Also known as Shining Force III: Target: Child of God, this sequel oddly feels like what the original Shining Force III should have been. It stars the 3rd Prince in line to the throne, Medion with his even smaller (and somewhat quirkier) force of soldiers as he tries to evade fellow Empire soldiers, masked satanic cultists, and Republic traitors on his way to rescue his father, the King of Destonia and ultimately stop the Mad Governor Garvin's schemes.
Sub-Pages#
Debug Mode#
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To do: |
Use 360238EE 0001(1.003) or 3602389E 0001(2.000) depending on the version of the game to activate a debug mode. Its functions are a bit different to Scenario 1's:
Name |
Explanation |
|---|---|
Scn |
Area Warp - select the map where you wish to go, hit A then close the menu. The second option chooses what exit you spawn from, or in battle, what cutscenes play. In some maps setting it to -1 allows you to spawn out of bounds. |
Flg |
Sets event flags. |
Prm |
Roster editor. Add or remove characters, what team they're in, skill lvs, and their levels or classes. |
Itm |
Gives you any item in the game, provided you still have space. There is also an option for Max Gold. |
Sav |
Saves file. |
Lod |
Loads a save file. |
Snd |
Sound Test. |
12P |
What this does is unknown, currently, selecting it just refreshes the menu. |
Cfg |
The normal Configuration menu. |
(Source: 1 Knight0fDragon)
Controls#
Pressing X+Y+Z together will pause the game. In this mode, pressing any button other than L, R, or Start will advance the game 1 frame, pressing L will enable some printout information and R will disable. To exit, press the Start button. Holding Z will disable collision, allowing you to cross out of bounds. In battle, if you hold Z while an enemy or character ends their turn, the battle instantly ends, or instead you can kill specific characters/enemies by holding Start while ending their turn. Finally, pressing R during a cutscene will skip dialogue, and L will disable it. Pressing it multiple times can advance through scenes slightly faster, though this will crash the game on certain scenes.
Controlling Enemies#
If the bit 0128-6 in Flg is set, you will now be given control of enemies during battle.
Fight Menu#
Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:
- CNO - Unknown, cannot be manually changed.
- ACT - For Scenario 2 the options are: FIT, FAR (Seems to crash the game when used.), EQI, ITM AND MAG
- NO - Goes from 0-101, its use depends on what ACT you selected. I.E., what spell the character uses if you select magic.
- LV - Level of attack, likely only for Spells.
- HIT - NRML, S--H, N--H, SUKA (Guard), and CRTC.
- KAI - Unknown.
- HAN - Unknown.
- D - Strangely, although they added a 4th D, the functionality of all but 1 appears to have been removed. Setting these to the highest value doesn't appear to add an extra damage step. D1 appears to pull names from RAM (e.g. setting to 20 while attacking with an enemy will say Medion took damage, 21 for Campbell, etc.) though setting it to an invalid name (i.e. one of the PC placeholders) will crash the game.
Debug Flags#
Using the Flg option it is possible to enable extra debug functions, format is "Address-Bit" and they are as follows:
0108-2 - window layer disabled
0108-7 - sprites disabled
0110-0 - Slow mode
0110-3 - Disables the backgound layer
0130-0 - Hitbox display (Overlays a wireframe around collision.)
0130-3 - Camera Tilting or alternatively, Drunk Mode
Hidden Objects#
- Airo Village

Behind Airo Village is a functional bridge and a few textures and sprites.

Inside this pen is chickens that can't normally be talked to.
- Storich Business District
Placed way out of bounds is this lone Conductor.
- Waterfall graphic

If for whatever reason the game cannot load the normal waterfall(For example, by using an certain version of Yaiba Sanshiro), this gets loaded instead.
Unused Characters#

