------------------------------------------------------------------------------ Fire Emblem 8: The Sacred Stones- Control Enemy Glitch FAQ -Collected and presented by Ryushikaze ------------- Contents ------------- 01. Introduction 02. Overview 03. How to perform the glitch 04. Places to perform the glitch 05. What to do with the glitch 06. Known issues with the glitch 07. Enemy Weapons 08. Far Too Frequently Asked Questions 09. Credit 10. Contact Information 11. Legal Info 12. Version Info ------------- -1. Introduction ------------- Hello, all. This FAQ was written in order to organize in a legible and easy to access format all known information about the Enemy Glitch, also known as the Mine Glitch, Phantom Glitch, Gorgon Glitch, and other names. I am calling it the Control Enemy glitch because that is what the glitch does, allow you to control all the enemies on screen. This FAQ is by no means final, as the Glitch is still rather new, and new information may crop up as a result. If/ when it does, I'll try and update the guide to include it. Now then, onward! ------------- -2. Overview ------------- The Control Enemy Glitch does exactly what it says it does. It allows you, the player, to control any enemy on the screen, provided that they have not yet taken their turn. The trick can either be amazingly difficult or incredibly easy to perform, depending on the situations under which you execute it. the purpose of this guide to to explain what methods to use for a 100% success rate for this glitch. ------------- -3. How to perform ------------- To perform the trick, you need two things. An enemy that can attack your unit, and a unit who cannot counterattack. To activate the glitch, you must end your turn, allow the enemy unit to attack your unit, then AFTER the HP bars vanish, but BEFORE the Unit greys out, hard or soft reset your game. Resume your file, and if all works well, the game should show the enemy unit greying out (you should not see the battle play again. If you do, then you were not succesful), and you will have complete control of every enemy unit for one turn. This can technically be performed anywhere, but is very hard to reproduce reliably. Certain things make the trick easier to perform. a. Whomever your chosen unit is, remove all of their weapons. This means they can not counterattack, period, so they can't screw up the glitch by countering the enemy. Try and prevent a counter by other means if using the phantom, such as having it get attacked at range, and hope it doesn't spawn with a tomahawk. b. Turn off animations. Not a requirement, but IMO, it makes the timing of the reset far easier to judge correctly. ------------- -4. Where to perform ------------- a. PWASE PWASE, or Panels Which Affect Something Else (from hereon referred to only as PWASE), are the key to reliably performing the glitch. Numerous amounts of empirical testing by myself and others have shown that the window of opportunity widens dramatically when the enemy unit is on a PWASE. Key word being ON. There are several PWASE which are invalid for our purposes because they cannot be stood upon, such as the poison tiles in the Ruins. b. What are PWASE? PWASE are, as the name suggest, any tile on the map which causes an effect on another panel and in some cases, units. There are several known PWASE, but it is by no means a complete and total list. Many potential PWASE are unconfirmed and someone may discover something thought not to previously be a PWASE. c. Known PWASE Known PWASE include The Fire tiles on the Peak, The panels on which Gorgon eggs begin, and the panels which snags begin on (Not the bridge the create, but the panel they leave when you fell them to create a bridge). d. Non PWASE Breakable walls are not, for some reason, PWASE. Poison trap tiles in the ruins are similarly invalid, as they cannot be stood upon (the actual panels are the walls themselves, not the floor panels they affect). Forests, Houses, forts, castles, arenas, stairs, the bridge tiles in Ruins 8, reinforcement tiles, doors and ruins are similarly not valid PWASE. I previously erroneously reported the star trap tiles as PWASE after a succesful usage, but further testing has revealed that the