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Flag Map (0x02000040) (WIP)
000 - 1FF = General Data that includes practically everything you could use anywhere in the game (Character/Djinn flags, etc.).
000
-007
= PC Acquisition
010
-01C
= Summon Tablet Acquisition
020
= GS1: If on: Field: Young Isaac / Young Garet
021
= GS1: If on: Field: Young Isaac wears Machete; Adult Isaac is transparent. (Battles require wearing the Machete.)
022
= Overworld music toggle. 0 = Default, 1 = Reunion, which also disables your ability to transfer data from GS1.
02C
= GBA Link
02D
= Password
02E
= Hard mode
02F
= Updated
030
-07F
= Djinn Acquisition: At least one Djinni flag is required to use the Battle Arena.
080
-0DF
= Djinn Encounter; hides Djinn that have not been acquired until the room is reloaded and the flag is cleared (i.e. ran from battle).
100
=
101
=
102
=
103
= 07F (?)
104
=
105
=
106
=
107
= Disables normal menus (A/Select, and Start button (A.k.a. Pause menu) screens, but not debug menus; also disables psynergy shortcuts.
108
=
109
= Set when a map is being returned to without a reload, e.g. when exiting a battle and returning to the previous position. Applies tiles based on 0200294C list. Used with maps that have cyclone bushes. If flag is off during loading a map (not set in map code init), then no tiles get applied/number of entries set to 0.
10A
=
10B
=
10C
=
10D
=
10E
=
10F
= You have a forgeable item when talking to the Forge NPC (item IDs are hard-coded in map code).
110
-113
= Elemental PP Regen (battle): Recovers 4 PP at the end of a round, depending on the character's innate element; Venus, Mercury, Mars, Jupiter, respectively. Cleared when you switch areas.
11B
= Music never changes when you switch rooms.
11C
= "This places doesn't seem to appear on the map." (Map specific)
11D
= ?
11E
= "This places doesn't seem to appear on the map." (Is this position-specific/auto-updates?)
11F
= [Unknown, but gets refreshed while transitioning rooms.]
120
-12F
= Room transition.
120
= Up stairs animation after going through a door.
121
= Down stairs animation after going through a door.
122
= Fall from ceiling animation after going through a door.
123
= Set if current room is town. Related to the Retreat ability, but not what disables Retreat. (Cleared on room change, but set if byte x3 is 2 for a room entry at #080F17A8. "02" disables Retreat.)
12F
= Show Area’s name on room entry. ; Seems to be set directly after Area flags are cleared. (x300-3FF); but is soon after unset. (Not sure when, yet.) ASM: #080C9C92
13E
= Sanctum Warped (From Start+L on file load)
13F
= Sanctum Warped (From corrupt file. (Just second portion corrupt?) When [02000244]!=[02001000] (frame counters))
140
-14F
= Psynergy Use
140
= Utility flag: 0=Not Interaction/Not-interaction; 1=Interaction/Non-interaction
141
= Utility flag: 0=Non-interaction; 1=Interaction
144
= Disables Retreat.
146
=
147
= Ship Hover?
148
-14F
= When a flag is on, forces a specific hue shift when using a field Psynergy.br>
150
= Disable item menu? Always seems to turn itself on when opening a menu though, so flag is not static.
15E
= GS1: If Debug mode enabled, will play sound effect 0x87 when 03001810 table is low on FFs (why?).
15F
= Disable random battles. (May make it so that when function 080C9FD8 is called, it starts a battle without the counter check. Not sure if game ever uses it this way?)
160
= Disable random battles. (Manual reset?)
161
= Disable random battles. (Room-based reset)
163
= Requires Debug mode, I think Disables battle encounters, warps, etc. (You cannot climb up vines, move pillars, etc.) You get free-movement on the world map (Navigating over mountains and oceans.)
166
=
167
= Boosts Encounters? (Set if one of the party members has an item that boosts encounters.)
168
=
169
= (Battle related) Turns on for first battle / not sure if ever turns off?
16A
= Should be battle related. - Results in freezing, so probably unused?
