Sunflowers will drop 25 Sun every 24 seconds, making it extremely important for players to place at least Sunflowers per game to be able to afford their other plants. Depending on how comfortable you are with the game, I would recommend having at least one column of Sunflowers, though if you can trust yourself not to place offensive plants while Zombies are approaching one of your lanes, you should try getting yourself up to 3 columns of Sunflowers as this will provide you with an insane amount of Sun, which will make it drastically easier to place stronger plants, allowing players to remove their Sunflowers in the late-game to replace them with even more damage dealing plants.
Though players may be tempted to use Sunflowers in Night levels, I would strongly recommend against it, though I will cover why later when we talk about Sun-shrooms. The Cherry Bomb is essential for players who find themselves in a sticky situation where Zombies are beginning to get close to their plants or when Zombies are too strong for players to actually kill with their plants.
Players can place a Cherry Bomb and watch it explode after 1. Cherry Bombs will be able to kill just about any Zombie in one hit, even being able to affect Zombies that are in the sky, under water, on ladders or even underground. This literally means that players will be able to save themselves against any type of Zombie. While players may think the Cherry Bombs are overpowered, their extremely long cool down makes up for it.
The Wall-nut is considered the first defensive plant players can obtain when playing Plants Vs. When placed, the Wall-nut does not do any damage, however, it will act as a shield that Zombies must eat through in order to stall them as other Plants deal damage.
Wall-nuts will help mitigate the majority of Zombies, though it should be noted that Zombies such as the Pole Vaulting Zombie, Dolphin Rider Zombie and Pogo Zombie will be able to jump over the Wall-nut, essentially rendering them useless.
Wall-nuts are completely useless against Gargantuars, Zombonis and Catapult Zombies as they will be immediately crushed, similarly Jack-in-the-box Zombies instantly destroy Wall-nuts. Players should get into the habit of placing a Wall-nut in the middle column or closer to the right, depending on what strategy they are using.
There is no real reason why players will want to place a Wall-nut closer to their plants as realistically, the closer the Wall-nut is to the entrance of the map, the higher the chance is that players will be able to make swift plays to defend their remaining plants. Players should also use Wall-nuts as a way to force Snorkel Zombies out of the water to damage, as without them players will urn the risk of the Snorkel Zombie eating all of their offensive plants.
Wall-nuts are also great when used in tandem with Spikeweeds or Spikerocks as Zombies will continually take damage while being held back from important plants. Wall-nuts have 3, Health and will change their appearance after they have taken 1, damage, showing cracks and when they have taken 2, damage, having a frown. Players should use the visual indicator to know when to use the Wall-nut First Aid item, as repairing a Wall-nut too early will essentially waste the item.
The Potato Mine is an extremely strong Plant that requires players to pre-emptively place it as it will take 14 seconds to charge before it is activated. Upon being activated the Potato Mine will rise to the surface, becoming vulnerable to any Zombies that try to attack it. While extremely powerful, the Potato Mine only finds use in a handful of levels, simply because of how long it takes for players to activate it.
The Potato Mine is undeniably strong against armoured Zombies, though if players are hoping to place a Potato Mine to deal with a Zombie that they already see, they should place the Potato Mine at least 3 squares ahead in order for it to activate, though this will highly depend on what speed the Zombie is travelling at.
Players can pair up a Potato Mine with a Wall-nut or Tall-Nut, essentially making it so that if any Zombie jumps above or eats through the defensive plants, they will immediately get obliterated. In regards to eating through a Wall-nut or Tall-nut, players will rejoice in knowing that if the hoard of Zombies moves together towards the Potato Mine, they will all explode at the same time. Potato Mines are most effective against Digger Zombies who will immediately kill them upon trying to pass them, making them essential for players who are having difficulty with later levels.
It should be noted that players can place the Potato Mine anywhere to affect the Digger Zombie, though as a precaution I would have at least one Potato Mine per lane for levels that contain Digger Zombies. If players are hoping to kill Gargantuars by using Potato Mines, players will need to place at least 2 Potato Mines in order to successfully take them down.
Alternatively, players can also take down Zombie Bobsled Teams in one hit if Potato Mines are placed immediately at the end of the Ice. It should be noted that players should never place a Potato Mine in a Pumpkin unless they are simply trying to buy some extra time for the Potato Mine to activate, otherwise the majority of Zombies will work at eating the Pumpkin before essentially exploding.
