Memory Lane

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歪比巴卜!
This article is about content available solely in the People's Republic of China.
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Memory Lane (回忆之旅; pinyin: huíyì zhī lǚ, lit. Travel of Reminiscence) is a game mode in the Chinese version of Plants vs. Zombies. Memory Lane is a mode similar to Penny's Pursuit, and features level gimmicks and maps based on the first game.

There are two difficulty modes: Normal and Hard. There are 8 levels per week in Normal mode and 16 levels per every major game update in Hard mode, with every 4th level in both modes being an Elite Zombie Battle. To unlock Hard mode, the player must beat Normal mode first with every season, upon unlocking Hard Mode, it stays open for the remainder of the season.

As of update 2.9.6, both Normal and Hard mode have you battle against Zombot Mark ll at the very end of the map. In Normal Mode, all of the levels must be completed WITH their level objectives in order to fight Zomboss, which has its own objectives, gimmicks and conditions.

Players cannot purchase Sun (Hard Mode only), Plant Food, or Power Ups. All plants from the first game are unlocked for the player. All plants are locked at level 1. In Hard mode the player can only use two plants from the second game as well as not having any lawnmowers except during Elite Zombie and Zomboss levels. Seven plants can't be used in Memory Lane at all: Auberninja, Geisha Flower, Pokra, Escape Root, Snap Pea, Headbutter Lettuce and Power Lily.

In Normal mode, the player can pick up to to three additional objectives (e.g. "Produce at least 5555 sun", "Don't lose any lawn mowers", etc) for additional rewards, failing them results in losing a level similar to failing objectives in the international version of the game since the 1.7 update. In Hard mode all objectives are obligatory.

Rewards for beating levels are gems, money, "Snail Medals" in Normal Mode and "Rainbow Snail Medals" in Hard Mode, which can be used in Memory Lane's shop to buy plant's Puzzle Pieces, artifacts and materials for their upgrade, money and profile icons. Products bought with Snail Medals restock every day while products bought with Rainbow Snail Medals stay the same and doesn't restock until the season changes.

Each level can either be a day, night, pool, fog or a roof level. Day levels are standard. During night levels sun doesn't fall from the sky. Pool levels' three middle lanes are fully covered in water. Fog levels combine the mechanics of night and pool levels. And Roof levels have a slope, over which projectiles of straight shooters can't go, and all non-flying plants there can only be planted on Flower Pots.

There are several zombies that are exclusive to this game mode, in which some of them appear in specific seasons only. Some of them are returning zombies from the original game, while others have new appearances although with some resemblances to some past existing zombies.

  • Electromagnetic Shield Generator: Can appear only when the E.M.Shield Generators gimmick is active, spawns through portals and activates a 1x1 shield identical to that of Shield Zombie's that slowly moves forwards, tossing away any plants it makes contact with.
  • Disinfection Zombie: Can appear only in Pool and Fog levels, polluting the pool water with chemicals which damages plants over time.
  • Jack-in-the-Box Zombie: Can appear any week - any season, enters the lawn with a crippling music, exploding at a random time in a 3x3 area.
  • Bungee Zombie: Can appear any week - any season, enters the lawn from the sky, stealing the targetted plant.
  • Catapult Zombie: Can appear any week - any season, enters the lawn with 20 basketballs in stock, lobbing them at the plant furthest away from him in his lane.
  • Zombot Mark II: Battled at the 9th level of every week, or 17th hard mode level of every season (Season 7 and onwards only).

Time stability system

All levels have a time stability clock, which starts at 99 ticks. As level goes on, the timer ticks down. Each time Plant Food is used, the timer's time increases by 5.

As the timer ticks down, new anomalies are introduced to the level:

  • Worm-holes: At 80 ticks worm-holes start to appear over the lawn. They teleport plants and zombies that are standing over them and transport them to a random tile on the lawn.
  • Portals: At 70 ticks Portals start to appear. They appear once in lanes 1 and 5 and spawn zombies. Portal spawns are identical on all levels through a major game update.
  • Black holes: At either 20, 15 or 10 ticks a Black hole will pull all plants one tile to the right.
  • Destabilization: At 0 ticks the player loses the level.

Level "gimmicks" and "conditions"

Note: All names in this section are conjectural. If you know the official names or have better translations, please contact a wiki administrator to change them.

Memory Lane features "gimmicks", which are applied to levels in groups of four, and weekly "conditions", which are applied to all levels in both modes.

