Plants vs. Zombies Character Creator Wiki
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Plants vs. Zombies Character Creator Wiki


ConeRT

Conehead

CONEEE! (Translation: Help me.)

Plants vs. Zombies: Road Trip is a fun tower defense game that functions similarly to Plants vs. Zombies 2, but also takes some inspiration and some features from others. It takes its visual appearance and a decent amount of gameplay from Plants vs. Zombies 2, but is also inspired by an earlier version of Plants vs. Zombies 3. In this game you'll progress through a number of Regions, destroying all the zombies that stand in your way as you unlock new and exciting plants. This game features a few unique twists on the regular formule, from Buildings to Zombie Raids, and from Graveyard to Trial Levels. Explore with fan favorites such as Crazy Dave and get to the bottom of Dr. Zomboss's latest scheme... before it's too late!

Plot[]

Welcome to Greensburg, where the battles never end. Greensburg is a wonderful town with very diverse regions and unfortunately a ton of zombies. Like, the place is filled with zombies. Nuzzled by the south-side Training Woods, you'll start your adventure in the Training Woods, then move on to the Park Plaza, the Sleepy Hollow, Mallow Marsh, and so on. Of course, on your quest to topple the Zombossian hierarchy, you'll find new floral friends, undead un-friends, and save regions all throughout. Just make sure to avoid the mysterious Zomboss Island over to the north, you won't like it there.

Your Dev Team []

Sani
Hans
Bobert
Ani
Nickle
Cryptic
Dave
Kyoot
Punji
Wynaut
Gei

Game Mechanics, Currencies, and Shop[]

Sun[]

Sun is the main currency used in the actual battles in the Plants vs. Zombies series. It is used to plant the plants on your lawn. Sun is obtained from sun-producing plants, such as the Sunflower, and falls from the sky every 7 seconds under normal circumstances and lasts for 10 more seconds once it hits the ground. The way sun in Road Trip diverts from traditional PvZ games in terms of sun is that each sun is worth 1, but the economy is shaped around that.

Plant Food[]

Plant Food functions similar to Plants vs. Zombies 2. They are special abilities stored in a bar at the bottom of the screen, which can only fit three. Defeating a Flag Zombie drops a Plant Food for you to use (so effectively you only get one every flag), but the average Road Trip level has about 3-4 flags (averaging around 6-7 or so waves of zombies each) and Zombologist zombies may appear to provide additional Plant Food, so you can get a lot of it. How do you use it? Place it on a plant to make them activate a powerful ability.

Shovel[]

Shovel is an item that is used to dig up plants. The shovel does not cost the player any coins or sun to be used, meaning it can be used an infinite amount of times in a single level as long as the player has plants to remove on the lawn, and it has a 5-second recharge between each use. When the player shovels up a plant, they get 25% of the plant's sun cost back (rounded up). The player cannot get any shoveled up plants back in any way (of course, other than replanting them).

You can use your coins to upgrade your shovel. It costs a total of 1,620,000 coins to max out the shovel.

  • Level 1 - 25% refund, 5-second cooldown (0 coins)
  • Level 2 - 25% refund, 4.5-second cooldown (40,000 coins)
  • Level 3 - 30% refund, 4.5-second cooldown (40,000 coins)
  • Level 4 - 30% refund, 4-second cooldown (40,000 coins)
  • Level 5 - 35% refund, 4-second cooldown (60,000 coins)
  • Level 6 - 35% refund, 3.5-second cooldown (60,000 coins)
  • Level 7 - 40% refund, 3.5-second cooldown (60,000 coins)
  • Level 8 - 40% refund, 3-second cooldown (80,000 coins)
  • Level 9 - 45% refund, 3-second cooldown (80,000 coins)
  • Level 10 - 45% refund, 2.5-second cooldown (80,000 coins)
  • Level 11 - 50% refund, 2.5-second cooldown (100,000 coins)
  • Level 12 - 50% refund, 2-second cooldown (100,000 coins)
  • Level 13 - 55% refund, 2-second cooldown (100,000 coins)
  • Level 15 - 55% refund, 1.5-second cooldown (120,000 coins)
  • Level 16 - 60% refund, 1.5-second cooldown (120,000 coins)
  • Level 17 - 60% refund, 1.25-second cooldown (120,000 coins)
  • Level 18 - 65% refund, 1.25-second cooldown (140,000 coins)
  • Level 19 - 65% refund, 1-second cooldown (140,000 coins)
  • Level 20 - 70% refund, 1-second cooldown (140,000 coins)

Coins[]

MineRT

Potato Mine

Money. Money good.

Coins are the main form of currency used. You earn coins from winning battles, playing Graveyard, and pretty much everything in Road Trip rewards you with coins. Coins are used for loads of things, like upgrading buildings, and purchasing the following plants. Reaching a new Region applies a special Coin Multiplier that doubles all coin earnings for 24 hours.

You can use your coins to upgrade your plants. It costs a total of 710,000 coins to max out a plant.

  • Level 1 - 100% stats (0 coins)
  • Level 2 - 105% stats (10,000 coins)
  • Level 3 - 110% stats (10,000 coins)
  • Level 4 - 115% stats (10,000 coins)
  • Level 5 - 120% stats (15,000 coins)
  • Level 6 - 125% stats (15,000 coins)
  • Level 7 - 130% stats (15,000 coins)
  • Level 8 - 135% stats (20,000 coins)
  • Level 9 - 140% stats (20,000 coins)
  • Level 10 - 145% stats (20,000 coins)
  • Level 11 - 150% stats (25,000 coins)
  • Level 12 - 155% stats (25,000 coins)
  • Level 13 - 160% stats (25,000 coins)
  • Level 15 - 165% stats (30,000 coins)
  • Level 16 - 170% stats (30,000 coins)
  • Level 17 - 175% stats (30,000 coins)
  • Level 18 - 180% stats (35,000 coins)
  • Level 19 - 185% stats (35,000 coins)
  • Level 20 - 190% stats (35,000 coins)
  • Level 21 - 195% stats (40,000 coins)
  • Level 22 - 200% stats (40,000 coins)
  • Level 23 - 205% stats (40,000 coins)
  • Level 24 - 210% stats (45,000 coins)
  • Level 25 - 215% stats (45,000 coins)
  • Level 26 - 220% stats (45,000 coins)
  • Level 27 - 225% stats (50,000 coins)

The game also has level caps, and as you progress through Regions newly unlocked plants will start off at a higher level

  • Region 1 - Max Level 1, Starting Level 1
  • Region 2 - Max Level 2, Starting Level 1
  • Region 3 - Max Level 3, Starting Level 1
  • Region 4 - Max Level 3, Starting Level 1
  • Region 5 - Max Level 4, Starting Level 1
  • Region 6 - Max Level 5, Starting Level 2
  • Region 7 - Max Level 5, Starting Level 2
  • Region 8 - Max Level 6, Starting Level 2
  • Region 9 - Max Level 7, Starting Level 2
  • Region 10 - Max Level 8, Starting Level 2
  • Region 11 - Max Level 9, Starting Level 3
  • Region 12 - Max Level 10, Starting Level 3
  • Region 13 - Max Level 11, Starting Level 3
  • Region 14 - Max Level 12, Starting Level 3
  • Region 15 - Max Level 13, Starting Level 4
  • Region 16 - Max Level 14, Starting Level 4
  • Region 17 - Max Level 15, Starting Level 4
  • Region 18 - Max Level 17, Starting Level 5
  • Region 19 - Max Level 19, Starting Level 5
  • Region 20 - Max Level 20, Starting Level 5
  • Zomboss Island - Max Level 27, Starting Level 5

You can also buy plants in the shop for coins.
Marigold = 100,000 coins
Spring Bean = 100,000 coins
Fire Peashooter = 100,000 coins
Sun-shroom = 100,000 coins
Leaf Blower = 100,000 coins
Whipotle = 100,000 coins
Tarnation = 100,000 coins
Burnade = 100,000 coins
Chip Damage = 100,000 coins
Nightcap = 100,000 coins
Iceweed = 100,000 coins
Gumnut = 100,000 coins
Vamporcini = 100,000 coins
Stack-shroom = 100,000 coins
Zomberry = 100,000 coins

Adventure[]

SunRT

Sunflower

We can't just stay home and relax. We need to go out into the world and find out where these plants are going, and stop the zombies once and for all!

Adventure is a way to progress through the single-player campaign while picking up fun plants and un-fun zombies along the way. While going through Adventure, you'll go through Trial Levels, where you'll have a specific set of zombies arranged in a unique way each time you play the Level.

Trial tacos are a common resource item that can be collected by beating Trial Levels, no matter the difficulty, in a similar fashion to coins where they can be obtained repeatedly. Trial tacos can only be obtained through Trial Levels, and even trial tacos can be used when playing a Trial Level to increase both the difficulty and the rewards by 10%. Up to 10 trial tacos can be used in a single Trial Level playthrough, for a maximum of a 100% difficulty and reward increase. The player can only hold 200 trial tacos at a time, so it's encouraged for them to actually use them. However, there's not too excessive of a rush.

