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Unused content in Fire Emblem: The Sacred Stones

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Numerous pieces of unused content are present within Fire Emblem: The Sacred Stones. Many discoveries on this page are from feuniverse.us and Serenesforest.net. Unless otherwise specified, the content on this page was documented with the North American (NTSC) release.

Text

Debug text

There are two sets of text strings which may be leftovers from removed debug functions, since some of them line up with the functions of the leaked prototype. The first set occurs very early in the data, while the second is located later on between the movement commands and their help descriptions. While some of them make sense, like "SRAM info" and "This unit has no SRAM information", others are strange and unintelligible lines like "very bear" and "blanket100". Some lines reference characters from the previous two Game Boy Advance Fire Emblem games, since The Sacred Stones used them as a base. The full set of these strings, including the formatting markers in brackets, is as follows:

First set

 Release Entry[X]
 Continue Chp.[X]
 Manual Cont.[.][X]
 Initialize File[X]
 World Map[X]
Viwer Map[.][X]
Viewr Face[X]
Viewr BG[X]
  MODE  Tutorial[X]
  MODE  Normal[X]
  MODE  Hard[X]
  BASE  Capture[.][X]
  BASE  Devil A[.][X]
  BASE  Devil B[.][X]
  BASE  Devil C[.][X]
N/A[.][X]
At[X]
Mov[.][X]
Cure[X]
Status[X]
blanket100[X]
blanket80[.][X]
blanket50[.][X]
move off100[.][X]
move off80[X]
move off50[X]
none[X]
Natasha off[.][X]
Douglas[.][X]
11b citizen off[.][X]
Lyn[.][X]
Roy[.][X]
gate keeper[.][X]
leader[X]
cure[X]
cure move off[.][X]
steal[.][X]
door Open[.][X]
Ruthea off[X]
Leyvan off[X]
Demon King[X]
near[X]
near Clarine[X]
Douglas[.][X]
none[X]
loot[X]
loot abscise[X]
2[.][X]
2 Clarine[.][X]
circuit[.][X]
random[X]
to Eirika[.][X]
to Ephraim[X]
abscise[.][X]
to bases[X]
break wall[X]
ignore near[.][X]
area[X]
1T loot wait[X]
1T near wait[X]
bear[X]
normal[X]
strong[X]
very bear[.][X]
vert strong[.][X]
fine[X]
poison[X]
sleep[.][X]
close[.][X]
angry[.][X]
Dance Attack[X]
Dance Defence[.][X]
Dance Skill[.][X]
Dance Avoid[.][X]
sick[X]
recover[.][X]
stone[.][X]
shield[X]
stone counterattack[.][X]
1/4[.][X]
2/4[.][X]
3/4[.][X]
4/4[.][X]
Pos[.][X]
Total S[.][X]
Total P[.][X]
CP Attack[.][X]
CP Move[.][X]
Counter[.][X]
Trust Level[.][X]
Support[.][X]
CritAvo[.][X]
SRAM info[.][X]
Vct[.][X]
Dft[.][X]
Adv[.][X]
E.D.[X]
Pick[X]
x[.][X]
Exp[.][X]
Favorite[X]
This unit has no SRAM information[.][X]
mastery levels[X]
TURN[X]
2-CP[X]
3-CP[X]

Second set

 Lead[.][X]
 Debug[X]
 M.Save[.][X]
 Manual Save[X]
2nd[.][X]
3rd[.][X]
CPU[.][X]
Human[.][X]
Blocked[.][X]
 Map[X]
 D.Info[.][X]
 Weather[X]
 Fog[X]
 Clears[.][X]
 Erased[.][X]
 G'Night![.][X]
Clear[.][X]
Sand[X]
Snow[X]
Flurry[X]
Rain[X]
Night[.][X]
Lave[X]
Clears[X]
 Erase[X]
 File?[X]
 Erased files are[.][X]
 gone forever![X]
     OK[.][X]

Unused preparations menu text

Text for Fire Emblem: The Blazing Blade's tactics rank, as well as the Augury remains in The Sacred Stones. It is located with with other text related to the preparations menu. There is also a text string for yet another removed debug function, presumably in this instance it would relate to the preparations menu.

Rank[X]
Tactician[.][X]
Augury[X]
Augury Menu[.][X]
Tactics[.][X]
Survival[X]
Funds[.][X]
Exp[.][X]
Combat[X]
[...]
Debug[.][X]

Fire Emblem data transfer text

Leftover text from Fire Emblem: The Blazing Blade's data transfer and the Mario Kart: Double Dash!! bonus disc transfer is present.

Send data from
Chapter 2+[X]
This data[.]
can't be used[.]
on a trial map.[.][X]
Sacred Dragon[.]
added to
Sound Room[X]
Palace Silezia
added to
Sound Room[X]
Select cleared save data.[.][X]

Chapter labels

While there are no unused chapter titles, there are text strings after the main story chapter names and before the Lagdou Ruins floor labels for a ninth and tenth floor of the Tower of Valni. In the final release, the Tower of Valni only has eight floors. Also of note, Phantom Ship and Creeping Darkness are at the very end of the chapter name list, after Lagdou Ruins, and not sorted in chronological order like the rest of the chapter names, this, and these chapters not being in the prototype, may imply those two chapters were late additions.

