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Neopets: The Darkest Faerie

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Title Screen

Neopets: The Darkest Faerie

Developer: Idol Minds
Publisher: Sony Computer Entertainment
Platform: PlayStation 2
Released in US: November 15, 2005


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.


PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page

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Help us out and add them.
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* Cover the demo disc.

In Neopets: The Darkest Faerie, after the Darkest Faerie is awakened, Tor and Roberta must save Neopia by battling through numerous enemies and game bugs!

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs

Unused Areas

0x67, 0x68 - Ancient Castle Spires

This area can be found by clipping through the wall by Fyora's Rod in the Meridell Treasure Vault. The area seems to have had work done on it, but some collision data and grapple-able points are missing. It seems as though the map would have been used between the Knight's Crypt and Meridell Treasure Vault levels. The map also contains some puzzle elements that are barely functional. Interestingly, the level does have a map icon, which means that the map was used for development builds and was cut before the final release.

0x94 - Debug Map 1

There are several squares in this map, and standing on them spawns various enemies and characters.

Ntdf debug map 1.png

0x95 - Debug Map 2

The geometry seen in the background of this screenshot is not part of the map - the game always loads 2 maps, an exterior and a transition map, and this particular map doesn't disable the transition map or load in a new one so it keeps whatever one was loaded before.

Ntdf debug map 2.png

0x98 - Fyora's Tower

Download.png Download Fyora's Tower Unused Area Savestate
File: NTDF_Fyoras_tower_unused_area.zip (32 KB) (info)

There's a "Fyora's Tower" area in the game that is only accessible via editing of save-files, as there are no loading triggers capable of loading the area. It contains both the portal area at the bottom used in Act 3, and the boss fight area at the top used in Act 4. However, they cannot be activated in any way. There are multiple levels, each connected via spiral staircase, but one of the levels has an "overgrown" style, and the upward staircase has a one way wall. So once you enter the room from the top, you cannot return. Each room, with the exception of the overgrown styled one, contains a boss used previously in the game, but standing in a standard T-pose.

This may suggest that one of two possibilities: Either this is a test map, or Act 4 was added on later and the end of Act 3 led directly to the final boss-fight.

File:NTDF Fyoras tower unused area.zip

Unused Items

Id Icon Name Menu Text Pickup Text Comment
0x23 Crimson Ergyfruit
What a strange color for ergyfruit...
Strange... This looks like an Ergyfruit... Except that it's bright red!
I'm sure it's good for something...I should hold onto it.

Or this text if a flag is set:

Strange... This looks like an Ergyfruit... Except that it's bright red!
This must be the Crimson Ergyfruit that Motara is looking for!
0x25 Sir Not Appearing
You shouldn't get this!  EVER!
0x40 Ntdf regal stationary.png Regal Stationary
Very nice parchment. Bring to Lady Felina.
0x41 Ntdf party invite.png Lord Cedrick's Invite
Lord Cedrick's invite to Lady Felina's Party.
0x42 Ntdf party invite.png Lady Deborah's Invite
Lady Deborah's invite to Lady Felina's Party.
0x43 Ntdf party invite.png Lady Margo's Invite
Lady Margo's invite to Lady Felina's Party.
0x44 NTDF king chambers key.png King Skarl's Key
This should open the doors to King Skarl's chambers!
This item can be obtained in an unused area in Meridell Castle.
0x47 Ntdf stolen loot.png Stolen Loot
The stolen items from Meridell!
I'll just return these to Officer Kendrick.
A sack containing the items stolen from Meridell.
0x4E Ntdf black feather.png Black Feather
The feather from a common Crokabek.
0x4F Ntdf green feather.png Green Feather
The feather from a Swamp Crokabek.
0x50 Ntdf brown feather.png Brown Feather
The feather from a Mountain Crokabek.
0x8c, 0x8d, 0x8f, 0x90 Tal, 5 Tal, 25 Tal, 100 Tal Possibly an unused Altadorian currency? There are no icons or models associated with these items.

Unused Graphics

Beta World Map

Ntdf world map.png Ntdf world map labeled.png

Unused Map Images

Ntdf food chute.png

The food chute is the exit to the Meridell Treasure Vault. Unfortunately, the developers forgot to make it so when you go up into the food chute the map image is displayed.

Ntdf heroes rest end.png

This is the map image for the end-area of Heroes Rest, where you free Jerdana, however in this area, the map image for the previous area of Heroes Rest displays instead.

Unused Screen Graphics

Ntdf unused screen.png
There is a menu that uses this screen background:

Ntdf unused loadgame.png
Selecting one of the items simply results in opening the regular load-game menu.

Unused Music

Track #21 "DARF"

Short sections of this music can be heard in some FMV cutscenes in the game, however the full song itself is not used anywhere.

Track #32 "HUNG"

Track #34 "ILLU"

Track #42 "LOD3"

This music can be accessed in-game by going out of bounds in Meridell Plains, loading the scenery area that loads when going to the spot where Brightvale Beach is visible, and then running all the way over and touching Brightvale Beach.

LOD1 and LOD2 refer to the music used in the Sewer Shrine in Act 4. However, these two tracks also used in the unused Ancient Castle Spires area. In addition, accessing the music in-game using the above method will cause the same bubbling-lava ambience to play in the Meridell Treasure Vault. Since the Treasure Vault was intended to come after the Ancient Castle Spires, it is reasonable to assume that this music was intended to be used in the vault after the undead draik is defeated.

Track #52.1 "CADU"

Track #52.2 "CADU"

Track #52.3 "CADU"

Track #52.4 "CADU"

Track #54 "SIST"

Some of this song was actually on the website for the game, before it got taken down. A rip from this website can be found here, albeit in low quality.

Debug New-Game Menu

Ntdf debug newgame.png

Selecting one of the items in this menu sets all the appropriate game states, and gives the player the necessary items.

Debug Mode

At memory address 0x17D170 is a function called "IsDebugMode". This function is hardcoded to return zero, but changing it to return one instead enables debug mode. This mode does two things: It enables debug printfs (enable EE printfs in PCSX2 to see them) and it also enables a debug screen in certain areas of the game, which shows various flags. You can use X to go down, TRIANGLE to go up, and O to toggle the flag. This screen only shows up in certain areas.

The following PNACH can be used to enable this in PCSX2:

   patch=0,EE,17D174,word,24020001

Ntdf debug screen.png

Unused Code

DLL::SetZoneVis(DLL::ZONE_VIS_MODE)

This function can be found at 0x0017B978. It seems to exist for debugging purposes - calling it with the a0 register set to "1" will cause the game to only render stuff in the same "zone" as the player.