This is a sub-page of Dragon Quest Builders 2.
The game has an absolutely massive number of unused model and icon assets for everything from standard items to plot specifics.
Dragon Quest Builders Leftovers
| To do:
- Finish going through these. Check which of these are just the graphic, and which have actual items/models present.
- Coming back to this, the game may have literally every Builders 1 icon, including unused ones, so it may be more useful to just upload the interesting ones instead of the entire game's icons.
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This game reuses many assets from the first, included with these are unused leftovers from the first game. Most of these are either items rendered redundant by mechanical changes or were story and quest-specific.
Graphic
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Model
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Name {ID}
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Notes
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The Water Crystal (left) Hot Water Crystal (right)
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Items from the first game that served as sources of water. Due to the introduction of the Bottomless Pot key tool in this game, these were rendered useless.
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"(Material) Flooring" and "(Material) Cladding" series of items.
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Unused in-game, since a tool similar to these called the Transform-o-Trowel made cladding and flooring redundant.
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Graphic
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Model
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Name
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Item ID
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Object ID (debug)
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Notes
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Multipurpose Workbench
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1349
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149
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This item is the special workbench from the first game, it has a 3D model and can be placed, but cannot be interacted with. This workbench has 2 icons (duplicate) in the icon sheet.
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Unused Blueprints
Image |
Name {ID} |
Description |
Note
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Minecart Station {61} |
The blueprint for a terminal at the tip of a mining track. |
Seems to have been used in Khrumbul-Dun as part of the 'fix the mines' quest. The final game simply ask the player to connect the tracks twice across the island's storyline, but perhaps originally one of those missions had the player rebuild a mining station. It is unkown if the station would have been placed where the final game's one is, as it has railing on the opposite side of the track and 2 staircases on each side, implying it would be placed on the raised part of the tracks seen between the base and mine entrance.
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Relaxation Room {286} |
The blueprint for a comfortable chamber where you can rest and recuperate. |
It is very likely this would have been used in Chapter 2, however the final game simply has an NPC request a room with the required features instead of giving you a specific blueprint. This blueprint uses adobe walls and is entered by a wooden door and inside is two folding screens, two beds, two curtains, a simple table, and a naughty nightlight. In the final game, naughty nightlights are not available at this point, hinting that they were obtained earlier originally. This blueprint cannot be removed until it is completed.
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Reinforced Walls {297} |
The blueprint for better barriers to secure your castle's safety. |
This blueprint probably would have been used in Chapter 3. It consist of only 6 Zap Taps.
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Dressing Room {1577} |
The blueprint for a chamber wherein one can change clothes. |
The room seems to be for an early Khrumbul-dun, since the items used (dressing table, fancy table, door and flower pot) are obtained there. However, the room uses stone walls, and while stone is prevalent in the design structure of krumbul-dun architecture, it is never used predominantly for walls on the base. Examples of stone rooms can be found deep in the mines. Another indicator of it being an old design is the paper sliding door, with decorative block ID 642 (Far lower than what the DLC items have), which implies that originally there was a 'wall' item on that spot that got removed and had its ID replaced later on in development. (for reference, Decorative Block ID 641 is a carved clover and Block ID 643 is the centry torch. However those IDs are very mixtured, so perhaps they were all replacements too.)
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Ballista Barricade {1581} |
The blueprint for a formidable fortification with an impressively arrowy array. |
This seems to be a very early concept blueprint for the Moonbrooke defence barricade. It uses the same wall blocks that the first game's barricades uses, and only uses first game blocks too. Notably the stone walls do not use the foundation block. Item IDs seem to suggest that the 'connect' mechanic was made after most of the blocks without it were implemented separately, so it is possible that this blueprint was built when the stone wall block lacked the chain mechanic.
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Simple Gate {1590} |
The blueprint for a practical partition for passing in and out. |
An arch made of red bricks.
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Research Room {1655} |
The blueprint for a laboratory suited for studying advanced agricultural techniques. |
This blueprint might have been built in Chapter 1 as it mentions agricultural techniques. Despite being called a lab, it's just three walls of dirt blocks with a gap in one where a door would have probably been. The dirt wall design resembles the blueprint designs from the first game, where the player would use the Cladding and Flooring items to change the dirt into their preferred block. The japanese name is '共同研究所の設計図', which can roughly translate as 'Community/colaboratory research room blueprints'.
