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Shining Force III

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This page is a good article. Shining Force III was the first of a highly ambitious trilogy. Unfortunately, Part 1 was also Sega of America's final Saturn game, and the second to last Saturn game to come out in America overall, only beaten by Magic Knight Rayearth released 4 months later.

Eighth Resistance Type#

Each character in the game's ram has an value reserved for a nameless 8th resistance type. The order is as follows:

Earth
Fire
Ice
Spark
Wind 
Light
Dark 
Unused

Setting the bit at should give Symbios some resistance in that type, though nothing in the game uses that value at any point.

Hidden Map Events#

  • Empty Search Point

SF3EmptySearchPoint.png
In Battle 16(The first battle of Chapter 4), a certain spot in the mountains closest to the start was flagged as a search point, but doesn't contain an item.

(Source: 1 mutatedspleen via SFC)

  • Alternate Map Move

SF3_Hidden_Map_Move.png
The bridge to the Switching Point in Battle 7 contains an alternate warp to the Chapter 2 ruins. It only works if you've inspected the Ruins beforehand.

  • Aspia Castle Chests

Download X1ASCASL.BIN

File: SF3X1ASCASL.zip (info)

SF3AspiaCastleChests.png
In Aspia Castle there is a Treasury with 5 locked chests that the player can never open. This is due to the chests being set to use a type that the player cannot open. Editing X1ASCASL.BIN(or patching the file provided above using a program such as CDmage) to revert them back into normal chests will reveal that they do contain an item, the loincloth. However, it seems they never finished item placement, as all 5 chests use the same flag, 07F8-7, meaning once the item is obtained the other chests will also be marked as empty.

Multiple Attacks#

The options D2 and D3 in the fight Debug Menu are tied to an unused feature from the original Sega Genesis games. Depending on how high the values are set, characters are given a chance to hit up to three times in battle. By default the value of D2 is always set to -1, meaning neither step can be triggered. It also appears that the functionality was either broken or removed in future scenarios. The function is complete, but buggy. The game repeats a message about the target was killed after every attack, and can crash on occasion.

Unseen Behavior#

  • File Select

SF3SC1File_Select.png
If the party is edited so that 13-14 characters are active in the party instead of the 12 possible, the portraits shown during file select will be altered accordingly. This does not appear to be an overflow error, as adding more than 14 doesn't appear to change anything.

  • Railhead
    • HOME.MPD
    • X5STRI_H.BIN

To do:
Review this.

If this map is loaded in directly, instead of the normal entrance/exit, you will spawn right next to the train doors. This did not happen in earlier versions of the game, which had you spawn in the middle of the center platform instead, indicating a deliberate change... Additionally, the script for Storich's(X5STRI_H.BIN, The town where the train's supposed to stop.) HQ contains almost all of the plot important dialogue for Railhead. X5RAIL.BIN and X5RAIL_S.BIN themselves are only used for a scene that blocks you from entering the train and the obligatory Shop/NPC dialogue.

  • Forgetting Magic

If the game detects a character does not have a spell they should at the proper level(i.e. replacing the return spell), it will force you to learn it upon the next level up. As is it's not really unused(i.e. if you promote a character before learning all the spells) but what makes it odd is there is dialogue relating to forgetting Magic, similar to that of the Move Deleter from Pokémon:

{NAME}は
移動中の魔法を 覚えていません
{NAME} does not know
any field magic.
魔法は かき消されてしまった!
The magic has been
completely erased!
{NAME}殿の 魔法は
すベて 消えさることになるが
それで よろしいかな?
{NAME} magic
will all vanish.
Is that all right?

Unused Animations#


Domaric tied up has talking animations, despite the only line being "......". They can be seen if you clip through the walls and save Bernard before speaking to the Bulzome high priests.

Unused Audio#

  • Track 02

If inserted into a CD player, the Sonic! Software Planning jingle will play.

  • Toshi.SAP

This is removed after the original V1.006 Japanese release. A CD quality version of the Title Screen, used in the FSS and Segakore demo. The Final replaces this with a Sequenced MIDI file, whereas the later Otanoshimi demo uses a song from the game's credits.

  • Track 40(Sound Test)

Scenario 1

Scenario 3

An early rendition of The Lone Wolf, a song later used in Scenario 3.

