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Fire Emblem: Three Houses/Oddities

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This is a sub-page of Fire Emblem: Three Houses.

Enemy Death Knight's Mastery Skill

Unlike every other NPC-only class, the enemy Death Knight class - used by Jeritza as an enemy under the Death Knight identity - has an assigned Mastery Skill; Heartseeker. This behavior is impossible to see without hacking due to not only the class being unavailable to the player, but also because all NPC-exclusive classes have an assigned Exp value of 0 required to unlock their Mastery Skill, which preventing their access to begin with.


(Source: sereneforest.net [1], Fire Emblem Wiki [2],)

Jeritza (Part I)

Hmmm...
To do:
Check if the masked Jeritza (ID 49) has set growths and stat caps, plus whether any other data of his changed between updates.

The masked Jeritza encountered in Part I is never actually used in battle; he either assumes the "Death Knight" persona as an NPC in battle with full body armor, or joins the party maskless in the Crimson Flower route (version 1.1.0 onwards), and all three variations of him are internally considered their own separate character.

Curiously, this first Jeritza has far more data than one would expect, especially in the last builds of the game. For one, he has a Minor Crest of Lamine and a set value for his internal height, both of which match with his playable counterpart. And second, in spite of having no voiceclips for battle assigned at launch, the version 1.1.0 update assigned him the ones used by his playable self despite this variation of the character never getting the chance to use them in any form.

(Source: Original TCRF research)

Byleth Orders to Spare/Kill?

In situations where the game offers the option of killing or sparing/persuading some characters, there also exist unused text in which Byleth orders the army through in-game dialogue to follow the picked choice. Their scrapped dialogue is the most complete structure-wise when deciding Claude's fate in the Crimson Flower route, as Byleth is set to say "We must kill him" or "We must let him go" depending on the prompt chosen. Meanwhile, in the case of Ashe, Lorenz, and Lysithea, Byleth simply repeats the text used by the choice prompt in their dialogue box instead.


(Source: fedatamine [3])

More Defecting Black Eagles in Silver Snow?

In the Silver Snow route, if any of the Black Eagle students were defeated during Part 1 while playing in Classic Mode, Edelgard in Chapter 13 will mention some of her former classmates have joined her side. Moreover, the presence of an unused variation for Silver Snow's story event "The Death Knight" in which Caspar and Linhardt appear on the Empire's side if they're unrecruited suggests the Black Eagles were planned to defect had they fallen pre-timeskip. In spite of this, the game considers the units in question dead rather than unrecruited and their ending cards will even contradict Edelgard's claim, meaning none of the characters get to return and replace their generic enemy Imperial General counterparts.


(Source: Fire Emblem Wiki [4], original TCRF research)

Linked Attacks

In the game's code, Bernadetta and Dorothea are set to receive Linked Attack bonuses when paired up with Marianne and Hilda respectively. As these can only be gained when the characters in question have existing support chains with each other, which the pairs in question lack, these bonuses ultimately go unused.


(Source: sereneforest.net [5])

Byleth & Hilda's A-Support in Crimson Flower

Despite Hilda being unrecruitable in the Crimson Flower route, her A-Support with Byleth is coded to become available upon reaching that route's Chapter 14, which through normal means cannot be seen without hacking.


(Source: fedatamine [6])

Verdant Wind's Chapter 14 Icon

FE3H-Vw chapter 14.png

Chapter 14 has a different icon in every route when the save file is seen through the file select screen, which shows a glimpse of the location where the chapter's main battle takes place (or one that's at least connected to it). Curiously, Verdant Wind's icon for Chapter 14 displays an unrelated location which is never visited through that route's main story: Tailtean Plains.

(Source: Original TCRF research)

Viskam

The turret Viskam is an amalgam of three different elements: an invisible enemy with 100 HP, 5 Mag and 0 move; a solid ballista used by said enemy; and an E-rank Viskam sword also wielded by the hidden entity. Because of this, it's possible through hacking to obtain said weapon and have any playable character wield it without issues, as well as to put it up for sale through the online Travelers feature, making it available for purchase to even non-hacking players.

