hide results

    FAQ/Walkthrough by curby

    Version: 0.70 | Updated: 06/29/09 | Search Guide | Bookmark Guide

    | ,-------------------------------------------------------------------------, |
    | |                                                                         | |
    | |    Plants Vs Zombies Game Guide v0.70                                   | |
    | |    by Curby <kirbysdl@hotmail.com>                                      | |
    | |                                                                         | |
    | |    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.
    000. Table of Contents              400. Mini-Games Walkthrough
    100. About this Guide               500. Puzzles Walkthrough
      110. Availability                 
      120. Copyright and License        600. Survival Walkthrough
      130. Status and History             610. First Stage (Flags 1-2)
      140. Searching the Guide            620. Second Stage (Flags 3-4)
      150. Links in the Guide             630. Later Stages (Flags 5-10)
                                          640. Location-specific Tactics
    200. About the Game                   650. Survival Endless
      210. Gameplay Overview            
      220. Game Modes                   700. Zen Garden Walkthrough
      230. Secrets                      
      240. Unlockables                  800. Plant and Zombie Armies
      250. Other Items                    810. Plants Overview
      260. Tips                           820. Zombies Overview
    300. Adventure Walkthrough          
      310. Stage 1 - Front Lawn, Day    
      320. Stage 2 - Front Lawn, Night  
      330. Stage 3 - Back Yard, Pool    
      340. Stage 4 - Back Yard, Fog     
      350. Stage 5 - Roof               
    |  100: About this Guide                                                      |
    '-- 110: Availability --------------------------------------------------------'
    Whether you found this guide on the Internet or through email, please know the
    latest version is always available for free from my site [1] and GameFAQs [2].
    [1] http://curby.net/docs/games/plantsvszombies.txt
    [2] http://www.gamefaqs.com/computer/doswin/file/959255/56545
    '-- 120: 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 my explicit permission to email, repost, republish, and
    even sell this guide as long as it remains unchanged and in whole.  In all
    cases, this copyright and license statement, and the notice above that the
    latest version is always available for free, must remain intact and unchanged.
    All trademarks used herein that are listed at [4] are owned by PopCap Games,
    Inc. or its licensors and may be registered in some countries. Other company
    and product names used herein may be trademarks of their respective owners and
    are used for the benefit of those owners.
    [3] http://creativecommons.org/licenses/by-nd/3.0/
    [4] http://www.popcap.com/trademarks.php
    '-- 130: Status and History --------------------------------------------------'
    This guide was started because Plants vs. Zombies was the most requested FAQ on
    GameFAQs.  It is a work in progress, focusing on a walkthrough of Adventure
    mode for beginners and advanced strategies for seasoned players.
    2009-06-29 Stage 5 of Adventure, Plant and Zombie armies, etc.
    2009-06-11 Stage 4 of Adventure, etc.
    2009-05-28 Stage 3 of Adventure, etc.
    2009-05-18 Stage 2 of Adventure, changed license, survival mode, misc changes
    2009-05-15 Initial release
    '-- 140: Searching the Guide -------------------------------------------------'
    To jump to a section, type its number as listed in the table of contents, fol-
    lowed by the colon symbol.  If you wanted to go to section 1064, you'd search
    for "1064:" without the quotation marks.  Each level in the Adventure mode has
    its own section number consisting of 3, the stage number, and the level number.
    The third level of the second stage is at section 323, and the tenth level of
    the fourth stage is at section 34F (F indicates the final level of that stage).
    '-- 150: Links in the Guide --------------------------------------------------'
    URLs are often too long to place in-line with the main text, so they will be
    placed at the end of each section as footnotes.  For example, see the links in
    the Copyright section above.
    |  200: About the Game                                                        |
    Plants Vs Zombies [5] is a tower defense [6] game in which you defend your
    house from a horde of Zombies by placing plants in areas around your house.
    This guide is not an instruction manual.  While many walkthroughs spend time
    repeating controls and other introductory material, this guide will focus
    entirely on how to play the game effectively, not how perform basic functions.
    Therefore, the following introductory sections will often refer to the game's
    readme file [7].  If you don't have access to the Internet while reading this
    guide, you can also find the readme file in the game's installation directory.
    [5] http://www.popcap.com/games/pvz
    [6] http://en.wikipedia.org/wiki/Tower_defense
    [7] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html
    '-- 210: Gameplay Overview ---------------------------------------------------'
    For information on the controls of the game and the basics of how to play it,
    see the "Playing the Game" section [8] of the game's readme.  The game itself
    also gently introduces players to new game mechanics with in-game instructions.
    [8] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#PG
    '-- 220: Game Modes ----------------------------------------------------------'
    There are five game modes in Plants Vs. Zombies:
    Adventure   This is the primary mode, and consists of five stages of ten levels
                each.  Adventure mode must be completed to fully unlock the other
                modes.  For more information, see section 300.
    Mini-Games  This consists of 20 varied mini-games, which test your speed as
                well as your strategy.  For more information, see section 400.
    Puzzles     This consists of 20 levels of two puzzle modes: Vasebreaker and I,
                Zombie.  For more information, see section 500.
    Survival    This consists of 11 levels spanning the five locations first seen
                in Adventure mode.  For more information, see section 600.
    Zen Garden  This stress-free mode allows you to collect plants from other modes
                and earn money by growing them and keeping them happy.  For more
                information, see section 700.
    See the "Game Modes" section [9] of the game's readme for more information.
    [9] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GM
    '-- 230: Secrets -------------------------------------------------------------'
    There are special codes that can be typed in during a level to enable graphical
    effects in the game.  These codes are discovered from the sayings of the Tree
    of Wisdom, and some require the Tree of Wisdom to be of a certain height before
    they can be activated.  They have no in-game effect other than changing the
    appearance of certain elements or characters and a sound effect confirming
    their activation.
    Code                        Effect
    ''''''''''''''''''''''''''  '''''''''''''''''''''''''''''''''''''''''''''''''''
    pinata                      Dying Zombies give a shower of candy
    trickedout                  Lawn mowers get big engines
    future                      Zombies wear sunglasses
    dance                       Zombies dance instead of walk across the field
    sukhbir                     Zombies have a different call for brains sound
    daisies                     Dying Zombies leave small daisies on the ground
    mustache / moustache        Zombies get mustaches
    Note that "daisies" requires a Tree of Wisdom height of 100 or more, "dance"
    requires 500 feet, and "pinata" requires 1000 feet.
    After the first play-through of the Adventure mode, there is an empty spot in
    the Zombie Almanac.  This last Zombie is unlocked by playing through Level 4-10
    of the Adventure mode a second time.
    '-- 240: Unlockables ---------------------------------------------------------'
    Some items and game modes are unlocked by accomplishing certain tasks.  Here
    they are with the prerequisites for each:
    Item/Game Mode              Unlock Action
    ''''''''''''''''''''''''''  '''''''''''''''''''''''''''''''''''''''''''''''''''
    Shovel                      Complete Level 1-4
    Suburban Almanac            Complete Level 2-4
    Mini-Games (Game Mode)      Complete Level 3-2
    Crazy Dave's Shop           Complete Level 3-4
    Puzzles (Game Mode)         Complete Level 4-6
    Yeti (Almanac Entry)        Find in Level 4-10 during 2nd playthrough
    Zen Garden                  Complete Level 5-4
    Survival (Game Mode)        Complete Adventure mode
    Seed Packets                Complete levels in Adventure mode (the walkthrough
                                notes what seeds are awarded for each level)
    Silver Sunflower Trophy     Complete Adventure mode
    Gold Sunflower Trophy       Earn all Mini-Game, Puzzle, and Survival trophies
    If you purchased your game from Steam [10], you can earn Steam achievements by
    accomplishing certain tasks [11].  Achievements have no in-game effect other
    than the notification that you have received them.
    Steam Achievement           Unlock Action
    ''''''''''''''''''''''''''  '''''''''''''''''''''''''''''''''''''''''''''''''''
    Ask Me About Mustache Mode  Enable Mustache Mode
    Better Off Dead             Get a streak of over 10 in I, Zombie Endless
    China Shop                  Get to a streak of 15 in Vasebreaker Endless
    Cryptozombologist           Discover the top secret zombie (Yeti)
    Explodonator                Blow up 10 Zombies with a single cherry bomb
    Home Lawn Security          Complete Adventure mode
    Immortal                    Get to 20 flags in Survival Endless
    Morticulturalist            Collect all 49 plants
    Nobel Peas Prize            Get the golden sunflower trophy
    Spudow!                     Blow up a zombie using a potato mine
    Towering Wisdom             Grow the Tree of Wisdom to 100 feet
    Walk This Way               Hypnotize the lead dancer zombie
    [10] http://store.steampowered.com/
    [11] http://www.gamefaqs.com/computer/doswin/code/959255.html
    '-- 250: Other Items ---------------------------------------------------------'
    Additionally, many items can be purchase from Crazy Dave's Shop.  These include
    seed packet upgrades, defensive items like pool cleaners, and items for the Zen
    Garden.  See the readme file for a complete list [12].
    [12] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#SC/CDS
    '-- 260: 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, when time, space,
       and sun are precious resources.  Instead, finish Adventure mode more quickly
       and use other means [14] to earn money later on.
    o  Gloom-Shrooms are very powerful, and should be the first upgraded plant that
       you buy.  Once you get them, use them in all available levels.  During the
       day, use coffee beans to wake them up.  Yes, it's worth three slots!
    o  The golden rule of any real time strategy game is to ramp up your resource
       production as quickly as possible while barely surviving early attacks. To
       do this, try to kill each of the early Zombies as late as possible and with
       as few attacking plants as possible.  This will mean that you are spending
       more sun on sun-producers, so that you'll have more income for the difficult
       later parts of the level.
       o  Use the rake to take out the first zombie on each level.  This allows you
          to use more early resources on sun-producers.
       o  If you don't have the extra gold to buy rakes, you can use Potato Mines,
          Tangle Kelps, and Squashes for a similar effect.  Instead of spending 100
          sun on a plant to take care of the early Zombie, you spend half that and
          free up enough sun for another Sunflower.  This is not an issue at night
          when you have free plants to provide an early defense.
    o  Use Garlic to divert enemies onto other rows.  Instead of defending 5-6 rows
       on the field, you can divert them onto 3 rows.  Having less effective area
       to defend means that you can concentrate your defenses, and efficient plants
       such as Fume-shrooms and Gloom-shrooms are even more effective against large
       swarms as they hit every Zombie within range, whether there's 1 or 100.
    o  It is much easier to defend the water because the most powerful enemies are
       all land-locked.  For the more difficult games such as Survival mode, you
       can group your more fragile and expensive plants, such as Cob Cannons, in
       the water.
    o  There are tons of tips and techniques scattered throughout this guide too!
    [13] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GT
    [14] http://www.gamefaqs.com/computer/doswin/file/959255/56559
    |  300: Adventure Walkthrough                                                 |
    The Adventure mode can be considered the primary 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 in your front yard during the day, and is
    known as the "Day" stage in the game.  The field has a maximum size of 5 rows
    by 9 columns, though the first stages are made smaller to give a gentle
    introduction to the game.  The field sizes will be noted whenever they are
    smaller than the maximum.
    This first stage is easy, but it provides a good time to learn and practice
    more advanced techniques that will be required later on.  Even if you've
    already beaten stage 1 in your game, skim the "The Key" lines for useful tips
    and strategies.  If you don't understand those summaries, read the "Notes" for
    further explanation.
    The listed flag count is the number of large waves of Zombies that attack on
    that level.  The first number is the number of flags the first time playing
    through Adventure mode, and the second number is the number of flags on
    subsequent times playing.
    --- 311: Level 1-1 ------------------------------------------------------------
      Size:    1x9
      Enemies: Zombie
      Flags:   0 / 2
      Reward:  Sunflower Seed Packet
      The Key: Keep Peashooters far from the enemy.
      Notes:   Follow the tutorial tips and place your Peashooters at the far left.
               As the name implies, ranged units work best at long range, so we put
               them far away from the right edge where the Zombies spawn.  The
               Zombies are typically melee (close combat) units so this strategy
               keeps your plants safe for as long as possible.