  • A Time of Rest

Track 43 in Sound Test. While not unused, the song is so obscure that most players are likely to have never heard the entire track. It only plays in a very brief post credits scene, which lasts about a minute. Meanwhile, this song is almost 4 minutes

  • Deleted Tracks

Entries 08 and 09 in the sound test appear to be placeholders, as they are repeats of the track 07 "The Mercenary Soldier"(Julian's theme), Track 10 is also a duplicate of "Soldier of the Republic"(Synbios's theme). In Scenario 2 Track 9 is replaced with "Devil's Fury" and Scenario 3 replaces 10 with "Apostle Of Light". Track 8 is never changed. Perhaps related to this, and unlike the other two characters, Julian's theme remains unchanged after promotion.

  • Voices

To do:
The Japanese version has 6 more voices than the US version.

7D Voice 125 in Sound Test. For some reason they decided to dub Fiale's first line using a completely different voice and or "actor".

Unused Battles#

  • BTL99

All of the files needed to run a "BTL99" are buried in the games directory: X1BTL99.BIN(Binary), X5BTL99.BIN(Dialogue), XBTL99.CHR(Sprites), and FIELD.MPD(Map). Due to it reading from the wrong addresses, the battle does not load normally in the final, though you can get it to partially run in the Segakore prototype. It's dialogue, when loading into the game reads:

Just a teaser to begin with.
You will win by killing off all the enemies. 
I would not tolerate it if {Synbios} gets killed.
The commanding officer cannot go to such a place...!
Name of the savior is {JuMSy}.

It is also worth noting that typically, the game uses "9" internally to denote debug, though as there was obviously going to be more than 9 battles, this is named 99 instead.

  • BTL197 Unused Battles/使わない戦闘

Judging by the file name it seems to be a demo battle. Script is the same as battle 12, but it incorrectly uses Z_AS.MPD for the field, making the battle unplayable as you and all the enemies are placed out of bounds. Swapping that map out for BTL12.MPD will get it in a functional state. It's a repeat of Battle 12, however, due to what is either outdated/incorrect IDs or a missing .CHR file, most enemy sprites(Except Spiriel and a Succubus, for some reason) fail to load. Beating the map simply repeats itself, or returns to title screen if the map wasn't swapped out.

  • BTL198 On Roof of FSS Train/FSS列車屋根

A variation of Battle 10. The changes are fairly minor, Enemy variation has changed, and Shiraf was replaced by an assassin, but aside from that it's the same battle. Beating the map kicks you to the SEGA logo.

  • BTL199 FSS Suspension Bridge/FSS吊リ橋

The Demo Dwarf Valley, and the second map to feature its own script, and fully translated as well. Features a very simplified version of the Battle 15 map, and the enemies are fairly random assortment of both early and late game. Beating the map kicks you back to the SEGA logo.

Unused Characters#

There are 60 character slots present in the game, more than 2/3rds of the list aren't used, and only 6 contain anything worth note, while the rest are "PC##" placeholders. To add these characters, use Prm in the debug menu to edit them onto the team, or the following Action Replay codes to add them to your main force (Swapping the 1 at the end to 9 add will add that character to reserves, though doing so will crash the game if you attempt a transfer):

AR Code

Icon

Sprite

Name

Has stats?

6202F3FA 0010

Campbell
キャンべル

No

6202F404 0001

None

Glacia
グラシア

No

6202F3FA 0001

Medion
メディオン

LV 1, 5 ATK, and a Steel Sword.

6202F3FB 0001

Syntesis
シンテシス

No

6202F3FB 0010

Uryudo
ウリュド

No

6202F3FC 0001

Zero
ゼロ

No

N/A

N/A

N/A(ID:0025)

No

Most of the files relating to these characters appear to have been either omitted or dummied out. The only remnants to survive are the profile pictures present in FACE64D.DAT used for the save screen, their names, and the sprite files related to cutscenes. The original 1.006 version of the game also contains early sprites for the character Waltz in XTEST.CHR(ID:0025). The sprite itself appears to be similar one used to represent Waltz in Balsamo(ID: 200 in XBALSHP.CHR), but with more frames of animation, 48 verses the final's 32, something generally reserved for playable characters. Additionally, Waltz's starting class, Ranger is present at the very end of the pre-promoted class files in the game's script. It's likely it was also intended for the character Justin as well, as the character contains an extra set of sprite files usually reserved for characters with pre-promotions, though the sprites are the same as the ones used in-game.

Stats-wise, all but Medion are completely unfinished, and Medion only differs by being equipped with a Sword Sword, thus giving him 5 ATK. Models either don't exist or are dummy files, and while SRAM keeps an entry just for Medion, it's only there to keep track of the name entered at the start. Most have sprites, but they aren't stored in the format used for Player Characters, thus they end up blank if taken into battle. On top of that, it appears Uryudo's sprite is incorrectly stored.

