their own independent 4-second timer, and each plant can have a max. of 4 speed boost stacks).
*Necromancy rift - A new type of necromancy may occur which spawns zombies from graves like normally, except all of them are hypnotized.
*Jet rift - A strong wind of corrupted energy flows through the lawn from left to right like a jet stream, causing plant projectiles and ally zombies to move faster while Wilted projectiles and enemy zombies move slower.
==Phases==
Corrupted Mother Nature is able to perform one of the following actions:
*They can create a portal using corrupted energy to summon corrupted zombies. The types of zombies that come out from the portal depend on the phase. When the portal closes, it will also explode to release a corrupted energy blast into the air which disturbs nearby corrupted seed pods and spawns numerous Wilted plants.
*They can create root clusters that grab plants from the bottom and drag them down, utilizing their remaining health to heal Mother Nature.
*They can grow vines from above to hold onto zombies and carry them forwards closer to your defenses.
*They can release Wilted Plant Food that activates the Plant Food effect of a Wilted plant it gets into contact with. These can be destroyed by clicking/tapping on them.
*They can set up a Nexuses in random tiles, which are root towers that hold corrupted orbs that give damage resistance to The Root themselves and nearby allies (i.e. zombies and The Wilted) in a 3×3 area.
*Corrupted Mother Nature can slowly charge a beam of corrupted energy before they release it down the two lanes they occupy, annihilating all plants and zombies present in those lanes.
**Most Plant Food effects can stop Mother Nature while they are charging the energy beam.
*Corrupted Mother Nature can use their corrupted energy to create reality rifts that last for the duration of one or more phases (refer to the table and the Reality rifts section of this page to know the details).
Unlike other boss fights, after each phase is complete, Corrupted Mother Nature will release an unblockable, powerful corruption energy blast throughout the entire lawn, destroying all plants and zombies, requiring you to replant a new defense with a new set of seed packets for each phase.
Phase	Health 	Summoned enemy zombies 	Summoned ally zombies	Attacks	Reality rifts
1 	12500DPS	* 	 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Creates root clusters that drag plants down to lifesteal.	ZomBotany and Hero rift
2 	12500DPS	* 	 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Grows vines from above that randomly move zombies forward.	Gimmick and Sasquash rift
3 	12500DPS	* 	* 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Releases Wilted Plant Food that can activate the Plant Food effects of The Wilted.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	Sun and jet rift
4 	12500DPS	*(spawns in his werewolf form and starts off charging)	** 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Creates root clusters that drag plants down to lifesteal.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	ZomBotany, gimmick and necromancy rift
5 	12500DPS	* 	* 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Grows vines from above that randomly move zombies forward.
Releases Wilted Plant Food that can activate the Plant Food effects of The Wilted.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	Nexus, gimmick, Hero and jet rift
6 	12500DPS	*^ 	* 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Creates root clusters that drag plants down to lifesteal.
Grows vines from above that randomly move zombies forward.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	Nexus, gimmick, sun, Sasquash and necromancy rift
7 	12500DPS	*^ 	* 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Creates root clusters that drag plants down to lifesteal.
Releases Wilted Plant Food that can activate the Plant Food effects of The Wilted.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	ZomBotany, Nexus, gimmick, rift, Hero and jet rift
8 	12500DPS	^ 	 	Conjures a corrupted orb and fires an energy beam out of it down the lanes they occupy, destroying all plants and zombies in those lanes.
Creates root clusters that drag plants down to lifesteal.
Grows vines from above that randomly move zombies forward.
Releases Wilted Plant Food that can activate the Plant Food effects of The Wilted.
Sets up Nexuses in random tiles to give damage resistance to themselves and nearby allies.	Nexus, gimmick, sun, rift, Hero, Sasquash and necromancy rift
* - These zombies appear on their own without aid from Corrupted Mother Nature/Dr. Zomboss.
^ - Froggo Zombie/Mountain Goat Zombie/Revenant Zombie appears in their corrupted form in this phase.
==Strategies==
Just like most bosses in PvZ:LW, Corrupted Mother Nature has the ability to take out two whole lanes of plants. As Mother Nature will take time to do this by charging their energy beam, during this duration, use a plant's Plant Food power to damage Mother Nature to prevent them from releasing their energy beam. Due to Plant Food being the only way to stop this attack, it is recommended to save up Plant Food for situations like these, but, however, even if you don’t happen to have Plant Food, the damage can still be compensated for, since the zombies in the same lanes will also get taken out. Plus, with a conveyor belt supplying seeds, you can repair the damage done quickly.
Mother Nature's root clusters can deal quite a number to your defenses and allow her to heal if you are not attentive and react fast enough. There's not much strategy required to destroy the clusters other than making sure that you keep an eye out for them and drop the anchors on them as soon as possible before they get the chance to strike. If the root clusters do manage to drag down some of your plants and heal Mother Nature, however, then try to focus on patching up any empty spots in your defense as quickly as possible, albeit it's much more preferable if you can prevent it happening in the first place, as the healing ability will prolong the battle unless your firepower is big enough drain Mother Nature's health quickly.
Mother Nature's vines that can move zombies forward can be especially dangerous depending on the zombies being moved and where they are moved. Saving up stalling or single-use plants if they are available for these sorts of situations can come in handy so that, if there are any zombies that get dropped into your defenses, these plants can be used to deal with them or buy time for you to finish them off before they do significant damage. If needed, you can also rely on your Plant Heroes to help to either finish off the zombies involved or stall them until they're defeated.
