Hidden Spells and Secrets FAQ by Elegiac_Knight

Version: 1.1 | Updated: 05/08/05 | Printable Version

Saga Frontier Hidden Magic and Secrets FAQ
(c) Elegiac Knight 2005
Version 1.1
May 7 2005

Legal Stuff

This FAQ is made for the purpose of PRIVATE USE only. Please do not publish, 
change in any way, or use any part of this for any other purpose without my 
acknowledgement and agreement. To do so would be a violation of copyright.


01. Hidden Magic
02. Weapon and Equipment Power-Ups
03. Energy Chain
04. VSystem
05. Gold Ingot Easy Money Trick
06. Junk Shop Glitch
07. Gameshark Codes
08. Contact Info

01. Saga Frontier Hidden Magic

These are spells only available through gameshark; you can't get 
them to appear under the magic menu otherwise. When you input the 
codes, you get the full set of spells under each type of magic 
instead of the standard ones you get from normal questing and buying. 
Even if you have the gift, these spells won't appear ever. Ever. 

Apparently, each type of magic was programmed to consist of 8 spells. 
That is, if you open the magic list through the 'Equip Ability' menu, 
the page will be full of spells. Since Rune and Arcane type magic both 
consist of 8 spells, no hidden magic is listed under those two. For 
Magic types with less spells, especially Life magic, expect more hidden 
magic to be available. 

Some of the spells are rather useless, others are very useful. You can 
cast a spell that instantly kills an enemy or attack all enemies at the 
same time, or kill yourself instead, or reduce your LP. Don't ask me why 
the programmers made some dumb and useless spells, it's not something we 
could change anyways :p

Some spells are only the effect of other spells like Psychic Prison or 
Glass Shield. For example when you cast Psychic Prison on a monster and 
it (by chance) casts a spell afterward, the words 'backfire' appear on 
the screen and we see the spell richocheting around the caster and 
damaging itself (then, usually, we laugh). That ricocheting scene is, 
in fact, a hidden magic listed under the Realm type magic.

Other spells belong to some bosses or enemies. Usually these are not 
achievable through Monster skills. Some others can be achieved by other 
means, and usually only appear in a specific scenario and on a specific 
character, but NOT listed as magic.

I guess the best thing about the hidden spells are that most of them cost 
only 0 JP. That's right, you get an instant kill spell for free (so throw 
away the arcane magic 'Death'), or a 2000 damage guaranteed spell for also 
0 JP (Implosion, anyone?). Why waste a turn casting Glass Shield when 
you're not even sure the enemy will break it if you can break the shield 
on your own and damage your opponent at the same time?

Oh, and by the way, some of these spells consume WP instead of JP. Again, 
don't ask me why.

(Name of the spell) - (JP Cost <or WP>) - (Effect)
If the spell consumes JP, only the number is presented. 
If it consumes WP, 'WP' is typed after the number.

Light Magic
Kyon's Smile 	- 0 - Physical attack

Salamander 	- 5 - Fire version of Silf (actually a monster skill??)


Shadow Magic
Kyon's Smile 	- 0 - Physical attack

Firey Spirit 	- 0 - Caster's LP -1

Macumba 	- 0 - Inflicts damage and or various status on one enm 
                      (once you've inflicted a monster with something, it 
		       will have no effect on it afterwards)

Space Magic
Satellite Beam 	- 0 - Huge damage on enemies in area, although the radius 
		      is small. Available in the game as a combination of 
		      Bit system + Satellite Linker ability (Mecs)

Graviton 	- 0 - Damages all on a big line (moderate damage). Fort 
		      Body (Mec Type 8) innate ability

Time Magic
Revolution 9 	- 0 - Ring Master's magic, animation on caster, but 
		      nothing happens

Revolution 9 	- 0 - Ring Master's magic, attacks all enemies. This is 
		      what Ring Master casts if you dispatch all of his Ring 
		      Wraiths during the final battle

Realm Magic
Regeneration 	- 0 - Does nothing 

Backfire 	- 0 - It's the effect of Psychic Prison, xcept you can only 
		      cast it on self

Mystic Magic

Selection 	- 0 - Instant Kill. If the target is immune to Instant Kill, 
	  	      either nothing happens (monsters) or it is stunned 
		     (Mecs). Animation resembles that of 'Sphinx Riddle'