Third Promotion remnants#

  • Profiles

The 3rd promotional class is a feature reserved for scenario 3 and Premium disk, but appears to been planned well in advance. Each four of the FACE64[X].DAT (FACE64A.DAT to FACE64D.DAT) start with a set of placeholder images. They change depending on what promotion level a character is, depending on the game's region. Japan appears to skip over the first in favor of the Second/Third(This can only be seen through the game's demos. For example, adding and promoting Irene through debug, and then warping to TESMAP to check the character under status will result in that image), while the US version and Scenario 2 only use the first image.

  • Unused Classes

At the very end of the script, past all the reserved names for the 2nd Promotional level, are six promotional classes not used by the game at all. "Swordsmaster"(剣名人), "Paladin"(親衛騎士), "Berserker"(狂戦士), "Holy Knight"(聖戦士), "Sorcerer"(上位魔法使い), and "Sumonner"(召喚士) are class names that fit the characters Synbios, Dantares, Obright, Grace, and Masqurin, while the 6th is unknown. However, it seems to conform with the unique scripting order the previous two promotion levels have followed.

Unused Enemies#

Buried in the game are a slew of unused enemy entries almost all of which still have model files present, with quite a few returning from Shining the Holy Ark or the first two Shining Force games. All but 5 files are placeholders, with their only contents being the word "Dummy.". They follow X8PC[###].BIN(### being the values below) Note: The file number is for Model IDs. To get the Sprite IDs, simply subtract 500 from the model file number(For example: Sara Sldr's Sprite set is 201)

Name

Sprite

HP/MP

Level

Attack

Defense

Agility

Mov

Luck

Equipment

Gold

ID/File ###

Notes

???
???

N/A

0

0

0

0

0

0

0

Nothing

0

0x00/700

The Sprite ID is assigned to multiple sprites(Mostly Penn, but also the early sprite for the character Waltz).
It's model appears to be a distinct, albeit broken, version of the Phoenix.

Sara Sldr
サラバンド兵

10
0

1

12

6

5

6

2

Halberd

36

0x01/701

A recolor of Aspia Sldr and Dest Sldr, though this sprite came first.
The final uses a different entry, called Def Comdr.

Gladiator
グラディエイタ一

Not Found

20
0

0

15

5

5

6

2

Nothing

10

0x03/703(Dummy)

It seems this enemy didn't get far in development before being cut.

Pegasus Kt
ぺガサスナイト

20
0

0

15

5

5

7

2

Iron Lance

10

0x06/706(Dummy)

Sprite is from Scenario 2.

Horseman
ホ一スマン

20
0

0

15

5

5

5

2

Light X-Bow

10

0x08/708(Dummy)

It appears to be an upgrade to Bow Knight

Black Knt
ブラックナイト

20
0

0

15

5

5

6

2

Bastard Sword

10

0x0A/710(Dummy)

White Knt
ホワイトナイト

20
0

0

15

5

5

6

2

Mace

10

0x0B/711(Dummy)

An early version of the White Lord enemy, it's sprites are included in XBTL114.CHR. Was reworked into Domaric's Guard in Scenario 2.

Saint
セイント

20
0

0

15

5

5

5

2

Flail

10

0x0C/712(Dummy)

Giant Knt
ギガントナイト

20
0

0

15

5

5

5

2

Halberd

10

0x0E/714(Dummy)

Becomes Hill Giant in Scenario 2

Dragonewt
ドラゴンニュ一ト

20
0

0

15

5

5

5

2

Power Axe

10

0x10/716(Dummy)

Wolf Baron
ウルフバロン

20
0

0

15

5

5

6

2

Nothing

10

0x18/724

Later used for Scenario 2.

Golem
ゴ一レム

20
0

0

15

5

5

4

2

Nothing

10

0x19/725(Dummy)

Sprite is from Scenario 3. Not to be confused with the Golem in Chapter 5, that is entry 731

Durahan
デュラハン

20
0

0

15

5

5

6

2

Steel Sword

10

0x1B/727(Dummy)

An enemy from the original Shining Force. Later used in Scenario 3.

Mad Muscle
マッドマッスル

Not Found

20
0

0

15

5

5

4

2

Nothing

0

0x20/732(Dummy)

Possible Shining the Holy Ark leftover. Gets replaced with Ice Golem by Scenario 3.

Talos
タロス

20
0

0

15

5

5

4

2

Great Sword

10

0x22/734(Dummy)

Mistranslation of Taros. Shining Force II boss, later used in Scenario 3.

