recursal/Fanatic-Fandom huggingface dataset:
Survival (AE)

Survival (AE) is a 45 minute level that contains Basic mummies (Basic, Cone, Bucket, Pyramid, Flag) Explorer Zombies (Giga/Ultra), Torchlight Zombies, Tomb Raiser Zombies, Pharaoh Zombies, Camel Zombies, Megazine Zombies, and Mummy Gargantuars

**Strategies:** Sunflower, Witch Hazel, Dusk Lobber, Cold Snapdragon, Puffshroom, Squash (Witch Hazels in the 1st row, Dusk Lobbers in the 2nd row, Cold Snapdragon in the 7th and 8th row, fill the rest of the field "Besides 9th" with Dusk Lobbers) During the start of the level, fill most of the lawn with sunflowers to as much sun as possible before the first flag starts, use Puffshrooms for the common zombies and squash for the high HP zombies, by the 1st wave you should have either a Dusk Lobber or Witch Hazel.

This stage is best for finishing quests like killing AE zombies, needing to use certain debuffs
Magnifying Grass

*Magnifying Grass turns sun into a bolt of colorful damage.*

*Magnifying Grass understands the inherent power of a rainbow. Beneath her stoic features she takes great joy in delivering radiant multicolored destruction to the zombie horde.*

**Magnifying Grass** is a Tier V plant. It cannot attack by itself; it needs 50 to release one attack that deals great damage. There's a very short cooldown between attacks. Its projectile can be buffed by Torchwood, making it deal more damage per Torchwood passed.

## Plant Food effect

Magnifying Grass charges up a laser then fires it at random zombies. Laser's duration is based on the amount of sun producers on the lawn. This excludes Gold Leaf.

## Strategy

Magnifying Grass is another Tap-to-use plant, just like Coconut Cannon. It's a very interesting plant to use. Instead of being a tap to use plant that every attack is free, each attack costs you 50 sun. Magni's projectile can be infinitely stacked with Torchwood.

Magni's attacks can get highly expensive. Magni will need a lot of sun production to be used properly, so make sure you have a lot of sun production when using Magni, or you will lose all your sun easily.

## Trivia

* You could've bought Magni's upgrades till lvl 16 using coins from Fune 6th 2023 till Fune 13th 2023 from the Plant of the Week event.

## Level Changes

Overcharged stats have their own color and only apply for the Plant of the Week event. Read its' respective page for more information.

**Magnifying Grass**

SUN COST: 100

RECHARGE: 25

STARTING RECHARGE: 15

Toughness: 150

DAMAGE: 300

Magnifying Grass turns sun into a bolt of colorful damage.
Unlock S-Pea

> REQUIREMENT: Peashooter Lv.10, Repeater Lv.10, Threepeater Lv.8, Slingpea Lv.6
>
> Level Objectives

## Statistics

### Type

Challenge
Save Our Seeds

## Rewards

### Replaying

**Unlock S-Pea** is a super plant unlocking level that tests if you meet the following requirements:

* Peashooter at level 10;
* Repeater at level 10;
* Threepeater at level 8;
* Sling Pea at level 6.

## Extra Details

The level itself has one wave, where it spawns trap tiles on your endangered plants and deal damage to them.

 2
 4
 5
Survival: Infi-nut

**Survival: Infi-nut** is Infi-nut's survival level released during his Plant of the Week event. After completing the level, the player receives 100 coins. There are 10 waves per flag and there might be Zombie Chickens and Ice Weasels ambushing at every wave. Zombies are at level 8 and grid items are at level 10. *(Read more: Zombie Leveling)*

Zombies may spawn carrying plant food.

 Blastronaut Zombie | 1  | 100%

## Strategy

Like the previous Plant of the Week level, this level features mechs in tandem with heavy Zombie Leveling, making heavy hitting plants a must-have. Winter Melon is a solid pick as a result. Likewise, Shrinking Violet can be an effective way to make leveled zombies more manageable, especially if the Power TIles present are put to good use.
Ancient Egypt

Ancient Egypt is the 7th world in Grind Thousand, and the first world you will unlock. It contains 20 levels, each randomly generated, 3 survival levels, 13 new zombies to face off, and the world's endless zone - Classic II, similar to Classic, but with more of a rush and with world ambushes. You unlock this world by beating Tutorial 4 (Tutorial 10 in update 1.5 and before).

## Hazards

Sandstorm - Quickly Travels to a column, is an ambush.

Graves are present.
Zombie/Adventurer Zombie

**V** • E

 Location
 Speed

## Adventurer Zombie

The **Adventurer Zombie** is Lost City's variant of the Basic Zombie. It has no special abilities or properties. It can be spawned by Imp Porter's tent.

**Adventurer Zombie**

Regular expertly-coiffed moustache zombie.

Adventurer Zombie just went looking for jolly good show and somehow ended up in the Lost City. "Hmm. Yes. Quite." is all that he would say on the matter.
Teletater

*Teletater teleports zombies closest to home to her location.*

*Teletater's heard the "Help me! Help me!" joke a million times before but she smiles anyway. It's a classic!*

**Teletater** is a Tier Misc plant. It teleports zombies closest to home to her location. The amount of zombies she can teleport varies on tiering. This plant doesn't have a Plant Food effect.

## Strategy

Teletater is best used early game, to help you build your sun and to protect you from dangerous early rushes. As you can place it on top of other plants, it's best paired with plants that deal lots of damage in a single tile (Potato Mine, Squash) or, even better, in more tiles (Primal Potato Mine).

You can use this plant to permanently teleport the closest zombies to the right-most area of the map, but keep in mind that you'll pay a lot to do such thing, especially at the 4th tier which only teleports 3 zombies for 100!

## Tiering

 2
 3
 4

## Trivia

* Teletater is the first utility plant to be featured outside of a Boss level, in Holiday Special 10.

