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Unused content in Fire Emblem: The Sacred Stones
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]
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]
The Blazing Blade 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]
The Japanese version of the game contains more unused text for the data transfer.
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 do not seem to be used anywhere.
C.Room[X] [...] Church[X] [...] Glacier[.][X] [...] Sky[.][X]
Unused names

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.
- Entombed, appears near the end of the name list.
- Maelduin, appears near the end of the name list.
- Cyclops, appears near the end of the name list.
- 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 The Blazing Blade.
- 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. This unit still exists with this name assigned to it.
- 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. This unit still exists with this name assigned to it.
There are also two strings for class names which are not assigned to any class.
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 |
---|---|---|
![]() Dara |
An old woman of Caer Pelyn. Over 100 years in age, she is a font of wisdom. |
The Sacred Stones |
![]() Klimt |
A member of Carcino's Council of Elders and an opponent of Grado. |
The Sacred Stones |
![]() Messenger |
A pegasus knight of Frelia. She serves as their message bearer. |
The Sacred Stones |
![]() 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 and class list
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 are in the opposite order of the unit index.
Some of the names and classes correspond to earlier development versions; some of those are able to be seen in the May 31, 2004 build of the game. Amelia is said to be a "PROBATION_FLY_F", Neimi is called "MARY", Garcia is called "BORBA", Ephraim is called "IRZARK", the Wight is called "HELLSKELETON" instead of "Hellbone", the Elder Bael is called the "DETHBAEL" instead of "Elder Bael", and the Arch Mogall is called "DETHBIGL" instead of "Arch Bigl". The cut character Deni (labeled as "DEMI") is included in this list, but Nate isn't. The bosses of both Chapter 11s are listed as being the bosses of a Chapter 10x, and bosses in later chapters whose chapter numbers are in their listings are off by a chapter. Several other parts of the game data points to both Chapter 11s being added late in development, such as their chapter IDs, the location of their name strings and title cards, and their locations on the world map being shared with those of the Chapter 12s.
This list starts at offset 0x1C1EC0 in the NTSC-U release and offset 0x1B1878 in the Japanese version.
