This is a sub-page of Deltarune/Chapter 3.
General#
UNUSED#
The UNUSED script is back, and follows up on Chapter 2's incarnation. Unlike Chapter 2 though, it's not spanning 8 lines, but 11 lines, from unused_0 to unused_10.
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Completed File Name#
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Instead of "Your Room," the game uses "Kris's House."
(Source: Original TCRF research)
Save Point Recruit Info Dialogue#
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These lines seem to have been intended for the character info screen at save points, since their keys begin with scr_recruit_info. However, that screen only ever shows descriptions, not dialogue. The lines are also similar to the ones used in the Café in Castle Town, which is especially odd since the town cannot be accessed in Chapter 3.
(Source: Original TCRF research)
"Cutscene Test" Text#
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This line was already present in Chapter 2, but it now uses the key obj_cutscene_test_slash_Step_0_gml_51_0_b.
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This line was already present in Chapter 2, but it now uses the key obj_cutscene_test_slash_Step_0_gml_259_0.
(Source: Original TCRF research)
Inventory#
Glass Use Text#
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Unused text for using with the Glass, the Light World counterpart of the Shadow Crystal, in Chapter 3, which you normally can't do as you can never move in the Light World in this chapter. It says that you saw Undyne frozen in ice. Oddly, the text refers to the glass as a "crystal" like when using the Shadow Crystal, despite it being the Glass.
Before Round 1#
Podium Name#
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Tenna assigns this name if the player previously entered one of the forbidden names. These names cannot normally be selected without modifying the game.
Legend of Tenna (Round 1)#
Early Intro Dialogue#
Early (obj_board_event_intro) |
Final (obj_b0entrance) |
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TENNA: |
TENNA: |
SUSIE: |
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RALSEI: |
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SUSIE: |
SUSIE: |
RALSEI: |
RALSEI: |
TENNA: |
TENNA: |
A slightly early version of the dialogue that plays at the very start of board 1. Tenna's first line is different, and the dialogue from Susie and Ralsei figuring out how to move is absent.
Cactus Warning#
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(Source: Original TCRF research)
Early Oasis Dialogue#
Early |
Final |
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(Source: Original TCRF research)
Early and final versions of Oasis dialogue #2#
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Final (English) |
Final (Japanese) |
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The funny thing is that neither the early version nor the final version is used.
(Source: Original TCRF research)
Quiz Sequence Names#
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The placeholder line "------" is repeated twice: obj_quizsequence_slash_Create_0_gml_17_0, obj_quizsequence_slash_Create_0_gml_18_0.
(Source: Original TCRF research)
Placeholder Battle Intro#
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A placeholder version of the dialogue that plays when you first get into a battle on a game board.
Unused Hit Grading#
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This text is meant to be used on the grading screen that appears at the end of battle in The Legend of Tenna if you were hit 20 or more times, but goes unused due to a coding error (the condition for overriding it with the next-worst grading text for hits, BIG OUCH!, checks if you got hit more than 7 times OR less than 20 times when it should be more than 7 times AND less than 20 times).
Duplicate Lancer Line#
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The game actually uses "AND, ALL I HAVE, IS MYSELF!", but there is an identical line with a different key, "obj_b1lancer_slash_Create_0_gml_59_0", which goes unused.
(Source: Original TCRF research)
Early Falling Peaches Scene#
Early (obj_b1rocks2) |
Final (obj_b1rocks1) |
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TENNA: |
TENNA: |
RALSEI: |
RALSEI: |
TENNA: |
TENNA: |
SUSIE: |
SUSIE: |
RALSEI: |
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SUSIE: |
SUSIE: |
SUSIE: |
SUSIE: |
An early version of the scene where Tenna refers to the falling rocks as falling peaches on the bridge in board 1, along with other little bits of dialogue from that screen. The dialogue referring to them as rocks are absent from this, possibly meaning Tenna never referred to them as rocks in the first place.
TENNA: |
Also present in the code for obj_b1rocks2 is an alternate version of Tenna's final line, which is never used by the code and only exists as a string variable.
Pond NPC#
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Unused dialogue for an NPC in board 1. It is unknown exactly where this NPC would have gone, though based on the dialogue it could have been the room in which Susie gets the Power Croissant.
Legend of Tenna (Round 3)#
Beginning#
TENNA: |
SUSIE: |
Upon interacting with the door:
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TENNA: |
Upon interacting with Tenna:
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Placeholder dialogue used as a default for NPCs on The Legend of Tenna boards who don't have specific dialogue defined or have missing dialogue.
Commercial District#
TENNA: |
RALSEI: |
Upon entering the "commercial district" screen, immediately south of the starting area.
Upon interacting with Tenna:
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TENNA: |
TENNA: |
SUSIE: |
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TENNA: |
Talking to the NPC in the "commercial district". The NPC's dialogue is translated into Japanese, but Susie and Tenna's reactions aren't.
Lancer's Store#
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SUSIE: |
PIPPINS: |
SUSIE: |
After the player buys Pippins.
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If the player takes the nearest Lancer.
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Japanese |
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ANOTHER LANCER! |
もう1人 ランサー |
SUSIE: |
If the player takes two Lancers.
Falling Rocks#
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Japanese |
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TENNA: |
TENNA: |
Upon entering the screen with the falling rocks a second time.
Northern Desert#
TENNA: |
Upon entering the northern desert screen.
Entertainment District#
TENNA: |
Upon entering the screen leading to the "entertainment district".
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SUSIE: |
TENNA: |
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TENNA: |
TENNA: |
Talking to the NPC in the "entertainment district".
The Pier#
TENNA: |
Upon entering the screen with the rightmost pier.
Shy Quiz#
TENNA: |
Upon entering the screen with the northern quiz.
