Plants Vs Zombies Gold Farming Guide .-----------------------------------------------------------------------------. | .-------------------------------------------------------------------------. | | | | | | | Plants Vs Zombies Gold Farming Guide v1.10 | | | | by Curby| | | | | | | | Copyright (C) 2009 Michael Lee, licensed under CC BY-ND 3.0 | | | | | | | `-------------------------------------------------------------------------' | `-----------------------------------------------------------------------------' .-----------------------------------------------------------------------------. | 000: Table of Contents | `-----------------------------------------------------------------------------' To jump to a section, search for its section number followed by a colon instead of a period. 000. Table of Contents 100. About the Guide 200. Game and Guide Introduction 300. Zen Garden 310. Growing and Selling Marigolds 320. Collecting Gold from Happy Plants 400. Last Stand 410. Threats 420. Destroying Zombies 430. Defenses 440. Marigold Field 450. How to Use the Setup 460. Alternate Build Order 470. Alternate Setups 500. Survival Endless .-----------------------------------------------------------------------------. | 100: About this Guide | `-----------------------------------------------------------------------------' --- Availability -------------------------------------------------------------- You may have found this guide on the Internet or through email, which is fine. Please know that the latest versions are always available for free from my own domain [1] and GameFAQs [2]. [1] http://curby.net/docs/games/plantsvszombies-gold.txt [2] http://www.gamefaqs.com/computer/doswin/file/959255/56559 --- Copyright and License ----------------------------------------------------- This guide is Copyright (C) 2009 Michael Lee, and released under the terms of the Creative Commons Attribution No Derivatives License [3]. This license gives you (and everyone else) my explicit approval to copy, email, repost, etc. this guide as long as it remains unchanged and in whole (including this copyright and license statement). You can even sell it, though you cannot remove the notice above that the latest versions are always available for free. All trademarks used herein that are listed at [4] are owned by PopCap Games, Inc. or its licensors and may be registered in some countries. Other company and product names used herein may be trademarks of their respective owners and are used for the benefit of those owners. [3] http://creativecommons.org/licenses/by-nd/3.0/ [4] http://www.popcap.com/trademarks.php --- Searching ----------------------------------------------------------------- To jump to a section, type its number as listed in the table of contents, fol- lowed by the colon symbol. If there were a section numbered 1064, you'd search for "1064:" without the quotation marks. --- Links --------------------------------------------------------------------- URLs are often too long to place in-line with the main text, so they will be placed at the end of each section as footnotes. For example, see the links in the Copyright section above. .-----------------------------------------------------------------------------. | 200: Game and Guide Introduction | `-----------------------------------------------------------------------------' Plants Vs Zombies [5] is a tower defense [6] game in which you defend your house from a horde of zombies by placing plants in areas around your house. This guide describes gold farming strategies for easily earning money after completing the main game modes. Gold is then used to buy items from Crazy Dave and earn a Golden Trophy. For a more general walkthrough and game guide, see my guide posted on GameFAQs [7]. [5] http://www.popcap.com/games/pvz [6] http://en.wikipedia.org/wiki/Tower_defense [7] http://www.gamefaqs.com/computer/doswin/file/959255/56545 .