Plants vs. Zombies: Plant Guide

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Plants vs. Zombies - Plants and Their Strategies
By: emeraldscorpion90 aka Anton Grahame
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Starters: This FAQ is designed to document and devise strategies for each of
the different Plants found in the PC game Plants vs. Zombies. As this is my 
first FAQ, be advised that any intelligent critiquing would be greatly 
appreciated, and encouraged. Also, ctrl-F to skip to a chapter in the FAQ.
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1. Layout ................................................................[LAY]
2. Plants ................................................................[PLN]
3. FAQ Versions ..........................................................[VER]
4. Legal Info ............................................................[LEG]
5. Credits and Contact Info ..............................................[CRD]
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[LAY] Layout: This is how I plan to display each plant, based on several 
statistics. Stats will be followed by strategies I or others have found for 
each plant. 
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00. Plant Name
-Sun: How much sun it takes to place the plant. 
-Damage: How powerful the plant's shots are. Ranges from Low to Massive. Also 
will state if a plant is one-use only. Massive damage will kill all types of 
except for Gargantuars. 
-Extra: Lists ANY extra effects a plant has.
-Recharge: How quickly you can place another of this type of plant.
-Strategy: This will be strategies I (or others) have found effective in beating
back the zombie horde. Feel free to contact me if you have a strategy you would
like to share!
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[PLN] Plants: Here they are!
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01. Sunflower
-Sun: 50 
-Damage: None
-Extra: Produces 25 sun occasionally, even at night.
-Recharge: Fast
-Strategy: This is your basic moneymaker. Usually you'll want AT LEAST 2 of 
these before you start building anything else. I generally go for three, and 
then take out the first zombie with a single-use plant. The Rake works too. 
Whatever you do, keep these AWAY from the zombies. As long as you still have 
Sunflowers, you still have a chance to rebuild defenses.
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02. PeaShooter
-Sun: 100
-Damage: Normal
-Extra: None
-Recharge: Fast
-Strategy: Pretty basic first-line defense. These work well early on, but other
types of plants are more efficient at killing higher level zombies.
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03. Cherry Bomb
-Sun: 150
-Damage: Massive, One-usage. Fires instantly.
-Extra: Medium size splash damage. 
-Recharge: Slow
-Strategy: This is your basic "bomb" plant. If further explanation is needed,
you simply plant the Cherry Bomb, it goes boom, and takes out the zombies in
the squares around it. Simple. This one also works well as a last-ditch 
defense, or against very durable zombies that just won't go down. 
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04. Wall-Nut
-Sun: 50
-Damage: None
-Extra: Prevents most zombies from passing through until they eat it. Also has
an extremely tough shell, making the busy zombies easy pickings. 
-Recharge: Medium
-Strategy: Again, simple stuff. Put it in front of your more fragile plants to
buy them enough time to kill the zombies. Some zombies can jump, climb, or fly
over the wall-nuts though, so keep an eye out.
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05. Potato Mine
-Sun: 25
-Damage: Massive, single-usage. Small splash damage (all zombies on its square)
Also can hit miner zombies underground.
-Extra: Starts out buried, so it takes some time to arm itself.Once you see its
eyeballs, you know it's ready to blow some zombies into pieces. 
-Recharge: Medium
-Strategy: Since it takes some time to arm, the potato mine is better used as a
plant defense or last line defense. Never plant one of these on top of zombies.
You'll just waste it. You could use it as an impromptu wall, though, if you
just need to land a few more hits on something. Also, certain zombies can avoid 
this plant altogether, similarly to the wall-nut. Ladder zombies are still
affected, however.
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06. Snow Pea
-Sun: 175
-Damage: Normal
-Extra: Chills zombies upon hit, slowing them down for a while.
-Recharge: Fast
-Strategy: This is similar in style and shape to the PeaShooter. Use it in 
conjunction with other shooters to really put on the hurt. I believe the
fireballs caused by the torchwood can return chilled zombies to their normal 
state, but this is unproven thus far.
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07. Chomper
-Sun: 150
-Damage: Massive
-Extra: Swallows most small zombies whole, but takes bloody FOREVER to recharge
while it chews on one.