Immediately after the last used character are three unfinished entires. They are called "グラツア"(Gracia), "パピィ"(Puppy?), and "スピリテット"(appears to be a misspelling of Spiriel, スピリテッド vs スピリテット), They all use the standard placeholder icon, and have no stats.
- Two Julians
Strangely, and only for this game the character Julian has two entries in stored in RAM with the new one occupying a slot that later gets filled by Gracia in Scenario 3. The original, however, is left broken, setting it to either team will crash any battle it appears in, and setting it to Medion's team out of battle will corrupt the status menu, creating multiple garbage Playable Characters.
Unused Classes#
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Japanese |
Fan Translation |
|---|---|
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In addition to the 6 3rd promotional classes from Scenario 1 (The Summoner Hedva uses is a different entry.), another 6 base level promotions go completely unused. It's not known at all what the first three could've been used for, though they oddly sound as if they could fit the characters Ratchet, Frank, and Hagane/Murasame respectively (though it's just as likely these were also intended for cut characters). The other half however also fit well with the characters Robbie, Jade and Pappets, who all join in the later half of the game.
Even stranger, all six of these are removed in Scenario 3, leaving very conspicuous "Reserve" gaps.
Unused Enemies#
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To do:
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Buried in the game are a slew of unused enemy entries all of which still have model files present, though most had their contents dummied out. An unusual amount of these are from previous Shining Force games. They follow X8PC[###].BIN (### being the values below) Note:Number is for the Model IDs. To get the Sprite IDs, subtract 500 from the Model ID (For example: Sara Sldr's Sprite set is 201)
Name |
Sprite |
Number |
Notes |
|---|---|---|---|
??? |
N/A |
700 |
Nothing appears to use the Sprite ID in this game. |
Gladiator |
Not Found |
703(Dummy) |
|
Horseman |
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708(Dummy) |
It appears to be an upgrade to Bow Knight. |
Black Knight |
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710 |
Now with a completed 3D model. |
Saint |
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712(Dummy) |
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Baby Dragon |
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716(Dummy) |
Dragonnewt from Scenario 1. |
Durahan |
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727(Dummy) |
Shining Force I enemy. Later used in Scenario 3. |
Mad Muscle |
Not Found |
732(Dummy) |
Appears to be a Shining the Holy Ark leftover. No sprites or models exist in any version of the game. Gets replaced with Ice Golem by Scenario 3. |
Talos |
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734 |
Mistranslated Taros. A boss from Shining Force II that later gets used in Scenario 3, though its graphics appear to have been completed by this stage. |
Brover |
Not Found |
735(Dummy) |
There is evidence that the enemy was working at some point, but neither this game or its sequels contain anything relating to it. Was ultimately replaced with Giant Ant by Scenario 3. |
Colossus |
736(Dummy) |
Sprite taken from Scenario 3, where it was used. |
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Slash Bat |
738 |
Why this graphically complete bat enemy went unused is unknown. |
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Wyrm |
Not Found |
742(Dummy) |
The only real clue as to what this might be is in the Japanese name, suggesting it was merely a lazy recolor of Dragon. Replaced with Skull Warrior(スカルウォリアー) by Scenario 3. |
Dragon Knight |
Not Found |
743(Dummy) |
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Chimera |
Not Found |
747(Dummy) |
A Chimera is used in the next game, but for some reason THAT entry replaces one of the Fiales. Meanwhile, this one gets replaced by Hell Succubus. |
Chariot |
Not Found |
753(Dummy) |
Replaced with Metal Gunner (メタルガンナー) in Scenario 3. |
Catapult |
Not Found |
754(Dummy) |
Replaced with Bugbear in Scenario 3. |
Demon Mage |
Not Found |
759(Dummy) |
Replaced with Arch Demon (アークデーモン) in Scenario 3. |
Monk |
763(Dummy) |
Sprite is only a guess, as it was used a fair bit to represent enemies during development. |
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Blue Priest |
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765(Dummy) |
Shining Force II enemy, later used in Scenario 3. |
[Untranslated] |
None |
791(Dummy) |
Seems to be a script related to recruitable characters during battle, as opposed to a genuine enemy entry. |
Gargoyle |
850 |
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Goriate |
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852 |
Sprites for the character are included in Battle 12, and a non-dummy model file is present, suggesting you were originally going to fight the character during that battle. In the final, he shows up in Chapter 3's opening cutscene then is said to have left for Destonia immediately after, and isn't seen again until the next game. |
Hermit Crab |
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871 |
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Monster |
Not Found |
888(Dummy) |
It's a mystery as to what this unusually generic entry might be. It's the second to last on the list. |
(Source: Knight0fDragon(Sprite Rips); Original TCRF Research)
- 3D Models





