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Thread Title: Secret of Evermore Game Genie and Pro Action Replay codes game genie codes (for Super Nintendo)

Game Genie Codes, GameShark & Pro Action Replay Codes for games on the Super Nintendo Entertainment System or SNES. (some codes are official and others are unofficial).

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    Default Secret of Evermore Game Genie and Pro Action Replay codes game genie codes (for Super Nintendo)

    Super NES Game Genie codes - Secret of Evermore

    C2A0-CD5A + 826B-41DF + D261-400F Everyone is invincible, including enemies

    The rest of the codes take effect when starting a new game and only work
    until you go up a level
    95B9-34ED Start with 99 attack points
    EEB9-34ED Start with a lot of attack points
    17B5-C75D Start with 99 defense points
    EEB5-C75D Start with a lot of defense points
    17B7-445F Start with 99 magic defense points
    EEB7-445F Start with a lot of magic defense points
    7464-CFE7 Start with 50 evade % points
    1764-CFE7 Start with 99 evade % points
    746D-3F57 Start with 50 hit % points
    176D-3F57 Start with 99 hit % points
    1786-CFEB + 17BB-17ED Start with 99 HP
    EE86-CFEB + EEBB-17ED Start with 255 HP
    17BF-1FEF Your dog starts with 99 HP
    EEBF-1FEF Your dog starts with 255 HP

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  3. #2
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    Default Secret of Evermore: Game Genie Codes by GGCCC

    Code:
       /\  \           /\  \          /\  \          /\  \          /\  \
        //\\  \         //\\  \        //\\  \        //\\  \        //\\  \
       ///\\\  \       ///\\\  \      ///\\\  \      ///\\\  \      ///\\\  \
      ///  \\\  \     ///  \\\  \    ///  \\\  \    ///  \\\  \    ///  \\\  \
     ///  /  \\\  \  ///  / \\\  \  ///  / \\\  \  ///  / \\\  \  ///  / \\\  \
    ///__/    \\\__\///__/   \\\__\///__/   \\\__\///__/   \\\__\///__/   \\\__\
    \\\  \  ___\/__/\\\  \ ___\/__/\\\  \    \/__/\\\  \    \/__/\\\  \    \/__/
     \\\  \/\  \     \\\  /\  \     \\\  \         \\\  \         \\\  \
      \\\  \\\ _\     \\\ \\\__\     \\\  \         \\\  \         \\\  \
       \\\///  /       \\\///  /      \\\  \         \\\  \         \\\  \
        \\//  /         \\//  /        \\\__\         \\\__\         \\\__\
         \/__/           \/__/          \/__/          \/__/          \/__/
    GAME GENIE CODE CREATORS CLUB
    -----------------------------

    (c) 1996, 1999 Game Genie Code Creators Club, All rights reserved.
    The text of this file may not be reproduced, stored in a retrieval system,
    transmitted, or published, in any form or by any means, electronic,
    mechanical, photocopying or otherwise, without being fully credited
    or without the prior written permission of the club. E-mail to
    [email protected] and [email protected]

    ====================================================================== ==========

    SECRET OF EVERMORE GAME GENIE GUIDE
    -----------------------------------

    -------------------
    | TABLE OF CONTENTS |
    -------------------

    Part 0 - Introduction
    Part 1 - Credits
    Part 2 - Why Some Codes Don't Work
    Part 3 - Game Genie Code Creators Club Web Site Information
    Part 4 - Stat Codes
    Part 5 - Battle Codes
    Part 6 - Alchemy Codes
    Part 7 - Item Codes
    Part 8 - Other Helpful codes.
    Part 9 - Closing Words

    ----------------------
    | PART 0: INTRODUCTION |
    ----------------------

    Welcome to the guide!

    The Game Genie Code Creators Club creates original Game Genie codes for many
    games. In this guide, you will find a collection of our codes for Secret of Evermore. We also have many other codes for many other games at our new web
    site, http://www.videogamesource.com/genie. Stop by and see our collection!

    Version History:

    Version 1.0 First version of the FAQ.
    Version 1.1 Updated the GGCCC information and corrected a few problems.

    Distribution of this guide:

    This guide may be uploaded to other web sites providing that the content is
    not altered. We also ask that if you have time to please drop us an E-Mail at
    [email protected] if you are using it on your site so that we can
    send you out updates when we update the FAQ. For more information on our
    guidelines for usage of our FAQs and codes, visit our web site at
    http://www.videogamesource.com/genie.

    This guide is best viewed in a 10 pt. Courier font.

