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Playthrough of Penny's Challenge - Wiltening Level starts at 0:04 Note: I avoid using Plant Food and try to use unique strategies. This was the very first Penny's Challenge I played, way back when it first came out. Decided to play it after finishing what I think was Level 10 of The Springening '24, which was a similar level. I was like "uh 10 gems just to retry these? Ain't gonna pay, but I probably won't have to". Then I got bodied when all those gargs and chocolate showed up. Apple Mortar couldn't hang with it. Heck no I wasn't gonna pay 10 gems, I didn't have much of them at the time. So time for some payback, although, after getting back to this one, I was still getting bodied lol, but in part because this is one of those early PC levels in where it feels like they come up with a deck idea, and build a very hard level around that deck. The result: you either play the designer's way, or use a cheese plant like Winter Melon, or get bodied. I wanted to try to find a unique strategy to it but there's I feel too much arm twisting on deck choices: -Chocolate everywhere, and it seems to tumble down kind of randomly, or at least in random-ish locations. If you're unlucky the fudge will keep landing on your attackers, or nearly saturate nearly entire lanes. -Troglobite gift pushers everywhere, they are constant starting from Wave 2. They synergize well with the chocolate, making it tough to destroy them and providing cover for the horde of tankers and gargs. -Steroid chocolate milk everywhere, they cause more RNG and can have you constantly dealing with random roided threats right at the start, some of them pretty serious like the supertank Eggheads. -Goth Punks everywhere, always an annoying enemy and my least favorite RFL OC aside from maybe the brappers. This guy has such a lock and key design to him, especially when he's on perma-jam mode. Either you watch him just literally waltz through everything or you stick Magnet-shroom there and forget about him. Magnet is super important here because the chocolate and gifts gives him even more defense and a steroid milk'd Goth Punk basically becomes Zombie Hercules. stomping all in his path. -Egg Carriers everywhere, or at least his humble farmer variant whom as a zombie probably has no problem with GMOs and corn feed. This guy will continually threaten to delete your plants and replace them with tankish Cage Free Eggshell Imps. If they randomly get steroid milk, they're guaranteed to make that happen unless you have a setup to stop them. At least he's cage free. BTW, just got mandela'd yet again. Went to double check their names and they are now called Egg STEALER Imps, which makes no sense, it's not like they're stealing eggs throughout the battle, they're carrying them, hence Egg Carrier. Are we going to mandela Barrel Roller Zombie into "Barrel Borrower Zombie" next. -Finally, GARGS everywhere. They're what ended me the first time. They'll come out sometimes three at a time and the chocolate/gifts/tanks/Egg CARRIER drops will give them more than enough defense to advance without problems. So basically you're pressured to bring Magnet to get rid of Goths, a plant that can fire through the stuff in your way and pick off Egg CARRIERS too, and something to yeet away the constant gargs. If you don't you either need cheese plants or Plant Food. I get why people don't like this kind of level design; not an expert but I feel level designers should try playing their own levels with various decks before submitting them and see if it's still fun. Anyway, the No PF strat: Magnet, because of the above Laser Bean, to shoot through stuff and kill Egg CARRIERS as said above Inferno and Teleportato Mine are our required yeeters The more unique additions otherwise are Ghost Pepper and Pyre Vine for crowd control, and Solar Tomato for stun and production. Solar Tomato is great here because he can squeeze sun from the chocolate too. You can snag a lot of sun in a hurry and the stun helps (though Inferno unfortunately will cancel stun on any zombie he yeets). Some tips on the strat: -Solar Tomato can't be planted on the steroid milk, watch for them getting in the way -You want to start with a Laser Bean and Inferno, then two Infernos in a lane asap, especially if gargs are showing up. If not, the gargs especially becomes pests like that one at 3:40 -You can't have enough Magnets up. You need every one to guarantee that Goths get keyed, because the Buckets/Ponchos are otherwise going to do their best to keep the Magnets tied up -Use Primal SF as defense for Magnets. Tomato takes over sun production eventually. -Pyre Vine is vital for protecting attackers from falling imps and garg imps later -Play the early game mostly like I do, because it feels like the level wants you to. Although I do take a little risk with Pepper there. -EGG CARRIER