**Teletater**

SUN COST: 25

RECHARGE: 60

STARTING RECHARGE: 30

NUMBER OF ZOMBIES: 6

Teletater teleports zombies closest to home to her location.

Special: can be planted on top of other plantsNOTE: This plant has tiering, not leveling
Puff-shroom (Night)

*Puff-shrooms are short-range shooters.*

*Puff-shroom is hip to all the latest social networks. He loves to surf Sporebook, FungusedIn and ShroomstaGram. But he sometimes misses the simple camaraderie of a good ol' fashioned Lawn Area Network party.*

**Puff-shroom (Night)** is a Tier I plant. It fires puff at zombies that are 3 tiles in front of it. It can only be used in night levels and cannot be upgraded.

## Plant Food effect

Makes every Puff-shroom on the lawn to shoot a barrage of puffs for 30 seconds.

## Strategies

This version of puff-shroom helps you in your early night levels, when you don't have that many plants that can help you early game. Anything that works on the regular Puff-shroom should also work on this one: puff-shroom + iceberg, 2 puffs being able to reliably beat basics, 3 puffs with iceberg beinb able to reliably beat coneheads, except this version can only be used in night levels.

It's cheap and good at what it does: carry you through the early game of night levels, especially through Neon Mixtape Tour and Dark Ages, and allows you to save up for better attackers.

## Trivia

* Like the regular Puff-shroom, it expires in 99,999 seconds.
* It can only be unlocked after beating the tutorial.
* Puff-shroom (Night) is *obviously* banned in all day levels.

**Puff-shroom(Night)**

SUN COST: 10

RECHARGE: 7

TOUGHNESS: 30

DAMAGE: 7

FIRING COOLDOWN: 1.3

RANGE: 3 Tiles

Puff-Shrooms are short-range shooters.

Special: this version can only be used at night
Super Cabbage-pult

*Super Cаbbage-pult hurl mega cabbages at the enemy.*

*It takes all the power of his brothers to grant him this strength... and he's not about to waste it. Here he comes...*

**Super Cabbage-pult** is a Super Tier I plant. He lobs mega cabbages at zombies, ignoring obstacles that would block straight-shooters. He can only be placed on the 1st column and cannot be imitated. He also has 4 additional costumes.

## Unlocking

Super Cabbage-pult is unlocked from beating the level Unlock S-Cabbage.

## Plant Food effect

Super Cabbage-pult lobs big cabbages at every zombie and obstacle on the lawn.

## Strategies

Super Cabbage offers a ton of damage for the price of a peashooter, making it a great early game attacker, even against leveled zombies. However, similar to its original counterpart, Super Cabbage lacks splash and can be overwhelmed by zombie hordes.

## Level Changes

**Super Cabbage-pult**

SUN COST: 100

RECHARGE: 15

STARTING RECHARGE: 0.5

TOUGHNESS: 50

DAMAGE: 75

FIRING COOLDOWN: 4

Super Cabbage-pult hurl mega cabbages at the enemy.

Special: can only be planted on the first column

Special: cannot be imitated
Squared Edition

> " ..like easy mode for eclise, SE is a separate obb for GT for those who don't have much time to grind. "
>
> -goodp2

**Squared Edition** (often abbreviated as **SE**) is an alternate obb of Grind Thousand initially introduced in version 1.6. In Squared Edition, resources are several times more plentiful, drastically increasing the amount of seed packets the player can obtain from a given amount of grinding.

## Installation

> *Main page: Download#Installation.*
>
>

Open the **Squared** folder from the Google Drive and/or Mediafire and download the OBB from there. Pick any APK you want and download it. Afterwards, install the downloaded APK, then open the game. Force-close it once it starts showing you that it's trying to download assets infinitely.

Move your downloaded OBB file to **Internal Storage > Android > OBB > com.ea.game.pvz2\_gt**. You can use applications such as Files by Google or ZArchiver or Total Commander or any other file manager application you can find on the Play Store. Make sure the file manager application has access to your storage.

## Differences

Note that the table below pertains to the latest version of Grind Thousand. Earlier versions had resources obtained at the same rate as Official, with shop prices reduced instead. (See the section below.)

### Version 2.1

* **Summary**: SE gains more coins and gems from singular coins and Zen Garden's Marigolds, gains the same amount of coins from coin-giving packs, **ALL** of the shop prices are the same as in Official and the gem amounts from Risky Island are the same as in Official.

### Version 1.6

* Introduced.

 Risky Island (gems)
 Shop Items (coins)
 Coin Gain from Shop Packets
 UI

## Trivia

* Note that the levels themselves are unchanged between both versions - Unlike easy mode in ECLISE, zombies' health remains the same in both OBBs. However, due to the nature of Grind Thousand, players with higher level plants will naturally have stronger tools to deal with levels.
Super Plant Unlocking

**Super Plants** are stronger versions of pre-existing plants. They're not unlocked like how all the other plants are (aka by buying/obtaining enough seeds to unlock them in your Almanac), but instead you need to pass certain requirements in their unlocking level in order to unlock them. These levels are unlocked with the conditions below:

* Beat every 5th level from every world (Rome Remnant not included)
* Unlock Risky Island

## Levels

 Unlock S-Potato | Super Potato Mine | Potato Mine level 10Squash level 8Primal Potato Mine level 6Explode-O-Nut level 5
Bombegranate

*Bombegranates instantly explode and leave 3x3 grids of exploding seeds that damage zombies.*

## Almanac statistics

### Damage

Explosion: 200
Seed: 200.

### Splash area

3x3

*Bombegranate is fierce and a go-getter. She will always try to be one step ahead of everyone else. Sometimes, she even wishes that she could multiply herself with her seeds, so she can do MORE things with a bunch of mini-Bombe! Alas, she wouldn't trade her sentinel seeds for anything else in the world - she loves them too much for that.*

**Bombegranate** is a Tier IV plant. It explodes in a 3x3 area and spawns seedlings in that area, including her initial spot, that do damage once zombies step on it. This plant does not have a Plant Food effect.