Tower of Valni 9[X]
Tower of Valni 10[.][X]

Terrain labels

There exist four labels with the rest of the terrain labels that don't seem to be used anywhere.

C.Room[X]
[...]
Church[X]
[...]
Glacier[.][X]
[...]
Sky[.][X]

Unused names

A boss, that would later be called Breguet in the final game, known by the placeholder name "Evil" イビル from the Japanese official website.

There are six unused names among the other character names in the game.

  • Nate, (Japanese: ネイト Nate) appears between Dozla and Rennac.
  • Deni, (Japanese: デミ Demi) appears between Caellach and Riev.
  • Mark, (Japanese: マーク Mark) appears near the end of the name list. There are a handful of references to Fire Emblem: The Blazing Blade's tactician throughout The Sacred Stone's text that are leftover from Fire Emblem.
  • Evil, (Japanese: イビル Evil) also near the end of the name list. Used for placeholder bosses in the prototype and is also seen in some early Japanese gameplay screenshots.
  • Summonern, (Japanese: サマナーン Summonern) used by a unit that appeared in the prototype.
  • Summon, (Japanese: サモン Summon) used by a unit that appeared in the prototype, appears to be the very last name in the character names.

Unused help descriptions

In The Sacred Stones there are a handful of help text descriptions never seen in normal gameplay, mainly because they either never appear as units, or, in the case of the Gorgon Egg, their status screen is inaccessible. There are also help descriptions presumably leftover from Fire Emblem: The Blazing Blade.

The line breaks in the below texts are formatted like in the game for accuracy.

Character Description Appears in
Portrait dara fe08.png
Dara
An old woman of Caer Pelyn. Over 100
years in age, she is a font of wisdom.
The Sacred Stones
Portrait klimt fe08.png
Klimt
A member of Carcino's Council of
Elders and an opponent of Grado.
The Sacred Stones
Portrait frelia messenger fe08.png
Messenger
A pegasus knight of Frelia. She
serves as their message bearer.
The Sacred Stones
Ms fe08 gorgon egg.png
Gorgon Egg
Eggs of lovely and deadly gorgons. The Sacred Stones
--
Nomad?
Mounted plainsmen with good
movement. Armed with bows.
The Sacred Stones
--
Nomadic Trooper?
An honorific given to nomads of
great skill. Equip: Bows, swords.
The Sacred Stones
--
Bard
Musicians whose melodies aid
allies. Unable to attack.
The Sacred Stones

There is also a placeholder help description for temporary bosses appearing in the prototype and some early pre-release materials. Unlike the above help descriptions, this help description does not have any assigned character slot, and only exists as stand-alone text. It is between the rest of the character help descriptions and before class names.

Temp.: Enemy Boss[.][X]


Unit name and class list


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


With a hex editor a list of character names (these are generally their NoJ official romanizations) and some of their classes are listed, along with a large amount of slots labeled "EMPTY". This character and class list is just before The Binding Blade's credits. Right before the names start there is also a short dummy message.

The names appear to be roughly in (reverse) recruitment order, with the exception of Joshua, who is between Syrene and Knoll. This may or may not imply Joshua was going to be recruited much later at some point in development.

This list starts at offset 001C1EC0 in the NTSC-U release.

The Binding Blade credits

When viewing the ROM's data in a hex editor, the complete credits of The Binding Blade can be found starting at offset 0x1C2BD4 (NTSC-U) or 0x1B258C (NTSC-J). These credits were also present in Fire Emblem and could be found in the same way.