There are different difficulties for Trial Levels that can be selected, and they use Roman numerals for extra flair (I, II, and III). To progress to the next Trial Level, the total number of difficulty points defeated must equal III. This means you can complete I and II, or just go through III the first time. Difficulty I is the standard level difficulty, sort of like what you might expect in an average PvZ2 level for some context. Difficulty II is about 30-35% more difficult, but still manageable. Difficulty III is about 80-90% more difficult than Difficulty I. The rewards scale, making taking on a more challenging level more rewarding.

These are the level variants of Trial Levels:

  • None - Normal battle rules apply
  • Last Stand - Build a defense with a limited amount of sun. Sun-producers can't be used and free plants must be planted during the level.
  • Special Delivery - A conveyor belt will supply plants for you to use for free!
  • Locked and Loaded - Survive using a lineup of plants that is chosen for you!
  • Forced Friend - You have to use one or more plants, the rest is your choice!
  • SOS - Protect these pre-planted plants at all cost! Don't let them be vanquished!

These are the objective add-ons of Trial Levels:

  • Mold Colonies - Survive without being able to plant on any Mold Colony tiles.
  • Trample Flowers - Zombies can't pass a set lane, or the flowers will be trampled.
  • Hourglass - Survive for a set amount of time! Zombies will keep on coming until that clock hits zero, so you'll be in it for the long haul.

Every 25th Trial Level is a Milestone Level that is extremely difficult, is cursed, and rewards you with a Battle Axe when completed. These Milestone Levels are dark, evil, particularly feisty and have a number of general unpleasantries which are as follows:

  • Every 10-15 seconds, a dark magic spell is casted on a tile that has a high concentration of plants or zombies, with one of the following effects:
    • Deal damage to everything in the 3x3 area
    • Restore health to everything in the 3x3 area
    • Apply stall to everything in the 3x3 area
    • Inflict stun to everything in the 3x3 area
  • Every 15-30 seconds, a dark Milestone Tombstone that acts like a PvZ2 tombstone but more durable is created on a random tile with the following variants:
    • Standard: No special effects, just a durable barrier
    • Enlightened: Drops a small amount of sun when destroyed
    • Infested: Spawns a small number of zombies when destroyed
  • Zombies that enter the lawn have a 25% chance to have 1-3 of the following modifiers applied:
    • The zombie gains a permanent damage boost
    • The zombie gains a permanent speed boost
    • The zombie passively heals some health over time
    • The zombie destroys any fallen sun it makes contact with
    • The zombie inflicts a chilling effect to plants it attacks
    • The zombie explodes when defeated, doing damage to plants in an area
    • The zombie spawns a number of Zombie Chickens when defeated
    • The zombie spawns a number of Bats when defeated
    • The zombie spawns a number of Impified Imps when defeated

The curses and general unpleasantries are scaled up depending on the difficulty of the Trial Level as well as how far along in the Adventure campaign it is. Unlike Trial Levels where the total difficulty points must equal III, the total difficulty points for a Trial Level to progress is always I. Completing a Trial Level always awards you with a Battle Axe, which will be explained later. Unrelatedly, but levels that are difficult (whether through natural difficulty or using a lot of trial tacos) can sometimes have some of the modifiers added in with lower chances and weaker effects than in Milestone Levels to spice things up.


Trial Level Coins Trial Tacos Reward Multiplier I Reward Multiplier II Reward Multiplier III
1-25 250 coins 2 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
26-50 500 coins 2 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
51-75 750 coins 3 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
76-100 1000 coins 3 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
101-125 1250 coins 3 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
126-150 1500 coins 3 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
151-175 1750 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
176-200 2000 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
201-225 2250 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
226-250 2500 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
251-275 2750 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
276-300 3000 coins 4 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
301-325 3250 coins 5 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
326-350 3500 coins 5 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
351-376 3750 coins 5 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
376-400 4000 coins 5 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
401-426 4250 coins 6 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
426-450 4500 coins 6 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
451-475 4750 coins 6 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco
476-500 5000 coins 7 trial tacos 1x coin / 1x taco 3x coin / 1.5x taco 6x coin / 2x taco

Regions[]

SunRT

Sunflower

Regions! Packs of Trial Levels filled with cool plants and cool zombies!

PeaRT

Peashooter

What's up guys? Peashooter here! Here's a Region! Ooh ooh, it has GIMMICKS and COOL AMBUSHES too? Epic!

As you progress through Adventure, you'll rescue some Regions from the zombie attack. Buildings are located on various different Regions in Greensburg, and will give you special benefits to help you get ahead. You unlock them by reclaiming them the Regions they're on. This is done by defeating Trial Levels in the Adventure campaign.

Regions Trial Level Starting Sun Region Trial Level Starting Sun
Park Plaza 1-25 6 Sleepy Hollow 26-50 5
Mallow Marsh 51-75 5 Obscene Oozevoir 76-100 5
Gold Rush Range 101-125 5 Cyber Central 126-150 4
Basalt Valley 151-175 4 Crystal Cove 176-200 4
Star Fleet Hangar 201-225 4 Pumpkin Graveyard 226-250 4
Rumble Jungle 251-275 3 Glacier Gulch 276-300 3
Fiery Forge 301-325 3 Golden Ivy Citadel 326-350 3
Geiger Sewers 351-375 3 Electrofire Plains 376-400 3
Angelic Heavens 401-425 2 Barnyard Farmyard 426-450 2
Deep Diamond Mines 451-475 2 Sugarplum Valley 476-500 2
Name Levels Starting Sun
Zomboss Island 50 levels 1

Park Plaza[]

Park Plaza is the first Region unlocked in the game. Park Plaza has nothing unique to its name other than a few ambushes.

Modifiers Ambushes Time
None - Park Plaza is the only Region in the game without any Region Modifiers. Pigeon Plunge - 6-12 Pigeons will spawn on random tiles to the right of the 5th column.
Worst Wurst - 2-4 Hot Dog Imps will spawn on random tiles to the right of the 5th column.
Donut Bowling - A donut spawns in 2-3 lanes (usually 2) and rolls itself down the lane, towards a plant, destroying that plant and leaving the donut behind to block damage. Even worse, Donut Rollers without donuts of their own can start rolling these orphans.
Day - Sun falls from the sky and does so at a normal rate.

Sleepy Hollow[]

Sleepy Hollow is the second Region unlocked in the game. Sleepy Hollow is a dark and spooky place with fog and tombstones.

Modifiers Ambushes Time
Tombstones - Tombstones block straight-shot projectiles from hitting the zombies behind them and can't be planted on. In Sleepy Hollow, they can spawn by themselves, similar to Night in Plants vs. Zombies. Tombstones have 2400 health and have only the Obstacle Tag. There are a few different kinds of Tombstones that do different things when destroyed:
Regular Tombstones which have no special effect
Sun Tombstones which drop 3 sun when destroyed
Spawn Tombstones which spawn 1-3 zombies when destroyed
Bat Attack - 4-8 Bats will spawn on random tiles to the right of the 5th column.
Hard Rock - 2-3 Tombstones spawn on random tiles. These Tombstones will always be regular Tombstones, and not Sun Tombstones or Spawn Tombstones. If the lawn is full of Tombstones or plants or something, existing Tombstones become Spawn Tombstones instead.Necromancy - All Tombstones will spawn in a Browncoat zombie. For the final wave in a level, Tombstones will spawn in a Conehead zombie instead for added misery.
Sun Drain - Each Tombstone will do this weird glowing thing and suck 1 sun from your bank (each) into it. It's like Ra Zombie, but the zombie is a Tombstone and it's all of them at once. Break the Tombstone to get your sun back.
Night - Sun does not fall from the sky under any circumstances.

Mallow Marsh[]

Mallow Marsh is the third Region unlocked in the game. Mallow Marsh has stumps and marshmallows, and is generally a confusing region.

Modifiers Ambushes Time
Stumps - Some times have stumps that can't be planted on but don't get in the way of zombies or anything, and can't be destroyed either. These Stumps also release 3-5 Squirrels when there is a loud sound.
Marshmallows - Marshmallows periodically fall from the sky near plants but not usually on top of them, immediately crushing any plants they might somehow land on, but also rendering the tile unusable for 15 seconds and giving a 50% speed boost to zombies that walk on the marshmallow splatter. Falls faster over the course of the level.
Squirrel Chase - 5-7 Squirrels will be released by each Stump. This is a lot of Squirrels. Straight facts.
Mallow Mortar - 3-7 Marshmallows will spawn on empty tiles to the right of the 2nd column and to the left of the 10th.
Fin-tastic - 1 Bling Shark emerges from each Stump, ready to do some serious work on your plants. Nothing particularly interesting, just a fun sharky boyo emerging from an object made of pure wood.
Evening - Sun falls from the sky but 50% slower than normal.

Obscene Oozevoir[]

Obscene Oozevoir is the fourth Region unlocked in the game. Obscene Oozevoir is most compatible with Pirate Seas in function and play.

Modifiers Ambushes Time
Oozevoir Platform - In this Region, the player's lawn is split up into three sections. The first 5 columns function as they normally would.
Oozevoir Bridges - The right side is different, with up to 3 bridges connecting the zombie spawn to the first 5 columns allow them to travel normally onto your lawn. While 2 rows will not have any bridges, they can still be attacked by ambush zombies landing halfway across the lawn. The rows with the bridges will function as normal.
Oozevoir Ooze - The third and final part is the ooze tiles, which no plants can be planted on and zombies will instantly be vanquished if they land in ooze.
Monster Mash - Emerging from the oozing depths, up to 2-4 Ooze Monsters pull themselves up from the bellows and spawn at the rightmost edge of lanes without bridges.
Bridge Shift - Bridges move positions, generally only up or down a lane and only if there's actually any room. This keeps the level dynamic and interesting.
Day - Sun falls from the sky and does so at a normal rate.