It should also be noted that if players place a Potato Mine that does not have time to activate, a Zombie will attempt to eat it, often being successful. Although costly, Snow Peas are quite effective when placed with Repeaters or simple Pea Shooters as it can effectively allow each plant to deal double the damage, since Zombies move and attack at half their regular speed.
Players should never place more than one Snow Pea in a lane as placing multiples will simply be a cost for no additional benefit other than having an additional attack. There is never an instance where a Zombie will unfreeze, requiring the help of a second Snow Pea.
The Chomper acts very differently than all other plants, essentially consuming Zombies that are within two tiles of it, essentially meaning that players risk nothing by placing a Wall-nut directly in front of a Chomper.
The unfortunate reality of the Chomper is that it takes 42 seconds for a Chomper to digest a Zombie, ultimately making it so that the Chomper is vulnerable to all damage util it is fully consumed, though again, players can avoid this by placing a Wall-nut or a Tall-nut in front of it, essentially ridding players of this worry. Chompers will not be able to eat large Zombies such as a Gargantuar, but will instead deal damage for every bite it takes.
Players will, however, find Chompers extremely useful against medium toughness Zombies such as Buckethead Zombies, Zombonis or even Football Zombies who often need to take a considerable amount of damage before they are taken down.
The Repeater is considered the stronger variant of the Pea Shooter, essentially dealing double the damage for double the price of the Pea Shooter. Repeaters are great when placed behind Torchwoods, especially if players have the opportunity to upgrade the Repeaters later on. The Night maps have 10 levels that have the same map layout as Day, though as noted earlier, players will no longer receive natural spawning Sun.
Although players will find it a bit more difficult to complete Night levels due to the lack of Sun, players will shortly obtain Plants that outweigh this difficulty within the first two levels. Similarly, players will benefit from placing mostly Night Plants during Night levels as they typically cost less than their Day Plant equivalents.
It should be noted that while Day Plants are awake during both Night and Day levels, Night Plants will remain asleep during Night levels, unless players use a Coffee Bean, which is acquired much later in the series during the Roof levels.
Players will also start experiencing Graves during Night levels, which cannot be planted on and will cause Zombies behind them to be protected from damage and Zombies will also surface from them during the Final Waves of the level. Players will have to attempt to remove Graves using Grave Busters, but more on that strategy later. The Puff-shroom is a shockingly useful Zombie for players to have, especially because it does not cost any Sun. Most notably Puff-shrooms are great at Night, though players could technically use Puff-shrooms as defensive plants during Day as there is no real risk of letting Zombies eat them in hopes of prolonging their journey towards stronger plants, especially as Puff-shrooms are free for players to place.
The main issue with Puff Shrooms is their extremely short range, often remaining inactive for players and not dealing a whole lot of damage, they will get the job done in most cases. Though undeniably, players will not want to use Puff-shrooms in Day levels, especially because they will have to use the expensive Coffee Bean to wake them up, players can still use a sleeping Puff-shroom defensively in Day levels to protect their stronger Plants.
Worth it? In my opinion, yes. Absolutely, especially if that helps you protect more expensive plants. I would still recommend that players do not place more than 2 Puff-shrooms in their lane defensively. The Sun-shroom is an interesting Plant to use as upon placing one, they will start producing 15 Sun for the for first seconds, producing sun every 24 seconds along the way.
Upon growing in size, the Sun-shroom will produce regular size Sun, providing players with 25 Sun every 24 seconds. Players should optimize their sun production by using Sun-shrooms in all Night levels, especially as players will be able to place more Sun-shrooms due to their very low cost in comparison with their Sunflower alternatives. It should be noted that in later levels, players can alternative between having Sun-shrooms and Sunflowers as Sunflowers undoubtedly will produce more Sun when they are upgraded.
I would recommend this in earlier levels, as having both Sun-shrooms and Sunflowers will fill up your summoning bar, but with the addition of another slot it will be more managable.
The Fume-shroom is an interesting Plant to place as it is one of the only plants that can actually deal damage through shields, though it needs to be noted that the Fume-shroom suffers from having a short range of 4, slightly larger than that of the Puff-shroom, but still notable.
