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Shining Force III

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Title Screen

Shining Force III

Also known as: Shining Force III Scenario 1: Outo no Kyoshin (JP)
Developers: Camelot Software Planning, Sonic! Software Planning
Publisher: Sega
Platform: Sega Saturn
Released in JP: December 11, 1997
Released in US: July 31, 1998
Released in EU: June 1998

AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
DummyIcon.png This game has unusual dummy files.

ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page

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.

To do:
  • Get some addresses for the 8th resistance and Pacify.
  • FACE64D.DAT seems to contain slightly different profile pictures for Medion and Campbell, as well as duplicate profile pictures for 2nd Promotional Synbios, Dantares, Grace and Masqurin present at the very end of the file.


Regional Differences
They really didn't want you to know there were any sequels.
Unused Areas
A massive amount of unused places.
Unused Graphics
Did you know? Edmund was originally suppose to die, and Conrad could walk. All this and more inside
Unused Text
"A strange feeling eminates from it."
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Read about notable bugs and errors in this game.

Debug Menu

Entering 36021E0E 0001(Japanese v1.006), 36021F7E 0001(Japanese v2.005), or 3602205E 0001(US/Europe) Will enable a debug mode. It has multiple functions, the most notable of which is replacing the normal Configuration Menu. The functions of this debug menu are as follows:

Name Explanation
Scn Area Warp - select the map where you wish to go, hit A then close the menu. Has a bit below the area name, this appears to determine what entrance the character spawns from.
Flg Sets event flags.
Prm Roster editor. Add or remove character, change 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 This option was blanked out in the US. Regardless of the region, it's non-functional, selecting it will just reload the menu. In the Japanese version and Scenarios 2 and 3, this is called "12P" and in the demo "???", along with another deleted option, "MAX"
Cfg The normal Configuration menu


(Source: [1] Knight0fDragon)


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, such as when Fake Benetram leaves the Saraband bridge battle.

Controlling Enemies

If Debug is enabled and you press Start on controller 2 during battle, you will now be able to control enemies in addition to your own characters(If Printout is enabled the message "Sousa On" will appear if done successfully.). Alternatively, if the A & B registers at address 0601FC50, are set to 08 and 00 respectively, or setting the bit 0128-6 in Flg to 1 will also enable it.

Fight Menu

Setting 0128-0 in Flg will enable a fight menu, with extra options, they are as follows:

  • CNO - Unknown, cannot be changed.
  • ACT - For Scenario 1 the options are: Fight, EQITM(Equiptment Item), ItemC, and Magic
  • NO - Goes from 0-101, it's use depends on what ACT you selected. I.e if you select magic, it selects what spell you'll use.
  • LV - Level of attack, likely only for Spells.
  • HIT - Controls what the target character(whoever initiates the battle) does. Options are: NRML(Normal Attack), S--H, N--H, SUKA(Guard), and CRTC(Critical Hit.)
  • KAI - Controls what Critical Hit attack is played if CRTC is set. Unknown if it does anything else.
  • HAN - Unknown
  • D - D1 controls the name of the character being hit, while D2 and D3 are Attacks. By default, D2 is always set to -1. Can crash your game, especially if you attempt to set D1 to an invalid character(i.e. One of the PC## characters).

Note: Printout must be enabled in order to see the display, otherwise you'll just be staring at a black screen.

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

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:


Setting the bit at should give Symbios some resistance in that type.

Error Handler

The game has a fairly robust Error Handler, separated into two parts. The first loads from 1ST.BIN and are as follows:

DSP Activated By Illegal Process
What ?
Caution!! Re-Entry SyncJob!!
PageChanged fb00!
PageChanged fb01!
Loading ID Cannot OPEN
Illegal WaveMania Param
Illegal TexMan Param
Illegal TransMix Param
DSP -[Letter]
Lost DSP Int

While these load from X014.BIN, and are specifically for Battles. These can be seen by enabling the printout in debug mode(press X+Y+Z together which freezes the game, press L to enable, and then unfreeze game by pressing start, and initiate a battle.)

  • STA [#]
  • EXP [#]
  • END [#]
  • DSP - [Letter]
  • Poly
  • Anim
  • Stag
  • Text
  • TVer
  • TPol
  • DPol
  • OBJ
  • PART
  • SEFF
  • frmA
  • frmB
  • Time [###]

Hidden Map Events

  • Empty Search Point

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

(Source: [2] 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.

