Unlike regular levels, the player is allowed to freely choose different seed packets to defend against the zombies every one or two flags (for normal and hard versions respectively) to continue building up their defenses. Blovers can also work, but the player has to pay extreme attention in order to avoid letting a stray Balloon Zombie slip through. The Survival: Fog and Survival (Hard) levels also introduce a new Trash Can Zombie in the Xbox Live Arcade, PlayStation 3, and Nintendo DS versions of the game. This time, the player plays in the Pool and attempts to survive as many waves of zombies as he or she can, choosing new seeds every two flags.
Alternatively, (depending on preference) the player could use Potato Mines and Imitater Potato Mines combined with Cattails to hold the zombies back while he or she saves up to go straight to Winter Melons, Cob Cannons or other powerful plants. This mode also introduces the Giga-gargantuar, a red-eyed version of the normal Gargantuar that has 300 health; enough to take four instant kills worth of damage before finally going down, which means it has double the health compared to the Gargantuar.
In all Survival Modes, a Trash Can Zombie occasionally appears, but only in versions which include the Trash Can Zombie. After completing nine of the ten survival levels, the music tune that is played after beating a level changes. When the player loses, the losing message says, "You survived for {number of flags completed} flag(s) before dying a GRUESOME ZOMBIE DEATH!!!" instead of the regular "GAME OVER". Zombie Bobsled Teams do not appear in Survival Mode, even though Zombonis still leave ice trails. Zombonis and Gargantuars (along with Imps) do not appear before the player beats the fourth and fifth flag, respectively.
Survival Mode, Quick Play, and the Zen Garden are the only game modes that are not unlocked from a present. Although this mode cannot be accessed until after Adventure Mode is finished, it is possible to use the Limbo Page hack and select Page 0, which is essentially the Survival Mode menu. Truly, your garden has not known horror until you get to the mid-twenties in Survival: Endless. PvZ takes its time to get going, but the stream of new wonders throughout that time is steady and thick. EGTF: That egmatic Tom Francis in his review mentioned something about it lacking the depth of playing as the plants?
Tom Francis: Already planting Spikerocks as fast as their recharge allows, already Imitatin' explosives, and Cob Cannons are fun but recharge too slowly to be worth the two squares versus Giga Gargantuars. Alpha, I did that for a while too, but it eventually occured to me that if the worst comes to the worst and you're down to your last column, it's more important to still be doing damage than still be generating sun. I just had to complete the damn main levels and all the mini-quests, then I saw survival mode. The thing that makes it special, better than peggle (which was nice for the demo time, then got repetitive), is that challenges slowly alter, you never settle into a routine.
Now, having bought it, after a few hours play, I can't believe this game is on Steam at only ?6.99. You've got masses of damage up front, but no splash or slow, so yeah, when the Gargs come thick and fast, you'll only be hurting the front one in each row and they'll all be moving and crushing at full speed. And obviously you'd need some space for Sunflowers if you wanted to keep going in Survival: Endless.
Sorry, I've been reading this for nearly a year but never got around to commenting, so I'm going through back-compliments.
Bigfoot_King: I used to use cob cannons often but later in the game I found that the melon pults near the end would clear all the zombies before they got to my tall-nuts.
From the commentary here and my own experience, it's seems clear that Adventure Mode is the game's major weakpoint. Roadrunner: I too find adventure mode boring, as even when I unlock new plants, I test them out and decide to stick with my previous tactic, of hundreds of sunflowers, and heavy duty weapon-guns.
It's why it's great to have all the little minigames, otherwise it wouldn't be worth ?6.99. On the other hand,, the levels feel too repetitive, because although it's slowly pacing out upgrades and new zombies, I don't feel the need to play 9 levels on the same map area, just so I can unlock a new plant. The only major, major problem I have with the game is how the resolution isn't changable, and so the text looks very pixelly. Using umbrellas carefully to cover the whole network is very important when bungee zombies turn up. In the end it wasn't the gargantaurs that got me, they mostly got slowed, spent ages trying to bash the spike rocks (only plant that lasts more than a hit) and got cob cannoned to hell and back. I eventually got better mileage out of not bothering with umbrella leafs, and just bringing the key plants I'd need to replace. If you are gonna use them, you don't need to place them as closely as those: each covers nine squares, so you can have two squares between them. I eventually found that even a full column of magnets isn't enough to stop miner zombies in some waves - in fact, I've even had a double column of magnets be overwhelmed. You can't really tell from the grab, but before its inevitable demise my garden had four melons per row to back up the Winters.