    --- 312: Level 1-2 ------------------------------------------------------------
      Size:    3x9
      Enemies: Zombie
      Flags:   1 / 2
      Reward:  Cherry Bomb Seed Packet
      The Key: Save the two leftmost rows for sun production.
      Notes:   Place 4-5 Sunflowers at the far left before the first Zombie shows
               up.  Your first Peashooter should be on the same row as that first
               Zombie and on the third column from the left.  In general, set
               aside the two left-most columns for sun-producing plants.
               Here's our first level diagram, representing the beginning of the
               game.  Each dot represents an open space on the field, and other
               symbols are explained to the right of the diagram.  After we plant
               four Sunflowers, the first Zombie appeared in the middle row.  We
               place our Peashooter in the same row and in the third column.
               S  S  .  .  .  .  .  .  .          S  Sunflowers
               S  .  P  .  .  .  .  .  Z          P  First Peashooter
               S  .  .  .  .  .  .  .  .          Z  First Zombie
               Towards the end, you should flesh out the two columns of Sunflowers
               and build up two columns of Peashooters.  This will be more than
               enough firepower to take down the "flag" wave at the end.  Flags on
               the progress bar at the lower right of the screen indicate large
               groups of Zombies that attack at once.  By keeping an eye on the
               progress bar, you can better prepare your defenses for these waves.
    --- 313: Level 1-3 ------------------------------------------------------------
      Size:    3x9
      Enemies: Zombie                             Conehead Zombie
      Flags:   1 / 2
      Reward:  Wall-nut Seed Packet
      The Key: Maximize your early sun production.
      Notes:   You'll only have enough time to plant 3 Sunflowers before the first
               Zombie, but try placing a fourth.  If your reflexes are fast enough,
               you'll still be able to kill the first Zombie with your first Pea-
               shooter without taking a single hit.  This goal of early resource
               production should be kept in mind on every level.
               As before, set up two columns each of Sunflowers and Peashooters.
               That should be enough to beat the level, but you may want to try a
               Cherry Bomb to see how it works.  As they have a 3x3 area of effect,
               try not to place them at the edges of the field or you'll waste some
               of their power.
    --- 314: Level 1-4 ------------------------------------------------------------
      Size:    5x9
      Enemies: Zombie                             Conehead Zombie
      Flags:   1 / 2
      Reward:  Shovel
      The Key: Get used to a larger field and to laying defenses.
      Notes:   Your first defensive plant, the Wall-nut, can be used to stall more
               durable Zombies and larger groups.  As Zombies stop and gnaw at a
               Wall-nut, your Peashooters and other offense plants will have the
               time and protection they need to dispatch them.
               The strategy for this level follows that of the previous two: build
               Sunflowers, and support them with Peashooters.  Use Wall-nuts just
               in front of your Peashooters.  There, they will stop Zombie groups
               but single Zombies will be killed by the Peashooters before being
               able to damage the Wall-nuts at all.
    --- 315: Level 1-5, Mini-Game: Wall-nut Bowling -------------------------------
      Enemies: Zombie                             Conehead Zombie
      Flags:   1 / 2
      Reward:  Potato Mine Seed Packet
      The Key: Kill Zombies as late as possible.
      Notes:   The fifth level of every stage is a special mini-game.  After
               teaching you how to use the shovel, Crazy Dave introduces you to the
               first: Wall-nut Bowling.
               This is also the first conveyor belt level.  Instead of being
               limited by recharge timers and sun costs, you only get to use the
               seeds that slide in on the belt.  Keep in mind that unused seeds
               stay at the left side of the belt, so you can keep some there for
               Your first thought might be to kill Zombies as soon as possible, but
               it is difficult to win that way for two reasons.  First of all, by
               allowing Wall-nuts to ricochet around the field and hit multiple
               Zombies, you won't need as many Wall-nuts to kill Zombies.  Also,
               seeing what's coming up allows you to plan your resources more care-
               fully.  Instead of wasting an Explode-o-nut on two Zombies, you may
               wait a few seconds and see a larger group.
    --- 316: Level 1-6 ------------------------------------------------------------
      Enemies: Zombie                             Conehead Zombie
               Pole Vaulting Zombie
      Flags:   1 / 2
      Reward:  Snow Pea Seed Packet
      The Key: Plant Wall-nuts early, but place them carefully.
      Notes:   Pole Vaulters are easily stopped by two defensive units, but the
               recharge time on the Wall-nuts is very high, so there's no way to
               build two full columns of them before the flag.  The best bet is
               to start building them early so you can at least have one full
               column of them, and to position them to the right so that post-
               vault Zombies have some open ground to cover before reaching your
               Peashooters.  I used the following setup:
               S  S  P  P  .  .  W  .  .          S  Sunflower
               S  S  P  P  .  .  W  .  .          P  Peashooter
               S  S  P  P  .  .  W  .  .          W  Wall-nut
               S  S  P  P  .  .  W  .  .
               S  S  P  P  .  .  W  .  .
               That gives you more sun than you need towards the end of the level,
               so you may start to replace Sunflowers with more Peashooters,
               especially on rows that don't have a Wall-nut yet.  Alternately, you
               can use extra sun on Cherry Bombs.  Cherry Bombs make a good "panic
               button" by killing Zombies that get past your defenses, or those who
               get within melee range of your fragile plants.
    --- 317: Level 1-7 ------------------------------------------------------------
      Enemies: Zombie                             Conehead Zombie
               Pole Vaulting Zombie
      Flags:   2 / 3
      Reward:  Chomper Seed Packet
      The Key: Plant Wall-nuts early, but place them carefully (yes, again!)
      Notes:   The last level gave us a great plant, the Snow Pea.  By slowing down
               Zombies while also damaging them, this creates a very useful hybrid
               offense/defense plant.  Since Zombies are slowed down, we don't need
               as much space between our Wall-Nuts and our shooters.  Try to finish
               this setup before the first flag:
               S  S  P  s  P  .  W  .  .          S  Sunflower
               S  S  P  s  P  .  W  .  .          P  Peashooter
               S  S  P  s  P  .  W  .  .          W  Wall-nut
               S  S  P  s  P  .  W  .  .          s  Snow Pea
               S  S  P  s  P  .  W  .  .
    --- 318: Level 1-8 ------------------------------------------------------------
      Enemies: Zombie                             Conehead Zombie
               Pole Vaulting Zombie (?)           Buckethead Zombie
      Flags:   1 / 2
      Reward:  Repeater Seed Packet
      Plants:  Sunflower                          Chomper
               Peashooter                         Wall-nut
               Snow Pea                           Cherry Bomb
      The Key: Choose an appropriate selection of plants to fill your seed tray.
      Notes:   Starting at this level, there will be too many seed packets for the
               seed tray.  In the walkthrough, there will be a new section called
               "Plants." The notes assume that the listed plants were chosen
               for that level.
               In general, I choose a sun-producing unit (e.g. Sunflower), an early
               attack unit (Peashooter), an advanced attack unit (Snow Pea), a
               defensive unit (Wall-nut), and a "panic button" (Cherry Bomb).  Any
               remaining slots are filled with plants that are good against certain
               special Zombies for a given level, or plants I want to use for fun.
               To fully streamline your game, also consider where in the seed tray
               you place each packet.  The goal is to reduce the time and distance
               necessary to choose and then plant a certain seed, so get a feel for
               what plants you place in which columns, and position their seeds
               closer to those columns.  For example, my sun producers always go to
               the left, so I place those seeds in the left-most slot of the tray.
               This level plays out like the last one, except that you can place
               Chompers behind Wall-nuts to take care of Bucket-heads that make it
               to your front lines.  Chompers will eat Zombies that are up to two
               columns ahead, so they can reach over Wall-nuts to eat a Zombie.
               Note: In one of my profiles, this level did not have Pole Vaulters.
    --- 319: Level 1-9 ------------------------------------------------------------
      Enemies: Zombie                             Conehead Zombie
               Pole Vaulting Zombie               Buckethead Zombie
      Flags:   2 / 3
      Reward:  Zombie Note
      Plants:  Sunflower                          Repeater
               Peashooter                         Wall-nut
               Snow Pea                           Cherry Bomb
      The Key: The Repeater's good, but the Snow Pea comes first
      Notes:   An early defense relies heavily on stalling tactics while it builds
               up its resource production.  In the early parts of the game before
               there is time to plant a full column of Wall-nuts, preventing fast
               or high-toughness Zombies from reaching your plants is more
               important than raw power.  For this reason, start with a Peashooter
               in each row, and then plant a Snow Pea before planting Repeaters.
               This can be played the same way as the last two levels, but you can
               replace Peashooters with Repeaters towards the late game if you have
               extra sun.
    --- 31F: Level 1-10, Conveyor Belt Level --------------------------------------
      Enemies: Zombie                             Conehead Zombie
               Pole Vaulting Zombie               Buckethead Zombie
      Flags:   2 / 2
      Reward:  Puff-shroom Seed Packet
      Plants:  All plants except for Sunflower
      The Key: Plan your setup before planting, even for the conveyor belt levels!
      Notes:   The last level of each stage is a conveyor belt level.  Instead of
               placing plants based on recharge timers and sun costs, seed packets
               slide in on a conveyor belt and collect at the left.  You can keep
               "panic buttons" such as Cherry Bombs on the belt indefinitely while
               you place permanent plants such as Peashooters on the ground.
               Just like before, you can see how the Zombies spawn and what plants
               you get before you start planting.  The more you wait, the more you
               will know and the better you'll be able to plan your first moves.
               Plant your assorted Peashooters in columns 1-4, your Potato Mines
               and Chompers in column 5, and Wall-nuts in column 6.  To prepare for
               the second flag, replace normal Peashooters with extra Repeaters.
               Towards the end of conveyor levels, sometimes the seed tray has
               extras of plants such as Peashooters when you've moved to Repeaters.
               While keeping an extra on hand can be useful to rebuild after an
               attack, these extras are usually useless.  Simply plant them towards
               the right as ablative armor [15].  The point is to make room for
               more relevant seeds, and to stall the Zombies a little.
               [15] http://en.wikipedia.org/wiki/Ablative_armor
    '-- 320: Stage 2 - Front Lawn, Night -----------------------------------------'
    The second stage takes place in your front yard when night falls, and is known
    as the "Night" stage in the game.  There will be no sun falling from the sky
    during these levels, which limits your early expansion rate.
    Since it is the front yard, levels are still 5x9 in size, but there are now
    gravestones in the yard.  You cannot plant on graves, and Zombies will spawn
    from them during the final wave in each level.  The level descriptions below
    note which columns will have gravestones at the start of the level.
    On most of these levels, you will want to start out by planting Puff-shrooms as
    your early attacking plant.  Since these are low-range, you'll eventually want
    to place long-range support plants behind them.  For this reason, we'll break
    the "attackers at the left" rule and plant the first Puff-shrooms in columns 4
    or 5 depending on the situation.
    Lastly, Zombies will occasionally drop coins when destroyed, starting in this
    stage.  Silver coins are worth $10, and gold coins are worth $50.  Quickly pick
    up dropped coins by clicking on them before they disappear.  The rest of the
    guide assumes that you are collecting money, as it will be used later on to buy
    important upgrades and items.
    --- 321: Level 2-1 ------------------------------------------------------------
      Graves:  Columns 7-9
      Enemies: Zombie                             Newspaper Zombie
      Flags:   1 / 2
      Reward:  Sun-shroom Seed Packet
      Plants:  Sunflower                          Snow Pea
               Puff-shroom                        Cherry Bomb
               Repeater                           Wall-nut
      The Key: Plant Puff-shrooms relentlessly.
      Notes:   In the last stage, I recommended that you wait until the first
               Zombie appears before placing your first attacking plant.  However,
               since Puff-shrooms are free, you are only limited by the recharge
               timer.  To make your force as strong as possible, you'll want to
               start planting them right away and keep planting them whenever
               Instead of placing my first Puff-shrooms in column 3 like I usually
               do for attackers, I place them in column 4.  This is because I
               expect to place some Snow Peas to slow down Zombies, and Snow Peas
               have long range and can fire from the back, whereas Puff-shrooms
               have a range of 3.  This will be true for most of stage 2: start
               your Puff-shrooms further to the right and place long-range support
               between them and the Sun-shrooms.  Target the following setup:
               S  S  s  P  P  W  .  .  .          S  Sun-producing plant
               S  S  s  P  P  W  .  .  .          s  Snow Pea
               S  S  s  P  P  W  .  .  .          P  Puff-Shroom
               S  S  s  P  P  W  .  .  .          W  Wall-nut
               S  S  s  P  P  W  .  .  .
