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Plants vs. Zombies 2: It's About Time/Worlds and Levels

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This is a sub-page of Plants vs. Zombies 2: It's About Time.

Hmmm...
To do:
  • There's more, like the unused travel log quest called "land war".

Contents

Unused Worlds

Tutorial

World Map

The tutorial has an unused world map design. It uses sprites which seem to be green recolorations of what is likely early Ancient Egypt map sprites.

PVZ2 Tutorial World Map 1.4.2.png

PVZ2 Tutorial World Map Sprites.PNG

Note

Unused sprites for a note that would've been collected during the tutorial.

Time Twister

An unused world that likely became Modern Day. This world combined elements from all of the previous worlds (At the time only Player's House, Ancient Egypt, Pirate Seas, Wild West and Far Future). Each level featured lawns and gimmicks of a specific world, going in the order you unlock them. The name was later re-used for a Piñata Party, and the icon for Penny's Pursuit. It should be noted that each level in this world uses the exact same zombie spawning patterns, but with zombies from different worlds.

[WORLD_NAME_PTT]
Time Twister

[PLAYERS_TRIP_TO_PTT]
{PLAYER}'s Trip to Time Twister

[PTT_LEVEL_NAME]
Time Twister - Day {LEVEL_NUMBER}

Day 1

This level has you in the Player's House lawn used in the tutorial fighting zombies from Ancient Egypt. There are 2 minecarts in the first and second columns of the lawn and gravestones at the end of the lawn. For some reason, this uses the unsodded version of the lawn. This is likely a glitch. The game will normally crash at the first huge wave due to the sand storm module being absent from the Player's House level properties. This level will also crash after the huge wave is finished due to each sandstorm event missing a "Wave" value.

Star Challenge:

  • Don't lose more than 2 plants.
  • Don't lose any lawn mowers.

Day 2

This level has you in Ancient Egypt fighting zombies from Pirate Seas, and a few from Ancient Egypt. There is a minecart in the second column of the lawn and gravestones at the end of the lawn.

Star Challenge:

  • Don't lose more than 2 plants.
  • Don't lose any lawn mowers.

Day 3

This level has you in Pirate Seas fighting zombies from Wild West and Ancient Egypt. There is a minecart in the seventh column of the lawn, in which its rails clip under the planks. There are also some gravestones, this time more closer to the front of the lawn. The game will normally crash at the first huge wave due to the sand storm module being absent from the Pirate Seas level properties.

Star Challenge:

  • Don't lose more than 2 plants.
  • Don't lose any lawn mowers.

Day 4

This level has you in Wild West fighting zombies from Far Future and Ancient Egypt. There is a minecart in the fifth column of the lawn and gravestones at the end of the lawn. The game will normally crash at the first huge wave due to the sand storm module being absent from the Wild West level properties.

Star Challenge:

  • Don't lose more than 2 plants.
  • Don't lose any lawn mowers.

Day 5

This level has you in Far Future fighting zombies from Ancient Egypt. There is a minecart in the seventh column of the lawn, gravestones at the end of the lawn, and green and yellow power tiles near the front of the lawn. This level will crash after the first huge wave is finished due to each sandstorm event missing a "Wave" value.

Star Challenge:

  • Don't lose more than 2 plants.
  • Don't lose any lawn mowers.

Prehistoric

In the iOS version of 1.4.2, data for an unused world named "prehistoric" existed in the world map list data file. Nothing else existed for this world. This likely later became Jurassic Marsh.

Ancient Egypt

Early Power-Up Tutorial Dialog

Early dialog exists for the power-up tutorial, in which each power-up had its own conversation between Crazy Dave and Penny.

