Royal Revolt 2 by flaregames - Android/iOS/Windows Phone

Royal Revolt is back with more fun, even more battles and a lot more action!

Ragnarok Online: Valkyrie Uprising by NEOCYON.INC - Android/iOS

Once again the dark powers of Randgris and her Cursed Stone are free to terrorize the human world.

Zombie Tsunami by Mobigame S.A.R.L. - Android/iOS

Chase down the living and add them to your chaotic procession of dashing undead!

Defenders and Dragons by Glu Games Inc. - Android/iOS

Protect the seals of the realms across the land in this epic tug-of-war defense game!

Plants vs. Zombies 2 by PopCap - Android/iOS

The zombies are coming… back. It’s about time!

▼Newly Added Game Guides

Royal Revolt 2: List of Troops - Info, Strengths and Weaknesses


Here's a list of Troops and info guide for the real-time action and arcade reverse tower-defense game - Royal Revolt 2! This section will cover some brief in-game info about Troops, with in-depth shortcuts to easily determine their strengths and weaknesses!

The Polls section is available on the second page of this guide, see below for the link.

◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List
- Royal Revolt 2 Troops: Info, Strengths and Weaknesses -

Important Notes:
   - Spells, Troops, and Defensive Structures not listed below will dish or absorb fixed/default damages, no percentage increase nor reduction.
   - All Strengths and Weaknesses below are based from in-game stats.
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Knights (Normal)
   - Attacks (Melee Range: 0.8)
   - Strong Against = Paladins and Cannons.

   - Not Effective Against = Spikes and Firebolt Towers.

   - Defenses
   - Sturdy From Poison Attacks (50%) = Toxic Cloud, Mortars, and Snake Towers.

   - Weak From = None, based from in-game stats, but they have low HP though.
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Archers (Piercing)
   - Attacks (Long Range: 3.5)
   - Strong Against = None, based from in-game stats.

   - Not Effective Against = Paladins, Mortars, Spikes, Barricades, Blockades, and All Towers.

   - Defenses
   - Sturdy From = None, based from in-game stats.

   - Weak From = None, based from in-game stats, but they have low HP though.
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Paladins (Blunt)
   - Attacks (Melee Range: 1.0)
   - Strong Against = Spikes, Barricades, Blockades, and All Towers (except Firebolt Towers).

   - Not Effective Against = Paladins, Frosters, Cannons, and Firebolt Towers.

   - Defenses
   - Sturdy From Piercing Attacks (75%) = Swordrain, Archers, Arblasters, Spikes, and Arrow Towers.
   - Sturdy From Blunt Attacks (50%) = Hammerstrike, Sonic Blast, Paladins, Cannons, Bomb Towers, and Skull Towers.

   - Weak From Normal Attacks (100%) = Bladestorm, Apocalypse (Scroll), and Knights.
   - Weak From Poison Attacks (100%) = Toxic Cloud, Mortars, and Snake Towers.
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Frosters (Ice)
   - Attacks (Long Range: 4.5, with Freeze Effects!)
   - Strong Against = Pyromancers, Mortars, Blockades, Gargoyle Towers, and Skull Towers.

   - Not Effective Against = Frosters and Spikes.

   - Defenses
   - Immune to Spikes = Frosters can levitate over Spikes!

   - Sturdy From Blunt Attacks (75%) = Hammerstrike, Sonic Blast, Paladins, Cannons, Bomb Towers, and Skull Towers.
   - Sturdy From Ice Attacks (75%) = Blizzard, Frosters, and Frost Towers.

   - Weak From Fire Attacks (100%) = Firestorm, Pyromancers, Gargoyle Towers, and Firebolt Towers.
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Cannons (Blunt)
   - Attacks (Long Range: 6.0; When raiding, it will attack Towers only!)
   - Strong Against = Spikes, Barricades, Blockades, and All Towers.

   - Not Effective Against = Paladins, Frosters, and Cannons.

   - Defenses
   - Sturdy From Blunt Attacks (50%) = Hammerstrike, Sonic Blast, Paladins, Cannons, Bomb Towers, and Skull Towers.
   - Sturdy From Poison Attacks (50%) = Toxic Cloud, Mortars, and Snake Towers.

