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'''Glitches''' (or '''bugs''') are unintended behaviors in a game's logic. These can happen accidentally while playing, or triggered by the player intentionally. This page details glitches in {{FES}} games.
'''Glitches''' (or '''bugs''') are unintended behaviors in a game's logic. These can happen accidentally while playing, or triggered by the player on purpose. This page details glitches in {{FES}} games.


=={{FE1}}==
=={{FE1}}==
===Manakete defense glitch===
===Manakete defense glitch===
[[File:Ss fe01 bantu defense glitch.png|thumb|[[Bantu]] with 99 defense.]]
[[File:Ss fe01 bantu defense glitch.png|thumb|256px|[[Bantu]] with 99 defense.]]
When a [[class change]] item is attempted to be used on a [[Manakete]] unit, it raises that unit's [[defense]] by 13, and the item is not used up. This can be used to exceed the class's usual stat cap of 20. Anything above 99 will not display properly in the stats screen, with only the first two digits showing.
When a [[class change]] item is used by a [[Manakete]] unit with a [[Stone|dragonstone]] equipped, it raises that unit's [[defense]] by whatever the dragonstone increases defense by (i.e. 12 for [[firestone]], 13 for [[divinestone]], 15 for [[magestone]], 23 for [[earthstone]]), and the item is not used up. This can be used to exceed the class's usual stat cap of 20. Anything above 99 will not display properly in the stats screen, with only the last two digits showing.
{{clear}}
 
Once the unit's defense increases above 127, it loops down to −128. Enemies will refuse to attack this unit, believing it to have high defense, but it does act properly as negative defense when the enemy counterattacks. On the status screen, −128 displays as 0, −127 displays as 1, and so on; and the battle GUI will always have the defense meter filled.
 
Once defense loops back up to zero and above, it works normally again.
 
===Incorrect text when talking while on a house or village===
In the English version, if a unit [[talk]]s to another while standing on a house or village tile that can be visited, the dialog will instead display the house or village text.
 
===Talisman glitch===
If a unit has had [[Barrier]] used on them and the boost is still active, attempting to use a Talisman on them will cap their resistance without using up the Talisman.


=={{FE2}}==
=={{FE2}}==
===Skip recruiting [[Gray]]===
===Skip recruiting Gray===
[[File:Ss fe02 ram villagers moved.png|thumb|Gray is no longer blocking the exit.]]
[[File:Ss fe02 ram villagers moved.png|thumb|256px|Gray is no longer blocking the exit.]]
Normally, at the start of the game, Gray blocks the exit of Ram village. When he talks to Alm and join's Alm's team, he will vanish. To bypass this, start ''Gaiden'', and after talking to [[Mycen]] a second time, save and reset the game. The NPCs will be in different positions, and now [[Lukas]] (or no one if you already spoke to and recruited Lukas) will be blocking the entrance, and Alm can leave without recruiting any of the villagers.
Normally, at the start of the game, Gray blocks the exit of Ram village; when he talks to Alm and join's Alm's team, he will vanish. If the game is reset after speaking to [[Mycen]] a second time, however, the NPCs will be in different positions, and [[Lukas]] (if he was not already recruited) will block the entrance, and Alm can leave without recruiting Gray.
{{clear}}


===Recruit the [[villager]]s in [[Ram]] with [[Celica]]===
===Recruit Alm route characters with Celica===
During the ending of [[The Pilgrimage|Act 2]] Celica gains access to [[Zofia's Call|Act 1]]'s portion of the world map. Contrary to what many players would do, Celica is able to walk past Zofia castle straight to Ram. If Alm never talked to the villagers, [[Kliff]], [[Tobin]], and/or [[Gray]], in Ram, they will still there and can be recruited into Celica's party. This is clearly an oversight, as the villagers will call Celica "Alm" in their dialogue.
During the ending of [[The Pilgrimage|Act 2]] Celica gains access to [[Zofia's Call|Act 1]]'s portion of the world map. Celica is able to walk past [[Zofia Castle]] and visit all the locations in that portion of the world. Characters that Alm did not talk to and recruit will still be present and can be recruited into Celica's party. This is an oversight, as they have the same dialogue—some characters, such as the villagers, will call Celica "Alm", and Alm's portrait will appear when speaking to [[Forsyth]]. It was acknowledged in [[Fire Emblem Echoes: Shadows of Valentia|the remake]], where [[Kliff]] and [[Faye]] have unique dialogue if they are recruited by Celica in Act 2; other characters, however, either automatically join (such as [[Gray]] and [[Tobin]]) or can be spoken to by Celica but can only be recruited by Alm (such as Forsyth and [[Python]]).


===Remove NPC units from battles===
===Remove NPC units from battles===
If the player retreats from a map that has NPC units present the NPCs will disappear the next time the map is entered.
If the player retreats from a map that has NPC units present the NPCs will disappear the next time the map is entered.
===Kill Duma with Nosferatu===
For unknown reasons the [[Nosferatu]] spell is able to reduce [[Duma]] to zero [[HP]], a feat normally only able to be accomplished with Alm's [[Falchion (Valentia)|Falchion]]. Defeating Duma with Nosferatu causes minor graphical glitches during the ending sequence and the credits.
This glitch was retained in the remake, {{FE15}}, as an intentional feature.


=={{FE4}}==
=={{FE4}}==
===Miracle Sword usable by male units===
===Miracle Sword usable by male units===
Once the [[Miracle Sword]] is broken, sell the [[Broken Sword]] to the pawn shop, and have it be bought and equipped by a male unit. It can then be repaired and used. If another weapon is equipped, it cannot be equipped again.
Once the [[Miracle Sword]] is broken, it can be sold as a [[Broken Sword]] to the pawn shop and be bought and equipped by a male unit. It can then be repaired and used; if another weapon is equipped, the Miracle Sword cannot be equipped again.
 
===Safeguard village freeze===
The game may freeze when [[Silvia]] visits the village containing the [[Safeguard]] in [[Dance in the Skies|Chapter 4]]. The freeze can be avoided by reloading a save file on the turn Silvia will visit the village.
 
===Rescue a guarding unit into the home castle===
If a unit guarding the home castle is rescued by a unit within the home castle, the guarding unit is considered to still be guarding the castle, resulting in a number of unique properties:<ref>{{Cite web|author=CasualSpeedRunner|url=https://www.youtube.com/watch?v=zLKKiHTyqh4|title=Fire Emblem 4 Genealogy - Rescue Staff Glitch (Infinite Movement)|site=YouTube|published=7 November, 2020|retrieved=22 January, 2022}}</ref>
*Primarily, the guarding unit will be able to use the depart command; doing so will "cancel" their turn, but will preserve any movements they made and will allow them to move again. The unit cannot depart when there is another unit two tiles below them, as they would be unable to from a unit blocking the exit to a castle.
*The guarding unit can besiege enemy castles from any tile within two tiles of its defender. However, only attacks from the top three such tiles (only two of which are typically accessible) will result in normal combat; besieging from any of the other five tiles (two of which are typically impassible) will result in combat as if it were further away.
*The guarding unit will be healed as if they were guarding the home castle, though they will use the terrain bonuses of whatever terrain they are actually on rather than those of the castle.
*Another unit cannot guard the home castle, as the game considers the castle to already have a guard.
 
If an enemy attempts to seize the home castle while this glitch is active, the game will softlock.
 
The glitch can be ended by selecting depart in front of the home castle or finishing a chapter; the glitch will also end when seizing [[Ganeishire]] in [[Heir of Light|Chapter&nbsp;6]], though seizing other castles does not end the glitch.
 
===Dead units' items in the armory===
{{sectstub}}<!--need more details-->
A glitch involving [[Valkyrie (staff)|Valkyrie]]'s resurrection menu can be exploited to transfer an equipped item out of a dead unit's inventory and into the [[armory]].
*If, in the Valkyrie menu and viewing a unit's profile, a player presses L or R then exits and views their profile again, the unit's equipped weapon will change: sometimes to an 98-use [[Iron Lance]], sometimes to a 40-use [[Warp]], and sometimes it will not change.{{clarify|what determines the change?}}
*If the game is then saved and reset, the unit's equipped item will appear in the castle [[armory]].
 
This glitch is capable of forcing the [[Regalia#In Jugdral|Crusader Weapons]] out of a unit's inventory, which normally cannot happen. However, it does not force items into another unit's inventory, and a unit must still be able to use a weapon to purchase it. The most popular use of this glitch is to allow [[Larcei]] and [[Scáthach]] to use [[Balmung]]; if [[Chulainn]] is their father, they will have major [[Od]] blood, and can use—and thus purchase—Balmung if it is removed from [[Shannan]]'s inventory with this glitch.
 
===Steal + Wrath===
If a unit with [[Steal]] is fighting against a unit that has [[Wrath]] activated, the unit with Steal will also be given a 100% critical rate.<ref>{{Cite web|author=やまけん|url=https://youtu.be/Wb1EF5IfK6Y?t=83|title=ファイアーエムブレム 聖戦の系譜 シーフの特殊能力|site=YouTube|published=9 June, 2021|retrieved=3 March, 2023}}</ref>
 
===Jealousy===
{{main|Glitch/Jealousy}}
When checking which units will be given love points, the game fails to reset a pointer when female units are adjacent. As a result, when the game gives out adjacency love bonuses, certain female units will steal love points from others, depending on their priority.
 
===Game freeze from negative Adept rates===
If a unit with [[Adept]] has less than −20&nbsp;[[attack speed]], the game will freeze when they attack, as their Adept activation rate will become negative. Since the heaviest weapons—broken weapons—have 30&nbsp;[[weight (weapon)|weight]], 10&nbsp;[[speed]] will prevent this from happening; only [[Lene]] and [[Leif]] can have Adept and be slow enough for this to happen.
 
=={{FE5}}==
===Rescuing Eyvel in Chapter&nbsp;5===
In [[Mother and Daughter|Chapter&nbsp;5]], it is possible to get Eyvel out of the arena without being petrified if [[Nanna]] is rescuing her when the arena door is opened, which requires that Nanna level [[constitution]] at least five times. If this happens, then the event will play as if Eyvel was already petrified, without actually removing Eyvel from Nanna. Furthermore, this does not cause [[Mareeta]] to leave, making it possible to steal the [[Shadow Sword]] from her.<ref>{{Cite web|published=1 October, 2022|retrieved=9 October, 2022|author=ai|url=https://www.youtube.com/watch?v=sKcAIx6D2o0|title=FE Thracia 776 - Glitch that does not petrify Eyvel & Shadow sword obtained|site=YouTube}}</ref>
 
However, if the player ends the turn with Eyvel still being rescued by another unit, then at the end of the turn, the scene that plays if Eyvel is captured by an enemy will occur, and she will be taken and petrified. If the player, after opening the arena door with Eyvel rescued by Nanna, then has another unit take and drop Eyvel, then Eyvel will not be petrified and can be used for the remainder of the chapter. If Eyvel uses the escape point and escapes, she will not appear in [[The Escape|the next chapter]] and will be sent to [[The Lopt Altar|Chapter&nbsp;24x]], but she will not be petrified there.
 
If both Eyvel and Mareeta are being held by other units at any point, then the scene that plays when Mareeta is captured will occur, and Mareeta will be removed from the map. However, the scene will glitch when attempting to move Eyvel to Veld to be petrified, which will result in Eyvel still being held by whoever rescued her, but in a petrified state. It is possible to then take and drop Eyvel from her rescuer. If Eyvel was petrified in this way and an enemy then captures her and takes her off the map, she will get sent to [[The Prison Camp|Chapter&nbsp;21x]] in a petrified state instead of Chapter&nbsp;24x, and it is possible to retrieve her from Chapter&nbsp;21x by rescuing her and having the rescuer escape the map despite her being petrified. Eyvel can then be deployed in subsequent chapters, though petrified and unable to do anything. However, starting Chapter&nbsp;24, the [[Kia Staff]] can be used to de-petrify Eyvel, allowing her to be used as a combat unit from then on.
 