               If there were any more Puff-shrooms, they couldn't shoot far enough
               to get past the Wall-nuts and to the Zombies anyway, so we only use
               two columns' worth.
               Reality check: It is probably possible to complete this level with
               nothing but two or three columns of Puff-shrooms.  The point of
               discussing and practicing more advanced tactics, as always, is to
               prepare for the harder levels to come.
    --- 322: Level 2-2 ------------------------------------------------------------
      Graves:  Columns 7-9
      Enemies: Zombie                             Newspaper Zombie
               Conehead Zombie                    Buckethead Zombie
      Flags:   2 / 3
      Reward:  Fume-shroom Seed Packet
      Plants:  Sun-shroom                         Snow Pea
               Puff-shroom                        Cherry Bomb
               Repeater                           Wall-nut
      The Key: Decide on Sun-shrooms or Sunflowers; I prefer the Sun-shrooms.
      Notes:   I use Sun-shrooms for Adventure mode but not because they produce
               sun more quickly. Both sun-producers can end up completing the level
               2-1 setup above in three minutes and fifty seconds, at which time
               the Sun-shrooms will all be matured (so future production would be
               comparable to Sunflowers).  However, the tenth Sun-shroom can be
               planted at around 1:30 versus 2:20 for the tenth Sunflower.  Getting
               your resource production squared away earlier is desirable as you'll
               be able to concentrate your attention on your front lines sooner.
               Additionally, you're at the mercy of a single random source when
               using Sunflowers.  Having additional sun producers smooths out the
               curve, so you'll be able to better anticipate your income and build
               up more consistently.
               The counterargument is that during Survival game modes, upgrading to
               Twin Sunflowers costs more if you start with Sun-shrooms.  If you're
               expecting to upgrade to Twin Sunflowers in Survival mode, definitely
               use only Sunflowers even on night levels.
               Anyway, back to the task at hand.  Start with the setup shown above
               for Level 2-1 with a Snow Pea, two Puff-shrooms, and a Wall-nut in 
               each row.  To prepare for the last wave, gradually replace the Puff-
               shrooms with Repeaters.
    --- 323: Level 2-3 ------------------------------------------------------------
      Graves:  Columns 7-9
      Enemies: Zombie                             Screen Door Zombie
               Conehead Zombie
      Flags:   1 / 2
      Reward:  Grave Buster Seed Packet
      Plants:  Sun-shroom                         Snow Pea
               Puff-shroom                        Cherry Bomb
               Fume-shroom                        Wall-nut
      The Key: Piercing attacks are great against swarms.
      Notes:   You've probably noticed that when several Zombies spawn at once in a
               single row, the lead Zombie will absorb all the damage allowing its
               followers to arrive at your plants at full health.  Fume-shrooms and
               other plants with "piercing attacks" negate this tactic by damaging
               all Zombies in a group at once.  Their damage output actually goes
               up when they're attacking bigger groups!  They also nullify screen
               doors.  The one disadvantage is their limited range of 4 spaces.
               Again, start with the setup from Level 2-1 but plant Fume-shrooms in
               place of Snow Peas.   As funds permit, start replacing Puff-shrooms
               with more Fume-shrooms, for a final setup similar to the following:
               S  S  F  F  F  W  .  .  .          S  Sun-shroom
               S  S  F  F  F  W  .  .  .          F  Fume-shroom
               S  S  F  F  F  W  .  .  .          W  Wall-nut
               S  S  F  F  F  W  .  .  .
               S  S  F  F  F  W  .  .  .
    --- 324: Level 2-4 ------------------------------------------------------------
      Graves:  Columns 6-9
      Enemies: Zombie                             Screen Door Zombie
               Conehead Zombie                    Pole Vaulting Zombie
      Flags:   2 / 3
      Reward:  The Suburban Almanac
      Plants:  Sun-shroom                         Grave Buster
               Puff-shroom                        Cherry Bomb
               Fume-shroom                        Wall-nut
               Snow Pea
      The Key: Use the Grave Buster to expand the buildable area.
      Notes:   You have probably noticed that each unused lawnmower is worth $50 at
               the end of a level, so you can earn $250 just for finishing a level
               without letting Zombies get to the left side.  Between lawnmowers
               and collected coins, you should have $750 by this point, so buy the
               7th slot in your seed tray from Crazy  Dave.  You don't really need
               it for this level, but there's no other need for cash so you might
               as well get it now.
               Our new plant is the Grave Buster, which eats graves.  Note that the
               Zombies can attack the Grave Buster while it's working, so make sure
               the coast is clear before you use one.  By the end of each level,
               try to make sure that all the Graves have been destroyed because a
               Zombie will rise from each grave for the final wave.
               This level sees the return of the Pole Vaulting Zombie, so again we
               need to push the Wall-nuts out to the right to give our attacking
               plants some breathing room.  Unfortunately, graves are starting to
               spawn closer to our house, so we'll need to use the Grave Buster to
               chew them away.  Start with Puff-shrooms in columns 4-6, and replace
               the ones to the left with Fume-shrooms.  Column 6 Puff-shrooms
               remain as cannon fodder for Pole Vaulters. The final setup is:
               S  S  s  F  F  P  W  .  .          S  Sun-shroom
               S  S  s  F  F  P  W  .  .          s  Snow Pea
               S  S  s  F  F  P  W  .  .          F  Fume-shroom
               S  S  s  F  F  P  W  .  .          P  Puff-shroom
               S  S  s  F  F  P  W  .  .          W  Wall-nut
    --- 325: Level 2-5, Mini-Game: Whack a Zombie ---------------------------------
      Graves:  Columns 4-9
      Enemies: Zombie                             Buckethead Zombie
               Conehead Zombie
      Flags:   1 / 1
      Reward:  Hypno-shroom Seed Packet
      Plants:  Grave Buster                       Potato Mine
               Cherry Bomb
      The Key: Use the Grave Buster to push back the spawn area.
      Notes:   There's not much to it.  Just click Zombies like mad, and use the
               Grave Buster whenever you have 75 sun to destroy the left-most
               Graves, working your way to the right.
               Alternately, destroy graves in rows with the least number of graves.
               The goal of this alternate strategy is to be left with graves in 2-3
               rows, preferably adjacent rows, so Zombies spawn closer together and
               can be killed with less movement of the mouse pointer.
               If you're playing on a laptop, attaching an external mouse will make
               this level easier as it involves a lot of movement and clicking.
    --- 326: Level 2-6 ------------------------------------------------------------
      Graves:  Columns 6-9
      Enemies: Zombie                             Football Zombie
               Conehead Zombie
      Flags:   1 / 2
      Reward:  Scaredy-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  .  .  .          P  Puff-shroom
               S  S  .  F  P  W  .  .  .          W  Wall-nut
               S  S  .  F  P  W  .  .  .
    --- 327: Level 2-7 ------------------------------------------------------------
      Graves:  Columns 5-9
      Enemies: Zombie                             Football Zombie
               Conehead Zombie                    Screen Door Zombie
      Flags:   2 / 3
      Reward:  Ice-Shroom Seed Packet
      Plants:  Sun-shroom                         Grave Buster
               Puff-shroom                        Cherry Bomb
               Fume-shroom                        Wall-nut
      The Key: Plant a bunch of Fume-shrooms, just like Level 2-3
      Notes:   I don't use Scaredy-shrooms because every niche is already filled by
               a better choice.  As an early attacker, the Puff-shroom's zero cost
               makes it superior in spite of its lower range.  In the late game,
               the Fume-shroom's piercing attack makes it superior.  As a last-
               ditch defense, the Scaredy-shroom is useless because it hides.  The
               only good thing about it is that it looks like the little alien from
               Pixar's "Lifted."
               Since there aren't any Pole Vaulters we need to slow down, we will
               just plant 3 columns of Fume-shrooms behind Wall-nuts.  Footballers
               can be met with a Hypno-shroom, or let them die from Fume-shrooms.
    --- 328: Level 2-8 ------------------------------------------------------------
      Graves:  Columns 6-9
      Enemies: Zombie                             Dancing Zombie
               Conehead Zombie
      Flags:   1 / 2
      Reward:  Doom-shroom Seed Packet
      Plants:  Sun-shroom                         Grave Buster
               Puff-shroom                        Cherry Bomb
               Fume-shroom                        Wall-nut
      The Key: Hypnotize the lead dancers
      Notes:   Here we have Dancing Zombies that raise Backup Dancers from the
               ground.  By Hypnotizing the leaders, you can get a whole army on
               your side for only 75 sun!  Other than that, it's Level 2-3 again.
    --- 329: Level 2-9 ------------------------------------------------------------
      Graves:  Columns 5-9
      Enemies: Zombie                             Dancing Zombie
               Conehead Zombie                    Screen Door Zombie
      Flags:   2 / 3
      Reward:  Zombie Note
      Plants:  Sun-shroom                         Grave Buster
               Puff-shroom                        Cherry Bomb
               Fume-shroom                        Wall-nut
      The Key: Business as usual for stage 2
      Notes:   Since this is a two-flag stage, there will be plenty of resources
               for 3 full columns of Fume-shrooms (shown above in Level 2-3).
    --- 32F: Level 2-10, Conveyor Belt Level --------------------------------------
      Graves:  Columns 4-9
      Enemies: Zombie                             Dancing Zombie
               Conehead Zombie                    Screen Door Zombie
               Newspaper Zombie                   Football Zombie
      Flags:   2 / 2
      Reward:  Lily Pad Seed Packet
      Plants:  Puff-shroom                        Grave Buster
               Fume-shroom                        Hypno-shroom
               Scardey-shroom                     Ice-shroom
      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 -------------------------------------------'
    The third stage takes place in your back yard the following day, and is known
    as the "Pool" stage in the game.  The levels consist of four rows of nine
    spaces on land, and two rows of nine spaces in the pool.  Here are a few key
    points to be aware of:
    1) Lawnmowers can't clear away Zombies that make it to the left side of the
       pool, so be sure to defend the water carefully.  That said, Zombies don't
       usually try to enter the water until it's almost to the first flag, so you
       have more time to set up defenses there.
    2) Mushrooms fall asleep during the day, so avoid them for now.
    3) Levels in stage 3 have hidden, sunken Zombies that resurface in columns 6-9
       during the last wave.  Don't concentrate your water defenses ahead of column
       6 or Zombies will pop up behind your defenses and have a straight shot to
       the house.  A basic water defense therefore places Wall-nuts in column 6.
    --- 331: Level 3-1 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie
      Flags:   1 / 2
      Reward:  Squash Seed Packet
      Plants:  Sunflower                          Snow Pea
               Lily Pad                           Wall-nut
               Peashooter                         Cherry Bomb
      The Key: Plant 8 Sunflowers on land first, then 4 in the water
      Notes:   As we talked about above in stage 1, it's important to maximize your
               early resource production.  This means that we defer non-essential
               building as long as possible, so we'll put Sunflowers on land before
               building Lily Pads for Sunflowers in the water.
               After the night stage, let's review a normal daytime build order.
               We should try to get 4 Sunflowers on the field before our first Pea-
               shooter, and have 6 Sunflowers before our second Peashooter.  If
               luck brings faster sun production or the first two Zombies in the
               same row, you can plant more Sunflowers even sooner!
               Treat this like the levels in stage 1: start with Peashooters, build
               up Wall-nuts, and fortify with Repeaters and Snow Peas.
    --- 332: Level 3-2 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Newspaper Zombie
               Buckethead Zombie                  Football Zombie
      Flags:   2 / ?
      Reward:  Threepeater Seed Packet and Mini-Games mode
      Plants:  Sunflower                          Snow Pea
               Lily Pad                           Wall-nut
               Peashooter                         Squash
      The Key: Learn how to effectively use the Squash
      Notes:   Play it like Level 3-1, but put Squashes behind Wall-nuts to destroy
               the Footballers and Bucketheads that make it to your front lines.
               Note that the defenses in the water don't have to be as powerful
               because only a few types of enemies can swim.
