Fire Emblem Echoes: Shadows of Valentia
Fire Emblem Echoes: Shadows of Valentia |
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Also known as: Fire Emblem Echoes: Mouhitori no Eiyuuou (JP), Fire Emblem Echoes: Lingyiwei Yingxiong Wang (CH), Fire Emblem Echoes: Tto Hanaui Yeong-ung Wang (KR) This game has unused playable characters. |
To do:
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"Once upon a time, there was a game named Fire Emblem Gaiden and a game developer named Intelligent Systems, who remade each other bitterly for an age."
"Hey, why did Fire Emblem Gaiden and Intelligent Systems have to cut so much? Couldn't they just say they were sorry?"
Contents
- 1 Sub-Page
- 2 Internal Project Name
- 3 Unused Text
- 4 Unused Audio
- 5 Unused Models
- 6 Unused Characters
- 7 Unused Items
- 8 Unused Abilities
- 9 Regional Differences
- 10 Revisional Differences
Sub-Page
Unused Graphics "Looking good, Alm! ...Heh." |
Internal Project Name
The game's internal project name is "Iron16", judging by several files which bear this label. This continues the pattern set by the other two 3DS Fire Emblems - "Iron" being a pun on the abbreviation "FE" (the chemical symbol for iron), and "16" for this being the sixteenth main Fire Emblem game. Interestingly, this means that BS Fire Emblem: Akaneia Senkihen is counted as a discreet, mainline Fire Emblem game.
Unused Text
Odd Art Scene Names
Shadows of Valentia's art scenes (sometimes called CGs, for computer graphics) are not named in the game. However, in the game's files themselves, they have descriptive and occasionally humorous names. Anything particularly interesting is bolded.
File name | Event | Explanation, if needed |
---|---|---|
Tlp_Ev_AcrossTheGrate | Alm and Celica grasping each other's hands across the metal grate in the final chapter. | |
Tlp_Ev_AdviceOfFernand | Clive clutching a dying Fernand. | |
Tlp_Ev_Albine | Alm staring at Rudolf, who reveals himself to be Alm's father. | 'Albine' is part of Alm's full name in Japanese. |
Tlp_Ev_BigTree | The end art scene of the game that displays "Fin". | There is a large tree in the art piece. |
Tlp_Ev_BlackKnight | Fernand, Berkut, and a third, generic soldier riding on horses ominously. | Possibly a reference to the Black Knight from Fire Emblem: Path of Radiance. Berkut is wearing black and is a knight. |
Tlp_Ev_BossyLady | Clair's recruitment | Apparently, someone on the development team thought that Clair was rather bossy! |
Tlp_EV_CrisisSofia | Alm receiving an ominous vision of gravestones after receiving Mila's Turnwheel. | |
Tlp_Ev_DarkForce | Monstrous hands rising from the ground after Berkut shatters Nuibaba's mirror. | |
Tlp_EV_DecisionOfAlum | Alm looking determined whilst overlooking a blue background. | |
Tlp_Ev_Employment | Saber's recruitment. | |
Tlp_Ev_EntrustHope | Mila talking to Alm stabbing Celica with Falchion. Towards the end of the game. | |
Tlp_Ev_Farewell | Celica leaving Ram Village as a child while a forlorn Alm waves to her. | |
Tlp_Ev_IsolatedIsland | Celica sailing on her loaned ship with Saber, Mae, and Boey, looking out towards the sea. | |
Tlp_Ev_Landslides | The landslide separates Alm from Celica. | |
Tlp_Ev_LeavingFernand | Fernand shoves Clive. | |
Tlp_Ev_MaskKnight | Celica sees Conrad for the first time in his mask. | |
Tlp_Ev_MatildaInPrison | Mathilda is Fernand's prisoner. | |
Tlp_Ev_MotherLiplica | Celica's mother holds a baby Celica. | |
Tlp_Ev_NuibabasConspire | Nuibaba peers into her crystal ball. | |
Tlp_Ev_OldKnight | Slayde and Mycen duel. | |
Tlp_Ev_PhantomOfJudah | Jedah references Shrek by standing in a swamp. | Jedah's Japanese name is Judah. |
Tlp_Ev_PledgeAllegiance | Saber, Mae, and Boey swear their fealty to Celica and bow to her. | |
Tlp_Ev_PrincessHuggy | A surprised Celica is lifted by a masked Conrad | Celica is a princess, and Conrad is lifting her. |
Tlp_Ev_PrivateEmperor | A very-much dead Rinea tenderly touches Berkut's face. | |
Tlp_Ev_PrivateEmperor2 | Close-up of the ghostly Rinea's face. | |
Tlp_Ev_PuppetDeyute | Possessed Delthea. | "Dyute" is Delthea's Japanese name. |
Tlp_Ev_Quarrel | The scene that plays after Alm and Celica's major fight. | |
Tlp_Ev_RealFace | Conrad takes his mask off. | |
Tlp_Ev_Repayment | Kamui, Leon, and Valbar laugh with Celica after recruiting all three of the men. | |
Tlp_Ev_RescueTheSilk | Alm rescues Silque. | |
Tlp_Ev_RespondForContinent | Alm and Celica wave to the crowd and accept their new titles as Valentian king and queen. | Alm and Celica are likely responding to Valentia, the new continent they now rule. |
Tlp_Ev_SaviorOfValencia | Alm and Zeke stare at the Brand on Alm's hand. | |
Tlp_Ev_SealedMila | Mila's dragon skeleton sits ominiously. | |
Tlp_Ev_SealedMila2 | Mila's dragon skeleton sits ominiously, but now it has a metal grate in front of it. Fascinating. | |
Tlp_Ev_SealedMila3 | A third variant of Mila's skeleton, but with a lit tail. | |
Tlp_Ev_SetUpRoyalSword | Alm holds Falchion. | |
Tlp_Ev_SistersMeetAgain | Est, Palla, and Catria - the Pegasus sisters - are reunited after the player recruits all three. | |
Tlp_Ev_SluiceCollapse | Alm overlooks the opened sluice. | |
Tlp_Ev_SofiaFreed | Alm overlooks a cheering crowd. | |
Tlp_Ev_SofiaInHand | Art that is played when Desaix's power grab is explained. | |
Tlp_Ev_Stigma | Alm and Celica, as kids, discussing each other's Brands. | |
Tlp_Ev_TalkIllusionCelica | Alm talking to the illusory Celica conjured by the witch Nuibaba. | |
Tlp_Ev_ThinkTheCelica | Alm thinks of Celica immediately after he leaves Ram Village. |
Name Strings
The message archive file m/(language)/Name.bin contains several character names which are never used at any point.
