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Plants Vs Zombies Game Guide
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| | Plants Vs Zombies Game Guide v0.50 | |
| | by Curby | |
| | | |
| | Copyright (C) 2009 Michael Lee, licensed under CC BY-ND 3.0 | |
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| 000: Table of Contents |
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To jump to a section, search for its section number followed by a colon instead
of a period. Percentage for a section indicates work completed there.
000. Table of Contents (~100%)
100. About this Guide (~100%)
200. Game Introduction (~100%)
210. Gameplay Overview
220. Game Modes
230. Unlockable and For-Sale Items (~100%)
240. Tips (??)
300. Adventure Walkthrough
310. Stage 1 - Front Lawn, Day (95%)
320. Stage 2 - Front Lawn, Night (95%)
330. Stage 3 - Back Yard, Pool
340. Stage 4 - Back Yard, Pool and Fog
350. Stage 5 - Roof
35F. Level 5-10 (final boss level)
400. Mini-Games Walkthrough (15%)
500. Puzzles Walkthrough (0%)
600. Survival Walkthrough (95%)
610. First Stage (Flags 1-2)
620. First Stage (Flags 3-4)
630. Later Stages (Flags 5-10)
640. Location-specific Considerations
700. Zen Garden Walkthrough (55%)
800. Plant Army (5%)
900. Zombie Army (0%)
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| 100: About this Guide |
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--- Availability --------------------------------------------------------------
Whether you found this guide on the Internet or through email, please know the
latest version is always available for free from my site [1] and GameFAQs [2].
[1] http://curby.net/docs/games/plantsvszombies.txt
[2] http://www.gamefaqs.com/computer/doswin/file/959255/56545
--- Copyright and License -----------------------------------------------------
This guide is Copyright (C) 2009 Michael Lee, and released under the terms of
the Creative Commons Attribution No Derivatives License [3].
This license gives you (and everyone else) my explicit approval to copy, email,
repost, etc. this guide as long as it remains unchanged and in whole (including
this copyright and license statement). You can even sell it, though you cannot
remove the notice above that the latest version is always available for free.
All trademarks used herein that are listed at [4] are owned by PopCap Games,
Inc. or its licensors and may be registered in some countries. Other company
and product names used herein may be trademarks of their respective owners and
are used for the benefit of those owners.
[3] http://creativecommons.org/licenses/by-nd/3.0/
[4] http://www.popcap.com/trademarks.php
--- Status / History ---------------------------------------------------------
This guide was started because Plants vs. Zombies was the most requested FAQ on
GameFAQs. It is a work in progress, focusing on a walkthrough of Adventure
mode for beginners and advanced strategies for seasoned players.
2009-05-28 Stage 3 of Adventure, etc.
2009-05-18 Stage 2 of Adventure, changed license, survival mode, misc changes
2009-05-15 Initial release
--- Searching -----------------------------------------------------------------
To jump to a section, type its number as listed in the table of contents, fol-
lowed by the colon symbol. If you wanted to go to section 1064, you'd search
for "1064:" without the quotation marks. Each level in the Adventure mode has
its own section number consisting of 3, the stage number, and the level number.
The third level of the second stage is at section 323, and the tenth level of
the fourth stage is at section 34F (F indicates the final level of that stage).
--- Links ---------------------------------------------------------------------
URLs are often too long to place in-line with the main text, so they will be
placed at the end of each section as footnotes. For example, see the links in
the Copyright section above.
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| 200: Game Introduction |
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Plants Vs Zombies [5] is a tower defense [6] game in which you defend your
house from a horde of Zombies by placing plants in areas around your house.
This guide is not an instruction manual. While many walkthroughs spend time
repeating controls and other introductory material, this guide will focus
entirely on how to play the game effectively, not how perform basic functions.
Therefore, the following introductory sections will often refer to the game's
readme file [7]. If you don't have access to the Internet while reading this
guide, you can also find the readme file in the game's installation directory.
[5] http://www.popcap.com/games/pvz
[6] http://en.wikipedia.org/wiki/Tower_defense
[7] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html
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| 210: Gameplay Overview |
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For information on the controls of the game and the basics of how to play it,
see the "Playing the Game" section [8] of the game's readme. The game itself
also gently introduces players to new game mechanics with in-game instructions.
[8] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#PG
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| 220: Game Modes |
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There are five game modes in Plants Vs. Zombies:
Adventure This is the primary mode, and consists of five stages of ten levels
each. Adventure mode must be completed to fully unlock the other
modes. For more information, see section 300.
Mini-Games This consists of 20 varied mini-games, which test your speed as
well as your strategy. For more information, see section 400.
Puzzles This consists of 20 levels of two puzzle modes: Vasebreaker and I,
Zombie. For more information, see section 500.
Survival This consists of 11 levels spanning the five locations first seen
in Adventure mode. For more information, see section 600.
Zen Garden This stress-free mode allows you to collect plants from other modes
and earn money by growing them and keeping them happy. For more
information, see section 700.
See the "Game Modes" section [9] of the game's readme for more information.
[9] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GM
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| 230: Unlockable and For-Sale Items |
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There are special codes that can be typed in during a level to enable graphical
effects in the game. These codes have no in-game effect other than changing
the appearance of certain elements or characters and a sound effect confirming
their activation.
Code Effect
'''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''''
pinata Dying Zombies give a shower of candy
trickedout Lawn mowers get big engines
future Zombies wear sunglasses
dance Zombies dance instead of walk across the field
sukhbir Zombies have a different call for brains sound
daisies Dying Zombies leave small daisies on the ground
mustache / moustache Zombies get mustaches
Some items and game modes are unlocked by accomplishing certain tasks. Here
they are with the prerequisites for each:
Item/Game Mode Unlock Action
'''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''''
Shovel Complete Level 1-4
Suburban Almanac Complete Level 2-4
Mini-Games (Game Mode) Complete Level 3-2
Crazy Dave's Shop Complete Level 3-4
Puzzles (Game Mode) Complete Level 4-6
Yeti (Almanac Entry) Find in Level 4-10 during 2nd playthrough
Zen Garden Complete Level 5-4
Survival (Game Mode) Complete Adventure mode
Seed Packets Complete levels in Adventure mode (the walkthrough
notes what seeds are awarded for each level)
Silver Trophy Complete Adventure mode
Gold Trophy Complete all Mini-Games, Puzzle, and Survival
levels, and buy all upgrades from Crazy Dave
If you purchased your game from Steam [10], you can earn Steam achievements by
accomplishing certain tasks [11]. Achievements have no in-game effect other
than the notification that you have received them.
Steam Achievement Unlock Action
'''''''''''''''''''''''''' '''''''''''''''''''''''''''''''''''''''''''''''''''
Ask Me About Mustache Mode Enable Mustache Mode
Better Off Dead Get a streak of over 10 in I, Zombie Endless
China Shop Get to a streak of 15 in Vasebreaker Endless
Cryptozombologist Discover the top secret zombie (Yeti)
Explodonator Blow up 10 Zombies with a single cherry bomb
Home Lawn Security Complete Adventure mode
Immortal Get to 20 flags in Survival Endless
Morticulturalist Collect all 49 plants
Nobel Peas Prize Get the golden sunflower trophy
Spudow! Blow up a zombie using a potato mine
Towering Wisdom Grow the Tree of Wisdom to 100 feet
Walk This Way Hypnotize the lead dancer zombie
Additionally, many items can be "unlocked" by purchasing them from Crazy Dave's
Shop. These include seed packet upgrades, defensive items like pool cleaners,
and items for the Zen Garden. See the readme file for a complete list [12].