               The Squash can act like a panic button to kill Zombies that make it
               to the left, but it only costs 50.  Compared to the Potato Mine, it
               doesn't need to charge itself up and detects enemies to the left or
               right instead of being passive.
    --- 333: Level 3-3 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Snorkel Zombie
      Flags:   2 / ?
      Reward:  Tangle Kelp Seed Packet
      Plants:  Sunflower                          Snow Pea
               Lily Pad                           Wall-nut
               Peashooter                         Cherry Bomb
      The Key: The Threepeater trades sun and tempo for space
      Notes:   Planting a Repeater in each row gives a solid 2-pea defense.  On the
               other hand, you could plant just 4 Threepeaters.  This method costs
               50 more sun after Lily Pad costs, but takes 2 fewer spaces on the
               field.  Unfortunately, you pay for Threepeaters in larger chunks of
               sun, which leaves you vulnerable at the beginning.  Since space is
               not usually a problem in Adventure mode, you're better off staying
               with the Repeater.
               Again, this level is mostly like Level 3-1.  The Wall-nuts in the
               water will take more damage here because the Snorkel Zombies will
               attack them at full health.  We choose the Cherry Bomb over the
               Squash or Potato Mine because it alone can kill Snorkeling Zombies.
    --- 334: Level 3-4 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Snorkel Zombie
               Buckethead Zombie                  Pole Vaulting Zombie
               Newspaper Zombie
      Flags:   3 / ?
      Reward:  Crazy Dave's Car Key
      Plants:  Sunflower                          Snow Pea
               Lily Pad                           Wall-nut
               Peashooter                         Tangle Kelp
      The Key: Tangle Kelps provide an early water defense.
      Notes:   In the water, we only have columns 3-5 for attacking plants.  We've
               Sunflowers in columns 1-2 and Wall-nuts in column 6 to catch all
               resurfacing Zombies.  To make the most of the water defense, we'll
               use only Snow Peas and Repeaters there.  Unfortunately, these take
               more sun to plant, so we'll use Tangle Kelps to provide an early
               defense until we can get the permanent solutions up.  This is a long
               level with three flags.  Try to have a solid column of Wall-nuts up
               for the first.  By the end, have something like the following.  As
               with level diagrams before, dots (.) represent open spaces on land.
               Now, underscores (_) represent open spaces in the water.
               S  S  P  R  s  R  W  W  .          S  Sunflower
               S  S  P  R  s  R  W  W  .          P  Peashooter
               S  S  R  s  R  W  _  _  _          s  Snow Pea
               S  S  R  s  R  W  _  _  _          R  Repeater
               S  S  P  R  s  R  W  W  .          W  Wall-nut
               S  S  P  R  s  R  W  W  .
               Double Wall-nuts on land protect against Pole Vaulters, and those in
               column 6 protect against resurfacing Zombies in the water.  As in
               other examples, the specific defenses can be modified.  For example,
               the early-game Peashooters on land can become more Repeaters.
    --- 335: Level 3-5, Mini-Game: Big Trouble Little Zombie  ---------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Snorkel Zombie
               Football Zombie
      Flags:   2 / ?
      Reward:  Jalapeno Seed Packet
      Plants:  Peashooter                         Wall-nut
               Lily Pad                           Cherry Bomb
      The Key: At Crazy Dave's shop, first buy what's useful for Adventure mode.
      Notes:   When Crazy Dave's shop first opens, the inventory is as follows:
                 8 Slot Seed Tray             $5000
                 Pool Cleaners                $1000
                 Garden Rake                  $ 200
                 Gatling Pea Seed Packet      $5000
                 Twin Sunflower Seed Packet   $5000
               From the tips section, we know that most plant upgrades aren't very
               useful in Adventure mode, so we'll skip the last two.  With this
               guide, you shouldn't need the Pool Cleaners or Garden Rake to get
               through the levels, so that leaves the 8-slot upgrade.  Having more
               slots is very useful in Adventure mode though.  We should be nearing
               $5000 in the bank, so we'll buy this upgrade this round or next.
               As for the level itself, we'll put Peashooters at the left, building
               towards the right.  Wall-nuts will be planted in column 6 so we can
               place Cherry Bombs in column 8 and rows 2 or 4 to maximize damage.
    --- 336: Level 3-6 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Zomboni
      Flags:   2 / ?
      Reward:  Spikeweed Seed Packet
      Plants:  Sunflower                          Peashooter
               Lily Pad                           Snow Pea
               Wall-nut                           Repeater
               Jalapeno                           Squash
      The Key: Fire melts ice.  And Zombies too!
      Notes:   If you haven't bought the 8-slot upgrade yet, do so now.  We see
               that the 9-slot upgrade costs $20,000.  Yikes!  Anyway, select your
               plants and let's get going.
               During this level, Zombonis will slowly roll across the field, with
               three problems.  First of all, Zombonis instantly squish any plants
               they reach, including Wall-nuts.  Secondly, they leave a trail of
               ice behind them that cannot be planted on.  Lastly, Zombie Bobsled
               Teams will slide in on the ice.  Thankfully, Jalapenos can be used
               at any point to get rid of a Zomboni and its ice trail, or a Bobsled
               Team and the ice it's on.
               It takes many peas to kill a Zomboni, but a single "massive damage"
               plant such as a Potato Mine, Cherry Bomb, Jalapeno, or Squash will
               do it quickly, preventing the Zomboni from leaving a lot of ice
               behind.  For that reason, we use two such plants to make sure that
               Zombonis don't get far.
    --- 337: Level 3-7 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Snorkel Zombie
               Buckethead Zombie                  Zomboni
      Flags:   3 / ?
      Reward:  Torchwood Seed Packet
      Plants:  Sunflower                          Peashooter
               Lily Pad                           Snow Pea
               Wall-nut                           Repeater
               Jalapeno                           Spikeweed
      The Key: Spikeweed et. al. will be useful 'til the end.
      Notes:   This time, there are three flags but Zombonis don't appear until the
               second flag.  Target the following build, replacing your early Pea-
               shooters with Repeaters.  Spikeweeds are used to instantly kill
               Zombonis before they can leave an ice trail, and Jalapenos are used
               as backup to melt the ice of Zombonis that get past the Spikeweeds.
               S  S  R  s  R  .  W  w  w          S  Sunflower
               S  S  R  s  R  .  W  w  w          R  Repeater
               S  S  R  s  R  W  _  _  _          s  Snow Pea
               S  S  R  s  R  W  _  _  _          W  Wall-nut
               S  S  R  s  R  .  W  w  w          w  Spikeweed
               S  S  R  s  R  .  W  w  w
    --- 338: Level 3-8 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Dolphin Rider Zombie
      Flags:   2 / ?
      Reward:  Tall-nut Seed Packet
      Plants:  Sunflower                          Peashooter
               Lily Pad                           Repeater
               Wall-nut                           Torchwood
               Cherry Bomb                        [-- open slot --]
      The Key: Learn when to plant Torchwoods, and remember that fire melts ice.
      Notes:   Remember The Key to the last level?  Well, Spikeweeds and such are
               most useful against vehicles, which we don't have in this level.
               That said, you could certainly put them in the 8th slot of your seed
               tray if you wish, but I suggest another one-shot plant such as a
               Squash or Tangle Kelp.
               Torchwoods are great for increasing your damage and dealing with big
               swarms.  While the explosive fireballs do some splash damage, the
               range is much lower than the range of a Fume-shroom so the power-
               doubling feature is more significant.  The only downside is that it
               melts Snow Peas, so we won't use Snow Peas and Torchwoods together.
               Torchwoods effectively double the output of each Pea plant for 175
               Sun, so plant them when a row has two or more peas.  For example, a
               row with a Repeater already has two peas of attack power.  This
               could be doubled with another Repeater for 200 Sun, but a better way
               would be to use a Repeater for 25 less sun, and get splash damage in
               the deal.  On the other hand, a row with a single Peashooter has one
               pea of attack power.  You could spend 175 on a Torchwood to double
               that, or spend 200 sun and triple that row's attack power.
    --- 339: Level 3-9 ------------------------------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Dolphin Rider Zombie
               Buckethead Zombie                  Pole Vaulting Zombie
      Flags:   3 / ?
      Reward:  Zombie Note
      Plants:  Sunflower                          Peashooter
               Lily Pad                           Repeater
               Tall-nut                           Torchwood
               Jalapeno                           Spikeweed
      The Key: Tall-nuts stop vaulters, so you can bring in the front lines.
      Notes:   A common initial thought is to keep the Tall-nuts out to the right,
               but this results in a lot of damage to them because Zombies get to
               them more quickly.  By keeping the Tall-nuts back towards the left,
               our peas will kill individual Zombies before they start chewing on
               the Tall-nuts.  In this way, Tall-nuts are actually a second line of
               defense after our Pea plants even though they are farther to the
               right.  The result of this train of thought is that Tall-nuts take
               less damage and have to be replaced less often, which is useful as
               their recharge timer is so long.
               As you build up your Sunflowers and initial Peashooters, start
               planting Tall-nuts as soon as possible.  They have a slow recharge
               timer, so you'll have to start early to have as many as possible
               up before the first flag.  For the last flag, I had two columns of
               Sunflowers, two of Repeaters, one of Torchwoods, and one of Tall-
               nuts all flush to the left, with some Spikeweed out front.
    --- 33F: Level 3-10, Conveyor Belt Level --------------------------------------
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Snorkel Zombie
               Buckethead Zombie                  Dolphin Rider Zombie
      Flags:   3 / ?
      Reward:  Sea-shroom Seed Packet
      Plants:  Threepeater                        Spikeweed
               Lily Pad                           Squash
               Torchwood                          Jalapeno
               Tall-nut                           Tangle Kelp
      The Key: Plan out your Lily Pad use, as there are few in the late-game.
      Notes:   Lily Pads drop more often before the first flag, so use those early
               Pads to set up your final water defenses.  After the first flag, you
               will see fewer Lily Pads, so be sure to get Tall-nuts up to block
               Dolphin Riders.  Our primary attacker in this game is the Three-
               peater, which should be placed in rows 2-5 to maximize their power.
               My final build looked like this:
               .  .  .  .  Y  T  .  .  w          w  Spikeweed
               3  3  3  3  Y  T  .  .  w          3  Threepeater
               _  _  3  3  Y  T  _  _  _          Y  Torchwood
               _  _  3  3  Y  T  _  _  _          T  Tall-nut
               3  3  3  3  Y  T  .  .  w
               .  .  .  .  Y  T  .  .  w
               Threepeaters with Torchwoods should be enough to keep walkers and
               swimmers at bay, so you can save your Squash and Jalapenos for
               Zombonis and emergencies.
               As a reminder, plant those extra Torchwoods, Lily Pads, etc. towards
               the end of the level just to clear out the seed tray for more useful
    '-- 340: Stage 4 - Back Yard, Pool and Fog -----------------------------------'
    The fourth stage is the nighttime version of the last stage, known as the "Fog"
    stage in the game.  Instead of gravestones on the ground, we have fog creeping
    in from the right.  While you can plant in fog-covered spaces, you can't see
    anything in fog, not even your plants.  This is especially annoying in the case
    of Nuts, as you want to monitor their status.  The fog will begin the stage in
    only the right-most columns, but it will move closer to the house as the stage
    progresses.  Each level guide below will note which columns are foggy.  Keep in
    mind that the leading edge of the fog (the column closest to the house) is
    slightly translucent but columns further out will be opaque.
    --- 341: Level 4-1 ------------------------------------------------------------
      Fog:     Columns 7-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Jack-in-the-Box Zombie
      Flags:   1 / ?
      Reward:  Plantern Seed Packet
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Sea-shroom
               Wall-nut                           Fume-shroom
               Cherry Bomb                        [your choice]
      The Key: Get used to the annoying fog.
      Notes:   While you probably have 8 slots in the seed tray now by following
               this guide, the core strategy here only uses 7 plants.  Feel free to
               experiment with plants of your choice!
               Let's recap a few strategies from stage 2.  Since the early offense
               (Puff-shrooms and Sea-shrooms) are free, plant them as soon as
               possible!  However, since Puff-shrooms have limited range, we'll
               start them farther to the right than with other early attackers, and
               place them in columns 4-5.
