We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

Fire Emblem: Path of Radiance

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Fire Emblem: Path of Radiance

Also known as: Fire Emblem: Souen no Kiseki (JP)
Developers: Intelligent Systems, Nintendo SPD
Publisher: Nintendo
Platform: GameCube
Released in JP: April 20, 2005
Released in US: October 17, 2005
Released in EU: November 4, 2005
Released in AU: December 1, 2005


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
MusicIcon.png This game has unused music.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

In the Fire Emblem series' first foray into 3D, Ike must bridge a centuries-old racial divide between humans and shapeshifting furries to stop a madman from abusing a glowing lump of blue metal.

Subpages

FireEmblemPoRGaldrar.png
Regional Differences
Lots of messing around with the difficulty.
FireEmblemPoRReinforce.png
Unused Classes
"No, I'm not talking about school. Sheesh!"
FireEmblemPoRBlossom.png
Debug Menu
Featuring ominously rotating cutscene backgrounds!
FireEmblemPoRInsight.png
Battle Previewer
A model viewer lurking in the European version.
FireEmblemPoRCelerity.png
Test Map
Ever wanted to climb a gigantic staircase that leads nowhere? Now's your chance.

Internal Project Name

The game's internal project name is "FE8", judging by several important files which bear this label. This seems a bit odd at first glance, since Path of Radiance was the ninth Fire Emblem game to be released, but evidence suggests that it was in development long before Fire Emblem: The Sacred Stones, even though The Sacred Stones ended up being released first.

Unused Text

Retreat Dialog

In the Japanese version, almost every playable character (plus the NPCs Leanne and Nealuchi, for some reason) has a dialog string for when they are retreating from a map in the common.m file, but since Chapter 10 is the last regular map with a retreat objective, 29 of these strings are left unused. The localization completely removed all of these strings and internal references to them, so no text box will play at all if you retreat with any of these characters (e.g. by using a chapter select code to take them back).

Message Name Display Type Speaker Message (JP) Translation
MESC_CALILL Top/Bottom Calill そう急かさないでよ。
今行くったら、もう。
Don't rush me like that. I'm going already.
MESC_CHINON Top/Bottom Shinon はっ!この俺が
こんなとこでくたばるかよ。
Hah! You think I'd bite the dust in a place like this?
MESC_DALAHOWE Top/Bottom Devdan 口笛~♪
吹き~ながら~♪
Whistling~♪ A tune~ As I go~♪
MESC_ENA Top/Bottom Ena …これ以上
ここに留まる理由はありません。
...I've no more reason to remain here.
MESC_ERINCIA Top/Bottom Elincia アイク様、
お待ちしています…
I await you, my lord Ike...
MESC_GATRIE Top/Bottom Gatrie ぜぇはぁ…
や、やっと着いた。
Phew... J-just made it.
MESC_GEOFFRAY Top/Bottom Geoffrey 退路の確保は
我々にお任せを。
Leave the retreat path's security to us.
MESC_HAAR Top/Bottom Haar 結局、また生き残っちまったか… Looks like I get to live another day, after all...
MESC_JANAFF Top/Bottom Janaff …敵がぞろぞろ来てる。
こりゃ急がないとな。
The enemy's on our tail. I say we hurry.
MESC_JILL Top/Bottom Jill 了解!
ただちに離脱します!
Understood! I will retreat at once!
MESC_LARGO Top/Bottom Largo みんな、慌てずあせらず急げよ。 Let's get outta here, everyone, and quickly.
MESC_LAY Top/Bottom Ranulf アイクより先に退くってのは
気がひけるんだけどな~
Retreating before Ike is embarrassing, but...
MESC_LEARNE Top/Bottom Leanne ~~~~~… ~~~~~...
MESC_LUCHINO Top/Bottom Lucia あなた方を信じる。
信じて先に進む!
I believe in you. I'll trust you and go first!
MESC_MAKAROV Top/Bottom Makalov た、助かったぜ… I... I'm saved...
MESC_MWARIM Top/Bottom Muarim 気をつけろ。
敵はまだいる。
Be on your guard. There are still enemies about.
MESC_NAESALA Top/Bottom Naesala 引き際を知らないほど
馬鹿じゃないんでね。
Wouldn't you say that those who don't know when to quit are fools?
MESC_NASIR Top/Bottom Nasir アイク、きみも早く! Ike, you should hurry up!
MESC_NEALUCHI Top/Bottom Nealuchi 皆様、こちらですぞ! This way, everybody!
MESC_RIEUSION Top/Bottom Reyson 先に行かせてもらう。
力になれずすまない…
I will go first. Forgive me for lacking the strength...
MESC_SOANVALCKE Top/Bottom Stefan …潮時、か。 ...So, now's my chance.
MESC_STELLA Top/Bottom Astrid 皆様の御武運をお祈りいたします… May the fortunes of war be with everybody...
MESC_TANIS Top/Bottom Tanith 全騎迅速に離脱の後、
事前の合流地点に集結せよ!
I will see you at the rendezvous point as soon as all hands have retreated!
MESC_TAURONEO Top/Bottom Tauroneo 遅れている者はいないな? I trust that nobody is falling behind?
MESC_TIBARN Top/Bottom Tibarn 目的は果たした。
退くぞ!
Mission accomplished. Let's withdraw!
MESC_TOPUCK Top/Bottom Tormod ほんのちょっとだけ
やばかった…
That was just a little bit tough...
MESC_ULYSSES Top/Bottom Bastian まことの騎士とは
去り際を選ぶもの。
A true knight is one who chooses when he withdraws.
MESC_VULCI Top/Bottom Ulki …追っ手が近い。
急げ。
...Our pursuers are close. Hurry.
MESC_ZIHARK Top/Bottom Zihark わかった、先に行こう。
向こうで待っている。
Understood, I'll go first. I'll be waiting over there.


(Source: bookofholsety)

Death Dialog

Two NPCs, Nealuchi and Leanne, have death quotes in the Japanese version. Like all the retreat quotes, both the text strings and any reference to them were removed from the localizations.


Message Name Display Type Speaker Message (JP) Translation
MDIE_NEALUCHI Top/Bottom Nealuchi い、いかん! わしが倒れては
お坊ちゃまのお世話を誰が……
恐縮ですが、お先に失礼致しますぞ!
Th-this will not do! If I die,
then who will look after the nestling...?
Forgive me, but I must excuse myself early!
MDIE_LEARNE Top/Bottom Leanne ~~…… ~~......
Ike リアーネ!
下がるんだ!
それ以上無理はするな!
Leanne!
Fall back!
Don't force yourself any further!
Leanne (こくり) (Nods)


(Source: bookofholsety)

Deleted Messages

In the Japanese version, the following message string can be found in many chapter script files, as well as the common.m file, as a placeholder for dialog sequences that once existed but were scrapped. Unsurprisingly, the localizations removed almost all of these, but exactly one instance survived in the script for Chapter 28 and was made... much angrier.

Message Name Display Type Speaker Message (JP) Message (EN)
Various (JP)
MS_28_OP_04 (EN)
No background Anna このメッセージは削除されました。
(This message has been deleted.)
MESSAGE HAS BEEN DELETED!!!

Deleted Supports

In the Japanese version, the support script file (yell.m) contains a large number of empty message entries for 32 abandoned support pairs. The localizations removed all of these entries.

