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    Plant Guide by cyrad1

    Version: 1.01 | Updated: 03/17/11 | Printable Version | Search This Guide

    
    
    
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        A D V A N C E D  &   S T R A T E G Y   P L A N T   G U I D E
    
    by Cyrad
    
    VERSION 1.01 - Last modified on March 17th, 2011
    
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     T A B L E  O F  C O N T E N T S
    --------------------------------
    
    To instantly go to a section, search (CTRL+F) for the code inside the brackets.
    
    [S10] Introduction
    
    [S20] Glossery of Terms
    
    [S30] About Damage
    
    [S40] Plants (ordered alphabetically)
    
          [P28] Blover            [P21] Jalopeno          [P10] Sun-shroom
          [P33] Cabbage-pult      [P17] Lily Pad          [P24] Tall-Nut
          [P27] Cactus            [P32] Magnet-shroom     [P20] Tangle Kelp
          [P44] Cattail           [P39] Marigold          [P42] Twin Sunflower
          [P03] Cherry Bomb       [P40] Melon-pult        [P19] Threepeater
          [P07] Chomper           [P01] Peashooter        [P23] Torchwood
          [P48] Cob Cannon        [P26] Plantern          [P38] Umbrella Leaf
          [P36] Coffee Bean       [P05] Potato Mine       [P04] Wall-Nut
          [P16] Doom-shroom       [P09] Puff-shroom       [P45] Winter Melon
          [P34] Flower Pot        [P31] Pumpkin
          [P11] Fume-shroom       [P08] Repeater
          [P37] Garlic            [P14] Scaredy-shroom
          [P41] Gatling Pea       [P25] Sea-shroom
          [P43] Gloom-shroom      [P06] Snow Pea
          [P46] Golden Magnet     [P22] Spikeweed
          [P12] Grave Buster      [P47] Spikerock
          [P13] Hyno-shroom       [P29] Split Pea
          [P35] Kernel-pult       [P18] Squash
          [P15] Ice-shroom        [P30] Starfruit
          [P49] Imitater          [P02] Sunflower
    
    [S50] F.A.Q.
    
    [S60] Version Information
    
    [S60] Credits & Special Thanks
    
    [S70] Contact & Legal
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S10]
    
     I N T R O D U C T I O N
    --------------------------------
    
    Plants vs Zombies is a tower defense game where you must defend your lawn and
    your brains from a horde of zombies using a garden of mutant plants.
    
    The purpose of this guide is to give detailed information about plants, the
    units of the game, and explain example strategies for its use. By reading this
    guide, you will not only know the ins and outs of every plant, but also to
    convey an understanding of each plant's potential.
    
    One of my personal goals of writing this guide is not merely to parrot the
    in-game plant guide, but rather provide information the in-game guide does NOT
    mention. More specifically, I aim to clarify misconceptions caused by the
    in-game guide vague and misleading descriptions.
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S20]
    
     G L O S S E R Y  O F  T E R M S
    --------------------------------
    
    Throughout the guide, I may use several terms to denote some concepts of the
    game. While most of their meanings are obvious, this glossery should help clear
    up any possible confusion.
    
    Almanac - The Subburban Almanac, given to you by Crazy Dave during Adventure
        Mode. The Almanac serves as a basic guide to all plants and zombies you
        encounter. While it serves its purpose, I've found that some of the
        information in the almanac to be misleading. Vague descriptions and its
        tendency to be inconsistent in comparing plants to other plants can make it
        difficult for players to know exact information.
    
    Column - a vertical range of spaces of the game grid.
    
    Damage unit - a measurement of power that causes zombies to die.
        Pea = 1 damage unit. See Damage for more detail.
    
    Flag wave - a wave of zombies that is led by a flag zombie. They're indicated
        by a brain flag on your level progression bar and heralded by a
        "A huge wave of zombies is approaching!" message. Flag waves not
        only have a lot of zombies, but also you can expect the toughest
        zombies in the level to spawn here. Also, expect zombies to spring
        from graves and the bottom of the pool, covered in seaweed.
    
    Game grid - the field of play in the game wherein you can plant. Placement of
        units in Plants vs Zombies is grid-based. Frontyard and Roof levels are
        5x9 grids while Pool levels are 6x9.
    
    
    Headwear zombie - a zombie wearing something on its head that increases its
        health. Not to be confused with shield zombies, the headwear is actually a
        symbol of the zombie's health and is not a separate entity from the zombie.
        If the zombie loses the headwear for any reason, this indicates the zombie
        has 10 health remaining. Headwear zombies include Cone Zombies, Bucket
        Zombies, Football Zombies, and others.
    
    Jumping zombie - any kind of zombie capable of jumping over plants. This
        includes Polevaulting Zombies, Dolphin Zombies, and Pogo Zombies. This,
        however, does NOT include Balloon Zombies.
    
    Lane - a horizontal range of spaces of the game grid. Used interchangeably with
        "Row" in this guide, the game's text uses this term instead.
    
    Row - a horizontal range of spaces of the game grid.
    
    Shield zombies - zombies carrying an object that protects them. Not to be
         confused with headwear zombies, the objects the zombies carry have
         health that is separate from the zombies that carry them. This also means
         that ailments such as Butter and ice will not affect the zombie.
         Fume-shrooms and Gloom-shrooms, however, can attack the zombie directly.
         Shield zombies include Newspaper Zombies, Screendoor Zombies, and Ladder
         Zombies
    
    Sun - the game's fundamental resource. You need sun in order to plant.
    
    Upgrade plants - plants that must be planted ontop of pre-existing plants to
         'upgrade' them. Upgrades tend to vary. Some of them are merely improved
         versions of their base plants while others become entirely unique plants.
         All upgrade plants, however, are offset by having a very slow recharge
         time and being unable to be mimiked by the Imitater. Everytime an upgrade
         is planted in Survival Endless, the cost of the upgrade plant will
         increase by 50 sun. Upgrades are indicated by a purple seed package rather
         than a green one.
    
    Vehicle zombies - zombies that ride wheel'd vehicles. In particular, the term
        refers to Catapult Zombies and Zombonis. They can crush plants effortlessly
        but can be destroyed instantly by Spikeweeds and Spikerocks.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S30]
    
     A B O U T  D A M A G E
    --------------------------------
    
    Before I go on to describe the zombie killers, let me explain how damage works
    in PvZ. The game's almanac can be rather misleading at times because it
    considers firing rate when naming damage, and for some plants, like
    upgradeables, it won't tell what the damage is at all.
    
    The base damage for everything is Peas, doing lowest unit of damage in the
    game.
    
    Damage Facts:
    -------------
    - Peas do exactly one unit of damage, fire peas doing two units of damage.
    
    - It takes 5 units of damage to make a normal zombie's arm fall off.
    
    - It takes 10 units of damage to make a normal zombie's head fall off, killing
      it.
    
    - Zombies can still absorb some damage with their bodies after they die
      (again), before they disappear from the screen.
    
    - Any plant labeled as doing "massive" damage will kill any zombie instantly
      with exception to Gargantuar, Giga-Gargantuar, and Zomboss.
    
    - It takes two "massive" damages to kill a Gargantuar, three for a
      Giga-Gargantuar.
    
    - Cabbages do NOT do the same damage as peas. The almanac accounts for firing
    rate when saying a Cabbage-pult does "normal" damage. While Cabbages do twice
    the damage as peas, Cabbage-pults fire twice as slow as Peashooters. Since the
    damage-per-second ratio is the same, the almanac says both Peashooters and
    Cabbages do the same damage.
    
    - Kernels do the same damage as peas. Despite it being called 'Light" while
      peas are described as "normal" damage, they do the same damage. However,
      Kernel-pults have half the firing speed of peashooters.
    
    - Butter does the same damage as cabbages and fire peas.
    
    - Ice-Shrooms do the same damage as peas, despite it being described as "very
      light" damage.
    
    - Frozen melons do the same damage as melons.
    
    Amount of Needed Projectiles to Kill a Normal Zombie:
    -----------------------------------------------------
    10 Peas
    10 Needles
    10 Kernels
    10 Shroom Spores
    10 Fire peas (splash damage)
    10 Ice Peas
    5 Fire Peas (direct hit)
    5 Cabbages
    5 Butter
    5 Watermelons (splash damage)
    3 Watermelons (direct hit)
    5 Frozen melons (splash damage)
    3 Frozen melons (direct hit)
    1 "Massive" damage
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S40]
    
     P L A N T S
    --------------------------------
    
    Now the part that you've been waiting for. Here's a little clarification on
    the guide.
    
    Types:
    ------
    Offense - a unit that typically fires projectiles at regular intervals.
    
    Defense - a unit whose purpose is to stall the zombies' progression by forcing
       them to literally eat through it.
    
    Passive Offense - a defensive unit that, while not attacking directly, will
       only damage or kill a zombie if it has a direct confrontation with it.
    
    Grenade - a unit, typically instant-use, that will cause damage to zombies
       in its damage radius.
    
    Sun Production - a unit that produces sun resources.
    
    Support - a unit that performs some kind of special function or effect without
       actually harming the zombies.
    
    Gold Farming - a unit that takes no role in lawn defense, serving only to help
       you get gold.
    
    
    Layout Labels:
    --------------
    Cost - The amount of sun needed to plant the unit
    
    Recharge: The amount of delay after planting a unit before it can be planted
       again.
    
    Damage - The amount of damage the plant does or how much each projectile
       does individually.
    
    Firing Rate - How frequently the projectiles or attacks are fired
    
    Firing Range - How close the zombies need to be in order for it to attack
    
    Special - Brief description of any special effects the plants can do
    
    Description - What the plant does and how it works
    
    Strategy - How to use the plant effectively and example strategies
    
    Other Notes - Extra information not necessarily related to the plant's
       function
    
    ____________
     Peashooter \_____________________________________________________________(P01)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 pea per second
    - Firing Range: Spaces on or in front of Peashooter.
    - Special: None
    
    Description:
    ------------
    Fires a pea horizontally every second.
    
    Strategy:
    ---------
    Since Peashooters have no limit to their horizontal range, try to place them
    back as far as they can go, usually right in front of your Sunflowers. They're
    decent in levels with basic zombies, but you'll pine for better firepower later
    on.
    
    Other Notes:
    ------------
    Peas that pass over Torchwood turn into Fire Peas, doing double the damage.
    Peashooters behind a Torchwood will not be able to attack zombies on the same
    space the Peashooter is on.
    
    ____________
     Sunflower  \_____________________________________________________________(P02)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 50     Recharge: Fast     Type: Sun Production  |
    --------------------------------------------------------
    
    - Special: Produces 25 Sun at random intervels.
    
    Description:
    ------------
    The staple sun producing plant in the game. A glowing Sunflower indicates that
    it's going to produce another sun. Its sun production rate does not appear to
    be consistent, but a newly planted Sunflower seems to create one sun 10 seconds
    after it has been planted.
    
    Strategy:
    ---------
    Sunflowers are the most valuable plant in the game. As long as you have one,
    there's still hope to save your brains. Unless there's special circumstances
    such as night levels, you should always have Sunflower seeds in your roster.
    Plant Sunflowers in the back where they'll be protected.
    
    I advise prolonging your offense as long as possible in order to build up at
    least 2 columns of sunflowers, even if it means using some cheap instant-kill
    plants like Squashes or possibly sacrificing a lawnmower. Levels get
    expontentially more difficult as time passes. If you wait later to build up
    your sun-producing masses, your sun is going to dry up fast when zombies start
    appearing in bunches and that column of Peashooters you planted isn't going to
    be enough to ward them off.
    
    Other Notes:
    ------------
    Can be upgraded to a Twin Sunflower at the cost of 150 sun.
    