Power Zap

Speaker Dialog
(Crazy Dave and Penny enter)
PVZ2-Penny-Icon.png
Power-up is now online. Zap away.
PVZ2-Dave-Icon.png
It's like magic, but better!
PVZ2-Penny-Icon.png
Any sufficiently advanced technological solution looks just like magic.
(Crazy Dave and Penny exit)

Power Toss

Speaker Dialog
(Penny enters)
PVZ2-Penny-Icon.png
I have a new creation for you. With proper access to the time stream, you can adjust metaparticles to--
(Crazy Dave enters)
PVZ2-Dave-Icon.png
I think this one is Zombie Flicker!
PVZ2-Penny-Icon.png
...
(Crazy Dave and Penny exit)

Power Pinch

Speaker Dialog
(Penny enters)
PVZ2-Penny-Icon.png
This one is called Mega Zombie Head Pincher.
(Crazy Dave enters)
PVZ2-Dave-Icon.png
I call this... hey, that's pretty good!
PVZ2-Penny-Icon.png
My programming forbids the use of expletives.
(Crazy Dave and Penny exit)

Unused Minecart and Rails

Ancient Egypt has unused minecart and rail designs that were added to the game files in version 1.5.2. These were likely meant to be used in Time Twister.

Door Overlay

Unused sprites exist for the entrance to the Ancient Egypt home's door being open and an overlay, suggesting that a cutscene of a zombie entering your house would've played when losing similar to PvZ1.

Pirate Seas

Early Music

An early version of Pirate Seas' music, composed by Laura Shigihara, can be heard in Crazy Dave's second transmission. The track was later uploaded by Shigihara to her YouTube channel due to high demand.

Unused Tombstone

Pirate Seas has an unused tombstone design that was added to the games files in version 1.5.2. This was likely meant to be used in Time Twister.

Unused Minecart and Rails

Pirate Seas has unused minecart and rail designs that were added to the game files in version 1.5.2. These were likely meant to be used in Time Twister.

Wild West

Early Mid Wave B Track

An early variant of the Wild West Mid Wave B soundtrack can be heard in Crazy Dave's last transmission. This track is used in Plants vs. Zombies: All Stars.

Unused Tombstone

Wild West has an unused tombstone design that was added to the games files in version 1.5.2. This was likely meant to be used in Time Twister.

Far Future

Old Map

Hmmm...
To do:
Replace this image as it is low quality and there are many errors in it, like it using gates from Wild West.

Before version 1.7.2, each world map looked very different than how they do now, having only 10 main levels (with the exception of Ancient Egypt which had 11) and had around 3 to 4 branching paths leading to different Brain Busters and a new plant or upgrade which had to be unlocked with keys, collectables that could either be obtained by killing zombies or in Yeti lunchboxes and were unique to each world. Far Future had its own version of this map that went unused due to the world releasing after the maps were redesigned.

PVZ2 Old Far Future Map Zoomed Out.jpg

An early version of the Far Future preview image. Interestingly, Starfruit is in this suggesting that it was supposed to be unlocked in the world and not be a premium plant.

PVZ2 Old Far Future Preview Image.png

The following dialogue would have played out upon unlocking Far Future:

Speaker Dialog
(Penny enters)
PVZ2-Penny-Icon.png
What is our purpose here, User Dave?
PVZ2-Penny-Icon.png
Based on my threat gauge, I cannot advise moving ahead.
(Crazy Dave enters)
PVZ2-Dave-Icon.png
But... future tacos! Tac-nology surely has advanced!
PVZ2-Dave-Icon.png
Let’s head over to those giant robots. I think I know those guys.
(Crazy Dave and Penny exit)

Prior to version 1.4.2, this dialog was different, with Dr. Zomboss intervening.

Speaker Dialog
(Crazy Dave enters)
PVZ2-Dave-Icon.png
The Future looks amazing! I wonder if...
(Dr. Zomboss enters)
PVZ2-Zomboss-Icon.png
Dr. Edgar Zomboss welcomes you to the Future!
PVZ2-Dave-Icon.png
Hey, look Mr. Boss guy!
PVZ2-Zomboss-Icon.png
As per our agreed terms, your brains...
PVZ2-Dave-Icon.png
One question gentleman, Mr. Boss guy, sir!
PVZ2-Zomboss-Icon.png
Will be collected, in say 10 days time...
(Penny enters)
PVZ2-Penny-Icon.png
I don't think he's listening User Dave.
PVZ2-Zomboss-Icon.png
Kind regards, Dr. Edgar Zomboss.
(Dr. Zomboss exits)
PVZ2-Dave-Icon.png
Wow... he sure is swell!
(Crazy Dave and Penny exit)

General text for the old Far Future map.

