the cutting room mirror

Unused Objects

This is a sub-page of Dragon Quest Builders 2.

The game has an absolutely massive number of unused model and icon assets for everything from standard items to plot specifics.

To do:
In current rework.

To do:
Since the rework of this page the information has been all mixed up. Here are the main sources: BenXC Turtle-Insect's DQB2 tool Multiple ID spreadsheets including Lilisaur's Sapphire in Prop ID spreadsheet Playinful in Prop naming Hopefully ref index coming soon

Unused Blueprints#

Blueprints with an associated item#

Image

Item ID

Description

Note

Blueprint ID

Name

61

The blueprint for a terminal at the tip of a mining track.

Seems to have been used in Khrumbul-Dun as part of the 'fix the mines' quest. The final game simply asks the player to connect the tracks twice across the island's storyline, but perhaps originally one of those missions had the player rebuild a mining station. It is unknown if the station would have been placed where the final game's one is, as it has railing on the opposite side of the track and 2 staircases on each side, implying it would be placed on the raised part of the tracks seen between the base and mine entrance.

89

Minecart Station

286

The blueprint for a comfortable chamber where you can rest and recuperate.

It is very likely this would have been used in Chapter 2, however the final game simply has an NPC request a room with the required features instead of giving you a specific blueprint. This blueprint uses adobe walls and is entered by a wooden door and inside are two folding screens, two beds, two curtains, a simple table, and a naughty night light. In the final game, naughty night lights are not available at this point, hinting that they were obtained earlier originally. This blueprint cannot be removed until it is completed.

35

Relaxation Room

297

The blueprint for better barriers to secure your castle's safety.

This blueprint probably would have been used in Chapter 3. It consists of only 6 Zap Taps.

47

Reinforced Walls

1577

The blueprint for a chamber wherein one can change clothes.

The room seems to be for an early Khrumbul-Dun, since the items used (dressing table, fancy table, door and flower pot) are obtained there. However, the room uses stone walls, and while stone is prevalent in the design structure of Khrumbul-Dun architecture, it is never used predominantly for walls on the base. Examples of stone rooms can be found deep in the mines. Another indicator of it being an old design is the paper sliding door, with BGParts ID 642 (Far lower than what the DLC items have), which implies that originally there was a 'wall hanging' item in that spot which got removed and had its ID replaced later on in development. (for reference, BGParts ID 641 is the blue clover carving and BGParts ID 643 is the watchfire. However those IDs are very muddled, so perhaps they were all replacements too.)

20

Dressing Room

1581

The blueprint for a formidable fortification with an impressively arrowy array.

This seems to be a very early concept blueprint for the Moonbrooke defence barricade. It uses the same wall blocks that the first game's barricades uses, and only uses first game blocks too. Notably the stone walls do not use the foundation block. Item IDs seem to suggest that the 'connect' mechanic was made after most of the blocks without it were implemented separately, so it is possible that this blueprint was built when the stone wall block lacked the chain mechanic.

2

Ballista Barricade

1590

The blueprint for a practical partition for passing in and out.

An arch made of red bricks.

12

Simple Gate

1655

The blueprint for a laboratory suited for studying advanced agricultural techniques.

This blueprint might have been built in Chapter 1 as it mentions agricultural techniques. Despite being called a lab, it's just three walls of dirt blocks with a gap in one where a door would have probably been. The dirt wall design resembles the blueprint designs from the first game, where the player would use the Cladding and Flooring items to change the dirt into their preferred block. The Japanese name is '共同研究所の設計図', which can roughly translate as 'Community/collaboratory research room blueprints'.

1

Research Room

2091

The blueprint for a posh pub where the miners of Khrumbul-Dun can drink to their heart's delight.

Being that it shares the same name and references Khrumbul-Dun, this bar was presumable an early version of the second bar that you had to build in Chapter 2. This bar is not very luxurious, with adobe and wooden fencing walls, accessible by a wooden door in the back and saloon doors in the front. The interior has a bar sign on the back wall, two bar counters and stone stools that make up a cocktail counter, a single cask on a box, stone stools and stone tables for the miners to sit at, all lit up by three lanterns on three barrels. This blueprint cannot be removed until it is completed. Note that while both silver bars share the same name in English, the Japanese names differ. The unused Silver Bar {2091} is named '銀のバーの設計図', roughly translated as 'Silver bar blueprints', while the used one {2092} is named 'プールの設計図', roughly translated as 'Swimming pool blueprints'.

