-------------------------------------------------------------------------------
North America (NA): Final Fantasy: Mystic Quest Pro Action Replay Codes
Europe (EU): Mystic Quest Legend Pro Action Replay Codes
Japan (JP): Final Fantasy USA: Mystic Quest Pro Action Replay Codes
CURRENT VERSION: 2.1
Created By: David Morris (aka Guard Master)
E-mail: guardmaster [at] gmail (dot) com
Date Created with First Release: September 18, 2005
Date Last Updated as Official Release: October 31, 2012
This document is best viewed with a fixed-width font style.
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3. Code Layout Explanation
A. Code Example
a. EXAMPLE SUBSECTION (3Aa)
Code Example 1
Code Example 2
Code Example 3
B. Decimal to Hexadecimal Conversion
4. Pro Action Replay Codes
A. Benjamin (Hero) & Assistant (Partner)
a. NAME (4Aa)
First Letter
Second Letter
Third Letter
Fourth Letter
Fifth Letter
Sixth Letter
Seventh Letter
Eighth Letter
b. HUD (4Ab)
Level
Current Life
Maximum Life
Ailment
Equipped Weapon
Weapons Left
c. ITEM (4Ac)
First Slot Type
First Slot Amount
Second Slot Type
Second Slot Amount
Third Slot Type
Third Slot Amount
Fourth Slot Type
Fourth Slot Amount
Second & Third Rows Slots
Fourth & Fifth Rows Slots
d. SPELL (4Ad)
Current White
Current Black
Current Wizard
Maximum White
Maximum Black
Maximum Wizard
Obtained
e. ARMOR (4Ae)
Obtained
Defense Total
f. WEAPON (4Af)
Obtained
g. STATUS (4Ag)
Gold
Experience
Attack
Defense
Speed
Magic
Accuracy
Evade
Resistance
Attack Bonus
Defense Bonus
Speed Bonus
Magic Bonus
Accuracy Bonus
Evade Bonus
Resistance Bonus
h. MISCELLANEOUS (4Ah)
Character Icon
Time Played
B. Map
a. WORLD MAP (4Ba)
Moving Up
Moving Down
Moving Left
Moving Right
Location
World Condition
Battlefields Battles Left (for all 20 battlefields)
b. AREA MAP (4Bb)
Area
X Coordinate
Y Coordinate
Direction Facing
Focus Tower Doors
Play Area No Delay
c. OTHER (4Bc)
Map Objects
Sprite Movement
Sprite Top Left
Sprite Top Right
Sprite Bottom Left
Sprite Bottom Right
Sprite x Pixel Offset
Sprite y Pixel Offset
Absolute x Position
Absolute y Position
Type
Direction & Speed
Effect
Animation 1
Animation 2
Animation 3
Sprite Screen x Pos
Sprite Screen y Pos
Animation Frame
Trigger Movement
Events & World Map Arrows
Regular Treasure Chests Closed/Opened
C. Battles
a. AWARD (4Ca)
Experience
Gold
b. BATTLE (4Cb)
Enemy Group
c. FIELD BACKGROUND (4Cc)
Backgrounds
D. Enemies
a. NAME (4Da)
First Letter
Second Letter
Third Letter
Fourth Letter
Fifth Letter
Sixth Letter
Seventh Letter
Eighth Letter
Ninth Letter
Tenth Letter
Eleventh Letter
Twelfth Letter
Thirteenth Letter
Fourteenth Letter
Fifteenth Letter
Sixteenth Letter
b. STATUS (4Db)
Level
Current Life
Maximum Life
Ailment
Attack
Defense
Speed
Magic
Evade
c. BATTLE (4Dc)
Image
Stage
Floating
Attack 1
Attack 2
Attack 3
Attack 4
Attack 5
Attack 6
Weakness
Resistance
E. Miscellaneous
a. TIME (4Ea)
Time Played
b. MUSIC (4Eb)
Currently Playing
c. WALLS (4Ec)
Jump Through Walls
Welcome to the PAR codes list with descriptions and explanations for the game
Final Fantasy: Mystic Quest (other names of the game depending on region listed
above) for the Super Nintendo Entertainment System. In total there are over 120
PAR codes listed within this document. Each code contains the name of the code,
the address of the code, and either a list of possible values or a range of
value for the code. Every code has been thoroughly tried and tested, but no
guarantees are given for anyone who tries them out. Subsections are divided
for an easy search-and-find through the find function within the document
reader. Thanks goes to orwasaker from GameFAQs for discovering and publicizing
the code for section 4Cb.
Not all material within this document is absolutely accurate, and if you find
any bugs with either the codes, values, explanations, descriptions, anything
else contained in the text file, or have a complaint, comment, or compliment,
feel free to send an e-mail. For anyone who does not understand the layout of
the codes and/or sections of codes, make sure to refer to section 3.
Also, thanks goes to Gigax571 for finding the actual enemy attack for C2 in
section 4Dc and also correcting 53 in section 4Cb.
2.1 (10/31/2012) - CURRENT
-Added more explanations for the HUD subsection
-Changed the layout in a few areas
2.0 (08/11/2012)
-Vastly changed the layout for simplification purposes, which in turn much of
the document resulted in changes and updates
-Added missed equipment for both player and partner
-Added some equipped items
-Added hero and partner maximum magic
-Added enemy level
-Added enemy attack 5 and 6
-Added enemy weaknesses and strengths
-Added other codes
-Improved equipments
-Renamed Ammo to Weapons Left
-Renamed elements to correct names mentioned in the game
-Combined map sections into one and added an "other" subsection
-Fixed various minor spelling and grammar errors
1.3 (04/26/2007)
-Completely changed the layout
-Added new codes for enemies
-Added status ailments for player, partner, and enemies
-Changed maximum amount for gold
1.2 (01/27/2007)
-Made the lists much more compact so a lot less scrolling is required
-Updated the how to use the code layout section by adding explaining about
"Multi"
1.1
-Added the releases section
-Finished the introduction
The code layout should be rather self-explanatory and simple to understand.
Although different portions of the document contain different formattings,
there is a general format used throughout. We are going to analyze the general
layout as an example to ensure that we understand it, as serves purpose of this
section.
*: Here lies some description, warning, or tip about the code. It is always
best to read and keep these in mind.
_______________________________________________________________________________
Starting from the very top we have the subsection name and search index. The
search index is used to help us find what we exactly want from looking at the
table of contents. By using the find function provided by the document viewer
in use to view this document we can have the document direct us exactly where
the section is.
Continuing on down we see a table format typically consisting of:
1. Code names on the left side
2. PAR codes in the center along with the maximum value the PAR Code can have,
which is in parenthesis. The question marks in the PAR code needs to be
replaced with a hexadecimal number. To understand how to obtain a
hexadecimal number visit section 3B.
3. The value range on the right side, which may either display a certain range
in decimal and in hexadecimal (in parenthesis), or may be a reference name.
If the code has a reference name, then we will need to look after the table
and find where a similar name matches. Typically a list of values and the
effects are given.
More specifically we will analyze the table (subsection 3Aa) in direct detail:
1. We see for Code Example 1 that an asterisk exists after the code name. This
indicates a footnote resides for that code, and for us to look at the
bottom of the subsection to see information related. Looking at the PAR
code we see it is simple and straightforward, and equally goes for the
value range.
2. For Code Example 2 we see that it does not have a maximum value. This is
because the value range refers us to a list. By looking at the list we can
see the specific values to replace the question marks with. Although not
applicable for all codes, this one has FF in the list and states that the
above options are combined upon entering that value. This means we can add
multiple options to get specifically what we want instead of being forced
to choose only a single option out of the many.
3. We can see there are multiple PAR codes associated with Code Example 3. This
requires us to enter the two separate codes, which gives us a larger number
to handle. For these types of codes it is a little different compared to
single PAR codes, so if you have little of no knowledge about hexadecimal
numbers it is best to set the two PAR code question marks to what the
maximum states.
If you want to know how to change a certain number into hexadecimal, follow
these steps (only applies for Microsoft Windows):
1. Open the program "Calculator". For all versions of Windows with a GUI
interface, click start and click Run. Type down "calc" (without the
quotations) and press enter.
2. Now the calculator needs to be on the correct format. Depending on which
version of windows you have requires certain actions:
-If the operating system is Windows 7 (and possibly includes later version)
set the calculator to programmer, if it is not already set. To do this,
click View at the top menu and click Programmer.
-If the operating system is Windows XP or earlier set the calculator to
scientific, if it is not already set. To do this, click View at the top
menu and click Scientific.
3. Make sure decimal mode is selected, and enter the number you want to
convert.
4. Set it to hex mode, which will convert the number.
5. Replace the question marks with the number(s)/letter(s) you see.
You can also access Google's search engine and type into the search box:
"[insert decimal number here] to hex". For example by entering "78 to hex" the
result will be 0x4E. Just ignore the 0x part as it does not pertain to the
actual code, and the final answer will be 4E.
Keep in mind whenever you use cheats in games, especially PAR codes, you run
the risk of losing your saves, whether through deletion or being overwritten
unintentionally. For some of these codes (more notably for the map and location
codes) there is potential all saves will be automatically overridden if a save
is loaded with a code on. While I try my best to forewarn you of potential data
lost, I cannot guarantee that a code having no warning will actually do nothing
to the saves.
The format of this section mimics similarly as the layout in the game. You
are given to see names and choose a name, which what is seen initially. The
next subsection is the HUD, which is what seen on the bottom of the screen
during gameplay. Subsections c through g exactly resembles the order of choices
given within the gameplay menu, from Item to Status, for easy navigation. The
final subsection, Miscellaneous, contains codes where they do not naturally fit
elsewhere.
