the cutting room mirror

Unused Text & Text Files

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This is a sub-page of Metroid Prime 4: Beyond.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Look for any unused text strings that aren't blatantly unused (like scans or dialogue).

All unused scan-related text is documented on its own page.

Unused Text in Msbt Files#

Note that for each msbt file, most (if not all) strings have properly-translated entries for every supported language. Since it would be redundant to list this for every string, it will only be noted when it's directly relevant, if a string isn't translated at all, or if it's only translated into some languages.

DebugText.msbt#

As the name of the file implies, these strings were likely only meant to be used in debug and do not appear at all in the final game. For obvious reasons, these strings aren't translated.

Label

Text

DebugString0

Iñtërnâtiônà ližætiøn

Scan_DefaultText

Default Scan Text

GECountMax

MAX: {0}

Generic_Interaction

Interaction Complete!
[PLACEHOLDER]

WIP

THIS SCREEN IS A WORK IN PROGRESS

Credits_StudioExample

METROID PRIME 4 CREDITS

Credits_PartnerExample

TBD - Retro & Nintendo Staff

Credits_StaffExample

TBD - Partners Staff

Reference_Test

Reference: Big Small
Follow-up Text

Strangely, five strings are only translated into Simplified Chinese, Traditional Chinese, and Korean. Since the labels all begin with "CK" (presumably short for "Chinese and Korean"), they were likely used as placeholders when the game was being localized into those languages. All other languages (including English) have these lines as "This is placeholder text. It is for testing purposes only.", further supporting this theory. Aside from the obvious change in language, there appear to be no differences between the text translations in each language.

'...But does it make sense?'
The translations on this page need to be proofread. If you are fluent enough in this language, please make any corrections necessary!
Notes: Please check that these are translated correctly, and that they all translate to the same thing.

Label

Text (Simplified Chinese)

Text (Traditional Chinese)

Text (Korean)

Translation

CK_TestScan_Title

这是一条扫

這是一條掃描郵

이것은 스캔 메시지입니

This is a scan message

CK_TestScan_Preview

这是一条扫描邮件。有关扫描项目的信息将显示在此处。

這是一條掃描郵件。有關掃描專案的信息將顯示在此處。

이것은 스캔 메시지입니다. 스캔한 항목에 대한 정보가 여기에 나타납니다.

This is a scan message. Information about the scanned item will appear here.

CK_TestScan_Description

叫我以实玛利吧。几年前——不管具体过了多久——我的钱包里几乎没有钱,岸上也没有什么特别让我感兴趣的东西,我想我会航行一会儿,看看世界上的水域。这是我驱除脾脏和调节血液循环的一种方式。每当我发现自己对自己的嘴巴越来越严峻时;每当我的灵魂里是一个潮湿、细雨绵绵的十一月;每当我发现自己不由自主地在棺材仓库前停下来,并在我遇到的每一个葬礼上提起后面时;尤其是每当我的假设如此占上风时,需要一个强有力的道德原则来防止我故意踏上街头,有条不紊地敲掉人们的帽子——那么,我认为现在是尽快出海的时候了。这没有什么奇怪的。如果他们知道的话,几乎所有的男人,在他们的学位上,在某个时候,对海洋的感情都和我一样。

叫我以實瑪利吧。幾年前——不管具體過了多久——我的錢包里幾乎沒有錢,岸上也沒有什麼特別讓我感興趣的東西,我想我會航行一會兒,看看世界上的水域。這是我驅除脾臟和調節血液迴圈的一種方式。每當我發現自己對自己的嘴巴越來越嚴峻時;每當我的靈魂裡是一個潮濕、細雨綿綿的十一月;每當我發現自己不由自主地在棺材倉庫前停下來,並在我遇到的每一個葬禮上提起後面時;尤其是每當我的假設如此占上風時,需要一個強有力的道德原則來防止我故意踏上街頭,有條不紊地敲掉人們的帽子——那麼,我認為現在是儘快出海的時候了。這沒有什麼奇怪的。如果他們知道的話,幾乎所有的男人,在他們的學位上,在某個時候,對海洋的感情都和我一樣。

나를 이스마엘이라고 불러라. 몇 년 전, 정확히 얼마나 오래 살았는지는 신경 쓰지 않고, 지갑에 돈이 거의 없거나 전혀 없었고, 해안에서 특별히 흥미를 느낄 만한 것도 없었기 때문에, 저는 조금만 항해를 해서 세상의 물 부분을 볼 수 있을 거라고 생각했습니다. 그것은 비장을 몰아내고 혈액 순환을 조절하는 방법이다. 나는 입에 대해 점점 암울해지는 나 자신을 발견 할 때마다; 내 영혼에 축축하고 이슬비가 내리는 11월일 때마다; 나도 모르게 관 창고 앞에서 멈춰 서고, 만나는 모든 장례식의 뒷모습을 꺼낼 때마다. 그리고 특히 나의 위태세가 나에게 너무 우세할 때마다, 내가 고의로 거리에 발을 내딛는 것을 막기 위해 강력한 도덕적 원칙이 필요할 때마다, 그리고 조직적으로 사람들의 모자를 벗겨내는 것을 막기 위해 강력한 도덕적 원칙이 필요할 때마다, 나는 가능한 한 빨리 바다로 가야 할 때라고 생각한다. 여기에는 놀라운 것이 없습니다. 만약 그들이 그것을 알았더라면, 거의 모든 남자들은 그들의 학위에 따라, 어느 때쯤에는, 나와 함께 바다에 대해 거의 같은 감정을 품고 있을 것이다.