16B
= Should be battle related. - Whether enemies are flipped or not. (facing left or right)
16C
= Link Arena Flag - Sets battle theme x4F and is cleared when switching rooms. (0=Battles can have up to 6 enemies? ; 1=Up to 3 enemies?)
16D
= Requires Debug mode, I think In battle, during the attack sequence, you can press R to destroy all the enemies. Do this with Select pressed and it'll destroy your party.
16E
= On battle encounter do djinni tutorial; also end fight without rewards sequence.
170
=
172
= A line appears between Piers and the other three on the Status screen. (Battle Arena Multiplayer related?)
173
= Battle Arena (For stepping in the circle & clearing enemy flags for enemies that don't appear in the arena)
174
= Should be battle related. (Enemy Groups related: 0= Returns NEG 2 if any enemy in battle was never defeated; 1=Get average levels for all enemies in battle.)
175
= Alternate music during the Echo djinn tutorial. (Set when you hold UP after leaving Daila.)
176
= On ship during World Map. (Flag used in music table.)- Sets/clears on room change. (Note: 020004B6 is read.)
17C
= "Cannot save here" when trying to save.
17D
= "This is no place for that!" when trying to save. (Only if flag 17C is off.)
17E
= Link Lobby Flag - "The Pause Menu is not available now." / Can’t use Psynergy. (Cleared when switching rooms.)
17F
= GS1: Isaac can run faster. (Hold B.) - Requires Debug Mode ; GS2: Your ship moves faster at Sea of Time.
180 - 1FF = Area/Entrance Flags, set when you visit the entrance room of an area. This is used for the World Map Screen (R button on World Map).
See Table: 080F1140
300
-3FF
= Area-based flag bank, reset when switching between areas (one map within an associated collection).
400
-41F
= Shop flags. Each flag is set when you visit a shop for the first time; prevents artifacts from being added with every repeat visit.
600
-782?
= Enemy flags. These are set on first-kill of an enemy. Each enemy has a flag. (?) I will need to look into this...
800 - ??? = Story Flags (Cutscenes/etc.); The end of this section has not been determined, but it at least goes to around A80.
800
-81B
= Isaac and co.'s djinn; these are populated when you get to the screen that you name Isaac on (assumed that they are updated whenever the Update Password feature is used).
81C
=
81D
=
81E
= Purpose?
81F
= Unused?
820
= GS1 Event Transfer:
821
= GS1 Event Transfer:
822
= GS1 Event Transfer:
823
= GS1 Event Transfer:
824
= GS1 Event Transfer:
825
= GS1 Event Transfer: Vault Thieves
826
= ? (checked during the Cyclone Chip cutscene in Madra)
827
-83F
= Unused?
840
= 35 – DEKAN01: Dehkan Plateau (Statue moved for shortcut).
841
= 36 – DEKAN02: Dehkan Plateau (Statue moved for shortcut).
842
= 21 – KANDO_O: Kandorean Temple (Bush blocking doorway).
843
= Daila: Talked to northwest NPC
844
= Idejima: Check yourself for injuries cutscene played.
845
=
846
=
847
= Daila: Talked to Sanctum Healer
848
= 22 – KANDO_E: Kandorean Temple (Entrance cutscene.)
849
= 22 – KANDO_E: Kandorean Temple (Lash Pebble cutscene (before))
Note: Allows you to leave through entrance door.
84A
= 22 – KANDO_E: Kandorean Temple (Lash Pebble cutscene (after)) (Lash Pebble retrieved/so does not show up on msp.)
84B
= Daila: Alex cutscene played. (Douse Puddles map. Must not have played Madra’s entrance cutscene; must not have Piers.)
84C
= 25 – KAIJIN03: Shrine of the Sea God (Statue moved for shortcut.)
