Plants VS. Zombies: Brainz versus Lawnz

Plants VS. Zombies: Brainz versus Lawnz is a 2022 Shooter Game released by EA and Popcap.

It is a successor to the Garden Warfare and Neighborville series, and brings many new additions, while returning to GW2's system of combat, including brand new Zombie classes and the return of variants. Not only that, but each variant can unlock new weapons. Apart from their primary weapons, they also access a secondary weapon and a utility slot, allowing for varying gameplay dynamics.

All data from GW1, GW2 and BfN can be transferred onto this game, allowing you to get a head start !

Taking inspiration from TF2, weapons that would freeze or slow players has been removed. It simply isn't fun to paralyze and lock them out from retaliation. Instead, these ice-themed Zombies temporarily weaken damage output on hit and get frostbite, a form of afterburn damage that stops healing for a short while. This way, all Plants and Zombies can enjoy normal movement speed without becoming sitting ducks. Goop from Chomper has been replaced with a new acidic spit.

List of Turf Takeover Maps :
There are 12 unique Turf Takeover Maps, some brung back from previous games.

Corn Cob Canyon
The Zombies have found a large Plant ammunition base in the depths of a secret island ! The Zombies must storm the beachfront and make their way through the island. The final point takes place in a tropical base under the ground, where the Zombies must activate three hacking discs to launch a missile strike on the secret Cob tech !

Point A - The Beachfront

The Zombies use their boats to land on the front, taking control of the dockyard and stealing munitions that give HP boosts and attack buffs. Get to Crazy Dave's beach shack and capture it !

Point B - Tiki Jungle

The beach leads into the Tiki Jungle, where magical Tiki's can give powerful aura buffs to both Plants and Zombies. Be careful around the slippery mud on the floor, and make use of the upper floors to ambush the enemy. Capture the tribal hut to progress.

Point C - Ancient Playground

An ancient playground covered in moss. Go down the slides, across the swings or up to the stairs to capture the statue in the middle.

Point D - Base Entrance

After the playground, the Zombies must enter the mysterious hole openings in the giant mountain. The Zombies need to capture the gate controls to pass through the checkpoint.

Point E - Magma Base

Taking the elevator down teleports the Zombies to the magma base under the island. Cross the fiery islands and capture the volcano to reveal the secret passcode to the Corn Hangar.

Point F - Corn Hangar

The final point of the map. Get the three hacking discs and insert them to start encrypting the Corn Code Missile, with more hacking discs speeding up the hacking. Dealing enough damage weakens the defensive turrets and makes Plants Spawn harder to get to the battlefield.

Zombie Victory : The Corn Missile is hacked and travels towards Crazy Dave's base. Crazy Dave screams as he sees the incoming missile and his shack explodes. He comes out covered in corn and butter, and takes out his taco, putting some butter and saying "Yum".

Plant Victory : The Corn Missile heads towards Dr Zombosses castle. As Dr Zomboss is enjoying a meal of brainz cereal, he looks out of the window and sees a giant corn missile heading towards his chair. He freaks out and hides behind his butler, and the castle explodes. Dr Zomboss appears shocked and covered in ash, and shouts at the Zombies on a small monitor, as the Zombie team sweat nervously.

Seeds of Time (Remastered)
The Zombies must travel through different time zones in a magical park. Push the Bootering Ram, although more time is given in this remaster and has some helpful buffs to help the Zombies along the way.

Under The Sea
Crazy Dave has placed an aquatic-base to help grow the Great Barrier Reef. Crazy Dave has employed the help of a large octopus to trap Dr Zomboss's newest underwater creation under the sea. The Zombies must travel through each sector of the base, and free the mechanical machine from the Octopi's wrath. Finally, the Zombies must escort the machine to the final point where it will battle the large Octopus and determine who wins !

Point A - Reception Hall

The Zombies spawn in their submarine and must enter through three large doors into the reception hall of the underwater base.

Point B - Seaweed Sector

The next area is the Seaweed Zone. Zombies and Plants may travel through an underwater route as a shortcut, or take the normal route. Be careful of electric tiles, however.

Point C - Jellyfish Tanks

The Zombies then enter a giant field of Jellyfish. Cross the tanks and defeat the Jellyfish as the Zombies, or use them to bounce higher !

Point D - Shark Shore Sector

A tight corridor leads underwater into a tight set of bending corridors. Capturing the point drops a bag of "blood and bone" fertilizer into the water, turning the sharks against the Plants.