_____________
_______________________________/a. NAME (4Aa)\_________________________________
Depending on which version of the game being played, certain characters are
only accessible depending on the language of the game, with the values changed
by region. There are 4 different sets of characters: English, Japanese, French,
and German.
-------------------------------------------------------------------------------
| HERO | PARTNER
-------------------+----------------------+------------------------------------
First Letter | 7E1000?? | 7E1080??
Second Letter | 7E1001?? | 7E1081??
Third Letter | 7E1002?? | 7E1082??
Fourth Letter | 7E1003?? | 7E1083??
-------------------+----------------------+------------------------------------
Fifth Letter | 7E1004?? | 7E1084??
Sixth Letter | 7E1005?? | 7E1085??
Seventh Letter | 7E1006?? | 7E1086??
Eighth Letter | 7E1007?? | 7E1087??
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~English~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
03 = [Blank]* A3 = J B7 = d CB = x
90 = 0 A4 = K B8 = e CC = y
91 = 1 A5 = L B9 = f CD = z
92 = 2 A6 = M BA = g CE = !
93 = 3 A7 = N BB = h CF = ?
94 = 4 A8 = O BC = i D0 = ,
95 = 5 A9 = P BD = j D1 = '
96 = 6 AA = Q BE = k D2 = .
97 = 7 AB = R BF = l D3 = "
98 = 8 AC = S C0 = m D4 = Backwards "
99 = 9 AD = T C1 = n D5 = Backwards ."
9A = A AE = U C2 = o D6 = ;
9B = B AF = V C3 = p D7 = :
9C = C B0 = W C4 = q D8 = ...
9D = D B1 = X C5 = r D9 = /
9E = E B2 = Y C6 = s DA = -
9F = F B3 = Z C7 = t DB = &
A0 = G B4 = a C8 = u DC = >
A1 = H B5 = b C9 = v DD = %
A2 = I B6 = c CA = w FF = [Space]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Japanese**/***~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~HIRAGANA (Left Page)~
<--- Left Side ---
80 = a 81 = i 82 = u 83 = e 84 = o
85 = ka 86 = ki 87 = ku 88 = ke 89 = ko
8A = sa 8B = shi 8C = su 8D = se 8E = so
8F = ta 90 = chi 91 = tsu 92 = te 93 = to
94 = na 95 = ni 96 = nu 97 = ne 98 = no
99 = ha 9A = hi 9B = fu 9C = he 9D = ho
9E = ma 9F = mi A0 = mu A1 = me A2 = mo
A3 = ya A4 = yu A5 = yo
A6 = ra A7 = ri A8 = ru A9 = re AA = ro
AB = wa AC = wo AD = n
--- Right Side --->
4B = ga 4C = gi 4D = gu 4E = ge 4F = go
50 = za 51 = ji 52 = zu 53 = ze 54 = zo
55 = da 56 = di 57 = dzu 58 = de 59 = do
5A = ba 5B = bi 5C = bu 5D = be 5E = bo
5F = pa 60 = pi 61 = pu 62 = pe 63 = po
B7 = - B1 = xtsu AE = xya AF = xyu B0 = xyo
B2 = xa B3 = xi B4 = xu B5 = xe B6 = xo
FA = ! FB = ? FC = ...
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
~KATAKANA (Right Page)~
<--- Left Side ---
B8 = a B9 = i BA = u BB = e BC = o
BD = ka BE = ki BF = ku C0 = ke C1 = ko
C2 = sa C3 = shi C4 = su C5 = se C6 = so
C7 = ta C8 = chi C9 = tsu CA = te CB = to
CC = na CD = ni CE = nu CF = ne D0 = no
D1 = ha D2 = hi D3 = fu D4 = he D5 = ho
D6 = ma D7 = mi D8 = mu D9 = me DA = mo
DB = ya DC = yu DD = yo
DE = ra DF = ri E0 = ru E1 = re E2 = ro
E3 = wa E4 = wo E5 = n 64 = vu
--- Right Side --->
65 = ga 66 = gi 67 = gu 68 = ge 69 = go
6A = za 6B = ji 6C = zu 6D = ze 6E = zo
6F = da 70 = di 71 = dzu 72 = de 73 = do
74 = ba 75 = bi 76 = bu 77 = be 78 = bo
79 = pa 7A = pi 7B = pu 7C = pe 7D = po
EF = - E9 = xtsu E6 = xya E7 = xyu E8 = xyo
EA = xa EB = xi EC = xu ED = xe EE = xo
FA = ! FB = ? FC = ...
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~French**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<--- Left Side ---
80 = A 81 = B 82 = C 83 = D 84 = E
8A = K 8B = L 8C = M 8D = N 8E = O
94 = U 95 = V 96 = W 97 = X 98 = Y
A0 = a A1 = b A2 = c A3 = d A4 = e
AA = k AB = l AC = m AD = n AE = o
B4 = u B5 = v B6 = w B7 = x B8 = y
\ ^ ^
C0 = C, C1 = a C2 = a C3 = o C4 = c,
.. \ ^ ..
CA = i CB = u CC = u CD = u
BE = . 9D = , 9E = ' FA = ! FB = ?
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
--- Right Side --->
85 = F 86 = G 87 = H 88 = I 89 = J
8F = P 90 = Q 91 = R 92 = S 93 = T
99 = Z
A5 = f A6 = g A7 = h A8 = i A9 = j
AF = p B0 = q B1 = r B2 = s B3 = t
B9 = z
\ / ^ .. ^
C5 = e C6 = e C7 = e C8 = e C9 = i
9A = - 9B = % 9C = & 9D = , 9E = '
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
--- Others ---
03 = [Blank]*
BA = (
BB = )
BC = /
BD = Closing "
CE = :
CF = *
FC = ...
FF = [Space]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~German**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<--- Left Side ---
80 = A 81 = B 82 = C 83 = D 84 = E
8A = K 8B = L 8C = M 8D = N 8E = O
94 = U 95 = V 96 = W 97 = X 98 = Y
A0 = a A1 = b A2 = c A3 = d A4 = e
AA = k AB = l AC = m AD = n AE = o
B4 = u B5 = v B6 = w B7 = x B8 = y
.. .. .. .. ..
C0 = A C1 = O C2 = U C3 = a C4 = o
..
CA = u CB = [eszett]
BE = . 9D = , 9E = ' FA = ! FB = ?
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
--- Right Side --->
85 = F 86 = G 87 = H 88 = I 89 = J
8F = P 90 = Q 91 = R 92 = S 93 = T
99 = Z
A5 = f A6 = g A7 = h A8 = i A9 = j
AF = p B0 = q B1 = r B2 = s B3 = t
B9 = z
9A = - 9B = % 9C = & 9D = , 9E = '
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
--- Others ---
03 = [Blank]*
BA = (
BB = )
BC = /
BD = Closing "
FC = ...
FF = [Space]
~EXAMPLES: Here are some names that are used in the game, and may be helpful
if you want to name either character a specific name. These only apply for the
English version of the game. It is necessary to have 03 at the end of the name
if it is less than eight characters long as the name will catch on to any
characters after the final one entered if not entered.
*: Used for inserting no character; it can also be known as the empty
character.
**1: The layout of the value mimics that of the layout in the game. Due to
the characters per line limitation columns are divided and labeled accordingly.
**2: The hero and partner each may have eight characters in their name (though
either both or the eighth character will not display for certain times due to
the game not naturally adjusted to the longer length).
**3: Due to needing to enforce character type limitations (also known as
constraining solely to the ANSI character set) only standard letters are used
while listing the characters. In order to represent other characters not found
in English the characters "/", "\", "^", "..", and "," are used above or next
to the letter. Japanese characters are represented by their romaji (contact a
hiragana/katakana chart if you are confused or need help depicting the
characters).
***: An "x" in the beginning of what the value is represents it being the
smaller version of the Japanese character.
_______________________________________________________________________________
LEGEND (Used for common effects):
SE = Single Enemy
AE = All Enemies
SP = Single Party Member
AP = All Party Members
LA = Last Action (Can be either or including any of SE, AE, SP, AP from the
action done before this attack)
EF = Enemy Freeze (Stops the game from being playable)
PF = Party Freeze (Stops the game from being playable)
BH = Bare Hands
AA = Axe Attack
BA = Bomb Attack
EA = Earth Attack
FA = Fire Attack
DA = Drain Attack
PA = Poison Attack
SiA = Silence Attack
SlA = Sleep Attack
CA = Confusion Attack
FaA = Fatal Attack
DDA = "Didn't do anything" (This will only pertain to the specific character)
ST = Skips Turn
NA = No Animation
*: To not have a partner with you just set their level to 255.
**: Having multiple ailments on at once is possible. To do that, just add
numbers for the two or more you want. For example, to be poisoned, silenced,
and paralyzed, 4 + 1 + 20 = 25 (7E102125).
***1: There are two sections of values: 1) Weapons and 2) Items, Armor, and
Spells. Weapons provide the normal effects while the rest gives abnormal
effects.
***2: All of the regular items, armor, and spells have been listed along with
the weapons. These items have their effects listed. Not all effects are
guaranteed to occur due to them not being implemented naturally by the
developers.
***3: With 64 available to use, the rest not mentioned in the list loops
through all of the items, weapons, armor, and spells again. The looped items
have glitched icons and possibly different effects. These are not listed for
the purpose of leaving it up to your discovery of what happens when you equip
them.
***4: Only weapons that are normally equippable by the hero can be used outside
of battle.
***5: Not all effects are mentioned for what is equipped. What resistances
acquired, what stats are modified, and what other effects to gameplay are not
identified within the list.
****1: This relates to the amount of bombs, arrows, and shurikens you have. All
of these are based on the same counter.
