The Legend of Zelda: The Wind Waker/Unused Rooms/Page Two
This is a sub-page of The Legend of Zelda: The Wind Waker/Unused Rooms.
Page 2 of 4.
Contents
- 1 I_SubAN - Grottos (Early)
- 2 I_TestM - Terrain Test Map
- 3 I_TestR - Effect Test Map
- 4 ITest61 - Bomb Island Minidungeon (Early)
- 5 K_Test2 - Object Test Map 1
- 6 K_Test3 - NPC Test Map 1
- 7 K_Test4 - Enemy Test Map 1
- 8 K_Test5 - Object Test Map 2
- 9 K_Test6 - NPC Test Map 2
- 10 K_Test8 - Enemy Test Map 2
- 11 K_Test9 - Object Test Map 3
- 12 K_Testa - Object Test Map 4
- 13 K_Testb - NPC Test Map 3
- 14 K_Testc - Object Test Map 5
- 15 K_Testd - Object Test Map 6
- 16 K_Teste - Object Test Map 7
I_SubAN - Grottos (Early)
This archive is called I_SubAN. It contains 17 unused rooms, which appear to be early versions of grottos. Each uses the same three-room map model seen at right, in which the starting chamber and final chamber are linked to the central room by hallways.
Room 00
When this map first loads, a small cutscene is triggered, after which the player regains control of Link.
The starting chamber features a warp that spawns Link at Fire Mountain, suggesting that the grotto is an early version of the mountain's volcanic mini dungeon. The central room contains a giant lava pit. Link must navigate across the platforms in this area while being accosted by Fire Keese in order to reach the final chamber, where he can find a treasure chest containing the Power Bracelet.
Room 01
This grotto is completely empty, save for a warp that spawns Link at Ice Ring Isle.
Room 02
The starting chamber and first hallway feature a few small, cuttable trees. The central room is filled with grass, as well as a school of Red ChuChus. Attempting to exit via the warp in this area crashes the game. The game's data suggests that the warp is intended to lead to a hole on Crescent Moon Isle. However, no hole exists.
Notably, this unused map is depicted in one of the pictures on the second floor of Lenzo's House. The picture was removed in the game's Wii U remake.
Room 03
The first hallway in this map features two ChuChus: green and red. In the central room are two stacks containing four pushblocks each, as well as a pot that conceals a Purple Rupee. Exiting this area via the warp deposits Link in front of the hole on Diamond Steppe Island.
Room 04
Unusually among this collection of rooms, this map is sometimes difficult to load. Additionally, Link’s spawn point is located in the first hallway, rather than near the warp. The grotto itself features a number of test cubes. It is filled with invisible water up to the second hallway, so Link must swim or use his boat to navigate. Oddly, unlike the treasure chests of the final game, the chest in the final chamber of this area is an actor object. Exiting the map via the warp spawns Link at the Islet of Steel.
Room 05
This room is completely empty, save for a warp in the starting chamber. Exiting via the warp spawns Link in front of the hole on Bomb Island.
Room 06
This room features a fierce gust of wind in the first hallway that prevents Link from travelling through it without the Iron Boots equipped. Snow falls gently from the sky, and doesn't cease until Link reaches the second hallway. Exiting via the warp spawns Link in front of the west hole on Star Island.
Room 07
This room is completely empty, save for a warp in the starting chamber. Exiting via the warp spawns Link in front of the hole on Cliff Plateau Isles, where a Korok called Aldo is watching over a tree.
Room 08
This room is empty save for a barrel containing an Orange Rupee, and a warp in the starting chamber. Exiting via the warp spawns Link in front of the hole on Rock Spire Isle.
Room 09
In this map, Link spawns in the central room, where he encounters two Bokoblins. Once they're defeated, three more appear at the room's centre. Once those are dealt with, three Kargaroks fly in from one of the hallways, one carrying a Moblin. When these enemies are vanquished, a treasure chest appears, containing an early Piece of Heart.
One of the hallways is obstructed by a huge block. Attempting to exit via the warp crashes the game. The game's data suggests that Link was intended to spawn at the Angular Isles. It is likely the game crashes because the corresponding spawn point no longer exists.
Room 10
This room has fairly gloomy lighting. It's empty save for a Wall Moblin in the central room. Exiting via the warp spawns Link in front of the hole on Stone Watcher Island.
Room 11
This room is unique in that it features walls that can be latched onto using the Hookshot.
The starting chamber contains a Boko Baba and four torches: three unlit, one lit. The Boko Baba drops a stick upon defeat, which Link can use to light the remaining torches. However, this has no effect.
The first hallway contains a few pots, two of which conceal Bokoblins that jump out when Link gets too close. Further along, the hero encounters two Red ChuChus and a weight.
In the central room lurk six more Red ChuChus, along with a second weight and three button switches. Link can use the weights to hold down two of the switches, but has to deactivate the ring of fire surrounding the third by shooting at the eye. This causes a ladder to drop down, which allows him to reach the second hallway.
The latter hallway is obstructed by a large number of cubes, making it impossible to traverse without using cheats. The hallway also contains a Moblin, whose defeat triggers a small camera sequence that doesn't do anything.
Exiting the area via the warp spawns Link in front of the hole on Overlook Island.
Room 12
The first hallway in this area contains a single pot that holds a Fairy.
This room is the only one in the group to have two warps in it, one of which spawns Link in front of the hole on Bird's Peak Rock, while the other spawns him in front of the hole on Thorned Fairy Island.
Room 13
Like the room before it, the first hallway in this area contains a single pot that holds a Fairy.
Exiting via the warp spawns Link in front of the hole on Eastern Fairy Island.
Room 14
This room is completely empty, save for a warp in the starting chamber. Exiting via the warp spawns Link in front of the hole on Western Fairy Island.
Room 15
This room is completely empty, save for a warp in the starting chamber. Exiting via the warp spawns Link in front of the hole on Southern Fairy Island.
Room 16
This room is completely empty, save for a warp in the starting chamber. Link's spawn point in this map differs slightly from that of the previous two chambers. Exiting via the warp spawns Link in front of the hole on Bird's Peak Rock.
I_TestM - Terrain Test Map
This archive is called I_TestM. Though it appears to be identical to Amos_T, it uses a .bdl file rather than a .bmd.
Prior to The Wind Waker, Gamecube games developed by Nintendo used the .bmd format, which may stand for "Binary Display Model". From The Wind Waker onward, such games, instead, used the more advanced .bdl format, whose name may stand for "Binary Display List". This suggests that I_TestM was generated later than Amos_T.
I_TestR - Effect Test Map
This archive is called I_TestR. The game's map select refers to this map as "Effect Testing Area". The "R" may stand for "Rope", since the area appears to have been used to test rope swinging physics. Oddly, some of the ropes are actually the Grappling Hook.
The map contains wooden posts that Link can use his Grappling Hook on, as well as plenty of breakable wooden barriers, Bomb Flowers, and pushblocks.
ITest61 - Bomb Island Minidungeon (Early)
This archive is called ITest61. The game's map select refers to this map as "Subdungeon 61". It contains early versions of two rooms found in Bomb Island's cave.
Hitting the crystal switches in this location with the Boomerang causes a treasure chest to appear. However, it seems that this chest's contents were never finalized, as it holds nothing but a Green Rupee.
K_Test2 - Object Test Map 1
This archive is called K_Test2. The game's map select refers to this area as a place to test objects. Its content is mostly comprised of treasure chests, but it also features a knight statue from Hyrule Castle's basement, as well as an electrical fence whose function is tied to a switch.
Stepping on the switch deactivates the fence.
K_Test3 - NPC Test Map 1
This archive is called K_Test3. The game's map select refers to it as an NPC testing area. It contains Tetra's pirates and many characters from Outset Island, with a few exceptions.
K_Test4 - Enemy Test Map 1
This archive is called K_Test4. The game's map select refers to it as an enemy testing area. It contains various enemies, including ChuChus, Bubbles, and Peahats.
K_Test5 - Object Test Map 2
This archive is called K_Test5. The game's map select refers to it as an object testing area. It contains various dungeon puzzles, including the scales from the Tower of the Gods, a laser gate, an eye switch, and wooden grates.
K_Test6 - NPC Test Map 2
This archive is called K_Test6. The game's map select refers to it as an NPC testing area. It contains a bevy of additional characters.
Rich Mila and Poor Maggie are spawned here, though they only ever appear during a cutscene. Their behaviour is a little unusual as a result. Neither girl will face Link when spoken to, and, due to her idling animation, Mila is unable to look directly at Link. The only dialogue they possess is that of the first message in the game's script: "You can call Tingle only from areas that have maps!"
K_Test8 - Enemy Test Map 2
This archive is called K_Test8. The game's map select refers to it as an enemy testing area. It seems to focus on enemies that are triggered via proximity, such as two coffins and a Kargaroc that load when Link approaches them. The switches on the map are tied to a range of objects, including Rupees and Keese.
K_Test9 - Object Test Map 3
This archive is called K_Test9. The game's map select refers to it as an object testing area. It seems to focus on interactive objects, such as the icebergs from Ice Ring Isle, the plants at the Auction House, the headstone that requires the Power Bracelet to lift, and two statues that can be dissolved by a beam of light.
K_Testa - Object Test Map 4
This archive is called K_Testa. The game's map select refers to it as an object testing area. It seems to focus on switches. Eye switches mounted on platforms, Skull Hammer switches, the Wind Shrines from Dragon Roost Island, and the platforms from the teleportation room in the Tower of the Gods are among the objects that can be found here.
K_Testb - NPC Test Map 3
This archive is called K_Testb. The game's map select refers to it as an NPC testing area. It seems to focus on the characters that populate Windfall Island.
K_Testc - Object Test Map 5
This archive is called K_Testc. The game's map select refers to it as an object testing area. It contains numerous rocks, a Hookshot target statue, and the cloud that encircles both Dragon Roost Island and Greatfish Isle when Link first journeys to them. The pickups pictured here cannot actually be collected.
K_Testd - Object Test Map 6
This archive is called K_Testd. The game's map select refers to it as an object testing area. It features rings of fire tied to switches, the warp light found in Hyrule, a mounted Moblin laser, a cannon positioned nearby rocks that serve a range indicator, a giant fan, and Skull Hammer blockers. It also contains an array of ice-covered objects that include a ladder, a Piece of Heart, groups of enemies, and a mountain.
K_Teste - Object Test Map 7
This archive is called K_Teste. The game's map select refers to it as an object testing area. It features the waterfall effects from the Ganondorf battle, several pieces of the Forsaken Fortress, warp pots, the boss mural from the second room of Ganon's Tower, the wall puzzles from Link's Oasis, and the hatch that leads to the Nintendo Gallery.
Attempting to enter the warp pots or interact with the wall puzzles freezes the game.