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Plants vs. Zombies: Wildside
Fight for your life in Nightcap Grotto!

Plants vs. Zombies: Wildside (abbreviated as PvZ:WS, Wildside, or just WS) is a tower defense game released by Sani StudiosTM. This game puts you in the middle of the Bloomlands, sprawling lands with loads of character, and a deep dark rather sinister secret down below. Plants vs. Zombies: Wildside explores 9 "worlds" in the Bloomlands as you uncover the mysteries of history through the tried-and-true process of Barkeology - fighting zombies as you go along! At the end of each world, you'll meet a zombie boss (in some form) that has been powered up by a shattered fragment of the mythical Sunshine Idol... and it's your job to take those fragments back, reconstruct the Idol, and save everyone and everything forever! Good luck!

Juicy Plot

The zombies are back! Explore the furthest reaches of the Bloomlands, meeting new faces and reuniting with old buddies. Battle your way through 9 worlds, bursting with personality, collecting the dust-coated shards of the ancient and immensely powerful Sunshine Idol to banish the deep darkness that plagues this world forever and ever! If that's too much, you can start small - bust through awesome Adventures! Everything from Shipwrecks to Outposts to Villages, the world is your orchard and these small, pathetic, humiliating zombie hotspots are your apples! All the while, you'll be picking up the pieces of a world you'll never quite be able to grasp, making groundbreaking discoveries and creating a story of your own to explore it all.

Wildside Dev Team

Sani
Hans
Anal
Gei
Rugby
MCPE
DsFanboy

Game Mechanics

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 to defend against zombies and complete levels to progress in the game. Sun is obtained from sun-producing plants, such as the Sunflower or the Sun-shroom, and falls from the sky around every 10 seconds, give or take, under normal circumstances and sun does not fall during night or Last Stand levels. Sun lasts for around 5 seconds once it hits the ground, but there's an indicator that tells you where it will land as it falls. Each sun is worth 25 each, as it was in the first Plants vs. Zombies game. Since the first zombie comes after 20 seconds and the first sun falls after 5, there's plenty of time to start setting up defenses.

Shovel is an item that is used to dig up plants. The shovel does not cost the player any 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. The player cannot get any shoveled up plants back in any way (of course, other than replanting them). Unlike a certain other 'game' (cough cough, PvZ3), the shovel has no cooldown or anything. Plants with an AVENGE Plantique will not have those abilities activated when shoveled up, to avoid making them too easy to pull off.

Seed Packets dictate how many plants you are able to bring into a level. Some levels might have restrictions on this number, or set it to a specific number for some kind of reason, but usually your number of Seed Packets will stand. You start off with 5 Seed Packets after completing the first few tutorial levels and picking up the main squad, and collect more Seed Packets over time. By the end of your Wildside career, you will have a total of 8 Seed Packets - allowing you to bring up to 8 different plants that you want! You'll get your 6th Seed Packet after beating level 1-14, your 7th after level 4-6, and your 8th after level 6-18.

Runes are a currency that is obtained through special events, such as the Wandering Circus and the Fabled Tower. Runes can be used to purchase cool plants - namely Boom Balloon Flower, Turkey-pult, Zoybean Pod, Pokra, Imitater, Tiger Grass, Celery Stalker, and Snap Pea. Each floor completed in the Fabled Tower gives you 1 Rune at the end of the run, and you need a total of 30 to unlock a plant! You'll also get a healthy bonus of 20 Runes every time you complete a Wandering Circus and beat the Catastro-liope as well as 5 Runes for beating either Raid Boss, so it shouldn't be terribly difficult to get all of the plants. That being said, it's definitely meant to be more of a longer-term project so you shouldn't expect to buy all of them in a day.


Barkeology

Barkeoloy is the main progression system featured in Wildside. While there's not enough to make a unique page for Barkeology, it encompasses most aspects of the game and brings everything together. It also subtly nudges you in the direction of the game's heart, soul, and storyline through special items and objects you'll fine through it. Through Barkeology you'll unlock Plantiques, Heirblooms, and even Cobjects!

Artifacts

Artifacts are special powers that are unlocked through Barkeology. They're basically the collectible items in this game, so as you're playing through and doing cool Barkeology-related things you'll be slowly putting together your Artifact collection. They're divided into two distinct types, Plantiques and Heirblooms.

Plantiques

Plantiques are special variants of existing plants that cost additional sun but have an extra ability, for example gaining faster attacks after defeating several zombies or exploding when defeated. Only one Plantique can be selected for each plant, but you don't need to use one if you don't want to. All of the Plantiques in the game can be viewed on the plants page with each plant, since there's a batch of three unique ones for all of the 115 awesome plants unlocked in the game (this is a total of 345 Plantiques, which is why they're relatively easy to get ahold of).

Heirblooms

Heirblooms are global power-ups similar to the ones in Plants vs. Zombies 2 (think Mower Launch) that are not tied to any specific plant, but are selected and activated on their own. Heirblooms are categorized based on what feature they affect, and for each category you can only use one Heirbloom. Heirblooms are each split into three Fragments. Heirblooms are automatically unlocked once you collect three Fragments of one - instances of "unlocking" an Heirbloom actually give you just a Fragment so you can have that rush of excitement and wonder when you finally complete a Heirbloom and get to experience its amazing power. The game is designed so that, for the most part, you won't need Heirblooms to complete it - but there are definitely moments in later worlds where they'll help out a lot.

Listed below are each of the Heirblooms you can find in Wildside, as well as which category they belong to:

  • MOWER HEIRBLOOMS:
    • Remote Control: Allows you to tap and hold on a single lawnmower per level, allowing you to send it down the lane at your leisure.
    • Repair Kit: After a lawnmower is triggered, you can replace it with a new one for the price of 500 sun. No limit of how many lawnmowers can be built.
    • Nitro Firework: Lawnmowers sent down the lane will also gravely wound zombies in adjacent lanes, but not nearby as much as zombies in the main lane.
  • SHOVEL HEIRBLOOMS:
    • Golden Shovel: Allows you to get 50% of the sun spent in purchasing a plant back when you shovel that plant back up. Rounds down by multiples of 25.
    • Explode-o-Shovel: Plants explode when shoveled up! Deals 10-100 damage based on the plant's remaining health to zombies in a 3x3 area around it.
    • Charging Shovel: Plants that are shoveled up instantly have their recharge timers completed, allowing for some epic gamer combos!
  • HOUSE HEIRBLOOMS:
    • Dragon Rune: When the first lawnmower is triggered in each level, a special weapon emerges from the house that launches fireballs at zombies in the first 3 columns. The weapon deals 5 damage to the 3 closest zombies per attack, and fires every 0.5 seconds.
    • Spudow Rune: When the first lawnmower is triggered in each level, a special weapon emerges from the house that fires an unarmed Potato Mine at random tiles every so often. The weapon targets tiles a safe distance from zombies, and fires every 20 seconds.
    • Rocky Rune: When the first lawnmower is triggered in each level, a special weapon emerges from the house that launches cool-looking rocks at zombies in the first 3 columns. The weapon deals 25 damage to a single zombie, knocks it back a tile, and fires every 3 seconds.

