Arcana (Guide - SNES)
Arcana (Guide - SNES)
This is an FAQ for the Super Nintendo Entertainment System (SNES) RPG
game Arcana, from HAL Inc. Author is Peter Karsanow,
karsanow[AT}dellepro{DOT)com. This document Copyright 2002 Peter
Karsanow.
The latest version of this file can be found on:
http://www.geocities.com/hentaihelper/p_rpgame.htm
as the file arcana.txt
Game released 5/92 by HAL Inc., covered in Nintendo Power volume 37.
Scans of the relevant pages are posted at:
http://www.desfunk.ca/pictures/scan/arcana/scan_arcana.html
If you don't happen to have the manual with your cartridge, try:
http://www.world-of-nintendo.com/manuals/super_nes/arcana.shtml
Controls are:
direction control pad -
in town, left and right will turn you and up enters a building or
goes to the dungeon
in a dungeon, up and down move you forward and backward, left and
right turn you 90 degrees
in menus, move the cursor
in combat, choose a monster or character to affect
Start button - no function
Select button - move cursor on title New/Continue screen, otherwise no
function
X, Y, L, R buttons - no function
A button - execute a selected option, bring up menu screen
B button - cancel option, exit menu screen, exit building in town
Rooks is the main character in the game. Others (Darwin, Axs, Selah,
Teefa) will come and go. Rooks also can call Spirits, but at the start
of the game can only call a Sylph (the weakest type). The Spirit takes
one spot in the party, Rooks takes another, and up to 2 other
characters fill out the total of 4 spots. At the start of the game,
you get Teefa. I'll warn you now that later on she will betray you, so
don't get too attached to her.
Start the game with 500 GP. I suggest you buy a Short Sword for Rooks,
a Dagger for Teefa, and a Small Shield for Rooks. Leave for the Balnia
Temple by pressing Up when you see the open gate - press left or right
to turn until you see it if you are elsewhere in the town (which is
basically 1 building in each direction). You need gold for better
equipment, so to build up levels and gold I suggest you spin in place
right next to the dungeon entrance/exit. Boring but relatively safe.
You may notice that the Sylph regenerates HP and MP, but the humanoids
don't. The downside is that the Spirits can't equip things, so they
can't really improve their attack or defense through equipment. Later
in the game, you will find yourself rotating through multiple Spirits
because they can be beaten up or destroyed quickly in combat. For now,
wait on exploring until you have Rooks to at least level 7, or can
afford good equipment (see list below). At level 7, the Sylph gets
Lightning 1, your best friend for the next few character and dungeon
levels.
The characters gain preset amounts of HP, MP, and increases to the
various attributes (I'm not sure if Agility is the same as Alertness)
with a level increase. New spells are sometimes learned, and the
Spirits can gain new spells when Rooks gains a level. Spirit
attributes increase when Rooks gains a level, although not always by
the same amount. The EXP value shown when you select Ability on the
menu screen is how many are needed for the next level.
When a character gains a level, any excess EXP from that battle are
lost.
The transcribed manual page mentions that you must keep ALL the
characters (which doesn't include Spirits) alive. If any die or fall
unconscious, it's Game Over. But if a Spirit loses all HP, you just
have to get it restored at a gypsy's tent.
Explore all the "dead ends". Chests are sometimes found there, but
only if you walk all the way to the end. On Balnia Temple 1F, I found
800 GP, a Silver Flask, Herbs and a Sleeping Bag.
Once you have multiple cards, items, or equipment, you can rearrange
them in the Equipment or Inventory screens by selecting (A button)
one, then moving the cursor to the item you want to swap (blinking
line stays, solid line moves), then pressing A button again. The
"Separate" option for Equipment means un-equip.
When you are surprised by monsters, you may be turned around, and the
screen shows "Yikes!", plus the monsters get first attack on you. It
seems that the higher the highest Alertness value in the party (only
the active Spirit counts), the lower the chance of being surprised.
You can sell items back to the weapons shop for 1/2 price, or trade
them in when you buy something, but still 1/2 price.
I don't know why, but the first two squares in Draven Pass are safe
from random encounters. And because of those cheap Bees, it's tough to
get money for new equipment around here. Again, there are goodies in
the dead ends. Before you get to the end of Draven Pass, you see "The
Man" fighting some monsters. Later on you will get him as Darwin, but
not now.