[10] http://store.steampowered.com/
[11] http://www.gamefaqs.com/computer/doswin/code/959255.html
[12] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#SC/CDS
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| 240: Tips |
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The readme file contains a list of helpful tips [13] for both general gameplay
and the Zen Garden. Here are a few more:
o Disregard most of the plant upgrades for the Adventure mode. They are
generally too expensive for the effect they will have on the game. For
example, use two Repeaters instead of a Gatling Pea. While it will take
two physical spaces instead of one, you save sun by planting more plants.
Also, having more plants can be beneficial as they will absorb more chomping
by Zombies.
o Don't bother using Marigolds during the Adventure mode, when time, space,
and sun are precious resources. Instead, finish Adventure mode more quickly
and use other means [14] to earn money later on.
o Gloom-Shrooms are very powerful, and should be the first upgraded plant that
you buy. Once you get them, use them in all available levels. During the
day, use coffee beans to wake them up. Yes, it's worth three slots!
o The golden rule of any real time strategy game is to ramp up your resource
production as quickly as possible while barely surviving early attacks. To
do this, try to kill each of the early Zombies as late as possible and with
as few attacking plants as possible. This will mean that you are spending
more sun on sun-producers, so that you'll have more income for the difficult
later parts of the level.
o Use the rake to take out the first zombie on each level. This allows you
to use more early resources on sun-producers.
o If you don't have the extra gold to buy rakes, you can use Potato Mines,
Tangle Kelps, and Squashes for a similar effect. Instead of spending 100
sun on a plant to take care of the early Zombie, you spend half that and
free up enough sun for another Sunflower. This is not an issue at night
when you have free plants to provide an early defense.
o Use Garlic to divert enemies onto other rows. Instead of defending 5-6 rows
on the field, you can divert them onto 3 rows. Having less effective area
to defend means that you can concentrate your defenses, and efficient plants
such as Fume-shrooms and Gloom-shrooms are even more effective against large
swarms as they hit every Zombie within range, whether there's 1 or 100.
o It is much easier to defend the water because the most powerful enemies are
all land-locked. For the more difficult games such as Survival mode, you
can group your more fragile and expensive plants, such as Cob Cannons, in
the water.
o There are tons of tips and techniques scattered throughout this guide too!
[13] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GT
[14] http://www.gamefaqs.com/computer/doswin/file/959255/56559
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| 300: Adventure Walkthrough |
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The Adventure mode can be considered the primary mode of the game. Here are
level descriptions and tips on completing each level.
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| 310: Stage 1 - Front Lawn, Day |
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The first of five stages takes place on your front yard during the day. The
field has a maximum size of 5 rows by 9 columns, though the first stages are
made smaller to give a gentle introduction to the game. The field sizes will
be noted whenever they are smaller than the maximum.
This first stage is easy, but it provides a good time to learn and practice
more advanced techniques that will be required later on. Even if you've
already beaten stage 1 in your game, skim the "The Key" lines for useful tips
and strategies. If you don't understand those summaries, read the "Notes" for
further explanation.
The listed flag count is the number of large waves of Zombies that attack on
that level. The first number is the number of flags the first time playing
through Adventure mode, and the second number is the number of flags on
subsequent times playing.
--- 311: Level 1-1 ------------------------------------------------------------
Size: 1x9
Enemies: Zombie
Flags: 0 / 2
Reward: Sunflower Seed Packet
The Key: Keep Peashooters far from the enemy.
Notes: Follow the tutorial tips and place your Peashooters at the far left.
As the name implies, ranged units work best at long range, so we put
them far away from the right edge where the Zombies spawn. The
Zombies are typically melee (close combat) units so this strategy
keeps your plants safe for as long as possible.
--- 312: Level 1-2 ------------------------------------------------------------
Size: 3x9
Enemies: Zombie
Flags: 1 / 2
Reward: Cherry Bomb Seed Packet
The Key: Save the two leftmost rows for sun production.
Notes: Place 4-5 Sunflowers at the far left before the first Zombie shows
up. Your first Peashooter should be on the same row as that first
Zombie and on the third column from the left. In general, set
aside the two left-most columns for sun-producing plants.
Here's our first level diagram, representing the beginning of the
game. Each dot represents an open space on the field, and other
symbols are explained to the right of the diagram. After we plant
four Sunflowers, the first Zombie appeared in the middle row. We
place our Peashooter in the same row and in the third column.
S S . . . . . . . S Sunflowers
S . P . . . . . Z P First Peashooter
S . . . . . . . . Z First Zombie
Towards the end, you should flesh out the two columns of Sunflowers
and build up two columns of Peashooters. This will be more than
enough firepower to take down the "flag" wave at the end. Flags on
the progress bar at the lower right of the screen indicate large
groups of Zombies that attack at once. By keeping an eye on the
progress bar, you can better prepare your defenses for these waves.
--- 313: Level 1-3 ------------------------------------------------------------
Size: 3x9
Enemies: Zombie Conehead Zombie
Flags: 1 / 2
Reward: Wall-nut Seed Packet
The Key: Maximize your early sun production.
Notes: You'll only have enough time to plant 3 Sunflowers before the first
Zombie, but try placing a fourth. If your reflexes are fast enough,
you'll still be able to kill the first Zombie with your first Pea-
shooter without taking a single hit. This goal of early resource
production should be kept in mind on every level.
As before, set up two columns each of Sunflowers and Peashooters.
That should be enough to beat the level, but you may want to try a
Cherry Bomb to see how it works. As they have a 3x3 area of effect,
try not to place them at the edges of the field or you'll waste some
of their power.
--- 314: Level 1-4 ------------------------------------------------------------
Size: 5x9
Enemies: Zombie Conehead Zombie
Flags: 1 / 2
Reward: Shovel
The Key: Get used to a larger field and to laying defenses.
Notes: Your first defensive plant, the Wall-nut, can be used to stall more
durable Zombies and larger groups. As Zombies stop and gnaw at a
Wall-nut, your Peashooters and other offense plants will have the
time and protection they need to dispatch them.
The strategy for this level follows that of the previous two: build
Sunflowers, and support them with Peashooters. Use Wall-nuts just
in front of your Peashooters. There, they will stop Zombie groups
but single Zombies will be killed by the Peashooters before being
able to damage the Wall-nuts at all.
--- 315: Level 1-5, Mini-Game: Wall-nut Bowling -------------------------------
Enemies: Zombie Conehead Zombie
Flags: 1 / 2
Reward: Potato Mine Seed Packet
The Key: Kill Zombies as late as possible.
Notes: The fifth level of every stage is a special mini-game. After
teaching you how to use the shovel, Crazy Dave introduces you to the
first: Wall-nut Bowling.
This is also the first conveyor belt level. Instead of being
limited by recharge timers and sun costs, you only get to use the
seeds that slide in on the belt. Keep in mind that unused seeds
stay at the left side of the belt, so you can keep some there for
emergencies.
Your first thought might be to kill Zombies as soon as possible, but
it is difficult to win that way for two reasons. First of all, by
allowing Wall-nuts to ricochet around the field and hit multiple
Zombies, you won't need as many Wall-nuts to kill Zombies. Also,
seeing what's coming up allows you to plan your resources more care-
fully. Instead of wasting an Explode-o-nut on two Zombies, you may
wait a few seconds and see a larger group.
--- 316: Level 1-6 ------------------------------------------------------------
Enemies: Zombie Conehead Zombie
Pole Vaulting Zombie
Flags: 1 / 2
Reward: Snow Pea Seed Packet
The Key: Plant Wall-nuts early, but place them carefully.
