pokemonfan4000
(Former World Record) Dark Cloud Any% Glitched Speed Run - 49:13 (43:17 Game Time)
updated
The original method required recruiting Adel and opening the item menu over 1000 times. This new method can be performed after obtaining the first geostone and only requires opening the item menu 76 times! The only somewhat tricky part is that at least on the PS5, it requires ending a help video almost frame perfectly. I had a bit of a hard time explaining parts of the glitch, hopefully the explanation I gave in the video is understandable. I still haven't replaced my PS2, so I'm not able to test this on there, but I'll update the description once I or someone else verifies whether it works on there or not. The next goal will be to find a setup that works in Chapter 1, it might be asking for a lot, but if there's a glitch that might be capable of it, this is it.
If you're not familiar with the three combined glitches I mentioned, check these videos out first:
Closetowar's Damage Storage
youtube.com/watch?v=zZi-XyzAQmM
Using Anything as Equipment
youtube.com/watch?v=HDCyQdlutcU
Item Menu Overflow
youtube.com/watch?v=VHvBUJD_D5Q
Time also doesn't stop when the screen is fading out to play a cutscene, and if the camera pans up to say what part of the day it is the very frame the fade out ends, it skips the cutscene. While some cutscenes like Gaffer's Buggy, obtaining the windmill slash, and getting a plant buster from Kye & Momo's house are safe to skip, skipping cutscenes that give key items will prevent you from getting those items, and you'll need to use other glitches to get them.
The Smiling Wolf's ranged attack crashed the game on PCSX2, so I'm pretty sure it will crash on all platforms. The Mandora's melee attack freezes the game on the PS2, but not PCSX2, not sure about the PS4 version. Mrs. Gourgon freeze the game on the PS2 as soon as you transform into her, but she'll be partially in the floor on PCSX2 and the PS4 version.
The glitch is caused by the value at memory address 20CF8300 failing to update to 0 when you transform with the Character menu, the Ridepod sets the value here to 007560F0, which results in data being written to where the Monster's data is also written to, resulting in 12 bytes being incorrect.
Since all of the monsters affected by this glitch require level 76 badges, I only tested Mrs. Gourgon on the PS4 version and it didn't crash, so hopefully that means the Mandora's melee attack won't crash the game on there either.
Just like early Zelmite Mine, this video assumes you're familiar with obtaining Type 0 Equipment and the capabilities of equipping anything. If you're not, please watch the videos linked below first:
Making Type 0 Equipment
youtube.com/watch?v=HDCyQdlutcU
Capabilities of equipping anything (Skip to 10:53)
youtube.com/watch?v=5x4EM0Cu4gg
The normal map version of the Item Menu Overflow is far more damaging than the dungeon version. It's capable of corrupting event flags, unlocked locations, your inventory, character stats, item behavior, and to top it all off, it can move the make menu's saved scroll position out of bounds, letting you access glitch inventory slots just like Dark Cloud 1's glitch menu.
By using these slots to move the saved item menu cursor position to -18026, placing a Type 3 item with 28593 chill, 55 lightning and 2 cyclone on that slot while the item menu is opened 244 times in a row will corrupt memory address 20376FB8, which enables debug mode, which means credits warp is now possible! But credits warp requires nearly 2x more item menu opens than early Zelmite Mine, so I'm not sure if it will be used in speedruns.
Debug Mode Features:
tcrf.net/Dark_Cloud_2/Debug_Menu
For part 1, we'll check out the dungeon version of this glitch, which is far less damaging than the normal map version. On console, the only outcomes you'll get are graphical glitches. On PCSX2, you can get better graphical glitches, a few strings of text that I have never seen in normal gameplay, and memory writing to wrong locations, but the only outcomes of this worth showing at the moment are messed up gravity and dungeon floors loading with missing terrain. There's one outcome that randomly corrupts memory that is usually read only, but I don't think there's a way to predict what memory addresses get corrupted.