Gold Rush Range[]

Gold Rush Range is the fifth Region unlocked in the game. Gold Rush Range has MINECARTS. You don't have minecarts. You're not good enough.

Modifiers Ambushes Time
Minecart Madness - Every column is filled with rails and minecarts. The whole lawn. Each column can have up to 3 minecarts, but usually averages around 1 or 2. Yee-Haw! - 4-8 Wild Cowboys spawn on random tiles to the right of the 6th column.
Do-si-do - Zombies switch lanes randomly 2-4 times.
Day - Sun falls from the sky and does so at a normal rate.

Cyber Central[]

Cyber Central is the sixth Region unlocked in the game. Cyber Central has Slider Tiles and Sun Panels and Grow Tiles and Shrink Tiles, oh my!

Modifiers Ambushes Time
Slider Tiles - Slider Tiles move zombies to adjacent lanes, and can't be planted on or removed in any way. Up to 6 Slider Tiles can exist at once, and Funky Monkeys and 8-Bit Zombies can choose to ignore them unless there's a plant in the adjacent lane attacking them.
Sun Panels - Sun Panels spawn on up to 8 random tiles and can share space with plants, and don't go away. Sun that falls from the sky and lands on them goes away instantly.
Grow Tiles - Zombies that walk on top of Grow Tiles will be grown up, like the opposite of shrinking. They gain 50% damage and health. Tile has a 10-second cooldown. Up to 4 spawn on the lawn.
Shrink Tiles - Zombies that walk on top of Shrink Tiles will be shrunken down, so they get 50% reduced damage and health. Tile has a 10-second cooldown. Up to 4 spawn on the lawn.
Arcade Delivery - 3-5 Arcade Machines spawn on random tiles, and instantly spawn an 8-Bit Zombie. Any existing Arcade Machines will spawn an 8-Bit Buckethead. Evening - Sun falls from the sky but 50% slower than normal.

Basalt Valley[]

Basalt Valley is the seventh Region unlocked in the game. Basalt Valley has very intricate Smoked and Steamed Tile mechanics.

Modifiers Ambushes Time
Smoked Tiles - Makes up the first 4 columns with a messy border for column 5. Smoked Tiles slow zombies that walk on them down by 25%, but makes them deal 25% more damage. Plants placed on Smoked Tiles deal 50% more damage, but attack 25% slower. Every 25 seconds, a random Smoked Tile will transform an adjacent Steamed Tile into a Smoked Tile. Powered Shadow Plants are immune to Smoked Tile effects.
Steamed Tiles - Makes up the last 4 columns with a messy border for column 5. Steamed Tiles speed up zombies that walk on them by 25%, but makes them deal 25% less damage. Plants on Steamed Tiles attack 50% faster, but deal 25% less damage. Every 25 seconds, a random Steamed Tile will transform an adjacent Smoked Tile into a Steamed Tile. Powered Shadow Plants are immune to Steamed Tile effects.
Hot Spot - 25% of Steamed Tiles will become Smoked Tiles.
Boiled Over - 25% of Smoked Tiles will become Steamed Tiles.
Shaky Ground - All Steamed Tiles and Smoked Tiles will switch places.
Night - Sun does not fall from the sky under any circumstances.

Crystal Cove[]

Crystal Cove is the eighth Region unlocked in the game. Crystal Cove has a unique rotating lawn that is influenced by a number of different mechanics, making it unpredictable.

Modifiers Ambushes Time
Crystal Cove Lawn - Crystal Cove's lawn is made up of a bunch of 2x2 tile segments, and the lawn is made up of 3x5 segments, which causes the lawn's effective size to be 6x10 tiles instead of the regular 5x9 tiles. This is important because of Crystal Cove's rotation gimmicks. Every 30 seconds, each of the segments will rotate 90° clockwise, changing the positions of plants, grid items, and zombies standing on that segment. Flying zombies are not affected by this. Instant Rotation - All segments automatically rotate outside of the regular 30-second window. This does not reset the cooldown for the 30-second rotation, which can cause rapid and severe rotating.
Counter Shift - The direction for segment rotation is changed from clockwise to counterclockwise. When this Ambush is triggered again, the rotation direct changes back to clockwise.
Large Rotation - This triggers alongside either Instant Rotation or the regular 30-second rotation, and causes that rotation to be 180° instead of 90°. No huge effects, just a larger rotation than usual.
Day - Sun falls from the sky and does so at a normal rate.

Star Fleet Hangar[]

Star Fleet Hangar is the ninth Region unlocked in the game. Star Fleet Hangar has a huge ravine that cuts the lawn in two, along with a different lawn size in general.

Modifiers Ambushes Time
Star Fleet Hangar - Star Fleet Hangar's lawn is 7x6 tiles (shorter to avoid making it easier) instead of the regular 5x9 tile lawn featured in most other Regions. This is because the center 3 tiles are not accessible for plants or zombies (or anything, really). Low Gravity - Projectiles from both plants and zombies move 50% slower and knockback effects are amplified by 50%.
Ravine - A massive crack cuts through the lawn, spanning from lane 3 to lane 5 and dividing the lawn in two. Plants can't be planted on the ravine and any zombies that fall in will be vanquished. Effectively, this means lanes 1 and 2, and then 6 and 7 are used, with the others being useless. Flying zombies can travel safely over the ravine, requiring very specific plants to be used.
Asteroid - An asteroid or two falls from the sky, dealing 325 damage to random plants. If it lands on an empty tile or destroys a plant, it leaves behind some debris that absorbs 600 damage.
Moon Winds - Moon Winds sweep through the lawn with similar mechanics to icy winds from Frostbite Caves (not at all in function, but in motion). They push zombies towards the left a little bit and also affect projectiles. Blover's blowing force is the same as the Moon Winds' blowing force.
Night - Sun does not fall from the sky under any circumstances.

Pumpkin Graveyard[]

Pumpkin Graveyard is the tenth Region unlocked in the game. Pumpkin Graveyard comes with a terrifying Infected Heart gimmick that consumes zombie souls to spread the infection. It also has a gigantic lawn.

Modifiers Ambushes Time
Pumpkin Graveyard - Pumpkin Graveyard's lawn is 10x18 tiles, unlike other Regions with much, MUCH smaller lawns.
Infected Heart - An Infected Heart lies somewhere near the center or slightly to the right of the lawn, absorbing the "souls" of defeating zombies. When a zombie is defeated anywhere on the lawn, their soul is taken into the Infected Heart which then spreads 1-4 tiles of Infection based on the zombie's max health around it (prefering to spread out, like Sludge-shroom's sludge).
Infection - Infection tiles provide a 25% damage and 25% speed boost to zombies walking on them, which lingers for around 3 seconds after they step off the Infection.
Instant Infection - Causes the Infected Heart to spread 8 Infection tiles along its edges. Simulates the defeat of two high-health zombies.
Healing Infection - Heals all zombies that are standing on Infection tiles to be healed for 1200 health.
Harming Infection - All plants that are currently vibing on Infection Tiles will suffer 195 damage, which is the equivilant of three bites. Use healers!
Night - Sun does not fall from the sky under any circumstances.

Rumble Jungle[]

Rumble Jungle is the eleventh Region unlocked in the game. The mysteries of Rumble Jungle await those brave enough to navigate its complex dynamics, including its water streams, stones, and repulsive Mist Flowers.

Modifiers Ambushes Time
Rumble Jungle - Rumble Jungle's lawn is 6x9 tiles, so that there is more room for the gimmicks to work together.
Water - Water streams flow across the lawn, making parts of it unplantable as this game doesn't come with any kind of aquatic plants or anything of that nature. Zombies moving in the same direction as the water flow will move 100% faster, in the opposite direction they will move 50% slower. If the current is flowing up or down, the zombies will be pushed every 5-7 seconds.
Stones - Stones generate on the lawn, blocking projectiles and planting as well as absorbing 2000 damage before breaking.
Mist Flowers - Ancient plant-like organisms that generate on the lawn and block planting, and when a zombie steps on them they will emit a toxic spore aura in a 3x3 area that slows plants down by 80% and deals 325 damage over 25 seconds (13 every second). The aura increases zombie speed by 20% and heals them for 120 health every second instead. Mist Flowers go on a 40-second cooldown after triggering.
Forced Flow - All water streams force zombies in them to move a tile in the direction that they are flowing, even if they're moving horizontally.
New Growth - A new Mist Flower grows on an empty tile. There is also a 25% chance that instead an existing Mist Flower is destroyed.
Impish Ambush - A pair of cunning Pollinated Imps burst out of each Mist Flower, landing a tile leftward. These Imps specifically can never trigger the Mist Flower. How did they even fit in there?
Day - Sun falls from the sky and does so at a normal rate.

