The Guardian Legend  Password Crack FAQ
By FatRatKnight    (Lee Eric Kirwan)
V .74

This FAQ is Copyright Lee Eric Kirwan 2005

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 0 | - - - - - - - - - |  TABLE OF CONTENTS  | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[_/^\_]
I've set aside search keys of sorts for the Find function.

 0 | - TABLE OF CONTENTS (Here)  [Why use Find?]
 1 | - INTRODUCTION (Look down)  [INT40]
 2 | - WHAT PASSWORDS CAN DO     [WHT15]
 3 | - PASSWORD LIST             [LST24]
 4 | - ANYWHERE JUMP             [JMP01]
 5 | - "FROM SCRATCH" METHOD     [FLL60]
 6 | - TO-DO LIST                [LTR10]
 7 | - CONTACT INFO              [SRY91]
 8 | - THANKS TO...              [CRW02]
 9 | - VERSION HISTORY           [VSN07]

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 1 | - - - - - - - - - |    INTRODUCTION     | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[INT40]
Go ahead, turn on that game and go to the password screen. It
should look something like...
  ________________________
  |                      |     Of course, this isn't EXACTLY how it
  | A B C D E  F G H I J |     looks, but you get the general idea.
  | K L M N O  P Q R S T |
  | U V W X Y  Z 0 1 2 3 |     There are exactly 64 different
  | a b c d e  f g h i j |     characters to choose from, and you
  | k l m n o  p q r s t |     must place 32 characters in the
  | u v w x y  z 4 5 6 7 |     password. Letters are easily
  | 8 9 ! ?  FR. BA. END |     distinguished between CAPS and
  |______________________|     lower-case, as the lower-case ones
  |                      |     each have 2 dots right above them.
  |                      |
  | ^                    |
  |                      |
  |______________________|

Now, the basis of this FAQ is about the password system. It is
not going to help you find that last item you failed to find,
also won't contain any strategies for beating bosses. And it
definitely won't teach you the basics of how to play the game.
This FAQ will describe every possible thing one can do with
passwords.

Thanks to how some texts are, it might be hard to tell the
capital letter "O" from the number "0", and a few things
that seem similar. Keep this in mind, and if you have some
doubts, copy the password into a word processor of some form
and change to a style of text which makes it easy to tell.

First, besides this intro, I'll talk about exactly what the
password system can do. It won't help with the "how", but it
will tell you the "what" of the password. You may or may not
really care about this section, but it's there, making this
FAQ more complete anyway.

For those who can't be bothered to learn the process, I shall
next list several useful passwords. They'll be in a nice
format, so one can go see some of those useful things that
passwords can do, and see just how powerful 0 SHIELD is.
It's quick, just find a listed password and enter it.

For those wanting a little control over one part of the
password without being overwhelmed by the full method,
I will also list several passwords that will work with a
simple password jump formula I made up. One can go to any
location with the same set of stats, but they only work
specifically with the passwords I list and a very small
percentage of other working passwords.

And finally, my method to build a password entirely from
scratch. I don't think it's easy to understand, but I try to
describe the process the best I can. Difficult to learn, I
think, but once you get it down, then you can make any
password you darn well want.

You may have noticed that when you check your password more
than once, it appears to randomize, and the whole password
changes. Of course, when you later input the password, it
gives the exact same things as some other entirely different
looking password. My method takes care of that randomness.

I also abbreviate corridors of some number to be C-#. So, if
I say C-20, I'm talking about corridor 20. It's 3-4 characters
to type instead of 10-11, which might make a difference of
whether I need to make a new line to make it fit.

But, enough of that, on to what exactly passwords can do.


[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 2 | - - - - - - - - - |WHAT PASSWORDS CAN DO| - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[WHT15]
They can walk the dog and... No, what am I saying?

They can affect many things. Score, your position, SHIELD,
ATTACK, max life, rate of fire, what KEY you have, how many
EEs, what weapon you have, which corridors you completed, how
many CHIPs, what item on NAJU you've collected, which shops
shopped, and which mini-bosses defeated. Not really a small
list, I would say.

Then, there is a special password that can NOT, under any
circumstances, be modified to give wonderful junk to the
guradian. It simply sends the guardian into a corridor-only
version of the game. Since I can't change it, it's left in
some dark corner of this FAQ.

Score - The password can give anywhere from 0 to 9999990 score.
  Now, there's two reasons why a low score is better than a
  high score. One: A game-crashing bug hits once you go beyond
  9999990 score. Two: Life-up bonuses from score is more
  frequent at the low score range.

Position - Now, when I say position, I don't mean "which save
  room" position. I mean _ANYWHERE_ within a 32x32 grid. Yes,
  the password system can take one to the rooms between the
  normal rooms and even in some strange reigon South or East
  of the normal 24x24 area. Turns out, some places instantly
  blacks-out the game while some others are exitless. But hey,
  there are some interesting places that one can go into. Ever
  wanted to fly through Corridor 0 (the initial corridor) with
  all sorts of power-ups?

  Anyway, there's another FAQ all about the secret world of
  the Guardian Legend which uses a password allowing us to
  reach it. I didn't hand out the Explorer's version at the
  time, but still, so much can be found without needing all
  those power-ups. Check it if you think you'd want to explore
  the once-unseen reaches of NAJU, before heading into such
  places.

SHIELD - Change your SHIELD to any amount from 0-7.
  You can never get less than 1 SHIELD in the normal game, so
  what happens if you have 0 SHIELD? Do you instantly drop to
  0 life when hit? No. Actually, 0 SHIELD is amazingly
  powerful. Not only do you take barely noticable damage, but
  you also deal HUGE AMOUNTS of it to the enemies, and not
  just by contact. Your shots will destroy the most durable of
  non-bosses in less than 10 hits. Bosses die much quicker too.

