Version 1.1:  Added contact info, strategy for Kill X Zombies in Y seconds,
notes on using WallNut first aid.   Added specific zombie section.


Welcome to my FAQ.   My objective is to help you by supplying a lot of
strategies based on my experience playing through the entire game, as
well as things I have picked up from watching various videos and reading
other sites.

To beat any specific level there are a lot of youtube videos out there with
walkthroughs.  Hence, I am not going to do a level-by-level walkthrough. It
would be redundant and hard to really follow anyways being text-based.

So here is the Table of Contents:

I. PLANT OVERVIEW - If you skim this, at least read the ** marked sections
  which discuss specific strengths or weaknesses of a plant.

II. IAP DISCUSSION - IAPs are actually done pretty well in PvZ2.  I talk about
  how to get the most out of them.

III. COIN MANAGEMENT

IV. DEALING WITH MULTI-STAR LEVEL RESTRICTIONS

V. GENERAL HINTS

VI. DEALING WITH SPECIFIC ZOMBIES.

VII. IMITATOR IDEAS


Hope this is helpful!  Feel free to email me if you have insightful comments,
errors you found, or whatever.  Don't just tell me that "Blah sucks", but
back it up!   Add PVZ as the subject or something that gets my attention.
its joe mama 1512 at hawt male dott cawwwm.  No spaces.


-- RandomSome1.  (aka  joe1512 as per tips Ive left on other sites)


I. PLANT OVERVIEW
-----------------


a) SUNFLOWER/TWINFLOWER - These are your resource generating plants. The main
thing to balance is how long do you crank out sunflowers, vs when to start
dropping real defenses.

One strategy is to use Mines/etc to delay the initial zombies while you build
up your resources.  Money used on mines however is permanently lost and does
not contribute to continuing resources.
Another strat is to drop a few sunflowers and use cheap but permanent plants to
deal with early zombies. This gives slower resource generation but tends to
give you a breather when your existing defense attacks the second zombie that
later comes out on that row.

You also need to balance the space-efficiency of Twin-Sunflowers, vs their
much higher cooldown and lower cost-efficiency. This depends on how cramped
your battlefield is.  Many will drop 2 Sunflowers, then get 3 Twinflowers for
the remainder of that column.

** You DO NOT WANT to plant your sunflowers at the very back!  Sunflowers are
cheaper than your shooters and its much better for the shooters to be protected.
This also helps vs zombies that can appear in your midranks. You do NOT want
them to land behind all your shooters and start munching on sunflowers with
no way to stop them!  Plant them on the 3rd/4th Column;try it out.

FOOD: Sunflower produces an instant 125 sun.  Twins produce an instant 225 sun.

* A good strategy for hard levels is to buy two plant foods, use 1 on Sunflower
 then plant a twinflower and use the food on that.  This gives you a HUGE
 head start.  Keep planting twinflowers while setting up defenses.

* Using Plant Food on a twinflower is a good way to pass some of the levels that
require you to generate X amount of Sun, in a pinch.



b) PEASHOOTER - 100 Sun Basic but lousy plant. Other similarly priced plants
deal similar damage but offer more utility.

FOOD: Big stream of bullets down the row that deals substantial damage.



c) WALL-NUT - 50 Sun. Stops most enemy zombies who must chew through it in order
to proceed towards you.
I am a fan of wallnuts and use them often.  Keep in mind that they are using
sun while not doing any actual damage. They are thus best used when you dont
have a lot of space to work with, such that your shooters wont have time to
kill zombies before they are within eating distance.

FOOD: Gives them a suit of armor, increasing their health considerably.
Extremely useful if you find a food and already have 4. Use it on the nut.

** You can manually Shovel a wounded wallnut and replace with a fresh one.
You don't have to have the First-Aid unlocked to do this.



d) POTATO MINE - 25 Sun Blows up a zombie that steps on it. Very cheap, but a
long 'arming' period.  Has to be used in advance.
This is used in the "delaying strategy" where you set up your sunflowers
and blow up approaching zombies while building up Sun.  It can also be
an alternative to the WallNut in areas where you don't have much space before
zombies are within eating range.  Instead of 50 sun wallnut+shooter, this
kills a threat for very cheap.

FOOD: Instantly arms it AND generates several copies of it. A weak power.



e) CabbagePult - 100 Sun. Same price as Peashooter but much better.  Shoots
OVER any obstacles.  Attacks slower but deals twice the damage per hit.

FOOD: Attacks EVERY onscreen enemy with a cabbage, dealing massive damage.

* Its special power COUNTERS enemies that can appear in unusual locations
such as Exploding Cannons, Swingers, Dust Devil guys, Prospector, etc.



f) Bloomerang - 175 sun.  Fires boomerangs that can hit up to 3 enemies,
then return and hit them again.  For its cost, it actually has about
2/3rds the firepower of a peashooter vs 1 foe.  However, it shines
against multiple enemies which multiplies its effective firepower.

FOOD: Shoots boomerangs in 4 directions.  Surprisingly weak, almost
always used as a bad version of the Peashooter power.  It can theoretically
be used against enemies that have gotten behind or beside it.