Quiz #1#
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Translation |
Notes |
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Question |
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The Japanese term for CRT translates to "Braun tube" |
Answer #1 |
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Ralsei's answer (180) |
Answer #2 |
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Correct answer |
Answer #3 |
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Answer #4 |
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Character comments |
Ralsei: |
Ralsei: |
Ralsei: |
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Japanese |
Translation |
Notes |
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Question |
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Image |
(before the answers appear) (after the answers appear) |
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Answer #1 |
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Answer #2 |
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Answer #3 |
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Correct answer |
Answer #4 |
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Susie's answer (240) |
Character comments |
Susie: |
Susie: |
Susie: |
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Japanese |
Translation |
Notes |
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Question |
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Answer #1 |
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Correct answer |
Answer #2 |
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Correct answer |
Answer #3 |
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Correct answer |
Answer #4 |
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Correct answer |
Character comments |
Tenna: |
Tenna: |
Tenna: |
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Dungeon to Quiz Near Water#
TENNA: |
RALSEI: |
SUSIE: |
TENNA: |
Upon entering the secret dungeon area under the southern desert screen.
TENNA: |
Upon entering the screen with the southern quiz.
Quiz #2#
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Japanese |
Translation |
Notes |
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Question |
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A reprise of the question in board 1 about Lancer's name; |
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Answer #1 |
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Susie's answer (30) |
Answer #2 |
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Ralsei's answer (210) |
Answer #3 |
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Ralsei's answer (210) |
Answer #4 |
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Ralsei's answer (210) |
Character comments |
Susie: |
Susie: |
Susie: |
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Translation |
Notes |
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Question |
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Kris quickly coughs and nudges the cursor into selecting the correct answer by themselves. |
Answer #1 |
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Answer #2 |
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Answer #3 |
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Ralsei's answer (150) |
Answer #4 |
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Correct answer |
Character comments |
Susie: |
Susie: |
Susie: |
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Japanese |
Translation |
Notes |
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Question |
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This question doesn't give you much time to answer, as Tenna quickly ends it, realizing it's cancelled without you needing to answer. |
Answer #1 |
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Correct answer |
Answer #2 |
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Correct answer |
Answer #3 |
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Correct answer |
Answer #4 |
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Correct answer |
Character comments |
Tenna: |
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You're joking |
I... |
Completion#
TENNA: |
Upon completing both quizzes.
TV Tower#
TENNA: |
Upon entering the lobby of TV Tower.
TENNA: |
Upon entering the TV Tower elevator screen.
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TENNA: |
TENNA: |
Examining the elevator in TV Tower.
Ending Cutscene#
TENNA: |
RALSEI: |
SUSIE: |
TENNA: |
TENNA: |
TENNA: |
RALSEI: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
SUSIE: |
TENNA: |
SUSIE: |
TENNA: |
TENNA: |
TENNA: |
TENNA: |
Upon entering the screen east of the elevator in TV Tower.
Post-Ending#
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Japanese |
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Examining the game console after the "yogurt emergency" scene.
TENNA:
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TENNA:
(second time) |
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TENNA:
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! (third time) |
TENNA:
(all further times) |
Dialogue for attempting to leave to the left after the "yogurt emergency" scene.
Battle#
Tenna's Comments in Minion Battles#
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The game actually uses "* Kris!! Oh no!! Toriel, don't look!!", but there is an identical line with a different key, obj_tennabattleconvo_controller_slash_Step_0_gml_225_0, which goes unused.
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Japanese (Unused) |
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This specifically refers to the line "* Kris!! Oh no!! Toriel, don't look!!"
(Source: Original TCRF research)
Rematch with Lanino and Elnina#
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The ellipsis line "..." is repeated four times: obj_elnina_lanino_rematch_controller_slash_Step_0_gml_96_0, obj_elnina_lanino_rematch_controller_slash_Step_0_gml_99_0, obj_elnina_lanino_rematch_controller_slash_Step_0_gml_166_0, obj_elnina_lanino_rematch_controller_slash_Step_0_gml_169_0.
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The line "* Susie dreamed of sunny days!" could have been repeated, as it appears under two different keys: obj_elnina_rematch_enemy_slash_Step_0_gml_83_0, obj_elnina_rematch_enemy_slash_Step_0_gml_115_0.
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Lines such as "* Susie dreamed of sunny days!" and "* Ralsei hoped for starry nights!" could have been repeated, but they appear during the Lanino interaction.
(Source: Original TCRF research)
Old Rouxls Battle#
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The line "* Diamond powers up foes!" could have been repeated, as it appears under two different keys: obj_rouxls_battle_old_slash_Step_0_gml_80_0, obj_rouxls_battle_old_slash_Step_0_gml_110_0.
(Source: Original TCRF research)
Lancer in Tenna's Fight#
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obj_tenna_enemy contains lines of dialogue which seem to be for an scrapped S-Action for Tenna's fight that would've involved Lancer temporarily stopping the point counter from dropping. In addition to this dialogue, there is code in the aforementioned object that causes Lancer to pop up and cling onto the scoreboard.
(Source: Original TCRF research)
Leftover Text Data#
This section covers leftover text data from data.win and lang_ja.json.
Legend of Tenna (Round 3)#
Outside TV Tower#
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TENNA: |
Unreferenced dialogue that only exists in the Japanese localization (except for the dialogue after opening the door) meant for the Tenna NPC at the start of the room.
Falling Rocks#
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English (Translated) |
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These strings' labels indicate they would've also been used in the falling-rocks screen, though they aren't referenced by its code. Because unreferenced strings are only still present in the Japanese script, and these ones were translated, the original English strings are lost.
Alleyway#
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English (Translated) |
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Unreferenced dialogue for the screen with the manhole in the northeast corner of the board.
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English (Translated) |
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Unreferenced dialogue for Tenna in the manhole screen, which is evidently for that NPC as its extflag is "b3bestcity", which fits with what the dialogue roughly translates to.
Southern Desert#
DESERT... YEAH, TENNA DEFINITELY GOT LAZY RE-USING STUFF...
Unreferenced dialogue from the Pippins NPC in the southern desert.
Ahh, nostalgic desert!
In... the city?
What the!?
Mike, fire that guy!!!
Text from Tenna for an event that would've been triggered by the above text, where the Pippins NPC is deleted.
THE DESERT IS MY FAVORITE PART OF THE CITY.