Message Name | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MPID_フードマン | ??? | ??? | One of several generic question-mark name entries listed at the top of the file. The interesting part is its message name, which translates as "MPID_Hoodman": a.k.a. the same text entry used for hooded Sumeragi in Fates, who definitely does not appear in this game. |
MPID_デフォルト名 | アルム (Arum) |
Alm | The message name reads "MPID_DefaultName", which is the same entry where Awakening and Fates stored the default names for their player avatars, Robin and Corrin. Shadows of Valentia does not have avatars at all, so this is likely a leftover from Fates with Alm written in as a placeholder. |
MPID_魔道軍 | 魔道軍 (Mage Army) |
War Mage | ?? |
MPID_デビル | デビル (Devil) |
Devil | ?? |
MPID_サーペント | サーペント (Serpent) |
Serpent | This name string existed in Gaiden, where it was also unused. |
MPID_ナーガ | ナーガ (Naga) |
Naga | This name string existed in Gaiden, where it was also unused. The recurring Fire Emblem character Naga is mentioned in parts of the remake's story, although she never appears in person. |
MPID_ゲッペル | ゲッペル (Göppel) |
Ganger | ?? |
MPID_シャドー | シャドー (Shadow) |
Shadow | In Gaiden, this was the name of all units summoned by the Invoke spell. The remake calls them "Illusions" instead, the text string for which is listed much, much further down in the file, suggesting it was a late change. |
MPID_白魔法テスト | 白魔法テスト (White Magic Test) |
White Magic Test | These are presumably unit IDs which were used in development to test magic and summoning functions. |
MPID_召喚師テスト | 召喚師テスト (Summoner Test) |
Summoner Test | |
MPID_召喚テスト | 祈祷師テスト (Shaman Test) |
Cantor Test | |
MPID_黒魔法テスト | 黒魔法テスト (Black Magic) |
Black Magic Test | |
MPID_妖術師テスト | 妖術師テスト (Wizard Test) |
Arcanist Test | |
MPID_特殊魔法テスト | 特殊魔法テスト (Special Magic Test) |
Sp, Magic Test | |
MPID_イリュージョン魔戦 | イリュージョン魔戦 (Illusion Demonfight) |
Invoke Magic Test | |
MPID_イリュージョン天馬 | イリュージョン天馬 (Illusion Pegasus) |
Invoke PN | |
MPID_イリュージョン兵士 | イリュージョン兵士 (Illusion Soldier) |
Invoke Soldier | |
MPID_メサイア死霊 | メサイア死霊 (Messiah Deadspirit) |
Conjure Revenant | |
MPID_メサイア骸骨 | メサイア骸骨 (Messiah Skeleton) |
Conjure B. Walker | |
MPID_メサイア飛魔 | メサイア飛魔 (Messiah Flyingdemon) |
Conjure Gargoyle | |
MPID_メサイア死竜 | メサイア死竜 (Messiah Deaddragon) |
Conjure N.Dragon | |
MPID_メサイア魔女 | メサイア魔女 (Messiah Witch) |
Conjure Witch | |
MPID_メサイア目玉 | メサイア目玉 (Messiah Eyeball) |
Conjure Mogall |
Additionally, there are duplicate name strings for the majority of the game's classes listed as character names (MPID; the actual class strings have the prefix MJID and are stored in a different file). Some of them are used when visiting locations, as the names of generic members of the respective classes who the player can talk to.
Name.bin also has a complete set of specific name and description strings for each variant of the Invoke and Conjure spells. In the finished game, like in the original Gaiden, every variant is just called "Invoke" and "Conjure" without mentioning what it specifically summons.
Message Name | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MIID_メサイア死霊 | メサイア死霊 (Messiah Deadspirit) |
Conjure R | Revenant version of Conjure. |
MIID_メサイア骸骨 | メサイア骸骨 (Messiah Skeleton) |
Conjure B | Bonewalker version of Conjure. |
MIID_メサイア飛魔 | メサイア飛魔 (Messiah Flyingdemon) |
Conjure G | Gargoyle version of Conjure. |
MIID_メサイア死竜 | メサイア死竜 (Messiah Deaddragon) |
Conjure N | Dolth's necrodragon version of Conjure. |
MIID_メサイア魔女 | メサイア魔女 (Messiah Witch) |
Conjure W | Marla and Hestia's witch version of Conjure. |
MIID_メサイア目玉 | メサイア目玉 (Messiah Eyeball) |
Conjure M | Jedah's mogall version of Conjure. |
MIID_イリュージョン魔戦 | イリュージョン魔戦 (Illusion Demonfight) |
Invoke DF | Silque's dread fighter version of Invoke. |
MIID_イリュージョン天馬 | イリュージョン天馬 (Illusion Pegasus) |
Invoke PN | Tatiana's pegasus knight version of Invoke. "PN" is an odd way to abbreviate "pegasus knight"... |
MIID_イリュージョン兵士 | イリュージョン兵士 (Illusion Soldier) |
Invoke S | Genny's soldier version of Invoke. |
MIID_H_メサイア死霊 MIID_H_メサイア骸骨 MIID_H_メサイア飛魔 MIID_H_メサイア死竜 MIID_H_メサイア目玉 |
魔物を召喚する (Summons monsters.) |
Summons Terrors. | Help text for five of the six Conjure names, duplicated five times. When viewed in-game, Conjure's help text reads "Summons evil beings from the darkness." |
MIID_H_メサイア魔女 | 魔女を召喚する (Summons witches.) |
Summons witches. | Help text for the Conjure W name. Like the other Conjures, Marla and Hestia's just says "Summons evil beings from the darkness." in-game and does not specify witches at all. |
MIID_H_イリュージョン魔戦 MIID_H_イリュージョン天馬 MIID_H_イリュージョン兵士 |
幻影兵を召喚する (軍に8体まで) (Summons phantom soldiers (Up to 8 per army)) |
Summons illusory soldiers. (Eight max) |
Help text for the Invoke DF, Invoke PN, and Invoke S names, duplicated three times. Identical to the help text seen for Invoke in-game. |
World Map Labels
Name.bin contains the name strings for every location on the world map, and among them is a set of labels for paths between individual locations. In-game, text associated with these "locations" is never displayed.
