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Fire Emblem Echoes: Shadows of Valentia

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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.

(Source: Robotortoise)

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...

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!

(Source: Original TCRF research)

Unused Audio#

BGM_Dummy#

16 seconds of silence. It might technically be used, but we'd never know.

(Source: Original TCRF research)

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.

Model Name

Texture Name

Image

Notes

field/enc_mori_1.bch

MAP

The map for Lost Treescape skirmishes.

field/enc_osorezan_1.bch

MAP

The map for Fear Mountain Shrine skirmishes. This map was cut entirely, and has no used equivalent in the remake. Though it is essentially an expanded version of a used map.

field/enc_saidan_2.bch

MAP

The map for one of the Duma Temple battles. This map was cut entirely, and has no used equivalent in the remake.

field/enc_saidan_3.bch

MAP

The map for one of the Duma Temple battles. This map was cut entirely, and has no used equivalent in the remake.

field/enc_tou_1.bch

MAP

The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake.

field/enc_tou_2.bch

MAP

The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake.

field/enc_tou_3.bch

MAP

The map for one of the Duma Tower battles. This map was cut entirely, and has no used equivalent in the remake.

field/fld_mori_kita.bch

MAP

The map for the Forest Northside battle.

field/fld_test_map.bch

MAP19

The map for the Zofian Coast battle.

(Source: Original TCRF research)

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.

She looks like Hatsune Miku with a sword.Saber? You look....different.

(Source: VincentASM)

sample/sleep.bch#

"Go and play, but don't leave the infinite black void."

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.

(Source: Original TCRF research)

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).

(Source: Serenes Forest)

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.")

(Source: Original TCRF research)

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

(Source: Serenes Forest)

Unused Items#

Data/Item.bin references IDs for two items which otherwise never appear in the game: the "fiend's lance" (IID_魔人の槍) and the "titan's axe" (IID_タイタンの斧). Labeled internally like monster weapons, these are instead just duplicates of the default Lance and Axe used when a unit equipped with no unique items. The only surviving difference is the Item IDs.

(Source: X.com)

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.

(Source: Original TCRF research)

Unused Abilities#

Watch on YouTube

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 defaults to copying Fire's animation, but has a currently impossible to implement animation.

(Source: VincentASM)

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:

  • 13: Delthea
  • 15: Kliff, Genny
  • 16: Boey, Est
  • 17: Alm, Celica, Tobin, Mae
  • 18: Gray, Faye, Clair
  • 19: Silque
  • 20: Catria, Atlas
  • 21: Tatiana, Conrad
  • 22: Luthier
  • 23: Palla
  • 24: Lukas, Leon, Jesse
  • 25: Python, Forsyth, Sonya
  • 27: Clive
  • 28: Kamui, Mathilda
  • 29: Zeke
  • 30: Deen
  • 31: Valbar
  • 34: Saber
  • 65: Mycen
  • 71: Nomah

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.

(Source: Serenes Forest)

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.

(Source: Serenes Forest)

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.