28

Silver Bar

DQB2_Den's_Drawing_Blueprint.png

2094

The blueprint for a counter designed specifically for Den's drinking establishment

This is the quest from the beginning of Khrumbul-Dun, but instead of it being a 'place this here', it's in blueprint form.

31

Den's Drawing

2170

Refinements and renovations for a builder's base of operations.

This blueprint was possibly used in the Chapter 2 epilogue due to the words "builder's base of operations". This blueprint is made up of two buildings made of adobe walls, with three rooms, one being one entire building housing only three pots and mining tools, one small one with a pot and mining tools inside, and a slightly bigger room with an enormous table with 3 stone stools around it, and 2 pots with all three enterable with wooden doors. This blueprint cannot be removed until it is completed.

53

Better Base

2171

Further refinements and renovations for a builder's base of operations.

Despite being a supposed upgrade to the Better Base, it's exactly the same as Better Base. The Japanese name for both these items is '復旧・基地の設計図1' and '復旧・基地の設計図2', which roughly translate as 'Restoration・Base blueprint' 1 and 2 respectively.

54

Even Better Base

2174

The blueprint for a tremendous triangular structure that's sure to be a wonder of the world.

This blueprint shares a name and description with the bottom level of the Pyramid you had to build in the epilogue of Chapter 2. This pyramid is a pretty basic striped pyramid consisting of only plaster blocks dyed black and white. This blueprint is unique as it has sloped sides where the other blueprints don't. This item is stored later in memory compared to the 3 used pyramid blueprints.

36

Pyramid Level 1

2571

(none)

A room made of red bricks.

41

(none)

1598

The blueprint for a convenient conveyance that can carry passengers up and down.

This blueprint seems to have been planned for Khrumbul-Dun, implying that before settling on Malhalla having the magnetic mechanics (concept that was also scrapped, leaving magnetite as a "postgame Malhalla Explorer's Shores" resource) they were originally found as ores in Khrumbul-Dun. This is also supported by the magnetic puzzles found at the temple. There is a decorative 'lift' in the base. It could be a remnant of this blueprint idea, where you would build a lift from the base to the mines. The reason this seems to be a very early idea is the use of the first game's buttons, which can only be found by hacking the game and only as their block form (not in item form), and the lack of any actual 'lift', which could imply that there were other pushable objects planned, but were later removed, leaving this blueprint as is. The bottom two sides of the lift are connected with a 5x5 platform made up of an unimplemented object that does not show up in-game (BGParts ID 1028), quite possibly an early magnetic block.

21

Lift

689

The blueprint for a convenient conveyance that can carry passengers up and down.

This is the lift design from the unused 'Ark Mainframe' blueprint. Right has the full design. Left has the required blocks. It would presumably be installed onto the Ark's shell (or what would be the Ark Mainframe's previous blueprint), and then later once the final blueprint was placed the lift would already be built and so it would already be included on the design.

94

Lift

570

The blueprint for the engine of an astonishing airship.

This appears to be the base of an early Ark design. It has the puller already installed, and the floor plan differs from the final design (it looks like the Ark Mainframe's floor plan). In the final game, the shelter begins as a small building, then later becomes an actual airship. This blueprint suggests a different structure, where you would build the whole engine/base first, and build from there, like all the other separated blueprints. At the end of this section there are more pictures of this design.

96

(none)

1595

The blueprint for the main frame of an awe-inspiring airship.

This blueprint is possibly the early version of The Ark from Chapter 4, and being that the blueprint uses Pullers and Magnetic Blocks, probably meant that Magnetic Blocks and Pullers were meant to be unlocked in Chapter 4 as well. This blueprint is like the final Ark, except the main area is smaller, the left and right rooms are longer with ramps, the Upgraded Garage is already added, and there are what appear to be three areas where enormous eyeballs had to go.

17

Ark Airframe

2123

(none)

A simple room made of floorboard with some wooden roofing on top. There is a hole for a door, but no door, and the room's contents consist of two piles of straw bedding and a gentleman sign. The roof features no corner pieces, indicating that this blueprint may have been created before they were implemented.

64

(none)

2124

(none)

Another simple room in the same vein as Blueprint ID 56, though this one features a wooden door. This room's contents consist of only four wooden stools and nothing else.