  • Ike and Zihark (MYELL_IKE_ZIHARK_C, MYELL_IKE_ZIHARK_B, MYELL_IKE_ZIHARK_A)
  • Boyd and Devdan (MYELL_BOLE_DALAHOWE_C, MYELL_BOLE_DALAHOWE_B, MYELL_BOLE_DALAHOWE_A)
  • Oscar and Astrid (MYELL_OSCAR_STELLA_C, MYELL_OSCAR_STELLA_B, MYELL_OSCAR_STELLA_A)
  • Shinon and Mist (MYELL_CHINON_MIST_C, MYELL_CHINON_MIST_B, MYELL_CHINON_MIST_A)
  • Gatrie and Bastian (MYELL_GATRIE_ULYSSES_C, MYELL_GATRIE_ULYSSES_B, MYELL_GATRIE_ULYSSES_A)
  • Marcia and Mia (MYELL_MARCIA_WAYU_C, MYELL_MARCIA_WAYU_B, MYELL_MARCIA_WAYU_A)
  • Mist and Tormod (MYELL_MIST_TOPUCK_C, MYELL_MIST_TOPUCK_B, MYELL_MIST_TOPUCK_A)
  • Mist and Volke (MYELL_MIST_VOKE_C, MYELL_MIST_VOKE_B, MYELL_MIST_VOKE_A)
  • Kieran and Lethe (MYELL_KEVIN_LETHE_C, MYELL_KEVIN_LETHE_B, MYELL_KEVIN_LETHE_A)
  • Brom and Geoffrey (MYELL_CHAP_GEOFFRAY_C, MYELL_CHAP_GEOFFRAY_B, MYELL_CHAP_GEOFFRAY_A)
  • Brom and Makalov (MYELL_CHAP_MAKAROV_C, MYELL_CHAP_MAKAROV_B, MYELL_CHAP_MAKAROV_A)
  • Nephenee and Mia (MYELL_NEPENEE_WAYU_C, MYELL_NEPENEE_WAYU_B, MYELL_NEPENEE_WAYU_A)
  • Astrid and Tanith (MYELL_STELLA_TANIS_C, MYELL_STELLA_TANIS_B, MYELL_STELLA_TANIS_A)
  • Stefan and Tauroneo (MYELL_SOANVALCKE_TAURONEO_C, MYELL_SOANVALCKE_TAURONEO_B, MYELL_SOANVALCKE_TAURONEO_A)
  • Muarim and Stefan (MYELL_MWARIM_SOANVALCKE_C, MYELL_MWARIM_SOANVALCKE_B, MYELL_MWARIM_SOANVALCKE_A)
  • Devdan and Makalov (MYELL_DALAHOWE_MAKAROV_C, MYELL_DALAHOWE_MAKAROV_B, MYELL_DALAHOWE_MAKAROV_A)
  • Reyson and Ulki (MYELL_RIEUSION_VULCI_C, MYELL_RIEUSION_VULCI_B, MYELL_RIEUSION_VULCI_A)
  • Janaff and Reyson (MYELL_JANAFF_RIEUSION_C, MYELL_JANAFF_RIEUSION_B, MYELL_JANAFF_RIEUSION_A)
  • Janaff and Sothe (MYELL_JANAFF_SOTHE_C, MYELL_JANAFF_SOTHE_B, MYELL_JANAFF_SOTHE_A)
  • Tanith and Volke (MYELL_TANIS_VOKE_A MYELL_TANIS_VOKE_B MYELL_TANIS_VOKE_A)
  • Calill and Shinon (MYELL_CALILL_CHINON_C, MYELL_CALILL_CHINON_B, MYELL_CALILL_CHINON_A)
  • Ranulf and Tauroneo (MYELL_LAY_TAURONEO_C, MYELL_LAY_TAURONEO_B, MYELL_LAY_TAURONEO_A)
  • Haar and Sothe (MYELL_HAAR_SOTHE_C, MYELL_HAAR_SOTHE_B, MYELL_HAAR_SOTHE_A)
  • Haar and Ulki (MYELL_HAAR_VULCI_C, MYELL_HAAR_VULCI_B, MYELL_HAAR_VULCI_A)
  • Lucia and Titania (MYELL_LUCHINO_TIAMAT_C, MYELL_LUCHINO_TIAMAT_B, MYELL_LUCHINO_TIAMAT_A)
  • Geoffrey and Kieran (MYELL_GEOFFRAY_KEVIN_C, MYELL_GEOFFRAY_KEVIN_B, MYELL_GEOFFRAY_KEVIN_A)
  • Geoffrey and Bastian (MYELL_GEOFFRAY_ULYSSES_C, MYELL_GEOFFRAY_ULYSSES_B, MYELL_GEOFFRAY_ULYSSES_A)
  • Elincia and Jill (MYELL_ERINCIA_QUEEN_JILL_C, MYELL_ERINCIA_QUEEN_JILL_B, MYELL_ERINCIA_QUEEN_JILL_A)
  • Elincia and Lucia (MYELL_ERINCIA_QUEEN_LUCHINO_C, MYELL_ERINCIA_QUEEN_LUCHINO_B, MYELL_ERINCIA_QUEEN_LUCHINO_A)
  • Elincia and Muarim (MYELL_ERINCIA_QUEEN_MWARIM_C, MYELL_ERINCIA_QUEEN_MWARIM_B, MYELL_ERINCIA_QUEEN_MWARIM_A)
  • Elincia and Nephenee (MYELL_ERINCIA_QUEEN_NEPENEE_C, MYELL_ERINCIA_QUEEN_NEPENEE_B, MYELL_ERINCIA_QUEEN_NEPENEE_A)
  • Elincia and Tauroneo (MYELL_ERINCIA_QUEEN_TAURONEO_C, MYELL_ERINCIA_QUEEN_TAURONEO_B, MYELL_ERINCIA_QUEEN_TAURONEO_A)

Zihark Ending

The epilogue script in mess\c31.m contains a slightly extended version of Zihark's farewell. Considering it has him talk about a future duel with Ike that comes up at no other point in the script, and that all other alternate versions of character farewells are related to support relationships with Ike, this may have been intended as the endpoint for the cut support between the two characters. Oddly enough, the localization translated it and left it in.

Message Name Display Type Speaker Message (EN)
MS_31_GED_Day_zih_a No background Zihark Crimea's an interesting place, but
I've decided to travel to Daein.
...We never did have our match, did we?
Of course, I'm no longer in the same
class as you...
I'll be training hard for the
next time we meet!
(Source: Original TCRF research)

Bonus Experience Criteria

While the final game features a rather limited and repetitive selection of achievements which reward the player with bonus experience, the Japanese version's mess\common.m text file suggests that many, many, many more were planned, covering a wide variety of activities. All of these strings were removed from all localizations of the game.

Intended Chapter Message Name Message (JP) Translation Notes
Chapter 1 Ms_ach_02_minka 村訪問 Villages visited Generally, these achievements fit into one of several stock categories: visiting each map's buildings...
Ms_ach_02_alive 全員生存 All units alive ...Having no allied casualties...
Chapter 2 Ms_ach_03_alive 全員生存 All units alive --
Chapter 3 Ms_ach_04_marcia マーシャ生存 Marcia alive ...Keeping NPC and certain enemy units alive...
Ms_ach_04_minka 村訪問 Villages visited --
Ms_ach_04_alive 全員生存 All units alive --
Chapter 4 Ms_ach_05_alive 全員生存 All units alive --
Chapter 5 Ms_ach_06_boss 敵ボスを撃破しない Boss not defeated (The final version of Chapter 5 gives absolutely no bonus experience.)
Ms_ach_06_boss_dead 敵ボスを撃破 Boss defeated
Ms_ach_06_annihilate 敵の全滅 Enemy routed
Ms_ach_06_alive 全員生存 All units alive
Chapter 6 Ms_ach_07_alive 全員生存 All units alive --
Chapter 7 Ms_ach_08_wayu ワユ仲間 Mia recruited ...Recruiting new allies...
Ms_ach_08_box 宝箱入手 Chests obtained ...Unlocking chests...
Ms_ach_08_alive 全員生存 All units alive --
Chapter 8 Ms_ach_09_annihilate 敵全滅 Enemy routed ...Defeating all enemies in chapters where the main objective doesn't outright require it (e.g. seize, arrive, defeat boss, defend, escape)...
Ms_ach_09_elaice イレース仲間 Ilyana recruited --
Ms_ach_09_boss_dead ボス撃破 Boss defeated ...Defeating bosses in chapters where fighting them isn't necessary (e.g. defense and escape maps)...
Ms_ach_09_alive 全員生存 All units alive --
Chapter 9 Ms_ach_10_minka 村訪問 Villages visited --
Ms_ach_10_annihilate 敵の全滅 Enemy routed --
Ms_ach_10_boss_dead ネタダ撃破 Nedata defeated --
Ms_ach_10_marcia マーシャ仲間 Marcia recruited --
Chapter 10 Ms_ach_11_box 宝箱 Chest --
Ms_ach_11_boss_dead ボス撃破 Boss defeated --
Ms_ach_11_annihilate 敵全滅 Enemy routed --
Ms_ach_11_talk 会話成立 Conversation held (Since Sephiran is the most important NPC in this chapter, he's the likeliest candidate for who needed to be talked to for this achievement, but there's no way to be sure anymore.)
Chapter 11 Ms_ach_12_minka 村訪問 Villages visited --
Ms_ach_12_secession 全員離脱 All allies escaped This one is unusual for two reasons. Firstly this criteria is used in Chapter 6 and Chapter 10. Secondly the objective of this chapter is Arrive, not Escape, though it would make sense for this map to have been one.
Ms_ach_12_boss_dead ボス撃破 Boss defeated --
Ms_ach_12_zihark ツィハーク仲間 Zihark recruited --
Ms_ach_12_jill_live ジル生存 Jill alive --
Chapter 12 Ms_ach_13_alive 全員生存 All units alive --
Chapter 13 Ms_ach_14_alive 全員生存 All units alive --
Ms_ach_14_box 宝箱 Chest --
Ms_ach_14_boss_dead ボス撃破 Boss defeated --
Ms_ach_14_stella ステラ仲間 Astrid recruited --
Ms_ach_14_gatrie ガトリー仲間 Gatrie recruited --
Ms_ach_14_annihilate 敵全滅 All enemies defeated --
Chapter 14 Ms_ach_15_minka 村訪問 Villages visited --
Ms_ach_15_annihilate 敵全滅 Enemy routed --
Ms_ach_15_lagu ラグズ撃破 Laguz defeated Notably, the next chapter awards bonus experience for each laguz enemy that is left alive.
Ms_ach_15_makarov マカロフ仲間 Makalov recruited --
Chapter 15 Ms_ach_16_item 砂漠の宝 Desert treasure A unique objective for, appropriately enough, this chapter's unique buried treasure hunt.
Ms_ach_16_soanvalcke ソーンバルケ仲間 Stefan recruited --
Chapter 16 Ms_ach_17_annihilate 敵全滅 Enemy routed --
Ms_ach_17_box 宝箱 Chest --
Ms_ach_17_dalahowe ダラハウ仲間 Devdan recruited --
Chapter 17 Ms_ach_18_annihilate 敵全滅 Enemy routed --
Ms_ach_18_alive 全員生存 All units alive --
Chapter 18 Ms_ach_19_annihilate 敵全滅 Enemy routed --
Ms_ach_19_box 宝箱 Chest --
Ms_ach_19_chinon シノン仲間 Shinon recruited --
Chapter 19 Ms_ach_20_tauroneo タウロニオ仲間 Tauroneo recruited In the final game, Tauroneo doesn't appear at all, let alone become available for recruitment, for another two chapters.
Ms_ach_20_bullet シューター残弾数 Ballista ammo remaining The last new type of bonus experience objective here: not using up all of the durability for the chapter's siege weapons.
Chapter 20 Ms_ach_21_minka 村訪問 Villages visited --
Ms_ach_21_annihilate 敵の全滅 Enemy routed --
Ms_ach_21_alive 全員生存 All units alive --
Chapter 21 Ms_ach_22_box 宝箱入手 Chests obtained --
Ms_ach_22_annihilate 敵の全滅 Enemy routed --
Ms_ach_22_alive 全員生存 All units alive --
Chapter 22 Ms_ach_23_chinon シノン仲間 Shinon recruited Evidently, the game was at one point going to offer a second chance to re-recruit Shinon if he was missed in Chapter 18.
Ms_ach_23_alive 全員生存 All units alive --
Chapter 23 Ms_ach_24_bullet シューター残弾数 Ballista ammo remaining --
Ms_ach_24_luchino ルキノ生存 Lucia alive --
Ms_ach_24_alive 全員生存 All units alive --
Chapter 24 Ms_ach_25_luchino ルキノ、ジョフレ、ユリシーズ生存 Lucia, Geoffrey, Bastian alive --
Ms_ach_25_bullet シューター残弾数 Ballista ammo remaining --
Ms_ach_25_alive 全員生存 All units alive --
Chapter 25 Ms_ach_26_bullet シューター残弾数 Ballista ammo remaining --
Ms_ach_26_alive 全員生存 All units alive --
Chapter 26 Ms_ach_27_annihilate 敵の全滅 Enemy routed --
Ms_ach_27_alive 全員生存 All units alive --
Chapter 27
(part 1)
Ms_ach_28_turn クリアターン Turns to clear Although this is the most common of the used achievements for every other chapter, this specific iteration of it isn't used (instead, Ms_ach_29_turn covers both parts of this two-parter) and accordingly was cut in the localization.
Ms_ach_28_box 宝箱入手 Chests obtained --
Ms_ach_28_alive 全員生存 All units alive --
Chapter 27
(part 2)
Ms_ach_29_blackknight 漆黒の騎士撃破 Black Knight defeated --
Ms_ach_29_secession 離脱 Escaped
Ms_ach_29_alive 全員生存 All units alive --
Chapter 28 Ms_ach_30_learne リアーネ生存 Leanne alive Leanne only appears in this chapter in cutscenes.
Ms_ach_30_naesala ネサラ生存 Naesala alive Like Leanne, Naesala's only appearance in this chapter is in cutscenes, and he doesn't become available to recruit until the next chapter.
Ms_ach_30_naesala_blue ネサラ仲間 Naesala recruited
Ms_ach_30_tibarn ティバーン生存 Tibarn alive --
Ms_ach_30_alive 全員生存 All units alive --