-----------------------------------------------------------------------------. | 300: Zen Garden | `-----------------------------------------------------------------------------' The Zen Garden is unlocked in stage five of the Adventure Mode. You can use the garden to collect and grow plants, and also to earn money in two ways. --- 310: Growing and Selling Marigolds ---------------------------------------- Every day, Crazy Dave stocks three potted Marigolds and sells them for $2,500 each. Plants in the garden start as sprouts, but can be grown with water and fertilizer. They will go through the stages of sprout, young plant, medium plant, and mature plant. Mature Marigolds can be sold for $3,000 each. While it takes fertilizer to grow plants, each stage of development grants you a reward, culminating in a Diamond for reaching adulthood. These bonuses along with the profit of $500 per plant allows you to earn some cash without playing the game's combat levels. --- 320: Collecting Gold from Happy Plants ------------------------------------ If you're leaving the computer unattended for a while, you can also earn money from happy plants. Making happy plants is similar to growing them, but instead of fertilizer they want music from a phonograph or a spritz of bug spray. Both the phonograph and bug spray can be purchased from Crazy Dave. When a plant is satisfied, its base will be glowing and it will produce coins for about a day. Once you make your plants happy, you still need to collect the coins. Doing so manually is rather dull, so we enlist the help of Stinky the Snail. You can purchase Stinky the Snail from Crazy Dave for $5,000. Stinky helps out in the garden by collecting the coins that drop from growing plants and happy mature plants. Unfortunately he falls asleep after a couple of minutes, so you need to feed him chocolate to keep him awake and working. Chocolate is a reward item that occasionally drops from Zombies in the other game modes. Once fed, Stinky will work for about an hour, collecting coins from your happy plants. .-----------------------------------------------------------------------------. | 400: Last Stand | `-----------------------------------------------------------------------------' Last Stand is the 16th Mini-Game and is unlocked after completing Adventure Mode and thirteen other Mini-Games. In Last Stand, you are given 5000 sun to defend the back yard and pool against 5 waves of Zombies (5 flags). After every wave you get 250 sun to repair and bolster your defenses. However, you don't get sun from the sky and you cannot use sun-generating plants. This Mini-Game is popular for gold farming because you only need to set it up once and let it run almost completely unattended. Because of the extra inter- activity required, the rewards are greater as well. A single game of Last Stand can net upwards of $10,000. The key to earning money in Last Stand is creating efficient, compact defenses at the front lines so you can use the left side for gold farming with Marigolds and Gold Magnets. There is a balance between sturdier defenses and a larger Marigold field. Both require physical space on the field, so you will need to consider your priori- ties. In the beginning, when you have fewer slots in your seed tray, you may wish to use a more conservative strategy. The rest of this guide assumes you are in the later stages of the game and have access to the full 10 slots. --- 410: Threats -------------------------------------------------------------- There are four main classes of threats to consider. Hordes of Zombies - Buckethead, Screen Door, Newspaper, Football, etc. Vaulting Zombies - Pole Vaulting and Dolphing Rider Jack-in-the-Box Zombies - the biggest threat to your compact defenses Resurfacing Zombies - require defenses in the water in columns 6-9 --- 420: Destroying Zombies --------------------------------------------------- In order to leave room for a large Marigold field, we need to kill as many Zombies as possible with few spaces on the field. First of all, we'll use the Gloom-shroom exclusively for attacking. Each Gloom-shroom can cover a 3x3 area, so you'll need fewer plants to defend a full six rows. Also, the fast attack speed and ability to hit every Zombie in a group all at once makes it by far the most efficient attacker. Though some people use three pairs of Gloom- shrooms, appropriate defenses will allow you to scale down to two pairs and leave more room to the left for Marigolds. The most effective defense for Gloom-shrooms themselves is Garlic. It forces Zombies into the first and last rows of the field, where they walk along while constantly taking damage. However, Pole Vaulting Zombies can jump over one Garlic, so some players use a second