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Silver Bar {2091} |
The blueprint for a posh pub where the miners of Khrumbul-Dun can drink to their heart's delight. |
Being it shares the same name and references Khrumbl-Dun, this bar was an early version of second bar you had to build in Chapter 2. This bar is not very luxurious with adobe and wooden fencing walls accessible by a wooden door in the back and saloon doors in the front. The interior has a bar sign on the back wall, two bar counters and stone stools that makes a cocktail counter, a single cask on a box, stone stools and stone tables for the miners to sit at, and lit up by three lanterns on three barrels. This blueprint cannot be removed until it is completed. Note that while both silver bars share the same name in english, the japanese names differ. The unused Silver Bar {2091} is named '銀のバーの設計図', roughly translated as 'Silver bar blueprints', while the used one {2092} is named 'プールの設計図', roughy translated as 'Swimming pool blueprints'.
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Den's Drawing {2094} |
The blueprint for a counter designed specifically for Den's drinking establishment |
This is the quest from the beginning of krhumbul-dun but instead of it being a 'place this here' its in blueprint form.
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Better Base {2170} |
Refinements and renovations for a builder's base of operations. |
This blueprint was possibly used in Chapter 2 epilogue due to the words "builder's base of operations". This blueprint is two building made of adobe with three rooms one being one entire building housing only three pots and mining tools, one small one with a pot and a mining tool inside, and a slightly bigger room with an enormous table with 3 stone stools around it, and 2 pots with all three enterable with wooden doors. This blueprint cannot be removed until it is completed.
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See above image |
Even Better Base {2171} |
Further refinements and renovations for a builder's base of operations. |
Despite being a supposed upgrade to the Better Base, it's exactly the same as Better Base. The japanese name for both these items is '復旧・基地の設計図1' and '復旧・基地の設計図2', which rougly translates as 'Restoration・Base blueprint' 1 and 2 respectively.
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Pyramid Level 1 {2174} |
The blueprint for a tremendous triangular structure that's sure to be a wonder of the world. |
This blueprint shares a name and description with the bottom level of the Pyramid you had to build in the epilogue of Chapter 2. This pyramid is pretty basic striped pyramid consisting of only plaster blocks dyed black and white. This blueprint is unique as it has sloped sides where the other blueprints don't. This item is stored later in memory compared to the 3 used pyramid blueprints.
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(Red-Brick Room Blueprint) {2571} |
(Empty) |
A room made of red bricks.
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Lift {1598} |
The blueprint for a convenient conveyance that can carry passengers up and down. |
This blueprint seems to have been planned for Khrumbul-dun, implying that before settling on Malhalla having the magnetic mechanics (concept that was also scrapped, leaving magnets as a "postgame Malhalla Explorer's Shores" resource) they were originally found as ores in Khrumbul-dun. This is also supported by the magnetic puzzles found at the temple. There is a decorative 'lift' in the base. It could be a remnant of this blueprint idea, where you would build a lift from the base to the mines. The reason this seems to be a very early idea is the use of the first game's buttons, which can only be found by hacking the game and only as their block form (not in item form), and the lack of any actual 'lift', which could imply that there were other pushable objects planned, but were later removed, leaving this blueprint as is.
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Lift (Ark) {689} |
The blueprint for a convenient conveyance that can carry passengers up and down. |
This is the lift design from the unused 'Ark Mainframe' blueprint. Right has the full design. Left has the required blocks. It would presumably be installed onto the Ark's shell (or what would be the Ark Mainframe's previous blueprint), and then later once the final blueprint was placed the lift would already be built and so it would already be included on the design.
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(Ark Engine Blueprint) {570} |
The blueprint for the engine of an astonishing airship. |
This appears to be the base of an early Ark design. It has the puller already installed, and the floorplan differs from the final design. (It looks like the Ark Mainframe's floorplan). In the final game the shelter begins as a small building, then later becomes an actual airship. This blueprint suggests a different structure, where you would build the whole engine/base first, and build from there, like all the other separated blueprints. At the end of this sections there are more pictures of this design.
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Ark Airframe {1595} |
The blueprint for the main frame of an awe-inspiring airship. |
This blueprint is possibly the early version of The Ark from Chapter 4 and being the blueprint uses Pullers and Magnetic Blocks probably meant Magnetic Blocks and Pullers were meant to be unlocked in Chapter 4 as well. This blueprint is like the final Ark, except the main area is smaller, the left and right rooms are longer with ramps, the Upgrade Garage already added, and what appears to be three areas where enormous eyeballs had to go in.
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Here are some more images of the Ark Engine blueprint from some different angles. |
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And here are some more images of the Ark Mainframe blueprint, with the Builder's Bell, Millenium Buggy Buggy, and Enormous Eyeballs added in. The original blueprint has holes where the window domes would presumably go, but they are ommited from the blueprint, either because they weren't designed yet or were changed during development. In this recreation the windows have been placed down.