success was a miracle of timing, not the convenience of PWASE. e. Unconfirmed PWASE There may be other tiles which are PWASE, but I have no idea which ones they might be. Feel free to test for yourself, and tell me if you find a new one. f. Maps with PWASE- For easy reference, known maps with PWASE include- Neleras Peak Narube River Zaha Woods Z'albul Marsh Ruins floor 9 ------------- -5. What to do with the glitch ------------- With such a powerful glitch at your disposal, there are a lot of obvious things to do with it, such as have all the enemies waste their own turns, or have them discard all their weaponry. These are obvious, and not the purpose of this section of the FAQ. This section is for less obvious uses for the glitch. a. Take Enemy weapons- This requires you to have your main lord in battle with you, and in range of at least one enemy unit, if not more. Once you have succesfully performed the glitch, load up as many weapons onto the units who can make it to your lord, and use the supply command to unload the weapons onto your lord. Be warned that only Myrrh can use the monster weapons, and that anyone can use the Mogall's and Gorgon's magic, including Tethys. b1. Teach ANYONE Dark Magic.- This glitch requires two things. Gorgons, and the stone item they drop. Using the take enemy weapons glitch, take the stone item from the gorgons until you can use them at least 7 times. This will give any unit a D rank in dark magic, allowing them to use dark tomes. No other enemy weapon can give dark Weapon XP. Only Dark Weapon XP can be gained like this so you can't teach a druid Light, for example. The implications of this should be obvious, but as a simple teaser, "Sage or Bishop with Naglfar". b2. Autoweapon- A corrolary to the above, if you give dark magic to a unit who is not normally supposed to be able to use it, and send them into the Link arena with the autoweapon rules on, they will be equipped with a Flux tome, regardless of whether or not they have a high enough rank (D) to wield it. c. Hammerne 2.0- The "Hammerne" Trick is also known as the Gorgon egg trick. Perform the basic glitch on the Peak when your lord is next to a gorgon egg, and then give any item, such as a Legendary Weapon to the Gorgon egg. Make sure they have something you don't care about in the first slot, as their slot 1 item will vanish when the egg becomes a gorgon. An elixer or vulneary is suggested to speed up the growth of the egg into a gorgon. Once they transform, whatever items, aside from their first slot item, will be restored to full usage. Perform the Control Enemy glitch again and have them deposit the newly restored items into the supply inventory. d. Get an extra Hoplon Guard/ Naglfar/ etc- Simply put, if you're willing to waste the time to use the glitch without aid of PWASE, it's possible to take extra instances of the Hoplon Guard, Naglfar, and anything else that an enemy can hold. ------------- -6. Known issues with the Glitch ------------- As skippy as this glitch is, it does have certain effects which are or can be considered negative. While non of these can actually destroy your file, they can cause your game to either perform wierdly, or freeze. a. Image Artifacting- When performing the glitch, and examining the enemy's inventory, it is not uncommon for a number or artifacts to appear on your screen. To date, This has not been harmful, but it does look most odd. b. Missing animations- Getting ranks in magic with a unit not supposed to have it will make their weapon animations vanish. In the case of Sword units, the runesword animation is substituted for their normal animation. For other units using magic, their animation simply does not play. Gaining a weapon level in a weapon will apparently reset the problem, so that normal animations still play. Any weapon unit wielding monster magic will not display the animation, period. Magic units are unaffected. c. Tethys- When using Tethys to attack, TURN OFF THE ANIMATION. Otherwise, if she gets two attacks, the game WILL freeze. Most likely, this occurs because her animation does not have a "pull back to normal" phase, and when the game tries to do this, it finds nothing, and searches endlessly for nonexisting