Fire Emblem (Game Boy Advance)
Also known as: Fire Emblem: Rekka no Ken ("The Sword of Flame", "Blazing Sword") (JP), Fire Emblem: The Blazing Blade (US Fire Emblem Heroes promo)
This game has a prototype article
Fire Emblem, more colloquially known as Fire Emblem: Blazing Blade ("Rekka no Ken" in Japanese) is the seventh game in the series and the first released outside of Japan. The game is a direct prequel to Fire Emblem: The Binding Blade, and takes place twenty years before that game.
- 1 Sub-Pages
- 2 Alternate Arena Mode
- 3 Unused Graphics
- 4 Unused Text
- 5 Unused Classes
- 6 Chapter Oddities
- 6.1 Difficulty
- 6.2 Rankings
- 6.3 Chapter 11 (Eliwood Mode): Taking Leave
- 6.4 Chapter 19x pt.2(Hector Mode): A Glimpse in Time
- 6.5 Chapter 25 (Hector Mode): Crazed Beast
- 6.6 Chapter 28 (Eliwood Mode): Valorous Roland
- 6.7 Chapter 30 (Hector mode): The Berserker
- 6.8 Chapter 29 (Eliwood mode)/Chapter 31 (Hector mode): Sands of Time
- 6.9 Chapter 30 (Eliwood mode)/Chapter 32 (Hector mode): Victory or Death
- 6.10 Final: Light
- 7 Hidden Password Screen
| Regional Differences|
The series tradition of having many regional differences would start with this game.
Alternate Arena Mode
|This needs some investigation.|
Discuss ideas and findings on the talk page.
Specifically: Hacking of the Sacred Stones revealed the exact data of the alternate Arena, but the same is not the case for this game.
What is the amount of Levels granted to enemies? Is the same bug of enemies scaling over Level31 overflowing to Level1 also present?
In the game there are buildings called arenas where units can fight and gain experience. Within the game there is unused text and other data that appears to have at one point triggered a more difficult set of arena enemies by granting them additional levels, similar to Hector Hard Mode; the text suggests this mode would have been triggered if a particular unit fights and wins in the arena excessively. This was presumably intended to prevent the player from over-leveling their characters. The mode and associated unused text is also present, and also unused, in Fire Emblem: The Sacred Stones.
The mode is triggered if bits 0x8 and either 0x2 or 0x4 (or both) of byte 0xE of RAM character data are set. These values are not set in normal gameplay, rendering this feature of the arena impossible to trigger. If forced to occur, the arena starts matching that particular unit with more difficult battles and displays the unused text upon that unit entering the arena.
Also of note is that the text has slight display errors when scrolling, cementing this feature as unused as the text formatting was not corrected.
Welcome to the arena. Oh! It's you again. I've lost a lot of gold thanks to you... If you want to continue, we're going to have to do things differently. I'm going to prepare some more challenging foes.
Erik and Nergal both have battle palettes intended for them that go unused to various degrees. Erik's palette data is correctly assigned to his unit ID, and to the correct promotion tier, but the palette he's clearly intended to have is only set to be used when he's part of the Player faction. His enemy faction palette, which is what the player actually sees in-game, is different, and gives him an incorrect hair color. In Nergal's case, the developers just mistakenly set his battle palette to be used only while in unpromoted classes, seemingly forgetting that Dark Druid is regarded by the code as a promoted class. Oops.
Normally, ballistas can only be used in the overworld and do not display an attack animation. However, when hacked into the inventory, there exists full animations for the weapon.
These were leftovers from the previous game on the GBA.
- The first spell is the ranged attack of King Zephiel's sword, Eckesachs. The sound cuts off abruptly when used.
- The second is the Binding Blade's ranged animation. Also cuts off the sound after being used.
- The third is Fae's divine dragon breath, which retains its sound effect and appears to be fully functional.
- Lastly is Idunn's Dark Breath animation. It always plays from the left side (the enemy side) of the screen, and does not mirror automatically if given to a player unit.
There are what appear to be graphics for a cutscene animation involving Ninian facing upwards while raising her arms. The most obvious place this would have been intended to be used would be the cutscene in the final chapter where she attacks a trio of fire dragons with ice magic, during which she conspicuously just loops her idle animation in the final game.