Call me Ishmael. Some years ago—never mind how long precisely—having little or no money in my purse, and nothing particular to interest me on shore, I thought I would sail about a little and see the watery part of the world. It is a way I have of driving off the spleen and regulating the circulation. Whenever I find myself growing grim about the mouth; whenever it is a damp, drizzly November in my soul; whenever I find myself involuntarily pausing before coffin warehouses, and bringing up the rear of every funeral I meet; and especially whenever my hypos get such an upper hand of me, that it requires a strong moral principle to prevent me from deliberately stepping into the street, and methodically knocking people’s hats off—then, I account it high time to get to sea as soon as I can. This is my substitute for pistol and ball. With a philosophical flourish Cato throws himself upon his sword; I quietly take to the ship. There is nothing surprising in this. If they but knew it, almost all men in their degree, some time or other, cherish very nearly the same feelings towards the ocean with me.

CK_TestAlert

这是警报和教程消息系统的示例。

這是警報和教程消息系統的範例。

다음은 경고 및 자습서 메시징 시스템의 예입니다.

This is an example of the alert and tutorial messaging system.

CK_TestSubtitle

[人] 这是用于演示字幕文本的占位符对话框。

[人] 這是用於演示字幕文本的佔位元對話框。

[사람] 이것은 자막 텍스트를 보여주기 위한 자리 표시자 대화 상자입니다.

[Person] This is a placeholder dialog box used to display subtitle text.

Demo.msbt#

This file contains a single line leftover from the game's demos. The tutorial text that's used in-game is all kept in the aptly-named Tutorials.msbt, which includes a tutorial for using the default weapon. Note that the original strings use hexadecimal codes for the buttons; for readability's sake they have been changed to match the final game's default control scheme.

Label

Text

Tutorial_LockedOn_AimAndFireWeapon

Aim using [RIGHT STICK LEFT-AND-RIGHT] and [RIGHT STICK UP-AND-DOWN]. Press [A BUTTON]/[ZR BUTTON] to fire your Arm Cannon.

Engineer_Ambient.msbt#

This file has an unused line from MacKenzie, probably referring to the sealed doors found in the Ceremonial Chamber in Fury Green. This same file also contains a used line with very similar phrasing ("That one's sealed up tight, huh?"), which seems to indicate that the unused line was an earlier version of the used one.

Label

Text

AUTO_DIALOGUE_862a5fe9-e642-4b0c-a996-7ca294b11139

This one's sealed up tight.

FontSource.msbt#

This file has a string labeled "StarterSet", which only says "n/a" in most languages. This is because it's actually meant for testing the text in three languages: Simplified Chinese, Traditional Chinese, and Korean.

Simplified Chinese starts with a paragraph that's actually the first few lines of Moby Dick, followed by a bunch of text meant to test each character in the language (similar to "the quick brown fox jumps over the lazy dog" in English).

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Does any of the character-test text mean anything? Or is it just gibberish?

Text

叫我以实玛利吧。几年前——不管具体过了多久——我的钱包里几乎没有钱,岸上也没有什么特别让我感兴趣的东西,我想我会航行一会儿,看看世界上的水域。这是我驱除脾脏和调节血液循环的一种方式。每当我发现自己对自己的嘴巴越来越严峻时;每当我的灵魂里是一个潮湿、细雨绵绵的十一月;每当我发现自己不由自主地在棺材仓库前停下来,并在我遇到的每一个葬礼上提起后面时;尤其是当我的假设如此占我上风时,需要一个强大的道德原则来防止我故意走上街头,有条不紊地把人们的帽子打掉——那么,我认为是时候尽快出海了。这是我手枪和球的替代品。卡托以一种哲学的华丽姿态,扑向了他的剑;我悄悄地上了船。这没有什么奇怪的。如果他们知道的话,差不多

包角 关起异将途禅瘟猜灰
·小衅——你好,今天的瞭温气 !
非常寒冷。少年:希望啰你能让他看看~某
样2%武器,找到的话;就拿1%去给他吧。
“牧羊人”正因为‘羊’被怪物℃抓走而烦恼着,
为了平日:辛苦工作的《父亲》她充满干劲地拿
起10锅子准备⋯⋯做出(营养)丰富的料–理。
咯……(任何肉都OK),“再一起拿给他吧!”给她10¥个草莓?《我想看一下杖!》小的♂红的♀圆的、东西?
※下一题是:──17%点钟吗……?!……备忘录/啊嗼菈吽媞玕鸮鮟鱇……!?……
http://nintendo.co.jp
Mii数据 Joy-Con®/©Nintendo Switch™ 【10 + 9 - 8 =11】,盔甲New! level,按 -/+ 继续BLEEP、 BLOOP!好像有点怀念的感觉!1P~4P

…#$&@︿*﹀_+-×÷=♪
→↑「0123456789」
①②③④⑤⑥⑦⑧⑨

,'#$&@""{};[0123456789]
qwertyuiopasdfghjklzxcvbnm
QWERTYUIOPASDFGHJKLZXCVBNM
卵矢楚冬染暖
巡夜孕雌竟搁

Traditional Chinese only has the (translated) character-testing text. Interestingly, there's some Roman numerals listed at the end, which aren't used in the game by any language.

'...But what does it mean?'
This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation!
Notes: Again, does any of the character-test text mean anything? Or is it just gibberish?