    -----------------
    | PART 1: CREDITS |
    -----------------



    Special thanks to [email protected], [email protected], [email protected], and
    [email protected] for creating the original FAQ templates and ASCII art.

    This FAQ is compiled by Jack Weaver ([email protected]).

    -----------------------------------
    | PART 2: WHY SOME CODES DON'T WORK |
    -----------------------------------

    Written by: [email protected]

    What you are about to read is my PERSONAL OPINION and the information
    that a Galoob Game Genie representative has given me.
    I have been receiving complaints from people about codes not working
    on their game. Based on my experience and other sources, I will explain
    why some codes don't work for your game.
    You see, Nintendo sued Galoob many years ago, to try to stop
    Galoob from creating their Game Genie. Nintendo lost the lawsuit.
    Nintendo is actually changing the configuration in the game decks
    they are selling. One batch of decks lets you use your present codes.
    The next batch of decks made and released are so configured that they will
    not accept the old and proven Game Genie codes. The codes you receive are
    correct (This came from an anonymous informant).
    Nintendo also changes the configuration of their games. I made this
    observation after buying another Final Fantasy 3 game. I have noticed
    that there are still codes that won't work for both of them. This
    led me to believe that Nintendo is creating different versions of the
    games they make. They are doing this to either fix the bugs in their
    games and to frustrate Galoob from finding more codes.


    ------------------------
    | PART 3: GGCCC WEB SITE |
    ------------------------

    The Game Genie Code Creators Club Web Site is the home of the GGCCC on the web.
    Here, you will find every code we have ever made for nearly every game. All of
    these codes were made by us and have never been seen before. You can also
    download programs to help you modify codes. In addition, there are guides to
    modify your Game Genie and learn how to create codes.

    The web address is: http://www.videogamesource.com/genie

    You can always find the latest update of this FAQ and the rest of the GGCCC
    FAQs at the GGCCC web site.


    --------------------
    | PART 4: STAT CODES |
    --------------------

    Code:
    All codes here will effect some part of your status such as HP.
    
    Created by:    [email protected]
    
    6D85-C759      "GAIN LEVELS?"
                   This is a strange code.  The boy may gain a level after 
                   killing one enemy...If this code works for you, save the
                   game, reset and repeat the process.  You might be able to
                   gain a few levels before the code quits...This code not
                   fully tested...
    
    
    Created by:    [email protected]
    
    558D-C759      "DOG (GREYHOUND) GAINS LEVEL FOR EVERY ENEMY KILLED"
                           This code may or may not work for all dogs...
    
    
    Created by:    [email protected]
    
    678D-C759      "DOG LEVELS UP AFTER BATTLE"
                          This code raises the dog's level every time you win a
    fight.
    
    
    Created by:    [email protected]
    
    6D8D-6759      "HERO GAINS MORE EXPERIENCE"
                          Gain more exp. for hero.  This code doesn't always raise
                          the hero's level but still gives a lot of experience.
    
    
    Created by:    [email protected]
    
    DE81-C759      "BOY LEVEL UP ONLY ONCE AFTER KILLING AN ENEMY"
                           The Boy gains a level after every enemy killed.
    However,
                           this code only works once.  So, you have to SAVE and
                           RESET your game over to do the trick again.
    
    
    Created by:    [email protected]
    
    EE8D-C759      This code is a slight modification to the code 678D-C759
                          (by Evering15). The code works by changing the dog's
                          current EXP.  That's how he gets the levels.
                          Unfortunately it only goes up to level 80 or so.
                          This code (and the one before it) only works when you
                          load a game. If you start a new one, it doesn't work.
    
    
    Created by:    [email protected]
    
    0081-CDE9
    Switched level and status (a bit lower) from other saved game to
    position 1 saved game. Example: SAVE GAME 1 is a new game with level 1 and
    low status.
    And SAVE GAME 4 is a finished game with level 99 and high status.  The code
    will switched the level and status of SAVE GAME 4 onto SAVE GAME 1 IF you
    choose SAVE GAME 4 to play. Now you are level 99 on the new game.
    There is some good use with this code.  With the ATLAS magic code (XX80-C759)
    your character can able to save the attack power information as his own
    even if the ATLAS magic worn off. First used the ATLAS code on the
    game that going to be switched and then save that game.  Now use the switch
    code and choose the game that you just saved.  When the game load the saved
    program, the game think you've only load the status and level of that program
    not the magic effect. For 1 - 999 hit damage against enemy, don't charge the
    power meter and don't let it reach 100% or it will give 0-1 damage.
    
    XX8D-C759
    Raise one level for every enemy killed (the dog only).  XX must be changed
    depending on the dog's level when used.  EE if level 1. After the game is
    saved, there is no need for game genie codes to raise the dog's level.
    