You may notice that the Sylph's Lightning 1 spell doesn't do full (13)
damage to all monsters. The manual for the game goes on about
Attributes and such, but the trick to remember is: look at the colored
border for the monster "card".
Yellow - Wind - 1/2 damage - [Sylph], Gurgeon, Bee
Green - Earth - full damage - Slime, Hound
Blue - Water - full damage - Thief, Trunkman
Red - Fire - 1/4 damage - Saurian, Cyclops
Gray - ? - ? - Fighter, Warlock
Something similar goes for the other Spirits when you get them.
Although towards the end of the game, the most damage comes from
Darwin and Rooks doing sword attacks rather than any Spirits' magic.
What's going on with the colored borders on the cards? Well, those
indicate the monster's element. I'll let Ken Lawler
(Lawler14[AT}sluggy{DOT)net) explain the rest:
The card borders around a character/monster indicate what element it
is affiliated with, and therefore it's strength/weakness (Both offense
and defense!):
White: none / Average damage from all types
Yellow: Air / Great vs. Earth, Average vs. Water and Air, Bad vs. Fire
Red: Fire / Great vs. Air, Average vs. Earth and Fire, Bad vs. Water
Blue: Water / Great vs. Fire, Average vs. Air and Water, Bad vs. Earth
Green: Earth / Great vs. Water, Average vs. Fire and Earth, Bad vs. Air
Gold: ??? (I haven't figured this out, however the only monster with a
gold border is the final boss)
For example, if you meet two monsters with a red border and two with a
white border in battle, then Marid (the Water Spirit) would be the
best choice.
Thanks Ken! And I guess Gray is just my dirty TV screen showing
White.
Actually, Tony Green says that Gray means it's "Man" or Neutral. The
characters are this element, as are some monsters, and spells are of
average effectiveness against them. If you change their element with
a spell, they then attack and defend with those attribute(s). The
Gold border, which only the final boss Rimsala has, can be
considered All Elements; thus spells are nearly useless against
Rimsala. The Attribute spells (see list below, or the manual)
combine several elements into one blast. Attribute 11 is the best,
doing the most damage; naturally Rimsala favors it in combat against
you. Of course, the Spirits that Rooks commands do the expected
elemental damage with their basic attack, so you don't HAVE to
exploit an enemy's elemental weakness by using MP (or cards).
After you defeat the Cyclops in the Forest of Doubt, Darwin joins,
starting at 3 levels higher than Rooks. Rather than pressing on from
there, unless you have already bought equipment for Darwin you should
go back to Dorah to get some. Again, it doesn't matter how you answer
the question. Note that while Darwin is in the party, you still get
the same amount of experience for monsters. Same experience for 1 to 4
characters in party...
I noticed that the other squares where you can see the light-colored
fog are also safe from random encounters. These occur at the
boundaries between different outdoor maps, like Forest of Doubt and
Crimson Valley.
In the Crimson Valley, once you get to the "third level" of passages,
the one to the south leads to the Efrite, where Rooks gains the Fire
Spirit but Darwin just suddenly leaves. Notice that the Efrite's HP
Restore is a combat spell! Switch between your 2 Spirits (or none at
all) with the Call command. In combat, Rooks using Call first doesn't
prevent him from doing other things like Attack.
When the little figures are walking between a town and a "dungeon"
area, you can press any button to skip the animation. That green thing
on Axs' side, but only in one direction, is his shield.
When Rooks goes up a level, any Spirits not currently in use (Efrite
if Sylph is in play) automatically gain HP and/or MP if they were full
up already, but the Spirit currently in use has to regenerate up to
the new numbers. A Spirit not in use regenerates as if it were in use.
Part of successful play against tougher monsters is switching between
Spirits when one needs to regenerate HP and/or MP.
After the Crimson Valley, you go back into the Forest of Doubt, this
time with some different monsters, and a Tent to be found. Explore the
entire thing, and make your way to the exit. Reinoll explains what the
rest of the game will be about: getting all 4 Spirits, and 3
Treasures - the Crystal Sword, Spirit Sword, and Enchanted Jewel.
Salah is kidnapped by Ariel, then you have to fight Zerel.
