x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/2 2 RSC |
Please use proper grammar while making edits, and only make edits about official content.
Memory Lane
Memory Lane (回忆之旅; pinyin: huíyì zhī lǚ, lit. "Journey 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: Eggplant Ninja, Boophone Geigi, 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.
- Shield Generator: Can appear only when the Shield Generators gimmick is active, spawning through portals and activating 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 targeted 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.
- Zom-Blob: Can appear any week - any season, enters the lawn in the maximum size, splitting into two smaller Zom-Blobs after death, which is repeated a few times with the smaller Zom-Blobs.
- Dancing Zombie: Can appear any week - any season, summons four Backup Dancers in a + formation around him.
- 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.
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 (沙尘暴): Based on the Sandstorm ambush in Ancient Egypt conceptually. Ambushes of sandstorms will be sent throughout the level, bringing zombies to the player's defense directly. In Hard Mode, the sandstorms will protect the zombies within by bouncing projectiles back at plants, similarly to Hammer Zombie.
- Snowstorms (寒冰风暴): Based on the Snowstorm ambush in Frostbite Caves conceptually. Ambushes of snowstorms will be sent throughout the level, bringing zombies to the player's defense directly. In Hard Mode, the snowstorms will freeze any plant (that is suspectible of frost) on their way until they are gone by dropping off their zombies.
- Zomboss Tiles (僵博瓷砖): Several Zomboss Tiles are hosted at the beginning of the level, providing certain boosts to the zombies that walk over them. The tiles can not be planted on, nor can they be removed or destroyed at all. There is a total of 3 variants of zomboss tiles: 1. Shield Tiles that give the zombies 1x1 shields directly in front of them similar to that of Shield Zombie's 1x3 shield (E.M.Peach does not work); 2. Speed Tiles that double the speed of the zombies; 3. and Damage Tiles that increase the attack power of the zombies.
- Evil Potions (邪恶药水): Based on Dark Alchemy from Dark Ages conceptually. Bunch of potions will emerge in certain waves throughout the level, giving the zombies that pass by them certain boosts. There is a total of 4 variants of potions: 1. Purple Potions that increase the damage resistance of the zombies; 2. Orange Potions that increase the speed of the zombies; 3. Blue Potions that turn the zombie invisible (the invisibility is identical to Bandit Zombie's invisibility); 4. and Green Potions that cause the zombies to leave behind a poison cloud on the tile they die in order to damage any plants on that tile for a period of time (the poisoning is identical to Perfume Zombie's perfume).
- Barrel Roller Crisis (滚桶危机): Several Barrels will be rolled down the lanes throughout the level. They roll from the left side of the lawn, crushing any plants on their ways, and sometimes at different speeds from one another. There is a total of 3 variants of barrels: 1. Empty Barrels that drop nothing when destroyed and simply crush plants on their way; 2. Regular Barrels identical to that of Barrel Roller Zombie's barrel that drop certain zombies when destroyed, usually Imps or Critters; 3. and Explosive Barrels that explode in a 3x3 area around the spot they were destroyed. The barrels can be destroyed similarly to how Barrel Roller Zombie's barrel is destroyed, i.e. by dealing damage until they are destroyed or by using Spikeweed / Spikerock / Iceweed, and in the case of Explosive Barrels, they can also be destroyed simply upon a contact with a plant.
- Thundercloud Storms (雷云风暴): Based on the Thunderstorm ambush in Sky City conceptually. Thunderstorms will be striking lightnings on random tiles every once in a while, applying either a positive or a negative charge on them randomly. When a positive charge combines with another positive charge on a plant, the plant will start taking continuous damage until it dies; when a negative charge combies with another negative charge on a plant, the plant will be stunned for a period of time; and when a negative charge combines with another positive charge or vice versa on a plant, the plant will be slowed down by half the original speed permanently. Anthurium can counter this gimmick by absorbing the charges around the plants.