-Recharge: Fast
-Strategy: This one is nice for zombies that jump/climb/fly over your walls,
but the ungodly "chewing" time means that you REALLY must protect this sucker
after he takes the first bite. 
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08. Repeater
-Sun: 200
-Damage: Normal (for each pea)
-Extra: Fires Two peas at a time.
-Recharge: Fast
-Strategy: Basically, this is two peashooters occupying one space. The nice 
thing about repeaters is that you get an extra space in which to plant, as 
opposed to the peashooter which must take up two squares of land to provide the
same firepower.
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09. Puff-Shroom
-Sun: 0
-Damage: Normal 
-Extra: Short range (about 3 or so squares) (Nocturnal)
-Recharge: Fast
-Strategy: This is my favorite early defense on night levels. It costs NOTHING!
This means you can place these even before sunflowers! I basically will load up
on these early on, and then dig them up to replace them with more powerful, 
long-range shooters when I have the sun. I usually go with at least two per row
to start with, and then move onto three, and then to stronger plants.
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10. Sun-Shroom
-Sun: 25
-Damage: None 
-Extra: Produces 15 sun at first, but when it grows up it produces 25 sun.
(Nocturnal)
-Recharge: Fast
-Strategy: These make decent sun growers on night levels. When used in 
conjunction with plenty of puff-shrooms, the sun-shroom can build you up enough
sun to develop quite the defense! 
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11. Fume-Shroom
-Sun: 75
-Damage: Normal, Splash hits all zombies in the fume-cloud.
-Extra: Also, penetrates through screen doors and ladders. (Nocturnal)
-Recharge: Fast
-Strategy: This is an excellent replacement for the puff-shroom later on. I 
usually only put one of these down at a time, to maximize their effectiveness.
They are also more potent against groups of zombies.
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12. Grave Buster
-Sun: 75
-Damage: None
-Extra: Eats graves. Must be planted on a grave. (single use)
-Recharge: Fast
-Strategy: If you know a level is going to have lots of graves on it, this is
great for removing them. It CAN still be eaten by zombies though, so pick when
you use it wisely. Also, it does not prevent zombies from rising while it is 
eating the grave. So, if you see the dirt under the grave churning, do not 
plant the Grave Buster there. Yet.
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13. Hypno-Shroom
-Sun: 75
-Damage: None
-Extra: Turns the zombie that eats it to your side. (Nocturnal)
-Recharge: Normal
-Strategy: The converted zombies turn around and begin walking the other way. 
If they hit another zombie, they begin attacking it. Your plants will not shoot
converted zombies. This is EXCELLENT when used against football zombies and
Dancing zombies. The hypnotised dancing zombie will summon hypnotised dancers.
Awesome. I have not tested the hypno-shroom on everything, so if you know of
other good uses for it, please contact me. 
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14. Scaredy-Shroom
-Sun: 25
-Damage: Normal
-Extra: Hides when zombies get close, but zombies can still eat it. Long-range
only. (Nocturnal)
-Recharge: Fast
-Strategy: Basically the opposite of the puff- and fume-shrooms. Or, you could 
consider it a sniper. Except it still does the same amount of damage as a 
peashooter. It is much cheaper than the peashooter though. 
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15. Ice-Shroom
-Sun: 75
-Damage: Low, Instant fire, single-usage.
-Extra: Freezes all zombies on the screen. (Nocturnal)
-Recharge: Slow
-Strategy: Excellent for buying yourself some time. Best used when many zombies
are on screen. Hypothetically, you could use this during the day with the 
coffee bean, but that makes you spend lots of sun... Also, the Ice-Shroom is
vital for beating the final boss. I'm sure you can figure it out when you get
there. Here's a hint though: Fire and Ice need opposites.
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16. Doom-Shroom 
-Sun: 125
-Damage: Massive, HUGE splash
-Extra: Leaves a crater that cannot be planted in. (Nocturnal)
-Recharge: Slow
-Strategy: Very similar to the Ice-shroom. Except everything dies. Ever hear of
a mushroom cloud? Yeah, that's what the doom-shroom does. Plant in the middle
of the zombies side slightly after a wave has started to completely demolish 
the wave. 