Glacial Gulch[]

Glacial Gulch is the twelfth Region unlocked in the game. In the heart of the icy unknown, where frosty winds whisper secrets through ancient glaciers and the moonlight casts an ethereal glow upon the frozen landscape, lies the enigmatic realm known as Glacial Gulch. Survive slippery ice, powdery snow, and a constant snowstorm as well as periodic fog.

Modifiers Ambushes Time
Ice - Ice patches and streaks appear on the lawn, speeding zombies up by 50%. However, it also causes them to slide when they are pushed around or moved in any way, with some weird physics.
Powder Snow - The entire lawn is made up of snow. Some splotches are powder snow, which can't be planted on and slows zombies down by 25%.
Snowstorm - Snow constantly rains down from above, piling up on plants that aren't either icy, fiery, or near something warm. If the snow piles up enough, it'll start to severely slow plants down by up to 80%.
Fog - Fog generally covers up to the 5th column, but it can roll in or out a little bit over the level. Use Plantern to see through the fog.
Heavy Snow - All plants have a 50% chance to have snow piled on them.
Fog Healing - All zombies in the fog will be healed for 40% of their maximum health. If they have more than 6000 health normally, they'll be healed for 30% instead.
Yeti Rush!!! - A total of 8-10 Yeti Imps spawn on random tiles concealed by fog.
Night - Sun does not fall from the sky under any circumstances.

Fiery Forge[]

Fiery Forge is the thirteenth Region unlocked in the game. Fiery Forge is a massive armory complex located deep in the heart of a raging volcano, where the temperature never drops below a million degrees. Maybe not a million degrees, but it's pretty hot. As the youth would say, it's dripping with the hot-hot rizz.

Modifiers Ambushes Time
Flames - Flames burn across the lawn, which damage zombies that walk through and can be planted on but will go out upon doing so. They'll kick up and extinguish themselves over the course of the level as well.
Lava - Lava generates in patches around the lawn, it can't be planted on and zombies will take damage when they walk through it.
Tool Shelves - Tool Shelves appear on the lawn and give various types of powerful equipment to zombies that walk by.
Excessive Heat - Sun-producing plants are too hot to produce sun at their normal rates. They'll instead produce sun 50% slower.
Meteor Rain - Meteors rain from the sky, dealing damage to random tiles of plants and zombies.
Wild Flames - All Flames burn out but spread to 2-3 adjacent tiles.
Night - Sun does not fall from the sky under any circumstances.

Golden Ivy Citadel[]

Golden Ivy Citadel is the fourteenth Region unlocked in the game. It's an ancient place of nature and peace, but it's under attack by zombies now! You must defend the Golden Ivy Citadel and its musical secrets! You'll be flooded with sun as you fight on the side of the Citadel.

Modifiers Ambushes Time
Harmony Tiles - There are a number of different Harmony Tiles on the lawn. Matching plants that cover all Harmony Tiles get a power boost, but in any other situation the plants will be half as effective.
Sun Dance - All zombies that come together in a column will get a collective speed boost and damage boost.
Alignment - Align sun producers around other types of plants to amplify their effects. If the Alignment is broken, they will all be stunned for a short time.
Harmonic Resonance! - All plants on Harmony Tiles that aren't matching will be stunned for a time. Matching plants will instead be powered up for a time. Day - Sun falls from the sky and does so at a normal rate.


Geiger Sewers[]

Geiger Sewers is the fifteenth Region unlocked in the game. Descend into the depths of the Geiger Sewers, a perilous realm where mutated flora and zauna thrive amidst the pulsating radiation, posing a formidable challenge to any who dare to venture within.

Modifiers Ambushes Time
Geiger Sewers - The size of the lawn in Geiger Sewers is idiotic in nature. Few can deny that classification, as it is 7x7 tiles.
Vaguely Acidic Water: - It's water. You can't plant in water, because that's not how water really works. Sun that falls into water is destroyed.
Nuclear Tiles - Water, but it hurts zombies and slows them down by 15%. They will, however, also move a bit faster and deal a bit more damage. Sun that falls into Nuclear Tiles is destroyed.
N/A Day - Sun falls from the sky and does so at a normal rate.

Electrofire Plains[]

Electrofire Plains is the sixteenth Region unlocked in the game. A vast, crispy flatland where the elements of nature combine, creating a fierce trek for those who wish to pass.

Modifiers Ambushes Time
Current Tiles - When stepped on, they create electric currant beams between each other, which does damage to plants and zombies.
Chain Tiles - Constantly zaps whatever's on it and shoots bolts at members of the opposite team.
Burnade Tile - Infuses the first thing that's planted on it with explosive power, and when that thing is destroyed it explodes explosively and does tons of damage.
Fire Tile - When stepped on, creates flames across the lane that do constant damage to plants and zombies.
Lightning Strike - Infuses a plant or zombie with explosive speed. The tile it's striking glows before it strikes.
Tripped Up - All trap tiles are activated immediately. Haha, scrub.
Day - Sun falls from the sky and does so at a normal rate.

Angelic Heavens[]

Angelic Heavens is the seventeenth Region unlocked in the game. Go straight to heaven illegally and encounter angels and horrors beyond our comprehension, such as almonds!

Modifiers Ambushes Time
Clouds - Angelic Heavens takes place in the clouds, and the lawn's size is 5x8 tiles instead of the usual 5x9 tiles.
Holy Sun - The Holy Sun causes periodic bursts of sun to fall from the sky, but also bursts of zombie buffs.
Holes - There are sometimes holes in the clouds where plants can't be planted, but due to the wonders of game design normal-sized/larger zombies can walk over them fine. Smaller non-native & non-flying zombies will fall out of the world.
Vengeful Sun - The Holy Sun will stop producing sun and instead steal sun from your bank for a short time.
Rapture - Sometimes, a plant will just die.
Day - Sun falls from the sky and does so at a normal rate.

Barnyard Farmyard[]

Barnyard Farmyard is the eighteenth Region unlocked in the game. Where else would you go after surviving the fiery depths and heavenly skies? Bask in the friendly sunlight and cut down some wheat, but don't forget to plant more seeds for the locals. They're jealous of your crop!

Modifiers Ambushes Time
Overgrown Grass - Grass tiles grow over time into Overgrown Grass which serves as a plant-blocking grid item. You can't plant on Overgrown Grass, but if a grass tile grows while a plant is on it that plant now can't be dug up but still exists.
Chicken Coops - Grid items which house 10-15 Zombie Chickens which are released when destroyed.
Grass Attack - Zombies appear from the overgrown grass. How were they even hiding in there? How does any of this even work?
Goat Rain - A large number of Goats fall from the sky and keep going to attack you. There is a chance an individual falling Goat is replaced with a different Goat variant. You personally
They Are Open - Chicken Coops release their Zombie Chickens.
Day - Sun falls from the sky and does so at a normal rate.

Deep Diamond Mines[]

Deep Diamond Mines is the nineteenth Region unlocked in the game. Go digging deep beneath the surface, searching for untold riches buried in the earth. Fight mindless miners and dusty delirium on your way to what is nearing the end of your adventure...

Modifiers Ambushes Time
Water - Water streams flow across the lawn, making parts of it unplantable as this game doesn't come with any kind of aquatic plants or anything of that nature. Zombies moving in the same direction as the water flow will move 100% faster, in the opposite direction they will move 50% slower. If the current is flowing up or down, the zombies will be pushed every 5-7 seconds.
Stalactite - Hangs from the ceiling, can be knocked off with lobbing plants or loud noises and if they land on something, that something is probably dead. Then they become a grid item.
Stalagmite - Can't be destroyed or removed, and blocks both plant and zombie attacks. Both sides have to work around it.
Forced Flow - All water streams force zombies in them to move a tile in the direction that they are flowing, even if they're moving horizontally.
Diggerpalooza - A group of 2-5 Digger Zombies spawn across the lawn. They spawn already partially through the lawn, making them more threatening.
Pickaxe Peril! - 2-3 disembodied Pickaxes like from Pickaxe Zombie fly in from the right side of the lawn.
Night - Sun does not fall from the sky under any circumstances.

Sugarplum Valley[]

Sugarplum Valley is the twentieth Region unlocked in the game. Savor the sugary sweets while you can: the zombies have a sweet tooth too! Watch both your step and for cavities; the lawn may be delicious, but it is oh so unsteady. It just needs more frosting. And take a cookie for the road, too: you'll need it.

Modifiers Ambushes Time
Leaning Lawn of Sugar - The entire lawn is a seesaw. What? Based on the weight of things on the lawn, the lawn will tilt and the elevation mechanics change with it. It's insanity.
Rotating Lawn - Sometimes the lawn rotates as well, just to fuck with you. This Region makes no sense.
Long Lawn - The lawn is 5x18 tiles in size instead of the usual 5x9, so you'll have to scroll left or right to see the whole thing.
Caramel River - Zombies move slower through the river, but they will constantly be healed.
Sugar Snow - It snows sugar, which accumulates on empty tiles and goes away when planted on or shoveled but adds weight for the tilting lawn gimmick.
What The Hell Is Going On - The lawn starts suddenly shaking, spinning rapidly, and tilting up and down for around 5-7 seconds. What?
More Sugar - An especially large bunch of sugar just suddenly falls from the heavens. Thanks, Holy Chomper!
Sugar Rush - Cunning Imps burst out of a number of sugar piles.
Chomper - A Chomper appears on a random tile. If it's March 5th, you win instead.
Day - Sun falls from the sky and does so at a normal rate.

