Rated E for Edgehog… Viewer discretion is advised.
What’s in this hack?
Synopsis
Even the brightest of lights must wane into darkness…
In the wake of a calamity, a priestess of Naga embarks to deliver a sacred tome back to her homeland. Joined by comrades new and old, the journey takes her across the continent of Andromeda, into a collision course with men, monsters, and eventually gods… just how far will you go to preserve what you hold dear?
General
★ Andromeda, a brand new titular continent rife with history and intrigue.
★ A grand, nefarious plot that spans beyond the Outrealms.
★ A minimalist party of unique characters, numbering less than the playable cast of Sacred Stones.
★ A total of five lords, protagonists who each have a role to play, both in and out of combat.
★ A matchup-oriented, player phase focused combat system that leverages classes, skills, stats, and equipment to create synergy between units.
★ A fair but masochistic challenging gameplay inspired by Dark Souls. Battles are tough, grueling, and deadly, requiring savestates thought and careful consideration. Misplays are deliberately punishing, with action economy an ever-tightening noose around your neck. Bosses are menacing and require a strategic approach. Enemies don’t hit like wet noodle or flail around missing their attacks. But then again, neither do you.
★ A narrative that adapts to the choices you make. The game remembers. No longer will that character who died remain forgotten. Down to that obscure Talk event you missed or that character you purposely killed or failed to save, the narrative will punish and/or reward you. The abuse of savestates to avoid “undesirable” outcomes is discouraged. For an organic experience, it’s better to let the chips fall where they may.
★ A choice between two difficulty settings: Tears and Blood. Tears is tailored for casual players and is meant to echo traditional Fire Emblem gameplay. Blood, on the other hand, is designed for daring players who want the adventurous Andromeda experience. I want y’all to play on Blood lmao
★ No hand-holding. Gameplay hints are sometimes dispensed through dialogue, but most of the game follows the figure-it-out-by-yourself mentality. Thinking outside the box is often rewarded. No situation in game is impossible to overcome if you keep your wits about you.
★ Integration with FEBuilder’s work support. This means that you can automatically update Andromeda to the latest version with one click if you’re playing on builder. Data is automatically sent to me for review. All feedback received is available for viewing on Andromeda’s public docs, linked below. It’s the Hall of Fame
★ Extra modes. You have the choice to play in the modern Casual Mode and Fixed Growths Mode. Playing in these modes is in fact encouraged on your first run.
★ Turnwheel. An autosave system that saves at the beginning of your turn, not your last action. If you misclick or do something stupid, feel free to reset and resume. Quicksaves can be made at any point, and these can be loaded by resetting and resuming. They’re overwritten at the start of the next turn, to discourage save scumming.
★ Unique soundtrack. A fully custom soundtrack composed of loud and moody arrangements you won’t find in the repo. Decent headphones are recommended. If it slaps, it’s in Andromeda
★ A fully functional Ranking System. Starting from Chapter 1, every time you clear a Chapter, you’re given a grade from C to S based on what you accomplished. S-Rank is only available on Blood difficulty and grants an extra scene as well as a bonus reward.
★ A fully functional Generic Replacement System. If a named character dies, an average generic replacement is given to the player. Generics are auto-levelled according to story progression. When they die, they come back with their stats and inventories reset. In exchange for pseudo-immortality, these generics don’t have access to skills learned in previous levels or unique Prfs.
Plus many more features in-game…
Game Mechanics
★ Fixed growths mode. An option is given to toggle fixed growths at the start of the game. Regardless of your choice, enemy growths are fixed for fairer gameplay.
★ Casual mode. An option is given to toggle casual mode at the start of the game. Enabling casual mode disables the generic replacement system. Units also never grieve.
★ Increased weapon triangle bonuses. A weapon triangle advantage now secures +50 Hit and +3 Mt and vice-versa, encouraging the use of terrain and unit diversity. By design, it’s entirely possible to do nil when at a weapon triangle disadvantage.
★ Effective critical threshold. If your unit scores a Crit chance below 15, it’s an automatic 0. This means that 1% crits have been removed from the game and Swordmasters with Crit++ are now better than ever.
