https://towerreversed.neocities.org/dump/ffl-flags.txt Final Fantasy Legend event flags descriptions ffl uses sixteen flags to control event progression (0123456789ABCDEF), each of which has a value between 0 and F. values of F are never used and are possibly invalid. starting a new game initialises all flags to 0. much setting and checking of flags is done during "speech" texts. if you want to follow along in the text, get to know these control sequences: 11 0n xy: if flag n is between x and y inclusive, execute the next control; otherwise, skip the next control and continue from there. 11 30 nx: set flag n to value x 11 31 nx: increment flag n by x (typically x=1) 01 xx xx: do something and then continue 02 xx xx: do something and then quit (020F02 = do nothing and quit) most npcs' appearance is contingent on flag values. a common operation is for an npc's own speech to set their flag to a value that means they no longer appear, then later include the control 1A, which causes all npcs' appearance conditions to be retested - resulting in that npc disappearing after you speak to them. some of these disappearances are listed in the npcs column, asterisked (making explicit what's already implied by their absence from the list of npcs.) ############################################################################# # FLAG 0 (overall progress) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0~E) general # speech 037 # # # end sequence # (0) ashura # (tower door) # # # # (0~1) base town npcs # if 0~2 warp to # # # # (0~3) creator # 1F lobby # ############################################################################# # 1 # speech 05A # (0~E) general # speech 037 # # # (ashura) # (0~1) base town npcs # (tower door) # # # # (0~3) creator # if 0~2 warp to # # # # *ashura disappears # 1F lobby # ############################################################################# # 2 # speech 022 # (0~E) general # speech 022 # # # (pitfall) # (2~3) base town # (pitfall) # # # # reprise npcs # if 2~F skip event # # # # (2) fourfold seal # speech 037 # # # # (0~3) creator # (tower door) # # # # *base town changes # if 0~2 warp to # # # # # 1F lobby # # # # # speech 035 # # # # # (seal broken) # # # # # if 2 set 0=3 # # # # # use crystal # # # # # if 2 (and in base # # # # # town) trigger four # # # # # crystal event # ############################################################################# # 3 # speech 035 # (0~E) general # speech 022 # # # (seal broken) # (2~3) base town # (pitfall) # # # (only when 0=2) # reprise npcs # if 2~F skip event # # # (see notes under # (0~3) creator # speech 037 # # # flag A) # *fourfold seal # (tower door) # # # # disappears # if NOT 0~2 warp to # # # # # final lobby # ############################################################################# # 4 # speech 05C # (0~E) general # speech 022 # # # (creator) # *creator disappears # speech 037 # ############################################################################# ############################################################################# # FLAG 1 (hero statue) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # # speech 098 # # # # # (statue) # # # # # if NOT 3~F then # # # # # remain in speech # # # # # 098 (something # # # # # missing) # ############################################################################# # 1 # install first king # # speech 098 # # # item # # (as above) # ############################################################################# # 2 # install second king # # speech 098 # # # item # # (as above) # ############################################################################# # 3 # install third king # # speech 023 # # # item # # (hero town bridges) # # # # # if 3 then go to # # # # # speech 077 (genbu # # # # # event) # # # # # use king item # # # # # if 3 before inc # # # # # this flag, do not # # # # # inc this flag # # # # # (can't happen?) # # # # # if 3 after inc # # # # # this flag, get # # # # # black crystal (A=1)# # # # # speech 098 # # # # # (statue) # # # # # if 3~F go to # # # # # speech 099 # # # # # (impressive) # ############################################################################# # 4 # speech 077 (genbu) # # speech 098 # # # # # (statue) # # # # # if 3~F go to # # # # # speech 099 # # # # # (impressive) # ############################################################################# ############################################################################# # FLAG 2 (shield) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) king shield # # # # # (0~1) steward in # # # # # throne room # # # # # (0~1) secret passage # # # # # entrance block # # # # # (0~C) xclbr man # # ############################################################################# # 1 # speech 0BE # (0~1) steward in # speech 024 # # # (king sword) # throne room # (castle shield # # # # (0~1) secret passage # throne room entry) # # # # entrance block # if 1 go to # # # # (1~3) dead king # speech 06D # # # # shield # (the king is dead) # # # # (0~C) xclbr man # # # # # *king shield dies # # ############################################################################# # 2 # speech 06D # (1~3) dead king # # # # (the king is dead) # shield # # # # # (2) fleeing steward # # # # # (0~C) xclbr man # # # # # *steward