column of them: . . . . . . . . . Symbol Legend . . . . . G G g g . Open Land _ _ _ _ _ _ _ _ _ _ Open Water _ _ _ _ _ _ _ _ _ G Gloom-shroom . . . . . G G g g g Garlic . . . . . . . . . Unfortunately, this is a horrible waste of space. We want every area of the field to be used for either making money or killing Zombies. An extra column of Garlic pushes your defenses to the left, making your Marigold field smaller. Additionally, the 3x3 range of the Gloom-shrooms cannot reach the very right of the above diagram, meaning Zombies are free to wander. Instead of using up an entire column to defend against the reasonably small number of Pole Vaulters, we'll use Pumpkins instead. This has the additional benefit of providing some buffer if your Garlic gets eaten up and a few Zombies make it to your first Gloom-Shrooms. Step 1: Attack and Redirection . . . . . . . . . Symbol Legend . . . . . . G [G] g . Open Land _ _ _ _ _ _ _ _ _ _ Open Water _ _ _ _ _ _ _ _ _ G Gloom-shroom . . . . . . G [G] g g Garlic . . . . . . . . . [ ] Pumpkin Now with just six slots filled, we've secured the entire field against most Zombies, and rows 2 and 5 against Pole Vaulters. We'll now tackle other rows, other threats, and particularly tough Zombies that make it beyond column 7. --- 430: Defenses ------------------------------------------------------------- There are two options to stall jumping Zombies. The first is to use pairs of Pumpkins, and the other is to use Tall-nuts. Tall-nuts are very sturdy, but Pumpkins allow you to use the slot for both defense and other uses, be it Magnet-shrooms, Marigolds, etc. Unfortunately, each dual purpose slot takes more sun to set up, and we only have 6000 total sun to work with throughout the 5 waves. For this reason, we set up a system of hybrid defenses. Since our defenses are so compact, we are particularly vulnerable to Jack-in-the-box Zombies and heavily-armored Zombies such as Buckethead Zombies. For this reason, we'll also employ Magnet-shrooms to weaken these threats. Step 2: Defense . . . . . [.][u] . . Symbol Legend . . . . . u G [G] g . Open Land T Tall-nut _ _ _ _ _ [.] T _ _ _ Open Water u Magnet-shroom _ _ _ _ _ [.] T _ _ G Gloom-shroom . . . . . u G [G] g g Garlic . . . . . [.][u] . . [ ] Pumpkin We have just answered every threat on the field using little over 3 columns of defenses (there are still 4 usable spaces in column 6). Some inevitable questions: 1) What if the Magnet-shrooms are occupied when Jack-in-the-box Zombies appear? In the interest of keeping a wide open field for Marigolds, we must make some concessions. In play-testing, Jack-in-the-box Zombies can sometimes ruin your day, but the 4 Magnet-shrooms take care of most situations. 2) Why do you have Tall-nuts in front of Pumpkins in the water? During the flag waves, Zombies will resurface in the last four columns, so they could appear behind the Tall-nuts in column 7. The Pumpkins exist to stall such Zombies within the Gloom-shrooms' area of effect. 3) Why not move the Tall-nuts back to catch all of the resurfacing Zombies? That will certainly work, but this setup gives two more open slots in column 6 for Marigolds. Additionally, by keeping Zombies in column 7, all Gloom-shrooms can damage Zombies that reach the Tall-nuts. 4) Ok then, why not replace the Tallnuts in column 7 with more Magnets or Marigolds inside Pumpkins? In my testing, defenses in rows 3 and 4 consistently received more damage than those in 1 or 6. When I tried 4 Pumpkins in the water, I was having to constantly replace the Pumpkins there. The Tall-nuts not only absorb more damage, but they also protect the column 6 Pumpkins from jumpers, so they should not need to be replaced. Plus, there's simply too little sun available in the level to regenerate the Garlics, replace so many Pumpkins, and plant 34 Marigolds. 