The building table and chest are absent in these images.
Unused Original Items
Graphic |
Model |
Name |
Item ID |
Object ID (debug) |
Description |
Note
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Kiln |
2018 |
606 |
An oversized oven for firing and baking clay crafts. |
This item is unique and can be interacted with, but it can only make glass. Possibly was also going to be used to make pots and crockery. It would have been obviously unlocked in the Furrowfield Chapter. It was probably intended to hold fire inside, as it emits light, but no fire can be seen in the final release of the game.
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Graphic |
Model |
Object ID (debug) |
Notes
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Final game icons referencing the table
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unknown |
There is an unused crafting table found in the game files. It may be accesible in-game, but it's not known yet. This is the table that can be seen in the final game's icons. The Worn out Workbench seems to be based on this table as well. |
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Unused Story Items
There are 2 unused Deitree stages in-game. Stage 7 and stage 8. The deitree gets detroyed before it can grow further, which implies that originally either there was no Deitree blueprint or that 'Sowing the Seeds of Success' was a longer quest.
There's also an unused 'stripped' deitree, which can be seen in the early screenshots of the game and still remains in the code. It emits the pillar of light seen when the player is given the light bulb, and interacting with it gives the 'Sowing the Seeds of Success' completion progress. In the final release of the game Pastor Al is the one who handles that quest menu, and not the deitree.
The deitree items have no name, description, or icon, and cannot be destroyed once placed.
In-game |
Deitree Stage {ID} |
Description
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Stage 7 {1813} |
Screenshot of Furrowfield with the stage 7 deitree. Note that the giant glow vortex comes from post-game furrowfield, and not the Deitree itself, which has a smaller glow, still visible.
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Stage 8 {157} |
Screenshot of Furrowfield with the stage 8 deitree. This stage has darker leaves, not seen in any other stage. It also has no glow.
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Unused early version {1808} |
Screenshot of Furrowfield with the stripped Deitree. The texture on the tree has some unidentified symbols. This model was used in some of the earliest screenshots released for the game.
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Stage 8 having such a low ID could signify that it was made first as a 'placeholder' from when Furrowfield was being built, with the rest of the stages (which occupy IDs from 1808 to 1813) being made later when the quest was implemented into the game.
The Deitree Planter also can be obtained as an item. It shows as this icon, with what appears to be an older design:
Icon {Item ID 631} |
Model {Decorative Block ID UNKNOWN} |
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'Borrowed' items
| To do: These are used in multiplayer. You cannot have some of them in the inventory though |
Graphic |
Name {ID} |
Description |
Effect |
Note
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Borrowed Medicinal Herb {2499} |
A carefully prepared pouch of pain-relieving leaves, loaned to you by a friend. |
Restores +30 HP |
This item has the same icon and properties as the Medicinal Herb. It's unknown who would have given you them or possibly would have been found at.
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Borrowed Clothes {2501} |
Unassuming overclothes loaned to you by a friend. |
Defense +5 |
These clothes shares he same model as the Training Togs except has 11 less defense than the Training Togs and cannot be dyed. It's unknown who would have given you them or possibly would have been found at.
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Borrowed Sword {2500} |
A simple-yet-sturdy sword, loaned to you by a friend. |
Attack +8 |
This sword shares the same model as the Barbed Blade except has 20 less attack than the Barbed Blade.
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Borrowed Hammer {2498} |
A hammer hewn from a large log, loaned to you by a friend. |
Attack +4 |
This hammer shares the same model and breaks the same blocks as the Historic Hammer. It's unknown where this would have been given to you.
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Borrowed Hammer {116} |
A massive mallet made from solid iron, loaned to you by a friend. |
Attack +6 |
This hammer shares the same model and breaks the same blocks as the Sledgehammer. It's unknown where this would have been given to you.
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Borrowed Hammer {117} |
A steel sledgehammer so heavy that only the strongest soldiers can hold it, loaned to you by a friend. |
Attack +8 |
This hammer shares the same model and breaks the same blocks as the War Hammer. It's unknown where this would have been given to you.
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Borrowed Hammer {118} |
A hammer to rule all hammers, sure to satisfy even the best of builders. |
Attack +53 |
This hammer shares the same model and breaks the same blocks as the Ultimallet including not breaking blocks. It's unknown where this would have been given to you.