Unreferenced dialogue from a Tenna NPC that would've taken the Pippins NPC's place after the above scene.
Grassy Island#
... okay, enough
grass.
ENOUGH grass???
Haha, how could you be
tired of TV-TROPOLIS'S
special MONEY
LAWN-dering services!?
Haha!
Mike, kill the grass.
This unreferenced scene was meant for the grassy island accessible with the raft.
TV Tower#
Wow, this game show
looks like a blast!!
Let's play later!!!
Unreferenced dialogue for the miniature gameshow board west of the lobby in TV Tower.
Unused Quiz Questions#
There is a lot of unused data related to quizzes, ranging from fully left over unused questions to remnants from ones that were removed. Note that the numbers listed by the "Susie's answer" and "Ralsei's answer" columns below indicate how long Susie and Ralsei wait before inputting a guess (if Kris doesn't first), per the code.
Fully unused#
These quiz questions are not referenced anywhere, even in the unused board 3 or the old Mario Party style boards. Notably, all of these mention content exclusive to the Chapter 1 & 2 Dark Worlds, and may have been cut because Tenna having quiz knowledge of those situations wouldn't make sense.
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(Source: Original TCRF research)
English |
Japanese |
Notes |
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Question |
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Answer #1 |
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Answer #2 |
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Correct answer |
Answer #3 |
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Answer #4 |
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Character comments |
Susie: |
Susie: |
English |
Japanese |
Notes |
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Question |
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Answer #1 |
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Answer #2 |
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Correct answer |
Answer #3 |
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Ralsei's answer (270) |
Answer #4 |
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Susie's answer (180) |
Character comments |
Susie: |
Susie: |
The provided answer is [sic]; the actual correct action for Hathy is Flatter, whereas Flirt is used on Head Hathy. |
Notes |
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Question |
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Answer #1 |
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Answer #2 |
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Answer #3 |
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Correct answer |
Answer #4 |
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Ralsei's answer (180) |
Character comments |
Susie: |
Choosing an answer that isn't Susie's makes her use the otherwise unused sprite |
Notes |
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Question |
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Answer #1 |
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Ralsei's answer (240) |
Answer #2 |
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Correct answer |
Answer #3 |
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Susie's answer (270) |
Answer #4 |
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Character comments |
Susie: |
The name "Block Forest" was used by Toby Fox to refer to the forest in question during the Undertale 6th anniversary livestream, but has never appeared in the game itself before this point, while "Scarlet Forest" is a reference to the name of the music track that plays there. |
Notes |
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Question |
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Answer #1 |
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Answer #2 |
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Correct answer |
Answer #3 |
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Answer #4 |
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Character comments |
Susie: |
Blank or removed#
Five additional quizzes are defined in the code, but all of their strings are blank. As they do have correct answers defined, it can be assumed that there were originally real questions here that were later blanked. These quizzes also have "reward" and "penalty" values defined, though all of them are set to 100 and 20 respectively, with the exception of the first quiz which has a penalty of 6. These variables are not read in any remaining code.
Number |
Correct answer |
Notes |
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30 |
B |
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31 |
C |
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32 |
A |
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33 |
B |
Has three (blank) comments defined from Susie, Ralsei, and Tenna in that order...but the comment count is set to 0, so these would never be used anyway. |
34 |
D |
Notably, the quiz sequence object has special behavior for a quiz with ID asriel, which doesn't exist in the final game. It's likely that this was one of the blanked questions.
Additionally, the Japanese script has untranslated strings for what appear to be answers and comments for two more quiz questions, although the comments are identical. These are not referenced in any remaining code and thus are likely also related to the blanked questions. Unfortunately, the questions themselves don't seem to be here; they were likely stored as raw strings in the code instead of using the stringsetloc() function, as is the case with some of the other unused quiz questions.
Question 1 |
Question 2 |
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"SOOSH" and "SAMADO" are apparent references to the Nanalan "Peepo" video, referring to a mushroom and a tomato, respectively.
Quiz Topics#
Every quiz in the game, both used and unused, has a "topic" string defined. These are displayed by the unused quiz wheel object, but don't appear anywhere that's used in the final game.
Question |
Topic |
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WHAT TIME IS IT RIGHT NOW? |
WHATTIME |
BRAND A VALUES THIS RALSEI AT $8! WHAT'S THE TRUE VALUE!? |
RALSEIPLUSH |
WHAT'S KRIS'S FAVORITE FOOD? |
FOOD |
WHAT IS THE NAME OF THIS SHOW'S HOST? |
HOST |
WHAT IS THE HIGHLY MEMORABLE HEADING OF "TV TIME?" |
TVTIME |
WHAT'S THE NAME OF THIS KID? SERIOUSLY I DON'T REMEMBER. |
KID |
THIS THING SEEMS TO SUCK ASS. WHAT'S WRONG WITH IT? |
AWFUL |
WHAT'S THE NAME OF THIS AWFUL GUY? |
DARKNERS |
WHAT WAS ASRIEL'S FAVORITE CHARACTER IN SMASHING FIGHTERS? |
GAMEING(sic) |
WHAT DOES "CRT" STAND FOR, ANYWAY!? |
TV |
WHICH ONE OF THESE IS THE COMPOSITE VIDEO CABLE!? |
TV |
WHICH TV CHANNEL IS THE MOST POPULAR!? |
TV |
SERIOUSLY, WHAT IS THIS GUY'S NAME!? |
KID |
KRIS, WHICH SHOW WAS ASGORE'S FAVORITE!? |
TV |
NOW WHEN DOES ASGORE'S FAVORITE COWBOY PUPPET SHOW AIR!? |
TV |
AREN'T YOU HAVING SO MUCH FUN? |
WELL??? |
WHAT'S ANOTHER WORD FOR, "TELEVISION?" |
WELL??? |
WHAT'S THIS BUTTON ON THE TELEVISION DO? |
NORNAL(sic) |
WHAT TIME ARE YOU GONNA WATCH TV TOMORROW? |
WELL??? |
WHICH IS THE WEAKEST AXE EQUIPPABLE BY FAR? |
ADVENTURE |
WHAT FOREST SURROUNDS CARD CASTLE? |
FORESTS |
WHICH ITEM CAN NOT BE BOUGHT? |
SPEND |
WHO IS THE HORSE-LOOKING GUY IN THE GREAT BOARD? |
HORSES |
WHAT ACTION IS EFFECTIVE ON HATHY? |
DARKNERS |
Dialogue from Unused Rooms#
room_cutscene_tester#
*
* This room is , isn't
it?? Let's go again!!!