84D
=
84E
=
84F
=
850
= 82- AYERES01: Air's Rock: Whirlwind Scene (For treasure)
851
= 82- AYERES01: Air's Rock: Whirlwind Scene
852
= 82- AYERES01: Air's Rock: Whirlwind Scene (For treasure)
853
= 82- AYERES01: Air's Rock: Whirlwind Scene
854
= 82- AYERES01: Air's Rock: Whirlwind Scene (For treasure)
855
= 82- AYERES01: Air's Rock: Whirlwind Scene
856
= 82- AYERES01: Air's Rock: Whirlwind Scene
857
= 82- AYERES01: Air's Rock: Whirlwind Scene
858
= 82- AYERES01: Air's Rock: Whirlwind Stone Scene (Passage on wall.)
859
=
85A
=
85B
=
85C
=
85D
=
85E
=
85F
= 83- AYERES02: Air's Rock: Statue moved
860
= 83- AYERES02: Air's Rock: Statue moved
861
= 83- AYERES02: Air's Rock: Statue moved
862
= 83- AYERES02: Air's Rock: Statue moved
863
= Idejima: Kraden has joined your party.
864
= Idejima: Jenna joined your party.
865
= Idejima: Sheba joined your party.
866
=
867
= Idejima: Trying to leave cutscene.
868
=
869
= See Kibombo
86A
=
86B
=
86C
= 35 – DEKAN01: Dehkan Plateau (Cannon (Djinni) escaping cutscene 1).
86D
= 35 – DEKAN01: Dehkan Plateau (Cannon (Djinni) escaping cutscene 2).
86E
= 36 – DEKAN02: Dehkan Plateau (Cannon (Djinni) escaping cutscene 3).
86F
= 36 – DEKAN02: Dehkan Plateau (Cannon (Djinni) escaping cutscene 4).
870
= 36 – DEKAN02: Dehkan Plateau (Cannon (Djinni) escaping cutscene 5).
871
= 38 – DJ_DKN01: Dehkan Plateau (Cannon (Djinni) escaping cutscene 6).
872
= 23 – KAIJIN01: Shrine of the Sea God (Riki and Tavi 1)(Cannon escaping cutscene 2).
873
= Set after throwing the rope for Tavi/Riki cutscene ; Daila flooded (0) ; Daila cleaned up (1)(Cannon escaping cutscene 2).
874
= 25 – KAIJIN03: Shrine of the Sea God (Breath (Djinni) escaping cutscene 1).
875
= 25 – KAIJIN03: Shrine of the Sea God (Breath (Djinni) escaping cutscene 2).
876
= 27 – KAIJIN05: Shrine of the Sea God (Breath (Djinni) escaping cutscene 3) (When under bridge).
877
= 27 – KAIJIN05: Shrine of the Sea God (Breath (Djinni) escaping cutscene 4) (When on bridge).
878
= 38 – DJ_DKN01: Dehkan Plateau (Retrieved Pound Cube.)
879
= 84- AYERES03: Air's Rock: Statue moved.
87A
= 84- AYERES03: Air's Rock: Whirlwind Stone Scene (Passage on wall.)
87B
= 84- AYERES03: Air's Rock: Whirlwind Stone Scene (Passage in ground.)
87C
= 27 – KAIJIN05: Shrine of the Sea God (Breath (Djinni) escaping cutscene 5).
87D
=
87E
=
87F
=
880
=
881
=
882
=
883
=
884
=
885
=
886
=
887
= 83- AYERES02: Air's Rock: Statue moved
889
= Yampi Desert (70:4): King Scorpion running under sand 1.
889
= Yampi Desert (71:1): King Scorpion running under sand 2.
88A
= Yampi Desert (71:3): King Scorpion running under sand 3.
88B
= Yampi Desert (71:3): King Scorpion ready for battle.
88C
= Yampi Desert (71:3): King Scorpion defeated.
890
= 4 – V_ENT: Venus Lighthouse (Soldiers cutscene.)
891
= 4 – V_ENT: Venus Lighthouse (Birds cutscene. Entering)
892
= 4 – V_ENT: Venus Lighthouse (Birds cutscene. Exiting)
893
= 4 – V_ENT: Venus Lighthouse (Ruffian 1)
894
= 6 – SHR_M14: Suhalla Gate (Ruffian 2)
895
= 7 – SHR_M23: Suhalla Gate (Ruffian 3, 4, 5)
896
= 8 – SHR_M56: Suhalla Gate (Punch Ant)
897
= 86- AR_IN02: Air's Rock: Statue moved (east)
898
= 86- AR_IN02: Air's Rock: Statue moved (west)
899
= 86- AR_IN02: Air's Rock: Whirlwind Stone Scene
89A
= 85- AR_IN01: Air's Rock: Whirlwind Stone Scene
89B
= ?
