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User talk:Thecornerman

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-- New user message (talk) 16:14, 20 September 2018 (UTC)

FE1 Script

Heya. Just as a bit of a heads-up, try to use the localized names whenever possible for FE1 scripts. It would help keep it consistent with the rest of the wiki and its current naming scheme, and IIRC the newest fan translations are also starting to use the localized names as well. Ma 3ds01 myrmidon owain playable.gif Xamad (talk) 03:38, 22 September 2018 (UTC)

Reinforcement sections

Sorry to pop up again so soon, but it seems that formatting to put reinforcement headings under tabs is causing problems. Namely, when there's one under each tab, it creates a "Reinforcement" section + link in the table of contents for each one, with only one being an actual functioning link depending on which tab is currently open. I thought that this may be worth considering in the future. Ma 3ds01 myrmidon owain playable.gif Xamad (talk) 14:51, 23 September 2018 (UTC)

I didn't consider the table of contents. That looks pretty bad, I'm going to change it back.Thecornerman (talk) 18:24, 23 September 2018 (UTC)
Also, don't worry about "popping up;" if you feel you should, then do. Any correction is always for the best.Thecornerman (talk) 22:52, 23 September 2018 (UTC)

Item template usage

Heya. This is more of a piece of advice than anything. I noticed with earlier use of this when you tried linking to tome pages like with Fire, you were including |article= into the template section. For the drop template and some others this works fine (FireThis item is dropped upon this unit's defeat.). But for the item template, the text you need to add is |link= instead. So for that example, the code would be

{{Item|snes01|Fire|link=Fire (tome)}}

Which would get you Fire. Sorry if that's caused any confusion, but I hope this clears that up for later use. Ma 3ds01 myrmidon owain playable.gif Xamad (talk) 04:57, 14 December 2018 (UTC)

Sprite ripping requests

I was wondering, would you be willing to take requests for sprite ripping for the Wikis? Also whats a good way to rip SNES sprites on a MacOS sierra? Emperor Hardin (talk) 05:50, 7 February 2019 (UTC)