Point E - Captain's Hall

At the top of the ship, the Plants need to defend the control room of the base. Take control off the surrounding panels as Zombies to make it easier to capture the point.

Point F - Power Engine Sector

The Plants must protect a giant Octopus, and stop the Zombies from using a magma drill from freeing their ancient weapon from prison. Afterwards, the Zombies must escort the giant machine to the power base. Then, the Machine battles the Octopus and the first one to be beaten loses.

Zombie Victory : The Giant Mech beats up the Octopus as it gets sucked into the engine room, and explodes. The Zombies escape to the escape pod as they see Dr Zomboss's creation lifting out of the base, out of the ocean. The burning base wreckage is seen with burnt coral.

Plant Victory : The Giant Mech is crushed by the Octopus, and the Zombies try to escape but get grabbed by the tentacle of the Octopus and locked in an aquatic cage. The Zombies are seen running away from an angry shark in circles as the Plants look at them through the glass.

Gold Rush
Crazy Dave has stored a huge vault of gold, but Dr Zomboss wants to blow up the safe so he can get his undead hands on the gold for his new evil inventions ! The Zombies start in a Wild West town, make their way to canyon caves, through a waterfall in the cave and finally down a set of stairs to Crazy Dave's secret vault. The Zombies push a giant laser mounted on a cart, and by destroying the other optional safes can gain powerful upgrades to speed the laser's activation speed, and provide healing/damage boosts to nearby Zombies.

Point A - Dusty Mountain

The Zombies spawn in a secret shack in the dusty dunes and must secure the mountain pass overlooking the village.

Point B - The Town

An old fashioned Western Town with Sap Juice Saloons and farm sheds. The Zombies need to capture the Sheriff's office to proceed to the cave entrance.

Point C - Cave Entrance

The town leads downwards to a hidden cave mine where minecarts roll around, knocking out Plants and Zombies in it's path. However, they can also ride them for super quick speed boosts !

Point D - Mountainfall

Halfway in the cave system, there is a large crystal mountainfall with fresh water. The Zombies need to capture the waterfall to replace the water with toxic brain sludge.

Point E - Security Zone

The defensive area around the vault. Take down the defensive traps in the area, and break open the security doors to capture the point.

Point F - The Vault

The Vault is protected by three large locks. Capture and melt the locks off, before using a laser cutter to weaken the door !

Zombie Victory : Dr Zomboss laughs and sends his personal bodygarg to open the vault. Dr Zomboss dances on the pile of gold as the Zombie Team look at the treasure.

Plant Victory : Dr Zomboss tries running at the door and desperately tries pounding on the door. It doesn't work. Crazy Dave smirks and a huge set of minecarts chase the Zombies as they fall down a cave and are pushed all the way over the mountain dunes into a field of cacti.

Marina Coast
Set in a sunny European town on the oceanside, the Zombies want to steal the seeds of power and harness their energy. They make their way through the fortress gates into the city and must destroy the shield defending the seeds. Stealing each seed weakens the Plant's defensive spots.

Zombie Victory : Dr Zomboss arrives in a carriage, as the Zombie Team salute his entry. He uses a power glove to manipulate the seeds as he does powerful energy attacks. Laughing, he then fires an energy bolt at a large marble bust of a Peashooter as it explodes as the Zombie team cheers. Outside, the flag on the manor is replaced with a Zombie head.

Plant Victory : The seeds retaliate, firing onto the Zombies as they run outside. The Plants chase them and they try to escape on their boats, but are lifted by the Tornado Seed into the air, breaking the boats as the Zombies fall into the ocean.

Desert Defensive
Set in an ancient marble city in Central "Azia", the Zombies make their way through the desert, where they find an ancient Plant civilization made of marble and huge golden statues. Along the way, the Zombies must take screenshots of each of the Plant structures. After taking 5 screenshots of different landmarks, they make their way into Dandy Lion's Palace, full of carpets and ancient rugs. Bring in the ancient gold dragon cannon to destroy the Dandy Lion dragon !

Point A - Desert Dunes

The Zombies spawn in sandy shacks and must secure the parking lot leading to the Airport.

Point B - Airport

The Zombies head into a marble airport lobby, going up the staircase of gold and marble, going down the conveyor belts and capturing the luggage area of the airport.

Point C - Marble Motel

The airport links to a nearby motel across a giant pit. Be careful not to get pushed off !

