LEVEL 34 · Story Mode

Mechanical Snowfield (City)

As Snowbloom Palace draws closer, the intensifying snowstorm makes its silhouette ever harder to see. The feeling that something is about to happen grows stronger. Alongside the excitement of nearing the Zombie Lair, there's now a hint of unease.

Level brief

As Snowbloom Palace draws closer, the intensifying snowstorm makes its silhouette ever harder to see. The feeling that something is about to happen grows stronger. Alongside the excitement of nearing the Zombie Lair, there's now a hint of unease.

Back to the matter at hand: Wiremoss seems to have some connection to the zombie driving that strange Magnet Truck up ahead.

Spawn system

Spawn analysis

Summarizes and visualizes the level's natural spawn behavior.

Medium

Current difficultyMedium

Wave previewFirst two waves

Scan the opening roster first; lane distribution and mechanics remain in the full table.

  1. Wave01
    Known spawns x11 zombie type
  2. Wave02
    Known spawns x11 zombie type
Open full level wave tableView all 20 waves and lane distributions
Full level wave table20 waves total
Fixed laneRandom laneRow −2: random at this difficultyPoint-pool candidate

Row −2Easy and Medium do not use the Soul score; Row −2 follows ordinary random-lane selection.

Point poolWhen the level initializes, budget, cost, and unlock wave filter candidates. Types are drawn with replacement by candidate weight; lanes use anti-repeat smoothing.

  1. Wave01
    Manual fixed configurationx1
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
      • Basic ZombieNORMALZOMBIE
        Fixed lane
        x1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
  2. Wave02
    Manual fixed configurationx1
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
      • Basic ZombieNORMALZOMBIE
        Fixed lane
        x1
    3. Lane3
    4. Lane4
    5. Lane5
  3. Wave03
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  4. Wave04
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  5. Wave05
    Manual fixed configurationx1
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
    3. Lane3
    4. Lane4
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    5. Lane5
  6. Wave06
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  7. Wave07
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  8. Wave08
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
      • Magnet Truck ZombieMAGTRUCKZOMBIE
        Fixed lane
        x1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  9. Wave09
    Manual fixed configurationx2
    Lane selected at spawnRow −1 is random; Row −2 switches between random and Soul scoring by difficulty
    • Witch ZombieWITCHZOMBIE
      Random laneEligible lanes 1/2/3/4/5
      x1
    • Witch ZombieWITCHZOMBIE
      Row −2: random at this difficultyEligible lanes 1/2/3/4/5
      x1
  10. Wave10FLAG
    Manual fixed configurationx1+ flag-wave generation x5+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    3. Lane3
    4. Lane4
    5. Lane5
    Flag-wave generationThe engine fixes this count while building the wave table at level start, then distributes lanes with smoothed random selection
    • Flag ZombieFLAGZOMBIE
      Random laneEligible lanes 1/2/3/4/5Flag-wave spawn
      x1
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Flag-wave spawn
      x4
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  11. Wave11
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  12. Wave12
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Lane selected at spawnRow −1 is random; Row −2 switches between random and Soul scoring by difficulty
    • Witch ZombieWITCHZOMBIE
      Random laneEligible lanes 1/2/3/4/5
      x1
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  13. Wave13
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
      • Magnet Truck ZombieMAGTRUCKZOMBIE
        Fixed lane
        x1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  14. Wave14
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  15. Wave15
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  16. Wave16
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  17. Wave17
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
      • Magnet Truck ZombieMAGTRUCKZOMBIE
        Fixed lane
        x1
    2. Lane2
    3. Lane3
    4. Lane4
    5. Lane5
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  18. Wave18
    Manual fixed configurationx1+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
    3. Lane3
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    4. Lane4
    5. Lane5
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  19. Wave19
    Manual fixed configurationx0+ point-pool additions built at level start (random quantity)
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  20. Wave20FLAG
    Manual fixed configurationx3+ flag-wave generation x9+ point-pool additions built at level start (random quantity)
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
      • Magnet Truck ZombieMAGTRUCKZOMBIE
        Fixed lane
        x1
    3. Lane3
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    4. Lane4
      • Witch ZombieWITCHZOMBIE
        Fixed lane
        x1
    5. Lane5
    Flag-wave generationThe engine fixes this count while building the wave table at level start, then distributes lanes with smoothed random selection
    • Flag ZombieFLAGZOMBIE
      Random laneEligible lanes 1/2/3/4/5Flag-wave spawn
      x1
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Flag-wave spawn
      x8
    Point-pool candidatesOnly types affordable and unlocked for this wave are shown
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?

xN separately counts authored JSON records and deterministic engine flag-wave generation at this difficulty; ? is resolved only when the point pool builds the wave table at level start.