data. This is just a hypothesis, but it makes sense to me. d1. Promotion- When promoting a unit who has enemy items on them, make sure you remove any enemy weapons from the unit. If the unit has an enemy item on them when you promote them, the screen will go screwy and the game may freeze. If it does not, then most likely, the promoted unit will be shown running in place in the upper left of the screen. This can be solved by going into your supply command and back out, which should clear things up. In general, though, it's simpler to just make sure the enemy items are off your units when you promote them. d2. Enemy promotion- Under the same token, never attempt to promote an enemy unit. The game will freeze on you, forcing a reset. e. SPOILERS- Don't use enemy weapons with weapon units against the final boss. It'll freeze your game, since the game is programmed to show the animation, which overrides the general animation cancelling. ------------- -7 Enemy weapons ------------- Some interest was expressed in detailing enemy weapons. Bkam assembled the data on the weapons, their stats, and who can use them. I'm just taking the fruits of his work, displaying it, and adding a few notes just in case some things didn't sink in. Rotten Claw Mt: 7 Wt: 8 Hit: 80 CRT: 0 Rng: 1 Type: Claw Lvl: PRF (Revenant, Entombed, Bael, Elder Bael, Myrrh) Uses: -- Description: A sharpened, decayed claw. Sharp Claw Mt: 14 Wt: 14 Hit: 65 CRT: 0 Rng: 1 Type: Claw Lvl: PRF (Revenant, Entombed, Bael, Elder Bael, Myrrh) Uses: -- Description: A keen, flesh-tearing claw. Fetid Claw Mt: 12 Wt: 10 Hit: 75 CRT: 0 Rng: 1 Type: Claw Lvl: PRF (Revenant, Entombed, Bael, Elder Bael, Myrrh) Uses: -- Description: A foul talon meant to rend flesh. Lethal Talon Mt: 10 Wt: 12 Hit: 60 CRT: 0 Rng: 1 Type Claw Lvl: PRF (Revenant, Entombed, Bael, Elder Bael, Myrrh) Uses: -- Description: A claw slathered in deadly poison NOTE: Poison weapon. Fiery Fang Mt: 5 Wt: 6 Hit: 90 CRT: 0 Rng: 1 Type: Fang Lvl: PRF (Mauthe Doog, Myrrh) Uses: -- Description: Hellfang Mt: 13 Wt: 8 Hit: 80 CRT: 0 Rng: 1 Type: Fang Lvl: PRF (Gwyllgi, Myrrh) Uses: -- Description: A long, daggerlike fang Demon Surge Mt: 11 Wt: 10 Hit: 80 CRT: 0 Rng: 1-2 Type: Dark Magic Lvl: -- Uses: -- Description: -- Evil Eye Mt: 7 Wt: 6 Hit: 85 CRT: 0 Rng: 1-2 Type: Dark Magic Lvl: -- Uses: -- Description: -- Crimson Eye Mt: 14 Wt: 13 Hit: 70 CRT: 5 Rng: 1-2 Type: Dark Lvl: -- Uses: -- Description: -- Stone: Mt: -- Wt: 8 Hit: 65 CRT: -- Rng: 1-3 Type: Dark Lvl: -- Uses: 5 Description: Turns Target to stone for a while. NOTE: Gives Dark Magic Weapon XP. Also, any unit who is stoned will always be hit, and add 30% to whatever chance the foe already had to crit them. For example, if two wights attacked a stoned unit with 03% and -10% (effectively zero), they would have 33% and 30% crit chances respectively. Does not work in Link Arena. Shadowshot Mt: 13 Wt: 20 Hit: 70 CRT: 5 Rng: 3-10 Type: Dark Lvl: -- Uses: 5 Description: Long-range dark magic bolt. Wretched Air Mt: 10 Wt: 5 Hit: 100 CRT: 0 Rng: 1-2 Type: None Lvl: PRF (Draco Zombie, Myrrh) Uses: -- Special Bonuses: +10 (Strength), +10 (Skill), +20 (Defense), +10 (Resistance) Description: The breath of a dragon corpse. It decays everything it touches. NOTE: Bypasses Resistance. Demon Light Mt: 15 Wt: 5 CRT: 0 Rng: 1-3 Type: None Lvl: PRF (Demon King, Myrrh) Uses: -- Special Bonuses: + 10 (Strength), +10 (Skill), +10 (Luck), +10 (Defense), +15 (Resistance) Description: A malefic flash that destroys everything it touches. Ravager Mt: 15 Wt: 5 CRT: 10 Rng: 1 Type: None Lvl: PRF (Demon King, Myrrh) Uses: -- Special Bonuses: +15 (Strength), +15 (Skill), +15(Defense), +10 (Resistance) Description: A horrific blow that invites the destruction of all. Nightmare Mt: -- Wt: 5 CRT: -- Rng: 1-3 Type: Staff Lvl: (PRF) (Demon King) Uses: 1 Description: Lulls all enemies within range into a deep slumber. ------------- -8 Far too frequently asked questions ------------- Q: Does the unit HAVE to be a phantom/get hit/take damage/die? A: NO. Any unit is viable, as long as they cannot counterattack the enemy. They do not need to do anything but stand there and look pretty in the face of an attack. If someone tells