[FE8] [Complete] The Sacred Trilogy Reskin and Rebalance


The Sacred Trilogy Reskin and Rebalance

Get the patches here. Apply to clean US FE8 ROM.

Original thread: https://forums.serenesforest.net/index.php?/topic/86929-fe8-complete-the-sacred-trilogy-reskin-and-rebalance/

What is it?

It is a reskin and rebalance of Sacred Stones using classes and music from all 3 GBA games, a lot of new custom classes with new animations, new spells, new weapons, a skill system and many quality of life improvements made by people much more knowledgeable than me from the hacking community. Vanilla campaign was not altered, but difficulty has been slightly raised. Units also receive slightly more EXP from special actions, such as healing and dancing. All of these changes are aimed at making Sacred Stones feel fresh and more challenging, while not altering the story. This project was heavily inspired by Sir Serenes’ Reskin and Seal’s Sacred War hack. There are four versions, two with random growths on level up and two with fixed growths similar to FE9. Read this for more information. The difference between the two versions of the same growth is that one also features a minimug for characters, while the other doesn’t. Some people may find the minimug rather intrusive, that’s why I kept it optional.

What was changed?

  • Fado and Vigarde are now true kings (Zephiel)
  • Ismaire is a blade lord (Lyn)
  • Caellach is an armor lord (Hector)
  • Seth is a knight lord (Eliwood)
  • Riev is a dark druid (Nergal)
  • Hayden is removed because nobody cares about him and is replaced by Mansel, who is an archsage (Athos)
  • Kyle is our boy (Roy - master lord). I know, unexpected
  • Added animations to the phantoms
  • Amelia is a soldier and can be promoted to halberdier (using knight’s crest)
  • Orson now has an exclusive custom class called grand paladin
  • Selena now has an exclusive custom class called dark knight
  • Knights, generals, great knights and kings move 1 additional tile
  • Ephraim and Eirika both have an alternative infantry promotion (you need to decline the promotion at the end of chapter 16 and then use lunar/solar brace for the options to appear)
  • Trainees join you automatically promoted (Ross-pirate; Amelia-soldier; Ewan-shaman)
  • Magic system revamped with new spells. With the exception of siege tomes, wind spells have low mt and 2-3 range. Fire spells have average stats and 1-2 range. Thunder spells have high crit and are locked to melee range.
  • Added generic female enemy units for more diversity. It always bugged me how 99% of the women of this franchise only fight for the player.
  • I manually edited every enemy in the game to improve them by increasing base stats, level or giving them better equipment (in a similar fashion to Seal’s hack). Bosses have been buffed and are no longer a joke. Enemies also have an additional 5% growth rate in every stat.
  • Since stealing doesn’t seem to work with the new skill system, more enemies will drop items
  • Since Valter and Glen are the only creature campaign characters to not have custom classes, I gave Glen the ability to use bows and Valter the ability to use axes
  • Armory and shop inventories have been improved so you will have access to better weapons earlier in the game. On top of that, the preparation shop is dynamic and will offer better weapons as you progress through the game.
  • Every ally joins your army with at least the same level of the enemies on the map. No more low-level L’Arachels joining too little too late.
  • Some of the monsters have custom animations too.
  • All weapons in the game only give 1 point of weapon EXP. Additionatly, unpromoted units can only reach weapon rank B. Your units will have to train hard if they want to brandish those OP legendary weapons. Units can also achieve multiple S ranks.
  • Units gain support points by being up to 3 tiles away from each other
  • Myrrh’s dragonstone is unbreakable, but is no longer effective against monsters. It has also been nerfed so Myrrh wouldn’t be too broken with unlimited dragonstone
  • Lagdou Ruins is a high-level challenge area for post-game activity. Enemies over there have better stats and powerful, exclusive weapons. The location also offers much more gold and the chest in Lagdou Ruins 10 has a 10% drop rate for each of the sacred weapons.
  • It is possible to save the game in the Tower of Valni and Lagdou Ruins.