I would recommend placing Fume-Shrooms behind at least two Puff-shrooms as this will still provide players with enough frontline damage while allowing the Fume-shrooms to still be able to deal damage from further back than the Puff-shrooms.
The most notable thing about the Fume-shroom is the fact that players can upgrade them to Gloom-shrooms which will deal AoE damage to all Zombies in the adjacent lanes. The nice thing about Fume-shrooms is the fact that players can essetially stack their damage to deal higher amounts of rapid damage to all Zombies in front of them. If Grave Busters are destroyed before they have a chance to destroy a Grave, the Grave will respawn with full health. I would recommend destroying Grave Busters every opportunity you get, especially if you have a large supply of Sun as players may have a difficult time killing the Zombie reinforments that spawn during the larger Zombie waves.
When selecting which Grave to destroy will depend on the player as there is no real downfall of destroying any Grave, technically. I personally like destroying Graves that are closer to placed Plants as this will greatly reduce the chances of players losing their stronger plants, especially in later rounds.
Players can alternatively leave Graves that are close together in hopes of destroying them with Doom-shrooms, Cherry Bombs or even Spikeweeds. Hypno-shrooms are an interesting Plant that players can place during Night maps as they can effectively convert any Dancing Zombies and their spawned followers to fight for them, essntially gaining the use of 4 Zombies at once. Zombies that join your team will retain their current health, making it so players have to pay attetention to when they use a Hypno-shroom as using one too late will essentially waste the Hypo-shroom as Zombies may die too quickly and not deal much damage to other Zombies.
Players should try to use Hypno-shrooms on stronger variants of Zombies that have shields or Armour like Screen Door Zombies, Ladder Zombies or even Football Zombies if they have the opportunity to. Other Zombies that players should take note of when converting include Jack-in-the-Box Zombies, though players can simply convert Buckethead or Conehead Zombies to fight for them, though Buckethead Zombies are obviously the better choice. The Scaredy-shroom will stop attacking Zombies and will retreat into the ground if Zombies are too close to them.
While Scaredy-shrooms are a strong varient of plant, resembling the Peashooter heavily and dealing just as much damage, players should avoid placing Scaredy-shrooms too close to the frontline as they will retreat into the ground and deal no damage, essentially allowing Zombies to eat them with no reprocussions to the Zombies. Most notably, Scaredy-shrooms are inneffective if players are in a map that has a Pool as Pools tend to feature very quick Zombies that will cause the Scaredy-shrooms to receceed into the ground and not damage any of the Zombies players are currently up against.
The Ice-shroom is an extremely powerful Plant that will essentially provide players with some extra time to destroy Zombies as it will act as a more effective Snow Pea, affecting all Zombies on the map. I would strongly recommend placing an Ice-shroom early and letting it sleep on a Day map so that you can activate it immediately when you need it with a Coffee Bean as it is fairy easy to cover your map with Plants, making it so the player has to dig up an offensive plant in order to place the Ice-shroom.
Most notably players will want this during a Roof battle as pots can be few and far between for players. The only Zombies that are unaffected by Ice-shrooms are Digger Zombies, though Airborn enemies tend to remain unaffected unless in the Zomboni or Zombie Bobsled Team maps.
It should be noted that if a player attacks a frozen Zombie with a fire-based Plant they will remove the stun effect on that Zombie. Ice-shrooms are most effective on Final Waves or during flags, as this is when the most Zombies spawn. The Doom-shroom will leave a crater on the map after it has exploded, causing players to have to wait before placing another Plant.
As mentioned, the Doom-shroom will leave a crater that will essentially prevent players from placing another plant in that space for seconds. This cannot be avoided by placing a Pumpkin, Flower Pot or Lillypad as upon exploding the Doom-shroom will destroy that resource.
Although players may assume that the Doom-shroom is a fire-based plant, players will rejoice in knowing that any frozen Zombies will not be thawed upon it exploding, making using a Doom-shroom and an Ice-shroom a great strategy for extremely tough waves. Players are recommended to plant Door-shrooms in the Pool as this will allow players to save their ground spaces for offensive plants, as more Zombies spawn in these locations.