  Oh yea, picking up a SHIELD power-up with 0 SHIELD won't
  take you out of the super-powered 0 SHIELD of annihalation
  so that's another plus to 0 SHIELD.

  One more thing, SHIELD doesn't just affect the damage you
  take, and the damage you deal. It also affects two enemies,
  as far as I know. That "circle of comets" seen in C-0, C-3,
  C-13, and several other corridors checks your SHIELD and
  does something based on that. 0 SHIELD makes it fly off to
  the right with no other effect. And some "turtle" enemies in
  area 0 will transform to something else with 3 or more
  SHIELD, which is why they don't ever change with 0 SHIELD.

ATTACK - Change your ATTACK to any amount from 1-4.
  Nothing special, really. Just that one can change the ATTACK
  stat. With 0 SHIELD, who needs ATTACK?

Max Life - Change your Max Life to any amount from 1-32.
  Since 0 SHIELD is powerful, what about 1 Life? Not good in
  this case. 1 Life means you'll take a hit, then the next
  might kill, depending if the first one knocked you down to 0.

Rate of Fire - Change how many rapid fire power-ups you took.
  5 power-ups is the most. Any more, and we get strange rates
  that we fire with. 2 of the strange glitch rates available,
  and both are slower than without any power-ups. It can be
  cured by taking a rapid fire power-up, though.

KEY - Decide which KEY you have, regardless if you actually
  beat the corridor containing it. Beating a corridor that
  awards a KEY you already have is safe, nothing glitchy
  happens at all. Have all the KEYs you want.

EE count - How many EEs would you like? No, we don't go beyond
  the limit of 255 here... You could have charges but no EE.
  If you do give yourself charges, but no EEs, then once you
  pick up an EE, you get however many charges you determined
  plus 20, but never beyond 255.

Weapons - Which weapons do you want? Pick from a wide
  selection! Anyway, there's no level 2 or 3 EEs...

Corridor - You can have corridors pre-beaten, so you don't
  have to! Just remember that we can easily make a game
  unbeatable by pre-beating a corridor that awards a KEY you
  didn't give to yourself.

CHIP max - I can give some number of CHIP power-ups, easily
  reaching the standard max of 6000 that is only seen in TGL
  mode. Aside from the 11 standard possibilities, with 0 to 10
  power-ups, I can give strange numbers too! 5 strange numbers
  are avaiable, with 3 of them darn nice, while the other 2
  aren't any good.

Stuff collected/shopped/beaten - One can also have stuff
  pre-done so that you won't ever get to see it! Mwahaha!
  Anyway, just because we decide to pre-collect something
  doesn't mean we actually have it, so one can create
  challenge passwords by making some things disappear. Then,
  when the Guardian comes by, she won't find that nice
  power-up that would have helped greatly.

TGL mode - The shooter-only part of the Guardian Legend. This
  mode can't be changed to give nice stuff.

One more thing. The character "A" is the same thing as a blank
space. It's a small thing, but if there's any passwords with A
in them and you can remember them as a blank space better than
with an A in there, it's nice to know.

So, now that we know what the passwords can do, let's see some
examples of what our fine passwords can do.


[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 3 | - - - - - - - - - |    PASSWORD LIST    | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[LST24]

They should all share some strange similiarity. I use the same
randomness seed for each of these passwords, as it would be
difficult to build each password from scratch with a different
randomizer seed each time. Hopefully, the format I use is
self-explanatory.

ML= Max Life.
SHIELD= Current SHIELD amount. 0 is powerful.
ATTACK= Current ATTACK amount. 1-4 only.
X##  Y##= Cooridinates. Need an explanation?
RoF= No. of Rate of Fire upgrades taken. 5 is max. Beyond,
     it's terrible, 1shot/sec at RoF:6 and 1shot/4sec at RoF:7.
Weapons= Each digit repesents a weapon. First digit states
     first weapon's level. Second digit states the second
     weapon's level, and so on. The last weapon, EE, has only
     1 level. 0 simply means you don't have that weapon.
EE= No. of EEs, if you have it. Check "Weapons", last digit.
CHIPS= Max CHIPS.
KEYs= What KEYs you have. Shouldn't be hard to figure out.
Corridors= Which ones beaten. It's NOT which ones available.
SC= Score. Only to impress those who thinks it's any good.


------------------------------Explorer-------------------------------
First, the "Explorer's" trio of passwords. Not recommended for
anything except exploring some aspects of the game. It's far
too easy even for the absolute weakest shooter players. As
long as you know how to hold down the button to fire with, you
practically can't lose, really.


  3stG 0gBG  XYdG UMdE | 32ML 0SHIELD 4ATTACK X11  Y12   RoF:5
  q?O2 tLXC  VlWC IYNA | Weapons: 333333333331, 255EE 32768CHIPS
KEYs|)?SD+\/| Corridors|                    | SC      0
Comment: "Explorer's" password, alpha. Now with no real difficulty!

  3stG 0gBG  XYdG nDdE | 32ML 0SHIELD 4ATTACK X 9  Y11   RoF:5
  q?O2 tLXC  FJVC IoLA | Weapons: 333333333331, 255EE 32768CHIPS
KEYs|)?SD+\/| Corridors|1234567890          | SC      0
Comment: "Explorer's" password, beta. Now with C-21 goodness!

  3stG 0gBG  XYdG UMdE | 32ML 0SHIELD 4ATTACK X 4  Y 0   RoF:5
  q?O2 tLXC  pkQC I4DA | Weapons: 333333333331, 255EE 32768CHIPS
KEYs|)?SD+\/| Corridors|                    | SC      0
Comment: "Explorer's" password, gamma. Northern Frontier and C-0!


-------------------------------Other---------------------------------
Now, for various passwords that isn't Explorer's. Once I get
enough of a certain type of password, I'll make a sub-section
for it. For now, the other passwords are listed here.