disappears # # # # # from throne room # # # # # *passage opens # # ############################################################################# # 3 # speech 0AB # (1~3) dead king # # # # (do you want # shield # # # # money?) # (3) dead steward # # # # # (0~C) xclbr man # # # # # *steward dies # # ############################################################################# # 4 # install shield at # (0~C) xclbr man # # # # statue # # # ############################################################################# # (values 5~D not used?) # ############################################################################# # E # speech 097 # *xclbr man disappears# # # # (xclbr man) # # # ############################################################################# ############################################################################# # FLAG 3 (armor) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) lovesick king # speech 038 # # # # armor, oppressed # (13F door) # # # # southtown girl, # if NOT A~F warp to # # # # bandits, bandit # dry world # # # # treasure door # (14F door) # # # # # if NOT A~F warp to # # # # # flooded world # ############################################################################# # 1 # speech 0B9 # (1) happy girl # speech 038 # # # (bandit chief) # (1~2) grateful king # (as above) # # # # armor # # # # # (1~E) girl in throne # # # # # room # # # # # *bandits disappear # # ############################################################################# # 2 # speech 0B0 # (1~2) grateful king # speech 038 # # # (happy girl) # armor # (as above) # # # # (1~E) girl in throne # # # # # room # # # # # *girl disappears # # # # # from village # # # # # (after you leave) # # ############################################################################# # 3 # install armor at # (3~E) laconic king # speech 038 # # # statue # armor # (as above) # # # # (1~E) girl in throne # # # # # room # # ############################################################################# # (values 4~9 not used?) # ############################################################################# # A # speech 101 # (3~E) laconic king # speech 038 # # # (lakebed) # armor # (13F door) # # # # (1~E) girl in throne # if A~F warp to # # # # room # raining world # # # # # (14F door) # # # # # if A~F warp to # # # # # drained world # ############################################################################# ############################################################################# # FLAG 4 (sword/crystals) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) king sword # speeches 0FC~0FF # # # # (0~4) black seal # (tower door seals) # # # # (0~5) blue seal # at 0, all "locked" # # # # (0~6) white seal # # # # # (0~7) red seal # # ############################################################################# # 1 # speech 0BE # (1) dead king sword # speeches 0FC~0FF # # # (king sword) # (0~4) black seal # (tower door seals) # # # # (0~5) blue seal # at 1, all "locked" # # # # (0~6) white seal # # # # # (0~7) red seal # # # # # *king sword dies # # ############################################################################# # 2 # install sword at # (0~4) black seal # speeches 0FC~0FF # # # statue # (0~5) blue seal # (tower door seals) # # # # (0~6) white seal # at 2, all "locked" # # # # (0~7) red seal # # # # # *dead king sword # # # # # disappears # # ############################################################################# # (values 3~4 not used?) # ############################################################################# # 5 # use black crystal # (0~5) blue seal # speech 0FC # # # # (0~6) white seal # (black seal) # # # # (0~7) red seal # if 5 go to speech # # # # *black seal # 035 (seal broken) # # # # disappears # speeches 0FD~0FF # # # # # at 5, all "locked" # ############################################################################# # 6 # use blue crystal # (0~6) white seal # speech 0FD # # # # (0~7) red seal # (blue seal) # # # # *blue seal # if 6 go to speech # # # # disappears # 035 (seal broken) # # # # # speeches 0FE~0FF # # # # # at 6, both "locked"# ############################################################################# # 7 # use white crystal # (0~7) red seal # speech 0FE # # # # *white seal # (white seal) # # # # disappears # if 7 go to speech # # # # # 035 (seal broken) # # # # # speech 0FF # # # # # at 7, "locked" # ############################################################################# # 8 # use red crystal # *red seal disappears # speech 0FF # # # # # (red seal) # # # # # if 8 go to speech # # # # # 035 (seal broken) # ############################################################################# ############################################################################# # FLAG 5 (ocean) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0~1) airseed ryu-o # speech 03F # # # end sequence # # (red orb) # # # # # if NOT 2~F then # # # # # fight seiryu # ############################################################################# # 1 # speech 03F # (1) seiryu # speech 03F # # # (red orb) # (0~1) airseed ryu-o # if NOT 2~F then # # # end sequence # *seiryu appears # fight seiryu # ############################################################################# # 2 # speech 03F # (2) riddle