[WORLD_PREVIEW_TEASER_FUTURE]
+22 Levels!
+1 Challenge Zone!
+7 Plants!
+1 Upgrade!

[WORLD_PREVIEW_TEASER_HEADER_FUTURE]
Access 31 New Items!

[WORLD_PREVIEW_LOCKED_FUTURE]
(BEAT WESTERN FINAL DAY)

[FUTURE_KEYGATE_HEADER]
FUTURE GATE

[STARCHALLENGE_FUTURE_CONVEYOR_NAME]
Power Tile Place-erators

[STARCHALLENGE_FUTURE_FINALE_NAME]
Final Day

[AWARD_SCREEN_WORLDTROPHY_FUTURE]
Access to the Terror from Tomorrow!
24 more Stars obtainable in the Future!
Universe Star Gate available!

Early First Wave Track

An early composition of the Far Future First Wave soundtrack is found in the v1.5 files.

Grid Objects

Unused Tombstone

Far Future has an unused tombstone design that was added to the games files in version 2.1.1. This was likely meant to be used in Time Twister.

Unused Minecart and Rails

Far Future has unused minecart and rail designs that were added to the game files in version 2.1.1. These were likely meant to be used in Time Twister. It should be noted that the rails are used in the Chinese version of PvZ2 in the Brain Buster "All By Oneself".

futureclone

A grid object that likely would have cloned zombies that stepped on it. A placeholder sprite for it can be found in Android app IDs 2 and 4, with it depicting a sheep.

PVZ2 future temp clone.png

futureshift

A grid object that would have moved zombies up or down a lane. Placeholder sprites for it can be found in Android app IDs 2 and 4, with it simply being an arrow. This was reworked into the slider tiles in Frostbite Caves.

PVZ2 future temp shift down.png PVZ2 future temp shift up.png

Early Lawn

A slightly different version of the Far Future lawn that is missing the hoverboard seen in the final near the garage. The tiles were also slightly stretched out in the final so that they would properly fit the grid. This version of the lawn is used in the Chinese version of PvZ2.

PVZ2 Early Far Future Lawn.png

Additionally, similar to Ancient Egypt, Far Future also has an unused door overlay sprite. However, there is no sprite for the door being opened.

PVZ2 Far Future Door Overlay.png

Early Power Tile Designs

Early designs for the Power Tiles which were used as their seed packet icons in old version.

There were also early versions of the finalized circle and square power tiles, which had their colors swapped by release.

Early Note

An early version of Far Future's note which is missing text.

PVZ2 Early Far Future Note.PNG

Early Terror From Tomorrow Unlock

An early version of the item you get when unlocking Terror From Tomorrow.

PVZ2 Early Terror From Tomorrow Unlock.png

Dark Ages

Unused/Early Tombstones

The Dark Ages has many tombstone variants that went unused. There were also some early placeholder designs for tombstones that did make it in.

Placeholder Default Tombstone

A placeholder design for the default Dark Ages tombstone.

Placeholder Sun Tombstone

A placeholder design for the sun tombstone. This tombstone originally gave out 3 suns (equivalent to 75 sun at the time) when destroyed instead of 2 suns (equivalent to 100 sun now).

GravestoneZombieOnDestruction

A tombstone that would have spawned a Peasant Zombie upon destruction. This uses a placeholder design with the text "ZOMBSTONE!!!" on it.

GravestoneMysterySunOnDestruction

A tombstone that would have given sun upon destruction. This tombstone has the same design as the next unused tombstone, GravestoneMysteryZombieOnDestruction, making it so that the player doesn't know whether the tombstone will give sun or spawn a zombie when destroyed.