Quality of life changes

  • Detailed HP bars (by Circles and Zane)
  • Skill system (by Circleseverywhere, Monkeybard, Black Mage, Blaze,Tequila, Rossendale, StanH, Leonarth, Teraspark, sd9k, Kao, blademaster, Snakey1)
    (the skill system also comes with the “stylish finisher” feature that makes any final blow dealt to a boss be displayed as a critical hit)
  • Show Heal Amount (by Tequila)
  • Map Danger Zone (by Circles)
  • Monster Weapon Display (by Brendor)
  • Colored stats, growth and talk display (by Tequila)
  • Increased EXP from staves, dancing, stealing and summoning (by 7743)
  • Gain support at various distances (by Venno)
  • Units can act after talking or having support conversations
  • View the support screen by pressing the L button while in the chapter status screen
  • Summoners gain EXP when their phantoms battle
  • Units rescued by mounted units can be dropped on the same turn
  • Units can have up to 10 support conversations
  • Metis’ tome can be sold (useful for people playing fixed growths mode)
  • The preparation screen shop is dynamic and will offer better weapons as you progress through the game. It follows this scheme:

Tier 0 (vanilla) shop for chapters 1-2
Tier 1 shop for chapters 3-5 and tower of Valni 1-3
Tier 2 shop for chapters 6-9 and tower of Valni 4-6
Tier 3 shop for chapters 10-12 and tower of valni 7-8
Tier 4 shop for chapters 13-15 and Lagdou Ruins 1-3
Tier 5 shop for chapters 16-19 and Lagdou Ruins 4-6
Tier 6 shop for chapters 20-21x and Lagdou Ruins 7-10

  • The preparation shop items have the same pricing as regular shops
  • Cool custom stat screen background (by LordGlenn)

Skill list by class

Some screenshots (needs updating)


This is my first FE hack, and as such, be advised that you will probably may run into bugs and unexpected behavior while playing it. I would like any bugs to be reported, but I cannot guarantee that I’ll be able to fix them. This project was done using FEBuilder and with no prior hacking knowledge. Also, english is not my first language, so typos are also a possibility. Since I have not done a lot of modifications, I don’t expect any crazy bugs to happen. hopefully

Credits (needs updating)

  • Our lord and savior 7743 for FEBuilder
  • Sir Serenes for the idea and palettes for Riev
  • TBA, Arch, Skitty and Temp for phantom animations
  • IS, Hairyblob and Maiser6 for quicker Zephiel animations
  • IS and Blademaster for Athos animations
  • TR143 for fixed growth mode
  • Temp and sniper_zero for Eliwood repalette and ranged Durandal animation
  • Alusk for alternative soldier hover and moving animations
  • Spud for soldier Amelia animations
  • Spud, TBA, Black Mage, Temp and Wan for halberdier Amelia animations
  • Brady Shinners for the animation database
  • St jack, Seal and Sacred War for ballista animations
  • Iscaneus and Nuramon for knight animations
  • TBA for brigand animations
  • Glenwing and MK404 for fighter animations
  • SALVAGED team and flasuban for cavalier animations
  • IS, Circles, Kao and Marlon0025 for Tethys animations
  • Alusq and Maiser6 for mercenary animations
  • TBA, DerTheVaporeon and Nuramon for general animations
  • TBA and Maiser6 for berserker animations
  • Nuramon, Swain and Temp for sniper animations
  • Nuramon for wyvern lord animations
  • Keks_Krebs, Peerless and SD9K for assassin animations
  • Swain for hero animations
  • IS and Glenwing for swordmaster animations
  • Kenpuhu, Aruka and Nuramon for grand paladin custom class and animations
  • Alusq for better soldier animations
  • CamTech075, LisandraBrave, Zane, Zelix and Lord Glenn for custom icons
  • Arkth for Deathgoyle custom animations
  • Yangfly for kawaii blader animations
  • Nuramon for infantry great lord Ephraim animations
  • Teraspark, Pikmin1211 and DerTheVaporeon for dark knight animations
  • Seal for legion, elder tarvos and gazer animations
  • BwdYeti for elthunder animation
  • SHYUTER for forblaze animation
  • Blazer and Jubby for meteor animation
  • Arch for static, wind and tornado animations
  • Seal for tons of stuff like custom icon, map sprites, class cards and battle backgrounds. I cannot stress how awesome he is for making all of this available
  • Klokinator for putting many custom animations and map sprites in a single, easy to find place
  • dondon151, Sephie, Teraspark, Arch, RobertFPY and HyperGammaSpaces for many card classes and map sprites

Known issues I would like help with

  • Chapter 1, Breguet gets countered by the dead frelian mercenary. The event itself is exactly the same as vanilla, and changing character and class data for both Breguet and the frelian merc didn’t work.
  • Importing Eliwood’s critical hit sound from FE7 and using it for Seth results in it conflicting with map and battle music.
  • There seems to be a bug in Melkaen Coast skirmishes that randomly causes massive debuff to units. No idea why this happens.