you otherwise they are wrong. Q: Does the animation have to be off? A: No, it works with it on, but I find it far easier with it off, myself. Q: Does the unit have to be level 20/ not get XP? A: No. I've gotten it to work with an XP bar showing up. It just changes the time of the reset to from After the XP bar vanishes til just before the unit greys out. Q: Does the glitch only work on the PWASE? A: No, BUT it is exceedingly difficult to execute otherwise. Q: How does the glitch work? A: The exact answer is unknown, but I have a few hypothesese in that regard. The most likely is that the properly timed reset interrupts the computer in the middle of switching to a new enemy unit, at a time when the 'enemy' AI is not in control, but the 'enemy phase' is still valid. When you resume, the game gives you control as it is programmed to give you control by default if it is not in the middle of another routine. The PWASE are so vital to this because they cause the computer to run extra checks, expanding the window of opportunity to the order of nearly a second, as opposed to seemingly less than a frame otherwise. Q: Does it have to be a Hard/Soft Reset? A: No. Either works equally well. I find soft more convenient, since you don't have to go through the mandatory powerup sequences with a soft reset. Q: Does this only work on a Gameboy Advance/SP/ Micro/ Player/ DS/ Emulator? A: No. The trick has been succesfully performed on GBA, SP, Micro, Player, DS, and Emulator. Q: Why does my unit have a MAG stat instead of a STR stat? A: You did the dark magic glitch on a weapon unit, didn't you? Though they're the same thing as far as mechanics goes, the game is not programmed to display both STR and MAG at the same time, or Magic and Weapons at the same time, and it gives the priority to whichever weapon type levelled up last. Q: OMGWTFBBQ! I can't do the glitch anymore! Why not? A: I'd bet money that you're not following the steps I detailed, or that you did something wrong. Double check, nay triple check to make sure you did the trick as I detailed, then I might consider examining your specific circumstances to see if it's worth testing. Q: Can I get enemies or monsters to join my team? A: No. Stop asking around the boards. ------------- -9 Credit ------------- Eugene171- For discovering the glitch in the first place. The Scythe- For discovering Hammerne 2.0. Gnawingtreebark- For confirming the usability of the glitch during story mode. HMandACFan- For suggesting adding information about using a Vulnerary instead of an Elixir in the Hammerne 2.0 glitch. HectorTheShadow- For bringing to my attention the enemy item promotion glitch. Bkam4- For testing and debunking the bridge tiles in the ruins level. And for providing me with the enemy weapon data so I didn't have to get it myself. SSJ3 Miroku- For providing me the means to get screenshots. Maddog90- For informing me of the easy way out of the promotion glitch. Driver Rules- For the demon king glitch information. Numerous other Gamefaqs board users- For providing the hours of empirical testing which led to the amount of information we have about the glitch that we have now. ------------- -10 Contact Info ------------- I can be Emailed at jewett(at)email.unc.edu if you have an addition or correction you think is needed in the FAQ. Please include "Enemy Glitch FAQ" in the title field, and make sure to give your Board name so I can give you credit. If no board name is given, your Email will be given instead. ------------- -11 Legal Info ------------- This FAQ is mine, and I'd appreciate if you didn't spread it around willy nilly without giving me due credit. So if you DO see this FAQ and my name isn't on it, give me an email about where it is, and then go badger them to give me credit. Places preauthorized to show this FAQ- Gamefaqs Neoseekers Supercheats ------------- -12 Version Info ------------- Version 1.0- First version of the glitch. Version 1.1- Hammered out a few errors, added promotion glitches, updated PWASE Version 1.2- Added more glitches, updated PWASE. More error hammering. Version 1.3- Added enemy weapon section, other small changes. Version 1.31- Removed an incorrect note about the enemy weapons. My bad.