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The comprehensive guide to Plants vs Zombies 2: It’s About Time

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Short intro
I wrote an entry about Plants vs Zombies 2: It’s About Time earlier this year covering some basic strategies for making it through the game without spending anything. PVZ2 is the most carefully crafted free-to-play game I have played. It doesn’t even feel like a scam, since with a little planning and some fleet fingers you can make it through all stages with just the basic plants.

This guide is more in-depth. I will show you one overarching strategy that works in almost stage. I’ll also look at each plant and rate it on a scale of 1-10. I’ll also provide tips for each individual stage in case you are stuck on one of them and want to move on without shelling out a few bucks for an overpowered chili pepper or some such.

If you read nothing else, read this part
Many stages feature seemingly indefatigable hordes of zombies decked out in armor and hardened against all your weaponry. Luckily it’s not hard to keep them at bay if you know what you’re doing. Introducing the Dragon/Wall strategy. You can start taking this approach as early as Ancient Egypt:

  1. Plant a full column of Sunflowers in the backrow. Plant a column of Twin Sunflowers next to it. Eventually, you may want to swap out the Twin Sunflowers for Sun-shrooms.
  2. Begin planting Wall-Nuts or Infi-Nuts a few tiles back from the right edge. This way you have sometime before the zombies reach them, allowing you to build your defense and bombard them on the way. Use the Iceberg Lettuce to freeze zombies that you think are moving too quickly.
  3. Build some Snapdragons in a column behind the Wall-Nuts/Infi-Nuts. Each one makes a fire wave that covers three tiles. A full column can shell out incredible, cascading damage.
  4. In front of the Snapdragons, built some Spikeweeds. The zombies will take damage while they’re trying to chew away at the Wall-Nuts, on top of getting scorched by the Dragonfires and bombarded by…
  5. Kernel-Pults! Build a whole column as far back as you can. Considering cost and effect, the Kernel-Pult is the best plant in the game. It deals decent damage by shooting kernels, but it is truly valuable because of its butter pats. These freeze the zombies for a few seconds. Ideally, built two columns of Kernel-Pults to increase the chances of stymieing zombies. The Kernel-Pult’s Plant Food move is also incredible – try using it when zombies walk over a Spikeweed or get close to your Wall-Nuts/Infi-Nuts – they’ll continue taking damage even while stuck.
  6. Keep an Iceberg (or if you prefer a Cherry Bomb) on hand to disrupt problematic zombies.
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An example of the above strategy in action, this time with only Sun-shrooms, Winter Melons, Snapdragons, and Infi-Nuts. Puff-shrooms were previously out front.

As the levels get tougher, the possibilities become endless as you acquire more plants. I wrote the above framework because it can be executed with plants acquired early in the game. You can replace or supplement the Spike Traps with Red Beans. Also, if you can afford it, Winter Melons are even better than Kernel-Pults. You may want to throw in a kew Coconut Cannons or Citrons or even Magnifying Grasses (powerful with Twin Sunflowers) for added power. Also, once you have a huge amount of sun accumulated, dig up the sunflowers and plant either Potato Mines or Kernel-Pults in their places.

Analyzing the individual plants
I won’t cover the plants that require real money to purchase. You’re wasting your money if you buy them since they’re only there to help you win a little quicker – no stage is so hard that you’ll need to be bailed out by an exotic specimens. Here is a quick rundown of what each standard plant does.

Sunflower
Makes one unit of sun at time. A staple in the early going, and not bad even later on though it’s almost always better to use…

Twin Sunflower
You get this in Ancient Egypt and there’s no reason to turn back. You’ll have to wait for one unit of sun to fall from the sky before you plant one of them, but they’re worth it – after a while, the sun just piles up and you can use it to plant some tremendous defenses

Peashooter
It’s iconic, but not that good. It’s slow and outclasses by others.

Cabbage-pult
This plant is great in Ancient Egypt but average elsewhere, once you’ve gotten access to more powerful alternatives. Its Plant Food move is devastating, though, making it a solid option if you’re the type that saves up a lot of Plant Food to beat back big rushes. It’s best placed as far back as possible. It can also destroy graves in Ancient Egypt.

Kernel-pult
A staple. It is both cheap and powerful, capable of dishing out lots of damage on top of delaying zombie progress.

Iceberg Lettuce
It’s free and good. It’s never a bad idea to have one on hand in case you need to freeze a torch-wielding zombie or anything problematic.