   - Weak From Normal Attacks (100%) = Bladestorm, Apocalypse (Scroll), and Knights.
   - Weak From Fire Attacks (100%) = Firestorm, Pyromancers, Gargoyle Towers, and Firebolt Towers.
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Pyromancers (Fire)
   - Attacks (Long Range: 4.5, with a chance of Panic Effect)
   - Strong Against = Frosters, Cannons, Mortars, Barricades, Arrow Towers, Frost Towers, and Firebolt Towers.

   - Not Effective Against = Pyromancers and Spikes.

   - Defenses
   - Immune to Spikes = Pyromancers can levitate over Spikes!

   - Sturdy From Fire Attacks (75%) = Firestorm, Pyromancers, Gargoyle Towers, and Firebolt Towers.
   - Sturdy From Poison Attacks (75%) = Toxic Cloud, Mortars, and Snake Towers.

   - Weak From Ice Attacks (100%) = Blizzard, Frosters, and Frost Towers.
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Arblasters (Piercing)
   - Attacks (Long Range: 5.5)
   - Strong Against = None, based from in-game stats, but they have long ranged rapid attacks!

   - Not Effective Against = Paladins, Mortars, Spikes, Barricades, Blockades, and All Towers.

   - Defenses
   - Sturdy From = None, based from in-game stats.

   - Weak From Poison Attacks (100%) = Toxic Cloud, Mortars, and Snake Towers.
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Mortars (Poison)
   - Attacks (Long Range: 5.0, with Poison Effect!)
   - Strong Against = Paladins and Arblasters.

   - Not Effective Against = Knights, Cannons, Pyromancers, Mortars, (Spikes? not yet sure), Barricades, Blockades, and All Towers.

   - Defenses
   - Sturdy From Piercing Attacks (50%) = Swordrain, Archers, Arblasters, Spikes, and Arrow Towers.
   - Sturdy From Poison Attacks (50%) = Toxic Cloud, Mortars, and Snake Towers.

   - Weak From Fire Attacks (100%) = Firestorm, Pyromancers, Gargoyle Towers, and Firebolt Towers.
   - Weak From Ice Attacks (100%) = Blizzard, Frosters, and Frost Towers.
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- Royal Revolt 2: Best Troops for Raiding and Defense! -

Best Troops to Use - Based from Polls!
   - Since we all have different preferences and opinions, I think it is best to lay it all out as Polls instead, and let all players participate and share their thoughts. ^^

Best Troops for Raiding!
   - Go here: LINK HERE SOON!

Best Troops for Defense!
   - Go here: LINK HERE SOON!
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Related Royal Revolt 2 Tips & Guides:
Royal Revolt 2: Best Top Spells to Use Early Game, Mid Game, and Late Game
or
◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List

Royal Revolt 2: Best Top Spells to Use Early Game, Mid Game, and Late Game


Here's a list of spells and info guide for the real-time action and arcade reverse tower-defense game - Royal Revolt 2! If you are looking for good Spells to use for raiding other kingdoms, this guide will help you decide by providing some tips, info, and polls to see what other players think is good too!

◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List
- Royal Revolt 2: Best Top Spells to Use! (Based From Polls!) -

If you are still unsure which Spells to take, read more about their Strengths and Weaknesses here:
   - Go here: List of Spells - Info, Strengths and Weaknesses
or select the "View Results" buttons below to learn what other players prefer. ^^
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Most players at this point of the game will only have 2 Spells to use until mid game. Choose 2 Spells below that you think (based from your experience) is best for raiding other kingdoms early game.

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At this point of the game, you should be close to unlocking the 3rd Spell Slot, Choose 2 or 3 Spells below that you think (based from your experience) is best for raiding other kingdoms. If you are using more than 3 Spells, use the next Poll below (after this) for your preferred 4th Spell or more.
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Aside from the top 2 or 3 Spells you chose above, choose at least 1 alternative Spell below that you think is useful for certain situations. Treat this option as your most preferred 4th Spell, or more.

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If you were able to unlock all Spells in the game, it's time to decide your top 3 Spells (based from your experience)! If you are using more than 3 Spells, use the next Poll below (after this) for your preferred 4th Spell or more.

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Aside from the top 3 Spells you chose above, choose at least 1 alternative Spell below that you think is useful for certain situations. Treat this option as your most preferred 4th Spell, or more.

