Unused Content



Every Fire Emblem game features unused content that can’t be accessed via normal gameplay. Sometimes these are leftovers from development that they forgot or didn’t bother to remove, because most people wouldn’t notice.

This page lists all the unused content from FE Engage that we’ve discovered. This is probably far from the full list though.

Characters

Despite not appearing as physical units, Éve and Seforia, the monarchs of Firene and Solm respectively, have almost fully functioning unit data. Éve is a High Priest with proficiency in Staves, while Seforia is a Wyvern Knight with proficiency in Lances.

Note: I leveled up Seforia; you can find everyone’s initial stats in the data-mined spreadsheet.

Both characters lack a 3D map model (they’re simply invisible) and map sprite on their status screen (instead it’s a generic silhouette). Interestingly Éve has voices for combat, although Seforia has none (she’s mute during combat).

In the event scripting data, Seforia would’ve appeared on the map of Chapter 14 as part of the pre-battle events. It would’ve shown her being physically escorted off the map by Marni. In the actual game, this is replaced with a black screen and you’re meant to use your imagination.

Similarly, Morion has unit data in his non-corrupted form. Like Éve, he has combat voices.

You can watch them in action in the video above or listen to their voices here.

Note: In the video, due to a mistake I made, none of them play their victory quotes (if available) after defeating a foe.

Also, here’s a video showcasing Morion by himself and a similar one for Seforia.

Amusingly (or scarily), non-corrupted Morion shares his select animation with his corrupted form. In his solo video, I swapped the animation with someone else. I also loaded him properly so his victory quotes play.

A small thing, but there’s an unused map icon when synced with Dark Ephraim. During Chapter 22, you can encounter all of the Dark Emblems, but Eirika can’t switch with Ephraim, far as I can tell.

Also, here’s Dark Ephraim’s model. Ignore the Siegmund he’s holding; Dark Emblems usually have dark versions of their weapons so it doesn’t contrast like this. But since Dark Ephraim is never supposed to appear, they didn’t make any dark weapons for him (I was thinking of giving him Dark Dimitri’s Silver Lance).

Audio

Speaking of voices, when a character equips Emblem Alear, the character will usually shout “Divine One”. However, there are alternate voices for each character where they directly speak their name instead.

Above is everyone saying Emblem Alear‘s name. The order is Lythos, Firene, Brodia, Elusia, Solm, Gradlon and DLC (the order of characters in each category should be the same as here). Note that Veyle is missing since she always refers to Alear as “Brother” or “Sister”.

Normally Emblem Ephraim only grunts during battle. However, he has several voice clips where he actually says things.

Above are all of Ephraim’s voice clips. His non-grunt voices are near the end. Besides that, I think some of his grunts aren’t used?

With the exception of Hortensia, all of the Fell royals have voice clips for minor interactions outside of battle (eg. when exploring). You can listen to their voices here.

Actually, this also extends to Hyacinth, Sombron and the Four Hounds. Above are Hyacinth’s minor interaction lines. You can listen to the rest here or download them here (look for the zip files with “base” in their name).

I think some of these voice clips are used for non-voiced dialogue (some of Sombron’s lines sound familiar to me, perhaps from the Prologue) but I can’t think of many opportunities where they’d be used.

Exploration

On the subject of exploring, one of the few areas you cannot explore after a battle is the Fallen Somniel from the Fell Xenologue.

However, due to the way battlefields are designed, you can explore the Fallen Somniel if you mod the game. Since you’re not supposed to visit it, there’s no mini-map. Curiously, there are gathering nodes programmed in (documented here), although some of their placements may be odd (like on top of a pond).

On a related note, many of the divine paralogues and fell xenologues have unused animal spawn data. For example, Elyosian Sheep and Elyosian Seagull can spawn in Divine Paralogue 4. However, no spawn points are assigned for those maps, so they don’t appear.

Ages

In a similar manner to FE Echoes, every playable character is assigned a hidden age, which you can find here.

Despite being hidden, these ages are used in a sense. Namely the “Tasteful” and “Trendy” dish titles/effects, which only apply their bonus effects to “adult” and “children” respectively.

The game seems to assign characters who are 19 or under as “children” and those who are 20 or above as “adults”. Aside from this, I don’t think there’s a way to tell their exact ages without data-mining.

Above, I modified Panette’s age from 18 to 21 and Pandreo’s age from 20 to 13. Normally, “Tasteful” would grant the Mag bonus to Pandreo, but not Panette. However, the results have been flipped so that Panette gains the Mag bonus instead.

Weapons & Items

Technically not unused, but Ephraim’s Siegmund and Leif’s Master Bow have full weapon stats although they’re only used during Engage attacks (where only the Might matters).

Siegmund doesn’t have a proper weapon icon (just a fully black lance), but the Master Bow does, strangely. Also, the Master Bow has 1~2 range, which is unique among all the bows.

Icon Name Mt Hit Crit Wt Rng Lvl Price Notes/Description
Siegmund Siegmund 13 80 0 11 1 D 100 Paired lance wielded by Emblem Ephraim. Effective:
Corrupted.
Master Bow Master Bow 6 65 0 14 1~2 D 100 (Used during Emblem Leif’s Engage attack)

It seems a version of Nel’s Dragonstone from the Fell Xenologue was planned, but it only exists as an icon.

