This is a sub-page of Isle of Reveries.
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Isle of Reveries has a large number of unused maps, reflecting various ideas throughout development. There's a lot to see here!
Functional Maps
All maps in this category have a known method of being loaded in-game and are thus playable. The names listed are the internal map names used by the game.
PuzzleTest#
An ominous dungeon entrance with a simple, unused tileset. Immediately upon loading in, a double door closes the room above. This is all to it - there's no player object here so you're unable to pause or move, forcing you to quit the game.
ScreenTest1#
A map intended to test screen transitions. It has just one enemy here.
Entering the map sets Lief's color to blue and resets your sword level to the Pilgrim's Sword. Attacking displays hitboxes in magenta.
FishingTest#
A simple test map for a scrapped fishing feature. It has the same properties as ScreenTest1.
The rats are non-interactable and there's otherwise nothing to do here as the fishing feature was scrapped.
Shop_Item#
Appears to be a scrapped item shop. It includes a static sprite of Lief obtaining something along with what appears to be a few items with unused sprites on display. Nothing can be interacted with, including the NPC, despite showing the talk symbol on the interaction button when approached. There's no collision at all so you can go through walls, and attempting to leave the map just teleports you back to the entrance.
The presence of this shop implies there may have been a form of currency or trading planned.
MM_Cave_7#
Opening the chest gives you the Draco'Launcher with the following text:
Wow! Lief found the
Draco'launcher!
BOING! It'll damage enemies
before pulling them in!
Exiting the cave dumps you out here, where the entrance is normally inaccessible. This may have been the original location for the Draco'Launcher before it was decided to be a reward for a challenging cave in Weeping Wetlands.
Township_Well#
A cave with an Akedo Leaf chest contained within. The name "Township" is used internally for Verdant Valley, implying this would have been the inside of a well there. An unused image in the game's files depicts a Link's Awakening-styled well entrance in Verdant Valley, which was scrapped for the final. Adding to this, the layout of the inside of the well resembles the inside of the well from Link's Awakening.
Thicket_MysteryWoods#
An incomplete Lost Woods-style map with a unique very dense fog. Exiting out the wrong way warps you to the screen of Twilight Thicket with the Potion Shop. Presumably there would've been some reward at the end, but the existing map has nothing.
Wetlands_Sanctuary#
A softly shaded and dim indoor area with light rain and thunder sounds playing. The left side has an unreachable Akedo Chest, which is picked up by the Akedo Charm trinket. The right has stairs down to an elegant looking doorway.
Exiting out the main entrance leads to the main entrance of the Weeping Wetlands, while the right entrance leads to a spot inside a cave just right by the exit to the wetlands. The real intention was for the right exit to lead the Wetlands Fairy Room, as exiting the fairy room leads you there.
Wetlands_FairyRoom#
An eerie and unsettling fairy room. When you spawn in, Lief hops in from a warp that looks just like the shortcut warps in dungeons, indicating this may have been related to a dungeon.
Early Surface World Area#
Video of the area: https://spectra.video/w/qdSbqhSTXiqB4Qr5scTrgi
There are three early areas of the surface world left in the game, serving what looks like an early version of the tutorial. This may have been one of the first areas made for the game, as it appears in the Kickstarter trailer.
This surface world consists of one outside area connected to two caves. They include one unused enemy, known internally as the Snap Dragon, and a unique tileset not found elsewhere, taking place high atop a mountain with sad-looking trees.
PilgrimsClimb#
A sizeable outside area playing the song Mystic Spire. There are several instances of the Snap Dragon here. There's a save statue in the center that's fully functional. It's interestingly marked as a dark map, and light sources such as Clem's Lantern or the Flare Coil will light up the area around them, though not by much.
Talking with the Old Frog gives you Clem's Lantern, but if you already have the Flare Coil it won't overwrite it. There are two interactions with Clem: by the Old Frog and at the cutscene on top of the stairs. Both interactions softlock the game: in the first you're stuck in an uncloseable dialogue box, and in the second you're stuck in cutscene mode in which Lief can't move and you can't pause the game. By saving at the save statue and setting your spawn coordinates to [ 280, 150 ], you'll bypass the cutscene at the peak and enter the exit at the stairs, spawning you in PilgrimsClimb_Cave3, which is the cave you spawn right outside of after the final tutorial.