Text

直具骨海才次刃者角抵
小釁你好,今天的溫氣非常寒冷。少年希望你能讓他看看某樣武器,找到的話......就拿去給他吧。
菈咲坂磡潟真書竟槍告著鑿豔癴充滿
鸛鱸鰭鱔鱷鏗嚼轟隆曦墨譽氈醬營養
蜓蜢砰嘭忐忑鸚鵡龜鬱馨醫蠔纜豐富
卵矢楚冬染暖縛陶飾屈譯鈕閒凶隸症
憩崖淤畸峽南井床豎賓鼎暢悚
肉……(任何肉都OK),再一起拿給他吧!給她10個草莓?「我想看一下杖!」小的、紅的、圓的、東西?
下一題是:——17點鐘嗎……?/////備忘錄/////
Wii U consoles/Nintendo 3DS. 【10 + 9 - 8 =11】,盔甲New! level,按 -/+ 繼續BLEEP、 BLOOP!好像有點懷念的感覺!1P~4P
,。…;、【】「©®™」《》!@#$%︿&*()﹀_+-=
,.;:’$%#”!&()
0123456789
qwertyuiopasdfghjklzxcvbnm
QWERTYUIOPASDFGHJKLZXCVBNM
01234567890
abcdefghijklmnopqrstuvwxyz
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ⅠⅡⅢⅣⅤⅥⅦⅧⅨⅩⅪⅫ

Finally, Korean forgoes the character-test text in favor of just using the first few lines of Moby Dick - in Korean, of course.

Text

나를 이스마엘이라고 불러라. 몇 년 전, 정확히 얼마나 오래 살았는지는 신경 쓰지 않고, 지갑에 돈이 거의 없거나 전혀 없었고, 해안에서 특별히 흥미를 느낄 만한 것도 없었기 때문에, 저는 조금만 항해를 해서 세상의 물 부분을 볼 수 있을 거라고 생각했습니다. 그것은 비장을 몰아내고 혈액 순환을 조절하는 방법이다. 나는 입에 대해 점점 암울해지는 나 자신을 발견 할 때마다; 내 영혼에 축축하고 이슬비가 내리는 11월일 때마다; 나도 모르게 관 창고 앞에서 멈춰 서고, 만나는 모든 장례식의 뒷모습을 꺼낼 때마다. 그리고 특히 나의 위태세가 나에게 너무 우세할 때마다, 내가 고의로 거리에 발을 내딛는 것을 막기 위해 강력한 도덕적 원칙이 필요할 때마다, 그리고 조직적으로 사람들의 모자를 벗겨내는 것을 막기 위해 강력한 도덕적 원칙이 필요할 때마다, 나는 가능한 한 빨리 바다로 가야 할 때라고 생각한다. 이것은 권총과 공을 대신할 수 있는 무기입니다. 철학적 번영과 함께 카토는 그의 검에 몸을 던집니다. 나는 조용히 배에 올라탔다. 여기에는 놀라운 것이 없습니다. 그들이 그것을 알고 있다면, 거의 알 수 없습니다.

Gameplay.msbt#

This file has an unused and very weird-looking string, which was removed entirely in the 1.1.0 patch. Note that the text shown below is exactly how the string appears in the file and is not a formatting error.

Label

Text

HUD_PsychicScrambleSource



There are also these two strings, which were likely placeholders. These were removed in the 1.1.0 patch and did not get a replacement.

Label

Text

HUD_Ability_Message

Ability details available.

HUD_Ability_Message_Inventory

Open Inventory

Junior_Ambient.msbt#

This file has an unused line from Armstrong, likely meant for when Samus uses her Psychic Grapple ability. A similar line is used when Samus uses her Psychic Lasso ability in Flare Pool ("Nice. Lasso."), so this unused line was probably meant for a similar thing in that area as well. Oddly, several languages (specifically being Traditional Chinese, Japanese, and Korean) "translate" this line by simply reusing that language's translation of the aforementioned Psychic Lasso line, which could point to this unused line being added somewhat late in development.

Label

Text

JESS_ADD_018

Nice. Grapple.

This file contained several placeholder amiibo-related strings in the base game, which did not have amiibo functionality. The 1.1.0 patch added amiibo support and removed these strings entirely, meaning that they never got the chance to be used by the game.

Label

Text

Notes

Menu_amiiboScanner_Success

amiibo successfully scanned!

Removed in favor of more amiibo-specific messages when one is scanned.

Menu_amiiboOdometer_Description

You have now traveled {0} kilometers on the Vi-O-La.

The patched game uses several different strings for the odometer, instead of just one.

References.msbt#

Similarly to Debug.msbt, this file contains one string that was likely used to test the size of the text.

Label

Text

REF0

Big Small

Senior_Ambient.msbt#

This file has an unused line from Duke that's almost identical to one found in the subtitles for the cutscene where Samus reunites with Duke and Armstrong at Base Camp in Fury Green ("Anyway... we could use a breather. Let me know if you need anything."). Since all the troopers have blank msbt files for "cinematic" dialogue, this may be a remnant from a point in development where each subtitled line in a cutscene was stored in its own label (the final game instead stores all cutscene subtitles in one label per cutscene). Interestingly, the subtitles for the line in the cutscene have some slight differences from this unused line (specifically, "Lemme" was changed to "Let me" and the period after "Anyway" was replaced with an ellipsis), indicating that this line was made before all the cutscene subtitles were finalized.

Label

Text

AUTO_DIALOGUE_14e25beb-851e-4aca-bdd6-a9859e8fbd3f

Anyway. We could use a breather. Lemme know if you need anything.

Senior_Combat.msbt#

This file has a few unused lines from Duke. This first one would've likely been used when encountering an enemy that's weak to Ice Shot. Duke has several used lines for creatures weak to Ice Shot, so there's no clear reason why this specific line was removed.