               Jack-in-the-Box Zombies are one of the biggest threats in the game
               because they destroy a 3x3 area when they blow up, just like a
               Cherry Bomb.  Try to kill them quickly so they don't have time to
               blow up and take out your Wall-nuts!
    --- 342: Level 4-2 ------------------------------------------------------------
      Fog:     Columns 6-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Jack-in-the-Box Zombie
               Football Zombie
      Flags:   2 / ?
      Reward:  Cactus Seed Packet
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Sea-shroom
               Wall-nut                           Fume-shroom
               Plantern                           Cherry Bomb
      The Key: "Practice placing pretty planterns," Practical Platypus pronounces.
      Notes:   Planterns are your first weapon against fog.  Each lights up a 5 row
               by 7 column area around it, so you'll generally want two to cut
               through the fog across the entire field.  If you want to use just
               the bare minimum, you can place a plantern in the fourth row.  This
               would take care of most of the fog in rows 2-6, and you can see the
               heads of attacking Zombies over the fog in row 1.  However, that
               strategy has its own problems so we'll opt to place a Plantern in
               each of rows 2 and 5.  Remember that you can place plants in fog,
               which is useful here because a Plantern in column 5 won't shine all
               the way to column 9.  To maximize visibility with just 2 Planterns,
               we will place them in column 6.
               The only question left is WHEN to place Planterns.  During the very
               early stages, you're working with Sun-producers, Puff-shrooms, and
               Sea-shrooms in the left half of the screen.  The fog isn't a problem
               then because you're working with a non-foggy area anyway, and there
               are few if any Zombies attacking you.  You only need to take care of
               the fog when you push your late-game defenses forward to the right.
               At that point, after you have around 2 columns of Puff-shrooms and 1
               of Sea-shrooms, you can start thinking about placing Planterns and
               saving up some Sun.  You want to be able to place defenses in front
               of your Planterns to protect them, so you'll need some Sun for a
               Wall-nut and/or an attacking plant.
               In the end, I had the following:
               S  S  F  F  F  F  W  .  .          S  Sun-shroom
               S  S  F  F  F  <  W  .  .          s  Sea-shroom
               S  S  F  F  s  s  s  _  _          F  Fume-shroom
               S  S  F  F  s  s  s  _  _          <  Plantern
               S  S  F  F  F  <  W  .  .          W  Wall-nut
               S  S  F  F  F  F  W  .  .
               I didn't use any Wall-nuts in the water.  Instead, I opted to simply
               plant more Sea-shrooms as free cannon fodder.
    --- 343: Level 4-3 ------------------------------------------------------------
      Fog:     Columns 6-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Balloon Zombie
      Flags:   1 / ?
      Reward:  Blover Seed Packet
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Sea-shroom
               Wall-nut                           Fume-shroom
               Plantern                           Cactus
      The Key: Crafty Cacti can crash crazy ... balloonists.
      Notes:   Balloonists are annoying because they can appear in any row, so you
               will eventually need a full-field defense against them.  Not only
               are you wasting a full six spaces on the field to deal with a single
               type of enemy, but balloonists will drop onto the ground when their
               balloons are popped.  As you may imagine, they can drop behind your
               Wall-nuts and start attacking your more vulnerable plants directly!
               We must keep in mind that the majority of Zombies will still come on
               land and in the pool, so we'll have to build up our defenses as
               normal, and only start adding Cacti after our normal defense is
               established.  Especially in this short 1-flag level, there simply
               isn't enough time and Sun to build a full column of Cacti.  The
               final setup can look like:
               S  S  C  F  F  P  W  .  .      S  Sun-shroom     <  Plantern
               S  S  C  F  F  <  W  .  .      s  Sea-shroom     W  Wall-nut
               S  S  C  F  s  s  _  _  _      F  Fume-shroom    C  Cacti (possible
               S  S  C  F  s  s  _  _  _      P  Puff-shroom       positions)
               S  S  C  F  F  <  W  .  .
               S  S  C  F  F  P  W  .  .
    --- 344: Level 4-4 ------------------------------------------------------------
      Fog:     Columns 6-9
      Enemies: Zombie                             Balloon Zombie
               Conehead Zombie                    Dolphin Rider Zombie
               Ducky Tube Zombie
      Flags:   2 / ?
      Reward:  Taco
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Sea-shroom
               Wall-nut                           Fume-shroom
               Tall-nut                           Blover
      The Key: Whenever you see Balloonists or fog from now on, use the Blover.
      Notes:   The Blover is the solution to both Balloonists and fog.  In fact, it
               is a better solution than Planterns or Cacti alone or together!
               First, let's review the problems with Planterns and Cacti:
               o  Planterns take up valuable spaces on the right side of the field,
                  where your front line defenses should be.
               o  Planterns don't actually kill Zombies themselves.
               o  Cacti use up a ton of real estate: a full vertical column.
               o  They are only useful against one enemy, as a normal Peashooter
                  does the same damage for less Sun.
               o  A Cactus can only take care of enemies to its right; if a Balloon
                  Zombie makes it to the left edge, Cacti don't help.
               o  A Cactus can pop a balloon behind your Wall-nuts, making a Zombie
                  land deep within your ranks where it can cause a lot of damage.
               o  Combined, they take up two seed tray slots for very narrow uses.
               o  Combined, they take up 8 spaces on the field.
               How do Blovers solve these problems?  They only need a single space
               to protect the entire field against Balloonists and drive back fog
               for about 25 seconds.  They only take up a single seed tray slot to
               take care of both fog and Balloonists.  They instantly remove
               Balloonists, meaning there won't be any Zombies dropping right onto
               your plants.  They get rid of all the Balloonists on the screen,
               even ones at the very left edge.  While they are only a single-use
               item, they are usually only needed later in a level when you have
               plenty of Sun anyway.
               Since we're on the subject, let's also consider the Cattail, a plant
               available later in the game.  Cattails attack Balloonists or any
               other Zombie in any row, which partially solves the problems of the
               Cacti.  Unfortunately, you might still need 3-4 Cattails during the
               harder levels to pop every Balloon, and they may still drop a Zombie
               in the midst of your plants and cause great losses.  As with the
               Cactus, they don't get rid of fog.  Lastly, they're only usable on
               levels with water.  As The Key states above, just use Blovers for
               fog and Balloonists!
               Since Blovers can get rid of Balloonists anywhere on the screen,
               wait until they get close to the left edge before your use a Blover.
               If several waves of Balloonists spawn close to each other, you'll be
               able to get rid of all of them with a single Blover if you wait for
               the screen to be filled.  Waiting until you absolutely need a Blover
               will also maximize your fog-free time.
               Ok, enough of that.
               This level introduces the Dolphin Rider Zombie, the aquatic version
               of the Pole Vaulting Zombie.  To take care of the Dolphin Riders,
               we'll plant some Tall-nuts in the water.  Having both Wall-nuts and
               Tall-nuts enables us to set up a full column of them more quickly,
               as their recharge timers will be running simultaneously.  As with
               other water levels, submerged Zombies will resurface for the final
               wave, so don't place the Tall-nuts any further than column 6.  The
               final build will have 2 columns of Sun-shrooms, 3 of Fume-shrooms,
               and a column of assorted nuts.  Blovers can still be placed anywhere
               in columns 7-9.
    --- 345: Level 4-5, Mini-Game: Vasebreaker ------------------------------------
      Vases:   Columns 7-9
      Enemies: Zombie                             Buckethead Zombie
      Plants:  Peashooter                         Squash
      Vases:   Columns 6-9
      Enemies: Zombie                             Football Zombie
               Buckethead Zombie
      Plants:  Peashooter                         Squash
               Snow Pea
      Vases:   Column 5-9
      Enemies: Zombie                             Dancing Zombie
               Buckethead Zombie                  Jack-in-the-Box Zombie
      Plants:  Peashooter                         Hypno-shroom
               Snow Pea
      Reward:  Split Pea Seed Packet
      The Key: Take it slow, a row at a time, starting from the right.
      Notes:   The Taco from the last level gives you $1000 and access to two more
               plant upgrades (see section 335 for more about the other items):
                 Gloom-shroom Seed Packet   $ 7500
                 Cattail Seed Packet        $10000
               Let's take a moment to discuss these in reverse order.  See section
               344 above to see why the Cattail isn't very useful.  While some have
               talked about Cattail-centric setups, there are almost always better
               uses for the slots in your seed tray.  There are certainly better
               uses for $10,000!
               Among these better uses is the Gloom-shroom, an upgrade we'll be
               working towards in the near future.  Yes, the Gloom-shroom should be
               the first plant upgrade that you buy, and is even very useful in
               Adventure mode.  For more on the Gloom-shroom, see the next section.
               For now, we've got a Mini-Game to play.
               There are three stages to this Mini-Game, in increasing difficulty
               and complexity.  It takes place in the "Night" stage, so the field
               size is 5x9.  When you break a vase, either a Zombie or seed packet
               will pop out.  The goal is to use the seed packets wisely to destroy
               the Zombies before they make it to the house.
               To beat these stages easily, concentrate on one row at a time.  I
               generally start at the bottom, but you could start at the top.  For
               each row, break the vase in column 9 and gradually work your way to
               the left.  The goal is to use as few plants as possible to defeat
               the Zombies in the row, and plant the rest of the plants in the next
               row.  For example, if a row of three vases yield a Zombie, a Squash,
               and a Peashooter, place the Peashooter at the left of that row, and
               save the Squash for the next row.  Either plant could kill the one
               Zombie, but there is plenty of time for the Peashooter to do the job
               so we can save the more powerful Squash.  Just make sure to plant
               seed packets as soon as practical, as they disappear after a few
               seconds on the ground.
    --- 346: Level 4-6 ------------------------------------------------------------
      Fog:     Columns 6-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Digger Zombie
      Flags:   1 / ?
      Reward:  Starfruit Seed Packet and Puzzles mode
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Fume-shroom
               Wall-nut                           Gloom-shroom
               Blover                             Squash
      The Key: Gloom-shrooms are awesome.
      Notes:   As we noted above, the Gloom-shroom is one of the few plant upgrades
               that are useful in Adventure mode.  By this point in my game, I had
               about $6500 in the bank.  The Gloom-shroom takes $7500, so let's go
               beat the ZomBotany Mini-Game (section 401 below) and earn $1000,
               giving us enough to buy the Gloom-shroom.
               So, what's good about the Gloom-shroom?  Zombies are all about huge
               numbers, and the Gloom-shroom is the best answer to huge swarms for
               several reasons.  First, it covers a 3x3 area with its spores, so
               two Gloom-shrooms will cover every row on the field.  Second, it has
               a piercing attack just like the Fume-shroom, hitting every Zombie
               in those 9 squares (compared to a Peashooter, which can only hit a
               single Zombie in a single square).  Lastly, it has a fast attack,
               pulsing out spores very often to quickly dispatch Zombies.  It does
               have a slow recharge and takes up a lot of seed tray slots and Sun.
               In spite of these costs, it's still a critical part of almost every
               strategy for difficult levels.
               There are few enough Diggers on this level that you can just use
               Squashes on them instead of the more expensive and less generally-
               useful Split Peas.  In order for the Squash plan to work, we need
               to leave space for them on the left.  The core of the final setup is
               like the following, with Puff-shrooms scattered throughout:
               .  S  S  .  .  .  .  .  .      S  Sun-shroom
               .  S  S  .  .  G  W  .  .      G  Gloom-shroom
               S  S  _  _  W  _  _  _  _      W  Wall-nut
               S  S  _  _  W  _  _  _  _
               .  S  S  .  .  G  W  .  .
               .  S  S  .  .  .  .  .  .
               The crowd control capability of the Gloom-shroom is evident here;
               with only two attacking plants, we can cover all six rows!
    --- 347: Level 4-7 ------------------------------------------------------------
      Fog:     Columns 5-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Digger Zombie
               Buckethead Zombie                  Jack-in-the-Box Zombie
      Flags:   2 / ?
      Reward:  Pumpkin Seed Packet
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Fume-shroom
               Wall-nut                           Gloom-shroom
               Blover                             Squash/Starfruit
      The Key: Gloom-shrooms are so awesome!
