LEVEL 46 · Story Mode

Sands of Time ~ Closing In

We ventured deeper into the Sands of Time, searching for a way to restore its spacetime.

Level brief

We ventured deeper into the Sands of Time, searching for a way to restore its spacetime.

Ghastasaucey isn't sure the land can actually be restored, but since it's on our route, even failure won't make the trip a waste.

What worries us is that Peony seems to have fallen ill.

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 x42 zombie types
  2. Wave02
    Known spawns x0+ point pool1 zombie type
Open full level wave tableView all 20 waves and lane distributions
Full level wave table20 waves total
Fixed laneRandom lanePoint-pool candidate

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 configurationx4
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
      • Lantern ImpNELUMBOZOMBIE
        Fixed lane
        x1
      • Basic ZombieNORMALZOMBIE
        Fixed lane
        x1
    3. Lane3
    4. Lane4
      • Lantern ImpNELUMBOZOMBIE
        Fixed lane
        x1
      • Basic ZombieNORMALZOMBIE
        Fixed lane
        x1
    5. Lane5
  2. Wave02
    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
      ?
  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
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      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 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
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  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
      ?
    • Lantern ImpNELUMBOZOMBIE
      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
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  8. Wave08
    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
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  9. Wave09
    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
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  10. Wave10FLAG
    Manual fixed configurationx0+ flag-wave generation x6+ point-pool additions built at level start (random quantity)
    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
      x5
    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
      ?
    • Lantern ImpNELUMBOZOMBIE
      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
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  12. Wave12
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  13. Wave13
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  15. Wave15
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  16. Wave16
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  17. Wave17
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  18. Wave18
    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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      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
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
  20. Wave20FLAG
    Manual fixed configurationx0+ flag-wave generation x9+ point-pool additions built at level start (random quantity)
    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
    • Basic ZombieNORMALZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Conehead ZombieROADBLOCKZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Hamster ZombieHAMSTERZOMBIE
      Random laneEligible lanes 1/2/3/4/5Point-pool candidate
      ?
    • Lantern ImpNELUMBOZOMBIE
      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: Sands of Time ~ Closing In

View full scene →
  1. 0
    Opti-caltrop

    What's that flying lantern? It's so high up. I can't hit it.

  2. 1
    Alloysuckle

    That's the local exploration expert. It rides lanterns high into the air.

  3. 2
    Corchid

    Then when that zombie shifts to the snowfield, does it get really dazed too?

  4. 3
    Alloysuckle

    I'm not sure. I do seem to get a little disoriented whenever we shift to the snowfield.

  5. 4
    (monologue)Homing Thistle

    (It pounds the ground with its head all day in the snowfield. That's more than a little disorienting.)

  6. 4
    (monologue)Red Stinger

    (A little? It bangs its head against the ground all day. I'd be dazed too.)

  7. 5
    Corchid

    Wait, aren't we supposed to repair this place? How do we do that?

  8. 6
    ——Homing Thistle

    I'm not really sure. Rose probably knows more, right?

  9. 6
    ——Red Stinger

    No idea. BISHOP didn't say, but Rose should know something.

  10. 7
    Sweetbriar Rose

    BISHOP only told me to fix it, not how. Why don't we ask...

  11. 8
    Thistlewolf (Ghastasaucey)

    ...Why are you all looking at me?

  12. 9
    ——Homing Thistle

    ...Staaare. (Feel the withering gaze of a Homing Thistle.)

  13. 9
    ——Red Stinger

    Hmm... (That's right. I'm going to keep staring.)

  14. 10
    Thistlewolf (Ghastasaucey)

    I really have no idea if this place can be fixed. Stop staring at me!

  15. 11
    Thistlewolf (Ghastasaucey)

    Obviously, I'm going back to Snowbloom Palace to do some research. Bye, and good luck.

  16. 12
    Sweetbriar Rose

    You sure ran off fast. Teach me how sometime.

  17. 13
    Alloysuckle

    I do know one way to restore this desert, but it's only a rumor.

  18. 14
    Alloysuckle

    This clock can temporarily return us to an earlier state, but it can't keep us there for long.

  19. 15
    Alloysuckle

    We need to understand how the clock works and find out why the change never lasts.

  20. 16
    Sunflower

    But of the three who built the device, that thistle bolted, BISHOP can't get through here, and what about Peony?

  21. 17
    ——Homing Thistle

    ...I'm a thistle too. Could you be a little more specific?

