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Fire Emblem: Three Houses/Unused Unit Data

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

Hmmm...
To do:
Add unit data for monastery sections as well once more info on them is figured out.

Each battle map has an internal list of units and their information that it references for placing allies, enemies, and NPCs alike. A lot of these entries go unused in the final game, it turns out!

All units listed here have an invalid parameter for their team assignment unless noted otherwise. For Battle of the Eagle and Lion, To War at Gronder, and Foreign Land and Sky, 100 added to a BAI indicates it's from the second version of the map (i.e., the Lions version of the Gronder maps or the Crimson Flower version of Foreign Land and Sky), and 200 added to a BAI indicates it's from the third version of the map (i.e., the Deer version of the Gronder maps).

Contents

Rivalry of the Houses (Chapter 1)

Slot Name Character ID Class Battalion Position Notes
15 Jeralt 35 Paladin Jeralt's Mercenaries lv 1 (18, 19) Set to be present at the beginning of the battle. Jeralt has some dialogue lines in this battle, but he doesn't actually appear on the map as an NPC in the final game.
16 (unspecified playable slot) 299 (none) (none) (13, 19) Scripted to appear when the battle starts if on Normal difficulty, though the Golden Deer version of the script is incorrectly set to use the unit data from the Blue Lions version of the map instead.
17 (unspecified playable slot) 299 (none) (none) (16, 17) Scripted to appear when the battle starts if on Normal difficulty, though the Golden Deer version of the script is incorrectly set to use the unit data from the Blue Lions version of the map instead.

The Magdred Ambush (Chapter 3)

Slot Name Character ID Class Battalion Position Notes
9 Catherine 32 (none) (none) (18, 16) A player-controlled version of Catherine scripted to appear in place of the NPC version of her if she has been recruited, which isn't possible at this point without hacking in the final game.
48 Militia 152 (none) Gaspard Militia lv 3 (19, 30) Has an invalid position (eleven tiles past the southern edge of the map).
49 Militia 152 (none) Gaspard Militia lv 3 (20, 30) Has an invalid position (eleven tiles past the southern edge of the map).
50 Militia 152 (none) Gaspard Militia lv 3 (1, 30) Has an invalid position (eleven tiles past the southern edge of the map).

The Gautier Inheritance (Chapter 5)

Slot Name Character ID Class Battalion Position Notes
10 Gilbert 30 (none) (none) (9, 22) A player-controlled version of Gilbert scripted to appear in place of the NPC version of him if he has been recruited, which isn't possible at this point without hacking in the final game.
56 Rogue 113 Thief Miklan Private Militia lv 1 (24, 1) Has an invalid position (four tiles past the eastern edge of the map).
57 Rogue 113 Thief Miklan Private Militia lv 1 (24, 3) Has an invalid position (four tiles past the eastern edge of the map).
58 Rogue 409 Thief Miklan Private Militia lv 1 (5, 23) Position is one tile southwest of a used enemy Thief (who appears as a reinforcement).
59 Rogue 410 (none) Miklan Private Militia lv 1 (17, 2) Position is one tile south of a used enemy Thief (who appears as a reinforcement).

The Underground Chamber (Chapter 6)

Slot Name Character ID Class Battalion Position Notes
33 Flame Emperor Soldier 103 Myrmidon Reaper Infantry lv 3 (3, 19) Set as an enemy unit. Position is one tile west of a used enemy Myrmidon.
50 Flame Emperor Soldier 103 Armored Knight Reaper Infantry lv 3 (15, 17) Scripted to appear when the battle starts.
51 Flame Emperor Soldier 103 Armored Knight Reaper Infantry lv 3 (21, 17) Scripted to appear when the battle starts. Position is two tiles north of a used enemy Armored Knight.
54 Flame Emperor Soldier 103 Mercenary Reaper Infantry lv 3 (19, 9) Holds a Chest Key, which would drop upon defeat. Has an invalid position (inside a Wall tile).

Battle of the Eagle and Lion (Chapter 7)