ryu-o # speech 03F # # # (red orb) # *seiryu disappears # (red orb) # # # # # if 2~F then warp # # # # # to island # ############################################################################# # 3 # speech 015 (saga) # (3) sword ryu-o # speech 03F # # # speech 0D1 (ffl) # *ryu-o expects sword # (as above) # # # (sword riddle) # as your answer # # ############################################################################# # 4 # speech 016 (saga) # (4) rock ryu-o # speech 03F # # # (rock riddle) # *ryu-o expects rock # (as above) # # # # as your answer # # ############################################################################# # 5 # speech 0D1 (saga) # (5) needle ryu-o # speech 03F # # # (needle riddle) # *ryu-o expects # (as above) # # # # needle as your # # # # # answer # # ############################################################################# # 6 # use dragon orbs # *ryu-o disappears # speech 03F # ############################################################################# # see flag B. in saga, riddle ryu-o asks one of three riddles, causing this # # flag to take one of three values, causing one of three possible versions # # of ryu-o to appear (expecting different items). # ############################################################################# ############################################################################# # FLAG 6 (sky) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0~1) hideout guards # speech 040 # # # # (0~2) hideout jeanne # (cloud shrine) # # # # (0~1) searching # if 0~D then abort # # # # castle guards # entry # # # # (0~1) byakko in his # speech 0BA # # # # room # (castle exit) # # # # (0~2) castle # if 0~3 then warp # # # # sabercats # to south sky # # # # (0~4) castle mireille# speech 0DB # # # # (0~3) south castle # (serg.) # # # # (0~4) jail guard and # if 0 go to speech # # # # prisoners # 0EB (howdy) # # # # (0~5) jailkey guards # speech 0EA # # # # (0~D) shibuya # (drunken guard) # # # # shopkeepers # if NOT 1~F then # # # # # remain in speech # # # # # 0EA (you're a dead # # # # # man) # # # # # speech 0F5 # # # # # (jail bars) # # # # # if NOT 5~F then # # # # # remain in speech # # # # # 0F5 (amazed # # # # # cellmate) # ############################################################################# # 1 # speech 0EA # (0~1) hideout guards # speech 040 # # # (drunken guard) # (0~2) hideout jeanne # speech 0BA # # # # (0~1) searching # speech 0F5 # # # # castle guards # (as above) # # # # (0~1) byakko in his # speech 0DB # # # # room # (serg.) # # # # (0~2) castle # if NOT 0 remain in # # # # sabercats # speech 0DB (glider # # # # (0~4) castle mireille# outside) # # # # (0~3) south castle # speech 0EA # # # # (0~4) jail guard and # (drunken guard) # # # # prisoners # if 1~F go to # # # # (0~5) jailkey guards # speech 0EB (howdy) # # # # (0~D) shibuya # # # # # shopkeepers # # ############################################################################# # 2 # speech 0EF # (0~2) hideout jeanne # speech 040 # # # (hideout guards) # (2~3) helpful castle # speech 0BA # # # # guards # speech 0DB # # # # (0~2) castle # speech 0EA # # # # sabercats # speech 0F5 # # # # (0~4) castle mireille# (as above) # # # # (0~3) south castle # # # # # (0~4) jail guard and # # # # # prisoners # # # # # (0~5) jailkey guards # # # # # (0~D) shibuya # # # # # shopkeepers # # # # # *hideout guards # # # # # disappear # # # # # *byakko leaves his # # # # # room # # ############################################################################# # 3 # speech 0D9 # (2~3) helpful castle # speech 040 # # # (sabercats) # guards # speech 0BA # # # # (0~4) castle mireille# speech 0DB # # # # (0~3) south castle # speech 0EA # # # # (0~4) jail guard and # speech 0F5 # # # # prisoners # (as above) # # # # (0~5) jailkey guards # # # # # (0~D) shibuya # # # # # shopkeepers # # # # # *sabercats disappear # # # # # *jeanne disappears # # # # # from hideout # # ############################################################################# # 4 # speech 0CF # (4~E) hostile castle # speech 040 # # # (mireille) # guards # speech 0DB # # # # (0~4) castle mireille# speech 0EA # # # # (4) ambushing byakko # speech 0F5 # # # # (4~6) hideout castle # (as above) # # # # (0~4) jail guard and # speech 0BA # # # # prisoners # (castle exit) # # # # (0~5) jailkey guards # if NOT 0~3 then # # # # (0~D) shibuya # warp to near # # # # shopkeepers # shrine # # # # *castle moves to # speech 0E3 # # # # hideout # (flying castle) # # # # # if 4~6 set 6=E # ############################################################################# # 5 # speech 0F3 # (4~E) hostile castle # speech 040 # # # (jail guard) # guards # speech 0BA # # # # (4~6) hideout castle # speech 0DB # # # # (0~5) jailkey guards # speech 0E3 # # # # (0~D) shibuya # speech 0EA # # # # shopkeepers # (as above) # # # # *jailer disappears, # speech 0F5 # # # # prisoners flee, # (jail bars) # # # # mireille disappears# if 5~F then skip # # # # from castle # dialogue and just # # # # # bend bars # # # # # (can't happen?) # ############################################################################# # 6 # speech 0F1 # (4~E) hostile castle # speech 040 # # # (jailkey guards) # guards # speech 0BA # # # # (4~6) hideout castle # speech 0DB # # # # (0~D) shibuya # speech 0E3 # # # # shopkeepers # speech 0EA # # # # *jailkey guards # speech 0F5 # # # # disappears # (as above) # ############################################################################# # 7 # never set? # (4~E) hostile castle # speech 040 # # # # guards # speech 0BA # # # # (7~E) shrine castle # speech 0DB # # # # (0~D) shibuya # speech 0EA # # # # shopkeepers # speech 0F5 # # # # # (as above) # ############################################################################# # 8 # speech 040 # (4~E) hostile castle # speech 040 # # # (cloud shrine) # guards # speech 0BA # # # # (8) shrine jeanne # speech 0DB # # # # (8~C) shrine mireille# speech 0EA # # # # (8~9) shrine byakko # speech 0F5 # # # # (8~9) byakko crystal # (as above) # # # # (7~E) shrine castle # # # # # (0~D) shibuya # # # # # shopkeepers # # ############################################################################# # 9 # speech 040 # (4~E) hostile castle # speech 040 # # # (cloud shrine) # guards # speech 0BA # # # end sequence # (9~B) dying jeanne # speech 0DB # # # # (8~C) shrine mireille# speech 0EA # # # # (8~9) shrine byakko # speech 0F5 # # # # (8~9) byakko crystal # (as above) # # # # (7~E) shrine castle # # # # # (0~D) shibuya # # # # # shopkeepers # # ############################################################################# # A # speech 040 # (4~E) hostile castle # speech 040 # # # (cloud shrine) # guards # speech 0BA # # # end sequence # (9~B) dying jeanne # speech 0DB # # # # (8~C) shrine mireille# speech 0EA # # # # (7~E) shrine castle # speech 0F5 # # # # (0~D) shibuya # (as above) # # # # shopkeepers # # ############################################################################# # B # speech 040 # (4~E) hostile castle # speech 040 # # # (cloud shrine) # guards # speech 0BA # # # # (9~B) dying jeanne # speech 0DB # # # # (8~C) shrine mireille# speech 0EA # # # # (B) twins crystal # speech 0F5 # # # # (7~E) shrine castle # (as above) # # # # (0~D) shibuya # # # # # shopkeepers # # ############################################################################# # C # speech 040 # (4~E) hostile castle # speech 040 # # # (cloud shrine) # guards # speech 0BA # # # # (8~C) shrine mireille# speech 0DB # # # # (7~E) shrine castle # speech 0EA # # # # (0~D) shibuya # speech 0F5 # # # # shopkeepers # (as above) # ############################################################################# # D # speech 021 # (4~E) hostile castle # speech 040 # # # (suzaku/grave) # guards # speech 0BA # # # # (7~E) shrine castle # speech 0DB # # # # (0~D) shibuya # speech 0EA # # # # shopkeepers # speech 0F5 # # # # *shibuya shops # (as above) # # # # reappear # # ############################################################################# # E # speech 0E3 # (4~E) hostile castle # speech 0BA # # # (flying castle) # guards # speech 0DB # # # (only when 6=4~6) # (7~E) shrine castle # speech 0EA # # # speech 100 # # speech 0F5 # # # (plutonium) # *castle moves to # (as above) # # # # shrine # speech 040 # # # # *shibuya shops # (cloud shrine) # # # # disappear # if NOT 0~D then # # # # # remain in speech # # # # # 040 (shrine event) # ############################################################################# # this flag goes from values 0 to 6, then jumps to E, then runs through 8 # # to C, which is its final value until ruins, where it gets set to E again, # # then ends up at D. this reuse means that, between machine and suzaku, if # # you return to the cloud shrine in sky, that whole event will repeat. # ############################################################################# ############################################################################# # FLAG 7 (revenge) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) imprisoned sword # # ############################################################################# # 1 # speech 0F4 # *sword disappears # # # # (imprisoned sword) # # # ############################################################################# ############################################################################# # FLAG 8 (ruins) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) subway sayaka # speech 028 # # # end sequence # (0~5) bike lock # (pub entrance) # # # # (0~D) gang members # if NOT 5 remain in # # # # (0~9) subway gap # speech 028 # # # # (0~C) sewer socho # (just enter pub) # # # # (0~D) train suzaku # speech 02A # # # # # (subway sayaka) # # # # # if NOT 1~F remain # # # # # in speech 02A # # # # # speech 031 (saga) # # # # # (train door) # # # # # if NOT E~F remain # # # # # in speech 031 # # # # # (enter train) # # # # # speech 032 # # # # # (northern subway) # # # # # if 0~7 then do not # # # # # show socho riding # # # # # speech 036 (ffl) # # # # # (socho catches up) # # # # # if NOT D~F remain # # # # # in speech 036 # # # # # speech 039 # # # # # (16F door) # # # # # if NOT D~F warp to # # # # # early ruins # # # # # speech 042 # # # # # (ants/sayaka) # # # # # if NOT 4~F remain # # # # # in speech 042 # # # # # speech 0AF # # # # # (north subway exit) # # # # # if NOT D~F warp to # # # # # early ruins # # # # # speech 0BB # # # # # (enter shibuya) # # # # # if NOT D warp to # # # # # normal shibuya # ############################################################################# # 