Cobjects

Cobjects are funky and fresh items (wow, how surprising) that do something special when activated. There's two types of Cobjects - those being Twiddies and Dinkies. Twiddies are special power-ups that can be used during levels, which in this case have control over the passage of time for reasons unknown to the rest of us mere mortals. Dinkies are also special power-ups but they function a little bit differently, Dinkies can be selected before playing a level and activate a cool boost - such as a rake that defeats a zombie or a fence that blocks off the house, and are pretty handy for most levels.

  • These are the TWIDDIES and what each of them do:
    • Magic Clock: Magic Clock can be used to increase the speed of gameplay by 6x for a duration of 5 seconds.
    • Stopwatch: Stopwatch can be used to rewind time just a little, sending you back in time to 30 seconds ago.
    • Time Stop: Time Stop can be used when things are starting to get too intense to stop everything for 15 seconds.
  • These are the DINKIES and what each of them do:
    • Rake: Start off with a rake in the same lane that the first zombie in that level will appear. That zombie is defeated when it steps on the rake, giving you extra time to farm sun.
    • Traffic Jam: Delays the first group of zombies by 10 seconds, giving you just a little bit more time to properly set up your defenses and get yourself situated.
    • Wooden Fence: Adds a wooden fence that zombies need to chew through before they can reach your house. This fence spans all 5 lanes and has a total of 300 health per lane.

Journey

Journey is the main way of playing and unlocking new content in Plants vs. Zombies: Wildside as you explore the wild wonders of the Bloomlands. In Journey, the player will complete a series of levels with a unique twist or challenge, going through worlds and unlocking new plants and zombies. Each level consists of a certain number of zombie waves, and each wave is a large collection of zombies that are ready to ruin your day, life, and financial opportunities. Each world has its own set of special zombies and gimmicks, making each one truly feel like a unique experience that is both memorable, challenging, juicy, and zesty. That last one, of course, being the most important.

Worlds

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BLUEGRASS WILDS
Peaceful, rolling fields of wonderful blue and pink and purple crops as far as the eye can see.

Bluegrass Wilds is the first world featured in Plants vs. Zombies: Wildside. There are a total of two unique gimmmicks for the Bluegrass Wilds, but they stay mostly out of your way and are simply there to provide a little bit of interesting content, given you spend 30 levels here. Haha, we lied! There's only one unique gimmick. We were short on dev time - oh actually it's the FIRST WORLD. OF COURSE THERE'S ONLY ONE GIMMICK. But it's a really nice and cozy introduction to a game that gets a little hectic later on. Enjoy!

The only gimmick is haystacks, and this is what they do:

  • Haystacks:
    • Haystacks generate on a few tiles across the lawn, slightly favoring tiles closer to the right side of the lawn than the left side.
    • Haystacks function similarly to gravestones from Plants vs. Zombies 2, where they'll absorb damage: in this case they absorb 500 damage.
    • Lobbed plants like Cabbage-pult can fling their goodies over haystacks, so there's a solid way to avoid them if you really want to do that.
    • In addition, haystacks have a chance to be "trapped", which causes them to explode into a couple of Imps when destroyed, for extra fun.
    • Haystacks burn when exposed to fire, so if you bring a couple of fiery plants then the haystacks will be gone without much to worry about.
This world takes place during the DAY
Level Name Type New Zombies New Plants
1-1 Back to Basics II Standard Browncoat, Flag Zombie Sunflower
1-2 Cone Country Standard Conehead Zombie Wall-nut
1-3 No-Fail Pail Standard Buckethead Zombie Bonk Choy
1-4 Tough as Nails Standard Brickhead Zombie Squash
1-5 Coleslaw Slayer Standard Imp Cabbage-pult
1-6 Currant Events Last Stand Newspaper Zombie None
1-7 Double Standard Standard None Repeater
1-8 Gastrointestinal Locked and Loaded Outhouse Zombie None
1-9 Hay Over Heels Standard None None
1-10 Mine and Yours Standard Balloon Zombie Potato Mine
1-11 Anybody Order Eggs? Special Delivery Egg Basket Zombie None
1-12 Sales Pitch Standard Pitchfork Zombie None
1-13 The Chickening Standard Chicken Wrangler Zombie, Zombie Chicken None
1-14 Rumble Tumble Games Last Stand None Tumbleweed
1-15 Bluegrass Rash Standard None None
1-16 Farming Fury Standard Haymaker Zombie None
1-17 CHA-BOOF! Locked and Loaded Cherry Bomb None
1-18 Chicken Shuttle Standard Barnhead Zombie None
1-19 This Side is Wild! Special Delivery None None
1-20 Open Road Standard None None
1-21 All Cooped Up Last Stand Chicken Coop Lightning Reed
1-22 Boring Battle Standard None None
1-23 Garden Party Locked and Loaded None None
1-24 Fields of Wheat Standard None None
1-25 Gaining Traction Last Stand Tractor Zombie None
1-26 Weed Out Standard None Spikeweed
1-27 Summer Picnic Special Delivery None None
1-28 Lavender Fields Standard None None
1-29 Ominous Warning Last Stand None None
1-30 Barnyard Brawl Boss Battle Big Battle Barn None

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LOCHWATER LAGOON
Dense wetlands overlooked by towering mangrove trees and fiercly protected by the Loch tribe.

Lochwater Lagoon is the second world featured in Plants vs. Zombies: Wildside. There are a total of two gimmicks in Lochwater Lagoon, but they each do a lot for the world and its overall gameplay. While neither of them are particularly complicated on their own, when you combine the two you get a nice world that's filled with depth and meaningful choices, while still serving as a simple introduction to the more complex gimmicks the game offers. It's pretty fun, I'd say at least. You get some solid plants here and it's a really good opener.