Notes: Pole Vaulters are easily stopped by two defensive units, but the
recharge time on the Wall-nuts is very high, so there's no way to
build two full columns of them before the flag. The best bet is
to start building them early so you can at least have one full
column of them, and to position them to the right so that post-
vault Zombies have some open ground to cover before reaching your
Peashooters. I used the following setup:
S S P P . . W . . S Sunflower
S S P P . . W . . P Peashooter
S S P P . . W . . W Wall-nut
S S P P . . W . .
S S P P . . W . .
That gives you more sun than you need towards the end of the level,
so you may start to replace Sunflowers with more Peashooters,
especially on rows that don't have a Wall-nut yet. Alternately, you
can use extra sun on Cherry Bombs. Cherry Bombs make a good "panic
button" by killing Zombies that get past your defenses, or those who
get within melee range of your fragile plants.
--- 317: Level 1-7 ------------------------------------------------------------
Enemies: Zombie Conehead Zombie
Pole Vaulting Zombie
Flags: 2 / 3
Reward: Chomper Seed Packet
The Key: Plant Wall-nuts early, but place them carefully (yes, again!)
Notes: The last level gave us a great plant, the Snow Pea. By slowing down
Zombies while also damaging them, this creates a very useful hybrid
offense/defense plant. Since Zombies are slowed down, we don't need
as much space between our Wall-Nuts and our shooters. Try to finish
this setup before the first flag:
S S P s P . W . . S Sunflower
S S P s P . W . . P Peashooter
S S P s P . W . . W Wall-nut
S S P s P . W . . s Snow Pea
S S P s P . W . .
--- 318: Level 1-8 ------------------------------------------------------------
Enemies: Zombie Conehead Zombie
Pole Vaulting Zombie (?) Buckethead Zombie
Flags: 1 / 2
Reward: Repeater Seed Packet
Plants: Sunflower Chomper
Peashooter Wall-nut
Snow Pea Cherry Bomb
The Key: Choose an appropriate selection of plants to fill your seed tray.
Notes: Starting at this level, there will be too many seed packets for the
seed tray. In the walkthrough, there will be a new section called
"Plants." The notes assume that the listed plants were chosen
for that level.
In general, I choose a sun-producing unit (e.g. Sunflower), an early
attack unit (Peashooter), an advanced attack unit (Snow Pea), a
defensive unit (Wall-nut), and a "panic button" (Cherry Bomb). Any
remaining slots are filled with plants that are good against certain
special Zombies for a given level, or plants I want to use for fun.
To fully streamline your game, also consider where in the seed tray
you place each packet. The goal is to reduce the time and distance
necessary to choose and then plant a certain seed, so get a feel for
what plants you place in which columns, and position their seeds
closer to those columns. For example, my sun producers always go to
the left, so I place those seeds in the left-most slot of the tray.
This level plays out like the last one, except that you can place
Chompers behind Wall-nuts to take care of Bucket-heads that make it
to your front lines. Chompers will eat Zombies that are up to two
columns ahead, so they can reach over Wall-nuts to eat a Zombie.
Note: In one of my profiles, this level did not have Pole Vaulters.
--- 319: Level 1-9 ------------------------------------------------------------
Enemies: Zombie Conehead Zombie
Pole Vaulting Zombie Buckethead Zombie
Flags: 2 / 3
Reward: Zombie Note
Plants: Sunflower Repeater
Peashooter Wall-nut
Snow Pea Cherry Bomb
The Key: The Repeater's good, but the Snow Pea comes first
Notes: An early defense relies heavily on stalling tactics while it builds
up its resource production. In the early parts of the game before
there is time to plant a full column of Wall-nuts, preventing fast
or high-toughness Zombies from reaching your plants is more
important than raw power. For this reason, start with a Peashooter
in each row, and then plant a Snow Pea before planting Repeaters.
This can be played the same way as the last two levels, but you can
replace Peashooters with Repeaters towards the late game if you have
extra sun.
--- 31F: Level 1-10, Conveyor Belt Level --------------------------------------
Enemies: Zombie Conehead Zombie
Pole Vaulting Zombie Buckethead Zombie
Flags: 2 / 2
Reward: Puff-shroom Seed Packet
Plants: All plants except for Sunflower
The Key: Plan your setup before planting, even for the conveyor belt levels!
Notes: The last level of each stage is a conveyor belt level. Instead of
placing plants based on recharge timers and sun costs, seed packets
slide in on a conveyor belt and collect at the left. You can keep
"panic buttons" such as Cherry Bombs on the belt indefinitely while
you place permanent plants such as Peashooters on the ground.
Just like before, you can see how the Zombies spawn and what plants
you get before you start planting. The more you wait, the more you
will know and the better you'll be able to plan your first moves.
Plant your assorted Peashooters in columns 1-4, your Potato Mines
and Chompers in column 5, and Wall-nuts in column 6. To prepare for
the second flag, replace normal Peashooters with extra Repeaters.
Towards the end of conveyor levels, sometimes the seed tray has
extras of plants such as Peashooters when you've moved to Repeaters.
While keeping an extra on hand can be useful to rebuild after an
attack, these extras are usually useless. Simply plant them towards
the right as ablative armor [15]. The point is to make room for
more relevant seeds, and to stall the Zombies a little.
[15] http://en.wikipedia.org/wiki/Ablative_armor
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| 320: Stage 2 - Front Lawn, Night |
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This stage is still in the front yard, but night has fallen so there will be no
sun falling from the sky. This limits your early expansion rate.
Since it is the front yard, levels are still 5x9 in size, but there are now
gravestones in the yard. You cannot plant on graves, and Zombies will spawn
from them during the final wave in each level. The level descriptions below
note which columns will have gravestones at the start of the level.
On most of these levels, you will want to start out by planting Puff-shrooms as
your early attacking plant. Since these are low-range, you'll eventually want
to place long-range support plants behind them. For this reason, we'll break
the "attackers at the left" rule and plant the first Puff-shrooms in columns 4
or 5 depending on the situation.
Lastly, Zombies will occasionally drop coins when destroyed, starting in this
stage. Silver coins are worth $10, and gold coins are worth $50. Quickly pick
up dropped coins by clicking on them before they disappear. The rest of the
guide assumes that you are collecting money, as it will be used later on to buy
important upgrades and items.
--- 321: Level 2-1 ------------------------------------------------------------
Graves: Columns 7-9
Enemies: Zombie Newspaper Zombie
Flags: 1 / 2
Reward: Sun-shroom Seed Packet
Plants: Sunflower Snow Pea
Puff-shroom Cherry Bomb
Repeater Wall-nut
The Key: Plant Puff-shrooms relentlessly.
Notes: In the last stage, I recommended that you wait until the first
Zombie appears before placing your first attacking plant. However,
since Puff-shrooms are free, you are only limited by the recharge
timer. To make your force as strong as possible, you'll want to
start planting them right away and keep planting them whenever
possible.
Instead of placing my first Puff-shrooms in column 3 like I usually
do for attackers, I place them in column 4. This is because I
expect to place some Snow Peas to slow down Zombies, and Snow Peas
have long range and can fire from the back, whereas Puff-shrooms
have a range of 3. This will be true for most of stage 2: start
your Puff-shrooms further to the right and place long-range support
between them and the Sun-shrooms. Target the following setup:
S S s P P W . . . S Sun-producing plant
S S s P P W . . . s Snow Pea
S S s P P W . . . P Puff-Shroom
S S s P P W . . . W Wall-nut
S S s P P W . . .
