TGDB.net - Game news, cheats, solutions, walkthroughs, trainers, saved games and much more!

Home » Super Nintendo » BS Zelda: Kodai no Sekiban » BS Zelda: Kodai no Sekiban walkthrough
Submitted by System on 02/05/2006, 01:51. Print file.
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08

Sponsors:


7EF34003 – Bow and Silver Arrows +

7EF379xx - # Arrows (Write # of arrows in hex decimals in place of xx)^
- you can have any number of bombs up to a total of 99
- leave this cheat enabled to have unlimited bombs

7EF3410x - Boomerang (Change x with 1 for the normal one, 2 for the magical) +

7EF342xx - # Bombs (Write # of bombs you want in hex decimals in place of xx) ^
- you can have any number of bombs up to a total of 99
- leave this cheat enabled to have unlimited bombs

7EF34301 - Bugcatching net [not needed]

7EF34402 – Flute? [not needed] ^

7EF34501 – Lamp? [not needed] ^

7EF34601 - Magic Hammer

7EF34701 - Mushroom

7EF34702 – Magic Powder

7EF34801 - Hookshot

7EF34901 – Shovel (WARNING : applying this cheat gives you the Shovel FOREVER!)
- that means you can't get the map mark for a Piece of Heart each Week

7EF34A01 - Magic cape [the best code of all since AST never included the cape!]

7EF34B01 - Cane of Somaria +

7EF34C01 - Fire Rod +

7EF34D01 - Ice Rod +

7EF35A01 – Small Shield

7EF35A01 – Flame Shield

7EF35A01 – Mirror Shield

7EF35B01 - Blue Mail ^

7EF35B02 - Red Mail ^

7EF35901 - Level 1 Sword *^

7EF35902 - Level 2 Sword *^

7EF35903 - Level 3 Sword *^

7EF35904 - Level 4 Sword *^

7EF35401 – Worn-Out Glove *

7EF35402 – Power Glove *

7EF35403 – Titan's Mitt *

7EF35501 – Pegasus Boots *^

7EF35601 – Zora's Flippers *^

7EF35701 - Book of Mudora (unsure what this does but it does NOT translate!) *^

7EF37080 - Full Magic Meter ^

7EF37D01 - Gives ½ Magic Meter ^

7EF360FF - 255 Rupees (wite the number of rupees in hex in place of FF) ^

7EF361FF - Gives 22015 Rupees ^
- as always, this number can be adjusted for different sums

7EF3710x - Gives # keys up to 9 (write number of keys in hex in place of x) ^

== Bottle Contents == CCJARS

This is a work in progress... WARNING: these codes may WRECK YOUR S-RAM FILE!!!
If you are going to do any of these you should probably make a savestate first.
I've already found some AWESOME stuff just be replacing hex values in those
first two spots (see bottle code below)

7EF34Exx - "Something to do with bottles" [see HUGE findings below!] +

7EF35C03 - Red Potion ^

7EF35C04 - Green Potion ^

7EF35C05 - Blue Potion ^

7EF35C09 - Gold Potion ^

7EF35C06 – Fairy ^

7EF35C07 – Bee ^

7EF35C08 - Good/Golden Bees ^

7EF34E01 – Gives you the 1st Bottle ^

7EF34E00 – NO Bottles, or, at least, no Bottle #1 (start) or #2 (Bottle Seller)
I will have to investigate to see if this can add/remove Bottles.
- These two seem to turn the first bottle on and off.

7EF34E05 – take 230 rupees (?) and give a Bee(!) --AWESOME!
You MUST disable the code to return bottle functionality once more.
Works with Gold Potion and Empty Bottle but maybe others too.
Does NOT work with a bottle that already contains a Gold Bee.

7EF34E08 – takes and repays 230 rupees for a Bee, but can repeat 15 times!
Once again, disable to return functionality, but why would you?!?
The most awesome code EVER. I ran around for a few minutes shouting
"I AM THE BEEE KINNNG! DIE!" Classic stuff.

WARNING: I've tried S-RAM versions of this, and it seems to change
the bottle contents FOREVER if you let the S-RAM save it. If you use
a savestate and then disable it and do some things before quitting
the emulator (thus updating the S-RAM) then the original data will
be restored. So be warned, you may lose your beloved Gold Potion! :)

- At certain points it'll be fairies instead of bees, I think it's to
do with times when fairies or a following bee are auto-spawned(?)

UPDATE: yes, it seems that if a fairy- or bee-spawning time has just
come, the bottle contents will change to be the same. Something to
do with shared memory registers no doubt... :)

7EF34E06 – charges 1024 rupees(!) for a fairy(?) --AWFUL!
glitches and limits probably similar to above

7EF34E0C – Bottle #1 (maybe others) summons a (normal) Bee. Can ONLY use once.
Works with Empty and Gold Potion, maybe others.
- many many other values give same effect; can use each ONLY once, but
can use several of them in tandem without any problems.

