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. 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. ---------------------------------------------------------------------------- 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. :) 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. 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. 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 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 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. @_@ 40) HAVE ALL KEY ITEMS – 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. 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} – 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! :) 188-219) BOSS CODE {1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16} – 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. :) 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. 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. :) - 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-