- It's Raining Bubbles (种子雨): Bunch of Bubbles identical to Bubble Gun Imp's bubbles are rained down every once in a while. These bubbles act similarly to Zombie Parrots, where they come down from the sky, grab onto the plant they land on, shortly after ascending back to the sky and resulting in the stealing of that plant. Blover can counter this gimmick by blowing away all the bubbles present on the lawn, popping them up off-screen.
- Zombie Tents (僵尸帐篷): Several Tents identical to Imp Porter's tents are hosted on the lawn in certain waves throughout the level. Certain types of zombies will be emerging from these tents until they are destroyed, and usually have tougher health value than the original tents made by Imp Porter.
- Shield Generators (电磁盾发生器): Shield Generators are spawned through portals in certain waves throughout the level. They tank a considerate amount of damage while also generating a 1x1 shield in front of them that slowly moves forwards to the left similarly to Shield Zombie's 1x3 shield, although also tossing any plants the shield makes contact with off the lawn. E.M.Peach can counter this gimmick by immobilizing the Shield Generators within range for a period of time similarly to other mechanical zombies.
- Spring Firecrackers (新春爆竹): Several Firecrackers are dropped onto the lawn in patterns in certain waves throughout the level. If a firecracker is dropped onto a tile occupied by a plant, the said plant will be tossed off the lawn. They can not be planted on, nor removed or destroyed by normal means, but rather can be ignited by fire attacks (either by plants or zombies), causing them to fuse and explode shortly after in a 3x3 area, dealing damage to plants and zombies within the said area. Firecrackers that are on fuse prior to their explosions can be defused by ice attacks to prevent the explosions, although they can still be put on fuse again afterwards. A firecracker's explosion can ignite another firecracker within that 3x3 range, allowing chain explosions.
- Dumpling Aegis (保护饺子): A column of Dumplings are pre-placed on the lawn for the player to guard. The dumplings can absorb a considerate amount of damage from the zombies, and if all the 5 dumplings are eaten, the level will result in loss.
- Magic Fog (魔力迷雾): Based on the Magic Fog mechanism in Fairy Forest conceptually. Magic Fog will cover a part of the lawn in certain waves for a period of time before being gone through the Magic Wind mechanism in certain waves. While Magic Fog is present on the lawn, zombies will be receiving Magic Shields that boost them in a way, and plants can not be planted within the fog (plants that were planted before the arrival of it are not affected). There is a total of 3 variants of magic fog: 1. White Magic Fog that provides zombies immunity to slow down effects such as chill, while also reducing the damage taken by 25%; 2. Blue Magic Fog that provides zombies immunity to various effects such as slow down, stuns, hypnosis, and other effects, while also reducing the damage taken by 50%; 3. and Purple Magic Fog that provides zombies immunity to various effects such as slow down, stuns, hypnosis, and other effects, while also reducing the damage taken by 75%. Heath Seeker, Hat Mushroom (in combination with Ents) and Cactus Mistletoe can all counter this gimmick by being able to break the magic shields directly.
- Summertime Fireworks (夏日烟火): Several Fireworks are dropped onto the lawn in patterns in certain waves throughout the level, similarly to the Spring Firecrackers gimmick. They are no different compared to the firecrackers, and only serve as a Summer Nights themed alternative of the gimmick.
- Toxic Water (水里有毒): Exclusive to the Modern Pool area, Disinfection Zombies appear at the pool lanes in certain waves throughout the level, actively polluting the water in the pool until they leave the lawn on their own, as they can not be targeted by plants at all through normal means. During the pollution, the water will be turning green over and over again, with each time it turns green it slightly damages every plant planted on the pool. If a plant is planted on Lily Pad, the said plant will not take any damage, but rather the Lily Pad will take the damage, as a result drowning the plant on top of Lily Pad if the Lily Pad dies from the pollution. Zombies will not receive damage from the pollution directly, but still can receive damage by eating plant that is being poisoned by the pollution.