Gimmicks

All known gimmicks are:

  • Sandstorms: Identical to the ones in Ancient Egypt, except in Hard Mode, where they also bounce bullets back, similar to Hammer Zombie.
  • Snowstorms: Identical to the ones in Frostbite Caves, except they also instantly freeze all plants (that are suspectible of frost) they pass by.
  • Zomboss Tiles: Several Zomboss Tiles are spawned at the start of the level. Zomboss Tiles are environment modifiers that cannot be destroyed or be planted on, and boost zombies that walk over them in different ways depending on the type of tile. Shield tiles give zombies 1-tile shield of Shield Zombie in front of them, speed tiles boost the speed of zombies and damage tiles increase the damage dealt by zombies.
  • Dark Alchemy: Potions are spawned throughout the level. Purple ones still increase damage resistance and orange ones still increase speed, whereas blue ones turn zombie invisible (invisibility is identical to that of Bandit Zombie), green ones leave a cloud of poison (similar to perfume from Perfume Zombie).
  • Barrel Crisis: Barrels are spawned throughout the level. They roll from the left side of the lawn at different speeds. There are three types of barrels: Empty barrels which contain nothing when destroyed and will just kill plants they pass by; Regular barrels which will drop imps or critters when destroyed; Explosive barrels which will explode in a 3x3 area upon being destroyed. The barrels can be destroyed similarly to that of Barrel Roller Zombie's, except explosive ones which can be destroyed by any plant they make contact with at all.
  • Lightning Strike: Identical to the gimmick from Sky City. Lightning bolts will strike plants from time to time, charging them with positive and negative charges.
  • Bubble Rain: Bubbles identical to the ones created by Bubble Gun Imp are spawned throughout of the level. Bubbles steal plants they land on after a short while and can be destroyed or blown away by Blover.
  • Zombie Tents: Tents similar to the ones carried by Imp Porters are spawned in the lawn throughout of level. Unlike the regular ones, these tents can summon all kinds of zombies.
  • E.M.Shield Generators: Electromagnetic Shield Generators are spawned throughout the level. They have a lot of health and spawn shield in front of them, that slowly moves to the left, which tosses any plants it makes contact with off the lawn.
  • Firecrackers: Firecrackers are spawned throughout the level usually in columns. Plants on the same tile as a firecracker/firework will be tossed off the lawn when they initially spawn. They cannot be destroyed by regular attacks but are ignited by fire attacks, which causes them to explode, dealing heavy damage to all surrounding plants and zombies.
  • Dumplings: A column of Dumplings are set at the start of the level. The player is set to defend these dumplings from being eaten by the zombies. When all of them are eaten, the player will lose the level.
  • Magic Fog: Magic Fog from Fairytale Forest appears and disappears throughout the level. All three types of the magic fog can appear.
  • Fireworks: Similar to Firecrackers, but themed after Summer Nights.
  • Toxic Water: Disinfection Zombies appear throughout the level, polluting the water in the pool until they leave, and can not be targeted or damaged by plants at all. Plants planted in the toxic water will get poisoned and take damage over time until the pollution is gone. If a plant is planted on Lily Pad, the Lily Pad will gradually take damage until it is defeated, drowning the plant on top of it. Zombies eating a poisoned plant will gradually take damage themselves.
  • Moving Platforms: Lily Pads and Ducky Tube Pots are unavailable, instead moving tiles appear in the pool. Tiles can sink into and emerge from the water. Plants can be planted on top of them, and zombies will be able to walk on them. When a tile sinks into the water, any plant planted on it will drown and any zombie walking on it will begin walking in the water. Flying and amphibious plants will not drown when a tile underneath them sinks.
  • Springboards: Springboards will bounce all zombies that step on them to the left, about 2 to 3 tiles ahead. Zombies launched from springboards can be blown away by plants such as Blover while airborne. After bouncing, the springboards will then need to cooldown. Plants also cannot be planted on springboards.
  • Turkeys: Similar to Dumplings, except that the player will lose the level even if only a single turkey is eaten rather than all of them in result.
  • Tangyuan: Similar to Dumplings, however the bowls of Tangyuan act different from dumplings. For a bowl of tangyuan to be finished, it has to be bitten 3 times by zombies, and each it is bitten, the zombies will start to chew/bite on a singular tangyuan for brief period of time, which acts the same as Gumnut's gum.
  • Zombie Transformation Device: Several Transformation Devices will be set on the lawn. When a zombie passes through one, it will transform them into either a Gargantuar, an Imp, or a critter (Zombie Chicken or Ice Weasel), although the chances for an Imp or a critter is lower chance of occurrence than to that of a Gargantuar transformation. Transformation Devices have 8000 HP and can only be damaged while transforming a zombie, which in that time any zombies who are passing by it will not be transforming until the the said transformation is finished first.
  • Seeing Stars: Based on the minigame from the first game. Outlines of Starfruit in a star shape will be on the lawn, blocking planting from anything but Starfruits. The level itself is infinite, with the waves repeating over and over again until all outlines are filled. Occasionally, outlines of other plants may be used with different patterns, such as Torchwood, Threepeater, Tall-nut, having to fill a column of each; or Pumpkin Witches in a star shape. Depending on what plant(s) is needed to be filled, the said plant(s) will be pre-selected for the level.
  • Wall-nut Bowling: Based on the minigame from the first game. The player is given many types of nuts to bowl down waves of zombies. Wall-nuts, Explode-O-Nuts and Giant Wall-nuts act the same as in the first game, Jackfruits will plant seeds on zombies to block their progress and Primal Wall-nuts will roll past the first two zombies they hit before splitting into two smaller Primal Wall-nuts.
  • Column Like You See 'Em: Based on the minigame from the first game. The player receives a variety of plants from a conveyor belt which upon planting them, an entire column of the said plant will be planted. The levels can not only take place in Roof levels but also in regular lawns. The types of plants that can be delivered is different from that of the original game, as you can get Peashooters, Torchwoods, Iceberg Lettuces, and more.
  • Whack a Zombie: Based on the minigame from the first game. The player can smash zombies emerging from the graves with a wooden hammer, and can even use plants in emergent situations. In Normal Mode, the player is allowed to plant Heath Seekers (which act as usual); Cherry Bombs (which as well act as usual); and Iceberg Lettuces which activates it's plant food effect upon being planted, referencing Ice-shroom from the original game (although still costing 0 sun in this minigame). and In Hard Mode, the player is allowed to plant Grave Busters on the graves, however it now costs 75 sun in this minigame, referencing Grave Buster from the original game; Iceberg Lettuces, which was explained earlier; and Potato Mines which act as default and same sun cost. The zombies have a chance to drop sun: Basic Zombies drop 50 sun, Conehead Zombies drop 75 sun, Buckethead Zombies drop 100 sun. The graves in this minigame also have a new appearance, directly identical to the ones form the first game albeit not having texts written onto them.