FE3_DUMMY LOGBREAK WALLBREAK DUELTARGET NOTATTACK CITIZEN_F CIVILIAN CITIZEN KOIDO_F CITIZEN2_F KOIDO_M CITIZEN2 CHILD_F CHILD2_F CHILD CHILD2 EMPTY_251 EMPTY_250 EMPTY_249 EMPTY_248 EMPTY_247 EMPTY_246 EMPTY_245 EMPTY_244 EMPTY_243 EMPTY_242 EMPTY_241 EMPTY_240 EMPTY_239 EMPTY_238 EMPTY_237 EMPTY_236 EMPTY_235 EMPTY_234 EMPTY_233 EMPTY_232 EMPTY_231 EMPTY_230 EMPTY_229 EMPTY_228 EMPTY_227 EMPTY_226 EMPTY_225 EMPTY_224 EMPTY_223 EMPTY_222 EMPTY_221 EMPTY_220 EMPTY_219 EMPTY_218 EMPTY_217 EMPTY_216 EMPTY_215 ROSTON_SOLDIER2 ROSTON_SOLDIER MESSENGER1 ISHUMARE DRUID DARA KLIMT POPE MANSELL PEER HAYDEN EMPTY_189 FADO EMPTY_187 EMPTY_186 EMPTY_185 FRERIA_SOCIALKNIGHT FRERIA_SWORDFIGHTER EMPTY_182 FODETH DRAGONZOMBIE GARGOYLE GORGONEGG DETHBIGL BIGL TARVOS CERBERUS MAUTHEDOOG DETHBAEL BAEL HELLSKELETON_A SKELETON_A SKELETON_S ZOMBIE ZONBIE CARCINO_REMNANTS CARCINO_MERCENARY EMPTY_159 EMPTY_158 EMPTY_157 EMPTY_156 EMPTY_155 EMPTY_154 EMPTY_153 EMPTY_152 EMPTY_151 EMPTY_150 EMPTY_149 EMPTY_148 EMPTY_147 EMPTY_146 EMPTY_145 EMPTY_144 EMPTY_143 EMPTY_142 EMPTY_141 EMPTY_140 EMPTY_139 GRAD_REMNANTS4 GRAD_REMNANTS3 GRAD_REMNANTS2 BANDIT_BAZBA GRAD_REMNANTS GRAD_10 GRAD_09 GRAD_08 GRAD_07 GRAD_06 GRAD_05 GRAD_04 GRAD_03 GRAD_02 SOLDIER GRAD_01 GRAD_FIGHTER2 GRAD_ARCHER GRAD_FIGHTER GRAD_L06 EMPTY_121 EMPTY_120 EMPTY_119 EMPTY_118 EMPTY_117 EMPTY_116 EMPTY_115 EMPTY_114 EMPTY_113 EMPTY_112 EMPTY_111 EMPTY_110 EMPTY_109 EMPTY_108 EMPTY_107 EMPTY_106 EMPTY_105 OLSSON2 LYON2 VIGARD ZONTA GLEN ONEILL BANDIT2 BANDIT1 BANDIT3 TREASUREHUNTER EMPTY_094 EMPTY_093 EMPTY_092 EMPTY_091 MOSTER_BOSS DETHGARGOYLE MONSTER_i10x HELLSKELETON_S MONSTER_E10x CYCLOPS CYCLOPS_i11 BERNA GEB EMPTY_084 EMPTY_083 IRV GORGON DEMI EMPTY_080 PABLO_E12 CETHELREDA CARLYLE AIAS MACDAIRE MACDAIRE_e11 PABLO WARRIOR BINKS TIRADO MURRAY NOVELA SAAR MUMMY MUMMY_L04 BAZBA BON BREGUET WALTER_L00 CELINA WALTER OLSSON MORVA LYON PHANTOM_FIGHTER01 PHANTOM_FIGHTER02 EMPTY_057 SUMMONER EMPTY_056 PHANTOM PHANTOM_FIGHTER03 EMPTY_054 EMPTY_053 EMPTY_052 EMPTY_051 EMPTY_050 EMPTY_049 EMPTY_048 EMPTY_047 EMPTY_046 EMPTY_045 EMPTY_044 EMPTY_043 EMPTY_042 EMPTY_041 FORRESTKNIGHT HAYDEN_C SWORDMASTER ISHUMARE_C GENERAL FADO_C HERO CETHELREDA_C BISHOP IRV_C WYVERNKNIGHT WALTER_C MAGEKNIGHT CELINA_C DRAGONMASTER GLEN_C OLSSON_C NECROMANCER LYON_C TURNER FALCONKNIGHT_F SYRENE JHOSUA SHAMAN KNOLL MAMKUTE MYRRH GREATKNIGHT DUSSEL ROGUE RENNAC MOUNTAINTHIEF EMPTY_023 BERSERKER DOZZLA TROUBADOUR_F LARCHEL PROBATION_MAGE EWAN SAGE SALEH SWORDFIGHTER MARICA DANCER_F TETHYS MERCENARY XYST MONK ASSERAY PROBATION_FLY_F AMELIA KYLE FORDE IRZARK DRAGONKNIGHT CUGAR PRIEST_F NATASHA MAGE LUTE SNIPER HEANIUS FIGHTER BORBA THIEF COMA ARCHER MARY PROBATION_SOLDIER ROSS PEGASUSKNIGHT_F VANESSA PRIEST MULDER SOCIALKNIGHT FRANZ ARMORKNIGHT GILLIAM PALADIN SETH LORD EIRIKR
While displayed here as spaces, the separators are actually null characters (codepoint 0x0).
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 The Blazing Blade 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..
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.
Build times
At offset 0xDC110 in the Japanese release, 0xD74D0 in the North American release, and 0xD8090 in the European release, the game's build time can be found.
Japanese:
2004/09/09(THU) 13:12:56
North American:
2005/02/04(FRI) 16:55:40
European:
2005/07/12(TUE) 19:24:55
The Japanese and North American build dates are followed by the text _2003
, while the European build date is followed by AGBFE3
.
Magic animation names
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 thirty-five known unused items in The Sacred Stones, many of which are leftovers from the previous Game Boy Advance game, Fire Emblem: The Blazing Blade, or are obvious placeholders. 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 | Level | Might | Weight | Hit | Crit | Range | Uses | Worth | Exp | Description Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
![]() |
Dummy | ![]() |
8 | 3 | 80 | 20 | 1 | 45 | Cannot be sold | 2 | DUMMY Deals bonus damage to mounted and armored units. (Item index #0A) |
![]() |
Dummy | ![]() |
14 | 11 | 85 | 5 | 1-2 | 20 | Cannot be sold | 1 | DUMMY Has no special effect. Has no spell animation, but is otherwise functional. (Item index #3D) |
![]() |
Dummy | ![]() |
6 | 10 | 85 | 0 | 1-2 | 20 | 4,000 | 3 | DUMMY Has no special effect. Has no spell animation, but is otherwise functional. Has the icon of Luce from the previous game, but its stats are different. (Item index #44) |
![]() |
Gold | -- | -- | -- | -- | -- | -- | 1 | Cannot be sold | -- | A bag full of money. Has no functionality programmed. (Item index #77) |
![]() |
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) |
![]() |
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) |
![]() |
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) |
![]() |
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) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 15 | Cannot be sold | -- | DUMMY +10 critical rate to one adjacent ally for one turn. Activated via the Dance command. (Item index #7F) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 15 | Cannot be sold | -- | DUMMY +10 avoid to one adjacent ally for one turn. Activated via the Dance command. (Item index #80) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 1 | 20,000 | -- | DUMMY Initiates class change for Eirika and Ephraim at Level 10 or higher. Functions properly. (Item index #8A) |
![]() |
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) |
![]() |
Vulnerary | -- | -- | -- | -- | -- | -- | 60 | 6,000 | -- | A medicinal solution used for healing minor wounds. Has no functionality programmed. (Item index #A2) |
![]() |
Vulnerary | -- | -- | -- | -- | -- | -- | 60 | 6,000 | -- | A medicinal solution used for healing minor wounds. Has no functionality programmed. (Item index #A4) |
![]() |
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) |
![]() |
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) |
![]() |
Alacalibur | ![]() |
8 | 2 | 85 | 0 | 1-2 | 20 | 1,100 | 1 | -- Deals bonus damage to ![]() (Item index #B6) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #BC) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #BD) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1-2 | 0 | 0 | 1 | DUMMY Has magic animation 21 set, which locks the game. In The Blazing Blade, that magic animation value was Aureola. With animations off, turns target's map sprite yellow. (Item index #BE) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1-2 | 0 | 0 | 1 | DUMMY Has magic animation 18 set. In The Blazing Blade, that magic animation value was Forblaze. With animations off, turns target's map sprite red. (Item index #BE) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C0) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 0 | 0 | -- | DUMMY Set to be a promotion item, but cannot actually be used as no classes are assigned to it. (Item index #C1) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C2) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C3) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C4) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C5) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C6) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1 | 0 | 0 | 1 | DUMMY Does not deal bonus damage to fliers. (Item index #C7) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #C8) |
![]() |
Dummy | ![]() |
11 | 10 | 80 | 0 | 1-2 | 0 | 0 | 1 | DUMMY Has magic animation 38 set, which locks the game. In The Blazing Blade, that magic animation value was Luce. With animations off, turns target's map sprite yellow. (Item index #C9) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1 | 0 | 0 | 1 | DUMMY (Item index #CA) |
![]() |
Dummy | ![]() |
0 | 0 | 0 | 0 | 1-2 | 0 | 0 | 1 | DUMMY Has magic animation 36 set, which locks the game. In The Blazing Blade, that magic animation value was Gespenst. With animations off, turns target's map sprite black. (Item index #CB) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 0 | 0 | -- | DUMMY An item that cannot be used. Has the icon of the Emblem Seal from The Blazing Blade. (Item index #CC) |
![]() |
Dummy | -- | -- | -- | -- | -- | -- | 0 | 0 | -- | DUMMY Considered a dancer ring, but it does nothing. (Item index #CD) |
Event items
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.
Other item leftovers
There are also item icons that are not assigned to any item, unused or otherwise. Most of them were carried over from The Binding Blade and The Blazing Blade, but there are also eleven copies of a placeholder icon.
- 48:
(Gespenst)
- 6F:
(Delphi Shield)
- 78:
(Eckesachs)
- 8A:
(duplicate of the Spear icon; also unused in The Blazing Blade)
- 8B:
(duplicate of the Chest Key icon; also unused in The Blazing Blade)
- 97:
(Durandal)
- 98:
(Armads)
- 99:
(Aureola)
- 9A:
(Earth Seal)
- 9B:
(Afa's Drops)
- 9E:
(Fell Contract)
- 9F:
(Sol Katti)
- A0:
(Wolf Beil)
- A1:
(Ereshkigal)
- A2:
(Firestone/Flametongue)
- A3:
(Regal Blade)
- A4:
(Rex Hasta)
- A5:
(Basilikos)
- A6:
(Rienfleche)
- AD, AE, AF, CA, CB, CC, CD, CE, CF, DE, DF:
(placeholder)
Additionally, there is a string for the Emblem Seal after the names of the weapons that are effective against monsters (which were modified from the Emblem weapons from The Blazing Blade). There is also a string for a "Play" item, which is after the string for the name of the unused "Dance" item.
Every staff has assigned hit and weight stats, carried over from The Binding Blade and The Blazing Blade.
Staff | Hit | Weight |
---|---|---|
Heal | 100 | 2 |
Mend | 100 | 4 |
Recover | 100 | 6 |
Physic | 100 | 5 |
Fortify | 100 | 7 |
Warp | 100 | 5 |
Rescue | 100 | 6 |
Restore | 100 | 4 |
Silence | 70 | 7 |
Sleep | 65 | 8 |
Torch | 100 | 5 |
Hammerne | 100 | 7 |
Berserk | 60 | 8 |
Unlock | 100 | 7 |
Barrier | 100 | 7 |
Latona | 100 | 5 |
Nightmare | 70 | 8 |
Gameplay mechanics
Weather


All the weather effects from The Blazing Blade 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 The Blazing Blade is also present.
Mine functionality
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 The Blazing Blade, 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
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 effects

The four stat-increasing status effects 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 effect on the unit window when hovering over a unit was not translated and left in Japanese in all localizations.
"Sick" status effect
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
The animation and functionality for the Fire Emblem: The Binding Blade Knight trio's (Bors, Gwendolyn, and Barthe) 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.
Magic Seal

The functionality of the Magic Seal class from The Blazing Blade is still present, and works if a class or unit is set to have this ability.
Graphics
Map sprites
In The Sacred Stones there are several unused map sprites, most of them originate from Fire Emblem: The Blazing Blade.
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Assigned to the unused female Wyvern Lord. The movement frames are identical to those of the male Wyvern Lord, but there are new frames for both the idle animation and for the animation that is used in the status screen and when hovering over the unit. |
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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. |
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A complete female Hero map sprite set from The Binding Blade is present. It also went unused in Fire Emblem: The Blazing Blade. |
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Complete map sprites of Nils's Bard class are present. |
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Complete map sprites for the Princess class, which originates from and also goes unused in Fire Emblem: The Blazing Blade, are present. |
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Complete map sprites for Zephiel's Prince class are present. |
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Merlinus's tent-form Transporter sprites are present. |
Battle sprites
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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. |
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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. |
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A battle sprite set for male Archers using ballistae is still present, leftover from The Binding Blade with the modified hair from its unused The Blazing Blade 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. |
![]() ![]() A hacked instance of a Mogall performing a critical hit for demonstration. |
The Mogall and Arch Mogall each have some frames that do not 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 critical 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.
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A placeholder portrait, a black silhouette featuring a "?". A similar portrait also appears in Fire Emblem: The Blazing Blade as well as in the 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. |
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A recolor of Novala's portrait. Likely to be used by a generic Dark Magic user, or royal mage. |
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An alternate version of Vigarde's portrait, complete with a small portrait, depicting him as alive and healthy. A graphic identical to this portrait is used in the opening when booting up the game. |
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Bandit's small portrait graphic ends up unused as he has a variable set to use a generic small portrait. |
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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. The unit that this portrait is assigned to has a variable set to use a generic small portrait. |
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Myrrh's winged portrait has a small version instead of using the small "?" for some reason. |
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A generic portrait for the Wyvern Knight class. In the final game, the only enemy Wyvern Knight to ever appear is Valter. |
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A generic portrait for the Rogue class. In the final game, the only enemy Rogue to ever appear is Rennac. |
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A generic portrait for the Nomad class from previous games is present. |
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A generic portrait for the Nomadic Trooper class from previous games is present. |
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A generic portrait for the Manakete class from Fire Emblem: The Binding Blade is present. |
Miscellaneous
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The graphics for Fire Emblem: The Binding Blade's spike traps are present, though trap functionality is not.[4] |
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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, is one unused highlight. It simply says "?", though if one lines up the images it matches up with Darkling Woods on the world map.[5] |
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Graphics from Fire Emblem: The Blazing Blade's Data transfer feature are still present. Example of what it should look like. |
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The heart from Larum's dance animation in Fire Emblem: The Binding Blade is still present. |
Units
This section has been marked as a stub. Please help improve the page by adding information.
Placeholder units
There are several unused placeholder units.
Notably, however, there is a placeholder unit located among the playable characters at index number 1B, between Dozla and Rennac. The "Nate" string, which is located between Dozla and Rennac's name strings, would have presumably been used for this unit. The corresponding spot in the unit list contains "EMPTY_023".
Additionally, index number 55 appears to be a slot meant for the "Deni" character. This is supported by the corresponding spot in the unused unit list being listed as "DEMI". Caellach, whose name string appears before Deni's, is index number 53, and Riev, whose name string is after, is index number 57. Index numbers 54 and 56 are used for a second version of Pablo and a monster boss, respectively, who reuse other strings, which is why their name strings are not next to Deni's.
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.
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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.
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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 placeholder growth rates—she shares these growth rates with Klimt, the Frelian messenger, and a number of used NPCs including Mansel. Her character slot is at CA.
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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 placeholder growth rates. This character is located at slot C9.
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Messenger
What seems to be the Frelian messenger Pegasus Knight that appears in some cutscenes has a character slot with data. The slot has the same placeholder 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.
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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.
This class's moving map sprites are used for when Myrrh transforms with animations turned off.
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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 95% | 40% | -- | 30% | 20% | 25% | 0% | 10% | -- | -- | -- | -- |
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 | ![]() |
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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 80% | 40% | -- | 40% | 32% | 30% | 18% | 30% | -- | -- | -- | -- |
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 | ![]() ![]() |
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 | ![]() ![]() |
Class growth rates
Game | HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 75% | 30% | -- | 30% | 20% | 25% | 20% | 20% | -- | -- | -- | -- |
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 | ![]() |
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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 85% | 45% | -- | 35% | 30% | 25% | 20% | 17% | -- | -- | -- | -- |
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 actually assigned separate map sprites, and this is detailed above.
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 | ![]() ![]() |
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 | ![]() ![]() |
Class growth rates
Game | HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 75% | 40% | -- | 30% | 20% | 20% | 20% | 17% | -- | -- | -- | -- |
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 | ![]() |
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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 50% | -- | 45% | 32% | 20% | 20% | 10% | 40% | -- | -- | -- | -- |
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 | ![]() ![]() ![]() |
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 | ![]() ![]() ![]() |
Class growth rates
Game | HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 45% | -- | 55% | 30% | 25% | 20% | 10% | 35% | -- | -- | -- | -- |
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 | ![]() ![]() |
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 | ![]() ![]() |
Class growth rates
Game | HP | Strength | Magic | Skill | Speed | Luck | Defense | Resistance | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 45% | -- | 50% | 30% | 25% | 20% | 8% | 35% | -- | -- | -- | -- |
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 do not 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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 45% | 45% | -- | 30% | 60% | 70% | 0% | 13% | -- | -- | -- | -- |
Transporter
This class, which is likely to be Merlinus's 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 The Blazing Blade 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 | 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 | Charm | Constitution* | Movement* | Weapon level |
---|---|---|---|---|---|---|---|---|---|---|---|---|
The Sacred Stones | 10% | 0% | -- | 0% | 0% | 0% | 0% | 10% | -- | -- | -- | -- |
Maps
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Map ID 2C. Uses the map of Tower of Valni 8 but has nothing else set. Presumably a placeholder for a ninth Tower of Valni map. |
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Map ID 2D. Uses the map of Tower of Valni 8 but has nothing else set. Presumably a placeholder for a tenth Tower of Valni map. |
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Map ID 38. This is the chapter map loaded in Castle Frelia, so it is technically not unused, but it cannot be seen because it is always obscured by dialogue backgrounds. |
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Map ID 3B. Probably a test map of some kind. Has some strange character, class, inventory, etc. assignments on both sides. The chapter objective is displayed as a rout map, but the chapter cannot actually be cleared. Calls an empty event at the start of every turn from "turn 0" to turn 19. |
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Map ID 3C. Duplicates of the Creature Campaign bonus units are placed in this map as playable characters (the data for Creature Campaign units is stored elsewhere). Among those units also exists Morva as an enemy unit. The chapter objective is displayed as a rout map, but the chapter cannot actually be cleared.
Waiting on the houses tells you what the respective house is for with a popup in the upper left corner. The left house is "Viwer Map", the middle house is "Viewr Face", and the right house is "Viewr BG".
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Miscellaneous
Game options
There are a few unused game options, some of which are leftovers from the previous titles.
- CPU Level: Display is bugged, and this setting cannot actually be changed. Can be set from 1 to 3. Defaults to "1". It has the description "Set enemy AI".
- Unit Color: Can be turned on or off. Defaults to "on". It has the description "Set colors for individual units". Disables custom battle animation palettes; however, it does not work for most classes.
- Controller: Can be turned on or off. Defaults to "off". It has the description "Set Control Window display". Does nothing.
- Rank Display: Can be turned on or off. Defaults to "on". It has the description "Rank Window". Does nothing.
Battle backgrounds
The Sacaen plains, snow, and town battle backgrounds from the previous game still exist but are unused. The Sacred Stones uses new town battle backgrounds, there are no snow maps, and maps using the Sacaen tileset use the normal battle backgrounds.
The Binding Blade ROM header
Fire Emblem: The Binding Blade's ROM header can be found twice in the ROM of The Sacred Stones. In the Japanese version, it is located at offsets 0xBB130C and 0xBBDC3C. In the North American version, it is located at offsets 0xB1A038 and 0xB247F4.
Character battle sprite palettes
There is an unused palette for Ewan at index number 0F, among the other characters' Bishop palettes. However, it is not assigned to be used, so it cannot be seen without hacking of the ROM. Similarly, there is an unused palette for Knoll at index number 4A, located among the other characters' Sage palettes, which is also not assigned to be used. The images to the right are what these palettes would look like if they were assigned to the Bishop and Sage classes.
The bosses O'Neill, Breguet, and Bone erroneously have their custom palettes set to be used when they are playable and not when they are enemies. O'Neill and Breguet instead use the generic enemy palette, while Bone uses Bazba's palette.
Character | Palette |
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O'Neill | ![]() |
Breguet | ![]() |
Bone | ![]() |
Debug features
The offsets listed here apply only to the North American version.
Some debug features still remain within the ROM, and can be re-enabled through hacking. The bootup debug screen is mostly functional, although "Manual Cont." is unable to be selected. Compared to the May 31, 2004 build, it is missing the world map option and the ability to select a chapter map. It can be reenabled by changing three bytes starting at offset 0xAD8 from 1B F0 DA
to 09 F0 16
.
The map menu's debug command can be re-enabled as well, at 0x1BB1D, but "Map" always sends the player to the Prologue no matter what map is selected, and "D.Info" and "Weather". "Fog" (which toggles fog of war in maps that have it), "Clears" (which sets the amount of times the game has been beaten), and "G'Night!" (which puts the console into sleep mode) still function. Compared to the May 31 build, the tactician and sound test options were removed. Additionally, the map selection displays "TUTO" (for chapters before the route split), "EIRIK" (for Eirika's chapters after the route split), or "EPHRAIM" (for Ephraim's chapters after the route split) on a second row below, which was not shown in the May 31 build (although it was shown on the map selection on the bootup screen). "Erased" also functions if "OK" is selected in its submenu; this option resets the game and the save file advances a chapter, though Chapter 5x is skipped. It does not advance a chapter if the player saved on the preparations menu, instead saves the data and goes back to the preparation screen when reloading.
The "Manual Save" command still has parameters set at offset 0xD7D00, as command ID 10. However, it is impossible to access this as nothing is set to display the menu. It is set to have its usability point to offset 0x1C309 and its effect to point to 0x1C30D. If this is put into another menu, it will be unable to be selected; even if it is set to be able to be selected, it will still not enable "Manual Cont." on the bootup debug menu. Even if "Manual Cont." is set to always be able to be selected, it will still not function properly.
Two commands are defined at offsets 0x59BF18 and 0x59BF3C (command IDs 8 and 9), both set to be the same thing. The menu they are intended for is inaccessible. Unlike "Manual Save", they have no labels set. These were the "[in] charge" commands from the May 31 build. Enabling one of these in another menu will allow the player to set "Deck" to "CPU", "Decked", or "Blocked", like the command in the May 31 build. However, these commands do not actually do anything.
The removed world map and chapter select options still have code in the game and can be reenabled, but they are nonfunctional and crash the game.
A command to go to the bootup debug screen can be enabled by setting a command to point to offset 0x1C0901. It is extremely buggy, however.
A "danger zone" command for the map menu can be enabled by setting a command to point to offset 0x226F9. It is somewhat akin to the feature that would be added to games from Fire Emblem: Shadow Dragon onward, but the player must press the B button to turn it back off in order to continue gameplay. Pressing A toggles between attack and staff ranges.
References
- ↑ VincentASM, Download Events, Serenes Forest, Retrieved: April 12th, 2016
- ↑ "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? (webpage), feuniverse.us, Published: April 7th, 2016, Retrieved: April 12th, 2016 - ↑ "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 effect]" — AlfredKamon, “Sick” status and other stuff about statuses in FE8 (webpage), feuniverse.us, Published: September 4th, 2014, Retrieved: April 13th, 2016 - ↑ "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? (webpage), feuniverse.us, Published: April 7th, 2016, Retrieved: April 12th, 2016
- ↑ https://i.imgur.com/NHq3jhE.gif
- ↑ "Dara, Saleh’s grandmother, has stats as a (male…) Druid and a rather nifty profile description." — VincentASM, Unused Content (webpage), Serenesforest.net, Published: ?, Retrieved: April 12th, 2016
- ↑ jjl2357, [1], , Published: January 17th, 2015, Retrieved: April 16th, 2016
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