Affiliates:



Final Fantasy


WARNING: do not copy these codes to other sites!
Field Codes
1No Random Encounters While On The World MapAAEKYITA
2Random Encounter At Every Step On World Map And In DungeonsOXEKASSU
XVEKZION
3No Damage From Poison While Walking On The FieldAAKKSAPA
4Get Attacked Almost At Every Step While In A DungeonAEKKSSGA
5Very Few Random Encounters While In A DungeonOXKKXISK
6Black Belts / Masters With No Armor Equipped Have An Absorb of Level
50, Instead of Just Being The Same As The Level
LLOTUYPA
7Collect The Contents of ANY Treasure Chest As Many Times As You Want1XTEGKGAV
8Walk Over Any Kind of Terrain2XVKKZGAV
9Enables Use of The Ship Before You Actually Get It!3TAEKITVS
10Enables Use of The Canoe Before You Actually Get It!AENGAIUY
11Enables Use of The Airship Before You Actually Get It!4GPOKPZPZ
12Land The Airship On Any Walkable Land Square, Instead of Only On Flat And Dry Terrain5PESKLVAA
13Play The Secret Ship Puzzle Anywhere On The World Map, Instead of Just While On The ShipAANGGZIZ
World Map Codes
14Access Elftown Next To The Coneria Sailing PortGGNZOEYE
15Access Melmond Next To The Coneria Sailing PortIGNZOEYE
16Access Crescent City Next To The Coneria Sailing PortTGNZOEYE
17Access Onrac Next To The Coneria Sailing Port6IINZOEYE
18Access Gaia Next To The Coneria Sailing PortZINZOEYE
19Access Lefein Next To The Coneria Sailing PortITNZOEYE
20Access Bahamut's Cave Next To Coneria Sailing Port7GTNZOEYE
Equipment Codes
21Any Character Class Can Equip Any WeaponAPKLXGAV
22Any Character Class Can Equip Any Piece of ArmorXTNUSGAV
Money Codes
23Get 6,500 Gold For Completing The Hidden Ship Mini-GamePOXKOAAE
24Get 20,000 Gold For Completing The Hidden Ship Mini-GameAXXGSAGT
TKXKOAAE
25Get 50,000 Gold For Completing The Hidden Ship Mini-GameASXGSAGT
UKXKOAAA
26Get 200,000 Gold For Completing The Hidden Ship Mini-GameAKXGSAGT
IEXKOAAE
LEXKSAAA
27Get Maximum Gold For Completing The Hidden Ship Mini-GameAOXKSAAA
Battle/Miscellaneous Codes
28Infinite Spell Points In Battle!SUXXAUVS
29Base Number of Hits Per Attack Is 5 Instead of 1 (Double This For Unarmed Black Belts Or Masters)IANZOIPA
30Base Number of Hits Per Attack Is 11 Instead of 1 (Double This For Unarmed Black Belts Or Masters)LANZOIPE
31If A Character's Hit % Is Larger Than 8, Then The Maximum Number of Extra Hits That Can Be Inflicted Is Quadrupled!8ZAVXSSZK
32Infinite Heal And Pure Potions In BattleSLVPZVVS
33Any Magic Spell Cast On An Enemy Will Defeat It Instantly!9AAKLNLIP
34At The End of Battle, Each Surviving Member Gets Full EXP.10AESPVVOY
AESPXTPA