- Moving Platforms (活动平台): Exclusive to the Modern Pool area, plantable platform tiles in patterns will emerge from the pool, which the said tiles will move forwards to the right throughout the level. During this gimmick, Lily Pads and Ducky Tube Pots can not be used, and the player will have to rely on planting on the platform tiles and using aquatic, amphibious and flying plants. Zombies will be normally walking over the tiles and eating the plants planted on them in case they reach these platform tiles. When a tile sinks into the pool in order to move forward, any plant planted on the platform tiles that sunk will drown and any zombies that were walking over them will begin swimming (walking in water) on the pool. Flying and amphibious plants will not be drowned when a platform tile underneath them sinks.
- Springboards (弹跳板): Several Springboards are hosted on the lawn at the beginning of the level. Zombies will be bounced towards to the right a length of 2.5 to 3 tiles upon stepping on them, after which the springboards will go on a cooldown before being able to launch another zombie ahead. Zombies launched from the springboards can be blown away by plants such as Blover or Hurrikale while airborne. The springboards can not be planted on, nor can they be removed or destroyed at all.
- Turkey Guard (守护火鸡): A column of Turkeys are pre-placed on the lawn for the player to guard, similarly to the Dumpling Aegis gimmick. The main difference between Dumpling Aegis and this gimmick is the method of losing, which instead of losing by the eating of all 5 dumplings, it is losing by the eating of just a single turkey out of the 5 turkeys pre-placed, forcing the player to guard all 5 turkeys at all cost.
- New Year Tents (新年帐篷): Several New Year Tents are hosted on the lawn in certain waves throughout the level, similarly to the Zombie Tents gimmick. The New Year Tents function similarly to the tents spawned in the Zombie Tents gimmick, with two differences: 1. Being able to upgrade New Year Zombies that pass by them into New Year Conehead Zombies, or New Year Conehead Zombies that pass by them into New Year Buckethead Zombies. Upon the abolition of a New Year Tent, a God of Wealth will be released from it, and this action can not be prevented in any way whatsoever.
- Tangyuan Aegis (保护汤圆): A column of Tangyuan are pre-placed on the lawn for the player to guard, similarly to the Dumpling Aegis gimmick. The main difference between Dumpling Aegis and this gimmick is that instead of having 5 dumplings that simply tank damage, the player gets 5 bowls of tangyuan, with each bowl containing 3 balls of tangyuan. A bowl can lose a ball of tangyuan through a simple interaction with a zombie, albeit with the ball of tangyuan turning into a chewy dough that functions the exact same as Gumnut's gum, stalling multiple zombies on the spot until it's eaten. Likewise with Dumpling Aegis gimmick and unlike the Turkey Guard gimmick, the player will only lose all 5 bowls of tangyuan are emptied.
- Zombie Transformation Devices (僵尸改造装置): Several Zombie Transformation Devices are pre-placed on the lawn, where zombies can enter these zombie transformation devices in order to transform into a different zombie type. Once a zombie enters the zombie transformation device, the device will enter an animation of transforming the zombie inside, and after the short animation is done (which lasts 3 seconds), the said zombie will have a 50% chance of successfully transforming into a Gargantuar (the pool of Gargantuars include any Gargantuar from Adventure Mode (excluding Relic Gargantuar and Gargantuar Bronzes), Guard Gargantuar and the original Gargantuar), and a 50% chance of failing the transformation, as a result the zombie transforming either into the classic Imp, a Zombie Chicken or an Ice Weasel. The zombie transformation devices normally can not be damaged, but can still be damaged through specific attacks while the transformation animation of the device is playing, in which the device will a total of 8000 damage before being destroyed.
- Teleportation Mirrors (传送魔镜): Based on the Magic Mirror mechanism in Fairy Forest conceptually. Pairs of magic mirrors will appear on the lawn in certain waves throughout the level, which function similarly to the portals in Portal Combat from the first game conceptually. Zombies can enter a magic mirror and be teleported to the other end of the corresponding magic mirror. Projectiles shot by plants or zombies will also teleport from a magic mirror's end to the other corresponding magic mirror's end. The magic mirrors can not be planted on, nor can they be removed or destroyed at all. Unlike the magic mirrors present in Fairy Forest, each pair of magic mirrors will also have a gem of a certain color attached to them (on both magic mirrors of the pair), in order to assist the player in knowing which magic mirror connects to which.
