Adventure

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The first mode of the game, Adventure mode is the introductory mode in Plants vs Zombies. In Adventure, players will learn how to play the game, acquire and learn how to use 42 types of plants to battle against 26 types of zombies. All other modes will have to be unlocked in Adventure.


Contents

Walkthrough

Day Levels

Level 1-1

  • Zombies: Normal Zombie

This is the introductory level of Plants vs Zombies. It teaches you on the basics of playing Plants vs. Zombies. You start off with one single lane, 150 sun and a single plant: Peashooter. Follow the guides on screen and finish the level.

  • Plant unlocked: Sunflower

Level 1-2

  • Zombies: Normal Zombie
  • Flags: 1

On this level, your lawn will expand itself, giving you 3 lanes. Also, for the rest of the game you'll start with only 50 sun, enough to plant a single Sunflower. This level will help you learn the most basic way of starting a Day level: the 3 Sunflowers 1 Peashooter (3S1P) tactic. Plant 3 Sunflowers on the very left column, and then a zombie should show up. Then, place a Peashooter on the lane the zombie is approaching, at column 3, and the Peashooter will take care of that zombie. Afterward, alternate between planting a Sunflower and a Peashooter when a zombie shows up until the 2 leftmost columns is filled with Sunflowers, then you can concentrate on filling Peashooters on the remaining part of the field, starting from column 3 and outward, increasing firepower on each lane. If you have more powerful shooters available, you can use them instead of Peashooters. The 3 Sunflowers 1 Peashooter tactic could be used for the rest of the game's Day/Pool/Roof levels for successfully starting a build, however more advanced tactics are available.

Note that in this level the delay between the level's start and the first zombie's arrival is a little longer (for introductory purpose), so you can actually plant a fourth Sunflower safely before planting a Peashooter.

  • Plant unlocked: Sunflower

Level 1-3

  • Zombies: Normal Zombie, Conehead Zombie
  • Flags: 1

The Conehead Zombies, which are 3 times more powerful than Normal Zombies, are introduced on this level, so this level is a bit harder than 1-2, however 2 Peashooter can take out a Conehead safely, so if a Conehead shows up on any lane, place another Peashooter on that lane. The strategy mostlyremains the same from 1-2. Start of with 3S1P, and finish it like 1-2. With Cherry Bomb, you can complete the level a bit sooner by blowing up the zombies at the final wave.

  • Plant unlocked: Wall-nut

Level 1-4

  • Zombies: Normal Zombie, Conehead Zombie
  • Flags: 1

For this level and the rest of the game, the lawn will expand itself, which leaves you with 5 lanes to worry about. The 3S1P strategy still applies however, and the basics are the same. If a Conehead comes too close when you have yet to set up 2 Peashooters on the lane, use a Wall-nut (preferably on column 6 from the left) to buy some time. When you're finished with the level, you'll receive the Shovel instead of a new plant

After receiving the Shovel, you'll meet your neighbor - and one of the most important characters throughout the game: Crazy Dave. He'll teach you how to use the Shovel, which can be used to dig up Plants to make room for another.

Level 1-5: Wall-nut Bowling

  • Zombies: Normal Zombie, Conehead Zombie
  • Flags: 1

This is the first mini-game on Adventure mode. Instead of planting shooters to destroy zombies, instead you'll roll Wall-nuts to bowl over approaching Zombies. The strategy may be found on the Mini Games page, however the Adventure counterpart of Mini Games are very easy, so you do not have to stress yourself with following the guide.

  • Plant unlocked: Potato Mine

Level 1-6

  • Zombies: Normal Zombie, Conehead Zombie, Pole Vaulting Zombie
  • Flags: 1

Pole Vaulting zombies are introduced in this level. They are two times as tough as a normal zombie, move very fast when they're still having their poles, and jump over the first plant they encounter. For this level Pole Vaulters are still fairly uncommon, so use the cheap Potato Mine to have the Pole Vaulters jump over. If the Potato Mine haven't finished recharging yet, use Wall-nuts or Sunflowers to disarm their poles. Other than that, this is similar to 1-4.