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Japanese name for these is レンタル用 which might translate to 'Rental' instead of 'Borrowed'
Duplicate unused items
These are duplicates of Malroth's weapons that can be equipped by the player and other NPCs. They have no name or description and all share the 'Stone Axe' icon. The attack output seems to be the same as the used ones.
| To do: The attack is the same as the builder equiping Malroth's weapons, have to see how they behave when wielded by Malroth himself |
Icon |
Side view |
Back view |
{ID} |
Note
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{902} |
Duplicate of the 'Oaken Club' {301} weapon.
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{903} |
Duplicate of the 'Stone Axe' {326} weapon.
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{904} |
Duplicate of the 'Spiked Club' {2049} weapon.
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{905} |
Duplicate of the 'Iron Axe' {327} weapon.
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{906} |
Duplicate of the 'Night Club' {332} weapon.
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{907} |
Duplicate of the 'Battleaxe' {328} weapon.
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{908} |
Duplicate of the 'Gigantes's Club' {2052} weapon.
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{909} |
Duplicate of the 'Hela's Hammer' {2055} weapon.
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Unused Models
These items have models, but they have no item ID. They also have no item description (at least in english).
Icon |
Side View |
Alt View |
Name |
Notes
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Hammer of the Builder |
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Hela's Hammer |
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Divine Dagger |
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Unused Icons
There are graphics for both completely unused items as well as for used items that are never given the opportunity to use icons for various reasons. There are also some that appear to be earlier versions of used icons.
Unused
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Used
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Notes
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--
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A placeholder black rounded cube present as several duplicates.
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--
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An icon for the unbreakable blocks that make up the "bedrock" of the game. While the blocks themselves appear if one digs down far enough, they are never obtained or seen in any way that renders this icon visible.
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Block icons for dirty water, either freshwater or seawater, and "plasma". The player cannot obtain liquids in block form, though perhaps they were used by the developers to manually place pools of water. There's also one for poison.
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A rather flat looking, presumably early, icon for a block of Malroth's scales. The outline thickness and angle of the unused icon isn't quite right compared to other block-type icons, either.
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A crudely-drawn glove with "II" superimposed onto it. Possibly a placeholder for an upgrade to the Builder's gloves, which never get upgraded or improved in any way during the course of the game.
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What appears to be Babs's version of the Cottontail Costume, which cannot be obtained by the player in any way. The icon also appears to be somewhat unrefined, lacking stylistic flourishes present in used icons.
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An unpolished version of the Iron Armour's icon. The unused version has a belt across the chest that is otherwise not present.
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What appears to be an early version of the Infernal Workbench's icon.
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Icons for the signs at puzzles that give out mini medals, left for the incomplete puzzle state and right for the solved puzzle state. While these dot the game's landscape in many areas, they cannot be obtained in a way that makes these icons visible.
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The Sign of the Builder is a decorative feature seen at the Hairy Hermit's Shrine, this item cannot be moved or placed in the player's inventory.
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These locked chests open and turn into regular treasure chests when the nearby monsters associated with them are defeated. While in the "cursed" state they are indestructible and unopenable, meaning there is no way for the player to see this icon for them.
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A distinctly un-stylized metal barrel. There are no metal barrels resembling this one in the game, though there are wooden barrels.
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A crude icon of a fan, with a crank and a grip. It does not resemble anything used in the game. There is a trap, the Woosh Widget, that makes use of wind, though it looks nothing like this.
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A crude icon of a bottle with a skull on it. It does not resemble anything used in the game.
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Two icons of... something... textured with Malroth's scales. While they appear to just be flipped versions of each other, they are actually very slightly different. The hint of yellow on the bottom suggests these would either be from Malroth's tail or paws; segments of his tail are already obtainable as the "Twisting Tail" item.
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A set of unfinished looking icons for what appear to be durians, including a rare variant, as a farmable plant. Durians do not appear in the game at all.
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Unfinished icons for grapes, though they don't seem to have anything for a rare variant. Grapes do not appear in the game at all.
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Icons for what appears to be a rare variant of the banana exists, suggesting that at some point they were a properly farmable crop. Regular bananas can be collected in the game in certain areas, but they cannot be grown, and thus produce rare variants, by the player.
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A somewhat unpolished icon for a banana peel. There is an early game boss that throws banana peels as a hazard, though they don't look like this.
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What appears to be an icon for a "harvested" food item version of Malroth's nemesis, the starfish. While starfish appear in the game, they are simply placed in the inventory as regular decorative items, instead of one that can be used in cooking.
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An icon for a detestable dish involving starfish. Its existence is perhaps connected to the food version of the starfish above.