1 # speech 02A # (0~5) bike lock # speech 028 # # # (subway sayaka) # (0~D) gang members # speech 031 # # # # (0~9) subway gap # speech 032 # # # # (0~C) sewer socho # speech 036 # # # # (0~D) train suzaku # speech 039 # # # # (1) subway overshoot # speech 042 # # # # (1~3) subway ants # speech 0AF # # # # (1~4) ant sayaka # speech 0BB # # # # *sayaka moves from # (as above) # # # # first position # speech 02A # # # # # (subway sayaka) # # # # # if 1~F then abort # # # # # event (so nothing # # # # # happens if you # # # # # enter subway after # # # # # sayaka is gone) # ############################################################################# # 2 # speech 041 # (0~5) bike lock # speech 028 # # # (subway sayaka 2/ # (0~D) gang members # speech 02A # # # overshoot exit) # (0~9) subway gap # speech 031 # # # # (0~C) sewer socho # speech 032 # # # # (0~D) train suzaku # speech 036 # # # # (1~3) subway ants # speech 039 # # # # (1~4) ant sayaka # speech 042 # # # # (2) subway sayaka 2 # speech 0AF # # # # *sayaka calls you # speech 0BB # # # # back when you # (as above) # # # # overshoot # # ############################################################################# # 3 # speech 041 # (0~5) bike lock # speech 028 # # # (subway sayaka 2/ # (0~D) gang members # speech 02A # # # overshoot exit) # (0~9) subway gap # speech 031 # # # # (0~C) sewer socho # speech 032 # # # # (0~D) train suzaku # speech 036 # # # # (1~3) subway ants # speech 039 # # # # (1~4) ant sayaka # speech 042 # # # # *sayaka disappears # speech 0AF # # # # after calling you # speech 0BB # # # # # (as above) # ############################################################################# # 4 # speech 042 # (0~5) bike lock # speech 028 # # # (ants/sayaka) # (0~D) gang members # speech 02A # # # # (0~9) subway gap # speech 031 # # # # (0~C) sewer socho # speech 032 # # # # (0~D) train suzaku # speech 036 # # # # (1~4) ant sayaka # speech 039 # # # # *ants disappear # speech 0AF # # # # # speech 0BB # # # # # (as above) # # # # # speech 042 # # # # # (ants/sayaka) # # # # # if 4~F then abort # # # # # event (so nothing # # # # # happens if you # # # # # enter subway after # # # # # ants are gone) # ############################################################################# # 5 # speech 042 # (0~5) bike lock # speech 02A # # # (ants/sayaka) # (0~D) gang members # speech 031 # # # # (0~9) subway gap # speech 032 # # # # (0~C) sewer socho # speech 036 # # # # (0~D) train suzaku # speech 039 # # # # (5) event-ready # speech 042 # # # # socho and sayaka # speech 0AF # # # # *sayaka walks off # speech 0BB # # # # after ant fight # (as above) # # # # # speech 028 # # # # # (pub entrance) # # # # # if 5 then go to # # # # # speech 027 (pub # # # # # event) # ############################################################################# # 6 # speech 027 # (0~D) gang members # speech 028 # # # (pub event) # (0~9) subway gap # speech 02A # # # # (0~C) sewer socho # speech 031 # # # # (0~D) train suzaku # speech 032 # # # # (6~7) board clue # speech 036 # # # # socho # speech 039 # # # # (6) library clue # speech 042 # # # # sayaka # speech 0AF # # # # *bike available # speech 0BB # # # # # (as above) # ############################################################################# # 7 # speech 030 # (0~D) gang members # speech 028 # # # (search library # (0~9) subway gap # speech 02A # # # upstairs) # (0~C) sewer socho # speech 031 # # # # (0~D) train suzaku # speech 032 # # # # (6~7) board clue # speech 036 # # # # socho # speech 039 # # # # (7) relieved sayaka # speech 042 # # # # # speech 0AF # # # # # speech 0BB # # # # # (as above) # ############################################################################# # 8 # speech 03C # (0~D) gang members # speech 028 # # # (socho leaving # (0~9) subway gap # speech 02A # # # tomorrow) # (0~C) sewer socho # speech 031 # # # (via 0A6, must # (0~D) train suzaku # speech 036 # # # have board) # (8) well-wishing # speech 039 # # # # sayaka # speech 042 # # # # (8) northern subway # speech 0AF # # # # entry bike # speech 0BB # # # # (8~A) gap socho # (as above) # # # # *socho disappears # speech 032 # # # # from pub # (northern subway) # # # # # if NOT 0~7 AND NOT # # # # # 9~F then remain in # # # # # speech 032 (socho # # # # # rides; set 8=9) # ############################################################################# # 9 # speech 032 # (0~D) gang members # speech 028 # # # (northern subway) # (0~9) subway gap # speech 02A # # # (only when 8=8) # (0~C) sewer socho # speech 031 # # # # (0~D) train suzaku # speech 036 # # # # (8~A) gap socho # speech 039 # # # # *enter subway and # speech 042 # # # # see socho go east # speech 0AF # # # # *sayaka disappears # speech 0BB # # # # from pub # (as above) # # # # # speech 032 # # # # # (northern subway) # # # # # if 9~F then do not # # # # # show socho riding # ############################################################################# # A # speech 033 # (0~D) gang members # speech 028 # # # (gap socho) # (0~C) sewer socho # speech 02A # # # # (0~D) train suzaku # speech 031 # # # # (8~A) gap socho # speech 032 # # # # (A~B) atomic plant # speech 036 # # # # eye # speech 039 # # # # (A~E) dead townsfolk # speech 042 # # # # *gap passable # speech 0AF # # # # # speech 