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The Legend of Heroes: Trails in the Sky the 3rd (Windows)

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This page contains changes which are not marked for translation.
See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down (as of March 4, 2013 (Korean version only)). As a result, further official developments with the game are unlikely to happen.

Title Screen

The Legend of Heroes: Trails in the Sky the 3rd

Also known as: Eiyuu Densetsu: Sora no Kiseki the 3rd (JP)
Developer: Nihon Falcom
Publisher: XSEED Games
Platform: Windows
Released internationally: May 3, 2017
Released in JP: June 28, 2007
Released in KR: September 21, 2007
Released in CN: July 8, 2008
Released in TW: August 26, 2008


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevMessageIcon.png This game has a hidden developer message.
EnemyIcon.png This game has unused enemies.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


The Legend of Heroes: Trails in the Sky the 3rd is the direct sequel to Trails in the Sky and Trails in the Sky SC, built directly on top of its predecessor. It is set in the country of Liberl after the events of the previous games, where the protagonist Kevin Graham investigates the mysterious realm of Phantasma he is dragged into.

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
Various things of various length to perform:
  • Rip the individual sprites from the game for both the "skeleton" sprites and the sprites of Karin Astray.
  • Document PC JP > PSP JP changes, many details present on Endless History.
  • Detail all of the unused and test stages as well as battle arenas, unused battle ID of 922 (This ID lies between Cassius + Loewe & Kilika + Walter Nightmare Arena battles), Battle ID = 0x387B7C RAM, 2 Bytes, Steam 7th of May build.
  • Write about Debug/Test menu, T0001. Sample reference video where each debug/test menu feature is used (very long), includes many things that are yet to be mentioned in the article, such as all of the test rooms and scripts acting as configurations for them. Complete live unedited footage, with recording breaks joined together.
  • The Debug/Test menu has various typos and mistranslations, maybe these could be compiled?
  • There are a few nice missing pieces of episode numbers in the 'Test Menu', these may be worth mentioning.
  • There are many visuals for unused episodes/doors within ED6_DT26, this was already known for a while of course, but should be written about.
  • List of Test Maps: MAP20 (UV Test map), MAP21 (appears empty), MAP1 (Used for Character testing, monster testing, etc.). Screenshots of each has been provided.
  • Scripts for Test Map configurations accessible from test menu (as shown in test menu), see below.
  • 3rd Characters: A0040 [Cassius, Kilika, Phillip (Battle)], A0041 [Morgan, Bodyguard Black, Hunter, Black Loewe (Battle)], A0042 [Dedicated NPCs 1], A0045 [Dedicated NPCs 2], A0044 [Main Character Costumes (Battle)], A0043 [Main Character Costumes]. Screenshots of each have been provided including any oddities.
  • SC Characters: A0020 [Party and Dedicated NPL], A0041 [Morgan, Bodyguard Black, Hunter, Black Loewe (Battle)], A0042 [Dedicated NPCs 1], A0045 [Dedicated NPCs 2], A0044 [Main Character Costumes (Battle)], A0043 [Main Character Costumes]. Screenshots of each have been provided including any oddities.
  • 3rd Monsters: T0040 [Monster List 14000-14250], T0041 [Monster List 14260 - 14500], T0042 [Monster List 14510 - 14750], T0043 [Monster List 14760 - 14890]. Screenshots of each have been provided including any oddities.
  • A listing of Unused Battle Maps: BC0300 [Mistwald], BC1300 [Airship], BC2401 [Old Schoolhouse Basement Boss], BC3300 [Kaldia Limestone Cave], BD5303 [Axis Pillar (Also Missing Special Effects)], BP9000 [Moon Door], BP9002 [Sun Door], BR3400 [Kaldia Tunnel], BT4138 [Erebonian Embassy (Editor's note: This is meant to be the one from SC)], BT4210 [Castle Halls (Note: A version of this map is used with a different time of day/night time, this is the day version)]. Gameplay screenshot of each battle arena provided.
  • One of the maps above, BT4138, has a message, it could get a bit of translation, sample.
  • Listing of referenced in test menu but nonexisting battle maps: BE0310 [First Plane Arseille], BE0820 [Field (Sky Map)], BT4139 [Calvardian Embassy], BTTEST01, BTTEST02, BTTEST03, BTTEST04, BTTEST05.
  • Within these testing maps and testing levels there are many oddities such as missing sprites or incorrect character portraits, they can be seen in the test menu walkthrough above or in the image archive below.
  • The test menu can be used to write SC clear data, is this save data actually recognised by SC? Or does it write 3rd Clear data and is a typo? Awkwardly, it can be loaded from the load save screen, but throws user back to the main menu.
  • There is a bunch of debug quartz, such as quartz that will always inflict X status effect, it would be nice to get their individual item IDs.
  • I have compiled screenshots of pretty much everything above, these "provided" messages were referencing here, all of the images have been properly squashed, and if possible without the loss of quality, quantized with pnguant, text is all that is necessary, a lot of text, might soon need a subpage or two: https://mega.nz/#!ah4nQAxQ!1BrZ2mAGtMMwV15lgeXgORlfrJJBMD4U6IXprwNKTW8 --Sewer56lol (talk) 01:49, 22 May 2017 (EDT)
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There is a BGM table with entries for tracks not existing in the final game, does adding any tracks to match any of these entries trigger sound in otherwise silent unused portions of the game? Example: The Sugoroku overworld. (ED6_DT22/T_BGMTBL._DT)