I'm willing and able. For FE3, I used an emulator that could hide layers, SNES9x in my case, took a screenshot, and and removed all the bits that were just background black in an editor. I know that both SNES9x and ZSNES have Mac functionality, but I prefer 9x as its interface is simpler. The editor I used was Paint 3D, but I don't know of an alternative for Macs. Photosphop would probably work well, but it's likely overkill if this is what you're getting it for. The SNES's pixels are large enough to be distinct, so you just need something basic that lets you zoom in real close. Thecornerman (talk) 06:01, 7 February 2019 (UTC)
I think that functionality of SNES9x is only for the windows release, I really should just get a windows. As for the requests, I think FE3 is almost done, but we could get pictures of the enemy Merric Bishop and female mage for the unused battle sprite section. FE4 has quite a bit, Travant's battle sprite with Gungnir would be a nice start. Emperor Hardin (talk) 06:18, 7 February 2019 (UTC)
It may work for ZSNES on Mac, but the more important part is the screenshot tool, the layer control just makes part of it easier. As you requested, Merric Bishop and female Mage as enemies, and I threw in their respective map animations. I'll get around to Genealogy by the end of next week, I want to finish up some Gaiden maps. I'll be going through getting enemy notes and whatnot for FE4, so progress might not be super fast there, but it'll get done eventually. Thecornerman (talk) 16:45, 7 February 2019 (UTC)
Bs fe03 enemy promoted knight male.png
I'll try ZSNES, Thanks. So are you taking screenshots and removing the background then? I can kinda do that, I did get many of the boss screenshots like Camus's palette. Bs fe03 camus paladin lance.png Perhaps you could do a better version of the unused dismounted enemy paladin palette, but otherwise I think thats it for FE3 unless I'm missing something. Also I know you're doing it now, but in the future do you think you could rip Tear Ring Saga: Utna Heroes Saga PS1 sprites? Emperor Hardin (talk) 17:10, 7 February 2019 (UTC)
I am just removing the background. Removing the background layer in the emulator makes it easy to tell what isn't part of the sprite, though it is just as possible without that capability, so even if ZSNES can't control layers on Mac, taking and editing a screenshot will work just as well. I can't promise I'll get to TRS soon, but I'll try start work by the end of the semester. Thecornerman (talk) 18:24, 7 February 2019 (UTC)
Right, so its kinda like what me and Pikasamus were doing, I really should figure out how to use GIMP. Thanks for putting TRS on your agenda. Did you get the enemy dismounted paladin from the files, I had a really hard time getting a screen cap of that as no matter how much I when edited enemy paladins to dismount, they used the dismounted cavalier battle sprite. Funfact, its a pipe dream of mine to make a hack of FE3. Emperor Hardin (talk) 22:17, 7 February 2019 (UTC)
The dismounted paladin isn't a game rip proper; I used a different method compared to the other two. For the enemy female mage, I used Nightmare to make an enemy in chapter one a female mage and just ripped the sprite from that. For the paladin, I used vSNES's pallet viewer and compared the paladin's memory source with an enemy dismounted cavalier's palette. While this isn't exactly certainly the palette, it's like measuring a planet's circumference without laying out a really long rope. If someone has a way to add the paladin dismount specifically, we can be more certain, but I don't know how to do that at the moment. Thecornerman (talk) 01:00, 8 February 2019 (UTC)
I took some screenshots of stuff like the enemy dismounted knight(male and female) by using an action replay code to alter the class of enemy units, like enter a code so Gazzak is now a dismounted knight. For the enemy paladin, i used a bizarre glitch to get an enemy palette on the player's unit. I haven't figured out how to use Nightmare on my mac, yet. That is definitely the enemy dismounted Paladin palette, I know because I've seen screenshots and videos of Japanese FE3 hacks with dismounted enemy Paladins, one of them was even a re-added Heimler. Emperor Hardin (talk) 03:06, 8 February 2019 (UTC)
Bs fe03 sheena general lance.png
Am I crazy or is the Sheena sprite palette here just a teensy bit too dark? Emperor Hardin (talk) 07:36, 11 February 2019 (UTC)
It was sort of darker; I've uploaded a newer version correcting this, though the it'll take a few hours for the cache to catch up. Thecornerman (talk) 20:29, 11 February 2019 (UTC)
Ms snes01 shadow dragon enemy.png
Not a big deal, but you could get an animated version of Medeus's popping out as a Shadow Dragon if you wanted one more FE3 sprite. Orridyon's ID also has a very glitches palette(the paladin horse is pitch black for example) associated with him for the unused pile, which I can post a screenshot of.
Bs fe08 bone brigand axe.png
For the FE7 sprites, there might be some unused sprites. Like in FE8, several boss have unique palettes which get overwritten by the enemy palette, such as Bone and Saar. Try it with several of the FE7 bosses. I think Erik has an unused palette. Emperor Hardin (talk) 00:05, 17 February 2019 (UTC)
Ma snes01 shadow dragon enemy moving.gif
I uploaded the moving shadow dragon as its own file, as it's a .gif, not a .png. If you've got a screenshot of Orridyon, you might as well upload it; I'd upload it as a screenshot of the battle screen just to make what the sprite actually is more clear.
As for the unused enemy palettes in FE7, any that haven't been uploaded are those for bosses that don't have a certain type of weapon in their inventory that they have the weapon rank to use (e.g. Batta doesn't have a Hand Axe battle sprite). I've uploaded instances for any that were linked to, but it's a lower-priority task overall. As for Erik specifically, he has a unique palette in FE7, though I don't know about in FE6. Thecornerman (talk) 02:26, 17 February 2019 (UTC)
O'Neill's regular unique battle sprite.
O'Neill's unused palette
Looks great. Do you mind if I upload this to the Fire Emblem fandom wiki, or do you not want that? I'll respect your wishes. I'll upload the Orridyon palette as a screenshot then. Well Erik has a unique palette due to his unique hair, but you'll notice he's wearing the generic red palette armor. If you explore the game files, or hack him as playable, you'll see he has a unique palette with pink/purple armor matching his portrait. Do you think you could try that? Emperor Hardin (talk) 03:01, 17 February 2019 (UTC)
It's only my work insofar as cleaning up the black bits and stitching it together, feel free to upload it wherever. As for Erik's unused playable palette, due to the way that the palettes work with a particular unit's affiliation as I understand it, every character in the game has a single palette, or two for those that promote, that is used for them as an enemy, an NPC, and a playable unit. Jaffar, for instance, has only a single palette, but he shows up in multiple colors over the course of the game as his affiliation changes (Bs fe07 enemy jaffar assassin sword.png, Bs fe07 npc jaffar assassin sword.png, Bs fe07 jaffar assassin sword.png). Renault, on the other hand, has a single palette as well (Bs fe07 renault bishop magic.png), but it only shows up on him as a playable unit because he always is, though it will work if hacked onto an enemy or an NPC. For that reason, I question the merit of including these "unused" palettes; it may be worth a footnote or the Trivia section, but unless there's evidence that some character was planned to be playable or was in a prototype, then it's otherwise information someone would have no real reason to find. I wouldn't be entirely opposed to a page of "Character palettes" or something like it, but it feels like that'd be a bit farther into the code of the game than this wiki usually gets.
For something comparable that isn't included, the SNES games have varying sprites for the different weapons, but they aren't included here because it gets redundant to have 5+ enemy paladin sprites to show off the couple different lance sprites. Thecornerman (talk) 03:54, 17 February 2019 (UTC)
Ok, I'll upload it. I'm pretty sure those palettes like Breguet were intended to appear for them as an enemy units, rather then them being playable. But what happens is the game colors their unique palette, such as Breguet's gold armor, the generic enemy red. I noticed the enemy units in the GBA games with unique palettes like Gheb and Tirado always have the same palette no matter which side they're on. We do have screenshots of all the various SNES weapon sprites, but if you want I can take the Erik screenshot myself? Emperor Hardin (talk) 04:02, 17 February 2019 (UTC)
I've been taking Genealogy at a particular pace, so I can go through and get them all. Thecornerman (talk) 04:34, 17 February 2019 (UTC)
I went through and checked the playable palettes for all bosses with excessive red in their enemy palette or that didn't seem to resemble their portrait colors. In this case, that just resulted in Erik's unique playable palette and Vaida's boss palette. Thecornerman (talk) 07:40, 17 February 2019 (UTC)
Bs fe07 erik cavalier lance.png
Makes sense. Most of the FE7 bosses seem to have palettes that entirely fit their portraits. Erik's ingame palette was the only exception. Its easy to deduce that he was meant to have the palette you just posted. Notice the palette's hair matches his portrait's hair as opposed to the in game palette's green hair. I don't think he was meant to be playable so much as it wasn't intended for the enemy colors to overwrite his regular palette. I think most of the Binding Blade bosses don't have palettes period, like they just use generic blue if playable, including Erik. They're might be a few exceptions. Bazba also has a slightly different player palette, it has pink pants as opposed to red ones. I didn't post it as I didn't think it was different enough, but I can do it now. Emperor Hardin (talk) 07:46, 17 February 2019 (UTC)
Bs fe07 enemy erik cavalier lance.png