0BB # # # # # (as above) # ############################################################################# # B # speech 033 # (0~D) gang members # speech 028 # # # (gap socho) # (0~C) sewer socho # speech 02A # # # # (0~D) train suzaku # speech 031 # # # # (A~B) atomic plant # speech 032 # # # # eye # speech 036 # # # # (A~E) dead townsfolk # speech 039 # # # # *socho jumps the gap # speech 042 # # # # # speech 0AF # # # # # speech 0BB # # # # # (as above) # ############################################################################# # C # speech 065 # (0~D) gang members # speech 028 # # # (atomic plant eye) # (0~C) sewer socho # speech 02A # # # # (0~D) train suzaku # speech 031 # # # # (A~E) dead townsfolk # speech 032 # # # # *eye disappears # speech 036 # # # # # speech 039 # # # # # speech 042 # # # # # speech 0AF # # # # # speech 0BB # # # # # (as above) # ############################################################################# # D # speech 100 # (0~D) gang members # speech 028 # # # (plutonium) # (0~D) train suzaku # speech 02A # # # # (A~E) dead townsfolk # speech 031 # # # # (D) inn survivor # speech 032 # # # # *shibuya changes # speech 042 # # # # *socho disappears # (as above) # # # # from sewer # speech 036 (ffl) # # # # # (socho catches up) # # # # # if D~F then abort # # # # # event (so nothing # # # # # happens if you # # # # # enter atomic plant # # # # # again later) # # # # # speech 039 # # # # # (16F door) # # # # # if D~F warp to # # # # # late ruins # # # # # speech 0AF # # # # # (north subway exit) # # # # # if D~F warp to # # # # # late ruins # # # # # speech 0BB # # # # # (enter shibuya) # # # # # if D warp to # # # # # destroyed shibuya # ############################################################################# # E # speech 021 # (A~E) dead townsfolk # speech 028 # # # (suzaku/grave) # (E) final sayaka # speech 02A # # # end sequence # (E) final gang # speech 032 # # # # *suzaku disappears # speech 036 # # # # *shibuya changes # speech 039 # # # # back # speech 042 # # # # # speech 0AF # # # # # (as above) # # # # # speech 031 (saga) # # # # # (train door) # # # # # if E~F then abort # # # # # (cannot enter) # # # # # speech 0BB # # # # # (enter shibuya) # # # # # if NOT D warp to # # # # # normal shibuya # ############################################################################# # those dead townsfolk entries might be confusing. it goes like this: # # for all values 0~C, entering the town from the world map takes you to the # # normal version, in which the townsfolk are flagged as general (0=0~E). # # in this version of the town the pub and shops are also normal. # # when you get the plutonium, this flag is set to D, and flag 6 is set to E # # at the same time. now entering the town takes you to the "destroyed" # # version, full of dead townsfolk (unnecessarily flagged 8=A~E); the pub is # # full of dead gang members (same); and because of flag 6, the shops # # disappear, but 8=D means a replacement innkeeper appears. ("suzaku # # attacked and destroyed us.") # # finally, when you defeat suzaku, this flag is set to E, and flag 6 is set # # back to D; shibuya goes back to normal, as do its shops, while the pub # # now contains the final versions of sayaka ("hang in there") and the gang # # ("we'll protect sayaka"), but no socho. # # to put it another way, when the column lists (A~E) dead townsfolk, this # # only means that dead bodies appear in the destroyed shibuya, a room you # # won't see unless 8=D. # ############################################################################# ############################################################################# # FLAG 9 (a man in a hat) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) 1F man # # # # # (0~1) 5F man # # # # # (0~2) 10F man # # # # # (0~3) 16F man # # # # # (0~4) 22F man # # ############################################################################# # 1 # speech 107 # (0~1) 5F man # # # # (1F man) # (0~2) 10F man # # # # # (0~3) 16F man # # # # # (0~4) 22F man # # # # # *1F man disappears # # ############################################################################# # 2 # speech 102 # (0~2) 10F man # # # # (5F man) # (0~3) 16F man # # # # # (0~4) 22F man # # # # # *5F man disappears # # ############################################################################# # 3 # speech 103 # (0~3) 16F man # # # # (10F man) # (0~4) 22F man # # # # # *10F man disappears # # ############################################################################# # 4 # speech 104 # (0~4) 22F man # # # # (16F man) # *16F man disappears # # # # speech 022 (v1.1) # # # # # (pitfall) # # # # # # # # ############################################################################# # 5 # speech 105 # *22F man disappears # # # # (22F man) # # # # # # # # # # # # # ############################################################################# # if the 1F man is still in base town when it changes (see flag 0), the # # hard limit on npcs means that the fourfold seal won't appear, which in # # turn means you can't get into the revised version of the tower. talking # # to any of these instances of man and re-entering base town will fix this, # # while saga v1.1 makes sure it can't arise in the first