## Strategy

Bombegranate can be considered a Cherry Bomb but with a way lower recharge and a lingering effect; she spawns seedlings when used, which make up for the lower damage. She excells early game, allowing you to produce more sun and still be protected from incoming waves. The seedlings' damage matches the explosion's damage.

She still does fairly well past early game, but at that point it you'd need something like Cherry Bomb to deal with clumps of zombies better. You can plant on the seedlings, but that will make them go away. Like Cherry Bomb, Bombegranate works even better with lane-diverting plants, such as Garlic, Sweet Potato and Inferno, to bring them away from the 1st and 5th lane towards the middle, to make best use of her damage.

Bombegranate doesn't work as good as Cherry Bomb does with plants that make zombies more vulnerable to damage, such as Spore-shroom and Shrinking Violet. Who would've thought that bigger numbers when multiplied will have a bigger value than a smaller number when multiplied?

## Level Changes

**Bombegranate**

SUN COST: 225

RECHARGE: 40

STARTING RECHARGE: 25

EXPLOSION DAMAGE: 200

SEED DAMAGE: 200

AREA: 3x3

Bombegranates instantly explode and leave 3x3 grids of exploding seeds that damage zombies.
Pea Scatter

*Pea Scatters spray a volley of 8 peas at once.*

*As a major, Pea Scatter has seen it all from the war. And he will see them all over again... and again... and again... how long can this go on?*

**Pea** **Scatter** is a Tier V plant. He fires 8 peas at zombies in his lane, at an angle between -6° and 6° . His projectile can be ignited by Torchwood, very slightly increasing their damage and granting them tiny splash damage. His projectiles fly faster when upgraded.

## Plant Food effect

Pea Scatter fires 20 volleys of 25 peas each at zombies infront

## Level Changes

**Pea Scatter**

SUN COST: 750

RECHARGE: 40

STARTING RECHARGE: 30

TOUGHNESS: 100

DAMAGE: 10

FIRING COOLDOWN: 2

Pea Scatters spray a volley of 8 peas at once.

Special: peas fly at random angle
Starfruit

*Starfruits shoot in 5 directions.*

*Just a small town fruit that travelled to the big city and found his way to the future. His favorite modes of transportation: converyor belts, hoverboards and rockets. WEEEEE!*

**Starfruit** is a Tier III plant. He fires in 5 directions: one behind, one above, one below, one 30⁰ above and one 30⁰ below. His projectiles travel faster with leveling.

## Plant Food effect

Starfruit fires 50 stars in his regular attack pattern that deal x10 damage of the plant's damage. The duration of this plant food effect is notably long.

## Strategies

Starfruit is a very versatile plant, and can be very cost efficient in the right circumstances. In the early game, Starfruit can easily attack in all 5 lanes, meaning that if a zombie can be stopped in the right position (with, say, Iceberg Lettuce), one or two Starfruits can potentially defend against early waves. In the late game, the diagonal nature of Starfruit's forward firing shots allow it to concentrate damage on lanes with zombies that are further ahead. In situations where Starfruit's vertical and/or backwards projectiles can be utilized, it should be considered as it is more versatile than potential alternatives such as Split Pea.

In the early game, Starfruit can be paired with plants able to stop zombies in place, such as Iceberg Lettuce or Stunion. In addition to the application stated above, this allows for another trick: By freezing or stunning a zombie and then planting a Starfruit in its tile, all five projectiles can hit the Zombie, allowing for what is effectively 5x pea DPS. On top of this, such plants can also help Starfruit against zombies that spawn in their lane, as it can only attack them at very close range (albeit with two projectiles at once). In the late game, as Starfruit's damage is single target, plants with AoE attacks can be used to help Starfruit with crowd control.

Its backwards projectile makes it a decent answer to Prospector Zombies. Against Octo Zombies, a column of Starfruits at the front of the defence can be very effective at clearing octopi, due to the vertical projectiles. Starfruit's projectiles can hit both Chickens and Weasels. Sadly, against zombies that can fly such as Bug Zombies or Balloon Zombies, Starfruit's projectiles will miss as they are considered low.

## Level Changes

**Starfruit**

SUN COST: 175

RECHARGE: 10

TOUGHNESS: 50

DAMAGE: 10

FIRING COOLDOWN: 2

RANGE: Ground

Starfruits shoot in 5 directions.
Survival: Chard Guard

> *For the ECLISE version level which is another mod made by goodp2, see Survival: Chard Guard.*
>
>

**Survival: Chard Guard** is Chard Guard's survival level released during its Plant of the Week event. After completing the level, the player receives 20 gold coins. You have 30 mins to complete the survival; if you don't complete it in 30 mins, you win eitherway. There are 6 waves per flag. Zombies are at level 15 and grid items are at level 1. *(Read more: Zombie Leveling)*

You start with 2,500 sun and 4 plant foods. Plants recharge 15% faster and there are endangered and pre-planted chard guards. The non-endangered chard guards can be shoveled during the last stand phase to gain extra sun. You gain more sun in the early waves, but it slowly reverts to normal as you progress. Zombies may spawn carrying plant food.