The hair is actually marginally different. Using the brighter parts of their hair, enemy Erik uses 90d8c0, more teal, while "playable" Erik uses a8b878, a dull green. This doesn't really matter that much. Thecornerman (talk) 07:53, 17 February 2019 (UTC)
Looking closely, Erik's regular hair is very, very dark green, so it makes sense. I was thinking, do you want info for the DS battle sprites? I noticed some interesting things with the DS battle palettes. Emperor Hardin (talk) 07:57, 17 February 2019 (UTC)
Sure. I haven't played Shadow Dragon in a long time and didn't pay enough attention to it's sprites, so getting back to it was bound to happen. Thecornerman (talk) 08:07, 17 February 2019 (UTC)
In Shadow Dragon, Enemy units always have dark brown hair(green for pirates) even if they're a playable unit, like Palla and Catria or the red side in multiplayer. Bald units are represented though, like enemy Darros. Enemy units when hacked as playable, still have that same enemy battle palette. In New Mystery, certain units such as the playable characters and the bosses(who all have unique hair colors) can have different hair colors with the enemy palette, such as blue, green, ETC. However brown haired units with the enemy palette, like say Enemy Rody have an entirely different hair color then the generic enemies who have the same dark brown hair color they did in Shadow Dragon. I know its complicated and hard to explain, if you want I can upload some comparison pictures of the two brown hair colors? Emperor Hardin (talk) 08:20, 17 February 2019 (UTC)
I think I understood that. I don't know how complete the sprites are on this wiki, so it's a little jarring to see that Cain, Abel, and Hardin are basically identical, but I understand how this hair thing works. Thecornerman (talk) 08:32, 17 February 2019 (UTC)
Uploaded a screen. Note the brown haired bosses like Lumel, Rucke, Gail, Toras(Yes he has a hairstyle), and Nehring all use the light brown hairstyle like Navarre. Only the generic enemies use the dark brown hairstyle and unlike the others, even if recruited via hacking, will still have that enemy palette in their battle animations even when under player control. Emperor Hardin (talk) 08:42, 17 February 2019 (UTC)