The two gimmicks in Lochwater Lagoon are the water and elevation, and this is what they do:

  • Water:
    • Water functions like normal, taking up roughly half of the lawn but sort of jagged to stop it from looking really boring and lame.
    • Water can't be planted on, unless it's an amphibious/aquatic plant or you've got your friendly neighborhood Lily Pad on there.
    • Water also absorbs lobbed attacks that miss their mark or shockwave attacks, since it's obviously water so it's not really land.
    • In addition, zombies in the water can't be set on fire - something that only really comes in handy later on in the game but still.
    • Exclusive to Lochwater Lagoon water are Lagoon Thing surges, where a small number of Lagoon Things will emerge from the depths.
  • Elevation:
    • The land part of the lawn (the left side) is elevated from the water part (the right side), causing for some interesting interactions.
    • Plants on the shore can't see zombies in the water, and zombies in the water can't see plants on the shore either - this is a cool dynamic.
    • Lobbed plants like Cabbage-pult can still target zombies in the water from the shore, and once zombies get on the shore there's no issues
This world takes place during the DAY
Level Name Type New Zombies New Plants
2-1 Extra Padding Standard Murky Zombie, Murky Conehead, Murky Buckethead, Lagoon Thing Lily Pad
2-2 Tangled Waters Standard None None
2-3 Corny Joke Standard None Kernel-pult
2-4 Bubbling Muck Standard None None
2-5 Wednesday Standard Frog Imp None
2-6 Total Knockout Last Stand None Uppercup
2-7 Flower Season Standard Loch Hunter Zombie Wildflower
2-8 Loch'd and Loaded Locked and Loaded Loch Gator Zombie None
2-9 Smoldering Heights Standard None Snapdragon
2-10 Muddy Puddles Standard None None
2-11 Kelp Reviews Special Delivery Kelphead Zombie None
2-12 Mangrove Marsh Standard None Dreadroot
2-13 Swamp Party Standard None None
2-14 Family Gathering Last Stand Loch Warlock Zombie, Lochbringer Zombie AKEE
2-15 Underwater Standard None None
2-16 Grill and Skill Standard Swamp Fish Zombie None
2-17 Build Me Up Locked and Loaded None Buttercup
2-18 Tribal Medicine Standard Loch Cleric Zombie None
2-19 Drop-In Swamp Special Delivery None None
2-20 Newfangled Tangled Standard None Tangle Kelp
2-21 Anchor's Away! Last Stand Anchor Zombie None
2-22 Winding Roots Standard None None
2-23 Bubble Bath Locked and Loaded Harpoon Zombie Floatus
2-24 Monster's Keep Standard None None
2-25 Freak Accident Last Stand None Twin Sunflower
2-26 Strange Magic Standard Loch Mage Zombie None
2-27 Old Friend Special Delivery None Pumpkin
2-28 Rising Tides Standard None None
2-29 Last Swamp Standing Last Stand None None
2-30 Respect Your Elders Boss Battle Loch Elder None

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NIGHTCAP GROTTO
A dark and mysterious grotto, overgrown with all sorts of strange and luminous fungi.

Nightcap Grotto is the third world featured in Plants vs. Zombies: Wildside, and the first one to take place at night. There's only one gimmick in Nightcap Grotto - besides the obvious fact that the world takes place at night - which is the Headstone. Now, the Headstone is a pretty complicated and really involved gimmick so it's fine going alone. Essentially, with Headstones, you want to try and make the rush at the end of the level as small as you can. If you do not, your life will become a pit of abject misery and despair as twenty zombies rise from the ground to beat you up.

The only gimmick is the Headstone, and this is what they do:

  • Headstone:
    • A single Headstone will spawn on a random tile towards the right side of the lawn, and stays there forever since you can't get rid of it.
    • When a zombie is defeated anywhere on the lawn, a Tombstone will be created on the tile where it was actually defeated. It then goes on a 5-second cooldown.
    • If there's already a Tombstone on that tile, instead of making a whole new one the newly defeated zombie will become a good roomate and share a Tombstone.
    • A hard maximum of three different zombies can share a Tombstone, after that nothing happens - make of that what you will.
  • Tombstones:
    • Tombstones can't be destroyed by regular plant attacks, and require you to use a Grave Buster to destroy them.
    • When the final wave in a level comes, all Tombstones will spawn in a copy of their namesake zombie and be destroyed.
    • Tombstones are meant to add a level of dread when you realize that the final wave is almost night and there's still Tombstones.
This world takes place during the NIGHT
Level Name Type New Zombies New Plants
3-1 Busted! Standard None Grave Buster
3-2 Batting Stance Standard Batty Witch Zombie, Zombie Bat Puff-shroom
3-3 Bright-Minded Standard None Sun-shroom
3-4 Wicked Wordplay Standard Bone Bomb Imp None
3-5 Bloomin' Bats Standard Big Bat Bloomerang
3-6 Last Staff Last Stand Moon Staff Zombie None
3-7 Fuming Mad Standard None Fume-shroom
3-8 Lock the Door! Locked and Loaded Screen Door Zombie None
3-9 Glowing Fungi Standard None None
3-10 Third Life Standard Skull Staff Zombie, Skeleton Zombie None
3-11 Gentle Persuasion Special Delivery None Hypno-shroom
3-12 Glow and Behold Standard Headstone Heaver Zombie None
3-13 Panic! At The Grotto Standard None Scaredy-shroom
3-14 Hungry Hungry Zombies Last Stand Grave Gobbler Zombie None
3-15 Dreams Crushed Standard None Smoosh-shroom
3-16 Shrub Warfare Standard Shrub Zombie None
3-17 Duplication Locked and Loaded None Spore-shroom
3-18 Disco Dance Floor Standard Disco Zombie, Backup Dancer None
3-19 Postage Stamps Special Delivery None None
3-20 Enchantments Standard None Witch Hazel
3-21 Mate, He's BIG Last Stand Frail Zombie, Ossified Giant None
3-22 Fading Light Standard None None
3-23 Fault In Our Starfruits Locked and Loaded Vimpire Starfruit
3-24 Shelf Mushrooms Standard None None
3-25 Cracked and Chipped Last Stand None None
3-26 Leader of the Pack Standard Bat Flock Zombie, Flockmaster Zombie Magnet-shroom
3-27 Cave Tonight Special Delivery None None
3-28 Walls of Mystery Standard None None
3-29 Extra Reverb Last Stand None None
3-30 Vengeful Spirits Boss Battle Grave Lord None

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WINDSWEPT PEAK
The milky white clouds floating in the howling wind match the chalky white color of the snow.