Thank you for your participation, please feel free to use the comment section below if you like to explain your more about your choices. ^^
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Related Royal Revolt 2 Tips & Guides:
Royal Revolt 2: List and Best Spells to Use - Strengths and Weaknesses
or
◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List

Royal Revolt 2: List and Best Spells to Use - Strengths and Weaknesses


Here's a list of spells and info guide for the real-time action and arcade reverse tower-defense game - Royal Revolt 2! This section will cover some brief in-game info about Spells, with in-depth shortcuts to easily determine their strengths (strong against) and weaknesses (not effective against).

The Polls section is available on the second page of this guide, see below for the link.

◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List
- Royal Revolt 2 Spells and Info! (Strengths and Weaknesses) -

Important Notes: 
   - Spells, Troops, and Defensive Structures not listed under "Strong Against" or "Not Effective Against" will get fixed/default damage from the Spell, no percentage increase nor reduction.
   - All Strengths and Weaknesses below are based from in-game stats.
   - Stun doesn't deal damage to enemy Troops.
   - Heal and Shield only affects friendly Troops.
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Hammerstrike (Blunt)
The Hammerstrike is effective against both units and buildings. Always a useful addition to a more specialized pool of spells.
   - CD 7.0s | Duration: Instant | Range 2.4

   - Attacks
   - Strong Against = Barricades, Blockades, and All Towers.

   - Not Effective Against = Paladins, Frosters, and Cannons.
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Toxic Cloud (Poison)
The Toxic Cloud is heavily effective against troops and best used against huge armies. Inflicts Poison effect (damage over time). Can be cured with Heal Spells or Blessing Scrolls.
   - CD 12.0s | Duration: 4.0s | Range 2.4

   - Attacks
   - Strong Against = Paladins and Arblasters.

   - Not Effective Against = Knights, Cannons, Pyromancers, Mortars, Spikes?, Barricades, Blockades, and All Towers.
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Stun (None)
The Stun is best used when your opponent is stronger than you. Use it when you're at a disadvantage. Inflicts Stun effect to all enemy troops within range.
   - CD 20.0s | Duration: Instant (Effect duration varies per upgrade) | Range 5.5
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Firestorm (Fire)
The Firestorm burns everything and can be used to great effect against units and buildings, but is weak when unleashed against Blockades. Inflicts Panic effect causing enemy troops to Flee!
   - CD 14.0s | Duration: 3.0s | Range 2.4

   - Attacks
   - Strong Against = Frosters, Cannons, Mortars, Barricades, Arrow Towers, Frost Towers, and Firebolt Towers. The Flee effect has more chance to trigger against low HP enemy Troops like Knights and Archers!

   - Not Effective Against = Pyromancers and Spikes? (might be a bug).
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Swordrain (Piercing)
The Swordrain is may be the most effective weapon against units and has the biggest range. Be sure to have it in your arsenal.
   - CD 15.0s | Duration: Instant | Range 5.5

   - Attacks
   - Strong Against = None, based from in-game stats, but it has wider range and good damage output (mostly kills low HP Troops in 1 shot!).

   - Not Effective Against = Paladins, Mortars, Spikes, Barricades, Blockades, and All Towers.
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Heal (None)
The Heal allows you to heal your troops from damage, fire and poison. Depending on your strategy, this one could be a very strong spell. Note: This Spell doesn't heal your Hero!
   - CD 15.0s | Range 5.5
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Blizzard (Ice)
The Blizzard slows down every unit and deals damage to your opponents. A magical mixture of two beneficial ingredients. Inflicts Freeze effect making enemy troops move slower. Use a Battlecry Scroll to undo the effect!
   - CD 16.0s | Duration: Instant | Range 2.4

   - Attacks
   - Strong Against = Pyromancers, Mortars, Blockades, Gargoyle Towers, and Skull Towers.

   - Not Effective Against = Frosters and Spikes? (might be a bug).
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Shield (None)
The Shield is best used when attacking with a huge army and gives you an enormous benefit in pitched battle.
   - CD 20.0s | Range 5.5
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Bladestorm (Normal)
The Bladestorm is the longest lasting spell and is best used against encampments of defensive buildings.
   - CD 12.0s | Duration: 5.0s | Range 2.4

   - Attacks
   - Strong Against = Paladins and Cannons.