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17. Lilypad
-Sun: 25
-Damage: None
-Extra: Allows you to plant non-aquatic plants on your pool. (Aquatic)
-Recharge: Fast
-Strategy: None really, although zombies have to eat through the plant on top
of the lilypad before eating the pad itself. It COULD act as a barrier in 
emergencies. 
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18. Squash
-Sun: 50
-Damage: Massive, splash hits all zombies in the spot where it lands. Single
usage.
-Extra: None really.
-Recharge: Normal
-Strategy: Can also be used as an instant kill, which makes it more effective 
than the potato mine, except it cannot hit miners that are underground.
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19. Threepeater
-Sun: 325
-Damage: Normal, for each pea
-Extra: Shoots three peas, one in front, one in the lane above, and one in the 
lane below it. 
-Recharge: Fast
-Strategy: More expensive than getting three peashooters, but it can really be 
worth it. It takes only one space instead of the three you would need normally.
The three-lane fire can really lead to some interesting strategies and combos,
such as having a row of Threepeaters followed by a row of torchwood.
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20. Tangle Kelp
-Sun: 25
-Damage: Massive, single-usage 
-Extra: Aquatic
-Recharge: Normal
-Strategy: Great for getting rid of aquatic zombies, but the slow recharge time
can be frustrating. Also, it works on snorkel zombies when they are underwater,
and dolphin-rider zombies cannot jump over this one. All for just 25 sun! 
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21. Jalapeno
-Sun: 125
-Damage: Massive. Splash hits all zombies in the lane the jalapeno is planted
on. Single-usage, instant.
-Extra: none
-Recharge: SLow
-Strategy: pretty self-explanatory, but it is also essential for the final boss
fight. Again, the hint is: Fire and Ice need opposites.
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22. Spikeweed
-Sun: 100
-Damage: Normal (Massive against vehicles) Can't hit flyers, and can be jumped.
-Extra: Can't be eaten! Pops tires on zombie vehicles, but when it does it is
destroyed.
-Recharge: Fast
-Strategy: Put it on the right side of the screen, where the zombies appear.
Useless in water or pots.
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23. Torchwood
-Sun: 175
-Damage: None itself. See extra.
-Extra: Doubles damage of all peas that go through it.
-Recharge: Fast
-Strategy: Put it in front of lanes of any pea-shooting plant. I'm pretty sure
that it negates the chilling effect of snow-peas though, if anybody can confirm
this, please contact me. Putting Threepeaters behind rows of Torchwood can lead
to some pretty fantastic results. Even better, put the torchwood behind wall- 
or tall-nuts.
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24. Tall-Nut
-Sun: 125
-Damage: None
-Extra: Cannot be jumped over. I believe it can be flown over though. (Contact
me if you know for sure) Also has an even thicker shell than the wall-nut.
-Recharge: Normal
-Strategy: Basically better than the Wall-nut in every way except for price. 
Combining this with a pumpkin to make a nigh-impenetrable defense. Beware: 
Ladders can still climb over it.
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25. Sea-Shroom
-Sun: 0
-Damage: Normal, short-range only.
-Extra: Aquatic, Nocturnal
-Recharge: Normal
-Strategy: Use like puff-shrooms, in the water. Only complaint is its slower 
recharge time.
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26. Plantern
-Sun: 25
-Damage: None 
-Extra: Clears fog in an area around it.
-Recharge: Normal
-Strategy: The great thing about these is they let you see what's coming in fog
levels. The problem with them is that they are vulnerable, and to be of any use
they must be somewhere near the zombies' side. Still, they're worth the 25 sun.
Also, these will show you what are in vases in the vase minigames.
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27. Cactus
-Sun: 125
-Damage: Normal
-Extra: Hits ground and air targets. Basically, pops balloons.
-Recharge: Fast
-Strategy: I kinda wish these had gotten some kind of upgrade. They just look 
so cool. Anyway, These are not recommended for levels without flying zombies.
It's more cost-efficient to buy pea-shooters than these.