Concept
  rsgG Th7G  r1RF UMjE |  1ML 0SHIELD 1ATTACK X11  Y12   RoF:7
  RAtD OwsA  TlW1 IIPA | Weapons: 000000000000,   0EE    50CHIPS
KEYs|       | Corridors|             $%     | SC1000000
Comment: The powerful 0 SHIELD, attached to 1 Life, 50 CHIPs, slowest
         RoF, and no item to raise them. It balances well.

Challenge
  3n7X agNW  w1Zd UMdE |  1ML 1SHIELD 1ATTACK X11  Y12   RoF:6
  RAtD OwcA  T5iO IQKA | Weapons: 000000000000,   0EE    50CHIPS
KEYs|       | Corridors|                    | SC 510000
Comment: Crazylaz made this. Low Life, no fireball, reduced ATTACK
         and SHIELD, bad RoF. It's quite hard.

Phrase
  TheA only  hope left | 23ML 0SHIELD 4ATTACK X11  Y12   RoF:6
  forA NAJU  vu46 mTj4 | Weapons: 001312003031, 253EE 3????CHIPS
KEYs|)?SD+\/| Corridors|12345 7 9 !@  %^&*  | SC   2560
Comment: Specifically made sure to give all the KEYs.

Historical
  3stG 0gBG  XYRF UMdE | 32ML 0SHIELD 1ATTACK X 4  Y 0   RoF:0
  RAtD OIHD  nkQC IcJA | Weapons: 000000000000,   0EE    50CHIPS
KEYs|)?SD+\/| Corridors|                    | SC      0
Comment: The original password used for exploring Northern Frontier.

Unlabeled
  2stG 0wBG  XYRF UMdE |  8ML 1SHIELD 1ATTACK X11  Y12   RoF:0
  RAtf OwIT  T5WC IQAA | Weapons: 000000000000,   0EE    50CHIPS
KEYs|       | Corridors|                    | SC      0
Comment: There are 4 unknown bits in the password. This activates 'em
         all.

Unlabeled
  3stG 0gBG  XYRF UMdE | 32ML 0SHIELD 1ATTACK X 0  Y 0   RoF:0
  RAtD OwAD  LkQC I2AA | Weapons: 000000000000,   0EE    50CHIPS
KEYs|       | Corridors|                    | SC      0
Comments:The closest thing to a password of nothing; Unbeatable
         Often, I use this and adjust it rather than build the
         whole password from scratch.


And the special shooter-only password:

  TGL                  |  This is the darkest corner I
                       |  could find.
Comment: A corridor-only playthrough. There is no way to
         change what you start with.

In TGL mode, each corridor you complete will give a set of
power-ups, then sends you into the next corridor immediately.
Nothing more about it, as TGL mode is accessable by password,
and that's about as far as I'll go into the subject of TGL mode.

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 4 | - - - - - - - - - |    ANYWHERE JUMP    | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[JMP01]

In this section, I shall give a few "incomplete" passwords.
Each of them will work with the exact same changes that I will
list. Currently, this is a relatively simple method of
choosing where exactly you want to end up in.

First, here's the password of nothing. I'd like to point out
which ones change our location and checksum...

     Location bits:                checksum
  3stG 0gBG  XYRF UMdE       3stG 0gBG  XYRF UMdE
  RAtD OwAD  LkQC I2AA       RAtD OwAD  LkQC I2AA
             ^^^                              ^^
I shall place a password in similar format:
  3stG 0gBG  XYRF UMdE
  RAtD OwAD  ___C I__A

Of course, since changing your location MUST change the
related bits, and that changing anything also changes the
checksum, that's why they're blank. We shall fill them in
through a hopefully simple formula.

Since this one is about changing your location, and that
ATTACK and SHIELD are in the same location, I can't give the
exact same thing for different ATTACK and SHIELD. It's not
even close to impossible to give a different formula for it,
but...

Currently, until I find the time and in the mood, I shall post
only one password with a formula. Still, being able to jump to
any location is nice, to say the least.

The password!
  3stG 0gBG XYRF UMdE | All KEYs. Not much else.
  RAtD OIHD ___C I__A | Useful for exploring off-map.

For our location bits... X affects **_C and Y affects _**C.
Let's do a little division, shall we?
Pick a X location from 0 to 31. Divide by 8. If the remainder
is:
0 - L
1 - D           Insert the corresponding character to
2 - 1           *__C. Where the asterisk is.
3 - T
4 - n           If you picked 12, divide by 8. Result: 1 r4
5 - f           Remainder: 4. So, we'd so far have n__C
6 - 7
7 - v

Pick any Y location. For the next letter, we check to see if
the Y location is divisible by 2 and also check the whole
number portion of X/8.

If Y is even (dividing Y by 2 gives no remainder)
and if X/8 is:
0 - k
1 - l           Insert to here: _*_C
2 - m
3 - n

If Y is odd, and X is:
0 - I
1 - J           In case you forgot already...
2 - K           Insert to here: _*_C
3 - L

Now, divide our Y location by 2. Just, cut it in half, and
discard the remainder. We're going to affect the third
character now.

If Y/2 is:
 0 - Q
 1 - R          Insert appropriate character to here: __*C
 2 - S
 3 - T
 4 - U
 5 - V
 6 - W          Suppose Y is 21. Divide by 2. We'll have 10 r1
 7 - X          Forget the remainder. Just look at the 10.
 8 - Y          10 corresponds to the character 0, so we
 9 - Z          insert that. So, we'd have __0C.
10 - 0
11 - 1
12 - 2
13 - 3
14 - a
15 - b

Okay, we chose our location. Suppose it is X12 Y21. We'd
insert nJ0 into the 3-character block, to get nJ0C.
Now, when we get the proper checksum, we'll appear somewhere
in area 8 attacked by all sorts of things immediately. Oh,
right... The checksum.

