Main Street

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Main Street Day
Main Street Night

Main Street is a Gardens & Graveyards map in Plants vs. Zombies: Garden Warfare. In this map, the plants are about to deploy their secret weapon, the Tactical Cuke and zombies must stop it from launching and destroying Zomboss Mountain. If the zombies can plant all four explosives before the time runs out, they win. If the plants can defend the building until time runs out, they win. This map is also playable at night.

Main Street and its night variant were disabled on the PC, PlayStation 4, and Xbox One ports of the game for three months for maintenance purposes due to glitches.

Map description

The Plants have deployed their secret weapon, the TACTICAL CUKE. Can the Zombies take it out before it launches and destroys Zomboss Mountain?

Gardens

  • Backyard - this first stretch spans a bridge over a graveyard and a river, and ends at a house next to a tower.
  • Apartments - the second stretch goes through an alley to a courtyard surrounded by apartment buildings. There are routes to the sides that go through the apartment buildings themselves.
  • Rooftop - this rooftop area is fairly open, and has the garden stationed underneath a radio tower.
  • Burger Joint - the zombies push down along a street and alleys, with the point ending at a burger joint.
  • Taco Restaurant - similar to the previous point, this segment contains some indoor routes before ending at a taco restaurant.
  • Hardware Store - this short segment crosses a parking lot, with routes along building tops to the sides.
  • Garden Center - the ending Mini-game of Main Street.

Strategies

Backyard

Plants

  • The rooftops here provide excellent areas for Peashooters to drop Chili Bean Bombs on zombies attempting to attack the garden and they provide a good vantage point in general.
  • The dugout offers limited cover and it is open, as such, do not give the zombies any chances to snipe you if you are there.
  • The plant side of the play area is quite congested, making Chompers more effective. It also has long walkways, giving Cacti a chance to perform some interesting hallway sniping.
  • The play area is very open in general but there is cover. As such, Cacti won't be having their best moments but they can still be effective if used correctly.
  • Plant Tallnut Battlements in any openings near the garden to block zombie movement and to fortify the area. Hide Potato Mines and be ready to replace any destroyed Tallnuts Battlements..
  • Due to the close proximity near the garden, Chompers (especially Spray-Chompers) will be effective garden defenders. Sunflowers should also stay near the garden to heal and help them.
  • Long-range potted plants should be planted, as they can otherwise be destroyed by the enemy without giving them a chance to retaliate.
  • There is no really good flower pot for a Heal Flower to planted in, so Sunflowers should deploy their own Heal Flowers whenever possible.
  • There is a large power wire tower located to the left of the garden. This tower offers Cacti an ideal sniper point but it is very open to enemy fire and if the zombies seize control of it, they can easily demolish the plants' defenses. The tower's openness however, can be abused by splash damage plants to clear it from zombies.

Zombies

  • The Zombie spawn point can be shot at from the garden. Make yourself protected!
  • Make sure your engineers are not completely obsessed with the teleporter. Both build locations can be easily defended by Chompers and it becomes especially hard to set up there if the plants start ganging up on the build spot. In such cases, try to go for the garden instead.
  • At the start of the match, the safest spot to release the Zombot Drone is the spawn point.
  • It is possible to go from behind the garden to attack the plants from behind, especially when a teleporter is active. Watch out for Cacti when doing this, as they like to hang out in the back of the map and it is therefore not uncommon to run into one or two of them there.
  • Zombie Stink Clouds are necessary for protection when capturing the garden. The ZPG will be less useful when used in any other location other than rooftops due to the lack of angle. Rocket Jumping is not as helpful either, but it can be used to escape a bad situation or to get up to a vantage point.
  • The close proximity around the garden allows for Scientists to make the best use of their Goo Blasters.
  • The power wire tower to the right of the garden can be used for sniping. Be wary of the fact that it may contain plants trying to do the same and be wary that it is very open to fire so be ready to bail out if you are attacked.
  • Most vantage points have chimneys or other protrusions which offer good protection when up against Cacti or other plants.