    _____________
     Cherry Bomb \____________________________________________________________(P03)
    
    
    Statistics
    ------------------------------------------------------
    |Cost: 150     Recharge: Very Slow     Type: Grenade |
    ------------------------------------------------------
    
    - Damage: "Massive"
    - Range: Planted space and adjacent spaces next to it in every direction.
    - Special: None
    - Usage: Single-Use when planted
    
    Description:
    ------------
    Denonates one second after it is planted, instantly killing all zombies in a
    3x3 area, with exception to Gargantuar and Zomboss.
    
    Strategy:
    ---------
    These are essentially plant versions of grenades. Plant these when an
    especially large clustered group of zombies may threaten your defenses. Though
    it can affect zombies offscreen, it's best to wait until all zombies in a wave
    are on the lawn before using it. Garlics and Wall-Nuts can help cluster zombies
    together for maximum effectiveness.
    
    Unfortunately, Cherry Bombs are not very useful for Roof levels. You need a
    Flower Pot to plant it, but since the ideal use of Cherry Bombs is to plant it
    in a cluster of zombies, the zombies will likely eat the Flower Pot before you
    can plant the Cherry Bomb. For those situations, it's better to use a Jalapeno.
    
    As the first "Massive" damaging plant you receive, Cherry Bomb sets the trend
    for "Massive" damaging plants having very slow recharge time. So, make sure
    you use your Cherry Bombs well.
    
    Other Notes:
    ------------
    In the Steam version of the game, killing 10 zombies with a Cherry Bomb will
    award you an acheivement.
    
    ___________
     Wall-Nut  \______________________________________________________________(P04)
    
    
    Statistics
    ------------------------------------------------
    |Cost: 50     Recharge: Slow     Type: Defense |
    ------------------------------------------------
    
    - Toughness: High
    - Special: None
    
    Description:
    ------------
    Wall-Nuts force zombies to have to eat through it to progress towards the rest
    of your plants and your brains. With its high endurance, it keeps zombies at
    bay while your offenses take them out. It takes roughly 45 seconds for a
    single zombie to eat the Wall-Nut.
    
    The Wall-Nut's health is indicated by its expression:
    * Smiling - Good health
    * Uneasy expression with chips missing - Medium health
    * Frowning with large pieces missing - Low health
    
    The Wall-Nut will not stop zombies from jumping over it.
    
    Strategy:
    ---------
    Wall-Nuts are vital to a lawn defense. For most levels, you should have
    Wall-Nut seeds on hand. Not only will they stop the hordes from progressing
    towards your plants, but also it can help you bide some time to get more sun
    for the bigger guns.
    
    However, a Wal-Nut and a Peashooter won't keep a lane secure for long. If too
    many zombies attack the Wall-Nut, it'll die quickly. Thankfully, Wall-Nuts
    work excellently in combination of many other plants because it can protect
    powerful plants while grouping zombies together for plants with area of effect
    attacks.
    
    For example, a good combination is a Wall-Nut with a Spikeweed in front of it
    and possibly a Fume-shroom behind the Wall-Nut.
    
    Make sure you keep an eye on your Wall-Nuts for when they need to be replaced.
    Unfortunately, the Wall-Nut's biggest downfall is its annoyingly slow
    recharge time.
    
    Other Notes:
    ------------
    You can plant new Wall-Nuts ontop of old ones if you purchased Wall-Nut First
    Aid from Crazy Dave's shop for $2000.
    
    ______________
     Potato Mine  \___________________________________________________________(P05)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 25     Recharge: Slow     Type: Passive Offense |
    --------------------------------------------------------
    
    - Damage: "Massive"
    - Range: All zombies in a single space.
    - Special: None
    - Usage: Single-Use, but not armed until after 15 seconds.
    
    Description:
    ------------
    After planted, the Potato Mine remains submerged for 15 seconds, completely
    defenseless until then. Afterward, it will emerge. While emerged, it'll
    explode if any zombie steps it, killing the zombie and possibly any zombie
    overlapping with it.
    
    Potato Mines cannot be planted on Lily Pads, but they can be planted in Flower
    Pots.
    
    Strategy:
    ---------
    The Potato Mine is a defensive "massive" damage dealer. Because of the delay,
    they're better off planted in front of your Sunflowers but behind your offense
    as a last resort before the zombies start biting the petals off of your
    precious sun producers. They can also be useful behind Wall-Nuts to take care
    of zombies that eat them, considering the Wall-Nut will have caused zombies to
    overlap each other and allow the explosion to kill more than one zombie.
    
    While the Potato Mine is dirt cheap and has a faster recharge than Cherry Bombs,
    it has a terribly small area of effect, usually only killing one brain muncher.
    
    I personally prefer Squashes. At the cost of 25 extra sun, the Squash has no
    activation delay, can be planted on Lily Pads, and can not only attack zombies
    a space away, but also can attack a zombie behind it. This also allows the
    Squash to kill zombies that can jump over Potato Mines.
    
    Other Notes:
    ------------
    In the steam version, you get an acheivement for killing a zombie with the
    Potato Mine. Potato Mines also cannot be planted on Lily Pads, but they can,
    however, be planted in Flower Pots or Flower Pots ontop of Lily Pads.
    
    __________
     Snow Pea \_______________________________________________________________(P06)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 175     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 frozen pea per second
    - Firing Range: Spaces on or in front of Snow Pea.
    - Special: Halves the speed of zombies the frozen peas hit
    
    Description:
    ------------
    Fires a frozen pea horizontally every second. The frozen pea will cause the
    zombie to move and attack twice as slow. The effect seems to persist for a long
    duration.
    
    The freezing effect will not occur if the zombie is carrying an object that
    has health, such as ladders, newspapers, and screen doors. It will, however,
    work on zombies with headwear.
    
    Strategy:
    ---------
    Snow Peas make excellent support fire. They essentially double the time it
    takes for zombies to get to you, allowing your offenses to double the damage
    they normally would have done in the zombies' progress. The frozen effect seems
    to persist unless the zombie is hit by a fire pea.
    
    While nearly twice the cost of a Peashooter, a single Snow Pea is actually more
    economic than a single Peashooter because slowing the zombie allows double
    the damage. However, having more than one Snow Pea is a waste, since the frozen
    effect doesn't stack.
    
    Later in the game, Snow Peas are only useful for "death march" strategies
    that involve forcing zombies down a path full of AoEs. In this strategy, Snow
    Peas can slow zombies to force them to take more damage.
    
    Do not use Snow Peas in any pea plant strategy involving Torchwoods. Torchwoods
    remove the slow effect, rendering the plant useless.
    
    Other Notes:
    ------------
    Frozen peas passing over Torchwoods will revert to normal peas. The frozen
    effect can be negated by fire peas.
    
    _________
     Chomper \________________________________________________________________(P07)
    
    
    Statistics
    -----------------------------------------------------------
    |Cost: 150     Recharge: Fast     Type: Passive Offensive |
    -----------------------------------------------------------
    
    - Damage: "Massive"
    - Range: One zombie on or one space in front of Chomper
    - Special: None
    - Usage: Kills one zombie, then requires roughly 40 seconds to be armed again
    
    Description:
    ------------
    Instantly eats one zombie and then spends roughly 40 seconds to finish eating
    it. The Chomper will not just attack zombies right next to it, but can attack
    zombies at least a full space away.
    
    Strategy:
    ---------
    I personally find Chompers to be great, but many other PvZ players I've seen
    consider them fairly useless. The issue is that the almanac is rather
    misleading about its attack range. Chompers can eat zombies that are attacking
    plants in front of it. This makes Chompers excellent when placed behind
    Wall-Nut, something that even the Tree of Wisdom agrees. They're even better
    when behind Tall-Nuts or have a Pumpkin on them or sit at the back column to
    eat sneaky miners.
    
    Chompers will also eat zombies that try to jump over it, but if you're dealing
    with jumping zombies, it's good to have a Pumpkin on your Chomper anyway.
    
    Being one of the massive damage-dealing plants that can be used more than once,
    Chompers can have their uses. Because of their fast recharge, you can
    quickly line your defenses with them.
    
    Love them or hate them.
    
    Other Notes:
    ------------
    None.
    
    
    __________
     Repeater \_______________________________________________________________(P08)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 200     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 2 peas per second
    - Firing Range: Spaces on or in front of Repeater
    - Special: None
    
    Description:
    ------------
    Fires a two peas horizontally every second. Essentially a Peashooter with
    double the firing rate.
    
    Strategy:
    ---------
    Like the description says, a Repeater is two Peashooters in one space. However,
    you typically don't have spacing troubles until later in the game where other
    offensive plants will appear more appealing. Despite so, Repeaters are
    essential to Torchwood strategies and become very attractive later in the game
    where Survival mode is unlocked and when you can buy Gatling Peas. Repeaters
    are one of the few "more peas per space" plants that don't charge extra sun
    for its space efficiency.
    
    In Survival, Repeaters are preferred over Peashooters. Both cost the same, but
    unlike Repeaters, Peashooters cannot be upgraded. Considering the nature of
    Survival where both the threat and your defenses are evolving through each
    round, Repeaters allow you to upgrade your lawn defense without having to dig
    up old plants, which can be greatly inefficient.
    
    In Survival, plant Repeaters in the first round or second round, and upgrade
    them to Gatling Peas in later rounds. If you're worried about not having
    enough sun to protect all your lanes, then use Garlics to divert zombies into
    lanes with offensive plants.
    
    Other Notes:
    ------------
    Peas that pass over Torchwood turn into Fire Peas, doing double the damage.
    Can be upgraded to Gatling Peas.
    
    _____________
     Puff-shroom \____________________________________________________________(P09)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 0     Recharge: Fast     Type: Offense    |
    |------------------------------------------------|
    | Sleeps during the day                          |
    --------------------------------------------------
    
    
    - Damage: 1
    - Firing Rate: 1 spore per second
    - Firing Range: Spaces on or 3 spaces away from Puff-shroom
    - Special: None
    
    Description:
    ------------
    Fires a short ranged spore projectile.
    
    Strategy:
    ---------
    Puff-shrooms are a must-have for any night level. Being one of the only free
    plants, they're offset by their poor attack range. Puff-shrooms are useful in
    early night time levels when resources are scarce.
    
    As soon as the level starts, plant a Puff-shroom on a fourth space from the
    right of the screen. If the Puff-shroom seed is not recharging, you should
    always be placing one down and trying to build columns of them. After you
    start accumulating some sun and space starts to run out, start replacing
    your Puff-shrooms with better firepower.
    
    Unfortunately, despite its cheap price, Puff-shrooms are not worth using a
    Coffee Bean on.
    
    Other Notes:
    ------------
    Puff-shrooms can be used in the daytime if you plant a Coffee Bean on it at
    a cost of 75 sun.
    
    ____________
     Sun-shroom \_____________________________________________________________(P10)
    
    
    Statistics
    -------------------------------------------------------
    |Cost: 25     Recharge: Fast     Type: Sun Production |
    |-----------------------------------------------------|
    | Sleeps during the day                               |
    -------------------------------------------------------
    
    - Special: Produces 15 sun at random intervels, 25 sun later on
    
    Description:
    ------------
    Produces 15 sun at inconsistent intervels. After a couple of minutes, it will
    grow in size and start producing 25 sun instead. A glowing Sun-shroom indicates
    it is about to give off a sun.
    
    Strategy:
    ---------
    Sun-shrooms are a night time alternative to Sunflowers. They may seem worthless
    at a glance with its meager 15 sun production, but if you do the math, they're
    actually better in the beginning when sun is scarce. With the 50 sun you start
    off with, you can make two Sun-shrooms, which make more sun than Sunflowers at
    the same cost.
    
