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
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