35All Party Members Gain EXP. After Battle, Even If They're Defeated Or Have Been Turned To Stone!11XVSPNLAV
36At The End of Battle, All Status Ailments Are Cured12AEXOVZYA
37Only Party Members Get Turns In Battles13YSKZAPZI
38Only Party Members Get Turns In Battles (Alternate Code)14VPSZILNP
39Automatically Win Battles After The First Round!15AAXZTXZA
40Any Attempt To Run From Any Battle Will Always Succeed!16SZOXYKGK
41HARM Spells Will Work Against Any Monster, Instead of Only UndeadNYOLXOAE
42After Battle, The Party's Gold Will Be Maxed-Out At 999,99917AAUPKVTA
43Protection From Normal AttacksOLKXGTOP
OLKXATOP
44Protection From Magic/Special Attacks [Nuke, Cremate, Blizzard, Etc.]ONXUYYOP
ONXUPYOP
45Protection From Status Changes [Poison, Stone, Stun, etc]/Party Doesn't Die At 0 HP18OUOULYOP+OLSZYTOP
Battle/Items Codes
46Mage Staff Casts FIR3 Instead of FIR2IXNALAIP
47Mage Staff Casts NUKE Instead of FIR2IUNALAIO
48Thor's Hammer Casts LIT3 Instead of LIT2IZOELPYO
49Zeus Gauntlet Casts LIT3 Instead of LIT2IXSALPYO
50Black Shirt Casts ICE3 Instead of ICE2ILNEYPAZ
51Heal Staff Casts HEL3 Instead of HEALGUVELAGP
52Heal Helmet Casts HEL3 Instead of HEALGUUELPGP
53Light Axe Casts HRM4 Instead of HRM2ZUVALAZP
54Light Axe Casts FADE Instead of HRM2ZUVALAZO
55Wizard Staff Casts FAST Instead of CONFTPEALOYO
Level-Up Codes
56The Fighter Class Can Gain Spell PointsAAVOVGAG
57The Thief Class Can Gain Spell PointsAANPXKGL
58At Every Level-Up, All Classes Except Fighter And Thief Gain 1 Spell Point For Every Spell Level19AANOUKPA
59At Every Level-Up, All Spell Point Increases Will Be By 3 Instead of By 120LEEPOGPA
60All Level-Ups Will Be "Strong" Level-Ups21AEKPVKZA
61No Limits On Spell Points22OUXPNGOP
62All Stats Increase At Level-UpAAEOXIGA
63At Level-Up, Any Stat That Increases Goes Up By 10 Instead of 1!23ZAEOKIPE
64Whenever AGL Goes Up, Evade % Increases by 10, Instead of By 124ZASOUIPE
65Whenever DAMAGE Goes Up, It Increases By 5 Instead of 125IAKOOIPA
66DAMAGE Rating Increases Whenever STR Goes Up26APKPESZK
67Level-Up After Nearly Every Battle, Regardless of Experience Points27EONPELEL
68When Levelling-Up, The Level Number Doesn't Increase, Yet You Still Gain All Stats, HP, and MP As Appropriate For The New Level28AAXPOGPA
69Allow Any Character To Gain Stats, HP, and MP After Every Battle Until They Have Enough Exp. To Level-Up29EONPELEL
AAXPOGPA
70At Level-Up, Max HP For Surviving Party Members Will Become 999AASPSVTA
71At Level-Up, Magic Defense Is Set To The Maximum Value of 20030AZVPVKGP
72At Level-Up, Both Hit % and Magic Defense (Hidden Stat) Are Set To Their Maximum Value of 200AAOONTZA
