Lufia 2 game genie code




















The debug features will still remain enabled as they read from the 7EC address. Hold L and press X for various bonuses:. There are a few unused items in the game, though most have no description and serve no purpose whatsoever. Via the debug mode or a cheat code, it's possible to fight on a battlefield that isn't used anywhere in the game.

It appears to be either a mossy cave, or could have been intended for the exteriors of mountain areas, where no battles ever occur. The enemy King Hidora exists in the game, but it does not appear anywhere. It can be seen if you use the debug options to scroll through all enemies. Kraken is semi-unused: its overworld sprite is seen in the scene in Portravia when Dekar appears before the final battle , but like the King Hidora, it can't be fought by normal means. They appear in the list of map names.

Arekdias is the proper name of the master of the Sinistrals. The second one might be the name of the underwater map. Both were translated in the German version, although they never appear in the game. On the third floor of Tanbel Southeast Tower is a pair of unused rooms located just above the music notes puzzle room that were left over from a prototype build. Access them by walking through walls either using the debug mode or Game Genie codes 6DAE 6D8FE on the north wall of the music notes puzzle room, a few tiles below where the exits of the unused rooms are.

The smaller middle room is absolutely loaded with a whopping 21 chests, none of which work. Not a single one of them. You can even walk over them as though they weren't there.

In the larger upper hallway, the switch doesn't work, though its purpose was presumably to open the door below. The pillar in this same room is also just a graphic, and is immobile. It seems likely you were supposed to push that pillar over onto the switch, except that particular switch is of the type that doesn't require you to weigh it down with another object. This probably would have been corrected had these rooms been used. The last oddity is that if you exit from the upper room, a doorway appears in the wall of the music notes puzzle room.

It isn't functional, but you can still use the walk through walls code to return to the unused room from it. Normally, Gratze Castle can't be properly explored; you're thrown in the dungeon as soon as you arrive, and as soon as you escape a chain of cutscenes begins automatically, which results in the destruction of the entire castle.

However, there's actually a bit more to the area than can be seen normally, and can be viewed with the debug menu. Using debug mode and walk through walls you can enter to Gratze like if it was the common way, in the world map, going to the right direction from Gratze there's some mountains, here's a tile in that part that warps you to the castle entrance.

The center door doesn't open, and there are no further maps for the interior; there are actually events inside the doors, but they just redirect you to the same map and same tile. The door frames in the upper-left corner are simply there for use in the cutscene when the large doors open. There are exit events in place at the drawbridge and they do work, sending you to the overworld or ocean floor depending on from where you had entered Gratze.

When you fight Erim, she is supposed to be able to cast Zap, Thunder and the "Eerie Light" skill, which removes all buffs. A scripting error prevents this, however. The "Imp" enemy, found normally in Tanbel East Tower, can sometimes silently no pun intended put the "Silence" status on itself when attacking. Since Imps never cast any spells, what this was intended for is unknown.

Where these particular sprites could be used are very few in number since Maxim is the only one who can ever lead the team in dungeons. Only a few of these sprites for his allies actually appear in the game. Note that only a single left-facing "push" animation exists for Artea, and Lexis does not have any of these sprites at all. Since these two characters join much later in the game, there may have been early plans to allow the player to change the leader in dungeons, but was scrapped before Artea and Lexis were added.

This seems to be confirmed with the proto , which has a "skill" slot to equip skill ring items, but it has already been disabled, even by that point. In the same place as the other Sinistral sprites exists this larger version of Erim.

This large sprite is partially used - the left-facing sprite is used in the very last scene before the Sinistrals are slain; but the rest of the sprites aren't. This teapot-like item was found among the item graphics, but doesn't appear to be used. A larger and more elaborate teapot graphic is used in-game, however, for antidotes and other status-curing potions, so this may just be an earlier version of it, left in for whatever reason. While this graphic isn't actually unused , it only appears in one spot and is quickly obscured, meaning most players will never see it.

After defeating the Egg Dragon, Maxim will hold up this pile of coins over his head when you receive the Egg Sword and Egg Ring, but it's immediately covered up by the dialogue box. This graphic isn't used anywhere else in the game; presumably, it was intended to be displayed when money was obtained, but no chests actually contain money.