The Pool is the third area in Plants Vs Zombies, featuring a similar layout to the Day map, though now featuring a pool in the center of the map, taking up two lanes. While players will still be able to plant the majority of their plants as they normally would on the side grassy area, players will have to somewhat adjust their strategies to include water-based Plants that can either allow for the placement of ground-based Plants or place water-based Plants that can directly damage water-based Zombies.
Players will be vulneratble to water based damage initially as they do not have Lawn Mowers in the pool, though players can purchase Pool Cleaners from Crazy Dave which will essentially act like Lawn Mowers. Pool maps also gain an added difficulty, featuring Zombies that are submerged underwater that will only resurface when they are in contact with a Plant.
Players can either choose to damage these Zombies using Plants such as Cherry Bombs or by placing a Wall-nut or Tall-nut to force them to surface and take damage from already placed Plants.
While players will predominantly focus on placing Plants in the Pool lanes, players can also place AoE Plants on the side to deal damage in the lane adjacent to the Pool. Use this to your advantage as it can be quite effective to use AoE Plants before placing water-based Plants. The Lilypad is a crucial Plant for players to have access to in both Pool and Fog maps as without them, players will have to leave two lanes completely vulnerable to Zombies.
As mentioned, players can plant Lily Pads on water and will gain the ability to plant non-aquatic Plants on top of them, essentially providing the player with more power than they would normally have access to.
Players are recommended to place Lily Pads throughout the Pool, even if Plants are not on top of them as Lily Pads can provide some extra defense for players, forcing aquatic-Zombies to resurface, though not providing said aquatic-Zombies with enough time to fully be destroyed in most cases.
As such, players are recommended to place Wall-nuts or Tall-nuts on the Lily Pad to proide further defense and force the Zombies to stay surfaced. Players will also be happy to know that Lily Pads can be transformed into damage dealing Plants with the Cattail upgrade, but more on that later.
The Squash can be placed enemies that are in the tile in front of it, even if there is a Wall-nut or Tall-nut in front of it, though it is usually not advised that players pre-place a Squash, unless players are specifically using them to prevent certain lanes from being overtaken. A Squash can be planted on a Lily Pad, making them equally effective in a Pool as they are on land.
Squashes can be used to easily destroy Pole Vaulting Zombies or Dolphin Rider Zombies, killing either as soon as they land. The Threepeater may shockingly be my favourite Plant to place in Plants Vs Zombies, simply because it can shoot 3 peas at a time, one in the lane it enhabitates, and one in each lane beside of it.
Players should note that they should never place a Threepeater in the top or bottom lane as this will only allow the Threepeater to shoot two peas at a time. The Threepeater is considered to be the second highest damage in the game, though due to the fact that players will not receive the full benefits from the Threepeater in the top and bottom lane, players will need some extra damage on the top and bottom lane, often taken by Repeaters or Gatling Peas.
Players should try to place as many Threepeaters in the center 3 lanes as this will deal the most damage for players, which players can extend even further with a Torchwood. Threepeaters are very expensive for players to place, so if you choose to use them, please make sure you have a few cheap Plants as well, though these cheap Plants can simply be things like Squash, Wall-nuts or Tall-nuts. The Tangle Kelp is a very useful Plant to place in the Pool as it will pull down any Zombies that come into contact with it.
Tangle Kelp is extremely cheap, allowing players to place them without a Lily Pad, making it useful for players who want to avoid placing a Squash or Chomper, though those tend to be more powerful as they can destroy multiple Zombies. Unfortunately the Tangle Kelp does not see much use, especially in mid-to-late game as it gets quickly taken over by other plants, especially in the Fog maps.
The Jalapeno is a very useful plant to have when against Zombonis as they will both destroy the Zomboni and melt the trail of ice behind them, making sure that no Zombie Bobsled Teams appear. In the later levels, when players are against Dr. Zomboss, the Jalapeno is a necessity as it will be able to completely destroy Dr.
Not only that, but Jalapenos can also help players deal with ladders that Ladder Zombies leave behind, allowing players to continue protecting themselves with Wall-nuts and Tall-nuts that have a ladder placed against them.
Jalapenos deal a massive amount of damage, acting very similar to a Cherry Bomb, though due to the high expense, players will not want to rely on Jalapenos for the majority of their damage. Jalapenos are also useful for situations where a Zombie infiltrates Plants from behind, such as when a Digger Zombie makes its way to the back of the map or when a Gargantuar throws an Imp Zombie.
