As long as you don't have any credits in your account just switch the store to NZ. Google a zip code and that's it, once you download it switch back. But like I said, if you use iTunes cards and you have a balance its a no go.
The central missions are merely tutorials, so you're missing out about 90% of the actual game if that's all you've played. Nope: just using one plant food on the middle bonk choy will clear out an entire wave in one strike, regardless of the zombie types involved. I think I did have cannons on the roster, but never got around to placing them in that level.
For the FINAL level (Level 10) in the Wild West campaign, are the units given to you fixed or do the units given to you change depending on what units you have acquired so far from the side missions (like the ice watermelon)?
Appletini, Since you are the local expert of this game here, have you managed to pass the last level (Level 10) in Wild West without dying a single plant (except for those denoted on purpose)? Notwithstanding the random nature of the level (regards to the units you have given), frequently there are massive waves which I am not sure not to deal with without dying? I am now wondering if the waves are meant to be UNDEFENDABLE so that the game forces to renew your plant with what was given to you via the belt?
It's actually very easy to survive this level without losing any of the few plants you're given (the purely defensive potato mine and chili bean are exceptions, as you have to lose them for them to work). The key here is cheesing the zombies with the wall-nuts: if you move a wall-nut onto a zombie and immediately take it back off again, you'll halt them and reset their walking animation while not letting them do any serious damage to the plant. If you keep moving your wall-nuts back and forth, you can freeze the zombies long enough to let your very limited peashooters do their work without fear of being munched. Just make sure you prioritise the rows correctly.
Appletini, You completely lost me here. What wallnuts? Are we talking about the same level? I was referring to the last campaign level with the conveyor belt. Wallnuts do not appear ever in the conveyor belt during my playthroughs. Likewise, I don't see potato mines or chili beans (even if the potato mines appear, they are useless because the time to load them takes far too long). So the "cheesing" works without planting the wallnut? Is this a known trick or a trick you discovered? I was not aware of this at all.
Oh, you mean the alternate version of level 10, once you've earned the star. Yes, it's entirely possible to keep your plants there too, but that whole level is intended to be completely ridiculous and over the top, and you're given a metric puddingload of plant food for a reason. Successful level run with a randomly-assigned load of plants:
Now I am truly lost! What do you mean that there is another version of level 10? I finished both the Egypt and Pirate World levels (truly finished, with everything unlocked, all stars, except for the endless level obviously) and just proceeded to the Wild West levels. What did I miss to get to the "other" version? I can finish the last level easily by just maddingly planting new plants, but by midway all senses of good strategies have been lost. Unlike the original PvZ final boss battle, I don't see any opportunity to even plan a good strategy (so far) that can persist throughout the entire level. Are you pulling my leg here?
Was originally thinking of another level entirely, sorry, because the talk of having trouble with it threw me off. The last one's not really meant to be a challenge, as such. The very last level isn't supposed to have any mindbending strategy to it; it's just an insane level designed to be a fun, over-the-top finish to the currently available content. All you need to do is plant what you can where you can, and power plants up as desired to flatten the flood of enemies pouring in. The point of the last level is really just to watch the ludicrous number of projectiles and enemies flying across the screen and/or exploding. You'd really have to actively try to lose plants on level 10.
PvZ 2 is a strange beast. On the surface, the game is very easy, particularly when you make use of all of the available power-ups and plant foods. Yet, when you restrict yourself NOT to use the power-ups and impose other minor restrictions that are considered "perfect or elegant strategy" (similar to those used in PvZ), the game suddenly becomes extremely challenging. Yet, it is very clear that the designers were fully aware of these type of specialized "perfect" play strategy, since the game is still winnable with these added restrictions (such as waves of enemies just happen to slow down at the right moment to give you some breathing room). As such, contrary to most other opinions, I have found the game to be very unforgiving when you are playing the game at this level, much more unforgiving than the original PvZ. This is a big dilemma since the game is too easy on one hand but too difficult on the other. Some of the Wild West levels are just ridiculously difficult to put off a "perfect game" (a good example is Save Your Seed III in Wild West).