65

(none)

2266

(none)

Yet another simple room like Blueprints ID 56 and 57. This one once again features no door, and has a few more contents, namely a haystack, three crates, a bundle of rope, and a set of farming tools. This is actually the same set of furniture as featured in Blueprint ID 48, minus the chest, so it's possible that the original room recipe for a barn featured three crates and no pot or firewood.

66

(none)

2328

(none)

A blueprint of a large landscape featuring many trees, some flowers and bushes, and several layers of limegrassy earth.

67

(none)

Blueprints without an associated item#

Image

Blueprint ID

Note

Debug Name

8

A simple blueprint, featuring a large room with a disfigured throne and stone workbench. The room's walls are made of earth, like the blueprints in DQB1. This could have been used for the mission to create the disfigured throne room early in the Moonbrooke chapter, similar to how blueprints are used to create the Bell Room and the Potato Patch.

{todo}

14

A very small blueprint consisting of a small hovel made of sand with two torches and a dilapidated crate on the outside.

{todo}

19

A simple castle blueprint. A screenshot of this particular castle is used during the final battle to represent the visual of Midenhall castle seen through a tear in reality made by the Master of Destruction. The inside is empty apart from a staircase up to the tower in the centre, leading to the roof. The four banners on each of the castle's corners are the Banner of Hope from DQB1.

{todo}

30

A small adobe wall room with a table in the centre and a bench in the back, and a bed nook on the side.

{todo}

39

A large, open-plan workroom featuring the Multipurpose Workbench from DQB1. This blueprint also includes several objects that aren't implemented and can't be seen in-game (BGParts IDs 1439, 1440, 1441, and 1442).

{todo}

42

A small beachy area with some sort of spring or geyser in the centre. Judging by the placement, it's possible that the green wall-mounted banner was originally a different object that got replaced during development. Also, all of the seaside sand blocks on display here are actually bubbling seaside sand.

{todo}

43

A blueprint featuring a hilly land formation with a small "house" in one corner.

{todo}

44

A blueprint featuring two separate builds. One appears to be a campsite next to a snowy hillside, while the other seems to be a cross-section of a castle.

{todo}

45

A huge room with many windows and several comfy stools facing what appears to be a large stage made of blue temple tile blocks. The blue temple tile blocks on the front of the stage can only be broken with the Ultimallet, and the rest of them are of an unused variant that is missing the lower half of its side texture.

{todo}

46

It appears to be a large riverbed made of umber, with a few plumbery lumber accents and a couple of sconces. This could have been used during the Green Gardens chapter on the Isle of Awakening, for when the player is tasked with making a river. However, unlike the blueprints that are used for that chapter, this one features no Blockage objects.

{todo}

48

A small room with a few crates, some rope, farming tools, a haystack, and a chest. This could have been used during the Furrowfield chapter when the player is asked to build a barn, though this room is missing the firewood and pot.

{todo}

49

A cute little roller coaster build made of multicoloured plaster blocks, featuring many lights and a large heart shape at the back. Riding this roller coaster sends the rider around and toward the back, climbing up and around the back of the heart, before looping back to the bottom and coming back around the other side, causing all of the lights to turn on or off as the rider passes each of the buttons, before launching off the right side at the end.

{todo}

72

What appears to be a restaurant featuring a dining room with several tables, a small kitchen featuring a brick barbecue, and a small bathroom.

{todo}

74

A very small blueprint consisting of only three arid earth blocks and one umber block. Yes, that's really it.

{todo}

75

A hill made of chunky chert, with some crumbly clodstone blocks near the top. Behind the crumbly clodstone blocks is a source of pure water. This blueprint resembles setpieces from Furrowfield and the Green Gardens, though it's unclear why the player would need to build something like this.

{todo}

78

A small blueprint consisting of a couple of water source blocks surrounded by umber in a U shape.

{todo}

79

A small blueprint consisting of a couple of water source blocks surrounded by arid earth in a U shape.

{todo}

80

This appears to be the kitchen from Blueprint ID 72, with a few of the objects omitted.

{todo}

81

This appears to be the dining room from Blueprint ID 72, with several of the objects omitted.

{todo}


Here are some more images of the Ark Engine blueprint from some different angles.


And here are some more images of the Ark Mainframe blueprint, with the Builder's Bell, Millennium Buggy Buggy, and Enormous Eyeballs added in. The original blueprint has holes where the window domes would presumably go, but they are omitted from the blueprint, either because they weren't designed yet, or were changed during development. In this recreation, the windows have been placed down.

