the cutting room mirror

Unused Text

This is a sub-page of Deltarune/Chapter 2.

To do:

  • All dialogue here should use the DeltaruneTextBox templates used in the Ch3 page.
  • Some of this text is used in later versions; specify where and when.

Please elaborate.
Having more detail is always a good thing.

General#

Translated Unused Chapter 1 Strings#

Oddly enough, while most of the unused strings from Chapter 1 that were originally left untranslated in the Japanese text remain unchanged or were stripped out in the Chapter 1&2 files, a handful of them have received new Japanese translations. (The English text is not new, and is included here only for comparison.)

English

Japanese

Notes

FIRST.
ARE YOU
PHOTOSENSITIVE?
マズ。
アナタハ
光過敏性発作ヲ 起コシヤスイデスカ?

Unused choice prompt from CONTACT.

Kris...!
Wake up!
KRIS...!
クリス…!
起きて!
クリス…!

Unused scene from CONTACT.

... You have a SWORD!?
…おまえ 剣持ってたのかよ!?

Susie's unseen equip comment for the Wood Blade during Chapter 1.

Nope. Not in 1st grade anymore.
はぁー? 小学生じゃねーっつの

Susie's equip comment for the Pink Ribbon during Chapter 1.

Um... D-do I look cute...?
ど…どう? かわいいかな…?

Ralsei's equip comment for the Pink Ribbon during Chapter 1.

(Source: Original TCRF research)

Ralsei Fleeing part 2#

H-hey, wait
a second...
My bike's
running
out of
gas...!
Alright,
you punk-
a-roos!
You got
got lucky
this time!
See you
in the
next hell,
losers!

(Source: Joe Art Maker)

This is a continuation of the previous part. Originally, in Chapter 1, some dialogue strings in the JSON file were simply written as "h/", and the Chapter 1 code did not reveal their content because it relied on the English JSON file. However, after the release of Chapter 2, Toby transferred part of the code from Chapter 1 to Chapter 2 and stopped using the JSON format for the English texts. Whether by accident or design, the complete dialogue appears in the Chapter 2 code, suggesting that it is an old version of Lancer’s dialogue. Interestingly, in the Chapter 1 JSON file, the final line was translated into Japanese, but it was not translated in Chapter 2.

(Source: Original TCRF research)

UNUSED#

Once again, strings UNUSED_slash_UNUSED_gml_1_0 through 8_0 are... unused. But this time they contain a different message; kind of a continuation to the ones in Chapter 1. The script named UNUSED references these strings, and sets them to variables called unused_0 through unused_7.

English

Japanese

No one can hear me, can they...?

誰にも 聞こえてない…
そうなんでしょ…?

...

…

I guess not.

やっぱり。

To be honest, I'm not even sure if I can hear myself.

自分でも 自分の声が
聞こえているのかよくわからない。

It's so quiet here...

ここは とても静かだ…

... and yet, sometimes,

…なのにときどき

I swear I hear something...

なにか聞こえる… 気のせいじゃない…

Something like... scratching?

なにか… カリカリいう音…? (Since the original strings included line break control characters, they're also accounted for here.)

(Source: Ro#8652, MartyStarkiller, Dobby233Liu (Japanese text))

Choice text#

* Choice text.
Yes
No
* Result A.
* Result B.

msc 5000 contains this placeholder choicer.

(Source: Original TCRF research)

Treasure Chest#

English

Japanese

KEY ITEMs
だいじなもの

No treasure chest contains any key item in Chapter 2.

(Source: Original TCRF research)

Small face#

* ... what?

This is the default text for the side textbox messages.

(Source: Original TCRF research)

FILE#

English

Japanese

FILE not found.
ファイルが見つかりません

(Source: Original TCRF research)

"Example Cutscene" Text#

Watch on YouTube

Early

Final

 * Pee pee town.

 * Box 1

 * Box 2

 * Box 3

 * Funny.

 * ... Man, it got late,
didn't it...?

 * ... Man, it got late,
didn't it...?

 * Well. Guess you should
go home, huh?

 * ... guess you should go
home, huh?

 * Alright, you don't have
to say it.

 * Alright, you don't have
to say it.

 * Don't wanna walk home by
yourself, huh?

 * Don't wanna walk home by
yourself, huh?

 * Well, if you're gonna
MAKE me, I guess...

 * Well, if you're gonna
MAKE me, I guess...

 * Let's go.

 * Let's go.

 * I'm going home

A bunch of text that is connected to an unused object called "obj_example_cutscene". It starts off with some placeholder text, and then turns into a slightly early version of the dialogue that plays after exiting the Computer Lab, with an extra text string at the end and a few different faces. There are Japanese variants of these strings, but they're just the English text with the normal asterisk changed to the asterisk the Japanese localization uses.

(Source: Original TCRF research)

"Cutscene Test" Text#

 * Hey, is that...
Lancer!?

 * What are you up to,
buddy?

 * Lancer?

 * Ho ho ho!!! Susie!!!

 * Who says I'm Lancer?

 * Of course you're
Lancer...

 * ... then who's that?

(Another Lancer walks on screen)

 * Hoho!

 * Alright, are you Lancer
then!?

 * Yes I am!

 * Which one of you said
that!?

 * I did!

 * That's it, I'm taking a
closer look!

(Susie walks up to the two Lancers)

 * Umm, so what did you
figure out?

 * Uhhh...

 * I'll just be friends
with both of them!

 * That's the attitude!

 * Hohoho! Yeah, it is!

(The fake Lancer then explodes)

 * What the!?

 * L-Lancer!?

 * That was the fake one.

 * Oh, okay.

Another set of dialogue for a test cutscene, this time being for obj_cutscene_test, which appears in the unused room_cutscene_tester room. It involves a conversation between Susie and a fake Lancer, before the real Lancer shows up.

(Source: Original TCRF research)

Sign#

* ENEMY - AT 1 DF 1
* Susceptible to Brainshock.

Text of a sign present in the same room, strangely resembling Berdly's check text in his second fight on the Weird Route; given the mention of "Brainshock", however, it's more likely this is a reference to EarthBound. Test smallface messages appear along with this.

(Source: Original TCRF research)

First Strike#

 * First Strike!

An alternate battle start line for enemy encounter 55, two Virovirokuns. It would've been used if the enemies were ambushed, a mechanic cut from the final game.

(Source: Original TCRF research)

Hometown#

Knocking on Mettaton's Door#

English

Japanese

 * ... How odd. Knocking on a
stranger's door.

 * …しらないひとの いえのドアを
 ノックするなんて
 キミは かわってるね。

 * Don't you have any manners,
darling?

 * れいぎというものを
 しらないのかい こねこちゃん?

 * Well.

 * まあ…

 * A nobody like me can't be picky
with their company, I suppose.

 * ボクみたいに かげのうすい
 いっぱんピーには おきゃくさんを
 えらぶ けんりなんて ないか。

 * ...

 * …

 * Allow me to take this chance to
ask you something.

 * じゃあ このきかいに
 ひとつ おねがいをしても
 いいかい?

Dialog that was intended to show when knocking on Mettaton's door if you hadn't done so already in Chapter 1. The function for this checks if "visitedyest" is true, however that variable is always set to true right before the check is done, meaning the dialog for when you had knocked on his door yesterday always shows.

(Source: Original TCRF research)

ICE-E'S P"E"ZZA#

English

Japanese

 * (There's some condiments at the
table.)

 * (テーブルに
 ちょうみりょうが おいてある)

 * ICE-E'S Squeezable Pasta Now
With New "Shape"

 * ぶるどっ君 ぷにぷにパスタ
 あたらしい “かたち”で
 しんとうじょう)

Unused text that would have been used when interacting with the condiments on the right table in ICE-E's P"E"ZZA, however you cannot interact with those condiments as Pizzapants is sitting there. The text is specifically set to show if an interactable object's Y position is between 110 and 130 and its X position is greater than 230.

(Source: Original TCRF research)

Castle Town#

Ralsei#

English

Japanese

 * (Kris! I'll show you my castle later, ok?)

 * (クリス! ボクの
 お城は またあとで
 案内してあげるね)

A line of dialog from Ralsei that was intended to show when the player tries to go to the castle in Castle Town before getting the ball of junk from the unused classroom that for some reason does not show.

(Source: Original TCRF research)

Café Visit with Noelle#

English

Japanese

 * For the young deer, we
recommend the cinnamon eggnog.

 * トナカイの お客さまには
 シナモンエッグノグが
 おすすめでございます。

 * We've shaved candy cane on top
for extra flavor.

 * 仕上げに
 キャンディステッキを削ったものを
 ふりかけてございます。

When you ask the café owner in Castle Town for a "Recommendation", the game will select a random member of your current party for the owner to direct their comment towards. Even though you never get the chance to visit the café with Noelle as a party member, this script accounts for her potential presence anyway, complete with unique dialogue lines.

(Source: Original TCRF research)

Maus#

English

Japanese

 * (Seems well behaved.)

 * (おぎょうぎよくしている)

Text intended to show when interacting with a Maus in the café, however there are no Maice in the café. This text is used when interacting with the Tasque that is in the Café, possibly suggesting there was originally going to be a Maus there.

(Source: Original TCRF research)

Poppup#

English

Japanese

 * RIKO RIKO!

 * おリコーサン!

Text intended to show when interacting with a Poppup in the café, however similar to the Maus, there are no Poppups inside the café.

(Source: Original TCRF research)

Malius#

English

Japanese

 * As your journey continues, I
will learn new RECIPES, so
please visit again.

 * おぬしが旅を続けるうちに わたしも
 新たな「レシピ」を学ぶだろう。
 また立ち寄るがよい。

Unused dialog for Malius in the Top Bakery that was intended to show when selecting Leave for the first time, however the code to set the variable that tells the game you have already talked to him is mistakenly placed before the check is done, making the game always assume you have talked to him.

Item

English

Japanese

DD-Burger

Heal 60 HPx2
60HP回復x2

Silver Card

$ Gained +5%
獲得$+5%

TwinRibbon

Graze Area+
かすりエリア+

SpikeBand

Attack+
AT+

TensionBow

Graze TP+
かすりTP+

TwistedSwd

Trance
トランス

Unused short descriptions for the items in Malius' fuse menu. These descriptions are actually present in-game, being located in the bottom left of each item's menu entry, but the text is set to be black, making it invisible on the menu box's black background. Later used in Chapter 5, where the text is set to be colored white instead.

(Source: Original TCRF research)

Susie's Castle Town Room#

English

Japanese

 * (It's a Susie-like statue.)

 * (スージィっぽい像だ)

English

Japanese

 * (It's a doll. Visually, it
resembles Susie.)

 * (ぬいぐるみだ。
 見た目は スージィに似ている)

These texts are used in Susie's room if you interact with the corresponding objects when Susie is absent from the party. This situation can't happen, so these strings go unused.

(Source: Original TCRF research)

Sweet Cap'n Cakes (Castle Town)#

The song you play
will be the town
BGM.

Apparently, you once would've been able to change the music in Castle Town from the jukebox of the music guys' shop, rather than only being able to listen to it while inside the shop. It's worth noting that obj_musicer_darkcastle has functionality for replacing the normal music with the one specified in global.tempflag[11].

(Source: Original TCRF research, lol124)

Cyber Field#

Tasque Battle Room Switch#

English

Japanese

 * (Click!)
* (You found a hidden switch!)

N/A (Untranslated)

 * (Nothing happened.)

 * (なにも起こらなかった)

Text for interacting with a switch in the room where a Tasque jumps out of a monitor to fight you, however no switches exist in that room.

(Source: Original TCRF research)

Arcade Machine#

English

Japanese

You can Punch on both sides!
両側から パンチOK!

Unused text that would have appeared in the punch out arcade game against Queen informing the player that they can punch on both sides. The Japanese translation of this line was added in version 1.12.

(Source: Original TCRF research)

room_dw_cyber_virovirokun_fight/room_dw_cyber_battle_maze_2#

 * (Sounds like a forcefield
powering down... or something.)

 * (Nothing happened.)

Lines of text used by the unused room "room_dw_cyber_virovirokun_fight". The text also has data for being in the room with the 3 teacups and Sweet Cap'n Cakes, however it is never used there as there are no switches. A line similar to the first one is used in Queen's basement when using a switch to deactivate a forcefield but without "or something" at the end.

(Source: Original TCRF research)

Virovirokun Maze#

 * Sounded like a forcefield
deactivating.

A line of text intended for the room where you must get a projectile from one of three Virovirokuns to hit a key monitor, deactivating a forcefield. When the key monitor is hit, no text appears.

(Source: Original TCRF research)

Cyber City#

Entering Spamton's Shop with Noelle#

English

Japanese

 * Huh? You want to go
in alone...?

 * え? ひとりで行くの…?

 * ... okay, I'll... I'll
just wait here...

 * わかった。それじゃ…
 わたしは ここで
 待ってるね…

 * Just, um.... it's
cr-creepy out here,
so...

 * でも ここ… なんだか
 ちょっと 不気味だから…
 できれば…

 * N-no, you can take
your time! It's okay...

 * ううん なんでもない!
 あわてないで
 いいからね…

Normally, it's impossible for the player to enter Spamton's shop while Noelle is in the party, since she leaves before the point when it gets unlocked. However, if you unlock Spamton's shop and also hack in Noelle as a partner, she has unique reaction lines for this scenario.

(Source: Traier Meme, original TCRF research (Japanese text))

Spamton's Shop#

English

Japanese

Sell Pocket Items
Return
$~1 ?
$~1

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Considering Toby likely just copy-pasted for this, I doubt this is worth noting.

(Source: Original TCRF research)

A puzzle with Mice#

English

Japanese

* H-huh?
* Nothing happened...
* あ…あれ?
* おかしいな…

English

Japanese

* M-m-m-m-mouse!!
* ネ…ネ ネ ネ
  ネズミ!!
* S... sorry, Kris, could
  you... d-deal with them
  somehow?
* * …ごめん。クリス…
  追っ払ってくれる…?
* Maybe, make a mouseless
  path I can walk
  through...?
* わたしが向こうへ
  渡れるように ネズミの
  いない道を作る とか…?

(Source: Original TCRF research)

Non-Ice-Cream#

English

Japanese

* (Just some cones of the
  non-ice-cream persuasion.)
* (アイスクリーム系ではない
  コーンだ)

Text for interacting with the traffic cones in the room with Susie and Ralsei eating cotton candy that would show when you don't have Noelle or Susie in your party. Since it is impossible to go to this room without one of them in your party, this goes unused.

(Source: Original TCRF research)

Sweet Cap'n Cakes Without Noelle#

English

Japanese

CAP'N:

... so where's the moyzel?

CAP'N:

…それはそうと
 マトルゼちゃんは…?

SWEET:

Huh!? She's kidnapped!

SWEET:

なんだってッ!? 誘拐された!?
That's awful...
なんということだ…

CAP'N:

That sucks...

CAP'N:

そりゃないぜ…

K_K:

...

K_K:

…
Let's cheer up!
元気出そー!

Destroyed Cheese#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: At least one of the possible lines is used

English

Japanese

* (There's a cheese on the
  ground.)
* (地面に チーズが落ちている)

English

Japanese

* (The cheese was destroyed in
  the heat of battle...)
* (チーズは
  バトルの熱で破壊された…)
* (You realized you lost sight of
  what was important...)
* (大切なことはなんなのか
  わからなくなった)

English

Japanese

* (The cheese was destroyed in
  the heat of battle.)
* (チーズは
  バトルの熱で破壊された)
* (This marks a cruel victory for
  those who hate cheese.)
* (チーズを嫌う者たちの
  非情な勝利だ)

(Source: Original TCRF research)

"Cyber Shoes II" Addison#

English

Japanese

* (Chomp.)
* (バクッ)
* Eh, it's okay. Let's
  pass.
* あー… いや
  いらねー。

Dialogue for talking to this Addison when Susie is in the party.

(Source: Original TCRF research)

Failing to Afford the ThornRing#

During the Snowgrave/Weird route, the ThornRing can be bought from Spamton after defeating enough enemies; as with other item purchases, the game checks whether you have the money and inventory space to complete the deal and will point out if you don't with unique dialogue. However, due to the amount of battles required and the lack of any other available shop to spend currency at, it's actually impossible without glitches or hacks to be unable to afford the D$1997 price by the time the ring becomes available to purchase, rendering Spamton's reaction line for this case effectively unused.

English

Japanese

* [Money] NO
* [[おカネ]]足  リ な

(Source: Original TCRF research)

room_dw_city_mice3#

English

Japanese

* (It's deteriorated from 
  overuse.)
* (なぜか 巨大なトイレの形をした
  トイレが 道を ふさいでいる)

(Source: Original TCRF research)

Manhole#

English

Japanese

* (It's a manhole.)
* (マンホールだ)

This is for a different and non-working version of the Weird Route's manhole, handled by obj_npc_sign. In the final game, obj_weirdroute_sewerEntrance handles this.

(Source: Original TCRF research)

Alternate text of the hike with Noelle#

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: For comparison with the used English strings. Alternatively, differences from the used Japanese strings can be pointed out.

* 不思議な世界…
  大きな街…
* …さっき この街は
  頭がグルグルするって言ったけど…
* それって 悪いイミじゃないんだ。
* わたし 知らない場所へ
  行ってみたかったの。
* ディセおねえちゃんは
  いつか連れてってくれるって。
* こんなふうに…
* 光が あふれてる場所へ。
* …ねえ。
  みんなで よく探検したよね。
* 4人とも まだ小さかったころ。
* …お墓の裏の森を 探検した夜のこと
  覚えてる?
* 結局 なんにも
  見つからなかったけど…
* わたし 怖くてずっと
  泣いてたことは よく覚えてる。
* でもね… あの夜のことは
  いまでも なつかしく思い出すの。
* おねえちゃんが
  アズくんの上着で
  涙をふいてくれた…
* シナモンの香りのする
  あったかい そでで。
* そのとき わたし…
  怖いのも悪くないなって
  思ったんだ…
* だれかが 安心させてくれるなら。
* (はぁ…)
* (わたしって ヘンなコ。
  でも それを知ってるのは
  クリスだけ…)
* (なんか ズルいな!)
* (クリスがヘンなコなのは
  みんな知ってるのに!)

(Source: Original TCRF research)

Maus#

English

Japanese

* Looks like a hole to put mice
  in, but you don't have any
  mice.
* ネズミを入れる穴のようだ。
  しかし ネズミを1匹も
  持っていない。

English

Japanese

* (Suddenly a maus came out of
  the hole!)
* (突然 穴からネズミが飛び出した!)
* (The hole is silent.)
* (穴は 静まりかえっている)

(Source: Original TCRF research)

room_dw_city_traffic_5_old#

Text related to the unused "room_dw_city_traffic_5_old" room.

BERDLY:

* Kris! Where were you!
* Tut tut... even late for
  your own truce.
* Well, not as if your
  presence even matters.
* Ahead of us is a mind
  meltingly difficult
  puzzle.
* So just take your nap
  time, Kris.  I'll handle
  it.
* (I... only have to
  figure out how it
  works...)
* Just a moment, Kris,
  I...
* You... How'd you do
  that!? I... I...
* ...
* ... Kris. You c-can't
  tell anyone about this,
  okay!?
* ESPECIALLY!!! SUSIE!!!
* Ugh!!

QUEEN:

* I'm Going To Tell Susie

(Source: Original TCRF research)

Mansion#

Berdly flashbacks#

English

Japanese

QUICK
BRAIN

This is the last entry in the array of possible words in the spelling bee section. For some reason, the game generates a float number in the range 0-5 (using random_range instead of irandom_range), then directly uses that to index the array, making getting this word nearly impossible.

(Source: Original TCRF research)

room_dw_mansion_east_1f_a#

English

Japanese

* Please respect the pottery.
* ツボを大切に。

(Source: Original TCRF research)

Lever#

English

Japanese

* (The lever is stuck.)
* (レバーは 動かない)

(Source: Original TCRF research)

Swan Boat#

English

Japanese

* ... what are you
  thinking about right
  now?
* …いま どんなこと
  考えてる?
Thinking
of ~1
~1の
こと
Susie
スージィ
Noelle
ノエル
Berdly
バードリィ
Thinking
of you
ラルセイの
こと
?
?

If "Thinking of Susie" was chosen

English

Japanese

* Ah, just as I expected,
  haha.
* うん。きっと
  そう言うと思った。
* I feel warm... thinking
  about how you care about
  her.
* クリスがスージィのことを
  気にかけてると思うと
  心がホンワカするよ。
* Kris, you can tell me
  anything anytime, OK?
* クリス ボクには
  いつでも なんでも
  話してくれていいんだよ?
* (...)
* (…)
* (... and they stopped
  talking...)
* (…クリス
  黙っちゃった)

If "Thinking of Noelle" was chosen

English

Japanese

* Ah, just as I expected,
  haha.
* うん。きっと
  そう言うと思った。
* She's a nice girl, isn't
  she?
* ノエルは本当に
  いいコだよね。
* Even though she doesn't
  understand it,
* 自分では気づいていない
  みたいだけど…
* It seems she's already
  strong at this world's
  magic.
* この世界のまほうを
  もうすっかり
  使いこなしてるみたいだし。
* I believe she can
  control the "Ice"
  element.
* ノエルは「氷」属性を
  あつかえるみたいだね。
* ... Kris, if you ask her
  nicely,
* …クリス 今度
  お願いしてみたら?
* Maybe she'll make you a
  popsicle! Haha!
* 「アイスキャンディ
  作って」って!
  あはは!

If "Thinking of Berdly" was chosen

English

Japanese

* That's, um.... That's
  right.
* う…うん。
  そうだね。
* This ride, um... it sort
  of looks like...
* このボート ちょっと…
* A bit bird-like?
* …トリっぽもんね?
* ... umm, what part of
  him are you thinking
  about?
* …バードリーの
  どの部分のこと
  考えてる?
* ...
* …
* (I suppose I don't mind
  no answer, either...)
* (うん。答えてくれなくても
  それはそれで…)

If "Thinking of you" was chosen

English

Japanese

* H... huh!?
* …えっ!?
* I mean, I'm thinking of
  you too, of course...
* も…もちろん ボクも
  クリスのこと
  考えてるよ…
* I mean, er -- you're
  right in front of me,
  but...
* だだだって…
  目の前にいるし。でも…

If "?" was chosen

English

Japanese

* Oh, err, sorry! Did I
  say something strange?
* あ えっと ごめんね!
  ボク なんかヘンなこと
  言ったかな?
* I'm happy you and Susie
  are friends, Kris.
* スージィとクリスが
  なかよしで ボクも
  うれしいよ。
* She's a nice girl, isn't
  she...?
* スージィは とっても
  いいコだよね。

Other

Japanese

Translation

* …
* …
* クリス…
  言いたいことが
  あるんだけど…
* Kris...
  There's something
  I'd like to say but...
* この音楽が
  流れてるあいだは
  やめておくよ…
* I won't say it
  while this music
  is playing...

The corresponding code for this seems to be absent.

(Source: Original TCRF research)

Powers Combined Old#

* And.... mosteth of
  all...

(Source: Original TCRF research)

Fountain#

English

Japanese

* HOLY [[Cungadero]] DO I FEEL
  GOOD ...
* おお… こ…これは…
  なんとも………
  キモチEEEEEEEEEEEEEEE…!!

This is for an incomplete version of the Weird Route Spamton NEO battle scene in obj_ch2_fountain_sideb.

(Source: Original TCRF research)

Placeholder Text#

Object

Text

obj_npc_room

* [NO TEXT] (obj_npc_room)

obj_npc_sign

* [NO TEXT] (obj_npc_sign)

obj_readable_room1

* [NO TEXT] (obj_readable_room1)

obj_npc_room_animated

* [NO TEXT] (obj_npc_room_animated)

obj_npc_facing

* [NO TEXT] (obj_npc_facing)

Dummy text for whenever the player interacts with an interactable object that does not have dialogue assigned to it.

...which is why this exact text appeared when interacting with the broken desk found in the police station in earlier versions of the game! This was, however, patched out, and now interacting with the broken desk gives no flavor text at all.

The original placeholder texts for these objects in Chapter 1 are still in the game. Chapter 2's new dummy text once replaced them on all occasions, but only in Debug Mode since v1.08.

(Source: Original TCRF research)

Game Initializers#

scr_gamestart#

Among other things, this script defines default choice options.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Not sure how "Noelle" could be unused.

English

Japanese

Noelle
ノエル
ECHIDNA
エキドナ

The name "ECHIDNA", most likely comes from the "Mother of Monsters" in greek mythology, who is also called Echidna.

(Source: Original TCRF research)

obj_initializer#

English

Japanese

Known Quantity
キシュツ

To do:
Easier to understand if you read the Japanese translation.

A peculiar placeholder enemy name.

(Source: Original TCRF research)