1111111111222222222233333333334444444444555555555566666666667777777777
1234567890123456789012345678901234567890123456789012345678901234567890123456789

(see? 79 chars!)

-------------------------------------------------------------------------------

  ZSNES/PAR codes for

  Secret of Evermore

  Engineered by flamingspinach – http://genesisreality.dyndns.org/

-------------------------------------------------------------------------------

This file has actually not been adapted from the readme for a .CHT file
submission to Zophar’s Domain (http://www.zophar.net/), since I have decided to
keep my PAR codes on GameFAQs only from now on (that is, with any more PAR code
lists I create). As before, however, all these codes have been engineered by
me, flamingspinach, and are not supported by the makers of the game (namely,
Squaresoft USA). This just might be the most extensive codeset I’ve ever
published – though that’s probably because SoE is the first RPG I’ve written a
PAR FAQ for – RPGs tend to have a multitude of codes because of their stats-
based engines. Anyway, I’ll add new codes whenever I can – see the “Codes
Planned for Later Updates” section. Appropriately, I’m following GameFAQs
convention in keeping this document at 79 characters wide (proof is at the top
:) ). All codes’s names are kept to 18 characters, in accordance with ZSNES’s
character limit for entering PAR code names. <UPDATE version=“1.1”> I’m now
using a fake HTML tag (I guess you could call it a user-defined XML tag in a
text document LOL) to show where I’ve added updates to text in my guides. Like,
for instance, how this text was added in version 1.1. The UPDATE tag has one
parameter, version, which specifies which version of the file the text was
added in. </UPDATE>

  ----------------------------------------------------------------------------
     Code Table
  ----------------------------------------------------------------------------

NOTE: Since there are so many codes, I’ve split them up into various sections.
They are:

- Infinite HP Codes
- Boy’s Maximum Stats Codes
- Dog’s Maximum Stats Codes
- Money Codes
- “Have” Codes for Charms, Key Items, Weapons, and Alchemy Formulas
- “Have” Codes for Boy’s Armor
- “Have” Codes for Dog’s Armor
- Infinite Ammunition Codes
- Quick Weapon Level Up Codes
- Quick Alchemy Level Up Codes
- Infinite Alchemy Ingredient Codes
- Infinite Item Codes
- Infinite Market Trading Item Codes
- Dog Morphing Codes
- Boss Killing / Weakening Codes
- Miscellaneous Codes

NOTE: Happily, most these PAR codes can all be left on at all times because
they’re what I like to call “non-invasive”. Hee hee, RPGs are easy to modify
without breaking them. :)

<UPDATE version=“1.1”> IMPORTANT NOTE: However, one or more of these codes is
doing something strange... one I know of – that is, INF MUD PEPPERS allows you
to skip the swamp and the boss Salabog, as well as your first meeting with
Blimp, because you already have 99 of what Blimp is supposed to give you your
first and only. Another problem I’ve noticed is that once you enter the world
of Antiqua, the first time you go to a different screen, your dog appears, even
though he’s supposed to be lost, and when you talk to Blimp it’s as if you’ve
already completed the quest to go to Nobilia and get your dog... You never get
to see the cutscene with the new leader of Nobilia in the palace either. o_O I
haven’t isolated the cause of this yet, so just turn off all codes relating to
the dog right before you defeat (or get rid of with a code :D) Magmar in the
volcano. Turn them back on once you get the dog. <UPDATE version=“1.1”> It
seems you can get the small scene with the dog as well as the conversation with
Blimp by falling of the cliff North of Blimp’s new hut. You fall off, and he
asks you if you’re okay, and then the scripted conversation starts, and then
you get the dog scene! Yay! Still have to find the problem though. <UPDATE
version=“1.1”> Whoa, another problem – seems that soon after the dog enters the
“dog maze” underground in Ivor Tower, the boy appears! o_O Here’s the
“alternate” method of beating the dog maze with this added complication (wow, a
walkthrough in a PAR codelist! o_O):
     1)  You start out with the chef chasing you down a vent.
     2)  Go left until you hit a wall.
     3)  Go up until you hit a wall.
     4)  Go left until you hit a wall.
     5)  Go up until you hit a wall.
     6)  Go left until you hit a wall.
     7)  Go up into the vent.
     8)  Walk out the door to your left.
     9)  Walk back into the door you just came out of. The boy should be
           following you now. o_O
     10) Walk right, out the swinging door, and cross the corridor into what
           appears to be another door on the other side of the red carpet.
     11) You’re now on a flight of stairs. Walk down the stairs and turn south
           (down).
     12) Go down until the carpet makes a T-intersection.
     13) Go right until you see an open doorway north (upwards) of you. No,
           it’s not the opening with two suits of armor and a banner around
           it. Keep going right until you see an actual doorway. There’s a
           suit of armor on the left side of the door but not the right. Go up
           into that room.
     14) You’ll see a table. Walk to the left of the table, into the adjoining
           room.
     15) The dog will now make a break for it towards the vent. The boy will
           say, “Hey, [dog’s name]!! Where are you going? Come back here!!”.
           The dog will go into the vent. (Is this a hidden dialogue!? Or...
           is there a way, after the dog maze, to come back and get the
           Queen’s Key from the old lady? I bet the second one. LOL)
     16) Simply jump back up the vent, into the room. Woo, convenient. :D The
           boy will just stand there, since he’s not really supposed to be in
           the cutscene – in fact, in the next scene, he’s sitting at the
           dinner table with the Queen’s evil twin! o_O Scary.
Well, anyway, there you go. I’ll remove this if I ever find a way to fix this
“problem”, though I personally consider it a blessing... always hated that dog
maze... LOL </UPDATE> </UPDATE> </UPDATE>