73At Level-Up, When The Damage Rating Increases, It Is Set To The Maximum Value of 200OZKOXSOK
EGKOUSOK
74At Level-Up, When The Evade % Rating Increases, It Is Set To The Maximum Value of 200OZSOKSOK
EGSOSSOK
75The Following Class-Changed Classes Get 1 Additional Hit % Increase At Every Level-Up Over Their Non-Class-Changed Counterparts (See Note)31XTSPVKKI
76All Characters Get A 4% Increase In Hit % At Every Level Up32ITSPSKIN
XTSPVKKS
Magic Codes
77Infinite Spell Points For CURE, CUR2, and CUR3 Outside of Battle!SUOXVNVS
78Infinite Spell Points For HEAL, HEL2, and HEL3 Outside of Battle!SLEUYEVS
79Infinite Spell Points For CUR4 Outside of BattleSUSZUNVS
80Infinite Spell Points For PURE Outside of BattleSUOLIEVS
81Infinite Spell Points For SOFT Outside of BattleSUUUYEVS
82Infinite Spell Points For WARP Outside of BattleSUSUAEVS
83Infinite Spell Points For EXIT Outside of BattleSUNUPEVS
84Characters That Aren't Alive Or That Have Been Turned To Stone Can Still Use Magic Outside of BattleTZXXSTPA
85HEAL, HEL2, and HEL3 Spells Will Heal All Characters To Max When Outside of Battle!33XIOLLALP
UZOLGAVU
86Outside of Battle, After CUR4 Is Cast On Someone, HP For All Characters Is Restored To Max34XSKXNYAA
UXSZEYKU
87Outside of Battle, After CUR4 Is Cast On Someone, Magic Is Completely Restored For All Characters35UNKXNYAA
UXSZEYKU
88Any Character Class Can Buy Any Magic SpellPZEXKLIX
AAEXSLGP
Items Codes
89Infinite Heal Potions Outside of BattleSZXUGUVK
90Infinite Pure Potions Outside of BattleSZKUTUVK
91Infinite Soft Potions Outside of BattleSZNLTUVK
92Infinite TentsSXEUPXVK
93Infinite CabinsSXXLTXVK
94Infinite HousesSXKLLXVK
95Tents Can Be Used In Dungeons36AEEUAZAP
96Cabins Can Be Used In Dungeons37AEXLIZAP
97Houses Can Be Used In Dungeons38AEKLZZIP
98PURE And SOFT Potions Can Revive Defeated Party Members, As Well As Heal Any Other Condition39XVOUALAV
99Heal Potions Recover 100 HP Outside of Battle Instead of 30GTXLZUTP
100Heal Potions Recover 250 HP Outside of Battle Instead of 30XYXLZUTO
101Tents Recover 100 HP For Everyone, Instead of 30GVEUIXTP
102Tents Recover 250 HP For Everyone, Instead of 30XNEUIXTO
103Cabins Recover 125 HP For Everyone, Instead of 60INXUZXGU
104Cabins Recover 250 HP For Everyone, Instead of 60XNXUZXGU
105Houses Recover 250 HP + Magic For Everyone, Instead of 120 HP + Magic40XNKLYXAN
Difficulty Codes
106Fight More Kyzoku At Sea (From A Minimum of 4 Up To 6)TKKAVPIP
107Fight More Sharks At Sea (Very Often 2 At A Time)GOKENPPP
108While Fighting At Sea, Sometimes You Encounter A Lone Shark (This Code Pair Makes It A Grey Shark, Instead)41ZOKAUPPP