The building table and chest are absent in these images.

Dragon_Quest_Builders_2_Early_Ark_Recreation_Front_View.png Dragon_Quest_Builders_2_Early_Ark_Recreation_Top_View.png

Dragon_Quest_Builders_2_Early_Ark_Recreation_Back_View.png Dragon_Quest_Builders_2_Early_Ark_Recreation_Left_View.png Dragon_Quest_Builders_2_Early_Ark_Recreation_Right_View.png

Unused Blocks#

DQB1 Leftovers#

To do:
Do we separate dqb1 stuff on wether it was used in DQB1 or if it went unused? Since we do have the data if gone used.

Only Icon#

Icon

Note

Icon

Note

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Icon + Model#

Icon

Model

Note

Icon

Model

Note

Model + Block ID#

Model

Block ID

Note

Icon + Model + Block ID#

Icon

Model

Block ID

Note

086

"Fire Sand". This and the Ice Sand block were used for as decoration for the Chapter 3 Hostile Merger boss fight in the first game.

087

"Ice Sand".

083

Sulphur Ore. Drops nothing.

Has All Data#

Icon

Model

Item ID

Description

Note

Block ID

Name

Original Blocks#

Only Icon#

Icon

Note

Icon

Note

Earth Glow

Earth Star Glow

Light Earth

Dark Earth

Wooden Wall or Wooden Floor Variant

Softwood Rose

Green Bark Variant (Duplicated in sheet, maybe for a Moss Variant?)

White Umber Variant

White Lumpy Umber Variant

Stone Block

Gravel Block

Yellow Ore Vein

Blue Ore Vein

Orange Ore Vein

Rusted Copper

Yellow Castle Tile

Yellow Carved Castle Tile

Yellow Leaves

Red Leaves

Icon between Mossy Soil and Swampy Soil. Spot between both the block IDs {232 and 234} and item IDs {1949-1951} is empty. Presumably that would be this block's ID.

DQB2_Unused_Icon_White_Blocks.png
White block batch (Unknown what these are)

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Unused Old Wood Icon (todo)

Icon + Model#

Icon

Model

Note

Icon

Model

Note

Model + Block ID#

Model

Block ID

Note

Model

Block ID

Note

B:{474}

Red Chart

475

Red Citadel Floor

B:{124}

Witchgrassy Grass. Drop Witchgrassy Earth

125

Lemongrassy Grass. Drops Lemongrassy Earth.

B:{126}

Grassy Grass. Drops Grassy Earth

127

Limegrassy Grass. Drops Limegrassy Earth.

B:{501}

Leafy Soil Grass. Drops Leafy Spoiled Soil

587

Leafy Stony Grass. Drops Stony Earth.

Icon + Model + Block ID#

Icon

Model

Block ID

Note

586

"Leafy Stony Soil". Normal mallet drops nothing. Ultimallet drops Stony Soil.

210 & 622

Umber Sandstone (Two candidates for icon)

Has All Data#

Icon

Model

Item ID

Description

Note

Block ID

Name

2001

[Nothing]

Yellow Frame Block. Item uses bedrock icon, casts shadow despite being transparent. Metalic footsteps.

247

[Nothing]

Unused Decorations/Props#

DQB1 Leftovers#

Only Icon#

Icon

Note

Icon

Note

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Icon + Model#

Icon

Model

Note

Icon

Model

Note

Model + Block ID#

Model

Prop ID

Note

Icon + Model + Block ID#

Icon

Model

Prop ID

Note

171

"Pressure Plate" FOR DQB1

172

"Button" FOR DQB1

829

"Activator" FOR DQB1

935

"Activator" FOR DQB1

934

"Activator" FOR DQB1

200

"The Water Crystal". Items from the first game that served as sources of water. Due to the introduction of the Bottomless Pot key tool in this game, these were rendered useless.

201

"Hot Water Crystal". Items from the first game that served as sources of water. Due to the introduction of the Bottomless Pot key tool in this game, these were rendered useless.

Has All Data#

Icon

Model

Item ID

Description

Note

Prop ID

Name

1349

A wide-ranging workstation with all the tools a builder could need.
Can be used to build complex furniture.

This item is the special workbench from the first game, it has a 3D model and can be placed, but cannot be interacted with. This workbench has 2 icons (duplicate) in the icon sheet.