Atsushi Takeda.Hiroya Takeda.Hisashi Takizaki.Yoshikazu Tanaka.Mari Ueda.Satoru Uno.Yuichiro Ushijima.Hiroyuki Yamaoka..Hiroyuki Murata.Kei Nadabe.Tomohiro Nishigaki.Keiichiro Nishimoto.Ryuichiro Sakima.Masaharu Shima.Syogo Tachibana.Shigeo Takada.Masaru Ikeshita.Haruka Kato.Masami Kato.Junko Komaki.Nobuaki Maeda.Katsunori Masutani.Akiko Matsumoto.Naotaka Matsumoto.SUPER MARIO CLUB....Tomonori Sumiya.Hiroshi Izawa.Kotaro Yamada.Masahiro Sakurai.         &.Smash Brothers DX.       Team         ..Masao Yamamoto.Kyoko Watanabe.Yutaka Takehisa.Toshihiro Toza....Masanobu Matsunaga.Ryuichiro Koguchi.Yuka Hongou.Katsuyoshi Koya....Ryoichi Kitanishi.Kozo Ikuno.Toshiyuki Nakamura.Masahiro Nakamori.Toshio Sengoku....SPECIAL THANKS.. Kenji Imai.PROCESS MANAGER.....Kenji Nakajima..TECHNICAL SUPPORT...Yusuke Kitanishi.Tetsuro Oe.PUBLISHMENT.....Yasuo Inoue.Takashi Itou....ART WORK.... Eiji Kaneda....IMAGE ILLUSTRATION..Susumu Ishihara.Yusuke Murakami.PROGRAM SUPPORT.....Kouhei Maeda....SCENARIO SUPPORT....Minoru Noda.Ryo Hirata.Tuyoshi Nakatuka.Masaru Nishimura....GRAPHIC SUPPORT.....Kenichi Nishimaki.Noritaka Misawa...SOUND EFFECT ...Yuka Tsujiyoko..SOUND COMPOSITION...Makoto Shimojo..LAYOUT..Sumiko Miki.MAP DESIGN..Maki Takemori.Yoko Nakai....BATTLE ANIMATION....Motomu Chikaraishi..BATTLE PROGRAM..Naotaka Ohnishi.BATTLE DESIGN...Chikara Yamamoto....A.I. PROGRAM....Makoto Katayama.EVENT & SUPPORT.....Takanori Hino...EVENT PROGRAM...Masahiro Higuchi....GRAPHIC CHIEF....Sachiko Wada...MAIN DESIGN.FACE DESIGN.Taeko Kaneda....ART DIRECTOR.....Takafumi Kaneko....SYSTEM DIRECTOR.MAIN PROGRAM.....Masayuki Horikawa..GAME DIRECTOR.SCENARIO..Kentaro Nishimura...SUPER VISOR.....Tohru Narihiro..DIRECTOR....Takehiro Izushi.PRODUCER....Hiroshi Yamauchi....EXECUTIVE PRODUCER..

Debug menu text

The prototype's chapter select labels are still present in the final release. This list can be found at offset 001C32C7 in the NTSC-U release, just after The Binding Blade's credits.

This list differs slightly from the known leaked prototype, "E10x" and "I10x" are not present in the prototype. It is likely these two labels refer to Creeping Darkness and Phantom Ship, respectively, as those are absent from the leaked prototype entirely. E20B and I20B are also not in the prototype.

Numbers prefixed with L refer to chapters before the route split (I05, is also before the route split, being chapter 5x). Numbers prefixed by an E are chapters from Eirika's route. Numbers prefixed with I (for Irzark, presumably Ephraim's name earlier in development) are chapters from Ephraim's route.

Chapter numbers prefixed with T are the Tower of Valni maps, and numbers prefixed with R are for Lagdou Ruins.

.L00.L01.L02.L03.L04.I05.L05.L06.L07.L08.E09.E10.E11.E12.E13.E14.E15.E16.E17.E18.E19.E20.E20B....I09.I10.I11.I12.I13.I14.I15.I16.I17.I18.I19.I20.I20B....T01.T02.T03.T04.T05.T06.T07.T08.....R01.R02.R03.R04.R05.R06.R07.R08.R09.R10.C00.H00.D00.D01.E10x....I10x.

Misc


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


Many other miscellaneous text exists and can be viewed with a hex editor that at one point seem to have been relevant to the game's development.

Something that seems related to magic and other special animations, presumably filenames of some sort. Starts at 000DC860 in the NTSC-U release.

Items

There are seventeen known unused items in The Sacred Stones, many of which are leftovers from the previous Game Boy Advance game, Fire Emblem: The Blazing Blade. The majority of these items do not have proper names and descriptions in any version of the game, having replaced them all with the word Dummy (Japanese: ダミー Dummy) to reflect their unused status.