    Considering you have Puff-shrooms to set up your offenses at no cost, invest
    all your sun into making at least 2 columns of Sun-shrooms as quickly as
    possible. By the time the zombies start raining in the numbers, your lawn
    will be covered with Puff-shrooms and your Sun-shrooms will grow to start
    producing 25 sun a pop. Then you can get out the big guns.
    
    Though 2 columns can suffice, I personally prefer 3 or 4 columns of Sun-shrooms
    to take full advantage of their cheap price. I find myself having tons of sun
    later on when I do this and capable of building a superb lawn defense when the
    zombies start becoming tough.
    
    Other Notes:
    ------------
    Sun-shrooms can be used in the daytime if you plant a Coffee Bean on them, but
    with Sunflowers available, it's completely worthless.
    
    _____________
     Fume-shroom \____________________________________________________________(P11)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 75     Recharge: Fast     Type: Offense   |
    |------------------------------------------------|
    | Sleeps during the day                          |
    --------------------------------------------------
    
    
    - Damage: 1
    - Firing Rate: 1 fume cloud per second
    - Firing Range: All zombies in an area of 4 spaces in front of Fume-shrooms
    - Special: Area of effect that penetrates through screen doors, ladders,
               and newspapers.
    
    Description:
    ------------
    Fires an area of effect 4 spaces in front of it that not only damage all
    zombies in range, but also damages shield-wielding zombies directly rather than
    damage the shield itself.
    
    Strategy:
    ---------
    Fume-shrooms are an incredible offensive plant. The game introduces them as a
    counter to screendoor zombies but they have much more potential. Where
    pea-shooting plants excel at damaging single targets with plants that fire
    multiple peas that can be buffed with Torchwoods, Fume-shrooms excel at
    damaging multiple targets at once. This makes them excellent for hordes as
    they can kill multiple weak zombies at once, take care of the shield-users,
    and soften the tougher zombies for the pea plants to finish off.
    
    To utilize Fume-shrooms fully, try to find ways to keep zombies clustered in
    groups in front of it. Garlics and Wall-Nuts are perfect for this. Don't
    underestimate Fume-Shrooms range. You can plant two fume-shrooms behind a
    Wall-Nut that's on the third space from the right, and plant Spikeweeds on
    the path leading to it. This will do 4 damage every second to each zombie
    in front of the Wall-Nut. Increase the punishment with Spikerocks and
    a Snow Pea, and most zombies won't even make it to the Wall-Nut.
    
    Fume-shrooms are also one of the only nocturnal plants that make Coffee Beans
    worthwhile. Even at the total price of 150 sun, Fume-shrooms carry the
    potential to have a higher damage output than compareable daytime plants
    like Repeaters. To make them more worthwhile, Fume-shrooms can be upgraded to
    Gloom-shrooms, which are very useful plants in their own right.
    
    Other Notes:
    ------------
    Fume-shrooms can be used in the daytime if you plant a Coffee Bean on it at
    a cost of 75 sun. They can also be upgraded to Gloom-shrooms if you plant a
    Gloom-shroom seed on one.
    
    _____________
     Grave Buster\____________________________________________________________(P12)
    
    
    Statistics
    ---------------------------------------------------------
    |Cost: 75     Recharge: Fast     Type: Support (Instant)|
    ---------------------------------------------------------
    
    - Special: Removes a grave from the lawn
    - Usage: Single-use, must be planted on a grave
    
    
    Description:
    ------------
    After planted on a grave, the Grave Buster will gradually start eating. After
    about 3 or 4 seconds, the grave will be removed unless a zombie eats the Grave
    Buster beforehand.
    
    Strategy:
    ---------
    Only useful on night time levels where you expect graves to appear. Graves
    prevent you from planting on that space. They aren't too bad at first, but
    they can throw a monkey wrench into an advanced lawn defense strategy.
    They're especially annoying when they're closer to your house because zombies
    can pop out of them. Thankfully, Grave Busters are here to save the day.
    
    Don't plant a Grave Buster in front of a zombie or on graves where a zombie is
    emerging out of it. Some PvZ players forget that ANY plant in the game can be
    eaten by zombies, including instant-use ones. If a zombie eats your Grave
    Buster, then you pretty much wasted 75 sun. Zombies can still pop out of graves
    while the Grave Buster is busy munching.
    
    More graves can still emerge, even after you Grave Busted them all. Typically,
    this happens when a flag wave appears. The only sure-fire way to prevent
    graves from ever appearing on your lawn is to have a plant on every space on
    the game grid.
    
    Other Notes:
    ------------
    Grave Busters aren't nocturnal, but...you would only need them on night levels
    anyway.
    
    ______________
     Hypno-shroom \___________________________________________________________(P13)
    
    
    Statistics
    ------------------------------------------------
    |Cost: 75     Recharge: Slow     Type: Support |
    |----------------------------------------------|
    | NOCTURNAL - Sleeps during the day            |
    ------------------------------------------------
    
    - Special: Causes zombies that eat it to
    - Usage: Planted, but eaten after a single bite from a zombie
    
    
    Description:
    ------------
    After a zombie eats the Hyno-shroom, they will change hue, turn around,
    and start moving in the opposite direction. The zombie will then act as though
    it's on your side, unaffected by plants, but other zombies will attack it. It
    will also attack other zombies.
    
    Strategy:
    ---------
    Hypno-shrooms can be incredibly fun plants to use. Rather can killing a zombie
    like most plants of its caliber, it will make the zombie become your minion.
    This can be rather effective when used on a tough zombie like a football zombie.
    Even better, Hypno-shroom a Dancing Zombie and not only will it become your
    minion, but also its summoned dancing zombies will, too. These might be useful
    on certain Zobanty zombies, but I've never tried it myself.
    
    Of course, Hypno-shroom only work if the zombie actually EATS it. It won't work
    if they jump over it or crush it.
    
    Other Notes:
    ------------
    Hypno-shrooms can be used during the day by planting Coffee Beans on them. In
    the Steam version of the game, you can get an acheivement for Hypno-Shrooming a
    Dancing Zombie.
    
    ________________
     Scaredy-shroom \_________________________________________________________(P14)
    
    
    Statistics
    -------------------------------------------------
    |Cost: 25     Recharge: Fast     Type: Offense  |
    |-----------------------------------------------|
    | NOCTURNAL - Sleeps during the day             |
    -------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 spore per second
    - Firing Range: Spaces on or in front of Scaredy-shroom.
    - Special: Stops firing if zombies are in any adjacent space.
    
    Description:
    ------------
    Fires a spore horizontally every second. It is very similar to a Peashooter,
    but at a fourth of the cost. However, if any zombie is within the 8 spaces
    surrounding the Scaredy-shroom, including lanes above and below it, the shroom
    will cower and quit attacking.
    
    Strategy:
    ---------
    Scaredy-shrooms are almost exactly like Peashooters. Use them as a long range
    counterpart to your mid-range Fume-shrooms and your short-range Puff-shrooms.
    However, make sure they're in your back columns with something to attack any
    zombies that get through in case the Scaredy-shroom cowers. They're not
    recommended where zombies can slip through your defenses easily, like
    Pogo Zombies and Balloon Zombies. Miner Zombies can be devastating as not only
    can they eat the scaredy-shrooms on their lane, but also will cause all other
    scaredy-shrooms near it to stop firing at oncoming zombies.
    
    Other Notes:
    ------------
    At the cost of 75 sun, Scaredy-shrooms can be used during the daytime using a
    Coffee Bean. However, Peashooters are much better and come at the same cost in
    daytime levels.
    
    ____________
     Ice-shroom \_____________________________________________________________(P15)
    
    
    Statistics
    ----------------------------------------------------------------
    |Cost: 75     Recharge: Very Slow     Type: Support (Instant)  |
    |--------------------------------------------------------------|
    | NOCTURNAL - Sleeps during the day                            |
    ----------------------------------------------------------------
    
    - Damage: 1
    - Range: All zombies on screen
    - Special: Immbolizes zombies temporarily, then halves their movement speed
    - Usage: Single-Use when planted
    
    Description:
    ------------
    Causes all zombies to quit moving or attacking for about 3 seconds. When
    freed from their paralysis, the zombies have a frozen ailment similar to
    Snow Pea's projectiles.
    
    Ice-shroom's paralysis power has no effect on Pogo Zombies and Balloon Zombies,
    but it still slows them.
    
    Strategy:
    ---------
    Being one of the only plants that can immobilize zombies, these are fairly
    useful when dealing with hordes and flag waves. With these, your offense
    gets a free 3 seconds to deal. If you have a lot of offensive plants, then this
    should be enough time to kill lots of zombies. Even after the paralysis ends,
    all the zombies will have their speed cut in half, taking twice as long to
    get to your plants.
    
    Ice-shrooms may be valuable when up against Gargantuars as you'll not only get
    more time to kill them but you could end up saving a couple of columns of
    plants.
    
    Though I personally never use Ice-shrooms in the daytime, they can actually be
    useful then. In some ways, they could even be MORE useful. Sleeping Ice-shrooms
    stay planted on the lawn, so you can create a column of these buggers and then
    use Coffee Beans on them whenever you want. This way, you don't have to wait
    for the dreadfully long recharge time between uses.
    
    Ice-shrooms are also useful for finding invisible zombies in the Invisi-ghoul
    mini game, and dealing with the boss.
    
    Don't forget the fact that Ice-shrooms do damage. Only 1 unit, same as a pea,
    but it can kill a few zombies at once that are an inch away from death.
    
    Other Notes:
    ------------
    Can be used in the daytime at a cost of 75 for a Coffee Bean. The frozen effect
    can be negated by fire peas.
    
    _____________
     Doom-shroom \____________________________________________________________(P16)
    
    
    Statistics
    ------------------------------------------------------
    |Cost: 125     Recharge: Very Slow     Type: Grenade |
    |----------------------------------------------------|
    | NOCTURNAL - Sleeps during the day                  |
    ------------------------------------------------------
    
    - Damage: "Massive"
    - Range: All zombies 3 spaces away in every direction
    - Special: Leaves its space unplantable after use
    - Usage: Single-Use when planted
    
    Description:
    ------------
    Kills all zombies in 7x7 area of effect. However, doing so leaves the space
    it's on unplantable for a long duration. Lawn spaces become craters,
    pool spaces become a murky patch of water, and roof spaces become a damaged
    area of roof shingles. If a Pumpkin, Lily Pad, or Flower Pot also share its
    space, they will be destroyed as well. Damaged spaces will eventually be
    useable again, but not after a long while.
    
    Strategy:
    ---------
    Doom-shrooms are the god of all bomb-like plants, being cheaper than
    Cherry Bombs on night levels. However, the main issue is its space destruction.
    For short levels, it won't be an issue as the level will end quickly anyway.
    However, longer levels will generate problems as space becomes more scarce.
    For this reason, I recommend them for short and possibly survival modes.
    
    You may be able to incorperate them as part of your strategy in daytime
    survival modes. Because doom-shrooms remain planted when sleeping, you can
    gather up a column of them to use as a last resort when the waves get too rowdy.
    Because it's survival, the spots will eventually heal so you can use them again.
    
    However, remember to plant the Doom-shrooms on the side of the screen the
    zombies are on. A common misconception is that they can damage all zombies on
    screen.
    
    Other Notes:
    ------------
    Can be used in the daytime at a cost of 75 for a Coffee Bean.
    
    __________
     Lily Pad \_______________________________________________________________(P17)
    
    
    Statistics
    ------------------------------------------------------------
    |Cost: 25     Recharge: Fast     Type: Plant Surface       |
    |----------------------------------------------------------|
    | AQUATIC - Must be planted on water                       |
    ------------------------------------------------------------
    
    - Special: Non-aquatic plants can be planted ontop of it.
    
    Description:
    ------------
    It allows most non-aquatic plants to be planted on pool spaces. The only plants
    that cannot be placed on a Lily Pad are Spikeweeds, Potato Mines, and
    aquatic plants.
    