Message Name | Message (JP) | Message (EN) |
---|---|---|
MID_盗賊森ラム谷経路 | 盗賊森ラム谷経路 | F. Forest⇔Ram Valley |
MID_ラム谷南砦経路1 | ラム谷南砦経路1 | Ram Valley⇔S. Outpost 1 |
MID_ラム谷南砦経路2 | ラム谷南砦経路2 | Ram Valley⇔S. Outpost 2 |
MID_南砦ソフィ南経路 | 南砦ソフィ南経路 | S. Outpost⇔S. Zofia |
MID_ソフィ南ソフィ門経路 | ソフィ南ソフィ門経路 | S. Zofia⇔Zofia Gate |
MID_海1海2経路 | 海1海2経路 | Zofia Seaway 1⇔2 |
MID_海3海ほこら経路 | 海3海ほこら経路 | Z. Seaway 3⇔S. Shrine |
MID_ソフィ港ソフィ門経路 | ソフィ港ソフィ門経路 | Z. Harbor⇔Z. Gate |
MID_ソフィ北ソフィ森経路1 | ソフィ北ソフィ森経路1 | N. Zofia⇔Z. Forest 1 |
MID_ソフィ北ソフィ森経路2 | ソフィ北ソフィ森経路2 | N. Zofia⇔Z. Forest 2 |
MID_村森ドゼ砦経路 | 村森ドゼ砦経路 | F. Village⇔D. Fortress |
MID_ソフィ森森北経路 | ソフィ森森北経路 | Z. Forest⇔F. Northside |
MID_森北水門経路 | 森北水門経路 | F. Northside⇔Sluice |
MID_ソフィ海岸山墓場経路1 | ソフィ海岸山墓場経路1 | Z. Coast⇔M. Graveyard 1 |
MID_ソフィ海岸山墓場経路2 | ソフィ海岸山墓場経路2 | Z. Coast⇔M. Graveyard 2 |
MID_山墓場ミラ谷経路1 | 山墓場ミラ谷経路1 | M. Graveyard⇔V. Approach 1 |
MID_山墓場ミラ谷経路2 | 山墓場ミラ谷経路2 | M. Graveyard⇔V. Approach 2 |
MID_砂漠砦砂漠北経路 | 砂漠砦砂漠北経路 | D. Stronghold⇔N. Desert |
MID_砂漠砦砂漠南経路 | 砂漠砦砂漠南経路 | D. Stronghold⇔S. Desert |
MID_砂漠北ギス砦経路1 | 砂漠北ギス砦経路1 | N. Desert⇔G. Citadel 1 |
MID_砂漠北ギス砦経路2 | 砂漠北ギス砦経路2 | N. Desert⇔G. Citadel 2 |
MID_砂漠南ギス砦経路 | 砂漠南ギス砦経路 | S. Desert⇔G. Citadel |
MID_ミラ谷ミラ神殿経路1 | ミラ谷ミラ神殿経路1 | V. Approach⇔M. Temple 1 |
MID_ミラ谷ミラ神殿経路2 | ミラ谷ミラ神殿経路2 | V. Approach⇔M. Temple 2 |
MID_ミラ神殿ミラ北経路1 | ミラ神殿ミラ北経路1 | M. Temple⇔T. Northside 1 |
MID_ミラ神殿ミラ北経路2 | ミラ神殿ミラ北経路2 | M. Temple⇔T. Northside 2 |
MID_ミラ神殿の北 | ミラ神殿の北 | Temple Northside |
MID_ミラ北死人沼経路1 | ミラ北死人沼経路1 | T. Northside⇔D. Mire 1 |
MID_ミラ北死人沼経路2 | ミラ北死人沼経路2 | T. Northside⇔D. Mire 2 |
MID_ミラ北死人沼経路3 | ミラ北死人沼経路3 | T. Northside⇔D. Mire 3 |
MID_死人沼沼墓地経路1 | 死人沼沼墓地経路1 | D. Mire⇔M. Boneyard 1 |
MID_死人沼沼墓地経路2 | 死人沼沼墓地経路2 | D. Mire⇔M. Boneyard 2 |
MID_沼墓地ドルク砦経路1 | 沼墓地ドルク砦経路1 | M. Boneyard⇔D. Keep 1 |
MID_沼墓地ドルク砦経路2 | 沼墓地ドルク砦経路2 | M. Boneyard⇔D. Keep 2 |
MID_ドマ沼ドマ塔経路 | ドマ沼ドマ塔経路 | D. Swamps⇔D. Tower |
MID_水門国境経路1 | 水門国境経路1 | Sluice⇔Border 1 |
MID_水門国境経路2 | 水門国境経路2 | Sluice⇔Border 2 |
MID_国境リゲル森経路 | 国境リゲル森経路 | Border⇔Rigel Forest |
MID_リゲル森恐山経路1 | リゲル森恐山経路1 | R. Forest⇔F. Mountain 1 |
MID_リゲル森恐山経路2 | リゲル森恐山経路2 | R. Forest⇔F. Mountain 2 |
MID_国境リゲル平野経路1 | 国境リゲル平野経路1 | Border⇔R. Plains 1 |
MID_国境リゲル平野経路2 | 国境リゲル平野経路2 | Border⇔R. Plains 2 |
MID_竜火口リゲル滝経路1 | 竜火口リゲル滝経路1 | D. Maw⇔Rigel Falls 1 |
MID_竜火口リゲル滝経路2 | 竜火口リゲル滝経路2 | D. Maw⇔Rigel Falls 2 |
MID_リゲル滝要塞経路1 | リゲル滝要塞経路1 | R. Falls⇔L. Bastion 1 |
MID_リゲル滝要塞経路2 | リゲル滝要塞経路2 | R. Falls⇔L. Bastion 2 |
MID_要塞リゲル城経路1 | 要塞リゲル城経路1 | L. Bastion⇔R. Castle 1 |
MID_要塞リゲル城経路2 | 要塞リゲル城経路2 | L. Bastion⇔R. Castle 2 |
m/(language)/Sample.bin
This message file contains five short dialogue samples for testing purposes.
Message Name | Speaker | Message (EN) |
---|---|---|
MID_Sample_サンプル女 | Brigand | This is a sample conversation. |
MID_Sample_サンプル女2 | Brigand | Fade Test (Scene fades out) |
MID_Sample_サンプル男 | Brigand | This is a sample conversation. |
MID_Sample_サンプル女1 | Brigand | This is a sample conversation. |
MID_Sample_サンプル男1 | Brigand | This is a sample conversation. |
m/(language)/テストマップ.bin
This contents of this message file (the Japanese part of its name translates as "TestMap") are completely unused.
Message Name | Speaker | Message (EN) |
---|---|---|
MID_戦闘前会話テスト (Pre-Battle Conversation Test) |
Alm | What's this statue? |
Mila | Welcome, child of fate... | |
Alm | Huh?! Who said that? |
m/(language)/Result.bin
Every time the player is shown the end-of-battle results screen, one character will make a remark about the army's performance in the preceding battle. In-game, the player only gets these remarks as voice clips, but every one of them is also unused in text form in Result.bin. Unlike the rest of the game's dialogue text, these are just plain text strings which do not include instructions to display speaker names or portraits, or to play the matching sound clip.
Death of Celica
Several characters have voice clips for the end-of-battle results screen that are intended to play if Celica died in the preceding battle. However, as per usual for Fire Emblem main characters, Celica's death is an automatic Game Over in all circumstances, leaving no way to ever see these. It's possible that Celica was intended to stop being a main character in the postgame, similar to how Sothe stops being a main character in Radiant Dawn's endgame. In the final release, the postgame allows the player to choose either Alm or Celica to lead the party and be forcibly deployed to every battle - but the other character's death will still result in Game Over. Like the rest of the results lines, these are also kept in text form in Result.bin.