Related story

Configured by this level

Entered: Mechanical Snowfield (City)

View full scene →
  1. 0
    ——Homing Thistle

    Hey, Wiremoss. Is that zombie up ahead driving the weird magnet car...?

  2. 0
    ——Red Stinger

    Wiremoss, is that zombie up ahead using a magnet to pull itself...?

  3. 1
    (monologue)Homing Thistle

    (Seeing one of Wiremoss's inventions is always terrifying.)

  4. 1
    (monologue)Red Stinger

    (I have a feeling the answer will usher in the apocalypse.)

  5. 2
    Hygro Plantago

    Peony, take a moment. Don't let this shock you.

  6. 3
    Power Peony

    For Plantago's sake, I won't even comment on this machine trying to lift itself into the air by its own bootstraps.

  7. 4
    Wiremoss

    This machine was built with the approval of your beloved BISHOP.

  8. 5
    Wiremoss

    Think before you speak. Don't dismiss these era-defining energy machines. They're the future of Mechanical Snowfield!

  9. 6
    Power Peony

    If I keep talking to you, I think your stupidity might start rubbing off on me.

  10. 7
    Power Peony

    Whenever you open your mouth, I swear: "A thousand peaks, but no bird in flight; ten thousand paths, but no human tracks!"

  11. 8
    Wiremoss

    "A lone boat; an old man in a straw cape and bamboo hat, fishing alone in the cold river snow."

  12. 9
    ——Homing Thistle

    Why did this turn into a poetry recital? (I never expected the conversation to go there.)

  13. 9
    ——Red Stinger

    That exchange gave me chills. (That line from Wiremoss was ice-cold.)

  14. 10
    Lorus

    Why does your magnet-powered car still run on batteries?

  15. 11
    Peashooter

    And why does it attract my peas? Have the laws of physics ceased to exist?

  16. 12
    (monologue)

    (Everyone starts tearing into Wiremoss's machine.)

  17. 13
    Wiremoss

    That's the magic of my invention! An eco-friendly green car with zero emissions—everyone who's driven one loves it.

  18. 14
    Wiremoss

    Built from solid titanium alloy, it's guaranteed to survive an explosion or two without a scratch.

  19. 15
    Wiremoss

    It doesn't just attract projectiles. When necessary, it can pull in zombies from far away too!

  20. 16
    Power Peony

    So you've built us a big armored tin can that's tough as nails, sucks in reinforcements, and vacuums up our projectiles?

  21. 17
    Wiremoss

    ...Yeah.

  22. 18
    Applayer

    Whatever the case, we must all work together against—huh? What's wrong with Power Peony?

  23. 19
    Hygro Plantago

    Uh... Wiremoss shocked her senseless. I'm giving her some energy drink.

  24. 20
    Hygro Plantago

    Now, where does Peony keep "The Pond" in her bag...?

  25. 21
    Wiremoss

    Did one glimpse at the tip of my inventive iceberg leave Peony too stunned to stand?

  26. 22
    Wiremoss

    And now she needs Hygro Plantago to care for her. She should give up her ridiculous position already.

Configured by this level

Entered: Mechanical Snowfield (City)Second Encounter

View full scene →
  1. 0
    Thistlewolf (Ghastasaucey)

    One more thing: since you're helping with the cleanup, you can use more than just Seed Packets.

  2. 1
    Thistlewolf (Ghastasaucey)

    Can we use BISHOP's zombies too?

  3. 2
    Thistlewolf (Ghastasaucey)

    Once the cleanup is done, please come back to Snowbloom Palace. There's something we need to discuss.

  4. 3
    Thistlewolf (Ghastasaucey)

    An accident at the Nuclear Facility has created an urgent situation on the edge of Mechanical Snowfield.

  5. 4
    Thistlewolf (Ghastasaucey)

    You'll have to take that route anyway, and you won't be able to get through unless the accident is dealt with.

  6. 5
    Thistlewolf (Ghastasaucey)

    We'll go over the details at Snowbloom Palace. I'll provide you with some help as well.

