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    Password FAQ by FatRatKnight

    Version: .74 | Updated: 08/13/05 | Search Guide | Bookmark Guide

    The Guardian Legend  Password Crack FAQ
    By FatRatKnight    (Lee Eric Kirwan)
    V .74
    This FAQ is Copyright Lee Eric Kirwan 2005
     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]
     1 | - - - - - - - - - |    INTRODUCTION     | - - - - - - - - - |
    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
    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.
     2 | - - - - - - - - - |WHAT PASSWORDS CAN DO| - - - - - - - - - |
    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
    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.
     3 | - - - - - - - - - |    PASSWORD LIST    | - - - - - - - - - |
    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
    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.
    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.
    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!
    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.
      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.
      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.
      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.
      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.
      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
      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.
     4 | - - - - - - - - - |    ANYWHERE JUMP    | - - - - - - - - - |
    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,
    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
    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.
     5 | - - - - - - - - - |"FROM SCRATCH" METHOD| - - - - - - - - - |
    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
    -------------------------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 PP!!!! !!!!!! !!!!!!  ttttCC CCt982 7309rr rclehs
    86154= lcrhl2 =-1esl 3ecs5c  ss3a1s ecac6l 4hhehs cleel-
    Reverse, byte
    !!!!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         |
    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         |
    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          |
    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         |
    6th       7th^^^^^ 8th     |
    7th byte: Max Life & Rate of Fire
    It involves Max Life (upper 5 bits) and Rate of Fire (lower 3
    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         |
    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          |
    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
              vvvvvvv\/vvvvvv\/vvvvvvv          |
    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
        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
    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)
    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)
    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
               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
    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.
        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.
     00000100 +
    THAT is our checksum. Instead of the ugly ????????, insert
    Okay, now, the third-to-last piece to our puzzle... The XOR
    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
     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.
    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!
     6 | - - - - - - - - - |     TO-DO LIST      | - - - - - - - - - |
    -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.
     7 | - - - - - - - - - |    CONTACT INFO     | - - - - - - - - - |
    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.
     8 | - - - - - - - - - |     THANKS TO...    | - - - - - - - - - |
    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.
    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.
    Just because. You even get an exclamation point!
     9 | - - - - - - - - - |   VERSION HISTORY   | - - - - - - - - - |
    I don't count the TGL password in my list.
     .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.
     .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.
       | - - - - - - - - - |     End of File     | - - - - - - - - - |

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