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Zombopolis is a Herbal Assault map in Plants vs. Zombies: Garden Warfare 2. This map was first teased in a PopCap livestream in late April 2016, and was released as the titular map in the Trouble in Zombopolis: Part One DLC in late May 2016. The plot is similar to the Tactical Cuke from Main Street in the first game as in the final mini-game of this map, the plants attempt to destroy the Ultra-Zombot 6000 before it can be launched. However, the endgame is somewhat similar to the Mega Flower from Driftwood Shores, also from the first game. The plants must shoot the Zombot, but the super shield will regularly activate after determined intervals that protect the Zombot from being damaged. When the shield is destroyed, the timer stops and the plants are free to attack the Zombot in four areas; including both of its arms, its chest and its back.

Origins[]

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Zombopolis is a portmanteau of "Zombie" and "Metropolis."

Description[]

There's big trouble in not so little Zombopolis. The Plants must stop the Zombies from launching Zombot into battle before it's too late!

Update history[]

Trouble in Zombopolis: Part One DLC[]

  • Introduced

Trouble in Zombopolis: Part Two DLC[]

  • Adjusted plant and zombie spawns in Objectives 1 & 2
  • Removed a Turret from Obj 1 added a Turret to Obj 3
  • Increased Battery and Zombots Health
  • Increased Zombots Zombossieness

Trials of Gnomus DLC[]

  • Adjusted Capture Times for Objectives 1 & 2
  • Decreased Zombot Health by 10%
  • Decreased Battery Health by 15%

November 2016 Patch[]

  • Objective 1
  • Adjusted capture time
  • Objective 3
    • Adjusted capture time
  • Mini-Game
    • Slighty decreased battery health
    • Slightly increased timer of when shield is down.

Areas[]

  • Park
  • Town Square
  • Disco Diner
  • Drone Factory
  • Trainyard
  • Mega Zombot Arena

Finale[]

In the final mini-game of this map, the plants attempt to destroy the Zombot before it can launch. They must destroy the battery to deactivate the shield before destroying the fuses, although the shields will regenerate after an interval of time. The Zombot attacks the plants by shooting lasers and smashing its fists against the plants.

Victories[]

Plant victory[]

As the emergency alarm activates, the scene shows an imp, who is wearing a VR headset, sleeping in front of two monitors, with one monitor showing the Zombot falling down to the lava and the other giving a thumbs down. Back at the battlefield, the Zombot screams in agony as electricity courses throughout its body. Defeated, it falls chin-first before dragging itself into the magma below it, destroying it for good.

Zombie victory[]

As the ignition alarm blares, the scene shows an imp, who is wearing a VR headset, sleeping in front of two monitors, with one showing the Zombot in the sky and the other giving a thumbs up. Back at the battlefield, the Zombot happily gives the zombies a thumbs up with whatever arms it has left before it accelerates its rocket boots. The Zombot then takes off to the sky, solidifying the plants' doomed fate.

Strategies[]

Plants[]

On this map, the plants are on the attack, so using classes like Peashooters and Kernel Corns to rush the base is a good idea. Citrons, Cacti, and Sunflowers can provide support from the back. A Rose or two should be used for portal making. Chompers can be useful for getting into the graveyard, but be careful of Engineers, expect to be quickly vanquished if the base is full and avoid using on the final objective due to the reliance of needing long range attacks to win.

Park - For the Park, good locations are the right side for sniping and down the middle for rushing.

The Town Square - The Town Square should mainly utilize the left or right sides, depending on the portal location. The base is also arranged in a way that Chili Bean Bombs and Butter Barrages work effectively due to the base being encased all around except the steps.

Disco Diner - The Disco Diner is essentially the same as the Town Square, but flatter. In addition, look out for the floating disco ball circling the base, as it will make you dance for at least 3 seconds. While this is merely a joke, it can actually disrupt gameplay and result in a vanquish. Avoid going straight up the road, as you are exposed mostly, so make use of the left and right corridors. Try and damage the Foot Soldiers and Deadbeard's on the Disco Diner Roof, then swarm the point.

Drone Factory - The Drone Factory is a difficult point to capture, as both the highway going down the base and to the sides can be heavily guarded. Unlike other locations, this offers a lot more room for plant sniping and support. Try and enter the Drone Factory Shed to distract the Zombies or ambush them from behind, but expect heavy resistance, so use the cover inside the shed to dodge damage. It is essential that a Rose sets up a teleporter here, leading to a ramp that gives Plants a sniping ledge, but also covers a large and lengthy walk from spawn.