  22. 17
    (monologue)Red Stinger

    (Homing Thistle is sleeping like a log. Probably wandered off to dreamland in spirit ages ago.)

  23. 18
    Wiremoss

    I think she went back to Snowbloom Palace with Applayer.

  24. 19
    Applayer

    Power Peony and I came as quickly as we could. We didn't miss anything important, did we?

  25. 20
    Enzymei

    We're taking a break here too. We wanted to ask Peony for details about this Apple Clock.

  26. 21
    Applayer

    I'm afraid Peony won't be able to help you.

  27. 22
    Wiremoss

    Huh? Peony can't even solve this? What a dummy.

  28. 23
    Power Peony

    I'm... sick, I think... Can't think through... problems.

  29. 24
    Power Peony

    Not... dumb... Wiremoss, quit... ragging on me... all the time.

  30. 25
    Wiremoss

    Then don't waste your strength arguing. Rest and get better, you silly Peony.

  31. 26
    Hygro Plantago

    Huh? You haven't been hurt recently. Have you not been eating enough?

  32. 27
    Hygro Plantago

    How about another can of "The Pond" and some rest?

  33. 28
    Applayer

    We can still use her Seed Packet in battle, but Peony herself definitely can't research the clock.

  34. 29
    Sweetbriar Rose

    We could also drag back the one who just ran away. Want me to go catch him?

  35. 30
    Applayer

    You deal with the zombies. I'll look after Peony for now.

  36. 31
    Lightning Reed

    Why don't we go back and ask BISHOP?

  37. 32
    Applayer

    Oh, right. BISHOP mainly worked on the power supply and doesn't know much about how the switching works.

  38. 33
    Applayer

    BISHOP did give Peony some advice that could reduce the operating cost.

  39. 34
    ——

    Reduce the cost? How? Using this apple over and over gets expensive.

  40. 35
    Applayer

    BISHOP asked me for some information about the apple plant.

  41. 36
    Applayer

    Power Peony used it to design a fertilizer that reduces the cost.

  42. 37
    Applayer

    Snowbloom Palace should be producing it by now. If you need some, you can go back and buy it.

  43. 38
    (monologue)Homing Thistle

    (...But I worked so hard for those Pond Crystals.)

  44. 38
    (monologue)Red Stinger

    (That's just cruel. Can't they give us some for free? Pond Crystals are a pain to collect.)

Configured by this level

Magnetism Without a Trace - Entered: Sands of Time ~ Closing In

View full scene →
  1. 0
    Power Peony

    There's another little Magnet-shroom statue here.

  2. 1
    CD-shroom

    Unfortunately, while I can tell there's information inside, I can't read it right now.

  3. 2
    CD-shroom

    It's like the information is under tight security.

  4. 3
    (monologue)

    (The information Magnet-shroom left behind is so strange...)

  5. 4
    ——Homing Thistle

    Do you think you could read it if we gave you more time?

  6. 4
    ——Red Stinger

    Could you crack open the statue's shell if you kept scanning it?

  7. 5
    CD-shroom

    Probably, but we don't exactly have the luxury of scanning it indefinitely.

  8. 6
    CD-shroom

    Not with a whole mob of zombies staring us down.

Related by story definition

Magnetism Without a Trace - Completed: Sands of Time ~ Closing In

View full scene →
  1. 0
    CD-shroom

    There's a second clock?

  2. 1
    ——

    No idea... This scene looks like a cave.

  3. 2
    Power Peony

    What did your plan need a second clock for?

  4. 3
    CD-shroom

    Magnet-shroom never told us everything he planned to do.

  5. 4
    CD-shroom

    We could ask Wiremoss, Enzymei, and Sweetbriar Rose. They were traveling with Magnet-shroom.

  6. 5
    (monologue)

    (All three said Magnet-shroom disappeared, so they probably don't know, either.)

  7. 6
    (monologue)

    (What could Magnet-shroom be doing...? What was he doing at this point in the previous timeline?)

  8. 7
    (monologue)

    (When we encountered Magnet-shroom in Mechanical Snowfield, he was at Snowbloom Palace helping deal with the zombies.)

  9. 8
    (monologue)

    (Is that why Magnet-shroom went off alone?)

  10. 9
    Power Peony

    Either way, this part gives us far too little information.

  11. 10
    Power Peony

    Our next stop is Mechanical Snowfield (Suburbs), right? Let's look at the information there first.

  12. 11
    ——

    Good idea.

Enemy guide