Plants vs. Zombies: FAQ/Walkthrough

| .-------------------------------------------------------------------------. |
| |                                                                         | |
| |    Plants Vs Zombies Game Guide v0.20                                   | |
| |    by Curby                                       | |
| |                                                                         | |
| |    Copyright (C) 2009 Michael Lee, licensed under CC BY-ND 3.0          | |
| |                                                                         | |
| `-------------------------------------------------------------------------' |

|  000: Table of Contents                                                     |

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 the Guide (~100%)

200. Game Introduction (~100%)
  210. Gameplay Overview (stub)
  220. Game Modes (stub)
  230. Unlockable and For-Sale Items (~100%)
  240. Tips (??)

300. Adventure Walkthrough
  310. Stage 1 - Front Lawn, Day (95%)
    311. Level 1-1
    312. Level 1-2
    313. Level 1-3
    ...  ...
    31F. Level 1-10
  320. Stage 2 - Front Lawn, Night (95%)
    321. Level 2-1
    322. Level 2-2
    323. Level 2-3
    ...  ...
    32F. Level 2-10
  330. Stage 3 - Back Yard, Pool
    331. Level 3-1
  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. Zen Garden Walkthrough (55%)

700. Survival Walkthrough (95%)
  710. First Stage (Flags 1-2)
  720. First Stage (Flags 3-4)
  730. Later Stages (Flags 5-10)
  740. Location-specific Considerations

800. Plant Army (5%)

900. Zombie Army (0%)

|  100: About this Guide                                                      |

--- Availability --------------------------------------------------------------

You may have found this guide on the Internet or through email, which is fine.
Please know that the latest version is always available for free from my own
domain [1] and GameFAQs [2].


--- 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 versions are 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.


--- Status / History  ---------------------------------------------------------

This is the number 1 requested FAQ, so I decided to upload a work in progress
in the hopes that it answers some questions and provides some tips for those
looking to beat certain difficult levels.  I will definitely be providing
updates fast and furious in the coming days and weeks.  Stay tuned!

2009-05-18 Stage 2 of Adventure, changed license, survival mode, misc changes
2009-05-15 Initial release

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|  200: Game Introduction                                                     |

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.

As this is meant to be a gameplay walkthrough and not an introduction to the
game, 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.


|  210: Gameplay Overview                                                     |

The game's readme file contains the helpful "Playing the Game" section [8].
There is little else to add to that useful overview, though this section may be
added to in more detail as time permits.


|  220: Game Modes                                                            |

The game's readme file contains the helpful "Game Modes" section [9].  There is
little else to add to that useful overview, though this section may be added to
in more detail as time permits.


|  230: Unlockable and For-Sale Items                                         |

Here are unlockable items and the prerequisites for each.

Item/Game Mode              Unlock Action
''''''''''''''''''''''''''  '''''''''''''''''''''''''''''''''''''''''''
Shovel                      Complete Level 1-4
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

Silver Trophy               Complete Adventure Mode
Gold Trophy                 Complete all mini-games and puzzles,
                            buy everything from Crazy Dave

Here are the available Steam achievements and how to achieve them, as reported
at GameFAQs [10].  These are only available if your purchased your game from
Steam [11].  Achievements don't have any in-game effect other than the notifi-
cation that you have received it.

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.  See the readme file [12] for a list.


|  240: Tips                                                                  |

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.  Time, space, and
   sun are precious resources in adventure mode.  Instead, finish adventure
   mode more quickly and use other means 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 Garlic to divert enemies onto rows with existing attacking plants.
      This combines well with Gloom-shroom strategies which also make use of
      diversion tactics.
   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  There are tons of tips and techniques scattered throughout this guide too!


|  300: Adventure Walkthrough                                                 |

The Adventure mode can be considered the "Main" mode of the game.  Here are
level descriptions and tips on completing each level.

|  310: Stage 1 - Front Lawn, Day                                             |

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 where they are smaller than the maximum.

This first stage is rather easy, but it makes 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 that condensed version, read the
"Notes" for further explanation.

--- 311: Level 1-1 ------------------------------------------------------------

  Size:    1x9
  Enemies: Zombie
  Flags:   0
  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
           for assured victory.  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 delays their attacks but allows you to attack them.

--- 312: Level 1-2 ------------------------------------------------------------

  Size:    3x9
  Enemies: Zombie
  Flags:   1
  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.  By delaying your Peashooter, you will have more time
           and on the third column from the left.  In general, you should 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.

           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
  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
  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 stop more
           durable Zombies from advancing. 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
  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

           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
  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 a bit forward 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:   ???
  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 get
           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:   ???
  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).  I fill
           out any remaining slots with plants that are good against certain
           special Zombies for a given level, or plants I want to use for fun.

           This level plays out like the last one, except that you can place
           Chompers behind Wall-nuts to take care of Pole Vaulters.  Chompers
           will eat Zombies that are up to two columns ahead, so they can reach
           over Wall-nuts to chomp on a Zombie.

--- 319: Level 1-9 ------------------------------------------------------------

  Enemies: Zombie                             Conehead Zombie
           Pole Vaulting Zombie               Buckethead Zombie
  Flags:   ???
  Reward:  Zombie Note

  Plants:  Sunflower                          Repeater
           Peashooter                         Wall-nut
           Snow Pea                           Cherry Bomb

  The Key: If you're running out of space, upgrade instead of planting more!

  Notes:   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:   ???
  Reward:  Puff-shroom Seed Packet

  Plants:  All plants except for Sunflower

  The Key: Wall-nuts in front, shooters behind.

  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
           "reset buttons" such as Cherry Bombs on the belt indefinitely while
           you place permanent plants such as Peashooters on the ground.

|  320: Stage 2 - Front Lawn, Night                                           |

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
will 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 unit.  Since these are low-range, you'll eventually want
to place long-range support units 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.