Trainyard - The Trainyard can usually stop the plants due to the arrangement of the field. Many trash piles block the base, as well as the structure around the base protecting the zombies within. The train will also run by the base, making getting into it a risk if the train is coming by. When capturing the point, be careful about Captain Deadbeard's and Foot Soldiers sniping from the elevated shed, try forcing them off with classes like Cacti. You can lob Chili Bean Bombs and Butter Barrages from the corner of the shipping containers onto the point to clear out the Zombies there, but be careful not to get run over by the train.

Mega Zombot Arena - The structure of the arena has many passageways, and many strategic ways through. The objective is to take down the shield near the Zombies' spawn and then damage each part of the Zombot. Getting to the shield is possibly the trickiest part, as there are plenty of zombies guarding the entrances to the shield room. Usually, don't expect to get the shield down until around 2:20 on the clock. A good way to get to the shield room is to go to the left and take a left in one of the entryways. This leads up to the top where there is an entrance that connects above the shield, perfect for a sneak attack. Peashooters, Cacti, and Kernel Corns are recommended for the final phase. Also remember that when the shield is down, the zombies are still lurking around. Find a good spot and make sure no one finds you. Make it a priority to deals as much damage to the back fuse first, as it will take care of the hardest to reach fuse and force the Zombies to venture out to stop the destruction of the arm and chest fuses.

Zombies[]

On this map, Zombies are on the defensive. Foot Soldiers and Captain Deadbeard's can provide sniping support on the different elevated terrains, All-Stars can use Dummy Shields to block entrance onto the point. Super Brainz can use their large jump heights to leap on houses and other terrains for a surprise attack, while Scientists and Engineers can help support and guard the points.

Park - Zombies should try and secure the right elevated path to the park as the Plants have a large height advantage over the point if they secure the area. Foot Soldiers, Super Brainz and Captain Deadbeard excel on top of the houses and can snipe Plants as they leave their initial spawn.

Town Square - This point is difficult to protect because of the low height elevation of the point, allowing Kernel Corn and Peashooters to rain down Butter Barrages and Chilli Bean Bombs into the pit. The Zombie team should send a few members to guard each entrance to the point, and preferably push them away in the courtyard from the point, while Captain Deadbeard can snipe on the hall entrance.

Disco Diner - A good perch spot for Captain Deadbeard and Foot Soldiers is on the roof of the Disco Diner, which provides a large scope of incoming Plants from the middle and right exits. Use the walls covering the point to avoid incoming fire, and venture down the left or right corridor to destroy any Plant teleporters. You also have a slight height advantage.

Drone Factory - As Zombies, the drone factory shed has three main exits to the left and right corridors, and straight to the capture point. Make sure to use the cover surrounding the point, as there are long sniping points for Cacti. Fortunately, Zombies can group and push out Plant ambushes in the shed. Foot Soldiers can Rocket Jump over the walls to snipe and destroy the Plant Teleporter.

Trainyard - Captain Deadbeard and Foot Soldiers can stand on the shacks behind the the capture point and snipe plants from a distance. The large piles of rubbish acts as a defensive barrier against Cacti from the other side, but also limits sniping views for the Zombies. Zombies can use the shipping containers to sneak around the Plants and launch an ambush, or use the bridge elevated over the traintracks as a height advantage over the Plants.

Mega Zombot Arena - Defending the battery powering the shield is critical to success. All-Stars can place Dummy Shields around the battery to block potential incoming damage from Gatling Peas. Zombies should spread out in the battery room to avoid splash damage and guard the two main entrances and courtyards outside the room, taking out high damage plants like Kernel Corn. Foot Soldiers should check the floor above the battery room with Rocket Jump to root out any plants planning an ambush from above. To assist your defense, the Zombot will also attack the Plants with energy blasts and crushing attacks. If the shield is destroyed, try and protect the back fuse first as it is the hardest to reach from the Plants, then go down the corridors to get rid of Plants attacking the other fuses.

Gallery[]




In other languages[]

Please note that only official translations are used.

