User:ADVENT-UR-TRON/Rift Levels
A collaborative effort between ADVENT-UR-TRON and TheHandsomePlant.
ADVENT-UR-TRON documents odd-numbered levels.
TheHandsomePlant documents even-numbered levels.
Introduction to Rift's Mechanics and Definitions
MutatorPropsRiftNormal
(New modules for rift. preset difficulty modifers)
Difficulty 1
Fast Sun Dropper: Sun drops faster than usual, every 2-8 seconds compared to the normal 6-12. (further incrementing, not random intervals.)
+100 Sun: Start the level with +100 Additional Sun in your Sun bank.
+2 Plantfood: Start the level with +2 Plant food at your disposal.
7 Seed Slots: You can use 7 Seed Slots.
9000 Max Sun: Your Sun bank can hold up to 9000 sun.
Mowers Regenerate Once: You regain a mower after you lose it.
12 Sec Wait time: You have 12 seconds to setup your defenses before the zombies come.
Level 0: Zombies are Level 0.
Difficulty 2
Default Sun Dropper: Sun drops are normal.
+50 Sun: Start the level with +50 Additional Sun in your Sun bank.
+1 Plantfood: Start the level with +1 Plant food at your disposal.
6 Seed Slots: You can use 6 Seed Slots.
2000 Max Sun: Your Sun bank can hold up to 2000 sun.
Mowers used once: All your mowers don't regenerate, Default.
9 Sec Wait time: You have 9 seconds to setup your defenses before the zombies come.
Level 3: Zombies are Level 3.
General Level 3: General Zombies (cardio,zmech,#caketank) are Level 3.
Difficulty 3
Slow Sun Dropper: Sun drops slower than usual, every 8-16 seconds.
0 Sun: Start the level with 0 Additional Sun in your Sun bank.
0 Plantfood: Start the level with 0 Plant food at your disposal.
5 Seed Slots: You can use 5 Seed Slots.
1000 Max Sun: Your Sun bank can hold up to 1000 sun.
No Mowers: You don't have any mowers.
6 Sec Wait time: You have 6 seconds to setup your defenses before the zombies come.
Level 6: Zombies are Level 6.
General Level 6: General Zombies (cardio,zmech,#caketank) are Level 6.
MutatorPropsRiftConveyor
Difficulty 1
+2 Plantfood: Start the level with +2 Plant food at your disposal.
Mowers Regenerate Once: You regain a mower after you lose it.
12 Sec Wait time: You have 12 seconds to setup your defenses before the zombies come.
Level 0: Zombies are Level 0.
Difficulty 2
+1 Plantfood: Start the level with +1 Plant food at your disposal.
Mowers used once: All your mowers don't regenerate, Default.
9 Sec Wait time: You have 9 seconds to setup your defenses before the zombies come.
Level 3: Zombies are Level 3.
General Level 3: General Zombies (cardio,zmech,#caketank) are Level 3.
Difficulty 3
0 Plantfood: Start the level with 0 Plant food at your disposal.
No Mowers: You don't have any mowers.
6 Sec Wait time: You have 6 seconds to setup your defenses before the zombies come.
Level 6: Zombies are Level 6.
General Level 6: General Zombies (cardio,zmech,#caketank) are Level 6.
Rift 1
(note: some things may be speculation here but i'm 80% sure this is how this works.)
Stage:RiftStage
Mowers:Future *just if you're curious.*
Gravestones:Yes
Dynamic Zombies:roman roman_armor1 roman_armor2
Perks Disabled:Score Boost,Boss Buster,and Zom-B-Gone(Gargantuar)
Level Mutators
MutatorPropsRiftNormal is used.
Zombie Swaps
Difficulty 1 Swaps
> Roman Zombie;
> Roman Conehead,Roman Zombie;
> Roman Buckethead,Roman Conehead;
Difficulty 2 Swaps
> Roman Zombie,Roman Conehead;
> Roman Conehead,Roman Buckethead,Roman Zombie,;
> Roman Buckethead,Roman Conehead,;
Difficulty 3 Swaps
> Roman Buckethead,Roman Conehead;
> ,Roman Buckethead,;
> Roman Buckethead,,;
Bonus Challenges
(Note: Speculation, but these are bonus challenges that probably don't fail the level instantly and are instead optional, this can be wrong as there's no clear answer.)
Difficulty 1 Challenges
Destroy 10 Gravestones, Do not lose more than 3 Plants.
Difficulty 2 Challenges
Destroy 12 Gravestones, Do not lose more than 1 Plant.
Difficulty 3 Challenges
Destroy 15 Gravestones, Do not lose more than 0 Plants.
Wavetable
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Rift 2
Stage:BeachStage
Dynamic Zombies:roman roman_imp roman_armor1 roman_armor2
Perks Disabled:Score Boost,Boss Buster,Zom-B-Gone(Gargantuar),and Sun Break.
Tide: Yes, starts at Column 2.
Conveyor:,,.
Pre-placed Lilypads: Column 4, Row 2. Column 7, Row 3. and Column 5, Row 5.
Level Mutators
MutatorPropsRiftConveyor is used.
Zombie Swaps
Difficulty 1 Swaps
> Roman Zombie;
> Roman Zombie;
> Roman Conehead;
> Roman Conehead;
> Roman Buckethead;
> Roman Buckethead;
Difficulty 2 Swaps
> Roman Zombie, Roman Conehead;
> Roman Zombie, Roman Conehead;
> Roman Conehead, Roman Buckethead;
> Roman Conehead, Roman Buckethead;
> Roman Buckethead, Roman Conehead;
> Roman Buckethead, Roman Conehead;
Difficulty 3 Swaps
> Roman Zombie, Roman Conehead;
> Roman Zombie, Roman Conehead;
> Roman Conehead, Roman Buckethead;
> Roman Conehead, Roman Buckethead;
> Roman Buckethead;
> Roman Buckethead;
Bonus Challenges
Difficulty 1 Challenges
Difficulty 2 Challenges
Protect on Column 3 Row 3, Kill 10 Zombies in 10 Seconds.
Difficulty 3 Challenges
Protect on Column 3 Row 3, Kill 20 Zombies in 10 Seconds.
Wavetable
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Rift 3
Wavetable
- The small number next to the zombie icon means that zombie will always appear in that lane, with 1 being the topmost lane and 5 being the bottommost lane.
Waves | Non-dynamic zombies | Ambush zombies | Note(s) |
---|---|---|---|
1 | D1: |
None | |
2 | D1: |
None | |
3 | D1: |
None | Carries 1x Plant Food. |
4 | D1: 1 |
None | |
5 | D1: 3 |
None | |
6 | D1: |
None | Carries 1x Plant Food. |
7 | D1: |
None | |
8 | D1: |
None | Carries 1x Plant Food. |
9 | D1: |
None | |
10 | D1: 1 2 4 5 2 3 4 |
D1: |
Final wave. Carries 1x Plant Food. Sandstorm! |