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Fire Emblem: Path of Radiance
Fire Emblem: Path of Radiance |
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Also known as: Fire Emblem: Souen no Kiseki (JP) This game has unused areas. This game has a prerelease article |
In the Fire Emblem series' first foray into 3D, Ike must bridge a centuries-old racial divide between humans and shapeshifting furries to stop a madman from abusing a glowing lump of blue metal.
Contents
Sub-Pages
Prerelease Info |
Regional Differences Lots of messing around with the difficulty. |
Unused Classes "No, I'm not talking about school. Sheesh!" |
Unused Items All the items you'll never need. |
Debug Menu Featuring ominously rotating cutscene backgrounds! |
Battle Previewer A model viewer lurking in the game's files. |
Test Map Ever wanted to climb a gigantic staircase that leads nowhere? Now's your chance. |
Internal Project Name
The game's internal project name is "FE8", judging by several important files which bear this label. This seems a bit odd at first glance, since Path of Radiance was the ninth Fire Emblem game to be released, but evidence suggests that it was in development long before Fire Emblem: The Sacred Stones, even though The Sacred Stones ended up being released first.
Unused Text
Retreat Dialog
In the Japanese version, almost every playable character (plus the NPCs Leanne and Nealuchi, for some reason) has a dialog string for when they are retreating from a map in the common.m file, but since Chapter 10 is the last regular map with a retreat objective, 29 of these strings are left unused. The localization completely removed all of these strings and internal references to them, so no text box will play at all if you retreat with any of these characters (e.g. by using a chapter select code to take them back).
Message Name | Display Type | Speaker | Message (JP) | Translation |
---|---|---|---|---|
MESC_CALILL | Top/Bottom | Calill | そう急かさないでよ。 今行くったら、もう。 |
Don't rush me like that. I'm going already. |
MESC_CHINON | Top/Bottom | Shinon | はっ!この俺が こんなとこでくたばるかよ。 |
Hah! You think I'd bite the dust in a place like this? |
MESC_DALAHOWE | Top/Bottom | Devdan | 口笛~♪ 吹き~ながら~♪ |
Whistling~♪ A tune~ As I go~♪ |
MESC_ENA | Top/Bottom | Ena | …これ以上 ここに留まる理由はありません。 |
...I've no more reason to remain here. |
MESC_ERINCIA | Top/Bottom | Elincia | アイク様、 お待ちしています… |
I await you, my lord Ike... |
MESC_GATRIE | Top/Bottom | Gatrie | ぜぇはぁ… や、やっと着いた。 |
Phew... J-just made it. |
MESC_GEOFFRAY | Top/Bottom | Geoffrey | 退路の確保は 我々にお任せを。 |
Leave the retreat path's security to us. |
MESC_HAAR | Top/Bottom | Haar | 結局、また生き残っちまったか… | Looks like I get to live another day, after all... |
MESC_JANAFF | Top/Bottom | Janaff | …敵がぞろぞろ来てる。 こりゃ急がないとな。 |
The enemy's on our tail. I say we hurry. |
MESC_JILL | Top/Bottom | Jill | 了解! ただちに離脱します! |
Understood! I will retreat at once! |
MESC_LARGO | Top/Bottom | Largo | みんな、慌てずあせらず急げよ。 | Let's get outta here, everyone, and quickly. |
MESC_LAY | Top/Bottom | Ranulf | アイクより先に退くってのは 気がひけるんだけどな~ |
Retreating before Ike is embarrassing, but... |
MESC_LEARNE | Top/Bottom | Leanne | ~~~~~… | ~~~~~... |
MESC_LUCHINO | Top/Bottom | Lucia | あなた方を信じる。 信じて先に進む! |
I believe in you. I'll trust you and go first! |
MESC_MAKAROV | Top/Bottom | Makalov | た、助かったぜ… | I... I'm saved... |
MESC_MWARIM | Top/Bottom | Muarim | 気をつけろ。 敵はまだいる。 |
Be on your guard. There are still enemies about. |
MESC_NAESALA | Top/Bottom | Naesala | 引き際を知らないほど 馬鹿じゃないんでね。 |
Wouldn't you say that those who don't know when to quit are fools? |
MESC_NASIR | Top/Bottom | Nasir | アイク、きみも早く! | Ike, you should hurry up! |
MESC_NEALUCHI | Top/Bottom | Nealuchi | 皆様、こちらですぞ! | This way, everybody! |
MESC_RIEUSION | Top/Bottom | Reyson | 先に行かせてもらう。 力になれずすまない… |
I will go first. Forgive me for lacking the strength... |
MESC_SOANVALCKE | Top/Bottom | Stefan | …潮時、か。 | ...So, now's my chance. |
MESC_STELLA | Top/Bottom | Astrid | 皆様の御武運をお祈りいたします… | May the fortunes of war be with everybody... |
MESC_TANIS | Top/Bottom | Tanith | 全騎迅速に離脱の後、 事前の合流地点に集結せよ! |
I will see you at the rendezvous point as soon as all hands have retreated! |
MESC_TAURONEO | Top/Bottom | Tauroneo | 遅れている者はいないな? | I trust that nobody is falling behind? |
MESC_TIBARN | Top/Bottom | Tibarn | 目的は果たした。 退くぞ! |
Mission accomplished. Let's withdraw! |
MESC_TOPUCK | Top/Bottom | Tormod | ほんのちょっとだけ やばかった… |
That was just a little bit tough... |
MESC_ULYSSES | Top/Bottom | Bastian | まことの騎士とは 去り際を選ぶもの。 |
A true knight is one who chooses when he withdraws. |
MESC_VULCI | Top/Bottom | Ulki | …追っ手が近い。 急げ。 |
...Our pursuers are close. Hurry. |
MESC_ZIHARK | Top/Bottom | Zihark | わかった、先に行こう。 向こうで待っている。 |
Understood, I'll go first. I'll be waiting over there. |
Death Dialog
Two NPCs, Nealuchi and Leanne, have death quotes in the Japanese version. Like all the retreat quotes, both the text strings and any reference to them were removed from the localizations.