Brover
ブロ一バ一

Not Found

20
0

0

15

5

5

6

2

Nothing

10

0x23/735(Dummy)

There is evidence that the enemy was working at some point, but no version of the game contains any files for it.
Was ultimately replaced with Giant Ant by Scenario 3.

Colossus
コロッサス

20
0

0

15

5

5

5

2

Nothing

10

0x24/736(Dummy)

Not to be confused with the Enemy in the final battle, that is called Titan in Japanese.
Sprite taken from Scenario 3.

Slash Bat
スラッシュバット

20
0

0

15

5

5

6

2

Nothing

10

0x26/738(Dummy)

Dragon
ドラゴン

20
0

0

15

5

5

6

2

Nothing

10

0x29/741

This specific entry becomes Ark Dragon in Scenario 2, and Green Dragon in Scenario 3.
The assets are also used for the Black Dragon in Scenario 3.

Wyrm
ドラゴンB

Not Found

20
0

0

15

5

5

6

2

Nothing

10

0x2A/742(Dummy)

The Japanese name suggests it was merely a lazy recolor of Dragon. Replaced with Skull Warrior(スカルウォリアー) by Scenario 3.

Dragon Kgt
ドラゴンナイト

Not Found

20
0

0

15

5

5

6

2

Nothing

10

0x2B/743(Dummy)

Dragon Knight. English doesn't follow the usual naming trend for Knight.

Chimera
キメラ

Not Found

20
0

0

15

5

5

6

2

Nothing

10

0x2F/747(Dummy)

A Chimera is used in the other scenarios, but that is set to a different entry, while this gets replaced by Hell Succubus.

HellSniper
へルスナイパ一

20
0

0

15

5

5

5

2

Faerie Bow

10

0x33/751(Dummy)

Sprite is from Scenario 2.

Chariot
チャリオット

Not Found

20
0

0

15

5

5

5

2

Long Bow

10

0x35/753(Dummy)

Replaced with Metal Gunner(メタルガンナー) by Scenario 3.

Catapult
ダ一クカタパルト

Not Found

20
0

0

15

5

5

4

2

Long Bow

0

0x36/754(Dummy)

Replaced with Bugbear by Scenario 3.

Death Mage
ネクロマンサ一

20
0

0

15

5

5

5

2

Bronze Rod

0

0x3A/758(Dummy)

It's sprites are included in the files for battle 20, 21, and 24, and 99.

Demon Mage
デ一モンマスタ一

Not Found

20
0

0

15

5

5

5

2

Bronze Rod

10

0x3B/759(Dummy)

Has Tornado Lv 1, making it the only one in the lot with a spell/special programmed in. Replaced with Arch Demon(アークデーモン) by Scenario 3.

Monk
モンク

20

0

15

5

5

6

2

Bronze Claw

10

0x3F/763(Dummy)

Has (Item 91 Fairy Powder) as a drop. Sprite is only a guess, as it was used a fair bit to represent enemies during development.

Blue?
ブル一

20
0

0

15

5

5

5

2

Power Ankh

10

0x41/765(Dummy)

Shining Force II enemy, seems the translators didn't know what to make of it. Later used in Scenario 3.

Mask Monk
仮面邪教僧

15
0

6

12

8

12

6

3

Gladius

42

0X51/781

Unused Brown variant. It's sprites are included in the files of Battle 2, 3, and 24.

Friend?
仲間になるPC

N/A

16
0

5

14

8

8

5

2

Small Bow

36

0x5B/791(Dummy)

This appears to be an earlier incarnation of Hayward.

Bat Leader
小隊長

N/A

40
0

5

18

11

9

6

4

Halberd

70

0x60/796(Dummy)

Gives Healing Drop on death. Either short for Battalion Leader, or may be a generic Bat character that would've been tagged with the BOSS class.

Conrad
コムラ一ド

43
0

12

24

16

16

5

6

Nothing

0

0x8A/838(Dummy)

Conrad is technically used, in that the version slumped over a chair can have their status checked, but they have no interaction with the battle itself, and it seems as if that wasn't always the case.

Silver Knt
シルバ一ナイト

57
0

33

59

40

21

5

3

Iron Lance

830

0X8B/839(Dummy)

Why this duplicate entry exists is unknown. Has Healing Drop as a drop.

Bow Knight
ボウナイト

43
0

34

59

40

21

5

3

Hvy Long Bow

860

0x8C/840(Doesn't exist.)

Has Fairy Powder as a drop.

Monster ID (0x8D)

N/A

66536
0

0

0

0

0

0

0

Nothing

0

0x8D/841(Doesn't exist.)