Mother Nature's Wilted Plant Food can prove to be dangerous if it successfully activates the Plant Food effect of a Wilted plant. Depending on the type of Wilted, the Wilted could either gain more defensive support for themselves (e.g. Wilted Wall-nut) or manage to tear down your defenses (e.g. Wilted Peashooter). Either scenario is not ideal so being able to react fast enough by clicking/tapping on the Wilted Plant Food once it is released is crucial, and is the only way to prevent the Wilted Plant Food from causing problems. If the Wilted Plant Food manages to reach any of The Wilted, however, then, depending on the plant that caught it, try to focus on patching up your defense as quickly as possible if it was an attacking plant, or try to deal with the plant by using raw firepower if it was a defensive/supportive plant. Use may also use your Plant Heroes if you need extra support.
When Mother Nature starts setting up Nexuses, it's recommended you take them out as quick as possible, considering how potent the support it gives to Mother Nature, enemy zombies and The Wilted is with the significant damage resistance boost, making it much harder for you to take out enemies and deal damage to Mother Nature. Plus, during the second and third phase of the boss fight, the Nexus rift can cause the Nexuses to start shooting stray bolts that destroy anything it hits while also stunning everything adjacent to the tile it hit, which can be detrimental if the bolt so happens to shoot into your defenses. Since Nexuses don't have a particular counter, you'll have to use brute force in order to get rid of them. Thankfully, Nexuses themselves don't gain damage resistance and their health is somewhat less than that of a Buckethead, so as long as the Nexuses aren't too crowded with enemies, you can utilize your plants' high firepower to take them out with ease. If the Nexuses do turn out to be hard to target due to its position or the amount of enemies around it, and start causing your defenses to get overwhelmed, you can use any spare instant-kill plants or Plant Food you may have if you deem it necessary.
The ZomBotany rift can get really risky if some of the zombies manage to eat any of your powerful plants, so being careful is key during this reality rift. Like any other usual defense, keep your offensive plants away from the zombies and ensure that your defensive plants are not low on health. Use your Plant Heroes if you need extra defense to prevent the zombies from eating your plants and, if required, stalling the zombies by baiting them with your weaker plants is also a feasible option.
The gimmick rift in the majority of the 8 phases in the boss battle can force you to deal with different sets of gimmicks in the level, making it necessary for you to adapt to all the possible gimmicks that may appear. It's somewhat tricky to summarize the strategies you can use to deal with this reality rift, so you'll need to be prepared to be flexible to adapt during this boss battle, adapting your defense and strategy in order to deal with the gimmicks that may be presented to you during the level. If you are particularly struggling with this reality rift, you can try to identify which certain gimmicks are causing you to struggle, then try to change up your defense in order to remove the weaknesses that are making you struggling against those gimmicks.
The sun rift in some phases of the battle will take away your conveyor belt and force you to use seed packets like in regular levels, which may make things somewhat more difficult. Although sun drops much faster, you'll still need to make sure you spend your sun wisely and, additionally, you will also now need to wait for your seed packets to recharge rather than waiting for them to arrive in the conveyor belt. One good strategy you could use is to ensure your defense is prepared before these rifts activate, but, however, in this boss fight, the lawn is cleared after every phase is complete, so you'll need to be extra careful this time. Due to the support you'll get in this fight from extra Plant Heroes, the Sasquash and Dr. Zomboss, however, you should be able to take some time to rebuild your defenses before the enemy waves become heavier during these phases.
The rift rift is the most chaotic and potentially the most dangerous of all the other reality rifts, as any (applicable) rift from the entire game can randomly manifest during the battle and you won't be able to predict it. This makes it tricky to summarize the strategies you can use in order to counter all the possible reality rifts, so, just like for the gimmick rift, you'll need to be prepared to be flexible and adapt during this boss battle, adapting your defense and strategy in order to counter the reality rifts that may be presented to you during the level. If you are particularly struggling with certain reality rifts, you can try to identify what weaknesses in your defense you need to work on and, if possible, take a look at the strategy sections of the other Zombots in the game that may utilize the same reality rifts to see their respective counters.
==Gallery==
Unfortunately, due to time constraints, no extra art apart from the uncorrupted version of Mother Nature is available for this boss.
Corrupted Mother Nature.png|Corrupted Mother Nature (HD)
Uncorrupted Mother Nature.png|Mother Nature after being saved from the corruption
Concept art of Mother Nature by Bean.png|Some concept art of Mother Nature by Bean
Final concept art of Mother Nature by Chicken.png|The final concept art done by Chicken
Art progress done by Endy.png|Some progress on the final art of the corrupted form done by Endy
Uncorrupted art progress done by Endy.png|Some progress on the final art of the uncorrupted form done by Endy
==Art credits==
*Credits to Bean, Chicken and Endy for doing their part for the art.
==Trivia==
*Mother Nature was originally planned to have more details in her art by adding more vegetation around her, but due to time constraints, not much details were added.
*This character has the most users that has ever worked on their art out of every other character in the entire game.
**This is mostly due to how all of the users involved (including the creator themselves) didn't have much time to work on the art by themselves at the time.
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