Placeholder Map Graphic
This graphic is loaded during world map events. It appears to indicate where map sprites will be loaded for cutscenes, though it is never shown in gameplay.
The Transfer Data menu button exists for every language, but Europe never got anything that would make use of it. The European release of the game is still compatible with the US Mario Kart: Double Dash!! Bonus Disc, however.
The Japanese version has leftover Fuuin no Tsurugi title screen graphics.
The Japanese version has alternate intro graphics written in English, like in Thracia 776. Unlike that game, though, the translation here is horrible. The used text in the intro is in regular Japanese.
There was a continent where "people" and a "dragon" live together a long time ago. Both they were living by not invading. However suddenly The balance was torn by invasion of "people." Fighting has also changed natural providence. This to fight was called "war of a dragon and a man." The defeated dragon disappeared to somewhere People who won made it steady and lengthened power. And about 1000 years after...
I can't...continue... Mother... I'm truly sorry...
Eliwood has an unused death quote; its use is unknown, though it is speculated that it was intended for use after Eliwood leaves the Dread Isle.
Several characters who appear only during story cutscenes, or who cannot have their unit information viewed when they appear in gameplay, have unused help descriptions:
|Character||Text (EN)||Text (JP)|
|Eleanora||The wife of Marquess Pherae. Eliwood's mother.||フェレ侯爵夫人 エリウッドの母|
|Uther||Marquess Ostia, the head of the Lycian League.||リキア同盟の盟主 オスティア侯|
|Leila||A spy in service to House Ostia.||オスティア家に仕える密偵|
|Bramimond||One of the eight legendary heroes. A cryptic figure.||かつての八神将の一人 謎に満ちた人物|
|Natalie||A villager from northern Bern. Has a bad leg.||ベルン北部の村の女性 足が不自由な身|
|Brendan (non-morph)||The leader of the Black Fang.||【黒い牙】の首領|
|Helman||The marquess of Santaruz.||サンタルス侯|
Trial Map Text
Despite the absence of the previous game's Trial Map mode, leftover text referencing it can still be found within the game. It seems that a feature that would allow you to send maps between copies of the game would have been added if it wasn't removed.
Shall I begin sending the trial map? [Yes] Loading. Please wait a moment. Sending map now. Please wait a moment. Map send complete. An error has occurred. There is no backup trial map. Ending map send and returning to menu.
Leftovers from The Binding Blade Data Transfer
All international versions of the game removed the ability to transfer data from The Binding Blade to unlock extras, due to that game not being released outside of Japan. Remnants of this feature still exist, however, including early English titles (the only official version of these to exist, in fact) of every chapter from The Binding Blade (referred to as Sword of Seals here).
Breath of Destiny Princess of Bern The Latecomer Federation Crumbling Flame Crest The Trap is Sprung Ostia's Rebellion Reunion Island of Mists Fighters Hero of the West The True Enemy Rescue Mission Arcadia Dragon Girl Reclaim the Capital Ocean Road Frozen River General Winter Liberation of Ilia Sword of Seals Unfulfilled Dream Apparitions of Bern Truth of Legends Beyond Darkness The Space Between Escape to Freedom Cleric's Teachings The Laws of Sacae Bulgar's Arms and Armor The Silver Wolf The Blazing Blade Thunder Axe Hellfire's Truth Light of Supremacy Lance of Ice and snow Bow of Hurricanes Darkness of Oblivion 0 1 2 3 4 5 6 7 8 9 Ch. Prologue x x Pt. 2 Turn No Data Linking. Please wait. End Load Master Load Is this data OK? Loading. Please wait... Sword of Seals Game Pak could not be found. There is no Clear data. Data loaded successfully.
There are two sets of strings which are presumably leftovers from removed debug functions, since many of them line up with the functions of the two leaked prototypes. The first set is listed before the Battle History text, and the second set right after. It seems likely that the implementation of the Battle History text overwrote some debug strings. The first set of strings are:
Anim. Left Nothing Trans Give Take Drop Is this map OK? Sent Cont. Tutorial Quit Tutorial Erase File? Erased files are gone forever! OK Release Entry Continue Chp. Initialize File Manual Save Manual Cont. Map D.Info Weather Fog Clears Erased G'Night!