GravestoneMysteryZombieOnDestruction

A tombstone that would have spawned a Peasant Zombie upon destruction. This tombstone has the same design as the previous unused tombstone, GravestoneMysterySunOnDestruction, making it so that the player doesn't know whether the tombstone will give sun or spawn a zombie when destroyed.

GravestoneZombieTimeSpawner

A tombstone that would have spawned Peasant Zombies over time. Upon starting a level, there is a 20 second timer before the first zombie spawns, and then after that a zombie will spawn every 10 seconds. After 69 seconds of existing, it will self destruct, releasing several zombies into its lane and adjacent lanes.

GravestoneZombieTimeSpawner_Cone

Worked like the previous tombstone, except it would spawn Conehead Peasant Zombies. Its initial wait time is 20 seconds, its normal wait time is 15 seconds, and its self destruct time is 94 seconds. Used the same design as GravestoneZombieTimeSpawner.

GravestoneZombieTimeSpawner_Bucket

Worked like the previous 2 tombstones, except it would spawn Buckethead Peasant Zombies. Its initial and normal wait time are 20 seconds and its self destruct time is 119 seconds. Used the same design as GravestoneZombieTimeSpawner.

GravestoneZombieTimeSpawner_Wide

A wide version of GravestoneZombieTimeSpawner that takes up 2 grid spaces and can't be destroyed with a Grave Buster. This has the same time data as GravestoneZombieTimeSpawner. Unlike the other tombstones, this one has animations.

Interestingly, an earlier design for this tombstone exists under the name Dark_TimespawnWide. The used name is Dark_Gravestone_Spawner.

GravestoneZombieTimeSpawner_WideCone

A version of GravestoneZombieTimeSpawner_Wide that was supposed to spawn Conehead Peasants, however it only spawns basic Peasants. This has the same time data as GravestoneZombieTimeSpawner_Cone.

Normally this uses the same design as GravestoneZombieTimeSpawner_Wide, however there are unused sprites that were likely meant to be used for this.

GravestoneZombieTimeSpawner_WideBucket

A version of GravestoneZombieTimeSpawner_Wide that was supposed to spawn Buckethead Peasants, however it only spawns basic Peasants. This has the same time data as GravestoneZombieTimeSpawner_Bucket.

Normally this uses the same design as GravestoneZombieTimeSpawner_Wide, however there are unused sprites that were likely meant to be used for this.

GravestoneZombieTimeSpawner_WideImp

A version of GravestoneZombieTimeSpawner_Wide that spawns Imp Monks. This has the same time data as GravestoneZombieTimeSpawner.

GravestoneZombieTimeSpawner_WideImpCone

A version of GravestoneZombieTimeSpawner_Wide that spawns the unused Conehead Imp. This has the same time data as GravestoneZombieTimeSpawner_Cone.

GravestoneZombieTimeSpawner_WideImpBucket

A version of GravestoneZombieTimeSpawner_Wide that spawns the unused Buckethead Imp. This has the same time data as GravestoneZombieTimeSpawner_Bucket.

GravestoneZombieTimeSpawner_WideImpCrown

A version of GravestoneZombieTimeSpawner_Wide that spawns the unused Crown Imp. Its initial wait time is 20 seconds, its normal wait time is 25 seconds, and its self destruct time is 149 seconds.

GravestoneShortcut

A tombstone that makes zombies in its lane spawn from it instead of the back of the lawn.

GravestonePeashooterOnDestruction

A tombstone that would have spawned a Peashooter upon destruction.

Early Music

Slightly different compositions of Dark Ages tracks found in v2.3.1 files. They can be heard in the early trailers for Dark Ages.

Audio Notes
First Wave
Mid Wave A
Mid Wave B

Placeholder Lawn

An early placeholder version of the Dark Ages lawn from version ID 4, being a gray and black sketch.

PVZ2 Early dark ages.png

The sprite sheet for beta Dark Ages also has the unused door overlay sprite from Far Future but edited to be dark gray.

PVZ2 Beta Dark Ages Door Overlay.png

Placeholder Lawn Mower

A placeholder version of the Dark Ages lawn mower, using the Player's House lawn mower with a knight's helmet and lance.