Menu Leftovers

The common.m file has a handful of miscellaneous leftover strings, occasionally pointing to features that didn't make it into the final version of the game.


Message Name Message (JP) Message (EN-US) Notes
M地 地の祝福 Earth Bounty A set of menu command strings, and accompanying help descriptions, for the Boon and Blessing skills, suggesting that at some point they were intended to be manually triggered on one ally when moving their users, rather than being passive effects affecting all adjacent allies. ("Earth Bounty" and "Sky Boon" are more literal translations of those skills' Japanese names; Fire Emblem: Radiant Dawn also had a habit of inconsistently using those terms instead of "Boon" and "Blessing")
M天 天の祝福 Sky Boon
MH地 となりのユニットの状態を正常に戻します Return an adjacent unit to normal
condition.
MH天 となりのユニットのHPを回復します Heal an adjacent unit.
Mess_Help2_skill_Steal 盗む
ヘルプ2
兵種スキルのため使用せず
Steal
Help 2
Branch of army
skill so not used.
A placeholder for a second version of the Steal skill's help text, intended for the skill assignment menu. However, since Steal is a permanent "soldier skill" (or "branch of army skill", as the placeholder puts it), it can never be seen or interacted with in the assignment menu.
Mess_Help_skill_Tackle 表示なし (None; removed in localization) Placeholders for help text for the Shove skill, which is not visible on skill lists in this game.
Mess_Help2_skill_Tackle 表示なし No display


Unused Graphics

Character Portraits

Fire Emblem's traditional silhouette placeholder makes its second appearance. The writing says "絶賛制作中" ("Work in progress"), and is slightly squished in the profile screen version to prevent being cut off.

A spare portrait set for Ike in which he is facing the camera, like what Lyn, Eliwood and Hector occasionally did in the seventh game. Includes all of the necessary eye and mouth animation textures.

An alternate portrait set for Soren with his hood raised, including all of the necessary eye and mouth animation textures.

An alternate portrait for Anna, which is identical to the used one except that she's positioned higher and more of her waist is visible. Unsurprisingly, it has no profile screen counterpart, since its only difference wouldn't be visible at all in the profile view. Includes all of the necessary eye and mouth animation textures.

A portrait set for Renning, including all of the necessary eye and mouth animation textures. Renning is only ever seen as a background illustration in narration scenes. Of particular interest is that both his face and overall pose are exact matches for the portrait of his Bertram identity. Perhaps one portrait was used to create the other?

Two variants of a generic portrait for thieves. Both have eye animation textures. They have no full-sized equivalents.

Icons

There are a handful of unused icons for items, skills and parts of the interface in the window/icons.tpl file.

Fire Emblem PoR Icon T0 Armored.pngFire Emblem PoR Icon T0 Cavalry.pngFire Emblem PoR Icon T0 Pegasus.pngFire Emblem PoR Icon T0 Wyvern.pngFire Emblem PoR Icon T0 Tent.pngFire Emblem PoR Icon T0 Beast.pngFire Emblem PoR Icon T0 Dragon.pngFire Emblem PoR Icon T0 Bird.png

The item sheet (Texture0) has a set of what look like early icons for unit weight types. From left to right: armored, cavalry, pegasus, wyvern, a blue tent, beast laguz, dragon laguz, bird laguz. The actually used ones are on the skill sheet (Texture1) and are much larger than the unused ones. The cavalry, pegasus and wyvern ones from this set more closely resemble their counterparts from the GBA games, while their used counterparts are less stylized.

The tent one is unusual since it has no obvious link to anything in Path of Radiance. Its design is identical to Merlinus's transporter tent from the seventh game. It's worth noting that Path of Radiance is one of only a few Fire Emblem games which does not give the player any means of accessing the surplus item convoy during maps, a la Merlinus's purpose, whatsoever.

Fire Emblem PoR Icon T0 Status.pngFire Emblem PoR Icon T0 Empty.png

Two placeholder icons in the item sheet: a beige box in the shape of the status affliction icons repeated 19 times, and the kanji 空 ("empty") repeated 15 times.

Fire Emblem PoR Icon T1 Skill 1.pngFire Emblem PoR Icon T1 Skill 2.pngFire Emblem PoR Icon T1 Weight.png

Three more placeholders for the skill sheet: a skill icon frame with a black fill repeated 8 times, another skill icon frame with a beige fill repeated another 8 times, and a weight type frame.

Fire Emblem PoR Icon T1 Tent.png

Another instance of the blue Merlinus tent, sitting in the middle of the weight type icons on the skill sheet. There's nothing else in the game's interface that has an octagonal shape like it.

etc\Icon.tpl

FireEmblemPORIcons.png

This file contains the full set of item and skill icons from Thracia 776, plus a few from Seisen no Keifu, albeit with a different palette from the original games. They were probably used as placeholders before the final icons were drawn out; early screenshots of Fuuin no Tsurugi also show these icons being used as placeholders.

etc\tobecontinued.cms

FireEmblemPORToBeContinued.png

An image of Lehran's Medallion, captioned To Be Continued.... This file is only present in the localized versions. It may have been created and used for an as-yet unidentified, and presumably American or European, demo release. The file is still present and still unused in the sequel, Fire Emblem: Radiant Dawn.

etc\phase.tpl

Fire Emblem PoR Phase.png

These look like placeholder graphics for announcing player and enemy phases. There aren't any equivalent images for the partner and other phases.

etc\gameover.tpl

Fire Emblem PoR Game Over.png

These look like placeholder graphics for the game over screen and, presumably, the end of a demo build.

s\1we

Fire Emblem PoR Early Title.png

An alternative title screen featuring a preliminary English logo. Note that Lehran's Medallion is part of this logo - that's where it is in the Japanese logo, but the final English one omits it entirely. Naturally, this file is only present in the localized versions.

Fuuin no Tsurugi Illustrations

Because it was never released outside Japan, the localizers had to disable link access to Fire Emblem: Fuuin no Tsurugi in the North American and European versions of Path of Radiance, and its section in the Illustrations gallery was completely removed. However, all 64 of its illustrations are still on the disc in the illust/gba1 directory, completely unedited.


(Source: Fire Emblem Wiki)

Hidden Details

Ilyana's unpromoted model has a bow, composed of a whole 12 pixels, textured onto her underwear. Technically used, but the placement renders it impossible to see in-game.

Unused Characters

Numerous NPCs have sets of stat data that either the player never sees or are never loaded into the game at all.

Note that the way Path of Radiance works with character stats is, it stores a base stat individual to a character and adds that to their class's base stats to produce the total stats the player sees them with. The base stats for these characters are listed in parentheses after their total stats.

Nealuchi

Nealuchi is briefly seen on the map during a cutscene in Chapter 28, but never remains there in gameplay so his stats can't be seen. Given that he also has retreat and death dialog, he might have been intended to be playable at some point; the same indications are there for Leanne. He doesn't have a unique battle model.

Nealuchi is playable in Radiant Dawn.

Level Class Affinity Weapon Levels
10 Bird Tribe (raven) Light None
HP STR MAG SKL SPD LUCK DEF RES
Stats 33 (9) 14 (5) 4 (0) 17 (7) 18 (6) 12 (12) 14 (6) 11 (4)
Growths 110% 35% 0% 40% 40% 65% 20% 20%

Caineghis

Caineghis's stats are remarkably similar to those of his bodyguard, Giffca. Radiant Dawn adds him as a playable character.

Level Class Affinity Weapon Levels
20 Beast Tribe (lion) Earth None
HP STR MAG SKL SPD LUCK DEF RES
Stats 68 (38) 40 (22) 12 (10) 33 (22) 28 (17) 23 (23) 30 (15) 19 (14)
Growths 160% 70% 5% 75% 60% 45% 50% 30%

Zelgius

Many of Zelgius's stats - growth rates, weapon levels and affinity - are identical to those of the Black Knight, which early data-miners took as one of the first hints that they are, in fact, one and the same person before Radiant Dawn confirmed this.

Level Class Affinity Weapon Levels
20 General Dark Sword: S / Lance: A
HP STR MAG SKL SPD LUCK DEF RES
Stats 63 (40) 26 (18) 18 (16) 25 (21) 23 (21) 26 (26) 34 (24) 29 (26)
Growths 80% 60% 0% 55% 50% 30% 50% 40%

Sigrun

Sigrun is briefly seen on the map during a cutscene in Chapter 13, but never remains there in gameplay so her stats can't be seen. Although she has a unique map model, it only covers her using swords, so having her equip a lance will crash the game. Unsurprisingly, her battle model is just the default.

