Action Replay Codes * Error-free version * "Secret of Mana" © 1993 SquareSoft By Ben Humphrys (mc59126@sis.port.ac.uk) and Eric Lenander (lenander@mbox301.swipnet.se) Using these codes means that you'll never again have to spend much time messing around killing enemies just so you can upgrade your character's statistics. In short, it'll stop you getting bored playing the game once you've completed it a few times. Please note: The maximum energy and maximum money codes were taken from the Datel Action Replay codebook - there are included for the sake of completeness. All the other codes I worked out myself. (1) To get Girl and Sprite's Magic Level counter to 99 - i.e. they only need to cast one more spell to reach the next Magic Level, you'll need these codes: Girl: 7EE3D863 - GNOME 7EE3D863 - UNDINE 7EE3DA63 - SALAMANDO 7EE3DB63 - SYLPHID 7EE3DC63 - LUNA 7EE3DD63 - DRYAD 7EE3DF63 - LUMINA Sprite: 7EE5D863 - GNOME 7EE5D863 - UNDINE 7EE5DA63 - SALAMANDO 7EE5DB63 - SYLPHID 7EE5DC63 - LUNA 7EE5DD63 - DRYAD 7EE5DE63 - SHADE (2) To raise maximum Magic Points for the Girl and Sprite use these codes: Girl: 7EE38763 Sprite: 7EE58763 (3) To raise all character's Weapon Level counter to 99 - i.e. you only need to kill one more enemy to reach the next Weapon Level, you might like to try these ones: Bloke: 7EE1D063 - GLOVE 7EE1D163 - SWORD 7EE1D263 - AXE 7EE1D363 - SPEAR 7EE1D463 - WHIP 7EE1D563 - BOW 7EE1D663 - BOOMERANG 7EE1D763 - POLE DART Girl: 7EE3D063 - GLOVE 7EE3D163 - SWORD 7EE3D263 - AXE 7EE3D363 - SPEAR 7EE3D463 - WHIP 7EE3D563 - BOW 7EE3D663 - BOOMERANG 7EE3D763 - POLE DART Sprite: 7EE5D063 - GLOVE 7EE5D163 - SWORD 7EE5D263 - AXE 7EE5D363 - SPEAR 7EE5D463 - WHIP 7EE5D563 - BOW 7EE5D663 - BOOMERANG 7EE5D763 - POLE DART (4) To raise Weapon Level for every weapon to level 8, use the following codes: (Each code counts for two weapons.) Bloke: 7EE1C088 - GLOVE AND SWORD 7EE1C188 - AXE AND SPEAR 7EE1C288 - WHIP AND BOW 7EE1C388 - BOOMERANG AND POLE DART Girl: 7EE3C088 - GLOVE AND SWORD 7EE3C188 - AXE AND SPEAR 7EE3C288 - WHIP AND BOW 7EE3C388 - BOOMERANG AND POLE DART Sprite: 7EE5C088 - GLOVE AND SWORD 7EE5C188 - AXE AND SPEAR 7EE5C288 - WHIP AND BOW 7EE5C388 - BOOMERANG AND POLE DART NB: Changing the last two digits of each code to a hexadecimal number higher than 88 will allow you to charge past level 8! For example, changing 88 to AA will enable you to charge to level 10! Obviously, there are no new weapon animations, but you'll be able to inflict much more damage. However, if you do this, after a while your levels will reset back to zero and you won't be able to charge at all. Fun if used in moderation. (5) To upgrade your Magic Level to level 8, use these codes: Girl: 7EE3C488 GNOME AND UNDINE 7EE3C588 SALAMANDO AND SYLPHID 7EE3C688 LUNA AND DRYAD 7EE3C788 LUMINA Sprite: 7EE3C488 GNOME AND UNDINE 7EE3C588 SALAMANDO AND SYLPHID 7EE5C688 LUNA AND DRYAD 7EE5C788 SHADE NB: As with the Weapon Level codes, raising the value of the last two digits will render your spells more potent, enabling a "Super Spell" (one with enhanced animation and increased damage) with almost every cast! Bear in mind though, the danger of your Magic Levels resetting to zero applies here, too. (6) Maximum energy for each character (somehow though, it makes the Sprite invincible). (Code for the Bloke taken directly from Datel's codebook.) Bloke: 7EE181C5 Girl: 7EE381C5 Sprite: 7EE581C5 (6.5) Eric Lenander mailed me with 'real' infinite energy codes (I must apologise: I haven't tested them due to my not having brought my SNES to University with me). Over to Eric: "I just check your text about AR codes to Secret of Mana. You have many cool codes, but I have one