Icon Weapon name Rank Might Weight Hit Crit Range Uses Worth Exp Description
Notes
Is gba mani katti.png Dummy GBARankSword.gif Prf 8 3 80 20 1 45 Cannot be sold  ?? DUMMY
Effects unknown.
(Item index #0A)
Is gba forblaze.png Dummy GBARankAnima.gif S 14 11 85 5 1-2 20 Cannot be sold  ?? DUMMY
Has no special effect. Has no spell animation, but is otherwise functional.
(Item index #3D)
Is gba luce.png Dummy GBARankLight.gif B 6 10 85 0 1-2 20 4,000  ?? DUMMY
Has no special effect. Has no spell animation, but is otherwise functional.
(Item index #44)
Is gba gold.png Gold -- -- -- -- -- -- 1 Cannot be sold -- A bag full of money.
Has no functionality programmed.
(Item index #77)
Is gba mine.png Dummy -- -- -- -- -- -- 1 500 -- DUMMY
Sets a mine on one space next to the user. If a unit of any affiliation steps onto the set space, they take 10 damage.
(Item index #7A)
Is gba light rune.png Dummy -- -- -- -- -- -- 1 800 -- DUMMY
Sets a barrier on one space next to the user. The space the barrier is set onto cannot be traversed for 3 turns.
(Item index #7B)
Is gba filla's might.png Dummy -- -- -- -- -- -- 15 Cannot be sold -- DUMMY
+10 calculated attack power to one adjacent ally for one turn. Activated via the Dance command.
(Item index #7D)
Is gba ninis's grace.png Dummy -- -- -- -- -- -- 15 Cannot be sold -- DUMMY
+10 defense and resistance to one adjacent ally for one turn. Activated via the Dance command.
(Item index #7E)
Is gba thor's ire.png Dummy -- -- -- -- -- -- 15 Cannot be sold -- DUMMY
+10 critical rate to one adjacent ally for one turn. Activated via the Dance command.
(Item index #7F)
Is gba set's litany.png Dummy -- -- -- -- -- -- 15 Cannot be sold -- DUMMY
+10 avoid to one adjacent ally for one turn. Activated via the Dance command.
(Item index #80)
Is gba heaven seal.png Dummy -- -- -- -- -- -- 1 20,000 -- DUMMY
Initiates class change for Eirika and Ephraim at Level 10 or higher. Functions properly.
(Item index #8A)
Is gba vulnerary.png Vulnerary -- -- -- -- -- -- 60 6,000 -- A medicinal solution used for healing minor wounds.
Restores 10 HP to its user. A variation of the basic Vulnerary with many more uses.
(Item index #A1)
Is gba green note.png Vulnerary -- -- -- -- -- -- 60 6,000 -- A medicinal solution used for healing minor wounds.
Has no functionality programmed.
(Item index #A2)
Is gba red note.png Vulnerary -- -- -- -- -- -- 60 6,000 -- A medicinal solution used for healing minor wounds.
Has no functionality programmed.
(Item index #A4)
Is gba iron sword.png Dance -- -- -- -- -- -- 0 Cannot be sold -- A dance that allows allies to move again.
Has no functionality programmed. Help text is shared with the dance command when choosing between a regular dance and one of the ring dances.
(Item index #A5)
Is gba red gem.png Stone Shard -- 11 0 65 0 1 Infinite Cannot be sold -- DUMMY
A monster weapon which can be used by Manaketes, Revenants, Bael, Mauthe Doogs, and related classes. If used while battle animations are enabled, the game will freeze.
(Item index #A7)
Is gba killer ballista.png Alacalibur GBARankAnima.gif B 8 2 85 0 1-2 20 1,100 1 --
Deals bonus damage to Is gba pegasus.png flying units. Has a spell animation, but it plays no sound effects and cuts off the background music.
(Item index #B6)

Five more items are unavailable in international releases, though they were available in the Japanese version through a one-time only distribution event.[1] Since those events have not run in over a decade, the items are effectively unused for the majority of players in Japan as well.

Gameplay mechanics

Weather

The Prologue modified to have rain present.
The fire 'weather' effect from The Binding Blade Chapter 8x.

All the weather effects from Fire Emblem are present, as well as their movement penalties. The rain, snow and sandstorm, effects are all present. The aesthetic-only fire 'weather', (seen left) used in Fire Emblem: The Binding Blade's Chapter 8x: The Blazing Blade and in cutscenes in Fire Emblem is also present.

Mine functionality

Eirika using a mine.
Eirika's mine successfully damaging an enemy.

Mines are, as mentioned above in the unused items section, present under the name "Dummy". If placed into a unit's inventory, they are fully functional. They can be placed on the map and will damage any unit to pass over them.

As in Fire Emblem, it is possible for units with the Silencer skill[2] (in other words, a unit of the Assassin class) to safely pick up Mines and place them in their inventory. Since Mines are completely unused, Rogues were not programmed to be able to do this and do not react to set Mines at all.

Light Rune functionality

Eirika placing a light rune.
Eirika's light rune blocking the path.

Like the mine, the Light Rune item is also present under the name "Dummy". They are also fully functional, they can be placed and prevent any unit from moving over the tile they are placed on.

Dancer ring status conditions

Tethys has used Ninis's Grace on Lute. The marker on Lute's window indicating this was not translated, still reading マモリ.

The four stat-increasing status conditions caused by the dancer rings are still present and functional in the game, complete with descriptions which refer to the ring items by their proper names. However, the text marking the status condition on the unit window when hovering over a unit was not translated and left in Japanese in all localizations.

"Sick" status condition

There appears to be an unused status conditon called "sick". It can be inflicted on units through hacking, but it doesn't seem to actually do anything. Its help description is also blank.[3]

Triangle attacks

Franz, Seth, and Eirika hacked into the knight class and given the 'triangle attack' ability at 0x40.

The animation and functionality for the Fire Emblem: The Binding Blade Knight trio's (Bors, Gwendolyn, and Bath) triangle attack is present. To assign this triangle attack to a trio of units, set their third ability slot to the ability at 0x40. If the units assigned this ability are not of the Knight class the game will instead play the Falcoknight triangle attack animation.

The ability slot location is unchanged from its appearance in The Binding Blade. The animation and functionality for the General triangle attack is also present and working.

Graphics

Map sprites

In The Sacred Stones there are several unused map sprites, most of them originate from Fire Emblem: The Blazing Blade.