  • Plant unlocked: Snow Pea

Level 1-7

  • Zombies: Normal Zombie, Conehead Zombie, Pole Vaulting Zombie
  • Flags: 2

Now that you have the Potato Mine and the Snow Pea, it's time to learn a harder, but more effective way to start a Day build beside the 3S1P tactic: the Potato Mine tactic. Because of the game's mechanic, in which the second zombie does not appear until the first one dies or walks a very long path, you can use the long delay for your advantage. Plant 3 Sunflowers, and then when the first zombie shows up, plant a Potato Mine far at the end of the lane, right next to the Sunflower, and then plant more Sunflowers during the wait. When the first zombie get blown up by the Potato Mine, there should be 6-7 Sunflowers on the lawn by now, and you should have enough Sun to plant a Snow Pea to greet the second zombie, and the mass number of Sunflowers planted will produce enough sun for planting Snow Peas at each lane. If a zombie shows up and you still don't have enough sun, plant a Potato Mine like before and use the time to mass up Sun. Once there are Snow Peas on all lanes, increase your power by planting Peashooters/Repeaters. This tactic is very effective at starting a build up early, however because it abandons the Peashooters completely, starting instantly with Snow Peas, it's also a little more difficult to use. If you are not comfortable with the Potato Mine tactic, use the 3S1P tactic, but it's recommended that you use the Potato Mine tactic to make the rest of the game easy.

Level 1-7 is effectively the same as 1-6, however you now have the powerful Snow Pea which slows down zombies, so taking out powerful zombies is much easier. Note that Snow Peas cannot take on an armed Pole Vaulting Zombie, so you still need to slow them down using Potato Mines or Wall-nuts. Once you have a Snow Pea on each lane, keep filing up the remaining spaces with Peashooters and once your build is powerful enough, you don't have to worry about disarming Pole Vaulters with plants for them to jump through.

  • Plant unlocked: Chomper

Level 1-8

  • Zombies: Normal Zombie, Conehead Zombie, Buckethead Zombie
  • Flags: 1

Starting from this level, the number of plants available to choose exceeds the number of plants you can bring in a battle, so you have to pick your own plants from now on.

  • Plants: Peashooter, Sunflower, Cherry Bomb, Wall-nut, Potato Mine, Snow Pea.

This level introduces the Buckethead Zombie, which is 5 times more powerful than a normal zombie. With the Buckethead you have to use Wall-nuts to buy time in order to finish them off, or instant killers to finish them. For this level the Bucketheads are still uncommon (only about 2)

  • Plant unlocked: Repeater

Level 1-9

  • Zombies: Normal Zombie, Conehead Zombie, Pole Vaulting Zombie, Buckethead Zombie
  • Flags: 2
  • Plants: Peashooter/Potato Mine (depends on your tactic), Sunflower, Cherry Bomb, Wall-nut, Snow Pea, Repeater.

This level will require you to use all that you have learned in order to deal with the zombie variants, but the basic strategy still remains. Calmly build up your defense, use Wall-nuts to slow down powerful zombies, and make sure you have one Snow Pea per lane. With Repeaters, instead of keep placing Peashoooters after you have Snow Peas completely set up you can plant Repeaters to increase the power of your build.

When you're done, instead of getting a new plant, you'll receive a note from the zombies, saying that they will launch an all-out attack on your house.

Level 1-10

  • Zombies: Normal Zombie, Conehead Zombie, Pole Vaulting Zombie, Buckethead Zombie
  • Plants: Peashooter, Cherry Bomb, Wall-nut, Potato Mine, Snow Pea, Chomper, Repeater.
  • Flags: 2

This is the first conveyor belt level of the game. Instead of gathering sun and use it to plant, on conveyor belt levels instead there will be a conveyor belt gradually delivering you free plants. The plants received will be random, and the zombies on conveyor belt levels will be more numerous. The tactics are changed on conveyor belt levels because all plants are available from the start. Place shooters in the back, Wall-nuts in front (on the second to last column from the left, because the number of shooters and Wall-nuts received in this level is extremely high), reserve Cherry Bombs for emergency situations. Place Chompers directly behind Wall-nuts to protect them while they take care of approaching zombies. Potato Mines are almost useless on this level, but while a zombie is chewing a Wall-nut you can place a Potato Mine directly beneath that zombie to blow it up.