The following zombies have their loot changed:

 Giant Zombie Firefly | 1  | 100%
 1  | 100%

The following waves changes the falling sun you get and contain zombies that are forcefully spawned and added ontop of the naturally spawned zombies:

## Trivia

* Witch Hazel was banned 1 day from this survival after the event has started, thanks to her being able to 1-shot Giant Zombie Fireflies.
	+ In 2.3, she'll no longer be able to 1-shot Giant Zombie Fireflies at all.
	+ This change also heavily nerfed her current stats.
* The level you access Survival: Chard Guard from is called Test Slot 1.
Sap-fling

*Sap-flings fling cones that create zombie-slowing puddles of sap.*

*You've gotta see Sap-fling's throwing arm to believe it. He may be young, but everyone agrees ... the kid's got TALENT. Scouts from some of the biggest Pinecone Ball teams have been keeping a close eye on him. He could be headed to the majors. Oh sure, some knock him for his incredibly sticky spitball. But he only uses all-natural sap, so it's entirely legal.*

**Sap-fling** is a Tier I plant. It flings cones at zombies that deal light damage. The cones create a tile of sap that slow down **ALL** zombies on that tile. The tiles of sap will expire after some time.

## Plant Food effect

Sap-fling covers a majority of the lawn in sap that takes a long time to expire.

## Strategies

Sap-fling is a pure stalling-based plant, and one which is pretty good at its roles. This is one of the few plants in Grind Thousand that gets a sun cost decrease as you it up. Being a pure staller, its sap slows zombies on a tile and does a negligible damage, so it is best used as a support plant. Keep it mind, however, that its sap has no effect against flying zombies (Balloon/Bugs/Jetpacks). Sap also doesn't work on water, making this plant impractical to use in BWB.

## Trivia

* It has powerful synergies with Shadow Pea, Pepper-pult, Fire Pea and many other plants where snowy plants that inflict Chill on the zombies wouldn't work well with them.
* Sap will not replace Lava Guava's lava tile with a tile of sap.
* Sap cannot attack flying enemies.

## Level Changes

**Sap-fling**

SUN COST: 150

RECHARGE: 15

TOUGHNESS: 50

DAMAGE: 3

FIRING COOLDOWN: 3

Sap-flings fling cones that create zombie-slowing puddles of sap.
Zoybean Pod

*Zoybean Pods grow from sprouts to full pods, then split open to release helpful plant "zomboids" which attack zombies.*

## Almanac statistics

### Toughness

Plant: 50
Zomboid: 20

### Attack Speed

Zomboid: 1

*"Developing plant zomboids in eerie mimicry of zombie life is well within the boundaries of human experience," Zoybean Pod insists with a calm, unvarying steadiness.*

**Zoybean Pod** is a Tier IV plant. It slowly grows helpful zombies that attack other zombies.

## Plant Food effect

Zoybean Pod instantly grows a Gargantuar Zomboid with weaker attacks.

## Strategy

Zoybean Pod is a difficult plant to use, but can be extremely effective at its full potential. Zomboids possess high DPS but very low HP, making them fairly ineffective damage dealers if used in isolation. In order to effectively utilize its damage output, the zombies should be slowed, if not stopped entirely. This will allow Zomboids to deal maximum damage to the zombies before they are eaten. In the best case scenario, Zomboids are able to "stack up", with multiple of them attacking a zombie at once.

In the early game, plants like Iceberg Lettuce and Stunion can keep zombies in place for a substantial amount of time, allowing Zomboids to defeat most early game targets. At later stages of the game, Stickybomb Rice can be a highly effective pairing, since holding the frontmost zombies in place is extremely conducive to Zomboids dealing damage. In the absence of these plants, plants that can chill, stall, or otherwise slow zombies are recommended, though Zoybean Pod will be less effective compared to in a stun-heavy strategy.

Certain zombies can deal damage from a distance and can thus counter zomboids if they are not frozen/stunned or overwhelmed. Notably, Gargantuars can smash Zomboids before they enter eating range. Explorer or Torchlight zombies will be able to damage Zomboids before the Zomboids can damage them, provided their torches are not extinguished. Zombies like Holoheads and certain mechs can also do this. The presence of grid items can help or hinder Zomboids, as they can group up while dealing damage to a grid item, but at the same time this can hinder them from dealing damage to zombies that are threats from long range.

## Trivia

* This plant was banned in Survival B for defeating Zomboss too quickly.
	+ It was later unbanned, as Zomboss was given the ability to reflect the Zomboids damage.
* From December 19th 2022 till December 26th 2022, Zoybean Pod was featured in the Plant of the Week event.

## Level Changes

It's best you round down the numbers you see to 2 decimals. *(as an example: 0.211 to **0.21**; 0.21654 to **0.21**)*

**Zoybean Pod**

SUN COST: 150

RECHARGE: 15

TOUGHNESS: 50

ZOMBOID HP: 20

ZOMBOID DPS: 45

GROW TIME: 25

Zoybean Pods grow from sprouts to full pods, then split open to release helpful plant "zomboids"
Strawburst

*Strawbursts grow a berry for small, medium or huge damage, with bigger and bigger explosion area.*

## Almanac statistics

### Damage

Stage 1: 70
Stage 2: 250
Stage 3: 400

### Weakness

Self-explode if the zombies are too close.

*"Big is good," says Strawburst. "Though small's pretty choice as well. And you should never discount medium. I just like sizes, really."*

**Strawburst** is a Tier III plant. It has three growth stages, where both the damage and the AoE range increase with the growth stage.

## Plant Food effect

Strawburst summons a large berry which explodes and deals heavy damage enough to kill coneheads.

## Strategies

Strawburst has great damage on its third growth stage, but it has to grow its berry to achieve this damage. Its damage on stage 1 is very low, being insufficient to kill basic zombies. Its damage on second stage, however, is pretty good at killing swarms of basic zombies and imps. Its damage on third stage is sufficient to kill most special zombies and coneheads, and in this stage the explosion also affects a 3 by 3 area. Strawburst's projectile will target the closest zombie in its lane. As it can't kill bucketheads in 1 shot, it will likely need support against stronger targets. Strawburst is vulnerable to ambushes as it will instantly explode if zombies land on top of it.