Message Name | Voice Clip | Speaker | Message (EN) |
---|---|---|---|
MID_リザルト_アルム_死亡_1 |
V_RESULT_ARUM_DIE_1_00.aac |
Alm | No... Oh, Celica, not you... |
MID_リザルト_マイセン_死亡_1 |
V_RESULT_MAISEN_DIE_1_00.aac |
Mycen | Celica... Your life had only just begun... |
MID_リザルト_コンラート_死亡_1 |
V_RESULT_CONRAD_DIE_1_00.aac |
Conrad | Anthiese! I only fought so you could be happy... |
MID_リザルト_セーバー_死亡_1 |
V_RESULT_SAVOR_DIE_1_00.aac |
Saber | I really hoped you'd find happiness, lass... |
Menu Leftovers
Several files contain strings for menu functions which were in the previous 3DS games but do not appear in Shadows of Valentia.
m/(language)/Config.bin
Message Name(s) | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MID_CONFIG_命令継続 | 号令の継続 | Persistent Tactics | Strings for a scrapped management feature for the Tactics auto-battle commands. Previous Fire Emblem games don't have anything like this, either. |
MID_CONFIG_命令継続_オフ | オフ | Off | |
MID_CONFIG_命令継続_オン | オン | On | |
MID_CONFIG_命令継続_手動 | 手動 | Manual | |
MID_H_CONFIG_命令継続_オフ | 自軍ターン開始時に号令を継続しません | Tactics do not remain in effect across multiple turns. | |
MID_H_CONFIG_命令継続_オン | 自軍ターン開始時に号令を継続します | Tactics remain in effect across multiple turns. | |
MID_H_CONFIG_命令継続_手動 | 自軍ターン開始時に号令を再確認します | Tactics must be confirmed at the start of each turn. | |
MID_CONFIG_スライドパッド | スライドパッド | Circle Pad | Shadows of Valentia has no Circle Pad configuration options. |
MID_CONFIG_スライドパッド_アナログ | アナログ | Analog | |
MID_CONFIG_スライドパッド_デジタル | デジタル | Digital | |
MID_H_CONFIG_スライドパッド_アナログ | スライドパッド操作特有の滑らかな動きをします | Move the cursor freely and smoothly. | |
MID_H_CONFIG_スライドパッド_デジタル | 十字ボタン操作のようなやや角ばった動きをします | Limit the cursor to rigid, precise movement | |
MID_CONFIG_ボイス再生 | 会話イベントボイス | Story Voices | This option from Awakening and Fates is not present in Shadows of Valentia, which only has a volume slider for all voice clips played both in and out of cutscenes. |
MID_H_CONFIG_ボイス再生_オン | 会話イベント中のボイスを再生します | Play voices during story scenes. | |
MID_H_CONFIG_ボイス再生_オフ | 会話イベント中のボイスを再生しません | Mute voices during story scenes. | |
MID_CONFIG_BGM | BGM変更 | Change Music | In Awakening and Fates, this option controls which player-phase themes are played in skirmishes outside of the main story. Shadows of Valentia doesn't have this. |
MID_H_CONFIG_BGM | マップ、バトルBGMを「(name)」に変更します | Set background music to (name). |
m/(language)/MainMenu.bin
Message Name(s) | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MID_メインメニュー_ルナティック_説明 | 最難関を求める方に | For those who love a hardcore challenge. |
Main menu description string for the Lunatic Mode difficulty that had been in all games from Shin Monshou no Nazo to Fates, but is absent here. |
m/(language)/ResidentMenu.bin
Message Name(s) | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MID_MENU_制圧 | 制圧 | Seize | Menu strings for the seize objective, which is absent in Shadows of Valentia. |
MID_MENU_制圧確認 | このマップをクリアします。よろしいですか? | Sieze[sic] and finish the battle? | |
MID_MENU_杖 | 杖 | Staff | Various absent menu commands from Fates. Although the Swap ability still exists in Shadows of Valentia, it's activated in the Arts submenu. |
MID_MENU_破壊 | 壊す | Break | |
MID_MENU_訪問 | 訪問 | Visit | |
MID_MENU_宝箱 | 宝箱 | Chest | |
MID_MENU_罠解除 | 罠解除 | Disarm | |
MID_MENU_救出 | 救出 | Shelter | |
MID_MENU_入れ替え | 入れ替え | Swap | |
MID_MENU_階段 | 階段 | Stairs | |
MID_MENU_転移 | 転移 | Transfer | |
MID_MENU_ワープ | ワープ | Warp | |
MID_MENU_スキル_忘却 | 持てるスキルが いっぱいです。 外すスキルを 1つ選んでください。 |
You cannot equip any more skills. Select one skill to unequip. |
Leftover from the Awakening/Fates version of the skills system. |
MID_MENU_エターナル確認 | レベル上限を5レベル分上げますか? | Add +5 to your level limit? | Prompt for using the Eternal Seal item from Fates, which is not present in Shadows of Valentia. |
MID_MENU_仲間入り確認 | (unit)を仲間にしますか? (仲間にしない場合でも サポーター名鑑には追加されます) |
Recruit (unit)? (The unit will be added to your Unit Logbook regardless.) |
Prompt for recruiting bonus StreetPass/Spotpass units in Awakening and Fates, which are absent from Shadows of Valentia. |
MID_戦績_TURN: | TURN | TURNS | Strings for the results screen shown at the end of battles in Awakening and Fates. The Shadows of Valentia results screen is very different and has no use for these strings. |
MID_戦績_MVP | MVP | HEROES | |
MID_戦績_MVPなし | なし | None | |
MID_戦績_MVPコネクト | & | & |
m/(language)/System.bin
Message Name(s) | Message (JP) | Message (EN) | Notes |
---|---|---|---|
MID_SYS_フェニックス | フェニックス | Phoenix | String for the Phoenix Mode difficulty setting from Fates, which does not return in Shadows of Valentia. |
MID_SYS_レベルS MID_SYS_レベルA MID_SYS_レベルB MID_SYS_レベルC MID_SYS_レベルD MID_SYS_レベルE MID_SYS_レベルN MID_SYS_EN_レベルS MID_SYS_EN_レベルA MID_SYS_EN_レベルB MID_SYS_EN_レベルC MID_SYS_EN_レベルD MID_SYS_EN_レベルE MID_SYS_EN_レベルN |
S A B C D E - S A B C D E - |
S A B C D E - S A B C D E - |
Text relating to the weapon level system which has been the standard since Seisen no Keifu, but is absent from Shadows of Valentia. |
MID_SYS_待機不可 | 待機不可 | Impassable | In Fates, this message is displayed on the terrain window when the cursor is on a space that no units are able to step onto. Shadows of Valentia instead represents this by displaying no avoid bonus number at all. |
MID_SYS_EN_軍資金単位 | G | G | Currency symbol for the gold currency used by every Fire Emblem game, except for the original Gaiden and this game. |
MID_SYS_ガード | GUARD | GUARD | In Awakening and Fates, this text pops up on battle screens when a unit blocks an enemy's attack with a Dual Guard, a function which does not exist in Shadows of Valentia. |
MID_MSG_ゴールド入手 | (n)Gを手に入れた | You got (n)G. | Another leftover of the absent gold currency. |
