Recopilatorio en ingles de todos los tipos de plantas y zombis del juego, acompañados de consejos sobre su colocación e uso.
Guia de Plantas:
- 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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!
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- ---------
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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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!
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- ---------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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!
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - 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:
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - Gloom-Shroom
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $7,500. Plant over Fume-Shrooms.
-Recharge:
-Strategy:
--------- --------- --------- --------- --------- --------- --------- --------- - Cat-Tail
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $10,000. Plant over Lily Pads.
-Recharge:
-Strategy:
--------- --------- --------- --------- --------- --------- --------- --------- - SpikeRock
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $7,500. Plant over SpikeWeeds.
-Recharge:
-Strategy:
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
--------- --------- --------- --------- --------- --------- --------- --------- - Winter-Melon
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $10,000. Plant over Melon-Pults.
-Recharge:
-Strategy:
--------- --------- --------- --------- --------- --------- --------- --------- - Cob Launcher
-Sun:
-Damage:
-Extra: Must be bought from Crazy Dave for $20,000. Plant over Kernal-Pults.
-Recharge:
-Strategy:
--------- --------- --------- --------- --------- --------- --------- --------- - 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.
Guia de Zombies:
ZOMBIE<<<
Regular Garden-variety Zombie.
Toughness: low
This zombie loves brains. Can't get enough. Brains, brains, brains, day in and
night out. Old and stinky brains? Rotten brains? Brains clearly past their
prime? Doesn't matter. Regular Zombie wants 'em.
Notes: Always the first zombie to appear in a standard level. Use a Garden Rake
($200) to take him out instantly, since he will choose the line where
the Rake is located.
FLAG ZOMBIE<<<
Flag Zombie marks the arrival of a huge pile or "wave" of zombies.
Toughness: low
Make no mistake, Flag Zombie loves brains. But somewhere down the line he also
picked up a fascination with flags. Maybe it's because the flags always have
brains on them. Hard to say.
Notes: Regular Zombie carrying a flag, no more, no less.
CONEHEAD ZOMBIE<<<
His traffic cone headpiece makes him twice as tough as normal zombies.
Toughness: medium
Conehead Zombie shuffled mindlessly forward like every other zombie. But some-
thing made him stop. Made him pick up a traffic cone and stick it on his head.
Oh yeah. He likes to party.
Notes: A single Conehead Zombie can be taken out by a single Pea Shooter (16
shots from the far left) before reaching the plant.
POLE VAULTING ZOMBIE<<<
Pole Vaulting Zombie vaults with a pole.
Toughness: medium
Speed: fast, then normal (after jump)
Special: jumps the first plant he runs into
Some zombies take it further, aspire more, push themselves beyond the normal
into greatness. That's Pole Vaulting Zombie right there. That is so him.
Notes: Can't jump over Tall-Nuts and cannot avoid instants like Squashers and
Jalapenos.
BUCKETHEAD ZOMBIE<<<
His bucket hat makes him extremely resistant to damage.
Toughness: high
Weakness: magnet-shroom
Buckethead Zombie always wore a bucket. Part of it was to assert his uniqueness
in an uncaring world. Mostly he just forgot it was there in the first place.
Notes: When using Magnet-Shrooms on daytime levels, make sure not to forget the
Coffee Bean to wake them up.
NEWSPAPER ZOMBIE<<<
His newspaper provides limited defense.
Toughness: low
Newspaper Toughness: low
Speed: normal, then fast (after losing newspaper)
Newspaper Zombie was this close to finishing his Sudoku puzzle. No wonder he's
freaking out.
Notes: I would be freaked out too.
SCREEN DOOR ZOMBIE<<<
His screen door is an effective shield.
Toughness: low
Screen Door Toughness: high
Weakness: fume-shroom and magnet-shroom
He got his screen door from the last inexpertly defended home he visited, after
he ATE THE HOMEOWNER'S BRAINS.
Notes: The screen shield only protects him from frontal attacks.
FOOTBALL ZOMBIE<<<
Football Zombie makes the big plays.
Toughness: very high
Speed: fast
Weakness: magnet-shroom
Football Zombie gives 110 percent whenever he's on the field. He's a team
player who delivers both offensively and defensively. He has no idea what a
football is.
Notes: Basically an even tougher and much faster version of Buckethead Zombie.
Snow Peas and Winter Melons are extremely effective against him.
DANCING ZOMBIE<<<
Any resemblance between Dancing Zombie and persons living or dead is purely
coincidental.
Toughness: medium
Special: summons back-up dancers
Dancing Zombie's latest album, "GrarrBRAINsarblarbl", is already rocketing up
the undead charts.
Notes: Jacko forever! Using a Hypno Shroom on him also affects all the dancers
summoned by him.
BACKUP DANCER<<<
These zombies appear in sets of four whenever Dancing Zombie rocks out.