So, we picked our X and Y coordinates. For the checksum, add
them together! That's right, if we had X12 Y21, our number for
checksum is 33. Here's the list.

If X + Y is:
  0 - cH      16 - cP      32 - 2I      48 - YA
  1 - AI      17 - 8A      33 - 8I      49 - 4A
  2 - cI      18 - 2B      34 - 2J      50 - YB
  3 - AJ      19 - 8B      35 - 8J      51 - 4B
  4 - cJ      20 - 2C      36 - 2K      52 - YC
  5 - AK      21 - 8C      37 - 8K      53 - 4C
  6 - cK      22 - 2D      38 - 2L      54 - YD
  7 - AL      23 - 8D      39 - 8L      55 - 4D
  8 - cL      24 - 2E      40 - 2M      56 - YE
  9 - AM      25 - 8E      41 - 8M      57 - 4E
 10 - cM      26 - 2F      42 - 2N      58 - YF
 11 - AN      27 - 8F      43 - 8N      59 - 4F
 12 - cN      28 - 2G      44 - 2O      60 - YG
 13 - AO      29 - 8G      45 - 8O      61 - 4G
 14 - cO      30 - 2H      46 - 2P      62 - YH
 15 - AP      31 - 8H      47 - 8P

Insert the corresponding characters to the I__A part. If X+Y
is 33, then we'd have I8IA.

So, for X12 Y21, our password is...
  3stG 0gBG XYRF UMdE
  RAtD OIHD nJ0C I8IA

... And that's all I have to say.

Currently, all I have now is a specific password with a
specific formula of sorts. I may expand this later. It is
simpler than what is in the next section anyway.

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 5 | - - - - - - - - - |"FROM SCRATCH" METHOD| - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[FLL60]
What I've posted on the message board is partly copied onto
here. A few format changes here and there was in order, and a
few things were added thanks to fixed-width that the GameFAQs
message boards currently didn't do. Several things changed too.
Hopefully, it's good.

-----------------------------Binary use------------------------------

Knowing a little binary is recommended, which is just 1s and 0s.
And some knowledge of logic functions as well, specifically,
the XOR logic function.
This explanation goes into addition in binary, and uses XOR as
well. Addition is just that, add the numbers. XOR just looks to
see if a pair of digits are the same or different.

Binary is in base 2. The biggest a single digit gets is 1.
Going beyond 1 adds to the next digit, just like going
beyond 9 in the standard decimal system we use adds to the
next digit.

Add: 1+1=10.  10+01=11.  10101010+00110011=11011101
XOR: 1 XOR 1 = 0   1 XOR 0 = 1   0 XOR 1 = 1   0 XOR 0 = 0

An example of both, using the exact same 8-bit numbers:

   Addition:        XOR:
   01001100         01001100
   10011101 +       10011101 XOR
   --------         --------
   11101001         11010001

If you can't think well in binary, for addition or XOR, try
learning it from another source. Or there's this standard
Windows Calculator program. Just bring it up, should be in
Start->Programs->Accessories, Calculator is in there, in my
case anyway. Scientific view, click that Bin option, and
either Word or Dword option, not Byte, and you'll be ready
to add in binary. There's also an XOR funtion in there too.

If you can't really do as I suggest in the previous paragraph,
when you can't think in bianry well... Um, I'm out of
suggestions...

-------------------------End Binary use------------------------------

The password system has 192 bits. Think of it as a single long
string of bits. Thinking about all 192 bits at once is pretty
much overwhelming, so I'll break them up in convenient groups.
Into groups of 8, which is a single byte, and will give less
headaches when it comes to the checksum, and many things
apparently fit within these bytes.

So, 192 bits, with 8 bits in each byte divides into 24 bytes.
As I said, many things fit conveniently in groups of 8. Yes,
if you count the letters, you'll find 64 different characters
in the password, meaning only 6 bits, but we can easily piece
the string back together and divide them into groups of 6 for
the actual password.

Here's a little something I remind myself by.

Reverse, 6-bit
~~~~~~ ~~```` ````PP PPPPPP  PPPPPP PPYYYY YSSSXX XXXAAA
LLLLLR RR-KKK KKKKEE EEEEEE  -WWWWW WWWWWW WWWWWW WWWWWW

!!!!PP PP!!!! !!!!!! !!!!!!  ttttCC CCt982 7309rr rclehs
86154= lcrhl2 =-1esl 3ecs5c  ss3a1s ecac6l 4hhehs cleel-


Reverse, byte
~~~~~~~~ ```````` PPPPPPPP  PPPPPPPP YYYYYSSS XXXXXAAA
LLLLLRRR -KKKKKKK EEEEEEEE  -WWWWWWW WWWWWWWW WWWWWWWW

!!!!PPPP !!!!!!!! !!!!!!!!  ttttCCCC t9827309 rrrclehs
86154=lc rhl2=-1e sl3ecs5c  ss3a1sec ac6l4hhe hscleel-

I don't expect you to really understand immediately, just work
with this while you read. Like one of those school textbooks,
this sort of thing is too much to work with all at once, and
you won't really learn anything without taking a few notes.

