| Adventures in Game Genie – Final Fantasy II – Party 01 |
Welcome! This is a new and ongoing feature at Nintendo-A-GoGo wherein I explore games (mostly RPGs) and see how much I can manipulate the characters with Game Genie codes to create some absolutely bizarre scenarios.
The first game I’m going to go through this way is Final Fantasy II for the Super Nintendo, as I seem to find myself doing this at least once a year anyway. For the sake of simplicity, I’m going to use an emulator to do this with, so I don’t have to keep resetting and re-entering the codes. I’m a fan of SNES9x, as it’s a lot quicker to turn on and off the Game Genie codes with.
Speaking of which, here is the Game Genie code that’s going to assist with this massive character manipulation:
ED67-0D02
I have it listed as “Random character change code”, and that’s rather accurate, as it randomly changes a character into bizarre creations. There are a few things to keep in before beginning if you want to try this yourself.
1. Don’t change Cecil. You need him as a Paladin to beat Zeromus, so make sure not to change him. There’s a code that lets you walk through walls so you can change him into a Paladin without having to do the whole story, but I’ll get to that later.
2. This can only be done in battle and I recommend leaving the code off until you enter one and then turning it on once you start fighting.
3. Once in battle, have the character you want to change use a potion or a spell on another character on the party. Once they do this, something really strange will happen to that character.
4. Once this change occurs, run from battle and turn the code off. Enter your menu screen to see what sort of wonders your Game Genie manipulations have created.
I think that prefaces things pretty well, so let’s begin!
Chapter 1 – Cecil and Kain
I’m going to assume you read the first part, so you know to leave Cecil alone and focus on changing Kain into something bizarre. First off, start up a new game and do all the usual things you do until you’re outside of Baron. Then, save a game before you’ve manipulated anything, so if Kain turns into something unusable (basically anything that can’t use an item or spell in battle for further changing), you can go back and start over.
I like to throw in a couple more codes to speed along the process, so here they are:
46CD-DD56 – Imps drop 10,250 GP each.
46CA-0D56 – Imps give 10,260 Exp each.
Those will definitely speed up the grinding process and turn Dark Knight Cecil into a serious force to be reckoned with, as there lots of imps to fight in the Baron area. Another code I like to use at this time is the Big Whale code, which will give you access to the Big Whale by pressing the A button in the overworld (in a non-forested area, of course). Here it is:
45B6-D4A7 + C9BB-DD07 + A0BB-DD67 – Big Whale in Overworld
If you’re on an actual Game Genie, you’ll know that you only get five codes, so you’ll likely want to change out one of the imp codes (I’d pick the GP one) for the character change code, then save and reset to put the imp code back in. Thankfully, the Game Genie saves the code memory on a reset, so it won’t be too much of a pain to re-enter one code instead of all five.
Enough preamble, let’s get on with it!
I start by journeying out from Baron and I run in to 3 imps, strangely enough. I have Kain use the one Cure 1 potion in my inventory, and this is what happens:

So, his name changed to Cecil, he went down to about 30% of his hit points and got a bunch of status afflictions. The status afflictions happens each time with the character change, but the other two things seem to be entirely random. Time to run away!
I turn off the code and head into my menu screen. This is what I see:
 
Hey! Kain has become a level 0 Porom named Cecil that’s ambidextrous and has no stats! Wow, how useless! One thing about the change code is that you’ve got to do it a few times to get better results, but I’m going to heal up and head back into battle with the code off to see what I end up with.

Okay yeah, that’s pretty useless. At least it can still use items so I can change it into something else. I’d like to find some Imps before I change the 2-lined Cecil into something else, so I’ll do that. I’m going to try to level this new creation to see if anything interesting happens after I do, but my thought is that this new character is basically Rosa that can’t aim or cast White in the overworld. Not especially handy.
The level that the character received proved to be rather useless, so it’s time to change again. I bought some Cure 1 potions in the interim, so let’s use another on Cecil and see what we have now:

Well, the HP is certainly a positive, but otherwise it’s hard to tell as the character’s still invisible. Let’s bail out of this screen and see what we’ve got:
 
I decided to finish the fight instead of running away and Cecil got a ton of levels and some white magic, and boy howdy! A legitimate level 57 Paladin! He’s left handed like Kain, but otherwise he’s identical to Paladin Cecil. I think we’ve got a keeper, pending he’s not useless in battle.

