LEVEL 07 · Story Mode

Middle Waterfall

After making our way up the waterfall, we stopped to rest at Middle Waterfall. There, we ran into another group of zombies.

Level brief

After making our way up the waterfall, we stopped to rest at Middle Waterfall. There, we ran into another group of zombies.

According to our new recruit, Hygro Plantago, this group includes a new zombie carrying a bucket.

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 x21 zombie type
  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 configurationx2
    Fixed-lane distributionOnly spawns with an explicit lane are listed here
    1. Lane1
    2. Lane2
      • Basic ZombieNORMALZOMBIE
        Fixed lane
        x1
    3. Lane3
    4. Lane4
      • 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
      ?
  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
      ?
  6. Wave06
    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
      • Bucketholder ZombieBUCKETZOMBIE
        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
      ?
  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)
    Lane selected at spawnRow −1 is random; Row −2 switches between random and Soul scoring by difficulty
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
  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
      ?
  10. Wave10FLAG
    Manual fixed configurationx0+ flag-wave generation x5+ 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
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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
      ?
    • Bucketholder ZombieBUCKETZOMBIE
      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: Middle Waterfall

View full scene →
  1. 0
    Lily Pad

    We finally made it to Middle Waterfall... I'm exhausted... Let's rest here.

  2. 1
    Hygro Plantago

    You're tired already? We're only halfway up. Why not keep going and rest when we reach Maple Lake?

  3. 2
    (monologue)Homing Thistle

    (This is... Hygro Plantago, a local plant from Maple Falls who recently joined the team.)

  4. 2
    (monologue)Red Stinger

    (This is Hygro Plantago, a new member of the team and a local plant from Maple Falls.)

  5. 3
    (monologue)Homing Thistle

    (The locals are used to the waterfall terrain, and Hygro Plantago hasn't been on the team long. No wonder there's still so much pep in that step.)

  6. 3
    (monologue)Red Stinger

    (Must be used to the gales and the altitude here. Not even a little tired—but I sure am.)

  7. 4
    Peashooter

    I'm getting tired, too... How about we clear out some zombies here and take a breather?

  8. 5
    (monologue)Homing Thistle

    (The definition of 'rest' keeps getting broader and broader.)

  9. 5
    (monologue)Red Stinger

    (How the heck does that count as resting?!)

  10. 6
    Sunflower

    Speaking of zombies, didn't Hygro Plantago say there was a new kind of zombie holding a bucket?

  11. 7
    Hygro Plantago

    Yes, there are zombies like that, and their buckets are often filled with liquid.

  12. 8
    Hygro Plantago

    But there's no need to worry. If the liquid spills out, I can absorb it.

  13. 9
    Cherry Bomb

    Oh, so you can absorb water? Could you suck up the whole waterfall?

  14. 10
    Hygro Plantago

    I could if the water were spread thin, but not when it's rushing this hard.

  15. 11
    Hygro Plantago

    For instance, when I made soup with Ordzumby and Hurriclover, I couldn't absorb the water straight from the lake.

  16. 12
    Hygro Plantago

    Hurriclover had to blow some water out of the lake first so I could absorb it.

  17. 13
    Wall-nut

    That sounds like Hurriclover. He used to gather water, then wrap his leaves in it to attack zombies.

  18. 14
    Hygro Plantago

    Right. I can also drain the water from him while he's charging up and steal his attack out from under him.

  19. 15
    ——Homing Thistle

    (If we end up fighting, we'll have Hygro Plantago intercept his attack.) By the way, who's Ordzumby?

  20. 15
    ——Red Stinger

    (I wonder if the soup was any good.) So, who is this Ordzumby...?

  21. 16
    Hygro Plantago

    Oh, Ordzumby is my neighbor. He's a zombie who lives near Upper Waterfall.

  22. 17
    Hygro Plantago

    Don't worry, he's not with the zombies attacking us. I'll introduce you when we reach the upper waterfall.

  23. 18
    Peashooter

    All right. Let's fight some zombies, get a little rest, and then head upstream.

Enemy guide