★ True 2RN. Wiggling your arrow no longer advances the RNG table, and loading a savestate or resuming a quicksave no longer guarantees the same outcome. Numbers are now non-deterministic, meaning they get drawn on the fly for spicier gameplay.
★ Modernized interface. Toggle dance and staff animations off with an in-game setting. Cycle through all units on the map, including enemies, using the L button. Have a minimug box that displays up to five skills and some fancy numbers. When attacking, units can change between their weapons with the left and right keys to decide which one to use. Change targets with the up and down keys.
★ DSFE-style dodge. Refrain from dodge-tanking with units that aren’t designed to have consistent dodge. As a side-effect, terrain, positioning, and the weapon triangle matter a lot more when picking fights. Don’t pick fights you can’t win
★ Fates-style experience. Low-level units gain tons of EXP while high-level units get less. Avoid funneling all your EXP into a single juggernaut, invest in a well-rounded party instead. Most chapters are designed with full deployment assumed. Sadly Eren can’t solo the game
★ Faster map and battle animations. I’ve shortened the five-second wait when healing on a fort or with a Vulnerary, or when initiating and ending combat. Further speed up battle and spell animations by holding R. Even better, play with animations off
★ Faction palettes. Each enemy now has a unique color scheme, instead of everyone wearing red and green like 'tis the season.
★ Secrets. Fully explore each chapter to unlock unique interactions and item rewards. A certain unit visiting a village may yield a different interaction than usual… and may further impact events down the road. Unlocking chains of secrets may yield additional challenge chapters. These gaiden chapters are optional and grant bountiful rewards upon completion… but be prepared.
★ Relatively bug-free. Rigorous testing has been done to cover most events that can arise during cheat-free gameplay. Known issues—these issues do not significantly impact gameplay—as well as how to deal with them are documented below.
Supports
★ A modernized Support System. Units can now have up to five support partners (but only one A-Rank). Units now gain support points and bonuses from up to five tiles away. Say no to slowing down your cavalier to grind support with your mage.
★ Over 100 sprawling support chains. And paired endings. Lots and lots of hyperbolic child units paired endings.
★ Gated supports. Support are now locked behind story progression, with each rank corresponding to an act. Act 1 unlocks C-Ranks, Act 2 unlocks B-Ranks, and Act 3 unlocks A-Ranks.
★ Dynamic supports. Starting a support chain may now permanently lock another. Ever wonder why that honorable knight who just proposed is still going out with another girl? Now you don’t have to.
★ Permanent supports. Supports now stick with units even if their partner dies, encouraging careful gameplay. These are people, not faceless generics. Character endings will also change if their support partner happens to be dead by the end of the game.
Skill System
★ The prolific bundle of wizardry known as the Skill System, with all the QoL features that come installed with it on FEBuilderGBA (and more). Most skills have been deliberately reengineered to fit game design along with various other micro-adjustments.
★ No skill bonanza. Instead, characters have one Personal Skill while Classes have one Class Skill. Most Classes learn a Skill at levels 5 and 10. At most, discounting Canto and Heroes’ movement, units can only learn up to 6 skills.
★ Coherent skill design. Skills have been welded onto Classes to build a specific niche, making that choice between Falcoknight, Dark Flier, and Sky Knight or Paladin, Great Knight, and Ranger an actual competition.
★ No proc skills. Proc Skills are cringe scarce, largely absent, putting emphasis on cold, hard math and decision-making instead of random dice rolls. Annoying gotcha! skills such as Counter, Vantage, and Countermagic have also been scrubbed off enemies entirely, although they are present on some gimmicky bosses.
Items
★ Unique PRFs for almost every character. Even if they’re not a lord.
★ Infinite-use PRFs, ballistas, and legendary weapons. Because I want you to use them. Who wants to end up with 50/50 uses on a Rapier in the final chapter anyway
★ Reworked stat boosters. All vanilla stat boosters except for the Angelic Robe now function while in a unit’s inventory, giving you the choice between using them or letting them take up a slot (a significant choice since inventory slots are a premium in this game).