  • Plant unlocked: Puff-shroom

Night levels

Level 2-1

  • Zombies: Normal Zombie, Newspaper Zombie
  • Flags: 1
  • Plants: Puff-shroom, Sunflower, Wall-nut, Snow Pea, the rest is your choice.

Welcome to your first Night level. On Night levels the strategy are very different than Day levels because there is no sun falling from the sky, so your sun economy is rather weak at start. Fortunately, there are Puff-shrooms, who despite having a short range, is free. Starting a Night level is simpler, but requires more work than starting a Day level. Plant Sunflowers (later Sun-shrooms) on the first 2 column, along with planting Puff-shrooms non-stop at column 4-6, so that there are 3 each lane, but don't stop planting Puff-shrooms after completing however. You usually have to spend a majority of Night levels planting Puff-shrooms, even if there are more powerful shooters already set up. One Puff-shroom can take out a single Normal Zombie, while 3 can kill a Conehead with the first one eaten in the process. When you have enough sun, place more powerful shooters in the vacant square behind the Puff-shrooms. Dig out Puff-shrooms to make room if neccesary.

Also, on Night levels, there will be graves appearing on the lawn, which spawns zombies at the end of each levels, so pay extra attention to lanes with many graves, ideally protecting them with Wall-nuts. Right now you cannot do anything about those graves, but a mean to destroy them will be unlocked later in the game.

This level introduces the Newspaper zombies, which is as tough as a normal zombie, but it has a weak piece of newspaper shielding it. Once the piece of newspaper is removed, the zombie will go berserk, charging toward the plants. 3 Puff-shrooms can take one out, but just to be safe, use Wall-nuts. This level is also the first level that you can collect money from killed zombies and leftover lawnmowers. Make sure you get all the coins appearing in the level to buy upgrades later on.

  • Plant unlocked: Sun-shroom

Level 2-2

  • Zombies: Normal Zombie, Conehead Zombie, Buckethead Zombie, Newspaper Zombie
  • Flags: 2
  • Plants: Puff-shroom, Sun-shroom, Wall-nut, Snow Pea, Repeater, Cherry Bomb

The Sun-shrooms you have acquired is far more productive than Sunflowers at Night, because of their production to price ratio is 15:25, higher than Sunflowers', 25:50. With Sun-shrooms in your build your sun economy would be 2x times more productive. This level is long enough for you to set up Snow Peas and Repeaters on each lane in order to deal with the powerful Bucketheads, but use Wall-nuts if they get too close for comfort.

  • Plant unlocked: Fume-shroom

After this level, you should have enough money to buy the 7-seed slot upgrade from Crazy Dave, which will be extremely useful, so accept the offer without hesitating.

Level 2-3

  • Zombies: Normal Zombie, Conehead Zombie, Screendoor Zombie
  • Flags: 1
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Wall-nut, Snow Pea, Repeater, Cherry Bomb

The Screendoor zombies appear in this level. They shield themselves with a very durable screendoor, protecting them from damage (including Snow Peas' freezing effect) However, the zombie beneath the door can be damaged directly, so this where the Fume-shrooms come into play. Fume-shrooms' fume can penetrate multiple objects, which makes Screendoor Zombies much easier to take down. Fume-shrooms are most useful when dealing with large hordes. When a Screendoor Zombie shows up, place a Fume-shroom to deal with him, replacing a Puff-shroom in column 4 (save the 3rd for Snow Peas). For the rest of the Night levels, when you have set up Snow Peas on all lanes, start replacing Puff-shrooms with Fume-shrooms.

This level is fairly short, and is merely for introductory purposes, so finishing it should be fairly quick.