Developer Message/Build Compilation String

In the English version, the following build string can be found in the executable for the game, ed6_win3.exe:

   Trails in the Sky SC - Steam Bilingual - Compiled on May  7 2017 at 04:56:13 by Sara Leen
   I love these games. You should too.

And the external configuration utility, Config3.exe, contains:

   Trails in the Sky the 3rd - Steam Config Bilingual - Compiled on May  7 2017 at 05:00:55 by Sara Leen
   I love these games. You should too.

Both are updated each time on compile, denoting the signature of Sara Leen, XSEED Games' Localization Programmer. The text alludes to a hidden feature allowing these "Steam Bilingual" versions to be played in Japanese as well as English.

Note: 'Trails in the Sky SC' is not a typo on this article's part, it is a typo made by the developer, or rather a string the developer forgot to change.

(Source: Original TCRF research)

Unused Text: Japanese Language Support

In the English version, the game is programmed to display menus and configurations in Japanese when the file lang_jpn.dll is placed in the dll directory in the game's install directory. The game does not care what the contents of this file are, it may be empty or filled with miscellaneous garbage as the user desires.

The game will display all "internal" text (that is, text inside the executable) in Japanese. This includes menu text and commonly used internal text including error messages. This will however not change any "external" text, that is loaded from outside the game executable and adequately localised, such as scenario text, location names, object names, skill names, etc.

The same also adequately applies to the external configuration utility.

No file present (game) dll/lang_jpn.dll present (game)
LoH Trails in the Sky the 3rd Options.png LoH Trails in the Sky the 3rd Options Jpn.png
No file present (configuration) dll/lang_jpn.dll present (configuration)
LoH Trails in the Sky the 3rd Config.png LoH Trails in the Sky the 3rd Config Jpn.png
(Source: Original TCRF research)

Undocumented Feature: Dual Audio Support

One undocumented feature which exists also in the two previous two games of the trilogy would be the native support for dual audio, allowing the player to choose whether they should prefer to make use of either the original Japanese audio or the localised English audio.

By the means of insertion of the original ED6_DT37.dat and ED6_DT37.dir voice files from the original Japanese release of the game into the international release, the player would gain access to the "Japanese" voice option within the options menu of the game.

Stock unmodified game (has only off/on options) English option (now available) Japanese option (now available)
TrailsInTheSkythe3rd-NoDualAudio.png TrailsInTheSkythe3rd-EnglishDualAudio.png TrailsInTheSkythe3rd-JapaneseDualAudio.png

The reason as to why the stock international release does not ship with dual audio support is unknown, especially given that it is something that the developers themselves would have been very enthusiastic to bring. It has been long speculated that the lack of dual audio in the international version would have been due to licensing issues of the Japanese lines spoken by, in a very likely scenario outsourced voice actors and/or recording studios, potentially under a non disclosure agreement. This feature thus remains officially undocumented.

It should also be noted that the layout of the two audio files is not entirely identical, in some cases, the layout, or much rather technically speaking, overall content of the whole sound bank may not always be 1:1 between language equivalents in multiple versions of the game, for example, one release may ship with extra sounds not present in the other release. Community made patches exist, fixing any sound oddities from inserting out of region sound banks and fulfilling proper dual audio support.