89C
= ?
89D
= ?
89E
= ?
89F
= 86- AR_IN02: Air's Rock: Visited inside.
Eastern Alhafra
8A0
= East crate moved into water
8A1
= West crate moved into water
8A2
= Pound pillar
8A3
= Lash rope
8A4
= West cog moved into water
8A5
= East cog moved into water
8A6
= Log pushed into water
8A7
= Burst rock - Isaac, the Pirate King! (96:25) (Cutscene can be done.) - Guards disappear from in front of castle until Briggs escapes.
8A8
=
8A9
=
8AA
=
8AB
= 45- MDROOM01: Madra: Piers freed from jail (Set after defeating Briggs, also drains puddles in Alhafra).
8AC
=
8AD
=
8AE
=
8AF
=
8C0
=
8C1
=
8C2
=
8C3
=
8C4
=
8C5
=
8C6
=
8C7
= Shrine of the Sea God: Obtained Right Prong. (Trident piece.)
8C8
= Madra Catacombs - Pillar moved in place (47:3)
8C9
= Madra Catacombs - Door opened (52:1)
8CA
= Madra Catacombs - Pillar moved (47:5)
8CB
=
8CC
=
8CD
= Gabomba Statue…
8CE
=
8CF
=
8D0
=
8D1
= Air's Rock (Inside; Statue moved 2 units south.)
8D2
=
8D3
=
8D4
= 89- AR_IN05: Air's Rock: Sheba learned Reveal.
8D5
= Magma Rock Shortcut pillar moved (Entrance map, near top)
8D6
= Magma Rock Shortcut pillar moved (Near entrance)
8D7
= Magma Rock Shortcut pillar moved (224:3)
8D8
= Magma Rock Shortcut pillar moved (224:7)
8D9
= Magma Rock Shortcut pillar moved (224:9)
8DA
= Magma Rock Shortcut pillar moved (224:14)
8DB
= Magma Rock Shortcut pillar moved (224:14) Further down.
8DC = <br>
8DD= Poseidon Cutscene<br>
8DE= Ship acquired.<br>
8DF` = Ship has wings.
8E0
=
8E1
=
8E2
=
8E3
=
8E4
=
8E5
=
8E6
=
8E7
=
8E8
=
8E9
=
8EA
=
8EB
=
8EC
=
8ED
=
8EE
=
8EF
= Kibombo overworld darkness?
8F0
= 68- YANPI02: Yampi Desert: NPC Group Cutscene.
8F1
= See Kibombo
8F2
= See Kibombo
8F3
= See Kibombo
8F4
= ? (Got Piers Flag #1)
8F5
=
8F6
= Gabomba Statue: Puzzle Explanation at top. (121:1)
8F7
=
8F8
=
8F9
=
8FA
=
8FB
=
8FC
=
8FD
=
8FE
=
8FF
= 44- OTMP0005: Madra: Karst's appearance. (When is this set?)
900
=
901
=
902
=
903
= Isaac, the Pirate King! (Alhafra) (96:25) (Cutscene done.)
904
=
905
= Eastern Alhafra - Burst boulder destroyed
906
=
907
= Ship Docked - Warp back to Lemuria Dock when exiting boat cabin; If 9B4
is on, destination is Atteka Inlet; if both off, East Indra Shore).
908
=
909
=
Northern Reaches
90A
= May represent having gotten the cannon from Loho.
90B
=
90C
= Glacier spotted cutscene.
90D
= About to fire at Glacier cutscene. (But can be backed out of.)
90E
= Magma ball used on glacier. (268:4)
90F
= (Spoke to guards in front of Alhafra Palace - Briggs escaped dialogue.)