****2: Only 99 will display as the maximum number. The actual number can be
greater than that but will only correctly display the actual amount when at 99
or less.
*****: Target: Who or what will be aimed at when choosing the target
Freeze: What causes the game to freeze (stop working)
Attack: What will be the attack type (elemental, physical, range, etc.)
Others: Sounds, animations, and any other noticeable effects noted
_______________________________________________________________________________
OBTAINED A OBTAINED B
00 = None 00 = None
01 = Aero
02 = Fire
04 = Blizzard
08 = Quake
10 = Life 10 = Flare
20 = Heal 20 = Meteor
40 = Cure 40 = White
80 = Exit 80 = Thunder
FF = All of the Above F0 = All of the Above
*: The current amount will not display a number greater than 99, though the
counter in the background will keep track of the actual number.
_______________________________________________________________________________
OBTAINED A OBTAINED B
00 = None 00 = None
01 = Mystic Robe (Invisible)*/**/*** 01 = Magic Ring***
02 = Relica Armor (Invisible)*/*** 02 = Charm***
04 = Gaia's Armor*** 04 = Ether Shield (Invisible)*/**
08 = Noble Armor*** 08 = Aegis Shield
10 = Steel Armor*** 10 = Venus Shield
20 = Apollo Helm 20 = Steel Shield
40 = Moon Helm 40 = Black Robe (Invisible)*/**/***
80 = Steel Helm 80 = Flame Armor (Invisible)*/***
FC = All of the Uninvisible Above 3B = All of the Uninvisible Above
FF = All of the Above FF = All of the Above
OBTAINED C
00 = None
80 = Cupid Locket***
*1: There are some armor and helmets the hero is not able to naturally obtain.
These are accessible, but will be hidden from view. The lower the value entered
for the code, the higher priority it claims. For example priorities: If the
code 7E103505 was entered to obtain both Mystic Robe and Gaia's Armor, you will
see Gaia's Armor because it is visible but will actually only have Mystic Robe
equipped to obtain what it gives.
*2: The defense total for all equipment will not automatically update upon
entering a code. The same affect applies to the hero's total defense and actual
resistances lost or acquired from the equipment changed. By having the code
already entered before starting a new game or loading a file will cause an
update as soon as the game is ready to be played. There may be other methods on
how to update them, but this is the easiest to do. There is no update for the
defenses and resistances when using the code because no event was triggered to
update them.
**: Typically the lower number the equipment is the higher priority it has when
equipped. This will override any other ones of the same type below for what
defense and resistances are given.
***: By having two different codes entered for the same equipment type, the
higher code one will give the defense power and resistances. For example if you
enter the code for Steel Armor (7E103510) and also enter the code for Flame
Armor (7E103680), the icon for Steel Armor will display but Benjamin will be
given the defense power (undisplayed) and resistance (displayed in the Status
menu) of Flame Armor. Also, Black Robe has priority over all armors, which is
invisible.
****: This will have no actual effect on the character's defense; this is used
to only display the defense total given by all armors equipped.
_______________________________________________________________________________
RESISTANCE A RESISTANCE B
00 = None 00 = None
01 = Shoot Attacks 01 = Silence Attacks
02 = Damage Attacks 02 = Blind Attacks
04 = Bare Hands Attacks**** 04 = Poison Attacks
08 = Ninja Stars/Shurikens 08 = Confusion Attacks
10 = Wind Attacks 10 = Sleep Attacks
20 = Fire Attacks 20 = Paralysis Attacks
40 = Water Attacks 40 = Petrify Attacks
80 = Earth Attacks 80 = Fatal Attacks
FF = All of the Above FF = All of the Above
*: Only two digits will be displayed. When entering a number greater than 99
only the last two digits will be displayed while the true number is the one
actually entered.
**1: Some equipment gives additional stats, which is the reason why these
exist. Defense Total is involved with changing the defense bonus.
**2: The actual values can loop with the additional stats so care should be
done in order to avoid looping if intentionally avoiding doing so. While the
maximum value that can be entered is 255 (FF), that will only result in the
final value being one less than the actual value. You can have more than 255
for a stat with the bonus supplementing the regular stat, but the game
mechanics work a little funky and will not be explained in this document. It is
best to check if you have the number you are satisfied with.
**3: The display actual value will not update unless some event triggers an
update. The easiest way to have this triggered for stats is by changing your
weapon, and the easiest for resistances is getting into battle.
***1: When changing the value you are not actually changing the value of the
stat directly, but instead the numbers that are part of the formula (which also
includes the character's level). This means the displayed number within the
stat menu can be and display over 255.
***2: Both the regular stats and bonus stats work as one, and it is best to
modify only one of them per stat. By modifying both the regular and bonus stats
of a single stat (such as Attack and Atk Bonus), the regular stat will override
the bonus stat (where Attack will override Atk Bonus).
***3: For every two attack decremented or incremented there will be a decrease
or increase of one attack for sword, axes, and projectiles. Bombs do not get
their attack changed by modifying the attack stats.
****: No message will display about the resistance during battle despite it
actually reducing the damage.
_______________________________________________________________________________
-------------------------------------------------------------------------------
| PAR CODE | Value Range
-------------------+-----------------------------+-----------------------------
Character Icon | 7E10A0?? (Partner only) | CHARACTER ICON
CHARACTER ICON
00 = Benjamin
01 = Kaeli
02 = Tristam
03 = Phoebe
04 = Reuben
_______________________________________________________________________________
LOCATIONS
01 = Battlefield A 1D = Aquaria
02 = Battlefield B 1E = Wintry Cave
03 = Battlefield C 1F = Life Temple
04 = Battlefield D 20 = Falls Basin
05 = Battlefield E 21 = Ice Pyramid
06 = Battlefield F 22 = Spencer's Place
07 = Battlefield G 23 = Wintry Temple
08 = Battlefield H 24 = Focus Tower (Top)
09 = Battlefield I 25 = Focus Tower (Top Left)
0A = Battlefield J 26 = Fireburg
0B = Battlefield K 27 = Mine
0C = Battlefield L 28 = Sealed Temple
0D = Battlefield M 29 = Volcano
0E = Battlefield N 2A = Lava Dome
0F = Battlefield O 2B = Focus Tower (Bottom)
10 = Battlefield P 2C = Rope Bridge
11 = Battlefield Q 2D = Alive Forest
12 = Battlefield R 2E = Giant Tree
13 = Battlefield S 2F = Kaidge Temple
14 = Battlefield T 30 = Windia
15 = Hill of Destiny 31 = Windhole Temple
16 = Level Forest 32 = Mount Gale
17 = Foresta 33 = Pazuzu's Tower
18 = Sand Temple 34 = Ship Dock
19 = Bone Dungeon 35 = Focus Tower (Most Bottom)(or "Doom Castle")
1A = Focus Tower (Bottom Left) 36 = Light Temple
1B = Focus Tower (Top Right) 37 = Mac's Ship
1C = Libra Temple 38 = Mac's Ship (Different Location)
73 = Pazuzu's Tower D6 = Phoebe's House
76 = Giant Tree 4F D8 = Pazuzu's Tower
77 = Focus Tower B1 D9 = Focus Tower B1
80 = Lava Dome DA = Libra Temple (Stuck in Wall)
84 = Bone Dungeon B2 DD = Bone Dungeon B2
85 = Battlefield (Location on World Map) E1 = Lava Dome
88 = Giant Tree 4F E3 = Ice Pyramid 3F (Stuck in Wall)
8C = Kaeli's House E4 = Giant Tree 4F
90 = Lava Dome E7 = Pazuzu's Tower 4F
A5 = Lava Dome ED = Pazuzu's Tower 2F
A7 = Focus Tower B1 EB = Ending
B2 = Focus Tower B1 EE = Focus Tower B1
B6 = Focus Tower B1 F2 = Focus Tower B1
BA = Doom Castle B6 F3 = Focus Tower B1
C4 = Giant Tree 4F F7 = Focus Tower B1
C7 = Focus Tower B1 F8 = Focus Tower B1
C8 = Focus Tower B1 FA = Focus Tower B1
D4 = World Map (Walkable) FE = Lava Dome
CONDITION***
83 = Beginning
C0 = Sand Coin obtained; Forest recovered
E0 = River Coin obtained; Pyramid and caverns defrosted
F0 = Sun Coin obtained; Volcano stable
F8 = Sky Coin obtained; Water fills void
FC = All cured
BATTLEFIELDS
Field Location PAR Code (Max)
===============================================================================
A) North of Level Forest, South of Sand Temple 7E0FD4?? (7E0FD4FF)
B) West of Sand Temple 7E0FD5?? (7E0FD5FF)
C) East of Sand Temple, West of Focus Tower 7E0FD6?? (7E0FD6FF)
D) East of Focus Tower, South of Libra Temple 7E0FD7?? (7E0FD7FF)
E) East of Libra Temple, West of Battlefield F 7E0FD8?? (7E0FD8FF)
F) East of Battlefield E, South of Aquaria 7E0FD9?? (7E0FD9FF)
G) East of Aquaria, South of Wintry Cave 7E0FDA?? (7E0FDAFF)
H) West of Wintry Cave 7E0FDB?? (7E0FDBFF)
I) North of Falls Basin, South of Ice Pyramid 7E0FDC?? (7E0FDCFF)
J) North of Libra Temple, East of Battlefield K 7E0FDD?? (7E0FDDFF)
K) North of Wintry Temple, South of Battlefield R, 7E0FDE?? (7E0FDEFF)
West of Battlefield J
L) North of Focus Tower, South of Battlefield M 7E0FDF?? (7E0FDFFF)
M) North of Battlefield L, South of Battlefield N 7E0FE0?? (7E0FE0FF)
N) North of Battlefield M, East of Fireburg 7E0FE1?? (7E0FE1FF)
O) North of Sealed Temple, East of Battlefield P, 7E0FE2?? (7E0FE2FF)
South of Battlefield Q, West of Fireburg
P) South of Mine, West of Battlefield O 7E0FE3?? (7E0FE3FF)
Q) North of Battlefield O, West of Volcano 7E0FE4?? (7E0FE4FF)
R) North of Battlefield K, East of Volcano 7E0FE5?? (7E0FE5FF)
S) East of Kaidge Temple, West of Battlefield T 7E0FE6?? (7E0FE6FF)
T) East of Battlefield S, South of Windia, 7E0FE7?? (7E0FE7FF)
West of Windhole Temple
*1: It is best to turn off the code when not on the world map as the game will
eventually become glitchy. Turn it back on when you are back on the world map.