    Strategy:
    ---------
    Lily Pads are vital in nearly any pool level. They should be the first plant to
    select in your roster, after your sun producer. Remember that the Lily Pad
    itself is considered as a plant. After a zombie eats the plant ontop of it, it
    then must eat the Lily Pad to proceed. You can also use a dummy Lily Pad to
    make a Dolphin Rider waste his dolphin before running into a Wall-Nut or a
    Garlic.
    
    However, don't worry too much about planting these right away in the beginning
    of a level. Pool zombies usually don't start appearing until after a few
    land zombies trot through the lawn.
    
    Other Notes:
    ------------
    They can be destroyed if a Doom-shroom is planted ontop of them.
    
    ________
     Squash \_________________________________________________________________(P18)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 50     Recharge: Slow     Type: Passive Offense |
    --------------------------------------------------------
    
    - Damage: "Massive"
    - Detection Range: Zero to one space in front of or behind Squash
    - Damage Range: Any zombies that it lands on
    - Usage: Stays planted until it attacks
    
    Description:
    ------------
    After planted, Squash remains on the lawn until it detects a zombie. It will
    then leap over the zombie and crush it and any other zombie clustered with it,
    disappearing afterward. Squashes can detect zombies on its space, in front of
    it, and behind it.
    
    Strategy:
    ---------
    Squashes are pretty epic. They're cheap instant-killers that, while not having
    as much damage radius as Cherry Bombs and Jalopenos, they recharge faster. I
    personally like using them to deal with zombies at the start of a level while
    I try to build up my sunflower squad.
    
    Use them to handle zombies that slip through your defenses where other choices
    would not be as reliable.
    
    Other Notes:
    ------------
    None.
    
    _____________
     Threepeater \____________________________________________________________(P19)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 325     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 pea in 3 lanes per second
    - Firing Range: Spaces on or in front of Threepeater on lanes above, below,
                    and on the Threepeater's position.
    - Special: None
    
    Description:
    ------------
    Fires a pea in front of and on the lanes above and below it every second.
    
    Strategy:
    ---------
    Threepeaters are basically a combination of three Peashooters arranged
    vertically. While simply having three Peashooters can save you 25 sun, the
    space it saves it worth it.
    
    While expensive, Threepeaters are awesome in many strategies. Combine
    them with three Torchwoods to double the damage. They are particularly useful
    for pool levels as a Threepeater below and above the pool can cover the entire
    game grid (probably the reason the game gives them to you on the pool level).
    
    I discourage placing Threepeaters on the top and bottom lanes because one of
    its peas will go offscreen.
    
    Other Notes:
    ------------
    Peas that pass over Torchwood turn into Fire Peas, doing double the damage.
    
    _____________
     Tangle Kelp \____________________________________________________________(P20)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 50     Recharge: Slow     Type: Passive Offense |
    |------------------------------------------------------|
    | AQUATIC - Must be planted on water                   |
    --------------------------------------------------------
    
    - Damage: "Massive"
    - Detection Range: Zero to one space in front of or behind Tangle Kelp
    - Damage Range: A single zombie
    - Usage: Stays planted until it attacks
    
    Description:
    ------------
    After planted, Tangle Kelp remains in the water until a zombie gets near it.
    It then drags that zombie into the depths, killing the zombie and itself.
    
    Strategy:
    ---------
    Tangle Kelps are basically like aquatic Squashes that can only kill one zombie.
    While being able to target only one zombie is a limitation, this is offset by
    the fact that not many zombies go into the water anyway. Also, Tangle Kelps
    can kill ANY zombie, considering that Gargantuars cannot go into water.
    
    I personally recommend these for any pool defense. Because of their cheap price
    and slow recharge speed, you should be planting these whenever you can.
    If you need to be picky where to put them, place them 3 to 4 spaces away from
    the edge of the screen so they can catch zombies that spring from the depths
    of the pool, covered in aqua weeds. Sometimes, a pool defense of just Tangle
    Kelp can be sufficient for warding off pool zombies.
    
    Other Notes:
    ------------
    None.
    
    __________
     Jalopeno \_______________________________________________________________(P21)
    
    
    Statistics
    ------------------------------------------------------
    |Cost: 125     Recharge: Very Slow     Type: Grenade |
    ------------------------------------------------------
    
    - Damage: "Massive"
    - Range: All zombies in the lane it's planted on
    - Special: Melts trails of ice made by the Zomboni
    - Usage: Single-Use when planted
    
    Description:
    ------------
    Denonates one second after it is planted, instantly killing all zombies in a
    lane. It will also get rid of trails of ice made by the Zomboni, preventing
    Zombie Bobsled Teams from spawning.
    
    Strategy:
    ---------
    Jalopenos are very powerful and useful instant-killers. Many PvZ I know use
    them all the time. There isn't much strategy needed to use them other than
    try to maximize the amount of zombies they kill. I also highly recommend
    having them when Zombonis are expected. Not only will they kill the Zomboni,
    but it will clear the ice. Clearing ice not only has the benefit of preventing
    Bob Sled Team from appearing, but also lets the ice spaces be plantable again.
    
    
    Other Notes:
    ------------
    None
    
    ___________
     Spikeweed \______________________________________________________________(P22)
    
    
    Statistics
    ---------------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Passive Offense |
    ---------------------------------------------------------
    
    - Damage: 1 unit per second
    - Range: All zombies on the space it's planted on
    - Special: Cannot be attacked by most zombies. Instantly kills Catapult Zombies
               and Zombonis.
    
    Description:
    ------------
    Any zombie that is on Spikeweed's space will take damage. It will also pop the
    tires of Zombonies and Catapult zombies, instantly killing them at the cost of
    killing the Spikeweed as well.
    
    Strategy:
    ---------
    Don't underestimate Spikeweeds. While they can only attack zombies on it, they
    damage ALL zombies on it. Spikeweeds are perfect when placed in front of
    Wall-Nuts, because zombies will keep standing on the Spikeweed while attacking
    the Wall-Nut.
    
    To understand the Spikeweed's usefulness, consider a Peashooter and Wall-Nut
    combination. Despite the fact that both combinations cost the same sun,
    Spikeweed+Wall-Nut combo is actually a better choice. Not only will the
    Peashooter only be able to hurt one zombie at a time, but the peas also need
    some time to travel across the screen. If 10 normal zombies were to spawn in
    the lane it would take the Spikeweed+Walnut combo 10 seconds to kill them all.
    The Peashooter+Wallnut combo, on the other hand, would take a over ten times
    that long: a minute and 40 seconds. By then, the Wall-Nut would likely be dead.
    
    To Spikeweeds effectly, put the zombies in a situation where they're either
    A) Forced to stay ontop of the Spikeweed, or
    B) Forced to walk along a path of Spikeweeds as slowly as possible.
    
    For the former, use Wall-Nut variants to stop zombies from progressing. For the
    latter, use Garlics to lead zombies into a lane of Spikeweeds. Snow Peas and
    Winter Melons can help by doubling the time the zombies are on the Spikeweeds.
    
    Other Notes:
    ------------
    Can be upgraded to a Spikerock at the cost of 125 sun.
    
    ___________
     Torchwood \______________________________________________________________(P23)
    
    
    Statistics
    -------------------------------------------------
    |Cost: 175     Recharge: Fast     Type: Support |
    -------------------------------------------------
    
    - Special: Turns peas that pass over it into fire peas, doubling the damage
    
    Description:
    ------------
    Torchwoods transform peas that fly through it into fire peas, and frozen peas
    into normal peas. Torchwoods also will light up a very small area of fog.
    
    Fire peas not only do double the damage, but also cause a small radius of
    splash damage to zombies clustered near the target. Fire peas therefore do
    2 units of damage, its splash damage doing 1 unit to every other zombie hit
    by it.
    
    Fire peas will negate the slowing effects caused by Snow Peas, Ice-shrooms,
    and Winter Melons.
    
    Strategy:
    ---------
    Torchwoods effectively double the damage output of every peashooting plant in
    a lane, making them essential for an offense. Place them near the frontlines,
    behind the Wall-Nuts. However, remember that Torchwoods only work on peas and
    render frozen effects useless. Therefore, they're not recommended unless your
    entire offense consists of pea-shooting plants.
    
    Plants that shoot peas are...
    Peashooters     (1 pea per second)
    Repeaters       (2 peas per second)
    Threepeaters    (1 pea in three lanes per second)
    Split Peas      (1 pea forward and 2 peas backward per second)
    Gatling Peas    (4 peas per second)
    
    Obviously, work best with Repeaters, Threepeaters, and Gatling Peas.
    
    Other Notes:
    ------------
    None.
    
    
    ___________
     Tall-Nut  \______________________________________________________________(P24)
    
    
    Statistics
    ------------------------------------------------
    |Cost: 125     Recharge: Slow     Type: Defense |
    ------------------------------------------------
    
    - Toughness: Very High
    - Special: None
    
    Description:
    ------------
    Tall-Nuts force zombies to have to eat through it to progress towards the rest
    of your plants and your brains. Tall-Nuts are essentially Wall-Nuts, but
    stronger and cannot be jumped over by Polevault Zombies, Dolphin Riders, and
    even Pogo Zombies.
    
    The Tall-Nut's health is indicated by its expression:
    * Sturn expression - Good health
    * Has chips missing - Medium health
    * Has tear running down its eye - Low health
    
    Strategy:
    ---------
    Tall-Nut is literally Wall-Nut's big brother. Use the same strategies as
    Wall-Nuts. Your decision to use Tall-Nuts should depend on three factors:
    - Types of Zombies: If there's Dolphin Riders and Pogo Zombies, I HIGHLY
                        recommend using a Tall-Nut.
    - Amount of Zombies: If you're dealing with a lot of hordes or tough zombies,
                         Wall-Nuts will NOT be sufficient.
    - Amount of Sun: Tall-Nuts have more than twice the cost. If you don't have to
                     worry about tough zombies or jumping zombies, use an Imitater
                     Wall-Nut instead.
    
    Because of the slow recharge time, it's actually not a bad idea to have both
    Wall-Nut and Tall-Nut seeds in a level. It's a good way to make sure all your
    lanes are well maintained. Start your defense with Wall-Nuts and when you get
    a surplus in sun, replace your Wall-Nuts with Tall-Nuts
    
    Other Notes:
    ------------
    You can plant new Tall-Nuts ontop of old ones if you purchased Wall-Nut First
    Aid from Crazy Dave's shop for $2000.
    
    ____________
     Sea-shroom \_____________________________________________________________(P25)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 0     Recharge: Slow     Type: Offense    |
    |------------------------------------------------|
    | NOCTURNAL - Sleeps during the day              |
    | AQUATIC - Must be planted in water             |
    --------------------------------------------------
    
    
    - Damage: 1
    - Firing Rate: 1 spore per second
    - Firing Range: Spaces on or 3 spaces away from Sea-shroom
    - Special: None
    
    Description:
    ------------
    Aquatic plant that fires a short ranged spore projectile.
    
    Strategy:
    ---------
    Sea-shrooms are aquatic Puff-shrooms, the only aquatic nocturnal plant in the
    game. As with Puff-shrooms, place them on the 4th space from the right side
    of the screen and try to fill up your pool. Later in the level, start replacing
    them with more powerful plants.
    
    Take note that Sea-shroom take much longer to recharge. For this reason, it's
    more important than ever to make sure you constantly try to plant Sea-shroom.
    Always keep that Sea-shroom seed recharging. A Sea-shroom not planted is a
    wasted Sea-shroom.
    
    Other Notes:
    ------------
    Sea-shrooms can be used in the daytime if you plant a Coffee Bean on it at
    a cost of 75 sun. However, they're not worth the cost.
    
