Unused Items#
Shining Pom Bait#
This version of Shining Pom Bait would have functioned like it did in the previous two games. It doesn't work anywhere as the enemies weren't fully coded in.
Test Items#
Test Sunglasses, Test Devil Set, and Test Ride-Along Mona are among the test equipable accessories in the game.
"Unused" Items#
Three unused items that do nothing.
Reserve Items#
Five reserved fish items that can be tossed.
Bike Colors#
Five unused bike colors. Perhaps they were planning for a customizable bike color option like in the second game.
Manly Munchies Series#

The entirety of Cold Steel 1's Manly Munchies remain in the game. None can be used.
Olivert's Royal Clothing#

An unused costume for Olivert which is fully functional. To add this to your inventory, follow the steps listed below. You'll need a hex editor for this.
- Open your save file.
- Go to location 0x365A0. This is the starting of your items obtained.
- Find an empty item slot by looking for the hex string 0x0F2700.
- Replace an empty item slot with the value 0x950363.
This will add it to your inventory. The 9503 in 950363 is the item ID. The 63 is the number obtained.
(Source: Punk7890)
Unused Status Effects#
A list of unused status effects that can be inflicted by enemies or allies, however no item or enemy actually makes use of them.
Unknown#
Status effect ID: 0x1C.
An unknown status effect with green and red arrows. It's a negative status effect that cannot be cured. It can be resisted, however. Makes a balance down SFX.
All Stat Down#
Status effect ID: 0x29.
A single status effect that does all stat down to an enemy. Each status effect is generally placed individually on an attack, this one however is simply one value rather than multiple.
Remove Stats Up#
Status effect ID: 0x2A.
Different from All Cancel, this quietly removes all positive status ups on a character.
Hide#
Status effect ID: 0x58.
Completely hides the character model. Cannot be undone for the rest of the fight. Acts like stealth without the icon or effect of it.
No Turn Usage#
Status effect ID: 0xCC.
Each attack has its own AT delay used by the attack, however this is a status effect itself that oddly directly affects the attack. Once the attack is done, the user can immediately attack again without moving their turn order.
Remove Player From AT Bar#
Status effect ID: 0xD8.
Removes a character from the AT bar and cannot act as a result. They still will be on the field and be allowed to do follow up attacks, however.
(Source: Punk7890)
Unused AI Attack Patterns#
Duvalie#
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Duvalie's Prism Calibur is among the possible attacks coded in her AI, however due to improper AI attack conditionals, she never uses it. This would have had a probability of activating if her CP was higher than or equal to 150. This doesn't happen as anything over 100 CP is ignored in the attack conditionals. It's possible this was an oversight.
Rean#
In the Jessica VS Rean fight, there is a "7th Slash - Fallen Leaves" that is a part of his attack table, however the used version of this externally makes a call to t_magic.tbl. The unused version has no attack table entry and has an art cast animation linked to it. It ultimately does nothing when forced to display.
Arianrhod#
Arianrhod would do Holy Grand Cross an infinite number of times if her CP remained at 200, however this battle condition does not read anything past 100 CP. The used version of S crafts are linked to an "is Enhanced" conditional and would be the first craft used when in the Enhanced state.
Campanella#
In the second fight against him, there is a Diamond Nova art coded into the attack table of his AI, however there is no attack ID linked in the attack conditional table.
Wallace Bardias#
His Dark Howl would have activated an unlimited number of times at any time if he had 150 or more CP. Like the above enemies that use this attack conditional, this doesn't work as the limit to this conditional is 100 CP.
McBurn#
His Incandescent Hellfire would have activated an unlimited number of times at any time if he had 150 or more CP. Like the above enemies that use this attack conditional, this doesn't work as the limit to this conditional is 100 CP.
Miscellaneous#
Attack conditional 0x6 checks if the enemy's EP is equal to a certain amount before doing the attack linked with this. However, no enemies in the game make use of this. Enemies disregard EP amounts as they can have zero EP but still cast.
(Source: Punk7890)
Unused Battle Setting#

