This is a sub-page of Deltarune/Chapter 3.
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obj_animtester_lanino/elnina#
Two testing objects of Lanino and Elnina with their idle pose animations. Oddly, Lanino's animtester object has a check to hide his sprites if the H key is held down, something that Elnina's animtester object lacks for whatever reason.

obj_board_b2greenblock & obj_board_b2greenblockspawner#
Two unused objects related to a scrapped puzzle of Board 2 where you would need to push 4 blocks to make the shape of Ralsei's head.
obj_board_hookshot#
In the obj_mainchara_board there exists unused code for activating a unused hookshot object with the Cancel Button, as long as you're not Ralsei. It has code to bring you towards objects which can be grabbed by Susie (e.g. pots, bridge parts, blocks). However, the hookshot object also has code for instead of moving you towards objects, to allow you to grab objects the hookshot sticks to whenever you're both Susie, and are able to pick up objects with Susie.... which also goes unused.
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obj_board_quizwheel#
Mostly the same as obj_board_wheel, this wheel uses all the graphics leftover for the wheel. Holding Z will make the power bar go up and down. You can also press the ALT key to slightly spin the wheel, and this can be repeated as much as the user wants.
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obj_board_wheel#
The board wheel is likely remnants of the scrapped board wheel that had its graphics left over. There are two objects linked: this obj_board_wheel and obj_board_quizwheel. The controls are simple - press Z to spin the wheel, and hold V, B, or the middle mouse button to make the wheel spin slower when pressing Z. Note that you must have V, B, or the middle mouse button held down when you press Z. You can also press the ALT key to cycle through various configurations of the wheel with differing numbers of slices ranging from 4 to 16.
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obj_b1boardend#
Object for ending the first board. Placing it in one of the sections of the board shows the text "* Time for a physical challenge!!!", and then teleports the player to the end of the first board.

obj_b1push2_old#
Old version of the second block push puzzle. This version shows Tenna being irritated with the inclusion of this puzzle, has no special cutscene for Ralsei turning into a block, and uses Rouxls blocks to block exiting this portion of the map. It's also important to note that this version is impossible to complete with the final layout of the puzzle due to where Ralseiblock is placed.
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obj_dw_green_room_platter#
A interactable platter object intended for the Green Room. A mockup image of the Green Room seen on the 2022 Status Update and the "ramb" teaser page on the Deltarune website shows that this platter was intended to appear in the bottom middle of the room, but was later removed in favor of an entrance to the Green Room that connects to the TV World area in the final game.
Additionally, according to this object's Step_0 code, there is a 1/100 chance for the platter to reveal a sleeping Annoying Dog instead of the TV Dinner, upon interacting with it.
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obj_musicer_b3bs#
Among the "musicer" objects (the objects that play an area's music) for the chapter is obj_musicer_b3bs, which plays the music for the scrapped backstage area.
Partying Elnina and Lanino#
The obj_dw_teevie_party_controller, which handles spawning a party inside a Cooking Show set (where you "act" with Rouxls Kaard), by default only spawns Shadow Guys, Pippins and, with a random chance, a Zapper, all of which have respective obj_dw_teevie_party_people_(name) objects. Alongside those exist _elnina and _lanino, which are never used in the controller. Setting their IDs into the pool for spawn does spawn them without any issues.
obj_rouxls_battle_old#
Despite this being its own object, it seems to actually be a backup of early code for the all ACTs version of the battle menu meant for obj_battlecontroller. This object itself will always crash in-game due to relying on code from obj_battlecontroller, but replacing the final code with the code from this object will allow the differences to be seen:
- The code doesn't take the encounters with Tenna in the Doom Board into consideration, making those encounters impossible to finish since you can't enter the ACT menu.
- The Annoying Dog easter egg doesn't exist.
- The speed of the final Lancer button is faster.
- The speed of the Lancer buttons depends on which party member's turn it is rather than how many Lancer buttons have been selected already, except for in the final phase where it's always going its fastest speed.
- The second and third phases both continue using the right-scrolling buttons instead of making them scroll downward. The menu will still switch to the larger menu during those phases, though that likely wasn't the case when this code was still in use, as the code for drawing the larger menu is instead located in
scr_charboxand triggered byobj_rouxls_ch3_enemy. - A bug causes the button scrolling sound to play even during Rouxls' turn during the final phase.
- The heart and Rouxls buttons will only appear in the second phase with the cat Shadowguys.
- The heart button will always appear there rather than only when a character is at low HP.
- The buttons are buggy, with their icons sometimes not appearing in the battle HUD or corresponding to their actual action.
- Selecting the heart button or the Rouxls button will make text appear.
- The heart button will either heal one of the downed party members, or heal the party member that selected it, healing 30 HP if TP is below 7% or 60 HP if TP is above 7%. In the final game every character just gets healed for half of their max HP.
obj_shadowman_tommygun_old#
A very primitive version of the object used for Shadowguy's tommy gun attack. Unlike the finalized version, Shadowguy doesn't display their aiming or reloading animations, is not shown using their gun, and only fires bullets in a straight line.