Get the patches here. Apply to clean US FE8 ROM.



Version 0.9.1 is out. Fixed Seth soundless critical animation. Fixed growths mode is also available.


Version 0.9.2 is out. Tuns out importing Eliwood’s critical animation sound from FE7 didn’t work out as intended. Due to it conflicting with the combat and map music, I decided to replace it by a native FE8 critical sound. Not an optimal solution, but I’ll keep it for now (unless someone teaches me how to get Eliwood’s sound to work properly). Also added weapon effectiveness against the custom classes.


Version 0.9.3 is out. Added custom Eliwood ranged Durandal animation for Seth (was missing in previous versions). Changed the starting inventory of creature campaign characters. Gave Riev some better weapons for late chapters.


Version 0.9.4 is out. You now get slightly increased EXP from using staves, dancing, stealing and summoning. Units now gain support level by being up to 3 tiles apart from each other.


Version 0.9.5 is out. Added new custom classes for Amelia with custom animations. She can be promoted to soldier and then halberdier (use Knight’s crest). Further adjusted weapon effectiveness against the custom classes. Should work properly for every class now. Gave new skills for creature campaign characters and vanilla campaign bosses. Also fixed skills for some classes.


Version 0.9.6 is out. Major update. Added a TON of custom animations from the animation database. Classes with custom animations include: mercenary, hero, assassin, swordmaster, fighter, berserker, brigand, sniper, ballista, general, knight, cavalier and wyvern lord. I still need to test them though. I also remade A LOT of the palettes so the custom animations won’t look off. Kyle looks much better now. Tethys can now attack with swords. Also changed her skills.


Version 0.9.7 is out. IMPORTANT UPDATE! I previously thought I had correctly edited the creature campaign characters, which doesn’t seem to be the case. I edited them through another menu and now they all should have their custom classes and better inventory. USING PREVIOUS VERSIONS MAY RESULT IN THESE CHARACTERS HAVING THEIR VANILLA CLASSES POST-GAME. Other changes include a Mansel palette rework (it should better resemble his portrait now), a new custom class for Orson (grand paladin), and new animations for enemy soldiers.


Version 0.9.8 is out. Athos’ palettes were very buggy, so I decided to import new ones made by Sir Serenes. Added weapon effectiveness for Orson’s new class. Added some screenshots of the progress so far.


Version 0.9.9 is out. Selena now has a new class and custom animations. The trainees (Amelia, Ross and Ewan) now join your army already at base class 1. Ross is a pirate, Ewan is a shaman and Amelia is a soldier. This change was necessary due to hacking limitations.


Version 0.9.10 is out. Replaced most weapons and items icons with custom ones.


Version 0.9.11 is out. Monsters now have skills as well. Nothing too OP, imo. Fixed Selena’s palettes.


Version 1.0 is out. I’ve done a TON of modifications with this version. I revamped the magic system of the game, added new spells, added new icons, changed Selena’s class, changed the stats of some weapons, manually edited EVERY enemy of the campaign to make them stronger by improving base stats, level or changing equipment. I also reworked palettes and skills for some units. Music from FE6 and FE7 has been added. Ephraim and Eirika have new options for promotion in additional to their original ones. Amelia can be promoted to paladin again. Glen can use bows, Valter can use axes and Selena can use light. I added generic female units for more enemy diversity too. Armory and shop inventories have been improved (only acessible from world map for now). With all those changes, the entire game should feel fresh, more diverse and more challenging.


Version 1.1 is out. Oopsie, peg knights had 120 base hp on last version. Also corrected Ephraim’s bases.