Toughness: low
Backup Dancer Zombie spent six years perfecting his art at the Chewliard
Performing Arts School in Zombie New York City.
Notes: See Dancing Zombie for a cheap trick. Somewhat irregular movement.
DUCKY TUBE ZOMBIE<<<
The ducky tube allows this zombie to float on water.
Toughness: low
Only appears in the pool
It takes a certain kind of zombie to be a Ducky Tuber. Not every zombie can
handle it. Some crack. They can't take it. They walk away and give up on
brains forever.
Notes: Comes in three varieties: Regular, Conehead and Buckethead. Tangle
Kelps are particularly effective against Water Bucketheads.
SNORKEL ZOMBIE<<<
Snorkel Zombie can swim underwater.
Toughness: low
Special: submerges to avoid attacks
Only appears in the pool
Zombies don't breathe. They don't need air. So why does Snorkel Zombie need a
snorkel to swim underwater? Answer: peer pressure.
Notes: Any obstacle, even a simple Lily Pad, makes him emerge from the pool to
take a bite and makes him vulnerable to straight line shots.
ZOMBONI<<<
The Zomboni applies ice, steam and pressure to your plants.
Toughness: high
Special: crushes plants, leaves an ice trail
Often mistaken for a zombie driving an ice machine, the Zomboni is a totally
different life-form more closely related to a space ogre than a zombie.
Notes: Crushes all plants in his path, even Pumpkin Tall-Nuts. If your fire-
power is lacking, use a Spikeweed to take him out ASAP. Other instants
like Squashers and Jalapenos work too. Also, since you can't plant
anything on an ice trail, Jalapenos should be used to melt the trails.
ZOMBIE BOBSLED TEAM<<<
These zombies appear in teams of four.
Toughness: low
Bobsled Toughness: low
Special: only appears on ice
Zombie Bobsled Team worked hard to get where they are. They live together, eat
brains together and train together to become a cohesive zombie unit.
Notes: The Bobsled itself is very fast, that's why it's so important to take
out the Zombonis ASAP. One again, use Japalenos to get rid of the
Bobsled as well as the ice trail.
DOLPHIN RIDER ZOMBIE<<<
Dolphin Rider Zombies use dolphins to exploit weaknesses in your pool defense.
Toughness: medium
Speed: fast, then slow (after jump)
Special: jumps over the first plant he runs into
Only appears in the pool
The dolphin is also a zombie.
Notes: Basically a fast-moving Water Pole Vault Zombie. Unable to jump over
Tall-Nuts.
JACK-IN-THE-BOX-ZOMBIE<<<
This zombie carries an explosive surprise.
Toughness: medium
Speed: fast
Special: jack-in-the-box explodes
Weakness: magnet-shroom
This zombie shivers, not because he's cold but because he's crazy.
Notes: He LOVES to screw up your Vasebreaker strategy!
BALLOON ZOMBIE<<<
Balloon Zombie floats above the fray, immune to most attacks.
Toughness: low
Special: flying
Weakness: cactus and blower
Balloon Zombie really lucked out. The balloon thing really works and none of
the other zombies have picked up on it.
Notes: Instead of Peashooters, invest in Cactuses right away, until all lines
are covered. Once you have access to Cattails (pool levels only), use
them instead. Blowers should only be used in an emergency. And no, they
can't fly over your lawnmovers. Once he's been shot down, he acts like
a regular zombie.
DIGGER ZOMBIE<<<
This zombie digs to bypass your defenses.
Toughness: medium
Speed: fast, then slow
Special: tunnels underground and appears on the left side of the lawn
Weakness: split pea and magnet-shroom
Digger Zombie spends three days a week getting his excavation permits in
order.
Notes: These suckers are the reason why Split Peas exist. Magnet-Shrooms are
not that effective since they also react to other zombies (Buckethead,
Football, etc.) and their recharge time is slow. Equip all of your
lines with Split Peas. On pool levels, Cattails will also hit them.
Whenever Diggers appear, it is absolutely essential to protect your
back row plants with Pumpkins.
POGO ZOMBIE<<<
Pogo Zombie hops to bypass your defenses.
Toughness: medium
Special: hops over plants
Weakness: magnet-shrooms
Sproing! Sproing! Sproing! That's the sound of a powerful and effective
zombie doing what he does best.
Notes: Use Magnet-Shrooms until all of your lines are protected by Tall-Nuts.
ZOMBIE YETI<<<
A rare and curious creature.
Toughness: high
Special: runs away after a short while
Little is known about the Zombie Yeti other than his name, birth date, social
security number, educational history, past work experience and sandwich
preference (roast beef and Swiss).
Notes: He appears for the first time on Level 4-10 on your SECOND Story Mode
walkthrough. Once "unlocked", he may appear on Survival:Night levels
as well. He yields 4 Diamonds ($4000) after being killed, so make sure
not to miss him.