Message Name | Display Type | Speaker | Message (JP) | Translation |
---|---|---|---|---|
MDIE_NEALUCHI | Top/Bottom | Nealuchi | い、いかん! わしが倒れては お坊ちゃまのお世話を誰が…… 恐縮ですが、お先に失礼致しますぞ! |
Th-this will not do! If I die, then who will look after the nestling...? Forgive me, but I must excuse myself early! |
MDIE_LEARNE | Top/Bottom | Leanne | ~~…… | ~~...... |
Ike | リアーネ! 下がるんだ! それ以上無理はするな! |
Leanne! Fall back! Don't force yourself any further! | ||
Leanne | (こくり) | (Nods) |
Cutscene Dialog
To do: Find out what causes English subtitles to not be displayed in the European version and if there is a way to forcibly activate them. |
In non-Japanese versions, scripts for the English dubbed cutscenes can be found in the mess\common.m file. In the European version, localized versions of these scripts in Spanish, Italian, French and German can be found in s_common.m, i_common.m, f_common.m and d_common.m, respectively, where they are used as subtitles when the game is set to those languages. However, the original scripts go completely unused, as subtitles are not displayed at all in cutscenes when playing the game in English. Some of the scripted lines also do not match the actual spoken ones.
Message Name | Message (EN) |
---|---|
MMC_SCENE01_01 | Well, Ike. Had enough? |
MMC_SCENE01_02 | Dad! |
MMC_SCENE01_03 | Ike! |
MMC_SCENE01_04 | Oh... Mist! |
MMC_SCENE01_05 | (blank) |
MMC_SCENE01_06 | Ike? |
MMC_SCENE01_07 | Ike! |
MMC_SCENE01_08 | Mother... |
MMC_SCENE01_09 | Mist... That song... |
MMC_SCENE01_10 | Oh, Ike! You're awake! |
MMC_SCENE02_01 | Father... What's gotten into you? Hold on. I'm coming! |
MMC_SCENE02_02 | (blank) |
MMC_SCENE02_03 | (blank) |
MMC_SCENE02_04 | (blank) |
MMC_SCENE02_05 | Father! |
MMC_SCENE02_06 | Ike? Stay back! |
MMC_SCENE02_07 | Here. Use this blade. |
MMC_SCENE02_08 | What are you doing? |
MMC_SCENE02_09_01 | I've been waiting for this for a long time. |
MMC_SCENE02_09_02 | I would prefer it if you used your proper weapon, so that I might witness your full strength... |
MMC_SCENE02_10 | General Gawain, Rider of Daein. |
MMC_SCENE02_11 | That was my name once, |
MMC_SCENE02_12 | but I |
MMC_SCENE02_13 | threw it away. The only weapon I need |
MMC_SCENE02_14 | is right |
MMC_SCENE02_15 | here. |
MMC_SCENE02_16 | Do you want to die? |
MMC_SCENE02_17_01 | Your voice... I remember you. |
MMC_SCENE02_17_02 | You think you can defeat me? The man who taught you how to fight? What a fool. |
MMC_SCENE02_18 | Come on, boy! Come try me! |
MMC_SCENE02_19 | (blank) |
MMC_SCENE02_20 | Is that all there is? No challenge? No resistance? |
MMC_SCENE02_21 | Father!!! |
MMC_SCENE02_22 | Don't... Don't leave... |
MMC_SCENE02_23 | Don't leave me! Father! |
MMC_SCENE05_01 | Don't I know... Mist, isn't that Mother's song? |
MMC_SCENE05_02 | Not quite. But it... It is close. |
MMC_SCENE05_03 | Ike, look! Up there! |
MMC_SCENE05_04 | It's incredible! |
MMC_SCENE05_05 | The lord of the forest... He's returned... |
MMC_SCENE08_01 | What's wrong. |
MMC_SCENE08_02 | Everyone's waiting to see you. |
MMC_SCENE08_03 | I'm nervous. |
MMC_SCENE08_04_01 | I've spent my whole life in hiding. |
MMC_SCENE08_04_02 | No one ever taught me how to rule a kingdom. |
MMC_SCENE08_04_03 | I don't think I'm ready to be their queen. I don't think I'm ever really going to be ready. |
MMC_SCENE08_05 | What's the matter with you? |
MMC_SCENE08_06 | Ike, stop it! How can I-- |
MMC_SCENE08_07 | Did anyone nteach you how to hire mercenaries? (sic) |
MMC_SCENE08_08 | No, but that's not the same-- |
MMC_SCENE08_09 | How to win back lost allies? How to win back your lost kingdom? |
MMC_SCENE08_10 | But that's... That's different. |
MMC_SCENE08_11 | No, it's not. |
MMC_SCENE08_12 | You've done such an amazing job. |
MMC_SCENE08_13 | And I think you always will. |
MMC_SCENE08_14 | I see. |
MMC_SCENE08_15 | All right, come on. We'll do this together. |
MMC_SCENE08_16 | Thank you, my lord Ike. I am... I am so blessed to have met you. |
MMC_SCENE08_17 | And so it was that, in the spring of the year 646, Elincia Ridell Crimea saw peace return to her homeland. In the years to follow, the story of Queen Elincia and her noble hero, Ike, spread across the land and inspired the songs of many a wandering troubadour. |
Deleted Messages
In the Japanese version, the following message string can be found in many chapter script files, as well as the common.m file, as a placeholder for dialog sequences that once existed but were scrapped. Unsurprisingly, the localizations removed almost all of these, but exactly one instance survived in the script for Chapter 28 and was made... much angrier.
Message Name | Display Type | Speaker | Message (JP) | Message (EN) |
---|---|---|---|---|
Various (JP) MS_28_OP_04 (EN) |
No background | Anna | このメッセージは削除されました。 (This message has been deleted.) |
MESSAGE HAS BEEN DELETED!!! |
Deleted Supports
In the Japanese version, the support script file (yell.m) contains a large number of empty message entries for 32 abandoned support pairs. The localizations removed all of these entries.