Slot Name Character ID Class Battalion Position Notes
34 Kingdom Soldier 101 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
42 Kingdom Soldier 101 (none) (none) (2, 30) Has an invalid position (one tile past the southern edge of the map).
42 Kingdom Soldier 101 (none) (none) (2, 30) Has an invalid position (one tile past the southern edge of the map).
44 Kingdom Soldier 101 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
45 Kingdom Soldier 101 (none) (none) (5, 30) Has an invalid position (one tile past the southern edge of the map).
46 Kingdom Soldier 101 (none) (none) (6, 30) Has an invalid position (one tile past the southern edge of the map).
47 Kingdom Soldier 101 (none) (none) (7, 30) Has an invalid position (one tile past the southern edge of the map).
48 Kingdom Soldier 101 (none) (none) (8, 30) Has an invalid position (one tile past the southern edge of the map).
49 Kingdom Soldier 101 (none) (none) (9, 30) Has an invalid position (one tile past the southern edge of the map).
50 Kingdom Soldier 101 (none) (none) (10, 31) Has an invalid position (two tiles past the southern edge of the map).
51 Kingdom Soldier 101 (none) (none) (11, 31) Has an invalid position (two tiles past the southern edge of the map).
65 Alliance General 279 Brigand Church of Seiros Soldiers lv 3 (29, 20) A replacement for Hilda scripted to appear in her place if she has been recruited, which isn't possible for the Eagles at this point without hacking in the final game. Has the same team assignment (third-army), class, items (a Short Axe and a Mace), skills (Axe Prowess lv 3, Darting Blow, Hit +20), and battalion as Hilda, whereas the used Alliance General who replaces a recruited Hilda in the Lions version of the map has a Steel Axe instead of the Mace.
75 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
76 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
77 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
78 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
79 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
80 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
81 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
82 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
83 Alliance Soldier 102 (none) (none) (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Mountain tile).
134 Imperial Soldier 100 (none) (none) (1, 30) Has an invalid position (one tile past the southern edge of the map).
143 Imperial Soldier 100 (none) (none) (3, 30) Has an invalid position (one tile past the southern edge of the map).
144 Imperial Soldier 100 (none) (none) (4, 30) Has an invalid position (one tile past the southern edge of the map).
145 Imperial Soldier 100 (none) (none) (5, 30) Has an invalid position (one tile past the southern edge of the map).
146 Imperial Soldier 100 (none) (none) (6, 30) Has an invalid position (one tile past the southern edge of the map).
147 Imperial Soldier 100 (none) (none) (7, 30) Has an invalid position (one tile past the southern edge of the map).
148 Imperial Soldier 100 (none) (none) (8, 30) Has an invalid position (one tile past the southern edge of the map).
149 Imperial Soldier 100 (none) (none) (9, 30) Has an invalid position (one tile past the southern edge of the map).
150 Imperial Soldier 100 (none) (none) (10, 31) Has an invalid position (two tiles past the southern edge of the map).
151 Imperial Soldier 100 (none) (none) (11, 31) Has an invalid position (two tiles past the southern edge of the map).
175 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
176 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
177 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
178 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
179 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
180 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
181 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
182 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
183 Alliance Soldier 102 (none) (none) (0, 0) Has an invalid position (inside a Mountain tile).
234 Imperial Soldier 100 (none) (none) (1, 30) Has an invalid position (one tile past the southern edge of the map).
243 Imperial Soldier 100 (none) (none) (3, 30) Has an invalid position (one tile past the southern edge of the map).
244 Imperial Soldier 100 (none) (none) (4, 30) Has an invalid position (one tile past the southern edge of the map).
245 Imperial Soldier 100 (none) (none) (5, 30) Has an invalid position (one tile past the southern edge of the map).
246 Imperial Soldier 100 (none) (none) (6, 30) Has an invalid position (one tile past the southern edge of the map).
247 Imperial Soldier 100 (none) (none) (7, 30) Has an invalid position (one tile past the southern edge of the map).
248 Imperial Soldier 100 (none) (none) (8, 30) Has an invalid position (one tile past the southern edge of the map).
249 Imperial Soldier 100 (none) (none) (9, 30) Has an invalid position (one tile past the southern edge of the map).
250 Imperial Soldier 100 (none) (none) (10, 31) Has an invalid position (two tiles past the southern edge of the map).
251 Imperial Soldier 100 (none) (none) (11, 31) Has an invalid position (two tiles past the southern edge of the map).
260 Kingdom General 267 Armored Knight Church of Seiros Soldiers lv 3 (23, 27) A replacement for Dedue presumably meant to appear in his place if he has been recruited, which isn't possible for the Deer without hacking in the final game. Has the same class and skills (Axe Prowess lv 3, Defiant Defense, Armored Blow) as Dedue, but has a different battalion (Dedue has Seiros Mercenaries) and is equipped with only a Steel Axe, as opposed to Dedue's equipment lineup of a Short Axe, Steel Axe, and Leather Shield.
275 Kingdom Soldier 101 (none) (none) (3, 30) Has an invalid position (one tile past the southern edge of the map).
276 Kingdom Soldier 101 (none) (none) (4, 30) Has an invalid position (one tile past the southern edge of the map).
277 Kingdom Soldier 101 (none) (none) (4, 30) Has an invalid position (one tile past the southern edge of the map).
278 Kingdom Soldier 101 (none) (none) (6, 30) Has an invalid position (one tile past the southern edge of the map).
279 Kingdom Soldier 101 (none) (none) (7, 30) Has an invalid position (one tile past the southern edge of the map).
280 Kingdom Soldier 101 (none) (none) (8, 30) Has an invalid position (one tile past the southern edge of the map).
281 Kingdom Soldier 101 (none) (none) (9, 30) Has an invalid position (one tile past the southern edge of the map).
282 Kingdom Soldier 101 (none) (none) (10, 31) Has an invalid position (two tiles past the southern edge of the map).
283 Kingdom Soldier 101 (none) (none) (11, 31) Has an invalid position (two tiles past the southern edge of the map).

The Remire Calamity (Chapter 8)

Slot Name Character ID Class Battalion Position Notes
36 Rampaging Villager 413 Commoner Rampaging Villagers lv 0 (2, 20) Scripted to appear when the battle starts. Uses a different Character ID than all of the other Rampaging Villagers on this map, though the portrait is the same as the used version.
37 Rampaging Villager 155 Commoner Rampaging Villagers lv 0 (0, 21) Scripted to appear when the battle starts.
71 Church Soldier 106 Soldier Church of Soldiers lv 0 (11, 6) Set to be present at the beginning of the battle. Position is two tiles east of a used ally Soldier.
76 Villager 111 Commoner (none) (4, 19) Set to be present at the beginning of the battle. Like the other Villagers on this map, has a Vulnerary and is scripted to be rescued when a nearby Rampaging Villager is defeated (in this case, the also-unused one at slot 36).

