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Venetica appears to have several cheat functions that can be accessed in-game. Examination of the files reveals a SWF file, .../media/shared/flash/cheat_menu.swf, rendered by a Flash player as shown to the right.
It is presently unknown how this cheat menu is accessed, although it appears as if some form of scripting is involved (the game uses lua  as its scripting language). Some script snippets have been found by astute users, and their use is shown below.
Much like the known scripting commands
presumably correspond to the Cheat Menu's functions All Weapons and Invincible, respectively, we can expect similar script functions to map to the other options in the Cheat Menu, perhaps Cheats::givePlayerSkills() to enable all skills? After all, the file .../media/lua/Venice.bin contains a number of interesting strings that seem to relate to cheat functions:
There is room for experimentation, for analysis of files, for reverse-engineering, and most importantly, for finding out how the cheat menu is activated.
(not that Venetica would need cheating...)
Add more with F-keysEdit
Submitted by. RM
Use a text editor to edit the "keybinds.ini" file in the "game" directory.
Add the following lines to the file:
// cancel running cutscenes
//KC_RETURN = CutsceneMgr:cancelCutscene()
KC_F1 = player:set(_N("Health"),"1000")
KC_F2 = player:set(_N("Mana"),"1000")
KC_F3 = player:set(_N("DeathEnergy"),"1000")
KC_F4 = player:set(_N("Money"),"1000000")
KC_F5 = player:set(_N("LearningPoints"),"1000")
KC_F6 = player:set(_N("AttributePoints"),"1000")
KC_F7 = player:set(_N("Reputation"),"2000")
Then, press one of the following keys during game play:
[F1] - Health = 1000
[F2] - Mana = 1000
[F3] - Death Energy = 1000
[F4] - Money = 1000000
[F5] - Learning Points =1000
[F6] - Attribute Points = 1000
[F7] - Reputation = 2000
KC_NUMPAD0 = Cheats:givePlayerWeapons()
KC_NUMPAD1 = give(_N("item_armor_derwish"))
KC_NUMPAD2 = give(_N("item_armor_guard"))
KC_NUMPAD3 = give(_N("item_armor_persian"))
KC_NUMPAD4 = give(_N("item_armor_african"))
KC_NUMPAD5 = give(_N("item_armor_final"))
For reference, the starting armor is
KC_NUMPAD0 = give(_N("item_armor_casual"))
And the dress in the introduction
KC_NUMPAD0 = give(_N("item_armor_dress"))
If you want specific weapons rather than all, follow the format for the armor. Item names can be sourced from
That folder contains the inventory icons for items, which contain their reference name. So for example
item_armor_african_icon.dds -> give(_N("item_armor_african"))