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28. Blover
-Sun: 100
-Damage: None
-Extra: Blows away fog. Also, Blows away balloon zombies (read: instant kills)
-Recharge: Fast
-Strategy: Only useful for fog levels and levels with balloon zombies. Useless
elsewhere. Note: Fog comes back after a while. In my opinion, Planterns are 
better for fog, and use blovers to take out balloons.
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29. Split pea
-Sun: 125
-Damage: Normal (for each pea)
-Extra: Shoots like a peashooter in front, Shoots like a Repeater behind it.
-Recharge: Fast
-Strategy: These spit the most peas for their money. They may seem like they 
are only useful against miners, but they are actually quite helpful when a
zombie gets past your front line. Simply replace one of your eaten plants with
a Split Pea, and he might kill the offending zombie before it gets to your 
sunflowers, lawnmower, or even BRAINS! IN addition, it will help defend against 
against forward attacks.
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30. Starfruit
-Sun: 125
-Damage: Normal in five (count 'em) FIVE directions.
-Extra: Shoots backward, sideways, and diagonally forwards left and right. 
-Recharge: Fast
-Strategy: You better cover this guy. He is defenseless against zombies walking
straight for him, but he is decent in the fact that he shoots 5 stars at once.
Personally not my favorite, but it can be useful sometimes.
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31. Pumpkin
-Sun: 125
-Damage: None
-Extra: High Defense (like a wall-nut). Can be planted on another plant. 
-Recharge: Normal
-Strategy: Plant this on a Wall- or Tall-Nut to create a Nearly impenetrable 
defense. Of course, the ladder zombie negates this, but when combined with 
magnet-shrooms, this defense can really be unstoppable. Or, plant these on your
shooters to give them wall-nut-esque health.
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32. Magnet-Shroom
-Sun: 100
-Damage: None
-Extra: Steals Buckets, Football Helmets, Ladders, Pogo Sticks, Screen Doors, 
and Mining Helmets from zombies, robbing them of their effects. (If I missed 
anything let me know)
-Recharge: Fast
-Strategy: Plant behind a wall to help defend against ladders, and to remove 
the high defense of buckets, screen doors, and football helmets. Only weakness
is javelins (if you're using wall-nuts). When planted behind a Pumpkin-ed 
Tall-nut, the defensive power is Stunning.
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33. Cabbage-Pult
-Sun: 100
-Damage: Normal
-Extra: Lobbed shots
-Recharge: Fast
-Strategy: As far as I can tell, it's just a different kind of peashooter.
Except you have to use this one when you are on the roof, apparently because
the angle of the roof upsets the peashooters shot. Go figure.
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34. Flower Pot
-Sun: 25
-Damage: None 
-Extra: Let's you plant plants on the roof.
-Recharge: Fast
-Strategy: Basically a lily-pad for your roof, but these are ESSENTIAL in 
planting anything up there. There are no plants that can be planted straight on
the roof, so if you're stuck on the roof with no flower pots, you're screwed. 
ON the plus side, the zombies have to eat through the plant in the pot as well
as the pot itself.
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35. Kernel-Pult
-Sun: 100
-Damage: Medium-low (kernels), Normal (Butter)
-Extra: Lobbed shots. Random butter shots immobilize zombies.
-Recharge: Fast
-Strategy: Use these IN CONJUNCTION with more powerful plants. The 
immobilization ability of the butter is only truly useful when you have other
plants heaping on the damage. 
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36. Coffee Bean
-Sun: 75
-Damage: None  
-Extra: Can be planted on mushrooms. Wakes them up during the day. 
(Single-Usage, Instant)
-Recharge: Fast
-Strategy: Best use I've seen for it thus far is on the Magnet-Shroom. The 
mushrooms are generally too weak to be bothered with otherwise. Sure, you can 
puff-shrooms for 0 sun, but when you tack on the 75 sun cost of the coffee 
bean, it just isn't worth it. Also, you can plant it on daytime plants, but to 
my knowledge it doesn't do anything to them.
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37. Garlic
-Sun: 50
-Damage: None 
-Extra: Diverts zombies into other lanes.