Version 1.2 is out. Reworked palettes for bandit bosses, Franz, Forde, Murray and Saar. Fixed a bug where Ephraim was phasing out of existence. Chapter 5x archer drops chest key again. Fixed prices for monster effective weapons. Edited chapter shops so they have the same inventory as the world map ones. I went back and buffed light tomes because I felt like I nerfed them too hard.


Version 1.3 is out. Reworked palettes for Seth, Orson, cavaliers and fighters. I think I’m getting the hang of it. Fixed Demon King’s summons. Added custom animations for some of the monsters. Updated some of the class descriptions. Also, you guys asked for it and now Vigarde and Fado use Eckesachs animations for swords. They also look better now.


Version 1.4 is out. Added weapon effectiveness against Selena’s exclusive class. Gerik’s palettes were awful, so I made new ones. Changed the icon for elthunder. Adjusted enemy levels in Tower of Valni to be on par with the campaign . Replaced the swiftsole with a new stat booster: dragon tear.


Version 1.5 is out. Tower of Valni was NOT correctly edited on last patch. It gave me more work than I thought it would, but now it should be balanced out. Gave skills to Eirika’s new class and reworked skills for some promoted classes that strangely only had 3. The movement of knights, generals, great knights and kings has been increased by 1. Fixed king’s moving sounds so it sounds like an armored unit.


Version 1.6 is out. I got Seal’s permission to use some of his artwork from his Sacred War project. This includes map sprites, portraits and icons, all of which I added in this new patch. I also took a trip to FE universe and found many portraits and map sprites for the custom classes and animations I’ve been using in this project. All of them were made free to use by the awesome people over there. I changed Selena’s animations again (promise this will be the last time), so she looks way cooler now and has exclusive map sprites.


Version 1.7 is out. I figured out how to separate male map sprites from female map sprites of the same class. This means there is even more graphical variety for enemies now. I went and made map sprites for Eirika’s new class (based off Lyn’s). This was my first attempt at pixel art, so the quality is rather questionable. Added a ton of new icons and battle backgrounds made by Seal (he said they are free to use). I made Myrrh’s dragonstone unbreakable and removed its monster effectiveness . This was the most voted option and what I personally wanted to do as well. I reworked skills again in order to standardize the levels in which units learn them. This was most likely the final modification I will do to them. I’m pretty satisfied with what I’ve done so far and this is probably the last update I will release in the near future. I will return eventually with ver 2.0 to do something regarding Lagdou ruins. For now, that location is unedited and probably unbalanced.


Version 1.8 is out. Alright, I now I said 1.7 would be the last version before 2.0, but I just found lots more class cards and map sprites for female units. I also changed map sprites for fighters, swordmasters, Ephraim’s new class and Orson’s class. Now I am satisfied.


Version 1.9 is out. It was brought to my attention that there was an invincible monster in Tower of Valni 5. As of this version, that is no longer the case. I made original map sprites for female summoners too. I also started editing Lagdou ruins, but since I had to release this version to addres the Tower of Valni bug, only the first 2 levels are ready.


Version 1.10 is out. Forgot to remove Riev and Selena from the prologue in version 1.9.


Version 2.0 is out. Lagdou Ruins is now open for business. There are some nasty enemies over there, so go prepared and well stocked. The chest in Lagdou Ruins 10 has a 10% chance to contain each of the sacred weapons. Enemies here will also have new, powerful weapons and spells. I reworked Riev’s palettes so they better resemble his vanilla bishop portrayal. He also has a new critical animation and makes sounds when he attacks. He can also use staves now. Mansel has better sounds when he attacks. Selena cannot use light anymore, but she can use dark now. I felt like it fit her better, since she is from Grado. I made original map sprites for female wyvern knights. Berserker map sprites have been changed. Forblaze’s animation has been changed so it looks more like the one from FE6. Tethys was grossly unbalanced in previous version, especially in Eirika’s route. That is now fixed. I am aware of units gaining massive amounts of weapon exp upon promotion and I intend to fix this in the next version.