Furthermore, Eyvel's invincibility is only revoked at the start of [[The Lopt Altar|Chapter&nbsp;24x]]. Since the player has already retrieved and de-petrified her, it is not necessary to go to Chapter&nbsp;24x to re-recruit her anymore. If the Kia Staff is disposed of (by using [[Steal]] to force it onto an enemy or by letting an enemy capture a player unit), Chapter&nbsp;24x can be skipped and Eyvel will retain her invincibility going into Chapter&nbsp;25. Likewise, it becomes possible to obtain an [[Rankings|SSS rank]] without going to Chapter&nbsp;24x.<ref>{{Cite web|published=3 October, 2022|retrieved=9 October, 2022|author=ai|url=https://www.youtube.com/watch?v=41uITHLWr2s|title=FE Thracia 776 - Eyvel Early Return Glitch & Dream match! Eyvel vs. Raydrick|site=YouTube}}</ref>
 
===Extra S&nbsp;Drinks in Chapter&nbsp;14x===
In [[Yearning to Breathe Free|Chapter&nbsp;14x]], it is possible to get more than 6&nbsp;[[S&nbsp;Drink]]s from the civilians if certain conditions are met. Specifically, the following must occur:
 
* The enemy escape point is blocked by a player unit (located 2&nbsp;tiles west of the player's escape point)
* At least One NPC civilian is captured by enemy units
* The enemy units capturing the civilians have all of their weapons stolen
 
Once these conditions are met, when a player unit reaches the escape point and escapes, and the player then ends their turn with no further actions being taken, then each time the disarmed enemies carrying civilians move, the event that plays when a civilian escapes will play (if these enemies end their turn outside of the player's vision range, the escape dialogue will not play, but the player will still obtain an S&nbsp;Drink). However, this will only occur once per civilian-carrying enemy per player unit escaped. More Stamina Drinks can be obtained by having more player units escape, one unit per turn. Since the player can deploy up to 10&nbsp;units, and [[Linoan]] joins at the start of the chapter, this glitch can be executed up to 10&nbsp;times for a total of 60&nbsp;S&nbsp;Drinks.<ref>{{Cite web|published=18 September, 2022|retrieved=20 September, 2023|author=ai|url=https://www.youtube.com/watch?v=hNFWaTZbxto|title={{lang|ja|ターラしみんエア離脱バグでSドリンク荒稼ぎ!}} Get a Lot of S-Drinks with Tahra Citizens Virtual Escape Glitch! [FE5&#93; |site=YouTube}}</ref>
 
===Enemy status staff users targeting other enemies without being Berserked===
Enemies using [[Silence (staff)|Silence]], [[Sleep (staff)|Sleep]], or [[Berserk (staff)|Berserk]] uniquely do not check their own status condition for determining who to target, but rather the first unit of their affiliation loaded into the game's memory. In most chapters, this is the chapter boss, who is often posted on a gate or throne, and thus cannot be targeted with status staves, nor be afflicted by status-inflicting weapons. However, in some chapters, the enemy on the gate or throne is not the first enemy loaded, causing the first unit on the enemy list to not necessarily be on a gate or throne. In such cases, it is possible for the first enemy on the list to be hit with Berserk.
 
Because status staff users only check the status of the first enemy on the list to determine who they can and cannot target, if this first enemy is berserk, they will treat themselves as berserk for the purposes of status staff targeting, and will therefore consider units of all affiliations as potential targets. Enemy status staff users in this state may also target units on gates or thrones and successfully status them, being the only way to do so, and creating normally-impossible scenarios such as [[Cohen]] being put to sleep or [[Raydrik]] getting Berserked and leaving his throne. Furthermore, Silence casters may use Silence on targets who do not use magic or staves at all, or have none in their inventory. However, if this first enemy then has their status condition overwritten (such as being hit with a poison weapon), then this effect ends, and enemy status staff users resume normal targeting.
 
Additionally, the first enemy in the list does not necessarily have to be alive for this behavior to occur. As long as their data still stores them as in the Berserk state, the effect will persist. Even if the first enemy is killed, as long as they were Berserk at the time of their death, the effect will persist. However, if enough enemy reinforcements spawn such that dead unit's data gets overwritten (the unit cap is 50; the 51st enemy will overwrite the data of a dead enemy), then the effect ceases, as the reinforcement would overwrite the status condition entry with their new value.<ref>{{Cite web|published=13 September, 2022|retrieved=20 September, 2023|author=ai|url=https://www.youtube.com/watch?v=hNFWaTZbxto|title={{lang|ja|バグ技でレイドリックやベルドをバサーク状態にする}} Put Raydrick and Veld in Berserk state with glitches [FE Thracia 776&#93;|site=YouTube}}</ref>
 
As a side effect of this behavior, berserking enemy status staff users directly will not cause them to consider targeting other enemies, since the first enemy in the load list needs to be berserked for that to happen. This is, unlike the requirements to pull this glitch off, a realistic scenario.


===Larcei or Ulster wielding Balmung===
====Known first enemies on the list====
While the Crusader weapons cannot normally be sold to the pawn shop and leave their initial owner's possession, a glitch involving [[Valkyrie (staff)|Valkyrie]] can be exploited to transfer [[Balmung]] out of Shanan's inventory and into [[Larcei]] or [[Ulster]]'s. This requires that [[Holyn]] was their father, giving them major Od blood.
* [[The Liberation of Leonster|Chapter&nbsp;18]]: Leonster [[Soldier]] closest to right side starting positions
*First, Shanan must be killed while he has Balmung equipped.
* [[The Scion of Light|Chapter&nbsp;20]]: Boss [[Baráth]]
*Once Shanan is dead, access the Valkyrie menu and press X on Shanan to view his profile. While viewing his profile, press L or R, then exit his profile with B, then view his profile again with X. Balmung will have changed into an [[Iron Lance]] with 98 uses.
* [[The War of Liberation|Chapter&nbsp;21]]: Boss [[Fraus]] (on a Gate; can't be berserked)
*Exit the Valkyrie menu, save the game, then reset the game.
* [[The Detention Center|Chapter&nbsp;21x]]: Boss [[Zaom]]
*If all steps are completed properly, Balmung will appear in the castle [[armory]], and Larcei or Ulster can buy it and equip it in battle.
* [[Across the River|Chapter&nbsp;22]]: Leftmost [[Sword Armor]]
* [[The Fiend's Lair|Chapter&nbsp;23]]: Left [[Dark Mage]]
* [[The Baron in Black|Chapter&nbsp;24]]: [[Dark Mage]] in the NPC room closest to the nearby stairs
* [[The Loptrian Altar|Chapter&nbsp;24x]]: Boss [[Dark Bishop]] on the escape point
* [[Sworn Upon a Sword|Chapter&nbsp;25]]: [[Dark Mage]] in [[Mus]]'s room


==All GBA games==
===Issues with rescued units forcibly moved by tile changes===
===[[Status condition]] counter===
In [[Fort Dandrum|Chapter&nbsp;11]], [[Kempf]]'s trap can have odd effects when the door tile changes forcibly move units that are holding other units. Due to the game updating the rescued unit's data incorrectly when moving their rescuer, it flags them as "rescuing someone" and they will behave as such, but there is no valid unit in their possession, causing the game to behave irregularly when the invalid unit is interacted with.
In all of the GBA releases the turn counter for status conditions does not decrease when that unit is being rescued. This is useful for a few reasons. It prevents poison damage, and also makes the [[dancer]] ring buffs able to last for more than one turn.


Interactions with the invalid unit include:
*Attempting to drop the invalid unit freezes the game. The tiles the invalid unit can be dropped to appears to be random and irregular (such as wall tiles).
*The game freezes if the holder dies and is forced to drop the invalid unit.
*Trade with the invalid unit can be initiated, but results in an unusual inventory being accessed; exiting the trade menu results in a game freeze.
===Enemy movement freeze===
During circumstances that are not entirely certain, it is possible for the player to prevent enemies from moving toward a player unit if the last action before ending the player phase is waiting with [[Leif]]. The only known instance of this being possible is in [[Mother and Daughter|Chapter&nbsp;5]]. In this scenario, the player can use this glitch to have [[Eyvel]] immediately [[capture]]d, which will eliminate one of the three arena fighters, as they will always escape the turn after having captured Eyvel. The glitch can then be used to prevent the remaining arena fighters from attacking [[Nanna]], which is useful for allowing the player to not have to fight additional arena fighters that spawn from killing previous fighters.
When the glitch is active, enemies will not move to a space where Nanna could attack them but they could not attack her. With the [[Lands Sword]] and 5&nbsp;[[move]], Nanna has an attack range of 7; with 6&nbsp;move and 1-range weapons, the [[General]] and [[Warrior]] arena fighters will also have 7 attack range. Because they cannot reach Nanna from outside her range, the enemies will not move to attack her. If an enemy has more move, they will be able to reach her from outside her range, but will still only move to spaces in her range where they could attack her.<ref>{{Cite web|author={{lang|ja|まぐ}}|url=https://www.youtube.com/watch?v=7rrlur8EgFE|title={{lang|ja|突撃型封じ}}|site=YouTube|published=5 March, 2020|retrieved=17 June, 2023}}</ref>
===[[Sol (skill)|Sol]] glitch===
When a unit with Sol is equipped with certain weapons that grant skills, such as the [[King Sword]], Sol will not be able to activate.
==Game Boy Advance games==
===Enemy control glitch===
===Enemy control glitch===
{{FE6}}, {{FE7}}, and {{FE8}} all have a glitch involving certain [[hazards|terrain hazard]] behaviors. To utilize this glitch, an enemy must initiate an attack on their phase when standing on a certain tile to be controlled. When the enemy completes their attack and the game returns to the map (if animations are on) quickly reset the game before the next enemy moves. The player will then be given control of enemies for that turn.
[[File:Ss fe07 enemy control glitch.png|thumb|An enemy [[Sage]] being controlled by the player in {{title|The Blazing Blade}}.]]
{{FE7}} and {{title|The Sacred Stones}} both have a glitch involving certain [[hazards|terrain hazard]] behaviors. To utilize this glitch, an enemy must initiate an attack on their phase when standing on a certain tile to be controlled. The glitch can be activated by resetting the game after the enemy completes their attack, but before the next enemy moves. The player will then be given control of enemies for that turn.
 
When the glitch is in effect, the player has total control of the enemy army and can perform any action that they could with their own army. This allows them to make enemies perform actions that enemies otherwise would never perform, such as [[Rescue (command)|rescuing]] and [[Trade|trading]] with each other, or accessing [[Merlinus]]'s [[supply convoy]]. As enemies drop the last item in their inventory, the item that is dropped can be manipulated through trading, and can potentially allow the player to obtain items that are otherwise unavailable.


The tiles that trigger this (and thus the tile that the enemy must be standing on) are:
The tiles that trigger this (and thus the tile that the enemy must be standing on) are:


*Lava tiles that shoot flames.
*Lava tiles that shoot flames
*Snag tiles, where the snag used to be.
*Snag tiles, where the snag used to be.{{citation needed}}
*The tile where a torch staff was used. (''Fire Emblem'' and ''The Sacred Stones'' only)
*The tile where a torch staff was used.
*The tile at map position (0, 0)—i.e. the top left corner tile—after a map change (such as a [[chest]] opening or closing or a wall being broken) has occurred.
 