-Recharge: Fast
-Strategy: One interesting srategy with Garlic is putting two of them next 
to each other on the grass in pool levels. The zombies will bounce back and 
forth between the lanes for a while, making them easier pickings, especially 
for melon-pults. After a while though, the garlic dissappears from being slowly
eaten by the passing zombies. Also, the zombies slowly move forward even while
being bounced, but their speed is drastically reduced. Another strategy with 
Garlic involves putting Garlic in front of lanes made entirely of sunflowers
(or Marigolds if you want tons of money) and then putting the other lanes full
of attackers. Threepeaters can be deadly here, doing damage before the lane
swap occurs.
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38. Umbrella Leaf
-Sun: 100
-Damage: None
-Extra: Reflects Bungee-zombies and the basketballs lobbed by Catapult-zombies.
-Recharge: Fast
-Strategy: Place these directly in the middle of a group of plants to give them
instant protection during levels with bungees and catapults. If a bungee is 
coming down to drop a zombie, both bungee and dropped zombie are reflected! 
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39. Marigold
-Sun: 50
-Damage: None
-Extra: Occasionally spits out Gold and Silver coins
-Recharge: Normal
-Strategy: This plant exists purely to generate coins. If you're trying to save
up for something expensive, play an easy, long level and plant plenty of these.
Using Golden-magnets when doing this makes the coin-collection much easier too.
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40. Melon-Pult
-Sun: 300
-Damage: Heavy 
-Extra: Damages closely grouped zombies. Lobbed shots.
-Recharge: Fast
-Strategy: These are easily the best zombie killing devices in the game. Like 
the almanac says, they're the most killing for their money. The splash damage 
only affects the zombies that are about a square away, so don't expect huge
explosions. 
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41. Gatling Pea
-Sun:
-Damage: Normal
-Extra: Must be bought from Crazy Dave for $5,000. Shoots FOUR peas at once. 
Plant over Repeaters.
-Recharge:
-Strategy:
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42. Twin Sunflower
-Sun: 150
-Damage: None
-Extra: Must be bought from Crazy Dave for $5,000. Gives out two 25 suns. Plant
over Sunflowers.
occasionally.
-Recharge: Slow
-Strategy: These don't require a lot of strategy, as their main purpose is to 
upgrade the Sunflower.
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43. Gloom-Shroom
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $7,500. Plant over Fume-Shrooms.
-Recharge:
-Strategy:
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44. Cat-Tail
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $10,000. Plant over Lily Pads.
-Recharge:
-Strategy:
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45. SpikeRock
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $7,500. Plant over SpikeWeeds.
-Recharge:
-Strategy:
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46. Golden Magnet
-Sun: 50
-Damage: None
-Extra: Must be bought from Crazy Dave for $3,000. Plant over Magnet-shrooms.
Only attracts silver and gold coins, and I believe gems.
-Recharge: Slow
-Strategy: Plant one of these somewhere where it will be well defended. A great
use for these is planting a bunch of Marigolds, and then putting one of these
somewhere. It collects all coins on the screen at once, then waits a while
before doing it again. 
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47. Winter-Melon
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $10,000. Plant over Melon-Pults.
-Recharge:
-Strategy:
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48. Cob Launcher
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $20,000. Plant over Kernal-Pults.
-Recharge:
-Strategy:
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49. Imitater
-Sun: N/A
-Damage: N/A
-Extra: Must be bought from Crazy Dave for $30,000. Allows you to pick TWO of 
the same plant in one round.
-Recharge: N/A
-Strategy: Basically, this turns into another plant. Best used on a SLOW
recharging plant, or one-use plants. This gives you TWO chances to do massive
damage. This is especially helpful against Gargantuar, because two Massive
damages will kill a Gargantuar.
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[VER] Versions
-Version 0.9 - Added most plants, plant info, except for some of the "upgrade"
plants. 
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[LEG] Legal Info
-The information in this FAQ may be used freely by anyone, credit need not be 
given, but is greatly appreciated. Thank you!
-All plant and zombie names I believe are Copyrighted by PopCap. 
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[CRD] Credits and Contact Info
-PopCap for developing this awesome game.
-All other info so far has been discovered by yours truly, Anton Grahame.
-To reach me, e-mail me at emeraldscorpion90@yahoo.com, with Plants Vs Zombies
FAQ in the subject. 
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