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          Final Fantasy II - Super Nintendo
                  Game Genie codes

                    by Paulygon

          http://home.earthlink.net/~paul3/
                paul3@earthlink.net


                   Version 1.0

                  June 02, 2001

See the end of this document for copyright information
and version history.

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Introduction:

  Hi, all.  Welcome to my Final Fantasy II Game Genie codes document.  I
have personally found all of these codes and they represent many hours of
digging around in the game.  To the best of my knowledge, they have not been
available before.  Additional codes may be added if I find any others.  Should
this be the case, a new version of this document will be released.
  There are 2 different versions of this game and these codes were only
designed to work with one of them, sorry.  I don't have the other version, so
I can't make them compatible.  It's quite possible, however, that some of
these codes will work on the other version.


Disclaimer:

  These codes are used at your own risk and I assume no responsibility
whatsoever for their effects.  I do not guarantee that they will work for
you or that any set of codes will work in combination with any other ones.
This includes any codes found by others.  There are far too many combinations
for testing of this kind to be practical.
  I would like to know, though, if any of these codes don't work for you,
exhibit any side effects, or if you find any combinations of them that cause
problems.  In that event, please give as much detail as you can.


Layout:

  I have organized these codes in the following way:

  * Field Codes : Codes for use while wandering on the field.
  * Battle Codes : Codes for use while in battle.
  * Monster Codes : Codes that affect monster stats or change enemy parties.
  * Item Codes : Codes that affect/allow access to items.
  * Miscellaneous Codes : Interesting/odd codes that may or may not be useful.



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Codes:
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>>>>>>>> Field Codes <<<<<<<<



45B6-D4A7 +
C9BB-DD07 +
A0BB-DD67 :  These codes let you use the Big Whale ship before you actually
  get it.  While walking on the field and standing on a grassy, flat, or
  otherwise "landable" area, press the A button.  The screen will glitch
  for a few seconds.  Then you will appear inside the Big Whale.  You can
  then fly anywhere you want or use the Big Whale's facilities.  If you
  press A while not standing on an appropriate area, the game will zoom out,
  but you'll still move like normal.. pressing A again over a proper area
  or finishing a battle will return the zoom level to normal.
  *** Warning:  These codes make it possible to complete story events out of
              order.  Doing so may cause unforeseen problems, so be careful.

1D60-0704 :  No random encounters.

3C6B-0DA4 :  Random encounters occur with every step while walking on the
  field.  Does not work in dungeons.

186D-D40A :  Battles are over before they start.  After the battle sound and
  the screen fades to black, it'll immediately return to the map.  This even
  works with boss battles, allowing you to skip them.  No exp or gold will be
  awarded, however.

CBBA-07A4 :  Use a Tent, Cabin, and/or Save your game anywhere!  Does not
  work while riding in a vehicle or while in battle.

DA6E-6FD4 :  Every random battle is always with the rarest enemy party for a
  given area.  If you know where to find Pink Puffs, this code will allow you
  to always fight them.



>>>>>>>> Battle Codes <<<<<<<<



DDC0-6FDE :  All attacks and spells target the enemy, including the enemies'
  own.  The enemy targeting will sometimes behave oddly, but this does not
  otherwise affect gameplay.  For example, a different enemy may receive
  damage than expected, or a non-existing enemy may be targeted.  The only
  time it doesn't work is when an enemy has a magic-reflecting wall around
  it and reflects a spell off of itself.  In such cases, the spell will be
  reflected onto someone in the party as normal.  Few enemies do this, though,
  so this won't often be a problem.
  * See note [1] below for more info on when the code should be used. *

DD87-6DD6 :  In battle, characters can equip any weapons and shields.  The
  normal restrictions still apply, though, such as 2 handed swords require
  the other hand free, bows require arrows, etc.  Handedness still matters,
  as well.  After battle, go to the equip menu for a character to get their
  stats to update.

6D32-D7DE :  Always get a treasure from each enemy defeated (up to 8) after
  battle, even from enemies that don't normally drop anything, like bosses.
  (those that don't normally drop items will just drop a Cure1 potion. :-/)

DD3E-DFDE :  Always get a treasure from each enemy defeated (up to 8) after
  battle, except from monsters (like bosses) that don't have any.  The only
  reason to use this code over the previous one is if you don't want to get
  useless Cure1 potions from bosses. =)  There may be subtle differences in
  what items enemies drop between these codes, but this hasn't been tested.