Additionally, the tile where a [[Mine]] was placed can activate this glitch; the game should be reset during or after the Mine animation, or before the next enemy moves. Mines are normally only available in ''The Blazing Blade'', but the glitch can still be performed with the unused Mine item in ''The Sacred Stones''.
 
====Applications====
[[File:Ss fe08 enemy control glitch gorgon.png|thumb|An enemy [[Gorgon Egg]] being controlled by the player in {{title|The Sacred Stones}}.]]
*As dropped items have their durability restored, controlled enemies can take an item out of the convoy and give it to an enemy that drops an item to restore its durability.
*In [[Unfulfilled Heart|Chapter&nbsp;24E/26H]] of ''The Blazing Blade'', the glitch can be used to make [[Vaida]] put her special "[[Uberspear]]" into the convoy, or trade it to an enemy [[Shaman]] who drops a [[Luna (tome)|Luna]] to make them drop the Spear instead.
*In ''The Sacred Stones'', when a [[Gorgon Egg]] becomes a [[Gorgon]], the durability of the items in its inventory is restored. Through the use of this glitch, items can be given to a Gorgon Egg to be restored when it hatches; however, the first item in its inventory is deleted, and the glitch will need to be performed a second time to retrieve the items.
*In ''The Sacred Stones'', players can obtain monster-exclusive weapons through the enemy control glitch. [[Myrrh]] can use weapons such as [[Sharp Claw]] or [[Fiery Fang (The Sacred Stones)|Fiery Fang]], while weapons used by [[Mogall]]s, [[Arch Mogall]]s, and Gorgons are considered [[dark magic]], and can be used by units that normally cannot use dark magic due to their {{GBAdash}} [[weapon level]].
**[[Petrify (tome)|Stone]] uniquely provides dark experience, allowing any unit the ability to use dark tomes. Classes capable of using [[anima]] or [[light magic]] can use dark magic with no issues, but other units revert to map animations when using magic. [[Tethys]] does play animations when using magic, however the [[Dancer]] animation is not programmed to return to "standing and ready to attack" state after attacking once, and the game will softlock if Tethys's [[attack speed]] is high enough to follow-up.
 
===Canto glitches===
In all of the GBA games, a glitch can occur that prevents a unit with [[Canto]] from activating it. If the [[supply]] menu is opened or a [[trade]] partner is selected but the menu is closed before any items are exchanged, then, without closing the action menu, an action is performed that would allow the unit to activate Canto (e.g. using an [[item]] or [[rescue (command)|rescuing]] a unit), the unit will be unable to activate Canto to utilize their remaining movement.
 
Additionally, the tiles that allow the [[#Enemy control glitch|enemy control glitch]] to be triggered also cause mounted units to activate Canto after actions such as Attack which do not normally allow it.<ref>{{cite web|url=https://www.youtube.com/watch?v=uAivXZhHswk&t=229|title=FE7 HHM 0% growths chapter&nbsp;24|author=dondon151 and Mekkah|site=YouTube|published=9 November 2020|retrieved=11 February 2024}}</ref>


===Restoring item durability with enemy control and droppable items===
===Status effect counter===
When the enemies are under player control find an enemy that will drop their item. Manipulate the enemies so that the item you want restored will be dropped by them, this is generally having an enemy access the convoy and then chain-[[trade|trading]] it to the enemy that can drop an item. When that enemy is killed the item will drop with full durability.
In all of the GBA releases, the turn counter for status effects does not decrease when that unit is being rescued. This prevents poison damage and makes the [[dancer]] ring buffs last for more than one turn.
 
===Unit stacking===
It is possible to place multiple allied units on the same tile with frame-perfect inputs.<ref>{{cite web|url=https://tasvideos.org/3266S|title=Submission #3266 comments|author=Rolanmen1|site=TASVideos|published=22 August 2011|retrieved=11 February 2024}}</ref> However, while enemies can target any unit on that tile, the player can only select or target the one which is lowest in deployment order.


=={{FE6}}==
=={{FE6}}==
===Obtain a [[firestone]]===
===Recruitable characters getting extra stats on Hard Mode===
[[File:Ss fe06 steal firestone.png|thumb|The berserked thief successfully stealing the [[War Dragon|war dragon]]'s firestone.]]
When calculating extra stats for Hard Mode enemies, recruitable characters are supposed to be excluded from the bonuses. However, an oversight causes the game to incorrectly give these bonuses to any recruitable enemy if they appear after the start of the map. This includes characters who join after the map starts but before the player's first turn (such as Perceval in [[The Dragon Child|Chapter&nbsp;15]]), as well as units who are only enemies in cutscenes (such as Melady in [[Rescue Mission|Chapter&nbsp;13]]). When calculating these bonuses, the game will not use the character's growths, but their class growths.<ref>{{cite web|url=https://fe6.triangleattack.com/guides/hard-mode-bonuses|title=Hard Mode Bonuses - Fire Emblem: The Binding Blade (FE6)|site=Triangle Attack|retrieved=17 October 2023}}</ref> (This inconsistent behavior is exclusive to {{title|The Binding Blade}}: in {{title|The Blazing Blade}}, all recruitable enemies get the appropriate bonus levels, whereas in {{title|The Sacred Stones}}, none of them do.)
In ''The Binding Blade'' there is a glitch that allows the player to obtain a [[firestone]], a normally enemy-exclusive [[Stone (weapon)|dragonstone]] weapon. This glitch has a few requisites, it can only be performed on a map with a [[Manakete]] that has a firestone, and there must be an enemy with a [[berserk (staff)|berserk staff]]. A player [[thief]] is also required, so the options are [[Chad]], [[Cath]], or [[Astore]].


To perform the glitch; have the thief in range of the berserk staff and the enemy manakete, then allow the thief to be inflicted with the berserk [[status condition]]. The next time the berserked thief is able to move the AI will steal the dragonstone from the nearby manakete, and it will now be in the thief's inventory.
===Obtain a [[Firestone]]===
[[File:Ss fe06 steal firestone.png|thumb|The berserked Thief successfully stealing the [[War Dragon]]'s Firestone.]]
In ''The Binding Blade'' there is an AI oversight that allows the player to obtain a [[Firestone]], a normally enemy-exclusive [[Stone|dragonstone]] weapon, through having a [[Thief]] afflicted by [[Status effect#berserk|berserk]] steal one from an enemy [[Manakete]]. Obtaining a firestone requires a map to have both a [[Manakete]] with a Firestone and an enemy with a [[berserk (staff)|Berserk]] staff (requirements which Chapters [[Unattained Dream|22]] and [[The Ghosts of Bern|23]] satisfy); a player [[Thief]] ([[Chad]], [[Astolfo]], or [[Cath]]) is also required.


[[Fae]] is able to use the firestone, though it causes benign graphical glitches and can crash the game. It is interesting to note that the animations handle the transformation dynamically, showing Fae transform into a fire dragon despite her usually never being able to use one in normal gameplay. The map animations in particular suffers no graphical glitches whatsoever.
[[Fae]] is able to use the firestone, though it causes benign graphical glitches. The animations handle the transformation dynamically, showing Fae transform into a fire dragon despite her not being able to access one in normal gameplay; the map animations suffer no graphical glitches whatsoever.
 
The AI oversight that causes this is the internal list of items that the AI uses when deciding what to steal. For whatever reason, it contains all three types of dragonstones (including the unused Demon Dragonstone) as the highest priority loot despite them not being stealable within intended theft mechanics.
 
===Failing a 100% chance===
[[File:Ss fe06 miss at 100.png|thumb|[[Rutger]] dodging a 100% hit chance of the [[Berserk (staff)|Berserk]] staff hitting him.]]
In ''The Binding Blade'' it is possible for a 100% chance to, very rarely, fail due to an error in how ''The Binding Blade'' generates random numbers. The expected range for random numbers is 0 to 99, and a random check succeeds if a generated random number is lower than the success rate (e.g. a stat with a 50% growth rate will grow when numbers 0–49 are generated, and will not grow when 50–99 are generated). An error in how the random numbers are generated allows for a 36/65536 or about 0.055% chance of the game generating a 100, which would force a 100% success based on a single random number, such as a growth rate or [[staff]] attack, to fail. Most attacks, however, are calculated based on [[true hit]], where the average of two random numbers is checked against the hit rate; as such, two 100s would need to be generated in a row to force an attack to miss—an event which has slightly more than a 0.00003% chance of occurring.<ref>{{cite web|url=https://feuniverse.us/t/fire-emblem6-rng-data/6505/6|title=response to Fire Emblem6 Rng Data|site=Fire Emblem Universe|author=StanH|published=6 November, 2019|retrieved=8 August, 2020}}</ref> This does not occur in the other Game Boy Advance games.
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===Missing at 100% accuracy===
===Rescued unit able to move again===
[[File:Ss fe06 miss at 100.png|thumb|[[Rutger]] dodging a 100% hit chance of the [[berserk]] staff hitting him.]]
[[File:Ss fe06 rescue move again.png|thumb|[[Astolfo]], able to move again after [[Sin]] was killed carrying him.]]
In ''The Binding Blade'' it is possible for a 100% chance to, very rarely, miss. This does not occur in the other Gameboy Advance games.
If a unit who has already moved gets [[rescue (command)|rescue]]d by another unit and the rescuer dies, the rescued unit will be able to move again. If the rescued unit ended their turn by waiting, they will not be able to perform any action except wait and will be forced to move if they are selected, as if they had activated [[Canto]]; additionally, this can cause visual errors, such as incorrectly coloring tiles that the rescuer could have attacked but the rescued cannot traverse. This does not occur in the other Game Boy Advance games.
 
===Impossible Arena enemies===
If the player enters the Arena several times, players may occasionally encounter an enemy wielding incompatible weapon types in the arena. Unpromoted units may encounter a [[Brigand]] with a type of [[bow]] ([[Iron Bow]], [[Steel Bow]], or [[Silver Bow]]), and promoted units may encounter a [[Warrior]] with a type of [[anima]] tome. Once this happens, the match will take place in total darkness as there is no animation programmed for this scenario. If the opponent is physical, they cannot retaliate; magical opponents can retaliate and possibly kill with a critical hit. It is also possible for the player unit to die. After one round of combat, the match ends as if the player had rescinded their bet.