149

Multipurpose Workbench

Original Decorations/Props#

Only Icon#

Icon

Note

Icon

Note

A distinctly un-stylized metal barrel. There are no metal barrels resembling this one in the game, though there are wooden barrels.

A crude icon of a fan, with a crank and a grip. It does not resemble anything used in the game. There is a trap, the Woosh Widget, that makes use of wind, though it looks nothing like this.

A crude icon of a bottle with a skull on it. It does not resemble anything used in the game.

Two icons of... something... textured with Malroth's scales. While they appear to just be flipped versions of each other, they are actually very slightly different. The hint of yellow on the bottom suggests these would either be from Malroth's tail or paws; segments of his tail are already obtainable as the "Twisting Tail" item.

Shelves stocked with containers, maybe with milk jugs on the left? Cows are present and can be milked, so this decoration was likely connected to that.

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Rough icons for the trophies awarded by winning the game's online building contests. Only second and third place seem to be present.

Icon + Model#

Icon

Model

Note

Icon

Model

Note

Model + Block ID#

Model

Prop ID

Note

1019

Teleportal without texture. I bet it uses the bag texture and not a combined one. Maybe it's still mapped.....

1476

Screwed up altar. What happened here.

1479

Cool ass window my beloved

1478

Cool ass window my beloved

1477

Cool ass window my beloved

Icon + Model + Block ID#

Icon

Model

Prop ID

Note

1356

An unused, pristine version of the Worn-out Workbench.
This is the table that can be seen in the final game's icons. Dqb2_Icons_showing_Unused_Table_1.png Dqb2_Icons_showing_Unused_Table_2.png

560

Cloth Rack my beloved

Has All Data#

Icon

Model

Item ID

Description

Note

Prop ID

Name

2018

An oversized oven for firing and baking clay crafts.

This item is unique and can be interacted with, but it can only make glass. Possibly was also going to be used to make pots and crockery. It would have been obviously unlocked in the Furrowfield Chapter. It was probably intended to hold fire inside, as it emits light, but no fire can be seen in the final release of the game. This item might be linked to the sandy area where Wrigley is found.

606

Kiln

1813

(todo)

Screenshot of Furrowfield with the stage 7 deitree. Note that the giant glow vortex is a different item placed atop the treetop, though the tree does have a slight glow.

(todo)

(todo)

157

(todo)

Screenshot of Furrowfield with the stage 8 deitree. This stage has darker leaves, not seen in any other stage. It also has no glow.

803

(todo)

1808

(todo)

Screenshot of Furrowfield with the stripped Deitree. The texture on the tree has some unidentified symbols. This model was used in some of the earliest screenshots released for the game.

379

(todo)

Stage 8 having such a low ID could signify that it was made first as a 'placeholder' from when Furrowfield was being built, with the rest of the stages (which occupy IDs from 1808 to 1813) being made later when the quest was implemented into the game.

To do:
There are symbols present on some Deitree textures. Dead deitree: Dragon_Quest_Builders_2_Unidentified_Texture_on_Early_Deitree.png Have to identify. Could either mean 'placeholder' in japanese or could be the 3 parts of the quest. There are also 2 deitree textures with symbols, these textures are potless, so I assume they come from late stages. Dragon_Quest_Builders_2_Unidentified_Texture_on_Deitree.png This one is a fence with flowers on top. Dragon_Quest_Builders_2_Unidentified_Textures_on_Deitree_.png This one has the 3 parts of the quest. The last 2 don't have the texture on the depth part of the texture.]]

Aquarium DLC#

The Aquarium DLC added fish into the game and there are icons for four fish, these four fish lack 3D models, only leaving the inventory graphic.

Graphic

Item ID

Description

Note

Name

2097

A slippery, slimy freshwater fish with a monstrous sucking maw.

As the description says, this fish was originally meant to be caught in freshwater.

Lamprey

2098

A long and lean fish that somehow subsists in scalding magma streams.

This fish shows Square-Enix originally meant for the player to be able to fish in lava, something which cannot be done in the final.

Inferneel

2473

A tiny freshwater fish that's especially flavorful when battered and fried.

This fish was originally meant to be caught in freshwater. Can be cooked.

Pilchard

2475

A curious fish with flaming scales that swims in scalding magma streams.

Like the Inferneel, this fish was also meant to be caught in lava.

Magmackerel

Unused Tools/Weapons#

Malroth Duplicates#

These are duplicates of Malroth's weapons that can be equipped by the player and other NPCs. They have no name or description and all share the 'Stone Axe' icon. The attack output seems to be the same as the used ones.