** Boomerangs are AMAZING against CANNONS and BARRELS.  Most plants struggle
vs barrels because they are so tough. But the boomerang takes out the zombie
that is PUSHING the barrel, making it a sitting duck.  The cannon's constant
zombie spam can tank modest attacks indefinitely.  But the boomerang will
always penetrate and do 2 pts of damage per attack no matter what.



g) GraveBuster - 0 Sun.  Eats graves in Ancient Egypt.  Really useful to
reclaim space for building and prevent graves from blocking non-catapult
type weapons from working.
The only down side is that it takes a Plant Slot. And moderate cooldown.



h) Iceberg Lettuce - 0 Sun.  Freezes zombies for 10 seconds.
This is one of the BEST plants in the game!  Seriously!  It works perfectly
to delay early game zombies while planting Sunflowers, allow weaker plants
to kill tougher enemies (coneheads,etc), and gives you a breather long
enough to build a defense.

FOOD: Freezes ALL zombies on the screen.  Very powerful and overlooked.

** This plant PERMANENTLY neutralizes the Egyptian Archeologist..the one
with the torch that 1-shots ANY of your plants, including wallnuts. One
freeze puts out his torch and turns him into a normal zombie effectively!



i) Bonk Choy - 150 Sun.  Rapidly attacks zombies within 2 squares range.
A really fun plant, but honestly not very useful.  The problem is that
he is NO TOUGHER than any other plant!  His high firepower is enough to
kill weak zombies but any armored zombie will be able to eat him before
he can defeat them.   Unimpressive and disappointing.  I really wanted
him to be a Wall-Nut/Melee type combo.  The hitting behind ability is
pretty worthless too.
Basically you MUST use a wall-nut with this guy. This makes him very
vulnerable to Archeologists and anyone that can bypass front ranks.
His only utility is that he can be put in the front where you wouldnt
want your shooters due to lessened effectiveness.  Spikes eventually take
over this role however.

FOOD: Rapid attack that does lots of damage, but the range stinks.



j) Kernel-Pult - 100 sun.  Like a cabbage-pult in that it shoots half the
speed of a Peashooter, and fires over obstacles.  However, this plant
is odd in that it will shoot a Kernel which only deals 1 damage
( not 2 like a same-priced cabbage).  However it occasionally shoots a butter
projectile that does two damage and STUNS the enemy for 5 seconds.
Thus this plant effectively slows down enemy zombies on average.  It is
a bit unreliable though.
I like this plant because it is cheap, kills early zombies just fine, yet
maintains a good amount of Utility later on.

FOOD: Does a BUTTER attack at every enemy onscreen.  This only does 2 damage
unlike the 5+ damage of the Cabbage power, but stuns every enemy for a while.
Hence this power is superior to the Freeze one in my opinion.

** A butter attack will INSTANTLY KILL any flying enemy!  This includes the
zombies tied to a pelican in the pirate levels, as well as the horribly
annoying Parrots that the Captains launch.

** Therefore, use the Plant Food power when there are these kinds of foes
on the screen.  In particular you must use this power vs the PARROT ONLY
when it lands on your plant and is about to carry them off.  The Power
cannot hit a Parrot in flight.



k) Repeater - 200 sun.  Double-strength pea shooter.
This is a much stronger plant than the normal pea shooter, being twice as
space-efficient, yet not costing any more than double.  It is still
inexpensive enough to be able to be used reasonably early in the game.
However, it is rare to be able to use this as your very first drop to take
out early game zombies.

FOOD: Rapid volley of peas doing massive damage, just like the Peashooter.
However, it finishes by firing one very large Pea that does high damage.


m) Snapdragon - 150 sun.  Flame attack that hits enemies two squares away
as well as in the above and below column.
I don't really like this plant all that much.  A BonkChoy can be used
early and actually kill normal zombies.  This plant cannot defeat even one
normal zombie that approaches it, instead spreading its firepower over 3
rows.
Its usage is similar to the bonk choy in that WallNuts are necessary for it
to be effective.  You also must commit to having quite a few of them.
This means that it can be easily hosed by Archeologists, as well as foes that
can bypass early columns of defenses.

FOOD: Hits a 3x3 area in front of it for high damage.  Really weak power.

** You can DEFINITELY HOSE YOURSELF with this plant!!!  If you see an
archaelogist and use the Freeze trick to extinguish its torch so that it does
not auto-kill your WallNut.  Guess what happens when you hit it with FIRE?!
You guessed it.  It relights the torch and it will autokill your wallnut and
your Snapdragon.  This plant also unfreezes any frozen foe, meaning even with
freeze it still cannot 1v1 even a basic zombie.  Yuck!


n) Spikeweed  100 sun.  Damages enemies that step on it.  Typically deals
around 5 peas worth of damage to a normal speed zombie.
This plant is a much better alternative to the Snapdragon/Choy. It CANNOT
be killed by anything except a Barrel, so you can happily deploy it on
the front lines when space starts running out, to get more firepower.

FOOD: Lousy power that does damage to foes in that column.  However, it
seems to only affect spaces that have no plants in them.

** This plant is a bit of a NOOB TRAP against barrels.  Many look at it and
think that it counters barrels right?  Um, not really.  Barrels counter IT!
100 sun to kill 1 barrel is a bad trade. A cherry bomb for 150 will kill a
lot more stuff by way of comparison.   I'd avoid using these vs barrel
levels.


o) Coconut Cannon 400 sun.  Manually fired. Shoots a projectile that kills
all within a small area of effect.  Does 45 damage, with 16s cooldown.