Salvation at the Chapel (Chapter 9)

Slot Name Character ID Class Battalion Position Notes
37 Demonic Beast 204 (none) (none) (11, 4) Scripted to appear when the battle starts. Has an invalid position (one tile south of a used Demonic Beast, which would cause them to overlap).
38 Demonic Beast 204 (none) (none) (18, 2) Scripted to appear when the battle starts.

The Battle of Garreg Mach (Silver Snow/Azure Moon/Verdant Wind Chapter 12)

Slot Name Character ID Class Battalion Position Notes
46 Imperial Soldier 100 Fortress Knight Reaper Infantry lv 3 (21, 15) Scripted to appear when the battle starts.
70 Imperial Soldier 100 Warrior Empire Warriors lv 3 (2, 14) --

Protecting Garreg Mach (Silver Snow/Azure Moon/Verdant Wind Chapter 14)

Slot Name Character ID Class Battalion Position Notes
21 Imperial Soldier 100 (none) (none) (6, 18) Position is the same as a used enemy Dark Bishop.
22 Imperial Soldier 100 (none) (none) (6, 12) Position is the same as a used enemy Sniper.
23 Imperial Soldier 100 (none) (none) (19, 19) --
24 Imperial Soldier 100 (none) (none) (16, 18) Position is the same as a used enemy Fortress Knight.
25 Imperial Soldier 100 (none) (none) (1, 9) --
26 Imperial Soldier 100 (none) (none) (1, 9) --
27 Imperial Soldier 100 (none) (none) (3, 11) --
28 Imperial Soldier 100 (none) (none) (7, 10) Position is the same as a used enemy Archer.
29 Imperial Soldier 100 (none) (none) (8, 6) --
44 Imperial Soldier 100 Armored Knight Empire Armored Co. lv 3 (7, 13) --
45 Imperial Soldier 100 Mage Empire Magic Corps lv 3 (5, 19) --
52 Imperial Soldier 100 Pegasus Knight Empire Pegasus Co. lv 3 (7, 16) --
53 Imperial Soldier 100 Pegasus Knight Empire Pegasus Co. lv 3 (10, 11) --

Ambush at Ailell (Silver Snow/Azure Moon/Verdant Wind Chapter 15)

Slot Name Character ID Class Battalion Position Notes
11 (unspecified playable slot) 299 (none) (none) (16, 26) --

The Great Bridge Coup (Silver Snow/Azure Moon/Verdant Wind Chapter 16)

Slot Name Character ID Class Battalion Position Notes
2 Seteth 26 (none) (none) (24, 1) Position is the same as Dimitri/Claude in AM/VW. Was likely meant to be a required player unit here in SS as an equivalent to them.
57 Imperial Soldier 100 Armored Knight Empire Armored Co. lv 3 (14, 6) Set as an enemy unit.

To War at Gronder (Azure Moon/Verdant Wind Chapter 17)

Note that in addition to the two units listed here, this map also contains all of the unit data from the unused version of Gronder listed below.

Slot Name Character ID Class Battalion Position Notes
55 Kingdom General 270 (none) (none) (6, 31) Has an invalid position (two tiles past the southern edge of the map). Character ID matches the Kingdom General that replaces a recruited Sylvain.
261 (none) -1 Fortress Knight Kingdom Armored Co. lv 0 (27, 23) A replacement for Dedue scripted to appear in his place if he has been recruited, which isn't possible for the Deer without hacking in the final game. Has the same class, position, and skills (Axe Prowess lv 4, Defiant Def, Armored Blow, Armored Effect Null, Pavise) as Dedue, but has a different battalion (Dedue has Duscur Heavy Soldiers) and is equipped with a Silver Lance and a Concoction, as opposed to Dedue's equipment lineup of a Tomahawk, Concoction, and Speed Ring.

Unused To War at Gronder Variant

Slot Name Character ID Class Battalion Position Notes
0 Byleth 1 (none) (none) (14, 10) As mentioned on the main page, this is the only unit set in the game that specifically calls Female Byleth's character ID rather than Male Byleth's.
1 (unspecified playable slot) 299 (none) (none) (14, 11) --
2 (unspecified playable slot) 299 (none) (none) (14, 12) Has an invalid position (inside a Fence tile, which is only passable for flying units).
3 (unspecified playable slot) 299 (none) (none) (15, 10) --
4 (unspecified playable slot) 299 (none) (none) (15, 11) --
5 (unspecified playable slot) 299 (none) (none) (15, 12) Has an invalid position (inside a Cliff tile, which is only passable for flying units).
6 (unspecified playable slot) 299 (none) (none) (15, 13) Has an invalid position (inside a Cliff tile, which is only passable for flying units).
7 (unspecified playable slot) 299 (none) (none) (16, 10) --
8 (unspecified playable slot) 299 (none) (none) (16, 11) --
9 (unspecified playable slot) 299 (none) (none) (16, 12) --
20 Imperial Soldier 100 (none) (none) (1, 29) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (inside a Mountain tile).
21 Kingdom Soldier 101 (none) (none) (2, 29) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (inside a Mountain tile).
22 Kingdom Soldier 101 (none) (none) (3, 29) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (inside a Mountain tile).
30 Kingdom Soldier 101 (none) (none) (1, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
31 Kingdom Soldier 101 (none) (none) (2, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
32 Kingdom Soldier 101 (none) (none) (3, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
33 Kingdom Soldier 101 (none) (none) (4, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
34 Kingdom Soldier 101 (none) (none) (5, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
35 Kingdom Soldier 101 (none) (none) (6, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
36 Kingdom Soldier 101 (none) (none) (7, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
37 Kingdom Soldier 101 (none) (none) (8, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
38 Kingdom Soldier 101 (none) (none) (9, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
39 Kingdom Soldier 101 (none) (none) (10, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
40 Kingdom Soldier 101 (none) (none) (11, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
41 Kingdom Soldier 101 (none) (none) (12, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
42 Kingdom Soldier 101 (none) (none) (13, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
43 Kingdom Soldier 101 (none) (none) (14, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).
44 Kingdom Soldier 101 (none) (none) (15, 30) Scripted to appear as an enemy unit when the battle starts. Has an invalid position (one tile past the southern edge of the map).