Teleporter locations

  • Location A: At the very left edge of the plant side of the play area. Near an inaccessible power wire tower.
  • Location B: In a small plaza at the very right edge of the plant's side of the play area. It is located right below the right-side power wire tower.

Apartments

Plants

  • All four ways that lead into the garden are tight choked points so keeping them heavily defended can allow you to lock down the garden.
  • The Cactus loses a great deal of efficiency on this garden as there are next to no good snipe points for them to use. Peashooters, on the other hand, remain largely unaffected.
  • The garden is very congested, as such, Drone Strikes will be very effective for clearing out attacking zombies.
  • Both teleporters are in very enclosed buildings, making them perfect for Chili Bean Bomb clearing.
  • The play area contains a lot of cramped corridors and tight spaces. If a shootout breaks out in any of them, there will be very little cover to hide behind.
  • The rightmost house has a balcony that adjoins a corridor that leads straight to the zombie side of the map. Foot Soldiers on the other side can access this corridor via Rocket Jumping and they can use it to pick of crucial plants and cause great materiel damage. As such, monitor the balcony to deny them from doing that. A Cactus can do a great job at guarding the balcony and this is frankly, the only thing that the Cactus effectively can do on this garden.

Zombies

  • Try to take low-traffic routes. All four routes are choke points if it means not taking the teleporter. If a shootout breaks out in any of these hallways, you will likely not be able to make it out without suffering serious damage.
  • The plants have a tendency to bunch up everything (including traps and themselves) near the garden so an Imp Punt, Long Bomb, Cone Strike, or any other splash damage attack is very effective for clearing out hazards.
  • Once you get into the garden in force, expect a rain of Chili Bean Bombs to come. With that in mind, be ready to bail out if one is thrown towards you.
  • The middle route provides a good degree of cover and you can also switch away from it and enter the other two routes so be creative in your approach. Starting your approach in one route but ending it in another can really throw off the plants.
  • The left-most house has a corridor that can be accessed by Foot Soldiers. The corridor leads to a balcony that directly overlooks the garden, allowing you to use it to pick of plants and demolish their defenses before attacking the garden itself. Beware of Peashooters though, as they can use Super Pea Jump to access the balcony from their end of the corridor and attack you.
  • When capturing the garden, note that there are walls around it. These walls can be used to your advantage by jumping up on them, allowing you to avoid burrowing Chompers. If you climb up on the inner-most walls, you will still count as being in the garden allowing you to help capture it without the fear of being eaten by Chompers.

Teleporter locations

  • Location A: Located in a cellar accessible via the leftmost route which goes through a parking garage. It is a very closed area so splash damage can easily clear it.
  • Location B: Located in the living room of an empty apartment which is located inside the rightmost house. This location is more open and is on the ground level, making it a bit easier to exit.

Rooftop

Plants

  • The Rooftop has many vantage points on it, so this makes it suitable for Peashooters to shoot from, launch Chili Bean Bombs from and deploy your Pea Gatling ability in to make sure the zombies do not get too close to the base. Be careful though, because Foot Soldiers can access these points too.
  • There is a large water tower located to the left of the garden. Both sides can use it is a powerful sniping point so be sure to claim it before a Foot Soldier decides to Rocket Jump up on it.
  • Cover on this section is sporadic so it may be tricky to avoid zombie sniper fire. The left flank has a path that is almost entirely enclosed (minus having a roof). This can be used as a backbone of a defense intended to lock down the left flank.
  • The right flank has a small platform with stairs leading up to it from both ends. It faces the right path and can thus be used by both Cacti and Peashooters to defend the right flank.
  • The center area is very open and has sporadic cover. There are no really good points to mount a defense on and if your team loses control of either the left or right flank, the center will also quickly fall into enemy hands unless you can quickly regain control of the captured flank.