Label

Text

AUTO_DIALOGUE_64073202-bc32-4db9-8ead-43935c6fbb6c

They're weak against ice!

Next is a line that probably would have been used when Duke successfully kills an enemy. This line's mere existence is odd, considering that this exact same file contains a used line that's word-for-word identical to this unused one (though considering that about half of the localizations translate each of the two lines differently, it's possible that this unused one is a slightly-earlier version of the used line).

Label

Text

JESS_ADD_105

One down.

Unused Text in .Room Files#

Somewhat unusually, certain .room files contain strings for lines or messages that aren't found anywhere else in the game.

Multiple Files#

The files ct_2020_bossArena.room, fg_3040_baseCamp.room, zone_chronoTower.room, zone_flarePool.room, and zone_greatMine.room all contain lines that were likely meant for Duke and/or Armstrong to say whenever Samus is fighting Psydroids. It's mostly ambiguous as to which lines belong to which character, with the sole exception being a line beginning with "Senior". While these lines being in the files for Flare Pool and Great Mines makes some sense, it's unclear what they're doing in the files for the Base Camp in Fury Green, the Boss Arena at the Pinnacle of Chrono Tower, or Chrono Tower in general. Interestingly, these are the only lines in the entire game to have a character explicitly use the term "Psydroid".

Text

Scratch another flying bucket of bolts!

Do these Psydroids ever stop!?

Senior: Keep it up, just a few Psydroids left!

Psydroids ahead!

Samus! Psydroids behind you!

Psydroids on your left, Samus!

Psydroids on the right!

On a less-unusual note, the files vf_3200_testCircuit1.room, vf_3300_testCircuit2.room, and vf_3400_testCircuit3.room each contain the same leftover debug message.

Text

Come to a stop to enable new debug settings!

fp_3010_entryBay.room#

This file contains lines for what appears to be an earlier version of the cutscene where Armstrong first calls Duke. While the speakers for each line aren't listed, it's fairly easy to figure out the intended speaker for each line. Note that the first line's misspelling of "Sargent" is actually how the term is spelled in the file.

Speaker

Text

Armstrong

there, Sargent Ezra? This Nora, over.

Duke

I hear you, Private! You'll never believe who I ran into.

Armstrong

Is it someone from the Mess Hall? I'm starving!

Duke

No, no. Samus Aran.

Armstrong

... Shut! Up! Really?

Duke

Yes, really. We are on our way to you ... where ARE you actually?

Armstrong

I'm locked in a room next to what looks like a very large cannon.

Duke

Stay there, we're on our way! Over and out.

Duke

Samus, that was-

Duke

Oh, you heard everything due to your comms systems.

fp_3065_southEnergyProcessing.room#

This file contains a handful of lines talking about disabling a barrier, which were likely meant for Duke (as evidenced by the last line saying "find Junior").

Text

Oh no. It's another one of those security doors.

Samus, we've got to find some way to disable that barrier.

You did it, Samus! The barrier is down.

Now let's move out and go find Junior.

fp_3120_overseerRoom.room#

This file contains some lines talking about a shell being loaded into a cannon. The third line mentioning that they "need to get to Junior" seems to indicate that these lines were meant for Duke.

Text

Alright, let's see if we can figure out what those bots are up to...

If I'm reading this correctly, that big shell we just saw is almost at full capacity.

It's going to be loaded into that cannon any minute now. We need to get to Junior before that happens!

You're right, we should keep moving.

fp_3130_cannonLink.room#

Some lines presumably meant for when Samus is fighting something. These lines are likely meant for Duke and/or Armstrong, though it's very ambiguous as to which character is saying which lines.

Text

We've got incoming!

Incoming! Take cover!

Samus, its shields are down!

We did it. Huzzah!

It looks like there's a new Morph Ball path...

gm_2010_grotto.room#

This line was likely meant for when the Troopers and Samus jump into the hole in Great Mines. This was almost certainly supposed to be said by Armstrong, as the line begins with "Junior".

Text

Junior: "Looks risky, but it's our only way forward. I'll jump if you will."

vf_1300_factorFloor_B.room#

This file contains a few leftover debug messages related to blocking lasers. Interestingly, these messages are not in the ROOM file from the unpatched game (which correctly named the file "vf_1300_factoryFloor_B"), which seems to suggest that the "Sleepable Laser Field Logic" was tweaked in the 1.1.0 patch - whatever that means.

Text

Sleepable Laser Field Logic Debugging - Tried to unblock the lasers too many times!

Sleepable Laser Field Logic Debugging - Tried to block the lasers too many times!

Empty Dialogue Labels#

Multiple Files#

All of the voiced NPCs have msbt files named "[NPC Name]_Efforts", with each one containing the subtitle labels for their respective character's damage sounds. However, most of these files contain a lot of subtitle labels not referenced anywhere else in the game, with there being a grand total of over 300 unused labels in these files. Notably, some of these labels have subtitles exclusively in Canadian French (the subtitled lines can be found with the other Canadian-French exclusive subtitles here - yes, there's more). This could suggest that at least some of the corresponding audio files were cut fairly late in development, as there doesn't seem to be any other reason why these unused labels would have subtitles in the first place.