PhantasmShot(2)	- 3 - Same as Phantasm Shot, xcept it attacks all enemies

Broken Glass 	- 0 - Broken Glass Shield animation 1 (where the mirror at  
  		      your side shatters)

Broken Glass 	- 0 - Broken Glass Shield animation 2 (the shards damage one 
		      of your opponent at your choosing)

Mind Magic
IronPole 	- 0 - Huge cranes attack all, damage depends on target's max 

Yell 		- 0 - Str UP, Qui UP all allies

Drunk 		- 0 - Random status to all enemies. It's the thing cast on you 
		      during the Grail Card Quest

Evil Magic
Rava Barrire 	- 1 - Casts on self first of the turn (always). Then, 
		      regardless of your being attacked or not, counters all 
		      enemies at the end of that turn with Rava Barrire (like 
		      Ice or Fire Barrier, but the animation is of undead 
		      type monsters)

MagiDefense 	- 1 - Image(s) of Lich or zombie or other undead type monsters 
		      attacks all opponent (600 or so)

Rava Barrire 	- 0 - I think it's the effect of Rava Barrire 1, but you cast 
		      it as a magic attack on all enemies

Possession 	- 0 - Caster's HP, LP, WP, JP all goes to 0. It's the Living 
		      Equipment race's desperation spell

* The damage of both Rava Barrire depends on the total HP of the enemy. It's 
  either 1/4 or 1/5 of its maximum HP.

Life Magic
ElementDissolve - 5 WP - Attempts to Kill one enemy. Splash Sword has this 

Dirty Fang 	- 2 WP - 3 to 7 point damage, Jackal Sword has this spell

Reviva 		- 0 - Heals caster's HP to full (It's actually Reviva's effect)

Enemy Fire 	- 0 - The usual 'enemy fire' you get in some event battles, but 
		      now you can shoot the enemies instead!

CounterMagician - 0 - Instant Kills an enemy, fails especially if many enemies 
		      are present 

BraveHeart 	- 5 WP - Powers up caster's weapon according to party's
			 strength. The sword Lordstar has this spell

Mirage Magic
Million Dollers - 7 WP - Think Comet Blade. Comets rain down on all enemies. 
			 The damage is small, maybe because the game calculates 
			 the damage according to the strength of the sword, 
			 whereas in this case, it's a spell and you're not 
			 using any sword, thus the little damage. I've tried 
			 this on Timelord equipped with Comet Blade. When the 
			 spell version is used, it inflicted 400s damage. 
			 When the skill (under the sword menu) version is used,
			 it inflicted 2400s damage

Shadow Hold 	- 1 WP - Paralyzes one enemy. Shadow Dagger has this spell

Silver Fang 	- 5 - Huge damage (2000s), Fang animation

02. Equipment Power - Ups

This section covers power-ups done by weapons, especially swords, when 
equipped on a character. It will also uncover the secret of Alkaiser's 
strength, and how to power-up your fighter easily. Info about other 
equipments are minimal since I don't want to emphasize on them. 
On to the list.

Note : When it says 'all stats', this doesn't include defense)

Glirandly / Living Sword (Atk : 42, Final Strike, All stats + 10)
This is the real name of the monster 'Living Sword'. If you battle a 
living sword long enough without killing it, the desperation technique 
it will use is 'possession' (actually a hidden spell under the Evil 
magic sub-type). 

If the targeted character is:

a. 	A human or mystic, and has an empty weapon slot, it will 'possess' 
	him/her and take that slot as 'Glirandly'. 

b. 	A mec, and has an empty weapon slot, it will 'possess' the mec and 
	take that slot as 'Glirandly'.

c. 	A monster, it will take the last slot of the monster's skill as the 
	skill 'blade'

d. 	A human or mystic or mec, but has no empty weapon slot, it will 
	'miss' the target and nothing happens.

Once equipped on a human or mystic, Glirandly will add 10 points to all of
the statii except defense, but on a mec it will only add 9 points instead. 
10 points may seem small, but it actually matters. A mystic with 3 Suzakus 
absorbed and 2 Glirandlys may have at least 2 attributes maxed out to 99.

Glirandly cannot be de-equipped. You cannot get rid of it unless its ability 
'Final Strike' is used, and if you decide to use that skill, Glirandly will 
be destroyed. I strongly advise against this though, since a permanent bonus 
of 10 points to your stats is far more preferable than a one time 
not-so-big-damage. Afterall, its attack power is not so bad, obviously it's 
stronger than Osc Sword or Twin Dragon, and you get it for free.