Conditions

Usually each level has one buff and one debuff, or only one neutral condition. All known conditions are:

Debuff
  • Dark Stormy Night: Identical to Dark Stormy Night from the first game in terms of visuals. The screen will flash from time to time, keeping you in a dark pitch for a few seconds before returning back to normal.
  • Big Trouble Little Zombie: Based on the minigame from the first game. All zombies are smaller in size and move with increased speed.
  • Invisi-ghoul: Based on the minigame from the first game. Zombies' invisibility is identical to that of Bandit Zombie and can be countered by Plantern.
  • Sun Drain: Player loses 25/50 sun every minute.
  • Perish Together: All zombies explode in a 1x1 area after death.
  • Acid Rain: All plants and zombies take slight percentile-based damage over time.
  • Tombs of the Dead: All zombies leave behind Tombstones after death.
  • Energy Depletion: The timer's energy drains by one digit each time a plant is planted.
Buff
  • Faster Defense: All defensive plants recharge twice as fast.
  • Cheap Explosives: All explosive plants cost half as much and their damage output is doubled.
  • Lose-Lose: All plants explode in a 1x1 area after death.
  • Melee Power Up: All melee plants' damage is doubled.
Neutral
  • God of Wealth: Gods of Wealth are spawned randomly throughout the level.
  • It's Raining Seeds: Plant seedpackets fall from the sky, similarly to It's Raining Seeds. Only works in Normal Mode.
  • Snow Festival: Snowstorms are hung on the court every once in a while to freeze plants and transform zombies into snowmen like the ones created by Frostbloom Queen.
  • Balloons Everywhere: Balloons identical to that of Boom Balloon Flower's are placed on tiles throughout the level.
  • Thunderstorm: A thunderstorm rages thought the level. Every once in a while, lightning strikes in random tiles, sending two X-shaped currants, each affecting a 5x5 area. Random plants and zombies within the area will be instantly defeated, others will take percentile-based damage. If lightning strikes a water tile, all plants and zombies within a 3x3 area will take damage first, then currant will run on land. Electric plants are immune to lightning strikes.
  • Happy Dumpling: All zombies leave a piggy bank behind after death. There are three types of piggy banks: Gold, Silver and Copper. If you break the piggy bank, coins will pop out. Copper piggy banks drop several silver coins, whereas silver piggy banks drop a couple of gold coins, and gold piggy banks drop a singular giant gold coin. Different piggy banks have different health. At most one piggy bank can exist in each tile. After a certain amount of piggy banks have been destroyed, they will stop dropping coins.
  • Seed Left: After a plant dies (unless it was hurled out of the lawn or died in situational ways, such as a Zombie Parrot lifting it), a seed will be left behind, which will grow into a random plant. Seeds cannot be planted on or removed. Some specific plants are blacklisted from being grown from the seeds.