Zombies

  • There are vantage points on both flanks, be sure to use them to your advantage, however, be wary that Peashooters and Cacti will be trying to do the same. If you happen to come across a Peashooter doing this, the Zombie Stink Cloud and the ZPG can be used to get rid of it.
  • Because of the water tower located on the left flank (zombie view), Long Bomb is almost pointless, as you can attack long-range targets from it. When maneuvering around the tower, the tower's platform can be used to bounce a Long Bomb from to take out a close-quarters threat.

Teleporter locations

  • Location A: On the left flank, in a small open space near a set of ventilation pipes.
  • Location B: On the right flank, in a small open area right next to the enclosed path.

Burger Joint

Plants

  • The roof of the Burger Joint is the best place to snipe from, especially for Peashooters and Cacti. Sunflowers may not very effective here but they can provide healing and can also use their Sunbeam ability. Just be careful that the topmost platform is EXTREMELY vulnerable to zombie fire so be very careful there.
  • The alleyway on the general left that leads directly to the garden is very cramped. Splash damage characters will be able to attack zombies with ease there. It is also a good chokepoint.
  • If any zombies decide to take the route through the back alleys located to the general right, they have to pass through a bottleneck if they decide to take the ground route. Splash damage can be used to lock it down. There are a lot of sniper points for the zombies to use in that particular area so be ready to deal with zombie snipers shooting from that angle.
  • The zombies have a lot of cover to hide behind if they stay off the central road. This amount of cover will make it hard for Cacti to have success in anything else other than counter-sniping. Splash damage can circumvent this problem as it allows you to attack around corners and cover.
  • The garden has a generous amount of cover around it, allowing Chompers to take cover until an enemy comes close enough for them to attack.
  • The abundance of cover gives Sunflowers an easier time avoiding damage and healing their team.

Zombies

  • You have a lot of vantage points to choose from for sniping. With that in mind, sniper warfare can be a good method of approach on this garden. Just make sure that your team has a good offense going on as well before doing that.
  • The central road has next to no cover so stick to the alleys if you are playing as a Scientist or All-Star. Not only will you be safe from Cacti but should you be attacked, the fight will be in your favor since the opponents are forced into a close-quarters fight, a Scientist's forte. Tackles are also easier to pull off since your opponents will have little cover to hide behind to avoid it.
  • Engineers will have an easier time setting up and avoiding Cacti due to the abundance of cover. Your splash damage also ensures that enemies cannot use that cover against you.
  • If you have Camo Ranger, use him. You can snipe at plants from the spawn point.

Teleporter locations

  • Location A: Located in a back alley at the general left of the play area. Going straight forward from the gas station will lead you to the alley in question.
  • Location B: Located in a yard just below a balcony that can be accessed by jumping on a truck located to the left of the gas station.

Taco Restaurant

Plants

  • Similar to the Burger Joint, the giant Mexican head above the restaurant is the perfect place for sniping, Peashooters can even jump inside the hat and use the small pit inside it to attack opponents from almost any angle and jump into cover to avoid ZPGs for example.
  • The hat (except for the top) is vulnerable to splash damage so use Tallnut Battlements to protect yourself.
  • The garden has little, if any cover now so Chompers will find it hard to defend it.
  • Aside from the Mexican head, there aren't a lot of vantage points available for Peashooters. Most plant sniping will be done from the Taco restaurant's roof.
  • ALWAYS monitor the road to your left. Even though it is rare, every now and then, a zombie might be trying to sneak through there to get behind you. Not only that, but the same area also has rooftops that can be used for sniping. Do not let either of that happen.

Zombies

  • Be sure to hide around the corners. Peashooters and Cacti can snipe you from the restaurant's rooftop. You can easily get caught. Stay of the downhill road as the Peashooter's splash damage makes you a sitting duck without cover.
  • The restaurant's rooftop can be accessed by the zombies via a stairway. To reach it, you have to walk to the very end of the downhill road, which has no cover. Use the houses on the right side for protection while making your way down the hill. Once you get to the staircase and climb it, there are high chances of plants being up there which you can take out from behind but at a price of running the chance of getting caught by other plants.