    __________
     Plantern \______________________________________________________________(P26)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 25     Recharge: Slow     Type: Support   |
    --------------------------------------------------
    
    - Special: Lights up an area to let you see through fog
    
    Description:
    ------------
    It lights up an area of fog so you can see. Though the Suburban Almanac says
    it's limited to one lane, it seems to also illuminate a  3x5 area around it
    as well.
    
    Strategy:
    ---------
    Ideal Plantern positions are as follows:
    - Horizontally: Third space from the right
    - Vertically: Second space either from the top or bottom
    
    Two Planterns are usually sufficient to light up all of the fog. However,
    make sure they're protected either with a Wall-Nut, Garlic, or Pumpkin.
    
    Of course, Planterns are useless if there's no fog.
    
    Other Notes:
    ------------
    None
    
    ________
     Cactus \_________________________________________________________________(P27)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 125     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 needle per second
    - Firing Range: Spaces on or in front of Cactus.
    - Special: Pops balloons to make Balloon Zombies drop down.
    
    Description:
    ------------
    Fires a needle horizontally every second, but if it spots a Balloon Zombie, it
    will stretch itself upward and shoot a needle to pop the balloon.
    
    Strategy:
    ---------
    Cacti are essentially Peashooters with an added ability to shoot down Balloon
    Zombies. If the Balloon Zombie is over water, it will cause the zombie to fall
    into the water and die instantly.
    
    Unfortunately, Cacti are unnecessary unless you expect Balloon Zombies. If
    you're in a pool level, Cattails are a superior choice.
    
    Other Notes:
    ------------
    None
    
    ________
     Blover \_________________________________________________________________(P28)
    
    
    Statistics
    ------------------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Support (Instant)  |
    ------------------------------------------------------------
    
    - Special: Temporarily blows away all fog and kills all balloon zombies on
               screen.
    - Usage: Once, instant
    
    Description:
    ------------
    Once planted, the fog will be blown away for 10 to 20 seconds, also killing
    all Balloon Zombies in the process.
    
    Strategy:
    ---------
    Use them when a flag wave approaches or you hear the Balloon Zombie's distinct
    inflating sound, but don't know where it's coming from. Because the fog
    destruction is temporary, it's not really a valid replacement for Planterns.
    
    Blovers are useless if there's no Balloon Zombies nor fog. Even so, Cattails
    are a superior choice for dealing with Balloon Zombies and Platerns make for
    a more reliable anti-fog plant. It's one saving grace, however, is that it
    recharges faster than Planterns.
    
    Other Notes:
    ------------
    None
    
    ___________
     Split Pea \______________________________________________________________(P29)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 125     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 1 pea forward and 2 peas backward per second
    - Firing Range: Spaces on, behind, or in front of Split Pea
    - Special: None
    
    Description:
    ------------
    Fires three peas every second: one in front of it and two behind it.
    
    Strategy:
    ---------
    Split Peas are literally a Peashooter and a backwards Repeater combined into
    one plant. They're introduced as a counter to Miner Zombies and that's pretty
    much they're only usefulness: killing zombies that get behind your defenses.
    
    When using Split Peas, place them as close to the front lines as possible.
    
    Other Notes:
    ------------
    Peas can be doubled in damage using a Torchwood, but it would take a Torchwood
    in front of and behind it to maximize all its damage.
    
    ___________
     Starfruit \______________________________________________________________(P30)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 125     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 5 stars per second, each of them in different directions
    - Firing Range: Spaces forwardly diagonal, below, above, and behind Starfruit
                    Will also attack zombies right in front of it.
    - Special: None
    
    Description:
    ------------
    Fires five stars in a different direction each:
    1 diagonally upward in front
    1 diagonally downward in front
    1 above
    1 below
    1 behind
    
    However, Starfruit is unable to fire at zombies in front of it on the same lane
    unless the zombie is so close that it can start eating the plant.
    
    Strategy:
    ---------
    For its price, Starfruit packs a lot of power. Unfortunately, a lot of that
    power goes in directions you likely don't want it to go. For this reason, use
    Starfruits for support fire combined with other projectile plants. They can be
    extremely useful clustered together if you're dealing with zombies that can
    easily slip through your defenses, like Pogo Zombies, Balloon Zombies.
    
    Other Notes:
    ------------
    None
    
    __________
     Pumpkin  \_______________________________________________________________(P31)
    
    
    Statistics
    ------------------------------------------------
    |Cost: 125     Recharge: Slow     Type: Defense |
    ------------------------------------------------
    
    - Toughness: High
    - Special: Can be planted ontop of other plants to protect them
    
    Description:
    ------------
    Pumpkins are basically Wall-Nuts that can share a space with another plant.
    Zombies are forced to eat the Pumpkin before they can start devouring the plant
    it protects. You can plant a Pumpkin ontop of another plant or a plant inside
    a Pumpkin. You can remove the plant inside of it using the Shovel Tool, just
    make sure you click on the plant and not the Pumpkin.
    
    Pumpkins have the same durability as a Wall-Nut. They can be used on all plants
    except Tangle Kelp, Cob-Cannons, and Sea-shrooms (speculated). Using a Pumpkin
    on a Doom-shroom will result in the Pumpkin's destruction.
    
    Pumpkins will not protect plants from Bungee Zombies. The Bungee Zombie will
    steal the plant inside and leave the Pumpkin alone unless the Pumpkin has no
    plant inside of it. Catapult Zombies also slip inside the Pumpkin and eat the
    plant inside.
    
    Note that jumping zombies can still leap over it.
    
    Strategy:
    ---------
    Pumpkins are extremely useful regardless of the strategy at hand. They're
    highly versatile, capable of giving defense to a defenseless lawn or strengthen
    a defense already in place.
    
    Common uses for them include:
    - Planting ontop of a Tall-Nut or Wall-Nut to nearly double the defensive power.
    - Replacements for Wall-nuts for highly offensive strategies or when space is
      limited.
    - Alternate strategy for handling Polevaulters by Pumpkining the plant behind
      the Wall-Nut.
    - Protecting the back column plants from Miners, Catapult Zombies, and the
      Gargantuar's Imps.
    - Protecting vital support plants that need to be near the frontlines, such as
      Planterns and Magnet-shrooms.
    - Protecting short-ranged offensive plants such as Fume-shrooms and
      Puff-shrooms.
    
    
    Other Notes:
    ------------
    You can plant new Pumpkins ontop of old ones if you purchased Wall-Nut First
    Aid from Crazy Dave's shop for $2000.
    
    _______________
     Magnet-shroom \__________________________________________________________(P32)
    
    Statistics
    ---------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Support   |
    |-------------------------------------------------|
    | NOCTURNAL - Sleeps during the day               |
    ---------------------------------------------------
    
    - Special: Removes metal objects from zombies
    
    Description:
    ------------
    When the Magnet-shroom detects a zombie carrying a metal object, it will steal
    that object away. The Magnet-shroom must wait to recharge, usually about 20
    seconds, before it can steal another metal object
    
    The objects they can steal and the effects it has are:
    - Buckets: Reduces the zombie's health down to its base value of 10
    - Football Helmets: Reduces the zombie's health down to its base value of 10
    - Screendoor: Makes the zombie vulnerable to taking damage and being affected
                  by ice, butter, and other ailments dealt by plants.
    - Ladder: Makes the zombie vulnerable to taking damage and being affected
              by ice, butter, and other ailments dealt by plants. It also disables
              the zombie from placing the ladder on a plant. If the ladder was
              placed on a plant, zombies will no longer be able to climb over that
              plant.
    - Pogo Stick: Disables the Pogo Zombie from jumping over plants.
    - Pick Axe: Causes the Miner Zombie to emerge to the surface and progress
                towards the left as usual.
    
    I haven't confirmed exactly what the Magnet-shroom's range is. I've seen
    Magnet-shrooms steal objects a long ways away while others ignored metal
    objects right next to them. I think their range is about the same as a
    Plantern, but how soon it'll steal the object depends on how close it is.
    
    Strategy:
    ---------
    Magnet-shrooms are extremely useful when dealing with Ladder Zombies and
    lots of zombies with protective gear. It can cut down a Bucket Zombie to 1/5th
    of its maximum health! It essentially makes it MUCH faster to kill zombies that
    would otherwise take awhile to kill.
    
    However, as useful as they are, Magnet-shrooms have three major flaws:
    - They're extremely fickle when they wish to steal the object
    - Stealing an object causes them to be useless for a duration.
    - They're nocturnal and require a Coffee Bean to use in the daytime.
    
    The best way to remedy these problems is increase the amount of Magnet-shrooms
    on the lawn, spread them out, and make the Coffee Bean more worthwhile.
    
    I do not recommend using Magnet-shrooms if Miner Zombies are afoot. While it
    will stop the Miners from ripping your defenses from behind, the problem is
    that the Magnet-shrooms will usually not steal the pick axe until they're
    somewhere in the middle of your lawn where they can eat your valuable offensive
    plants. They can also eat your brains since they move towards the left. It's
    better they run their course because that way, they're more predictable and
    can be defended against using a Pumpkin and some kind of backshooting plant.
    
    Other Notes:
    ------------
    Magnet-shrooms can be upgraded to Gold Magnets at a cost of 50 sun.
    Magnet-shrooms can be used in the daytime at the cost of 75 sun using a Coffee
    Bean.
    
    ______________
     Cabbage-pult \___________________________________________________________(P33)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 2
    - Firing Rate: 1 cabbage every 2 seconds
    - Firing Range: Spaces on or in front of Cabbage-pult.
    - Special: Bypasses obstructions (roof, shields, and water)
    
    Description:
    ------------
    Fires a cabbage every two seconds. It can hit zombies beyond the angle of the
    roof, damage shield zombies directly, and target Snorkle Zombies while
    submerged.
    
    Strategy:
    ---------
    Cabbage-pults are the first catapult plant you receive. They're essentially a
    replacement for Peashooters in roof levels. Place Cabbage-pults in front of
    your Sunflowers and let them fire away.
    
    Take note that while catapult plants have half the firing rate of other plants,
    their projectiles are usually more powerful. Cabbages do double the damage as
    peas.
    
    Cabbage-pult offers little usefulness on non-roof levels. However, it may be
    more useful than a Peashooter on a level with Snorkle or shield zombies.
    
    Other Notes:
    ------------
    None
    
    ____________
     Flower Pot \_____________________________________________________________(P34)
    
    
    Statistics
    ------------------------------------------------------------
    |Cost: 25     Recharge: Fast     Type: Plant Surface       |
    ------------------------------------------------------------
    
    - Special: Allows plants to be placed on the roof
    
    Description:
    ------------
    Plants obviously cannot be planted on roof, so the Flower Pot allows you to do
    so. They work like Lily Pads, except Potato Mines can be planted on them.
    However, Spikeweeds and aquatic plants obviously cannot be planted on them, and
    Doom-shrooms will destroy the Flower Pot it's on.
    
    Flower Pots are plants themselves, so zombies will have to eat it to progress.
    Make sure you plant something there before they eat it!
    
    Flower Pots can be planted
    
    Strategy:
    ---------
    Flower Pots are vital for Roof levels because they're the only things you can
    plant ontop of! Gradually increase your planting area by adding Flower Pots
    if you can spare the sun. An empty Flower Pot can also make Polevaulters
    waste their poles.
    
    Other Notes:
    ------------
    Flower Pots can be planted on the ground, but having them on a non-roof level
    is pointless anyway.
    
    ______________
     Kernel-pult  \___________________________________________________________(P35)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 2 (butter) or 1 (kernel)
    - Firing Rate: 1 projectile every 2 seconds
    - Firing Range: Spaces on or in front of Kernel-pult.
    - Special: Bypasses obstructions (roof, shields, and water).
               Butter immobilizes zombies for about 3 seconds.
    