Scenario 1 Leftovers#
Japanese |
English |
Sprite |
Number |
Notes |
|---|---|---|---|---|
Titan |
N/A(3D Model) |
806 |
Scenario 1 leftover. |
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アロガント |
Arrawnt |
822 |
Scenario 1 leftover, seemingly left intact. |
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Unused Items#
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To do:
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Using the in-game debug, it is possible to place any item in the game in your character's inventory. The Ninja Katanas are actually used now, and NOT SET was removed as all 255 slots in the game now contain items, but unused items from the first game are still present.
No |
Image |
Name(English) |
Description(English) |
Stats |
Notes |
|---|---|---|---|---|---|
152 |
Ultra Tomahawk |
Tomahawk - Special Attack |
ATK 20 |
Originally called Ultra Axe. |
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178 |
Pyra's Wand |
Wand - Special Attack, Spark L3, regen 2 MP |
ATK 19 AGL 5 |
The Spark Wand from Scenario 1. It's not known if it even has a special attack anymore. |
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188 |
Moogie's Arrow |
Arrow - Special Attack |
ATK 24 AGL 3 |
This is Caylon's Bow from Scenario 1. The fan translation is a reference to an admin for a Shining Force fansite. |
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227 |
Statue Gem |
Gem from a statue in Aspia |
N/A |
Scenario 1 leftover. |
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230 |
Divine Cane |
Staff - Revive if used |
ATK 16 |
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231 |
Hell Rod |
Staff - Hell Dragon L2 |
ATK 20 |
Desshelen exclusive weapon, does not actually give you Hell Dragon if used. |
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253 |
Golden Beak |
Beak - Crit + 5, Ctr + 5,random Summon if used |
ATK 3, Crit + 5 Counter + 5 |
Japanese description oddly uses a question mark. The only "Summon" that appears to be programmed in is a low damage bubble beam. |
Unused Spells#
All of the spells from the first game return for this one. Most are just as unused but not altogether unchanged, as some now appear to have more functionality. For English names and descriptions, the fan translation will be be used for parity, though keep in mind the translation for these may not always be accurate. To view these spells, write the following values to address 0x6034094. This will replace Medion's Return spell with the target. For the spell's level, write 01-04 to address 0x6034095, and if more MP is needed, add/use the bright honey consumable through the Debug menu.
Value |
Video |
Image |
Spell(Eng Patch) |
Max LV |
MP |
Range |
Description |
Notes |
|---|---|---|---|---|---|---|---|---|
06 |
Inferno |
2 |
30/30 |
3/3 |
Burns with Searing Lava and Raining Fire |
DO NOT WATCH THE VIDEO IF YOU ARE PRONE TO SEIZURES. |
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09 |
Pacify |
2 |
5/9 |
1/2 |
Increases magic resistance |
The Japanese description mentions something along the lines of being a "Lost Magic". |
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10 |
Tsunami |
1 |
7 |
2 |
Dispel Magic Effect |
"[X] is freed from magic effects!" Much more functional compared to Scenario 1, but still very buggy. |
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13 |
Chant |
2 |
6/12 |
1/2 |
Recover HP for 4 turns |
"[X] is chanting!" The spell is a bit more functional now, but it still doesn't do anything. |
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25 |
Chaos |
N/A |
N/A |
N/A |
Conjures Chaos |
Must be enabled using the Fight Menu, setting ACT to Magic, and NO to 37. Still only a placeholder. |
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2A |
Berserk |
1 |
8 |
1 |
Rage increases Attack, Loss of Control |
Different unfinished icon, still unused. Characters seem to have animations for it, though it's unknown if they all do or if it's merely the early ones. Now only targets allies. |
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2B |
Holy Cane |
2 |
0/0 |
2 |
Used on the Unholy |
The Japanese description is the same as Scenario 2. As-is it's a placeholder for the Shining Spell. |
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2C |
Orb |
1 |
0 |
2 |
*Orb |
First letter of the description appears to be garbage. Has a different icon now, for some reason. |
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33 |
Blood Cane |
1 |
0 |
3 |
Recovers Everyone |
Given a new icon. Its animation is similar to using an item. |
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3A |
Captured by Whip |
N/A |
N/A |
N/A |
Target is Tamed |
Cannot be seen through normal means, setting the ID will only produce a non-functional entry. Setting Magic to 58 LV 1 in the Fight Menu will get it to work. Deals damage to monsters while boosting their stats, but doesn't appear to tame them. |
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3B |
Fake Charm |
1 |
0 |
2 |
Fakes Charm Spell, Gain XP |
The name the fan translation uses seems to be completely made up, instead this appears to be related to the Golden Beak item. Interestingly, the icon appears to be somewhat different to the one Charm uses, featuring more reflection on the Heart, as well as a pair of pink lines on both sides of the legs.. |
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3D |
??? |
4 |
1/18/2/1 |
0(self) |
???? |
Items/Enemy Attacks#
Each item in the game, and certain enemy attacks are considered Spells internally, though it appears they were disabled. Attempting to load the ID in as a spell results it being set to 00(???/?????), though the descriptions for these can still be seen through the Status Menu, under Magic. It is possible *Orb was also intended to be disabled, though the unique description suggests otherwise.
Value |
Name |
Description |
Notes |
|---|---|---|---|