There is one point in the game where you're given a monetary reward, but this graphic is not used when it's obtained, even though it logically should be. This is the first sprite listed in the item graphic data, suggesting it was not only added very early in development, long before it was decided not to include money in chests, but that it also serves as "default" item sprite data, which is presumably why it appears here. The Dark Warrior and Samurai enemies have identical palettes; however, this appears to be a bug, as there exists a third palette for one of the two enemies.

When you first visit Alunze Castle, the guard in front of the basement stairs turns you away with a message as soon as you approach, and you can't use the button to talk.

However, using the walk through walls function of the debug mode to talk to the guard normally from the opposite side, you'll get a slightly different message:. The dialogue changes after the guard is KO'd by the thieves, so this text is never seen. Alternate movable pillar designs with red and blue jeweled tops. These are part of the shrine tileset, but are never used.

These are, however, used in one room of the prototype. The treasure chests in the Sealed Towers sport a unique look, not seen anywhere else in the game. Floor spikes, also present in the Sealed Tower tileset. Unsurprisingly, none of the three sealed towers feature spikes, or any puzzles whatsoever they'd even be used for. The top half of the tiles atop the structure behind Arek the Absolute in the intro sequence are cut off by the black "frame" around the screen. As this area is never visited properly, and only shown in this short sequence, these tiles are never fully seen.

The header layout:. Many things changed between the Japanese, North American, and European releases, including a swath of the usual Taito-quarity tlansration fun, and a whole lot of failing to crushing out the bugs.

This isn't displayed in the American version, although the programming that checks the registers still exists. The first of three major changes is the final puzzle in the Treasure Sword Shrine.

In the Japanese version, it consists of a simple hallway with a few pillars, which leads to a wide-opened room with numerous branching paths. To open the door, you have to walk a correct path around the room. The teleporters all lead back to the arrow panels directly below them at the entrance to the room.

These can be used with the codes above in 'Mobs Always drop their Items P1', they will only increase the amount drop not IF they drop, P1 above will. Retry is the same as starting a normal game except you get 4x the normal experience.

Gift mode is designed for the ancient cave area only. You get this normally by beating the game twice. If you dont see the option reset the game with this code enabled, should see Start Retry Gift at the top of the save selection menu instead of just Start. Or with the Constant battle code, dont even have to move to start another fight. Spells to use in??

You might need to delete characters when you are going to gain a new one as the story progresses. Use this code with extreme care! One minor issue is it does not update the "number of followers" as how normally they follow you when walking in town.. If someone finds one in FE that works let me know, i tried some to no avail. So here is the list ; This game has more items than most games so the Amount yy is not like most games read below. So here is my recommended method for perm stats. Stats max at with the exception of GUT which stops at Move the stuff up if you do.

Then turn on the codes below. You can go over but I do not recommend it, once you reach stop using them. Then use the other potions until those stats max out. This should max everything except MGR as far as stats go. If you come up with a way to max and save MGR to let me know. Reason I write this up is, the game sort of flips out if you get too high of stats. If you were using the codes above without having lvl 99 first, then gained levels giving you stats , it can reset the game ;.

This is a solid way to avoid that. Your stats will be above , including MGR, you wont see numbers higher than , but they will be.

If this does not reset the game, then it should be fine, further testing is needed however. So do not go screwing up your save game with this method. Again this is not as solid and safe as the way above as you should see by now. Game some times flips out when you add stats to ones above , which you do through leveling up.

For perminate effect try the Perm Stats V1 section above, but these codes work if you can just leave them on the whole time. If you are going to cheat stats I still recommend Perm Stats V1 section above. Do not use and save on a game that you care about. Some of these items will lock the game up if you look at what they do. Leaving these codes active will NOT prevent you from getting more scenario items normally. So use these codes with care.

Leaving these codes active will prevent you from getting more scenario items normally. So to use these put them in, save your game, turn off codes, reload.

Playing with these can also screw up your characters name, possibly more so use with caution. Ancient Key 64 40 Ruby apple 1 01 Pretty Flower 80 You might notice the last two sets are not as big, the rest are junk items not used in the game, dont bother with putting them in. Some will reset the game.



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