A battle setting that enables both regular elements and high elemental attributes almost every turn.
(Source: Punk7890)
Unused BGM Entries#
BGM table entries which relate to music files no longer in the game. Most of this seems to be a copy and pasted table entry from the first Cold Steel game. The order is as follows: internal hex ID > filename > song referenced.
0x0500 ed8005 Unknown title screen music
0x5000 ed8200 Skies of a Strange Land (CS1)
0x5100 ed8109 Dining Bar "F" (CS1)
0x5200 ed8400 The Glint of Cold Steel (CS1)
0x5300 ed8514 Whereabouts of Feelings (CS1)
0x5400 ed8551 To the Irreplaceable People (CS2)
0xA700 ed8167 Unknown town music
0xA900 ed8169 Unknown town music
0xAA00 ed8170 Unknown town music
0xFE00 ed8254 Unknown field music
0x6501 ed8357 Unknown dungeon music
0x6601 ed8358 Unknown dungeon music
0x6801 ed8360 Unknown dungeon music
0x6901 ed8361 Unknown dungeon music
0x6A01 ed8362 Unknown dungeon music
0x6B01 ed8363 Unknown dungeon music
0x6C01 ed8364 Unknown dungeon music
0x6D01 ed8365 Unknown dungeon music
0xCB01 ed8459 Unknown battle theme
0xCE01 ed8462 Unknown battle theme
0xCF01 ed8463 Unknown battle theme
0xD501 ed8469 Unknown battle theme
0x0602 ed8518 Practical Exam (Unused alternate mix from CS1)
0x0702 ed8519 Impatient (from CS2 but takes the unused BGM ID from CS1)
0x0B02 ed8523 Preparation for War (CS1)
0x0D02 ed8525 Risking Everything, Here We Stand (CS1)
0x0E02 ed8526 Unknown event music
0x0F02 ed8527 New Companions (CS1)
0x1102 ed8529 Requiem for Blood and Iron (CS1)
0x1302 ed8531 The Time Has Come (CS1)
0x1702 ed8535 The Final Choice (from Sky 3, but appears in CS1 / CS2)
0x1902 ed8537 Roer Bar With_Radio Filter (Unused in CS1)
0x1A02 ed8538 Not Yet... (CS1)
0x1C02 ed8540 Heartbreak (CS1)
0x2502 ed8549 Unknown event music
0x2602 ed8550 Reunion (CS2)
0x2403 ed8804 Unknown event music
0x2503 ed8805 Violin song from (CS1)
0x2603 ed8806 Etude of Twilight (CS1)
(Source: Punk7890)
Unused Mini-Game Text#
An unused Pom mini-game appears in the game's help text, however there is no longer any code in the game to actually play it. This likely would have been based off of the Pom game in Ao no Kiseki.
Start
Description
Cancel
Retry
Return to Title Screen
Cancel
Retry
Lower Difficulty and Retry
Proceed
A puzzle game where you control the Pom that fall from above, and fit them together as they land below.
There are 4 different colored Pom, and a glowing Pom, making 5 types.
Use the O and X buttons to flip the Poms as they fall.
Pom will stack up from the bottom.
Connect 3 matching Pom together (except the Shining Pom) to make them disappear.
When you do, you'll get 1 CP for each Pom.
You can earn bonus CP depending on when you pop the Poms.
Shining Poms disappear when Poms next to them disappear, it doesn't matter what color.
You'll get 100 CP for each Shining Pom you pop.
When your CT rises above 100, Press L or R to make an S-Craft.
The higher your CP, the more effective S-Craft will be.
If the Poms in the center rise to the top, it will be game over.
(Source: Punk7890)
Rean's Second Ogre Form#
While not fully unused itself, Rean's second ogre form can enter regular battle, though will crash the game when entering a scripted fight. It has the same properties as Spirit Unification. Also contains an unused battle icon.
(Source: Punk7890)
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The Legend of Heroes series | |
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Dragon Slayer | |
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SNES |
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TurboGrafx-CD |
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Gagharv | |
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PC-98, DOS |
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Trails | |
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PlayStation 3 |
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Windows |
Trails in the Sky • Trails in the Sky SC • Trails in the Sky the 3rd • Trails of Cold Steel III • Trails through Daybreak |
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PlayStation Vita |
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Spin-offs | |
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PlayStation Portable |
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