Shining Force II screenshot

Release year: 1994

Shining Force II

Category: FantasyRPGStrategy

A thief named Slade picks the wrong lock. He lifts the Jewels of Light and Evil from a quiet shrine south of Granseal Castle and, without meaning to, cracks a seal that had been holding back Zeon, king of the devils. By the next morning the king has fallen sick, creatures called Gizmos are spilling out of the Ancient Tower, and a squire named Bowie — you get to name him yourself — is right in the middle of it.

Underneath the story, Shining Force II is one of the deepest tactical RPGs on the Genesis/Mega Drive. Battles play out one square at a time on a grid, but the real decisions happen before the fighting starts: thirty characters can join your force, only twelve fight at once, and about ten of them are tucked away well enough that a first-time player walks right past them. A tortoise. A robot. A phoenix that resurrects itself. An immortal vampire dragging around a cursed sword.

Once the ground swallows the Ancient Tower into the gorge they name Arc Valley and the quakes drive the survivors to sail for Parmecia, the world stops holding your hand. No chapters, just a continent to roam. You can play the whole thing online in your browser, and go find the warriors everyone else left behind.

Start
Start / Pause in game
Joystick
Movement
A
Confirm / Menu
B
Cancel
C
Confirm / Menu
Save / Restart / Load

Animated Screenshots

Shining Force II title screen on SEGA Genesis/Mega Drive
Shining Force II — ship scene on SEGA Genesis/Mega Drive
Shining Force II — turn-based grid battle on SEGA Genesis/Mega Drive
Shining Force II — character attack animation on SEGA Genesis/Mega Drive

Where to find the characters everyone walks past

Thirty fighters can join, but about ten of them hide behind a single conversation or a chest you had no reason to open. Miss the moment and they're gone for that playthrough. A few are worth circling back for before the story drags you onward.

Kiwi the tortoise is the first one most people lose. When you return to Granseal from Galam, the zoo has been smashed open; walk in and you can recruit him, and you get to name him yourself. Slade you can't miss — he's the thief sharing your cell in the Galam dungeon after Battle 5, and he's the one who breaks you out. The dangerous two are timing traps. Skreech the birdman only joins after Battle 30 if you saved him way back in Bedoe around Battle 12; skip that and he never appears at all. Claude the golem needs the Arm of Golem from Moun after Battle 33: carry it into the Ancient Tunnel and hand it over, or he stays a lump of stone forever.

Creed's mansion looks crueler than it is. It makes you pick one of Eric, Karna, Randolf, or Tyrin and seems to throw the other three away, but come back after Battle 33 and you can collect every one you passed on. Take whoever helps you now and don't agonize.

And keep an eye out for Lemon, the immortal vampire who joins after Battle 38. He revives himself after every defeat and swings the cursed Dark Sword, which casts Desoul and can knock an enemy clean off the board.


Promotion, and the second class nobody points you to

Hit level 20 and most characters can choose to promote: they jump to a stronger class, drop back to level 1, feel flimsy for a few fights, then grow faster than they ever did before. Don't panic at the reset, the new growth curve is the entire point. Unpromoted stats stop climbing after level 40 anyway, so parking someone at level 30 forever just wastes potential.

The part the game never tells you is that several classes have a second promotion locked behind a one-time hidden item. A Knight given the Pegasus Wing from Pacalon's throne room becomes a Pegasus Knight that flies over everything instead of a ground-bound Paladin; a Warrior fed the Warrior's Pride in your New Granseal HQ turns into a Baron who swings swords as well as axes; an Archer who digs the Silver Tank out of the Cave of Darkness becomes a Brass Gunner. Each item works once, on one character. Just don't assume the alternate is automatically better. The Secret Book turns a Mage into a Sorcerer who forgets every spell he knew for harder-hitting ones that strike fewer targets, which is perfect for melting a boss and useless against a crowd where a plain Wizard who keeps Blaze and Bolt clears more. The Vigor Ball is the same trade: a Master Monk punches with gloves and still heals, a Vicar just carries the deeper mana pool. Give the item to whoever fills the role your team is short on, not the rarer-sounding name.


The bosses with a catch

Most fights you win by out-positioning the enemy commander. A few won't let you, because they're built around one rule you need to know going in.

Why can't I hurt Taros?

Because nothing you own scratches it except a single sword. Taros (Battle 18) is a giant stone guardian, and only the Achilles Sword deals damage; every other weapon bounces off for zero. The sword is hidden too: pick up the Wooden Panel from a chest back at Battle 15, take it to Ribble to open the passage inside the big tree, and the Achilles Sword is sitting there. Only Bowie can wield it, so he has to be the one trading blows with the statue while the rest of the Force keeps the smaller enemies off his back.