If there were any more Puff-shrooms, they couldn't shoot far enough
to get past the Wall-nuts and to the Zombies anyway, so we only use
two columns' worth.
Reality check: It is probably possible to complete this level with
nothing but two or three columns of Puff-shrooms. The point of
discussing and practicing more advanced tactics, as always, is to
prepare for the harder levels to come.
--- 322: Level 2-2 ------------------------------------------------------------
Graves: Columns 7-9
Enemies: Zombie Newspaper Zombie
Conehead Zombie Buckethead Zombie
Flags: 2 / 3
Reward: Fume-shroom Seed Packet
Plants: Sun-shroom Snow Pea
Puff-shroom Cherry Bomb
Repeater Wall-nut
The Key: Decide on Sun-shrooms or Sunflowers; I prefer the Sun-shrooms.
Notes: I use Sun-shrooms for Adventure mode but not because they produce
sun more quickly. Both sun-producers can end up completing the level
2-1 setup above in three minutes and fifty seconds, at which time
the Sun-shrooms will all be matured (so future production would be
comparable to Sunflowers). However, the tenth Sun-shroom can be
planted at around 1:30 versus 2:20 for the tenth Sunflower. Getting
your resource production squared away earlier is desirable as you'll
be able to concentrate your attention on your front lines sooner.
Additionally, you're at the mercy of a single random source when
using Sunflowers. Having additional sun producers smooths out the
curve, so you'll be able to better anticipate your income and build
up more consistently.
The counterargument is that during Survival game modes, upgrading to
Twin Sunflowers costs more if you start with Sun-shrooms. If you're
expecting to upgrade to Twin Sunflowers in Survival mode, definitely
use only Sunflowers even on night levels.
Anyway, back to the task at hand. Start with the setup shown above
for level 2-1 with a Snow Pea, two Puff-shrooms, and a Wall-nut in
each row. To prepare for the last wave, gradually replace the Puff-
shrooms with Repeaters.
--- 323: Level 2-3 ------------------------------------------------------------
Graves: Columns 7-9
Enemies: Zombie Screen Door Zombie
Conehead Zombie
Flags: 1 / 2
Reward: Grave Buster Seed Packet
Plants: Sun-shroom Snow Pea
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
The Key: Piercing attacks are great against swarms.
Notes: You've probably noticed that when several Zombies spawn at once in a
single row, the lead Zombie will absorb all the damage allowing its
followers to arrive at your plants at full health. Fume-shrooms and
other plants with "piercing attacks" negate this tactic by damaging
all Zombies in a group at once. Their damage output actually goes
up when they're attacking bigger groups! They also nullify screen
doors. The one disadvantage is their limited range of 4 spaces.
Again, start with the setup from level 2-1 but plant Fume-shrooms in
place of Snow Peas. As funds permit, start replacing Puff-shrooms
with more Fume-shrooms, for a final setup similar to the following:
S S F F F W . . . S Sun-shroom
S S F F F W . . . F Fume-shroom
S S F F F W . . . W Wall-nut
S S F F F W . . .
S S F F F W . . .
--- 324: Level 2-4 ------------------------------------------------------------
Graves: Columns 6-9
Enemies: Zombie Screen Door Zombie
Conehead Zombie Pole Vaulting Zombie
Flags: 2 / 3
Reward: The Suburban Almanac
Plants: Sun-shroom Grave Buster
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
Snow Pea
The Key: Use the Grave Buster to expand the buildable area.
Notes: You have probably noticed that each unused lawnmower is worth $50 at
the end of a level, so you can earn $250 just for finishing a level
without letting Zombies get to the left side. Between lawnmowers
and collected coins, you should have $750 by this point, so buy the
7th slot in your seed tray from Crazy Dave. You don't really need
it for this level, but there's no other need for cash so you might
as well get it now.
Our new plant is the Grave Buster, which eats graves. Note that the
Zombies can attack the Grave Buster while it's working, so make sure
the coast is clear before you use one. By the end of each level,
try to make sure that all the Graves have been destroyed because a
Zombie will rise from each grave for the final wave.
This level sees the return of the Pole Vaulting Zombie, so again we
need to push the Wall-nuts out to the right to give our attacking
plants some breathing room. Unfortunately, graves are starting to
spawn closer to our house, so we'll need to use the Grave Buster to
chew them away. Start with Puff-shrooms in columns 4-6, and replace
the ones to the left with Fume-shrooms. Column 6 Puff-shrooms
remain as cannon fodder for Pole Vaulters. The final setup is:
S S s F F P W . . S Sun-shroom
S S s F F P W . . s Snow Pea
S S s F F P W . . F Fume-shroom
S S s F F P W . . P Puff-shroom
S S s F F P W . . W Wall-nut
--- 325: Level 2-5, Mini-Game: Whack a Zombie ---------------------------------
Graves: Columns 4-9
Enemies: Zombie Buckethead Zombie
Conehead Zombie
Flags: 1 / 1
Reward: Hypno-shroom Seed Packet
Plants: Grave Buster Potato Mine
Cherry Bomb
The Key: Use the Grave Buster to push back the spawn area.
Notes: There's not much to it. Just click Zombies like mad, and use the
Grave Buster whenever you have 75 sun to destroy the left-most
Graves, working your way to the right.
Alternately, destroy graves in rows with the least number of graves.
The goal of this alternate strategy is to be left with graves in 2-3
rows, preferably adjacent rows, so Zombies spawn closer together and
can be killed with less movement of the mouse pointer.
--- 326: Level 2-6 ------------------------------------------------------------
Graves: Columns 6-9
Enemies: Zombie Football Zombie
Conehead Zombie
Flags: 1 / 2
Reward: Scardey-shroom Seed Packet
Plants: Sun-shroom Grave Buster
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
Hypno-shroom
The Key: Use Hypno-shrooms on Football Zombies
Notes: Start as normal, except you may want to use Hypno-shrooms now and
then to get rid of tougher enemies. Converted Zombies fight for you
and may destroy several other Zombies before dying. Since this is a
short (1-flag) level, you won't have time to set up a full defense.
My final setup looked like this:
S S . F P W . . . S Sun-shroom
S S . F P W . . . F Fume-shroom
S S . F P W . . . P Puff-shroom
S S . F P W . . . W Wall-nut
S S . F P W . . .
--- 327: Level 2-7 ------------------------------------------------------------
Graves: Columns 5-9
Enemies: Zombie Football Zombie
Conehead Zombie Screen Door Zombie
Flags: 2 / 3
Reward: Ice-Shroom Seed Packet
Plants: Sun-shroom Grave Buster
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
Hypno-shroom
The Key: Plant a bunch of Fume-shrooms, just like level 2-3
Notes: I don't use Scardey-shrooms because every niche is already filled by
a better choice. As an early attacker, the Puff-shroom's zero cost
makes it superior in spite of its lower range. In the late game,
the Fume-shroom's piercing attack makes it superior. As a last-
ditch defense, the Scardey- shroom is useless because it hides.
Since there aren't any Pole Vaulters we need to slow down, we will
just plant 3 columns of Fume-shrooms behind Wall-nuts. Footballers
can be met with a Hypno-shroom, or let them die from Fume-shrooms.
--- 328: Level 2-8 ------------------------------------------------------------
Graves: Columns 6-9
Enemies: Zombie Dancing Zombie
Conehead Zombie
Flags: 1 / 2
Reward: Doom-shroom Seed Packet
Plants: Sun-shroom Grave Buster
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
Hypno-shroom
The Key: Hypnotize the lead dancers
Notes: Here we have Dancing Zombies that raise Backup Dancers from the
ground. By Hypnotizing the leaders, you can get a whole army on
your side for only 75 sun! Other than that, it's level 2-3 again.