1)   7E4EB3E7 INF HP BOY
2)   7E4EB403 INF HP BOY
3)   7E4F61E7 INF HP DOG
4)   7E4F6203 INF HP DOG

5)   7E0A3FFF MAX ATK BOY
6)   7E0A407F MAX ATK BOY
7)   7E0A41FF MAX DEF BOY
8)   7E0A427F MAX DEF BOY
9)   7E0A43FF MAX MDEF BOY
10)  7E0A447F MAX MDEF BOY
11)  7E0A4564 MAX EVADE% BOY
12)  7E0A4600 MAX EVADE% BOY
13)  7E0A4764 MAX HIT% BOY
14)  7E0A4800 MAX HIT% BOY

15)  7E0A89FF MAX ATK DOG
16)  7E0A8A7F MAX ATK DOG
17)  7E0A8BFF MAX DEF DOG
18)  7E0A8C7F MAX DEF DOG
19)  7E0A8DFF MAX MDEF DOG
20)  7E0A8E7F MAX MDEF DOG
21)  7E0A8F64 MAX EVADE% DOG
22)  7E0A9000 MAX EVADE% DOG
23)  7E0A9164 MAX HIT% DOG
24)  7E0A9200 MAX HIT% DOG

25)  7E0AC67F INF TALONS
26)  7E0AC796 INF TALONS
27)  7E0AC898 INF TALONS
28)  7E0AC97F INF JEWELS
29)  7E0ACA96 INF JEWELS
30)  7E0ACB98 INF JEWELS
31)  7E0ACC7F INF GOLD COINS
32)  7E0ACD96 INF GOLD COINS
33)  7E0ACE98 INF GOLD COINS
34)  7E0ACF7F INF CREDITS
35)  7E0AD096 INF CREDITS
36)  7E0AD198 INF CREDITS

37)  7E2261E0 HAVE ALL CHARMS
38)  7E2262FF HAVE ALL CHARMS
39)  7E226307 HAVE ALL CHARMS
40)  7E22643E HAVE ALL KEY ITEMS
41)  7E2258FF HAVE ALL ALCHEMY
42)  7E2259FF HAVE ALL ALCHEMY
43)  7E225AFF HAVE ALL ALCHEMY
44)  7E225BFF HAVE ALL ALCHEMY
45)  7E225CFF HAVE ALL ALCHEMY
46)  7E22DAFF HAVE ALL WEAPONS
47)  7E22DBFF HAVE ALL WEAPONS

48)  7E231D01 HAVE GRASS VEST
49)  7E231E01 HAVE SHELL PLATE
50)  7E231F01 HAVE DINO SKIN
51)  7E232001 HAVE BRONZE ARMOR
52)  7E232101 HAVE STONE ARMOR
53)  7E232201 HAVE C. CAPE
54)  7E232301 HAVE SILVER MAIL
55)  7E232401 HAVE G. P. VEST
56)  7E232501 HAVE SHINING ARMOR
57)  7E232601 HAVE MAGMA MAIL
58)  7E232701 HAVE TITANIUM VEST
59)  7E232801 HAVE VIRTUAL VEST
60)  7E232901 HAVE GRASS HAT
61)  7E232A01 HAVE SHELL HAT
62)  7E232B01 HAVE DINO HELM
63)  7E232C01 HAVE BRONZE HELM
64)  7E232D01 HAVE OBSIDIAN HELM
65)  7E232E01 HAVE C. HELM
66)  7E232F01 HAVE TITAN’S CROWN
67)  7E233001 HAVE DRAGON HELM
68)  7E233101 HAVE KNIGHT’S HELM
69)  7E233201 HAVE L. HELM
70)  7E233301 HAVE OLD RELIABLE
71)  7E233401 HAVE BRAINSTORM
72)  7E233501 HAVE VINE BRACELET
73)  7E233601 HAVE MAMMOTH GUARD
74)  7E233701 HAVE CLAW GUARD
75)  7E233801 HAVE S. BRACER
76)  7E233901 HAVE B. GAUNTLET
77)  7E233A01 HAVE GLOVES OF RA
78)  7E233B01 HAVE IRON BRACER
79)  7E233C01 HAVE M.’S RING
80)  7E233D01 HAVE DRAGON CLAW
81)  7E233E01 HAVE CYBERGLOVE
82)  7E233F01 HAVE P. RING
83)  7E234001 HAVE VIRTUAL GLOVE

84)  7E234101 HAVE L. COLLAR
85)  7E234201 HAVE SPIKY COLLAR
86)  7E234301 HAVE D. COLLAR
87)  7E234401 HAVE SPOT’S COLLAR

88)  7E234501 INF THUNDER BALL
89)  7E234601 INF PARTICLE BOMB
90)  7E234701 INF CRYO-BLAST

91)  7E0ADFFF MAX % B. CRUSHER
92)  7E0AE1FF MAX % G. SWORD
93)  7E0AE3FF MAX % C. SWORD
94)  7E0AE5FF MAX % N. BLADE
95)  7E0AE7FF MAX % S. CLAW
96)  7E0AE9FF MAX % B. AXE
97)  7E0AEBFF MAX % K. BASHER
98)  7E0AEDFF MAX % A. SMASHER
99)  7E0AEFFF MAX % H. SPEAR
100) 7E0AF1FF MAX % B. SPEAR
101) 7E0AF3FF MAX % LANCE
102) 7E0AF5FF MAX % L. LANCE
103) 7E0B07FF MAX % DOG WEAPON