Windswept Peak is the fourth world featured in Plants vs. Zombies: Wildside. It's also the most popular one, but we don't want to flatter it too much, right? It has two awesome gimmicks, which are both constantly things you need to look out for and make sure you're aware of. Snowstorms constantly add snow layers to your plants which eventually incapacitates them, and there's some zombies that can add snow layers as well. There's some plants that can remove snow layers too.

Windswept Peak has snowstorms and resulting snow mounds as its gimmicks, and this is what those do:

  • Snowstorms:
    • Snowstorms are an ever-present obstacle, constantly snowing down on the lawn and very gradually covering plants in snow.
    • Plants that have been on the lawn for longer will tend to be covered in snow more quickly than a plant that had been planted more recently.
    • Every 8-16 seconds based on plant size, a couple plants will have a snow layer added to them which, if more than 5 snow layers are added to a plant, traps them inside of a snow mound.
    • For each snow layer a plant has before it is trapped, it attacks 10% slower as well, but there are ways to avoid having your plants be trapped or slowed.
  • Snow mounds:
    • Snow mounds are similar to ice blocks that are found in Frostbite Caves in Plants vs. Zombies 2, but the twist is that they are more difficult to remove and you can't see what's inside.
    • Plants in snow mounds will lose a layer every 20-30 seconds after an initial period of 15 seconds automatically (which also applies to non-trapped plants), freeing them, but you can speed up the process by planting some hot plants around them.
    • Unlike with ice blocks, you can't shoot the snow mounds to free the plant inside and both plant and zombie attacks will ignore them.
    • Some levels might have some plants trapped in snow mounds with the objective of not letting them thaw, for example.
This world takes place during the DAY
Level Name Type New Zombies New Plants
4-1 Stay Frosty! Standard None Hot Potato
4-2 Cold Town Road Standard None None
4-3 Yeti, Set, GO! Standard Yeti Imp None
4-4 Mood Lighting Standard None Candills
4-5 Frozen Over Standard Iceblock Zombie None
4-6 The Fight of '21 Last Stand Snowball Fighter Zombie Snow Pea
4-7 Slippery Slopes Standard None None
4-8 Whirlwind Locked and Loaded None Acornado
4-9 Roll for Damage Standard Rollball Imp None
4-10 Glacier Gulch Standard None Riceberg
4-11 Surprise Snowstorm Special Delivery Snowstorm Zombie None
4-12 Chattering Teeth Standard None None
4-13 Shattered and Scattered Standard None Winter Splinter
4-14 Portable Igloo Last Stand Imp Igloo None
4-15 Bad Breath Standard None Garlic
4-16 Snow More Cones! Standard Snow Cone Zombie None
4-17 Let It Burn Locked and Loaded None Fire Peashooter
4-18 Hang Eleven Standard Glider Zombie None
4-19 Microtransactions Special Delivery Winter Jacket Zombie Mossling
4-20 Blue Skis Standard Ski Zombie None
4-21 Social Distancing Last Stand None Chard Guard
4-22 A Terrible Fortress Standard Snow Fort Zombie None
4-23 Pepper Poppers Locked and Loaded None Pepper-pult
4-24 Stand Tall Standard Yeti Guard Zombie None
4-25 Tip of the Mountain Last Stand None None
4-26 Horns and Hooves Standard Goat Rider Zombie Inferno
4-27 Plummit from the Summit Special Delivery None None
4-28 Peak and Ponder Standard None None
4-29 Mountain Climber Last Stand None None
4-30 Throne Room Boss Battle Yeti King None

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CRUMBLED CITY
The ancient remains of a city of stone, where the Sunshine Idol was first forged from the sun itself.

Crumbled City - the ancient city of light - is the fifth world in Plants vs. Zombies: Wildside. We're really flying through these now. Crumbled City is the ancient remains of a city of stone, said to be where the Sunshine Idol was first built. The gimmicks here are all tile-based, so that's slider tiles, gold tiles, and trap tiles. The trap tiles aren't EXACTLY the same as the tiles in Lost City, but there's a few that are similar and a few cool ones that are new to the franchise for Wildside. Don't ask why I'm saying that as if it's breaking news. BRAND-NEW, folks! Nobody has ever made a world before!

These are what each of the gimmicks in Crumbled City do:

  • Slider tiles:
    • Slider tiles generate on random tiles across the lawn (like always, they're not really random but you get the idea). Unlike the slider tiles in Plants vs. Zombies 2, these slider tiles are completely under your control!
    • You can't plant on slider tiles, and when a zombie steps on one, they are moved into whichever lane the tile's pointing towards.
    • You can also tap on the slider tile to toggle the direction from pointing up or poiting down.
  • Gold tiles:
    • Gold tiles generate generally toward the left and in mostly geometric shapes, functioning basically the same as the gold tiles from Plants vs. Zombies 2.
    • When a plant or zombie is standing on a gold tile, that gold tile will drop 25 sun every 20 seconds - it's really that simple.
    • If the gold tile is about to produce sun but then is deactivated, the cycle resets when it's activated again.
  • Trap tiles:
    • Trap tiles work just like in Plants vs. Zombies 2, where they're special tiles dropped around the lawn that do something cool when activated, via a plant or zombie going on top of it.
      • Fire tile
        • Fire tiles erupt into a lane-wide inferno that deals massive damage to plants and zombies alike, burning them for 1000 total damage over 5 seconds.
      • Boulder tile
        • Boulder tiles send a massive boulder rolling down the column and neighboring columns, instantly crushing all plants and zombies in its path.
      • Quake tile
        • Quake tiles generate a powerful tremor that slows and lightly damages plants and zombies nearby, breaks grid items, and triggers adjacent trap tiles.
This world takes place during the DAY
Level Name Type New Zombies New Plants
5-1 Ancient Ruins Standard Explorer Zombie None
5-2 Shining City Standard None Shine Vine
5-3 Do a Barrel Roll Standard Mysterious Barrel, Stowaway Imp Aloe
5-4 Rumbling Crumbles Standard None None
5-5 Heartfelt Digging Standard Excavator Zombie Blooming Heart
5-6 Lost to Time Last Stand None None
5-7 Embrace the Sun Standard Parachute Zombie Sun Bean
5-8 Chisels and Wits Locked and Loaded None None
5-9 Party Crashers Standard Lost Pilot Zombie Sweet Potato
5-10 Band-Aid Standard Healer Zombie None
5-11 A New Leaf Special Delivery None Gold Leaf
5-12 Lightfooted Standard Parasol Zombie None
5-13 Call of the Wild Standard None Kiwibeast
5-14 Unexpected Visitors Last Stand Imp Porter, Imp Tent None
5-15 Breadsticks Standard Rockpuncher Zombie Heath Seeker
5-16 Sweet Music Standard Perfume Zombie None
5-17 Undying Locked and Loaded None None
5-18 Problem Solver Standard None Imp Pear
5-19 A City of Marble Special Delivery Stone Shover Zombie, Zombie Statue None
5-20 Stone Statues Standard None None
5-21 Mind Control Last Stand None Caulipower
5-22 Chip Off The Block Standard Magic Chisel Imp None
5-23 Ancient Murals Locked and Loaded None None
5-24 Brilliant Diamonds Standard None Magnifying Grass
5-25 Heavy Weapon Last Stand Ancient Ballista None
5-26 Golden Gateway Standard None None
5-27 Romantic Genius Special Delivery None Hot Date
5-28 City of Whispers Standard None None
5-29 City of Legends Last Stand None None
5-30 City of Serpents Boss Battle Stone Serpent None