    Description:
    ------------
    Fires a projectile every two seconds. It can hit zombies beyond the angle of
    the roof, damage shield zombies directly, and target Snorkle Zombies while
    submerged.
    
    The projectile it fires is random, either being a stick of butter or
    a kernel. Kernels do 1 unit of damage, same as a pea. Butter does 2 units
    of damage (same as a cabbage) and has the added power to immobilize zombies.
    
    The immobilization completely stops the zombie, rather than slowing them like
    ice does. They stop moving regardless of what they're doing, and it works on
    nearly any zombie in the game, including Gargantuars and vehicle zombies.
    
    The paralysis lasts about 3 seconds.
    
    Strategy:
    ---------
    Kernel-pults make excellent support fire. The butter's effect is extremely
    useful, one of the only things in the game that can stop a zombie dead in their
    tracks, giving your offense extra valuable time to take them down.
    
    Add in the fact that they can be upgraded to the god of all plants, Cob
    Cannons, I even recommend Kernel-pults for non-Roof levels.
    
    Kernel-pult's downfall, however, is that their damage is not reliable, so
    they're better combined with other plants rather than by themselves.
    
    Other Notes:
    ------------
    At the cost of 500 sun, two Kernel-pults placed side-by-side in the same lane
    can be upgraded to Cob Cannons.
    
    _____________
     Coffee Bean \____________________________________________________________(P36)
    
    Statistics
    ---------------------------------------------------
    |Cost: 75     Recharge: Fast     Type: Support    |
    ---------------------------------------------------
    
    - Special: Enables nocturnal plants to be used during the day.
    - Usage: Instant, single-use, used on a shroom
    
    Description:
    ------------
    When nocturnal plants are planted during the day, they sleep and don't do
    anything. Plant the Coffee Bean ontop of them, and they'll wake up. The
    Coffee Bean's effect is permanent, but takes about 3 seconds for the plant
    to wake up.
    
    Strategy:
    ---------
    Use these on useful shrooms when you want them during the daytime. Sadly, most
    shrooms are designed to be cost-effective alternatives to other plants, so
    the extra 75 sun negates that usefulness of them. However, a few shrooms can be
    rather handy. My personal recommendations are:
    
    - Fume-shrooms: While only able to hurt zombies 4 spaces in front of them, they
                    do a considerably decent area of effect, making them far more
                    effective at dealing with large groups of zombies than more
                    expensive pea-shooting plants do. They also pierce shields and
                    and can be upgraded to powerful Gloom-shrooms.
    
    - Magnet-shrooms: While fickle, several Magnet-shrooms can drastically shorten
                      the time it takes to eliminate the toughest zombies. Great
                      when expecting lots of Bucket and Football Zombies.
    
    - Doom-shrooms: An explosive that deals a very large area of effect in the game
                    at the cost of making a space unusable. The nice thing is that
                    you can have several of these already planted and sleeping
                    before you decide to rouse it with a Coffee Bean.
    
    - Ice-shrooms: Does light damage, slows zombies, and immobilizes all zombies on
                   screen. Daytime levels allows you to build up a large amount of
                   them before deploying with a Coffee Bean.
    
    Other Notes:
    ------------
    None
    
    ________
     Garlic \_________________________________________________________________(P37)
    
    Statistics
    --------------------------------------------------
    |Cost: 50     Recharge: Fast     Type: Support   |
    --------------------------------------------------
    
    - Special: Diverts zombies into other lanes
    - Usage: When a zombie bites into it.
    
    Description:
    ------------
    Garlic causes a zombie that takes a bite out of it to move either to the lane
    above or below it. The zombie also moves slightly to the left as it changes
    lanes.
    
    The lane the zombie chooses is random but it will not go off screen or
    into/out of the pool.
    
    In other words...
    - Garlics on the top lane always force zombies down.
    - Garlics on the bottom lane always force zombies up.
    - Garlics on a Lilypad always force zombies to the adjacent pool lane.
    - Garlics adjacent to the pool always force zombies away from the pool.
    
    Garlics are planted normally like other plants and are not single use. Instead,
    they take damage like other plants when zombies take a bite out of them. This
    means Garlics do eventually die and need to be replaced. Like Wall-Nuts and
    Tall-Nuts, a Garlic's health is indicated by its graphic.
    
    * Smiling - Good on health
    * Frowning - Medium amount of health left
    * Crying with big googly eyes - Low on health
    
    Garlics will only affect zombies if the zombie takes a bite out of it. It won't
    divert zombies if they jump over it, fly over it, or crush it.
    
    
    Strategy:
    ---------
    Garlics control the path of zombies, allowing for advanced strategies. These
    strategies include forcusing all fire power to lanes the Garlic redirects to
    and AoEs.
    
    With the focus fire strategy, place Garlics on the far edges of the 2nd and 4th
    lane. Behind the Garlics should be your sun producing plants, reserving lanes
    1, 3, and 5 purely for offensive and defensive plants. Consider this map
    for illustration:
    
    o- - - - - - - - -o
    |O O O O O O O D  |
    |S S S S S S S G G|
    |O O O O O O O D  |
    |S S S S S S S G G|
    |O O O O O O O D  |
    o- - - - - - - - -o
    G = Garlic
    O = Offensive plants
    D = Defensive plants
    S = Sun-producing and support plants
    
    With AoE strategy, you can force zombies down a "death march" through a lane
    full of AoEs while a slowing plant such as Snow Peas force them to endure
    the pain longer.
    
    o- - - - - - - - -o
    |P     F F S S S S|
    |        L L L G G|
    |P     F F S S S S|
    |        L L L G G|
    |P     F F S S S S|
    o- - - - - - - - -o
    G = Garlic
    S = Spikeweed/rock
    L = Gloom-shroom
    F = Fume-shroom
    P = Snow Pea
    
    You can do a revised version of this for the pool level, which looks something
    like this:
    
    o- - - - - - - - -o
    |              G G|
    |P     F F S S S S|
    |-----------------|
    |      F F L L L  |
    |      F F L L L  |
    |-----------------|
    |P     F F S S S S|
    |              G G|
    o- - - - - - - - -o
    G = Garlic
    S = Spikeweed/rock
    L = Gloom-shroom
    F = Fume-shroom
    P = Snow Pea
    
    As you see in the maps, it's beneficial to place another Garlic behind the
    first in each lane. This not only protects you from jumping zombies (except
    Pogos), but also the second serves as a backup in case the first gets eaten.
    
    Other Notes:
    ------------
    None.
    
    _______________
     Umbrella Leaf \__________________________________________________________(P38)
    
    Statistics
    ----------------------------------------------------
    |Cost: 100     Recharge: Fast     Type: Support    |
    ----------------------------------------------------
    
    - Special: Protects itself and plants near it from bungee zombies and
               basketballs
    
    Description:
    ------------
    Protects all spaces in adjacent spaces from Bungee Zombies and basketballs
    fired from Catapult Zombies. It will stop the plants from being stolen in those
    spaces as well as stop the bungee zombies from dropping zombies into the middle
    of your defenses.
    
    Strategy:
    ---------
    Plant these around vital plants you need protected. They're valuable at the
    frontlines behind your Tall-Nuts where not only would your defenses be
    protected but also bungee zombies would be denied the ability to slip a zombie
    behind your Tall-Nuts. Two well-placed Umbrella Leaves are sufficient for
    protecting three columns of plants.
    
    You do not need to protect Cob Cannons from being stolen. Bungee Zombies cannot
    take them away.
    
    Of course, Umbrella Leaves are useless if you aren't expecting Bungees and
    Catapult Zombies.
    
    Other Notes:
    ------------
    None
    
    __________
     Marigold \_______________________________________________________________(P39)
    
    Statistics
    ---------------------------------------------------------
    |Cost: 50     Recharge: Slow     Type: Gold Farming     |
    ---------------------------------------------------------
    
    - Special: Randomly produces either a gold or silver coin
    
    Description:
    ------------
    Occasionally produces a silver or gold coin, glowing before it's about to do so.
    It doesn't seem to have any distinct pattern when it will produce the coin. It
    seems to produce more often when there's more zombies on the screen, but that's
    likely my imagination.
    
    Strategy:
    ---------
    Marigolds will do nothing to aid you in protecting your brains from zombies.
    They will, however, allow you to literally farm for gold. The ideal situation
    is to play a level that's long, easy, and allows you to plant many of them.
    Last Stand mini game, easy survival modes, and the second run of the beginning
    Adventure mode levels are good choices. Night levels may be a decent choice,
    considering you have freebie Puff-shrooms and cheap shrooms to ward off zombies
    while the rest of your sun can go towards covering the lawn with Marigolds.
    
    Gold Magnets can make harvesting coins from large amounts of Marigolds much
    easier.
    
    Other Notes:
    ------------
    None
    
    ______________
     Melon-pult   \___________________________________________________________(P40)
    
    
    Statistics
    --------------------------------------------------
    |Cost: 300     Recharge: Fast     Type: Offense  |
    --------------------------------------------------
    
    - Damage: 4 (direct hit), 2 (splash damage)
    - Firing Rate: 1 melon every 2 seconds
    - Firing Range: Spaces on or in front of Melon-pult.
    - Area of Effect: On the space it hits, the space above, and the space below
    - Special: Bypasses obstructions (roof, shields, and water).
    
    Description:
    ------------
    Fires a projectile every two seconds. It can hit zombies beyond the angle of
    the roof, damage shield zombies directly, and target Snorkle Zombies while
    submerged.
    
    Melons do double the damage of a cabbage to the zombie it hits as well as
    inflicting splash damage to all zombies near the area of impact.
    
    Strategy:
    ---------
    Not surprising that Melon-pult is the last plant you get in Adventure Mode.
    They're extremely powerful, doing four times the damage as a pea and having a
    small area of effect. The area of effect is key as later in the game,
    it becomes increasingly important to be able to deal damage to many zombies at
    once rather than dealing lots of damage quickly to a single zombie in the front.
    
    Melon-pults should be the kind of offensive plant you save your sun up for.
    A single column of them can take care of the hordes rather effectively. However,
    plant them in the middle lanes first to maximize the area of effect.
    
    Because of the Melon-pult's raw power, I even recommend using them in non-roof
    levels. However, I would recommend Torchwoods instead if your roster has a
    lot of pea-shooting plants and the hordes aren't too thick.
    
    
    Other Notes:
    ------------
    None
    
    ______________
     Gatling Peas \___________________________________________________________(P41)
    
    
    Statistics
    -----------------------------------------------------
    |Cost: 250     Recharge: Very Slow   Type: Offense  |
    |---------------------------------------------------|
    | PLANT UPGRADE - Requires Repeater                 |
    | Total Cost: 450                                   |
    -----------------------------------------------------
    
    - Damage: 1
    - Firing Rate: 4 peas per second
    - Firing Range: Spaces on or in front of Peashooter.
    - Special: None
    
    Description:
    ------------
    Fires four peas horizontally every second, essentially 4 peashooters in one
    plant.
    
    Strategy:
    ---------
    These are pretty much the most powerful pea-shooting plants in the game.
    Replace your back column Repeaters with these puppies and let the peas fly!
    
    However, Gatling Peas won't always justify the cost of using them, because it's
    cheaper and faster to plant two repeaters. I primarily recommend using Gatling
    Peas for survival mode and other long games where space becomes scarce and
    having enough firepower to keep the hordes off the Wall-Nuts becomes a
    priority.
    
    It's logical to install Torchwoods in your defenses before installing Gatling
    Peas. It's better to double the firepower of an entire lane of plants rather
    than just one plant.
    
    Other Notes:
    ------------
    Peas that pass over Torchwood turn into Fire Peas, doing double the damage.
    Gatling Pea upgrade must be purchased from Crazy Dave for $5000.
    
