13-8

## **13-8: Elemental Counter**

**Elemental Counter**, also known as **13-8**, is the eighth level of Dark Ages Part 2 in ECLISE. After completing the level, the player receives a Money Bag.

## Dialogue

(Crazy Dave and Penny appear)

Crazy Dave: Hey! We're being limited in number of plants once more!

Penny: Another challenge for our micro managing skills, I'm afraid.

Penny: Now that Plant Food is available... this will not be easy.

Crazy Dave: We can make it! I'm Crazy Dave remember?

Crazy Dave: I WAS BORN READY FOR THIS CRAZYNESS!

(Crazy Dave and Penny leave)

## Tips

* Being a harder version of 2-5, this level will also test your ability to not only remember certain zombies and their counters, but also the use of quick reaction times and planning. There is little room for error in this level, so a couple of retries may be needed to memorize some zombie waves more clearly. Also be weary of the Dark Ages Gargantuars, as they can be quite a burden if the player doesn't have a plan against them. Finally, be sure to use your Plant Food wisely, as you will get some and can help in some tricky situations in this level.

* If you need help with identifying zombie counters, here is a list of them:
	+ Wizard Zombie: Prevent them from turning ANY of your plants into sheeps by using the Stunion on them upon arrival. After that, make sure to kill them quickly using any high damaging plant in this level like the Repeater or Fire Peashooter.
	+ Jester Zombie: There are technically two ways of dealing with Jester Zombies in this level: 1. Stun them using Stunions and kill them with the other plants while they are still stunned (usually not recommended as Stunions will be more needed for Wizard Zombies) or 2. Use the Split Pea and hit Jester Zombies from behind so they do not throw back the projectiles (keep in mind that the Split Peas in this level are at Tier 2, so they can also be used as an efficient damaging method if the rest of the damaging plants are occupied).
	+ Shadow Zombie: Seeing as Shadow Zombies are quick and can easily bypass your defense without being detected, a high damaging plant or a Potato Mine should be used for when they appear. As always, keep a close eye for when they appear and act when the time comes.
	+ Explorer Zombie: Fire Peashooters are usually not recommended as they can light up Explorer Zombie's torch and make him go fast again. As such, Snow Peas are your best bet on dealing with them, and perhaps another damaging plant alongside it if the Explorer Zombie proves to be too close to home.
	+ Imp Dragon Zombie: Fire Peashooters do not work on Imp Dragon Zombies, as they absorb any and all kinds of fire attacks. A simple attacking plant will be enough to take care of them.
	+ Knight Zombie: Considering the high health, Magnet-shroom will be of much use with taking away their armor and allowing attacking plants to finish off the Knight Zombies. Note that multiple Knight Zombies will begin appearing at once as the level goes on, so be sure to remove the Magnet-shroom once it has removed one Knight Zombie's armor, as it will allow you to use it again in order to take care of the other Knight Zombies.
	+ Dark Ages Gargantuar: Potato Mines and high damage input of many kinds. Stunions may also be needed if they prove to be too much alongside the other zombies that spawn. Beware that multiple Gargantuars may spawn at once, so have a plan for countering such threats.