Gardenscapes Levels 20,696–20,745 ended on a positive note. For the sixth straight week, we avoided a truly killer batch of 50 levels. Difficulty remained manageable, our coin balance increased, and event rewards helped us maintain our resources. But there's a catch: we played with a fully activated Magic Hat, along with available boosters and tools. And after six weeks without a killer, our old theory about a four-week difficulty cycle is looking increasingly shaky.
Another Week That Didn't Drain Our Resources
What we liked most about these 50 new levels was how the boards played out. We weren't constantly fighting layouts that refused to open up or burning through moves just to make a little progress. Making every move count was still important, but the game generally gave us enough opportunities to put our strategy into practice.
That doesn't mean every level was easy. There were tricky combinations, demanding objectives, and moments when we had to think carefully about our next moves. The difference was that difficulty rarely turned into a dead end. We could usually create useful combinations, activate power-ups, and keep moving without excessive spending.
Normal levels generally played the way we'd expect, while Hard and Super Hard levels required more concentration. Even the One Shot levels didn't change the overall impression of a relatively smooth week. For once, we weren't constantly reaching for extra help just to keep going.
Watch Out for the First and Last Levels
If we had to single out two levels that deserve special attention, we'd choose the ones that open and close this week's release.
- Level 20,696 – Normal: The opening level looks relatively straightforward and doesn't carry a higher difficulty rating. Still, it's not one you should play on autopilot. Keep an eye on the objectives and avoid moves that don't deliver meaningful progress.
- Level 20,745 – Hard: The final level of the week requires more concentration. Especially toward the end, managing your remaining moves and available tools carefully can make all the difference.
These aren't necessarily the two hardest levels of the week. They're simply good reminders that a Normal or Hard label doesn't always tell you everything about the challenge ahead.
Before We Call a Week Easy, Let's Get Something Straight
There's an important distinction behind our weekly difficulty ratings: we don't evaluate these levels based on booster-free gameplay.
When we begin each batch of 50 new levels, we have a fully activated Magic Hat, including all its rewards. We also use additional Pro Boosters and tools on certain demanding boards when we consider them necessary to maintain our progress.
So when we describe a Normal level as easy or a Hard or Super Hard level as manageable, we're talking about how it played with those advantages available to us.
Without the Magic Hat, extra boosters, and tools, many of these levels can become extremely difficult. A player starting without the same support might need numerous attempts and spend significantly more resources to complete the exact same boards.
Our verdict applies to the conditions in which we played. That distinction matters. Otherwise, calling an entire weekly release easy would be misleading, especially for players who rely on a more conservative approach.
We Had Plenty of Help This Week
The boards weren't our only allies. Several active events helped replenish our resources as we worked through the new levels.
- Magic Hat: We played with the fully activated Magic Hat and all its available rewards.
- Gnome Treasure: We collected every reward offered by the event.
- ×2 Multiplier: The multiplier once again contributed to our overall rewards.
- Garden Pass: We made use of the rewards and boosters available to us.
- Hit the Target: We participated in this event as well, adding its rewards to our overall earnings.
- Swamp Quest: We completed this event too, although its final reward was anything but impressive.
Our participation in Hit the Target provided an additional source of rewards that we didn't have during the previous weekly release. When several events run simultaneously, even a few extra boosters or tools can reduce the cost of difficult levels.
It's also why two players can complete the same 50 levels and finish with very different coin balances and booster reserves.
Swamp Quest: We're Rich Again... Almost!
Of course, we couldn't leave out our beloved Swamp Quest and its famously generous rewards!
Once again, luck smiled on us so brightly that we somehow walked away with the smallest possible reward.
Yes, out of all the possible outcomes, we got the smallest share. Again.
Swamp Quest may display an impressive total prize, but that amount is divided among the players who complete the required winning streak. The figure you see at the beginning can look quite different from what actually lands in your account.
We're not going to complain about free coins. Every little bit helps, after all. Let's just say that "massive" isn't exactly the word we'd use to describe this particular payout.
Our Coin Balance Mattered Just as Much as the Wins
Completing 50 new levels isn't enough on its own for us to call a week successful. We also look at how many coins we spent, how many boosters we used, and what remained when everything was finished.
This week, we finished with more coins than we had when we started. Our booster and tool reserves also remained at approximately the same levels.
We certainly used resources along the way, but rewards from the levels and concurrent events covered much of what we spent. That's a welcome outcome at the highest Gardenscapes levels, where a particularly difficult release can wipe out supplies that took days to accumulate.
