This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Plants vs. Zombies for Xbox 360. If you've discovered a cheat you'd like to add to the page, or have a correction, please click EDIT and add it.
3) Create a front runner where none exists! Pole vaulting zombies run fast until they vault over a nut, and the newspaper zombie runs fast after getting the paper destroyed by a nut. Just let them run a little bit down the lawn before sending a nut their way.
4) Just because you have nuts does not mean you have to use them. This is where "Nerves of Steel" comes into play. When there are a few zombies ambling down the lawn without a clear ricochet shot, wait a little bit to see if more of their friends will step out to play. They can always be killed once they cross the red line.
6) Reserve the exploding nuts. Try not to use those nuts unless a mob crosses the line, or there are not enough nuts or room to clear out a hard to kill zombie. Use the regular walnuts for the zombies that have not reached the red line.
7) Don't use exploding nuts to kill pole vaulting zombies directly. Pole vaulting zombies only jump obstacles in their own lane. A pole vaulting zombie who has not vaulted yet will safely jump over explosions or nuts in their own lane; so find a neighbor in the next lane and time the nut to hit when the pole vaulting zombie gets close to the neighbor.
Cheat Codes are words that can be entered during gameplay to affect the zombies (except for trickedout). They may be typed at any time while the game is running. The effect is applied after the last letter is typed. There is no need to press enter.
In the console versions of Plants vs. Zombies, an "enter cheat code" menu is required. To bring it up in the Xbox Live Arcade version, the player must enter LB, RB, LT, RT. In the PlayStation 3 version, it is L1, R1, L2, R2. All original codes will work for both versions.
In the PlayStation Vita version, to be able to enter the codes, the player must have the Tree of Wisdom, but they do not have to grow it to 1000 feet to unlock all the codes, unlike in other versions. When the player buys the tree, a flower with a question mark in it will appear on the home screen, click it and a raven will say "Enter Code", with a keyboard showing up for the purpose of typing the codes.
There do not appear to be any codes within the Nintendo DS, iPhone and Android versions of the game. In the Nintendo DS version, the player can use Action Replay for getting cheats, but it has to be on a Nintendo DSi version.
Note: Some codes won't activate if the player's Tree of Wisdom isn't tall enough on most versions; the player must grow it 100 feet to use daisies, 500 feet for dance and 1000 feet for a pinata.
Codes are words that can be entered in select versions of Plants vs. Zombies during gameplay to affect the zombies (except for trickedout). They may be typed at any time while the game is running. The effect is applied after the last letter is typed; there is no need to press enter in the PC and Mac versions.
In the PlayStation Vita version, to be able to enter the codes, the player must have the Tree of Wisdom and grow it to a sufficient height. They do not have to grow it to 1000 feet to unlock all the codes, unlike in other versions. Once the requirement is met, the player then taps/selects a flower with a question mark ("?") on the main menu and the raven will say "Enter Code" with the keyboard showing up, allowing the player to type the codes.
Note: Some codes will not activate if the player's Tree of Wisdom is not tall enough on most versions; the player must grow it 100 feet to use daisies, 500 feet for dance, and 1000 feet for a pinata.
These plants have been completely removed from the game, save for their internal listing. These plants will crash the Zen Garden and Endless Zones when obtained as their code no longer exists in the current version.
There is one exception when it comes to mobile titles, a genre that has always managed to keep me coming back to drain my battery life: tower defense. From Bloons TD to geoDefense, I've poured dozens if not hundreds of hours into a wide range of mobile tower defense games, and one in particular, the original Plants vs. Zombies.
The concept was simplistic and hilarious, the art was sharp and adorable, the gameplay was easy to learn and challenging to master. For a few dollars, it was probably one of the most cost effective titles I've ever bought across any platform, as I sunk probably fifty hours into it while waiting at the DMV or flying cross country in a cramped aircraft.
Finally, a sequel has emerged from PopCap, now under the rule of EA who is desperately trying (and actually succeeding) to become a player in the mobile scene. There's been a lot of talk about EA tampering with the game to make it "freemium," ie. the game is free but there's a whole hornet's next of microtransactions hiding inside. I've heard that it breaks the game, and I've also heard it's not a big deal. Over the past few days, I've been finding out which is actually the case.
