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#
Short gameplay-related strings#
Name |
Text |
Notes |
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|---|---|---|---|---|
common.orientation_landscape |
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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. |
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common.yes |
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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. |
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common.no |
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common.next |
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common.back |
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common.continue |
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common.close |
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common.x |
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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. |
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common.debug_text |
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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. |
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common.debug_level |
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This line appears to be used in a debug function named "_CreateLevelTestButtons", acting as the label for each button created with the function. |
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common.qa |
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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. |
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common.qa_week |
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splash.title |
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The code calls for this line to appear instead of the game's title and logo if the region isn't set to
in the config.xml file.
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splash.tap_anywhere_skip |
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Likely replaced by the skip button that allows you to skip through the game's opening cutscene. |
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splash.click_anywhere_skip |
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splash.play |
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Likely replaced by the "[Tap/Click] Anywhere to Play" message used in the final game. |
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splash.printable |
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It's unknown what this could've been used for. |
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end_game.play_again |
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Likely replaced by the "[Tap/Click] to Continue" message used in the final game. |
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gameplay.score |
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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. |
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gameplay.points |
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gameplay.miniscore |
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market.counter |
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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. |
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collectible.locked |
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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. |
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debug.debugfield |
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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 |
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dialogue.tutorial_firstplay_mobile |
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dialogue.tutorial_firstplay2 |
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dialogue.tutorial_firstplay3 |
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dialogue.tutorial_firstplay3_mobile |
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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 |
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dialogue.test_npc_dialogue_1 |
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dialogue.test_npc_dialogue_2 |
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dialogue.test_npc_dialogue_3 |
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dialogue.test_player_dialogue_1 |
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dialogue.test_player_dialogue_2 |
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dialogue.test_player_dialogue_3 |
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dialogue.test_npc_response_1 |
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dialogue.test_npc_response_2 |
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dialogue.test_npc_response_3 |
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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 |
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inventory.shop |
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inventory.currency |
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inventory.next_rank |
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inventory.item.unowned |
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inventory.item.name.default |
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inventory.item.name.sword |
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inventory.item.name.shield |
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inventory.item.name.candle |
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inventory.item.name.gloves |
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inventory.item.desc.default |
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inventory.item.desc.sword_1 |
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inventory.item.desc.sword_2 |
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inventory.item.desc.sword_3 |
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inventory.item.desc.shield_1 |
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inventory.item.desc.shield_2 |
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inventory.item.desc.shield_3 |
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inventory.item.desc.candle_1 |
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inventory.item.desc.candle_2 |
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inventory.item.desc.candle_3 |
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inventory.item.desc.gloves_1 |
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inventory.item.desc.gloves_2 |
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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 |
|
acheivement.points |
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acheivement.name.level2 |
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acheivement.desc.level2 |
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acheivement.name.level5 |
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acheivement.desc.level5 |
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acheivement.name.score100 |
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acheivement.desc.score100 |
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acheivement.name.score1000 |
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acheivement.desc.score1000 |
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acheivement.name.codeunlocked |
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acheivement.desc.codeunlocked |
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acheivement.name.firstplay |
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acheivement.desc.firstplay |
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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 |
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leaderboard.top |
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leaderboard.leaderboard |
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leaderboard.submit_score |
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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 |
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code.code_copy |
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code.ender_code_header |
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code.code_key_enter |
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code.code_key_0 |
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code.code_key_1 |
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code.code_key_2 |
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code.code_key_3 |
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code.code_key_4 |
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code.code_key_5 |
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code.code_key_6 |
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code.code_key_7 |
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code.code_key_8 |
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code.code_key_9 |
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code.invalid_code |
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code.valid_code |
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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.