Teleporter locations

  • Location A: Located in front of a large building that is located just in front of the Taco Restaurant, to the right of the main road. The building's roof can be accessed by Peashooters so watch out for them.
  • Location B: Located inside a warehouse that can be accessed via a sewage tunnel which is accessed from inside a building located to the left of location A.

Hardware Store

Plants

  • This is the hardest base to defend for the plants due to the near-total lack of cover.
  • The giant toilet above the base is a good place to snipe but in turn leaves you wide open to zombie attacks from either flank.
  • Both teleporter locations are vulnerable to attacks from the hardware store's roof. Cacti can use this feature to take out zombies that come through the teleporter and they can also try to damage and destroy it in the process.
  • Due to the nature of the base, the only way for the zombies to efficiently get to you is to use the rooftops on either flank to avoid Cacti attacks. If you have Peashooters holding of zombies by controlling those areas though, the zombies will be forced to take the central route which is open to almost everything the plants can throw at them.
  • When defending the garden itself, the Peashooter's small hitbox makes it the only plant that can effectively use the concrete barriers behind the garden for cover. All other plants run the risk of getting shot.

Zombies

  • This base is very close to the last one so it is very susceptible to heavy pushes.
  • Most of the plant snipe points leave them wide open to attack. As such, counter-sniping will be quite easy.
  • Taking the central route is suicide if your team doesn't have control of either (or both) flanks. Once you do gain control of the set of rooftops that make up the flanks on both sides, the central route becomes much safer as your snipers will now be able to hold off Cacti and other plants trying to cover the central route.
  • If the plants keep destroying the teleporter, it might not be worth trying to rebuild it as the plants have a clear line of sight to it all the way from the garden, allowing them to destroy it again right away so instead, go for the garden instead.

Garden Center

Plants

  • Try to delay the teleporter for as long as possible, the more time the zombies pour into setting it up, the less time they will have to plant the bombs. Along with that, even if it does get set up, making a kamikaze run as a Peashooter to destroy it repeatedly, can still hamper the teleporter's overall efficiency. 
  • Chompers are extremely useful for this section. When the zombies are planting the bombs, they have to stand still, making them extremely easy targets for Chompers. 
  • Peashooters can use Hyper to jump up on the platform located just beneath the rocket in the center of the objective room. From there, they can monitor the entire room and attack any zombies trying to enter and plant the bombs. 

Zombies

  • The best way to avoid the Corn Mortars is just following the left or right path near the buildings. This is also the best way to destroy the mortars, but only for longer-ranged zombies like the Foot Soldier or All-Star.
  • Make sure to have at least one Engineer at all times. The teleporter lets your team bypass the Corn Mortars completely and destroy them from behind. Furthermore, there is a buildable Zombot Turret located next to the back wall of the objective room itself which you can build, which many players often fail to notice in time.
  • Just like Peashooters, Foot Soldiers can jump up to the platform located just beneath the rocket in the center of the objective room. From there, they can cover the entire room and help protect zombies trying to enter and plant the bombs.

Teleporter locations

  • Location A: Located at the very left edge of the play area, just behind the wall that is found behind the Corn Mortars.
  • Location B: Essentially the same as location A, but located at the very right edge of the play area. Both locations are dangerously close to the plant spawn and the objective, making it hard to set up initially if not teammates are present to provide support.

Ending

Plants

If the plants managed to defend the Tactical Cuke until time runs out, it will launch into the sky, en route to destroy the zombie base.

Zombies

If the zombies managed to plant all four packs of Z4 Dynamite into the four columns that hold up the Tactical Cuke before the time runs out, they will blow up, causing the Tactical Cuke to collapse and explode, destroying the interior of the building and killing all plants inside.