YEKEXOPA
109Instead of Fighting A Regular Vampire In The Earth Cave, Fight A Wizard Vampire42IUKAXUGU
110It Will Be Tougher To Enter The Floating Castle When You Have To Face At Least 2 Blue Dragons Guarding The Transporter... Up To 4!GXVAVAPP
111The Enemy Guarding The Transporter In The Mirage Tower Is A Bit More Difficult Than A Blue Dragon... WarMech!43TNVAXELT
112When Sailing On The Ocean, Fight Monsters That Normally Appear On The Entry Floor of The Sea ShrineGTXKYIZK
113When sailing on the ocean, fight monsters that would have appeared on the top floor of The Sea Shrine44TTXKYIZK
114When Sailing On The Ocean, Fight Monsters That Normally Appear On The Floor of Water in The Last Dungeon45PYXKYIZK
115When Travelling On Rivers, The Battles Are Always With The Tougher River Monsters From The Northern Regions46OZXKPSPE
116Fight Random Battles With Any Overworld Enemies Anywhere, Instead of Only In Certain Regions of The Map47PTKGZSPT
YYKGYSAU
117Fight Mostly Dungeon Enemies On The World Map48PTKGTSPX
Plot-Altering Codes
118Important Note (Read!)49N/A
119The Bridge From Coneria Is Built And Can Be Crossed At Any Time As Long As This Code Pair Is Active50PAKKTVAE
AEXVZLAP
120Enter Locked Rooms Without The Mystic KeyAPVGOTEI
121Wake The Elf Prince Without Having The HERBXTOPZLAV
122The Normal Channel From The Aldi Sea To The Ocean Is Always Open As Long As This Code Is Active51AGVGYVGA
123Enter The Castle of Ordeals Without The CROWN52IOVKXIZE
124Get The Class Change From Bahamut Without Having To "Prove Your Courage"XTEOGGAV
125Enter The Mirage Tower Without The CHIMEAONKLKAU
126Get The XCalber Sword From The Blacksmith Without Having The Adamant!53XTNOILAV
127The Final Dungeon Can Be Entered At Any Time54AAEOYSGA
AAEGNTST
New Game Codes
128Erases Your Game When You Try To Continue BUT The Spells And Spell Points For All Characters From The Previous Game Aren't Erased And Are Used In The New Game55NYKGIAAE
129Start A New Game To Have Your Spells And Spell Points For All Characters From The Previous Game Are Used In The New Game56PTKGTALT
Miscellaneous Codes
130Can Use Heal Potions On Characters That Have Been Turned To StoneAAXLALPP
131See Garland's True Form In First Encounter!57YKNAEULX
GENAOUTA
YNNAXUPV
TUNEXLLO
YUNEUUTX
132Giants Give 8303 EXP. Points Each Instead of 879AXSAIILA
133Instead of Getting Gold After Battle, Get That Amount of Heal Potions Instead58PLKOVUGO
134Manipulate Character Stats/Equipment InsteadPTSPXLAT
135Manipulate Character Spell-Data Or Current/Max MPLTSPXLAT
136Manipulate Plot Data Instead (Not Recommended)ZTSPXLAT