MID_MSG_アイテム略奪 | (item)を奪われた | The enemy swiped (item). | Messages for when an enemy in Awakening or Fates opens a chest and loots its contents. The only chests in Shadows of Valentia are found when exploring dungeons and other locations, and there is no system for enemies to loot them before the player. |
MID_MSG_ゴールド略奪 | (n)Gを奪われた | The enemy swiped (n)G. | |
MID_MSG_アイテム破損 | (item)が壊れてしまった | (item) broke. | Weapons and equipment cannot break at all in Shadows of Valentia. |
MID_MSG_アイテム破損2 | (unit)の(item)が壊れてしまった | (unit)'s (item) broke. | |
MID_MSG_武器レベルアップ | 武器レベル(weapon)が(level)に上がった | (weapon) weapon level (level) attained. | More weapon level leftovers. |
MID_MSG_武器レベルアップ2 | (unit)の武器レベル(weapon)が(level)に上がった | (unit) attained (weapon) weapon level (level). | |
MID_MSG_スキル習得2 | (unit)はスキル (skill)を 習得した |
(unit) learned the skill (skill). | Alternate version of the skill prompt. |
MID_MSG_支援レベル上昇 | (unit 1)と(unit 2)の\n支援レベルが$a2に上がった | (unit 1) and (unit 2) attained support level (level). |
While supports still exist in Shadows of Valentia, the player is never informed of support level increases aside from the conversations themselves. |
MID_MSG_捕獲 | (unit)を捕獲した | (unit) was captured. | A leftover of Fates' enemy capture mechanic, which is absent in Shadows of Valentia. |
MID_MSG_能力強化 | (stat 1)と(stat 2)の調子が上がった | Gained a surge of (stat 1) and (stat 2). |
Leftovers from the random bonuses given out in various places in Shin Monshou no Nazo, Awakening and Fates, which have no equivalent in Shadows of Valentia. |
MID_MSG_武器経験値入手 | 武器の扱いが上手くなった | Weapon proficiency improved. | |
MID_MSG_支援強化 | (unit 1)と(unit 2)が仲良くなった | (unit 1) and (unit 2)'s relationship improved. | |
MID_MSG_通信交流終了 | 通信交流が終了しました | The parley has ended. | Message related to StreetPass interaction with other player avatars in Awakening and Fates. |
MID_MSG_戦闘予測_死亡 | 非常に危険です | A very dangerous confrontation. | Warning messages from the combat forecast screen in Fates, warning about death risks, effective weapons and weapon triangle disadvantages respectively. Shadows of Valentia does not use text to represent these warnings. |
MID_MSG_戦闘予測_特効 | 敵の武器が危険です | An especially dangerous weapon. | |
MID_MSG_戦闘予測_3すくみ | 武器の相性が悪いです | Poor weapon compatibility. | |
MID_TRICK_命中 | 命中+(n) | Hit +(n) | Miscellaneous terrain effect labels. Shadows of Valentia uses completely different strings for these functions, which are stored in name.bin instead. |
MID_TRICK_必殺 | 必殺+(n) | Crit +(n) | |
MID_TRICK_回避 | 回避+(n) | Avo +(n) | |
MID_TRICK_必殺回避 | 必殺回避+(n) | Ddg +(n) | |
MID_TRICK_ダメージ強化 | 与えるダメージ+(n) | Dmg dealt +(n) | |
MID_TRICK_ダメージ軽減 | 受けるダメージ-(n) | Dmg taken -(n) | |
MID_TRICK_ターンダメージ | ターンダメージ(n)% | Turn dmg: (n)% | |
MID_TRICK_ターン回復 | ターン回復(n)% | Turn rcv: (n)% | |
MID_BTL_アタック | アタック! | Attack! | In Fates, these messages are used in battle scenes to indicate that a unit has Tag Teamed or Paired Up, respectively, with an ally. Neither function is in Shadows of Valentia. |
MID_BTL_サポート | サポート! | Support! |
Unused Audio
BGM_Dummy
16 seconds of silence. It might technically be used, but we'd never know.
Unused Models
Similarly to Fates, quite a few test models remain. This time, a few use assets from Gaiden itself.
Gaiden Test Maps
There are a lot of map models which consist of only a single texture laid out flat each. Each uses an original Gaiden map as its texture.
field/hub_test_kyoten.bch
This is a test of the "hubs" where you meet characters in villages. The two test characters in question are actually from an old, Japanese MMORPG called CroXino which Hidari, the lead artist for Shadows of Valentia, worked on.
sample/sleep.bch
The sleep.bch model contains a screenshot of Mycen's first line of dialogue in the original Gaiden's opening cutscene (albeit with the village background removed). When one considers the text on the image, the model name makes sense...somewhat.
Japanese | Translation |
---|---|
[マイセン] ※「アルム ひとやすみしよう |
[Mycen] ※ Alm, let's take a break. |
Unused Characters
Playable Berkut and Fernand
Both Berkut and Fernand - who only appear as bosses in the main game - each have a nearly complete set of voice clips and text strings specifically for being playable units. They only lack a set of base conversations, something possessed by every actual playable unit except Alm, Celica and Mycen, and character endings.
Fernand is playable in two of the Rise of the Deliverance DLC maps, but because those maps do not feature the end-of-battle results screen and do not allow him (or any other unit) to gain experience, levels or change class, most of his dialogue still goes unused.
Character Data
Despite all the dialogue they have, neither Berkut nor Fernand have actual surviving data as playable characters. However, the data/Person.bin file may have a hint about plans for the characters.
The person ID (PID) entries for Fernand's three enemy appearances - PID_敵フェルナン3章1, PID_敵フェルナン3章2, and PID_敵フェルナン4章 - all label him "Enemy Fernand". The only other PID entries which are specifically labelled "Enemy" are for the enemy versions of Delthea, Zeke, Sonia and Deen, to distinguish them from their regular playable selves. No other enemy or boss unit is marked this way, since it would be redundant given the total lack of playable status.
All of this implies that a non-enemy version of Fernand existed at some point but was removed. Since Berkut does not have the "Enemy" label on any of his PID entries - PID_ベルクト3章, PID_ベルクト4章, PID_ベルクト5章, and PID_ベルクト5章H - he might not have ever had playable data (dialogue and voice clips aside, anyway).