More fights that won't play straight

The Kraken (Battle 16) looks like three targets but only the Head counts. Kill it and the Arms and Legs stop mattering, which is the whole trick, because the Arms outrange your melee and the whole monster sits in water your ground units can't enter. Send flyers and archers at the Head and let everyone else bait the Arms. Later fights mess with the ground itself: Geshp's Burst Rocks (Battle 38) detonate across a wide area on their turn, so never bunch your party beside them, and Odd Eye (Battle 40) is fought on a floor whose tiles vanish underfoot as the turns tick by.

The last wall is an item, not a tactic. Zeon (Battle 43) is the King of the Devils, and you won't start that fight properly armed unless you claimed the Force Sword from the Holy Sword Shrine after Battle 39: it's the Hero's strongest blade and the weapon the entire plot has been pointing at. Bring it, bring Bowie, and you can finally seal the demon Slade let loose in the first ten minutes. The whole campaign runs clean in your browser, so you can settle it online without hunting down a cartridge.


Mithril, and the gamble at the dwarven forge

Mithril is the one resource you can run out of for good. Fifteen pieces lie hidden across Parmecia, each worth a single forged weapon, and that's the entire supply for the game.

The smith who works it lives in a town you can't reach on your first pass. Only after Battle 37, when the Dry Stone empties a river, does the road to the dwarven settlement open up, and the White Ring sitting in a chest there is reason enough to make the trip for your Hero or a Vicar. The forge itself is a gamble, though one you can rig. Hand over a piece and the weapon that comes back is random in type, but it's always something the character you brought can equip, so the trick is simply walking in with the right person. Take Slade and you're fishing for the Gisarme, a blade with a flat chance to kill whatever it touches outright; take Bowie and a roll might land the Levanter, a sword that casts Blaze on top of its swing. Every piece you spend is gone, so save the last few for the twelve who'll still be fighting at the end, not whoever happens to be standing in the shop.


Cheats, debug codes, and the battle past the credits

There are no level passwords to hunt for; this is a battery-save game that remembers your progress on its own. Instead it packs two secret codes: a Config Mode stuffed with toggles, and a rougher Debug Mode for poking around the game's guts. There's also a second boss fight that turns up only if you sit still after the ending.

Shining Force II — Config Mode options menu on SEGA Genesis/Mega Drive

How do you turn on Config Mode?

At the SEGA logo, key in L before the screen fades. The window is tight, so start the instant the logo shows up; a triumphant fanfare means it took. From then on, at the witch's line after you name a new hero or load a save, hold Enter and press any button except to open the menu.

Four switches sit inside. Special Turbo speeds up the cursor and the text windows, which alone makes a 50-hour game far less of a slog. Control Opponent hands you the monsters' turns, Auto Battle lets the AI run your own side while you watch, and Game Completed unlocks naming the rest of your roster (and the Japanese sound test). Turbo is the one you'll leave on for good.

Shining Force II — Debug Mode walking on water on SEGA Genesis/Mega Drive

Debug Mode: instant wins and walking through walls

A second, rougher code opens the developers' test tools. At the SEGA screen, enter LSpaceLSpace fast, while the SEGA logo flashes up. That's sixteen inputs to land in that blink, so it's the fiddlier of the two, but an ominous chord confirms it landed. Then press and hold for the Battle Test or for the Scenario Test. A quick tap won't do it; you have to keep the direction held until the logo disappears, which is the step most people miss. From there you can drop straight into any battle in the game. Inside one of those test battles, K+L+Space+ hands you an instant win, with one big exception: never use it in Battle 5, which freezes the game solid. And if you just want to explore, holding L lets you walk anywhere on the map, terrain and walls included.

The fight after FIN

Beat Zeon, sit through the credits, and don't switch off. With both jewels showing on the FIN screen, wait around two minutes until "and more..." appears, then press a button. You're dropped into the Ancient Tunnel against every greater devil you already buried, plus a Dark Smoke and a pair of Prism Flowers. The trap: a single Egress or Angel Wing resets the entire game, and you can't shop, swap members, or retry, so walk in with the exact team you want and no escape items in anyone's hands.

If you'd rather grind to that point than scrape through it, Boost is quietly broken. Cast it at level 2 with your whole party inside the spell's range and the caster banks a flat 49 EXP, no matter how high everyone's level already is. Karna learns it, and anyone holding the Protect Ring can cast it too, so repeating the trick is a slow but completely safe road toward level 99.