*2: If you attempt to move to an area where the code created a flashing arrow
when it was previously a nonexisting arrow, it will initially change your
location to Captain CapLib. When trying to enter this place the game will just
result in a black screen. You are given the option to move up (by default) once
on Captain CapLib, though may be given more options of where to move depending
on which codes are enabled. No matter which direction you choose to go you
will end up at the Volcano. When you move to the Volcano you are actually there
despite what it looks on the map.
**1: This occurs when going to the World Map
**2: Upon having a code already on and loading a save, the loaded save file
will be overwritten with the new location.
**3: There are two sections of codes: first with the normal locations
accessible within the game and second with locations not normally accessible.
***: Even though the condition of the world may improve or worsen, it does not
mean events were triggered. This means only the appearance of the world is
only changing.
_______________________________________________________________________________
_________________
______________________________/b. AREA MAP (4Bb)\______________________________
-------------------------------------------------------------------------------
| PAR CODE | Value Range
-----------------------+------------------+------------------------------------
Area* | 7E0E91?? | AREAS
X Coordinate** | 7E0E89?? | 0 - 255 (00 - FF)
Y Coordinate** | 7E0E8A?? | 0 - 255 (00 - FF)
Direction Facing | 7E0E8B?? | DIRECTION FACING
Focus Tower Doors | 7E0EAE?? | FOCUS TOWER DOORS***
Play Area No Delay**** | 7E192600 |
AREAS
00 = World Map 38 = Volcano (Fog)
01 = World Map (Walkable) 39 = Lava Dome
06 = Ship Dock 3A = Lava Dome (No Enemies)
07 = Doom Castle B2 3B = Lava Dome
08 = Focus Tower B1 3C = Lava Dome
09 = Focus Tower F1 3D = Lava Dome (No Enemies)
0A = Focus Tower F2 3E = Lava Dome
0B = Focus Tower F3 3F = Lava Dome
0C = Hill of Destiny 40 = Lava Dome
0D = Level Forest (Cursed) 41 = Lava Dome
0E = Level Forest (Cured) 42 = Rope Bridge
0F = Foresta 43 = Alive Forest
10 = Kaeli's House 44 = Giant Tree 1F
11 = Inside Foresta Buildings 45 = Giant Tree 2F
12 = Sand Temple 46 = Giant Tree 2F
13 = Bone Dungeon 1F 47 = Giant Tree 3F
14 = Bone Dungeon B1 48 = Giant Tree 3F
15 = Bone Dungeon B2 49 = Giant Tree 4F
16 = Bone Dungeon B2 4A = Giant Tree 4F
17 = Libra Temple 4B = Giant Tree 5F
18 = Aquaria (Frozen) 4C = Giant Tree 5F (Outside)
19 = Aquaria (Unfrozen) 4D = Kaidge Temple
1A = Phoebe's House 4E = Windhole Temple
1B = Inside Aquaria Buildings 4F = Mount Gale
1C = Wintry Cave 1F 50 = Windia (Not Windy)
1D = Wintry Cave 2F 51 = Inside Windia Buildings
1E = Wintry Cave 3F 52 = Inside Windia Buildings (No people)
1F = Wintry Cave 3F 53 = Pazuzu's Tower 1F
20 = Life Temple 54 = Pazuzu's Tower 2F
21 = Falls Basin 55 = Pazuzu's Tower 3F
22 = Ice Pyramid B1 56 = Pazuzu's Tower 4F
23 = Ice Pyramid 1F 57 = Pazuzu's Tower 5F
24 = Ice Pyramid 2F 58 = Pazuzu's Tower 6F
25 = Ice Pyramid 3F 59 = Pazuzu's Tower 7F
26 = Ice Pyramid 4F 5A = Pazuzu's Tower
27 = Ice Pyramid 5F 5B = Pazuzu's Tower
28 = Ice Pyramid 5C = Pazuzu's Tower
29 = Ice Pyramid 5D = Pazuzu's Tower
2A = Ice Pyramid 5E = Pazuzu's Tower
2B = Spencer's Place (Blocked) 5F = Light Temple
2C = Spencer's Place 60 = Ship Dock
2D = Spencer's Place 61 = Deck
2E = Wintry Temple 62 = Mac's Ship B1
2F = Fireburg 63 = Mac's Ship B2
30 = Reuben's House 64 = Mac's Ship B1
31 = Inside Fireburg Buildings 65 = Doom Castle
32 = Mine 66 = Doom Castle 4F
33 = Mine 67 = Doom Castle 5F
34 = Mine 68 = Doom Castle 6F
35 = Sealed Temple 69 = Doom Castle 7F (Statue not Visited)
36 = Volcano 6A = Doom Castle (Statue Visited)
37 = Volcano 6B = Doom Castle (Dark King's Room)
6C = World Map (walkable)
6F = Windhole Temple B4 (Glitched)
7B = Sand Temple B3 (Glitched)
7E = ht SwordExcali 10F (Glitched World walkable)
8B = Focus Tower B1 (Glitched)
94 = Cure PotionHea 12F (Glitched)
97 = World B10 (Glitched)
99 = Focus Tower B1 (Glitched)
9F = burAxe B2 (Glitched)
A4 = restMobius Crest 1F (Glitched World Walkable)
A5 = Bone Dungeon B6 (Glitched)
A7 = Wintry Temple 9F (Glitched)
A8 = Windhole Temple 4F (Glitched)
AA = World (Cursed World Walkable)
AB = restMobius Crest 1F (Cured World Walkable)
B0 = World B9 (Glitched)
B1 = World (Glitched Walkable)
B2 = World B3 (Pazuzu's Tower F2)
B3 = World B3 (Pazuzu's Tower F2)
BA = World (Cursed Walkable)
BE = Ship Dock 7F (Glitched)
C9 = World B9 (Glitched, May Give Black Screen)
D1 = Level Forest 4F (Glitched, May Give Black Screen)
D3 = Lava Dome 12F (Glitched)
D5 = World (Cursed Walkable)
D8 = Exit B3 (Glitched, May Give Black Screen)
DB = World B2 (Glitched)
DC = Alive Forest 13F (Glitched)
DF = Exit B3 (Glitched, May Give Black Screen)
EA = Libra Temple B4 (Glitched)
EC = Aquaria B9 (Glitched)
ED = Exit B3 (Glitched, May Give Black Screen)
F1 = Pazuzu's Tower (Glitched Pazuzu's Tower F2)
F3 = World (Cursed Walkable)
F4 = Ice Pyramid 11F (Glitched)
F7 = CureHeal B6 (Glitched)
FA = Mount Gale (Glitched)
FE = Lava Dome 12F (Glitched)
DIRECTION FACING
00 = Up
01 = Right
02 = Down
03 = Left
FOCUS TOWER DOORS***
10 = Wind door only closed
20 = Fire door only closed
40 = Water door only closed
80 = Earth door only closed
FF = All Closed
0F = All Opened
7F = Wind door only opened
BF = Fire door only opened
DF = Water door only opened
EF = Earth door only opened
*1: Upon having a code already on and loading a save, the loaded save file
will be overwritten with the new location.
*2: The locations given are just a point on the map and no exact location is
given.
*3: It is recommended the code is turned off when in the satisfied area to
avoid getting stuck.
*4: Loading a game save with the code on is the easiest method to get to the
destined area. As this is will modify the file, an alternative approach would
be going through entrances and exits. It will require a trip through an
entrance or exit and back again in order to get to the specified location.
Going to the world map is a dead end so it is best to avoid going there.
*5: There are two sections of codes: first with the normal locations accessible
within the game and second with locations not normally accessible.
**1: To refresh the map for the changed position you can go to the menu screen
and exit out.
**2: If the value is frozen you will not be able to move from the specified
location.
***1: The values for opening the doors is backwards from what we are used to
thinking. The code can become tricky to use if wanting to open specific doors.
If you want to open multiple doors the easiest way to determine the value for
what doors you opened is to first subtract all of the values for the CLOSED
doors you would like opened. Then you would subtract 1 from the total you
calculated earlier and get the final answer in hexadecimal form. For example if
you want to open both the Earth door and Wind door, 80 - 10 = 70 - 1 = 6F.
***2: Having doors opened is a triggered event. Already being in the area,
changing the code to lock or unlock doors, and then going in the menu will not
trigger the event.
****1: You will be able to walk quickly and do some actions quickly. Since the
movement is not normally expected to be done in the game, refreshing the area
will need to be done in order to know where you are. By going in the menu and
exiting you can see your actual location if you have walked or jumped.
****2: When throwing a bomb it may loop the screen a few times before finally
exploding.
****3: The code should be disabled when on the world map or else you may
continually walk with no stop.
_______________________________________________________________________________
______________
_______________________________/c. OTHER (4Bc)\________________________________
Although this subsection does not resolute absolute sense for being in the
section, these codes are not provided with thorough documentation, nor are
they absolutely accurate. These are free for you to discover with in hopes to
find hidden features/objects or to have fun with.