104) 7E2F5263 MAX % ACID RAIN
105) 7E2F5463 MAX % ATLAS
106) 7E2F5663 MAX % BARRIER
107) 7E2F5863 MAX % CALL UP
108) 7E2F5A63 MAX % CORROSION
109) 7E2F5C63 MAX % CRUSH
110) 7E2F5E63 MAX % CURE
111) 7E2F6063 MAX % DEFEND
112) 7E2F6263 MAX % DBL DRAIN
113) 7E2F6463 MAX % DRAIN
114) 7E2F6663 MAX % ENERGIZE
115) 7E2F6863 MAX % ESCAPE
116) 7E2F6A63 MAX % EXPLOSION
117) 7E2F6C63 MAX % FIREBALL
118) 7E2F6E63 MAX % FIRE POWER
119) 7E2F7063 MAX % FLASH
120) 7E2F7263 MAX % FORCE FIELD
121) 7E2F7463 MAX % HARDBALL
122) 7E2F7663 MAX % HEAL
123) 7E2F7863 MAX % LANCE
124) 7E2F7A63 MAX % LASER
125) 7E2F7C63 MAX % LEVITATE
126) 7E2F7E63 MAX % L. STORM
127) 7E2F8063 MAX % MIRACLE CURE
128) 7E2F8263 MAX % NITRO
129) 7E2F8463 MAX % ONE UP
130) 7E2F8663 MAX % REFLECT
131) 7E2F8863 MAX % REGROWTH
132) 7E2F8A63 MAX % REVEALER
133) 7E2F8C63 MAX % REVIVE
134) 7E2F8E63 MAX % SLOW BURN
135) 7E2F9063 MAX % SPEED
136) 7E2F9263 MAX % STING
137) 7E2F9463 MAX % STOP
138) 7E2F9663 MAX % SUPER HEAL

139) 7E231463 INF ACORNS
140) 7E231363 INF ASH
141) 7E231263 INF ATLAS AMULETS
142) 7E231163 INF BONE
143) 7E231063 INF BRIMSTONE
144) 7E230F63 INF CLAY
145) 7E230E63 INF CRYSTAL
146) 7E230D63 INF DRY ICE
147) 7E230C63 INF ETHANOL
148) 7E230B63 INF FEATHERS
149) 7E230A63 INF GREASE
150) 7E230963 INF GUNPOWDER
151) 7E230863 INF IRON
152) 7E230763 INF LIMESTONE
153) 7E230663 INF METEORITES
154) 7E230563 INF MUD PEPPERS
155) 7E230463 INF MUSHROOMS
156) 7E230363 INF OIL
157) 7E230263 INF ROOTS
158) 7E230163 INF VINEGAR
159) 7E230063 INF WATER
160) 7E22FF63 INF WAX

161) 7E231501 INF PETALS
162) 7E231601 INF NECTAR
163) 7E231701 INF HONEY
164) 7E231801 INF DOG BISCUITS
165) 7E231901 INF WINGS
166) 7E231A01 INF ESSENCE
167) 7E231B01 INF PIXIE DUST
168) 7E231C01 INF CALL BEADS

169) 7E251763 INF ANNIH. AMULETS
170) 7E251963 INF BEADS
171) 7E251B63 INF CERAMIC POTS
172) 7E251D63 INF CHICKENS
173) 7E251F63 INF GOLDEN JACKALS
174) 7E252163 INF J. SCARABS
175) 7E252363 INF L. TABLETS
176) 7E252563 INF PERFUME
177) 7E252763 INF RICE
178) 7E252963 INF SPICE
179) 7E252B63 INF SPOONS
180) 7E252D63 INF TAPESTRIES
181) 7E252F63 INF TICKETS

182) 7E236302 DOG = WOLF
183) 7E236304 DOG = BONECHASER
184) 7E236306 DOG = GREYHOUND
185) 7E236308 DOG = POODLE
186) 7E23630A DOG = ORIGINAL
187) 7E23630C DOG = TOASTER

188) 7E3E0F00 BOSS CODE 1
189) 7E3E1000 BOSS CODE 1
190) 7E3E9D00 BOSS CODE 2
191) 7E3E9E00 BOSS CODE 2
192) 7E3E9D01 BOSS CODE 3
193) 7E3E9E00 BOSS CODE 3
194) 7E3F2B00 BOSS CODE 4
195) 7E3F2C00 BOSS CODE 4
196) 7E3FB900 BOSS CODE 5
197) 7E3FBA00 BOSS CODE 5
198) 7E404700 BOSS CODE 6
199) 7E404800 BOSS CODE 6
200) 7E40D500 BOSS CODE 7
201) 7E40D600 BOSS CODE 7
202) 7E416300 BOSS CODE 8
203) 7E416400 BOSS CODE 8
204) 7E41F100 BOSS CODE 9
205) 7E41F200 BOSS CODE 9
206) 7E427F00 BOSS CODE 10
207) 7E428000 BOSS CODE 10
208) 7E430D00 BOSS CODE 11
209) 7E430E00 BOSS CODE 11
210) 7E439B00 BOSS CODE 12
211) 7E439C00 BOSS CODE 12
212) 7E45D300 BOSS CODE 13
213) 7E45D400 BOSS CODE 13
214) 7E4B5F00 BOSS CODE 14
215) 7E4B6000 BOSS CODE 14
216) 7E4D9700 BOSS CODE 15
217) 7E4D9800 BOSS CODE 15
218) 7E4E2500 BOSS CODE 16
219) 7E4E2600 BOSS CODE 16

220) 7E228AF8 ALL 4 DOORS OPEN

  ----------------------------------------------------------------------------
     Code Descriptions
  ----------------------------------------------------------------------------

1-2) INF HP BOY – Fixes the boy’s HP at 999. Why 999? It looked cool. :) The HP
        codes were, as usual, easy to find, because the current HP of the boy
        and the dog are shown on the screen in their numerical values at all
        times. I just searched for it.

3-4) INF HP DOG – Same as #1-2, except it’s for the dog. See above.

5-14) MAX {ATK | DEF | MDEF | EVADE% | HIT%} BOY – These are max stats codes
        for the boy. Simple to find – I just waited for him to level up, made
        save states before and after, and kept switching between the two and
        searching for whatever his ATK was at that time. Once I found that
        value, I guessed the pattern (i.e. DEF, MDEF, EVADE%, and HIT% are
        stored right after ATK) and filled out the rest of these codes. Don’t
        worry, I tested them too. :) These codes are pretty awesome, because
        the boy now has 32767 ATK, DEF, and MDEF, meaning that no matter what,
        he’ll pretty much never get more than 1 damage from a physical attack,
        and will pretty much never dish out less than 999 damage with a
        physical attack. o_O Now that’s good stuff!