Notes
1This also works for treasure chests that you have already opened.
2You can enter towns and dungeons, but cannot mount any vehicles.
3Just walk up a ship port and out onto an ocean square. When you do, the ship will just appear and you can sail around in it as normal. After debarking from the Ship, it will disappear.

* This code has no effect if you already have the Ship.

* Since you get the Ship so early in the game, there's not much use to be had from this code. Just use it for fun or whatever.

* When you are actually given the ship normally, it will appear in the last place you docked it. So, if it doesn't appear outside of Pravoka after Bikke gives it to you, don't panic. :-) Just go back to where you last docked it and it will be waiting there for you.
4You can activate it from any land square and it will just appear and rise into the air. Once you land it successfully, the Airship will disappear.

* This code has no effect if you already have the Airship.

* When you actually try to raise the Airship normally, it will appear in the last place you landed it. So, if it doesn't appear on the screen in that desert where you truly get the Airship, don't worry. :-) You'll find it waiting for you in the spot where you last landed it.

* If you use this code throughout your quest, then it isn't necessary to get the Airship normally at all! That means you can skip the Ice Cave altogether, if you want. :-D
5This expands the landable terrain to include the following: Forest, marsh, desert, the fully-gray squares around towns, and entrances to towns and dungeons.
6Don't attempt to complete the Sea Shrine from here, because when you step on the altar to warp out, you'll be teleported to the true location of Onrac and be stranded on that continent! You can go in for the top floor treasures, though, and make it back out OK whether you walk out or use magic to leave.
7When combined with the plot-altering code for Bahamut below (XTEOGGAV), you can get the class-change any time you want!
8Double this for unarmed Black Belts or Masters. FAST doubles this, as well.
9This includes items that cast spells on enemies when used in battle.
10Normally, exp. is divided among surviving party members. Notes: * If you need to save on code space, the second one can be omitted. However, if you do and the first party member is defeated or turned to stone when the battle is won, then you'll gain massive experience instead. The exact amount varies.
11With this code, everyone gains exp. at the same rate, no matter what. Note that experience will still be calculated according to how many party members survive, but all will be credited with that amount. Level-ups will still happen as appropriate.
12More specifically, those defeated are revived with 0 HP, those turned to stone are restored to normal, and those poisoned are cured! A bonus side effect of this is that everyone gains experience, making this code a more powerful version of the previous code (XVSPNLAV).
13Instead of enemies getting turns, party members will get extra turns. The end result is invincibility! Extra turns result in party members repeating the command given at the beginning of the round. The total number of turns per round is the same as normal (the total number of able party members and enemies remaining).
14The enemies' turns are skipped. The net effect is invincibility.
15At least one party member must survive the first round.
16You can even run from boss battles. Don't run from the final boss, or else you'll be left in the final dungeon with no way to finish the game.
17In addition, all surviving party members will have their experience points maxed-out at 999,999!
18If a member is at 0 HP and gets hit, they will not be able to do anything until the next turn, because the game will -think- that member has died!
19If used in conjunction with either of the above codes that allow Fighters and Thieves to gain Spell Points, then this code will also work for the respective classes.
20You can change this number by using techniques described in the codebook. Just keep in mind that if the Spell Points pass 255 for any given level, they will roll over to low numbers.

[2] Code LEEPOGPA - 3 Spell-Point gains:
This note only applies if you don't use the Spell-Point limit-remover code.
If the new number of Spell Points For a given level is 10 for regular magic
using classes or 5 for Knights and Ninjas, then that spell level will only
gain 2 Spell Points Instead of 3. This has to do with how the game is
programmed. This can happen a maximum of one time per character per
spell level and may not happen at all.
21That means that the Max. HP for all characters will increase by at least 21 at every level-up.
22Normally, the limit is 9 for regular magic users and 4 for Fighters/Knights and Thieves/Ninjas. By itself, this code is really only useful for Knights and Ninjas. Maximum benefit will come when pairing this code with others. For example, using this with AANOUKPA and/or LEEPOGPA can be very benificial. ;-)
23 Notes:
* By itself, the only real benefit to be gained from this code is a higher
VIT rating. That will result in characters gaining more HP at every
level up.

* Normally, Evade % and Damage increase along with AGL and STR, respectively.
However, because of how the game is programmed, the large increases given
by this code will not be reflected in Evade % and Damage increases.
* Possible unknown side effect, but likely to be insignificant.
24If the value exceeds 255, it will roll over to a low number.
25Note that this only happens for every other increase in STR. Specifically, when STR increases from an odd to even number. If the value exceeds 255, it will roll over to a low number.
26Normally, this only goes up with every other increase in STR, as explained above.
27After you stop using this code, the exp. of party members will have to "catch up" to the proper amount before they can level-up again. This will cause the "For Lev. Up" amount on the status screen to appear incorrect if it's greater than 65535.
28* The net effect of this code is to allow you to push stats and HP beyond their normal limits. For MP, you'll reach the limits sooner.