Sometimes Glirandly is dropped by the Living Sword, although I must 
emphasize that this rarely happens. If it DOES happen, you have the 
freedom to equip it on anyone you wish (but not a monster of course). 
However should you equip it on anyone, it won't be able to be de-equipped 
again unless you use Final Strike (...but then it will be destroyed).

The only difficulty in getting it is that Living Sword chooses its target 
randomly, and if it chooses your monster, you can start banging your head 
against the wall because you've just lost yourself a decent sword and power 
up. A trick you can do to avoid that and to make sure Living Sword is 
possessing the right guy is by making a group of Humans/Mystic/Mec with 
fully filled weapon slot except the character you want Glirandly on. For 
example you leave Red with an empty weapon slot, while you fill the others' 
full. Living Sword's 'possession' will miss all of Red's comrade until it 
finally chooses him.

You also have to be strong enough to withstand its blows until it gives up. 
Remember that its abilities include Gale Attack, Blade Net and Spin Attack. 
Of all those three, it tends to use Gale Attack most often until one of 
your characters dies, and then it'll switch to Blade Net instead. If you're 
strong enough, however, just heal away. I wouldn't insist in equipping 
Dodge Gale the whole game since an ability slot is something precious you 
can't replace, especially since there are tons of abilities in the game 
and you can only equip 10 of them at a time. Plus there aren't that many 
enemies in the game with Gale-type ability. The choice is up to you though.

Living Sword (and the other Living Equipments) don't show up all that 
often. Usually they appear during the 2nd quarter of the game, and 
gets more scarce later on. I find them most often in Wakatu during 
the Sword Card Quest. 

So remember to leave an empty weapon slot if you want it..

Light Sword (Atk : 80, all stats + 10)

Remember the higher Light magic spell 'LightSword'? The spell's description 
is 'Creates protective light sword'. This isn't really accurate, since 
instead of a protective one, the sword created by the spell is actually 
the STRONGEST sword in the game! Yes, this is the sword it bestows 
should you choose to cast the spell. 

This sword is just like any other swords, and you can use any sword 
skill you have equipped with it (xcept katana-specific techniques). 
Unlike Glirandly, you don't need an empty weapon slot to get or use it, 
but it disappears at the end of the battle (that's why not many know 
about the strength bonus it offers) and a character can only cast it on 
him/herself (damn...)

And yes, it IS the strongest sword in the game, with GoldenLion (75) 
following close behind and DragonSword (72) in the third spot. 
Asura (70) is 4th.

In case you haven't got the clue yet, Light Sword is not a katana.

So if you want your swordsmen (or to put it simply, GEN) to inflict 
max damage, give them the gift for light magic and equip them with 
this spell. You may lose the crown for physical skills this way but 
it's not really that big a deal if you have a decent side group to 
let your primary group's members recover their LP, WP and JP. The 
spell will come in handy for bosses, and the 10 point bonus won't 
hurt you either. Just train them in a couple of fights to build their 
JP to (at least) 7. Fill their ability list with magic until you get 
the magic crown, so even if they only have 10, 1 or 0 JP, they can 
still blast away with SunRay and gain JP and the chance to get the 
LightSword spell at the end of battle. But come to think of it, 
when a character gains a gift of any type of magic, his/her JP will 
automatically go to (at least) 10. So although Gen starts out with no 
JP, his max JP will rise to 10 once he inherits the gift of Light Magic.

If you're just too lazy to undergo the test to get the gift, give your 
main character a Shadow spell and go get the gift for Light magic. When
asked, refuse to discard the Shadow spell and every human and mystic in 
your party who can get the Light gift will leave you for half a minute 
and come back gifted, given that they are strong enough. This way if 
you're Riki, Gen can still get the Light Sword (I think ^_^). However 
in this case your main character won't be able to get the Light Sword. 
To be able to get the gift, a character must be a human or a mystic, 
and not have any Shadow magic spell or the gift for it.

Btw, Light Sword raises a Mec with 5 HP and nothing else. 

You may ask me how I come to know about this and whether or not this is 
to be believed. Just use the GameShark code for 'all items'. You'll see.