- Ike and Zihark (MYELL_IKE_ZIHARK_C, MYELL_IKE_ZIHARK_B, MYELL_IKE_ZIHARK_A)
- Boyd and Devdan (MYELL_BOLE_DALAHOWE_C, MYELL_BOLE_DALAHOWE_B, MYELL_BOLE_DALAHOWE_A)
- Oscar and Astrid (MYELL_OSCAR_STELLA_C, MYELL_OSCAR_STELLA_B, MYELL_OSCAR_STELLA_A)
- Shinon and Mist (MYELL_CHINON_MIST_C, MYELL_CHINON_MIST_B, MYELL_CHINON_MIST_A)
- Gatrie and Bastian (MYELL_GATRIE_ULYSSES_C, MYELL_GATRIE_ULYSSES_B, MYELL_GATRIE_ULYSSES_A)
- Marcia and Mia (MYELL_MARCIA_WAYU_C, MYELL_MARCIA_WAYU_B, MYELL_MARCIA_WAYU_A)
- Mist and Tormod (MYELL_MIST_TOPUCK_C, MYELL_MIST_TOPUCK_B, MYELL_MIST_TOPUCK_A)
- Mist and Volke (MYELL_MIST_VOKE_C, MYELL_MIST_VOKE_B, MYELL_MIST_VOKE_A)
- Kieran and Lethe (MYELL_KEVIN_LETHE_C, MYELL_KEVIN_LETHE_B, MYELL_KEVIN_LETHE_A)
- Brom and Geoffrey (MYELL_CHAP_GEOFFRAY_C, MYELL_CHAP_GEOFFRAY_B, MYELL_CHAP_GEOFFRAY_A)
- Brom and Makalov (MYELL_CHAP_MAKAROV_C, MYELL_CHAP_MAKAROV_B, MYELL_CHAP_MAKAROV_A)
- Nephenee and Mia (MYELL_NEPENEE_WAYU_C, MYELL_NEPENEE_WAYU_B, MYELL_NEPENEE_WAYU_A)
- Astrid and Tanith (MYELL_STELLA_TANIS_C, MYELL_STELLA_TANIS_B, MYELL_STELLA_TANIS_A)
- Stefan and Tauroneo (MYELL_SOANVALCKE_TAURONEO_C, MYELL_SOANVALCKE_TAURONEO_B, MYELL_SOANVALCKE_TAURONEO_A)
- Muarim and Stefan (MYELL_MWARIM_SOANVALCKE_C, MYELL_MWARIM_SOANVALCKE_B, MYELL_MWARIM_SOANVALCKE_A)
- Devdan and Makalov (MYELL_DALAHOWE_MAKAROV_C, MYELL_DALAHOWE_MAKAROV_B, MYELL_DALAHOWE_MAKAROV_A)
- Reyson and Ulki (MYELL_RIEUSION_VULCI_C, MYELL_RIEUSION_VULCI_B, MYELL_RIEUSION_VULCI_A)
- Janaff and Reyson (MYELL_JANAFF_RIEUSION_C, MYELL_JANAFF_RIEUSION_B, MYELL_JANAFF_RIEUSION_A)
- Janaff and Sothe (MYELL_JANAFF_SOTHE_C, MYELL_JANAFF_SOTHE_B, MYELL_JANAFF_SOTHE_A)
- Tanith and Volke (MYELL_TANIS_VOKE_A MYELL_TANIS_VOKE_B MYELL_TANIS_VOKE_A)
- Calill and Shinon (MYELL_CALILL_CHINON_C, MYELL_CALILL_CHINON_B, MYELL_CALILL_CHINON_A)
- Ranulf and Tauroneo (MYELL_LAY_TAURONEO_C, MYELL_LAY_TAURONEO_B, MYELL_LAY_TAURONEO_A)
- Haar and Sothe (MYELL_HAAR_SOTHE_C, MYELL_HAAR_SOTHE_B, MYELL_HAAR_SOTHE_A)
- Haar and Ulki (MYELL_HAAR_VULCI_C, MYELL_HAAR_VULCI_B, MYELL_HAAR_VULCI_A)
- Lucia and Titania (MYELL_LUCHINO_TIAMAT_C, MYELL_LUCHINO_TIAMAT_B, MYELL_LUCHINO_TIAMAT_A)
- Geoffrey and Kieran (MYELL_GEOFFRAY_KEVIN_C, MYELL_GEOFFRAY_KEVIN_B, MYELL_GEOFFRAY_KEVIN_A)
- Geoffrey and Bastian (MYELL_GEOFFRAY_ULYSSES_C, MYELL_GEOFFRAY_ULYSSES_B, MYELL_GEOFFRAY_ULYSSES_A)
- Elincia and Jill (MYELL_ERINCIA_QUEEN_JILL_C, MYELL_ERINCIA_QUEEN_JILL_B, MYELL_ERINCIA_QUEEN_JILL_A)
- Elincia and Lucia (MYELL_ERINCIA_QUEEN_LUCHINO_C, MYELL_ERINCIA_QUEEN_LUCHINO_B, MYELL_ERINCIA_QUEEN_LUCHINO_A)
- Elincia and Muarim (MYELL_ERINCIA_QUEEN_MWARIM_C, MYELL_ERINCIA_QUEEN_MWARIM_B, MYELL_ERINCIA_QUEEN_MWARIM_A)
- Elincia and Nephenee (MYELL_ERINCIA_QUEEN_NEPENEE_C, MYELL_ERINCIA_QUEEN_NEPENEE_B, MYELL_ERINCIA_QUEEN_NEPENEE_A)
- Elincia and Tauroneo (MYELL_ERINCIA_QUEEN_TAURONEO_C, MYELL_ERINCIA_QUEEN_TAURONEO_B, MYELL_ERINCIA_QUEEN_TAURONEO_A)
Zihark Ending
The epilogue script in mess\c31.m contains a slightly extended version of Zihark's farewell. Considering it has him talk about a future duel with Ike that comes up at no other point in the script, and that all other alternate versions of character farewells are related to support relationships with Ike, this may have been intended as the endpoint for the cut support between the two characters. Oddly enough, the localization translated it and left it in.
Message Name | Display Type | Speaker | Message (EN) |
---|---|---|---|
MS_31_GED_Day_zih_a | No background | Zihark | Crimea's an interesting place, but I've decided to travel to Daein. ...We never did have our match, did we? Of course, I'm no longer in the same class as you... I'll be training hard for the next time we meet! |
Bonus Experience Criteria
While the final game features a rather limited and repetitive selection of achievements which reward the player with bonus experience, the Japanese version's mess\common.m text file suggests that many, many, many more were planned, covering a wide variety of activities. All of these strings were removed from all localizations of the game.