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STORMLINE PLAINS
The hills are alive with the sound of crackling and the soothing buzz of electronic nothings.

Stormline Plains is the sixth world in your new favorite game, Plants vs. Zombies: Wildside. Stormline Plains is getting a bit more complicated, since there's Electrocks dotted all over the place now, strung together with Stormlines. It's almost as if that's what the world is named after! But anyway, it's pretty complicated and the zombie roster is a real fun-sucker-outer so good luck. I don't have anything witty to say for this one, just prepare for pain.

This is a quick-ish rundown on Stormline Plains' gimmicks:

  • Electrocks:
    • Electrocks generate on random tiles vaguely favoring the right side of the lawn, and sit there looking all nice and pretty.
    • Electrocks on their own have no special abilities, they just block plant attacks and you're unable to plant on top of them.
    • The magic really happens when Stormlines come into play, because otherwise it's really not that interesting at all.
  • Stormlines:
    • Stormlines are funky-fresh wires that are strug between two Electrocks. Not every Electrock is going to have Stormlines.
    • Multiple Stormlines can be hooked up to the same Electrock, because there's not enough space to do this otherwise.
    • Zombies that make contact with Stormlines recieve a powerful boost for a short while, same applies to plants.
    • However, they'll also be made more vulnerable and have their health slowly drained over time.
This world takes place during the NIGHT
Level Name Type New Zombies New Plants
6-1 Overpowered Standard Electro Shield Zombie Power Vine
6-2 Bite-Sized Standard Mini Mecha None
6-3 Pull the Plug Standard None EMPeach
6-4 Skill Issue Standard Forcefield Mecha None
6-5 Melony Lane Standard None Melon-pult
6-6 Crawling Critters Last Stand Bug Bot Imp None
6-7 Overcast Skies Standard Jumpsuit Zombie Electric Blueberry
6-8 It's the Repair Guy! Locked and Loaded Electrician Zombie None
6-9 Infinite Energy Standard None None
6-10 Afternoon Jog Standard Power Walker Zombie Electric Peashooter
6-11 Copper Wiring Special Delivery Lightning Rod Mecha None
6-12 Avast Antivirus Standard Holohead Zombie Briarwall
6-13 Three Wheel Drive Standard Mega Mecha None
6-14 All or Nothing Last Stand Charging Cord Zombie Allium
6-15 Last Ditch Standard None None
6-16 High Sky Flier Standard Battery Imp Rotobaga
6-17 Cable Crossing Locked and Loaded None None
6-18 Deadly Precision Standard Whirlwind Mecha Dartichoke
6-19 Electric Boogaloo Special Delivery None None
6-20 Advanced Zaplications Standard Stormboard Zombie Zapsicum
6-21 High Utility Bill Last Stand None None
6-22 Electro Soles Standard None None
6-23 It's a Feature! Locked and Loaded Bug Bot Buggy Munchen
6-24 Double Strike Standard None None
6-25 Over and Under Last Stand None None
6-26 Guardian Angel Standard Robo Scorpio Intensive Carrot
6-27 Point Spark Special Delivery None None
6-28 Zap-and-Go Standard None None
6-29 Static Electricity Last Stand None None
6-30 A Giant Robot! Boss Battle Zombrick Dango None

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LAVAMOLT STEEP
Surrounding a beating heart of superheated magma lies an impenetrable shell of solid stone.

Lavamolt Steep is the seventh Plants vs. Zombies: Wildside world, and it's a ultra-difficult volcano world that's an absolute banger. It's got a lot to keep track of, and the zombie roster is super varied and interesting - this is what you should expect from the seventh world in a game. Seven. The gimmicks include falling rocks (bring an umbrella, they're pretty heavy) and a MOAT OF LAVA. HOW AWESOME IS THAT????????? The correct answer is YES!!! IT IS SUPER AWESOME!

  • Hot Rocks:
    • Hot rocks will constantly fall from the sky, falling every 8-12 seconds. Hot rocks fall faster in later levels.
    • Hot rocks generally try to avoid landing directly on plants, but can sometimes do so, instantly destroying it and making the tile unfit for planting for 10 seconds. Even if they don't hit a plant, they'll still mess up the tile.
    • Every 3rd hot rock is replaced with a sun rock, which produces 75 sun upon landing instead of destroying tiles (they'll still destroy plants, though). This replaces the regular sunfall mechanic, so this is the only way to collect natural sun here.
    • Hot rocks can also destroy zombies on the tile they land on, but it isn't a guarantee. They'll only do 500 damage (armor piercing included) to them, allowing the toughest of the tough to survive a rock hit.
  • Magma Moat:
    • The magma moat takes up the center lane, converting it into a ravine of bubbling lava and despair.
    • Some zombies have special gear that allows them to walk on top of the magma, which is totally fair.
    • Plants that end up in the moat are instantly defeated, and the same applies to zombies as well.
    • Flying zombies aren't defeated by the moat, and there's no way to actually plant on the magma.
    • This means you'll have to pack something that targets zombies outside of its lane to beat the world.
This world takes place during the NIGHT
Level Name Type New Zombies New Plants
7-1 Rock and Roll Standard None Umbrella Leaf
7-2 Battle Royale Standard Knight Zombie None
7-3 Making an Impact Standard None Explode-o-nut
7-4 Hot Head Standard Volcanohead Zombie None
7-5 Vicious Valor Standard None Kale Knight
7-6 Grand Stand Last Stand None None
7-7 Comedy Club Standard Jester Zombie Lavacado
7-8 Rocked and Loaded Locked and Loaded None None
7-9 Influential Fashion Standard Sasquatch Imp Meteorice
7-10 Cobbled Together Dearly Standard Magmaw, Magjaw None
7-11 Heavy Weapon Special Delivery None Mossbow
7-12 A Mounted Attack Standard Horseback Zombie None
7-13 NAME Born of Silver None Silver Sword
7-14 Champion's Cup Last Stand None None
7-15 The Scarlet Pepper Standard Druid Zombie, Lava Wisp Jalapeno
7-16 Castle Walls Standard None None
7-17 Erupting Inferno Locked and Loaded None None
7-18 Lava Launcher Standard Firehand Pitcher Zombie Bamboo Shoots
7-19 Too Tuff Special Delivery None None
7-20 Sword of Legends Standard Excaliburn Zombie None
7-21 Beast and the Beast Last Stand Princess Zombie, Royal Knight Zombie Hydrangea
7-22 Basalt Range Standard None None
7-23 Giddy Up, Giddy Down Locked and Loaded Soot Sled, Risky Rider Zombie Horseradish
7-24 Lava Vents Standard None None
7-25 Smokey Mortars Last Stand None None
7-26 The Rise of Mittens Standard Dragon Rider Zombie Lava Guava
7-27 Royal Rampage Special Delivery None None
7-28 In Shining Armor Standard None None
7-29 Drawbridge Last Stand None None
7-30 Heir to the Throne Boss Battle Dominus Knight, Dominus Guard, Dominus Archer, Dominus Mage, Mini Phoenix None

