the cutting room mirror

Unused Text

This is a sub-page of The Owl House - Witch's Apprentice.

config.xml#

<config>
     <!-- CODE UNLOCK -->
     <unlockEnabled>true</unlockEnabled>
     <!-- Set whether or not to allow the use of the code unlock screen -->
     <unlockCode>00000</unlockCode>
     <!-- Set the code unlock number here, should be less than 10 digits and you can use the number 0 -->
     <!-- ACHIEVEMENTS -->
     <achievements enabled="true"/>
     <!-- LOCALIZATION -->
     <localization>
          <region>en</region>
     </localization>
</config>

A config file whose contents cannot be accessed or changed in-game. While a code unlock screen exists in the game's code, neither said screen nor an achievement system are accessible through normal gameplay.

translation.xml#

Name

Text

Notes

common.orientation_landscape

Please flip back to Landscape mode.

A string that would tell mobile players to switch to landscape mode. This was likely removed due to the Disney Now app forcing the phone into landscape mode while playing this game, rendering this string unneccessary.

common.yes

Yes

Several strings likely used in debug menus. Only common.back is referenced in the game's code, and only within the unused code entry screen.

common.no

No

common.next

Next

common.back

Back

common.continue

Continue

common.close

Close

common.x

X

Exactly what it says in the name. While the game does have a Check/X menu option, that option uses custom sprites rather than text using some font.

common.debug_text

TEST ID: {0}

It's unclear what exactly the test this line was referring to is, but {0} is a placeholder used multiple times in the translation file for where a variable number should be.

common.debug_level

{0}

This line appears to be used in a debug function named "_CreateLevelTestButtons", acting as the label for each button created with the function.

common.qa

QA

Two lines that were connected to QA in some way. The first line goes unused, but common.qa_qeek is used in a debug function that creates 19 buttons, likely creating a debug menu to access each of the 19 weekly relic levels for QA testing.

common.qa_week

WK<br>{0}

splash.title

Owl House

The code calls for this line to appear instead of the game's title and logo if the region isn't set to

en

in the config.xml file.

To do:
Find out how to change regions to prove this does happen.

splash.tap_anywhere_skip

Tap Anywhere to Skip

Likely replaced by the skip button that allows you to skip through the game's opening cutscene.

splash.click_anywhere_skip

Click Anywhere to Skip

splash.play

Play

Likely replaced by the "[Tap/Click] Anywhere to Play" message used in the final game.

splash.printable

Printable

It's unknown what this could've been used for.

end_game.play_again

Try Again

Likely replaced by the "[Tap/Click] to Continue" message used in the final game.

gameplay.score

{0}

Three lines that seem to refer to a form of scoring other than the rank and the "Collect things" systems. Out of these three, only gameplay.score is referred to in the game's code, but it is never seen during gameplay.

gameplay.points

Points: {0}

gameplay.miniscore

Score: {0}

market.counter

Items Left: {0}

An early version of a counter to be used in the "Sell, sell, sell!" minigame. in the final version, a progress bar like the one in most other levels is used instead.

collectible.locked

Check back next week!

This message would appear when attempting to play a relic quest that was unavailable at the time, due to its corresponding level not yet having aired. Now that all of the relics have been unlocked, this message is inaccessible without modifying the system date.

debug.debugfield

{0}

Another variable line that exists in a debug function, but this one's name doesn't give much of a hint as to what it's supposed to do.

Unused tutorial text#

Name

Text

dialogue.tutorial_firstplay

Welcome to The Game!<br>CLICK to continue

dialogue.tutorial_firstplay_mobile

Welcome to The Game!<br>TAP to continue

dialogue.tutorial_firstplay2

Just sit back and relax!<br>SWIPE right to continue.

dialogue.tutorial_firstplay3

Let the ball guide you!<br>CLICK here to<br>end this tutorial.

dialogue.tutorial_firstplay3_mobile

Let the ball guide you!<br>TAP here to<br>end this tutorial.

Text referring to some sort of tutorial, presumably one that would appear when starting the game for the first time. The game does contain tutorial messages within level 1 and a brief tutorial after the first level to explain the hub, but this text is not used in either of them.