Taking a picture of the Snap Dragon looks to set a flag, but it does not show up on the photo album in the pause menu. Playing the Sea Ukulele plays the song but doesn't bring up the warp menu.
PilgrimsClimb_Cave1#
An odd cave playing the song Cavern. It contains a basic block puzzle and one unsolvable one, along with glitched back-to-back explodable walls that can't actually be destroyed with the nearby bomb plants. There's an unused, simpler looking sprite of an NPC that doesn't resemble anyone in the final game. Interacting with the NPC gives you the Pilgrim's Sword, overwriting your existing sword if you have one. It's recommended to bring the Rift Wand to traverse this cave to get past the unsolvable block puzzle.
PilgrimsClimb_Cave2#
A simple cave connecting the left and right sides of the outside area. It just contains a few screens and some bats. Plays the song Cavern.
AkedoGrotto_Entrance#
What appears to be the inside of a building in Verdant Valley you would be able to build. It features an interesting and fully functional minigame in which you traverse through challenge dungeons set by Akedo, who is stuck in his own crane machine.
During each challenge, you are stripped of your items aside from Trinkets and start with 3 hearts. To fight you must rely on the copy ability to copy hazards and traps to hurt enemies.
Interestingly, this minigame reveals that at one point you were to actually give the Akedo Leaves back to Mr. Akedo since you can spend two to attempt his minigame. In the final game, you can never lose or spend Akedo Leaves in any capacity. Since you can fail the challenge and pay two more leaves to try again, it's implied that Akedo Leaves were originally intended to be more abundant than the final.
Opening the map states the map name as "Akedo's Grotto" and shows the full overworld, yet it also shows some dungeon information, displaying 9 Fairies and 9 keys.
Out of the 3 maps in the game, Mr. Akedo lets you enter only two. The third challenge can be entered by loading directly into the map, but since it's incomplete it cannot be finished.
Considering Mr. Akedo calls it the "Grotto of Ordeals", it's possible this entire minigame was replaced by the Well of Ordeals.
AkedoGrotto_B1#
A simple set of challenging floors. The spinning trap is your only attack here, but there's no need to actually defeat any enemies.
AkedoGrotto_B2#
The second challenge is significantly harder than the first, containing an icy floor and three rooms in which you must defeat all enemies via the copy ability with only 3 hearts.
AkedoGrotto_B3#
Not nearly as challenging as the second level, albeit it's in an incomplete state.
Entering the second room plays boss music, and opening the chest grants you the Hero's Gauntlet, stating you reclaimed it. However, it's unclear if the item was actually removed from your inventory since you can't pause and there's nothing to grab in any of the challenges until this point since the grabbable bomb plants start spawning only after the chest is opened.
Entering the third room plays a sound indicating a puzzle was completed, but there's nothing present but two uninteractable tables. There's no way to progress past here. Unused text indicates the player would've had a choice between a Bug Net and a Fishing Rod, both of which are unimplemented in the final game.
WetlandsCave_5#
A narrow, dimly lit cave with unique pipe tiles. Supposedly, you were intended to move blocks to disconnect the pipes to get around, and moving some of them fills the surrounding spaces with water.
There's a switch on the upper-right that must be held down with a block to reveal stairs on the right side. It can only be accessed using the Rift Wand. Entering the stairs leads you to the main entrance of Weeping Wetlands.
The stairs on the left exit to C_Highlands_House_3 near the stool on the far right of the house. It's possible this was a shortcut one can use later in the game.
Bungalow_15#
The inside of a Bungalow, a scrapped building in Verdant Valley. The NPC is non-interactable.
Bungalow_17#
Another indoor map of a Bungalow. There's a different non-interactable NPC here. In pre-release footage, this NPC would've reacted to you breaking one of their pots.
Non-functional Maps
These maps either no longer exist in the game data or have no known means of being loaded.
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