Zomboss Island[]

Zomboss Island is the final set of extra-challenging levels before you complete Plants vs. Zombies: Road Trip. Strap in for a wild ride: it's not gonna be easy. Face every foe you've met along this long journey, and then some new ones too. Watch the lawn rain goats, fill with waste, strengthen all your foes, and tilt them all into your defense. Whether it be rain, shine, night, or dawn, there will always be zombies afoot. Prepare your shovel, your gardening gloves, and your quivering knees. Try not to run out of gas now: your road trip is about to end.

Modifiers Ambushes Time
N/A N/A Variable - Some levels are day, others are night.

Milestone Bosses[]

PeaRT

Peashooter

Big, bad, and bossy. Just how I like it.

Milestone Bosses are special, extremely powerful enemies that can only be tracked down using Battle Axes from Milestone Levels. They're decoupled from the main Adventure system, so you could hypothetically complete the entire game without ever seeing one.

The difficulty of the Milestone Boss is based on the tier of the Battle Axe used to fight it.

  • Bronze Battle Axes are obtained from Difficulty I Milestone Levels, and are the easiest and least rewarding.
  • Silver Battle Axes are obtained from Difficulty II Milestone Levels, and are a bit more challenging and more rewarding.
  • Golden Battle Axes are obtained from Difficulty III Milestone Levels, and are more difficult and very rewarding.

There's also a level to the Battle Axes. Based on the Region the Milestone Level was part of, the Battle Axe will be leveled. The higher the level of the Battle Axe, the harder and more rewarding the Milestone Boss will be. So if you combine the two systems together, there's quite a bit of control.

Completing a Milestone Boss level will award lots of coins and trial tacos, but you can only play a Milestone Boss level once every 12 hours. Bronze Milestone Bosses have a 25% chance to drop 1 Hammer, Silver Milestone Bosses have a 50% chance to drop 1 Hammer, and Golden Milestone Bosses always drop 1 Hammer.

Zombie Ability
Mr. Biggs An enormous zombie with strange and mysterious powers. Hangs out on the right side of the lawn and summons groups of zombies that go and attack your plants. Throws a number of different Imp variants around the lawn, especially at your plants, dealing impact damage. Can also boost the speed and damage of zombies with powerful coffee boosts. Professional!
Health
24,000 (I)

48,000 (II)
96,000 (III)


Arcade[]

PeaRT

Peashooter

Fighting zombies is tiring work, let's have some fun! And fight more zombies. Ugh.

Casual gameplay! Have some fun playing unique and interesting minigames. Mini-games are game modes that have the player choose plants, use a conveyor belt to provide plants or force the player to use a set of plants to complete a certain goal. New mini-games will be added regularly!


Classics[]

  • Slot Machine - The player must spend 2 sun to pull the lever in order to get plants, more sun, or sometimes Plant Food, while at the same time they must defend their house from zombies. In order to complete this mini-game, the player must acquire 100 sun.
  • It's Raining Seeds - Seed packets fall from the sky in this mini-game, and they will disappear if the player does not plant their plants shortly after they fall.
  • Column Like You See 'Em - Play on a traditional 5x10 lawn but with a twist - each plant the player plants will be duplicated on each lane in that column, and the zombies will come in much greater numbers.
  • Survival of the Greenest - The player starts with 60 sun and must survive for at least ten waves, but can continue afterwards. The player cannot plant free plants or sun producers. The player must plan a strategy before starting. Every round passed grants the player 6 more sun.
  • Hungry Hungry Guacodile - The player controls a Guacodile line which slowly gets longer and longer. The player must try to defeat all the zombies without touching any of their other Guacodiles.
  • Seeing Stars - The player has to fill up certain tiles on the lawn with Starfruit to form the shape of a giant star. The player will lose the level if their brains get eaten or after 5 minutes.
  • Bonk Beat - The player manually controls two Bonk Choys to punch (and instantly vanquish) Browncoats. Browncoats will come very quickly, exclusively on the two lanes, but will come in very specific patterns, so that when the player taps the Bonk Choy to kill them it is synchronized with the background music (a random track from the original Plants vs. Zombies). Punching off-beat will stun all Bonk Choys for 2 seconds.
  • Mix and Match - The player must tap on the signs of Billboard Zombies to reverse them and reveal a symbol and match the ones of the same kind in order to vanquish them. It requires a little bit of strategy rather than just tapping randomly. There is a Sun, Bucket, and Skull symbol.
  • Invisi-Ghoul - Play on a traditional 5x10 night lawn with a haunted twist - all zombies are invisible, so you'll never know what's coming! You'll want to prepare plants in all plants, as zombies come in greater numbers and only your plants will be able to see those ghoulish ghouls.
  • Grave Mistake - Play on a traditional 5x10 night lawn but with a spooktacular twist - each plant the player plants loses 4% of its max health every second, meaning that each plant has a maximum lifetime of 25 seconds. You'll have to fight smart and think fast, you must survive for 10 minutes to complete this mini-game.
  • Damage Boosters - Both plants and zombies deal twice as much damage as usual! This affects both direct attacks as well as debuffs such as poison or grid items like lava.
  • Column Like You See 'Em - All plants will spawn in all five lanes when played! In exchange, the zombies appear in much larger groups and with tougher enemies than usual.
  • Seed Packet Shuffle - Play with a random set of plants, which rotates out into another random set every 60s. Make do with whatever you end up getting to win!
  • Shakeboard - Play fairly normal levels but every 60 seconds, your plants are moved to random spots on the lawn! Play around the erratic shakeboard to claim victory in these levels.
  • It's Raining Goats - What do you even think this level's gonna be? Survive a zombie attack consisting in its entirety of raining Goats! Chances for Goat variants to spawn are also drastically increased.
  • Radish Revenge - Tons of zombies. Five Radishes. Swipe, carry, and use them to your best ability to survive several flags of zombie ferocity! Protect each Radish while you can, as when one's gone, they're gone forever.

Hardcore[]

  • Slots of Doom - Identical to traditional Slot Machine, but the lever costs 4 sun, takes twice as long to spin, there are three times as many zombies, and you need 300 sun to win.
  • It's Drizzling Seeds - Identical to traditional It's Raining Seeds, but there are three times as many zombies, seed packets spawn 50% slower, fall 50% faster, and disappear when they hit the ground.
  • Bonk Bruising - Identical to traditional Bonk Beat, but the background music is a random song from Neon Mixtape Tour, there are five Bonk Choys and five lanes, and there are twice as many zombies.
  • Survival of the Meanest - Identical to traditional Survival of the Greenest, but the player starts with 40 sun, the player can only choose 4 plants, there are twice as many zombies, and the player only gains 3 sun after each round.
  • Shattered and Scattered - Identical to traditional Mix and Match, but there is a Sun, Bucket, Skull, Clover, Leaf, and Roadcone symbol, the Billboard Zombies move 50% faster, and there is a 1-second cooldown between taps.
  • Fatal Flaw - Identical to traditional Grave Mistake, but plants lose 10% of their health every second (instead of 4%, lifetime of 10 seconds instead of 25) and the player must survive for 15 minutes instead of 10.
  • Earthquake - Identical to traditional Shakeboard, but plants move to random positions every 10 seconds instead of every 60 seconds and zombies spawn in much larger groups than usual along with half starting sun.
  • It's Storming Goats - Identical to traditional It's Raining Goats, but every Goat is now a Goat variant, Goats can land closer to home, and there are also double the Goats.
  • Radish Hell - Identical to Radish Revenge, except you now have four Radishes to defeat double the zombies. One Radish is also taken away from you halfway through the level, no matter how many you have at that point (if any).

Challenge Packs[]

NutRT

Wall-nut

Play with me, <insert name here>. Please.