Intended Chapter | Message Name | Message (JP) | Translation | Notes |
---|---|---|---|---|
Chapter 1 | Ms_ach_02_minka | 村訪問 | Villages visited | Generally, these achievements fit into one of several stock categories: visiting each map's buildings... |
Ms_ach_02_alive | 全員生存 | All units alive | ...Having no allied casualties... | |
Chapter 2 | Ms_ach_03_alive | 全員生存 | All units alive | -- |
Chapter 3 | Ms_ach_04_marcia | マーシャ生存 | Marcia alive | ...Keeping NPC and certain enemy units alive... |
Ms_ach_04_minka | 村訪問 | Villages visited | -- | |
Ms_ach_04_alive | 全員生存 | All units alive | -- | |
Chapter 4 | Ms_ach_05_alive | 全員生存 | All units alive | -- |
Chapter 5 | Ms_ach_06_boss | 敵ボスを撃破しない | Boss not defeated | (The final version of Chapter 5 gives absolutely no bonus experience.) |
Ms_ach_06_boss_dead | 敵ボスを撃破 | Boss defeated | ||
Ms_ach_06_annihilate | 敵の全滅 | Enemy routed | ||
Ms_ach_06_alive | 全員生存 | All units alive | ||
Chapter 6 | Ms_ach_07_alive | 全員生存 | All units alive | -- |
Chapter 7 | Ms_ach_08_wayu | ワユ仲間 | Mia recruited | ...Recruiting new allies... |
Ms_ach_08_box | 宝箱入手 | Chests obtained | ...Unlocking chests... | |
Ms_ach_08_alive | 全員生存 | All units alive | -- | |
Chapter 8 | Ms_ach_09_annihilate | 敵全滅 | Enemy routed | ...Defeating all enemies in chapters where the main objective doesn't outright require it (e.g. seize, arrive, defeat boss, defend, escape)... |
Ms_ach_09_elaice | イレース仲間 | Ilyana recruited | -- | |
Ms_ach_09_boss_dead | ボス撃破 | Boss defeated | ...Defeating bosses in chapters where fighting them isn't necessary (e.g. defense and escape maps)... | |
Ms_ach_09_alive | 全員生存 | All units alive | -- | |
Chapter 9 | Ms_ach_10_minka | 村訪問 | Villages visited | -- |
Ms_ach_10_annihilate | 敵の全滅 | Enemy routed | -- | |
Ms_ach_10_boss_dead | ネタダ撃破 | Nedata defeated | -- | |
Ms_ach_10_marcia | マーシャ仲間 | Marcia recruited | -- | |
Chapter 10 | Ms_ach_11_box | 宝箱 | Chest | -- |
Ms_ach_11_boss_dead | ボス撃破 | Boss defeated | -- | |
Ms_ach_11_annihilate | 敵全滅 | Enemy routed | -- | |
Ms_ach_11_talk | 会話成立 | Conversation held | (Since Sephiran is the most important NPC in this chapter, he's the likeliest candidate for who needed to be talked to for this achievement, but there's no way to be sure anymore.) | |
Chapter 11 | Ms_ach_12_minka | 村訪問 | Villages visited | -- |
Ms_ach_12_secession | 全員離脱 | All allies escaped | This one is unusual for two reasons. Firstly this criteria is used in Chapter 6 and Chapter 10. Secondly the objective of this chapter is Arrive, not Escape, though it would make sense for this map to have been one. | |
Ms_ach_12_boss_dead | ボス撃破 | Boss defeated | -- | |
Ms_ach_12_zihark | ツィハーク仲間 | Zihark recruited | -- | |
Ms_ach_12_jill_live | ジル生存 | Jill alive | -- | |
Chapter 12 | Ms_ach_13_alive | 全員生存 | All units alive | -- |
Chapter 13 | Ms_ach_14_alive | 全員生存 | All units alive | -- |
Ms_ach_14_box | 宝箱 | Chest | -- | |
Ms_ach_14_boss_dead | ボス撃破 | Boss defeated | -- | |
Ms_ach_14_stella | ステラ仲間 | Astrid recruited | -- | |
Ms_ach_14_gatrie | ガトリー仲間 | Gatrie recruited | -- | |
Ms_ach_14_annihilate | 敵全滅 | All enemies defeated | -- | |
Chapter 14 | Ms_ach_15_minka | 村訪問 | Villages visited | -- |
Ms_ach_15_annihilate | 敵全滅 | Enemy routed | -- | |
Ms_ach_15_lagu | ラグズ撃破 | Laguz defeated | Notably, the next chapter awards bonus experience for each laguz enemy that is left alive. | |
Ms_ach_15_makarov | マカロフ仲間 | Makalov recruited | -- | |
Chapter 15 | Ms_ach_16_item | 砂漠の宝 | Desert treasure | A unique objective for, appropriately enough, this chapter's unique buried treasure hunt. |
Ms_ach_16_soanvalcke | ソーンバルケ仲間 | Stefan recruited | -- | |
Chapter 16 | Ms_ach_17_annihilate | 敵全滅 | Enemy routed | -- |
Ms_ach_17_box | 宝箱 | Chest | -- | |
Ms_ach_17_dalahowe | ダラハウ仲間 | Devdan recruited | -- | |
Chapter 17 | Ms_ach_18_annihilate | 敵全滅 | Enemy routed | -- |
Ms_ach_18_alive | 全員生存 | All units alive | -- | |
Chapter 18 | Ms_ach_19_annihilate | 敵全滅 | Enemy routed | -- |
Ms_ach_19_box | 宝箱 | Chest | -- | |
Ms_ach_19_chinon | シノン仲間 | Shinon recruited | -- | |
Chapter 19 | Ms_ach_20_tauroneo | タウロニオ仲間 | Tauroneo recruited | In the final game, Tauroneo doesn't appear at all, let alone become available for recruitment, for another two chapters. |
Ms_ach_20_bullet | シューター残弾数 | Ballista ammo remaining | The last new type of bonus experience objective here: not using up all of the durability for the chapter's siege weapons. | |
Chapter 20 | Ms_ach_21_minka | 村訪問 | Villages visited | -- |
Ms_ach_21_annihilate | 敵の全滅 | Enemy routed | -- | |
Ms_ach_21_alive | 全員生存 | All units alive | -- | |
Chapter 21 | Ms_ach_22_box | 宝箱入手 | Chests obtained | -- |
Ms_ach_22_annihilate | 敵の全滅 | Enemy routed | -- | |
Ms_ach_22_alive | 全員生存 | All units alive | -- | |
Chapter 22 | Ms_ach_23_chinon | シノン仲間 | Shinon recruited | Evidently, the game was at one point going to offer a second chance to re-recruit Shinon if he was missed in Chapter 18. |
Ms_ach_23_alive | 全員生存 | All units alive | -- | |
Chapter 23 | Ms_ach_24_bullet | シューター残弾数 | Ballista ammo remaining | -- |
Ms_ach_24_luchino | ルキノ生存 | Lucia alive | -- | |
Ms_ach_24_alive | 全員生存 | All units alive | -- | |
Chapter 24 | Ms_ach_25_luchino | ルキノ、ジョフレ、ユリシーズ生存 | Lucia, Geoffrey, Bastian alive | -- |
Ms_ach_25_bullet | シューター残弾数 | Ballista ammo remaining | -- | |
Ms_ach_25_alive | 全員生存 | All units alive | -- | |
Chapter 25 | Ms_ach_26_bullet | シューター残弾数 | Ballista ammo remaining | -- |
Ms_ach_26_alive | 全員生存 | All units alive | -- | |
Chapter 26 | Ms_ach_27_annihilate | 敵の全滅 | Enemy routed | -- |
Ms_ach_27_alive | 全員生存 | All units alive | -- | |
Chapter 27 (part 1) |
Ms_ach_28_turn | クリアターン | Turns to clear | Although this is the most common of the used achievements for every other chapter, this specific iteration of it isn't used (instead, Ms_ach_29_turn covers both parts of this two-parter) and accordingly was cut in the localization. |
Ms_ach_28_box | 宝箱入手 | Chests obtained | -- | |
Ms_ach_28_alive | 全員生存 | All units alive | -- | |
Chapter 27 (part 2) |
Ms_ach_29_blackknight | 漆黒の騎士撃破 | Black Knight defeated | -- |
Ms_ach_29_secession | 離脱 | Escaped | ||
Ms_ach_29_alive | 全員生存 | All units alive | -- | |
Chapter 28 | Ms_ach_30_learne | リアーネ生存 | Leanne alive | Leanne only appears in this chapter in cutscenes. |
Ms_ach_30_naesala | ネサラ生存 | Naesala alive | Like Leanne, Naesala's only appearance in this chapter is in cutscenes, and he doesn't become available to recruit until the next chapter. | |
Ms_ach_30_naesala_blue | ネサラ仲間 | Naesala recruited | ||
Ms_ach_30_tibarn | ティバーン生存 | Tibarn alive | -- | |
Ms_ach_30_alive | 全員生存 | All units alive | -- |
Menu Leftovers
The common.m file has a handful of miscellaneous leftover strings, occasionally pointing to features that didn't make it into the final version of the game.