you don't. :-) It's the unlimited energy codes I'm talking about. You said that it made Sprite invicible, well, your code is not the correct one... The correct code is: 7EEX82FF Where "X" is the character (1, 3, 5 for Bloke, Girl and Sprite in that order). The code will give the character an unlimited energy of 255HP. The only difference between your code and my code is that my have a 2 instead of a 1. Not that much of a difference, but still..." Eric Lenander lenander@mbox301.swipnet.se (7) Maximum money: 7ECC6CBF (Code taken directly from Datel's Code book.) Once selected codes are entered, start the game and enable the Action Replay. Load your save-game and check your statistics are suitably enhanced. When you've finished being impressed, save your game IMMEDIATELY (with all these codes entered, Mana is likely to crash). Turn off your SNES and then load Mana again (with no codes entered, although you will probably still want to use the maximum Magic Points codes). You'll see your statistics have been saved. Now play the game. Ben Humphrys 1996 * Addendum * 24/12/96 I've now worked out codes to alter the amount of orbs collected per weapon. This means that it is now possible to finally have the correct weapon name (and graphic) for the maximum level that can be powered up. (Well, I know what I'm talking about, anyway.) Simply, enter the below codes. When you start the game and check your weapon levels, you'll find that each is only powered-up to level one, but that the amount of orbs collected has increased to nine. This means that with an extended visit to Watts (and plenty of money!), each weapon can be powered up to level nine, and that finally weapons like the "Ninja's Trump" are available without having to visit the Mana Fortress, collect as many orbs as possible and then exit. (Many times.) What to do: (1) Enter the first set of codes, enable Action Replay and load the saved-game. (2) Check that every weapon has " 1/ 9" in its level description. (3) Disable Action Replay. (4) Visit Watts and power up all the weapons to maximum. Unless you want to be silly, don't power them up past level 9 (see later). (5) Save game. (6) Reset and enter the second set of codes (just to tidy everything up). (7) Enable Action Replay, load save and check every weapon looks like this: " 9/ 9". (8) Save game. If, as stated earlier, you power up past level nine, the weapon in question will "morph" into another! So, you can have each character equipped with, for example, a spear. This, to me, seems a bad idea (unless there are arguments over which character uses which weapon). Code Time. First set of codes: 7ECFB000 \ 7ECFB100 | 7ECFB200 | 7ECFB300 |- AMOUNT OF ORBS FORGED 7ECFB400 | 7ECFB500 | 7ECFB600 | 7ECFB700 / 7ECFB808 \ 7ECFB908 | 7ECFBA08 | 7ECFBB08 |- TOTAL AMOUNT OF ORBS COLLECTED 7ECFBC08 | 7ECFBD08 | 7ECFBE08 | 7ECFBF08 / Second set of codes: 7ECFB009 \ 7ECFB109 | 7ECFB209 | 7ECFB309 |- AMOUNT OF ORBS FORGED 7ECFB409 | 7ECFB509 | 7ECFB609 | 7ECFB709 / That's it! Things to work on: Maximum character statistics codes. Maximum armour statistics codes. (Not sure how to do this, though.) If you have any comments or questions, please direct them to me at: mc59126@sis.port.ac.uk History: Version 1.0 : Created a long time time ago (@ 3 years!) for inclusion in a British SNES magazine. I sold my SNES and forgot to send it in, though. I bought another SNES 16 months later.... Version 1.1 : After playing around with games about a year ago, I worked out some Weapon codes, which I added. Version 1.2 : After being mailed 'real' infinite energy codes by Eric Lenander (lenander@mbox301.swipnet.se) I decided a new version was in order. Thanks, Eric!