Possible test enemy. Has no name associated with it. If graphics exist, they have yet to be found.

(Source: Knight0fDragon(Sprite Rips); Original TCRF Research)

Basanda#

ID

HP/MP

Level

Attack

Defense

Agility

Mov

Luck

Equipment

Gold

Spells

0x75

280/120

37

43

44

28

5

9

Negate Cane

1800

Thanatos Lv 2, Blaze Lv 3

0x82

20/0

27

68

46

35

5

9

Divine Cane

1800

??? Lv 1

Additionally it seems the Basanda that appears in Battle 14(Enemy ID 0x82) has a strange discrepancy. Aside from her HP/MP being a placeholder, she appears to be stronger than the one you actually fight(Enemy ID 0x75) near the end of the game. What makes this odd is Fiale, another boss who has multiple entries, is given the same stats across all of them. She also drops 1800 gold upon defeat(which can't happen as she is heavily scripted) and is set to have a level 1 spell, but no spell was defined...

Unused Items#

Multiple unused items exist in the game. To access them, use the Itm menu in debug or use the following Action Replay code 16032060 ???? (where "????" is one of the below) to place the corresponding item in Synbios' first item slot.

Value

Image

Name

Description

Stats

Notes

000E

Booty Sword
忍びの太刀

Katana
刀系統の武器

6 ATK

The English name appears to have been completely made up. Keeping with the naming convention, the Japanese name would translate out to "Ninja Katana".

000F

Iron Ninjato
上忍の太刀

Katana
刀系統の武器

12 ATK

Early game Ninja weapons. Goes unused as the earliest you can get a Ninja on your team is near the very end of the game.

0042

Scimitar
シミタ一

Sword
ン一ド系統の武器

5 ATK

Enemy only weapon, the Mask Monk enemies all equip these.

0043

Gladius
グラディウス

Sword
ン一ド系統の武器

5 ATK

Functionally identical to the Scimitar, the only enemy that uses it goes unused.

0072

Sneaky Knife
シーブスナイフ

Knife
ナイフ系統の武器

ATK 13 AGL 5

Also known as the "Thief Knife".

0073

Joker Knife
ジョーカーナイフ

Knife
ナイフ系統の武器

ATK 13

007D

Dark Rapier
アスタロスレイピア

Rapier - has Special Attack, Curse
レイピア系統の武器 必殺技発動 呪い

ATK 28 Crit + 5 Dark 30

Special Attack is "Demon Call"

0079

JusticeSword
ジャスティスソ一ド

Sword - has Special Attack
レイピア系統の武器 必殺技発動

ATK 41 Dark + 20 Light + 20

The single most powerful weapon in the game, there is nothing close to beating it. Special Attack is "Dazzle Edge"

0082

Force Blade
フォ一スブレ一ド

Blade - has Special Attack
ブレ一ド系統の武器 必殺技発動

ATK 28 Dark + 30 Light + 30

The strongest Blade weapon in the game, though nowhere near as powerful as the previous. Special attack is "Force Edge".

008A

Beast Spear
ビーストスピア

Spear
スピア系統の武器

ATK 18

008B

Comet Spear
コメットスピア

Spear - has Special Attack
スピア系統の武器 必殺技発動

ATK 18

Special Attack is "Meteor"

0098

Ultra Axe
スカイ トマホーク

Hand Axe - has Special Attack
トマホーク系統の武器 必殺技発動

ATK 20

Also known as Ultra Tomahawk. Special attack is "Mist Storm".

00A9

Holy Cestus
ドラゴンナックル

Cestus - recovers HP every turn
ナックル系統の武器 必殺技発動

ATK 19 Crit + 5

Also known as Dragon Knuckle in Japanese.

00B2

Spark Wand
マーリンズワンド

Wand - has Special Attack, Spark
ワンド系統の武器 必殺技発動 スパーク

ATK 19 AGL 5

Also known as Pyra's Wand, a reference to Shining in The Darkness. Special Attack is "Stone Circle". The concept for this wand would later be reused for Scenario 3's Eternal Wand. If this weapon was intended for this game, it was likely meant for Grace, the only wand user who can't learn Spark naturally.

00BC

Caylon's Bow
クイロンの矢

Bow - has Special Attack
矢系統の武器 必殺技発動

ATK 24 AGL 3

Special Attack is "Charm Arrow". The English name almost certainly seems to be a mistranslation, as the name Caylon seems to have no obvious meaning. "Chiron Arrow" seems to be what it translates out to

00C0

Needle X-bow
ニ一ドルクォレル

X-bow - has Special Attack
クォレル系統の武器 必殺技発動

ATK 22 AGL 2 Crit + 5

Also known as Needle Crossbow. Special Attack is "Stun Needle".