    8081-CFE3
    Protect both characters against most creatures but not against magic.
    (Revised from codes for better protection).  Only tested in the
    first 2 worlds but it should work for the rest of the game.  From 90% to 99%
    protection against 90% of the creatures. Only the boy can kill the enemy.
    
    55C4-CD59    Number changed in Defense but does not affect anything.
    
    55C0-CD59    Number changed in Mag. Defense but does not affect anything.
    
    55C1-CD59    Number changed in Evade % but does not affect anything.
    
    5D8F-CDE9    The dog's status and level are above normal
    
    5D8F-CDE9      "CHANGE THE DOG'S STATS"
                   Changes the dog's stats  was modified to  5E8F-CDE9  for level
                   99 dog only.  This will let the dog give the enemies 999 damage
                   (no meter charge required or reached 100%) and dodge enemies
                   99%.  Now, put the dog aggression level on high and attack
                   power to 0 for 999 damage.  Sorry to those who's dog is not
                   level 99.  Change slot 1 and 2 (probably only slot 2) for your
                   game depend on the dog's level.  Make sure that the Hit% does
                   not exceed 99% or the dog will miss the attack.  Note: After
                   the dog raised a level, the stats (HP, Level, Attack...etc.)
                   will change to accommodate it (level thing) and the dog will
                   missed all of the attacks if the Hit% is more than 99%.  You
                   should raise the dog to level 99 first before using this code.
                   This way the dog stats remain the same throughout the game.
    
    EE80-1F79      "THE BOY HAS 0 HP BUT STILL MOVES AROUND"
                   The Boy give less damage to enemy and starts taking damage 
                   from enemy after level raise.
    
    ??80-1F79      "THE BOY HAS MORE HP THAN THE MAX."
                   Note:  The boy dies if hit with 1 damage.  Fill in ?? with
                   anything.
    
    ----------------------
    | PART 5: BATTLE CODES |
    ----------------------

    Created by: [email protected]

    3586-CFE2
    Protection against some creatures and bosses but not against magic.

    3381-C4E2
    No attacking range. must face enemies (advantage in attacking first)

    1081-CFE3
    A good 99% dodging (evasive action) against most enemy attacks. One
    problem is that the dog can not kill the enemy but you can. If not by a
    regular attack, you need to charge up the weapon.


    -----------------------
    | PART 6: ALCHEMY CODES |
    -----------------------

    Created by: [email protected]

    XX80-C759
    Use ATLAS magic with or without having or learning it. Lose ability after
    a while. XX must be changed depending on character's level. DF if level 1.

    USE THIS WITH THE ATLAS MAGIC CODE ABOVE

    Save attack power from ATLAS magic as normal strength after the effect worn
    off. First use Atlas code and save the game. Then restart the game without
    the code or game genie and can use other code for other effect. Now the boy
    will give 100-999 damage to enemy only if you DO NOT let the meter reached
    100% or charged the power meter (if you do, charged to level 3). Otherwise,
    the damage will be 0 or 1.

    CHECK: After the effect worn off, the boy's attack status should be between
    5,000-60,000 depend on the code used and level.
    NOTE: The effect last FOREVER only if you DO NOT reset the game after you
    save. If you do, the effect is gone and can only get it back by inputting the
    code again and repeat the process.


    --------------------
    | PART 7: ITEM CODES |
    --------------------

    Created by: [email protected]


    DD80-3FE9
    Get all armors, helms, gloves, collars (for the dog), items (in item ring),
    and alchemy ingredients for total of 194 each. Sell them for money, save,
    use the code and repeat the process.

    338D-3FE9
    Get all weapons (even the bazooka), learn most magic, get 11 or more
    charms/rare items(depends on the first 2 characters code change and you may
    get less weapon if changed).

    Code:
    DD80-CD6D      "ADDS 00,000,000 IN FRONT OF ITEMS, STATS, ETC."
    
    FB8D-3FE9      "GET MOST OF EVERYTHING"
                   All weapons, 35 magics (33 in the book), and all of the
                   Charms/Rare Items (stacked up). Altered from 338D-3FE9.

    ------------------------------
    | PART 8: OTHER HELPUFUL CODES |
    ------------------------------

    These codes don't fit into a section but are great to try out.

    Code:
    Created by:    [email protected]
    
    5DC5-CD7E      "WALK THRU WALLS"
                   This code will let you walk thru walls anywhere on the
                   screen, in any area !
    