15-24) MAX {ATK | DEF | MDEF | EVADE% | HIT%} DOG – Same as 5-14, except it’s
        for the dog. See above.

25-36) INF {TALONS | JEWELS | GOLD COINS | CREDITS} – These are the über-useful
        Infinite Money codes. I actually had a bit of a hard time finding out
        what these could be – I tried searching for 4-byte values for Talons
        early on in the game, and got weird results... I then tried 3-byte
        values and everything worked out great. :) I guessed the pattern
        again, and bingo – Jewels, Gold Coins, and Credits are stored right
        after Talons in memory. Simple.

37-39) HAVE ALL CHARMS – This one took me a while. (It basically causes you to
        possess all the possible charms in your pouch in the item menu.) At
        first I thought that each charm must have a separate byte in memory to
        store whether or not you have that charm. (This is the norm with most
        SNES games.) However, I just couldn’t seem to find any such values...
        so I gave up for a while. Later on I started a new game of SoE as a
        testing area for codes, and decided it would be cool to get the Jaguar
        Ring before the guy in the quicksand area east of Fire Eyes’s village
        gives it to you. In fact, in order to get the Jaguar Ring, you have to
        buy something from the guy, and anyone using the INF ITEMS codes would
        find that in itself a bit challenging, given that the default value
        for turned-off codes is 0x55 (85 in decimal), and the game won’t let
        you buy any of an item if you have 6 or more of that item... so I
        hacked a Jaguar Ring code. It was 7E226202, so I thought, “Aha! Here
        is the byte that is apparently set to 02 if you have the Jaguar Ring
        and 00 if you don’t! Maybe I’ll look around that area to see if
        there’s a pattern!” I tried this, and only 7E2261XX did anything, and
        that only messed up the other charms I had. But later, when I found
        the HAVE ALL [weapon] codes, I realized that the programmers at Square
        USA are smarter or more elegant or something in their coding style,
        because they used bit-masking to specify charms! Now that’s cool. ^^d
        An explanation: I realized that the 02 in my Jaguar Ring code, in
        hexadecimal, was actually 00000010 in binary, and that each bit of the
        byte represented a different charm! Ingenious. It turned out that
        7E2263XX and 7E2261XX also played a role. Since there are only 14
        charms but there are 24 bits in the three bytes, 10 bits out of the 24
        must be useless. But it shouldn’t really matter, unless they were used
        for something else, which would be a programming practice almost
        heinous in its overzeal for conserving memory. @_@ Which they weren’t,
        since the game doesn’t crash and I notice no ill effects. :) Come to
        think of it, these codes plus the INF [trade item] codes completely
        eliminate all need for trading of any sort! MUA HA! LOL <UPDATE
        version=“1.1”> Well, looks like there actually were a few ill effects
        of the unaccounted-for bits. I fixed them by painstakingly trying each
        and every bit separately to see if it turned on/off a charm or not.
        @_@</UPDATE>

40) HAVE ALL KEY ITEMS – <UPDATE version=“1.1”> This code is EVIL, I tell you!
        It seems to screw up everything... o_O I wouldn’t use it at all if I
        were you. Why? Because it causes you to have the Energy Core before
        you go to Omnitopia, which means when you talk to Tinker, even though
        you have all the items he needs to build his rocket, he thinks you’ve
        already gone to Omnitopia, and have come back for the Energy Core and
        have gotten it, and are about to fly back to Omnitopia in the escape
        pod. However, you only have the Wind Walker, which means you’ll never
        be able to get to Omnitopia! >.< The one solution to this problem is
        this: DON’T USE THIS CODE AT LEAST UNTIL YOU’VE GOTTEN TO OMNITOPIA!!!
        Thank you. @_@ But anyway, as to what it does – it gives you all the
        items key to the storyline, which is why it messes up things. Since
        you were never meant to have all the key items at once, one item will
        overflow and some weird text will overlap the upper left corner of the
        “Charms” menu in the Pouch. But don’t worry about that, I’m more
        concerned about the storyline! O_O Here is a bit-mapping of 7E2264:

           ABCD EFGH = 7E2264??

           - A: Does nothing, as far as I know. I’d leave it alone.
           - B: Does nothing, as far as I know. I’d leave it alone.
           - C: 1 = Have Energy Core, 0 = Don’t have Energy Core.
           - D: 1 = Have Queen’s Key, 0 = Don’t have Queen’s Key. (as far as I
                 know, this one is safe to use, and plus it’s really useful)
           - E: 1 = Have Wheel, 0 = Don’t have Wheel.
           - F: 1 = Have Gauge, 0 = Don’t have Gauge.
           - G: 1 = Have Diamond Eyes, 0 = Don’t have Diamond Eyes. (note,
                 this is one item representing two Diamond Eyes.)
           - H: 1 = Have Diamond Eye, 0 = Don’t have Diamond Eye. (note, this
                 is one item representing one Diamond Eye. Notice that you
                 shouldn’t have both H and G set to 1 at the same time, since
                 you either have no Diamond Eyes (G = 0, H = 0), one Diamond
                 Eye (G = 0, H = 1), or both Diamond Eyes (G = 1, H = 0).
                 Having both Diamond Eyes AND one Diamond Eye doesn’t make
                 sense.)