--------------------------+
vvvvvvvv                  |
~~~~~~~~ ```````` PPPPPPPP|
1st^^^^^ 2nd      3rd     |
1st byte: XOR byte.       /
It changes what characters to use for the _ENTIRE_ password.
 Of course, there's a simple formula, but it's too confusing
 to explain here, so we'll go into it later.
--------------------------+
         vvvvvvvv         |
~~~~~~~~ ```````` PPPPPPPP|
1st      2nd^^^^^ 3rd     |
2nd byte: Checksum        /
You add up all the other bytes together, and the carry beyond
 the byte back into this number. I'll explain in more detail
 later. You need to know all the other bytes' values before
 you can add them...
---------------------------+
         vvvvvvvv          |
```````` PPPPPPPP  PPPPPPPP|
2nd      3rd^^^^^  4th     |
3rd byte: Score +0-2550    /
It's dead simple. Whatever number in binary is in this byte is
 translated into decimal, then multiplied by 10.
Ex. If you have 00111010 here, this byte will add 580 score.
 Max of +2550 from this byte.
---------------------------+
          vvvvvvvv         |
PPPPPPPP  PPPPPPPP YYYYYSSS|
3rd       4th^^^^^ 5th     |
4th byte: Score +0-2550000 /
Like the third byte, except this is in the 4th byte (obvious),
 and it's multiplied by 10000 instead of 10. Suprisingly, it
 doesn't multiply by 10240 that the technical ones would
 expect. I, a technical type, am suprised.
Ex. 01010101 in this byte will add 850000 to your score.
 Max of +2550000 from this byte.
--------------------------+
         vvvvvvvv         |
PPPPPPPP YYYYYSSS XXXXXAAA|
4th      5th^^^^^ 6th     |
5th byte: Y position & SHIELD
The more significant 5 bits is the Y position. The other 3 is
 SHIELD amount.
SHIELD's range is 0-7. The order of significance is reversed,
 so, if you use the bits 100, you have 1, where 001 is 4.
 000 gives the ever-powerful 0 SHIELD.
Y position states, in binary, what your Y position is. 00000
 is 0 in decimal (obviously) and says you're at the top of the
 map. While 10111 is 23 in decimal and states you're at the
 bottom of the map. Beyond that, you go beyond the bottom of
 the map to see some fun things.
Ex. You wanted Y to be 13, in binary, it's 01101. You also
 want 1 SHIELD, so that's 100. If you can't tell from the
 diagram, the byte should be written as 01101100, NOT 10001101.
0 SHIELD isn't lost by picking up a SHIELD power-up. Go ahead,
 take that SHIELD power-up. It acts like a 2-Life healer.
---------------------------+
         vvvvvvvv          |
YYYYYSSS XXXXXAAA  LLLLLRRR|
5th      6th^^^^^  7th     |
6th byte: X position & ATTACK
Exactly like the 5th byte, except for which byte
 it's in and ATTACK (In place of SHIELD) and X pos. (In place
 of Y pos.)
X position is exactly like the Y position, except it obviously
 affects the X coordinate.
ATTACK is like SHIELD, but is in a range of 1-4, and of course
 affects ATTACK. Add 1 to our number, and if it's greater than
 4, reduce it to 4, and that's our ATTACK, 000 gives 1 ATTACK,
 100 gives 2 ATTACK,  and so on. Note that it still uses
 reversed significance, so 100 is 1 while 001 is 4.
---------------------------+
          vvvvvvvv         |
XXXXXAAA  LLLLLRRR -KKKKKKK|
6th       7th^^^^^ 8th     |
7th byte: Max Life & Rate of Fire
It involves Max Life (upper 5 bits) and Rate of Fire (lower 3
 bits).
Max Life, any number in binary states that's exactly how much
 Max Life you have, translated into decimal. 00000 however,
 doesn't hand out 0 Max Life, it gives 32.
Rate of Fire, it goes in order of how the RoF powerups
 normally go. 5 is the normal max. Going above that max drops
 your RoF to roughly 1 shot per second or 4 seconds.
Well, things are in standard order this time, so 001 for RoF
 gives 1 RoF power-up while 00001 for ML gives you almost no
 life to work with.
Grabbing a RoF power-up while at 6 or 7 will give the default
 maximum rate of 5. So, if you accidentially go too high and
 don't want to adjust the password, look for a local power-up.
--------------------------+
         vvvvvvvv         |
LLLLLRRR -KKKKKKK EEEEEEEE|
7th      8th^^^^^ 9th     |
8th byte: KEYs            /
Most significant bit is unknown. Changing it does nothing.
Each bit states what KEY you have. The least significant bit
 states whether you have the first KEY, the second least says
 whether you have the second, and so on. So, 01010101 in this
 byte will give the first, third, fifth, and seventh KEYs.
If you state you beat Corridor 1, and that you don't have the
 first KEY, you've locked yourself OUT of the areas that the
 KEY would have allowed. If you start yourself in an area that
 you don't have the KEY for, you've locked yourself IN that
 area. It's easy to make the game unbeatable this way.
---------------------------+
         vvvvvvvv          |
-KKKKKKK EEEEEEEE  -WWWWWWW|
8th      9th^^^^^  10th    |
9th byte: EE charges       /
Whatever number in binary here states how many EE charges you
 have. Translate to decimal if you'd like to see how many EEs
 you'll get. Max of 255.
This doesn't state that you have the EE weapon, just how many
 charges of the weapon you have. You could, say, have 200 of
 this and not the weapon, and in game, when you pick up some
 EEs for the first time, you'll find you have 220 of those
 things.
--------------------------------------------+
          vvvvvvv\/vvvvvv\/vvvvvvv          |
EEEEEEEE  -WWWWWWWWWWWWWWWWWWWWWWW  !!!!PPPP|
9th       10th^^^/\^11th^/\^^^12th  13th    |
10th, 11th, and 12th bytes: Weapon selection/