--- 329: Level 2-9 ------------------------------------------------------------
Graves: Columns 5-9
Enemies: Zombie Dancing Zombie
Conehead Zombie Screen Door Zombie
Flags: 2 / 3
Reward: Zombie Note
Plants: Sun-shroom Grave Buster
Puff-shroom Cherry Bomb
Fume-shroom Wall-nut
Hypno-shroom
The Key: Business as usual for stage 2
Notes: Since this is a two-flag stage, there will be plenty of resources
for 3 full columns of Fume-shrooms (shown above in level 2-3).
--- 32F: Level 2-10, Conveyor Belt Level --------------------------------------
Graves: Columns 4-9
Enemies: Zombie Dancing Zombie
Conehead Zombie Screen Door Zombie
Newspaper Zombie Football Zombie
Flags: 2 / 2
Reward: Lily Pad Seed Packet
Plants: Puff-shroom Grave Buster
Fume-shroom Hypno-shroom
Scardey-shroom Ice-shroom
Doom-shroom
The Key: As in all conveyor belt levels, save your bombs for emergencies!
Notes: I started with Puff-shrooms in column 5, then put Scardey-shrooms
in columns 1-2 and Fume-shrooms in columns 3-4. This level is not
very difficult as you have Doom-shrooms and Hypno-shrooms to handle
the otherwise dangerous Football and Dancing Zombies.
,-----------------------------------------------------------------------------,
| 330: Stage 3 - Back Yard, Pool |
'-----------------------------------------------------------------------------'
It's daytime again, and the Zombies are attacking your back yard. The levels
consist of four rows of nine spaces on land, and two rows of nine spaces in the
pool. Two points to be careful about:
1) Lawnmowers can't clear away Zombies that make it to the left side of the
pool, so be sure to defend the water carefully. That said, Zombies don't
usually try to enter the water until it's almost to the first flag, so you
have more time to set up defenses there.
2) Mushrooms fall asleep during the day, so avoid them for now.
3) Levels in stage 3 have hidden, sunken Zombies that resurface in columns 6-9
during the last wave. Don't concentrate your water defenses ahead of column
6 or Zombies will pop up behind your defenses and have a straight shot to
the house. A basic water defense therefore places Wall-nuts in column 6.
--- 331: Level 3-1 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie
Flags: 1 / 2
Reward: Squash Seed Packet
Plants: Sunflower Snow Pea
Lily Pad Wall-nut
Peashooter Cherry Bomb
Repeater
The Key: Plant 8 Sunflowers on land first, then 4 in the water
Notes: As we talked about above in stage 1, it's important to maximize your
early resource production. This means that we defer non-essential
building as long as possible, so we'll put Sunflowers on land before
building Lily Pads for Sunflowers in the water.
After the night stage, let's review a normal daytime build order.
We should try to get 4 Sunflowers on the field before our first Pea-
shooter, and have 6 Sunflowers before our second Peashooter. If
luck brings faster sun production or the first two Zombies in the
same row, you can plant more Sunflowers even sooner!
Treat this like the levels in stage 1: start with Peashooters, build
up Wall-nuts, and fortify with Repeaters and Snow Peas.
--- 332: Level 3-2 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Newspaper Zombie
Buckethead Zombie Football Zombie
Flags: 2 / ?
Reward: Threepeater Seed Packet and Mini-Games mode
Plants: Sunflower Snow Pea
Lily Pad Wall-nut
Peashooter Squash
Repeater
The Key: Learn how to effectively use the Squash
Notes: Play it like level 3-1, but put Squashes behind Wall-nuts to destroy
the Footballers and Bucketheads that make it to your front lines.
Note that the defenses in the water don't have to be as powerful
because only a few types of enemies can swim.
The Squash can act like a panic button to kill Zombies that make it
to the left, but it only costs 50. Compared to the Potato Mine, it
doesn't need to charge itself up and detects enemies to the left or
right instead of being passive.
--- 333: Level 3-3 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Snorkel Zombie
Flags: 2 / ?
Reward: Tangle Kelp Seed Packet
Plants: Sunflower Snow Pea
Lily Pad Wall-nut
Peashooter Cherry Bomb
Repeater
The Key: The Threepeater trades sun and tempo for space
Notes: Planting a Repeater in each row gives a solid 2-pea defense. On the
other hand, you could plant just 4 Threepeaters. This method costs
50 more sun after Lily Pad costs, but takes 2 fewer spaces on the
field. Unfortunately, you pay for Threepeaters in larger chunks of
sun, which leaves you vulnerable at the beginning. Since space is
not usually a problem in Adventure mode, you're better off staying
with the Repeater.
Again, this level is mostly like level 3-1. The Wall-nuts in the
water will take more damage here because the Snorkel Zombies will
attack them at full health. We choose the Cherry Bomb over the
Squash or Potato Mine because it alone can kill Snorkeling Zombies.
--- 334: Level 3-4 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Snorkel Zombie
Buckethead Zombie Pole Vaulting Zombie
Newspaper Zombie
Flags: 3 / ?
Reward: Crazy Dave's Car Key
Plants: Sunflower Snow Pea
Lily Pad Wall-nut
Peashooter Tangle Kelp
Repeater
The Key: Tangle Kelps provide an early water defense.
Notes: In the water, we only have columns 3-5 for attacking plants. We've
Sunflowers in columns 1-2 and Wall-nuts in column 6 to catch all
resurfacing Zombies. To make the most of the water defense, we'll
use only Snow Peas and Repeaters there. Unfortunately, these take
more sun to plant, so we'll use Tangle Kelps to provide an early
defense until we can get the permanent solutions up. This is a long
level with three flags. Try to have a solid column of Wall-nuts up
for the first. By the end, have something like the following. As
with level diagrams before, dots (.) represent open spaces on land.
Now, underscores (_) represent open spaces in the water.
S S P R s R W W . S Sunflower
S S P R s R W W . P Peashooter
S S R s R W _ _ _ F Fume-shroom
S S R s R W _ _ _ P Puff-shroom
S S P R s R W W . W Wall-nut
S S P R s R W W .
Double Wall-nuts on land protect against Pole Vaulters, and those in
column 6 protect against resurfacing Zombies in the water. As in
other examples, the specific defenses can be modified. For example,
the early-game Peashooters on land can become more Repeaters.
--- 335: Level 3-5, Mini-Game: Big Trouble Little Zombie ---------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Snorkel Zombie
Football Zombie
Flags: 2 / ?
Reward: Jalapeno Seed Packet
Plants: Peashooter Wall-nut
Lily Pad Cherry Bomb
The Key: At Crazy Dave's shop, first buy what's useful for Adventure mode.
Notes: When Crazy Dave's shop first opens, the inventory is as follows:
8 Slot Seed Tray $5000
Pool Cleaners $1000
Garden Rake $ 200
Gatling Pea $5000
Twin Sunflower $5000
From the tips section, we know that most plant upgrades aren't very
useful in Adventure mode, so we'll skip the last two. With this
guide, you shouldn't need the Pool Cleaners or Garden Rake to get
through the levels, so that leaves the 8-slot upgrade. Having more
slots is very useful in Adventure mode though. We should be nearing
$5000 in the bank, so we'll buy this upgrade this round or next.
As for the level itself, we'll put Peashooters at the left, building
towards the right. Wall-nuts will be planted in column 6 so we can
place Cherry Bombs in column 8 and rows 2 or 4 to maximize damage.