(Various Sources: Known for a long time)

Unused Warp to Phantasmagoria

Within the last chapter, or rather the finale of the game, the player receives what can be described as a one way journey with no return ticket, or a trip towards the final dungeon of the game in question, akin to the likes of Trails in the Sky FC, with the, at first unknown destination of "The Castle" Phantasmagoria. Once there the user's power to use the Recluse Cube is revoked, as they are no longer within the realm of the Recluse Garden's reach in Phantasma.

However, shall the user come to actually touch the monuments within the castle in Phantasmagoria, and force the user to still be able to open the regular warp menu by the means of memory editing or not heading out to Phantasmagoria and making use of memory editing toggle flags to open and enable the monuments in Phantasmagoria or as a 3rd alternate method, enable and open all of the monuments from the test menu, the user will also be granted with an additional option of warping to Phantasmagoria's Castle when opening the warp menu, with all of the accompanying menu graphics fully completed.

Phantasmagoria warp now available It can be selected and pressed, it expands no further

warps & has no effect on the game

Raw asset files for the game confirm no further warps
Sora3rdPhantasmagoriaWarp1.png Sora3rdPhantasmagoriaWarp2.png TrailsInTheSkythe3rd-AssetWarpLocations.png

However, unfortunately, the "Phantasmagoria" category of the warp menu expands no further into other options for warps, clicking the Phantasmagoria icon or the orb produces no visible on-screen effects, meaning that the warp is entirely non-functional. Perhaps shall there have been implemented warps within the realm of Phantasmagoria, then it would have likely expanded into the subcategories of the four monuments available to unlock within Phantasmagoria. While the reason as to why this exists is unknown, an example reason as to why this idea may have been removed could have been potentially that the developers decided to end the game post the completion of the final boss, but may have originally allowed for free-roaming upon completion of the game.

(Source: Original TCRF research)

Unused Events: Test Menu

Unused Events

The "Test Menu", also known quite simply as your typical debug menu, contains a feature that allows the player to warp to any specified moment throughout the game's story, with all of the events present within the realm of the game listed linearly in terms of chronological order (the player could theoretically in this way, restart the game). However, there are two items (or rather two variations of one same item) which appear out of order, or out of place, both unused within the game, being "Pater-Mater Revives", 'Team' and 'Secondary' versions. This is important as these events can be seen after the epilogue, meaning that they were either in this chapter, and cut, or potentially something heading towards any following games in the Kiseki franchise. Notably, an event called "Big Gate Camera Event" can also be found and seen within the test menu for the last chapter, this is used and is the in-game cutscene of when the castle gates open in Phantasmagoria. The script files for these events have not been found and are presumed to be entirely missing, which means that the user is simply thrown back into the last visited stage or script, in this case it would be back to the "Test Menu".

(Source: Original TCRF research)

The Unused/Prototype Content of Star Door 15

[Note: Some people find the contents of the original Star Door #15 to be disturbing, while this is a bit more light hearted, it still follows the same topic, and a very similar story, the editor feels that this should still be brought up for those who may be sensitive.]

Renne Hayworth's Star Door #15 (Script file: R1204._SN) contains unused script, inclusive in both text and images/visuals as seen in ED6_DT26. These unused segments of the script can be seen within the file right after proceeding to search at the end of the actual used script, after the strings which normally finalize the regular door, being the receiving of a specific quartz.

By the use of hacking the user can jump, or redirect the actual script to follow the unused segments rather than the used segments, allowing for the unused chunks, sometimes occasionally referred to by users as 'Proto Star Door 15' to be played.

One notable thing would also be the lack of sprites for what would appear to be one animation for Renne towards the end of the unused content before departure with Pater-Mater.

In order to access this unused chunk of the menu, only a replacement of two bytes is necessary, and the procedure is rather simple. In the file R1204 inside ED6_DT21, move up to the nearest 5C 03 from the end of the file and replace with 47 83. Repack the file and run the game as intended, simply visit Star Door 15. This simple guide is provided as the starting opcodes are very, very unlikely to change for this script.

Alternate method (This is valid for the current Steam version/7th of May International Build, memory addresses will change in a future update): Attach a debugger of your choice and set a breakpoint on memory address 0x047FE40 which corresponds to a method used for loading script files. Right after entering Renne's door and the breakpoint to load a new script is hit, inspect the ECX Register, it is a pointer to the end of the script file. Perform the changes as inscribed above and resume normal play of the game.