Ms fe08 wyvern knight unused.gif Appears to be an early version of the Wyvern Knight's stationary sprite. No movement frames seem to exist.
Ma gba mercenary female playable.gif A complete "female Mercenary" map sprite set, which went unused in both The Binding Blade and The Blazing Blade, still exists in The Sacred Stones. This sprite was seen in The Binding Blade pre-release materials.
Ma gba hero female playable.gif A complete female Hero map sprite set from The Binding Blade is present. It also went unused in Fire Emblem: The Blazing Blade.
Ma gba bard playable.gif Complete map sprites of Nils' Bard class are present.
Ma gba princess playable.gif Complete map sprites for the Princess class, which originates from and also goes unused in Fire Emblem: The Blazing Blade, are present.
Ma gba prince playable.gif Complete map sprites for Zephiel's Prince class are present.
Ma gba transporter playable.gif Merlinus' tent-form Transporter sprites are present.

Battle sprites

Bs fe06 playable shaman female dark.png The female Shaman battle sprite set from The Binding Blade is present and functional, but unused; it is tied to the unused female Shaman class slot and will appear properly if that class is hacked into gameplay. Their matching map sprites were not imported.
Bs fe06 playable druid female dark.pngBs fe06 playable druid female staff.png The female Druid battle sprite set from The Binding Blade is present and functional, but unused; it is tied to the unused female Druid class slot and will appear properly if that class is hacked into gameplay Their matching map sprites were not imported.
Bs fe07 playable archer ballista.pngBs fe07 playable archer iron ballista.pngBs fe07 playable archer killer ballista.png A battle sprite set for male Archers using ballistae is still present, leftover from The Binding Blade with the modified hair from its unused Fire Emblem reappearance. If a ballista is hacked directly into the inventory of a male Archer, this battle animation will play instead of the usual map animation caused by the map object ballistae.

Unlike the previous two games, there are no equivalent sprites remaining for Snipers or for female Archers, and attempting to use an inventory-hacked ballista with battle animations turned on with any of these will cause the game to hang.

Bs fe08 mogall critical frames unused.pngCompliled sheet of the missing frames
Ss fe08 mogall critical.gif
A hacked instance of a Mogall performing a critical hit for demonstration.
The Mogall and Arch Mogall each have some frames that don't seem to display properly in-game, which appear to have been intended for their critical hit animations. Specifically, the missing frames are the ones that loop during a cast spell animation. During the critcal animation, their eye's sclera turns black, and their iris red. However, in-game, the loop frames revert to the classes' usual white sclera and a pink iris. The failure to display these frames is possibly some sort of oversight.

Portraits

There are several unused portrait elements in The Sacred Stones. There are also two generic class portraits for some of the classes introduced in The Sacred Stones that go unused due to the class never appearing as a generic enemy unit, as well as some generic portraits left over from Fire Emblem: The Binding Blade and Fire Emblem: The Blazing Blade.

Portrait beta question fe08.pngSmall portrait question fe08.png A placeholder portrait, a black silhouette featuring a "?". A similar portrait also appears in Fire Emblem: The Blazing Blade as well as in the Sacred Stones prototype. The small version also functions as a placeholder for units that have a portrait but never appear on a map. There are several versions of both portraits within the game using different palettes.

Internally, the convoy uses the large "?" portrait, but has a custom small portrait to display when the player uses the convoy.

Portrait novala recolor unused fe08.png A recolor of Novala's portrait. Likely to be used by a generic Dark Magic user, or royal mage.
Portrait bandit unused fe08.pngSmall portrait bandit unused fe08.png Full portrait set for a bandit, is associated with a character slot, though the character slot is similar to Bandit's, as he is simply given the name Bandit despite having a personal portrait.
Small portrait myrrh winged fe08.png Myrrh's winged portrait has a small version instead of using the "?" small for some reason.
Generic portrait wyvern knight fe08.gif A generic portrait for the Wyvern Knight class. In the final game, the only enemy Wyvern Knight to ever appear is Valter.
Generic portrait rogue fe08.gif A generic portrait for the Rogue class. In the final game, the only enemy Rogue to ever appear is Rennac.
Generic portrait nomad fe06.gif A generic portrait for the Nomad class from previous games is present.
Generic portrait nomadic trooper fe06.gif A generic portrait for the Nomadic Trooper class from previous games is present.
Generic portrait manakete fe06.gif A generic portrait for the Manakete class from Fire Emblem: The Binding Blade is present.

Miscellaneous

Ss fe08 spike trap.png The graphics for Fire Emblem: The Binding Blade's spike traps are present, though trap functionality is not.[4]
Ss fe08 world map unused highlights.png During the game's introduction every country on the continent is highlighted in glowing blue. If one looks through The Sacred Stones with an image viewer, there are two unused highlights. One is labeled Caer Pelyn ("Pokhara" in the Japanese version) and would be presumably used for said village. The other simply says "?", though if one lines up the images it matches up with Darkling Woods on the world map.[5]
Ss fe08 binding blade unused data transfer background.png(Correct palette data was unable to be located.) Graphics from Fire Emblem: The Blazing Blade's Data transfer feature are still present. Example of what it should look like.

Units


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


Summon

A unit called "Summon" (Japanese: サマン Summon), which appears to be a generic Summoner, is found at character slot 3C. This unit was also present in the prototype, where they were deployed on the debug map. What makes this generic particularly interesting is that there are no enemy Summoners in The Sacred Stones at all. This slot is just after Lyon's phantom's character slot. Its portrait is assigned as generic, which in this case would default to the Druid's class portrait. It has no base stats, and shares its growth rates with Summonern, the only differences between Summon and Summonern are their base levels. The help text associated with them is the Summoner class help text.