It would be easier to group these together into a 24-bit piece.
 Since they're all about what weapon and what level each is,
 why not?
Anyway, the most significant bit of these 24 bits is unknown.
Each weapon takes up two bits for itself. What number in
 binary is what level the weapons are. 00 means you don't have
 it. 11 means you have it at level 3. 10 is level 2, and 01: 1.
What weapon you have is in order from least significant to
 most significant. Setting the least 2 significant bits
 greater than 00 means you have the first weapon on the list,
 meaning the one immediate right of NO USE. The 2 bits just
 above that is the second weapon, meaning the next weapon to
 the right of the first one.
...Until finally, the last weapon, EE, is activated by the
 second most significant bit. EE only has one level, so it
 needs only one bit. That leaves the most significant bit
 unknown.
    EE  10   08  06   04  02   |
     |  ||   ||  ||   ||  ||   | This diagram might help, in
Ex. -WWWWWWW WWWWWWWW WWWWWWWW | case the explanation above
    | ||  ||   ||  ||   ||  || | is too confusing.
    ? 11  09   07  05   03  01 |

---------------------------+
          vvvvvvvv         |
WWWWWWWW  !!!!PPPP !!!!!!!!|
12th      13th^^^^ 14th    |
13th byte: Corridor (17-20) & Score (+2560,5120,2560000,5120000)
The score bits add a certain amount of score. From least
 significant to most, it adds 2560, 5120, 2560000, and
 5120000. In conjunction to the 3rd and 4th bytes, they'll
 determine your score. Giving yourself more than 9999990 score
 will simply give the limit of 9999990 score.
Corridor completion bits here should belong to the other
 corridor completion bits in the next two bytes, but they're
 here, with the remaining 4 score bits in between. From least
 to most, these bits states whether corridors  17, 18, 19, and
 20 are completed.
-----------------------------------+
         vvvvvvv\/vvvvvvv          |
!!!!PPPP !!!!!!!!!!!!!!!!  ttttCCCC|
13th     14th^^^/\^^^15th  16th    |
14th and 15th bytes: Corridor (1-16)
More corridor completion stuff. I'll explain it as a 16-bit
 piece.
Least significant bit states whether corridor 1 is done.
Second least significant bit states whether corridor 2 is done.
Third for corridor 3, fourth for corridor 4...
See a pattern? The most significant bit here, of course, is
 the 16th least significant, and thus states whether corridor
 16 is done. If you can't find the simple pattern, too bad, as
 I find myself unable to explain it properly.
---------------------------+
          vvvvvvvv         |
!!!!!!!!  ttttCCCC t9827309|
15th      16th^^^^ 17th    |
16th byte: Tri-shops & CHIP Max
CHIP Max... It simply states how many CHIP power-ups you've
 collected. There are 9 in normal gameplay and 10 in TGL mode.
Giving yourself more than 10 results in strange numbers as a
 maximum, but they are numbers. Some give too little to care
 about and some gives incredible amounts.
Also, the bit significance is reversed. 1000 means only 1 CHIP
 power-up is taken, while 0001 means you got 8 of them. For
 the strange numbers...
1101 - 30000
0011 -  2087
1011 - 33633       Anything over 9999 is displayed as 9999...
0111 -  2615
1111 - 32768

Besides passwording to get it, one can't "naturally" get these
odd values. Once you got the 10th power-up, that's as far as
it'll go.


Now, on to collected items. Remember, I'm going from least
significant to most significant.

---------------------------+
          vvvvvvvv         |
!!!!!!!!  ttttCCCC t9827309|
15th      16th^^^^ 17th    |
16th byte: Tri-shops & CHIP Max
C  CHIP-max
C  CHIP-max
C  CHIP-max
C  CHIP-max
t  Tri-shop at X23 Y21 ]shop[(7)
t  Tri-shop at X18 Y 0 ]shop[(4)
t  Tri-shop at X15 Y12 ]shop[(7)
t  Tri-shop at X12 Y 5 ]shop[(A)

--------------------------+
         vvvvvvvv         |
ttttCCCC t9827309 rrrclehs|
16th     17th^^^^ 18th    |
17th byte: Shops 'n' more!/
9  laser    at X 9 Y19 |free|(8)
0  saber    at X 9 Y14 |free|(0)
3  quikwave at X13 Y11 ]shop[(0)
7  homing2  at X13 Y10 ]shop[(0)
2  sidewave at X12 Y10 ]shop[(0)
8  spinshot at X10 Y10 ]shop[(0)
9  laser    at X10 Y11 ]shop[(0)
t  Tri-shop at X 1 Y18 ]shop[(2)

---------------------------+
         vvvvvvvv          |
t9827309 rrrclehs  86154=lc|
17th     18th^^^^ 19th     |
18th byte: Various Collectables
s  SHIELDup at X22 Y23 |free|(7)
h  fullheal at X10 Y18 |free|(8)
e  EE+20    at X14 Y20 |free|(8)
l  Life-up  at X 3 Y 6 |free|(9)
c  CHIP-up  at X 3 Y 3 |free|(9)
r  RoF-up   at X12 Y12 |free|(0)
r  RoF-up   at X 2 Y17 |free|(2)
r  RoF-up   at X16 Y 0 |free|(4)

---------------------------+
          vvvvvvvv         |
rrrclehs  86154=lc rhl2=-1e|
18th      19th^^^^ 20th    |
19th byte: More Various Collectables
c  CHIP-up  at X 6 Y22 |free|(3)
l  Life-up  at X19 Y 6 |free|(4)
=  dblsaber at X17 Y 2 |free|(4)
4  spinshld at X23 Y 6 |free|(5)
5  grenade  at X23 Y 3 |free|(5)
1  8dir orb at X18 Y12 |free|(6)
6  fireball at X20 Y10 |free|(6)
8  spinshot at X19 Y19 |free|(7)

--------------------------+
         vvvvvvvv         |
86154=lc rhl2=-1e sl3ecs5c|
19th     20th^^^^ 21st    |
20th byte: Collectables plus mini-boss
e  EE+20    at X12 Y 0 [boss](A)
1  8dir orb at X 8 Y 9 |free|(0)
- Unknown
=  dblsaber at X 4 Y12 |free|(1)
2  sidewave at X 3 Y10 |free|(1)
l  Life-up  at X 3 Y14 |free|(2)
h  Fullheal at X 0 Y 9 |free|(1)
r  RoF-up   at X 0 Y22 |free|(3)

---------------------------+
         vvvvvvvv          |
rhl2=-1e sl3ecs5c  ss3a1sec|
20th     21st^^^^  22nd    |