* Main stats like STR, AGL, etc. are limited to 99. Other values like Damage, Hit %, Evade %, and Magic Def. % are limited to 200.
29As a consequence, you avoid the penalty of falling behind in experience that would happen using the EONPELEL code alone.
30Magic Defense does not show up on the status screen, so you won't see any difference there. However, in battle, you should notice virtual immunity to status ailments of nearly all kinds. Note that powerful status ailment spells like STUN, BLND, etc. will always work on party members that have less than 300 HP unless they are resistant by virtue of their armor. Lesser spells like SLEP, DARK, HOLD, RUB will almost never work, even without resistant armor.
31Master, White Wizard, and Black Wizard. That translates to overall increases of 4%, 2%, and 2%, respectively per level-up instead of 3%, 1%, and 1%. DOES NOT WORK WITH THE CODE PAIR BELOW THIS ONE.
32DOES NOT WORK WITH THE CODE ABOVE THIS ONE.
33Note that characters must be alive and not turned to stone in order to be healed.
34Note that characters must be alive and not turned to stone in order to be healed.
35Note that characters must be alive and not turned to stone in order to recover full magic.
36If you save in a dungeon and then reset, you will appear outside of the dungeon.
37If you save in a dungeon and then reset, you will appear outside of the dungeon.
38If you save in a dungeon and then reset, you will appear outside of the dungeon.
39Instead of just the single condition that the name implies (PURE heals poison, etc.). HEAL potions do not work. Note that party members revived this way will have 0 HP Instead of 1 and so should be healed before going into battle.
40Due to a bug in the game, magic is recovered after you save with a house (if you do). So, the restored magic isn't saved. To get around that, save with a tent after using a house.
41If used in conjunction with the code GOKENPPP, face up to 2.
42The colors are still that of a regular Vampire, though.
43The graphics and colors are still that of a Blue Dragon, though.
44I say "would have", because there is a set of battles programmed for the top floor, but you never see them because battles do not occur there. You can see the enemies in action with this code. Most of the encounters are normal Sea-Shrine variety, but there are 2 that feature RockGOLs. Yes, I'm serious. :-)
45These are the among the hardest battles with sea creatures in the game!
46This can make getting to and from the Volcano and Ice Cave a bit more challenging. :^)
47This may occasionally include battles that normally only take place in dungeons.
48The easiest enemies are near the top of the map, while the tougher ones are near the middle and the bottom parts of the map. For instance, in the area near Coneria that's south of the castle, fight enemies from the Ice Cave (including Sorcerors!!).
49Plot-alteration codes:
These codes allow you to bypass certain parts of the game by removing the
requirement of having certain items to activate other plot points. I only
checked to make sure that these codes work as described. Their effects have
not been tested for wider impact on the story's progression. So, be careful
when using these codes.
50If you're short on code space, then just use the first code. In that case, then the bridge may be invisible but is still crossable. The second code just makes the bridge visible.
51The channel may appear closed (if Nerrick hasn't cleared it), but you can just sail right through it!
52This code makes a liar out of the old man in the castle's entrance hall. ;-)
53Note that only Knights can equip it.
54These codes allow you to bypass the requirement of having all 4 orbs lit. They let you remove the black orb in the Temple of Fiends and step into the time gate.
55This code is based on the 6-letter code NYGGIE that I discovered once back in the early days of guessing 6-letter codes. This code erases your save game when you try to continue, but there's an interesting twist: The spells and spell points for all characters from the previous game are not erased and therefore carry over into the new game.

* Depending on the level and class of characters in the previous game, you may start the new game with powerful spells and the MP to use them!

* If you put non magic-users like Fighters, Thieves, and Black Belts into positions formerly occupied by magic users, then they will be able to use all of that magic right from the start, despite the fact that those classes cannot learn magic!

* New magic users will have their current and maximum MP for Lv.1 reset to 2.

* Make sure to save the game before turning off the NES or resetting, or else the spells and MP will be lost.
56Same net effect as NYKGIAAE (the above code), except that it's non-destructive... meaning, it won't erase your saved game. It will only have an effect if you start a new game. If you reset after starting a new game and before saving that new game, the last saved game will still be there.
57Ever wanted to see Garland's true form in the first encounter? Here's your chance.. If you're playing on a NES, you can just use the first 3 codes. The colors will be wrong, but it's still the right enemy. Fight him and see for youself. :-} Don't expect to last long...
58If the amount is larger than 255, then get both heal and pure potions.

This code can serve as a basis to manipulate other game data. The pair codes below are mainly for those who know how to manipulate GG codes to change the value and feel like doing some experimenting. For example, if you pair this code with any ONE of the following, ... (you cannot use more than one of these codes below at a time)


Credits
Paulygon1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102, 103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123, 124, 125, 126, 127, 128, 129, 130, 131, 132, 133, 134, 135, 136
sprinter_h@hotmail.com43, 44, 45