        If you don’t understand what the above means in the least, here’s an
        explanation. Every PAR code is made up of 8 hexadecimal digits (0, 1,
        2, 3, 4, 5, 6, 7, 8, 9, A (10), B (11), C (12), D (13), E (14), or F
        (15)). The first 6 hex digits represent where in memory the value is
        (in this case, 7E2264). The last two hex digits represent the value.
        Since there are 16 digits in the hexadecimal number system, instead of
        having a ones place, a tens place, a hundreds place, etc., it has a
        ones place, a sixteens place, a 256 place, a 4096 place, etc.
        Likewise, the _binary_ number system has two digits (0 and 1) and so
        has a ones place, a twos place, a fours place, etc. Each hex digit can
        therefore be broken down into a four-digit binary number, because the
        highest digit in hex (F) equals the highest four-digit binary number
        (1111), both of which equal 15 in our counting system. Anyway, the
        “bit-masking” system that SoE uses in many things, including
        possession of weapons, charms, and alchemical formulas, works by using
        1 binary digit, or bit (BInary digiT = BIT), per item / formula /
        charm / whatever. So, I broke down 7E2264 into its 8 bits (4 per hex
        digit of the value, and there’s 2 hex digits in the value), and
        described what each bit does. Now you can make up a configuration of
        these bits by writing down an 8-digit binary number based on the list
        above, and then converting each half into a hex digit, and then
        sticking those digits together to make your own code with whichever
        key items you want and without whichever ones you don’t want. Useful,
        eh? :) As to how I found this code, well, I did the same thing I did
        for the HAVE ALL CHARMS codes, so take a look at that description,
        above. </UPDATE>

41-45) HAVE ALL ALCHEMY – This code, quite simply, causes you to have all
        possible alchemical formulas available in the Formula Equip menu that
        you get when you talk to alchemists. It doesn’t allow you to have all
        formulas equipped at once, however. This was also somewhat hard to
        find, until I figured out about the common use of bit-masking in this
        game. Then it was easy :) First I searched for values that changed
        when I got the Hardball formula in the Bugmuck swamp. Then I set that
        value to FF (being wise to the tricks employed in storing the
        possession of weapons) and looked at what happened to the Formula
        Equip menu. I saw that a certain alphabetic range (usefully,
        everything seems to be stored in alphabetic or reverse alphabetic
        order in SoE – probably because it was originally written in English,
        unlike many SNES games (not that that’s better or worse! LOL)) of
        alchemical formulas had suddenly appeared! Since I had a list of
        formulas from Iron Knuckle’s excellent SoE FAQ, I figured out which
        bytes thereabouts contained the flags for the various formulas, and
        set them all to FF. Simple! :) NOTE: Be careful, don’t use special
        formulas like Revealer before you’re supposed to get them, or you may
        find yourself screwing up the plot. NOTE: The alchemical formula
        “Laser” is an extra formula that isn’t actually available in the
        game. Its description says that it halves the target’s HP, but
        actually it’s just a super-weak version of Acid Rain, and looks
        nothing like a laser. LOL

46-47) HAVE ALL WEAPONS – This code sets flags so that you possess all the
        weapons in the game. Useful, no? This is where I first figured out
        that the SoE programmers were using bit-masking for “existence
        markers” (see explanation in #37-39). NOTE: Be careful, when using
        this code, to not skip over parts of the storyline of the game!
        Getting some of the weapons are major turning points in the game
        (especially the Bronze Axe, Knight Basher and Bronze Spear), and since
        you’ll now have them ahead of time, you might skip ahead in the game
        by mistake (e.g. going to Gomi’s Tower before doing the whole Ebon
        Keep quest).

48-59) HAVE ALL {GRASS VEST | SHELL PLATE | DINO SKIN | BRONZE ARMOR | STONE
        ARMOR | C. CAPE | SILVER MAIL | G. P. VEST | SHINING ARMOR | MAGMA
        MAIL | TITANIUM VEST | VIRTUAL VEST} – These codes set values so that
        you have 1 of every possible type of armor (for the Boy). I found
        them, of course, by searching for values that changed when I got the
        Dino Skin, and then extrapolating around that location, looking for a
        pattern. Later on, when I discovered the HAVE ALL WEAPONS codes, I
        wondered why these codes weren’t bit-masked too; then I realized
        that’s because you can have more than one of each armor, so the game
        sets aside a whole byte for you to specify exactly how many of each
        armor you have! O_O I kept the numbers down to 1, though, for our
        mutual convenience. This code seems pretty useless, though, I have to
        admit, when confronted by the Boy’s Stats codes, #5-14. Since his
        stats are at their absolute maximum, no armor or weapons can ever
        increase or decrease his attack power... o_O

60-71) HAVE ALL {GRASS HAT | SHELL HAT | DINO HELM | BRONZE HELM | OBSIDIAN
        HELM | C. HELM | TITAN’S CROWN | DRAGON HELM | KNIGHT’S HELM | L. HELM
        | OLD RELIABLE | BRAINSTORM} – Same as #47-58, except using the
        Headgear ring menu instead of the Armor ring menu, and giving you all
        helmets instead of all armor. I found it by just continuing the
        pattern from above. Didn’t even need to search. :) See above.

72-83) HAVE ALL {VINE BRACELET | MAMMOTH GUARD | CLAW GUARD | S. BRACER | B.
        GAUNTLET | GLOVES OF RA | IRON BRACER | M.’S RING | DRAGON CLAW |
        CYBERGLOVE | P. RING | VIRTUAL GLOVE} – Same as #47-58 and #59-70,
        except with armbands/rings (usually known as the “accessories”
        category in most RPGs). Found simply by continuing the pattern from
        #47-58 and #59-70. See above.

84-87) HAVE {L. | SPIKY | D. | SPOT’S} COLLAR – These codes give the dog all
        possible collars to wear. (Wow, why does he need more than one!? LOL)
        Found also by following the insanely lucky trail of PAR codes that
        began with #47. Somehow, collars increase the dog’s defense. Why? I
        have no idea... o_O

88-90) INF {THUNDER BALL | PARTICLE BOMB | CRYO-BLAST} – These codes give the
        boy’s bazooka infinite ammunition with all three types of projectile.
        Found once again by mining the incredibly rich vein of codes that
        started with #47. Unfortunately I hit a dead end here. LOL