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RIPTIDE ISLAND
An ancient darkness lives under the inconspicuous waves and winds of this tropical island.

Riptide Island is the eighth and also second-to-last world in Plants vs. Zombies: Wildside. It's a stormy island that vibes a little off the coast of the Bloomlands, and nobody usually thinks anything of it. However, you found something pretty disturbing in that volcano that has led you here - to paradise. In order to access a cave to the darkness below, you must defeat a tropical legion of zombies - all while weathering the storm. They also sell really cool postcards, like ones that say "THE ZOMBIES ARE COMING!". Isn't that awesome?

These are the gimmicks for the SECOND TO LAST world! Woohoo:

  • Rain:
    • Rain is an almost constant gimmick in Riptide Island levels. It shifts over the course of a level, changing intensity from Clear to Light to Heavy gradually. Each intensity of rain has a different effect on the lawn.
      • Clear: No effect on gameplay. Rain isn't falling, so there's nothing particularly special happening.
      • Light: Zombies are slowed down slightly, fire-based plants gradually take damage, sun falls from the sky significantly slower.
      • Heavy: Zombies are slowed down significantly, all plants gradually take damage, sun doesn't fall from the sky.
  • Wind:
    • Wind is also an almost constant gimmick and functions independently of Rain in Riptide Island levels. Wind either pushes to the right, left, top, or bottom and isn't always there. It varies between Light and Heavy.
      • Light: Projectiles traveling in the same direction as the wind are slightly sped up and zombies traveling in the same direction as the wind are also sped up. The inverse happens when projectiles or zombies are going against the wind.
      • Heavy: The effects of wind are heavily amplified. Wind Gusts can sometimes occur in maintained Heavy wind, which blows projectiles and zombies into other lanes.
  • Tide:
    • The Tide is a mechanic where the lawn will gradually be filled with water, which will move in towards your house and then back away from it.
    • Tidal shifts occur over the course of a level, so the tide can go all the way up to column 2 and potentially all the way back multiple times.
    • Not every level will have such drastic changes in tidal positioning. Some might only have a column or two, but every level comes with some kind of tide.
This world takes place during the DAY
Level Name Type New Zombies New Plants
8-1 Palm Tree Banks Standard Ducky Tube Zombie None
8-2 Ducky Dango Standard Ducky Tube Conehead Bowling Bulbs
8-3 Cold Shoulder Standard Ducky Tube Buckethead Hurrikale
8-4 Rain or Shine Standard Raincoat Zombie None
8-5 Chew's Clues Standard None Chomper
8-6 Hang Ten Last Stand Surfer Zombie None
8-7 Triple Draft Standard None Draftodil
8-8 Dolphin's Grace Locked and Loaded Dolphin Rider Zombie None
8-9 Walk the Plank Standard Plank Shield Zombie Weather Heather
8-10 Snorkel Sendout Standard Snorkel Zombie None
8-11 BANANA PARTY!!! Special Delivery None Banana Launcher
8-12 On A Boat In The Sea Standard Raft Zombie None
8-13 Shipwreck Island Standard None None
8-14 Shark-Infested Waters Last Stand Shark Zombie Cocoknockout
8-15 Beach Vibes Standard None None
8-16 A Terrible Storm Standard None Weather Vine
8-17 Splash Damage Locked and Loaded Hydro Pump Zombie None
8-18 See Weed Standard None Seaweed
8-19 It's a Zombie Now? Special Delivery Seaweed Zombie None
8-20 Purr-fect Pounce Standard None Cattail
8-21 Island of Troubles Last Stand None None
8-22 Crazy Dave's Locker Standard Drowned Sailor Zombie None
8-23 Minefield Locked and Loaded None Sea Lime Mine
8-24 Gone Fishin' Standard Fisherman Zombie None
8-25 Tropical Tides Last Stand None None
8-26 A Call for Kelp Standard Unlife Ring Zombie Kelp Bundle
8-27 Stormy Waters Special Delivery None None
8-28 Day at the Beach Standard None None
8-29 Seashell Skirmish Last Stand None None
8-30 Mastermind Boss Battle Weather Machine None

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SINISTER DEPTHS
Your journey ends here, brave adventurer. But beware, these caverns house a dark secret...

Sinister Depths is the ninth and final world in Plants vs. Zombies: Wildside. The entire world is a boss fight doubling as a stealth mission, where you need to avoid tipping off the Bellow and summoning the Umbra - who lurks in the walls and in the ground and everywhere. Arteries link around the Bellows, with Snappers hidden inside. As you fight for your life, you'll discover secrets in the ancient underground ruins and the final key to rebuilding the Sunshine Idol! And once you've done that, you can do boring things like SAVING THE BLOOMLANDS.