Placeholder Almanac Background

A placeholder version of the Dark Ages Almanac background, being a dark gray version of Pirate Seas.

PVZ2 Beta Dark Ages Almanac Background.png

Early World Icon

An early version of the Dark Ages world icon, being a sketch. This can be seen in the Dark Ages Dev Diary video.

PVZ2 Early Dark Ages World Icon.png

Big Wave Beach

Placeholder World Icon

A placeholder world icon for Big Wave Beach, being a yellow recoloration of the coming soon icon.

PVZ2 Placeholder Big Wave Beach World Icon.png

Early Text

Early text for Big Wave Beach, where it was originally called The Beach.

[WORLD_NAME_BEACH]
The Beach

[WORLD_PREVIEW_BEACH_TITLE]
The Beach!

[WORLD_PREVIEW_DESCRIPTION_BEACH]
Check out the beach, it's hot Get it? Hot!

[WORLD_PREVIEW_TEASER_BEACH]
+10 Levels!
+4 Plants!

[WORLD_PREVIEW_BEACH_HIGHLIGHT_COUNT]
200!

[PLAYERS_TRIP_TO_BEACH]
{PLAYER}'s Trip to the beach!

[BEACH_LEVEL_NAME]
Beach - Day {LEVEL_NUMBER}

Placeholder Dialog

Placeholder dialog exists for the first level, Gargantuar level, Endless Zone unlock, and Zomboss level.

[NARRATIVE_BEACH_INTRO_FIRSTLEVEL_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}TBD beach intro

[NARRATIVE_BEACH_INTRO_GARGANTUAR_1]
{NPC_ENTER:zombossicon}{SAY}TBD greetings

[NARRATIVE_BEACH_OUTRO_DANGER_ROOM_KEY_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:crazydave}TBD enless zone

[NARRATIVE_BEACH_INTRO_ZOMBOSS_1]
{NPC_ENTER:zombossicon}TBD intro

[NARRATIVE_BEACH_OUTRO_ZOMBOSS_1]
{NPC_ENTER:crazydave}{NPC_ENTER:winnie}{SAY:winnie}TBD outro

Demonstration Minigame Track

Prior to version 6.3.1, each world had a unique track that played during minigame levels titled "Demonstration Minigame". Every world except for Big Wave Beach, which oddly lacked one of these tracks by mistake. The tracks would be removed in 6.3.1 along with Ultimate Battle, a track that played during the Gargantuar levels, presumably to make the game take up less storage space, meaning Big Wave Beach never got its version of Demonstration Minigame. However, in late 2023 the Chinese version of Plants vs. Zombies 2 was updated to add this theme that had been missing for years.

Frostbite Caves

Early Name

Early text for Frostbite Caves, where it was originally called Ice Age.

[ICEAGE]
Ice Age

[WORLD_NAME_ICEAGE]
Ice Age

[WORLD_PREVIEW_ICEAGE_TITLE]
Ice Age!

[PLAYERS_TRIP_TO_ICEAGE]
{PLAYER}'s Trip to the Ice Age!

[ICEAGE_LEVEL_NAME]
Ice Age - Day {LEVEL_NUMBER}

[STARCHALLENGE_ICEAGE_FINALE]
Survive a massive attack in the Ice Age

Early Endless Zone Name

Early text for Frostbite Caves' endless zone Icebound Battleground, where it was originally called Frozen Fear.

[ADVICE_DANGER_ROOM_ICEAGE_UNLOCKED]
Frozen Fear is now available!

[DANGER_ROOM_ICEAGE_LEVEL_NAME]
Frozen Fear - Level {LEVEL_NUMBER}

[DANGER_ROOM_ICEAGE_TITLE_WELCOME]
Welcome to Frozen Fear!

[ICEAGE_DANGER_ROOM_NAME]
Frozen Fear
Speaker Dialog
(Crazy Dave enters)
PVZ2-Dave-Icon.png
Hi neighbor! Welcome to Frozen Fear!
PVZ2-Dave-Icon.png
It's even more challenging than the Slushee of Sorrow!
(Crazy Dave exits)

Early Trophy Text

Early text for the Frostbite Caves Trophy, with the world still being called Ice Age and the name of the Zombot being different, likely a placeholder.