* IT WAS!!! It was terribly
!!! Let's go!!!
* Let's! Go!!!! Again!!!! Don't
you want to have terrible
again??
Interacting with the Purple Guy NPC.
* Defeating you is so
* Show me your !
Interacting with the sign.
room_dw_b3bs_intro#
* Heh, look who it is.
Ralsei wanted to wait for
you, so...
* And Susie said "Watch.
Kris'll show up any
minute now," so...
* And I say "shut up," so
let's go!
Dialogue for a short cutscene that would've played when entering the room for the first time after being kicked out of Board 3, where Kris meets Susie and Ralsei and they join your party.
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English (Translated) |
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Dialogue for a cutscene that was intended to play when talking to Lancer with your save's story flag set to a value from 120 to 124. The code for this was deleted, leaving only the Japanese translation of it.
English |
Japanese |
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English |
Japanese |
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English |
Japanese |
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Dialogue for talking to Lancer in room_dw_b3bs_intro. The pasta line only appears if the player had previously pushed Lancer over to the spaghetti plate when he's turned to stone in Chapter 2.
YOU DUG UP THE
IMPORTANT ELEVATOR KEY
CARD.
THE KEY CARD WAS
WASHED SOMEWHERE
BACKSTAGE...
* Umm, were we... supposed
to do that?
* "Supposed to" do what?
* Oh, TV Guy is doing an
announcement!
Board 2 is now ready!!
All performers and
contestants report to the
STAGE immediately!!
* Dang, guess we gotta go.
* Don't worry, Susie! I'll
see you in the funny
stages!
Upon digging up the key card as Lancer in the room_dw_b3bs_intro game screen.
room_dw_b3bs_zapper_a_old#
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Japanese |
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Dialogue options for being caught by the Zapper in room_dw_b3bs_zapper_a_old.
room_dw_b3bs_watercooler#
Japanese |
English (Translated) |
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Text intended for the Goulden Son in room_dw_b3bs_watercooler, which was deleted and left in the Japanese language file. The concept for this NPC seems to have been reworked into the series of interactions with the Goulden Sons in the final stealth room of TV World.
English |
Japanese |
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Dialogue for a pair of Zappers intended to appear in the room after beating the Watercooler, but the code to spawn them no longer exists. The third line would have replaced the second if the Watercooler was beaten with violence instead of being spared. The concept for these Zappers may have been reused for the Zappers in the C-Rank room, as they have similar uses and NPC flags.
room_dw_b3bs_rabbick_a#
* The sign on the door reads
"knock for assistance."
* Knock?
Yes
No
ZAPPER:
* I'm here to assist youse.
("Yes" selected)
Interacting with the door at the top of the room when it is closed.
* (... There's a Ribbick, but it's
shy.)
An unreferenced piece of text that was likely meant to show when interacting with the trash bag on the right of the room, but doesn't as it and its code was removed. It still exists in the Japanese text however, untranslated.
room_dw_b3bs_cheaterpippins#
ROLL THE DIE
2,4,6 WIN!(opening line)
DIG, DIG, YOU GOT
NO DIRT ON US.(upon digging as Lancer)
WHAT THE? WHY WOULD
YOU THROW A DIE?(upon picking up the die as Susie)
WHAT? WHERE ARE
YOU TAKING ME?(upon picking up the Pippins as Susie)
TOO BAD!
TRY AGAIN!(first time rolling the die)
SO CLOSE!
1'S ALMOST 2!(second time rolling the die)
UNLUCKY SEVEN.
HOW'D THAT
GET THERE?(third time rolling the die)
STILL NOT EVEN.
CLOSE!(fourth time rolling the die)
CLOSER!
ALMOST GOT IT!(fifth time rolling the die)
UPSIDE DOWN 9!
SO CLOSE!(sixth time rolling the die)
ME ALONE?!
IT MEANS NOTHING!(upon photographing the Pippins)
A DIE ALONE?!
IT MEANS NOTHING!(upon photographing the die)
* What the -- what are you doing
photoing us!?
* We're innocent! Ahh, let's get
out of here!
(upon photographing the Pippins and the die together)
Dialogue from the Pippins inside the dice game at room_dw_b3bs_cheaterpippins.
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Dialogue from the other Pippins in room_dw_b3bs_cheaterpippins.
room_dw_b3bs_idcardpuzzle#
THE RIVER DRIED UP DUE TO DROUGHT
Dialogue for the sign in room_dw_b3bs_idcardpuzzle.
room_dw_b3bs_camerareminder#
* Hey! Youse guys ain't sposeda
be here!
* So, uh... where'd you wanna go
instead?
Backstage
Entrance
Stay Here
* You got it, boss.
Dialogue from a Zapper in room_dw_b3bs_camerareminder that's set to appear if the block puzzle has been solved (normally impossible due to the camera block in the way not disappearing properly).
room_dw_b3bs_rouxls_lanina#
* What's poppin', my Brose?
* Just shut up and give us
the key card.
* A card, you say? Welleth,
thou hath come to a Goode
place.
* Perhapseth it's in the
next room. Looketh and
go.
* Huh? Aren't you going
to... irrationally fight
us?
* To try and be Tenna's top
lackey or something?
* Oh, ho ho. No, thou
precocious bimbito. For
thou see...
* I art... have already
wonneth.
* For I hath Walkede, not
the path of Violense, but
of Love.
* You see, now that I am
Datinge TV Dude's 2nd in
Commandse...
* By the Transitive
Propertie... I also amst
that.