This video assumes you're familiar with making Type-0 Equipment and the capabilities of equipping anything. If you're not, please watch the videos linked below first.
Making Type-0 Equipment:
youtube.com/watch?v=HDCyQdlutcU
Capabilities of equipping anything (Skip to 10:53):
youtube.com/watch?v=5x4EM0Cu4gg
It took quite a while, but we now have a major skip glitch in BOTH games!
This skip combines the capabilities of equipping anything with a new glitch that I'll call the "Item Menu Overflow". Every time you open the item menu without unpausing or moving the cursor to Character or Help, the menu will load 2048 bytes farther in memory.
By having Max equipped with only a loaf of bread as an outfit and opening the item menu 587 times in a row while not in a dungeon, equipping a pair of Wing Shoes at that point will unlock Zelmite Mine along with corrupting other stats such as the chapter you're on, and how many in-game days long the adventure is. This setup only works on the NTSC-U version.
The overflow glitch is still being tested, so I don't know when I'll have another video about it. So far, nearly every capability of the overflow glitch I've seen crashes the game on console, this skip is a lucky exception.
If you go behind the boulder while on the deck instead, you can trick Flotsam into flying too high and he'll get stuck behind the boulder's invisible wall, but this method is harder.
By having 21 loaves of bread in your inventory by buying some from Polly while holding 19 of them, you can trick the game into trying to drop items in the Make Menu while in the item menu, which makes it forget where the last grabbed item is supposed to be dropped, letting you use anything as equipment. This method can only be used once without buying more bread, so I also showed how to get access to the Type 0 item method without using the pixel perfect setup at Parn's, which also makes this method compatible with the capabilities shown in the original video.
If you haven't seen the original video, click the link below, but head's up, it's nearly two hours long.
youtu.be/5x4EM0Cu4gg?t=653
Skip to 10:53 if the link doesn't automatically start the video at that point.
youtube.com/watch?v=HDCyQdlutcU
WARNING: Some of these glitches can result in a broken save file. If possible, save to a backup file before trying this.
When I found a way to use anything as fishing bait, I always wondered if it would ever be possible to use anything as equipment as well. It turns out you can, and what a surprise, it's ANOTHER fishing glitch. At this point, fishing is almost as broken as Dark Cloud 1's shops.
By equipping a fishing or lure rod while playing as Monica and taking Max's last equipped right hand weapon out of the make menu while in a dungeon, the game will think it has to swap out the fishing rod with the weapon at a memory address that isn't a valid item slot while outside of dungeons, so it's possible to use that memory address to create a Type 0 weapon to swap with by going to Parn's Studio before you recruit him, and positioning the first person camera at a pixel perfect spot with Blur Background set to Off in the options. This pixel perfect spot is different for each version of the game.
The item's value is always decreasing when unpaused. The item can have 63 different values, and only 3 of them will give you a Type 0 item, and since there's no visual cue to know what item you're going to get, you'll need to open the menu when you think you'll get an item that the game can swap with, so it might take several tries to get this to work for the first time.
Grabbing an item from a stack with Triangle and repeatedly swapping it with the Type 0 weapon with Circle makes the game forget where you first picked up the item, tricking it into letting you use anything as Max's weapons. By equipping specific items as a weapon, you can also use anything as other equipment like active items, clothing, and Ridepod parts.
Using anything as equipment has a lot more to offer than using anything as fishing bait, as you can probably tell by the long length of the video. Examples of it's capabilities are glitchy textures, unlocking the last Zelmite Mine floor with a negative item slot, unlimited medals from the Seeping Light floor, Max softlocked in a T Stance, a Ridepod with over 800 million stamina points, duplicating gems and regular items, unlimited experience points and gilda, and two glitch Ridepod slots.