    ________________
     Twin Sunflower \_________________________________________________________(P42)
    
    
    Statistics
    ----------------------------------------------------------
    |Cost: 150     Recharge: Very Slow   Type: Sun Production|
    |--------------------------------------------------------|
    | PLANT UPGRADE - Requires Sunflower                     |
    | Total Cost: 200                                        |
    ----------------------------------------------------------
    
    - Special: Produces 50 sun at irregular intervels
    
    Description:
    ------------
    Produces two units of 25 sun at a time in inconsistent intervels. It functions
    extremely similar to a Sunflower.
    
    Strategy:
    ---------
    Twin Sunflowers let you double your sunproduction without wasting extra space.
    However, like most "two for one" type of plants, it won't justify the cost if
    space is not an issue. I recommend Twin Sunflowers for Survival modes so you
    can increase your sunproduction while saving space for offense, and Roof levels,
    where your planting space is limited by how many Flower Pots you have.
    
    Other Notes:
    ------------
    Must be purchased from Crazy Dave at a cost of $5000.
    
    ______________
     Gloom-shroom \___________________________________________________________(P43)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 150     Recharge: Very Slow     Type: Offense   |
    |------------------------------------------------------|
    | NOCTURNAL - Sleeps during the day                    |
    | PLANT UPGRADE - Requires Fume-shroom                 |
    | Total Cost: 225 (300 if daytime)                     |
    --------------------------------------------------------
    
    
    - Damage: 1
    - Firing Rate: 4 spores in each direction per second
    - Firing Range: All zombies in neighboring spaces in all directions
    - Special: Area of effect that penetrates through screen doors, ladders,
               and newspapers.
    
    Description:
    ------------
    Fires 3 waves of spores going in 8 directions surrounding it: above, left,
    right, below, upper-left, down-left, upper-right, down-right. The spores will
    damage zombies directly if they are carrying a shield. The Gloom-shroom's
    range, however, is limited to spaces on or near it.
    
    Strategy:
    ---------
    Gloom-shrooms are drastically different from their previous selves. While their
    area of effect is dimenished, they pack a lot more power.
    
    The key to using Gloom-shrooms is to make zombies travel on the lanes above or
    below it as slow as possible. Garlics and Snow Peas are perfect for this. Place
    a Garlic in front of your Gloom-shrooms to force the zombies to lanes that a
    Snow Pea fires. Add in Spikeweeds to increase the hurt.
    
    If you're looking for a strategy with them in a typical Tall-Nut lineup, then
    consider planting the Gloom-shrooms in the frontlines and with a Pumpkin on
    them. In fact, if you had a whole column of Gloom-Shrooms with Pumpkins on them
    and Spikeweeds in front, all zombies in front of each Gloom-shroom would take
    7 units of damage per second. This would be an extremely powerful defense in
    just two columns, needing just a few more additions to make it perfect.
    
    
    Other Notes:
    ------------
    Gloom-shrooms can be used in the daytime if you plant a Coffee Bean on it at
    a cost of 75 sun. If used right, they're well worth the cost. Must be
    purchased from Crazy Dave for $7500.
    
    
    _________
     Cattail \________________________________________________________________(P44)
    
    
    Statistics
    --------------------------------------------------------
    |Cost: 225     Recharge: Very Slow     Type: Offense   |
    |------------------------------------------------------|
    | AQUATIC                   |
    | PLANT UPGRADE - Requires Lily Pad                    |
    | Total Cost: 250                                      |
    --------------------------------------------------------
    
    
    - Damage: 1
    - Firing Rate: 2 needles per second
    - Firing Range: Any zombie on the screen
    - Special: Needles home onto zombies and can pop balloons
    
    Description:
    ------------
    Fires two needles each second, which move towards the closest zombie regardless
    of their location on the field. It CAN be protected by Pumpkins, unlike most
    other aquatic plants. The needles also typically prioritize on Balloon
    Zombies if they appear, popping the balloons and grounding the zombie.
    
    Strategy:
    ---------
    These cute little kitty plants are BEASTS. They make excellent support fire
    for ANY pool defense, because if there's no zombies in the pool, they can still
    be useful. The needles prioritize based on proximity, so if the horde breaks
    through the defenses of one lane, the Cattails will turn their needles towards
    that horde. A few Cattails are also not bad for taking out zombies that slip
    through your defenses, such as Miners. Don't forget the fact that Cattails can
    pop balloons. A single Cattail can do the job of an entire column of Cacti
    and kill the zombie faster.
    
    Unlike most other upgrades, which I'd only recommend for survival and certain
    situations, I recommend Cattails for any pool level, because of their power,
    versatility, and cheap price compared to other offensive upgrades.
    
    Careful not to plant them in the third or fourth column from the right of the
    screen. Flag waves may beckon zombies from under the pool to start munching
    on their poor kitty heads. If you must plant there, put Pumpkins on them.
    
    
    Other Notes:
    ------------
    Must be purchased from Crazy Dave for $10,000.
    
    ______________
     Winter Melon \___________________________________________________________(P45)
    
    
    Statistics
    ----------------------------------------------------
    |Cost: 200     Recharge: Very Slow   Type: Offense |
    |--------------------------------------------------|
    | PLANT UPGRADE - Requires Melon-pult              |
    | Total Cost: 500                                  |
    ----------------------------------------------------
    
    - Damage: 4 (direct hit), 2 (splash damage)
    - Firing Rate: 1 winter melon every 2 seconds
    - Firing Range: Spaces on or in front of Winter Melon.
    - Area of Effect: On the space it hits, the space above, and the space below
    - Special: Bypasses obstructions (roof, shields, and water). Slows zombies.
    
    Description:
    ------------
    Fires a projectile every two seconds. It can hit zombies beyond the angle of
    the roof, damage shield zombies directly, and target Snorkle Zombies while
    submerged.
    
    Despite what the almanac suggests, it's exactly like Melon-pults, doing the
    same damage at the same firing rate. The only difference is that all zombies
    damaged also get afflicted with the frozen slowing effect that Snow Peas
    and Ice-shrooms do.
    
    Strategy:
    ---------
    These are extremely powerful in strategies that focus on slowing zombies down
    and pounding them with AoE attacks. They also reduce the drawback of catapult
    plants' slow firing rate, so always have one if you're using catapult plants
    as your primary damage. Upgrade the back column Melon-pults.
    
    However, the slowing effect doesn't stack, so it's a waste of sun having more
    than one Winter Melon in a lane. The high total cost may be a bit staggering
    for some games, so they may be better for Survival mode. Again, they're better
    off used in the middle lanes to maximize their AoE.
    
    Other Notes:
    ------------
    Must be purchased from Crazy Dave for $10,000.
    
    _______________
     Gold Magnet   \__________________________________________________________(P46)
    
    Statistics
    -----------------------------------------------------
    |Cost: 50     Recharge: Slow     Type: Gold Farming |
    |---------------------------------------------------|
    | PLANT UPGRADE - Requires Magnet-shroom            |
    | Total Cost: 150                                   |
    -----------------------------------------------------
    
    
    - Special: Attracts money
    
    Description:
    ------------
    Rather than attracting metal objects, it sucks up all the money on the screen
    so you don't have to click on the coins yourself to pick them up. After it
    sucks up the coins, it must wait a few seconds before doing it again. It will
    also pick up diamonds.
    
    Like the Magnet-shroom, it seems like its detection is based on distance, so
    the closer a coin is to the Gold Magnet, the faster it will start up its
    ability.
    
    
    Note that the Gold Magnet is NOT nocturnal, so using a Coffee Bean is not
    necessary.
    
    Strategy:
    ---------
    Gold Magnets are purely for Marigold farming. A single Gold Magnet can handle
    about 15 Marigolds before having trouble sucking up all the money. Try to
    plant them between the Marigold field and behind your defenses so they can
    detect the Marigold coins and the coins from the zombies faster.
    
    Other Notes:
    ------------
    Must be purchased from Crazy Dave for $3000.
    
    ___________
     Spikerock \______________________________________________________________(P47)
    
    
    Statistics
    --------------------------------------------------------------
    |Cost: 125     Recharge: Very Slow     Type: Passive Offense |
    |------------------------------------------------------------|
    | PLANT UPGRADE - Requires Spikeweed                         |
    | Total Cost: 225                                            |
    --------------------------------------------------------------
    
    - Damage: 2 units per second
    - Range: All zombies on the space it's planted on
    - Special: Cannot be attacked by most zombies. Instantly kills Catapult Zombies
               and Zombonis.
    
    Description:
    ------------
    Any zombie that is on Spikerock's space will take damage. It will also pop the
    tires of Zombonies and Catapult zombies, instantly killing them. The difference
    between Spikerocks and Spikeweeds is that Spikerocks have double the firing
    speed and can take multiple hits before death rather than instantly dying when
    popping a vehicle zombie's tires. Gargantuars will also stop and keep beating
    down the Spikerock, making it the only plant in the game that can withstand
    more than one hit from the behemoth of all zombies.
    
    While not confirmed, Spikerocks seem to be able to take 5 to 6 hits before
    being destroyed. Its health is indicated by how many prongs it has.
    
    Strategy:
    ---------
    Spikeweeds are already awesome. Spikerocks make them even better. Use the same
    strategies as Spikeweeds, such as placing them in front of Wall-Nuts. However,
    they're more useful on the most right column where they can take down the
    vehicle zombies. I especially recommend them if you're expecting a lot of
    vehicle zombies or Gargantuars.
    
    Other Notes:
    ------------
    Must be purchased from Crazy Dave for $7500.
    
    ____________
     Cob Cannon \_____________________________________________________________(P48)
    
    
    Statistics
    ---------------------------------------------------------
    |Cost: 500    Recharge: Very slow     Type: Offense     |
    |-------------------------------------------------------|
    | PLANT UPGRADE - Requires two Kernel-pults side by side|
    | Total Cost: 700                                       |
    ---------------------------------------------------------
    
    - Damage: "Massive"
    - Reload Time: About 20 seconds
    - Firing Range: Any place you choose
    - Damage Range: 3x3 Area of Effect
    - Usage: Click on the cob and then click somewhere you want to fire.
    
    Description:
    ------------
    When the Cob Cannon's cob is loaded, click on it and then click on where you
    want the cob to land. The cannon will then fire the cob into the air, causing
    it to land with an explosion on the place you selected, killing nearly all
    kinds of zombies in the blast radius.
    
    There's a 3 second delay between selecting the target and the cob impacting.
    
    The Kernel-pults must be planted side by side on the same lane.
    
    After planting, the first cob loads in about 5 to 10 seconds. Afterward, it
    will reload about every 20 seconds.
    
    Strategy:
    ---------
    Cob Cannons are arguably the most powerful plant in the game, having more
    destructive potential and capable of damaging any zombie regardless of their
    location. Their power, however, comes at the cost of two spaces and a total of
    700 sun! They are the ultimate investment in lawn defense, but is it worth it?
    That answer depends on whether or not you like Cherry Bombs.
    
    Cob Cannons are compareable to Cherry Bombs as they possess the same power
    and damage radius. Even though a Cob Cannon comes at nearly the cost of five
    Cherry Bombs, they do have some advantages.
    
    Advantages Cob Cannons have over Cherry Bombs:
    - Reusable
    - Reload time is half the recharge time of Cherry Bombs
    - Target area does not need a space to plant on
    - Target is not snapped to grid. In other words, you can aim between spaces
      rather than on spaces.
    - Can be fired on unplantable places, such as the pool without Lilypads, the
      roof without Flowerpots, ontop graves, spaces destroyed by Doom-shrooms,
      and ontop other plants.
    - Fired cobs cannot be eaten by zombies
    
    Not only do they have these advantages, but a Cob Cannon used five times will
    pay off its cost less than the time it takes for three Cherry Bombs to
    charge. 700, however, is still a big cost to swallow at once. For this reason,
    Cob Cannons are recommended for later stages of Survival modes, where sun
    is plentiful and having enough fire power becomes a priority.
    