* Um... is that... how that
works?
* ...
* Guyse? Is that how that
Workse?
ELNINA/LANINO:
* Huh? Uhh.. well...
ELNINA/LANINO:
* Um...?
* Yea. Seems like it
Workes.
* Uh... okay.
Dialogue for a cutscene that would have taken place in this room. The code for the cutscene has been completely removed aside from the create script that sets everything up, meaning the only remnants of it are in the Japanese localization file. Luckily, none of the strings are translated. Most key lines from this cutscene ended up getting moved to the chef room where Rouxls is fought in the final game.
* How doth thou likest my
Recruit?
* Maybe someday thou mayst
have one...
* Recruiteth somebody else.
This guy art TAKEN.
Dialogue for talking to the Shadowguy in the bottom right corner of the room. Similar to the cutscene, the code for this was also removed as its text was part of the cutscene handler, with the text for the interaction being found in the Japanese text file. This causes the Shadowguy to show a placeholder text string when interacted with.
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Dialogue for talking to Rouxls in room_dw_b3bs_rouxls_lanina.
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ELNINA:
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ELNINA:
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(first interaction)
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ELNINA:
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ELNINA:
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(after first interaction)
Dialogue for talking to Elnina.
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LANINO:
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LANINO:
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(first interaction)
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LANINO:
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LANINO:
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(after first interaction)
Dialogue for talking to Lanino.
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("Yes" selected)
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("No" selected)
Upon interacting with Elnina's controller in room_dw_b3bs_rouxls_lanina.
room_dw_b3bs_rouxls_boss#
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ELNINA/LANINO:
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ELNINA/LANINO:
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A follow-up to the previous cutscene in room_dw_b3bs_rouxls_lanina, an early version of Rouxls's pre-battle cutscene dialogue. Just like the previous cutscene, the code for this has been removed, and its text only remains in the Japanese localization file. Interestingly, this text seems to be an earlier draft of the final text used in Japanese localization rather than being indicative of any changes being present in the English version.
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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ELNINA:
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Dialogue for talking to Elnina in room_dw_b3bs_rouxls_boss.
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LANINO:
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LANINO:
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LANINO:
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LANINO:
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LANINO:
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LANINO:
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Dialogue for talking to Lanino.
room_dw_teevie_lightmaze#
* (This cheese seems slightly out
of place.)
* Aw hell yeah, free
cheese.
* (The cheese has been consumed)
* (The lights didn't like that)
Dialogue for interacting with cheese in room_dw_teevie_lightmaze.
* Time for youse to skee-daddle!
Dialogue from the Zapper after getting caught.
room_dw_teevie_maze#
ZAPPER:
* You seem lost. Do youse need
assistance?
Yes No
ZAPPER:
* That can be arranged.
("Yes" selected)
Talking to most Zappers in room_dw_teevie_maze.
ZAPPER:
* Youse seem lost. Like you could
use some help.
* I think we're okay.
ZAPPER:
* Nah, youse need some help.
Talking to the Zapper at the very bottom of the room, which starts a battle.
room_board_3b#
Intro#
TENNA:
* PHEW! You're just in time!
* We've been replaying a rerun of
that WORM commercial, and the
ratings were TERRIBLE!
ALRIGHT!! AUDIENCE,
are you ready...
For 20 floors of
CUTTING EDGE
ENTERTAINMENT!?(Sword Route not completed)
TENNA:
* Alright, controllers all clean!?
* Everyone back to the couch,
let's finish up Board 3!
TENNA: Mike, turn on the
power.
TENNA: Haha, that's strange!
Usually it goes right
on!
TENNA: Mike, can we, uh,
haha, try that again?
TENNA: That's funny.
TENNA: No one's there.
TENNA: The characters...
they're gone.
RALSEI: Umm...(Sword Route was completed)
Two versions of a scene labeled in the code as "b3bintrocutscene"; given this and the context of the dialogue, it was presumably meant to play upon returning to the unused City Board after being made to leave by Tenna at the end of room_board_3. The non-Sword Route strings are only present in the Japanese script, as their associated code object no longer exists in the final game's files.
Elevator#
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Dialogue from Tenna that would play when Kris (controlled by Susie) walks over to the elevator. The code for this has been removed, and only the Japanese text exists.
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TENNA: |
TENNA: |
Examining the elevator in room_board_3b.
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TENNA: |
TENNA: |
Upon entering the elevator.
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Dialogue that would have played while in the elevator. The code for this cutscene has been removed, meaning only the Japanese translation exists.
Roof#
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Dialogue that plays after getting off the elevator.
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Dialogue for the roof split across 4 objects, obj_b3broof1-obj_b3broof4. The dialogue would've been played while going right through a few rooms, ending with a warp to the final room of the board, but the rooms that would've used these objects were deleted, and the player is warped from the elevator straight to the final room instead. The English lines were deleted, leaving only Japanese translations for most of the text except for the last 2 lines, which were not translated.
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Dialogue that would have played at the end of the board after opening the door leading to Susiezilla. Similar to the dialogue inside the elevator, the code for this is removed and only Japanese text remains. The first two lines seemingly would've played when using the key to open the door, while the remaining ones would've played when using Ralsei to open the door.
Other Unused Dialogue#
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To do:
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Board 1#
Cactus Pippins#
THAT CACTUS STILL LOVES YOU.
BUT THEY WON'T BLUSH WHEN YOU ARE NEAR ANYMORE.
I BET THEY'RE STILL SHY IN OTHER WAYS, THOUGH.
Some unreferenced lines of dialogue from an NPC talking about the cactus you can push aside, possibly for the NPC that tells you about it in the first place after you have pushed the cactus.
Early Block Puzzle Dialogue#
TENNA: WELL HEY THERE
BOYS AND GIRLS,
IT'S TIME FOR
A BRAND NEW
PUZZLE!!!
TENNA: THIS PUZZLE WAS
PUT TOGETHER BY A
SELF-PROCLAIMED,
WORLD RENOWNED
PUZZLE MASTER!