Note: You may have trouble starting the game with debuggers such as IDA or OllyDBG, please try attaching while the game is running, the Cheat Engine debugger is also of course a viable alternative.

(Source: JoseJL's awesome discovery of the script jump)
(Source: Video footage captured by Sewer56lol)

Debug Quartz: Always Inflict X Status Effect

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Are there any other unused items or quartz for that matter? The entire item list has not been checked. There are items of which, for example are described to give stat ups e.g. +1300 STR Rod for Estelle but are padded with NO_ITEM and are actually simply unused placeholders, do these function? Items with the padding "Unused" also exist in their description, some of them with stats, do they function?

Trails in the Sky 3rd contains various debugging quartz which are used to verify that a specific status effect may work as intended. These will inflict status alignments on an enemy regardless of their resistance to alignment. These quartz have an elemental value of 'None', thus will not grant the player with the ability to use arts if equipped on their own.

Example of Debugging Quartz in the 'Items' menu.
Element Name ID Description
Fire Guaranteed Death 680 #Guaranteed to K.O. any enemy. Debug use.
Fire Guaranteed Critical 681 #Guaranteed to deal critical damage. Debug use.
Fire Guaranteed Poison 682 #Guaranteed to poison enemy. Debug use.
Fire Guaranteed Freeze 683 #Guaranteed to freeze enemy. Debug use.
Fire Guaranteed Petrify 684 #Guaranteed to petrify enemy. Debug use.
Fire Guaranteed Sleep 685 #Guaranteed to sleep any enemy. Debug use.
Fire Guaranteed Mute 686 #Guaranteed to mute any enemy. Debug use.
Water Guaranteed Blind 687 #Guaranteed to blind any enemy. Debug use.
Water Guaranteed Seal 688 #Guaranteed to seal any enemy. Debug use.
Water Guaranteed Confuse 689 #Guaranteed to confuse any enemy. Debug use.
Earth Guaranteed Faint 690 #Guaranteed to faint any enemy. Debug use.

Hacking Note/Information: The item ID is a 2 Byte value at an -0x8 offset from the item name in memory, simply string search an item name, browse memory region for wanted item, apply offset and you could obtain an ID for any item.

(Source: Original TCRF research)

Camp Menu Art

Joshua Bright's Functional Leftover 'Camp Menu' Art

Ripped RAW Graphic Asset
As seen in-game when appropriate flag toggled.

Found within ED6_DT20/H_STCH32 is a piece of left over art for the 'Camp Menu', lifted directly from the last 'Sora no Kiseki' title, the 'Second Chapter'. The specific piece of art is of Joshua Bright without his etched stigma, which can only be seen in the previous game during a brief moment of player control where the player is tasked with escaping from a floating island which is actively falling apart, in a period immediately before the end of the game.

The very interesting thing about this discovery is that there is actually a flag which could be used to toggle Joshua Bright's camp menu appearance to this image, either which can be changed from Cheat Engine at a specified memory address or much more simply, toggled within the "Character Art Change" feature of the "Test Menu". While flags do exist for such same functionality within the "Character Art Change" menu, and in memory, the assets are simply missing and thus there is nothing to load.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: A very quick thing to check, there's plenty of gaps in the STCH entries, one should re-add the images into the archives and check if any flags could be attached to the missing filenames, either in memory with CE or actually toggleable in-game, such as the other 'Test Menu' entries for "Character Art Change".
(Source: Original TCRF research)

Regional Difference: Ries' Alternate Menu Art

In the Japanese version, the menu art for the playable character Ries changes to show the loss of her hood at the start of Chapter 7.

In the English version however, she still appears with her hood in the menu for this part of the game. All other parts of the game present her without it, which is toggleable with a flag within game memory and affects all Ries' speech (test level inclusive), including sprites, talking portraits, and battle portraits. Both files [ ED6_DT20/C_STCH14 ] and [ ED6_DT20/C_STCH36 ] (could also be H_STCH, for high quality assets) are still present and they contain the same texture (with the hood). This suggests that they no longer have this menu art or could not get it in higher quality (all menu art in the English release is higher quality).