Message Name | Message (JP) | Message (EN-US) | Notes |
---|---|---|---|
M地 | 地の祝福 | Earth Bounty | A set of menu command strings, and accompanying help descriptions, for the Boon and Blessing skills, suggesting that at some point they were intended to be manually triggered on one ally when moving their users, rather than being passive effects affecting all adjacent allies. ("Earth Bounty" and "Sky Boon" are more literal translations of those skills' Japanese names; the US version of Fire Emblem: Radiant Dawn also had a habit of inconsistently using those terms instead of "Boon" and "Blessing") |
M天 | 天の祝福 | Sky Boon | |
MH地 | となりのユニットの状態を正常に戻します | Return an adjacent unit to normal condition. | |
MH天 | となりのユニットのHPを回復します | Heal an adjacent unit. | |
Mess_Help2_skill_Steal | 盗む ヘルプ2 兵種スキルのため使用せず |
Steal Help 2 Branch of army skill so not used. |
A placeholder for a second version of the Steal skill's help text, intended for the skill assignment menu. However, since Steal is a permanent "soldier skill" (or "branch of army skill", as the placeholder puts it), it can never be seen or interacted with in the assignment menu. |
Mess_Help_skill_Tackle | 表示なし | (None; removed in localization) | Placeholders for help text for the Shove skill, which is not visible on skill lists in this game. |
Mess_Help2_skill_Tackle | 表示なし | No display |
Unused Graphics
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Investigate window/butai.tpl, which may include development remnants. |
Character Portraits
Fire Emblem's traditional silhouette placeholder makes its second appearance. The writing says "絶賛制作中" ("Work in progress"), and is slightly squished in the profile screen version to prevent being cut off.
A spare portrait set for Ike in which he is facing the camera, like what Lyn, Eliwood and Hector occasionally did in the seventh game. Includes all of the necessary eye and mouth animation textures.
An alternate portrait set for Soren with his hood raised, including all of the necessary eye and mouth animation textures.
An alternate portrait for Anna, which is identical to the used one except that she's positioned higher and more of her waist is visible. Unsurprisingly, it has no profile screen counterpart, since its only difference wouldn't be visible at all in the profile view. Includes all of the necessary eye and mouth animation textures.
A portrait set for Renning, including all of the necessary eye and mouth animation textures. Renning is only ever seen as a background illustration in narration scenes. Of particular interest is that both his face and overall pose are exact matches for the portrait of his Bertram identity. Perhaps one portrait was used to create the other?
Two variants of a generic portrait for thieves. Both have eye animation textures. They have no full-sized equivalents.
Experience Meter
Graphics for an older version of the experience meter are located in window/exp.tpl, whereas the used graphics are in window/expup.tpl. Interestingly, the numeric font resembles the font used for characters' health points in prerelease images.
Icons
There are a handful of unused icons for items, skills and parts of the interface in the window/icons.tpl file.
The item sheet (Texture0) has a set of what look like early icons for unit weight types. From left to right: armored, cavalry, pegasus, wyvern, a blue tent, beast laguz, dragon laguz, bird laguz. The actually used ones are on the skill sheet (Texture1) and are much larger than the unused ones. The cavalry, pegasus and wyvern ones from this set more closely resemble their counterparts from the GBA games, while their used counterparts are less stylized.
The tent one is unusual since it has no obvious link to anything in Path of Radiance. Its design is identical to Merlinus's transporter tent from the seventh game. It's worth noting that Path of Radiance is one of only a few Fire Emblem games which does not give the player any means of accessing the surplus item convoy during maps, a la Merlinus's purpose, whatsoever.
Two placeholder icons in the item sheet: a beige box in the shape of the status affliction icons repeated 19 times, and the kanji 空 ("empty") repeated 15 times.
Three more placeholders for the skill sheet: a skill icon frame with a black fill repeated 8 times, another skill icon frame with a beige fill repeated another 8 times, and a weight type frame.
Another instance of the blue Merlinus tent, sitting in the middle of the weight type icons on the skill sheet. There's nothing else in the game's interface that has an octagonal shape like it.
Help Window
Some of the options for the simple controller help window in window/ctrlinfo.tpl are unused. "Other Unit" is replaced by "Next Unit" in-game, whereas "Show Range" is replaced by a toggle between "Range: On" and "Range: Off". "Order" seems to be a reference to Ike's Order ability, which is done in a menu after moving instead.
s\1we
An alternative title screen featuring a preliminary English logo. Note that Lehran's Medallion is part of this logo - that's where it is in the Japanese logo, but the final English one omits it entirely. Naturally, this file is only present in the localized versions.
Fuuin no Tsurugi Illustrations
Because it was never released outside Japan, the localizers had to disable link access to Fire Emblem: Fuuin no Tsurugi in the North American and European versions of Path of Radiance, and its section in the Illustrations gallery was completely removed. However, all 64 of its illustrations are still on the disc in the illust/gba1 directory, completely unedited.