--- 336: Level 3-6 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Zomboni
Flags: 2 / ?
Reward: Spikeweed Seed Packet
Plants: Sunflower Peashooter
Lily Pad Snow Pea
Wall-nut Repeater
Jalapeno Squash
The Key: Fire melts ice. And Zombies too!
Notes: If you haven't bought the 8-slot upgrade yet, do so now. We see
that the 9-slot upgrade costs $20,000. Yikes! Anyway, select your
plants and let's get going.
During this level, Zombonis will slowly roll across the field, with
three problems. First of all, Zombonis instantly squish any plants
they reach, including Wall-nuts. Secondly, they leave a trail of
ice behind them that cannot be planted on. Lastly, Zombie Bobsled
Teams will slide in on the ice. Thankfully, Jalapenos can be used
at any point to get rid of a Zomboni and its ice trail, or a Bobsled
Team and the ice it's on.
It takes many peas to kill a Zomboni, but a single "massive damage"
plant such as a Potato Mine, Cherry Bomb, Jalapeno, or Squash will
do it quickly, preventing the Zomboni from leaving a lot of ice
behind. For that reason, we use two such plants to make sure that
Zombonis don't get far.
--- 337: Level 3-7 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Snorkel Zombie
Buckethead Zombie Zomboni
Flags: 3 / ?
Reward: Torchwood Seed Packet
Plants: Sunflower Peashooter
Lily Pad Snow Pea
Wall-nut Repeater
Jalapeno Spikeweed
The Key: Spikeweed et. al. will be useful 'til the end.
Notes: This time, there are three flags but Zombonis don't appear until the
second flag. Target the following build, replacing your early Pea-
shooters with Repeaters.
S S R s R . W w w S Sunflower
S S R s R . W w w R Repeater
S S R s R W _ _ _ s Snow Pea
S S R s R W _ _ _ W Wall-nut
S S R s R . W w w w Spikeweed
S S R s R . W w w
--- 338: Level 3-8 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Dolphin Rider Zombie
Flags: 2 / ?
Reward: Tall-nut Seed Packet
Plants: Sunflower Peashooter
Lily Pad Repeater
Wall-nut Torchwood
Cherry Bomb [-- open slot --]
The Key: Learn when to plant Torchwoods, and remember that fire melts ice.
Notes: Remember The Key to the last level? Well, Spikeweeds and such are
most useful against vehicles, which we don't have in this level.
That said, you could certainly put them in the 8th slot of your seed
tray if you wish, but I suggest another one-shot plant such as a
Squash or Tangle Kelp.
Torchwoods are great for increasing your damage and dealing with big
swarms. While the explosive fireballs do some splash damage, the
range is much lower than the range of a Fume-shroom so the power-
doubling feature is more significant. The only downside is that it
melts Snow Peas, so we won't use Snow Peas and Torchwoods together.
Torchwoods effectively double the output of each Pea plant for 175
Sun, so plant them when a row has two or more peas. For example, a
row with a Repeater already has two peas of attack power. This
could be doubled with another Repeater for 200 Sun, but a better way
would be to use a Repeater for 25 less sun, and get splash damage in
the deal. On the other hand, a row with a single Peashooter has one
pea of attack power. You could spend 175 on a Torchwood to double
that, or spend 200 sun and triple that row's attack power.
--- 339: Level 3-9 ------------------------------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Dolphin Rider Zombie
Buckethead Zombie Pole Vaulting Zombie
Zomboni
Flags: 3 / ?
Reward: Zombie Note
Plants: Sunflower Peashooter
Lily Pad Repeater
Tall-nut Torchwood
Jalapeno Spikeweed
The Key: Tall-nuts stop vaulters, so you can bring in the front lines.
Notes: A common initial thought is to keep the Tall-nuts out to the right,
but this results in a lot of damage to them because Zombies get to
them more quickly. By keeping the Tall-nuts back towards the left,
our peas will kill individual Zombies before they start chewing on
the Tall-nuts. In this way, Tall-nuts are actually a second line of
defense after our Pea plants even though they are farther to the
right. The result of this train of thought is that Tall-nuts take
less damage and have to be replaced less often, which is useful as
their recharge timer is so long.
As you build up your Sunflowers and initial Peashooters, start
planting Tall-nuts as soon as possible. They have a slow recharge
timer, so you'll have to start early to have as many as possible
up before the first flag. For the last flag, I had two columns of
Sunflowers, two of Repeaters, one of Torchwoods, and one of Tall-
nuts all flush to the left, with some Spikeweed out front.
--- 33F: Level 3-10, Conveyor Belt Level --------------------------------------
Enemies: Zombie Ducky Tube Zombie
Conehead Zombie Snorkel Zombie
Buckethead Zombie Dolphin Rider Zombie
Zomboni
Flags: 3 / ?
Reward: Sea-shroom Seed Packet
Plants: Threepeater Spikeweed
Lily Pad Squash
Torchwood Jalapeno
Tall-nut Tangle Kelp
The Key: Plan out your Lily Pad use, as there are few in the late-game.
Notes: Lily Pads drop more often before the first flag, so use those early
Pads to set up your final water defenses. After the first flag, you
will see fewer Lily Pads, so be sure to get Tall-nuts up to block
Dolphin Riders. Our primary attacker in this game is the Three-
peater, which should be placed in rows 2-5 to maximize their power.
My final build looked like this:
. . . . Y T . . w w Spikeweed
3 3 3 3 Y T . . w 3 Threepeater
_ _ 3 3 Y T _ _ _ Y Torchwood
_ _ 3 3 Y T _ _ _ T Tall-nut
3 3 3 3 Y T . . w
. . . . Y T . . w
Threepeaters with Torchwoods should be enough to keep walkers and
swimmers at bay, so you can save your Squash and Jalapenos for
Zombonis and emergencies.
As a reminder, plant those extra Torchwoods, Lily Pads, etc. towards
the end of the level just to clear out the seed tray for more useful
plants.
,-----------------------------------------------------------------------------,
| 340: Stage 4 - Back Yard, Pool and Fog |
'-----------------------------------------------------------------------------'
,-----------------------------------------------------------------------------,
| 350: Stage 5 - Roof |
'-----------------------------------------------------------------------------'
--- 35F: Level 5-10, Conveyor Belt Level --------------------------------------
Size:
Reward: Silver Trophy
Plants: Flower Pot Jalapeno
Kernel-pult Ice-shroom
Cabbage-pult
Melon-pult
Enemies:
Notes: This is a boss fight against the leader of the Zombies. The level
completion meter at the bottom of the screen tracks the damage dealt
to the boss rather than time elapsed or Zombies spawned.
The boss has several attacks, which will be discussed separately.
First, the boss can place Zombies on the surface of the roof to attack
you as in previous levels. To defend against these, you'll place
plants as normal.
Next, the boss can duck down to generate a fireball or snowball from
his mouth. These projectiles will roll down the roof and destroy
everything in their path, including roof cleaners if you've purchased
them from Crazy Dave. To destroy a snowball, place a Jalapeno on the
same row. To destroy a fireball, place a Ice-Shroom anywhere on
the screen.
If you build on the flat portion of the roof (columns 6-9) the boss
will step on your plants. Especially since you want to have an empty
pot on each row to deal with incoming snowballs, this limits your
building to 4 plants per row. Of course, if you have a surplus of
pots and plants in the seed tray, you can certainly plant on the flat
portion. Even if they fire once, it's better than sitting in your
seed tray doing nothing.