- Seeing Stars (看星星): Based on the Seeing Stars mini-game from the first game conceptually. Outlines of Starfruit in a star shape will be on the lawn. 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 (坚果保龄球): Based on the Wall-nut Bowling mini-game from the first game conceptually. 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 (排山倒海): Based on the Column Like You See 'Em mini-game from the first game conceptually. 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 delivered vary from level to level.
- Whack a Zombie (打地鼠): Based on the Whack a Zombie mini-game from the first game conceptually. The player smashes zombies emerging from the graves with a wooden hammer, and is given a few plants to be used in emergency situations. In Normal Mode, the player is allowed to plant Heath Seeker, Cherry Bomb and Iceberg Lettuce. In Hard Mode, the player is given Grave Buster, Iceberg Lettuce and Potato Mine. Iceberg Lettuce activates their Plant Food effect upon being planted, and Grave Buster costs 75 sun instead of 0. 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.
- Guess Who I Am (猜猜我是谁): Based on the fan-made mini-game Random Imitaters from mods of the first game conceptually. The player is provided with 5 seed packets of Magic-shroom's hats, that they can plant them anywhere on the lawn. Upon planting, these hats are able to either summon a random plant or a random zombie of a specific pool. Usually in the levels, the plant pool is almost any plant in the game (with some exceptions being complex plants or instant-use plants), the zombie pool is the Modern Day zombies, and the chance between plant spawn and zombie spawn is 70% and 30% respectively. The player is additionally provided with 3 additional plants, a Jalapeno, a Squash, and a Cherry Bomb. All seed packets in this minigame cost 0 sun and recharge as usual. The goal of the minigame is to build a defense to defeat the waves of zombies that also emerge, while the hats add difficulty to the level by being able to spawn dangerous zombies.
- Zombie Wars (僵尸大作战): Also abbreviated as ZvZ (Zombies VS. Zombies), in which the player utilizes zombies of their own against the enemy army of zombies. The player is provided with 7 "seed" packets of a new set of ZomBotany zombies, that is, Peashooter Zombie, Wall-nut Zombie, Sunflower Zombie, Tall-nut Gargantuar, Peach Doctor Zombie, and Tofu Chicken Wrangler Zombie, as well as Jalapeno Zombie with some small differences in its functionality. They cost sun to be placed on the lawn, and each one of them can perform different skills against the enemy zombies, while having Sunflower Zombie be the main source of sun for the player. The player can also see the health of their own ZomBotanies through a visible health bar under them, in a similar fashion to Elite zombies.
- Zomboss Test Lab (疯狂博士): Based on the Zomboss Test Lab brain buster from Far Future conceptually. The player is provided certain zombie packets, although unlike the original, the zombies provided can not only be zombies featured in Far Future's Zomboss Test Lab, but also zombies featured in Creative Courtyard's Zomboss Test Lab, as well as other zombies exclusively for this version of Zomboss Test Lab, namely: Jurassic Imp, Basic Zombie, Conehead Zombie, Buckethead Zombie, Bungee Zombie, Balloon Zombie, Newspaper Zombie, All-Star Zombie and Gargantuar.
- Bassist Ascends to Lawn (贝斯手登场): Based on the Bassist Zombie's ambush in Neon Mixtape Tour conceptually. Ambushes of Bassist Zombies will happen throughout the level while Jams may play in the background.
- Bejeweled (宝石迷阵): Based on the Beghouled mini-game from the first game conceptually. A variety of plants that almost fill the entire lawn are shuffled, and the player needs to do matches of 3 or plants horizontally or vertically in a row. An amount of sun will be provided to the player for each match, which the said amount also depends on the length of the match done, and the accumulated sun can then be used to upgrade a specific type of plant on the lawn into a better-performing plant. In order to clear the level, the player has to do a specified amount of matches before zombies overwhelm the player and break trhough the plant defense, as the zombies will actively get more and more threatening.