TENNA: IF YOU'RE
STUCK, I CAN
GIVE YOU A
HINT FOR
ONLY 1000
POINTS!!
(when entering the screen)
TENNA: WHAT THE HECK KINDA
PUZZLE WAS THAT?!
(when the puzzle is completed)
Early dialogue for the first block puzzle. The dialogue is very different from the final scene, and the puzzle is implied to be made by Rouxls Kaard. These lines are part of an unused object called obj_bpush1_old.
Early Second Block Puzzle Dialogue#
TENNA: OH...
IT'S THIS
PUZZLE AGAIN.
TENNA: JUST SOLVE IT
AND LET'S
MOVE ON.
TENNA: WHAT A
WASTE OF
TIME.
(when entering the screen)
RALSEI: I think I might have an idea
how to help solve this puzzle.
(when Ralsei turns into a block)
TENNA: WHAT THE HECK KINDA
PUZZLE WAS THAT?!
(when the puzzle is completed)
Early dialogue for the second block puzzle, being much different from the final. Here, Tenna is annoyed by the puzzle, and Ralsei only has one line for when he turns into a block. These lines are part of an unused object called obj_b1push2_old.
Early Mail Room Unlock#
RALSEI: Oh! What was
that sound?
An early version of the line spoken when unlocking the mail room. The final line is spoken by Tenna.
Pre-Cooking Cutscene#
* Look! We're already
almost to THE END!
* .. yeah, but what do we
have to do first?
TENNA:
* I'm TERRIBLY glad you asked!!!
TENNA:
* Mike!! The FLOOR, please!!
Some unreferenced lines of dialogue that were a part of a removed cutscene object named obj_ch3_GSA03. Based on its ID being positioned between the scene where Tenna introduces board 1 and the scene where Tenna explains the cooking mini-game, this was likely meant to go right before the cooking mini-game. The identities of the first two boxes aren't confirmed, however they can be assumed to be Ralsei and Susie respectively as the face sprites associated with them match up with what is being said.
Early Physical Challenge Introduction#
* Time for a physical challenge!!!
A single line of dialogue from Tenna that was intended to play at the end of board 1, which would have segued into the physical challenge.
Board 2#
Sphinx-Tenna#
WHIFF... WHIFF... MY
NOSE KNOWS YOU DIDN'T
DO THE OTHER QUIZZES.
GO HIT THE BEACH AND
SNIFF THEM OUT!
(if the player doesn't have two Qs)
ACHOO! ACHOO! MY NOSE
KNOWS YOU FOUND THE
OTHER QUIZZES.
NOW THERE'S JUST ONE
LAST QUESTION...
DO YOU WANT THESE
POINTS, OR NOT!?
(if the player has two Qs)
AND THAT'S THE FINAL
QUIZ!
IN A WAY, WE WERE ALL
WINNERS...
SO IF YOU DON'T MIND,
I'LL BE TAKING THAT
ALL-EXPENSES-PAID
TROPICAL VACATION!
(after finishing Sphinx-Tenna's quiz)
Dialogue exists for Sphinx-Tenna on board 2, suggesting he would have reappeared here.
Unused Cactus Room NPC#
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Unused dialogue likely meant to be spoken by an NPC in the room with the cactus, telling you where to find the raft.
Unused Podium Interaction#
PODIUMS BLOCK THE WAY. THEY ARE INSCRIBED WITH HALF A FLOWER.
Unused text that would have appeared when interacting with one of the podiums in the Kodakoda Shrine. Based on this, it seems like the podiums were originally going to block the way to the raft instead of a being in the way, with each podium having the objective for the photo on them.
Early Controller Swap Scene#
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Final (obj_b2tennaleave1 & obj_b2bridgepuzzle1) |
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TENNA: |
TENNA: |
TENNA: |
TENNA: |
RALSEI: |
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SUSIE: |
SUSIE: |
RALSEI: |
RALSEI: |
SUSIE: |
SUSIE: |
RALSEI: |
RALSEI: |
RALSEI: |
RALSEI: |
SUSIE: |
SUSIE: |
An early version of the scene on board 2 where Susie switches her and Kris's controllers, found in room_board_tests.
Early Second Bridge Puzzle Dialogue#
RALSEI: Oh! Look, grey blocks!
RALSEI: Kris, let's solve this puzzle together!
SUSIE: Cool, I get to do nothing.
(before the puzzle is solved)
RALSEI: Hahaha! We did it...!
SUSIE: Heh, finally having fun?
RALSEI: H-huh? Well, um...
SUSIE: How 'bout we stay as these characters...
SUSIE: Until there's something cool to throw?
RALSEI: ... okay!
(after the puzzle is solved)
An early version of the dialogue that plays in the second bridge puzzle of board 2, right before Susie switches the controllers back to throw bombs around. The final scene was made much shorter. The dialogue from before the puzzle is solved suggests that the plank tiles Susie can pick up and throw were originally grey blocks.
Early Shuttah Dialogue#
THE FINAL PHOTO
THE THREE HEROES
(before taking the photo)
FABULOUS! JUST FABULOUS!
DO YOU THINK YOU COULD PHOTOGRAPH ME TOO?
(after taking the photo)
RAFT APPEARS IN
THE RIVER
(after defeating Shuttah)
The code for the room in which you obtain the camera has unused code and early text for starting the battle with Shuttah. Based on the last line of text, it seems that the raft would have spawned after defeating Shuttah instead of being used to get to it.
Green Block Puzzle#
SUSIE: Those are some weird looking blocks.
TENNA: Those are no ordinary blocks! This room presents a challenge!
RALSEI: Oh, I think you can push these blocks around.
TENNA: See? He gets it!
Dialogue for a scrapped puzzle involving the unused object obj_board_b2greenblock, in which you would have needed to push 4 blocks to make Ralsei's face.
Voucher for 1000 POINTs#
TENNA: Congrats kids, you've earned it!
VOUCHER FOR 1000 POINTS!