Love that spike rock strategy though, it's possible putting firepower of some sort at the back instead of flowers would help deal with the bastards.
Tom Francis: When you put it in your seed belt, it pops up asking you which other plant you want it to be.

You can get ice and fire at the same time, you just need to use the upgraded watermelon-pault instead of the sno-peas. Tom Francis: Wintermelons are indeed king, but burning peas still cancel the chill on the zombies they hit, so mixing them with fire is suboptimal.
I haven't got much past the flag shown in that screenshot in Survival Endless: I think my brains got ate on Flag 26. Everything was intact and I had the sun maxed out at 9990 from around 14-16 flags to around 24. VZLANemesis: Sounds pretty awesome canuck, never thought anybody would get to lvl 30+ after seeing pentadact's picture with the lot of giga-gargantuans. PD102: Just managed to reach Survival Endless (took a while as was busying myself with the Zen garden, and puzzles) - First try and reached 9 flags. Any tips on how to get through this, Its the lack of sun thats my trouble - Im guessing its Spam Sunflowers at start? I started with 3 rows of sunflowers, then when the zombies start coming upgradde one row to double sunflowers and replaced the rest slowly with weaponry.
At 26 and 28, it just gets so difficult, its tough to keep everything together, and then you just run out of sun to place plants.
Hope that helps, and I'm eager to see if anyone can come up with a set-up to beat the 31 flag round, so please post if you do. PD102: I netted the Immortal Achivement after one of the most click spamming intensive gaming session Ive had. The lawn is the main setting where the player fights against the zombies, and is located in front of the player's house.
The lawn is arranged in a grid with nine columns and five rows (in the day, night, and roof stages) or six rows (in the pool and fog stages) that the player can plant on, one plant per square (except for Cob Cannon). Zombies approach from the right side of the lawn, and eat the player's brains if they reach the left side by getting through their defenses. The lawn varies in size in certain levels (in the first 1-1 it is only one lane, in the first 1-2 and 1-3 there are three, and the backyard has six lanes instead of the normal five in the front yard). This is technically because Garlic would not work on the pool if there is only one pool lane.
On the Xbox 360 version and PlayStation 3 version, there's a cluster of bushes where the zombies enter the lawn. For each wave of zombies passed, their plants and their sun bank remain unchanged, but any lost Lawn Mowers, Pool Cleaners, or Roof Cleaners will not be restored. The zombie concentration is effectively the same as in Adventure Mode levels, so these levels should be pretty easy. This time, the player must survive ten flags (two flags per wave), with the zombies changing every two flags. At first, the zombie density is the same as in the Hard modes, but it quickly starts increasing until it exceeds that of Column Like You See 'Em.
None of these are accessible without the Limbo Page, and it is unknown why these were cut from the final game.
Here are a few of the gardens I’ve landscaped in that time of which I happen to have screenshots on this machine. There’s a twist when you replay Plants Vs Zombies that encourages you to try stupid experiments like The Frozen Field Of Unending Spikeweeds here.
That, and the mini-game that lets you play as the zombies, are responsible for most of that horrific play-time figure I quoted earlier.
I wouldn't expect it to have the same depth as playing with plants, it's one of twenty mini-games.
I'd recommend a lot of spikerocks, a lot of squashes, and while yeah, using the imitator to protect your plants with pumpkins is good at first, you're going to want to switch him to a one use explosive. I don't feel my addictive tingler tingling, but there are other forces working upon me this last few days that are fudging the signal.
It's a really generous 60 minute slice of gameplay that took me into the night phase and made me realise that the game was going to change enough to make the campaign interesting.
I envy those gardening gloves, we (me and my housemate Dante)WOULD'VE ventured out into our garden BUT our landlord hasn't tended tp our garden in the 12 months b4 we moved in and now Velociraptors live there. I actually tried to make a discussion of this game at some forum (can I actually name it?) Great Great game.
More specifically, the replacement for the sniper rifle and the feed-back players get from death and their relationship with their killer.
I think it needs a patch to change that, it looks poor on 1680x1050 :( And if it wasn't popcap, it would have mods. And bungee zombies almost never attack for forward columns, so I found four is enough to shield the whole garden. My solution was to Imitater the Pumpkin and progressively shield my entire garden with them, starting from the back. It means regular mobs go down before they even reach my Tallnuts, and regular Gargantuars don't get anywhere either. Takes a moment to assume their shape when placed each time, though, so less good for explosives. The top and bottom rows had a Winter Melon, 4 upgraded Sunflowers, a Magnet and a Tall-Nut.