    In actual usage of Cob Cannons, try to use your cobs efficiently by trying
    to kill as many zombies with the blast. While I don't recommend wasting the
    cobs on single zombies, it may be necessary to take out priority targets
    that pierced your defenses. When picking your target, make sure you compensate
    for the fact that it takes 3 seconds before the cob hits.
    
    My biggest complaint about Cob Cannons, however, is that zombies can eat them
    as fast as any other plant, despite the fact that Cob Cannons are the biggest
    plant in the game. I personally think that such a large, costly plant should
    at least have the endurance of a Wall-Nut. But oh well. Just make sure you
    keep your Cob Cannons protected, preferrably in front of the Sunflowers.
    
    Other Notes:
    ------------
    Cob Cannons are not only the only plant to use two spaces, but also are the
    only plant that cannot be protected by a Pumpkin. Bungee Zombies seem to not
    target Cob Cannons, so they cannot be taken away. They must be purchased from
    Crazy Dave for $20,000.
    
    
    __________
     Imitater \_______________________________________________________________(P49)
    
    
    Statistics
    -------------------------------------------------------------------------------
    |Cost: Same as imitation     Recharge: Same as imitation     Type: Imitater   |
    -------------------------------------------------------------------------------
    
    - Special: Allows you to have two seed pouches of the same plant during a level
    - Usage: Planted on the ground and then transforms into the plant you selected
    
    Description:
    ------------
    During the Plant Selection Screen at the beginning of a level, selecting the
    Imitator will bring up a menu to select a different kind of plant. If you
    select one, an imitation of the plant you selected will be added to your seed
    tray.
    
    When the imitation plant is placed on the lawn, Imitater needs about 3 seconds
    to complete its transformation into the plant you specified. Before it
    transforms, it is vulernable to being damaged and possibly eaten by zombies.
    However, it will have the same health as a fully healthy plant of its imitation
    after it transforms (i.e. If it a zombie bites it a couple of times and it
    transforms into a Wall-Nut, it won't have cracks in it or anything).
    
    Imitater plants have the exact same cost and recharge time as the originals.
    An imitater plant is characterized by its very pale colors.
    
    Imitater cannot imitate plant upgrades.
    
    Strategy:
    ---------
    The Imitator is generally useful for plants with slow recharge time that you
    want to use often, like Massive damage dealers and Wall-Nut variants. Having
    the original and the Imitater will enable you to use the plant twice as often.
    
    Recommended Plants to Copy (in order of usefulness)
    - Pumpkin
    - Wall-Nut
    - Tall-Nut
    - Jalopeno
    - Squash
    - Sea Shroom (Night Pool levels)
    
    There are several reasons why Pumpkins rank top of the recommended list. Almost
    any strategy can be aided by Pumpkins. They're useful at any stage of a level,
    from using as a subtitute for Wall-Nuts in the beginning to layering over
    Tall-Nuts when the hordes approach. Finally, you can NEVER get enough of them.
    
    However, there is one major issue you need to keep in mind when using Imitater:
    the transformation time. Imitaters need a couple of seconds to transform.
    During this time, they can be eaten by zombies before they get a chance to
    transform into the plant you want it to be! Make sure you plant the Imitater
    ahead of the zombies.
    
    However, many players may find using up an extra slot for a plant they already
    have to be rather wasteful. I do admit it would be more worth it if Imitater
    didn't have the transformation delay and could change into plant upgrades.
    
    Other Notes:
    ------------
    You can repair Wall-Nut, Tall-Nuts, and Pumpkins using an imitation if you have
    the Wall-Nut First Aid ability, but doing so is not recommended if a zombie is
    currently eating the damaged plant. Must be purchased from Crazy Dave for
    $30,000.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S50]
    
     F R E Q U E N T L Y  A S K E D  Q U E S T I O N S
    --------------------------------------------------
    
    
    1. Question: "Your guide contradicts the game's guide! The game's guides says
    Winter Melons fire slower and do more damage than Melon-pults, but your guide
    says it's the same! What gives?!"
    ---------
    Short Answer: The game's almanac is misleading.
    
    Long Answer:
    When I did my testing for damage, one of the things I noticed was that the
    game didn't quite meet the expectations I gained from the Suburban Almanac's
    entries. Its value descriptions are vague, almost always using other plants
    as a reference, but is not always consistent which plant it compares to.
    
    The Cabbage-pult entry, for example, is compared to the Peashooter. Kernel-pult
    and Melon-pult entries are compared to the Cabbage-pult. This makes sense in
    theory, but what throws off the whole thing is that the almanac doesn't tell
    you that Cabbage-pults fire twice as slow for double the damage, making it
    'equal' to the Peashooter. The result: the guide suggests that kernels,
    labeled as doing "light" damage, are less powerful than peas, despite the fact
    it takes the same amount kernels as the same amount of peas to kill same zombie.
    
    The almanac also makes the mistake of comparing Winter Melon's entry to
    Peashooters rather than the plant the Melon-pult entry was compared to. Winter
    Melons fire twice as slow as Peashooters and do 4 times the damage. This is
    also true for Melon-pults, but the Melon-pult entry was compared to
    Cabbage-pults, Melon-pults doing twice the damage of Cabbage-pults but at the
    same firing rate. The result is that it can make some players think that
    Winter Melons are more powerful than Melon-pults.
    
    The game's internal plant guide is not written well, which is why there's a
    discrepancy between it and this guide.
    
    
    2. Question: "Is it worth using catapult plants on levels other than the Roof?"
    ---------
    Short Answer: Yes, if you need Watermelons or if there's shield zombies.
    
    Long Answer:
    Let's consider the characteristics of pea plants and catapults.
    
    Pea Plants:
     + Fires projectiles every second
     + Peas can be buffed by Torchwoods
     + Great lane coverage
     + Large variety
    
    Catapults:
     + Damages shield zombies and Snorkle Zombies directly
     + Great crowd control with Winter Melon's AoE slow and Kernel-pult's stun
     - Fires projectiles every two seconds
     - Poor variety
    
    Generally, pea plants provide more sustained damage, but catapults have the
    ability to bypass zombie shields and hit Snorkle Zombies while they're
    underwater.
    In addition, Winter Melon's AoE slow is awesome, and Kernel-pult's butter can
    even
    stun a Gargantuar.
    
    If shields will be a problem or you need the crowd control, consider catapults
    over pea plants.
    
    
    3. Question: "What is 'area of effect' and why do you emphasize them in your
    strategy listings?"
    ---------
    Short Answer: Area of effect attacks hurt zombies at once. I like them because
    it's better to kill two birds with one stone.
    
    Long Answer:
    Area of Effect (AoE) attacks are extremely beneficial in Plants vs Zombies
    because
    you're always against many enemies at once. A Fume-shroom, for example, can
    kill 4 zombies faster than a Repeater, despite the fact the Repeater has a
    higher damage output and is more expensive. I like AoE's so much that sometimes
    I make my lawn defense be nothing but AoE plants.
    
    The downside of AoE plants is that the non-"Massive"-damaging ones have a
    considerably less damage output. Nearly all of them only do 1 unit of damage
    per second and the projectiles that do more damage (melon splash damage for
    example) have a limited damage-radius. The best AoE plants, such as
    Fume-shrooms and Spikeweeds, also have a limited attack range. As a result,
    AoEs are not effective against tough zombies like vehicle zombies and
    Gargantuar.
    
    The best strategy is to integrate both hard-hitters and AoE plants into your
    lawn defense. However if you're only up against normal zombies, cone zombies,
    bucket zombies, and football zombies, then a defense purely of Magnet-shrooms
    and AoE plants will suffice.
    
    4. Question: "What are the best plants for taking out Balloon Zombies
    and Pogo Zombies?"
    ---------
    Short Answer: Cattails if possible for the Balloon Zombies. Tall-Nuts for the
    Pogo Zombies.
    
    Long Answer:
    Balloon Zombies usually appear on pool levels, and a single Cattail can do
    the job of 6 Cacti at less the cost. Pogo Zombies are like polevaulters that
    never lose their pole, so a Tall-Nut will stop them dead in their tracks.
    
    
    5. Question: "What are the best plants for taking out Gargantuars?"
    ---------
    Short Answer: Spikerocks with Kernel-pults + Melon-pults, Repeaters/Gatling
    Peas + Torchwoods, Cob Cannons, and/or Jalopeno + Cherry Bomb
    
    Long Answer:
    Strong plants can do the job if you have enough of them with the right kind of
    support. Kernel-pults and Snow Peas make excellent support because they slow
    down the Gargantuar while your plants can keep hammering at them. If you want
    to kill the Gargantuar quickly, have two massive-damagers at the ready.
    Jalopenos, Cherry Bombs, and their Imitaters will do the job. If you're
    expecting a lot of them, Cob Cannons are highly recommended.
    
    
    6. Question: "Why did it take you so fricken' long to update this guide?!"
    ---------
    Short Answer: Life
    
    Long Answer: I finished the first version right at the end of the summer I got
    PvZ. I was surprised to receive so much feedback, especially regarding catapult
    plants. I went off to play other games, do academics, and work on my game
    development projects. I never got around to updating a guide for a game I quit
    playing long ago.
    
    However, Popcap won't stop milking its cashcow. I still love the game and know
    many new players will, too. So, I forced myself to finish this update.
    
    I'm glad you enjoyed reading my guide, and I hope it will continue to serve
    you!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S60]
    
     V E R S I O N  I N F O R M A T I O N
    -------------------------------------
    
    Version 1.01 - March 17th, 2011
    -----------
    + Fixed several typos
    + Fixed reload time for Cob Cannons. Cob Cannons take 30 seconds, not 20.
    + Made various minor edits
    + Revised FAQ question regarding Pea Plants vs Catapult Plants
    + Revised Cabbage-pult, Kernel-pult, Melon-pult, and Winter Melons to state
        they bypass shields and hit Snorkle Zombies.
    + Updated that Giga-Gargantuars need 3 massives to kill
    + Revised Snow Pea strategy, discouraging use of them in any Torchwood strategy
    + Finished the cut-off Squash section
    + Revised Garlic strategy section for better clarity
    + Added Question #6 to F.A.Q.
    + Added section thanking all people who contributed and supported this guide
    
    Version 1.00 - September 19th, 2011
    -----------
    + All plant descriptions finished and damage section written.
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S65]
    
     C R E D I T S  &  S P E C I A L  T H A N K S
    -----------------------------------------------
    
    Special thanks goes to the following individuals for their contributions
    
    - Sean for confirming that Gold Magnets pick up Diamonds
    - Randomguy for Catapult Zombies being capable of slipping through Pumpkins
    - geofreymartin
    - X_stickman
    - Albavar
    - Anyone else that confirmed catapult plants can damage shield zombies and
         Snorkle Sombies.
    
    And the Plants vs Zombies GameFAQs community!
    
    
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [S70]
    
     C O N T A C T   &  L E G A L
    -----------------------------------------------
    
    Plants vs Zombies, its characters, and names are copyrighted 2000-2009 PopCap
    Games, Inc. All trademarks and copyrights contained in this document are owned
    by their respective trademark and copyright holders.
    
    All information, unless stated otherwise, was derived from gameplay of Plants
    vs Zombies by myself or contributors with their consent.
    
    This guide copyrighted 2009 - 2011 "Cyrad" cyrad1{A.T}gmail.com.
    This may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other web
    site or as a part of any public display is strictly prohibited, and a violation
    of copyright.
    
    If you have any questions, comments, suggestions, or want to contribute
    something to the guide, you can email me at cyrad1.game{A.T}gmail.com.