Generic portrait druid fe06.gif
Summoner
Level 18
Affinity --
Recruitment: None; this data is unused.

Stats Growth Rates

Inventory
--
Weapon Levels
GBARankSword.gif -- GBARankLance.gif -- Axe -- GBARankBow.gif --
GBARankAnima.gif -- GBARankLight.gif -- GBARankDark.gif D GBARankStaff.gif C


Summonern

A unit called "Summonern" (Japanese: サマナーン Summonern), which appears to be a second generic Summoner, is found at character slot 3D. This unit was also present in the prototype, where they were deployed on the debug map. Their associated name string may have been a typo in Japanese, but the typo was carried over into the localization. This slot is after "Summon" and just before Knoll's phantom's character slot. Its portrait is assigned as generic, so it also uses the generic Druid portrait. The help text associated with them is the Summoner class help text.

Generic portrait druid fe06.gif
Summoner
Level 9
Affinity --
Recruitment: None; this data is unused.

Stats Growth Rates

Inventory
--
Weapon Levels
GBARankSword.gif -- GBARankLance.gif -- Axe -- GBARankBow.gif --
GBARankAnima.gif -- GBARankLight.gif -- GBARankDark.gif D GBARankStaff.gif C

Dara

Dara has unused unit data as a male Druid.[6] The slot uses her portrait, name slot, and the relevant unused help description detailed above. She does not have any custom base stats, only growth rates. She shares her growth rates with Klimt, detailed below, meaning these growth rates may be some sort of placeholder. Her character slot is at CA.

Portrait dara fe08.png
Druid
Level 1
Affinity Is gba darkaffin.png
Recruitment: None; this data is unused.

Stats Growth Rates

Inventory
--
Weapon Levels
GBARankSword.gif -- GBARankLance.gif -- Axe -- GBARankBow.gif --
GBARankAnima.gif D GBARankLight.gif -- GBARankDark.gif C GBARankStaff.gif E

Klimt

Klimt also has unused character data as a male Bishop. The slot uses his portrait, name slot, and the unused help description detailed above. Like Dara he has no base stats, only growth rates. He actually shares growth rates with Dara, so it's possible the growth rates are some sort of placeholder. This character is located at slot C9.

Portrait klimt fe08.png
Bishop
Level 1
Affinity Is gba animaaffin.png
Recruitment: None; this data is unused.

Stats Growth Rates

Inventory
--
Weapon Levels
GBARankSword.gif -- GBARankLance.gif -- Axe -- GBARankBow.gif --
GBARankAnima.gif -- GBARankLight.gif D GBARankDark.gif -- GBARankStaff.gif C

Messenger

What seems to be the Frelian messenger Pegasus Knight that appears in some cutscenes has a character slot with data. Once again, the slot has the same growth rates as Dara and Klimt. However, this slot does actually have custom base stats. It also has an unused help description associated with it. This character is located at slot CC, near Dara and Klimt, among other used NPCs.

Portrait frelia messenger fe08.png
Pegasus Knight
Level 1
Affinity Is gba windaffin.png
Recruitment: None; this data is unused.

Stats Growth Rates

Inventory
--
Weapon Levels
GBARankSword.gif -- GBARankLance.gif D Axe -- GBARankBow.gif --
GBARankAnima.gif -- GBARankLight.gif -- GBARankDark.gif -- GBARankStaff.gif --


Classes


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


Manakete

There is an extra Manakete class slot at 0E. Morva's Manakete class is at 3B and Myrrh's is at 3C. It uses the name Manakete and the Manakete help description. If a character is modified into this class, the standing map sprite is blank, but its selected and movement frames use Morva's Manakete sprites. This class uses the flying movement type and flying weaknesses. It uses the 'regular' walking sound effects, which are normal sounding footseps. It is able to use Myrrh's Dragonstone and Monster weapons. Its stats are mostly identical to Myrrh's Manakete class, though this class has more base Movement.

If a unit of this class attempts to use a Dragonstone the game loads Myrrh's human form before failing to transform and then softlocks. Using any monster weapons, including Wretched Air, defaults to map animations. Assigned the Generic Manakete portrait from The Binding Blade.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 12 0 -- 0 2 0 2 2 8 5 --

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 20 -- 20 20 30 20 20 15 20 --

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 95% 40% -- 30% 20% 25% 0% 10% -- --
Click here for more details on the mechanics of class growths in each game.

Female Mercenary

At slot 10 there is a class that appears to be a female Mercenary, and is assigned the female Hero as its promotion. It uses the map sprite above.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 16 3 -- 5 6 0 2 0 5 8 GBARankSword.gif D

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 20 -- 20 20 30 20 20 15 20 GBARankSword.gif A

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 80% 40% -- 40% 32% 30% 18% 30% -- --
Click here for more details on the mechanics of class growths in each game.

