This is a sub-page of Deltarune/Chapter 2.
Unused Encounters#
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Instance type |
Enemy 0 |
Enemy 1 |
Enemy 2 |
Encounter message(s) |
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Notes |
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#1: Enemy |
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#1: Enemy |
#1: Enemy |
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#35: Virovirokun |
#35: Virovirokun |
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#40: Werewerewire |
#40: Werewerewire |
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The only Werewerewire battles outside of the dojo (which actually uses encounter 94 instead) both use encounter 81 (a single Werewerewire) instead. |
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#35: Virovirokun |
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An early version of the first battle with Noelle in the party (encounter 73). |
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#31: Poppup |
#32: Tasque |
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#42: GrazeTest |
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#33: Werewire |
#33: Werewire |
#33: Werewire |
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#33: Werewire |
#33: Werewire |
#32: Maus |
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#31: Poppup |
#30: Ambyu-Lance |
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#36: Swatchling |
#36: Swatchling |
#31: Poppup |
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#36: Swatchling |
#36: Swatchling |
#34: Maus |
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#31: Poppup |
#35: Virovirokun |
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#42: Tasque Manager |
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#1: Enemy |
#1: Enemy |
#1: Enemy |
(No message) |
(Source: Original TCRF research)
Unused Enemies/Enemy Behaviour#
#1: Enemy#
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(Source: Original TCRF research)
#34: Maus#
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(Source: Original TCRF research)
#35: Virovirokun#
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NARRATOR: |
SUSIE: |
NARRATOR: |
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NARRATOR: |
RALSEI: |
NARRATOR: |
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(Source: Original TCRF research)
#36: Swatchling#
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(Source: Original TCRF research)
#42: GrazeTest#
When attempting Graze Challenge 1 at the Party Dojo, it's normally impossible to ACT since the start of the player's turn is delayed by 999,999 frames (equivalent to about 9 hours and 15 minutes at 30FPS), but the enemy object used for this battle (obj_dojograzeenemy) has some basic ACT scripts with associated dialogue set up in its code anyway:
Action |
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Check |
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S-Action |
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R-Action |
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Oddly enough, Jigsaw Joe's enemy object for his dojo challenge also has code referencing the latter two strings, despite not having S-Action or R-Action enabled as valid ACTs to use against him in his scr_monstersetup entry (meaning that they also go unused there).
(Source: Original TCRF research)
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(Source: Original TCRF research)
#42: Tasque Manager#
User Event 14 (Other_24) of the Tasque Manager enemy object contains leftovers of an early version of it:
- The "Order", "S-Action" and "R-Action" ACTs behave completely differently and have different text.
- The OrderX ACT is unimplemented and softlocks the game.
- ACTs give more mercy in general.
- Defeating a Tasque does not trigger any verbal response from the Tasque Manager.
- The "Order", "S-Action" and "R-Action" ACTs do not fail if a Tasque has been attacked.
- The only attack used by Tasque Manager is the whip, although two more attacks (the quizzler and a placeholder Rudinn pattern) are referenced but disabled.
(Source: Skawo)
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Japanese |
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NARRATOR: |
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TASQUE MANAGER: |
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TASQUE MANAGER: |
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NARRATOR: |
NARRATOR: |
SUSIE: |
RALSEI: |
TASQUE MANAGER: |
NARRATOR: |
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SUSIE: |
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TASQUE MANAGER: |
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(Source: Original TCRF research)
#43: Unused Berdly Coaster Battle Modes#
The object o_coaster_berdly contains several unused modes for the encounter:
- Mode 1 (programmed to be triggered if the battle starts with over 50% mercy - which never happens) spawns instances of
o_coaster_jamaon the tracks, which prevent characters from bumping into Berdly. - Mode 2 triggers "queenmode", which changes Berdly's sprite to an otherwise-unused graphic of Queen in a coaster. This sprite is then immediately overwritten with Berdly's idle battle stance, and therefore would normally not show up even if this mode was triggered. When bumping is attempted, the coaster floats up and down and the game softlocks.
- Mode 3 triggers "queenmode" and spawns instances of
o_coaster_lightningwhich similarly to Mode 1's blockades prevent characters from bumping. - Mode 4 triggers "queenmode" and spawns instances of
o_coaster_jama, but changes their sprite tospr_coaster_car. - Mode 5 triggers "queenmode" and spawns instances of both
o_coaster_lightningando_coaster_jama.
(Source: Skawo, Space Core)
#44: Mauswheel#
Mauswheel's code contains a copy of Maus's generic N-Action script that's missing the check for whether Noelle has overcome her fear of mice and its associated dialogue for if she has. This goes unseen not only because Noelle is never available when fighting Mauswheels in the final game, but also because Mauswheel doesn't have N-Action enabled as a valid ACT to use against it in its scr_monstersetup entry.
(Source: Original TCRF research)
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(Source: Original TCRF research)
#45: Rouxls Kaard#
The object obj_rouxls_enemy_old_copy contains an early version of the Rouxls Kaard encounter:
- No ACTs are implemented, and all softlock.
- Rouxls Kaard does not take any houses.
- Rouxls Kaard does not have dialogue.
- The "Hey" bubble does not appear when the track gets to a "Hey" in the song.
(Source: Skawo, Meatball132)
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(Source: Original TCRF research)
#48: Queen#
The Queen encounter checks for the Snowgrave/Weird route completion and slightly adjusts the fight if it is:
- Queen is positioned slightly differently.
- Berdly is not spawned.
- The attack setting routine checks if Berdly is not spawned and sets up an unused attack if he isn't.
- The acts allowing the fight to be beaten peacefully are gone.
- Queen does not have any hurt sound effects for getting hit.
The fight crashes at the end, because the game tries to access the object for Berdly which, obviously, is not spawned.
(Source: Pirlo, Skawo)
There exists a case in Queen's code that would allow Susie to throw both Kris and Ralsei; the latter is thrown only if Kris hasn't already hit all of the targets. The graphics associated with this scenario are only seen here, and consequently go unused in normal gameplay.
(Source: Skawo)
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QUEEN: |
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SUSIE: |
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(Source: Original TCRF research)
#50: Spamton NEO#
The code is set to react to a fifth option in Kris's ACT menu and spawn obj_sneo_throwkris_vine_controller, which begins the usual Kris throwing sequence and should spawn six obj_sneo_throwtarget objects. Unfortunately, the code is very broken and doesn't properly progress through all of the states. If fixed, it's revealed that the throw targets use otherwise-unused graphics.
While the code to trigger this is not in the final game, much like Ralsei's FluffyGuard spawns an instance of obj_sneo_tiny_ralsei there likely also existed an ACT which spawned obj_sneo_tiny_susie. If the object is spawned manually, it forms an auto-firing arrow in front of Kris's soul. The projectiles it shoots, obj_sneo_tiny_susie_axe, home into and destroy most of Spamton's attacks (though not all of them). A few attacks are also programmed to damage the arrow, and after five such hits, the arrow disintegrates.
There also exists an earlier version of obj_sneo_tiny_ralsei named obj_fluffyguard. A bubble (using spr_queen_winebubble_edit2) appears around the soul and protects it from attacks. After 10 hits from projectiles, the bubble vanishes.
(Source: Skawo)
Immediately following Spamton NEO's Check description in the files is the following note, presumably from Toby to the programmers.
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(Source: Original TCRF research)
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(Source: Original TCRF research)
#51: GIGA Queen#
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(Source: Original TCRF research)
#52: Jigsaw Joe#
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(Source: Original TCRF research)
Recruit Info#
A recruitment entry for Jevil exists but isn't used in-game, even if the player defeated or spared him during Chapter 1. He's set to be unplaceable in the café (like the used Tasque Manager recruit) and thus doesn't have a set dialogue string for that, but otherwise has all the data of a typical recruit. The description mentions the Devilsknife item, which is only obtained by defeating Jevil violently; a variant for the Jevilstail, which is obtained by pacifying Jevil, doesn't exist, despite recruits only being added if they were defeated through sparing or pacification.
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Japanese |
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ID |
20 |
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Name |
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Description |
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Like |
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Dislike |
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Chapter |
1 |
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Level |
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Attack |
10 |
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Defense |
5 |
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Element |
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Screenshot |
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Additionally, the failsafe values for when a recruit's info is not defined include unique name and description strings:
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Japanese |
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Description |
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(Source: Original TCRF research)