  • Wall-nut Bowling - In Wall-nut Bowling, the player uses Wall-nuts to attack zombies by placing them behind the red line and rolling them towards zombies. When a Wall-nut hits a zombie, it will roll away at an angle, possibly hitting more zombies. Occasionally, the conveyor belt will bring Explode-o-Nuts, which are red Wall-nuts that will explode in a 3x3 area dealing twice as much damage as a normal Wall-nut. Another possibility is a Primal Wall-nut, which deals the same amount of damage as a normal Wall-nut and bounces the same way but also stuns zombies for 6s when they're hit. Lastly is the Jugger-nut, which keeps rolling down the lane, not moving into other lanes, hitting anything in its path. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Wall-nut Bowling Challenge Pack
Name Conveyor Speed Nut Rarity Zombies Waves Primary Reward
Bowling Shoes 3 sec Wall-nut (100%) Browncoat (1 hit), Conehead (2 hits), Buckethead (3 hits), Brickhead (4 hits) 9 10000 coins
Alleyway Blast 3 sec Wall-nut (85%), Explode-o-Nut (15%) Hot Dog Imp (1 hit), Cell Phone Zombie (3 hits), Disco Zombie (2 hits), Backup Dancer (1 hit) 7 10000 coins
Mixed Tricks 2 sec Wall-nut (70%), Explode-o-Nut (30%) Actor (2 hits), Brickhead (4 hits), Wild Cowboy (1 hit), Punk Zombie (1 hit) 8 10000 coins
Oops! All Bombs! 3 sec Explode-o-Nut (100%) Gargantuar (10 hits), Imp (1 hit), Rodeo Legend (4 hits), Bull Rider Imp (2 hits), Glitter Zombie (2 hits), Cell Phone Zombie (3 hits) 5 10000 coins
Strike! 3 sec Wall-nut (80%), Explode-o-Nut (10%), Jugger-nut (10%) Impfinity Clone (2 hits), Street Ninja (2 hits), Mecha-Tron Dino (4 hits), Actor (2 hits), Black Knight (3 hits) 12 10000 coins
New Ball 2 sec Wall-nut (50%), Explode-o-Nut (25%), Primal Wall-nut (25%) Browncoat (1 hit), Conehead (2 hits), Buckethead (3 hits), Brickhead (4 hits), Flag Zombie (1 hit), Glitter Zombie (2 hits), Jumpsuit Trainee (2 hits) 5 10000 coins
Breaking Barriers 3 sec Wall-nut (70%), Explode-o-Nut (20%), Jugger-nut (10%) Billboard Zombies (2 hits), Brickhead (4 hits), Disco Zombie (2 hits), Backup Dancer (1 hit) 8 10000 coins
Tough Love 3 sec Primal Wall-nut (50%), Jugger-nut (50%) Imp (1 hit), Buckethead (3 hits), Brickhead (4 hits), Gargantuar (10 hits), Rodeo Legend (4 hits), Bull Rider Imp (2 hits) 9 10000 coins
Knight of the Living Dead 2 sec Wall-nut (50%), Jugger-nut (25%), Primal Wall-nut (25%) Black Knight (3 hits), Browncoat (1 hit), Conehead (2 hits), Hot Dog Imp (1 hit), Actor (2 hits) 14 10000 coins
Mixed Nuts 3 sec Wall-nut (40%), Jugger-nut (40%), Explode-o-Nut (20%) Plunger Zombie (1 hit), Toxic Waste Imp (1 hit), Punk Zombie (2 hits), Glitter Zombie (2 hits) 12 10000 coins
Deja Vu 2 sec Wall-nut (40%), Primal Wall-nut (60%) Browncoat (2 hits), Conehead (4 hits), Buckethead (6 hits), Brickhead (8 hits), Gargantuar (10 hits) 8 10000 coins

StarRT

Starfruit

I like vases! The vases don't like me back.

  • Vasebreaker - Vasebreaker involves breaking open vases to reveal its hidden contents that can be helpful or harmful to the player. The object remains the same: to build a defense to defeat the zombies, albeit carefully as the vases are randomized. The focus of this puzzle is to utilize the player's ability to think critically to formulate a strategy based on the various types of plants given, versus the stage's different types of zombies. Each vase will either have a plant or zombie in it, except for the green vases with leaves printed on them, which will always contain plants, and the purple vases with the zombie face, which will always contain zombies. Vasebreaker offers a unique variation on the basic gameplay by allowing the player to control the speed at which the new plants or zombies arrive. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Vasebreaker Challenge Pack
Name Plants Zombies hhhSpecialhhh hhhVaseshhh Primary Reward
Square One 5x Peashooter, 4x Wall-nut, 2x Buttercup, 3x Bonk Choy 6x Browncoat, 3x Conehead, 1x Buckethead 2x Plant
2x Zombie
10000 coins
Corn Dogs 5x Kernel-pult, 4x Fume-shroom, 5x Cabbage-pult 8x Hot Dog Imp, 2x Dog Walker Zombie 5x Plant
3x Zombie
10000 coins
Big Deal 4x Melon-pult, 6x Orchidstra, 2x Buckshot 11x Buckethead, 4x Jumpsuit Trainee, 3x Gargantuar 4x Plant
4x Zombie
10000 coins
Hot Hands 5x Onion Rings, 2x Powhai, 4x Guacodile Station 3x Digger Zombie, 2x Firebreather, 2x Candle Imp 11x Plant
8x Zombie
10000 coins
Pearful Planning 10x Imp Pear 2x Imp, 2x Hot Dog Imp, 2x Teacup Imp, 2x Bull Rider Imp, 2x Leprechaun Imp 0x Plant
10x Zombie
10000 coins
Power Bolts 5x Lightning Reed, 3x Cyber Grass 10x Bird Feeder, 10x Batty Witch 4x Plant
8x Zombie
10000 coins
Loose Ends 2x Moonflower, 5x Nightshade, 4x Shadow Peashooter, 5x Dusk Lobber 5x Funeral Crasher, 4x Zombones, 5x Moon Muncher, 2x Spooky Garghostuar 9x Plant
6x Zombie
10000 coins
Sweet Tooth 3x Phat Beet, 4x Chomper, 3x Fire Peashooter, 2x Shrinking Violet 8x Donut Roller, 4x Donutron 5000, 5x Hot Dog Imp 5x Plant
9x Zombie
10000 coins
Death Metal 3x Gloom-shroom, 2x Zoybean Pod, 4x Pokra, 4x Blastberry Vine 8x Zombones, 4x Punk Zombie, 3x Disco Zombie 5x Plant
3x Zombie
10000 coins
Monster Mash 3x Iceberg Lettuce, 3x Muckberry, 5x Disaster, 2x Burnade 6x Zombones, 6x Egghead, 6x Gargantuar 9x Plant
15x Zombie
10000 coins

LotusRT

Lotus Spout

This doesn't sound ethical at all!

  • I, Zombie: In I, Zombie, the player "plants" zombies with sun to destroy plants and get to the brains at the end of each row. A level is completed when all of the brains have been eaten, but if the player runs out of sun before all the brains are eaten, they will lose. Each Sunflower eaten gives you 8 sun. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly, but you always start off with 8 sun. Plants spawn from the 1st column to the column the Divider is in, and you can deploy zombies anywhere to the right of the Divider.
I, Zombie Challenge Pack
Name Zombies Plants Divider Location Primary Reward
Brainz? Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun) 6x Potato Mine, 6x Sunflower, 2x Chomper, 4x Starfruit, 2x Wall-nut Column 6 10000 coins
Floral Scent Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun) 3x Imp Pear, 3x Snapdragon, 3x Sunflower, 7x Muckberry, 7x Bloomerang, 7x Bonk Choy Column 8 10000 coins
Tension Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun) 4x Sunflower, 10x Spikeweed, 8x Pepper-pult, 8x Fume-shroom, 3x Wall-nut, 3x Lightning Reed Column 6 10000 coins
Happy P-Day Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun) 8x Cabbage-pult, 8x Kernel-pult, 8x Pepper-pult, 8x Chomper, 8x Pokra, 8x Nightshade, 8x Fire Peashooter, 8x Sunflower Column 8 10000 coins
Big Brain Time Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun), Disco Zombie (6 sun), Impfinity Clone (5 sun), Gargantuar (15 sun) 2x Chomper, 8x Snapdragon, 4x Wall-nut, 2x Guacodile Station, 2x Lightning Reed, 12x Sunflower Column 6 10000 coins
Giant Problem Browncoat (1 sun), Conehead (3 sun), Buckethead (5 sun), Flag Zombie (3 sun), Bling Shark (4 sun), Power Walker (3 sun), Brickhead (7 sun), Balloon Zombie (4 sun), Actor (3 sun), Zombones (3 sun), Disco Zombie (6 sun), Impfinity Clone (5 sun), Gargantuar (15 sun), Super Shark Sub (20 sun) 6x Pokra, 4x Cyber Grass, 4x Imp Pear, 4x Chomper, 2x Squash, 8x Sunflower Column 5 10000 coins

BucketRT

Buckethead

BUCKETTT! (Translation: This is ghoulish!)

  • Beghouled: The lawn will be filled with plants, and the player can swap adjacent plants to form a match of at least three to make them to disappear and gather sun (1 sun for a match of 3, 2 sun for a match of 4, and 3 sun for a match of 5 or more). When matched, the plants will disappear and replacements will drop down from the top of the screen; making longer matches, creating multiple matches with one swap (known as a combo) or creating additional matches from dropped plants (known as a cascade) will award 3 extra sun for each individual match compared to a standard match.