910
= 44- OTMP0005: Madra: Entrance cutscene
911
= 45- MDROOM01: Madra: Piers in jail cutscene.
912
= ?
913
= 44- OTMP0005: Madra: After exiting jail house from jail scene. Permission to cross drawbridge into Osenia.
914
=
915
=
916
= 53- OSE_ST: Madra Drawbridge: Cutscene with bridge guards has been seen.
917
=
918
= Cyclone Chip Received
919
= ? (Set in Garoh)
91A
= ?
91B
= Night to Daytime (After Maha Night cutscene)
91C
= ?
91D
= 63- POPEE5: Garoh: Werewolf child runs away cutscene
91E
= 63- POPEE5: Garoh: Werewolf Maha cutscene. (Night)
91F
= 63- POPEE5: Garoh: Werewolf Maha cutscene. (Day)
920
=
921
=
922
=
923
=
924
=
925
=
926
=
927
= Serpent defeated (used to control Serpent room state)
928
=
929
=
92A
=
92B
=
92C
=
92D
=
92E
= Piers in party (nighttime Kibombo)
92F
= Piers waiting (nighttime Kibombo)
Lemurian Ship - Aqua Jellies; Post-Fight Puddle Spawning
930
= (40:3)
931
= (40:5)
932
= (under bridge) (40:25)
933
= (left most) (40:25)
934
= (bottom left) (40:25)
935
= (center/middle) (40:25)
936
= (right middle) (40:25)
937
= (bottom right) (40:25)
938
= (40:29)
939
= (40:29)
93A
= ?
93B
= (40:29)
93C
= (40:29)
93D
= ? (Not sure if used?)
93E
= ?
93F
= Aquahydra defeated (Lemurian Ship boss) (41:2)
Tundaria Tower
942
= Parch used on left lake (207:2)
943
= Parch used on right lake (207:2)
944
= Broke cracked ice (Center prong) (207:11)
945
= Picked up Center Prong (207:11)
946
= Moved pillar (211:2)
947
= Moved pillar (211:2)
948
= Use Burst on wall (212:2)
949
= Got Burst Brooch from Tundaria Tower
94A
=
94B
= Used Burst on ice wall (211:5)
Shaman Village
94C
= Shaman Village - Sheba uses Whirlwind on Whirlwind stone making sand disappear - onward to Trial Road.
94D
= Shaman Village - You can enter tents now.
94E
=
94F
= Trying to go in Moapa’s house causes cutscene instead.
950
=
951
=
952
=
953
=
954
=
955
=
956
=
957
=
958
=
959
=
Aqua Rock
95A
= Pillar moved in place (160:1)
95B
= Pillar moved in place (160:3)
95C
= Pillar moved in place (161:4)
95D
= Aquarius Stone used on Pedastal (162:4)
95E
= Causes the man to comment on the Douse stone in Apojii (Gets turned off after)
95F
= Douse used on the stone in Apojii
960
=
961
=
962
=
963
=
964
= Curscene right before Lemuria Palace.
965
=
966
=
967
=
968
=
969
=
96A
=
96B
= If on and leaving Lemuria, cutscene plays while ship sails out. (Flag also turned off.)
96C
=
96D
=
96E
=
96F
=
970
=
971
=
972
=
973
=
974
= Champa: Agreed with Obaba to leave
975
= Champa: 1 prong given
976
= Champa: 2 prongs given
977
= Champa: 3 prongs given
978
=
979
=
97A
=
97B
=
97C
=
97D
=
97E
= Avimander defeated
97F
= Champa: Triggers Avimander boss battle
980
=
981
= Madra: Cutscene inside mayor’s house with family before stepping outside
982
= Lemurian Ship (Allows access to final room.)
983
= Lemurian Ship (Final room cutscene.)
984
=
985
= 43 – REM_SHIP01: East Indra Shore (Lemurian Ship cutscene where Piers opens the door.)