Miscellaneous
These files can also be found unused in the sequel, Fire Emblem: Radiant Dawn.
etc\Icon.tpl
This file contains the full set of item and skill icons from Thracia 776, plus a few from Seisen no Keifu, albeit with a different palette from the original games. They were probably used as placeholders before the final icons were drawn out; early screenshots of Fuuin no Tsurugi also show these icons being used as placeholders.
etc\tobecontinued.cms
An image of Lehran's Medallion, captioned To Be Continued.... This file is only present in the localized versions. It may have been created and used for an as-yet unidentified, and presumably American or European, demo release.
etc\phase.tpl
These look like placeholder graphics for announcing player and enemy phases. There aren't any equivalent images for the partner and other phases.
etc\gameover.tpl
These look like placeholder graphics for the game over screen and, presumably, the end of a demo build.
Hidden Details
Ilyana's unpromoted model has a bow, composed of a whole 12 pixels, textured onto her underwear. Technically used, but the placement renders it impossible to see in-game.
Unused Growth Rates
Some playable characters have growth rates, despite joining at the maximum possible level, meaning they never get to utilize them. Oddly, Giffca's stat screen shows an experience value of "0" instead of "--", suggesting that he had the ability to level up at some point during development.
Character | HP | Str | Mag | Skill | Speed | Luck | Defense | Resistance |
---|---|---|---|---|---|---|---|---|
Giffca | 160% | 75% | 5% | 70% | 60% | 40% | 50% | 30% |
Ashnard | 70% | 40% | 5% | 45% | 55% | 40% | 40% | 15% |
Unused Characters
Numerous NPCs have sets of stat data that either the player never sees or are never loaded into the game at all.
Note that the way Path of Radiance works with character stats is, it stores a base stat individual to a character and adds that to their class's base stats to produce the total stats the player sees them with. The base stats for these characters are listed in parentheses after their total stats.
Nealuchi
Nealuchi is briefly seen on the map during a cutscene in Chapter 28, but never remains there in gameplay so his stats can't be seen. Given that he also has retreat and death dialog, he might have been intended to be playable at some point; the same indications are there for Leanne. He doesn't have a unique battle model.
Nealuchi is playable in Radiant Dawn.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
10 | Bird Tribe (raven) | Light | None | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 33 (9) | 14 (5) | 4 (0) | 17 (7) | 18 (6) | 12 (12) | 14 (6) | 11 (4) | |
Growths | 110% | 35% | 0% | 40% | 40% | 65% | 20% | 20% |
Caineghis
Caineghis's stats are remarkably similar to those of his bodyguard, Giffca. Radiant Dawn adds him as a playable character.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
20 | Beast Tribe (lion) | Earth | None | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 68 (38) | 40 (22) | 12 (10) | 33 (22) | 28 (17) | 23 (23) | 30 (15) | 19 (14) | |
Growths | 160% | 70% | 5% | 75% | 60% | 45% | 50% | 30% |
Zelgius
Many of Zelgius's stats - growth rates, weapon levels and affinity - are identical to those of the Black Knight, which early data-miners took as one of the first hints that they are, in fact, one and the same person before Radiant Dawn confirmed this.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
20 | General | Dark | Sword: S / Lance: A | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 63 (40) | 26 (18) | 18 (16) | 25 (21) | 23 (21) | 26 (26) | 34 (24) | 29 (26) | |
Growths | 80% | 60% | 0% | 55% | 50% | 30% | 50% | 40% |
Sigrun
Sigrun is briefly seen on the map during a cutscene in Chapter 13, but never remains there in gameplay so her stats can't be seen. Although she has a unique map model, it only covers her using swords, so having her equip a lance will crash the game. Unsurprisingly, her battle model is just the default.
Sigrun appears as both a playable unit and a boss in Radiant Dawn.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
15 | Falcon Knight | Water | Sword: A / Lance: S | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 26 (8) | 13 (7) | 4 (2) | 15 (9) | 19 (10) | 10 (10) | 11 (6) | 14 (9) | |
Growths | None |
Lekain and Hetzel
Even though both are very minor characters as far as Path of Radiance is concerned, appearing only in one cutscene, both Lekain and Hetzel have a set of stats apiece, although all of their data (aside from affinity) is identical to that of both each other and Oliver. Neither of them have unique map or battle models.
Both characters appear as bosses in Radiant Dawn, with a greatly expanded role in the game's story.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
5 | Bishop | Wind (Lekain) Thunder (Hetzel) |
Staff/Light: A | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 28 (7) | 2 (1) | 16 (10) | 13 (8) | 11 (6) | 15 (15) | 4 (1) | 17 (6) | |
Growths | 65% | 0% | 65% | 40% | 50% | 30% | 20% | 40% |
Heather
Heather (ヘザー) is a female sword knight. Unsurprisingly, she doesn't have any art or model assets of her own and just uses the generic Begnion enemy crest for her portrait; also, the localizations completely removed her name string. She shares her base stats and growths with Tanith's pegasus knight reinforcements.
Radiant Dawn has a playable character called Heather, but she doesn't otherwise have much in common with what few distinguishing features this Heather has (rogue with a fire affinity compared to a sword knight with a light affinity).
The behind the scenes book Tellius Recollection Vol. 2 includes a portrait of Heather among the early Path of Radiance portraits.
Level | Class | Affinity | Weapon Levels | ||||||
---|---|---|---|---|---|---|---|---|---|
10 | Sword Knight | Light | Sword: D | ||||||
HP | STR | MAG | SKL | SPD | LUCK | DEF | RES | ||
Stats | 24 (6) | 11 (6) | 2 (2) | 12 (10) | 14 (8) | 10 (10) | 10 (5) | 7 (6) | |
Growths | 65% | 35% | 5% | 55% | 50% | 40% | 15% | 40% |
Leftover Names
The Mess\common.m file has a fair few name string entries that have no other associated unit data and are not called to be displayed in dialog scenes' name tags. Yet again, the localizations removed a fair few of these.
