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Sound Test of Fire Emblem: Shadow Dragon & the Blade of Light
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The Sound Test Mode of Fire Emblem: Shadow Dragon & the Blade of Light plays sound effects and music of the game. It can be accessed after any chapter by pressing up, down, left, right, up, and then A after selecting not to continue after saving.
The sound test also has a few hidden features. Pressing start while in the sound room plays an endless test of battle animations that cycle through all animations with their compatible weapons. Pressing select while in the sound test will play the game's ending sequence.
Sounds appearing in the Sound Test Mode
- Blank entires are omitted.
|The sound test mode of Fire Emblem: Shadow Dragon & the Blade of Light|
|Sound No.||Description and uses|
|3||Sound effect when an attack hits.|
|8||Sound effect when selecting a unit or something in a menu.|
|9||Sound effect when backing out of a menu.|
|10||Sound effect when moving the cursor.|
|12||'Roar' that plays when Medeus is defeated. Seems to be the same as 24.|
|14||Sound effect when a Javelin is thrown.|
|16||Enemy phase battle theme. Dubbed "Adversary" in Shadow Dragon.|
|17||Plays when obtaining an item from a chest.|
|18||Plays when visiting a village.|
|19||Map opening theme. Dubbed "Trouble!" in Shadow Dragon.|
|20||Gotoh's theme. Dubbed "Gotoh, White Sage" in Shadow Dragon.|
|21||Map ending theme and Jeorge's recruitment theme. Dubbed "After the Battle" in Shadow Dragon.|
|22||Player phase battle theme.|
|23||Medley of the game's music. Plays during the epilogue, cast listing, and staff roll.|
|24||'Roar' that plays when Medeus is defeated. Seems to be the same as 12.|
|35||Movement sound effect for fliers.|
|38||Walking sound effect for units on horseback.|
|39||Walking sound effect for units on foot.|
|40||Map overview and enemy phase theme.|
|41||Title screen/class roll music with no intro.|
|42||A slow version of the title screen music, played during the character endings.|
|43||Title screen/class roll music with intro.|
|44||Plays when asked to save the game. Dubbed "Paean" in Shadow Dragon.|
|45||Armory/supply tent music. Dubbed "Vendor" in Shadow Dragon.|
|46||Boss battle theme. Dubbed "Stalwart Opposition" in Shadow Dragon.|
|47||Player phase map theme.|
|48||Plays when a playable character dies.|
|49||Game over music. The second part was dubbed "Requiem for the Brave" in Shadow Dragon.|
|50||Player phase theme for the final map. Dubbed "Showdown in Dolhr Keep" in Shadow Dragon.|
|51||Enemy phase theme for the final map. Dubbed "Last Revels" in Shadow Dragon.|
|52||Short music tune|
|53||Plays when recruiting an enemy unit. Dubbed "Come, Join Us" in Shadow Dragon.|
|54||Plays when four or less enemies remain. Dubbed "On the Path to Victory" in Shadow Dragon.|
|59||"Miss" sound effect.|
|60||"No damage" sound effect.|
|66||'Roar' similar to 12 and 24, sounds slightly different.|
|72||Arena entrance music. Dubbed "Arena" in Mystery of the Emblem.|
|73||Vendor/secret shop music. Dubbed "Secret Shop" in Shadow Dragon.|
|74||Plays when using a staff. Dubbed "Magic: Heal Staff" in Mystery of the Emblem.|
|75||Short happy musical jingle.|
|76||Class change music. Dubbed "Leaps and Bounds" in Shadow Dragon.|
|77||Medeus's battle theme. Dubbed "Medeus, Shadow Dragon" in Shadow Dragon.|
|78||Plays when a unit levels up.|
|79||Ending cutscene music. Dubbed "Pieces of Hope" in Shadow Dragon.|
When the battle test is activated, the game will run combat between every combination of class and equipped weapon, starting with a Cavalier with a Silver Sword. Classes and weapons cycle by internal order, as the class roll does. All units are level 1 and have 32 HP, 0 Luck, and identical stats. The terrain that is fought upon is randomly selected with no regard for the classes participating (e.g. Cavaliers can appear in rivers or Heroes in the sky); the avoid bonus stated to be afforded by the terrain is randomly generated—from 0 to 15 excluding 6—with no bearing on the terrain, though it does not actually affect hit rate.
The first battle is fought as if the player initiated it at close range, then the enemy at close range, then the player at far range, then the enemy at far range, skipping any if they are unavailable with the given weapon. Once complete, the enemy is then equipped with the next weapon in internal order; after the enemy has used every weapon available to their current class, they shift to the next class. Once the enemy has cycled through every weapon for every class, they return to the first weapon and class, and the player unit increments one weapon in the same cycle. Once the final battle is complete—two Manaketes with Firestones—the game resets; this has the possibility to corrupt the second save file.
When Manaketes are initially encountered in internal order, they are unequipped; Manaketes with Dragonstones are instead encountered last, after Generals. Playable Priests and Bishops are first attacked, then they use the given staff on an ally of the same makeup as the previous enemy. Curiously, Mercurius and the Earthstone do not appear at all, but the unused Hellarn staff does, as does the unused boss Wyler.
Units do get experience and can get enough to level up, though it is not retained battle-to-battle; experience gain is normal with the exception of staff use, which grants a seemingly random amount of experience each time a staff is used.
The names used by units in the battle test come from enemies and allies early in the game; they are always encountered in specific pairs listed below:
- Fire Emblem Sound Museum (Japanese, archived by the Wayback Machine), Fire Emblem World, Retrieved: July 28, 2016
- "Once the entire series of battle scenes has been viewed, the game unceremoniously soft-resets. However, the process seems to corrupt the second save file." — Bookofholsety, Fire Emblem (NES), The Cutting Room Floor, Published: August 1, 2018 revision, Retrieved: July 8, 2019
|Music of the Fire Emblem series|