Bloomerang
It deals a lot of damage because it shoots boomerangs that hurt not only zombies but also graves. A little pricey and not that much of an upgrade over the Cabbage-pult or Kernel-pult, though

Bonk Choy
A good close-range plant, best used in tandem with the Wall-Nut or Tall-Nut, but outclassed by the Dragonfire.

Snapdragon
Amazing – it can flame up to three columns at once, and when used in columns it’s almost unstoppable if protected by Wall-Nuts or Tall-Nuts.

Wall-Nut
Cheap and gets the job done. It’s more than just a defensive tool. Paired with Dragonfires and Spike Traps, it ensures that zombies go down en masse

Tall-Nut
Even better. This + the Dragon/Wall strategy is a tall order for any zombie horde to overcome.

Infi-Nut
Weaker than Wall-Nut, but regenerates its health. Usually not worth it unless you have incredible backup.

Spikeweed
Useful for breaking up rolling zombies and dishing out tons of damage while zombies try to chew through nearby Wall-Nuts or Tall-Nuts. Always place right in front of one of those two barrier plants.

Spikerock
Super powerful – can break up multiple rolling zombies and does more damage than the Spike Trap.

Blover
One-use plant that blows away all flying zombies. It’s worth getting this in the Far Future before making your way through the Pirate Seas – it’s the best way to deal with the macaws and seagulls.

Laser Bean
Shoots lasers. Economical (only 200 sun) for its power level.

Spring Bean
Useless. Knocks a zombie back but then has to recharge. Don’t bother.

Grave Buster
Also useless. You shouldn’t waste time or sun getting rid of graves. Just use Cabbage-pults, Kernel-pults and Bloomerangs to get rid of them while also damaging zombies.

Cherry Bomb
One-use but worth it. Instantly kills all zombies within adjacent tiles.

Coconut Cannon
Undoubetedly powerful, but impractical. You have to manually fire it. The Plasma is a better bet

Citron
Like the Coconut Cannon, but recharges/fires automatically, and is cheaper. A good investment.

Chili Bean
Instantly kills the zombie that eats it and then causes that zombie’s gas to temporarily paralyze the rest of the row. You can use these in place of Spike Traps within the Dragon/Wall strategy.

Repeater
Self-explanatory – a repeating Peashooter. A lot of power, but less versatile than the Kernel-Pult.

Threepeater
Shoots three peas in different directions. A feasible alternative to the Dragonfire if used in numbers

Split Pea
Shoots peas forward and backward. Useful for catching zombies that sneak behind your defenses (usually through the air)

Pea Pod
Upgradable and capable of a lot of damage, but limited in its abilities and a bit slow, too.

Melon-Pult
Tremendous. Does a lot of damage, justifying its high price tag.

Winter Melon
The creme de la creme. As powerful as a Coconut Cannon and as versatile as a Kernel-pult.

E.M Peach
Disables machines in the area. Worth it for sure in the Far Future to stave off big attacks.

Magnifying Grass
Uses up sun each time it attacks. But its attack is so powerful that the cost is worth it. Pairing it with a good store of Twin Sunflowers and/or Sun-shrooms is enough to hold even huge hordes at bay.

Tile Turnip
Creates power tiles for plants (i.e., if one plant on a tile uses its plant food move, all other on the tile follow suit). Starts off free but becomes more expensive with each deployment. Not critical to winning, but not useless, eitehr.

Sun-shroom
A scalable Sunflower – it produces more sun as it goes. A viable replacement for the Twin Sunflower.

Fume-shroom
A large attacker that damages multiple zombies in the area. Can stand in for Snapdragon in the strategy above

Puff-shroom
A temporary, short-range attacker. Much better than it lets on: it can be deployed in rows for quick, cost effective damage (each one is free)

Sun Bean
Causes zombies that have eaten it to drop sun when attacked. A bit win-moar, but useful if you’re leaning heavily on Magnifying Grasses.

Ancient Egypt
-Tombstones are annoying, but don’t waste your time with the Grave Buster. It’s free, but planting it wastes time, and the graves respawn. Instead, try this: Plant a wall of Wall Nuts, then back them up with a row of Bonk Choys. Finally, behind the Choys, plant the Bloomerangs. The combination of Bloomerang/Bonk Choy gets rid of the graves, and, paired with the Wall Nut’s defense, mows down almost any zombies. This strategy works like a charm in the plan-your-defense levels in Ancient Egypt, in which you start out with a certain level of sun and can’t acquire any more.