Icon Name (JP) Name (EN) Level Mt Wt Hit Crit Rng Uses Worth Description text (JP) Description text (EN) Notes
FE3H-sword.png ヴィスカム Viskam Sword: E 20 5 100 0 1-9 -- 1g 革の盾 Leather Shield Deals damage based on the Magic stat. Its assigned model (that of the Iron Sword), weapon type, and weight are likely carryovers from the placeholder slots surrounding it, as it's much further down in the list of weapons than all other non-placeholder ones.
This placement is also the likely cause of its odd description text—the game seems to assign descriptions by checking a certain number of strings down the list from the item's name string, but since there are more strings assigned for weapon names then there are for weapon descriptions, performing this operation on the Viskam's name string brings the result all the way past the end of the weapon descriptions and into the space immediately after it, which happens to contain name strings for equippable items like the Leather Shield.


(Source: Fire Emblem Wiki [7], fedatamine [8], original TCRF research)

Unused Weapon Repairs

A few of the enemy-exclusive weapons, as well as the completely unused Ridill, have specific costs defined for being repaired by the blacksmith that go unseen in the final game due to their unobtainable status.
In addition to the listed materials, all of these have a gold cost of 2500G.

Weapon Material Amount of Material Required
Sword of Seiros Mythril 3
Athame Agarthium 3
Ridill Agarthium 3
Dark Creator Sword Agarthium 5


(Source: Serenes Forest [9])

Unused Recruitment Requirements

All of the DLC characters save Jeritza have unused code for recruitment that would function like it does for other student characters, with Byleth needing to meet particular stat and skill rank thresholds to persuade them to join. In the final game, the Ashen Wolves' availability is solely dependent on progress in the Cindered Shadows sidestory, while Anna can be recruited freely as soon as the mechanic becomes available. Yuri and Anna have a more lenient Faith requirement than Annette and Lysithea, and no character in the base game checks for Byleth's Resistance.

Character Stat Amount Required Skill Rank Required
Yuri Dexterity 15 Faith C
Balthus Strength 15 Brawling C
Constance Magic 15 Flying D
Hapi Resistance 10 Riding C
Anna Strength 10 Faith C


(Source: fedatamine [10], [11], [12], [13], [14])

Paragon

Even though the Paragon ability is fully coded and functions as intended (i.e., it doubles the exp. earned of the playable unit that has it equipped), its effect ends up unused overall as the ability is only available to an enemy Hubert (from Chapter 12 on).

(Source: Original TCRF research)

Unused Group Task Data

The generic dialogue seen when performing Group Tasks comes in two sets, one casual (tameguchi) and one more polite (keigo). Which form is used is determined on a per-character basis, and code for this still exists for Byleth, Jeralt, Rhea, and Sothis despite them not being available for Group Tasks (or playable at all, in the latter three's case) in the final game.

Character Uses keigo when speaking to Spoken to with keigo by
Byleth Seteth, Hanneman, Manuela, Gilbert, Alois, Catherine, Shamir, Rhea, Jeritza Linhardt, Bernadetta, Dorothea, Petra, Ashe, Sylvain, Annette, Ingrid, Raphael, Ignatz, Lysithea, Marianne, Hilda, Flayn, Gilbert, Cyril, Constance
Jeralt Rhea Edelgard, Dimitri, Claude, Ferdinand, Linhardt, Bernadetta, Dorothea, Petra, Felix, Ashe, Sylvain, Mercedes, Annette, Ingrid, Lorenz, Raphael, Ignatz, Lysithea, Marianne, Hilda, Leonie, Seteth, Flayn, Gilbert, Alois, Cyril, Yuri, Balthus, Constance
Rhea -- Byleth, Dimitri, Claude, Ferdinand, Linhardt, Caspar, Bernadetta, Dorothea, Petra, Felix, Ashe, Sylvain, Mercedes, Annette, Ingrid, Lorenz, Raphael, Ignatz, Lysithea, Marianne, Hilda, Leonie, Seteth, Flayn, Hanneman, Manuela, Gilbert, Alois, Catherine, Shamir, Cyril, Jeralt, Yuri, Balthus, Constance, Anna
Sothis -- Petra, Ingrid, Ignatz, Lysithea, Marianne, Flayn, Constance


(Source: fedatamine [15])

Jeritza's Weeding Strength

For group tasks, Jeritza is coded to have a strength in weeding. However, since Jeritza is only available for Part II and weeding can only be assigned as a task during Part I, this is never seen in-game.


(Source: fedatamine [16])

Unused Paralogue Movement Scripts

In various paralogues, event scripts exist to change unrecruited ally characters' movement-related AI under certain conditions, but in the final game these characters are always controlled by the player, making the scripts effectively meaningless. Perhaps they were planned to be fully AI-controlled earlier in development?