Text
m/(language)/LVUP.bin
Message Name | Voice Clip | Expression | Message (EN) | Notes |
---|---|---|---|---|
MID_レベルアップ_ベルクト_身体 |
V_LU_BERKUT_PHYSICAL_00.aac |
Laughing | None can stand as my equal. | Berkut's Level Up quote, if he gains HP, attack or defense. |
MID_レベルアップ_ベルクト_感覚 |
V_LU_BERKUT_SENSE_00.aac |
Default | Don't mistake me for those other muscle-bound dullards. |
Berkut's Level Up quote, if he gains skill or speed. |
MID_レベルアップ_ベルクト_気分 |
V_LU_BERKUT_FEEL_00.aac |
Laughing | I have no need for divine favor. | Berkut's Level Up quote, if he gains luck or resistance. |
MID_レベルアップ_ベルクト_無し |
V_LU_BERKUT_NONE_00.aac |
Sad | ...Hmm? | Berkut's Level Up quote, if he gains one or no stats. |
MID_レベルアップ_ベルクト_限界 |
V_LU_BERKUT_LIMIT_00.aac |
Default | How could one improve upon perfection? |
Berkut's Level Up quote, if most of his stats are already at maximum. |
MID_クラスチェンジ_ベルクト |
V_CC_BERKUT_00.aac |
Regular | Hmph. So be it. | Berkut's class change quote. |
MID_レベルアップ_フェルナン_身体 |
V_LU_FERNAND_PHYSICAL_00.aac |
Laughing | Who needs my aid? Don't be shy! | Fernand's Level Up quote, if he gains HP, attack or defense. |
MID_レベルアップ_フェルナン_感覚 |
V_LU_FERNAND_SENSE_00.aac |
Default | A knight needs power and finesse both. | Fernand's Level Up quote, if he gains skill or speed. |
MID_レベルアップ_フェルナン_気分 |
V_LU_FERNAND_FEEL_00.aac |
Special 1 | Good fortune is a fine weapon. | Fernand's Level Up quote, if he gains luck or resistance. |
MID_レベルアップ_フェルナン_無し |
V_LU_FERNAND_NONE_00.aac |
Pain | ...What? | Fernand's Level Up quote, if he gains one or no stats. |
MID_レベルアップ_フェルナン_限界 |
V_LU_FERNAND_LIMIT_00.aac |
Special 1 | Time to turn my attention to new pursuits. |
Fernand's Level Up quote, if most of his stats are already at maximum. |
MID_クラスチェンジ_フェルナン |
V_CC_FERNAND_00.aac |
Determined | If this is to be my new path... | Fernand's class change quote. |
m/(language)/Result.bin
Message Name | Voice Clip | Message (EN) | Notes |
---|---|---|---|
MID_リザルト_ベルクト_完勝 |
V_RESULT_BERKUT_PERFECT_00.aac |
Ha! Victory comes naturally to me. | Berkut's result screen quote, if the player has a perfect victory. |
MID_リザルト_ベルクト_辛勝 |
V_RESULT_BERKUT_NARROW_00.aac |
How dare they put me through so much trouble... | Berkut's result screen quote, if the player has a narrow victory. |
MID_リザルト_ベルクト_死亡 |
V_RESULT_BERKUT_DIE_00.aac |
Men die. This could be your lot tomorrow. | Berkut's result screen quote, if the player lost a unit. |
MID_リザルト_フェルナン_完勝 |
V_RESULT_FERNAND_PERFECT_00.aac |
I hope they appreciated that display. | Fernand's result screen quote, if the player has a perfect victory. |
MID_リザルト_フェルナン_辛勝 |
V_RESULT_FERNAND_NARROW_00.aac |
Blast. I never struggle this much! | Fernand's result screen quote, if the player has a narrow victory. |
MID_リザルト_フェルナン_死亡 |
V_RESULT_FERNAND_DIE_00.aac |
If I were only stronger... | Fernand's result screen quote, if the player lost a unit. |
MID_リザルト_フェルナン_死亡_1 |
V_RESULT_FERNAND_DIE_1_00.aac |
Clive, you fool. What were you thinking? | Fernand's result screen quote, if Clive died in the battle. |
m/(language)/死亡.bin
Message Name | Voice Clip | Expression | Message (EN) | Notes |
---|---|---|---|---|
MID_DIE_ベルクト |
V_DIE_BERKUT_00.aac |
Pain, sweatdrop | Urgh... No...this isn't possible! | Berkut's Classic Mode death quote. |
MID_DIE_フェルナン |
V_DIE_FERNAND_00.aac |
Determined | Now I can finally...be with them... | Fernand's Classic Mode death quote. |
m/(language)/撤退.bin
Message Name | Voice Clip | Expression | Message (EN) | Notes |
---|---|---|---|---|
MID_DIE_CASUAL_ベルクト |
V_DIE_CASUAL_BERKUT_00.aac V_DIE_CASUAL_BERKUT_01.aac |
Pain, sweatdrop | Perhaps I underestimated them... Carry on without me. I'll find a place to recover... |
Berkut's Casual Mode retreat quote. |
MID_DIE_CASUAL_フェルナン |
V_DIE_CASUAL_FERNAND_00.aac V_DIE_CASUAL_FERNAND_01.aac |
Pain, sweatdrop | They have more skill than I gave them credit for. I must retreat—you deal with the rest. |
Fernand's Casual Mode retreat quote. |
Voice Clips
All of these voice clips are found in the sound/@E/Iron16_Sound.bcsar archive.
Character Select
Sound | Speech | Notes |
---|---|---|
V_BERKUT_SELECT_00 |
No one is a match for me! | Played when Berkut is selected, if his HP is at 70% or greater. |
V_BERKUT_SELECT_01 |
I'll do this. | Played when Berkut is selected, if his HP is between 30% and 70%. |
V_BERKUT_SELECT_02 |
I must be cautious... | Played when Berkut is selected, if his HP is at 30% or below. |
V_FERNAND_SELECT_00 |
I'll take them all on! | Played when Fernand is selected, if his HP is at 70% or greater. Completely different from the clip used in the Rise of the Deliverance DLC. ("Who among you will face me?") |
V_FERNAND_SELECT_01 |
Very well. | Played when Fernand is selected, if his HP is between 30% and 70%. Completely different from the clip used in the Rise of the Deliverance DLC. ("I await your word.") |
V_FERNAND_SELECT_02 |
If you insist... | Played when Fernand is selected, if his HP is at 30% or below. Completely different from the clip used in the Rise of the Deliverance DLC. ("I am in no shape for this.") |
Shizas
Shizas was the boss of the Border map in the original Gaiden, and is the only Gaiden character who does not appear at all in Shadows of Valentia. Berkut replaces him as the boss of the Border. His stats are still in the game (and are identical to his Gaiden stats), and has a fully functional model, voice, and unit ID.
Class | LV | HP | ATK | SKL | SPD | LUCK | DEF | RES | Item | TOL |
---|---|---|---|---|---|---|---|---|---|---|
Gold Knight | 1 | 40 | 18 | 7 | 12 | 0 | 13 | 6 | None | 0.5 |
Unused Items
Data/Item.bin references IDs for two items which otherwise don't seem to have any surviving data or stats: the "fiend's lance" (IID_魔人の槍) and the "titan's axe" (IID_タイタンの斧). Since there's no other data left for them, there's no hints as to what they might've been for, aside from being connected to the monster species.
The file also lists IID slots for 20 memory prisms; only 10 exist in the base finished game, and only 3 more are added by DLC, leaving 7 empty listings. These don't have any other data, either.