I don't really like this plant.  It takes forever to get it in the field,
has to be manually clicked, and is easily blocked by weaker zombies. It
needs to be able to take out problem zombies really fast or take out big
areas of them to be of use.
Its best usage is in the Wild West, on mobile carts to deal with the
very tough enemies found there.

FOOD: Wakes cannon (if needed), fires 1 giant coconut that pushes enemies
back and kills them.



p) Spring Bean 50 sun.  Bounces zombies back a space then goes to sleep.
This plant is used for Water levels, as it will insta-kill any zombie that
is within 1 range of any water...even Barrels!
After usage, it goes to sleep for 20 seconds or so.  This means that it
is meant for places where zombies only occasionally show up. You cannot
really protect it during recharge either except through Iceberg, etc.

FOOD:  Springs ALL zombies back a tile and possibly into the water, then
wakes up if asleep.

** Many of the 3 star pirate levels can be beated MUCH easier using this!
One bean will be able to take out pretty much an entire level worth of
rope-swinging pirates.  As long as you can deal with the Cannons and
Pelicans (if they exist on the level), these can work much much better
than dropping a WallNut at the same location!

* You can always shovel and replant one if you need an emergency reload.

* Dont forget, these guys KILL BARRELS in 1 hit, includuing the 2 mini
zombies within!




q) Cherry Bomb. 150 Sun.  Blows up, killing zombies in a medium area.
Very powerful plant but of extremely limited use.  150 sun is a LOT
which will never again be able to help you.  Using early on will hugely
gimp your defenses.
It also doesn't help you vs Cannons which is a bummer.
Its primary use is for emergencies vs enemies that have gotten past your
lines.
It is satisfying to use lategame on huge groups, but youve got enough
firepower already to deal with it anyways, surely.

FOOD:  n/a



r) Spike Rock - 250 Sun.  Upgraded spikeweed.  Double damage, kills 3
wheeled vehicles.
Little used plant.  The spikeweed is already sufficient to extend your
firepower to the front ranks when space is tight.  This one is less
cost-effective and its better space-effectiveness isn't as useful in
my opinion since you can place it anywhere.
Its best use is on levels with BARRELS.  It kills 2 of them for free,
only dying on the 3rd barrel.  In most levels though, there aren't
ever 3 barrels in the same lane, and if they are then youve gotten
a ton of damage in already with this plant.
Another idea is to put it in front of a WallNut.  This does tons of
damage to most zombies, failing vs Pelicans and Archeologists.
Its an improved version of the Bonk/Snapdragon strategy.

FOOD: Sucks in all enemies on that Row toward itself and deals lots of
damage.  A bit weak and can actually HELP the zombies move in faster.
However, theoretically usable vs a zombie that has bypassed you somehow.



s) ThreePeater - 300 sun.   Triple shot peashooter, except shoots ONE
pea in THREE DIFFERENT ROWS!
This plant is very space-effective, being 3 peashooters in 1 plant.
It is very hard to use well though.
It cost a fortune making it difficult to drop early on.
Its firepower per lane is 1/3rd of its cost!  Yuck.
It is not usable on the 1st or 5th row since you would waste 1/3rd of
its firepower.
Using it on the 2nd and 4th row is the best use.  This does cause an
odd distribution as the 3rd row will have DOUBLE firepower. You
usually want equal firepower per row.

FOOD: Fires projectiles everywhere hitting most enemies in front of it.
Its kind of weak honestly.


** Using these on Rows 2/4 and Lighting on 1/5 will even out the power,
such that Row 1/2/4/5 will have Pea and Zap, and row 3 has double pea.

** If you are gonna use this, drop your sunflowers on row 3, or 1/5,
and definitely not on 2 and 4.



t) Split Pea  125 Sun.  Shoots 1 pea forward, 2 back.
While seemingly very cost effective, shooting backwards is usually not
very desirable, except in edge cases.  It usually means you messed
up.  Its very weak firepower forward and not cost or space effective.

FOOD:  A combination of Peashooters plant food ability firing forward
PLUS the repeater ability firing backwards.





u) Chili Bean  50 sun.  Any zombie that eats this will die and make a
cloud of Slowing affecting nearby zombies.
Basically a much better version of the Potato Mine that instantly arms
and has a lingering effect...though not much of one.
Best used for early game delaying while ramping up sunflowers, as well
as dealing with zombies that have bypassed your defenses.

FOOD: Clones itself twice over and applies to random lanes.  Meh.


v) Lightning Reed 125 sun.  Zaps enemies with lightning.  Chains and
hits other zombies within a small radius.  Furthermore it can hit
zombies in the ABOVE and BELOW lanes too!
One of my favorites.  Introduced late as an anti-chicken plant, this
is an awesome plant.  Cheap enough to drop early game, it has enough
firepower to 1v1 early game zombies.
The fact that one in lane 2/4 can cover all 5 lanes is pretty sweet.
However its overall firepower vs 1 foe is about 1/2 that of a
peashooter.  Still, in bulk, they deal tons of damage especially vs
large groups of enemies.
Lots of these plus a Wallnut defense is very formidable.
Its only weakness is it isn't very Space-efficient and has trouble vs
extremely armored foes. Hence need for Spikeweed/Wallnut/Freeze

FOOD: Creates a Cloud that runs around zapping enemies.  Works much
like the Lightning Powerup, except you cannot control it.
One of the best powers out there.