Female Hero

At slot 12 there is a class that appears to be a female Hero. It uses the map sprite above.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 22 6 -- 10 11 0 6 3 6 9 GBARankSword.gif C Axe D

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 24 -- 30 26 30 24 24 15 25 GBARankSword.gif S Axe S

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 75% 30% -- 30% 20% 25% 20% 20% -- --
Click here for more details on the mechanics of class growths in each game.


Female Wyvern Rider

At slot 20 there is a class that appears to be a female Wyvern Rider. While it is possible for there to be female Wyvern Knights in The Sacred Stones, due to the Pegasus Knight's split class change, there are no Female Wyvern Riders or Wyvern Lords. It is actually assigned separate map sprites, but those map sprites are a duplicate of the male Wyvern Rider.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 19 6 -- 5 5 0 7 0 7 9 GBARankLance.gif D

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 20 -- 20 20 30 20 20 15 25 GBARankLance.gif A

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 85% 45% -- 35% 30% 25% 20% 17% -- --
Click here for more details on the mechanics of class growths in each game.

Female Wyvern Lord

At slot 22 there is a class that appears to be a female Wyvern Lord. While it is possible for there to be female Wyvern Knights in The Sacred Stones, there are no Female Wyvern Lords. It is actually assigned separate map sprites, but those map sprites are a duplicate of the male Wyvern Lord's.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 24 8 -- 7 7 0 9 2 8 10 GBARankSword.gif D GBARankLance.gif C

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 25 -- 26 24 30 27 23 15 25 GBARankSword.gif S GBARankLance.gif S

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 75% 40% -- 30% 20% 20% 20% 17% -- --
Click here for more details on the mechanics of class growths in each game.

Female Shaman

At slot 2E there is a class that appears to be a female Shaman. Unlike the Wyvern Rider and Lord, it is assigned the exact same map sprites as the male Shaman instead of using a different slot with duplicate map sprites.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 15 -- 3 1 1 0 1 5 5 3 GBARankDark.gif D

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 -- 20 20 20 30 20 20 15 25 GBARankDark.gif A

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 50% -- 45% 32% 20% 20% 10% 40% -- --
Click here for more details on the mechanics of class growths in each game.

Female Druid

At slot 30 there is a class that appears to be a female Druid. Like the female Shaman, it is assigned the exact same map sprites as the male Druid instead of using a different slot with duplicate map sprites.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 17 -- 7 3 4 0 3 7 6 4 GBARankAnima.gif D GBARankDark.gif C GBARankStaff.gif E

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 -- 29 26 26 30 20 29 15 20 GBARankAnima.gif S GBARankDark.gif S GBARankStaff.gif S

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 45% -- 55% 30% 25% 20% 10% 35% -- --
Click here for more details on the mechanics of class growths in each game.

Female Summoner

At slot 32 there is a class that appears to be a female Summoner. Like the female Shaman and Druid, it is assigned the exact same map sprites as the male Summoner instead of using a different slot with duplicate map sprites. Like the male Summoner its default class portrait is the Druid's.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 18 -- 5 3 4 0 3 5 6 4 GBARankDark.gif C GBARankStaff.gif E

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 -- 27 27 26 30 20 28 15 20 GBARankDark.gif S GBARankStaff.gif S

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 45% -- 50% 30% 25% 20% 8% 35% -- --
Click here for more details on the mechanics of class growths in each game.

Bard

There is a class slot for the Bard at slot 46, it uses the above unused map sprites and help description. It uses the generic Brigand portrait, which actually is not unusual for classes that usually don't make generic appearances. It does not have an associated battle animation. In terms of stats and stat caps, it is identical to its Fire Emblem: The Binding Blade appearance, having more constitution than it did in Fire Emblem: The Blazing Blade. It still has the Play skill assigned to it. It also does not have any associated Class changes.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 14 1 -- 2 7 0 1 0 5 6 --

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 10 -- 10 30 30 24 26 15 20 --

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 45% 45% -- 30% 60% 70% 0% 13% -- --
Click here for more details on the mechanics of class growths in each game.

Transporter

This class, which is likely to be Merlinus' Transporter class from Fire Emblem: The Blazing Blade, is located at slot 79. The assigned class name and help description are both assigned to blank slots, its assigned class portrait is the "?" silhouette pictured above. It uses the tent map sprite pictured above. It also has identical stats to the Fire Emblem Transporter. It has the convoy 'functionality' associated with it, but it is not actually able to be used for the convoy. This is most likely due to The Sacred Stones changing how the convoy functionality works due to Eirika or Ephraim having the convoy depending on route chosen.[7] It also does not have any associated Class changes.

Base stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weight Experience Weapon Level
The Sacred Stones 15 0 -- 3 3 0 3 0 0 25 -- -- --

Max stats

Game HP Strength Magic Skill Speed Luck Defense Resistance Movement Constitution Weapon Level
The Sacred Stones 60 20 -- 20 20 30 20 20 15 25 --

Class growth rates

Game HP Strength Magic Skill Speed Luck Defense Resistance Constitution* Movement*
The Sacred Stones 10% 0% -- 0% 0% 0% 0% 10% -- --
Click here for more details on the mechanics of class growths in each game.