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
Editing the party to include 14 active party members alters the file select to include 2 extra portraits on the right side of the screen, which is otherwise never used. This does not appear to be an overflow error, as adding more than 14 doesn't appear to add anything extra.

  • Railhead
    • HOME.MPD
    • X5STRI_H.BIN

Train station spawn.png

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 Pokemon:

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. The announcer typically present in previous releases has been removed, and there's no logo present in the title screen.

  • 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. Present in all of the games, unchanged. However in Premium Disc it can only be heard through hacking.

  • 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 07-09 in the sound test are all repeats of the track "The Mercenary Soldier"(Julian's theme), and Track 10 is a duplicate of "Soldier of the Republic"(Synbios's theme). In Scenario 2 Track 9 is replaced with "Devil's Fury" and 3 replaces 10 with "Apostle Of Light". Track 8 is never changed. Perhaps related to this, and unlike Synbios, Julian's theme remains the same even after promotion.


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

Files related to a "BTL99" are still present in the game: 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 it's 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.png SF3Campbell.gif Campbell
6202F404 0001 Glacia.png None Glacia
6202F3FA 0001 Medion.png SF3Medion.gif Medion
LV 1, 5 ATK, and a Steel Sword.
6202F3FB 0001 Syntesis.png SF3Syntesis.gif Syntesis
6202F3FB 0010 Uryudo.png SF3Uryudo.gif Uryudo
6202F3FC 0001 Zero.png SF3Zero.gif Zero
N/A N/A SF3EarlyWaltz.gif 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 appears to have been stored out of order.

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 all of which still have model files present with quite a few being from Shining the Holy Ark or the first two Shining Force games. Most only have the word "Dummy." for content, though there is a few complete models. 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 The Sprite ID is assigned to multiple sprites(Mostly Penn, but also the early sprite for the character Waltz).
The Model is used for the Phoenix summon.
Sara Sldr
SF3SaraSldr.gif 701 A recolor of Aspia Sldr and Dest Sldr, though this sprite came first.
The final uses a different entry, called Def Comdr.
Not Found 703(Dummy)
Pegasus Kt
File:SF3PegasusKnt.gif 706(Dummy) Sprite is from Scenario 2.
SF3Horseman.gif 708(Dummy) It appears to be an upgrade to Bow Knight
Black Knt
SF3BlackKnt.gif 710(Dummy)
White Knt
SF3WhiteKnt.gif 711(Dummy) An early version of the White Lord enemy, files indicate it was originally suppose to be in Battle 14.
Was reworked into Domaric's Guard in Scenario 2.
SF3Saint.gif 712(Dummy)
Giant Knt
SF3GiantKnight.gif 714(Dummy) Becomes Hill Giant in Scenario 2
SF3DragonNewt.gif 716(Dummy)
Wolf Baron
SF3WolfBaron.gif 724 Later used for Scenario 2.
File:SF3GolemAlt.gif 725(Dummy) Sprite is from Scenario 3. Not to be confused with the Golem in Chapter 5, that is entry 731
SF3Durahan.gif 727(Dummy) An enemy from the original Shining Force. Later used in Scenario 3.
Mad Muscle
Not Found 732(Dummy) Possible Shining the Holy Ark leftover. Gets replaced with Ice Golem by Scenario 3.
SF3Taros.gif 734(Dummy) Mistranslation of Taros. Shining Force II boss, later used in Scenario 3.
Not Found 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.
File:SF3Colossus.gif 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
SF3SlashBat.gif 738(Dummy)
SF3Dragon.gif 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.
Not Found 742(Dummy) The 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
Not Found 743(Dummy) Dragon Knight. English doesn't follow the usual naming trend for Knight.
Not Found 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.
SF3HellSniper.gif 751(Dummy) Sprite is from Scenario 2.
Not Found 753(Dummy) Replaced with Metal Gunner(メタルガンナー) by Scenario 3.
Not Found 754(Dummy) Replaced with Bugbear by Scenario 3.
Death Mage
SF3DeathMage.gif 758(Dummy) It's sprites are included in the files for battle 20, 21, and 24, and 99.
Demon Mage
Not Found 759(Dummy) Replaced with Arch Demon(アークデーモン) by Scenario 3.
SF3Monk.gif 763(Dummy) Sprite is only a guess, as it was used a fair bit to represent enemies during development.
SF3Blue.gif 765(Dummy) Shining Force II enemy, seems the translators didn't know what to make of it. Later used in Scenario 3.
Mask Monk
SF3MaskMonk.gif 782 Unused Brown variant with Knife. It's sprites are included in the files of Battle 2, 3, and 24.
N/A 791(Dummy) Appears to be a script related to recruitable characters during battle, not a genuine enemy entry.
The English version mangles this line horribly.
Bat Leader
N/A 796(Dummy) Appears to short for Battalion Leader. Most likely a generic BOSS class character that simply never got used..
Silver Knt
SF30339.gif 839(Dummy) Why these duplicate entries exist is unknown. The IDs have been seemingly repurposed for other sprites.
Bow Knight
SF3340.gif 840(Doesn't exist.)
(Source: Knight0fDragon(Sprite Rips); Original TCRF Research)