The first glitch Ridepod slot lets you obtain any item with specific exorcism, beast, and scale stats and sometimes the weapon's name, letting you have access to an unused menu that lets you rename the Ridepod, weapons stronger than even Dark Cloud 1's broken dagger attachment could achieve, and items that let you skip the star paths along with Barga's Valley, Moon Flower Palace's Garden, and nearly every floor of Zelmite Mine. With the scale stat in the thousands, which can be achieved with items set to Type 3, you can make an item's display name so long, you can disable floor collision, letting you go out of bounds almost anywhere. On PCSX2, one long name setup made the dungeon's debug menu appear without any text, but it doesn't do anything since debug mode isn't enabled.
Here's the list of values needed to obtain every item with this method:
pastebin.com/raw/Vw64RNRb
The second glitch Ridepod slot lets you have fish stats in the thousands, which lets you finish Finny Frenzy races in only a few seconds, but you still have to wait for the other fish to finish, so it really isn't faster.
Just for fun, I also showed what happens if you reel in King Mardan by disabling his cutscenes.
When a stolen monster item gets to you with a full inventory, the item menu is forced open even during times when you normally can't open it, letting you get stuck in place, and use some items without losing them. It also lets you perform double jumps with Toan, letting you go out of bounds at low ceilings in the Sun & Moon Temple and entrances of Divine Beast Cave floors, but it's a frame perfect glitch that's very difficult to perform without save states. You can reach floor 10 of the Sun & Moon Temple without Ungaga, but if you try to advance past floor 12, the game crashes since he doesn't have a weapon equipped, and it won't let you equip one until he becomes an ally.
But it turns out, stopping time isn't the only thing recovery zones are capable of. By performing a jump slash into them, the jump slash is canceled, and you become invincible for 100 seconds. You can still take damage from poison and thirst, but you'll still be alive if your HP drops to 0. Falling in Divine Beast Cave cancels the glitch.
There's a limit to how many ranged attacks can be active at once, and it varies for each weapon type. All gems can have three active attacks at once, but if more than seven gem attacks are active, the game will freeze.
I also show a small glitch with Ungaga's and Osmond's weapons on the NTSC-U and PAL version. If you open the weapon menu then switch to those characters with the allies menu without unpausing while they have certain weapons equipped, it's icon next to the speed meter will be glitched. I don't know why it only happens with these weapons.
Here are some out of bounds glitches in Dark Cloud 1 that uses nearly perfect diagonal running with a third party PS2 controller for maximum running speed. At Wise Owl Forest and the Gallery of Time, it's possible to go out of bounds by running off stairs at very fast speeds and then attacking while in a falling state, which makes you walk on air. This lets you reach Brownboo Village without having to face Master Utan.
Wise Owl Forest's boss floor actually has two out of bounds glitches. You can run diagonally at the south-west corner to skip Master Utan without getting the moon grass seed, but it's difficult to perform on console, at least for me.
The last glitch happened to Glitchedd on Twitch not too long ago. A money bag appeared in between the two treasure chests, which are near position 0,0,0 on floor 4 of Divine Beast Cave. When you finish a floor there, your position gets set to 0,0,0 and when you move to the next floor or leave the dungeon, Toan can interact with the money bag for one frame. This doesn't work with item drops.
A collection of glitches that can occur when you have too many items. The first three glitches let you equip fishing rods when you're not supposed to, which can lead to being stuck inside the Firbits' house, and even damaged save files.
When one or more of your items are above their maximum quantity, or when you have an overloaded inventory, you're not meant to be able to close the item menu, but you can close it by using escape powder. But to leave the item menu with an overloaded inventory, the overloaded slots must only contain battle wrenches.
When all 6 of your overloaded slots are filled, this unlocks a glitch row in the Use Item menu which has a slot that can retrieve item information from 8 different memory addresses, but it gives different results on each version of the game. These items never have icons, and at least on the PAL version, they can have very long names which can crash the game at a blue screen or disable floor collision at Lin's house.