[AWARD_SCREEN_WORLDTROPHY_ICEAGE_TITLE]
Ice Age Trophy

[AWARD_SCREEN_WORLDTROPHY_ICEAGE]
You have defeated Dr. Zomboss' creation, the Zombot Mastodon-otron.

Whack-A-Zombie Dialog

Unused dialog for a scrapped Whack-A-Zombie level, which would have returned in this world from the first game. This minigame being scrapped may explain why the world only has 30 levels instead of 32.

Speaker Dialog
(Crazy Dave and Penny enter)
PVZ2-Dave-Icon.png
It's too quiet. Where is everyone? I have a bad feeling about this.
PVZ2-Penny-Icon.png
My sensors indicate there are zombies hiding under the ice.
PVZ2-Dave-Icon.png
I know this game! They call it Hide & Eat Brains.
PVZ2-Dave-Icon.png
Time for a game of our own: I call it Whack-A-Zombie.
PVZ2-Penny-Icon.png
Whack them good and they will surely drop better hammers.
PVZ2-Dave-Icon.png
I'm sorry. Can't help it. Have to say it. It's ... hammer time.
(Crazy Dave and Penny exit)

Unused Tombstone

Frostbite Caves has an unused tombstone design that was added in version 7.9.1.

Lost City

Early Endless Zone Name

Early dialog for Lost City's endless zone Temple of Bloom, where it was originally called the Lost Temple.

Speaker Dialog
(Crazy Dave enters)
PVZ2-Dave-Icon.png
Hi neighbor! Welcome to the Lost Temple!
PVZ2-Dave-Icon.png
Here you'll find that gold is good but brings out more zombies!
(Crazy Dave exits)

Unused Tombstone

Lost City has an unused tombstone design that was added in version 7.9.1.

Levels

Very Early Lost City Day 1

First added in the Springening update, this version takes place in the Far Future and has Gold Tiles that acted slightly differently than their final counterparts. They didn't instantly give sun upon planting, gave 100 sun instead of 50, and generated sun every 25 seconds instead of 20. At waves 5, 10 and 14, an event would happen based on how many Gold Tiles are taken by plants. If a certain percentage of Gold Tiles was taken by plants (25% at wave 5 and 50% at waves 10 and 14), a message saying "Woohoo! The plants are winning!" would appear and a burst of 250 sun would fall from the sky. If the percentage of Gold Tiles wasn't taken by these events, instead sun would be taken from you, taking 150 sun at wave 5 and 100 sun at waves 10 and 14.

The zombies in this level are Future Zombie, Conehead Future Zombie, Buckethead Future Zombie, Bug Bot Imp, Troglobite, Yeti Imps, Disco Tron 3000, Disco Jetpack Zombie, Jetpack Zombie, and Swashbuckler Zombie.

Lost City Part 2 Level Placeholders

This level was a placeholder for Lost City days 17 - 32 in version 3.6.1. It is the same as the previous unused level but takes place in Lost City, has final gold tiles and the Future Zombies are replaced by Adventurer Zombies.

Neon Mixtape Tour

Early Music

Some real world songs such as "Walk Like an Egyptian" from The Bangles were used as placeholders.

Jurassic Marsh

Early name was "Mesozoic Marsh", and is internally named "dino".

Modern Day

Early Mid Wave B and Final Wave Tracks

Some early Modern Day soundtracks lack some instruments and have different endings than the final versions.

Audio Notes
Mid Wave B
Final Wave

Thymed Events / Piñata Parties

Valenbrainz

In version 3.2.1, the Valenbrainz lawn had 3 unused sod roll sprites leftover from the normal Front Lawn used in the tutorial levels.

The lawn also had an unused door overlay sprite, in which similar unused sprites exist for Ancient Egypt and Far Future.

PVZ2 Valenbrainz Lawn Door Overlay.png

Lastly, the lawn has an odd sprite named "deadspace", which is the outer parts of the normal Front Lawn artwork that were cropped out in game.