Unused Taking Fort Merceus Variant

Unit data is exactly the same as the unused version of Gronder listed above, though at least none of the playable slots are on invalid tiles when placed on this map!

Reclaiming the Capital (Azure Moon Chapter 18)

Slot Name Character ID Class Battalion Position Notes
21 Felix 13 Swordmaster Fraldarius Soldiers lv 4 (2, 4) Scripted to appear as an enemy unit if he is unrecruited, which isn't possible for the Lions in the final game. Is equipped with a Brave Sword and the Aegis Shield. Has unique dialogue for this map, as documented on the Unused Dialogue sub-page.
22 Annette 17 Warlock School of Sorcery Soldiers lv 4 (27, 7) Scripted to appear as an enemy unit if she is unrecruited, which isn't possible for the Lions in the final game. Is equipped with Crusher. Has unique dialogue for this map, as documented on the Unused Dialogue sub-page.

Saving Derdriu (Azure Moon Chapter 19)

Slot Name Character ID Class Battalion Position Notes
74 Alliance Soldier 102 Priest Alliance Physicians lv 3 (24, 6) Set to be present at the beginning of the battle. Position, character ID, class, battalion, and spell list (Physic) are identical to a used ally Priest.
78 Alliance Soldier 102 Warrior Alliance Infantry lv 3 (16, 7) Set to be present at the beginning of the battle.

Confrontation at the Palace (Silver Snow Chapter 19/Verdant Wind Chapter 20)

Slot Name Character ID Class Battalion Position Notes
10 (unspecified playable slot) 299 (none) (none) (13, 22) Position is the same as Claude's.
30 Imperial Soldier 100 Hero Empire Warriors lv 0 (10, 17) Set to be present at the beginning of the battle. Position is one tile north of a used enemy Warrior.
32 Imperial Soldier 100 Hero Empire Warriors lv 0 (14, 17) Set to be present at the beginning of the battle. Position is one tile north of a used enemy Warrior.
34 Imperial Soldier 100 Warrior Empire Warriors lv 0 (22, 16) Set to be present at the beginning of the battle. Position is two tiles east of a used enemy War Master.
51 Agarthan Soldier 105 Warlock Dark Magic Corps lv 0 (2, 16) Set to be present at the beginning of the battle. Position is two tiles north of a used enemy Warlock.

Stand Strong at Shambhala (Silver Snow Chapter 20/Verdant Wind Chapter 21)

Slot Name Character ID Class Battalion Position Notes
1 Edelgard 2 (none) (none) (1, 1) Position is the same as Claude's. This map is never visited on Edelgard's route in the final game.
2 Dimitri 3 (none) (none) (1, 1) Position is the same as Claude's. This map is never visited on Dimitri's route in the final game.
20 Thales 40 Agastya Dark Magic Corps lv 5 (13, 19) Position, character ID, class, battalion, skills (Commander, Dark Tomefaire, Hit +20), and spell list (Quake and Death) are identical to the version of Thales used on Normal difficulty, though the event script used to end the map successfully once he's dead only checks the status of the used versions of him and not this one.
31 Titanus 210 (none) (none) (7, 15) Set to be present at the beginning of the battle.
36 Titanus 210 (none) (none) (14, 23) Set to be present at the beginning of the battle. Has an invalid position (one tile east of a used Titanus, which would cause them to overlap).
37 Titanus 210 (none) (none) (11, 23) Set to be present at the beginning of the battle. Position is two tiles west of a used enemy Titanus.
38 Titanus 210 (none) (none) (15, 22) Set to be present at the beginning of the battle. Has an invalid position (one tile northeast of the unused Titanus at slot 36, which would cause them to overlap).

Assault on Enbarr (Azure Moon Chapter 21)

Slot Name Character ID Class Battalion Position Notes
64 (none) -1 Dark Knight (none) (15, 32) Scripted to appear when the battle starts if on Hard difficulty. Has an invalid position (one tile past the southern edge of the map).
65 (none) -1 Dark Knight (none) (16, 32) Scripted to appear when the battle starts if on Maddening difficulty. Has an invalid position (one tile past the southern edge of the map).
67 Winged Demonic Beast 207 (none) (none) (17, 29) Has an invalid position (one tile northwest of a used enemy Winged Demonic Beast, which would cause them to overlap).
68 Winged Demonic Beast 207 (none) (none) (18, 29) Has an invalid position (one tile east of the unused Winged Demonic Beast at slot 67, which would cause them to overlap).
69 Winged Demonic Beast 207 (none) (none) (17, 28) Has an invalid position (one tile north of the unused Winged Demonic Beast at slot 67, which would cause them to overlap).