=={{FE7}}==
=={{FE7}}==
===Enemy control with mine===
[[File:Ss fe07 enemy control glitch.png|thumb|Controlling one of [[Nergal]]'s [[morph]]s with the glitch.]]
In {{FE7}}, the [[Mine]] is the subject of a famously exploitable glitch which allows the player to use Mines to temporarily take control of the enemy army. During the enemy phase, if a unit on the enemy side triggers a set Mine, the player can soft-reset or turn off the system while the exploding animation is playing. Upon returning to the game, the enemy's movement plays again and they are still affected by the Mine, but once this ends the player is left in control of the enemy phase for the rest of the turn (or soft-resetting/powering-down).
When the glitch is in effect, the player has total control of the enemy army and can perform any action that they could with their own army. This allows them to make enemies perform actions that enemies otherwise would never perform, such as [[Rescue (command)|rescuing]] and [[Trade|trading]] with each other, or accessing [[Merlinus]]'s [[supply convoy|convoy]]. If there is an enemy present who drops an item upon defeat, the player can use the glitch to make this enemy trade with others to replace the item they drop with a different enemy's item. One of the most common applications of this is in [[Unfulfilled Heart|Chapter 24E/26H]], where players often use the glitch to make the [[boss]] [[Vaida]] either put her [[Spear|unique Spear]] into the convoy, or trade it to an enemy [[Shaman]] who drops a [[Luna (tome)|Luna tome]] to make them drop that Spear instead.
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===100% support graphical glitch===
===100% support graphical glitch===
[[File:Ss fe07 support viewer 100.png|thumb|Success overlapping 100%]]
[[File:Ss fe07 support viewer 100.png|thumb|Success overlapping 100%]]
A minor graphical glitch occurs in the English localization of ''Fire Emblem'', when 100% of support conversations are unlocked in the support viewer. "Success" overlaps with 100% by a few pixels.
A minor graphical glitch occurs in the English localization of ''The Blazing Blade'', when 100% of support conversations are unlocked in the support viewer. "Success" overlaps with 100% by a few pixels.
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===Help description text overflow===
===Help description text overflow===
[[File:Ss fe07 help description glitch.png|thumb|Viewing the [[Dragon Axe]]'s help description.]]
[[File:Ss fe07 help description glitch.png|thumb|Viewing the [[Dragon Axe]]'s help description.]]
''Fire Emblem''{{'}}s North American release introduced a glitch with the [[Wind Sword]]'s and [[Dragon Axe]]'s help descriptions; both of their help descriptions are too long to display properly; this also causes other graphical glitches to occur. These errors were fixed in the PAL release by [[List_of_regional_version_differences/Fire_Emblem_(GBA)#Dialogue_changes_2|shortening the descriptions]].
''The Blazing Blade''{{'}}s North American release introduced a glitch with the [[Wind Sword]]'s and [[Dragon Axe]]'s help descriptions; both of their help descriptions are too long to display properly; this also causes other graphical glitches to occur. These errors were fixed in the PAL release by [[List of version differences/Fire_Emblem: The Blazing Blade#Dialogue changes 2|shortening the descriptions]].
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=={{FE8}}==
=={{FE8}}==
===Restoring item durability with enemy control and Gorgon eggs===
===Pierce glitch===
[[File:Ss fe08 enemy control glitch gorgon.png|thumb|Controlling a [[Gorgon Egg]].]]
A glitch with the [[Pierce]] skill was introduced in ''The Sacred Stones''{{'}}s localization. If animations are on and a unit activates pierce on their first hit, then attacks again while the opponent's HP is still decreasing, the game freezes.<ref>{{Cite web|published=3 July, 2013|retrieved=24 September, 2016|url=https://www.youtube.com/watch?v=rGv_pyAb-Vw|title=Fire Emblem: Sacred Stones (Wyvern Knight Pierce Glitch)|site=YouTube}}{{dead link}}</ref> Normally, the game waits for HP to finish decreasing before allowing the unit to attack again, but for some reason Pierce skips this waiting period. This glitch can be entirely circumvented by turning animations off.
This is most useful for rare one-of-a-kind items, like [[Myrrh]]'s [[dragonstone]]. This method requires the use of the enemy control glitch twice. Use the enemy control glitch to give a [[Gorgon Egg]] the item you want restored, however, '''make sure you have an item that you don't mind losing''' in the egg's first item slot. When the egg hatches, the first item will disappear, and the other items in the Gorgon's inventory will have maximum durability. Use the control enemy glitch again to have the gorgon place the repaired items in the convoy.<ref>{{Cite web|published=28 November, 2008|retrieved=24 September, 2016|url=https://www.youtube.com/watch?v=uFaQfBi-0Fo|title=How to repair Myrrh's Dragonstone|type=YouTube video}}</ref> Beware, however, as Gorgons are able to use the dragonstone and dark tomes.
{{clear}}


===Giving any unit dark magic weapon experience===
=={{FE9}}==
With the use of the enemy control glitch and the [[Gorgon]]'s [[Stone (tome)|stone]] magic it is possible to give any unit in the game access to [[dark (magic)|dark magic]]. This works because stone gives the user dark magic weapon experience, and has a -- weapon rank, meaning anyone can use it and gain weapon experience. [[Ereshkigal]] also does this, though it is not obtainable with glitches in ''Fire Emblem''.  
===[[Ike]]'s four [[Iron Sword]]s===
There is a bug in the North American version of ''Path of Radiance'' that causes [[Ike]] to have four [[Iron Sword]]s in [[The Battle Begins|Chapter&nbsp;1]] if the Visit tutorial is skipped. This was not present in the Japanese version, and was fixed for the PAL release.


Physical units with dark magic revert to map animations when using magic, though any magic class ([[Mage]], [[Sage]], [[Bishop]], etc.) <!--Test with priest later--> can use the dark magic with no issues whatsoever. One fun, though somewhat trivial, use is to give [[Naglfar]] to a [[Bishop]], and have them attack a [[monster]], with the bonus from [[slayer]] it is possible for a Bishop to have over 100 displayed damage.
===Critical glitch===
In the Japanese version, forging a 5-[[critical rate|critical]] weapon to 0-critical at a weapons shop changes it to 255-critical. This glitch was fixed in the international versions.


Also of note, [[Tethys]] ''does'' play animations when using magic, however the [[dancer]] animation is not programmed to return to 'standing and ready to attack' state after attacking once, so the game will softlock if Tethys' [[attack speed]] is high enough to double attack.
===Shinon not dropping his Brave Bow===
 
In [[Crimea Marches|Chapter&nbsp;18]] of the Japanese version, [[Shinon]] will not drop the [[Brave Bow]] if the player saves at the preparations screen; if the player resets the game, then Shinon will drop the Brave Bow as usual. This glitch was fixed in the international versions.
===Pierce Glitch===
A glitch with the [[Pierce]] [[skills|skill]] was introduced in ''The Sacred Stones''{{'}} localization. If animations are on and a unit activates pierce on their first hit, then attacks again while the opponent's HP is still decreasing, the game freezes.<ref>{{Cite web|published=3 Jul, 2013|retrieved=24 September, 2016|url=https://www.youtube.com/watch?v=rGv_pyAb-Vw|title=Fire Emblem: Sacred Stones (Wyvern Knight Pierce Glitch)|type=YouTube video}}</ref> Normally, the game waits for HP to finish decreasing before allowing the unit to attack again, but for some reason Pierce skips this waiting period. This glitch can be entirely circumvented by turning animations off.
 
=={{FE9}}==
===Critical glitch===
In the Japanese version, forging a 5 critical weapon to 0 critical at a weapons shop changed it to 255 critical. This glitch was fixed in the international versions.


=={{FE10}}==
=={{FE10}}==
===Pass glitch===
===Pass glitch===
To perform this glitch, a unit must have the [[pass]] skill equipped and at least 8 movement. When moving the unit with pass, the movement arrow must be made to go through at least one enemy unit. The movement arrow can then be maneuvered to be much longer than normally possible, and can even exit the blue tiles, although it must return to a blue tile immediately afterwards. The arrow must still end in a blue tile, making this an amusing but usually pointless glitch. In extreme cases, however, it can have game-breaking effects.<ref>{{Cite web|published=17 May, 2008|retrieved=20 March, 2017|url=https://www.youtube.com/watch?v=VQrjrn_BHHM|title=Tibarn the Astronaut|type=YouTube video}}</ref>
When the player is moving a unit with [[Pass]] and at least 8 [[movement]], the movement arrow can be maneuvered to be much longer than normally possible—and can even exit the blue tiles, although it must return to a blue tile immediately afterwards—if it is moved through at least one enemy unit; the player cannot move a unit somewhere they would otherwise not be able to move. Though this glitch is normally harmless, it can have game-breaking effects in extreme cases.<ref>{{Cite web|author=YayMarsha|published=17 May, 2008|retrieved=20 March, 2017|url=https://www.youtube.com/watch?v=VQrjrn_BHHM|title=Tibarn the Astronaut|site=YouTube}}</ref>


===Treasure glitch===
===Treasure glitch===
The international versions fixed a glitch that was found in the Japanese version where you could repeatedly try and obtain hidden treasures by cycling through the Direct and Cancel commands.
The international versions fixed a glitch that was found in the Japanese version where a unit could repeatedly attempt to obtain [[hidden treasure]]s by cycling through the [[Direct]] and Cancel commands.
 
===Enemy Class Change===
In [[Just Cause|Chapter&nbsp;III-11]], if a player unit is level&nbsp;20 with 99 experience and is hit with an [[Onager]], the [[Sniper]] shooting it will suddenly class change into a [[Marksman]] with Shinon's model and a villager portrait.<ref>{{Cite web|published=9 November, 2015|retrieved=7 October, 2021|author=Chuchuca|url=https://www.youtube.com/watch?v=_ljcAGlvq2k|title=FE Radiant Dawn: Enemy Class Change Glitch|site=YouTube}}</ref>
 
===Heather does not promote with Steal===
If [[Heather]] reaches level&nbsp;21 with experience from [[steal]]ing instead of combat or bonus experience, she will reset to level&nbsp;20 instead of promoting.


=={{FE11}}==
=={{FE11}}==
===Warp staff cloning glitch===
===Warp staff cloning glitch===
The European version fixed a glitch known as the Warp Staff Cloning Glitch, which happens when casting the Warp staff and quickly skipping the staff animation causing an invisible clone of the teleported character to appear where they were standing before being teleported away. The clone will remain where it is as long as the enemy doesn’t make a move. The US version still has the glitch despite the US version being released after the European version.  
When using the Warp staff and quickly skipping the animation, an invisible clone of the teleported character can appear where they were standing before being teleported away. The clone will remain where it is until an enemy moves. This glitch is present in the Japanese and North American versions; it was removed in the European.
 
The glitch works differently between the Japanese and US version. In the Japanese version, the clone disappears immediately when an enemy moves. In the North American version, it will remain for 1 to 3 turns and impede enemy movement, similar to a [[Light Rune]] or [[Shine Barrier]].
 
===Obtain two [[Falchion (Archanea)|Falchion]]s===
It is possible to access [[The Alterspire|Chapter&nbsp;24x]] and also keep both [[Falchion (Archanea)|Falchions]]. The requirements to access Chapter&nbsp;24x are: Tiki is not present in the party (either she has been defeated or she was never recruited) and Falchion must not be present anywhere in the [[supply convoy|convoy]] or any [[unit]]'s inventories. To enter 24x while in possession of Falchion, a unit holding [[Marth]]'s Falchion (other than Marth himself; this unit can be Tiki) must die during [[The Dragonkin Realm|Chapter&nbsp;24]]. Dead units' items are sent to the convoy at the end of the chapter; it appears the game fails to account for this when checking the player's items for the presence of Falchion, as the player will be sent to 24x as if they did not have Falchion.


The glitch works differently between the Japanese and US version. In the Japanese version, the clone disappears immediately when the enemy makes a move. In the North American version, it will remain for 1 to 3 turns and acts as an effective Light Rune or Shine Barrier from previous games, impeding enemy movement.
The player will then recruit [[Nagi]] and obtain another Falchion upon completion of Chapter&nbsp;24x. Additionally, the player may use the [[Aum]] staff, obtained the previous chapter, to revive the unit that died while holding Falchion.


=={{FE13}}==
=={{FE13}}==
===Battle zoom-in garbage effect===
===Battle zoom-in garbage effect===
With the console's 3D feature off, start an attack between two units. While the screen is fading in with a blur effect, turn the 3D effect on. This will result in the blur effect being partially corrupted by garbage graphics.
If the [[3DS]]'s 3D effect is turned on during the transition into an attack, the blur effect will be partially corrupted by garbage graphics.


===Detailed unit list glitch===
===Detailed unit list glitch===
On a battle's preparations, go to the list of units and press R to switch to the detailed table. Highlight the unit at the top, go up to the table's header, and choose a different column than the one that the list is being sorted by, such that the unit at the top of the list is a different one from before. The bottom screen will show the previous unit, which is correct, but now if you go down and highlight the first unit of the list, it will not update and will continue to show the old unit. This will only be corrected when you place the cursor on the second or last unit of the list, and then place it back on the first unit.
In the detailed unit list in [[preparations]], highlighting the top unit, changing the table sort, and highlight a new top unit does not update the bottom screen's display. This behavior indicates that the table's header and the first unit of the list both share the same table entry index number. Since changing the cursor from the header to the first unit will not result in a different index number, the bottom screen is not updated.
 