** Hard counters chicken farmer zombies.  These don't show up much,
but don't forget about them when getting those stars.

** AMAZING vs Barrels, since it hits the barrel and CHAINS to kill the
much weaker zombie pushing the barrel. Making it a sitting duck.

** Sucks vs PARROTS who apparently can take a comical amount of
lightning damage.  Feather insulation FTW?

** However, if you time it right you can trigger the cloud just as
the parrot lands causing it to take massive cloud damage and die.



u) TallNut 125 sun.  Bigger version of WallNut.  Unlike in PvZ1, this
does not seem to block any more than normal zombies.
EDIT: Tall Nut can block Zombie bull riders.

Has twice normal health, but costs more.
Same uses as normal walnuts.

FOOD: Gains armor, as per normal wall nut.

** Remember you can take BOTH PLANTS and use them both when appropriate.
This halves the cooldown effectively.



v)  Pea Pod  125 sun per planting.  Peashooter stackable to 5!
Awesome plant, one of my favorites.
Cheap enough to use early to kill beginning zombies, and then
you can pile them up to have 5 peashooters worth of firepower all
in ONE SLOT!  Amazing.  Slightly less cost-effective however
to compensate.

FOOD: Fires volley of large peas. Kind of lousy really as the initial
delay can cause issues with targeting and fast killing.

** DO NOT USE THESE on "only have X plants total" levels. EACH PLANTING
counts as a plant!   Fail. :-(

** DO NOT USE THESE on "only use X amount of Sun" levels.  They just
aren't cost effective enough to work well.

** ABSOLUTELY use these on the Wild West wagon levels!  Drop 1 ASAP in
the 5-column wagon and crank it up ASAP to 5 peas.



w) Melon-pult  325 sun.  Like a big Cabbage, doing 4 pea damage per shot.
Also does AREA EFFECT damage in a 1 square radius.
Costs 325 and does double damage of the 100 sun Cabbage.  Not exactly
a very good deal.  So expensive that you cannot use it until much later.
I prefer cheaper Area effect solutions such as Spikeweed, Lightning,
boomerang, etc.

FOOD: Fires 8 damage melons at EVERYTHING on the screen.  Pretty much
the ultimate Plant food ability.



x) Winter Melon  500 sun.  Like melon-pult but with slowing effect.
Havent really used this one.  Just too expensive, unless you cheat like
crazy with plant food and twin sunflowers.
Even then I can see better uses for the Sun.

FOOD: Everyone on screen eats an 8 damage frost-melon.  Stupidly
powerful.

** Tempting to get one of these for hard lategame levels where you can
simply use its crazy good Plant Food power to dominate.



II. IAP DISCUSSION
------------------

If you want to support the developers through IAPs this is perfectly
fine.  That said, there is a wide variety of things you can spend cash
on.  You want to be smart about what you buy.  Here are the choices:

a) Coins - NO!  Don't buy coins.  In general gameplay you simply do not
need coins.  You typically get around 400 coins per level that you play
and it is pretty easy to grind for coins, plus keys at the same time.
Even in the hardest levels you only really need to spend 2k of coins to
get a massive advantage.


b) Keys/Gates - NO!  Waste of money. By the time you get all stars on a
levelyou will surely have gotten all the keys that you need.  Keys
simply  allow you to get certain upgrades slightly faster. Not worth it.


c) Plants - These are worthwhile purchases as they give you new
strategic options.   However, note that they will allow you unlock
plants that you can ALREADY unlock later on by playing!  Hence, you
want to ensure that you only ever buy the truly LOCKED plants that
cannot be otherwise obtained.

  i) SnowPea - decent choice. good early on and great utility later.

  ii) torchwood - meh. I never liked it in PvZ1. very 1 dimensional.

  iii) Squash - no need. potato mine is plenty early. Then Chili.
                It is better than Chili Bean for sure, especially
                for killing enemies behind you.

  iv) Jalapeno - This is pretty redundant with Cherry bomb.

  v) Imitator - YES!  Great choice. TONS of awesome uses for this.

  vi) Power Lily - No idea how it works. Wasn't in PVZ1 so I have
                   no opinion or advise.


d) Unlocking Worlds - Absolutely not! Why pay to skip content!?!?


e) Abilities.  These are decent choices.  You DO get these later on,
              but I believe they stack.  I think...

   i) More Sun - Good choice.  Useful early to streamline sunflower
         planting, AND lategame to rush TwinFlower and PlantFeed.

   ii) Shovel boost - This just isn't much of a factor.

   iii) More slots for plants - Skip this.  Early game you may feel
        like you need the slots but by midgame I dont even use
        several of my slots.


III. COIN MANAGEMENT
--------------------

There are several things you can do with Coins.  Buying powerups
that let you kill zombies with gestures, and buying Plant Food.