Paralogue Condition Effect
Falling Short of Heaven (Paralogue – Ashe/Catherine) Start of battle Set the AIs of the unrecruited versions of Ashe and Catherine to move towards Rhea
The Face Beneath (Paralogue – Mercedes/Caspar) Start of battle Set the AIs of the (unused) unrecruited versions of Mercedes and Caspar to move towards each other and the player-controlled units that start at spaces (10, 26), (11, 27), and (9, 27)
The enemy reinforcements have appeared Set the movement flags of the recruited versions of Mercedes and Caspar to 2 (used for standard unit movement)
Rumored Nuptials (Paralogue – Ingrid/Dorothea) Start of battle Set the movement flags of the unrecruited versions of Ingrid and Dorothea to move towards Byleth and the player-controlled units that start at spaces (3, 9), (3, 5), (2, 6), and (2, 8)
(Unrecruited) Ingrid has moved to the rectangular area defined by corners (15, 25) and (19, 28) Set (unrecruited) Ingrid's AI to move towards a rectangular area of the map defined by corners (17, 29) and (19, 29)
Retribution (Paralogue – Ferdinand/Lysithea) The enemy Rogues that start at spaces (7, 24) and (24, 19) have been defeated Set the movement flags of the (unused) unrecruited versions of Ferdinand and Lysithea to 1 (used for standard unit movement)
Legend of the Lake (Paralogue – Linhardt/Leonie) Start of battle Set the AIs of the (unused) unrecruited versions of Linhardt and Leonie to move towards each other, Byleth, and the player-controlled units that start at spaces (7, 22), (11, 22), and (8, 21)
Foreign Land and Sky (Paralogue – Petra/Bernadetta) Start of battle Set the AIs of the (unused) unrecruited versions of Petra and Bernadetta to move towards the spaces (2, 11) and (19, 7), respectively
(Unrecruited) Petra has successfully called for reinforcements from the stronghold at (2, 11) Set (unrecruited) Petra's AI to move towards a rectangular area of the map defined by corners (4, 16) and (7, 18)
(Unrecruited) Petra has moved to the rectangular area defined by corners (4, 15) and (7, 18) Set (unrecruited) Petra's AI to move towards the space (20, 20)
Death Toll (Paralogue – Raphael/Ignatz) Start of battle Set the AIs of the unrecruited versions of Raphael and Ignatz to move towards a rectangular area of the map defined by corners (22, 7) and (23, 9) and towards the space (4, 12), respectively
(Unrecruited) Raphael has moved to the rectangular area defined by corners (22, 7) and (23, 9) Set (unrecruited) Raphael's movement flag to 1
(Unrecruited) Ignatz has moved to space (4, 12) Set (unrecruited) Ignatz's movement flag to 1
An Ocean View (Paralogue – Seteth/Flayn) Start of battle Set Seteth's AI to move towards a rectangular area of the map defined by corners (4, 6) and (5, 7)
The enemy Bishop that starts at space (4, 4) has been defeated Set Seteth's AI to move towards the space (4, 4)
Seteth has moved to the space (4, 4) Set Seteth's movement flag to 3 (used for units that don't move at all)
Oil and Water (Paralogue – Hanneman/Manuela) Start of battle Set the AI of the unrecruited version of Hanneman to move towards a rectangular area of the map defined by corners (8, 21) and (10, 27)
(Unrecruited) Hanneman has moved to the rectangular area defined by corners (8, 12) and (10, 27) Set (unrecruited) Hanneman's movement flag to 1
A player-controlled unit has moved within three spaces of the unrecruited version of Manuela Set (unrecruited) Manuela's AI to move towards Byleth
Sword and Shield of Seiros (Paralogue – Shamir/Alois) Start of battle Set the AIs of the unrecruited versions of Shamir and Alois to move towards Byleth and the player-controlled units that start at spaces (12, 7), (12, 5), (9, 9), and (7, 9)


(Source: fedatamine [17], original TCRF research)

Pegasus Knight Byleth in The Underground Chamber

Normally, player-controlled slots in a battle's unit data have no class assigned to them, but Byleth's slot in Chapter 6's story battle is set as a Pegasus Knight (specifically, the enemy-only Advanced variant of the class) for unknown reasons. This assignment has no visible in-game effect, though, since Byleth's actual class will remain unchanged from whatever it was going into the battle.