21st byte: Battered bosses /
c  CHIP-up  at X17 Y16 [boss](6)
5  grenade  at X16 Y18 [boss](7)
s  SHIELDup at X22 Y20 [boss](7)
c  CHIP-up  at X12 Y18 [boss](8)
e  EE+20    at X12 Y22 [boss](8)
3  quikwave at X 5 Y 3 [boss](9)
l  Life-up  at X 2 Y 0 [boss](9)
s  SHIELDup at X11 Y 3 [boss](A)

---------------------------+
          vvvvvvvv         |
sl3ecs5c  ss3a1sec ac6l4hhe|
21st      22nd^^^^ 23rd    |
22nd byte: Yep, more mini-boss fun.
c  CHIP-up  at X 1 Y14 [boss](2)
e  EE+20    at X 1 Y20 [boss](3)
s  SHIELDup at X 6 Y23 [boss](3)
1  8dir orb at X16 Y 3 [boss](4)
a  ATTACKup at X18 Y 1 [boss](4)
3  quikwave at X19 Y 8 [boss](5)
s  SHIELDup at X21 Y 4 [boss](5)
s  SHIELDup at X18 Y10 [boss](6)

--------------------------+
         vvvvvvvv         |
ss3a1sec ac6l4hhe hscleel-|
22nd     23rd^^^^ 24th    |
23rd byte: The last of the mini-bosses. And items
e  EE+20    at X 1 Y 0 |free|(9)
h  fullheal at X12 Y 4 |free|(A)
h  fullheal at X16 Y12 |free|(6)
4  spinshld at X 8 Y13 [boss](0)
l  Life-up  at X14 Y 9 [boss](0)
6  fireball at X 4 Y11 [boss](1)
c  CHIP-up  at X 0 Y 6 [boss](1)
a  ATTACKup at X 5 Y17 [boss](2)

-----------------+
         vvvvvvvv|
ac6l4hhe hscleel-|
23rd     24th^^^^|
24th byte: Last of the various collectables.
- Unknown
l  Life-up  at X23 Y 8 |free|(5)
e  EE+20    at X21 Y13 |free|(6)
e  EE+20    at X17 Y23 |free|(7)
l  Life-up  at X12 Y23 |free|(8)
c  CHIP-up  at X 8 Y11 |free|(0)
s  SHIELDup at X 6 Y 3 |free|(9)
h  fullheal at X 0 Y 3 |free|(9)


--------------------------Demonstration------------------------------

Knowing what each byte does, I should figure out what I need.
Do I want score?
Do I want my position over here?
Do I want every weapon the game has to offer?
Do I want the near-invincible power of 0 SHIELD?
Do I want the almost-limitless number of CHIPs?
Let's go, byte by byte, knowing what each does, shall we?

But first, I want 0 score, my position at X11 Y12, 0 SHIELD,
4 ATTACK, 32 Life, max RoF, all 7 KEYs, 255 EEs, all weapons,
and a ton of CHIPs. No corridors completed or any items
collected. And we'll leave the 4 unknown bits alone, too.

1st byte: 00000000 The XOR byte, leave this at 00000000...
2nd byte: ???????? Checksum. Ignore it for now, look at the
          others first.
3rd byte: 00000000 This affects score. We don't want score.
4th byte: 00000000 Also affects score. Again, NO SCORE!
5th byte: 01100000 The Y position and SHIELD fits here. We
          want Y to be 12, which is 01100 in binary. We also
          want 0 SHIELD, so the SHIELD number is 000. Our byte
          is thus 01100000
6th byte: 01011110. X pos. and ATTACK here.
          11 in decimal is 01011 in binary. That's our X.
          ATTACK ranges from 1-4, with 000 at 1. We want 4
          (or above 4), and the order of significance is
          reversed, so 110 should get us exactly what we want.
          Together, our byte comes to 01011110.
7th byte: 00000101 Affects max Life and Rate of Fire. We don't
          want the dreadfully slow RoF I've used one-time,
          right? So, don't overdo the RoF, alright?
          Anyway, any number in binary states what our max
          Life will be, except for 00000, in which it gives 32
          Life. 5 RoF pick-ups will max out our RoF, so give
          ourselves only 5 (101), no more, unless you want a
          really slow RoF.
8th byte: 01111111 Our KEYs. Leave the unknown bit alone.
9th byte: 11111111 EE count. We want 255 EEs, right?
10th byte: 01111111 Last 4 weapons. Leave the unknown at 0.
11th byte: 11111111 Middle 4 weapons.
12th byte: 11111111 First 4 weapons.
13th byte: 00000000 Corridors and score. Leave both alone.
14th byte: 00000000 More corridor stuff.
15th byte: 00000000 Too... Many... Corridors...
16th byte: 00001111 32768 CHIPs are fun! Leave the unknowns
           alone.
           The CHIP max number says how many of those
           power-ups we collected. Apparently, the impossible
           15th power-up gives 32768 CHIPs. Reversing 1111 is
           still 1111.
17th and beyond: 00000000 Don't mess around with collected
                 items...


So, our string in bytes should look like...
00000000 ???????? 00000000 00000000 01100000 01011110
00000101 01111111 11111111 01111111 11111111 11111111
00000000 00000000 00000000 00001111 00000000 00000000
00000000 00000000 00000000 00000000 00000000 00000000

Much as I would like to put it all on one line, there's this
79 characters-per-line limitation that makes me break it into
4 lines. There are exceptions to this rule on very few FAQs,
but this one will stick by that rule.

Now, checksum time! Add up everything in bytes. Ignore the
ones that are just 00000000 -- they add nothing, literally.

    01100000
    01011110
    00000101
    01111111
    11111111
    01111111
    11111111
    11111111
    00001111 +
    --------
100 11001101

So, we have a number that's more than 8 bits. But wait, isn't
the checksum only 8 bits? Why, of course! So, what do we do
with a carry of 100? Add it into the checksum.

 11001101
 00000100 +
 --------
 11010001

THAT is our checksum. Instead of the ugly ????????, insert
11010001.


Okay, now, the third-to-last piece to our puzzle... The XOR
bits.

Our first byte is 00000000. We add 00000111 to it. With this
number, we XOR the checksum. This is NOT the same as addition.

 11010001 2nd byte
 00000111 XOR
 --------
 11010110 New 2nd

That's our new byte for the checksum spot. Add 00000001 to our