Players should be ready to trigger a Jalapeno in situations like this as it can be more devastating to lose your expensive Plants as this will greatly reduce your damage. It should be noted that a Jalepeno will remove all freezing effects, making a Jalepeno in tandem with an Ice-shroom a bad matchup. The Spikweed is an interesting Plant to use in Plants Vs Zombies, especially because it deals damage to any grounded Zombies that step on it and can destroy Zombonis or Catapult Zombies immediately.
While the Spikeweed will remain active whenever regular Zombies cross it, if a Zomboni or Catapult Zombie is destroyed when stepping on it, the Spikeweed will immediately be consumed, requiring players to place another one. Players should always try to place a Spikeweed in front of a Wall-nut, Tall-nut or Pumpkin as this will maximize the damage it outputs, forcing Zombies to stand on top of the Spikeweed, dealing extra damage as other plants attack it.
If placed directly at the entrance of a map, players can stop Zombonis from paving ice on the ground, essentially denying Zombie Bobsled Teams from spawning. Doubles the damage of peas that pass through it, dealing fire-damage to affected Zombies. Fire peas will unfreeze frozen Zombies.
The Torchwood is an extremely useful defensive plant for players to place, especially when on maps where players place a plethora of Peashooters, Repeaters or Threepeaters. Torchwoods should never be placed in tandem with Snow Peas as the Torchwood will remove the ice effect, essentially causing the Snow Pea to become an expensive Pea Shooter. Nonetheless, players should try to avoid placing a Torchwood with any other ice-based Plants such as the Winter Melon as this will also remove the freezing and slow status effects.
Players should place a Wall-nut or Tall-nut in front of a Torchwood as Torchwoods are fairly expensive and Wall-nuts and Tall-nuts will not stop Plants from gaining the fire-status effects caused by the Torchwood. Gatling Peas are the best use for Torchwoods, simply because of the amount of rapid damage they deal, though using a Torchwood with Threepeaters is also effective. It should be noted that Torchwoods will not effect non-pea shooting plants, making them not useful for maps where players use Melons, Corn or Cabbage.
Tall-nuts cannot be jumped or vaulted over, though Ladder Zombies can still place ladders against them. Enemies that walk into a Tall-nut will be required to eat the Tall-nut, similar to a Wall-nut, though the Tall-nut has a notable amount of Health, being able to withstand over double the amount of damage that a Wall-nut can endure.
As soon as players have access to the Tall-nut they should turn in their Wall-nuts and no longer use them as there is no real reason why a player would continue to rely on what is seemingly a weaker version of these defensive creatures.
Fog maps are essentially Pool maps with the added difficulty of being unable to see Plants on two-thirds of the lawn. Fog can be fairly tricky to maneuver as players will have difficulty seeing through it, as both Plants and Zombies remain quite hidden in the mist, though players can avoid having to deal with the Fog by placing Planterns, Blovers or even Torchwoods.
Zombies get even more intense during the Fog maps as there are now Zombies that can make their way to the back of the map, essentially eating all Plants from behind and being unable to take damage from forward facing plants, unless they are support plants like Squash, Jalepenos and Potato Mines.
The Sea-shroom is the Puff-shroom equivelent, though players will be able to place Sea-shrooms in the Pool. As Sea-shrooms are similar to Puff-shrooms, players will need to note that the Sea-shrooms have a fairly short range, only being able to damage Zombies that are a few blocks ahead of them. Sea-shrooms can be used defensively, acting as fodder for powerful Zombies and can essentially be used to trick Dolphin Rider Zombies into jumping over them instead of having to place both a Lily Pad and a Wall-nut or Tall-nut.
Players will still want to place some defensive Plants in the water, though it is not as integeral. Players are never advised to use Sea-shrooms during Day as using a Lily Pad and a stronger Plant will be much more useful. The Plantern is a very useful Plant to place in most Fog maps, especially if players place them on either side of the Pool.
Players will need at least two Planterns to fully light up a map, though if players have already placed Plants in the areas that are covered by fog, they will no longer need to have Planterns, though this may prove to be an issue if players are in need of placing a support Plant such as a Squash, Wall-nut or Jalepeno.
