the cutting room mirror

Unused Unit Data

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

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).

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)