986
=
987
=
988
=
989
= Madra: Cyclone Chip is in jar (if inventory is full); flag is set when cutscene with mayor’s family finishes, but before stepping outside
98A
=
98B
=
98C
=
98D
=
98E
= Madra: Cutscene where the mayor gives the Cyclone Chip
98F
=
Ankohl Ruins
990
= Whirlwind vines removed (Reveals doorway) (189:3)
991
= Whirlwind vines removed (Reveals doorway) (189:4)
992
= Whirlwind vines removed (189:2)
993
= Whirlwind vines removed (Reveals doorway) (189:2)
994
= Whirlwind vines removed (189:2)
995
= Whirlwind vines removed (189:22)
996
= Whirlwind vines removed (Reveals doorway) (189:29)
997
= Whirlwind vines removed (189:7)
998
= Whirlwind vines removed (189:7)
999
= Whirlwind vines removed (189:9)
99A
= Whirlwind vines removed (Reveals doorway/stairs) (189:33)
99B
= Whirlwind vines removed (189:8)
99C
= Whirlwind vines removed (189:8)
99D
= Whirlwind vines removed (189:32)
99E
= Whirlwind vines removed (Reveals doorway) (190:11)
99F
= Whirlwind vines removed (190:11)
9A0
= Whirlwind vines removed (190:10)
9A1
= Whirlwind vines removed (192:4)
9A2
= Whirlwind vines removed (Reveals doorway) (192:5)
9A3
= Whirlwind vines removed (Reveals doorway) (192:6)
9A4
= Whirlwind vines removed (192:6)
9A5
= Whirlwind vines removed (192:11)
9A6
= Whirlwind vines removed (192:11)
9A7
= Whirlwind vines removed (Reveals doorway) (192:11)
Shaman Village Cave
9A8
= Moved shortcut pillar in place. (240:8)
9A9
= Whirlwind Vine (240:2)
9AA
=
9AB
= Talked with Susa outside Gaia Rock
9AC
= Susa tried to attack Serpent
9AD
=
9AE
= Piers obtained Parch from Aqua Rock
9B4
= 234 – ATK_IRIE: Atteka Inlet (Set on room entry); Lemurian Ship and wings. - So you warp back here when exiting ship cabin.
9BA
= Felix learns Sand at Gaia Rock
9BB
= Star Magician defeated
Prox
9C0
= “Parents are gone” cutscene (271:4, executed at top of stairs to the right.)
9C1
= Waiting for Agatio at north end of town.
9C2
= Plan for Felix and co. to light the lighthouse cutscene. (Further north/before exiting Prox)
(Not sure if Prox flags or not?)
9C3
= (Not sure if used?)
9C4
= ?
9C5
= ? (I know if this is on/then the ending events at bottom of Prox can be executed.)
9C6
= Ankhol Ruins - Shortcut pillar moved (for Sand) (189:30)
9C7
= Ankhol Ruins - Shortcut pillar moved (for Sand) (191:5) - Well, not shortcut, but opens to a chest.
9C8
= Ankhol Ruins - Shortcut pillar moved (climbing vine) (192:13)
9C9
= Ankhol Ruins - Shortcut pillar moved (climbing vine) (192:8)
9CA
= Ankhol Ruins - Shortcut pillar moved (for Sand) (192:6)
9CB
= Ankhol Ruins - Shortcut pillar moved (for Sand) (193:6)
9CC
= (Not sure if used?)
9CD
=
9CE
=
9CF
=
9D0
= Reunion
9D1
=
Ankohl Ruins - Statue piece removed from statue head
9D2
= #1
9D3
= #2
9D4
= #3
9D5
= ? (Unknown, but could be 0 since #4 is removed from head by default?)
9D6
= #5
9D7
= #6
9D8
= #7
9D9
= Left piece put in statue head (192:14)
9DA
= Right piece put in statue head (192:15)
9DB
= Right piece dropped from above floor (193:4 to 192:15)
9DC
= Left piece put in statue head (190:17)
9DD
= Right piece put in statue head (191:4)
9DE
=
9DF
=
9E0
= Trial Road tutorial cutscene played for first time.
9E1
= Gate disappears to Trial Road. (After going to Moapa’s house/showing Shaman’s Rod)
9E2
=
9E3
=
9E4
= (??? But should be for inside Lemurian Ship?)
