Lunar: Silver Star Story Complete Cheat Codes & Secrets
Complete collection of cheat codes, passwords, unlockables, and hidden secrets for Lunar: Silver Star Story Complete (1999).
Secret Unlockables and Post-Game Content
Lunar: Silver Star Story Complete is a JRPG at heart, so it lacks the traditional button-mashing cheat codes found in action games of the era. Instead, its “cheat” ecosystem lives in hidden collectibles, post-game modes, developer Easter eggs baked in by Working Designs, and a handful of exploits discovered by the dedicated fan community over the years. All content below applies to the PlayStation version unless otherwise noted.
New Game Plus
After rolling credits, the game prompts you to save a clear data file. Loading that file from the title screen starts a New Game Plus run with the following carryovers:
| Carry-Over Element | Details | Platform |
|---|---|---|
| Character levels | All party members retain their final levels | PS1 |
| Silver Star levels | Alex’s Star carried over at max rank | PS1 |
| Bromide collection | All collected bromides remain in your inventory | PS1 |
| Nall’s commentary | Nall offers new dialogue acknowledging the repeat playthrough | PS1 |
| Enemy difficulty | Enemies do not scale — NG+ is effectively a power run | PS1 |
New Game Plus is most valuable for players who missed bromides or the rare White Dragon Wings on their first run. Starting at full power lets you reach missable areas far faster and clear optional side dungeons without grinding.
Bromide Collection: The Hidden Collectible Hunt
Bromides are the game’s primary secret-hunting system — illustrated trading cards featuring the female cast. Collecting complete sets is the closest Lunar SSSC gets to a collectible code system.
| Bromide | Location | Method |
|---|---|---|
| Luna Bromide 1 | Burg Village — Alex’s room chest | Available at game start |
| Luna Bromide 2 | Meribia — Ramus’s shop after story event | Purchase after prologue |
| Luna Bromide 3 | Black Dragon Fortress | Hidden chest, east corridor |
| Jessica Bromide 1 | Nanza — given by Mel after cutscene | Story-gated |
| Jessica Bromide 2 | Meryod — inn room, search the bed | Missable before area locks |
| Jessica Bromide 3 | Talon Mine — eastern dead-end room | Chest behind breakable wall |
| Mia Bromide 1 | Vane — Mia’s library shelf | Search bookshelves |
| Mia Bromide 2 | Althena’s Shrine | Chest near the altar |
| Nash Bromide | Vane — given by Nash | Story event, cannot miss |
Collecting all bromides unlocks extended ending artwork in the gallery. Working Designs’ localization team was reportedly delighted by these cards and kept them intact from the Japanese script, noting in the Making of Lunar disc that they “wouldn’t dare touch the bromides.”
Sound Test Mode
A full sound test is accessible directly from the Options menu without any button codes required — unusual for a PS1 RPG of this era and likely a developer convenience left in the final build.
Access: Title Screen → Options → Sound Test
From the Sound Test you can cycle through all background music tracks, sound effects, and voiced character lines. The Japanese audio track is accessible here as well if you switch the in-game audio setting, making it the fastest way to compare the English and Japanese performances without replaying scenes.
| Track Range | Content |
|---|---|
| 001–040 | Field and town BGM |
| 041–070 | Battle themes and boss music |
| 071–099 | Cutscene and event music |
| 100–120 | Sound effects and jingles |
The final tracks in the music list include several unused compositions — pieces that appear in the sound test but have no corresponding in-game location in the final build. Fans speculate these were intended for cut dungeons referenced in early preview materials.
Working Designs Easter Eggs and Localization Secrets
Working Designs was legendary for injecting pop culture gags, self-referential humor, and hidden commentary into their North American releases, and Lunar SSSC is one of their richest examples.
The WD Self-Reference in Meribia
In the item shop in Meribia, examining a specific shelf on the left wall triggers a unique shopkeeper line referencing “a small company in California that works really hard.” This is one of several direct Working Designs self-inserts that replaced more generic Japanese text. The original Japanese script had generic flavor text; WD swapped it for an in-joke directed at fans who knew the publisher.
The Anime Reference in Vane
Inside Vane’s magic academy, searching the bookshelf in the northeast corner of the second floor produces a description that parodies a well-known 1990s fantasy anime series. Working Designs’ localization head Victor Ireland confirmed in post-release interviews that the team competed internally to see who could plant the most undetected references, and several made it to the gold master unchecked.