    
    Created by:    [email protected]
    
    3382-C4E2
    Ring status disappears after awhile when used and you can walk
    around while it's still activated but cannot fight.
    
    00C5-CD80    Weird status screen for the boy.
    
    00C5-CF80    Same as above but affect the dog status screen too if switched
                 between them.
    
    DFCD-CDE2    Character under computer control doesn't want to follow you.
    
    3387-37E9
    See ending scenario and credit after you leave the building (depends on
    your save location: you need to walk around to certain area before it
    works.  The code may glitch depend on whether or not you have items equiped.
    
    XX6X-3DD0    Different kind of music and sound effect. change X for different
    effect.
    
    XXB4-3DE9    Change the boy color (In weapon screen: Axes area)
    
    XXB4-3FE9    Same as above but more colors
    
    228F-34E9
    Restart the beginning of that world with the item or magic equiped (Note:
    will lose all items, magics, weapons...etc. that's not equiped. WARNING: Do
    not choose EQUIP MENU and try to equip bought or found armor, helm, glove,
    and collar or the game will freeze).
    
    *238D-3FE9    * These codes will erase the saved game slot you are playing.
    *6E8D-3FE9
    
    DD80-3DE9 + DD80-3FE9  Will also let you see the ending after stepping out of
    the building.
    
    DD82-CD6F      "CHANGES SCREEN TO RED AT SQUARESOFT LOGO"
    
     "START THE GAME NEAR THE END OF THE GAME"
                   You start the game in or close to the Professor's lab. The
                   things you need are:
                   1.  Empty save slot 1 (top)
                   2.  Saved game(s) on any other slot (don't matter where saved
                       or what level the characters are)
                   3.  The ATLAS code (DF80-C759)
                   4.  The switch stats code (0081-CDE9) change to (X= D2 or DB
    
                       XX81-CDE9)
                   5.  The item code (DD80-3FE9)
                   6.  The weapon code (338D-3FE9) - Don't use weapon code yet
                       (it will impair the game)
                   7.  Walk through Wall code (5DC5-CD7E) - Created by: LuKaS X
                   8.  Invinsible code (8081-CFE3) - You don't need this code if
                       your characters have a high level.
    
                   Directions:
    
                   Play old save slot.
                   1.  Use the ATLAS code (DF80-C759) and choose the saved slot
                   and save the game.  (For easy killing of the enemy since you
                   only have the Bone Crusher).  And reset the game.
                   Remember:  Depending on the Boy's level you need to change
                   the first two characters of the code.  DF is for level 1.
                   Before the game starts:
                   2.  Input these codes when reloading the game
                   D281-CDE9  or  DB81-CDE9  will work
                   DD80-3FE9
                   5DC5-CD7E
                   8081-CFE3
                   3.  Choose the save slot that you used the ATLAS code on.
                   After game starts:
                   4.  Change options and equiped characters with items. But
                   DO NOT check or go into STATUS MENU until you EQUIPED both
                   characters.  The screen will blackout and you need to reset
                   it if you do.
                   NOTE1:  The dog cannot move nor can be equiped or controlled
                   in the beginning. Once the dog is able to move and interact
                   with the surroundings, use this time to equip the dog with
                   the collar.
                   NOTE2:  The boy will only have:
                   Weapon: The Bone Crusher.
                   Spells: Acid Rain in all alchemy spell slots and cannot equip
                   any other spell (downside).
                   Money: 4,194,304 talons, 14,684,160 jewels, 7,612 gold, and
                   0 credit.
                   Trade Goods: one of each kind x 1
                   Charms: jade dish, magic gourd, oracle bone, ruby heart,
                   thug's cloak, wizard's coin
                   Rare Items: diamond eyes, gauge
                   All other items x 194
                   Call Bead Summon: Fire Eyes/Elizabeth
                   5.  Go to the light beam on the left screen.  It takes you to
                   Professor Ruffleberg's lab.  Here is where you can save your
                   game and find the Laser Lance.
                   After the game is saved.
                   6.  Now you can use the weapon code ( 338D-3FE9 ) for more
                   weapons...etc.
    
    8081-17E9      "STRANGE BOY IN BATTLE"
                   This code will not let the Boy swing his weapon or kill the
                   enemy. You will hear a sound like when he hits the wall.
    