- Vasebreaker (破罐者): Based on the Vasebreaker mini-game from the first game conceptually. Several vases are pre-placed on the lawn and the player must break every vase in order to clear the level. Vases come in three types: Regular Vases, which can either drop some sun, a plant food, a specific plant, or a specific zombie; Plant Vases, which will always drop a specific plant; and Zombie Vases, which will always drop a specific zombie. After breaking all the vases on the lawn, the player must additionally defeat every zombie that emerged from the vases as well in order to clear the level. Levels that provide the player sun from the vases will also have certain plants in the seed bank to spend the sun on.
- ZomBotany (植物僵尸): Based on the ZomBotany mini-game from the first game conceptually. The zombies that appear in this gimmick are exclusively ZomBotanies, both the ones from Penny's Pursuit and the ones from the Zombie Wars gimmick.
- It's Raining Seeds (种子雨): Based on It's Raining Seeds from the first game conceptually. The player's only source of planting in this gimmick are the seed packets that rain down from the sky at regular intervals.
- Last Stand (坚不可摧): Based on the Last Stand brain buster from the second game conceptually. The player is given a large amount of sun in order to build an as strongly as possible defense against huge and strong waves of zombies. The player can peacefully build their defense at the beginning of the level, as the level only starts once the player confirms they are ready. There is no recharge for planting prior to the level's start, and planting after the level has started is allowed, albeit with planting recharge.
- Ski Zone (滑雪区): Based on the Bobsled Bonanza mini-game from the first game conceptually. The gimmick heavily features Walrus Zombie and Ski Zombie throughout the entire level as an alternative to Zomboni and Zombie Bobsled Team from the first game.
- Zombie Nimble Zombie Quick (僵尸快跑): Based on the Zombie Nimble Zombie Quick mini-game from the first game conceptually. Every zombie will be moving and acting at a multiple rate of their original speeds, which can vary from a zombie to another (e.g. All-Star Zombie being about x4 times faster than original, while Newspaper Zombie being x3 times faster than original, although this can still vary from level to level), while the plants still stay on the same speed rate unlike the original mini-game.
- Moving Buoys (移动浮标): Based on the Slider Tile mechanism in Modern Day conceptually. A bunch of slider tiles will be pre-placed on the lawn, with a conveyor-belt providing the player certain plants.
Conditions
Each level usually has one buff and one debuff, or alternatively only one neutral condition. There are several occassions this might not be the form: 1. Sometimes a level might not have any conditions at all; 2. Rarely a level might have two buffs or two debuffs; 3. Rarely a level might have only one buff or only one debuff. List of all conditions:
- Debuff
- Stormy Day (打雷天): Based on Dark Stormy Night from the first game conceptually. 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 (小小大僵尸): Based on Big Trouble Little Zombie from the first game conceptually. All zombies are smaller in size and move with increased speed.
- Invisi-ghoul (隐形战争): Based on Invisi-ghoul from the first game conceptually. Zombies' invisibility is identical to that of Bandit Zombie and can be countered by Plantern.
- Sun Fly-by (阳光飞逝): Player loses 25 or 50 sun every minute.
- Perish Together (Conjectural): All zombies explode in a 1x1 area after death.
- Acid Rain (腐蚀酸雨): All plants and zombies take slight percentile-based damage over time from the rain of acid that is present throughout the entire level.
- Death Tombs (死亡墓碑): Every zombie leaves behind a Tombstone on death unless a plant exists in the zombie's tile prior to the zombie's death.
- Energy Fly-by (能量飞逝): The timer's energy drains by one second for each plant planted. Vines also count towards this condition.
- Watering Can (浇水壶): The shovel is replaced by a watering can, and from time to time plants will enter a state of immobilization and stay static, and can only be re-mobilized after being watered by the player. When a plant needs water, a droplet bubble will show up over it, implying to the player that it needs to be watered.
- Buff
- Fastened Defense (加速防御): All defensive plants recharge twice as fast.
- Skyquaking (炸翻天): All explosive plants cost half as much as their sun costs and their damage output is also doubled.