An unused line from Tenna that is linked to the unused object "obj_b2sphinxvoucher". Based on the name of the object, it was likely a scrapped screen of board 2. The object spawns in a pickup item with an unused voucher sprite and plays this line when you enter the screen. There is also text for the name of the voucher that appears after you collect it, revealing that it would give you 1000 POINTs in some way.
Bucket of POINTs#
BUCKET OF POINTS!
An unused string for collecting a bucket of POINTs pickup item. This item uses the sprite spr_board_b2bonus, meaning it was intended for board 2. It's possible that this is related to the voucher for 1000 POINTs.
Green Room#
Extended Ramb Conversation#
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Face 1
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Face 1
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Face 0
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Face 0
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Face 0
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Face 0
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Face 2
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Face 2
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Face 0
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Face 0
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Cut lines for Ramb's dialogue about when Kris used to play with the Light World versions of King and Queen in the living room. Can only be found in the Japanese language file.
Ralsei Gaming#
A cut conversation revolving around Ralsei playing a game. Can only be found in the Japanese language file.
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If you say you'd teach Ralsei the tricks.
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If you call Ralsei cringe.
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Locked S-Rank Door#
* (Looks like it's locked.)
Unused interaction text for the door to the S-Rank room hallway being locked, which it never is set to be.
Locked Exit Door#
* (Seems unnecessary to enter the
conspicuous door now.)
Unused interaction text for the door leading to the puzzle rooms that lead to Cold Place being locked. Normally the door is blocked by a Zapper while it is locked.
Ball Machine Blank Fortune#
* ... but it was blank!
Unused default fortune from the Ball Machine.
Going Back to the Stage#
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An unused choice for going back to the stage in the interstitial hallway beside the Green Room. The wording and the fact that selecting yes tries to access not-existent code from the room's object could mean it's a remnant from when boards were entered from the left of the room rather than the door.
Sneaking Backstage Cutscene#
Present Japanese language file is the text for a deleted cutscene meant for the object obj_ch3_GSC04, which would've played in the interstitial hallway after the party left the first half of Board 3. Note that which character is talking has largely been guessed based off of their text.
The first chunk of text. Oddly, the Green Room is referred to as "ひかえ室", translating to "Waiting/Rest Room", possibly hinting at an early Japanese name for the room as the final Japanese version always calls it "楽屋", translating to "Green Room".
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Here you'd be given a choice on what to say.
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If you chose the second option.
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English (Translated) |
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If you chose the first option, you'd get another choice. Oddly, this choice didn't have its English text deleted from the code.
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Japanese |
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Both options would seemingly lead to this text, which oddly wasn't translated into Japanese. Despite Ralsei saying he can stay, another unused scene implies he'd have gone backstage with Susie anyway.
* Okay, well, we'll be
backstage.
* Umm, Kris, I can stay...
More Rock Video Game Over Messages#
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English (Translated) |
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(Failing 5 times) |
(Failing 5 times) |
(Failing 6 times) |
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(Failing 7 times) |
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Some scrapped game over messages in the Rock Video mini-game for failing 5, 6, and 7 times. In the final game, failing those amount of times and more will show the same message. These strings were removed from the code, so all that remains of them are from the Japanese translations.
Puzzle Closet Ribbicks#
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Japanese |
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Dialogue intended for cut Ribbick NPCs that would be in the first two puzzle closet rooms, giving hints about the solution to the puzzle.
Shootout Game Over#
* Kris!! Susie!! Ralsei!!
What did I say about
holding onto your HATS!!
* A cowboy without a cowboy
hat, why, it might as
well be --
* Just a boy!! Or a cow!!
* And I can't say those
descriptors totally match
all of you.
* But DON'T WORRY!! Mike,
lovely man that he is,
pre-ordered a BACKUP
shipment of headwear --
* And that max-size mack
truck is pulling in the
back right now!!
* ... Unfortunately, it
only contains 3 hats.
* So make 'em count!! Hold
onto your head and don't
let go!!
* LET'S CHALLENGE AGAIN!!
Dialogue from Tenna for dying in the shootout game that appears in TV World, similar to when you die in any other minigame in a round of the game show. This suggests that the shootout game may have been part of a round or would have had Tenna involved in some way. The icons shown here are based on what sprite Tenna gets set to for each line during this scene.
Shadowguy Dance Act#
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Some text relating to dancing in a battle with a Shadowguy, likely as an act. The code for this has been removed, leaving only the Japanese translations and one line that wasn't translated to Japanese.
Unused Shuttah Acts#
* Hey, don't take a --
achoo!!
* Camenary took a bad picture...
it got a little embarrassed
Two unused lines from an unused Shuttah act where it would take a photo of Susie mid-sneeze. Interestingly, the second line refers to Shuttah as "Camenary", which was likely an early name for Shuttah. A white silhouette of Camenary can be found in the game's files.
* Great dog picture!
* Well centered!
* Dog picture was not centered well!
Text for an unused act where you would take a photo of the Annoying Dog.
* Great shot of Nubert!
* Nubert was underground in that
shot...
Text for an unused act where you would take a photo of Nubert.
Free Tube Yogurt#
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English (Translated) |
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Dialogue presumably from Tenna that was part of obj_npc_sign before being removed from its code, with it only remaining in the Japanese text. In it, Tenna asks Mike why he gave "those guys" a tube yogurt for free (In the Japanese version, the tube yogurt that Susie receives on board 1 is called "ニャオちゅ〜ぶ" meow tube). It's likely that this was intended for Board 3 when interacting with Tenna after Susie spills the tube yogurt on her controller.
Alternate Zapper Catch Dialogue#
* You aren't supposed to be back
here. Explain yourself!
room_dw_b3bs_zapper_a
Fight it out
Get Caught
Choosing "Fight it out":
* What the -- security!
(a battle then starts)
Choosing "Get Caught":
* Send 'em to the cage!
room_dw_b3bs_zapper_b
Here to
cheat
Got Lost
looking for
the exit
Choosing "Here to cheat":
* What the -- security!