I would actually recommend to AVOID using the gestures altogehter
except maybe as a last resort to win a hard level that you have
invested in already.
Like mines and bombs, they help you get by but are somewhat of a
trap.  They contribute NOTHING to your permanent defenses so once
you get past the problem area, you will be in the same situation
on the very next wave!  Except worse most likely.
The only legit usage would be on the awful "can only lose X plants"
levels especially on the Pirate levels vs the Parrot zombies.
Those are extremely luck-based and taking out a Captain quickly is
worthwhile, although there are better Plant Food Power ways.

It is better to use your coins UP FRONT to establish strong defense
quickly, rather than using it to bail yourself out.  If you did
it right, your defenses should be more than adequate to deal with
most situations.

Strat 1: Drop a Sunflower, buy a plant food, feed to sunflower.
This gives you a 125 Sun head start.  You would then use this Sun to

a) Drop a twinflower immediately, then sunflower/twinflower ramp up.
You might even buy a SECOND plant food to use on the TwinFlower.

b) Be able to immediately drop WallNuts on key places to have them
all ready early to avoid waiting on cooldowns later.

c) use a Imitated Sunflower to drop Sunflowers at double the normal
rate.

d) Use an imitated Twinflower along with second plant food to
hugely increase production extremely quickly.

That said, you should rarely use coins.  NEVER use them just because
you can.  Save em up for difficult levels.
NEVER use coins on the first go at a level!  I recommend not using
coins to jumpstart until youve tried the level at least twice.
Using coins to jumpstart a failure strategy will simply waste coins,
or worse yet you spend more and more coins to salvage the level
and waste 20k on one freaking level!

As I say in the general comments, use the PRESET DEFENSES levels
or at least Conveyer belt levels to grind for coins and keys.
It is less stressful, much faster due to no sunflower management and
there is no ramp up period which means zombies come out quickly.
The faster zombies come out, the more chances for earning coins!




IV. DEALING WITH MULTISTAR RESTRICTIONS
---------------------------------------

All the 3 star maps are similar in that they hand you restrictions.
Here is how to think about dealing with each one.

**a) Must produce X Sun

Pretty easy.  You want to use the sunflower spam strategy and use
mines,etc to delay as much as possible,
unless paired with the "can only lose X plants" restriction.

Always use TwinFlowers for your second row of plants.

Drop normal sunflowers towards lategame up front.  Think of them as
really lousy WallNuts. :-)  Anything to increase Sun production.

It doesnt have to be SMART sun production, just any ole production.

Also you can drop PLANT FOOD on twinflowers for +225.

You can also do the Dirty Delay strategy.  If you are on the last
wave and not quite there, simply delay.  Let the 1 zombie left
STAY ALIVE!  Block him with a WallNut and SHOVEL YOUR SHOOTERS
on that row!!
Or block him with Ice.  If you cannot lose any more plants, use
plant food to reinforce a wallnut.
Meanwhile you plant sunflowers like crazy and take it out once
youve gotten your goal.


**b) Can only lose X Number of Plants.

One of the hardest types to deal with, since it virtually removes
your ability to use mines, bombs, lettuce, and limits WallNut
use.

Your main enemy here is the awful Pirate Captain with GG Parrot
who says "BWAAK...YOU LOSE!".

Other big foes are the jumpers...anything that can get behind your
front lines.  Pirate rope swingers, Claim Jumpers, Dust devils.

Cannons are a big threat too, as they will explode eventually and
spew mini-zombies all throughout your backline.  This almost
guarantees loss of several plants.

Archeologists are a big problem too since they insta-kill your
plants.  You cannot even use Lettuce to extinguish them!

To deal, you must get at least 1 cheap plant and be ready to drop
it after your 3rd sunflower. I recommend a Cabbage, Kernel,
Lightning, or Pea Pod ideally.   This lets you drop a plant to
kill each new zombie per row, while letting you still drop
sunflowers to ramp up.

HUGE UPDATE:  Using WallNut first aid, DOES NOT COUNT as losing
a plant!  This is rather surprising and is a big deal.
Remember that a wallnut has to be injured or heavily injured to
be eligible for first aid. It wont let you fix a lightly damaged 1.



**c) Cannot use any Sun for X Seconds.

I thought this was the hardest restriction until I learned that
spending Sun ONLY RESETS THE TIMER, it doesn't fail the level!
I spent good coin on Gestures and dropping lettuce to delay at
the very beginning, making it much harder than it needed to be.

Actually this restriction is trivial.  By the final wave you hardly
ever need to keep spending Sun anways. So build your defenses like
normal.  Then once you are good, STOP USING SUN.  Easy!  You can
still use Lettuce and collect sun and use Plantfood.

You can also do the Delay Cheese by shoveling your defenses to avoid
killing the very last zombie and using an existing Wallnut and/or
lettuce to delay it until you hit the counter. Then finish it off.

Just don't FORGET about this restriction like I sometimes do!!
That is really the hardest part about this one, refraining from
dropping cherry bombs, or just spamming more plants or refreshing
walls.


**d) Don't Plant on Spore Colony.

This one is hard as it eats two columns of space!  It is particularly
difficult on Pirate levels.

Your main threats are zombies that bypass defenses such as DustDevils
etc.  Use a plant that can deal with those issues if they are in
the level, such as a CabbagePult's Plantfood power.

Space-efficiency becomes a much bigger deal meaning you will usually
want to go 2 rows of sunflower but use BIG plants like Pea Pod or
Melon or the like, while using mines,bombs to delay.