00C4

Pulsar Bow
ブラックホ一ル砲

LBow - has Special Attack
シェル系統の武器 必殺技発動

ATK 23 DEF 7

00D7

Stealth Wing
ステルスウイング

Wing - Confuse L1 if used
ウイング系統の武器 使うとコンフュ一ズL1

ATK 21 DEF 5 Crit + 5

00D8

Light Anchor
ライトアンカー

Anchor
アンカー系統の武器

ATK 8

An early game weapon. Goes unused in every game as the anchor users cannot be recruited until long after this would be rendered useless.

00E5

Elbesem Orb
王都遺跡の地図

Holy power damages enemy
使うと 聖なる力で敵にダメ一ジ

N/A

A duplicate introduced between Final and one of the demos. This item cannot be removed once equipped, but is fully functional. Can be obtained through an obscure bug.

00E6

Negate Cane
負の力の杖

Controls Giant (Basanda only)
バサンダ専用 巨神を操る杖

ATK 16

Divine Cane but without the item use. Appears to have some connection with the Bld-Cane spell.

00E7

Divine Cane
神刄の杖

Helps recovery (Basanda only)
バサンダ専用 回復のカを備えた武器

ATK 16

This is used by the game in a single battle, and is clearly not intended for player use. Despite this, the item has its own unique description which cannot be seen during normal gameplay, and can be used by Masqurin and Noon. The game is set to use the standard wand attack animations in battle, no critical hit exists for it, and if you attempt to use it as an item use, you'll find it has no range.

00E8

Spark Blade
スパークブレード

Spark(Arrwnt only)
アロガント専用武器 使うとスパーク

ATK 24 Counter + 20

The final boss was given his own unique weapon, yet it can be equipped by any blade user.

240-253(Debug)

SF3NOTSET.png
Light_Anchor.png
SF3NOTSET_3.png

NOT SET
未設定

?????

N/A

Entries 240-253 all contain placeholders. Most oddly use the unused Light Anchor icon, but 2 have unique graphics.

It's likely a good portion of these were intended to be used for future games, as many of these weapons either are or tie for the strongest in their respective groups, while others, such as the Spark Rod, would be redundant .

Unused Spells#

To access these, use Action Replay code 36032264 00?? (where "??" is one of the below) to replace Grace's first spell slot with these.

Value

Image

Animation

Spell

Max LV

MP

Range

Description

Notes

06

SF3_Inferno.mp4

Inferno
インフェルノ

2

30/30

3/3

Blinds with light
光の力で 敵にダメ一ジを与える

DO NOT WATCH THE VIDEO IF YOU'RE PRONE TO SEIZURES Very different to the one used in Scenario 3. The animation is similar to an attack the colossus uses, but that is its own unique attack.

09

SF3_Pacify.mp4

Pacify
メロウスぺル

2

5/9

1/2

Increases magic resistance
失われた魔法 味方の魔法耐性を上げる

Seems to just be Shield from Shining the Holy Ark(Confusingly there's two spells with the same Japanese name, Shield and Calming Spell). Animation is almost the same as Resist, though it appears that animation was also used as a placeholder. Possible leftover?

0F

SF3_Charm.mp4

Charm
チャ一ム

1

7

2

Charm the enemy
敵を魅了する

Uses the Elemental icon from Shining the Holy Ark. The spell is unused, but the status effect is used in-game by a few special attacks, including those by the Succubus enemy.

10

SF3_Tsunami.mp4

Tsunami
スプラッシュ

1

7

2

Dispells magic power
敵にかかった魔法効果を消し去る

The Negate spell from Shining the Holy Ark. Animation appears to be a placeholder

13

SF3_Chant.mp4

Chant
リフレイン

2

6/12

1/2

Recover HP for 4 turns
味方のHPが 4タ一ン回復する

Has the same Japanese name as Praying and uses the Restore spell icon from Shining the Holy Ark, though the description and animation suggest that this was more than just a placeholder. Text related to the spell exists, but the status effect it's supposed to apply doesn't appear to be functional.

25

SF3Chaos.mp4

Chaos
カオスコルドロン

1

N/A

N/A

Summons chaos vortex
混沌の渦を呼び寄せ ダメ一ジを与える

This cannot be seen or used by normal means, as setting the ID will only result in a blank nonfunctional entry. However, by using the Fight Menu, setting ACT to Magic and NO to 37, the attack can be seen. A Enemy special attacked used by Galm in Scenario 3 and bosses on the Premium Disc, though at this stage it's more or less just a placeholder.