    When a plant is eaten, a crater will be formed which prevents further plants from filling that tile. The sun gathered from matches can be used to upgrade the types of plants present on the field (as well as any other plant of the same type dropping down) instead of the normal ones. The goal of the mini-game is to reach the specified number of matches while preventing the zombies from making it across the lawn. Some plants have received branching upgrade paths which are mutually exclusive, which means that once a path is picked, the other is unavailable for the rest of the level. Each level takes place in Park Plaza, Sleepy Hollow, or Mallow Marsh randomly.
Upgrade Paths
PeashooterFire Peashooter (35 sun)Shadow Peashooter (80 sun)
Wall-nutButtercup (30 sun)Chard Guard (60 sun) ➠ Blockoli (100 sun)
Puff-shroomFume-shroom
(20 sun)Gloom-shroom (65 sun)
Cabbage-pultKernel-pult
(40 sun)Pepper-pult (85 sun)Melon-pult (100 sun)
Pine NeedlerBloomerang
(30 sun)Rindbreaker (100 sun)
Bonk ChoyCelery Stalker
(45 sun)Pokra (75 sun)
RotobagaStarfruit
(50 sun)
SnapdragonAstrocado
(100 sun)
Zoybean PodCyber Grass
(85 sun)

Beghouled Challenge Pack
Name Zombies Plants Match Goal Primary Reward
Nutrition Domination Browncoat, Conehead, Buckethead, Pop Star, Jumpsuit Trainee, Hot Dog Imp, Teacup Imp, Donut Roller, Glitter Zombie Peashooter, Wall-nut, Puff-shroom, Cabbage-pult 150 Matches 10000 coins
Quickdraw Browncoat, Conehead, Buckethead, Bling Shark, Hot Dog Imp, Imp, Teacup Imp, Balloon Zombie, Disco Zombie, Donut Roller, Punk Zombie Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler 200 Matches 10000 coins
Boogie Brainz Browncoat, Conehead, Buckethead, Digger Zombie, Winged Warrior, Actor, Breakdancer, Balloon Zombie, Disco Zombie, Moon Muncher Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy 250 Matches 10000 coins
Progressive Browncoat, Conehead, Buckethead, Plunger Zombie, Dog Walker Zombie, Cell Phone Zombie, Bird Feeder, Batty Witch, Trunk Zombie, Glitter Zombie Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga 300 Matches 10000 coins
Flintlock Browncoat, Conehead, Buckethead, Bling Shark, Hot Dog Imp, Disco Zombie, Donut Roller, Wild Cowboy, Moon Muncher, Power Walker, Teacup Imp Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon 350 Matches 10000 coins
Bag of Tricks Browncoat, Conehead, Buckethead, Hot Dog Imp, Arcade Zombie, Punk Zombie, Black Knight, Zombones, Wild Cowboy, Rodeo Legend, Power Walker, Gargantuar Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon, Zoybean Pod 400 Matches 10000 coins
Endurance Test Any Peashooter, Wall-nut, Puff-shroom, Cabbage-pult, Pine Needler, Bonk Choy, Rotobaga, Snapdragon, Zoybean Pod 800 Matches 10000 coins

Graveyard[]

SunRT

Sunflower

Watch out, the Graveyard is filled with zombies! Maybe we can use this to our advantage...

PeaRT

Peashooter

But why would you want to use that to your advantage?

Graveyard is an endless survival mode in Road Trip. You get 100 sun to make a defense, and get no more sun naturally nor can you use free plants or sun producers. The goal in Graveyard is to survive as many waves of zombies as you can to earn more and more rewards. Typically, you should be able to get to wave 30-40 or so, but it's possible to go much higher. Beginning a Graveyard run is completely free and has a 24-hour cooldown which starts once your run is finished.

Waves Completed Zombie Power Zombie Count Zombie Density Gained Sun Earned Coins Earned Gems Earned Zombucks
1-4 100 20-30 40% 2 250 0 0
5-9 110 30-40 60% 3 500 0 0
10-19 120 40-50 80% 4 1000 0 0
20-29 140 50-60 100% 5 2000 5 0
30-39 160 60-80 120% 6 3000 10 1
40-49 180 80-100 140% 7 5000 15 1
50-79 220 100-140 180% 8 8000 20 1
80-119 300 140-300 260% 9 15000 25 2
120+ 500 300-640 400% 10 25000 30 2

Seasonal Adventures[]

SunRT

Sunflower

Play 20 special levels every month, featuring unique zombies!

NutRT

Wall-nut

I'm lightly seasoned too!

Seasonal Adventures are a monthly set of 25 original levels that feature brand-new seasonal zombies each time! That's awesome, right! You also earn a special vine plant for FREE after completing the 25th level, and all the levels reset each time the Seasonal Adventure comes around so you can reclaim them all over again. Except for the vine, which is replaced with 200,000 coins if already owned. On the 5th, 10th, 15th, and 20th levels lie some other cool rewards as well (50,000 coins for the 5th level, 15 trial tacos for the 10th level, 100,000 coins for the 15th level, and 30 trial tacos for the 20th level). Each month has its own vine, and its own theme for zombies and the event as a whole.

These are the different Seasonal Adventures and their vine plant of choice:

  • January - Backyard Big Top - Blastberry Vine
  • February - Valenbrainz - Pyre Vine
  • March - Luck o' the Zombie - Shine Vine
  • April - Springening - Mind Vine
  • May - Birthdayz - Mega Vine
  • June - Brain Bowl - Power Vine
  • July - Summer Nights - Venom Vine
  • August - Pool Party - Aqua Vine
  • September - Fall Harvest - Mirror Vine
  • October - Lawn of Doom - Gloom Vine
  • November - Food Fight - Pea Vine
  • December - Feastivus - Shiver Vine

Zombie Raids[]

MineRT

Potato Mine

Zombies will keep on coming! It's almost as if they're programmed to do so!

PeaRT

Peashooter

01001111 01001011 00100000 01000010 01101111 01101111 01101101 01100101 01110010

BasicRT

???

BRAINZZZ! (Translation: Benevolent plants, I think you'll find that we are, in fact, programmed to do so.)

Tapping on a Region's portrait will zoom you in for a personal view of the individual Region and its signature buildings. This is where you’ll find brand-new zombie raids, randomly generated levels with difficulty based entirely on the highest Region you've reached. Each day, 5-10 Zombie Raids will be scattered across all the Regions, and any ones that aren't completed before the next day begins will be removed and new ones will be generated again. On Saturday and Sunday, the number of Zombie Raids spawned is 7-15 instead of 5-10, and coin rewards are increased by 50%. Each consecutive Zombie Raid that is successfully defeated increases a Coin Reward Multiplier by 5% for a maximum of 100% more coins after completing 20 Zombie Raids successfully in a row. The Coin Reward Multiplier is destroyed if a Zombie Raid is lost. After completing a Zombie Raid, you have a 0.1% chance to earn a hammer. This chance increases by 0.1% each time it doesn't happen, with a maximum chance of 5% (achieved after 49 failed rolls).

Primary Difficulty Modifier[]

Region Reached Difficulty Coin Reward
Park Plaza 5 (+/-1) 250 coins
Sleepy Hollow 5.5 (+/-1) 500 coins
Mallow Marsh 6 (+/-1.5) 750 coins
Obscene Oozevoir 6.5 (+/-1.5) 1000 coins
Gold Rush Range 7.5 (+/-2) 1250 coins
Cyber Central 8.5 (+/-2) 1500 coins
Basalt Valley 10 (+/-2.5) 2000 coins
Crystal Cove 11.5 (+/-2.5) 2500 coins
Star Fleet Hangar 13.5 (+/-3) 3000 coins
Pumpkin Graveyard 15.5 (+/-3) 4000 coins
Golden Ivy Citadel 18 (+/-3.5) 5000 coins
Barnyard Farmyard 23 (+/-4) 6000 coins

Tricky Truffle[]

PeaRT

Peashooter

Tricky Truffle stole my lunch money a few years ago. Find him!

NutRT

Wall-nut

I'm tricky.

StarRT

Starfruit

Skibidi bibidi!

Tricky Truffle is a special, mysterious little fungal friend who will appear in different Regions. Since each Region has a special scrollable/explorable area, there are plenty of places for Tricky Truffle to hide. You'll need to tap on the Trickle Truffle once you find it, and when you do you'll get a number of coins based on the highest Region reached. The Tricky Truffle will appear once every 2-3 days, and there is a 10% chance for there to be two Tricky Truffles that appear instead. Or is it the same Tricky Truffle, but just moving very quickly? Who knows!

Region Reached Coin Reward
Region 1 100 coins
Region 2 250 coins
Region 3 500 coins
Region 4 750 coins
Region 5 1000 coins
Region 6 1500 coins
Region 7 2000 coins
Region 8 2500 coins
Region 9 3000 coins
Region 10 4000 coins
Region 11 5000 coins
Region 12 6000 coins
Region 13 7000 coins
Region 14 9000 coins
Region 15 11000 coins
Region 16 13000 coins
Region 17 15000 coins
Region 18 18000 coins
Region 19 21000 coins
Region 20 24000 coins

Buildings[]

PeaRT

Peashooter

Buildings give you either a passive boost or resources you can collect every so often. They can be upgraded with Hammers and Coins to be more effective.

NutRT

Wall-nut

Why won't people use Hammers and Coins to upgrade me?

Each Region unlocks a building. All buildings provide either a boost to an existing mechanic, generate resources, or grant you an entirely new mechanic. Each building can be upgraded to level 10 using coins to improve their functionality.