The file name is “TrueEvilStone”, which is a similar naming scheme to the Dragonstone+ items in the Japanese version of Awakening and Fates. So it might’ve been called Fell Dragonstone+.

Unsure if this is a leftover from previous games, but there’s an unused item effect for instantly gaining EXP, similar to instantly gaining SP from books. Here, I modified an item to grant this effect (you can also set how much EXP to gain).

Similarly, magic spells are assigned elements (like fire, wind and thunder). Among them, there’s an unused Ice element. Which may have been used for spells like Fimbulvetr. (For those curious, Surge and Nova are considered non-elemental.)

Somniel

Although you might think it’d be an obvious addition, there are no adoptable alpacas in the game, despite one appearing in one of Amber’s logbook pictures.

That said, lo and behold, there is a fully modelled alpaca in the game. Here, I modified the list of adoptable animals to add it in. It will even crouch down while idling.

By the way, there are similar models for a horse, white horse and wolf (seen in the background of the left image). The horses appear in the stable, but I’m unsure about the wolf though (it’s the same kind of wolf that Wolf Knights ride).

For some reason, Morion and Hyacinth have parameters for the DLC Rare Vest outfit, although all the values are zero. It might just be a (very) weird copy and paste mistake though.

There is nothing for Éve and Seforia (or anyone else that stands out) as far as I can see. With how the story plays out, there’s little chance that Morion or Hyacinth would become playable. Although alternate reality versions (like the Four Winds) could work?

Somewhat related, when dining together, the two characters you invite might briefly chat to each other, usually if you cook something good that they like (or use rare ingredients). Depending on the status/familiarity of the characters, the characters may use honorifics when addressing the other.

For example, most characters will refer to Céline as “Princess Céline” rather than just “Céline”.

Among the honorifics, there are unused ones for king and queen, despite no kings or queens being playable. It’s possible that it’s a leftover from a previous game. Another possibility is that one of the prince or princesses may have ascended the throne during the game.

Left: File that’s used. Right: File that isn’t used.

Another thing related to dining, the developers accidentally left in an earlier version of the file containing Japanese dining-related dialogue (due to mispelling the file name). Of note, in this earlier version, characters reply with one line instead of the usual two.

For example, when eating great food, Céline would only reply with “What a wonderful meal!” and not include “The chef is a true master of the culinary arts.” at the end.

Could this be related to why only the first line is voice acted? Perhaps the additional lines were added after recording was done?

Both the Armory and Item Shop have reserved, but empty data for additional stock from Chapter 23 onwards. No idea what they could’ve added, but it would’ve been nice to have access to infinite Physic for instance.

Debug Data?

Within the game data files, there’s a file named “chart” that includes a whole bunch of character data, for every chapter, paralogue and xenologue in the game. If I had to guess, it might be to generate characters when playtesting those maps.

You can view this data in the data-mined spreadsheet, inside the “Chart” tab near the very end.

Of note, this may explain at least two strange occurences in the pre-release videos.

In the Engaging with Emblems trailer, if you pause very quickly, you can briefly see Yunaka without any weapons and Framme with nothing but tonics. This map is from Chapter 16.

If you check Chapter 16 in the Chart file, Yunaka is a Mage Cannoneer, while Framme is an Enchanter with the exact same tonic items (well, only the HP Tonic can be confirmed). I’m guessing there’s a system in place for automatically removing DLC classes/items or the developers hastily changed things themselves.

Phoenix Mode

This appears to be a carry over from FE Fates (even existing in FE Echoes, if memory serves).

You can see how it works in the above video by triabolical.

Like in FE Fates, after a character is KO’d, they instantly revive during the next player phase. Unlike in that game, there are no fancy visual effects when characters are revived, presumably because the mode isn’t supposed to be used.

Statues

Technically these aren’t unused, just a little hard to see on the Nintendo Switch.

On the title screen, before you load your save files, the statues around the edge of the ring vault are fully modelled and relatively detailed. Above is a standard screenshot taken at native resolution.

Here are pictures of all the statues zoomed in, taken outside of the game. If you’re curious, you can download and play around with the 3D models here (.obj files).

Project/Code Name

Internally, FE Engage is project “iron19”.

There are many references to “iron19” in the files. For example, file paths in global-metadata.dat.

Also, functions(?) founds in data.unity3d.

For reference, Three Houses was iron17, Echoes was iron16, Fates was iron15 and Awakening was iron14. Before that, the games were numbered FEXX instead.

At the time of writing, there is no iron18… sort of?

In data.unity3d, there seems to be a single reference to “iron18”. Two possibilities come to mind. One, FE Engage was originally iron18 and later became iron19. Two, FE Engage is built upon whatever iron18 was (presumably another/the first FE game developed in Unity).

Either way, it doesn’t change the fact there was a sudden jump.

For the record, only mainline games have an ironXX or FEXX numbering. Three Hopes was codenamed “Seasons”, while Heroes was codenamed “Brave”. I forgot what the original FE Warriors was, but that’s way in the past. Same deal with TMS x FE.