   - Not Effective Against = Spikes.
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Sonic Blast (Blunt)
The Sonic Blast will cause massive damage to everything. This spell can help you in the diciest situations.
   - CD 15.0s | Duration: 3.0s | Range 2.4

   - Attacks
   - Strong Against = Barricades, Blockades, and All Towers.

   - Not Effective Against = Paladins, Frosters, and Cannons.
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- Royal Revolt 2: Best Spells To Use! -

Best Spells to Use - Based from Polls!
   - Since we all have different preferences and opinions about Spells, it is best to lay it out as Polls instead, and let all players participate and share their thoughts. ^^

   - Go here: Royal Revolt 2: Best Top Spells to Use Early Game, Mid Game, and Late Game
_______________________________________________________


Related Royal Revolt 2 Tips & Guides:
Royal Revolt 2: Best Top Spells to Use Early Game, Mid Game, and Late Game
or
◄Back to Royal Revolt II FAQ, Tips, Tricks and Strategy Guides List

Night Surfers: FAQ, Tips, Tricks and Strategy Guide


Night Surfers is a fast paced Action and Arcade running dash game presented by CreatioSoft Solutions Private Limited. Alex, a cute & innocent school boy encounters a spooky character(luka) while returning home from school and got stucked in a weird jungle, which is full of dangerous obstacles.

Here's a list of Night Surfers Tips, Tricks and Strategy Guides, that will help you control Alex to run while escaping dangerous hurdles and grabbing powerups and treasures in this amazing high-quality 3D game.
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- Night Surfers Quick Tips and Info Guide -

Free Coins
   - Like their Facebook Page and Follow them on twitter to get free Coins early game. Upgrade your Boosts, refer below for recommended upgrades.

Boosts/Skills/Power-Ups
   - Skills that you can pick up while running to get a limited time power-up.
   - Can be upgraded with Coins to increase their duration.

   - Only 2 active Boosts can be used at a time. To use another boost, at least 1 active skill must be removed first by consuming it's current duration. Take note of this tip because this will greatly affect your performance end game.

   - While using Boosts like Tornado Power or Power Booster, always check it's duration below your game screen, if it's about to end, start dodging obstacles to avoid getting accidental penalties.

High Scores
   - To get high scores, run as long as possible and smash all monsters that you can.
   - Upgrade Boosts that will increase your survivability like Double Jump, Tornado Power and Power Booster!
   - Max Double Multiplier boost to further increase your high scores!

[Jump > Roll (tap only)or [Jump > Roll (tap only) > Jump]
   - This will enable you to cancel a jump or double jump, pretty useful especially when the pace is getting faster.
   - Master these 2 commands to fully control your character!
   - This is also the best way to smash or avoid monsters in the game. Here are some examples where you can apply it.
   - Jump > Roll (tap only don't hold)
   - To get Boosts right next to an obstacle, you might miss it with normal jump.
   - Jump > Roll (tap only don't hold) > Jump
   - To do a quick smash and dodge, can also be used on the first monster.
   - Normal Jump: You'll bump into that spiked obstacle!
   - Jump > Roll (tap only don't hold) > Jump
   - To avoid the monster and the spiked obstacle!
   - Normal Jump: You will fall into the pit!
   - Jump > Roll (tap only don't hold) > Jump
   - To smash the monster blocking your way, giving you a good jump position (to avoid the pit fall). You will be encountering this situation a lot, so take note of this.
   - Normal Jump: You will lose a life bumping into that monster!
   - Jump > Roll (tap only don't hold) > Jump
   - Jump to avoid the pit fall then quickly tap on Roll to land, jump again to avoid the monster. You will be encountering this situation a lot too, so take note of this.

   - There are so many ways to use this trick, explore and use it well!
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- Night Surfers Upgrading Guide -

Boosts to Get (In-Order)
   - Jumbo Coin (1) > Tornado Power (1) > Power Booster (1)
   - Jumbo Coin (2) > Tornado Power (2) > Power Booster (2)
   - Jumbo Coin (3) > Tornado Power (3) > Power Booster (3)
   - Jumbo Coin (4) > Tornado Power (4) > Power Booster (4)
   - Tornado Power (5) > Power Booster (5)
   - Tornado Power (6-Max) > Power Booster (6-Max)
   - Double Multiplier (Max)
   - Others: None!