Message Name | Name (EN) | Name (JP) | Notes |
---|---|---|---|
MPID_SANAKI_BLACK | Black Sanaki | ブラックサナキ (Black Sanaki) |
Listed right below regular Sanaki. |
MPID_CEPHERAN2 | (N/A) | セフェラン (Sephiran) |
A duplicate string for Sephiran. Listed right below regular Sephiran. |
MPID_CEPHERAN_FAKE | (N/A) | いい人セフェラン (Good Sephiran) |
Listed right below the duplicate Sephiran. |
MPID_BLACKKNIGHT | (N/A) | 漆黒の騎士 (Dark Knight) |
A duplicate entry for the Black Knight, whose actual data is always internally referred to as "DARKKNIGHT". Listed right below the regular Black Knight. |
MPID_MONICA | Monica | モニカ (Monica) |
Listed between Largo and Astrid. |
MPID_ASTARTE | (N/A) | アスタルテ (Astarte) |
a.k.a. Ashera, the order goddess of Tellius. |
MPID_YUNE | Yune | ユンヌ (Yunnu) |
Yune was later introduced in Radiant Dawn as the chaos goddess and Ashera's other half. |
MPID_HIBTCH | (N/A) | ヒブッティ (Hibutti) |
Duplicate name strings for two early-game bosses - Havetti and Nedata - although these ones' internal names are spelled very strangely. |
MPID_NEDAKA | (N/A) | ネダタ (Nedata) | |
MPID_GURAISU | Glice | グライス (Glice) |
Listed in the middle of the late-game bosses. |
Cutscene Stand-Ins
Oddly enough, whenever characters appear in cutscenes acted out on the maps, the game doesn't use their actual playable/boss selves from gameplay. Instead, the game uses duplicates of those characters, with very different stats and inventories from the actual ones, as stand-ins. There's an absolutely huge number of these but they're individually not all that interesting other than the fact that they exist.
Unseen Class Data
Bandit Promotion
Despite being enemy-only, the Bandit class has fully-functional promotion data. They promote into Berserker, with the following stat gains:
HP | STR | MAG | SKL | SPD | DEF | RES | CON | MOV |
---|---|---|---|---|---|---|---|---|
3 | 3 | 0 | 3 | 3 | 4 | 0 | 1 | 2 |
Fog of War Vision
To do: Test and confirm the vision stats for Bandit (the wiki lists it as 5 on the fog of war page but as 3 on the page for the class itself) and the unused classes. |
Uniquely to this game and Radiant Dawn, every class has its own set vision range for fog of war maps. This includes classes that are never playable on a fog map without hacking:
Vision | Class |
---|---|
1 | Bird Tribe, Hawk, Raven, Heron |
3 | Lord, Hero, Princess Crimea, King Daein, Dragon Tribe, Citizen, Child |
5 | Assassin, Berserker, Lion, White Dragon, Red Dragon |
Unused Skills
There are a large number of unused skills, and like the cut items, none of them have much in the way of associated text.
Other Leftovers
The common.m file contains a separate set of name strings for various skills earlier on in the file than the actually used ones. Both the English and Japanese sets feature some odd differences from what they're actually known as in the finished game. What these strings would've been used for, if anything, is anyone's guess.
Message Name | Message (EN) | Message (JP) | Notes |
---|---|---|---|
MO_流星 | Starblade | 流星剣 (Meteor Sword) |
Meant to be Astra. Different in both English and Japanese. Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix. |
MO_太陽 | Sundblade [sic] | 太陽剣 (Sun Sword) |
Meant to be Sol. Different in both English and Japanese. Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix. |
MO_月光 | Moonblade | 月光剣 (Moonlight Sword) |
Meant to be Luna. Different in both English and Japanese. Matches what it was called in Seisen no Keifu and Thracia 776 with the "sword" suffix. |
MO_鳴動 | Rumble | 鳴動 (Rumble) |
Meant to be Colossus. Different only in English. |
MO_衝撃 | Impact | 衝撃 (Impact) |
Meant to be Stun. Different only in English. |
MO_狙撃 | Snipe | 狙撃 (Snipe) |
Meant to be Deadeye. Different only in English. |
MO_太陽月光 | Aether | 太陽月光 (Sun-Moonlight) |
Different only in Japanese. |
MO_瞬殺 | Lethality | 瞬殺 (Instant Kill) |
Different only in Japanese, where it matches what the skill was called in The Sacred Stones. |
MO_武器破壊 | Corrosion | 武器破壊 (Weapon Destroy) |
No differences in either language. |
MO_キャンセル | Guard | キャンセル (Cancel) |
No differences in either language. |
MO_カウンター | Counter | カウンター (Counter) |
No differences in either language. |
MO_見切り | Nihil | 見切り (Grasp) |
No differences in either language. |
MO_待ち伏せ | Vantage | 待ち伏せ (Ambush) |
No differences in either language. |
MO_陽光 | Sunbeam | 陽光 (Brightness) |
Meant to be Flare. Different only in English. |
MO_怒り | Wrath | 怒り (Anger) |
No differences in either language. |
MO_勇将 | Resolve | 勇将 (Brave General) |
No differences in either language. |
MO_連続 | Adept | 連続 (Continuation) |
No differences in either language. |
MO_一発屋 | Slugger | 一発屋 (Gamble) |
Meant to be Gamble. Different only in English. |
MO_能力勝負 | Balance | 能力勝負 (Ability Duel) |
Meant to be Parity. Different only in English. |
MO_祈り | Miracle | 祈り (Pray) |
No differences in either language. |
The model viewer mode contains two unused start-up flash effects for mastery skills. Both even have unique unused sound effects.
- One for a separate mastery skill for wyvern lords; in the finished game, their mastery skill is Stun, the same as falcon knights. This effect is a red recolor of the Stun effect.
- One for the recurring Pavise/Great Shield skill from other games; the hawk laguz mastery skill, Cancel, is identical to Pavise but uses completely different visual and sound effects when it activates.
Additionally, the Colossus skill's activation sound effect is named "SFX_BTL_SPECIAL_ANGER1", while the Battle Previewer calls its effect "Mastery: Wrath". This seems to suggest that at some point, Wrath was meant to be a mastery skill, before becoming a regular skill with the generic activation sound and visual effects.
Unused Models
Map Models
To do:
|
There are a handful of unused map models that are just sort of sitting by themselves, unconnected to any unused characters or classes.
- Deghinsea
- Caineghis
- Sanaki as an adult. This one actually has a slightly more complete set of animations than Sanaki's actual, used ten-year-old model, including having a proper animation for casting magic. Concept art for this Sanaki design was published in the Tellius Recollection art book.
- Sothe as an assassin. Oddly enough, if the game is hacked to promote Sothe into an assassin, he just uses the generic class model rather than this one.
Black Knight with Lances
As a boss, the only weapon the Black Knight is ever seen wielding is his sword, Alondite, but since he's a general he is able to wield lances as well. As it turns out, his map model for when he has a lance equipped features a very elaborate lance design that's seen nowhere else! His battle model's lance-wielding is less interesting since, unsurprisingly, he just uses the same lance animations as regular generals.
For what it's worth, Radiant Dawn does allow the player to mess around with giving the Black Knight lances during the brief periods in which he is playable.