Heavy_Efforts#

Label

AUTO_DIALOGUE_0d14d2d6-0131-4174-8898-3537483dc975

AUTO_DIALOGUE_2a14671a-4f60-46f4-8355-b3b0065adde4

AUTO_DIALOGUE_2b524cd7-d91b-4529-998e-9111e467d658

AUTO_DIALOGUE_2bafc05a-778e-4f41-a8b3-e2a5cbcc345d

AUTO_DIALOGUE_2f3e8324-39af-49e9-bdcb-77ed3fa2514f

AUTO_DIALOGUE_3c173231-e405-43ee-bc5e-12a1454c92eb

AUTO_DIALOGUE_5d8d4740-3f61-4331-83f9-86c59e02bafd

AUTO_DIALOGUE_8d9b4043-386a-45c3-b4c3-2534e4b99d79

AUTO_DIALOGUE_8deeb8d3-eb1d-47f4-bcb3-1c03912c7e34

AUTO_DIALOGUE_23af959a-ded0-4804-87f2-75fc8aa07dd9

AUTO_DIALOGUE_59a3fa8c-331a-4ab1-847f-310bdc213e2c

AUTO_DIALOGUE_61fc5c25-2172-4500-9fb6-dc5ff5c7bdd5

AUTO_DIALOGUE_80a5f9fe-5390-4516-b390-4793dc76a0a7

AUTO_DIALOGUE_90caea73-dadb-4d31-bc29-91f4e11aa519

AUTO_DIALOGUE_092f3504-3292-440b-ad6f-0b48e5be27fd

AUTO_DIALOGUE_97de3410-8e05-42e5-905a-5b4b5bae84a4

AUTO_DIALOGUE_167cf657-f58b-4fb4-8341-e8ba6df4ac45

AUTO_DIALOGUE_365c10e2-7d61-4c93-8f59-8b3023310169

AUTO_DIALOGUE_878b5b16-68a9-40fe-bcf8-7fe0a4553271

AUTO_DIALOGUE_920cfaa1-2ef8-4ee5-a728-07c28c4b85a0

AUTO_DIALOGUE_979f8f7e-f320-4fff-9502-da3d68ee11ea

AUTO_DIALOGUE_4577b33f-986a-4148-a683-cfcbd77e7788

AUTO_DIALOGUE_4952ebfd-69eb-4e27-ad0b-22b721f68c4f

AUTO_DIALOGUE_8315c78d-c486-49be-9222-27836f38fe14

AUTO_DIALOGUE_8419b62b-326a-45cc-a7e0-1f33579485b6

AUTO_DIALOGUE_9981ee0a-2486-4e77-ad71-c98457d9a936

AUTO_DIALOGUE_51716b03-d2f1-4902-ace3-ebbfcd43b01b

AUTO_DIALOGUE_72168a78-d046-4f89-b365-8d714e07f849

AUTO_DIALOGUE_91233eb0-82f5-42ec-9415-6fe0888154d0

AUTO_DIALOGUE_544065b3-99ed-4862-891c-983241e88350

AUTO_DIALOGUE_a8178254-386e-496d-8863-a58749166318

AUTO_DIALOGUE_aad5f0dd-3169-4fe9-b6f0-fc1b7569b655

AUTO_DIALOGUE_ac845e0c-ee54-4856-8d1b-d6ca77aba029

AUTO_DIALOGUE_acf1fb3c-d8cd-42d6-a4c6-231a63650805

AUTO_DIALOGUE_afd4bbcf-9814-4adf-b535-b95a303bdaac

AUTO_DIALOGUE_bb93c5a4-8847-460d-a622-d7e750117eb0

AUTO_DIALOGUE_c0ac371c-5f3d-4353-bc72-bc9a4a4014a2

AUTO_DIALOGUE_c1ad931c-f209-49ef-82a1-592f263cf1d4

AUTO_DIALOGUE_c3a3fc46-bc30-4eae-a476-0ba46072c0ce

AUTO_DIALOGUE_c3dd9599-3cca-471b-9405-744b444c9802

AUTO_DIALOGUE_c326bed1-719b-4c53-8ca2-8c2a05a0288a

AUTO_DIALOGUE_c23324d3-9dd7-47da-b449-752c351f3276

AUTO_DIALOGUE_c8542013-6f9d-4d4f-ba6d-f85601022df8

AUTO_DIALOGUE_ca6de844-2163-42b9-b88a-698540b3cda7

AUTO_DIALOGUE_d486fab1-b4a8-4b91-98ad-16c8319a647c

AUTO_DIALOGUE_df8b0717-f8d7-4fa3-bec9-246d32b595c4

AUTO_DIALOGUE_dff7176e-d93e-4ed2-a2d8-bcdfe28f683b

AUTO_DIALOGUE_e8e56c96-9dca-4813-9243-9f2c4cbffd1c

AUTO_DIALOGUE_e64f8915-8508-4bf5-9134-9744c3f61b7b

AUTO_DIALOGUE_e99d9a7b-95c7-465f-a0a4-aa0d0920b683

AUTO_DIALOGUE_e91118c3-9aba-4029-9a1b-0125d77bad64

AUTO_DIALOGUE_ec01546e-fa31-4747-93cb-0aed05203eaf

AUTO_DIALOGUE_f4ab70f1-151a-4ad8-a7cb-9d498e3f9fdd

AUTO_DIALOGUE_f7c6f822-90d1-433b-a2a6-3a512fa8af85

AUTO_DIALOGUE_ffb86279-9325-496b-82de-8a33126298bc

Junior_Efforts#

Label

AUTO_DIALOGUE_0a61e08b-de2d-41d5-9da7-2ed972dbab11

AUTO_DIALOGUE_1c52518a-4740-4d6b-9660-7bf8208ec25c

AUTO_DIALOGUE_1f56894c-17e3-4cc4-8f8e-e4806e4752ca

AUTO_DIALOGUE_1fe4a594-02e8-46d7-9b18-025831cce48b

AUTO_DIALOGUE_2ddb7dda-c439-4bc6-947d-3b88d0b24ae5

AUTO_DIALOGUE_4ba8fa78-a029-48f8-beb4-39336d6b16e0

AUTO_DIALOGUE_5efca1d7-bba1-4ff8-8a95-30c979af06af

AUTO_DIALOGUE_6ff0ddec-07a7-408f-930c-70450030e0ec

AUTO_DIALOGUE_08d3f588-dcb1-4728-8737-bb75f86e682c

AUTO_DIALOGUE_8feba5f8-d9b8-41ad-bec3-baea648eb181

AUTO_DIALOGUE_09ab0d1e-377c-4dab-928d-638e42008391

AUTO_DIALOGUE_9a98f584-2832-4865-9fca-74c3734c222c

AUTO_DIALOGUE_12f1bb4f-59ef-460d-8d68-6525c51fb607

AUTO_DIALOGUE_28eeebfb-3513-4e1c-83de-c8f6add63230

AUTO_DIALOGUE_31c7879a-7eb4-4bb5-8d46-57a24de2fc2a

AUTO_DIALOGUE_35c80637-3444-4525-8701-a4fd6b055fd3

AUTO_DIALOGUE_44d58cb9-63f0-4a8d-86dc-b1c80dcf7fe1

AUTO_DIALOGUE_54c73acf-7e6a-4425-a6f4-11f2fc4c4a29

AUTO_DIALOGUE_55ddcd24-1830-4da5-bb03-2ea55fcdbdfd

AUTO_DIALOGUE_64d9a696-804e-4692-a271-13efecc8c3e0

AUTO_DIALOGUE_67dc8d5d-2218-4976-9a51-630b4f84c010

AUTO_DIALOGUE_77b03db2-3602-4996-a44e-a6b40f5dec9f

AUTO_DIALOGUE_80e99c2c-8960-4446-9c22-f44f6ed5ad30

AUTO_DIALOGUE_85ac5556-be87-46d8-8a59-9e4a6afc7faf

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AUTO_DIALOGUE_324cb8d7-098f-493e-9138-e512d4b66122