9E5
=
9E6
=
9E7
=
9E8
=
9E9
=
9EA
= Statue moved flag - Used Move on a pillar in Kibombo that causes Piers to join party. (114:5)
9EB
=
9EC
=
9ED
= Shaman Village: Told Moapa (who is in his house after beating him) your names. (PC4-PC7)
9EE
=
9EF
= Madra Catacombs - Pillar with vine moved in place. (47:3)
Inner(?) Magma Rock
9F0
= Yellow-topped block moved in place to form path to other side - Uterus Room (227:5)
9F1
=
9F2
= Yellow-topped block moved in place (229:11)
9F3
= Yellow-topped block moved in place (229:11)
9F4
= Yellow-topped block moved in place (229:11)
9F5
= Yellow-topped block moved in place (231:5)
9F6
= Yellow-topped block moved in place (231:17)
9F7
= Yellow-topped block moved in place (232:10)
9F8
= Red rock blazing - Magama ball (232:5)
9F9
= Blue rock - Magma ball retrieved (232:5)
9FA
= Jenna learns Blaze at Magma Rock
9FB
=
9FC
=
9FD
=
9FE
= Shaman Village: If on, Moapa appears in his house. (Moapa defeated?)
9FF
=
A0A
= Jupiter Lighthouse Left Archer Statue
A0B
= Jupiter Lighthouse Right Archer Statue (toggling these alone won’t enable Isaac cutscenes)
A1F
= Both Archer Statues activated (enables Isaac cutscenes)
A20
= Daila: Obtained Sea God’s Tear (12:1)
A21
= Lighthouse lit (enables reunion)
A22
= Alex Warps in (turned off when A23 is turned on)
A23
= Isaac is defeated
A24
= Garet & Mia fall cutscene (turned off when A23 is turned on)
A25
= Related to Alex??? (turned on when Alex appears and stays on, but toggling does nothing)
Mars Lighthouse
A2E
= “Scale the Heavens” cutscene (287:2, cutscene on the stairs)
A2F
=
A30
= Mars Lighthouse activated
A31
= “The Heavens Await” cutscene. (287:2 entrance cutscene)
A32
= NE Mars Peek (Venus) (296:1)
A33
= SW Mars Peek (Mercury) (296:2)
A34
= SE Mars Peek (Mars) (296:3)
A35
= NW Mars Peek (Jupiter) (296:4)
A36
= ?
A37
= ?
A38
= Shortcut Statue (295:6, go southeast) - Venus area
A39
= ? (Likely not Mars LH related)
A3A
= ?
A3B
= ?
A3D
= ? (Not raining in Prox.)
A3E
= Ice gone (280:3)
A3F
= Giant ice gone (281:7)
A42
= Mini-dragon lights a flame on the (torch?) (292:2) - Mars area
A43
= Dragon statue blasts fireball at wall/forms a crack. (Cracked wall can be seen at 292:1) - Mars area
A44
= Burst left wall (292:1)
A45
= Burst right wall (292:1)
A46
= Burst center wall (292:1) (Flag 0xA43 required.)
A47
= Dragon statue blasts fireball in first inside room. (281:3/4)
A4B
= Agatio/Karst dragons defeated
A50
-A75
= ???
A76
= GS1 bandits scene outside Madra
A77
=
A78
= Winged Ship's First Flight/Sheba Closure Scene
A79
-A7F
= ???
Anemos Inner Sanctum flags.
A80
= Shortcut Statue 2 (304:2, or 304:3 if moving statue.)
A81
= Shortcut Statue 1 (304:7)
A82
= Shortcut Statue 3 (305:6, go left)
A83
= Statue (Statue near 305:15, button near 305:13)
A84
= Statue Mount (East) (305:12)
A85
= Statue Mount (South) (305:12)
A86
= Statue (306:5)
A87
= All Earth Djinn (303:99)
A88
= All Mercury Djinn (303:99)
A89
= All Mars Djinn (303:99)
A8A
= All Jupiter Djinn (303:99)
A8B
= Djinn Door Unlocked (303:99)
A8C
= Summon Tablet: Charon (Event on stairs before obtaining it.)