Leanne
Leanne has a complete, unique untransformed battle model, although her wing textures are a bit buggy. The player never gets a chance to see this at all in the maps where she appears as a NPC, since a) Ike is carrying her the entire time and is not allowed to drop her, and b) even if he could, NPCs never play battle animations.
Unshifted Red Dragons
Generic red dragon laguz have a complete battle model for their humanoid state. This is never seen because the only generic red dragons ever encountered in gameplay are Feral Ones, who never revert to humanoid form. Their battle model for their humanoid state is used in Radiant Dawn.
Unused Cutscenes
Movie/dummy
A one-second-long clip of the Black Knight taken from the "Greil's Fall" cutscene, with the addition of two instances of the word "DUMMY" fading in and out on top of it. It doesn't have any audio. The clip is also in Radiant Dawn, completely unchanged.
If the game attempts to play a movie file that doesn't exist in the game data, it plays this movie instead, although this cannot occur in the final game without hacking.
Movie/s01_E3.thp
The script for the Prologue chapter contains a check for if the game is an E3 build, and if so, would play an E3 version of the introduction movie. Naturally, the check always returns a false value in the final game, so the game always plays the used movie, movie/s01.thp, instead. The E3 file, movie/s01_E3.thp, doesn't exist in the game data, so even if it is scripted to play by hacking, it just plays the "Dummy" movie detailed above.
Unused Sounds
Mastery Skill SFX
There are several unused sound effects among the batch of mastery skill activation sound effects, whose file names hint at abandoned plans for mastery skills.
SFX_BTL_SPECIAL_DRAGON1
The accompanying sound effect for the wyvern lord mastery flash.
SFX_BTL_SPECIAL_PRIEST1
A leftover from a separate mastery skill for bishops. In the finished game, their mastery skill is Flare, the same as sages. Radiant Dawn gives a unique mastery skill, Corona, to the bishop class family.
SFX_BTL_SPECIAL_OOTATE1
The accompanying sound effect for the Pavise mastery flash.
Unused Music
gcfe_bgm_evt_comical1_32k.stm
An unused theme for funny cutscenes.
gcfe_bgm_gameover2_32k.stm
An alternative game over theme. Radiant Dawn later recycled this for its game over screen.
Debug Menu References
The listings in the debug menu's BGM player contain references to numerous music tracks that don't exist on the final disc at all, which hint at some abandoned concepts.
- BGM_BTL_BEUFORRES1
- BGM_BTL_ENA1
- BGM_BTL_PRAGUE1
- BGM_BTL_MAGIC1
Evidently, individual battle themes were planned for the bosses Bertram, Ena and Petrine at some point. In the finished game, all of them use the standard "A Mighty Foe" theme shared with most important bosses. What the "magic" battle theme listing could have been is anyone's guess, though.
- BGM_OPENING1
- BGM_OPENING2
- BGM_OPENING_SHOW
Path of Radiance is the only Fire Emblem game where no theme songs are played on the title screen, aside from the brief jingle played when you press Start. It's also one of the few Fire Emblem games to not have a "class roll" attract mode introducing all of the game's classes. However, these three listings seem to suggest that both a class roll and a musical accompaniment for the title screen were planned at some point.
- BGM_EVT_FATHER1
- BGM_EVT_JOY1
- BGM_EVT_ASTARTE1
- BGM_EVT_SEPHERAN1
A few abandoned themes for cutscenes, including leitmotifs for Ashera and Sephiran, both of whom received used songs in Radiant Dawn.
- BGM_PRO00
- BGM_PRO04
- BGM_PRO05
- BGM_PRO06
Four more themes for the world map narration sequences were evidently planned.
- BGM_COLOSSEUM_BTL1
- BGM_COLOSSEUM_FF1
- BGM_COLOSSEUM_INFO1
Path of Radiance is one of only a few Fire Emblem games not to have an arena minigame for training units, but there are listings for abandoned arena tracks. The 25th anniversary "Making of Fire Emblem" book confirms that an arena facility was planned for the game.
Oddities
- In the final chapter, Ashnard can only be damaged by Ike (wielding Ragnell), Nasir/Ena (depending on your actions in Chapter 27), and the Laguz royal you brought to the chapter (either Tibarn, Naesala, or Giffca). They also have their own unique battle dialogues against him. Strangely, a number of other characters also have such dialogues themselves despite never actually being able to damage Ashnard. Some of these (Elincia, Haar, Tauroneo) specifically reference attacking and defeating the final boss, suggesting it was once possible for all units to be able to damage Ashnard. And yes, Reyson does have a battle quote against a boss who can one-shot him.
The Fire Emblem series
| |
---|---|
NES | Shadow Dragon & the Blade of Light • Gaiden |
SNES | Monshou no Nazo • Seisen no Keifu • Thracia 776 |
Satellaview | Akaneia Senkihen |
Game Boy Advance | Fuuin no Tsurugi • Fire Emblem (Prototypes) • The Sacred Stones (Prototype) |
GameCube | Path of Radiance |
Wii | Radiant Dawn |
Nintendo DS | Shadow Dragon • Shin Monshou no Nazo |
Nintendo 3DS | Awakening • Fates • Echoes: Shadows of Valentia |
Wii U | Tokyo Mirage Sessions ♯FE |
Nintendo Switch | Warriors • Three Houses • Warriors: Three Hopes • Engage |
iOS, Android | Heroes |
Related Games | |
PlayStation | Tear Ring Saga (Prototype) |
- Pages missing developer references
- Games developed by Intelligent Systems
- Games developed by Nintendo SPD
- Pages missing publisher references
- Games published by Nintendo
- GameCube games
- Pages missing date references
- Games released in 2005
- Games released in April
- Games released on April 20
- Games released in October
- Games released on October 17
- Games released in November
- Games released on November 4
- Games released in December
- Games released on December 1
- Games with unused areas
- Games with unused characters
- Games with unused graphics
- Games with unused models
- Games with unused items
- Games with unused abilities
- Games with unused music
- Games with unused sounds
- Games with unused text
- Games with debugging functions
- Games with regional differences
- To do
- To investigate
- Fire Emblem series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused abilities
Games > Games by content > Games with unused areas
Games > Games by content > Games with unused characters
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused models
Games > Games by content > Games with unused music
Games > Games by content > Games with unused sounds
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Intelligent Systems
Games > Games by developer > Games developed by Nintendo > Games developed by Nintendo EPD > Games developed by Nintendo SPD
Games > Games by platform > GameCube games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2005
Games > Games by release date > Games released in April
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