Version 2.1 is out. This version is experimental. I need to test whether Stan’s patch is working properly. The campaign is only done up to chapter 8 . Changes in this version include a lot of new animations and map sprites for female thieves, brigands and fighters. Myrmidon animations have been changed to the new ones. Myrrh got a taste of the nerf hammer. She is now considered a promoted unit, so she won’t get tons of experience. Her dragonstone’s buffs have been tuned down a little bit so she isn’t so broken with unlimited uses. Would appreciate people helping me test this version.


Version 2.2 is out. It gave me a ton of work, but all enemies were edited again to have the duplicated classes with higher weapon ranks. Allied units retain vanilla classes with vanilla weapon ranks, so there should be no more massive weapon exp gain on promotion, while enemies can still use better weapons (God, I really hope so). I also played version 2-1 for over an hour and run into no game-breaking issues, so I think Stan’s patch is working correctly. Other changes in this version include scripted melee animations for snipers using the short bow, improved palettes for most enemies, new enemy classes such as halberdiers and female heroes, pirates, thieves, fighters, rogues, brigands, knights, generals, warriors and berserkers. I also replaced the vanilla myrmidon animations with the new ones. Also included better animations for some of the skills (thanks again, Street Hero). I wonder if I’ll finally be able to sit down and play my hack…


Version 2.3 is out. Just a quick update to include SALVAGED team’s awesome and newly released custom paladin animations. I also took the opportunity to update great lord Eirika’s palettes and the palettes of some enemies that were still a little bit off. Since it’s just a graphical update, no worries about compatibility.


Version 2.4 is out. Another quick graphical update. I made better map sprites for infantry great lord Eirika and also corrected her palettes, which for some reason FEBuilder wasn’t applying correctly. I also changed soldier Amelia’s map sprites back to the vanilla ones, since her custom sprites were honestly not looking too hot. It is now possible to save in Tower of Valni and Lagdou Ruins. Sorry for updating so frequently, guys :>_<:


Version 2.5 is out. Fixed a pretty serious issue where Pablo was freezing the game on Eirika’s chapter 13. Also corrected the lvl 31 swordmaster on Ephraim’s chapter 19. Replaced the vanilla stat screen background with a custom one made by LordGlenn. Also improved infantry great lord Eirika’s map sprites again (my spritework is actually getting decent).


Version 2.6 is out, and I really hope it’s the final version. I finally fixed the bug which caused massive weapon gains on promotion. As a side effect, many allied units join with the same weapon ranks they would in vanilla, and unpromoted units can reach a maximum rank of B now instead of C. Should make reaching rank S less grindier and more rewarding. This mean version 2.6 is incompatible with older versions, and I apologize for that. There is now a custom title screen for the hack, which is beautiful :wub:. Skills have been reworked for some units. The revenant in chapter 4 now moves like it should. Trainees have slightly better growth rates. Also, in order to fix the wepon level bug I had to standardize the level units have when they join, and this was done taking Eirika’s route in consideration. This means that, for example, Gerik will appear as a lvl 13 mercenary in both routes. As a result, the allied units’ levels in Ephraim’s route may not be equal to the enemies’ level, but the difference won’t be too big.


Final version is out. One critical thing that was missing from previous versions were the map songs from FE6 and FE7. The final version has them. I also made exclusive map sprites for halberdier Amelia, so she no longer looks like the generic enemy halberdiers. I also added new map sprites for the king class in an effort to make them more discernible from generals. I also added the newly released knight animations from the salvaged team, along with new map sprites and class card for the knight class. Also, Ross would join at lvl 1 in version 2.6, which was rectified in the final version. The hack should have no game-breaking issues from start to finish. Save files from 2.6 should be compatible with final version, aside from Ross joining 2 levels lower if you already recruited him.


I had to release a quick fix to prevent a druid from freezing the game at the start of chapter 19. Please download the new version if you experience this issue.


Changed spell animations for elthunder and static. Corrected some cutscenes. Corrected moving sounds for enemy flier units. Units can achieve multiple S ranks.


Updated Orson’s battle animations. Attempted to fix moving sounds yet again. Nerfed Morva.


Made many changes to battle animations, map sprites and weapon icons. Classes changed include fighters, bishops, clerics, priests, archers, great lord Eirika, swordmasters, berserkers, heroes and mages.