Players will not need Planterns in any other levels, other than Fog, making them a bit of a… well useless Plant overall. This is mostly because Planterns do not deal any damage. Although players may not see the use of Cactuses initially, players will be happy to know that Cactuses are great at defending their house from Balloon Zombies. Cactuses shoot spikes at Zombies, dealing similar damage to that of a Peashooter, though unlike Peashooters, Cactuses are not able to be affected by Torchwood.
Cactuses can also be replaced with Blover, as players may want to focus on heavier damage dealing Plants such as Repeaters or Threepeaters. If players choose to use a Cactus to defend their house, they should place one in each row as Balloon Zombies will attack in all lanes. Blover is a purely defensive Plant for players to use, being able to both blow away Fog and Balloon Zombies that appear on the map. Although players could assume that airborne Zombies will be affected by Blover, players will not be able to affect any other Zombies other than the Balloon Zombies.
Purpose of Market - Click here to purchase buildings, crops, and decorative items for your neighborhood. Purpose of Energy Energy is required to be used for each action you perform in the game. There is an energy meter at the top center of the game screen and you are given a full energy meter when you begin the game. Each time an action is performed such as swinging or shooting a weapon, harvesting a crop, clearing debris, and more you will expend one energy point.
You must Keep an eye on the energy meter so you can make the best choices when you run low. How to get more energy — Purchase it, request it as a gift from your neighbors, exchange food for it, or wait for it to regenerate over time. Energy is earned back at a rate of one energy point every five minutes.
Energy can be purchased in the market with element and it can be purchased with food. Food items can be gifted to you from your neighbors and stored in your inventory until you need to use them. You can purchase more energy at the rate of twenty food for three energy points. Growing and harvesting crops is a great way to increase your food totals and exchange them for energy.
Note that crops can be destroyed by zombies so be sure you have a good fence around your crops. When you can afford it place trees on your land as they will produce food for you at least every 30 minutes and zombies cannot destroy trees. Each and every time you visit a neighbor you will be given one energy point once every 24 hours. Having a large number of neighbors is helpful when you run low on energy. You can also ask your neighbors to send you energy via live feed message on Facebook when prompted.
The final method to get more energy is to purchase it with your Facebook credits. Achievement of Goals and Aims As you play Zombie Lane you will always have goals and aims to achieve. These goals are always found along the left side of the game screen.
Click on an icon at any time to read a goal. Read through all the goals before you click on anything in the game so that you can use your energy wisely. As you complete these goals you will earn coin, XP, and food bonuses that can be shared with your neighbors via live feed message if you choose. Completing goals will move you through the levels much faster than just random playing will. Keep in mind that while you are completing these goals your main objective is to complete the five major goals listed along the top of the game screen.
List of Major Goals Along the top of the game screen you will see five major game goals listed. Once you complete a major goal a green check mark will appear next to it. The first couple of goals will be completed before you reach level ten and the others will take all the levels of the game to complete.
The major game goals in order of completion are: Kill six zombies Rebuild your home. Rescue your Spouse Locate your Dog. Rebuild your yard. Progress — As you play you will occasionally see an animated progress screen that will notify you as to how close you are to completing the major goal.
Detail of Survival Tips Another long term game goal consists of the game survival tips area. Here you will see which tips you have unlocked and can refer to them at any time. In the goal area at the top left of screen you will occasionally see a snap shot icon with a number. Click on this right away to unlock it. There are currently twenty five game tips that you are to collect and this will most likely increase with game upgrades.
Theese tips help you valuable insights into the game and allow you to level up faster. Each Zombie has a different level of strength from weak to super strong and takes a different number of hits or shots to destroy. Once a zombie is destroyed XP, coins, and a collectible item will be left behind for you to click on and add to your grand totals.. Destroying a zombie — To destroy a zombie simply click on it.
You will see a health meter under it and this will tell you how many shots or hits clicks will be needed. Your current weapon is shown at the bottom left of the screen. Click on these items right away. Combos — If same action is done more than twice you will earn a combination bonus. These coins will be released on the screen after you have collected all initial rewards.