Helping your To-Do list

On your To do list, unless I'm reading your list wrong, not only do I have a bad ending from FE3 save myself, but I believe Serenes Forest already has the bad ending script down. As for Jeorge, killing him in chapter 5 results in Sagittarius not being obtainable and the seize gate in chapter 8 being unguarded. In the DS remake, a generic sniper takes Jeorge's place. Emperor Hardin (talk) 01:44, 9 February 2019 (UTC)

Thanks for the script stuff. As for Jeorge and Astram, it was more for the purpose of double-checking. I'll get around to that when I'm less burnt-out on FE3; probably after the thousand years Genealogy will take me. Thecornerman (talk) 03:58, 9 February 2019 (UTC)
Would it help you get sprites if I posted screenshots of the FE4 battle animations for you to rip? Emperor Hardin (talk) 23:38, 25 February 2019 (UTC)
Certainly. Thecornerman (talk) 23:42, 25 February 2019 (UTC)
Bs fe05 eda wyvern rider lance.png
Alright, I'll post the other Ballistas and Travant's battle sprite. I'll try to get him with the Gungnir. Though come to think of it, what would you think of getting a different shot of the Wyvern riding battle sprite? I feel the rider is kinda covered by the wyvern's wings in the current shot. Emperor Hardin (talk) 01:34, 26 February 2019 (UTC)
There's not really much of the rider behind the wyvern's wings, at least from what I can tell; the rider's back ends about where the wings begin. It may reveal a bit more of the head, but I don't think there'd be much of a point in that. Thecornerman (talk) 02:28, 26 February 2019 (UTC)
Well you can not see the rider's head in our current sprite, which is noticeable with Dean when I first seen the screenshot of his sprite, I thought he had blonde hair until I found out it was the wing's claw. By the way, I'll try to upload the Iron Ballista screenshot for you to crop soon. Emperor Hardin (talk) 02:41, 26 February 2019 (UTC)
I uploaded Killer Ballista and Cleric screenshots for you to use later. Emperor Hardin (talk) 22:42, 27 February 2019 (UTC)
There aren't any clerics in Genealogy of the Holy War, and I don't think there's any enemy priests that are female, so would I be correct in assuming that the cleric sprite is unused? Thecornerman (talk) 23:48, 27 February 2019 (UTC)
Vaha, a female boss of Velthomer in Doorway to Destiny has female clerics with her, so the aren't unused. FE4 and FE5 actually have (fairly) common generic female enemies unlike very Fire Emblem game. Speaking of rare enemies, the Killer Ballista (class) only seems to appear as a single Captain in For Whose Sake! Emperor Hardin (talk) 03:21, 28 February 2019 (UTC)
Bs fe04 baron lance.png

The player baron sprite you made seems to have a piece of the background remaining in between the lance and the Baron's cape. Want me to take another screenshot to show you? Emperor Hardin (talk) 23:19, 17 March 2019 (UTC)

I was thinking with the enemy priest sprites, could you get them with a staff, something that's hard to get in the actual game unless they are using offensive staves like Sleep? Emperor Hardin (talk) 21:03, 27 March 2019 (UTC)
Bs fe05 enemy baron staff.png
The FE4 version of this sprite animation is smaller, but the same.
Thanks for your help. For the Baron staff animation, make sure to get the FE4 version of the above image as Barons only do that when they have a staff. Emperor Hardin (talk) 23:22, 27 March 2019 (UTC)

Bs fe04 jamke bow fighter bow.png Your edit to the Jamke battle sprite seemed a little odd as it was the enemy palette. I reverted it, though if I did something wrong, you can revert back. By the way, I was wondering should we distinguish between hair colors? Like Jacoban and Zwei are both Forrests, yet Jacoban's sprite has blonde hair. Emperor Hardin (talk) 02:20, 1 April 2019 (UTC)