This behavior indicates that the table's header and the first unit of the list both share the same table entry index number. Since changing the cursor from the header to the first unit will not result in a different index number, the bottom screen is not updated.


===Vaike's axe cutscene after death===
===Vaike's axe cutscene after death===
If [[Vaike]] dies on the same turn he is given his [[Iron Axe]] on [[Shepherds (chapter)|chapter 2]], the cutscene with [[Miriel]] scolding him will take place after Vaike's death, but will play out exactly the same as normal, which means that Vaike will say his lines in the script, despite being dead.<ref>{{Cite web|published=10 February, 2015|retrieved=24 September, 2016|url=https://www.youtube.com/watch?v=fN4K-2DO_Cs|title=Fire Emblem Awakening Glitch: The Ghost of Vaike|type=YouTube video}}</ref>
If [[Vaike]] dies on the same turn he is given his [[Iron Axe]] in [[Shepherds (chapter)|Chapter&nbsp;2]], the cutscene with [[Miriel]] scolding him will take place after Vaike's death, but will play out as normal.<ref>{{Cite web|author=BigKlingy|published=10 February, 2015|retrieved=24 September, 2016|url=https://www.youtube.com/watch?v=fN4K-2DO_Cs|title=Fire Emblem Awakening Glitch: The Ghost of Vaike|site=YouTube}}</ref>
 
One way to set this up is to let Vaike get hurt such that the next attack of an adjacent enemy unit will kill him. In this state, bring Miriel to Vaike and end her turn. With Vaike, use the [[trade]] functionality to obtain the axe, and use it to attack the adjacent enemy right away. This will not work if the enemy dies immediately, since it won't be able to counter-attack Vaike. If all goes well, the enemy will counter-attack, Vaike will fall, and his turn will end, which is the only available time the game has to start the Miriel and Vaike cutscene.


===Japanese voice glitch===
===Japanese voice glitch===
If the game is reset while voices are set to Japanese, the voices will go back to English. Cinematic cutscenes are still in Japanese, however. This glitch was fixed in the PAL release.
In the North American release, if the game is reset while voices are set to Japanese, the voices will go back to English. Cinematic cutscenes are still in Japanese, however. This glitch was fixed in the PAL release.


===Luna teleport===
===Luna teleport===
If a [[Great Knight]] on [[Origin Peak]] triggers [[Luna (skill)|Luna]], followed by a [[Dual Strike]] or a second attack, they will teleport after blazing through the enemy on Luna's animation.<ref>{{Cite web|published=15 October, 2016|retrieved=15 October, 2016|url=https://www.youtube.com/watch?v=YTU7sS9gfHM|title=Luna teleport glitch - Fire Emblem Awakening |type=YouTube video}}</ref>
If a [[Great Knight]] on [[Origin Peak]] triggers [[Luna]], followed by a [[Dual Strike]] or a second attack, they will teleport after Luna's animation.<ref>{{Cite web|author=Espyo|published=15 October, 2016|retrieved=15 October, 2016|url=https://www.youtube.com/watch?v=YTU7sS9gfHM|title=Luna teleport glitch - Fire Emblem Awakening |site=YouTube}}</ref>
 
=={{FE16}}==
===HP overflow issues===
[[HP]] regeneration from forts and similar tiles can encounter overflow issues with units with very high HP,<ref>{{Cite web|published=19 November, 2019|retrieved=4 January, 2020|author=MarioPokemon123456|url=https://www.youtube.com/watch?v=Uy0ppyqZTEE|title=Hegemon Edelgard, killed by a fort|site=YouTube}}</ref> resulting in unintended HP values being applied. In the case of the referenced example, doing exactly 3 damage to [[Edelgard]] in [[Oath of the Dagger|Azure Moon Chapter&nbsp;22]]—whose last HP bar has 199 HP on Maddening mode—and allowing her HP to be "restored" results in her death due to her HP being set to 0.
 
===Songs not unlocking in the Music Library===
If the voiceover language for ''Three Houses'' is set to English, the songs "Song of the Nabateans" and "The Edge of Dawn" will not appear in the [[Music Library of Fire Emblem: Three Houses|Music Library]], even if they are encountered in gameplay (which would normally unlock them). This may be due to the conditions for the English version of both songs having been incorrectly set, as both songs feature lyrics in English and Japanese.
 
===Authority skill point loss when battalions are automatically equipped===
Edelgard, [[Hubert]], [[Dimitri]], and [[Claude]] each have a unique battalion automatically equipped to them at different points in the story—in [[Outset of a Power Struggle|Chapter&nbsp;12]] if siding against the Church for Edelgard and Hubert, and in [[Reunion at Dawn|Chapter&nbsp;13]] for Dimitri and Claude in Azure Moon and Verdant Wind respectively—and have their [[authority]] skill increased to C if it is below that; at this point, they will lose any points they gained toward the next authority level even if their level was above C, though they will not decrease in skill level. Presumably, this is caused by an oversight in how their authority level is increased.
 
===Skipping to unintended dates and repeating months===
When skipping to specific dates on the calendar, it is possible to select a different day than intended by holding a direction on the left control stick or D-pad when selecting "Skip to Date"; doing so causes the cursor to move—though inconsistently—in the direction indicated, allowing players to skip to dates they conventionally could not. In chapters where the mission does not occur on the last day of the month, it is possible to skip to a day after the mission, though this can be inconsistent. After skipping the mission, the month will restart from the beginning and proceed as normal, and all events—including story events, instruction days, and the gold awarded at the start of the month—will occur again, effectively allowing for infinite acquisition of gold, experience, skill points, etc.<ref>{{Cite web|url=https://twitter.com/ClarisTheGirl/status/1396207435765800963?s=19|author=@ClarisTheGirl|site=Twitter|published=22 May, 2021|retrieved=8 June, 2021}}</ref>
 
===Unlocking S supports in New Game&nbsp;+ that have not been unlocked===
Units that cannot unlock an S support with Byleth continue to gain support points with Byleth up to the S support threshold (1001 points), while those who can unlock one will stop at 1000. In New Game&nbsp;+, characters who reached the S support point threshold—even if the support was not unlocked—can have their S supports unlocked in Byleth's Journal via [[renown]];<ref>{{cite web|url=https://old.reddit.com/r/fireemblem/comments/cvrp8o/fe3h_support_points_information_the_point_ranges/|site=reddit.com/r/fireemblem|title=[FE3H&#93; Support Points Information - The point ranges, New Game Plus trickery, and Misc info.|author=Jacien_V|published=26 August 2019|retrieved=25 August 2020}}</ref> e.g. if Felix reaches 1001 points with a male Byleth in a file, and that file is used to start New Game&nbsp;+ with a female Byleth, Felix's S support with Byleth can be unlocked.
 
===Shambhala music stops playing===
In [[Stand Strong at Shambhala|Silver Snow Chapter&nbsp;20/Verdant Wind Chapter&nbsp;21]], if the player defeats all visible enemies, the music will stop playing for a brief period before restarting. This is likely because the game assumes the chapter to be completed once all visible enemies have been routed, as the hidden enemies in the closed rooms are only spawned once the rooms are opened.
 
===Silence animation does not correspond to success===
When a unit is targeted with the [[Silence (staff)|Silence]] spell, the animation they perform does not correspond to whether they are actually afflicted with [[Silence (condition)|Silence]]—the unit may perform the "getting hit" animation while the effect does not activate, or they may perform a dodge animation while the effect does activate.{{citation needed}}<!--I've verified the latter case myself, and I presume the former being possible created the myth that it always hits, but this is likely to be contested so we need a better source than "trust me bro".-->
 
=={{TMSFE}}==
===Character Profile Crash===
In the character profile located under the Artists menu, while quickly scrolling through the character's biography, there is a chance that the game will crash, and the [[Wii U]] will make a loud buzzing sound. This is most notable with [[Tsubasa]]'s profile page as she has the longest biography section. This glitch is seemingly fixed in ''Encore''.
 
===Medeus Game Crash===
If Medeus is killed by either the Pale Druid or Pale Sorcerer (which can happen if they are confused or charmed), after the cutscene plays and Tiki heals everyone, the game will crash, and the Wii U will make a loud buzzing sound for about 5 seconds. This glitch only works in the Wii U version; in ''Encore'', the Pale Druid and Pale Sorcerer are prevented from attacking when Confused or Charmed.
 
===Yashiro Fight Softlock===
If the player loses the battle against [[Yashiro]] at the start of [[The Next Generation|Chapter&nbsp;3]] by having their last standing character physically attack Yashiro while he has his [[Counter]] ready, a line of dialogue at the end of the fight will not properly play. After the fight, the game will initially appear normal. However, when the player tries to engage with another enemy afterward, the game will be waiting on that missed cutscene while in a [[Game Over]] state, and thus will be stuck hanging on the loading screen. This has been fixed in the ''Encore'' version, allowing the cutscene to play properly if the above conditions are met.
 
=={{TRS1}}==
===Make a duplicate {{Saga|Krishna}}===
It is possible to make a duplicate of the character {{Saga|Krishna}} and duplicate items with the two Krishnas.
 
If the event between Krishna, {{Saga|Shigen}}, and {{Saga|Vega}} before {{Saga|Holmes the Hero|Map 14}} is viewed (which requires that Vega be sent with {{Saga|Holmes}}'s group in the first route split), a story event can occur after {{Saga|The Legendary Swordsman|Map 30}} where Krishna steals the {{Saga|Dakruon}}, leaves the party, and is present as an NPC on the fifth floor of the {{Saga|Tower of Morse}}; the event will not occur if she is killed before. However, if Krishna is revived with the Dakruon on the top floor of the tower, she and Shigen can still [[talk]] on the fifth floor. Under normal circumstances, Shigen's conversation with her is the point where she rejoins the party; it seems the developers did not make a contingency for if the event is skipped by her being dead and being revived afterwards, resulting in her being added to the party despite her already being there.
 
The two Krishnas share their inventory. By placing items in the clone Krishna's inventory and closing the item management menus, the items will be duplicated into the original Krishna's inventory; removing items from the original Krishna's inventory will not remove them from the clone Krishna's inventory. Doing the reverse, giving items to the original Krishna, will instead overwrite items in the clone Krishna's inventory, losing the items.
 
=={{TRS2}}==
===Move and attack with Burroughs===
Normally, {{Saga|Burroughs}} cannot attack after having moved on the same turn. However, if his weapon is unequipped before he is moved, he will be able to attack after moving.


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[[Category:Game mechanics]]
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Latest revision as of 21:37, 28 March 2024

Glitches (or bugs) are unintended behaviors in a game's logic. These can happen accidentally while playing, or triggered by the player intentionally. This page details glitches in Fire Emblem series games.

Fire Emblem: Shadow Dragon & the Blade of Light

Manakete defense glitch

Bantu with 99 defense.

When a class change item is used by a Manakete unit with a dragonstone equipped, it raises that unit's defense by whatever the dragonstone increases defense by (i.e. 12 for firestone, 13 for divinestone, 15 for magestone, 23 for earthstone), and the item is not used up. This can be used to exceed the class's usual stat cap of 20. Anything above 99 will not display properly in the stats screen, with only the last two digits showing.

Once the unit's defense increases above 127, it loops down to −128. Enemies will refuse to attack this unit, believing it to have high defense, but it does act properly as negative defense when the enemy counterattacks. On the status screen, −128 displays as 0, −127 displays as 1, and so on; and the battle GUI will always have the defense meter filled.

Once defense loops back up to zero and above, it works normally again.