Sigrun appears as both a playable unit and a boss in Radiant Dawn.

Level Class Affinity Weapon Levels
15 Falcon Knight Water Sword: A / Lance: S
HP STR MAG SKL SPD LUCK DEF RES
Stats 26 (8) 13 (7) 4 (2) 15 (9) 19 (10) 10 (10) 11 (6) 14 (9)
Growths None

Lekain and Hetzel

Even though both are very minor characters as far as Path of Radiance is concerned, appearing only in one cutscene, both Lekain and Hetzel have a set of stats apiece, although all of their data (aside from affinity) is identical to that of both each other and Oliver. Neither of them have unique map or battle models.

Both characters appear as bosses in Radiant Dawn, with a greatly expanded role in the game's story.

Level Class Affinity Weapon Levels
5 Bishop Wind (Lekain)
Thunder (Hetzel)
Staff/Light: A
HP STR MAG SKL SPD LUCK DEF RES
Stats 28 (7) 2 (1) 16 (10) 13 (8) 11 (6) 15 (15) 4 (1) 17 (6)
Growths 65% 0% 65% 40% 50% 30% 20% 40%

Heather

Heather (ヘザー) is a female sword knight. Unsurprisingly, she doesn't have any art or model assets of her own and just uses the generic Begnion enemy crest for her portrait; also, the localizations completely removed her name string. She shares her base stats and growths with Tanith's pegasus knight reinforcements.

Radiant Dawn has a playable character called Heather, but she doesn't otherwise have much in common with what few distinguishing features this Heather has (rogue with a fire affinity compared to a sword knight with a light affinity).

The behind the scenes book Tellius Recollection Vol. 2 includes a portrait of Heather among the early Path of Radiance portraits.

Level Class Affinity Weapon Levels
10 Sword Knight Light Sword: D
HP STR MAG SKL SPD LUCK DEF RES
Stats 24 (6) 11 (6) 2 (2) 12 (10) 14 (8) 10 (10) 10 (5) 7 (6)
Growths 65% 35% 5% 55% 50% 40% 15% 40%

Leftover Names

The Mess\common.m file has a fair few name string entries that have no other associated unit data and are not called to be displayed in dialog scenes' name tags. Yet again, the localizations removed a fair few of these.

Message Name Name (EN) Name (JP) Notes
MPID_SANAKI_BLACK Black Sanaki ブラックサナキ
(Black Sanaki)
Listed right below regular Sanaki.
MPID_CEPHERAN2 (N/A) セフェラン
(Sephiran)
A duplicate string for Sephiran. Listed right below regular Sephiran.
MPID_CEPHERAN_FAKE (N/A) いい人セフェラン
(Good Sephiran)
Listed right below the duplicate Sephiran.
MPID_BLACKKNIGHT (N/A) 漆黒の騎士
(Dark Knight)
A duplicate entry for the Black Knight, whose actual data is always internally referred to as "DARKKNIGHT".
Listed right below the regular Black Knight.
MPID_MONICA Monica モニカ
(Monica)
Listed between Largo and Astrid.
MPID_ASTARTE (N/A) アスタルテ
(Astarte)
a.k.a. Ashera, the order goddess of Tellius.
MPID_YUNE Yune ユンヌ
(Yunnu)
Yune was later introduced in Radiant Dawn as the chaos goddess and Ashera's other half.
MPID_HIBTCH (N/A) ヒブッティ
(Hibutti)
Duplicate name strings for two early-game bosses - Havetti and Nedata - although these ones' internal names are spelled very strangely.
MPID_NEDAKA (N/A) ネダタ
(Nedata)
MPID_GURAISU Glice グライス
(Glice)
Listed in the middle of the late-game bosses.

Cutscene Stand-Ins

Oddly enough, whenever characters appear in cutscenes acted out on the maps, the game doesn't use their actual playable/boss selves from gameplay. Instead, the game uses duplicates of those characters, with very different stats and inventories from the actual ones, as stand-ins. There's an absolutely huge number of these but they're individually not all that interesting other than the fact that they exist.


(Source: Fedule)

Unused Items

There are many unused items in this game, some of which went used in Radiant Dawn. The majority of them lack proper name and help strings.

Weapons

Icon Name (JP) WLv Mt Hit Crt Wt Rng Effects Uses Worth Exp Help Text (JP) Notes
Name (EN) Help Text (EN)
FireEmblemPoRDevilAxe.png デビルアクス
(Devil Axe)
Axe: E 18 55 0 18 1 Has a chance to backfire and damage the user instead. 20 900 8 のろわれた斧 与えるダメージは大きいが
自分が受ける可能性もある
A recurring weapon from earlier games. Has no model for battle animations, so using it with them enabled will cause the game to hang.
Devil Axe A cursed axe. It is very powerful, but there is
a chance that it will harm its wielder.
FireEmblemPoRUrvan.png ウルヴァン
(Urvan)
Axe: S 18 70 5 18 1 Resistance +3 when equipped. 20 Unsellable 2 名匠がきたえあげた世に2つなき名斧
威力は高いが、あつかいは難しい
Greil's signature axe. While absent from gameplay, it's still prominently seen in cutscenes and interstitial artwork. Used in Radiant Dawn.
Urvan A unique axe forged by a master craftsman.
It's powerful but difficult to wield.
FireEmblemPoRBrightBow.png ブライトボウ
(Bright Bow)
Bow: B 10 70 0 9 1-2 Calculates damage using user's magic and target's resistance. Effective against fliers. 25 5,750 1 魔力をひめた弓
力ではなく魔法で攻撃します
A bow counterpart to the four magic weapons. The concept of light magic-themed bows would eventually resurface with Fates' shining bow and Shadows of Valentia's radiant bow.
Bright Bow An arcane bow that uses magic,
not strength, to attack.
FireEmblemPoRRexflame.png レクスフレイム
(Rexflame)
Fire: S 14 85 0 12 1-2 Speed +3 when equipped. 20 Unsellable 2 炎の最上位魔法
あつかいが非常に難しいが とても威力がある
A fire magic counterpart to Rexbolt and Rexaura. Used in Radiant Dawn.
Rexflame The highest level of fire magic. Mastery is
quite difficult, but it is devastatingly powerful.
FireEmblemPoRRexcalibur.png レクスカリバー
(Rexcalibur)
Wind: S 12 85 0 9 1-2 Luck +3 when equipped. 20 Unsellable 2 風の最上位魔法
あつかいが非常に難しいが とても威力がある
A wind magic counterpart to Rexbolt and Rexaura. Used in Radiant Dawn.
Rexcalibur The highest level of wind magic. Mastery is
quite difficult, but it is devastatingly powerful.

Staves

All of the unused staves' associated text strings were removed in localization, so instead the game just defaults to displaying the internal message names for those strings in their place. Their Japanese help descriptions are noticeably much, much shorter than those of any of the other staves.

Icon Name (JP) WLv Hit Wt Rng Effects Uses Worth Exp Help Text (JP) Notes
Name (EN) Help Text (EN)
FireEmblemPoRBerserk.png バサーク
(Berserk)
Staff: B 60 8 1-(Magic/2) Has no observable effect 3 1,500 5 バサーク 製作中
(Berserk - in development)
The Berserk staff from previous games. This is actually the staff's last appearance in any form in any Fire Emblem game.
IID_BERSERK MH_I_BERSERK
FireEmblemPoRWarp.png ワープ
(Warp)
Staff: A None 5 1 Transports an adjacent ally to a nearby space 5 7,500 7 別の地点へ
ワープさせる
(Warps someone to a different space.)
The Warp staff from previous games.
IID_WARP MH_I_WARP
FireEmblemPoRUnlock.png アンロック
(Unlock)
Staff: D None 7 1-2 Unlocks one door within range 10 1,500 5 扉、宝箱を開ける
(Opens doors and chests.)
The Unlock staff from previous games. Used in Radiant Dawn.
IID_UNLOCK MH_I_UNLOCK

Other Items

Again, the majority of these items' associated text strings were removed in localization, so they instead just display the internal message name.