Sprite Movement
00 = Randomly walking around**
01 = Continuous movement
02 = Standing frozen
03 = Standing animated
Sprite Top Left/Top Right/Bottom Left/Bottom Right
-The value normally changes in the game with the animation, with the current
frame of the animation being the sprite value.
Direction & Speed
-Controls which direction the sprite faces and how fast it is suppose to be.
Effect
-The effect has a direct link with the type. Depending what Type value is
current, a certain effect will happen.
-For Interactive certain events are triggered, including discussions.
-For Enemy a certain battle setup is established. View section 4Db for a full
list of what battles can occur.
-For Treasure Chest there may be an item in the chest or it may be empty.
-HINT: Setting type to 00 and effect to FB and interacting with the object will
result in something good.
Animation
-Not sure exactly what this suppose to do except change some animation and
coloring.
Trigger Movement
-Not absolutely sure if this is the actual effect of the code.
2. Events & World Map Arrows
7E0EA9 to 7E0EAD & 7E0EAF to 7E0EC4
-Some of these codes may effect other parts of the game, and just the events
and world map arrows.
-By setting all of the codes to FF the world will look in better shape but not
every event will be triggered.
-EXAMPLES: From 7E0EAA:C4 to 7E0EAA:DC enables the path between the Level
Forest and Foresta
From 7E0EA6:00 to 7E0EA6:40 has the rock disappear in the Level
Forest
From 7E0EAB:40 to 7E0EAB:42 enables the path between the Level
Forest and the Sand Temple
From 7E0EB5:00 to 7E0EB502 enables the path between the Sand Temple
Battlefield on the left, and the Bone Dungeon
3. Regular Treasure Chests Closed/Opened
7E0ECD?? to 7E0EFF??
-Usually the earlier codes are with the earlier chests in the game, which the
later codes are associated with near-end chests.
-Chests follows this format:
00 = No chests opened associated with the code
01 = A chest opened (1)
02 = A chest opened (2)
04 = A chest opened (3)
08 = A chest opened (4)
10 = A chest opened (5)
20 = A chest opened (6)
40 = A chest opened (7)
80 = A chest opened (8)
FF = All chests opened associated with the code
*1: These are what you interact with throughout the game. Enemies, chests, and
people are some examples considered as objects.
*2: Each group of codes is in groups of 26 (1A in hex).
*3: Each object only pertains to a 16x16 square blocks that is used throughout
the game. Objects taking two square blocks or more will have two object codes,
which frequently are next to one another.
**: The code must not be frozen in order to allow movement to be done.
_______________________________________________________________________________
-------------------------------------------------------------------------------
| PAR CODE | Value Range
------------------+-----------------------+------------------------------------
Enemy Group* | 7E0513?? | ENEMY GROUPS
ENEMY GROUPS
Battle 1 Battle 2 Battle 3
===============================================================================
00 = Mad Plant x 2 Mad Plant x 3 Mad Plant x 1
Poison Toad x 1
01 = Poison Toad x 3 Poison Toad x 2 Poison Toad x 2
Mad Plant x 1 Basilisk x 1
02 = Minotaur Zombie x 1 Sand Worm x 2 Basilisk x 1
Minotaur Zombie x 1
03 = Mintmint x 1 Mintmint x 2
04 = Giant Toad x 2 Mintmint x 2 Giant Toad x 2
Mintmint x 1
05 = Scorpion x 2 Scorpion x 2 Giant Toad x 2
Giant Toad x 1 Mintmint x 1
06 = Edgehog x 2 Scorpion x 2 Edgehog x 2
Giant Toad x 1 Scorpion x 1
07 = Desert Hag x 1 Desert Hag x 2 Desert Hag x 3
08 = Lamia x 3 Mage x 2 Lamia x 2
Desert Hag x 1
09 = Phanquid x 1 Sphinx x 1
Phanquid x 1
0A = Freezer Crab x 1 Gather x 1
Freezer Crab x 1
0B = Jelly x 1 Jelly x 2
0C = Sting Rat x 1 Jelly x 1
Sting Rat x 1
0D = Plant Man x 1 Plant Man x 2
0E = Flazzard x 2 Plant Man x 3 Plant Man x 2
Sting Rat x 1
0F = Red Cap x 2 Flazzard x 3 Red Cap x 2
Flazzard x 1
10 = Ghost x 2 Red Bone x 2 Ghost x 2
Zombie x 1 Red Bone x 1
11 = Iflyte x 2 Stheno x 2
12 = Skuldier x 3 Ooze x 3 Skuldier x 2
Water Hag x 1
13 = Water Hag x 2 Water Hag x 2
Vampire x 1
14 = Behemoth (Boss) x 1
15 = Brownie x 3 Brownie x 2
Slime x 1
16 = Slime x 3 Slime x 2
Brownie x 1
17 = Minotaur (Boss) x 1
18 = Poison Toad x 3 Poison Toad x 2 Poison Toad x 2
Mad Plant x 1 Basilisk x 1
19 = Basilisk x 2 Basilisk x 3 Basilisk x 2
Poison Toad x 1
1A = Sand Worm x 1 Sand Worm x 2
1B = Roc x 1 Roc x 2 Roc x 3
1C = Sand Worm x 1 Sand Worm x 2 Sand Worm x 3
1D = Skeleton x 1 Skeleton x 2 Skeleton x 3
1E = Gorgon x 1 Sand Worm x 1 Skeleton x 1
Gorgon x 1 Gorgon x 1
1F = Skeleton x 1 Skeleton x 2 Skeleton x 3
20 = Minotaur Zombie x 1 Basilisk x 1 Basilisk x 1
Minotaur Zombie x 1 Minotaur Zombie x 1
Skeleton x 1
21 = Flamerus Rex (Boss) x 1
22 = Scorpion x 2 Scorpion x 3 Scorpion x 2
Giant Toad x 1
23 = Edgehog x 2 Edgehog x 3 Edgehog x 2
Scorpion x 1
24 = Land Worm x 2 Land Worm x 2
Edgehog x 1
25 = Centaur x 2 Centaur x 2
Land Worm x 1
26 = Edgehog x 3 Edgehog x 2
Scorpion x 1
27 = Land Worm x 3 Land Worm x 2
Edgehog x 1
28 = Centaur x 3 Centaur x 2
Land Worm x 1
29 = Land Turtle x 2
2A = Land Worm x 3 Land Worm x 2
Edgehog x 1
2B = Centaur x 3 Centaur x 2
Land Worm x 1
2C = Land Turtle x 2 Land Turtle x 3 Land Turtle x 2
Centaur x 1
2D = Sparna x 3 Sparna x 2
Land Turtle x 1
2E = Centaur x 3 Centaur x 2
Land Worm x 1
2F = Land Turtle x 3 Land Turtle x 2
Centaur x 1
30 = Sparna x 3 Sparna x 2
Land Turtle x 1
31 = Sparna x 1
Squidite (Boss) x 1
Sparna x 1
32 = Desert Hag x 1 Desert Hag x 2
33 = Lamia x 2 Lamia x 2
Desert Hag x 1
34 = Desert Hag x 1
Snow Crab (Boss) x 1
Desert Hag x 1
35 = Desert Hag x 2 Desert Hag x 3
36 = Desert Hag x 2 Desert Hag x 3
37 = Lamia x 2 Lamia x 2
Desert Hag x 1
38 = Lamia x 2 Lamia x 2
Desert Hag x 1
39 = Desert Hag x 2 Desert Hag x 3
3A = Lamia x 3 Lamia x 2
Desert Hag x 1
3B = Lamia x 3 Lamia x 2
Desert Hag x 1
3C = Mage x 2 Mage x 2
Lamia x 1
3D = Lamia x 3
3E = Mage x 2 Mage x 2
Lamia x 1
3F = Stoney Roost x 2 Stoney Roost x 2
Mage x 1
40 = Phanquid x 1 Sphinx x 1
Phanquid x 1
41 = Desert Hag x 2 Desert Hag x 3
42 = Stoney Roost x 2 Stoney Roost x 2
Mage x 1
43 = Gather x 2
44 = Freeze Crab x 1 Gather x 1
Freeze Crab x 1
45 = Mage x 3
46 = Gather x 2 Gather x 2
Stoney Roost x 1
47 = Sphinx x 2 Sphinx x 2
Gather x 1
48 = Sphinx x 1 Sphinx x 1
Phanquid x 1 Phanquid x 1
Sphinx x 1
49 = Stoney Roost x 3 Stoney Roost x 2
Mage x 1
4A = Gather x 3 Gather x 2
Stoney Roost x 1
4B = Sphinx x 3 Sphinx x 2
Gather x 1
4C = Gather x 1 Gather x 1
Freeze Crab x 1 Freeze Crab x 1
Gather x 1
4D = Gather x 2
Stoney Roost x 1
4E = Sphinx x 2
Gather x 1
4F = Ice Golem (Boss) x 1
50 = Zombie x 3 Zombie x 2
Red Cap x 1
51 = Red Bone x 2 Red Bone x 2
Zombie x 1
52 = Red Bone x 1
Jinn (Boss) x 1
Red Bone x 1
53 = Flazzard x 3 Flazzard x 2
Plant Man x 1
54 = Red Cap x 3 Red Cap x 2
Flazzard x 1
55 = Zombie x 2 Zombie x 2
Red Cap x 1
56 = Red Bone x 2
57 = Red Bone x 3
58 = Ghost x 2 Ghost x 2
Red Bone x 1
59 = Nitemare x 2 Nitemare x 2
Ghost x 1
5A = Werewolf x 2 Werewolf x 2
Nitemare x 1