After beating him, you go on to Chapter 3. Back in Doraf, you now have
to head out to the Ice Mine both to meet Axs and find the Enchanted
Jewel. Just you and a Spirit. You will not enjoy this! Those Mages and
Undead are a real pain!
The Icicle Dungeon is below the Ice Mine. I strongly suggest you buy
better equipment from the weapons store before you go too far in
there. The monsters are worth quite a bit of money, so you should be
able to afford a night at the Inn and still save for better equipment,
if you're careful. I found that the Sylph's "Paralyze All" spell, when
it worked, made things a lot easier. Can't explain how monsters can
dodge when they're paralyzed though.
Strangely, some weapons are better than they were earlier in the game,
while others are the same. In general, the most expensive weapon that
a character can use is the most effective. Same goes for armor. The
variations may be due to changes in Rooks' statistics. However, the
Ice Blade doesn't do as well against some monsters as you'd expect.
Ken Lawler tells me that's because it has a Water attribute, and most
of the Chapter 3 monsters are Earth. As you'd expect, the Firebrand
sword is Fire, and the Earth Plate armor is Earth. The Spirit Sword
may have an elemental attribute, but Ken wasn't sure. I wouldn't be
too surprised about the Lightning Sword and Fire Blade too.
I didn't feel comfortable venturing far into the Ice Mine / Icicle
Dungeon area until Rooks was level 24. To get to Axs the quickest,
from the Ice Mine entrance go to the right, down the first stairs,
follow the corridor to the stairs up, and once in the Ice Mine again
go to the 4-way and head south. Take the first corridor to the left,
and Axs is just around the next corner! The Unpetrify spell mentioned
doesn't come out of your MP. Now that you have Axs, unless you have
the best equipment for him already in your inventory, head back and
buy it. Be a whirling dervish at the Ice Mine entrance if you need
more money. Axs is the same level as Rooks when you find him.
I wonder how Rooks or other characters can make the "is that the best
you can do?" comment when asleep.
You are also safe from random encounters when you are in the same
square as a Treasure Box, even if empty. I used this one a lot to
regenerate my Spirits, or even take time out to rebuild Rooks' and
Axs' HPs without using their MPs (have the Efrite do the HP Restore
and ignore any damage the characters take, although best results when
only one enemy, not a spellcaster, remains).
Below the Icicle Dungeon is the Polar Dungeon. The whole complex is 3
levels, but there are stairways up and down and lots of twisty
passages all alike. The "good" stuff is found if you keep going beyond
where you found Axs. I used the "keep your right hand on the wall"
routine, and it worked rather well until I got to a large room on the
Ice Mine level with a "C"-shaped thing in the middle - it's after two
"halls of goodies" (2 hallways on Polar Dungeon level where each
alcove has a Treasure Box in it). There are a few other "islands"
in the vicinity as well - the problem with that "hand on the wall"
method. Trust me, you don't miss anything by using left instead of
right - all you miss is a silly spiral thing with no Treasure Box at
the end.
Here's how you get out of the Ice Mine complex. You can follow the
"right hand on the wall" rule, but look for an east-west corridor near
the center of the top (Ice Mine) level. If you followed the rule
correctly, you will go down one stair on the east end of the corridor,
and come up another at the west end. If you followed the rule
strictly, you'd never go down the stairs in the middle! Those lead to
an "H" shaped area on the Icicle Dungeon level where you will find a
Hydra if you go North from the stairs. Beating the Hydra will have Axs
grant you the Marid (Water Spirit) - which I'd have beaten out of him
if I'd known... Apparently the little area on the Polar Dungeon level
is "safe", at least until you go through the doors. There you fight
Sauza, without Axs or Salah (the weasels!). I stuck to having the
Spirits throw combat-helpful spells like "Offense Impair", rather than
Flame 3, and just let Rooks beat on her, and had the Efrite restore
HPs when they started getting low.
Chapter 3 ends, 4 begins. After the combat, you, Axs, and the Spirits
are completely restored. You end up in the Elf Village, and Axs
rejoins you. Remember to equip him before you go into combat! Lots of
shiny new things at the store here. The monsters have lots of gold
too!
I was able to explore an awful lot of the Ice Mine complex in one
trip, and beat the Hydra and Sauza, without coming out. Once you can
use the Spirits to keep the other characters going, you can stay in
there a LONG time.