- Lose-Lose (两败俱伤): All plants explode in a 1x1 area after their death, damaging zombies in the tile they exploded in.
- Smooth Melee (近战之光): All melee plants' attack power is doubled.
- Neutral
- The Caishen Arrives (财神到来): Gods of Wealth are spawned randomly throughout the level.
- It's Raining Seeds (种子雨): Based on It's Raining Seeds from the first game conceptually. Plant seed packets will fall from the sky from time to time.
- Snow Festival (冰雪节): Snowstorms are hung on the lawn every once in a while to gradually freeze plants and temporarily transform zombies into snowmen like the ones created by Crystal Orchid.
- Balloons Everywhere (气球满天飞): Balloons identical to that of Boom Balloon Flower's are placed on random tiles of the lawn from time to time throughout the level.
- Thunderstorms (雷暴): From time to time thunderstorms will rage and lightnings will be struck on random tiles throughout the level. These lightnings come in two and will leave behind a total of two X-shaped currents after the strikes, each affecting a 5x5 area, which will instantly kill and do percentile-based damage on plants and zombies within those areas. If these lightnings strike on a water tile in Modern Pool and Modern Fog, all plants and zombies within a 3x3 area will take damage first, after which the currents will run on land. Electric plants are immune to these lightnings and their currents.
- Broken into Peaces (碎碎平安): Every zombie leaves behind a Piggy Bank on death, even if the zombie's tile is occupied by a plant. There are three types of piggy banks: Gold, Silver and Copper. Breaking the Piggy Banks will result in coin drops that the player can collect. 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 values, and at most one Piggy Bank can exist in a tile. After a certain amount of Piggy Banks have been destroyed, the Piggy Banks will then stop dropping coins any further.
- Weed Whacked, Roots Intact (斩草不除根): Every plant leaves behind a seed that will grow into a random plant over time. Seeds can not be planted on nor removed, and some specific plants are blacklisted from being grown from the seeds. In some situations a plant may not leave a seed behind, such as a Zombie Parrot lifting it or the said plant being hurled off the lawn such as from the push of a Mecha-Football Zombie.
- Back to Basics (回归基本功): Every feature that provides the plants or the player advantages are banned for the entirety of the level, which includes advantages from Plant Family, the usage of Artifacts, the advantages from Pendants, the advantages from Gene Enhancements and the advantages from Costumes. The player can still have the costumes of plants equiped visually, although they will not provide advantages to the plants with their costumes equiped.
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.
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/2 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/2 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/2 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/2 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
0/1 1 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
0/1 1 RSC |
x1 - 0/5 2 RSC |
x5 - 0/10 1 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x5 - 0/10 1 RSC |
x1 - 0/10 100 SC |
x1 - 0/30 100 SC |
x1 - 0/10 60 SC |
|---|---|---|
x1 - 0/10 40 SC |
x1 - 0/10 20 SC |
x10 - 0/10 50 SC |
x1 - 0/30 150 SC |
x20000 - 0/10 4 SC |
0/1 6 RSC |
0/1 6 RSC |
x1 - 0/5 2 RSC |
x5 - 0/10 1 RSC |
* SC refers to Snail Coins
* RSC refers to Rainbow Snail Coins
Gallery
General
Lawns
- Modern Day lawn during Feastivus
- Modern Day during Lunar Zoo Year
- Modern Day lawn during Springening
- Summer Nights lawn
- Teaser for Memory Lane showcasing the front yard during the day
- Teaser for Memory Lane showcasing the front yard during the night
- Teaser for Memory Lane showcasing the roof
- Teaser for Memory Lane showcasing Sun Drain and Dark Stormy Night
- Teaser for Memory Lane showcasing Invisi-ghoul and Big Trouble Little Zombie
- Modern Roof demo gameplay
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
Achievements
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 mode 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.
- Column Like You See 'Em is referred to under the codename Overwhelm in the game's files. This comes from the minigame's chinese name, which is an idiom for a powerful force.
- The hats in the Guess Who I Am minigame use the codename minigame_imitater.
- Their spritesheet also includes unused sprites of Imitater's design from the original game.