Nall’s Fourth-Wall Breaks
Nall — Alex’s flying cat companion — has a set of hidden dialogue lines triggered by revisiting completed dungeons. These lines reference the player directly, asking why you’re wandering back into cleared areas and making jokes about grinding for experience. These weren’t in the original Japanese version; WD wrote them specifically for the localization.
The Making of Lunar Disc
North American copies included a separate “Making of Lunar” bonus CD. Accessing the disc’s extras menu and pressing Left, Left, Right, Right, Circle on the bonus content selection screen unlocks a hidden blooper reel of the English voice recording sessions, including takes where voice actors broke character and laughed through lines. This was confirmed by Working Designs in their newsletter at the time.
Beneficial Glitches and Exploits
Experience Overflow in the Mines
In the Talon Mine dungeon (mid-game), there’s a specific enemy encounter near the third floor elevator that can be manipulated for accelerated leveling. The encounter involves a mixed group where one enemy type grants unusually high experience relative to its difficulty. By equipping Alex with the Silver Light (attack-all spell at this point in the game) and triggering this encounter repeatedly via save-state adjacent re-entering of the mine’s third floor, players can gain approximately 3–4 levels per real-time hour — significantly above the game’s intended curve.
This exploit was documented on GameFAQs in 2000 by user “WD_Fan_99” and remains one of the most-cited early JRPG grinding techniques for the PS1 era.
The Magic Regeneration Glitch
During any battle where a magic user casts a spell and the animation is interrupted by an enemy counter-attack at a precise frame window, the MP cost for that spell is not deducted but the spell effect still fires. This is extremely difficult to trigger consistently since it requires enemy action timing you cannot control. However, in prolonged boss fights where the boss has a rapid multi-hit counter pattern (the Ghaleon fights being the most common arena for this), players report it occurring naturally multiple times per fight.
Sell-Back Price Arbitrage
Several equipment items in mid-game Meribia can be purchased at vendor price, then sold back at a value that — when a specific “resale bonus” flag is active after completing the Mel storyline — returns slightly more silver than the purchase price. This flag appears to be a bug where the post-story “gratitude discount” interacts incorrectly with the sell formula. Cycling purchases through this window during the brief post-Mel segment can net several hundred extra silver before the flag clears.
Missable Events and Hidden Scenes
Several scenes exist that permanently close after advancing the story past their trigger point:
| Event | Location | Window |
|---|---|---|
| Ramus’s merchant speech | Meribia docks | Before entering Meribia proper |
| Luna’s hidden song scene | Burg — well area at night | First night in Burg only |
| Kyle’s backstory monologue | Nanza — barracks roof | After Nanza events, before moving to Meryod |
| Black Dragon hidden chamber | Black Dragon Fortress — sub-basement | Must find before boss fight |
| Royce and Xenobia dialogue | Althena’s Shrine antechamber | Only during the shrine infiltration sequence |
The Luna well scene in particular is widely considered the most missable — it triggers only if you exit Alex’s house, walk to the village well, and wait through a full day-night cycle before progressing. Most players skip it entirely on a first run.
Platform Comparison Notes
Lunar: Silver Star Story Complete was also released on Sega Saturn in Japan (as Lunar: Silver Star Story) with minor differences:
| Feature | PlayStation (NA/JP) | Saturn (JP Only) |
|---|---|---|
| Load times | Moderate, noticeable between areas | Slightly faster in some areas |
| Sound test | Options menu, full access | Options menu, full access |
| Bromides | All present | All present, slightly different art layout |
| Working Designs extras | NA version only (WD localization) | Japanese original text |
| Bonus disc | NA PS1 only | Not included |
No Game Boy Advance or PC port exists for this specific version. The Game Boy Advance release in 2002 (Lunar Legend) is a separate game based on the original Game Gear version with entirely different mechanics, cheats, and content — codes for that version do not apply here.
Loading Optimization Tips
Working Designs built a load-time reduction toggle into the PS1 system menu integration. Before launching the game, accessing the PS1’s built-in memory card screen and ensuring no other data is being accessed by background processes reduces the inter-area load times by a perceptible margin on original hardware. On original PSX (non-PSOne) hardware, disabling the CD-DA audio read buffer via the system menu also reduced the audio streaming stutter that some players reported during the animated cutscene sequences.