5B = Ghost x 3 Ghost x 2
Red Bone x 1
5C = Nitemare x 2 Nitemare x 3 Nitemare x 2
Ghost x 1
5D = Were Wolf x 2 Were Wolf x 3 Were Wolf x 2
Nitemare x 1
5E = Were Wolf x 1
Medusa (Boss) x 1
Were Wolf x 1
5F = Nitemare x 3 Nitemare x 2
Ghost x 1
60 = Werewolf x 3 Werewolf x 2
Nitemare x 1
61 = Hot Wings x 2 Hot Wings x 2
Ninja x 1
62 = Ninja x 2 Ninja x 2
Hot Wings x 1
63 = Avizzard x 2
64 = Iflyte x 1
65 = Hot Wings x 2 Hot Wings x 3 Hot Wings x 2
Ninja x 1
66 = Ninja x 2 Ninja x 3 Ninja x 2
Hot Wings x 1
67 = Avizzard x 3 Avizzard x 2
Ninja x 1
68 = Stheno x 1
69 = Ninja x 3 Ninja x 2
Hot Wings x 1
6A = Fangpire x 2
6B = Adamant Turtle x 2
6C = Iflyte x 1
6D = Ninja x 3 Ninja x 2
Hot Wings x 1
6E = Hot Wings x 3
6F = Salamand x 2
70 = Ninja x 3
71 = Fangpire x 3 Fangpire x 2
Avizzard x 1
72 = Avizzard x 3 Avizzard x 2
Ninja x 1
73 = Fangpire x 1 Fangpire x 1
Iflyte x 1 Iflyte x 1
Fangpire x 1
74 = Fangpire x 3 Fangpire x 2
Avizzard x 1
75 = Adamant Turtle x 2 Adamant Turtle x 2
Fangpire x 1
76 = Fangpire x 1
Iflyte x 1
Fangpire x 1
77 = Avizzard x 1 Avizzard x 1
Stheno x 1 Stheno x 1
Ninja x 1
78 = Adamant Turtle x 3 Adamant Turtle x 2
Fangpire x 1
79 = Salamand x 3 Salamand x 2
Adamant Turtle x 1
7A = Avizzard x 1 Avizzard x 1
Stheno x 1 Stheno x 1
Ninja x 1
7B = Salamand x 3
7C = Avizzard x 1
Stheno x 1
Ninja x 1
7D = Dualhead Hydra (Boss) x 1
7E = Mummy x 1
7F = Mummy x 2 Mummy x 3 Mummy x 2
Spector x 1
80 = Spector x 2 Spector x 3 Spector x 2
Mummy x 1
81 = Mummy x 3
82 = Spector x 3
83 = Live Oak x 2 Live Oak x 3 Live Oak x 2
Snipion x 1
84 = Live Oak x 3 Live Oak x 2
Snipion x 1
85 = Snipion x 2 Snipion x 2
Live Oak x 1
86 = Mad Toad x 2 Mad Toad x 3 Mad Toad x 2
Leech x 1
87 = Mad Toad x 2 Mad Toad x 3 Mad Toad x 2
Leech x 1
88 = Snipion x 3 Snipion x 2
Live Oak x 1
89 = Mad Toad x 3 Mad Toad x 3 Mad Toad x 2
Leech x 1
8A = Leech x 2 Leech x 3
8B = Leech x 2 Leech x 3 Leech x 2
Ooze x 1
8C = Leech x 3 Leech x 2
Ooze x 1
8D = Ooze x 2
8E = Skuldier x 2
8F = Ooze x 2 Ooze x 2
Skuldier x 1
90 = Skuldier x 3
91 = Skuldier x 1
Gidrah (Boss) x 1
Skuldier x 1
92 = Skuldier x 3 Skuldier x 2
Water Hag x 1
93 = Water Hag x 3 Water Hag x 2
Vampire x 1
94 = Vampire x 2 Vampire x 3 Vampire x 2
Water Hag x 1
95 = Vampire x 3 Vampire x 2
Water Hag x 1
96 = Vampire x 1
Dullahan (Boss) x 1
Vampire x 1
97 = Garuda x 2
98 = Beholder x 2
99 = Pazuzu (Boss) x 1**
9A = Garuda x 2 Garuda x 2
Beholder x 1
9B = Beholder x 2 Beholder x 3
9C = Manticor x 2
9D = Chimera x 1
9E = Pazuzu (Boss) x 1**
9F = Beholder x 2 Beholder x 3
A0 = Garuda x 2 Garuda x 2
Beholder x 1
A1 = Sorcerer x 2
A2 = Thanatos x 1
A3 = Pazuzu (Boss) x 1**
A4 = Manticor x 3
A5 = Sorcerer x 2 Sorcerer x 2
Beholder x 1
A6 = Sorcerer x 1 Sorcerer x 1
Chimera x 1 Chimera x 1
Sorcerer x 1
A7 = Manticor x 1 Manticor x 1
Thanatos x 1 Thanatos x 1
Beholder x 1
A8 = Sorcerer x 3 Sorcerer x 2
Beholder x 1
A9 = Naga x 2
AA = Pazuzu (Boss) x 1**
AB = Sorcerer x 1 Sorcerer x 1
Chimera x 1 Chimera x 1
Sorcerer x 1
AC = Sorcerer x 3 Sorcerer x 2
Beholder x 1
AD = Gargoyle x 2
AE = Sorcerer x 1
Chimera x 1
Sorcerer x 1
AF = Pazuzu (Boss) x 1**
B0 = Manticor x 1 Manticor x 1
Thanatos x 1 Thanatos x 1
Beholder x 1
B1 = Naga x 2 Naga x 2
Gargoyle x 1
B2 = Gargoyle x 2 Gargoyle x 3
B3 = Manticor x 1
Thanatos x 1
Beholder x 1
B4 = Pazuzu (Boss) x 1**
B5 = Naga x 3 Naga x 2
Gargoyle x 1
B6 = Chimera x 2 Chimera x 2
Sorcerer x 1
B7 = Thanatos x 2 Manticor x 1
Thanatos x 1
Beholder x 1
B8 = Naga x 3 Naga x 2
Gargoyle x 1
B9 = Gargoyle x 2 Gargoyle x 3
BA = Chimera x 2
BB = Gargoyle x 2 Gargoyle x 3
BC = Gargoyle x 3 Gargoyle x 2
Shadow x 1
BD = Thanatos x 2
BE = Shadow x 2 Shadow x 3
BF = Shadow x 1 Shadow x 1
Gordon x 1 Gordon x 1
Phanquid x 1 Stheno x 1
C0 = Shadow x 1 Shadow x 1
Minotaur Zombie x 1 Minotaur Zombie x 1
Chimera x 1 Iflyte x 1
C1 = Shadow x 1
Skullrus Rex (Boss) x 1
Shadow x 1
C2 = Shadow x 3 Shadow x 2
Cerberus x 1
C3 = Shadow x 1 Shadow x 1
Phanquid x 1 Phanquid x 1
Stheno x 1 Thanatos x 1
C4 = Freezer Crab x 2 Shadow x 1
Shadow x 1 Freezer Crab x 1
Iflyte x 1
C5 = Cerberus x 1
Stone Golem (Boss) x 1
Cerberus x 1
C6 = Cerberus x 2 Cerberus x 3
C7 = Iflyte x 2 Cerberus x 1
Cerberus x 1 Iflyte x 1
Minotaur Zombie x 1
C8 = Stheno x 2 Cerberus x 1
Cerberus x 1 Stheno x 1
Gorgon x 1
C9 = Iflyte x 1
Twinhead Wyvern (Boss) x 1
Stheno x 1
CA = Cerberus x 3 Cerberus x 2
Shadow x 1
CB = Chimera x 2 Cerberus x 1
Cerberus x 1 Chimera x 1
Freezer Crab x 1
CC = Thanatos x 2 Cerberus x 1
Cerberus x 1 Thanatos x 1
Chimera x 1
CD = Chimera x 1
Zuh (Boss) x 1
Thanatos x 1
CE = Dark King (Boss) x 1
CF = Poison Toad x 2 Red Bone x 1 Fangpire x 1
Basilisk x 1 Jinn (Boss) x 1 Iflyte x 1
Red Bone x 1 Fangpire x 1
D0 = Brownie x 2 Roc x 2 Desert Hag x 3
D1 = Giant Toad x 2 Centaur x 2 Ghost x 3
D2 = Roc x 1 Gargoyle x 3 Poison Toad x 1
Basilisk x 1
Giant Toad x 1
D3 = Land Turtle x 2 Scorpion x 3 Sphinx x 2
Gather x 1
D4 = Flamerus Rex (Boss) x 1 Beholder x 3 Roc x 3
D5 = Sand Worm x 2 Skuldier x 3 Sparna x 2
Land Turtle x 1
D6 = Flamerus Rex (Boss) x 1 Skuldier x 3 Sparna x 2
Land Turtle x 1
D7 = Sand Worm x 2 Skuldier x 3 Garuda x 2
D8 = Centaur x 3 Red Bone x 3 Avizzard x 3
Lamia x 1
Naga x 1
D9 = Stheno x 1 Edgehog x 3 Avizzard x 1
Stheno x 1
DA = Stheno x 2 Iflyte x 2 Avizzard x 1
Cerberus x 1 Stheno x 1
Ninja x 1
DB = Stheno x 2 Cerberus x 1 Skuldier x 1
Cerberus x 1 Stheno x 1 Gidrah (Boss) x 1
Gorgon x 1 Skuldier (Boss) x 1
DC = Chimera x 1 Sorcerer x 1 Vampire x 1
Chimera x 1 Dullahan (Boss) x 1
Vampire x 1
DD = Sand Worm x 3 Sorcerer x 1
Chimera x 1
Sorcerer x 1
DE = Beholder x 3 Sand Worm x 3 Poison Toad x 2
Mad Plant x 1
DF = Brownie x 2 Poison Toad x 2
Mad Plant x 1
E0 = Sand Worm x 3 Water Hag x 2
Vampire x 1
E1 = Sand Worm x 1 Basilisk x 2
E2 = Dark King (Boss) x 1 Brownie x 2
E3 = Slime x 2 Ghost x 3 Brownie x 2
Slime x 1
E4 = Sand Worm x 2 Land Worm x 3
E5 = Basilisk x 3 Slime x 2
Brownie x 1
E6 = Brownie x 2 Sand Worm x 3
E7 = Sand Worm x 3 Scorpion x 2 Poison Toad x 2
Mad Plant x 1
E8 = Brownie x 2 Sand Worm x 3
E9 = Brownie x 2 Giant Toad x 2 Sparna x 2
Land Turtle x 1
EA = Brownie x 2 Poison Toad x 2
EB = Brownie x 2
EC = Giant Toad x 2 Sparna x 2
Land Turtle x 1
ED = Brownie x 2
EE = Brownie x 2 Mintmint x 2
EF = Mintmint x 2 Sand Worm x 3
F0 = Brownie x 2 Poison Toad x 2
Mad Plant x 1
F1 = Brownie x 2 Sand Worm x 3
F2 = Sand Worm x 3
F3 = Brownie x 2
F4 = Sand Worm x 3 Centaur x 3
F5 = Brownie x 2 Sand Worm x 3
F6 = Brownie x 2
F7 = Brownie x 2 Gather x 2
F8 = Brownie x 2 Scorpion x 2 Poison Toad x 2
Mad Plant x 1
F9 = Brownie x 2 Mad Plant x 3 Poison Toad x 3
FA = Dualhead Hydra (Boss) x 1 Scorpion x 2 Medusa (Boss) x 1
Giant Toad x 1 Gidrah (Boss) x 1
Ice Golem (Boss) x 1
FB = Brownie x 2 Land Turtle x 2 Poison Toad x 2
Centaur x 1 Mad Plant x 1
FC = Minotaur (Boss) x 1 Vampire x 2 Brownie x 3
FD = Naga x 2 Ooze x 2 Poison Toad x 2
Mad Plant x 1
FE = Ninja x 3 Poison Toad x 2 Snipion x 2
Mad Plant x 1 Live Oak x 1
FF = [Repeat enemies from last battle]
*1: Values 00 to 13 pertain to the battlefields.