I didn't have very good results with the Ice Blade in the Ice Mine,
but back then it said it was +75 to Attack. Once in the Elf Village,
it now says it's +81! Other weapons that are different are Short
Sword now +22, Long Sword now +36, Broad Sword now +52, Battle Axe now
+48 for Rooks and +47 for Axs, Scimitar now +67 for Rooks and +65 for
Axs - same for both Rooks and Axs otherwise. Battle Hammer for Axs
only now +69. Defense items are stable though for both. I'm going to
keep reporting the value I get when I can first buy an item, and add
notes in the store listing only when two characters differ.
If you wander around Stavery 1F and 2F (I used the left hand rule this
time), you meet Darama (says Darah during combat). This was one of the
easier ones! And you get the Earth Spirit Dao. Not much MP, but lots
of HP. Going left is better this time, because you get to go to the
few chests on 2F before you fight D or get to the door on 2F that you
can't open (yet). Completely explore what you can get to, then go back
to the Elf Village. Now Salah will join you again, this time 3 levels
below Rooks. Go buy her the best equipment you can. When you're ready,
go back to that door on 2F. By the way, for Salah the Short Sword is
now +20.
Tony Green points out that the Dao's Petrify All spell will work
nearly always against Water enemies.
Salah will get you through the door at Stavery 2F. Explore all the way
to the back here, because at the very end is a chest with the Shaman
Robe inside for Salah (armor Defend+56). There is a Demon Axe (weapon
Attack+120) on 3F for Axs. And if you didn't get Salah a Wish Wand,
there's one on 3F too. The Demon Mail (armor Defend+81) and Demon
Shield (shield Defend+35) for Axs are on 5F.
At this point I found out that you are limited to 32 equipment items,
so I had to sell old stuff I was keeping. Sorry, no more Dagger!
Note that Stavery 1F, 2F, 3F and 4F are all on the same map. They all
have the same monsters too.
Midway through Stavery 4F, the Dao turns around and fights you again
with help (Darah and Barah). Winning gets you the Earth Spirit again,
same as before.
Even if you want to pass it by, the game automatically makes you go
through the door on Stavery 7F. And again Rooks and a Spirit are
deserted by Axs and Selah. Fight Ariel and win, and Galneon shows up
to finish Ariel off. Now you have to go on to 8F without Axs and
Selah.
Stavery 5F, 6F, 7F, and 8F are all on the same map, but the monsters
aren't the same on all 4. 5F and 6F have one batch of monsters, 7F and
8F have another.
Just when you are thinking you can't go much further on 8F, you are
joined by Darwin. To avoid the STUPID mistake that I made, make sure
you buy a weapon (Dragon Blade) for Darwin BEFORE you go in to 7F.
Darwin was 3 levels higher than Rooks when he joined.
On Stavery 10F there is a Golden Sword, but it's a lousy weapon, and
the Rococo Armor, almost useless. Sell 'em?
Maximum gold you can carry is 65535. If you reach that amount while in
a dungeon, you might as well "Home" out and spend it on Honeys for
Rooks, unless there is still better equipment you haven't bought yet.
On Stavery 11F you meet Galneon again, at the "narrows" on the map.
Fight Teefa, but at least this time you have Darwin to help. She's not
much of a challenge, but you lose Darwin after the combat. Hopefully
you can make it through to the last floor by yourself! Thankfully 12F
is short, but the combats seem to occur every few steps. Through the
doors is Galneon. Axs and Selah show up, but Axs pushes you out the
door with Selah, and a lot of shaking goes on behind the doors. Shaft
of light into the sky, bolts of lightning, etc. Chapter 4 ends,
and you start Chapter 5 (the last one) in Bintel Castle. Darwin and
Teefa join you. Darwin is still 3 levels ahead of Rooks, Teefa is the
same level. Rooks, all the Spirits, Darwin, and Teefa are all fully
healed. But you have to supply equipment for Darwin and Teefa. Nice
stuff at the local store!
Bintel Castle isn't quite the last dungeon in the game, but it's close.
The central hallway where you enter is "safe". Find "Desiree" at the
end of the corridor in the SE area of the dungeon. Find the "Robe of
Valor" at the N end of the corridor in the E area, which also appears
to be "safe". Find the "Spirit Staff" at the N end of the W area,
again apparently "safe". There is nothing in the N area except empty
rooms and monsters.