To do:
The attack is the same as the builder equiping Malroth's weapons, have to see how they behave when wielded by Malroth himself

Icon

Side view

Back view

{ID}

Note

{902}

Duplicate of the 'Oaken Club' {301} weapon.

{903}

Duplicate of the 'Stone Axe' {326} weapon.

{904}

Duplicate of the 'Spiked Club' {2049} weapon.

{905}

Duplicate of the 'Iron Axe' {327} weapon.

{906}

Duplicate of the 'Night Club' {332} weapon.

{907}

Duplicate of the 'Battleaxe' {328} weapon.

{908}

Duplicate of the 'Gigantes's Club' {2052} weapon.

{909}

Duplicate of the 'Hela's Hammer' {2055} weapon.

DQB1 Leftovers#

Only Icon#

Icon

Note

Icon

Note

(todo)

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Only Model#

Model

Note

Model

Note

Icon + Model#

Icon

Model

Note

Icon

Model

Note

DQB2_UnusedModel_HammerOfTheBuilder1.png DQB2_UnusedModel_HammerOfTheBuilder2.png

Hammer of the Builder

DQB2_UnusedModel_HelaHammerOld1.png DQB2_UnusedModel_HelaHammerOld2.png

Hela's Hammer

DQB2_UnusedModel_DivineDagger1.png DQB2_UnusedModel_DivineDagger2.png

Divine Dagger

Icon + Model + Item ID#

Icon

Model

Item ID

Note

Original Tools/Weapons#

Only Icon#

Icon

Note

Icon

Note

What appears to be Babs's version of the Cottontail Costume, which cannot be obtained by the player in any way. The icon also appears to be somewhat unrefined, lacking stylistic flourishes present in used icons.

(todo)

(todo)

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

A crudely-drawn glove with "II" superimposed onto it. Possibly a placeholder for an upgrade to the Builder's gloves, which never gets upgraded or improved in any way during the course of the game. An even earlier version can be seen in this prerelease image and an in-between version can be seen in this image.

Only Model#

Model

Note

Model

Note

DQB2_UnusedModel_CopperHammer1.png DQB2_UnusedModel_CopperHammer2.png

(todo)

Icon + Model#

Icon

Model

Note

Icon

Model

Note

(todo)

Has All Data#

Icon

Model

Item ID

Description

Note

Name

1858

A hefty, long-handled tool that's terrific for tilling fields.

There are hoe icons on the 'tool section' of the icons. This section has larger icon sizes for displayed items, like equippable tools, hammers, for example, or permanent upgrades, like the Windbraker, or Golden Gauntlets, for example. It could mean that originally the player would have been able to obtain the hoe, as the Cowboy Island scenario teaches how to use it, alongside the gloves.. Villagers have an actual 'Stone Hoe {1858}' unobtainable item in their inventory that they need to use to be able to till the earth, which supports the 'hoe tool' theory.

Stone Hoe

Unused Inventory Items#

DQB1 Leftovers#

Only Icon#

Icon

Name

Note

Icon

Note

"(Material) Flooring" and "(Material) Cladding" series of items.

Unused in-game, since a tool similar to these called the Transform-o-Trowel made cladding and flooring redundant.

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Has All Data#

Icon

Item ID

Description

Note

Name

Original Inventory Items#

Only Icon#

Icon

Note

Icon

Note

A set of unfinished looking icons for what appear to be durians, including a rare variant, as a farmable plant. Durians do not appear in the game at all.

Unfinished icons for grapes, though they don't seem to have anything for a rare variant. Grapes do not appear in the game at all.

What appears to be an icon for a "harvested" food item version of Malroth's nemesis, the starfish. While starfish appear in the game, they are simply placed in the inventory as regular decorative items, instead of one that can be used in cooking.

An icon for a detestable dish involving starfish. Its existence is perhaps connected to the food version of the starfish above.

A crude icon for a vine. Vines and vine-related materials appear in the game, though this specific early-looking icon is not used.

Has Old Icon#

Unused

Used

Note

Unused

Used

Note

Has All Data#

Icon

Item ID

Description

Note

Name

Unused Inventory Items for Used Blocks#

Has All Data#

Icon

Model

Item ID

Description

Note

Block ID

Name

(todo)

(todo)

An icon for the unbreakable blocks that make up the "bedrock" of the game. While the blocks themselves appear if one digs down far enough, they are never obtained or seen in any way that renders this icon visible.