Icon Name (JP) Effects Uses Worth Help Text (JP) Notes
Name (EN) Help Text (EN)
FireEmblemPoRSilverCard.png シルバーカード
(Silver Card)
Reduces item prices at base shops by 50% None 0 誰かが持っていれば
安く買い物ができる
A recurring item from previous games. Used in Radiant Dawn.
Silver Card A special card that brings the bearer
bargains galore at shops.
FireEmblemPoRParagon.png エリートの書
(Elite Book)
Use in the base's Skills menu to assign Paragon to a unit; usable only by Astrid and Geoffrey 1 3,000 拠点でスキル『エリート』を
取得できる
Used in Radiant Dawn.
IID_ELITE An item that allows you to acquire the skill
Paragon when you're at a base.
FireEmblemPoRCelerity.png 俊足の書
(Swift-Foot Book)
Use in the base's skills menu to assign Celerity to a unit 1 3,000 拠点でスキル『俊足』を
取得できる
(Can acquire the skill "Swift-Foot" at a base.)
Used in Radiant Dawn.
IID_SWIFT MH_I_SWIFT
FireEmblemPoRImpregnable.png 鉄壁の書
(Iron Wall Book)
Use in the base's skills menu to assign 鉄壁 to a unit; usable only by Astrid and Geoffrey 1 1,000 拠点でスキル『鉄壁』を
取得できる
(Can acquire the skill "Iron Wall" at a base.)
--
IID_IMPREGNABLE MH_I_IMPREGNABLE
FireEmblemPoRTempest.png 気分屋の書
(Moody Book)
Use in the base's skills menu to assign Tempest to a unit 1 1,000 拠点でスキル『気分屋』を
取得できる
(Can acquire the skill "Moody" at a base.)
Also goes unused in Radiant Dawn, where the Tempest skill is also unused.
IID_TEMPER MH_I_TEMPER
FireEmblemPoRSerenity.png 安定の書
(Even-Handed Book)
Use in the base's skills menu to assign Serenity to a unit 1 1,000 拠点でスキル『安定』を
取得できる
(Can acquire the skill "Even-Handed" at a base.)
Also goes unused in Radiant Dawn, where the Serenity skill is also unused.
IID_CALM MH_I_CALM
FireEmblemPoRDaunt.png 恐怖の書
(Fear Book)
Use in the base's skills menu to assign Daunt to a unit 1 2,000 拠点でスキル『恐怖』を
取得できる
(Can acquire the skill "Fear" at a base.)
Used in Radiant Dawn.
IID_HORROR MH_I_HORROR
FireEmblemPoRGaldrar.png 再行動の歌
(Act Again Song)
Use in the base's skills menu to assign Canto to a unit; usable only by transformed herons 1 6,000 拠点でスキル『再行動の歌』を
取得できる 白鷺専用
(Can acquire the skill "Act Again Song" at a base. For herons only.)
Since laguz can never ordinarily be transformed when in the base, it's not actually usable under legitimate circumstances. The help text suggests that when this item was in development, Canto's Japanese name was "Act Again Song" (再行動の歌) rather than just "Act Again" (再行動) as it is in the final game, which fits with its presentation as singing (and by extension, the singing connotation of the "Canto" name in English); this also makes it the only skill acquisition item that doesn't use the usual "book" (の書) suffix.
IID_CHANT MH_I_CHANT
FireEmblemPoRBlossom.png 晩成の書
(Late Bloomer Book)
Use in the base's skills menu to assign Blossom to a unit; usable only on Sothe 1 3,000 拠点でスキル『大器晩成』を
取得できる サザ専用
(Can acquire the skill "Great Talents Bloom Late" at a base. For Sothe only.)
The item name uses a shortened version of the skill's final Japanese name, "Great Talents Bloom Late" (大器晩成). Used in Radiant Dawn.
IID_FRAC90 MH_I_FRAC90
FireEmblemPoRReinforce.png 援軍の書
(Reinforcements Book)
|Use in the base's skills menu to assign Reinforce to a unit; usable only on Tanith 1 1,000 拠点でスキル『援軍』を
取得できる タニス専用
(Can acquire the skill "Reinforcements" at a base. For Tanis only.)
--
IID_REINFORCEMENTS MH_I_REINFORCEMENTS
FireEmblemPoRInsight.png 千里眼の書
(Clairvoyance Book)
Use in the base's skills menu to assign Insight to a unit; usable only on Janaff 1 3,000 拠点でスキル『千里眼』を
取得できる ヤナフ専用
(Can acquire the skill "Clairvoyance" at a base. For Janaff only.)
In the final game, Insight cannot be unequipped from Janaff, so this would've been basically useless.
IID_TELEGNOSIS MH_I_TELEGNOSIS
FireEmblemPoRVigilance.png 順風耳の書
(Fair-Wind Ear Book)
Use in the base's skills menu to assign Vigilance to a unit; usable only on Ulki 1 3,000 拠点でスキル『順風耳』を
取得できる ウルキ専用
(Can acquire the skill "Fair-Wind Ear" at a base. For Vulci only.)
In the final game, Vigilance cannot be unequipped from Ulki, so this would've been basically useless.
IID_BIGEAR MH_I_BIGEAR

Text Leftovers

In addition to these proper items, there is a substantial amount of leftover text for cut items that generally don't have any other surviving data. Even then, a lot of the text for most of these was removed in localization. Because of how fragmented this data is between the versions, here's a chart containing both English and Japanese strings where they exist

Message Name Name (JP) Help Text (JP) Notes
Name (EN) Help Text (EN)
MIID_RAPIER レイピア
(Rapier)
王族がおもにあつかう特製の剣
よろいに対して特別な効果がある
The traditional starting weapon of Fire Emblem protagonists. A very early screenshot shows Ike wielding one. In the finished game, Ike instead gets the regal sword, which has all the same effects as a regular rapier.
Rapier A thin sword favored by royalty. Its narrow tip easily penetrates armor, causing great damage.
MIID_DRAGONKILLER ドラゴンキラー
(Dragonkiller)
対ドラゴン用に精製された剣
竜に特別な効果をもつ
A recurring weapon. Used in Radiant Dawn.
Wyrmslayer A sword designed to deal increased damage against wyvern-mounted warriors.
MIID_LIGHTNINGSWORD ライトソード
(Light Sword)
ライトニングソード 製作中
(Lightning sword - in development)
Possibly intended to be a version of the Light Brand from the Jugdral and GBA games.
Light Sword (N/A)
MIID_HAUTECLAIRE オートクレール
(Hauteclere)
(N/A) Shadow Dragon later introduced a legendary axe called Hauteclere, but since this unused listing is in the same block as most of the game's swords, it's likely that this one was intended to be a sword as well.
(N/A) (N/A)
MIID_FIREEMBLEM ファイアーエムブレム
(Fire Emblem)
(N/A) This suggests that the game's Fire Emblem item, Lehran's Medallion, may have been intended to appear in players' inventories at some point, although a) the placement of this in the middle of most of the swords and b) the finished Japanese game generally referring to the Fire Emblem in kanji (炎の紋章) rather than katakana does raise questions about what the Emblem was meant to be at this point.
(N/A) (N/A)
MIID_ASHU アシュナード専用剣
(Ashnard-Only Sword)
(N/A) This might have been an early placeholder of some sort. Ashnard's actual sword, Gurgurant, is listed much further on down in the item name strings.
(N/A) (N/A)
MIID_DRAGONAXE ドラゴンアクス
(Dragon Axe)
対ドラゴン用に精製された斧
竜に特別な効果をもつ
An axe counterpart to the wyrmslayer that was introduced in the GBA games.
Dragon Axe An axe designed to deal increased damage against wyvern-mounted warriors.
MIID_SHININGBOW ソニックボウ
(Sonic Bow)
ソニックボウ 製作中
(Sonic bow - in development)
Likely meant to be a second magic-based bow. Fates later introduced the shining bow as a light-themed magic bow.
Sonic Bow (N/A)
MIID_CATFANG
(Fang)
猫がもつするどい爪 耐久度がへらない
生まれながらに持つため外したり捨てたりできない
(Sharp fangs used by cats. Their durability never decreases and, since they are natural, they cannot be unequipped or discarded.)
Alternative weapons other than the used claws were evidently considered for the beast laguz classes. In Radiant Dawn, lions and tigers get fang weapons instead of the claws they have here.
(N/A) (N/A)
MIID_TIGERFANG
(Fang)
虎がもつするどい牙 耐久度がへらない
生まれながらに持つため外したり捨てたりできない
(Sharp fangs used by tigers. Their durability never decreases and, since they are natural, they cannot be unequipped or discarded.)
(N/A) (N/A)
MIID_LIONFANG
(Fang)
獅子がもつするどい牙 耐久度がへらない
生まれながらに持つため外したり捨てたりできない
(Sharp fangs used by lions. Their durability never decreases and, since they are natural, they cannot be unequipped or discarded.)
(N/A) (N/A)
MIID_BLACKBREATH ブレス
(Breath)
(N/A) This would have been a breath weapon for the unused black dragon class. Used in Radiant Dawn.
(N/A) (N/A)
MIID_HAWKTALON
(Talon)
タカがもつするどい爪 耐久度がへらない
生まれながらに持つため外したり捨てたりできない
(Sharp talons used by hawks. Their durability never decreases and, since they are natural, they cannot be unequipped or discarded.)
Like the fangs, talons were apparently an alternative to beaks for bird laguz. In Radiant Dawn, hawks get talon weapons while ravens keep beaks.
(N/A) (N/A)
MIID_CROWTALON
(Talon)
カラスがもつするどい爪 耐久度がへらない
生まれながらに持つため外したり捨てたりできない
(Sharp talons used by ravens. Their durability never decreases and, since they are natural, they cannot be unequipped or discarded.)
(N/A) (N/A)
MIID_ASTARTYUNE アスタテューヌ
(Astartyune)
(N/A) Listed with the light spells. Shares its name with the combined goddess of Tellius (Ashunera in localizations).
(N/A) (N/A)
MIID_ROBBERSKEY とうぞくのかぎ
(Thief's Key)
とうぞくのかぎ 製作中
(Thief's key - in development)
Lockpicks ("thief's key" in Japanese) are a recurring item used by thieves to open doors and chests. In the finished game, thieves have the ability to unlock things without using items at all.
Lock pick - in development
MIID_MEMBERCARD メンバーカード
(Member Card)
誰かが持っていれば
普通は行けない店に行ける
(If somebody holds it, they can go to a shop they would not ordinarily go to.)
A recurring item used to access secret shops. Given the help text's vagueness, and the differences between Path of Radiance shops and the shops in games with the member card, how this would've worked is anyone's guess.
(N/A)
MIID_MINE フレイボム
(Flabomb)
(N/A) The mine item from The Blazing Blade, left on the cutting room floor for the second game in a row! Radiant Dawn has an only slightly more complete version of it that also goes unused.
(N/A) (N/A)
(Source: Original TCRF research)

Internal Name Oddities

While most of the time the internal names of everything accurately reflect of what a given thing actually is, there's a surprisingly large number of items whose internal names differ significantly from what the player sees them called, suggesting earlier item and name ideas that were replaced in development. A lot of them allude to weapons from prior Fire Emblem games, especially the GBA ones, and some of them even wound up as the basis, justifiably or otherwise, for the names that the final items received in various localizations of the game!