The last attack is a bus that the boss will smash down on your plants,
instantly destroying a 3 column by 2 row area. I haven't found a
defense against this attack, except to spread out your plants out to
minimize losses. It is especially important to spread the high-damage
Melon-Pults far apart so you don't lose many of them at once.
Your only chance to damage the boss comes when he ducks down to spit
out a fireball or snowball. To maximize the damage, once he generates
the projectile use the Jalapeno or Ice-Shroom right away to freeze
or damage him and any Zombies, and also get rid of the projectile. By
freezing the boss, you'll give your plants more time to shoot him.
,-----------------------------------------------------------------------------,
| 400: Mini-Games Walkthrough |
'-----------------------------------------------------------------------------'
--- 401: ZomBotany ------------------------------------------------------------
--- 402: Wall-nut Bowling -----------------------------------------------------
This is just like level 1-5 of the Adventure but more difficult because more
Zombies will spawn, especially towards the end. Therefore, the strategies used
on that level will be all the more important here. In short, wait until the
Zombies are far to the left to maximize the hits for each Wall-nut, and save
the Explode-o-nuts for tight packs of Zombies three rows tall to maximize the
effectiveness of the blast radius.
--- 403: Slot Machine ---------------------------------------------------------
You're dependent on the slot machine to get
--- 404: It's Raining Seeds
--- 405: Beghouled
--- 406: Invisi-ghoul ---------------------------------------------------------
--- 407: Seeing Stars ---------------------------------------------------------
You can generally follow the Gloom-shroom and Garlic plan to get through this
level. Once you've stabilized, start planting Star Fruit to finish the level.
--- 408: Zombiquarium
--- 409: Beghouled Twist ------------------------------------------------------
This Mini-Game is a Plants vs. Zombies take on Popcap's puzzle game Bejeweled
Twist. The goal is to rotate 2x2 squares of four spaces to create matches
(three or more adjacent columns or rows of the same plant). You need to make
75 such matches to complete the level. As you match up the plants, you'll earn
sun which can be spent to rearrange plants or upgrade your plants.
The challenge here is that it's more difficult to see possible matches when
rotating blocks than when sliding them. To help, here are the four situations
(each of which can be in 4 rotated orientations). Keep an eye out for these
patterns for an easier time.
| | |
.o --> .. | .o --> .. | .o --> .. | o.oo --> .ooo
.oo ooo | o.o ooo | ..oo .ooo | .. ..
| | |
--- 410: Big Trouble Little Zombie
--- 411: Portal Combat
--- 412: Column Like You See 'Em
--- 413: Bobsled Bonanza
Use Squashes to destroy Zombonis as you build up your resources. Try to use
Jalapenos to kill Bobsledders and melt the ice simultaneously. After every
Jalapeno, place a Spikerock to prevent Zombonis from bothering you in that row
for a long time. Once you have four Spikerocks at the very right, the level
becomes much easier. I used Kernel-Pults as my main offensive unit to slow
down attackers.
--- 414: Zombie Nimble Zombie Quick
--- 415: Whack a Zombie
--- 416: Last Stand
This level is often used for gold farming. For more information, see my Gold
Farming Guide [16]. It contains a lot of theory behind my chosen setup, but if
you just want the quick answer, here's a good 30-Marigold setup:
M M M M [M] . . . . Symbol Legend
M M M M U G G [G] g . Open Land U Gold Magnet
M M M M [M][M] _ _ _ _ Open Water M Marigold
M M M M [M][M] _ _ _ G Gloom-shroom
M M M M U G G [G] g g Garlic
M M M M [M] . . . . [ ] Pumpkin
[16] http://www.gamefaqs.com/computer/doswin/file/959255/56559
--- 417: Zombotany 2
Use the gloomshroom plan again (see above).
--- 418: Wall-nut Bowling 2
Giant Wall-nuts are good at taking out long strings of Zombies. That ability
makes this even easier than the first Wall-nut Bowling. Mentally split up the
attackers into loners, long rows, and tight clumps. Hit the clumps with
Explode-o-nuts, the long rows with the Giant Wall-Nuts, and the stragglers with
normal Wall-nuts. Only drop Explode-o-nuts in rows 2-4 so you don't waste the
3x3 blast radius.
--- 419: Pogo Party
sunflower, pot, squash, squash copy, magnet, bean, wall, corn pult, jalapeno
Start building two rows of sunflowers. Sse squash to kill the first few pogos
as you build up funds. when you get 200, create a magnet in the front middle,
and soon after create a wallnut in front of it. A single magnet will take care
of all the pogo sticks until the first flag, so you have some time to set up
Kernel-Pults and Wall-nuts to kill the grounded Pogos.
By the second flag, I started replacing wallnuts with tallnuts, though that is
an optional step. By the last flag, you should chop down a row of sunflowers
to make room for a fourth row of Kernel-Pults, and have 6 magnets up front.
Mid-Game
S S P P . . W . . Symbol Legend
S S P P . . W . . . Open Land
S S P P . M M W . S Sunflower
S S P P . . W . . P Kernel Pult
S S P P . . W . . M Magnet
W Wallnut/Tallnut
Final
S P P P P M W . .
S P P P P M W . .
S P P P P M M W .
S P P P P M W . .
S P P P P M W . .
--- 420: Dr. Zomboss's Revenge
This is a repeat of the last level of the Adventure Mode, so use the same
strategies as outlined in section 250.
,-----------------------------------------------------------------------------,
| 500: Puzzles Walkthrough |
'-----------------------------------------------------------------------------'
--- Vasebreaker
--- I, Zombie
,-----------------------------------------------------------------------------,
| 600: Survival Walkthrough |
'-----------------------------------------------------------------------------'
There are 11 levels in the Survival Game Mode. First, there's a normal-
difficulty level in each location (day, night, pool, fog, and roof) with five
flags to survive. Then there's a hard level in each location with ten flags.
Finally, there's an unlimited level which takes place in the pool location and
keeps increasing in difficulty until you lose.
My strategy for each level is exactly the same. For the theory behind a good
initial defense, see section 400 of my Plants Vs Zombies Gold Farming Guide
[17]. Since the Survival levels are more difficult than Last Stand, we'll need
to make a few changes. First of all, we'll need to move the front lines back
to make room for a column of Spikerock. For additional security, we'll add two
more Gloom-shrooms. Lastly, we'll need to set up some heavy artillery on the
left side of the field instead of a Marigold farm. This results in four major
groups of defenses:
1) Winter Melons keep Zombies on the Spikerocks longer while doing heavy splash
damage. Spikerocks also hinder Gargantuars and stop vehicles.
2) Garlic and Gloom-shroom defense kills nearly anything else.
3) Magnet-shrooms grab Pogo sticks, Jack-in-the-boxes, and mining picks.
4) Cob cannons help destroy Gargantuars and other dangerous threats.
[17] http://www.gamefaqs.com/computer/doswin/file/959255/56559
The following is written primarily for the hard and unlimited levels. The
strategy is the same for the normal difficulty levels as well, but you'll be
building slower, so you'll only get to the third stage or so.
--- 610: First Stage (Flags 1-2) ----------------------------------------------
For the first stage, choose Sunflower, Kernel-pult, Fume-shroom, Gloom-shroom,
Pumpkin, Garlic, and Spikeweed. A few slots are intentionally empty as you'll
need other plants depending on the level (see section 740).
Build Sunflowers and Kernel-pults (Puff-shrooms on night levels), and try to
set up Garlic to redirect Zombies soon. As soon as possible, start setting up
Gloom-shrooms. You want to have a pair up by the first flag, and three pairs
up by the second flag. The limiting factor will be the recharge timer on the
Gloom-shroom, so start early!