      Notes:   This level plays out the same as the last one, but you should make
               four Gloom-shrooms instead of two.  Also, you can either use Squash
               or Starfruit to take care of Digger Zombies.
    --- 348: Level 4-8 ------------------------------------------------------------
      Fog:     Columns 5-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Pogo Zombie
      Flags:   1 / ?
      Reward:  Magnet-shroom Seed Packet
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Fume-shroom
               Wall-nut                           Gloom-shroom
               Blover                             Squash
      The Key: Once again, Gloom-shrooms are awesome!
      Notes:   While the Pumpkin is very useful, it won't stop the Pogo Zombies in
               this level so we'll look to other plants for now.  As before, Gloom-
               shrooms are the answer.  Two Gloom-shrooms will kill a Pogo, as well
               as anything else this level.  If anything makes it past your Glooms,
               use a Squash or other massive damage plant to finish the job.
    --- 349: Level 4-9 ------------------------------------------------------------
      Fog:     Columns 5-9
      Enemies: Zombie                             Ducky Tube Zombie
               Conehead Zombie                    Pogo Zombie
               Buckethead Zombie                  Balloon Zombie
      Flags:   2 / ?
      Reward:  Zombie Note
      Plants:  Sun-shroom                         Puff-shroom
               Lily Pad                           Fume-shroom
               Wall-nut                           Gloom-shroom
               Blover                             Magnet-shroom
      The Key: Guess what?  Gloom-shrooms are awesome!
      Notes:   Once again, a setup like the one shown for Level 4-6 will work just
               fine.  Instead of the Magnet-shroom, you can use Squash, or another
               support plant to kill whatever gets past the Gloom-shrooms.
    --- 34F: Level 4-10, Conveyor Belt Level --------------------------------------
      Enemies: Zombie                             Digger Zombie
               Conehead Zombie                    Pogo Zombie
               Buckethead Zombie                  Balloon Zombie
               Ducky Tube Zombie                  Jack-in-the-Box Zombie
      Flags:   2 / ?
      Reward:  Cabbage-pult Seed Packet
      Plants:  Lily Pad                           Cactus
               Magnet-shroom                      Split Pea
               Pumpkin                            Starfruit
               Blover                             Sea-shroom
      The Key: Make the most of the lightning by placing multiple plants each time.
      Notes:   This level shows the true power that can result from a field full of
               Starfruit.  In spite of the stormy weather, you have plenty of tools
               at your disposal to get rid of Zombies.  Cacti and Blover handle the
               Balloonists, Magnet-shrooms make dealing with Diggers, Pogos, and
               Jack-in-the-Box Zombies much easier, and Starfruit and Split Peas
               kill everything else.
               Save the Pumpkins for use at the front lines, because with all the
               rear-firing plants along with Magnets, you won't need to worry about
               the left side.  As with all conveyor belt levels, make sure you have
               some room on the belt for new plants to slide in.  If this means
               placing some plants in non-optimal positions, so be it!  The only
               single-use plant on this level is the Blover, which doesn't have fog
               or Balloons to blow away (because of the many Cacti) so there is
               little reason to save up plants on the belt.
    '-- 350: Stage 5 - Roof ------------------------------------------------------'
    The fifth stage takes place on the roof of the house, so naturally it is known
    as the "Roof" stage in the game.  Since there is no soil on the roof, you are
    required to plant in Flower Pots; just as land-based plants need a Lily Pad to
    be placed on water, they need a Flower Pot to be placed on the roof.
    The field here is actually composed of two parts.  At the left is a 5x5 pitched
    roof, and to the right of that is a flat 5x4 area.  Straight-shooting plants
    such as Peashooters will hit the pitched roof unless they are planted in column
    5 or beyond.  To get around this problem, you have access to several catapult-
    like plants that lob their projectiles over the roof to hit Zombies.
    --- 351: Level 5-1 ------------------------------------------------------------
      Enemies: Zombie                             Bungee Zombie
               Conehead Zombie
      Flags:   1 / ?
      Reward:  Flower Pot Seed Packet
      Plants:  Sunflower                          Cabbage-pult
               Wall-nut                           Chomper
               Tall-nut                           Jalapeno
               [your choice]                      [your choice]
      The Key: Don't let Zombies eat your Flower Pots!
      Notes:   This is a rather straight-forward level, meant to introduce the roof
               environment.  It also introduces the Bungee Zombie, who targets a
               plant and then grabs it from above.  Bungee Zombies will also drop
               down during the final wave and place other Zombies (such as Bucket-
               head Zombies) behind your front lines.  If a dropped Zombie eats one
               of your plants, quickly place a Wall-nut or Tall-nut there to stall
               it while your Cabbage-pults take care of it.  You can also place a
               single-use plant such as a Jalapeno in the now-open Flower Pot to
               get rid of the offending Zombie right away.
               Note that we tend to use the Jalapeno over the Cherry Bomb in stage
               5.  The Jalapeno can be planted on the left side of the field and
               still affect the right side, whereas a Cherry Bomb requires that we
               first place a sacrificial Flower Pot on the right side, which takes
               more time and more sun.
               Lastly, we don't have the ability to place new flower pots yet, so
               try to keep Zombies from eating them!
    --- 352: Level 5-2 ------------------------------------------------------------
      Enemies: Zombie                             Bungee Zombie
               Conehead Zombie                    Pole Vaulting Zombie
               Buckethead Zombie
      Flags:   2 / ?
      Reward:  Kernel-pult Seed Packet
      Plants:  Sunflower                          Cabbage-pult
               Flower Pot                         Chomper
               Wall-nut                           Jalapeno
               Tall-nut                           [your choice]
      The Key: Draw a line in the sand, then fill in behind it.
      Notes:   Once again, Crazy Dave adds a few items for sale (see sections 335
               and 345 for discussion about other available items).
                 Roof Cleaners              $ 3000
                 Spikerock Seed Packet      $ 7500
                 Gold Magnet Seed Packet    $ 3000
               Unused Roof Cleaners are worth $50 each at the end of a level, just
               like Lawnmowers in previous stages.  In the remaining 9 levels of
               stage 5, Roof Cleaners can earn $2250, bringing the $3000 cost down
               to $750.  Since we're going to eventually want Roof Cleaners for the
               harder game modes, we'll buy them now to start earning the $50 each.
               We didn't buy the Pool Cleaners because there are Lawnmowers on pool
               rows regardless, and they still give 50 gold each per level.  In
               other words, buying Roof Cleaners eventually pays for itself even if
               you don't need them to beat a level, but buying Pool Cleaners is not
               necessary unless Zombies actually reach the end of the pool.
               The Spikerock upgrade is useful in general, but Spikeweed cannot be
               planted on the roof to begin with, so it is useless for the rest of
               Adventure mode.  Lastly, the goal for now should be getting through
               Adventure mode.  Collecting money can be done later, so we'll also
               wait before we buy the Gold Magnet.  You may need to play a Mini-
               Game to get enough money to afford the Roof Cleaners.  Either way,
               buy them and then start the level!
               Starting on Level 5-2, there will only be three columns of Flower
               Pots at the beginning, and you'll need to have the Flower Pot in the
               seed tray in order to expand towards the right.
               On this level, Wall-nuts are optional.  You usually have enough time
               to set up a full column of Tall-nuts before anything can get to your
               Cabbages.  When you do start placing Wall-nuts or Tall-nuts, place
               them in column 6 or beyond.  Unlike the short-range Mushrooms in the
               last stage, our Cabbages can hit Zombies at the very right edge, so
               we can set our front lines first, then build from the left towards
               that point.  Place more attacking plants in rows that don't have a
               Tall-nut yet, so the stronger offense can offset the weaker defense.
               You might have something like this halfway through:
               S  S  C  C  .  .  .  .  .          S  Sunflower
               S  S  C  C  .  .  .  .  .          C  Cabbage-pult
               S  S  C  C  .  .  .  .  .          T  Tall-nut
               S  S  C  .  .  T  .  .  .
               S  S  C  .  .  T  .  .  .
               Towards the end, you'll want 3-4 columns of Cabbages and/or Chompers
               behind a column of Tall-nuts.  As discussed in section 351 above,
               Bungee Zombies may drop high-toughness Zombies among your Cabbages,
               so keep a Jalapeno or Wall-nut handy to deal with them.
    --- 353: Level 5-3 ------------------------------------------------------------
      Enemies: Zombie                             Ladder Zombie
               Conehead Zombie
      Flags:   2 / ?
      Reward:  Coffee Bean Seed Packet
      Plants:  Sunflower                          Kernel-pult
               Flower Pot                         Cherry Bomb
               Wall-nut                           Jalapeno
               [your choice]                      [your choice]
      The Key: Butter is your friend.
      Notes:   The Kernel-pult is the best general purpose early attacker in the
               game.  While its corn kernels do little damage, its butter attacks
               temporarily immobilize enemies in addition to doing full "normal"
               damage.  This means that fast enemies such as Football and Pole
               Vaulting Zombies can't charge at you, dangerous Zombies such as
               Dancing Zombies and Jack-in-the-Box Zombies can't trigger their
               effects, and Zombies that reach your front lines can't eat your
               plants.  In the late game, Kernel-pults don't need to be replaced
               as quickly because in spite of their lower damage, they hold Zombies
               in place so they get pounded by the more powerful late-game plants.
               Lastly, they can be upgraded with another plant available later on.
               Ladder Zombies can set their ladders on Tall-nuts so they and others
               can climb over them, so we elect to use the cheaper Wall-nuts
               instead.  Just in case some ladders are set up, we include the
               Cherry Bomb to knock them down.  The final build should consist of
               a ton of Kernel-pults behind a column of Nuts.
    --- 354: Level 5-4 ------------------------------------------------------------
      Enemies: Zombie                             Ladder Zombie
               Conehead Zombie                    Pogo Zombie
               Football Zombie
      Flags:   3 / ?
      Reward:  Watering Can (and Zen Garden mode)
      Plants:  Sunflower                          Kernel-pult
               Flower Pot                         Fume-shroom
               Pumpkin                            Gloom-shroom
               Coffee Bean                        Magnet-shroom
      The Key: Coffee lets us use our powerful nocturnal plants during the day.
      Notes:   Remember how we used nothing but Gloom-shrooms once we got them in
               Stage 4?  Well, with Coffee Beans in our seed tray, we can use them
               during the day.  We'll get one more tool to help us perfect our
               Gloom-shroom strategy, but for now we can still mount an effective
               defense with Magnets and Gloom-shrooms.  Start with the usual column
               of Kernel-pults, then plant Gloom-shrooms in Pumpkins in rows 2 and
               4 in column 7.  After that, plant a couple of Magnet-shrooms to snag
               ladders, pogo sticks, and football helmets.  Plant a third Gloom in
               between the existing two.  The resulting overlapping spore clouds
               combined with butter from the Kernel-pults will dispatch Zombies
               before they can do much damage to your front-line Pumpkins.  Towards
               the end, you can replace some Sunflowers with more Kernel-pults and
               protect more plants with Pumpkins, resulting in something like this:
               S  c [c] .  .  .  .  .  .          S  Sunflower
               S  c [c] .  . [u][G] .  .          c  Kernel-pult
               S  c [c] .  .  . [G] .  .          u  Magnet-shroom
               S  c [c] .  . [u][G] .  .          G  Gloom-shroom
               S  c [c] .  .  .  .  .  .         [ ] Pumpkin
               As in most other cases, you can modify this setup, add more plants,
               etc. but this should be more than enough to beat the level.
    --- 355: Level 5-5, Mini-Game: Bungee Conveyor --------------------------------
      Enemies: Zombie                             Ladder Zombie
               Conehead Zombie                    Bungee Zombie
               Buckethead Zombie
      Flags:   2 / ?
      Reward:  Garlic Seed Packet
      Plants:  Flower Pot                         Cherry Bomb
               Pumpkin                            Chomper
      The Key: You'll want two sets of defenses, each with two columns of Chompers.
      Notes:   The Zen Garden, unlocked last level, is one of the best ways to make
               money in this game.  For more information, see section 300 of the
               Gold Farming Guide [16].
               As Crazy Dave warns us, we will be facing a lot of Bungee Zombies,
               so (1) they'll drop Zombies down on our plants and (2) they'll
               target individual plants and pluck them out of their pots.  Since we
               have no ranged units, we'll gradually build up towards the right,
               and keep some space to the left as a buffer zone in case anything
               gets past our Chompers.