PVZ2 Valenbrainz Lawn Deadspace.png

When paired with the default Front Lawn, you get an extended version of the lawn's art.

PVZ2 Valenbrainz Lawn Deadspace put together.png

Food Fight

The Food Fight Thymed Event has an unused key sprite with an unknown purpose.

PVZ2 Food Fight Key.png

General World Map Assets

Plant Pot

A sprite of a gold plant pot that was likely meant to go under unlocked plants.

PVZ2 World Map Plant Pot.png

Early Level Arrow

An early version of the arrow that points at the next level during the games tutorial.

Flagpoles

Sprites exist for a flag pole and 6 different flag designs. It's unknown what their purpose would be, though it's possible they may have gone next to completed levels.

Placeholder Paths

2 sprites exist for what was likely a very early level path system.

Narration Edit Icon

Likely a leftover from a dialog editor dev tool.

PVZ2 editor narration.png

Missing Art

A sprite for missing art found in the world assets sheet named "misssing_artpiece".

PVZ2 misssing artpiece.png

Test Levels

Empty Level

...Well they weren't lying. It's an empty level. The comment for this level says "EmptyLevel - A level with no zombies, no plants, no nothing." with the description saying "There is nothing here.".

Sandbox Levels

There are 6 different "Sandbox" levels most likely used as test levels during the games development. These all have no zombies, as it appears they were supposed to get their wave data from xml files that don't exist anymore.

Sandbox 4

An Ancient Egypt sandbox level, featuring 12 gravestones spanning from columns 3 to 8. There are no zombies, as it tries to get its wave data from an xml that doesn't exist anymore.

Sandbox 5

Exact same as the previous level. No zombies due to the same xml issue.

SandboxEgypt / Egypt Sandbox

Very similar to the previous sandbox levels, except this one intentionally has no zombies. It has 6 gravestones spanning from columns 3 to 9. Interestingly, this level's day number is set to 42 (though this can't be seen in game due to its title not displaying the day number). This level was first added in version 1.0.2, removed in version 2.1.1, and was later re-added in version 10.4.1.

SandboxPirate / Pirate Sandbox

A Pirate Seas sandbox level, which also intentionally has no zombies. The level has 1 plank on both the top and bottom rows. This level was first added in version 1.0.2, removed in version 2.1.1, and was later re-added in version 10.4.1.

SandboxCowboy / Cowboy Sandbox

A Wild West sandbox level with 4 minecarts in the first 4 columns. This level was first added in version 1.0.2, removed in version 2.1.1, and was later re-added in version 10.4.1.

SandboxFuture / Future Sandbox

A Far Future sandbox level, featuring 3 of every Power Tile. This level was first added in version 1.0.2, removed in version 2.1.1, and was later re-added in version 10.4.1.

ChallengeTest / Challenge Test!

This level is a modified version of Ancient Egypt Day 1 where zombies are faster and you have to protect 5 Potato Mines. Oddly, this opens with Crazy Dave's opening monologue from the first Cannons Away brain buster. There are 4 plants pre-picked for you, being Sunflower, Peashooter, Wall-nut, and Potato Mine. This level is glitched to where it gets completed when the final wave starts. The level's comment says "Egypt 1 with some challenge thrown in!"

Padded Room

This level does nothing but spawn Pirate Captain zombies every 30 seconds. There are 6 plants pre-picked, being Lightning Reed, Peashooter, Wall-nut, Potato Mine, Cherry Bomb and E.M.Peach. It is impossible to lose this level as there is no zombie win condition. Despite there being zombies and plants, the comment for this level says "PaddedRoom - A level with no zombies, no plants, no nothing." and its description says "There is nothing here but tears." These are likely leftovers from Empty Level.

SpeedyLaneChallengeTest / Speedy Lanes

This level tests an unused speedy lanes challenge, where each lane is randomly assigned a color, being either normal, green, yellow, or red. Zombies in that lane move faster based on the color, with green being the slowest and red being the fastest. You are given 6 plants, being Sunflower, Peashooter, Spring Bean, Snow Pea, Cabbage Pult, and Cherry Bomb. The level goes on forever and has no end.