  • Plant unlocked: Grave Buster

Level 2-4

  • Zombies: Normal Zombie, Conehead Zombie, Pole Vaulting Zombie, Screendoor Zombie
  • Flags: 2
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Grave Buster, Wall-nut, Snow Pea, Cherry Bomb

Starting from this level, the number of graves has become worrying enough, however we now have the Grave Buster to take care of graves, removing a potential threat. The Night strategy will have some modifications - when you're still planting Puff-shrooms and Sun-shrooms, when the sun level reach 75 - no matter if the Sun-shrooms have completely filled the leftmost 2 columns - plant a Grave Buster to destroy a grave. When the number of graves has reached an acceptable number, you can stop grave busting and start fortificating your build with Snow Peas and Fume-shrooms. When you have reached near the end of the level and you are having excessive sun, bust the remaining graves. Be warned that Grave Busters CAN be eaten like normal plants, so take care at planting them.

The basic strategy from 2-2 remains. When a Pole Vaulter shows up, place a Puff-shrooms right in front of his path to have him jump over it. Use Fume-shrooms to take care of screendoors like before.

After finishing, you'll receive the Suburban Almanac, which is an exhaustive list of all the plants and zombies you have met.

Level 2-5: Whack A Zombie

  • Zombies: Normal Zombie, Conehead Zombie, Buckethead Zombie

Yet another minigame on Adventure. In this mini game you'll be givven a mallet to whack the zombies coming out from the graves on the lawn. The strategy may be found on the Mini Games page, but the Adventure counterpart is much easier than the Mini Games counterart, so you may not have to check that page.

  • Plant unlocked: Hypno-shroom

Level 2-6

  • Zombies: Normal Zombie, Conehead Zombie, Football Zombie
  • Flags: 1
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Grave Buster, Wall-nut, Snow Pea, Hypno-shroom

The extremely powerful Football Zombie appears in this level. They are fast and very durable, so they pack quite a punch. Because this level is short, you'll not have enough time to set up a full build, so when a Football Zombie shows up, use Hypno-shroom to hypnotize him.

  • Plant unlocked: Scaredy-shroom

Level 2-7

  • Zombies: Normal Zombie, Conehead Zombie, Screendoor Zombie, Football Zombie
  • Flags: 2
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Grave Buster, Wall-nut, Snow Pea, Scaredy-shroom

The Scaredy-shrooms can shoot as a long distance like Peashooters, but are very cheap. Their weakness of hiding when zombies get close can be ignored, because they're generally placed in the back. Some Night levels have a lot of graves, even invading the Puff-shrooms' planting space, so on lanes that has a lot of graves, planting Scaredy-shrooms can prove to be useful. Later in the game, you can dig them out and put Snow Peas in instead.

The powerful Football Zombie don't show up until the very end of the level. By then, your build would be very powerful, so feel free to use Wall-nuts to block them off and let your shooters do the rest.

  • Plant unlocked: Ice-shroom

Level 2-8

  • Zombies: Normal Zombie, Conehead Zombie, Dancing Zombie
  • Flags: 1
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Grave Buster, Scaredy-shroom, Wall-nut, Ice-shroom

The Dancing Zombie debuts in this level. They dance in the level, and with a gesture, summons 4 Backup Dancers around them. They are not hard to defeat however; you can use Ice-shrooms to freeze the lawn, letting your build finish them off easily. You can also use the Hypno-shrooms to hypnotize the lead dancer, which is harder than using Ice-shrooms.

Because of the amount of graves you need to bust and the short length, you won't be able to use Snow Peas, and you won't be able to bust all the graves, so don't concentrate too much on busting.

  • Plant unlocked: Doom-shroom.

Level 2-9

  • Zombies: Normal Zombie, Conehead Zombie, Screendoor Zombie, Dancing Zombie
  • Flags: 2
  • Plants: Puff-shroom, Sun-shroom, Fume-shroom, Grave Buster, Scaredy-shroom, Snow Pea, Ice-shroom

This level's strategy is the same as the previous ones, so use what you have learned in order to deal with the zombies and pass this level easily.

When you're done, you'll receive another note, saying that the zombies will be stopping by for 'a midnight snack', which means an all-out attack.

Level 2-10

  • Zombies: Normal Zombie, Conehead Zombie, Screendoor Zombie, Football Zombie, Dancing Zombie
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