If you are plant-loss restricted too, you will have to go with 1 row
of sunflower (with twinflower), and drop an early game plant such
as Corn or Lightning, then drop a really big plant next.


**e) Dont Trample the Flowers

This is a difficult restriction as it effectively makes the zombies
only have to walk half the usual distance to "win".

Hence, protection tactics are called for.  Lettuce to delay, bombs to
delay.  Use of Wall Nuts is encouraged and using Tall Nuts TOO in
order to half the cooldown can be beneficial.

Use of SpikeWeed/Rock is a good way to frontload some defenses if
the enemy doesn't have too many bypass-zombies.  Put a Spike right in
front of your Walls.

Watch the state of your Walls!  Be ready to shovel and replace when you
have time, OR use plant power to reinforce to prevent an untimely loss.

You have a good deal of space, so you will want to use cheaper plants
with utility such as Corn or Lightning.  Repeaters are good too.
There is no need to save up for hugely expensive plants.
Corn especially has the nice Slowing effect making it a good candidate.

Be ready for an emergency.  A Corn Kernel Food power will freeze all
enemies on the screen, as will a Powered Lettuce.  A quick use can
prevent a loss when things get hairy.

Some zombies are not a threat to your flowers.  Flying rope zombies do
nothing, as do prospectors and Dust Devils.  They blow right past the
flowers but don't fail the level.


**f) Only use X Sun.

This is a challenging restriction which means that you must conserve.

That means minimal use of Bombs which cost Sun but dont boost permanent
defenses.

You need Cost-effective plants too such as Corn, Lightning, Repeater.
Pea Pods are out.

You generally only use 1 row of sunflowers; they use up your Sun limit!
That means only lettuce used for delaying and you crank out cheaper
plants ASAP.

WallNuts are LESS helpful here as they cost sun but have no firepower.
Hence you can get overwhelmed easier.  You must prioritize offense.


**g) Kill X Zombies in Y seconds.

An easy restriction. All you really need to do is store up Plant Food
for the final wave.  Then use it on your offensive plants all at once.

You do NOT need to pick certain plants with more "bursty damage" or
anything.  I have never once failed this restriction, even when I have
occasionally forgotten about it!

UPDATE: Yeah ok, I failed one of the Wild West ones where they wanted
75 zombies in 30 seconds.  But I beat the 100 in 30sec one next level.
The big danger here is TOUGH zombies that delay the next wave.  A single
wave doesn't HAVE 75+ zombies in it, so you have to kill previous wave,
kill ALL stragglers quickly, to trigger the next wave, then wipe out
quite a bit of the next wave quickly.
I lost because I blew away lots of zombies but took forever to kill off
the uber-armored zombie which means I lost my momentum and the last wave
didn't have enough zombies to hit my goal.
Hence, you need to actually use plant food to quickly kill the stragglers
instead of using it to quickly slaughter the masses, which is a bit
counter-intuitive.
Alternatively if you have a tough straggler, drop a CANNON and blast it.
Putting cannons or 5-pea-pods on the movable platforms in the wild west
is very beneficial.


**h) Never have more than X Plants

This is a moderately challenging restriction.  Similar to the Spore
Colony one, you have to focus on very Space-Efficient plants.

Go ahead and use lots of sunflowers though, the usual 2 rows if no
"lose X plants" restriction.  Use Twinflowers when you can.
The idea is to generate a lot of sun quickly while using delay tactics
so you can drop the Repeaters, etc.

You really need to use TwinFlowers on this level, digging up sunflower
and replacing them.

Over time you will start removing Sunflowers and replacing with
offensive plants.  By starting with lots of Sunflowers, you build up
a reserve midgame that you can use to keep dropping offense.

Your biggest problem on this level is carelessness.  Be extremely
careful with any 1-shot plants such as Lettuce, Bombs, etc!!!

DO NOT USE PEA PODS!!!   Each planting counts as a seperate plant,
making for a quick loss.

You might also consider multi-shot plants for these levels:
You can use Lightning, Threepeaters, SnapDragons on Rows 2 and 4 and
it will cover ALL FIVE LANES, with double firepower in the middle one.
If you do, make sure to put Sunflowers in the midlane, then 1 and 5
to make room for the 2/4 lane plants.



V. GENERAL STRATEGIES AND TIPS
------------------------------

1) On the map, always move forward as quickly as possible.  DO NOT grind
old levels for cash or even keys or stars.
Leave Egypt ASAP for Pirate, and ASAP to Wild West once you have the
minimum number of stars.
This is the FASTEST WAY to get new Plants and abilities. These will be
very helpful once you DO go back to get keys and Stars.



2) Need to grind for coins or Keys?   Do the levels where you start with
X amount of Sun and pre-build everything.  Once you find one that works
these are generally much easier, faster, and less stressful than normal
levels.
Enemies come out fast and furious so theres no wind-up period.  More
killing means more cash/key chances.

Conveyer belt levels might also be a good choice, depending on your
preference.