AUTO_DIALOGUE_472ca0c0-8aec-4916-89d4-5439132a8ad7

AUTO_DIALOGUE_473d5877-ab96-46a1-82f1-8985d91406c3

AUTO_DIALOGUE_546ebad1-6d00-4dc0-960e-c90b966301af

AUTO_DIALOGUE_837a54f0-3206-43b4-9abc-9a9236cca0cd

AUTO_DIALOGUE_6476f430-e121-41dc-8ee7-b828c33a0c5b

AUTO_DIALOGUE_11791840-5a94-4b0d-a4a5-b4bc67ec3cd9

AUTO_DIALOGUE_22834905-37cc-402c-9656-a5c0dbd760bc

AUTO_DIALOGUE_35888391-e27b-4e7c-aaee-1caaedc5a7ca

AUTO_DIALOGUE_56898009-f0b2-45ff-a4c6-5e207e00c62f

AUTO_DIALOGUE_a8f79958-143e-49d9-a7ee-66d67e9ef52c

AUTO_DIALOGUE_a21c7d96-ba42-43e3-9c27-f8798a904c96

AUTO_DIALOGUE_a49403f6-f7ee-4771-b7b0-0fed62a7144f

AUTO_DIALOGUE_ac5d0cf3-6150-4b55-b56b-ecd391321cb8

AUTO_DIALOGUE_b47d2852-e8d0-42de-ab7d-07923d29178d

AUTO_DIALOGUE_b7469edb-6129-4c17-9a34-064ea257c833

AUTO_DIALOGUE_bc22a8bd-a1f1-4bb8-ba4b-09cceca7fd5f

AUTO_DIALOGUE_beafbe0b-cf29-4ed6-9620-172186e7afd5

AUTO_DIALOGUE_bffb6928-a715-4529-a153-71e4b194cb63

AUTO_DIALOGUE_c86c26cf-4fc2-436b-a37e-84502470dcd6

AUTO_DIALOGUE_cd22346f-9f05-4d03-b86e-daa48fb6c85f

AUTO_DIALOGUE_d2cf965c-d74f-402c-8f91-deb67d59f9de

AUTO_DIALOGUE_d03e74a6-ae4e-4b52-a252-9f91c8e11ada

AUTO_DIALOGUE_d6f4d351-b00d-4c4c-8093-e96e111ce88a

AUTO_DIALOGUE_d55c7bde-dfc2-4f7a-a10c-22b278b8a1ca

AUTO_DIALOGUE_d4381da5-075f-408b-866f-872750beb73c

AUTO_DIALOGUE_d74919ee-5881-4858-b970-564a636abf72

AUTO_DIALOGUE_df9be671-8195-4008-9d28-184d1788686f

AUTO_DIALOGUE_df4806fd-96bf-4594-b0b2-a340962ae1a9

AUTO_DIALOGUE_e4b3ddda-f987-495c-b735-fda35a1e9b7e

AUTO_DIALOGUE_e357c62b-bda5-4ceb-b2d5-f1722b734d43

AUTO_DIALOGUE_eca5db69-fd7b-4ac1-b1b8-cdb8276e5d19

AUTO_DIALOGUE_f5bd6333-c587-4081-8972-70012a64fa1c

AUTO_DIALOGUE_f712fbe3-e870-4e0b-b4aa-e00c13219480

AUTO_DIALOGUE_fb4a771a-ba07-4eb3-b29c-cc2476c53e44

Senior_Efforts#

Label

AUTO_DIALOGUE_0d536305-acc7-4b9a-a344-e909fbfead4f

AUTO_DIALOGUE_0dc11738-3ed5-4b77-b06d-cf9f68bf83a4

AUTO_DIALOGUE_2c74d210-d285-4777-8a45-b6807fd09947

AUTO_DIALOGUE_2e042091-9515-45f7-a5a2-51fa24d44310

AUTO_DIALOGUE_3c6a025a-288e-456c-831d-7e8a381376eb

AUTO_DIALOGUE_04af5b95-4fae-4041-827d-deb0c7ac505d

AUTO_DIALOGUE_4ee6c076-0df4-40c5-8f68-345e23530fcb

AUTO_DIALOGUE_5adb6fa4-86f9-4f88-a7ca-256faf6a4fe7

AUTO_DIALOGUE_5b18dec5-c281-4be1-aa24-b604e3370002

AUTO_DIALOGUE_5d5254e8-982c-4664-8450-f9c33d3cc0e1

AUTO_DIALOGUE_6c7447e3-c66e-44e1-af98-800ab46ee129

AUTO_DIALOGUE_6ec41a0e-2dff-4d93-a2af-b517c6be8c09

AUTO_DIALOGUE_7b18bfbb-3af4-4f6f-9933-97024870605b

AUTO_DIALOGUE_7c1d196f-54f0-4a4e-98fe-6faf9bf618a2

AUTO_DIALOGUE_7c4207d2-3cd6-488d-9d55-ee47682fad8d

