The Legend of Zelda: The Wind Waker/Unused Rooms/Page Three

Page 3 of 4.

KATA_HB


A stone platform with a rope bridge. It is possible to walk across the bridge and you can also destroy it by cutting all the ropes while standing on it. The stone platform has a height greater than what Link can grab onto so if you jump off of it, you won't be able to climb back up it. Other than the bridge and the stone platform, this room is totally devoid of objects. What this map was meant to be used for is unknown.

Something unique about this group is that its texture files are directly stored within an arc file separate from the room arc. Most other groups store texture files within room arcs.

KATA_RM


32 copies of a plain stone room, each one containing a different set of enemies. From the number of different enemies that can be found, it is safe to say that this group of rooms was used to test enemies and their interactions with Link. The full list of enemies that appear in this group is listed on map select under "35. One Side Room", but some enemies that appear here are Moblins, Floor Master and Redeads just to name a few. Usually, if the enemy requires a specific event to occur to be defeated (like Poes need to be stunned with light) the room provides it.
 * Strangely, Morths are known as Black Boes, an unrelated enemy that only appears in Majora's Mask.
 * There are 3 rooms dedicated to Floor Masters. The first one has items like pots that the Floor Master can pick up and throw, the second one has switches that when stepped on cause a Floor Master to pursue Link as shown in the video below, and the third room contains Medli (the Floor Masters pursue her instead of Link).
 * For whatever reason Ganondorf from the final boss battle can be fought. However, his battle has oddities: the final boss music will start, then quickly change to the regular enemy music. When the game is paused, the final boss music will return (will disappear when un-paused). Also, it doesn't seem to be possible to defeat him due to Zelda being absent. An interesting note is that regular arrows can stun Ganondorf like light arrows.



The last room, Room31.arc, is an older version of the second Earth Temple room. It only has miniblins and a switch in it. The switch spawns a miniblin when you press it. It is a bit of a mystery why an older version of a room from the Earth Temple was used in particular for testing the miniblins. It is, however, understandable why the plain stone room used to test other enemies wasn't used to test the miniblins. One of this enemy's abilities is to climb walls and other structures. In a room like the plain stone room which is a rectangular box, there wouldn't be much of a way to test this feature. The old room of the Earth Temple, on the other hand, does have such structures. A video of this room can be seen below.

kazan


An early version of Fire Mountain. The textures are very preliminary, and the positions of the rocks around the island are different. The model of the island has exactly two differences from the current model: one of the ledges on the bottom is much closer to another ledge, making it possible for Link to jump across, and the entrance at the top is much smaller.

kaze
Room 6 - Room 13:



In the Wind Temple, there are two unused circular rooms - Room6.arc and Room13.arc, respectively. The purpose of both of these rooms has been lost, as neither room's .dzr file is intact; however, Room6's DZR contains an exit definition leading to KazeMB, the temple's mini-boss room. Also of note is that neither room has a collision mesh.

Room 14:



One of the rooms, Room14.arc, lacks a model, but still has a collision mesh. It might be related to Room13.arc.

kindan
Room 10:



In the Forbidden Forest, room 10 has no BMD/BDL model. However, the collision is present and reveals it to be an old version of the Mothula miniboss room. The ceiling is different from the current model.

M_Dai
Room 12:



Looks like an older version of the Miniboss room in the Earth Temple. The floor isn't cracked and fragmented.

Room 20:



Probably an older version of the Earth Temple entrance.

M_NewD2
Room 5:



The first room is an older version of the Dragon Roost Cave entrance. The blocks are already moved out of the way, and the exit out of the cavern is blocked, though getting close to it triggers a cutscene loop that cannot be avoided.

Room 9:

This room arc file contains absolutely nothing it. There are no models, collision data, event lists or anything else whatsoever. However, if we look into the group M_Dra09, we find out what this room was suppose to become. This room was suppose to be the miniboss room for the dungeon. Evidence supporting this is the fact that the only room arc file in M_Dra09 is called room9. In the final version of the game, boss and miniboss rooms are kept in separate groups from the dungeon they are suppose to appear in. The fact that this room is left here might hint that perhaps miniboss rooms were to be apart of the same dungeon group. Either that or this room arc was just a random placeholder for when they were designing the dungeon and when they decided to make this room the miniboss room, they forgot to delete this room arc from this group.

Room 16:



This is the old version of the room of the Great Key. Inside this room is a small bridge to cross a lava hole, and two buttons on the ground which can be pressed to reveal a chest. The lava here uses an otherwise-unused texture that looks darker and lower quality than the final.

morocam


As hinted by the internal name of the map, this is a camera sequence testing area. When the room first loads, the camera will zoom past the trees until it gets to Link. When close enough, the camera will half circle around Link and stop. During the process, Link can't move and you can only control him when the camera sequence is over which is when the HUD appears. The objects in the room include two parallel lines of four trees and six pots near the outer edge of the map. A video of this room is shown below.

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Msmoke


Two stone rooms with interior details. The textures show that these rooms are very old. Normally this area crashes when loaded in-game. Besides there being a spawn point for Link, the area is completely devoid of any actors or other content. Luckily, the map select gives a specific name for this room: "Smoke Test Room", which indicates it was meant to test smoke or haze effects (or possibly referring to the software development practice of "smoke testing", which basically involved quickly testing a few basic features to make sure the system isn't fundamentally broken). Both rooms have some deep pits as shown in the picture to the right. The pits are deep enough where Link can't get out of them once he falls into them without cheats. A video of this room is shown below.

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Mukao


An old version of Headstone Island, the outside of the Earth Temple. The rock in front of the mountain isn't a headstone and cannot be lifted even with the Power Bracelets. However, by cheating, Link can fall behind the rock, revealing what would have been an entrance/exit. In other words, Link originally entered the Earth Temple through the side of the mountain, not through a grotto.

Obshop


Among the rooms of Beedle the boat, there are two models of an older version of the pirate ship as being in PShip2 and PShip3. Both models have only collisions.

Ojhous


The Ojhous group contains two rooms. Room0 contains Orca's room while Room1 contains Sturgeon's room. While Room0 is used in-game, the version of Sturgeon's room presented here is not used in-game. The room here has three pots near the door, and the lighting of the sky is different. Additionally, the room's internal decor isn't finished, with some textures missing, books missing, etc. More details here.

Ojhous2


This group, like Ojhous, also contains two rooms where, again, Room0 contains Orca's room while Room1 contains Sturgeon's room. However, inversely like Ojhous, the Room1 presented here is used in-game while the version of Orca's room here goes unused. The room here has different lighting and is also missing the shelf where a Knight's Crest sits. That shelf is instead replaced with a different shelf that pots sit on, making a total of three shelves like this in this version of the room. These are the type of shelves that, when Link rolls into a wall, will collapse, causing the pots sitting on them to fall to the ground and crash.

Differences between Ojhous and Ojhous2
There are some interesting differences in the Sturgeon's Room, here are the most important.

The texture below the pillow is less detailed in this early version of the map. In the final, it uses a texture from the pillow.

Several small bottles have been added to the small cabinet. Also, the headboard on the bed has been modified.

The books in the final version are more detailed; Some books are also posed differently. Three jars have been removed from the shelf above these books.

As with those above, these books have more details on the textures and are placed differently. A few small bottles have been added on the shelves.

The principal differences between the two added rooms are jars and pots with plants. One of the pots is remote from the window to prevent it passing through the wall slightly to the side.