3) YETI levels.  I read from several places how you can BLOCK the yeti
by putting a wall nut behind him.  IT DIDNT WORK!!   I know those sites
all plagarize each other but geez.
Instead, pick at least 1 plant with a 1-column Pwnage plant food power.
The repeater (2x shooter) is the easiest and generally best to use.
one shot of Plant Food will pretty much take out the Yeti.
If you DO screw up and he is about to retreat, RESTART THE LEVEL.  Then
note which lane he was in and reinforce it heavily!
If you restart AFTER he escapes... he won't respawn. Trust me. :-)


4) Don't overdo the 1 shot plants.  Its better to use your Sun to make
permanent defenses, not overuse mines,bombs,etc.



6)  If you ever have maxed plant food stored and you get another one,
use one immediately and get the new one to replace it.  Choices are:
a) Blasting a bunch of zombies obviously if needed.
b) Wall nut reinforcement.
c) insta-sun from Sun/Twinflower.
d) Clone any Potato/Chili mine.
e) Lightning Plant, since the cloud sticks around for a while.



9) On the challenge levels (the never ending pyramid, etc), you really
want to leave 1+ plant food leftover at the end of each level. THEY
CARRY OVER!!
This allows you to immediately use it on a sunflower/twinflower and get
a big head start.
Such a head start helps ensure you don't need the Plant food for actual
battle nearly as much since you will be so far ahead.


10) There IS no Dr Zomboss fight currently.  All the various strategy sites
say he appears after beating wild West.  Yeah he APPEARS and taunts you,
but you cannot yet fight him.
There are actually several sites that discuss strategies on how to beat
him, but they are clueless and plagarize each other.


11) Zombies attack in the same pattern for all levels.  If you lose,
try to consider what Bad Thing happened and be ready for that threat..
in the specific lane where it happened.
Maybe that Pelican-rope-zombie caught you by surprise since it came so
early and all you had was a spring bean.  Remember it and put a corn
kernel in that exact lane.
Are all the barrels coming down a specific lane?  Keep that in mind and
be ready for it.


12) You can collect Sun and stuff by SWIPING.  This works WAY BETTER than
tapping on things!  Adjust to do swiping and it will improve your game.


13) The mummy memory levels are annoying.  However you can interrupt the
turning animation of the cards!  When you click a card it turns over and
reveals a symbol.  This makes you think you have to wait for it to be
done but this is not so.  Clicking another card will immediately reveal
the original (and second) cards.
One could theoretically just click like crazy with multiple fingers and
randomly make some progress as well as reveal lots of cards quickly.




VI.  Dealing with Specific Zombies
-----------------------------------
This is a bit redundant as most of these hints are found in my plant
overview, but its still a good summary.


EGYPT:

a) Explorer/Torch - They 1-shot anything they touch with their torch.

 Use ICEBERG lettuce to extinguish their torch and turn
  them into normal zombies.
  Catapult plant power will kill them very quickly even when clumped
  behind other zombies.


b) Dust Devils - These guys counter front-line plants such as Snapdragon,
  Bonk Choy, spikes, etc.

  They die really fast to shooters of all kinds.
  A Catapult plant power will 1 shot them no matter where they are,
   before they can eat any plants.


c) Pharoah - Takes 74(!) damage to kill. Doesnt die to mines/etc unless
  he has taken lots of damage already.

  Best bet is to use Ice to slow him, 1-lane plant powers, and mine/bomb
  Use the bomb when he is low to insta-kill him.  Otherwise you weaken
  him and have to deal with his increased speed once he sheds the shell.


d) Tombstones - Exists at beginning of the level and generated by 1 zombie.

  Gravediggers are great for killing them of course, if you can spare the
   slot.
  Otherwise, all Catapult-class zombies will shoot OVER the tombs when a
   threat is detected...otherwise they chop away at the tombs.
  Lightning will chain and hit multiple tombs making it good for clearing
   tombs and hurting early zombies.
  Boomerangs will hit up to 3 targets making them great for killing initial
   zombies and clearing tombs all at the same time.



PIRATE SEAS:

a) Pirate Captain/Parrot.  Much hated on the "can only lose X plants"
   levels especially.

  Lettuce/Mines to freeze/kill them before they can release parrot.
  1 lane plant powers can kill them fast, but there are usually zombies
   in front of him making this unreliable.
  Use the CORN plant food power RIGHT as the parrot lands and the
   butter will 1 shot it.  It MUST be stationary though or no Butter
   will be launched.
  Lightning plants are theoretically good but they seem to do very
   little damage vs parrots until you have a TON of them.
  Plant food Power on Repeaters will take out a parrot after it lands
   on your plant if you are fast enough.


b) Swashbuckler - swings across the water.

  Use of Spring Beans is encouraged.  They reload quickly enough to take
   out ALL swashbucklers on most maps.  Especially if there are no
   pelican/cannon this can save a TON of sun.


c) Seagull zombie - Flies across the water.

  The Corn catapult can ONE SHOT them with a butter projectile.  You can
  either hope to get lucky, or use a Corn plant food power when there are
  lots of seagulls and they will all die immediately.
  Note that seagulls fly right over Spring Beans without damaging them.


d) Barrels - Extremely hard to kill, taking 62 damage!
  They then spawn 2 minizombies upon death. It also 1-shots your plants.