Unused Abilities
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: There are many, many, many, many more unseen skill text strings than what's listed here. Presumably a good chunk of them are tied to various hidden skills/properties; it would be helpful to sort of which belong to what and to identify anything else among them that's completely unused. |
There are a sizable number of abandoned spells and skills, most of which originated in previous Fire Emblem games. Some of them don't actually have proper help text in any language, with the respective strings just repeating the skill's name as a placeholder, while a handful don't even have surviving name strings at all.
Please note that in the video demonstration to the right, these skills underwent some cosmetic hacking to give them proper descriptions and to assign them to equippable rings that don't actually exist in any form.
Magic
Spell Name | Cost | MT | WT | HIT | CRIT | RNG | Help text | File name | Notes |
---|---|---|---|---|---|---|---|---|---|
Apocalypse | -12 HP | 30 | 0 | 0 | 0 | 0 | Ruinous magic. | IID_アポカリプス (IID_Apocalypse) |
A black magic spell which first appeared in Fire Emblem: Fuuin no Tsurugi. At 30 might it's vastly more powerful than any other weapon or spell in the game, but all of its other stats are 0, including range, meaning you can't attack without increasing range with the Mage Ring. The spell has no animation and defaults to copying Fire. |
Combat Arts
Art Name | SP | Cost | Stat change/Effects | Help text | File name | Notes |
---|---|---|---|---|---|---|
Lethality | ?? | -10 HP | +0 Range/+0 Mt Attack instantly KOs the target |
Lethality | SID_滅殺 (SID_Obliterate) |
A recurring skill first seen in the seventh game. Only missing the traditional black/red screen flashes. |
Aegis | 20 | -2 HP | +0 Range/+0 Mt Reduces damage from 2+ range attacks by 50% until user's next turn |
Halves physical damage incurred from a distance. |
SID_G物理間接半減 (SID_GHalveIndirectPhysical) |
A recurring skill from the previous 3DS Fire Emblems. |
Speculum | 20 | -3 HP | +0 Range/+0 Mt User reflects all damage from magic attacks back to enemies until user's next turn |
Reflects magical attacks. | SID_G魔法反射 (SID_GMagicReflect) |
Is visually incomplete in animations-on battle scenes: user will take no damage, but the reflected damage is not depicted on the enemy until the scene is over. Works normally when animations are off. |
Skills
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Since there's no text strings relating to most of these in the relevant archives, and since the above video modified them to give them those strings, what do those ones look like in an otherwise unmodified game? Are they assignable skills, per se, or orphaned effects not tethered to anything in particular? |
Skill Name | Effects | Help text | File name | Notes |
---|---|---|---|---|
Aptitude | Increases the user's growth rates | Aptitude | SID_良成長 (SID_GoodGrowth) |
A recurring skill from the previous 3DS Fire Emblems. |
Influence | Increases user's black magic range by 1 | Increases black magic range by 1. |
SID_魔法射程+1 (SID_MagicRange+1) |
Weaker version of the used Sophisticate skill. |
Halve Swords | Reduces damage from all sword attacks by 50% | Halve Swords | SID_剣ダメージ半減 (SID_HalveSwordDamage) |
Sword counterpart to Heavy Armor and Apotrope. |
Halve Lances | Reduces damage from all lance attacks by 50% | Halve Lances | SID_槍ダメージ半減 (SID_HalveLanceDamage) |
Lance counterpart to Heavy Armor and Apotrope. |
Halve Axes | Reduces damage from all axe attacks by 50% | Halve Axes | SID_斧ダメージ半減 (SID_HalveAxeDamage) |
Axe counterpart to Heavy Armor and Apotrope. |
Wrath | Has no observable effect | Boosts critical rate when HP is 50% or lower. |
SID_消耗必殺 (SID_ExhaustionCritical) |
A recurring skill from many previous Fire Emblems. Seems to be incomplete and useless, despite the help text's claims to the contrary. |
Attack Twice | Doubles the number of strikes the user makes | Attack Twice | SID_攻撃時2回攻撃 (SID_AttackTwiceWhenAttacking) |
Similar to Adept, a recurring skill last seen in Radiant Dawn. |
(N/A) | Inflicts damage taken by the user back on the enemy, when attacked at 1 range | (N/A) | SID_カウンター (SID_Counter) |
This is Counter, a recurring skill from previous Fire Emblems. Is visually incomplete in animations-on battle scenes: the reflected damage is not depicted on the enemy until the scene is over. Works normally when animations are off. |
(N/A) | Doubles the user's EXP gain | (N/A) | SID_エリート (SID_Elite) |
This is Paragon, a recurring skill from previous Fire Emblems. |
(N/A) | Allies in a 3-space radius of the user deal 2 more points of damage | (N/A) | SID_カリスマ (SID_Charm) |
This is the recurring Charm skill, specifically its Fates version which works differently from prior games. |
(N/A) | User can move through enemy-occupied spaces | (N/A) | SID_すり抜け (SID_Slipthrough) |
This is Pass, a recurring skill from previous Fire Emblems. |
(N/A) | User always strikes first when attacked with HP at <50% | (N/A) | SID_待ち伏せ (SID_Ambush) |
This is Vantage, a recurring skill from previous Fire Emblems. |
(N/A) | All attacks by the user have an effective bonus against human enemies | (N/A) | SID_人間特効 (SID_AntiHumans) |
Counterpart to the various "Anti-" effective bonus skills. |
(N/A) | All attacks by the user have an effective bonus against magic users | (N/A) | SID_魔法特効 (SID_AntiMagic) |
Counterpart to the various "Anti-" effective bonus skills. |
(N/A) | All attacks by the user have an effective bonus against dragon-type enemies | (N/A) | SID_竜特効 (SID_AntiDragons) |
Counterpart to the various "Anti-" effective bonus skills. |
(N/A) | All attacks by the user have an effective bonus against god-type enemies | (N/A) | SID_神特効 (SID_AntiGods) |
Counterpart to the various "Anti-" effective bonus skills. |
(N/A) | Prevents user from using any black or white magic, and prevents all such magic from being listed on their stat screen | (N/A) | SID_魔法禁止 (SID_InhibitMagic) |
Similar to the spellbind status effect, but without the wearing-off. |
Character Ages
Every unit in the game is assigned a hidden age stat, which has no use by itself but is related to an unused item property which would have prevented provisions from being consumed by units whose age is less than 20. Rather than the age function working as a simple yes/no flag, every playable unit is assigned an age that is realistic for the character:
|
|
Enemies and NPCs are all given a placeholder age of 30, with the exception of several bosses: the Brigand Boss (38), Desaix (43), Slayde (32), Barth (35), Nuibaba (124), Jedah (147), Rudolf (50), and Gharn (100). Despite their playable leftovers, Berkut and Fernand only have the placeholder age, too.
This ability was most likely intended for the four alcoholic provisions - the wine, ale, leftover ale, and Ram wine - which in the final game are the only provisions that cannot be consumed by anyone at all. This may have been removed because it provided an inherent disadvantage to underage units. As a side effect of being left unconsumable, the four alcohols all have recovery values programmed in that go unseen and unused: the wine, ale, and leftover ale would all restore 10 HP and 10 fatigue points each, while the Ram wine would restore 30 HP and 20 fatigue points.