Before Chapter 7 Starting Chapter 7 English/International Release
LoH Trails in the Sky the 3rd Jpn Ries Menu.png LoH Trails in the Sky the 3rd Jpn Ries Menu 2.png LoH Trails in the Sky the 3rd Eng Ries Menu.png
(Source: Original TCRF research)

Unused Minigames

Leftovers from Second Chapter

Various minigames have been found, originating from the previous game in the series, The Legend of Heroes: Trails in the Sky Second Chapter. Included in the pack are: Roulette, Slots, Blackjack (not to be confused with the used VS Blackjack), Fishing (broken) and Poker.

It has not yet been verified whether all of these minigames actually work, the reason should be self explanatory on the screenshot set.

Roulette Slots Blackjack Fishing (Broken) Poker
Sora no Kiseki the 3rd Unused Minigame Roulette.png Sora no Kiseki the 3rd Unused Minigame Slots.png Sora no Kiseki the 3rd Unused Minigame Blackjack.png Sora no Kiseki the 3rd Unused Minigame Poker.png

The casino shop is broken when accessed from the test menu of the game, thus no medals have been bought, it has still yet been unverified whether the item even exists in the game, or what ID it possesses.

Hmmm...
To do:
Provide screenshots of the individual instruction screens for the unused minigames, translate any instructions, quotes and/or menu items.

Bug Catching

Present within the game is an unused minigame which allows the player to assume the control of Estelle, with the ultimate main goal of catching bugs. The sprite for Estelle is that of the one used in the first game in the Sora trilogy, Trails in The Sky FC, with accompanying portraits also being from the same equivalent game. The objective of the game is to gather 100 points by catching bugs, with extra gained by catching a shining pom, for certain aspects on how a creature was caught, various extra points may also be added, thus the amount of points by catching every bug, or set of bugs will not always be equivalent. The minigame appears fairly complete and is almost entirely functional from start to finish, despite lacking proper visual assets for the current amount of points. Unlike the Sugoroku minigame, the visuals are almost all acting entirely as intended, apart from the score calculations when the player successfully catches a bug.

When completed, the game unfortunately freezes before presumably displaying the high score table for the fastest time to reach 100 points. The easiest way to access this minigame is to do so directly from the 'Test Menu'.

Sugoroku

Another completely unused minigame that was never seen in the final game would have been the 'Sugoroku' board game, which can easily be accessed from the minigame section of the 'Test Menu'. This minigame is known for exhibiting various UI issues in terms of interface scalability when using "High Quality Assets" and "High Quality Fonts"; while still completable, it is highly recommended that the minigame is played by using the original lower quality assets.

The game at first features a very uncommon (if not unused) in the context of the 3rd, piano track, leading onto a menu with a fixed cast of four selectable characters being Ries, Olivier, Estelle or Renne all of which possess various different S-Crafts which help them aid themselves towards the ultimate goal of reaching Grancel. Leading onto the main menu, the first track in the game's BGM table can be heard, presumably a placeholder for another track.

For the duration of the game, all of the speech made from the playing character is accompanied by the portrait of Estelle, rather than the individual selected player, during playtime, the game is completely silent in the overworld map, with the map in question showing many incompleted aspects such as the individual images or drawings of the towns being missing and very rough transitions between different areas of the map.

Bright normal spaces can exhibit many various events such as a meeting with Dorothy which would set you back one space as she snaps a photograph. Along the way, many characters can be met exhibiting various effects on your progression such as granting CP, resetting the player back to the previous checkpoint or for example granting a fixed amount of resources to the player. Almost all of the sprites for the overworld characters have either been entirely replaced, use invalid animation IDs or do not match the IDs of the character list, thus do not present themselves properly on the map and appear bugged out. To play, the player throws an invisible dice by clicking with the mouse, and once again to follow the action of the rolled out result. Along the way, the player may also engage in battles on the bright normal spaces, battles function by having the player roll an invisible dice, the outcome of the roll is presumed to determine the next action, be it either the player getting hit and losing HP or hitting the opponent. The player also carries mira, which can be earned through progression of the minigame and can be used to buy additional rolls of dice for the player.

Here is a rough translation of the rules of the game:

Rules
Roll the dice, and head towards the goal, Grancel.

If your HP or number of dice becomes 0, then the game is over. 
HP is increased or decreased by battles or events. Dice are reduced when used.

When HP reaches 0, using 1 dice allows you to retry from a nearby checkpoint.
If there are no dice left, you cannot retry anymore.

