This game has unused areas.
This game has a prerelease article
Anachronox is a science-fiction RPG with gameplay reminiscent of Final Fantasy VII and Chrono Trigger. Plagued by a long development cycle and a story seemingly too ambitious for one game (it ends on a major cliffhanger), the game sold very poorly, despite high praise from critics.
- 1 Sub-Page
- 2 Debug Menu
- 2.1 Main
- 2.2 Handy Anox Debug Menu
- 3 Adjusting Window Colors
- 4 AI Debug Mode
- 5 Unused Areas
- 6 Unused Actors
- 7 Unused Objects
- 8 Unused Textures
- 8.1 UI
- 8.2 Unused Objects
- 8.3 Unused Items
- 8.4 Unused Text
- 8.5 Development-Related Text
- 8.6 APE
- 8.7 Textures
- 8.8 Unused Music
- 8.9 Bonus Content
- 8.10 Unused Code
To activate the debugging material, press ALT+SHIFT+F10. That enables the debug mode which shows additional information all over the screen and allows to access the console with "~" key. The console can be enabled by editing the Default.CFG file in the CONFIGS folder.
The main debug menu can be accessed by entering "invoke 1:86" (without quotes) into the console.
View/Edit Player Stats
This menu allows you to change the HP, level, and skill of any character in your party.
This menu allows you to add any item to your inventory.
This menu allows you to change the characters in your party, as well as adjust the number of credits you have.
View/Edit Battle Weapons / Skills
This menu allows you to add or change the skills your party has. You can also add any battle weapons to your inventory from this screen. It is very similar to the inventory editor.
Each character has a unique line after receiving the items:
- Boots: "Bow Before Me.. Weenie Monkeys!"
- Grumpos: "Is there no sick old woman who can stand before me?!?"
- Rho: "You better check yo'self before you wreck yo'self."
- PAL-18: "I'll kick that robot from Short Circut's ass!"
- Democratus: "We want the funk, gotta have that funk!"
- Stiletto: "What's my name bitch?!?"
- Paco: "Yo Quiero a can of whupass?!?"
Find Location / Goto Location
This menu allows you to go to any XYZ co-ordinate you input.
Random Game Names
This menu opens a window with randomly-generated names of supposed video games belonging to "Mintendo".
Original / 1.0
It is not clear why some of the functions were removed in the patched version (such as level select).
Handy Anox Debug Menu
The old debug menu can be accessed by entering "invoke 1:860" (without quotes) into the console.
There you can warp around the world, track quest status and even set an alarm clock. Some of the functions are unlisted because they are either unfinished or not implemented. The debug menu from the 1.0 release version of the game features most of the functions found here but more or less completed and working.
Go to ... Map ...
Go to Story Section...
Apparently Main Menu did not exist when that menu was in use hence start the game with intro cinematic option. The third option does nothing.
Add/Remove Party Members
Add Beat Weapons for Battle
Dude, I give up--wake me in 30.
The textures for numbers are still in the game's files but have different names, so to make them display they needed to be renamed first.
Adjusting Window Colors
Typing "windowcoloradjust" into the console will display the menu that allows to customize the default color scheme for dialogue boxes. Some planets got customized dialogue boxes and can't be altered. The menu allows to set color for each corner of dialogue boxes (rgba) which it blends together afterwards.
AI Debug Mode
Highlights paths and control points used by the AI and Characters.
One way to call it is by entering "exec testjosh" into the console.
It is a shortcut which executes a list of commands. It changes controls a little, allowing to switch between the AI view-modes by pressing F1-F4. From 0 to 3, 3 - shows everything.
The list of commands executed can be found in the following file:
This map was not originally released with the game - instead, it was introduced along with a couple of other maps in a .rar folder titled Anachrodox: a joint effort by the Anachronox team to create a database about how the game works for modders interested in modding the game. However, unlike the other maps in the .rar, pretty much all of the entities in this map do not work, making it near useless for modders.