7EF34E14 – summons bee, reduces you to ½ hit points (all others empty)
- if you die when used with 7EF34E13 (maybe others) it seemingly will
PERMANENTLY DESTROY all but 4 of your Heart Containers(?)
- also if you use any healing item it restores you to ½ health again!
...so be warned!

7EF34E1E – summon 1 bee at cost of cutting any and all arrows gained down to 2.
MUST have 6 arrows at the least to summon.

== clock-adjustment codes == CCTIME

After much experimentation, I have found a way to adjust the clock! It changes
the timer memory address, but has to be disabled before time can resume.

7FFFFF00 – add this to the list; change the "New Value" numbers to the exact
minute you want. You can wind the clock both backwards and forwards.
- after application make a savestate, then disable cheats and load it.
if you do not save and load the clock will revert, and if you do not
disable it then the game clock will be frozen at that time FOREVER.
- you have to save and load because the whole idea of a patch code is
that it freezes an address at a certain value, such as for infinite
health/ammo/etc., and when disabled restores the original value.
Whereas for this to work you need it to stay at that value but move
on from there as it normally would!
- this does not disrupt the flow of the game very significantly if you
prefer continuous S-RAM-only play rather than savestates.

7FFFF900 – this changes the hour. Completely useless, as far as I know.
It may at some point allow week-changing, but until then is useless.

Note that some events will suddenly occur if they happened before that minute
that you just applied. For example 18:52 gives you the max. heart containers
that you normally get given at 18:48. However changing to a time just after
a change in the weather will NOT make that weather occur. It varies a fair bit!

Cheats I want made...
If you could help make some cheats, that'd be neat. As it is I've made a few...

- infinite HP/magic
- Bottle acquisition (VERY desirable!)
- maybe a "Bottle Contents remain after use" code for Gold Potion lovers? :)
- add (or remove) # of Heart Containers (just for fun!)
- a Magic Mirror code
- Cane of Byrna code (just "because")

T R I C K S, S E C R E T S, A N D O D D I T I E S TRICKS

Here I've collected all the interesting things that are, well, interesting, but
don't really belong as part of the main walkthrough as they're not essential.

== Magic Meter ½ upgrade == MAGIC

Thanks to Real Hotdog's incredible reasoning (or blind faith, whichever), he
has discovered the location of the magic meter upgrade! Identical to ALttP's
--it's in the Smith's Well but completely invisible because the game is broken.

You MUST have the Magic Powder to do this (duh).

Go down the Smith's Well and take the upper door. Now watch the door below you.
The moment it stops moving, stop walking forward. As a vague guide, aim to be
on a row just below the Magic Meter. Then sprinkle some Magic Powder in front
of you, and the Mad Batter appears.

Once he's "cursed" you, go down and left. YOU MUST TAKE THE STAIRS or you'll go
on the wrong plane. Leave through the door and go on your way.

You can also get this upgrade any time via a cheat (see CHEATS).

== Ram those trees! == TREES

Just like in ALttP, tress drop wondrous goodies--if you smack into them hard
enough that is! You must have the Pegasus Boots, you get them in Dungeon 1.
- ram the tree to the left of the starting house (Week 2) to get a fairy
- ram into the solitary tree in the bottom corner of Kakiriko for a blue rupee.
- ram the bottom right tree in the tree area between Kakiriko and Hyrule Castle
for a blue rupee.
- ram the tree in the middle of the far-left Lost Woods path for lots of apples
- ram the tree in the middle of the centre Lost Woods path for large magic vial
- ram the tree in the middle of the Lost Woods clearing (beside the stump) for
a whole HEAP of bees! And not just any bees, ANGRY bees! ;) have fun!
- ram the tree diagonally above the rental shop to the right of Link's house
for a fairy.
- ram the top-right tree near Flute Boy's grotto for a bomb... a lit one!
- ram the bottom-right tree near Flute Boy's grotto for a Fairy.
- ram the right-side tree outside the Sanctuary to get a heap of apples
- ram the solitary tree in the corner below the Death Mountain trail for apples
- ram the tree to the left of the "archers' bridge" for a heap of apples

== The Running Man! == RUNMAN

You can still catch the Running Man! This time not only does he say something
about you being fast (I assume; I can't read Kanji!) he also gives you a blue
rupee! As with everything, you can repeat this trick as many times as you like.

== Whack-a-Smith! == WHACK

In ALttP when you hit the Smiths with the Magic Hammer they said something like
"Hey! This isn't a job for amateurs!", but in this game if you hit them 4 times
on the 4th time they give you 5 rupees. You can repeat infinite times. Cool! :)

Obviously they got so sick of Link hitting them in ALttP that they decided that
this time around they'd bribe the hero... now if only he'd stop hitting them!
Their monetary incentive just encourages more whacking...

Thanks to Real Hotdog for this one. :)

== Rental Shops == RENTAL

At the rental shops you can rent a sword upgrade or a shovel. Both only last 10
minutes before vanishing, so make sure you get your money's worth! Here are the
locations, in order based on the first Week in which they become accessible:
Jump to page:
01 · 02 · 03 · 04 · 05 · 06 · 07 · 08

Sponsors:

Other files from this game: