the cutting room mirror

Unused Enemies and Encounters

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This is a sub-page of Deltarune/Chapter 1.

Unused Encounters#

ID

Enemy 0

Enemy 1

Enemy 2

Encounter message(s)

Japanese

Notes

1

#1: Enemy

#1: Enemy

* You've come again to this
  wonderful place.
* Now tear off the mask beneath
  your face!
* また来たんだね
  この ステキな場所へ。
* 顔面の下の 仮面を取れ!

A failsafe placeholder encounter. The encounter message here is defined by the enemy definitions, rather than by the encounter definition.

3

#3: Dummy

* The tutorial begins.
* チュートリアルが 始まった。

???

#4: Ralsei

* The tutorial begins.

15

#7: Clover (old)

#6: Hathy

* Clover and Hathy grew close!

obj_clubsenemy is the new Clover enemy object, not the old one.

20

#12: Lancer

* Lancer blocked the way!
* ランサーに 行く手をふさがれた!

21

#15: Jigsawry

* Jigsawry drew near!
* A different Jigsawry from last
  time drew near!
* Assumedly another different
  Jigsawry appeared!

24

#13: Rabbick

#5: Rudinn

* Rabbick slithered in the way!

Set to be used in the Clover puzzle room as a chase enemy; however, there are normally no chase enemies in that room, and the only time one is spawned it's immediately overwritten by Clover.

29

#23: Head Hathy

#23: Head Hathy

* Head Hathy blocked the way
  quietly!
* ヘッドハーティが
  静かに 行く手をふさいだ!

Encounter #30, which has three Head Hathy, is used in-game instead.

(Source: Original TCRF research)

#3: Dummy#

English

Japanese

* Kris, please ask me to do a
  spell.
* クリス ボクに
  「まほう」を使うように
  指示を出してね。

English

Japanese

* Great, Kris! If it was TIRED we
  would have won!
* うん マネキンが
  「くたびれ」状態だったら
  これで 勝ててたはずだよ!

English

Japanese

* K... Kris!?
* え… ちょ… クリス!?

Placeholder message:

English

Japanese

* Skip
* スキップ

Placeholder message:

English

Japanese

* Skip
* スキップ

Placeholder battle message:

English

Japanese

* Ralsei looks on expectedly.
* ラルセイは
  なにかを期待するように
  こちらを見ている。

(Source: Original TCRF research)

Failsafe battle message (for if the dummy's 'plot' value is undefined):

English

Japanese

* What?
* え?

(Source: Original TCRF research)

#4: Ralsei#

Watch on YouTube

As it would seem, Ralsei's dummy tutorial fight was originally going to have him as an opponent alongside the dummy (instead of having him be a party member). Most of the fight is still present, complete with older versions of text used in the final Dummy fight.

Ralsei

Attack

8

Defense

6

HP

90

Spare point

0

EXP

0

D$

0

Battle Messages#

Placeholder battle message:

* Ralsei looks on expectedly.

ACT prompt:

* Select the ACT ICON and HUG the
  Dummy!

ATTACK prompt:

* Select the SWORD ICON to ATTACK
  the Dummy!

Placeholder Ralsei dialogue:

* ...

ACT#

Options:

English

Japanese

Check
ぶんせき
Hug

'Check' text:

* RALSEI - AT 8 DF 12
* The fluffy prince...

'Hug' text:

Early

Final

* You hug RALSEI.
* You hug RALSEI.
* K... Kris!?
* K... Kris!?
* Ummm, I don't think,
  um...
* Ummm, I don't think,
  um...
* This is what you're
  supposed to be doing.
* This is what you're
  supposed to be doing.
* (But I don't really want
  to tell you to stop...)
* ... but...
* Kris!?
* Kris...?
* Umm, if that's what you
  r-really want...
* Are you trying, to,
  um...
* Then that's a victory in
  my book!
* You win!
* Ask me to give you a
  tutorial on hugging...?
* Ummm, I've never hugged
  anyone before...
* (Besides the dummy, to
  test it out,)
* So I don't know anything
  about it, sorry...
* I suppose you're the one
  teaching me, haha!
* ...

ITEM#

(Final version has much more text):

* You've got an item!
* That's, um, great,
  Kris...

Tutorial#

Intro#

Early

Final

* See that HEART, Kris?

* See that HEART, Kris?

* That's a SOUL, the
culmination of a HUMAN's
being!

* That's your SOUL, the
culmination of your
being!

* Not only does it
  represent one's WILL
  and COMPASSION...
* Within, it holds your
  WILL... your
  COMPASSION...
* But it also has the
  power to DETERMINE FATE.
* ... and the FATE of the
  world.
* When enemies attack,
  BULLETS appear.
* If it gets hit, you and
  your friends will lose
  HP.
* Please avoid them and
  protect your team's
  FATE!
* If everyone's HP reaches
  0, we'll lose the
  battle.
* Ready, Kris?
* Let's try dodging!
* So, please take care to
  avoid the enemy's
  attack.
* Ready?
* Let's try dodging!

Succeeding at dodging the bullets (or the single bullet):

Early

Final

* Yipee!
* You did it, Kris!
* Great job, Kris!
* You're a natural!

Failing to dodge the bullets:

Early

Final

* O-oopsie...
* Was that too many?
* Ouch, it's OK, Kris!
  You're still learning!
* Here, let's try just
  one!

Failing to dodge the single bullet:

* ...

(This then spawns a single bullet which is sent away from the battle area instead of towards it; see krysz_h's fight mockup video above for a demonstration. Then Ralsei says:)

* L-look, Kris!
* You dodged one!

ATTACKing#

Early

Final

* Now, let's talk about
SELECTING COMMANDS.

* Anyhow, after the enemy
  attacks, it's our turn,
  Kris!
* These ICONS will let you
  ISSUE COMMANDS to YOUR
  TEAM.

* First, I'll teach you
how to FIGHT (\I0 ).

* The first ICON, THE
  SWORD, is the ATTACK
  COMMAND.

* Though FIGHTing is
unnecessary in this
world...

* Using it lets you, um...
* Hurt people...
* There's no harm in a
  thorough lesson!
* ... w-well, I guess we
  have to defend ourselves
  sometimes, right?

If you DEFEND:

Early

Final

* That's DEFENDING, Kris.
* You'll recover TP and
  take less damage.
* That's DEFENDING, Kris.
* You'll recover TP and
  take less damage.
* It's not part of this
  lesson, though.
* You should learn to
  ATTACK first, though.
* Gee, Kris!
* You sure are good at
  defending!
* Gee, Kris!
* You sure are good at
  defending!
* I'm not attacking, you,
  though, so...
* No need to defend!
* I'm not attacking, you,
  though, so...
* No need to defend!
* Ummm...
* Kris?
* Ummm...
* Kris?
* There are no bullets,
  and you can't use TP...
* There are no bullets,
  and you can't use TP...
* So, umm, maybe you could
  stop defending?
* So, umm, maybe you could
  stop defending?
* ...
* ...

If you ATTACK but miss:

Early

Final

* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...
* Oh, sorry, Kris!
* I forgot to mention!
* When you're ATTACKing...
* Press Z again when the
  cursor goes in the box!
* Press [Z] again when the
  cursor goes in the box!
* It's OK, Kris!
* You'll get it!
* Try again!
* It's OK, Kris!
* You'll get it!
* Try again!
* Press Z when the white
  rectangle's in the blue
  box!
* Press [Z] when the white
  rectangle's in the blue
  box!
* Ummm... you can press Z
  a lot, if it helps!
* Ummm... you can press
  [Z] a lot, if it helps!
* Kris...
* Please try to press Z.
* Kris...
* Please try to press [Z].
* Ummm, Kris?
* Can you see the white
  rectangle?
* Ummm, Kris?
* Can you see the white
  rectangle?
* You know rectangles?
* They're like messed-up
  squares?
* You know rectangles?
* They're like messed-up
  squares?
* ...
* ...
* Umm, why don't we try
  something else?
* Umm, perhaps we should
  try something else?

If you ATTACK and hit the Dummy:

Early

Final

* Good job, Kris!
* By the way, you'll do
  more damage...
* Good job, Kris!
* By the way, you'll do
  more damage...
* Pressing Z when the
  cursor is RIGHT IN the
  box on the left!
* Pressing [Z] when the
  cursor enters the box on
  the left!

If you ATTACK and hit the Dummy for more than 50 HP (identical to final text):

* W-wow, Kris!
* That was an amazing
  attack!
* Have you done this
  before or something...?

If you ATTACK and hit the Dummy, after previously missing at least 6 times (identical to final text):

!

* (I was really just about
  at my limit...)

If you continue to ATTACK the Dummy:

Early

Final

* Ummm... Kris?
* You don't need to hit it
  anymore.
* Ummm... Kris?
* You don't need to hit it
  anymore.
* I already know you're
  great at attacking!
* I already know you're
  great at attacking!
* Hey, Kris?
* I know you like
  attacking, but...
* U-umm, Kris... H-How do
  I put this...?
* Did you know you can win
  without having to?
* Kris, seeing you, um,
  attack an effigy of
  myself...
* ... Kris, are you trying
  to say something?
* ...
* Ah, Kris... I... um, I
  think I understand.
* Kris, could you, um,
  stop...?
* W-well, if... during our
  adventure,
* ... if you want to hit
  me, that's OK, too!

If you ATTACK Ralsei:

* K-Kris!?
* Y-you must have
  missed...
* H... Haha...

(if you're supposed to be ATTACKing):

* A-anyway, now that you
  know how to attack...
* Let's try learning how
  to ACT, OK?
* Select the ACT ICON and
  HUG the Dummy!

(or if you're supposed to be ACTing):

* W-wait, aren't you
  supposed to be ACTing!?

If you ATTACK Ralsei again:

* K-Kris!?
* D-did you miss again!?
* ...
* Though, I mean, if you
  wanted to hit me, that's
  ok, too...

ACTing#

* Umm, anyway, let's move
onto my favorite:
ACTING!

* Selecting the ACT ICON
  will let you do all
  sorts of things.
* We'll even be able to
  get through battles
  without ATTACKing!
* Select the ACT ICON and
  HUG the Dummy!

(Note that the Dummy's hug text is not present in the unused Ralsei enemy object).

Premature Endings#

Early

Final

* ...
* ...
* Hey, Kris, I think I've,
  um...
* Kris, I think I've, um,
  perhaps...
* Reached the limits of
  what I can teach you
  today.
* Reached the limits of
  what I can teach you
  today.
* Let's go find Susie.
* Let's go find Susie.

Due to repeated ATTACKing:

Early

Final

* ...
* Kris, it's um...
* Kris, I don't mean to
  interrupt, but...
* Really hard for me to
  teach when you're
  hitting me.
* You're going to break
  the dummy at this rate.
* Let's take a break and
  go find Susie, OK?
* I suppose we'll have to
  stop here for now.

Ralsei Fleeing#

This cannot be reached, and seems to be a holdover from the general enemy template, albeit with the text... replaced. It causes Ralsei to speak the following text and run away. (The player is also rewarded with 10D$.):

English

Japanese

h/
h/
h/
h/
h/
h/
h/
h/
h/
h/
See you
in the
next hell,
losers!
地獄で
会おう
負け犬
どもめ!

Oddly, the last message here was translated into Japanese, unlike every other string in obj_ralseienemy.

(Source: Krzysztof Haładyn)

(Source: Original TCRF research)

#5: Rudinn#

English

Japanese

* Rudinn is alright with not
  fighting.
* モンディは
  べつに 戦わなくてもよさげだ。

English

Japanese

(Source: Original TCRF research)

Convince#

Unused Rudinn battle dialogue, seemingly for if "Convince" failed.

RUDINN:

You kidding?
I can't quit.
Stopping you
is my job!

RALSEI:

* Really?
* What do you spend your
  money on?

RUDINN:

You kidding?
I'm a normal
person.
I spend all
my money on
RENT and
MYSTIC GEMs.

RALSEI:

* (Kris, let's try
  CONVINCING them
  again...)

(Source: Original TCRF research)

#6: Hathy#

English

Japanese

* Hathy is skipping beats.
* ハーティの鼓動が 一瞬止まった。

(Source: Original TCRF research)

S-Flatter#

Unused dialogue for a Hathy ACT option, seemingly for a version of S-Flatter that would have been available before being able to properly give Susie ACT commands. Note that the first part of the dialogue, before Susie attacks, is a copy of the last line said by Susie when X-Compliment is used against C. Round. This, along with a check in Hathy's enemy setup code to set global.plot to 40 like C. Round's enemy setup code only when global.encounterno is 7, which is impossible since that encounter is C. Round's, unused code to make obj_chaseenemy appear as a Hathy and set global.encounterno to 7 when starting a battle with it if it's placed in the room where C. Round is encountered, and the variable that holds the C. Round enemy objecy being called "hathy", all indicate that a Hathy was originally encountered when first trying to teach Susie how to act rather than C. Round.

Normal dialogue:

SUSIE:

* Where'd you get it?
* Heh heh heh heh.

RALSEI:

* (Umm, Kris, maybe Susie
  shouldn't ACT
  anymore...)

Dialogue if you have WARNed the Hathy:

SUSIE:

* H-hey, what gives!?

RALSEI:

* (Wow, that was close,
  Kris...)
* (Maybe Susie shouldn't
  ACT anymore...)

(Source: Original TCRF research)

#7: Clover#

(Sprite not unused)

An older, unused version of the Clover fight is present, this one encountered alongside a Hathy. This older version also has more variety in the ACT options (with a set of ACT options randomly chosen upon encountering Clover), as well as having a higher AT (8 vs 6) and a lower D$ reward (43 vs 80).

Given the randomness in the ACT options, the check for if Susie is in the party, and the simplicity of sparing this version of Clover, it's possible that Clover was originally supposed to be a normal encounter enemy.

Clover
クローバー

Attack

8

Defense

1

HP

270

Spare point

10

EXP

0

D$

43

Battle Messages#

Normal battle messages:

* Clover flashes a trio of
  terrible smiles.
* Clover is bickering with
  herselves.
* Clover is whispering about cute
  boys.
* Clover is arguing about whose
  toothbrush is whose.
* Clover hums like an out-of-tune
  choir.
* Smells like clover and dew.

If Clover is tired:

* Clover seems TIRED of arguing
  so much.

If Clover has less than a third of her HP remaining:

* Clover starts to look wilted.

ACT#

When this Clover is encountered, one of three sets of ACT options are chosen at random (in addition to Check (ぶんせき) and, if Susie is in the party, Warning (けいこく)):

Politics
Religion
Sports
Kindness
Cuteboys
GunControl
Trees
Ghosts
Games

'Check' text:

* CLOVER - AT 8 DF 2
* Two heads are better than one!
* Three... maybe not.

'Warning' text if only Clover is present:

* You and Ralsei warned Clover
  about Susie.
* The enemy went on guard...

'Warning' text if more than one enemy is present:

* You and Ralsei warned the
  enemies about Susie.
* Everyone went on guard.

Note: See the below section for Clover's responses to the following ACT options.

'Politics':

* You brought up the topic of
  POLITICS.
* CLOVER started to argue.

'Religion':

* You brought up the topic of
  RELIGION.
* CLOVER started to argue.

'Sports':

* You brought up the topic of
  SPORTS.
* CLOVER seems relieved.

'Kindness':

* You brought up the topic of
  KINDNESS.
* CLOVER started to argue.

'Cuteboys':

* You brought up the topic of
  CUTEBOYS.
* CLOVER seems excited.

'GunControl':

* You brought up the topic of
  GUNCONTROL.
* CLOVER started to argue.

'Trees':

* You brought up the topic of
  TREES.
* CLOVER seems relieved.

'Ghosts':

* You brought up the topic of
  GHOSTS.
* CLOVER started to argue.

'Games':

* You brought up the topic of
  GAMES.
* CLOVER started to argue.

Normal Messages#

At the start of each enemy turn, the variable rr is set to either 0, 1, 2, or 3; this decides what messages will be displayed, unless the player has done something else on that turn.

If rr is 0 (this one appears in the final version):

Nice to
meet you!
Die!
Die!
Die!
Please
ignore
them.

If rr is 1 and Ralsei is in the party:

I want the
fluffy one!
No, that
one's MINE!
(He's
boring...)

If rr is 1 and Ralsei is not in the party (Ralsei is in the party throughout almost the entire game; it's not clear why this check is here):

Where's
Mr. Fluffy?
YOU must
have
scared him!
(Who
cares?)

If rr is 2:

I'm the
oldest!
We're
the same
age...

If rr is 3 (this one appears in the final version):

Nice
weather
today.
What?
It's just
awful!
Please
stop, you
two...

ACT Messages#

If the player ACTs, particular messages will be displayed corresponding to the particular ACT option they chose (see above for more information on those).

'Politics':

The King
is great!
He's
TERRIBLE!
Please
stop, you
two...

'Religion':

An angel
is watching
us.
You BELIEVE
that
garbage?
Please
stop, you
two...

'Sports':

I wanna
eat a
football.
Sports!
My favorite
food!
Oh!
I love you
two!

'Kindness':

Lightners
deserve
respect.
Hell no!
They can
all die!
Please
stop, you
two...

'Cuteboys' with Ralsei but not Susie in your party:

Oh, oh! That
boy is ever
so cute!
So fluffy!
I want to
pet him!
HIM???
... err,
sure.

'Cuteboys' with Ralsei and Susie in your party:

Oh, oh! That
boy is ever
so cute!
So fluffy!
I want to
pet him!
(What
about the
girl..?)

'Cuteboys' with Ralsei not in your party:

Oh, oh!
I want a
sweet boy.
Someone
NICE, like
me!
...
Sure,
I guess.

'GunControl':

I use a
gamepad to
aim!
IDIOT!
Mouse and
keyboard!
Please
stop, you
two...

'Trees':

I love
the smell
of trees.
Oh!
Me too!
Pollen
makes me...
Uh, sure!

'Ghosts':

A ghost
told me I
was stupid.
That was me,
you idiot!
Please
stop, you
two...

'Games':

Our favorite
video game
is...
Please
stop, you
two...

Other Messages#

If you just used Ralsei's manual:

Aww, he
MADE that!?
So caring!
It's SOOO
cute!
I want it!
(Isn't it
a bit...
childish?)

If you just attacked Clover after having previously increased Clover's mercymod such that it was above zero (i.e. if you just betrayed Clover):

Ouchy!
That hurts!
Suck it up,
idiot!
(We're
fighting
again!?)

Miscellaneous#

(Warned)
(Tired)

Clover (Old and new)#

Placeholder enemy messages:

Nice mouth
Anger mouth
Smart Mouth

If Clover is spareable:

* Clover seems to be getting
  along with herselves.

If you have just betrayed Clover (i.e. attacked her after having previously ACTed to increase her mercymod)

* Clover's harmony was shattered
  by violence.

(Source: Original TCRF research)

#8: Pippins#

A cut dice-themed enemy whose sprite can still be seen in the crowd of Darkners that overthrow King on the pacifist route. They reappeared as an NPC in Chapter 2, with lines referencing their unused nature and implying they'll make a fightable appearance in the future, before finally appearing as enemies in Chapter 3 (where they were finally referred to by name), where their bullet patterns involve the Pippins spinning dice and releasing bullets equal to the number rolled on said dice. A pip is the formal name for the dots on a die.

Nothing else is present of this enemy other than its definitions (i.e. name, stats, and ACT option names). According to Toby Fox, he removed them because he thought that their bullet patterns "were not fun". Despite the used Pippins in Chapter 3 being enemy #59, this early version's definitions were still deleted starting with that chapter.

Pippins

Attack

8

Defense

0

HP

170

Spare point

10

EXP

0

D$

50

ACT options:

English

Japanese

Check
ぶんせき
Bet
X-Bet

'X-Bet' involves Ralsei (hence the name). 'Bet' can be used as an ACT in the used Pippins battles in Chapter 3, but 'X-Bet' is replaced with 'Cheat', which instead involves Susie.

(Source: Original TCRF research)

#9: C.Round#

Like other enemies, C.Round has different battle messages that can appear as the battle goes on. But unlike other fights, the battle against C.Round ends on the first turn, as soon as Susie attacks. The following would be displayed on any turn after the first:

English

Japanese

* C.Round continues to act
  extremely violent.
* C.ラウンドは あいかわらず
  凶暴そうに ふるまっている。

For the same reason, the following lines called for this fight goes unused. (It would be impossible to get the second line anyway, due to attacking always dealing enough damage to defeat it, and there not being any ACT options to tire C. Round.):

English

Japanese

(Warned)
(みがまえ)
(Tired)
(くたびれ)

(Source: Original TCRF research)

#10/#21: K.Round#

English

Japanese

* K.Round looks weak.
* K.ラウンドは 弱っているようだ。

(Source: Original TCRF research)

#11: Ponman#

English

Japanese

* Ponman is sleeping soundly.
* ポンマンは ぐっすり眠っている。

English

Japanese

(Sleepy)
(ねむけ)
* The enemies became SLEEPY from
  Ralsei's lullaby!
* 敵たちは ラルセイの子守歌を聴いて
  眠くなった!

(Source: Original TCRF research)

#12: Lancer (vs. Susie)#

Placeholder battle message:

English

Japanese

* ...
* …

(Source: Original TCRF research)

English

Japanese

Check
ぶんせき

#13: Rabbick#

English

Japanese

* Rabbick is now nice and clean.
* ラビックは
  すっかりきれいになった。

English

Japanese

Warning
けいこく
* You and Ralsei warned Rabbick
  about Susie.
* The enemy went on guard...
* ラルセイと2人で ラビックに
  けいこくした。「スージィに注意!」
* 敵は身がまえた。
* You and Ralsei warned the
  enemies about Susie.
* Everyone went on guard.
* ラルセイと2人で 敵に
  けいこくした。「スージィに注意!」
* 敵は身がまえた。
(Warned)
(みがまえ)

(Source: Original TCRF research)

#14: Bloxer#

Bloxer has different post-"Rearrange" enemy text depending on which of its parts you placed where. Specifically, it has four used variants; if the lower part is at the top, if the middle part is at the top, if the top part is at the top (but the other two are the wrong way around), and if all parts are correct. However, there is also unused text for if the lower part is in the center, which is replaced with one of the aforementioned lines every time.

English

Japanese

ARRGH!! NO!!
MY BUTT IS
MY ABS!
グアッ!
やめろ!
ケツが腹に…!

(Source: Original TCRF research)

English

Japanese

ARRGH!!
グアアァ!

(Source: Original TCRF research)

#15: Jigsawry#

English

Japanese

* Jigsawry looks happy about its
  life.
* ジグソーリーは
  自分の人生に満足そうだ。

(Source: Original TCRF research)

#17: DoomTank#

As with Pippins, only the definition of this enemy is present. Given its ID placement and name, it seems likely that this enemy was the Thrash Machine built by Susie and Lancer.

DoomTank

Attack

6

Defense

0

HP

700

Spare point

0

EXP

0

D$

0

ACT options:

English

Japanese

Check
ぶんせき
Hug
Flatter
Diplomacy
Smile

'Hug' and 'Flatter' both involve Ralsei.

(Source: Original TCRF research)

#19: Susie#

(Source: Original TCRF research)

#20: Jevil#

(Source: Original TCRF research)

English

Japanese

* JEVIL seems exhausted...?
* ジェビルは くたびれている…?

English

Japanese

* Something happened!
* なにかが 起こった!

English

Japanese

* JEVIL's looking exhausted!
* ジェビルは くたびれているようだ!

"obj_joker_slash_Step_0_gml_387_0"

(Source: Original TCRF research)

#22: Rudinn Ranger#

English

Japanese

* Rudinn Ranger seems totally
  flattered.
* モンディンジャーは
  すっかり てれている。

(Source: Original TCRF research)

RUDINN RANGER:

You kidding?
I can't quit.
Stopping you
is my job!

RALSEI:

* Really?
* What do you spend your
  money on?

RUDINN RANGER:

You kidding?
I'm a normal
person.
I spend all
my money on
RENT and
MYSTIC GEMs.

RALSEI:

* (Kris, let's try
  CONVINCING them
  again...)

(Source: Original TCRF research)

#23: Head Hathy#

English

Japanese

* Head Hathy's beat slows.
* ヘッドハーティの鼓動が
  おそくなった。

English

Japanese

* Head Hathy is skipping beats.
* ヘッドハーティの鼓動が
  一瞬止まった。

(Source: Original TCRF research)

#25: King#

Failsafe enemy message:

English

Japanese

Fall before
the chain
of justice!
正義の鎖で
たたき
つぶして
くれるわ!

This is a copy of a line spoken at one point in the fight (though the used Japanese line merges the second and third lines of this one).

(Source: Original TCRF research)

monster1#

Unlike the other unused enemies, this one (obj_monster1) doesn't have an enemy definition or ID (though probably did at some point). Additionally, its sprites, which were named spr_enemy1_idle, spr_enemy1_hurt, and spr_enemy1_spared, are no longer present.

Enemy Messages#

Line1
Line2

Battle Messages#

* Line3
* Line4
* Line5
* Line6
* Line7

ACT#

ACT options (these appear to use an older ACT system):

Compliment
DualBuster

DualBuster involves Susie.

"Compliment" text (makes the enemy spareable. The Line8 text is/was probably unused, unless the enemy's mercymax stat was larger than 120):

* Line8
Line9

"DualBuster" text (causes Kris and Susie to both cast Rude Sword):

English

Japanese

* Susie and Kris cast
  Dual-Buster!
* スージィと クリスは
  デュアルバスターを 発動した!

An ACT named Dual Buster would later appear in Chapter 4 that involved Susie and the Old Man, but its relation to this unused spell is unknown.

(Source: Original TCRF research)

Battle#

ACT#

ACT
Use
action

Sparing#

Failsafe SPARE text (identical to the used text... and it is also impossible for this to be shown even as a failsafe):

English

Japanese (scr_spelltext_slash_scr_spelltext_gml_58_0)

Japanese (scr_spelltext_slash_scr_spelltext_gml_62_0)

* ~1 spared ~2!
* ~1は~2を逃がした!
* ~1は ~2を
  にがした!

Failsafe SPARE text for if there are no enemies left (if there are no enemies left, the battle should end):

English

Japanese

* ~1 spared!
* ~1は にがした!

(Source: Original TCRF research)