    
    NEW DISCOVERY 2: Start a normal game with best armor, helm, glove, collar, and
    have money (credit) after crashed in the jungle.
    Need:
    
    5DC5-CD7E      "WALK THRU WALLS" (Created by: LuKaS X)
    
    8081-C7E3      "PROTECTION"
    
                   "DISCOVERY #2"
                   Use the 2 codes.  Start a new game.  Let the game go through
                   the intro. Do not press Start Button.  When in the Professor's
                   Lab - Get the Bazooka. Don't kill the two robots.  Instead walk
                   through and talk to the Professor.  Note: Do not use the
                   teleporting beam until you talk to the Professor or the game
                   will blackout.  Kill the Butler (if you want). After that go to
                   the teleport beam (to the right) and leave the Professor's Lab.
                   After teleported, walk around and kill the enemy to collect
                   money.  (Experience don't matter).  Note 1: Don't teleport back
                   to meet the Professor or the game will start over where the boy
                   and dog get teleported to Evermore.  Note 2: The dog will join
                   you.  First appear to be a wild beast.  After teleported to
                   other area of the Lab, the dog appear to be metal or tin dog.
                   Note 3: Used the Bazooka to kill the enemy. Don't worry about
                   the ammos.  Note 4: Unlike the "START THE GAME NEAR THE END OF
                   THE GAME" codes, you can check out status menu...etc. and no
                   glitches.  Go around to find items to sell or equip.  After
                   have enough money to buy the powerful Armor, Helm, Glove, and
                   Collar.  Go to where the Professor is (A4).  The game will
                   restart where the boy and dog get teleported to Evermore.
                   Repeat the process.  Buy the Armor, Helm, Glove, and Collar in
                   the Professor's Lab (the computer slot) and equiped both
                   characters.  Note: Cannot equip the Dog until you leave the
                   Professor's Lab.  Repeat the process again. But this time,
                   press Start button after you killed the two robots or before
                   if you can.  Note: Do not let the Boy go in the tube/hatch or
                   the game freeze or blackout after the ship crashed.  Start a
                   normal game with the money (credit) and items equiped.  Note:
                   Do not tried to equip, buy or find armor, helm, glove, and
                   collar or the game freezes (anyway, you have the best
                   equipment equipped already).
    
    5580-14E9      "THE BOY GLOWS" 
    
    5580-1779      "SAME AS ABOVE"
    
    ??C2-3DE9      "STATS MENU BOX APPEARS WHERE THE BONE USED TO BE"
                   Fill in ?? with anything.
    
    00CD-3789      "BLACK BONE IN STATUS MENU"
    
    55A0-CDE9      "EFFECT IN ALCHEMY MENU" 
    
    55A0-1DE9      "SAME AS ABOVE"
    
    EE8D-4D72      "BLACK OUT AFTER LEAVING A BUILDING"
    
    
    
    Created by:    [email protected]
    
    DD8F-CDE9      "MAKE THE DOG DEAD THE WHOLE GAME (0/0 HP)"
    
    568F-CDE9      "LOSE THE DOG"
                   The dog just stays in one place and you can leave the screen
                   without him.  Also, the life bar for the dog and boy are
                   TOTALLY GONE!  Altered from SCMCHE code 5D8F-CDE9
    
    
    Created by:    [email protected]
    
    CE85-CDA9      "WEIRD MUSIC AT SAVE SCREEN"
    
    CE85-CD69      Change the first 2 to whatever you want, you will get 
                          different music (my fave alternative is CC).
    
    585-4459      "NEW GAME"
                   Brings you to name screen.  Cannot bypass intros.  Note:  This
                   is not an erasure code.
    ----------------------
    | PART 9: ENDING WORDS |
    ----------------------

    - All codes in this text file were created by the GGCCC's code creators. This is
    not a compilation of works of other clubs and/or other creators not associated
    with the GGCCC. So, these codes should be never before seen.

    - The most updated versions of this FAQ and many other Game Genie codes can be
    found at the GGCCC's web site http://www.videogamesource.com/genie

    - Problems with a code? Please contact the code creator through their E-Mail
    address.

    - Questions or comments about this FAQ and/or the GGCCC? E-Mail
    [email protected].


    Version 1.1 Secret of Evermore Game Genie FAQ by the Game Genie Code Creators
    Club

    End of FAQ

    0 Not allowed! Not allowed!

    Find free Unofficial Cheats, Tips, Codes, Passwords, Hints, Secrets, Game Shark, and Game Genie codes And much more including Cheat Engine Tables here at Video Game Cheats.

  4. #3
    Join Date
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    Location
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    Default Secret of Evermore: Pro Action Replay Codes by flamingspinach

    1111111111222222222233333333334444444444555555555566666666667777777777
    1234567890123456789012345678901234567890123456789012345678901234567890 123456789

    (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
    ----------------------------------------------------------------------------
    Code:
    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@@@genesi...nVORTEXdns.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-

    0 Not allowed! Not allowed!

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