Internal Name Name (JP) Name (EN) Notes
IID_BRONZESWORD 訓練用の剣
(Practice Sword)
Trainer Bronze weapons later became a thing in Radiant Dawn and Awakening, as a tier of basic weapons that are even cheaper and weaker than irons and totally lack the ability to deal critical hits, but which have better durability. Admittedly, lack of criticals aside, "weaker than iron swords" isn't something that you can say about the trainer.
IID_WATOU ヴァーグ・カティ
(Vague Katti)
Vague Katti Wo Dao ("Watou" in Japanese - both translate to "Japanese sword" from Chinese and Japanese respectively) are swords from the Elibe games which, like the Vague Katti, are vaguely katana-esque and have huge crit stats. Unlike the Vague Katti, though, they're entirely common weapons with a modest required weapon level. Radiant Dawn later included them for real.
IID_RANCEBASTER ラグズソード
(Laguz Sword)
Laguzslayer Lancereavers ("lancebuster" in Japanese) are weapon triangle-reversing swords from the GBA games. The first of three GBA weapons that were ultimately ditched in favor of the line of anti-laguz weapons.
IID_HORSEKILLER 長柄刀
(Longsword)
Longsword Simultaneously kinda interesting and also really not: "HORSEKILLER" absolutely accurately describes what the sword does in the final version, and the series absolutely did already have a history of calling its anti-cavalry swords "longswords", but the mismatch between internal and final name does make one wonder whether they were ever considering calling it something else. Say, following The Sacred Stones' lead and calling them "zanbato" (which, of course, translates as "horse-killing sword") again?
IID_AXEBASTER ショートスピア
(Short Spear)
Short Spear Axereavers ("axebuster" in Japanese) are weapon triangle-reversing lances from the GBA games. One of the few cases where the final version's replacement weapon also previously existed in the series, as short spears debuted back in The Blazing Blade. This internal name caused a very noticeable error in the Spanish localization: it called the short spear "antihachas", which was the axereaver's Spanish name in prior games.
IID_BRONZEAXE 訓練用の斧
(Practice Axe)
Practice Axe Ditto the trainer.
IID_SONICAXE ボルトアクス
(Bolt Axe)
Bolt Axe Evidently, this was another case where they were going back and forth about what magic element the various magic weapons would be; in the final game, it was swords that got the sonic/wind element. No Fire Emblem game before or since has had a wind-themed axe, let alone one that describes itself as "sonic".
IID_SWORDBASTER ショートアクス
(Short Axe)
Short Axe Swordreavers ("swordbuster" in Japanese) are weapon triangle-reversing axes from the GBA games. Replaced with the brand-new axe counterpart to the short spear. The subject of another Spanish localization oopsie: it is known there as the "antiespadas", the Spanish term for the swordreaver.
IID_SHORTBOW ラグズボウ
(Laguz Bow)
Laguz Bow Short bows previously appeared in every game between Thracia 776 and The Sacred Stones as variously nondescript common bow models, and later became a weapon with close-range functionality from Fates onward (under the English name "mini bow"). The second of three GBA weapons that were ultimately ditched in favor of the line of anti-laguz weapons.
IID_FORBLAZE レクスフレイム
(Rexflame)
Rexflame All four of the S-rank "Rex-" tomes originally bore the names of powerful tomes from previous Fire Emblem games, and three of these early names are also present in the Battle Previewer listings. In this case, Forblaze is Athos's legendary anima tome in the Elibe games. This is the only "Rex-" tome to not retain some form of the internal name in French localizations.
IID_FIMBULVETR レクスカリバー
(Rexcalibur)
Rexcalibur Fimbulvetr is the penultimate, A-rank anima tome in the GBA games which, like Rexcalibur and unlike most wind tomes, features ice and blizzards as part of its animation. Oddly, this internal listing uses its longer English name rather than the shorter Japanese name, "Fimbul". The French localizations of this game and Radiant Dawn renamed this weapon "Fimbulvetr" to follow suit with the internal name.
IID_MJOLNIR レクスボルト
(Rexbolt)
Rexbolt While at the time there was technically nothing known as "Mjölnir" in Japanese Fire Emblem material, there's an obvious connection to Reptor/Blume/Ishtar's legendary thunder tome from Seisen no Keifu, known as "Thor Hammer" in Japanese and subsequently rechristened "Mjölnir" in English localizations in the decade following Path of Radiance. (Various other, unrelated "Mjölnirs" have also since been introduced in Japanese material.) The French localizations of this game and Radiant Dawn renamed this weapon "Mjolnir" (without the umlaut, unlike later localized Fire Emblem usages) to match the internal name.
IID_LIGHTNING ライト
(Light)
Light In the Jugdral and GBA games, the basic light tome was called Lightning instead of Light. As with the "Rex-" tomes, the "Lightning" name is also present in the Battle Previewer listings.
IID_AURA レクスオーラ
(Rexaura)
Rexaura Aura is a highly damaging light tome that appears in all of the first four games, most notably as Linde's exclusive weapon in the Archanea games. The French localizations of this game and Radiant Dawn renamed this weapon "Aura" to match the internal name.
IID_POWERRING エナジーの雫
(Energy Drop)
Energy Drop In many prior games, the power ring was the strength-boosting item.
IID_MAGICRING 精霊の粉
(Spirit Dust)
Spirit Dust In the Jugdral games, the magic ring was the magic-boosting item.
IID_BODYRING 石像の欠片
(Statue Fragment)
Statue Frag In Thracia 776 and the GBA games, the body ring was the constitution-boosting item.
IID_DELPHISHIELD フルガード
(Full Guard)
Full Guard In the Elibe games, the Delphi shield was a held item with a similar effect to the full guard, but limited to protecting only against anti-flier effectiveness. Not only did the Spanish localization (mistakenly again?) follow the internal name's lead and call the item "Esc Delphi", but the Italian localization seems to have taken similar inspiration and rechristened it "Scudo Fili" (Fili shield, the identical reskinned version of the Delphi shield from The Sacred Stones).
IID_ALONDITE エタルド
(Ettard)
Alondite Surprise! The big localization rename of the Black Knight's sword, right down to the exact funky spelling of its pseudo-Arthurian namesake, actually came straight from the horse's hitherto-unseen mouth all along!
IID_LONGSWORD リガルソード
(Regal Sword)
Regal Sword As seen in pre-release screenshosts, "longsword" (no, not the aforementioned item) was the second name/concept for Ike's obligatory anti-cavalry/anti-armor starting personal weapon that Intelligent Systems is known to have considered.
IID_DRAGORANCE ラグズランス
(Laguz Lance)
Laguz Lance Refers to an anti-dragon weapon known variously as the "dragonlance" and "dragonspear" in Japanese, and as the "dragonpike" and "dragonspear" in English. The third of three GBA weapons that were ultimately ditched in favor of the line of anti-laguz weapons (the laguz axe was always the laguz axe, as far as the internal names recall anyway).
IID_SONICBLADE ソニックソード
(Sonic Sword)
Sonic Sword A subtle difference, but a difference nonetheless.
IID_LIGHTNINGBOW ブライトボウ
(Bright Bow)
Bright Bow The "lightning" prefix is consistent with both the Light tome's internal name and the abandoned light sword's internal references (MIID_LIGHTNINGSWORD).
IID_LONGLONGBOW バルフレチェ
(Balfleche)
Double Bow May just be a simple placeholder name while they figured out what they would actually call it. It's a pretty funny one, though...
IID_CRIMEASWORD アミーテ
(Amite)
Amiti Likely a placeholder name. Reminiscent of the "Ashnard-only sword" name string.
IID_CHANGERING 半化身の腕輪
(Half-Embodiment Armlet)
Demi Band More placeholders?
IID_CHANGERING2 化身の腕輪
(Embodiment Armlet)
Laguz Band

Secondary Help Texts

In the GBA games, non-weapon items used two sets of help text: a longer one used for the traditional R Button help popup, and a shorter one used in a small box in item use menus. While this didn't return in any subsequent games, they were evidently considering it for Path of Radiance, as the Japanese build has a whole series of single-line alternate texts for most of the game's items, listed internally under the internal message name structure MH_I_(itemname)_2 (as opposed to the R Button text being MH_I_(itemname)). The only items that do not have the secondary help text are the last few in the internal ordering of name strings: the demi band, laguz band, coin, laguz stone, and the Smite manual.

The text itself isn't especially exciting, as it generally boils down to a somewhat shortened version of the R Button text. Naturally, all of this text was cut in localization.