Finishing all 50 levels without a significant hit to our reserves was one of the week's biggest wins.
Elements in Levels 20,696–20,745
For the second consecutive week, we encountered exactly the same elements. No new mechanic appeared, and there were no unfamiliar obstacles to figure out.
Here is the complete list of elements we encountered:
- Ice, Bag of Leaves, Hot-Air Balloons, Brick Wall, Snail, and Golf.
- Vase, Colored Light Bulbs, Slot Machine, Bow Tie, Watermelon Seedbed, and Bottle.
- Birdhouse, Statue, Garden Shelf, Colored Dynamite, Bags of Food, and Bonus Box.
- Cave, Conveyor, Lighthouse, Safe, Hedgehog, and Vase Generator.
- Clouds, Shelf with Keys, Tarp, Cooler, Pinata, and Crystal.
- Awning, Fridge, Shooting Range, Hedge, Jar of Honey, and Picnic Blankets.
No new element appeared in Levels 20,696–20,745.
Instead, Playrix relied on familiar mechanics, creating different challenges through new layouts and combinations. Considering how many elements have been introduced in previous updates, we're still curious about when some of those missing mechanics will make their way into the latest weekly releases.
The Big Twist: Six Weeks Without a Killer
Now we come to the most interesting finding of the week, and it has less to do with individual boards than with the bigger picture.
For several months, we'd been tracking what appeared to be a recurring pattern in Gardenscapes' weekly releases. Our observation was that a truly brutal week seemed to appear roughly every four weeks, bringing sharply increased difficulty and heavy spending on coins, boosters, and tools.
The last particularly exhausting release was Levels 20,396–20,445.
Here's what happened afterward:
- 20,446–20,495: A noticeably more manageable week.
- 20,496–20,545: Difficulty remained under control.
- 20,546–20,595: Challenging boards, but without the resource drain of a killer week.
- 20,596–20,645: Pressure increased, but not to the point of a truly disastrous week.
- 20,646–20,695: A much more enjoyable experience, with a positive result for our coin balance.
- 20,696–20,745: Another relatively smooth week, making it six consecutive releases without a killer.
And that's where things get interesting.
If the four-week pattern had been a genuinely consistent cycle, we should already have encountered another exhausting batch of 50 levels. Instead, the fourth week passed without one, and now we've reached the sixth.
The pattern we were tracking no longer holds up as a fixed four-week cycle.
That doesn't mean Gardenscapes has stopped alternating between easier and harder periods. We've observed those fluctuations repeatedly. What we can no longer support is the idea that they follow a predictable timetable.
In our earlier analysis of the difficulty cycle, we made it clear that our observations weren't proof of an official system used by Playrix. The latest results demonstrate exactly why that caution was necessary.
A pattern can appear convincing for months, only to fall apart when new evidence arrives. That doesn't make the earlier observations worthless. It means our conclusions have to change with the data.
We'll continue recording difficulty, booster consumption, extra-move purchases, and the final coin balance of every weekly release. But for now, there's no confirmed pattern that lets us predict when the next killer week will arrive.
Watch the Gameplay of All 50 New Levels
Our Levels 20,696–20,745 playlist will include gameplay from all 50 new levels. You'll be able to follow our moves, examine different element combinations, and see when and how we use boosters and tools.
For easier navigation and a more convenient viewing experience, you can watch the full playlist directly on our YouTube channel.
Final Thoughts
Gardenscapes Levels 20,696–20,745 gave us another encouraging week. We completed all 50 levels, increased our coin balance, and kept our booster and tool reserves largely intact. The first and last boards deserved extra attention, but neither changed our overall verdict: a manageable week, not a killer, under our usual fully boosted playing conditions.
The bigger story is what didn't happen. Six consecutive releases have now passed without the punishing difficulty we once expected to return every four weeks. That theory no longer fits the evidence, and we're adjusting our expectations accordingly.
That's what makes these weekly observations worthwhile. We're not just looking for results that confirm what we already believe. Sometimes, the most interesting discovery is finding out that our favorite theory was wrong.
For now, our coins are safe, our boosters are enjoying a well-deserved break, and Swamp Quest has once again spared us the burden of sudden wealth. Whether week seven keeps the peace is another question. Somehow, we doubt the next 50 levels signed the agreement.
Sources and References
- Gardenscapes Strategy – Does Gardenscapes Have a Difficulty Cycle? What We Found After Three Months of Tracking
- Playrix Support – Official Gardenscapes Help Center
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Have you noticed something that isn’t mentioned here? Level differences, changes, or team-related issues? Leave a comment.