Strawburst pairs well with walls or stalling plants, as they can group the zombies together so that Strawburst's AoE can be maximized.

## Level Changes

**Strawburst**

SUN COST: 325

RECHARGE: 25

TOUGHNESS: 50

STAGE 1 DAMAGE: 70

STAGE 2 DAMAGE: 250

STAGE 3 DAMAGE: 400

SPECIAL: Growth Time

Strawbursts grow a berry for small, medium or huge damage, with bigger and bigger explosion area.Usage: tap to fireWeakness: self explode if the zombies are too close
Goo Pea

*Goo Peas shoot poison peas at zombies, poisoning them as well as slowing them down.*

## Almanac statistics

### Special

Poison and slowness stack with more shots. (max 10 stacks)

*Goo Pea is very goopy. See? See how that works? It's a play on words. Words are often playful, folks!*

**Goo Pea** is a Tier III plant. It fires poisonous peas at zombies that slow them down and deal damage directly to their health, ignoring their armor. Both the slow and the poison stack up to 10 times, for a maximum of 80% slow and 15 poison DPS (at level 1). Its projectile can be buffed by Torchwood, making it deal more damage.

## Plant Food effect

Goo Pea fires a big poisonous pea down its lane that leaves behind a poisonous trail lasting 50 seconds. The big pea also knocks zombies 0.6 tiles backwards. The poison from the big pea and the trail inflict a stronger poison.

## Strategies

Goo Pea's primary function is to counter armored zombies. As it is able to ignore armor, it can efficiently defeat Bucketheads and Hardheaded zombies. It is also highly effective against single targets in general - if it can land ten shots, the zombie is slowed to a fifth of its speed, the most potent stalling effect in the game. This makes it decent against Gargantuars despite Goo Pea's armor piercing effect not coming into play. However, it is weak against groups in general - the poison effect wears off if a zombie is not hit by Goo Pea for some time, and as such, Goo Pea's stalling and damage are much worse if it is against multiple close zombies.

Goo Pea should be paired with crowd control (i.e. plants with splash or piercing damage) to mitigate its weakness against groups and allow it to focus on the stronger armored threats.

## Trivia

* Goo Pea is one of two plants to inflict armor-ignoring poison damage, the other being Goo-shroom.
* From version 2.1 onward, Goo Pea's direct damage **ignores** zombie's armor, but this damage no longer increases with leveling. It previously dealt 5-22 damage (depending on leveling) and the damage would not ignore armor. *(See: Changelog#Version\_2.1)*

## Level Changes

**Goo Pea**

SUN COST: 275

RECHARGE: 25

TOUGHNESS: 50

DAMAGE: 3

FIRING COOLDOWN: 2

POISON DPS PER STACK: 1.5

SLOW PERCENT PER STACK: 8

MAX NUMBER OF STACKS: 10

Goo Peas shoot poison peas at zombies, poisoning them as well as slowing them down.

Special: the impact damage also ignores armorSpecial: poison and slowness stack with more shots
Electric Pea

*Electric Peas fire pea-like orbs that crackle with electrical power, zapping nearby zombies until the orbs hit a target.*

## Almanac statistics

### Range

Full lane

*As the latest member of the Electric Family, he's all about puns and jokes. But in battle, he's all serious and concentrated. To him, their resistance is futile, and they'd better be shocked about his ability. But, at the end of the day, he just wants to get back to his ohm sweet home, eat some light snacks and learn watt are the current jokes.*

**Electric Pea** is a Tier III plant. It fires an electric orb that zaps up to 20 zombies from its lane and adjacent lane every 0.2 seconds. The orb deals 20 damage on impact.

## Plant Food effect

Electric Pea shoots one high-velocity orb to the closest zombie that splits into 360 sub-projectiles that don't pierce and move slowly away from the impact point in a circle. Sub-projectiles deal 10 times less the orb's damage.

## Strategies

The further the orb travels, the more potential damage it will deal to the zombies. As such, it is always recommended for the player to hold on the zombies in a specific column (usually column 8 or 9) for Electric Pea to reach its full potential, which can be achieved with a wall (preferably Primal Wall-nut for Gargantuar).

In Wild West levels, you can place your Eletric Pea on a minecraft and permanently stall a zombie with n Iceberg Lettuce or with a Wall-nut to make it attack and intentionally miss, so you can make more use of your orb's zaps. This can allow your orb to deal more damage than usual.

## Level Changes

**Electric Pea**

SUN COST: 325

RECHARGE: 25

TOUGHNESS: 70

ZAP DAMAGE: 5

ZOMBIES ZAPPED: 20

ZAP COOLDOWN: 0.2

FIRING COOLDOWN: 8

ZAP RADIUS: 2.7

Electric Peas fire pea-like orbs that crackle with electrical power, zapping nearby zombies until the orbs hit a target.
Laser Bean

*Laser Beans fire down a lane, hitting all zombies ahead of it.*

*After a laser eye surgery had gone horribly right, Laser Bean gained a sense of purpose and a new-found affinity for competitive staring contests.*

**Laser Bean** is a Tier IV plant. It fires a laser with infinite pierce at the zombies on its' lane.

## Plant Food effect

Laser bean charges then fires a powerful laser from its' mouth at its' lane, dealing massive damage to the zombies caught in it.

## Strategy

Laser Bean is basically a lane-wide Fume-shroom. It's excellent at clearing most weak zombies. However, just like Fume, it struggles with strong zombies.

It costs way more than Fume-shroom, at 350 sun. Like Fume-shroom, this has relatively low damage. It's recommended to pair this up with Magnet-shroom or Caulipower. Magnet-shroom will eliminate buckets from the strong zombies, and with the weaker zombies gone, Caulipower can hypnotize the stronger zombies.