Used Items

Message Name Item Secondary Help Text (JP) Notes
MH_I_ANGELROBE_2 Seraph Robe 『最大HP』が増える
(Increases maximum HP.)
All of the stat boosters' unused help texts are identical to the final R Button ones.
MH_I_POWERRING_2 Energy Drop 『力』が増える
(Increases strength.)
MH_I_MAGICRING_2 Spirit Dust 『魔力』が増える
(Increases magic.)
MH_I_SECRETBOOK_2 Secret Book 『技』が増える
(Increases skill.)
MH_I_SPEEDWING_2 Speedwing 『速さ』が増える
(Increases speed.)
MH_I_GODDESSICON_2 Ashera Icon 『幸運』が増える
(Increases luck.)
MH_I_DRAGONSHIELD_2 Dracoshield 『守備』が増える
(Increases defense.)
MH_I_TALISMAN_2 Talisman 『魔防』が増える
(Increases resistance.)
MH_I_BOOTS_2 Boots 『移動力』が増える
(Increases movement.)
MH_I_BODYRING_2 Statue Frag 『体格』が増える
(Increases constitution.)
MH_I_VSBEAST_2 Laguzguard 装備すれば ラグズからのダメージ半減
(When equipped, halves damage from laguz.)
The final R Button text phrases the effect as "reducing damage dealt by laguz attacks" (ラグズから受けるダメージが半減する), while this simplifies the sentiment considerably and removes the second "For beorc only." line.
MH_I_VSHUMAN_2 Beorcguard 装備すれば 対ラグズの特攻無効
(When equipped, negates anti-laguz bonus damage.)
The final R Button text phrases the effect as "negating bonus damage dealt by beorc attacks" (ベオクから受ける特効が無効になる), while this simplifies the sentiment considerably and removes the second "For laguz only." line.
MH_I_KNIGHTSHIELD_2 Knight Ward 装備すれば 防御が上がる
(When equipped, boosts defenses.)
Keeps the first line of their R Button counterparts without change, but drops the second line listing compatible classes.
MH_I_MASTERPROOF_2 Master Seal 上級職になることができる
(Can become an advanced class.)
Completely different from the final R Button text.
MH_I_TREASUREKEY_2 Chest Key 宝箱を開けることができる
(Can open treasure chests.)
Removes a clause from the final R Button text talking about "acquiring [the chest's] contents" (中身を入手).
MH_I_DOORKEY_2 Door Key 扉を開けることができる
(Can open doors.)
Removes a clause from the final R Button text talking about how doors are opened "so you can pass" (通れるように...).
MH_I_VULNERARY_2 Vulnerary HPを10回復する
(Restores 10 HP.)
Identical to the final R Button text.
MH_I_ELIXIR_2 Elixir HPを完全に回復する
(Fully restores HP.)
Identical to the final R Button text.
MH_I_HOLYWATER_2 Pure Water 少しの間、魔法攻撃から守る
(Protects against magic attacks for a brief period of time.)
The final R Button text describes the pure water effect as "reducing damage dealt by magical attacks" (魔法攻撃で受けるダメージを減らす), while this simplifies the sentiment considerably.
MH_I_DETOXDRUG_2 Antitoxin 毒を消し去り正常にする
(Neutralizes poison and restores normal condition.)
Identical to the final R Button text, aside from the removal of a frankly inexplicable line break in the very short line
MH_I_JACKLIGHT_2 Torch 少しの間
周囲を明るくてらす
(Brightly illuminates surroundings
for a brief period of time.)
Oddly enough, not only is this the only member of the unused help text type to include a line break, but the full-length text for the torch is a single line with no line break that's slightly shorter than this one! (They use different verbs for "illuminate" from each other, with the final text's one (明るくする) being shorter.)
MH_I_DELPHISHIELD_2 Full Guard 装備すると特効が無効になる
(When equipped, negates bonus damage.)
Identical to the final R Button text.
MH_I_WHITEGEM_2 White Gem とても高価な宝玉
(A very valuable gemstone.)
All of the gem item texts keep the first line of their R Button counterparts without change, but drop the second line talking about the sums they can be sold for.
MH_I_BLUEGEM_2 Blue Gem 高価な宝玉
(A valuable gemstone.)
MH_I_REDGEM_2 Red Gem 少し高価な宝玉
(A somewhat valuable gemstone.)
MH_I_ESOTERIC_2 Occult スキル『奥義』を取得できる
(Can acquire the skill "Secret Technique".)
All of the skill manual texts are mostly identical to their R Button counterparts, but drop the "when at a base" qualifier.
MH_I_BLAVE_2 Resolve スキル『勇将』を取得できる
(Can acquire the skill "Brave General".)
MH_I_RESCUEP_2 Savior スキル『護り手』を取得できる
(Can acquire the skill "Defender".)
MH_I_AMBUSH_2 Vantage スキル『待ち伏せ』を取得できる
(Can acquire the skill "Ambush".)
MH_I_GRASP_2 Nihil スキル『見切り』を取得できる
(Can acquire the skill "Abandonment".)
MH_I_ANGER_2 Wrath スキル『怒り』を取得できる
(Can acquire the skill "Anger".)
MH_I_WEAPONDESTROY_2 Corrosion スキル『武器破壊』を取得できる
(Can acquire the skill "Weapon Destroy".)
MH_I_PRAY_2 Miracle スキル『祈り』を取得できる
(Can acquire the skill "Prayer".)
MH_I_COUNTER_2 Counter スキル『カウンター』を取得できる
(Can acquire the skill "Counter".)
MH_I_PROVOKE_2 Provoke スキル『挑発』を取得できる
(Can acquire the skill "Provocation".)
MH_I_SHADE_2 Shade スキル『影』を取得できる
(Can acquire the skill "Shade".)
MH_I_GAMBLE_2 Gamble スキル『一発屋』を取得できる
(Can acquire the skill "All-or-Nothing Gambler".)
MH_I_FAIRNESS_2 Parity スキル『能力勝負』を取得できる
(Can acquire the skill "Stat Duel".)
MH_I_TACKLE2_2 Smite スキル『ぶちかまし』を取得できる
(Can acquire the skill "Heavy Collision".)
MH_I_DEFENCE_2 Guard スキル『キャンセル』を取得できる
(Can acquire the skill "Cancel".)
MH_I_SWORDERSRING_2 Sword Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
All of the growth band items keep only the first line of what's seen in the final R Button text, omitting the "it contains the essence of a (class)" line.
MH_I_SOLDIERRING_2 Soldier Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_FIGHTERSRING_2 Fighter Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_ARCHERSRING_2 Archer Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_ARMORSRING_2 Knight Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_SOCIALKNIGHTSRING_2 Paladin Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_PEGASUSKNIGHTSRING_2 Pegasus Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_DRAGONKNIGHTSRING_2 Wyvern Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_MAGESRING_2 Mage Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_PRIESTSRING_2 Priest Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_THIEFSRING_2 Thief Band 装備すると成長を変化させる腕輪
(An armlet that, when equipped, modifies growths.)
MH_I_CONTINUATION_2 Adept スキル『連続』を取得できる
(Can acquire the skill "Continuation".)
All of the skill manual texts are mostly identical to their R Button counterparts, but drop the "when at a base" qualifier. Renewal's also drops the "for certain units only" (特定のユニット専用) clause.
MH_I_TURNREGENE_2 Renewal スキル『回復』を取得できる
(Can acquire the skill "Recovery".)
MH_I_WEAPONDROP_2 Arms Scroll 使用できる武器の武器レベルを上げる
(Increases the weapon level of a usable weapon type.)
Identical to the final R Button text.
MH_I_KNIGHTRING_2 Knight Ring 装備すれば 再移動ができる
(When equipped, enables moving again.)
Uses a much shorter verb for "enables" than the final R Button text (可能になる); otherwise identical.

Unused/Nonexistent Items

Message Name Item Secondary Help Text (JP) Notes
MH_I_ROBBERSKEY_2 Lockpick
(nonexistent)
とうぞくのかぎ2 製作中
(Thief's key 2 - in development)
Just a detail-less placeholder, like the R Button text.
MH_I_MEMBERCARD_2 Member Card
(nonexistent)
普通は行けない店に行ける
(Can go to a shop you would not ordinarily go to.)
Consists of the second line of its R Button counterpart.
MH_I_SILVERCARD_2 Silver Card 安く買い物ができる
(Enables cheap shopping.)
Consists of the second line of its R Button counterpart.
MH_I_SWIFT_2 IID_SWIFT
(Celerity manual)
スキル『俊足』を取得できる
(Can acquire the skill "Swift-Foot".)
All of the skill manual texts are mostly identical to their R Button counterparts, but drop the "when at a base" qualifier and any "For (x) only." criteria listed in the second line.
MH_I_IMPREGNABLE_2 IID_IMPREGNABLE
(鉄壁 manual)
スキル『鉄壁』を取得できる
(Can acquire the skill "Iron Wall".)
MH_I_TEMPER_2 IID_TEMPER
(Tempest manual)
スキル『気分屋』を取得できる
(Can acquire the skill "Moody".)
MH_I_CALM_2 IID_CALM
(Serenity manual)
スキル『安定』を取得できる
(Can acquire the skill "Even-Handed".)
MH_I_HORROR_2 IID_HORROR
(Daunt manual)
スキル『恐怖』を取得できる
(Can acquire the skill "Fear".)
MH_I_ELITE_2 IID_ELITE
(Paragon manual)
スキル『エリート』を取得できる
(Can acquire the skill "Elite".)
MH_I_CHANT_2 IID_CHANT
(Canto manual)
スキル『再行動の歌』を取得できる
(Can acquire the skill "Act Again Song".)
MH_I_FRAC90_2 IID_FRAC90
(Blossom manual)
スキル『大器晩成』を取得できる
(Can acquire the skill "Great Talents Blossom Late".)
MH_I_REINFORCEMENTS_2 IID_REINFORCEMENTS
(Reinforce manual)
スキル『援軍』を取得できる
(Can acquire the skill "Reinforcements".)
MH_I_TELEGNOSIS_2 IID_TELEGNOSIS
(Insight manual)
スキル『千里眼』を取得できる
(Can acquire the skill "Clairvoyance".)
MH_I_BIGEAR_2 IID_BIGEAR
(Vigilance manual)
スキル『順風耳』を取得できる
(Can acquire the skill "Fair-Wind Ear".)

Unused Skills

There are a large number of unused skills, and like the cut items, none of them have much in the way of associated text.

Debug No. Icon Skill Name Effects Cap. Help Text File name Notes
13 (N/A) 値切り
(Bargain)
Reduces item prices at base shops by 50% 1 (N/A) SID_BARGAIN A skill from Seisen no Keifu and Thracia 776. Unlike in those games, it drops prices for all units, not just whoever it's equipped to. Not visible in stat screens, aside from the increase to the capacity gauge.
15 (N/A) 大魔法
(Big Magic)
Has no observable effect 20 (N/A) SID_WLUPTOS Its file name suggests it might have originally enabled weapon levels to reach S rank, but in the final game that function is actually handled by a different hidden skill (SID_HIGHER) which covers all class change functions. Not visible in stat screens, aside from the increase to the capacity gauge.
17 Fire Emblem PoR Impregnable Skill.png 鉄壁
(Iron Wall)
Has no observable effect 5 Mess_Help_skill_Impregnable SID_IMPREGNABLE The only unused skill that displays properly on stat screens, the only one with an icon, and the only one with a matching scroll item.
20 (N/A) 飛行
(Flight)
Has no observable effect 0 (N/A) SID_FLYTHRU Not to be confused with the hidden skill SID_FLY, which disables terrain effects on flying classes. Not visible in stat screens.
21 (N/A) 突破
(Breakthrough)
Has no observable effect 0 (N/A) SID_WALKTHRU Not visible in stat screens.
25 (N/A) HPの歌
(Song of HP)
Has no observable effect 0 (N/A) SID_CHANTHP These may have been special counterparts for Canto that temporarily gave stat boosts, similar to the dancer rings from the seventh game. None of them are visible in stat screens. Radiant Dawn didn't use any of these specifically, either, but it did reintroduce the idea of galdrar with effects other than allowing allies to move again.
26 (N/A) 力の歌
(Song of Strength)
Has no observable effect 0 (N/A) SID_CHANTSTR
27 (N/A) 魔力の歌
(Song of Magic)
Has no observable effect 0 (N/A) SID_CHANTMPOW
28 (N/A) 技の歌
(Song of Skill)
Has no observable effect 0 (N/A) SID_CHANTTECH
29 (N/A) 速さの歌
(Song of Speed)
Has no observable effect 0 (N/A) SID_CHANTQUICK
30 (N/A) 幸運の歌
(Song of Luck)
Has no observable effect 0 (N/A) SID_CHANTLUCK
31 (N/A) 守備の歌
(Song of Defense)
Has no observable effect 0 (N/A) SID_CHANTDEF
32 (N/A) 魔防の歌
(Song of Resistance)
Has no observable effect 0 (N/A) SID_CHANTMDEF
54 (N/A) 混沌
(Chaos)
Has no observable effect 8 (N/A) SID_CHAOS Not visible in stat screens, aside from the increase to the capacity gauge.
64 (N/A) 絶対移動
(Absolute Move)
Has no observable effect 5 (N/A) SID_ABSMOVE Not visible in stat screens, aside from the increase to the capacity gauge.
66 (N/A) 一騎討ち
(Single Combat)
Has no observable effect 0 (N/A) SID_CONFRONT Not visible in stat screens.
71 (N/A) 邪眼
(Evil Eye)
Has no observable effect 10 (N/A) SID_EVILEYE Not visible in stat screens, aside from the increase to the capacity gauge. Used in Radiant Dawn as Glare, Nailah's unique skill.