Test conversation#

Name

Text

dialogue.test_conversation_name

First Conversation

dialogue.test_npc_dialogue_1

This is a fairly long test dialogue box, with no line breaks, so we can try to wrap.

dialogue.test_npc_dialogue_2

This is a shorter follow-up sentence.

dialogue.test_npc_dialogue_3

Can you help me by collecting 6 Hex-em Hold-em cards in Bonesborough?

dialogue.test_player_dialogue_1

Sure, I love Hex-em Hold-em!

dialogue.test_player_dialogue_2

If I have to...

dialogue.test_player_dialogue_3

Maybe later.

dialogue.test_npc_response_1

Thanks for being so helpful. Head out the door on the right! [Trust +20]

dialogue.test_npc_response_2

Head out the door on the right. [Trust +5]

dialogue.test_npc_response_3

No problem, see you later!

A series of unused test messages. The most interesting piece of this is the [Trust +X] tags at the end of two of the responses, possibly implying some sort of "trust" system that was cut from the game. It's also worth noting that the dialogue refers to "Hex-em Hold-em," but the name of the game in the show (and in the final version of the game) is "Hexes Hold 'Em." It's unclear whether this was an error or if the name was changed sometime while the game was being developed.

Shop/inventory#

Name

Text

inventory.buy

Buy

inventory.shop

Shop

inventory.currency

$

inventory.next_rank

Next Rank:

inventory.item.unowned

-

inventory.item.name.default

Item Name

inventory.item.name.sword

Master's Sword

inventory.item.name.shield

Tower Shield

inventory.item.name.candle

Azure Candle

inventory.item.name.gloves

Gauntlets

inventory.item.desc.default

Item Description

inventory.item.desc.sword_1

Attacks deal +10% damage

inventory.item.desc.sword_2

Attacks deal +20% damage

inventory.item.desc.sword_3

Attacks deal +30% damage

inventory.item.desc.shield_1

Block 10% of damage

inventory.item.desc.shield_2

Block 20% of damage

inventory.item.desc.shield_3

Block 30% of damage

inventory.item.desc.candle_1

10 ft light radius

inventory.item.desc.candle_2

15 ft light radius

inventory.item.desc.candle_3

20 ft light radius

inventory.item.desc.gloves_1

Carry light items

inventory.item.desc.gloves_2

Carry heavy items

A section of text in the files seems to refer to a shop system. Variations of this leftover can be found in other games by Workinman Interactive, including a functional shop screen using this text in Legend of Korra: Zuko's Dragon Flight.

Acheivements#

Name

Text

acheivement.unlocked

ACHIEVEMENT UNLOCKED

acheivement.points

{0}

acheivement.name.level2

Level 2

acheivement.desc.level2

Reach level 2

acheivement.name.level5

Level 5

acheivement.desc.level5

Reach level 5

acheivement.name.score100

100

acheivement.desc.score100

Get 100 points

acheivement.name.score1000

1000

acheivement.desc.score1000

Get 1000 points

acheivement.name.codeunlocked

Code Mode

acheivement.desc.codeunlocked

Use the code to unlock new game features

acheivement.name.firstplay

Baby Steps

acheivement.desc.firstplay

Play the game once

A list of several achievements. Achievements are referred to in the config.xml file and in one line of code (as part of a function that parses the config.xml file), but are not present in the game. A section of text in the This text can be found in other games by Workinman Interactive, including in Legend of Korra: Zuko's Dragon Flight alongside icons for them.

Leaderboard#

Name

Text

leaderboard.you

You: 

leaderboard.top

Top

leaderboard.leaderboard

High Scores

leaderboard.submit_score

Submit Score

Text referring to an unused leaderboard system. Likely intended to work alongside one of the cut scoring systems.

Code Entry#

Name

Text

code.code_button

Code

code.code_copy

Code Unlock

code.ender_code_header

Enter Code

code.code_key_enter

Enter

code.code_key_0

0

code.code_key_1

1

code.code_key_2

2

code.code_key_3

3

code.code_key_4

4

code.code_key_5

5

code.code_key_6

6

code.code_key_7

7

code.code_key_8

8

code.code_key_9

9

code.invalid_code

Invalid Code

code.valid_code

Levels Unlocked!

Text for some sort of code entry system. The game actually has a sizable amount of code related to this screen, but it's inaccessible in-game.