2A

SF3Berserk.mp4

Berserk
べルセルク

1

8

1

Brings berserker rage
仲間を狂乱させ 会心攻撃をさせる

This spell is functionally complete, only missing a proper Icon. The status effect it applies is used, but only by two very late game weapons most players may never see.

2B

SF3_HolyCane.mp4

HolyCane
修行僧の杖

2

0/0

2

Missing Item - Priest Cane
失われたアイテム修行僧の杖

It's name and description suggest this is a prototype for Scenario 3's Shining spell. As is, the spell does nothing.

2C

SF3_ORB.mp4

*Orb
馗具宝珠

1

0

2

Elbesem's Treasure Orb
エルべセムの宝珠

Not particularly different from the item, but might still cause a seizure. Has a unique description compared to the other Item spells. May have originally intended to be a equip spell.

33

SF3_BLDcane.mp4

Bld-Cane
神刄の杖

1

0

3

Full magic recover w Negate
バサンダの武器で使う全回復魔法

The english version seems to be going with Blood Cane, though the Japanese suggests it was Negate Cane. It's a Long-range healing spell similar to Aura Lv 2, similar to the Divine Cane item used in a scripted event in Battle 14. Perhaps related to this, the Basanda used for that battle has a spell level of 1 defined in the first slot, but no spell was set.

34

SF3_Question.mp4

???
???

4

1/18/2/1

0(self)

????

It's icon and attack animation(Which appears to be called from X3BUTTFL.BIN) are garbage data , but the functionality is most certainly not. It acts as a self-destruct spell of sorts, though as-is it can only target and damage other allies.

Items/Enemy Attacks#

To do:
Now that i think about it, how many of those breath attacks are actually used?

Consumable items, and enemy attacks appear to be programmed as Spells. However, attempting to load it as a Spell slot results in it being set to 00(???/?????), though the descriptions can still be viewed under Status Menu -> Magic. All of these work, however if you select them through the Fight menu. The values listed here are all hexidecimal, however, so you will need to convert it back to alphanumeric if done through that manner.

Value

Name

Description

Notes

16

*Heal
道具HP回復

Med Herb, Heal Drop, Potion, Heal Rain
薬草 いやしのしずく いやしの水 恵みの雨

Description is a list of items that call the spell.

17

*Restore
道具MP回復

Goddess Tear, Holy Rain, Magic Ring
女神の涙 希望の光 マジックリング

18

*Cure
道具異常回復

Antidote, Fairy Powder
毒消し草 妖精の粉

19

*Return
道具天使の羽

Angel Wing
天使の羽

The normal Return spell is Value 15.

1A

*Raise 1
道具能力上昇1

Power Wine, Armor Milk, Quick Chickn
力のワイン 守リのミルク はやてのチキン

Chicken was shortened.

1B

*Raise 2
道具能力上昇2

Agile Onion, Happy Cookie
いだてんピ一マン 幸運のクッキ一

1C

*Raise 3
道具能力上昇3

Health Bread, Brain Food
元気のパン さとリのミツ

1D

*Level
道具勇気のリンゴ

Brave Apple
勇気のリンゴ

1E

Fire Brt
ファイア一ブレス

Spit fire
火炎を吐き ダメ一ジを与える

1F

Bliz Brt
ブリザ一ドブレス

Spit blizzard
吹雪を吐き ダメ一ジを与える

20

Thun Brt
サンダ一ブレス

Spit lightning
雷を吐き ダメ一ジを与える

21

Windwing
ウイングフラッタ一

Wind attack
羽ばたき攻撃で ダメ一ジを与える

22

DemonBrt
デ一モンブレス

Summons evil spirit
邪悪な気を吐き ダメ一ジを与える

23

Aqua Brt
アクアブレス

Spits water
水を吐き ダメ一ジを与える

24

Acid Brt
アシッドブレス

Acid burns and slows
酸のブレスで ダメ一ジとスロウの効果

2D

X-Spark
負の閃光

Colossus,Multi-Target Laser
巨神戦士 遠距離複数対象レ一ザ一

2E

Hammer
ハンマ一パンチ

Colossus,High Damage Punch
巨神戦士 大ダメ一ジパンチ

2F

Boomrang
ブ一メランパンチ

Colossus,Multi-Target Punch
巨神戦士 広範囲複数対象パンチ

Shortened Boomerang.