This map is in the Steam and GoG releases because these releases include the unofficial v1.02 Build 46 Patch, which included the level for some reason. It appears even more broken in these releases because it's missing textures that were only in the Anachrodox .rar file. The map is named after Joey Liaw, one of the programmers who worked on Anachronox and contributed to Anachrodox.
This map contains nothing but a rectangular room with a hatch in the middle.
Looks like it's a shopkeeper from Roberg (the PAL-18 Dreams map that is a part of Baltown.bsp).
There is a folder among the textures called "Borbors" which hints that he might've had his own map for a shop like Zordo.
|Model from the game's files||E3 99'|
From the cut map "Evil Domain". Only posed, not animated.
Magentaur, Strider, Dgrace
From the cut map "Azurood".
The model is not used in the game, but the monster is shown when highlighting the "Way too hard" difficulty option in the Main Menu:
|The model||Way too hard difficulty thumbnail|
Monsters from the cut map "Port Presence".
|Model from the game's files||E3 99'|
The screenshot name is "Stacks". There's no such map in the release version of the game.
The monster has several animation states and is not commented out from the definition file, although it apparently never appears throughout the game.
Both are supposedly for the "Roberg" map that can be seen in the "PAL-18 Dreams" cinematic. So the map is still present in the game (as a part of "Baltown.bsp") but is only shown for a brief moment. Both characters have an extensive list of animations.
Some of the models, revisions and textures for the old version of Grumpos are present in the archives. The models contain a very similar set of animations to the main version, although the models themselves are quite different.
There is a mod that brings back the old model, along with the portraits for UI.
There's also this version which does not appear in the game, but is present on one of the screeenshots from pre-release.
|Pre-release||In model viewer|
It was either never implemented or scrapped during development. Turns out the following models then were re-purposed for the Villain's Ship section and are used to represent The Cosmic Machine.
List of the assets that were reused for the puzzle:
The following commands are present in Anachrodox's manual but have no effect in console:
ui_3dshop_setmode <modenum> ui_3dmenu_setmode <modenum>
The disk can do several transformations depending on the option selected. Acting apparently as a base for the other UI elements.
Supposedly stacks with the disk and acts as a base for the following UI modules:
This is a character named Hamanaka Erika from the H-game Twin Way. She was used on the Anachrodox.rar exclusive map Joeyproc. There's multiple graphics of her, including a chibi version and ones with multiple expressions.
Old Character Icons
|3D model from the game's files||Reference|
Apparently there was supposed to be more to this area. Maybe some sort of an actual working casino.
Even though the map was cut from the release the objects are still there.
There are some objects related to Rocket Coaster at Hephaestus. There is a sign on the map but not much else.
- Bracers of IDDQD - The shadow knows
Makes the character wearing it invulnerable.
- Protective Gloves - Let you pick up sharp or dangerous things
These gloves had something to do with the BugBox according to item.GDB, but were never implemented fully. Might have been intended to be required to obtain 'dangerous' bugs.
- LifeCursor LifeLight - Fatima shines her light on local creatures and objects.
Listed under Interface items in the item.GDB but appears to do absolutely nothing.
- LifeCursor InfoShow - Fatima can show info about the environment.
Unused text windows can be called by typing "invoke + window id" into the console. For example:
will call the message below. The message will not be shown if you are not on the map it is assigned to. The message below is a part of an event bound to the map "Crevice".
Then there will be a wonderful cinematic...
window 94:172 title "Sathcarpintergorque [TEMP]" body "Then there will be a wonderful cinematic in which our leader tells you the story behind the gate. There are warring aliens from the universe after our own called the Vyre (the good guys, Order) and the Chatagra (the bad guys, Chaos)." #window 94:173 title "Sathcarpintergorque [TEMP]" body "You must go to The Bricks and aid Roweidekhalicon, a fellow member of the Vigil who has been on a life-long search for the Echo Gate. He owns a drinking establishment in South Anachronox." #window 94:174 title "Sathcarpintergorque [TEMP]" body "Okay, so... get outta here. Get your butt back to Anachronox." (from crevice.ape)
Unused dialogue with a lottobot from Casinox Area (bricksc). The bot seems to appear only during the cutscene "K'Conrad Speaks Again". Hence is not interactable.