★ Equipment. Essentially expensive stat boosters that grant skills for more flexible gameplay. Deck your units out in specialized gear designed for specific roles. For example, tanks get gear that allow them to protect their allies; strikers get items that compliment their glass cannon style.
★ Lethality. Some weapons and tomes now ignore a percentage of defence or resistance, preventing tanks from becoming untouchable juggernauts. Steels and Silvers in particular ignore 10% and 20% respectively, while Siege tomes and S-Rank masterwork weapons ignore a whopping 50%. By design, this has no significant impact on squishy units because half of 0 Def is still 0 Def.
★ Improved fog and revised poison. Poison has been turned into Lethargy, a new status effect that sets a unit’s Mov to 0 while still allowing them to act. Toxin weapons appear more frequently, so better keep your Panaceas and Restore handy.
★ Buffed staves. Now healers can use Heal from up to 3 tiles away. Restore now has Physic range to make Berserk, Sleep, and Poison less annoying.
★ Accessible magic swords and daggers. Rebalanced 1–2 range axes and lances. Bows are king of the hill when it comes to ranged combat. Archers have glocks will destroy your units if left unchecked.
★ Universal 2–3 range bows. Snipers have AK-47’s live up to their name and can now hit enemies from across the map, with specialized bows that can attack from up to 10 tiles away (ballistas can reach 15). To balance things out, bows with extreme attack ranges—siege bows—hit hard, but can’t double, crit, or counterattack. Like real snipers or something, go figure
★ Buffed Vulneraries and Elixirs. And Repair Kits. Repair generic swords, axes, lances, and bows instead of discarding them. Save the gold to buy pricier equipment. Generic item costs and durabilities have been reworked to make Repair Kits and PRFs a central part of the game economy. For convenience in using Repair Kits, a base-camp style Interlude occurs once about every five chapters.
★ A Member Card by Chapter 1. Enjoy looking for those secret shops.
Classes
★ Custom classes and animations. Big thanks to the wonderful community!
★ Newly rebalanced classes, with a boon & bane styled promotion bonuses designed to compliment a certain niche.
★ Reworked promotion branches. No more characters ditching their pegasus companion for a wyvern or everyone promoting into cavalry for Horse Emblem.
★ Revamped promotion system. Promoted Classes now have a set of Boons and Banes. When a unit promotes, Boon stats gain +5 while Bane stats decrease by a value ranging from anywhere up to –10. No more funny 30 Spd General or 69 Hp Swordmaster with capped stats. Incidentally, this also makes hybrid Classes more viable. Your Mage Knights can now use Swords reliably with that +5 Str on promotion while your Dark Fliers hit hard right off the bat with +5 Mag.
Magic
★ Revised anima magic. Choose between fire, wind, or thunder, with each branch having a distinct identity, segregated into five tiers from novice to master. Fire is effective versus beasts and cavaliers, wind versus fliers, and thunder versus armors. As a consequence, light infantry classes are now the safest units to use. Anima triangle coded out because it just adds more cognitive load
★ Revised light and dark magic. Light magic provides buffs while dark magic inflicts debuffs, with each tier having a different niche. A spell having a higher tier does not necessarily make it “better”. Adapt your spells to the task at hand, and you will prevail.
★ Rebalanced siege tomes. Occupying the B-Rank Intermediate tier, siege tomes now hit like a nuke, but are rare, have low uses, can’t double, and are inaccurate compared to their more common siege bow counterparts.
★ On-hit spell effects when attacking with most magic weapons. Just like the final boss of The Last Promise, the Levin Sword actually zaps on hit. voiceover not included
Current Build
What’s in Beta 2?
All of the above and…
★ 21 playable characters and 12 playable chapters: a short prologue, chapters 1–9, a leisurely interlude, and a gaiden chapter you probably won’t unlock on your first run.
★ An Act 1 that takes around 20 hours of gameplay, give or take, more if you replay to search for secrets and easter eggs.
★ Supports for the playable cast. However, for now, the Support Room has been hidden to avoid spoilers. Nothing’s stopping you from peeking with builder, but please don’t do that.