It was all working perfectly, I was just collecting sun, changing the garlic and spikes, renewing the pumpkins where needed. Somewhere around there, they threw diggers, bungees, balloons, zombonis and gargantuars all in one round. It allows the top and bottom row to have 4 upgraded sunflowers, and just frees up space in general. It was slightly different than my last one, I had 2 upgraded fume-shrooms at the front instead of Tall-Nuts, and a little changed placement. And the zombies are in such big packs that garlic doesn't last, one pack each takes a bite, and its gone. Although the term is used to refer to the Pool, Fog, and Roof levels by most players in addition to in the song "Zombies on Your Lawn", these places are technically the backyard and roof of the player's house, and the lawn is just the front yard. During the night, squares can also contain graves where the player can plant nothing but Grave Busters and from which zombies emerge during the final wave.
In the first two stages, which are in the front yard, and the third one which takes place in the backyard with a pool, the player has Lawn Mowers which run over all the zombies in a row, or lane, completely destroying them. After each wave, the player is allowed to replace their chosen seed packets with others if they wish to do so. In addition, upgrades for plants get progressively more expensive; for every upgrade plant that is on the screen, additional upgrade plants of the same type cost an additional 50 sun. Players can also play other Survival: Endless levels through the Limbo Page, but only on the PC version of the game.
The player can only choose four plants. This is the only version of Survival Mode that features the Giga-Football Zombie, the strongest zombie from this version.
I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships.
The silvery ones are Spike-Rocks, secretly the most useful upgrade in the game, but for a reason that won’t be obvious at first. If you're not sure what the fuss is about, just play the demo, you'll know by then end of it whether or not this is for you. So each row had a Tall-Nut, an upgraded Fume Shroom and a Winter Melon, and the pool was never a problem. I found that one cattail can take down all balloon zombies, and they're pretty weak otherwise, so the other miscellaneous spots went to umbrellas. Still, I almost made it to 32 or 33 flags, but a dolphin zombie (I think) jumped over my pool cleaner and into the house. The only reason I got that far was that I had built up the max sun, and I needed that space to do it.
Made it to 29 flags, almost to 30, but the round didn't go nearly as smooth as the one to 31.
With a lot of luck, I could see getting to 33 flags, but with this setup, its doubtful it could last beyond that. At the end of the first completion of each Survival level, a trophy is received with a diamond, along with gold coins for any remaining Lawn Mowers, Pool Cleaners, or Roof Cleaners.
Winter Melons and Pumpkins are essential here, and both Cob Cannon and Gloom-shrooms are a must in almost all builds. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections. I never had a zombie get to the end besides that, so the lawn mowers and pool cleaners were intact at that point. I suppose it was a wave of gargantuars that weakened me, then I collapsed a few levels after. I had run into trouble in the last round, so there is an empty pumpkin where a magnet should be, and the bottom umbrella should be a magnet as well. Later, in the pool stage, the lawn mowers by the pool will only kill the zombies that have made it out of the water at the time, so it is recommended to buy the Pool Cleaners (which kill all of the pool zombies in a similar fashion to that of the lawn mower) as soon as possible. Instant kills are very good here, although not completely necessary with the Cob Cannons, and zombies come in such droves that playing a half-hour of this will earn the player maybe $20,000 or $30,000 if he or she only clicks half or a third of the coins, given that the player is at least fifteen waves in.
This left me space for each pool row to have 2 Cob Cannons, a magnet, and a miscellaneous spot for Cattails, Magnets, or Umbrellas.
With the 31 flag round, I had the sun maxed out, and my basic set-up held through 26 flags or so. On the roof, there are no extra defenses until the player purchases the Roof Cleaners from Crazy Dave's shop. The high number of zombies also has the effect of generating many diamonds in a short time; at its best a diamond may appear every four to five seconds. In the early rounds, there were flowers where the Cob Cannons are, then after 8 flags or so I started placing Cannons. With this round, I was struggling to keep collecting sun, and the setup broke down earlier. The normal modes last five waves, Hard modes last ten flags (two flags per wave), and Survival: Endless keeps on going indefinitely until either the zombies reach the player's house or the level is restarted.

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