(Source: Original TCRF research)
(Source: Translation source: anonymous YouTube commenter)

Tita Russell's Moon Door Flashback | The Oddities

Once upon a time, one adventurer starting by the name of "S", chose a path of walking the true country of Liberl outside of Phantasma, far and wide... having two convenient options of doing, he chose to visit Tita's flashback from the 'Test Menu', for normal free roaming of the area, rather than accessing it by proper means of going to the Moon Door and giving away control to a script. Immediately, things have certainly seem to have taken an interesting turn and the adventurer immediately began to notice that some things were odd as he continued investigating many of the areas that are normally seen only in Tita's Flashback, these are some realisations that were made:

The Doors of Mist

When visiting the outside of the realm of the script, two doors take a very interesting particular appearance not seen anywhere in the game, the two doors being the entrance to the rooftop of the 'Zeiss Central Factory' by the stairs and the exiting door towards the Kaldia tunnel present within the bottom of the central factory. The boundaries between the next and previous area are surrounded by rectangle shaped doors giving off a glowing purple UV effect. The only time this effect was seen would have been in the previous game, prior to the entrance to any of the towers during Chapter 7.

There should not be any magical portal mist on this door! This one shouldn't have it either!
SoranoKiseki3rd-Titaflashbackdoor.png Sora no Kiseki the 3rd Tita Flashback Door Oddity 2.png

While visiting under such circumstances is unintentional, here is an interesting read on the localisation of the previous game from the localising/development team: http://xseedgames.tumblr.com/post/126706403020/the-legend-of-heroes-trails-in-the-sky-second. During the development to the prequel to this game, there was a bug where the doors for a particular area have been replaced with this same effect, leading to presumably test rooms rather than intended destinations.

Extract:

For Kelly, one of the in-house QA testers, just progressing through a single chapter became an exercise
in futility as she found herself imprisoned in buildings populated by glowing purple doorways to nowhere.
In particular, she found that EVERY door in the foreign embassies had the strange purple mist effects.

This may therefore be a bug, just extending outside of the realm of intended play, thus not patched, although the origin or purpose of these doors is unknown.

(Source: Original TCRF research)

The Recluse Cube and a Teleportation Pad?

Upon the roof of the 'Zeiss Central Factory', lie objects that are not expected, the situation is rather difficult to describe at first, so here lies a comparison:

There is a teleporter and the recluse cube Same location, as in Moon Door #1
Sora no Kiseki the 3rd Tita Flashback Roof Zeiss Central Factory.png Sora no Kiseki the 3rd Tita Flashback Roof Zeiss Central Factory In Normal Gameplay.png

An object which could only be described as the Recluse Cube lies on top of the 'Zeiss Central Factory', it does not appear that the character is able to perform any interaction with it and nor does it appear to do anything in particular. This is very interesting as in the story the cube is handed to the main character towards the beginning of the story and stays within the possession of Kevin Graham for the entire duration bar one short segment in which it is handed to his squire, Ries Argent. It is however mentioned at the end of the story, that a cube now lacking purpose could now be handed off to the interested party of Erika Russell and the Zeiss Central Factory, whether the two are related it is unknown, but it could at best be a clue.

As for the teleporter in question, the teleporter is actually functional and does take the player to a foreign place, that place however being very likely an unintentional destination. The destination is the main entrance door to the bottom floor of the sleeping dorms/large rectangular building (where the dining tables lie) of the Aster House church ran orphan facility where Kevin, Rufina and Ries have lived their upbringing.

(Source: Original TCRF research)

Unused NPCs

Julia in Dress "Dress Julia"

Julia in dress can be found in Test Level A0042
KA1490

Within the game data, one can find a portrait of the playable character Julia Schwarz, along with long hair, wearing a dress and presenting herself with green eyes. Not much is known about the usage of this particular portrait, it has not been found being actively used anywhere in-game, at all, with only one particular exception of a test level, A0042. At best it could be guessed or speculated that she may have had been used at the end of Julia's star door flashback "Julia's Day Off", towards the ending with the tea party featuring the character of Princess Klaudia, but that at best would be completely arbitrary, with nothing of significance to back that thesis up apart from being the potentially only known scenario or suitable place as to where such appearance may have been used.

