Action Replay Codes

* Error-free version *
"Secret of Mana"  1993 SquareSoft
For the Super Nintendo Entertainment System.
By Ben Humphrys (benners@maelstrom.u-net.com)
Contribution from: Eric Lenander (lenander@mbox301.swipnet.se)

14th of January 2000

<+>=======================================================================<+>

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.

<+>=======================================================================<+>

WARNING!  Usage of these codes reveals and unfortunate caveat: the game may
not allow you to continue after you have defeated certain bosses.  This occurs
if you have used the codes to raise your weapons' level to level 8.  As you
know, when as boss is defeated, you are rewarded with a new weapon orb.  If
your weapons are already at level eight, however, then sometimes the SNES
gets confused and doesn't allow you to leave the boss arena (for example,
doors may not work).  A solution to this would seem to be to only set your
weapons to level seven (to do this, replace every WEAPON code ending in 88
with a corresponding code ending in 77), but then you can't charge to level
eight (unless you revert back to 88 when not fighting a boss).  I know, this
is not satisfactory, but it's the best solution I can think of.

Additionally, there seems to be a problem when fighting the Mana Beast.
Sometimes, after having cast Mana Magic, and having fought the Mana Beast for
a few minutes, the Mana Sword disappears!  Yep, instead of the Hero swiping,
he punches!  This obviously means you can't do much damage.  I solved this by
waiting a few minutes longer, and then trying to swap the hero's sword with
another weapon (perhaps another character's).  Once this is done, you can
sometimes reselect the sword again.

<+>=======================================================================<+>

(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:
benners@maelstrom.u-net.com
or
mc59126@sis.port.ac.uk

The Team Fortress Classic clan that I belong to (and help 
administrate) can be found at the following address:

www.maelstrom.u-net.com

History:

Version 1.0 : Created a long time time ago (early 1994) 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 Mana again about 3 years 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!

Version 1.3 : The 'caveats' section was added to the beginning of the
text (two years after the last update!). 

PLEASE NOTE: IF ANY SITES OTHER THAN GAMEFAQS WANT TO CARRY THIS
TEXT, THEY MUST ASK MY PERMISSION FIRST (VIA EMAIL).  AN EXCEPTION TO
THIS IS WWW.RPGAMER.COM WHICH (WHEN IT WAS STILL SQUARE.NET) CARRIED
(AND MAY STILL HAVE) AN EARLIER VERSION OF THIS FAQ.

COPYRIGHT 2000 BEN HUMPHRYS
(benners@maelstrom.u-net.com)
www.maelstrom.u-net.com