Market[]

«  »
Market used to sell badges, but since that went under, he's settled for giving out laundered coins to the poor and disgruntled instead (such as yourself).
Crazy Dave

Market produces coins for you to collect twice a day without any storage limitations. Twice a day, you'll be able to claim a set amount of coins for free from the Market. Claim more coins when your Market is upgraded.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Production Collection Cooldown
1 N/A N/A 250 24 hrs
2 5000 coins 1 500 23 hrs
3 10,000 coins 1 750 22 hrs
4 20,000 coins 1 1000 20 hrs
5 40,000 coins 1 1250 18 hrs
6 60,000 coins 1 1500 16 hrs
7 100,000 coins 1 1750 14 hrs
8 150,000 coins 2 2000 12 hrs
9 200,000 coins 2 2250 10 hrs
10 300,000 coins 3 2500 8 hrs
Can be upgraded to level 20 after reaching Region 11

Dark Oak Mill[]

«  »
Dark Oak Mill takes in logs, logs with loving families, logs with bright futures ahead of them, and converts them into wooden fences. She doesn't have any regrets, it's just something that needs to be done.
Crazy Dave

The Dark Oak Mill gives you a de-fence-ive fence wall as a last-resort barrier before the zombies would have entered your house. The fence is... a fence, so it will only block ground zombies. One fence per battle. The fence gets tougher and slightly bigger as you upgrade Dark Oak Mill.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Fence Health Fence Width
1 N/A N/A 325 0.3 tiles
2 20,000 coins 1 390 0.3 tiles
3 40,000 coins 1 455 0.3 tiles
4 60,000 coins 1 520 0.4 tiles
5 80,000 coins 1 585 0.4 tiles
6 100,000 coins 1 650 0.4 tiles
7 150,000 coins 1 715 0.5 tiles
8 200,000 coins 2 780 0.5 tiles
9 250,000 coins 2 845 0.5 tiles
10 300,000 coins 3 910 0.6 tiles
Can be upgraded to level 20 after reaching Region 12

Battle Bonfire[]

«  »
Battle Bonfire wants to tell people about his board game collection, but all they ever want from him are perfectly toasted marshmallows.
Crazy Dave

The Battle Bonfire increases the rate that sun falls from the sky.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Sunfall Speed Boost
1 N/A N/A 10%
2 50,000 coins 1 15%
3 100,000 coins 1 20%
4 150,000 coins 1 25%
5 200,000 coins 1 30%
6 250,000 coins 1 35%
7 350,000 coins 1 40%
8 500,000 coins 2 45%
9 650,000 coins 2 50%
10 800,000 coins 3 55%
Can be upgraded to level 20 after reaching Region 13

Research Facility[]

«  »
Research Facility has no idea what she's used for. Do the wacky plant scientists that enter study bricks? Geese? The erotic tendencies of roadcones? She'll never know.
Crazy Dave

The Research Facility adds a chance to Overcharge plants fed with Plant Food, causing the next plant planted of its type to immediately active its Plant Food Power upon planting, with a bigger chance for the first plant. The chance to Overcharge increases as you upgrade the Research Facility.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Overcharge Chance Primary Chance
1 N/A N/A 0.5% 25%
2 50,000 coins 1 1% 25%
3 100,000 coins 1 1.5% 30%
4 150,000 coins 1 2% 30%
5 225,000 coins 1 2.5% 35%
6 300,000 coins 1 3% 35%
7 400,000 coins 1 3.5% 40%
8 500,000 coins 2 4% 50%
9 625,000 coins 2 4.5% 75%
10 750,000 coins 3 5% 100%
Can be upgraded to level 20 after reaching Region 14

Z-Mint[]

«  »
Z-Mint used to be in a romantic relationship with the Magic Mine, but they've left to go somewhere else, saying that "Greensburg is too silly, they're gonna go to the Bloomlands or Tornado Valley, maybe even Star-Spangled City." Z-Mint doesn't mind. Magic Mine hoarded too many basketballs.
Crazy Dave

The Z-Mint increases the number of Zombucks earned when completing a level and also increases the maximum number of Zombucks you can hold at one time. Both of these boosts are increased as the Z-Mint Building is upgraded.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Bonus Zombucks Storage Boost
1 N/A N/A +1 +1
2 50,000 coins 1 +1 +2
3 100,000 coins 1 +2 +3
4 200,000 coins 1 +2 +4
5 250,000 coins 1 +3 +5
6 300,000 coins 1 +3 +6
7 350,000 coins 1 +4 +7
8 400,000 coins 2 +4 +8
9 450,000 coins 2 +5 +9
10 525,000 coins 3 +5 +10
Can be upgraded to level 20 after reaching Region 15

Club Jubilee[]

«  »
Club Jubilee wishes people would care about her more often. They're only there for her Cherry Bomb, and it hits different when they come back and ask for UPGRADES. The absolute audacity.
Crazy Dave
RTCherryBomb
Cherry Bomb's icon

Club Jubilee gives you a RTCherryBombCherry Bomb to use once per level. RTCherryBombCherry Bomb is an Instant Plant, meaning it only gets stronger when Club Jubilee is upgraded, and you can only use RTCherryBombCherry Bomb once (up to three based on level) per battle, that's it. RTCherryBombCherry Bombs explode in a 3x3 area, dealing high damage.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Cherry Damage Cherry Count Primary Cooldown
1 N/A N/A 900 1 30 sec
2 50,000 coins 1 1200 1 30 sec
3 75,000 coins 1 1500 1 25 sec
4 100,000 coins 1 1800 1 25 sec
5 150,000 coins 1 2100 2 20 sec
6 225,000 coins 1 2400 2 20 sec
7 350,000 coins 1 2700 2 15 sec
8 475,000 coins 2 3000 2 15 sec
9 600,000 coins 2 3300 2 10 sec
10 750,000 coins 3 3600 3 10 sec
Can be upgraded to level 20 after reaching Region 16

Spicy Tofu Shack[]

«  »
Spicy Tofu Shack doesn't understand why everyone calls his tofu spicy. His tofu is mild at worst. Children could eat it. Children probably do eat it. Why are children out eating tofu? "There's a zombie invasion going on. Go watch Animal Crackers or something."
Crazy Dave

Spicy Tofu Shack adds additional zombie raids that are scattered across all regions at the start of each day. In addition, it will slightly reduce the difficulty of those zombie raids (which in turn influences the rewards slightly). Both properties are improved as Spicy Tofu Shack is upgraded.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Bonus Raids Power Reduction
1 N/A N/A +1 -5%
2 25,000 coins 1 +2 -5%
3 75,000 coins 1 +2 -10%
4 150,000 coins 1 +3 -10%
5 250,000 coins 1 +3 -15%
6 350,000 coins 1 +4 -15%
7 475,000 coins 1 +4 -20%
8 600,000 coins 2 +5 -20%
9 750,000 coins 2 +5 -25%
10 925,000 coins 3 +6 -25%
Can be upgraded to level 20 after reaching Region 17

Carrot Mine[]

«  »
Carrot Mine's conditions are dangerous, illegal, and probably a severe war crime in several other countries. Too bad you can't throw an entire cave system into jail.
Crazy Dave

Carrot Mine gives you an Intensive Carrot that you can use every 30 seconds (reduced when upgraded) to revive a plant of your choice. As the Building is upgraded, not only can Intensive Carrot be used more frequently but it will also grant the revived plant additional health and a small chance to perform its Plant Food ability.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Cooldown Health Boost Plant Food Chance
1 N/A N/A 30 sec +0% 2%
2 20,000 coins 1 30 sec +5% 3%
3 40,000 coins 1 30 sec +10% 4%
4 80,000 coins 1 25 sec +15% 5%
5 120,000 coins 1 25 sec +20% 6%
6 180,000 coins 1 25 sec +25% 7%
7 300,000 coins 1 20 sec +30% 8%
8 450,000 coins 2 20 sec +35% 9%
9 600,000 coins 2 20 sec +40% 10%
10 850,000 coins 3 15 sec +45% 11%
Can be upgraded to level 20 after reaching Region 18

Moon Workshop[]

«  »
Moon Workshop is often confused with Man Workshop. They offer completely different types of goods and/or services.
Crazy Dave

Moon Workshop allows 1 lawnmower (more if upgraded) to be replaced at the cost of 25 sun. After that, this ability goes on a brief 60-second cooldown (not included in the table since it is not reduced when the Building levels up). The sun cost however is gradually lowered as the Moon Workshop is upgraded.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Max Rebuild Rebuild Cost
1 N/A N/A 1 25
2 60,000 coins 1 1 24
3 120,000 coins 1 1 23
4 180,000 coins 1 1 22
5 240,000 coins 1 2 21
6 300,000 coins 1 2 20
7 350,000 coins 1 2 19
8 400,000 coins 2 2 18
9 500,000 coins 2 2 17
10 700,000 coins 3 2 16
Can be upgraded to level 20 after reaching Region 19

Spooky Kitchen[]

«  »
Spooky Kitchen.
Crazy Dave

Spooky Kitchen adds a Jalapeno that can be used instead of Cherry Bomb if desired. The two Building effects cannot be used at the same time, but Intensive Carrot can be used with either of them with no issues. Jalapeno deals the same damage as a Cherry Bomb and the Spooky Kitchen has similar upgrade costs (lower because by this point in the game your Club Jubilee should be around level 5 or 6), but Jalapeno damages a lane instead of a 3x3 area.

Building Level Upgrade Cost (Coins) Upgrade Cost (Hammers) Jalapeno Damage Jalapeno Count Primary Cooldown
1 N/A N/A 900 1 30 sec
2 25,000 coins 1 1200 1 30 sec
3 50,000 coins 1 1500 1 25 sec
4 75,000 coins 1 1800 1 25 sec
5 100,000 coins 1 2100 2 20 sec
6 125,000 coins 1 2400 2 20 sec
7 150,000 coins 1 2700 2 15 sec
8 200,000 coins 2 3000 2 15 sec
9 250,000 coins 2 3300 2 10 sec
10 325,000 coins 3 3600 3 10 sec
Can be upgraded to level 20 after reaching Region 20


Thanks for being awesome!
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