   - Optional:
   - Jumbo Coin (5~Max)
   - Double Jump (1~3) = It's common anyway.

Build Explanation
   - It would be ok to get Coins related boosts to get fast Coins early game, the only problem is that, you are only allowed to use 2 Boosts while running and you have to wait for the duration to expire before you can get another boost! This is actually bad end game.
   - On the other hand, Jumbo Coin is ok because it doesn't have a duration.

    - At end game where you will be focusing on getting high scores, upgrades like Magnet and Coin Doubler might hinder you from getting the more important boosts like Tornado Power or Power Booster!

   - Example End Game Scenario: A player maxed all Boosts then starts to play to get a high score. He picked up Magnet and Coin Doubler (both are quite common too!) then starts to gather Coins, but he realized that he doesn't need Coins anymore because he's awesome. Now, because of Magnet and Coin Doubler's very long duration, he missed 3 Tornado Power and 1 Power Booster!. After the duration of both boosts, he lost the game with low high score.

   - My point is, the suggested build above (without Magnet/Coin Doubler) will give you more easier time getting high scores!. Yes, you will still get Magnets and Coin Doublers while playing but their duration are short giving you more chance to get and enjoy both Tornado Power and Power Booster's long duration and invincibility.
   - Magnets and Coin Doublers are too common anyway, so you can still farm enough Coins early game. Good Luck! ^^

Plants vs. Zombies 2: Far Future Quick Walkthrough and Strategy Guide


Here's a quick walkthrough and strategy guide for the "Far Future" stages in the action and arcade defense game - Plants vs. Zombies 2: It's About Time!. In the year 2323, the zombies will have brain extraction down to a science! Can the plants of the future save you from the undead of tomorrow?

Far Future stages will introduce Power Tiles! These special tiles can share Plant Food effects to all other plants placed on similar Power Tiles. Note, to activate this chain, you must use your Plant Food on plants placed on Power Tiles.

◄Back to Plants vs. Zombies 2: FAQ, Tips, Tricks and Strategy Guides List
More Tips to Remember!
   - Play Wild West Quick Walkthrough and Strategy Guide first before this guide!

   - Laser Bean: Hits all zombies ahead of it.
   - Blover: Blows away all flying and floating zombies, single use.
   - Citron: Shoots powerful balls of plasma.
   - E.M. Peach: Disables all machines in an area, single use. Destroys flying machines too!
   - Infi-Nut: Weaker than Wall-Nuts, but regenerates health over time. PF special = creates a line of defensive shield!
   - Magnifying Grass: Spend 50 Sun for a powerful attack.
   - Tile Turnip: Creates it's own version of Power Tiles! The first one is free but the next ones will require higher Sun requirements though.

   - Marigolds: Gives rewards in Zen Garden.
   - If you are having difficulty, you may use Power Ups or buy PFs if you like.

IMPORTANT NOTES!
   - Sometimes it is a good idea to just ignore some Power Tiles, and focus more on your usual simple formations, just treat them as bonuses for your Plant Food.
   - Plant Food: I recommend that you use your Plant Food on plants placed on Power Tiles.
   - Always remember, if you see a "| Wall or Tall |" formation below, just place Tall-Nuts or slowly replace Wall-Nuts with Tall-Nuts.
   - Reminder: Plant Tall-Nut over a Tall-Nut to instantly regenerate them, same with Wall-Nuts.
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- World: Far Future Day 1 to 24 -

Far Future - Day 1
   - | Sunflower | Peashooter | Dragon | Tall-Nut |
   - Plant Food: Peashooter during Final Wave.

Far Future - Day 2
   - | Sunflower | Peashooter | Dragon | Wall or Tall |
   - Plant Food: Peashooters or Snapdragons during Final Wave.

Far Future - Day 3
   - Same as above.
   - Plant Food: Any

Far Future - Day 4 (Survive the Falling Sun Bombs!)
   - | Peashooter | Dragon | Wall or Tall |
   - Let them reach the ground to collect the Sun for your plants.
   - Tap on the falling Sun Bombs to make them explode and damage nearby zombies. Be careful though because they can also damage your own plants, avoid it!
   - Plant Food: Snapdragons to defeat waves of tough zombies.
   - Blover: To blow away waves of flying zombies!