## Level Changes

**Laser Bean**

SUN COST: 350

RECHARGE: 15

TOUGHNESS: 50

DAMAGE: 40

ATTACK COOLDOWN: 6

Laser Beans fire down a lane, hitting all zombies ahead of it.
Chain Quests

**Chain Quests** are a type of repeating quest in the Travel Log. There are 4 types of chain quests: **Chain Quest 1**, **Chain Quest 2**, **Feats**, and **Scheduled Chain Quests**.

## Feats

**Feats** are chain quests that reward the player for defeating the specified number of zombies in a given world. They appear in the **Random** section of the Travel Log. There are 15 feats in the chain for each world, each giving either coins or gems. Each successive quest exponentially scales the number of zombies needed, and the rewards scale as well, albeit at a slower rate. Once you complete one quest and claim its reward, the next one will appear.

For new players, feat quests serve as a significant source of early resources, since the first few feats are easy to complete and provide good reward. Beyond that point, feat quests serve more as milestones than actual goals, since every level played will contribute to these quests. Long, heavy levels such as Survivals can be good places to make progress on feat quests.

## Scheduled Chain Quests

**Scheduled Chain Quests** are quests that give great rewards for completing a specified task. The tasks are often require defeating hundreds or even thousands of zombies, but are generally designed such that the player can make progress towards them in any level, or at least the majority of levels. They appear in the **Main** section of Travel Log once every 3 days and are only available for a 3-day period. Introduced in 2.0, they can grant valuable resources such as coins, gems and tier 5 seed packets, even occasionally granting Mints. There currently are 128 of them.

The current Scheduled Chain Quest is **#75:** Knockback 300 zombies, rewarding 27 T1-T5 Packets.

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* 65-128 (Current)
* 1-64
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## Chain Quests

Chain Quests are quests that give low rewards for completing easy quests, and are both accessed in the Random Tab. As of Version 2.1, there are 596 quests total, 298 in Chain Quest 1, and 298 in Chain Quest 2 (200 in previous versions). Like Feats, they are recommended to grind once you have absolutely no quests left. Chain Quests 1 & 2 should be prioritized over Feats, due to Feats progressing while completing Chain Quests.

Chain Quests 1 & 2 still have some differences. Chain Quest 1 will give you a mix between applying status effects and Zombie Hunts, and the Zombie Hunts generally specify zombies present in most, if not all, worlds. Chain Quest 2, on the other hand, will only give Zombie Hunts, specifying zombies only found in one or two worlds.

if i add a tabber then remove it to edit it will add an expand/collapse button onto every button

## Chain Quest 2

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## Chain Quest 2

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i hate my life
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Spring Bean

*Spring Beans bounce back zombies that get too close.*

*He's the strong, silent type and little is known about Spring Bean. What is known though: his fan club is a million followers strong. And the ladies love him.*

**Spring Bean** is a Tier I plant. It knocks the first zombie that steps on it 3 tiles rightward (if it is able to take knockback). After bouncing the zombie, it has a lengthy recovery period before it can do so again.

## Plant Food effect

Spring Bean knocks all enemies onscreen rightwards a considerable distance. If it was recovering, it is refreshed as well.

## Strategies

Spring Bean may seem to be a single use insta as the zombie that it bounces back will reach it before it re-arms. However, with the help of slowing plants (Snow pea, Sap-fling, etc.), it can perma-stall a single zombie. This can be a favourable early game defence as dealing low damage to zombies and stalling out waves allows the player more time to accumulate sun. In later waves, Spring Bean loses a lot of its utility - its Plant Food ability can potentially be useful to buy the player time, but in general crowds and heavy threats like Gargantuars will not be impeded significantly by Spring Bean.

## Trivia

* Spring Bean is banned in every Pirate Seas level.
	+ The exception is Pirate Seas layouts in endless zones, where due to limitations Spring Bean cannot be banned.
	+ This trait is shared with Boingsetta.
* Spring Bean cannot knockback zombies immune to knockback; it will instead just stay ready when a zombie like that is close to it.
	+ This can stall certain zombies such as Rockpunchers indefinitely, as Spring Bean does not take damage. However, Gargantuars will smash it without issue.

## Level Changes

**Spring Bean**

SUN COST: 25

RECHARGE: 20

TOUGHNESS: 30

RECOVERY TIME: 24

KNOCKBACK DISTANCE: 3 Tiles

Spring Beans bounce back zombies that get too close.

Weakness: gets sleepy after springing
Winter-mint

*Winter-mints chill all zombies when planted.*

*Winter-mint has advanced degrees in cryonics and cryogenics, is a master builder of snowmen and subsribes to season passes at three different ski resorts. He does think it's a little chilly in here, though.*

**Winter-mint** is a Tier V plant. It constantly applies 20 seconds of chill to all zombies on the lawn. This plant doesn't have a Plant Food effect.

## Strategy

Winter-mint is an interesting staller compared to the others. Instead of stalling with projectiles, it chills the whole lawn for its entire duration. Unlike other stallers, like Sap-fling or Winter Melon, this won't be distracted by other zombies.

It won't extinguish Torchlight Zombie's flame as it does not freeze, but it works very well on Explorer Zombies. After Winter-mint disappears, only zombies affected by it before it disappeared will be chilled for another 20 seconds. That means if more zombies appear, they won't be chilled until Winter-mint is placed again.

It will only be able to permanently chill zombies at a higher level. This doesn't mean that you should disregard full board chill even at the early levels.

## Level Changes

**Winter-mint**

SUN COST: 125

RECHARGE: 50

STARTING RECHARGE: 15

LIFETIME: 10

Winter-mints chill all zombies when planted.

Special: constantly apply 20s of chilling while it's on board
Zombie/Peasant Zombie

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 Location
 Speed

## Peasant Zombie

The **Peasant Zombie** is Dark Ages's variant of the Basic Zombie. It has no special abilities or properties. It can be turned into a Knight Zombie with the help of the Zombie King and it can be summoned from a Gravestone during a Necromancy.