Gallery

In other languages

Please note that only official translations are used.

Language Name Description
United States of America English Main Street
France French Rue principale
Germany German Hauptstraße
Italy Italian Strada principale
Japan Japanese メインストリート
Brazil Brazilian Portuguese Rua Principal
Spain Spanish Calle principal

Please note that only official translations are used.

Language Name Description
United States of America English Main Street Night
France French Rue principale de nuit
Germany German Hauptstraße bei Nacht
Italy Italian Strada principale di notte
Japan Japanese 夜のメインストリート
Brazil Brazilian Portuguese Rua Principal (Noite)
Spain Spanish Calle principal de noche

Trivia

  • There are two giant statues of the Cactus near the Tactical Cuke but seem to have no mouths.
  • This is the second map in Gardens & Graveyards to have a garden that is named after a map from other game modes, which is Garden Center. The first is Driftwood Shores, where the second-to-last garden is named Port Scallywag but Crazy Dave and Dr. Zomboss refer to it as the "Pirate Ship Garden".
  • In the sky, the moon has a face of a Zombie, similar to the one in the night setting of Jewel Junction, except that the moon in the same map has the face of Dr. Zomboss.
    • The same moon appears again in the night setting of Crash Course.
  • This course was removed shortly after the Suburbination DLC was released due to bugs and glitches. It was later re-added in the Legends of the Lawn DLC.
  • The explosives that the zombies must place are labeled as Z4, a reference to the explosive C4.
  • If one looks behind the zombie spawn at the first point, they will see the back of Crazy Dave's mansion from Wall-nut Hills.
  • By fidgeting with the game's code and going near the mansion, for some reason, you will hear 2 Plant garden themes playing at once. This can proven in this video.
  • Early promotional footage of Garden Warfare 2 showed a zombified version of Main Street, similar to how Garden Center was zombified to Aqua Center. The map was never released.
    • Remnants of this zombified Main Street still exists within the files of Garden Warfare 2, under folders labeled "Brainz Street", which may have been its real name had it been fully released.
V · T · E
Maps
Plants vs. Zombies: Garden Warfare maps
Multi-game mode Chomp Town · Crash Course · Garden Center · Jewel Junction · Port Scallywag · Sharkbite Shores · Suburban Flats · Zomboss Estate
Gardens & Graveyards Cactus Canyon · Driftwood Shores · Main Street · Wall-nut Hills
Plants vs. Zombies: Garden Warfare 2 maps
Team Vanquish Z-Tech Factory · Frosty Creek · Time Park · Colizeum · Lunar Landing · Zen Peak · Boney Island · Sandy Sands · Aqua Center · Frontline Flats · Backyard Battleground
Turf Takeover
Gardens & Graveyards Seeds of Time · Great White North · Wall-nut Hills
Herbal Assault Moon Base Z · Zomburbia · Zombopolis
Trials of Eternity Trial of Shooty-Shooty · Trial of Recollection · Trial of Hot Doom · Trial of Balance
Other Backyard Battleground · Infinity Time
Plants vs. Zombies: Battle for Neighborville maps
Team Vanquish Colossal Fossil · Daisy Drive · Funderdome · Pressure Pier · Rocky Flats · Ruiny Ruins · Z-Tech Factory · Z-Tech Oozevoir
Turf Takeover Loggy Acres · Peachy District · Goopy Gully · Turning Point · Preserve Pastures · Tourist Trap Island
Battle Arena Funderdome
Regions
Neighborville Dave Manor · Giddy Park · Zomboss HQ
Town Center Sundrop Hills · Up-Down-Uptown · Pressure Pier · The Sewers · Funderdome · Shady Garden
Mount Steep Olde Town · Rocky Flats · Steep Mines · Rock Bottom
Weirding Woods Camp Near-a-Lake · Stirring Swamp · Z-Tech Factory · The Heartwood