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A crude icon for a vine. Vines and vine-related materials appear in the game, though this specific early-looking icon is not used.
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Early icons for what appear to be the Orb of Heroes (the red one) and the Orb of Magic (the blue one). The Orb of Power does not appear to have an early icon.
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Shelves stocked with containers, maybe with milk jugs on the left? Cows are present and can be milked, so this decoration was likely connected to that.
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Rough icons for the trophies awarded by winning the game's online building contests. Only second and third place seem to be present.
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Weapons
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Unused Axe 1 |
Unused Axe 2 |
Unused Rusted Sword
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Tools
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There are hoe icons on the 'tool section' of the icons. This section has larger icon sizes in order to be dysplayed either as equippable tools (hammers, for example) or permanent upgrades (windbraker, golden gauntlets, for example). It could mean that originally the player would have been able to use the hoe, or obtain the hoe. Villagers have an actual 'Stone Hoe {1858}' unobtainable item in their inventory that they need to use to be able to till the earth, which supports the 'hoe tool' theory.
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Unused Blocks
| To do: better text and notes and stuff |
Only Icon
Icon |
Notes |
Icon |
Notes |
Icon |
Notes |
Icon |
Notes
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Earth Glow |
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Earth Star Glow |
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Light Earth |
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Dark Earth
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Wooden Wall or Wooden Floor Variant |
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Softwood Rose |
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Unused Old Wood Icon [used below] |
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Green Bark Variant (Duplicated in sheet, maybe for a Moss Variant?)
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White Umber Variant |
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White Lumpy Umber Variant |
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Stone Block |
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Gravel Block
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Yellow Ore Vein |
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Blue Ore Vein |
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Orange Ore Vein |
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Rusted Copper
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Yellow Castle Tile |
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Yellow Carved Castle Tile
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Yellow Leaves |
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Red Leaves |
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Icon between Mossy Soil and Swampy Soil. Spot between both the block IDs {232 and 234} and item IDs {1949-1951} is empty. Presumably that would be this block's ID.
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White block batch (Unknown what these are)
Icon and Model
Icon |
Model |
ID Block |
Notes |
Icon |
Model |
ID Block |
Notes
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B:{586} |
"Leafy Stony Soil". Normal mallet drops nothing. Ultimallet drops Stony Soil. |
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B:{083} |
Unused Ore
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B:{086} B:{087} |
"Fire and Ice Sand". Comes from first game. |
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B:{210 & 622} |
Umber Sandstone (Two candidates for icon)
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Only Model
Model |
ID Block |
Notes |
Model |
ID Block |
Notes
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B:{474} |
Red Chart |
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B:{475} |
Red Citadel Floor
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B:{124} |
Witchgrassy Grass. Drop Witchgrassy Earth |
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B:{125} |
Lemongrassy Grass. Drops Lemongrassy Earth.
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B:{126} |
Grassy Grass. Drops Grassy Earth |
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B:{127} |
Limegrassy Grass. Drops Limegrassy Earth.
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B:{501} |
Leafy Soil Grass. Drops Leafy Spoiled Soil |
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B:{587} |
Leafy Stony Grass. Drops Stony Earth.
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B:{247} I:{2001} |
Yellow Frame Block. Item uses bedrock icon, casts shadow despite being transparent. Metalic footsteps.
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Aquarium DLC Unused Items
The Aquarium DLC added fish into the game and there are icons for four fish, these four fish lack 3D models, only leaving the inventory graphic.
Graphic |
Name |
Description |
Note
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Lamprey {2097} |
A slippery, slimy freshwater fish with a monstrous sucking maw. |
As the description says, this fish was originally meant to be caught in freshwater.
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Inferneel {2098} |
A long and lean fish that somehow subsists in scalding magma streams. |
This fish shows Square-Enix originally meant for the player to be able to fish in lava, something which cannot be done in the final.
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Pilchard {2473} |
A tiny freshwater fish that's especially flavorful when battered and fried. |
This fish was originally meant to be caught in freshwater. Can be cooked.
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Magmackerel {2475} |
A curious fish with flaming scales that swims in scalding magma streams. |
Like the Inferneel, this fish was also meant to be caught in lava.
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Notes
- The 1st and 2nd castle level blueprints are invisible blueprints that the game actually uses when the villagers are building the castle. They are invisible since from the story prespective there is no blueprint there, so it remains hidden from the player. Stage 1 is half-built, and when it is finished a story beat happens, then stage 2 gets placed. Stage 3 is the same as stage 2 but visible to the player.