Yep, set up exactly like a Paladin! Time to go beat the game! Okay, not quite yet, but I’m pretty sure I can skip Mt. Ordeals now and see how a Paladin and a Dark Knight do side by side. I know that the Paladin is way stronger, but it should be interesting for the sake of argument.
After a trip to Silvera to gear up my new Paladin and buy a knife for the next addition, a trip to Mysidia to buy gear for the next additions, a trip to Fabul to get better gear for the Dark Knight, and a quick trip to the Watery Pass – North to grab the Darkness Sword, it’s time to head to Kaipo. Yeah, it’s a bit of a detour, so I have a better idea for gear that I’ll get to in a bit.
Chapter 2 – Little Rydia
To get Rydia, all you have to do is walk into Kaipo and you head straight for the inn. The usual cutscene occurs and demolishing the officer and soldiers is a cakewalk.
As for changing her up, I’m not going to bother. She’s a decent little fighter and once the levels start coming in, she’ll be fine. I’ve already found the Imp call magic, so I’m going to give that to her and I’m curious to see what she’ll be like at level 99. No, she’s not going to be a mighty warrior, but adult Rydia isn’t either.
Chapter 3 – Palom and Porom
These two are really easy to get as well – head to Mysidia and talk to the Elder, and they’ll join your party! I’ve got five characters now, so I don’t have to do any more recruiting. I’m curious as to how the twins grow, so I’ll keep them in my party too.
The party’s a little magic-heavy and there wasn’t much Game Genie action involved, so I’ll get a little more wild with it and really make some messed up characters with the next party.
Now it’s time to grind!
Chapter 4 – Game Genie Makes the Best Gear
After doing some grinding, it’s time to head back to Baron with the massive amount of GP received from taking out all of those Imps and buying some gear that will make fighting on the Moon a cakewalk. These codes change the Cure1 in the Baron item shop into a certain item, so here are the list of essentials.
5ACB-A1DA – Ribbon Helmet
BCCB-A1DA – Adamant Armor
C3CB-A1DA – Protect Ring
Buying these for each of your party members (except for Dark Knight Cecil who can’t use them) turns them all into powerhouses. I’ll post the codes I’m going to need for the rest of the party:
F6CB-A1DA – Black Sword (for Dark Knight Cecil)
17CB-A1DA – Black Shield (for Dark Knight Cecil)
7ECB-A1DA – Crystal Sword (for Paladin Cecil)
1ACB-A1DA – Crystal Shield (for Paladin Cecil)
D2CB-A1DA – Stardust Rod (for Palom)
F9CB-A1DA – Silence Staff (for Porom)
75CB-A1DA – Dragon Whip (for Rydia)
Also, to help boost Rydia a bit, here are some atypical call magics that could make her even more of a powerhouse:
35CB-A1DA – Imp Summon Spell
36CB-A1DA – Bomb Summon Spell (really the only useful one)
3BCB-A1DA – Dummy Summon Spell
3CCB-A1DA – Mage Summon Spell
After buying all of this gear for ridiculously inexpensive prices, it’s time to grind some more and then head to the Moon to beat the game.
Chapter 5 – Before the Moon
Alright, now that everyone’s at least at 40, it’s time to head to the Moon to finish things up. First though, a look at everyone and their stats:

I see why Paladin Cecil is the only one of this party that’s still around at that level – they’re all rather diminutive in stats. A closer examination reveals that good gear can help a lot:
    
Except Dark Knight Cecil of course, as he can’t use any of it. However, I do have a few interesting items that will help the cause thanks to using a certain code when fighting all those imps from earlier:
DF30-076E – Exp. times 30 and extra items after battle
The description’s kind of false advertising, but it does cause the first two dummy items to show up (the 3rd showed up with one of Kain’s changes):

The only important one is the first Dummy item, as it adds 100 HP permanently to a character. That should help boost up the four early game characters up a bit – now to figure out how to distribute them. I’m thinking five for the back row folks and ten for Dark Knight Cecil. Let’s see how that changes things:

Looking much more respectable. Alright, time to hop into the invisible Blue Whale and head to the Moon!
Chapter 6 – To the Moon
First off, head to the small easily accessible cave that’s surrounded by gray rock. That’s the Humingway family cave and one of the folks in there will sell you some nice items. I like to stock up on Cabins, Elixirs, and Ether 2s. Thanks to the imp GP code, you’ll have plenty of money, so no worries there. Now, to take a walk through the Lunar Path and head to the Lunar’s Lair.
Once you do, talk with FuSoYa and he says he’ll join your party, though he doesn’t really. At this point, you have to play things out the way they’re supposed to go, so it’s time to head back to Earth and head into the Giant of Bab-il.
Once you make your way to the Four Fiends, Rubicant will glitch and you can’t get past him after you’ve defeated them. There is a code that will help with this, though:
0CCA-AF6F – Walk through any walls
You’ll get past Rubicant and continue on to shoot the core of the Giant Bab-il. As an aside, the code also comes in handy for getting through Mt. Ordeals out of sequence as well in order to have Cecil become a Paladin. As I’ve shown, he’s way better as a Paladin than as a Dark Knight at the higher levels.
Chapter 7 – The Final Confrontation
Once you finish up and head back to the Moon, it’s time to go straight for the finish. Head through the Lunar Subterranean and make sure to save on B5. I did and this is what my party looked like at the time:

A pretty sturdy party to be sure, and Palom got Meteo a couple levels later, which certainly comes in handy for battling Zeromus.
After all the cutscenes and before the fight began, I figured I’d grab this surreal screen:

The twins are twins again! WHOA
The battle itself was pretty unspectacular – I had Rydia use Quake, Palom use Meteo, had Porom cast Berserk on Paladin Cecil when he needed it and Cure4 on everyone otherwise, had Paladin Cecil attack and had Dark Knight Cecil back up everyone with Ether2s and Elixirs. He was the only one that died in the fight, so I had Porom cast Life1 on him when it was needed.
The conclusion went as planned:
 
And that’s it! I’ll keep grinding with this party for a while to see how high I can get their levels and post follow-ups as necessary.
I hope you’ve enjoyed this feature and I hope to do some more of these with new crazy parties in the future!

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| Addendum |
2010-05-11 – I did a little more grinding with some spare time:

Palom gets Meteo at 50 and Nuke at 52, Porom gets White at 52, and Rydia gets Nuke at 50. That should make fighting the big guys in the Lunar Subterranean a lot easier.
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