*2: The order of the values is normally ordered by the progression of the game.
Value 14 is the first battle experienced in the game while CE is the final
battle.
*3: Values 00 to CE are normal battles found throughout the game. The rest of
the values are not organized in any way and are not implement in a normal
playthrough.
**: Pazuzu exists six times in the list because he appears on each floor of the
tower.
_______________________________________________________________________________
_________________________
__________________________/c. FIELD BACKGROUND (4Cc)\__________________________
Backgrounds*
7E0A9C??
Foreground/Ground Background
===============================================================================
00 = Platform Space
01 = Dirt Mountains
02 = On Hill/Mountain Clouds
03 = Snow Icy Wall
04 = On Hill/Mountain Mountains
05 = Inside Hill/Mountain Wall (1)
06 = Dirt Wall
07 = Inside Tree
08 = Inside Castle/Tower
09 = On Top of Castle/Tower
0A = On Ship Deck
0B = Inside Ship
0C = Inside Bone Dungeon
0D = Inside Hill/Mountain Wall (2)
0E = Sand Wall
0F = Dirt Wall
10 = Ice Wall
11 = Thin Ice Wall
12 = Ice Pyramid Wall
13 = Tiled Pyramid Wall
14 = Dead forest
15 = Tundra Mountains
16 = Tundra Mountains & River
17 = Snow Tundra Mountains
18 = Tundra Mountains & Overcast
19 = Desert Mountains & Windy Overcast
1A = Grasslands Black Gap
1B = Logs Black Gap
1C = Green forest
1D = Grasslands Mountains
1E = Grasslands Mountains & River
1F = Water Mountains
20 = Grasslands Mountains
21 = Desert Mountains
22 = Grasslands Water
23 = Dirt Wall
*: Due to these backgrounds not having any given name in the game, these names
are just based off the appearance for each one.
_______________________________________________________________________________
_____________
_______________________________/a. NAME (4Da)\_________________________________
Depending on which version of the game being played, certain characters are
only accessible depending on the language of the game, with the codes changed
by region. There are 4 different sets of characters: English, Japanese, French,
and German.
-------------------------------------------------------------------------------
| ENEMY 1 | ENEMY 2 | ENEMY 3
----------------------+-----------------+-----------------+--------------------
First Letter | 7E1100?? | 7E1180?? | 7E1210??
Second Letter | 7E1101?? | 7E1181?? | 7E1211??
Third Letter | 7E1102?? | 7E1182?? | 7E1212??
Fourth Letter | 7E1103?? | 7E1183?? | 7E1213??
----------------------+-----------------+-----------------+--------------------
Fifth Letter | 7E1104?? | 7E1184?? | 7E1214??
Sixth Letter | 7E1105?? | 7E1185?? | 7E1215??
Seventh Letter | 7E1106?? | 7E1186?? | 7E1216??
Eighth Letter | 7E1107?? | 7E1187?? | 7E1217??
----------------------+-----------------+-----------------+--------------------
Ninth Letter | 7E1108?? | 7E1188?? | 7E1218??
Tenth Letter | 7E1109?? | 7E1189?? | 7E1219??
Eleventh Letter | 7E110A?? | 7E118A?? | 7E121A??
Twelfth Letter | 7E110B?? | 7E118B?? | 7E121B??
----------------------+-----------------+-----------------+--------------------
Thirteenth Letter | 7E110C?? | 7E118C?? | 7E121C??
Fourteenth Letter | 7E110D?? | 7E118D?? | 7E121D??
Fifteenth Letter | 7E110E?? | 7E118E?? | 7E121E??
Sixteenth Letter | 7E110F?? | 7E118F?? | 7E121F??
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~English~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
03 = [Blank]* A3 = J B7 = d CB = x
90 = 0 A4 = K B8 = e CC = y
91 = 1 A5 = L B9 = f CD = z
92 = 2 A6 = M BA = g CE = !
93 = 3 A7 = N BB = h CF = ?
94 = 4 A8 = O BC = i D0 = ,
95 = 5 A9 = P BD = j D1 = '
96 = 6 AA = Q BE = k D2 = .
97 = 7 AB = R BF = l D3 = "
98 = 8 AC = S C0 = m D4 = Backwards "
99 = 9 AD = T C1 = n D5 = Backwards ."
9A = A AE = U C2 = o D6 = ;
9B = B AF = V C3 = p D7 = :
9C = C B0 = W C4 = q D8 = ...
9D = D B1 = X C5 = r D9 = /
9E = E B2 = Y C6 = s DA = -
9F = F B3 = Z C7 = t DB = &
A0 = G B4 = a C8 = u DC = >
A1 = H B5 = b C9 = v DD = %
A2 = I B6 = c CA = w FF = [Space]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~Japanese**/***~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~HIRAGANA (Left Page)~
<--- Left Side ---
80 = a 81 = i 82 = u 83 = e 84 = o
85 = ka 86 = ki 87 = ku 88 = ke 89 = ko
8A = sa 8B = shi 8C = su 8D = se 8E = so
8F = ta 90 = chi 91 = tsu 92 = te 93 = to
94 = na 95 = ni 96 = nu 97 = ne 98 = no
99 = ha 9A = hi 9B = fu 9C = he 9D = ho
9E = ma 9F = mi A0 = mu A1 = me A2 = mo
A3 = ya A4 = yu A5 = yo
A6 = ra A7 = ri A8 = ru A9 = re AA = ro
AB = wa AC = wo AD = n
--- Right Side --->
4B = ga 4C = gi 4D = gu 4E = ge 4F = go
50 = za 51 = ji 52 = zu 53 = ze 54 = zo
55 = da 56 = di 57 = dzu 58 = de 59 = do
5A = ba 5B = bi 5C = bu 5D = be 5E = bo
5F = pa 60 = pi 61 = pu 62 = pe 63 = po
B7 = - B1 = xtsu AE = xya AF = xyu B0 = xyo
B2 = xa B3 = xi B4 = xu B5 = xe B6 = xo
FA = ! FB = ? FC = ...
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
~KATAKANA (Right Page)~
<--- Left Side ---
B8 = a B9 = i BA = u BB = e BC = o
BD = ka BE = ki BF = ku C0 = ke C1 = ko
C2 = sa C3 = shi C4 = su C5 = se C6 = so
C7 = ta C8 = chi C9 = tsu CA = te CB = to
CC = na CD = ni CE = nu CF = ne D0 = no
D1 = ha D2 = hi D3 = fu D4 = he D5 = ho
D6 = ma D7 = mi D8 = mu D9 = me DA = mo
DB = ya DC = yu DD = yo
DE = ra DF = ri E0 = ru E1 = re E2 = ro
E3 = wa E4 = wo E5 = n 64 = vu
--- Right Side --->
65 = ga 66 = gi 67 = gu 68 = ge 69 = go
6A = za 6B = ji 6C = zu 6D = ze 6E = zo
6F = da 70 = di 71 = dzu 72 = de 73 = do
74 = ba 75 = bi 76 = bu 77 = be 78 = bo
79 = pa 7A = pi 7B = pu 7C = pe 7D = po
EF = - E9 = xtsu E6 = xya E7 = xyu E8 = xyo
EA = xa EB = xi EC = xu ED = xe EE = xo
FA = ! FB = ? FC = ...