place. # ############################################################################# ############################################################################# # FLAG A (crystals) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # # speech 029 # # # # # (fourfold seal) # # # # # if NOT 5, "locked" # # # # # speech 031 (ffl) # # # # # (train door) # # # # # if NOT 4~F remain # # # # # in speech 031 # # # # # (enter train) # ############################################################################# # 1 # install three items # # speech 029 # # # at statue # # speech 031 (ffl) # # # # # (as above) # # # # # crystal menu # # # # # at 1, show only # # # # # first crystal and # # # # # allow its use # ############################################################################# # 2 # use dragon orbs # # speech 029 # # # # # speech 031 (ffl) # # # # # (as above) # # # # # crystal menu # # # # # at 2, show two # # # # # crystals and allow # # # # # their use # ############################################################################# # 3 # speech 040 # # speech 029 # # # (cloud shrine) # # speech 031 (ffl) # # # # # (as above) # # # # # crystal menu # # # # # at 3, show three # # # # # crystals and allow # # # # # their use # ############################################################################# # 4 # speech 021 # # speech 029 # # # (suzaku/grave) # # (as above) # # # # # speech 031 (ffl) # # # # # (train door) # # # # # if 4~F then abort # # # # # (cannot enter) # # # # # crystal menu # # # # # at 4, show all # # # # # four crystals and # # # # # allow their use # ############################################################################# # 5 # four crystal event # # speech 031 (ffl) # # # # # (as above) # # # # # speech 029 # # # # # (fourfold seal) # # # # # if 5 go to speech # # # # # 035 (seal broken) # # # # # crystal menu # # # # # at 5, cannot open # # # # # crystal menu # ############################################################################# # use the four crystals in base town after ashura (see flag 0), and this # # flag is set to 5. then inspect the seal, where A=5 means it diverts into # # the common "seal broken" speech (see flag 4). that speech tests whether # # 0=2, which was false for the first four seals but is now true; so it sets # # flag 0 to 3, giving you access to the final form of the tower. # ############################################################################# ############################################################################# # FLAG B (riddle) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # # speech 0D1 (saga) # # # # # (riddle) # # # # # if 0~1 go to # # # # # speech 015 (sword # # # # # riddle) # ############################################################################# # 1 # speech 0CA (saga) # # speech 0D1 (saga) # # # (when you put the # # (as above) # # # airseed...) # # # ############################################################################# # 2 # speech 0CB (saga) # # speech 0D1 (saga) # # # (do not approach # # (riddle) # # # the old man...) # # if 2~3 go to # # # # # speech 016 (rock # # # # # riddle) # ############################################################################# # 3 # speech 0CC (saga) # # speech 0D1 (saga) # # # (seiryu lives in # # (as above) # # # the dragon palace)# # # ############################################################################# # 4 # speech 0C9 (saga) # # speech 0D1 (saga) # # # (a whirlpool # # if NOT 0~1 AND NOT # # # swept me...) # # 2~3 then remain in # # # # # speech 0D1 (needle # # # # # riddle) # ############################################################################# # 5 # speech 0CD (saga) # # speech 0D1 (saga) # # # (what has become # # (as above) # # # of ryu-o?) # # # ############################################################################# # so, in saga, but not in ffl, which riddle ryu-o asks depends on which npc # # in the northeast town you last spoke to. # ############################################################################# ############################################################################# # FLAG C (nbomb/fiends2) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0~1) genbu2 # speech 06C # # # # # (shelter diary) # # # # # if NOT 1~F then # # # # # get nbomb # ############################################################################# # 1 # speech 06C # (0~1) genbu2 # speech 06C # # # (shelter diary) # # (shelter diary) # # # (value set after # # if 1~F then don't # # # receiving nbomb) # # get nbomb # # # # # (ie after getting # # # # # it once, cannot # # # # # receive again) # ############################################################################# # 2 # speech 056 # (2) seiryu2 # # # # (genbu2) # *genbu2 disappears # # ############################################################################# # 3 # speech 057 # (3) byakko2 # # # # (seiryu2) # *seiryu2 disappears # # ############################################################################# # 4 # speech 058 # (4) suzaku2 # # # # (byakko2) # *byakko2 disappears # # ############################################################################# # 5 # speech 059 # *suzaku2 disappears # # # # (suzaku2) # # # ############################################################################# # this also means you can't collect