The only usable item I've been able to get with this is the Starlight Canyon gate key which lets you finish a floor there without defeating any monsters, but it can only be done once per playthrough.
A list of Ridepod arm combinations and their effects can be found here:
pastebin.com/raw/auZp6cz0
I also included an unrelated bonus where I show a third way to go out of bounds at Balance Valley.
One more thing, I easily caught this without ever leveling up the rod's Strength, which the game claims is "Necessary for reeling in the big ones". So I have to ask, does anyone know what this stat does? I'm convinced it doesn't do anything. Some guides I've seen claim that upgrading it increases the speed that fish are reeled in, but it clearly doesn't.
But I know what the other stats do, so I'll show them here since even after 16 years, I can't find any guides accurately describing these stats:
Flight - How far you can cast, the farther you cast, the larger the fish can be
Resilience - Upgrading this makes the tension bar fill slower
Grip - A weaker version of flight, upgrading it lets you cast slightly farther
Luck - Increases the chance of fish biting, but has no effect on fish sizes
Palm Brinks Square's loading zone and the fishing contest confirmation box are slightly apart from each other, so it's possible to reach the square's loading zone at 11:59 PM before the contest opens, and then reach the confirmation box at midnight. Doing that stops Palm Brinks Square from loading, but if you don't reach the confirmation box as fast as possible, too much of the Square will be loaded and the game will crash on console.
On PCSX2, reaching the confirmation box late will load the Square with incorrect textures and invisible NPCs, and sometimes it will load without the central statue.
If you save while at an unloaded section of Palm Brinks, loading that save will result in Max falling forever, which permanently softlocks the game.
Monsters have the same problem. They can move when petrified if you throw them, throw other monsters at them, or confuse them with Julia. They can even block when petrified which will also unfreeze them.
Using heart-throb cherries directly instead has a different effect. It'll try to cure Stop status even though the character you use it on doesn't have it, and this can be done several times per second which generates a bit of lag on PCSX2, but lots of lag on the PS2.
Since this glitch works in every other dungeon, it's now possible to visit every star path without ever using the star key, but since this glitch rarely happens, doing that would take so long that it's not worth it.
I also show some unused fishing spots that can only be accessed while out of bounds, these spots can be found at the middle and star path floors of Starlight Canyon and Barga's Valley. These are the fish that can be caught at these locations:
Starlight Canyon Middle Section - Umadakara (Only when raining), Gobbler, Nonky, Gummy
Star Path & Barga's Valley - Gobbler, Nonky, Gummy, Heela
I also had a suggestion to show what happens if you enter locked rooms on a dungeon floor before they get unlocked since monsters in these rooms are invisible at first. It took me a while to get to this since the only out of bounds glitches known before this were incorrectly loaded maps, and those almost never happen.
Speaking of incorrectly loaded maps, I also included an unintentional bonus at the end. A floor with 2 paths is always supposed to have 2 exits, but for some reason, the game failed to load the star exit one time. That's now the second time this star exit gave me a glitch when trying to make a video.
Just like many glitches, damage storage has side effects that can crash the game on console, but there are some that can even crash PCSX2. I tested many of these crashes on PCSX2 to see if anything else happens, and the only unique effects I've seen so far are small graphical glitches, and one of these only worked at select locations, so there's still more to test since I've only tested these at the Channel Pump Room and Barga's Valley.
If you attack at any spot, then transform into a Club or Diamond and move to any other spot, the game draws a straight line from your current coordinates to your attack's last coordinates, and anything within that line will get hit no matter which direction you're facing when you attack. I already finished testing damage storage, so I'll start making the video about it sometime either tonight or tomorrow.
The low pitch music glitch at the end is not confirmed, it could be an emulation issue. It happened back in 2015 on the PAL version, and it never happened again.
This is basically part 2 of Selecting Characters Too Fast. First, I realized that switching to other characters too fast in the character menu requires a support character. If you don't have one with you, the game locks the controls until the menu finishes loading, preventing the glitch from working, although I'm not sure why a support character would change when the controls unlock.