**Peasant Zombie**

Regular lower class commoner zombie.

Someone shouted, "Bring out your undead!" And then Peasant Zombie found himself here. He simply doesn't remember anything that happened before that.
Risky Island

**Risky Island** is a level found in Extras World (right-most world from the World Select screen) that allows the users to gamble their coins in exchange for goodies such as Mints and Tier S Plant Seeds.

**Before attempting Risky Island**, you should have a good amount of plants unlocked, preferably all Tier IV plants unlocked with at least 30% Tier V plants unlocked. *Going there unprepared is the **worst** thing you can do and an obvious waste of coins!*

## Unlocking

There are two ways one can unlock Risky Island. Do note that only one of the conditions has to apply in order for the user to unlock the level forever.

1. Beating Infinite Adventure 300.
2. Beating the 5th level of every world. (excluding Rome Remnant, since the world starts from the level 6)

After **at least** **one** of the conditions is met, there'll be a new quest in Travel Log, in the Special section where you get to unlock Risky Island by completing a blank level.

## Overview

When comparing to other levels, Risky Island is different. You're met with a level where you have to pay 1,000 coins to enter, by using the Butter Zombie powerup to kill the Seagull Zombie.

After beating that level, you'll be greeted with a level choosen from one of the already-existing layouts that have different zombies and conditions. Only after beating this level, you'll get to pick 3 pinatas out of 16 that contain a random reward each. The pinatas' loot table can be seen below.

The difficulty of the preset levels varies between 4th-8th main world level.

## Loot Table

This is the rewards you can get from the Risky Island pinatas.

## Level Conditions

 Auto-Sun
Look for banned sun producers, but no sun number in the top left corner.
 Last Stand
 Quick Charge

## Known Bugs

* You **will still get the rewards** if these bugs occur:
	+ Hypnotized/Blockade Zombies infected with Sun Bean at the end of the level will crash Risky Island.
	+ Hypnotized/Blockade Zombies affected by Electric Currant's gate at the end of the level will crash Risky Island.
		- Electric Currant's gate by itself can crash Risky Island at the end. ***Try to disconnect any gates when you're on the last flag!***

## Trivia

* You can skip a level by going in your Zen Garden or your Almanac until you find the level you know you can beat.
	+ Do note that there are layouts that don't allow you to pick your seeds.
* In Version 1.7 and earlier, it was a Basic you had to kill, and with a Power Zap Power Up. when compared to the 2.0+ version, where you have to kill a Seagull Zombie with the Butter Zombie Power Up.
	+ This makes entering Risky Island a tiny bit faster.
* Starting version 2.1, Squared Edition users no longer gain x4 gems when compared to Official Edition users.
Puffball

*Puffballs instantly spawn a horde of special Puff-shrooms at the same level when planted.*

## Almanac statistics

### Starting Recharge

15

*"You think cuz I'm Puffball that I'm puffy, that I'm soft, that i'm insubstantial?" fumes Puffball. "You need to change that thinking. PRONTO."*

**Puffball** is a Tier V plant. It summons a horde of puff-shrooms on whom you can put your plants. This plant does not have a Plant Food effect.

## Strategy

He spawns lots of "vine" puff-shrooms when placed. These "vine" puff-shrooms act like other vine plants, such as Pyre Vine, Blastberrry Vine and Pumpkin. The spawned puff-shrooms are also spawned on top of plants.

Do note that it costs 375 sun and a lot of time to place down these puff-shrooms if done normally, meanwhile Puffball does it for way cheaper and most likely less time. Thanks to this, Puffball can also be considered the best anti-staller, helping with the early wave progression.

## Almanac Entry

**Puffball**

SUN COST: 225

RECHARGE: 60

STARTING RECHARGE: 15

NUMBER OF PUFF-SHROOMS: 15

TOUGHNESS (PUFF-SHROOMS): 30

DAMAGE (PUFF-SHROOMS): 6

Puffballs instantly spawn a horde of special Puff-shrooms at the same level when planted.

Special: other plants can be planted on top of these Puff-shrooms
Snap Pea

*Snap Peas dive underground, burrow towards the first zombies in their lanes, then pop up underneath to swallow them in one gulp. Snap peas return to their starting spot, chew on the entire matter for a while, and finally spit the zombies' heads out at attackers.*

## Almanac statistics

### Special

Can be planted on water.
Immune to frost.

### Weakness

Deal damage to zombies that they can't devour instead

*"I'm a picky eater, I'll admit it," admits Snap Pea casually. "I'll eat a zombie, no problem, but there's just something about heads. I feel like they're looking at me."*

**Snap Pea** is a Tier V plant. It eats the closest zombie from its lane, chews on the zombie, then spits out zombie's head on its lane, dealing damage to the first zombie hit by the head. It can be planted on water and it is immune to frost. To targets it cannot eat, such as Gargantuars, it will stun them temporarely, dive down to them, raise next to them and fire a few peas at them. Do note that this doesn't cancel Gargantuar's animation, it just pauses it. Its spit head projectile can be buffed by Torchwood, making it deal more damage and turn it into the respective World's Gargantuar's Head. The spat head travels faster with leveling.

## Plant Food effect

Snap Pea stuns up to 5 zombies, swallows them in one gulp, chews on them for a few seconds and spits their heads in its lane.

## Strategy

Snap Pea is essentially a ranged Chomper. However, chomper is cheaper, and can be used as an insta. When spitting out a head, Snap Pea will aim for the 2nd zombie, the one closest to the zombie it's about to eat.

Snap Pea's stun can prove very beneficial when fighting Gargantuars and zombies it cannot chew. It will temporarily stun that zombie, firing a few peas. Snap Pea will be able to infinitely stun that 1 zombie, until a zombie will get in front of that zombie, or until the zombie is defeated.