1

(todo)

Unused Inventory Items for Used Props#

Has All Data#

Icon

Model

Item ID

Description

Note

Prop ID

Name

631

(todo)

The inventory icon for the empty Deitree planter is either an early design or some other kind of item.

839

(todo)

(todo)

(todo)

(todo)

Icons for the signs at puzzles that give out mini medals, left for the incomplete puzzle state and right for the solved puzzle state. While these dot the game's landscape in many areas, they cannot be obtained in a way that makes these icons visible.

929, 1403, 1404

(todo)

(todo)

(todo)

The Sign of the Builder is a decorative feature seen at the Hairy Hermit's Shrine, this item cannot be moved or placed in the player's inventory.

1410

(todo)

(todo)

These locked chests open and turn into regular treasure chests when the nearby monsters associated with them are defeated. While in the "cursed" state they are indestructible and unopenable, meaning there is no way for the player to see this icon for them.

215

(todo)

(todo)

(todo)

These are hazards appearing in the game's first boss fight. They can only be moved with the Builder's Gloves and cannot be added to the inventory. Apparently, they were regular yellow peels at some point.

1012

(todo)

(todo)

(todo)

The teleportal item. Through glitches you can hold this in your inventory.

216

(todo)

(todo)

(todo)

The tablets having icons that look like the Sigils from DQII seems to be related to a cut plot element, originally there were five tablets, one for each Sigil. In the final game there are only these three.

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

Spoilspores are spawned by certain weather events on the first island, they cannot be interacted with except for being destroyed by surrounding them with blocks to make them suffocate and implode.

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

<>

Brownbeard's boat, indestructible.

(todo)

<>

(todo)

(todo)

The sack-on-a-stick by Brownbeard's dock that the player puts their items into when traveling to and from unfinished story content. Also indestructible.

(todo)

Storage Sack

(todo)

(todo)

Appears in the underground temple on the second island. All padlocks instantly disappear when unlocked and are otherwise indestructible.

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

All three stages of the Buggy Buggy's upgrade progression. The Buggy Buggy cannot be placed into the player's inventory due to being indestructible.

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

(todo)

A wall-mountable version of the Ra's Mirror, used during a few cutscenes on the third story island. It is not the version of the item the player gets to keep.

(todo)

(todo)

(todo)

(todo)

These could be picked up in the first game, in the second game they are indestructible waypoints.

(todo)

(todo)

(todo)

(todo)

Dormant Rockbombs appearing deep in the mines of the second island. These either drop Rockbomb Shards or spawn Rockbombs, so the item version of this is unobtainable.

(todo)

(todo)

Unused Inventory Items for Used Items#

Yes, what an interesting name for a category. You'd be surprised by the shenanigans this game pulls, however.

Has All Data#

Icon

Item ID

Description

Note

Name

625

(todo)

Mini Medal

1147

(todo)

Gratitude Point

1148

(todo)

Big Gratitude Point

1149

(todo)

Bigger Gratitude Point

MISC#

To do:
Categorize these

Icon

Notes

Block icons for dirty water, either freshwater or seawater, and "plasma". The player cannot obtain liquids in block form, though perhaps they were used by the developers to manually place pools of water. There's also one for poison.

(Source: ID sheet)

(Source: BenXC)

(Source: BenXC)

(Source: Close ups of unused blocks)

(Source: All block IDs)

ADDED HERE FOR A TO DO#

Adding here while I document these since I can't tell what data they have until I look at them thoroughly.

ICON IMAGE

MODEL IMAGE

IDS

NAME AND NOTES

297...

WEIRD TABLETS (WHOLE SUBSECTION I SUPPOSE)

181

I think this one is seen in a prerelease video.

205

Yellow banner

217

Thingie I dont know the name of.

218

I didnt use Terra Incognita in DQB1 idk

219

The minimedal equivalent of dqb1

DQB2 Unused Icon Milkblossom.png

1436?

Slightly different milkblossom

Notes#

  1. The 1st and 2nd castle level blueprints are invisible blueprints that the game actually uses when the villagers are building the castle. They are invisible since from the story prespective there is no blueprint there, so it remains hidden from the player. Stage 1 is half-built, and when it is finished a story beat happens, then stage 2 gets placed. Stage 3 is the same as stage 2 but visible to the player.