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Control Enemy Glitch FAQ by Ryushikaze

Version: 1.5 | Updated: 11/17/2005

Fire Emblem 8: The Sacred Stones- Control Enemy Glitch FAQ
-Collected and presented by Ryushikaze

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 ally, then AFTER the HP bars vanish,
but BEFORE the foe 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 unused 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
will 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

b. Turn off animations. Not a requirement, but IMO, it makes the timing of the
reset far easier to judge correctly.

c. Make sure the enemy is in the right location. I CANNOT stress this enough,
which is why I dedicated the entire below section to it. Read it well. I MEAN

-4. Where to perform

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 is on a PWASE. Key word being 
ON. I cannot stress enough that the ENEMY location is vital. I have recieved
several emails asking for help with the glitch, and nearly all of them wound
up being an issue with placing the Ally on the correct tile, rather than the

b. What are PWASE?
PWASE are, as the name suggest, any tile on the map which causes an effect on
another panel and/or units. There are several known PWASE, but it is by no 
means a complete and total list. Though it seems as though all tiles have been
classified, someone may discover a previously unconsidered panel to to be one.

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- Gorgon egg tiles (sans egg), and fire tiles
Narube River- SOT- Snag originator tiles, one above the left bridge, and to 
the right of the right bridge
Zaha Woods- SOT- One above the bridge
Z'albul Marsh- SOT- one above the bridge
Ruins floor 9- Fire tiles

-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

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. If you are somehow unaware of your inventory, the promoted form sprites
will not appear in the promotion choice field as they would normally do.

d2. Enemy promotion- Under the same token, never attempt to promote an enemy
unit. The game will freeze on you, forcing a reset.

e. Green units- For some reason, the trick just doesn't work when green units
are on the field. As of yet, no reason is known why. Of course, green units 
and PWASE only occur together once during story mode, so no worries there.

f. Gee, I thought this game was faster- Having too many units equipped with 
enemy weapons can occasionally cause slowdown during the enemy turn. This is 
not harmful, merely inconvenient.

g. 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: --

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: --

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.

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
Description: A malefic flash that destroys everything it touches.

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.

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: Can I do the trick if my ally dies?
A: I suppose, but why would you even BOTHER? I see no reason to test this one,
as Phantoms are utterly expendable, and your units don't even need to take
damage, much less die for the glitch to work.

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 less thana frame 

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: Is the glitch region specific?
A: No.

Q: Say, what's ChinaFE? Does the glitch work on it too?
A: To the first- It's a chinese ROM hack of the Japanese FE8, and no I will
NOT aid you in getting it. The upcoming ChinaFE FAQ should deal with that, and
DOUBLE NO, I will not tell you where to get a Japanese FE8 ROM.
To the second- Yes.

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. Short of editing the game itself, the units the character faq tells you
you can get are the ONLY ones you can get. I'm glad this has died off the

-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.

Neo Qwerty and Supreme Inquitor- Alerting me to the Green units and slowdown

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.

I've been getting a lot of email about asking for help with the glitch. And a 
lot of it is vague, rude, and uses horrendous english. So I'm making this 
Saying "It duz not wurk. Plz hlp!!!1" is NOT enough (And yes, I've gotten some
emails that are that bad).

-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-

-12 Version Info
Version 1.0- First version of the glitch.
Version 1.1- Hammered out a few errors, added promotion glitches, updated 
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.
Version 1.4- Tried to make the explanations and instructions clearer. Hope it
Version 1.5- Green unit and Lag time notes.

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