91-102) MAX % {B. CRUSHER | G. SWORD | C. SWORD | N. BLADE | S. CLAW | B. AXE |
        K. BASHER | A. SMASHER | H. SPEAR | B. SPEAR | LANCE | L. LANCE} –
        These are the fun-to-use MAX % codes for the boy’s weapons. Basically
        what they do is this: In SoE, weapons and alchemical formulas level up
        just like the boy and the dog. Weapons require 100 kills and formulas
        require 100 uses in order to level up. When weapons level up, they
        gain the ability to be charged up longer by holding B. When formulas
        level up, they do more damage or heal more effectively. What the MAX %
        codes do (both for weapons and formulas) is to set the number of
        kills/number of uses to 99 so that every time you kill an enemy with a
        weapon or use an alchemical formula, it reaches 100 for a split second
        and levels up. Cool, no? It’s fun to use too. :) Now these ones were a
        bit strangely coded, and didn’t seem logical at all. When the kill
        count shown in the Weapons Level menu went up, so did these values,
        but the values would go up by 4 or 2 (depending on the weapon) when
        the kill count went up by 1. Also, they didn’t even converge at zero!
        Strange, no? Because of this I didn’t find anything when searching for
        exact values, so I took some more time and searched comparatively.
        Simple. (ish.) NOTE: Weapons can only go up to Level 3, and no
        further. No, the code didn’t stop working! LOL

103) MAX % DOG WEAPON – Believe it or not, the game considers the dog itself to
        be a weapon. Most people never even notice because they either set the
        dog all the way to “search” and not “fight”, or because they always
        kill enemies before the dog gets to them. However, the dog’s attack
        power will increase every time he kills 100 enemies (which didn’t
        actually happen to me until Gothica LOL), and so is similar to a
        weapon in that way. So I made a code to make him level up more
        quickly! :) Simple. NOTE: The dog can also only level up to Level 3.
        Don’t expect any more than that. LOL

104-138) MAX % {ACID RAIN | ATLAS | BARRIER | CALL UP | CORROSION | CRUSH |
        CURE | DEFEND | DBL DRAIN | DRAIN | ENERGIZE | ESCAPE | EXPLOSION |
        FIREBALL | FIRE POWER | FLASH | FORCE FIELD | HARDBALL | HEAL | LANCE
        | LASER | LEVITATE | L. STORM | MIRACLE CURE | NITRO | ONE UP |
        REFLECT | REGROWTH | REVEALER | REVIVE | SLOW BURN | SPEED | STING |
        STOP | SUPER HEAL} – Yep, these are the MAX % codes for alchemical
        formulas! Sweet, no? Once you’ve turned on these codes, simply use any
        formula nine times and it will be at Level 9! They work in the same
        way as #90-101 and #102. However, they were a LOT easier to find,
        thanks to the fact that _these_ codes actually do reflect the exact
        number of uses of the formula, and so I could search for exact values
        (which I did). NOTE: The alchemical formula “Laser” is an extra
        formula that isn’t actually available in the game. Its description
        says that it halves the target’s HP, but actually it’s just a super-
        weak version of Acid Rain, and looks nothing like a laser. LOL

139-160) INF {ACORNS | ASH | ATLAS AMULETS | BONE | BRIMSTONE | CLAY | CRYSTAL
        | DRY ICE | ETHANOL | FEATHERS | GREASE | GUNPOWDER | IRON | LIMESTONE
        | METEORITES | MUD PEPPERS | MUSHROOMS | OIL | ROOTS | VINEGAR | WATER
        | WAX} – These codes just cause you to possess 99 units of every
        single alchemical ingredient available in the game. This way, you’ll
        never run out of ingredients for formulas (yes, even the Atlas formula
        LOL)! They were supremely easy to find – I just searched for values
        that changed when I got ash from the fires in Fire Eyes’s village,
        then extrapolated around the resulting value to get the rest.
        Strangely, these are in _reverse_ alphabetical order, which is
        different from all the other 1:1 (as opposed to bit-masked) item
        storage values. Anyway, no matter. They work. :)

161-168) INF {PETALS | NECTAR | HONEY | DOG BISCUITS | WINGS | ESSENCE | PIXIE
        DUST | CALL BEADS} – These codes simply provide you with 6 of every
        normal item (which is the maximum you’re usually allowed to buy in the
        game). Most of these are pretty useless, since most of these items are
        simply healing items (which are unnecessary once you have the INF HP
        codes). Wings is replaceable with the Escape formula, and I don’t even
        know what Pixie Dust does (shows how important that is @_@). However,
        infinite Call Beads is an incredibly useful thing. :) Hence these
        codes.

169-181) INF {ANNIH. AMULETS | BEADS | CERAMIC POTS | CHICKENS | GOLDEN JACKALS
        | J. SCARABS | L. TABLETS | PERFUME | RICE | SPICE | SPOONS |
        TAPESTRIES | TICKETS} – These codes give you 99 of all possible
        trading items you can buy or barter for/with at Nobilia and the Ivor
        Tower/Ebon Keep area. Now you don’t even need to trade, because you
        have everything! ^^

182-187) DOG = {WOLF | BONECHASER | GREYHOUND | POODLE | ORIGINAL | TOASTER} –
        <UPDATE version=“1.1”> This is a cool code! ^^ It was one of my “codes
        planned for later updates” in version 1.0. And now it’s here! It’s not
        very consistent though, and doesn’t work in some areas... but what the
        heck. Oh yeah, it also causes the music to get messed up when the dog
        gets attacked, especially with the DOG = TOASTER code. Watch out for
        that too. Anyway, an explanation: DOG = WOLF means your dog will look
        and move like the wolf from Prehistoria. DOG = BONECHASER is awesome –
        it turns your dog into the form it was in for a split second near the
        beginning of the game when it ran and fetched the Bone Crusher for
        you. Remember that? Why the hell is that an actual programmed,
        playable form of the dog!? Why didn’t they just use a static
        animation? o_O Well, anyway, it’s good that they did, because this dog
        always runs, without getting fatigued! You can’t even make him walk if
        you try! :) Apart from that, and the fact that when you walk left, the
        Bone Crusher magically appears in his mouth, and when you walk in any
        other direction it magically disappears, DOG = BONECHASER is the same
        as DOG = WOLF. DOG = GREYHOUND turns your dog into the cool-looking
        greyhound from the Antiqua age. Not much to say here. DOG = POODLE
        turns your dog into the not-so-cool-looking poodle from the Gothica
        age. DOG = TOASTER, which turns your dog into the futuristic robotic
        toaster-dog of Omnitopia, is my favorite out of these codes, even
        though it causes weird music effects. Why? The Toaster Dog can run
        forever with A, plus he has a long-range attack which is very
        powerful! Of course, I use the dog stats codes too, but... LOL :) BTW,
        a way to avoid the music corruption caused by your dog being attacked
        is pretty simple – cast Aura on him! :) </UPDATE>