Point D - Majestic City Block

The motel exits into a sprawling city block. Capture the electricity grid to pass.

Point E - Underground Swimming Pool

A giant tunnel leads to a secret oasis underground, with a huge aquatic waterpark beneath. In this heat, the Zombies would love to chill out in the pool and scorch those Plants.

Point F - Dandy Lion's Palace

After leaving the changing rooms of the pool, a secret portal leads to Dandy Lion's Palace. Go up the marble stairs and use the dragon cannons to damage Dandy Lion King.

Zombie Victory : Dr Zomboss sits on a rubber ducky in the pool, laughing at the monuments of pictures taken along the way, including him posing in front of a defeated Dandy Lion King. He then laughs and drinks a Brain cocktail, while the Zombie Team celebrates in the underground pool, with a zombie head first down the slide knocking Dr Zomboss into the pool. Dr Zomboss pops out and looks unimpressed as the Zombie sweats nervously.

Plant Victory : The Dandy Lion King breathes a massive barrage of flame, scaring the Zombies out into the desert and get hot feet under the sweltering sun. They accidentally get blown by a sandstorm over the sandy dunes and fall head first into the sand.

Brainotronic Park
The Plants have established a base in Dr Zomboss's huge dinosaur park ! The Plants will have to battle in the Jurassic Marsh, and take out the dinosaur turrets. Use Perfume-Shrooms to gain an ally to help capture points. As the Plants make their way through the metallic forest, the Plants reach the core of the park. The final battle has Dr Zomboss in a Huge Mechatronic Dinosaur, and the Zombies have to let the Dinosaur finishing charging it's death beam. Damaging the dinosaur slows down it's charging rate.

Point A - Ticket Area

Welcome to Dr Zomboss's Dinosaur Park ! Get yourself across the carpark with giant footprints and make your way into the ticketing area. 3 brains gets you a free photoshoot with the Raptors !

Point B - Raptor Park

The Plants make their way into a glasshouse with Raptors running around. Capture their den to pass through the metal gate linking the sectors.

Point C - Pterodactyl Perch

The Pterodactyls hang up on metal perches on the treetops. The Plants need to capture the weather box, which drives the Pterodactyls out when it begins to flood inside.

Point D - T.Rex Forest

The Plants make their way into a lush forest, but beware of the huge T.Rex. He will chase any Plant or Zombie in his way and mark you until you tag someone else.

Point E - Brontosaurus Branch

These gracious creatures walk across a large river crossing. Capture the drinking pond to reveal the secret base.

Point F - Mechasaur Lair

Dr Zomboss has created a giant metal dinosaur to fry the Plants. The Plants need to disable each part of the machine and destroy it before the Dinosaur can finish charge it's laser attack.

Zombie Defended : The Dinotronic Mech flies into the air, and it fires a huge mouth laser that the Plants run away from and knocks them into the air. As the Dinosaur runs around, the Zombie team stands on the burning ruins of the Plant Base, cheering as the Mech roars loudly and thumps it's chest.

Plant Victory : Dr Zomboss screams and escapes into space. The Mechantronic Dinosaur falls limp to the ground and it's head falls off. The dinosaur explodes, and the wall behind it explodes, revealing a lush green forest with waterfalls and wildlife as the Plants cheer.

Marble Madness
The Plants have landed on the icy shore in a Siberian coast. They must go through the docks and the village before storming the marble Manor of Dr Zomboss. Power the catapults to damage the gate, then capture the last point !

Point A - Frozen Docks

Point B - Snowdrop Concrete Works

Point C - The Logging Factory

Point D - Gargoyle Moat

Point E - Manor Front

Point F - The Eternal Flame

Zombie Defended : Dr Zomboss laughs, and sits on a throne wearing an honorable cloak. The Plants run out of the Manor as giant cannons roar after them and blast them into the sea. The Zombie team laughs and cheers outside the door.

Plant Victory : Dr Zomboss screams and runs out into the freezing snow, and freezes in an ice-cube, and is carried away by a Gargantuar. The Zombie team is seen frozen in ice-cubes as the Plants celebrate in front of a destroyed marble bust of Dr Zomboss.

Lilyput Caldera
The Plants make their way to an Irish island, and find that the infamous witch Immorticia has made a large metal clover that is making everything unlucky ! The Plants will need to clear out the forts and make their way through the peasantry village into Immorticia's Keep to destroy the metal clover. Flood the moats to make it harder for the Zombies to defend, and drop the potions to ruin Immorticia's spells !