Language Name Description
United States of America English Zombopolis
Taiwan Traditional Chinese 殭屍城
France French Zombopolis
Germany German Zombopolis
Italy Italian Zombopolis
Poland Polish Zombopolis
Brazil Brazilian Portuguese Zumbópolis
Spain Spanish Zombópolis


Trivia[]

  • It is one of the only maps that has a railway system passing through it, the other being Cactus Canyon, Jewel JunctionBackyard Battleground, and Colossal Fossil.
  • The description may be a reference to the 1986 movie Big Trouble in Little China.
  • If the player manages to capture the section of the Park before 50 seconds have passed and reaches the Town Square before 10 seconds have passed, they have a 10% chance that the town hall clock will spin and lightning will come out and set the city on fire road, this is a reference to the final scene of the movie Back to the Future.
  • In the Trainyard section of the map, the trains and it's function from Jewel Junction from the original game returns, but with two trains that occasionally come out of tunnels near the graveyard that instantly vanquish plants and zombies that touch them.
    • The train's horn sounds different and will also play a horn sound somewhat similar to this if the is player standing near the tracks when the locomotive passes by.
  • If one looks closely at the wheels of the locomotive of the train as it passes by, the wheels of the train don't actually move, judging by the fact that the coupling rods of the wheels don't move.
  • If one listens and pays attention to the sound of the whislte of the train as it passes by, it sounds more like a diesel engine horn and not a steam locomotive whistle (judging by its design).
  • As stated in the May 20, 2016 stream, the developers revealed this is the largest map ever created in Plants vs. Zombies: Garden Warfare 2, surpassing the previous record holder, Seeds of Time.
  • When one of the Zombot's hands fall off into the lava, it gives a thumbs up before disappearing.
    • This is a reference to the final scene in the movie Terminator 2: Judgment Day where Terminator gives a thumbs up before disappearing into the lava. However, PopCap claims this is not a reference for Terminator.
    • This is similar to Fisherman Zombie's death animation.
  • Like all big cities, there are three main areas to Zombopolis; residential (Park), economical (Town Square, Disco Diner) and industrial (Drone Factory, Trainyard).
  • In the second arena of the map there's an attraction that reads "Welcome to Brain Street," a possible reference to the map in the first Garden Warfare called Main Street.
  • In the Disco Diner section, A disco ball can be seen floating around the outside of the tombstone. If a plant or zombie walks into the spotlight beneath it, they will perform a gesture, often related to partying.
  • A Yeti Zombie in a cage can be seen in the final section of Zombopolis, in an inaccessible caged room in the left wall over the lava pit. This Yeti is merely a fake model, is not solid, and cannot be affected in any way.
    • This same caged Yeti appears in numerous spots in both the original Garden Warfare and Garden Warfare 2, such as on the train in Jewel Junction, and on one of the moving transports in Z-Tech Factory, as well as in the zoo in Zomburbia.
    • At the mini game capture point. there is a broken Zombot head with a button control. this might be an Easter egg of Zomboss's Zombot in Plants vs. Zombies.
V · T · E
Maps
Plants vs. Zombies: Garden Warfare maps
Multi-game mode Chomp Town · Crash Course · Garden Center · Jewel Junction · Port Scallywag · Sharkbite Shores · Suburban Flats · Zomboss Estate
Gardens & Graveyards Cactus Canyon · Driftwood Shores · Main Street · Wall-nut Hills
Plants vs. Zombies: Garden Warfare 2 maps
Team Vanquish Z-Tech Factory · Frosty Creek · Time Park · Colizeum · Lunar Landing · Zen Peak · Boney Island · Sandy Sands · Aqua Center · Frontline Flats · Backyard Battleground
Turf Takeover
Gardens & Graveyards Seeds of Time · Great White North · Wall-nut Hills
Herbal Assault Moon Base Z · Zomburbia · Zombopolis
Trials of Eternity Trial of Shooty-Shooty · Trial of Recollection · Trial of Hot Doom · Trial of Balance
Other Backyard Battleground · Infinity Time
Plants vs. Zombies: Battle for Neighborville maps
Team Vanquish Colossal Fossil · Daisy Drive · Funderdome · Pressure Pier · Rocky Flats · Ruiny Ruins · Z-Tech Factory · Z-Tech Oozevoir
Turf Takeover Loggy Acres · Peachy District · Goopy Gully · Turning Point · Preserve Pastures · Tourist Trap Island
Battle Arena Funderdome
Regions
Neighborville Dave Manor · Giddy Park · Zomboss HQ
Town Center Sundrop Hills · Up-Down-Uptown · Pressure Pier · The Sewers · Funderdome · Shady Garden
Mount Steep Olde Town · Rocky Flats · Steep Mines · Rock Bottom
Weirding Woods Camp Near-a-Lake · Stirring Swamp · Z-Tech Factory · The Heartwood
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