AUTO_DIALOGUE_7cb4c50f-7540-44d5-9105-8eea48148c77

AUTO_DIALOGUE_7de315bf-d4ac-4b4f-94b4-7a583e11d321

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AUTO_DIALOGUE_8dde18b9-0818-412a-954a-c8456ae944f1

AUTO_DIALOGUE_21dd3e89-7f7f-4352-9102-355585c4f806

AUTO_DIALOGUE_38fb2acf-dea2-48d0-be64-2c20a0cc46b1

AUTO_DIALOGUE_45b19569-1940-4294-bfa3-1bd4302206b8

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AUTO_DIALOGUE_484d5615-601c-42f9-b10f-578a7ef62456

AUTO_DIALOGUE_562eb129-f405-4399-9ee6-08655b63cdaf

AUTO_DIALOGUE_0586cd1e-d674-4e3b-802b-aec005ba04b7

AUTO_DIALOGUE_826ec63c-97c3-4499-ad6c-df01a01343f0

AUTO_DIALOGUE_880e3507-5fd4-4cc7-b370-fe80dd76d174

AUTO_DIALOGUE_2046fe88-ad0c-42fe-8bde-55afedbf2a53

AUTO_DIALOGUE_5643b160-d2a2-4fee-9f74-666b42146b4d

AUTO_DIALOGUE_6633bf9d-8c5c-4d92-8a78-3138071dd33b

AUTO_DIALOGUE_44132a42-2fce-4bb1-8322-9794e074bcfd

AUTO_DIALOGUE_64391c30-5e2a-445b-8a15-c3f6f52b4895

AUTO_DIALOGUE_96870b76-e534-4d39-86d7-12fae58451de

AUTO_DIALOGUE_48226763-ec02-4fd4-8e9b-fa4db0f4518a

AUTO_DIALOGUE_ab7e4c98-c81d-4fc9-a365-aa815d93bd4d

AUTO_DIALOGUE_abaece63-0309-4e63-929c-11efd5e02dc2

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AUTO_DIALOGUE_b91d4143-3b03-4588-81fc-984299b42579

AUTO_DIALOGUE_b4860777-e373-4ec9-88c3-ea94f5b2fcd2

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AUTO_DIALOGUE_da824ba4-e6ce-4c42-9cfb-2e183eb27d8e

AUTO_DIALOGUE_e57cb150-01a3-48f8-8825-a51570a53cd9

AUTO_DIALOGUE_e697ea9b-50a1-498d-b377-6135954c72c4

AUTO_DIALOGUE_e9541266-77d0-4a3a-9b6a-d88d59be50a6

AUTO_DIALOGUE_f5cfdb81-6edc-4b8e-90f7-ddc1f897e95d

AUTO_DIALOGUE_f7350854-8193-45d8-a724-8829db48da3f

AUTO_DIALOGUE_fd35acca-fdf1-49bd-9e6c-f359a3970cb8

Sniper_Efforts#

Label

AUTO_DIALOGUE_0a571982-6be3-48ee-a8ea-a4622543a0a8

AUTO_DIALOGUE_0b0010d3-66ba-453e-a45e-449d102c7022

AUTO_DIALOGUE_1de75516-564a-4ec1-ab62-54bfc213f666

AUTO_DIALOGUE_2e737d39-f5fb-47f6-8689-bd31698dbef0

AUTO_DIALOGUE_3cb3d87b-6e36-486f-9f80-3cbd43bce752

AUTO_DIALOGUE_5c5a2d7e-3e37-45a2-b61c-c96a267fd3c9

AUTO_DIALOGUE_6cc4765d-301a-441a-8a1b-b2643ea1cf37

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AUTO_DIALOGUE_90f624ef-7569-4872-9156-f9fc40ea07c8

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AUTO_DIALOGUE_953ccffb-f146-4f45-b69c-92ea3179b9e1

AUTO_DIALOGUE_963edc58-940d-4e0a-a871-4a37bebc6230

AUTO_DIALOGUE_9626f2c6-f412-4bc0-99e9-fc9c2417bcc6

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AUTO_DIALOGUE_72191b8a-fc4c-4e51-93c3-fb861e3ed358