5) Why don't you use Tall-nuts for your land defenses? Pumpkins are sufficient defense in both games, meaning they won't need to be replaced. As long as we don't need anything stronger, we might as well use Pumpkins and use the space for another purpose. I use Magnet-shrooms there as they provide an additional benefit. Magnet-shrooms in the 7th column can grab some Jack-in-the-boxes before thy explode. If the Magnet-shrooms were in column 6 behind Wall-nuts, the Zombies would be able to walk (and perhaps explode) before being within range of the Magnet-shrooms. --- 440: Marigold Field ------------------------------------------------------- Now that we have defenses taken care of, we can plant Marigolds and Gold Magnets in the remaining space. Here's how it looks when we start the game: Step 3: Profit! M M M M M [M][u] . . Symbol Legend M M M M U u G [G] g . Open Land T Tall-nut _ _ _ M M [M] T _ _ _ Open Water u Magnet-shroom _ _ _ @ M [M] T _ _ G Gloom-shroom U Gold Magnet M M M M U u G [G] g g Garlic @ Open Lily Pad M M M M M [M][u] . . [ ] Pumpkin M Marigold Note that the Gold Magnets are placed in the center column so they can collect coins from Zombies as well as from Marigolds. They have a range of roughly 4. --- 450: How to Use the Setup ------------------------------------------------- First you'll need to choose your 10 plants: Lily Pad, Marigold, Magnet-shroom, Gold Magnet, Coffee Bean, Fume-shroom, Gloom-shroom, Tall-nut, Pumpkin, Garlic. Then build the setup shown in the step 3 diagram above and start the game. After the first flag, plant 4 more Lily Pads and 3 more Marigolds. After the second, you can plant 2 more Lily Pads, 2 more Marigolds, and replace your Garlics. After the third, you can plant your last 2 Marigolds and replace your Garlics, leaving 50 sun floating. For the last segment, you'll have 200 sun left after replacing your Garlics, so you can replace a Tall-nut or Pumpkin if it's compromised. The final field after 5 flags is shown below: Last Stand Final Layout M M M M M [M][u] . . Symbol Legend M M M M U u G [G] g . Open Land T Tall-nut M M M M M [M] T _ _ _ Open Water u Magnet-shroom M M M M M [M] T _ _ G Gloom-shroom U Gold Magnet M M M M U u G [G] g g Garlic M Marigold M M M M M [M][u] . . [ ] Pumpkin --- 460: Alternate Build Order ------------------------------------------------ As I mentioned above, this Mini-Game makes you choose between higher income and greater safety. If you wanted to take this build in a riskier direction, you can start with a full Marigold field and gradually build up your defenses. The inital setup is: Last Stand Alternate Initial M M M M M [M][z] . . Symbol Legend M M M M U G [G] g . Open Land T Tall-nut M M M M M [M] T _ _ _ Open Water z Sleeping M M M M M [M] T _ _ G Gloom-shroom Magnet-shroom M M M M U G [G] g g Garlic U Gold Magnet M M M M M [M][z] . . [ ] Pumpkin M Marigold After the first flag, wake up the Magnet-shrooms, leaving 100 sun free. After the second, plant and wake a Magnet-shroom in row 2 or 4, depending on which side has taken more damage. Also, replace the Garlics. After the third flag, replace Garlics and plant the last Magnet-shroom. If necessary, replace a Pumpkin. After the fourth flag, wake the last Magnet-shroom and replace the Garlics again. As a middle-ground between these extremes, you could start with three fewer Marigolds and two awake Magnet-shrooms. --- 470: Alternate Setups ----------------------------------------------------- It seems that two Gold Magnets can barely keep up with 32 Marigolds, and some coins will disappear before they can be collected. For a 30-Marigold build that can almost be completed with the initial 5000 sun, try this: Last Stand 30-Marigold Layout M M M M M [M][u] . . Symbol Legend M M M M U u G [G] g . Open Land T Tall-nut M M M M M T _ _ _ _ Open Water u Magnet-shroom M M M M M T _ _ _ G Gloom-shroom U Gold Magnet M M M M U u G [G] g g Garlic M Marigold M M M M M [M][u] . . [ ] Pumpkin You start with everything but two Marigolds, which are planted after the first flag. You only need to replace Garlics three times, meaning you have 600 sun to repair damaged Tall-nuts and Pumpkins. .-----------------------------------------------------------------------------. | 500: Survival Endless | `-----------------------------------------------------------------------------' Survival Endless is the eleventh level of the Survival mode, unlocked after completing Adventure mode and the other Survival mode levels. In Survival Endless, you try to survive as many increasingly-difficult waves of Zombies as possible. Since the types of enemies you'll face in this mode vary wildly, it is less appealing for gold farming. However, this mode can drop all types of plants for your Zen Garden, and plants acquired from levels can be sold to Crazy Dave for 8000 or more.