To clarify, no version of the game allows the alcohol provisions to be consumed; this is not something that any localizations censored.
Regional Differences
7-Eleven Promotional Items
There is a set of eight items - the Seven Sword, Eleven Shield, Boiled Chicken, Moist Bread, Spicy Chicken, Mille Crepe, Chicken Link, and Pure Honey - which are present but inaccessible in the game by itself, but which were distributed in a Japanese event held by the 7-Eleven convenience store chain. All of these are currently inaccessible outside Japan, since 7-Eleven is not in the habit of holding game events like this in other countries.
The following dialogue and assets relating to the Flashy Man, the NPC from whom players collect these items after using the distribution event, are also currently unused outside Japan.
Flashy Man
Zofia Castle (m/(language)/ソフィア城_C.bin)
Message Name | Speaker | Message (EN) |
---|---|---|
MID_SUB711_0_確認1 | N/A | A flashy man has appeared in Zofia Castle. |
MID_SUB711_1_1 | Flashy Man | Ah, I've been looking for you! I was bade give you this by an acquaintance of mine. I pray you will accept it. |
MID_SUB711_1_確認1 | N/A | You got the Seven Sword! |
MID_SUB711_1_確認2 | N/A | You got the Eleven Shield! |
MID_SUB711_1_確認3 | N/A | You got (item)! |
MID_SUB711_1_2 | Flashy Man | And with that, my business is done. Farewell. |
MID_SUB711_1_確認4 | N/A | The flashy man departed. |
MID_SUB711_2_確認1 | N/A | Nothing happened. |
Zofia Harbor (m/(language)/ソフィアの港_C.bin
Message Name | Speaker | Message (EN) |
---|---|---|
MID_SUB711_0_確認1 | N/A | A flashy man has appeared in Zofia Harbor. |
MID_SUB711_1_1 | Flashy Man | Finally! I have been searching high and low for you. I was bade give you this by an acquaintance of mine. I pray you will accept it. |
MID_SUB711_1_確認1 | N/A | You got the Seven Sword! |
MID_SUB711_1_確認2 | N/A | You got the Eleven Shield! |
MID_SUB711_1_確認3 | N/A | You got (item)! |
MID_SUB711_1_2 | Flashy Man | And with that, my business is done. Farewell. |
MID_SUB711_1_確認4 | N/A | The flashy man departed. |
MID_SUB711_2_確認1 | N/A | Nothing happened. |
Missing DLC
The Fire Emblem Cipher trading card game's June starter deck contains a download code which adds four decorative items based on the card game's mascots to Shadows of Valentia: the Hard Worker’s Ribbon, the Black Crescent Moon, the Warrior’s Warding Bell and Vagabond’s Hairclip. Since the card game is Japan-exclusive, the download codes do not function in international releases and the items are not otherwise available, but all of their icons are still in all versions of the base game.
Revisional Differences
Version 1.1
This patch was released worldwide on June 22, 2017.
- Corrects a bug where certain menu areas which use eye crops of unit portraits - including the experience bar, the results screen and the combat forecast's character support listings - failed to render the portraits of any present DLC characters. In most regions, the patch was released shortly after the Cipher Legends DLC maps, which added the game's first DLC characters.
- Corrects a font error affecting Celica's Ragnarok Ω combat art in all American and European localizations. The Ω character was missing from the font used by the message notifying the player that the art has been learned, which resulted in the message reading "Your Beloved Zofia unlocked the Ragnarok ? combat art!". This issue did not affect the Japanese version, where the art is called "True Rainarok" (真ライナロック) instead, and the Simplified and Traditional Chinese translations were also not affected for the same reason.
- Corrects a font error that Act 5's title "再会、そして…" is not correctly displayed in the Japanese text. The glyph for ellipsis "…" was missing in "SystemL" font which is used in the Japanese chapter title screens, and hence the title was displayed as "再会、そして?". The Simplified and Traditional Chinese translations were not affected: The title in both Chinese translations contains ellipses as well ("重逢之后……" in Simplified and "重逢之後……" Traditional), but the Chinese fonts "SystemL_S" and "SystemL_T" have been including ellipsis already.
- Corrects a logical error in the sidequest "The Prisoner's Whereabouts". Alm and the Deliverance would rescue the merchant in Nuibaba's Abode repetitively by reading the writing in the Sylvan Shrine again.
- Corrects script errors in the Simplified and Traditional Chinese localizations.
File | Message Name | Script, pre-1.1 | Script, 1.1 | Note |
---|---|---|---|---|
m/@JPN_CN/LVUP.bin | MID_レベルアップ_クレーベ_無し | $SvpV_LU_CLEA_NONE_00|(...) |
$SvpV_LU_CLERBE_NONE_00|(...) |
Corrects voice clip assignation. |
m/@JPN_CN/リゲル平野.bin m/@JPN_TW/リゲル平野.bin |
MID_ED1 | (...) |
$SbpBGM_EVT_DESTINY_A|0|(...) |
Adds background music. |
m/@JPN_CN/リゲル城.bin m/@JPN_TW/リゲル城.bin |
MID_BOSS_DIE1 | (...) |
(...)$Sbs2000| |
Adds background music fade-out. |
The Fire Emblem series
| |
---|---|
NES | Shadow Dragon & the Blade of Light • Gaiden |
SNES | Monshou no Nazo • Seisen no Keifu • Thracia 776 |
Satellaview | Akaneia Senkihen |
Game Boy Advance | Fuuin no Tsurugi • Fire Emblem (Prototypes) • The Sacred Stones (Prototype) |
GameCube | Path of Radiance |
Wii | Radiant Dawn |
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 • Warriors: Three Hopes • Engage |
iOS, Android | Heroes |
Related Games | |
PlayStation | Tear Ring Saga (Prototype) |
- Unimportant Awards
- Pages missing developer references
- Games developed by Intelligent Systems
- Pages missing publisher references
- Games published by Nintendo
- Nintendo 3DS games
- Pages missing date references
- Games released in 2017
- Games released in April
- Games released on April 20
- Games released in May
- Games released on May 19
- Games released on May 20
- Games released in July
- Games released on July 13
- Games with unused characters
- Games with unused graphics
- Games with unused items
- Games with unused abilities
- Games with unused music
- Games with unused text
- Games with regional differences
- Games with revisional differences
- To do
- To investigate
- Fire Emblem series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Intelligent Systems
Games > Games by platform > Nintendo 3DS games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2017
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 20
Games > Games by release date > Games released in July
Games > Games by release date > Games released in July > Games released on July 13
Games > Games by release date > Games released in May
Games > Games by release date > Games released in May > Games released on May 19
Games > Games by release date > Games released in May > Games released on May 20
Games > Games by series > Fire Emblem series
The Cutting Room Floor > Unimportant Awards