Ray Sword (Atk : 45, all stats + 25, Vitality + 75)

Ever wonder why Alkaiser is so much stronger than Red or anyone else 
in your party(except if all of your party members are 99statsmachoes)? 
This sword is the answer.

Ray Sword is Alkaiser's default sword. When Red undergoes Alkaiser 
Change, he automatically comes equipped with it. People may find that 
the attack done by this sword is not at all too big and there are only 
2 Alkaiser-specific sword skill, but in truth it gives the biggest 
status bonus in the game. Equip a character with 4 of this sword and 
you don't ever have to level up this character, EVER!! (Well that's 
exaggarating, you'd still have to level up his/her HP :p) - Which 
brings me to question the origin of the HP difference Alkaiser has 
over Red, although unfortunately I don't know the answer yet. 
(If anybody knows do let me know please..)

Too bad this sword is unattainable unless you are Red or through
the GameShark.. If you do use the Shark, you'll find that Ray Sword 
can be equipped on every non-monster character (so not only Alkaiser 
can use this sword)

Oh, and Ray Sword gives no boost at all for Mecs. No HP bonus, 
no nothing.

Asura (Atk : 70, all stats + 7)

I put this later in the list because everybody seems to already know 
about it. Yes, it's one of the strongest sword you can easily get in 
almost every scenario. It has no normal attack, but is quite strong 
and it has a hidden tech, 'Asura Revenge', that can only be activated 
if you're attacked before you get the chance to execute 'Asura'.

Asura raises all of a human/mystic's stats by 7, but on Mecs it raises 
its Strength and Psychic by 30, and its HP by 150.

Silver Spread (Atk : 22, Psychic + 22)

Shadow Dagger (Atk : 9, Shadow Hold, Psychic + 3)

Durahan Shield (Def against all, Strength, Vitality + 5)

Other Living Equipments

Living Rifle (Atk : 42, Bullets : 4, Will + 9)

See Glirandly above. Living Musket must possess you first, or get it 
as a dropped item. Unlike Glirandly, it can be de-equipped and 
re-equipped like any normal equipment.

Living Armor (Def + 26)

See Glirandly above. Living Armor must possess you first, or get it 
as a dropped item. Unlike Glirandly, it can be de-equipped and 
re-equipped like any normal equipment.

03. The truth about EnergyChain

The theory that seems to be popular among gamers is that if you use 
EnergyChain often enough, it will be powered up and grow to a form 
that binds the enemy and paralyzes it at times. This is not exactly 

The powered-up EnergyChain can be acquired without having to use it 
hundreds of times. It simply is upgraded when the INTelligence 
point of the character using it is raised above (about) 39. I checked 
this on Lute, whose base INT is 12, and equipped him with 3 Light 
Swords (all stats + 30, total INT = 42) and have him cast EnergyChain. 
Wala, powered-up EnergyChain. After de-equipping one Light Sword 
(INT = 32), the spell is powered down.

Well, the 'use-it-again-and-again' theory isn't wrong either since 
using a spell continously does contribute to an increase in a 
character's INT point. It just failed to show the true relation.

04. VSystem

(only if you're a GameShark user)
Want to have some jolly fun? Use the all item code and equip any 
character (except monster) with the V System board. The character will 
be able to use V-MAX, and from the following turn will be able to cast 
Starlight Shower and Cosmic Rave, be that character a human, mec or a 
mystic. To make it even more fun, equip V Special instead, the character 
won't have to waste a turn casting V-MAX and can wreak havoc even sooner 
with the 2 V-Abilities and not worry about the after effect of V-MAX 
(where the character is powered down BIG TIME after about 6 turns). 
Just to remind you, Both Starlight Shower and Cosmic Rave cost 7 WP 
and if the character has a crown for Physical Skills, the cost will be 
reduced by 1. And once it's equipped, the board cannot be removed, 
except by Sharking it off.