It should also be very notable that her model, or technically sprite is of that the appearance of what could be described as a "Skeleton Model", a base set of sprites upon which each character may have been, or rather probably would have very likely been drawn upon during development, this NPC is actually not the first sighting for such model, one exists elsewhere in this game and another one can be found within the first of the trilogy, Trails in The Sky FC. In the first game, it can be sighted when replacing one of the four player characters with the character "Bilblanc" (Bleublanc prototype/early name) by setting the appropriate character ID as defined in the memory structure that would represent the physical file t_name (found by string searching NPC characters, character ID is offset by -0x4 in the memory structure from character name).

(Sewer56lol: Original TCRF research)

Karin Astray

KA1700

A non player character of the currently dead sister of Joshua Astray (or rather now, Joshua Bright) can be found within not just one but actually two of the testing levels present within 'the 3rd'. The NPC representing the character of Karin Astray appears rather finished, with the only oddity being that of the fact that her facial speech portrait is still, merely nothing but concept art. Given the fact that, in the present time, canonically the character is dead, she must have belonged at some point to a flashback which would have been scrapped within the course of the game, or perhaps a 'Star Door', or any of the other doors.

Karin Astray NPC can be found in Test Level A0042 Karin Astray NPC, as seen in Test Level A0045
Sora no Kiseki the 3rd A0042 Test Level Karin Astray NPC.png Sora no Kiseki the 3rd A0045 Test Level Karin Astray NPC.png
(Sewer56lol: Original TCRF research)

Unused Graphics: Portraits

The game contains, but notably does not (technically: some are used in leftover test levels) use, many portraits for various characters, both from the realms of Trails in the Sky SC and Trails in the Sky FC as each game sequentially has been built on top of another, thus this section, and in that same regard, plenty of the other sections in question featuring left over content from previous games will be reduced to eye catching examples, including oddities in test levels and other similar aspects and/or factors. Other notable unused portraits will, or may be shown within other places of this article.

Phyllis

These three, shown here in their respective "Low Quality" and "High Quality" asset versions are for Phyllis, one of the NPCs in the prologue of the previous game, Trails in the Sky SC, also known as the keeper of the inn at the Le Locle training facility. Given the physical location of the files and the appearance of the files, this would have been used, akin to any other regular character head sprites during conversations in game, however the very notable thing is that this character in fact, while having actual talking sprites, they are used literally nowhere, inclusive of the test levels present in both, SC and the 3rd.

Also additionally, while the character portrait is not that of which has been redrawn for the "High Quality" asset pack, one notorious or notable thing would be that the actual character's eye colour has actually been changed, between the "Low" and "High" qualities of assets.

C_KA1350 (LQ) C_KA1351 (LQ) C_KA1352 (LQ)
LoH Trails in the Sky the 3rd Portrait Phyllis 1.png LoH Trails in the Sky the 3rd Portrait Phyllis 2.png LoH Trails in the Sky the 3rd Portrait Phyllis 3.png
H_KA1350 (HQ) H_KA1351 (HQ) H_KA1352 (HQ)
Sora no Kiseki the 3rd Phyllis H Portrait 1.png Sora no Kiseki the 3rd Phyllis H Portrait 2.png Sora no Kiseki the 3rd Phyllis H Portrait 3.png

Tio & Elissa

The game contains two portraits, which can be very clearly described as concept art. There is a clear lack of any sort of alpha on the backgrounds of the portraits of these characters. The two girls in question are known as Tio, and Elissa, and were two very close childhood friends of Estelle Bright, the protagonist of the previous two prequels in the series and can be seen in during the duration of a flashback, starring Estelle and Joshua and the events following Joshua's acceptance into the Bright house. The two girls do speak in the game, however their text or speech is not accompanied by any sort of portrait, with only one exception, their portraits can be seen accompanied to their characters in test level A0042. Perhaps another interesting tidbit would be that the test level clearly states the characters' ages alongside their names.

KA1680 (Tio) KA1690 (Elissa)
LoH Trails in the Sky the 3rd Portrait Concept 1.png LoH Trails in the Sky the 3rd Portrait Concept 2.png
Tio, as found in Test Level A0042 Elissa, as found in Test Level A0042
Sora no Kiseki the 3rd A0042 Test Level Tio NPC.png Sora no Kiseki the 3rd A0042 Test Level Elissa NPC.png
(Source: Gu4n)
(Source: Sewer56lol)