Jamke was a mistake, I don't know how I didn't notice that.
If it's a different sprite it's a different sprite; some of FE7's paladins are only a few shades off each other, and we've got them as other sprites. Thecornerman (talk) 02:40, 1 April 2019 (UTC)
Got it, no worries. Ok, I uploaded Jacoban's sprites which you can transparent later. I'll work on the Thunder Mage sprites too. Should I uploaded battle sprites with different weapon, like say Baron Langobalt with the Helswath and Baron Danan with his Silver Axe? Emperor Hardin (talk) 19:13, 2 April 2019 (UTC)
We didn't differentiate sprites for FE3 based on specific weapons, so I wouldn't do it for FE4. We don't have a baron sprite with an axe, though. Thecornerman (talk) 20:44, 2 April 2019 (UTC)
Do you think we should make an exception for Helswath, though, similar to the Lopto Sword Baron getting its own sprite rip separate from the other Baron sprite? Emperor Hardin (talk) 22:00, 2 April 2019 (UTC)
I guess? The Lopt Sword is currently the only exception to that, but there's not really any other enemy-only weapons in the other games that aren't tomes or stones and otherwise indistinguishable from the rest. We probably only need one. Thecornerman (talk) 00:56, 3 April 2019 (UTC)
I decided to upload both for now as Helswath is legendary enough. If you ever feel the need, we can get rid of the Silver axe one and just rename the Lombard/Helswath file later? Also on FE3, I realized we are missing the portrait for disguised Linde from book 1. Perhaps you could cover it along with the player soldier map sprite? Emperor Hardin (talk) 04:19, 5 April 2019 (UTC)

Concerning your recent edits related to Template:TCGCipher...

I would actually advise against trying to primarily rely on the automation process of the {{PAGENAME}} function when it comes to templates such as that. Removing the "name=" field from such invocations now so that it automatically falls back to the pagename might cause some problems down the line should we have to move the page later to accommodate a disambiguating phrase; if this had been just two days ago and had Tomas from Shadow Dragon already been represented in Cipher, removing the "name=" field in that instance then would have forced an additional edit later just to restore the field when a character of the same name from Three Houses was revealed, as removing "name=" then would have put the disambiguating phrase into the box (an example of this for the character in question courtesy of Breakin' Benny with a different template, removing the name parameter then forced an edit by L95 to restore it later). Keeping invocations of the "name=" field now would save an edit later in case something like that were to happen down the line, not just with Three Houses impending but even deeper into the future as the series gets even bigger. If it were entirely up to me, I'd demand that such invocations of "name=" be made mandatory across the board rather than defaulting to the page's name just to save heartache in cases like that...--Shiningpikablu252 (talk) 02:26, 21 June 2019 (UTC)

I wouldn't say relying so much as defaulting; it's like templates that use one or two fields to determine the link or image, but allow for it to be manually set for cases when it needs to be. It isn't much inconvenience to add "name=whoever" to a page when it gets moved, and I'd say that any inconvenience is made up for by the convenience of not adding it and the somewhat small space it saves. If it's that much inconvenience, then I'll do it myself, it could not possibly have been that bad to have also needed to change something in Tomas' TCG templates. We don't future proof for the case that every page needs to have some sort of disambiguation because that's a highly unlikely prospect; if we did, we'd already be naming the pages with the game and we'd have Sedgar (Shadow Dragon), Harken (Blazing Blade) or Ike (Path of Radiance) or something to that effect. I understand not wanting to have a mass edit spree to remove the name field from pages whose page name is not the exact same as the character's, and it's probably something that should be grandfather-ed in rather than full-out enforced. Thecornerman (talk) 08:38, 21 June 2019 (UTC)

Sorry to pester you like this, but...