★ A complete 69-track Sound Room fully unlocked for your pleasure. Each track that plays in-game is custom, arranged by me for the FEGBA engine. Some songs may sound familiar to you, some may be completely new.
★ Public playtesting is required to iron out gameplay and discover unforeseen bugs.
Screenshots
Known Issues
★ Sometimes, when speeding up battle animations, freezing or crashing occurs if you mash R at 300 APM. Don’t mash R. Hold R. In fact, do it before the battle starts just to be safe. Scanlines appearing and sound wobbling while speeding up is expected behavior though, moreso with fancy spells.
★ Sometimes, especially in maps with a ton of enemies, the music resets upon finishing an action. I’m not entirely sure what causes this. Maybe calc loops added by the skill system? Anyway, I’ve noticed that it only occurs when you mash keys, so don’t abuse your poor keyboard.
★ In the Prologue, Canto-ing while pinned against a mountain (surrounded by enemies) layers a rainbow-coloured square over the tile next to your unit. This is purely visual, and disappears as soon as you stop Canto-ing. I believe that this bug is caused by the fog of war used on the tileset. Doesn’t happen anymore? I don’t know how I fixed it.
★ In some battle animations, the tiny palette box flickers above the name box of the defending character in the battle screen. This is hardly noticeable if you don’t squint though, and you aren’t actively looking for it. I believe that this bug is tied to the animations themselves? I’m not sure. It’s purely visual, so it doesn’t affect gameplay.
★ In Chapter 3, Genevieve (Vivi) can’t be displaced with skills like Shove even after recruitment. This is due to a movement setting tied to the skill system (Boss NULL Move) which I haven’t found a way to dynamically change via events. Resetting the game and resuming on the NEXT turn after she’s recruited fixes this and allows using Shove on her (by cleaning your save). The problem doesn’t persist in later chapters so it’s a minor inconvenience. The same goes for green units with boss null move that you can recruit. If you’ve a way to fix this, please let me know by providing a sample script. Thanks! Solved!!!
★ You don’t want to kill bosses with Scarlette’s Siege, because using Siege to kill a unit doesn’t give you their item drop. This is to further balance the ranged utility that Siege gives Scarlette. It’s a feature not a bug
★ In the Support Viewer, cycling to the next or previous character via the L or R buttons turns the transparent backdrop behind their portraits into a solid color. This is purely visual and has no effect on gameplay whatsoever. I believe that I’ve seen this bug also occur in other hacks?
★ Rarely, in the Extras Menu, repeatedly exiting and entering the Support Viewer and the Sound Room has the side effect of loading a nameless Civilian unit into the very first character slot in the Support Viewer. No, your game isn’t haunted (sadly). It’s just code acting bizarre somewhere—with a behavior that’s inconsistent and almost impossible to reproduce. Anyway, just reset the game and the issue magically fixes itself. Exorcised! I mean, fixed!
★ Entering the Sound Room or the Support Viewer changes the color of the description box in the Difficulty Select screen from blue to grey. Not exactly a game-breaking issue, but it’s still an unintentional bug.
★ Switching between weapons with vastly different attack ranges with the left and right keys while targeting an enemy sometimes causes the attack range display to disappear. This bug is purely visual and has no effect on gameplay. You can still cycle through valid targets with the up and down keys even if the red grid is invisible. This bug fixes itself when you exit target selection.
★ Not really an issue, but to avoid flags not being set correctly when skipping cutscenes, mash the B button instead of pressing Start. The game already guards against skipping with Start, but I may have missed some spots. Which is my bad, I guess.
★ In the promotion screen, stray pixels sometimes appear over the unit’s health bar. This is purely visual and has no impact on gameplay whatsoever.
Credits
Consult the attached spreadsheet which contains full credits for battle animations, map sprites, portraits, music, patches, etc. as well as information about the game. If your work is in Andromeda and you find that I forgot to credit you, please inform me so I can add your name with my apology.
With that said, all music tracks have been arranged by me for the janky FEGBA engine using Audacity and Anvil Studio, to maintain a consistent sound throughout the game, with the linked sources acting as helpful reference.
Let’s promote transparent and organized documentation.