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 SF3Booty Sword.png Booty Sword
6 ATK The English name appears to have been completely made up.
000F SF3Iron Ninjato.png Iron Ninjato
12 ATK Early game Ninja weapons. Goes unused as the earliest you can get a Ninja on your team is half way into Chapter 5(out of 6).
0042 SF3Schimitar.png Scimitar
5 ATK The Mask Monk weapon.
0043 SF3Gladius.png Gladius
5 ATK Appears to be an Enemy only weapon, but no enemy ever uses it.
0072 SF3Sneaky Knife.png Sneaky Knife
ATK 13 AGL 5 Translates to "Thief's Knife". Appears to be based off a design from a much earlier version of the game.
0073 SF3Joker Knife.png Joker Knife
ATK 13
007D SF3Dark Rapier.png Dark Rapier
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 SF3JusticeSword.png JusticeSword
Sword - has Special Attack
レイピア系統の武器 必殺技発動
ATK 41 Dark + 20 Light + 20 A stupidly powerful sword that isn't intended for this game in the slightest. Special Attack is "Dazzle Edge"
0082 SF3Force Blade.png Force Blade
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 ultimate Blade weapon. Special attack is "Force Edge".
008A SF3Beast Spear.png Beast Spear
ATK 18
008B SF3Comet Spear.png Comet Spear
Spear - has Special Attack
スピア系統の武器 必殺技発動
ATK 18 Special Attack is "Meteor"
0098 SF3Ultra Axe.png 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 SF3Holy Cestus.png Holy Cestus
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 Cestus.
00B2 SF3Spark Wand.png Spark Wand
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 MP Regen + 2 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. Here, however, it's not terribly useful. 2 out of the 3 possible units that can equip it already know Spark, and it's stats are fairly redundant compared to other, more useful wands, such as the "Wendigo Wand".
00BC SF3Caylons bow.png Caylon's Bow
Bow - has Special Attack
矢系統の武器 必殺技発動
ATK 24 AGL 3 Special Attack is "Charm Arrow".
00C0 SF3Needle Xbow.png Needle X-bow
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 SF3Pulsar Bow.png Pulsar Bow
LBow - has Special Attack
シェル系統の武器 必殺技発動
ATK 23 DEF 7
00D7 SF3Stealth Wing.png Stealth Wing
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 SF3Light Anchor.png Light Anchor
ATK 8 An early game weapon. Goes unused in every game as the (missable) anchor users don't join until the second half of the game, long after this would be rendered useless.
00E5 SF3ElbesemOrb.png Elbesem Orb
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 equipped or unequipped by anyone, but is fully functional. Can be obtained through an obscure bug.
00E6 SF3Cane.png Negate Cane
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 SF3Cane.png Divine Cane
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. No model is used, no critical hit exists and item use, but no range was defined.
00E8 SF3Spark Blade.png Spark Blade
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' weapon. Can be equipped by any blade user.
240-253(Debug) SF3NOTSET.png
SF3Light Anchor.png
????? N/A Entries 240-253 all contain placeholders. Most oddly use the unused Light Anchor icon, but 2 have unique graphics.