Each zombie leaves one of five potential collectible items behind. Once you complete a collection you can trade it in for a reward. Salesman zombie — releases bowling ball, tennis ball, football, boxing gloves, and baseball bat. SuperMart zombie - releases candy, rope, toilet paper, toy gun, and motor oil.
Janitor zombie - releases metal string, alarm clock, mop, lunch box, and rubber gloves. Waitress zombie - releases liquor bottle, diet soda, dry ice, dinner knife, and salt shaker. Gas station zombie — releases gas can, propane tank, lighter, car battery, and a hose.
Plumber zombie — releases suspenders, spray bottle, metal pipes, plunger, and rubber duck. Gardener zombie — releases red peppers, rake, potatoes, garden trimmers, and fertilizer. Construction Worker zombie — releases helmet, nails, tape measure, paint brush, and traffic cone. Firefighter zombie — releases fire extinguisher, flashlight, matches, boot, and metal bucket.
Collections Each and every zombie releases five different random items when destroyed. When you get all five items in a collection you will be notified and can trade the collection in for a reward. Common rewards are up to 5, coins, and up to 80 XP for each collection traded.
There is no limitation to the number of times you can trade in collections. Important Tip to Remember - If you are trying to collect items for a crafted weapon be careful that you do not trade in a collection that has one of those needed items in it.
You will be pulling from your inventory each time you trade in a collection. Detail of Weapons Once you begin the game you are given a shovel as your default weapon. This is not a very strong weapon but will destroy the weak zombies such as the SuperMart, Salesman, and Janitor zombies with one hit. Simply click on a zombie to attack it and when your cursor is on the zombie note the meter at the feet of the zombie.
This meter will tell you how much energy your zombie has and how many hits clicks will be needed to destroy it. As you level up you will be able to unlock more powerful weapons and it will take less shots or hits to kill a zombie. At the bottom left corner of the game screen you will see your character holding a weapon. At the bottom of the character you will see how much ammo you have for that weapon. The cost will be shown in Facebook credits and in coins. Click on your choice and the weapon will be instantly loaded and ready for use as long as you have enough energy to fire it.
This does not purchase energy for you just bullets. Each zombie has a different strength assigned to it and therefore takes different number of hits to be destroyed. Strong zombies — Gardener, Construction Worker, and Firefighter — Requires four shots or hits to destroy. Super Strong zombies — Require varying amounts of hits using only crafted weapons. The only way to beat a super strong zombie is to use a crafted weapon.
Crafted weapons are weapons that you make inside various buildings. Each building you place will unlock another crafted weapon for you to build and upgrading that building will unlock additional weapons within that building. Click on a building at any time to see what crafted weapon can be built here.
Once a weapon is unlocked you will need all of the items required to build it. You will need to find out which zombie will release these items when killed and focus on that type of zombie until you have all the parts.
Click on the building and you will see a running total in the menu of all items needed. Important Point to Note — It is very important that you realize that you only get a few shots or swings from this weapon. If you accidentally click on the wrong zombie and waste a shot you will have to re-craft the weapon again to kill the riot zombie.
Be careful to only click on the zombie you wish to kill with the crafted weapon since they are so hard to build. Remember when you upgrade a building there are likely more crafted weapons unlocked for your use. Click on the area and this will allow you to collect XP, coins, bricks, screws, metal sheets, roof tiles, and boards which are all needed in various building projects and goals in the game. Bricks are very important as you will need a certain number of them to build each structure you place on land.
There is a brick counter at the top left corner of the game screen for quick access. Next you will be shown how many of a raw building material is needed to complete the building. Your first building is your house and you will be required to first find seven bricks and repair the house seven times. Your second goal will be to find one each of the screws, roof tiles, boards, and metal sheet. In order to collect these items you will need to destroy rubble on the ground.
You will need to collect blueprints from the zombies you destroy. Construction Worker and Salesman zombies have a high number of blue prints but any zombie can have one. Here you will see the different options of color for the walls, roof, window frames, and more. The changes will take effect immediately.
This will be one of your first goals and will work toward your major goal of rebuilding your house. Alert Mode of Zombies If your character gets too close to a zombie the zombie will go into alert mode.
When a zombie is in alert mode it will begin to follow you and if it touches you your character is unable to move, which means you can not shoot or strike out at them. If they get too close they will stun you.
If you see a zombie alert immediately walk away from them.
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