Point A - The Haunted Swamp

The Plants must pass through a creepy bog, infested with slugs and worms, as they trudge through the slimy swamp, which is full of onions as they capture the slimy gates.

Point B - Peasantry Village

Out the bog filled wasteland, the Plants must capture the Peasant village, of stone and hay roofs.

Point C - Knight's Barracks

The Plants come across a Knight castle, and must clear out the guarding Zombie Knight's while using the tree trunk to smash the gate open to pass.

Point D - Potion Locomotion

The Plants go through Immorticia's potion making area. Make use of the potions for different perks !

Point E - Tower of Zomboss

Outside the factory, the Zombies mount a resistance at the ancient castle of Zomboss. The Plants must get through the layers of the fortress to reach the core.

Point F - Bat Bastion

At the core, a dark teleport teleports the Plants into Immorticia's bat keep. She's been concocting an evil potion with the Evil Iron Clover, and if she manages to complete the potion, it's game over for the plants !

Zombie Defended : The Metal Clover activates, turning human luck around the world into incredible unluck. Immorticia channels the power of the spells from her hands into the sky, causing cyclones to run amok the world. Even worse, Crazy Dave's fresh taco is turned into a moldy brain with a giant boot sticking out. The Zombies cheer around the Metal clover and Immorticia.

Plant Victory : The Metal on the Clover falls off, revealing the true Clover. She blows all the Zombies out of the fort into the sea where they are attacked by sharks. Immorticia falls into the cauldron and is also blown out of the keep. People's luck comes back and the Plants dance on top of the fort. The fort is destroyed as roots erupt from the ground and it turns into a giant tree.

Zombopolis (Remastered)
The Plants stop the almighty Zombot from launching !

Faulty Falls
The Plants make their way through an urban city full of neon lights. They must make their way into Rustbolt's skyscraper, but dodge the traps the Zombies have set their way. As the Plants secure each point, an elevator can teleport them to more beneficial points. Make your way to the top to destroy the shrink ray, but make sure not to get caught yourself !

Point A - Backyard Streets

Point B - The Convenience Store

Point C - Plaza Square

Point D - Main Street

Point E - The Stadium

Point F - Rustbolt's Hotel

Zombies Defended : Dr Rustbolt activates his shrink ray, shrinking cities around the world. The Zombies look at a glass jar holding entire cities as they cheer around. The Plant team is also shrunk down into the jar as the huge Zombies peer at their demise.

Plant Victory : Rustbolt's Shrink Ray malfunctions, shrinking all the Zombies, instead. As they run, they are captured by the Plants and placed in a jar, much to the Plant's amusement. The Zombies scream as a giant chomper tries biting them in a greenhouse.

Zombership Galactica
The Plants launch into a rocket off Crazy Dave's Platform and invade Dr Zomboss's battleship ! Climb through each sector of the ship and destroy the cores.

Point A - Landing Dock

The Plants must go up the ramp and take control of the shuttle entrance area.

Point B - Neutron Bauble Zone

Some weird alien creatures are found in this area, along with high gravity and speed pads, along with conveyor belts.

Point C - Jello Factory

Dr Zomboss's food ration factory for Beam Me Up Cadets. They find that Jello molds of brains tastes both incredibly nice but also has the nutritional content of a normal brain.

Point D - Weapons Depot

Dr Zomboss stores his seized alien weapons in this sector.

Point E - Captains Quarters

The Plants break into the Zombie's surveillance office. They can damage the system controls in order to make Zombie Spawning harder as the lights go dim.

Point F - Energy Core

This is where the energy cannon is. Destroy it before it fires, but to do that, the Plants must destroy the cores, weakening it's attacks. To do that, they must steal energy balls from the Energy Hangar and fuse them onto the parts of the machine. Three is needed before victory.

Zombie Victory : Dr Zomboss does a comical take on Darth Vader walking down the staircase, pressing a huge red button. A giant laser fires from the ship, engulfing the Planet in purple clouds that will cause Zombie outbreaks to occur everywhere !

Plant Victory : The Plants escape into rocket pods, and the Zombies are locked in the ship. The ship self-destructs as the Zombies fly and get sucked around an asteroid and fall unconscious onto a space rock. Dr Zomboss screams in fury, as the Plants laugh in the rocket and travel back home. The Plants cheer at Crazy Dave's space port as the wreckage of Dr Zomboss's ship falls into the ocean behind them.