--- 321: Level 2-1 ------------------------------------------------------------

  Graves:  Columns 7-9
  Enemies: Zombie                             Newspaper Zombie
  Flags:   ???
  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

           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  Sunflower
           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:   ???
  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 on your front lines more quickly.

           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 at night.

           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, replace the Puff-shrooms in
           column 4 with Repeaters.

--- 323: Level 2-3 ------------------------------------------------------------

  Graves:  Columns 7-9
  Enemies: Zombie                             Screen Door Zombie
           Conehead Zombie
  Flags:   ???
  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.  They also nullify screen doors.

           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:   ???
  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.  By this point, you
           probably have $750, 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.

           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:   ???
  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.

--- 326: Level 2-6 ------------------------------------------------------------

  Graves:  Columns 6-9
  Enemies: Zombie                             Football Zombie
           Conehead Zombie
  Flags:   ???
  Reward:  Scardey-shroom Seed Packet

  Plants:  Sun-shroom                         Grave Buster
           Puff-shroom                        Cherry Bomb
           Fume-shroom                        Wall-nut

  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  .  .  .          W  Wall-nut
           S  S  .  F  P  W  .  .  .
           S  S  .  F  P  W  .  .  .

--- 327: Level 2-7 ------------------------------------------------------------

  Graves:  Columns 5-9
  Enemies: Zombie                             Football Zombie
           Conehead Zombie                    Screen Door Zombie
  Flags:   ???
  Reward:  Ice-Shroom Seed Packet

  Plants:  Sun-shroom                         Grave Buster
           Puff-shroom                        Cherry Bomb
           Fume-shroom                        Wall-nut

  The Key: Plant a bunch of Fume-shrooms, just like level 2-3

  Notes:   Since there aren't any Pole Vaulters we need to slow down, we will
           just plant a ton of Fume-shrooms behind Wall-nuts.  The occasional
           Footballer can be met with a Hypno-shroom, or just let it hit the

--- 328: Level 2-8 ------------------------------------------------------------

  Graves:  Columns 6-9
  Enemies: Zombie                             Dancing Zombie
           Conehead Zombie
  Flags:   1
  Reward:  Doom-shroom Seed Packet

  Plants:  Sun-shroom                         Grave Buster
           Puff-shroom                        Cherry Bomb
           Fume-shroom                        Wall-nut

  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
  Reward:  Zombie Note

  Plants:  Sun-shroom                         Grave Buster
           Puff-shroom                        Cherry Bomb
           Fume-shroom                        Wall-nut

  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
  Reward:  Lily Pad Seed Packet

  Plants:  Puff-shroom                        Grave Buster
           Fume-shroom                        Hypno-shroom
           Scardey-shroom                     Ice-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 start 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!
2) Mushrooms fall asleep during the day, so avoid them for now.

--- 331: Level 3-1 ------------------------------------------------------------

  Enemies: Zombie                             Ducky Tube Zombie
           Conehead Zombie

  Plants:  Sunflower                          Snow Pea
           Lily Pad                           Wall-nut
           Peashooter                         Cherry Bomb

  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
           resource production early.  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.  Other than that,
           treat this like the levels in stage 1: start with Peashooters, build
           up Wall-nuts, and fortify with Repeaters and Snow Peas.

|  340: Stage 4 - Back Yard, Pool and Fog                                     |

|  350: Stage 5 - Roof                                                        |

--- 35F: Level 5-10, Conveyor Belt Level --------------------------------------


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 [1].  It contains a lot of theory behind my chosen setup, but if
you just want the quick answer, here's the setup:

         M  M  M  M  M [M][u] .  .   Symbol Legend
         M  M  M  M  U  u  G [G] g     .  Open Land      T  Tall-nut
         M  M  M  M  M [M] T  _  _     _  Open Water     u  Magnet-shroom
         M  M  M  M  M [M] T  _  _     G  Gloom-shroom   U  Gold Magnet
         M  M  M  M  U  u  G [G] g     g  Garlic         M  Marigold
         M  M  M  M  M [M][u] .  .    [ ] Pumpkin


--- 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.

         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
         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: 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 [1] on the Zen Garden, and section 300 of my Gold-Farming Guide [2]
describes how to earn money in two ways there.


|  700: 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 [1].
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.


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.

--- 710: 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!


  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

--- 720: 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.


  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

--- 730: Later Stages (Flags 5-10) --------------------------------------------

These stages are described together because the goals are the same.  We'll try
to finish upgrading our defenses to the full build:

         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.

Towards the end, you may wish to keep some open spaces in the Winter Melon
column, and place Pumpkins on the Twin Sunflowers.  The first measure gives you
space to plant Cherry Bombs and get rid of Imps that will try to eat your Cob
Cannons.  You could use the Cob Cannons to get rid of the Imps but they fire
slowly and it may be too late unless you anticipate the Imps' arrival time.
The second measure stalls Digging Zombies (??) that get past your Magnet-
shrooms, though again if you're paying close attention, you could use Cob
Cannons to kill the Diggers before they can do any damage.

In levels with 5 rows, the middle row is brought forward because it is covered
by all the Gloom-shrooms and Zombies 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] .  .  .  #

--- 740: 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:

  Use Coffee for the Fume-shrooms and Magnet-shrooms

  Use Puff-shroom as your early attack unit
  Use Grave Buster to destroy gravestones

  Use Lily Pads for planting in the pool
  Use Coffee for Fume-shrooms and Magnet-shrooms

  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

  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

|  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

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!"



--- 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
Tangle Kelp

Split Pea

Flower Pot

|  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.