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~French**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<--- Left Side ---
80 = A 81 = B 82 = C 83 = D 84 = E
8A = K 8B = L 8C = M 8D = N 8E = O
94 = U 95 = V 96 = W 97 = X 98 = Y
A0 = a A1 = b A2 = c A3 = d A4 = e
AA = k AB = l AC = m AD = n AE = o
B4 = u B5 = v B6 = w B7 = x B8 = y
\ ^ ^
C0 = C, C1 = a C2 = a C3 = o C4 = c,
.. \ ^ ..
CA = i CB = u CC = u CD = u
BE = . 9D = , 9E = ' FA = ! FB = ?
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
--- Right Side --->
85 = F 86 = G 87 = H 88 = I 89 = J
8F = P 90 = Q 91 = R 92 = S 93 = T
99 = Z
A5 = f A6 = g A7 = h A8 = i A9 = j
AF = p B0 = q B1 = r B2 = s B3 = t
B9 = z
\ / ^ .. ^
C5 = e C6 = e C7 = e C8 = e C9 = i
9A = - 9B = % 9C = & 9D = , 9E = '
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
--- Others ---
03 = [Blank]*
BA = (
BB = )
BC = /
BD = Closing "
CE = :
CF = *
FC = ...
FF = [Space]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~German**~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
<--- Left Side ---
80 = A 81 = B 82 = C 83 = D 84 = E
8A = K 8B = L 8C = M 8D = N 8E = O
94 = U 95 = V 96 = W 97 = X 98 = Y
A0 = a A1 = b A2 = c A3 = d A4 = e
AA = k AB = l AC = m AD = n AE = o
B4 = u B5 = v B6 = w B7 = x B8 = y
.. .. .. .. ..
C0 = A C1 = O C2 = U C3 = a C4 = o
..
CA = u CB = [eszett]
BE = . 9D = , 9E = ' FA = ! FB = ?
F0 = 0 F1 = 1 F2 = 2 F3 = 3 F4 = 4
--- Right Side --->
85 = F 86 = G 87 = H 88 = I 89 = J
8F = P 90 = Q 91 = R 92 = S 93 = T
99 = Z
A5 = f A6 = g A7 = h A8 = i A9 = j
AF = p B0 = q B1 = r B2 = s B3 = t
B9 = z
9A = - 9B = % 9C = & 9D = , 9E = '
F5 = 5 F6 = 6 F7 = 7 F8 = 8 F9 = 9
--- Others ---
03 = [Blank]*
BA = (
BB = )
BC = /
BD = Closing "
FC = ...
FF = [Space]
~EXAMPLES: Here are some names that are used in the game, and may be helpful
if you want to name one enemy a specific name. These only apply for the English
version of the game. It is necessary to have 03 at the end of the name if it is
less than sixteen characters long as the name will catch on to any characters
after the final one entered if not entered.
*: Used for inserting no character; it can also be known as the empty
character.
**1: The layout of the value mimics that of the layout in the game. Due to
the characters per line limitation columns are divided and labeled accordingly.
**2: Enemies may have sixteen characters in their name (though naturally only
eight characters will fit in the box since the excess ones do not go on the
next line, and instead characters after the eighth will be leaving the box).
**3: Due to needing to enforce character type limitations (also known as
constraining solely to the ANSI character set) only standard letters are used
while listing the characters. In order to represent other characters not found
in English the characters "/", "\", "^", "..", and "," are used above or next
to the letter. Japanese characters are represented by their romaji (contact a
hiragana/katakana chart if you are confused or need help depicting the
characters).
***: An "x" in the beginning of what the value is represents it being the
smaller version of the Japanese character.
_______________________________________________________________________________
_______________
______________________________/b. STATUS (4Db)\________________________________
*: Having multiple ailments on at once is possible. To do that, just add
numbers for the two or more you want in hexadecimal number. The ailments may
not show up on the enemy.
_______________________________________________________________________________
*: While an enemy CAN have multiple weaknesses and resistances, only one will
be activated per code. If an attack consists of multiple for a single code, the
highest value will only be the one that counts. In total an enemy can have a
single weakness and two resistances (based on a single RESISTANCES A and a
single RESISTANCES B).
**: The game identifies the combination of Wind and Water as a requirement to
be Thunder. Thunder will override Wind and Water resistances, making Thunder
the only resistance, as only one value works per code.
***: A message may not appear stating the resistance despite the resistance
existing. The game also may glitch a little after the attack, requiring more
button presses to continue.
****: Depending on the type of image the enemy has there is only so many
stages. Regular enemies have two stages, mini bosses have three, and bosses
have four. According to the image list, all enemies in the range of 00 to 37
are regular enemies, 38 to 49 are mini bosses, and 4A to 50 are bosses.
_______________________________________________________________________________
*1: Upon already having the code on and loading a save file, the file will be
overwritten with the value of what the code specified. This may also affect
other save files.
*2: With how quickly the time updates the value may not be frozen on exactly
what value was specified.
*3: The beginning code (7E0E97??) is the smallest number for the time while the
last code (7E0E9A??) is the largest. The number count starts from milliseconds
and ends with hours. The counter is one large number that is made to be divided
up in jiffies, seconds, minutes, and hours. Jiffies, seconds, and minutes
are in maximum increments of sixty while hours has no limit. In others words:
Jiffies = 0 to 59
Seconds = 0 to 59
Minutes = 0 to 59
Hours = 0 to 19799
*4: Determining an exact value you would like can be difficult if you do not
understand how to do the calculations. In order to obtain the time we exactly
want we would need to follow these steps:
1. Identify the formula to calculate in decimal: 216,000h + 3,600m + 60s + j
2. Convert the answer to hexadecimal.
3. Starting from the right side of the hexadecimal answer, in groups of two
numbers/letters, replace the codes in sequential order. If there is only a
single digital/letter left from the answer then assume a 0 as the first
number. If there are not enough digits/letters in the answer to fill all
codes then the unused codes will be 00.
For example, if we want to set the time as 76:54:32:10 we would perform the
steps as this:
1. 216,000(76) + 3,600(54) + 60(32) + 10 = 16,612,330
2. 16,612,330 = FD 7B EA
3. 7E0E97EA
7E0E987B
7E0E99FD
7E0E9A00
LEGEND:
h = Hours you want
m = Minutes you want
s = Seconds you want
j = Jiffies (1/60 of a second) you want
*5: Here are some premade codes for your convenience:
*6: 99:59 is the maximum displayable time, and the actual time will continue
increasing despite not displaying any digit in the hundreds place for hours.
19799:59:59:59 is the maximum actual time the game can store, which is a
multiple of 198 times of the displayable maximum time. As only two digits of
hours is only displayed, you will see 99:59.
_______________________________________________________________________________
______________
_______________________________/b. MUSIC (4Eb)\________________________________
-------------------------------------------------------------------------------
| PAR CODE | Value Range
---------------------+-------------------+-------------------------------------
Currently Playing | 7E0500?? | CURRENTLY PLAYING
CURRENTLY PLAYING
00 = [Silence]
01 = Battle 1 (Regular Battle)
02 = Battle 2 (Boss Battle)
03 = Battle 3 (Final Boss Battle)
04 = Victory Fanfare
05 = World
06 = Fossil Labyrinth (Bone Dungeon)
07 = Dungeon of Ice (Ice Pyramid)
08 = Lava Dome (Lava Dome, Volcano)
09 = Mountain Range of Whirlwinds (Mount Gale)
0A = Dungeon and Waterfall (Falls Basin, Mine)
0B = Middle Tower (Focus Tower)
0C = Last Castle (Doom Castle)
0D = Beautiful Forest (Forest)
0E = Shrine of Light (Temple)
0F = City of Forest (Cured Town)
10 = Cursed Town
11 = City of Fire - Faeria (Fireburg)
12 = City of Wind - Windaria (Windia (Windy))
13 = Rock Theme (Tristam Theme)
14 = Rock 'n' Roll (Fireburg Band)
15 = Fanfare of Friendship [No Loop] (Partner Joining)
16 = Mystic Ballad (Game Over (Death))
17 = Hill of Fate (Hill of Destiny)
18 = Mystic Quest (Title Screen)
19 = Ending
1A = The Crystal
FF = [Play New Songs Only]
_______________________________________________________________________________
-------------------------------------------------------------------------------
| PAR CODE
-----------------------------+-------------------------------------------------
Jump Through Walls* | 7E1948FF
*1: When first using the code it may take some time to learn how it actually
works. For this to work effectively there must be a wall next to you (to help
this code be successful) and another wall two steps away (the wall you plan to
walk through). You can think of the formation being an L-block from Tetris.
Also, only a single wall can be gone through.
.___.
Wall | |
Next --> | |
|---|__________.
Hero --> | l l | <-- Wall Through
|____l____l____|
*2: When you jump to a wall that is in front of you you become on a different
level of elevation.
If the wall is on the same elevation as you then you become on a different
elevation and cannot move around.
If you try to jump to any other wall next to you the same effect will occur.
If you try to jump to a wall that is two steps away then you will jump on
it. As you are on the wall you are able to walk off of it.
*3: If you are next to an elevation divider and use this code then you will
have easy success. For example, the elevation change near the entrance of
Pazuzu's Tower.
*4: If you become confused and stuck then you can access the main menu and exit
it to be able to walk freely.
*5: If you are on a tree, access the menu screen, and exit it then the tree
will be cut down.
_______________________________________________________________________________
This document and the information herein may be not be reproduced under any
circumstances except for personal, private use. It may not be placed on any web
site or otherwise distributed publicly without advance written permission. Use
of this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.