Incorrect text when talking while on a house or village

In the English version, if a unit talks to another while standing on a house or village tile that can be visited, the dialog will instead display the house or village text.

Talisman glitch

If a unit has had Barrier used on them and the boost is still active, attempting to use a Talisman on them will cap their resistance without using up the Talisman.

Fire Emblem Gaiden

Skip recruiting Gray

Gray is no longer blocking the exit.

Normally, at the start of the game, Gray blocks the exit of Ram village; when he talks to Alm and join's Alm's team, he will vanish. If the game is reset after speaking to Mycen a second time, however, the NPCs will be in different positions, and Lukas (if he was not already recruited) will block the entrance, and Alm can leave without recruiting Gray.

Recruit Alm route characters with Celica

During the ending of Act 2 Celica gains access to Act 1's portion of the world map. Celica is able to walk past Zofia Castle and visit all the locations in that portion of the world. Characters that Alm did not talk to and recruit will still be present and can be recruited into Celica's party. This is an oversight, as they have the same dialogue—some characters, such as the villagers, will call Celica "Alm", and Alm's portrait will appear when speaking to Forsyth. It was acknowledged in the remake, where Kliff and Faye have unique dialogue if they are recruited by Celica in Act 2; other characters, however, either automatically join (such as Gray and Tobin) or can be spoken to by Celica but can only be recruited by Alm (such as Forsyth and Python).

Remove NPC units from battles

If the player retreats from a map that has NPC units present the NPCs will disappear the next time the map is entered.

Kill Duma with Nosferatu

For unknown reasons the Nosferatu spell is able to reduce Duma to zero HP, a feat normally only able to be accomplished with Alm's Falchion. Defeating Duma with Nosferatu causes minor graphical glitches during the ending sequence and the credits.

This glitch was retained in the remake, Fire Emblem Echoes: Shadows of Valentia, as an intentional feature.

Fire Emblem: Genealogy of the Holy War

Miracle Sword usable by male units

Once the Miracle Sword is broken, it can be sold as a Broken Sword to the pawn shop and be bought and equipped by a male unit. It can then be repaired and used; if another weapon is equipped, the Miracle Sword cannot be equipped again.

Safeguard village freeze

The game may freeze when Silvia visits the village containing the Safeguard in Chapter 4. The freeze can be avoided by reloading a save file on the turn Silvia will visit the village.

Rescue a guarding unit into the home castle

If a unit guarding the home castle is rescued by a unit within the home castle, the guarding unit is considered to still be guarding the castle, resulting in a number of unique properties:[1]

  • Primarily, the guarding unit will be able to use the depart command; doing so will "cancel" their turn, but will preserve any movements they made and will allow them to move again. The unit cannot depart when there is another unit two tiles below them, as they would be unable to from a unit blocking the exit to a castle.
  • The guarding unit can besiege enemy castles from any tile within two tiles of its defender. However, only attacks from the top three such tiles (only two of which are typically accessible) will result in normal combat; besieging from any of the other five tiles (two of which are typically impassible) will result in combat as if it were further away.
  • The guarding unit will be healed as if they were guarding the home castle, though they will use the terrain bonuses of whatever terrain they are actually on rather than those of the castle.
  • Another unit cannot guard the home castle, as the game considers the castle to already have a guard.

If an enemy attempts to seize the home castle while this glitch is active, the game will softlock.

The glitch can be ended by selecting depart in front of the home castle or finishing a chapter; the glitch will also end when seizing Ganeishire in Chapter 6, though seizing other castles does not end the glitch.

Dead units' items in the armory


This section has been marked as a stub. Please help improve the page by adding information.


A glitch involving Valkyrie's resurrection menu can be exploited to transfer an equipped item out of a dead unit's inventory and into the armory.

  • If, in the Valkyrie menu and viewing a unit's profile, a player presses L or R then exits and views their profile again, the unit's equipped weapon will change: sometimes to an 98-use Iron Lance, sometimes to a 40-use Warp, and sometimes it will not change.[what determines the change?]
  • If the game is then saved and reset, the unit's equipped item will appear in the castle armory.

This glitch is capable of forcing the Crusader Weapons out of a unit's inventory, which normally cannot happen. However, it does not force items into another unit's inventory, and a unit must still be able to use a weapon to purchase it. The most popular use of this glitch is to allow Larcei and Scáthach to use Balmung; if Chulainn is their father, they will have major Od blood, and can use—and thus purchase—Balmung if it is removed from Shannan's inventory with this glitch.

Steal + Wrath

If a unit with Steal is fighting against a unit that has Wrath activated, the unit with Steal will also be given a 100% critical rate.[2]

Jealousy

Main article: Glitch/Jealousy

When checking which units will be given love points, the game fails to reset a pointer when female units are adjacent. As a result, when the game gives out adjacency love bonuses, certain female units will steal love points from others, depending on their priority.

Game freeze from negative Adept rates

If a unit with Adept has less than −20 attack speed, the game will freeze when they attack, as their Adept activation rate will become negative. Since the heaviest weapons—broken weapons—have 30 weight, 10 speed will prevent this from happening; only Lene and Leif can have Adept and be slow enough for this to happen.

Fire Emblem: Thracia 776

Rescuing Eyvel in Chapter 5

In Chapter 5, it is possible to get Eyvel out of the arena without being petrified if Nanna is rescuing her when the arena door is opened, which requires that Nanna level constitution at least five times. If this happens, then the event will play as if Eyvel was already petrified, without actually removing Eyvel from Nanna. Furthermore, this does not cause Mareeta to leave, making it possible to steal the Shadow Sword from her.[3]

However, if the player ends the turn with Eyvel still being rescued by another unit, then at the end of the turn, the scene that plays if Eyvel is captured by an enemy will occur, and she will be taken and petrified. If the player, after opening the arena door with Eyvel rescued by Nanna, then has another unit take and drop Eyvel, then Eyvel will not be petrified and can be used for the remainder of the chapter. If Eyvel uses the escape point and escapes, she will not appear in the next chapter and will be sent to Chapter 24x, but she will not be petrified there.

If both Eyvel and Mareeta are being held by other units at any point, then the scene that plays when Mareeta is captured will occur, and Mareeta will be removed from the map. However, the scene will glitch when attempting to move Eyvel to Veld to be petrified, which will result in Eyvel still being held by whoever rescued her, but in a petrified state. It is possible to then take and drop Eyvel from her rescuer. If Eyvel was petrified in this way and an enemy then captures her and takes her off the map, she will get sent to Chapter 21x in a petrified state instead of Chapter 24x, and it is possible to retrieve her from Chapter 21x by rescuing her and having the rescuer escape the map despite her being petrified. Eyvel can then be deployed in subsequent chapters, though petrified and unable to do anything. However, starting Chapter 24, the Kia Staff can be used to de-petrify Eyvel, allowing her to be used as a combat unit from then on.

Furthermore, Eyvel's invincibility is only revoked at the start of Chapter 24x. Since the player has already retrieved and de-petrified her, it is not necessary to go to Chapter 24x to re-recruit her anymore. If the Kia Staff is disposed of (by using Steal to force it onto an enemy or by letting an enemy capture a player unit), Chapter 24x can be skipped and Eyvel will retain her invincibility going into Chapter 25. Likewise, it becomes possible to obtain an SSS rank without going to Chapter 24x.[4]

Extra S Drinks in Chapter 14x

In Chapter 14x, it is possible to get more than 6 S Drinks from the civilians if certain conditions are met. Specifically, the following must occur:

  • The enemy escape point is blocked by a player unit (located 2 tiles west of the player's escape point)
  • At least One NPC civilian is captured by enemy units
  • The enemy units capturing the civilians have all of their weapons stolen

Once these conditions are met, when a player unit reaches the escape point and escapes, and the player then ends their turn with no further actions being taken, then each time the disarmed enemies carrying civilians move, the event that plays when a civilian escapes will play (if these enemies end their turn outside of the player's vision range, the escape dialogue will not play, but the player will still obtain an S Drink). However, this will only occur once per civilian-carrying enemy per player unit escaped. More Stamina Drinks can be obtained by having more player units escape, one unit per turn. Since the player can deploy up to 10 units, and Linoan joins at the start of the chapter, this glitch can be executed up to 10 times for a total of 60 S Drinks.[5]

Enemy status staff users targeting other enemies without being Berserked

Enemies using Silence, Sleep, or Berserk uniquely do not check their own status condition for determining who to target, but rather the first unit of their affiliation loaded into the game's memory. In most chapters, this is the chapter boss, who is often posted on a gate or throne, and thus cannot be targeted with status staves, nor be afflicted by status-inflicting weapons. However, in some chapters, the enemy on the gate or throne is not the first enemy loaded, causing the first unit on the enemy list to not necessarily be on a gate or throne. In such cases, it is possible for the first enemy on the list to be hit with Berserk.

Because status staff users only check the status of the first enemy on the list to determine who they can and cannot target, if this first enemy is berserk, they will treat themselves as berserk for the purposes of status staff targeting, and will therefore consider units of all affiliations as potential targets. Enemy status staff users in this state may also target units on gates or thrones and successfully status them, being the only way to do so, and creating normally-impossible scenarios such as Cohen being put to sleep or Raydrik getting Berserked and leaving his throne. Furthermore, Silence casters may use Silence on targets who do not use magic or staves at all, or have none in their inventory. However, if this first enemy then has their status condition overwritten (such as being hit with a poison weapon), then this effect ends, and enemy status staff users resume normal targeting.

Additionally, the first enemy in the list does not necessarily have to be alive for this behavior to occur. As long as their data still stores them as in the Berserk state, the effect will persist. Even if the first enemy is killed, as long as they were Berserk at the time of their death, the effect will persist. However, if enough enemy reinforcements spawn such that dead unit's data gets overwritten (the unit cap is 50; the 51st enemy will overwrite the data of a dead enemy), then the effect ceases, as the reinforcement would overwrite the status condition entry with their new value.[6]

As a side effect of this behavior, berserking enemy status staff users directly will not cause them to consider targeting other enemies, since the first enemy in the load list needs to be berserked for that to happen. This is, unlike the requirements to pull this glitch off, a realistic scenario.

Known first enemies on the list

Issues with rescued units forcibly moved by tile changes

In Chapter 11, Kempf's trap can have odd effects when the door tile changes forcibly move units that are holding other units. Due to the game updating the rescued unit's data incorrectly when moving their rescuer, it flags them as "rescuing someone" and they will behave as such, but there is no valid unit in their possession, causing the game to behave irregularly when the invalid unit is interacted with.

Interactions with the invalid unit include:

  • Attempting to drop the invalid unit freezes the game. The tiles the invalid unit can be dropped to appears to be random and irregular (such as wall tiles).
  • The game freezes if the holder dies and is forced to drop the invalid unit.
  • Trade with the invalid unit can be initiated, but results in an unusual inventory being accessed; exiting the trade menu results in a game freeze.

Enemy movement freeze

During circumstances that are not entirely certain, it is possible for the player to prevent enemies from moving toward a player unit if the last action before ending the player phase is waiting with Leif. The only known instance of this being possible is in Chapter 5. In this scenario, the player can use this glitch to have Eyvel immediately captured, which will eliminate one of the three arena fighters, as they will always escape the turn after having captured Eyvel. The glitch can then be used to prevent the remaining arena fighters from attacking Nanna, which is useful for allowing the player to not have to fight additional arena fighters that spawn from killing previous fighters.

When the glitch is active, enemies will not move to a space where Nanna could attack them but they could not attack her. With the Lands Sword and 5 move, Nanna has an attack range of 7; with 6 move and 1-range weapons, the General and Warrior arena fighters will also have 7 attack range. Because they cannot reach Nanna from outside her range, the enemies will not move to attack her. If an enemy has more move, they will be able to reach her from outside her range, but will still only move to spaces in her range where they could attack her.[7]

Sol glitch

When a unit with Sol is equipped with certain weapons that grant skills, such as the King Sword, Sol will not be able to activate.