The Final Battle (Silver Snow Chapter 21)

Slot Name Character ID Class Battalion Position Notes
35 (none) -1 (none) (none) (11, 2) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is one tile southwest of a used enemy Bishop.
36 (none) -1 (none) (none) (17, 0) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is two tiles northeast of a used enemy Golem.
37 (none) -1 (none) (none) (2, 11) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is one tile northwest of a used enemy White Beast.
38 (none) -1 (none) (none) (11, 9) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is one tile southeast of a used enemy Hero.
39 (none) -1 (none) (none) (22, 20) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is one tile southwest of a used enemy Holy Knight.
42 (none) -1 (none) (none) (20, 18) Scripted to appear when the battle starts, even though it's already set to be present at the beginning of the battle anyway. Position is one tile east of a used enemy Paladin.

For the Freedom of Fódlan (Verdant Wind Chapter 22)

Slot Name Character ID Class Battalion Position Notes
36 Ancient Soldier 116 Fortress Knight Ancient Armored Co. lv 5 (9, 12) Has a Silver Lance and Cursed Power. Position is the same as Goneril's.
38 Ancient Soldier 116 Warrior Ancient Infantry lv 5 (14, 15) Has a Silver Axe and Cursed Power.
39 Ancient Soldier 116 Hero Ancient Infantry lv 5 (8, 13) Has a Silver Sword and Cursed Power.
49 Ancient Soldier 116 Paladin Ancient Cavalry lv 5 (20, 15) Has a Silver Lance and Cursed Power. Position is the same as a used enemy Sniper.
64 Agarthan Soldier 105 War Master Dark Infantry lv 5 (16, 24) Position, character ID, class, battalion, and equipment (Silver Gauntlets) are identical to a used enemy War Master.
66 Agarthan Soldier 105 Dark Bishop Dark Magic Corps lv 5 (20, 20) --
72 Ancient Soldier 116 Wyvern Lord Ancient Wyvern Co. lv 5 (28, 12) Has a Silver Axe and Cursed Power.
76 Ancient Soldier 116 Sniper Ancient Infantry lv 5 (25, 19) Has a Silver Bow and Cursed Power.
80 Ancient Soldier 116 Bishop Ancient Infantry lv 5 (9, 13) Has Cursed Power. Position is the same as a used enemy Warrior.
81 Ancient Soldier 116 Bishop Ancient Infantry lv 5 (13, 14) Has Cursed Power. Position is the same as a used enemy War Master.

The Battle of Garreg Mach (Crimson Flower Chapter 12)

Slot Name Character ID Class Battalion Position Notes
10 (unspecified playable slot) 299 (none) (none) (14, 31) --
11 (unspecified playable slot) 299 (none) (none) (15, 31) Position is the same as a used playable slot.
41 Church Soldier 106 Pegasus Knight Seiros Pegasus Co. lv 1 (12, 7) Set to be present at the beginning of the battle.
42 Church Soldier 106 Pegasus Knight Seiros Pegasus Co. lv 1 (22, 7) --
43 Church Soldier 106 Pegasus Knight Seiros Pegasus Co. lv 1 (21, 5) --
51 Church Soldier 106 Mercenary Seiros Mercenaries lv 1 (3, 1) Position is the same as a used enemy Mage.
54 Church Soldier 106 Mercenary Seiros Mercenaries lv 1 (23, 1) Position is two tiles east of a used enemy Mercenary.
59 Church Soldier 106 Brigand Church of Seiros Soldiers lv 1 (14, 0) --
82 Church Soldier 106 Armored Knight Church of Seiros Soldiers lv 1 (3, 22) Set to be present at the beginning of the battle.

The Great Bridge Coup (Crimson Flower Chapter 13)

Slot Name Character ID Class Battalion Position Notes
59 Alliance Soldier 102 (none) (none) (0, 0) --

Capturing Derdriu (Crimson Flower Chapter 14)

Slot Name Character ID Class Battalion Position Notes
57 Villager 437 (none) (none) (0, 29) Set as an ally unit. A Villager with this character ID has some dialogue lines in this battle, but he doesn't actually appear on the map as an NPC in the final game.

Eternal Guardian (Paralogue – Rhea)

Slot Name Character ID Class Battalion Position Notes
41 Phantom Soldier 141 Bishop Phantasmal Magic Corps lv 0 (10, 18) --
42 Phantom Soldier 141 Bishop Phantasmal Magic Corps lv 0 (11, 18) --
52 Golem 209 (none) (none) (14, 14) Scripted to move in a clockwise pattern, like the southmost used enemy Golem on this map does.