Pretty big update. I included several quality of life changes. Here’s a breakdown:

  • Units can act after talking or having support conversations
  • It is now possible to view the support screen ny pressing the L button while in the chapter status screen
  • The skill system has been upgraded to the latest version
  • Summoners now gain EXP when their phantoms battle
  • Units rescued by cavalry units can be dropped on the same turn
  • Units can now have up to 10 support conversations (this may require a new playthorugh to take effect)
  • Metis’ tome can be sold (useful for people playing fixed growths mode)

Additionaly, I always felt like moving around the map to get good items was a major bummer. Therefore, I made some changes regarding the shop/armory:

  • The preparation screen shop is now dynamic and will offer better weapons as you progress through tthe game. It follows this scheme:
    Tier 0 (vanilla) shop for chapters 1-2
    Tier 1 shop for chapters 3-5 and tower of Valni 1-3
    Tier 2 shop for chapters 6-9 and tower of Valni 4-6
    Tier 3 shop for chapters 10-12 and tower of valni 7-8
    Tier 4 shop for chapters 13-15 and Lagdou Ruins 1-3
    Tier 5 shop for chapters 16-19 and Lagdou Ruins 4-6
    Tier 6 shop for chapters 20-21x and Lagdou Ruins 7-10

  • The preparation shop items have the same princing as regular shops

Finally, there are now 4 versions of the hack. Two versions with random growths (one with minimugs and one without) and other two with fixed growths (one with minimugs and one without).

That’s all for now.


Several changes with this one. Here’s what’s new:

  • There was an enemy in Eirika’s chapter 15 that was incorretly named “snag”. No more.
  • Fixed the icons for some spells.
  • Added a new weapon: the short axe. It is basically an axe version of the short spear. Enemies will wield it and it can be bought in armories.
  • I created and scripted a ranged critical animation for Orson.
  • On Ephraim’s route, allies will also join with the same level as the enemies on the map.
  • Skills have been reworked. Many playable units have new personal skills, and I also changed the skills for some classes. For a complete list, check the google doc link in the description of the project. Now, base classes learn the first skill at level 8 and the second skill at level 15. Promoted classes learn the first skill at level 5 and second skill at level 12. Special classes learn the first skill at level 3, second at 8, third at 13 and fouth at 18.
  • Enemy growth rates have been raised by 5%. They should feel a wee bit tougher now.
  • I raised the MT of every thunder spell by 1 and decreased the MT of every wind spell by 1. They should be more balanced now.
  • Added new animation for female rangers.
  • Improved palettes of many playable and enemy characters.


Final version of the hack (I swear it this time). I’ve been working on this for far longer than I originally intended, and I am proud of what I’ve done. This is the last planned version of the hack, so bear with me for one last update. Interestingly, I finished it just one day before Three Houses lol. What’s new:

  • Skills were still missing from enemy soldiers, female mages and berserkers on the previous version. My fault, but it has been fixed.
  • I figured out how to include passive boosters in the game. These items will improve stats just by beign held by characters. They are rare, often wielded by bosses and the only way to get these are through drops and random chests.
  • Better description for some weapons.
  • Reworked inventory for some bosses, due to the passive boosters
  • Unique animations for unmounted great lord Eirika and Ephraim when they wield Sieglinde and Siegmund.

Get the patches here. Apply to clean US FE8 ROM.

Map Sprite/Class Card Repository
The Fire Emblem Hack Directory [Please add your own hacks!]

Hey, loving the hack so far, but I do have a question. Why does the thunder tome only have a range of one? Also Kyle seems to OP.


Glad to hear it. Thunder tome only has 1 range because of the revamped magic system. Wind spells have low mt and 2-3 range, fire spells have average stats and 1-2 range and thunder spells have high crit but are locked to melee range. Also, Kyle is OP because he is already a promoted unit, and all promoted units have buffed bases (including enemies).


[Insert meme about filters here]

You know, jokes aside, rebalances have become rather interesting nowadays. With the abundance of community resources and ease of access with modern tools, there’s always a few folks who want to spruce up the base games rather than create something new and original. Not that there’s anything wrong with that, I’m just saying the idea of doing so has evolved over time (or rather, again, become more accessible). From simple edits to stats, growths, etc. in nightmare, to stuff like this. I could be wrong about that “evolved” part, but it’s just an observation I made after seeing Sacred War, and now this.