188-219) BOSS CODE {1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
| 15 | 16} – <UPDATE version=“1.1”> Well well, the good old Boss Codes. I hate
        making boss codes, they’re boring and force me to replay the game. LOL
        Anyway, here they are, they should be all correct. I did some number
        switching though, to keep them in numerical order in terms of the
        codes. Sorry if I made a typo or two in the list following; I got 3
        hours of sleep last night. If a code doesn’t work, try using one of
        the other Boss Codes, the right one WILL be in there somewhere. o_O
        Anyway, here’s the way bosses work in SoE. It seems there is a certain
        range of values in memory which are used to store the HP of random
        enemies that appear. With normal enemies, SoE seems to use dynamic
        allocation (meaning that the code for a particular monster in, say,
        the Black Forest, will always be different each time you go into that
        room). However, for bosses, there seem to be certain values set aside
        only for those bosses (luckily), so I set them all to zero and made it
        my Boss Code List. :) Then I tested each one for quirks for you to
        watch out for. Here’s the table of bosses and what code to use:

           Boss:                      Code to use on it:

           Thraxx’s Heart ----------- BOSS CODE 4
           Salabog ------------------ BOSS CODE 2[*2]
           Magmar ------------------- BOSS CODE 5[*3]
           Vigor the Indestructible - BOSS CODE 3[*4]
           Mini-Taur ---------------- BOSS CODE 1
           Megataur ----------------- BOSS CODE 1[*3]
           Son of Anhur #1 ---------- BOSS CODE 14
           Son of Anhur #2 ---------- BOSS CODE 16
           Eye of Rimsala ----------- BOSS CODE 1
           Rogue #1-2 --------------- N/A[*]
           Aegis -------------------- BOSS CODE 15
           Aquagoth ----------------- BOSS CODE 6
           FootKnight --------------- BOSS CODE 15
           Bad Boy #1 --------------- BOSS CODE 8
           Bad Boy #2 --------------- BOSS CODE 9
           Bad Boy #3 --------------- BOSS CODE 10
           Timberdrake -------------- BOSS CODE 1
           Verminator --------------- BOSS CODE 10
           Sterling ----------------- BOSS CODE 1[*5]
           Mephista #1 -------------- BOSS CODE 5[*7]
           Old Nick #1 -------------- BOSS CODE 4[*7]
           Mephista #2-? ------------ N/A[*][*6][*7]
           Old Nick #2-? ------------ N/A[*][*6][*7]
           Mungola ------------------ BOSS CODE 13[*7]
           Coleoptera’s Right Claw -- BOSS CODE 1
           Coleoptera’s Left Claw --- BOSS CODE 2
           Coleoptera’s Heart ------- BOSS CODE 4
           Face #1 ------------------ ?[*8]
           Face #2 ------------------ ?[*8]

--- Final Battle ---

           Speaker #1 --------------- BOSS CODE 1
           Fan #1 ------------------- BOSS CODE 2
           Speaker #2 --------------- BOSS CODE 4
           Fan #2 ------------------- BOSS CODE 5
           Fan #3 ------------------- BOSS CODE 6
           Speaker #3 --------------- BOSS CODE 7
           Fan #4 ------------------- BOSS CODE 8
           Speaker #4 --------------- BOSS CODE 9
           Mecha-Raptor #1-6 -------- N/A[*]
           Death Spider #1-? -------- N/A[*]
           Rimsala #1-3 ------------- N/A[*]
           Bad Boy #4 --------------- BOSS CODE 11
           Bad Dawg ----------------- BOSS CODE 12
           Mecha-Magmar ------------- BOSS CODE 5[*3]
           Carltron’s Robot --------- BOSS CODE 6

        [*]: This boss or miniboss doesn’t have a code because it’s just a
           normal enemy that was thrown into a boss fight. This means that its
           HP count is dynamically allocated just like any other enemy and
           cannot be set by a PAR code.
        [*2]: Salabog’s HP counter is somewhat strange. You have to turn on
           his Boss Code before you enter the place where you’re going to
           fight him. For all the other bosses, just turn it on when they’re
           onscreen. Remember to do this, otherwise when you turn on the code,
           Salabog won’t die, he’ll just stand there and be impervious to your
           attacks forever.
        [*3]: These bosses, all variants of Magmar, have a certain property –
           they all go offscreen from time to time. If you turn on the boss
           code for them when they’re not standing on the ground, it won’t
           work at all and you’ll be stuck with no boss to defeat, trapped in
           the boss room! O_O HELP! :)
        [*4]: Vigor the Indestructible, curiously enough, literally _is_
           indestructible by PAR codes. So, I made Boss Code 3, a variant of
           Boss Code 2, just so that Vigor would be down to 1 HP. You can
           finish him off yourself. However, you should turn the code off
           again once he starts exploding. Otherwise, an afterimage of him
           will stay on the screen during the cutscene later on, which could
           be annoying.
        [*5]: For some reason, the game will sometimes freeze when you use a
           Boss Code on Sterling. Probably because you’re not supposed to
           actually kill him, and it’s a scripted battle. Anyhow,
           programmatically, you still have to lower his HP to 0... o_O
           Anyway, just beware. If you’re using an emulator, make a save state
           before turning on the code. Just to be safe. It seems to be safer
           to turn on the code after Sterling has just grabbed you and is
           about to drop you, though, if that helps.
        [*6]: Strangely, after you beat Mephista and Old Nick the first time
           through, and Mungola appears, Mephista and Old Nick suddenly start
           being dynamically allocated like common enemies... o_O PAR can’t
           help you now. Oh well, now that Mungola has appeared just use the
           Boss Code on him and Mephista and Old Nick will die too. :)
        [*7]: Mephista, Old Nick, and Mungola will sometimes freeze the game
           for no apparent reason when you use Boss Codes on them. There’s no
           cure. Thankfully, this is much rarer than freezing caused by
           Sterling.
        [*8]: Sorry, but I have no boss codes for the secret bosses in
           Omnitopia (the ones you get by disabling the alarms after killing
           all ten security robots), because I don’t want to go through
           another game of SoE just to get to that point... o_O If you have a
           ZSNES savestate from right before the room with these bosses, and
           you send it to me, I’ll try to get codes, but otherwise, you
           probably won’t see any... (see Iron Knuckle’s excellent SoE FAQ on
           how to get to these bosses if you don’t know what the hell I
           talking about :) )