In Big Wave Beach, Snap Pea will not be able to eat zombies on water, despite it being an amphibious plant.

## Level Changes

**Snap Pea**

SUN COST: 350

RECHARGE: 20

STARTING RECHARGE: 30

TOUGHNESS: 100

HEAD DAMAGE: 50

PEA DAMAGE: 30

CHEW TIME: 16

Snap Peas dive underground, burrow towards the first zombies in their lanes, then pop up underneath to swallow them in one gulp. Snap peas return to their starting spot, chew on the entire matter for a while, and finally spit the zombies' heads out at attackers.

Special: immune to frostSpecial: can be planted on waterWeakness: deal damage to zombies that they can't devour instead
Snapdragon

*Snapdragons breathe fire into adjacent tiles.*

*Although the most powerful dragon in the plant kingdom, he still dreams of wings and seeing the world beneath him.*

**Snapdragon** is a Tier III plant. It breathes fire that causes heavy damage to zombies in 2.5 tiles ahead of the plant or in 2.5 adjacent tiles.

## Plant Food effect

Snapdragon breathes flames in a 3x3 area infront of it, dealing massive damage.

## Strategies

Snapdragon excels at dealing with hordes of weaker zombies with its large fire attacks. Compared to similar area attackers like Phat Beet, Snapdragon has a much slower attack speed, rendering it vulnerable to getting rushed down by Chickens or Weasels. Although it attacks with Fire, note that it is not immune to getting frozen, and does not warm nearby plants. As Snapdragon is often vulnerable without other Snapdragons in neighbouring lanes to help defend it, it may not be ideal to use it in the early game in without support. In the late game, it can serve as crowd control, allowing other plants to focus on the stronger zombies.

Snapdragon is typically planted in columns, allowing them to defend each other and hold the front line. Snapdragon works well when placed behind wall plants, as they can reduce the vulnerability of Snapdragon to armored zombies while Snapdragon can deal with groups of weaker zombies which would quickly deplete the health of walls. In the absence of walls, plants that can stall, knockback or stun zombies can keep zombies in Snapdragon's area of attack and maximize its damage output. (Note that Snapdragon's attacks negate chill and freeze, so those stalling options should be avoided.) In the late game, attackers with high single target damage can complement Snapdragon's crowd control well.

Snapdragon potentially does well in worlds like Pirate Seas, where it can handle threats like Imp Cannons and the (generally) weaker zombies in the water lanes. However, most worlds have zombies that give Snapdragon (and melee plants in general) trouble - Explorers/Torchlights, Turquoise Skulls, Holoheads and Wizards all counter Snapdragon to some extent. Note that Snapdragon deals fire damage and as such does 20% less damage to Big Wave Beach zombies.

## Level Changes

**Snapdragon**

SUN COST: 250

RECHARGE: 10

TOUGHNESS: 50

DAMAGE: 40

ATTACK COOLDOWN: 6

Snapdragons breathe fire into adjacent tiles.
Super Potato Mine

*Super Potato Mines take a while to arm, being extremely vulnerable while doing so, in exchange for MASSIVE damage.*

## Almanac statistics

### Special

Cannot be imitated

*The sacrifice taken to get to this point can feel too much sometimes, but he has chosen this path. No turning back now.*

**Super Potato Mine** is a Super Tier II plant. He takes some time to arm up and explodes in a 1x1 area once zombies step on it. He cannot be imitated. He also has 3 additional costumes.

## Unlocking

Super Potato Mine is unlocked from beating the level Unlock S-Potato.

## Plant Food effect

Super Potato Mine instantly arms itself and summons 3 more super potato mines at random tiles. The spawned super potato mines are armed.

## Strategy

Super Potato Mine is one of the cheapest instas in the game alongside Potato Mine. It deals even greater damage(Lvl 1 Super Potato Mine damage already surpasses Lvl 20 Potato Mine by a considerable margin) for the cost of only having 5 HP no matter the level. This leaves it vulnerable to any sources of damage unless protected with a Pumpkin. Whilst regular potato may falter later into a level due to swarm from various lanes, Super Potato Mine's exceptionally high damage allows it to be a specialist, either severely crippling the likes of Gargantuars or killing them completely even at lower levels. At higher levels, its damage qualifies it as a sufficient candidate to contribute to taking down Giga Zombies and even Ultra Zombies.

## Level Changes

**Super Potato Mine**

SUN COST: 25

RECHARGE: 25

STARTING RECHARGE: 15

TOUGHNESS: 5

DAMAGE: 2160

ARMING TIME: 16

AREA: 1x1

Super Potato Mines take a while to arm, being extremely vulnerable while doing so, in exchange for MASSIVE damage.

Special: cannot be imitated
Reinforce-mint

*Reinforce-mints push all zombies back when planted.*

*Reinforce-mint isn't scowling. He's just workshopping defense strategies, doing what he can to support the team. Maybe he's scowling a little bit... fine. He definitely is.*

**Reinforce-mint** is a Tier V plant. It knockbacks every zombie on the lawn. This plant doesn't have a Plant Food effect.

## Strategy

Reinforcemint is basically Spring Bean's Plant Food, but for 150 sun. It shines in most levels, as knocking back every zombie on the lawn basically gives you extra time to work. This can be expensive early game, but this plant can still work as an early game staller.

Using this with Imitater will knock back all zombies 6 tiles, which will most likely be C9 for 300 sun. With proper stalling powers, such as Winter Melon or even Sap-fling, you can permanently stall zombies, as long as you have the sun to do so. Do note that Gargantuars are immune to knockback, **including** this plant's knockback.

## Level Changes

**Reinforce-mint**

SUN COST: 150

RECHARGE: 30

KNOCKBACK DISTANCE (TILES): 3.1

Reinforce-mints push all zombies back when planted.