FutureLinkedTiles / Linked Tiles

This level tests power tiles. There are no zombies here as it tries to get wave data from a missing xml file named "futureautospawn.xml". Once the level reaches the final wave, the game crashes.

FuturePowerCircuits / BROKEN! DO NOT USE!

This level just spawns Seagull Zombies endlessly, likely to test the Blover. It's possible that this was also supposed to test Power Tiles due to its name. The title in game says "BROKEN! DO NOT USE!"

FutureZomboss / Future Boss Battle

A level likely meant to test the Far Future Zomboss fight's zombie spawn groups, as it's level file is named FutureZomboss. The level is a conveyor level where you're given Power Tiles, Infi-nuts, Laser Beans, Starfruits, Melon-pults, Bonk Choys, and E.M.Peaches. Only the first zombie group containing Robo-Cone Zombies and Future Conehead Zombies spawn, though there are 4 other zombie groups. The groups are:


Group 1: Robo-Cone Zombie (75% chance) and Future Conehead Zombie (25% chance) with a spawn delay of 5 seconds

Group 2: Future Conehead Zombie (37.5% chance), Future Buckethead Zombie (25% chance), Jetpack Zombie (12.5% chance) and Robo-Cone Zombie (25% chance) with a spawn delay of 4.5 seconds

Group 3: Future Conehead Zombie (13.3% chance), Future Buckethead Zombie (13.3% chance), Jetpack Zombie (13.3% chance), Robo-Cone Zombie (20% chance), Disco-tron 3000 (13.3% chance) and Mecha-Football Zombie (26.6% chance) with a spawn delay of 4 seconds

Group 4: Future Conehead Zombie (8.3% chance), Future Buckethead Zombie (16.6% chance), Robo-Cone Zombie (25% chance), Disco-tron 3000 (16.6% chance) and Mecha-Football Zombie (33.3% chance) with a spawn delay of 3.5 seconds

Group 5: Future Conehead Zombie (8.3% chance), Future Buckethead Zombie (16.6% chance), Robo-Cone Zombie (16.6% chance), Mecha-Football Zombie (16.6% chance), Disco-tron 3000 (8.3% chance) and Gargantuar Prime (33.3% chance) with a spawn delay of 3 seconds

column_test

A level is a modified version of Far Future Day 10 and was meant to test an unused level module based on the Column Like You See It minigame from Plants vs. Zombies. Upon beating the level, you get the unused Valueable Mowers upgrade. This level existed in the game from versions 1.9 to 2.0.1. It later returned in 11.9.1 when the Android version of the game was mistakenly built with a folder of dev levels.

inivisighoul_test

This level, found from versions 1.9 to 2.0.1, is an edited version of Wild West Day 12 which tests an unused level module based on the Plants vs. Zombies minigame Invisighoul, in which all zombies are invisible.

ChaosDimension / THE CHAOS DIMENSION

This level spawns random plants on the lawn, with random zombies coming in. There are stats in the top left of the lawn that say how many plants have been planted, how many have died, how many have been shoveled, how many zombies have spawned, and how many zombies have died. The message at the start of the level mentions "Crazy Olaf". This Crazy Olaf is also mentioned in the module used to plant, shovel and plant food plants. The comment for this level says "THE CHAOS DIMENSION https://www.youtube.com/watch?feature=player_detailpage&v=M8mmyU1Zzcc#t=70s", containing a link to a YouTube video titled "UMVC3 Shuma Gorath new corner command throw combos 1 mil+ damage builds 1.9 meters". This level was first added in version 1.0.2, removed in version 2.1.1, and was later re-added in version 10.4.1.

Mentioned Developer Levels

arcade_config.rton contains references to developer levels that don't exist in the official release.

  • dev/vasebreaker_peapodtest
  • dev/beghouled1
  • dev/beghouled2
  • dev/beghouled3
  • dev/beghouled_endless