16 |
*Heal |
Med Herb, Heal Drop, Potion, Heal Rain |
Description is a list of items that call the spell. |
17 |
*Restore |
Goddess Tear, Holy Rain, Magic Ring |
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18 |
*Cure |
Antidote, Fairy Powder |
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19 |
*Return |
Angel Wing |
The normal Return spell is Value 15. |
1A |
*Raise 1 |
Power Wine, Armor Milk, Quick Chickn |
Chicken was shortened. |
1B |
*Raise 2 |
Agile Onion, Happy Cookie |
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1C |
*Raise 3 |
Health Bread, Brain Food |
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1D |
*Level |
Brave Apple |
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1E |
Fire Breath |
Breath of Fire |
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1F |
Blizzard Breath |
Breath of Ice |
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20 |
Thunder Breath |
Breath of Thunder |
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21 |
Wind Wing |
Breath of Wind |
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22 |
Demon Breath |
Breath of a Demon |
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23 |
Bubble Breath |
Breath of Water |
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24 |
Acid Breath |
Breath of Acid |
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2D |
X-Spark |
*Titan Laser |
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2E |
Hammer |
*Titan Punch |
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2F |
Boomerang |
*Titan Attack |
Shortened Boomerang. |
30 |
Panic |
Harpy hyper-sonic blast |
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31 |
Tremor |
Violently Shakes the Ground |
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32 |
Rockfall |
Boulder Crushes all in Path |
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38 |
Bubble Breath |
Breath with Bubbles |
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39 |
Black Breath |
Spitting Ink Attack, Causes Illusion |
Used by the Dark Kraken. |
3C |
Discharge |
Core Magic |
Used by the Generators in one of the Elbesem Temple battles. |
Unused Locations#
To access these levels use Action Replay code 360302E1 00XX (XX being the following values):
Values |
Image |
Name |
Notes |
|---|---|---|---|
00 |
(寸法テスト) (Measurement Test) |
Unchanged from Scenario 1, still just a door texture and a 25x25 floor pattern. |
|
01 |
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(店テスト) (Store Test) |
Essentially a test of the shops, church, HQ and new Bookshelf function. The fan translation leaves it untranslated, but is otherwise functional. |
2C & 2D |
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?(?) |
At the very end of the battle maps are a pair of placeholders. Entering either one takes you to a broken duplicate of the Hero test's bottom floor. The internal name for these are "BTL238" & "BTL239", suggesting the game was originally intended to be longer than it ended up being. |
C4 |
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盗賊マップ (Unused Sewer Level) |
The file name is TEST01.MPD Storich. The Japanese version oddly shares its name with the next entry, suggesting this was also a ruins map. |
C5 |
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盗賊マップ (Scenario 3 Chapter 3 Ruins) |
The fan translation more or less describes it perfectly, though the actual name appears to be more generic. |
CB, CC, CD |
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上尾, ホァの町, 魔法遺跡 (Town 1, Town 2, Town 3) |
All three load into the same map file, a barely started town similar in style to Storich Business District. However, only the second entry mentions a town. The first appears to be "Ageo", the name of a Japanese city, while the third oddly appears to be another ruin map. The Scn menu in debug also calls them "AGEO3", "HOR", and "MGC_I" respectively. These generally refer to file names, but the only file of the three present on the disc is HOR.MPD. |
N/A |
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FIELD.MPD |
Back again from Scenario 1, with a more recent modification date than in that game. Collision is a bit more broken, and now the sea appears to be separated from the land, making it appear as if the land is floating. |
N/A |
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LINE.MPD |
Scenario 1 leftover. |
Unused Sprites#
XTEST.CHR#
- Old Man

ID:0533
- Dark Skinned Woman

ID:0538
- Woman Holding Baby

ID:0541
- Twins

ID:0546
A pair of twins.
Version differences#
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To do: |
Two versions of the game are known to exist, labeled 1.003 and 2.000 internally.
- Produn
1.003 |
2.000 |
|---|---|
The character Produn had their portrait updated between versions.
- Insane mode bug
A glitch was fixed involving certain uncontrollable NPCs, such as Hazuki(before being recruited) and Donhort. If the game difficulty was set to Insane and it reaches their turn, the game crashes.
(Source: 2 Righteous Force(Via Shining Force Central))
|
The Shining series | |
|---|---|
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Genesis |
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Game Gear |
Shining Force Gaiden: Ensei Jashin no Kuni he • Shining Force: The Sword of Hajya • Shining Force Gaiden: The Final Conflict |
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Sega CD |
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Sega Saturn |
Shining Wisdom • Shining the Holy Ark • Shining Force III (Prototypes) • Shining Force III Scenario 2 • Shining Force III Scenario 3 • Shining Force III: Premium Disc |
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Game Boy Advance |
Shining Soul • Shining Soul II • Shining Force: Resurrection of the Dark Dragon |
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PlayStation 2 |
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