These are the gimmicks in my favorite world:

  • Bellows:
    • A single Bellow spawns on a random tile towards the right side of the lawn, and it pretty much stays there for the entire level since there's no way to completely remove them.
    • The Bellow becomes alert when Arteries around it send signals and will become "open" to receiving signals for 20 seconds after picking one up. During this period consecutive signals will add an alertness level.
    • Once the Bellow reaches an alertness level of 15, it will explode after a few seconds and the Darkness will emerge from the ground underneath it.
  • Arteries:
    • Arteries spawn in large globs around Bellows, generally covering a 3x3 area around them but also extending a tile or two out in a few directions so as to make them look more organic. Some splotches can spawn elsewhere but are small and have less vegetation.
    • When a plant or zombie is defeated while on top of Arteries, the Arteries will send a signal to the Bellow that will bring the situation to its attention and raise its alertness level by 1. This also happens if Arteries are destroyed.
    • When the Bellow explodes and the Darkness is spawned, some of the outermost Arteries will degrade as the colony will search for a new Bellow to spawn so they can attach themselves to it.
  • Snappers:
    • Snappers spawn in a couple of Arteries, hiding beneath the colony. They tend to hang around the edges, as far away from a Bellow as they can get without moving away from the Arteries.
    • When a plant or zombie finds themselves on top of a Snapper, the Snapper will consume that plant or zombie whole, chew for a while, then spread the colony of Arteries along its edges.
    • Around the edges near the Snapper, maybe 2-3 Arteries will be generated and sometimes the Arteries formed may be rigged with another Snapper.
  • Darkness Pulses:
    • While this doesn't have much of a direct effect on gameplay, every so often the screen darkening/fading effect that the Umbra uses will be activated. This version has no influence on your sun bank or anything, but mainly just exists for the purpose of adding extra atmosphere.
This world takes place during the NIGHT
Level Name Type New Zombies New Plants
9-1 Beyond the Grave Standard Zombones Moonflower
9-2 Shadow Puppets Standard Zomcones Nightshade
9-3 Infestation Standard Zombucket None
9-4 Distant Heartbeat Standard Zimp None
9-5 Smoke and Mirrors Standard Mirage Zombie Dusk Lobber
9-6 Ancient Blessings Last Stand Moon Stone Zombie None
9-7 Last Laugh Standard None None
9-8 Playing Undead Locked and Loaded Actor Zombie None
9-9 Toxic Personality Standard None Shadow-shroom
9-10 Foul Play Standard Smelly Zombie None
9-11 Behind the Walls Special Delivery None None
9-12 Wicked One Standard Fiend Shadoak
9-13 One-Way Trip Standard None Moon Bean
9-14 Shattered Glass Last Stand Cursed Mirror Zombie None
9-15 Hail the Wail Standard None Shrieking Leek
9-16 Monster's Keep Standard Rascal None
9-17 Lock the Door Locked and Loaded Coffin Zombie Grimrose
9-18 Beneath the Floor Standard None None
9-19 Downtrodden Special Delivery None Gloom-shroom
9-20 Strange Glyphs Standard Shadow Panel Zombie None
9-21 Deadly Precision Last Stand None Void Pitcher
9-22 Shivering Tendrils Standard None None
9-23 Dread and the Dead Locked and Loaded Funeral Crashers Dread Cabbage
9-24 Broken Bones Standard None None
9-25 Full Bloom Last Stand None Shrinking Violet
9-26 Extra Life Standard Necromancer Zombie None
9-27 Cave of Terrors Special Delivery None None
9-28 No Way Out Standard None None
9-29 Overgrown City Last Stand None None
9-30 Ancestry Ultimate Battle


Adventures

Adventures are special little events that are dotted around the Bloomlands. Each one is a nice, happy little package of joy and unimaginable glee as you tear through zombies - but with a twist. This time, you're not playing to move forward in the regular world campaign, you're playing to bring zombie settlements to the ground and loot their remains. To be fair, it's kind of their fault for constantly rebuilding them when they're destroyed. Anyway, you collect bonus rewards from completing Adventures, there's a 10% chance for a tougher variant to appear instead, and you have a solid chance of collecting resources for Barkeology in some way, shape, or form. Everybody loves Barkeology.


PIRATE RAIDS

Pirate Raids are STANDARD PLAY levels that contain normal zombies you're used to, and are generally made up of cool pirate-themed zombies mixed in with some of the native zombies found in whichever world the Raid turns up in. If you lose the Pirate Raid level, you can attempt it again before the Adventure will be cleared and you'll be left with nothing besides the shame of knowing you couldn't fight a gaggle of pirates. Pirate Raids happen quite often, and multiple can spawn in a single day across several worlds. Sometimes some barrels, usually found in Shipwrecks, can be added to Pirate Raids as well with increasing chances and barrel counts the higher up you get. Pirate Raids also have a 50% chance to award you with a Plantique (with a 34% chance for a second) when successfully completed.

Viking Raids are tougher variants of Pirate Raids that appear only once you've completed Windswept Peak. Viking Raids come with a stronger set of special zombies than a Pirate Raid, but you'll get many more rewards than you usually would. However, you only get a single attempt before the Vikings sail away. Viking Raids always award you with 1-2 Plantiques (with a 25% chance for a third if you pull 2) when successfully completed.

Both Pirate and Viking Raids have a chance to be replaced with a Plank Walker or Drake Raider (respectively) fight. These two bosses are quite tough compared to even the normal Raid levels, but will give lots of bonus goodies when defeated - such as 5 Runes, a few Cobjects, and even some Plantiques. However, each time that you defeat the Plank Walker or the Drake Raider will cause the next battle to be just that much more difficult - but you can handle it, right?


SHIPWRECKS

Shipwrecks are randomly generated LAST STAND levels that contain a total of 10 difficult waves that will appear periodically, roughly one or sometimes two a day. Gimmicks such as mold colonies or flower lines can appear in Shipwreck levels, and barrels also exist as reskins of gravestones that fit Shipwrecks more visually. Whether or not you can complete all 10 waves in a Shipwreck level, the Shipwreck will go away and you'll get increasing amounts of rewards for each wave you did beat. Sometimes Pirate Raid zombies can appear in Shipwrecks, as can Viking Raid zombies for Disasters below. and the overall difficulty of Shipwrecks depends on what your highest world is. There's also a small chance for most of the lawn to be replaced with water tiles as well. Shipwrecks also have a 50% chance to award you with a Plantique (with a 34% chance for a second) when successfully completed.

Disasters are tougher variants of Shipwrecks that appear only once you've completed Windswept Peak. Disasters come with 20 waves instead of 10 waves and have a much higher chance for the lawn to be flooded. You'll get many more rewards from Disasters than from Shipwrecks, but they are much more difficult. Disasters always award you with 1-2 Plantiques (with a 25% chance for a third if you pull 2) when successfully completed.