Other Leftovers

The common.m file contains a separate set of name strings for various skills earlier on in the file than the actually used ones. Both the English and Japanese sets feature some odd differences from what they're actually known as in the finished game. What these strings would've been used for, if anything, is anyone's guess.

Message Name Message (EN) Message (JP) Notes
MO_流星 Starblade 流星剣
(Meteor Sword)
Meant to be Astra. Different in both English and Japanese.
Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix.
MO_太陽 Sundblade [sic] 太陽剣
(Sun Sword)
Meant to be Sol. Different in both English and Japanese.
Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix.
MO_月光 Moonblade 月光剣
(Moonlight Sword)
Meant to be Luna. Different in both English and Japanese.
Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix.
MO_鳴動 Rumble 鳴動
(Rumble)
Meant to be Colossus. Different only in English.
MO_衝撃 Impact 衝撃
(Impact)
Meant to be Stun. Different only in English.
MO_狙撃 Snipe 狙撃
(Snipe)
Meant to be Deadeye. Different only in English.
MO_太陽月光 Aether 太陽月光
(Sun-Moonlight)
Different only in Japanese.
MO_瞬殺 Lethality 瞬殺
(Instant Kill)
Different only in Japanese, where it matches what the skill was called in The Sacred Stones.
MO_武器破壊 Corrosion 武器破壊
(Weapon Destroy)
No differences in either language.
MO_キャンセル Guard キャンセル
(Cancel)
No differences in either language.
MO_カウンター Counter カウンター
(Counter)
No differences in either language.
MO_見切り Nihil 見切り
(Grasp)
No differences in either language.
MO_待ち伏せ Vantage 待ち伏せ
(Ambush)
No differences in either language.
MO_陽光 Sunbeam 陽光
(Brightness)
Meant to be Flare. Different only in English.
MO_怒り Wrath 怒り
(Anger)
No differences in either language.
MO_勇将 Resolve 勇将
(Brave General)
No differences in either language.
MO_連続 Adept 連続
(Continuation)
No differences in either language.
MO_一発屋 Slugger 一発屋
(Gamble)
Meant to be Gamble. Different only in English.
MO_能力勝負 Balance 能力勝負
(Ability Duel)
Meant to be Parity. Different only in English
MO_祈り Miracle 祈り
(Pray)
No differences in either language.

The model viewer mode contains two unused start-up flash effects for mastery skills. Both even have unique unused sound effects.

  • One for a separate mastery skill for wyvern lords; in the finished game, their mastery skill is Stun, the same as falcon knights. This effect is a red recolor of the Stun effect.
  • One for the recurring Pavise/Great Shield skill from other games; the hawk laguz mastery skill, Cancel, is identical to Pavise but uses completely different visual and sound effects when it activates.

Additionally, the Colossus skill's activation sound effect is named "SFX_BTL_SPECIAL_ANGER1", while the Battle Previewer calls its effect "Mastery: Wrath". This seems to suggest that at some point, Wrath was meant to be a mastery skill, before becoming a regular skill with the generic activation sound and visual effects.

(Source: Original TCRF research)

Unused Models

Map Models

Hmmm...
To do:
Serenes Forest has images of these models, but they're of poor quality. Hack the game to make these appear, verify, and get clean images

There are a handful of unused map models that are just sort of sitting by themselves, unconnected to any unused characters or classes.

  • Deghinsea
  • Caineghis
  • Sanaki as an adult. This one actually has a slightly more complete set of animations than Sanaki's actual, used ten-year-old model, including having a proper animation for casting magic. Concept art for this Sanaki design was published in the Tellius Recollection art book.
  • Sothe as an assassin. Oddly enough, if the game is hacked to promote Sothe into an assassin, he just uses the generic class model rather than this one.


(Source: Serenes Forest)

Black Knight with Lances

Fire Emblem PoR Black Knight Lance.png

As a boss, the only weapon the Black Knight is ever seen wielding is his sword, Alondite, but since he's a general he is able to wield lances as well. As it turns out, his map model for when he has a lance equipped features a very elaborate lance design that's seen nowhere else! His battle model's lance-wielding is less interesting since, unsurprisingly, he just uses the same lance animations as regular generals.

For what it's worth, Radiant Dawn does allow the player to mess around with giving the Black Knight lances during the brief periods in which he is playable.

(Source: Original TCRF research)

Leanne

Fire Emblem PoR Leanne.png

Leanne has a complete, unique untransformed battle model, although her wing textures are a bit buggy. The player never gets a chance to see this at all in the maps where she appears as a NPC, since a) Ike is carrying her the entire time and is not allowed to drop her, and b) even if he could, NPCs never play battle animations.

(Source: Original TCRF research)

Unshifted Red Dragons

Fire Emblem PoR Red Dragon.png

Generic red dragon laguz have a complete battle model for their humanoid state. This is never seen because the only generic red dragons ever encountered in gameplay are Feral Ones, who never revert to humanoid form.

(Source: Original TCRF research)

Unused Cutscenes

Movie/dummy

Fire Emblem PoR Dummy Movie.png

A one-second-long clip of the Black Knight taken from the "Greil's Fall" cutscene, with the addition of two instances of the word "DUMMY" fading in and out on top of it. It doesn't have any audio. The clip is also in Radiant Dawn, completely unchanged.

(Source: Original TCRF research)

Unused Sounds

Mastery Skill SFX

There are several unused sound effects among the batch of mastery skill activation sound effects, whose file names hint at abandoned plans for mastery skills.

SFX_BTL_SPECIAL_DRAGON1

The accompanying sound effect for the wyvern lord mastery flash.

SFX_BTL_SPECIAL_PRIEST1

A leftover from a separate mastery skill for bishops. In the finished game, their mastery skill is Flare, the same as sages. Radiant Dawn gives a unique mastery skill, Corona, to the bishop class family.

SFX_BTL_SPECIAL_OOTATE1

The accompanying sound effect for the Pavise mastery flash.

(Source: Original TCRF research)

Unused Music

gcfe_bgm_evt_comical1_32k.stm

An unused theme for funny cutscenes.

gcfe_bgm_gameover2_32k.stm

An alternative game over theme. Radiant Dawn later recycled this for its game over screen.

Debug Menu References

The listings in the debug menu's BGM player contain references to numerous music tracks that don't exist on the final disc at all, which hint at some abandoned concepts.

  • BGM_BTL_BEUFORRES1
  • BGM_BTL_ENA1
  • BGM_BTL_PRAGUE1
  • BGM_BTL_MAGIC1

Evidently, individual battle themes were planned for the bosses Bertram, Ena and Petrine at some point. In the finished game, all of them use the standard "A Mighty Foe" theme shared with most important bosses. What the "magic" battle theme listing could have been is anyone's guess, though.

  • BGM_OPENING1
  • BGM_OPENING2
  • BGM_OPENING_SHOW

Path of Radiance is the only Fire Emblem game where no theme songs are played on the title screen, aside from the brief jingle played when you press Start. It's also one of the few Fire Emblem games to not have a "class roll" attract mode introducing all of the game's classes. However, these three listings seem to suggest that both a class roll and a musical accompaniment for the title screen were planned at some point.

  • BGM_EVT_FATHER1
  • BGM_EVT_JOY1
  • BGM_EVT_ASTARTE1
  • BGM_EVT_SEPHERAN1

A few abandoned themes for cutscenes, including leitmotifs for Ashera and Sephiran, both of whom received used songs in Radiant Dawn.

  • BGM_PRO00
  • BGM_PRO04
  • BGM_PRO05
  • BGM_PRO06

Four more themes for the world map narration sequences were evidently planned.

  • BGM_COLOSSEUM_BTL1
  • BGM_COLOSSEUM_FF1
  • BGM_COLOSSEUM_INFO1

Path of Radiance is one of only a few Fire Emblem games not to have an arena minigame for training units, but there are listings for abandoned arena tracks. The 25th anniversary "Making of Fire Emblem" book confirms that an arena facility was planned for the game.

(Source: Original TCRF research)

Oddities

In the final chapter, Ashnard can only be damaged by Ike (wielding Ragnell), Nasir/Ena (depending on your actions in Chapter 27), and the Laguz royal you brought to the chapter (either Tibarn, Naesala, or Giffca). They also have their own unique battle dialogues against him. Strangely, a number of other characters also have such dialogues themselves despite never actually being able to damage Ashnard. Some of these (Elincia, Haar, Taureneo) specifically reference attacking and defeating the final boss, suggesting it was once possible for all units to be able to damage Ashnard.

And yes, Reyson does have a battle quote against a boss who can one-shot him.