the cutting room mirror

Neopets: The Darkest Faerie

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Unused Areas#

0x67, 0x68 - Ancient Castle Spires#

This area can be found by clipping through the wall by Fyora's Rod in the Meridell Treasure Vault. The area seems to have had work done on it, but some collision data and grapple-able points are missing. It seems as though the map would have been used between the Knight's Crypt and Meridell Treasure Vault levels. The map also contains some puzzle elements that are barely functional. Interestingly, the level does have a map icon, which indicates that the map was used for development builds and was cut before the final release.

Watch on YouTube

0x94 - Debug Map 1#

There are several squares in this map, and standing on them spawns various enemies and characters.

0x95 - Debug Map 2#

The geometry seen in the background of this screenshot is not part of the map - the game always loads 2 maps, an exterior and a transition map, and this particular map doesn't disable the transition map or load in a new one, so it keeps whatever one was loaded before.

0x98 - Fyora's Tower#

Download Fyora's Tower Unused Area Savestate

File: NTDF_Fyoras_tower_unused_area.zip (32 KB) (info)

There's a "Fyora's Tower" area in the game that is only accessible via editing of save-files, as there are no loading triggers capable of loading the area. It contains both the portal area at the bottom used in Act 3, and the boss fight area at the top used in Act 4. However, they cannot be activated in any way. There are multiple levels, each connected via spiral staircase, but one of the levels has an "overgrown" style, and the upward staircase has a one-way wall. So once you enter the room from the top, you cannot return. Each room, with the exception of the overgrown-styled one, contains a boss used previously in the game, but standing in a standard T-pose.

This may suggest that one of two possibilities: Either this is a test map, or Act 4 was added on later and the end of Act 3 led directly to the final boss-fight.

Watch on YouTube

NTDF_Fyoras_tower_unused_area.zip

Unused Items#

Id

Icon

Name

Menu Text

Pickup Text

Comment

0x23

Crimson Ergyfruit

What a strange color for ergyfruit...
Strange... This looks like an Ergyfruit... Except that it's bright red!
I'm sure it's good for something...I should hold onto it.

Or this text if a flag is set:

Strange... This looks like an Ergyfruit... Except that it's bright red!
This must be the Crimson Ergyfruit that Motara is looking for!

0x25

Sir Not Appearing

You shouldn't get this!  EVER!

0x40

Regal Stationary

Very nice parchment. Bring to Lady Felina.

0x41

Lord Cedrick's Invite

Lord Cedrick's invite to Lady Felina's Party.

0x42

Lady Deborah's Invite

Lady Deborah's invite to Lady Felina's Party.

0x43

Lady Margo's Invite

Lady Margo's invite to Lady Felina's Party.

0x44

King Skarl's Key

This should open the doors to King Skarl's chambers!

This item can be obtained in an unused area in Meridell Castle.

0x47

Stolen Loot

The stolen items from Meridell!
I'll just return these to Officer Kendrick.
A sack containing the items stolen from Meridell.

0x4E

Black Feather

The feather from a common Crokabek.

0x4F

Green Feather

The feather from a Swamp Crokabek.

0x50

Brown Feather

The feather from a Mountain Crokabek.

0x8c, 0x8d, 0x8f, 0x90

Tal, 5 Tal, 25 Tal, 100 Tal

Possibly an unused Altadorian currency? There are no icons or models associated with these items.

Unused Graphics#

Early World Map#

Ntdf_world_map.png Ntdf_world_map_labeled.png

Unused Map Images#

The food chute is the exit to the Meridell Treasure Vault. Unfortunately, the developers forgot to make it so that when you go up into the food chute the map image is displayed.

This is the map image for the end-area of Heroes' Rest, where you free Jerdana; however, in that area, the map image for the previous area of Heroes' Rest displays instead.

Unused Screen Graphics#

Ntdf_unused_screen.png
There is a menu that uses this screen background:

Ntdf_unused_loadgame.png
Selecting one of the items simply results in opening the regular load-game menu.

Unused Music#

Track #21 "DARF"#

Short sections of this music can be heard in some FMV cutscenes in the game, but the full song itself is not used anywhere.

Track #32 "HUNG"#

Track #34 "ILLU"#

Track #42 "LOD3"#

This music can be accessed in-game by going out of bounds in Meridell Plains, loading the scenery area that loads when going to the spot where Brightvale Beach is visible, and then running all the way over and touching Brightvale Beach.

LOD1 and LOD2 refer to the music used in the Sewer Shrine in Act 4. However, these two tracks also used in the unused Ancient Castle Spires area. In addition, accessing the music in-game using the above method will cause the same bubbling-lava ambience to play in the Meridell Treasure Vault. Since the Treasure Vault was intended to come after the Ancient Castle Spires, it is reasonable to assume that this music was intended to be used in the vault after the undead draik is defeated.

Track #52.1 "CADU"#

Track #52.2 "CADU"#

Track #52.3 "CADU"#

Track #52.4 "CADU"#

Track #54 "SIST"#

Some of this song was actually on the website for the game, before it got taken down. A rip from this website can be found here, albeit in low quality.

Debug New-Game Menu#

Selecting one of the items in this menu sets all the appropriate game states, and gives the player the necessary items.

Debug Mode#

At memory address 0x17D170 is a function called "IsDebugMode". This function is hardcoded to return zero, but changing it to return one instead enables debug mode. This mode does two things: It enables debug printfs (enable EE printfs in PCSX2 to see them) and it also enables a debug screen in certain areas of the game, which shows various flags. You can use X to go down, TRIANGLE to go up, and O to toggle the flag. This screen only shows up in certain areas.

The following PNACH can be used to enable this in PCSX2:

   patch=0,EE,17D174,word,24020001

Unused Code#

DLL::SetZoneVis(DLL::ZONE_VIS_MODE)#

This function can be found at 0x0017B978. It seems to exist for debugging purposes - calling it with the a0 register set to "1" will cause the game to only render stuff in the same "zone" as the player.