There is a way N from the NE area to meet and fight Karul, Ariel's
(other) apprentice. You then get the Crystal Sword. Once past that
point, you get all kinds of dragons instead of just the Cloud Dragons
in the NE area. The Tunnel entrance is near the end of the series of
rooms. The route from the NE area is:
N, N, W, W, W, W, N, E, if you count each 3x3 room as one.
The "A Tunnel" area branches around a lot, but there are some nice
items to be found. If you follow the "right hand rule" you will
eventually come to Galneon, and he's apparently gone wacko. Fight him
once and get the Enchanted Jewel. Then fight him a second time and get
the Spirit Sword. Now follow the corridor to the right for stairs up
to Stavery 1F (not again!).
If you're like me, and you "Home"d out sometime, and need directions
through the "A Tunnel" dungeon, the following are what direction you
head at each of the intersections between the stairs in and the stairs
out to Stavery 1F:
N, W, W, N, E, W, N, E.
But I strongly suggest you completely explore it once, because there
are some nice things in those boxes.
This isn't the same Stavery you went through before. The monsters are
proof. Like the previous Stavery, 1F through 12F are on the same map,
but 1F to 4F have different colored walls than 5F to 8F, or 9F to 12F.
And it really is "Grand armor" with a lowercase "a". Don't worry about
the Red and Blue Guardians who show up momentarily on 10F, Axs and
Selah appear and take care of them for you. Same thing with Tiamat on
11F, but this time Darwin and Teefa go away.
Finally you are at a door on Stavery 12F. I'd get ready if I were
you... Fight a strange 4-dragon thing named Rimsala once, and as long
as you don't let it kill you, the game suddenly has Rooks make a
speech that sounds like a spell.
But it doesn't work, Rimsala --almost-- kills Rooks, and when all hope
seems lost, the great hero Fanas (who?) revives Rooks and puts the 3
items (2 swords and jewel) together, and you fight Rimsala for real.
One major annoyance is that the "revive" apparently sets all your
Spirits to the HP of the one you were using at the end of the first
Rimsala battle - which can be a major pain if that was a low one!
Keep whacking away with Rooks' Giant Sword, and have the Spirits cast
any helpful defense spells once, then as long as their MP's last,
either throw offensive or healing spells. Finally, Rooks will make
that little speech again, but this time it works.
Multiple lightning bolts are shot at Rimsala and the top of the
Stavery Tower (same graphics as used earlier really). Then you'll get
an endgame speech about how 10 years later everything is peaceful, and
finally a picture of the land of Elemen from the side with animated
clouds, then a card that spins around along with some music. The
game's credits are shown scrolling over the card as it spins, which
shows game characters on the face sometimes.
There are apparently other spells in the ROM, but I didn't see them
with everybody in the party below level 50. Two of the nicer ones
should let you designate a point in a dungeon that you can teleport
to from either a town or elsewhere in a dungeon.
But according to Dave Sands (dasands[AT}rochester.rr{DOT)com), the
maximum level in the game is 60, and there are no other spells beyond
those listed above. I guess that means the spells that I found in the
ROM weren't implemented because they would affect game balance too
much. It's been done in other games...
EQUIPMENT
Name Type Who Cost Effect
--------------- ------ ----- ---- -----------------------
[available in Galia, the starting town]
Dagger weapon RDAST 100 Attack+8
Short Sword weapon RDAST 200 Attack+19 (20 for Darwin)
Long Sword weapon RD 500 Attack+31
Broad Sword weapon RD 1000 Attack+45
Staff weapon ST 150 Attack+15
Whip weapon ST 170 Attack+21
Soft Leather armor RDAST 100 Defend+7
Hard Leather armor RDAST 300 Defend+11
Ring Mail armor R AS 500 Defend+15
Robe armor ST 150 Defend+9
Small Shield shield R AS 180 Defend+3
Talisman charm D T 300 Defend+3
[available in Doraf, second town]
Short Sword weapon RDAST 200 Attack+19 (20 for Darwin)
Long Sword weapon RD 500 Attack+31
Broad Sword weapon RD 1000 Attack+45 or 46
Memory Wand weapon ST 700 Attack+33
Mage Staff weapon ST 400 Attack+27
Flying Axe weapon RDA 450 Attack+28
Chain Whip weapon ST 850 Attack+34
Mace weapon AS 1000 Attack+46 (or 47 for Axs)
Ring Mail armor R AS 500 Defend+15
Scale Mail armor RDAS 700 Defend+23
Chain Mail armor R AS 1000 Defend+31
Breast Mail armor D 1500 Defend+33
Small Shield shield R AS 180 Defend+3
Large Shield shield R AS 300 Defend+7
Talisman charm D T 300 Defend+3
Rune Gauntlet charm D T 500 Defend+7
[available in Doraf after Reinoll & Zerel]
Long Sword weapon RD 500 Attack+34
Broad Sword weapon RD 1000 Attack+48
Scimitar weapon RDA 1500 Attack+62 or 63
Ice Blade weapon RD 2000 Attack+75 (not as good as it says?)