A8D
= Unused?
A8E
= ?
A8F
= 32- AR_IN08: Air's Rock: Statue moved (Statue seen from 92:1)
A9F
= Dullahan defeated (Anemos Inner Sanctum)
AA1
= Quest: Milk given to dog for Li’l Turtle
AA2
= Quest: Reunited penguins and received Pretty Stone
AA3
= Quest: Red Cloth given to cow for Milk
AA4
= Quest: Pretty Stone given to bird for Red Cloth. (This affects mind read dialogue.)
Note: Section [likely] originally started at F00
, but expanded because more flags were needed.
Treasure Table Guide (tab 1 documents flags): [GS2] Treasure Guide
E00
= Orihalcon (282:2)
E01
= Valkyrie Mail (284:7)
E02
= Sol Blade (285:1)
E03
= Psy Crystal (294:14)
E04
=
E05
= Dark Matter (306:2)
E06
=
E41
= Unknown
E50
-E5F
= World Map Equipment Or Hidden Items?
E5B
= Rusty Axe (Captain's Axe) SE of Lemuria
E5C
= Rusty Mace (Hagbone Mace) NE of Izumo
E5D
= Rusty Sword (Pirate's Sabre) E of Tundaria Tower
E5E
= Rusty Staff (Goblin's Rod) W of Kalt Island by waterfall.
E5F
= Rusty Sword (Soul Brand) Western seas; surrounded by rocks. Ship w/ wings required.
E70
- E78 = Mimics
F00
- FFF = Treasure flags.
F00
= 5 – VT001: Venus Lighthouse (Herb)
F07
= 34 - DEKAN00: Dehkan Plateau ; Full Metal Vest
F08
= 34 - DEKAN00: Dehkan Plateau ; Elixer
F09
= 37 – DJ_DKN00: Dehkan Plateau ; Mint
F0A
= 35 – DEKAN01: Dehkan Plateau ; Themis’ Axe
F0B
= 36 – DEKAN02: Dehkan Plateau ; Nut
F13
= Apple (Madra Catacombs) (47:5, near rope coil.)
F14
= Lucky Medal (Madra Catacombs) (50:1)
F15
= Ruin Key (Requires 0x8CC/Tremor) (Madra Catacombs) (50:15)
F16
= Tremor Bit (Madra Catacombs) (52:2)
F24
= Apple (Alhafra Inn, 2nd floor, jar) (96:25)
F32
= Smoke Bomb (Air's Rock) (82:1, chest seen on screen)
F33
= Cookie (Air's Rock) (82:?)
F34
= Storm Brand (Air's Rock) (82:?)
F5D
= Apple (Requires Catch) (Kalt Island) (219:1)
F75
= Apple (Gaia Rock) (176:1)
F80
= 196 – ANGKOR_T: Ankohl Ruins ; Left Prong
F94
= Cookie (East Indra Shore, box) (43:2)
F98
= Cookie (Taopo Swamp) (143:3)
FC2
= 218 - HESDJ: Hesperia Settlement (2) ; Coins
(Treasure Isle)
FCD
= 161 coins (298:3)
FCE
= Lucky Medal (298:3)
FCF
= Empty
FD0
= Empty
FD1
= Empty
FD2
= Empty
(299:0)
FD3
= Empty
FD4
= Empty
FD5
= Empty
FD6
= Empty
FD7
= Empty
FD8
= Empty
FD9
= 911 coins
FDA
= Psy Crystal
FDB
= Cookie
FDC
= Sylph Feather
FDD
= Rusty Axe
FDE
= Star Dust
FDF
= Jester's Armlet (300:1)
FE0
= Fire Brand (301:6, on screen)
FE1
= Iris Robe (301:4, on screen)
FE8
= Blue key (Jupiter Lighthouse; 261:13)
FFA
= Cookie (Prox) (270:1) Jar in front of Inn.
FFD
= Apple (Mars Lighthouse) (279:1)