Special Thanks
★ 7743, for FEBuilderGBA providing a tool for rapid testing and development as well as being generally accommodating. I already type enough code, thank you.
★ Pandan, for his playlist on Fire Emblem game design which I listen to while spriting Andromeda’s mugs. Great voice, dude! I haven’t finished Vision Quest yet because the large cast intimidates me
★ Mycahel and Code of the Black Knights, which I reverse-engineered to implement tropes functionality in Andromeda. You rock, mate!
★ Scraiza and Souls of the Forest, which paved the way for some aspects of Andromeda’s stat bloat design. Thanks!
★ Blazer, for The Last Promise, which inspired a lot of memes things in Andromeda, and the first Ultimate Tutorial, which I read from front to back. Great documentation, dude! Weak souls succumb quickly to strong rom hacks
★ Sme, for her tutorials on Fire Emblem GBA music, which have been a great help in arranging Andromeda’s soundtrack. Thanks!
★ blood, the author of Sacred Trilogy, for assistance with some features and graphics in Andromeda. Thanks for helping!
★ To the people over at the FEU Discord, who helped with some tricky issues. Thanks for the assist!
★ To you, for playing this game. Have fun!
About the Author
Since this is my first real thread on this forum, allow me to introduce myself.
Hi, I’m Eretein.
I’ve been a fan of Fire Emblem since the 2000s. My favorite games in the series are FE8 and FE13 while my favorite rom hacks are Blazer’s The Last Promise and The Emblem Brigade’s sadly unfinished Zhack.
I’m a programmer by day, a writer and artist by night. I’ve published stuff that I’m legally disinclined to share under my online identity. However, I’ve also published trash novels on FFN and Ao3 (you may already hate know me). In fact, Andromeda occupies a small corner of my flagship series—the Loreverse Chronology.
Reading my other stories isn’t necessary to understand the story of Andromeda, though, so don’t worry about that. At most, there will be fun cameos and little nods and references to already established lore.
Have fun playing!
About Andromeda
Who is this game intended for?
Fans of Code of the Black Knights will adore the branching narrative, the attention to detail, and the impactful choices you have to make. Players who love Souls of the Forest will find the fast-paced, deadly combat and equipment system a familiar song and dance. Veterans who still replay The Last Promise might feel right at home with Andromeda’s edgy anime cheese aesthetics. Purists who think proc skills are cringe, rejoice! For your wish has been granted—proc skills don’t exist in Andromeda at all…
Or do they?
Those who think that any of the three games I mentioned above are too hard can get by on Tears difficulty, as it’s really intended for casuals and some of my curious readers who might play this for the lore (though Andromeda is gameplay over story first and foremost). The only thing you’re missing out on Tears is the S-Rank flavor scenes and S-Rank rewards from Blood, anyway, which you probably won’t need since Tears is that easy. Think FE8 easy. Play Blood if you’re not into that level of difficulty and want something similar to the three games I’ve mentioned.
Frequently Asked Questions
★ Is this a shitpost?
You got me, I was supposed to release this on April 1st—dies
★ How do I install this?
Grab a clean Fire Emblem, Sacred Stones (USA, Australia) rom and patch it with the linked .ups file in the downloads section. Preferably, to be safe, use FEBuilderGBA to patch the rom. If you don’t have access to FEBuilderGBA, use NUPS, UniPatcher, or this nifty online patcher instead.
★ Which emulator do I use to play?
All testing has been done on VBA-M (SVN1490) on PC and MyBoy (V1.80) on Android. Backend-related freezes may occur with more accurate emulators such as mGBA or PizzaBoy. Unfortunately, as I do not have access to a handheld, testing has not been done on real hardware. Feel free to test it yourself though!
★ Is this ironman-friendly?
I’d like to say that it is. By virtue of having five lords, you can theoretically Yes! A generic replacement system ensures that you never run out of kill your friends like Marth bench your party and do just fine. It’ll be psycho-hard, but it should be doable. However, since a traditional ironman ends on a game over, five lords and multiple plot-essential characters, on top of gimmicky non-standard game overs make an ironman run even harder. So it’s up to you whether you want to do an ironman. On the bright side, you can show off your skills if you do manage to complete it.cannon fodder units… Or just play on Casual Mode if you want to have a good time.