AUTO_DIALOGUE_84750c4d-0144-480c-bb3a-db3f874aaa39

AUTO_DIALOGUE_989258e8-8b27-45be-acc1-9190e2619aec

AUTO_DIALOGUE_a8a56e92-cf59-4755-bd7a-ff560fc02702

AUTO_DIALOGUE_a32c45d6-ae82-4edd-a1e8-36a06acba086

AUTO_DIALOGUE_ab938f8f-b78c-4e96-a3e5-cfd470219448

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AUTO_DIALOGUE_b6804943-749f-4695-90a7-00e2c775e68c

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AUTO_DIALOGUE_bd0949be-8e7c-4226-a970-c5e9a550308d

AUTO_DIALOGUE_c9d88160-636f-4894-accf-4bf4415f848d

AUTO_DIALOGUE_c482d925-d78d-4fae-a882-8a88fa010d62

AUTO_DIALOGUE_ca646770-40a5-4aea-93a9-11768238302c

AUTO_DIALOGUE_d0ab209e-ef7f-421f-983a-ff2121f1cfd8

AUTO_DIALOGUE_d365eafb-7e4d-4eac-88c8-2fbf54eecdcb

AUTO_DIALOGUE_d2920825-cce6-4acc-a3bd-7dff71a3309d

AUTO_DIALOGUE_db42d960-75c9-48d3-b078-99c0714740fc

AUTO_DIALOGUE_de9ed6cd-365d-40fe-9966-6e54913fa9fa

AUTO_DIALOGUE_de890ee8-a2ab-4ab3-9347-2fba1428de82

AUTO_DIALOGUE_e7d54fcf-1e19-48fc-b24e-b565b7fa30ee

AUTO_DIALOGUE_eb2d480b-0d6c-4019-9222-5d3513ec1064

AUTO_DIALOGUE_ecb44cc7-7241-493c-9b0f-ef369fa5af61

AUTO_DIALOGUE_ee6199f3-b670-474f-9914-bbf6464f8a17

AUTO_DIALOGUE_f1a7835d-c2af-445e-a0e9-303428464ad4

AUTO_DIALOGUE_f212a5d5-a45c-409f-9845-a1e6ad1d58ca

Sylux_Efforts#

Label

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_OrphanedStrings#

While the file _OrphanedStrings.msbt doesn't have any unused text per se, it does have some unused labels that appear to reference an earlier version of Ice Belt. The labels reference the areas "IB_2050_balcony", "IB_2040_elevator", and "IB_4010_powerStation", none of which exist in the final game (while the final game does have locations prefixed with "IB_2040" and "IB_4010", there aren't any remnants of "IB_2040_elevator" or "IB_4010_powerStation" in their respective location's files). Additionally, the word "sniper" being in the names of all the labels seems to suggest that that Tokabi was supposed to have a more prominent role in Ice Belt; the final game relegates Tokabi to occasionally talking over the intercom for most of the area, with him only physically being in the Control Room or Lobby sections of Ice Belt.

Label

IB_Sniper_010_balcony

IB_2050_balcony_Sniper_020

IB_2050_balcony_Sniper_030

IB_2050_balcony_Sniper_040

IB_2050_balcony_Sniper_050

IB_2050_balcony_Sniper_060

IB_2050_balcony_Sniper_070

IB_2050_balcony_Sniper_080

IB_2050_balcony_Sniper_090

IB_2040_elevator_Sniper_010

IB_2040_elevator_Sniper_020

IB_2040_elevator_Sniper_030

IB_4010_powerStation_Sniper_010

IB_4010_powerStation_Sniper_020

Blank Msbt Files#

Some areas have files meant for scan log entries that are left completely blank, one for "creatures" and six for "lore". While it's possible that every area needs to have msbt files for every possible scan log (even if they don't have scans of that particular type), it's also possible that the msbt files were made before all the scan locations were finalized.

File Name

Creatures_ChronoTower

Lore_ChronoTower

Lore_GalFed

Lore_GLOBAL

Lore_GreatMines

Lore_SolValley

Lore_VoltForge

All of the major NPCs have a blank file for "cinematic" dialogue, suggesting that the subtitles for cutscenes would've been split up and sorted by character. The final game simplifies this by storing the cinematic subtitles as one long string per cutscene, and then sorting the cutscenes by area.

File Name

Engineer_Cinematics

Heavy_Cinematic

Junior_Cinematic

Senior_Cinematic

Sniper_Cinematic

Possibly related to the "cinematic" files, a few NPCs have blank files ending with "dialogue". Since all the NPCs with these files are in some of the in-game cutscenes, these were probably meant to contain cutscene dialogue for certain characters.

File Name

GenericNPC_Dialogue

LastLamorn_Dialogue

Sylux_Dialogue

Most of the NPCs have blank files for "remarks". Due to the troopers in the prologue using their "remarks" file & leaving their "combat" file blank, it's safe to assume that these blank files were likely an earlier name for each NPCs' respective "combat" file.

File Name

Engineer_Remarks

Heavy_Remarks

Junior_Remarks

Senior_Remarks

Sniper_Remarks

Speaking of which, the generic Galactic Federation troopers in the prologue have a blank file for "combat" dialogue. As mentioned above, they instead use their "remarks" file.

File Name

GalFed_Combat

Armstrong and Duke each have a blank msbt file ending with "CSI". Retro often uses the term "CSI" to refer to puzzles involving scanning, so it's likely these files contained subtitles for puzzle-specific dialogue. The final game instead keeps all puzzle-related dialogue in each character's respective "PushToTalk" msbt file.

File Name

Junior_CSI

Senior_CSI

(Source: idonom)