Far Future - Day 5
   - | Sunflower | Peashooter | Dragon | Wall or Tall |
   - Plant Food: Snapdragons to defeat Robo-Cone Zombies.
   - Cherry Bomb: A nice addition to nuke tough zombies!

Far Future - Day 6 (Survive with Given Plants!)
   - | Sunflower | Peashooter | Bonk Choy | Wall |
   - Plant Food: Bonk Choy (preferably the center one)
   - Blover: To blow away waves of flying zombies!
   - Plant Wall-Nut over a Wall-Nut to regenerate them.
   - Replace some Peashooters with Laser Beans later on.

Far Future - Day 7
   - | Sunflower | Peashooter | Dragon | Wall or Tall |
   - Plant Food: Any Dragons, to defeat waves of Robo-Cone Zombies, reserve some for final wave.
   - Blover: To blow away waves of flying zombies!

Far Future - Day 8 (Mini Game - Gargantuar and World Key!)
   - | Laser Bean or Citron | Laser Bean or Citron | Dragon | Wall | Any | Laser Bean or Citron |
   - Plant Food: Snapdragons to defeat those Gargantuars before they destroy your Walls! Make sure to put all 3 Red Power Tiles below your 3 center Snapdragons, refer below screenshot. For Green Power Tiles, you may put them anywhere you like.
   - Quickly set up 2 Dragons then protect them with Wall-Nuts.
   - Blover: To blow away waves of flying zombies!

Far Future - Day 9 (Never have more than 15 Plants!)
   - Follow the formation above, just reserve 1 Plant for Blover or Cherry Bomb. Replace Wall-Nuts with Tall-Nuts if you have them in play.
   - Plant Food: Sunflower early game, then Snapdragons (especially at final wave).
   - Blover: To blow away waves of flying zombies!
   - Cherry Bomb: To help defeat zombies.

Far Future - Day 10
   - | Sunflower | Peashooter | Dragon | Wall |
   - Plant Food: Snapdragon (center one) to defeat the first Robo-Cone Zombie and to get some extra Sun from Sunflowers! After that, just use your Plant Food on Snapdragons to defeat tough zombies.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb and E.M. Peach: To help defeat waves of tough zombies.

Far Future - Day 11 (Plan Your Defense!)
   - | Laser Bean | Dragon | Tall |
   - Plant Food: Any, or just sit and watch till the end.

Far Future - Day 12
   - | Sunflower | Peashooter | Dragon | Tall |
   - Plant Food: Snapdragon to defeat Gargantuars and some Disco-tron 3000 zombies.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb: To help defeat Gargantuars and other tough zombies.
   - E.M. Peach: To halt Gargantuars when they are near your Tall-Nuts, combo with Snapdragons.

Far Future - Day 13
   - | Sunflower | Peashooter | Dragon | Wall |
   - Plant Food: Snapdragons, to defeat all tough zombies.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb: Use it only to defeat Mecha-Football Zombies.
   - E.M. Peach: To halt Mecha-Football Zombies, do not let them push your Wall-Nuts.

 Far Future - Day 14 (Spend No More Than 1,500 Sun!)
   - Refer to the screenshot above for formation.
   - Plant Food: Use your first Plant Food on your Infi-Nut to create a line of defensive shield! Renew the shield if needed.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb: No need or optional.

Far Future - Day 15 (Protect the Plants!)
   - Refer to the screenshot above for formation.
   - Plant Food: Snapdragons or Any.
   - Start by planting Sunflowers, Peashooters, and 3 Tall-Nuts at the center.
   - Cherry Bomb and E.M. Peach: To help defeat Robo-Cone Zombies.

Far Future - Day 16 (Mini Game!)
   - | Citron | Bonk Choy | Infi-Nut | Spikeweed |
   - Plant Food: Use one PF on your Infi-Nut, then all to your Citrons, to defeat those Mecha-Football Zombies. Make sure to put all Power Tiles on the 1st column too.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - E.M. Peach: To halt Mecha-Football Zombies.

