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How To Keep Puff Shroom Alive

For the Chinese version of the level, see Dark Ages - Night 12 (Chinese version).
For the Chinese version of this level before the v1.viii update, run into Dark Ages - Night 12 (Chinese version: pre-1.eight).

Dark Ages - Dark 12 is the twelfth level of Dark Ages in Plants vs. Zombies 2. It is a Save Our Seeds level. To complete it, the player must protect five Puff-shrooms and forestall them from disappearing. When this level is finished for the first fourth dimension, the player unlocks the Dark Ages Countless Zone - Arthur's Claiming.

Dialogue

(After the player completes the level and unlocks Arthur's Challenge, Crazy Dave and Penny appear)
Crazy Dave: Why would anyone go and stick a nice sword in a dirty ol' rock?
Penny: I understand information technology to be a exam, User Dave.
Penny: Only someone with slap-up concrete strength and forcefulness of character may remove it.
Crazy Dave: I bet someone with a jackhammer could remove it.
Crazy Dave: A CRAAAZY someone!
Penny: An inelegant but no dubiousness effective solution to the test, User Dave.
(Crazy Dave and Penny go out)

Difficulty

Puff-shrooms are the endangered plants. Because of their gimmick of disappearing after a while, using Plant Food on them is needed to win. Luckily, there is an ample supply of Plant Food throughout the level. Boosting a Puff-shroom also boosts all the others. Saving Institute Nutrient should be kept in order, as mindlessly using it all tin easily result in a loss. Jester Zombie and Wizard Zombie can prove to be an annoying pair, as well-nigh area-of-outcome plants are short ranged. Necromancy! can too cause some trouble. For last resort options, spending coins on Establish Food, using upgrades like Mower Launch (lawn mowers are unreachable in this Salve Our Seeds level), or spending coins for Power-Ups tin can ease the danger situation that the actor faces.

Waves

The small-scale number next to the zombie icon means that zombie will ever appear in that lane, with 1 being the topmost lane and 5 being the bottommost one.
Waves Non-dynamic zombies Ambush zombies Spawned
Tombstones
Note(southward)
ane Peasant Zombie2.png None None
2 Peasant Zombie2.png Peasant Zombie2.png None None Carries 1x Establish Food.
3 Conehead Peasant2.png None None
4 Peasant Zombie2.png Conehead Peasant2.png None Dark Ages Tombstone2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Plant Food2.png Dark Ages Tombstone Plant Food2.png
5 Peasant Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png None Carries 1x Plant Nutrient.
Necromancy!
6 Buckethead Peasant2.png None None
7 Peasant Zombie2.png Buckethead Peasant2.png None Dark Ages Tombstone2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Plant Food2.png Dark Ages Tombstone Plant Food2.png
8 Peasant Flag Zombie2.png Jester Zombie2.png Jester Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png None First flag.
Carries 1x Plant Food.
Necromancy!
9 Buckethead Peasant2.png None None
10 Wizard Zombie2.png Wizard Zombie2.png Wizard Zombie2.png None Dark Ages Tombstone2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Sun2.png Dark Ages Tombstone Plant Food2.png Dark Ages Tombstone Plant Food2.png
xi Conehead Peasant2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png None Carries 1x Institute Nutrient.
Necromancy!
12 Conehead Peasant2.png one Conehead Peasant2.png 5 Buckethead Peasant2.png 2 Buckethead Peasant2.png 4 Knight Zombie2.png three None None
xiii Jester Zombie2.png Jester Zombie2.png Jester Zombie2.png Jester Zombie2.png None Dark Ages Tombstone2.png Dark Ages Tombstone2.png Dark Ages Tombstone2.png Dark Ages Tombstone2.png Dark Ages Tombstone2.png Dark Ages Tombstone Plant Food2.png
14 Conehead Peasant2.png Buckethead Peasant2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png Imp Monk Zombie2.png None Carries 1x Plant Food.
Necromancy!
15 Wizard Zombie2.png Wizard Zombie2.png Wizard Zombie2.png Wizard Zombie2.png None None Carries 1x Plant Food.
16 Knight Zombie2.png Knight Zombie2.png Knight Zombie2.png Knight Zombie2.png Knight Zombie2.png Peasant Flag Zombie2.png None None Terminal wave.