               Protect your Flower Pots and Pumpkins, but let Chompers go if they
               are already digesting.  Chompers take a long time to digest Zombies,
               so you'll find yourself digging up full Chompers and replacing them
               with new ones.
               You can have up to two columns of Chompers at a time as they have a
               range of two.  To keep Zombies from bunching up too much, construct
               two zones of two columns each:
               .  C  C  .  .  C  C  .  .          C  Chomper
               .  C  C  .  .  C  C  .  .
               .  C  C  .  .  C  C  .  .
               .  C  C  .  .  C  C  .  .
               .  C  C  .  .  C  C  .  .
               [16] http://www.gamefaqs.com/computer/doswin/file/959255/56559
    --- 356: Level 5-6 ------------------------------------------------------------
      Enemies: Zombie                             Catapult Zombie
               Conehead Zombie
      Flags:   2 / ?
      Reward:  Umbrella Leaf Seed Packet
      Plants:  Sunflower                          Kernel-pult
               Flower Pot                         Fume-shroom
               Garlic                             Gloom-shroom
               Coffee Bean                        Jalapeno
      The Key: The Gloom-shroom plan is complete!
      Notes:   Let's discuss Gloom-shroom strategy again.  As we found in Stage 4
               and Level 5-4, Zombies in rows adjacent to Gloom-shrooms just walk
               past them, taking huge amounts of damage in the three spaces covered
               by the Gloom-shrooms.  This leaves Zombies in the same rows as our
               Glooms.  They bunch up and start chewing on the Pumpkins protecting
               the Glooms.  While they still die pretty quickly, Pumpkins are too
               expensive to replace all the time.
               We use Garlic to divert Zombies into adjacent rows and protect our
               Glooms at the same time.  This has the additional benefit of letting
               us have two or three sets of Gloom-shrooms for destroying faster and
               sturdier Zombies.  With two sets of Glooms, all Zombies will be
               diverted into rows with four spaces of spore-filled goodness, two of
               which have double spore density!
               For this level, a single set of Glooms will suffice.  As the level
               goes on, use Jalapenos to destroy the odd Catapult Zombie, and keep
               on building Kernel-pults.  You'll end up with something like this:
               S  c  c  c  .  .  .  .  .          S  Sunflower
               S  c  c  c  .  .  G  g  .          c  Kernel-pult
               S  c  c  c  .  .  .  .  .          G  Gloom-shroom
               S  c  c  c  .  .  G  g  .          g  Garlic
               S  c  c  c  .  .  .  .  .
               Remember to keep a column of open Flower Pots for Jalapenos when
               Catapult Zombies arrive!
               Note: This Gloom-shroom plan is so powerful that we've just beaten a
               level for the first time without any Wall-nuts or Tall-nuts!
    --- 357: Level 5-7 ------------------------------------------------------------
      Enemies: Zombie                             Catapult Zombie
               Conehead Zombie                    Bungee Zombie
               Ladder Zombie
      Flags:   3 / ?
      Reward:  Marigold Seed Packet
      Plants:  Sunflower                          Kernel-pult
               Flower Pot                         Fume-shroom
               Garlic                             Gloom-shroom
               Coffee Bean                        Umbrella Leaf
      The Key: The Gloom-shroom plan is complete!
      Notes:   Umbrella Leaves protect a 3x3 area, so we can simply repeat last
               level's build but sprinkle some Umbrella Leaves in:
               S  S  c  c  c  .  .  .  .          S  Sunflower
               c  ^  c  c  ^  .  G  g  .          c  Kernel-pult
               S  S  c  c  c  .  ^  .  .          G  Gloom-shroom
               c  ^  c  c  ^  .  G  g  .          g  Garlic
               S  S  c  c  c  .  .  .  .          ^  Umbrella Leaf
               Something like the setup above gives us even Umbrella Leaf coverage,
               three Kernel-pults per row, and six Sunflowers in total.
    --- 358: Level 5-8 ------------------------------------------------------------
      Enemies: Zombie                             Gargantuar
               Conehead Zombie
      Flags:   2 / ?
      Reward:  Melon-pult Seed Packet
      Plants:  Sunflower                          Kernel-pult
               Flower Pot                         Fume-shroom
               Coffee Bean                        Gloom-shroom
               Garlic                             Jalapeno
      The Key: Use explosives and stalling tactics on Gargantuars
      Notes:   This level introduces the Gargantuar, the most dangerous Zombie.  It
               takes 2 massive-damage attacks (such as a Squash or Cherry Bomb) to
               destroy one, and after he takes 50% damage, he throws an Imp five
               columns to the left to eat your more vulnerable rear ranks.  Lastly,
               instead of nibbling on your plants as the other Zombies do, he
               smashes them in one hit.
               To counter this threat, we'll use a combination of Kernel-pults to
               slow them down and Jalapenos to hit them from afar.  In front we'll
               place our normal Gloom-shroom defense seen in previous levels.  At
               the end we'll replace some Sunflowers with even more Kernel-pults:
               S  c  c  c  c  .  .  .  .          S  Sunflower
               S  c  c  c  c  G  g  .  .          c  Kernel-pult
               S  c  c  c  c  .  .  .  .          G  Gloom-shroom
               S  c  c  c  c  G  g  .  .          g  Garlic
               S  c  c  c  c  .  .  .  .
               Note that we keep two columns open to the right, to make Gargantuars
               cross more space before they can start smashing our plants.  This is
               the ranged vs. melee strategy we talked about in Level 1-1 (section
               311).  Gargantuars spawning in odd rows don't pose as much of a
               threat.  They will often enter Gloom-shroom range and get frozen by
               butter.  The worst threat there will actually be the Imps, which
               will get thrown onto your Sunflowers or rear Kernel-pults.  You may
               wish to keep your Jalapeno ready to destroy both the Imp and the
               Gargantuar at once (once the Imp is thrown, it means the Gargantuar
               has taken at least 50% damage so the Jalapeno will finish the job).
               Gargantuars spawning in even rows are a much bigger threat, as they
               only need to cross two columns and can start smashing your plants.
               Don't worry too much about the Garlics as they are easy to replace,
               but try to stall them from getting to your expensive Gloom-shrooms.
               Note: In the more difficult game modes unlocked later, you'll see
               Gargantuars with red eyes.  These "super-Gargantuars" take three
               massive-damage attacks to destroy.
               Note: Umbrella Leaves don't deflect thrown Imps, and Garlic and
               Hypno-shrooms don't work on Gargantuars because they don't actually
               eat your plants.
    --- 359: Level 5-9 ------------------------------------------------------------
      Enemies: Zombie                             Jack-in-the-Box Zombie
               Conehead Zombie                    Bungee Zombie
               Buckethead Zombie                  Catapult Zombie
               Ladder Zombie                      Gargantuar
      Flags:   3 / ?
      Reward:  Zombie Note
      Plants:  Sunflower                          Umbrella Leaf
               Flower Pot                         Pumpkin or Wall-nut
               Kernel-pult                        Cherry Bomb
               Melon-pult                         Jalapeno
      The Key: Use the Gloom-shroom if you have more seed tray slots.
      Notes:   Since we're facing such a wide array of Zombies in this level, we'll
               choose more conventional weapons instead of using Gloom-shrooms.  If
               you have more slots in you seed tray, you can consider Gloom-shrooms
               instead.  The final build looks like the one for Level 5-7:
               S  S  c  m  m [W] .  .  .          S  Sunflower
               c  ^  m  m  ^ [W] .  .  .          c  Kernel-pult
               S  S  c  m  m [W] .  .  .          m  Melon-pult
               c  ^  m  m  ^ [W] .  .  .          ^  Umbrella Leaf
               S  S  c  m  m [W] .  .  .         [W] Pumpkin or Wall-nut
               While we're losing our most powerful attacker, the Melon-pult is not
               a bad replacement.  Melons do "splash" damage to Zombies close to
               where they hit, so they have some crowd control capability.  Also,
               they can hit Zombies from far away, so they can be kept back from
               the powerful attacks of Gargantuars and Jack-in-the-Box Zombies.
               Note that we use the Wall-nut instead of the Tall-nut, so any losses
               from Jack-in-the-Box Zombies will be easier to recover.  Alternately
               you can use open Pumpkins and place single-use plants in them.
    --- 35F: Level 5-10, Conveyor Belt Level --------------------------------------
      Enemies: Zombie                             Bungee Zombie
               Conehead Zombie                    Jack-in-the-Box Zombie
               Buckethead Zombie                  Ladder Zombie
               Catapult Zombie                    Football Zombie
               Dr. Edgar Zomboss
      Flags:   None
      Reward:  Silver Sunflower Trophy, Survival Mode, more Puzzles and Mini-Games
      Plants:  Flower Pot                         Jalapeno
               Kernel-pult                        Ice-shroom
      The Key: Time your single-use plants well.
      Notes:   This is the 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.
               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, place
               plants to defend each row as normal.  Sometimes, the boss will hang
               Bungee Zombies over your plants.  To keep them from plucking your
               powerful Melon-pults, destroy them with Jalapenos or place an Ice-
               shroom to freeze them in place, giving your catapults more time to
               destroy them conventionally.  Since Kernel-pults and Cabbage-pults
               aren't as powerful, you may choose to let them go, and save your
               single-use plants for more powerful Zombies.
               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 bought
               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.  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 camper that the boss will smash down on your
               plants, destroying a 3 column by 2 row area.  The only defense
               against this attack is 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 ------------------------------------------------------------
    In this game, Zombies have the properties of their plant heads, so Peashooter
    Zombies will not only eat any plants in range, they'll also shoot at your
    plants.  Wall-Nut Zombies will have much higher defense than normal Zombies.  A
    single Peashooter plant will be able to take down a single Peashooter Zombie,
    but the next Peashooter Zombie will destroy the Peashooter plant.  For this
    reason, after one of your early Peashooters kills a Peashooter Zombie, place
    another Peashooter or Wall-nut in front of it to protect it against further
    attacks.  Wall-nut Zombies are best taken out with Squash, Chompers, and other
    massive-damage plants.  By the end of the level, try to have two columns of
    Sunflowers, one of Repeaters, one of Snow Peas, one of Chompers, and one of
    --- 402: Wall-nut Bowling -----------------------------------------------------
    This is just like Level 1-5 of the Adventure but more difficult because more
    Zombies will spawn, so the strategies discussed in section 315 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 effect of the blast radius.
    --- 403: Slot Machine ---------------------------------------------------------
    You're dependent on the slot machine to get plants for defense, so pull the
    lever to spin the machine as often as possible.  The ultimate goal is to get
    2000 sun, and your overall progress is tracked using the meter in the lower-
    right corner as with standard levels.
    --- 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, quickly place a Spikerock in column 9 to stop Zombonis 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
    This is a more difficult version of Level 2-5, so see section 325.  This same
    strategies will apply, but you might still get overwhelmed towards the end.  If
    the situation looks grim for the final wave, concentrate your efforts on one or
    two rows and let the Lawnmowers take care of the rest.
    --- 416: Last Stand
    This level is often used for gold farming.  For more information, see my Gold
    Farming Guide [17].  It contains a lot of theory behind my chosen setup, but if
    you just want the quick answer, here's a good 30-Marigold setup:
             M  M  M  M [M] .  .  .  .   Symbol Legend
             M  M  M  M  U  G  G [G] g     .  Open Land      U  Gold Magnet
             M  M  M  M [M][M] _  _  _     _  Open Water     M  Marigold
             M  M  M  M [M][M] _  _  _     G  Gloom-shroom
             M  M  M  M  U  G  G [G] g     g  Garlic
             M  M  M  M [M] .  .  .  .    [ ] Pumpkin
    [17] http://www.gamefaqs.com/computer/doswin/file/959255/56559
    --- 417: Zombotany 2
    Use the gloomshroom plan again (see above).
    --- 418: Wall-nut Bowling 2
    Giant Wall-nuts are good at taking out long strings of Zombies.  That ability
    makes this even easier than the first Wall-nut Bowling.  Mentally split up the
    attackers into loners, long rows, and tight clumps.  Hit the clumps with
    Explode-o-nuts, the long rows with the Giant Wall-Nuts, and the stragglers with
    normal Wall-nuts.  Only drop Explode-o-nuts in rows 2-4 so you don't waste the
    3x3 blast radius.