Far Future - Day 17 (Survive with Given Plants!)
   - | Sunflower or Twin Sunflower | Magnifying Grass | None | Infi-Nutt (on Power Tiles only!) |
   - Plant Food: Use one PF on your Infi-Nut, then all to your Magnifying Grass placed on Power Tiles.
   - Use E.M. Peach and Iceberg for support.

Far Future - Day 18 (Produce at least 6,000 Sun!)
   - Start with the 3rd and 4th column formations first, use Cherry Bomb if necessary.
   - Plant Food: Use it all on your Twin Sunflowers placed on the 3rd column Power Tiles to get lots of Sun. If you reached the target, reserve other PFs for your Snapdragons to defeat tough zombies at final wave.
   - Use Cherry Bomb and E.M. Peach as support.
   - Magnifying Grass: Optional, replace column 2 Snapdragons at later stage, if you like.

Far Future - Day 19 (Survive the Falling Sun Bombs!)
   - | Peashooter | Dragon | Wall or Tall |
   - Let them reach the ground to collect the Sun for your plants.
   - Tap on the falling Sun Bombs to make them explode and damage nearby zombies. Be careful though because they can also damage your own plants, avoid it!
   - Plant Food: Any, or Snapdragons for Gargantuars.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb and E.M. Peach: To help defeat Gargantuars and other tough zombies.

Far Future - Day 20 (Protect the Plants!)
   - Start by setting up your defenses first, one Infi-Nut at the 3rd and 7th column after some Sunflowers and Peashooters. Set up Peashooters to quickly eliminate Bug Bot Imps thrown at the center.
   - Plant Food: Quickly set up 2 Infi-Nut line shields, start with the one at the 3rd column. Recharge the shield if needed.
   - Slowly complete your Wall-Nuts to defend the Starfruits.
   - Cherry Bomb and E.M. Peach: To help defeat tough zombies.

Far Future - Day 21 (Produce at least 5,000 Sun!; Never have more than 16 Plants!)
   - Plant Food: One for the Infi-Nut, then all to the Twin Sunflowers (make sure you have 4 on those red Power Tiles). Once you reach the target, use them for the Snapdragons.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb and E.M. Peach: To help defeat tough zombies.

Far Future - Day 22 (Plan Your Defense!)
   - Just follow the formation above, then use remaining Suns for single use plants.
   - Plant Food: Use it on Infi-Nut to setup and recharge the Shield line, or on Snapdragons to defeat tough zombies at final wave.
   - Cherry Bomb: To defeat tough zombies like Gargantuars, Robo-Cones, and Mecha-Football Zombies
   - Blover and E.M. Peach: To blow away waves of flying zombies!

Far Future - Day 23 (Never have more than 15 Plants!; Spend no more than 2250 Sun!)
   - Follow the formation above, you should have enough Sun and Plant count to use lots of single use Plants.
   - Plant Food: Use it on Infi-Nut to setup a Shield line before the first wave of Bug Bot Imps. Recharge if needed. Use some on Snapdragons at the final wave.
   - Cherry Bomb, E.M. Peach, and Chili Bean: Use 1 at a time.

Far Future - Day 24 (Survive the Falling Sun Bombs!)
   - | Peashooter | Dragon | Wall or Tall |
   - Let them reach the ground to collect the Sun for your plants.
   - Tap on the falling Sun Bombs to make them explode and damage nearby zombies. Be careful though because they can also damage your own plants, avoid it!
   - Plant Food: Any, or Snapdragons for tough zombies, especially Mecha-Football Zombies.
   - Blover and E.M. Peach: To blow away waves of flying zombies!
   - Cherry Bomb and E.M. Peach: To help defeat Mecha-Football Zombies.

Far Future - Day 25 (Mini Game - Dr. Zomboss)
   - Coming Soon!

Plants vs. Zombies 2: ????? - World
   - Go here: Link Here Soon ~
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Plants vs. Zombies 2: It's About Time Tips & Guides:
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Plants vs. Zombies 2: Ancient Egypt Quick Walkthrough and Strategy Guide
Plants vs. Zombies 2: Pirate Seas Quick Walkthrough and Strategy Guide
Plants vs. Zombies 2: Wild West Quick Walkthrough and Strategy Guide
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