The second set of strings are:
Erase file? Once a file is erased, it cannot be played. Understood G'Night! Nothing Found Total Score Total P No Display Phase Ended Dead Retired Parent Child Sheltered Out of Sight Peninsula CP Attack CP Move Counter 1/3 Trust Level Support 2/3 3/3 This unit has no SRAM information SRAM info Vctry Dft Adv. E.D. Pick x Exp Favorite DEBUG Clear Sand Snow Flurry Rain Night Lava Wthr Clears Clears Erased Fog CPU Human Blocked Brightness Tact.
Nine names intended to be used for important units are unused, found in between the names of used characters in the game.
- Igrene (イグレーヌ), located between Uther and Dart. This was likely meant to be the character Igrene from The Binding Blade.
- Nadine (ナディーン), located between Isadora and Legault.
- Santals (サンタルス), located between Eubans and Nergal. This name corresponds to unused unit data for the character Helman, and appears to be an alternate translation of "Santaruz", the Lycian territory Helman governs.
- Bruno (ブュルノ), located between Ursula and Paul. While a character named "Bruno" would eventually appear in Fire Emblem Heroes, the Japanese spelling of the name is different (ブルーノ).
- Bogan (ボーガン), located after Brendan.
- Efta (エフタ), located after Bogan and before Denning.
- Igor (イーゴリ) is located after Kaim. There is a character named Igor, who appears in Linus' version of Four-Fanged Offense as his subordinate, but he never actually appears as a unit in gameplay.
- Alexis (アレクス, Alex), located after Igor.
- Baudouin (ボドワン), located after Alexis.
Several unused classes appear within the game, used as placeholder/dummy classes for certain characters that appear only during cutscenes.
This appears to be left over from Fuiin no Tsurugi. It was not used by any characters in that game, but the map sprite associated with it did appear in some of the earliest screenshots of the game.
The Peer class is used for Eliwood's father Elbert during the ending cutscene for the story chapter "Dragon's Gate". While not technically unused, the Peer class is never actually seen in gameplay, as its only use is to represent characters on the field map. It has no description of its own, only displaying a blank text box, and similar to other non-playable characters, possesses no combat animations, acting as if battle animations were turned off.
Despite never being used in any active gameplay context, the Peer class does have defined base and maximum stats, although they appear to mostly be placeholders.
The class has an also unused female variant that holds almost identical attributes. It uses the sprite of the "Queen" class.
The character Bramimmond, only appearing in the cutscene separating the two parts of the game's final chapter, has his own exclusive class, using the same name as himself ("Bramimmond"). The class possesses a complete set of combat data, as does the character himself. Its stats are identical to the used Archsage class (used for his companion, Athos, who is playable in the final game), and has the ability to use dark magic and staves. It's possible that Bramimmond was once meant to be playable alongside Athos, though no data exists for his unique tome, Apocalypse. Similar to the Peer class, the class itself has no description, only showing a blank text box, and possesses no combat animations.
Document all the unused Rankings-values(Possibly in a subpage or a notes-page)
Despite an invisible levelbonus only being given to enemies in Hector Hard Mode, all maps in Lynmode and chapters exclusive to Eliwood have this data set. Eliwood-chapters are set to give 5 Levels to enemies like chapters present in Hector Mode, but Lynmode-chapters have a unique setting of granting 3 Levels instead.
The game is supposed to change which table for rankingsdata it is supposed to use depending on the mode played. This check is programmed incorrectly, however, and thus only the data for Eliwood Mode is used in practice. This renders every setting for Hector Mode unused. There exists unused data for every Post-Lyn Mode chapter in the game, except chapters exclusive to Eliwood Mode(As exclusive chapters have their tables for the other Mode nulled out)
Chapter 11 (Eliwood Mode): Taking Leave
Despite the chapter being exlusive to Eliwood Mode, the music that is set to play in Hector Mode is partially diffrent.("Friendship and Adventure" for Player Phase and Other Phase)
Chapter 19x pt.2(Hector Mode): A Glimpse in Time
Even tho the chapter is set to only be accessable in Hector Mode, there exists an unused layout for enemy units that is set to only spawn if the chapter is accessed through Eliwood Mode.