Configured by this level

Magnetism Without a Trace - Entered: Mechanical Snowfield (City)

View full scene →
  1. 0
    Power Peony

    This is our last stop, right? Then why is there no sign of Magnet-shroom?

  2. 1
    CD-shroom

    Magnet-shroom's clock is fixed. Who knows where he used it to run off to this time?

  3. 2
    CD-shroom

    No matter what, once we see this information, we'll find Magnet-shroom for sure.

  4. 3
    ——

    This is the last one. Let's read the final little statue.

Related by story definition

Magnetism Without a Trace - Entered: Mechanical Snowfield (City)

View full scene →
  1. 0
    Power Peony

    Wiremoss said to look for Magnet-shroom in a basement downtown... Does this place even have a basement?

  2. 1
    Power Peony

    This is downtown. If there is a basement, its entrance must be really well hidden.

  3. 2
    ——Homing Thistle

    Wiremoss wouldn't make up a message from Magnet-shroom just for fun. There must be an entrance.

  4. 2
    ——Red Stinger

    There must be a way in. Wiremoss wouldn't mess with us about something like this, would he?

  5. 3
    CD-shroom

    Then we'll have to think carefully about how to get into this basement.

  6. 4
    Power Peony

    Come to think of it, Mechanical Snowfield does have an urban legend about an abandoned basement.

  7. 5
    CD-shroom

    An... urban legend? How does it go?

  8. 6
    Power Peony

    Something about arranging the floor tiles in the right pattern, then short-circuiting the wiring to reveal the entrance.

  9. 7
    ——Homing Thistle

    It seems this urban legend is true after all.

  10. 7
    ——Red Stinger

    Whoever made up that urban legend got it surprisingly right.

  11. 8
    ——

    This snowman has some similar information posted on it.

  12. 9
    CD-shroom

    Down, up, down, down... enzyme catalysis...

  13. 10
    Power Peony

    I can't believe such a ridiculous urban legend is actually useful...

Related by story definition

Magnetism Without a Trace - Completed: Mechanical Snowfield (City)

View full scene →
  1. 0
    (monologue)

    (H-how... How could this...)

  2. 1
    Power Peony

    I-is this really the final piece of information?

  3. 2
    CD-shroom

    ...I don't want to admit it, either, but yes.

  4. 3
    Power Peony

    Magnet-shroom... This can't...

  5. 4
    (monologue)

    (Peony must be devastated...)

  6. 5
    (monologue)

    (She learned that a plant she'd never even met ended up like this because he tried to save her...)

  7. 6
    CD-shroom

    At the end, Magnet-shroom reached the spot he'd arranged with Wiremoss: the basement in the city.

  8. 7
    CD-shroom

    He left us these memories... and then disappeared.

  9. 8
    Power Peony

    Is there still a chance we'll... meet him?

  10. 9
    ——

    Maybe. We don't know how many more times Magnet-shroom used the clock to switch after this.

  11. 10
    (monologue)Homing Thistle

    (When we came to the city earlier, we saw an absolutely enormous magnet truck.)

  12. 10
    (monologue)Red Stinger

    (Come to think of it, we saw an unusually enormous magnet truck in the city before.)

  13. 11
    (monologue)

    (Even though a zombie was driving it, for some reason I named him "Sinan Kin.")

  14. 12
    (monologue)

    (It was just an instinctive nickname... Better not tell Peony about that.)

  15. 13
    Power Peony

    Why don't we build a memorial for Magnet-shroom?

  16. 14
    Power Peony

    Even though I never met him, he's still the plant who saved my life.

  17. 15
    Power Peony

    I really hope he'll use the clock to come back one day.

  18. 16
    Power Peony

    But... more than I want to cling to that faint hope, I don't want any of this to be forgotten.

  19. 17
    CD-shroom

    Where should we put the memorial?

  20. 18
    Power Peony

    Let's put it in Mysterious Swamp — Center.

  21. 19
    Power Peony

    The four places that hold Magnet-shroom's memories have more meaning.

  22. 20
    Power Peony

    Mechanical Snowfield has too many residents, and the Sands of Time is too harsh. Mysterious Swamp — Center is the best choice.

  23. 21
    (monologue)

    (It really is... This is also where Magnet-shroom's alarm clock was repaired.)

Enemy guide