But at the time, while I tried switching to a monster too fast, I didn't think to try evolving them too fast, so I tried it and it does have an effect. It will immediately say you can now evolve into the upgraded monster, but the monster never evolved, and it still gives you a monster drop, but it won't give you the bonus 5 gems if you evolve it to it's final form too fast. Evolving too fast repeatedly will give you unlimited monster drops.
I tried this on the PS2 and PS4, and the game originally froze every time, which was a surprise since unlike other glitches that freeze the game on console and not PCSX2, this glitch doesn't produce any red errors like "TLB Miss" in PCSX2's logs, so I'm not sure why it can crash on console.
Multiple stacks of an item can be bought from shops using this glitch. Although you won't be able to leave the item menu with this many, using scraps of metal as an example, combined with putting a stack of items on both fishing rods and getting the free scrap from Conda in chapter 2, you can have a max of 3995 scraps of metal, which at the time of recording this, was the highest possible quantity of an item you could have at once.
Back in June 2017, I showed a glitch that let's you use anything as fishing bait, but at the time, you could only have 1 item on the rod.
But later on, I found out that by having for emample, a petite fish on the fishing rod and anything on the lure rod, when I view Monica or the Ridepod's status while the fishing rod is equipped and use the "Remove lure" command on the lure rod, the opposite effect happens and nearly all of the petite fish in my inventory are added to the fishing rod, and since items on fishing rods don't count toward the quantity limit, you can now carry twice the max quantity of petite fish than intended. Do this with both rods and you can have a maximum of 2995 petite fish instead of 999!
Today we have another glitch by Closetowar that unfortunately ended up crashing the game 17 hours into a speedrun. After testing this glitch, I found out that it can be done without the game crashing, and it also lets you get monster transformation only medals while playing as the Ridepod nearly the whole time, so now you can get these medals without ever leveling up monsters!
Like last time, here's the original clip of the glitch:
clips.twitch.tv/ImportantFilthyPresidentDeIlluminati
Here's a clip of the glitch when it was discovered.
clips.twitch.tv/DistinctTenuousGoldfishThisIsSparta
After testing all combinations, I found that every combination that resulted in a crash had either the Dragon Shoes or Explorer's Shoes equipped, but it wouldn't overflow if Max was also wearing either the Clown Suit or Red Vest before opening the make menu. In other words, if you never have the Dragon Shoes or Explorer's Shoes, the crash should never happen. Hopefully this video helps everyone affected by this glitch.
Displaying any 3D item model in the menu is normally only possible with the debug menu on screen, but I found not one, but two different ways to display any 3D item mode without needing debug mode. The first method is discarding a lure rod while displaying it's stats, then placing an item where the rod used to be, then equipping anything. The second method is a side effect of using anything as bait that I didn't know about when I made the video about it.
Some items don't have 3D models, and the game will display a model called "d_box" instead.
Outfit models usually result in freezes or crashes on console, but on PCSX2 1.4.0, most can be displayed, but some will heavily corrupt the graphics.
Ok, on to the actual description. Today I show more out of bounds glitches that possibly all require either a third party PS2 controller for running at diagonal angles to run up walls, or specific platforms for the correct collision to work. So as of right now, none of these glitches have been triggered on the PS4 version.
The first location is Palm Brinks Station, which allows you to go out of bounds by running diagonally up a wall with a third party controller and on to a railing.
Second is the Channel Pump Room. This time you jump over a railing instead of on to it, and from my experience, it's the easiest glitch in the video.
The last locations are the 4 outer labs at Luna Lab, the first known out of bounds glitches at a future map, but they're also the first that requires specific Float Point rounding to work. It works on my Slim PS2 and PCSX2 with the Round Mode in the EE/IOP settings is set to nearest.