#window 10:1605 title "Lucky LottoBot" body "Greetings, future gazillionaire! I'm a lucky little robot with lucky little lotto tickets! Would you like to buy one?" choice "Sure, what have I got to lose except money?" 10:1615 choice "Yeah, right." 10:1620 #window 10:1612 body "Players must be at least 16 years old. All tickets, winners and transactions are subject to Lucky LottoBot rules, regulations, procedures and SenderWeb Law. Unit #2246." #window 10:1615 title "Lucky LottoBot" body "With our combined luck, I'm sure you'll win!" #window 10:1620 title "Lucky LottoBot" body "Someone's gotta win! Guess it won't be you!" #window 10:1625 title "Lucky LottoBot" body "sfzzt--!" (from bricksc.ape)
The dialogue has a unique style:
Map Loading Text
#switch 900:22 MapLoadDestination$="Bricks:\nCasinox" MapLoadInfo0$="Our slot machines are looser\nthan a goose!" MapLoadInfo1$="Enjoy the Jazz Stylings of\nBricelano and his Killer Keyboard" MapLoadInfo2$="Play Flipp 'Em!" MapLoadInfo3$="Everyone loves\nDead-Eye Slammer Jammer!" MapLoadInfo4$="Visit amazing arcades\n(reserved for VIP members)" MapSaveDesc$="Casinox" goto 0:0
#switch 900:140 MapLoadDestination$="Planet Joey" MapLoadInfo0$="For all your battle scripting needs" MapLoadInfo1$="And whatever other junk you wanna test" MapLoadInfo2$="It should have loaded by now...." MapLoadInfo3$="Damn your computer is slow." MapLoadInfo4$="Myeeeeeeeaaaahhhhhh" MapLoadImage$="/gameflow/maptrans/mt_joey.png" MapSaveDesc$="Joey" goto 0:0
Penthouse Suites (which is a part of Sender Commons map) maybe was intended to have its own map or to be extended.
#switch 900:42 MapLoadDestination$="Sender Station:\nPenthouse Suites" MapLoadInfo0$="We do not exist" MapLoadInfo1$="We do not exist" MapLoadInfo2$="We do not exist" MapLoadInfo3$="We do not exist" MapLoadInfo4$="We do not exist" MapSaveDesc$="Pooposity" goto 0:0 (from global04.ape)
Timed message (the one that appears on top of the screen):
if (TIMED_MESSAGE == 88) xyprintfx 8, 5, timed_alpha, 0.5, 1, 1, _main12, "You're searching through the code, aren't you?" (from global02.ape)
#switch 20000:700 set @rictus_minions = (@rictus_minions - 1) echo "/\\/\\0N573R |)E47|-|" (from krapton4.ape)
Sunder Landing Theme (Sunder2Landing)
Sunder Ambience (SunderWillSpecial)
Fatima Theme (maybefatima)
Something New (SomethinNew)
Alternative Battle Win Theme(anoxwin_LONG)
To reach him:
- Enable console (ALT+SHIFT+F10 (to open press "~"))
- Type in
- Fly on top of the roof
- Type in
To reach her do the same as for Falkhan. She's hidden behind the stage at Cold Sweat Sex Machine (Red Light District).
Planet is the in-game cinematic editor. Planet is a spline based cinematic system that allows you to control multiple cameras across 3D paths and timelines. Simultaneously you can control entities on paths, trigger events, manipulate particles, and do just about anything you please. One of the more common team beliefs is that the only true limit to Planet is the person controlling it. [quote from Anachronox.com]