D926-D4D9 :  When treasures are awarded after battle, get 5 of each item
  instead of 1.  Does not work for arrows.

7425-D769 :  When any kind of arrows are awarded as treasures after battle,
  get 50 of them instead of 10.

D734-0DDE :  When treasures are awarded after battle, get the rarest one
  instead of the most common one.  Normally, a monster can drop 1 of 4 items.
  This code replaces the first item, which has the greatest chance of being
  dropped, with the fourth item, which has the least chance of being dropped.
  Put another way, the probability that a monster will drop it's best
  treasure is increased to just over 50% from about 1.5%.

3634-07DE :  When treasures are awarded after battle, the probability that a
  monster will drop it's rarest item increases from 1/64 to 6/64.



>>>>>>>> Monster Codes <<<<<<<<



616D-DD56 :  One of the battles around Baron is against 3 Imps.  This code
  makes it so that you fight 3 Pink Puffs instead.  They'll cast a powerful
  Quake spell on themselves instead of their usual behavior.  They will be
  defeated after 4 to 5 spells for lots of exp, gold, and possibly some cool
  items!

DBA6-0F8B :  Fight Moon-surface enemies in the underground.  It's only in a
  small area a little ways south and west of the Sylph cave right next to the
  lava.  Normally, the enemies in this area include the GlomWing and Talantla.

DECD-DD56 :  Imps give 3,850 GP each.

46CD-DD56 :  Imps give 10,250 GP each.

D9CA-0D56 :  Imps give 1,300 Exp. each.

46CA-0D56 :  Imps give 10,260 Exp. each.



>>>>>>>> Item Codes <<<<<<<<



C3CE-6F09 :  Infinite items when used outside of battle, except for the
  Whistle.  If a Life potion is used on someone who doesn't need it, you'll
  get an extra one.

38C4-AF00 :  Summon the Big Chocobo anywhere by using a Carrot, instead of a
  Whistle.  You can use the Carrot, even though the item appears greyed-out.

C3C4-A4D0 :  Infinite Whistles.

82A9-6FD1 :  The quantity of an item doesn't decrease when sold in shops.  The
  same items can be sold over and over again for easy Gold.

17BF-D404 :  When you get an item from a pot, treasure chest, or some other
  character, you'll get 99 of that item instead of 1!  This does not include
  arrows, but does include story items like the Package, Legend Sword, etc.
  No extra item space will be taken by the extra story items.  You'll see. ;)

17B4-D4D4 :  When you get arrows from a pot or treasure chest, you'll get 99
  of them instead of 10!

CB66-6DA3 +
1766-6FD3 +
3C66-6F03 :  After going into battle, the number of all items you have will
  become 99.  Use these instead of the next code if you don't mind using up
  3 codes slots to max-out your item counts with a minimum of hassle.  It's
  also safer, in that there's no risk of losing any items.

C266-6DA3 :  After going into battle, the number of each item in the inventory
  will be set to the number of the item in the first position.  For example,
  put 99 Cure1 Potions into the first item slot and then go into battle.  The
  number of all of the rest of the items will now be 99.
  ** WARNING: Make sure that the first item slot is not empty, or you will
              lose ALL of your items after going into battle!! **



>>>>>>>> Miscellaneous Codes <<<<<<<<



1D67-A7A4 :  No music while traveling on the field or in a town, etc.  The
  only exceptions are battles, story events, after loading a save, and
  maybe some other times.



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Notes about specific codes:
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[1] Enemy target code DDC0-6FDE:
  This code can be used almost all of the time.  There are few times when
  it should be turned off.  Here are all of the ones I can think of at the
  moment:  (Note that there may be other times, as well)
  + Story events that take place during a battle where the party members
    need to take damage in order for the story to progress.
  + Story events preceding the final battle.  It can be turned back on when
    it's time to fight the final battle.
  + There are a few battles with strong enemies whose magic/elemental
    attacks may heal them when the attack is directed back onto themselves.
    This will only be a problem if such healing recovers more damage than
    the party can inflict.  I doubt this will ever be the case, however.





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Copyright notice
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This document is Copyright 2001 by Paul D. Shoener III (Paulygon).  It may not
be published or otherwise made available in whole or in part in any way
without my express permission.  I can be contacted at the e-mail address
specified at the top of this document.  Please drop me a line if you wish to
post this document on your website.  That is all. =)

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Version History
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1.0:  June 02, 2001.  First version.