A few more walls shown at the end of the video that can you can run up were found at Palm Brinks, Yorda's Valley, Mount Gundor Peak, and Gundorada Workshop, but unfortunately, none of them allowed going fully out of bounds.
Wow, fishing is broken. Here's a game breaking glitch that lets you use anything you want as fishing bait. While it doesn't let you catch anything, it also has several side effects including deleting stats from items, allowing you to discard anything, gift capsules making wrenches, the Wrench Fish, permanently locking menus, making the Ridepod unusable, multiple ways to softlock the game, forcing Max to wield a fishing rod, game crashes with escape powder, corrupting text colors, and as said in the warning above, it can even corrupt SAVE FILES. This really reminds me of Dark Cloud 1's glitch menu because of how damaging it can be.
Update: It's actually possible to catch fish with a lure on the fishing rod, but putting bait on the lure rod doesn't work. Also, the escape powder crash happens when the music going to be played when the rod gets unequipped is not "Peace of the World" while certain models are on screen in the item menu. When the escape powder is used, the song that's going to play gets loaded into a memory section that determines how the on screen model is displayed, but it overwrites it before the item menu fully fades out, and for one frame, the on screen model is corrupted, which crashes the game.
To enable debug mode, change the value of one of the following addresses to 01 (change the first address digit to 2 for cheat engine. For example: 00376FB8 is 20376FB8)
NTSC-U: 00376FB8
PAL: 0037D140
NTSC-J: 0036D730
If you have Codebreaker, you can use the code 00376FB8 00000001 on the NTSC-U version to enable debug mode on console.
This debug mode glitch is just like the runaway vehicle glitch, but you're running around instead. The path that's taken depends on the character you're playing as. I'm not the first to show this off, but I couldn't find any steps on how to trigger it, so I decided to try to reproduce it and show off an extended version of NPC mode exploring the island as Pepper.
To do this, enable debug mode by typing "OGEL", then press / on the numpad to become the Brickster, then click on the gas or police station while running at the same time, then leave the building to enter what I call "NPC Mode".
These are the paths and amount of time each character takes before looping back:
Gas station:
Mama - Gas Station, Race Track, and the Bank, 2 minutes 7 seconds
Papa - Does laps around the gas station, 3 seconds
Pepper - Explores almost every path, 11 minutes
Nick - Random
Laura - Also laps around the gas station
Police Station:
Mama - Laps around the police station, 7 seconds
Papa - Same as Mama
Pepper - Same path as the Gas Station
Nick - Random
Laura - Explores almost every path, 11 minutes
Most of this glitch does not work on the PAL version since selecting a dungeon entrance while in a building on that version simply closes the menu. If you leave the building, then select the dungeon entrance, you will get the black screen, but since you're not in a building, your position won't change.
In ORC, the stairway leading outside is supposed to always face east to west. But once in a blue moon, the random map generator can make a path with the stairway facing south to north, which breaks the map. I have seen two other videos of this particular map glitch, but it's the first time I've experienced it. But the incorrectly loaded map wasn't the only thing odd. When I was exploring, I noticed that there are also throwable rocks that spawn out of bounds in a spot where Max can't reach them. When I looked into this on PCSX2, the rocks are at a Y position of -999, which is around 500 units lower than Max can even go before he teleports back up.
Game Version: NTSC-U PS4
Dungeon Floor: Return of the Serpent
Just like the 8th anniversary video, this is another out of bounds glitch in the Heim Rada area. This time it's at Heim Rada Stop, the first train station in the game to have an out of bounds glitch. Most of this can only be done in chapter 6 or 7 with the Ixion because the Blackstone One always has it's ramps out, blocking the way out of bounds.
Also, If you're trying this glitch on PCSX2, I would recommend using a USB controller with the up and right directions on the left analog stick set with a sensitivity of 1.256.
A while after the glitch menu was discovered, I figured out that the "Weapon" and "Allies" menu wrote to the address 20292B96 in Cheat Engine which coincidentally, also determines if glitch items are important.
