This is a sub-page of Proto:Minecraft: Story Mode: Season Two.
On September 13th, 2017, a pre-release build of Episode 4 was pushed into the public Episode 4 PC branch. This build predates the launch date by 1 month and 25 days, and the final build date by 1 month and 17 days. The circumstances of this build being pushed are unknown. The episode itself is quite rough, with no music having been composed yet, the build also has every asset made for MCSM S2 outside of Episode 5's assets, uncovering many cut ideas and characters. The debug menu is necessary to complete the episode due to softlocks, but there are still quite a few unused cutscenes in this build
Sub-Pages#
Unused Characters#
Tripwire#
Tripwire is supposedly Stella's equivalent to Radar. She also has a prison outfit, implying she got much further along in development than other characters.
Regular Outfit |
Prison Outfit |
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Sonar#

Aside from being planned as a love interest for Radar, not much is known about Sonar, but her model was later as a base for modelling Binta.
Prison Witch#
A prison form of a Witch likely intended for Episode 3.
Regular Arms |
Arms Folded |
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Unused Textures#
obj_scaleCharacterSteveO.d3dtx#

A texture for a Steve figure that was used in various pieces of concept art as scale reference, this is noticeably higher in resolution compared to other characters, as the original 128x128 texture appears to have been baked into a very different UV map.
obj_matteWonderlandSpire.d3dtx#

A matte for the Wonderland spire, this does not exist in Episode 2's archives.
obj_matteRivalTownA.d3dtx#

A matte for Champion City, a slightly different matte is used throughout the season, but it's split into 3 textures and is overall much brighter.
obj_BGTempleHubMatteA.d3dtx#
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This needs some investigation. |

A matte for the Order Temple, the player falls towards the entrance in both this build and the final version's cutscenes, so this goes unused.
Changed Textures#
obj_matteFredTown.d3dtx#
This matte appears to be an in-viewport screenshot, hence the lack of proper lighting.
Early (obj_matteFredTown.d3dtx) |
Final (obj_matteUnderneathCliffsViewOfFredTown.d3dtx) |
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obj_matteXaraTownCliffs.d3dtx#
Same case as the previous matte, but much more can be seen in the final version.
Early (obj_matteXaraTownCliffs.d3dtx) |
Final (obj_matteFredTownViewOfCliffs.d3dtx) |
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