The Silver Maiden (Paralogue – Dimitri)

Slot Name Character ID Class Battalion Position Notes
11 (unspecified playable slot) 299 (none) (none) (4, 11) --

Insurmountable (Paralogue – Edelgard)

Slot Name Character ID Class Battalion Position Notes
46 Almyran Soldier 140 Bow Knight Almyra Cavalry lv 0 (31, 28) Has an invalid position (two tiles past the eastern edge of the map and four tiles past the southern edge of the map).
53 Almyran Soldier 140 Wyvern Rider Almyra Wyvern Co. lv 0 (28, 22) Position is the same as a used enemy Wyvern Lord.
60 Almyran Soldier 140 Wyvern Rider Almyra Wyvern Co. lv 0 (29, 18) --
61 Almyran Soldier 140 Wyvern Rider Almyra Wyvern Co. lv 0 (28, 23) Position is one tile west of a used enemy Wyvern Rider.
62 Almyran Soldier 140 Wyvern Lord Almyra Wyvern Co. lv 0 (29, 21) --

War for the Weak (Paralogue – Dedue)

Slot Name Character ID Class Battalion Position Notes
8 (unspecified playable slot) 299 (none) (none) (11, 16) Position is the same as a used playable slot.
62 Duscur Soldier 137 Cavalier Duscur Infantry lv 0 (11, 29) Scripted to appear when the battle starts. Position is two tiles west of a used enemy Cavalier.
63 Duscur Soldier 137 Cavalier Duscur Infantry lv 0 (1, 29) Scripted to appear when the battle starts.
68 Duscur Soldier 137 Cavalier Duscur Infantry lv 0 (9, 2) Scripted to appear when the battle starts if on Maddening difficulty.

True Chivalry (Paralogue – Felix)

Slot Name Character ID Class Battalion Position Notes
2 (none) -1 Mercenary (none) (20, 0) Scripted to appear if Felix hasn't been recruited, which isn't possible on this map in the final game. Position is three tiles above Felix's rather than being the same as it, oddly enough.

Falling Short of Heaven (Paralogue – Ashe/Catherine)

Slot Name Character ID Class Battalion Position Notes
32 Western Church Soldier 107 Pegasus Knight West Church Pegasus Co. lv 0 (21, 10) Set to be present at the beginning of the battle. Is equipped with a Steel Lance. Has an invalid position (one tile past the eastern edge of the map), which is also one tile southeast of a used enemy Pegasus Knight.

The Forgotten (Paralogue – Sylvain)

Slot Name Character ID Class Battalion Position Notes
2 Sylvain 15 Cavalier (none) (4, 13) Scripted to appear in place of the player-controlled Sylvain if he hasn't been recruited, which isn't possible on this map in the final game.

The Face Beneath (Paralogue – Mercedes/Caspar)

Slot Name Character ID Class Battalion Position Notes
12 Mercedes 16 Bishop Church Soldiers lv 0 (9, 5) Scripted to appear in place of the player-controlled Mercedes if she hasn't been recruited, which isn't possible on this map in the final game. Has an Elixir and Faith Prowess lv 4.
13 Caspar 8 Warrior Bergliez War Group lv 0 (9, 4) Scripted to appear in place of the player-controlled Caspar if he hasn't been recruited, which isn't possible on this map in the final game. Has a Silver Axe, an Elixir, and Axe Prowess lv 4.

Weathervanes of Fódlan (Paralogue – Annette/Gilbert)

Slot Name Character ID Class Battalion Position Notes
2 Annette 17 Mage (none) (24, 15) Scripted to appear in place of the player-controlled Annette if she hasn't been recruited, which isn't possible on this map in the final game.
4 Gilbert 30 Fortress Knight (none) (23, 16) Scripted to appear in place of the player-controlled Gilbert if he hasn't been recruited, which isn't possible on this map in the final game.
13 (unspecified playable slot) 299 (none) (none) (0, 14) Position is the same as a used playable slot.
46 Kingdom Soldier 101 Swordmaster Kingdom Infantry lv 0 (21, 7) Set to be present at the beginning of the battle. Position is two tiles south of a used enemy Assassin.
64 Kingdom Soldier 101 Mercenary (none) (10, 6) Set to be present at the beginning of the battle. Position is one tile north of a used enemy Hero.
65 Kingdom Soldier 101 Mercenary (none) (8, 2) Set to be present at the beginning of the battle.

Darkness Beneath the Earth (Paralogue – Hubert)

Slot Name Character ID Class Battalion Position Notes
11 Hubert 5 Dark Mage (none) (9, 3) Scripted to appear in place of the player-controlled Hubert if he hasn't been recruited, which isn't possible on this map in the final game.
32 Winged Demonic Beast 207 (none) (none) (18, 11) Scripted to appear when the battle starts.
35 Demonic Beast 203 (none) (none) (2, 1) Scripted to appear when the battle starts.
36 Demonic Beast 203 (none) (none) (5, 21) Scripted to appear when the battle starts.
39 Demonic Beast 203 (none) (none) (12, 28) Scripted to appear when the battle starts.

Retribution (Paralogue – Ferdinand/Lysithea)

Slot Name Character ID Class Battalion Position Notes
3 Ferdinand 6 Paladin Aegir Astral Knights lv 1 (14, 9) Scripted to appear in place of the player-controlled Ferdinand if he hasn't been recruited, which isn't possible on this map in the final game. Has a Silver Lance and an Elixir.
4 Lysithea 22 Warlock Ordelia Sorcery Co. lv 1 (10, 9) Scripted to appear in place of the player-controlled Lysithea if she hasn't been recruited, which isn't possible on this map in the final game. Has an Elixir.
11 (unspecified playable slot) 299 (none) (none) (7, 12) --
69 Rogue 487 (none) (none) (1, 1) Character ID is close to those of the used bosses of this map (486, 488, and 489).
70 Rogue 485 (none) (none) (1, 1) Character ID is close to those of the used bosses of this map (486, 488, and 489).