Maps


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


References

  1. VincentASM, Download Events, Serenes Forest, Retrieved: April 12th, 2016
  2. "Did you know it's possible to pick up mines? I didn't!
    When a unit ends its turn on a mine tile:
    If unit has lethality and an empty inventory slot: remove mine, add mine to inventory
    If unit has lethality and a full inventory: nothing happens
    If unit has steal ability (and not lethality): nothing happens
    Otherwise, BOOM!"
    — Gryz, Do hallway traps exist in FE7?, feuniverse.us(webpage), Published: April 7th, 2016, Retrieved: April 12th, 2016
  3. "I was memory hacking some statuses with the help of @Crazycolorz5 , when I suddenly tried 0x59 and...
    This happened: [image of unit with sick status condition]"
    — AlfredKamon, “Sick” status and other stuff about statuses in FE8, feuniverse.us(webpage), Published: September 4th, 2014, Retrieved: April 13th, 2016
  4. "We don't have functioning wall spear traps. I just figured out how to get the animation to play. [...] I'm going to see if I can add the wall spear trap. I will probably just copy the routine list from instant-fire and swap out the animation routine." — Gryz, Do hallway traps exist in FE7?, feuniverse.us(webpage), Published: April 7th, 2016, Retrieved: April 12th, 2016
  5. https://i.imgur.com/NHq3jhE.gif
  6. "Dara, Saleh’s grandmother, has stats as a (male…) Druid and a rather nifty profile description." — VincentASM, Unused Content, Serenesforest.net(webpage), Published: ?, Retrieved: April 12th, 2016
  7. jjl2357, [1], , Published: January 17th, 2015, Retrieved: April 16th, 2016
Fire Emblem: The Sacred Stones
Playable characters AmeliaArturColmCormagDozlaDuesselEirikaEphraimEwanFordeFranzGarciaGerikGilliamInnesJoshuaKnollKyleL'ArachelLuteMarisaMoulderMyrrhNatashaNeimiRennacRossSalehSethSyreneTanaTethysVanessa
Creature Campaign characters CaellachFadoGlenHaydenIsmaireLyonOrsonRievSelenaValter
Non-playable characters DaraGradoKlimtLatonaMacGregorManselMonicaNada Kuya
Bosses AiasBazbaBeranBinksBoneBreguetCaellachCarlyleFomortiisGhebLyonMorvaMurrayNovalaO'NeillOrsonPabloRievSaarSelenaTiradoValterVigardeZonta
Sacred Twins and Personal Weapons AudhulmaExcaliburGarmGleipnirIvaldiLatonaNidhoggRapierReginleifSieglindeSiegmundVidofnir
Chapters Pre-split P: The Fall of Renais • 1: Escape! • 2: The Protected • 3: The Bandits of Borgo • 4: Ancient Horrors • 5: The Empire's Reach • 5x: Unbroken Heart • 6: Victims of War • 7: Waterside Renvall • 8: It's a Trap!
Eirika's Route 9: Distant Blade • 10: Revolt at Carcino • 11: Creeping Darkness • 12: Village of Silence • 13: Hamill Canyon • 14: Queen of White Dunes
Ephraim's Route 9: Fort Rigwald • 10: Turning Traitor • 11: Phantom Ship • 12: Landing at Taizel • 13: Fluorspar's Oath • 14: Father and Son
Post-split 15: Scorched Sand • 16: Ruled by Madness • 17: River of Regrets • 18: Two Faces of Evil • 19: Last Hope • 20: Darkling Woods • Final: Sacred Stone (part 1part 2)
Locations MagvelCarcino (Caer Pelyn) • Darkling WoodsFrelia (Tower of Valni) • Grado (Renvall) • Jehanna (Jehanna HallLagdou Ruins) • Rausten (Melkaen Coast) • Renais (Za'ha Woods)
Groups, objects and concepts Five heroesGerik's MercenariesImperial ThreeLegend of the Sacred StonesMonstersSacred StonesSacred TwinsWar of the Stones
Related topics Creature CampaignFire Emblem: The Sacred Stones ComicName chartPre-release information (Prototype buildUnused content) • Sound RoomTimelineWorld map
Preliminary data and content
Pre-release information Shadow Dragon and the Blade of LightGaidenMystery of the EmblemGenealogy of the Holy WarThracia 776The Binding BladeThe Blazing BladeThe Sacred StonesPath of RadianceRadiant DawnShadow Dragon DSNew Mystery of the EmblemAwakeningFatesTokyo Mirage Sessions ♯FEEchoes: Shadows of ValentiaHeroesWarriorsThree Houses
Unused content Shadow Dragon NESGaidenMystery of the EmblemGenealogy of the Holy WarThracia 776The Binding BladeThe Blazing BladeThe Sacred StonesPath of RadianceRadiant DawnShadow Dragon DSNew Mystery of the EmblemAwakeningFatesTokyo Mirage Sessions ♯FEEchoes: Shadows of ValentiaHeroesWarriorsThree Houses
Prototype builds The Blazing Blade prototype build 0205The Blazing Blade prototype build 0219The Sacred Stones prototype
Other Fire Emblem 64Fire Emblem Wii