Levels

See Memory Lane/Levels

Shop

The player, as mentioned earlier, can obtain Snail Coins and Rainbow Snail Coins by clearing Normal mode and Hard mode levels, respectively, which can be redeemed in the shop for other prizes such as plant puzzle pieces, artifacts, avatars, coins, etc.

Items that are bought with Snail Coins will restock everyday, whereas items that are bought with Rainbow Snail Coins can only be bought once in the active season. The content of the shop resets every season.

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x5 - 0/10
1 RSC

Dazey Chain Legendary Puzzle Piece.png
x1 - 0/10
100 SC
Dazey Chain Costume Puzzle Piece.png
x1 - 0/30
100 SC
Kiwibeast Puzzle Piece.png
x1 - 0/10
60 SC
NEWInfi-nutPuzzlePiece.png
x1 - 0/10
40 SC
NEWSweetPotatoPuzzlePiece.png
x1 - 0/10
20 SC
Artefact Vial.png
x10 - 0/10
50 SC
Artefact Cube.png
x1 - 0/30
150 SC
Stack 5c.png
x20000 - 0/10
4 SC
Arcade Artefact.png
0/1
6 RSC
Midas Touch Artefact.png
0/1
6 RSC
Shield Artefact.png
0/1
6 RSC
Swarm Artefact.png
0/1
6 RSC
File:InsidiousRabbit.png
0/1
6 RSC
Penny Lottery.png
x1 - 0/5
2 RSC
Artefact Bless.png
x5 - 0/10
1 RSC

* SC refers to Snail Coins
* RSC refers to Rainbow Snail Coins


Seasons

Most seasons are dedicated to a holiday event, similar to Thymed Events in the international version. In order of appearance:

  1. Classic season
  2. Feastivus season
  3. Lunar Zoo Year season
  4. The Springening season
  5. Summer Nights season
  6. Backyard season
  7. Lawn of Doom season
  8. Feastivus season 2
  9. Lunar Zoo Year season 2

Gallery

General

Lawns

Teasers

Introductory level

Levels

Lunar Zoo Year season

Normal mode
Hard mode

Springening season

Hard mode

Summer Nights season

Hard mode

Modern Pool and Fog season

Normal mode
Hard mode

Walkthrough

Lunar Zoo Year

Achievements

HardNut.png
We need more gems and sprouts.
This section is currently under construction. You can help expand it; it's your choice.

There are 12 achievements in Memory Lane, each rewarding 1~3 achievement coins upon completion with contributes towards the achievement road. Some rewards can be received in achievement shop when the achievement coins reach the stipulate quantity. These do not reset between seasons and all progress on any achievements are kept through seasons

List of Achievements

  • Elite Killer: Defeat a total of 32 Elite Zombies
  • Master of Time and Space: Beat 32 levels while Time Stability is above 50%
  • Crazy Trip: Beat all Hard Mode levels in a single season
  • Radiant: Have atleast 8888 sun at the end of the level
  • Speed of Life and Death: Defeat an Elite Zombie while Time Stability is above 50%
  • Glory Days: Beat all Hard Mode Elite Zombie levels in a season without bringing any PvZ 2 plants (bugged, previous season's progress towards the achievement can be carried over)
  • Extreme Challenge: Complete an Elite Zombie level in Hard Mode without losing more than 10 plants
  • Magnet King: Steal 200 metal objects in total using Magnet-Shroom
  • Pea Lovers: Defeat 200 zombies using Peashooter
  • Glamorous: Hypnotize 200 zombies with Hypno-Shroom (other forms of hypnosis do not count towards the achievement)
  • Elite Hunters: Defeat 4 different Elite Zombies

Achievement coins shop

Achievement coins Reward
5 10 Winter Melon puzzle pieces
9 1500 Snail Medals
14 300 Gems
18 20 Yellow (Legendary) Culture Mediums
23 5 Treasure Lottery Tickets
27 "Achievement Master" profile icon

Trivia

  • When Memory Lane was first announced, some things were promised to be different from what they turned out to be in the game.
    • Leftover Plant Food from Normal mode levels was supposed to be transformed into extra fuel.
    • Players could use all their plants in Hard mode and plants were supposed to be locked at level 2.
    • Lawn Mowers were not supposed to appear in this mode's levels.
    • Potions of Poison were supposed to be purple.
    • Potions of Invisibility were supposed to be white.
    • A red potion was supposed to appear, which would heal the zombies.
  • Some things were changed after the game was released.
    • Normal mode levels would consume fuel, similarly to Penny's Pursuit.
  • Pool and Fog lawns have Beach Flag Zombies during huge waves instead of regular Flag Zombies.