Legend of the Lake (Paralogue – Linhardt/Leonie)

Slot Name Character ID Class Battalion Position Notes
11 Linhardt 7 Priest Hevring Prayer Troops lv 1 (8, 23) Scripted to appear as an ally unit in place of the player-controlled Linhardt if he hasn't been recruited, which isn't possible on this map in the final game. Has a Concoction.
13 Leonie 25 Cavalier Sauin Militia lv 1 (10, 23) Scripted to appear as an ally unit in place of the player-controlled Leonie if she hasn't been recruited, which isn't possible on this map in the final game. Has a Concoction.

Foreign Land and Sky (Paralogue – Petra/Bernadetta)

Slot Name Character ID Class Battalion Position Notes
2/102 Petra 11 Assassin Brigid Hunters lv 1 (9, 1) Scripted to appear in place of the player-controlled Petra if she hasn't been recruited, which isn't possible on this map in the final game. Has surviving event scripting associated with moving her onto the western stronghold to bring reinforcements, which works somewhat differently than the version used for player-controlled Petra, oddly enough.
4/104 Bernadetta 9 Sniper Varley Archers lv 1 (13, 1) Scripted to appear in place of the player-controlled Bernadetta if she hasn't been recruited, which isn't possible on this map in the final game.
13/113 (unspecified playable slot) 299 (none) (none) (12, 2) Position is the same as a used playable slot.
73 Militia 152 Fortress Knight Church of Seiros Soldiers lv 0 (16, 6) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the non-Crimson Flower version of the map. Has a Silver Axe. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.
74 Militia 152 Fortress Knight Church of Seiros Soldiers lv 0 (18, 6) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the non-Crimson Flower version of the map. Has a Silver Axe. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.
75 Militia 152 Bishop Church of Seiros Soldiers lv 0 (17, 7) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the non-Crimson Flower version of the map. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.
161 Knight of Seiros 287 Swordmaster Indech Sword Fighters lv 0 (1, 20) Scripted to appear as an enemy unit in place of the enemy version of Catherine in the Crimson Flower version of the map if she has been recruited, which isn't possible on that route in the final game. Has a Brave Sword.
173 Imperial Soldier 100 Fortress Knight Empire Pavise Co. lv 0 (16, 6) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the Crimson Flower version of the map. Has a Silver Axe. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.
174 Imperial Soldier 100 Fortress Knight Empire Pavise Co. lv 0 (18, 6) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the Crimson Flower version of the map. Has a Silver Axe. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.
175 Imperial Soldier 100 Bishop Empire Pavise Co. lv 0 (17, 7) Scripted to appear as an ally unit at the same time as when the used ally reinforcements appear in the Crimson Flower version of the map. Position is near the eastern stronghold, whereas the used reinforcements come from the west one.

Land of the Golden Deer (Paralogue – Lorenz)

Slot Name Character ID Class Battalion Position Notes
68 Alliance Soldier 102 Armored Knight Alliance Armored Co. lv 0 (12, 4) Scripted to appear when the battle starts if on Hard difficulty. Has a Steel Axe.
69 Alliance Soldier 102 Armored Knight Alliance Armored Co. lv 0 (14, 4) Scripted to appear when the battle starts if on Maddening difficulty. Has a Steel Axe.

Death Toll (Paralogue – Raphael/Ignatz)

Slot Name Character ID Class Battalion Position Notes
31 Alliance Soldier 102 Armored Knight Alliance Armored Co. lv 0 (13, 2) Set to be present at the beginning of the battle. Has a Steel Axe.
36 Alliance Soldier 102 Mercenary Alliance Duelists lv 0 (17, 5) Set to be present at the beginning of the battle. Has a Steel Sword.
43 Alliance Soldier 102 Armored Knight Alliance Armored Co. lv 0 (9, 11) Set to be present at the beginning of the battle. Has a Steel Axe.
45 Alliance Soldier 102 Cavalier Alliance Cavalry lv 0 (20, 1) Set to be present at the beginning of the battle. Has a Steel Lance.
47 Alliance Soldier 102 Armored Knight Alliance Armored Co. lv 0 (22, 7) Set to be present at the beginning of the battle. Has a Steel Axe. Position is the same as a used enemy Brigand.
49 Alliance Soldier 102 Myrmidon Alliance Duelists lv 0 (7, 11) Set to be present at the beginning of the battle. Has a Steel Sword. Position is the same as a used ally Merchant.
52 Alliance Soldier 102 Brigand Alliance Infantry lv 0 (1, 8) Set to be present at the beginning of the battle. Has a Steel Axe.
65 (none) -1 Fighter Alliance Infantry lv 0 (18, 8) Scripted to appear when the battle starts if on Hard or Maddening difficulty. Has an invalid position (inside a River tile, which is only passable for flying units).
66 (none) -1 Fighter Alliance Infantry lv 0 (24, 13) Scripted to appear when the battle starts if on Maddening difficulty. Has an invalid position (one tile southeast of a used Giant Wolf, which would cause them to overlap).

Forgotten Hero (Paralogue – Mariannne)

Slot Name Character ID Class Battalion Position Notes
2 Marianne 23 Priest (none) (10, 7) Scripted to appear in place of the player-controlled Marianne if she hasn't been recruited, which isn't possible on this map in the final game. Position is one tile northeast of the player-controlled Marianne's rather than being the same as it, oddly enough.
11 (unspecified playable slot) 299 (none) (none) (17, 17) Position is the same as Byleth.