Game Boy Advance games

Enemy control glitch

An enemy Sage being controlled by the player in The Blazing Blade.

Fire Emblem: The Blazing Blade and The Sacred Stones both have a glitch involving certain terrain hazard behaviors. To utilize this glitch, an enemy must initiate an attack on their phase when standing on a certain tile to be controlled. The glitch can be activated by resetting the game after the enemy completes their attack, but before the next enemy moves. The player will then be given control of enemies for that turn.

When the glitch is in effect, the player has total control of the enemy army and can perform any action that they could with their own army. This allows them to make enemies perform actions that enemies otherwise would never perform, such as rescuing and trading with each other, or accessing Merlinus's supply convoy. As enemies drop the last item in their inventory, the item that is dropped can be manipulated through trading, and can potentially allow the player to obtain items that are otherwise unavailable.

The tiles that trigger this (and thus the tile that the enemy must be standing on) are:

  • Lava tiles that shoot flames
  • Snag tiles, where the snag used to be.[citation needed]
  • The tile where a torch staff was used.
  • The tile at map position (0, 0)—i.e. the top left corner tile—after a map change (such as a chest opening or closing or a wall being broken) has occurred.

Additionally, the tile where a Mine was placed can activate this glitch; the game should be reset during or after the Mine animation, or before the next enemy moves. Mines are normally only available in The Blazing Blade, but the glitch can still be performed with the unused Mine item in The Sacred Stones.

Applications

An enemy Gorgon Egg being controlled by the player in The Sacred Stones.
  • As dropped items have their durability restored, controlled enemies can take an item out of the convoy and give it to an enemy that drops an item to restore its durability.
  • In Chapter 24E/26H of The Blazing Blade, the glitch can be used to make Vaida put her special "Uberspear" into the convoy, or trade it to an enemy Shaman who drops a Luna to make them drop the Spear instead.
  • In The Sacred Stones, when a Gorgon Egg becomes a Gorgon, the durability of the items in its inventory is restored. Through the use of this glitch, items can be given to a Gorgon Egg to be restored when it hatches; however, the first item in its inventory is deleted, and the glitch will need to be performed a second time to retrieve the items.
  • In The Sacred Stones, players can obtain monster-exclusive weapons through the enemy control glitch. Myrrh can use weapons such as Sharp Claw or Fiery Fang, while weapons used by Mogalls, Arch Mogalls, and Gorgons are considered dark magic, and can be used by units that normally cannot use dark magic due to their -- weapon level.
    • Stone uniquely provides dark experience, allowing any unit the ability to use dark tomes. Classes capable of using anima or light magic can use dark magic with no issues, but other units revert to map animations when using magic. Tethys does play animations when using magic, however the Dancer animation is not programmed to return to "standing and ready to attack" state after attacking once, and the game will softlock if Tethys's attack speed is high enough to follow-up.

Canto glitches

In all of the GBA games, a glitch can occur that prevents a unit with Canto from activating it. If the supply menu is opened or a trade partner is selected but the menu is closed before any items are exchanged, then, without closing the action menu, an action is performed that would allow the unit to activate Canto (e.g. using an item or rescuing a unit), the unit will be unable to activate Canto to utilize their remaining movement.

Additionally, the tiles that allow the enemy control glitch to be triggered also cause mounted units to activate Canto after actions such as Attack which do not normally allow it.[8]

Status effect counter

In all of the GBA releases, the turn counter for status effects does not decrease when that unit is being rescued. This prevents poison damage and makes the dancer ring buffs last for more than one turn.

Unit stacking

It is possible to place multiple allied units on the same tile with frame-perfect inputs.[9] However, while enemies can target any unit on that tile, the player can only select or target the one which is lowest in deployment order.

Fire Emblem: The Binding Blade

Recruitable characters getting extra stats on Hard Mode

When calculating extra stats for Hard Mode enemies, recruitable characters are supposed to be excluded from the bonuses. However, an oversight causes the game to incorrectly give these bonuses to any recruitable enemy if they appear after the start of the map. This includes characters who join after the map starts but before the player's first turn (such as Perceval in Chapter 15), as well as units who are only enemies in cutscenes (such as Melady in Chapter 13). When calculating these bonuses, the game will not use the character's growths, but their class growths.[10] (This inconsistent behavior is exclusive to The Binding Blade: in The Blazing Blade, all recruitable enemies get the appropriate bonus levels, whereas in The Sacred Stones, none of them do.)

Obtain a Firestone

The berserked Thief successfully stealing the War Dragon's Firestone.

In The Binding Blade there is an AI oversight that allows the player to obtain a Firestone, a normally enemy-exclusive dragonstone weapon, through having a Thief afflicted by berserk steal one from an enemy Manakete. Obtaining a firestone requires a map to have both a Manakete with a Firestone and an enemy with a Berserk staff (requirements which Chapters 22 and 23 satisfy); a player Thief (Chad, Astolfo, or Cath) is also required.

Fae is able to use the firestone, though it causes benign graphical glitches. The animations handle the transformation dynamically, showing Fae transform into a fire dragon despite her not being able to access one in normal gameplay; the map animations suffer no graphical glitches whatsoever.

The AI oversight that causes this is the internal list of items that the AI uses when deciding what to steal. For whatever reason, it contains all three types of dragonstones (including the unused Demon Dragonstone) as the highest priority loot despite them not being stealable within intended theft mechanics.

Failing a 100% chance

Rutger dodging a 100% hit chance of the Berserk staff hitting him.

In The Binding Blade it is possible for a 100% chance to, very rarely, fail due to an error in how The Binding Blade generates random numbers. The expected range for random numbers is 0 to 99, and a random check succeeds if a generated random number is lower than the success rate (e.g. a stat with a 50% growth rate will grow when numbers 0–49 are generated, and will not grow when 50–99 are generated). An error in how the random numbers are generated allows for a 36/65536 or about 0.055% chance of the game generating a 100, which would force a 100% success based on a single random number, such as a growth rate or staff attack, to fail. Most attacks, however, are calculated based on true hit, where the average of two random numbers is checked against the hit rate; as such, two 100s would need to be generated in a row to force an attack to miss—an event which has slightly more than a 0.00003% chance of occurring.[11] This does not occur in the other Game Boy Advance games.

Rescued unit able to move again

Astolfo, able to move again after Sin was killed carrying him.

If a unit who has already moved gets rescued by another unit and the rescuer dies, the rescued unit will be able to move again. If the rescued unit ended their turn by waiting, they will not be able to perform any action except wait and will be forced to move if they are selected, as if they had activated Canto; additionally, this can cause visual errors, such as incorrectly coloring tiles that the rescuer could have attacked but the rescued cannot traverse. This does not occur in the other Game Boy Advance games.

Impossible Arena enemies

If the player enters the Arena several times, players may occasionally encounter an enemy wielding incompatible weapon types in the arena. Unpromoted units may encounter a Brigand with a type of bow (Iron Bow, Steel Bow, or Silver Bow), and promoted units may encounter a Warrior with a type of anima tome. Once this happens, the match will take place in total darkness as there is no animation programmed for this scenario. If the opponent is physical, they cannot retaliate; magical opponents can retaliate and possibly kill with a critical hit. It is also possible for the player unit to die. After one round of combat, the match ends as if the player had rescinded their bet.

Fire Emblem: The Blazing Blade

100% support graphical glitch

Success overlapping 100%

A minor graphical glitch occurs in the English localization of The Blazing Blade, when 100% of support conversations are unlocked in the support viewer. "Success" overlaps with 100% by a few pixels.

Help description text overflow

Viewing the Dragon Axe's help description.

The Blazing Blade's North American release introduced a glitch with the Wind Sword's and Dragon Axe's help descriptions; both of their help descriptions are too long to display properly; this also causes other graphical glitches to occur. These errors were fixed in the PAL release by shortening the descriptions.

Fire Emblem: The Sacred Stones

Pierce glitch

A glitch with the Pierce skill was introduced in The Sacred Stones's localization. If animations are on and a unit activates pierce on their first hit, then attacks again while the opponent's HP is still decreasing, the game freezes.[12] Normally, the game waits for HP to finish decreasing before allowing the unit to attack again, but for some reason Pierce skips this waiting period. This glitch can be entirely circumvented by turning animations off.

Fire Emblem: Path of Radiance

Ike's four Iron Swords

There is a bug in the North American version of Path of Radiance that causes Ike to have four Iron Swords in Chapter 1 if the Visit tutorial is skipped. This was not present in the Japanese version, and was fixed for the PAL release.

Critical glitch

In the Japanese version, forging a 5-critical weapon to 0-critical at a weapons shop changes it to 255-critical. This glitch was fixed in the international versions.

Shinon not dropping his Brave Bow

In Chapter 18 of the Japanese version, Shinon will not drop the Brave Bow if the player saves at the preparations screen; if the player resets the game, then Shinon will drop the Brave Bow as usual. This glitch was fixed in the international versions.

Fire Emblem: Radiant Dawn

Pass glitch

When the player is moving a unit with Pass and at least 8 movement, the movement arrow can be maneuvered to be much longer than normally possible—and can even exit the blue tiles, although it must return to a blue tile immediately afterwards—if it is moved through at least one enemy unit; the player cannot move a unit somewhere they would otherwise not be able to move. Though this glitch is normally harmless, it can have game-breaking effects in extreme cases.[13]

Treasure glitch

The international versions fixed a glitch that was found in the Japanese version where a unit could repeatedly attempt to obtain hidden treasures by cycling through the Direct and Cancel commands.

Enemy Class Change

In Chapter III-11, if a player unit is level 20 with 99 experience and is hit with an Onager, the Sniper shooting it will suddenly class change into a Marksman with Shinon's model and a villager portrait.[14]

Heather does not promote with Steal

If Heather reaches level 21 with experience from stealing instead of combat or bonus experience, she will reset to level 20 instead of promoting.

Fire Emblem: Shadow Dragon

Warp staff cloning glitch

When using the Warp staff and quickly skipping the animation, an invisible clone of the teleported character can appear where they were standing before being teleported away. The clone will remain where it is until an enemy moves. This glitch is present in the Japanese and North American versions; it was removed in the European.

The glitch works differently between the Japanese and US version. In the Japanese version, the clone disappears immediately when an enemy moves. In the North American version, it will remain for 1 to 3 turns and impede enemy movement, similar to a Light Rune or Shine Barrier.

Obtain two Falchions

It is possible to access Chapter 24x and also keep both Falchions. The requirements to access Chapter 24x are: Tiki is not present in the party (either she has been defeated or she was never recruited) and Falchion must not be present anywhere in the convoy or any unit's inventories. To enter 24x while in possession of Falchion, a unit holding Marth's Falchion (other than Marth himself; this unit can be Tiki) must die during Chapter 24. Dead units' items are sent to the convoy at the end of the chapter; it appears the game fails to account for this when checking the player's items for the presence of Falchion, as the player will be sent to 24x as if they did not have Falchion.

The player will then recruit Nagi and obtain another Falchion upon completion of Chapter 24x. Additionally, the player may use the Aum staff, obtained the previous chapter, to revive the unit that died while holding Falchion.

Fire Emblem Awakening

Battle zoom-in garbage effect

If the 3DS's 3D effect is turned on during the transition into an attack, the blur effect will be partially corrupted by garbage graphics.