When it comes to the game crashing when quick selling them, I have not figured out the exact reason why that happens.
If you're wondering how to get the glitched music near the beginning of the video using Cheat Engine, while at Yellow Drops, change the value at 20299858 to 6468 in hexadecimal, then go to any building and it will sound like that, and no, this exact result isn't possible with the glitch menu yet. I sometimes like doing random cheats like those just for fun.
NOTE: The glitch dagger obtained in this video only appears there in the NTSC-U version of the game.
New WR: twitch.tv/videos/182227907
NOTE: You may notice that it looks like I started the timer too early. My HD PVR 2 was out of sync with the timer. When I started the stream, the footage was 2 seconds behind the timer, so I tried to compensate for that by starting the timer and splitting 2 seconds later than normal, but I didn't realize the delay wasn't always the same. It shortly increased to around 3 seconds since the capture card footage froze around 18 seconds into the video, then it started playing in lower pitch and even dropped a small amount of footage shortly after finishing floor 1. Unfortunately, I couldn't find a way to fix this. Even dropping the quality on the capture card and OBS didn't fix the lag. This is one reason why I haven't done any more runs, since I don't want my next run to have the same technical issues as this one.
But that wasn't the only problem, I also forgot to split when warping to Dark Heaven Castle, so I ended up splitting late at the end. Re-timing showed the run was 21:51 long.
Timer starts when "Start" is pressed, stops the first frame ending text is on screen.
Anyways, A WHOPPING 20 MINUTE IMPROVEMENT! Found a new major skip glitch that allows you to warp to Dark Heaven Castle's check-in counter by unequipping thousands of powerup powders. Now Hag's House RNG isn't needed anymore! A Bit sloppy with the glitch menu since I'm not used to the PS4 controller yet, but this was a very good run! Even got Sub 20 game time! I'll need to have all of Gaffer's parts by the end of floor 3 now to have a chance at sub 20 real time.
Twitch Version With Chat: twitch.tv/theglitchking/v/78487064
Run Route & FAQ: http://pastebin.com/raw/vdsb8C01
Here is a glitch in Dark Cloud 2 (Dark Chronicle) that makes held enemies teleport far out of bounds after being knocked back. I found this by accident recently, and finding the trigger took a while.
First you have to go to a specific location, then go directly to a dungeon floor with an enemy that can knock you back. Pick up a monster and get knocked back while holding it without taking a hit before that, and the monster will teleport FAR out of bounds. How far? It can reach as far as 1.3 octillion units of distance. I haven't seen distances that large since Big Rigs: Over The Road Racing.
Here is how far the held monster will teleport with each location: (Float Value)
Channel Exit: 101690.75
Sindain Station: 9196283904
Balance Valley Station: -6837605888
Balance Valley: 3.906953072E13
Heim Rada Stop: 898270016
Moon Flower Palace Outside: 1.349545645E27
Also, for the Anniversary special, I have tried many new things for this video:
1- New screen recorder - OBS 0.657b
2- New editing software for higher quality - Sony Vegas Platinum 11
3- New intro
4- 60 FPS (NOTE: As of today, I can only achieve 60 fps on emulated videos, since I don't have a capture card capable of 60 fps recording)
One more thing, I hid an Easter Egg in the intro. Can you find it?
A glitch in Dark Cloud 2 (Dark Chronicle) that lets you give Cedric an energy pack even after getting rid of it. Simply invent the energy pack, immediately make it without talking to Cedric, then get rid of it by either spectrumizing, selling, or discarding it, and Max will still manage to give an energy pack to Cedric.
When you get the Handy Stick, don't talk to Monica. Instead, use the "Glitch Ticket" as I like to call it, and rename the stick to any weapon that's not a spheda club, and you will be trapped in Barga's Valley until you reset the game.
More Dark Cloud 2 (Dark Chronicle) glitch videos coming soon.