You’re right about many things. I only started rom hacking because 7743 made it so easy with FEBuilder. Also, there is so much cool custom free to use stuff made by the community that I couldn’t help myself and used them. I do intend to make an original hack though. This was my first project, so I could get to know the tools and their limitations.

But I did not undertand what you meant by filters.


I really admire that mindset. Starting out with something somewhat simple to get yourself ready for any future endeavors. Others usually try to dive headfirst into it, but taking it slow at times is also important.

(Oh, and filters are how the sprites are smoothed out in the screenshots. Just a little in-joke since not everyone likes them.)


Yay I’m useful :smiley:


My game is bugged. Chapter 19: Last Hope, during the cutscene where the castle is invaded, it stops. The guard is standing there and the dark shaman (might be riev) is standing next to him. The game continues and the sprites execute their idle motion but no dialogue or action can be taken. If i try to bypass the cutscene, the screen goes black. This is repeatable no matter how many times I enter chapter 19. Any insight would be great… so close to finishing the story. Would hate to have to restart.

Additional Information:

  • A lot of the character mugs get distorted along with the portrait sprites. (Only during particular cutscenes)
  • I have tried different copies of the rom and patched them with NUPS.

If you decide to look into this, let me know if you would like a copy of the save file or any additional information/screenshots


Alright, please send me your save file so I can experience from my end. I’m currently on Eirika’s chapter 17 and I only experienced an issue with the ending cutscenes of chapter 16.


Actually, I think I already found the problem. That druid had a different character ID than the one used for the scripted fight. I uploaded a new version with the fix, so please try it and tell me what happens.

1 Like

That fixed it! Thanks, for the extremely speedy hotfix, much appreciated! Back to playing the rest of the patch features

1 Like

does completing lagdu ruins give glen fado n lyon still and if yes which floors should i complete in order to get em?


Yes, you can unlock them the same way you would in vanilla SS. I don’t remember right now what are the requirements for them all, but I do remember Lyons requires completing the Lagdou Ruins 3 times.


Hi, I’m currently on the world map, and whenever I load into Chapter 19, and after some dialogue, there’s a black screen and I can’t progress any further.

Also, before the black screen, when the guard gets attacked, its a screen of green glitchiness.


Hi there. Yeah, that problem is caused by the enemy druid having a different character ID from the one use in the scripted fight. This issue was fixed 8 days ago, so you just need to download the latest version to fix it.


Thanks, Do I just patch it over my current save?


You can use the save file from the previous version for the newer version. It just needs to have the same name of the game and to be in the same folder. For example:

Assume you have named the game as “Sacred Trilogy 2-6.gba” in your pc. In the same folder, there will be the save file named “Sacred Trilogy 2-6.sav”. Now, download the newer ups file and apply to a clean FE8 rom. Then name it “Sacred Trilogy Final.gba”. Now go back to the ver 2-6 save file and rename it to “Sacred Trilogy Final.sav” and place it in the same folder as “Sacred Trilogy Final.gba”. Open your emulator, run the game and choose the option to restart chapter in the game menu. You are now playing the newest version with a save file from an older version.


It just occurred to me that I wasn’t really updating this page, since the original thread of the project was posted on Serenes. If anyone is still interested in this, let it be know that the hack has come a long way since I last posted anything here. Nearly everything was updated/modified, from graphics to quality of life changes. Check the description for a quick breakdown or the changelog for more detailed info.


@blood Hi there,

regarding this, have you looked into giving thieves/rogues Steal in skill system? Because according to RobertFPY on the Skill System thread, Cunning is display only. Thank you for the great hack!


heyo, im new to these patches and hacks but i want to know what does “minimug” mean? also, i kinda want my Ross to be a Fighter as well rather than a Pirate, since it’s awkward to see him more muscular than his father Garcia despite being a child only, and I’m kinda fine enough with Dozla being my only Berserker. XD oh well, it’s fine tho, no need for further changes. overall im satisfied with the patch, but anyway what are “minimugs”? i kept searching but i dont know what it is, and i tried both with and without minimugs but i dont get the difference