the nbomb after fighting genbu2. # ############################################################################# ############################################################################# # FLAG D (statues) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0~2) xpotion statues# # ############################################################################# # 1 # speech 075 # (0~2) xpotion statues# # # # (statue) # # # # # (first xpotion) # # # ############################################################################# # 2 # speech 075 # (0~2) xpotion statues# # # # (statue) # # # # # (second xpotion) # # # ############################################################################# # 3 # speech 075 # (3) fight statues # # # # (statue) # # # # # (third xpotion) # # # ############################################################################# ############################################################################# # FLAG E (event choreography) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) various npcs: # speech 036 # # # end of various # locked doors etc # (socho catches up) # # # events # (0~3) first field # if NOT 1~F remain # # # # (0~4) second field # in speech 036 (show# # # # (0~5) third field # event) # ############################################################################# # 1 # various events # (1) various npcs: # speech 036 # # # speech 036 # genbu, seiryu, # (socho catches up) # # # (socho catches up) # gang leaving # if 1~F then abort # # # # shibuya, etc # event (socho does # # # # (1) catchup bike # not reenter if you # # # # entering # walk on trigger # # # # (0~3) first field # tile when event is # # # # (0~4) second field # in progress) # # # # (0~5) third field # # ############################################################################# # 2 # speech 036 # (2~6) catchup bike # speech 036 # # # (socho catches up) # parked # (as above) # # # # (2) socho dismounts # # # # # (0~3) first field # # # # # (0~4) second field # # # # # (0~5) third field # # ############################################################################# # 3 # speech 036 # (2~6) catchup bike # speech 036 # # # (socho catches up) # parked # (as above) # # # # (3) socho ready to # # # # # walk # # # # # (0~3) first field # # # # # (0~4) second field # # # # # (0~5) third field # # ############################################################################# # 4 # speech 062 # (2~6) catchup bike # speech 036 # # # (socho's first # parked # (as above) # # # step) # (4) socho first step # # # # # (0~4) second field # # # # # (0~5) third field # # # # # *field redrawn # # # # # without its first # # # # # tile, socho redrawn# # # # # in stepped position# # ############################################################################# # 5 # speech 062 # (2~6) catchup bike # speech 036 # # # (socho's second # parked # (as above) # # # step) # (5) socho second step# # # # # (0~5) third field # # # # # *field redrawn # # # # # without its second # # # # # tile, socho redrawn# # # # # in stepped position# # ############################################################################# # 6 # speech 062 # (2~6) catchup bike # speech 036 # # # (socho's third # parked # (as above) # # # step) # (6) socho third step # # # # # *last of field # # # # # disappears, socho # # # # # redrawn in stepped # # # # # position # # ############################################################################# # 7 # speech 062 # (7) dead socho # speech 036 # # # (socho's fourth # *socho dies # (as above) # # # step) # # # ############################################################################# # 8 # speech 063 # *socho disappears # speech 036 # # # (socho's sacrifice)# # (as above) # ############################################################################# ############################################################################# # FLAG F (shop control) # ############################################################################# # value # set # npcs # checked # ############################################################################# # 0 # new game # (0) hero pub npcs # # # # speech 02B # (0) hero shops # # # # (town of hero) # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # (value 1 not used?) # ############################################################################# # 2 # speech 0F7 # (2) port guild # # # # (port town) # (2) port shops # # # # # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # 3 # speech 0F8 # (3) northeast shops # # # # (northeast town) # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # 4 # speech 0FA # (4) undersea shops # # # # (undersea town) # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # 5 # speech 0BC # (5) sky shops # # # # (sky town) # (5) sky pub guards # # # # # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # 6 # speech 0BD # (6) secret shops # # # # (secret town) # (0~E) house of life # # # # # clerk # # # # # (0~6) inn # # ############################################################################# # this flag is set whenever you enter one of these towns, and determines # # which npcs will appear in the "generic shops" room, which is used by all # # of them. # #############################################################################