VILLAGES

Villages are a string of three randomly generated SPECIAL DELIVERY levels that each contain a total of 3-6 waves that will appear periodically, roughly one or sometimes two a day. Gimmicks such as mold colonies or flower lines can appear in Village levels, and puddles (single tiles of water) or stumps as well (similar to PvZ1 gravestones, but you can place plants on top of them). The zombie villagers are a little slow and will flee after 2 failed attempts, or if you complete all three levels of course where you get to pillage their fields and homes for ancient artifacts. Village zombies will semi-commonly (there's only a handful of them) be found in Village levels as to be expected, and the overall difficulty of Villages depend on what your highest world is. Villages also have a 50% chance to award you with a Plantique (with a 34% chance for a second) when successfully completed.

Towns are tougher variants of Villages that appear only once you've completed Windswept Peak. Towns come with 4 levels instead of 3, and each level being SIGNIFICANTLY harder and using more of the special Village zombies than usual. You'll get many more rewards from Towns than from Villages, but they are much more difficult. Towns always award you with 1-2 Plantiques (with a 25% chance for a third if you pull 2) when successfully completed.


OUTPOSTS

Outposts are a pair of two randomly generated LOCKED AND LOADED levels that each contain a total of 5-10 waves that will appear periodically, roughly one or sometimes two a day. Gimmicks such as mold colonies or flower lines can appear in Outpost levels, as well as plank and missing floor segments that call back to the Pirate Seas you all enjoyed so much in Plants vs. Zombies 2. The Outpost will go away after 2 failed attempts, or if you complete both levels of course and will award you handsomely for each level. The overall difficulty of Outposts depends on the highest world you've reached, and there's a special miniboss (a normally powerful zombie such as a Tractor Zombie, but with SIGNIFICANT damage, health, and speed boosts) that will appear at the end of the second level for an extra challenge. Outposts also have a 50% chance to award you with a Plantique (with a 34% chance for a second) when successfully completed.

Strongholds are tougher variants of Outposts that appear only once you've completed Windswept Peak. Strongholds come with 3 levels instead of 2, and each level being WAY MORE DIFFICULT and giving an even larger boost to the miniboss that you would fight at the end of the third level instead of the second. You'll get many more rewards from Strongholds than from Outposts, but they are much more difficult. Strongholds always award you with 1-2 Plantiques (with a 25% chance for a third if you pull 2) when successfully completed.


DIG SITES

Dig Sites are a unique type of Adventure in regards to the fact that, as opposed to being a normal type of level, the Dig Site is a Vasebreaker level. The difficulty overall of the level remains mostly standard, although the available options for gimmicks or things that go into the vases obviously expand over time. If you complete the level, you're guaranteed to unlock a random Plantique (34% chance for a second Plantique, with a 10% chance for a third) to power up your plants, with around a 20% chance to also earn an Heirbloom fragment. If you fail the level, since these are generally somewhat challenging, you'll have a 34% chance to still get just one Plantique but no chance of an Heirbloom fragment. Dig Sites generate naturally in a random world every 6 hours, and up to 4 can exist at once. Once you complete Nightcap Grotto, this is raised to 5 and then again to 6 after Lavamolt Steep.


Special Events

Special events consist of two special "Adventures" (kind of), that give you awesome rewards when completed! These two Adventures work a little bit differently than the others, since the Wandering Circus only spawns once at a time (and is pretty infrequent) and the Fabled Tower is more of a permanent fixture than a true Adventure. The way these two are tied together is through Runes! Yes, Runes! You can earn Runes mainly through the Fabled Tower, but also through the Wandering Circus (those pesky thieves!). Then, you can take those Runes and buy awesome plants!

Special events, Runes, and that whole system as a whole become available to the player after completing Nightcap Grotto, though you can start collecting them early if you get good luck with Peddler Zombies.


WANDERING CIRCUS

Wandering Circus is a randomly-generating set of 20 levels (unlocked after Nightcap Grotto) that appears throughout the Bloomlands, bringing joy and wonder to all those around. The Wandering Circus comes 'round every 2-3 weeks and lasts for 5 days, bringing fresh levels filled with joy, wonder, and even minecarts! Wandering Circus levels blend with the world they're part of to make a complete experience that feels rewarding and exciting to play, primarily using circus zombies (found on the zombies page) that aren't found anywhere else in the game. Wandering Circuses give you quite a few Cobjects, but not really anything in the Plantique or Heirbloom department since they aren't that old of a thing.

Some unique gimmicks for Wandering Circus exist, as do regular ones such as Flower Lines or Mold Colonies. Exclusive to the Wandering Circus are minecarts, dove cages, and monkey cages. Minecarts function just like you would expect them to, while dove and monkey cages block a tile and are brand-new for Wildside: they each absorb 200 damage before being destroyed, and depending on if they're a dove or monkey cage will release either three Sneaky Doves or one Zombie Monkey when they are eventually destroyed. In Sinister Depths, fiend cages can also spawn which release a Fiend when destroyed.

The 20th level of each Wandering Circus is a fight with the Catastro-liope. This is no Zombot (Dr. Zomboss isn't in this game), but instead a monstrous machine created by the carnies to hunt down plants that want to attend their carnival. Beating the Catastro-liope rewards you with 15 Runes, quite a significant number - that's half of a plant right there! Combined with the gains you'll get from the Fabled Tower, you should quickly be able to get enough Runes to purchase whichever plant you want to get!


FABLED TOWER

Fabled Tower is Wildside's take on an Endless Zone, unlocked once you complete Nightcap Grotto. Every day, you'll get an attempt to climb the Fabled Tower - and see how many floors you can complete! Your plants are automatically and randomly picked for you each day (though you can still tweak their Plantiques and whatnot), and you get to go and take on zombies from all different worlds. Each floor you complete lets you progress to the next floor, which is even harder than the last, and there's an infinite number of floors to conquer!

After each floor (which consists of 2 flags early on, but can climb up to 5 or more in later floors), your plants are maintained but you'll get to pick a refill on plants - since you get a limited nummber of each to begin with, so for example this could be +3 Sunflowers or +2 Wall-nuts or even in edge cases a few copies of a plant that you didn't have access to before. There's some unique zombies for the Fabled Tower, such as the Gargantuar or Castlehead Zombie too.

When you're finally defeated, you'll get 1 Rune for each floor you completed - which can be used to buy cool plants.


THANKS FOR BEING AWESOME!
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