        Anyway, that’s all for the boss codes. I found them, of course, by
        searching comparatively for 2-byte values, and setting the dog’s
        attack to 16 so I wouldn’t kill bosses while trying to measure their
        HP. Simple. Though supremely time-consuming, because I had to beat the
        game all over again. :) </UPDATE>

220) ALL 4 DOORS OPEN – This is a simple code. You know how in the Hall of
        Collosia, there are four doors on the sides, and you need to go into
        them in order and step on the face switches to move on to the next?
        Now all four doors are open. Yay! Not that it matters, since you could
        just use the HAVE ALL WEAPONS code to go straight to the boss... o_O

  ----------------------------------------------------------------------------
     Codes Planned for Later Updates
  ----------------------------------------------------------------------------

- A code to keep the stupid energy meter (at the bottom of the screen – you
        know, the one that has to refill before you can swing a full-powered
        stroke with your weapon) full! Even better, a code to keep your energy
        meter / weapon fully triple-charged at all times! This is my first
        priority. Because that energy meter annoys me. <UPDATE version=“1.1”>
        Actually I decided this would be a bad idea... I in fact found such a
        code but it froze the game with the character constantly doing his
        level 3 attack... o_O Never mind. I’ll just try to find an “Energized
        forever” code. :) </UPDATE>

- Warp travel! I.e., make all signal fires point to one location, so that you
        can take off and land again at the same spot but be transported across
        the map. Then you can turn off that code and use a different one to go
        somewhere else! Well, on second thought, this could be a little
        unwieldy, what with the turning on and off of codes... hmm.

- Maybe a code to make benign statuses linger longer (especially the Energize
        status).

- Other stuff that I haven’t thought of yet, maybe. :)

Any suggestions? Contact me – see the contact section below.

  ----------------------------------------------------------------------------
     Version History
  ----------------------------------------------------------------------------

1.11 - Added Terms of Use, and modified the Contact section.

1.1  – Found a code for changing the dog, and added it/them. Fixed HAVE ALL
      CHARMS codes and added a HAVE ALL KEY ITEMS code. Added a bunch of Boss
      Codes. Added descriptions for all this stuff, as well as info on bugs
      caused by my codes and how to work around them, especially the skipping
      of the Dog Maze.

1.0  – The original code guide.

  ----------------------------------------------------------------------------
     Terms of Use
  ----------------------------------------------------------------------------

Here’s what you need to know about this file, legally speaking. Don’t be
offended by the all caps text, please. I fully capitalized it not to seem as if
I were shouting at you but rather just to draw attention to it, and to make
sure that people actually read it. Thanks to Sayain for pointing out that some
people might see it otherwise. :)

I, FLAMINGSPINACH, OWN ALL RIGHTS TO THIS DOCUMENT, INCLUDING DISTRIBUTION,
MODIFICATION, ETC. BY USING THIS DOCUMENT IN ANY WAY, YOU AGREE TO THESE TERMS
OF USE: 1) YOU MAY NOT DISTRIBUTE OR REDISTRIBUTE THIS DOCUMENT UNLESS YOU HAVE
OBTAINED EXPLICIT, WILLING CONSENT FROM ME, FLAMINGSPINACH. 2) YOU MAY NOT
MODIFY THIS DOCUMENT AND REDISTRIBUTE IT, EVER. 3) YOU MAY NOT CLAIM THIS
DOCUMENT OR ANY RECOGNIZABLE PART THEREOF TO BE THE PROPERTY OF ANYONE
EXCEPTING MYSELF, FLAMINGSPINACH.

ALL REGISTERED TRADEMARKS AND COPYRIGHTED WORDS/PHRASES ARE PROPERTY OF THEIR
RESPECTIVE OWNERS.

Websites whose owners have explicit, willing consent from me to distribute
and/or redistribute this document:

- http://www.gamefaqs.com/

Simple enough, no?

  ----------------------------------------------------------------------------
     Contact
  ----------------------------------------------------------------------------

You can contact me, flamingspinach, with questions, comments, suggestions, or
whatever (no spam please :) ) at:

  AIM:    flamingspinach
  YIM:    flamingspinach
  MSN:    flamiSUPERBLEARYngspinach@@@lycos.com
  ICQ:    214673046
  IRC:    flamingspinach on sorcery.net
  Jabber: flamingspinach on jabber.org (if I can get it to work... o_O)
  Email:  genesDECAFFEINATEDisreality@@@genesisreality.dynVORTEXdns.org

Some guidelines for talking to me (@_@): Don’t ask me to add you to my buddy
list, if you’re the one who contacted me. I won’t do it. After all, the reason
I’ve put this contact info up here is so that people can talk to me about my
guides, not for lonely people to bombard me with small talk. :) I don’t mind
talking to my readers on IM, but this contact section is not a Personals ad. If
you talk to me on IM after reading this FAQ, I expect that you want to talk to
me about my FAQ. That makes sense, doesn’t it? Thanks.

Of course, remove the ALL CAPS stuff and extra @'s, they're antispam... à la
Slashdot. o_O

-EOF-