05. Gold Ingot Easy Money Trick

Yes, it's the trick that can very well make your life easier in Saga 
World. Once you've raised money to at least 15.000 Credits, go to 
Nelson and exchange all of your money with Gold Ingots. You should 
have 30 of them by now. Go to Koorong and into the Ingot seller 
(the building just outside of the port). Choose sell, press down 
'till you have no more Ingots left and then go back up to 30. 
Notice the rise in price. When you press down 'till it hits zero 
again, you'll see that he's offering you a price almost twice the 
amount you should actually be getting. Confirm to sell and repeat 
the process. The max Ingots you should sell is 52, and if you do 
this trick by selling more than that amount of ingots, you'd still 
end up with the same amount you should be getting with 52 ingots, 
which is about 52.xxx credits. This is the max amount you can get 
and have by doing this trick, regardless of the current credits 
you're carrying at that time. E.g. if you have 40.000 credits and 
you do this trick, you'll end up with 52.xxx credits. If you have 
0 credits and you do this trick, you'll also end up with 52.xxx 
credits. I haven't tried what'll happen if you're carrying more 
than 52.xxx credits, but I suspect that it should be the same.

You can actually begin this trick when you have 10.200 credits, but 
the surplus you get with 21 Ingots is too little that it barely 
makes a difference. That's why I'm suggesting 30. Besides, if 
you're using the Junk Shop Glitch efficiently, you'd be raising that 
much money in no time. 

Also, be careful if you're doing the Gold Card Arcane Quest. Those 
little guys will take ALL of your ingots, even if you're carrying 
99 of them. 

06. Junk Shop Glitch

Go to the Junk Shop at Scrap. Pay at the counter and take any 
three items you wish. Then return to the counter and choose 
'Sell'. Move your cursor to the last slot, 'Hyperion Bazooka', 
and confirm. Nothing happens. Now return to the storage and pick 
7 more free items. When you're done picking 7 items, return to 
the counter and choose 'Sell'. Move your cursor to the last slot, 
'Hyperion Bazooka', and confirm. Nothing happens. Now return to 
the storage and pick 7 more free items. When you're done picking 
7 items, return to the counter and so on and so on. Repeat as 

You may find at the beginning that the items available are quite 
'Scrap'py. To get better ones like Fiber Scope or Osc-Sword, 
simply sell some Repair Kits at the counter. You'll find them 
laying around quite often anyways if you're not T260G. If you're 
him though, remember to bring your own supply of Repair Kits. 

Why get an Osc Sword? Simple. It has 30 ATK points and it sells 
at Nakajima Robotics at Shrike for 110 credits. Collect and sell 
'till you have enough credits to initiate the Gold Ingot trick 
mentioned above.

07. GameShark Codes

All codes are from the GSCC
P.S. Anyone who knows the digit modifier for Ray Sword do please 
let me know, in the meantime for those of you who want to get 
their hands on the Ray Sword use this code:

All Items   	5000FF02 0001
		8001288C 6300

-Otherwise use these codes:-

Item Modifier Position 69 30012914 00?? 
Item Modifier Position 70 30012916 00?? 
(Change ?? with:)
A3 - PoweredSuit
A4 - SprigganSuit
A6 - GolemSuit
A7 - WhiteDress
D9 - UnicornTear
DD - AngelBroach
1E - Glirandly
2A - DragonSword
2B - SilverMoon
2C - Asura
2D - GoldenLion
2F - LightSword


Rouge has all Light Magic  	30010858 00FF 
Rouge has all Shadow Magic 	30010859 00FF 
Rouge has all Space Magic 	3001085A 00FF 
Rouge has all Time Magic 	3001085B 00FF 
Rouge has all Realm Magic 	3001085C 00FF 
Rouge has all Mystic Magic 	3001085D 00FF 
Rouge has all Mind Magic 	3001085E 00FF 
Rouge has all Evil Magic 	3001085F 00FF 
Rouge has all Arcane Magic 	30010860 00FF 
Rouge has all Rune Magic 	30010861 00FF 
Rouge has all Life Magic 	30010862 00FF 
Rouge has all Mirage Magic 	30010863 00FF 

Blue has all Light Magic 	30010458 00FF 
Blue has all Shadow Magic 	30010459 00FF 
Blue has all Space Magic 	3001045A 00FF 
Blue has all Time Magic 	3001045B 00FF 
Blue has all Realm Magic 	3001045C 00FF 
Blue has all Mystic Magic 	3001045D 00FF 
Blue has all Mind Magic 	3001045E 00FF 
Blue has all Evil Magic 	3001045F 00FF 
Blue has all Arcane Magic 	30010460 00FF 
Blue has all Rune Magic 	30010461 00FF 
Blue has all Life Magic 	30010462 00FF 
Blue has all Mirage Magic 	30010463 00FF 

Contact Information
Send comments, question, etc. to lantise@yahoo.com
(c) Elegiac Knight 2005