There are 12 Unique Zombie Archetype Classes :

Engineers, Musicians, Scientists, All Stars, 80s action hero, Foot Soldiers, Deadbeards, Super Brainz, Imps, Space Cadets, Wizards, Yetis and Electric Slide.

There are 12 Unique Plant Archetype Classes :

Peashooter, Sunflower, Rose, Torchwood, Cacti, Citrons, Corns, Nightcap, Snapdragons, Melons, Red Stingers and Acorn.

Foot Soldiers:
These iconic soldiers form the main fighting force of the Zombie Army ! With decent speed and powerful weaponry, they can leap across the battlefield and deal a big amount of damage !

Damage : 3/5

Health : 3/5

Speed : 3/5

Arsonists
Arsonists are foot soldiers with powerful close range flamethrowers and have increased movement speeds. They can zip and hook onto players with a flaming claw or cling to walls with it. Their abilities include napalm bombs that explode into flames, a S.O.S. flare gun that marks enemies through walls on successful hit and makes them take more damage temporarily. Their rocket jumps propel the user far further than normal, but they take damage as a penalty.

Strengths : Weapons deal rapid consecutive afterburn damage, fast movement speed and stronger rocket jumps

Weakness : Short-Ranged (weak against far-range attackers)

All-Star Variants (15) :

The All-Star Zombie is an iconic class for the Zombies. There are 15 variants of him, each dedicated to a unique sport which comes with their own attack styles.

Base Health : 200 (Brute) Rugby All Star :

Description : Fires powerful splash damage footballs that have reduced damage falloff and deal between 20-30 damage at close ranges and 7-14 at far ranges. His weapon overheats quickly and his weapon fires slower than normal, however. Use Studded Shoes to make this zombie run at faster speeds, running up to plants and deal a nasty kick that deals 50 damage. Supercharged Shot fires a super bouncy football that rebounds off walls and deals extra damage for each wall contact.

Weapon Upgrades :

All Star Zombie (Normal) :

His default Primary weapon is the Football Cannon, his secondary is the Grass Kicker and his utility ability is the Bouncy Football.

Shotput All Star :

The Shotput All Star uses the Shotput Shatter Cannon as his Primary, his secondary is the Jaded Javelin and his utility is the Discus Hurl.

Bobsleigh All Star :

This frostbite covered All Star has access to his unique Bobsleigh that has blisteringly cool abilities !

His Primary is the Icicle Picker, his secondary is the Wind Cannon and his utility is the Visor Helmet. When he deals enough damage, he can turn into his Bobsleigh Mode which includes charging and freezing opponents, along with the frosty wind aura around him.

Goalie All-Star :

This goalkeeper launches fast firing pucks with his primary, called the Puck Attack. His secondary weapon is the Ice Boot Skidaddlez that create freezing boomerang shockwaves. His utility is Teamwork which redirects 25% damage dealt to nearby allies to himself while gaining increased defensive capabilities albeit reduced offensitve capabilities.

Wrestling All-Star :

The king of the ring returns, with a hungry vengeance for battle !

His Primary is the Piledriver, and his secondary is the Propelled Boxing Gloves of Pain. His utility is called the Goalkeeper's Stretch ability and allows for a rapid rebound off the ropes.

Badmington All-Star :

This All-Star is a quick footed fighter, using nifty shuttlecock bombs that can be primed with parachutes for delayed impact.

His Primary is the Shuttlecock Pistol, his Secondary is the Lobbed Racket and his utility is the Helicopter Shuttlecock which allows this All-Star to hover in the air for a short time wile dropping Shuttlecock bombs from his backside.

Golf Star Zombie :

This All-Star likes long-ranged accurate shots with his Golf Cannon primary. His secondary is the Golf Bat Swing and his utility is the Golf Club Baggies.

Powerlifter All-Star :

This zombie hurls giant weights that demolish most things at close range with his primary, the Barbell Basher. His secondary is the Kettlebell Cannon, which fires heavy Kettlebells. His utility is the Adrenaline Rush that boosts his throwing rate and speed, but overheats significantly faster.

Moto-X All-Star :

This wild All-Star can access his trusty Motorzbike with his special ability. His Primary is the Dirt Devastator which negatively impacts Plant abilities, and his secondary is the Hot Oil Slick which sets enemies on fire. His utility is the Harden Up ability which grants him most status effect immunities while activated but at a slower movement speed.