★ Does this game come with a guide?
No, but I might write a detailed guide in the future. The codex has entries for each chapter though, if you’re finding it difficult to progress.
★ What does a “-1” critical mean?
It means that the weapon isn’t allowed to crit for fairer gameplay. Ballistas can’t crit, for example, so enemy Ballisticians don’t land a 1% crit and accidentally kill your Jagen. Isabelle’s PRF also has -1 crit so she doesn’t trivialize the entire game.
★ There are glitched graphics in the first Gaiden.
Yes, this is intentional due to the universe ending. Spoilers ahoy.
★ Why is there a move after support/talk but no move after rescue/trade aka Thracia trading?
In a game which puts emphasis on gear, freely trading items around is a broken superpower and a lazy way of circumventing the cons of wearing some equipment. This is also why gear that has Galeforce doesn’t exist. I could go the SotF route and lock gear to specific Classes, but I find this type of design restrictive. put more thought into your cheese
★ Is there a playlist for the songs in Andromeda?
Yes, there’s a Spotify playlist linked in the next section below. But it might be incomplete due to some tracks being rare. A complete documentation of the tracks in Andromeda can be found on the spreadsheet.
★ Is there a Discord server?
Unfortunately, no. Maybe in the future. I’m inactive on Discord so it’s better if communication happens on this thread.
★ How should I report game-breaking bugs?
Please attach report.7z so I can hand it off to 7743.
Jokes aside, you should attach a report.7z and a savestate that goes directly to the bug. This functionality is accessible via FEBuilderGBA. If you don’t have FEBuilderGBA, then you can report the bug in this thread using this format. Please follow the format and be as explicit as possible. This is to make sure I don’t lose my sanity trying to parse vague issues (you should also write this in your report.7z).
ISSUE NAME
What is the issue?
My game freezes in Chapter 5. It happens when a unit steps on a forest tile at (3, 2). See attached screenshot.
What is supposed to happen?
Freezing shouldn’t occur and gameplay should continue as normal.
What are the steps to reproduce?
1) Move unit to Forest tile (3, 2).
2) Wait.
3) Game freezes after Wait.
4) End.
Are there other relevant details, screenshots, videos, gifs, etc?
The unit that causes the freezing is a flier (Sofia) and I have not encountered this bug with other units. I am playing on MyBoy (V1.80) on Android and I am using a BIOS I ripped from my handheld…
Note that if there’s no report.7z, there’s no guarantee that anyone can reproduce the bug.
Tickets
These are issues that I need help with, and I’d be grateful if anyone could lend a hand.
★ Lorelei’s hat. It’s missing after the portrait revamp. I ran out of ideas for fitting a hat into her new portrait. It’s F2E, by JiroPaiPai, which means anyone can make edits.
★ Catching minor typos and grammatical errors. I can’t run Grammarly while I’m typing in builder. If you catch what looks like a typo, do send a screenshot. Thanks!
Changelog
The changelog has been moved to the changelog.txt
in the download.
Links
Patches : Google Drive
Mirror : Google Drive
Documentation : Google Sheets
Playlist : Spotify
Secrets & Ranking Guide
This is a quick and dirty guide on how to unlock secrets and get S-Rank on chapters.
Fallen Hope
★ Secret: unlocked by killing the boss instead of escaping.
Red Wings
★ Secret: unlocked by having Skye fight the cavalier with the Dragonspear.
★ +Rank: Visit all villages with the red roof.
★ +Rank: Finish the chapter in 13 or less turns.
★ +Rank: Finish the chapter with Tony and Holt alive.
Haunting Season
★ Secret: unlocked by having May, Silas, and Isabelle each engage a thief.
★ +Rank: Retrieve all loot from chests.
★ +Rank: Finish the chapter in 9 or less turns.
★ +Rank: Finish the chapter in 7 or less turns.
Long Road
★ Secret: unlocked by having Freya engage the boss.
