Game Trivia

  • The difficult Egg Dragon boss can be cheesed thanks to a bug. Because its HP is set at the maximum 16-bit value (65535), healing it instead causes integer overflow, dropping his health to low values. This sets up an easy one-hit kill opportunity.

    Contributed By: Shotgunnova.

    9     1


  • Found in Lufia II's debug mode is an unused battle background that appears to be a mossy cave. This was likely to be used for the cave levels or possibly the interiors of the mountains.

    Contributed By: noidentity.

    1     0


  • In the Japanese and North American versions of Lufia II, the shrine where the Dual Blade is collected for the first time has scrambled graphics, making it difficult for players to navigate the shrine although it is only a single room that needs to be navigated. The graphics were fixed and the shrine is complete and visible in the European version.

    Contributed By: noidentity.

    0     0


  • The equipment window in Lufia II suffers from a bug. If the player were to use the shoulder buttons to switch between the characters, the equipment names will overlap each other, generating incoherent nonsense. For instance, the words "sword" and "spear" may spell "swordear" when this occurs.

    Contributed By: noidentity.

    0     0


  • One of two enemies that were ultimately never used is the King Hidora, which can be found in Lufia II's debug menu. The other is the kraken, which interestingly enough, its sprite can be briefly viewed in a scene with Dekar near the end of the game.

    Contributed By: noidentity.

    0     0


  • Two map names that are still in the game's code but never used is Arek Daos Shrine and Map of Seafloor. The first is believed to have been reserved for the shrine that's seen in the game's introduction. The second was most likely reserved for traveling underwater.

    Contributed By: noidentity.

    0     0


  • On the third floor of the Tanbel southeast tower are two unused rooms that were left over from a prototype build of the game. One of these rooms contains 21 treasure chests, but contain nothing and are non-functional. You can even walk over them. The other room is a short hallway with a floor switch on one end and a pillar on the other. The pillar is just a graphic and cannot be interacted with, and the switch doesn't work.

    Contributed By: noidentity.

    0     0


  • It is normally impossible to see all of Gratze castle due to the scripted events that takes place, which prevents you from exploring the castle in full. However, the outside of the castle is complete and fully-rendered. If you use the debug menu to view the castle, you will find a set of doors in the upper-left corner which are simply reserved for use when needed.

    Contributed By: noidentity.

    0     0


  • In the game's code is a fourth Gades that is much stronger than the three other Gades encounters used in the final game. Also when fighting Erim, she is supposed to be able to use Zap, Thunder and an "Eerie Light" spell that removes status increases from the party. However a scripture error in the game prevents this from happening.

    Contributed By: noidentity.

    0     0


  • The imp enemies in Tanbel East Tower can actually silence themselves when attacking the party, which is impossible for the player to notice when this occurs. Imps never cast spells, so it isn't known why this happens.

    Contributed By: noidentity.

    0     0


  • In the ancient tower is a puzzle that only exists in the Japanese version. The player had to walk across tiles in order to form an "O" to solve the puzzle. This puzzle was removed from all non-Japanese versions of the game, leaving an empty room with only a single monster in it.

    Contributed By: noidentity.

    0     0


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