(Source: fedatamine [18], original TCRF research)

Alternate Villager Rewards in True Chivalry

In Felix's paralogue, the set of scripts that handles rewarding the player for how many NPC villagers they saved has an unused alternate version, which takes a different approach to judging how well the player did:

Result Unused condition Used condition
"You saved a few of the villagers." The villager that starts at space (2, 7) escaped, but the villager that starts at space (20, 6) did not Three or four villagers died (out of a total of five on the map)
"You saved most of the villagers." The villagers that start at space (2, 7) and at space (20, 6) escaped, but not all of the villagers did One or two villagers died
"You saved all of the villagers!" All of the villagers escaped No villagers died

Additionally, the unused scripts grant a Steel Lance instead of a Wo Dao for saving most of the villagers, and grant the Sword of Moralta instead of the Aegis Shield for saving all of the villagers.


(Source: fedatamine [19], original TCRF research)

Unseen Condition for Sword of the Creator Event in Assault at the Rite of Rebirth

The event script that handles granting the Sword of the Creator to Byleth at the end of Chapter 4's story battle is set to check the player's inventory and only activate if they don't already have the Sword in question (or its upgraded version, the Sublime Creator Sword). Since it's impossible to have obtained either of those weapons at that point in the game without hacking, though, this behavior is never seen in normal gameplay.


(Source: fedatamine [20], original TCRF research)

Unseen Class Enemy Abilities

On Hard and Maddening difficulties, all enemy units receive extra abilities based on their class. However, some classes have specific enemy abilities assigned that go unused in the final game because they never appear as enemies:

Class Hard abilities Maddening abilities Notes
Pegasus Knight (Intermediate) Lance Prowess Lv 2 Lance Prowess Lv 4, Swordbreaker+, Weight -3 These are the same as the used enemy abilities for the enemy-only Advanced version of the Pegasus Knight, except for the Lance Prowesses each being one level lower for the unused version.
Dancer Alert Stance Alert Stance+ --
Paladin (Prologue NPC Jeralt) Lance Prowess Lv 3, Swordbreaker+, Weight -3 Lance Prowess Lv 3, Swordbreaker+, Weight -3 The Maddening abilities are the same as the used enemy abilities for the standard version of the Paladin, except for the Lance Prowess being two levels lower for the unused version. However, the standard Paladin has only Lance Prowess Lv 3 on Hard, and not the two other abilities.
Fortress Knight (Chapter 5 NPC Gilbert) Axe Prowess Lv 3 Axe Prowess Lv 3, Armored Blow, Defiant Def These are the same as the used enemy abilities for the standard version of the Fortress Knight, except for the Axe Prowess on Maddening being two levels lower for the unused version.


(Source: fedatamine [21], original TCRF research)

Dummy Monastery Exploration Script Data?

In the index table listing all the monastery exploration scripts, right after Silver Snow's data but before Part 2 of Blue Lions, there is one entry listed that happens to go unused. Its related files appear to contain a copy of Chapter 1's exploration script (prior to choosing one of the titular Three Houses), but without the associated spawn data to make it work.


(Source: fedatamine [22], original TCRF research)

Crest Stone Weapons

Even though every Crest Stone weapon might appear to be an unique type of monster-exclusive weaponry, in reality, they are internally considered brawling weapons! This incidentally means that any abilities which exclusively affect fists/gauntlets (such as Fistbreaker, Fistfaire, and Brawl Avoid +20) can affect Crest Stone weapons if they're hacked onto the corresponding units.


(Source: Faerghast (video), original TCRF research)

Movie - Resurrection

The animated cutscene in which Nemesis is set loose in Shambhala's catacombs near the end of Verdant Wind cannot be seen on its own in the Movie Gallery, as it will always play out right after the movie "The Curse". Despite this, this short scene was actually given a name internally which can't be seen normally: Resurrection (Japanese: 復活 Resurrection).


(Source: fedatamine [23], original TCRF research)

Jeritza in Crimson Flower Chapter 12 Explore

In the exploration script that handles spawning the DLC characters, Jeritza was scripted to be spawned in the exploration part of this chapter before attacking the monastery. However, because the script checks for him to be recruited (which he cannot be recruited through normal gameplay by this point), this remains unseen in the final game. He even has unique dialogue when spoken to here which is entirely functional.


(Source: original TCRF research)
Jeritza.png
Jeritza1.png