Goals:
Destroy any gravestones
Set up a column of Spikeweed
Set up a 6x Gloom-shroom defense
Set up two columns of Sunflowers
Set up Pumpkin protection on all rows
Sample build:
S S c . [.] . . . # Symbol Legend
S S c . G G [G] g # . Open Land G Gloom-shroom
S S c _ [.] _ _ _ _ _ Open Water g Garlic
S S c _ [.] _ _ _ _ S Sunflower # Spikeweed
S S c . G G [G] g # c kernel-pult
S S c . [.] . . . # [ ] Pumpkin
--- 620: Second Stage (Flags 3-4) --------------------------------------------
For this stage, choose Twin Sunflower, Kernel-pult, Melon-pult, Winter Melon,
Magnet-shroom, Spikerock, Pumpkin, Garlic, and whatever else is needed. If you
didn't get 6 Gloom-shrooms or a full column of Spikeweeds yet, you'll have to
work on those goals first.
Goals:
Upgrade to a column of Spikerock
Upgrade to a column of Twin Sunflowers
Plant Magnet-shrooms
Finish off Pumpkin defenses (generally two per row)
Start building Melon-pults and Kernel-pults for later upgrading
Sample Build:
t c c [m][u] . . . # Symbol Legend
t c c m G G [G] g # . Open Land G Gloom-shroom
t c c _ [u] _ _ _ _ _ Open Water g Garlic
t c c _ [u] _ _ _ _ t Twin-Sunflower # Spikerock
t c c m G G [G] g # c kernel-pult u Magnet-shroom
t c c [m][u] . . . # [ ] Pumpkin m Melon-pult
--- 630: Later Stages (Flags 5-10) --------------------------------------------
These stages are described together because the goals are the same, but small
changes will be necessary depending on the specific Zombies that attack during
each stage. To begin with, we'll try to finish upgrading to our final setup:
t CCCC [W][u] . . . # Symbol Legend
t CCCC W G [G][G] g # . Open Land # Spikerock
t CCCC [W][u] _ _ _ _ _ Open Water u Magnet-shroom
t CCCC [W][u] _ _ _ _ G Gloom-shroom W Winter Melon
t CCCC W G [G][G] g # g Garlic C Cob Cannon
t CCCC [W][u] . . . # [ ] Pumpkin t Twin Sunflower
The first order of business is getting Winter Melons on odd-numbered rows for
overlapping freeze effects. Next, get a couple Cob Cannons up for defense
against Gargantuars. Then, finish off the colums of each.
Balloon Zombies are a common occurrence, and Blovers are the best way to take
care of them, especially on Fog levels. While Blovers are ultimately more
expensive, they ???
Towards the end, you may wish to keep some open spaces in the Winter Melon
column to protect your Cob Cannons. Gargantuars that take 50% damage will toss
their Imps into your support ranks, and there's little time before they eat up
your Cannons. The open spaces allow you to place Cherry Bombs to kill Imps.
You could also use the Cob Cannons to get rid of the Imps but they fire slowly
and it may be too late unless you accurately anticipate the Imps' arrival time.
If Digger Zombies consistently get past your Magnet-shrooms, you may wish to
place Pumpkins around your Twin Sunflowers. This will give you some time to
use a Cob Cannon or Jalapeno to kill the Digger. Note that you have some time
after the Digger resurfaces to kill him anyway, but Pumpkins will cut you some
slack.
--- 640: Location-specific Considerations -------------------------------------
While the overall strategy is the same for every level, there are obviously
some minor changes required by the level's location:
Day:
Use Coffee for the Fume-shrooms and Magnet-shrooms
Night:
Use Puff-shroom as your early attack unit
Use Grave Buster to destroy gravestones
Pool:
Use Lily Pads for planting in the pool
Use Coffee for Fume-shrooms and Magnet-shrooms
Fog:
Use Lily Pads for planting in the pool
Use Puff-shroom as your early attack unit
For early stages, use Planterns to cut through the fog
For later stages, use Blovers for both Balloon Zombies and fog
Roof:
Use Flower Pots for planting on the roof
Use Umbrella Leaf for protection from Bungee and Catapult Zombies
Use Coffee for the Fume-shrooms and Magnet-shrooms
In levels with 5 rows, the leading edge of the middle row is brought forward
because that row is covered by every Gloom-shroom and any Zombies there will
all fall quickly. This allows us to plant an extra Magnet-shroom:
t CCCC [W][u] . . . #
t CCCC W G [G][G] g #
t CCCC W [u][u] . . #
t CCCC W G [G][G] g #
t CCCC [W][u] . . . #
--- 650: Survival Endless -----------------------------------------------------
Survival Endless is largely the same as Survival Pool (Hard) except that all
Zombies can spawn (e.g. Bungie Zombies) and there are endless waves of Zombies.
The techniques described above can finish around 20-30 flags, but better
defenses are required for the later flags. Some changes:
Pull the land defenses back and into the water to create a larger kill zone
Defend the back lines better against Miners, Bungees, etc.
Use more winter melons to slow down attackers
Use at least 6 Cob Cannons to deal effectively with Gargantuars
,-----------------------------------------------------------------------------,
| 700: Zen Garden Walkthrough |
'-----------------------------------------------------------------------------'
The Zen Garden is a "stress-free" game mode that is unlocked after completing
level 5-4 in Adventure mode. There, you can cultivate the plants that you
receive as gifts in other modes, and earn money to spend on upgrades. At the
beginning there's only the Greenhouse environment, but there's also a Mushroom
Garden environment and an Aquarium Garden environment for your nocturnal and
aquatic plants respectively. Lastly, there's a Tree of Wisdom that you can
grow to receive tips on playing the game. The game's readme file has general
information [18] on the Zen Garden, and section 300 of my Plants vs Zombies
Gold-Farming Guide [19] describes how to earn money in two ways there.
[18] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GM/ZG
[19] http://www.gamefaqs.com/computer/doswin/file/959255/56559
,-----------------------------------------------------------------------------,
| 800: Plant Army |
'-----------------------------------------------------------------------------'
Note: There is an in-depth FAQ for the plants on the GameFAQs site. Use that
until this section has more information.
--- Peashooter [***--]
"Peashooters are your first line of defense. They shoot peas at attacking
Zombies."
Cost: 100
Recharge: Fast
Damage: Normal
Notes: Pros: Long Range, low cost, combo with Torchwood
Cons: Not effective on the roof
--- Sunflower [ n/a ]
"Sunflowers are essential for you to produce extra sun. Try planing as many as
you can!"
Cost:
Recharge:
Damage:
Notes:
--- Cherry Bomb
--- Wall-nut
--- Potato Mine
--- Snow Pea
--- Chomper
--- Repeater
--- Puff-shroom
--- Sun-shroom
--- Fume-shroom
--- Grave Buster
--- Hypno-shroom
--- Scaredy-shroom
--- Ice-shroom
--- Doom-shroom
Lily Pad
Squash
Threepeater
Tangle Kelp
Jalapeno
Spikeweed
Torchwood
Tall-nut
Sea-shroom
Plantern
Cactus
Blover
Split Pea
Starfruit
Pumpkin
Magnet-shroom
Cabbage-pult
Flower Pot
Kernel-pult
,-----------------------------------------------------------------------------,
| 900: Zombie Army |
'-----------------------------------------------------------------------------'
Note: There is an in-depth FAQ for the Zombies on the GameFAQs site. Use that
until this section has more information.
|