Detailed unit list glitch

In the detailed unit list in preparations, highlighting the top unit, changing the table sort, and highlight a new top unit does not update the bottom screen's display. This behavior indicates that the table's header and the first unit of the list both share the same table entry index number. Since changing the cursor from the header to the first unit will not result in a different index number, the bottom screen is not updated.

Vaike's axe cutscene after death

If Vaike dies on the same turn he is given his Iron Axe in Chapter 2, the cutscene with Miriel scolding him will take place after Vaike's death, but will play out as normal.[15]

Japanese voice glitch

In the North American release, if the game is reset while voices are set to Japanese, the voices will go back to English. Cinematic cutscenes are still in Japanese, however. This glitch was fixed in the PAL release.

Luna teleport

If a Great Knight on Origin Peak triggers Luna, followed by a Dual Strike or a second attack, they will teleport after Luna's animation.[16]

Fire Emblem: Three Houses

HP overflow issues

HP regeneration from forts and similar tiles can encounter overflow issues with units with very high HP,[17] resulting in unintended HP values being applied. In the case of the referenced example, doing exactly 3 damage to Edelgard in Azure Moon Chapter 22—whose last HP bar has 199 HP on Maddening mode—and allowing her HP to be "restored" results in her death due to her HP being set to 0.

Songs not unlocking in the Music Library

If the voiceover language for Three Houses is set to English, the songs "Song of the Nabateans" and "The Edge of Dawn" will not appear in the Music Library, even if they are encountered in gameplay (which would normally unlock them). This may be due to the conditions for the English version of both songs having been incorrectly set, as both songs feature lyrics in English and Japanese.

Authority skill point loss when battalions are automatically equipped

Edelgard, Hubert, Dimitri, and Claude each have a unique battalion automatically equipped to them at different points in the story—in Chapter 12 if siding against the Church for Edelgard and Hubert, and in Chapter 13 for Dimitri and Claude in Azure Moon and Verdant Wind respectively—and have their authority skill increased to C if it is below that; at this point, they will lose any points they gained toward the next authority level even if their level was above C, though they will not decrease in skill level. Presumably, this is caused by an oversight in how their authority level is increased.

Skipping to unintended dates and repeating months

When skipping to specific dates on the calendar, it is possible to select a different day than intended by holding a direction on the left control stick or D-pad when selecting "Skip to Date"; doing so causes the cursor to move—though inconsistently—in the direction indicated, allowing players to skip to dates they conventionally could not. In chapters where the mission does not occur on the last day of the month, it is possible to skip to a day after the mission, though this can be inconsistent. After skipping the mission, the month will restart from the beginning and proceed as normal, and all events—including story events, instruction days, and the gold awarded at the start of the month—will occur again, effectively allowing for infinite acquisition of gold, experience, skill points, etc.[18]

Unlocking S supports in New Game + that have not been unlocked

Units that cannot unlock an S support with Byleth continue to gain support points with Byleth up to the S support threshold (1001 points), while those who can unlock one will stop at 1000. In New Game +, characters who reached the S support point threshold—even if the support was not unlocked—can have their S supports unlocked in Byleth's Journal via renown;[19] e.g. if Felix reaches 1001 points with a male Byleth in a file, and that file is used to start New Game + with a female Byleth, Felix's S support with Byleth can be unlocked.

Shambhala music stops playing

In Silver Snow Chapter 20/Verdant Wind Chapter 21, if the player defeats all visible enemies, the music will stop playing for a brief period before restarting. This is likely because the game assumes the chapter to be completed once all visible enemies have been routed, as the hidden enemies in the closed rooms are only spawned once the rooms are opened.

Silence animation does not correspond to success

When a unit is targeted with the Silence spell, the animation they perform does not correspond to whether they are actually afflicted with Silence—the unit may perform the "getting hit" animation while the effect does not activate, or they may perform a dodge animation while the effect does activate.[citation needed]

Tokyo Mirage Sessions ♯FE

Character Profile Crash

In the character profile located under the Artists menu, while quickly scrolling through the character's biography, there is a chance that the game will crash, and the Wii U will make a loud buzzing sound. This is most notable with Tsubasa's profile page as she has the longest biography section. This glitch is seemingly fixed in Encore.

Medeus Game Crash

If Medeus is killed by either the Pale Druid or Pale Sorcerer (which can happen if they are confused or charmed), after the cutscene plays and Tiki heals everyone, the game will crash, and the Wii U will make a loud buzzing sound for about 5 seconds. This glitch only works in the Wii U version; in Encore, the Pale Druid and Pale Sorcerer are prevented from attacking when Confused or Charmed.

Yashiro Fight Softlock

If the player loses the battle against Yashiro at the start of Chapter 3 by having their last standing character physically attack Yashiro while he has his Counter ready, a line of dialogue at the end of the fight will not properly play. After the fight, the game will initially appear normal. However, when the player tries to engage with another enemy afterward, the game will be waiting on that missed cutscene while in a Game Over state, and thus will be stuck hanging on the loading screen. This has been fixed in the Encore version, allowing the cutscene to play properly if the above conditions are met.

TearRing Saga: Yutona Heroes War Chronicles

Make a duplicate Krishna

It is possible to make a duplicate of the character Krishna and duplicate items with the two Krishnas.

If the event between Krishna, Shigen, and Vega before Map 14 is viewed (which requires that Vega be sent with Holmes's group in the first route split), a story event can occur after Map 30 where Krishna steals the Dakruon, leaves the party, and is present as an NPC on the fifth floor of the Tower of Morse; the event will not occur if she is killed before. However, if Krishna is revived with the Dakruon on the top floor of the tower, she and Shigen can still talk on the fifth floor. Under normal circumstances, Shigen's conversation with her is the point where she rejoins the party; it seems the developers did not make a contingency for if the event is skipped by her being dead and being revived afterwards, resulting in her being added to the party despite her already being there.

The two Krishnas share their inventory. By placing items in the clone Krishna's inventory and closing the item management menus, the items will be duplicated into the original Krishna's inventory; removing items from the original Krishna's inventory will not remove them from the clone Krishna's inventory. Doing the reverse, giving items to the original Krishna, will instead overwrite items in the clone Krishna's inventory, losing the items.

TearRing Saga Series: Berwick Saga

Move and attack with Burroughs

Normally, Burroughs cannot attack after having moved on the same turn. However, if his weapon is unequipped before he is moved, he will be able to attack after moving.

References

  1. CasualSpeedRunner, Fire Emblem 4 Genealogy - Rescue Staff Glitch (Infinite Movement), YouTube, Published: 7 November, 2020, Retrieved: 22 January, 2022
  2. やまけん, ファイアーエムブレム 聖戦の系譜 シーフの特殊能力, YouTube, Published: 9 June, 2021, Retrieved: 3 March, 2023
  3. ai, FE Thracia 776 - Glitch that does not petrify Eyvel & Shadow sword obtained, YouTube, Published: 1 October, 2022, Retrieved: 9 October, 2022
  4. ai, FE Thracia 776 - Eyvel Early Return Glitch & Dream match! Eyvel vs. Raydrick, YouTube, Published: 3 October, 2022, Retrieved: 9 October, 2022
  5. ai, ターラしみんエア離脱バグでSドリンク荒稼ぎ! Get a Lot of S-Drinks with Tahra Citizens Virtual Escape Glitch! [FE5], YouTube, Published: 18 September, 2022, Retrieved: 20 September, 2023
  6. ai, バグ技でレイドリックやベルドをバサーク状態にする Put Raydrick and Veld in Berserk state with glitches [FE Thracia 776], YouTube, Published: 13 September, 2022, Retrieved: 20 September, 2023
  7. まぐ, 突撃型封じ, YouTube, Published: 5 March, 2020, Retrieved: 17 June, 2023
  8. dondon151 and Mekkah, FE7 HHM 0% growths chapter 24, YouTube, Published: 9 November 2020, Retrieved: 11 February 2024
  9. Rolanmen1, Submission #3266 comments, TASVideos, Published: 22 August 2011, Retrieved: 11 February 2024
  10. Hard Mode Bonuses - Fire Emblem: The Binding Blade (FE6), Triangle Attack, Retrieved: 17 October 2023
  11. StanH, response to Fire Emblem6 Rng Data, Fire Emblem Universe, Published: 6 November, 2019, Retrieved: 8 August, 2020
  12. Fire Emblem: Sacred Stones (Wyvern Knight Pierce Glitch), YouTube, Published: 3 July, 2013, Retrieved: 24 September, 2016[dead link]
  13. YayMarsha, Tibarn the Astronaut, YouTube, Published: 17 May, 2008, Retrieved: 20 March, 2017
  14. Chuchuca, FE Radiant Dawn: Enemy Class Change Glitch, YouTube, Published: 9 November, 2015, Retrieved: 7 October, 2021
  15. BigKlingy, Fire Emblem Awakening Glitch: The Ghost of Vaike, YouTube, Published: 10 February, 2015, Retrieved: 24 September, 2016
  16. Espyo, Luna teleport glitch - Fire Emblem Awakening, YouTube, Published: 15 October, 2016, Retrieved: 15 October, 2016
  17. MarioPokemon123456, Hegemon Edelgard, killed by a fort, YouTube, Published: 19 November, 2019, Retrieved: 4 January, 2020
  18. @ClarisTheGirl, [1], Twitter, Published: 22 May, 2021, Retrieved: 8 June, 2021
  19. Jacien_V, [FE3H] Support Points Information - The point ranges, New Game Plus trickery, and Misc info., reddit.com/r/fireemblem, Published: 26 August 2019, Retrieved: 25 August 2020
Game mechanics
Out-of-battle management Base (BarracksBase CampBase conversationEveryone's ConditionsExpeditionGarreg Mach Monastery (Abyss) • My CastleSomniel) • Bonus experienceDungeonsGameplay modes (DifficultyCreature CampaignNew Game +) • GoldLessonsMila ShrinesPeddlerPreparationsRenownShopping (ArmoryBargainsForgeItem shopMerchantOnline shopSecret shop) • Supply convoyWorld map
Battles and chapters ArenaBattle saveBossCastleChapter (Alternate routeParalogueSide quest) • ChestCombat forecastEvent tilesHidden treasureObjectivesReinforcementSkirmishTerrain (Hazards) • Turn (Turn rewind) • Weather (Fog of war) • Village
Stats Units ActionAffinityAuthorityBiorhythmCharmClass (Class masteryClass relative powerUnit type) • Constitution (Aid) • DefenseExperienceFollow-up critical multiplierGrowth rateHit pointHoly BloodInventoryLevelLuckMagicMovementProficiencyResistanceSkillSpeedStrengthWeapon levelWeight
Weapons Brave weaponCritical rateDurabilityHitKill bonusMightPersonal weaponsRangeWeapon experienceWeapon levelWeightWorth
Unit mechanics and commands AdjutantAttack (Counterattack) • Auto-BattleBattalion (Gambit) • CantoChain attackChain GuardClass change (Reclass) • Combat artCrestsDance (GaldrarPlaySing) • Death (Decoy) • DismountDragon VeinEmblem RingsFatigueInventoryLaguz transformationLove (JealousyInheritance) • Pair UpRallyRecruitmentRescue (Capture) • Skills (Offensive skill) • SmashStaggering BlowStatus effectsSupportTalkTradeUnit (AvatarBond unitsBonus unitEinherjarLoan unitPrisonerReplacement unitSubstitute character) • Visit
Calculations AttackAttack speedAvoidBonus damageCritical hit (Combination bonusDodgeTriangle Attack) • Hit rate (True hit) • Random number generatorWeapon triangle (Trinity of magic)
Connectivity amiiboData transferDouble DuelDownloadable contentLink ArenaMultiplayer battleOnline shopSpotPassStreetPass
Other BarrierBirthdayClass rollGlitchesMultiple endingsRankingsSound RoomTactician bonus