The official title of the game is Plants vs. Zombies 2: It's About Time. It's not just a reference to how long it took for this sequel to get made; rather, it describes the fact that the game literally has you traveling through time to fight zombies from ages past.
Crazy Dave, your resident tour guide, has built a sentient time machine in order to be able to keep eating the same taco over and over again. That's probably the best concept I've ever heard for a time travel plot, so things are off to a good start. But a miscalculation sends everyone all the way back to ancient Egypt, where the zombies are now, surprise, mummies. The other two main areas involve fast-forwarding a little bit further each time, first to a pirate level, then to an Old West themed area.
In each of these maps, there's one long path of ten or so levels which leads to the next area. Along the way there are branching paths with unlocks, new plants or abilities, that are opened by finding level-specific keys during the defense missions. Once you beat all the levels, a "star gate" opens to the adjacent timezone, but you have to do side-missions or replay levels you've already gone through with additional conditions (limited plants, stricter penalties) to earn enough stars to pass.
This is the first area where microtransactions come into effect. You can pay to open both key gates and star gates instead of finding the requisite items yourself. It's about $3-5 if I recall, per gate. Keys are particularly annoying to find as their generation is random throughout the levels, but if you're replaying missions for stars, you'll probably round up a decent amount eventually. And stars themselves can be hard to collect, but the challenge of getting some of the harder ones is the most fun part of the game. Why anyone would pay to eliminate the most interesting part of the game, I have no idea, but the option is there.
In terms of actual gameplay, not all that much has changed. There are new towers like fire breathing dragon plants or click-to-detonate coconut cannons. There are sphinx zombies encased in hard shells, pirate zombies that send parrots to steal your plants, and many, many more types you'll encounter along the way. More microtransactions pop up when the game says that you can buy "classic" plants from the last game. Some aren't terribly useful like the Squash or the Snow Pea, but some are a few of the best plants from the original like the Jalapeno and Torchwood. Breaking a primary rule of good free-to-play, these towers are not accessible anywhere else in the game through traditional unlocks. Granted, there are so many towers you won't really miss them, but still, not the best design, particularly at the rather outrageous prices of $3-4 per plant and $20 for the lot of them.
The last new addition to gameplay are a pair of new ability types, one good, one bad. The acceptable one is "plant food," which allows a specific plant to turn into a supercharged version of itself for a short time. Glowing zombies will drop plant food, but you can (of course) buy some if you're in a pinch. You have to use it strategically as the levels get harder, and it's an interesting new concept that freshens up gameplay.
The next upgrade is a little less strategic. It's essentially superpowers, where if you pay coins (which you're constantly collecting as you play), you use finger gestures to either whisk zombies away, pinch their heads off, or electrocute them. Each of the abilities costs anywhere from 800 to 1,200 coins per use and lasts only a few seconds. That's enough time to clear out a particularly nasty batch of zombies however, and so these abilities function as an "oh crap I'm about to lose" button that negates what should be the challenge of the missions.
Naturally, you can buy more coins for real cash, but again, it's more or less like buying a god mode cheat. Even saving up my coins naturally, I've never spent any of my 20K on the abilities because it simply felt like cheating. If zombies broke through my line, it was because of my poor planning, and it felt really lame to just activate a button and instakill them with my finger. But perhaps other PvZ players don't quite have my high mobile gaming moral code.
The question in the end however, is if these microtransactions end up impacting the game in a negative way. The short answer is yes, but not significantly. As much as the gaming public wants people like me to say the EA has ruined PopCap and the PvZ franchise by forcing this system upon them, I can't say that's the case. You can enjoy the game without paying a cent, but I really can't process why people would pay money for the items or unlocks that are for sale in the game. From a design perspective, sure, I wish I could just have paid $5 for the game initially, and not had giant "Jalapeno sale!" banners flashing in my face in between levels, but honestly, it's not all that intrusive. Sure, it's absolutely pay-to-win if you want it to be, but it's also possible to play the game without feeling like you really have to buy anything they're selling.
93ddb68554