Strategies

Strategy 1

  • Required plants:
    • Sun-shroom
    • Potato Mine
    • Grave Buster
    • Fume-shroom
    • Scarlet Flop
    • Snapdragon (or Laser Bean)
    • Wall-nut, Tall-nut, or Infi-nut
    • Puff-shroom (optional option instead of Murphy Mine, recommended if you have its Plant Nutrient boost)
  • Start past planting 1 column of Sun-shrooms. Let the Puff-shrooms destroy the tombstones. When all the graves near them are cleaved, exist prepare. When they are well-nigh to disappear, immediately apply a Found Food on one of them, because its Plant Food power besides extends their lifespan. Then, constitute another column of Sun-shrooms on the tertiary cavalcade.
  • Plant at least 2 columns of Fume-shrooms and a column of Snapdragons. Then, plant a column of Wall-basics or Tall-nuts next to the Snapdragons.
  • Pay attention to the Puff-shrooms. Recollect to feed ane of them Establish Food regularly.
  • Exist conscientious of Knight Zombies and Wizard Zombies. Kill them quickly or use Cherry Bombs on them.
  • Utilize Grave Busters to remove whatever tombstones on the lawn.
  • Y'all tin can launch a lawn mower when this level becomes likewise hard.
  • When the Puff-shroom outset flashing, you should quickly give the Puff-shroom plant food.
  • Too, the histrion can use Puff-shroom's Plant Food Heave, if available, to easily consummate the level. However, be careful of Jester Zombies when doing so, as it tin can deflect the spores from the Puff-shroom and kill them before you realize that mistake.

Strategy 2

Created by Sharkgoesmoo
  • Required plants:
    • Gold Bloom
    • Puff-shroom
    • Grave Buster
    • Blood-red Flop
    • Infi-nut
    • Garlic
    • Electric Currant
  • First, plant a Gold Bloom and 1 row of Puff-shrooms on the first cavalcade. One time you get enough dominicus, plant Electric Currants in fourth column, first and fifth rows. And then, found Garlics on sixth column, showtime and fifth rows. The first few zombies should exist defeated hands. Also, constitute Puff-shrooms on the third column, second, tertiary, and 4th rows. Remember to utilise Establish Food on Puff-shrooms when they start disappearing.
  • Use a Gilded Bloom when it is recharged, and so plant Infi-basics on the 3rd column, first and fifth row. Utilize Plant Food on one of the Infi-nuts. Then, plant Electric Currants on fifth column'due south beginning and fifth rows. Utilise Grave buster on tombstones with lord's day and Plant Nutrient and practise not forget to recharge your Puff-shrooms.
  • When Jester Zombie come, they will get defeated by Electric Currants. Since Found Food is abundant, use information technology on Electric Currants to defeat zombies easier. Replace the Garlic periodically. If Infi-nut'due south shield is going to dissipate, use Plant Food again. Wizard Zombies are the main threat, utilize Scarlet Bomb to blow them up. Too, recall to use Gold Bloom.

The setup should look like this:

P-s P-due south I-northward EC EC K

P-s P-south P-s - - -

P-s P-s P-s - - -

P-s P-s P-s - - -

P-south P-s I-n EC EC K

  • P-southward = Puff-shroom
  • I-n = Infi-nut
  • EC = Electric Currant
  • Yard = Garlic

Strategy 3(Contains premium content)

Created by EnricoStudios
  • Required plants:
    • Puff-shroom
    • Grave Buster
    • Smoke-shroom
    • Sun-shroom
    • Cherry Bomb or Grapeshot
    • Wall-nut or Tall-nut or Central Wall-nut
    • Jalapeno
    • Chili Bean or Stunion (optional)
  • Setup:
    • SS (PS) FS PS
    • SS (PS) FS PS
    • SS (PS) FS PS
    • SS (PS) FS PS
    • SS (PS) FS PS
  • SS = Sun-shroom
  • PS = Puff-shroom
  • () = Endangered plants
  • FS = Fume-shroom

Gallery

Walkthrough

Trivia

  • The objective in this Save Our Seeds here is unlike from the others, equally the plant given to protect is capable of disappearing on its ain, requiring the player to look later them more often.
  • When the histrion lets the Puff-shrooms disappear, they will get a bulletin "Puff-shroom did non survive!" instead of "The zombies ate your plant!"
    • All the same, if one of the Puff-shrooms is killed or eaten by zombies, they volition still go a message "The zombies ate your institute!" normally.
    • This and Cannons Away levels are the merely levels with unique losing screens.
  • A brain appears on the game over screen, despite that the player's brains are non eaten past the zombies.
  • If the histrion loses this level because a Puff-shroom disappeared, when restarting, they volition get a bulletin "Plant Food refreshes all Puff-shrooms."
  • If the actor beats the level at the aforementioned time a Puff-shroom disappears, the histrion will still vanquish the level, fifty-fifty though the screen shows that some of the Puff-shrooms have disappeared.

Source: https://plantsvszombies.fandom.com/wiki/Dark_Ages_-_Night_12

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