Chapter 25 (Hector Mode): Crazed Beast
Right below the used layout for enemy units in the rom(Offset 0xCD4DB4 in the US-version/0xD9D8A0 in the JP-version/Unknown in EU-version), there exists an unused layout that contains more and stronger enemies than the used layout. It is not set to spawn in either mode in any version of the game, but will spawn without issue if modified to appear. Notably, Crazed Beast is the only chapter where the enemy layout is identical between Hector Normal Mode and Hector Hard Mode. It's possible that the unused layout was meant to be used in the Hector Hard Mode version of the map.
Chapter 28 (Eliwood Mode): Valorous Roland
Despite the chapter being exlusive to Eliwood Mode, the music that is set to play in Hector Mode is diffrent.("Friendship and Adventure" for Player Phase and "Nabata's Wandering Messenger" for Enemy Phase)
There also exists an unused layout for enemy units that is set to be used in Hector Normal Mode, but it is empty and doesn't actually contain any enemies.
Chapter 30 (Hector mode): The Berserker
There is a misplaced escape coordinate for enemy thieves at (0, 6), it is located within a wall, so it cannot be used.
Chapter 29 (Eliwood mode)/Chapter 31 (Hector mode): Sands of Time
There is a set of tile changes for a door in the upper left. There was a door there in the prototypes; it was the location of the secret shop, which was moved elsewhere on the map for the final release.
|Base Map (Final)||Unused Change (Final)||Base Map (Proto)|
Chapter 30 (Eliwood mode)/Chapter 32 (Hector mode): Victory or Death
There are several unused tile changes that would add bridges crossing the river surrounding the boss of the map, Limstella. There is no known way to trigger these to appear in the final game or in any of the prototypes.
Note that each individual bridge is its own change, so it would have been possible for them to appear individually, instead of just all at once.
|Base Map||Unused Changes|
Both parts of the final chapter of the game have data for contents of chests on the map. These are inaccessible both because their coordinates are not used on a chest tile, which is required to make them function, and because they're placed in areas that cannot be accessed by the player.
The presence of this data may suggest that these two maps were different earlier in development; there are no chests whatsoever on these maps in the final game or in any of the known prototypes.
Part 1 has four chests:
|(5, 11)||Elixir||Located in a wall.|
|(15, 11)||Fortify Staff||Located in a wall.|
|(2, 19)||Barrier Staff||Located in a wall.|
|(18, 19)||Boots||Located out of bounds.|
Part 2 has two chests:
|(6, 18)||Wyrmslayer||Located in an inaccessible room on the same tile as the Bishop wielding Purge on the left-hand side.|
|(18, 18)||Hammerne Staff||Located in an inaccessible room on the same tile as the Bishop wielding Purge on the right-hand side.|
Hidden Password Screen
In the "Battle History" in the "Extras" menu, hold Select for a few moments. After a little while, a screen with a password will pop up. How the password is generated is unknown, but save states show that the password includes a clocktick-based RNG, which differs from how the game normally handles RNG. Aside from generating the password, the screen doesn't do anything. The screen cannot be exited, so the game needs to be reset after doing this.
This was apparently for some sort of contest on the game's official Japanese website, though no official materials outside of Japan are known to acknowledge this feature, despite it being accessible in non-Japanese copies. Information on the contest itself is slim.
The Fire Emblem series
|NES||Shadow Dragon & the Blade of Light • Gaiden|
|SNES||Monshou no Nazo • Seisen no Keifu • Thracia 776|
|Game Boy Advance||Fuuin no Tsurugi • Fire Emblem (Prototypes) • The Sacred Stones (Prototype)|
|GameCube||Path of Radiance|
|Nintendo DS||Shadow Dragon • Shin Monshou no Nazo|
|Nintendo 3DS||Awakening • Fates • Echoes: Shadows of Valentia|
|Wii U||Tokyo Mirage Sessions ♯FE|
|Nintendo Switch||Warriors • Three Houses|
|PlayStation||Tear Ring Saga (Prototype)|