Dividing the World (Paralogue – Hilda/Cyril)

Slot Name Character ID Class Battalion Position Notes
11 Hilda 23 (none) Goneril Valkyries lv 1 (1, 11) Scripted to appear in place of the player-controlled Hilda if she hasn't been recruited, which isn't possible on this map in the final game.
51 Almyran Soldier 140 Wyvern Rider Almyran Wyvern Co lv 0 (1, 3) Scripted to appear when the battle starts.
55 Almyran Soldier 140 Cavalier (none) (29, 22) --
56 Almyran Soldier 140 Archer (none) (29, 23) --
57 Almyran Soldier 140 Wyvern Rider (none) (29, 24) Scripted to not appear on Normal difficulty.

An Ocean View (Paralogue – Seteth/Flayn)

Slot Name Character ID Class Battalion Position Notes
54 Western Church Soldier 107 Thief West Church Mercenaries lv 0 (20, 16) Scripted to appear when the battle starts if on Maddening difficulty. Has a Silver Sword. Position is the same as a used enemy Assassin.

Oil and Water (Paralogue – Hanneman/Manuela)

Slot Name Character ID Class Battalion Position Notes
64 Bandit 114 Pegasus Knight (none) (7, 9) Scripted to appear when the battle starts if on Maddening difficulty.

Battle in the Outskirts (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (5, 13) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (18, 10) Set to be present at the beginning of the battle.

Battle in the Mountains (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (4, 1) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (7, 9) Set to be present at the beginning of the battle.

Battle in the Empire (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (21, 22) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (14, 21) Set to be present at the beginning of the battle.

Battle in the Kingdom (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (11, 3) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (21, 13) Set to be present at the beginning of the battle.

Battle in the Desert (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (19, 14) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (12, 5) Set to be present at the beginning of the battle.

Battle at Magdred Way (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (11, 14) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (1, 11) Set to be present at the beginning of the battle.

Battle at the Border (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (10, 12) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (8, 9) Set to be present at the beginning of the battle.

Battle on the Plateau (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (14, 14) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (3, 6) Set to be present at the beginning of the battle.

Monsters on the Road (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (20, 15) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (3, 6) Set to be present at the beginning of the battle. On this map only, an event script exists to remove him from the battle if he reaches the south half of the east edge of the map.

Monsters in the Mountains (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (8, 16) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (2, 6) Set to be present at the beginning of the battle.

Monsters in the Desert (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (2, 3) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (20, 16) Set to be present at the beginning of the battle.

Battle at Gronder Field (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (17, 8) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (7, 14) Set to be present at the beginning of the battle.

Monsters at Gronder Field (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (9, 14) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (7, 14) Set to be present at the beginning of the battle.

Battle in the Ruins (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (2, 15) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (0, 0) Set to be present at the beginning of the battle.

Monsters in the Mountains (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (13, 12) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (7, 6) Set to be present at the beginning of the battle. Has an invalid position (one tile south of a used Wild Demonic Beast, which would cause them to overlap).

Monsters in the Red Canyon (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (12, 20) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (0, 0) Set to be present at the beginning of the battle. Has an invalid position (inside a Rubble tile, which is only passable for flying units).

Bandits on the Rhodos Coast (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (18, 4) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (2, 13) Set to be present at the beginning of the battle.

Western Church Suppression (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (16, 16) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (10, 9) Set to be present at the beginning of the battle.

Battle in Ailell (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (13, 22) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (11, 8) Set to be present at the beginning of the battle.

Monsters on the Plains (Auxiliary)

Slot Name Character ID Class Battalion Position Notes
50 King of Beasts 160 (none) (none) (5, 4) Set to be present at the beginning of the battle.
70 Merchant 136 Commoner Merchant Military lv 0 (11, 10) Set to be present at the beginning of the battle.

A Skirmish in Abyss (Cindered Shadows Chapter 1)

Slot Name Character ID Class Battalion Position Notes
52 Rogue 113 Warrior Thieves lv 0 (12, 27) Position, character ID, class, and battalion are identical to a used enemy Warrior.
53 Rogue 113 Warrior Thieves lv 0 (12, 28) Position, character ID, class, and battalion are identical to a used enemy Warrior.

Ambush in the Arena (Cindered Shadows Chapter 2)

Slot Name Character ID Class Battalion Position Notes
33 Mercenary 165 Warlock Thieves lv 0 (13, 24) Set to be present at the beginning of the battle.
34 Mercenary 165 War Monk Thieves lv 0 (12, 23) Set to be present at the beginning of the battle.
39 Mercenary 165 Assassin Thieves lv 0 (12, 17) Set to be present at the beginning of the battle. Holds a Bullion, which would drop upon defeat.
42 Mercenary 165 Grappler Thieves lv 0 (17, 12) Set to be present at the beginning of the battle.

Search for the Chalice (Cindered Shadows Chapter 3)

Slot Name Character ID Class Battalion Position Notes
49 Phantom Soldier 141 Warrior Phantasmal Wyvern Co. lv 3 (11, 16) Set to be present at the beginning of the battle. Holds a Vulnerary, which would drop upon defeat.
50 Phantom Soldier 141 (none) Phantasmal Infantry lv 3 (2, 19) Set to be present at the beginning of the battle.
(Source: fedatamine, Original TCRF research)