  Lightning Plants will kill the PUSHER, making them trivial to kill.
  Boomerangs will also kill the Pushers, so you can kill leisurely.
  Catapult class plants will also kill the pusher.
  Spring bean will push the entire barrel into the water, killing it
   AND the 2 mini zombies.
  SpikeROCK will take out 2 barrels automatically and still survive,
   in addition to doing a ton of damage to other stuff in the lane.
   The third barrel kills it, but its rare to have 3 in 1 lane for a
   map.
  DO NOT USE spikeWEEDs though because 100 sun just isn't worth killing
   only 1 barrel.


e) Enemy cannons - They shoot minizombies and if not killed will BLOW
  THEMSELVES UP, releasing mini zombies all over the map!

  Use Boomerangs.  ONLY Boomerangs will CONSISTENTLY  do enough damage
   to take them out before they explode.

  All other plants tend to get distracted and blocked by the constant
   mini-zombie spam and don't do enough damage to the actual cannon,
   unless you have a ton of firepower.

  If a cannon has been around for a while, be ready to deal with the
  self destruct that it has.  Either use a 1 lane plant power to kill
  it quickly...OR have a catapult type Plant power readied to kill
  the mini zombies.

WILD WEST

a) Chicken Wrangler - releases several chickens that eat plants VERY
  QUICKLY once he takes 3 points of damage.

  Lightning plant is by far the best counter. Zaps chickens super fast.
  However, as long as you have 2 peashooter worth of firepower in each
   lane, chickens should not be a problem.  (Or have wall nuts).
  An early Wrangler can be a big issue however if the adjacent lanes
   do not have any firepower as the chickens will tear that lane apart
   within seconds.
  Other strategies are to kill the wrangler quickly with Lettuce/Mines,
   plant powers, etc. These tend to use too much resources for a fairly
   easy problem to otherwise deal with.


b) Zombie Bull - Takes 65 damage(!) and will throw a minizombie over your
  defenses when it encounters a plant.

  An early WallNut/Spikes combo can help by forcing the bull to toss
   its rider really early on, while taking a lot of damage.  Fortunately
   the bull doesnt eat any faster than a normal zombie.

  Otherwise it is just a really hard to kill zombie with improved speed,
  so you just need to block it and then beat it down.


c) Poncho Zombie - Takes 68 damage to kill.  Basically just a really tough
   zombie.  Use walls to block him.  Spikes in front of walls will do a
   whole lot of free damage.


d) Piano Zombie - Causes zombies to switch lanes, and summons more zombies.
  Also runs over your plants quickly.

  Unlike the barrel you cannot damage the pianist seperately from the
   actual piano.  Due to its summoning ability, it is a pretty big threat.
  SpikeRock is the best way to deal with it.  It is unlikely you will
   have 3 pianos in 1 lane (thus killing your spike), and zombies in the
   West tend to be really tough anyways, making spikes a good choice
   already.
  Freeze is helpful to stop the summons temporarily.


e) Prospector - detonates and moves to your very back row, eating your
  plants from behind.   Takes only normal 10 damage to kill but is very
  deadly.

  A Wallnut on the 2nd column and Spikes on 1st column can shut these
   guys down before they can jump.
  Lettuce,etc can be used to kill or delay them.
  Split Pea is the "counter" but I HATE using a plant that only has 1
   peashooter worth of firepower forward...especially in Wild West!
  Lightning plants on the very back row can mitigate some of the damage,
   as the adjacent lightning will shoot at the prospectors once theyve
   eaten 1 plant.  Not ideal but something to consider.
  Lightning Plant food Power can also be of assistance in taking these
   out after they jump.
  A catapult class plant can kill these after they have jumped since
   they hit everything on the screen.
  You can drop a plant right after they have eaten 1 in the same space
   to deal with them, such as a Chili Pepper, Cherry bomb, or even
   a wallnut to slow them down.
  Bonk Choy will hit behind them remember!  However, who wants a melee
   plant sitting on your back row?  Still, something to consider.




VII. Bonus Section.  Uses for Imitator
--------------------------------------

I broke down and bought this guy, since I loved him from PVZ1. He has many
uses as he basically gives you another copy of any given plant, effectively
halfing its cooldown.

a) Sunflower - Imitating a Sunflower can greatly increase your resource
production rampup.  There are quite a few ways to do this.   Using a Plant
food that you buy immediately is the most common.  This ensures you can get
2 full rows of sunflower in record speed.
The starting with more sun passives can be helpful in this regard. Just
cloning a sunflower normally will not give much of a boost, without the
passives or fast plant food.

b) Twinflower - If you have one or both initial Sun boosts you can drop a
twinflower, Plant food it, then drop the cloned twinflower and get a quick
column of twinflowers.  The long Cooldown of Twinflower is one of its
biggest restrictions.

c) Lettuce - A second set of lettuce can be very helpful, since it costs no
sun and gives a good deal of utility.  This is my typical use for most
levels (except cant lose but X plant ones).

d) WallNut - Allows double the wallnut droppage.  Kind of outdated when you
get TallNut, but its still useful due to much lower cost of wallnut.

e) Shooter - I have used imitator to clone my primary offensive plant
(pea pod) on a level.  This ensured I could crank them out really fast once
I had my Sun generating quickly.  Marginal use I guess but it did help out
for "free".

f) Gravebuster - You probably dont need TWo of them for a level but it is
a possibillity.

g) Potato Mine/Cherry/Chili - Personally I find Lettuce clone to be more
useful overall.  The bombs tend to only be useful really early (potato) or
really late (cherry).



Good luck!!!