30

Panic
パニックハウル

Harpy hyper-sonic blast
ハ一ピィの超音波攻撃

31

Tremor
大地の震撼

Golem Right punch L1, Left punch L2
ゴ一レム右殴リL1 左殴リL2

32

RockFall
破壊の岩石

Golem's Boulder-throwing Laser Eye
ゴ一レムの岩石投げレ一ザ一アイ

Each one of these seems to come with a corresponding icon, but they're merely leftovers from Shining the Holy Ark and likely aren't set to appear in-game.

Unused Special Attacks#

To do:

  • 1-17 all contain generic enemy attacks, many of which don't seem to be used.
    • There is a Berserk special attack(14, バ一サ一ク). Doesn't seem to be used...
  • Rerecord Schwarchshilt with a shell weapon.

KAI No

Video

Name

Notes

12

SF3_Cold_Attack.mp4

Cold Attack
フリ一ズアタック

An attack that should freeze, grouped with generic enemy attacks, but for whatever reason no enemy uses it.

13

SF3Maximal_Attack.mp4

Maximal Atk
クリティカル攻撃

Appears to be a duplicate of Critical Hit. The one the game uses is called 会心の一撃 in Japanese.

18/19

SF3COUNTERNOTSET.mp4

NOT SET
未設定

They are last of the generic enemy specials, and seem to be placeholders. They may have some relation to the options "S--H" and "N--H" in the fight menu.

38

SF3Demon_Call.mp4

Demon Call
ディアブルコ一ル

Rapier Special. Used by the Dark Rapier, an unused weapon.

45

SF3PoisonBlade.mp4

Poison Blade
猛毒の刃

An oddly plain looking special attack, it's possible that it may not have been finished. This would go perfectly with the Venom Blade weapon, but instead that uses the special Dimension.

46

SF3_Force_Edge.mp4

Force Edge
フォ一スエッジ

Force Blade's Special. The game seems to struggle with the attack.

56

SF3Meteor.mp4

Meteor
メテオ一ル

Comet Spear's Special. Has a space in the English name.

73

SF3MistStorm.mp4

Mist Storm
ミストスト一ム

Ultra Axe's Special.

107

SF3StoneCircle.mp4

Stone Circle
スト一ンサ一クル

Spark Wand Special. Can inflict Freeze.

121

SF3CharmArrow.mp4

Charm Arrow
チャ一ムアロ一

Arrow Special. Can inflict Charm. Used by the unused Caylon's Bow.

127

SF3StunNeedle.mp4

Stun Needle
スタンニ一ドル

Needle X-Bow special.

133

SF3Schwarchshilt.mp4

Schwarchshilt
シュワルツシルト

Shell Special.

140

SF3DeathClub.mp4

Death Club
滅殺

Stored with the Ninja specials.

177

SF3RoadRush.mp4

Road Rush
ロ一ドラッシュ

Shares the same name as a halberd special in Japanese(The US version tries to differentiate it by calling that one Road Rash.) but is listed among other Mace specials. It comes after Light Sphere and Star Bomb.

181

SF3ThunderBlow.mp4

Thunder Blow
サンダ一ショック

Grouped near the end of the list, with other enemy specials.

188

SF3188.mp4

(Measurement Test)

At the very end of the list are two generic placeholders. They don't have names, so the game takes one from the next entry on the list, which is the start of location data.

189

SF3189.mp4

(Store Test)

The very final Critical Hit. Same deal as the last one, it's a standard attack.

Unused Status conditions#

Name(Japanese)

In-Game Text

Notes

PACIFY
メロウスぺル

{NAME}は メロウスぺルの効果が消えた!


The PACIFY spell on {NAME} wore off!


The spell itself acts similar to resistance spells such as, well, Resist, but no effect is applied. There appears to be a duplicate line with the control code {06}, or PROMPT added in at the end.

POSSESSED
悪霊

{NAME}は 悪霊にとリつかれた!

{NAME}の 悪霊が消えた!


{NAME} is wrestling with an evil ghost!

{NAME} defeated the evil spirit!

Based on the order provided in the X5 scripts, changing the bit at 060322E5 should afflict Grace with the condition, but nothing changes. A disassembly of the character stats suggests that work on this was never started, as it is nothing more than a reserved bit and was never functionally implemented into the game.

HEALCHANT
リフレイン

{NAME}は リフレインの効果!

{NAME}は リフレインの効果が消えた!


{NAME} is chanting!

{NAME} stops chanting!

Again, changing 060322E7 should afflict Grace with the condition, but nothing changes. Again, it seems work on this was never started.

See Notes for more details.