★ +Rank: Visit all villages.
★ +Rank: Recruit Vivi by the end of the chapter.
★ +Rank: Finish the chapter in 12 or less turns.
Raiders of Kris
★ Secret: unlocked by killing the boss before the timer expires.
★ +Rank: Visit all villages.
★ +Rank: Recruit Haarhus temporarily.
★ +Rank: Kill the boss.
First Departure
★ Secret: unlocked by having Fleur visit all the villages.
Gaiden_1
★ Requirement: unlocked by finding all Outrealmers scattered in the previous chapters (except the Prologue & Ch2).
★ Outrealmer 1: In Ch1, visit the upper rightmost village with any character.
★ Outrealmer 2: In Ch3, visit the only house on the map with any character.
★ Outrealmers 3 & 4: In Ch4, survive until the last turn, automatic.
★ Outrealmer 5: In Interlude 1, have a unit wait on the Arena tile 5 times (you can use the Arena, just end the unit’s turn on it).
★ +Rank: Finish the chapter in 10 or less turns.
★ +Rank: Finish the chapter without requiring the use of the Reaper Knight’s skill: Reaper’s Oath.
★ +Rank: Finish the chapter with all player units alive.
★ Reward: varies based on performance in the Paralogue (S-Rank nets an extra +10,000 gold, but a Gold Star is guaranteed).
Before the Storm
★ Secret: unlocked by having Sofia talk to Eren before Lexus is recruited.
★ +Rank: Finish the chapter in 10 or less turns.
★ +Rank: Recruit both Eren and Lexus.
★ +Rank: Kill the boss instead of opting to end the chapter early.
Landfall
★ Secret: unlocked by defeating the true boss instead of waiting for aid.
★ +Rank: Unlock the true boss by routing all enemies within 11 turns or less.
★ +Rank: Defeat the true boss in one turn.
★ +Rank: Visit all villages.
Dark Star
★ Secret: unlocked by completing the chapter and killing less than 12 enemies.
★ +Rank: Unlock the secret.
★ +Rank: Complete the chapter in not more than 8 turns.
★ +Rank: Loot at least 1 chest.
A New Dawn
★ Netting all secrets before gives the player a Gold Star at the end of the chapter.
Story Branching Guide
This is a quick guide detailing story branches. Massive spoilers ahoy!
What's with Cyrus?
Cyrus appears at the end of Interlude: First Departure and offers to join the party. Normally, his request is declined. However, if Fleur visits the center village in Ch1: Red Wings, the player gets the option to allow him to join early. If he doesn’t join in First Departure, he joins at Turn 3 of Ch6: Landfall along with Adelaide and Claude. If Cyrus joins early, a mini-gaiden involving him and Lorelei is unlocked in Act 2.
I missed Wyatt?
If the player visits the inn in Interlude: First Departure, Wyatt joins the party early. However, if they skip this inn for some reason, Wyatt sill joins in Ch6: Landfall along with Claude and Adelaide.
Reaching the Heavens
This is a long, arduous questline spanning the entire game, involving the protagonist and your choices as a player. You’re given choices that impact Fleur’s development both as a unit and as a character. By the end of the story, she either comes out Steeled or Inspired. Internally, a counter is maintained, as a way to keep track of the score of each outcome.
Act 1
In 1-Finale: A New Dawn, the map can be resolved by either Lorelei, Scarlette, or Fleur. Normally, the map can only be resolved by the first two, which leads to +1 to Steeled and additional consequences based on who resolved it. However, if you unlock the Secret in Ch7: Dark Star by killing less than 12 enemies, the option for Fleur to resolve 1-Finale becomes available. A Talk conversation between Fleur and the boss is unlocked, as long as none of the three mini-bosses guarding the villages are engaged or killed. It’s fine to damage them with Siege, but as soon as their battle quote drops or they die, the Talk becomes permanently locked. The map changes based on how you play it, including pacing and reinforcements. Resolving it with Fleur nets +1 to Inspired.
Act 2
???
Act 3
???
Polls
These are polls designed to check how y’all played the game.
Feel free to ask questions below! Feedback is greatly appreciated.