BUNGEE ZOMBIE<<<
Bungee Zombie attacks from above.
Toughness: medium
Special: descends from the sky and steals a plant
Bungee Zombie loves to take risks. After all, what's the point of being dead
if you don't live a little?
Notes: Always appears in a small group and randomly(?) places a target on the
plant he's about to steal. Jalapenos are a good defense, but Umbrella
Leaf placement is the real key to survival. See Catapult Zombie for
more details.
LADDER ZOMBIE<<<
Ladder Zombie climbs over obstacles.
Toughness: medium
Ladder Toughness: medium
Speed: fast, then slow (after placing ladder)
Weakness: fume-shroom and magnet-shroom
He picked the ladder up for $8.99.
Notes: Even climbs over Tall-Nuts. Magnet-Shrooms are a good defense. In
order to get rid of the placed ladder, dig out the Nut and replace it
with a new one. Blowing the ladder up with a Jalapeno or Cherry Bomb
also works but is only recommended in an emergency.
CATAPULT ZOMBIE<<<
Catapult Zombie operates heavy machinery.
Toughness: medium
Special: lobs basketballs at your plants
Of all the things Catapult Zombie could launch with his catapult, basketballs
seemed like the best and most obvious choice.
Notes: His catapult attacks are always aimed at the farthest plant in "his"
row. Pumpkins DO NOT protect your plants from the catapult. However,
two well-placed Umbrella Leaves will render them useless. Here's a
small diagram (the X indicates the Umbrella Leaves).
[ ][ ][ ]
[ ][X][ ]
[ ][ ][ ]
[ ][ ][ ]
[ ][X][ ]
[ ][ ][ ]
This setup will protect your entire back row from the catapults. In
addition, every plant located one spot away from the Umbrella Leaf is
protected from Bungee Zombies, 18 spots altogether. On a side note,
Catapult Zombie may actually run out of ammo, in that case he will just
act like a Zomboni (minus the ice trail, obviously).
GARGANTUAR<<<
Gargantuar is a gigantic zombie.
Toughness: extremely high
When Gargantuar walks, the earth trembles When he moans, other zombies fall
silent. He is the zombie other zombies dream they could be. But he still
can't find a girlfriend.
Notes: It takes two instants to destroy him. He's able to crush every plant
with a single blow of his telephone pole, only Spikerocks will last
longer (4 hits). Once he's at 50% health, he hurls his Imp a good
distance towards your lawnmovers. He comes in two varieties, white
eye and red eye. There doesn't seem to be a difference between them
though.
IMP<<<
Imps are tiny zombies hurled by Gargantuar deep into your defenses.
Toughness: low
Imp may be small, but he's wiry. He's proficient in zombie judo, zombie
karate and zombie bare-knuckle brawling. He also plays the melodica.
Notes: Always comes together with the Gargantuar. Once the Gargantuar is at
50% health, he hurls the Imp deep into your defense line. As long as the
Gargantuar is still at the far right, the Imp almost always lands in
your second or third row. It's important to protect the plants located
there with Pumpkins.
DR. ZOMBOSS<<<
Dr. Zomboss rules them all.
Toughness (in Zombot shell): extreme
Edgar George Zomboss achieved his Doctorate in Thanatology in only two
years. Quickly mastering thanatological technology, he built his fearsome
Zombot and set about establishing absolute dominance of his local sub-
division.
Notes: In his first phase, Dr. Zomboss starts out by sending all kinds of
zombies towards your flower pots. Try setting up equally strong lines
and make sure to keep at least one Jalapeno and Ice-Shroom ready at all
times. In his second phase, he will lower his robot. During this phase
he becomes vulnerable to attacks from your plants but he will also spit
out a large fireball or snowball. These balls slowly but steadily roll
through your defenses, crushing anything in their path. In order to
destroy a fireball, place an Ice-Shroom anywhere on the screen in a free
pot. In order to destroy a snowball, a Jalapeno must be placed in the
SAME line. If there's no free flower pot, quickly dig out a plant and
place the Jalapeno in there. Once the fireball or snowball is destroyed,
you can concentrate on damaging Dr. Zomboss himself. He is vulnerable to
both Jalapenos and Ice-Shrooms. After a short while, he will raise the
robot's head, beginning with phase 1 again. His other attacks consist of
crushing up to 6 plants in your back row with an ambulance van and
occasionally crushing pots on the right side of the roof with his foot.
Both attacks cannot be avoided. Keep replacing your plants and make sure
to have at least one Jalapeno and Ice-Shroom ready for phase 2 and you
will win the fight and beat Story Mode.
Otra guia muy completa con estrategias: http://gamezebo.com/games/plants-vs-zombies/tips-tricks/plants-vs-zombies-tips
Fuente: http://www.gamefaqs.com