Most of these weapons either are or tie for strongest in the game, while others are thoroughly redundant to used weapons.

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 SF3Inferno.png
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 it's own unique attack.
09 SF3Pacify.png
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 SF3CharmSC1.png
1 7 2 Charm the enemy
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 SF3Tsunami.png
1 7 2 Dispells magic power
The Negate spell from Shining the Holy Ark. Animation appears to be a placeholder
13 SF3Chant.png
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 SF3Bldcane.png
Summons chaos vortex
混沌の渦を呼び寄せ ダメ一ジを与える
1 N/A N/A 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.png
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 SF3HolyCane.png
2 0/0 2 Missing Item - Priest Cane
It's name and description suggest this is a prototype for Scenario 3's Shining spell. As is, the spell does nothing.
2C SF3ORB.png
1 0 2 Elbesem's Treasure Orb
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 SF3Bldcane.png
1 0 3 Full magic recover w Negate
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. The game uses it once during Battle 14, though as an item, the spell remains unused.
34 SF3Question.png
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
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
Goddess Tear, Holy Rain, Magic Ring
女神の涙 希望の光 マジックリング
18 *Cure
Antidote, Fairy Powder
毒消し草 妖精の粉
19 *Return
Angel Wing
The normal Return spell is Value 15.
1A *Raise 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
Agile Onion, Happy Cookie
いだてんピ一マン 幸運のクッキ一
1C *Raise 3
Health Bread, Brain Food
元気のパン さとリのミツ
1D *Level
Brave Apple
1E Fire Brt
Spit fire
火炎を吐き ダメ一ジを与える
1F Bliz Brt
Spit blizzard
吹雪を吐き ダメ一ジを与える
20 Thun Brt
Spit lightning
雷を吐き ダメ一ジを与える
21 Windwing
Wind attack
羽ばたき攻撃で ダメ一ジを与える
22 DemonBrt
Summons evil spirit
邪悪な気を吐き ダメ一ジを与える
23 Aqua Brt
Spits water
水を吐き ダメ一ジを与える
24 Acid Brt
Acid burns and slows
酸のブレスで ダメ一ジとスロウの効果
2D X-Spark
Colossus,Multi-Target Laser
巨神戦士 遠距離複数対象レ一ザ一
2E Hammer
Colossus,High Damage Punch
巨神戦士 大ダメ一ジパンチ
2F Boomrang
Colossus,Multi-Target Punch
巨神戦士 広範囲複数対象パンチ
Shortened Boomerang.
30 Panic
Harpy hyper-sonic blast
31 Tremor
Golem Right punch L1, Left punch L2
ゴ一レム右殴リL1 左殴リL2
32 RockFall
Golem's Boulder-throwing Laser Eye

Unused Special Attacks


  • 1-17 all contain generic enemy attacks, many of which don't seem to be used.
  • Redo Schwarchshilt with a shell weapon.
KAI No Video Name Notes
Maximal Atk
Appears to be a duplicate of Critical Hit. The one the game uses is called 会心の一撃 in Japanese.
They are last of the generic enemy specials, and seem to be placeholders. For whatever reason, they never get filled in any scenario.
Demon Call
Rapier Special. Used by the unused Dark Rapier.
Poison Blade
Stored with the Blade Specials. Appears to be unfinished.
Force Edge
Force Blade's Special. The game seems to struggle with the attack.
Comet Spear's Special. Has a space in the English name.
Mist Storm
Ultra Axe's Special, which is an unused item.
Stone Circle
Spark Wand Special. Can inflict Freeze.
Charm Arrow
Arrow Special. Can inflict Charm. Used by the unused Caylon's Bow.
Stun Needle
Needle X-Bow special.
Shell Special.
Death Club
Stored with the Ninja specials.
Road Rush
A duplicate of this Halbred Special(The US version calls that Road Rash, though they're the exact same name in Japanese.) is listed among other Mace specials. It comes after Light Sphere and Star Bomb.
Thunder Blow
Grouped near the end of the list, with other enemy specials.

Unused Status conditions

Name(Japanese) In-Game Text Notes
{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.
{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 shows that the game refers to it as "reservedCondition1", suggesting it wasn't even started.
{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. A disassembly shows the games refers to it as "reservedCondition2" suggesting it wasn't started either.

See Notes for more details.