    --- 419: Pogo Party
    sunflower, pot, squash, squash copy, magnet, bean, wall, corn pult, jalapeno
    Start building two rows of sunflowers.  Use 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  c  c  .  .  W  .  .                Symbol Legend
             S  S  c  c  .  .  W  .  .                  .  Open Land
             S  S  c  c  .  M  M  W  .                  S  Sunflower
             S  S  c  c  .  .  W  .  .                  c  Kernel-pult
             S  S  c  c  .  .  W  .  .                  M  Magnet
                                                        W  Wallnut/Tallnut
             S  c  c  c  c  M  W  .  .
             S  c  c  c  c  M  W  .  .
             S  c  c  c  c  M  M  W  .
             S  c  c  c  c  M  W  .  .
             S  c  c  c  c  M  W  .  .
    --- 420: Dr. Zomboss's Revenge
    This is a repeat of the last level of the Adventure mode, so use the same
    strategies as outlined in section 250.
    |  500: Puzzles Walkthrough                                                   |
    --- Vasebreaker
    --- I, Zombie
    |  600: Survival Walkthrough                                                  |
    There are 11 levels in the Survival Game mode.  First, there's a normal-
    difficulty level in each location (day, night, pool, fog, and roof) with five
    flags to survive.  Then there's a hard level in each location with ten flags.
    Finally, there's an unlimited level which takes place in the pool location and
    keeps increasing in difficulty until you lose.
    My strategy for each level is exactly the same.  For the theory behind a good
    initial defense, see section 400 of my Plants Vs Zombies Gold Farming Guide
    [18].  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.
    [18] http://www.gamefaqs.com/computer/doswin/file/959255/56559
    The following is written primarily for the hard and unlimited levels.  The
    strategy is the same for the normal difficulty levels as well, but you'll be
    building slower, so you'll only get to the third stage or so.
    '-- 610: First Stage (Flags 1-2) ---------------------------------------------'
    For the first stage, choose Sunflower, Kernel-pult, Fume-shroom, Gloom-shroom,
    Pumpkin, Garlic, and Spikeweed.  A few slots are intentionally empty as you'll
    need other plants depending on the level (see section 640).
    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
    '-- 620: Second Stage (Flags 3-4) --------------------------------------------'
    For this stage, choose Twin Sunflower, Kernel-pult, Melon-pult, Winter Melon,
    Magnet-shroom, Spikerock, Pumpkin, Garlic, and whatever else is needed.  If you
    didn't get 6 Gloom-shrooms or a full column of Spikeweeds yet, you'll have to
    work on those goals first.
      Upgrade to a column of Spikerock
      Upgrade to a column of Twin Sunflowers
      Plant Magnet-shrooms
      Finish off Pumpkin defenses (generally two per row)
      Start building Melon-pults and Kernel-pults for later upgrading
    Sample Build:
             t  c  c [m][u] .  .  .  #   Symbol Legend
             t  c  c  m  G  G [G] g  #     .  Open Land      G  Gloom-shroom
             t  c  c  _ [u] _  _  _  _     _  Open Water     g  Garlic
             t  c  c  _ [u] _  _  _  _     t  Twin-Sunflower #  Spikerock
             t  c  c  m  G  G [G] g  #     c  Kernel-pult    u  Magnet-shroom
             t  c  c [m][u] .  .  .  #    [ ] Pumpkin        m  Melon-pult
    '-- 630: Later Stages (Flags 5-10) -------------------------------------------'
    These stages are described together because the goals are the same, but small
    changes will be necessary depending on the specific Zombies that attack during
    each stage.  To begin with, we'll try to finish upgrading to our final setup:
             t  CCCC [W][u] .  .  .  #   Symbol Legend
             t  CCCC  W  G [G][G] g  #     .  Open Land      #  Spikerock
             t  CCCC [W][u] _  _  _  _     _  Open Water     u  Magnet-shroom
             t  CCCC [W][u] _  _  _  _     G  Gloom-shroom   W  Winter Melon
             t  CCCC  W  G [G][G] g  #     g  Garlic         C  Cob Cannon
             t  CCCC [W][u] .  .  .  #    [ ] Pumpkin        t  Twin Sunflower
    The first order of business is getting Winter Melons on odd-numbered rows for
    overlapping freeze effects.  Next, get a couple Cob Cannons up for defense
    against Gargantuars.  Then, finish off the colums of each.
    Balloon Zombies are a common occurrence, and Blovers are the best way to take
    care of them, especially on Fog levels.  For further discussion on Blovers vs.
    other fog/balloon solutions, see section 344 in the Adventure mode walkthrough.
    Towards the end, you may wish to keep some open spaces in the Winter Melon
    column to protect your Cob Cannons.  Gargantuars that take 50% damage will toss
    their Imps into your support ranks, and there's little time before they eat up
    your Cannons.  The open spaces allow you to place Cherry Bombs to kill Imps.
    You could also use the Cob Cannons to get rid of the Imps but they fire slowly
    and it may be too late unless you accurately anticipate the Imps' arrival time.
    If Digger Zombies consistently get past your Magnet-shrooms, you may wish to
    place Pumpkins around your Twin Sunflowers.  This will give you some time to
    use a Cob Cannon or Jalapeno to kill the Digger.  Note that you have some time
    after the Digger resurfaces to kill him anyway, but Pumpkins will cut you some
    '-- 640: Location-specific Tactics -------------------------------------------'
    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
    In levels with 5 rows, the leading edge of the middle row is brought forward
    because that row is covered by every Gloom-shroom and any Zombies there will 
    all fall quickly.  This allows us to plant an extra Magnet-shroom:
             t  CCCC [W][u] .  .  .  #
             t  CCCC  W  G [G][G] g  #
             t  CCCC  W [u][u] .  .  #
             t  CCCC  W  G [G][G] g  #
             t  CCCC [W][u] .  .  .  #
    '-- 650: Survival Endless ----------------------------------------------------'
    Survival Endless is largely the same as Survival Pool (Hard) except that all
    Zombies can spawn (e.g. Bungee Zombies) and there are endless waves of Zombies.
    The techniques described above can finish around 20-30 flags, but better
    defenses are required for the later flags.  The following build
    Pull the land defenses back and into the water to create a larger kill zone
    Defend the back lines better against Miners, Bungees, etc.
    Use more winter melons to slow down attackers
    Use at least 6 Cob Cannons to deal effectively with Gargantuars
    |  700: Zen Garden Walkthrough                                                |
    The Zen Garden is a "stress-free" game mode that is unlocked after completing
    Level 5-4 in Adventure mode.  There, you can cultivate the plants that you
    receive as gifts in other modes, and earn money to spend on upgrades.  At the
    beginning there's only the Greenhouse environment, but there's also a Mushroom
    Garden environment and an Aquarium Garden environment for your nocturnal and
    aquatic plants respectively.  Lastly, there's a Tree of Wisdom that you can
    grow to receive tips on playing the game.  The game's readme file has general
    information [19] on the Zen Garden, and section 300 of my Plants vs Zombies
    Gold-Farming Guide [20] describes how to earn money in two ways there.
    [19] http://www.popcap.com/faq/plantsvszombies/1033/pc/readme.html#GM/ZG
    [20] http://www.gamefaqs.com/computer/doswin/file/959255/56559
    |  800: Plant and Zombie Armies                                               |
    As stated above, the goal of this guide is to present a walkthrough of the main
    game modes, not to repeat information easily accessible elsewhere.  Tips and
    strategies for using many of the plants are given above, as are strategies for
    countering and destroying the more powerful Zombies.  There are in-depth guides
    for the Plants [21] and Zombies [22] if you need more information.
    Below are lists of plants and Zombies, with simple ratings and references to
    other sections in this guide with further discussion.
    [21] http://www.gamefaqs.com/computer/doswin/file/959255/56547
    [22] http://www.gamefaqs.com/computer/doswin/file/959255/56558
    '-- 810: Plants Overview -----------------------------------------------------'
    Plant Name      Rating  See Sections    Plant Name      Rating  See Sections
    ''''''''''''''  ''''''  ''''''''''''    ''''''''''''''  ''''''  ''''''''''''
    Peashooter      ***--   311             Sea-shroom      -----   
    Sunflower       *****   312,322         Plantern        *----   
    Cherry Bomb     ****-   313             Cactus          *----   
    Wall-nut        ***--   314-318,330     Blover          ***--   
    Potato Mine     **---                   Split Pea       -----   
    Snow Pea        ****-   317             Starfruit       *----   
    Chomper         **---   318             Pumpkin         ****-   
    Repeater        ***--   319             Magnet-shroom   ***--   
    Puff-shroom     ***--   321             Cabbage-pult    **---   
    Sun-shroom      *****   322             Flower Pot      **---   
    Fume-shroom     ****-   323             Kernel-pult     ****-   
    Grave Buster    ***--   324             Coffee Bean     ****-   
    Hypno-shroom    **---   326             Garlic          ****-   260
    Scaredy-shroom  -----                   Umbrella Leaf   **---   
    Ice-shroom      *----                   Marigold        **---   260
    Doom-shroom     ***--                   Melon-pult      ***--   
    Lily Pad        **---   331             Gatling Pea     -----   260
    Squash          **---   332             Twin Sunflower  **---   
    Threepeater     **---   333             Gloom-shroom    *****   260
    Tangle Kelp     **---   334             Cattail         *----   
    Jalapeno        ****-   336             Winter Melon    ****-   
    Spikeweed       ***--   337             Gold Magnet     *----   
    Torchwood       **---   338             Spikerock       ***--   
    Tall-nut        ****-   339             Cob Cannon      ****-   
                                            Imitater        ****-   
    '-- 820: Zombies Overview ----------------------------------------------------'
    Below, Threat refers to how dangerous Zombies are, and 1st refers to the levels
    in which Zombies first appear.  Look in the corresponding sections for tips on
    how to defeat each Zombie.
    Zombie Name              Threat  1st    Zombie Name              Threat  1st
    '''''''''''''''''''''''  ''''''  '''    '''''''''''''''''''''''  ''''''  '''
    Zombie                   *----   1-1    Jack-in-the-Box Zombie   *****   4-1
    Flag Zombie              *----   1-2    Balloon Zombie           ***--   4-3
    Conehead Zombie          **---   1-3    Digger Zombie            ****-   4-6
    Pole Vaulting Zombie     ***--   1-6    Pogo Zombie              ***--   4-8
    Buckethead Zombie        ***--   1-8    Zombie Yeti              ***--   4-10
    Newspaper Zombie         **---   2-1    Bungee Zombie            ****-   5-1
    Screen Door Zombie       **---   2-3    Ladder Zombie            ***--   5-3
    Football Zombie          ***--   2-6    Catapult Zombie          ****-   5-6
    Dancing Zombie           ***--   2-8    Gargantuar               *****   5-8
    Backup Dancer            *----   2-8    Imp                      ***--   5-8
    Ducky Tube Zombie        **---   3-1    Dr. Edgar Zomboss        *****   5-10
    Snorkel Zombie           ***--   3-3
    Zomboni                  ****-   3-6
    Zombie Bobsled Team      **---   3-6
    Dolphin Rider Zombie     ****-   3-8
    Notice that the introductions of Zombies are done very systematically.  In each
    stage, a new Zombie is introduced in the first level.  This new Zombie shares a
    theme with the stage, and the intro level is short and features only basic
    Zombies along with the new Zombie.  Then there's a longer level with a wider
    range of Zombies.  This process repeats for the next two levels with the intro-
    duction of another Zombie.  Then there's a Mini-game, and two more Zombies are
    introduced.  The ninth level therefore features all of the stage's Zombies.  At
    the end is a conveyor-belt level which again has all of that stage's Zombies.
    Each stage only introduces four primary Zombies, and a related or incidental
    Zombie.  The first stage has the unimpressive Flag Zombie, the second has the
    Backup Dancer (summoned by the Dancing Zombie), the third has the Zombie Bob-
    sled Team (slides in after the Zomboni), the fourth eventually yields the Yeti,
    and the fifth has the Imp (thrown by the Gargantuar).

    View in: