To do:

Any additional playable data for Berkut and Fernand that's not mentioned here.

Rip and upload voice clips where needed.

There are a very large number of skill name and description strings that the player definitely never sees. Is there any other data connected to them? Presumably some of them are used but invisible, but which ones are those?

Virtually everything in the game that doesn't have to do with text files.

Investigate possible unused functionality for growth rates for the movement stat. [1]

"Once upon a time, there was a game named Fire Emblem Gaiden and a game developer named Intelligent Systems, who remade each other bitterly for an age."

"Hey, why did Fire Emblem Gaiden and Intelligent Systems have to cut so much? Couldn't they just say they were sorry?"

Sub-Pages

Internal Project Name

The game's internal project name is "Iron16", judging by several files which bear this label. This continues the pattern set by the other two 3DS Fire Emblems - "Iron" being a pun on the abbreviation "FE" (the chemical symbol for iron), and "16" for this being the sixteenth main Fire Emblem game (if you count BS Fire Emblem: Akaneia Senkihen as a main game, anyway, which nobody usually does outside these project names, not even the internal names of older games in the series).

Unused Text

Name Strings

The message archive file m/(language)/Name.bin contains several character names which are never used at any point.

Message Name Message (JP) Message (EN) Notes MPID_フードマン ？？？ ??? One of several generic question-mark name entries listed at the top of the file. The intereresting part is its message name, which translates as "MPID_Hoodman": a.k.a. the same text entry used for hooded Sumeragi in Fates, who definitely does not appear in this game. MPID_デフォルト名 アルム

(Arum) Alm The message name reads "MPID_DefaultName", which is the same entry where Awakening and Fates stored the default names for their player avatars, Robin and Corrin. Shadows of Valentia does not have avatars at all, so this is likely a leftover from Fates with Alm written in as a placeholder. MPID_魔道軍 魔道軍

(Mage Army) War Mage ?? MPID_デビル デビル

(Devil) Devil ?? MPID_サーペント サーペント

(Serpent) Serpent This name string existed in Gaiden, where it was also unused. MPID_ナーガ ナーガ

(Naga) Naga This name string existed in Gaiden, where it was also unused. The recurring Fire Emblem character Naga is mentioned in parts of the remake's story, although she never appears in person. MPID_ゲッペル ゲッペル

(Göppel) Ganger ?? MPID_シャドー シャドー

(Shadow) Shadow In Gaiden, this was the name of all units summoned by the Invoke spell. The remake calls them "Illusions" instead, the text string for which is listed much, much further down in the file, suggesting it was a late change. MPID_白魔法テスト 白魔法テスト

(White Magic Test) White Magic Test These are presumably unit IDs which were used in development to test magic and summoning functions. MPID_召喚師テスト 召喚師テスト

(Summoner Test) Summoner Test MPID_召喚テスト 祈祷師テスト

(Shaman Test) Cantor Test MPID_黒魔法テスト 黒魔法テスト

(Black Magic) Black Magic Test MPID_妖術師テスト 妖術師テスト

(Wizard Test) Arcanist Test MPID_特殊魔法テスト 特殊魔法テスト

(Special Magic Test) Sp, Magic Test MPID_イリュージョン魔戦 イリュージョン魔戦

(Illusion Demonfight) Invoke Magic Test MPID_イリュージョン天馬 イリュージョン天馬

(Illusion Pegasus) Invoke PN MPID_イリュージョン兵士 イリュージョン兵士

(Illusion Soldier) Invoke Soldier MPID_メサイア死霊 メサイア死霊

(Messiah Deadspirit) Conjure Revenant MPID_メサイア骸骨 メサイア骸骨

(Messiah Skeleton) Conjure B. Walker MPID_メサイア飛魔 メサイア飛魔

(Messiah Flyingdemon) Conjure Gargoyle MPID_メサイア死竜 メサイア死竜

(Messiah Deaddragon) Conjure N.Dragon MPID_メサイア魔女 メサイア魔女

(Messiah Witch) Conjure Witch MPID_メサイア目玉 メサイア目玉

(Messiah Eyeball) Conjure Mogall

Additionally, there are duplicate name string for the majority of the game's classes listed as character names (MPID; the actual class strings have the prefix MJID and are stored in a different file). Some of them are used when visiting locations, as the names of generic members of the respective classes who the player can talk to.

Name.bin also has a complete set of specific name and description strings for each variant of the Invoke and Conjure spells. In the finished game, like in the original Gaiden, every variant is just called "Invoke" and "Conjure" without mentioning what it specifically summons.

Message Name Message (JP) Message (EN) Notes MIID_メサイア死霊 メサイア死霊

(Messiah Deadspirit) Conjure R Revenant version of Conjure. MIID_メサイア骸骨 メサイア骸骨

(Messiah Skeleton) Conjure B Bonewalker version of Conjure. MIID_メサイア飛魔 メサイア飛魔

(Messiah Flyingdemon) Conjure G Gargoyle version of Conjure. MIID_メサイア死竜 メサイア死竜

(Messiah Deaddragon) Conjure N Dolth's necrodragon version of Conjure. MIID_メサイア魔女 メサイア魔女

(Messiah Witch) Conjure W Marla and Hestia's witch version of Conjure. MIID_メサイア目玉 メサイア目玉

(Messiah Eyeball) Conjure M Jedah's mogall version of Conjure. MIID_イリュージョン魔戦 イリュージョン魔戦

(Illusion Demonfight) Invoke DF Silque's dread fighter version of Invoke. MIID_イリュージョン天馬 イリュージョン天馬

(Illusion Pegasus) Invoke PN Tatiana's pegasus knight version of Invoke. "PN" is an odd way to abbreviate "pegasus knight"... MIID_イリュージョン兵士 イリュージョン兵士

(Illusion Soldier) Invoke S Genny's soldier version of Invoke. MIID_H_メサイア死霊

MIID_H_メサイア骸骨

MIID_H_メサイア飛魔

MIID_H_メサイア死竜

MIID_H_メサイア目玉 魔物を召喚する

(Summons monsters.) Summons Terrors. Help text for five of the six Conjure names, duplicated five times. When viewed in-game, Conjure's help text reads "Summons evil beings from the darkness." MIID_H_メサイア魔女 魔女を召喚する

(Summons witches.) Summons witches. Help text for the Conjure W name. Like the other Conjures, Marla and Hestia's just says "Summons evil beings from the darkness." in-game and does not specify witches at all. MIID_H_イリュージョン魔戦

MIID_H_イリュージョン天馬

MIID_H_イリュージョン兵士 幻影兵を召喚する

（軍に８体まで）

(Summons phantom soldiers

(Up to 8 per army)) Summons illusory

soldiers. (Eight max) Help text for the Invoke DF, Invoke PN, and Invoke S names, duplicated three times. Identical to the help text seen for Invoke in-game.

World Map Labels

Name.bin contains the name strings for every location on the world map, and among them is a set of labels for paths between individual locations. In-game, text associated with these "locations" is never displayed.

Message Name Message (JP) Message (EN) MID_盗賊森ラム谷経路 盗賊森ラム谷経路 F. Forest⇔Ram Valley MID_ラム谷南砦経路１ ラム谷南砦経路１ Ram Valley⇔S. Outpost 1 MID_ラム谷南砦経路２ ラム谷南砦経路２ Ram Valley⇔S. Outpost 2 MID_南砦ソフィ南経路 南砦ソフィ南経路 S. Outpost⇔S. Zofia MID_ソフィ南ソフィ門経路 ソフィ南ソフィ門経路 S. Zofia⇔Zofia Gate MID_海１海２経路 海１海２経路 Zofia Seaway 1⇔2 MID_海３海ほこら経路 海３海ほこら経路 Z. Seaway 3⇔S. Shrine MID_ソフィ港ソフィ門経路 ソフィ港ソフィ門経路 Z. Harbor⇔Z. Gate MID_ソフィ北ソフィ森経路１ ソフィ北ソフィ森経路１ N. Zofia⇔Z. Forest 1 MID_ソフィ北ソフィ森経路２ ソフィ北ソフィ森経路２ N. Zofia⇔Z. Forest 2 MID_村森ドゼ砦経路 村森ドゼ砦経路 F. Village⇔D. Fortress MID_ソフィ森森北経路 ソフィ森森北経路 Z. Forest⇔F. Northside MID_森北水門経路 森北水門経路 F. Northside⇔Sluice MID_ソフィ海岸山墓場経路１ ソフィ海岸山墓場経路１ Z. Coast⇔M. Graveyard 1 MID_ソフィ海岸山墓場経路２ ソフィ海岸山墓場経路２ Z. Coast⇔M. Graveyard 2 MID_山墓場ミラ谷経路１ 山墓場ミラ谷経路１ M. Graveyard⇔V. Approach 1 MID_山墓場ミラ谷経路２ 山墓場ミラ谷経路２ M. Graveyard⇔V. Approach 2 MID_砂漠砦砂漠北経路 砂漠砦砂漠北経路 D. Stronghold⇔N. Desert MID_砂漠砦砂漠南経路 砂漠砦砂漠南経路 D. Stronghold⇔S. Desert MID_砂漠北ギス砦経路１ 砂漠北ギス砦経路１ N. Desert⇔G. Citadel 1 MID_砂漠北ギス砦経路２ 砂漠北ギス砦経路２ N. Desert⇔G. Citadel 2 MID_砂漠南ギス砦経路 砂漠南ギス砦経路 S. Desert⇔G. Citadel MID_ミラ谷ミラ神殿経路１ ミラ谷ミラ神殿経路１ V. Approach⇔M. Temple 1 MID_ミラ谷ミラ神殿経路２ ミラ谷ミラ神殿経路２ V. Approach⇔M. Temple 2 MID_ミラ神殿ミラ北経路１ ミラ神殿ミラ北経路１ M. Temple⇔T. Northside 1 MID_ミラ神殿ミラ北経路２ ミラ神殿ミラ北経路２ M. Temple⇔T. Northside 2 MID_ミラ神殿の北 ミラ神殿の北 Temple Northside MID_ミラ北死人沼経路１ ミラ北死人沼経路１ T. Northside⇔D. Mire 1 MID_ミラ北死人沼経路２ ミラ北死人沼経路２ T. Northside⇔D. Mire 2 MID_ミラ北死人沼経路３ ミラ北死人沼経路３ T. Northside⇔D. Mire 3 MID_死人沼沼墓地経路１ 死人沼沼墓地経路１ D. Mire⇔M. Boneyard 1 MID_死人沼沼墓地経路２ 死人沼沼墓地経路２ D. Mire⇔M. Boneyard 2 MID_沼墓地ドルク砦経路１ 沼墓地ドルク砦経路１ M. Boneyard⇔D. Keep 1 MID_沼墓地ドルク砦経路２ 沼墓地ドルク砦経路２ M. Boneyard⇔D. Keep 2 MID_ドマ沼ドマ塔経路 ドマ沼ドマ塔経路 D. Swamps⇔D. Tower MID_水門国境経路１ 水門国境経路１ Sluice⇔Border 1 MID_水門国境経路２ 水門国境経路２ Sluice⇔Border 2 MID_国境リゲル森経路 国境リゲル森経路 Border⇔Rigel Forest MID_リゲル森恐山経路１ リゲル森恐山経路１ R. Forest⇔F. Mountain 1 MID_リゲル森恐山経路２ リゲル森恐山経路２ R. Forest⇔F. Mountain 2 MID_国境リゲル平野経路１ 国境リゲル平野経路１ Border⇔R. Plains 1 MID_国境リゲル平野経路２ 国境リゲル平野経路２ Border⇔R. Plains 2 MID_竜火口リゲル滝経路１ 竜火口リゲル滝経路１ D. Maw⇔Rigel Falls 1 MID_竜火口リゲル滝経路２ 竜火口リゲル滝経路２ D. Maw⇔Rigel Falls 2 MID_リゲル滝要塞経路１ リゲル滝要塞経路１ R. Falls⇔L. Bastion 1 MID_リゲル滝要塞経路２ リゲル滝要塞経路２ R. Falls⇔L. Bastion 2 MID_要塞リゲル城経路１ 要塞リゲル城経路１ L. Bastion⇔R. Castle 1 MID_要塞リゲル城経路２ 要塞リゲル城経路２ L. Bastion⇔R. Castle 2

m/(language)/Sample.bin

This message file contains five short dialogue samples for testing purposes.

Message Name Speaker Message (EN) MID_Sample_サンプル女 Brigand This is a sample conversation. MID_Sample_サンプル女2 Brigand Fade Test

(Scene fades out) MID_Sample_サンプル男 Brigand This is a sample conversation. MID_Sample_サンプル女1 Brigand This is a sample conversation. MID_Sample_サンプル男1 Brigand This is a sample conversation.

m/(language)/テストマップ.bin

This contents of this message file (the Japanese part of its name translates as "TestMap") are completely unused.

Message Name Speaker Message (EN) MID_戦闘前会話テスト

(Pre-Battle Conversation Test) Alm What's this statue? Mila Welcome, child of fate... Alm Huh?! Who said that?

m/(language)/Result.bin

Every time the player is shown the end-of-battle results screen, one character will make a remark about the army's performance in the preceding battle. In-game, the player only gets these remarks as voice clips, but every one of them is also unused in text form in Result.bin. Unlike the rest of the game's dialogue text, these are just plain text strings which do not include instructions to display speaker names or portraits, or to play the matching sound clip.

Death of Celica

Several characters have voice clips for the end-of-battle results screen that are intended to play if Celica died in the preceding battle. However, as per usual for Fire Emblem main characters, Celica's death is an automatic Game Over in all circumstances, leaving no way to ever see these. Like the rest of the results lines, these are also kept in text form in Result.bin.

Message Name Voice Clip Speaker Message (EN) MID_リザルト_アルム_死亡_1 V_RESULT_ARUM_DIE_1_00.aac Alm No... Oh, Celica, not you... MID_リザルト_マイセン_死亡_1 V_RESULT_MAISEN_DIE_1_00.aac Mycen Celica... Your life had only just begun... MID_リザルト_コンラート_死亡_1 V_RESULT_CONRAD_DIE_1_00.aac Conrad Anthiese! I only fought so you could be happy... MID_リザルト_セーバー_死亡_1 V_RESULT_SAVOR_DIE_1_00.aac Saber I really hoped you'd find happiness, lass...

Menu Leftovers

Several files contain strings for menu functions which were in the previous 3DS games but do not appear in Shadows of Valentia.

m/(language)/Config.bin

Message Name(s) Message (JP) Message (EN) Notes MID_CONFIG_命令継続 号令の継続 Persistent Tactics Strings for a scrapped management feature for the Tactics auto-battle commands. Previous Fire Emblem games don't have anything like this, either. MID_CONFIG_命令継続_オフ オフ Off MID_CONFIG_命令継続_オン オン On MID_CONFIG_命令継続_手動 手動 Manual MID_H_CONFIG_命令継続_オフ 自軍ターン開始時に号令を継続しません Tactics do not remain in effect across multiple turns. MID_H_CONFIG_命令継続_オン 自軍ターン開始時に号令を継続します Tactics remain in effect across multiple turns. MID_H_CONFIG_命令継続_手動 自軍ターン開始時に号令を再確認します Tactics must be confirmed at the start of each turn. MID_CONFIG_スライドパッド スライドパッド Circle Pad Shadows of Valentia has no Circle Pad configuration options. MID_CONFIG_スライドパッド_アナログ アナログ Analog MID_CONFIG_スライドパッド_デジタル デジタル Digital MID_H_CONFIG_スライドパッド_アナログ スライドパッド操作特有の滑らかな動きをします Move the cursor freely and smoothly. MID_H_CONFIG_スライドパッド_デジタル 十字ボタン操作のようなやや角ばった動きをします Limit the cursor to rigid, precise movement MID_CONFIG_ボイス再生 会話イベントボイス Story Voices This option from Awakening and Fates is not present in Shadows of Valentia, which only has a volume slider for all voice clips played both in and out of cutscenes. MID_H_CONFIG_ボイス再生_オン 会話イベント中のボイスを再生します Play voices during story scenes. MID_H_CONFIG_ボイス再生_オフ 会話イベント中のボイスを再生しません Mute voices during story scenes. MID_CONFIG_BGM BGM変更 Change Music In Awakening and Fates, this option controls which player-phase themes are played in skirmishes outside of the main story. Shadows of Valentia doesn't have this. MID_H_CONFIG_BGM マップ、バトルBGMを「(name)」に変更します Set background music to (name).

m/(language)/MainMenu.bin

Message Name(s) Message (JP) Message (EN) Notes MID_メインメニュー_ルナティック_説明 最難関を求める方に For those who love a

hardcore challenge. Main menu description string for the Lunatic Mode difficulty that had been in all games from Shin Monshou no Nazo to Fates, but is absent here.

m/(language)/ResidentMenu.bin

Message Name(s) Message (JP) Message (EN) Notes MID_MENU_制圧 制圧 Seize Menu strings for the seize objective, which is absent in Shadows of Valentia. MID_MENU_制圧確認 このマップをクリアします。よろしいですか？ Sieze[sic] and finish the battle? MID_MENU_杖 杖 Staff Various absent menu commands from Fates. Although the Swap ability still exists in Shadows of Valentia, it's activated in the Arts submenu. MID_MENU_破壊 壊す Break MID_MENU_訪問 訪問 Visit MID_MENU_宝箱 宝箱 Chest MID_MENU_罠解除 罠解除 Disarm MID_MENU_救出 救出 Shelter MID_MENU_入れ替え 入れ替え Swap MID_MENU_階段 階段 Stairs MID_MENU_転移 転移 Transfer MID_MENU_ワープ ワープ Warp MID_MENU_スキル_忘却 持てるスキルが

いっぱいです。

外すスキルを

１つ選んでください。 You cannot equip

any more skills.

Select one skill

to unequip. Leftover from the Awakening/Fates version of the skills system. MID_MENU_エターナル確認 レベル上限を５レベル分上げますか？ Add +5 to your level limit? Prompt for using the Eternal Seal item from Fates, which is not present in Shadows of Valentia. MID_MENU_仲間入り確認 (unit)を仲間にしますか？

（仲間にしない場合でも

サポーター名鑑には追加されます） Recruit (unit)?

(The unit will be added to your

Unit Logbook regardless.) Prompt for recruiting bonus StreetPass/Spotpass units in Awakening and Fates, which are absent from Shadows of Valentia. MID_戦績_TURN: TURN TURNS Strings for the results screen shown at the end of battles in Awakening and Fates. The Shadows of Valentia results screen is very different and has no use for these strings. MID_戦績_MVP MVP HEROES MID_戦績_MVPなし なし None MID_戦績_MVPコネクト ＆ &

m/(language)/System.bin

Message Name(s) Message (JP) Message (EN) Notes MID_SYS_フェニックス フェニックス Phoenix String for the Phoenix Mode difficulty setting from Fates, which does not return in Shadows of Valentia. MID_SYS_レベルＳ

MID_SYS_レベルＡ

MID_SYS_レベルＢ

MID_SYS_レベルＣ

MID_SYS_レベルＤ

MID_SYS_レベルＥ

MID_SYS_レベルＮ

MID_SYS_EN_レベルＳ

MID_SYS_EN_レベルＡ

MID_SYS_EN_レベルＢ

MID_SYS_EN_レベルＣ

MID_SYS_EN_レベルＤ

MID_SYS_EN_レベルＥ

MID_SYS_EN_レベルＮ Ｓ

Ａ

Ｂ

Ｃ

Ｄ

Ｅ

－

S

A

B

C

D

E

- S

A

B

C

D

E

-

S

A

B

C

D

E

- Text relating to the weapon level system which has been the standard since Seisen no Keifu, but is absent from Shadows of Valentia. MID_SYS_待機不可 待機不可 Impassable In Fates, this message is displayed on the terrain window when the cursor is on a space that no units are able to step onto. Shadows of Valentia instead represents this by displaying no avoid bonus number at all. MID_SYS_EN_軍資金単位 G G Currency symbol for the gold currency used by every Fire Emblem game, except for the original Gaiden and this game. MID_SYS_ガード GUARD GUARD In Awakening and Fates, this text pops up on battle screens when a unit blocks an enemy's attack with a Dual Guard, a function which does not exist in Shadows of Valentia. MID_MSG_ゴールド入手 (n)Ｇを手に入れた You got (n)G. Another leftover of the absent gold currency. MID_MSG_アイテム略奪 (item)を奪われた The enemy swiped (item). Messages for when an enemy in Awakening or Fates opens a chest and loots its contents. The only chests in Shadows of Valentia are found when exploring dungeons and other locations, and there is no system for enemies to loot them before the player. MID_MSG_ゴールド略奪 (n)Ｇを奪われた The enemy swiped (n)G. MID_MSG_アイテム破損 (item)が壊れてしまった (item) broke. Weapons and equipment cannot break at all in Shadows of Valentia. MID_MSG_アイテム破損２ (unit)の(item)が壊れてしまった (unit)'s (item) broke. MID_MSG_武器レベルアップ 武器レベル(weapon)が(level)に上がった (weapon) weapon level (level) attained. More weapon level leftovers. MID_MSG_武器レベルアップ２ (unit)の武器レベル(weapon)が(level)に上がった (unit) attained (weapon) weapon level (level). MID_MSG_スキル習得２ (unit)はスキル

(skill)を

習得した (unit) learned the skill (skill). Alternate version of the skill prompt. MID_MSG_支援レベル上昇 (unit 1)と(unit 2)の

支援レベルが$a2に上がった (unit 1) and (unit 2) attained

support level (level). While supports still exist in Shadows of Valentia, the player is never informed of support level increases aside from the conversations themselves. MID_MSG_捕獲 (unit)を捕獲した (unit) was captured. A leftover of Fates' enemy capture mechanic, which is absent in Shadows of Valentia. MID_MSG_能力強化 (stat 1)と(stat 2)の調子が上がった Gained a surge of

(stat 1) and (stat 2). Leftovers from the random bonuses given out in various places in Shin Monshou no Nazo, Awakening and Fates, which have no equivalent in Shadows of Valentia. MID_MSG_武器経験値入手 武器の扱いが上手くなった Weapon proficiency improved. MID_MSG_支援強化 (unit 1)と(unit 2)が仲良くなった (unit 1) and (unit 2)'s

relationship improved. MID_MSG_通信交流終了 通信交流が終了しました The parley has ended. Message related to StreetPass interaction with other player avatars in Awakening and Fates. MID_MSG_戦闘予測_死亡 非常に危険です A very dangerous confrontation. Warning messages from the combat forecast screen in Fates, warning about death risks, effective weapons and weapon triangle disadvantages respectively. Shadows of Valentia does not use text to represent these warnings. MID_MSG_戦闘予測_特効 敵の武器が危険です An especially dangerous weapon. MID_MSG_戦闘予測_3すくみ 武器の相性が悪いです Poor weapon compatibility. MID_TRICK_命中 命中＋(n) Hit +(n) Miscellaneous terrain effect labels. Shadows of Valentia uses completely different strings for these functions, which are stored in name.bin instead. MID_TRICK_必殺 必殺＋(n) Crit +(n) MID_TRICK_回避 回避＋(n) Avo +(n) MID_TRICK_必殺回避 必殺回避＋(n) Ddg +(n) MID_TRICK_ダメージ強化 与えるダメージ＋(n) Dmg dealt +(n) MID_TRICK_ダメージ軽減 受けるダメージ－(n) Dmg taken -(n) MID_TRICK_ターンダメージ ターンダメージ(n)％ Turn dmg: (n)% MID_TRICK_ターン回復 ターン回復(n)％ Turn rcv: (n)% MID_BTL_アタック アタック！ Attack! In Fates, these messages are used in battle scenes to indicate that a unit has Tag Teamed or Paired Up, respectively, with an ally. Neither function is in Shadows of Valentia. MID_BTL_サポート サポート！ Support!

(Source: Original TCRF research)

Unused Audio

BGM_Dummy

16 seconds of silence. It might technically be used, but we'd never know.

(Source: Original TCRF research)

Unused Models

Similarly to Fates, quite a few test models remain. This time, a few use assets from Gaiden itself.

Gaiden Test Maps

There are a lot of map models which consist of only a single texture laid out flat each. Each uses an original Gaiden map as its texture.

Model Name Texture Name Image Notes field/enc_mori_1.bch MAP The map for Lost Treescape skirmishes. field/enc_osorezan_1.bch MAP The map for Fear Mountain Shrine skirmishes. This map was cut entirely, and has no used equivalent in the remake. Though it is essentially an expanded version of a used map. field/enc_saidan_2.bch MAP The map for one of the Duma Temple battles. This map was cut entirely, and has no used equivalent in the remake. field/enc_saidan_3.bch MAP The map for one of the Duma Temple battles. This map was cut entirely, and has no used equivalent in the remake. field/enc_tou_1.bch MAP The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake. field/enc_tou_2.bch MAP The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake. field/enc_tou_3.bch MAP The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake. field/fld_mori_kita.bch MAP The map for the Forest Northside battle. field/fld_test_map.bch MAP19 The map for the Zofian Coast battle.

(Source: Original TCRF research)

field/hub_test_kyoten.bch

This is a test of the "hubs" where you meet characters in villages. The two test characters in question are actually from an old, Japanese MMORPG called CroXino which Hidari, the lead artist for Shadows of Valentia, worked on.





sample/sleep.bch

The sleep.bch model contains a screenshot of Mycen's first line of dialogue in the original Gaiden's opening cutscene (albeit with the village background removed). When one considers the text on the image, the model name makes sense...somewhat.

Japanese Translation [マイセン] ※「アルム ひとやすみしよう [Mycen] ※ Alm, let's take a break.

(Source: Original TCRF research)

Unused Characters

Playable Berkut and Fernand

Both Berkut and Fernand - who only appear as bosses in the main game - each have a nearly complete set of voice clips and text strings specifically for being playable units. They only lack a set of base conversations, something possessed by every actual playable unit except Alm, Celica and Mycen, and character endings.

Fernand is playable in two of the Rise of the Deliverance DLC maps, but because those maps do not feature the end-of-battle results screen and do not allow him (or any other unit) to gain experience, levels or change class, most of his dialogue still goes unused.

Character Data

Despite all the dialogue they have, neither Berkut nor Fernand have actual surviving data as playable characters. However, the data/Person.bin file may have a hint about plans for the characters.

The person ID (PID) entries for Fernand's three enemy appearances - PID_敵フェルナン３章１, PID_敵フェルナン３章２, and PID_敵フェルナン４章 - all label him "Enemy Fernand". The only other PID entries which are specifically labelled "Enemy" are for the enemy versions of Delthea, Zeke, Sonia and Deen, to distinguish them from their regular playable selves. No other enemy or boss unit is marked this way, since it would be redundant given the total lack of playable status.

All of this implies that a non-enemy version of Fernand existed at some point but was removed. Since Berkut does not have the "Enemy" label on any of his PID entries - PID_ベルクト３章, PID_ベルクト４章, PID_ベルクト５章, and PID_ベルクト５章Ｈ - he might not have ever had playable data (dialogue and voice clips aside, anyway).





Text

m/(language)/LVUP.bin

Message Name Voice Clip Expression Message (EN) Notes MID_レベルアップ_ベルクト_身体 V_LU_BERKUT_PHYSICAL_00.aac Laughing None can stand as my equal. Berkut's Level Up quote, if he gains HP, attack or defense. MID_レベルアップ_ベルクト_感覚 V_LU_BERKUT_SENSE_00.aac Default Don't mistake me for those other

muscle-bound dullards. Berkut's Level Up quote, if he gains skill or speed. MID_レベルアップ_ベルクト_気分 V_LU_BERKUT_FEEL_00.aac Laughing I have no need for divine favor. Berkut's Level Up quote, if he gains luck or resistance. MID_レベルアップ_ベルクト_無し V_LU_BERKUT_NONE_00.aac Sad ...Hmm? Berkut's Level Up quote, if he gains one or no stats. MID_レベルアップ_ベルクト_限界 V_LU_BERKUT_LIMIT_00.aac Default How could one improve upon

perfection? Berkut's Level Up quote, if most of his stats are already at maximum. MID_クラスチェンジ_ベルクト V_CC_BERKUT_00.aac Regular Hmph. So be it. Berkut's class change quote. MID_レベルアップ_フェルナン_身体 V_LU_FERNAND_PHYSICAL_00.aac Laughing Who needs my aid? Don't be shy! Fernand's Level Up quote, if he gains HP, attack or defense. MID_レベルアップ_フェルナン_感覚 V_LU_FERNAND_SENSE_00.aac Default A knight needs power and finesse both. Fernand's Level Up quote, if he gains skill or speed. MID_レベルアップ_フェルナン_気分 V_LU_FERNAND_FEEL_00.aac Special 1 Good fortune is a fine weapon. Fernand's Level Up quote, if he gains luck or resistance. MID_レベルアップ_フェルナン_無し V_LU_FERNAND_NONE_00.aac Pain ...What? Fernand's Level Up quote, if he gains one or no stats. MID_レベルアップ_フェルナン_限界 V_LU_FERNAND_LIMIT_00.aac Special 1 Time to turn my attention to new

pursuits. Fernand's Level Up quote, if most of his stats are already at maximum. MID_クラスチェンジ_フェルナン V_CC_FERNAND_00.aac Determined If this is to be my new path... Fernand's class change quote.

m/(language)/Result.bin

Message Name Voice Clip Message (EN) Notes MID_リザルト_ベルクト_完勝 V_RESULT_BERKUT_PERFECT_00.aac Ha! Victory comes naturally to me. Berkut's result screen quote, if the player has a perfect victory. MID_リザルト_ベルクト_辛勝 V_RESULT_BERKUT_NARROW_00.aac How dare they put me through so much trouble... Berkut's result screen quote, if the player has a narrow victory. MID_リザルト_ベルクト_死亡 V_RESULT_BERKUT_DIE_00.aac Men die. This could be your lot tomorrow. Berkut's result screen quote, if the player lost a unit. MID_リザルト_フェルナン_完勝 V_RESULT_FERNAND_PERFECT_00.aac I hope they appreciated that display. Fernand's result screen quote, if the player has a perfect victory. MID_リザルト_フェルナン_辛勝 V_RESULT_FERNAND_NARROW_00.aac Blast. I never struggle this much! Fernand's result screen quote, if the player has a narrow victory. MID_リザルト_フェルナン_死亡 V_RESULT_FERNAND_DIE_00.aac If I were only stronger... Fernand's result screen quote, if the player lost a unit. MID_リザルト_フェルナン_死亡_1 V_RESULT_FERNAND_DIE_1_00.aac Clive, you fool. What were you thinking? Fernand's result screen quote, if Clive died in the battle.

m/(language)/死亡.bin

Message Name Voice Clip Expression Message (EN) Notes MID_DIE_ベルクト V_DIE_BERKUT_00.aac Pain, sweatdrop Urgh... No...this isn't possible! Berkut's Classic Mode death quote. MID_DIE_フェルナン V_DIE_FERNAND_00.aac Determined Now I can finally...be with them... Fernand's Classic Mode death quote.

m/(language)/撤退.bin

Message Name Voice Clip Expression Message (EN) Notes MID_DIE_CASUAL_ベルクト V_DIE_CASUAL_BERKUT_00.aac

V_DIE_CASUAL_BERKUT_01.aac Pain, sweatdrop Perhaps I underestimated them...

Carry on without me. I'll find a place

to recover... Berkut's Casual Mode retreat quote. MID_DIE_CASUAL_フェルナン V_DIE_CASUAL_FERNAND_00.aac

V_DIE_CASUAL_FERNAND_01.aac Pain, sweatdrop They have more skill than I

gave them credit for.

I must retreat—you deal with the rest. Fernand's Casual Mode retreat quote.

Voice Clips

All of these voice clips are found in the sound/@E/Iron16_Sound.bcsar archive.

Character Select

Sound Speech Notes V_BERKUT_SELECT_00 No one is a match for me! Played when Berkut is selected, if his HP is at 70% or greater. V_BERKUT_SELECT_01 I'll do this. Played when Berkut is selected, if his HP is between 30% and 70%. V_BERKUT_SELECT_02 I must be cautious... Played when Berkut is selected, if his HP is at 30% or below. V_FERNAND_SELECT_00 I'll take them all on! Played when Fernand is selected, if his HP is at 70% or greater.

Completely different from the clip used in the Rise of the Deliverance DLC. ("Who among you will face me?") V_FERNAND_SELECT_01 Very well. Played when Fernand is selected, if his HP is between 30% and 70%.

Completely different from the clip used in the Rise of the Deliverance DLC. ("I await your word.") V_FERNAND_SELECT_02 If you insist... Played when Fernand is selected, if his HP is at 30% or below.

Completely different from the clip used in the Rise of the Deliverance DLC. ("I am in no shape for this.")

(Source: Original TCRF research)

Shizas

Shizas was the boss of the Border map in the original Gaiden, and is the only Gaiden character who does not appear at all in Shadows of Valentia. Berkut replaces him as the boss of the Border. His stats are still in the game (and are identical to his Gaiden stats) but he has no model, sprites, associated dialogue, voice clips, allegiance, or even a name string.

Class LV HP ATK SKL SPD LUCK DEF RES Item TOL Gold Knight 1 40 18 7 12 0 13 6 None 0.5

Unused Items

Data/Item.bin references IDs for two items which otherwise don't seem to have any surviving data or stats: the "fiend's lance" (IID_魔人の槍) and the "titan's axe" (IID_タイタンの斧). Since there's no other data left for them, there's no hints as to what they might've been for, aside from being connected to the monster species.

The file also lists IID slots for 20 memory prisms; only 10 exist in the base finished game, and only 3 more are added by DLC, leaving 7 empty listings. These don't have any other data, either.

(Source: Original TCRF research)

Unused Abilities

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: There are many, many, many, many more unseen skill text strings than what's listed here. Presumably a good chunk of them are tied to various hidden skills/properties; it would be helpful to sort of which belong to what and to identify anything else among them that's completely unused.

There are a sizable number of abandoned spells and skills, most of which originated in previous Fire Emblem games. Some of them don't actually have proper help text in any language, with the respective strings just repeating the skill's name as a placeholder, while a handful don't even have surviving name strings at all.

Please note that in the video demonstration to the right, these skills underwent some cosmetic hacking to give them proper descriptions and to assign them to equippable rings that don't actually exist in any form.

Magic

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: How does Apocalypse's 0 range play out in terms of usability? Does it have any surviving animation effects?

Spell Name Cost MT WT HIT CRIT RNG Help text File name Notes Apocalypse -12 HP 30 0 0 0 0 Ruinous magic. IID_アポカリプス

(IID_Apocalypse) A black magic spell which first appeared in Fire Emblem: Fuuin no Tsurugi. At 30 might it's vastly more powerful than any other weapon or spell in the game, but all of its other stats are 0.

Combat Arts

Art Name SP Cost Stat change/Effects Help text File name Notes Lethality ?? -10 HP +0 Range/+0 Mt

Attack instantly KOs the target Lethality SID_滅殺

(SID_Obliterate) A recurring skill first seen in the seventh game. Only missing the traditional black/red screen flashes. Aegis 20 -2 HP +0 Range/+0 Mt

Reduces damage from 2+ range attacks by 50% until user's next turn Halves physical damage

incurred from a distance. SID_G物理間接半減

(SID_GHalveIndirectPhysical) A recurring skill from the previous 3DS Fire Emblems. Speculum 20 -3 HP +0 Range/+0 Mt

User reflects all damage from magic attacks back to enemies until user's next turn Reflects magical attacks. SID_G魔法反射

(SID_GMagicReflect) Is visually incomplete in animations-on battle scenes: user will take no damage, but the reflected damage is not depicted on the enemy until the scene is over. Works normally when animations are off.

Skills

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: Since there's no text strings relating to most of these in the relevant archives, and since the above video modified them to give them those strings, what do those ones look like in an otherwise unmodified game? Are they assignable skills, per se, or orphaned effects not tethered to anything in particular?

Skill Name Effects Help text File name Notes Aptitude Increases the user's growth rates Aptitude SID_良成長

(SID_GoodGrowth) A recurring skill from the previous 3DS Fire Emblems. Influence Increases user's black magic range by 1 Increases black magic range

by 1. SID_魔法射程＋１

(SID_MagicRange+1) Weaker version of the used Sophisticate skill. Halve Swords Reduces damage from all sword attacks by 50% Halve Swords SID_剣ダメージ半減

(SID_HalveSwordDamage) Sword counterpart to Heavy Armor and Apotrope. Halve Lances Reduces damage from all lance attacks by 50% Halve Lances SID_槍ダメージ半減

(SID_HalveLanceDamage) Lance counterpart to Heavy Armor and Apotrope. Halve Axes Reduces damage from all axe attacks by 50% Halve Axes SID_斧ダメージ半減

(SID_HalveAxeDamage) Axe counterpart to Heavy Armor and Apotrope. Wrath Has no observable effect Boosts critical rate when

HP is 50% or lower. SID_消耗必殺

(SID_ExhaustionCritical) A recurring skill from many previous Fire Emblems. Seems to be incomplete and useless, despite the help text's claims to the contrary. Attack Twice Doubles the number of strikes the user makes Attack Twice SID_攻撃時2回攻撃

(SID_AttackTwiceWhenAttacking) Similar to Adept, a recurring skill last seen in Radiant Dawn. (N/A) Inflicts damage taken by the user back on the enemy, when attacked at 1 range (N/A) SID_カウンター

(SID_Counter) This is Counter, a recurring skill from previous Fire Emblems. Is visually incomplete in animations-on battle scenes: the reflected damage is not depicted on the enemy until the scene is over. Works normally when animations are off. (N/A) Doubles the user's EXP gain (N/A) SID_エリート

(SID_Elite) This is Paragon, a recurring skill from previous Fire Emblems. (N/A) Allies in a 3-space radius of the user deal 2 more points of damage (N/A) SID_カリスマ

(SID_Charm) This is the recurring Charm skill, specifically its Fates version which works differently from prior games. (N/A) User can move through enemy-occupied spaces (N/A) SID_すり抜け

(SID_Slipthrough) This is Pass, a recurring skill from previous Fire Emblems. (N/A) User always strikes first when attacked with HP at <50% (N/A) SID_待ち伏せ

(SID_Ambush) This is Vantage, a recurring skill from previous Fire Emblems. (N/A) All attacks by the user have an effective bonus against human enemies (N/A) SID_人間特効

(SID_AntiHumans) Counterpart to the various "Anti-" effective bonus skills. (N/A) All attacks by the user have an effective bonus against magic users (N/A) SID_魔法特効

(SID_AntiMagic) Counterpart to the various "Anti-" effective bonus skills. (N/A) All attacks by the user have an effective bonus against dragon-type enemies (N/A) SID_竜特効

(SID_AntiDragons) Counterpart to the various "Anti-" effective bonus skills. (N/A) All attacks by the user have an effective bonus against god-type enemies (N/A) SID_神特効

(SID_AntiGods) Counterpart to the various "Anti-" effective bonus skills. (N/A) Prevents user from using any black or white magic, and prevents all such magic from being listed on their stat screen (N/A) SID_魔法禁止

(SID_InhibitMagic) Similar to the spellbind status effect, but without the wearing-off.

Character Ages

Every unit in the game is assigned a hidden age stat, which has no use by itself but is related to an unused item property which would have prevented provisions from being consumed by units whose age is less than 20. Rather than the age function working as a simple yes/no flag, every playable unit is assigned an age that is realistic for the character:

13: Delthea

15: Kliff, Genny

16: Boey, Est

17: Alm, Celica, Tobin, Mae

18: Gray, Faye, Clair

19: Silque

20: Catria, Atlas

21: Conrad

22: Luthier

23: Palla 24: Lukas, Leon, Jesse

25: Python, Forsyth, Sonya

27: Clive

28: Kamui, Mathilda, Tatiana

29: Zeke

30: Deen

31: Valbar

34: Saber

65: Mycen

71: Nomah

Enemies and NPCs are all given a placeholder age of 30, with the exception of several bosses: the Brigand Boss (38), Desaix (43), Slayde (32), Barth (35), Nuibaba (124), Jedah (147), Rudolf (50), and Gharn (100). Despite their playable leftovers, Berkut and Fernand only have the placeholder age, too.

This ability was most likely intended for the four alcoholic provisions - the wine, ale, leftover ale, and Ram wine - which in the final game are the only provisions that cannot be consumed by anyone at all. This may have been removed because it provided an inherent disadvantage to underage units. As a side effect of being left unconsumable, the four alcohols all have recovery values programmed in that go unseen and unused: the wine, ale, and leftover ale would all restore 10 HP and 10 fatigue points each, while the Ram wine would restore 30 HP and 20 fatigue points.

To clarify, no version of the game allows the alcohol provisions to be consumed; this is not something that any localizations censored.





Regional Differences

7-Eleven Promotional Items

There is a set of eight items - the Seven Sword, Eleven Shield, Boiled Chicken, Moist Bread, Spicy Chicken, Mille Crepe, Chicken Link, and Pure Honey - which are present but inaccessible in the game by itself, but which were distributed in a Japanese event held by the 7-Eleven convenience store chain. All of these are currently inaccessible outside Japan, since 7-Eleven is not in the habit of holding game events like this in other countries. It is possible they will be released by some other means in the future.

The following dialogue and assets relating to the Flashy Man, the NPC from whom players collect these items after using the distribution event, are also currently unused outside Japan.

Flashy Man

face/face/npc/派手な服の男_adv.arc

("Adventure" portrait file)

face/face/npc/派手な服の男_bu.arc

(Regular bust file; also contains blushing and teardrop textures)

face/face/npc/派手な服の男_hr.arc

(Face crop file; also contains blushing and teardrop textures)

Zofia Castle (m/(language)/ソフィア城_C.bin)

Message Name Speaker Message (EN) MID_SUB711_0_確認1 N/A A flashy man has appeared in

Zofia Castle. MID_SUB711_1_1 Flashy Man Ah, I've been looking for you!

I was bade give you this by an

acquaintance of mine.

I pray you will accept it. MID_SUB711_1_確認1 N/A You got the Seven Sword! MID_SUB711_1_確認2 N/A You got the Eleven Shield! MID_SUB711_1_確認3 N/A You got (item)! MID_SUB711_1_2 Flashy Man And with that, my business is done.

Farewell. MID_SUB711_1_確認4 N/A The flashy man departed. MID_SUB711_2_確認1 N/A Nothing happened.

Zofia Harbor (m/(language)/ソフィアの港_C.bin

Message Name Speaker Message (EN) MID_SUB711_0_確認1 N/A A flashy man has appeared in

Zofia Harbor. MID_SUB711_1_1 Flashy Man Finally! I have been searching high and

low for you.

I was bade give you this by an

acquaintance of mine.

I pray you will accept it. MID_SUB711_1_確認1 N/A You got the Seven Sword! MID_SUB711_1_確認2 N/A You got the Eleven Shield! MID_SUB711_1_確認3 N/A You got (item)! MID_SUB711_1_2 Flashy Man And with that, my business is done.

Farewell. MID_SUB711_1_確認4 N/A The flashy man departed. MID_SUB711_2_確認1 N/A Nothing happened.





Missing DLC

The Fire Emblem Cipher trading card game's June starter deck contains a download code which adds four decorative items based on the card game's mascots to Shadows of Valentia: the Hard Worker’s Ribbon, the Black Crescent Moon, the Warrior’s Warding Bell and Vagabond’s Hairclip. Since the card game is Japan-exclusive, the download codes do not function in international releases and the items are not otherwise available, but all of their icons are still in all versions of the base game.

Revisional Differences

Version 1.1

This patch was released worldwide on June 22, 2017.