-Early on, you may have a pressing need for mass removal but won’t have enough coins for the power ups. The Cabbage-pult (only 100 sun) is your best bet. Its plant food move (plant food is earned from glowing green zombies and temporarily boosts the power of the targeted plant) is devastating.

-It’s usually a smart move to include the Iceberg Lettuce in your arsenal. It’s free and it’s the best way to stop the flaming zombies.

-It is totally worth your time to use your first key and go into the future to get the Laser Bean (you only have to beat one level there). In the defensive levels, you can set up two Laser Beans in each column and then one column of Wall Nuts – that should be enough to hold back any advance.

-The Dr. Zombie battle is random; get used to this, and don’t expect to wear it down with strategy. Your best assets here are the Iceberg Lettuce and the Cabbage-pult.

Pirate Seas
-The double sunflower is your best friend – having a row of five is a sun-making machine, but you have to set it up right. A trick to use is to add both the basic sunflower AND the double one to your arsenal. Start off with a few basic sunflowers, then plant some doubles once you have enough sun. That way, you lay the foundation for strong infrastructure while also getting things off to a quick start. Once you get the shovel power ups, you can shovel up the basic sunflowers to recoup some of the cost and then replace them with doubles.

-The Kernel-pult makes the Cabbage-pult obsolete, and it is actually one of the best plants in the game despite costing just 100 sun. It can both damage enemies with kernels and slow them down with butter – its plant food move essentially freezes the entire zombie army for a few seconds. It’s usually a good idea to fill an entire back row with them.

-There are some tricky “protect the endangered plants/don’t let the zombies trample the flower” levels in this world. A good strategy is to build a row of Wall Nuts to protect the flowers, and back them up with lots of Snapdragons for cascading damage. In the levels in which the endangered plants are right near the water, you’ll need to act quickly and build up lots of sun so that you can pepper the back row with Coconut Cannons. These can instantly blow away the cannon zombies before they even launch.

Wild West
-Symmetry is the name of the game. Maybe it’s just because I’m OCD, but it pays to be consistent in how you construct your rows – adjacent Snapdragons do more damage, and Lightning Reeds have a better chance of zapping zombies if you group a few of them together. Wall Nuts and Spikerocks are also good plants to put together:

-The mine carts give you a lot of flexibility in moving powerful plants up and down. It’s tempting to put a Coconut Cannon in one of them, but a better bet is the Repeater or the Threepeater. The latter does widely distributed damage, but the Repeater is arguably a better deal – remember that its plant food power up can be exploited after you start it by moving the cart up and down so that you can pick off zombies across multiple rows.

-The Chili Bean is amazing – for only 50 sun, you can instantly kill a zombie and paralyze an entire row for a few seconds. Don’t upgrade to the Chili Pepper for $2.99, it’s a ripoff.

-The Melon-pult is ridiculously powerful, but its high cost and slow rate of fire make it hard to utilize, especially in the complex levels with tons of chickens. You’ll need Lightning Reeds to fend off those chickens, which can easily slip past your other defenses.

Far Future
-The Laser Bean is deceptively powerful – it makes huge rows of regular, unupgraded/non-hardened zombies easy to deal with. But it’s more useful in Ancient Egypt than here.

-The power-up squares are interesting, but the strategy is usually simple: put two Winter Melons on matching symbols and watch as you clear the board each time you get ANY Plant Food. However, it’s also worth putting Twin Sunflowers or just plain Sunflowers on the tiles for huge sun bonuses to power.

-Magnifying Grasses! These guys are amazing. Once you get them, you’ll need almost nothing else. They can kill most zombies with a hit, and their Plant Food Move is great. Try it with the power-up squares: it’s a complete board-clearer.

Dark Ages
-The Sun-shroom is a good replacement for the Twin Sunflower. It’s cheap to plant and it’ll reward you in short order

-Puff-shrooms are the backbone of good strategy throughout the Dark Ages. Plant them back to back to give you free short-term damage and deterrence. You won’t need much attack other than these and maybe a few Magnifying Grasses here.

-The strategy at the top of the page isn’t so great here due to the preponderance of gravestones and potion-enhanced zombies. Keeping tidy rows won’t be as easy. Lean on the temporary threat of Puff-shrooms as well as the raw power of Magnifying Grasses (backed by Sunflowers and Sun-shrooms!) to carry the day.



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