Firebrand weapon S 1000 Attack+ ?
Flail weapon AS 1300 Attack+ ?
Battle Hammer weapon A 1200 Attack+68
Battle Axe weapon R A 1700 Attack+46
Breast Mail armor D 1500 Defend+33?
Breast Plate armor RD S 2000 Defend+39
Seam Mail armor R AS 3000 Defend+47
Plate Mail armor R A 4500 Defend+57
Silver Robe armor ST 750 Defend+39?
Large Shield shield R AS 300 Defend+7
Spike Shield shield R AS 750 Defend+15 (no Attack+)
Iron Shield shield R AS 1000 Defend+23
[available in Elf Village]
Undead Blade weapon R 3000 Attack+97
Fire Blade weapon R 5000 Attack+113
Dragon Blade weapon RD 7500 Attack+126 (130 for Darwin)
Elder's Staff weapon ST 4500 Attack+77 [casts Sleep All]
Wish Wand weapon S 10000 Attack+86 [casts Water 2]
Blackthorne Whip weapon ST 5500 Attack+39
Battle Axe weapon R A 1700 Attack+47
Great Axe weapon A 4800 Attack+70
Morning Star weapon A 6000 Attack+88
Plate Mail armor R A 4500 Defend+57
Mithril Chain armor R A 5000 Defend+59
Mithril Plate armor RD 7500 Defend+63
Mithril Mail armor R A 10000 Defend+71
Silver Robe armor ST 750 Defend+39
White Robe armor S 1000 Defend+57
Mithril Gauntlet charm D T 3000 Defend+31
Iron Shield shield R AS 1000 Defend+23
Mithril Shield shield R AS 1500 Defend+27
Dragon Shield shield R 2500 Defend+33
Magic Shield shield S 4000 Defend+31 [casts Sleep]
[available in Bintel Castle]
Dragon Blade weapon RD 7500 Attack+138 (132 for Darwin)
Magic Sword weapon RD 10000 Attack+157 (151 for Darwin)
- - - - - - - - - - - - - - - - - [casts Sleep]
Lightning Sword weapon RD 13500 Attack+173 (167 for Darwin)
Blackthorne Whip weapon ST 5500 Attack+40
Elder's Staff weapon ST 4500 Attack+79 [casts Sleep All]
Staff of Wisdom weapon T 7500 Attack+102 [casts Confused All]
Mithril Mail armor R A 10000 Defend+71
Dragon Mail armor R 20000 Defend+75
Magic Plate armor RD 25000 Defend+79 [?]
Magic Mail armor RD 30000 Defend+85 [?]
White Robe armor S 1000 Defend+57?
Magic Robe armor T 15000 Defend+71
Dragon Shield shield R 2500 Defend+33
Caesar Shield shield R 45000 Defend+39 [casts Defense Impair All]
Mithril Gauntlet charm D T 3000 Defend+31
Magic Gauntlet charm D T 10000 Defend+35 [casts Wall All]
Other "Ring" items are defined in the ROM, but I never found any in the
game.
I also didn't see these items mentioned in the manual: Cursed Gauntlet,
Enchanted Shield, Cursed Sword.
Tony Green says that the "Cursed" items may be randomly dropped by
enemies in the last chapter, but he never got any either. A friend who
owned the Japanese version (Card Master) told him about them. [I
wouldn't be surprised if they were left out of the English version,
as I don't recall getting any items from enemies in this game.]
"Rococo Armor" is in the manual as "Rococo Mail".