I've ran into a wall attempting to identify the character depicted on Fire Emblem Cipher card B19-048HN; yes, I am working on the set's article as we speak. I've isolated the raw Japanese for the character to 白きもの; unfortunately, I haven't been able to line it up with the character it belongs to. It's not on the name chart, the wiki's search indicates it's not on any character or class pages, Google is no help even with narrow-down attempts, and even our archenemy's search isn't helping. Given you've been working on the name chart, perhaps you've got a lead that can help me nail down who the card in question belongs to? Thanks. --Shiningpikablu252 (talk) 04:01, 12 December 2019 (UTC)

Not Thecornerman here, but the character in that card looks an awful lot like The Immaculate One in the Silver Snow endgame. Specifically, its second form. So if I were to guess, that card would belong on Rhea's page. — Ma 3ds01 cleric lissa playable.gif Xamad (talk) 04:19, 12 December 2019 (UTC)
Looking at the games files, 白きもの is the Japanese name of the Immaculate One, so the name matches as well. Thecornerman (talk) 04:24, 12 December 2019 (UTC)



My name is tacopill, and I'm the silent owner of the site. I was discussing potential staff additions with the current and your name is one of the ones that came up. Would you be interested in filling out a Request for permission? Alternatively, someone else can nominate you if you prefer that method.

Tacopill (talk) 03:25, 3 December 2020 (UTC)

For clarity's sake: what position would this be for? I wouldn't want to fill out a request for adminship when the idea was for patroller or something like that. Thecornerman (talk) 03:54, 3 December 2020 (UTC)
Patroller would be a good start, at least to test the waters. You could apply for adminship at a later point, when you think you are ready for it. Tacopill (talk) 15:03, 4 December 2020 (UTC)
Alright, I'll fill out the form. Thecornerman (talk) 23:03, 4 December 2020 (UTC)
Cool. Let me know if you need help. Tacopill (talk) 17:36, 5 December 2020 (UTC)
I think this should be good: Requests for permissions/Thecornerman (Patroller). Thecornerman (talk) 19:28, 5 December 2020 (UTC)

How to format game splits in the Enemy Data

NMOTE Guy here: a bit ago I obtained FE12 and have been filling the data gaps here. Just so I know for later chapters (and you don't have to fix), how do you format the distinguishing tab between data from different variants (e.g. FE3 data vs FE12 data)?

Best Regards, LordMarthio (The guy who owns New Mystery)

In general, the way {{tab}} template is formatted to differentiate game data is:
|tab1=game 1
|tab2=game 2
To split Mystery of the Emblem and New Mystery of the Emblem specifically, do:
|tab1=''Mystery of the Emblem''
|tab2=''New Mystery of the Emblem''
For additional difficulties, do:
|tab1=''Mystery of the Emblem''
|tab2=''New Mystery of the Emblem'' (Normal)
|tab3=''New Mystery of the Emblem'' (Hard)
By convention, the tabs should default to the easiest difficulty of the latest game; if the default would be 1, default can be excluded. Additionally, keep in mind that a second pair of closing braces (}}) are required after the final {{ChapEnemies}} to close the {{tab}}. The header field that was present in your first edit of Anri's Way (chapter) is unnecessary without sub-tabs.
There are also some other templates replacing {{ChapEnemies}} in chapter pages: {{ChapUnitHdr}}, {{ChapUnitFtr}}, and {{ChapUnitCellFE12}}. These are similar to the original {{ChapEnemies}}, but are more space-efficient internally and include enemies' stats; each game has its own "Cell" template, and you can see examples of other games' in use at The Final Battle for {{ChapUnitCellFE2}} and {{ChapUnitCellFE15}}, Birth of a Holy Knight for {{ChapUnitCellFE4}}, and The Underground Chamber for {{ChapUnitCellFE16}}.
If you have any more questions, feel free to ask them; I am on the Discord as well if you find that more convenient. Thecornerman (talk) 21:14, 20 April 2021 (UTC)
I'd like to add to this and say that, since New Mystery has semi-random enemy stats, you can also use Warrior Realm as an example using {{ChapUnitCellFE13}}, as Awakening is another game that has enemy stat variation. If you feel like adding that, then you can follow the format set by that game's chapter pages. Xamad (talk) 21:23, 20 April 2021 (UTC)


I just wanted to say sorry for all of my edits that you need to revise.I’m trying to get better and hopefully this won’t go on for to much longer and I’ll do smaller editsEmblem Dragon (talk) 22:55, 6 August 2021 (UTC)

It's fine, there's no need to apologize. — Thecornerman (talk) 23:27, 6 August 2021 (UTC)