XOR number, and XOR the next byte.

 00000000 3rd byte
 00001000 XOR
 --------
 00001000 New 3rd

...Nothing to XOR... Add 1 to XOR byte again... Repeat for
next byte.

 00000000 4th byte
 00001001 XOR
 --------
 00001001 New 4th

Nothing to XOR here too... Repeat for next.

 01100000 5th byte
 00001010 XOR
 --------
 01101010 New 5th

Next:

 01011110 6th byte
 00001011 XOR
 --------
 01010101 New 6th

Just keep this pattern up...
00000101 01111111 11111111 01111111 11111111 11111111 bytes 7-12
00001100 00001101 00001110 00001111 00010000 00010001 XOR bytes
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
00001001 01110010 11110001 01110000 11101111 11101110 New bytes

And you'll eventually end up with this string... Just don't
XOR the first byte. We won't XOR the XOR-seed byte.

00000000 11010110 00001000 00001001 01101010 01010101
00001001 01110010 11110001 01110000 11101111 11101110
00010010 00010011 00010100 00011010 00010110 00010111
00011000 00011001 00011010 00011011 00011100 00011101

Next step: regroup the bits into groups of 6 now.
000000 001101 011000 001000   000010 010110 101001 010101
000010 010111 001011 110001   011100 001110 111111 101110
000100 100001 001100 010100   000110 100001 011000 010111
000110 000001 100100 011010   000110 110001 110000 011101

At the password screen, start at the letter A.
TRANSLATE THE 6-BIT BINARY INTO DECIMAL!
For every 10, IN DECIMAL, go one letter down.
For every 1, again, IN DECIMAL, go one letter right.
You should eventually get the following:
  ANYI CWlV  CXLt 2O?q
  EdMU GdYX  GBg0 Gts3

But wait! The password is backwards! So, for our last step...
Reverse the order you input the characters. So, our WORKING
password is:
  3stG 0gBG  XYdG UMdE
  q?O2 tLXC  VlWC IYNA


Finally, we have ourselves a working password, created all the
way from scratch. Go ahead, try it. It works, darn it!

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 6 | - - - - - - - - - |     TO-DO LIST      | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[LTR10]

-Set up even more passwords into the list.
-Set more passwords and formulas into the Anywhere Jump
section, and possibly rename it to fit, depending on what I
manage to do.
-Re-explain things, once I know better.
-Change the format the FAQ, to make it look better.
 (Sub-dividers added so far...)
-Add a Frequently Asked Questions section.

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 7 | - - - - - - - - - |    CONTACT INFO     | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[SRY91]

E-mail: (Er, it's not there anymore...)
AIM: LeeEricKirwan (Which I don't use these days)
Other: I post at the GameFAQs message boards. Lee Eric Kirwan

Sorry about this, but I must say that it's currently difficult
to contact me. Once it changes, this'll be updated.

For the best chance of contacting me about this FAQ, try the
corresponding Guardian Legend board on GameFAQs. You'll need
a GameFAQs account, though. It isn't difficult to sign-up,
last I checked.

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 8 | - - - - - - - - - |     THANKS TO...    | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[CRW02]

CrazyLaz
For bringing up a question, which, even though it didn't even
look like it was about the pattern, that user (un)intentionally
helped me figure out the 'random' pattern the game uses anyway.
The question was about the TGL password, by the way. Whether
it could be modified to have different stuff. Unfortunetely,
the answer to that question is no.

This user also was the first one, to actively work with the
first version (.7) of this FAQ, helping me find problems in the
FAQ. Seems I wasn't clear about the addition and XOR in binary.
Hopefully, it's easier to see now.

And finally, was the recipient of my thoughts and explanations,
which helped me further to think about explaining things.
CrazyLaz has indeed been a big help.


zoogelio
just for going to many places accessible only through
passwords, and that made me start thinking more about how to
explain the password system, and because that user stuck
around long enough for me to finish up cracking the password
and avoid losing interest.


You!
Just because. You even get an exclamation point!

[/\v/\]-------------[/\v/\]---------------[/\v/\]-------------[/\v/\]
 9 | - - - - - - - - - |   VERSION HISTORY   | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[VSN07]
I don't count the TGL password in my list.

Current:
 .74- Gathered data of EVERY item on the map. Now we can pick
      and choose which items are pre-collected. The full
      explanation is updated with the information.
    - Added a few passwords to the list. (Now 9)
    - Added some explanation between XOR and adding.
    - Fixed an error. I once said RoF:6 and 7 were uncurable.
    - Introduction is updated with corridor/C-# abbreviation.
    - A few things in "What passwords can do" is added. It is
      more of what SHIELD can do and elaborates on the
      collected items thing.
    - Added/changed a little text in various locations.
    - Sub-dividers are added for two sections thus far.

07/26/05
 .7 - Submitted. Had a list of passwords, anywhere jump, and
      full explanation, as well as a few other things like
      this version history. Mostly a test FAQ.

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   | - - - - - - - - - |     End of File     | - - - - - - - - - |
[_/^\_]-------------[_/^\_]---------------[_/^\_]-------------[_/^\_]