MISC. ITEMS
Name Cost Effect
---------------- ---- -----------------------
[available at weapons shop in Galia, the starting town]
Herbs 15 restore (71) HP
Medicine 70 restore many HP
Sleeping Bag 500 restore all HP & MP
Return Ring 100 instant teleport to town
Silver Flask 100 restore some MP
[available at weapons shop in Doraf, the second town - the above PLUS]
Gold Flask 200 restore many MP
Restore Honey 3000 your maximum HP increased by 5
MP Honey 3200 your maximum MP increased by 5
[at weapons shop in Doraf after Reinoll & Zerel - the above PLUS]
Tent 1000 as Sleeping Bag, plus reverses Paralysis & Petrify
Strength Honey 3000 increases Strength by 3
Intelligence Honey3000 increases Intelligence by 3
[available at weapons shop in Elf Village - the above PLUS]
Medicine 75 [price change]
Tent 1500 [price change]
Gold Flask 250 [price change]
Endurance Honey 3000 increases Endurance by 3
Agility Honey 3000 increases Alertness (Agility) by 3
[available at weapons shop in Bintel Castle - as above with price change]
Tent 2000 [price change]
[available at alchemist/tavern in any town]
Water 1 no effect?
Elixir 5 restore 5 HP each to all in party
Food A 10 restore 10 HP each to all in party
Food B 20 restore 10 HP and 5 MP each to all in party
[available at gypsy tent in any town]
Wind Card 10 Enemy will be attacked, use more for greater effect
Earth Card 10 ditto
Water Card 10 ditto
Fire Card 10 ditto
Fog Card 100 You can escape from battle under cover of Fog
Call Amulet 350 Summon a Spirit
Null Card 100 Destroy an enemy
(can also restore a "broken" Spirit for 100)
While the transcribed manual page lists "Maiden's Tears" and "Moon
Oil" as additional items that you can buy, I didn't see them in the
game.
Inns: (restore all HP & MP if you pay, can also save game)
30 Galia (first town)
50 Doraf (second town)
100 Doraf (after Reinoll & Zerel)
300 Elf Village
500 Bintel Castle
SECRET CODES
1. Music & Sound Gallery
At the title screen, press and hold the L and R buttons, then press
the B button. The "Sound Room" controls are: Down to increase #, Up
to decrease #, A to play, Start to exit. Valid #s are 0 through 90,
music is mostly above 50.
2. Chapter Select
From: Tony Iaconetti (Iaconetti_a[AT}spcvxa.spc{DOT)edu)
At Title Screen press DOWN, SELECT, SELECT, X, Y, SELECT, SELECT,
L, R, SELECT, SELECT, LEFT, RIGHT, UP.
Then press following to start at desired chapter:
A for Chapter 2
B for Chapter 3
X for Chapter 4
Y for Chapter 5
(Note: When using the Chapter Select, remember that it will only
jump you to the next chapter, increase your hit points, experience,
etc. However, items that are needed to complete the game may not be
available when you do the trick.)
[I wasn't able to get this one to work.]
Tony Green points out that you start the Chapter with a set amount
of experience (10 levels per chapter skipped), some gold, but only
the best equipment from the stores in the previous chapter. Not the
better stuff that you would have found, or any Honey items.
3. Game Genie codes (unverified)
Start with 250 gold pieces: EC69-AFDO + DD69-AF00.
Start with 60,000 gold pieces: 1D69-AFD0 + 3C69-AF00.
Start with over 60,000 gold pieces: 1769-AFD0.
Infinite money for weapons: C225-0F02.
Infinite money for items: C22A-0402.
Infinite money for rooms: C229-640E.
Infinite money for elixir: C22F-A7DE.
Level and statistics for all characters in group are increased
after each battle you win: B387-DFF2.
Magic points don't decrease: 828B-AF2E.
4. Pro Action Replay codes (unverified)
[GG codes should work when converted, plus:]
Hero gains level after battle: 7E136300
Tifa gains level after battle: 7E136700
Money: 7E15590F 7E155A27
these codes are from Paul (khempp[AT}libertysurf{DOT)fr)
5. Tony Hedstrom has a bunch of codes that change character stats
at the start of a new game. Go visit his Code Hut site at:
http://www.angelfire.com/games2/codehut/SNES.htm
and look for the ArcanaGG.txt file or the Arcana link. Lots of
other codes there for other games!