(a battle then starts)
Choosing "Got Lost looking for the exit":
* Ah, alright. Then let me help
you out.
room_dw_b3bs_zapper_c
Here to
cheat
Back here to
do good deeds
Choosing "Here to cheat":
* What!? WHAT DID YOU SAY!?
* In that case, you should be with
the other cheaters!
Choosing "Back here to do good deeds":
* Kris... we of all things know
when you're telling a lie!
Unused alternate dialogue for getting caught by a Zapper in some of the stealth rooms. Instead of instantly getting put into a cage, you would have the option to choose a response based on what room you're in. Some of this dialogue, like the dialogue for getting caught and "here to cheat" can be found in the unused room room_dw_b3bs_zapper_a_old.
Goulden Sam Zapper#
* Did ya wanna go somewhere?
* So, uh... where'd you wanna go
instead?
Stay Here
Near the
Keycard Area
* You got it, boss.
Dialogue for a Zapper in the first Goulden Sam jail room of the backstage sequence (room_dw_b3bs_jail1) that's coded to not actually appear there, a leftover from the early version of the backstage. Selecting "Near the Keycard Area" takes you to the unused room room_dw_b3bs_camerareminder where, incidentally, there's another Zapper that will offer to take you back to room_dw_b3bs_jail1.
Suilver Tale#
* Listen to my suilver tale.
From context and the string's label, this line would've been spoken by Suilver Sam, but it isn't referenced anywhere in the code.
Rouxls Kaard Act Names#
ActingS ActingR Acting
Unused names of acts in the Rouxls Kaard battle. Since the normal battle menu is never used in this fight, these names cannot be seen.
Roaring Knight First Turn Text#
* You felt lightheaded.
* You saw silver stars...
Unused text for the stars attack the Knight uses on their first turn, which is never used, as it is always overwritten with the "The Roaring Knight appeared." text.
Test Dialogue#
Capital of my ass#
What is the capital of my ass?
A- FUNKYTOWN
B- DUNKYTOWN
An... interesting text string that is part of the object "obj_dw_teevie_tvtest", which was likely a test for dialogue in a game board room in TV World.
Secret of "Michael"#
* FOUND THE SECRET OF "MICHAEL."
* ALL MICHAELS NOW ADDED TO
INVENTORY.
An unused text string that is the default string of an unused object called obj_board_treasure.
Munmi Dialog#
* It's some sort of munmi.
(Munmi 1 and Munmi 2 when you choose to LOOK)
* I'm a munmi girl
* In a munmi world
* Wrapped in fabric
* It's not so great.
(Munmi 1 when you choose to TALK)
* I think there's a crying child
on the other side of these
cactuses.
(Munmi 2 when you choose to TALK)
Dialog relating to the scrapped Munmi NPC that was likely meant to appear on one of the game boards. They are associated with the unused object obj_event_npc, which spawns 2 Munmis that you can interact and are given the options "MOVE", "ITEM", "LOOK" and "TALK".
Kris Watches Someone Do A Flip#
Hey Kris wanna
see me do a flip?!?
An unreferenced line of dialogue from an unused object named obj_debug_couchtexttester of someone asking Kris if they want to see them do a flip. It is unknown what else happens or who is doing the flip as the code for the object has been removed.
Noelle's Reaction to Chapter 3 Items#
Noelle has lines of dialogue for using items that were introduced in Chapter 3 when she is in your party. As of now, Noelle does not join your party after Chapter 2, making these go unused.
Item |
Character Given |
Noelle's Dialogue (EN) |
Noelle's Dialogue (JP) |
Note |
|---|---|---|---|---|
Items |
||||
TVDinner |
Kris |
|
|
If on the second save slot, which makes the description say that it has ice cream with Tenna's nose for a cone. |
Noelle |
|
|
If on the first save slot, which makes the description say that it has a giant crumb of pie. |
|
|
|
If on the second save slot, which makes the description say that it has ice cream with Tenna's nose for a cone. |
||
|
|
If on the third save slot, which makes the description say that it has a vegan steak. |
||
Pipis |
Kris |
|
|
|
Noelle |
|
|
||
FlatSoda |
Noelle |
|
|
|
TVSlop |
Noelle |
|
|
|
ExecBuffet |
Noelle |
|
|
|
DeluxeDinner |
Noelle |
|
|
|
RottenTea |
Noelle |
|
|
|
Armor |
||||
ShadowMantle |
Noelle |
|
|
Armor cannot be equipped onto Noelle. |
LodeStone |
Noelle |
|
|
If global.flag[1036] is 0, which makes the description say that it is shaped like a snail's shell. |
|
|
If global.flag[1036] is 1, which makes the description say that it is inscribed with the record of a legend athlete. |
||
|
|
If global.flag[1036] is 2, which makes the description say that it is in the shape of a pizza. |
||
GingerGuard |
Noelle |
|
|
|
BlueRibbon |
Noelle |
|
|
|
TennaTie |
Noelle |
|
|
|
Weapons |
||||
Saber10 |
Noelle |
|
|
|
ToxicAxe |
Noelle |
|
|
|
FlexScarf |
Noelle |
|
|
|
BlackShard |
Noelle |
This is the second weapon Noelle doesn't have any reaction to, the other being ThornRing. It's also the only weapon both Kris and Noelle can equip. |
||
To Be Continued in Chapter 4#
in Chapter 4
At the end of the credits, all the other chapters displayed "To be continued in Chapter <N+1>" on initial release, which was changed to just "To be continued" once the next chapter was released. Chapters 3 and 4 were released at the same time, so "in Chapter 4" never appeared at the end of Chapter 3. This text was removed from the code that handles the credits text, and can only be found in the Japanese localization file.
Console Port Window Display Names#
While the console ports of Chapters 1 and 2, like the PC version, have their window display names correctly set to "Deltarune Chapter 1" and "Deltarune Chapter 2" respectively, the console port of Chapter 3's window display name is set to "Deltarune Chapter 1&2", a leftover from the Chapter 1&2 Demo. It's likely that the developers either didn't bother or forgot to change the title for the ports since it would never be seen anyway due to display names only being visible on the PC version. This is also the case in Chapter 4.